assorted changes for supporting GLfloat color channels (not done)
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /* $Id: s_triangle.c,v 1.33 2001/07/13 20:07:37 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 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 * When the device driver doesn't implement triangle rasterization it
30 * can hook in _swrast_Triangle, which eventually calls one of these
31 * functions to draw triangles.
32 */
33
34 #include "glheader.h"
35 #include "context.h"
36 #include "colormac.h"
37 #include "macros.h"
38 #include "mem.h"
39 #include "mmath.h"
40 #include "texformat.h"
41 #include "teximage.h"
42 #include "texstate.h"
43
44 #include "s_aatriangle.h"
45 #include "s_context.h"
46 #include "s_depth.h"
47 #include "s_feedback.h"
48 #include "s_span.h"
49 #include "s_triangle.h"
50 #include "s_trispan.h"
51
52
53
54 GLboolean _mesa_cull_triangle( GLcontext *ctx,
55 const SWvertex *v0,
56 const SWvertex *v1,
57 const SWvertex *v2 )
58 {
59 GLfloat ex = v1->win[0] - v0->win[0];
60 GLfloat ey = v1->win[1] - v0->win[1];
61 GLfloat fx = v2->win[0] - v0->win[0];
62 GLfloat fy = v2->win[1] - v0->win[1];
63 GLfloat c = ex*fy-ey*fx;
64
65 if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
66 return 0;
67
68 return 1;
69 }
70
71
72
73 /*
74 * Render a flat-shaded color index triangle.
75 */
76 static void flat_ci_triangle( GLcontext *ctx,
77 const SWvertex *v0,
78 const SWvertex *v1,
79 const SWvertex *v2 )
80 {
81 #define INTERP_Z 1
82 #define INTERP_FOG 1
83
84 #define RENDER_SPAN( span ) \
85 GLdepth zSpan[MAX_WIDTH]; \
86 GLfloat fogSpan[MAX_WIDTH]; \
87 GLuint i; \
88 for (i = 0; i < span.count; i++) { \
89 zSpan[i] = FixedToDepth(span.z); \
90 span.z += span.zStep; \
91 fogSpan[i] = span.fog; \
92 span.fog += span.fogStep; \
93 } \
94 _mesa_write_monoindex_span(ctx, span.count, span.x, span.y, \
95 zSpan, fogSpan, v0->index, NULL, GL_POLYGON );
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_FOG 1
112 #define INTERP_INDEX 1
113
114 #define RENDER_SPAN( span ) \
115 GLdepth zSpan[MAX_WIDTH]; \
116 GLfloat fogSpan[MAX_WIDTH]; \
117 GLuint indexSpan[MAX_WIDTH]; \
118 GLuint i; \
119 for (i = 0; i < span.count; i++) { \
120 zSpan[i] = FixedToDepth(span.z); \
121 span.z += span.zStep; \
122 indexSpan[i] = FixedToInt(span.index); \
123 span.index += span.indexStep; \
124 fogSpan[i] = span.fog; \
125 span.fog += span.fogStep; \
126 } \
127 _mesa_write_index_span(ctx, span.count, span.x, span.y, \
128 zSpan, fogSpan, indexSpan, NULL, GL_POLYGON);
129
130 #include "s_tritemp.h"
131 }
132
133
134
135 /*
136 * Render a flat-shaded RGBA triangle.
137 */
138 static void flat_rgba_triangle( GLcontext *ctx,
139 const SWvertex *v0,
140 const SWvertex *v1,
141 const SWvertex *v2 )
142 {
143 #define INTERP_Z 1
144 #define INTERP_FOG 1
145 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
146
147 #define RENDER_SPAN( span ) \
148 GLdepth zSpan[MAX_WIDTH]; \
149 GLfloat fogSpan[MAX_WIDTH]; \
150 GLuint i; \
151 for (i = 0; i < span.count; i++) { \
152 zSpan[i] = FixedToDepth(span.z); \
153 span.z += span.zStep; \
154 fogSpan[i] = span.fog; \
155 span.fog += span.fogStep; \
156 } \
157 _mesa_write_monocolor_span(ctx, span.count, span.x, span.y, zSpan, \
158 fogSpan, v2->color, NULL, GL_POLYGON );
159
160 #include "s_tritemp.h"
161
162 ASSERT(!ctx->Texture._ReallyEnabled); /* texturing must be off */
163 ASSERT(ctx->Light.ShadeModel==GL_FLAT);
164 }
165
166
167
168 /*
169 * Render a smooth-shaded RGBA triangle.
170 */
171 static void smooth_rgba_triangle( GLcontext *ctx,
172 const SWvertex *v0,
173 const SWvertex *v1,
174 const SWvertex *v2 )
175 {
176
177 #define INTERP_Z 1
178 #define INTERP_FOG 1
179 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
180 #define INTERP_RGB 1
181 #define INTERP_ALPHA 1
182
183 #define RENDER_SPAN( span ) \
184 GLdepth zSpan[MAX_WIDTH]; \
185 GLchan rgbaSpan[MAX_WIDTH][4]; \
186 GLfloat fogSpan[MAX_WIDTH]; \
187 GLuint i; \
188 for (i = 0; i < span.count; i++) { \
189 rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
190 rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
191 rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
192 rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
193 span.red += span.redStep; \
194 span.green += span.greenStep; \
195 span.blue += span.blueStep; \
196 span.alpha += span.alphaStep; \
197 zSpan[i] = FixedToDepth(span.z); \
198 span.z += span.zStep; \
199 fogSpan[i] = span.fog; \
200 span.fog += span.fogStep; \
201 } \
202 _mesa_write_rgba_span(ctx, span.count, span.x, span.y, \
203 (CONST GLdepth *) zSpan, \
204 fogSpan, rgbaSpan, NULL, GL_POLYGON);
205
206 #include "s_tritemp.h"
207
208 ASSERT(!ctx->Texture._ReallyEnabled); /* texturing must be off */
209 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
210 }
211
212
213 /*
214 * Render an RGB, GL_DECAL, textured triangle.
215 * Interpolate S,T only w/out mipmapping or perspective correction.
216 *
217 * No fog.
218 */
219 static void simple_textured_triangle( GLcontext *ctx,
220 const SWvertex *v0,
221 const SWvertex *v1,
222 const SWvertex *v2 )
223 {
224 #define INTERP_INT_TEX 1
225 #define S_SCALE twidth
226 #define T_SCALE theight
227
228 #define SETUP_CODE \
229 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
230 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
231 GLint b = obj->BaseLevel; \
232 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
233 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
234 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
235 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
236 const GLint smask = obj->Image[b]->Width - 1; \
237 const GLint tmask = obj->Image[b]->Height - 1; \
238 if (!texture) { \
239 /* this shouldn't happen */ \
240 return; \
241 }
242
243 #define RENDER_SPAN( span ) \
244 GLchan rgbSpan[MAX_WIDTH][3]; \
245 GLuint i; \
246 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
247 span.intTex[1] -= FIXED_HALF; \
248 for (i = 0; i < span.count; i++) { \
249 GLint s = FixedToInt(span.intTex[0]) & smask; \
250 GLint t = FixedToInt(span.intTex[1]) & tmask; \
251 GLint pos = (t << twidth_log2) + s; \
252 pos = pos + pos + pos; /* multiply by 3 */ \
253 rgbSpan[i][RCOMP] = texture[pos]; \
254 rgbSpan[i][GCOMP] = texture[pos+1]; \
255 rgbSpan[i][BCOMP] = texture[pos+2]; \
256 span.intTex[0] += span.intTexStep[0]; \
257 span.intTex[1] += span.intTexStep[1]; \
258 } \
259 (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y, \
260 (CONST GLchan (*)[3]) rgbSpan, NULL );
261
262 #include "s_tritemp.h"
263 }
264
265
266 /*
267 * Render an RGB, GL_DECAL, textured triangle.
