/* * Mesa 3-D graphics library * Version: 6.4 * * 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. */ #include "glheader.h" #include "context.h" #include "colormac.h" #include "macros.h" #include "imports.h" #include "pixel.h" #include "texformat.h" #include "teximage.h" #include "s_context.h" #include "s_texture.h" /** * Constants for integer linear interpolation. */ #define ILERP_SCALE 65536.0F #define ILERP_SHIFT 16 /** * Linear interpolation macros */ #define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) ) #define ILERP(IT, A, B) ( (A) + (((IT) * ((B) - (A))) >> ILERP_SHIFT) ) /** * Do 2D/biliner interpolation of float values. * v00, v10, v01 and v11 are typically four texture samples in a square/box. * a and b are the horizontal and vertical interpolants. * It's important that this function is inlined when compiled with * optimization! If we find that's not true on some systems, convert * to a macro. */ static INLINE GLfloat lerp_2d(GLfloat a, GLfloat b, GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11) { const GLfloat temp0 = LERP(a, v00, v10); const GLfloat temp1 = LERP(a, v01, v11); return LERP(b, temp0, temp1); } /** * Do 2D/biliner interpolation of integer values. * \sa lerp_2d */ static INLINE GLint ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11) { /* fixed point interpolants in [0, ILERP_SCALE] */ const GLint temp0 = ILERP(ia, v00, v10); const GLint temp1 = ILERP(ia, v01, v11); return ILERP(ib, temp0, temp1); } /** * Do 3D/trilinear interpolation of float values. * \sa lerp_2d */ static INLINE GLfloat lerp_3d(GLfloat a, GLfloat b, GLfloat c, GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110, GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111) { const GLfloat temp00 = LERP(a, v000, v100); const GLfloat temp10 = LERP(a, v010, v110); const GLfloat temp01 = LERP(a, v001, v101); const GLfloat temp11 = LERP(a, v011, v111); const GLfloat temp0 = LERP(b, temp00, temp10); const GLfloat temp1 = LERP(b, temp01, temp11); return LERP(c, temp0, temp1); } /** * Do 3D/trilinear interpolation of integer values. * \sa lerp_2d */ static INLINE GLint ilerp_3d(GLint ia, GLint ib, GLint ic, GLint v000, GLint v100, GLint v010, GLint v110, GLint v001, GLint v101, GLint v011, GLint v111) { /* fixed point interpolants in [0, ILERP_SCALE] */ const GLint temp00 = ILERP(ia, v000, v100); const GLint temp10 = ILERP(ia, v010, v110); const GLint temp01 = ILERP(ia, v001, v101); const GLint temp11 = ILERP(ia, v011, v111); const GLint temp0 = ILERP(ib, temp00, temp10); const GLint temp1 = ILERP(ib, temp01, temp11); return ILERP(ic, temp0, temp1); } /** * Compute the remainder of a divided by b, but be careful with * negative values so that GL_REPEAT mode works right. */ static INLINE GLint repeat_remainder(GLint a, GLint b) { if (a >= 0) return a % b; else return (a + 1) % b + b - 1; } /** * Used to compute texel locations for linear sampling. * Input: * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER * S = texcoord in [0,1] * SIZE = width (or height or depth) of texture * Output: * U = texcoord in [0, width] * I0, I1 = two nearest texel indexes */ #define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \ { \ if (wrapMode == GL_REPEAT) { \ U = S * SIZE - 0.5F; \ if (tObj->_IsPowerOfTwo) { \ I0 = IFLOOR(U) & (SIZE - 1); \ I1 = (I0 + 1) & (SIZE - 1); \ } \ else { \ I0 = repeat_remainder(IFLOOR(U), SIZE); \ I1 = repeat_remainder(I0 + 1, SIZE); \ } \ } \ else if (wrapMode == GL_CLAMP_TO_EDGE) { \ if (S <= 0.0F) \ U = 0.0F; \ else if (S >= 1.0F) \ U = (GLfloat) SIZE; \ else \ U = S * SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ if (I0 < 0) \ I0 = 0; \ if (I1 >= (GLint) SIZE) \ I1 = SIZE - 1; \ } \ else if (wrapMode == GL_CLAMP_TO_BORDER) { \ const GLfloat min = -1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ if (S <= min) \ U = min * SIZE; \ else if (S >= max) \ U = max * SIZE; \ else \ U = S * SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ } \ else if (wrapMode == GL_MIRRORED_REPEAT) { \ const GLint flr = IFLOOR(S); \ if (flr & 1) \ U = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \ else \ U = S - (GLfloat) flr; /* flr is even */ \ U = (U * SIZE) - 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ if (I0 < 0) \ I0 = 0; \ if (I1 >= (GLint) SIZE) \ I1 = SIZE - 1; \ } \ else if (wrapMode == GL_MIRROR_CLAMP_EXT) { \ U = (GLfloat) fabs(S); \ if (U >= 1.0F) \ U = (GLfloat) SIZE; \ else \ U *= SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ } \ else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_EXT) { \ U = (GLfloat) fabs(S); \ if (U >= 1.0F) \ U = (GLfloat) SIZE; \ else \ U *= SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ if (I0 < 0) \ I0 = 0; \ if (I1 >= (GLint) SIZE) \ I1 = SIZE - 1; \ } \ else if (wrapMode == GL_MIRROR_CLAMP_TO_BORDER_EXT) { \ const GLfloat min = -1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ U = (GLfloat) fabs(S); \ if (U <= min) \ U = min * SIZE; \ else if (U >= max) \ U = max * SIZE; \ else \ U *= SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ } \ else { \ ASSERT(wrapMode == GL_CLAMP); \ if (S <= 0.0F) \ U = 0.0F; \ else if (S >= 1.0F) \ U = (GLfloat) SIZE; \ else \ U = S * SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ } \ } /** * Used to compute texel location for nearest sampling. */ #define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \ { \ if (wrapMode == GL_REPEAT) { \ /* s limited to [0,1) */ \ /* i limited to [0,size-1] */ \ I = IFLOOR(S * SIZE); \ if (tObj->_IsPowerOfTwo) \ I &= (SIZE - 1); \ else \ I = repeat_remainder(I, SIZE); \ } \ else if (wrapMode == GL_CLAMP_TO_EDGE) { \ /* s limited to [min,max] */ \ /* i limited to [0, size-1] */ \ const GLfloat min = 1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ if (S < min) \ I = 0; \ else if (S > max) \ I = SIZE - 1; \ else \ I = IFLOOR(S * SIZE); \ } \ else if (wrapMode == GL_CLAMP_TO_BORDER) { \ /* s limited to [min,max] */ \ /* i limited to [-1, size] */ \ const GLfloat min = -1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ if (S <= min) \ I = -1; \ else if (S >= max) \ I = SIZE; \ else \ I = IFLOOR(S * SIZE); \ } \ else if (wrapMode == GL_MIRRORED_REPEAT) { \ const GLfloat min = 1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ const GLint flr = IFLOOR(S); \ GLfloat u; \ if (flr & 1) \ u = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \ else \ u = S - (GLfloat) flr; /* flr is even */ \ if (u < min) \ I = 0; \ else if (u > max) \ I = SIZE - 1; \ else \ I = IFLOOR(u * SIZE); \ } \ else if (wrapMode == GL_MIRROR_CLAMP_EXT) { \ /* s limited to [0,1] */ \ /* i limited to [0,size-1] */ \ const GLfloat u = (GLfloat) fabs(S); \ if (u <= 0.0F) \ I = 0; \ else if (u >= 1.0F) \ I = SIZE - 1; \ else \ I = IFLOOR(u * SIZE); \ } \ else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_EXT) { \ /* s limited to [min,max] */ \ /* i limited to [0, size-1] */ \ const GLfloat min = 1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ const GLfloat u = (GLfloat) fabs(S); \ if (u < min) \ I = 0; \ else if (u > max) \ I = SIZE - 1; \ else \ I = IFLOOR(u * SIZE); \ } \ else if (wrapMode == GL_MIRROR_CLAMP_TO_BORDER_EXT) { \ /* s limited to [min,max] */ \ /* i limited to [0, size-1] */ \ const GLfloat min = -1.0F / (2.0F * SIZE); \ const GLfloat max = 1.0F - min; \ const GLfloat u = (GLfloat) fabs(S); \ if (u < min) \ I = -1; \ else if (u > max) \ I = SIZE; \ else \ I = IFLOOR(u * SIZE); \ } \ else { \ ASSERT(wrapMode == GL_CLAMP); \ /* s limited to [0,1] */ \ /* i limited to [0,size-1] */ \ if (S <= 0.0F) \ I = 0; \ else if (S >= 1.0F) \ I = SIZE - 1; \ else \ I = IFLOOR(S * SIZE); \ } \ } /* Power of two image sizes only */ #define COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(S, U, SIZE, I0, I1) \ { \ U = S * SIZE - 0.5F; \ I0 = IFLOOR(U) & (SIZE - 1); \ I1 = (I0 + 1) & (SIZE - 1); \ } /* * Compute linear mipmap levels for given lambda. */ #define COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level) \ { \ if (lambda < 0.0F) \ level = tObj->BaseLevel; \ else if (lambda > tObj->_MaxLambda) \ level = (GLint) (tObj->BaseLevel + tObj->_MaxLambda); \ else \ level = (GLint) (tObj->BaseLevel + lambda); \ } /* * Compute nearest mipmap level for given lambda. */ #define COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level) \ { \ GLfloat l; \ if (lambda <= 0.5F) \ l = 0.0F; \ else if (lambda > tObj->_MaxLambda + 0.4999F) \ l = tObj->_MaxLambda + 0.4999F; \ else \ l = lambda; \ level = (GLint) (tObj->BaseLevel + l + 0.5F); \ if (level > tObj->_MaxLevel) \ level = tObj->_MaxLevel; \ } /* * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes * see 1-pixel bands of improperly weighted linear-sampled texels. The * tests/texwrap.c demo is a