167a7baf40f463481f232be08abaa94754a90e8d
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /* $Id: s_triangle.c,v 1.5 2000/11/19 23:10:26 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 /*
29 * Triangle rasterizers
30 * When the device driver doesn't implement triangle rasterization Mesa
31 * will use these functions to draw triangles.
32 */
33
34
35 #include "glheader.h"
36 #include "context.h"
37 #include "macros.h"
38 #include "mem.h"
39 #include "mmath.h"
40 #include "teximage.h"
41 #include "texstate.h"
42
43 #include "s_aatriangle.h"
44 #include "s_context.h"
45 #include "s_depth.h"
46 #include "s_feedback.h"
47 #include "s_span.h"
48 #include "s_triangle.h"
49
50 GLboolean gl_cull_triangle( GLcontext *ctx,
51 const SWvertex *v0,
52 const SWvertex *v1,
53 const SWvertex *v2 )
54 {
55 GLfloat ex = v1->win[0] - v0->win[0];
56 GLfloat ey = v1->win[1] - v0->win[1];
57 GLfloat fx = v2->win[0] - v0->win[0];
58 GLfloat fy = v2->win[1] - v0->win[1];
59 GLfloat c = ex*fy-ey*fx;
60
61 if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
62 return 0;
63
64 return 1;
65 }
66
67
68 /*
69 * Render a flat-shaded color index triangle.
70 */
71 static void flat_ci_triangle( GLcontext *ctx,
72 const SWvertex *v0,
73 const SWvertex *v1,
74 const SWvertex *v2 )
75 {
76 #define INTERP_Z 1
77 #define SETUP_CODE
78
79 #define INNER_LOOP( LEFT, RIGHT, Y ) \
80 { \
81 const GLint n = RIGHT-LEFT; \
82 GLint i; \
83 GLdepth zspan[MAX_WIDTH]; \
84 GLfixed fogspan[MAX_WIDTH]; \
85 if (n>0) { \
86 for (i=0;i<n;i++) { \
87 zspan[i] = FixedToDepth(ffz); \
88 ffz += fdzdx; \
89 fogspan[i] = fffog / 256; \
90 fffog += fdfogdx; \
91 } \
92 gl_write_monoindex_span( ctx, n, LEFT, Y, zspan, \
93 fogspan, v0->index, GL_POLYGON ); \
94 } \
95 }
96
97 #include "s_tritemp.h"
98 }
99
100
101
102 /*
103 * Render a smooth-shaded color index triangle.
104 */
105 static void smooth_ci_triangle( GLcontext *ctx,
106 const SWvertex *v0,
107 const SWvertex *v1,
108 const SWvertex *v2 )
109 {
110 #define INTERP_Z 1
111 #define INTERP_INDEX 1
112
113 #define INNER_LOOP( LEFT, RIGHT, Y ) \
114 { \
115 const GLint n = RIGHT-LEFT; \
116 GLint i; \
117 GLdepth zspan[MAX_WIDTH]; \
118 GLfixed fogspan[MAX_WIDTH]; \
119 GLuint index[MAX_WIDTH]; \
120 if (n>0) { \
121 for (i=0;i<n;i++) { \
122 zspan[i] = FixedToDepth(ffz); \
123 ffz += fdzdx; \
124 index[i] = FixedToInt(ffi); \
125 ffi += fdidx; \
126 fogspan[i] = fffog / 256; \
127 fffog += fdfogdx; \
128 } \
129 gl_write_index_span( ctx, n, LEFT, Y, zspan, fogspan, \
130 index, GL_POLYGON ); \
131 } \
132 }
133
134 #include "s_tritemp.h"
135 }
136
137
138
139 /*
140 * Render a flat-shaded RGBA triangle.
141 */
142 static void flat_rgba_triangle( GLcontext *ctx,
143 const SWvertex *v0,
144 const SWvertex *v1,
145 const SWvertex *v2 )
146 {
147 #define INTERP_Z 1
148 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
149
150 #define SETUP_CODE
151
152 #define INNER_LOOP( LEFT, RIGHT, Y ) \
153 { \
154 const GLint n = RIGHT-LEFT; \
155 GLint i; \
156 GLdepth zspan[MAX_WIDTH]; \
157 GLfixed fogspan[MAX_WIDTH]; \
158 if (n>0) { \
159 for (i=0;i<n;i++) { \
160 zspan[i] = FixedToDepth(ffz); \
161 ffz += fdzdx; \
162 fogspan[i] = fffog / 256; \
163 fffog += fdfogdx; \
164 } \
165 gl_write_monocolor_span( ctx, n, LEFT, Y, zspan, \
166 fogspan, v0->color, \
167 GL_POLYGON ); \
168 } \
169 }
170
171 #include "s_tritemp.h"
172
173 ASSERT(!ctx->Texture._ReallyEnabled); /* texturing must be off */
174 ASSERT(ctx->Light.ShadeModel==GL_FLAT);
175 }
176
177
178
179 /*
180 * Render a smooth-shaded RGBA triangle.
181 */
182 static void smooth_rgba_triangle( GLcontext *ctx,
183 const SWvertex *v0,
184 const SWvertex *v1,
185 const SWvertex *v2 )
186 {
187
188 #define INTERP_Z 1
189 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
190 #define INTERP_RGB 1
191 #define INTERP_ALPHA 1
192
193 #define INNER_LOOP( LEFT, RIGHT, Y ) \
194 { \
195 const GLint n = RIGHT-LEFT; \
196 GLint i; \
197 GLdepth zspan[MAX_WIDTH]; \
198 GLchan rgba[MAX_WIDTH][4]; \
199 GLfixed fogspan[MAX_WIDTH]; \
200 if (n>0) { \
201 for (i=0;i<n;i++) { \
202 zspan[i] = FixedToDepth(ffz); \
203 rgba[i][RCOMP] = FixedToInt(ffr); \
204 rgba[i][GCOMP] = FixedToInt(ffg); \
205 rgba[i][BCOMP] = FixedToInt(ffb); \
206 rgba[i][ACOMP] = FixedToInt(ffa); \
207 fogspan[i] = fffog / 256; \
208 fffog += fdfogdx; \
209 ffz += fdzdx; \
210 ffr += fdrdx; \
211 ffg += fdgdx; \
212 ffb += fdbdx; \
213 ffa += fdadx; \
214 } \
215 gl_write_rgba_span( ctx, n, LEFT, Y, \
216 (CONST GLdepth *) zspan, \
217 fogspan, \
218 rgba, GL_POLYGON ); \
219 } \
220 }
221
222 #include "s_tritemp.h"
223
224 ASSERT(!ctx->Texture._ReallyEnabled); /* texturing must be off */
225 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
226 }
227
228
229 /*
230 * Render an RGB, GL_DECAL, textured triangle.
231 * Interpolate S,T only w/out mipmapping or perspective correction.
232 *
233 * No fog.
234 */
235 static void simple_textured_triangle( GLcontext *ctx,
236 const SWvertex *v0,
237 const SWvertex *v1,
238 const SWvertex *v2 )
239 {
240 #define INTERP_INT_TEX 1
241 #define S_SCALE twidth
242 #define T_SCALE theight
243 #define SETUP_CODE \
244 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
245 GLint b = obj->BaseLevel; \
246 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
247 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
248 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
249 GLchan *texture = obj->Image[b]->Data; \
250 GLint smask = obj->Image[b]->Width - 1; \
251 GLint tmask = obj->Image[b]->Height - 1; \
252 if (!texture) { \
253 if (!_mesa_get_teximages_from_driver(ctx, obj)) \
254 return; \
255 texture = obj->Image[b]->Data; \
256 ASSERT(texture); \
257 }
258
259 #define INNER_LOOP( LEFT, RIGHT, Y ) \
260 { \
261 CONST GLint n = RIGHT-LEFT; \
262 GLint i; \
263 GLchan rgb[MAX_WIDTH][3]; \
264 if (n>0) { \
265 ffs -= FIXED_HALF; /* off-by-one error? */ \
266 fft -= FIXED_HALF; \
267 for (i=0;i<n;i++) { \
268 GLint s = FixedToInt(ffs) & smask; \
269 GLint t = FixedToInt(fft) & tmask; \
270 GLint pos = (t << twidth_log2) + s; \
271 pos = pos + pos + pos; /* multiply by 3 */ \
272 rgb[i][RCOMP] = texture[pos]; \
273 rgb[i][GCOMP] = texture[pos+1]; \
274 rgb[i][BCOMP] = texture[pos+2]; \
275 ffs += fdsdx; \
276 fft += fdtdx; \
277 } \
278 (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
279 (CONST GLchan (*)[3]) rgb, NULL ); \
280 } \
281 }
282
283 #include "s_tritemp.h"
284 }
285
286
287 /*
288 * Render an RGB, GL_DECAL, textured triangle.
289 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
290 * perspective correction.
291 *
292 * No fog.
293 */
294 static void simple_z_textured_triangle( GLcontext *ctx,
295 const SWvertex *v0,
296 const SWvertex *v1,
297 const SWvertex *v2 )
298 {
299 #define INTERP_Z 1
300 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
301 #define INTERP_INT_TEX 1
302 #define S_SCALE twidth
303 #define T_SCALE theight
304 #define SETUP_CODE \
305 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
306 GLint b = obj->BaseLevel; \
307 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
308 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
309 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
310 GLchan *texture = obj->Image[b]->Data; \
311 GLint smask = obj->Image[b]->Width - 1; \
312 GLint tmask = obj->Image[b]->Height - 1; \
313 if (!texture) { \
314 if (!_mesa_get_teximages_from_driver(ctx, obj)) \
315 return; \
316 texture = obj->Image[b]->Data; \
317 ASSERT(texture); \
318 }
319
320 #define INNER_LOOP( LEFT, RIGHT, Y ) \
321 { \
322 CONST GLint n = RIGHT-LEFT; \
323 GLint i; \
324 GLchan rgb[MAX_WIDTH][3]; \
325 GLubyte mask[MAX_WIDTH]; \
326 (void) fffog; \
327 if (n>0) { \
328 ffs -= FIXED_HALF; /* off-by-one error? */ \
329 fft -= FIXED_HALF; \
330 for (i=0;i<n;i++) { \
331 GLdepth z = FixedToDepth(ffz); \
332 if (z < zRow[i]) { \
333 GLint s = FixedToInt(ffs) & smask; \
334 GLint t = FixedToInt(fft) & tmask; \
335 GLint pos = (t << twidth_log2) + s; \
336 pos = pos + pos + pos; /* multiply by 3 */ \
337 rgb[i][RCOMP] = texture[pos]; \
338 rgb[i][GCOMP] = texture[pos+1]; \
339 rgb[i][BCOMP] = texture[pos+2]; \
340 zRow[i] = z; \
341 mask[i] = 1; \
342 } \
343 else { \
344 mask[i] = 0; \
345 } \
346 ffz += fdzdx; \
347 ffs += fdsdx; \
348 fft += fdtdx; \
349 } \
350 (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
351 (CONST GLchan (*)[3]) rgb, mask ); \
352 } \
353 }
354
355 #include "s_tritemp.h"
356 }
357
358
359
360 /*
361 * Render an RGB/RGBA textured triangle without perspective correction.
