swrast: remove old texture_apply() code; always use texture combine code
[mesa.git] / src / mesa / swrast / s_texcombine.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26
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"
34
35 #include "s_context.h"
36 #include "s_texcombine.h"
37
38
39 /**
40 * Pointer to array of float[4]
41 * This type makes the code below more concise and avoids a lot of casting.
42 */
43 typedef float (*float4_array)[4];
44
45
46 /**
47 * Return array of texels for given unit.
48 */
49 static INLINE float4_array
50 get_texel_array(const GLfloat *texelBuffer, GLuint unit, GLuint numTexels)
51 {
52 return (float4_array)
53 (texelBuffer + unit * numTexels * 4 * sizeof(GLfloat));
54 }
55
56
57
58 /**
59 * Do texture application for:
60 * GL_EXT_texture_env_combine
61 * GL_ARB_texture_env_combine
62 * GL_EXT_texture_env_dot3
63 * GL_ARB_texture_env_dot3
64 * GL_ATI_texture_env_combine3
65 * GL_NV_texture_env_combine4
66 * conventional GL texture env modes
67 *
68 * \param ctx rendering context
69 * \param unit the texture combiner unit
70 * \param n number of fragments to process (span width)
71 * \param primary_rgba incoming fragment color array
72 * \param texelBuffer pointer to texel colors for all texture units
73 *
74 * \param rgba incoming/result fragment colors
75 */
76 static void
77 texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
78 const float4_array primary_rgba,
79 const GLfloat *texelBuffer,
80 GLchan (*rgbaChan)[4] )
81 {
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];
92 GLuint i, term;
93
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]);
99 }
100
101 /*
102 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
103 combine->ModeRGB,
104 combine->ModeA,
105 combine->SourceRGB[0],
106 combine->SourceA[0],
107 combine->SourceRGB[1],
108 combine->SourceA[1]);
109 */
110
111 /*
112 * Do operand setup for up to 4 operands. Loop over the terms.
113 */
114 for (term = 0; term < numArgsRGB; term++) {
115 const GLenum srcRGB = combine->SourceRGB[term];
116 const GLenum operandRGB = combine->OperandRGB[term];
117
118 switch (srcRGB) {
119 case GL_TEXTURE:
120 argRGB[term] = get_texel_array(texelBuffer, unit, n);
121 break;
122 case GL_PRIMARY_COLOR:
123 argRGB[term] = primary_rgba;
124 break;
125 case GL_PREVIOUS:
126 argRGB[term] = rgba;
127 break;
128 case GL_CONSTANT:
129 {
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);
137 }
138 argRGB[term] = ccolor[term];
139 }
140 break;
141 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
142 */
143 case GL_ZERO:
144 {
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);
148 }
149 argRGB[term] = ccolor[term];
150 }
151 break;
152 case GL_ONE:
153 {
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);
157 }
158 argRGB[term] = ccolor[term];
159 }
160 break;
161 default:
162 /* ARB_texture_env_crossbar source */
163 {
164 const GLuint srcUnit = srcRGB - GL_TEXTURE0;
165 ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
166 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
167 return;
168 argRGB[term] = get_texel_array(texelBuffer, srcUnit, n);
169 }
170 }
171
172 if (operandRGB != GL_SRC_COLOR) {
173 float4_array src = argRGB[term];
174 float4_array dst = ccolor[term];
175
176 /* point to new arg[term] storage */
177 argRGB[term] = ccolor[term];
178
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];
185 }
186 break;
187 case GL_SRC_ALPHA:
188 for (i = 0; i < n; i++) {
189 dst[i][RCOMP] =
190 dst[i][GCOMP] =
191 dst[i][BCOMP] = src[i][ACOMP];
192 }
193 break;
194 case GL_ONE_MINUS_SRC_ALPHA:
195 for (i = 0; i < n; i++) {
196 dst[i][RCOMP] =
197 dst[i][GCOMP] =
198 dst[i][BCOMP] = 1.0F - src[i][ACOMP];
199 }
200 break;
