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
)
53 (swrast
->TexelBuffer
+ unit
* MAX_WIDTH
* 4 * sizeof(GLfloat
));
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
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
74 * \param rgba incoming/result fragment colors
77 texture_combine( GLcontext
*ctx
, GLuint unit
, GLuint n
,
78 const float4_array primary_rgba
,
79 const GLfloat
*texelBuffer
,
80 GLchan (*rgbaChan
)[4] )
82 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
83 const struct gl_texture_unit
*textureUnit
= &(ctx
->Texture
.Unit
[unit
]);
84 const struct gl_tex_env_combine_state
*combine
= textureUnit
->_CurrentCombine
;
85 float4_array argRGB
[MAX_COMBINER_TERMS
];
86 float4_array argA
[MAX_COMBINER_TERMS
];
87 const GLfloat scaleRGB
= (GLfloat
) (1 << combine
->ScaleShiftRGB
);
88 const GLfloat scaleA
= (GLfloat
) (1 << combine
->ScaleShiftA
);
89 const GLuint numArgsRGB
= combine
->_NumArgsRGB
;
90 const GLuint numArgsA
= combine
->_NumArgsA
;
91 GLfloat ccolor
[MAX_COMBINER_TERMS
][MAX_WIDTH
][4]; /* temp color buffers */
92 GLfloat rgba
[MAX_WIDTH
][4];
95 for (i
= 0; i
< n
; i
++) {
96 rgba
[i
][RCOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][RCOMP
]);
97 rgba
[i
][GCOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][GCOMP
]);
98 rgba
[i
][BCOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][BCOMP
]);
99 rgba
[i
][ACOMP
] = CHAN_TO_FLOAT(rgbaChan
[i
][ACOMP
]);
103 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
106 combine->SourceRGB[0],
108 combine->SourceRGB[1],
109 combine->SourceA[1]);
113 * Do operand setup for up to 4 operands. Loop over the terms.
115 for (term
= 0; term
< numArgsRGB
; term
++) {
116 const GLenum srcRGB
= combine
->SourceRGB
[term
];
117 const GLenum operandRGB
= combine
->OperandRGB
[term
];
121 argRGB
[term
] = get_texel_array(swrast
, unit
);
123 case GL_PRIMARY_COLOR
:
124 argRGB
[term
] = primary_rgba
;
131 float4_array c
= ccolor
[term
];
132 GLfloat red
= textureUnit
->EnvColor
[0];
133 GLfloat green
= textureUnit
->EnvColor
[1];
134 GLfloat blue
= textureUnit
->EnvColor
[2];
135 GLfloat alpha
= textureUnit
->EnvColor
[3];
136 for (i
= 0; i
< n
; i
++) {
137 ASSIGN_4V(c
[i
], red
, green
, blue
, alpha
);
139 argRGB
[term
] = ccolor
[term
];
142 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
146 float4_array c
= ccolor
[term
];
147 for (i
= 0; i
< n
; i
++) {
148 ASSIGN_4V(c
[i
], 0.0F
, 0.0F
, 0.0F
, 0.0F
);
150 argRGB
[term
] = ccolor
[term
];
155 float4_array c
= ccolor
[term
];
156 for (i
= 0; i
< n
; i
++) {
157 ASSIGN_4V(c
[i
], 1.0F
, 1.0F
, 1.0F
, 1.0F
);
159 argRGB
[term
] = ccolor
[term
];
163 /* ARB_texture_env_crossbar source */
165 const GLuint srcUnit
= srcRGB
- GL_TEXTURE0
;
166 ASSERT(srcUnit
< ctx
->Const
.MaxTextureUnits
);
167 if (!ctx
->Texture
.Unit
[srcUnit
]._ReallyEnabled
)
169 argRGB
[term
] = get_texel_array(swrast
, srcUnit
);
173 if (operandRGB
!= GL_SRC_COLOR
) {
174 float4_array src
= argRGB
[term
];
175 float4_array dst
= ccolor
[term
];
177 /* point to new arg[term] storage */
178 argRGB
[term
] = ccolor
[term
];
180 switch (operandRGB
) {
181 case GL_ONE_MINUS_SRC_COLOR
:
182 for (i
= 0; i
< n
; i
++) {
183 dst
[i
][RCOMP
] = 1.0F
- src
[i
][RCOMP
];
184 dst
[i
