added missing \'s
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /* $Id: s_triangle.c,v 1.31 2001/07/09 16:16:20 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
333 struct affine_info
334 {
335 GLenum filter;
336 GLenum format;
337 GLenum envmode;
338 GLint smask, tmask;
339 GLint twidth_log2;
340 const GLchan *texture;
341 GLchan er, eg, eb, ea;
342 GLint tbytesline, tsize;
343 GLint fixedToDepthShift;
344 };
345
346 static void
347 affine_span(GLcontext *ctx, struct triangle_span *span,
348 struct affine_info *info)
349 {
350 GLint tr, tg, tb, ta;
351
352 /* Instead of defining a function for each mode, a test is done
353 * between the outer and inner loops. This is to reduce code size
354 * and complexity. Observe that an optimizing compiler kills
355 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
356 */
357
358 #define NEAREST_RGB \
359 tr = tex00[RCOMP]; \
360 tg = tex00[GCOMP]; \
361 tb = tex00[BCOMP]; \
362 ta = CHAN_MAX
363
364 #define LINEAR_RGB \
365 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
366 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
367 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
368 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
369 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
370 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
371 ta = CHAN_MAX
372
373 #define NEAREST_RGBA \
374 tr = tex00[RCOMP]; \
375 tg = tex00[GCOMP]; \
376 tb = tex00[BCOMP]; \
377 ta = tex00[ACOMP]
378
379 #define LINEAR_RGBA \
380 tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
381 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
382 tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
383 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
384 tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
385 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
386 ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
387 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
388
389 #define MODULATE \
390 dest[RCOMP] = span->red * (tr + 1) >> (FIXED_SHIFT + 8); \
391 dest[GCOMP] = span->green * (tg + 1) >> (FIXED_SHIFT + 8); \
392 dest[BCOMP] = span->blue * (tb + 1) >> (FIXED_SHIFT + 8); \
393 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
394
395 #define DECAL \
396 dest[RCOMP] = ((CHAN_MAX - ta) * span->red \
397 + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
398 dest[GCOMP] = ((CHAN_MAX - ta) * span->green \
399 + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
400 dest[BCOMP] = ((CHAN_MAX - ta) * span->blue \
401 + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
402 dest[ACOMP] = FixedToInt(span->alpha)
403
404 #define BLEND \
405 dest[RCOMP] = ((CHAN_MAX - tr) * span->red \
406 + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
407 dest[GCOMP] = ((CHAN_MAX - tg) * span->green \
408 + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
409 dest[BCOMP] = ((CHAN_MAX - tb) * span->blue \
410 + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
411 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
412
413 #define REPLACE \
414 dest[RCOMP] = tr; \
415 dest[GCOMP] = tg; \
416 dest[BCOMP] = tb; \
417 dest[ACOMP] = ta
418
419 #define ADD \
420 dest[RCOMP] = ((span->red << 8) \
421 + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
422 dest[GCOMP] = ((span->green << 8) \
423 + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
424 dest[BCOMP] = ((span->blue << 8) \
425 + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
426 dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
427
428 /* shortcuts */
429
430 #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE
431
432 #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
433
434 #define SPAN_NEAREST(DO_TEX,COMP) \
435 for (i = 0; i < span->count; i++) { \
436 /* Isn't it necessary to use FixedFloor below?? */ \
437 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
438 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
439 GLint pos = (t << info->twidth_log2) + s; \
440 const GLchan *tex00 = info->texture + COMP * pos; \
441 zspan[i] = FixedToDepth(span->z); \
442 fogspan[i] = span->fog; \
443 DO_TEX; \
444 span->fog += span->fogStep; \
445 span->z += span->zStep; \
446 span->red += span->redStep; \
447 span->green += span->greenStep; \
448 span->blue += span->blueStep; \
449 span->alpha += span->alphaStep; \
450 span->intTex[0] += span->intTexStep[0]; \
451 span->intTex[1] += span->intTexStep[1]; \
452 dest += 4; \
453 }
454
455 #define SPAN_LINEAR(DO_TEX,COMP) \
456 for (i = 0; i < span->count; i++) { \
457 /* Isn't it necessary to use FixedFloor below?? */ \
458 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
459 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
460 GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
461 GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
462 GLfixed si = FIXED_FRAC_MASK - sf; \
463 GLfixed ti = FIXED_FRAC_MASK - tf; \
464 GLint pos = (t << info->twidth_log2) + s; \
465 const GLchan *tex00 = info->texture + COMP * pos; \
466 const GLchan *tex10 = tex00 + info->tbytesline; \
467 const GLchan *tex01 = tex00 + COMP; \
468 const GLchan *tex11 = tex10 + COMP; \
469 (void) ti; \
470 (void) si; \
471 if (t == info->tmask) { \
472 tex10 -= info->tsize; \
473 tex11 -= info->tsize; \
474 } \
475 if (s == info->smask) { \
476 tex01 -= info->tbytesline; \
477 tex11 -= info->tbytesline; \
478 } \
479 zspan[i] = FixedToDepth(span->z); \
480 fogspan[i] = span->fog; \
481 DO_TEX; \
482 span->fog += span->fogStep; \
483 span->z += span->zStep; \
484 span->red += span->redStep; \
485 span->green += span->greenStep; \
486 span->blue += span->blueStep; \
487 span->alpha += span->alphaStep; \
488 span->intTex[0] += span->intTexStep[0]; \
489 span->intTex[1] += span->intTexStep[1]; \
490 dest += 4; \
491 }
492
493 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
494
495 GLuint i;
496 GLdepth zspan[MAX_WIDTH];
497 GLfloat fogspan[MAX_WIDTH];
498 GLchan rgba[MAX_WIDTH][4];
499 GLchan *dest = rgba[0];
500 const GLint fixedToDepthShift = info->fixedToDepthShift;
501
502 span->intTex[0] -= FIXED_HALF;
503 span->intTex[1] -= FIXED_HALF;
504 switch (info->filter) {
505 case GL_NEAREST:
506 switch (info->format) {
507 case GL_RGB:
508 switch (info->envmode) {
509 case GL_MODULATE:
510 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
511 break;
512 case GL_DECAL:
513 case GL_REPLACE:
514 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
515 break;
516 case GL_BLEND:
517 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
518 break;
519 case GL_ADD:
520 SPAN_NEAREST(NEAREST_RGB;ADD,3);
521 break;
522 default:
523 abort();
524 }
525 break;
526 case GL_RGBA:
527 switch(info->envmode) {
528 case GL_MODULATE:
529 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
530 break;
531 case GL_DECAL:
532 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
533 break;
534 case GL_BLEND:
535 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
536 break;
537 case GL_ADD:
538 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
539 break;
540 case GL_REPLACE:
541 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
542 break;
543 default:
544 abort();
545 }
546 break;
547 }
548 break;
549
550 case GL_LINEAR:
551 span->intTex[0] -= FIXED_HALF;
552 span->intTex[1] -= FIXED_HALF;
553 switch (info->format) {
554 case GL_RGB:
555 switch (info->envmode) {
556 case GL_MODULATE:
557 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
558 break;
559 case GL_DECAL:
560 case GL_REPLACE:
561 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
562 break;
563 case GL_BLEND:
564 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
565 break;
566 case GL_ADD:
567 SPAN_LINEAR(LINEAR_RGB;ADD,3);
568 break;
569 default:
570 abort();
571 }
572 break;
573 case GL_RGBA:
574 switch (info->envmode) {
575 case GL_MODULATE:
576 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
577 break;
578 case GL_DECAL:
579 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
580 break;
581 case GL_BLEND:
582 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
583 break;
584 case GL_ADD:
585 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
586 break;
587 case GL_REPLACE:
588 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
589 break;
590 default:
591 abort();
592 } break;
593 }
594 break;
595 }
596 _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
597 zspan, fogspan, rgba, NULL, GL_POLYGON);
598
599 #undef SPAN_NEAREST
600 #undef SPAN_LINEAR
601 #undef FixedToDepth
602 }
603
604
605
606 /*
607 * Render an RGB/RGBA textured triangle without perspective correction.
