b08830d386602d600ac26e1da4aab5f196634354
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /* $Id: s_triangle.c,v 1.32 2001/07/09 16:24:30 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 if (ctx->Light.ShadeModel == GL_FLAT) { \
674 span.red = IntToFixed(v2->color[RCOMP]); \
675 span.green = IntToFixed(v2->color[GCOMP]); \
676 span.blue = IntToFixed(v2->color[BCOMP]); \
677 span.alpha = IntToFixed(v2->color[ACOMP]); \
678 } \
679 affine_span(ctx, &span, &info);
680
681 #include "s_tritemp.h"
682
683 }
684
685
686 struct persp_info
687 {
688 GLenum filter;
689 GLenum format;
690 GLenum envmode;
691 GLint smask, tmask;
692 GLint twidth_log2;
693 const GLchan *texture;
694 GLchan er, eg, eb, ea;
695 GLint tbytesline, tsize;
696 GLint fixedToDepthShift;
697 };
698
699 static void
700 fast_persp_span(GLcontext *ctx, struct triangle_span *span,
701 struct persp_info *info)
702 {
703 GLint tr, tg, tb, ta;
704
705 /* Instead of defining a function for each mode, a test is done
706 * between the outer and inner loops. This is to reduce code size
707 * and complexity. Observe that an optimizing compiler kills
708 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
709 */
710
711 #define SPAN_NEAREST(DO_TEX,COMP) \
712 for (i = 0; i < span->count; i++) { \
713 GLdouble invQ = tex_coord[2] ? \
714 (1.0 / tex_coord[2]) : 1.0; \
715 GLfloat s_tmp = tex_coord[0] * invQ; \
716 GLfloat t_tmp = tex_coord[1] * invQ; \
717 GLint s = IFLOOR(s_tmp) & info->smask; \
718 GLint t = IFLOOR(t_tmp) & info->tmask; \
719 GLint pos = (t << info->twidth_log2) + s; \
720 const GLchan *tex00 = info->texture + COMP * pos; \
721 zspan[i] = FixedToDepth(span->z); \
722 fogspan[i] = span->fog; \
723 DO_TEX; \
724 span->fog += span->fogStep; \
725 span->z += span->zStep; \
726 span->red += span->redStep; \
727 span->green += span->greenStep; \
728 span->blue += span->blueStep; \
729 span->alpha += span->alphaStep; \
730 tex_coord[0] += tex_step[0]; \
731 tex_coord[1] += tex_step[1]; \
732 tex_coord[2] += tex_step[2]; \
733 dest += 4; \
734 }
735
736 #define SPAN_LINEAR(DO_TEX,COMP) \
737 for (i = 0; i < span->count; i++) { \
738 GLdouble invQ = tex_coord[2] ? \
739 (1.0 / tex_coord[2]) : 1.0; \
740 GLfloat s_tmp = tex_coord[0] * invQ - 0.5F; \
741 GLfloat t_tmp = tex_coord[1] * invQ - 0.5F; \
742 GLfixed s_fix = FloatToFixed(s_tmp); \
743 GLfixed t_fix = FloatToFixed(t_tmp); \
744 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
745 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
746 GLfixed sf = s_fix & FIXED_FRAC_MASK; \
747 GLfixed tf = t_fix & FIXED_FRAC_MASK; \
748 GLfixed si = FIXED_FRAC_MASK - sf; \
749 GLfixed ti = FIXED_FRAC_MASK - tf; \
750 GLint pos = (t << info->twidth_log2) + s; \
751 const GLchan *tex00 = info->texture + COMP * pos; \
752 const GLchan *tex10 = tex00 + info->tbytesline; \
753 const GLchan *tex01 = tex00 + COMP; \
754 const GLchan *tex11 = tex10 + COMP; \
755 (void) ti; \
756 (void) si; \
757 if (t == info->tmask) { \
758 tex10 -= info->tsize; \
759 tex11 -= info->tsize; \
760 } \
761 if (s == info->smask) { \
762 tex01 -= info->tbytesline; \
763 tex11 -= info->tbytesline; \
764 } \
765 zspan[i] = FixedToDepth(span->z); \
766 fogspan[i] = span->fog; \
767 DO_TEX; \
768 span->fog += span->fogStep; \
769 span->z += span->zStep; \
770 span->red += span->redStep; \
771 span->green += span->greenStep; \
772 span->blue += span->blueStep; \
773 span->alpha += span->alphaStep; \
774 tex_coord[0] += tex_step[0]; \
775 tex_coord[1] += tex_step[1]; \