][GCOMP
] = 1.0F
- src
[i
][GCOMP
];
185 dst
[i
][BCOMP
] = 1.0F
- src
[i
][BCOMP
];
189 for (i
= 0; i
< n
; i
++) {
192 dst
[i
][BCOMP
] = src
[i
][ACOMP
];
195 case GL_ONE_MINUS_SRC_ALPHA
:
196 for (i
= 0; i
< n
; i
++) {
199 dst
[i
][BCOMP
] = 1.0F
- src
[i
][ACOMP
];
203 _mesa_problem(ctx
, "Bad operandRGB");
209 * Set up the argA[term] pointers
211 for (term
= 0; term
< numArgsA
; term
++) {
212 const GLenum srcA
= combine
->SourceA
[term
];
213 const GLenum operandA
= combine
->OperandA
[term
];
217 argA
[term
] = get_texel_array(swrast
, unit
);
219 case GL_PRIMARY_COLOR
:
220 argA
[term
] = primary_rgba
;
227 float4_array c
= ccolor
[term
];
228 GLfloat alpha
= textureUnit
->EnvColor
[3];
229 for (i
= 0; i
< n
; i
++)
231 argA
[term
] = ccolor
[term
];
234 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
238 float4_array c
= ccolor
[term
];
239 for (i
= 0; i
< n
; i
++)
241 argA
[term
] = ccolor
[term
];
246 float4_array c
= ccolor
[term
];
247 for (i
= 0; i
< n
; i
++)
249 argA
[term
] = ccolor
[term
];
253 /* ARB_texture_env_crossbar source */
255 const GLuint srcUnit
= srcA
- GL_TEXTURE0
;
256 ASSERT(srcUnit
< ctx
->Const
.MaxTextureUnits
);
257 if (!ctx
->Texture
.Unit
[srcUnit
]._ReallyEnabled
)
259 argA
[term
] = get_texel_array(swrast
, srcUnit
);
263 if (operandA
== GL_ONE_MINUS_SRC_ALPHA
) {
264 float4_array src
= argA
[term
];
265 float4_array dst
= ccolor
[term
];
266 argA
[term
] = ccolor
[term
];
267 for (i
= 0; i
< n
; i
++) {
268 dst
[i
][ACOMP
] = 1.0F
- src
[i
][ACOMP
];
273 /* RGB channel combine */
275 float4_array arg0
= argRGB
[0];
276 float4_array arg1
= argRGB
[1];
277 float4_array arg2
= argRGB
[2];
278 float4_array arg3
= argRGB
[3];
280 switch (combine
->ModeRGB
) {
282 for (i
= 0; i
< n
; i
++) {
283 rgba
[i
][RCOMP
] = arg0
[i
][RCOMP
] * scaleRGB
;
284 rgba
[i
][GCOMP
] = arg0
[i
][GCOMP
] * scaleRGB
;
285 rgba
[i
][BCOMP
] = arg0
[i
][BCOMP
] * scaleRGB
;
289 for (i
= 0; i
< n
; i
++) {
290 rgba
[i
][RCOMP
] = arg0
[i
][RCOMP
] * arg1
[i
][RCOMP
] * scaleRGB
;
291 rgba
[i
][GCOMP
] = arg0
[i
][GCOMP
] * arg1
[i
][GCOMP
] * scaleRGB
;
292 rgba
[i
][BCOMP
] = arg0
[i
][BCOMP
] * arg1
[i
][BCOMP
] * scaleRGB
;
296 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
297 /* (a * b) + (c * d) */
298 for (i
= 0; i
< n
; i
++) {
299 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] * arg1
[i
][RCOMP
] +
300 arg2
[i
][RCOMP
] * arg3
[i
][RCOMP
]) * scaleRGB
;
301 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] * arg1
[i
][GCOMP
] +
302 arg2
[i
][GCOMP
] * arg3
[i
][GCOMP
]) * scaleRGB
;
303 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] * arg1
[i
][BCOMP
] +
304 arg2
[i
][BCOMP
] * arg3
[i
][BCOMP
]) * scaleRGB
;
308 /* 2-term addition */
309 for (i
= 0; i
< n
; i
++) {
310 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] + arg1
[i
][RCOMP
]) * scaleRGB
;
311 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] + arg1
[i
][GCOMP
]) * scaleRGB
;
312 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] + arg1
[i
][BCOMP
]) * scaleRGB
;
317 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
318 /* (a * b) + (c * d) - 0.5 */
319 for (i
= 0; i
< n
; i
++) {
320 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] * arg1
[i
][RCOMP
