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authordaryll <daryll>1999-12-05 23:10:25 +0000
committerdaryll <daryll>1999-12-05 23:10:25 +0000
commit18c2681f29278bfbba32425ed0c3aa0d23fefed0 (patch)
treec508a99a7784ec70684309134498c3dc7990618a /xc/extras/Mesa/src/tritemp.h
parent98a9d17c5ef18d418ea7769f3f1932ec7f98c3c3 (diff)
First DRI release of 3dfx driver.
Diffstat (limited to 'xc/extras/Mesa/src/tritemp.h')
-rw-r--r--xc/extras/Mesa/src/tritemp.h1066
1 files changed, 1066 insertions, 0 deletions
diff --git a/xc/extras/Mesa/src/tritemp.h b/xc/extras/Mesa/src/tritemp.h
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+/* $Id: tritemp.h,v 1.1 1999/12/05 23:10:27 daryll Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/*
+ * Triangle Rasterizer Template
+ *
+ * This file is #include'd to generate custom triangle rasterizers.
+ *
+ * The following macros may be defined to indicate what auxillary information
+ * must be interplated across the triangle:
+ * INTERP_Z - if defined, interpolate Z values
+ * INTERP_RGB - if defined, interpolate RGB values
+ * INTERP_SPEC - if defined, interpolate specular RGB values
+ * INTERP_ALPHA - if defined, interpolate Alpha values
+ * INTERP_INDEX - if defined, interpolate color index values
+ * INTERP_INT_ST - if defined, interpolate integer ST texcoords
+ * (fast, simple 2-D texture mapping)
+ * INTERP_STUV - if defined, interpolate set 0 float STRQ texcoords
+ * NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
+ * INTERP_STUV1 - if defined, interpolate set 1 float STRQ texcoords
+ *
+ * When one can directly address pixels in the color buffer the following
+ * macros can be defined and used to compute pixel addresses during
+ * rasterization (see pRow):
+ * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
+ * BYTES_PER_ROW - number of bytes per row in the color buffer
+ * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
+ * Y==0 at bottom of screen and increases upward.
+ *
+ * Optionally, one may provide one-time setup code per triangle:
+ * SETUP_CODE - code which is to be executed once per triangle
+ *
+ * The following macro MUST be defined:
+ * INNER_LOOP(LEFT,RIGHT,Y) - code to write a span of pixels.
+ * Something like:
+ *
+ * for (x=LEFT; x<RIGHT;x++) {
+ * put_pixel(x,Y);
+ * // increment fixed point interpolants
+ * }
+ *
+ * This code was designed for the origin to be in the lower-left corner.
+ *
+ * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
+ */
+
+
+/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
+{
+ typedef struct {
+ GLint v0, v1; /* Y(v0) < Y(v1) */
+ GLfloat dx; /* X(v1) - X(v0) */
+ GLfloat dy; /* Y(v1) - Y(v0) */
+ GLfixed fdxdy; /* dx/dy in fixed-point */
+ GLfixed fsx; /* first sample point x coord */
+ GLfixed fsy;
+ GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
+ GLint lines; /* number of lines to be sampled on this edge */
+ GLfixed fx0; /* fixed pt X of lower endpoint */
+ } EdgeT;
+
+ struct vertex_buffer *VB = ctx->VB;
+ EdgeT eMaj, eTop, eBot;
+ GLfloat oneOverArea;
+ int vMin, vMid, vMax; /* vertex indexes: Y(vMin)<=Y(vMid)<=Y(vMax) */
+ float bf = ctx->backface_sign;
+
+ /* find the order of the 3 vertices along the Y axis */
+ {
+ GLfloat y0 = VB->Win.data[v0][1];
+ GLfloat y1 = VB->Win.data[v1][1];
+ GLfloat y2 = VB->Win.data[v2][1];
+
+ if (y0<=y1) {
+ if (y1<=y2) {
+ vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
+ }
+ else if (y2<=y0) {
+ vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */
+ }
+ else {
+ vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */
+ }
+ }
+ else {
+ if (y0<=y2) {
+ vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */
+ }
+ else if (y2<=y1) {
+ vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */
+ }
+ else {
+ vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */
+ }
+ }
+ }
+
+ /* vertex/edge relationship */
+ eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */
+ eTop.v0 = vMid; eTop.v1 = vMax;
+ eBot.v0 = vMin; eBot.v1 = vMid;
+
+ /* compute deltas for each edge: vertex[v1] - vertex[v0] */
+ eMaj.dx = VB->Win.data[vMax][0] - VB->Win.data[vMin][0];
+ eMaj.dy = VB->Win.data[vMax][1] - VB->Win.data[vMin][1];
+ eTop.dx = VB->Win.data[vMax][0] - VB->Win.data[vMid][0];
