2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 #include "main/glheader.h"
28 #include "main/context.h"
29 #include "main/colormac.h"
30 #include "main/image.h"
31 #include "main/imports.h"
32 #include "main/pixel.h"
33 #include "shader/prog_instruction.h"
35 #include "s_context.h"
36 #include "s_texcombine.h"
40 * Pointer to array of float[4]
41 * This type makes the code below more concise and avoids a lot of casting.
43 typedef float (*float4_array
)[4];
47 * Return array of texels for given unit.
49 static INLINE float4_array
50 get_texel_array(SWcontext
*swrast
, GLuint unit
)
52 return (float4_array
) (swrast
->TexelBuffer
+ unit
* MAX_WIDTH
* 4);
58 * Do texture application for:
59 * GL_EXT_texture_env_combine
60 * GL_ARB_texture_env_combine
61 * GL_EXT_texture_env_dot3
62 * GL_ARB_texture_env_dot3
63 * GL_ATI_texture_env_combine3
64 * GL_NV_texture_env_combine4
65 * conventional GL texture env modes
67 * \param ctx rendering context
68 * \param unit the texture combiner unit
69 * \param n number of fragments to process (span width)
70 * \param primary_rgba incoming fragment color array
71 * \param texelBuffer pointer to texel colors for all texture units
73 * \param rgba incoming/result fragment colors
76 texture_combine( GLcontext
*ctx
, GLuint unit
, GLuint n
,
77 const float4_array primary_rgba
,
78 const GLfloat
*texelBuffer
,
79 GLchan (*rgbaChan
)[4] )
81 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
82 const struct gl_texture_unit
*textureUnit
= &(ctx
->Texture
.Unit
[unit
]);
83 const struct gl_tex_env_combine_state
*combine
= textureUnit
->_CurrentCombine
;
84 float4_array argRGB
[MAX_COMBINER_TERMS
];
85 float4_array argA
[MAX_COMBINER_TERMS
];
86 const GLfloat scaleRGB
= (GLfloat
) (1 << combine
->ScaleShiftRGB
);
87 const GLfloat scaleA
= (GLfloat
) (1 << combine
->ScaleShiftA
);
88 const GLuint numArgsRGB
= combine
->_NumArgsRGB
;
89 const GLuint numArgsA
= combine
->_NumArgsA
;
90 GLfloat ccolor
[MAX_COMBINER_TERMS
][MAX_WIDTH
][4]; /* temp color buffers */
91 GLfloat rgba
[MAX_WIDTH
][4];
94 for (i
= 0; i
< n
; i
++) {
95 rgba
[i
][RCOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][RCOMP
]);
96 rgba
[i
][GCOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][GCOMP
]);
97 rgba
[i
][BCOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][BCOMP
]);
98 rgba
[i
][ACOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][ACOMP
]);
102 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
105 combine->SourceRGB[0],
107 combine->SourceRGB[1],
108 combine->SourceA[1]);
112 * Do operand setup for up to 4 operands. Loop over the terms.
114 for (term
= 0; term
< numArgsRGB
; term
++) {
115 const GLenum srcRGB
= combine
->SourceRGB
[term
];
116 const GLenum operandRGB
= combine
->OperandRGB
[term
];
120 argRGB
[term
] = get_texel_array(swrast
, unit
);
122 case GL_PRIMARY_COLOR
:
123 argRGB
[term
] = primary_rgba
;
130 float4_array c
= ccolor
[term
];
131 GLfloat red
= textureUnit
->EnvColor
[0];
132 GLfloat green
= textureUnit
->EnvColor
[1];
133 GLfloat blue
= textureUnit
->EnvColor
[2];
134 GLfloat alpha
= textureUnit
->EnvColor
[3];
135 for (i
= 0; i
< n
; i
++) {
136 ASSIGN_4V(c
[i
], red
, green
, blue
, alpha
);
138 argRGB
[term
] = ccolor
[term
];
141 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
145 float4_array c
= ccolor
[term
];
146 for (i
= 0; i
< n
; i
++) {
147 ASSIGN_4V(c
[i
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
149 argRGB
[term
] = ccolor
[term
];
154 float4_array c
= ccolor
[term
];
155 for (i
= 0; i
< n
; i
++) {
156 ASSIGN_4V(c
[i
], 1.0F