608 */
609 static void affine_textured_triangle( GLcontext *ctx,
610 const SWvertex *v0,
611 const SWvertex *v1,
612 const SWvertex *v2 )
613 {
614 #define INTERP_Z 1
615 #define INTERP_FOG 1
616 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
617 #define INTERP_RGB 1
618 #define INTERP_ALPHA 1
619 #define INTERP_INT_TEX 1
620 #define S_SCALE twidth
621 #define T_SCALE theight
622
623 #define SETUP_CODE \
624 struct affine_info info; \
625 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
626 struct gl_texture_object *obj = unit->Current2D; \
627 GLint b = obj->BaseLevel; \
628 GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
629 GLfloat theight = (GLfloat) obj->Image[b]->Height; \
630 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
631 info.texture = (const GLchan *) obj->Image[b]->Data; \
632 info.twidth_log2 = obj->Image[b]->WidthLog2; \
633 info.smask = obj->Image[b]->Width - 1; \
634 info.tmask = obj->Image[b]->Height - 1; \
635 info.format = obj->Image[b]->Format; \
636 info.filter = obj->MinFilter; \
637 info.envmode = unit->EnvMode; \
638 \
639 if (info.envmode == GL_BLEND) { \
640 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
641 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
642 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
643 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
644 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
645 } \
646 if (!info.texture) { \
647 /* this shouldn't happen */ \
648 return; \
649 } \
650 \
651 switch (info.format) { \
652 case GL_ALPHA: \
653 case GL_LUMINANCE: \
654 case GL_INTENSITY: \
655 info.tbytesline = obj->Image[b]->Width; \
656 break; \
657 case GL_LUMINANCE_ALPHA: \
658 info.tbytesline = obj->Image[b]->Width * 2; \
659 break; \
660 case GL_RGB: \
661 info.tbytesline = obj->Image[b]->Width * 3; \
662 break; \
663 case GL_RGBA: \
664 info.tbytesline = obj->Image[b]->Width * 4; \
665 break; \
666 default: \
667 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
668 return; \
669 } \
670 info.tsize = obj->Image[b]->Height * info.tbytesline;
671
672 #define RENDER_SPAN( span ) \
673 affine_span(ctx, &span, &info);
674
675 #include "s_tritemp.h"
676
677 }
678
679
680 struct persp_info
681 {
682 GLenum filter;
683 GLenum format;
684 GLenum envmode;
685 GLint smask, tmask;
686 GLint twidth_log2;
687 const GLchan *texture;
688 GLchan er, eg, eb, ea;
689 GLint tbytesline, tsize;
690 GLint fixedToDepthShift;
691 };
692
693 static void
694 fast_persp_span(GLcontext *ctx, struct triangle_span *span,
695 struct persp_info *info)
696 {
697 GLint tr, tg, tb, ta;
698
699 /* Instead of defining a function for each mode, a test is done
700 * between the outer and inner loops. This is to reduce code size
701 * and complexity. Observe that an optimizing compiler kills
702 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
703 */
704
705 #define SPAN_NEAREST(DO_TEX,COMP) \
706 for (i = 0; i < span->count; i++) { \
707 GLdouble invQ = tex_coord[2] ? \
708 (1.0 / tex_coord[2]) : 1.0; \
709 GLfloat s_tmp = tex_coord[0] * invQ; \
710 GLfloat t_tmp = tex_coord[1] * invQ; \
711 GLint s = IFLOOR(s_tmp) & info->smask; \
712 GLint t = IFLOOR(t_tmp) & info->tmask; \
713 GLint pos = (t << info->twidth_log2) + s; \
714 const GLchan *tex00 = info->texture + COMP * pos; \
715 zspan[i] = FixedToDepth(span->z); \
716 fogspan[i] = span->fog; \
717 DO_TEX; \
718 span->fog += span->fogStep; \
719 span->z += span->zStep; \
720 span->red += span->redStep; \
721 span->green += span->greenStep; \
722 span->blue += span->blueStep; \
723 span->alpha += span->alphaStep; \
724 tex_coord[0] += tex_step[0]; \
725 tex_coord[1] += tex_step[1]; \
726 tex_coord[2] += tex_step[2]; \
727 dest += 4; \
728 }
729
730 #define SPAN_LINEAR(DO_TEX,COMP) \
731 for (i = 0; i < span->count; i++) { \
732 GLdouble invQ = tex_coord[2] ? \
733 (1.0 / tex_coord[2]) : 1.0; \
734 GLfloat s_tmp = tex_coord[0] * invQ - 0.5F; \
735 GLfloat t_tmp = tex_coord[1] * invQ - 0.5F; \
736 GLfixed s_fix = FloatToFixed(s_tmp); \
737 GLfixed t_fix = FloatToFixed(t_tmp); \
738 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
739 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
740 GLfixed sf = s_fix & FIXED_FRAC_MASK; \
741 GLfixed tf = t_fix & FIXED_FRAC_MASK; \
742 GLfixed si = FIXED_FRAC_MASK - sf; \
743 GLfixed ti = FIXED_FRAC_MASK - tf; \
744 GLint pos = (t << info->twidth_log2) + s; \
745 const GLchan *tex00 = info->texture + COMP * pos; \
746 const GLchan *tex10 = tex00 + info->tbytesline; \
747 const GLchan *tex01 = tex00 + COMP; \
748 const GLchan *tex11 = tex10 + COMP; \
749 (void) ti; \
750 (void) si; \
751 if (t == info->tmask) { \
752 tex10 -= info->tsize; \
753 tex11 -= info->tsize; \
754 } \
755 if (s == info->smask) { \
756 tex01 -= info->tbytesline; \
757 tex11 -= info->tbytesline; \
758 } \
759 zspan[i] = FixedToDepth(span->z); \
760 fogspan[i] = span->fog; \
761 DO_TEX; \
762 span->fog += span->fogStep; \
763 span->z += span->zStep; \
764 span->red += span->redStep; \
765 span->green += span->greenStep; \
766 span->blue += span->blueStep; \
767 span->alpha += span->alphaStep; \
768 tex_coord[0] += tex_step[0]; \
769 tex_coord[1] += tex_step[1]; \
770 tex_coord[2] += tex_step[2]; \
771 dest += 4; \
772 }
773
774 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
775
776 GLuint i;
777 GLdepth zspan[MAX_WIDTH];
778 GLfloat tex_coord[3], tex_step[3];
779 GLfloat fogspan[MAX_WIDTH];
780 GLchan rgba[MAX_WIDTH][4];