268 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
269 * perspective correction.
270 *
271 * No fog.
272 */
273 static void simple_z_textured_triangle( GLcontext *ctx,
274 const SWvertex *v0,
275 const SWvertex *v1,
276 const SWvertex *v2 )
277 {
278 #define INTERP_Z 1
279 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
280 #define INTERP_INT_TEX 1
281 #define S_SCALE twidth
282 #define T_SCALE theight
283
284 #define SETUP_CODE \
285 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
286 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
287 GLint b = obj->BaseLevel; \
288 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
289 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
290 GLint twidth_log2 = obj->Image[b]->WidthLog2; \
291 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
292 GLint smask = obj->Image[b]->Width - 1; \
293 GLint tmask = obj->Image[b]->Height - 1; \
294 if (!texture) { \
295 /* this shouldn't happen */ \
296 return; \
297 }
298
299 #define RENDER_SPAN( span ) \
300 GLchan rgbSpan[MAX_WIDTH][3]; \
301 GLubyte mask[MAX_WIDTH]; \
302 GLuint i; \
303 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
304 span.intTex[1] -= FIXED_HALF; \
305 for (i = 0; i < span.count; i++) { \
306 const GLdepth z = FixedToDepth(span.z); \
307 if (z < zRow[i]) { \
308 GLint s = FixedToInt(span.intTex[0]) & smask; \
309 GLint t = FixedToInt(span.intTex[1]) & tmask; \
310 GLint pos = (t << twidth_log2) + s; \
311 pos = pos + pos + pos; /* multiply by 3 */ \
312 rgbSpan[i][RCOMP] = texture[pos]; \
313 rgbSpan[i][GCOMP] = texture[pos+1]; \
314 rgbSpan[i][BCOMP] = texture[pos+2]; \
315 zRow[i] = z; \
316 mask[i] = 1; \
317 } \
318 else { \
319 mask[i] = 0; \
320 } \
321 span.intTex[0] += span.intTexStep[0]; \
322 span.intTex[1] += span.intTexStep[1]; \
323 span.z += span.zStep; \
324 } \
325 (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y, \
326 (CONST GLchan (*)[3]) rgbSpan, mask );
327
328 #include "s_tritemp.h"
329 }
330
331
332 #if CHAN_TYPE != GL_FLOAT
333
334 struct affine_info
335 {
336 GLenum filter;
337 GLenum format;
338 GLenum envmode;
339 GLint smask, tmask;
340 GLint twidth_log2;
341 const GLchan *texture;
342 GLchan er, eg, eb, ea;
343 GLint tbytesline, tsize;
344 GLint fixedToDepthShift;
345 };
346
347 static void
348 affine_span(GLcontext *ctx, struct triangle_span *span,
349 struct affine_info *info)
350 {
351 GLint tr, tg, tb, ta;
352
353 /* Instead of defining a function for each mode, a test is done
354 * between the outer and inner loops. This is to reduce code size
355 * and complexity. Observe that an optimizing compiler kills
356 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
357 */
358
359 #define NEAREST_RGB \
360 tr = tex00[RCOMP]; \
361 tg = tex00[GCOMP]; \
362 tb = tex00[BCOMP]; \
363 ta = CHAN_MAX
364
365 #define LINEAR_RGB \
366 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
367 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
368 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
369 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
370 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
371 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
372 ta = CHAN_MAX
373
374 #define NEAREST_RGBA \
375 tr = tex00[RCOMP]; \
376 tg = tex00[GCOMP]; \
377 tb = tex00[BCOMP]; \
378 ta = tex00[ACOMP]
379
380 #define LINEAR_RGBA \
381 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
382 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
383 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
384 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
385 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
386 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
387 ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
388 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
389
390 #define MODULATE \
391 dest[RCOMP] = span->red * (tr + 1) >> (FIXED_SHIFT + 8); \
392 dest[GCOMP] = span->green * (tg + 1) >> (FIXED_SHIFT + 8); \
393 dest[BCOMP] = span->blue * (tb + 1) >> (FIXED_SHIFT + 8); \
394 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
395
396 #define DECAL \
397 dest[RCOMP] = ((CHAN_MAX - ta) * span->red \
398 + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
399 dest[GCOMP] = ((CHAN_MAX - ta) * span->green \
400 + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
401 dest[BCOMP] = ((CHAN_MAX - ta) * span->blue \
402 + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
403 dest[ACOMP] = FixedToInt(span->alpha)
404
405 #define BLEND \
406 dest[RCOMP] = ((CHAN_MAX - tr) * span->red \
407 + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
408 dest[GCOMP] = ((CHAN_MAX - tg) * span->green \
409 + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
410 dest[BCOMP] = ((CHAN_MAX - tb) * span->blue \
411 + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
412 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
413
414 #define REPLACE \
415 dest[RCOMP] = tr; \
416 dest[GCOMP] = tg; \
417 dest[BCOMP] = tb; \
418 dest[ACOMP] = ta
419
420 #define ADD \
421 dest[RCOMP] = ((span->red << 8) \
422 + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
423 dest[GCOMP] = ((span->green << 8) \
424 + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
425 dest[BCOMP] = ((span->blue << 8) \
426 + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
427 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
428
429 /* shortcuts */
430
431 #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
432
433 #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
434
435 #define SPAN_NEAREST(DO_TEX,COMP) \
436 for (i = 0; i < span->count; i++) { \
437 /* Isn't it necessary to use FixedFloor below?? */ \
438 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
439 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
440 GLint pos = (t << info->twidth_log2) + s; \
441 const GLchan *tex00 = info->texture + COMP * pos; \
442 zspan[i] = FixedToDepth(span->z); \
443 fogspan[i] = span->fog; \
444 DO_TEX; \
445 span->fog += span->fogStep; \
446 span->z += span->zStep; \
447 span->red += span->redStep; \
448 span->green += span->greenStep; \
449 span->blue += span->blueStep; \
450 span->alpha += span->alphaStep; \
451 span->intTex[0] += span->intTexStep[0]; \
452 span->intTex[1] += span->intTexStep[1]; \
453 dest += 4; \
454 }
455
456 #define SPAN_LINEAR(DO_TEX,COMP) \
457 for (i = 0; i < span->count; i++) { \
458 /* Isn't it necessary to use FixedFloor below?? */ \
459 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
460 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
461 GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
462 GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
463 GLfixed si = FIXED_FRAC_MASK - sf; \
464 GLfixed ti = FIXED_FRAC_MASK - tf; \
465 GLint pos = (t << info->twidth_log2) + s; \
466 const GLchan *tex00 = info->texture + COMP * pos; \
467 const GLchan *tex10 = tex00 + info->tbytesline; \
468 const GLchan *tex01 = tex00 + COMP; \
469 const GLchan *tex11 = tex10 + COMP; \
470 (void) ti; \
471 (void) si; \
472 if (t == info->tmask) { \
473 tex10 -= info->tsize; \
474 tex11 -= info->tsize; \
475 } \
476 if (s == info->smask) { \
477 tex01 -= info->tbytesline; \
478 tex11 -= info->tbytesline; \
479 } \
480 zspan[i] = FixedToDepth(span->z); \
481 fogspan[i] = span->fog; \
482 DO_TEX; \
