Merge commit 'origin/gallium-0.2' into gallium-master-merge
[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/macros.h"
33 #include "main/pixel.h"
34 #include "shader/prog_instruction.h"
35
36 #include "s_context.h"
37 #include "s_texcombine.h"
38
39
40 #define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) )
41 #define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )
42 #if CHAN_BITS == 32
43 typedef GLfloat ChanTemp;
44 #else
45 typedef GLuint ChanTemp;
46 #endif
47
48
49 /**
50 * Do texture application for GL_ARB/EXT_texture_env_combine.
51 * This function also supports GL_{EXT,ARB}_texture_env_dot3 and
52 * GL_ATI_texture_env_combine3. Since "classic" texture environments are
53 * implemented using GL_ARB_texture_env_combine-like state, this same function
54 * is used for classic texture environment application as well.
55 *
56 * \param ctx rendering context
57 * \param textureUnit the texture unit to apply
58 * \param n number of fragments to process (span width)
59 * \param primary_rgba incoming fragment color array
60 * \param texelBuffer pointer to texel colors for all texture units
61 *
62 * \param rgba incoming colors, which get modified here
63 */
64 static void
65 texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
66 CONST GLchan (*primary_rgba)[4],
67 CONST GLchan *texelBuffer,
68 GLchan (*rgba)[4] )
69 {
70 const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
71 const GLchan (*argRGB [4])[4];
72 const GLchan (*argA [4])[4];
73 const GLint RGBshift = textureUnit->_CurrentCombine->ScaleShiftRGB;
74 const GLuint Ashift = textureUnit->_CurrentCombine->ScaleShiftA;
75 #if CHAN_TYPE == GL_FLOAT
76 const GLchan RGBmult = (GLfloat) (1 << RGBshift);
77 const GLchan Amult = (GLfloat) (1 << Ashift);
78 #else
79 const GLint half = (CHAN_MAX + 1) / 2;
80 #endif
81 static const GLchan one[4] = { CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX };
82 static const GLchan zero[4] = { 0, 0, 0, 0 };
83 const GLuint numColorArgs = textureUnit->_CurrentCombine->_NumArgsRGB;
84 const GLuint numAlphaArgs = textureUnit->_CurrentCombine->_NumArgsA;
85 GLchan ccolor[4][MAX_WIDTH][4];
86 GLuint i, j;
87
88 ASSERT(ctx->Extensions.EXT_texture_env_combine ||
89 ctx->Extensions.ARB_texture_env_combine);
90 ASSERT(CONST_SWRAST_CONTEXT(ctx)->_AnyTextureCombine);
91
92 /*
93 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
94 textureUnit->_CurrentCombine->ModeRGB,
95 textureUnit->_CurrentCombine->ModeA,
96 textureUnit->_CurrentCombine->SourceRGB[0],
97 textureUnit->_CurrentCombine->SourceA[0],
98 textureUnit->_CurrentCombine->SourceRGB[1],
99 textureUnit->_CurrentCombine->SourceA[1]);
100 */
101
102 /*
103 * Do operand setup for up to 4 operands. Loop over the terms.
104 */
105 for (j = 0; j < numColorArgs; j++) {
106 const GLenum srcRGB = textureUnit->_CurrentCombine->SourceRGB[j];
107
108 switch (srcRGB) {
109 case GL_TEXTURE:
110 argRGB[j] = (const GLchan (*)[4])
111 (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
112 break;
113 case GL_PRIMARY_COLOR:
114 argRGB[j] = primary_rgba;
115 break;
116 case GL_PREVIOUS:
117 argRGB[j] = (const GLchan (*)[4]) rgba;
118 break;
119 case GL_CONSTANT:
120 {
121 GLchan (*c)[4] = ccolor[j];
122 GLchan red, green, blue, alpha;
123 UNCLAMPED_FLOAT_TO_CHAN(red, textureUnit->EnvColor[0]);
124 UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]);
125 UNCLAMPED_FLOAT_TO_CHAN(blue, textureUnit->EnvColor[2]);
126 UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
127 for (i = 0; i < n; i++) {
128 c[i][RCOMP] = red;
129 c[i][GCOMP] = green;
130 c[i][BCOMP] = blue;
131 c[i][ACOMP] = alpha;
132 }
133 argRGB[j] = (const GLchan (*)[4]) ccolor[j];
134 }
135 break;
136 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
137 */
138 case GL_ZERO:
139 argRGB[j] = & zero;
140 break;
141 case GL_ONE:
142 argRGB[j] = & one;
143 break;
144 default:
145 /* ARB_texture_env_crossbar source */
146 {
147 const GLuint srcUnit = srcRGB - GL_TEXTURE0;
148 ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
149 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
150 return;
151 argRGB[j] = (const GLchan (*)[4])
152 (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
153 }
154 }
155
156 if (textureUnit->_CurrentCombine->OperandRGB[j] != GL_SRC_COLOR) {
157 const GLchan (*src)[4] = argRGB[j];
158 GLchan (*dst)[4] = ccolor[j];
159
160 /* point to new arg[j] storage */
161 argRGB[j] = (const GLchan (*)[4]) ccolor[j];
162
163 if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) {
164 for (i = 0; i < n; i++) {
165 dst[i][RCOMP] = CHAN_MAX - src[i][RCOMP];
166 dst[i][GCOMP] = CHAN_MAX - src[i][GCOMP];
167 dst[i][BCOMP] = CHAN_MAX - src[i][BCOMP];
168 }
169 }
170 else if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_SRC_ALPHA) {
171 for (i = 0; i < n; i++) {
172 dst[i][RCOMP] = src[i][ACOMP];
173 dst[i][GCOMP] = src[i][ACOMP];
174 dst[i][BCOMP] = src[i][ACOMP];
175 }
176 }
177 else {
178 ASSERT(textureUnit->_CurrentCombine->OperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA);
179 for (i = 0; i < n; i++) {
180 dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP];
181 dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP];
182 dst[i][BCOMP] = CHAN_MAX - src[i][ACOMP];
183 }
184 }
185 }
186 }
187
188 /*
189 * Set up the argA[i] pointers
190 */
191 for (j = 0; j < numAlphaArgs; j++) {
192 const GLenum srcA = textureUnit->_CurrentCombine->SourceA[j];
193
194 switch (srcA) {
195 case GL_TEXTURE:
196 argA[j] = (const GLchan (*)[4])
197 (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
198 break;
199 case GL_PRIMARY_COLOR:
200 argA[j] = primary_rgba;
201 break;
202 case GL_PREVIOUS:
203 argA[j] = (const GLchan (*)[4]) rgba;
204 break;
205 case GL_CONSTANT:
206 {
207 GLchan alpha, (*c)[4] = ccolor[j];