201 default:
202 _mesa_problem(ctx, "Bad operandRGB");
203 }
204 }
205 }
206
207 /*
208 * Set up the argA[term] pointers
209 */
210 for (term = 0; term < numArgsA; term++) {
211 const GLenum srcA = combine->SourceA[term];
212 const GLenum operandA = combine->OperandA[term];
213
214 switch (srcA) {
215 case GL_TEXTURE:
216 argA[term] = get_texel_array(texelBuffer, unit, n);
217 break;
218 case GL_PRIMARY_COLOR:
219 argA[term] = primary_rgba;
220 break;
221 case GL_PREVIOUS:
222 argA[term] = rgba;
223 break;
224 case GL_CONSTANT:
225 {
226 float4_array c = ccolor[term];
227 GLfloat alpha = textureUnit->EnvColor[3];
228 for (i = 0; i < n; i++)
229 c[i][ACOMP] = alpha;
230 argA[term] = ccolor[term];
231 }
232 break;
233 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
234 */
235 case GL_ZERO:
236 {
237 float4_array c = ccolor[term];
238 for (i = 0; i < n; i++)
239 c[i][ACOMP] = 0.0F;
240 argA[term] = ccolor[term];
241 }
242 break;
243 case GL_ONE:
244 {
245 float4_array c = ccolor[term];
246 for (i = 0; i < n; i++)
247 c[i][ACOMP] = 1.0F;
248 argA[term] = ccolor[term];
249 }
250 break;
251 default:
252 /* ARB_texture_env_crossbar source */
253 {
254 const GLuint srcUnit = srcA - GL_TEXTURE0;
255 ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
256 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
257 return;
258 argA[term] = get_texel_array(texelBuffer, srcUnit, n);
259 }
260 }
261
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];
268 }
269 }
270 }
271
272 /* RGB channel combine */
273 {
274 float4_array arg0 = argRGB[0];
275 float4_array arg1 = argRGB[1];
276 float4_array arg2 = argRGB[2];
277 float4_array arg3 = argRGB[3];
278
279 switch (combine->ModeRGB) {
280 case GL_REPLACE:
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;
285 }
286 break;
287 case GL_MODULATE:
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;
292 }
293 break;
294 case GL_ADD:
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;
304 }
305 }
306 else {
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;
312 }
313 }
314 break;
315 case GL_ADD_SIGNED:
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;
325 }
326 }
327 else {
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;
332 }
333 }
334 break;
335 case GL_INTERPOLATE:
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;
343 }
344 break;
345 case GL_SUBTRACT:
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;
350 }
351 break;
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))
359 * 4.0F;
360 dot = CLAMP(dot, 0.0F, 1.0F);
361 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
362 }
363 break;
364 case GL_DOT3_RGB:
365 case GL_DOT3_RGBA:
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))
371 * 4.0F * scaleRGB;
372 dot = CLAMP(dot, 0.0, 1.0F);
373 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
374 }
375 break;
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;
384 }
385 break;
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;
394 }
395 break;
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;
404 }
405 break;
406 case GL_BUMP_ENVMAP_ATI:
407 {
408 /* this produces a fixed rgba color, and the coord calc is done elsewhere */
409 for (i = 0; i < n; i++) {
410 /* rgba result is 0,0,0,1 */
411 #if CHAN_TYPE == GL_FLOAT
412 rgba[i][RCOMP] = 0.0;
413 rgba[i][GCOMP] = 0.0;
414 rgba[i][BCOMP] = 0.0;
415 rgba[i][ACOMP] = 1.0;
416 #else
417 rgba[i][RCOMP] = 0;
418 rgba[i][GCOMP] = 0;
419 rgba[i][BCOMP] = 0;
420 rgba[i][ACOMP] = CHAN_MAX;
421 #endif
422 }
423 }
424 return; /* no alpha processing */
425 default:
426 _mesa_problem(ctx, "invalid combine mode");
427 }
428 }
429
430 /* Alpha channel combine */
431 {
432 float4_array arg0 = argA[0];
433 float4_array arg1 = argA[1];