+ eTop.dy = VB->Win.data[vMax][1] - VB->Win.data[vMid][1];
+ eBot.dx = VB->Win.data[vMid][0] - VB->Win.data[vMin][0];
+ eBot.dy = VB->Win.data[vMid][1] - VB->Win.data[vMin][1];
+
+ /* compute oneOverArea */
+ {
+ GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
+
+ /* Do backface culling */
+ if (
+ area * bf < 0 ||
+ area * area < .0025
+ )
+ return;
+
+
+ oneOverArea = 1.0F / area;
+ }
+
+ /* Edge setup. For a triangle strip these could be reused... */
+ {
+ /* fixed point Y coordinates */
+ GLfixed vMin_fx = FloatToFixed(VB->Win.data[vMin][0] + 0.5F);
+ GLfixed vMin_fy = FloatToFixed(VB->Win.data[vMin][1] - 0.5F);
+ GLfixed vMid_fx = FloatToFixed(VB->Win.data[vMid][0] + 0.5F);
+ GLfixed vMid_fy = FloatToFixed(VB->Win.data[vMid][1] - 0.5F);
+ GLfixed vMax_fy = FloatToFixed(VB->Win.data[vMax][1] - 0.5F);
+
+ eMaj.fsy = FixedCeil(vMin_fy);
+ eMaj.lines = FixedToInt(vMax_fy + FIXED_ONE - FIXED_EPSILON - eMaj.fsy);
+ if (eMaj.lines > 0) {
+ GLfloat dxdy = eMaj.dx / eMaj.dy;
+ eMaj.fdxdy = SignedFloatToFixed(dxdy);
+ eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */
+ eMaj.fx0 = vMin_fx;
+ eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * dxdy);
+ }
+ else {
+ return; /*CULLED*/
+ }
+
+ eTop.fsy = FixedCeil(vMid_fy);
+ eTop.lines = FixedToInt(vMax_fy + FIXED_ONE - FIXED_EPSILON - eTop.fsy);
+ if (eTop.lines > 0) {
+ GLfloat dxdy = eTop.dx / eTop.dy;
+ eTop.fdxdy = SignedFloatToFixed(dxdy);
+ eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
+ eTop.fx0 = vMid_fx;
+ eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * dxdy);
+ }
+
+ eBot.fsy = FixedCeil(vMin_fy);
+ eBot.lines = FixedToInt(vMid_fy + FIXED_ONE - FIXED_EPSILON - eBot.fsy);
+ if (eBot.lines > 0) {
+ GLfloat dxdy = eBot.dx / eBot.dy;
+ eBot.fdxdy = SignedFloatToFixed(dxdy);
+ eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */
+ eBot.fx0 = vMin_fx;
+ eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * dxdy);
+ }
+ }
+
+ /*
+ * Conceptually, we view a triangle as two subtriangles
+ * separated by a perfectly horizontal line. The edge that is
+ * intersected by this line is one with maximal absolute dy; we
+ * call it a ``major'' edge. The other two edges are the
+ * ``top'' edge (for the upper subtriangle) and the ``bottom''
+ * edge (for the lower subtriangle). If either of these two
+ * edges is horizontal or very close to horizontal, the
+ * corresponding subtriangle might cover zero sample points;
+ * we take care to handle such cases, for performance as well
+ * as correctness.
+ *
+ * By stepping rasterization parameters along the major edge,
+ * we can avoid recomputing them at the discontinuity where
+ * the top and bottom edges meet. However, this forces us to
+ * be able to scan both left-to-right and right-to-left.
+ * Also, we must determine whether the major edge is at the
+ * left or right side of the triangle. We do this by
+ * computing the magnitude of the cross-product of the major
+ * and top edges. Since this magnitude depends on the sine of
+ * the angle between the two edges, its sign tells us whether
+ * we turn to the left or to the right when travelling along
+ * the major edge to the top edge, and from this we infer
+ * whether the major edge is on the left or the right.
+ *
+ * Serendipitously, this cross-product magnitude is also a
+ * value we need to compute the iteration parameter
+ * derivatives for the triangle, and it can be used to perform
+ * backface culling because its sign tells us whether the
+ * triangle is clockwise or counterclockwise. In this code we
+ * refer to it as ``area'' because it's also proportional to
+ * the pixel area of the triangle.
+ */
+
+ {
+ GLint ltor; /* true if scanning left-to-right */
+#if INTERP_Z
+ GLfloat dzdx, dzdy; GLfixed fdzdx;
+#endif
+#if INTERP_RGB
+ GLfloat drdx, drdy; GLfixed fdrdx;
+ GLfloat dgdx, dgdy; GLfixed fdgdx;
+ GLfloat dbdx, dbdy; GLfixed fdbdx;
+#endif
+#if INTERP_SPEC
+ GLfloat dsrdx, dsrdy; GLfixed fdsrdx;
+ GLfloat dsgdx, dsgdy; GLfixed fdsgdx;
+ GLfloat dsbdx, dsbdy; GLfixed fdsbdx;
+#endif
+#if INTERP_ALPHA
+ GLfloat dadx, dady; GLfixed fdadx;
+#endif
+#if INTERP_INDEX
+ GLfloat didx, didy; GLfixed fdidx;
+#endif
+#if INTERP_INT_ST
+ GLfloat dsdx, dsdy; GLfixed fdsdx;