, 1.0F
, 1.0F
, 1.0F
);
158 argRGB
[term
] = ccolor
[term
];
162 /* ARB_texture_env_crossbar source */
164 const GLuint srcUnit
= srcRGB
- GL_TEXTURE0
;
165 ASSERT(srcUnit
< ctx
->Const
.MaxTextureUnits
);
166 if (!ctx
->Texture
.Unit
[srcUnit
]._ReallyEnabled
)
168 argRGB
[term
] = get_texel_array(swrast
, srcUnit
);
172 if (operandRGB
!= GL_SRC_COLOR
) {
173 float4_array src
= argRGB
[term
];
174 float4_array dst
= ccolor
[term
];
176 /* point to new arg[term] storage */
177 argRGB
[term
] = ccolor
[term
];
179 switch (operandRGB
) {
180 case GL_ONE_MINUS_SRC_COLOR
:
181 for (i
= 0; i
< n
; i
++) {
182 dst
[i
][RCOMP
] = 1.0F
- src
[i
][RCOMP
];
183 dst
[i
][GCOMP
] = 1.0F
- src
[i
][GCOMP
];
184 dst
[i
][BCOMP
] = 1.0F
- src
[i
][BCOMP
];
188 for (i
= 0; i
< n
; i
++) {
191 dst
[i
][BCOMP
] = src
[i
][ACOMP
];
194 case GL_ONE_MINUS_SRC_ALPHA
:
195 for (i
= 0; i
< n
; i
++) {
198 dst
[i
][BCOMP
] = 1.0F
- src
[i
][ACOMP
];
202 _mesa_problem(ctx
, "Bad operandRGB");
208 * Set up the argA[term] pointers
210 for (term
= 0; term
< numArgsA
; term
++) {
211 const GLenum srcA
= combine
->SourceA
[term
];
212 const GLenum operandA
= combine
->OperandA
[term
];
216 argA
[term
] = get_texel_array(swrast
, unit
);
218 case GL_PRIMARY_COLOR
:
219 argA
[term
] = primary_rgba
;
226 float4_array c
= ccolor
[term
];
227 GLfloat alpha
= textureUnit
->EnvColor
[3];
228 for (i
= 0; i
< n
; i
++)
230 argA
[term
] = ccolor
[term
];
233 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
237 float4_array c
= ccolor
[term
];
238 for (i
= 0; i
< n
; i
++)
240 argA
[term
] = ccolor
[term
];
245 float4_array c
= ccolor
[term
];
246 for (i
= 0; i
< n
; i
++)
248 argA
[term
] = ccolor
[term
];
252 /* ARB_texture_env_crossbar source */
254 const GLuint srcUnit
= srcA
- GL_TEXTURE0
;
255 ASSERT(srcUnit
< ctx
->Const
.MaxTextureUnits
);
256 if (!ctx
->Texture
.Unit
[srcUnit
]._ReallyEnabled
)
258 argA
[term
] = get_texel_array(swrast
, srcUnit
);
262 if (operandA
== GL_ONE_MINUS_SRC_ALPHA
) {
263 float4_array src
= argA
[term
];
264 float4_array dst
= ccolor
[term
];
265 argA
[term
] = ccolor
[term
];
266 for (i
= 0; i
< n
; i
++) {
267 dst
[i
][ACOMP
] = 1.0F
- src
[i
][ACOMP
];
272 /* RGB channel combine */
274 float4_array arg0
= argRGB
[0];
275 float4_array arg1
= argRGB
[1];
276 float4_array arg2
= argRGB
[2];
277 float4_array arg3
= argRGB
[3];
279 switch (combine
->ModeRGB
) {
281 for (i
= 0; i
< n
; i
++) {
282 rgba
[i
][RCOMP
] = arg0
[i
][RCOMP
] * scaleRGB
;
283 rgba
[i
][GCOMP
] = arg0
[i
][GCOMP
] * scaleRGB
;
284 rgba
[i
][BCOMP
] = arg0
[i
][BCOMP
] * scaleRGB
;
288 for (i
= 0; i
< n
; i
++) {
289 rgba
[i
][RCOMP
] = arg0
[i
][RCOMP
] * arg1
[i
][RCOMP
] * scaleRGB
;
290 rgba
[i
][GCOMP
] = arg0
[i
][GCOMP
] * arg1
[i
][GCOMP
] * scaleRGB
;
291 rgba
[i
][BCOMP
] = arg0
[i
][BCOMP
] * arg1
[i
][BCOMP
] * scaleRGB
;
295 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
296 /* (a * b) + (c * d) */
297 for (i
= 0; i
< n
; i
++) {
298 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] * arg1
[i
][RCOMP
] +
299 arg2
[i
][RCOMP
] * arg3
[i
][RCOMP
]) * scaleRGB
;
300 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] * arg1
[i
][GCOMP
] +
301 arg2
[i
][GCOMP
] * arg3
[i
][GCOMP
]) * scaleRGB
;
302 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] * arg1
[i
][BCOMP
] +
303 arg2
[i
][BCOMP
] * arg3
[i
][BCOMP
]) * scaleRGB
;
307 /* 2-term addition */
308 for (i
= 0; i
< n
; i
++) {
309 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] + arg1
[i
][RCOMP
]) * scaleRGB
;
310 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] + arg1
