From 01df5d59e56a1b060568f8cad2e89f7eea22fc70 Mon Sep 17 00:00:00 2001 From: marha Date: Mon, 29 Aug 2011 08:51:20 +0200 Subject: xwininfo libX11 libXmu libxcb mesa xserver xkeyboard-config git update 29 aug 2011 --- mesalib/src/mesa/swrast/s_texcombine.c | 1506 ++++++++++++++++---------------- 1 file changed, 755 insertions(+), 751 deletions(-) (limited to 'mesalib/src/mesa/swrast/s_texcombine.c') diff --git a/mesalib/src/mesa/swrast/s_texcombine.c b/mesalib/src/mesa/swrast/s_texcombine.c index 53ef2f890..80b9dff3c 100644 --- a/mesalib/src/mesa/swrast/s_texcombine.c +++ b/mesalib/src/mesa/swrast/s_texcombine.c @@ -1,751 +1,755 @@ -/* - * 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->Sampler.LodBias != 0.0F) { - /* apply LOD bias, but don't clamp yet */ - const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias, - -ctx->Const.MaxTextureLodBias, - ctx->Const.MaxTextureLodBias); - GLuint i; - for (i = 0; i < span->end; i++) { - lambda[i] += bias; - } - } - - if (curObj->Sampler.MinLod != -1000.0 || - curObj->Sampler.MaxLod != 1000.0) { - /* apply LOD clamping to lambda */ - const GLfloat min = curObj->Sampler.MinLod; - const GLfloat max = curObj->Sampler.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->Sampler.LodBias != 0.0F) { - /* apply LOD bias, but don't clamp yet */ - const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias, - -ctx->Const.MaxTextureLodBias, - ctx->Const.MaxTextureLodBias); - GLuint i; - for (i = 0; i < span->end; i++) { - lambda[i] += bias; - } - } - - if (curObj->Sampler.MinLod != -1000.0 || - curObj->Sampler.MaxLod != 1000.0) { - /* apply LOD clamping to lambda */ - const GLfloat min = curObj->Sampler.MinLod; - const GLfloat max = curObj->Sampler.MaxLod; - GLuint i; - for (i = 0; i < span->end; i++) { - GLfloat l = lambda[i]; - lambda[i] = CLAMP(l, min, max); - } - } - } - else if (curObj->Sampler.MaxAnisotropy > 1.0 && - curObj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { - /* sample_lambda_2d_aniso is beeing used as texture_sample_func, - * it requires the current SWspan *span as an additional parameter. - * In order to keep the same function signature, the unused lambda - * parameter will be modified to actually contain the SWspan pointer. - * This is a Hack. To make it right, the texture_sample_func - * signature and all implementing functions need to be modified. - */ - /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */ - lambda = (GLfloat *)span; - } - - /* 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) +{ +#ifdef _OPENMP + return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4 * omp_get_num_threads() + (MAX_WIDTH * 4 * omp_get_thread_num())); +#else + return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4); +#endif +} + + + +/** + * 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->Sampler.LodBias != 0.0F) { + /* apply LOD bias, but don't clamp yet */ + const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias, + -ctx->Const.MaxTextureLodBias, + ctx->Const.MaxTextureLodBias); + GLuint i; + for (i = 0; i < span->end; i++) { + lambda[i] += bias; + } + } + + if (curObj->Sampler.MinLod != -1000.0 || + curObj->Sampler.MaxLod != 1000.0) { + /* apply LOD clamping to lambda */ + const GLfloat min = curObj->Sampler.MinLod; + const GLfloat max = curObj->Sampler.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->Sampler.LodBias != 0.0F) { + /* apply LOD bias, but don't clamp yet */ + const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias, + -ctx->Const.MaxTextureLodBias, + ctx->Const.MaxTextureLodBias); + GLuint i; + for (i = 0; i < span->end; i++) { + lambda[i] += bias; + } + } + + if (curObj->Sampler.MinLod != -1000.0 || + curObj->Sampler.MaxLod != 1000.0) { + /* apply LOD clamping to lambda */ + const GLfloat min = curObj->Sampler.MinLod; + const GLfloat max = curObj->Sampler.MaxLod; + GLuint i; + for (i = 0; i < span->end; i++) { + GLfloat l = lambda[i]; + lambda[i] = CLAMP(l, min, max); + } + } + } + else if (curObj->Sampler.MaxAnisotropy > 1.0 && + curObj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { + /* sample_lambda_2d_aniso is beeing used as texture_sample_func, + * it requires the current SWspan *span as an additional parameter. + * In order to keep the same function signature, the unused lambda + * parameter will be modified to actually contain the SWspan pointer. + * This is a Hack. To make it right, the texture_sample_func + * signature and all implementing functions need to be modified. + */ + /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */ + lambda = (GLfloat *)span; + } + + /* 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); +} -- cgit v1.2.3