] +
321 arg2
[i
][RCOMP
] * arg3
[i
][RCOMP
] - 0.5) * scaleRGB
;
322 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] * arg1
[i
][GCOMP
] +
323 arg2
[i
][GCOMP
] * arg3
[i
][GCOMP
] - 0.5) * scaleRGB
;
324 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] * arg1
[i
][BCOMP
] +
325 arg2
[i
][BCOMP
] * arg3
[i
][BCOMP
] - 0.5) * scaleRGB
;
329 for (i
= 0; i
< n
; i
++) {
330 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] + arg1
[i
][RCOMP
] - 0.5) * scaleRGB
;
331 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] + arg1
[i
][GCOMP
] - 0.5) * scaleRGB
;
332 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] + arg1
[i
][BCOMP
] - 0.5) * scaleRGB
;
337 for (i
= 0; i
< n
; i
++) {
338 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
] +
339 arg1
[i
][RCOMP
] * (1.0F
- arg2
[i
][RCOMP
])) * scaleRGB
;
340 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
] +
341 arg1
[i
][GCOMP
] * (1.0F
- arg2
[i
][GCOMP
])) * scaleRGB
;
342 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
] +
343 arg1
[i
][BCOMP
] * (1.0F
- arg2
[i
][BCOMP
])) * scaleRGB
;
347 for (i
= 0; i
< n
; i
++) {
348 rgba
[i
][RCOMP
] = (arg0
[i
][RCOMP
] - arg1
[i
][RCOMP
]) * scaleRGB
;
349 rgba
[i
][GCOMP
] = (arg0
[i
][GCOMP
] - arg1
[i
][GCOMP
]) * scaleRGB
;
350 rgba
[i
][BCOMP
] = (arg0
[i
][BCOMP
] - arg1
[i
][BCOMP
]) * scaleRGB
;
353 case GL_DOT3_RGB_EXT
:
354 case GL_DOT3_RGBA_EXT
:
355 /* Do not scale the result by 1 2 or 4 */
356 for (i
= 0; i
< n
; i
++) {
357 GLfloat dot
= ((arg0
[i
][RCOMP
] - 0.5F
) * (arg1
[i
][RCOMP
] - 0.5F
) +
358 (arg0
[i
][GCOMP
] - 0.5F
) * (arg1
[i
][GCOMP
] - 0.5F
) +
359 (arg0
[i
][BCOMP
] - 0.5F
) * (arg1
[i
][BCOMP
] - 0.5F
))
361 dot
= CLAMP(dot
, 0.0F
, 1.0F
);
362 rgba
[i
][RCOMP
] = rgba
[i
][GCOMP
] = rgba
[i
][BCOMP
] = dot
;
367 /* DO scale the result by 1 2 or 4 */
368 for (i
= 0; i
< n
; i
++) {
369 GLfloat dot
= ((arg0
[i
][RCOMP
] - 0.5F
) * (arg1
[i
][RCOMP
] - 0.5F
) +
370 (arg0
[i
][GCOMP
] - 0.5F
) * (arg1
[i
][GCOMP
] - 0.5F
) +
371 (arg0
[i
][BCOMP
] - 0.5F
) * (arg1
[i
][BCOMP
] - 0.5F
))
373 dot
= CLAMP(dot
, 0.0, 1.0F
);
374 rgba
[i
][RCOMP
] = rgba
[i
][GCOMP
] = rgba
[i
][BCOMP
] = dot
;
377 case GL_MODULATE_ADD_ATI
:
378 for (i
= 0; i
< n
; i
++) {
379 rgba
[i
][RCOMP
] = ((arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
]) +
380 arg1
[i
][RCOMP
]) * scaleRGB
;
381 rgba
[i
][GCOMP
] = ((arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
]) +
382 arg1
[i
][GCOMP
]) * scaleRGB
;
383 rgba
[i
][BCOMP
] = ((arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
]) +
384 arg1
[i
][BCOMP
]) * scaleRGB
;
387 case GL_MODULATE_SIGNED_ADD_ATI
:
388 for (i
= 0; i
< n
; i
++) {
389 rgba
[i
][RCOMP
] = ((arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
]) +
390 arg1
[i
][RCOMP
] - 0.5) * scaleRGB
;
391 rgba
[i
][GCOMP
] = ((arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
]) +
392 arg1
[i
][GCOMP
] - 0.5) * scaleRGB
;
393 rgba
[i
][BCOMP
] = ((arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
]) +
394 arg1
[i
][BCOMP
] - 0.5) * scaleRGB
;
397 case GL_MODULATE_SUBTRACT_ATI
:
398 for (i
= 0; i
< n
; i
++) {
399 rgba
[i
][RCOMP
] = ((arg0
[i
][RCOMP
] * arg2
[i
][RCOMP
]) -
400 arg1
[i
][RCOMP
]) * scaleRGB
;