776 tex_coord[2] += tex_step[2]; \
777 dest += 4; \
778 }
779
780 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
781
782 GLuint i;
783 GLdepth zspan[MAX_WIDTH];
784 GLfloat tex_coord[3], tex_step[3];
785 GLfloat fogspan[MAX_WIDTH];
786 GLchan rgba[MAX_WIDTH][4];
787 GLchan *dest = rgba[0];
788 const GLint fixedToDepthShift = info->fixedToDepthShift;
789
790 tex_coord[0] = span->tex[0][0] * (info->smask + 1),
791 tex_step[0] = span->texStep[0][0] * (info->smask + 1);
792 tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
793 tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
794 /* span->tex[0][2] only if 3D-texturing, here only 2D */
795 tex_coord[2] = span->tex[0][3],
796 tex_step[2] = span->texStep[0][3];
797
798 switch (info->filter) {
799 case GL_NEAREST:
800 switch (info->format) {
801 case GL_RGB:
802 switch (info->envmode) {
803 case GL_MODULATE:
804 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
805 break;
806 case GL_DECAL:
807 case GL_REPLACE:
808 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
809 break;
810 case GL_BLEND:
811 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
812 break;
813 case GL_ADD:
814 SPAN_NEAREST(NEAREST_RGB;ADD,3);
815 break;
816 default:
817 abort();
818 }
819 break;
820 case GL_RGBA:
821 switch(info->envmode) {
822 case GL_MODULATE:
823 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
824 break;
825 case GL_DECAL:
826 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
827 break;
828 case GL_BLEND:
829 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
830 break;
831 case GL_ADD:
832 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
833 break;
834 case GL_REPLACE:
835 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
836 break;
837 default:
838 abort();
839 }
840 break;
841 }
842 break;
843
844 case GL_LINEAR:
845 switch (info->format) {
846 case GL_RGB:
847 switch (info->envmode) {
848 case GL_MODULATE:
849 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
850 break;
851 case GL_DECAL:
852 case GL_REPLACE:
853 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
854 break;
855 case GL_BLEND:
856 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
857 break;
858 case GL_ADD:
859 SPAN_LINEAR(LINEAR_RGB;ADD,3);
860 break;
861 default:
862 abort();
863 }
864 break;
865 case GL_RGBA:
866 switch (info->envmode) {
867 case GL_MODULATE:
868 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
869 break;
870 case GL_DECAL:
871 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
872 break;
873 case GL_BLEND:
874 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
875 break;
876 case GL_ADD:
877 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
878 break;
879 case GL_REPLACE:
880 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
881 break;
882 default:
883 abort();
884 }
885 break;
886 }
887 break;
888 }
889 /* This does not seem to be necessary, but I don't know !! */
890 /* span->tex[0][0] = tex_coord[0] / (info->smask + 1),
891 span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/
892 /* span->tex[0][2] only if 3D-texturing, here only 2D */
893 /* span->tex[0][3] = tex_coord[2]; */
894
895 _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
896 zspan, fogspan, rgba, NULL, GL_POLYGON);
897
898
899 #undef SPAN_NEAREST
900 #undef SPAN_LINEAR
901 #undef FixedToDepth
902 }
903
904
905 /*
906 * Render an perspective corrected RGB/RGBA textured triangle.
907 * The Q (aka V in Mesa) coordinate must be zero such that the divide
908 * by interpolated Q/W comes out right.