+ GLfloat dtdx, dtdy; GLfixed fdtdx;
+#endif
+#if INTERP_STUV
+ GLfloat dsdx, dsdy;
+ GLfloat dtdx, dtdy;
+ GLfloat dudx, dudy;
+ GLfloat dvdx, dvdy;
+#endif
+#if INTERP_STUV1
+ GLfloat ds1dx, ds1dy;
+ GLfloat dt1dx, dt1dy;
+ GLfloat du1dx, du1dy;
+ GLfloat dv1dx, dv1dy;
+#endif
+
+ /*
+ * Execute user-supplied setup code
+ */
+#ifdef SETUP_CODE
+ SETUP_CODE
+#endif
+
+ ltor = (oneOverArea < 0.0F);
+
+ /* compute d?/dx and d?/dy derivatives */
+#if INTERP_Z
+ {
+ GLfloat eMaj_dz, eBot_dz;
+ eMaj_dz = VB->Win.data[vMax][2] - VB->Win.data[vMin][2];
+ eBot_dz = VB->Win.data[vMid][2] - VB->Win.data[vMin][2];
+ dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
+ if (dzdx>DEPTH_SCALE || dzdx<-DEPTH_SCALE) {
+ /* probably a sliver triangle */
+ dzdx = 0.0;
+ dzdy = 0.0;
+ }
+ else {
+ dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+ }
+#if DEPTH_BITS==16
+ fdzdx = SignedFloatToFixed(dzdx);
+#else
+ fdzdx = (GLint) dzdx;
+#endif
+ }
+#endif
+#if INTERP_RGB
+ {
+ GLfloat eMaj_dr, eBot_dr;
+ eMaj_dr = (GLint) VB->ColorPtr->data[vMax][0] - (GLint) VB->ColorPtr->data[vMin][0];
+ eBot_dr = (GLint) VB->ColorPtr->data[vMid][0] - (GLint) VB->ColorPtr->data[vMin][0];
+ drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
+ fdrdx = SignedFloatToFixed(drdx);
+ drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
+ }
+ {
+ GLfloat eMaj_dg, eBot_dg;
+ eMaj_dg = (GLint) VB->ColorPtr->data[vMax][1] - (GLint) VB->ColorPtr->data[vMin][1];
+ eBot_dg = (GLint) VB->ColorPtr->data[vMid][1] - (GLint) VB->ColorPtr->data[vMin][1];
+ dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
+ fdgdx = SignedFloatToFixed(dgdx);
+ dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
+ }
+ {
+ GLfloat eMaj_db, eBot_db;
+ eMaj_db = (GLint) VB->ColorPtr->data[vMax][2] - (GLint) VB->ColorPtr->data[vMin][2];
+ eBot_db = (GLint) VB->ColorPtr->data[vMid][2] - (GLint) VB->ColorPtr->data[vMin][2];
+ dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
+ fdbdx = SignedFloatToFixed(dbdx);
+ dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+ }
+#endif
+#if INTERP_SPEC
+ {
+ GLfloat eMaj_dsr, eBot_dsr;
+ eMaj_dsr = (GLint) VB->Specular[vMax][0] - (GLint) VB->Specular[vMin][0];
+ eBot_dsr = (GLint) VB->Specular[vMid][0] - (GLint) VB->Specular[vMin][0];
+ dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
+ fdsrdx = SignedFloatToFixed(dsrdx);
+ dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
+ }
+ {
+ GLfloat eMaj_dsg, eBot_dsg;
+ eMaj_dsg = (GLint) VB->Specular[vMax][1] - (GLint) VB->Specular[vMin][1];
+ eBot_dsg = (GLint) VB->Specular[vMid][1] - (GLint) VB->Specular[vMin][1];
+ dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
+ fdsgdx = SignedFloatToFixed(dsgdx);
+ dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
+ }
+ {
+ GLfloat eMaj_dsb, eBot_dsb;
+ eMaj_dsb = (GLint) VB->Specular[vMax][2] - (GLint) VB->Specular[vMin][2];
+ eBot_dsb = (GLint) VB->Specular[vMid][2] - (GLint) VB->Specular[vMin][2];
+ dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
+ fdsbdx = SignedFloatToFixed(dsbdx);
+ dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+ }
+#endif
+#if INTERP_ALPHA
+ {
+ GLfloat eMaj_da, eBot_da;
+ eMaj_da = (GLint) VB->ColorPtr->data[vMax][3] - (GLint) VB->ColorPtr->data[vMin][3];
+ eBot_da = (GLint) VB->ColorPtr->data[vMid][3] - (GLint) VB->ColorPtr->data[vMin][3];
+ dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+ fdadx = SignedFloatToFixed(dadx);
+ dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+ }
+#endif
+#if INTERP_INDEX
+ {
+ GLfloat eMaj_di, eBot_di;
+ eMaj_di = (GLint) VB->IndexPtr->data[vMax] - (GLint) VB->IndexPtr->data[vMin];
+ eBot_di = (GLint) VB->IndexPtr->data[vMid] - (GLint) VB->IndexPtr->data[vMin];
+ didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
+ fdidx = SignedFloatToFixed(didx);
+ didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
+ }
+#endif
+#if INTERP_INT_ST
+ {
+ GLfloat eMaj_ds, eBot_ds;
+ eMaj_ds = (VB->TexCoordPtr[0]->data[vMax][0] - VB->TexCoordPtr[0]->data[vMin][0]) * S_SCALE;
+ eBot_ds = (VB->TexCoordPtr[0]->data[vMid][0] - VB->TexCoordPtr[0]->data[vMin][0]) * S_SCALE;
+ dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ fdsdx = SignedFloatToFixed(dsdx);
+ dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ }
+ if (VB->TexCoordPtr[0]->size > 1)
+ {
+ GLfloat eMaj_dt, eBot_dt;
+ eMaj_dt = (VB->TexCoordPtr[0]->data[vMax][1] - VB->TexCoordPtr[0]->data[vMin][1]) * T_SCALE;
+ eBot_dt = (VB->TexCoordPtr[0]->data[vMid][1] - VB->TexCoordPtr[0]->data[vMin][1]) * T_SCALE;
+ dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ fdtdx = SignedFloatToFixed(dtdx);
+ dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ } else {
+ dtdx = 0;
+ fdtdx = SignedFloatToFixed(dtdx);
+ dtdy = 0;
+ }
+
+#endif
+#if INTERP_STUV
+ {
+ GLfloat wMax = VB->Win.data[vMax][3];
+ GLfloat wMin = VB->Win.data[vMin][3];
+ GLfloat wMid = VB->Win.data[vMid][3];
+ GLfloat eMaj_ds, eBot_ds;
+ GLfloat eMaj_dt, eBot_dt;
+ GLfloat eMaj_du, eBot_du;
+ GLfloat eMaj_dv, eBot_dv;
+
+ eMaj_ds = VB->TexCoordPtr[0]->data[vMax][0]*wMax - VB->TexCoordPtr[0]->data[vMin][0]*wMin;
+ eBot_ds = VB->TexCoordPtr[0]->data[vMid][0]*wMid - VB->TexCoordPtr[0]->data[vMin][0]*wMin;
+ dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+
+
+ if (VB->TexCoordPtr[0]->size > 1)
+ {
+ eMaj_dt = VB->TexCoordPtr[0]->data[vMax][1]*wMax - VB->TexCoordPtr[0]->data[vMin][1]*wMin;
+ eBot_dt = VB->TexCoordPtr[0]->data[vMid][1]*wMid - VB->TexCoordPtr[0]->data[vMin][1]*wMin;
+ dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ } else {
+ dtdx = 0;
+ dtdy = 0;
+ }
+
+ if (VB->TexCoordPtr[0]->size > 2)
+ {
+ eMaj_du = VB->TexCoordPtr[0]->data[vMax][2]*wMax - VB->TexCoordPtr[0]->data[vMin][2]*wMin;
+ eBot_du = VB->TexCoordPtr[0]->data[vMid][2]*wMid - VB->TexCoordPtr[0]->data[vMin][2]*wMin;
+ dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+ dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+ } else {
+ dudx = 0;
+ dudy = 0;
+ }
+
+ if (VB->TexCoordPtr[0]->size > 3)
+ {
+ eMaj_dv = VB->TexCoordPtr[0]->data[vMax][3]*wMax - VB->TexCoordPtr[0]->data[vMin][3]*wMin;
+ eBot_dv = VB->TexCoordPtr[0]->data[vMid][3]*wMid - VB->TexCoordPtr[0]->data[vMin][3]*wMin;
+ dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ } else {
+ eMaj_dv = wMax - wMin;
+ eBot_dv = wMid - wMin;
+ dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ }
+ }
+#endif
+#if INTERP_STUV1
+ {
+ GLfloat wMax = VB->Win.data[vMax][3];
+ GLfloat wMin = VB->Win.data[vMin][3];
+ GLfloat wMid = VB->Win.data[vMid][3];
+ GLfloat eMaj_ds, eBot_ds;
+ GLfloat eMaj_dt, eBot_dt;
+ GLfloat eMaj_du, eBot_du;
+ GLfloat eMaj_dv, eBot_dv;
+ eMaj_ds = VB->TexCoordPtr[1]->data[vMax][0]*wMax - VB->TexCoordPtr[1]->data[vMin][0]*wMin;
+ eBot_ds = VB->TexCoordPtr[1]->data[vMid][0]*wMid - VB->TexCoordPtr[1]->data[vMin][0]*wMin;
+ ds1dx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ ds1dy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+
+ if (VB->TexCoordPtr[1]->size > 1)
+ {
+ eMaj_dt = VB->TexCoordPtr[1]->data[vMax][1]*wMax - VB->TexCoordPtr[1]->data[vMin][1]*wMin;
+ eBot_dt = VB->TexCoordPtr[1]->data[vMid][1]*wMid - VB->TexCoordPtr[1]->data[vMin][1]*wMin;
+ dt1dx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ dt1dy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ }
+ else
+ {
+ dt1dx = 0;
+ dt1dy = 0;
+ }
+
+ if (VB->TexCoordPtr[1]->size > 2)
+ {
+ eMaj_du = VB->TexCoordPtr[1]->data[vMax][2]*wMax - VB->TexCoordPtr[1]->data[vMin][2]*wMin;
+ eBot_du = VB->TexCoordPtr[1]->data[vMid][2]*wMid - VB->TexCoordPtr[1]->data[vMin][2]*wMin;
+ du1dx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+ du1dy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+ }
+ else
+ {
+ du1dx = 0;
+ du1dy = 0;
+ }
+
+ if (VB->TexCoordPtr[1]->size > 3)
+ {
+ eMaj_dv = VB->TexCoordPtr[1]->data[vMax][3]*wMax - VB->TexCoordPtr[1]->data[vMin][3]*wMin;
+ eBot_dv = VB->TexCoordPtr[1]->data[vMid][3]*wMid - VB->TexCoordPtr[1]->data[vMin][3]*wMin;
+ dv1dx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dv1dy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ }
+ else
+ {
+ eMaj_dv = wMax - wMin;
+ eBot_dv = wMid - wMin;
+ dv1dx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dv1dy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ }
+ }
+#endif
+
+ /*
+ * We always sample at pixel centers. However, we avoid
+ * explicit half-pixel offsets in this code by incorporating
+ * the proper offset in each of x and y during the
+ * transformation to window coordinates.