483 span->fog += span->fogStep; \
484 span->z += span->zStep; \
485 span->red += span->redStep; \
486 span->green += span->greenStep; \
487 span->blue += span->blueStep; \
488 span->alpha += span->alphaStep; \
489 span->intTex[0] += span->intTexStep[0]; \
490 span->intTex[1] += span->intTexStep[1]; \
491 dest += 4; \
492 }
493
494 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
495
496 GLuint i;
497 GLdepth zspan[MAX_WIDTH];
498 GLfloat fogspan[MAX_WIDTH];
499 GLchan rgba[MAX_WIDTH][4];
500 GLchan *dest = rgba[0];
501 const GLint fixedToDepthShift = info->fixedToDepthShift;
502
503 span->intTex[0] -= FIXED_HALF;
504 span->intTex[1] -= FIXED_HALF;
505 switch (info->filter) {
506 case GL_NEAREST:
507 switch (info->format) {
508 case GL_RGB:
509 switch (info->envmode) {
510 case GL_MODULATE:
511 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
512 break;
513 case GL_DECAL:
514 case GL_REPLACE:
515 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
516 break;
517 case GL_BLEND:
518 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
519 break;
520 case GL_ADD:
521 SPAN_NEAREST(NEAREST_RGB;ADD,3);
522 break;
523 default:
524 abort();
525 }
526 break;
527 case GL_RGBA:
528 switch(info->envmode) {
529 case GL_MODULATE:
530 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
531 break;
532 case GL_DECAL:
533 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
534 break;
535 case GL_BLEND:
536 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
537 break;
538 case GL_ADD:
539 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
540 break;
541 case GL_REPLACE:
542 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
543 break;
544 default:
545 abort();
546 }
547 break;
548 }
549 break;
550
551 case GL_LINEAR:
552 span->intTex[0] -= FIXED_HALF;
553 span->intTex[1] -= FIXED_HALF;
554 switch (info->format) {
555 case GL_RGB:
556 switch (info->envmode) {
557 case GL_MODULATE:
558 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
559 break;
560 case GL_DECAL:
561 case GL_REPLACE:
562 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
563 break;
564 case GL_BLEND:
565 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
566 break;
567 case GL_ADD:
568 SPAN_LINEAR(LINEAR_RGB;ADD,3);
569 break;
570 default:
571 abort();
572 }
573 break;
574 case GL_RGBA:
575 switch (info->envmode) {
576 case GL_MODULATE:
577 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
578 break;
579 case GL_DECAL:
580 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
581 break;
582 case GL_BLEND:
583 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
584 break;
585 case GL_ADD:
586 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
587 break;
588 case GL_REPLACE:
589 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
590 break;
591 default:
592 abort();
593 } break;
594 }
595 break;
596 }
597 _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
598 zspan, fogspan, rgba, NULL, GL_POLYGON);
599
600 #undef SPAN_NEAREST
601 #undef SPAN_LINEAR
602 #undef FixedToDepth
603 }
604
605
606
607 /*
608 * Render an RGB/RGBA textured triangle without perspective correction.
609 */
610 static void affine_textured_triangle( GLcontext *ctx,
611 const SWvertex *v0,
612 const SWvertex *v1,
613 const SWvertex *v2 )
614 {
615 #define INTERP_Z 1
616 #define INTERP_FOG 1
617 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
618 #define INTERP_RGB 1
619 #define INTERP_ALPHA 1
620 #define INTERP_INT_TEX 1
621 #define S_SCALE twidth
622 #define T_SCALE theight
623
624 #define SETUP_CODE \
625 struct affine_info info; \
626 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
627 struct gl_texture_object *obj = unit->Current2D; \
628 GLint b = obj->BaseLevel; \
629 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
630 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
631 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
632 info.texture = (const GLchan *) obj->Image[b]->Data; \
633 info.twidth_log2 = obj->Image[b]->WidthLog2; \
634 info.smask = obj->Image[b]->Width - 1; \
635 info.tmask = obj->Image[b]->Height - 1; \
636 info.format = obj->Image[b]->Format; \
637 info.filter = obj->MinFilter; \
638 info.envmode = unit->EnvMode; \
639 \
640 if (info.envmode == GL_BLEND) { \
641 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
642 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
643 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
644 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
645 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
646 } \
647 if (!info.texture) { \
648 /* this shouldn't happen */ \
649 return; \
650 } \
651 \
652 switch (info.format) { \
653 case GL_ALPHA: \
654 case GL_LUMINANCE: \
655 case GL_INTENSITY: \
656 info.tbytesline = obj->Image[b]->Width; \
657 break; \
658 case GL_LUMINANCE_ALPHA: \
659 info.tbytesline = obj->Image[b]->Width * 2; \
660 break; \
661 case GL_RGB: \
662 info.tbytesline = obj->Image[b]->Width * 3; \
663 break; \
664 case GL_RGBA: \
665 info.tbytesline = obj->Image[b]->Width * 4; \
666 break; \
667 default: \
668 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
669 return; \
670 } \
671 info.tsize = obj->Image[b]->Height * info.tbytesline;
672
673 #define RENDER_SPAN( span ) \
674 if (ctx->Light.ShadeModel == GL_FLAT) { \
675 span.red = IntToFixed(v2->color[RCOMP]); \
676 span.green = IntToFixed(v2->color[GCOMP]); \
677 span.blue = IntToFixed(v2->color[BCOMP]); \
678 span.alpha = IntToFixed(v2->color[ACOMP]); \
679 } \
680 affine_span(ctx, &span, &info);
681
682 #include "s_tritemp.h"
683
684 }
685
686 #endif /* CHAN_BITS != GL_FLOAT */
687
688
689 struct persp_info
690 {
691 GLenum filter;
692 GLenum format;
693 GLenum envmode;
694 GLint smask, tmask;
695 GLint twidth_log2;
696 const GLchan *texture;
697 GLchan er, eg, eb, ea;
698 GLint tbytesline, tsize;
699 GLint fixedToDepthShift;
700 };
701
702
703 static void
704 fast_persp_span(GLcontext *ctx, struct triangle_span *span,
705 struct persp_info *info)
706 {
707 GLint tr, tg, tb, ta;
708
709 /* Instead of defining a function for each mode, a test is done
710 * between the outer and inner loops. This is to reduce code size
711 * and complexity. Observe that an optimizing compiler kills
712 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
713 */
714 #define SPAN_NEAREST(DO_TEX,COMP) \
715 for (i = 0; i < span->count; i++) { \
716 GLdouble invQ = tex_coord[2] ? \
717 (1.0 / tex_coord[2]) : 1.0; \
718 GLfloat s_tmp = tex_coord[0] * invQ; \
719 GLfloat t_tmp = tex_coord[1] * invQ; \
720 GLint s = IFLOOR(s_tmp) & info->smask; \
721 GLint t = IFLOOR(t_tmp) & info->tmask; \
722 GLint pos = (t << info->twidth_log2) + s; \
723 const GLchan *tex00 = info->texture + COMP * pos; \
724 zspan[i] = FixedToDepth(span->z); \
725 fogspan[i] = span->fog; \
726 DO_TEX; \
727 span->fog += span->fogStep; \
728 span->z += span->zStep; \
729 span->red += span->redStep; \
730 span->green += span->greenStep; \
731 span->blue += span->blueStep; \
732 span->alpha += span->alphaStep; \
733 tex_coord[0] += tex_step[0]; \
734 tex_coord[1] += tex_step[1]; \
735 tex_coord[2] += tex_step[2]; \
736 dest += 4; \
737 }
738
739 #define SPAN_LINEAR(DO_TEX,COMP) \
740 for (i = 0; i < span->count; i++) { \
741 GLdouble invQ = tex_coord[2] ? \
742 (1.0 / tex_coord[2]) : 1.0; \
743 GLfloat s_tmp = tex_coord[0] * invQ - 0.5F; \