909 *
910 */
911 static void persp_textured_triangle( GLcontext *ctx,
912 const SWvertex *v0,
913 const SWvertex *v1,
914 const SWvertex *v2 )
915 {
916 #define INTERP_Z 1
917 #define INTERP_FOG 1
918 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
919 #define INTERP_RGB 1
920 #define INTERP_ALPHA 1
921 #define INTERP_TEX 1
922
923 #define SETUP_CODE \
924 struct persp_info info; \
925 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
926 struct gl_texture_object *obj = unit->Current2D; \
927 GLint b = obj->BaseLevel; \
928 info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
929 info.texture = (const GLchan *) obj->Image[b]->Data; \
930 info.twidth_log2 = obj->Image[b]->WidthLog2; \
931 info.smask = obj->Image[b]->Width - 1; \
932 info.tmask = obj->Image[b]->Height - 1; \
933 info.format = obj->Image[b]->Format; \
934 info.filter = obj->MinFilter; \
935 info.envmode = unit->EnvMode; \
936 \
937 if (info.envmode == GL_BLEND) { \
938 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
939 info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
940 info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
941 info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
942 info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
943 } \
944 if (!info.texture) { \
945 /* this shouldn't happen */ \
946 return; \
947 } \
948 \
949 switch (info.format) { \
950 case GL_ALPHA: \
951 case GL_LUMINANCE: \
952 case GL_INTENSITY: \
953 info.tbytesline = obj->Image[b]->Width; \
954 break; \
955 case GL_LUMINANCE_ALPHA: \
956 info.tbytesline = obj->Image[b]->Width * 2; \
957 break; \
958 case GL_RGB: \
959 info.tbytesline = obj->Image[b]->Width * 3; \
960 break; \
961 case GL_RGBA: \
962 info.tbytesline = obj->Image[b]->Width * 4; \
963 break; \
964 default: \
965 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
966 return; \
967 } \
968 info.tsize = obj->Image[b]->Height * info.tbytesline;
969
970 #define RENDER_SPAN( span ) \
971 if (ctx->Light.ShadeModel == GL_FLAT) { \
972 span.red = IntToFixed(v2->color[RCOMP]); \
973 span.green = IntToFixed(v2->color[GCOMP]); \
974 span.blue = IntToFixed(v2->color[BCOMP]); \
975 span.alpha = IntToFixed(v2->color[ACOMP]); \
976 } \
977 fast_persp_span(ctx, &span, &info);
978
979 #include "s_tritemp.h"
980
981 }
982
983
984
985 /*
986 * Generate arrays of fragment colors, z, fog, texcoords, etc from a
987 * triangle span object. Then call the span/fragment processsing
988 * functions in s_span.[ch]. This is used by a bunch of the textured
989 * triangle functions.
990 */
991 static void
992 rasterize_span(GLcontext *ctx, const struct triangle_span *span)
993 {
994 DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4);
995 DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
996 DEFARRAY(GLuint, index, MAX_WIDTH);
997 DEFARRAY(GLuint, z, MAX_WIDTH);
998 DEFARRAY(GLfloat, fog, MAX_WIDTH);
999 DEFARRAY(GLfloat, sTex, MAX_WIDTH);
1000 DEFARRAY(GLfloat, tTex, MAX_WIDTH);
1001 DEFARRAY(GLfloat, rTex, MAX_WIDTH);
1002 DEFARRAY(GLfloat, lambda, MAX_WIDTH);
1003 DEFMARRAY(GLfloat, msTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
1004 DEFMARRAY(GLfloat, mtTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
1005 DEFMARRAY(GLfloat, mrTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
1006 DEFMARRAY(GLfloat, mLambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
1007
1008 CHECKARRAY(rgba, return);
1009 CHECKARRAY(spec, return);
1010 CHECKARRAY(index, return);
1011 CHECKARRAY(z, return);
