Windows NT 4.0 source code leak
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#ifndef __glfixed_h_
#define __glfixed_h_
/*
** Copyright 1991, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
#include "types.h"
#include "imports.h"
#include "cpu.h"
/*
** These constants in this file must be valid for all adapters using
** these macros and code which uses these macros.
**
** These should be equal
*/
#define __GL_MAX_WINDOW_SIZE_LOG2 14
#define __GL_MAX_WINDOW_WIDTH (1 << __GL_MAX_WINDOW_SIZE_LOG2)
#define __GL_MAX_WINDOW_HEIGHT __GL_MAX_WINDOW_WIDTH
/*
** Bias numbers for moving window coordinates into a positive space.
** These values are used during viewport computations.
**
** In our existing code this is only used to provide some buffer room
** in the vertex coordinate space to avoid any errors caused by
** small under- or overflows around the edge of the viewport caused
** by clip inaccuracy.
**
** It must be less than the max window size so that the case of
** a point exactly at the max window value doesn't overflow
** the fixing range
*/
#define __GL_VERTEX_X_BIAS (1 << (__GL_MAX_WINDOW_SIZE_LOG2-1))
#define __GL_VERTEX_Y_BIAS __GL_VERTEX_X_BIAS
/*
** Fixing numbers. These are used to move the biased window coordinates
** into a range where the number of fraction bits are constant from the
** minimal value in the range to the largest value in the range.
**
** This value should be twice as large as the highest possible window
** coordinate value. Both values should be the same.
**
** Having the bias in addition to this is important because in
** extreme cases the clipper can generate values slightly outside
** the clip range, due to FP inaccuracy. A slop bias in addition
** to the real fixing bias makes it impossible to underflow.
*/
#define __GL_VERTEX_FIX_POINT (__GL_MAX_WINDOW_SIZE_LOG2+1)
#define __GL_VERTEX_X_FIX (1 << __GL_VERTEX_FIX_POINT)
#define __GL_VERTEX_Y_FIX __GL_VERTEX_X_FIX
// The addition of the FIX bias to raw window coordinates forces the
// MSB of the window coordinate to always be the same since the FIX
// value is chosen to be the largest power of two greater than any
// possibly window coordinate value. With the MSB pinned down, the
// floating-point representation of a window coordinates degenerates to
// a fixed-point number since the MSB doesn't change.
//
// We take advantage of this in conversions.
#define __GL_VERTEX_FRAC_BITS \
(__GL_FLOAT_MANTISSA_BITS-__GL_VERTEX_FIX_POINT)
#define __GL_VERTEX_FRAC_HALF \
(1 << (__GL_VERTEX_FRAC_BITS-1))
#define __GL_VERTEX_FRAC_ONE \
(1 << __GL_VERTEX_FRAC_BITS)
// Converts a floating-point window coordinate to integer
#define __GL_VERTEX_FLOAT_TO_INT(windowCoord) \
__GL_FIXED_FLOAT_TO_INT(windowCoord, __GL_VERTEX_FRAC_BITS)
// To fixed point
#define __GL_VERTEX_FLOAT_TO_FIXED(windowCoord) \
__GL_FIXED_FLOAT_TO_FIXED(windowCoord)
// And back
#define __GL_VERTEX_FIXED_TO_FLOAT(fxWindowCoord) \
__GL_FIXED_TO_FIXED_FLOAT(fxWindowCoord, __GL_VERTEX_FRAC_BITS)
// Fixed-point to integer
#define __GL_VERTEX_FIXED_TO_INT(fxWindowCoord) \
((fxWindowCoord) >> __GL_VERTEX_FRAC_BITS)
// Returns the fraction from a FP window coordinate as an N
// bit integer, where N depends on the FP mantissa size and the
// FIX size
#define __GL_VERTEX_FLOAT_FRACTION(windowCoord) \
__GL_FIXED_FLOAT_FRACTION(windowCoord, __GL_VERTEX_FRAC_BITS)
// Scale the fraction to 2^31 for step values
#define __GL_VERTEX_PROMOTE_FRACTION(frac) \
((frac) << (31-__GL_VERTEX_FRAC_BITS))
#define __GL_VERTEX_PROMOTED_FRACTION(windowCoord) \
__GL_VERTEX_PROMOTE_FRACTION(__GL_VERTEX_FLOAT_FRACTION(windowCoord))
// Compare two window coordinates. Since window coordinates
// are fixed-point numbers, they can be compared directly as
// integers
#define __GL_VERTEX_COMPARE(a, op, b) \
((*(LONG *)&(a)) op (*(LONG *)&(b)))
