/* * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved. * Copyright 2001-2003 S3 Graphics, Inc. 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, sub license, * 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 (including the * next paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL * VIA, S3 GRAPHICS, AND/OR ITS SUPPLIERS 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. */ #ifndef _SAVAGE_SPAN_H #define _SAVAGE_SPAN_H #include "drirenderbuffer.h" extern void savageDDInitSpanFuncs( GLcontext *ctx ); extern void savageSetSpanFunctions(driRenderbuffer *rb, const GLvisual *vis, GLboolean float_depth); /* * Savage 16-bit float depth format with zExpOffset=16: * 4 bit unsigned exponent, 12 bit mantissa * * The meaning of the mantissa is different from IEEE floatint point * formats. The same number can't be encoded with different exponents. * So no bits are wasted. * * exponent | range encoded by mantissa | accuracy or mantissa * ---------+---------------------------+--------------------- * 15 | 2^-1 .. 1 | 2^-13 * 14 | 2^-2 .. 2^-1 | 2^-14 * 13 | 2^-3 .. 2^-2 | 2^-15 * ... | ... | * 2 | 2^-14 .. 2^-13 | 2^-27 * 1 | 2^-15 .. 2^-14 | 2^-27 * 0 | 2^-16 .. 2^-15 | 2^-28 * * Note that there is no encoding for numbers < 2^-16. */ static INLINE GLuint savageEncodeFloat16( GLdouble x ) { GLint r = (GLint)(x * 0x10000000); GLint exp = 0; if (r < 0x1000) return 0; while (r - 0x1000 > 0x0fff) { r >>= 1; exp++; } return exp > 0xf ? 0xffff : (r - 0x1000) | (exp << 12); } static INLINE GLdouble savageDecodeFloat16( GLuint x ) { static const GLdouble pow2[16] = { 1.0/(1<<28), 1.0/(1<<27), 1.0/(1<<26), 1.0/(1<<25), 1.0/(1<<24), 1.0/(1<<23), 1.0/(1<<22), 1.0/(1<<21), 1.0/(1<<20), 1.0/(1<<19), 1.0/(1<<18), 1.0/(1<<17), 1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13) }; static const GLdouble bias[16] = { 1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13), 1.0/(1<<12), 1.0/(1<<11), 1.0/(1<<10), 1.0/(1<< 9), 1.0/(1<< 8), 1.0/(1<< 7), 1.0/(1<< 6), 1.0/(1<< 5), 1.0/(1<< 4), 1.0/(1<< 3), 1.0/(1<< 2), 1.0/(1<< 1) }; GLuint mant = x & 0x0fff; GLuint exp = (x >> 12) & 0xf; return bias[exp] + pow2[exp]*mant; } /* * Savage 24-bit float depth format with zExpOffset=32: * 5 bit unsigned exponent, 19 bit mantissa * * Details analogous to the 16-bit format. */ static INLINE GLuint savageEncodeFloat24( GLdouble x ) { int64_t r = (int64_t)(x * ((int64_t)1 << (19+32))); GLint exp = 0; if (r < 0x80000) return 0; while (r - 0x80000 > 0x7ffff) { r >>= 1; exp++; } return exp > 0x1f ? 0xffffff : (r - 0x80000) | (exp << 19); } #define _1 (int64_t)1 static INLINE GLdouble savageDecodeFloat24( GLuint x ) { static const GLdouble pow2[32] = { 1.0/(_1<<51), 1.0/(_1<<50), 1.0/(_1<<49), 1.0/(_1<<48), 1.0/(_1<<47), 1.0/(_1<<46), 1.0/(_1<<45), 1.0/(_1<<44), 1.0/(_1<<43), 1.0/(_1<<42), 1.0/(_1<<41), 1.0/(_1<<40), 1.0/(_1<<39), 1.0/(_1<<38), 1.0/(_1<<37), 1.0/(_1<<36), 1.0/(_1<<35), 1.0/(_1<<34), 1.0/(_1<<33), 1.0/(_1<<32), 1.0/(_1<<31), 1.0/(_1<<30), 1.0/(_1<<29), 1.0/(_1<<28), 1.0/(_1<<27), 1.0/(_1<<26), 1.0/(_1<<25), 1.0/(_1<<24), 1.0/(_1<<23), 1.0/(_1<<22), 1.0/(_1<<21), 1.0/(_1<<20) }; static const GLdouble bias[32] = { 1.0/(_1<<32), 1.0/(_1<<31), 1.0/(_1<<30), 1.0/(_1<<29), 1.0/(_1<<28), 1.0/(_1<<27), 1.0/(_1<<26), 1.0/(_1<<25), 1.0/(_1<<24), 1.0/(_1<<23), 1.0/(_1<<22), 1.0/(_1<<21), 1.0/(_1<<20), 1.0/(_1<<19), 1.0/(_1<<18), 1.0/(_1<<17), 1.0/(_1<<16), 1.0/(_1<<15), 1.0/(_1<<14), 1.0/(_1<<13), 1.0/(_1<<12), 1.0/(_1<<11), 1.0/(_1<<10), 1.0/(_1<< 9), 1.0/(_1<< 8), 1.0/(_1<< 7), 1.0/(_1<< 6), 1.0/(_1<< 5), 1.0/(_1<< 4), 1.0/(_1<< 3), 1.0/(_1<< 2), 1.0/(_1<< 1) }; GLuint mant = x & 0x7ffff; GLuint exp = (x >> 19) & 0x1f; return bias[exp] + pow2[exp]*mant; } #undef _1 #endif