781 GLchan *dest = rgba[0];
782 const GLint fixedToDepthShift = info->fixedToDepthShift;
783
784 tex_coord[0] = span->tex[0][0] * (info->smask + 1),
785 tex_step[0] = span->texStep[0][0] * (info->smask + 1);
786 tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
787 tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
788 /* span->tex[0][2] only if 3D-texturing, here only 2D */
789 tex_coord[2] = span->tex[0][3],
790 tex_step[2] = span->texStep[0][3];
791
792 switch (info->filter) {
793 case GL_NEAREST:
794 switch (info->format) {
795 case GL_RGB:
796 switch (info->envmode) {
797 case GL_MODULATE:
798 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
799 break;
800 case GL_DECAL:
801 case GL_REPLACE:
802 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
803 break;
804 case GL_BLEND:
805 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
806 break;
807 case GL_ADD:
808 SPAN_NEAREST(NEAREST_RGB;ADD,3);
809 break;
810 default:
811 abort();
812 }
813 break;
814 case GL_RGBA:
815 switch(info->envmode) {
816 case GL_MODULATE:
817 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
818 break;
819 case GL_DECAL:
820 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
821 break;
822 case GL_BLEND:
823 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
824 break;
825 case GL_ADD:
826 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
827 break;
828 case GL_REPLACE:
829 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
830 break;
831 default:
832 abort();
833 }
834 break;
835 }
836 break;
837
838 case GL_LINEAR:
839 switch (info->format) {
840 case GL_RGB:
841 switch (info->envmode) {
842 case GL_MODULATE:
843 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
844 break;
845 case GL_DECAL:
846 case GL_REPLACE:
847 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
848 break;
849 case GL_BLEND:
850 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
851 break;
852 case GL_ADD:
853 SPAN_LINEAR(LINEAR_RGB;ADD,3);
854 break;
855 default:
856 abort();
857 }
858 break;
859 case GL_RGBA:
860 switch (info->envmode) {
861 case GL_MODULATE:
862 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
863 break;
864 case GL_DECAL:
865 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
866 break;
867 case GL_BLEND:
868 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
869 break;
870 case GL_ADD:
871 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
872 break;
873 case GL_REPLACE:
874 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
875 break;
876 default:
877 abort();
878 }
879 break;
880 }
881 break;
882 }
883 /* This does not seem to be necessary, but I don't know !! */
884 /* span->tex[0][0] = tex_coord[0] / (info->smask + 1),
885 span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/
886 /* span->tex[0][2] only if 3D-texturing, here only 2D */
887 /* span->tex[0][3] = tex_coord[2]; */
888
889 _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
890 zspan, fogspan, rgba, NULL, GL_POLYGON);
891
892
893 #undef SPAN_NEAREST
894 #undef SPAN_LINEAR
895 #undef FixedToDepth
896 }
897
898
899 /*
900 * Render an perspective corrected RGB/RGBA textured triangle.
901 * The Q (aka V in Mesa) coordinate must be zero such that the divide
902 * by interpolated Q/W comes out right.
903 *
904 */
905 static void persp_textured_triangle( GLcontext *ctx,
906 const SWvertex *v0,
907 const SWvertex *v1,
908 const SWvertex *v2 )
909 {
910 #define INTERP_Z 1
911 #define INTERP_FOG 1
912 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
913 #define INTERP_RGB 1
914 #define INTERP_ALPHA 1
915 #define INTERP_TEX 1
916
917 #define SETUP_CODE \
918 struct persp_info info; \
919 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
920 struct gl_texture_object *obj = unit->Current2D; \
921 GLint b = obj->BaseLevel; \
922 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
923 info.texture = (const GLchan *) obj->Image[b]->Data; \
924 info.twidth_log2 = obj->Image[b]->WidthLog2; \
925 info.smask = obj->Image[b]->Width - 1; \
926 info.tmask = obj->Image[b]->Height - 1; \
927 info.format = obj->Image[b]->Format; \
928 info.filter = obj->MinFilter; \
929 info.envmode = unit->EnvMode; \
930 \
931 if (info.envmode == GL_BLEND) { \
932 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
933 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
934 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
935 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
936 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
937 } \
938 if (!info.texture) { \
939 /* this shouldn't happen */ \
940 return; \
941 } \
942 \
943 switch (info.format) { \
944 case GL_ALPHA: \
945 case GL_LUMINANCE: \
946 case GL_INTENSITY: \
947 info.tbytesline = obj->Image[b]->Width; \
948 break; \
949 case GL_LUMINANCE_ALPHA: \
950 info.tbytesline = obj->Image[b]->Width * 2; \
951 break; \
952 case GL_RGB: \
953 info.tbytesline = obj->Image[b]->Width * 3; \
954 break; \
955 case GL_RGBA: \
956 info.tbytesline = obj->Image[b]->Width * 4; \
957 break; \
958 default: \
959 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
960 return; \
961 } \
962 info.tsize = obj->Image[b]->Height * info.tbytesline;
963
964 #define RENDER_SPAN( span ) \
965 fast_persp_span(ctx, &span, &info);
966
967 #include "s_tritemp.h"
968
969 }
970
971 /*
972 * Generate arrays of fragment colors, z, fog, texcoords, etc from a
973 * triangle span object. Then call the span/fragment processsing
974 * functions in s_span.[ch].
