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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/swrast/s_triangle.c
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/swrast/s_triangle.c')
-rw-r--r--nx-X11/extras/Mesa/src/mesa/swrast/s_triangle.c1175
1 files changed, 1175 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_triangle.c b/nx-X11/extras/Mesa/src/mesa/swrast/s_triangle.c
new file mode 100644
index 000000000..16dea9477
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/swrast/s_triangle.c
@@ -0,0 +1,1175 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 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.
+ */
+
+
+/*
+ * When the device driver doesn't implement triangle rasterization it
+ * can hook in _swrast_Triangle, which eventually calls one of these
+ * functions to draw triangles.
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "colormac.h"
+#include "imports.h"
+#include "macros.h"
+#include "texformat.h"
+
+#include "s_aatriangle.h"
+#include "s_context.h"
+#include "s_depth.h"
+#include "s_feedback.h"
+#include "s_span.h"
+#include "s_triangle.h"
+
+
+/*
+ * Just used for feedback mode.
+ */
+GLboolean
+_swrast_culltriangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
+{
+ GLfloat ex = v1->win[0] - v0->win[0];
+ GLfloat ey = v1->win[1] - v0->win[1];
+ GLfloat fx = v2->win[0] - v0->win[0];
+ GLfloat fy = v2->win[1] - v0->win[1];
+ GLfloat c = ex*fy-ey*fx;
+
+ if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
+ return 0;
+
+ return 1;
+}
+
+
+
+/*
+ * Render a flat-shaded color index triangle.
+ */
+#define NAME flat_ci_triangle
+#define INTERP_Z 1
+#define INTERP_FOG 1
+#define SETUP_CODE \
+ span.interpMask |= SPAN_INDEX; \
+ span.index = FloatToFixed(v2->index);\
+ span.indexStep = 0;
+#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render a smooth-shaded color index triangle.
+ */
+#define NAME smooth_ci_triangle
+#define INTERP_Z 1
+#define INTERP_FOG 1
+#define INTERP_INDEX 1
+#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render a flat-shaded RGBA triangle.
+ */
+#define NAME flat_rgba_triangle
+#define INTERP_Z 1
+#define INTERP_FOG 1
+#define SETUP_CODE \
+ ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
+ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
+ span.interpMask |= SPAN_RGBA; \
+ span.red = ChanToFixed(v2->color[0]); \
+ span.green = ChanToFixed(v2->color[1]); \
+ span.blue = ChanToFixed(v2->color[2]); \
+ span.alpha = ChanToFixed(v2->color[3]); \
+ span.redStep = 0; \
+ span.greenStep = 0; \
+ span.blueStep = 0; \
+ span.alphaStep = 0;
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render a smooth-shaded RGBA triangle.
+ */
+#define NAME smooth_rgba_triangle
+#define INTERP_Z 1
+#define INTERP_FOG 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define SETUP_CODE \
+ { \
+ /* texturing must be off */ \
+ ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
+ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
+ }
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render an RGB, GL_DECAL, textured triangle.
+ * Interpolate S,T only w/out mipmapping or perspective correction.
+ *
+ * No fog.
+ */
+#define NAME simple_textured_triangle
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
+ struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
+ const GLint b = obj->BaseLevel; \
+ const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
+ const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
+ const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
+ const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
+ const GLint smask = obj->Image[0][b]->Width - 1; \
+ const GLint tmask = obj->Image[0][b]->Height - 1; \
+ if (!texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ }
+
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
+ span.intTex[1] -= FIXED_HALF; \
+ for (i = 0; i < span.end; i++) { \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint pos = (t << twidth_log2) + s; \
+ pos = pos + pos + pos; /* multiply by 3 */ \
+ span.array->rgb[i][RCOMP] = texture[pos]; \
+ span.array->rgb[i][GCOMP] = texture[pos+1]; \
+ span.array->rgb[i][BCOMP] = texture[pos+2]; \
+ span.intTex[0] += span.intTexStep[0]; \
+ span.intTex[1] += span.intTexStep[1]; \
+ } \
+ rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, span.array->rgb, NULL);
+
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render an RGB, GL_DECAL, textured triangle.
+ * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
+ * perspective correction.
+ * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
+ *
+ * No fog.
+ */
+#define NAME simple_z_textured_triangle
+#define INTERP_Z 1
+#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
+ struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
+ const GLint b = obj->BaseLevel; \
+ const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
+ const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
+ const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
+ const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
+ const GLint smask = obj->Image[0][b]->Width - 1; \
+ const GLint tmask = obj->Image[0][b]->Height - 1; \
+ if (!texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ }
+
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
+ span.intTex[1] -= FIXED_HALF; \
+ for (i = 0; i < span.end; i++) { \
+ const GLdepth z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint pos = (t << twidth_log2) + s; \
+ pos = pos + pos + pos; /* multiply by 3 */ \
+ span.array->rgb[i][RCOMP] = texture[pos]; \
+ span.array->rgb[i][GCOMP] = texture[pos+1]; \
+ span.array->rgb[i][BCOMP] = texture[pos+2]; \
+ zRow[i] = z; \
+ span.array->mask[i] = 1; \
+ } \
+ else { \
+ span.array->mask[i] = 0; \
+ } \
+ span.intTex[0] += span.intTexStep[0]; \
+ span.intTex[1] += span.intTexStep[1]; \
+ span.z += span.zStep; \
+ } \
+ rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, \
+ span.array->rgb, span.array->mask);
+
+#include "s_tritemp.h"
+
+
+
+#if CHAN_TYPE != GL_FLOAT
+
+struct affine_info
+{
+ GLenum filter;
+ GLenum format;
+ GLenum envmode;
+ GLint smask, tmask;
+ GLint twidth_log2;
+ const GLchan *texture;
+ GLfixed er, eg, eb, ea;
+ GLint tbytesline, tsize;
+};
+
+
+static INLINE GLint
+ilerp(GLint t, GLint a, GLint b)
+{
+ return a + ((t * (b - a)) >> FIXED_SHIFT);
+}
+
+static INLINE GLint
+ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
+{
+ const GLint temp0 = ilerp(ia, v00, v10);
+ const GLint temp1 = ilerp(ia, v01, v11);
+ return ilerp(ib, temp0, temp1);
+}
+
+
+/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
+ * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
+ * texture env modes.
+ */
+static INLINE void
+affine_span(GLcontext *ctx, struct sw_span *span,
+ struct affine_info *info)
+{
+ GLchan sample[4]; /* the filtered texture sample */
+
+ /* Instead of defining a function for each mode, a test is done
+ * between the outer and inner loops. This is to reduce code size
+ * and complexity. Observe that an optimizing compiler kills
+ * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+ */
+
+#define NEAREST_RGB \
+ sample[RCOMP] = tex00[RCOMP]; \
+ sample[GCOMP] = tex00[GCOMP]; \
+ sample[BCOMP] = tex00[BCOMP]; \
+ sample[ACOMP] = CHAN_MAX
+
+#define LINEAR_RGB \
+ sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
+ sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
+ sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
+ sample[ACOMP] = CHAN_MAX;
+
+#define NEAREST_RGBA COPY_CHAN4(sample, tex00)
+
+#define LINEAR_RGBA \
+ sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
+ sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
+ sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
+ sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])
+
+#define MODULATE \
+ dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
+
+#define DECAL \
+ dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
+ ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
+ >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
+ ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
+ >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
+ ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
+ >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = FixedToInt(span->alpha)
+
+#define BLEND \
+ dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
+ + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
+ + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
+ + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
+
