put braces around RENDER_SPAN macro when called, not when defined. Fixes -pedantic...
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /*
27 * When the device driver doesn't implement triangle rasterization it
28 * can hook in _swrast_Triangle, which eventually calls one of these
29 * functions to draw triangles.
30 */
31
32 #include "glheader.h"
33 #include "context.h"
34 #include "colormac.h"
35 #include "imports.h"
36 #include "macros.h"
37 #include "texformat.h"
38
39 #include "s_aatriangle.h"
40 #include "s_context.h"
41 #include "s_depth.h"
42 #include "s_feedback.h"
43 #include "s_span.h"
44 #include "s_triangle.h"
45
46
47 /*
48 * Just used for feedback mode.
49 */
50 GLboolean
51 _swrast_culltriangle( GLcontext *ctx,
52 const SWvertex *v0,
53 const SWvertex *v1,
54 const SWvertex *v2 )
55 {
56 GLfloat ex = v1->win[0] - v0->win[0];
57 GLfloat ey = v1->win[1] - v0->win[1];
58 GLfloat fx = v2->win[0] - v0->win[0];
59 GLfloat fy = v2->win[1] - v0->win[1];
60 GLfloat c = ex*fy-ey*fx;
61
62 if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
63 return 0;
64
65 return 1;
66 }
67
68
69
70 /*
71 * Render a flat-shaded color index triangle.
72 */
73 #define NAME flat_ci_triangle
74 #define INTERP_Z 1
75 #define INTERP_FOG 1
76 #define SETUP_CODE \
77 span.interpMask |= SPAN_INDEX; \
78 span.index = FloatToFixed(v2->index);\
79 span.indexStep = 0;
80 #define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
81 #include "s_tritemp.h"
82
83
84
85 /*
86 * Render a smooth-shaded color index triangle.
87 */
88 #define NAME smooth_ci_triangle
89 #define INTERP_Z 1
90 #define INTERP_FOG 1
91 #define INTERP_INDEX 1
92 #define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
93 #include "s_tritemp.h"
94
95
96
97 /*
98 * Render a flat-shaded RGBA triangle.
99 */
100 #define NAME flat_rgba_triangle
101 #define INTERP_Z 1
102 #define INTERP_FOG 1
103 #define SETUP_CODE \
104 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
105 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
106 span.interpMask |= SPAN_RGBA; \
107 span.red = ChanToFixed(v2->color[0]); \
108 span.green = ChanToFixed(v2->color[1]); \
109 span.blue = ChanToFixed(v2->color[2]); \
110 span.alpha = ChanToFixed(v2->color[3]); \
111 span.redStep = 0; \
112 span.greenStep = 0; \
113 span.blueStep = 0; \
114 span.alphaStep = 0;
115 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
116 #include "s_tritemp.h"
117
118
119
120 /*
121 * Render a smooth-shaded RGBA triangle.
122 */
123 #define NAME smooth_rgba_triangle
124 #define INTERP_Z 1
125 #define INTERP_FOG 1
126 #define INTERP_RGB 1
127 #define INTERP_ALPHA 1
128 #define SETUP_CODE \
129 { \
130 /* texturing must be off */ \
131 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
132 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
133 }
134 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
135 #include "s_tritemp.h"
136
137
138
139 /*
140 * Render an RGB, GL_DECAL, textured triangle.
141 * Interpolate S,T only w/out mipmapping or perspective correction.
142 *
143 * No fog.
144 */
145 #define NAME simple_textured_triangle
146 #define INTERP_INT_TEX 1
147 #define S_SCALE twidth
148 #define T_SCALE theight
149
150 #define SETUP_CODE \
151 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
152 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
153 const GLint b = obj->BaseLevel; \
154 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
155 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
156 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
157 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
158 const GLint smask = obj->Image[0][b]->Width - 1; \
159 const GLint tmask = obj->Image[0][b]->Height - 1; \
160 if (!texture) { \
161 /* this shouldn't happen */ \
162 return; \
163 }
164
165 #define RENDER_SPAN( span ) \
166 GLuint i; \
167 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
168 span.intTex[1] -= FIXED_HALF; \
169 for (i = 0; i < span.end; i++) { \
170 GLint s = FixedToInt(span.intTex[0]) & smask; \
171 GLint t = FixedToInt(span.intTex[1]) & tmask; \
172 GLint pos = (t << twidth_log2) + s; \
173 pos = pos + pos + pos; /* multiply by 3 */ \
174 span.array->rgb[i][RCOMP] = texture[pos]; \
175 span.array->rgb[i][GCOMP] = texture[pos+1]; \
176 span.array->rgb[i][BCOMP] = texture[pos+2]; \
177 span.intTex[0] += span.intTexStep[0]; \
178 span.intTex[1] += span.intTexStep[1]; \
179 } \
180 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, span.array->rgb, NULL);
181
182 #include "s_tritemp.h"
183
184
185
186 /*
187 * Render an RGB, GL_DECAL, textured triangle.