1012 CHECKARRAY(fog, return);
1013 CHECKARRAY(sTex, return);
1014 CHECKARRAY(tTex, return);
1015 CHECKARRAY(rTex, return);
1016 CHECKARRAY(lambda, return);
1017 CHECKARRAY(msTex, return);
1018 CHECKARRAY(mtTex, return);
1019 CHECKARRAY(mrTex, return);
1020 CHECKARRAY(mLambda, return);
1021
1022 if (span->activeMask & SPAN_RGBA) {
1023 GLfixed r = span->red;
1024 GLfixed g = span->green;
1025 GLfixed b = span->blue;
1026 GLfixed a = span->alpha;
1027 GLuint i;
1028 for (i = 0; i < span->count; i++) {
1029 rgba[i][RCOMP] = FixedToInt(r);
1030 rgba[i][GCOMP] = FixedToInt(g);
1031 rgba[i][BCOMP] = FixedToInt(b);
1032 rgba[i][ACOMP] = FixedToInt(a);
1033 r += span->redStep;
1034 g += span->greenStep;
1035 b += span->blueStep;
1036 a += span->alphaStep;
1037 }
1038 }
1039 if (span->activeMask & SPAN_SPEC) {
1040 GLfixed r = span->specRed;
1041 GLfixed g = span->specGreen;
1042 GLfixed b = span->specBlue;
1043 GLuint i;
1044 for (i = 0; i < span->count; i++) {
1045 spec[i][RCOMP] = FixedToInt(r);
1046 spec[i][GCOMP] = FixedToInt(g);
1047 spec[i][BCOMP] = FixedToInt(b);
1048 r += span->specRedStep;
1049 g += span->specGreenStep;
1050 b += span->specBlueStep;
1051 }
1052 }
1053 if (span->activeMask & SPAN_INDEX) {
1054 GLuint i;
1055 GLfixed ind = span->index;
1056 for (i = 0; i < span->count; i++) {
1057 index[i] = FixedToInt(ind);
1058 ind += span->indexStep;
1059 }
1060 }
1061 if (span->activeMask & SPAN_Z) {
1062 if (ctx->Visual.depthBits <= 16) {
1063 GLuint i;
1064 GLfixed zval = span->z;
1065 for (i = 0; i < span->count; i++) {
1066 z[i] = FixedToInt(zval);
1067 zval += span->zStep;
1068 }
1069 }
1070 else {
1071 /* Deep Z buffer, no fixed->int shift */
1072 GLuint i;
1073 GLfixed zval = span->z;
1074 for (i = 0; i < span->count; i++) {
1075 z[i] = zval;
1076 zval += span->zStep;
1077 }
1078 }
1079 }
1080 if (span->activeMask & SPAN_FOG) {
1081 GLuint i;
1082 GLfloat f = span->fog;
1083 for (i = 0; i < span->count; i++) {
1084 fog[i] = f;
1085 f += span->fogStep;
1086 }
1087 }
1088 if (span->activeMask & SPAN_TEXTURE) {
1089 if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
1090 /* multitexture */
1091 if (span->activeMask & SPAN_LAMBDA) {
1092 /* with lambda */
1093 GLuint u;
1094 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
1095 if (ctx->Texture.Unit[u]._ReallyEnabled) {
1096 GLfloat s = span->tex[u][0];
1097 GLfloat t = span->tex[u][1];
1098 GLfloat r = span->tex[u][2];
1099 GLfloat q = span->tex[u][3];
1100 GLuint i;
1101 for (i = 0; i < span->count; i++) {
1102 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1103 msTex[u][i] = s * invQ;
1104 mtTex[u][i] = t * invQ;
1105 mrTex[u][i] = r * invQ;
1106 mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
1107 s += span->texStep[u][0];
1108 t += span->texStep[u][1];
1109 r += span->texStep[u][2];
1110 q += span->texStep[u][3];
1111 }
1112 }
1113 }
1114 }
1115 else {
1116 /* without lambda */
1117 GLuint u;
1118 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
1119 if (ctx->Texture.Unit[u]._ReallyEnabled) {
1120 GLfloat s = span->tex[u][0];
1121 GLfloat t = span->tex[u][1];
1122 GLfloat r = span->tex[u][2];
1123 GLfloat q = span->tex[u][3];
1124 GLuint i;
1125 for (i = 0; i < span->count; i++) {
1126 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1127 msTex[u][i] = s * invQ;
1128 mtTex[u][i] = t * invQ;
1129 mrTex[u][i] = r * invQ;
1130 s += span->texStep[u][0];
1131 t += span->texStep[u][1];
1132 r += span->texStep[u][2];
1133 q += span->texStep[u][3];
1134 }
