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-rw-r--r--mesalib/src/mesa/swrast/s_triangle.c2284
1 files changed, 1142 insertions, 1142 deletions
diff --git a/mesalib/src/mesa/swrast/s_triangle.c b/mesalib/src/mesa/swrast/s_triangle.c
index d1b369bcd..93826b7ce 100644
--- a/mesalib/src/mesa/swrast/s_triangle.c
+++ b/mesalib/src/mesa/swrast/s_triangle.c
@@ -1,1142 +1,1142 @@
-/*
- * Mesa 3-D graphics library
- * Version: 7.3
- *
- * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-
-/*
- * When the device driver doesn't implement triangle rasterization it
- * can hook in _swrast_Triangle, which eventually calls one of these
- * functions to draw triangles.
- */
-
-#include "main/glheader.h"
-#include "main/context.h"
-#include "main/colormac.h"
-#include "main/imports.h"
-#include "main/macros.h"
-#include "main/texformat.h"
-#include "program/prog_instruction.h"
-
-#include "s_aatriangle.h"
-#include "s_context.h"
-#include "s_feedback.h"
-#include "s_span.h"
-#include "s_triangle.h"
-
-
-/**
- * Test if a triangle should be culled. Used for feedback and selection mode.
- * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
- */
-GLboolean
-_swrast_culltriangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
- GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
- GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
- GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
- GLfloat c = ex*fy-ey*fx;
-
- if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
- return GL_FALSE;
-
- return GL_TRUE;
-}
-
-
-
-/*
- * Render a flat-shaded RGBA triangle.
- */
-#define NAME flat_rgba_triangle
-#define INTERP_Z 1
-#define SETUP_CODE \
- ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
- ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
- span.interpMask |= SPAN_RGBA; \
- span.red = ChanToFixed(v2->color[0]); \
- span.green = ChanToFixed(v2->color[1]); \
- span.blue = ChanToFixed(v2->color[2]); \
- span.alpha = ChanToFixed(v2->color[3]); \
- span.redStep = 0; \
- span.greenStep = 0; \
- span.blueStep = 0; \
- span.alphaStep = 0;
-#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
-#include "s_tritemp.h"
-
-
-
-/*
- * Render a smooth-shaded RGBA triangle.
- */
-#define NAME smooth_rgba_triangle
-#define INTERP_Z 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define SETUP_CODE \
- { \
- /* texturing must be off */ \
- ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
- ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
- }
-#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
-#include "s_tritemp.h"
-
-
-
-/*
- * Render an RGB, GL_DECAL, textured triangle.
- * Interpolate S,T only w/out mipmapping or perspective correction.
- *
- * No fog. No depth testing.
- */
-#define NAME simple_textured_triangle
-#define INTERP_INT_TEX 1
-#define S_SCALE twidth
-#define T_SCALE theight
-
-#define SETUP_CODE \
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
- const struct gl_texture_object *obj = \
- ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
- const struct gl_texture_image *texImg = \
- obj->Image[0][obj->BaseLevel]; \
- const GLfloat twidth = (GLfloat) texImg->Width; \
- const GLfloat theight = (GLfloat) texImg->Height; \
- const GLint twidth_log2 = texImg->WidthLog2; \
- const GLubyte *texture = (const GLubyte *) texImg->Data; \
- const GLint smask = texImg->Width - 1; \
- const GLint tmask = texImg->Height - 1; \
- ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
- if (!rb || !texture) { \
- return; \
- }
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLubyte rgb[MAX_WIDTH][3]; \
- span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
- span.intTex[1] -= FIXED_HALF; \
- for (i = 0; i < span.end; i++) { \
- GLint s = FixedToInt(span.intTex[0]) & smask; \
- GLint t = FixedToInt(span.intTex[1]) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos+2]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+0]; \
- span.intTex[0] += span.intTexStep[0]; \
- span.intTex[1] += span.intTexStep[1]; \
- } \
- rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
-
-#include "s_tritemp.h"
-
-
-
-/*
- * Render an RGB, GL_DECAL, textured triangle.
- * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
- * perspective correction.
- * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
- *
- * No fog.
- */
-#define NAME simple_z_textured_triangle
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_INT_TEX 1
-#define S_SCALE twidth
-#define T_SCALE theight
-
-#define SETUP_CODE \
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
- const struct gl_texture_object *obj = \
- ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
- const struct gl_texture_image *texImg = \
- obj->Image[0][obj->BaseLevel]; \
- const GLfloat twidth = (GLfloat) texImg->Width; \
- const GLfloat theight = (GLfloat) texImg->Height; \
- const GLint twidth_log2 = texImg->WidthLog2; \
- const GLubyte *texture = (const GLubyte *) texImg->Data; \
- const GLint smask = texImg->Width - 1; \
- const GLint tmask = texImg->Height - 1; \
- ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
- if (!rb || !texture) { \
- return; \
- }
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLubyte rgb[MAX_WIDTH][3]; \
- span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
- span.intTex[1] -= FIXED_HALF; \
- for (i = 0; i < span.end; i++) { \
- const GLuint z = FixedToDepth(span.z); \
- if (z < zRow[i]) { \
- GLint s = FixedToInt(span.intTex[0]) & smask; \
- GLint t = FixedToInt(span.intTex[1]) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos+2]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+0]; \
- zRow[i] = z; \
- span.array->mask[i] = 1; \
- } \
- else { \
- span.array->mask[i] = 0; \
- } \
- span.intTex[0] += span.intTexStep[0]; \
- span.intTex[1] += span.intTexStep[1]; \
- span.z += span.zStep; \
- } \
- rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
-
-#include "s_tritemp.h"
-
-
-#if CHAN_TYPE != GL_FLOAT
-
-struct affine_info
-{
- GLenum filter;
- GLenum format;
- GLenum envmode;
- GLint smask, tmask;
- GLint twidth_log2;
- const GLchan *texture;
- GLfixed er, eg, eb, ea;
- GLint tbytesline, tsize;
-};
-
-
-static INLINE GLint
-ilerp(GLint t, GLint a, GLint b)
-{
- return a + ((t * (b - a)) >> FIXED_SHIFT);
-}
-
-static INLINE GLint
-ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
-{
- const GLint temp0 = ilerp(ia, v00, v10);
- const GLint temp1 = ilerp(ia, v01, v11);
- return ilerp(ib, temp0, temp1);
-}
-
-
-/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
- * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
- * texture env modes.