362 */
363 static void affine_textured_triangle( GLcontext *ctx,
364 const SWvertex *v0,
365 const SWvertex *v1,
366 const SWvertex *v2 )
367 {
368 #define INTERP_Z 1
369 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
370 #define INTERP_RGB 1
371 #define INTERP_ALPHA 1
372 #define INTERP_INT_TEX 1
373 #define S_SCALE twidth
374 #define T_SCALE theight
375 #define SETUP_CODE \
376 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
377 struct gl_texture_object *obj = unit->Current2D; \
378 GLint b = obj->BaseLevel; \
379 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
380 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
381 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
382 GLchan *texture = obj->Image[b]->Data; \
383 GLint smask = obj->Image[b]->Width - 1; \
384 GLint tmask = obj->Image[b]->Height - 1; \
385 GLint format = obj->Image[b]->Format; \
386 GLint filter = obj->MinFilter; \
387 GLint envmode = unit->EnvMode; \
388 GLint comp, tbytesline, tsize; \
389 GLfixed er, eg, eb, ea; \
390 GLint tr, tg, tb, ta; \
391 if (!texture) { \
392 if (!_mesa_get_teximages_from_driver(ctx, obj)) \
393 return; \
394 texture = obj->Image[b]->Data; \
395 ASSERT(texture); \
396 } \
397 if (envmode == GL_BLEND || envmode == GL_ADD) { \
398 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
399 er = FloatToFixed(unit->EnvColor[0]); \
400 eg = FloatToFixed(unit->EnvColor[1]); \
401 eb = FloatToFixed(unit->EnvColor[2]); \
402 ea = FloatToFixed(unit->EnvColor[3]); \
403 } \
404 switch (format) { \
405 case GL_ALPHA: \
406 case GL_LUMINANCE: \
407 case GL_INTENSITY: \
408 comp = 1; \
409 break; \
410 case GL_LUMINANCE_ALPHA: \
411 comp = 2; \
412 break; \
413 case GL_RGB: \
414 comp = 3; \
415 break; \
416 case GL_RGBA: \
417 comp = 4; \
418 break; \
419 default: \
420 gl_problem(NULL, "Bad texture format in affine_texture_triangle");\
421 return; \
422 } \
423 tbytesline = obj->Image[b]->Width * comp; \
424 tsize = theight * tbytesline;
425
426
427 /* Instead of defining a function for each mode, a test is done
428 * between the outer and inner loops. This is to reduce code size
429 * and complexity. Observe that an optimizing compiler kills
430 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
431 */
432
433 #define NEAREST_RGB \
434 tr = tex00[0]; \
435 tg = tex00[1]; \
436 tb = tex00[2]; \
437 ta = 0xff
438
439 #define LINEAR_RGB \
440 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
441 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
442 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
443 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
444 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
445 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
446 ta = 0xff
447
448 #define NEAREST_RGBA \
449 tr = tex00[0]; \
450 tg = tex00[1]; \
451 tb = tex00[2]; \
452 ta = tex00[3]
453
454 #define LINEAR_RGBA \
455 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
456 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
457 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
458 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
459 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
460 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
461 ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
462 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
463
464 #define MODULATE \
465 dest[0] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
466 dest[1] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
467 dest[2] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
468 dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
469
470 #define DECAL \
471 dest[0] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
472 dest[1] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
473 dest[2] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
474 dest[3] = FixedToInt(ffa)
475
476 #define BLEND \
477 dest[0] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
478 dest[1] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
479 dest[2] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
480 dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
481
482 #define REPLACE \
483 dest[0] = tr; \
484 dest[1] = tg; \
485 dest[2] = tb; \
486 dest[3] = ta
487
488 #define ADD \
489 dest[0] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
490 dest[1] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
491 dest[2] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
492 dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
493
494 /* shortcuts */
495
496 #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
497
498 #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
499
500 #define SPAN1(DO_TEX,COMP) \
501 for (i=0;i<n;i++) { \
502 GLint s = FixedToInt(ffs) & smask; \
503 GLint t = FixedToInt(fft) & tmask; \
504 GLint pos = (t << twidth_log2) + s; \
505 GLchan *tex00 = texture + COMP * pos; \
506 zspan[i] = FixedToDepth(ffz); \
507 fogspan[i] = fffog / 256; \
508 DO_TEX; \
509 fffog += fdfogdx; \
510 ffz += fdzdx; \
511 ffr += fdrdx; \
512 ffg += fdgdx; \
513 ffb += fdbdx; \
514 ffa += fdadx; \
515 ffs += fdsdx; \
516 fft += fdtdx; \
517 dest += 4; \
518 }
519
520 #define SPAN2(DO_TEX,COMP) \
521 for (i=0;i<n;i++) { \
522 GLint s = FixedToInt(ffs) & smask; \
523 GLint t = FixedToInt(fft) & tmask; \
524 GLint sf = ffs & FIXED_FRAC_MASK; \
525 GLint tf = fft & FIXED_FRAC_MASK; \
526 GLint si = FIXED_FRAC_MASK - sf; \
527 GLint ti = FIXED_FRAC_MASK - tf; \
528 GLint pos = (t << twidth_log2) + s; \
529 GLchan *tex00 = texture + COMP * pos; \
530 GLchan *tex10 = tex00 + tbytesline; \
531 GLchan *tex01 = tex00 + COMP; \
532 GLchan *tex11 = tex10 + COMP; \
533 if (t == tmask) { \
534 tex10 -= tsize; \
535 tex11 -= tsize; \
536 } \
537 if (s == smask) { \
538 tex01 -= tbytesline; \
539 tex11 -= tbytesline; \
540 } \
541 zspan[i] = FixedToDepth(ffz); \
542 fogspan[i] = fffog / 256; \
543 DO_TEX; \
544 fffog += fdfogdx; \
545 ffz += fdzdx; \
546 ffr += fdrdx; \
547 ffg += fdgdx; \
548 ffb += fdbdx; \
549 ffa += fdadx; \
550 ffs += fdsdx; \
551 fft += fdtdx; \
552 dest += 4; \
553 }
554
555 /* here comes the heavy part.. (something for the compiler to chew on) */
556 #define INNER_LOOP( LEFT, RIGHT, Y ) \
557 { \
558 CONST GLint n = RIGHT-LEFT; \
559 GLint i; \
560 GLdepth zspan[MAX_WIDTH]; \
561 GLfixed fogspan[MAX_WIDTH]; \
562 GLchan rgba[MAX_WIDTH][4]; \
563 if (n>0) { \
564 GLchan *dest = rgba[0]; \
565 ffs -= FIXED_HALF; /* off-by-one error? */ \
566 fft -= FIXED_HALF; \
567 switch (filter) { \
568 case GL_NEAREST: \
569 switch (format) { \
570 case GL_RGB: \
571 switch (envmode) { \
572 case GL_MODULATE: \
573 SPAN1(NEAREST_RGB;MODULATE,3); \
574 break; \
575 case GL_DECAL: \
576 case GL_REPLACE: \
577 SPAN1(NEAREST_RGB_REPLACE,3); \
578 break; \
579 case GL_BLEND: \
580 SPAN1(NEAREST_RGB;BLEND,3); \
581 break; \
582 case GL_ADD: \
583 SPAN1(NEAREST_RGB;ADD,3); \
584 break; \
585 default: /* unexpected env mode */ \
586 abort(); \
587 } \
588 break; \
589 case GL_RGBA: \
590 switch(envmode) { \
591 case GL_MODULATE: \
592 SPAN1(NEAREST_RGBA;MODULATE,4); \
593 break; \
594 case GL_DECAL: \
595 SPAN1(NEAREST_RGBA;DECAL,4); \
596 break; \
597 case GL_BLEND: \
598 SPAN1(NEAREST_RGBA;BLEND,4); \
599 break; \
600 case GL_ADD: \
601 SPAN1(NEAREST_RGBA;ADD,4); \
602 break; \
603 case GL_REPLACE: \
604 SPAN1(NEAREST_RGBA_REPLACE,4); \
605 break; \
606 default: /* unexpected env mode */ \
607 abort(); \
608 } \
609 break; \
610 } \
611 break; \
612 case GL_LINEAR: \
613 ffs -= FIXED_HALF; \
614 fft -= FIXED_HALF; \
615 switch (format) { \
616 case GL_RGB: \
617 switch (envmode) { \
618 case GL_MODULATE: \
619 SPAN2(LINEAR_RGB;MODULATE,3); \
620 break; \
621 case GL_DECAL: \
622 case GL_REPLACE: \
623 SPAN2(LINEAR_RGB;REPLACE,3); \
624 break; \
625 case GL_BLEND: \
626 SPAN2(LINEAR_RGB;BLEND,3); \
627 break; \
628 case GL_ADD: \
629 SPAN2(LINEAR_RGB;ADD,3); \
630 break; \
631 default: /* unexpected env mode */ \
632 abort(); \
633 } \
634 break; \
635 case GL_RGBA: \
636 switch (envmode) { \
637 case GL_MODULATE: \
638 SPAN2(LINEAR_RGBA;MODULATE,4); \
639 break; \
640 case GL_DECAL: \
641 SPAN2(LINEAR_RGBA;DECAL,4); \
642 break; \
643 case GL_BLEND: \
644 SPAN2(LINEAR_RGBA;BLEND,4); \
645 break; \
646 case GL_ADD: \
647 SPAN2(LINEAR_RGBA;ADD,4); \
648 break; \
649 case GL_REPLACE: \
650 SPAN2(LINEAR_RGBA;REPLACE,4); \
651 break; \
652 default: /* unexpected env mode */ \
653 abort(); \
654 } \
655 break; \
656 } \
657 break; \
658 } \
659 gl_write_rgba_span(ctx, n, LEFT, Y, zspan, \
660 fogspan, \
661 rgba, GL_POLYGON); \
662 /* explicit kill of variables: */ \
663 ffr = ffg = ffb = ffa = 0; \
664 } \
665 }
666
667 #include "s_tritemp.h"
668 #undef SPAN1
669 #undef SPAN2
670 }
671
672
673
674 /*
675 * Render an perspective corrected RGB/RGBA textured triangle.
