diff options
Diffstat (limited to 'mesalib/src/mesa/swrast')
-rw-r--r-- | mesalib/src/mesa/swrast/s_bitmap.c | 446 | ||||
-rw-r--r-- | mesalib/src/mesa/swrast/s_drawpix.c | 1506 | ||||
-rw-r--r-- | mesalib/src/mesa/swrast/s_readpix.c | 1016 | ||||
-rw-r--r-- | mesalib/src/mesa/swrast/s_texcombine.c | 1474 | ||||
-rw-r--r-- | mesalib/src/mesa/swrast/s_texfilter.c | 6628 |
5 files changed, 5535 insertions, 5535 deletions
diff --git a/mesalib/src/mesa/swrast/s_bitmap.c b/mesalib/src/mesa/swrast/s_bitmap.c index 18f1c1866..af65874fd 100644 --- a/mesalib/src/mesa/swrast/s_bitmap.c +++ b/mesalib/src/mesa/swrast/s_bitmap.c @@ -1,223 +1,223 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2008 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. - */ - -/** - * \file swrast/s_bitmap.c - * \brief glBitmap rendering. - * \author Brian Paul - */ - -#include "main/glheader.h" -#include "main/bufferobj.h" -#include "main/condrender.h" -#include "main/image.h" -#include "main/macros.h" -#include "main/pbo.h" - -#include "s_context.h" -#include "s_span.h" - - - -/** - * Render a bitmap. - * Called via ctx->Driver.Bitmap() - * All parameter error checking will have been done before this is called. - */ -void -_swrast_Bitmap( struct gl_context *ctx, GLint px, GLint py, - GLsizei width, GLsizei height, - const struct gl_pixelstore_attrib *unpack, - const GLubyte *bitmap ) -{ - GLint row, col; - GLuint count = 0; - SWspan span; - - ASSERT(ctx->RenderMode == GL_RENDER); - - if (!_mesa_check_conditional_render(ctx)) - return; /* don't draw */ - - bitmap = (const GLubyte *) _mesa_map_pbo_source(ctx, unpack, bitmap); - if (!bitmap) - return; - - swrast_render_start(ctx); - - if (SWRAST_CONTEXT(ctx)->NewState) - _swrast_validate_derived( ctx ); - - INIT_SPAN(span, GL_BITMAP); - span.end = width; - span.arrayMask = SPAN_XY; - _swrast_span_default_attribs(ctx, &span); - - for (row = 0; row < height; row++) { - const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack, - bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); - - if (unpack->LsbFirst) { - /* Lsb first */ - GLubyte mask = 1U << (unpack->SkipPixels & 0x7); - for (col = 0; col < width; col++) { - if (*src & mask) { - span.array->x[count] = px + col; - span.array->y[count] = py + row; - count++; - } - if (mask == 128U) { - src++; - mask = 1U; - } - else { - mask = mask << 1; - } - } - - /* get ready for next row */ - if (mask != 1) - src++; - } - else { - /* Msb first */ - GLubyte mask = 128U >> (unpack->SkipPixels & 0x7); - for (col = 0; col < width; col++) { - if (*src & mask) { - span.array->x[count] = px + col; - span.array->y[count] = py + row; - count++; - } - if (mask == 1U) { - src++; - mask = 128U; - } - else { - mask = mask >> 1; - } - } - - /* get ready for next row */ - if (mask != 128) - src++; - } - - if (count + width >= MAX_WIDTH || row + 1 == height) { - /* flush the span */ - span.end = count; - _swrast_write_rgba_span(ctx, &span); - span.end = 0; - count = 0; - } - } - - swrast_render_finish(ctx); - - _mesa_unmap_pbo_source(ctx, unpack); -} - - -#if 0 -/* - * XXX this is another way to implement Bitmap. Use horizontal runs of - * fragments, initializing the mask array to indicate which fragments to - * draw or skip. - */ -void -_swrast_Bitmap( struct gl_context *ctx, GLint px, GLint py, - GLsizei width, GLsizei height, - const struct gl_pixelstore_attrib *unpack, - const GLubyte *bitmap ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLint row, col; - SWspan span; - - ASSERT(ctx->RenderMode == GL_RENDER); - ASSERT(bitmap); - - swrast_render_start(ctx); - - if (SWRAST_CONTEXT(ctx)->NewState) - _swrast_validate_derived( ctx ); - - INIT_SPAN(span, GL_BITMAP); - span.end = width; - span.arrayMask = SPAN_MASK; - _swrast_span_default_attribs(ctx, &span); - - /*span.arrayMask |= SPAN_MASK;*/ /* we'll init span.mask[] */ - span.x = px; - span.y = py; - /*span.end = width;*/ - - for (row=0; row<height; row++, span.y++) { - const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack, - bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); - - if (unpack->LsbFirst) { - /* Lsb first */ - GLubyte mask = 1U << (unpack->SkipPixels & 0x7); - for (col=0; col<width; col++) { - span.array->mask[col] = (*src & mask) ? GL_TRUE : GL_FALSE; - if (mask == 128U) { - src++; - mask = 1U; - } - else { - mask = mask << 1; - } - } - - _swrast_write_rgba_span(ctx, &span); - - /* get ready for next row */ - if (mask != 1) - src++; - } - else { - /* Msb first */ - GLubyte mask = 128U >> (unpack->SkipPixels & 0x7); - for (col=0; col<width; col++) { - span.array->mask[col] = (*src & mask) ? GL_TRUE : GL_FALSE; - if (mask == 1U) { - src++; - mask = 128U; - } - else { - mask = mask >> 1; - } - } - - _swrast_write_rgba_span(ctx, &span); - - /* get ready for next row */ - if (mask != 128) - src++; - } - } - - swrast_render_finish(ctx); -} -#endif +/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * Copyright (C) 1999-2008 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.
+ */
+
+/**
+ * \file swrast/s_bitmap.c
+ * \brief glBitmap rendering.
+ * \author Brian Paul
+ */
+
+#include "main/glheader.h"
+#include "main/bufferobj.h"
+#include "main/condrender.h"
+#include "main/image.h"
+#include "main/macros.h"
+#include "main/pbo.h"
+
+#include "s_context.h"
+#include "s_span.h"
+
+
+
+/**
+ * Render a bitmap.
+ * Called via ctx->Driver.Bitmap()
+ * All parameter error checking will have been done before this is called.
+ */
+void
+_swrast_Bitmap( struct gl_context *ctx, GLint px, GLint py,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap )
+{
+ GLint row, col;
+ GLuint count = 0;
+ SWspan span;
+
+ ASSERT(ctx->RenderMode == GL_RENDER);
+
+ if (!_mesa_check_conditional_render(ctx))
+ return; /* don't draw */
+
+ bitmap = (const GLubyte *) _mesa_map_pbo_source(ctx, unpack, bitmap);
+ if (!bitmap)
+ return;
+
+ swrast_render_start(ctx);
+
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
+ INIT_SPAN(span, GL_BITMAP);
+ span.end = width;
+ span.arrayMask = SPAN_XY;
+ _swrast_span_default_attribs(ctx, &span);
+
+ for (row = 0; row < height; row++) {
+ const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
+ bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);
+
+ if (unpack->LsbFirst) {
+ /* Lsb first */
+ GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
+ for (col = 0; col < width; col++) {
+ if (*src & mask) {
+ span.array->x[count] = px + col;
+ span.array->y[count] = py + row;
+ count++;
+ }
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+
+ /* get ready for next row */
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* Msb first */
+ GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
+ for (col = 0; col < width; col++) {
+ if (*src & mask) {
+ span.array->x[count] = px + col;
+ span.array->y[count] = py + row;
+ count++;
+ }
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+
+ /* get ready for next row */
+ if (mask != 128)
+ src++;
+ }
+
+ if (count + width >= MAX_WIDTH || row + 1 == height) {
+ /* flush the span */
+ span.end = count;
+ _swrast_write_rgba_span(ctx, &span);
+ span.end = 0;
+ count = 0;
+ }
+ }
+
+ swrast_render_finish(ctx);
+
+ _mesa_unmap_pbo_source(ctx, unpack);
+}
+
+
+#if 0
+/*
+ * XXX this is another way to implement Bitmap. Use horizontal runs of
+ * fragments, initializing the mask array to indicate which fragments to
+ * draw or skip.
+ */
+void
+_swrast_Bitmap( struct gl_context *ctx, GLint px, GLint py,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLint row, col;
+ SWspan span;
+
+ ASSERT(ctx->RenderMode == GL_RENDER);
+ ASSERT(bitmap);
+
+ swrast_render_start(ctx);
+
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
+ INIT_SPAN(span, GL_BITMAP);
+ span.end = width;
+ span.arrayMask = SPAN_MASK;
+ _swrast_span_default_attribs(ctx, &span);
+
+ /*span.arrayMask |= SPAN_MASK;*/ /* we'll init span.mask[] */
+ span.x = px;
+ span.y = py;
+ /*span.end = width;*/
+
+ for (row=0; row<height; row++, span.y++) {
+ const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack,
+ bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0);
+
+ if (unpack->LsbFirst) {
+ /* Lsb first */
+ GLubyte mask = 1U << (unpack->SkipPixels & 0x7);
+ for (col=0; col<width; col++) {
+ span.array->mask[col] = (*src & mask) ? GL_TRUE : GL_FALSE;
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+
+ _swrast_write_rgba_span(ctx, &span);
+
+ /* get ready for next row */
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* Msb first */
+ GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);
+ for (col=0; col<width; col++) {
+ span.array->mask[col] = (*src & mask) ? GL_TRUE : GL_FALSE;
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+
+ _swrast_write_rgba_span(ctx, &span);
+
+ /* get ready for next row */
+ if (mask != 128)
+ src++;
+ }
+ }
+
+ swrast_render_finish(ctx);
+}
+#endif
diff --git a/mesalib/src/mesa/swrast/s_drawpix.c b/mesalib/src/mesa/swrast/s_drawpix.c index 11c63457f..71f998324 100644 --- a/mesalib/src/mesa/swrast/s_drawpix.c +++ b/mesalib/src/mesa/swrast/s_drawpix.c @@ -1,753 +1,753 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * 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. - */ - - -#include "main/glheader.h" -#include "main/bufferobj.h" -#include "main/condrender.h" -#include "main/context.h" -#include "main/image.h" -#include "main/imports.h" -#include "main/macros.h" -#include "main/pack.h" -#include "main/pbo.h" -#include "main/pixeltransfer.h" -#include "main/state.h" - -#include "s_context.h" -#include "s_span.h" -#include "s_stencil.h" -#include "s_zoom.h" - - - -/** - * Try to do a fast and simple RGB(a) glDrawPixels. - * Return: GL_TRUE if success, GL_FALSE if slow path must be used instead - */ -static GLboolean -fast_draw_rgba_pixels(struct gl_context *ctx, GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *userUnpack, - const GLvoid *pixels) -{ - const GLint imgX = x, imgY = y; - struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; - GLenum rbType; - SWcontext *swrast = SWRAST_CONTEXT(ctx); - SWspan span; - GLboolean simpleZoom; - GLint yStep; /* +1 or -1 */ - struct gl_pixelstore_attrib unpack; - GLint destX, destY, drawWidth, drawHeight; /* post clipping */ - - if (!rb) - return GL_TRUE; /* no-op */ - - rbType = rb->DataType; - - if ((swrast->_RasterMask & ~CLIP_BIT) || - ctx->Texture._EnabledCoordUnits || - userUnpack->SwapBytes || - ctx->_ImageTransferState) { - /* can't handle any of those conditions */ - return GL_FALSE; - } - - INIT_SPAN(span, GL_BITMAP); - span.arrayMask = SPAN_RGBA; - span.arrayAttribs = FRAG_BIT_COL0; - _swrast_span_default_attribs(ctx, &span); - - /* copy input params since clipping may change them */ - unpack = *userUnpack; - destX = x; - destY = y; - drawWidth = width; - drawHeight = height; - - /* check for simple zooming and clipping */ - if (ctx->Pixel.ZoomX == 1.0F && - (ctx->Pixel.ZoomY == 1.0F || ctx->Pixel.ZoomY == -1.0F)) { - if (!_mesa_clip_drawpixels(ctx, &destX, &destY, - &drawWidth, &drawHeight, &unpack)) { - /* image was completely clipped: no-op, all done */ - return GL_TRUE; - } - simpleZoom = GL_TRUE; - yStep = (GLint) ctx->Pixel.ZoomY; - ASSERT(yStep == 1 || yStep == -1); - } - else { - /* non-simple zooming */ - simpleZoom = GL_FALSE; - yStep = 1; - if (unpack.RowLength == 0) - unpack.RowLength = width; - } - - /* - * Ready to draw! - */ - - if (format == GL_RGBA && type == rbType) { - const GLubyte *src - = (const GLubyte *) _mesa_image_address2d(&unpack, pixels, width, - height, format, type, 0, 0); - const GLint srcStride = _mesa_image_row_stride(&unpack, width, - format, type); - if (simpleZoom) { - GLint row; - for (row = 0; row < drawHeight; row++) { - rb->PutRow(ctx, rb, drawWidth, destX, destY, src, NULL); - src += srcStride; - destY += yStep; - } - } - else { - /* with zooming */ - GLint row; - for (row = 0; row < drawHeight; row++) { - span.x = destX; - span.y = destY + row; - span.end = drawWidth; - span.array->ChanType = rbType; - _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, src); - src += srcStride; - } - span.array->ChanType = CHAN_TYPE; - } - return GL_TRUE; - } - - if (format == GL_RGB && type == rbType) { - const GLubyte *src - = (const GLubyte *) _mesa_image_address2d(&unpack, pixels, width, - height, format, type, 0, 0); - const GLint srcStride = _mesa_image_row_stride(&unpack, width, - format, type); - if (simpleZoom) { - GLint row; - for (row = 0; row < drawHeight; row++) { - rb->PutRowRGB(ctx, rb, drawWidth, destX, destY, src, NULL); - src += srcStride; - destY += yStep; - } - } - else { - /* with zooming */ - GLint row; - for (row = 0; row < drawHeight; row++) { - span.x = destX; - span.y = destY; - span.end = drawWidth; - span.array->ChanType = rbType; - _swrast_write_zoomed_rgb_span(ctx, imgX, imgY, &span, src); - src += srcStride; - destY++; - } - span.array->ChanType = CHAN_TYPE; - } - return GL_TRUE; - } - - /* Remaining cases haven't been tested with alignment != 1 */ - if (userUnpack->Alignment != 1) - return GL_FALSE; - - if (format == GL_LUMINANCE && type == CHAN_TYPE && rbType == CHAN_TYPE) { - const GLchan *src = (const GLchan *) pixels - + (unpack.SkipRows * unpack.RowLength + unpack.SkipPixels); - if (simpleZoom) { - /* no zooming */ - GLint row; - ASSERT(drawWidth <= MAX_WIDTH); - for (row = 0; row < drawHeight; row++) { - GLchan rgb[MAX_WIDTH][3]; - GLint i; - for (i = 0;i<drawWidth;i++) { - rgb[i][0] = src[i]; - rgb[i][1] = src[i]; - rgb[i][2] = src[i]; - } - rb->PutRowRGB(ctx, rb, drawWidth, destX, destY, rgb, NULL); - src += unpack.RowLength; - destY += yStep; - } - } - else { - /* with zooming */ - GLint row; - ASSERT(drawWidth <= MAX_WIDTH); - for (row = 0; row < drawHeight; row++) { - GLchan rgb[MAX_WIDTH][3]; - GLint i; - for (i = 0;i<drawWidth;i++) { - rgb[i][0] = src[i]; - rgb[i][1] = src[i]; - rgb[i][2] = src[i]; - } - span.x = destX; - span.y = destY; - span.end = drawWidth; - _swrast_write_zoomed_rgb_span(ctx, imgX, imgY, &span, rgb); - src += unpack.RowLength; - destY++; - } - } - return GL_TRUE; - } - - if (format == GL_LUMINANCE_ALPHA && type == CHAN_TYPE && rbType == CHAN_TYPE) { - const GLchan *src = (const GLchan *) pixels - + (unpack.SkipRows * unpack.RowLength + unpack.SkipPixels)*2; - if (simpleZoom) { - GLint row; - ASSERT(drawWidth <= MAX_WIDTH); - for (row = 0; row < drawHeight; row++) { - GLint i; - const GLchan *ptr = src; - for (i = 0;i<drawWidth;i++) { - span.array->rgba[i][0] = *ptr; - span.array->rgba[i][1] = *ptr; - span.array->rgba[i][2] = *ptr++; - span.array->rgba[i][3] = *ptr++; - } - rb->PutRow(ctx, rb, drawWidth, destX, destY, - span.array->rgba, NULL); - src += unpack.RowLength*2; - destY += yStep; - } - } - else { - /* with zooming */ - GLint row; - ASSERT(drawWidth <= MAX_WIDTH); - for (row = 0; row < drawHeight; row++) { - const GLchan *ptr = src; - GLint i; - for (i = 0;i<drawWidth;i++) { - span.array->rgba[i][0] = *ptr; - span.array->rgba[i][1] = *ptr; - span.array->rgba[i][2] = *ptr++; - span.array->rgba[i][3] = *ptr++; - } - span.x = destX; - span.y = destY; - span.end = drawWidth; - _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, - span.array->rgba); - src += unpack.RowLength*2; - destY++; - } - } - return GL_TRUE; - } - - if (format == GL_COLOR_INDEX && type == GL_UNSIGNED_BYTE) { - const GLubyte *src = (const GLubyte *) pixels - + unpack.SkipRows * unpack.RowLength + unpack.SkipPixels; - if (rbType == GL_UNSIGNED_BYTE) { - /* convert ubyte/CI data to ubyte/RGBA */ - if (simpleZoom) { - GLint row; - for (row = 0; row < drawHeight; row++) { - ASSERT(drawWidth <= MAX_WIDTH); - _mesa_map_ci8_to_rgba8(ctx, drawWidth, src, - span.array->rgba8); - rb->PutRow(ctx, rb, drawWidth, destX, destY, - span.array->rgba8, NULL); - src += unpack.RowLength; - destY += yStep; - } - } - else { - /* ubyte/CI to ubyte/RGBA with zooming */ - GLint row; - for (row = 0; row < drawHeight; row++) { - ASSERT(drawWidth <= MAX_WIDTH); - _mesa_map_ci8_to_rgba8(ctx, drawWidth, src, - span.array->rgba8); - span.x = destX; - span.y = destY; - span.end = drawWidth; - _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, - span.array->rgba8); - src += unpack.RowLength; - destY++; - } - } - return GL_TRUE; - } - } - - /* can't handle this pixel format and/or data type */ - return GL_FALSE; -} - - - -/* - * Draw stencil image. - */ -static void -draw_stencil_pixels( struct gl_context *ctx, GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels ) -{ - const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; - GLint skipPixels; - - /* if width > MAX_WIDTH, have to process image in chunks */ - skipPixels = 0; - while (skipPixels < width) { - const GLint spanX = x + skipPixels; - const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); - GLint row; - for (row = 0; row < height; row++) { - const GLint spanY = y + row; - GLstencil values[MAX_WIDTH]; - GLenum destType = (sizeof(GLstencil) == sizeof(GLubyte)) - ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; - const GLvoid *source = _mesa_image_address2d(unpack, pixels, - width, height, - GL_COLOR_INDEX, type, - row, skipPixels); - _mesa_unpack_stencil_span(ctx, spanWidth, destType, values, - type, source, unpack, - ctx->_ImageTransferState); - if (zoom) { - _swrast_write_zoomed_stencil_span(ctx, x, y, spanWidth, - spanX, spanY, values); - } - else { - _swrast_write_stencil_span(ctx, spanWidth, spanX, spanY, values); - } - } - skipPixels += spanWidth; - } -} - - -/* - * Draw depth image. - */ -static void -draw_depth_pixels( struct gl_context *ctx, GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels ) -{ - const GLboolean scaleOrBias - = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; - const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; - SWspan span; - - INIT_SPAN(span, GL_BITMAP); - span.arrayMask = SPAN_Z; - _swrast_span_default_attribs(ctx, &span); - - if (type == GL_UNSIGNED_SHORT - && ctx->DrawBuffer->Visual.depthBits == 16 - && !scaleOrBias - && !zoom - && width <= MAX_WIDTH - && !unpack->SwapBytes) { - /* Special case: directly write 16-bit depth values */ - GLint row; - for (row = 0; row < height; row++) { - const GLushort *zSrc = (const GLushort *) - _mesa_image_address2d(unpack, pixels, width, height, - GL_DEPTH_COMPONENT, type, row, 0); - GLint i; - for (i = 0; i < width; i++) - span.array->z[i] = zSrc[i]; - span.x = x; - span.y = y + row; - span.end = width; - _swrast_write_rgba_span(ctx, &span); - } - } - else if (type == GL_UNSIGNED_INT - && !scaleOrBias - && !zoom - && width <= MAX_WIDTH - && !unpack->SwapBytes) { - /* Special case: shift 32-bit values down to Visual.depthBits */ - const GLint shift = 32 - ctx->DrawBuffer->Visual.depthBits; - GLint row; - for (row = 0; row < height; row++) { - const GLuint *zSrc = (const GLuint *) - _mesa_image_address2d(unpack, pixels, width, height, - GL_DEPTH_COMPONENT, type, row, 0); - if (shift == 0) { - memcpy(span.array->z, zSrc, width * sizeof(GLuint)); - } - else { - GLint col; - for (col = 0; col < width; col++) - span.array->z[col] = zSrc[col] >> shift; - } - span.x = x; - span.y = y + row; - span.end = width; - _swrast_write_rgba_span(ctx, &span); - } - } - else { - /* General case */ - const GLuint depthMax = ctx->DrawBuffer->_DepthMax; - GLint skipPixels = 0; - - /* in case width > MAX_WIDTH do the copy in chunks */ - while (skipPixels < width) { - const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); - GLint row; - ASSERT(span.end <= MAX_WIDTH); - for (row = 0; row < height; row++) { - const GLvoid *zSrc = _mesa_image_address2d(unpack, - pixels, width, height, - GL_DEPTH_COMPONENT, type, - row, skipPixels); - - /* Set these for each row since the _swrast_write_* function may - * change them while clipping. - */ - span.x = x + skipPixels; - span.y = y + row; - span.end = spanWidth; - - _mesa_unpack_depth_span(ctx, spanWidth, - GL_UNSIGNED_INT, span.array->z, depthMax, - type, zSrc, unpack); - if (zoom) { - _swrast_write_zoomed_depth_span(ctx, x, y, &span); - } - else { - _swrast_write_rgba_span(ctx, &span); - } - } - skipPixels += spanWidth; - } - } -} - - - -/** - * Draw RGBA image. - */ -static void -draw_rgba_pixels( struct gl_context *ctx, GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels ) -{ - const GLint imgX = x, imgY = y; - const GLboolean zoom = ctx->Pixel.ZoomX!=1.0 || ctx->Pixel.ZoomY!=1.0; - GLfloat *convImage = NULL; - GLbitfield transferOps = ctx->_ImageTransferState; - SWspan span; - - /* Try an optimized glDrawPixels first */ - if (fast_draw_rgba_pixels(ctx, x, y, width, height, format, type, - unpack, pixels)) { - return; - } - - INIT_SPAN(span, GL_BITMAP); - _swrast_span_default_attribs(ctx, &span); - span.arrayMask = SPAN_RGBA; - span.arrayAttribs = FRAG_BIT_COL0; /* we're fill in COL0 attrib values */ - - if (ctx->DrawBuffer->_NumColorDrawBuffers > 0 && - ctx->DrawBuffer->_ColorDrawBuffers[0]->DataType != GL_FLOAT && - ctx->Color.ClampFragmentColor != GL_FALSE) { - /* need to clamp colors before applying fragment ops */ - transferOps |= IMAGE_CLAMP_BIT; - } - - /* - * General solution - */ - { - const GLbitfield interpMask = span.interpMask; - const GLbitfield arrayMask = span.arrayMask; - const GLint srcStride - = _mesa_image_row_stride(unpack, width, format, type); - GLint skipPixels = 0; - /* use span array for temp color storage */ - GLfloat *rgba = (GLfloat *) span.array->attribs[FRAG_ATTRIB_COL0]; - - /* if the span is wider than MAX_WIDTH we have to do it in chunks */ - while (skipPixels < width) { - const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH); - const GLubyte *source - = (const GLubyte *) _mesa_image_address2d(unpack, pixels, - width, height, format, - type, 0, skipPixels); - GLint row; - - for (row = 0; row < height; row++) { - /* get image row as float/RGBA */ - _mesa_unpack_color_span_float(ctx, spanWidth, GL_RGBA, rgba, - format, type, source, unpack, - transferOps); - /* Set these for each row since the _swrast_write_* functions - * may change them while clipping/rendering. - */ - span.array->ChanType = GL_FLOAT; - span.x = x + skipPixels; - span.y = y + row; - span.end = spanWidth; - span.arrayMask = arrayMask; - span.interpMask = interpMask; - if (zoom) { - _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, rgba); - } - else { - _swrast_write_rgba_span(ctx, &span); - } - - source += srcStride; - } /* for row */ - - skipPixels += spanWidth; - } /* while skipPixels < width */ - - /* XXX this is ugly/temporary, to undo above change */ - span.array->ChanType = CHAN_TYPE; - } - - if (convImage) { - free(convImage); - } -} - - -/** - * This is a bit different from drawing GL_DEPTH_COMPONENT pixels. - * The only per-pixel operations that apply are depth scale/bias, - * stencil offset/shift, GL_DEPTH_WRITEMASK and GL_STENCIL_WRITEMASK, - * and pixel zoom. - * Also, only the depth buffer and stencil buffers are touched, not the - * color buffer(s). - */ -static void -draw_depth_stencil_pixels(struct gl_context *ctx, GLint x, GLint y, - GLsizei width, GLsizei height, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels) -{ - const GLint imgX = x, imgY = y; - const GLboolean scaleOrBias - = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; - const GLuint depthMax = ctx->DrawBuffer->_DepthMax; - const GLuint stencilMask = ctx->Stencil.WriteMask[0]; - const GLuint stencilType = (STENCIL_BITS == 8) ? - GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; - const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0; - struct gl_renderbuffer *depthRb, *stencilRb; - struct gl_pixelstore_attrib clippedUnpack = *unpack; - - if (!zoom) { - if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height, - &clippedUnpack)) { - /* totally clipped */ - return; - } - } - - depthRb = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; - stencilRb = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; - ASSERT(depthRb); - ASSERT(stencilRb); - - if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT && - stencilRb->_BaseFormat == GL_DEPTH_STENCIL_EXT && - depthRb == stencilRb && - !scaleOrBias && - !zoom && - ctx->Depth.Mask && - (stencilMask & 0xff) == 0xff) { - /* This is the ideal case. - * Drawing GL_DEPTH_STENCIL pixels into a combined depth/stencil buffer. - * Plus, no pixel transfer ops, zooming, or masking needed. - */ - GLint i; - for (i = 0; i < height; i++) { - const GLuint *src = (const GLuint *) - _mesa_image_address2d(&clippedUnpack, pixels, width, height, - GL_DEPTH_STENCIL_EXT, type, i, 0); - depthRb->PutRow(ctx, depthRb, width, x, y + i, src, NULL); - } - } - else { - /* sub-optimal cases: - * Separate depth/stencil buffers, or pixel transfer ops required. - */ - /* XXX need to handle very wide images (skippixels) */ - GLint i; - - depthRb = ctx->DrawBuffer->_DepthBuffer; - stencilRb = ctx->DrawBuffer->_StencilBuffer; - - for (i = 0; i < height; i++) { - const GLuint *depthStencilSrc = (const GLuint *) - _mesa_image_address2d(&clippedUnpack, pixels, width, height, - GL_DEPTH_STENCIL_EXT, type, i, 0); - - if (ctx->Depth.Mask) { - if (!scaleOrBias && ctx->DrawBuffer->Visual.depthBits == 24) { - /* fast path 24-bit zbuffer */ - GLuint zValues[MAX_WIDTH]; - GLint j; - ASSERT(depthRb->DataType == GL_UNSIGNED_INT); - for (j = 0; j < width; j++) { - zValues[j] = depthStencilSrc[j] >> 8; - } - if (zoom) - _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, - x, y + i, zValues); - else - depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL); - } - else if (!scaleOrBias && ctx->DrawBuffer->Visual.depthBits == 16) { - /* fast path 16-bit zbuffer */ - GLushort zValues[MAX_WIDTH]; - GLint j; - ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT); - for (j = 0; j < width; j++) { - zValues[j] = depthStencilSrc[j] >> 16; - } - if (zoom) - _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, - x, y + i, zValues); - else - depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL); - } - else { - /* general case */ - GLuint zValues[MAX_WIDTH]; /* 16 or 32-bit Z value storage */ - _mesa_unpack_depth_span(ctx, width, - depthRb->DataType, zValues, depthMax, - type, depthStencilSrc, &clippedUnpack); - if (zoom) { - _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, x, - y + i, zValues); - } - else { - depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL); - } - } - } - - if (stencilMask != 0x0) { - GLstencil stencilValues[MAX_WIDTH]; - /* get stencil values, with shift/offset/mapping */ - _mesa_unpack_stencil_span(ctx, width, stencilType, stencilValues, - type, depthStencilSrc, &clippedUnpack, - ctx->_ImageTransferState); - if (zoom) - _swrast_write_zoomed_stencil_span(ctx, imgX, imgY, width, - x, y + i, stencilValues); - else - _swrast_write_stencil_span(ctx, width, x, y + i, stencilValues); - } - } - } -} - - -/** - * Execute software-based glDrawPixels. - * By time we get here, all error checking will have been done. - */ -void -_swrast_DrawPixels( struct gl_context *ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *unpack, - const GLvoid *pixels ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLboolean save_vp_override = ctx->VertexProgram._Overriden; - - if (!_mesa_check_conditional_render(ctx)) - return; /* don't draw */ - - /* We are creating fragments directly, without going through vertex - * programs. - * - * This override flag tells the fragment processing code that its input - * comes from a non-standard source, and it may therefore not rely on - * optimizations that assume e.g. constant color if there is no color - * vertex array. - */ - _mesa_set_vp_override(ctx, GL_TRUE); - - swrast_render_start(ctx); - - if (ctx->NewState) - _mesa_update_state(ctx); - - if (swrast->NewState) - _swrast_validate_derived( ctx ); - - pixels = _mesa_map_pbo_source(ctx, unpack, pixels); - if (!pixels) { - swrast_render_finish(ctx); - _mesa_set_vp_override(ctx, save_vp_override); - return; - } - - /* - * By time we get here, all error checking should have been done. - */ - switch (format) { - case GL_STENCIL_INDEX: - draw_stencil_pixels( ctx, x, y, width, height, type, unpack, pixels ); - break; - case GL_DEPTH_COMPONENT: - draw_depth_pixels( ctx, x, y, width, height, type, unpack, pixels ); - break; - case GL_DEPTH_STENCIL_EXT: - draw_depth_stencil_pixels(ctx, x, y, width, height, type, unpack, pixels); - break; - default: - /* all other formats should be color formats */ - draw_rgba_pixels(ctx, x, y, width, height, format, type, unpack, pixels); - } - - swrast_render_finish(ctx); - _mesa_set_vp_override(ctx, save_vp_override); - - _mesa_unmap_pbo_source(ctx, unpack); -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * 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.