208 UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
209 for (i = 0; i < n; i++)
210 c[i][ACOMP] = alpha;
211 argA[j] = (const GLchan (*)[4]) ccolor[j];
212 }
213 break;
214 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
215 */
216 case GL_ZERO:
217 argA[j] = & zero;
218 break;
219 case GL_ONE:
220 argA[j] = & one;
221 break;
222 default:
223 /* ARB_texture_env_crossbar source */
224 {
225 const GLuint srcUnit = srcA - GL_TEXTURE0;
226 ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
227 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
228 return;
229 argA[j] = (const GLchan (*)[4])
230 (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
231 }
232 }
233
234 if (textureUnit->_CurrentCombine->OperandA[j] == GL_ONE_MINUS_SRC_ALPHA) {
235 const GLchan (*src)[4] = argA[j];
236 GLchan (*dst)[4] = ccolor[j];
237 argA[j] = (const GLchan (*)[4]) ccolor[j];
238 for (i = 0; i < n; i++) {
239 dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP];
240 }
241 }
242 }
243
244 /*
245 * Do the texture combine.
246 */
247 switch (textureUnit->_CurrentCombine->ModeRGB) {
248 case GL_REPLACE:
249 {
250 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
251 if (RGBshift) {
252 for (i = 0; i < n; i++) {
253 #if CHAN_TYPE == GL_FLOAT
254 rgba[i][RCOMP] = arg0[i][RCOMP] * RGBmult;
255 rgba[i][GCOMP] = arg0[i][GCOMP] * RGBmult;
256 rgba[i][BCOMP] = arg0[i][BCOMP] * RGBmult;
257 #else
258 GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift;
259 GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift;
260 GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift;
261 rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
262 rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
263 rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
264 #endif
265 }
266 }
267 else {
268 for (i = 0; i < n; i++) {
269 rgba[i][RCOMP] = arg0[i][RCOMP];
270 rgba[i][GCOMP] = arg0[i][GCOMP];
271 rgba[i][BCOMP] = arg0[i][BCOMP];
272 }
273 }
274 }
275 break;
276 case GL_MODULATE:
277 {
278 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
279 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
280 #if CHAN_TYPE != GL_FLOAT
281 const GLint shift = CHAN_BITS - RGBshift;
282 #endif
283 for (i = 0; i < n; i++) {
284 #if CHAN_TYPE == GL_FLOAT
285 rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * RGBmult;
286 rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * RGBmult;
287 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * RGBmult;
288 #else
289 GLuint r = PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift;
290 GLuint g = PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift;
291 GLuint b = PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift;
292 rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
293 rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
294 rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
295 #endif
296 }
297 }
298 break;
299 case GL_ADD:
300 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
301 /* (a * b) + (c * d) */
302 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
303 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
304 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
305 const GLchan (*arg3)[4] = (const GLchan (*)[4]) argRGB[3];
306 for (i = 0; i < n; i++) {
307 #if CHAN_TYPE == GL_FLOAT
308 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
309 arg2[i][RCOMP] * arg3[i][RCOMP]) * RGBmult;
310 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
311 arg2[i][GCOMP] * arg3[i][GCOMP]) * RGBmult;
312 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
313 arg2[i][BCOMP] * arg3[i][BCOMP]) * RGBmult;
314 #else
315 const GLint shift = CHAN_BITS - RGBshift;
316 GLint r = (PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift) +
317 (PROD(arg2[i][RCOMP], arg3[i][RCOMP]) >> shift);
318 GLint g = (PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift) +
319 (PROD(arg2[i][GCOMP], arg3[i][GCOMP]) >> shift);
320 GLint b = (PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift) +
321 (PROD(arg2[i][BCOMP], arg3[i][BCOMP]) >> shift);
322 rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
323 rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
324 rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
325 #endif
326 }
327 }
328 else {
329 /* 2-term addition */
330 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
331 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
332 for (i = 0; i < n; i++) {
333 #if CHAN_TYPE == GL_FLOAT
334 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * RGBmult;
335 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * RGBmult;
336 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * RGBmult;
337 #else
338 GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift;
339 GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift;
340 GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift;
341 rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
342 rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
343 rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
344 #endif
345 }
346 }
347 break;
348 case GL_ADD_SIGNED:
349 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
350 /* (a * b) + (c * d) - 0.5 */
351 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
352 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
353 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
354 const GLchan (*arg3)[4] = (const GLchan (*)[4]) argRGB[3];
355 for (i = 0; i < n; i++) {
356 #if CHAN_TYPE == GL_FLOAT
357 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] *
358 arg2[i][RCOMP] + arg3[i][RCOMP] - 0.5) * RGBmult;
359 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] *
360 arg2[i][GCOMP] + arg3[i][GCOMP] - 0.5) * RGBmult;
361 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] *