676 * The Q (aka V in Mesa) coordinate must be zero such that the divide
677 * by interpolated Q/W comes out right.
678 *
679 * This function only renders textured triangles that use GL_NEAREST.
680 * Perspective correction works right.
681 *
682 * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
683 * Send all questions and bug reports to him.
684 */
685 static void near_persp_textured_triangle(GLcontext *ctx,
686 const SWvertex *v0,
687 const SWvertex *v1,
688 const SWvertex *v2 )
689 {
690 /* The BIAS value is used to shift negative values into positive values.
691 * Without this, negative texture values don't GL_REPEAT correctly at just
692 * below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry
693 * about texture coords less than -BIAS. This could be fixed by using
694 * FLOORF etc. instead, but this is slower...
695 */
696 #define BIAS 4096.0F
697
698 #define INTERP_Z 1
699 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
700 #define INTERP_RGB 1
701 #define INTERP_ALPHA 1
702 #define INTERP_TEX 1
703 #define SETUP_CODE \
704 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
705 struct gl_texture_object *obj = unit->Current2D; \
706 const GLint b = obj->BaseLevel; \
707 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
708 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
709 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
710 GLchan *texture = obj->Image[b]->Data; \
711 const GLint smask = (obj->Image[b]->Width - 1); \
712 const GLint tmask = (obj->Image[b]->Height - 1); \
713 const GLint format = obj->Image[b]->Format; \
714 const GLint envmode = unit->EnvMode; \
715 GLfloat sscale, tscale; \
716 GLfixed er, eg, eb, ea; \
717 GLint tr, tg, tb, ta; \
718 if (!texture) { \
719 if (!_mesa_get_teximages_from_driver(ctx, obj)) \
720 return; \
721 texture = obj->Image[b]->Data; \
722 ASSERT(texture); \
723 } \
724 if (envmode == GL_BLEND || envmode == GL_ADD) { \
725 er = FloatToFixed(unit->EnvColor[0]); \
726 eg = FloatToFixed(unit->EnvColor[1]); \
727 eb = FloatToFixed(unit->EnvColor[2]); \
728 ea = FloatToFixed(unit->EnvColor[3]); \
729 } \
730 sscale = twidth; \
731 tscale = theight; \
732
733
734 #define OLD_SPAN(DO_TEX,COMP) \
735 for (i=0;i<n;i++) { \
736 GLfloat invQ = 1.0f / vv; \
737 GLint s = (int)(SS * invQ + BIAS) & smask; \
738 GLint t = (int)(TT * invQ + BIAS) & tmask; \
739 GLint pos = COMP * ((t << twidth_log2) + s); \
740 GLchan *tex00 = texture + pos; \
741 zspan[i] = FixedToDepth(ffz); \
742 fogspan[i] = fffog / 256; \
743 DO_TEX; \
744 fffog += fdfogdx; \
745 ffz += fdzdx; \
746 ffr += fdrdx; \
747 ffg += fdgdx; \
748 ffb += fdbdx; \
749 ffa += fdadx; \
750 SS += dSdx; \
751 TT += dTdx; \
752 vv += dvdx; \
753 dest += 4; \
754 }
755
756 #define X_Y_TEX_COORD(X, Y) ((((int)(X) & tmask) << twidth_log2) + ((int)(Y) & smask))
757 #define Y_X_TEX_COORD(X, Y) ((((int)(Y) & tmask) << twidth_log2) + ((int)(X) & smask))
758
759 #define SPAN1(DO_TEX, COMP, TEX_COORD) { \
760 GLfloat x_max = CEILF(x_tex); \
761 GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \
762 GLint j, x_m = (int)x_max; \
763 GLint pos; \
764 if ((int)y_max != (int)y_tex) { \
765 GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \
766 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
767 pos = COMP * TEX_COORD(x_tex, y_tex); \
768 DRAW_LINE (DO_TEX); \
769 y_tex = y_max; \
770 } \
771 nominator += vv * x_max; \
772 denominator -= dvdx * x_max; \
773 j = nominator / denominator; \
774 pos = COMP * TEX_COORD(x_tex, y_tex); \
775 DRAW_LINE (DO_TEX); \
776 while (i<n) { \
777 y_tex = y_max; \
778 y_max += dy_dx; \
779 if ((int)y_max != (int)y_tex) { \
780 GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \
781 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
782 pos = COMP * TEX_COORD(x_m, y_tex); \
783 DRAW_LINE (DO_TEX); \
784 y_tex = y_max; \
785 } \
786 nominator += vv; \
787 denominator -= dvdx; \
788 j = nominator/denominator; \
789 pos = COMP * TEX_COORD(x_m, y_tex); \
790 DRAW_LINE (DO_TEX); \
791 x_m ++; \
792 } \
793 }
794
795 #define SPAN2(DO_TEX, COMP, TEX_COORD) { \
796 GLfloat x_max = CEILF (x_tex); \
797 GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \
798 GLint j, x_m = (int) x_max; \
799 GLint pos; \
800 if ((int)y_max != (int)y_tex) { \
801 GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \
802 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
803 pos = COMP * TEX_COORD(x_tex, y_tex); \
804 DRAW_LINE (DO_TEX); \
805 y_tex = y_max; \
806 } \
807 nominator += vv * x_max; \
808 denominator -= dvdx * x_max; \
809 j = nominator / denominator; \
810 pos = COMP * TEX_COORD(x_tex, y_tex); \
811 DRAW_LINE (DO_TEX); \
812 while (i<n) { \
813 y_tex = y_max; \
814 y_max += dy_dx; \
815 if ((int)y_max != (int)y_tex) { \
816 GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \
817 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);\
818 pos = COMP * TEX_COORD(x_m, y_tex); \
819 DRAW_LINE (DO_TEX); \
820 y_tex = y_max; \
821 } \
822 nominator += vv; \
823 denominator -= dvdx; \
824 j = nominator/denominator; \
825 pos = COMP * TEX_COORD(x_m, y_tex); \
826 DRAW_LINE (DO_TEX); \
827 x_m ++; \
828 } \
829 }
830
831 #define SPAN3(DO_TEX, COMP, TEX_COORD) { \
832 GLfloat x_min = FLOORF (x_tex); \
833 GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \
834 GLint j, x_m = (int)x_min; \
835 GLint pos; \
836 if ((int)y_min != (int)y_tex) { \
837 GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \
838 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
839 pos = COMP * TEX_COORD(x_m, y_tex); \
840 DRAW_LINE (DO_TEX); \
841 y_tex = y_min; \
842 } \
843 nominator += vv*x_min; \
844 denominator -= dvdx*x_min; \
845 j = nominator / denominator; \
846 pos = COMP * TEX_COORD(x_m, y_tex); \
847 DRAW_LINE (DO_TEX); \
848 while (i<n) { \
849 x_m --; \
850 y_tex = y_min; \
851 y_min -= dy_dx; \
852 if ((int)y_min != (int)y_tex) { \
853 GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \
854 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
855 pos = COMP * TEX_COORD(x_m, y_tex); \
856 DRAW_LINE (DO_TEX); \
857 y_tex = y_min; \
858 } \
859 nominator -= vv; \
860 denominator += dvdx; \
861 j = nominator/denominator; \
862 pos = COMP * TEX_COORD(x_m, y_tex); \
863 DRAW_LINE (DO_TEX); \
864 } \
865 }
866
867 #define SPAN4(DO_TEX, COMP, TEX_COORD) \
868 { \
869 GLfloat x_min = FLOORF(x_tex); \
870 GLint x_m = (int)x_min; \
871 GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \
872 GLint j; \
873 GLint pos; \
874 if ((int)y_min != (int)y_tex) { \
875 GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \
876 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
877 pos = COMP * TEX_COORD(x_m, y_tex); \
878 DRAW_LINE (DO_TEX); \
879 y_tex = y_min; \
880 } \
881 nominator += vv * x_min; \
882 denominator -= dvdx * x_min; \
883 j = nominator / denominator; \
884 pos = COMP * TEX_COORD(x_m, y_tex); \
885 DRAW_LINE (DO_TEX); \
886 while (i<n) { \
887 x_m --; \
888 y_tex = y_min; \
889 y_min -= dy_dx; \
890 if ((int)y_min != (int)y_tex) { \
891 GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \
892 j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
893 pos = COMP * TEX_COORD(x_m, (y_tex)); \
894 DRAW_LINE (DO_TEX); \
895 y_tex = y_min; \
896 } \
897 nominator -= vv; \
898 denominator += dvdx; \
899 j = nominator/denominator; \
900 pos = COMP * TEX_COORD(x_m, y_tex); \
901 DRAW_LINE (DO_TEX); \
902 } \
903 }
904
905 #define DRAW_LINE(DO_TEX) \
906 { \
907 GLchan *tex00 = texture + pos; \
908 if (j>n || j<-100000) \
909 j = n; \
910 while (i<j) { \
911 zspan[i] = FixedToDepth(ffz); \
912 fogspan[i] = fffog / 256; \
913 DO_TEX; \
914 fffog += fdfogdx; \
915 ffz += fdzdx; \
916 ffr += fdrdx; \
917 ffg += fdgdx; \
918 ffb += fdbdx; \
919 ffa += fdadx; \
920 dest += 4; \
921 i++; \
922 } \
923 }
924
925 #define INNER_LOOP( LEFT, RIGHT, Y ) \
926 { \
927 GLint i = 0; \
928 const GLint n = RIGHT-LEFT; \
929 GLdepth zspan[MAX_WIDTH]; \
930 GLfixed fogspan[MAX_WIDTH]; \
931 GLchan rgba[MAX_WIDTH][4]; \
932 (void)uu; /* please GCC */ \
933 if (n > 0) { \
934 GLchan *dest = rgba[0]; \
935 GLfloat SS = ss * sscale; \
936 GLfloat TT = tt * tscale; \
937 GLfloat dSdx = dsdx * sscale; \
938 GLfloat dTdx = dtdx * tscale; \
939 GLfloat x_tex; \
940 GLfloat y_tex; \
941 GLfloat dx_tex; \
942 GLfloat dy_tex; \
943 if (n<5) /* When line very short, setup-time > speed-gain. */ \
944 goto old_span; /* So: take old method */ \
945 x_tex = SS / vv, \
946 y_tex = TT / vv; \
947 dx_tex = (SS + n * dSdx) / (vv + n * dvdx) - x_tex, \
948 dy_tex = (TT + n * dTdx) / (vv + n * dvdx) - y_tex; \
949 /* Choose between walking over texture or over pixelline: */ \
950 /* If there are few texels, walk over texture otherwise */ \
951 /* walk over pixelarray. The quotient on the right side */ \
952 /* should give the timeratio needed to draw one texel in */ \