1135 }
1136 }
1137 }
1138 }
1139 else {
1140 /* just texture unit 0 */
1141 if (span->activeMask & SPAN_LAMBDA) {
1142 /* with lambda */
1143 GLfloat s = span->tex[0][0];
1144 GLfloat t = span->tex[0][1];
1145 GLfloat r = span->tex[0][2];
1146 GLfloat q = span->tex[0][3];
1147 GLuint i;
1148 for (i = 0; i < span->count; i++) {
1149 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1150 sTex[i] = s * invQ;
1151 tTex[i] = t * invQ;
1152 rTex[i] = r * invQ;
1153 lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
1154 s += span->texStep[0][0];
1155 t += span->texStep[0][1];
1156 r += span->texStep[0][2];
1157 q += span->texStep[0][3];
1158 }
1159 }
1160 else {
1161 /* without lambda */
1162 GLfloat s = span->tex[0][0];
1163 GLfloat t = span->tex[0][1];
1164 GLfloat r = span->tex[0][2];
1165 GLfloat q = span->tex[0][3];
1166 GLuint i;
1167 for (i = 0; i < span->count; i++) {
1168 const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
1169 sTex[i] = s * invQ;
1170 tTex[i] = t * invQ;
1171 rTex[i] = r * invQ;
1172 s += span->texStep[0][0];
1173 t += span->texStep[0][1];
1174 r += span->texStep[0][2];
1175 q += span->texStep[0][3];
1176 }
1177 }
1178 }
1179 }
1180 /* XXX keep this? */
1181 if (span->activeMask & SPAN_INT_TEXTURE) {
1182 GLint intTexcoord[MAX_WIDTH][2];
1183 GLfixed s = span->intTex[0];
1184 GLfixed t = span->intTex[1];
1185 GLuint i;
1186 for (i = 0; i < span->count; i++) {
1187 intTexcoord[i][0] = FixedToInt(s);
1188 intTexcoord[i][1] = FixedToInt(t);
1189 s += span->intTexStep[0];
1190 t += span->intTexStep[1];
1191 }
1192 }
1193
1194 /* examine activeMask and call a s_span.c function */
1195 if (span->activeMask & SPAN_TEXTURE) {
1196 const GLfloat *fogPtr;
1197 if (span->activeMask & SPAN_FOG)
1198 fogPtr = fog;
1199 else
1200 fogPtr = NULL;
1201
1202 if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
1203 if (span->activeMask & SPAN_SPEC) {
1204 _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
1205 z, fogPtr,
1206 (const GLfloat (*)[MAX_WIDTH]) msTex,
1207 (const GLfloat (*)[MAX_WIDTH]) mtTex,
1208 (const GLfloat (*)[MAX_WIDTH]) mrTex,
1209 (GLfloat (*)[MAX_WIDTH]) mLambda,
1210 rgba, (CONST GLchan (*)[4]) spec,
1211 NULL, GL_POLYGON );
1212 }
1213 else {
1214 _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
1215 z, fogPtr,
1216 (const GLfloat (*)[MAX_WIDTH]) msTex,
1217 (const GLfloat (*)[MAX_WIDTH]) mtTex,
1218 (const GLfloat (*)[MAX_WIDTH]) mrTex,
1219 (GLfloat (*)[MAX_WIDTH]) mLambda,
1220 rgba, NULL, NULL, GL_POLYGON);
1221 }
1222 }
1223 else {
1224 /* single texture */
1225 if (span->activeMask & SPAN_SPEC) {
1226 _mesa_write_texture_span(ctx, span->count, span->x, span->y,
1227 z, fogPtr, sTex, tTex, rTex, lambda,
1228 rgba, (CONST GLchan (*)[4]) spec,
1229 NULL, GL_POLYGON);
1230 }
1231 else {
1232 _mesa_write_texture_span(ctx, span->count, span->x, span->y,
1233 z, fogPtr, sTex, tTex, rTex, lambda,
1234 rgba, NULL, NULL, GL_POLYGON);
1235 }
1236 }
1237 }
1238 else {
1239 _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
1240 }
1241
1242 UNDEFARRAY(rgba);
1243 UNDEFARRAY(spec);
1244 UNDEFARRAY(index);
1245 UNDEFARRAY(z);
1246 UNDEFARRAY(fog);
1247 UNDEFARRAY(sTex);
1248 UNDEFARRAY(tTex);
1249 UNDEFARRAY(rTex);
1250 UNDEFARRAY(lambda);
1251 UNDEFARRAY(msTex);
1252 UNDEFARRAY(mtTex);
1253 UNDEFARRAY(mrTex);
1254 UNDEFARRAY(mLambda);
1255 }
1256
1257
1258
1259
1260 /*
1261 * Render a smooth-shaded, textured, RGBA triangle.
1262 * Interpolate S,T,R with perspective correction, w/out mipmapping.