+#define REPLACE COPY_CHAN4(dest, sample)
+
+#define ADD \
+ { \
+ GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
+ GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
+ GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
+ dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
+ dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
+ dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
+ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
+ }
+
+/* shortcuts */
+
+#define NEAREST_RGB_REPLACE \
+ NEAREST_RGB; \
+ dest[0] = sample[0]; \
+ dest[1] = sample[1]; \
+ dest[2] = sample[2]; \
+ dest[3] = FixedToInt(span->alpha);
+
+#define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00)
+
+#define SPAN_NEAREST(DO_TEX, COMPS) \
+ for (i = 0; i < span->end; i++) { \
+ /* Isn't it necessary to use FixedFloor below?? */ \
+ GLint s = FixedToInt(span->intTex[0]) & info->smask; \
+ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMPS * pos; \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ span->intTex[0] += span->intTexStep[0]; \
+ span->intTex[1] += span->intTexStep[1]; \
+ dest += 4; \
+ }
+
+#define SPAN_LINEAR(DO_TEX, COMPS) \
+ for (i = 0; i < span->end; i++) { \
+ /* Isn't it necessary to use FixedFloor below?? */ \
+ const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
+ const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
+ const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
+ const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
+ const GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMPS * pos; \
+ const GLchan *tex10 = tex00 + info->tbytesline; \
+ const GLchan *tex01 = tex00 + COMPS; \
+ const GLchan *tex11 = tex10 + COMPS; \
+ if (t == info->tmask) { \
+ tex10 -= info->tsize; \
+ tex11 -= info->tsize; \
+ } \
+ if (s == info->smask) { \
+ tex01 -= info->tbytesline; \
+ tex11 -= info->tbytesline; \
+ } \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ span->intTex[0] += span->intTexStep[0]; \
+ span->intTex[1] += span->intTexStep[1]; \
+ dest += 4; \
+ }
+
+
+ GLuint i;
+ GLchan *dest = span->array->rgba[0];
+
+ span->intTex[0] -= FIXED_HALF;
+ span->intTex[1] -= FIXED_HALF;
+ switch (info->filter) {
+ case GL_NEAREST:
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case GL_RGBA:
+ switch(info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+
+ case GL_LINEAR:
+ span->intTex[0] -= FIXED_HALF;
+ span->intTex[1] -= FIXED_HALF;
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case GL_RGBA:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+ }
+ span->interpMask &= ~SPAN_RGBA;
+ ASSERT(span->arrayMask & SPAN_RGBA);
+ _swrast_write_rgba_span(ctx, span);
+
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
+}
+
+
+
+/*
+ * Render an RGB/RGBA textured triangle without perspective correction.
+ */
+#define NAME affine_textured_triangle
+#define INTERP_Z 1
+#define INTERP_FOG 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE \
+ struct affine_info info; \
+ struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
+ struct gl_texture_object *obj = unit->Current2D; \
+ const GLint b = obj->BaseLevel; \
+ const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
+ const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
+ info.texture = (const GLchan *) obj->Image[0][b]->Data; \
+ info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
+ info.smask = obj->Image[0][b]->Width - 1; \
+ info.tmask = obj->Image[0][b]->Height - 1; \
+ info.format = obj->Image[0][b]->Format; \
+ info.filter = obj->MinFilter; \
+ info.envmode = unit->EnvMode; \
+ span.arrayMask |= SPAN_RGBA; \
+ \
+ if (info.envmode == GL_BLEND) { \
+ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
+ info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
+ info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
+ info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
+ info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
+ } \
+ if (!info.texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ } \
+ \
+ switch (info.format) { \
+ case GL_ALPHA: \
+ case GL_LUMINANCE: \
+ case GL_INTENSITY: \