/************************************************************************/
/* XXX this section is pretty bogus */
/* XXX it has the word rex all over it */
/* XXX it is wrong for 1280x1024 screens */
/*
** Macros for implementing fixed point coordinate arithmetic for the REX.
*/
/*
** For the fixed point arithmetic to be accurate, the following breakdown
** is needed. The drawing area defined by the GL extends a screens
** amount to the left and right and above and below the normal screen
** area. This gives an area 9 times the screen area. To make things
** simpler, the larger of the screen width/height is used.
**
** For REX, the maximum window size is 1024x768. The largest dimension
** is 1024, requiring a GL rendering range of -1024 to +2047 (inclusive).
** After biasing, the range is +5120 to +8191 (inclusive). This can
** be represented in 13 bits. We give ourselves one bit extra for
** comfort, and to deal with a value that is exactly on the furthest
** positive edge of the viewport. This value, 8192 needs 14 bits to
** represent. Please note that all of the numbers being used will be
** positive, so the sign bit can be used to hold the extra bit.
** implementation does not use the sign bit.
**
** For iteration to work properly, it needs to handle a maximal change in
** one coordinate with a minimal unit change in the other. For instance,
** a line drawn from (-1024,0) to (2047,1) should render properly. For
** this to work right, the change in y across this line must be representable
** in the fixed point number. This requires a fraciton of 1/(3*1024) thus
** necessitating 12 bits.
**
** So, 15 bits are needed for the integer portion, 12 bits are required
** for the iteration to work, thus consuming 27 bits out of 32 bits in a
** long word. Thus, 5 bits of subpixel precision remain.
**
** Here is what it looks like in a word:
** +-+-----------+--------+------------+
** +S+ integer + subpix + fraction +
** +-+-----------+--------+------------+
*/
#define __GL_COORD_INT_BITS 16
#define __GL_COORD_SUBPIXEL_BITS 3
#define __GL_COORD_FRACTION_BITS (__GL_COORD_SUBPIXEL_BITS + 13)
#define __GL_COORD_ALMOST_HALF ((1 << (__GL_COORD_FRACTION_BITS-1))-1)
#define __GL_COORD_EXACTLY_HALF (1 << (__GL_COORD_FRACTION_BITS-1))
#define __GL_COORD_ALMOST_ONE ((1 << __GL_COORD_FRACTION_BITS) - 1)
#define __GL_COORD_EXACTLY_ONE (1 << __GL_COORD_FRACTION_BITS)
#define __GL_COORD_MAX_VALUE (2 * __GL_REX_VERTEX_X_FIX - 1)
#define __GL_COORD_SIGNED_FLOAT_TO_FIXED(flt) \
(__GL_FLOORF((flt) * (1 << (__GL_COORD_FRACTION_BITS)) + __glHalf))
#define __GL_COORD_FLOAT_TO_FIXED(flt) \
((__GLfixedCoord) ((flt) * (1 << (__GL_COORD_FRACTION_BITS)) + __glHalf))
#define __GL_COORD_FIXED_TO_FLOAT(fixed) \
((__GLfloat) (fixed) * ((__GLfloat)1 / (1 << __GL_COORD_FRACTION_BITS)))
#define __GL_COORD_FIXED_TO_INT(fixed) \
((fixed) >> __GL_COORD_FRACTION_BITS)
#define __GL_COORD_INT_TO_FIXED(i) \
((i) << __GL_COORD_FRACTION_BITS)
#define __GL_COORD_FRACTION(fixed) \
((fixed) & ((1 << __GL_COORD_FRACTION_BITS) - 1))
#define __GL_COORD_ADD(f1,f2,f3) \
(f1) = (f2) + (f3)
#define __GL_COORD_SUB(f1,f2,f3) \
(f1) = (f2) - (f3)
#endif /* __glfixed_h_ */