188 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
189 * perspective correction.
190 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
191 *
192 * No fog.
193 */
194 #define NAME simple_z_textured_triangle
195 #define INTERP_Z 1
196 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
197 #define INTERP_INT_TEX 1
198 #define S_SCALE twidth
199 #define T_SCALE theight
200
201 #define SETUP_CODE \
202 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
203 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
204 const GLint b = obj->BaseLevel; \
205 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
206 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
207 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
208 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
209 const GLint smask = obj->Image[0][b]->Width - 1; \
210 const GLint tmask = obj->Image[0][b]->Height - 1; \
211 if (!texture) { \
212 /* this shouldn't happen */ \
213 return; \
214 }
215
216 #define RENDER_SPAN( span ) \
217 GLuint i; \
218 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
219 span.intTex[1] -= FIXED_HALF; \
220 for (i = 0; i < span.end; i++) { \
221 const GLuint z = FixedToDepth(span.z); \
222 if (z < zRow[i]) { \
223 GLint s = FixedToInt(span.intTex[0]) & smask; \
224 GLint t = FixedToInt(span.intTex[1]) & tmask; \
225 GLint pos = (t << twidth_log2) + s; \
226 pos = pos + pos + pos; /* multiply by 3 */ \
227 span.array->rgb[i][RCOMP] = texture[pos]; \
228 span.array->rgb[i][GCOMP] = texture[pos+1]; \
229 span.array->rgb[i][BCOMP] = texture[pos+2]; \
230 zRow[i] = z; \
231 span.array->mask[i] = 1; \
232 } \
233 else { \
234 span.array->mask[i] = 0; \
235 } \
236 span.intTex[0] += span.intTexStep[0]; \
237 span.intTex[1] += span.intTexStep[1]; \
238 span.z += span.zStep; \
239 } \
240 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, \
241 span.array->rgb, span.array->mask);
242
243 #include "s_tritemp.h"
244
245
246
247 #if CHAN_TYPE != GL_FLOAT
248
249 struct affine_info
250 {
251 GLenum filter;
252 GLenum format;
253 GLenum envmode;
254 GLint smask, tmask;
255 GLint twidth_log2;
256 const GLchan *texture;
257 GLfixed er, eg, eb, ea;
258 GLint tbytesline, tsize;
259 };
260
261
262 static INLINE GLint
263 ilerp(GLint t, GLint a, GLint b)
264 {
265 return a + ((t * (b - a)) >> FIXED_SHIFT);
266 }
267
268 static INLINE GLint
269 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
270 {
271 const GLint temp0 = ilerp(ia, v00, v10);
272 const GLint temp1 = ilerp(ia, v01, v11);
273 return ilerp(ib, temp0, temp1);
274 }
275
276
277 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
278 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
279 * texture env modes.