975 */
976 static void
977 rasterize_span(GLcontext *ctx, const struct triangle_span *span)
978 {
979 DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4);
980 DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
981 DEFARRAY(GLuint, index, MAX_WIDTH);
982 DEFARRAY(GLuint, z, MAX_WIDTH);
983 DEFARRAY(GLfloat, fog, MAX_WIDTH);
984 DEFARRAY(GLfloat, sTex, MAX_WIDTH);
985 DEFARRAY(GLfloat, tTex, MAX_WIDTH);
986 DEFARRAY(GLfloat, rTex, MAX_WIDTH);
987 DEFARRAY(GLfloat, lambda, MAX_WIDTH);
988 DEFMARRAY(GLfloat, msTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
989 DEFMARRAY(GLfloat, mtTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
990 DEFMARRAY(GLfloat, mrTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
991 DEFMARRAY(GLfloat, mLambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
992
993 CHECKARRAY(rgba, return);
994 CHECKARRAY(spec, return);
995 CHECKARRAY(index, return);
996 CHECKARRAY(z, return);
997 CHECKARRAY(fog, return);
998 CHECKARRAY(sTex, return);
999 CHECKARRAY(tTex, return);
1000 CHECKARRAY(rTex, return);
1001 CHECKARRAY(lambda, return);
1002 CHECKARRAY(msTex, return);
1003 CHECKARRAY(mtTex, return);
1004 CHECKARRAY(mrTex, return);
1005 CHECKARRAY(mLambda, return);
1006
1007 if (span->activeMask & SPAN_RGBA) {
1008 GLfixed r = span->red;
1009 GLfixed g = span->green;
1010 GLfixed b = span->blue;
1011 GLfixed a = span->alpha;
1012 GLuint i;
1013 for (i = 0; i < span->count; i++) {
1014 rgba[i][RCOMP] = FixedToInt(r);
1015 rgba[i][GCOMP] = FixedToInt(g);
1016 rgba[i][BCOMP] = FixedToInt(b);
1017 rgba[i][ACOMP] = FixedToInt(a);
1018 r += span->redStep;
1019 g += span->greenStep;
1020 b += span->blueStep;
1021 a += span->alphaStep;
1022 }
1023 }
1024 if (span->activeMask & SPAN_SPEC) {
1025 GLfixed r = span->specRed;
1026 GLfixed g = span->specGreen;
1027 GLfixed b = span->specBlue;
1028 GLuint i;
1029 for (i = 0; i < span->count; i++) {
1030 spec[i][RCOMP] = FixedToInt(r);
1031 spec[i][GCOMP] = FixedToInt(g);
1032 spec[i][BCOMP] = FixedToInt(b);
1033 r += span->specRedStep;
1034 g += span->specGreenStep;
1035 b += span->specBlueStep;
1036 }
1037 }
1038 if (span->activeMask & SPAN_INDEX) {
1039 GLuint i;
1040 GLfixed ind = span->index;
1041 for (i = 0; i < span->count; i++) {
1042 index[i] = FixedToInt(ind);
1043 ind += span->indexStep;
1044 }
1045 }
1046 if (span->activeMask & SPAN_Z) {
1047 if (ctx->Visual.depthBits <= 16) {
1048 GLuint i;
1049 GLfixed zval = span->z;
1050 for (i = 0; i < span->count; i++) {
1051 z[i] = FixedToInt(zval);
1052 zval += span->zStep;
1053 }
1054 }
1055 else {
1056 /* Deep Z buffer, no fixed->int shift */
1057 GLuint i;
1058 GLfixed zval = span->z;
1059 for (i = 0; i < span->count; i++) {
1060 z[i] = zval;
1061 zval += span->zStep;
1062 }
1063 }
1064 }
1065 if (span->activeMask & SPAN_FOG) {
1066 GLuint i;
1067 GLfloat f = span->fog;
1068 for (i = 0; i < span->count; i++) {
1069 fog[i] = f;
1070 f += span->fogStep;
1071 }
1072 }
1073 if (span->activeMask & SPAN_TEXTURE) {
1074 if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
1075 /* multitexture */
1076 if (span->activeMask & SPAN_LAMBDA) {
1077 /* with lambda */
1078 GLuint u;
1079 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
1080 if (ctx->Texture.Unit[u]._ReallyEnabled) {
1081 GLfloat s = span->tex[u][0];
1082 GLfloat t = span->tex[u][1];
1083 GLfloat r = span->tex[u][2];
1084 GLfloat q = span->tex[u][3];
1085 GLuint i;
1086 for (i = 0; i < span->count; i++) {
1087 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1088 msTex[u][i] = s * invQ;
1089 mtTex[u][i] = t * invQ;
1090 mrTex[u][i] = r * invQ;
1091 mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
1092 s += span->texStep[u][0];
1093 t += span->texStep[u][1];
1094 r += span->texStep[u][2];
1095 q += span->texStep[u][3];
1096 }
1097 }
1098 }
1099 }
1100 else {
1101 /* without lambda */
1102 GLuint u;
1103 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