[i
][GCOMP
]) * scaleRGB
;
311 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] + arg1
[i
][BCOMP
]) * scaleRGB
;
316 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
317 /* (a * b) + (c * d) - 0.5 */
318 for (i
= 0; i
< n
; i
++) {
319 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] * arg1
[i
][RCOMP
] +
320 arg2
[i
][RCOMP
] * arg3
[i
][RCOMP
] - 0.5) * scaleRGB
;
321 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] * arg1
[i
][GCOMP
] +
322 arg2
[i
][GCOMP
] * arg3
[i
][GCOMP
] - 0.5) * scaleRGB
;
323 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] * arg1
[i
][BCOMP
] +
324 arg2
[i
][BCOMP
] * arg3
[i
][BCOMP
] - 0.5) * scaleRGB
;
328 for (i
= 0; i
< n
; i
++) {
329 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] + arg1
[i
][RCOMP
] - 0.5) * scaleRGB
;
330 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] + arg1
[i
][GCOMP
] - 0.5) * scaleRGB
;
331 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] + arg1
[i
][BCOMP
] - 0.5) * scaleRGB
;
336 for (i
= 0; i
< n
; i
++) {
337 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
] +
338 arg1
[i
][RCOMP
] * (1.0F
- arg2
[i
][RCOMP
])) * scaleRGB
;
339 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
] +
340 arg1
[i
][GCOMP
] * (1.0F
- arg2
[i
][GCOMP
])) * scaleRGB
;
341 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
] +
342 arg1
[i
][BCOMP
] * (1.0F
- arg2
[i
][BCOMP
])) * scaleRGB
;
346 for (i
= 0; i
< n
; i
++) {
347 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] - arg1
[i
][RCOMP
]) * scaleRGB
;
348 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] - arg1
[i
][GCOMP
]) * scaleRGB
;
349 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] - arg1
[i
][BCOMP
]) * scaleRGB
;
352 case GL_DOT3_RGB_EXT
:
353 case GL_DOT3_RGBA_EXT
:
354 /* Do not scale the result by 1 2 or 4 */
355 for (i
= 0; i
< n
; i
++) {
356 GLfloat dot
= ((arg0
[i
][RCOMP
] - 0.5F
) * (arg1
[i
][RCOMP
] - 0.5F
) +
357 (arg0
[i
][GCOMP
] - 0.5F
) * (arg1
[i
][GCOMP
] - 0.5F
) +
358 (arg0
[i
][BCOMP
] - 0.5F
) * (arg1
[i
][BCOMP
] - 0.5F
))
360 dot
= CLAMP(dot
, 0.0F
, 1.0F
);
361 rgba
[i
][RCOMP
] = rgba
[i
][GCOMP
] = rgba
[i
][BCOMP
] = dot
;
366 /* DO scale the result by 1 2 or 4 */
367 for (i
= 0; i
< n
; i
++) {
368 GLfloat dot
= ((arg0
[i
][RCOMP
] - 0.5F
) * (arg1
[i
][RCOMP
] - 0.5F
) +
369 (arg0
[i
][GCOMP
] - 0.5F
) * (arg1
[i
][GCOMP
] - 0.5F
) +
370 (arg0
[i
][BCOMP
] - 0.5F
) * (arg1
[i
][BCOMP
] - 0.5F
))
372 dot
= CLAMP(dot
, 0.0, 1.0F
);
373 rgba
[i
][RCOMP
] = rgba
[i
][GCOMP
] = rgba
[i
][BCOMP
] = dot
;
376 case GL_MODULATE_ADD_ATI
:
377 for (i
= 0; i
< n
; i
++) {
378 rgba
[i
][RCOMP
] = ((arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
]) +
379 arg1
[i
][RCOMP
]) * scaleRGB
;
380 rgba
[i
][GCOMP
] = ((arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
]) +
381 arg1
[i
][GCOMP
]) * scaleRGB
;
382 rgba
[i
][BCOMP
] = ((arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
]) +
383 arg1
[i
][BCOMP
]) * scaleRGB
;
386 case GL_MODULATE_SIGNED_ADD_ATI
:
387 for (i
= 0; i
< n
; i
++) {
388 rgba
[i
][RCOMP
] = ((arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
]) +
389 arg1
[i
][RCOMP
] - 0.5) * scaleRGB
;
390 rgba
[i
][GCOMP
] = ((arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
]) +
391 arg1
[i
][GCOMP
] - 0.5) * scaleRGB
;
392 rgba
[i
][BCOMP
] = ((arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
]) +
393 arg1
[i
][BCOMP
] - 0.5) * scaleRGB
;
396 case GL_MODULATE_SUBTRACT_ATI
:
397 for (i
= 0; i
< n
; i
++) {
398 rgba
[i
][RCOMP