362 arg2[i][BCOMP] + arg3[i][BCOMP] - 0.5) * RGBmult;
363 #else
364 GLint r = (((PROD(arg0[i][RCOMP], arg1[i][RCOMP]) +
365 PROD(arg2[i][RCOMP], arg3[i][RCOMP])) >> CHAN_BITS) - half)
366 << RGBshift;
367 GLint g = (((PROD(arg0[i][GCOMP], arg1[i][GCOMP]) +
368 PROD(arg2[i][GCOMP], arg3[i][GCOMP])) >> CHAN_BITS) - half)
369 << RGBshift;
370 GLint b = (((PROD(arg0[i][BCOMP], arg1[i][BCOMP]) +
371 PROD(arg2[i][BCOMP], arg3[i][BCOMP])) >> CHAN_BITS) - half)
372 << RGBshift;
373 rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
374 rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
375 rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
376 #endif
377 }
378 }
379 else {
380 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
381 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
382 for (i = 0; i < n; i++) {
383 #if CHAN_TYPE == GL_FLOAT
384 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * RGBmult;
385 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * RGBmult;
386 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * RGBmult;
387 #else
388 GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] - half;
389 GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] - half;
390 GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] - half;
391 r = (r < 0) ? 0 : r << RGBshift;
392 g = (g < 0) ? 0 : g << RGBshift;
393 b = (b < 0) ? 0 : b << RGBshift;
394 rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
395 rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
396 rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
397 #endif
398 }
399 }
400 break;
401 case GL_INTERPOLATE:
402 {
403 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
404 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
405 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
406 #if CHAN_TYPE != GL_FLOAT
407 const GLint shift = CHAN_BITS - RGBshift;
408 #endif
409 for (i = 0; i < n; i++) {
410 #if CHAN_TYPE == GL_FLOAT
411 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
412 arg1[i][RCOMP] * (CHAN_MAXF - arg2[i][RCOMP])) * RGBmult;
413 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
414 arg1[i][GCOMP] * (CHAN_MAXF - arg2[i][GCOMP])) * RGBmult;
415 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
416 arg1[i][BCOMP] * (CHAN_MAXF - arg2[i][BCOMP])) * RGBmult;
417 #else
418 GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP])
419 + PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP]))
420 >> shift;
421 GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP])
422 + PROD(arg1[i][GCOMP], CHAN_MAX - arg2[i][GCOMP]))
423 >> shift;
424 GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP])
425 + PROD(arg1[i][BCOMP], CHAN_MAX - arg2[i][BCOMP]))
426 >> shift;
427 rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
428 rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
429 rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
430 #endif
431 }
432 }
433 break;
434 case GL_SUBTRACT:
435 {
436 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
437 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
438 for (i = 0; i < n; i++) {
439 #if CHAN_TYPE == GL_FLOAT
440 rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * RGBmult;
441 rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * RGBmult;
442 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * RGBmult;
443 #else
444 GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift;
445 GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift;
446 GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << RGBshift;
447 rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
448 rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
449 rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
450 #endif
451 }
452 }
453 break;
454 case GL_DOT3_RGB_EXT:
455 case GL_DOT3_RGBA_EXT:
456 {
457 /* Do not scale the result by 1 2 or 4 */
458 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
459 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
460 for (i = 0; i < n; i++) {
461 #if CHAN_TYPE == GL_FLOAT
462 GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) +
463 (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) +
464 (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F))
465 * 4.0F;
466 dot = CLAMP(dot, 0.0F, CHAN_MAXF);
467 #else
468 GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half,
469 (GLint)arg1[i][RCOMP] - half) +
470 S_PROD((GLint)arg0[i][GCOMP] - half,
471 (GLint)arg1[i][GCOMP] - half) +
472 S_PROD((GLint)arg0[i][BCOMP] - half,
473 (GLint)arg1[i][BCOMP] - half)) >> 6;
474 dot = CLAMP(dot, 0, CHAN_MAX);
475 #endif
476 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
477 }
478 }
479 break;
480 case GL_DOT3_RGB:
481 case GL_DOT3_RGBA:
482 {
483 /* DO scale the result by 1 2 or 4 */
484 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
485 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
486 for (i = 0; i < n; i++) {
487 #if CHAN_TYPE == GL_FLOAT
488 GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) +
489 (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) +
490 (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F))
491 * 4.0F * RGBmult;
492 dot = CLAMP(dot, 0.0, CHAN_MAXF);
493 #else
494 GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half,
495 (GLint)arg1[i][RCOMP] - half) +
496 S_PROD((GLint)arg0[i][GCOMP] - half,
497 (GLint)arg1[i][GCOMP] - half) +
498 S_PROD((GLint)arg0[i][BCOMP] - half,
499 (GLint)arg1[i][BCOMP] - half)) >> 6;
500 dot <<= RGBshift;
501 dot = CLAMP(dot, 0, CHAN_MAX);
502 #endif
503 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
504 }
505 }
506 break;
507 case GL_MODULATE_ADD_ATI:
508 {
509 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
510 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