good test. * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0. * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x). */ #define FRAC(f) ((f) - IFLOOR(f)) /* * Bitflags for texture border color sampling. */ #define I0BIT 1 #define I1BIT 2 #define J0BIT 4 #define J1BIT 8 #define K0BIT 16 #define K1BIT 32 /* * The lambda[] array values are always monotonic. Either the whole span * will be minified, magnified, or split between the two. This function * determines the subranges in [0, n-1] that are to be minified or magnified. */ static INLINE void compute_min_mag_ranges( GLfloat minMagThresh, GLuint n, const GLfloat lambda[], GLuint *minStart, GLuint *minEnd, GLuint *magStart, GLuint *magEnd ) { ASSERT(lambda != NULL); #if 0 /* Verify that lambda[] is monotonous. * We can't really use this because the inaccuracy in the LOG2 function * causes this test to fail, yet the resulting texturing is correct. */ if (n > 1) { GLuint i; printf("lambda delta = %g\n", lambda[0] - lambda[n-1]); if (lambda[0] >= lambda[n-1]) { /* decreasing */ for (i = 0; i < n - 1; i++) { ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10)); } } else { /* increasing */ for (i = 0; i < n - 1; i++) { ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10)); } } } #endif /* DEBUG */ /* since lambda is monotonous-array use this check first */ if (lambda[0] <= minMagThresh && lambda[n-1] <= minMagThresh) { /* magnification for whole span */ *magStart = 0; *magEnd = n; *minStart = *minEnd = 0; } else if (lambda[0] > minMagThresh && lambda[n-1] > minMagThresh) { /* minification for whole span */ *minStart = 0; *minEnd = n; *magStart = *magEnd = 0; } else { /* a mix of minification and magnification */ GLuint i; if (lambda[0] > minMagThresh) { /* start with minification */ for (i = 1; i < n; i++) { if (lambda[i] <= minMagThresh) break; } *minStart = 0; *minEnd = i; *magStart = i; *magEnd = n; } else { /* start with magnification */ for (i = 1; i < n; i++) { if (lambda[i] > minMagThresh) break; } *magStart = 0; *magEnd = i; *minStart = i; *minEnd = n; } } #if 0 /* Verify the min/mag Start/End values * We don't use this either (see above) */ { GLint i; for (i = 0; i < n; i++) { if (lambda[i] > minMagThresh) { /* minification */ ASSERT(i >= *minStart); ASSERT(i < *minEnd); } else { /* magnification */ ASSERT(i >= *magStart); ASSERT(i < *magEnd); } } } #endif } /**********************************************************************/ /* 1-D Texture Sampling Functions */ /**********************************************************************/ /* * Return the texture sample for coordinate (s) using GL_NEAREST filter. */ static void sample_1d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ GLint i; (void) ctx; COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); /* skip over the border, if any */ i += img->Border; if (i < 0 || i >= (GLint) img->Width) { /* Need this test for GL_CLAMP_TO_BORDER mode */ COPY_CHAN4(rgba, tObj->_BorderChan); } else { img->FetchTexelc(img, i, 0, 0, rgba); } } /* * Return the texture sample for coordinate (s) using GL_LINEAR filter. */ static void sample_1d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; GLint i0, i1; GLfloat u; GLuint useBorderColor; (void) ctx; COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); useBorderColor = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; } else { if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; } { const GLfloat a = FRAC(u); GLchan t0[4], t1[4]; /* texels */ /* fetch texel colors */ if (useBorderColor & I0BIT) { COPY_CHAN4(t0, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, 0, 0, t0); } if (useBorderColor & I1BIT) { COPY_CHAN4(t1, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, 0, 0, t1); } /* do linear interpolation of texel colors */ #if CHAN_TYPE == GL_FLOAT rgba[0] = LERP(a, t0[0], t1[0]); rgba[1] = LERP(a, t0[1], t1[1]); rgba[2] = LERP(a, t0[2], t1[2]); rgba[3] = LERP(a, t0[3], t1[3]); #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (LERP(a, t0[0], t1[0]) + 0.5); rgba[1] = (GLchan) (LERP(a, t0[1], t1[1]) + 0.5); rgba[2] = (GLchan) (LERP(a, t0[2], t1[2]) + 0.5); rgba[3] = (GLchan) (LERP(a, t0[3], t1[3]) + 0.5); #else ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); { /* fixed point interpolants in [0, ILERP_SCALE] */ const GLint ia = IROUND_POS(a * ILERP_SCALE); rgba[0] = ILERP(ia, t0[0], t1[0]); rgba[1] = ILERP(ia, t0[1], t1[1]); rgba[2] = ILERP(ia, t0[2], t1[2]); rgba[3] = ILERP(ia, t0[3], t1[3]); } #endif } } static void sample_1d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_1d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); } } static void sample_1d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_1d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); } } /* * This is really just needed in order to prevent warnings with some compilers. */ #if CHAN_TYPE == GL_FLOAT #define CHAN_CAST #else #define CHAN_CAST (GLchan) (GLint) #endif static void sample_1d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_1d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) texUnit; (void) lambda; for (i=0;iImage[0][tObj->BaseLevel]; (void) texUnit; (void) lambda; for (i=0;i_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_1d_texture"); return; } } if (magStart < magEnd) { /* do the magnified texels */ switch (tObj->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; default: _mesa_problem(ctx, "Bad mag filter in sample_1d_texture"); return; } } } /**********************************************************************/ /* 2-D Texture Sampling Functions */ /**********************************************************************/ /* * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. */ static INLINE void sample_2d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ GLint i, j; (void) ctx; COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); /* skip over the border, if any */ i += img->Border; j += img->Border; if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) { /* Need this test for GL_CLAMP_TO_BORDER mode */ COPY_CHAN4(rgba, tObj->_BorderChan); } else { img->FetchTexelc(img, i, j, 0, rgba); } } /** * Return the texture sample for coordinate (s,t) using GL_LINEAR filter. * New sampling code contributed by Lynn Quam . */ static INLINE void sample_2d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[]) { const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; GLuint useBorderColor; GLfloat u, v; (void) ctx; COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); useBorderColor = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; j0 += img->Border; j1 += img->Border; } else { if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; } { const GLfloat a = FRAC(u); const GLfloat b = FRAC(v); #if CHAN_TYPE == GL_UNSIGNED_BYTE const GLint ia = IROUND_POS(a * ILERP_SCALE); const GLint ib = IROUND_POS(b * ILERP_SCALE); #endif GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ /* fetch four texel colors */ if (useBorderColor & (I0BIT | J0BIT)) { COPY_CHAN4(t00, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, j0, 0, t00); } if (useBorderColor & (I1BIT | J0BIT)) { COPY_CHAN4(t10, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, j0, 0, t10); } if (useBorderColor & (I0BIT | J1BIT)) { COPY_CHAN4(t01, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, j1, 0, t01); } if (useBorderColor & (I1BIT | J1BIT)) { COPY_CHAN4(t11, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, j1, 0, t11); } /* do bilinear interpolation of texel colors */ #if CHAN_TYPE == GL_FLOAT rgba[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); rgba[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); rgba[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); rgba[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5); rgba[1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5); rgba[2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5); rgba[3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5); #else ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); rgba[0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]); rgba[1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]); rgba[2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]); rgba[3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]); #endif } } /* * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT. */ static INLINE void sample_2d_linear_repeat(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[]) { const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; GLfloat u, v; (void) ctx; (void) tObj; ASSERT(tObj->WrapS == GL_REPEAT); ASSERT(tObj->WrapT == GL_REPEAT); ASSERT(img->Border == 0); ASSERT(img->Format != GL_COLOR_INDEX); ASSERT(img->_IsPowerOfTwo); COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1); COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1); { const GLfloat a = FRAC(u); const GLfloat b = FRAC(v); #if CHAN_TYPE == GL_UNSIGNED_BYTE const GLint ia = IROUND_POS(a * ILERP_SCALE); const GLint ib = IROUND_POS(b * ILERP_SCALE); #endif GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ img->FetchTexelc(img, i0, j0, 0, t00); img->FetchTexelc(img, i1, j0, 0, t10); img->FetchTexelc(img, i0, j1, 0, t01); img->FetchTexelc(img, i1, j1, 0, t11); /* do bilinear interpolation of texel colors */ #if CHAN_TYPE == GL_FLOAT rgba[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); rgba[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); rgba[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); rgba[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5); rgba[1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5); rgba[2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5); rgba[3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5); #else ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); rgba[0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]); rgba[1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]); rgba[2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]); rgba[3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]); #endif } } static void sample_2d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); } } static void sample_2d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_2d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); } } static void sample_2d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_2d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } /* Trilinear filtering */ static void sample_2d_linear_mipmap_linear( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; ASSERT(lambda != NULL); ASSERT(tObj->WrapS == GL_REPEAT); ASSERT(tObj->WrapT == GL_REPEAT); ASSERT(tObj->_IsPowerOfTwo); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) texUnit; (void) lambda; for (i=0;iImage[0][tObj->BaseLevel]; (void) texUnit; (void) lambda; if (tObj->WrapS == GL_REPEAT && tObj->WrapT == GL_REPEAT && image->Border == 0) { for (i=0;iImage[0][tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; const GLint colMask = img->Width - 1; const GLint rowMask = img->Height - 1; const GLint shift = img->WidthLog2; GLuint k; (void) ctx; (void) texUnit; (void) lambda; ASSERT(tObj->WrapS==GL_REPEAT); ASSERT(tObj->WrapT==GL_REPEAT); ASSERT(img->Border==0); ASSERT(img->Format==GL_RGB); ASSERT(img->_IsPowerOfTwo); for (k=0; kData) + 3*pos; rgba[k][RCOMP] = texel[0]; rgba[k][GCOMP] = texel[1]; rgba[k][BCOMP] = texel[2]; } } /* * Optimized 2-D texture sampling: * S and T wrap mode == GL_REPEAT * GL_NEAREST min/mag filter * No border * RowStride == Width, * Format = GL_RGBA */ static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; const GLint colMask = img->Width - 1; const GLint rowMask = img->Height - 1; const GLint shift = img->WidthLog2; GLuint i; (void) ctx; (void) texUnit; (void) lambda; ASSERT(tObj->WrapS==GL_REPEAT); ASSERT(tObj->WrapT==GL_REPEAT); ASSERT(img->Border==0); ASSERT(img->Format==GL_RGBA); ASSERT(img->_IsPowerOfTwo); for (i = 0; i < n; i++) { const GLint col = IFLOOR(texcoords[i][0] * width) & colMask; const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask; const GLint pos = (row << shift) | col; const GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */ COPY_CHAN4(rgba[i], texel); } } /* * Given an array of texture coordinate and lambda (level of detail) * values, return an array of texture sample. */ static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ const GLboolean repeatNoBorderPOT = (tObj->WrapS == GL_REPEAT) && (tObj->WrapT == GL_REPEAT) && (tImg->Border == 0 && (tImg->Width == tImg->RowStride)) && (tImg->Format != GL_COLOR_INDEX) && tImg->_IsPowerOfTwo; ASSERT(lambda != NULL); compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: if (repeatNoBorderPOT) { switch (tImg->TexFormat->MesaFormat) { case MESA_FORMAT_RGB: case MESA_FORMAT_RGB888: /*case MESA_FORMAT_BGR888:*/ opt_sample_rgb_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); break; case MESA_FORMAT_RGBA: case MESA_FORMAT_RGBA8888: case MESA_FORMAT_ARGB8888: /*case MESA_FORMAT_ABGR8888:*/ /*case MESA_FORMAT_BGRA8888:*/ opt_sample_rgba_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); break; default: sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart ); } } else { sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); } break; case GL_LINEAR: sample_linear_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); break; case GL_NEAREST_MIPMAP_NEAREST: sample_2d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: if (repeatNoBorderPOT) sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); else sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_2d_texture"); return; } } if (magStart < magEnd) { /* do the magnified texels */ const GLuint m = magEnd - magStart; switch (tObj->MagFilter) { case GL_NEAREST: if (repeatNoBorderPOT) { switch (tImg->TexFormat->MesaFormat) { case MESA_FORMAT_RGB: case MESA_FORMAT_RGB888: /*case MESA_FORMAT_BGR888:*/ opt_sample_rgb_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); break; case MESA_FORMAT_RGBA: case MESA_FORMAT_RGBA8888: case MESA_FORMAT_ARGB8888: /*case MESA_FORMAT_ABGR8888:*/ /*case MESA_FORMAT_BGRA8888:*/ opt_sample_rgba_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); break; default: sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart ); } } else { sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); } break; case GL_LINEAR: sample_linear_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); break; default: _mesa_problem(ctx, "Bad mag filter in sample_lambda_2d"); } } } /**********************************************************************/ /* 3-D Texture Sampling Functions */ /**********************************************************************/ /* * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void sample_3d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ const GLint depth = img->Depth2; /* without border, power of two */ GLint i, j, k; (void) ctx; COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, texcoord[2], depth, k); if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height || k < 0 || k >= (GLint) img->Depth) { /* Need this test for GL_CLAMP_TO_BORDER mode */ COPY_CHAN4(rgba, tObj->_BorderChan); } else { img->FetchTexelc(img, i, j, k, rgba); } } /* * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void sample_3d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; const GLint height = img->Height2; const GLint depth = img->Depth2; GLint i0, j0, k0, i1, j1, k1; GLuint useBorderColor; GLfloat u, v, w; (void) ctx; COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, texcoord[2], w, depth, k0, k1); useBorderColor = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; j0 += img->Border; j1 += img->Border; k0 += img->Border; k1 += img->Border; } else { /* check if sampling texture border color */ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; if (k0 < 0 || k0 >= depth) useBorderColor |= K0BIT; if (k1 < 0 || k1 >= depth) useBorderColor |= K1BIT; } { const GLfloat a = FRAC(u); const GLfloat b = FRAC(v); const GLfloat c = FRAC(w); #if CHAN_TYPE == GL_UNSIGNED_BYTE const GLint ia = IROUND_POS(a * ILERP_SCALE); const GLint ib = IROUND_POS(b * ILERP_SCALE); const GLint ic = IROUND_POS(c * ILERP_SCALE); #endif GLchan t000[4], t010[4], t001[4], t011[4]; GLchan t100[4], t110[4], t101[4], t111[4]; /* Fetch texels */ if (useBorderColor & (I0BIT | J0BIT | K0BIT)) { COPY_CHAN4(t000, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, j0, k0, t000); } if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { COPY_CHAN4(t100, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, j0, k0, t100); } if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { COPY_CHAN4(t010, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, j1, k0, t010); } if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { COPY_CHAN4(t110, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, j1, k0, t110); } if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { COPY_CHAN4(t001, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, j0, k1, t001); } if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { COPY_CHAN4(t101, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, j0, k1, t101); } if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { COPY_CHAN4(t011, tObj->_BorderChan); } else { img->FetchTexelc(img, i0, j1, k1, t011); } if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { COPY_CHAN4(t111, tObj->_BorderChan); } else { img->FetchTexelc(img, i1, j1, k1, t111); } /* trilinear interpolation of samples */ #if CHAN_TYPE == GL_FLOAT rgba[0] = lerp_3d(a, b, c, t000[0], t100[0], t010[0], t110[0], t001[0], t101[0], t011[0], t111[0]); rgba[1] = lerp_3d(a, b, c, t000[1], t100[1], t010[1], t110[1], t001[1], t101[1], t011[1], t111[1]); rgba[2] = lerp_3d(a, b, c, t000[2], t100[2], t010[2], t110[2], t001[2], t101[2], t011[2], t111[2]); rgba[3] = lerp_3d(a, b, c, t000[3], t100[3], t010[3], t110[3], t001[3], t101[3], t011[3], t111[3]); #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (lerp_3d(a, b, c, t000[0], t100[0], t010[0], t110[0], t001[0], t101[0], t011[0], t111[0]) + 0.5F); rgba[1] = (GLchan) (lerp_3d(a, b, c, t000[1], t100[1], t010[1], t110[1], t001[1], t101[1], t011[1], t111[1]) + 0.5F); rgba[2] = (GLchan) (lerp_3d(a, b, c, t000[2], t100[2], t010[2], t110[2], t001[2], t101[2], t011[2], t111[2]) + 0.5F); rgba[3] = (GLchan) (lerp_3d(a, b, c, t000[3], t100[3], t010[3], t110[3], t001[3], t101[3], t011[3], t111[3]) + 0.5F); #else ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); rgba[0] = ilerp_3d(ia, ib, ic, t000[0], t100[0], t010[0], t110[0], t001[0], t101[0], t011[0], t111[0]); rgba[1] = ilerp_3d(ia, ib, ic, t000[1], t100[1], t010[1], t110[1], t001[1], t101[1], t011[1], t111[1]); rgba[2] = ilerp_3d(ia, ib, ic, t000[2], t100[2], t010[2], t110[2], t001[2], t101[2], t011[2], t111[2]); rgba[3] = ilerp_3d(ia, ib, ic, t000[3], t100[3], t010[3], t110[3], t001[3], t101[3], t011[3], t111[3]); #endif } } static void sample_3d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_3d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); } } static void sample_3d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_3d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); } } static void sample_3d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_3d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_3d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_3d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_3d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); sample_3d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_nearest_3d(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) texUnit; (void) lambda; for (i=0;iImage[0][tObj->BaseLevel]; (void) texUnit; (void) lambda; for (i=0;i_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_3d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_3d_texture"); return; } } if (magStart < magEnd) { /* do the magnified texels */ switch (tObj->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], texcoords[i], rgba[i]); break; default: _mesa_problem(ctx, "Bad mag filter in sample_3d_texture"); return; } } } /**********************************************************************/ /* Texture Cube Map Sampling Functions */ /**********************************************************************/ /* * Choose one of six sides of a texture cube map given the texture * coord (rx,ry,rz). Return pointer to corresponding array of texture * images. */ static const struct gl_texture_image ** choose_cube_face(const struct gl_texture_object *texObj, const GLfloat texcoord[4], GLfloat newCoord[4]) { /* major axis direction target sc tc ma ---------- ------------------------------- --- --- --- +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz */ const GLfloat rx = texcoord[0]; const GLfloat ry = texcoord[1]; const GLfloat rz = texcoord[2]; const struct gl_texture_image **imgArray; const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz); GLfloat sc, tc, ma; if (arx > ary && arx > arz) { if (rx >= 0.0F) { imgArray = (const struct gl_texture_image **) texObj->Image[FACE_POS_X]; sc = -rz; tc = -ry; ma = arx; } else { imgArray = (const struct gl_texture_image **) texObj->Image[FACE_NEG_X]; sc = rz; tc = -ry; ma = arx; } } else if (ary > arx && ary > arz) { if (ry >= 0.0F) { imgArray = (const struct gl_texture_image **) texObj->Image[FACE_POS_Y]; sc = rx; tc = rz; ma = ary; } else { imgArray = (const struct gl_texture_image **) texObj->Image[FACE_NEG_Y]; sc = rx; tc = -rz; ma = ary; } } else { if (rz > 0.0F) { imgArray = (const struct gl_texture_image **) texObj->Image[FACE_POS_Z]; sc = rx; tc = -ry; ma = arz; } else { imgArray = (const struct gl_texture_image **) texObj->Image[FACE_NEG_Z]; sc = -rx; tc = -ry; ma = arz; } } newCoord[0] = ( sc / ma + 1.0F ) * 0.5F; newCoord[1] = ( tc / ma + 1.0F ) * 0.5F; return imgArray; } static void sample_nearest_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) texUnit; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; images = choose_cube_face(tObj, texcoords[i], newCoord); sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel], newCoord, rgba[i]); } } static void sample_linear_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) texUnit; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; images = choose_cube_face(tObj, texcoords[i], newCoord); sample_2d_linear(ctx, tObj, images[tObj->BaseLevel], newCoord, rgba[i]); } } static void sample_cube_nearest_mipmap_nearest(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) texUnit; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]); } } static void sample_cube_linear_mipmap_nearest(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) texUnit; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]); } } static void sample_cube_nearest_mipmap_linear(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) texUnit; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); if (level >= tObj->_MaxLevel) { sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel], newCoord, rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0); sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_cube_linear_mipmap_linear(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) texUnit; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); if (level >= tObj->_MaxLevel) { sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel], newCoord, rgba[i]); } else { GLchan t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_2d_linear(ctx, tObj, images[level ], newCoord, t0); sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_lambda_cube( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ ASSERT(lambda != NULL); compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: sample_nearest_cube(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR: sample_linear_cube(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_NEAREST: sample_cube_nearest_mipmap_nearest(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_cube_linear_mipmap_nearest(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_cube_nearest_mipmap_linear(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_cube_linear_mipmap_linear(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_lambda_cube"); } } if (magStart < magEnd) { /* do the magnified texels */ const GLuint m = magEnd - magStart; switch (tObj->MagFilter) { case GL_NEAREST: sample_nearest_cube(ctx, texUnit, tObj, m, texcoords + magStart, lambda + magStart, rgba + magStart); break; case GL_LINEAR: sample_linear_cube(ctx, texUnit, tObj, m, texcoords + magStart, lambda + magStart, rgba + magStart); break; default: _mesa_problem(ctx, "Bad mag filter in sample_lambda_cube"); } } } /**********************************************************************/ /* Texture Rectangle Sampling Functions */ /**********************************************************************/ static void sample_nearest_rect(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][0]; const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; const GLint width_minus_1 = img->Width - 1; const GLint height_minus_1 = img->Height - 1; GLuint i; (void) ctx; (void) texUnit; (void) lambda; ASSERT(tObj->WrapS == GL_CLAMP || tObj->WrapS == GL_CLAMP_TO_EDGE || tObj->WrapS == GL_CLAMP_TO_BORDER); ASSERT(tObj->WrapT == GL_CLAMP || tObj->WrapT == GL_CLAMP_TO_EDGE || tObj->WrapT == GL_CLAMP_TO_BORDER); ASSERT(img->Format != GL_COLOR_INDEX); /* XXX move Wrap mode tests outside of loops for common cases */ for (i = 0; i < n; i++) { GLint row, col; /* NOTE: we DO NOT use [0, 1] texture coordinates! */ if (tObj->WrapS == GL_CLAMP) { col = IFLOOR( CLAMP(texcoords[i][0], 0.0F, width - 1) ); } else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { col = IFLOOR( CLAMP(texcoords[i][0], 0.5F, width - 0.5F) ); } else { col = IFLOOR( CLAMP(texcoords[i][0], -0.5F, width + 0.5F) ); } if (tObj->WrapT == GL_CLAMP) { row = IFLOOR( CLAMP(texcoords[i][1], 0.0F, height - 1) ); } else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { row = IFLOOR( CLAMP(texcoords[i][1], 0.5F, height - 0.5F) ); } else { row = IFLOOR( CLAMP(texcoords[i][1], -0.5F, height + 0.5F) ); } if (col < 0 || col > width_minus_1 || row < 0 || row > height_minus_1) COPY_CHAN4(rgba[i], tObj->_BorderChan); else img->FetchTexelc(img, col, row, 0, rgba[i]); } } static void sample_linear_rect(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][0]; const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; const GLint width_minus_1 = img->Width - 1; const GLint height_minus_1 = img->Height - 1; GLuint i; (void) ctx; (void) texUnit; (void) lambda; ASSERT(tObj->WrapS == GL_CLAMP || tObj->WrapS == GL_CLAMP_TO_EDGE || tObj->WrapS == GL_CLAMP_TO_BORDER); ASSERT(tObj->WrapT == GL_CLAMP || tObj->WrapT == GL_CLAMP_TO_EDGE || tObj->WrapT == GL_CLAMP_TO_BORDER); ASSERT(img->Format != GL_COLOR_INDEX); /* XXX lots of opportunity for optimization in this loop */ for (i = 0; i < n; i++) { GLfloat frow, fcol; GLint i0, j0, i1, j1; GLchan t00[4], t01[4], t10[4], t11[4]; GLfloat a, b; GLuint useBorderColor = 0; #if CHAN_TYPE == GL_UNSIGNED_BYTE GLint ia, ib; #endif /* NOTE: we DO NOT use [0, 1] texture coordinates! */ if (tObj->WrapS == GL_CLAMP) { /* Not exactly what the spec says, but it matches NVIDIA output */ fcol = CLAMP(texcoords[i][0] - 0.5F, 0.0, width_minus_1); i0 = IFLOOR(fcol); i1 = i0 + 1; } else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F); fcol -= 0.5F; i0 = IFLOOR(fcol); i1 = i0 + 1; if (i1 > width_minus_1) i1 = width_minus_1; } else { ASSERT(tObj->WrapS == GL_CLAMP_TO_BORDER); fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F); fcol -= 0.5F; i0 = IFLOOR(fcol); i1 = i0 + 1; } if (tObj->WrapT == GL_CLAMP) { /* Not exactly what the spec says, but it matches NVIDIA output */ frow = CLAMP(texcoords[i][1] - 0.5F, 0.0, width_minus_1); j0 = IFLOOR(frow); j1 = j0 + 1; } else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F); frow -= 0.5F; j0 = IFLOOR(frow); j1 = j0 + 1; if (j1 > height_minus_1) j1 = height_minus_1; } else { ASSERT(tObj->WrapT == GL_CLAMP_TO_BORDER); frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F); frow -= 0.5F; j0 = IFLOOR(frow); j1 = j0 + 1; } /* compute integer rows/columns */ if (i0 < 0 || i0 > width_minus_1) useBorderColor |= I0BIT; if (i1 < 0 || i1 > width_minus_1) useBorderColor |= I1BIT; if (j0 < 0 || j0 > height_minus_1) useBorderColor |= J0BIT; if (j1 < 0 || j1 > height_minus_1) useBorderColor |= J1BIT; /* get four texel samples */ if (useBorderColor & (I0BIT | J0BIT)) COPY_CHAN4(t00, tObj->_BorderChan); else img->FetchTexelc(img, i0, j0, 0, t00); if (useBorderColor & (I1BIT | J0BIT)) COPY_CHAN4(t10, tObj->_BorderChan); else img->FetchTexelc(img, i1, j0, 0, t10); if (useBorderColor & (I0BIT | J1BIT)) COPY_CHAN4(t01, tObj->_BorderChan); else img->FetchTexelc(img, i0, j1, 0, t01); if (useBorderColor & (I1BIT | J1BIT)) COPY_CHAN4(t11, tObj->_BorderChan); else img->FetchTexelc(img, i1, j1, 0, t11); /* compute interpolants */ a = FRAC(fcol); b = FRAC(frow); #if CHAN_TYPE == GL_UNSIGNED_BYTE ia = IROUND_POS(a * ILERP_SCALE); ib = IROUND_POS(b * ILERP_SCALE); #endif /* do bilinear interpolation of texel colors */ #if CHAN_TYPE == GL_FLOAT rgba[i][0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); rgba[i][1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); rgba[i][2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); rgba[i][3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[i][0] = (GLchan) (lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]) + 0.5); rgba[i][1] = (GLchan) (lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]) + 0.5); rgba[i][2] = (GLchan) (lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]) + 0.5); rgba[i][3] = (GLchan) (lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]) + 0.5); #else ASSERT(CHAN_TYPE == GL_UNSIGNED_BYTE); rgba[i][0] = ilerp_2d(ia, ib, t00[0], t10[0], t01[0], t11[0]); rgba[i][1] = ilerp_2d(ia, ib, t00[1], t10[1], t01[1], t11[1]); rgba[i][2] = ilerp_2d(ia, ib, t00[2], t10[2], t01[2], t11[2]); rgba[i][3] = ilerp_2d(ia, ib, t00[3], t10[3], t01[3], t11[3]); #endif } } static void sample_lambda_rect( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint minStart, minEnd, magStart, magEnd; /* We only need lambda to decide between minification and magnification. * There is no mipmapping with rectangular textures. */ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { if (tObj->MinFilter == GL_NEAREST) { sample_nearest_rect( ctx, texUnit, tObj, minEnd - minStart, texcoords + minStart, NULL, rgba + minStart); } else { sample_linear_rect( ctx, texUnit, tObj, minEnd - minStart, texcoords + minStart, NULL, rgba + minStart); } } if (magStart < magEnd) { if (tObj->MagFilter == GL_NEAREST) { sample_nearest_rect( ctx, texUnit, tObj, magEnd - magStart, texcoords + magStart, NULL, rgba + magStart); } else { sample_linear_rect( ctx, texUnit, tObj, magEnd - magStart, texcoords + magStart, NULL, rgba + magStart); } } } /* * Sample a shadow/depth texture. */ static void sample_depth_texture( GLcontext *ctx, GLuint unit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan texel[][4] ) { const GLint baseLevel = tObj->BaseLevel; const struct gl_texture_image *texImage = tObj->Image[0][baseLevel]; const GLuint width = texImage->Width; const GLuint height = texImage->Height; GLchan ambient; GLenum function; GLchan result; (void) lambda; (void) unit; ASSERT(tObj->Image[0][tObj->BaseLevel]->Format == GL_DEPTH_COMPONENT); ASSERT(tObj->Target == GL_TEXTURE_1D || tObj->Target == GL_TEXTURE_2D || tObj->Target == GL_TEXTURE_RECTANGLE_NV); UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */ /* XXX this could be precomputed and saved in the texture object */ if (tObj->CompareFlag) { /* GL_SGIX_shadow */ if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { function = GL_LEQUAL; } else { ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX); function = GL_GEQUAL; } } else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { /* GL_ARB_shadow */ function = tObj->CompareFunc; } else { function = GL_NONE; /* pass depth through as grayscale */ } if (tObj->MagFilter == GL_NEAREST) { GLuint i; for (i = 0; i < n; i++) { GLfloat depthSample; GLint col, row; /* XXX fix for texture rectangle! */ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row); texImage->FetchTexelf(texImage, col, row, 0, &depthSample); switch (function) { case GL_LEQUAL: result = (texcoords[i][2] <= depthSample) ? CHAN_MAX : ambient; break; case GL_GEQUAL: result = (texcoords[i][2] >= depthSample) ? CHAN_MAX : ambient; break; case GL_LESS: result = (texcoords[i][2] < depthSample) ? CHAN_MAX : ambient; break; case GL_GREATER: result = (texcoords[i][2] > depthSample) ? CHAN_MAX : ambient; break; case GL_EQUAL: result = (texcoords[i][2] == depthSample) ? CHAN_MAX : ambient; break; case GL_NOTEQUAL: result = (texcoords[i][2] != depthSample) ? CHAN_MAX : ambient; break; case GL_ALWAYS: result = CHAN_MAX; break; case GL_NEVER: result = ambient; break; case GL_NONE: CLAMPED_FLOAT_TO_CHAN(result, depthSample); break; default: _mesa_problem(ctx, "Bad compare func in sample_depth_texture"); return; } switch (tObj->DepthMode) { case GL_LUMINANCE: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = CHAN_MAX; break; case GL_INTENSITY: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = result; break; case GL_ALPHA: texel[i][RCOMP] = 0; texel[i][GCOMP] = 0; texel[i][BCOMP] = 0; texel[i][ACOMP] = result; break; default: _mesa_problem(ctx, "Bad depth texture mode"); } } } else { GLuint i; ASSERT(tObj->MagFilter == GL_LINEAR); for (i = 0; i < n; i++) { GLfloat depth00, depth01, depth10, depth11; GLint i0, i1, j0, j1; GLfloat u, v; GLuint useBorderTexel; /* XXX fix for texture rectangle! */ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], u, width, i0, i1); COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], v, height,j0, j1); useBorderTexel = 0; if (texImage->Border) { i0 += texImage->Border; i1 += texImage->Border; j0 += texImage->Border; j1 += texImage->Border; } else { if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT; if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT; if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT; if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT; } /* get four depth samples from the texture */ if (useBorderTexel & (I0BIT | J0BIT)) { depth00 = 1.0; } else { texImage->FetchTexelf(texImage, i0, j0, 0, &depth00); } if (useBorderTexel & (I1BIT | J0BIT)) { depth10 = 1.0; } else { texImage->FetchTexelf(texImage, i1, j0, 0, &depth10); } if (useBorderTexel & (I0BIT | J1BIT)) { depth01 = 1.0; } else { texImage->FetchTexelf(texImage, i0, j1, 0, &depth01); } if (useBorderTexel & (I1BIT | J1BIT)) { depth11 = 1.0; } else { texImage->FetchTexelf(texImage, i1, j1, 0, &depth11); } if (0) { /* compute a single weighted depth sample and do one comparison */ const GLfloat a = FRAC(u + 1.0F); const GLfloat