+ info.tbytesline = obj->Image[0][b]->Width; \
+ break; \
+ case GL_LUMINANCE_ALPHA: \
+ info.tbytesline = obj->Image[0][b]->Width * 2; \
+ break; \
+ case GL_RGB: \
+ info.tbytesline = obj->Image[0][b]->Width * 3; \
+ break; \
+ case GL_RGBA: \
+ info.tbytesline = obj->Image[0][b]->Width * 4; \
+ break; \
+ default: \
+ _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
+ return; \
+ } \
+ info.tsize = obj->Image[0][b]->Height * info.tbytesline;
+
+#define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
+
+#include "s_tritemp.h"
+
+
+
+struct persp_info
+{
+ GLenum filter;
+ GLenum format;
+ GLenum envmode;
+ GLint smask, tmask;
+ GLint twidth_log2;
+ const GLchan *texture;
+ GLfixed er, eg, eb, ea; /* texture env color */
+ GLint tbytesline, tsize;
+};
+
+
+static INLINE void
+fast_persp_span(GLcontext *ctx, struct sw_span *span,
+ struct persp_info *info)
+{
+ GLchan sample[4]; /* the filtered texture sample */
+
+ /* Instead of defining a function for each mode, a test is done
+ * between the outer and inner loops. This is to reduce code size
+ * and complexity. Observe that an optimizing compiler kills
+ * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+ */
+#define SPAN_NEAREST(DO_TEX,COMP) \
+ for (i = 0; i < span->end; i++) { \
+ GLdouble invQ = tex_coord[2] ? \
+ (1.0 / tex_coord[2]) : 1.0; \
+ GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
+ GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
+ GLint s = IFLOOR(s_tmp) & info->smask; \
+ GLint t = IFLOOR(t_tmp) & info->tmask; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ tex_coord[0] += tex_step[0]; \
+ tex_coord[1] += tex_step[1]; \
+ tex_coord[2] += tex_step[2]; \
+ dest += 4; \
+ }
+
+#define SPAN_LINEAR(DO_TEX,COMP) \
+ for (i = 0; i < span->end; i++) { \
+ GLdouble invQ = tex_coord[2] ? \
+ (1.0 / tex_coord[2]) : 1.0; \
+ const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
+ const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
+ const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
+ const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
+ const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
+ const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
+ const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
+ const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
+ const GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ const GLchan *tex10 = tex00 + info->tbytesline; \
+ const GLchan *tex01 = tex00 + COMP; \
+ const GLchan *tex11 = tex10 + COMP; \
+ if (t == info->tmask) { \
+ tex10 -= info->tsize; \
+ tex11 -= info->tsize; \
+ } \
+ if (s == info->smask) { \
+ tex01 -= info->tbytesline; \
+ tex11 -= info->tbytesline; \
+ } \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ tex_coord[0] += tex_step[0]; \
+ tex_coord[1] += tex_step[1]; \
+ tex_coord[2] += tex_step[2]; \
+ dest += 4; \
+ }
+
+ GLuint i;
+ GLfloat tex_coord[3], tex_step[3];
+ GLchan *dest = span->array->rgba[0];
+
+ const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
+ ctx->Texture._EnabledUnits = 0;
+
+ tex_coord[0] = span->tex[0][0] * (info->smask + 1);
+ tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
+ tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
+ tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
+ /* span->tex[0][2] only if 3D-texturing, here only 2D */
+ tex_coord[2] = span->tex[0][3];
+ tex_step[2] = span->texStepX[0][3];
+
+ switch (info->filter) {
+ case GL_NEAREST:
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case GL_RGBA:
+ switch(info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+
+ case GL_LINEAR:
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case GL_RGBA:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+ }
+
+ ASSERT(span->arrayMask & SPAN_RGBA);
+ _swrast_write_rgba_span(ctx, span);
+
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
+
+ /* restore state */
+ ctx->Texture._EnabledUnits = savedTexEnable;
+}
+
+
+/*
+ * Render an perspective corrected RGB/RGBA textured triangle.
+ * The Q (aka V in Mesa) coordinate must be zero such that the divide
+ * by interpolated Q/W comes out right.