511 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
512 #if CHAN_TYPE != GL_FLOAT
513 const GLint shift = CHAN_BITS - RGBshift;
514 #endif
515 for (i = 0; i < n; i++) {
516 #if CHAN_TYPE == GL_FLOAT
517 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP]) * RGBmult;
518 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP]) * RGBmult;
519 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP]) * RGBmult;
520 #else
521 GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP])
522 + ((GLuint) arg1[i][RCOMP] << CHAN_BITS)) >> shift;
523 GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP])
524 + ((GLuint) arg1[i][GCOMP] << CHAN_BITS)) >> shift;
525 GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP])
526 + ((GLuint) arg1[i][BCOMP] << CHAN_BITS)) >> shift;
527 rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
528 rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
529 rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
530 #endif
531 }
532 }
533 break;
534 case GL_MODULATE_SIGNED_ADD_ATI:
535 {
536 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
537 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
538 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
539 #if CHAN_TYPE != GL_FLOAT
540 const GLint shift = CHAN_BITS - RGBshift;
541 #endif
542 for (i = 0; i < n; i++) {
543 #if CHAN_TYPE == GL_FLOAT
544 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP] - 0.5) * RGBmult;
545 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP] - 0.5) * RGBmult;
546 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP] - 0.5) * RGBmult;
547 #else
548 GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP])
549 + (((GLint) arg1[i][RCOMP] - half) << CHAN_BITS))
550 >> shift;
551 GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP])
552 + (((GLint) arg1[i][GCOMP] - half) << CHAN_BITS))
553 >> shift;
554 GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP])
555 + (((GLint) arg1[i][BCOMP] - half) << CHAN_BITS))
556 >> shift;
557 rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
558 rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
559 rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
560 #endif
561 }
562 }
563 break;
564 case GL_MODULATE_SUBTRACT_ATI:
565 {
566 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
567 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
568 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
569 #if CHAN_TYPE != GL_FLOAT
570 const GLint shift = CHAN_BITS - RGBshift;
571 #endif
572 for (i = 0; i < n; i++) {
573 #if CHAN_TYPE == GL_FLOAT
574 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - arg1[i][RCOMP]) * RGBmult;
575 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - arg1[i][GCOMP]) * RGBmult;
576 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - arg1[i][BCOMP]) * RGBmult;
577 #else
578 GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP])
579 - ((GLint) arg1[i][RCOMP] << CHAN_BITS))
580 >> shift;
581 GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP])
582 - ((GLint) arg1[i][GCOMP] << CHAN_BITS))
583 >> shift;
584 GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP])
585 - ((GLint) arg1[i][BCOMP] << CHAN_BITS))
586 >> shift;
587 rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
588 rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
589 rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
590 #endif
591 }
592 }
593 break;
594 default:
595 _mesa_problem(ctx, "invalid combine mode");
596 }
597
598 switch (textureUnit->_CurrentCombine->ModeA) {
599 case GL_REPLACE:
600 {
601 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
602 if (Ashift) {
603 for (i = 0; i < n; i++) {
604 #if CHAN_TYPE == GL_FLOAT
605 GLchan a = arg0[i][ACOMP] * Amult;
606 #else
607 GLuint a = (GLuint) arg0[i][ACOMP] << Ashift;
608 #endif
609 rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
610 }
611 }
612 else {
613 for (i = 0; i < n; i++) {
614 rgba[i][ACOMP] = arg0[i][ACOMP];
615 }
616 }
617 }
618 break;
619 case GL_MODULATE:
620 {
621 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
622 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
623 #if CHAN_TYPE != GL_FLOAT
624 const GLint shift = CHAN_BITS - Ashift;
625 #endif
626 for (i = 0; i < n; i++) {
627 #if CHAN_TYPE == GL_FLOAT
628 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * Amult;
629 #else
630 GLuint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift);
631 rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
632 #endif
633 }
634 }
635 break;
636 case GL_ADD:
637 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
638 /* (a * b) + (c * d) */
639 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
640 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
641 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
642 const GLchan (*arg3)[4] = (const GLchan (*)[4]) argA[3];
643 for (i = 0; i < n; i++) {
644 #if CHAN_TYPE == GL_FLOAT
645 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
646 arg2[i][ACOMP] * arg3[i][ACOMP]) * Amult;
647 #else
648 const GLint shift = CHAN_BITS - Ashift;
649 GLint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift) +
650 (PROD(arg2[i][ACOMP], arg3[i][ACOMP]) >> shift);
651 rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
652 #endif
653 }
654 }
655 else {
656 /* two-term add */
657 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
658 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
659 for (i = 0; i < n; i++) {
660 #if CHAN_TYPE == GL_FLOAT
661 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * Amult;
662 #else
663 GLint a = ((GLint) arg0[i][ACOMP] + arg1[i][ACOMP]) << Ashift;
664 rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
665 #endif
666 }
667 }
668 break;
669 case GL_ADD_SIGNED:
670 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
671 /* (a * b) + (c * d) - 0.5 */