- */
-static INLINE void
-affine_span(GLcontext *ctx, SWspan *span,
- struct affine_info *info)
-{
- GLchan sample[4]; /* the filtered texture sample */
- const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
-
- /* Instead of defining a function for each mode, a test is done
- * between the outer and inner loops. This is to reduce code size
- * and complexity. Observe that an optimizing compiler kills
- * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
- */
-
-#define NEAREST_RGB \
- sample[RCOMP] = tex00[2]; \
- sample[GCOMP] = tex00[1]; \
- sample[BCOMP] = tex00[0]; \
- sample[ACOMP] = CHAN_MAX;
-
-#define LINEAR_RGB \
- sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
- sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
- sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
- sample[ACOMP] = CHAN_MAX;
-
-#define NEAREST_RGBA \
- sample[RCOMP] = tex00[3]; \
- sample[GCOMP] = tex00[2]; \
- sample[BCOMP] = tex00[1]; \
- sample[ACOMP] = tex00[0];
-
-#define LINEAR_RGBA \
- sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
- sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
- sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
- sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
-
-#define MODULATE \
- dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
-
-#define DECAL \
- dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
- ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
- >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
- ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
- >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
- ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
- >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = FixedToInt(span->alpha)
-
-#define BLEND \
- dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
- + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
- + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
- + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
-
-#define REPLACE COPY_CHAN4(dest, sample)
-
-#define ADD \
- { \
- GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
- GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
- GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
- dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
- dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
- dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
- dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
- }
-
-/* shortcuts */
-
-#define NEAREST_RGB_REPLACE \
- NEAREST_RGB; \
- dest[0] = sample[0]; \
- dest[1] = sample[1]; \
- dest[2] = sample[2]; \
- dest[3] = FixedToInt(span->alpha);
-
-#define NEAREST_RGBA_REPLACE \
- dest[RCOMP] = tex00[3]; \
- dest[GCOMP] = tex00[2]; \
- dest[BCOMP] = tex00[1]; \
- dest[ACOMP] = tex00[0]
-
-#define SPAN_NEAREST(DO_TEX, COMPS) \
- for (i = 0; i < span->end; i++) { \
- /* Isn't it necessary to use FixedFloor below?? */ \
- GLint s = FixedToInt(span->intTex[0]) & info->smask; \
- GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
- GLint pos = (t << info->twidth_log2) + s; \
- const GLchan *tex00 = info->texture + COMPS * pos; \
- DO_TEX; \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->alpha += span->alphaStep; \
- span->intTex[0] += span->intTexStep[0]; \
- span->intTex[1] += span->intTexStep[1]; \
- dest += 4; \
- }
-
-#define SPAN_LINEAR(DO_TEX, COMPS) \
- for (i = 0; i < span->end; i++) { \
- /* Isn't it necessary to use FixedFloor below?? */ \
- const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
- const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
- const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
- const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
- const GLint pos = (t << info->twidth_log2) + s; \
- const GLchan *tex00 = info->texture + COMPS * pos; \
- const GLchan *tex10 = tex00 + info->tbytesline; \
- const GLchan *tex01 = tex00 + COMPS; \
- const GLchan *tex11 = tex10 + COMPS; \
- if (t == info->tmask) { \
- tex10 -= info->tsize; \
- tex11 -= info->tsize; \
- } \
- if (s == info->smask) { \
- tex01 -= info->tbytesline; \
- tex11 -= info->tbytesline; \
- } \
- DO_TEX; \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->alpha += span->alphaStep; \
- span->intTex[0] += span->intTexStep[0]; \
- span->intTex[1] += span->intTexStep[1]; \
- dest += 4; \
- }
-
-
- GLuint i;
- GLchan *dest = span->array->rgba[0];
-
- /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
- ctx->Texture._EnabledCoordUnits = 0x0;
-
- span->intTex[0] -= FIXED_HALF;
- span->intTex[1] -= FIXED_HALF;
- switch (info->filter) {
- case GL_NEAREST:
- switch (info->format) {
- case MESA_FORMAT_RGB888:
- switch (info->envmode) {
- case GL_MODULATE:
- SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
- break;
- case GL_DECAL:
- case GL_REPLACE:
- SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
- break;
- case GL_BLEND:
- SPAN_NEAREST(NEAREST_RGB;BLEND,3);
- break;
- case GL_ADD:
- SPAN_NEAREST(NEAREST_RGB;ADD,3);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
- return;
- }
- break;
- case MESA_FORMAT_RGBA8888:
- switch(info->envmode) {
- case GL_MODULATE:
- SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
- break;
- case GL_DECAL:
- SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
- break;
- case GL_BLEND:
- SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
- break;
- case GL_ADD:
- SPAN_NEAREST(NEAREST_RGBA;ADD,4);
- break;
- case GL_REPLACE:
- SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
- return;
- }
- break;
- }
- break;
-
- case GL_LINEAR:
- span->intTex[0] -= FIXED_HALF;
- span->intTex[1] -= FIXED_HALF;
- switch (info->format) {
- case MESA_FORMAT_RGB888:
- switch (info->envmode) {
- case GL_MODULATE:
- SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
- break;
- case GL_DECAL:
- case GL_REPLACE:
- SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
- break;
- case GL_BLEND:
- SPAN_LINEAR(LINEAR_RGB;BLEND,3);
- break;
- case GL_ADD:
- SPAN_LINEAR(LINEAR_RGB;ADD,3);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
- return;
- }
- break;
- case MESA_FORMAT_RGBA8888:
- switch (info->envmode) {
- case GL_MODULATE:
- SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
- break;
- case GL_DECAL:
- SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
- break;
- case GL_BLEND:
- SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
- break;
- case GL_ADD:
- SPAN_LINEAR(LINEAR_RGBA;ADD,4);
- break;
- case GL_REPLACE:
- SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
- return;
- }
- break;
- }
- break;
- }
- span->interpMask &= ~SPAN_RGBA;
- ASSERT(span->arrayMask & SPAN_RGBA);
-
- _swrast_write_rgba_span(ctx, span);
-
- /* re-enable texture units */
- ctx->Texture._EnabledCoordUnits = texEnableSave;
-
-#undef SPAN_NEAREST
-#undef SPAN_LINEAR
-}
-
-
-
-/*
- * Render an RGB/RGBA textured triangle without perspective correction.