+ *
+ * We also apply the usual rasterization rules to prevent
+ * cracks and overlaps. A pixel is considered inside a
+ * subtriangle if it meets all of four conditions: it is on or
+ * to the right of the left edge, strictly to the left of the
+ * right edge, on or below the top edge, and strictly above
+ * the bottom edge. (Some edges may be degenerate.)
+ *
+ * The following discussion assumes left-to-right scanning
+ * (that is, the major edge is on the left); the right-to-left
+ * case is a straightforward variation.
+ *
+ * We start by finding the half-integral y coordinate that is
+ * at or below the top of the triangle. This gives us the
+ * first scan line that could possibly contain pixels that are
+ * inside the triangle.
+ *
+ * Next we creep down the major edge until we reach that y,
+ * and compute the corresponding x coordinate on the edge.
+ * Then we find the half-integral x that lies on or just
+ * inside the edge. This is the first pixel that might lie in
+ * the interior of the triangle. (We won't know for sure
+ * until we check the other edges.)
+ *
+ * As we rasterize the triangle, we'll step down the major
+ * edge. For each step in y, we'll move an integer number
+ * of steps in x. There are two possible x step sizes, which
+ * we'll call the ``inner'' step (guaranteed to land on the
+ * edge or inside it) and the ``outer'' step (guaranteed to
+ * land on the edge or outside it). The inner and outer steps
+ * differ by one. During rasterization we maintain an error
+ * term that indicates our distance from the true edge, and
+ * select either the inner step or the outer step, whichever
+ * gets us to the first pixel that falls inside the triangle.
+ *
+ * All parameters (z, red, etc.) as well as the buffer
+ * addresses for color and z have inner and outer step values,
+ * so that we can increment them appropriately. This method
+ * eliminates the need to adjust parameters by creeping a
+ * sub-pixel amount into the triangle at each scanline.
+ */
+
+ {
+ int subTriangle;
+ GLfixed fx, fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
+ GLfixed fdxOuter;
+ int idxOuter;
+ float dxOuter;
+ GLfixed fError, fdError;
+ float adjx, adjy;
+ GLfixed fy;
+ int iy;
+#ifdef PIXEL_ADDRESS
+ PIXEL_TYPE *pRow;
+ int dPRowOuter, dPRowInner; /* offset in bytes */
+#endif
+#if INTERP_Z
+ GLdepth *zRow;
+ int dZRowOuter, dZRowInner; /* offset in bytes */
+ GLfixed fz, fdzOuter, fdzInner;
+#endif
+#if INTERP_RGB
+ GLfixed fr, fdrOuter, fdrInner;
+ GLfixed fg, fdgOuter, fdgInner;
+ GLfixed fb, fdbOuter, fdbInner;
+#endif
+#if INTERP_SPEC
+ GLfixed fsr, fdsrOuter, fdsrInner;
+ GLfixed fsg, fdsgOuter, fdsgInner;
+ GLfixed fsb, fdsbOuter, fdsbInner;
+#endif
+#if INTERP_ALPHA
+ GLfixed fa, fdaOuter, fdaInner;
+#endif
+#if INTERP_INDEX
+ GLfixed fi, fdiOuter, fdiInner;
+#endif
+#if INTERP_INT_ST
+ GLfixed fs, fdsOuter, fdsInner;
+ GLfixed ft, fdtOuter, fdtInner;
+#endif
+#if INTERP_STUV
+ GLfloat sLeft, dsOuter, dsInner;
+ GLfloat tLeft, dtOuter, dtInner;
+ GLfloat uLeft, duOuter, duInner;
+ GLfloat vLeft, dvOuter, dvInner;
+#endif
+#if INTERP_STUV1
+ GLfloat s1Left, ds1Outer, ds1Inner;
+ GLfloat t1Left, dt1Outer, dt1Inner;
+ GLfloat u1Left, du1Outer, du1Inner;
+ GLfloat v1Left, dv1Outer, dv1Inner;
+#endif
+
+ for (subTriangle=0; subTriangle<=1; subTriangle++) {
+ EdgeT *eLeft, *eRight;
+ int setupLeft, setupRight;
+ int lines;
+
+ if (subTriangle==0) {
+ /* bottom half */
+ if (ltor) {
+ eLeft = &eMaj;
+ eRight = &eBot;
+ lines = eRight->lines;
+ setupLeft = 1;
+ setupRight = 1;
+ }
+ else {
+ eLeft = &eBot;
+ eRight = &eMaj;
+ lines = eLeft->lines;
+ setupLeft = 1;
+ setupRight = 1;
+ }
+ }
+ else {
+ /* top half */
+ if (ltor) {
+ eLeft = &eMaj;
+ eRight = &eTop;
+ lines = eRight->lines;
+ setupLeft = 0;
+ setupRight = 1;
+ }
+ else {
+ eLeft = &eTop;
+ eRight = &eMaj;
+ lines = eLeft->lines;
+ setupLeft = 1;
+ setupRight = 0;
+ }
+ if (lines==0) return;
+ }
+
+ if (setupLeft && eLeft->lines>0) {
+ GLint vLower;
+ GLfixed fsx = eLeft->fsx;
+ fx = FixedCeil(fsx);
+ fError = fx - fsx - FIXED_ONE;
+ fxLeftEdge = fsx - FIXED_EPSILON;
+ fdxLeftEdge = eLeft->fdxdy;
+ fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
+ fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
+ idxOuter = FixedToInt(fdxOuter);
+ dxOuter = (float) idxOuter;
+ (void) dxOuter;
+
+ fy = eLeft->fsy;
+ iy = FixedToInt(fy);
+
+ adjx = (float)(fx - eLeft->fx0); /* SCALED! */
+ adjy = eLeft->adjy; /* SCALED! */
+ (void) adjx; /* silence compiler warnings */
+ (void) adjy; /* silence compiler warnings */
+
+ vLower = eLeft->v0;
+ (void) vLower; /* silence compiler warnings */
+
+#ifdef PIXEL_ADDRESS
+ {
+ pRow = PIXEL_ADDRESS( FixedToInt(fxLeftEdge), iy );
+ dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
+ /* negative because Y=0 at bottom and increases upward */
+ }
+#endif
+ /*
+ * Now we need the set of parameter (z, color, etc.) values at
+ * the point (fx, fy). This gives us properly-sampled parameter
+ * values that we can step from pixel to pixel. Furthermore,
+ * although we might have intermediate results that overflow
+ * the normal parameter range when we step temporarily outside
+ * the triangle, we shouldn't overflow or underflow for any
+ * pixel that's actually inside the triangle.