280 */
281 static INLINE void
282 affine_span(GLcontext *ctx, struct sw_span *span,
283 struct affine_info *info)
284 {
285 GLchan sample[4]; /* the filtered texture sample */
286
287 /* Instead of defining a function for each mode, a test is done
288 * between the outer and inner loops. This is to reduce code size
289 * and complexity. Observe that an optimizing compiler kills
290 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
291 */
292
293 #define NEAREST_RGB \
294 sample[RCOMP] = tex00[RCOMP]; \
295 sample[GCOMP] = tex00[GCOMP]; \
296 sample[BCOMP] = tex00[BCOMP]; \
297 sample[ACOMP] = CHAN_MAX
298
299 #define LINEAR_RGB \
300 sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
301 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
302 sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
303 sample[ACOMP] = CHAN_MAX;
304
305 #define NEAREST_RGBA COPY_CHAN4(sample, tex00)
306
307 #define LINEAR_RGBA \
308 sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
309 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
310 sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
311 sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])
312
313 #define MODULATE \
314 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
315 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
316 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
317 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
318
319 #define DECAL \
320 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
321 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
322 >> (FIXED_SHIFT + 8); \
323 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
324 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
325 >> (FIXED_SHIFT + 8); \
326 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
327 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
328 >> (FIXED_SHIFT + 8); \
329 dest[ACOMP] = FixedToInt(span->alpha)
330
331 #define BLEND \
332 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
333 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
334 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
335 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
336 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
337 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
338 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
339
340 #define REPLACE COPY_CHAN4(dest, sample)
341
342 #define ADD \
343 { \
344 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
345 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
346 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
347 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
348 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
349 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
350 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
351 }
352
353 /* shortcuts */
354
355 #define NEAREST_RGB_REPLACE \
356 NEAREST_RGB; \
357 dest[0] = sample[0]; \
358 dest[1] = sample[1]; \
359 dest[2] = sample[2]; \
360 dest[3] = FixedToInt(span->alpha);
361
362 #define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00)
363
364 #define SPAN_NEAREST(DO_TEX, COMPS) \
365 for (i = 0; i < span->end; i++) { \
366 /* Isn't it necessary to use FixedFloor below?? */ \
367 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
368 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
369 GLint pos = (t << info->twidth_log2) + s; \
370 const GLchan *tex00 = info->texture + COMPS * pos; \
371 DO_TEX; \
372 span->red += span->redStep; \
373 span->green += span->greenStep; \
374 span->blue += span->blueStep; \
375 span->alpha += span->alphaStep; \
376 span->intTex[0] += span->intTexStep[0]; \
377 span->intTex[1] += span->intTexStep[1]; \
378 dest += 4; \
379 }
380
381 #define SPAN_LINEAR(DO_TEX, COMPS) \
382 for (i = 0; i < span->end; i++) { \
383 /* Isn't it necessary to use FixedFloor below?? */ \
384 const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
385 const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
386 const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
387 const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
388 const GLint pos = (t << info->twidth_log2) + s; \
389 const GLchan *tex00 = info->texture + COMPS * pos; \
390 const GLchan *tex10 = tex00 + info->tbytesline; \
391 const GLchan *tex01 = tex00 + COMPS; \
392 const GLchan *tex11 = tex10 + COMPS; \
393 if (t == info->tmask) { \
394 tex10 -= info->tsize; \
395 tex11 -= info->tsize; \
396 } \
397 if (s == info->smask) { \
398 tex01 -= info->tbytesline; \
399 tex11 -= info->tbytesline; \
400 } \
401 DO_TEX; \
402 span->red += span->redStep; \
403 span->green += span->greenStep; \
404 span->blue += span->blueStep; \
405 span->alpha += span->alphaStep; \
406 span->intTex[0] += span->intTexStep[0]; \
407 span->intTex[1] += span->intTexStep[1]; \
408 dest += 4; \
409 }
410
411
412 GLuint i;
413 GLchan *dest = span->array->rgba[0];
414
415 span->intTex[0] -= FIXED_HALF;
416 span->intTex[1] -= FIXED_HALF;
417 switch (info->filter) {
418 case GL_NEAREST:
419 switch (info->format) {
420 case GL_RGB:
421 switch (info->envmode) {
422 case GL_MODULATE:
423 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
424 break;
425 case GL_DECAL:
426 case GL_REPLACE:
427 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
428 break;
429 case GL_BLEND:
430 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
431 break;
432 case GL_ADD:
433 SPAN_NEAREST(NEAREST_RGB;ADD,3);
434 break;
435 default:
436 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
437 return;
438 }
439 break;
440 case GL_RGBA:
441 switch(info->envmode) {
442 case GL_MODULATE:
443 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
444 break;
445 case GL_DECAL:
446 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
447 break;
448 case GL_BLEND:
449 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
450 break;
451 case GL_ADD:
452 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
453 break;
454 case GL_REPLACE:
455 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
456 break;
457 default:
458 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
459 return;
460 }
461 break;
462 }
463 break;
464
465 case GL_LINEAR:
466 span->intTex[0] -= FIXED_HALF;
467 span->intTex[1] -= FIXED_HALF;
468 switch (info->format) {
469 case GL_RGB:
470 switch (info->envmode) {
471 case GL_MODULATE:
472 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
473 break;
474 case GL_DECAL:
475 case GL_REPLACE:
476 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
477 break;
478 case GL_BLEND:
479 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
480 break;
481 case GL_ADD:
482 SPAN_LINEAR(LINEAR_RGB;ADD,3);
483 break;
484 default:
485 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
486 return;
487 }
488 break;
489 case GL_RGBA:
490 switch (info->envmode) {
491 case GL_MODULATE:
492 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
493 break;
494 case GL_DECAL:
495 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
496 break;
497 case GL_BLEND:
498 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
499 break;
500 case GL_ADD:
501 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
502 break;
503 case GL_REPLACE:
504 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
505 break;
506 default:
507 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
508 return;
509 }
510 break;
511 }
512 break;
513 }
514 span->interpMask &= ~SPAN_RGBA;
515 ASSERT(span->arrayMask & SPAN_RGBA);
516 _swrast_write_rgba_span(ctx, span);
517
518 #undef SPAN_NEAREST
519 #undef SPAN_LINEAR
520 }
521
522
523
524 /*
525 * Render an RGB/RGBA textured triangle without perspective correction.
