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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2011 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef sw_Primitive_hpp
#define sw_Primitive_hpp
#include "Vertex.hpp"
#include "Config.hpp"
namespace sw
{
struct Triangle
{
Vertex v0;
Vertex v1;
Vertex v2;
};
struct PlaneEquation // z = A * x + B * y + C
{
float4 A;
float4 B;
float4 C;
};
struct Primitive
{
int yMin;
int yMax;
float4 xQuad;
float4 yQuad;
PlaneEquation z;
PlaneEquation w;
union
{
struct
{
PlaneEquation C[2][4];
PlaneEquation T[8][4];
};
PlaneEquation V[10][4];
};
PlaneEquation f;
float area;
// Masks for two-sided stencil
int64_t clockwiseMask;
int64_t invClockwiseMask;
struct Span
{
unsigned short left;
unsigned short right;
};
Span outlineUnderflow;
Span outline[OUTLINE_RESOLUTION];
Span outlineOverflow;
};
}
#endif // sw_Primitive_hpp