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author | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
commit | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch) | |
tree | f5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/src/mesa/swrast/s_texcombine.c | |
parent | c73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff) | |
download | vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.gz vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.bz2 vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.zip |
Added MesaLib-7.6
Diffstat (limited to 'mesalib/src/mesa/swrast/s_texcombine.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_texcombine.c | 710 |
1 files changed, 710 insertions, 0 deletions
diff --git a/mesalib/src/mesa/swrast/s_texcombine.c b/mesalib/src/mesa/swrast/s_texcombine.c new file mode 100644 index 000000000..889164b98 --- /dev/null +++ b/mesalib/src/mesa/swrast/s_texcombine.c @@ -0,0 +1,710 @@ +/* + * Mesa 3-D graphics library + * Version: 7.5 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, 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 "main/glheader.h" +#include "main/context.h" +#include "main/colormac.h" +#include "main/image.h" +#include "main/imports.h" +#include "main/pixel.h" +#include "shader/prog_instruction.h" + +#include "s_context.h" +#include "s_texcombine.h" + + +/** + * Pointer to array of float[4] + * This type makes the code below more concise and avoids a lot of casting. + */ +typedef float (*float4_array)[4]; + + +/** + * Return array of texels for given unit. + */ +static INLINE float4_array +get_texel_array(SWcontext *swrast, GLuint unit) +{ + return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4); +} + + + +/** + * Do texture application for: + * GL_EXT_texture_env_combine + * GL_ARB_texture_env_combine + * GL_EXT_texture_env_dot3 + * GL_ARB_texture_env_dot3 + * GL_ATI_texture_env_combine3 + * GL_NV_texture_env_combine4 + * conventional GL texture env modes + * + * \param ctx rendering context + * \param unit the texture combiner unit + * \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/result fragment colors + */ +static void +texture_combine( GLcontext *ctx, GLuint unit, GLuint n, + const float4_array primary_rgba, + const GLfloat *texelBuffer, + GLchan (*rgbaChan)[4] ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); + const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine; + float4_array argRGB[MAX_COMBINER_TERMS]; + float4_array argA[MAX_COMBINER_TERMS]; + const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB); + const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA); + const GLuint numArgsRGB = combine->_NumArgsRGB; + const GLuint numArgsA = combine->_NumArgsA; + GLfloat ccolor[MAX_COMBINER_TERMS][MAX_WIDTH][4]; /* temp color buffers */ + GLfloat rgba[MAX_WIDTH][4]; + GLuint i, term; + + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]); + rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]); + rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]); + rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]); + } + + /* + printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", + combine->ModeRGB, + combine->ModeA, + combine->SourceRGB[0], + combine->SourceA[0], + combine->SourceRGB[1], + combine->SourceA[1]); + */ + + /* + * Do operand setup for up to 4 operands. Loop over the terms. + */ + for (term = 0; term < numArgsRGB; term++) { + const GLenum srcRGB = combine->SourceRGB[term]; + const GLenum operandRGB = combine->OperandRGB[term]; + + switch (srcRGB) { + case GL_TEXTURE: + argRGB[term] = get_texel_array(swrast, unit); + break; + case GL_PRIMARY_COLOR: + argRGB[term] = primary_rgba; + break; + case GL_PREVIOUS: + argRGB[term] = rgba; + break; + case GL_CONSTANT: + { + float4_array c = ccolor[term]; + GLfloat red = textureUnit->EnvColor[0]; + GLfloat green = textureUnit->EnvColor[1]; + GLfloat blue = textureUnit->EnvColor[2]; + GLfloat alpha = textureUnit->EnvColor[3]; + for (i = 0; i < n; i++) { + ASSIGN_4V(c[i], red, green, blue, alpha); + } + argRGB[term] = ccolor[term]; + } + break; + /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. + */ + case GL_ZERO: + { + float4_array c = ccolor[term]; + for (i = 0; i < n; i++) { + ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F); + } + argRGB[term] = ccolor[term]; + } + break; + case GL_ONE: + { + float4_array c = ccolor[term]; + for (i = 0; i < n; i++) { + ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F); + } + argRGB[term] = ccolor[term]; + } + 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[term] = get_texel_array(swrast, srcUnit); + } + } + + if (operandRGB != GL_SRC_COLOR) { + float4_array src = argRGB[term]; + float4_array dst = ccolor[term]; + + /* point to new arg[term] storage */ + argRGB[term] = ccolor[term]; + + switch (operandRGB) { + case GL_ONE_MINUS_SRC_COLOR: + for (i = 0; i < n; i++) { + dst[i][RCOMP] = 1.0F - src[i][RCOMP]; + dst[i][GCOMP] = 1.0F - src[i][GCOMP]; + dst[i][BCOMP] = 1.0F - src[i][BCOMP]; + } + break; + case GL_SRC_ALPHA: + for (i = 0; i < n; i++) { + dst[i][RCOMP] = + dst[i][GCOMP] = + dst[i][BCOMP] = src[i][ACOMP]; + } + break; + case GL_ONE_MINUS_SRC_ALPHA: + for (i = 0; i < n; i++) { + dst[i][RCOMP] = + dst[i][GCOMP] = + dst[i][BCOMP] = 1.0F - src[i][ACOMP]; + } + break; + default: + _mesa_problem(ctx, "Bad operandRGB"); + } + } + } + + /* + * Set up the argA[term] pointers + */ + for (term = 0; term < numArgsA; term++) { + const GLenum srcA = combine->SourceA[term]; + const GLenum operandA = combine->OperandA[term]; + + switch (srcA) { + case GL_TEXTURE: + argA[term] = get_texel_array(swrast, unit); + break; + case GL_PRIMARY_COLOR: + argA[term] = primary_rgba; + break; + case