+ */
+
+
+#include "main/glheader.h"
+#include "main/bufferobj.h"
+#include "main/condrender.h"
+#include "main/context.h"
+#include "main/image.h"
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/pack.h"
+#include "main/pbo.h"
+#include "main/pixeltransfer.h"
+#include "main/state.h"
+
+#include "s_context.h"
+#include "s_span.h"
+#include "s_stencil.h"
+#include "s_zoom.h"
+
+
+
+/**
+ * Try to do a fast and simple RGB(a) glDrawPixels.
+ * Return: GL_TRUE if success, GL_FALSE if slow path must be used instead
+ */
+static GLboolean
+fast_draw_rgba_pixels(struct gl_context *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *userUnpack,
+ const GLvoid *pixels)
+{
+ const GLint imgX = x, imgY = y;
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
+ GLenum rbType;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ SWspan span;
+ GLboolean simpleZoom;
+ GLint yStep; /* +1 or -1 */
+ struct gl_pixelstore_attrib unpack;
+ GLint destX, destY, drawWidth, drawHeight; /* post clipping */
+
+ if (!rb)
+ return GL_TRUE; /* no-op */
+
+ rbType = rb->DataType;
+
+ if ((swrast->_RasterMask & ~CLIP_BIT) ||
+ ctx->Texture._EnabledCoordUnits ||
+ userUnpack->SwapBytes ||
+ ctx->_ImageTransferState) {
+ /* can't handle any of those conditions */
+ return GL_FALSE;
+ }
+
+ INIT_SPAN(span, GL_BITMAP);
+ span.arrayMask = SPAN_RGBA;
+ span.arrayAttribs = FRAG_BIT_COL0;
+ _swrast_span_default_attribs(ctx, &span);
+
+ /* copy input params since clipping may change them */
+ unpack = *userUnpack;
+ destX = x;
+ destY = y;
+ drawWidth = width;
+ drawHeight = height;
+
+ /* check for simple zooming and clipping */
+ if (ctx->Pixel.ZoomX == 1.0F &&
+ (ctx->Pixel.ZoomY == 1.0F || ctx->Pixel.ZoomY == -1.0F)) {
+ if (!_mesa_clip_drawpixels(ctx, &destX, &destY,
+ &drawWidth, &drawHeight, &unpack)) {
+ /* image was completely clipped: no-op, all done */
+ return GL_TRUE;
+ }
+ simpleZoom = GL_TRUE;
+ yStep = (GLint) ctx->Pixel.ZoomY;
+ ASSERT(yStep == 1 || yStep == -1);
+ }
+ else {
+ /* non-simple zooming */
+ simpleZoom = GL_FALSE;
+ yStep = 1;
+ if (unpack.RowLength == 0)
+ unpack.RowLength = width;
+ }
+
+ /*
+ * Ready to draw!
+ */
+
+ if (format == GL_RGBA && type == rbType) {
+ const GLubyte *src
+ = (const GLubyte *) _mesa_image_address2d(&unpack, pixels, width,
+ height, format, type, 0, 0);
+ const GLint srcStride = _mesa_image_row_stride(&unpack, width,
+ format, type);
+ if (simpleZoom) {
+ GLint row;
+ for (row = 0; row < drawHeight; row++) {
+ rb->PutRow(ctx, rb, drawWidth, destX, destY, src, NULL);
+ src += srcStride;
+ destY += yStep;
+ }
+ }
+ else {
+ /* with zooming */
+ GLint row;
+ for (row = 0; row < drawHeight; row++) {
+ span.x = destX;
+ span.y = destY + row;
+ span.end = drawWidth;
+ span.array->ChanType = rbType;
+ _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, src);
+ src += srcStride;
+ }
+ span.array->ChanType = CHAN_TYPE;
+ }
+ return GL_TRUE;
+ }
+
+ if (format == GL_RGB && type == rbType) {
+ const GLubyte *src
+ = (const GLubyte *) _mesa_image_address2d(&unpack, pixels, width,
+ height, format, type, 0, 0);
+ const GLint srcStride = _mesa_image_row_stride(&unpack, width,
+ format, type);
+ if (simpleZoom) {
+ GLint row;
+ for (row = 0; row < drawHeight; row++) {
+ rb->PutRowRGB(ctx, rb, drawWidth, destX, destY, src, NULL);
+ src += srcStride;
+ destY += yStep;
+ }
+ }
+ else {
+ /* with zooming */
+ GLint row;
+ for (row = 0; row < drawHeight; row++) {
+ span.x = destX;
+ span.y = destY;
+ span.end = drawWidth;
+ span.array->ChanType = rbType;
+ _swrast_write_zoomed_rgb_span(ctx, imgX, imgY, &span, src);
+ src += srcStride;
+ destY++;
+ }
+ span.array->ChanType = CHAN_TYPE;
+ }
+ return GL_TRUE;
+ }
+
+ /* Remaining cases haven't been tested with alignment != 1 */
+ if (userUnpack->Alignment != 1)
+ return GL_FALSE;
+
+ if (format == GL_LUMINANCE && type == CHAN_TYPE && rbType == CHAN_TYPE) {
+ const GLchan *src = (const GLchan *) pixels
+ + (unpack.SkipRows * unpack.RowLength + unpack.SkipPixels);
+ if (simpleZoom) {
+ /* no zooming */
+ GLint row;
+ ASSERT(drawWidth <= MAX_WIDTH);
+ for (row = 0; row < drawHeight; row++) {
+ GLchan rgb[MAX_WIDTH][3];
+ GLint i;
+ for (i = 0;i<drawWidth;i++) {
+ rgb[i][0] = src[i];
+ rgb[i][1] = src[i];
+ rgb[i][2] = src[i];
+ }
+ rb->PutRowRGB(ctx, rb, drawWidth, destX, destY, rgb, NULL);
+ src += unpack.RowLength;
+ destY += yStep;
+ }
+ }
+ else {
+ /* with zooming */
+ GLint row;
+ ASSERT(drawWidth <= MAX_WIDTH);
+ for (row = 0; row < drawHeight; row++) {
+ GLchan rgb[MAX_WIDTH][3];
+ GLint i;
+ for (i = 0;i<drawWidth;i++) {
+ rgb[i][0] = src[i];
+ rgb[i][1] = src[i];
+ rgb[i][2] = src[i];
+ }
+ span.x = destX;
+ span.y = destY;
+ span.end = drawWidth;
+ _swrast_write_zoomed_rgb_span(ctx, imgX, imgY, &span, rgb);
+ src += unpack.RowLength;
+ destY++;
+ }
+ }
+ return GL_TRUE;
+ }
+
+ if (format == GL_LUMINANCE_ALPHA && type == CHAN_TYPE && rbType == CHAN_TYPE) {
+ const GLchan *src = (const GLchan *) pixels
+ + (unpack.SkipRows * unpack.RowLength + unpack.SkipPixels)*2;
+ if (simpleZoom) {
+ GLint row;
+ ASSERT(drawWidth <= MAX_WIDTH);
+ for (row = 0; row < drawHeight; row++) {
+ GLint i;
+ const GLchan *ptr = src;
+ for (i = 0;i<drawWidth;i++) {
+ span.array->rgba[i][0] = *ptr;
+ span.array->rgba[i][1] = *ptr;
+ span.array->rgba[i][2] = *ptr++;
+ span.array->rgba[i][3] = *ptr++;
+ }
+ rb->PutRow(ctx, rb, drawWidth, destX, destY,
+ span.array->rgba, NULL);
+ src += unpack.RowLength*2;
+ destY += yStep;
+ }
+ }
+ else {
+ /* with zooming */
+ GLint row;
+ ASSERT(drawWidth <= MAX_WIDTH);
+ for (row = 0; row < drawHeight; row++) {
+ const GLchan *ptr = src;
+ GLint i;
+ for (i = 0;i<drawWidth;i++) {
+ span.array->rgba[i][0] = *ptr;
+ span.array->rgba[i][1] = *ptr;
+ span.array->rgba[i][2] = *ptr++;
+ span.array->rgba[i][3] = *ptr++;
+ }
+ span.x = destX;
+ span.y = destY;
+ span.end = drawWidth;
+ _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span,
+ span.array->rgba);
+ src += unpack.RowLength*2;
+ destY++;
+ }
+ }
+ return GL_TRUE;
+ }
+
+ if (format == GL_COLOR_INDEX && type == GL_UNSIGNED_BYTE) {
+ const GLubyte *src = (const GLubyte *) pixels
+ + unpack.SkipRows * unpack.RowLength + unpack.SkipPixels;
+ if (rbType == GL_UNSIGNED_BYTE) {
+ /* convert ubyte/CI data to ubyte/RGBA */
+ if (simpleZoom) {
+ GLint row;
+ for (row = 0; row < drawHeight; row++) {
+ ASSERT(drawWidth <= MAX_WIDTH);
+ _mesa_map_ci8_to_rgba8(ctx, drawWidth, src,
+ span.array->rgba8);
+ rb->PutRow(ctx, rb, drawWidth, destX, destY,
+ span.array->rgba8, NULL);
+ src += unpack.RowLength;
+ destY += yStep;
+ }
+ }
+ else {
+ /* ubyte/CI to ubyte/RGBA with zooming */
+ GLint row;
+ for (row = 0; row < drawHeight; row++) {
+ ASSERT(drawWidth <= MAX_WIDTH);
+ _mesa_map_ci8_to_rgba8(ctx, drawWidth, src,
+ span.array->rgba8);
+ span.x = destX;
+ span.y = destY;
+ span.end = drawWidth;
+ _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span,
+ span.array->rgba8);
+ src += unpack.RowLength;
+ destY++;
+ }
+ }
+ return GL_TRUE;
+ }
+ }
+
+ /* can't handle this pixel format and/or data type */
+ return GL_FALSE;
+}
+
+
+
+/*
+ * Draw stencil image.
+ */
+static void
+draw_stencil_pixels( struct gl_context *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels )
+{
+ const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
+ GLint skipPixels;
+
+ /* if width > MAX_WIDTH, have to process image in chunks */
+ skipPixels = 0;
+ while (skipPixels < width) {
+ const GLint spanX = x + skipPixels;
+ const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH);
+ GLint row;
+ for (row = 0; row < height; row++) {
+ const GLint spanY = y + row;
+ GLstencil values[MAX_WIDTH];
+ GLenum destType = (sizeof(GLstencil) == sizeof(GLubyte))
+ ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT;
+ const GLvoid *source = _mesa_image_address2d(unpack, pixels,
+ width, height,
+ GL_COLOR_INDEX, type,
+ row, skipPixels);
+ _mesa_unpack_stencil_span(ctx, spanWidth, destType, values,
+ type, source, unpack,
+ ctx->_ImageTransferState);
+ if (zoom) {
+ _swrast_write_zoomed_stencil_span(ctx, x, y, spanWidth,
+ spanX, spanY, values);
+ }
+ else {
+ _swrast_write_stencil_span(ctx, spanWidth, spanX, spanY, values);
+ }
+ }
+ skipPixels += spanWidth;
+ }
+}
+
+
+/*
+ * Draw depth image.
+ */
+static void
+draw_depth_pixels( struct gl_context *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels )
+{
+ const GLboolean scaleOrBias
+ = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
+ const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
+ SWspan span;
+
+ INIT_SPAN(span, GL_BITMAP);
+ span.arrayMask = SPAN_Z;
+ _swrast_span_default_attribs(ctx, &span);
+
+ if (type == GL_UNSIGNED_SHORT
+ && ctx->DrawBuffer->Visual.depthBits == 16
+ && !scaleOrBias
+ && !zoom
+ && width <= MAX_WIDTH
+ && !unpack->SwapBytes) {
+ /* Special case: directly write 16-bit depth values */
+ GLint row;
+ for (row = 0; row < height; row++) {
+ const GLushort *zSrc = (const GLushort *)
+ _mesa_image_address2d(unpack, pixels, width, height,
+ GL_DEPTH_COMPONENT, type, row, 0);
+ GLint i;
+ for (i = 0; i < width; i++)
+ span.array->z[i] = zSrc[i];
+ span.x = x;
+ span.y = y + row;
+ span.end = width;
+ _swrast_write_rgba_span(ctx, &span);
+ }
+ }
+ else if (type == GL_UNSIGNED_INT
+ && !scaleOrBias
+ && !zoom
+ && width <= MAX_WIDTH
+ && !unpack->SwapBytes) {
+ /* Special case: shift 32-bit values down to Visual.depthBits */
+ const GLint shift = 32 - ctx->DrawBuffer->Visual.depthBits;
+ GLint row;
+ for (row = 0; row < height; row++) {
+ const GLuint *zSrc = (const GLuint *)
+ _mesa_image_address2d(unpack, pixels, width, height,
+ GL_DEPTH_COMPONENT, type, row, 0);
+ if (shift == 0) {
+ memcpy(span.array->z, zSrc, width * sizeof(GLuint));
+ }
+ else {
+ GLint col;
+ for (col = 0; col < width; col++)
+ span.array->z[col] = zSrc[col] >> shift;
+ }
+ span.x = x;
+ span.y = y + row;
+ span.end = width;
+ _swrast_write_rgba_span(ctx, &span);
+ }
+ }
+ else {
+ /* General case */
+ const GLuint depthMax = ctx->DrawBuffer->_DepthMax;
+ GLint skipPixels = 0;
+
+ /* in case width > MAX_WIDTH do the copy in chunks */
+ while (skipPixels < width) {
+ const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH);
+ GLint row;
+ ASSERT(span.end <= MAX_WIDTH);
+ for (row = 0; row < height; row++) {
+ const GLvoid *zSrc = _mesa_image_address2d(unpack,
+ pixels, width, height,
+ GL_DEPTH_COMPONENT, type,
+ row, skipPixels);
+
+ /* Set these for each row since the _swrast_write_* function may
+ * change them while clipping.
+ */
+ span.x = x + skipPixels;
+ span.y = y + row;
+ span.end = spanWidth;
+
+ _mesa_unpack_depth_span(ctx, spanWidth,
+ GL_UNSIGNED_INT, span.array->z, depthMax,
+ type, zSrc, unpack);
+ if (zoom) {
+ _swrast_write_zoomed_depth_span(ctx, x, y, &span);
+ }
+ else {
+ _swrast_write_rgba_span(ctx, &span);
+ }
+ }
+ skipPixels += spanWidth;
+ }
+ }
+}
+
+
+
+/**
+ * Draw RGBA image.
+ */
+static void
+draw_rgba_pixels( struct gl_context *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels )
+{
+ const GLint imgX = x, imgY = y;
+ const GLboolean zoom = ctx->Pixel.ZoomX!=1.0 || ctx->Pixel.ZoomY!=1.0;
+ GLfloat *convImage = NULL;
+ GLbitfield transferOps = ctx->_ImageTransferState;
+ SWspan span;
+
+ /* Try an optimized glDrawPixels first */
+ if (fast_draw_rgba_pixels(ctx, x, y, width, height, format, type,
+ unpack, pixels)) {
+ return;
+ }
+
+ INIT_SPAN(span, GL_BITMAP);
+ _swrast_span_default_attribs(ctx, &span);
+ span.arrayMask = SPAN_RGBA;
+ span.arrayAttribs = FRAG_BIT_COL0; /* we're fill in COL0 attrib values */
+
+ if (ctx->DrawBuffer->_NumColorDrawBuffers > 0 &&
+ ctx->DrawBuffer->_ColorDrawBuffers[0]->DataType != GL_FLOAT &&
+ ctx->Color.ClampFragmentColor != GL_FALSE) {
+ /* need to clamp colors before applying fragment ops */
+ transferOps |= IMAGE_CLAMP_BIT;
+ }
+
+ /*
+ * General solution
+ */
+ {
+ const GLbitfield interpMask = span.interpMask;
+ const GLbitfield arrayMask = span.arrayMask;
+ const GLint srcStride
+ = _mesa_image_row_stride(unpack, width, format, type);
+ GLint skipPixels = 0;
+ /* use span array for temp color storage */
+ GLfloat *rgba = (GLfloat *) span.array->attribs[FRAG_ATTRIB_COL0];
+
+ /* if the span is wider than MAX_WIDTH we have to do it in chunks */
+ while (skipPixels < width) {
+ const GLint spanWidth = MIN2(width - skipPixels, MAX_WIDTH);
+ const GLubyte *source
+ = (const GLubyte *) _mesa_image_address2d(unpack, pixels,
+ width, height, format,
+ type, 0, skipPixels);
+ GLint row;
+
+ for (row = 0; row < height; row++) {
+ /* get image row as float/RGBA */
+ _mesa_unpack_color_span_float(ctx, spanWidth, GL_RGBA, rgba,
+ format, type, source, unpack,
+ transferOps);
+ /* Set these for each row since the _swrast_write_* functions
+ * may change them while clipping/rendering.
+ */
+ span.array->ChanType = GL_FLOAT;
+ span.x = x + skipPixels;
+ span.y = y + row;
+ span.end = spanWidth;
+ span.arrayMask = arrayMask;
+ span.interpMask = interpMask;
+ if (zoom) {
+ _swrast_write_zoomed_rgba_span(ctx, imgX, imgY, &span, rgba);
+ }
+ else {
+ _swrast_write_rgba_span(ctx, &span);
+ }
+
+ source += srcStride;
+ } /* for row */
+
+ skipPixels += spanWidth;
+ } /* while skipPixels < width */
+
+ /* XXX this is ugly/temporary, to undo above change */
+ span.array->ChanType = CHAN_TYPE;
+ }
+
+ if (convImage) {
+ free(convImage);
+ }
+}
+
+
+/**
+ * This is a bit different from drawing GL_DEPTH_COMPONENT pixels.
+ * The only per-pixel operations that apply are depth scale/bias,
+ * stencil offset/shift, GL_DEPTH_WRITEMASK and GL_STENCIL_WRITEMASK,
+ * and pixel zoom.
+ * Also, only the depth buffer and stencil buffers are touched, not the
+ * color buffer(s).
+ */
+static void
+draw_depth_stencil_pixels(struct gl_context *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels)
+{
+ const GLint imgX = x, imgY = y;
+ const GLboolean scaleOrBias
+ = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
+ const GLuint depthMax = ctx->DrawBuffer->_DepthMax;
+ const GLuint stencilMask = ctx->Stencil.WriteMask[0];
+ const GLuint stencilType = (STENCIL_BITS == 8) ?
+ GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT;
+ const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+ struct gl_pixelstore_attrib clippedUnpack = *unpack;
+
+ if (!zoom) {
+ if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height,
+ &clippedUnpack)) {
+ /* totally clipped */
+ return;
+ }
+ }
+
+ depthRb = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+ stencilRb = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
+ ASSERT(depthRb);
+ ASSERT(stencilRb);
+
+ if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
+ stencilRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
+ depthRb == stencilRb &&
+ !scaleOrBias &&
+ !zoom &&
+ ctx->Depth.Mask &&
+ (stencilMask & 0xff) == 0xff) {
+ /* This is the ideal case.
+ * Drawing GL_DEPTH_STENCIL pixels into a combined depth/stencil buffer.
+ * Plus, no pixel transfer ops, zooming, or masking needed.
+ */
+ GLint i;
+ for (i = 0; i < height; i++) {
+ const GLuint *src = (const GLuint *)
+ _mesa_image_address2d(&clippedUnpack, pixels, width, height,
+ GL_DEPTH_STENCIL_EXT, type, i, 0);
+ depthRb->PutRow(ctx, depthRb, width, x, y + i, src, NULL);
+ }
+ }
+ else {
+ /* sub-optimal cases:
+ * Separate depth/stencil buffers, or pixel transfer ops required.
+ */
+ /* XXX need to handle very wide images (skippixels) */
+ GLint i;
+
+ depthRb = ctx->DrawBuffer->_DepthBuffer;
+ stencilRb = ctx->DrawBuffer->_StencilBuffer;
+
+ for (i = 0; i < height; i++) {
+ const GLuint *depthStencilSrc = (const GLuint *)
+ _mesa_image_address2d(&clippedUnpack, pixels, width, height,
+ GL_DEPTH_STENCIL_EXT, type, i, 0);
+
+ if (ctx->Depth.Mask) {
+ if (!scaleOrBias && ctx->DrawBuffer->Visual.depthBits == 24) {
+ /* fast path 24-bit zbuffer */
+ GLuint zValues[MAX_WIDTH];
+ GLint j;
+ ASSERT(depthRb->DataType == GL_UNSIGNED_INT);
+ for (j = 0; j < width; j++) {
+ zValues[j] = depthStencilSrc[j] >> 8;
+ }
+ if (zoom)
+ _swrast_write_zoomed_z_span(ctx, imgX, imgY, width,
+ x, y + i, zValues);
+ else
+ depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL);
+ }
+ else if (!scaleOrBias && ctx->DrawBuffer->Visual.depthBits == 16) {
+ /* fast path 16-bit zbuffer */
+ GLushort zValues[MAX_WIDTH];
+ GLint j;
+ ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT);
+ for (j = 0; j < width; j++) {
+ zValues[j] = depthStencilSrc[j] >> 16;
+ }
+ if (zoom)
+ _swrast_write_zoomed_z_span(ctx, imgX, imgY, width,
+ x, y + i, zValues);
+ else
+ depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL);
+ }
+ else {
+ /* general case */
+ GLuint zValues[MAX_WIDTH]; /* 16 or 32-bit Z value storage */
+ _mesa_unpack_depth_span(ctx, width,
+ depthRb->DataType, zValues, depthMax,
+ type, depthStencilSrc, &clippedUnpack);
+ if (zoom) {
+ _swrast_write_zoomed_z_span(ctx, imgX, imgY, width, x,
+ y + i, zValues);
+ }
+ else {
+ depthRb->PutRow(ctx, depthRb, width, x, y + i, zValues,NULL);
+ }
+ }
+ }
+
+ if (stencilMask != 0x0) {
+ GLstencil stencilValues[MAX_WIDTH];
+ /* get stencil values, with shift/offset/mapping */
+ _mesa_unpack_stencil_span(ctx, width, stencilType, stencilValues,
+ type, depthStencilSrc, &clippedUnpack,
+ ctx->_ImageTransferState);
+ if (zoom)
+ _swrast_write_zoomed_stencil_span(ctx, imgX, imgY, width,
+ x, y + i, stencilValues);
+ else
+ _swrast_write_stencil_span(ctx, width, x, y + i, stencilValues);
+ }
+ }
+ }
+}
+
+
+/**
+ * Execute software-based glDrawPixels.
+ * By time we get here, all error checking will have been done.
+ */
+void
+_swrast_DrawPixels( struct gl_context *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLboolean save_vp_override = ctx->VertexProgram._Overriden;
+
+ if (!_mesa_check_conditional_render(ctx))
+ return; /* don't draw */
+
+ /* We are creating fragments directly, without going through vertex
+ * programs.
+ *
+ * This override flag tells the fragment processing code that its input
+ * comes from a non-standard source, and it may therefore not rely on
+ * optimizations that assume e.g. constant color if there is no color
+ * vertex array.
+ */
+ _mesa_set_vp_override(ctx, GL_TRUE);
+
+ swrast_render_start(ctx);
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ if (swrast->NewState)
+ _swrast_validate_derived( ctx );
+
+ pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
+ if (!pixels) {
+ swrast_render_finish(ctx);
+ _mesa_set_vp_override(ctx, save_vp_override);
+ return;
+ }
+
+ /*
+ * By time we get here, all error checking should have been done.