1104 if (ctx->Texture.Unit[u]._ReallyEnabled) {
1105 GLfloat s = span->tex[u][0];
1106 GLfloat t = span->tex[u][1];
1107 GLfloat r = span->tex[u][2];
1108 GLfloat q = span->tex[u][3];
1109 GLuint i;
1110 for (i = 0; i < span->count; i++) {
1111 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1112 msTex[u][i] = s * invQ;
1113 mtTex[u][i] = t * invQ;
1114 mrTex[u][i] = r * invQ;
1115 s += span->texStep[u][0];
1116 t += span->texStep[u][1];
1117 r += span->texStep[u][2];
1118 q += span->texStep[u][3];
1119 }
1120 }
1121 }
1122 }
1123 }
1124 else {
1125 /* just texture unit 0 */
1126 if (span->activeMask & SPAN_LAMBDA) {
1127 /* with lambda */
1128 GLfloat s = span->tex[0][0];
1129 GLfloat t = span->tex[0][1];
1130 GLfloat r = span->tex[0][2];
1131 GLfloat q = span->tex[0][3];
1132 GLuint i;
1133 for (i = 0; i < span->count; i++) {
1134 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1135 sTex[i] = s * invQ;
1136 tTex[i] = t * invQ;
1137 rTex[i] = r * invQ;
1138 lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
1139 s += span->texStep[0][0];
1140 t += span->texStep[0][1];
1141 r += span->texStep[0][2];
1142 q += span->texStep[0][3];
1143 }
1144 }
1145 else {
1146 /* without lambda */
1147 GLfloat s = span->tex[0][0];
1148 GLfloat t = span->tex[0][1];
1149 GLfloat r = span->tex[0][2];
1150 GLfloat q = span->tex[0][3];
1151 GLuint i;
1152 for (i = 0; i < span->count; i++) {
1153 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1154 sTex[i] = s * invQ;
1155 tTex[i] = t * invQ;
1156 rTex[i] = r * invQ;
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 }
1164 }
1165 /* XXX keep this? */
1166 if (span->activeMask & SPAN_INT_TEXTURE) {
1167 GLint intTexcoord[MAX_WIDTH][2];
1168 GLfixed s = span->intTex[0];
1169 GLfixed t = span->intTex[1];
1170 GLuint i;
1171 for (i = 0; i < span->count; i++) {
1172 intTexcoord[i][0] = FixedToInt(s);
1173 intTexcoord[i][1] = FixedToInt(t);
1174 s += span->intTexStep[0];
1175 t += span->intTexStep[1];
1176 }
1177 }
1178
1179 /* examine activeMask and call a s_span.c function */
1180 if (span->activeMask & SPAN_TEXTURE) {
1181 const GLfloat *fogPtr;
1182 if (span->activeMask & SPAN_FOG)
1183 fogPtr = fog;
1184 else
1185 fogPtr = NULL;
1186
1187 if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
1188 if (span->activeMask & SPAN_SPEC) {
1189 _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
1190 z, fogPtr,
1191 (const GLfloat (*)[MAX_WIDTH]) msTex,
1192 (const GLfloat (*)[MAX_WIDTH]) mtTex,
1193 (const GLfloat (*)[MAX_WIDTH]) mrTex,
1194 (GLfloat (*)[MAX_WIDTH]) mLambda,
1195 rgba, (CONST GLchan (*)[4]) spec,
1196 NULL, GL_POLYGON );
1197 }
1198 else {
1199 _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
1200 z, fogPtr,
1201 (const GLfloat (*)[MAX_WIDTH]) msTex,
1202 (const GLfloat (*)[MAX_WIDTH]) mtTex,
1203 (const GLfloat (*)[MAX_WIDTH]) mrTex,
1204 (GLfloat (*)[MAX_WIDTH]) mLambda,
1205 rgba, NULL, NULL, GL_POLYGON);
1206 }
1207 }
1208 else {
1209 /* single texture */
1210 if (span->activeMask & SPAN_SPEC) {
1211 _mesa_write_texture_span(ctx, span->count, span->x, span->y,
1212 z, fogPtr, sTex, tTex, rTex, lambda,
1213 rgba, (CONST GLchan (*)[4]) spec,
1214 NULL, GL_POLYGON);
1215 }
1216 else {
1217 _mesa_write_texture_span(ctx, span->count, span->x, span->y,
1218 z, fogPtr, sTex, tTex, rTex, lambda,
1219 rgba, NULL, NULL, GL_POLYGON);
1220 }
1221 }
1222 }
1223 else {
1224 _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
1225 }
1226
1227 UNDEFARRAY(rgba);
1228 UNDEFARRAY(spec);
1229 UNDEFARRAY(index);
1230 UNDEFARRAY(z);
1231 UNDEFARRAY(fog);
1232 UNDEFARRAY(sTex);
1233 UNDEFARRAY(tTex);
1234 UNDEFARRAY(rTex);
1235 UNDEFARRAY(lambda);
1236 UNDEFARRAY(msTex);
1237 UNDEFARRAY(mtTex);
1238 UNDEFARRAY(mrTex);
1239 UNDEFARRAY(mLambda);
1240 }
1241
1242
1243
1244
1245 /*
1246 * Render a smooth-shaded, textured, RGBA triangle.
1247 * Interpolate S,T,R with perspective correction, w/out mipmapping.