953 /* comparison to one pixel. Depends on CPU. */ \
954 if (dx_tex*dx_tex + dy_tex*dy_tex < (n*n)/16) { \
955 x_tex += BIAS; \
956 y_tex += BIAS; \
957 if (dx_tex*dx_tex > dy_tex*dy_tex) { \
958 /* if (FABSF(dx_tex) > FABSF(dy_tex)) */ \
959 GLfloat nominator = - SS - vv * BIAS; \
960 GLfloat denominator = dvdx * BIAS + dSdx; \
961 GLfloat dy_dx; \
962 GLfloat dx_dy; \
963 if (dy_tex != 0.0f) { \
964 dy_dx = dy_tex / dx_tex; \
965 dx_dy = 1.0f/dy_dx; \
966 } \
967 else \
968 dy_dx = 0.0f; \
969 if (dx_tex > 0.0f) { \
970 if (dy_tex > 0.0f) { \
971 switch (format) { \
972 case GL_RGB: \
973 switch (envmode) { \
974 case GL_MODULATE: \
975 SPAN1(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
976 break; \
977 case GL_DECAL: \
978 case GL_REPLACE: \
979 SPAN1(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
980 break; \
981 case GL_BLEND: \
982 SPAN1(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
983 break; \
984 case GL_ADD: \
985 SPAN1(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
986 break; \
987 default: /* unexpected env mode */ \
988 abort(); \
989 } \
990 break; \
991 case GL_RGBA: \
992 switch(envmode) { \
993 case GL_MODULATE: \
994 SPAN1(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
995 break; \
996 case GL_DECAL: \
997 SPAN1(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
998 break; \
999 case GL_BLEND: \
1000 SPAN1(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1001 break; \
1002 case GL_ADD: \
1003 SPAN1(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1004 break; \
1005 case GL_REPLACE: \
1006 SPAN1(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1007 break; \
1008 default: /* unexpected env mode */ \
1009 abort(); \
1010 } \
1011 break; \
1012 } \
1013 } \
1014 else { /* dy_tex <= 0.0f */ \
1015 switch (format) { \
1016 case GL_RGB: \
1017 switch (envmode) { \
1018 case GL_MODULATE: \
1019 SPAN2(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
1020 break; \
1021 case GL_DECAL: \
1022 case GL_REPLACE: \
1023 SPAN2(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
1024 break; \
1025 case GL_BLEND: \
1026 SPAN2(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
1027 break; \
1028 case GL_ADD: \
1029 SPAN2(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
1030 break; \
1031 default: /* unexpected env mode */ \
1032 abort(); \
1033 } \
1034 break; \
1035 case GL_RGBA: \
1036 switch(envmode) { \
1037 case GL_MODULATE: \
1038 SPAN2(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
1039 break; \
1040 case GL_DECAL: \
1041 SPAN2(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
1042 break; \
1043 case GL_BLEND: \
1044 SPAN2(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1045 break; \
1046 case GL_ADD: \
1047 SPAN2(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1048 break; \
1049 case GL_REPLACE: \
1050 SPAN2(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1051 break; \
1052 default: /* unexpected env mode */ \
1053 abort(); \
1054 } \
1055 break; \
1056 } \
1057 } \
1058 } \
1059 else { /* dx_tex < 0.0f */ \
1060 if (dy_tex > 0.0f) { \
1061 switch (format) { \
1062 case GL_RGB: \
1063 switch (envmode) { \
1064 case GL_MODULATE: \
1065 SPAN3(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
1066 break; \
1067 case GL_DECAL: \
1068 case GL_REPLACE: \
1069 SPAN3(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
1070 break; \
1071 case GL_BLEND: \
1072 SPAN3(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
1073 break; \
1074 case GL_ADD: \
1075 SPAN3(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
1076 break; \
1077 default: /* unexpected env mode */ \
1078 abort(); \
1079 } \
1080 break; \
1081 case GL_RGBA: \
1082 switch(envmode) { \
1083 case GL_MODULATE: \
1084 SPAN3(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
1085 break; \
1086 case GL_DECAL: \
1087 SPAN3(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
1088 break; \
1089 case GL_BLEND: \
1090 SPAN3(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1091 break; \
1092 case GL_ADD: \
1093 SPAN3(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1094 break; \
1095 case GL_REPLACE: \
1096 SPAN3(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1097 break; \
1098 default: /* unexpected env mode */ \
1099 abort(); \
1100 } \
1101 break; \
1102 } \
1103 } \
1104 else { /* dy_tex <= 0.0f */ \
1105 switch (format) { \
1106 case GL_RGB: \
1107 switch (envmode) { \
1108 case GL_MODULATE: \
1109 SPAN4(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
1110 break; \
1111 case GL_DECAL: \
1112 case GL_REPLACE: \
1113 SPAN4(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
1114 break; \
1115 case GL_BLEND: \
1116 SPAN4(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
1117 break; \
1118 case GL_ADD: \
1119 SPAN4(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
1120 break; \
1121 default: \
1122 abort(); \
1123 } \
1124 break; \
1125 case GL_RGBA: \
1126 switch(envmode) { \
1127 case GL_MODULATE: \
1128 SPAN4(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
1129 break; \
1130 case GL_DECAL: \
1131 SPAN4(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
1132 break; \
1133 case GL_BLEND: \
1134 SPAN4(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
1135 break; \
1136 case GL_ADD: \
1137 SPAN4(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
1138 break; \
1139 case GL_REPLACE: \
1140 SPAN4(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
1141 break; \
1142 default: /* unexpected env mode */ \
1143 abort(); \
1144 } \
1145 break; \
1146 } \
1147 } \
1148 } \
1149 } \
1150 else { /* FABSF(dx_tex) > FABSF(dy_tex) */ \
1151 GLfloat swap; \
1152 GLfloat dy_dx; \
1153 GLfloat dx_dy; \
1154 GLfloat nominator, denominator; \
1155 if (dx_tex == 0.0f /* && dy_tex == 0.0f*/) \
1156 goto old_span; /* case so special, that use old */ \
1157 /* swap some x-values and y-values */ \
1158 SS = TT; \
1159 dSdx = dTdx; \
1160 swap = x_tex, x_tex = y_tex, y_tex = swap; \
1161 swap = dx_tex, dx_tex = dy_tex, dy_tex = swap; \
1162 nominator = - SS - vv * BIAS; \
1163 denominator = dvdx * BIAS + dSdx; \
1164 if (dy_tex != 0.0f) { \
1165 dy_dx = dy_tex / dx_tex; \
1166 dx_dy = 1.0f/dy_dx; \
1167 } \
1168 else \
1169 dy_dx = 0.0f; \
1170 if (dx_tex > 0.0f) { \
1171 if (dy_tex > 0.0f) { \
1172 switch (format) { \
1173 case GL_RGB: \
1174 switch (envmode) { \
1175 case GL_MODULATE: \
1176 SPAN1(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1177 break; \
1178 case GL_DECAL: \
1179 case GL_REPLACE: \
1180 SPAN1(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1181 break; \
1182 case GL_BLEND: \
1183 SPAN1(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1184 break; \
1185 case GL_ADD: \
1186 SPAN1(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1187 break; \
1188 default: /* unexpected env mode */ \
1189 abort(); \
1190 } \
1191 break; \
1192 case GL_RGBA: \
1193 switch(envmode) { \
1194 case GL_MODULATE: \
1195 SPAN1(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1196 break; \
1197 case GL_DECAL: \
1198 SPAN1(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1199 break; \
1200 case GL_BLEND: \
1201 SPAN1(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1202 break; \
1203 case GL_ADD: \
1204 SPAN1(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1205 break; \
1206 case GL_REPLACE: \
1207 SPAN1(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1208 break; \
1209 default: \
1210 abort(); \
1211 } \
1212 break; \
1213 } \
1214 } \
1215 else { /* dy_tex <= 0.0f */ \
1216 switch (format) { \
1217 case GL_RGB: \
1218 switch (envmode) { \
1219 case GL_MODULATE: \
1220 SPAN2(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1221 break; \
1222 case GL_DECAL: \
1223 case GL_REPLACE: \
1224 SPAN2(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1225 break; \
1226 case GL_BLEND: \
1227 SPAN2(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1228 break; \
1229 case GL_ADD: \
1230 SPAN2(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1231 break; \
1232 default: \
1233 abort(); \
1234 } \
1235 break; \
1236 case GL_RGBA: \
1237 switch(envmode) { \
1238 case GL_MODULATE: \
1239 SPAN2(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1240 break; \
1241 case GL_DECAL: \
1242 SPAN2(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1243 break; \
1244 case GL_BLEND: \
1245 SPAN2(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1246 break; \
1247 case GL_ADD: \
1248 SPAN2(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1249 break; \
1250 case GL_REPLACE: \
1251 SPAN2(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1252 break; \
1253 default: \
1254 abort(); \
1255 } \
1256 break; \
1257 } \
1258 } \
1259 } \
1260 else { /* dx_tex < 0.0f */ \
1261 if (dy_tex > 0.0f) { \
1262 switch (format) { \
1263 case GL_RGB: \
1264 switch (envmode) { \
1265 case GL_MODULATE: \