+ */
+ switch (format) {
+ case GL_STENCIL_INDEX:
+ draw_stencil_pixels( ctx, x, y, width, height, type, unpack, pixels );
+ break;
+ case GL_DEPTH_COMPONENT:
+ draw_depth_pixels( ctx, x, y, width, height, type, unpack, pixels );
+ break;
+ case GL_DEPTH_STENCIL_EXT:
+ draw_depth_stencil_pixels(ctx, x, y, width, height, type, unpack, pixels);
+ break;
+ default:
+ /* all other formats should be color formats */
+ draw_rgba_pixels(ctx, x, y, width, height, format, type, unpack, pixels);
+ }
+
+ swrast_render_finish(ctx);
+ _mesa_set_vp_override(ctx, save_vp_override);
+
+ _mesa_unmap_pbo_source(ctx, unpack);
+}
diff --git a/mesalib/src/mesa/swrast/s_readpix.c b/mesalib/src/mesa/swrast/s_readpix.c index 5c8d7e9c5..23da10dab 100644 --- a/mesalib/src/mesa/swrast/s_readpix.c +++ b/mesalib/src/mesa/swrast/s_readpix.c @@ -1,508 +1,508 @@ -/* - * Mesa 3-D graphics library - * Version: 7.0.3 - * - * 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. - */ - - -#include "main/glheader.h" -#include "main/colormac.h" -#include "main/feedback.h" -#include "main/formats.h" -#include "main/image.h" -#include "main/imports.h" -#include "main/macros.h" -#include "main/pack.h" -#include "main/pbo.h" -#include "main/state.h" - -#include "s_context.h" -#include "s_depth.h" -#include "s_span.h" -#include "s_stencil.h" - - -/** - * Read pixels for format=GL_DEPTH_COMPONENT. - */ -static void -read_depth_pixels( struct gl_context *ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum type, GLvoid *pixels, - const struct gl_pixelstore_attrib *packing ) -{ - struct gl_framebuffer *fb = ctx->ReadBuffer; - struct gl_renderbuffer *rb = fb->_DepthBuffer; - const GLboolean biasOrScale - = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; - - if (!rb) - return; - - /* clipping should have been done already */ - ASSERT(x >= 0); - ASSERT(y >= 0); - ASSERT(x + width <= (GLint) rb->Width); - ASSERT(y + height <= (GLint) rb->Height); - /* width should never be > MAX_WIDTH since we did clipping earlier */ - ASSERT(width <= MAX_WIDTH); - - if (type == GL_UNSIGNED_SHORT && fb->Visual.depthBits == 16 - && !biasOrScale && !packing->SwapBytes) { - /* Special case: directly read 16-bit unsigned depth values. */ - GLint j; - ASSERT(rb->Format == MESA_FORMAT_Z16); - ASSERT(rb->DataType == GL_UNSIGNED_SHORT); - for (j = 0; j < height; j++, y++) { - void *dest =_mesa_image_address2d(packing, pixels, width, height, - GL_DEPTH_COMPONENT, type, j, 0); - rb->GetRow(ctx, rb, width, x, y, dest); - } - } - else if (type == GL_UNSIGNED_INT && fb->Visual.depthBits == 24 - && !biasOrScale && !packing->SwapBytes) { - /* Special case: directly read 24-bit unsigned depth values. */ - GLint j; - ASSERT(rb->Format == MESA_FORMAT_X8_Z24 || - rb->Format == MESA_FORMAT_S8_Z24 || - rb->Format == MESA_FORMAT_Z24_X8 || - rb->Format == MESA_FORMAT_Z24_S8); - ASSERT(rb->DataType == GL_UNSIGNED_INT || - rb->DataType == GL_UNSIGNED_INT_24_8); - for (j = 0; j < height; j++, y++) { - GLuint *dest = (GLuint *) - _mesa_image_address2d(packing, pixels, width, height, - GL_DEPTH_COMPONENT, type, j, 0); - GLint k; - rb->GetRow(ctx, rb, width, x, y, dest); - /* convert range from 24-bit to 32-bit */ - if (rb->Format == MESA_FORMAT_X8_Z24 || - rb->Format == MESA_FORMAT_S8_Z24) { - for (k = 0; k < width; k++) { - /* Note: put MSByte of 24-bit value into LSByte */ - dest[k] = (dest[k] << 8) | ((dest[k] >> 16) & 0xff); - } - } - else { - for (k = 0; k < width; k++) { - /* Note: fill in LSByte by replication */ - dest[k] = dest[k] | ((dest[k] >> 8) & 0xff); - } - } - } - } - else if (type == GL_UNSIGNED_INT && fb->Visual.depthBits == 32 - && !biasOrScale && !packing->SwapBytes) { - /* Special case: directly read 32-bit unsigned depth values. */ - GLint j; - ASSERT(rb->Format == MESA_FORMAT_Z32); - ASSERT(rb->DataType == GL_UNSIGNED_INT); - for (j = 0; j < height; j++, y++) { - void *dest = _mesa_image_address2d(packing, pixels, width, height, - GL_DEPTH_COMPONENT, type, j, 0); - rb->GetRow(ctx, rb, width, x, y, dest); - } - } - else { - /* General case (slower) */ - GLint j; - for (j = 0; j < height; j++, y++) { - GLfloat depthValues[MAX_WIDTH]; - GLvoid *dest = _mesa_image_address2d(packing, pixels, width, height, - GL_DEPTH_COMPONENT, type, j, 0); - _swrast_read_depth_span_float(ctx, rb, width, x, y, depthValues); - _mesa_pack_depth_span(ctx, width, dest, type, depthValues, packing); - } - } -} - - -/** - * Read pixels for format=GL_STENCIL_INDEX. - */ -static void -read_stencil_pixels( struct gl_context *ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum type, GLvoid *pixels, - const struct gl_pixelstore_attrib *packing ) -{ - struct gl_framebuffer *fb = ctx->ReadBuffer; - struct gl_renderbuffer *rb = fb->_StencilBuffer; - GLint j; - - if (!rb) - return; - - /* width should never be > MAX_WIDTH since we did clipping earlier */ - ASSERT(width <= MAX_WIDTH); - - /* process image row by row */ - for (j=0;j<height;j++,y++) { - GLvoid *dest; - GLstencil stencil[MAX_WIDTH]; - - _swrast_read_stencil_span(ctx, rb, width, x, y, stencil); - - dest = _mesa_image_address2d(packing, pixels, width, height, - GL_STENCIL_INDEX, type, j, 0); - - _mesa_pack_stencil_span(ctx, width, type, dest, stencil, packing); - } -} - - - -/** - * Optimized glReadPixels for particular pixel formats when pixel - * scaling, biasing, mapping, etc. are disabled. - * \return GL_TRUE if success, GL_FALSE if unable to do the readpixels - */ -static GLboolean -fast_read_rgba_pixels( struct gl_context *ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, GLenum type, - GLvoid *pixels, - const struct gl_pixelstore_attrib *packing, - GLbitfield transferOps) -{ - struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer; - - if (!rb) - return GL_FALSE; - - ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB || - rb->_BaseFormat == GL_ALPHA); - - /* clipping should have already been done */ - ASSERT(x + width <= (GLint) rb->Width); - ASSERT(y + height <= (GLint) rb->Height); - - /* check for things we can't handle here */ - if (transferOps || - packing->SwapBytes || - packing->LsbFirst) { - return GL_FALSE; - } - - if (format == GL_RGBA && rb->DataType == type) { - const GLint dstStride = _mesa_image_row_stride(packing, width, - format, type); - GLubyte *dest - = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height, - format, type, 0, 0); - GLint row; - ASSERT(rb->GetRow); - for (row = 0; row < height; row++) { - rb->GetRow(ctx, rb, width, x, y + row, dest); - dest += dstStride; - } - return GL_TRUE; - } - - if (format == GL_RGB && - rb->DataType == GL_UNSIGNED_BYTE && - type == GL_UNSIGNED_BYTE) { - const GLint dstStride = _mesa_image_row_stride(packing, width, - format, type); - GLubyte *dest - = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height, - format, type, 0, 0); - GLint row; - ASSERT(rb->GetRow); - for (row = 0; row < height; row++) { - GLubyte tempRow[MAX_WIDTH][4]; - GLint col; - rb->GetRow(ctx, rb, width, x, y + row, tempRow); - /* convert RGBA to RGB */ - for (col = 0; col < width; col++) { - dest[col * 3 + 0] = tempRow[col][0]; - dest[col * 3 + 1] = tempRow[col][1]; - dest[col * 3 + 2] = tempRow[col][2]; - } - dest += dstStride; - } - return GL_TRUE; - } - - /* not handled */ - return GL_FALSE; -} - - -/** - * When we're using a low-precision color buffer (like 16-bit 5/6/5) - * we have to adjust our color values a bit to pass conformance. - * The problem is when a 5 or 6-bit color value is converted to an 8-bit - * value and then a floating point value, the floating point values don't - * increment uniformly as the 5 or 6-bit value is incremented. - * - * This function adjusts floating point values to compensate. - */ -static void -adjust_colors(const struct gl_framebuffer *fb, GLuint n, GLfloat rgba[][4]) -{ - const GLuint rShift = 8 - fb->Visual.redBits; - const GLuint gShift = 8 - fb->Visual.greenBits; - const GLuint bShift = 8 - fb->Visual.blueBits; - GLfloat rScale = 1.0F / (GLfloat) ((1 << fb->Visual.redBits ) - 1); - GLfloat gScale = 1.0F / (GLfloat) ((1 << fb->Visual.greenBits) - 1); - GLfloat bScale = 1.0F / (GLfloat) ((1 << fb->Visual.blueBits ) - 1); - GLuint i; - - if (fb->Visual.redBits == 0) - rScale = 0; - if (fb->Visual.greenBits == 0) - gScale = 0; - if (fb->Visual.blueBits == 0) - bScale = 0; - - for (i = 0; i < n; i++) { - GLint r, g, b; - /* convert float back to ubyte */ - CLAMPED_FLOAT_TO_UBYTE(r, rgba[i][RCOMP]); - CLAMPED_FLOAT_TO_UBYTE(g, rgba[i][GCOMP]); - CLAMPED_FLOAT_TO_UBYTE(b, rgba[i][BCOMP]); - /* using only the N most significant bits of the ubyte value, convert to - * float in [0,1]. - */ - rgba[i][RCOMP] = (GLfloat) (r >> rShift) * rScale; - rgba[i][GCOMP] = (GLfloat) (g >> gShift) * gScale; - rgba[i][BCOMP] = (GLfloat) (b >> bShift) * bScale; - } -} - - - -/* - * Read R, G, B, A, RGB, L, or LA pixels. - */ -static void -read_rgba_pixels( struct gl_context *ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum format, GLenum type, GLvoid *pixels, - const struct gl_pixelstore_attrib *packing ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLbitfield transferOps = ctx->_ImageTransferState; - struct gl_framebuffer *fb = ctx->ReadBuffer; - struct gl_renderbuffer *rb = fb->_ColorReadBuffer; - - if (!rb) - return; - - if (type == GL_FLOAT && ((ctx->Color.ClampReadColor == GL_TRUE) || - (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB && - rb->DataType != GL_FLOAT))) - transferOps |= IMAGE_CLAMP_BIT; - - /* Try optimized path first */ - if (fast_read_rgba_pixels(ctx, x, y, width, height, - format, type, pixels, packing, transferOps)) { - return; /* done! */ - } - - /* width should never be > MAX_WIDTH since we did clipping earlier */ - ASSERT(width <= MAX_WIDTH); - - do { - const GLint dstStride - = _mesa_image_row_stride(packing, width, format, type); - GLfloat (*rgba)[4] = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0]; - GLint row; - GLubyte *dst - = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height, - format, type, 0, 0); - - for (row = 0; row < height; row++, y++) { - - /* Get float rgba pixels */ - _swrast_read_rgba_span(ctx, rb, width, x, y, GL_FLOAT, rgba); - - /* apply fudge factor for shallow color buffers */ - if (fb->Visual.redBits < 8 || - fb->Visual.greenBits < 8 || - fb->Visual.blueBits < 8) { - adjust_colors(fb, width, rgba); - } - - /* pack the row of RGBA pixels into user's buffer */ - _mesa_pack_rgba_span_float(ctx, width, rgba, format, type, dst, - packing, transferOps); - - dst += dstStride; - } - } while (0); -} - - -/** - * Read combined depth/stencil values. - * We'll have already done error checking to be sure the expected - * depth and stencil buffers really exist. - */ -static void -read_depth_stencil_pixels(struct gl_context *ctx, - GLint x, GLint y, - GLsizei width, GLsizei height, - GLenum type, GLvoid *pixels, - const struct gl_pixelstore_attrib *packing ) -{ - const GLboolean scaleOrBias - = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; - const GLboolean stencilTransfer = ctx->Pixel.IndexShift - || ctx->Pixel.IndexOffset || ctx->Pixel.MapStencilFlag; - struct gl_renderbuffer *depthRb, *stencilRb; - - depthRb = ctx->ReadBuffer->_DepthBuffer; - stencilRb = ctx->ReadBuffer->_StencilBuffer; - - if (!depthRb || !stencilRb) - return; - - depthRb = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; - stencilRb = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; - - if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT && - stencilRb->_BaseFormat == GL_DEPTH_STENCIL_EXT && - depthRb == stencilRb && - !scaleOrBias && - !stencilTransfer) { - /* This is the ideal case. - * Reading GL_DEPTH_STENCIL pixels from combined depth/stencil buffer. - * Plus, no pixel transfer ops to worry about! - */ - GLint i; - GLint dstStride = _mesa_image_row_stride(packing, width, - GL_DEPTH_STENCIL_EXT, type); - GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, pixels, - width, height, - GL_DEPTH_STENCIL_EXT, - type, 0, 0); - for (i = 0; i < height; i++) { - depthRb->GetRow(ctx, depthRb, width, x, y + i, dst); - dst += dstStride; - } - } - else { - /* Reading GL_DEPTH_STENCIL pixels from separate depth/stencil buffers, - * or we need pixel transfer. - */ - GLint i; - depthRb = ctx->ReadBuffer->_DepthBuffer; - stencilRb = ctx->ReadBuffer->_StencilBuffer; - - for (i = 0; i < height; i++) { - GLstencil stencilVals[MAX_WIDTH]; - - GLuint *depthStencilDst = (GLuint *) - _mesa_image_address2d(packing, pixels, width, height, - GL_DEPTH_STENCIL_EXT, type, i, 0); - - _swrast_read_stencil_span(ctx, stencilRb, width, - x, y + i, stencilVals); - - if (!scaleOrBias && !stencilTransfer - && ctx->ReadBuffer->Visual.depthBits == 24) { - /* ideal case */ - GLuint zVals[MAX_WIDTH]; /* 24-bit values! */ - GLint j; - ASSERT(depthRb->DataType == GL_UNSIGNED_INT); - /* note, we've already been clipped */ - depthRb->GetRow(ctx, depthRb, width, x, y + i, zVals); - for (j = 0; j < width; j++) { - depthStencilDst[j] = (zVals[j] << 8) | (stencilVals[j] & 0xff); - } - } - else { - /* general case */ - GLfloat depthVals[MAX_WIDTH]; - _swrast_read_depth_span_float(ctx, depthRb, width, x, y + i, - depthVals); - _mesa_pack_depth_stencil_span(ctx, width, depthStencilDst, - depthVals, stencilVals, packing); - } - } - } -} - - - -/** - * Software fallback routine for ctx->Driver.ReadPixels(). - * By time we get here, all error checking will have been done. - */ -void -_swrast_ReadPixels( struct gl_context *ctx, - GLint x, GLint y, GLsizei width, GLsizei height, - GLenum format, GLenum type, - const struct gl_pixelstore_attrib *packing, - GLvoid *pixels ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - struct gl_pixelstore_attrib clippedPacking = *packing; - - if (ctx->NewState) - _mesa_update_state(ctx); - - /* Need to do swrast_render_start() before clipping or anything else - * since this is where a driver may grab the hw lock and get an updated - * window size. - */ - swrast_render_start(ctx); - - if (swrast->NewState) - _swrast_validate_derived( ctx ); - - /* Do all needed clipping here, so that we can forget about it later */ - if (_mesa_clip_readpixels(ctx, &x, &y, &width, &height, &clippedPacking)) { - - pixels = _mesa_map_pbo_dest(ctx, &clippedPacking, pixels); - - if (pixels) { - switch (format) { - case GL_STENCIL_INDEX: - read_stencil_pixels(ctx, x, y, width, height, type, pixels, - &clippedPacking); - break; - case GL_DEPTH_COMPONENT: - read_depth_pixels(ctx, x, y, width, height, type, pixels, - &clippedPacking); - break; - case GL_DEPTH_STENCIL_EXT: - read_depth_stencil_pixels(ctx, x, y, width, height, type, pixels, - &clippedPacking); - break; - default: - /* all other formats should be color formats */ - read_rgba_pixels(ctx, x, y, width, height, format, type, pixels, - &clippedPacking); - } - - _mesa_unmap_pbo_dest(ctx, &clippedPacking); - } - } - - swrast_render_finish(ctx); -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.0.3
+ *
+ * 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.
+ */
+
+
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/feedback.h"
+#include "main/formats.h"
+#include "main/image.h"
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/pack.h"
+#include "main/pbo.h"
+#include "main/state.h"
+
+#include "s_context.h"
+#include "s_depth.h"
+#include "s_span.h"
+#include "s_stencil.h"
+
+
+/**
+ * Read pixels for format=GL_DEPTH_COMPONENT.
+ */
+static void
+read_depth_pixels( struct gl_context *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum type, GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing )
+{
+ struct gl_framebuffer *fb = ctx->ReadBuffer;
+ struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ const GLboolean biasOrScale
+ = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
+
+ if (!rb)
+ return;
+
+ /* clipping should have been done already */
+ ASSERT(x >= 0);
+ ASSERT(y >= 0);
+ ASSERT(x + width <= (GLint) rb->Width);
+ ASSERT(y + height <= (GLint) rb->Height);
+ /* width should never be > MAX_WIDTH since we did clipping earlier */
+ ASSERT(width <= MAX_WIDTH);
+
+ if (type == GL_UNSIGNED_SHORT && fb->Visual.depthBits == 16
+ && !biasOrScale && !packing->SwapBytes) {
+ /* Special case: directly read 16-bit unsigned depth values. */
+ GLint j;
+ ASSERT(rb->Format == MESA_FORMAT_Z16);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ for (j = 0; j < height; j++, y++) {
+ void *dest =_mesa_image_address2d(packing, pixels, width, height,
+ GL_DEPTH_COMPONENT, type, j, 0);
+ rb->GetRow(ctx, rb, width, x, y, dest);
+ }
+ }
+ else if (type == GL_UNSIGNED_INT && fb->Visual.depthBits == 24
+ && !biasOrScale && !packing->SwapBytes) {
+ /* Special case: directly read 24-bit unsigned depth values. */
+ GLint j;
+ ASSERT(rb->Format == MESA_FORMAT_X8_Z24 ||
+ rb->Format == MESA_FORMAT_S8_Z24 ||
+ rb->Format == MESA_FORMAT_Z24_X8 ||
+ rb->Format == MESA_FORMAT_Z24_S8);
+ ASSERT(rb->DataType == GL_UNSIGNED_INT ||
+ rb->DataType == GL_UNSIGNED_INT_24_8);
+ for (j = 0; j < height; j++, y++) {
+ GLuint *dest = (GLuint *)
+ _mesa_image_address2d(packing, pixels, width, height,
+ GL_DEPTH_COMPONENT, type, j, 0);
+ GLint k;
+ rb->GetRow(ctx, rb, width, x, y, dest);
+ /* convert range from 24-bit to 32-bit */
+ if (rb->Format == MESA_FORMAT_X8_Z24 ||
+ rb->Format == MESA_FORMAT_S8_Z24) {
+ for (k = 0; k < width; k++) {
+ /* Note: put MSByte of 24-bit value into LSByte */
+ dest[k] = (dest[k] << 8) | ((dest[k] >> 16) & 0xff);
+ }
+ }
+ else {
+ for (k = 0; k < width; k++) {
+ /* Note: fill in LSByte by replication */
+ dest[k] = dest[k] | ((dest[k] >> 8) & 0xff);
+ }
+ }
+ }
+ }
+ else if (type == GL_UNSIGNED_INT && fb->Visual.depthBits == 32
+ && !biasOrScale && !packing->SwapBytes) {
+ /* Special case: directly read 32-bit unsigned depth values. */
+ GLint j;
+ ASSERT(rb->Format == MESA_FORMAT_Z32);
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ for (j = 0; j < height; j++, y++) {
+ void *dest = _mesa_image_address2d(packing, pixels, width, height,
+ GL_DEPTH_COMPONENT, type, j, 0);
+ rb->GetRow(ctx, rb, width, x, y, dest);
+ }
+ }
+ else {
+ /* General case (slower) */
+ GLint j;
+ for (j = 0; j < height; j++, y++) {
+ GLfloat depthValues[MAX_WIDTH];
+ GLvoid *dest = _mesa_image_address2d(packing, pixels, width, height,
+ GL_DEPTH_COMPONENT, type, j, 0);
+ _swrast_read_depth_span_float(ctx, rb, width, x, y, depthValues);
+ _mesa_pack_depth_span(ctx, width, dest, type, depthValues, packing);
+ }
+ }
+}
+
+
+/**
+ * Read pixels for format=GL_STENCIL_INDEX.
+ */
+static void
+read_stencil_pixels( struct gl_context *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum type, GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing )
+{
+ struct gl_framebuffer *fb = ctx->ReadBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ GLint j;
+
+ if (!rb)
+ return;
+
+ /* width should never be > MAX_WIDTH since we did clipping earlier */
+ ASSERT(width <= MAX_WIDTH);
+
+ /* process image row by row */
+ for (j=0;j<height;j++,y++) {
+ GLvoid *dest;
+ GLstencil stencil[MAX_WIDTH];
+
+ _swrast_read_stencil_span(ctx, rb, width, x, y, stencil);
+
+ dest = _mesa_image_address2d(packing, pixels, width, height,
+ GL_STENCIL_INDEX, type, j, 0);
+
+ _mesa_pack_stencil_span(ctx, width, type, dest, stencil, packing);
+ }
+}
+
+
+
+/**
+ * Optimized glReadPixels for particular pixel formats when pixel
+ * scaling, biasing, mapping, etc. are disabled.
+ * \return GL_TRUE if success, GL_FALSE if unable to do the readpixels
+ */
+static GLboolean
+fast_read_rgba_pixels( struct gl_context *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ GLbitfield transferOps)
+{
+ struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer;
+
+ if (!rb)
+ return GL_FALSE;
+
+ ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB ||
+ rb->_BaseFormat == GL_ALPHA);
+
+ /* clipping should have already been done */
+ ASSERT(x + width <= (GLint) rb->Width);
+ ASSERT(y + height <= (GLint) rb->Height);
+
+ /* check for things we can't handle here */
+ if (transferOps ||
+ packing->SwapBytes ||
+ packing->LsbFirst) {
+ return GL_FALSE;
+ }
+
+ if (format == GL_RGBA && rb->DataType == type) {
+ const GLint dstStride = _mesa_image_row_stride(packing, width,
+ format, type);
+ GLubyte *dest
+ = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height,
+ format, type, 0, 0);
+ GLint row;
+ ASSERT(rb->GetRow);
+ for (row = 0; row < height; row++) {
+ rb->GetRow(ctx, rb, width, x, y + row, dest);
+ dest += dstStride;
+ }
+ return GL_TRUE;
+ }
+
+ if (format == GL_RGB &&
+ rb->DataType == GL_UNSIGNED_BYTE &&
+ type == GL_UNSIGNED_BYTE) {
+ const GLint dstStride = _mesa_image_row_stride(packing, width,
+ format, type);
+ GLubyte *dest
+ = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height,
+ format, type, 0, 0);
+ GLint row;
+ ASSERT(rb->GetRow);
+ for (row = 0; row < height; row++) {
+ GLubyte tempRow[MAX_WIDTH][4];
+ GLint col;
+ rb->GetRow(ctx, rb, width, x, y + row, tempRow);
+ /* convert RGBA to RGB */
+ for (col = 0; col < width; col++) {
+ dest[col * 3 + 0] = tempRow[col][0];
+ dest[col * 3 + 1] = tempRow[col][1];
+ dest[col * 3 + 2] = tempRow[col][2];
+ }
+ dest += dstStride;
+ }
+ return GL_TRUE;
+ }
+
+ /* not handled */
+ return GL_FALSE;
+}
+
+
+/**
+ * When we're using a low-precision color buffer (like 16-bit 5/6/5)
+ * we have to adjust our color values a bit to pass conformance.
+ * The problem is when a 5 or 6-bit color value is converted to an 8-bit
+ * value and then a floating point value, the floating point values don't
+ * increment uniformly as the 5 or 6-bit value is incremented.
+ *
+ * This function adjusts floating point values to compensate.
+ */
+static void
+adjust_colors(const struct gl_framebuffer *fb, GLuint n, GLfloat rgba[][4])
+{
+ const GLuint rShift = 8 - fb->Visual.redBits;
+ const GLuint gShift = 8 - fb->Visual.greenBits;
+ const GLuint bShift = 8 - fb->Visual.blueBits;
+ GLfloat rScale = 1.0F / (GLfloat) ((1 << fb->Visual.redBits ) - 1);
+ GLfloat gScale = 1.0F / (GLfloat) ((1 << fb->Visual.greenBits) - 1);
+ GLfloat bScale = 1.0F / (GLfloat) ((1 << fb->Visual.blueBits ) - 1);
+ GLuint i;
+
+ if (fb->Visual.redBits == 0)
+ rScale = 0;
+ if (fb->Visual.greenBits == 0)
+ gScale = 0;
+ if (fb->Visual.blueBits == 0)
+ bScale = 0;
+
+ for (i = 0; i < n; i++) {
+ GLint r, g, b;
+ /* convert float back to ubyte */
+ CLAMPED_FLOAT_TO_UBYTE(r, rgba[i][RCOMP]);
+ CLAMPED_FLOAT_TO_UBYTE(g, rgba[i][GCOMP]);
+ CLAMPED_FLOAT_TO_UBYTE(b, rgba[i][BCOMP]);
+ /* using only the N most significant bits of the ubyte value, convert to
+ * float in [0,1].
+ */
+ rgba[i][RCOMP] = (GLfloat) (r >> rShift) * rScale;
+ rgba[i][GCOMP] = (GLfloat) (g >> gShift) * gScale;
+ rgba[i][BCOMP] = (GLfloat) (b >> bShift) * bScale;
+ }
+}
+
+
+
+/*
+ * Read R, G, B, A, RGB, L, or LA pixels.
+ */
+static void
+read_rgba_pixels( struct gl_context *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type, GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLbitfield transferOps = ctx->_ImageTransferState;
+ struct gl_framebuffer *fb = ctx->ReadBuffer;
+ struct gl_renderbuffer *rb = fb->_ColorReadBuffer;
+
+ if (!rb)
+ return;
+
+ if (type == GL_FLOAT && ((ctx->Color.ClampReadColor == GL_TRUE) ||
+ (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB &&
+ rb->DataType != GL_FLOAT)))
+ transferOps |= IMAGE_CLAMP_BIT;
+
+ /* Try optimized path first */
+ if (fast_read_rgba_pixels(ctx, x, y, width, height,
+ format, type, pixels, packing, transferOps)) {
+ return; /* done! */
+ }
+
+ /* width should never be > MAX_WIDTH since we did clipping earlier */
+ ASSERT(width <= MAX_WIDTH);
+
+ do {
+ const GLint dstStride
+ = _mesa_image_row_stride(packing, width, format, type);
+ GLfloat (*rgba)[4] = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
+ GLint row;
+ GLubyte *dst
+ = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height,
+ format, type, 0, 0);
+
+ for (row = 0; row < height; row++, y++) {
+
+ /* Get float rgba pixels */
+ _swrast_read_rgba_span(ctx, rb, width, x, y, GL_FLOAT, rgba);
+
+ /* apply fudge factor for shallow color buffers */
+ if (fb->Visual.redBits < 8 ||
+ fb->Visual.greenBits < 8 ||
+ fb->Visual.blueBits < 8) {
+ adjust_colors(fb, width, rgba);
+ }
+
+ /* pack the row of RGBA pixels into user's buffer */
+ _mesa_pack_rgba_span_float(ctx, width, rgba, format, type, dst,
+ packing, transferOps);
+
+ dst += dstStride;
+ }
+ } while (0);
+}
+
+
+/**
+ * Read combined depth/stencil values.
+ * We'll have already done error checking to be sure the expected
+ * depth and stencil buffers really exist.
+ */
+static void
+read_depth_stencil_pixels(struct gl_context *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum type, GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing )
+{
+ const GLboolean scaleOrBias
+ = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
+ const GLboolean stencilTransfer = ctx->Pixel.IndexShift
+ || ctx->Pixel.IndexOffset || ctx->Pixel.MapStencilFlag;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+
+ depthRb = ctx->ReadBuffer->_DepthBuffer;
+ stencilRb = ctx->ReadBuffer->_StencilBuffer;
+
+ if (!depthRb || !stencilRb)
+ return;
+
+ depthRb = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+ stencilRb = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
+
+ if (depthRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
+ stencilRb->_BaseFormat == GL_DEPTH_STENCIL_EXT &&
+ depthRb == stencilRb &&
+ !scaleOrBias &&
+ !stencilTransfer) {
+ /* This is the ideal case.
+ * Reading GL_DEPTH_STENCIL pixels from combined depth/stencil buffer.
+ * Plus, no pixel transfer ops to worry about!
+ */
+ GLint i;
+ GLint dstStride = _mesa_image_row_stride(packing, width,
+ GL_DEPTH_STENCIL_EXT, type);
+ GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, pixels,
+ width, height,
+ GL_DEPTH_STENCIL_EXT,
+ type, 0, 0);
+ for (i = 0; i < height; i++) {
+ depthRb->GetRow(ctx, depthRb, width, x, y + i, dst);
+ dst += dstStride;
+ }
+ }
+ else {
+ /* Reading GL_DEPTH_STENCIL pixels from separate depth/stencil buffers,
+ * or we need pixel transfer.
+ */
+ GLint i;
+ depthRb = ctx->ReadBuffer->_DepthBuffer;
+ stencilRb = ctx->ReadBuffer->_StencilBuffer;
+
+ for (i = 0; i < height; i++) {
+ GLstencil stencilVals[MAX_WIDTH];
+
+ GLuint *depthStencilDst = (GLuint *)
+ _mesa_image_address2d(packing, pixels, width, height,
+ GL_DEPTH_STENCIL_EXT, type, i, 0);
+
+ _swrast_read_stencil_span(ctx, stencilRb, width,
+ x, y + i, stencilVals);
+
+ if (!scaleOrBias && !stencilTransfer
+ && ctx->ReadBuffer->Visual.depthBits == 24) {
+ /* ideal case */
+ GLuint zVals[MAX_WIDTH]; /* 24-bit values! */
+ GLint j;
+ ASSERT(depthRb->DataType == GL_UNSIGNED_INT);
+ /* note, we've already been clipped */
+ depthRb->GetRow(ctx, depthRb, width, x, y + i, zVals);
+ for (j = 0; j < width; j++) {
+ depthStencilDst[j] = (zVals[j] << 8) | (stencilVals[j] & 0xff);
+ }
+ }
+ else {
+ /* general case */
+ GLfloat depthVals[MAX_WIDTH];
+ _swrast_read_depth_span_float(ctx, depthRb, width, x, y + i,
+ depthVals);
+ _mesa_pack_depth_stencil_span(ctx, width, depthStencilDst,
+ depthVals, stencilVals, packing);
+ }
+ }
+ }
+}
+
+
+
+/**
+ * Software fallback routine for ctx->Driver.ReadPixels().
+ * By time we get here, all error checking will have been done.
+ */
+void
+_swrast_ReadPixels( struct gl_context *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *packing,
+ GLvoid *pixels )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ struct gl_pixelstore_attrib clippedPacking = *packing;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ /* Need to do swrast_render_start() before clipping or anything else
+ * since this is where a driver may grab the hw lock and get an updated
+ * window size.