1248 */
1249 static void general_textured_triangle( GLcontext *ctx,
1250 const SWvertex *v0,
1251 const SWvertex *v1,
1252 const SWvertex *v2 )
1253 {
1254 #define INTERP_Z 1
1255 #define INTERP_FOG 1
1256 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1257 #define INTERP_RGB 1
1258 #define INTERP_ALPHA 1
1259 #define INTERP_TEX 1
1260
1261 #define SETUP_CODE \
1262 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1263 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1264 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1265 GLfixed rFlat, gFlat, bFlat, aFlat; \
1266 DEFARRAY(GLfloat, sSpan, MAX_WIDTH); /* mac 32k limitation */ \
1267 DEFARRAY(GLfloat, tSpan, MAX_WIDTH); /* mac 32k limitation */ \
1268 DEFARRAY(GLfloat, uSpan, MAX_WIDTH); /* mac 32k limitation */ \
1269 CHECKARRAY(sSpan, return); /* mac 32k limitation */ \
1270 CHECKARRAY(tSpan, return); /* mac 32k limitation */ \
1271 CHECKARRAY(uSpan, return); /* mac 32k limitation */ \
1272 if (flatShade) { \
1273 rFlat = IntToFixed(v2->color[RCOMP]); \
1274 gFlat = IntToFixed(v2->color[GCOMP]); \
1275 bFlat = IntToFixed(v2->color[BCOMP]); \
1276 aFlat = IntToFixed(v2->color[ACOMP]); \
1277 } \
1278 span.texWidth[0] = (GLfloat) texImage->Width; \
1279 span.texHeight[0] = (GLfloat) texImage->Height; \
1280 (void) fixedToDepthShift;
1281
1282 #define RENDER_SPAN( span ) \
1283 GLdepth zSpan[MAX_WIDTH]; \
1284 GLfloat fogSpan[MAX_WIDTH]; \
1285 GLchan rgbaSpan[MAX_WIDTH][4]; \
1286 GLuint i; \
1287 if (flatShade) { \
1288 span.red = rFlat; span.redStep = 0; \
1289 span.green = gFlat; span.greenStep = 0; \
1290 span.blue = bFlat; span.blueStep = 0; \
1291 span.alpha = aFlat; span.alphaStep = 0; \
1292 } \
1293 /* NOTE: we could just call rasterize_span() here instead */ \
1294 for (i = 0; i < span.count; i++) { \
1295 GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \
1296 zSpan[i] = FixedToDepth(span.z); \
1297 span.z += span.zStep; \
1298 fogSpan[i] = span.fog; \
1299 span.fog += span.fogStep; \
1300 rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
1301 rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
1302 rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
1303 rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
1304 span.red += span.redStep; \
1305 span.green += span.greenStep; \
1306 span.blue += span.blueStep; \
1307 span.alpha += span.alphaStep; \
1308 sSpan[i] = span.tex[0][0] * invQ; \
1309 tSpan[i] = span.tex[0][1] * invQ; \
1310 uSpan[i] = span.tex[0][2] * invQ; \
1311 span.tex[0][0] += span.texStep[0][0]; \
1312 span.tex[0][1] += span.texStep[0][1]; \
1313 span.tex[0][2] += span.texStep[0][2]; \
1314 span.tex[0][3] += span.texStep[0][3]; \
1315 } \
1316 _mesa_write_texture_span(ctx, span.count, span.x, span.y, \
1317 zSpan, fogSpan, sSpan, tSpan, uSpan, \
1318 NULL, rgbaSpan, NULL, NULL, GL_POLYGON );
1319
1320 #define CLEANUP_CODE \
1321 UNDEFARRAY(sSpan); /* mac 32k limitation */ \
1322 UNDEFARRAY(tSpan); \
1323 UNDEFARRAY(uSpan);
1324
1325 #include "s_tritemp.h"
1326 }
1327
1328
1329 /*
1330 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1331 * color interpolation.
1332 * Interpolate texcoords with perspective correction, w/out mipmapping.
1333 */
1334 static void general_textured_spec_triangle( GLcontext *ctx,
1335 const SWvertex *v0,
1336 const SWvertex *v1,
1337 const SWvertex *v2 )
1338 {
1339 #define INTERP_Z 1
1340 #define INTERP_FOG 1
1341 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1342 #define INTERP_RGB 1
1343 #define INTERP_SPEC 1
1344 #define INTERP_ALPHA 1
1345 #define INTERP_TEX 1
1346
1347 #define SETUP_CODE \
1348 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1349 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1350 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1351 GLfixed rFlat, gFlat, bFlat, aFlat; \
1352 GLfixed srFlat, sgFlat, sbFlat; \
1353 if (flatShade) { \
1354 rFlat = IntToFixed(v2->color[RCOMP]); \
1355 gFlat = IntToFixed(v2->color[GCOMP]); \
1356 bFlat = IntToFixed(v2->color[BCOMP]); \
1357 aFlat = IntToFixed(v2->color[ACOMP]); \
1358 srFlat = IntToFixed(v2->specular[RCOMP]); \
1359 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1360 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1361 } \
1362 span.texWidth[0] = (GLfloat) texImage->Width; \
1363 span.texHeight[0] = (GLfloat) texImage->Height; \
1364 (void) fixedToDepthShift;
1365
1366 #define RENDER_SPAN( span ) \
1367 if (flatShade) { \
1368 span.red = rFlat; span.redStep = 0; \
1369 span.green = gFlat; span.greenStep = 0; \
1370 span.blue = bFlat; span.blueStep = 0; \
1371 span.alpha = aFlat; span.alphaStep = 0; \
1372 span.specRed = srFlat; span.specRedStep = 0; \
1373 span.specGreen = sgFlat; span.specGreenStep = 0; \
1374 span.specBlue = sbFlat; span.specBlueStep = 0; \
1375 } \
1376 rasterize_span(ctx, &span);
1377
1378 #include "s_tritemp.h"
1379 }
1380
1381
1382 /*
1383 * Render a smooth-shaded, textured, RGBA triangle.
1384 * Interpolate S,T,R with perspective correction and compute lambda for
1385 * each fragment. Lambda is used to determine whether to use the
1386 * minification or magnification filter. If minification and using
1387 * mipmaps, lambda is also used to select the texture level of detail.
1388 */
1389 static void lambda_textured_triangle( GLcontext *ctx,
1390 const SWvertex *v0,
1391 const SWvertex *v1,
1392 const SWvertex *v2 )
1393 {
1394 #define INTERP_Z 1
1395 #define INTERP_FOG 1
1396 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1397 #define INTERP_RGB 1
1398 #define INTERP_ALPHA 1
1399 #define INTERP_TEX 1
1400 #define INTERP_LAMBDA 1
1401
1402 #define SETUP_CODE \
1403 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1404 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1405 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1406 GLfixed rFlat, gFlat, bFlat, aFlat; \
1407 GLfixed srFlat, sgFlat, sbFlat; \
1408 if (flatShade) { \
1409 rFlat = IntToFixed(v2->color[RCOMP]); \
1410 gFlat = IntToFixed(v2->color[GCOMP]); \
1411 bFlat = IntToFixed(v2->color[BCOMP]); \
1412 aFlat = IntToFixed(v2->color[ACOMP]); \
1413 srFlat = IntToFixed(v2->specular[RCOMP]); \
1414 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1415 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1416 } \
1417 span.texWidth[0] = (GLfloat) texImage->Width; \
1418 span.texHeight[0] = (GLfloat) texImage->Height; \
1419 (void) fixedToDepthShift;
1420
1421 #define RENDER_SPAN( span ) \
1422 if (flatShade) { \
1423 span.red = rFlat; span.redStep = 0; \
1424 span.green = gFlat; span.greenStep = 0; \
1425 span.blue = bFlat; span.blueStep = 0; \
1426 span.alpha = aFlat; span.alphaStep = 0; \
1427 span.specRed = srFlat; span.specRedStep = 0; \
1428 span.specGreen = sgFlat; span.specGreenStep = 0; \
1429 span.specBlue = sbFlat; span.specBlueStep = 0; \
1430 } \
1431 rasterize_span(ctx, &span);
1432
1433 #include "s_tritemp.h"
1434 }
1435
1436
1437 /*
1438 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1439 * interpolation.