b = FRAC(v + 1.0F); const GLfloat depthSample = lerp_2d(a, b, depth00, depth10, depth01, depth11); if ((depthSample <= texcoords[i][2] && function == GL_LEQUAL) || (depthSample >= texcoords[i][2] && function == GL_GEQUAL)) { result = ambient; } else { result = CHAN_MAX; } } else { /* Do four depth/R comparisons and compute a weighted result. * If this touches on somebody's I.P., I'll remove this code * upon request. */ const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F; GLfloat luminance = CHAN_MAXF; switch (function) { case GL_LEQUAL: if (depth00 <= texcoords[i][2]) luminance -= d; if (depth01 <= texcoords[i][2]) luminance -= d; if (depth10 <= texcoords[i][2]) luminance -= d; if (depth11 <= texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_GEQUAL: if (depth00 >= texcoords[i][2]) luminance -= d; if (depth01 >= texcoords[i][2]) luminance -= d; if (depth10 >= texcoords[i][2]) luminance -= d; if (depth11 >= texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_LESS: if (depth00 < texcoords[i][2]) luminance -= d; if (depth01 < texcoords[i][2]) luminance -= d; if (depth10 < texcoords[i][2]) luminance -= d; if (depth11 < texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_GREATER: if (depth00 > texcoords[i][2]) luminance -= d; if (depth01 > texcoords[i][2]) luminance -= d; if (depth10 > texcoords[i][2]) luminance -= d; if (depth11 > texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_EQUAL: if (depth00 == texcoords[i][2]) luminance -= d; if (depth01 == texcoords[i][2]) luminance -= d; if (depth10 == texcoords[i][2]) luminance -= d; if (depth11 == texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_NOTEQUAL: if (depth00 != texcoords[i][2]) luminance -= d; if (depth01 != texcoords[i][2]) luminance -= d; if (depth10 != texcoords[i][2]) luminance -= d; if (depth11 != texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_ALWAYS: result = 0; break; case GL_NEVER: result = CHAN_MAX; break; case GL_NONE: /* ordinary bilinear filtering */ { const GLfloat a = FRAC(u + 1.0F); const GLfloat b = FRAC(v + 1.0F); const GLfloat depthSample = lerp_2d(a, b, depth00, depth10, depth01, depth11); CLAMPED_FLOAT_TO_CHAN(result, depthSample); } break; default: _mesa_problem(ctx, "Bad compare func in sample_depth_texture"); return; } } switch (tObj->DepthMode) { case GL_LUMINANCE: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = CHAN_MAX; break; case GL_INTENSITY: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = result; break; case GL_ALPHA: texel[i][RCOMP] = 0; texel[i][GCOMP] = 0; texel[i][BCOMP] = 0; texel[i][ACOMP] = result; break; default: _mesa_problem(ctx, "Bad depth texture mode"); } } /* for */ } /* if filter */ } #if 0 /* * Experimental depth texture sampling function. */ static void sample_depth_texture2(const GLcontext *ctx, const struct gl_texture_unit *texUnit, GLuint n, const GLfloat texcoords[][4], GLchan texel[][4]) { const struct gl_texture_object *texObj = texUnit->_Current; const GLint baseLevel = texObj->BaseLevel; const struct gl_texture_image *texImage = texObj->Image[0][baseLevel]; const GLuint width = texImage->Width; const GLuint height = texImage->Height; GLchan ambient; GLboolean lequal, gequal; if (texObj->Target != GL_TEXTURE_2D) { _mesa_problem(ctx, "only 2-D depth textures supported at this time"); return; } if (texObj->MinFilter != texObj->MagFilter) { _mesa_problem(ctx, "mipmapped depth textures not supported at this time"); return; } /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object * isn't a depth texture. */ if (texImage->Format != GL_DEPTH_COMPONENT) { _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture"); return; } UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { lequal = GL_TRUE; gequal = GL_FALSE; } else { lequal = GL_FALSE; gequal = GL_TRUE; } { GLuint i; for (i = 0; i < n; i++) { const GLint K = 3; GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count; GLfloat w; GLchan lum; COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0], width, col); COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1], height, row); imin = col - K; imax = col + K; jmin = row - K; jmax = row + K; if (imin < 0) imin = 0; if (imax >= width) imax = width - 1; if (jmin < 0) jmin = 0; if (jmax >= height) jmax = height - 1; samples = (imax - imin + 1) * (jmax - jmin + 1); count = 0; for (jj = jmin; jj <= jmax; jj++) { for (ii = imin; ii <= imax; ii++) { GLfloat depthSample; texImage->FetchTexelf(texImage, ii, jj, 0, &depthSample); if ((depthSample <= r[i] && lequal) || (depthSample >= r[i] && gequal)) { count++; } } } w = (GLfloat) count / (GLfloat) samples; w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient); lum = (GLint) w; texel[i][RCOMP] = lum; texel[i][GCOMP] = lum; texel[i][BCOMP] = lum; texel[i][ACOMP] = CHAN_MAX; } } } #endif /** * We use this function when a texture object is in an "incomplete" state. * When a fragment program attempts to sample an incomplete texture we * return black (see issue 23 in GL_ARB_fragment_program spec). * Note: fragment programss don't observe the texture enable/disable flags. */ static void null_sample_func( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) ctx; (void) texUnit; (void) tObj; (void) texcoords; (void) lambda; for (i = 0; i < n; i++) { rgba[i][RCOMP] = 0; rgba[i][GCOMP] = 0; rgba[i][BCOMP] = 0; rgba[i][ACOMP] = CHAN_MAX; } } /** * Setup the texture sampling function for this texture object. */ texture_sample_func _swrast_choose_texture_sample_func( GLcontext *ctx, const struct gl_texture_object *t ) { if (!t || !t->Complete) { return &null_sample_func; } else { const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter); const GLenum format = t->Image[0][t->BaseLevel]->Format; switch (t->Target) { case GL_TEXTURE_1D: if (format == GL_DEPTH_COMPONENT) { return &sample_depth_texture; } else if (needLambda) { return &sample_lambda_1d; } else if (t->MinFilter == GL_LINEAR) { return &sample_linear_1d; } else { ASSERT(t->MinFilter == GL_NEAREST); return &sample_nearest_1d; } case GL_TEXTURE_2D: if (format == GL_DEPTH_COMPONENT) { return &sample_depth_texture; } else if (needLambda) { return &sample_lambda_2d; } else if (t->MinFilter == GL_LINEAR) { return &sample_linear_2d; } else { GLint baseLevel = t->BaseLevel; ASSERT(t->MinFilter == GL_NEAREST); if (t->WrapS == GL_REPEAT && t->WrapT == GL_REPEAT && t->_IsPowerOfTwo && t->Image[0][baseLevel]->Border == 0 && t->Image[0][baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) { return &opt_sample_rgb_2d; } else if (t->WrapS == GL_REPEAT && t->WrapT == GL_REPEAT && t->_IsPowerOfTwo && t->Image[0][baseLevel]->Border == 0 && t->Image[0][baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) { return &opt_sample_rgba_2d; } else { return &sample_nearest_2d; } } case GL_TEXTURE_3D: if (needLambda) { return &sample_lambda_3d; } else if (t->MinFilter == GL_LINEAR) { return &sample_linear_3d; } else { ASSERT(t->MinFilter == GL_NEAREST); return &sample_nearest_3d; } case GL_TEXTURE_CUBE_MAP: if (needLambda) { return &sample_lambda_cube; } else if (t->MinFilter == GL_LINEAR) { return &sample_linear_cube; } else { ASSERT(t->MinFilter == GL_NEAREST); return &sample_nearest_cube; } case GL_TEXTURE_RECTANGLE_NV: if (needLambda) { return &sample_lambda_rect; } else if (t->MinFilter == GL_LINEAR) { return &sample_linear_rect; } else { ASSERT(t->MinFilter == GL_NEAREST); return &sample_nearest_rect; } default: _mesa_problem(ctx, "invalid target in _swrast_choose_texture_sample_func"); return &null_sample_func; } } } #define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) ) #define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) ) /** * Do texture application for GL_ARB/EXT_texture_env_combine. * This function also supports GL_{EXT,ARB}_texture_env_dot3 and * GL_ATI_texture_env_combine3. Since "classic" texture environments are * implemented using GL_ARB_texture_env_combine-like state, this same function * is used for classic texture environment application as well. * * \param ctx rendering context * \param textureUnit the texture unit to apply * \param n number of fragments to process (span width) * \param primary_rgba incoming fragment color array * \param texelBuffer pointer to texel colors for all texture units * * \param rgba incoming colors, which get modified here */ static INLINE void texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, CONST GLchan (*primary_rgba)[4], CONST GLchan *texelBuffer, GLchan (*rgba)[4] ) { const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); const GLchan (*argRGB [3])[4]; const GLchan (*argA [3])[4]; const GLuint RGBshift = textureUnit->_CurrentCombine->ScaleShiftRGB; const GLuint Ashift = textureUnit->_CurrentCombine->ScaleShiftA; #if