1266 SPAN3(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1267 break; \
1268 case GL_DECAL: \
1269 case GL_REPLACE: \
1270 SPAN3(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1271 break; \
1272 case GL_BLEND: \
1273 SPAN3(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1274 break; \
1275 case GL_ADD: \
1276 SPAN3(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1277 break; \
1278 default: \
1279 abort(); \
1280 } \
1281 break; \
1282 case GL_RGBA: \
1283 switch(envmode) { \
1284 case GL_MODULATE: \
1285 SPAN3(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1286 break; \
1287 case GL_DECAL: \
1288 SPAN3(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1289 break; \
1290 case GL_BLEND: \
1291 SPAN3(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1292 break; \
1293 case GL_ADD: \
1294 SPAN3(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1295 break; \
1296 case GL_REPLACE: \
1297 SPAN3(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1298 break; \
1299 default: \
1300 abort(); \
1301 } \
1302 break; \
1303 } \
1304 } \
1305 else { /* dy_tex <= 0.0f */ \
1306 switch (format) { \
1307 case GL_RGB: \
1308 switch (envmode) { \
1309 case GL_MODULATE: \
1310 SPAN4(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
1311 break; \
1312 case GL_DECAL: \
1313 case GL_REPLACE: \
1314 SPAN4(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
1315 break; \
1316 case GL_BLEND: \
1317 SPAN4(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
1318 break; \
1319 case GL_ADD: \
1320 SPAN4(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
1321 break; \
1322 default: \
1323 abort(); \
1324 } \
1325 break; \
1326 case GL_RGBA: \
1327 switch(envmode) { \
1328 case GL_MODULATE: \
1329 SPAN4(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
1330 break; \
1331 case GL_DECAL: \
1332 SPAN4(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
1333 break; \
1334 case GL_BLEND: \
1335 SPAN4(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
1336 break; \
1337 case GL_ADD: \
1338 SPAN4(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
1339 break; \
1340 case GL_REPLACE: \
1341 SPAN4(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
1342 break; \
1343 default: \
1344 abort(); \
1345 } \
1346 break; \
1347 } \
1348 } \
1349 } \
1350 } \
1351 } \
1352 else { \
1353 old_span: \
1354 switch (format) { \
1355 case GL_RGB: \
1356 switch (envmode) { \
1357 case GL_MODULATE: \
1358 OLD_SPAN(NEAREST_RGB;MODULATE,3); \
1359 break; \
1360 case GL_DECAL: \
1361 case GL_REPLACE: \
1362 OLD_SPAN(NEAREST_RGB_REPLACE,3); \
1363 break; \
1364 case GL_BLEND: \
1365 OLD_SPAN(NEAREST_RGB;BLEND,3); \
1366 break; \
1367 case GL_ADD: \
1368 OLD_SPAN(NEAREST_RGB;ADD,3); \
1369 break; \
1370 default: \
1371 abort(); \
1372 } \
1373 break; \
1374 case GL_RGBA: \
1375 switch(envmode) { \
1376 case GL_MODULATE: \
1377 OLD_SPAN(NEAREST_RGBA;MODULATE,4); \
1378 break; \
1379 case GL_DECAL: \
1380 OLD_SPAN(NEAREST_RGBA;DECAL,4); \
1381 break; \
1382 case GL_BLEND: \
1383 OLD_SPAN(NEAREST_RGBA;BLEND,4); \
1384 break; \
1385 case GL_ADD: \
1386 OLD_SPAN(NEAREST_RGBA;ADD,4); \
1387 break; \
1388 case GL_REPLACE: \
1389 OLD_SPAN(NEAREST_RGBA_REPLACE,4); \
1390 break; \
1391 default: \
1392 abort(); \
1393 } \
1394 break; \
1395 } \
1396 } \
1397 gl_write_rgba_span( ctx, n, LEFT, Y, zspan, \
1398 fogspan, rgba, GL_POLYGON); \
1399 ffr = ffg = ffb = ffa = 0; \
1400 } \
1401 } \
1402
1403 #include "s_tritemp.h"
1404 #undef OLD_SPAN
1405 #undef SPAN1
1406 #undef SPAN2
1407 #undef SPAN3
1408 #undef SPAN4
1409 #undef X_Y_TEX_COORD
1410 #undef Y_X_TEX_COORD
1411 #undef DRAW_LINE
1412 #undef BIAS
1413 }
1414
1415
1416
1417 /*
1418 * Render an perspective corrected RGB/RGBA textured triangle.
1419 * The Q (aka V in Mesa) coordinate must be zero such that the divide
1420 * by interpolated Q/W comes out right.
1421 *
1422 * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
1423 * Send all questions and bug reports to him.
1424 */
1425 static void lin_persp_textured_triangle( GLcontext *ctx,
1426 const SWvertex *v0,
1427 const SWvertex *v1,
1428 const SWvertex *v2 )
1429 {
1430 #define INTERP_Z 1
1431 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1432 #define INTERP_RGB 1
1433 #define INTERP_ALPHA 1
1434 #define INTERP_TEX 1
1435 #define SETUP_CODE \
1436 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
1437 struct gl_texture_object *obj = unit->Current2D; \
1438 const GLint b = obj->BaseLevel; \
1439 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
1440 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
1441 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
1442 GLchan *texture = obj->Image[b]->Data; \
1443 const GLint smask = (obj->Image[b]->Width - 1); \
1444 const GLint tmask = (obj->Image[b]->Height - 1); \
1445 const GLint format = obj->Image[b]->Format; \
1446 const GLint envmode = unit->EnvMode; \
1447 GLfloat sscale, tscale; \
1448 GLint comp, tbytesline, tsize; \
1449 GLfixed er, eg, eb, ea; \
1450 GLint tr, tg, tb, ta; \
1451 if (!texture) { \
1452 if (!_mesa_get_teximages_from_driver(ctx, obj)) \
1453 return; \
1454 texture = obj->Image[b]->Data; \
1455 ASSERT(texture); \
1456 } \
1457 if (envmode == GL_BLEND || envmode == GL_ADD) { \
1458 er = FloatToFixed(unit->EnvColor[0]); \
1459 eg = FloatToFixed(unit->EnvColor[1]); \
1460 eb = FloatToFixed(unit->EnvColor[2]); \
1461 ea = FloatToFixed(unit->EnvColor[3]); \
1462 } \
1463 switch (format) { \
1464 case GL_ALPHA: \
1465 case GL_LUMINANCE: \
1466 case GL_INTENSITY: \
1467 comp = 1; \
1468 break; \
1469 case GL_LUMINANCE_ALPHA: \
1470 comp = 2; \
1471 break; \
1472 case GL_RGB: \
1473 comp = 3; \
1474 break; \
1475 case GL_RGBA: \
1476 comp = 4; \
1477 break; \
1478 default: \
1479 gl_problem(NULL, "Bad texture format in lin_persp_texture_triangle"); \
1480 return; \
1481 } \
1482 sscale = FIXED_SCALE * twidth; \
1483 tscale = FIXED_SCALE * theight; \
1484 tbytesline = obj->Image[b]->Width * comp; \
1485 tsize = theight * tbytesline;
1486
1487
1488 #define SPAN(DO_TEX,COMP) \
1489 for (i=0;i<n;i++) { \
1490 GLfloat invQ = 1.0f / vv; \
1491 GLfixed ffs = (int)(SS * invQ); \
1492 GLfixed fft = (int)(TT * invQ); \
1493 GLint s = FixedToInt(ffs) & smask; \
1494 GLint t = FixedToInt(fft) & tmask; \
1495 GLint sf = ffs & FIXED_FRAC_MASK; \
1496 GLint tf = fft & FIXED_FRAC_MASK; \
1497 GLint si = FIXED_FRAC_MASK - sf; \
1498 GLint ti = FIXED_FRAC_MASK - tf; \
1499 GLint pos = COMP * ((t << twidth_log2) + s); \
1500 GLchan *tex00 = texture + pos; \
1501 GLchan *tex10 = tex00 + tbytesline; \
1502 GLchan *tex01 = tex00 + COMP; \
1503 GLchan *tex11 = tex10 + COMP; \
1504 if (t == tmask) { \
1505 tex10 -= tsize; \
1506 tex11 -= tsize; \
1507 } \
1508 if (s == smask) { \
1509 tex01 -= tbytesline; \
1510 tex11 -= tbytesline; \
1511 } \
1512 zspan[i] = FixedToDepth(ffz); \
1513 fogspan[i] = fffog / 256; \
1514 DO_TEX; \
1515 fffog += fdfogdx; \
1516 ffz += fdzdx; \
1517 ffr += fdrdx; \
1518 ffg += fdgdx; \
1519 ffb += fdbdx; \
1520 ffa += fdadx; \
1521 SS += dSdx; \
1522 TT += dTdx; \
1523 vv += dvdx; \
1524 dest += 4; \
1525 }
1526
1527 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1528 { \
1529 GLint i; \
1530 const GLint n = RIGHT-LEFT; \
1531 GLdepth zspan[MAX_WIDTH]; \
1532 GLfixed fogspan[MAX_WIDTH]; \
1533 GLchan rgba[MAX_WIDTH][4]; \
1534 (void) uu; /* please GCC */ \
1535 if (n > 0) { \
1536 GLfloat SS = ss * sscale; \
1537 GLfloat TT = tt * tscale; \
1538 GLfloat dSdx = dsdx * sscale; \
1539 GLfloat dTdx = dtdx * tscale; \
1540 GLchan *dest = rgba[0]; \
1541 SS -= 0.5f * FIXED_SCALE * vv; \
1542 TT -= 0.5f * FIXED_SCALE * vv; \
1543 switch (format) { \
1544 case GL_RGB: \
1545 switch (envmode) { \
1546 case GL_MODULATE: \
1547 SPAN(LINEAR_RGB;MODULATE,3); \
1548 break; \
1549 case GL_DECAL: \
1550 case GL_REPLACE: \
1551 SPAN(LINEAR_RGB;REPLACE,3); \
1552 break; \
1553 case GL_BLEND: \
1554 SPAN(LINEAR_RGB;BLEND,3); \
1555 break; \
1556 case GL_ADD: \
1557 SPAN(LINEAR_RGB;ADD,3); \
1558 break; \
1559 default: \
1560 abort(); \
1561 } \
1562 break; \
1563 case GL_RGBA: \
1564 switch (envmode) { \
1565 case GL_MODULATE: \
1566 SPAN(LINEAR_RGBA;MODULATE,4); \
1567 break; \
1568 case GL_DECAL: \
1569 SPAN(LINEAR_RGBA;DECAL,4); \
1570 break; \
1571 case GL_BLEND: \
1572 SPAN(LINEAR_RGBA;BLEND,4); \
1573 break; \
1574 case GL_REPLACE: \
1575 SPAN(LINEAR_RGBA;REPLACE,4); \
1576 break; \
1577 case GL_ADD: \
1578 SPAN(LINEAR_RGBA;ADD,4); \
1579 break; \
1580 default: /* unexpected env mode */ \
1581 abort(); \
1582 } \
1583 } \
1584 gl_write_rgba_span( ctx, n, LEFT, Y, zspan, \
1585 fogspan, \
1586 rgba, GL_POLYGON ); \
1587 ffr = ffg = ffb = ffa = 0; \
1588 } \
1589 }
1590
1591
1592 #include "s_tritemp.h"
1593 #undef SPAN
1594 }
1595
1596
1597
1598 /*
1599 * Render a smooth-shaded, textured, RGBA triangle.