+ */
+ swrast_render_start(ctx);
+
+ if (swrast->NewState)
+ _swrast_validate_derived( ctx );
+
+ /* Do all needed clipping here, so that we can forget about it later */
+ if (_mesa_clip_readpixels(ctx, &x, &y, &width, &height, &clippedPacking)) {
+
+ pixels = _mesa_map_pbo_dest(ctx, &clippedPacking, pixels);
+
+ if (pixels) {
+ switch (format) {
+ case GL_STENCIL_INDEX:
+ read_stencil_pixels(ctx, x, y, width, height, type, pixels,
+ &clippedPacking);
+ break;
+ case GL_DEPTH_COMPONENT:
+ read_depth_pixels(ctx, x, y, width, height, type, pixels,
+ &clippedPacking);
+ break;
+ case GL_DEPTH_STENCIL_EXT:
+ read_depth_stencil_pixels(ctx, x, y, width, height, type, pixels,
+ &clippedPacking);
+ break;
+ default:
+ /* all other formats should be color formats */
+ read_rgba_pixels(ctx, x, y, width, height, format, type, pixels,
+ &clippedPacking);
+ }
+
+ _mesa_unmap_pbo_dest(ctx, &clippedPacking);
+ }
+ }
+
+ swrast_render_finish(ctx);
+}
diff --git a/mesalib/src/mesa/swrast/s_texcombine.c b/mesalib/src/mesa/swrast/s_texcombine.c index 0c8cc9ff3..a7f4fe67d 100644 --- a/mesalib/src/mesa/swrast/s_texcombine.c +++ b/mesalib/src/mesa/swrast/s_texcombine.c @@ -1,737 +1,737 @@ -/* - * Mesa 3-D graphics library - * Version: 7.5 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * Copyright (C) 2009 VMware, Inc. All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -#include "main/glheader.h" -#include "main/context.h" -#include "main/colormac.h" -#include "main/imports.h" -#include "main/pixeltransfer.h" -#include "program/prog_instruction.h" - -#include "s_context.h" -#include "s_texcombine.h" - - -/** - * Pointer to array of float[4] - * This type makes the code below more concise and avoids a lot of casting. - */ -typedef float (*float4_array)[4]; - - -/** - * Return array of texels for given unit. - */ -static INLINE float4_array -get_texel_array(SWcontext *swrast, GLuint unit) -{ - return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4); -} - - - -/** - * Do texture application for: - * GL_EXT_texture_env_combine - * GL_ARB_texture_env_combine - * GL_EXT_texture_env_dot3 - * GL_ARB_texture_env_dot3 - * GL_ATI_texture_env_combine3 - * GL_NV_texture_env_combine4 - * conventional GL texture env modes - * - * \param ctx rendering context - * \param unit the texture combiner unit - * \param n number of fragments to process (span width) - * \param primary_rgba incoming fragment color array - * \param texelBuffer pointer to texel colors for all texture units - * - * \param rgba incoming/result fragment colors - */ -static void -texture_combine( struct gl_context *ctx, GLuint unit, GLuint n, - const float4_array primary_rgba, - const GLfloat *texelBuffer, - GLchan (*rgbaChan)[4] ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); - const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine; - float4_array argRGB[MAX_COMBINER_TERMS]; - float4_array argA[MAX_COMBINER_TERMS]; - const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB); - const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA); - const GLuint numArgsRGB = combine->_NumArgsRGB; - const GLuint numArgsA = combine->_NumArgsA; - float4_array ccolor[4], rgba; - GLuint i, term; - - /* alloc temp pixel buffers */ - rgba = (float4_array) malloc(4 * n * sizeof(GLfloat)); - if (!rgba) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); - return; - } - - for (i = 0; i < numArgsRGB || i < numArgsA; i++) { - ccolor[i] = (float4_array) malloc(4 * n * sizeof(GLfloat)); - if (!ccolor[i]) { - while (i) { - free(ccolor[i]); - i--; - } - _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); - return; - } - } - - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]); - rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]); - rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]); - rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]); - } - - /* - printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", - combine->ModeRGB, - combine->ModeA, - combine->SourceRGB[0], - combine->SourceA[0], - combine->SourceRGB[1], - combine->SourceA[1]); - */ - - /* - * Do operand setup for up to 4 operands. Loop over the terms. - */ - for (term = 0; term < numArgsRGB; term++) { - const GLenum srcRGB = combine->SourceRGB[term]; - const GLenum operandRGB = combine->OperandRGB[term]; - - switch (srcRGB) { - case GL_TEXTURE: - argRGB[term] = get_texel_array(swrast, unit); - break; - case GL_PRIMARY_COLOR: - argRGB[term] = primary_rgba; - break; - case GL_PREVIOUS: - argRGB[term] = rgba; - break; - case GL_CONSTANT: - { - float4_array c = ccolor[term]; - GLfloat red = textureUnit->EnvColor[0]; - GLfloat green = textureUnit->EnvColor[1]; - GLfloat blue = textureUnit->EnvColor[2]; - GLfloat alpha = textureUnit->EnvColor[3]; - for (i = 0; i < n; i++) { - ASSIGN_4V(c[i], red, green, blue, alpha); - } - argRGB[term] = ccolor[term]; - } - break; - /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. - */ - case GL_ZERO: - { - float4_array c = ccolor[term]; - for (i = 0; i < n; i++) { - ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F); - } - argRGB[term] = ccolor[term]; - } - break; - case GL_ONE: - { - float4_array c = ccolor[term]; - for (i = 0; i < n; i++) { - ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F); - } - argRGB[term] = ccolor[term]; - } - break; - default: - /* ARB_texture_env_crossbar source */ - { - const GLuint srcUnit = srcRGB - GL_TEXTURE0; - ASSERT(srcUnit < ctx->Const.MaxTextureUnits); - if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) - goto end; - argRGB[term] = get_texel_array(swrast, srcUnit); - } - } - - if (operandRGB != GL_SRC_COLOR) { - float4_array src = argRGB[term]; - float4_array dst = ccolor[term]; - - /* point to new arg[term] storage */ - argRGB[term] = ccolor[term]; - - switch (operandRGB) { - case GL_ONE_MINUS_SRC_COLOR: - for (i = 0; i < n; i++) { - dst[i][RCOMP] = 1.0F - src[i][RCOMP]; - dst[i][GCOMP] = 1.0F - src[i][GCOMP]; - dst[i][BCOMP] = 1.0F - src[i][BCOMP]; - } - break; - case GL_SRC_ALPHA: - for (i = 0; i < n; i++) { - dst[i][RCOMP] = - dst[i][GCOMP] = - dst[i][BCOMP] = src[i][ACOMP]; - } - break; - case GL_ONE_MINUS_SRC_ALPHA: - for (i = 0; i < n; i++) { - dst[i][RCOMP] = - dst[i][GCOMP] = - dst[i][BCOMP] = 1.0F - src[i][ACOMP]; - } - break; - default: - _mesa_problem(ctx, "Bad operandRGB"); - } - } - } - - /* - * Set up the argA[term] pointers - */ - for (term = 0; term < numArgsA; term++) { - const GLenum srcA = combine->SourceA[term]; - const GLenum operandA = combine->OperandA[term]; - - switch (srcA) { - case GL_TEXTURE: - argA[term] = get_texel_array(swrast, unit); - break; - case GL_PRIMARY_COLOR: - argA[term] = primary_rgba; - break; - case GL_PREVIOUS: - argA[term] = rgba; - break; - case GL_CONSTANT: - { - float4_array c = ccolor[term]; - GLfloat alpha = textureUnit->EnvColor[3]; - for (i = 0; i < n; i++) - c[i][ACOMP] = alpha; - argA[term] = ccolor[term]; - } - break; - /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. - */ - case GL_ZERO: - { - float4_array c = ccolor[term]; - for (i = 0; i < n; i++) - c[i][ACOMP] = 0.0F; - argA[term] = ccolor[term]; - } - break; - case GL_ONE: - { - float4_array c = ccolor[term]; - for (i = 0; i < n; i++) - c[i][ACOMP] = 1.0F; - argA[term] = ccolor[term]; - } - break; - default: - /* ARB_texture_env_crossbar source */ - { - const GLuint srcUnit = srcA - GL_TEXTURE0; - ASSERT(srcUnit < ctx->Const.MaxTextureUnits); - if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) - goto end; - argA[term] = get_texel_array(swrast, srcUnit); - } - } - - if (operandA == GL_ONE_MINUS_SRC_ALPHA) { - float4_array src = argA[term]; - float4_array dst = ccolor[term]; - argA[term] = ccolor[term]; - for (i = 0; i < n; i++) { - dst[i][ACOMP] = 1.0F - src[i][ACOMP]; - } - } - } - - /* RGB channel combine */ - { - float4_array arg0 = argRGB[0]; - float4_array arg1 = argRGB[1]; - float4_array arg2 = argRGB[2]; - float4_array arg3 = argRGB[3]; - - switch (combine->ModeRGB) { - case GL_REPLACE: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB; - rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB; - rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB; - } - break; - case GL_MODULATE: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB; - rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB; - rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB; - } - break; - case GL_ADD: - if (textureUnit->EnvMode == GL_COMBINE4_NV) { - /* (a * b) + (c * d) */ - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + - arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB; - rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + - arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB; - rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + - arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB; - } - } - else { - /* 2-term addition */ - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB; - rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB; - rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB; - } - } - break; - case GL_ADD_SIGNED: - if (textureUnit->EnvMode == GL_COMBINE4_NV) { - /* (a * b) + (c * d) - 0.5 */ - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + - arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB; - rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + - arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB; - rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + - arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB; - } - } - else { - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB; - rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB; - rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB; - } - } - break; - case GL_INTERPOLATE: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + - arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB; - rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + - arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB; - rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + - arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB; - } - break; - case GL_SUBTRACT: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB; - rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB; - rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB; - } - break; - case GL_DOT3_RGB_EXT: - case GL_DOT3_RGBA_EXT: - /* Do not scale the result by 1 2 or 4 */ - for (i = 0; i < n; i++) { - GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + - (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + - (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) - * 4.0F; - dot = CLAMP(dot, 0.0F, 1.0F); - rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; - } - break; - case GL_DOT3_RGB: - case GL_DOT3_RGBA: - /* DO scale the result by 1 2 or 4 */ - for (i = 0; i < n; i++) { - GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + - (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + - (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) - * 4.0F * scaleRGB; - dot = CLAMP(dot, 0.0F, 1.0F); - rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; - } - break; - case GL_MODULATE_ADD_ATI: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + - arg1[i][RCOMP]) * scaleRGB; - rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + - arg1[i][GCOMP]) * scaleRGB; - rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + - arg1[i][BCOMP]) * scaleRGB; - } - break; - case GL_MODULATE_SIGNED_ADD_ATI: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + - arg1[i][RCOMP] - 0.5F) * scaleRGB; - rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + - arg1[i][GCOMP] - 0.5F) * scaleRGB; - rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + - arg1[i][BCOMP] - 0.5F) * scaleRGB; - } - break; - case GL_MODULATE_SUBTRACT_ATI: - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - - arg1[i][RCOMP]) * scaleRGB; - rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - - arg1[i][GCOMP]) * scaleRGB; - rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - - arg1[i][BCOMP]) * scaleRGB; - } - break; - case GL_BUMP_ENVMAP_ATI: - /* this produces a fixed rgba color, and the coord calc is done elsewhere */ - for (i = 0; i < n; i++) { - /* rgba result is 0,0,0,1 */ - rgba[i][RCOMP] = 0.0; - rgba[i][GCOMP] = 0.0; - rgba[i][BCOMP] = 0.0; - rgba[i][ACOMP] = 1.0; - } - goto end; /* no alpha processing */ - default: - _mesa_problem(ctx, "invalid combine mode"); - } - } - - /* Alpha channel combine */ - { - float4_array arg0 = argA[0]; - float4_array arg1 = argA[1]; - float4_array arg2 = argA[2]; - float4_array arg3 = argA[3]; - - switch (combine->ModeA) { - case GL_REPLACE: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA; - } - break; - case GL_MODULATE: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA; - } - break; - case GL_ADD: - if (textureUnit->EnvMode == GL_COMBINE4_NV) { - /* (a * b) + (c * d) */ - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + - arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA; - } - } - else { - /* two-term add */ - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA; - } - } - break; - case GL_ADD_SIGNED: - if (textureUnit->EnvMode == GL_COMBINE4_NV) { - /* (a * b) + (c * d) - 0.5 */ - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + - arg2[i][ACOMP] * arg3[i][ACOMP] - - 0.5F) * scaleA; - } - } - else { - /* a + b - 0.5 */ - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA; - } - } - break; - case GL_INTERPOLATE: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] + - arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP])) - * scaleA; - } - break; - case GL_SUBTRACT: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA; - } - break; - case GL_MODULATE_ADD_ATI: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) - + arg1[i][ACOMP]) * scaleA; - } - break; - case GL_MODULATE_SIGNED_ADD_ATI: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + - arg1[i][ACOMP] - 0.5F) * scaleA; - } - break; - case GL_MODULATE_SUBTRACT_ATI: - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) - - arg1[i][ACOMP]) * scaleA; - } - break; - default: - _mesa_problem(ctx, "invalid combine mode"); - } - } - - /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining. - * This is kind of a kludge. It would have been better if the spec - * were written such that the GL_COMBINE_ALPHA value could be set to - * GL_DOT3. - */ - if (combine->ModeRGB == GL_DOT3_RGBA_EXT || - combine->ModeRGB == GL_DOT3_RGBA) { - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = rgba[i][RCOMP]; - } - } - - for (i = 0; i < n; i++) { - UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]); - UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]); - } - -end: - for (i = 0; i < numArgsRGB || i < numArgsA; i++) { - free(ccolor[i]); - } - free(rgba); -} - - -/** - * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels. - * See GL_EXT_texture_swizzle. - */ -static void -swizzle_texels(GLuint swizzle, GLuint count, float4_array texels) -{ - const GLuint swzR = GET_SWZ(swizzle, 0); - const GLuint swzG = GET_SWZ(swizzle, 1); - const GLuint swzB = GET_SWZ(swizzle, 2); - const GLuint swzA = GET_SWZ(swizzle, 3); - GLfloat vector[6]; - GLuint i; - - vector[SWIZZLE_ZERO] = 0; - vector[SWIZZLE_ONE] = 1.0F; - - for (i = 0; i < count; i++) { - vector[SWIZZLE_X] = texels[i][0]; - vector[SWIZZLE_Y] = texels[i][1]; - vector[SWIZZLE_Z] = texels[i][2]; - vector[SWIZZLE_W] = texels[i][3]; - texels[i][RCOMP] = vector[swzR]; - texels[i][GCOMP] = vector[swzG]; - texels[i][BCOMP] = vector[swzB]; - texels[i][ACOMP] = vector[swzA]; - } -} - - -/** - * Apply texture mapping to a span of fragments. - */ -void -_swrast_texture_span( struct gl_context *ctx, SWspan *span ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - float4_array primary_rgba; - GLuint unit; - - primary_rgba = (float4_array) malloc(span->end * 4 * sizeof(GLfloat)); - - if (!primary_rgba) { - _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span"); - return; - } - - ASSERT(span->end <= MAX_WIDTH); - - /* - * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) - */ - if (swrast->_TextureCombinePrimary) { - GLuint i; - for (i = 0; i < span->end; i++) { - primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); - primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); - primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); - primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); - } - } - - /* First must sample all bump maps */ - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - - if (texUnit->_ReallyEnabled && - texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) { - const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) - span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; - float4_array targetcoords = - span->array->attribs[FRAG_ATTRIB_TEX0 + - ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]; - - const struct gl_texture_object *curObj = texUnit->_Current; - GLfloat *lambda = span->array->lambda[unit]; - float4_array texels = get_texel_array(swrast, unit); - GLuint i; - GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0]; - GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1]; - GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2]; - GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3]; - - /* adjust texture lod (lambda) */ - if (span->arrayMask & SPAN_LAMBDA) { - if (texUnit->LodBias + curObj->LodBias != 0.0F) { - /* apply LOD bias, but don't clamp yet */ - const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, - -ctx->Const.MaxTextureLodBias, - ctx->Const.MaxTextureLodBias); - GLuint i; - for (i = 0; i < span->end; i++) { - lambda[i] += bias; - } - } - - if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { - /* apply LOD clamping to lambda */ - const GLfloat min = curObj->MinLod; - const GLfloat max = curObj->MaxLod; - GLuint i; - for (i = 0; i < span->end; i++) { - GLfloat l = lambda[i]; - lambda[i] = CLAMP(l, min, max); - } - } - } - - /* Sample the texture (span->end = number of fragments) */ - swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, - texcoords, lambda, texels ); - - /* manipulate the span values of the bump target - not sure this can work correctly even ignoring - the problem that channel is unsigned */ - for (i = 0; i < span->end; i++) { - targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] * - rotMatrix01) / targetcoords[i][3]; - targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] * - rotMatrix11) / targetcoords[i][3]; - } - } - } - - /* - * Must do all texture sampling before combining in order to - * accomodate GL_ARB_texture_env_crossbar. - */ - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - if (texUnit->_ReallyEnabled && - texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { - const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) - span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; - const struct gl_texture_object *curObj = texUnit->_Current; - GLfloat *lambda = span->array->lambda[unit]; - float4_array texels = get_texel_array(swrast, unit); - - /* adjust texture lod (lambda) */ - if (span->arrayMask & SPAN_LAMBDA) { - if (texUnit->LodBias + curObj->LodBias != 0.0F) { - /* apply LOD bias, but don't clamp yet */ - const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, - -ctx->Const.MaxTextureLodBias, - ctx->Const.MaxTextureLodBias); - GLuint i; - for (i = 0; i < span->end; i++) { - lambda[i] += bias; - } - } - - if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { - /* apply LOD clamping to lambda */ - const GLfloat min = curObj->MinLod; - const GLfloat max = curObj->MaxLod; - GLuint i; - for (i = 0; i < span->end; i++) { - GLfloat l = lambda[i]; - lambda[i] = CLAMP(l, min, max); - } - } - } - - /* Sample the texture (span->end = number of fragments) */ - swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, - texcoords, lambda, texels ); - - /* GL_EXT_texture_swizzle */ - if (curObj->_Swizzle != SWIZZLE_NOOP) { - swizzle_texels(curObj->_Swizzle, span->end, texels); - } - } - } - - /* - * OK, now apply the texture (aka texture combine/blend). - * We modify the span->color.rgba values. - */ - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - if (ctx->Texture.Unit[unit]._ReallyEnabled) { - texture_combine( ctx, unit, span->end, - primary_rgba, - swrast->TexelBuffer, - span->array->rgba ); - } - } - - free(primary_rgba); -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.5
+ *
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/imports.h"
+#include "main/pixeltransfer.h"
+#include "program/prog_instruction.h"
+
+#include "s_context.h"
+#include "s_texcombine.h"
+
+
+/**
+ * Pointer to array of float[4]
+ * This type makes the code below more concise and avoids a lot of casting.
+ */
+typedef float (*float4_array)[4];
+
+
+/**
+ * Return array of texels for given unit.
+ */
+static INLINE float4_array
+get_texel_array(SWcontext *swrast, GLuint unit)
+{
+ return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4);
+}
+
+
+
+/**
+ * Do texture application for:
+ * GL_EXT_texture_env_combine
+ * GL_ARB_texture_env_combine
+ * GL_EXT_texture_env_dot3
+ * GL_ARB_texture_env_dot3
+ * GL_ATI_texture_env_combine3
+ * GL_NV_texture_env_combine4
+ * conventional GL texture env modes
+ *
+ * \param ctx rendering context
+ * \param unit the texture combiner unit
+ * \param n number of fragments to process (span width)
+ * \param primary_rgba incoming fragment color array
+ * \param texelBuffer pointer to texel colors for all texture units
+ *
+ * \param rgba incoming/result fragment colors
+ */
+static void
+texture_combine( struct gl_context *ctx, GLuint unit, GLuint n,
+ const float4_array primary_rgba,
+ const GLfloat *texelBuffer,
+ GLchan (*rgbaChan)[4] )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
+ const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine;
+ float4_array argRGB[MAX_COMBINER_TERMS];
+ float4_array argA[MAX_COMBINER_TERMS];
+ const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB);
+ const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA);
+ const GLuint numArgsRGB = combine->_NumArgsRGB;
+ const GLuint numArgsA = combine->_NumArgsA;
+ float4_array ccolor[4], rgba;
+ GLuint i, term;
+
+ /* alloc temp pixel buffers */
+ rgba = (float4_array) malloc(4 * n * sizeof(GLfloat));
+ if (!rgba) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
+ return;
+ }
+
+ for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
+ ccolor[i] = (float4_array) malloc(4 * n * sizeof(GLfloat));
+ if (!ccolor[i]) {
+ while (i) {
+ free(ccolor[i]);
+ i--;
+ }
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
+ return;
+ }
+ }
+
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
+ rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
+ rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);
+ rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]);
+ }
+
+ /*
+ printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
+ combine->ModeRGB,
+ combine->ModeA,
+ combine->SourceRGB[0],
+ combine->SourceA[0],
+ combine->SourceRGB[1],
+ combine->SourceA[1]);
+ */
+
+ /*
+ * Do operand setup for up to 4 operands. Loop over the terms.
+ */
+ for (term = 0; term < numArgsRGB; term++) {
+ const GLenum srcRGB = combine->SourceRGB[term];
+ const GLenum operandRGB = combine->OperandRGB[term];
+
+ switch (srcRGB) {
+ case GL_TEXTURE:
+ argRGB[term] = get_texel_array(swrast, unit);
+ break;
+ case GL_PRIMARY_COLOR:
+ argRGB[term] = primary_rgba;
+ break;
+ case GL_PREVIOUS:
+ argRGB[term] = rgba;
+ break;
+ case GL_CONSTANT:
+ {
+ float4_array c = ccolor[term];
+ GLfloat red = textureUnit->EnvColor[0];
+ GLfloat green = textureUnit->EnvColor[1];
+ GLfloat blue = textureUnit->EnvColor[2];
+ GLfloat alpha = textureUnit->EnvColor[3];
+ for (i = 0; i < n; i++) {
+ ASSIGN_4V(c[i], red, green, blue, alpha);
+ }
+ argRGB[term] = ccolor[term];
+ }
+ break;
+ /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
+ */
+ case GL_ZERO:
+ {
+ float4_array c = ccolor[term];
+ for (i = 0; i < n; i++) {
+ ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F);
+ }
+ argRGB[term] = ccolor[term];
+ }
+ break;
+ case GL_ONE:
+ {
+ float4_array c = ccolor[term];
+ for (i = 0; i < n; i++) {
+ ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F);
+ }
+ argRGB[term] = ccolor[term];
+ }
+ break;
+ default:
+ /* ARB_texture_env_crossbar source */
+ {
+ const GLuint srcUnit = srcRGB - GL_TEXTURE0;
+ ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ goto end;
+ argRGB[term] = get_texel_array(swrast, srcUnit);
+ }
+ }
+
+ if (operandRGB != GL_SRC_COLOR) {
+ float4_array src = argRGB[term];
+ float4_array dst = ccolor[term];
+
+ /* point to new arg[term] storage */
+ argRGB[term] = ccolor[term];
+
+ switch (operandRGB) {
+ case GL_ONE_MINUS_SRC_COLOR:
+ for (i = 0; i < n; i++) {
+ dst[i][RCOMP] = 1.0F - src[i][RCOMP];
+ dst[i][GCOMP] = 1.0F - src[i][GCOMP];
+ dst[i][BCOMP] = 1.0F - src[i][BCOMP];
+ }
+ break;
+ case GL_SRC_ALPHA:
+ for (i = 0; i < n; i++) {
+ dst[i][RCOMP] =
+ dst[i][GCOMP] =
+ dst[i][BCOMP] = src[i][ACOMP];
+ }
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ for (i = 0; i < n; i++) {
+ dst[i][RCOMP] =
+ dst[i][GCOMP] =
+ dst[i][BCOMP] = 1.0F - src[i][ACOMP];
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad operandRGB");
+ }
+ }
+ }
+
+ /*
+ * Set up the argA[term] pointers
+ */
+ for (term = 0; term < numArgsA; term++) {
+ const GLenum srcA = combine->SourceA[term];
+ const GLenum operandA = combine->OperandA[term];
+
+ switch (srcA) {
+ case GL_TEXTURE:
+ argA[term] = get_texel_array(swrast, unit);
+ break;
+ case GL_PRIMARY_COLOR:
+ argA[term] = primary_rgba;
+ break;
+ case GL_PREVIOUS:
+ argA[term] = rgba;
+ break;
+ case GL_CONSTANT:
+ {
+ float4_array c = ccolor[term];
+ GLfloat alpha = textureUnit->EnvColor[3];
+ for (i = 0; i < n; i++)
+ c[i][ACOMP] = alpha;
+ argA[term] = ccolor[term];
+ }
+ break;
+ /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
+ */
+ case GL_ZERO:
+ {
+ float4_array c = ccolor[term];
+ for (i = 0; i < n; i++)
+ c[i][ACOMP] = 0.0F;
+ argA[term] = ccolor[term];
+ }
+ break;
+ case GL_ONE:
+ {
+ float4_array c = ccolor[term];
+ for (i = 0; i < n; i++)
+ c[i][ACOMP] = 1.0F;
+ argA[term] = ccolor[term];
+ }
+ break;
+ default:
+ /* ARB_texture_env_crossbar source */
+ {
+ const GLuint srcUnit = srcA - GL_TEXTURE0;
+ ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ goto end;
+ argA[term] = get_texel_array(swrast, srcUnit);
+ }
+ }
+
+ if (operandA == GL_ONE_MINUS_SRC_ALPHA) {
+ float4_array src = argA[term];
+ float4_array dst = ccolor[term];
+ argA[term] = ccolor[term];
+ for (i = 0; i < n; i++) {
+ dst[i][ACOMP] = 1.0F - src[i][ACOMP];
+ }
+ }
+ }
+
+ /* RGB channel combine */
+ {
+ float4_array arg0 = argRGB[0];
+ float4_array arg1 = argRGB[1];
+ float4_array arg2 = argRGB[2];
+ float4_array arg3 = argRGB[3];
+
+ switch (combine->ModeRGB) {
+ case GL_REPLACE:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB;
+ rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB;
+ rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB;
+ }
+ break;
+ case GL_MODULATE:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB;
+ rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB;
+ rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB;
+ }
+ break;
+ case GL_ADD:
+ if (textureUnit->EnvMode == GL_COMBINE4_NV) {
+ /* (a * b) + (c * d) */
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
+ arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
+ arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
+ arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB;
+ }
+ }
+ else {
+ /* 2-term addition */
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB;
+ }
+ }
+ break;
+ case GL_ADD_SIGNED:
+ if (textureUnit->EnvMode == GL_COMBINE4_NV) {
+ /* (a * b) + (c * d) - 0.5 */
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
+ arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
+ arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
+ arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB;
+ }
+ }
+ else {
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB;
+ }
+ }
+ break;
+ case GL_INTERPOLATE:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
+ arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
+ arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
+ arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB;
+ }
+ break;
+ case GL_SUBTRACT:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB;
+ }
+ break;
+ case GL_DOT3_RGB_EXT:
+ case GL_DOT3_RGBA_EXT:
+ /* Do not scale the result by 1 2 or 4 */
+ for (i = 0; i < n; i++) {
+ GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
+ (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
+ (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
+ * 4.0F;
+ dot = CLAMP(dot, 0.0F, 1.0F);
+ rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
+ }
+ break;
+ case GL_DOT3_RGB:
+ case GL_DOT3_RGBA:
+ /* DO scale the result by 1 2 or 4 */
+ for (i = 0; i < n; i++) {
+ GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
+ (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
+ (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
+ * 4.0F * scaleRGB;
+ dot = CLAMP(dot, 0.0F, 1.0F);
+ rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
+ }
+ break;
+ case GL_MODULATE_ADD_ATI:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
+ arg1[i][RCOMP]) * scaleRGB;
+ rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
+ arg1[i][GCOMP]) * scaleRGB;
+ rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
+ arg1[i][BCOMP]) * scaleRGB;
+ }
+ break;
+ case GL_MODULATE_SIGNED_ADD_ATI:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
+ arg1[i][RCOMP] - 0.5F) * scaleRGB;
+ rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
+ arg1[i][GCOMP] - 0.5F) * scaleRGB;
+ rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
+ arg1[i][BCOMP] - 0.5F) * scaleRGB;
+ }
+ break;
+ case GL_MODULATE_SUBTRACT_ATI:
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) -
+ arg1[i][RCOMP]) * scaleRGB;
+ rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) -
+ arg1[i][GCOMP]) * scaleRGB;
+ rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) -
+ arg1[i][BCOMP]) * scaleRGB;
+ }
+ break;
+ case GL_BUMP_ENVMAP_ATI:
+ /* this produces a fixed rgba color, and the coord calc is done elsewhere */
+ for (i = 0; i < n; i++) {
+ /* rgba result is 0,0,0,1 */
+ rgba[i][RCOMP] = 0.0;
+ rgba[i][GCOMP] = 0.0;
+ rgba[i][BCOMP] = 0.0;
+ rgba[i][ACOMP] = 1.0;
+ }
+ goto end; /* no alpha processing */
+ default:
+ _mesa_problem(ctx, "invalid combine mode");
+ }
+ }
+
+ /* Alpha channel combine */
+ {
+ float4_array arg0 = argA[0];
+ float4_array arg1 = argA[1];
+ float4_array arg2 = argA[2];
+ float4_array arg3 = argA[3];
+
+ switch (combine->ModeA) {
+ case GL_REPLACE:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA;
+ }
+ break;
+ case GL_MODULATE:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA;
+ }
+ break;
+ case GL_ADD:
+ if (textureUnit->EnvMode == GL_COMBINE4_NV) {
+ /* (a * b) + (c * d) */
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
+ arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA;
+ }
+ }
+ else {
+ /* two-term add */
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA;
+ }
+ }
+ break;
+ case GL_ADD_SIGNED:
+ if (textureUnit->EnvMode == GL_COMBINE4_NV) {
+ /* (a * b) + (c * d) - 0.5 */
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
+ arg2[i][ACOMP] * arg3[i][ACOMP] -
+ 0.5F) * scaleA;
+ }
+ }
+ else {
+ /* a + b - 0.5 */
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA;
+ }
+ }
+ break;
+ case GL_INTERPOLATE:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
+ arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP]))
+ * scaleA;
+ }
+ break;
+ case GL_SUBTRACT:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA;
+ }
+ break;
+ case GL_MODULATE_ADD_ATI:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
+ + arg1[i][ACOMP]) * scaleA;
+ }
+ break;
+ case GL_MODULATE_SIGNED_ADD_ATI:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) +
+ arg1[i][ACOMP] - 0.5F) * scaleA;
+ }
+ break;
+ case GL_MODULATE_SUBTRACT_ATI:
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
+ - arg1[i][ACOMP]) * scaleA;
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "invalid combine mode");
+ }
+ }
+
+ /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
+ * This is kind of a kludge. It would have been better if the spec
+ * were written such that the GL_COMBINE_ALPHA value could be set to
+ * GL_DOT3.
+ */
+ if (combine->ModeRGB == GL_DOT3_RGBA_EXT ||
+ combine->ModeRGB == GL_DOT3_RGBA) {
+ for (i = 0; i < n; i++) {
+ rgba[i][ACOMP] = rgba[i][RCOMP];
+ }
+ }
+
+ for (i = 0; i < n; i++) {
+ UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
+ UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
+ UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
+ UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
+ }
+
+end:
+ for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
+ free(ccolor[i]);
+ }
+ free(rgba);
+}
+
+
+/**
+ * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
+ * See GL_EXT_texture_swizzle.
+ */
+static void
+swizzle_texels(GLuint swizzle, GLuint count, float4_array texels)
+{
+ const GLuint swzR = GET_SWZ(swizzle, 0);
+ const GLuint swzG = GET_SWZ(swizzle, 1);
+ const GLuint swzB = GET_SWZ(swizzle, 2);
+ const GLuint swzA = GET_SWZ(swizzle, 3);
+ GLfloat vector[6];
+ GLuint i;
+
+ vector[SWIZZLE_ZERO] = 0;
+ vector[SWIZZLE_ONE] = 1.0F;
+
+ for (i = 0; i < count; i++) {
+ vector[SWIZZLE_X] = texels[i][0];
+ vector[SWIZZLE_Y] = texels[i][1];
+ vector[SWIZZLE_Z] = texels[i][2];
+ vector[SWIZZLE_W] = texels[i][3];
+ texels[i][RCOMP] = vector[swzR];
+ texels[i][GCOMP] = vector[swzG];
+ texels[i][BCOMP] = vector[swzB];
+ texels[i][ACOMP] = vector[swzA];
+ }
+}
+
+
+/**
+ * Apply texture mapping to a span of fragments.
+ */
+void
+_swrast_texture_span( struct gl_context *ctx, SWspan *span )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ float4_array primary_rgba;
+ GLuint unit;
+
+ primary_rgba = (float4_array) malloc(span->end * 4 * sizeof(GLfloat));
+
+ if (!primary_rgba) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span");
+ return;
+ }
+
+ ASSERT(span->end <= MAX_WIDTH);
+
+ /*
+ * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
+ */
+ if (swrast->_TextureCombinePrimary) {
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
+ primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
+ primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
+ primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
+ }
+ }
+
+ /* First must sample all bump maps */
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+
+ if (texUnit->_ReallyEnabled &&
+ texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
+ const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
+ span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
+ float4_array targetcoords =
+ span->array->attribs[FRAG_ATTRIB_TEX0 +
+ ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
+
+ const struct gl_texture_object *curObj = texUnit->_Current;
+ GLfloat *lambda = span->array->lambda[unit];
+ float4_array texels = get_texel_array(swrast, unit);
+ GLuint i;
+ GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0];
+ GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1];
+ GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2];
+ GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3];
+
+ /* adjust texture lod (lambda) */
+ if (span->arrayMask & SPAN_LAMBDA) {
+ if (texUnit->LodBias + curObj->LodBias != 0.0F) {
+ /* apply LOD bias, but don't clamp yet */
+ const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
+ -ctx->Const.MaxTextureLodBias,
+ ctx->Const.MaxTextureLodBias);
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ lambda[i] += bias;
+ }
+ }
+
+ if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
+ /* apply LOD clamping to lambda */
+ const GLfloat min = curObj->MinLod;
+ const GLfloat max = curObj->MaxLod;
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ GLfloat l = lambda[i];
+ lambda[i] = CLAMP(l, min, max);
+ }
+ }
+ }
+
+ /* Sample the texture (span->end = number of fragments) */
+ swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
+ texcoords, lambda, texels );
+
+ /* manipulate the span values of the bump target
+ not sure this can work correctly even ignoring
+ the problem that channel is unsigned */
+ for (i = 0; i < span->end; i++) {
+ targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] *
+ rotMatrix01) / targetcoords[i][3];
+ targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] *
+ rotMatrix11) / targetcoords[i][3];
+ }
+ }
+ }
+
+ /*
+ * Must do all texture sampling before combining in order to
+ * accomodate GL_ARB_texture_env_crossbar.
+ */
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ if (texUnit->_ReallyEnabled &&
+ texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
+ const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
+ span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
+ const struct gl_texture_object *curObj = texUnit->_Current;
+ GLfloat *lambda = span->array->lambda[unit];
+ float4_array texels = get_texel_array(swrast, unit);
+
+ /* adjust texture lod (lambda) */
+ if (span->arrayMask & SPAN_LAMBDA) {
+ if (texUnit->LodBias + curObj->LodBias != 0.0F) {
+ /* apply LOD bias, but don't clamp yet */
+ const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
+ -ctx->Const.MaxTextureLodBias,
+ ctx->Const.MaxTextureLodBias);
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ lambda[i] += bias;
+ }
+ }
+
+ if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
+ /* apply LOD clamping to lambda */
+ const GLfloat min = curObj->MinLod;
+ const GLfloat max = curObj->MaxLod;
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ GLfloat l = lambda[i];
+ lambda[i] = CLAMP(l, min, max);
+ }
+ }
+ }
+
+ /* Sample the texture (span->end = number of fragments) */
+ swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
+ texcoords, lambda, texels );
+
+ /* GL_EXT_texture_swizzle */
+ if (curObj->_Swizzle != SWIZZLE_NOOP) {
+ swizzle_texels(curObj->_Swizzle, span->end, texels);
+ }
+ }
+ }
+
+ /*
+ * OK, now apply the texture (aka texture combine/blend).
+ * We modify the span->color.rgba values.