1263 */
1264 static void general_textured_triangle( GLcontext *ctx,
1265 const SWvertex *v0,
1266 const SWvertex *v1,
1267 const SWvertex *v2 )
1268 {
1269 #define INTERP_Z 1
1270 #define INTERP_FOG 1
1271 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1272 #define INTERP_RGB 1
1273 #define INTERP_ALPHA 1
1274 #define INTERP_TEX 1
1275
1276 #define SETUP_CODE \
1277 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1278 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1279 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1280 GLfixed rFlat, gFlat, bFlat, aFlat; \
1281 DEFARRAY(GLfloat, sSpan, MAX_WIDTH); /* mac 32k limitation */ \
1282 DEFARRAY(GLfloat, tSpan, MAX_WIDTH); /* mac 32k limitation */ \
1283 DEFARRAY(GLfloat, uSpan, MAX_WIDTH); /* mac 32k limitation */ \
1284 CHECKARRAY(sSpan, return); /* mac 32k limitation */ \
1285 CHECKARRAY(tSpan, return); /* mac 32k limitation */ \
1286 CHECKARRAY(uSpan, return); /* mac 32k limitation */ \
1287 if (flatShade) { \
1288 rFlat = IntToFixed(v2->color[RCOMP]); \
1289 gFlat = IntToFixed(v2->color[GCOMP]); \
1290 bFlat = IntToFixed(v2->color[BCOMP]); \
1291 aFlat = IntToFixed(v2->color[ACOMP]); \
1292 } \
1293 span.texWidth[0] = (GLfloat) texImage->Width; \
1294 span.texHeight[0] = (GLfloat) texImage->Height; \
1295 (void) fixedToDepthShift;
1296
1297 #define RENDER_SPAN( span ) \
1298 GLdepth zSpan[MAX_WIDTH]; \
1299 GLfloat fogSpan[MAX_WIDTH]; \
1300 GLchan rgbaSpan[MAX_WIDTH][4]; \
1301 GLuint i; \
1302 if (flatShade) { \
1303 span.red = rFlat; span.redStep = 0; \
1304 span.green = gFlat; span.greenStep = 0; \
1305 span.blue = bFlat; span.blueStep = 0; \
1306 span.alpha = aFlat; span.alphaStep = 0; \
1307 } \
1308 /* NOTE: we could just call rasterize_span() here instead */ \
1309 for (i = 0; i < span.count; i++) { \
1310 GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \
1311 zSpan[i] = FixedToDepth(span.z); \
1312 span.z += span.zStep; \
1313 fogSpan[i] = span.fog; \
1314 span.fog += span.fogStep; \
1315 rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
1316 rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
1317 rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
1318 rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
1319 span.red += span.redStep; \
1320 span.green += span.greenStep; \
1321 span.blue += span.blueStep; \
1322 span.alpha += span.alphaStep; \
1323 sSpan[i] = span.tex[0][0] * invQ; \
1324 tSpan[i] = span.tex[0][1] * invQ; \
1325 uSpan[i] = span.tex[0][2] * invQ; \
1326 span.tex[0][0] += span.texStep[0][0]; \
1327 span.tex[0][1] += span.texStep[0][1]; \
1328 span.tex[0][2] += span.texStep[0][2]; \
1329 span.tex[0][3] += span.texStep[0][3]; \
1330 } \
1331 _mesa_write_texture_span(ctx, span.count, span.x, span.y, \
1332 zSpan, fogSpan, sSpan, tSpan, uSpan, \
1333 NULL, rgbaSpan, NULL, NULL, GL_POLYGON );
1334
1335 #define CLEANUP_CODE \
1336 UNDEFARRAY(sSpan); /* mac 32k limitation */ \
1337 UNDEFARRAY(tSpan); \
1338 UNDEFARRAY(uSpan);
1339
1340 #include "s_tritemp.h"
1341 }
1342
1343
1344 /*
1345 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1346 * color interpolation.
1347 * Interpolate texcoords with perspective correction, w/out mipmapping.