401 rgba
[i
][GCOMP
] = ((arg0
[i
][GCOMP
] * arg2
[i
][GCOMP
]) -
402 arg1
[i
][GCOMP
]) * scaleRGB
;
403 rgba
[i
][BCOMP
] = ((arg0
[i
][BCOMP
] * arg2
[i
][BCOMP
]) -
404 arg1
[i
][BCOMP
]) * scaleRGB
;
407 case GL_BUMP_ENVMAP_ATI
:
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;
420 rgba
[i
][ACOMP
] = CHAN_MAX
;
423 return; /* no alpha processing */
425 _mesa_problem(ctx
, "invalid combine mode");
429 /* Alpha channel combine */
431 float4_array arg0
= argA
[0];
432 float4_array arg1
= argA
[1];
433 float4_array arg2
= argA
[2];
434 float4_array arg3
= argA
[3];
436 switch (combine
->ModeA
) {
438 for (i
= 0; i
< n
; i
++) {
439 rgba
[i
][ACOMP
] = arg0
[i
][ACOMP
] * scaleA
;
443 for (i
= 0; i
< n
; i
++) {
444 rgba
[i
][ACOMP
] = arg0
[i
][ACOMP
] * arg1
[i
][ACOMP
] * scaleA
;
448 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
449 /* (a * b) + (c * d) */
450 for (i
= 0; i
< n
; i
++) {
451 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] * arg1
[i
][ACOMP
] +
452 arg2
[i
][ACOMP
] * arg3
[i
][ACOMP
]) * scaleA
;
457 for (i
= 0; i
< n
; i
++) {
458 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] + arg1
[i
][ACOMP
]) * scaleA
;
463 if (textureUnit
->EnvMode
== GL_COMBINE4_NV
) {
464 /* (a * b) + (c * d) - 0.5 */
465 for (i
= 0; i
< n
; i
++) {
466 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] * arg1
[i
][ACOMP
] +
467 arg2
[i
][ACOMP
] * arg3
[i
][ACOMP
] -
473 for (i
= 0; i
< n
; i
++) {
474 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] + arg1
[i
][ACOMP
] - 0.5F
) * scaleA
;
479 for (i
= 0; i
< n
; i
++) {
480 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
] +
481 arg1
[i
][ACOMP
] * (1.0F
- arg2
[i
][ACOMP
]))
486 for (i
= 0; i
< n
; i
++) {
487 rgba
[i
][ACOMP
] = (arg0
[i
][ACOMP
] - arg1
[i
][ACOMP
]) * scaleA
;
490 case GL_MODULATE_ADD_ATI
:
491 for (i
= 0; i
< n
; i
++) {
492 rgba
[i
][ACOMP
] = ((arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
])
493 + arg1
[i
][ACOMP
]) * scaleA
;
496 case GL_MODULATE_SIGNED_ADD_ATI
:
497 for (i
= 0; i
< n
; i
++) {
498 rgba
[i
][ACOMP
] = ((arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
]) +
499 arg1
[i
][ACOMP
] - 0.5F
) * scaleA
;
502 case GL_MODULATE_SUBTRACT_ATI
:
503 for (i
= 0; i
< n
; i
++) {
504 rgba
[i
][ACOMP
] = ((arg0
[i
][ACOMP
] * arg2
[i
][ACOMP
])
505 - arg1
[i
][ACOMP
]) * scaleA
;
509 _mesa_problem(ctx
, "invalid combine mode");
513 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
514 * This is kind of a kludge. It would have been better if the spec
515 * were written such that the GL_COMBINE_ALPHA value could be set to
518 if (combine
->ModeRGB
== GL_DOT3_RGBA_EXT
||
519 combine
->ModeRGB
== GL_DOT3_RGBA
) {
520 for (i
= 0; i
< n
; i
++) {
521 rgba
[i
][ACOMP
] = rgba
[i
][RCOMP
];
525 for (i
= 0; i
< n
; i
++) {
526 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][RCOMP
], rgba
[i
][RCOMP
]);
527 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][GCOMP
], rgba
[i
][GCOMP
]);
528 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][BCOMP
], rgba
[i
][BCOMP
]);
529 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan
[i
][ACOMP
], rgba
[i
][ACOMP
]);
535 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
536 * See GL_EXT_texture_swizzle.
