Переглянути джерело

optimized lambda computation (Klaus Niederkrueger)

tags/mesa_3_5
Brian Paul 24 роки тому
джерело
коміт
4b90e68ac6
2 змінених файлів з 53 додано та 12 видалено
  1. 9
    10
      src/mesa/swrast/s_triangle.c
  2. 44
    2
      src/mesa/swrast/s_tritemp.h

+ 9
- 10
src/mesa/swrast/s_triangle.c Переглянути файл

@@ -1,4 +1,4 @@
/* $Id: s_triangle.c,v 1.9 2001/01/23 23:39:37 brianp Exp $ */
/* $Id: s_triangle.c,v 1.10 2001/01/29 18:51:25 brianp Exp $ */

/*
* Mesa 3-D graphics library
@@ -1826,6 +1826,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_LAMBDA 1
#define INTERP_TEX 1

#define SETUP_CODE \
@@ -1864,8 +1865,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
invQ, twidth, theight );\
lambda[i] = COMPUTE_LAMBDA(invQ); \
ffz += fdzdx; \
fffog += fdfogdx; \
ss += dsdx; \
@@ -1886,8 +1886,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
invQ, twidth, theight );\
lambda[i] = COMPUTE_LAMBDA(invQ); \
ffz += fdzdx; \
fffog += fdfogdx; \
ffr += fdrdx; \
@@ -1932,6 +1931,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
#define INTERP_LAMBDA 1

#define SETUP_CODE \
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
@@ -1976,8 +1976,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
invQ, twidth, theight );\
lambda[i] = COMPUTE_LAMBDA(invQ); \
fffog += fdfogdx; \
ffz += fdzdx; \
ss += dsdx; \
@@ -2001,8 +2000,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
s[i] = ss*invQ; \
t[i] = tt*invQ; \
u[i] = uu*invQ; \
lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
invQ, twidth, theight );\
lambda[i] = COMPUTE_LAMBDA(invQ); \
fffog += fdfogdx; \
ffz += fdzdx; \
ffr += fdrdx; \
@@ -2307,6 +2305,7 @@ _swrast_choose_triangle( GLcontext *ctx )
&& image->Border==0
&& ((format = image->Format)==GL_RGB || format==GL_RGBA)
&& (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
/* ==> current2Dtex->MinFilter != GL_XXX_MIPMAP_XXX */
&& ctx->Light.Model.ColorControl==GL_SINGLE_COLOR
&& ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) {

@@ -2384,7 +2383,7 @@ _swrast_choose_triangle( GLcontext *ctx )
}
else {
if (needLambda) {
swrast->Triangle = lambda_textured_triangle;
swrast->Triangle = lambda_textured_triangle;
dputs("lambda_textured_triangle");
}
else {

+ 44
- 2
src/mesa/swrast/s_tritemp.h Переглянути файл

@@ -1,10 +1,10 @@
/* $Id: s_tritemp.h,v 1.7 2001/01/23 23:39:37 brianp Exp $ */
/* $Id: s_tritemp.h,v 1.8 2001/01/29 18:51:25 brianp Exp $ */

/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2001 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"),
@@ -39,6 +39,8 @@
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
* (fast, simple 2-D texture mapping)
* INTERP_LAMBDA - if defined, the lambda value is computed at every
* pixel, to apply MIPMAPPING, and min/maxification
* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
@@ -278,6 +280,14 @@
GLfloat dudx[MAX_TEXTURE_UNITS], dudy[MAX_TEXTURE_UNITS];
GLfloat dvdx[MAX_TEXTURE_UNITS], dvdy[MAX_TEXTURE_UNITS];
#endif
#ifdef INTERP_LAMBDA

#ifndef INTERP_TEX
#error "Mipmapping without texturing doesn't make sense."
#endif
GLfloat lambda_nominator;
#endif


/*
* Execute user-supplied setup code
@@ -955,6 +965,36 @@
if (ffi<0) ffi = 0;
#endif

#ifdef INTERP_LAMBDA
/*
* The lambda value is:
* log_2(sqrt(f(n))) = 1/2*log_2(f(n)), where f(n) is a function
* defined by
* f(n):= dudx * dudx + dudy * dudy + dvdx * dvdx + dvdy * dvdy;
* and each of this terms is resp.
* dudx = dsdx * invQ(n) * tex_width;
* dudy = dsdy * invQ(n) * tex_width;
* dvdx = dtdx * invQ(n) * tex_height;
* dvdy = dtdy * invQ(n) * tex_height;
* Therefore the function lambda can be represented (by factoring out) as:
* f(n) = lambda_nominator * invQ(n) * invQ(n),
* which saves some computation time.
*/
{
GLfloat dudx = dsdx /* * invQ*/ * twidth;
GLfloat dudy = dsdy /* * invQ*/ * twidth;
GLfloat dvdx = dtdx /* * invQ*/ * theight;
GLfloat dvdy = dtdy /* * invQ*/ * theight;
GLfloat r1 = dudx * dudx + dudy * dudy;
GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
lambda_nominator = rho2;
}
/* return log base 2 of sqrt(rho) */
#define COMPUTE_LAMBDA(X) log( lambda_nominator * (X)*(X) ) * 1.442695F * 0.5F /* 1.442695 = 1/log(2) */
#endif

INNER_LOOP( left, right, iy );

/*
@@ -1084,6 +1124,8 @@
#undef INTERP_SPEC
#undef INTERP_ALPHA
#undef INTERP_INDEX
#undef INTERP_LAMBDA
#undef COMPUTE_LAMBDA
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX

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