672 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
673 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
674 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
675 const GLchan (*arg3)[4] = (const GLchan (*)[4]) argA[3];
676 for (i = 0; i < n; i++) {
677 #if CHAN_TYPE == GL_FLOAT
678 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
679 arg2[i][ACOMP] * arg3[i][ACOMP] -
680 0.5) * Amult;
681 #else
682 GLint a = (((PROD(arg0[i][ACOMP], arg1[i][ACOMP]) +
683 PROD(arg2[i][ACOMP], arg3[i][ACOMP])) >> CHAN_BITS) - half)
684 << Ashift;
685 rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
686 #endif
687 }
688 }
689 else {
690 /* a + b - 0.5 */
691 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
692 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
693 for (i = 0; i < n; i++) {
694 #if CHAN_TYPE == GL_FLOAT
695 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * Amult;
696 #else
697 GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] -half;
698 a = (a < 0) ? 0 : a << Ashift;
699 rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
700 #endif
701 }
702 }
703 break;
704 case GL_INTERPOLATE:
705 {
706 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
707 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
708 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
709 #if CHAN_TYPE != GL_FLOAT
710 const GLint shift = CHAN_BITS - Ashift;
711 #endif
712 for (i=0; i<n; i++) {
713 #if CHAN_TYPE == GL_FLOAT
714 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
715 arg1[i][ACOMP] * (CHAN_MAXF - arg2[i][ACOMP]))
716 * Amult;
717 #else
718 GLuint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP])
719 + PROD(arg1[i][ACOMP], CHAN_MAX - arg2[i][ACOMP]))
720 >> shift;
721 rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
722 #endif
723 }
724 }
725 break;
726 case GL_SUBTRACT:
727 {
728 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
729 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
730 for (i = 0; i < n; i++) {
731 #if CHAN_TYPE == GL_FLOAT
732 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * Amult;
733 #else
734 GLint a = ((GLint) arg0[i][ACOMP] - (GLint) arg1[i][ACOMP]) << Ashift;
735 rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
736 #endif
737 }
738 }
739 break;
740 case GL_MODULATE_ADD_ATI:
741 {
742 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
743 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
744 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
745 #if CHAN_TYPE != GL_FLOAT
746 const GLint shift = CHAN_BITS - Ashift;
747 #endif
748 for (i = 0; i < n; i++) {
749 #if CHAN_TYPE == GL_FLOAT
750 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP]) * Amult;
751 #else
752 GLint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP])
753 + ((GLuint) arg1[i][ACOMP] << CHAN_BITS))
754 >> shift;
755 rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
756 #endif
757 }
758 }
759 break;
760 case GL_MODULATE_SIGNED_ADD_ATI:
761 {
762 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
763 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
764 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
765 #if CHAN_TYPE != GL_FLOAT
766 const GLint shift = CHAN_BITS - Ashift;
767 #endif
768 for (i = 0; i < n; i++) {
769 #if CHAN_TYPE == GL_FLOAT
770 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP] - 0.5F) * Amult;
771 #else
772 GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP])
773 + (((GLint) arg1[i][ACOMP] - half) << CHAN_BITS))
774 >> shift;
775 rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
776 #endif
777 }
778 }
779 break;
780 case GL_MODULATE_SUBTRACT_ATI:
781 {
782 const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
783 const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
784 const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
785 #if CHAN_TYPE != GL_FLOAT
786 const GLint shift = CHAN_BITS - Ashift;
787 #endif
788 for (i = 0; i < n; i++) {
789 #if CHAN_TYPE == GL_FLOAT
790 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) - arg1[i][ACOMP]) * Amult;
791 #else
792 GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP])
793 - ((GLint) arg1[i][ACOMP] << CHAN_BITS))
794 >> shift;
795 rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
796 #endif
797 }
798 }
799 break;
800 default:
801 _mesa_problem(ctx, "invalid combine mode");
802 }
803
804 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
805 * This is kind of a kludge. It would have been better if the spec
806 * were written such that the GL_COMBINE_ALPHA value could be set to
807 * GL_DOT3.
808 */
809 if (textureUnit->_CurrentCombine->ModeRGB == GL_DOT3_RGBA_EXT ||
810 textureUnit->_CurrentCombine->ModeRGB == GL_DOT3_RGBA) {
811 for (i = 0; i < n; i++) {
812 rgba[i][ACOMP] = rgba[i][RCOMP];
813 }
814 }
815 }
816 #undef PROD
817
818
819 /**
820 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
821 * See GL_EXT_texture_swizzle.
822 */
823 static void
824 swizzle_texels(GLuint swizzle, GLuint count, GLchan (*texels)[4])
825 {
826 const GLuint swzR = GET_SWZ(swizzle, 0);
827 const GLuint swzG = GET_SWZ(swizzle, 1);
828 const GLuint swzB = GET_SWZ(swizzle, 2);
829 const GLuint swzA = GET_SWZ(swizzle, 3);
830 GLchan vector[6];
831 GLuint i;
832
833 vector[SWIZZLE_ZERO] = 0;
834 vector[SWIZZLE_ONE] = CHAN_MAX;
835
836 for (i = 0; i < count; i++) {
837 vector[SWIZZLE_X] = texels[i][0];
838 vector[SWIZZLE_Y] = texels[i][1];
839 vector[SWIZZLE_Z] = texels[i][2];
840 vector[SWIZZLE_W] = texels[i][3];
841 texels[i][RCOMP] = vector[swzR];
842 texels[i][GCOMP] = vector[swzG];
843 texels[i][BCOMP] = vector[swzB];
844 texels[i][ACOMP] = vector[swzA];
845 }
846 }
847
848
849 /**
850 * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
851 * MODULATE, or DECAL) to an array of fragments.