- */
-#define NAME affine_textured_triangle
-#define INTERP_Z 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_INT_TEX 1
-#define S_SCALE twidth
-#define T_SCALE theight
-
-#define SETUP_CODE \
- struct affine_info info; \
- struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- const struct gl_texture_object *obj = \
- ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
- const struct gl_texture_image *texImg = \
- obj->Image[0][obj->BaseLevel]; \
- const GLfloat twidth = (GLfloat) texImg->Width; \
- const GLfloat theight = (GLfloat) texImg->Height; \
- info.texture = (const GLchan *) texImg->Data; \
- info.twidth_log2 = texImg->WidthLog2; \
- info.smask = texImg->Width - 1; \
- info.tmask = texImg->Height - 1; \
- info.format = texImg->TexFormat; \
- info.filter = obj->MinFilter; \
- info.envmode = unit->EnvMode; \
- info.er = 0; \
- info.eg = 0; \
- info.eb = 0; \
- span.arrayMask |= SPAN_RGBA; \
- \
- if (info.envmode == GL_BLEND) { \
- /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
- info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
- info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
- info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
- info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
- } \
- if (!info.texture) { \
- /* this shouldn't happen */ \
- return; \
- } \
- \
- switch (info.format) { \
- case MESA_FORMAT_RGB888: \
- info.tbytesline = texImg->Width * 3; \
- break; \
- case MESA_FORMAT_RGBA8888: \
- info.tbytesline = texImg->Width * 4; \
- break; \
- default: \
- _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
- return; \
- } \
- info.tsize = texImg->Height * info.tbytesline;
-
-#define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
-
-#include "s_tritemp.h"
-
-
-
-struct persp_info
-{
- GLenum filter;
- GLenum format;
- GLenum envmode;
- GLint smask, tmask;
- GLint twidth_log2;
- const GLchan *texture;
- GLfixed er, eg, eb, ea; /* texture env color */
- GLint tbytesline, tsize;
-};
-
-
-static INLINE void
-fast_persp_span(GLcontext *ctx, SWspan *span,
- struct persp_info *info)
-{
- GLchan sample[4]; /* the filtered texture sample */
-
- /* Instead of defining a function for each mode, a test is done
- * between the outer and inner loops. This is to reduce code size
- * and complexity. Observe that an optimizing compiler kills
- * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
- */
-#define SPAN_NEAREST(DO_TEX,COMP) \
- for (i = 0; i < span->end; i++) { \
- GLdouble invQ = tex_coord[2] ? \
- (1.0 / tex_coord[2]) : 1.0; \
- GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
- GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
- GLint s = IFLOOR(s_tmp) & info->smask; \
- GLint t = IFLOOR(t_tmp) & info->tmask; \
- GLint pos = (t << info->twidth_log2) + s; \
- const GLchan *tex00 = info->texture + COMP * pos; \
- DO_TEX; \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->alpha += span->alphaStep; \
- tex_coord[0] += tex_step[0]; \
- tex_coord[1] += tex_step[1]; \
- tex_coord[2] += tex_step[2]; \
- dest += 4; \
- }
-
-#define SPAN_LINEAR(DO_TEX,COMP) \
- for (i = 0; i < span->end; i++) { \
- GLdouble invQ = tex_coord[2] ? \
- (1.0 / tex_coord[2]) : 1.0; \
- const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
- const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
- const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
- const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
- const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
- const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
- const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
- const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
- const GLint pos = (t << info->twidth_log2) + s; \
- const GLchan *tex00 = info->texture + COMP * pos; \
- const GLchan *tex10 = tex00 + info->tbytesline; \
- const GLchan *tex01 = tex00 + COMP; \
- const GLchan *tex11 = tex10 + COMP; \
- if (t == info->tmask) { \
- tex10 -= info->tsize; \
- tex11 -= info->tsize; \
- } \
- if (s == info->smask) { \
- tex01 -= info->tbytesline; \
- tex11 -= info->tbytesline; \
- } \
- DO_TEX; \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->alpha += span->alphaStep; \
- tex_coord[0] += tex_step[0]; \
- tex_coord[1] += tex_step[1]; \
- tex_coord[2] += tex_step[2]; \
- dest += 4; \
- }
-
- GLuint i;
- GLfloat tex_coord[3], tex_step[3];
- GLchan *dest = span->array->rgba[0];
-
- const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
- ctx->Texture._EnabledCoordUnits = 0;
-
- tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
- tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
- tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
- tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
- /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
- tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
- tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
-
- switch (info->filter) {
- case GL_NEAREST:
- switch (info->format) {
- case MESA_FORMAT_RGB888:
- switch (info->envmode) {
- case GL_MODULATE:
- SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
- break;
- case GL_DECAL:
- case GL_REPLACE:
- SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
- break;
- case GL_BLEND:
- SPAN_NEAREST(NEAREST_RGB;BLEND,3);
- break;
- case GL_ADD:
- SPAN_NEAREST(NEAREST_RGB;ADD,3);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
- return;
- }
- break;
- case MESA_FORMAT_RGBA8888:
- switch(info->envmode) {
- case GL_MODULATE:
- SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
- break;
- case GL_DECAL:
- SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
- break;
- case GL_BLEND:
- SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
- break;
- case GL_ADD:
- SPAN_NEAREST(NEAREST_RGBA;ADD,4);
- break;
- case GL_REPLACE:
- SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
- return;
- }
- break;
- }
- break;
-
- case GL_LINEAR:
- switch (info->format) {
- case MESA_FORMAT_RGB888:
- switch (info->envmode) {
- case GL_MODULATE:
- SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
- break;
- case GL_DECAL:
- case GL_REPLACE:
- SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
- break;
- case GL_BLEND:
- SPAN_LINEAR(LINEAR_RGB;BLEND,3);
- break;
- case GL_ADD:
- SPAN_LINEAR(LINEAR_RGB;ADD,3);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
- return;
- }
- break;
- case MESA_FORMAT_RGBA8888:
- switch (info->envmode) {
- case GL_MODULATE:
- SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
- break;
- case GL_DECAL:
- SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
- break;
- case GL_BLEND:
- SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
- break;
- case GL_ADD:
- SPAN_LINEAR(LINEAR_RGBA;ADD,4);
- break;
- case GL_REPLACE:
- SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
- break;
- default:
- _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
- return;
- }
- break;
- }
- break;
- }
-
- ASSERT(span->arrayMask & SPAN_RGBA);
- _swrast_write_rgba_span(ctx, span);
-
-#undef SPAN_NEAREST
-#undef SPAN_LINEAR
-
- /* restore state */
- ctx->Texture._EnabledCoordUnits = texEnableSave;
-}
-
-
-/*
- * Render an perspective corrected RGB/RGBA textured triangle.
- * The Q (aka V in Mesa) coordinate must be zero such that the divide
- * by interpolated Q/W comes out right.