] = ((arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
]) -
399 arg1
[i
][RCOMP
]) * scaleRGB
;
400 rgba
[i
][GCOMP
] = ((arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
]) -
401 arg1
[i
][GCOMP
]) * scaleRGB
;
402 rgba
[i
][BCOMP
] = ((arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
]) -
403 arg1
[i
][BCOMP
]) * scaleRGB
;
406 case GL_BUMP_ENVMAP_ATI
:
407 /* this produces a fixed rgba color, and the coord calc is done elsewhere */
408 for (i
= 0; i
< n
; i
++) {
409 /* rgba result is 0,0,0,1 */
410 rgba
[i
][RCOMP
] = 0.0;
411 rgba
[i
][GCOMP
] = 0.0;
412 rgba
[i
][BCOMP
] = 0.0;
413 rgba
[i
][ACOMP
] = 1.0;
415 return; /* no alpha processing */
417 _mesa_problem(ctx
, "invalid combine mode");
421 /* Alpha channel combine */
423 float4_array arg0
= argA
[0];
424 float4_array arg1
= argA
[1];
425 float4_array arg2
= argA
[2];
426 float4_array arg3
= argA
[3];
428 switch (combine
->ModeA
) {
430 for (i
= 0; i
< n
; i
++) {
431 rgba
[i
][ACOMP
] = arg0
[i
][ACOMP
] * scaleA
;
435 for (i
= 0; i
< n
; i
++) {
436 rgba
[i
][ACOMP
] = arg0
[i
][ACOMP
] * arg1
[i
][ACOMP
] * scaleA
;
440 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
441 /* (a * b) + (c * d) */
442 for (i
= 0; i
< n
; i
++) {
443 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] * arg1
[i
][ACOMP
] +
444 arg2
[i
][ACOMP
] * arg3
[i
][ACOMP
]) * scaleA
;
449 for (i
= 0; i
< n
; i
++) {
450 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] + arg1
[i
][ACOMP
]) * scaleA
;
455 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
456 /* (a * b) + (c * d) - 0.5 */
457 for (i
= 0; i
< n
; i
++) {
458 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] * arg1
[i
][ACOMP
] +
459 arg2
[i
][ACOMP
] * arg3
[i
][ACOMP
] -
465 for (i
= 0; i
< n
; i
++) {
466 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] + arg1
[i
][ACOMP
] - 0.5F
) * scaleA
;
471 for (i
= 0; i
< n
; i
++) {
472 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
] +
473 arg1
[i
][ACOMP
] * (1.0F
- arg2
[i
][ACOMP
]))
478 for (i
= 0; i
< n
; i
++) {
479 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] - arg1
[i
][ACOMP
]) * scaleA
;
482 case GL_MODULATE_ADD_ATI
:
483 for (i
= 0; i
< n
; i
++) {
484 rgba
[i
][ACOMP
] = ((arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
])
485 + arg1
[i
][ACOMP
]) * scaleA
;
488 case GL_MODULATE_SIGNED_ADD_ATI
:
489 for (i
= 0; i
< n
; i
++) {
490 rgba
[i
][ACOMP
] = ((arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
]) +
491 arg1
[i
][ACOMP
] - 0.5F
) * scaleA
;
494 case GL_MODULATE_SUBTRACT_ATI
:
495 for (i
= 0; i
< n
; i
++) {
496 rgba
[i
][ACOMP
] = ((arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
])
497 - arg1
[i
][ACOMP
]) * scaleA
;
501 _mesa_problem(ctx
, "invalid combine mode");
505 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
506 * This is kind of a kludge. It would have been better if the spec
507 * were written such that the GL_COMBINE_ALPHA value could be set to
510 if (combine
->ModeRGB
== GL_DOT3_RGBA_EXT
||
511 combine
->ModeRGB
== GL_DOT3_RGBA
) {
512 for (i
= 0; i
< n
; i
++) {
513 rgba
[i
][ACOMP
] = rgba
[i
][RCOMP
];
517 for (i
= 0; i
< n
; i
++) {
518 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][RCOMP
], rgba
[i
][RCOMP
]);
519 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][GCOMP
], rgba
[i
][GCOMP
]);
520 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][BCOMP
], rgba
[i
][BCOMP
]);
521 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][ACOMP
], rgba
[i
][ACOMP
]);
527 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
528 * See GL_EXT_texture_swizzle.