852 * Input: textureUnit - pointer to texture unit to apply
853 * format - base internal texture format
854 * n - number of fragments
855 * primary_rgba - primary colors (may alias rgba for single texture)
856 * texels - array of texel colors
857 * InOut: rgba - incoming fragment colors modified by texel colors
858 * according to the texture environment mode.
859 */
860 static void
861 texture_apply( const GLcontext *ctx,
862 const struct gl_texture_unit *texUnit,
863 GLuint n,
864 CONST GLchan primary_rgba[][4], CONST GLchan texel[][4],
865 GLchan rgba[][4] )
866 {
867 GLint baseLevel;
868 GLuint i;
869 GLchan Rc, Gc, Bc, Ac;
870 GLenum format;
871 (void) primary_rgba;
872
873 ASSERT(texUnit);
874 ASSERT(texUnit->_Current);
875
876 baseLevel = texUnit->_Current->BaseLevel;
877 ASSERT(texUnit->_Current->Image[0][baseLevel]);
878
879 format = texUnit->_Current->Image[0][baseLevel]->_BaseFormat;
880
881 if (format == GL_COLOR_INDEX || format == GL_YCBCR_MESA) {
882 format = GL_RGBA; /* a bit of a hack */
883 }
884 else if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
885 format = texUnit->_Current->DepthMode;
886 }
887
888 switch (texUnit->EnvMode) {
889 case GL_REPLACE:
890 switch (format) {
891 case GL_ALPHA:
892 for (i=0;i<n;i++) {
893 /* Cv = Cf */
894 /* Av = At */
895 rgba[i][ACOMP] = texel[i][ACOMP];
896 }
897 break;
898 case GL_LUMINANCE:
899 for (i=0;i<n;i++) {
900 /* Cv = Lt */
901 GLchan Lt = texel[i][RCOMP];
902 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
903 /* Av = Af */
904 }
905 break;
906 case GL_LUMINANCE_ALPHA:
907 for (i=0;i<n;i++) {
908 GLchan Lt = texel[i][RCOMP];
909 /* Cv = Lt */
910 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
911 /* Av = At */
912 rgba[i][ACOMP] = texel[i][ACOMP];
913 }
914 break;
915 case GL_INTENSITY:
916 for (i=0;i<n;i++) {
917 /* Cv = It */
918 GLchan It = texel[i][RCOMP];
919 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = It;
920 /* Av = It */
921 rgba[i][ACOMP] = It;
922 }
923 break;
924 case GL_RGB:
925 for (i=0;i<n;i++) {
926 /* Cv = Ct */
927 rgba[i][RCOMP] = texel[i][RCOMP];
928 rgba[i][GCOMP] = texel[i][GCOMP];
929 rgba[i][BCOMP] = texel[i][BCOMP];
930 /* Av = Af */
931 }
932 break;
933 case GL_RGBA:
934 for (i=0;i<n;i++) {
935 /* Cv = Ct */
936 rgba[i][RCOMP] = texel[i][RCOMP];
937 rgba[i][GCOMP] = texel[i][GCOMP];
938 rgba[i][BCOMP] = texel[i][BCOMP];
939 /* Av = At */
940 rgba[i][ACOMP] = texel[i][ACOMP];
941 }
942 break;
943 default:
944 _mesa_problem(ctx, "Bad format (GL_REPLACE) in texture_apply");
945 return;
946 }
947 break;
948
949 case GL_MODULATE:
950 switch (format) {
951 case GL_ALPHA:
952 for (i=0;i<n;i++) {
953 /* Cv = Cf */
954 /* Av = AfAt */
955 rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
956 }
957 break;
958 case GL_LUMINANCE:
959 for (i=0;i<n;i++) {
960 /* Cv = LtCf */
961 GLchan Lt = texel[i][RCOMP];
962 rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], Lt );
963 rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], Lt );
964 rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], Lt );
965 /* Av = Af */
966 }
967 break;
968 case GL_LUMINANCE_ALPHA:
969 for (i=0;i<n;i++) {
970 /* Cv = CfLt */
971 GLchan Lt = texel[i][RCOMP];
972 rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], Lt );
973 rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], Lt );
974 rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], Lt );
975 /* Av = AfAt */
976 rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
977 }
978 break;
979 case GL_INTENSITY:
980 for (i=0;i<n;i++) {
981 /* Cv = CfIt */
982 GLchan It = texel[i][RCOMP];
983 rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], It );
984 rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], It );
985 rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], It );
986 /* Av = AfIt */
987 rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], It );
988 }
989 break;
990 case GL_RGB:
991 for (i=0;i<n;i++) {
992 /* Cv = CfCt */
993 rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
994 rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
995 rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
996 /* Av = Af */
997 }
998 break;
999 case GL_RGBA:
1000 for (i=0;i<n;i++) {
1001 /* Cv = CfCt */
1002 rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
1003 rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
1004 rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
1005 /* Av = AfAt */
1006 rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
1007 }
1008 break;
1009 default:
1010 _mesa_problem(ctx, "Bad format (GL_MODULATE) in texture_apply");
1011 return;
1012 }
1013 break;
1014
1015 case GL_DECAL:
1016 switch (format) {
1017 case GL_ALPHA:
1018 case GL_LUMINANCE:
1019 case GL_LUMINANCE_ALPHA:
1020 case GL_INTENSITY:
1021 /* undefined */
1022 break;
1023 case GL_RGB:
1024 for (i=0;i<n;i++) {
1025 /* Cv = Ct */
1026 rgba[i][RCOMP] = texel[i][RCOMP];
1027 rgba[i][GCOMP] = texel[i][GCOMP];
1028 rgba[i][BCOMP] = texel[i][BCOMP];
1029 /* Av = Af */
1030 }
1031 break;
1032 case GL_RGBA:
1033 for (i=0;i<n;i++) {
1034 /* Cv = Cf(1-At) + CtAt */
1035 GLchan t = texel[i][ACOMP], s = CHAN_MAX - t;
1036 rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(texel[i][RCOMP],t);
1037 rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(texel[i][GCOMP],t);
1038 rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(texel[i][BCOMP],t);
1039 /* Av = Af */
1040 }
1041 break;
1042 default:
1043 _mesa_problem(ctx, "Bad format (GL_DECAL) in texture_apply");
1044 return;
1045 }
1046 break;
1047
1048 case GL_BLEND:
1049 UNCLAMPED_FLOAT_TO_CHAN(Rc, texUnit->EnvColor[0]);
1050 UNCLAMPED_FLOAT_TO_CHAN(Gc, texUnit->EnvColor[1]);
1051 UNCLAMPED_FLOAT_TO_CHAN(Bc, texUnit->EnvColor[2]);
1052 UNCLAMPED_FLOAT_TO_CHAN(Ac, texUnit->EnvColor[3]);
1053 switch (format) {
1054 case GL_ALPHA:
1055 for (i=0;i<n;i++) {
1056 /* Cv = Cf */
1057 /* Av = AfAt */
1058 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1059 }
1060 break;
1061 case GL_LUMINANCE:
1062 for (i=0;i<n;i++) {
1063 /* Cv = Cf(1-Lt) + CcLt */
1064 GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
1065 rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
1066 rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
1067 rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
1068 /* Av = Af */
1069 }
1070 break;
1071 case GL_LUMINANCE_ALPHA:
1072 for (i=0;i<n;i++) {
1073 /* Cv = Cf(1-Lt) + CcLt */
1074 GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
1075 rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
1076 rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
1077 rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
1078 /* Av = AfAt */
1079 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
1080 }
1081 break;
1082 case GL_INTENSITY:
1083 for (i=0;i<n;i++) {
1084 /* Cv = Cf(1-It) + CcIt */
1085 GLchan It = texel[i][RCOMP], s = CHAN_MAX - It;
1086 rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, It);
1087 rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, It);
1088 rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, It);
1089 /* Av = Af(1-It) + Ac*It */
1090 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], s) + CHAN_PRODUCT(Ac, It);
1091 }
1092 break;
1093 case GL_RGB:
1094 for (i=0;i<n;i++) {
1095 /* Cv = Cf(1-Ct) + CcCt */
1096 rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
1097 rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
1098 rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
1099 /* Av = Af */
1100 }
1101 break;
1102 case GL_RGBA:
1103 for (i=0;i<n;i++) {
1104 /* Cv = Cf(1-Ct) + CcCt */
1105 rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
1106 rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
1107 rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
1108 /* Av = AfAt */
1109 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
1110 }
1111 break;
1112 default:
1113 _mesa_problem(ctx, "Bad format (GL_BLEND) in texture_apply");
1114 return;
1115 }
1116 break;
1117
1118 /* XXX don't clamp results if GLchan is float??? */
1119
1120 case GL_ADD: /* GL_EXT_texture_add_env */
1121 switch (format) {
1122 case GL_ALPHA:
1123 for (i=0;i<n;i++) {
1124 /* Rv = Rf */
1125 /* Gv = Gf */
1126 /* Bv = Bf */
1127 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1128 }
1129 break;
1130 case GL_LUMINANCE:
1131 for (i=0;i<n;i++) {
1132 ChanTemp Lt = texel[i][RCOMP];
1133 ChanTemp r = rgba[i][RCOMP] + Lt;
1134 ChanTemp g = rgba[i][GCOMP] + Lt;
1135 ChanTemp b = rgba[i][BCOMP] + Lt;
1136 rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1137 rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1138 rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1139 /* Av = Af */
1140 }
1141 break;
1142 case GL_LUMINANCE_ALPHA:
1143 for (i=0;i<n;i++) {
1144 ChanTemp Lt = texel[i][RCOMP];
1145 ChanTemp r = rgba[i][RCOMP] + Lt;
1146 ChanTemp g = rgba[i][GCOMP] + Lt;
1147 ChanTemp b = rgba[i][BCOMP] + Lt;
1148 rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1149 rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1150 rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1151 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1152 }
1153 break;
1154 case GL_INTENSITY:
1155 for (i=0;i<n;i++) {
1156 GLchan It = texel[i][RCOMP];
1157 ChanTemp r = rgba[i][RCOMP] + It;
1158 ChanTemp g = rgba[i][GCOMP] + It;
1159 ChanTemp b = rgba[i][BCOMP] + It;
1160 ChanTemp a = rgba[i][ACOMP] + It;