1600 * Interpolate S,T,U with perspective correction, w/out mipmapping.
1601 * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
1602 * R is already used for red.
1603 */
1604 static void general_textured_triangle( GLcontext *ctx,
1605 const SWvertex *v0,
1606 const SWvertex *v1,
1607 const SWvertex *v2 )
1608 {
1609 #define INTERP_Z 1
1610 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1611 #define INTERP_RGB 1
1612 #define INTERP_ALPHA 1
1613 #define INTERP_TEX 1
1614 #define SETUP_CODE \
1615 GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1616 GLint r, g, b, a; \
1617 if (flat_shade) { \
1618 r = v0->color[0]; \
1619 g = v0->color[1]; \
1620 b = v0->color[2]; \
1621 a = v0->color[3]; \
1622 }
1623 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1624 { \
1625 GLint i; \
1626 const GLint n = RIGHT-LEFT; \
1627 GLdepth zspan[MAX_WIDTH]; \
1628 GLfixed fogspan[MAX_WIDTH]; \
1629 GLchan rgba[MAX_WIDTH][4]; \
1630 GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
1631 if (n>0) { \
1632 if (flat_shade) { \
1633 for (i=0;i<n;i++) { \
1634 GLdouble invQ = 1.0 / vv; \
1635 zspan[i] = FixedToDepth(ffz); \
1636 fogspan[i] = fffog / 256; \
1637 rgba[i][RCOMP] = r; \
1638 rgba[i][GCOMP] = g; \
1639 rgba[i][BCOMP] = b; \
1640 rgba[i][ACOMP] = a; \
1641 s[i] = ss*invQ; \
1642 t[i] = tt*invQ; \
1643 u[i] = uu*invQ; \
1644 fffog += fdfogdx; \
1645 ffz += fdzdx; \
1646 ss += dsdx; \
1647 tt += dtdx; \
1648 uu += dudx; \
1649 vv += dvdx; \
1650 } \
1651 } \
1652 else { \
1653 for (i=0;i<n;i++) { \
1654 GLdouble invQ = 1.0 / vv; \
1655 zspan[i] = FixedToDepth(ffz); \
1656 rgba[i][RCOMP] = FixedToInt(ffr); \
1657 rgba[i][GCOMP] = FixedToInt(ffg); \
1658 rgba[i][BCOMP] = FixedToInt(ffb); \
1659 rgba[i][ACOMP] = FixedToInt(ffa); \
1660 fogspan[i] = fffog / 256; \
1661 s[i] = ss*invQ; \
1662 t[i] = tt*invQ; \
1663 u[i] = uu*invQ; \
1664 fffog += fdfogdx; \
1665 ffz += fdzdx; \
1666 ffr += fdrdx; \
1667 ffg += fdgdx; \
1668 ffb += fdbdx; \
1669 ffa += fdadx; \
1670 ss += dsdx; \
1671 tt += dtdx; \
1672 uu += dudx; \
1673 vv += dvdx; \
1674 } \
1675 } \
1676 gl_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan, \
1677 s, t, u, NULL, \
1678 rgba, \
1679 NULL, GL_POLYGON ); \
1680 } \
1681 }
1682
1683 #include "s_tritemp.h"
1684 }
1685
1686
1687 /*
1688 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1689 * color interpolation.
1690 * Interpolate S,T,U with perspective correction, w/out mipmapping.
1691 * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
1692 * R is already used for red.
1693 */
1694 static void general_textured_spec_triangle1( GLcontext *ctx,
1695 const SWvertex *v0,
1696 const SWvertex *v1,
1697 const SWvertex *v2,
1698 GLdepth zspan[MAX_WIDTH],
1699 GLfixed fogspan[MAX_WIDTH],
1700 GLchan rgba[MAX_WIDTH][4],
1701 GLchan spec[MAX_WIDTH][4] )
1702 {
1703 #define INTERP_Z 1
1704 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1705 #define INTERP_RGB 1
1706 #define INTERP_SPEC 1
1707 #define INTERP_ALPHA 1
1708 #define INTERP_TEX 1
1709 #define SETUP_CODE \
1710 GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1711 GLint r, g, b, a, sr, sg, sb; \
1712 if (flat_shade) { \
1713 r = v0->color[0]; \
1714 g = v0->color[1]; \
1715 b = v0->color[2]; \
1716 a = v0->color[3]; \
1717 sr = v0->specular[0]; \
1718 sg = v0->specular[1]; \
1719 sb = v0->specular[2]; \
1720 }
1721 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1722 { \
1723 GLint i; \
1724 const GLint n = RIGHT-LEFT; \
1725 GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
1726 if (n>0) { \
1727 if (flat_shade) { \
1728 for (i=0;i<n;i++) { \
1729 GLdouble invQ = 1.0 / vv; \
1730 zspan[i] = FixedToDepth(ffz); \
1731 fogspan[i] = fffog / 256; \
1732 rgba[i][RCOMP] = r; \
1733 rgba[i][GCOMP] = g; \
1734 rgba[i][BCOMP] = b; \
1735 rgba[i][ACOMP] = a; \
1736 spec[i][RCOMP] = sr; \
1737 spec[i][GCOMP] = sg; \
1738 spec[i][BCOMP] = sb; \
1739 s[i] = ss*invQ; \
1740 t[i] = tt*invQ; \
1741 u[i] = uu*invQ; \
1742 fffog += fdfogdx; \
1743 ffz += fdzdx; \
1744 ss += dsdx; \
1745 tt += dtdx; \
1746 uu += dudx; \
1747 vv += dvdx; \
1748 } \
1749 } \
1750 else { \
1751 for (i=0;i<n;i++) { \
1752 GLdouble invQ = 1.0 / vv; \
1753 zspan[i] = FixedToDepth(ffz); \
1754 fogspan[i] = fffog / 256; \
1755 rgba[i][RCOMP] = FixedToInt(ffr); \
1756 rgba[i][GCOMP] = FixedToInt(ffg); \
1757 rgba[i][BCOMP] = FixedToInt(ffb); \
1758 rgba[i][ACOMP] = FixedToInt(ffa); \
1759 spec[i][RCOMP] = FixedToInt(ffsr); \
1760 spec[i][GCOMP] = FixedToInt(ffsg); \
1761 spec[i][BCOMP] = FixedToInt(ffsb); \
1762 s[i] = ss*invQ; \
1763 t[i] = tt*invQ; \
1764 u[i] = uu*invQ; \
1765 fffog += fdfogdx; \
1766 ffz += fdzdx; \
1767 ffr += fdrdx; \
1768 ffg += fdgdx; \
1769 ffb += fdbdx; \
1770 ffa += fdadx; \
1771 ffsr += fdsrdx; \
1772 ffsg += fdsgdx; \
1773 ffsb += fdsbdx; \
1774 ss += dsdx; \
1775 tt += dtdx; \
1776 uu += dudx; \
1777 vv += dvdx; \
1778 } \
1779 } \
1780 gl_write_texture_span( ctx, n, LEFT, Y, zspan, \
1781 fogspan, \
1782 s, t, u, NULL, rgba, \
1783 (CONST GLchan (*)[4]) spec, \
1784 GL_POLYGON ); \
1785 } \
1786 }
1787
1788 #include "s_tritemp.h"
1789 }
1790
1791
1792
1793 /*
1794 * Compute the lambda value for a fragment. (texture level of detail)
1795 */
1796 static INLINE GLfloat
1797 compute_lambda( GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
1798 GLfloat invQ, GLfloat width, GLfloat height )
1799 {
1800 GLfloat dudx = dsdx * invQ * width;
1801 GLfloat dudy = dsdy * invQ * width;
1802 GLfloat dvdx = dtdx * invQ * height;
1803 GLfloat dvdy = dtdy * invQ * height;
1804 GLfloat r1 = dudx * dudx + dudy * dudy;
1805 GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
1806 GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
1807 /* return log base 2 of rho */
1808 return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */
1809 }
1810
1811
1812 /*
1813 * Render a smooth-shaded, textured, RGBA triangle.
1814 * Interpolate S,T,U with perspective correction and compute lambda for
1815 * each fragment. Lambda is used to determine whether to use the
1816 * minification or magnification filter. If minification and using
1817 * mipmaps, lambda is also used to select the texture level of detail.