+ *
+ */
+#define NAME persp_textured_triangle
+#define INTERP_Z 1
+#define INTERP_W 1
+#define INTERP_FOG 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_TEX 1
+
+#define SETUP_CODE \
+ struct persp_info info; \
+ const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
+ const struct gl_texture_object *obj = unit->Current2D; \
+ const GLint b = obj->BaseLevel; \
+ info.texture = (const GLchan *) obj->Image[0][b]->Data; \
+ info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
+ info.smask = obj->Image[0][b]->Width - 1; \
+ info.tmask = obj->Image[0][b]->Height - 1; \
+ info.format = obj->Image[0][b]->Format; \
+ info.filter = obj->MinFilter; \
+ info.envmode = unit->EnvMode; \
+ \
+ if (info.envmode == GL_BLEND) { \
+ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
+ info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
+ info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
+ info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
+ info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
+ } \
+ if (!info.texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ } \
+ \
+ switch (info.format) { \
+ case GL_ALPHA: \
+ case GL_LUMINANCE: \
+ case GL_INTENSITY: \
+ info.tbytesline = obj->Image[0][b]->Width; \
+ break; \
+ case GL_LUMINANCE_ALPHA: \
+ info.tbytesline = obj->Image[0][b]->Width * 2; \
+ break; \
+ case GL_RGB: \
+ info.tbytesline = obj->Image[0][b]->Width * 3; \
+ break; \
+ case GL_RGBA: \
+ info.tbytesline = obj->Image[0][b]->Width * 4; \
+ break; \
+ default: \
+ _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
+ return; \
+ } \
+ info.tsize = obj->Image[0][b]->Height * info.tbytesline;
+
+#define RENDER_SPAN( span ) \
+ span.interpMask &= ~SPAN_RGBA; \
+ span.arrayMask |= SPAN_RGBA; \
+ fast_persp_span(ctx, &span, &info);
+
+#include "s_tritemp.h"
+
+
+#endif /* CHAN_BITS != GL_FLOAT */
+
+
+
+
+/*
+ * Render a smooth-shaded, textured, RGBA triangle.
+ * Interpolate S,T,R with perspective correction, w/out mipmapping.
+ */
+#define NAME general_textured_triangle
+#define INTERP_Z 1
+#define INTERP_W 1
+#define INTERP_FOG 1
+#define INTERP_RGB 1
+#define INTERP_SPEC 1
+#define INTERP_ALPHA 1
+#define INTERP_TEX 1
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * This is the big one!
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
+ * Yup, it's slow.
+ */
+#define NAME multitextured_triangle
+#define INTERP_Z 1
+#define INTERP_W 1
+#define INTERP_FOG 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_SPEC 1
+#define INTERP_MULTITEX 1
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Special tri function for occlusion testing
+ */
+#define NAME occlusion_zless_triangle
+#define INTERP_Z 1
+#define SETUP_CODE \
+ struct gl_renderbuffer *rb \
+ = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; \
+ ASSERT(ctx->Depth.Test); \
+ ASSERT(!ctx->Depth.Mask); \
+ ASSERT(ctx->Depth.Func == GL_LESS); \
+ if (ctx->OcclusionResult && !ctx->Occlusion.Active) { \
+ return; \
+ }
+#define RENDER_SPAN( span ) \
+ if (ctx->Visual.depthBits <= 16) { \
+ GLuint i; \
+ const GLushort *zRow = (const GLushort *) \
+ rb->GetPointer(ctx, rb, span.x, span.y); \
+ for (i = 0; i < span.end; i++) { \
+ GLdepth z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ ctx->OcclusionResult = GL_TRUE; \
+ ctx->Occlusion.PassedCounter++; \
+ } \
+ span.z += span.zStep; \
+ } \
+ } \
+ else { \
+ GLuint i; \
+ const GLuint *zRow = (const GLuint *) \
+ rb->GetPointer(ctx, rb, span.x, span.y); \
+ for (i = 0; i < span.end; i++) { \
+ if ((GLuint)span.z < zRow[i]) { \
+ ctx->OcclusionResult = GL_TRUE; \
+ ctx->Occlusion.PassedCounter++; \
+ } \
+ span.z += span.zStep; \
+ } \
+ }
+#include "s_tritemp.h"
+
+
+
+static void
+nodraw_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
+{
+ (void) (ctx && v0 && v1 && v2);
+}
+
+
+/*
+ * This is used when separate specular color is enabled, but not
+ * texturing. We add the specular color to the primary color,
+ * draw the triangle, then restore the original primary color.