+ */
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ texture_combine( ctx, unit, span->end,
+ primary_rgba,
+ swrast->TexelBuffer,
+ span->array->rgba );
+ }
+ }
+
+ free(primary_rgba);
+}
diff --git a/mesalib/src/mesa/swrast/s_texfilter.c b/mesalib/src/mesa/swrast/s_texfilter.c index 42785400c..1d2b635e7 100644 --- a/mesalib/src/mesa/swrast/s_texfilter.c +++ b/mesalib/src/mesa/swrast/s_texfilter.c @@ -1,3314 +1,3314 @@ -/* - * Mesa 3-D graphics library - * Version: 7.3 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -#include "main/glheader.h" -#include "main/context.h" -#include "main/colormac.h" -#include "main/imports.h" - -#include "s_context.h" -#include "s_texfilter.h" - - -/* - * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes - * see 1-pixel bands of improperly weighted linear-filtered textures. - * The tests/texwrap.c demo is a good test. - * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0. - * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x). - */ -#define FRAC(f) ((f) - IFLOOR(f)) - - - -/** - * Linear interpolation macro - */ -#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) ) - - -/** - * Do 2D/biliner interpolation of float values. - * v00, v10, v01 and v11 are typically four texture samples in a square/box. - * a and b are the horizontal and vertical interpolants. - * It's important that this function is inlined when compiled with - * optimization! If we find that's not true on some systems, convert - * to a macro. - */ -static INLINE GLfloat -lerp_2d(GLfloat a, GLfloat b, - GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11) -{ - const GLfloat temp0 = LERP(a, v00, v10); - const GLfloat temp1 = LERP(a, v01, v11); - return LERP(b, temp0, temp1); -} - - -/** - * Do 3D/trilinear interpolation of float values. - * \sa lerp_2d - */ -static INLINE GLfloat -lerp_3d(GLfloat a, GLfloat b, GLfloat c, - GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110, - GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111) -{ - const GLfloat temp00 = LERP(a, v000, v100); - const GLfloat temp10 = LERP(a, v010, v110); - const GLfloat temp01 = LERP(a, v001, v101); - const GLfloat temp11 = LERP(a, v011, v111); - const GLfloat temp0 = LERP(b, temp00, temp10); - const GLfloat temp1 = LERP(b, temp01, temp11); - return LERP(c, temp0, temp1); -} - - -/** - * Do linear interpolation of colors. - */ -static INLINE void -lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4]) -{ - result[0] = LERP(t, a[0], b[0]); - result[1] = LERP(t, a[1], b[1]); - result[2] = LERP(t, a[2], b[2]); - result[3] = LERP(t, a[3], b[3]); -} - - -/** - * Do bilinear interpolation of colors. - */ -static INLINE void -lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b, - const GLfloat t00[4], const GLfloat t10[4], - const GLfloat t01[4], const GLfloat t11[4]) -{ - result[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]); - result[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]); - result[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); - result[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); -} - - -/** - * Do trilinear interpolation of colors. - */ -static INLINE void -lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, - const GLfloat t000[4], const GLfloat t100[4], - const GLfloat t010[4], const GLfloat t110[4], - const GLfloat t001[4], const GLfloat t101[4], - const GLfloat t011[4], const GLfloat t111[4]) -{ - GLuint k; - /* compiler should unroll these short loops */ - for (k = 0; k < 4; k++) { - result[k] = lerp_3d(a, b, c, t000[k], t100[k], t010[k], t110[k], - t001[k], t101[k], t011[k], t111[k]); - } -} - - -/** - * Used for GL_REPEAT wrap mode. Using A % B doesn't produce the - * right results for A<0. Casting to A to be unsigned only works if B - * is a power of two. Adding a bias to A (which is a multiple of B) - * avoids the problems with A < 0 (for reasonable A) without using a - * conditional. - */ -#define REMAINDER(A, B) (((A) + (B) * 1024) % (B)) - - -/** - * Used to compute texel locations for linear sampling. - * Input: - * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER - * s = texcoord in [0,1] - * size = width (or height or depth) of texture - * Output: - * i0, i1 = returns two nearest texel indexes - * weight = returns blend factor between texels - */ -static INLINE void -linear_texel_locations(GLenum wrapMode, - const struct gl_texture_image *img, - GLint size, GLfloat s, - GLint *i0, GLint *i1, GLfloat *weight) -{ - GLfloat u; - switch (wrapMode) { - case GL_REPEAT: - u = s * size - 0.5F; - if (img->_IsPowerOfTwo) { - *i0 = IFLOOR(u) & (size - 1); - *i1 = (*i0 + 1) & (size - 1); - } - else { - *i0 = REMAINDER(IFLOOR(u), size); - *i1 = REMAINDER(*i0 + 1, size); - } - break; - case GL_CLAMP_TO_EDGE: - if (s <= 0.0F) - u = 0.0F; - else if (s >= 1.0F) - u = (GLfloat) size; - else - u = s * size; - u -= 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - if (*i0 < 0) - *i0 = 0; - if (*i1 >= (GLint) size) - *i1 = size - 1; - break; - case GL_CLAMP_TO_BORDER: - { - const GLfloat min = -1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - if (s <= min) - u = min * size; - else if (s >= max) - u = max * size; - else - u = s * size; - u -= 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - } - break; - case GL_MIRRORED_REPEAT: - { - const GLint flr = IFLOOR(s); - if (flr & 1) - u = 1.0F - (s - (GLfloat) flr); - else - u = s - (GLfloat) flr; - u = (u * size) - 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - if (*i0 < 0) - *i0 = 0; - if (*i1 >= (GLint) size) - *i1 = size - 1; - } - break; - case GL_MIRROR_CLAMP_EXT: - u = FABSF(s); - if (u >= 1.0F) - u = (GLfloat) size; - else - u *= size; - u -= 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - break; - case GL_MIRROR_CLAMP_TO_EDGE_EXT: - u = FABSF(s); - if (u >= 1.0F) - u = (GLfloat) size; - else - u *= size; - u -= 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - if (*i0 < 0) - *i0 = 0; - if (*i1 >= (GLint) size) - *i1 = size - 1; - break; - case GL_MIRROR_CLAMP_TO_BORDER_EXT: - { - const GLfloat min = -1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - u = FABSF(s); - if (u <= min) - u = min * size; - else if (u >= max) - u = max * size; - else - u *= size; - u -= 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - } - break; - case GL_CLAMP: - if (s <= 0.0F) - u = 0.0F; - else if (s >= 1.0F) - u = (GLfloat) size; - else - u = s * size; - u -= 0.5F; - *i0 = IFLOOR(u); - *i1 = *i0 + 1; - break; - default: - _mesa_problem(NULL, "Bad wrap mode"); - u = 0.0F; - } - *weight = FRAC(u); -} - - -/** - * Used to compute texel location for nearest sampling. - */ -static INLINE GLint -nearest_texel_location(GLenum wrapMode, - const struct gl_texture_image *img, - GLint size, GLfloat s) -{ - GLint i; - - switch (wrapMode) { - case GL_REPEAT: - /* s limited to [0,1) */ - /* i limited to [0,size-1] */ - i = IFLOOR(s * size); - if (img->_IsPowerOfTwo) - i &= (size - 1); - else - i = REMAINDER(i, size); - return i; - case GL_CLAMP_TO_EDGE: - { - /* s limited to [min,max] */ - /* i limited to [0, size-1] */ - const GLfloat min = 1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - if (s < min) - i = 0; - else if (s > max) - i = size - 1; - else - i = IFLOOR(s * size); - } - return i; - case GL_CLAMP_TO_BORDER: - { - /* s limited to [min,max] */ - /* i limited to [-1, size] */ - const GLfloat min = -1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - if (s <= min) - i = -1; - else if (s >= max) - i = size; - else - i = IFLOOR(s * size); - } - return i; - case GL_MIRRORED_REPEAT: - { - const GLfloat min = 1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - const GLint flr = IFLOOR(s); - GLfloat u; - if (flr & 1) - u = 1.0F - (s - (GLfloat) flr); - else - u = s - (GLfloat) flr; - if (u < min) - i = 0; - else if (u > max) - i = size - 1; - else - i = IFLOOR(u * size); - } - return i; - case GL_MIRROR_CLAMP_EXT: - { - /* s limited to [0,1] */ - /* i limited to [0,size-1] */ - const GLfloat u = FABSF(s); - if (u <= 0.0F) - i = 0; - else if (u >= 1.0F) - i = size - 1; - else - i = IFLOOR(u * size); - } - return i; - case GL_MIRROR_CLAMP_TO_EDGE_EXT: - { - /* s limited to [min,max] */ - /* i limited to [0, size-1] */ - const GLfloat min = 1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - const GLfloat u = FABSF(s); - if (u < min) - i = 0; - else if (u > max) - i = size - 1; - else - i = IFLOOR(u * size); - } - return i; - case GL_MIRROR_CLAMP_TO_BORDER_EXT: - { - /* s limited to [min,max] */ - /* i limited to [0, size-1] */ - const GLfloat min = -1.0F / (2.0F * size); - const GLfloat max = 1.0F - min; - const GLfloat u = FABSF(s); - if (u < min) - i = -1; - else if (u > max) - i = size; - else - i = IFLOOR(u * size); - } - return i; - case GL_CLAMP: - /* s limited to [0,1] */ - /* i limited to [0,size-1] */ - if (s <= 0.0F) - i = 0; - else if (s >= 1.0F) - i = size - 1; - else - i = IFLOOR(s * size); - return i; - default: - _mesa_problem(NULL, "Bad wrap mode"); - return 0; - } -} - - -/* Power of two image sizes only */ -static INLINE void -linear_repeat_texel_location(GLuint size, GLfloat s, - GLint *i0, GLint *i1, GLfloat *weight) -{ - GLfloat u = s * size - 0.5F; - *i0 = IFLOOR(u) & (size - 1); - *i1 = (*i0 + 1) & (size - 1); - *weight = FRAC(u); -} - - -/** - * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. - */ -static INLINE GLint -clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) -{ - switch (wrapMode) { - case GL_CLAMP: - return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); - case GL_CLAMP_TO_EDGE: - return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) ); - case GL_CLAMP_TO_BORDER: - return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) ); - default: - _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest"); - return 0; - } -} - - -/** - * As above, but GL_LINEAR filtering. - */ -static INLINE void -clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, - GLint *i0out, GLint *i1out, GLfloat *weight) -{ - GLfloat fcol; - GLint i0, i1; - switch (wrapMode) { - case GL_CLAMP: - /* Not exactly what the spec says, but it matches NVIDIA output */ - fcol = CLAMP(coord - 0.5F, 0.0F, max - 1); - i0 = IFLOOR(fcol); - i1 = i0 + 1; - break; - case GL_CLAMP_TO_EDGE: - fcol = CLAMP(coord, 0.5F, max - 0.5F); - fcol -= 0.5F; - i0 = IFLOOR(fcol); - i1 = i0 + 1; - if (i1 > max - 1) - i1 = max - 1; - break; - case GL_CLAMP_TO_BORDER: - fcol = CLAMP(coord, -0.5F, max + 0.5F); - fcol -= 0.5F; - i0 = IFLOOR(fcol); - i1 = i0 + 1; - break; - default: - _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear"); - i0 = i1 = 0; - fcol = 0.0F; - } - *i0out = i0; - *i1out = i1; - *weight = FRAC(fcol); -} - - -/** - * Compute slice/image to use for 1D or 2D array texture. - */ -static INLINE GLint -tex_array_slice(GLfloat coord, GLsizei size) -{ - GLint slice = IFLOOR(coord + 0.5f); - slice = CLAMP(slice, 0, size - 1); - return slice; -} - - -/** - * Compute nearest integer texcoords for given texobj and coordinate. - * NOTE: only used for depth texture sampling. - */ -static INLINE void -nearest_texcoord(const struct gl_texture_object *texObj, - GLuint level, - const GLfloat texcoord[4], - GLint *i, GLint *j, GLint *k) -{ - const struct gl_texture_image *img = texObj->Image[0][level]; - const GLint width = img->Width; - const GLint height = img->Height; - const GLint depth = img->Depth; - - switch (texObj->Target) { - case GL_TEXTURE_RECTANGLE_ARB: - *i = clamp_rect_coord_nearest(texObj->WrapS, texcoord[0], width); - *j = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height); - *k = 0; - break; - case GL_TEXTURE_1D: - *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); - *j = 0; - *k = 0; - break; - case GL_TEXTURE_2D: - *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); - *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]); - *k = 0; - break; - case GL_TEXTURE_1D_ARRAY_EXT: - *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); - *j = tex_array_slice(texcoord[1], height); - *k = 0; - break; - case GL_TEXTURE_2D_ARRAY_EXT: - *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]); - *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]); - *k = tex_array_slice(texcoord[2], depth); - break; - default: - *i = *j = *k = 0; - } -} - - -/** - * Compute linear integer texcoords for given texobj and coordinate. - * NOTE: only used for depth texture sampling. - */ -static INLINE void -linear_texcoord(const struct gl_texture_object *texObj, - GLuint level, - const GLfloat texcoord[4], - GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, - GLfloat *wi, GLfloat *wj) -{ - const struct gl_texture_image *img = texObj->Image[0][level]; - const GLint width = img->Width; - const GLint height = img->Height; - const GLint depth = img->Depth; - - switch (texObj->Target) { - case GL_TEXTURE_RECTANGLE_ARB: - clamp_rect_coord_linear(texObj->WrapS, texcoord[0], - width, i0, i1, wi); - clamp_rect_coord_linear(texObj->WrapT, texcoord[1], - height, j0, j1, wj); - *slice = 0; - break; - - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - linear_texel_locations(texObj->WrapS, img, width, - texcoord[0], i0, i1, wi); - linear_texel_locations(texObj->WrapT, img, height, - texcoord[1], j0, j1, wj); - *slice = 0; - break; - - case GL_TEXTURE_1D_ARRAY_EXT: - linear_texel_locations(texObj->WrapS, img, width, - texcoord[0], i0, i1, wi); - *j0 = tex_array_slice(texcoord[1], height); - *j1 = *j0; - *slice = 0; - break; - - case GL_TEXTURE_2D_ARRAY_EXT: - linear_texel_locations(texObj->WrapS, img, width, - texcoord[0], i0, i1, wi); - linear_texel_locations(texObj->WrapT, img, height, - texcoord[1], j0, j1, wj); - *slice = tex_array_slice(texcoord[2], depth); - break; - - default: - *slice = 0; - } -} - - - -/** - * For linear interpolation between mipmap levels N and N+1, this function - * computes N. - */ -static INLINE GLint -linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) -{ - if (lambda < 0.0F) - return tObj->BaseLevel; - else if (lambda > tObj->_MaxLambda) - return (GLint) (tObj->BaseLevel + tObj->_MaxLambda); - else - return (GLint) (tObj->BaseLevel + lambda); -} - - -/** - * Compute the nearest mipmap level to take texels from. - */ -static INLINE GLint -nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) -{ - GLfloat l; - GLint level; - if (lambda <= 0.5F) - l = 0.0F; - else if (lambda > tObj->_MaxLambda + 0.4999F) - l = tObj->_MaxLambda + 0.4999F; - else - l = lambda; - level = (GLint) (tObj->BaseLevel + l + 0.5F); - if (level > tObj->_MaxLevel) - level = tObj->_MaxLevel; - return level; -} - - - -/* - * Bitflags for texture border color sampling. - */ -#define I0BIT 1 -#define I1BIT 2 -#define J0BIT 4 -#define J1BIT 8 -#define K0BIT 16 -#define K1BIT 32 - - - -/** - * The lambda[] array values are always monotonic. Either the whole span - * will be minified, magnified, or split between the two. This function - * determines the subranges in [0, n-1] that are to be minified or magnified. - */ -static INLINE void -compute_min_mag_ranges(const struct gl_texture_object *tObj, - GLuint n, const GLfloat lambda[], - GLuint *minStart, GLuint *minEnd, - GLuint *magStart, GLuint *magEnd) -{ - GLfloat minMagThresh; - - /* we shouldn't be here if minfilter == magfilter */ - ASSERT(tObj->MinFilter != tObj->MagFilter); - - /* This bit comes from the OpenGL spec: */ - if (tObj->MagFilter == GL_LINEAR - && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST || - tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) { - minMagThresh = 0.5F; - } - else { - minMagThresh = 0.0F; - } - -#if 0 - /* DEBUG CODE: Verify that lambda[] is monotonic. - * We can't really use this because the inaccuracy in the LOG2 function - * causes this test to fail, yet the resulting texturing is correct. - */ - if (n > 1) { - GLuint i; - printf("lambda delta = %g\n", lambda[0] - lambda[n-1]); - if (lambda[0] >= lambda[n-1]) { /* decreasing */ - for (i = 0; i < n - 1; i++) { - ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10)); - } - } - else { /* increasing */ - for (i = 0; i < n - 1; i++) { - ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10)); - } - } - } -#endif /* DEBUG */ - - if (lambda[0] <= minMagThresh && (n <= 1 || lambda[n-1] <= minMagThresh)) { - /* magnification for whole span */ - *magStart = 0; - *magEnd = n; - *minStart = *minEnd = 0; - } - else if (lambda[0] > minMagThresh && (n <=1 || lambda[n-1] > minMagThresh)) { - /* minification for whole span */ - *minStart = 0; - *minEnd = n; - *magStart = *magEnd = 0; - } - else { - /* a mix of minification and magnification */ - GLuint i; - if (lambda[0] > minMagThresh) { - /* start with minification */ - for (i = 1; i < n; i++) { - if (lambda[i] <= minMagThresh) - break; - } - *minStart = 0; - *minEnd = i; - *magStart = i; - *magEnd = n; - } - else { - /* start with magnification */ - for (i = 1; i < n; i++) { - if (lambda[i] > minMagThresh) - break; - } - *magStart = 0; - *magEnd = i; - *minStart = i; - *minEnd = n; - } - } - -#if 0 - /* Verify the min/mag Start/End values - * We don't use this either (see above) - */ - { - GLint i; - for (i = 0; i < n; i++) { - if (lambda[i] > minMagThresh) { - /* minification */ - ASSERT(i >= *minStart); - ASSERT(i < *minEnd); - } - else { - /* magnification */ - ASSERT(i >= *magStart); - ASSERT(i < *magEnd); - } - } - } -#endif -} - - -/** - * When we sample the border color, it must be interpreted according to - * the base texture format. Ex: if the texture base format it GL_ALPHA, - * we return (0,0,0,BorderAlpha). - */ -static INLINE void -get_border_color(const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - GLfloat rgba[4]) -{ - switch (img->_BaseFormat) { - case GL_RGB: - rgba[0] = tObj->BorderColor.f[0]; - rgba[1] = tObj->BorderColor.f[1]; - rgba[2] = tObj->BorderColor.f[2]; - rgba[3] = 1.0F; - break; - case GL_ALPHA: - rgba[0] = rgba[1] = rgba[2] = 0.0; - rgba[3] = tObj->BorderColor.f[3]; - break; - case GL_LUMINANCE: - rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0]; - rgba[3] = 1.0; - break; - case GL_LUMINANCE_ALPHA: - rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0]; - rgba[3] = tObj->BorderColor.f[3]; - break; - case GL_INTENSITY: - rgba[0] = rgba[1] = rgba[2] = rgba[3] = tObj->BorderColor.f[0]; - break; - default: - COPY_4V(rgba, tObj->BorderColor.f); - } -} - - -/**********************************************************************/ -/* 1-D Texture Sampling Functions */ -/**********************************************************************/ - -/** - * Return the texture sample for coordinate (s) using GL_NEAREST filter. - */ -static INLINE void -sample_1d_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], GLfloat rgba[4]) -{ - const GLint width = img->Width2; /* without border, power of two */ - GLint i; - i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); - /* skip over the border, if any */ - i += img->Border; - if (i < 0 || i >= (GLint) img->Width) { - /* Need this test for GL_CLAMP_TO_BORDER mode */ - get_border_color(tObj, img, rgba); - } - else { - img->FetchTexelf(img, i, 0, 0, rgba); - } -} - - -/** - * Return the texture sample for coordinate (s) using GL_LINEAR filter. - */ -static INLINE void -sample_1d_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], GLfloat rgba[4]) -{ - const GLint width = img->Width2; - GLint i0, i1; - GLbitfield useBorderColor = 0x0; - GLfloat a; - GLfloat t0[4], t1[4]; /* texels */ - - linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); - - if (img->Border) { - i0 += img->Border; - i1 += img->Border; - } - else { - if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; - if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; - } - - /* fetch texel colors */ - if (useBorderColor & I0BIT) { - get_border_color(tObj, img, t0); - } - else { - img->FetchTexelf(img, i0, 0, 0, t0); - } - if (useBorderColor & I1BIT) { - get_border_color(tObj, img, t1); - } - else { - img->FetchTexelf(img, i1, 0, 0, t1); - } - - lerp_rgba(rgba, a, t0, t1); -} - - -static void -sample_1d_nearest_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_1d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); - } -} - - -static void -sample_1d_linear_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_1d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); - } -} - - -static void -sample_1d_nearest_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; - const GLfloat f = FRAC(lambda[i]); - sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_1d_linear_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; - const GLfloat f = FRAC(lambda[i]); - sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -/** Sample 1D texture, nearest filtering for both min/magnification */ -static void -sample_nearest_1d( struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4] ) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 1D texture, linear filtering for both min/magnification */ -static void -sample_linear_1d( struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4] ) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 1D texture, using lambda to choose between min/magnification */ -static void -sample_lambda_1d( struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4] ) -{ - GLuint minStart, minEnd; /* texels with minification */ - GLuint magStart, magEnd; /* texels with magnification */ - GLuint i; - - ASSERT(lambda != NULL); - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - /* do the minified texels */ - const GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { - case GL_NEAREST: - for (i = minStart; i < minEnd; i++) - sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = minStart; i < minEnd; i++) - sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_NEAREST_MIPMAP_NEAREST: - sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_NEAREST: - sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_NEAREST_MIPMAP_LINEAR: - sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_LINEAR: - sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - default: - _mesa_problem(ctx, "Bad min filter in sample_1d_texture"); - return; - } - } - - if (magStart < magEnd) { - /* do the magnified texels */ - switch (tObj->MagFilter) { - case GL_NEAREST: - for (i = magStart; i < magEnd; i++) - sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = magStart; i < magEnd; i++) - sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - default: - _mesa_problem(ctx, "Bad mag filter in sample_1d_texture"); - return; - } - } -} - - -/**********************************************************************/ -/* 2-D Texture Sampling Functions */ -/**********************************************************************/ - - -/** - * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. - */ -static INLINE void -sample_2d_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[]) -{ - const GLint width = img->Width2; /* without border, power of two */ - const GLint height = img->Height2; /* without border, power of two */ - GLint i, j; - (void) ctx; - - i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); - j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); - - /* skip over the border, if any */ - i += img->Border; - j += img->Border; - - if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) { - /* Need this test for GL_CLAMP_TO_BORDER mode */ - get_border_color(tObj, img, rgba); - } - else { - img->FetchTexelf(img, i, j, 0, rgba); - } -} - - -/** - * Return the texture sample for coordinate (s,t) using GL_LINEAR filter. - * New sampling code contributed by Lynn Quam <quam@ai.sri.com>. - */ -static INLINE void -sample_2d_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[]) -{ - const GLint width = img->Width2; - const GLint height = img->Height2; - GLint i0, j0, i1, j1; - GLbitfield useBorderColor = 0x0; - GLfloat a, b; - GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ - - linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); - linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); - - if (img->Border) { - i0 += img->Border; - i1 += img->Border; - j0 += img->Border; - j1 += img->Border; - } - else { - if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; - if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; - if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; - if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; - } - - /* fetch four texel colors */ - if (useBorderColor & (I0BIT | J0BIT)) { - get_border_color(tObj, img, t00); - } - else { - img->FetchTexelf(img, i0, j0, 0, t00); - } - if (useBorderColor & (I1BIT | J0BIT)) { - get_border_color(tObj, img, t10); - } - else { - img->FetchTexelf(img, i1, j0, 0, t10); - } - if (useBorderColor & (I0BIT | J1BIT)) { - get_border_color(tObj, img, t01); - } - else { - img->FetchTexelf(img, i0, j1, 0, t01); - } - if (useBorderColor & (I1BIT | J1BIT)) { - get_border_color(tObj, img, t11); - } - else { - img->FetchTexelf(img, i1, j1, 0, t11); - } - - lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); -} - - -/** - * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT. - * We don't have to worry about the texture border. - */ -static INLINE void -sample_2d_linear_repeat(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[]) -{ - const GLint width = img->Width2; - const GLint height = img->Height2; - GLint i0, j0, i1, j1; - GLfloat wi, wj; - GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ - - (void) ctx; - - ASSERT(tObj->WrapS == GL_REPEAT); - ASSERT(tObj->WrapT == GL_REPEAT); - ASSERT(img->Border == 0); - ASSERT(img->_BaseFormat != GL_COLOR_INDEX); - ASSERT(img->_IsPowerOfTwo); - - linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi); - linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj); - - img->FetchTexelf(img, i0, j0, 0, t00); - img->FetchTexelf(img, i1, j0, 0, t10); - img->FetchTexelf(img, i0, j1, 0, t01); - img->FetchTexelf(img, i1, j1, 0, t11); - - lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11); -} - - -static void -sample_2d_nearest_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); - } -} - - -static void -sample_2d_linear_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_2d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); - } -} - - -static void -sample_2d_nearest_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_2d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_2d_linear_mipmap_linear( struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4] ) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - ASSERT(tObj->WrapS == GL_REPEAT); - ASSERT(tObj->WrapT == GL_REPEAT); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], - texcoord[i], t0); - sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], - texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -/** Sample 2D texture, nearest filtering for both min/magnification */ -static void -sample_nearest_2d(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 2D texture, linear filtering for both min/magnification */ -static void -sample_linear_2d(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - if (tObj->WrapS == GL_REPEAT && - tObj->WrapT == GL_REPEAT && - image->_IsPowerOfTwo && - image->Border == 0) { - for (i = 0; i < n; i++) { - sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]); - } - } - else { - for (i = 0; i < n; i++) { - sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]); - } - } -} - - -/** - * Optimized 2-D texture sampling: - * S and T wrap mode == GL_REPEAT - * GL_NEAREST min/mag filter - * No border, - * RowStride == Width, - * Format = GL_RGB - */ -static void -opt_sample_rgb_2d(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; - const GLfloat width = (GLfloat) img->Width; - const GLfloat height = (GLfloat) img->Height; - const GLint colMask = img->Width - 1; - const GLint rowMask = img->Height - 1; - const GLint shift = img->WidthLog2; - GLuint k; - (void) ctx; - (void) lambda; - ASSERT(tObj->WrapS==GL_REPEAT); - ASSERT(tObj->WrapT==GL_REPEAT); - ASSERT(img->Border==0); - ASSERT(img->TexFormat == MESA_FORMAT_RGB888); - ASSERT(img->_IsPowerOfTwo); - - for (k=0; k<n; k++) { - GLint i = IFLOOR(texcoords[k][0] * width) & colMask; - GLint j = IFLOOR(texcoords[k][1] * height) & rowMask; - GLint pos = (j << shift) | i; - GLubyte *texel = ((GLubyte *) img->Data) + 3*pos; - rgba[k][RCOMP] = UBYTE_TO_FLOAT(texel[2]); - rgba[k][GCOMP] = UBYTE_TO_FLOAT(texel[1]); - rgba[k][BCOMP] = UBYTE_TO_FLOAT(texel[0]); - rgba[k][ACOMP] = 1.0F; - } -} - - -/** - * Optimized 2-D texture sampling: - * S and T wrap mode == GL_REPEAT - * GL_NEAREST min/mag filter - * No border - * RowStride == Width, - * Format = GL_RGBA - */ -static void -opt_sample_rgba_2d(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; - const GLfloat width = (GLfloat) img->Width; - const GLfloat height = (GLfloat) img->Height; - const GLint colMask = img->Width - 1; - const GLint rowMask = img->Height - 1; - const GLint shift = img->WidthLog2; - GLuint i; - (void) ctx; - (void) lambda; - ASSERT(tObj->WrapS==GL_REPEAT); - ASSERT(tObj->WrapT==GL_REPEAT); - ASSERT(img->Border==0); - ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888); - ASSERT(img->_IsPowerOfTwo); - - for (i = 0; i < n; i++) { - const GLint col = IFLOOR(texcoords[i][0] * width) & colMask; - const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask; - const GLint pos = (row << shift) | col; - const GLuint texel = *((GLuint *) img->Data + pos); - rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) ); - rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff ); - rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff ); - rgba[i][ACOMP] = UBYTE_TO_FLOAT( (texel ) & 0xff ); - } -} - - -/** Sample 2D texture, using lambda to choose between min/magnification */ -static void -sample_lambda_2d(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; - GLuint minStart, minEnd; /* texels with minification */ - GLuint magStart, magEnd; /* texels with magnification */ - - const GLboolean repeatNoBorderPOT = (tObj->WrapS == GL_REPEAT) - && (tObj->WrapT == GL_REPEAT) - && (tImg->Border == 0 && (tImg->Width == tImg->RowStride)) - && (tImg->_BaseFormat != GL_COLOR_INDEX) - && tImg->_IsPowerOfTwo; - - ASSERT(lambda != NULL); - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - /* do the minified texels */ - const GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { - case GL_NEAREST: - if (repeatNoBorderPOT) { - switch (tImg->TexFormat) { - case MESA_FORMAT_RGB888: - opt_sample_rgb_2d(ctx, tObj, m, texcoords + minStart, - NULL, rgba + minStart); - break; - case MESA_FORMAT_RGBA8888: - opt_sample_rgba_2d(ctx, tObj, m, texcoords + minStart, - NULL, rgba + minStart); - break; - default: - sample_nearest_2d(ctx, tObj, m, texcoords + minStart, - NULL, rgba + minStart ); - } - } - else { - sample_nearest_2d(ctx, tObj, m, texcoords + minStart, - NULL, rgba + minStart); - } - break; - case GL_LINEAR: - sample_linear_2d(ctx, tObj, m, texcoords + minStart, - NULL, rgba + minStart); - break; - case GL_NEAREST_MIPMAP_NEAREST: - sample_2d_nearest_mipmap_nearest(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_NEAREST: - sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_NEAREST_MIPMAP_LINEAR: - sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_LINEAR: - if (repeatNoBorderPOT) - sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m, - texcoords + minStart, lambda + minStart, rgba + minStart); - else - sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - default: - _mesa_problem(ctx, "Bad min filter in sample_2d_texture"); - return; - } - } - - if (magStart < magEnd) { - /* do the magnified texels */ - const GLuint m = magEnd - magStart; - - switch (tObj->MagFilter) { - case GL_NEAREST: - if (repeatNoBorderPOT) { - switch (tImg->TexFormat) { - case MESA_FORMAT_RGB888: - opt_sample_rgb_2d(ctx, tObj, m, texcoords + magStart, - NULL, rgba + magStart); - break; - case MESA_FORMAT_RGBA8888: - opt_sample_rgba_2d(ctx, tObj, m, texcoords + magStart, - NULL, rgba + magStart); - break; - default: - sample_nearest_2d(ctx, tObj, m, texcoords + magStart, - NULL, rgba + magStart ); - } - } - else { - sample_nearest_2d(ctx, tObj, m, texcoords + magStart, - NULL, rgba + magStart); - } - break; - case GL_LINEAR: - sample_linear_2d(ctx, tObj, m, texcoords + magStart, - NULL, rgba + magStart); - break; - default: - _mesa_problem(ctx, "Bad mag filter in sample_lambda_2d"); - } - } -} - - - -/**********************************************************************/ -/* 3-D Texture Sampling Functions */ -/**********************************************************************/ - -/** - * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. - */ -static INLINE void -sample_3d_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[4]) -{ - const GLint width = img->Width2; /* without border, power of two */ - const GLint height = img->Height2; /* without border, power of two */ - const GLint depth = img->Depth2; /* without border, power of two */ - GLint i, j, k; - (void) ctx; - - i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); - j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); - k = nearest_texel_location(tObj->WrapR, img, depth, texcoord[2]); - - if (i < 0 || i >= (GLint) img->Width || - j < 0 || j >= (GLint) img->Height || - k < 0 || k >= (GLint) img->Depth) { - /* Need this test for GL_CLAMP_TO_BORDER mode */ - get_border_color(tObj, img, rgba); - } - else { - img->FetchTexelf(img, i, j, k, rgba); - } -} - - -/** - * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. - */ -static void -sample_3d_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[4]) -{ - const GLint width = img->Width2; - const GLint height = img->Height2; - const GLint depth = img->Depth2; - GLint i0, j0, k0, i1, j1, k1; - GLbitfield useBorderColor = 0x0; - GLfloat a, b, c; - GLfloat t000[4], t010[4], t001[4], t011[4]; - GLfloat t100[4], t110[4], t101[4], t111[4]; - - linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); - linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); - linear_texel_locations(tObj->WrapR, img, depth, texcoord[2], &k0, &k1, &c); - - if (img->Border) { - i0 += img->Border; - i1 += img->Border; - j0 += img->Border; - j1 += img->Border; - k0 += img->Border; - k1 += img->Border; - } - else { - /* check if sampling texture border color */ - if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; - if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; - if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; - if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; - if (k0 < 0 || k0 >= depth) useBorderColor |= K0BIT; - if (k1 < 0 || k1 >= depth) useBorderColor |= K1BIT; - } - - /* Fetch texels */ - if (useBorderColor & (I0BIT | J0BIT | K0BIT)) { - get_border_color(tObj, img, t000); - } - else { - img->FetchTexelf(img, i0, j0, k0, t000); - } - if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { - get_border_color(tObj, img, t100); - } - else { - img->FetchTexelf(img, i1, j0, k0, t100); - } - if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { - get_border_color(tObj, img, t010); - } - else { - img->FetchTexelf(img, i0, j1, k0, t010); - } - if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { - get_border_color(tObj, img, t110); - } - else { - img->FetchTexelf(img, i1, j1, k0, t110); - } - - if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { - get_border_color(tObj, img, t001); - } - else { - img->FetchTexelf(img, i0, j0, k1, t001); - } - if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { - get_border_color(tObj, img, t101); - } - else { - img->FetchTexelf(img, i1, j0, k1, t101); - } - if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { - get_border_color(tObj, img, t011); - } - else { - img->FetchTexelf(img, i0, j1, k1, t011); - } - if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { - get_border_color(tObj, img, t111); - } - else { - img->FetchTexelf(img, i1, j1, k1, t111); - } - - /* trilinear interpolation of samples */ - lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111); -} - - -static void -sample_3d_nearest_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4] ) -{ - GLuint i; - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_3d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); - } -} - - -static void -sample_3d_linear_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_3d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]); - } -} - - -static void -sample_3d_nearest_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_3d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_3d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_3d_linear_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_3d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_3d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -/** Sample 3D texture, nearest filtering for both min/magnification */ -static void -sample_nearest_3d(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 3D texture, linear filtering for both min/magnification */ -static void -sample_linear_3d(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_3d_linear(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 3D texture, using lambda to choose between min/magnification */ -static void -sample_lambda_3d(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint minStart, minEnd; /* texels with minification */ - GLuint magStart, magEnd; /* texels with magnification */ - GLuint i; - - ASSERT(lambda != NULL); - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - /* do the minified texels */ - GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { - case GL_NEAREST: - for (i = minStart; i < minEnd; i++) - sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = minStart; i < minEnd; i++) - sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_NEAREST_MIPMAP_NEAREST: - sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_NEAREST: - sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_NEAREST_MIPMAP_LINEAR: - sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_LINEAR: - sample_3d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - default: - _mesa_problem(ctx, "Bad min filter in sample_3d_texture"); - return; - } - } - - if (magStart < magEnd) { - /* do the magnified texels */ - switch (tObj->MagFilter) { - case GL_NEAREST: - for (i = magStart; i < magEnd; i++) - sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = magStart; i < magEnd; i++) - sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - default: - _mesa_problem(ctx, "Bad mag filter in sample_3d_texture"); - return; - } - } -} - - -/**********************************************************************/ -/* Texture Cube Map Sampling Functions */ -/**********************************************************************/ - -/** - * Choose one of six sides of a texture cube map given the texture - * coord (rx,ry,rz). Return pointer to corresponding array of texture - * images. - */ -static const struct gl_texture_image ** -choose_cube_face(const struct gl_texture_object *texObj, - const GLfloat texcoord[4], GLfloat newCoord[4]) -{ - /* - major axis - direction target sc tc ma - ---------- ------------------------------- --- --- --- - +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx - -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx - +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry - -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry - +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz - -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz - */ - const GLfloat rx = texcoord[0]; - const GLfloat ry = texcoord[1]; - const GLfloat rz = texcoord[2]; - const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz); - GLuint face; - GLfloat sc, tc, ma; - - if (arx >= ary && arx >= arz) { - if (rx >= 0.0F) { - face = FACE_POS_X; - sc = -rz; - tc = -ry; - ma = arx; - } - else { - face = FACE_NEG_X; - sc = rz; - tc = -ry; - ma = arx; - } - } - else if (ary >= arx && ary >= arz) { - if (ry >= 0.0F) { - face = FACE_POS_Y; - sc = rx; - tc = rz; - ma = ary; - } - else { - face = FACE_NEG_Y; - sc = rx; - tc = -rz; - ma = ary; - } - } - else { - if (rz > 0.0F) { - face = FACE_POS_Z; - sc = rx; - tc = -ry; - ma = arz; - } - else { - face = FACE_NEG_Z; - sc = -rx; - tc = -ry; - ma = arz; - } - } - - { - const float ima = 1.0F / ma; - newCoord[0] = ( sc * ima + 1.0F ) * 0.5F; - newCoord[1] = ( tc * ima + 1.0F ) * 0.5F; - } - - return (const struct gl_texture_image **) texObj->Image[face]; -} - - -static void -sample_nearest_cube(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint i; - (void) lambda; - for (i = 0; i < n; i++) { - const struct gl_texture_image **images; - GLfloat newCoord[4]; - images = choose_cube_face(tObj, texcoords[i], newCoord); - sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel], - newCoord, rgba[i]); - } -} - - -static void -sample_linear_cube(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - (void) lambda; - for (i = 0; i < n; i++) { - const struct gl_texture_image **images; - GLfloat newCoord[4]; - images = choose_cube_face(tObj, texcoords[i], newCoord); - sample_2d_linear(ctx, tObj, images[tObj->BaseLevel], - newCoord, rgba[i]); - } -} - - -static void -sample_cube_nearest_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - const struct gl_texture_image **images; - GLfloat newCoord[4]; - GLint level; - images = choose_cube_face(tObj, texcoord[i], newCoord); - - /* XXX we actually need to recompute lambda here based on the newCoords. - * But we would need the texcoords of adjacent fragments to compute that - * properly, and we don't have those here. - * For now, do an approximation: subtracting 1 from the chosen mipmap - * level seems to work in some test cases. - * The same adjustment is done in the next few functions. - */ - level = nearest_mipmap_level(tObj, lambda[i]); - level = MAX2(level - 1, 0); - - sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]); - } -} - - -static void -sample_cube_linear_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - const struct gl_texture_image **images; - GLfloat newCoord[4]; - GLint level = nearest_mipmap_level(tObj, lambda[i]); - level = MAX2(level - 1, 0); /* see comment above */ - images = choose_cube_face(tObj, texcoord[i], newCoord); - sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]); - } -} - - -static void -sample_cube_nearest_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - const struct gl_texture_image **images; - GLfloat newCoord[4]; - GLint level = linear_mipmap_level(tObj, lambda[i]); - level = MAX2(level - 1, 0); /* see comment above */ - images = choose_cube_face(tObj, texcoord[i], newCoord); - if (level >= tObj->_MaxLevel) { - sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel], - newCoord, rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0); - sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_cube_linear_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - const struct gl_texture_image **images; - GLfloat newCoord[4]; - GLint level = linear_mipmap_level(tObj, lambda[i]); - level = MAX2(level - 1, 0); /* see comment above */ - images = choose_cube_face(tObj, texcoord[i], newCoord); - if (level >= tObj->_MaxLevel) { - sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel], - newCoord, rgba[i]); - } - else { - GLfloat t0[4], t1[4]; - const GLfloat f = FRAC(lambda[i]); - sample_2d_linear(ctx, tObj, images[level ], newCoord, t0); - sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -/** Sample cube texture, using lambda to choose between min/magnification */ -static void -sample_lambda_cube(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint minStart, minEnd; /* texels with minification */ - GLuint magStart, magEnd; /* texels with magnification */ - - ASSERT(lambda != NULL); - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - /* do the minified texels */ - const GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { - case GL_NEAREST: - sample_nearest_cube(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR: - sample_linear_cube(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_NEAREST_MIPMAP_NEAREST: - sample_cube_nearest_mipmap_nearest(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_NEAREST: - sample_cube_linear_mipmap_nearest(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_NEAREST_MIPMAP_LINEAR: - sample_cube_nearest_mipmap_linear(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_LINEAR: - sample_cube_linear_mipmap_linear(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - default: - _mesa_problem(ctx, "Bad min filter in sample_lambda_cube"); - } - } - - if (magStart < magEnd) { - /* do the magnified texels */ - const GLuint m = magEnd - magStart; - switch (tObj->MagFilter) { - case GL_NEAREST: - sample_nearest_cube(ctx, tObj, m, texcoords + magStart, - lambda + magStart, rgba + magStart); - break; - case GL_LINEAR: - sample_linear_cube(ctx, tObj, m, texcoords + magStart, - lambda + magStart, rgba + magStart); - break; - default: - _mesa_problem(ctx, "Bad mag filter in sample_lambda_cube"); - } - } -} - - -/**********************************************************************/ -/* Texture Rectangle Sampling Functions */ -/**********************************************************************/ - - -static void -sample_nearest_rect(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - const struct gl_texture_image *img = tObj->Image[0][0]; - const GLint width = img->Width; - const GLint height = img->Height; - GLuint i; - - (void) ctx; - (void) lambda; - - ASSERT(tObj->WrapS == GL_CLAMP || - tObj->WrapS == GL_CLAMP_TO_EDGE || - tObj->WrapS == GL_CLAMP_TO_BORDER); - ASSERT(tObj->WrapT == GL_CLAMP || - tObj->WrapT == GL_CLAMP_TO_EDGE || - tObj->WrapT == GL_CLAMP_TO_BORDER); - ASSERT(img->_BaseFormat != GL_COLOR_INDEX); - - for (i = 0; i < n; i++) { - GLint row, col; - col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); - row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); - if (col < 0 || col >= width || row < 0 || row >= height) - get_border_color(tObj, img, rgba[i]); - else - img->FetchTexelf(img, col, row, 0, rgba[i]); - } -} - - -static void -sample_linear_rect(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - const struct gl_texture_image *img = tObj->Image[0][0]; - const GLint width = img->Width; - const GLint height = img->Height; - GLuint i; - - (void) ctx; - (void) lambda; - - ASSERT(tObj->WrapS == GL_CLAMP || - tObj->WrapS == GL_CLAMP_TO_EDGE || - tObj->WrapS == GL_CLAMP_TO_BORDER); - ASSERT(tObj->WrapT == GL_CLAMP || - tObj->WrapT == GL_CLAMP_TO_EDGE || - tObj->WrapT == GL_CLAMP_TO_BORDER); - ASSERT(img->_BaseFormat != GL_COLOR_INDEX); - - for (i = 0; i < n; i++) { - GLint i0, j0, i1, j1; - GLfloat t00[4], t01[4], t10[4], t11[4]; - GLfloat a, b; - GLbitfield useBorderColor = 0x0; - - clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], width, - &i0, &i1, &a); - clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], height, - &j0, &j1, &b); - - /* compute integer rows/columns */ - if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; - if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; - if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; - if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; - - /* get four texel samples */ - if (useBorderColor & (I0BIT | J0BIT)) - get_border_color(tObj, img, t00); - else - img->FetchTexelf(img, i0, j0, 0, t00); - - if (useBorderColor & (I1BIT | J0BIT)) - get_border_color(tObj, img, t10); - else - img->FetchTexelf(img, i1, j0, 0, t10); - - if (useBorderColor & (I0BIT | J1BIT)) - get_border_color(tObj, img, t01); - else - img->FetchTexelf(img, i0, j1, 0, t01); - - if (useBorderColor & (I1BIT | J1BIT)) - get_border_color(tObj, img, t11); - else - img->FetchTexelf(img, i1, j1, 0, t11); - - lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11); - } -} - - -/** Sample Rect texture, using lambda to choose between min/magnification */ -static void -sample_lambda_rect(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint minStart, minEnd, magStart, magEnd; - - /* We only need lambda to decide between minification and magnification. - * There is no mipmapping with rectangular textures. - */ - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - if (tObj->MinFilter == GL_NEAREST) { - sample_nearest_rect(ctx, tObj, minEnd - minStart, - texcoords + minStart, NULL, rgba + minStart); - } - else { - sample_linear_rect(ctx, tObj, minEnd - minStart, - texcoords + minStart, NULL, rgba + minStart); - } - } - if (magStart < magEnd) { - if (tObj->MagFilter == GL_NEAREST) { - sample_nearest_rect(ctx, tObj, magEnd - magStart, - texcoords + magStart, NULL, rgba + magStart); - } - else { - sample_linear_rect(ctx, tObj, magEnd - magStart, - texcoords + magStart, NULL, rgba + magStart); - } - } -} - - -/**********************************************************************/ -/* 2D Texture Array Sampling Functions */ -/**********************************************************************/ - -/** - * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. - */ -static void -sample_2d_array_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[4]) -{ - const GLint width = img->Width2; /* without border, power of two */ - const GLint height = img->Height2; /* without border, power of two */ - const GLint depth = img->Depth; - GLint i, j; - GLint array; - (void) ctx; - - i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); - j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); - array = tex_array_slice(texcoord[2], depth); - - if (i < 0 || i >= (GLint) img->Width || - j < 0 || j >= (GLint) img->Height || - array < 0 || array >= (GLint) img->Depth) { - /* Need this test for GL_CLAMP_TO_BORDER mode */ - get_border_color(tObj, img, rgba); - } - else { - img->FetchTexelf(img, i, j, array, rgba); - } -} - - -/** - * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. - */ -static void -sample_2d_array_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[4]) -{ - const GLint width = img->Width2; - const GLint height = img->Height2; - const GLint depth = img->Depth; - GLint i0, j0, i1, j1; - GLint array; - GLbitfield useBorderColor = 0x0; - GLfloat a, b; - GLfloat t00[4], t01[4], t10[4], t11[4]; - - linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); - linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); - array = tex_array_slice(texcoord[2], depth); - - if (array < 0 || array >= depth) { - COPY_4V(rgba, tObj->BorderColor.f); - } - else { - if (img->Border) { - i0 += img->Border; - i1 += img->Border; - j0 += img->Border; - j1 += img->Border; - } - else { - /* check if sampling texture border color */ - if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; - if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; - if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; - if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; - } - - /* Fetch texels */ - if (useBorderColor & (I0BIT | J0BIT)) { - get_border_color(tObj, img, t00); - } - else { - img->FetchTexelf(img, i0, j0, array, t00); - } - if (useBorderColor & (I1BIT | J0BIT)) { - get_border_color(tObj, img, t10); - } - else { - img->FetchTexelf(img, i1, j0, array, t10); - } - if (useBorderColor & (I0BIT | J1BIT)) { - get_border_color(tObj, img, t01); - } - else { - img->FetchTexelf(img, i0, j1, array, t01); - } - if (useBorderColor & (I1BIT | J1BIT)) { - get_border_color(tObj, img, t11); - } - else { - img->FetchTexelf(img, i1, j1, array, t11); - } - - /* trilinear interpolation of samples */ - lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); - } -} - - -static void -sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], - rgba[i]); - } -} - - -static void -sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_2d_array_linear(ctx, tObj, tObj->Image[0][level], - texcoord[i], rgba[i]); - } -} - - -static void -sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], - texcoord[i], t0); - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1], - texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_2d_array_linear_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], - texcoord[i], t0); - sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1], - texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -/** Sample 2D Array texture, nearest filtering for both min/magnification */ -static void -sample_nearest_2d_array(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - - -/** Sample 2D Array texture, linear filtering for both min/magnification */ -static void -sample_linear_2d_array(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 2D Array texture, using lambda to choose between min/magnification */ -static void -sample_lambda_2d_array(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint minStart, minEnd; /* texels with minification */ - GLuint magStart, magEnd; /* texels with magnification */ - GLuint i; - - ASSERT(lambda != NULL); - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - /* do the minified texels */ - GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { - case GL_NEAREST: - for (i = minStart; i < minEnd; i++) - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = minStart; i < minEnd; i++) - sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_NEAREST_MIPMAP_NEAREST: - sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, - rgba + minStart); - break; - case GL_LINEAR_MIPMAP_NEAREST: - sample_2d_array_linear_mipmap_nearest(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, - rgba + minStart); - break; - case GL_NEAREST_MIPMAP_LINEAR: - sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, - rgba + minStart); - break; - case GL_LINEAR_MIPMAP_LINEAR: - sample_2d_array_linear_mipmap_linear(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, - rgba + minStart); - break; - default: - _mesa_problem(ctx, "Bad min filter in sample_2d_array_texture"); - return; - } - } - - if (magStart < magEnd) { - /* do the magnified texels */ - switch (tObj->MagFilter) { - case GL_NEAREST: - for (i = magStart; i < magEnd; i++) - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = magStart; i < magEnd; i++) - sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - default: - _mesa_problem(ctx, "Bad mag filter in sample_2d_array_texture"); - return; - } - } -} - - - - -/**********************************************************************/ -/* 1D Texture Array Sampling Functions */ -/**********************************************************************/ - -/** - * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. - */ -static void -sample_1d_array_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[4]) -{ - const GLint width = img->Width2; /* without border, power of two */ - const GLint height = img->Height; - GLint i; - GLint array; - (void) ctx; - - i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); - array = tex_array_slice(texcoord[1], height); - - if (i < 0 || i >= (GLint) img->Width || - array < 0 || array >= (GLint) img->Height) { - /* Need this test for GL_CLAMP_TO_BORDER mode */ - get_border_color(tObj, img, rgba); - } - else { - img->FetchTexelf(img, i, array, 0, rgba); - } -} - - -/** - * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. - */ -static void -sample_1d_array_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - const struct gl_texture_image *img, - const GLfloat texcoord[4], - GLfloat rgba[4]) -{ - const GLint width = img->Width2; - const GLint height = img->Height; - GLint i0, i1; - GLint array; - GLbitfield useBorderColor = 0x0; - GLfloat a; - GLfloat t0[4], t1[4]; - - linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); - array = tex_array_slice(texcoord[1], height); - - if (img->Border) { - i0 += img->Border; - i1 += img->Border; - } - else { - /* check if sampling texture border color */ - if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; - if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; - } - - if (array < 0 || array >= height) useBorderColor |= K0BIT; - - /* Fetch texels */ - if (useBorderColor & (I0BIT | K0BIT)) { - get_border_color(tObj, img, t0); - } - else { - img->FetchTexelf(img, i0, array, 0, t0); - } - if (useBorderColor & (I1BIT | K0BIT)) { - get_border_color(tObj, img, t1); - } - else { - img->FetchTexelf(img, i1, array, 0, t1); - } - - /* bilinear interpolation of samples */ - lerp_rgba(rgba, a, t0, t1); -} - - -static void -sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], - rgba[i]); - } -} - - -static void -sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = nearest_mipmap_level(tObj, lambda[i]); - sample_1d_array_linear(ctx, tObj, tObj->Image[0][level], - texcoord[i], rgba[i]); - } -} - - -static void -sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -static void -sample_1d_array_linear_mipmap_linear(struct gl_context *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - ASSERT(lambda != NULL); - for (i = 0; i < n; i++) { - GLint level = linear_mipmap_level(tObj, lambda[i]); - if (level >= tObj->_MaxLevel) { - sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel], - texcoord[i], rgba[i]); - } - else { - GLfloat t0[4], t1[4]; /* texels */ - const GLfloat f = FRAC(lambda[i]); - sample_1d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_1d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); - lerp_rgba(rgba[i], f, t0, t1); - } - } -} - - -/** Sample 1D Array texture, nearest filtering for both min/magnification */ -static void -sample_nearest_1d_array(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 1D Array texture, linear filtering for both min/magnification */ -static void -sample_linear_1d_array(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLfloat rgba[][4]) -{ - GLuint i; - struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; - (void) lambda; - for (i = 0; i < n; i++) { - sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]); - } -} - - -/** Sample 1D Array texture, using lambda to choose between min/magnification */ -static void -sample_lambda_1d_array(struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint minStart, minEnd; /* texels with minification */ - GLuint magStart, magEnd; /* texels with magnification */ - GLuint i; - - ASSERT(lambda != NULL); - compute_min_mag_ranges(tObj, n, lambda, - &minStart, &minEnd, &magStart, &magEnd); - - if (minStart < minEnd) { - /* do the minified texels */ - GLuint m = minEnd - minStart; - switch (tObj->MinFilter) { - case GL_NEAREST: - for (i = minStart; i < minEnd; i++) - sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = minStart; i < minEnd; i++) - sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_NEAREST_MIPMAP_NEAREST: - sample_1d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_NEAREST: - sample_1d_array_linear_mipmap_nearest(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, - rgba + minStart); - break; - case GL_NEAREST_MIPMAP_LINEAR: - sample_1d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); - break; - case GL_LINEAR_MIPMAP_LINEAR: - sample_1d_array_linear_mipmap_linear(ctx, tObj, m, - texcoords + minStart, - lambda + minStart, - rgba + minStart); - break; - default: - _mesa_problem(ctx, "Bad min filter in sample_1d_array_texture"); - return; - } - } - - if (magStart < magEnd) { - /* do the magnified texels */ - switch (tObj->MagFilter) { - case GL_NEAREST: - for (i = magStart; i < magEnd; i++) - sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - case GL_LINEAR: - for (i = magStart; i < magEnd; i++) - sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel], - texcoords[i], rgba[i]); - break; - default: - _mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture"); - return; - } - } -} - - -/** - * Compare texcoord against depth sample. Return 1.0 or the ambient value. - */ -static INLINE GLfloat -shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample, - GLfloat ambient) -{ - switch (function) { - case GL_LEQUAL: - return (coord <= depthSample) ? 1.0F : ambient; - case GL_GEQUAL: - return (coord >= depthSample) ? 1.0F : ambient; - case GL_LESS: - return (coord < depthSample) ? 1.0F : ambient; - case GL_GREATER: - return (coord > depthSample) ? 1.0F : ambient; - case GL_EQUAL: - return (coord == depthSample) ? 1.0F : ambient; - case GL_NOTEQUAL: - return (coord != depthSample) ? 1.0F : ambient; - case GL_ALWAYS: - return 1.0F; - case GL_NEVER: - return ambient; - case GL_NONE: - return depthSample; - default: - _mesa_problem(NULL, "Bad compare func in shadow_compare"); - return ambient; - } -} - - -/** - * Compare texcoord against four depth samples. - */ -static INLINE GLfloat -shadow_compare4(GLenum function, GLfloat coord, - GLfloat depth00, GLfloat depth01, - GLfloat depth10, GLfloat depth11, - GLfloat ambient, GLfloat wi, GLfloat wj) -{ - const GLfloat d = (1.0F - (GLfloat) ambient) * 0.25F; - GLfloat luminance = 1.0F; - - switch (function) { - case GL_LEQUAL: - if (coord > depth00) luminance -= d; - if (coord > depth01) luminance -= d; - if (coord > depth10) luminance -= d; - if (coord > depth11) luminance -= d; - return luminance; - case GL_GEQUAL: - if (coord < depth00) luminance -= d; - if (coord < depth01) luminance -= d; - if (coord < depth10) luminance -= d; - if (coord < depth11) luminance -= d; - return luminance; - case GL_LESS: - if (coord >= depth00) luminance -= d; - if (coord >= depth01) luminance -= d; - if (coord >= depth10) luminance -= d; - if (coord >= depth11) luminance -= d; - return luminance; - case GL_GREATER: - if (coord <= depth00) luminance -= d; - if (coord <= depth01) luminance -= d; - if (coord <= depth10) luminance -= d; - if (coord <= depth11) luminance -= d; - return luminance; - case GL_EQUAL: - if (coord != depth00) luminance -= d; - if (coord != depth01) luminance -= d; - if (coord != depth10) luminance -= d; - if (coord != depth11) luminance -= d; - return luminance; - case GL_NOTEQUAL: - if (coord == depth00) luminance -= d; - if (coord == depth01) luminance -= d; - if (coord == depth10) luminance -= d; - if (coord == depth11) luminance -= d; - return luminance; - case GL_ALWAYS: - return 1.0F; - case GL_NEVER: - return ambient; - case GL_NONE: - /* ordinary bilinear filtering */ - return lerp_2d(wi, wj, depth00, depth10, depth01, depth11); - default: - _mesa_problem(NULL, "Bad compare func in sample_compare4"); - return ambient; - } -} - - -/** - * Choose the mipmap level to use when sampling from a depth texture. - */ -static int -choose_depth_texture_level(const struct gl_texture_object *tObj, GLfloat lambda) -{ - GLint level; - - if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { - /* no mipmapping - use base level */ - level = tObj->BaseLevel; - } - else { - /* choose mipmap level */ - lambda = CLAMP(lambda, tObj->MinLod, tObj->MaxLod); - level = (GLint) lambda; - level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel); - } - - return level; -} - - -/** - * Sample a shadow/depth texture. This function is incomplete. It doesn't - * check for minification vs. magnification, etc. - */ -static void -sample_depth_texture( struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat texel[][4] ) -{ - const GLint level = choose_depth_texture_level(tObj, lambda[0]); - const struct gl_texture_image *img = tObj->Image[0][level]; - const GLint width = img->Width; - const GLint height = img->Height; - const GLint depth = img->Depth; - const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT) - ? 3 : 2; - GLfloat ambient; - GLenum function; - GLfloat result; - - ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT || - img->_BaseFormat == GL_DEPTH_STENCIL_EXT); - - ASSERT(tObj->Target == GL_TEXTURE_1D || - tObj->Target == GL_TEXTURE_2D || - tObj->Target == GL_TEXTURE_RECTANGLE_NV || - tObj->Target == GL_TEXTURE_1D_ARRAY_EXT || - tObj->Target == GL_TEXTURE_2D_ARRAY_EXT); - - ambient = tObj->CompareFailValue; - - /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */ - - function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ? - tObj->CompareFunc : GL_NONE; - - if (tObj->MagFilter == GL_NEAREST) { - GLuint i; - for (i = 0; i < n; i++) { - GLfloat depthSample, depthRef; - GLint col, row, slice; - - nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice); - - if (col >= 0 && row >= 0 && col < width && row < height && - slice >= 0 && slice < depth) { - img->FetchTexelf(img, col, row, slice, &depthSample); - } - else { - depthSample = tObj->BorderColor.f[0]; - } - - depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); - - result = shadow_compare(function, depthRef, depthSample, ambient); - - switch (tObj->DepthMode) { - case GL_LUMINANCE: - ASSIGN_4V(texel[i], result, result, result, 1.0F); - break; - case GL_INTENSITY: - ASSIGN_4V(texel[i], result, result, result, result); - break; - case GL_ALPHA: - ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); - break; - case GL_RED: - ASSIGN_4V(texel[i], result, 0.0F, 0.0F, 1.0F); - break; - default: - _mesa_problem(ctx, "Bad depth texture mode"); - } - } - } - else { - GLuint i; - ASSERT(tObj->MagFilter == GL_LINEAR); - for (i = 0; i < n; i++) { - GLfloat depth00, depth01, depth10, depth11, depthRef; - GLint i0, i1, j0, j1; - GLint slice; - GLfloat wi, wj; - GLuint useBorderTexel; - - linear_texcoord(tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice, - &wi, &wj); - - useBorderTexel = 0; - if (img->Border) { - i0 += img->Border; - i1 += img->Border; - if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { - j0 += img->Border; - j1 += img->Border; - } - } - else { - if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT; - if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT; - if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT; - if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT; - } - - if (slice < 0 || slice >= (GLint) depth) { - depth00 = tObj->BorderColor.f[0]; - depth01 = tObj->BorderColor.f[0]; - depth10 = tObj->BorderColor.f[0]; - depth11 = tObj->BorderColor.f[0]; - } - else { - /* get four depth samples from the texture */ - if (useBorderTexel & (I0BIT | J0BIT)) { - depth00 = tObj->BorderColor.f[0]; - } - else { - img->FetchTexelf(img, i0, j0, slice, &depth00); - } - if (useBorderTexel & (I1BIT | J0BIT)) { - depth10 = tObj->BorderColor.f[0]; - } - else { - img->FetchTexelf(img, i1, j0, slice, &depth10); - } - - if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) { - if (useBorderTexel & (I0BIT | J1BIT)) { - depth01 = tObj->BorderColor.f[0]; - } - else { - img->FetchTexelf(img, i0, j1, slice, &depth01); - } - if (useBorderTexel & (I1BIT | J1BIT)) { - depth11 = tObj->BorderColor.f[0]; - } - else { - img->FetchTexelf(img, i1, j1, slice, &depth11); - } - } - else { - depth01 = depth00; - depth11 = depth10; - } - } - - depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); - - result = shadow_compare4(function, depthRef, - depth00, depth01, depth10, depth11, - ambient, wi, wj); - - switch (tObj->DepthMode) { - case GL_LUMINANCE: - ASSIGN_4V(texel[i], result, result, result, 1.0F); - break; - case GL_INTENSITY: - ASSIGN_4V(texel[i], result, result, result, result); - break; - case GL_ALPHA: - ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result); - break; - default: - _mesa_problem(ctx, "Bad depth texture mode"); - } - - } /* for */ - } /* if filter */ -} - - -/** - * We use this function when a texture object is in an "incomplete" state. - * When a fragment program attempts to sample an incomplete texture we - * return black (see issue 23 in GL_ARB_fragment_program spec). - * Note: fragment programs don't observe the texture enable/disable flags. - */ -static void -null_sample_func( struct gl_context *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLfloat rgba[][4]) -{ - GLuint i; - (void) ctx; - (void) tObj; - (void) texcoords; - (void) lambda; - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = 0; - rgba[i][GCOMP] = 0; - rgba[i][BCOMP] = 0; - rgba[i][ACOMP] = 1.0; - } -} - - -/** - * Choose the texture sampling function for the given texture object. - */ -texture_sample_func -_swrast_choose_texture_sample_func( struct gl_context *ctx, - const struct gl_texture_object *t ) -{ - if (!t || !t->_Complete) { - return &null_sample_func; - } - else { - const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter); - const GLenum format = t->Image[0][t->BaseLevel]->_BaseFormat; - - switch (t->Target) { - case GL_TEXTURE_1D: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { - return &sample_depth_texture; - } - else if (needLambda) { - return &sample_lambda_1d; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_1d; - } - else { - ASSERT(t->MinFilter == GL_NEAREST); - return &sample_nearest_1d; - } - case GL_TEXTURE_2D: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { - return &sample_depth_texture; - } - else if (needLambda) { - return &sample_lambda_2d; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_2d; - } - else { - /* check for a few optimized cases */ - const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; - ASSERT(t->MinFilter == GL_NEAREST); - if (t->WrapS == GL_REPEAT && - t->WrapT == GL_REPEAT && - img->_IsPowerOfTwo && - img->Border == 0 && - img->TexFormat == MESA_FORMAT_RGB888) { - return &opt_sample_rgb_2d; - } - else if (t->WrapS == GL_REPEAT && - t->WrapT == GL_REPEAT && - img->_IsPowerOfTwo && - img->Border == 0 && - img->TexFormat == MESA_FORMAT_RGBA8888) { - return &opt_sample_rgba_2d; - } - else { - return &sample_nearest_2d; - } - } - case GL_TEXTURE_3D: - if (needLambda) { - return &sample_lambda_3d; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_3d; - } - else { - ASSERT(t->MinFilter == GL_NEAREST); - return &sample_nearest_3d; - } - case GL_TEXTURE_CUBE_MAP: - if (needLambda) { - return &sample_lambda_cube; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_cube; - } - else { - ASSERT(t->MinFilter == GL_NEAREST); - return &sample_nearest_cube; - } - case GL_TEXTURE_RECTANGLE_NV: - if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { - return &sample_depth_texture; - } - else if (needLambda) { - return &sample_lambda_rect; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_rect; - } - else { - ASSERT(t->MinFilter == GL_NEAREST); - return &sample_nearest_rect; - } - case GL_TEXTURE_1D_ARRAY_EXT: - if (needLambda) { - return &sample_lambda_1d_array; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_1d_array; - } - else { - ASSERT(t->MinFilter == GL_NEAREST); - return &sample_nearest_1d_array; - } - case GL_TEXTURE_2D_ARRAY_EXT: - if (needLambda) { - return &sample_lambda_2d_array; - } - else if (t->MinFilter == GL_LINEAR) { - return &sample_linear_2d_array; - } - else { - ASSERT(t->MinFilter == GL_NEAREST); - return &sample_nearest_2d_array; - } - default: - _mesa_problem(ctx, - "invalid target in _swrast_choose_texture_sample_func"); - return &null_sample_func; - } - } -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.3
+ *
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/imports.h"
+
+#include "s_context.h"
+#include "s_texfilter.h"
+
+
+/*
+ * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
+ * see 1-pixel bands of improperly weighted linear-filtered textures.