531 swizzle_texels(GLuint swizzle
, GLuint count
, float4_array texels
)
533 const GLuint swzR
= GET_SWZ(swizzle
, 0);
534 const GLuint swzG
= GET_SWZ(swizzle
, 1);
535 const GLuint swzB
= GET_SWZ(swizzle
, 2);
536 const GLuint swzA
= GET_SWZ(swizzle
, 3);
540 vector
[SWIZZLE_ZERO
] = 0;
541 vector
[SWIZZLE_ONE
] = 1.0F
;
543 for (i
= 0; i
< count
; i
++) {
544 vector
[SWIZZLE_X
] = texels
[i
][0];
545 vector
[SWIZZLE_Y
] = texels
[i
][1];
546 vector
[SWIZZLE_Z
] = texels
[i
][2];
547 vector
[SWIZZLE_W
] = texels
[i
][3];
548 texels
[i
][RCOMP
] = vector
[swzR
];
549 texels
[i
][GCOMP
] = vector
[swzG
];
550 texels
[i
][BCOMP
] = vector
[swzB
];
551 texels
[i
][ACOMP
] = vector
[swzA
];
557 * Apply texture mapping to a span of fragments.
560 _swrast_texture_span( GLcontext
*ctx
, SWspan
*span
)
562 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
563 GLfloat primary_rgba
[MAX_WIDTH
][4];
566 ASSERT(span
->end
<= MAX_WIDTH
);
569 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
571 if (swrast
->_TextureCombinePrimary
) {
573 for (i
= 0; i
< span
->end
; i
++) {
574 primary_rgba
[i
][RCOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][RCOMP
]);
575 primary_rgba
[i
][GCOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][GCOMP
]);
576 primary_rgba
[i
][BCOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][BCOMP
]);
577 primary_rgba
[i
][ACOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][ACOMP
]);
581 /* First must sample all bump maps */
582 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
583 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
585 if (texUnit
->_ReallyEnabled
&&
586 texUnit
->_CurrentCombine
->ModeRGB
== GL_BUMP_ENVMAP_ATI
) {
587 const GLfloat (*texcoords
)[4] = (const GLfloat (*)[4])
588 span
->array
->attribs
[FRAG_ATTRIB_TEX0
+ unit
];
589 float4_array targetcoords
=
590 span
->array
->attribs
[FRAG_ATTRIB_TEX0
+
591 ctx
->Texture
.Unit
[unit
].BumpTarget
- GL_TEXTURE0
];
593 const struct gl_texture_object
*curObj
= texUnit
->_Current
;
594 GLfloat
*lambda
= span
->array
->lambda
[unit
];
595 float4_array texels
= get_texel_array(swrast
, unit
);
597 GLfloat rotMatrix00
= ctx
->Texture
.Unit
[unit
].RotMatrix
[0];
598 GLfloat rotMatrix01
= ctx
->Texture
.Unit
[unit
].RotMatrix
[1];
599 GLfloat rotMatrix10
= ctx
->Texture
.Unit
[unit
].RotMatrix
[2];
600 GLfloat rotMatrix11
= ctx
->Texture
.Unit
[unit
].RotMatrix
[3];
602 /* adjust texture lod (lambda) */
603 if (span
->arrayMask
& SPAN_LAMBDA
) {
604 if (texUnit
->LodBias
+ curObj
->LodBias
!= 0.0F
) {
605 /* apply LOD bias, but don't clamp yet */
606 const GLfloat bias
= CLAMP(texUnit
->LodBias
+ curObj
->LodBias
,
607 -ctx
->Const
.MaxTextureLodBias
,
608 ctx
->Const
.MaxTextureLodBias
);
610 for (i
= 0; i
< span
->end
; i
++) {
615 if (curObj
->MinLod
!= -1000.0 || curObj
->MaxLod
!= 1000.0) {