GL_PREVIOUS: + argA[term] = rgba; + break; + case GL_CONSTANT: + { + float4_array c = ccolor[term]; + GLfloat alpha = textureUnit->EnvColor[3]; + for (i = 0; i < n; i++) + c[i][ACOMP] = alpha; + argA[term] = ccolor[term]; + } + break; + /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. + */ + case GL_ZERO: + { + float4_array c = ccolor[term]; + for (i = 0; i < n; i++) + c[i][ACOMP] = 0.0F; + argA[term] = ccolor[term]; + } + break; + case GL_ONE: + { + float4_array c = ccolor[term]; + for (i = 0; i < n; i++) + c[i][ACOMP] = 1.0F; + argA[term] = ccolor[term]; + } + 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[term] = get_texel_array(swrast, srcUnit); + } + } + + if (operandA == GL_ONE_MINUS_SRC_ALPHA) { + float4_array src = argA[term]; + float4_array dst = ccolor[term]; + argA[term] = ccolor[term]; + for (i = 0; i < n; i++) { + dst[i][ACOMP] = 1.0F - src[i][ACOMP]; + } + } + } + + /* RGB channel combine */ + { + float4_array arg0 = argRGB[0]; + float4_array arg1 = argRGB[1]; + float4_array arg2 = argRGB[2]; + float4_array arg3 = argRGB[3]; + + switch (combine->ModeRGB) { + case GL_REPLACE: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB; + rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB; + rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB; + } + break; + case GL_MODULATE: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB; + rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB; + rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB; + } + break; + case GL_ADD: + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) */ + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + + arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB; + rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + + arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB; + rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + + arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB; + } + } + else { + /* 2-term addition */ + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB; + rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB; + rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB; + } + } + break; + case GL_ADD_SIGNED: + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) - 0.5 */ + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + + arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5) * scaleRGB; + rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + + arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5) * scaleRGB; + rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + + arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5) * scaleRGB; + } + } + else { + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * scaleRGB; + rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * scaleRGB; + rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * scaleRGB; + } + } + break; + case GL_INTERPOLATE: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + + arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB; + rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + + arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB; + rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + + arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB; + } + break; + case GL_SUBTRACT: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB; + rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB; + rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB; + } + break; + case GL_DOT3_RGB_EXT: + case GL_DOT3_RGBA_EXT: + /* Do not scale the result by 1 2 or 4 */ + for (i = 0; i < n; i++) { + GLfloat 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, 1.0F); + rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; + } + break; + case GL_DOT3_RGB: + case GL_DOT3_RGBA: + /* DO scale the result by 1 2 or 4 */ + for (i = 0; i < n; i++) { + GLfloat 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 * scaleRGB; + dot = CLAMP(dot, 0.0, 1.0F); + rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; + } + break; + case GL_MODULATE_ADD_ATI: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + + arg1[i][RCOMP]) * scaleRGB; + rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + + arg1[i][GCOMP]) * scaleRGB; + rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + + arg1[i][BCOMP]) * scaleRGB; + } + break; + case GL_MODULATE_SIGNED_ADD_ATI: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + + arg1[i][RCOMP] - 0.5) * scaleRGB; + rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + + arg1[i][GCOMP] - 0.5) * scaleRGB; + rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + + arg1[i][BCOMP] - 0.5) * scaleRGB; + } + break; + case GL_MODULATE_SUBTRACT_ATI: + for (i = 0; i < n; i++) { + rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - + arg1[i][RCOMP]) * scaleRGB; + rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - + arg1[i][GCOMP]) * scaleRGB; + rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - + arg1[i][BCOMP]) * scaleRGB; + } + break; + case GL_BUMP_ENVMAP_ATI: + /* this produces a fixed rgba color, and the coord calc is done elsewhere */ + for (i = 0; i < n; i++) { + /* rgba result is 0,0,0,1 */ + rgba[i][RCOMP] = 0.0; + rgba[i][GCOMP] = 0.0; + rgba[i][BCOMP] = 0.0; + rgba[i][ACOMP] = 1.0; + } + return; /* no alpha processing */ + default: + _mesa_problem(ctx, "invalid combine mode"); + } + } + + /* Alpha channel combine */ + { + float4_array arg0 = argA[0]; + float4_array arg1 = argA[1]; + float4_array arg2 = argA[2]; + float4_array arg3 = argA[3]; + + switch (combine->ModeA) { + case GL_REPLACE: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA; + } + break; + case GL_MODULATE: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA; + } + break; + case GL_ADD: + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) */ + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + + arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA; + } + } + else { + /* two-term add */ + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA; + } + } + break; + case GL_ADD_SIGNED: + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) - 0.5 */ + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + + arg2[i][ACOMP] * arg3[i][ACOMP] - + 0.5) * scaleA; + } + } + else { + /* a + b - 0.5 */ + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA; + } + } + break; + case GL_INTERPOLATE: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] + + arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP])) + * scaleA; + } + break; + case GL_SUBTRACT: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA; + } + break; + case GL_MODULATE_ADD_ATI: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + + arg1[i][ACOMP]) * scaleA; + } + break; + case GL_MODULATE_SIGNED_ADD_ATI: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + + arg1[i][ACOMP] - 0.5F) * scaleA; + } + break; + case GL_MODULATE_SUBTRACT_ATI: + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + - arg1[i][ACOMP]) * scaleA; + } + 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 (combine->ModeRGB == GL_DOT3_RGBA_EXT || + combine->ModeRGB == GL_DOT3_RGBA) { + for (i = 0; i < n; i++) { + rgba[i][ACOMP] = rgba[i][RCOMP]; + } + } + + for (i = 0; i < n; i++) { + UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]); + UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]); + UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]); + UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]); + } +} + + +/** + * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels. + * See GL_EXT_texture_swizzle. + */ +static void +swizzle_texels(GLuint swizzle, GLuint count, float4_array texels) +{ + const GLuint swzR = GET_SWZ(swizzle, 0); + const GLuint swzG = GET_SWZ(swizzle, 1); + const GLuint swzB = GET_SWZ(swizzle, 2); + const GLuint swzA = GET_SWZ(swizzle, 3); + GLfloat vector[6]; + GLuint i; + + vector[SWIZZLE_ZERO] = 0; + vector[SWIZZLE_ONE] = 1.0F; + + for (i = 0; i < count; i++) { + vector[SWIZZLE_X] = texels[i][0]; + vector[SWIZZLE_Y] = texels[i][1]; + vector[SWIZZLE_Z] = texels[i][2]; + vector[SWIZZLE_W] = texels[i][3]; + texels[i][RCOMP] = vector[swzR]; + texels[i][GCOMP] = vector[swzG]; + texels[i][BCOMP] = vector[swzB]; + texels[i][ACOMP] = vector[swzA]; + } +} + + +/** + * Apply texture mapping to a span of fragments. + */ +void +_swrast_texture_span( GLcontext *ctx, SWspan *span ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLfloat primary_rgba[MAX_WIDTH][4]; + GLuint unit; + + ASSERT(span->end <= MAX_WIDTH); + + /* + * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) + */ + if (swrast->_TextureCombinePrimary) { + GLuint i; + for (i = 0; i < span->end; i++) { + primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); + primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); + primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); + primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); + } + } + + /* First must sample all bump maps */ + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + + if (texUnit->_ReallyEnabled && + texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) { + const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) + span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; + float4_array targetcoords = + span->array->attribs[FRAG_ATTRIB_TEX0 + + ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]; + + const struct gl_texture_object *curObj = texUnit->_Current; + GLfloat *lambda = span->array->lambda[unit]; + float4_array texels = get_texel_array(swrast, unit); + GLuint i; + GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0]; + GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1]; + GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2]; + GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3]; + + /* 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 = number of fragments) */ + swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, + texcoords, lambda, texels ); + + /* manipulate the span values of the bump target + not sure this can work correctly even ignoring + the problem that channel is unsigned */ + for (i = 0; i < span->end; i++) { + targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] * + rotMatrix01) / targetcoords[i][3]; + targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] * + rotMatrix11) / targetcoords[i][3]; + } + } + } + + /* + * Must do all texture sampling before combining in order to + * accomodate GL_ARB_texture_env_crossbar. + */ + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; + if (texUnit->_ReallyEnabled && + texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { + const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) + span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; + const struct gl_texture_object *curObj = texUnit->_Current; + GLfloat *lambda = span->array->lambda[unit]; + float4_array texels = get_texel_array(swrast, unit); + + /* 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 = number of fragments) */ + swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, + texcoords, lambda, texels ); + + /* GL_SGI_texture_color_table */ + if (texUnit->ColorTableEnabled) { + _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels); + } + + /* GL_EXT_texture_swizzle */ + if (curObj->_Swizzle != SWIZZLE_NOOP) { + swizzle_texels(curObj->_Swizzle, 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) { + texture_combine( ctx, unit, span->end, + primary_rgba, + swrast->TexelBuffer, + span->array->rgba ); + } + } +} |