539 swizzle_texels(GLuint swizzle
, GLuint count
, float4_array texels
)
541 const GLuint swzR
= GET_SWZ(swizzle
, 0);
542 const GLuint swzG
= GET_SWZ(swizzle
, 1);
543 const GLuint swzB
= GET_SWZ(swizzle
, 2);
544 const GLuint swzA
= GET_SWZ(swizzle
, 3);
548 vector
[SWIZZLE_ZERO
] = 0;
549 vector
[SWIZZLE_ONE
] = 1.0F
;
551 for (i
= 0; i
< count
; i
++) {
552 vector
[SWIZZLE_X
] = texels
[i
][0];
553 vector
[SWIZZLE_Y
] = texels
[i
][1];
554 vector
[SWIZZLE_Z
] = texels
[i
][2];
555 vector
[SWIZZLE_W
] = texels
[i
][3];
556 texels
[i
][RCOMP
] = vector
[swzR
];
557 texels
[i
][GCOMP
] = vector
[swzG
];
558 texels
[i
][BCOMP
] = vector
[swzB
];
559 texels
[i
][ACOMP
] = vector
[swzA
];
565 * Apply texture mapping to a span of fragments.
568 _swrast_texture_span( GLcontext
*ctx
, SWspan
*span
)
570 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
571 GLfloat primary_rgba
[MAX_WIDTH
][4];
574 ASSERT(span
->end
<= MAX_WIDTH
);
577 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
579 if (swrast
->_TextureCombinePrimary
) {
581 for (i
= 0; i
< span
->end
; i
++) {
582 primary_rgba
[i
][RCOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][RCOMP
]);
583 primary_rgba
[i
][GCOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][GCOMP
]);
584 primary_rgba
[i
][BCOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][BCOMP
]);
585 primary_rgba
[i
][ACOMP
] = CHAN_TO_FLOAT(span
->array
->rgba
[i
][ACOMP
]);
589 /* First must sample all bump maps */
590 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
591 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
593 if (texUnit
->_ReallyEnabled
&&
594 texUnit
->_CurrentCombine
->ModeRGB
== GL_BUMP_ENVMAP_ATI
) {
595 const GLfloat (*texcoords
)[4] = (const GLfloat (*)[4])
596 span
->array
->attribs
[FRAG_ATTRIB_TEX0
+ unit
];
597 float4_array targetcoords
=
598 span
->array
->attribs
[FRAG_ATTRIB_TEX0
+
599 ctx
->Texture
.Unit
[unit
].BumpTarget
- GL_TEXTURE0
];
601 const struct gl_texture_object
*curObj
= texUnit
->_Current
;
602 GLfloat
*lambda
= span
->array
->lambda
[unit
];
603 float4_array texels
= get_texel_array(swrast
, unit
);
605 GLfloat rotMatrix00
= ctx
->Texture
.Unit
[unit
].RotMatrix
[0];
606 GLfloat rotMatrix01
= ctx
->Texture
.Unit
[unit
].RotMatrix
[1];
607 GLfloat rotMatrix10
= ctx
->Texture
.Unit
[unit
].RotMatrix
[2];
608 GLfloat rotMatrix11
= ctx
->Texture
.Unit
[unit
].RotMatrix
[3];
610 /* adjust texture lod (lambda) */
611 if (span
->arrayMask
& SPAN_LAMBDA
) {
612 if (texUnit
->LodBias
+ curObj
->LodBias
!= 0.0F
) {
613 /* apply LOD bias, but don't clamp yet */
614 const GLfloat bias
= CLAMP(texUnit
->LodBias
+ curObj
->LodBias
,
615 -ctx
->Const
.MaxTextureLodBias
,
616 ctx
->Const
.MaxTextureLodBias
);
618 for (i
= 0; i
< span
->end
; i
++) {
623 if (curObj
->MinLod
!= -1000.0 || curObj
->MaxLod
!= 1000.0) {