744 GLfloat t_tmp = tex_coord[1] * invQ - 0.5F; \
745 GLfixed s_fix = FloatToFixed(s_tmp); \
746 GLfixed t_fix = FloatToFixed(t_tmp); \
747 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
748 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
749 GLfixed sf = s_fix & FIXED_FRAC_MASK; \
750 GLfixed tf = t_fix & FIXED_FRAC_MASK; \
751 GLfixed si = FIXED_FRAC_MASK - sf; \
752 GLfixed ti = FIXED_FRAC_MASK - tf; \
753 GLint pos = (t << info->twidth_log2) + s; \
754 const GLchan *tex00 = info->texture + COMP * pos; \
755 const GLchan *tex10 = tex00 + info->tbytesline; \
756 const GLchan *tex01 = tex00 + COMP; \
757 const GLchan *tex11 = tex10 + COMP; \
758 (void) ti; \
759 (void) si; \
760 if (t == info->tmask) { \
761 tex10 -= info->tsize; \
762 tex11 -= info->tsize; \
763 } \
764 if (s == info->smask) { \
765 tex01 -= info->tbytesline; \
766 tex11 -= info->tbytesline; \
767 } \
768 zspan[i] = FixedToDepth(span->z); \
769 fogspan[i] = span->fog; \
770 DO_TEX; \
771 span->fog += span->fogStep; \
772 span->z += span->zStep; \
773 span->red += span->redStep; \
774 span->green += span->greenStep; \
775 span->blue += span->blueStep; \
776 span->alpha += span->alphaStep; \
777 tex_coord[0] += tex_step[0]; \
778 tex_coord[1] += tex_step[1]; \
779 tex_coord[2] += tex_step[2]; \
780 dest += 4; \
781 }
782
783 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
784
785 GLuint i;
786 GLdepth zspan[MAX_WIDTH];
787 GLfloat tex_coord[3], tex_step[3];
788 GLfloat fogspan[MAX_WIDTH];
789 GLchan rgba[MAX_WIDTH][4];
790 GLchan *dest = rgba[0];
791 const GLint fixedToDepthShift = info->fixedToDepthShift;
792
793 tex_coord[0] = span->tex[0][0] * (info->smask + 1),
794 tex_step[0] = span->texStep[0][0] * (info->smask + 1);
795 tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
796 tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
797 /* span->tex[0][2] only if 3D-texturing, here only 2D */
798 tex_coord[2] = span->tex[0][3],
799 tex_step[2] = span->texStep[0][3];
800
801 switch (info->filter) {
802 case GL_NEAREST:
803 switch (info->format) {
804 case GL_RGB:
805 switch (info->envmode) {
806 case GL_MODULATE:
807 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
808 break;
809 case GL_DECAL:
810 case GL_REPLACE:
811 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
812 break;
813 case GL_BLEND:
814 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
815 break;
816 case GL_ADD:
817 SPAN_NEAREST(NEAREST_RGB;ADD,3);
818 break;
819 default:
820 abort();
821 }
822 break;
823 case GL_RGBA:
824 switch(info->envmode) {
825 case GL_MODULATE:
826 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
827 break;
828 case GL_DECAL:
829 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
830 break;
831 case GL_BLEND:
832 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
833 break;
834 case GL_ADD:
835 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
836 break;
837 case GL_REPLACE:
838 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
839 break;
840 default:
841 abort();
842 }
843 break;
844 }
845 break;
846
847 case GL_LINEAR:
848 switch (info->format) {
849 case GL_RGB:
850 switch (info->envmode) {
851 case GL_MODULATE:
852 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
853 break;
854 case GL_DECAL:
855 case GL_REPLACE:
856 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
857 break;
858 case GL_BLEND:
859 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
860 break;
861 case GL_ADD:
862 SPAN_LINEAR(LINEAR_RGB;ADD,3);
863 break;
864 default:
865 abort();
866 }
867 break;
868 case GL_RGBA:
869 switch (info->envmode) {
870 case GL_MODULATE:
871 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
872 break;
873 case GL_DECAL:
874 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
875 break;
876 case GL_BLEND:
877 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
878 break;
879 case GL_ADD:
880 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
881 break;
882 case GL_REPLACE:
883 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
884 break;
885 default:
886 abort();
887 }
888 break;
889 }
890 break;
891 }
892 /* This does not seem to be necessary, but I don't know !! */
893 /* span->tex[0][0] = tex_coord[0] / (info->smask + 1),
894 span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/
895 /* span->tex[0][2] only if 3D-texturing, here only 2D */
896 /* span->tex[0][3] = tex_coord[2]; */
897
898 _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
899 zspan, fogspan, rgba, NULL, GL_POLYGON);
900
901
902 #undef SPAN_NEAREST
903 #undef SPAN_LINEAR
904 #undef FixedToDepth
905 }
906
907
908 /*
909 * Render an perspective corrected RGB/RGBA textured triangle.
910 * The Q (aka V in Mesa) coordinate must be zero such that the divide
911 * by interpolated Q/W comes out right.
912 *
913 */
914 static void persp_textured_triangle( GLcontext *ctx,
915 const SWvertex *v0,
916 const SWvertex *v1,
917 const SWvertex *v2 )
918 {
919 #define INTERP_Z 1
920 #define INTERP_FOG 1
921 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
922 #define INTERP_RGB 1
923 #define INTERP_ALPHA 1
924 #define INTERP_TEX 1
925
926 #define SETUP_CODE \
927 struct persp_info info; \
928 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
929 struct gl_texture_object *obj = unit->Current2D; \
930 GLint b = obj->BaseLevel; \
931 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
932 info.texture = (const GLchan *) obj->Image[b]->Data; \
933 info.twidth_log2 = obj->Image[b]->WidthLog2; \
934 info.smask = obj->Image[b]->Width - 1; \
935 info.tmask = obj->Image[b]->Height - 1; \
936 info.format = obj->Image[b]->Format; \
937 info.filter = obj->MinFilter; \
938 info.envmode = unit->EnvMode; \
939 \
940 if (info.envmode == GL_BLEND) { \
941 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
942 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
943 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
944 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
945 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
946 } \
947 if (!info.texture) { \
948 /* this shouldn't happen */ \
949 return; \
950 } \
951 \
952 switch (info.format) { \
953 case GL_ALPHA: \
954 case GL_LUMINANCE: \
955 case GL_INTENSITY: \
956 info.tbytesline = obj->Image[b]->Width; \
957 break; \
958 case GL_LUMINANCE_ALPHA: \
959 info.tbytesline = obj->Image[b]->Width * 2; \
960 break; \
961 case GL_RGB: \
962 info.tbytesline = obj->Image[b]->Width * 3; \
963 break; \
964 case GL_RGBA: \
965 info.tbytesline = obj->Image[b]->Width * 4; \
966 break; \
967 default: \
968 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
969 return; \
970 } \
971 info.tsize = obj->Image[b]->Height * info.tbytesline;
972
973 #define RENDER_SPAN( span ) \
974 if (ctx->Light.ShadeModel == GL_FLAT) { \
975 span.red = IntToFixed(v2->color[RCOMP]); \
976 span.green = IntToFixed(v2->color[GCOMP]); \
977 span.blue = IntToFixed(v2->color[BCOMP]); \
978 span.alpha = IntToFixed(v2->color[ACOMP]); \
979 } \
980 fast_persp_span(ctx, &span, &info);
981
982 #include "s_tritemp.h"
983
984 }
985
986
987
988 /*
989 * Generate arrays of fragment colors, z, fog, texcoords, etc from a
990 * triangle span object. Then call the span/fragment processsing
991 * functions in s_span.[ch]. This is used by a bunch of the textured
992 * triangle functions.