+ * Inefficient, but seldom needed.
+ */
+void _swrast_add_spec_terms_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
+{
+ SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
+ SWvertex *ncv1 = (SWvertex *)v1;
+ SWvertex *ncv2 = (SWvertex *)v2;
+#if CHAN_TYPE == GL_FLOAT
+ GLfloat rSum, gSum, bSum;
+#else
+ GLint rSum, gSum, bSum;
+#endif
+ GLchan c[3][4];
+ /* save original colors */
+ COPY_CHAN4( c[0], ncv0->color );
+ COPY_CHAN4( c[1], ncv1->color );
+ COPY_CHAN4( c[2], ncv2->color );
+ /* sum v0 */
+ rSum = ncv0->color[0] + ncv0->specular[0];
+ gSum = ncv0->color[1] + ncv0->specular[1];
+ bSum = ncv0->color[2] + ncv0->specular[2];
+ ncv0->color[0] = MIN2(rSum, CHAN_MAX);
+ ncv0->color[1] = MIN2(gSum, CHAN_MAX);
+ ncv0->color[2] = MIN2(bSum, CHAN_MAX);
+ /* sum v1 */
+ rSum = ncv1->color[0] + ncv1->specular[0];
+ gSum = ncv1->color[1] + ncv1->specular[1];
+ bSum = ncv1->color[2] + ncv1->specular[2];
+ ncv1->color[0] = MIN2(rSum, CHAN_MAX);
+ ncv1->color[1] = MIN2(gSum, CHAN_MAX);
+ ncv1->color[2] = MIN2(bSum, CHAN_MAX);
+ /* sum v2 */
+ rSum = ncv2->color[0] + ncv2->specular[0];
+ gSum = ncv2->color[1] + ncv2->specular[1];
+ bSum = ncv2->color[2] + ncv2->specular[2];
+ ncv2->color[0] = MIN2(rSum, CHAN_MAX);
+ ncv2->color[1] = MIN2(gSum, CHAN_MAX);
+ ncv2->color[2] = MIN2(bSum, CHAN_MAX);
+ /* draw */
+ SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
+ /* restore original colors */
+ COPY_CHAN4( ncv0->color, c[0] );
+ COPY_CHAN4( ncv1->color, c[1] );
+ COPY_CHAN4( ncv2->color, c[2] );
+}
+
+
+
+#ifdef DEBUG
+
+/* record the current triangle function name */
+const char *_mesa_triFuncName = NULL;
+
+#define USE(triFunc) \
+do { \
+ _mesa_triFuncName = #triFunc; \
+ /*printf("%s\n", _mesa_triFuncName);*/ \
+ swrast->Triangle = triFunc; \
+} while (0)
+
+#else
+
+#define USE(triFunc) swrast->Triangle = triFunc;
+
+#endif
+
+
+
+
+/*
+ * Determine which triangle rendering function to use given the current
+ * rendering context.
+ *
+ * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
+ * remove tests to this code.