- *
- */
-#define NAME persp_textured_triangle
-#define INTERP_Z 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_ATTRIBS 1
-
-#define SETUP_CODE \
- struct persp_info info; \
- const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- const struct gl_texture_object *obj = \
- ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
- const struct gl_texture_image *texImg = \
- obj->Image[0][obj->BaseLevel]; \
- info.texture = (const GLchan *) texImg->Data; \
- info.twidth_log2 = texImg->WidthLog2; \
- info.smask = texImg->Width - 1; \
- info.tmask = texImg->Height - 1; \
- info.format = texImg->TexFormat; \
- info.filter = obj->MinFilter; \
- info.envmode = unit->EnvMode; \
- info.er = 0; \
- info.eg = 0; \
- info.eb = 0; \
- \
- if (info.envmode == GL_BLEND) { \
- /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
- info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
- info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
- info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
- info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
- } \
- if (!info.texture) { \
- /* this shouldn't happen */ \
- return; \
- } \
- \
- switch (info.format) { \
- case MESA_FORMAT_RGB888: \
- info.tbytesline = texImg->Width * 3; \
- break; \
- case MESA_FORMAT_RGBA8888: \
- info.tbytesline = texImg->Width * 4; \
- break; \
- default: \
- _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
- return; \
- } \
- info.tsize = texImg->Height * info.tbytesline;
-
-#define RENDER_SPAN( span ) \
- span.interpMask &= ~SPAN_RGBA; \
- span.arrayMask |= SPAN_RGBA; \
- fast_persp_span(ctx, &span, &info);
-
-#include "s_tritemp.h"
-
-#endif /*CHAN_TYPE != GL_FLOAT*/
-
-
-
-/*
- * Render an RGBA triangle with arbitrary attributes.
- */
-#define NAME general_triangle
-#define INTERP_Z 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_ATTRIBS 1
-#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
-#include "s_tritemp.h"
-
-
-
-
-/*
- * Special tri function for occlusion testing
- */
-#define NAME occlusion_zless_triangle
-#define INTERP_Z 1
-#define SETUP_CODE \
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \
- struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \
- ASSERT(ctx->Depth.Test); \
- ASSERT(!ctx->Depth.Mask); \
- ASSERT(ctx->Depth.Func == GL_LESS); \
- if (!q) { \
- return; \
- }
-#define RENDER_SPAN( span ) \
- if (rb->Format == MESA_FORMAT_Z16) { \
- GLuint i; \
- const GLushort *zRow = (const GLushort *) \
- rb->GetPointer(ctx, rb, span.x, span.y); \
- for (i = 0; i < span.end; i++) { \
- GLuint z = FixedToDepth(span.z); \
- if (z < zRow[i]) { \
- q->Result++; \
- } \
- span.z += span.zStep; \
- } \
- } \
- else { \
- GLuint i; \
- const GLuint *zRow = (const GLuint *) \
- rb->GetPointer(ctx, rb, span.x, span.y); \
- for (i = 0; i < span.end; i++) { \
- if ((GLuint)span.z < zRow[i]) { \
- q->Result++; \
- } \
- span.z += span.zStep; \
- } \
- }
-#include "s_tritemp.h"
-
-
-
-static void
-nodraw_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- (void) (ctx && v0 && v1 && v2);
-}
-
-
-/*
- * This is used when separate specular color is enabled, but not
- * texturing. We add the specular color to the primary color,
- * draw the triangle, then restore the original primary color.
- * Inefficient, but seldom needed.
- */
-void
-_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
- const SWvertex *v1, const SWvertex *v2)
-{
- SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
- SWvertex *ncv1 = (SWvertex *)v1;
- SWvertex *ncv2 = (SWvertex *)v2;
- GLfloat rSum, gSum, bSum;
- GLchan cSave[3][4];
-
- /* save original colors */
- COPY_CHAN4( cSave[0], ncv0->color );
- COPY_CHAN4( cSave[1], ncv1->color );
- COPY_CHAN4( cSave[2], ncv2->color );
- /* sum v0 */
- rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
- UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
- /* sum v1 */
- rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
- UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
- /* sum v2 */
- rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
- UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
- UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
- /* draw */
- SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
- /* restore original colors */
- COPY_CHAN4( ncv0->color, cSave[0] );
- COPY_CHAN4( ncv1->color, cSave[1] );
- COPY_CHAN4( ncv2->color, cSave[2] );
-}
-
-
-
-#ifdef DEBUG
-
-/* record the current triangle function name */
-const char *_mesa_triFuncName = NULL;
-
-#define USE(triFunc) \
-do { \
- _mesa_triFuncName = #triFunc; \
- /*printf("%s\n", _mesa_triFuncName);*/ \
- swrast->Triangle = triFunc; \
-} while (0)
-
-#else
-
-#define USE(triFunc) swrast->Triangle = triFunc;
-
-#endif
-
-
-
-
-/*
- * Determine which triangle rendering function to use given the current
- * rendering context.
- *
- * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
- * remove tests to this code.
- */
-void
-_swrast_choose_triangle( GLcontext *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- if (ctx->Polygon.CullFlag &&
- ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
- USE(nodraw_triangle);
- return;
- }
-
- if (ctx->RenderMode==GL_RENDER) {
-
- if (ctx->Polygon.SmoothFlag) {
- _swrast_set_aa_triangle_function(ctx);
- ASSERT(swrast->Triangle);
- return;
- }
-
- /* special case for occlusion testing */
- if (ctx->Query.CurrentOcclusionObject &&
- ctx->Depth.Test &&
- ctx->Depth.Mask == GL_FALSE &&
- ctx->Depth.Func == GL_LESS &&
- !ctx->Stencil._Enabled) {
- if (ctx->Color.ColorMask[0][0] == 0 &&
- ctx->Color.ColorMask[0][1] == 0 &&
- ctx->Color.ColorMask[0][2] == 0 &&
- ctx->Color.ColorMask[0][3] == 0) {
- USE(occlusion_zless_triangle);
- return;
- }
- }
-
- /*
- * XXX should examine swrast->_ActiveAttribMask to determine what
- * needs to be interpolated.
- */
- if (ctx->Texture._EnabledCoordUnits ||
- ctx->FragmentProgram._Current ||
- ctx->ATIFragmentShader._Enabled ||
- NEED_SECONDARY_COLOR(ctx) ||
- swrast->_FogEnabled) {
- /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
- const struct gl_texture_object *texObj2D;
- const struct gl_texture_image *texImg;
- GLenum minFilter, magFilter, envMode;
- gl_format format;
- texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
-
- texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
- format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
- minFilter = texObj2D ? texObj2D->MinFilter : GL_NONE;
- magFilter = texObj2D ? texObj2D->MagFilter : GL_NONE;
- envMode = ctx->Texture.Unit[0].EnvMode;
-
- /* First see if we can use an optimized 2-D texture function */
- if (ctx->Texture._EnabledCoordUnits == 0x1
- && !ctx->FragmentProgram._Current
- && !ctx->ATIFragmentShader._Enabled
- && ctx->Texture._EnabledUnits == 0x1
- && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
- && texObj2D->WrapS == GL_REPEAT
- && texObj2D->WrapT == GL_REPEAT
- && texObj2D->_Swizzle == SWIZZLE_NOOP
- && texImg->_IsPowerOfTwo
- && texImg->Border == 0
- && texImg->Width == texImg->RowStride
- && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
- && minFilter == magFilter
- && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
- && !swrast->_FogEnabled
- && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
- && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
- if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
- if (minFilter == GL_NEAREST
- && format == MESA_FORMAT_RGB888
- && (envMode == GL_REPLACE || envMode == GL_DECAL)
- && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
- && ctx->Depth.Func == GL_LESS
- && ctx->Depth.Mask == GL_TRUE)
- || swrast->_RasterMask == TEXTURE_BIT)
- && ctx->Polygon.StippleFlag == GL_FALSE
- && ctx->DrawBuffer->Visual.depthBits <= 16) {
- if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
- USE(simple_z_textured_triangle);
- }
- else {
- USE(simple_textured_triangle);
- }
- }
- else {
-#if CHAN_BITS != 8
- USE(general_triangle);
-#else
- if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
- /* We only handle RGBA8888 correctly on little endian
- * in the optimized code above.