993 */
994 static void
995 rasterize_span(GLcontext *ctx, const struct triangle_span *span)
996 {
997 DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4);
998 DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
999 DEFARRAY(GLuint, index, MAX_WIDTH);
1000 DEFARRAY(GLuint, z, MAX_WIDTH);
1001 DEFARRAY(GLfloat, fog, MAX_WIDTH);
1002 DEFARRAY(GLfloat, sTex, MAX_WIDTH);
1003 DEFARRAY(GLfloat, tTex, MAX_WIDTH);
1004 DEFARRAY(GLfloat, rTex, MAX_WIDTH);
1005 DEFARRAY(GLfloat, lambda, MAX_WIDTH);
1006 DEFMARRAY(GLfloat, msTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
1007 DEFMARRAY(GLfloat, mtTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
1008 DEFMARRAY(GLfloat, mrTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
1009 DEFMARRAY(GLfloat, mLambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
1010
1011 CHECKARRAY(rgba, return);
1012 CHECKARRAY(spec, return);
1013 CHECKARRAY(index, return);
1014 CHECKARRAY(z, return);
1015 CHECKARRAY(fog, return);
1016 CHECKARRAY(sTex, return);
1017 CHECKARRAY(tTex, return);
1018 CHECKARRAY(rTex, return);
1019 CHECKARRAY(lambda, return);
1020 CHECKARRAY(msTex, return);
1021 CHECKARRAY(mtTex, return);
1022 CHECKARRAY(mrTex, return);
1023 CHECKARRAY(mLambda, return);
1024
1025 if (span->activeMask & SPAN_RGBA) {
1026 GLfixed r = span->red;
1027 GLfixed g = span->green;
1028 GLfixed b = span->blue;
1029 GLfixed a = span->alpha;
1030 GLuint i;
1031 for (i = 0; i < span->count; i++) {
1032 rgba[i][RCOMP] = FixedToInt(r);
1033 rgba[i][GCOMP] = FixedToInt(g);
1034 rgba[i][BCOMP] = FixedToInt(b);
1035 rgba[i][ACOMP] = FixedToInt(a);
1036 r += span->redStep;
1037 g += span->greenStep;
1038 b += span->blueStep;
1039 a += span->alphaStep;
1040 }
1041 }
1042 if (span->activeMask & SPAN_SPEC) {
1043 GLfixed r = span->specRed;
1044 GLfixed g = span->specGreen;
1045 GLfixed b = span->specBlue;
1046 GLuint i;
1047 for (i = 0; i < span->count; i++) {
1048 spec[i][RCOMP] = FixedToInt(r);
1049 spec[i][GCOMP] = FixedToInt(g);
1050 spec[i][BCOMP] = FixedToInt(b);
1051 r += span->specRedStep;
1052 g += span->specGreenStep;
1053 b += span->specBlueStep;
1054 }
1055 }
1056 if (span->activeMask & SPAN_INDEX) {
1057 GLuint i;
1058 GLfixed ind = span->index;
1059 for (i = 0; i < span->count; i++) {
1060 index[i] = FixedToInt(ind);
1061 ind += span->indexStep;
1062 }
1063 }
1064 if (span->activeMask & SPAN_Z) {
1065 if (ctx->Visual.depthBits <= 16) {
1066 GLuint i;
1067 GLfixed zval = span->z;
1068 for (i = 0; i < span->count; i++) {
1069 z[i] = FixedToInt(zval);
1070 zval += span->zStep;
1071 }
1072 }
1073 else {
1074 /* Deep Z buffer, no fixed->int shift */
1075 GLuint i;
1076 GLfixed zval = span->z;
1077 for (i = 0; i < span->count; i++) {
1078 z[i] = zval;
1079 zval += span->zStep;
1080 }
1081 }
1082 }
1083 if (span->activeMask & SPAN_FOG) {
1084 GLuint i;
1085 GLfloat f = span->fog;
1086 for (i = 0; i < span->count; i++) {
1087 fog[i] = f;
1088 f += span->fogStep;
1089 }
1090 }
1091 if (span->activeMask & SPAN_TEXTURE) {
1092 if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
1093 /* multitexture */
1094 if (span->activeMask & SPAN_LAMBDA) {
1095 /* with lambda */
1096 GLuint u;
1097 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
1098 if (ctx->Texture.Unit[u]._ReallyEnabled) {
1099 GLfloat s = span->tex[u][0];
1100 GLfloat t = span->tex[u][1];
1101 GLfloat r = span->tex[u][2];
1102 GLfloat q = span->tex[u][3];
1103 GLuint i;
1104 for (i = 0; i < span->count; i++) {
1105 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1106 msTex[u][i] = s * invQ;
1107 mtTex[u][i] = t * invQ;
1108 mrTex[u][i] = r * invQ;
1109 mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
1110 s += span->texStep[u][0];
1111 t += span->texStep[u][1];
1112 r += span->texStep[u][2];
1113 q += span->texStep[u][3];
1114 }
1115 }
1116 }
1117 }
1118 else {
1119 /* without lambda */
1120 GLuint u;
1121 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
1122 if (ctx->Texture.Unit[u]._ReallyEnabled) {
1123 GLfloat s = span->tex[u][0];
1124 GLfloat t = span->tex[u][1];
1125 GLfloat r = span->tex[u][2];
1126 GLfloat q = span->tex[u][3];
1127 GLuint i;
1128 for (i = 0; i < span->count; i++) {
1129 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1130 msTex[u][i] = s * invQ;
1131 mtTex[u][i] = t * invQ;
1132 mrTex[u][i] = r * invQ;
1133 s += span->texStep[u][0];
1134 t += span->texStep[u][1];
1135 r += span->texStep[u][2];
1136 q += span->texStep[u][3];
1137 }
1138 }
1139 }
1140 }
1141 }
1142 else {
1143 /* just texture unit 0 */
1144 if (span->activeMask & SPAN_LAMBDA) {
1145 /* with lambda */
1146 GLfloat s = span->tex[0][0];
1147 GLfloat t = span->tex[0][1];
1148 GLfloat r = span->tex[0][2];
1149 GLfloat q = span->tex[0][3];
1150 GLuint i;
1151 for (i = 0; i < span->count; i++) {
1152 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1153 sTex[i] = s * invQ;
1154 tTex[i] = t * invQ;
1155 rTex[i] = r * invQ;
1156 lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
1157 s += span->texStep[0][0];
1158 t += span->texStep[0][1];
1159 r += span->texStep[0][2];
1160 q += span->texStep[0][3];
1161 }
1162 }
1163 else {
1164 /* without lambda */
1165 GLfloat s = span->tex[0][0];
1166 GLfloat t = span->tex[0][1];
1167 GLfloat r = span->tex[0][2];
1168 GLfloat q = span->tex[0][3];
1169 GLuint i;
1170 for (i = 0; i < span->count; i++) {
1171 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1172 sTex[i] = s * invQ;
1173 tTex[i] = t * invQ;
1174 rTex[i] = r * invQ;
1175 s += span->texStep[0][0];
1176 t += span->texStep[0][1];
1177 r += span->texStep[0][2];
1178 q += span->texStep[0][3];
1179 }
1180 }
1181 }
1182 }
1183 /* XXX keep this? */
1184 if (span->activeMask & SPAN_INT_TEXTURE) {
1185 GLint intTexcoord[MAX_WIDTH][2];
1186 GLfixed s = span->intTex[0];
1187 GLfixed t = span->intTex[1];
1188 GLuint i;
1189 for (i = 0; i < span->count; i++) {
1190 intTexcoord[i][0] = FixedToInt(s);
1191 intTexcoord[i][1] = FixedToInt(t);
1192 s += span->intTexStep[0];
1193 t += span->intTexStep[1];
1194 }
1195 }
1196
1197 /* examine activeMask and call a s_span.c function */
1198 if (span->activeMask & SPAN_TEXTURE) {
1199 const GLfloat *fogPtr;
1200 if (span->activeMask & SPAN_FOG)
1201 fogPtr = fog;
1202 else
1203 fogPtr = NULL;
1204
1205 if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
1206 if (span->activeMask & SPAN_SPEC) {
1207 _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
1208 z, fogPtr,
1209 (const GLfloat (*)[MAX_WIDTH]) msTex,
1210 (const GLfloat (*)[MAX_WIDTH]) mtTex,
1211 (const GLfloat (*)[MAX_WIDTH]) mrTex,
1212 (GLfloat (*)[MAX_WIDTH]) mLambda,
1213 rgba, (CONST GLchan (*)[4]) spec,
1214 NULL, GL_POLYGON );
1215 }
1216 else {
1217 _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
1218 z, fogPtr,
1219 (const GLfloat (*)[MAX_WIDTH]) msTex,
1220 (const GLfloat (*)[MAX_WIDTH]) mtTex,
1221 (const GLfloat (*)[MAX_WIDTH]) mrTex,
1222 (GLfloat (*)[MAX_WIDTH]) mLambda,
1223 rgba, NULL, NULL, GL_POLYGON);
1224 }
1225 }
1226 else {
1227 /* single texture */
1228 if (span->activeMask & SPAN_SPEC) {
1229 _mesa_write_texture_span(ctx, span->count, span->x, span->y,
1230 z, fogPtr, sTex, tTex, rTex, lambda,
1231 rgba, (CONST GLchan (*)[4]) spec,
1232 NULL, GL_POLYGON);
1233 }
1234 else {
1235 _mesa_write_texture_span(ctx, span->count, span->x, span->y,
1236 z, fogPtr, sTex, tTex, rTex, lambda,
1237 rgba, NULL, NULL, GL_POLYGON);
1238 }
1239 }
1240 }
1241 else {
1242 _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
1243 }
1244
1245 UNDEFARRAY(rgba);
1246 UNDEFARRAY(spec);
1247 UNDEFARRAY(index);
1248 UNDEFARRAY(z);
1249 UNDEFARRAY(fog);
1250 UNDEFARRAY(sTex);
1251 UNDEFARRAY(tTex);
1252 UNDEFARRAY(rTex);
1253 UNDEFARRAY(lambda);
1254 UNDEFARRAY(msTex);
1255 UNDEFARRAY(mtTex);
1256 UNDEFARRAY(mrTex);
1257 UNDEFARRAY(mLambda);
1258 }
1259
1260
1261
1262
1263 /*
1264 * Render a smooth-shaded, textured, RGBA triangle.