526 */
527 #define NAME affine_textured_triangle
528 #define INTERP_Z 1
529 #define INTERP_FOG 1
530 #define INTERP_RGB 1
531 #define INTERP_ALPHA 1
532 #define INTERP_INT_TEX 1
533 #define S_SCALE twidth
534 #define T_SCALE theight
535
536 #define SETUP_CODE \
537 struct affine_info info; \
538 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
539 struct gl_texture_object *obj = unit->Current2D; \
540 const GLint b = obj->BaseLevel; \
541 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
542 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
543 info.texture = (const GLchan *) obj->Image[0][b]->Data; \
544 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
545 info.smask = obj->Image[0][b]->Width - 1; \
546 info.tmask = obj->Image[0][b]->Height - 1; \
547 info.format = obj->Image[0][b]->_BaseFormat; \
548 info.filter = obj->MinFilter; \
549 info.envmode = unit->EnvMode; \
550 span.arrayMask |= SPAN_RGBA; \
551 \
552 if (info.envmode == GL_BLEND) { \
553 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
554 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
555 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
556 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
557 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
558 } \
559 if (!info.texture) { \
560 /* this shouldn't happen */ \
561 return; \
562 } \
563 \
564 switch (info.format) { \
565 case GL_ALPHA: \
566 case GL_LUMINANCE: \
567 case GL_INTENSITY: \
568 info.tbytesline = obj->Image[0][b]->Width; \
569 break; \
570 case GL_LUMINANCE_ALPHA: \
571 info.tbytesline = obj->Image[0][b]->Width * 2; \
572 break; \
573 case GL_RGB: \
574 info.tbytesline = obj->Image[0][b]->Width * 3; \
575 break; \
576 case GL_RGBA: \
577 info.tbytesline = obj->Image[0][b]->Width * 4; \
578 break; \
579 default: \
580 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
581 return; \
582 } \
583 info.tsize = obj->Image[0][b]->Height * info.tbytesline;
584
585 #define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
586
587 #include "s_tritemp.h"
588
589
590
591 struct persp_info
592 {
593 GLenum filter;
594 GLenum format;
595 GLenum envmode;
596 GLint smask, tmask;
597 GLint twidth_log2;
598 const GLchan *texture;
599 GLfixed er, eg, eb, ea; /* texture env color */
600 GLint tbytesline, tsize;
601 };
602
603
604 static INLINE void
605 fast_persp_span(GLcontext *ctx, struct sw_span *span,
606 struct persp_info *info)
607 {
608 GLchan sample[4]; /* the filtered texture sample */
609
610 /* Instead of defining a function for each mode, a test is done
611 * between the outer and inner loops. This is to reduce code size
612 * and complexity. Observe that an optimizing compiler kills
613 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
614 */
615 #define SPAN_NEAREST(DO_TEX,COMP) \
616 for (i = 0; i < span->end; i++) { \
617 GLdouble invQ = tex_coord[2] ? \
618 (1.0 / tex_coord[2]) : 1.0; \
619 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
620 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
621 GLint s = IFLOOR(s_tmp) & info->smask; \
622 GLint t = IFLOOR(t_tmp) & info->tmask; \
623 GLint pos = (t << info->twidth_log2) + s; \
624 const GLchan *tex00 = info->texture + COMP * pos; \
625 DO_TEX; \
626 span->red += span->redStep; \
627 span->green += span->greenStep; \
628 span->blue += span->blueStep; \
629 span->alpha += span->alphaStep; \
630 tex_coord[0] += tex_step[0]; \
631 tex_coord[1] += tex_step[1]; \
632 tex_coord[2] += tex_step[2]; \
633 dest += 4; \
634 }
635
636 #define SPAN_LINEAR(DO_TEX,COMP) \
637 for (i = 0; i < span->end; i++) { \
638 GLdouble invQ = tex_coord[2] ? \
639 (1.0 / tex_coord[2]) : 1.0; \
640 const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
641 const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
642 const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
643 const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
644 const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
645 const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