1348 */
1349 static void general_textured_spec_triangle( GLcontext *ctx,
1350 const SWvertex *v0,
1351 const SWvertex *v1,
1352 const SWvertex *v2 )
1353 {
1354 #define INTERP_Z 1
1355 #define INTERP_FOG 1
1356 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1357 #define INTERP_RGB 1
1358 #define INTERP_SPEC 1
1359 #define INTERP_ALPHA 1
1360 #define INTERP_TEX 1
1361
1362 #define SETUP_CODE \
1363 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1364 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1365 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1366 GLfixed rFlat, gFlat, bFlat, aFlat; \
1367 GLfixed srFlat, sgFlat, sbFlat; \
1368 if (flatShade) { \
1369 rFlat = IntToFixed(v2->color[RCOMP]); \
1370 gFlat = IntToFixed(v2->color[GCOMP]); \
1371 bFlat = IntToFixed(v2->color[BCOMP]); \
1372 aFlat = IntToFixed(v2->color[ACOMP]); \
1373 srFlat = IntToFixed(v2->specular[RCOMP]); \
1374 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1375 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1376 } \
1377 span.texWidth[0] = (GLfloat) texImage->Width; \
1378 span.texHeight[0] = (GLfloat) texImage->Height; \
1379 (void) fixedToDepthShift;
1380
1381 #define RENDER_SPAN( span ) \
1382 if (flatShade) { \
1383 span.red = rFlat; span.redStep = 0; \
1384 span.green = gFlat; span.greenStep = 0; \
1385 span.blue = bFlat; span.blueStep = 0; \
1386 span.alpha = aFlat; span.alphaStep = 0; \
1387 span.specRed = srFlat; span.specRedStep = 0; \
1388 span.specGreen = sgFlat; span.specGreenStep = 0; \
1389 span.specBlue = sbFlat; span.specBlueStep = 0; \
1390 } \
1391 rasterize_span(ctx, &span);
1392
1393 #include "s_tritemp.h"
1394 }
1395
1396
1397 /*
1398 * Render a smooth-shaded, textured, RGBA triangle.
1399 * Interpolate S,T,R with perspective correction and compute lambda for
1400 * each fragment. Lambda is used to determine whether to use the
1401 * minification or magnification filter. If minification and using
1402 * mipmaps, lambda is also used to select the texture level of detail.
1403 */
1404 static void lambda_textured_triangle( GLcontext *ctx,
1405 const SWvertex *v0,
1406 const SWvertex *v1,
1407 const SWvertex *v2 )
1408 {
1409 #define INTERP_Z 1
1410 #define INTERP_FOG 1
1411 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1412 #define INTERP_RGB 1
1413 #define INTERP_ALPHA 1
1414 #define INTERP_TEX 1
1415 #define INTERP_LAMBDA 1
1416
1417 #define SETUP_CODE \
1418 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1419 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1420 const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
1421 GLfixed rFlat, gFlat, bFlat, aFlat; \
1422 GLfixed srFlat, sgFlat, sbFlat; \
1423 if (flatShade) { \
1424 rFlat = IntToFixed(v2->color[RCOMP]); \
1425 gFlat = IntToFixed(v2->color[GCOMP]); \
1426 bFlat = IntToFixed(v2->color[BCOMP]); \
1427 aFlat = IntToFixed(v2->color[ACOMP]); \
1428 srFlat = IntToFixed(v2->specular[RCOMP]); \
1429 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1430 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1431 } \
1432 span.texWidth[0] = (GLfloat) texImage->Width; \
1433 span.texHeight[0] = (GLfloat) texImage->Height; \
1434 (void) fixedToDepthShift;
1435
1436 #define RENDER_SPAN( span ) \
1437 if (flatShade) { \
1438 span.red = rFlat; span.redStep = 0; \
1439 span.green = gFlat; span.greenStep = 0; \
1440 span.blue = bFlat; span.blueStep = 0; \
1441 span.alpha = aFlat; span.alphaStep = 0; \
1442 span.specRed = srFlat; span.specRedStep = 0; \
1443 span.specGreen = sgFlat; span.specGreenStep = 0; \
1444 span.specBlue = sbFlat; span.specBlueStep = 0; \
1445 } \
1446 rasterize_span(ctx, &span);
1447
1448 #include "s_tritemp.h"
1449 }
1450
1451
1452 /*
1453 * Render a smooth-shaded, textured, RGBA triangle with separate specular
1454 * interpolation.
1455 * Interpolate S,T,R with perspective correction and compute lambda for
1456 * each fragment. Lambda is used to determine whether to use the
1457 * minification or magnification filter. If minification and using
1458 * mipmaps, lambda is also used to select the texture level of detail.