1265 * Interpolate S,T,R with perspective correction, w/out mipmapping.
1266 */
1267 static void general_textured_triangle( GLcontext *ctx,
1268 const SWvertex *v0,
1269 const SWvertex *v1,
1270 const SWvertex *v2 )
1271 {
1272 #define INTERP_Z 1
1273 #define INTERP_FOG 1
1274 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1275 #define INTERP_RGB 1
1276 #define INTERP_ALPHA 1
1277 #define INTERP_TEX 1
1278
1279 #define SETUP_CODE \
1280 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1281 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1282 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1283 GLfixed rFlat, gFlat, bFlat, aFlat; \
1284 DEFARRAY(GLfloat, sSpan, MAX_WIDTH); /* mac 32k limitation */ \
1285 DEFARRAY(GLfloat, tSpan, MAX_WIDTH); /* mac 32k limitation */ \
1286 DEFARRAY(GLfloat, uSpan, MAX_WIDTH); /* mac 32k limitation */ \
1287 CHECKARRAY(sSpan, return); /* mac 32k limitation */ \
1288 CHECKARRAY(tSpan, return); /* mac 32k limitation */ \
1289 CHECKARRAY(uSpan, return); /* mac 32k limitation */ \
1290 if (flatShade) { \
1291 rFlat = ChanToFixed(v2->color[RCOMP]); \
1292 gFlat = ChanToFixed(v2->color[GCOMP]); \
1293 bFlat = ChanToFixed(v2->color[BCOMP]); \
1294 aFlat = ChanToFixed(v2->color[ACOMP]); \
1295 } \
1296 span.texWidth[0] = (GLfloat) texImage->Width; \
1297 span.texHeight[0] = (GLfloat) texImage->Height; \
1298 (void) fixedToDepthShift;
1299
1300 #define RENDER_SPAN( span ) \
1301 GLdepth zSpan[MAX_WIDTH]; \
1302 GLfloat fogSpan[MAX_WIDTH]; \
1303 GLchan rgbaSpan[MAX_WIDTH][4]; \
1304 GLuint i; \
1305 if (flatShade) { \
1306 span.red = rFlat; span.redStep = 0; \
1307 span.green = gFlat; span.greenStep = 0; \
1308 span.blue = bFlat; span.blueStep = 0; \
1309 span.alpha = aFlat; span.alphaStep = 0; \
1310 } \
1311 /* NOTE: we could just call rasterize_span() here instead */ \
1312 for (i = 0; i < span.count; i++) { \
1313 GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \
1314 zSpan[i] = FixedToDepth(span.z); \
1315 span.z += span.zStep; \
1316 fogSpan[i] = span.fog; \
1317 span.fog += span.fogStep; \
1318 rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
1319 rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
1320 rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
1321 rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
1322 span.red += span.redStep; \
1323 span.green += span.greenStep; \
1324 span.blue += span.blueStep; \
1325 span.alpha += span.alphaStep; \
1326 sSpan[i] = span.tex[0][0] * invQ; \
1327 tSpan[i] = span.tex[0][1] * invQ; \
1328 uSpan[i] = span.tex[0][2] * invQ; \
1329 span.tex[0][0] += span.texStep[0][0]; \
1330 span.tex[0][1] += span.texStep[0][1]; \
1331 span.tex[0][2] += span.texStep[0][2]; \
1332 span.tex[0][3] += span.texStep[0][3]; \
1333 } \
1334 _mesa_write_texture_span(ctx, span.count, span.x, span.y, \
1335 zSpan, fogSpan, sSpan, tSpan, uSpan, \
1336 NULL, rgbaSpan, NULL, NULL, GL_POLYGON );
1337
1338 #define CLEANUP_CODE \
1339 UNDEFARRAY(sSpan); /* mac 32k limitation */ \
1340 UNDEFARRAY(tSpan); \
1341 UNDEFARRAY(uSpan);
1342
1343 #include "s_tritemp.h"
1344 }
1345
1346
1347 /*
1348 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1349 * color interpolation.
1350 * Interpolate texcoords with perspective correction, w/out mipmapping.
1351 */
1352 static void general_textured_spec_triangle( GLcontext *ctx,
1353 const SWvertex *v0,
1354 const SWvertex *v1,
1355 const SWvertex *v2 )
1356 {
1357 #define INTERP_Z 1
1358 #define INTERP_FOG 1
1359 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1360 #define INTERP_RGB 1
1361 #define INTERP_SPEC 1
1362 #define INTERP_ALPHA 1
1363 #define INTERP_TEX 1
1364
1365 #define SETUP_CODE \
1366 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1367 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1368 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1369 GLfixed rFlat, gFlat, bFlat, aFlat; \
1370 GLfixed srFlat, sgFlat, sbFlat; \
1371 if (flatShade) { \
1372 rFlat = ChanToFixed(v2->color[RCOMP]); \
1373 gFlat = ChanToFixed(v2->color[GCOMP]); \
1374 bFlat = ChanToFixed(v2->color[BCOMP]); \
1375 aFlat = ChanToFixed(v2->color[ACOMP]); \
1376 srFlat = ChanToFixed(v2->specular[RCOMP]); \
1377 sgFlat = ChanToFixed(v2->specular[GCOMP]); \
1378 sbFlat = ChanToFixed(v2->specular[BCOMP]); \
1379 } \
1380 span.texWidth[0] = (GLfloat) texImage->Width; \
1381 span.texHeight[0] = (GLfloat) texImage->Height; \
1382 (void) fixedToDepthShift;
1383
1384 #define RENDER_SPAN( span ) \
1385 if (flatShade) { \
1386 span.red = rFlat; span.redStep = 0; \
1387 span.green = gFlat; span.greenStep = 0; \
1388 span.blue = bFlat; span.blueStep = 0; \
1389 span.alpha = aFlat; span.alphaStep = 0; \
1390 span.specRed = srFlat; span.specRedStep = 0; \
1391 span.specGreen = sgFlat; span.specGreenStep = 0; \
1392 span.specBlue = sbFlat; span.specBlueStep = 0; \
1393 } \
1394 rasterize_span(ctx, &span);
1395
1396 #include "s_tritemp.h"
1397 }
1398
1399
1400 /*
1401 * Render a smooth-shaded, textured, RGBA triangle.