- */
- USE(general_triangle);
- }
- else {
- USE(affine_textured_triangle);
- }
-#endif
- }
- }
- else {
-#if CHAN_BITS != 8
- USE(general_triangle);
-#else
- USE(persp_textured_triangle);
-#endif
- }
- }
- else {
- /* general case textured triangles */
- USE(general_triangle);
- }
- }
- else {
- ASSERT(!swrast->_FogEnabled);
- ASSERT(!NEED_SECONDARY_COLOR(ctx));
- if (ctx->Light.ShadeModel==GL_SMOOTH) {
- /* smooth shaded, no texturing, stippled or some raster ops */
-#if CHAN_BITS != 8
- USE(general_triangle);
-#else
- USE(smooth_rgba_triangle);
-#endif
- }
- else {
- /* flat shaded, no texturing, stippled or some raster ops */
-#if CHAN_BITS != 8
- USE(general_triangle);
-#else
- USE(flat_rgba_triangle);
-#endif
- }
- }
- }
- else if (ctx->RenderMode==GL_FEEDBACK) {
- USE(_swrast_feedback_triangle);
- }
- else {
- /* GL_SELECT mode */
- USE(_swrast_select_triangle);
- }
-}
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.3
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/*
+ * When the device driver doesn't implement triangle rasterization it
+ * can hook in _swrast_Triangle, which eventually calls one of these
+ * functions to draw triangles.
+ */
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/texformat.h"
+#include "program/prog_instruction.h"
+
+#include "s_aatriangle.h"
+#include "s_context.h"
+#include "s_feedback.h"
+#include "s_span.h"
+#include "s_triangle.h"
+
+
+/**
+ * Test if a triangle should be culled. Used for feedback and selection mode.
+ * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
+ */
+GLboolean
+_swrast_culltriangle( struct gl_context *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+ GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+ GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat c = ex*fy-ey*fx;
+
+ if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
+
+
+/*
+ * Render a flat-shaded RGBA triangle.
+ */
+#define NAME flat_rgba_triangle
+#define INTERP_Z 1
+#define SETUP_CODE \
+ ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
+ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
+ span.interpMask |= SPAN_RGBA; \
+ span.red = ChanToFixed(v2->color[0]); \
+ span.green = ChanToFixed(v2->color[1]); \
+ span.blue = ChanToFixed(v2->color[2]); \
+ span.alpha = ChanToFixed(v2->color[3]); \
+ span.redStep = 0; \
+ span.greenStep = 0; \
+ span.blueStep = 0; \
+ span.alphaStep = 0;
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render a smooth-shaded RGBA triangle.
+ */
+#define NAME smooth_rgba_triangle
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define SETUP_CODE \
+ { \
+ /* texturing must be off */ \
+ ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
+ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
+ }
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render an RGB, GL_DECAL, textured triangle.
+ * Interpolate S,T only w/out mipmapping or perspective correction.
+ *
+ * No fog. No depth testing.
+ */
+#define NAME simple_textured_triangle
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
+ const struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
+ const struct gl_texture_image *texImg = \
+ obj->Image[0][obj->BaseLevel]; \
+ const GLfloat twidth = (GLfloat) texImg->Width; \
+ const GLfloat theight = (GLfloat) texImg->Height; \
+ const GLint twidth_log2 = texImg->WidthLog2; \
+ const GLubyte *texture = (const GLubyte *) texImg->Data; \
+ const GLint smask = texImg->Width - 1; \
+ const GLint tmask = texImg->Height - 1; \
+ ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
+ if (!rb || !texture) { \
+ return; \
+ }
+
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ GLubyte rgb[MAX_WIDTH][3]; \
+ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
+ span.intTex[1] -= FIXED_HALF; \
+ for (i = 0; i < span.end; i++) { \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint pos = (t << twidth_log2) + s; \
+ pos = pos + pos + pos; /* multiply by 3 */ \
+ rgb[i][RCOMP] = texture[pos+2]; \
+ rgb[i][GCOMP] = texture[pos+1]; \
+ rgb[i][BCOMP] = texture[pos+0]; \
+ span.intTex[0] += span.intTexStep[0]; \
+ span.intTex[1] += span.intTexStep[1]; \
+ } \
+ rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
+
+#include "s_tritemp.h"
+
+
+
+/*
+ * Render an RGB, GL_DECAL, textured triangle.
+ * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
+ * perspective correction.
+ * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
+ *
+ * No fog.
+ */
+#define NAME simple_z_textured_triangle
+#define INTERP_Z 1
+#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
+ const struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
+ const struct gl_texture_image *texImg = \
+ obj->Image[0][obj->BaseLevel]; \
+ const GLfloat twidth = (GLfloat) texImg->Width; \
+ const GLfloat theight = (GLfloat) texImg->Height; \
+ const GLint twidth_log2 = texImg->WidthLog2; \
+ const GLubyte *texture = (const GLubyte *) texImg->Data; \
+ const GLint smask = texImg->Width - 1; \
+ const GLint tmask = texImg->Height - 1; \
+ ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
+ if (!rb || !texture) { \
+ return; \
+ }
+
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ GLubyte rgb[MAX_WIDTH][3]; \
+ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
+ span.intTex[1] -= FIXED_HALF; \
+ for (i = 0; i < span.end; i++) { \
+ const GLuint z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint pos = (t << twidth_log2) + s; \
+ pos = pos + pos + pos; /* multiply by 3 */ \
+ rgb[i][RCOMP] = texture[pos+2]; \
+ rgb[i][GCOMP] = texture[pos+1]; \
+ rgb[i][BCOMP] = texture[pos+0]; \
+ zRow[i] = z; \
+ span.array->mask[i] = 1; \
+ } \
+ else { \
+ span.array->mask[i] = 0; \
+ } \
+ span.intTex[0] += span.intTexStep[0]; \
+ span.intTex[1] += span.intTexStep[1]; \
+ span.z += span.zStep; \
+ } \
+ rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
+
+#include "s_tritemp.h"
+
+
+#if CHAN_TYPE != GL_FLOAT
+
+struct affine_info
+{
+ GLenum filter;
+ GLenum format;
+ GLenum envmode;
+ GLint smask, tmask;
+ GLint twidth_log2;
+ const GLchan *texture;
+ GLfixed er, eg, eb, ea;
+ GLint tbytesline, tsize;
+};
+
+
+static INLINE GLint
+ilerp(GLint t, GLint a, GLint b)
+{
+ return a + ((t * (b - a)) >> FIXED_SHIFT);
+}
+
+static INLINE GLint
+ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
+{
+ const GLint temp0 = ilerp(ia, v00, v10);
+ const GLint temp1 = ilerp(ia, v01, v11);
+ return ilerp(ib, temp0, temp1);
+}
+
+
+/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
+ * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
+ * texture env modes.