616 /* apply LOD clamping to lambda */
617 const GLfloat min
= curObj
->MinLod
;
618 const GLfloat max
= curObj
->MaxLod
;
620 for (i
= 0; i
< span
->end
; i
++) {
621 GLfloat l
= lambda
[i
];
622 lambda
[i
] = CLAMP(l
, min
, max
);
627 /* Sample the texture (span->end = number of fragments) */
628 swrast
->TextureSample
[unit
]( ctx
, texUnit
->_Current
, span
->end
,
629 texcoords
, lambda
, texels
);
631 /* manipulate the span values of the bump target
632 not sure this can work correctly even ignoring
633 the problem that channel is unsigned */
634 for (i
= 0; i
< span
->end
; i
++) {
635 targetcoords
[i
][0] += (texels
[i
][0] * rotMatrix00
+ texels
[i
][1] *
636 rotMatrix01
) / targetcoords
[i
][3];
637 targetcoords
[i
][1] += (texels
[i
][0] * rotMatrix10
+ texels
[i
][1] *
638 rotMatrix11
) / targetcoords
[i
][3];
644 * Must do all texture sampling before combining in order to
645 * accomodate GL_ARB_texture_env_crossbar.
647 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
648 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
649 if (texUnit
->_ReallyEnabled
&&
650 texUnit
->_CurrentCombine
->ModeRGB
!= GL_BUMP_ENVMAP_ATI
) {
651 const GLfloat (*texcoords
)[4] = (const GLfloat (*)[4])
652 span
->array
->attribs
[FRAG_ATTRIB_TEX0
+ unit
];
653 const struct gl_texture_object
*curObj
= texUnit
->_Current
;
654 GLfloat
*lambda
= span
->array
->lambda
[unit
];
655 float4_array texels
= get_texel_array(swrast
, unit
);
657 /* adjust texture lod (lambda) */
658 if (span
->arrayMask
& SPAN_LAMBDA
) {
659 if (texUnit
->LodBias
+ curObj
->LodBias
!= 0.0F
) {
660 /* apply LOD bias, but don't clamp yet */
661 const GLfloat bias
= CLAMP(texUnit
->LodBias
+ curObj
->LodBias
,
662 -ctx
->Const
.MaxTextureLodBias
,
663 ctx
->Const
.MaxTextureLodBias
);
665 for (i
= 0; i
< span
->end
; i
++) {
670 if (curObj
->MinLod
!= -1000.0 || curObj
->MaxLod
!= 1000.0) {
671 /* apply LOD clamping to lambda */
672 const GLfloat min
= curObj
->MinLod
;
673 const GLfloat max
= curObj
->MaxLod
;
675 for (i
= 0; i
< span
->end
; i
++) {
676 GLfloat l
= lambda
[i
];
677 lambda
[i
] = CLAMP(l
, min
, max
);
682 /* Sample the texture (span->end = number of fragments) */
683 swrast
->TextureSample
[unit
]( ctx
, texUnit
->_Current
, span
->end
,
684 texcoords
, lambda
, texels
);
686 /* GL_SGI_texture_color_table */
687 if (texUnit
->ColorTableEnabled
) {
688 _mesa_lookup_rgba_float(&texUnit
->ColorTable
, span
->end
, texels
);
691 /* GL_EXT_texture_swizzle */
692 if (curObj
->_Swizzle
!= SWIZZLE_NOOP
) {
693 swizzle_texels(curObj
->_Swizzle
, span
->end
, texels
);
699 * OK, now apply the texture (aka texture combine/blend).
700 * We modify the span->color.rgba values.
702 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
703 if (ctx
->Texture
.Unit
[unit
]._ReallyEnabled
) {
704 texture_combine( ctx
, unit
, span
->end
,