1402 * Interpolate S,T,R with perspective correction and compute lambda for
1403 * each fragment. Lambda is used to determine whether to use the
1404 * minification or magnification filter. If minification and using
1405 * mipmaps, lambda is also used to select the texture level of detail.
1406 */
1407 static void lambda_textured_triangle( GLcontext *ctx,
1408 const SWvertex *v0,
1409 const SWvertex *v1,
1410 const SWvertex *v2 )
1411 {
1412 #define INTERP_Z 1
1413 #define INTERP_FOG 1
1414 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1415 #define INTERP_RGB 1
1416 #define INTERP_ALPHA 1
1417 #define INTERP_TEX 1
1418 #define INTERP_LAMBDA 1
1419
1420 #define SETUP_CODE \
1421 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1422 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1423 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1424 GLfixed rFlat, gFlat, bFlat, aFlat; \
1425 GLfixed srFlat, sgFlat, sbFlat; \
1426 if (flatShade) { \
1427 rFlat = ChanToFixed(v2->color[RCOMP]); \
1428 gFlat = ChanToFixed(v2->color[GCOMP]); \
1429 bFlat = ChanToFixed(v2->color[BCOMP]); \
1430 aFlat = ChanToFixed(v2->color[ACOMP]); \
1431 srFlat = ChanToFixed(v2->specular[RCOMP]); \
1432 sgFlat = ChanToFixed(v2->specular[GCOMP]); \
1433 sbFlat = ChanToFixed(v2->specular[BCOMP]); \
1434 } \
1435 span.texWidth[0] = (GLfloat) texImage->Width; \
1436 span.texHeight[0] = (GLfloat) texImage->Height; \
1437 (void) fixedToDepthShift;
1438
1439 #define RENDER_SPAN( span ) \
1440 if (flatShade) { \
1441 span.red = rFlat; span.redStep = 0; \
1442 span.green = gFlat; span.greenStep = 0; \
1443 span.blue = bFlat; span.blueStep = 0; \
1444 span.alpha = aFlat; span.alphaStep = 0; \
1445 span.specRed = srFlat; span.specRedStep = 0; \
1446 span.specGreen = sgFlat; span.specGreenStep = 0; \
1447 span.specBlue = sbFlat; span.specBlueStep = 0; \
1448 } \
1449 rasterize_span(ctx, &span);
1450
1451 #include "s_tritemp.h"
1452 }
1453
1454
1455 /*
1456 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1457 * interpolation.
1458 * Interpolate S,T,R with perspective correction and compute lambda for
1459 * each fragment. Lambda is used to determine whether to use the
1460 * minification or magnification filter. If minification and using
1461 * mipmaps, lambda is also used to select the texture level of detail.
1462 */
1463 static void lambda_textured_spec_triangle( GLcontext *ctx,
1464 const SWvertex *v0,
1465 const SWvertex *v1,
1466 const SWvertex *v2 )
1467 {
1468 #define INTERP_Z 1
1469 #define INTERP_FOG 1
1470 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1471 #define INTERP_RGB 1
1472 #define INTERP_SPEC 1
1473 #define INTERP_ALPHA 1
1474 #define INTERP_TEX 1
1475 #define INTERP_LAMBDA 1
1476
1477 #define SETUP_CODE \
1478 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1479 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1480 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1481 GLfixed rFlat, gFlat, bFlat, aFlat; \
1482 GLfixed srFlat, sgFlat, sbFlat; \
1483 if (flatShade) { \
1484 rFlat = ChanToFixed(v2->color[RCOMP]); \
1485 gFlat = ChanToFixed(v2->color[GCOMP]); \
1486 bFlat = ChanToFixed(v2->color[BCOMP]); \
1487 aFlat = ChanToFixed(v2->color[ACOMP]); \
1488 srFlat = ChanToFixed(v2->specular[RCOMP]); \
1489 sgFlat = ChanToFixed(v2->specular[GCOMP]); \
1490 sbFlat = ChanToFixed(v2->specular[BCOMP]); \
1491 } \
1492 span.texWidth[0] = (GLfloat) texImage->Width; \
1493 span.texHeight[0] = (GLfloat) texImage->Height; \
1494 (void) fixedToDepthShift;
1495
1496 #define RENDER_SPAN( span ) \
1497 if (flatShade) { \
1498 span.red = rFlat; span.redStep = 0; \
1499 span.green = gFlat; span.greenStep = 0; \
1500 span.blue = bFlat; span.blueStep = 0; \
1501 span.alpha = aFlat; span.alphaStep = 0; \
1502 span.specRed = srFlat; span.specRedStep = 0; \
1503 span.specGreen = sgFlat; span.specGreenStep = 0; \
1504 span.specBlue = sbFlat; span.specBlueStep = 0; \
1505 } \
1506 rasterize_span(ctx, &span);
1507
1508 #include "s_tritemp.h"
1509 }
1510
1511
1512 /*
1513 * This is the big one!
1514 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
1515 * with lambda (LOD).
1516 * Yup, it's slow.
1517 */
1518 static void
1519 lambda_multitextured_triangle( GLcontext *ctx,
1520 const SWvertex *v0,
1521 const SWvertex *v1,
1522 const SWvertex *v2 )
1523 {
1524
1525 #define INTERP_Z 1
1526 #define INTERP_FOG 1
1527 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1528 #define INTERP_RGB 1
1529 #define INTERP_ALPHA 1
1530 #define INTERP_SPEC 1
1531 #define INTERP_MULTITEX 1
1532 #define INTERP_LAMBDA 1
1533
1534 #define SETUP_CODE \
1535 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1536 GLfixed rFlat, gFlat, bFlat, aFlat; \
1537 GLfixed srFlat, sgFlat, sbFlat; \
1538 GLuint u; \
1539 if (flatShade) { \
1540 rFlat = ChanToFixed(v2->color[RCOMP]); \
1541 gFlat = ChanToFixed(v2->color[GCOMP]); \
1542 bFlat = ChanToFixed(v2->color[BCOMP]); \
1543 aFlat = ChanToFixed(v2->color[ACOMP]); \
1544 srFlat = ChanToFixed(v2->specular[RCOMP]); \
1545 sgFlat = ChanToFixed(v2->specular[GCOMP]); \
1546 sbFlat = ChanToFixed(v2->specular[BCOMP]); \
1547 } \
1548 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
1549 if (ctx->Texture.Unit[u]._ReallyEnabled) { \
1550 const struct gl_texture_object *texObj; \
1551 const struct gl_texture_image *texImage; \
1552 texObj = ctx->Texture.Unit[u]._Current; \
1553 texImage = texObj->Image[texObj->BaseLevel]; \
1554 span.texWidth[u] = (GLfloat) texImage->Width; \
1555 span.texHeight[u] = (GLfloat) texImage->Height; \
1556 } \
1557 } \
1558 (void) fixedToDepthShift;
1559
1560 #define RENDER_SPAN( span ) \
1561 if (flatShade) { \
1562 span.red = rFlat; span.redStep = 0; \
1563 span.green = gFlat; span.greenStep = 0; \
1564 span.blue = bFlat; span.blueStep = 0; \
1565 span.alpha = aFlat; span.alphaStep = 0; \
1566 span.specRed = srFlat; span.specRedStep = 0; \
1567 span.specGreen = sgFlat; span.specGreenStep = 0; \
1568 span.specBlue = sbFlat; span.specBlueStep = 0; \
1569 } \
1570 rasterize_span(ctx, &span);
1571
1572 #include "s_tritemp.h"
1573
1574 }
1575
1576
1577 static void occlusion_zless_triangle( GLcontext *ctx,
1578 const SWvertex *v0,
1579 const SWvertex *v1,
1580 const SWvertex *v2 )
1581 {
1582 if (ctx->OcclusionResult) {
1583 return;
1584 }
1585
1586 #define DO_OCCLUSION_TEST
1587 #define INTERP_Z 1