+ */
+static INLINE void
+affine_span(struct gl_context *ctx, SWspan *span,
+ struct affine_info *info)
+{
+ GLchan sample[4]; /* the filtered texture sample */
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
+
+ /* Instead of defining a function for each mode, a test is done
+ * between the outer and inner loops. This is to reduce code size
+ * and complexity. Observe that an optimizing compiler kills
+ * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+ */
+
+#define NEAREST_RGB \
+ sample[RCOMP] = tex00[2]; \
+ sample[GCOMP] = tex00[1]; \
+ sample[BCOMP] = tex00[0]; \
+ sample[ACOMP] = CHAN_MAX;
+
+#define LINEAR_RGB \
+ sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
+ sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
+ sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
+ sample[ACOMP] = CHAN_MAX;
+
+#define NEAREST_RGBA \
+ sample[RCOMP] = tex00[3]; \
+ sample[GCOMP] = tex00[2]; \
+ sample[BCOMP] = tex00[1]; \
+ sample[ACOMP] = tex00[0];
+
+#define LINEAR_RGBA \
+ sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
+ sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
+ sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
+ sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
+
+#define MODULATE \
+ dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
+
+#define DECAL \
+ dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
+ ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
+ >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
+ ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
+ >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
+ ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
+ >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = FixedToInt(span->alpha)
+
+#define BLEND \
+ dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
+ + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
+ + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
+ + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
+
+#define REPLACE COPY_CHAN4(dest, sample)
+
+#define ADD \
+ { \
+ GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
+ GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
+ GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
+ dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
+ dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
+ dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
+ dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
+ }
+
+/* shortcuts */
+
+#define NEAREST_RGB_REPLACE \
+ NEAREST_RGB; \
+ dest[0] = sample[0]; \
+ dest[1] = sample[1]; \
+ dest[2] = sample[2]; \
+ dest[3] = FixedToInt(span->alpha);
+
+#define NEAREST_RGBA_REPLACE \
+ dest[RCOMP] = tex00[3]; \
+ dest[GCOMP] = tex00[2]; \
+ dest[BCOMP] = tex00[1]; \
+ dest[ACOMP] = tex00[0]
+
+#define SPAN_NEAREST(DO_TEX, COMPS) \
+ for (i = 0; i < span->end; i++) { \
+ /* Isn't it necessary to use FixedFloor below?? */ \
+ GLint s = FixedToInt(span->intTex[0]) & info->smask; \
+ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMPS * pos; \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ span->intTex[0] += span->intTexStep[0]; \
+ span->intTex[1] += span->intTexStep[1]; \
+ dest += 4; \
+ }
+
+#define SPAN_LINEAR(DO_TEX, COMPS) \
+ for (i = 0; i < span->end; i++) { \
+ /* Isn't it necessary to use FixedFloor below?? */ \
+ const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
+ const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
+ const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
+ const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
+ const GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMPS * pos; \
+ const GLchan *tex10 = tex00 + info->tbytesline; \
+ const GLchan *tex01 = tex00 + COMPS; \
+ const GLchan *tex11 = tex10 + COMPS; \
+ if (t == info->tmask) { \
+ tex10 -= info->tsize; \
+ tex11 -= info->tsize; \
+ } \
+ if (s == info->smask) { \
+ tex01 -= info->tbytesline; \
+ tex11 -= info->tbytesline; \
+ } \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ span->intTex[0] += span->intTexStep[0]; \
+ span->intTex[1] += span->intTexStep[1]; \
+ dest += 4; \
+ }
+
+
+ GLuint i;
+ GLchan *dest = span->array->rgba[0];
+
+ /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
+ ctx->Texture._EnabledCoordUnits = 0x0;
+
+ span->intTex[0] -= FIXED_HALF;
+ span->intTex[1] -= FIXED_HALF;
+ switch (info->filter) {
+ case GL_NEAREST:
+ switch (info->format) {
+ case MESA_FORMAT_RGB888:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case MESA_FORMAT_RGBA8888:
+ switch(info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+
+ case GL_LINEAR:
+ span->intTex[0] -= FIXED_HALF;
+ span->intTex[1] -= FIXED_HALF;
+ switch (info->format) {
+ case MESA_FORMAT_RGB888:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case MESA_FORMAT_RGBA8888:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+ }
+ span->interpMask &= ~SPAN_RGBA;
+ ASSERT(span->arrayMask & SPAN_RGBA);
+
+ _swrast_write_rgba_span(ctx, span);
+
+ /* re-enable texture units */
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
+
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
+}
+
+
+
+/*
+ * Render an RGB/RGBA textured triangle without perspective correction.