1818 */
1819 static void lambda_textured_triangle1( GLcontext *ctx,
1820 const SWvertex *v0,
1821 const SWvertex *v1,
1822 const SWvertex *v2,
1823 GLfloat s[MAX_WIDTH],
1824 GLfloat t[MAX_WIDTH],
1825 GLfloat u[MAX_WIDTH] )
1826 {
1827 #define INTERP_Z 1
1828 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1829 #define INTERP_RGB 1
1830 #define INTERP_ALPHA 1
1831 #define INTERP_TEX 1
1832
1833 #define SETUP_CODE \
1834 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1835 const GLint baseLevel = obj->BaseLevel; \
1836 const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
1837 const GLfloat twidth = (GLfloat) texImage->Width; \
1838 const GLfloat theight = (GLfloat) texImage->Height; \
1839 const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1840 GLint r, g, b, a; \
1841 if (flat_shade) { \
1842 r = v0->color[0]; \
1843 g = v0->color[1]; \
1844 b = v0->color[2]; \
1845 a = v0->color[3]; \
1846 }
1847
1848 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1849 { \
1850 GLint i; \
1851 const GLint n = RIGHT-LEFT; \
1852 GLdepth zspan[MAX_WIDTH]; \
1853 GLfixed fogspan[MAX_WIDTH]; \
1854 GLchan rgba[MAX_WIDTH][4]; \
1855 GLfloat lambda[MAX_WIDTH]; \
1856 if (n>0) { \
1857 if (flat_shade) { \
1858 for (i=0;i<n;i++) { \
1859 GLdouble invQ = 1.0 / vv; \
1860 zspan[i] = FixedToDepth(ffz); \
1861 fogspan[i] = fffog / 256; \
1862 rgba[i][RCOMP] = r; \
1863 rgba[i][GCOMP] = g; \
1864 rgba[i][BCOMP] = b; \
1865 rgba[i][ACOMP] = a; \
1866 s[i] = ss*invQ; \
1867 t[i] = tt*invQ; \
1868 u[i] = uu*invQ; \
1869 lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
1870 invQ, twidth, theight );\
1871 ffz += fdzdx; \
1872 fffog += fdfogdx; \
1873 ss += dsdx; \
1874 tt += dtdx; \
1875 uu += dudx; \
1876 vv += dvdx; \
1877 } \
1878 } \
1879 else { \
1880 for (i=0;i<n;i++) { \
1881 GLdouble invQ = 1.0 / vv; \
1882 zspan[i] = FixedToDepth(ffz); \
1883 fogspan[i] = fffog / 256; \
1884 rgba[i][RCOMP] = FixedToInt(ffr); \
1885 rgba[i][GCOMP] = FixedToInt(ffg); \
1886 rgba[i][BCOMP] = FixedToInt(ffb); \
1887 rgba[i][ACOMP] = FixedToInt(ffa); \
1888 s[i] = ss*invQ; \
1889 t[i] = tt*invQ; \
1890 u[i] = uu*invQ; \
1891 lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
1892 invQ, twidth, theight );\
1893 ffz += fdzdx; \
1894 fffog += fdfogdx; \
1895 ffr += fdrdx; \
1896 ffg += fdgdx; \
1897 ffb += fdbdx; \
1898 ffa += fdadx; \
1899 ss += dsdx; \
1900 tt += dtdx; \
1901 uu += dudx; \
1902 vv += dvdx; \
1903 } \
1904 } \
1905 gl_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan, \
1906 s, t, u, lambda, \
1907 rgba, NULL, GL_POLYGON ); \
1908 } \
1909 }
1910
1911 #include "s_tritemp.h"
1912 }
1913
1914
1915 /*
1916 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1917 * interpolation.
1918 * Interpolate S,T,U with perspective correction and compute lambda for
1919 * each fragment. Lambda is used to determine whether to use the
1920 * minification or magnification filter. If minification and using
1921 * mipmaps, lambda is also used to select the texture level of detail.
1922 */
1923 static void lambda_textured_spec_triangle1( GLcontext *ctx,
1924 const SWvertex *v0,
1925 const SWvertex *v1,
1926 const SWvertex *v2,
1927 GLfloat s[MAX_WIDTH],
1928 GLfloat t[MAX_WIDTH],
1929 GLfloat u[MAX_WIDTH] )
1930 {
1931 #define INTERP_Z 1
1932 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1933 #define INTERP_RGB 1
1934 #define INTERP_SPEC 1
1935 #define INTERP_ALPHA 1
1936 #define INTERP_TEX 1
1937
1938 #define SETUP_CODE \
1939 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1940 const GLint baseLevel = obj->BaseLevel; \
1941 const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
1942 const GLfloat twidth = (GLfloat) texImage->Width; \
1943 const GLfloat theight = (GLfloat) texImage->Height; \
1944 const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
1945 GLint r, g, b, a, sr, sg, sb; \
1946 if (flat_shade) { \
1947 r = v0->color[0]; \
1948 g = v0->color[1]; \
1949 b = v0->color[2]; \
1950 a = v0->color[3]; \
1951 sr = v0->specular[0]; \
1952 sg = v0->specular[1]; \
1953 sb = v0->specular[2]; \
1954 }
1955
1956 #define INNER_LOOP( LEFT, RIGHT, Y ) \
1957 { \
1958 GLint i; \
1959 const GLint n = RIGHT-LEFT; \
1960 GLdepth zspan[MAX_WIDTH]; \
1961 GLfixed fogspan[MAX_WIDTH]; \
1962 GLchan spec[MAX_WIDTH][4]; \
1963 GLchan rgba[MAX_WIDTH][4]; \
1964 GLfloat lambda[MAX_WIDTH]; \
1965 if (n>0) { \
1966 if (flat_shade) { \
1967 for (i=0;i<n;i++) { \
1968 GLdouble invQ = 1.0 / vv; \
1969 zspan[i] = FixedToDepth(ffz); \
1970 fogspan[i] = fffog / 256; \
1971 rgba[i][RCOMP] = r; \
1972 rgba[i][GCOMP] = g; \
1973 rgba[i][BCOMP] = b; \
1974 rgba[i][ACOMP] = a; \
1975 spec[i][RCOMP] = sr; \
1976 spec[i][GCOMP] = sg; \
1977 spec[i][BCOMP] = sb; \
1978 s[i] = ss*invQ; \
1979 t[i] = tt*invQ; \
1980 u[i] = uu*invQ; \
1981 lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
1982 invQ, twidth, theight );\
1983 fffog += fdfogdx; \
1984 ffz += fdzdx; \
1985 ss += dsdx; \
1986 tt += dtdx; \
1987 uu += dudx; \
1988 vv += dvdx; \
1989 } \
1990 } \
1991 else { \
1992 for (i=0;i<n;i++) { \
1993 GLdouble invQ = 1.0 / vv; \
1994 zspan[i] = FixedToDepth(ffz); \
1995 fogspan[i] = fffog / 256; \
1996 rgba[i][RCOMP] = FixedToInt(ffr); \
1997 rgba[i][GCOMP] = FixedToInt(ffg); \
1998 rgba[i][BCOMP] = FixedToInt(ffb); \
1999 rgba[i][ACOMP] = FixedToInt(ffa); \
2000 spec[i][RCOMP] = FixedToInt(ffsr); \
2001 spec[i][GCOMP] = FixedToInt(ffsg); \
2002 spec[i][BCOMP] = FixedToInt(ffsb); \
2003 s[i] = ss*invQ; \
2004 t[i] = tt*invQ; \
2005 u[i] = uu*invQ; \
2006 lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
2007 invQ, twidth, theight );\
2008 fffog += fdfogdx; \
2009 ffz += fdzdx; \
2010 ffr += fdrdx; \
2011 ffg += fdgdx; \
2012 ffb += fdbdx; \
2013 ffa += fdadx; \
2014 ffsr += fdsrdx; \
2015 ffsg += fdsgdx; \
2016 ffsb += fdsbdx; \
2017 ss += dsdx; \
2018 tt += dtdx; \
2019 uu += dudx; \
2020 vv += dvdx; \
2021 } \
2022 } \
2023 gl_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan, \
2024 s, t, u, lambda, \
2025 rgba, (CONST GLchan (*)[4]) spec, \
2026 GL_POLYGON ); \
2027 } \
2028 }
2029
2030 #include "s_tritemp.h"
2031 }
2032
2033
2034 /*
2035 * This is the big one!
2036 * Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
2037 * Yup, it's slow.
2038 */
2039 static void
2040 lambda_multitextured_triangle1( GLcontext *ctx,
2041 const SWvertex *v0,
2042 const SWvertex *v1,
2043 const SWvertex *v2,
2044 GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
2045 GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
2046 GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH])
2047 {
2048 #define INTERP_Z 1
2049 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
2050 #define INTERP_RGB 1
2051 #define INTERP_ALPHA 1
2052 #define INTERP_MULTITEX 1
2053
2054 #define SETUP_CODE \
2055 GLchan rgba[MAX_WIDTH][4]; \
2056 const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
2057 GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
2058 GLint r, g, b, a; \
2059 if (flat_shade) { \
2060 r = v0->color[0]; \
2061 g = v0->color[1]; \
2062 b = v0->color[2]; \
2063 a = v0->color[3]; \
2064 } \
2065 { \
2066 GLuint unit; \
2067 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
2068 if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
2069 const struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current; \
2070 const GLint baseLevel = obj->BaseLevel; \
2071 const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
2072 twidth[unit] = (GLfloat) texImage->Width; \
2073 theight[unit] = (GLfloat) texImage->Height; \
2074 } \
2075 } \
2076 }
2077
2078
2079
2080 #define INNER_LOOP( LEFT, RIGHT, Y ) \
2081 { \
2082 GLint i; \
2083 const GLint n = RIGHT-LEFT; \
2084 GLdepth zspan[MAX_WIDTH]; \
2085 GLfixed fogspan[MAX_WIDTH]; \
2086 GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
2087 if (n > 0) { \
2088 if (flat_shade) { \
2089 for (i=0;i<n;i++) { \
2090 zspan[i] = FixedToDepth(ffz); \
2091 fogspan[i] = fffog / 256; \
2092 fffog += fdfogdx; \
2093 ffz += fdzdx; \
2094 rgba[i][RCOMP] = r; \
2095 rgba[i][GCOMP] = g; \
2096 rgba[i][BCOMP] = b; \
2097 rgba[i][ACOMP] = a; \
2098 { \
2099 GLuint unit; \
2100 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
2101 if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
2102 GLdouble invQ = 1.0 / vv[unit]; \
2103 s[unit][i] = ss[unit] * invQ; \
2104 t[unit][i] = tt[unit] * invQ; \
2105 u[unit][i] = uu[unit] * invQ; \
2106 lambda[unit][i] = compute_lambda(dsdx[unit], dsdy[unit],\
2107 dtdx[unit], dtdy[unit], invQ, \
2108 twidth[unit], theight[unit] ); \
2109 ss[unit] += dsdx[unit]; \
2110 tt[unit] += dtdx[unit]; \
2111 uu[unit] += dudx[unit]; \
2112 vv[unit] += dvdx[unit]; \
2113 } \
2114 } \
2115 } \
2116 } \
2117 } \
2118 else { /* smooth shade */ \
2119 for (i=0;i<n;i++) { \
2120 zspan[i] = FixedToDepth(ffz); \
2121 fogspan[i] = fffog / 256; \
2122 ffz += fdzdx; \
2123 fffog += fdfogdx; \
2124 rgba[i][RCOMP] = FixedToInt(ffr); \
2125 rgba[i][GCOMP] = FixedToInt(ffg); \
2126 rgba[i][BCOMP] = FixedToInt(ffb); \
2127 rgba[i][ACOMP] = FixedToInt(ffa); \
2128 ffr += fdrdx; \
2129 ffg += fdgdx; \
2130 ffb += fdbdx; \
2131 ffa += fdadx; \
2132 { \
2133 GLuint unit; \
2134 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
2135 if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
2136 GLdouble invQ = 1.0 / vv[unit]; \
2137 s[unit][i] = ss[unit] * invQ; \
2138 t[unit][i] = tt[unit] * invQ; \
2139 u[unit][i] = uu[unit] * invQ; \
2140 lambda[unit][i] = compute_lambda(dsdx[unit], dsdy[unit],\
2141 dtdx[unit], dtdy[unit], invQ, \
2142 twidth[unit], theight[unit] ); \
2143 ss[unit] += dsdx[unit]; \
2144 tt[unit] += dtdx[unit]; \
2145 uu[unit] += dudx[unit]; \
2146 vv[unit] += dvdx[unit]; \
2147 } \
2148 } \
2149 } \
2150 } \
2151 } \
2152 gl_write_multitexture_span( ctx, n, LEFT, Y, zspan, fogspan, \
2153 (const GLfloat (*)[MAX_WIDTH]) s, \
2154 (const GLfloat (*)[MAX_WIDTH]) t, \
2155 (const GLfloat (*)[MAX_WIDTH]) u, \
2156 (GLfloat (*)[MAX_WIDTH]) lambda, \
2157 rgba, NULL, GL_POLYGON ); \
2158 } \
2159 }
2160 #include "s_tritemp.h"
2161 }
2162
2163
2164 /*
2165 * These wrappers are needed to deal with the 32KB / stack frame limit
2166 * on Mac / PowerPC systems.