646 const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
647 const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
648 const GLint pos = (t << info->twidth_log2) + s; \
649 const GLchan *tex00 = info->texture + COMP * pos; \
650 const GLchan *tex10 = tex00 + info->tbytesline; \
651 const GLchan *tex01 = tex00 + COMP; \
652 const GLchan *tex11 = tex10 + COMP; \
653 if (t == info->tmask) { \
654 tex10 -= info->tsize; \
655 tex11 -= info->tsize; \
656 } \
657 if (s == info->smask) { \
658 tex01 -= info->tbytesline; \
659 tex11 -= info->tbytesline; \
660 } \
661 DO_TEX; \
662 span->red += span->redStep; \
663 span->green += span->greenStep; \
664 span->blue += span->blueStep; \
665 span->alpha += span->alphaStep; \
666 tex_coord[0] += tex_step[0]; \
667 tex_coord[1] += tex_step[1]; \
668 tex_coord[2] += tex_step[2]; \
669 dest += 4; \
670 }
671
672 GLuint i;
673 GLfloat tex_coord[3], tex_step[3];
674 GLchan *dest = span->array->rgba[0];
675
676 const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
677 ctx->Texture._EnabledUnits = 0;
678
679 tex_coord[0] = span->tex[0][0] * (info->smask + 1);
680 tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
681 tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
682 tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
683 /* span->tex[0][2] only if 3D-texturing, here only 2D */
684 tex_coord[2] = span->tex[0][3];
685 tex_step[2] = span->texStepX[0][3];
686
687 switch (info->filter) {
688 case GL_NEAREST:
689 switch (info->format) {
690 case GL_RGB:
691 switch (info->envmode) {
692 case GL_MODULATE:
693 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
694 break;
695 case GL_DECAL:
696 case GL_REPLACE:
697 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
698 break;
699 case GL_BLEND:
700 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
701 break;
702 case GL_ADD:
703 SPAN_NEAREST(NEAREST_RGB;ADD,3);
704 break;
705 default:
706 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
707 return;
708 }
709 break;
710 case GL_RGBA:
711 switch(info->envmode) {
712 case GL_MODULATE:
713 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
714 break;
715 case GL_DECAL:
716 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
717 break;
718 case GL_BLEND:
719 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
720 break;
721 case GL_ADD:
722 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
723 break;
724 case GL_REPLACE:
725 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
726 break;
727 default:
728 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
729 return;
730 }
731 break;
732 }
733 break;
734
735 case GL_LINEAR:
736 switch (info->format) {
737 case GL_RGB:
738 switch (info->envmode) {
739 case GL_MODULATE:
740 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
741 break;
742 case GL_DECAL:
743 case GL_REPLACE:
744 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
745 break;
746 case GL_BLEND:
747 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
748 break;
749 case GL_ADD:
750 SPAN_LINEAR(LINEAR_RGB;ADD,3);
751 break;
752 default:
753 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
754 return;
755 }
756 break;
757 case GL_RGBA:
758 switch (info->envmode) {
759 case GL_MODULATE:
760 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
761 break;
762 case GL_DECAL:
763 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
764 break;
765 case GL_BLEND:
766 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
767 break;
768 case GL_ADD:
769 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
770 break;
771 case GL_REPLACE:
772 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
773 break;
774 default:
775 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
776 return;
777 }
778 break;
779 }
780 break;
781 }
782
783 ASSERT(span->arrayMask & SPAN_RGBA);
784 _swrast_write_rgba_span(ctx, span);
785
786 #undef SPAN_NEAREST
787 #undef SPAN_LINEAR
788
789 /* restore state */
790 ctx->Texture._EnabledUnits = savedTexEnable;
791 }
792
793
794 /*
795 * Render an perspective corrected RGB/RGBA textured triangle.