+ */
+void
+_swrast_choose_triangle( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean rgbmode = ctx->Visual.rgbMode;
+
+ if (ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
+ USE(nodraw_triangle);
+ return;
+ }
+
+ if (ctx->RenderMode==GL_RENDER) {
+
+ if (ctx->Polygon.SmoothFlag) {
+ _swrast_set_aa_triangle_function(ctx);
+ ASSERT(swrast->Triangle);
+ return;
+ }
+
+ /* special case for occlusion testing */
+ if ((ctx->Depth.OcclusionTest || ctx->Occlusion.Active) &&
+ ctx->Depth.Test &&
+ ctx->Depth.Mask == GL_FALSE &&
+ ctx->Depth.Func == GL_LESS &&
+ !ctx->Stencil.Enabled) {
+ if ((rgbmode &&
+ ctx->Color.ColorMask[0] == 0 &&
+ ctx->Color.ColorMask[1] == 0 &&
+ ctx->Color.ColorMask[2] == 0 &&
+ ctx->Color.ColorMask[3] == 0)
+ ||
+ (!rgbmode && ctx->Color.IndexMask == 0)) {
+ USE(occlusion_zless_triangle);
+ return;
+ }
+ }
+
+ if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active) {
+ /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
+ const struct gl_texture_object *texObj2D;
+ const struct gl_texture_image *texImg;
+ GLenum minFilter, magFilter, envMode;
+ GLint format;
+ texObj2D = ctx->Texture.Unit[0].Current2D;
+ texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
+ format = texImg ? texImg->TexFormat->MesaFormat : -1;
+ minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
+ magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
+ envMode = ctx->Texture.Unit[0].EnvMode;
+
+ /* First see if we can use an optimized 2-D texture function */
+ if (ctx->Texture._EnabledCoordUnits == 0x1
+ && !ctx->FragmentProgram._Active
+ && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
+ && texObj2D->WrapS == GL_REPEAT
+ && texObj2D->WrapT == GL_REPEAT
+ && texObj2D->_IsPowerOfTwo
+ && texImg->Border == 0
+ && texImg->Width == texImg->RowStride
+ && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
+ && minFilter == magFilter
+ && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+ && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
+ if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
+ if (minFilter == GL_NEAREST
+ && format == MESA_FORMAT_RGB
+ && (envMode == GL_REPLACE || envMode == GL_DECAL)
+ && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
+ && ctx->Depth.Func == GL_LESS
+ && ctx->Depth.Mask == GL_TRUE)
+ || swrast->_RasterMask == TEXTURE_BIT)
+ && ctx->Polygon.StippleFlag == GL_FALSE
+ && ctx->Visual.depthBits <= 16) {
+ if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
+ USE(simple_z_textured_triangle);
+ }
+ else {
+ USE(simple_textured_triangle);
+ }
+ }
+ else {
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
+ USE(general_textured_triangle);
+#else
+ USE(affine_textured_triangle);
+#endif
+ }
+ }
+ else {
+#if (CHAN_BITS == 16 || CHAN_BITS == 32)
+ USE(general_textured_triangle);
+#else
+ USE(persp_textured_triangle);
+#endif
+ }
+ }
+ else {
+ /* general case textured triangles */
+ if (ctx->Texture._EnabledCoordUnits > 1) {
+ USE(multitextured_triangle);
+ }
+ else {
+ USE(general_textured_triangle);
+ }
+ }
+ }
+ else {
+ ASSERT(!ctx->Texture._EnabledCoordUnits);
+ if (ctx->Light.ShadeModel==GL_SMOOTH) {
+ /* smooth shaded, no texturing, stippled or some raster ops */
+ if (rgbmode) {
+ USE(smooth_rgba_triangle);
+ }
+ else {
+ USE(smooth_ci_triangle);
+ }
+ }
+ else {
+ /* flat shaded, no texturing, stippled or some raster ops */
+ if (rgbmode) {
+ USE(flat_rgba_triangle);
+ }
+ else {
+ USE(flat_ci_triangle);
+ }
+ }
+ }
+ }
+ else if (ctx->RenderMode==GL_FEEDBACK) {
+ USE(_swrast_feedback_triangle);
+ }
+ else {
+ /* GL_SELECT mode */
+ USE(_swrast_select_triangle);
+ }
+}