2167 */
2168
2169 static void general_textured_spec_triangle(GLcontext *ctx,
2170 const SWvertex *v0,
2171 const SWvertex *v1,
2172 const SWvertex *v2 )
2173 {
2174 GLdepth zspan[MAX_WIDTH];
2175 GLfixed fogspan[MAX_WIDTH];
2176 GLchan rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
2177 general_textured_spec_triangle1(ctx,v0,v1,v2,zspan,fogspan,rgba,spec);
2178 }
2179
2180 static void lambda_textured_triangle( GLcontext *ctx,
2181 const SWvertex *v0,
2182 const SWvertex *v1,
2183 const SWvertex *v2 )
2184 {
2185 GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
2186 lambda_textured_triangle1(ctx,v0,v1,v2,s,t,u);
2187 }
2188
2189 static void lambda_textured_spec_triangle( GLcontext *ctx,
2190 const SWvertex *v0,
2191 const SWvertex *v1,
2192 const SWvertex *v2 )
2193 {
2194 GLfloat s[MAX_WIDTH];
2195 GLfloat t[MAX_WIDTH];
2196 GLfloat u[MAX_WIDTH];
2197 lambda_textured_spec_triangle1(ctx,v0,v1,v2,s,t,u);
2198 }
2199
2200
2201 static void lambda_multitextured_triangle( GLcontext *ctx,
2202 const SWvertex *v0,
2203 const SWvertex *v1,
2204 const SWvertex *v2 )
2205 {
2206
2207 GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
2208 GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
2209 DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
2210 CHECKARRAY(u,return);
2211
2212 lambda_multitextured_triangle1(ctx,v0,v1,v2,s,t,u);
2213
2214 UNDEFARRAY(u);
2215 }
2216
2217
2218
2219 static void occlusion_zless_triangle( GLcontext *ctx,
2220 const SWvertex *v0,
2221 const SWvertex *v1,
2222 const SWvertex *v2 )
2223 {
2224 if (ctx->OcclusionResult) {
2225 return;
2226 }
2227
2228 #define DO_OCCLUSION_TEST
2229 #define INTERP_Z 1
2230 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
2231 #define INNER_LOOP( LEFT, RIGHT, Y ) \
2232 { \
2233 GLint i; \
2234 const GLint len = RIGHT-LEFT; \
2235 for (i=0;i<len;i++) { \
2236 GLdepth z = FixedToDepth(ffz); \
2237 (void) fffog; \
2238 if (z < zRow[i]) { \
2239 ctx->OcclusionResult = GL_TRUE; \
2240 return; \
2241 } \
2242 ffz += fdzdx; \
2243 } \
2244 }
2245 #include "s_tritemp.h"
2246 }
2247
2248
2249
2250
2251
2252 #if 0
2253 # define dputs(s) puts(s)
2254 #else
2255 # define dputs(s)
2256 #endif
2257
2258
2259
2260 /*
2261 * Determine which triangle rendering function to use given the current
2262 * rendering context.
2263 *
2264 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
2265 * remove tests to this code.
2266 */
2267 void
2268 _swrast_choose_triangle( GLcontext *ctx )
2269 {
2270 SWcontext *swrast = SWRAST_CONTEXT(ctx);
2271 const GLboolean rgbmode = ctx->Visual.RGBAflag;
2272
2273 if (ctx->RenderMode==GL_RENDER) {
2274
2275 if (ctx->Polygon.SmoothFlag) {
2276 _mesa_set_aa_triangle_function(ctx);
2277 ASSERT(swrast->Triangle);
2278 return;
2279 }
2280
2281 if (ctx->Depth.OcclusionTest &&
2282 ctx->Depth.Test &&
2283 ctx->Depth.Mask == GL_FALSE &&
2284 ctx->Depth.Func == GL_LESS &&
2285 !ctx->Stencil.Enabled) {
2286 if ((rgbmode &&
2287 ctx->Color.ColorMask[0] == 0 &&
2288 ctx->Color.ColorMask[1] == 0 &&
2289 ctx->Color.ColorMask[2] == 0 &&
2290 ctx->Color.ColorMask[3] == 0)
2291 ||
2292 (!rgbmode && ctx->Color.IndexMask == 0)) {
2293 dputs("occlusion_test_triangle");
2294 swrast->Triangle = occlusion_zless_triangle;
2295 return;
2296 }
2297 }
2298
2299 if (ctx->Texture._ReallyEnabled) {
2300 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
2301 GLint format, filter;
2302 const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].Current2D;
2303 const struct gl_texture_image *image;
2304 /* First see if we can used an optimized 2-D texture function */
2305 if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
2306 && current2Dtex->WrapS==GL_REPEAT
2307 && current2Dtex->WrapT==GL_REPEAT
2308 && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */
2309 && image->Border==0
2310 && ((format = image->Format)==GL_RGB || format==GL_RGBA)
2311 && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
2312 && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR
2313 && ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) {
2314
2315 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
2316
2317 if (filter==GL_NEAREST
2318 && format==GL_RGB
2319 && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE
2320 || ctx->Texture.Unit[0].EnvMode==GL_DECAL)
2321 && ((swrast->_RasterMask==DEPTH_BIT
2322 && ctx->Depth.Func==GL_LESS
2323 && ctx->Depth.Mask==GL_TRUE)
2324 || swrast->_RasterMask==0)
2325 && ctx->Polygon.StippleFlag==GL_FALSE) {
2326
2327 if (swrast->_RasterMask==DEPTH_BIT) {
2328 swrast->Triangle = simple_z_textured_triangle;
2329 dputs("simple_z_textured_triangle");
2330 }
2331 else {
2332 swrast->Triangle = simple_textured_triangle;
2333 dputs("simple_textured_triangle");
2334 }
2335 }
2336 else {
2337 if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
2338 swrast->Triangle = general_textured_triangle;
2339 dputs("general_textured_triangle");
2340 }
2341 else {
2342 swrast->Triangle = affine_textured_triangle;
2343 dputs("affine_textured_triangle");
2344 }
2345 }
2346 }
2347 else {
2348 if (filter==GL_NEAREST) {
2349 swrast->Triangle = near_persp_textured_triangle;
2350 dputs("near_persp_textured_triangle");
2351 }
2352 else {
2353 swrast->Triangle = lin_persp_textured_triangle;
2354 dputs("lin_persp_textured_triangle");
2355 }
2356 }
2357 }
2358 else {
2359 /* More complicated textures (mipmap, multi-tex, sep specular) */
2360 GLboolean needLambda;
2361 /* if mag filter != min filter we need to compute lambda */
2362 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
2363 if (obj && obj->MinFilter != obj->MagFilter)
2364 needLambda = GL_TRUE;
2365 else
2366 needLambda = GL_FALSE;
2367 if (swrast->_MultiTextureEnabled) {
2368 swrast->Triangle = lambda_multitextured_triangle;
2369 dputs("lambda_multitextured_triangle");
2370 }
2371 else if ((ctx->Light.Enabled &&
2372 ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
2373 || ctx->Fog.ColorSumEnabled) {
2374 /* separate specular color interpolation */
2375 if (needLambda) {
2376 swrast->Triangle = lambda_textured_spec_triangle;
2377 dputs("lambda_textured_spec_triangle");
2378 }
2379 else {
2380 swrast->Triangle = general_textured_spec_triangle;
2381 dputs("general_textured_spec_triangle");
2382 }
2383 }
2384 else {
2385 if (needLambda) {
2386 swrast->Triangle = lambda_textured_triangle;
2387 dputs("lambda_textured_triangle");
2388 }
2389 else {
2390 swrast->Triangle = general_textured_triangle;
2391 dputs("general_textured_triangle");
2392 }
2393 }
2394 }
2395 }
2396 else {
2397 if (ctx->Light.ShadeModel==GL_SMOOTH) {
2398 /* smooth shaded, no texturing, stippled or some raster ops */
2399 if (rgbmode) {
2400 dputs("smooth_rgba_triangle");
2401 swrast->Triangle = smooth_rgba_triangle;
2402 }
2403 else {
2404 dputs("smooth_ci_triangle");
2405 swrast->Triangle = smooth_ci_triangle;
2406 }
2407 }
2408 else {
2409 /* flat shaded, no texturing, stippled or some raster ops */
2410 if (rgbmode) {
2411 dputs("flat_rgba_triangle");
2412 swrast->Triangle = flat_rgba_triangle;
2413 }
2414 else {
2415 dputs("flat_ci_triangle");
2416 swrast->Triangle = flat_ci_triangle;
2417 }
2418 }
2419 }
2420 }
2421 else if (ctx->RenderMode==GL_FEEDBACK) {
2422 swrast->Triangle = gl_feedback_triangle;
2423 }
2424 else {
2425 /* GL_SELECT mode */
2426 swrast->Triangle = gl_select_triangle;
2427 }
2428 }