+ */
+
+#if INTERP_Z
+ {
+ GLfloat z0, tmp;
+ z0 = VB->Win.data[vLower][2] + ctx->PolygonZoffset;
+#if DEPTH_BITS==16
+ /* interpolate fixed-pt values */
+ tmp = (z0 * FIXED_SCALE + dzdx * adjx + dzdy * adjy) + FIXED_HALF;
+ if (tmp < MAX_GLUINT/2)
+ fz = (GLfixed) tmp;
+ else
+ fz = MAX_GLUINT/2;
+ fdzOuter = SignedFloatToFixed(dzdy + dxOuter * dzdx);
+#else
+ (void) tmp;
+ /* interpolate depth values exactly */
+ fz = (GLint) (z0 + dzdx*FixedToFloat(adjx) + dzdy*FixedToFloat(adjy));
+ fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
+#endif
+ zRow = Z_ADDRESS( ctx, FixedToInt(fxLeftEdge), iy );
+ dZRowOuter = (ctx->Buffer->Width + idxOuter) * sizeof(GLdepth);
+ }
+#endif
+#if INTERP_RGB
+ fr = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][0]) + drdx * adjx + drdy * adjy)
+ + FIXED_HALF;
+ fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
+
+ fg = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][1]) + dgdx * adjx + dgdy * adjy)
+ + FIXED_HALF;
+ fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
+
+ fb = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][2]) + dbdx * adjx + dbdy * adjy)
+ + FIXED_HALF;
+ fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
+#endif
+#if INTERP_SPEC
+ fsr = (GLfixed)(IntToFixed(VB->Specular[vLower][0]) + dsrdx * adjx + dsrdy * adjy)
+ + FIXED_HALF;
+ fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
+
+ fsg = (GLfixed)(IntToFixed(VB->Specular[vLower][1]) + dsgdx * adjx + dsgdy * adjy)
+ + FIXED_HALF;
+ fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
+
+ fsb = (GLfixed)(IntToFixed(VB->Specular[vLower][2]) + dsbdx * adjx + dsbdy * adjy)
+ + FIXED_HALF;
+ fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
+#endif
+#if INTERP_ALPHA
+ fa = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][3]) + dadx * adjx + dady * adjy)
+ + FIXED_HALF;
+ fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+#endif
+#if INTERP_INDEX
+ fi = (GLfixed)(VB->IndexPtr->data[vLower] * FIXED_SCALE + didx * adjx
+ + didy * adjy) + FIXED_HALF;
+ fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+#endif
+#if INTERP_INT_ST
+ {
+ GLfloat s0, t0;
+ s0 = VB->TexCoordPtr[0]->data[vLower][0] * S_SCALE;
+ fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx + dsdy * adjy) + FIXED_HALF;
+ fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
+
+ if (VB->TexCoordPtr[0]->size > 1)
+ {
+ t0 = VB->TexCoordPtr[0]->data[vLower][1] * T_SCALE;
+ ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
+ fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
+ }
+ else
+ {
+ t0 = 0;
+ ft = (GLfixed) FIXED_HALF;
+ fdtOuter = SignedFloatToFixed(0);
+ }
+ }
+#endif
+#if INTERP_STUV
+ {
+ GLfloat invW = VB->Win.data[vLower][3];
+ GLfloat s0, t0, u0, v0;
+ s0 = VB->TexCoordPtr[0]->data[vLower][0] * invW;
+ sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
+ dsOuter = dsdy + dxOuter * dsdx;
+ if (VB->TexCoordPtr[0]->size > 1)
+ {
+ t0 = VB->TexCoordPtr[0]->data[vLower][1] * invW;
+ tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
+ dtOuter = dtdy + dxOuter * dtdx;
+ } else {
+ tLeft = dtOuter = 0;
+ }
+ if (VB->TexCoordPtr[0]->size > 2)
+ {