434 float4_array arg2 = argA[2];
435 float4_array arg3 = argA[3];
436
437 switch (combine->ModeA) {
438 case GL_REPLACE:
439 for (i = 0; i < n; i++) {
440 rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA;
441 }
442 break;
443 case GL_MODULATE:
444 for (i = 0; i < n; i++) {
445 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA;
446 }
447 break;
448 case GL_ADD:
449 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
450 /* (a * b) + (c * d) */
451 for (i = 0; i < n; i++) {
452 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
453 arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA;
454 }
455 }
456 else {
457 /* two-term add */
458 for (i = 0; i < n; i++) {
459 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA;
460 }
461 }
462 break;
463 case GL_ADD_SIGNED:
464 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
465 /* (a * b) + (c * d) - 0.5 */
466 for (i = 0; i < n; i++) {
467 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
468 arg2[i][ACOMP] * arg3[i][ACOMP] -
469 0.5) * scaleA;
470 }
471 }
472 else {
473 /* a + b - 0.5 */
474 for (i = 0; i < n; i++) {
475 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA;
476 }
477 }
478 break;
479 case GL_INTERPOLATE:
480 for (i = 0; i < n; i++) {
481 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
482 arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP]))
483 * scaleA;
484 }
485 break;
486 case GL_SUBTRACT:
487 for (i = 0; i < n; i++) {
488 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA;
489 }
490 break;
491 case GL_MODULATE_ADD_ATI:
492 for (i = 0; i < n; i++) {
493 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
494 + arg1[i][ACOMP]) * scaleA;
495 }
496 break;
497 case GL_MODULATE_SIGNED_ADD_ATI:
498 for (i = 0; i < n; i++) {
499 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) +
500 arg1[i][ACOMP] - 0.5F) * scaleA;
501 }
502 break;
503 case GL_MODULATE_SUBTRACT_ATI:
504 for (i = 0; i < n; i++) {
505 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
506 - arg1[i][ACOMP]) * scaleA;
507 }
508 break;
509 default:
510 _mesa_problem(ctx, "invalid combine mode");
511 }
512 }
513
514 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
515 * This is kind of a kludge. It would have been better if the spec
516 * were written such that the GL_COMBINE_ALPHA value could be set to
517 * GL_DOT3.
518 */
519 if (combine->ModeRGB == GL_DOT3_RGBA_EXT ||
520 combine->ModeRGB == GL_DOT3_RGBA) {
521 for (i = 0; i < n; i++) {
522 rgba[i][ACOMP] = rgba[i][RCOMP];
523 }
524 }
525
526 for (i = 0; i < n; i++) {
527 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
528 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
529 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
530 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
531 }
532 }
533
534
535 /**
536 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
537 * See GL_EXT_texture_swizzle.
538 */
539 static void
540 swizzle_texels(GLuint swizzle, GLuint count, float4_array texels)
541 {
542 const GLuint swzR = GET_SWZ(swizzle, 0);
543 const GLuint swzG = GET_SWZ(swizzle, 1);
544 const GLuint swzB = GET_SWZ(swizzle, 2);
545 const GLuint swzA = GET_SWZ(swizzle, 3);
546 GLfloat vector[6];
547 GLuint i;
548
549 vector[SWIZZLE_ZERO] = 0;
550 vector[SWIZZLE_ONE] = 1.0F;
551
552 for (i = 0; i < count; i++) {
553 vector[SWIZZLE_X] = texels[i][0];
554 vector[SWIZZLE_Y] = texels[i][1];
555 vector[SWIZZLE_Z] = texels[i][2];
556 vector[SWIZZLE_W] = texels[i][3];
557 texels[i][RCOMP] = vector[swzR];
558 texels[i][GCOMP] = vector[swzG];
559 texels[i][BCOMP] = vector[swzB];
560 texels[i][ACOMP] = vector[swzA];
561 }
562 }
563
564
565 /**
566 * Apply texture mapping to a span of fragments.