1440 * Interpolate S,T,R with perspective correction and compute lambda for
1441 * each fragment. Lambda is used to determine whether to use the
1442 * minification or magnification filter. If minification and using
1443 * mipmaps, lambda is also used to select the texture level of detail.
1444 */
1445 static void lambda_textured_spec_triangle( GLcontext *ctx,
1446 const SWvertex *v0,
1447 const SWvertex *v1,
1448 const SWvertex *v2 )
1449 {
1450 #define INTERP_Z 1
1451 #define INTERP_FOG 1
1452 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1453 #define INTERP_RGB 1
1454 #define INTERP_SPEC 1
1455 #define INTERP_ALPHA 1
1456 #define INTERP_TEX 1
1457 #define INTERP_LAMBDA 1
1458
1459 #define SETUP_CODE \
1460 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1461 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1462 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1463 GLfixed rFlat, gFlat, bFlat, aFlat; \
1464 GLfixed srFlat, sgFlat, sbFlat; \
1465 if (flatShade) { \
1466 rFlat = IntToFixed(v2->color[RCOMP]); \
1467 gFlat = IntToFixed(v2->color[GCOMP]); \
1468 bFlat = IntToFixed(v2->color[BCOMP]); \
1469 aFlat = IntToFixed(v2->color[ACOMP]); \
1470 srFlat = IntToFixed(v2->specular[RCOMP]); \
1471 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1472 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1473 } \
1474 span.texWidth[0] = (GLfloat) texImage->Width; \
1475 span.texHeight[0] = (GLfloat) texImage->Height; \
1476 (void) fixedToDepthShift;
1477
1478 #define RENDER_SPAN( span ) \
1479 if (flatShade) { \
1480 span.red = rFlat; span.redStep = 0; \
1481 span.green = gFlat; span.greenStep = 0; \
1482 span.blue = bFlat; span.blueStep = 0; \
1483 span.alpha = aFlat; span.alphaStep = 0; \
1484 span.specRed = srFlat; span.specRedStep = 0; \
1485 span.specGreen = sgFlat; span.specGreenStep = 0; \
1486 span.specBlue = sbFlat; span.specBlueStep = 0; \
1487 } \
1488 rasterize_span(ctx, &span);
1489
1490 #include "s_tritemp.h"
1491 }
1492
1493
1494 /*
1495 * This is the big one!
1496 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
1497 * with lambda (LOD).
1498 * Yup, it's slow.
1499 */
1500 static void
1501 lambda_multitextured_triangle( GLcontext *ctx,
1502 const SWvertex *v0,
1503 const SWvertex *v1,
1504 const SWvertex *v2 )
1505 {
1506
1507 #define INTERP_Z 1
1508 #define INTERP_FOG 1
1509 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1510 #define INTERP_RGB 1
1511 #define INTERP_ALPHA 1
1512 #define INTERP_SPEC 1
1513 #define INTERP_MULTITEX 1
1514 #define INTERP_LAMBDA 1
1515
1516 #define SETUP_CODE \
1517 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1518 GLfixed rFlat, gFlat, bFlat, aFlat; \
1519 GLfixed srFlat, sgFlat, sbFlat; \
1520 GLuint u; \
1521 if (flatShade) { \
1522 rFlat = IntToFixed(v2->color[RCOMP]); \
1523 gFlat = IntToFixed(v2->color[GCOMP]); \
1524 bFlat = IntToFixed(v2->color[BCOMP]); \
1525 aFlat = IntToFixed(v2->color[ACOMP]); \
1526 srFlat = IntToFixed(v2->specular[RCOMP]); \
1527 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1528 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1529 } \
1530 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
1531 if (ctx->Texture.Unit[u]._ReallyEnabled) { \
1532 const struct gl_texture_object *texObj; \
1533 const struct gl_texture_image *texImage; \
1534 texObj = ctx->Texture.Unit[u]._Current; \
1535 texImage = texObj->Image[texObj->BaseLevel]; \
1536 span.texWidth[u] = (GLfloat) texImage->Width; \
1537 span.texHeight[u] = (GLfloat) texImage->Height; \
1538 } \
1539 } \
1540 (void) fixedToDepthShift;
1541
1542 #define RENDER_SPAN( span ) \
1543 if (flatShade) { \
1544 span.red = rFlat; span.redStep = 0; \
1545 span.green = gFlat; span.greenStep = 0; \
1546 span.blue = bFlat; span.blueStep = 0; \
1547 span.alpha = aFlat; span.alphaStep = 0; \
1548 span.specRed = srFlat; span.specRedStep = 0; \
1549 span.specGreen = sgFlat; span.specGreenStep = 0; \
1550 span.specBlue = sbFlat; span.specBlueStep = 0; \
1551 } \
1552 rasterize_span(ctx, &span);
1553
1554 #include "s_tritemp.h"
1555
1556 }
1557
1558
1559 static void occlusion_zless_triangle( GLcontext *ctx,
1560 const SWvertex *v0,
1561 const SWvertex *v1,
1562 const SWvertex *v2 )
1563 {
1564 if (ctx->OcclusionResult) {
1565 return;
1566 }
1567
1568 #define DO_OCCLUSION_TEST
1569 #define INTERP_Z 1
1570 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1571
1572 #define RENDER_SPAN( span ) \
1573 GLuint i; \
1574 for (i = 0; i < span.count; i++) { \
1575 GLdepth z = FixedToDepth(span.z); \
1576 if (z < zRow[i]) { \
1577 ctx->OcclusionResult = GL_TRUE; \
1578 return; \
1579 } \
1580 span.z += span.zStep; \
1581 }
1582
1583 #include "s_tritemp.h"
1584 }
1585
1586 static void nodraw_triangle( GLcontext *ctx,
1587 const SWvertex *v0,
1588 const SWvertex *v1,
1589 const SWvertex *v2 )
1590 {
1591 (void) (ctx && v0 && v1 && v2);
1592 }
1593
1594 void _swrast_add_spec_terms_triangle( GLcontext *ctx,
1595 const SWvertex *v0,
1596 const SWvertex *v1,
1597 const SWvertex *v2 )
1598 {
1599 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
1600 SWvertex *ncv1 = (SWvertex *)v1;
1601 SWvertex *ncv2 = (SWvertex *)v2;
1602 GLchan c[3][4];
1603 COPY_CHAN4( c[0], ncv0->color );
1604 COPY_CHAN4( c[1], ncv1->color );
1605 COPY_CHAN4( c[2], ncv2->color );
1606 ACC_3V( ncv0->color, ncv0->specular );
1607 ACC_3V( ncv1->color, ncv1->specular );
1608 ACC_3V( ncv2->color, ncv2->specular );
1609 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
1610 COPY_CHAN4( ncv0->color, c[0] );
1611 COPY_CHAN4( ncv1->color, c[1] );
1612 COPY_CHAN4( ncv2->color, c[2] );
1613 }
1614
1615
1616
1617 #ifdef DEBUG
1618
1619 /* record the current triangle function name */
1620 static const char *triFuncName = NULL;
1621
1622 #define USE(triFunc) \
1623 do { \
1624 triFuncName = #triFunc; \
1625 /*printf("%s\n", triFuncName);*/ \
1626 swrast->Triangle = triFunc; \
1627 } while (0)
1628
1629 #else
1630
1631 #define USE(triFunc) swrast->Triangle = triFunc;
1632
1633 #endif
1634
1635
1636
1637
1638 /*
1639 * Determine which triangle rendering function to use given the current
1640 * rendering context.