+ u0 = VB->TexCoordPtr[0]->data[vLower][2] * invW;
+ uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
+ duOuter = dudy + dxOuter * dudx;
+ } else {
+ uLeft = duOuter = 0;
+ }
+ if (VB->TexCoordPtr[0]->size > 3)
+ {
+ v0 = VB->TexCoordPtr[0]->data[vLower][3] * invW;
+ } else {
+ v0 = invW;
+ }
+ vLeft = v0 + (dvdx * adjx + dvdy * adjy) * (1.0F/FIXED_SCALE);
+ dvOuter = dvdy + dxOuter * dvdx;
+ }
+#endif
+#if INTERP_STUV1
+ {
+ GLfloat invW = VB->Win.data[vLower][3];
+ GLfloat s0, t0, u0, v0;
+ s0 = VB->TexCoordPtr[1]->data[vLower][0] * invW;
+ s1Left = s0 + (ds1dx * adjx + ds1dy * adjy) * (1.0F/FIXED_SCALE);
+ ds1Outer = ds1dy + dxOuter * ds1dx;
+ if (VB->TexCoordPtr[0]->size > 1)
+ {
+ t0 = VB->TexCoordPtr[1]->data[vLower][1] * invW;
+ t1Left = t0 + (dt1dx * adjx + dt1dy * adjy) * (1.0F/FIXED_SCALE);
+ dt1Outer = dt1dy + dxOuter * dt1dx;
+ } else {
+ t1Left = dt1Outer = 0;
+ }
+ if (VB->TexCoordPtr[0]->size > 2)
+ {
+ u0 = VB->TexCoordPtr[1]->data[vLower][2] * invW;
+ u1Left = u0 + (du1dx * adjx + du1dy * adjy) * (1.0F/FIXED_SCALE);
+ du1Outer = du1dy + dxOuter * du1dx;
+ } else {
+ u1Left = du1Outer = 0;
+ }
+ if (VB->TexCoordPtr[0]->size > 3)
+ {
+ v0 = VB->TexCoordPtr[1]->data[vLower][3] * invW;
+ } else {
+ v0 = invW;
+ }
+ v1Left = v0 + (dv1dx * adjx + dv1dy * adjy) * (1.0F/FIXED_SCALE);
+ dv1Outer = dv1dy + dxOuter * dv1dx;
+ }
+#endif
+
+ } /*if setupLeft*/
+
+
+ if (setupRight && eRight->lines>0) {
+ fxRightEdge = eRight->fsx - FIXED_EPSILON;
+ fdxRightEdge = eRight->fdxdy;
+ }
+
+ if (lines==0) {
+ continue;
+ }
+
+
+ /* Rasterize setup */
+#ifdef PIXEL_ADDRESS
+ dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE);
+#endif
+#if INTERP_Z
+ dZRowInner = dZRowOuter + sizeof(GLdepth);
+ fdzInner = fdzOuter + fdzdx;
+#endif
+#if INTERP_RGB
+ fdrInner = fdrOuter + fdrdx;
+ fdgInner = fdgOuter + fdgdx;
+ fdbInner = fdbOuter + fdbdx;
+#endif
+#if INTERP_SPEC
+ fdsrInner = fdsrOuter + fdsrdx;
+ fdsgInner = fdsgOuter + fdsgdx;
+ fdsbInner = fdsbOuter + fdsbdx;
+#endif
+#if INTERP_ALPHA
+ fdaInner = fdaOuter + fdadx;
+#endif
+#if INTERP_INDEX
+ fdiInner = fdiOuter + fdidx;
+#endif
+#if INTERP_INT_ST
+ fdsInner = fdsOuter + fdsdx;
+ fdtInner = fdtOuter + fdtdx;
+#endif
+#if INTERP_STUV
+ dsInner = dsOuter + dsdx;
+ dtInner = dtOuter + dtdx;
+ duInner = duOuter + dudx;
+ dvInner = dvOuter + dvdx;
+#endif
+#if INTERP_STUV1
+ ds1Inner = ds1Outer + ds1dx;
+ dt1Inner = dt1Outer + dt1dx;
+ du1Inner = du1Outer + du1dx;
+ dv1Inner = dv1Outer + dv1dx;
+#endif
+
+ while (lines>0) {
+ /* initialize the span interpolants to the leftmost value */
+ /* ff = fixed-pt fragment */
+#if INTERP_Z
+ GLfixed ffz = fz;
+ /*GLdepth *zp = zRow;*/
+#endif
+#if INTERP_RGB
+ GLfixed ffr = fr, ffg = fg, ffb = fb;
+#endif
+#if INTERP_SPEC
+ GLfixed ffsr = fsr, ffsg = fsg, ffsb = fsb;
+#endif
+#if INTERP_ALPHA
+ GLfixed ffa = fa;
+#endif
+#if INTERP_INDEX
+ GLfixed ffi = fi;
+#endif
+#if INTERP_INT_ST
+ GLfixed ffs = fs, fft = ft;
+#endif
+#if INTERP_STUV
+ GLfloat ss = sLeft, tt = tLeft, uu = uLeft, vv = vLeft;
+#endif
+#if INTERP_STUV1
+ GLfloat ss1 = s1Left, tt1 = t1Left, uu1 = u1Left, vv1 = v1Left;
+#endif
+ GLint left = FixedToInt(fxLeftEdge);
