diff options
Diffstat (limited to 'mesalib/src/mesa/swrast/s_triangle.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_triangle.c | 2286 |
1 files changed, 1143 insertions, 1143 deletions
diff --git a/mesalib/src/mesa/swrast/s_triangle.c b/mesalib/src/mesa/swrast/s_triangle.c index c2c1ce221..8a9671aa0 100644 --- a/mesalib/src/mesa/swrast/s_triangle.c +++ b/mesalib/src/mesa/swrast/s_triangle.c @@ -1,1143 +1,1143 @@ -/*
- * 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/mtypes.h"
-#include "main/state.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 ||
- _mesa_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(!_mesa_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/mtypes.h" +#include "main/state.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->Sampler.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->Sampler.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 || + _mesa_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->Sampler.MinFilter : GL_NONE; + magFilter = texObj2D ? texObj2D->Sampler.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->Sampler.WrapS == GL_REPEAT + && texObj2D->Sampler.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(!_mesa_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); + } +} |