+ * The tests/texwrap.c demo is a good test.
+ * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
+ * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
+ */
+#define FRAC(f) ((f) - IFLOOR(f))
+
+
+
+/**
+ * Linear interpolation macro
+ */
+#define LERP(T, A, B) ( (A) + (T) * ((B) - (A)) )
+
+
+/**
+ * Do 2D/biliner interpolation of float values.
+ * v00, v10, v01 and v11 are typically four texture samples in a square/box.
+ * a and b are the horizontal and vertical interpolants.
+ * It's important that this function is inlined when compiled with
+ * optimization! If we find that's not true on some systems, convert
+ * to a macro.
+ */
+static INLINE GLfloat
+lerp_2d(GLfloat a, GLfloat b,
+ GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
+{
+ const GLfloat temp0 = LERP(a, v00, v10);
+ const GLfloat temp1 = LERP(a, v01, v11);
+ return LERP(b, temp0, temp1);
+}
+
+
+/**
+ * Do 3D/trilinear interpolation of float values.
+ * \sa lerp_2d
+ */
+static INLINE GLfloat
+lerp_3d(GLfloat a, GLfloat b, GLfloat c,
+ GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
+ GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
+{
+ const GLfloat temp00 = LERP(a, v000, v100);
+ const GLfloat temp10 = LERP(a, v010, v110);
+ const GLfloat temp01 = LERP(a, v001, v101);
+ const GLfloat temp11 = LERP(a, v011, v111);
+ const GLfloat temp0 = LERP(b, temp00, temp10);
+ const GLfloat temp1 = LERP(b, temp01, temp11);
+ return LERP(c, temp0, temp1);
+}
+
+
+/**
+ * Do linear interpolation of colors.
+ */
+static INLINE void
+lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
+{
+ result[0] = LERP(t, a[0], b[0]);
+ result[1] = LERP(t, a[1], b[1]);
+ result[2] = LERP(t, a[2], b[2]);
+ result[3] = LERP(t, a[3], b[3]);
+}
+
+
+/**
+ * Do bilinear interpolation of colors.
+ */
+static INLINE void
+lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
+ const GLfloat t00[4], const GLfloat t10[4],
+ const GLfloat t01[4], const GLfloat t11[4])
+{
+ result[0] = lerp_2d(a, b, t00[0], t10[0], t01[0], t11[0]);
+ result[1] = lerp_2d(a, b, t00[1], t10[1], t01[1], t11[1]);
+ result[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]);
+ result[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]);
+}
+
+
+/**
+ * Do trilinear interpolation of colors.
+ */
+static INLINE void
+lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
+ const GLfloat t000[4], const GLfloat t100[4],
+ const GLfloat t010[4], const GLfloat t110[4],
+ const GLfloat t001[4], const GLfloat t101[4],
+ const GLfloat t011[4], const GLfloat t111[4])
+{
+ GLuint k;
+ /* compiler should unroll these short loops */
+ for (k = 0; k < 4; k++) {
+ result[k] = lerp_3d(a, b, c, t000[k], t100[k], t010[k], t110[k],
+ t001[k], t101[k], t011[k], t111[k]);
+ }
+}
+
+
+/**
+ * Used for GL_REPEAT wrap mode. Using A % B doesn't produce the
+ * right results for A<0. Casting to A to be unsigned only works if B
+ * is a power of two. Adding a bias to A (which is a multiple of B)
+ * avoids the problems with A < 0 (for reasonable A) without using a
+ * conditional.
+ */
+#define REMAINDER(A, B) (((A) + (B) * 1024) % (B))
+
+
+/**
+ * Used to compute texel locations for linear sampling.
+ * Input:
+ * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER
+ * s = texcoord in [0,1]
+ * size = width (or height or depth) of texture
+ * Output:
+ * i0, i1 = returns two nearest texel indexes
+ * weight = returns blend factor between texels
+ */
+static INLINE void
+linear_texel_locations(GLenum wrapMode,
+ const struct gl_texture_image *img,
+ GLint size, GLfloat s,
+ GLint *i0, GLint *i1, GLfloat *weight)
+{
+ GLfloat u;
+ switch (wrapMode) {
+ case GL_REPEAT:
+ u = s * size - 0.5F;
+ if (img->_IsPowerOfTwo) {
+ *i0 = IFLOOR(u) & (size - 1);
+ *i1 = (*i0 + 1) & (size - 1);
+ }
+ else {
+ *i0 = REMAINDER(IFLOOR(u), size);
+ *i1 = REMAINDER(*i0 + 1, size);
+ }
+ break;
+ case GL_CLAMP_TO_EDGE:
+ if (s <= 0.0F)
+ u = 0.0F;
+ else if (s >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u = s * size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ if (*i0 < 0)
+ *i0 = 0;
+ if (*i1 >= (GLint) size)
+ *i1 = size - 1;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ {
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ if (s <= min)
+ u = min * size;
+ else if (s >= max)
+ u = max * size;
+ else
+ u = s * size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ }
+ break;
+ case GL_MIRRORED_REPEAT:
+ {
+ const GLint flr = IFLOOR(s);
+ if (flr & 1)
+ u = 1.0F - (s - (GLfloat) flr);
+ else
+ u = s - (GLfloat) flr;
+ u = (u * size) - 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ if (*i0 < 0)
+ *i0 = 0;
+ if (*i1 >= (GLint) size)
+ *i1 = size - 1;
+ }
+ break;
+ case GL_MIRROR_CLAMP_EXT:
+ u = FABSF(s);
+ if (u >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u *= size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ break;
+ case GL_MIRROR_CLAMP_TO_EDGE_EXT:
+ u = FABSF(s);
+ if (u >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u *= size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ if (*i0 < 0)
+ *i0 = 0;
+ if (*i1 >= (GLint) size)
+ *i1 = size - 1;
+ break;
+ case GL_MIRROR_CLAMP_TO_BORDER_EXT:
+ {
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ u = FABSF(s);
+ if (u <= min)
+ u = min * size;
+ else if (u >= max)
+ u = max * size;
+ else
+ u *= size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ }
+ break;
+ case GL_CLAMP:
+ if (s <= 0.0F)
+ u = 0.0F;
+ else if (s >= 1.0F)
+ u = (GLfloat) size;
+ else
+ u = s * size;
+ u -= 0.5F;
+ *i0 = IFLOOR(u);
+ *i1 = *i0 + 1;
+ break;
+ default:
+ _mesa_problem(NULL, "Bad wrap mode");
+ u = 0.0F;
+ }
+ *weight = FRAC(u);
+}
+
+
+/**
+ * Used to compute texel location for nearest sampling.
+ */
+static INLINE GLint
+nearest_texel_location(GLenum wrapMode,
+ const struct gl_texture_image *img,
+ GLint size, GLfloat s)
+{
+ GLint i;
+
+ switch (wrapMode) {
+ case GL_REPEAT:
+ /* s limited to [0,1) */
+ /* i limited to [0,size-1] */
+ i = IFLOOR(s * size);
+ if (img->_IsPowerOfTwo)
+ i &= (size - 1);
+ else
+ i = REMAINDER(i, size);
+ return i;
+ case GL_CLAMP_TO_EDGE:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [0, size-1] */
+ const GLfloat min = 1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ if (s < min)
+ i = 0;
+ else if (s > max)
+ i = size - 1;
+ else
+ i = IFLOOR(s * size);
+ }
+ return i;
+ case GL_CLAMP_TO_BORDER:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [-1, size] */
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ if (s <= min)
+ i = -1;
+ else if (s >= max)
+ i = size;
+ else
+ i = IFLOOR(s * size);
+ }
+ return i;
+ case GL_MIRRORED_REPEAT:
+ {
+ const GLfloat min = 1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ const GLint flr = IFLOOR(s);
+ GLfloat u;
+ if (flr & 1)
+ u = 1.0F - (s - (GLfloat) flr);
+ else
+ u = s - (GLfloat) flr;
+ if (u < min)
+ i = 0;
+ else if (u > max)
+ i = size - 1;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_MIRROR_CLAMP_EXT:
+ {
+ /* s limited to [0,1] */
+ /* i limited to [0,size-1] */
+ const GLfloat u = FABSF(s);
+ if (u <= 0.0F)
+ i = 0;
+ else if (u >= 1.0F)
+ i = size - 1;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_MIRROR_CLAMP_TO_EDGE_EXT:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [0, size-1] */
+ const GLfloat min = 1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ const GLfloat u = FABSF(s);
+ if (u < min)
+ i = 0;
+ else if (u > max)
+ i = size - 1;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_MIRROR_CLAMP_TO_BORDER_EXT:
+ {
+ /* s limited to [min,max] */
+ /* i limited to [0, size-1] */
+ const GLfloat min = -1.0F / (2.0F * size);
+ const GLfloat max = 1.0F - min;
+ const GLfloat u = FABSF(s);
+ if (u < min)
+ i = -1;
+ else if (u > max)
+ i = size;
+ else
+ i = IFLOOR(u * size);
+ }
+ return i;
+ case GL_CLAMP:
+ /* s limited to [0,1] */
+ /* i limited to [0,size-1] */
+ if (s <= 0.0F)
+ i = 0;
+ else if (s >= 1.0F)
+ i = size - 1;
+ else
+ i = IFLOOR(s * size);
+ return i;
+ default:
+ _mesa_problem(NULL, "Bad wrap mode");
+ return 0;
+ }
+}
+
+
+/* Power of two image sizes only */
+static INLINE void
+linear_repeat_texel_location(GLuint size, GLfloat s,
+ GLint *i0, GLint *i1, GLfloat *weight)
+{
+ GLfloat u = s * size - 0.5F;
+ *i0 = IFLOOR(u) & (size - 1);
+ *i1 = (*i0 + 1) & (size - 1);
+ *weight = FRAC(u);
+}
+
+
+/**
+ * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
+ */
+static INLINE GLint
+clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
+{
+ switch (wrapMode) {
+ case GL_CLAMP:
+ return IFLOOR( CLAMP(coord, 0.0F, max - 1) );
+ case GL_CLAMP_TO_EDGE:
+ return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) );
+ case GL_CLAMP_TO_BORDER:
+ return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) );
+ default:
+ _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest");
+ return 0;
+ }
+}
+
+
+/**
+ * As above, but GL_LINEAR filtering.
+ */
+static INLINE void
+clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
+ GLint *i0out, GLint *i1out, GLfloat *weight)
+{
+ GLfloat fcol;
+ GLint i0, i1;
+ switch (wrapMode) {
+ case GL_CLAMP:
+ /* Not exactly what the spec says, but it matches NVIDIA output */
+ fcol = CLAMP(coord - 0.5F, 0.0F, max - 1);
+ i0 = IFLOOR(fcol);
+ i1 = i0 + 1;
+ break;
+ case GL_CLAMP_TO_EDGE:
+ fcol = CLAMP(coord, 0.5F, max - 0.5F);
+ fcol -= 0.5F;
+ i0 = IFLOOR(fcol);
+ i1 = i0 + 1;
+ if (i1 > max - 1)
+ i1 = max - 1;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ fcol = CLAMP(coord, -0.5F, max + 0.5F);
+ fcol -= 0.5F;
+ i0 = IFLOOR(fcol);
+ i1 = i0 + 1;
+ break;
+ default:
+ _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear");
+ i0 = i1 = 0;
+ fcol = 0.0F;
+ }
+ *i0out = i0;
+ *i1out = i1;
+ *weight = FRAC(fcol);
+}
+
+
+/**
+ * Compute slice/image to use for 1D or 2D array texture.
+ */
+static INLINE GLint
+tex_array_slice(GLfloat coord, GLsizei size)
+{
+ GLint slice = IFLOOR(coord + 0.5f);
+ slice = CLAMP(slice, 0, size - 1);
+ return slice;
+}
+
+
+/**
+ * Compute nearest integer texcoords for given texobj and coordinate.
+ * NOTE: only used for depth texture sampling.
+ */
+static INLINE void
+nearest_texcoord(const struct gl_texture_object *texObj,
+ GLuint level,
+ const GLfloat texcoord[4],
+ GLint *i, GLint *j, GLint *k)
+{
+ const struct gl_texture_image *img = texObj->Image[0][level];
+ const GLint width = img->Width;
+ const GLint height = img->Height;
+ const GLint depth = img->Depth;
+
+ switch (texObj->Target) {
+ case GL_TEXTURE_RECTANGLE_ARB:
+ *i = clamp_rect_coord_nearest(texObj->WrapS, texcoord[0], width);
+ *j = clamp_rect_coord_nearest(texObj->WrapT, texcoord[1], height);
+ *k = 0;
+ break;
+ case GL_TEXTURE_1D:
+ *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
+ *j = 0;
+ *k = 0;
+ break;
+ case GL_TEXTURE_2D:
+ *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
+ *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]);
+ *k = 0;
+ break;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
+ *j = tex_array_slice(texcoord[1], height);
+ *k = 0;
+ break;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ *i = nearest_texel_location(texObj->WrapS, img, width, texcoord[0]);
+ *j = nearest_texel_location(texObj->WrapT, img, height, texcoord[1]);
+ *k = tex_array_slice(texcoord[2], depth);
+ break;
+ default:
+ *i = *j = *k = 0;
+ }
+}
+
+
+/**
+ * Compute linear integer texcoords for given texobj and coordinate.
+ * NOTE: only used for depth texture sampling.
+ */
+static INLINE void
+linear_texcoord(const struct gl_texture_object *texObj,
+ GLuint level,
+ const GLfloat texcoord[4],
+ GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice,
+ GLfloat *wi, GLfloat *wj)
+{
+ const struct gl_texture_image *img = texObj->Image[0][level];
+ const GLint width = img->Width;
+ const GLint height = img->Height;
+ const GLint depth = img->Depth;
+
+ switch (texObj->Target) {
+ case GL_TEXTURE_RECTANGLE_ARB:
+ clamp_rect_coord_linear(texObj->WrapS, texcoord[0],
+ width, i0, i1, wi);
+ clamp_rect_coord_linear(texObj->WrapT, texcoord[1],
+ height, j0, j1, wj);
+ *slice = 0;
+ break;
+
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ linear_texel_locations(texObj->WrapS, img, width,
+ texcoord[0], i0, i1, wi);
+ linear_texel_locations(texObj->WrapT, img, height,
+ texcoord[1], j0, j1, wj);
+ *slice = 0;
+ break;
+
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ linear_texel_locations(texObj->WrapS, img, width,
+ texcoord[0], i0, i1, wi);
+ *j0 = tex_array_slice(texcoord[1], height);
+ *j1 = *j0;
+ *slice = 0;
+ break;
+
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ linear_texel_locations(texObj->WrapS, img, width,
+ texcoord[0], i0, i1, wi);
+ linear_texel_locations(texObj->WrapT, img, height,
+ texcoord[1], j0, j1, wj);
+ *slice = tex_array_slice(texcoord[2], depth);
+ break;
+
+ default:
+ *slice = 0;
+ }
+}
+
+
+
+/**
+ * For linear interpolation between mipmap levels N and N+1, this function
+ * computes N.
+ */
+static INLINE GLint
+linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
+{
+ if (lambda < 0.0F)
+ return tObj->BaseLevel;
+ else if (lambda > tObj->_MaxLambda)
+ return (GLint) (tObj->BaseLevel + tObj->_MaxLambda);
+ else
+ return (GLint) (tObj->BaseLevel + lambda);
+}
+
+
+/**
+ * Compute the nearest mipmap level to take texels from.
+ */
+static INLINE GLint
+nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
+{
+ GLfloat l;
+ GLint level;
+ if (lambda <= 0.5F)
+ l = 0.0F;
+ else if (lambda > tObj->_MaxLambda + 0.4999F)
+ l = tObj->_MaxLambda + 0.4999F;
+ else
+ l = lambda;
+ level = (GLint) (tObj->BaseLevel + l + 0.5F);
+ if (level > tObj->_MaxLevel)
+ level = tObj->_MaxLevel;
+ return level;
+}
+
+
+
+/*
+ * Bitflags for texture border color sampling.
+ */
+#define I0BIT 1
+#define I1BIT 2
+#define J0BIT 4
+#define J1BIT 8
+#define K0BIT 16
+#define K1BIT 32
+
+
+
+/**
+ * The lambda[] array values are always monotonic. Either the whole span
+ * will be minified, magnified, or split between the two. This function
+ * determines the subranges in [0, n-1] that are to be minified or magnified.
+ */
+static INLINE void
+compute_min_mag_ranges(const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat lambda[],
+ GLuint *minStart, GLuint *minEnd,
+ GLuint *magStart, GLuint *magEnd)
+{
+ GLfloat minMagThresh;
+
+ /* we shouldn't be here if minfilter == magfilter */
+ ASSERT(tObj->MinFilter != tObj->MagFilter);
+
+ /* This bit comes from the OpenGL spec: */
+ if (tObj->MagFilter == GL_LINEAR
+ && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
+ tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
+ minMagThresh = 0.5F;
+ }
+ else {
+ minMagThresh = 0.0F;
+ }
+
+#if 0
+ /* DEBUG CODE: Verify that lambda[] is monotonic.
+ * We can't really use this because the inaccuracy in the LOG2 function
+ * causes this test to fail, yet the resulting texturing is correct.
+ */
+ if (n > 1) {
+ GLuint i;
+ printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
+ if (lambda[0] >= lambda[n-1]) { /* decreasing */
+ for (i = 0; i < n - 1; i++) {
+ ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
+ }
+ }
+ else { /* increasing */
+ for (i = 0; i < n - 1; i++) {
+ ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
+ }
+ }
+ }
+#endif /* DEBUG */
+
+ if (lambda[0] <= minMagThresh && (n <= 1 || lambda[n-1] <= minMagThresh)) {
+ /* magnification for whole span */
+ *magStart = 0;
+ *magEnd = n;
+ *minStart = *minEnd = 0;
+ }
+ else if (lambda[0] > minMagThresh && (n <=1 || lambda[n-1] > minMagThresh)) {
+ /* minification for whole span */
+ *minStart = 0;
+ *minEnd = n;
+ *magStart = *magEnd = 0;
+ }
+ else {
+ /* a mix of minification and magnification */
+ GLuint i;
+ if (lambda[0] > minMagThresh) {
+ /* start with minification */
+ for (i = 1; i < n; i++) {
+ if (lambda[i] <= minMagThresh)
+ break;
+ }
+ *minStart = 0;
+ *minEnd = i;
+ *magStart = i;
+ *magEnd = n;
+ }
+ else {
+ /* start with magnification */
+ for (i = 1; i < n; i++) {
+ if (lambda[i] > minMagThresh)
+ break;
+ }
+ *magStart = 0;
+ *magEnd = i;
+ *minStart = i;
+ *minEnd = n;
+ }
+ }
+
+#if 0
+ /* Verify the min/mag Start/End values
+ * We don't use this either (see above)
+ */
+ {
+ GLint i;
+ for (i = 0; i < n; i++) {
+ if (lambda[i] > minMagThresh) {
+ /* minification */
+ ASSERT(i >= *minStart);
+ ASSERT(i < *minEnd);
+ }
+ else {
+ /* magnification */
+ ASSERT(i >= *magStart);
+ ASSERT(i < *magEnd);
+ }
+ }
+ }
+#endif
+}
+
+
+/**
+ * When we sample the border color, it must be interpreted according to
+ * the base texture format. Ex: if the texture base format it GL_ALPHA,
+ * we return (0,0,0,BorderAlpha).
+ */
+static INLINE void
+get_border_color(const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat rgba[4])
+{
+ switch (img->_BaseFormat) {
+ case GL_RGB:
+ rgba[0] = tObj->BorderColor.f[0];
+ rgba[1] = tObj->BorderColor.f[1];
+ rgba[2] = tObj->BorderColor.f[2];
+ rgba[3] = 1.0F;
+ break;
+ case GL_ALPHA:
+ rgba[0] = rgba[1] = rgba[2] = 0.0;
+ rgba[3] = tObj->BorderColor.f[3];
+ break;
+ case GL_LUMINANCE:
+ rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0];
+ rgba[3] = 1.0;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ rgba[0] = rgba[1] = rgba[2] = tObj->BorderColor.f[0];
+ rgba[3] = tObj->BorderColor.f[3];
+ break;
+ case GL_INTENSITY:
+ rgba[0] = rgba[1] = rgba[2] = rgba[3] = tObj->BorderColor.f[0];
+ break;
+ default:
+ COPY_4V(rgba, tObj->BorderColor.f);
+ }
+}
+
+
+/**********************************************************************/
+/* 1-D Texture Sampling Functions */
+/**********************************************************************/
+
+/**
+ * Return the texture sample for coordinate (s) using GL_NEAREST filter.
+ */
+static INLINE void
+sample_1d_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4], GLfloat rgba[4])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ GLint i;
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ /* skip over the border, if any */
+ i += img->Border;
+ if (i < 0 || i >= (GLint) img->Width) {
+ /* Need this test for GL_CLAMP_TO_BORDER mode */
+ get_border_color(tObj, img, rgba);
+ }
+ else {
+ img->FetchTexelf(img, i, 0, 0, rgba);
+ }
+}
+
+
+/**
+ * Return the texture sample for coordinate (s) using GL_LINEAR filter.
+ */
+static INLINE void
+sample_1d_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4], GLfloat rgba[4])
+{
+ const GLint width = img->Width2;
+ GLint i0, i1;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat a;
+ GLfloat t0[4], t1[4]; /* texels */
+
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ }
+ else {
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ }
+
+ /* fetch texel colors */
+ if (useBorderColor & I0BIT) {
+ get_border_color(tObj, img, t0);
+ }
+ else {
+ img->FetchTexelf(img, i0, 0, 0, t0);
+ }
+ if (useBorderColor & I1BIT) {
+ get_border_color(tObj, img, t1);
+ }
+ else {
+ img->FetchTexelf(img, i1, 0, 0, t1);
+ }
+
+ lerp_rgba(rgba, a, t0, t1);
+}
+
+
+static void
+sample_1d_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_1d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_1d_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_1d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_1d_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4];
+ const GLfloat f = FRAC(lambda[i]);
+ sample_1d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_1d_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4];
+ const GLfloat f = FRAC(lambda[i]);
+ sample_1d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+/** Sample 1D texture, nearest filtering for both min/magnification */
+static void
+sample_nearest_1d( struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4] )
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 1D texture, linear filtering for both min/magnification */
+static void
+sample_linear_1d( struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4] )
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 1D texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_1d( struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4] )
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+ GLuint i;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ const GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_1d_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_1d_texture");
+ return;
+ }
+ }
+}
+
+
+/**********************************************************************/
+/* 2-D Texture Sampling Functions */
+/**********************************************************************/
+
+
+/**
+ * Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
+ */
+static INLINE void
+sample_2d_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ const GLint height = img->Height2; /* without border, power of two */
+ GLint i, j;
+ (void) ctx;
+
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
+
+ /* skip over the border, if any */
+ i += img->Border;
+ j += img->Border;
+
+ if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) {
+ /* Need this test for GL_CLAMP_TO_BORDER mode */
+ get_border_color(tObj, img, rgba);
+ }
+ else {
+ img->FetchTexelf(img, i, j, 0, rgba);
+ }
+}
+
+
+/**
+ * Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
+ * New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
+ */
+static INLINE void
+sample_2d_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height2;
+ GLint i0, j0, i1, j1;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat a, b;
+ GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
+
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ j0 += img->Border;
+ j1 += img->Border;
+ }
+ else {
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
+ if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
+ }
+
+ /* fetch four texel colors */
+ if (useBorderColor & (I0BIT | J0BIT)) {
+ get_border_color(tObj, img, t00);
+ }
+ else {
+ img->FetchTexelf(img, i0, j0, 0, t00);
+ }
+ if (useBorderColor & (I1BIT | J0BIT)) {
+ get_border_color(tObj, img, t10);
+ }
+ else {
+ img->FetchTexelf(img, i1, j0, 0, t10);
+ }
+ if (useBorderColor & (I0BIT | J1BIT)) {
+ get_border_color(tObj, img, t01);
+ }
+ else {
+ img->FetchTexelf(img, i0, j1, 0, t01);
+ }
+ if (useBorderColor & (I1BIT | J1BIT)) {
+ get_border_color(tObj, img, t11);
+ }
+ else {
+ img->FetchTexelf(img, i1, j1, 0, t11);
+ }
+
+ lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
+}
+
+
+/**
+ * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
+ * We don't have to worry about the texture border.
+ */
+static INLINE void
+sample_2d_linear_repeat(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height2;
+ GLint i0, j0, i1, j1;
+ GLfloat wi, wj;
+ GLfloat t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */
+
+ (void) ctx;
+
+ ASSERT(tObj->WrapS == GL_REPEAT);
+ ASSERT(tObj->WrapT == GL_REPEAT);
+ ASSERT(img->Border == 0);
+ ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
+ ASSERT(img->_IsPowerOfTwo);
+
+ linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi);
+ linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj);
+
+ img->FetchTexelf(img, i0, j0, 0, t00);
+ img->FetchTexelf(img, i1, j0, 0, t10);
+ img->FetchTexelf(img, i0, j1, 0, t01);
+ img->FetchTexelf(img, i1, j1, 0, t11);
+
+ lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11);
+}
+
+
+static void
+sample_2d_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_2d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_2d_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_2d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_2d_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_2d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_2d_linear_mipmap_linear( struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4] )
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_2d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_2d_linear_mipmap_linear_repeat(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ ASSERT(tObj->WrapS == GL_REPEAT);
+ ASSERT(tObj->WrapT == GL_REPEAT);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ],
+ texcoord[i], t0);
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1],
+ texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+/** Sample 2D texture, nearest filtering for both min/magnification */
+static void
+sample_nearest_2d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 2D texture, linear filtering for both min/magnification */
+static void
+sample_linear_2d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ if (tObj->WrapS == GL_REPEAT &&
+ tObj->WrapT == GL_REPEAT &&
+ image->_IsPowerOfTwo &&
+ image->Border == 0) {
+ for (i = 0; i < n; i++) {
+ sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+ }
+ else {
+ for (i = 0; i < n; i++) {
+ sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+ }
+}
+
+
+/**
+ * Optimized 2-D texture sampling:
+ * S and T wrap mode == GL_REPEAT
+ * GL_NEAREST min/mag filter
+ * No border,
+ * RowStride == Width,
+ * Format = GL_RGB
+ */
+static void
+opt_sample_rgb_2d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
+ const GLfloat width = (GLfloat) img->Width;
+ const GLfloat height = (GLfloat) img->Height;
+ const GLint colMask = img->Width - 1;
+ const GLint rowMask = img->Height - 1;
+ const GLint shift = img->WidthLog2;
+ GLuint k;
+ (void) ctx;
+ (void) lambda;
+ ASSERT(tObj->WrapS==GL_REPEAT);
+ ASSERT(tObj->WrapT==GL_REPEAT);
+ ASSERT(img->Border==0);
+ ASSERT(img->TexFormat == MESA_FORMAT_RGB888);
+ ASSERT(img->_IsPowerOfTwo);
+
+ for (k=0; k<n; k++) {
+ GLint i = IFLOOR(texcoords[k][0] * width) & colMask;
+ GLint j = IFLOOR(texcoords[k][1] * height) & rowMask;
+ GLint pos = (j << shift) | i;
+ GLubyte *texel = ((GLubyte *) img->Data) + 3*pos;
+ rgba[k][RCOMP] = UBYTE_TO_FLOAT(texel[2]);
+ rgba[k][GCOMP] = UBYTE_TO_FLOAT(texel[1]);
+ rgba[k][BCOMP] = UBYTE_TO_FLOAT(texel[0]);
+ rgba[k][ACOMP] = 1.0F;
+ }
+}
+
+
+/**
+ * Optimized 2-D texture sampling:
+ * S and T wrap mode == GL_REPEAT
+ * GL_NEAREST min/mag filter
+ * No border
+ * RowStride == Width,
+ * Format = GL_RGBA
+ */
+static void
+opt_sample_rgba_2d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel];
+ const GLfloat width = (GLfloat) img->Width;
+ const GLfloat height = (GLfloat) img->Height;
+ const GLint colMask = img->Width - 1;
+ const GLint rowMask = img->Height - 1;
+ const GLint shift = img->WidthLog2;
+ GLuint i;
+ (void) ctx;
+ (void) lambda;
+ ASSERT(tObj->WrapS==GL_REPEAT);
+ ASSERT(tObj->WrapT==GL_REPEAT);
+ ASSERT(img->Border==0);
+ ASSERT(img->TexFormat == MESA_FORMAT_RGBA8888);
+ ASSERT(img->_IsPowerOfTwo);
+
+ for (i = 0; i < n; i++) {
+ const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
+ const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
+ const GLint pos = (row << shift) | col;
+ const GLuint texel = *((GLuint *) img->Data + pos);
+ rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) );
+ rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff );
+ rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff );
+ rgba[i][ACOMP] = UBYTE_TO_FLOAT( (texel ) & 0xff );
+ }
+}
+
+
+/** Sample 2D texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_2d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+
+ const GLboolean repeatNoBorderPOT = (tObj->WrapS == GL_REPEAT)
+ && (tObj->WrapT == GL_REPEAT)
+ && (tImg->Border == 0 && (tImg->Width == tImg->RowStride))
+ && (tImg->_BaseFormat != GL_COLOR_INDEX)
+ && tImg->_IsPowerOfTwo;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ const GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ if (repeatNoBorderPOT) {
+ switch (tImg->TexFormat) {
+ case MESA_FORMAT_RGB888:
+ opt_sample_rgb_2d(ctx, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ break;
+ case MESA_FORMAT_RGBA8888:
+ opt_sample_rgba_2d(ctx, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ break;
+ default:
+ sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart );
+ }
+ }
+ else {
+ sample_nearest_2d(ctx, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ }
+ break;
+ case GL_LINEAR:
+ sample_linear_2d(ctx, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_2d_nearest_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ if (repeatNoBorderPOT)
+ sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m,
+ texcoords + minStart, lambda + minStart, rgba + minStart);
+ else
+ sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_2d_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ const GLuint m = magEnd - magStart;
+
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ if (repeatNoBorderPOT) {
+ switch (tImg->TexFormat) {
+ case MESA_FORMAT_RGB888:
+ opt_sample_rgb_2d(ctx, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ break;
+ case MESA_FORMAT_RGBA8888:
+ opt_sample_rgba_2d(ctx, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ break;
+ default:
+ sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart );
+ }
+ }
+ else {
+ sample_nearest_2d(ctx, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ }
+ break;
+ case GL_LINEAR:
+ sample_linear_2d(ctx, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_lambda_2d");
+ }
+ }
+}
+
+
+
+/**********************************************************************/
+/* 3-D Texture Sampling Functions */
+/**********************************************************************/
+
+/**
+ * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
+ */
+static INLINE void
+sample_3d_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[4])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ const GLint height = img->Height2; /* without border, power of two */
+ const GLint depth = img->Depth2; /* without border, power of two */
+ GLint i, j, k;
+ (void) ctx;
+
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
+ k = nearest_texel_location(tObj->WrapR, img, depth, texcoord[2]);
+
+ if (i < 0 || i >= (GLint) img->Width ||
+ j < 0 || j >= (GLint) img->Height ||
+ k < 0 || k >= (GLint) img->Depth) {
+ /* Need this test for GL_CLAMP_TO_BORDER mode */
+ get_border_color(tObj, img, rgba);
+ }
+ else {
+ img->FetchTexelf(img, i, j, k, rgba);
+ }
+}
+
+
+/**
+ * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
+ */
+static void
+sample_3d_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[4])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height2;
+ const GLint depth = img->Depth2;
+ GLint i0, j0, k0, i1, j1, k1;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat a, b, c;
+ GLfloat t000[4], t010[4], t001[4], t011[4];
+ GLfloat t100[4], t110[4], t101[4], t111[4];
+
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+ linear_texel_locations(tObj->WrapR, img, depth, texcoord[2], &k0, &k1, &c);
+
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ j0 += img->Border;
+ j1 += img->Border;
+ k0 += img->Border;
+ k1 += img->Border;
+ }
+ else {
+ /* check if sampling texture border color */
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
+ if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
+ if (k0 < 0 || k0 >= depth) useBorderColor |= K0BIT;
+ if (k1 < 0 || k1 >= depth) useBorderColor |= K1BIT;
+ }
+
+ /* Fetch texels */
+ if (useBorderColor & (I0BIT | J0BIT | K0BIT)) {
+ get_border_color(tObj, img, t000);
+ }
+ else {
+ img->FetchTexelf(img, i0, j0, k0, t000);
+ }
+ if (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
+ get_border_color(tObj, img, t100);
+ }
+ else {
+ img->FetchTexelf(img, i1, j0, k0, t100);
+ }
+ if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
+ get_border_color(tObj, img, t010);
+ }
+ else {
+ img->FetchTexelf(img, i0, j1, k0, t010);
+ }
+ if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
+ get_border_color(tObj, img, t110);
+ }
+ else {
+ img->FetchTexelf(img, i1, j1, k0, t110);
+ }
+
+ if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
+ get_border_color(tObj, img, t001);
+ }
+ else {
+ img->FetchTexelf(img, i0, j0, k1, t001);
+ }
+ if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
+ get_border_color(tObj, img, t101);
+ }
+ else {
+ img->FetchTexelf(img, i1, j0, k1, t101);
+ }
+ if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
+ get_border_color(tObj, img, t011);
+ }
+ else {
+ img->FetchTexelf(img, i0, j1, k1, t011);
+ }
+ if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
+ get_border_color(tObj, img, t111);
+ }
+ else {
+ img->FetchTexelf(img, i1, j1, k1, t111);
+ }
+
+ /* trilinear interpolation of samples */
+ lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111);
+}
+
+
+static void
+sample_3d_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4] )
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_3d_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_3d_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_3d_linear(ctx, tObj, tObj->Image[0][level], texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_3d_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_3d_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_3d_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_3d_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_3d_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_3d_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+/** Sample 3D texture, nearest filtering for both min/magnification */
+static void
+sample_nearest_3d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 3D texture, linear filtering for both min/magnification */
+static void
+sample_linear_3d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_3d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 3D texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_3d(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+ GLuint i;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_3d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_3d_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_3d_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_3d_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_3d_texture");
+ return;
+ }
+ }
+}
+
+
+/**********************************************************************/
+/* Texture Cube Map Sampling Functions */
+/**********************************************************************/
+
+/**
+ * Choose one of six sides of a texture cube map given the texture
+ * coord (rx,ry,rz). Return pointer to corresponding array of texture
+ * images.