624 /* apply LOD clamping to lambda */
625 const GLfloat min
= curObj
->MinLod
;
626 const GLfloat max
= curObj
->MaxLod
;
628 for (i
= 0; i
< span
->end
; i
++) {
629 GLfloat l
= lambda
[i
];
630 lambda
[i
] = CLAMP(l
, min
, max
);
635 /* Sample the texture (span->end = number of fragments) */
636 swrast
->TextureSample
[unit
]( ctx
, texUnit
->_Current
, span
->end
,
637 texcoords
, lambda
, texels
);
639 /* manipulate the span values of the bump target
640 not sure this can work correctly even ignoring
641 the problem that channel is unsigned */
642 for (i
= 0; i
< span
->end
; i
++) {
643 targetcoords
[i
][0] += (texels
[i
][0] * rotMatrix00
+ texels
[i
][1] *
644 rotMatrix01
) / targetcoords
[i
][3];
645 targetcoords
[i
][1] += (texels
[i
][0] * rotMatrix10
+ texels
[i
][1] *
646 rotMatrix11
) / targetcoords
[i
][3];
652 * Must do all texture sampling before combining in order to
653 * accomodate GL_ARB_texture_env_crossbar.
655 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
656 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
657 if (texUnit
->_ReallyEnabled
&&
658 texUnit
->_CurrentCombine
->ModeRGB
!= GL_BUMP_ENVMAP_ATI
) {
659 const GLfloat (*texcoords
)[4] = (const GLfloat (*)[4])
660 span
->array
->attribs
[FRAG_ATTRIB_TEX0
+ unit
];
661 const struct gl_texture_object
*curObj
= texUnit
->_Current
;
662 GLfloat
*lambda
= span
->array
->lambda
[unit
];
663 float4_array texels
= get_texel_array(swrast
, unit
);
665 /* adjust texture lod (lambda) */
666 if (span
->arrayMask
& SPAN_LAMBDA
) {
667 if (texUnit
->LodBias
+ curObj
->LodBias
!= 0.0F
) {
668 /* apply LOD bias, but don't clamp yet */
669 const GLfloat bias
= CLAMP(texUnit
->LodBias
+ curObj
->LodBias
,
670 -ctx
->Const
.MaxTextureLodBias
,
671 ctx
->Const
.MaxTextureLodBias
);
673 for (i
= 0; i
< span
->end
; i
++) {
678 if (curObj
->MinLod
!= -1000.0 || curObj
->MaxLod
!= 1000.0) {
679 /* apply LOD clamping to lambda */
680 const GLfloat min
= curObj
->MinLod
;
681 const GLfloat max
= curObj
->MaxLod
;
683 for (i
= 0; i
< span
->end
; i
++) {
684 GLfloat l
= lambda
[i
];
685 lambda
[i
] = CLAMP(l
, min
, max
);
690 /* Sample the texture (span->end = number of fragments) */
691 swrast
->TextureSample
[unit
]( ctx
, texUnit
->_Current
, span
->end
,
692 texcoords
, lambda
, texels
);
694 /* GL_SGI_texture_color_table */
695 if (texUnit
->ColorTableEnabled
) {
696 _mesa_lookup_rgba_float(&texUnit
->ColorTable
, span
->end
, texels
);
699 /* GL_EXT_texture_swizzle */
700 if (curObj
->_Swizzle
!= SWIZZLE_NOOP
) {
701 swizzle_texels(curObj
->_Swizzle
, span
->end
, texels
);
707 * OK, now apply the texture (aka texture combine/blend).
708 * We modify the span->color.rgba values.
710 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
711 if (ctx
->Texture
.Unit
[unit
]._ReallyEnabled
) {
712 texture_combine( ctx
, unit
, span
->end
,