1161 rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1162 rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1163 rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1164 rgba[i][ACOMP] = MIN2(a, CHAN_MAX);
1165 }
1166 break;
1167 case GL_RGB:
1168 for (i=0;i<n;i++) {
1169 ChanTemp r = rgba[i][RCOMP] + texel[i][RCOMP];
1170 ChanTemp g = rgba[i][GCOMP] + texel[i][GCOMP];
1171 ChanTemp b = rgba[i][BCOMP] + texel[i][BCOMP];
1172 rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1173 rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1174 rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1175 /* Av = Af */
1176 }
1177 break;
1178 case GL_RGBA:
1179 for (i=0;i<n;i++) {
1180 ChanTemp r = rgba[i][RCOMP] + texel[i][RCOMP];
1181 ChanTemp g = rgba[i][GCOMP] + texel[i][GCOMP];
1182 ChanTemp b = rgba[i][BCOMP] + texel[i][BCOMP];
1183 rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1184 rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1185 rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1186 rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1187 }
1188 break;
1189 default:
1190 _mesa_problem(ctx, "Bad format (GL_ADD) in texture_apply");
1191 return;
1192 }
1193 break;
1194
1195 default:
1196 _mesa_problem(ctx, "Bad env mode in texture_apply");
1197 return;
1198 }
1199 }
1200
1201
1202
1203 /**
1204 * Apply texture mapping to a span of fragments.
1205 */
1206 void
1207 _swrast_texture_span( GLcontext *ctx, SWspan *span )
1208 {
1209 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1210 GLchan primary_rgba[MAX_WIDTH][4];
1211 GLuint unit;
1212
1213 ASSERT(span->end < MAX_WIDTH);
1214
1215 /*
1216 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
1217 */
1218 if (swrast->_AnyTextureCombine)
1219 MEMCPY(primary_rgba, span->array->rgba, 4 * span->end * sizeof(GLchan));
1220
1221 /*
1222 * Must do all texture sampling before combining in order to
1223 * accomodate GL_ARB_texture_env_crossbar.
1224 */
1225 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
1226 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
1227 const GLfloat (*texcoords)[4]
1228 = (const GLfloat (*)[4])
1229 span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
1230 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1231 const struct gl_texture_object *curObj = texUnit->_Current;
1232 GLfloat *lambda = span->array->lambda[unit];
1233 GLchan (*texels)[4] = (GLchan (*)[4])
1234 (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan)));
1235
1236 /* adjust texture lod (lambda) */
1237 if (span->arrayMask & SPAN_LAMBDA) {
1238 if (texUnit->LodBias + curObj->LodBias != 0.0F) {
1239 /* apply LOD bias, but don't clamp yet */
1240 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
1241 -ctx->Const.MaxTextureLodBias,
1242 ctx->Const.MaxTextureLodBias);
1243 GLuint i;
1244 for (i = 0; i < span->end; i++) {
1245 lambda[i] += bias;
1246 }
1247 }
1248
1249 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
1250 /* apply LOD clamping to lambda */
1251 const GLfloat min = curObj->MinLod;
1252 const GLfloat max = curObj->MaxLod;
1253 GLuint i;
1254 for (i = 0; i < span->end; i++) {
1255 GLfloat l = lambda[i];
1256 lambda[i] = CLAMP(l, min, max);
1257 }
1258 }
1259 }
1260
1261 /* Sample the texture (span->end = number of fragments) */
1262 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
1263 texcoords, lambda, texels );
1264
1265 /* GL_SGI_texture_color_table */
1266 if (texUnit->ColorTableEnabled) {
1267 #if CHAN_TYPE == GL_UNSIGNED_BYTE
1268 _mesa_lookup_rgba_ubyte(&texUnit->ColorTable, span->end, texels);
1269 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
1270 _mesa_lookup_rgba_ubyte(&texUnit->ColorTable, span->end, texels);
1271 #else
1272 _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels);
1273 #endif
1274 }
1275
1276 /* GL_EXT_texture_swizzle */
1277 if (curObj->_Swizzle != SWIZZLE_NOOP) {
1278 swizzle_texels(curObj->_Swizzle, span->end, texels);
1279 }
1280 }
1281 }
1282
1283
1284 /*
1285 * OK, now apply the texture (aka texture combine/blend).
1286 * We modify the span->color.rgba values.
1287 */
1288 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
1289 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
1290 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1291 if (texUnit->_CurrentCombine != &texUnit->_EnvMode ) {
1292 texture_combine( ctx, unit, span->end,
1293 (CONST GLchan (*)[4]) primary_rgba,
1294 swrast->TexelBuffer,
1295 span->array->rgba );
1296 }
1297 else {
1298 /* conventional texture blend */
1299 const GLchan (*texels)[4] = (const GLchan (*)[4])
1300 (swrast->TexelBuffer + unit *
1301 (span->end * 4 * sizeof(GLchan)));
1302
1303
1304 texture_apply( ctx, texUnit, span->end,
1305 (CONST GLchan (*)[4]) primary_rgba, texels,
1306 span->array->rgba );
1307 }
1308 }
1309 }
1310 }