796 * The Q (aka V in Mesa) coordinate must be zero such that the divide
797 * by interpolated Q/W comes out right.
798 *
799 */
800 #define NAME persp_textured_triangle
801 #define INTERP_Z 1
802 #define INTERP_W 1
803 #define INTERP_FOG 1
804 #define INTERP_RGB 1
805 #define INTERP_ALPHA 1
806 #define INTERP_TEX 1
807
808 #define SETUP_CODE \
809 struct persp_info info; \
810 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
811 const struct gl_texture_object *obj = unit->Current2D; \
812 const GLint b = obj->BaseLevel; \
813 info.texture = (const GLchan *) obj->Image[0][b]->Data; \
814 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
815 info.smask = obj->Image[0][b]->Width - 1; \
816 info.tmask = obj->Image[0][b]->Height - 1; \
817 info.format = obj->Image[0][b]->_BaseFormat; \
818 info.filter = obj->MinFilter; \
819 info.envmode = unit->EnvMode; \
820 \
821 if (info.envmode == GL_BLEND) { \
822 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
823 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
824 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
825 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
826 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
827 } \
828 if (!info.texture) { \
829 /* this shouldn't happen */ \
830 return; \
831 } \
832 \
833 switch (info.format) { \
834 case GL_ALPHA: \
835 case GL_LUMINANCE: \
836 case GL_INTENSITY: \
837 info.tbytesline = obj->Image[0][b]->Width; \
838 break; \
839 case GL_LUMINANCE_ALPHA: \
840 info.tbytesline = obj->Image[0][b]->Width * 2; \
841 break; \
842 case GL_RGB: \
843 info.tbytesline = obj->Image[0][b]->Width * 3; \
844 break; \
845 case GL_RGBA: \
846 info.tbytesline = obj->Image[0][b]->Width * 4; \
847 break; \
848 default: \
849 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
850 return; \
851 } \
852 info.tsize = obj->Image[0][b]->Height * info.tbytesline;
853
854 #define RENDER_SPAN( span ) \
855 span.interpMask &= ~SPAN_RGBA; \
856 span.arrayMask |= SPAN_RGBA; \
857 fast_persp_span(ctx, &span, &info);
858
859 #include "s_tritemp.h"
860
861
862 #endif /* CHAN_BITS != GL_FLOAT */
863
864
865
866
867 /*
868 * Render a smooth-shaded, textured, RGBA triangle.
869 * Interpolate S,T,R with perspective correction, w/out mipmapping.
870 */
871 #define NAME general_textured_triangle
872 #define INTERP_Z 1
873 #define INTERP_W 1
874 #define INTERP_FOG 1
875 #define INTERP_RGB 1
876 #define INTERP_SPEC 1
877 #define INTERP_ALPHA 1
878 #define INTERP_TEX 1
879 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
880 #include "s_tritemp.h"
881
882
883
884 /*
885 * This is the big one!
886 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
887 * Yup, it's slow.
888 */
889 #define NAME multitextured_triangle
890 #define INTERP_Z 1
891 #define INTERP_W 1
892 #define INTERP_FOG 1
893 #define INTERP_RGB 1
894 #define INTERP_ALPHA 1
895 #define INTERP_SPEC 1
896 #define INTERP_MULTITEX 1
897 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
898 #include "s_tritemp.h"
899
900
901
902 /*
903 * Special tri function for occlusion testing
904 */
905 #define NAME occlusion_zless_triangle
906 #define INTERP_Z 1
907 #define SETUP_CODE \
908 struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \
909 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \
910 ASSERT(ctx->Depth.Test); \
911 ASSERT(!ctx->Depth.Mask); \
912 ASSERT(ctx->Depth.Func == GL_LESS); \
913 if (!q) { \
914 return; \
915 }
916 #define RENDER_SPAN( span ) \
917 if (ctx->Visual.depthBits <= 16) { \
918 GLuint i; \
919 const GLushort *zRow = (const GLushort *) \
920 rb->GetPointer(ctx, rb, span.x, span.y); \
921 for (i = 0; i < span.end; i++) { \
922 GLuint z = FixedToDepth(span.z); \
923 if (z < zRow[i]) { \
924 q->Result++; \
925 } \
926 span.z += span.zStep; \
927 } \
928 } \
929 else { \
930 GLuint i; \
931 const GLuint *zRow = (const GLuint *) \
932 rb->GetPointer(ctx, rb, span.x, span.y); \
933 for (i = 0; i < span.end; i++) { \
934 if ((GLuint)span.z < zRow[i]) { \
935 q->Result++; \
936 } \
937 span.z += span.zStep; \
938 } \
939 }
940 #include "s_tritemp.h"
941
942
943
944 static void
945 nodraw_triangle( GLcontext *ctx,
946 const SWvertex *v0,
947 const SWvertex *v1,
948 const SWvertex *v2 )
949 {
950 (void) (ctx && v0 && v1 && v2);
951 }
952
953
954 /*
955 * This is used when separate specular color is enabled, but not
956 * texturing. We add the specular color to the primary color,
957 * draw the triangle, then restore the original primary color.