CHAN_TYPE == GL_FLOAT const GLchan RGBmult = (GLfloat) (1 << RGBshift); const GLchan Amult = (GLfloat) (1 << Ashift); static const GLchan one[4] = { 1.0, 1.0, 1.0, 1.0 }; static const GLchan zero[4] = { 0.0, 0.0, 0.0, 0.0 }; #else const GLint half = (CHAN_MAX + 1) / 2; static const GLchan one[4] = { CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX }; static const GLchan zero[4] = { 0, 0, 0, 0 }; #endif GLuint i, j; GLuint numColorArgs; GLuint numAlphaArgs; /* GLchan ccolor[3][4]; */ DEFMNARRAY(GLchan, ccolor, 3, 3 * MAX_WIDTH, 4); /* mac 32k limitation */ CHECKARRAY(ccolor, return); /* mac 32k limitation */ ASSERT(ctx->Extensions.EXT_texture_env_combine || ctx->Extensions.ARB_texture_env_combine); ASSERT(SWRAST_CONTEXT(ctx)->_AnyTextureCombine); /* printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", textureUnit->_CurrentCombine->ModeRGB, textureUnit->_CurrentCombine->ModeA, textureUnit->_CurrentCombine->SourceRGB[0], textureUnit->_CurrentCombine->SourceA[0], textureUnit->_CurrentCombine->SourceRGB[1], textureUnit->_CurrentCombine->SourceA[1]); */ /* * Do operand setup for up to 3 operands. Loop over the terms. */ numColorArgs = textureUnit->_CurrentCombine->_NumArgsRGB; numAlphaArgs = textureUnit->_CurrentCombine->_NumArgsA; for (j = 0; j < numColorArgs; j++) { const GLenum srcRGB = textureUnit->_CurrentCombine->SourceRGB[j]; switch (srcRGB) { case GL_TEXTURE: argRGB[j] = (const GLchan (*)[4]) (texelBuffer + unit * (n * 4 * sizeof(GLchan))); break; case GL_PRIMARY_COLOR: argRGB[j] = primary_rgba; break; case GL_PREVIOUS: argRGB[j] = (const GLchan (*)[4]) rgba; break; case GL_CONSTANT: { GLchan (*c)[4] = ccolor[j]; GLchan red, green, blue, alpha; UNCLAMPED_FLOAT_TO_CHAN(red, textureUnit->EnvColor[0]); UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]); UNCLAMPED_FLOAT_TO_CHAN(blue, textureUnit->EnvColor[2]); UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]); for (i = 0; i < n; i++) { c[i][RCOMP] = red; c[i][GCOMP] = green; c[i][BCOMP] = blue; c[i][ACOMP] = alpha; } argRGB[j] = (const GLchan (*)[4]) ccolor[j]; } break; /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. */ case GL_ZERO: argRGB[j] = & zero; break; case GL_ONE: argRGB[j] = & one; break; default: /* ARB_texture_env_crossbar source */ { const GLuint srcUnit = srcRGB - GL_TEXTURE0; ASSERT(srcUnit < ctx->Const.MaxTextureUnits); if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) return; argRGB[j] = (const GLchan (*)[4]) (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan))); } } if (textureUnit->_CurrentCombine->OperandRGB[j] != GL_SRC_COLOR) { const GLchan (*src)[4] = argRGB[j]; GLchan (*dst)[4] = ccolor[j]; /* point to new arg[j] storage */ argRGB[j] = (const GLchan (*)[4]) ccolor[j]; if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) { for (i = 0; i < n; i++) { dst[i][RCOMP] = CHAN_MAX - src[i][RCOMP]; dst[i][GCOMP] = CHAN_MAX - src[i][GCOMP]; dst[i][BCOMP] = CHAN_MAX - src[i][BCOMP]; } } else if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_SRC_ALPHA) { for (i = 0; i < n; i++) { dst[i][RCOMP] = src[i][ACOMP]; dst[i][GCOMP] = src[i][ACOMP]; dst[i][BCOMP] = src[i][ACOMP]; } } else { ASSERT(textureUnit->_CurrentCombine->OperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA); for (i = 0; i < n; i++) { dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP]; dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP]; dst[i][BCOMP] = CHAN_MAX - src[i][ACOMP]; } } } } for (j = 0; j < numAlphaArgs; j++) { const GLenum srcA = textureUnit->_CurrentCombine->SourceA[j]; switch (srcA) { case GL_TEXTURE: argA[j] = (const GLchan (*)[4]) (texelBuffer + unit * (n * 4 * sizeof(GLchan))); break; case GL_PRIMARY_COLOR: argA[j] = primary_rgba; break; case GL_PREVIOUS: argA[j] = (const GLchan (*)[4]) rgba; break; case GL_CONSTANT: { GLchan alpha, (*c)[4] = ccolor[j]; UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]); for (i = 0; i < n; i++) c[i][ACOMP] = alpha; argA[j] = (const GLchan (*)[4]) ccolor[j]; } break; /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. */ case GL_ZERO: argA[j] = & zero; break; case GL_ONE: argA[j] = & one; break; default: /* ARB_texture_env_crossbar source */ { const GLuint srcUnit = srcA - GL_TEXTURE0; ASSERT(srcUnit < ctx->Const.MaxTextureUnits); if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) return; argA[j] = (const GLchan (*)[4]) (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan))); } } if (textureUnit->_CurrentCombine->OperandA[j] == GL_ONE_MINUS_SRC_ALPHA) { const GLchan (*src)[4] = argA[j]; GLchan (*dst)[4] = ccolor[j]; argA[j] = (const GLchan (*)[4]) ccolor[j]; for (i = 0; i < n; i++) { dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP]; } } } /* * Do the texture combine. */ switch (textureUnit->_CurrentCombine->ModeRGB) { case GL_REPLACE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; if (RGBshift) { for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = arg0[i][RCOMP] * RGBmult; rgba[i][GCOMP] = arg0[i][GCOMP] * RGBmult; rgba[i][BCOMP] = arg0[i][BCOMP] * RGBmult; #else GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift; GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift; GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift; rgba[i][RCOMP] = MIN2(r, CHAN_MAX); rgba[i][GCOMP] = MIN2(g, CHAN_MAX); rgba[i][BCOMP] = MIN2(b, CHAN_MAX); #endif } } else { for (i = 0; i < n; i++) { rgba[i][RCOMP] = arg0[i][RCOMP]; rgba[i][GCOMP] = arg0[i][GCOMP]; rgba[i][BCOMP] = arg0[i][BCOMP]; } } } break; case GL_MODULATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * RGBmult; rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * RGBmult; rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * RGBmult; #else GLuint r = PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift; GLuint g = PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift; GLuint b = PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); #endif } } break; case GL_ADD: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * RGBmult; #else GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift; GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift; GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); #endif } } break; case GL_ADD_SIGNED: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * RGBmult; #else GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] -half; GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] -half; GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] -half; r = (r < 0) ? 0 : r << RGBshift; g = (g < 0) ? 0 : g << RGBshift; b = (b < 0) ? 0 : b << RGBshift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); #endif } } break; case GL_INTERPOLATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + arg1[i][RCOMP] * (CHAN_MAXF - arg2[i][RCOMP])) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + arg1[i][GCOMP] * (CHAN_MAXF - arg2[i][GCOMP])) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + arg1[i][BCOMP] * (CHAN_MAXF - arg2[i][BCOMP])) * RGBmult; #else GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP])) >> shift; GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + PROD(arg1[i][GCOMP], CHAN_MAX - arg2[i][GCOMP])) >> shift; GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + PROD(arg1[i][BCOMP], CHAN_MAX - arg2[i][BCOMP])) >> shift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); #endif } } break; case GL_SUBTRACT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * RGBmult; #else GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift; GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift; GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << RGBshift; rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX); rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX); rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX); #endif } } break; case GL_DOT3_RGB_EXT: case GL_DOT3_RGBA_EXT: { /* Do not scale the result by 1 2 or 4 */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) + (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) + (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F)) * 4.0F; dot = CLAMP(dot, 0.0F, CHAN_MAXF); #else GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half, (GLint)arg1[i][RCOMP] - half) + S_PROD((GLint)arg0[i][GCOMP] - half, (GLint)arg1[i][GCOMP] - half) + S_PROD((GLint)arg0[i][BCOMP] - half, (GLint)arg1[i][BCOMP] - half)) >> 6; dot = CLAMP(dot, 0, CHAN_MAX); #endif rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot; } } break; case GL_DOT3_RGB: case GL_DOT3_RGBA: { /* DO scale the result by 1 2 or 4 */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) + (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) + (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F)) * 