+ GLint right = FixedToInt(fxRightEdge);
+
+#if INTERP_RGB
+ {
+ /* need this to accomodate round-off errors */
+ GLfixed ffrend = ffr+(right-left-1)*fdrdx;
+ GLfixed ffgend = ffg+(right-left-1)*fdgdx;
+ GLfixed ffbend = ffb+(right-left-1)*fdbdx;
+ if (ffrend<0) ffr -= ffrend;
+ if (ffgend<0) ffg -= ffgend;
+ if (ffbend<0) ffb -= ffbend;
+ if (ffr<0) ffr = 0;
+ if (ffg<0) ffg = 0;
+ if (ffb<0) ffb = 0;
+ }
+#endif
+#if INTERP_SPEC
+ {
+ /* need this to accomodate round-off errors */
+ GLfixed ffsrend = ffsr+(right-left-1)*fdsrdx;
+ GLfixed ffsgend = ffsg+(right-left-1)*fdsgdx;
+ GLfixed ffsbend = ffsb+(right-left-1)*fdsbdx;
+ if (ffsrend<0) ffsr -= ffsrend;
+ if (ffsgend<0) ffsg -= ffsgend;
+ if (ffsbend<0) ffsb -= ffsbend;
+ if (ffsr<0) ffsr = 0;
+ if (ffsg<0) ffsg = 0;
+ if (ffsb<0) ffsb = 0;
+ }
+#endif
+#if INTERP_ALPHA
+ {
+ GLfixed ffaend = ffa+(right-left-1)*fdadx;
+ if (ffaend<0) ffa -= ffaend;
+ if (ffa<0) ffa = 0;
+ }
+#endif
+#if INTERP_INDEX
+ if (ffi<0) ffi = 0;
+#endif
+
+ INNER_LOOP( left, right, iy );
+
+ /*
+ * Advance to the next scan line. Compute the
+ * new edge coordinates, and adjust the
+ * pixel-center x coordinate so that it stays
+ * on or inside the major edge.
+ */
+ iy++;
+ lines--;
+
+ fxLeftEdge += fdxLeftEdge;
+ fxRightEdge += fdxRightEdge;
+
+
+ fError += fdError;
+ if (fError >= 0) {
+ fError -= FIXED_ONE;
+#ifdef PIXEL_ADDRESS
+ pRow = (PIXEL_TYPE*) ((GLubyte*)pRow + dPRowOuter);
+#endif
+#if INTERP_Z
+ zRow = (GLdepth*) ((GLubyte*)zRow + dZRowOuter);
+ fz += fdzOuter;
+#endif
+#if INTERP_RGB
+ fr += fdrOuter; fg += fdgOuter; fb += fdbOuter;
+#endif
+#if INTERP_SPEC
+ fsr += fdsrOuter; fsg += fdsgOuter; fsb += fdsbOuter;
+#endif
+#if INTERP_ALPHA
+ fa += fdaOuter;
+#endif
+#if INTERP_INDEX
+ fi += fdiOuter;
+#endif
+#if INTERP_INT_ST
+ fs += fdsOuter; ft += fdtOuter;
+#endif
+#if INTERP_STUV
+ sLeft += dsOuter;
+ tLeft += dtOuter;
+ uLeft += duOuter;
+ vLeft += dvOuter;
+#endif
+#if INTERP_STUV1
+ s1Left += ds1Outer;
+ t1Left += dt1Outer;
+ u1Left += du1Outer;
+ v1Left += dv1Outer;
+#endif
+ }
+ else {
+#ifdef PIXEL_ADDRESS
+ pRow = (PIXEL_TYPE*) ((GLubyte*)pRow + dPRowInner);
+#endif
+#if INTERP_Z
+ zRow = (GLdepth*) ((GLubyte*)zRow + dZRowInner);
+ fz += fdzInner;
+#endif
+#if INTERP_RGB
+ fr += fdrInner; fg += fdgInner; fb += fdbInner;
+#endif
+#if INTERP_SPEC
+ fsr += fdsrInner; fsg += fdsgInner; fsb += fdsbInner;
+#endif
+#if INTERP_ALPHA
+ fa += fdaInner;
+#endif
+#if INTERP_INDEX
+ fi += fdiInner;
+#endif
+#if INTERP_INT_ST
+ fs += fdsInner; ft += fdtInner;
+#endif
+#if INTERP_STUV
+ sLeft += dsInner;
+ tLeft += dtInner;
+ uLeft += duInner;
+ vLeft += dvInner;
+#endif
+#if INTERP_STUV1
+ s1Left += ds1Inner;
+ t1Left += dt1Inner;
+ u1Left += du1Inner;
+ v1Left += dv1Inner;
+#endif
+ }
+ } /*while lines>0*/
+
+ } /* for subTriangle */
+
+ }
+ }
+}
+
+#undef SETUP_CODE
+#undef INNER_LOOP
+
+#undef PIXEL_TYPE
+#undef BYTES_PER_ROW
+#undef PIXEL_ADDRESS
+
+#undef INTERP_Z
+#undef INTERP_RGB
+#undef INTERP_SPEC
+#undef INTERP_ALPHA
+#undef INTERP_INDEX
+#undef INTERP_INT_ST
+#undef INTERP_STUV
+#undef INTERP_STUV1
+
+#undef S_SCALE
+#undef T_SCALE