958 * Inefficient, but seldom needed.
959 */
960 void _swrast_add_spec_terms_triangle( GLcontext *ctx,
961 const SWvertex *v0,
962 const SWvertex *v1,
963 const SWvertex *v2 )
964 {
965 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
966 SWvertex *ncv1 = (SWvertex *)v1;
967 SWvertex *ncv2 = (SWvertex *)v2;
968 #if CHAN_TYPE == GL_FLOAT
969 GLfloat rSum, gSum, bSum;
970 #else
971 GLint rSum, gSum, bSum;
972 #endif
973 GLchan c[3][4];
974 /* save original colors */
975 COPY_CHAN4( c[0], ncv0->color );
976 COPY_CHAN4( c[1], ncv1->color );
977 COPY_CHAN4( c[2], ncv2->color );
978 /* sum v0 */
979 rSum = ncv0->color[0] + ncv0->specular[0];
980 gSum = ncv0->color[1] + ncv0->specular[1];
981 bSum = ncv0->color[2] + ncv0->specular[2];
982 ncv0->color[0] = MIN2(rSum, CHAN_MAX);
983 ncv0->color[1] = MIN2(gSum, CHAN_MAX);
984 ncv0->color[2] = MIN2(bSum, CHAN_MAX);
985 /* sum v1 */
986 rSum = ncv1->color[0] + ncv1->specular[0];
987 gSum = ncv1->color[1] + ncv1->specular[1];
988 bSum = ncv1->color[2] + ncv1->specular[2];
989 ncv1->color[0] = MIN2(rSum, CHAN_MAX);
990 ncv1->color[1] = MIN2(gSum, CHAN_MAX);
991 ncv1->color[2] = MIN2(bSum, CHAN_MAX);
992 /* sum v2 */
993 rSum = ncv2->color[0] + ncv2->specular[0];
994 gSum = ncv2->color[1] + ncv2->specular[1];
995 bSum = ncv2->color[2] + ncv2->specular[2];
996 ncv2->color[0] = MIN2(rSum, CHAN_MAX);
997 ncv2->color[1] = MIN2(gSum, CHAN_MAX);
998 ncv2->color[2] = MIN2(bSum, CHAN_MAX);
999 /* draw */
1000 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
1001 /* restore original colors */
1002 COPY_CHAN4( ncv0->color, c[0] );
1003 COPY_CHAN4( ncv1->color, c[1] );
1004 COPY_CHAN4( ncv2->color, c[2] );
1005 }
1006
1007
1008
1009 #ifdef DEBUG
1010
1011 /* record the current triangle function name */
1012 const char *_mesa_triFuncName = NULL;
1013
1014 #define USE(triFunc) \
1015 do { \
1016 _mesa_triFuncName = #triFunc; \
1017 /*printf("%s\n", _mesa_triFuncName);*/ \
1018 swrast->Triangle = triFunc; \
1019 } while (0)
1020
1021 #else
1022
1023 #define USE(triFunc) swrast->Triangle = triFunc;
1024
1025 #endif
1026
1027
1028
1029
1030 /*
1031 * Determine which triangle rendering function to use given the current
1032 * rendering context.
1033 *
1034 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1035 * remove tests to this code.