+ */
+#define NAME affine_textured_triangle
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE \
+ struct affine_info info; \
+ struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
+ const struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
+ const struct gl_texture_image *texImg = \
+ obj->Image[0][obj->BaseLevel]; \
+ const GLfloat twidth = (GLfloat) texImg->Width; \
+ const GLfloat theight = (GLfloat) texImg->Height; \
+ info.texture = (const GLchan *) texImg->Data; \
+ info.twidth_log2 = texImg->WidthLog2; \
+ info.smask = texImg->Width - 1; \
+ info.tmask = texImg->Height - 1; \
+ info.format = texImg->TexFormat; \
+ info.filter = obj->MinFilter; \
+ info.envmode = unit->EnvMode; \
+ info.er = 0; \
+ info.eg = 0; \
+ info.eb = 0; \
+ span.arrayMask |= SPAN_RGBA; \
+ \
+ if (info.envmode == GL_BLEND) { \
+ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
+ info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
+ info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
+ info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
+ info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
+ } \
+ if (!info.texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ } \
+ \
+ switch (info.format) { \
+ case MESA_FORMAT_RGB888: \
+ info.tbytesline = texImg->Width * 3; \
+ break; \
+ case MESA_FORMAT_RGBA8888: \
+ info.tbytesline = texImg->Width * 4; \
+ break; \
+ default: \
+ _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
+ return; \
+ } \
+ info.tsize = texImg->Height * info.tbytesline;
+
+#define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
+
+#include "s_tritemp.h"
+
+
+
+struct persp_info
+{
+ GLenum filter;
+ GLenum format;
+ GLenum envmode;
+ GLint smask, tmask;
+ GLint twidth_log2;
+ const GLchan *texture;
+ GLfixed er, eg, eb, ea; /* texture env color */
+ GLint tbytesline, tsize;
+};
+
+
+static INLINE void
+fast_persp_span(struct gl_context *ctx, SWspan *span,
+ struct persp_info *info)
+{
+ GLchan sample[4]; /* the filtered texture sample */
+
+ /* Instead of defining a function for each mode, a test is done
+ * between the outer and inner loops. This is to reduce code size
+ * and complexity. Observe that an optimizing compiler kills
+ * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+ */
+#define SPAN_NEAREST(DO_TEX,COMP) \
+ for (i = 0; i < span->end; i++) { \
+ GLdouble invQ = tex_coord[2] ? \
+ (1.0 / tex_coord[2]) : 1.0; \
+ GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
+ GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
+ GLint s = IFLOOR(s_tmp) & info->smask; \
+ GLint t = IFLOOR(t_tmp) & info->tmask; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ tex_coord[0] += tex_step[0]; \
+ tex_coord[1] += tex_step[1]; \
+ tex_coord[2] += tex_step[2]; \
+ dest += 4; \
+ }
+
+#define SPAN_LINEAR(DO_TEX,COMP) \
+ for (i = 0; i < span->end; i++) { \
+ GLdouble invQ = tex_coord[2] ? \
+ (1.0 / tex_coord[2]) : 1.0; \
+ const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
+ const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
+ const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
+ const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
+ const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
+ const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
+ const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
+ const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
+ const GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ const GLchan *tex10 = tex00 + info->tbytesline; \
+ const GLchan *tex01 = tex00 + COMP; \
+ const GLchan *tex11 = tex10 + COMP; \
+ if (t == info->tmask) { \
+ tex10 -= info->tsize; \
+ tex11 -= info->tsize; \
+ } \
+ if (s == info->smask) { \
+ tex01 -= info->tbytesline; \
+ tex11 -= info->tbytesline; \
+ } \
+ DO_TEX; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ tex_coord[0] += tex_step[0]; \
+ tex_coord[1] += tex_step[1]; \
+ tex_coord[2] += tex_step[2]; \
+ dest += 4; \
+ }
+
+ GLuint i;
+ GLfloat tex_coord[3], tex_step[3];
+ GLchan *dest = span->array->rgba[0];
+
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
+ ctx->Texture._EnabledCoordUnits = 0;
+
+ tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
+ tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
+ tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+ tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+ /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
+ tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
+ tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
+
+ switch (info->filter) {
+ case GL_NEAREST:
+ switch (info->format) {
+ case MESA_FORMAT_RGB888:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case MESA_FORMAT_RGBA8888:
+ switch(info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+
+ case GL_LINEAR:
+ switch (info->format) {
+ case MESA_FORMAT_RGB888:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGB;ADD,3);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ case MESA_FORMAT_RGBA8888:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+ break;
+ default:
+ _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
+ return;
+ }
+ break;
+ }
+ break;
+ }
+
+ ASSERT(span->arrayMask & SPAN_RGBA);
+ _swrast_write_rgba_span(ctx, span);
+
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
+
+ /* restore state */
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
+}
+
+
+/*
+ * Render an perspective corrected RGB/RGBA textured triangle.
+ * The Q (aka V in Mesa) coordinate must be zero such that the divide
+ * by interpolated Q/W comes out right.
+ *
+ */
+#define NAME persp_textured_triangle
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_ATTRIBS 1
+
+#define SETUP_CODE \
+ struct persp_info info; \
+ const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
+ const struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
+ const struct gl_texture_image *texImg = \
+ obj->Image[0][obj->BaseLevel]; \
+ info.texture = (const GLchan *) texImg->Data; \
+ info.twidth_log2 = texImg->WidthLog2; \
+ info.smask = texImg->Width - 1; \
+ info.tmask = texImg->Height - 1; \
+ info.format = texImg->TexFormat; \
+ info.filter = obj->MinFilter; \
+ info.envmode = unit->EnvMode; \
+ info.er = 0; \
+ info.eg = 0; \
+ info.eb = 0; \
+ \
+ if (info.envmode == GL_BLEND) { \
+ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
+ info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
+ info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
+ info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
+ info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
+ } \
+ if (!info.texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ } \
+ \
+ switch (info.format) { \
+ case MESA_FORMAT_RGB888: \
+ info.tbytesline = texImg->Width * 3; \
+ break; \
+ case MESA_FORMAT_RGBA8888: \
+ info.tbytesline = texImg->Width * 4; \
+ break; \
+ default: \
+ _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
+ return; \
+ } \
+ info.tsize = texImg->Height * info.tbytesline;
+
+#define RENDER_SPAN( span ) \
+ span.interpMask &= ~SPAN_RGBA; \
+ span.arrayMask |= SPAN_RGBA; \
+ fast_persp_span(ctx, &span, &info);
+
+#include "s_tritemp.h"
+
+#endif /*CHAN_TYPE != GL_FLOAT*/
+
+
+
+/*
+ * Render an RGBA triangle with arbitrary attributes.
+ */
+#define NAME general_triangle
+#define INTERP_Z 1
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_ATTRIBS 1
+#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
+#include "s_tritemp.h"
+
+
+
+
+/*
+ * Special tri function for occlusion testing
+ */
+#define NAME occlusion_zless_triangle
+#define INTERP_Z 1
+#define SETUP_CODE \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \
+ struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \
+ ASSERT(ctx->Depth.Test); \
+ ASSERT(!ctx->Depth.Mask); \
+ ASSERT(ctx->Depth.Func == GL_LESS); \
+ if (!q) { \
+ return; \
+ }
+#define RENDER_SPAN( span ) \
+ if (rb->Format == MESA_FORMAT_Z16) { \
+ GLuint i; \
+ const GLushort *zRow = (const GLushort *) \
+ rb->GetPointer(ctx, rb, span.x, span.y); \
+ for (i = 0; i < span.end; i++) { \
+ GLuint z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ q->Result++; \
+ } \
+ span.z += span.zStep; \
+ } \
+ } \
+ else { \
+ GLuint i; \
+ const GLuint *zRow = (const GLuint *) \
+ rb->GetPointer(ctx, rb, span.x, span.y); \
+ for (i = 0; i < span.end; i++) { \
+ if ((GLuint)span.z < zRow[i]) { \
+ q->Result++; \
+ } \
+ span.z += span.zStep; \
+ } \
+ }
+#include "s_tritemp.h"
+
+
+
+static void
+nodraw_triangle( struct gl_context *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
+{
+ (void) (ctx && v0 && v1 && v2);
+}
+
+
+/*
+ * This is used when separate specular color is enabled, but not
+ * texturing. We add the specular color to the primary color,
+ * draw the triangle, then restore the original primary color.