+ */
+static const struct gl_texture_image **
+choose_cube_face(const struct gl_texture_object *texObj,
+ const GLfloat texcoord[4], GLfloat newCoord[4])
+{
+ /*
+ major axis
+ direction target sc tc ma
+ ---------- ------------------------------- --- --- ---
+ +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx
+ -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx
+ +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry
+ -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry
+ +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
+ -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
+ */
+ const GLfloat rx = texcoord[0];
+ const GLfloat ry = texcoord[1];
+ const GLfloat rz = texcoord[2];
+ const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz);
+ GLuint face;
+ GLfloat sc, tc, ma;
+
+ if (arx >= ary && arx >= arz) {
+ if (rx >= 0.0F) {
+ face = FACE_POS_X;
+ sc = -rz;
+ tc = -ry;
+ ma = arx;
+ }
+ else {
+ face = FACE_NEG_X;
+ sc = rz;
+ tc = -ry;
+ ma = arx;
+ }
+ }
+ else if (ary >= arx && ary >= arz) {
+ if (ry >= 0.0F) {
+ face = FACE_POS_Y;
+ sc = rx;
+ tc = rz;
+ ma = ary;
+ }
+ else {
+ face = FACE_NEG_Y;
+ sc = rx;
+ tc = -rz;
+ ma = ary;
+ }
+ }
+ else {
+ if (rz > 0.0F) {
+ face = FACE_POS_Z;
+ sc = rx;
+ tc = -ry;
+ ma = arz;
+ }
+ else {
+ face = FACE_NEG_Z;
+ sc = -rx;
+ tc = -ry;
+ ma = arz;
+ }
+ }
+
+ {
+ const float ima = 1.0F / ma;
+ newCoord[0] = ( sc * ima + 1.0F ) * 0.5F;
+ newCoord[1] = ( tc * ima + 1.0F ) * 0.5F;
+ }
+
+ return (const struct gl_texture_image **) texObj->Image[face];
+}
+
+
+static void
+sample_nearest_cube(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint i;
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ images = choose_cube_face(tObj, texcoords[i], newCoord);
+ sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
+ newCoord, rgba[i]);
+ }
+}
+
+
+static void
+sample_linear_cube(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ images = choose_cube_face(tObj, texcoords[i], newCoord);
+ sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
+ newCoord, rgba[i]);
+ }
+}
+
+
+static void
+sample_cube_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level;
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+
+ /* XXX we actually need to recompute lambda here based on the newCoords.
+ * But we would need the texcoords of adjacent fragments to compute that
+ * properly, and we don't have those here.
+ * For now, do an approximation: subtracting 1 from the chosen mipmap
+ * level seems to work in some test cases.
+ * The same adjustment is done in the next few functions.
+ */
+ level = nearest_mipmap_level(tObj, lambda[i]);
+ level = MAX2(level - 1, 0);
+
+ sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]);
+ }
+}
+
+
+static void
+sample_cube_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ level = MAX2(level - 1, 0); /* see comment above */
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]);
+ }
+}
+
+
+static void
+sample_cube_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ level = MAX2(level - 1, 0); /* see comment above */
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel],
+ newCoord, rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0);
+ sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_cube_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ level = MAX2(level - 1, 0); /* see comment above */
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel],
+ newCoord, rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4];
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_linear(ctx, tObj, images[level ], newCoord, t0);
+ sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+/** Sample cube texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_cube(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ const GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ sample_nearest_cube(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR:
+ sample_linear_cube(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_cube_nearest_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_cube_linear_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_cube_nearest_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_cube_linear_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_lambda_cube");
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ const GLuint m = magEnd - magStart;
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ sample_nearest_cube(ctx, tObj, m, texcoords + magStart,
+ lambda + magStart, rgba + magStart);
+ break;
+ case GL_LINEAR:
+ sample_linear_cube(ctx, tObj, m, texcoords + magStart,
+ lambda + magStart, rgba + magStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_lambda_cube");
+ }
+ }
+}
+
+
+/**********************************************************************/
+/* Texture Rectangle Sampling Functions */
+/**********************************************************************/
+
+
+static void
+sample_nearest_rect(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ const struct gl_texture_image *img = tObj->Image[0][0];
+ const GLint width = img->Width;
+ const GLint height = img->Height;
+ GLuint i;
+
+ (void) ctx;
+ (void) lambda;
+
+ ASSERT(tObj->WrapS == GL_CLAMP ||
+ tObj->WrapS == GL_CLAMP_TO_EDGE ||
+ tObj->WrapS == GL_CLAMP_TO_BORDER);
+ ASSERT(tObj->WrapT == GL_CLAMP ||
+ tObj->WrapT == GL_CLAMP_TO_EDGE ||
+ tObj->WrapT == GL_CLAMP_TO_BORDER);
+ ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
+
+ for (i = 0; i < n; i++) {
+ GLint row, col;
+ col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width);
+ row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height);
+ if (col < 0 || col >= width || row < 0 || row >= height)
+ get_border_color(tObj, img, rgba[i]);
+ else
+ img->FetchTexelf(img, col, row, 0, rgba[i]);
+ }
+}
+
+
+static void
+sample_linear_rect(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ const struct gl_texture_image *img = tObj->Image[0][0];
+ const GLint width = img->Width;
+ const GLint height = img->Height;
+ GLuint i;
+
+ (void) ctx;
+ (void) lambda;
+
+ ASSERT(tObj->WrapS == GL_CLAMP ||
+ tObj->WrapS == GL_CLAMP_TO_EDGE ||
+ tObj->WrapS == GL_CLAMP_TO_BORDER);
+ ASSERT(tObj->WrapT == GL_CLAMP ||
+ tObj->WrapT == GL_CLAMP_TO_EDGE ||
+ tObj->WrapT == GL_CLAMP_TO_BORDER);
+ ASSERT(img->_BaseFormat != GL_COLOR_INDEX);
+
+ for (i = 0; i < n; i++) {
+ GLint i0, j0, i1, j1;
+ GLfloat t00[4], t01[4], t10[4], t11[4];
+ GLfloat a, b;
+ GLbitfield useBorderColor = 0x0;
+
+ clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], width,
+ &i0, &i1, &a);
+ clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], height,
+ &j0, &j1, &b);
+
+ /* compute integer rows/columns */
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
+ if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
+
+ /* get four texel samples */
+ if (useBorderColor & (I0BIT | J0BIT))
+ get_border_color(tObj, img, t00);
+ else
+ img->FetchTexelf(img, i0, j0, 0, t00);
+
+ if (useBorderColor & (I1BIT | J0BIT))
+ get_border_color(tObj, img, t10);
+ else
+ img->FetchTexelf(img, i1, j0, 0, t10);
+
+ if (useBorderColor & (I0BIT | J1BIT))
+ get_border_color(tObj, img, t01);
+ else
+ img->FetchTexelf(img, i0, j1, 0, t01);
+
+ if (useBorderColor & (I1BIT | J1BIT))
+ get_border_color(tObj, img, t11);
+ else
+ img->FetchTexelf(img, i1, j1, 0, t11);
+
+ lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11);
+ }
+}
+
+
+/** Sample Rect texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_rect(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint minStart, minEnd, magStart, magEnd;
+
+ /* We only need lambda to decide between minification and magnification.
+ * There is no mipmapping with rectangular textures.
+ */
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ if (tObj->MinFilter == GL_NEAREST) {
+ sample_nearest_rect(ctx, tObj, minEnd - minStart,
+ texcoords + minStart, NULL, rgba + minStart);
+ }
+ else {
+ sample_linear_rect(ctx, tObj, minEnd - minStart,
+ texcoords + minStart, NULL, rgba + minStart);
+ }
+ }
+ if (magStart < magEnd) {
+ if (tObj->MagFilter == GL_NEAREST) {
+ sample_nearest_rect(ctx, tObj, magEnd - magStart,
+ texcoords + magStart, NULL, rgba + magStart);
+ }
+ else {
+ sample_linear_rect(ctx, tObj, magEnd - magStart,
+ texcoords + magStart, NULL, rgba + magStart);
+ }
+ }
+}
+
+
+/**********************************************************************/
+/* 2D Texture Array Sampling Functions */
+/**********************************************************************/
+
+/**
+ * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
+ */
+static void
+sample_2d_array_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[4])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ const GLint height = img->Height2; /* without border, power of two */
+ const GLint depth = img->Depth;
+ GLint i, j;
+ GLint array;
+ (void) ctx;
+
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]);
+ array = tex_array_slice(texcoord[2], depth);
+
+ if (i < 0 || i >= (GLint) img->Width ||
+ j < 0 || j >= (GLint) img->Height ||
+ array < 0 || array >= (GLint) img->Depth) {
+ /* Need this test for GL_CLAMP_TO_BORDER mode */
+ get_border_color(tObj, img, rgba);
+ }
+ else {
+ img->FetchTexelf(img, i, j, array, rgba);
+ }
+}
+
+
+/**
+ * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
+ */
+static void
+sample_2d_array_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[4])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height2;
+ const GLint depth = img->Depth;
+ GLint i0, j0, i1, j1;
+ GLint array;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat a, b;
+ GLfloat t00[4], t01[4], t10[4], t11[4];
+
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b);
+ array = tex_array_slice(texcoord[2], depth);
+
+ if (array < 0 || array >= depth) {
+ COPY_4V(rgba, tObj->BorderColor.f);
+ }
+ else {
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ j0 += img->Border;
+ j1 += img->Border;
+ }
+ else {
+ /* check if sampling texture border color */
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT;
+ if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT;
+ }
+
+ /* Fetch texels */
+ if (useBorderColor & (I0BIT | J0BIT)) {
+ get_border_color(tObj, img, t00);
+ }
+ else {
+ img->FetchTexelf(img, i0, j0, array, t00);
+ }
+ if (useBorderColor & (I1BIT | J0BIT)) {
+ get_border_color(tObj, img, t10);
+ }
+ else {
+ img->FetchTexelf(img, i1, j0, array, t10);
+ }
+ if (useBorderColor & (I0BIT | J1BIT)) {
+ get_border_color(tObj, img, t01);
+ }
+ else {
+ img->FetchTexelf(img, i0, j1, array, t01);
+ }
+ if (useBorderColor & (I1BIT | J1BIT)) {
+ get_border_color(tObj, img, t11);
+ }
+ else {
+ img->FetchTexelf(img, i1, j1, array, t11);
+ }
+
+ /* trilinear interpolation of samples */
+ lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11);
+ }
+}
+
+
+static void
+sample_2d_array_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
+ rgba[i]);
+ }
+}
+
+
+static void
+sample_2d_array_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][level],
+ texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_2d_array_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ],
+ texcoord[i], t0);
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1],
+ texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_2d_array_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ],
+ texcoord[i], t0);
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1],
+ texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+/** Sample 2D Array texture, nearest filtering for both min/magnification */
+static void
+sample_nearest_2d_array(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+
+/** Sample 2D Array texture, linear filtering for both min/magnification */
+static void
+sample_linear_2d_array(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 2D Array texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_2d_array(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+ GLuint i;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_2d_array_linear_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_2d_array_nearest_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_2d_array_linear_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_2d_array_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_2d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_2d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_2d_array_texture");
+ return;
+ }
+ }
+}
+
+
+
+
+/**********************************************************************/
+/* 1D Texture Array Sampling Functions */
+/**********************************************************************/
+
+/**
+ * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
+ */
+static void
+sample_1d_array_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[4])
+{
+ const GLint width = img->Width2; /* without border, power of two */
+ const GLint height = img->Height;
+ GLint i;
+ GLint array;
+ (void) ctx;
+
+ i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]);
+ array = tex_array_slice(texcoord[1], height);
+
+ if (i < 0 || i >= (GLint) img->Width ||
+ array < 0 || array >= (GLint) img->Height) {
+ /* Need this test for GL_CLAMP_TO_BORDER mode */
+ get_border_color(tObj, img, rgba);
+ }
+ else {
+ img->FetchTexelf(img, i, array, 0, rgba);
+ }
+}
+
+
+/**
+ * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
+ */
+static void
+sample_1d_array_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLfloat rgba[4])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height;
+ GLint i0, i1;
+ GLint array;
+ GLbitfield useBorderColor = 0x0;
+ GLfloat a;
+ GLfloat t0[4], t1[4];
+
+ linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a);
+ array = tex_array_slice(texcoord[1], height);
+
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ }
+ else {
+ /* check if sampling texture border color */
+ if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT;
+ if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT;
+ }
+
+ if (array < 0 || array >= height) useBorderColor |= K0BIT;
+
+ /* Fetch texels */
+ if (useBorderColor & (I0BIT | K0BIT)) {
+ get_border_color(tObj, img, t0);
+ }
+ else {
+ img->FetchTexelf(img, i0, array, 0, t0);
+ }
+ if (useBorderColor & (I1BIT | K0BIT)) {
+ get_border_color(tObj, img, t1);
+ }
+ else {
+ img->FetchTexelf(img, i1, array, 0, t1);
+ }
+
+ /* bilinear interpolation of samples */
+ lerp_rgba(rgba, a, t0, t1);
+}
+
+
+static void
+sample_1d_array_nearest_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level], texcoord[i],
+ rgba[i]);
+ }
+}
+
+
+static void
+sample_1d_array_linear_mipmap_nearest(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = nearest_mipmap_level(tObj, lambda[i]);
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][level],
+ texcoord[i], rgba[i]);
+ }
+}
+
+
+static void
+sample_1d_array_nearest_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+static void
+sample_1d_array_linear_mipmap_linear(struct gl_context *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat texcoord[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level = linear_mipmap_level(tObj, lambda[i]);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLfloat t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0);
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1);
+ lerp_rgba(rgba[i], f, t0, t1);
+ }
+ }
+}
+
+
+/** Sample 1D Array texture, nearest filtering for both min/magnification */
+static void
+sample_nearest_1d_array(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 1D Array texture, linear filtering for both min/magnification */
+static void
+sample_linear_1d_array(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4],
+ const GLfloat lambda[], GLfloat rgba[][4])
+{
+ GLuint i;
+ struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel];
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]);
+ }
+}
+
+
+/** Sample 1D Array texture, using lambda to choose between min/magnification */
+static void
+sample_lambda_1d_array(struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+ GLuint i;
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(tObj, n, lambda,
+ &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_1d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_1d_array_linear_mipmap_nearest(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_1d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_1d_array_linear_mipmap_linear(ctx, tObj, m,
+ texcoords + minStart,
+ lambda + minStart,
+ rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_1d_array_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_array_nearest(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_array_linear(ctx, tObj, tObj->Image[0][tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_1d_array_texture");
+ return;
+ }
+ }
+}
+
+
+/**
+ * Compare texcoord against depth sample. Return 1.0 or the ambient value.
+ */
+static INLINE GLfloat
+shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample,
+ GLfloat ambient)
+{
+ switch (function) {
+ case GL_LEQUAL:
+ return (coord <= depthSample) ? 1.0F : ambient;
+ case GL_GEQUAL:
+ return (coord >= depthSample) ? 1.0F : ambient;
+ case GL_LESS:
+ return (coord < depthSample) ? 1.0F : ambient;
+ case GL_GREATER:
+ return (coord > depthSample) ? 1.0F : ambient;
+ case GL_EQUAL:
+ return (coord == depthSample) ? 1.0F : ambient;
+ case GL_NOTEQUAL:
+ return (coord != depthSample) ? 1.0F : ambient;
+ case GL_ALWAYS:
+ return 1.0F;
+ case GL_NEVER:
+ return ambient;
+ case GL_NONE:
+ return depthSample;
+ default:
+ _mesa_problem(NULL, "Bad compare func in shadow_compare");
+ return ambient;
+ }
+}
+
+
+/**
+ * Compare texcoord against four depth samples.
+ */
+static INLINE GLfloat
+shadow_compare4(GLenum function, GLfloat coord,
+ GLfloat depth00, GLfloat depth01,
+ GLfloat depth10, GLfloat depth11,
+ GLfloat ambient, GLfloat wi, GLfloat wj)
+{
+ const GLfloat d = (1.0F - (GLfloat) ambient) * 0.25F;
+ GLfloat luminance = 1.0F;
+
+ switch (function) {
+ case GL_LEQUAL:
+ if (coord > depth00) luminance -= d;
+ if (coord > depth01) luminance -= d;
+ if (coord > depth10) luminance -= d;
+ if (coord > depth11) luminance -= d;
+ return luminance;
+ case GL_GEQUAL:
+ if (coord < depth00) luminance -= d;
+ if (coord < depth01) luminance -= d;
+ if (coord < depth10) luminance -= d;
+ if (coord < depth11) luminance -= d;
+ return luminance;
+ case GL_LESS:
+ if (coord >= depth00) luminance -= d;
+ if (coord >= depth01) luminance -= d;
+ if (coord >= depth10) luminance -= d;
+ if (coord >= depth11) luminance -= d;
+ return luminance;
+ case GL_GREATER:
+ if (coord <= depth00) luminance -= d;
+ if (coord <= depth01) luminance -= d;
+ if (coord <= depth10) luminance -= d;
+ if (coord <= depth11) luminance -= d;
+ return luminance;
+ case GL_EQUAL:
+ if (coord != depth00) luminance -= d;
+ if (coord != depth01) luminance -= d;
+ if (coord != depth10) luminance -= d;
+ if (coord != depth11) luminance -= d;
+ return luminance;
+ case GL_NOTEQUAL:
+ if (coord == depth00) luminance -= d;
+ if (coord == depth01) luminance -= d;
+ if (coord == depth10) luminance -= d;
+ if (coord == depth11) luminance -= d;
+ return luminance;
+ case GL_ALWAYS:
+ return 1.0F;
+ case GL_NEVER:
+ return ambient;
+ case GL_NONE:
+ /* ordinary bilinear filtering */
+ return lerp_2d(wi, wj, depth00, depth10, depth01, depth11);
+ default:
+ _mesa_problem(NULL, "Bad compare func in sample_compare4");
+ return ambient;
+ }
+}
+
+
+/**
+ * Choose the mipmap level to use when sampling from a depth texture.
+ */
+static int
+choose_depth_texture_level(const struct gl_texture_object *tObj, GLfloat lambda)
+{
+ GLint level;
+
+ if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
+ /* no mipmapping - use base level */
+ level = tObj->BaseLevel;
+ }
+ else {
+ /* choose mipmap level */
+ lambda = CLAMP(lambda, tObj->MinLod, tObj->MaxLod);
+ level = (GLint) lambda;
+ level = CLAMP(level, tObj->BaseLevel, tObj->_MaxLevel);
+ }
+
+ return level;
+}
+
+
+/**
+ * Sample a shadow/depth texture. This function is incomplete. It doesn't
+ * check for minification vs. magnification, etc.
+ */
+static void
+sample_depth_texture( struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat texel[][4] )
+{
+ const GLint level = choose_depth_texture_level(tObj, lambda[0]);
+ const struct gl_texture_image *img = tObj->Image[0][level];
+ const GLint width = img->Width;
+ const GLint height = img->Height;
+ const GLint depth = img->Depth;
+ const GLuint compare_coord = (tObj->Target == GL_TEXTURE_2D_ARRAY_EXT)
+ ? 3 : 2;
+ GLfloat ambient;
+ GLenum function;
+ GLfloat result;
+
+ ASSERT(img->_BaseFormat == GL_DEPTH_COMPONENT ||
+ img->_BaseFormat == GL_DEPTH_STENCIL_EXT);
+
+ ASSERT(tObj->Target == GL_TEXTURE_1D ||
+ tObj->Target == GL_TEXTURE_2D ||
+ tObj->Target == GL_TEXTURE_RECTANGLE_NV ||
+ tObj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
+ tObj->Target == GL_TEXTURE_2D_ARRAY_EXT);
+
+ ambient = tObj->CompareFailValue;
+
+ /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
+
+ function = (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) ?
+ tObj->CompareFunc : GL_NONE;
+
+ if (tObj->MagFilter == GL_NEAREST) {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLfloat depthSample, depthRef;
+ GLint col, row, slice;
+
+ nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice);
+
+ if (col >= 0 && row >= 0 && col < width && row < height &&
+ slice >= 0 && slice < depth) {
+ img->FetchTexelf(img, col, row, slice, &depthSample);
+ }
+ else {
+ depthSample = tObj->BorderColor.f[0];
+ }
+
+ depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
+
+ result = shadow_compare(function, depthRef, depthSample, ambient);
+
+ switch (tObj->DepthMode) {
+ case GL_LUMINANCE:
+ ASSIGN_4V(texel[i], result, result, result, 1.0F);
+ break;
+ case GL_INTENSITY:
+ ASSIGN_4V(texel[i], result, result, result, result);
+ break;
+ case GL_ALPHA:
+ ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result);
+ break;
+ case GL_RED:
+ ASSIGN_4V(texel[i], result, 0.0F, 0.0F, 1.0F);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth texture mode");
+ }
+ }
+ }
+ else {
+ GLuint i;
+ ASSERT(tObj->MagFilter == GL_LINEAR);
+ for (i = 0; i < n; i++) {
+ GLfloat depth00, depth01, depth10, depth11, depthRef;
+ GLint i0, i1, j0, j1;
+ GLint slice;
+ GLfloat wi, wj;
+ GLuint useBorderTexel;
+
+ linear_texcoord(tObj, level, texcoords[i], &i0, &i1, &j0, &j1, &slice,
+ &wi, &wj);
+
+ useBorderTexel = 0;
+ if (img->Border) {
+ i0 += img->Border;
+ i1 += img->Border;
+ if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
+ j0 += img->Border;
+ j1 += img->Border;
+ }
+ }
+ else {
+ if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT;
+ if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT;
+ if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT;
+ if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT;
+ }
+
+ if (slice < 0 || slice >= (GLint) depth) {
+ depth00 = tObj->BorderColor.f[0];
+ depth01 = tObj->BorderColor.f[0];
+ depth10 = tObj->BorderColor.f[0];
+ depth11 = tObj->BorderColor.f[0];
+ }
+ else {
+ /* get four depth samples from the texture */
+ if (useBorderTexel & (I0BIT | J0BIT)) {
+ depth00 = tObj->BorderColor.f[0];
+ }
+ else {
+ img->FetchTexelf(img, i0, j0, slice, &depth00);
+ }
+ if (useBorderTexel & (I1BIT | J0BIT)) {
+ depth10 = tObj->BorderColor.f[0];
+ }
+ else {
+ img->FetchTexelf(img, i1, j0, slice, &depth10);
+ }
+
+ if (tObj->Target != GL_TEXTURE_1D_ARRAY_EXT) {
+ if (useBorderTexel & (I0BIT | J1BIT)) {
+ depth01 = tObj->BorderColor.f[0];
+ }
+ else {
+ img->FetchTexelf(img, i0, j1, slice, &depth01);
+ }
+ if (useBorderTexel & (I1BIT | J1BIT)) {
+ depth11 = tObj->BorderColor.f[0];
+ }
+ else {
+ img->FetchTexelf(img, i1, j1, slice, &depth11);
+ }
+ }
+ else {
+ depth01 = depth00;
+ depth11 = depth10;
+ }
+ }
+
+ depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
+
+ result = shadow_compare4(function, depthRef,
+ depth00, depth01, depth10, depth11,
+ ambient, wi, wj);
+
+ switch (tObj->DepthMode) {
+ case GL_LUMINANCE:
+ ASSIGN_4V(texel[i], result, result, result, 1.0F);
+ break;
+ case GL_INTENSITY:
+ ASSIGN_4V(texel[i], result, result, result, result);
+ break;
+ case GL_ALPHA:
+ ASSIGN_4V(texel[i], 0.0F, 0.0F, 0.0F, result);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth texture mode");
+ }
+
+ } /* for */
+ } /* if filter */
+}
+
+
+/**
+ * We use this function when a texture object is in an "incomplete" state.
+ * When a fragment program attempts to sample an incomplete texture we
+ * return black (see issue 23 in GL_ARB_fragment_program spec).
+ * Note: fragment programs don't observe the texture enable/disable flags.
+ */
+static void
+null_sample_func( struct gl_context *ctx,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat texcoords[][4], const GLfloat lambda[],
+ GLfloat rgba[][4])
+{
+ GLuint i;
+ (void) ctx;
+ (void) tObj;
+ (void) texcoords;
+ (void) lambda;
+ for (i = 0; i < n; i++) {
+ rgba[i][RCOMP] = 0;
+ rgba[i][GCOMP] = 0;
+ rgba[i][BCOMP] = 0;
+ rgba[i][ACOMP] = 1.0;
+ }
+}
+
+
+/**
+ * Choose the texture sampling function for the given texture object.
+ */
+texture_sample_func
+_swrast_choose_texture_sample_func( struct gl_context *ctx,
+ const struct gl_texture_object *t )
+{
+ if (!t || !t->_Complete) {
+ return &null_sample_func;
+ }
+ else {
+ const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
+ const GLenum format = t->Image[0][t->BaseLevel]->_BaseFormat;
+
+ switch (t->Target) {
+ case GL_TEXTURE_1D:
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
+ return &sample_lambda_1d;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_1d;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_1d;
+ }
+ case GL_TEXTURE_2D:
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
+ return &sample_lambda_2d;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_2d;
+ }
+ else {
+ /* check for a few optimized cases */
+ const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
+ ASSERT(t->MinFilter == GL_NEAREST);
+ if (t->WrapS == GL_REPEAT &&
+ t->WrapT == GL_REPEAT &&
+ img->_IsPowerOfTwo &&
+ img->Border == 0 &&
+ img->TexFormat == MESA_FORMAT_RGB888) {
+ return &opt_sample_rgb_2d;
+ }
+ else if (t->WrapS == GL_REPEAT &&
+ t->WrapT == GL_REPEAT &&
+ img->_IsPowerOfTwo &&
+ img->Border == 0 &&
+ img->TexFormat == MESA_FORMAT_RGBA8888) {
+ return &opt_sample_rgba_2d;
+ }
+ else {
+ return &sample_nearest_2d;
+ }
+ }
+ case GL_TEXTURE_3D:
+ if (needLambda) {
+ return &sample_lambda_3d;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_3d;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_3d;
+ }
+ case GL_TEXTURE_CUBE_MAP:
+ if (needLambda) {
+ return &sample_lambda_cube;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_cube;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_cube;
+ }
+ case GL_TEXTURE_RECTANGLE_NV:
+ if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
+ return &sample_depth_texture;
+ }
+ else if (needLambda) {
+ return &sample_lambda_rect;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_rect;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_rect;
+ }
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ if (needLambda) {
+ return &sample_lambda_1d_array;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_1d_array;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_1d_array;
+ }
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ if (needLambda) {
+ return &sample_lambda_2d_array;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ return &sample_linear_2d_array;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ return &sample_nearest_2d_array;
+ }
+ default:
+ _mesa_problem(ctx,
+ "invalid target in _swrast_choose_texture_sample_func");
+ return &null_sample_func;
+ }
+ }
+}
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