1036 */
1037 void
1038 _swrast_choose_triangle( GLcontext *ctx )
1039 {
1040 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1041 const GLboolean rgbmode = ctx->Visual.rgbMode;
1042
1043 if (ctx->Polygon.CullFlag &&
1044 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1045 USE(nodraw_triangle);
1046 return;
1047 }
1048
1049 if (ctx->RenderMode==GL_RENDER) {
1050
1051 if (ctx->Polygon.SmoothFlag) {
1052 _swrast_set_aa_triangle_function(ctx);
1053 ASSERT(swrast->Triangle);
1054 return;
1055 }
1056
1057 /* special case for occlusion testing */
1058 if (ctx->Query.CurrentOcclusionObject &&
1059 ctx->Depth.Test &&
1060 ctx->Depth.Mask == GL_FALSE &&
1061 ctx->Depth.Func == GL_LESS &&
1062 !ctx->Stencil.Enabled) {
1063 if ((rgbmode &&
1064 ctx->Color.ColorMask[0] == 0 &&
1065 ctx->Color.ColorMask[1] == 0 &&
1066 ctx->Color.ColorMask[2] == 0 &&
1067 ctx->Color.ColorMask[3] == 0)
1068 ||
1069 (!rgbmode && ctx->Color.IndexMask == 0)) {
1070 USE(occlusion_zless_triangle);
1071 return;
1072 }
1073 }
1074
1075 if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
1076 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1077 const struct gl_texture_object *texObj2D;
1078 const struct gl_texture_image *texImg;
1079 GLenum minFilter, magFilter, envMode;
1080 GLint format;
1081 texObj2D = ctx->Texture.Unit[0].Current2D;
1082 texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1083 format = texImg ? texImg->TexFormat->MesaFormat : -1;
1084 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1085 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1086 envMode = ctx->Texture.Unit[0].EnvMode;
1087
1088 /* First see if we can use an optimized 2-D texture function */
1089 if (ctx->Texture._EnabledCoordUnits == 0x1
1090 && !ctx->FragmentProgram._Active
1091 && !ctx->ATIFragmentShader._Enabled
1092 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1093 && texObj2D->WrapS == GL_REPEAT
1094 && texObj2D->WrapT == GL_REPEAT
1095 && texImg->_IsPowerOfTwo
1096 && texImg->Border == 0
1097 && texImg->Width == texImg->RowStride
1098 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1099 && minFilter == magFilter
1100 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1101 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1102 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1103 if (minFilter == GL_NEAREST
1104 && format == MESA_FORMAT_RGB
1105 && (envMode == GL_REPLACE || envMode == GL_DECAL)
1106 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1107 && ctx->Depth.Func == GL_LESS
1108 && ctx->Depth.Mask == GL_TRUE)
1109 || swrast->_RasterMask == TEXTURE_BIT)
1110 && ctx->Polygon.StippleFlag == GL_FALSE
1111 && ctx->Visual.depthBits <= 16) {
1112 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1113 USE(simple_z_textured_triangle);
1114 }
1115 else {
1116 USE(simple_textured_triangle);
1117 }
1118 }
1119 else {
1120 #if (CHAN_BITS == 16 || CHAN_BITS == 32)
1121 USE(general_textured_triangle);
1122 #else
1123 USE(affine_textured_triangle);
1124 #endif
1125 }
1126 }
1127 else {
1128 #if (CHAN_BITS == 16 || CHAN_BITS == 32)
1129 USE(general_textured_triangle);
1130 #else
1131 USE(persp_textured_triangle);
1132 #endif
1133 }
1134 }
1135 else {
1136 /* general case textured triangles */
1137 if (ctx->Texture._EnabledCoordUnits > 1) {
1138 USE(multitextured_triangle);
1139 }
1140 else {
1141 USE(general_textured_triangle);
1142 }
1143 }
1144 }
1145 else {
1146 ASSERT(!ctx->Texture._EnabledCoordUnits);
1147 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1148 /* smooth shaded, no texturing, stippled or some raster ops */
1149 if (rgbmode) {
1150 USE(smooth_rgba_triangle);
1151 }
1152 else {
1153 USE(smooth_ci_triangle);
1154 }
1155 }
1156 else {
1157 /* flat shaded, no texturing, stippled or some raster ops */
1158 if (rgbmode) {
1159 USE(flat_rgba_triangle);
1160 }
1161 else {
1162 USE(flat_ci_triangle);
1163 }
1164 }
1165 }
1166 }
1167 else if (ctx->RenderMode==GL_FEEDBACK) {
1168 USE(_swrast_feedback_triangle);
1169 }
1170 else {
1171 /* GL_SELECT mode */
1172 USE(_swrast_select_triangle);
1173 }
1174 }