+ * Inefficient, but seldom needed.
+ */
+void
+_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
+{
+ SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
+ SWvertex *ncv1 = (SWvertex *)v1;
+ SWvertex *ncv2 = (SWvertex *)v2;
+ GLfloat rSum, gSum, bSum;
+ GLchan cSave[3][4];
+
+ /* save original colors */
+ COPY_CHAN4( cSave[0], ncv0->color );
+ COPY_CHAN4( cSave[1], ncv1->color );
+ COPY_CHAN4( cSave[2], ncv2->color );
+ /* sum v0 */
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
+ /* sum v1 */
+ rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
+ /* sum v2 */
+ rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
+ /* draw */
+ SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
+ /* restore original colors */
+ COPY_CHAN4( ncv0->color, cSave[0] );
+ COPY_CHAN4( ncv1->color, cSave[1] );
+ COPY_CHAN4( ncv2->color, cSave[2] );
+}
+
+
+
+#ifdef DEBUG
+
+/* record the current triangle function name */
+const char *_mesa_triFuncName = NULL;
+
+#define USE(triFunc) \
+do { \
+ _mesa_triFuncName = #triFunc; \
+ /*printf("%s\n", _mesa_triFuncName);*/ \
+ swrast->Triangle = triFunc; \
+} while (0)
+
+#else
+
+#define USE(triFunc) swrast->Triangle = triFunc;
+
+#endif
+
+
+
+
+/*
+ * Determine which triangle rendering function to use given the current
+ * rendering context.
+ *
+ * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
+ * remove tests to this code.
+ */
+void
+_swrast_choose_triangle( struct gl_context *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
+ USE(nodraw_triangle);
+ return;
+ }
+
+ if (ctx->RenderMode==GL_RENDER) {
+
+ if (ctx->Polygon.SmoothFlag) {
+ _swrast_set_aa_triangle_function(ctx);
+ ASSERT(swrast->Triangle);
+ return;
+ }
+
+ /* special case for occlusion testing */
+ if (ctx->Query.CurrentOcclusionObject &&
+ ctx->Depth.Test &&
+ ctx->Depth.Mask == GL_FALSE &&
+ ctx->Depth.Func == GL_LESS &&
+ !ctx->Stencil._Enabled) {
+ if (ctx->Color.ColorMask[0][0] == 0 &&
+ ctx->Color.ColorMask[0][1] == 0 &&
+ ctx->Color.ColorMask[0][2] == 0 &&
+ ctx->Color.ColorMask[0][3] == 0) {
+ USE(occlusion_zless_triangle);
+ return;
+ }
+ }
+
+ /*
+ * XXX should examine swrast->_ActiveAttribMask to determine what
+ * needs to be interpolated.
+ */
+ if (ctx->Texture._EnabledCoordUnits ||
+ ctx->FragmentProgram._Current ||
+ ctx->ATIFragmentShader._Enabled ||
+ NEED_SECONDARY_COLOR(ctx) ||
+ swrast->_FogEnabled) {
+ /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
+ const struct gl_texture_object *texObj2D;
+ const struct gl_texture_image *texImg;
+ GLenum minFilter, magFilter, envMode;
+ gl_format format;
+ texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
+
+ texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
+ format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
+ minFilter = texObj2D ? texObj2D->MinFilter : GL_NONE;
+ magFilter = texObj2D ? texObj2D->MagFilter : GL_NONE;
+ envMode = ctx->Texture.Unit[0].EnvMode;
+
+ /* First see if we can use an optimized 2-D texture function */
+ if (ctx->Texture._EnabledCoordUnits == 0x1
+ && !ctx->FragmentProgram._Current
+ && !ctx->ATIFragmentShader._Enabled
+ && ctx->Texture._EnabledUnits == 0x1
+ && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
+ && texObj2D->WrapS == GL_REPEAT
+ && texObj2D->WrapT == GL_REPEAT
+ && texObj2D->_Swizzle == SWIZZLE_NOOP
+ && texImg->_IsPowerOfTwo
+ && texImg->Border == 0
+ && texImg->Width == texImg->RowStride
+ && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
+ && minFilter == magFilter
+ && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+ && !swrast->_FogEnabled
+ && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
+ && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
+ if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
+ if (minFilter == GL_NEAREST
+ && format == MESA_FORMAT_RGB888
+ && (envMode == GL_REPLACE || envMode == GL_DECAL)
+ && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
+ && ctx->Depth.Func == GL_LESS
+ && ctx->Depth.Mask == GL_TRUE)
+ || swrast->_RasterMask == TEXTURE_BIT)
+ && ctx->Polygon.StippleFlag == GL_FALSE
+ && ctx->DrawBuffer->Visual.depthBits <= 16) {
+ if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
+ USE(simple_z_textured_triangle);
+ }
+ else {
+ USE(simple_textured_triangle);
+ }
+ }
+ else {
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
+ /* We only handle RGBA8888 correctly on little endian
+ * in the optimized code above.
+ */
+ USE(general_triangle);
+ }
+ else {
+ USE(affine_textured_triangle);
+ }
+#endif
+ }
+ }
+ else {
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(persp_textured_triangle);
+#endif
+ }
+ }
+ else {
+ /* general case textured triangles */
+ USE(general_triangle);
+ }
+ }
+ else {
+ ASSERT(!swrast->_FogEnabled);
+ ASSERT(!NEED_SECONDARY_COLOR(ctx));
+ if (ctx->Light.ShadeModel==GL_SMOOTH) {
+ /* smooth shaded, no texturing, stippled or some raster ops */
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(smooth_rgba_triangle);
+#endif
+ }
+ else {
+ /* flat shaded, no texturing, stippled or some raster ops */
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(flat_rgba_triangle);
+#endif
+ }
+ }
+ }
+ else if (ctx->RenderMode==GL_FEEDBACK) {
+ USE(_swrast_feedback_triangle);
+ }
+ else {
+ /* GL_SELECT mode */
+ USE(_swrast_select_triangle);
+ }
+}