1641 *
1642 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1643 * remove tests to this code.
1644 */
1645 void
1646 _swrast_choose_triangle( GLcontext *ctx )
1647 {
1648 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1649 const GLboolean rgbmode = ctx->Visual.rgbMode;
1650
1651 if (ctx->Polygon.CullFlag &&
1652 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1653 USE(nodraw_triangle);
1654 return;
1655 }
1656
1657 if (ctx->RenderMode==GL_RENDER) {
1658
1659 if (ctx->Polygon.SmoothFlag) {
1660 _mesa_set_aa_triangle_function(ctx);
1661 ASSERT(swrast->Triangle);
1662 return;
1663 }
1664
1665 if (ctx->Depth.OcclusionTest &&
1666 ctx->Depth.Test &&
1667 ctx->Depth.Mask == GL_FALSE &&
1668 ctx->Depth.Func == GL_LESS &&
1669 !ctx->Stencil.Enabled) {
1670 if ((rgbmode &&
1671 ctx->Color.ColorMask[0] == 0 &&
1672 ctx->Color.ColorMask[1] == 0 &&
1673 ctx->Color.ColorMask[2] == 0 &&
1674 ctx->Color.ColorMask[3] == 0)
1675 ||
1676 (!rgbmode && ctx->Color.IndexMask == 0)) {
1677 USE(occlusion_zless_triangle);
1678 return;
1679 }
1680 }
1681
1682 if (ctx->Texture._ReallyEnabled) {
1683 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1684 const struct gl_texture_object *texObj2D;
1685 const struct gl_texture_image *texImg;
1686 GLenum minFilter, magFilter, envMode;
1687 GLint format;
1688 texObj2D = ctx->Texture.Unit[0].Current2D;
1689 texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
1690 format = texImg ? texImg->TexFormat->MesaFormat : -1;
1691 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1692 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1693 envMode = ctx->Texture.Unit[0].EnvMode;
1694
1695 /* First see if we can used an optimized 2-D texture function */
1696 if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
1697 && texObj2D->WrapS==GL_REPEAT
1698 && texObj2D->WrapT==GL_REPEAT
1699 && texImg->Border==0
1700 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1701 && minFilter == magFilter
1702 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1703 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1704 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1705 if (minFilter == GL_NEAREST
1706 && format == MESA_FORMAT_RGB
1707 && (envMode == GL_REPLACE || envMode == GL_DECAL)
1708 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1709 && ctx->Depth.Func == GL_LESS
1710 && ctx->Depth.Mask == GL_TRUE)
1711 || swrast->_RasterMask == TEXTURE_BIT)
1712 && ctx->Polygon.StippleFlag == GL_FALSE) {
1713 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1714 USE(simple_z_textured_triangle);
1715 }
1716 else {
1717 USE(simple_textured_triangle);
1718 }
1719 }
1720 else {
1721 /* GL_MODULATE seems also not to work !! */
1722 if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
1723 USE(general_textured_triangle);
1724 }
1725 else {
1726 USE(affine_textured_triangle);
1727 }
1728 }
1729 }
1730 else {
1731 /* GL_MODULATE seems also not to work !! */
1732 if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
1733 USE(general_textured_triangle);
1734 }
1735 else {
1736 USE(persp_textured_triangle);
1737 }
1738 }
1739 }
1740 else {
1741 /* More complicated textures (mipmap, multi-tex, sep specular) */
1742 GLboolean needLambda;
1743 /* if mag filter != min filter we need to compute lambda */
1744 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
1745 if (obj && obj->MinFilter != obj->MagFilter)
1746 needLambda = GL_TRUE;
1747 else
1748 needLambda = GL_FALSE;
1749 if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
1750 USE(lambda_multitextured_triangle);
1751 }
1752 else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
1753 /* separate specular color interpolation */
1754 if (needLambda) {
1755 USE(lambda_textured_spec_triangle);
1756 }
1757 else {
1758 USE(general_textured_spec_triangle);
1759 }
1760 }
1761 else {
1762 if (needLambda) {
1763 USE(lambda_textured_triangle);
1764 }
1765 else {
1766 USE(general_textured_triangle);
1767 }
1768 }
1769 }
1770 }
1771 else {
1772 ASSERT(!ctx->Texture._ReallyEnabled);
1773 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1774 /* smooth shaded, no texturing, stippled or some raster ops */
1775 if (rgbmode) {
1776 USE(smooth_rgba_triangle);
1777 }
1778 else {
1779 USE(smooth_ci_triangle);
1780 }
1781 }
1782 else {
1783 /* flat shaded, no texturing, stippled or some raster ops */
1784 if (rgbmode) {
1785 USE(flat_rgba_triangle);
1786 }
1787 else {
1788 USE(flat_ci_triangle);
1789 }
1790 }
1791 }
1792 }
1793 else if (ctx->RenderMode==GL_FEEDBACK) {
1794 USE(_mesa_feedback_triangle);
1795 }
1796 else {
1797 /* GL_SELECT mode */
1798 USE(_mesa_select_triangle);
1799 }
1800 }