1588 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1589
1590 #define RENDER_SPAN( span ) \
1591 GLuint i; \
1592 for (i = 0; i < span.count; i++) { \
1593 GLdepth z = FixedToDepth(span.z); \
1594 if (z < zRow[i]) { \
1595 ctx->OcclusionResult = GL_TRUE; \
1596 return; \
1597 } \
1598 span.z += span.zStep; \
1599 }
1600
1601 #include "s_tritemp.h"
1602 }
1603
1604 static void nodraw_triangle( GLcontext *ctx,
1605 const SWvertex *v0,
1606 const SWvertex *v1,
1607 const SWvertex *v2 )
1608 {
1609 (void) (ctx && v0 && v1 && v2);
1610 }
1611
1612 void _swrast_add_spec_terms_triangle( GLcontext *ctx,
1613 const SWvertex *v0,
1614 const SWvertex *v1,
1615 const SWvertex *v2 )
1616 {
1617 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
1618 SWvertex *ncv1 = (SWvertex *)v1;
1619 SWvertex *ncv2 = (SWvertex *)v2;
1620 GLchan c[3][4];
1621 COPY_CHAN4( c[0], ncv0->color );
1622 COPY_CHAN4( c[1], ncv1->color );
1623 COPY_CHAN4( c[2], ncv2->color );
1624 ACC_3V( ncv0->color, ncv0->specular );
1625 ACC_3V( ncv1->color, ncv1->specular );
1626 ACC_3V( ncv2->color, ncv2->specular );
1627 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
1628 COPY_CHAN4( ncv0->color, c[0] );
1629 COPY_CHAN4( ncv1->color, c[1] );
1630 COPY_CHAN4( ncv2->color, c[2] );
1631 }
1632
1633
1634
1635 #ifdef DEBUG
1636
1637 /* record the current triangle function name */
1638 static const char *triFuncName = NULL;
1639
1640 #define USE(triFunc) \
1641 do { \
1642 triFuncName = #triFunc; \
1643 /*printf("%s\n", triFuncName);*/ \
1644 swrast->Triangle = triFunc; \
1645 } while (0)
1646
1647 #else
1648
1649 #define USE(triFunc) swrast->Triangle = triFunc;
1650
1651 #endif
1652
1653
1654
1655
1656 /*
1657 * Determine which triangle rendering function to use given the current
1658 * rendering context.
1659 *
1660 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1661 * remove tests to this code.
1662 */
1663 void
1664 _swrast_choose_triangle( GLcontext *ctx )
1665 {
1666 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1667 const GLboolean rgbmode = ctx->Visual.rgbMode;
1668
1669 if (ctx->Polygon.CullFlag &&
1670 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1671 USE(nodraw_triangle);
1672 return;
1673 }
1674
1675 if (ctx->RenderMode==GL_RENDER) {
1676
1677 if (ctx->Polygon.SmoothFlag) {
1678 _mesa_set_aa_triangle_function(ctx);
1679 ASSERT(swrast->Triangle);
1680 return;
1681 }
1682
1683 if (ctx->Depth.OcclusionTest &&
1684 ctx->Depth.Test &&
1685 ctx->Depth.Mask == GL_FALSE &&
1686 ctx->Depth.Func == GL_LESS &&
1687 !ctx->Stencil.Enabled) {
1688 if ((rgbmode &&
1689 ctx->Color.ColorMask[0] == 0 &&
1690 ctx->Color.ColorMask[1] == 0 &&
1691 ctx->Color.ColorMask[2] == 0 &&
1692 ctx->Color.ColorMask[3] == 0)
1693 ||
1694 (!rgbmode && ctx->Color.IndexMask == 0)) {
1695 USE(occlusion_zless_triangle);
1696 return;
1697 }
1698 }
1699
1700 if (ctx->Texture._ReallyEnabled) {
1701 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1702 const struct gl_texture_object *texObj2D;
1703 const struct gl_texture_image *texImg;
1704 GLenum minFilter, magFilter, envMode;
1705 GLint format;
1706 texObj2D = ctx->Texture.Unit[0].Current2D;
1707 texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
1708 format = texImg ? texImg->TexFormat->MesaFormat : -1;
1709 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1710 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1711 envMode = ctx->Texture.Unit[0].EnvMode;
1712
1713 /* First see if we can used an optimized 2-D texture function */
1714 if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
1715 && texObj2D->WrapS==GL_REPEAT
1716 && texObj2D->WrapT==GL_REPEAT
1717 && texImg->Border==0
1718 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1719 && minFilter == magFilter
1720 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1721 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1722 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1723 if (minFilter == GL_NEAREST
1724 && format == MESA_FORMAT_RGB
1725 && (envMode == GL_REPLACE || envMode == GL_DECAL)
1726 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1727 && ctx->Depth.Func == GL_LESS
1728 && ctx->Depth.Mask == GL_TRUE)
1729 || swrast->_RasterMask == TEXTURE_BIT)
1730 && ctx->Polygon.StippleFlag == GL_FALSE) {
1731 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1732 USE(simple_z_textured_triangle);
1733 }
1734 else {
1735 USE(simple_textured_triangle);
1736 }
1737 }
1738 else {
1739 #if CHAN_TYPE != GL_FLOAT
1740 if (ctx->Texture.Unit[0].EnvMode != GL_ADD) {
1741 USE(affine_textured_triangle);
1742 }
1743 else
1744 #endif
1745 {
1746 USE(general_textured_triangle);
1747 }
1748 }
1749 }
1750 else {
1751 if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
1752 USE(general_textured_triangle);
1753 }
1754 else {
1755 USE(persp_textured_triangle);
1756 }
1757 }
1758 }
1759 else {
1760 /* More complicated textures (mipmap, multi-tex, sep specular) */
1761 GLboolean needLambda;
1762 /* if mag filter != min filter we need to compute lambda */
1763 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
1764 if (obj && obj->MinFilter != obj->MagFilter)
1765 needLambda = GL_TRUE;
1766 else
1767 needLambda = GL_FALSE;
1768 if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
1769 USE(lambda_multitextured_triangle);
1770 }
1771 else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
1772 /* separate specular color interpolation */
1773 if (needLambda) {
1774 USE(lambda_textured_spec_triangle);
1775 }
1776 else {
1777 USE(general_textured_spec_triangle);
1778 }
1779 }
1780 else {
1781 if (needLambda) {
1782 USE(lambda_textured_triangle);
1783 }
1784 else {
1785 USE(general_textured_triangle);
1786 }
1787 }
1788 }
1789 }
1790 else {
1791 ASSERT(!ctx->Texture._ReallyEnabled);
1792 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1793 /* smooth shaded, no texturing, stippled or some raster ops */
1794 if (rgbmode) {
1795 USE(smooth_rgba_triangle);
1796 }
1797 else {
1798 USE(smooth_ci_triangle);
1799 }
1800 }
1801 else {
1802 /* flat shaded, no texturing, stippled or some raster ops */
1803 if (rgbmode) {
1804 USE(flat_rgba_triangle);
1805 }
1806 else {
1807 USE(flat_ci_triangle);
1808 }
1809 }
1810 }
1811 }
1812 else if (ctx->RenderMode==GL_FEEDBACK) {
1813 USE(_mesa_feedback_triangle);
1814 }
1815 else {
1816 /* GL_SELECT mode */
1817 USE(_mesa_select_triangle);
1818 }
1819 }