567 */
568 void
569 _swrast_texture_span( GLcontext *ctx, SWspan *span )
570 {
571 SWcontext *swrast = SWRAST_CONTEXT(ctx);
572 GLfloat primary_rgba[MAX_WIDTH][4];
573 GLuint unit;
574
575 ASSERT(span->end <= MAX_WIDTH);
576
577 /*
578 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
579 */
580 if (swrast->_TextureCombinePrimary) {
581 GLuint i;
582 for (i = 0; i < span->end; i++) {
583 primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
584 primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
585 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
586 primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
587 }
588 }
589
590 /* First must sample all bump maps */
591 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
592 if (ctx->Texture.Unit[unit]._ReallyEnabled &&
593 ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
594 const GLfloat (*texcoords)[4]
595 = (const GLfloat (*)[4])
596 span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
597 GLfloat (*targetcoords)[4]
598 = (GLfloat (*)[4])
599 span->array->attribs[FRAG_ATTRIB_TEX0 +
600 ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
601
602 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
603 const struct gl_texture_object *curObj = texUnit->_Current;
604 GLfloat *lambda = span->array->lambda[unit];
605 #if 0
606 GLchan (*texels)[4] = (GLchan (*)[4])
607 (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan)));
608 #else
609 float4_array texels = get_texel_array(swrast->TexelBuffer, unit,
610 span->end);
611 #endif
612 GLuint i;
613 GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0];
614 GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1];
615 GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2];
616 GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3];
617
618 /* adjust texture lod (lambda) */
619 if (span->arrayMask & SPAN_LAMBDA) {
620 if (texUnit->LodBias + curObj->LodBias != 0.0F) {
621 /* apply LOD bias, but don't clamp yet */
622 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
623 -ctx->Const.MaxTextureLodBias,
624 ctx->Const.MaxTextureLodBias);
625 GLuint i;
626 for (i = 0; i < span->end; i++) {
627 lambda[i] += bias;
628 }
629 }
630
631 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
632 /* apply LOD clamping to lambda */
633 const GLfloat min = curObj->MinLod;
634 const GLfloat max = curObj->MaxLod;
635 GLuint i;
636 for (i = 0; i < span->end; i++) {
637 GLfloat l = lambda[i];
638 lambda[i] = CLAMP(l, min, max);
639 }
640 }
641 }
642
643 /* Sample the texture (span->end = number of fragments) */
644 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
645 texcoords, lambda, texels );
646
647 /* manipulate the span values of the bump target
648 not sure this can work correctly even ignoring
649 the problem that channel is unsigned */
650 for (i = 0; i < span->end; i++) {
651 #if CHAN_TYPE == GL_FLOAT
652 targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] *
653 rotMatrix01) / targetcoords[i][3];
654 targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] *
655 rotMatrix11) / targetcoords[i][3];
656 #else
657 targetcoords[i][0] += (CHAN_TO_FLOAT(texels[i][1]) * rotMatrix00 +
658 CHAN_TO_FLOAT(texels[i][1]) * rotMatrix01) /
659 targetcoords[i][3];
660 targetcoords[i][1] += (CHAN_TO_FLOAT(texels[i][0]) * rotMatrix10 +
661 CHAN_TO_FLOAT(texels[i][1]) * rotMatrix11) /
662 targetcoords[i][3];
663 #endif
664 }
665 }
666 }
667
668 /*
669 * Must do all texture sampling before combining in order to
670 * accomodate GL_ARB_texture_env_crossbar.
671 */
672 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
673 if (ctx->Texture.Unit[unit]._ReallyEnabled &&
674 ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
675 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
676 span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
677 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
678 const struct gl_texture_object *curObj = texUnit->_Current;
679 GLfloat *lambda = span->array->lambda[unit];
680 float4_array texels =
681 get_texel_array(swrast->TexelBuffer, unit, span->end);
682
683 /* adjust texture lod (lambda) */
684 if (span->arrayMask & SPAN_LAMBDA) {
685 if (texUnit->LodBias + curObj->LodBias != 0.0F) {
686 /* apply LOD bias, but don't clamp yet */
687 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
688 -ctx->Const.MaxTextureLodBias,
689 ctx->Const.MaxTextureLodBias);
690 GLuint i;
691 for (i = 0; i < span->end; i++) {
692 lambda[i] += bias;
693 }
694 }
695
696 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
697 /* apply LOD clamping to lambda */
698 const GLfloat min = curObj->MinLod;
699 const GLfloat max = curObj->MaxLod;
700 GLuint i;
701 for (i = 0; i < span->end; i++) {
702 GLfloat l = lambda[i];
703 lambda[i] = CLAMP(l, min, max);
704 }
705 }
706 }
707
708 /* Sample the texture (span->end = number of fragments) */
709 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
710 texcoords, lambda, texels );
711
712 /* GL_SGI_texture_color_table */
713 if (texUnit->ColorTableEnabled) {
714 _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels);
715 }
716
717 /* GL_EXT_texture_swizzle */
718 if (curObj->_Swizzle != SWIZZLE_NOOP) {
719 swizzle_texels(curObj->_Swizzle, span->end, texels);
720 }
721 }
722 }
723
724 /*
725 * OK, now apply the texture (aka texture combine/blend).
726 * We modify the span->color.rgba values.
727 */
728 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
729 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
730 texture_combine( ctx, unit, span->end,
731 primary_rgba,
732 swrast->TexelBuffer,
733 span->array->rgba );
734 }
735 }
736 }