4.0F * RGBmult; dot = CLAMP(dot, 0.0, CHAN_MAXF); #else GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half, (GLint)arg1[i][RCOMP] - half) + S_PROD((GLint)arg0[i][GCOMP] - half, (GLint)arg1[i][GCOMP] - half) + S_PROD((GLint)arg0[i][BCOMP] - half, (GLint)arg1[i][BCOMP] - half)) >> 6; dot <<= RGBshift; dot = CLAMP(dot, 0, CHAN_MAX); #endif rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot; } } break; case GL_MODULATE_ADD_ATI: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP]) * RGBmult; #else GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + ((GLuint) arg1[i][RCOMP] << CHAN_BITS)) >> shift; GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + ((GLuint) arg1[i][GCOMP] << CHAN_BITS)) >> shift; GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + ((GLuint) arg1[i][BCOMP] << CHAN_BITS)) >> shift; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); #endif } } break; case GL_MODULATE_SIGNED_ADD_ATI: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP] - 0.5) * RGBmult; rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP] - 0.5) * RGBmult; rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP] - 0.5) * RGBmult; #else GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + (((GLint) arg1[i][RCOMP] - half) << CHAN_BITS)) >> shift; GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + (((GLint) arg1[i][GCOMP] - half) << CHAN_BITS)) >> shift; GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + (((GLint) arg1[i][BCOMP] - half) << CHAN_BITS)) >> shift; rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX); rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX); rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_SUBTRACT_ATI: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - arg1[i][BCOMP]) * RGBmult; #else GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP]) - ((GLint) arg1[i][RCOMP] << CHAN_BITS)) >> shift; GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP]) - ((GLint) arg1[i][GCOMP] << CHAN_BITS)) >> shift; GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP]) - ((GLint) arg1[i][BCOMP] << CHAN_BITS)) >> shift; rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX); rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX); rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX); #endif } } break; default: _mesa_problem(ctx, "invalid combine mode"); } switch (textureUnit->_CurrentCombine->ModeA) { case GL_REPLACE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; if (Ashift) { for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT GLchan a = arg0[i][ACOMP] * Amult; #else GLuint a = (GLuint) arg0[i][ACOMP] << Ashift; #endif rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } else { for (i = 0; i < n; i++) { rgba[i][ACOMP] = arg0[i][ACOMP]; } } } break; case GL_MODULATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * Amult; #else GLuint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift); rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_ADD: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * Amult; #else GLint a = ((GLint) arg0[i][ACOMP] + arg1[i][ACOMP]) << Ashift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_ADD_SIGNED: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * Amult; #else GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] -half; a = (a < 0) ? 0 : a << Ashift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_INTERPOLATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i=0; i> shift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_SUBTRACT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * Amult; #else GLint a = ((GLint) arg0[i][ACOMP] - (GLint) arg1[i][ACOMP]) << Ashift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_ADD_ATI: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP]) * Amult; #else GLint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP]) + ((GLuint) arg1[i][ACOMP] << CHAN_BITS)) >> shift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_SIGNED_ADD_ATI: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP] - 0.5F) * Amult; #else GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP]) + (((GLint) arg1[i][ACOMP] - half) << CHAN_BITS)) >> shift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_SUBTRACT_ATI: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) - arg1[i][ACOMP]) * Amult; #else GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP]) - ((GLint) arg1[i][ACOMP] << CHAN_BITS)) >> shift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; default: _mesa_problem(ctx, "invalid combine mode"); } /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining. * This is kind of a kludge. It would have been better if the spec * were written such that the GL_COMBINE_ALPHA value could be set to * GL_DOT3. */ if (textureUnit->_CurrentCombine->ModeRGB == GL_DOT3_RGBA_EXT || textureUnit->_CurrentCombine->ModeRGB == GL_DOT3_RGBA) { for (i = 0; i < n; i++) { rgba[i][ACOMP] = rgba[i][RCOMP]; } } UNDEFARRAY(ccolor); /* mac 32k limitation */ } #undef PROD /** * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND, * MODULATE, or DECAL) to an array of fragments. * Input: textureUnit - pointer to texture unit to apply * format - base internal texture format * n - number of fragments * primary_rgba - primary colors (may alias rgba for single texture) * texels - array of texel colors * InOut: rgba - incoming fragment colors modified by texel colors * according to the texture environment mode. */ static void texture_apply( const GLcontext *ctx, const struct gl_texture_unit *texUnit, GLuint n, CONST GLchan primary_rgba[][4], CONST GLchan texel[][4], GLchan rgba[][4] ) { GLint baseLevel; GLuint i; GLint Rc, Gc, Bc, Ac; GLenum format; (void) primary_rgba; ASSERT(texUnit); ASSERT(texUnit->_Current); baseLevel = texUnit->_Current->BaseLevel; ASSERT(texUnit->_Current->Image[0][baseLevel]); format = texUnit->_Current->Image[0][baseLevel]->Format; if (format == GL_COLOR_INDEX || format == GL_YCBCR_MESA) { format = GL_RGBA; /* a bit of a hack */ } else if (format == GL_DEPTH_COMPONENT) { format = texUnit->_Current->DepthMode; } switch (texUnit->EnvMode) { case GL_REPLACE: switch (format) { case GL_ALPHA: for (i=0;iEnvColor[0] * CHAN_MAXF); Gc = (GLint) (texUnit->EnvColor[1] * CHAN_MAXF); Bc = (GLint) (texUnit->EnvColor[2] * CHAN_MAXF); Ac = (GLint) (texUnit->EnvColor[3] * CHAN_MAXF); switch (format) { case GL_ALPHA: for (i=0;iend < MAX_WIDTH); ASSERT(span->arrayMask & SPAN_TEXTURE); /* * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) */ if (swrast->_AnyTextureCombine) MEMCPY(primary_rgba, span->array->rgba, 4 * span->end * sizeof(GLchan)); /* * Must do all texture sampling before combining in order to * accomodate GL_ARB_texture_env_crossbar. */ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { if (ctx->Texture.Unit[unit]._ReallyEnabled) { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; const struct gl_texture_object *curObj = texUnit->_Current; GLfloat *lambda = span->array->lambda[unit]; GLchan (*texels)[4] = (GLchan (*)[4]) (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan))); /* adjust texture lod (lambda) */ if (span->arrayMask & SPAN_LAMBDA) { if (texUnit->LodBias + curObj->LodBias != 0.0F) { /* apply LOD bias, but don't clamp yet */ const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, -ctx->Const.MaxTextureLodBias, ctx->Const.MaxTextureLodBias); GLuint i; for (i = 0; i < span->end; i++) { lambda[i] += bias; } } if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { /* apply LOD clamping to lambda */ const GLfloat min = curObj->MinLod; const GLfloat max = curObj->MaxLod; GLuint i; for (i = 0; i < span->end; i++) { GLfloat l = lambda[i]; lambda[i] = CLAMP(l, min, max); } } } /* Sample the texture (span->end fragments) */ swrast->TextureSample[unit]( ctx, unit, texUnit->_Current, span->end, (const GLfloat (*)[4]) span->array->texcoords[unit], lambda, texels ); /* GL_SGI_texture_color_table */ if (texUnit->ColorTableEnabled) { _mesa_lookup_rgba_chan(&texUnit->ColorTable, span->end, texels); } } } /* * OK, now apply the texture (aka texture combine/blend). * We modify the span->color.rgba values. */ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { if (ctx->Texture.Unit[unit]._ReallyEnabled) { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; if (texUnit->_CurrentCombine != &texUnit->_EnvMode ) { texture_combine( ctx, unit, span->end, (CONST GLchan (*)[4]) primary_rgba, swrast->TexelBuffer, span->array->rgba ); } else { /* conventional texture blend */ const GLchan (*texels)[4] = (const GLchan (*)[4]) (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan))); texture_apply( ctx, texUnit, span->end, (CONST GLchan (*)[4]) primary_rgba, texels, span->array->rgba ); } } } }