1459 */
1460 static void lambda_textured_spec_triangle( GLcontext *ctx,
1461 const SWvertex *v0,
1462 const SWvertex *v1,
1463 const SWvertex *v2 )
1464 {
1465 #define INTERP_Z 1
1466 #define INTERP_FOG 1
1467 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1468 #define INTERP_RGB 1
1469 #define INTERP_SPEC 1
1470 #define INTERP_ALPHA 1
1471 #define INTERP_TEX 1
1472 #define INTERP_LAMBDA 1
1473
1474 #define SETUP_CODE \
1475 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
1476 const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
1477 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1478 GLfixed rFlat, gFlat, bFlat, aFlat; \
1479 GLfixed srFlat, sgFlat, sbFlat; \
1480 if (flatShade) { \
1481 rFlat = IntToFixed(v2->color[RCOMP]); \
1482 gFlat = IntToFixed(v2->color[GCOMP]); \
1483 bFlat = IntToFixed(v2->color[BCOMP]); \
1484 aFlat = IntToFixed(v2->color[ACOMP]); \
1485 srFlat = IntToFixed(v2->specular[RCOMP]); \
1486 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1487 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1488 } \
1489 span.texWidth[0] = (GLfloat) texImage->Width; \
1490 span.texHeight[0] = (GLfloat) texImage->Height; \
1491 (void) fixedToDepthShift;
1492
1493 #define RENDER_SPAN( span ) \
1494 if (flatShade) { \
1495 span.red = rFlat; span.redStep = 0; \
1496 span.green = gFlat; span.greenStep = 0; \
1497 span.blue = bFlat; span.blueStep = 0; \
1498 span.alpha = aFlat; span.alphaStep = 0; \
1499 span.specRed = srFlat; span.specRedStep = 0; \
1500 span.specGreen = sgFlat; span.specGreenStep = 0; \
1501 span.specBlue = sbFlat; span.specBlueStep = 0; \
1502 } \
1503 rasterize_span(ctx, &span);
1504
1505 #include "s_tritemp.h"
1506 }
1507
1508
1509 /*
1510 * This is the big one!
1511 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
1512 * with lambda (LOD).
1513 * Yup, it's slow.
1514 */
1515 static void
1516 lambda_multitextured_triangle( GLcontext *ctx,
1517 const SWvertex *v0,
1518 const SWvertex *v1,
1519 const SWvertex *v2 )
1520 {
1521
1522 #define INTERP_Z 1
1523 #define INTERP_FOG 1
1524 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1525 #define INTERP_RGB 1
1526 #define INTERP_ALPHA 1
1527 #define INTERP_SPEC 1
1528 #define INTERP_MULTITEX 1
1529 #define INTERP_LAMBDA 1
1530
1531 #define SETUP_CODE \
1532 const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
1533 GLfixed rFlat, gFlat, bFlat, aFlat; \
1534 GLfixed srFlat, sgFlat, sbFlat; \
1535 GLuint u; \
1536 if (flatShade) { \
1537 rFlat = IntToFixed(v2->color[RCOMP]); \
1538 gFlat = IntToFixed(v2->color[GCOMP]); \
1539 bFlat = IntToFixed(v2->color[BCOMP]); \
1540 aFlat = IntToFixed(v2->color[ACOMP]); \
1541 srFlat = IntToFixed(v2->specular[RCOMP]); \
1542 sgFlat = IntToFixed(v2->specular[GCOMP]); \
1543 sbFlat = IntToFixed(v2->specular[BCOMP]); \
1544 } \
1545 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
1546 if (ctx->Texture.Unit[u]._ReallyEnabled) { \
1547 const struct gl_texture_object *texObj; \
1548 const struct gl_texture_image *texImage; \
1549 texObj = ctx->Texture.Unit[u]._Current; \
1550 texImage = texObj->Image[texObj->BaseLevel]; \
1551 span.texWidth[u] = (GLfloat) texImage->Width; \
1552 span.texHeight[u] = (GLfloat) texImage->Height; \
1553 } \
1554 } \
1555 (void) fixedToDepthShift;
1556
1557 #define RENDER_SPAN( span ) \
1558 if (flatShade) { \
1559 span.red = rFlat; span.redStep = 0; \
1560 span.green = gFlat; span.greenStep = 0; \
1561 span.blue = bFlat; span.blueStep = 0; \
1562 span.alpha = aFlat; span.alphaStep = 0; \
1563 span.specRed = srFlat; span.specRedStep = 0; \
1564 span.specGreen = sgFlat; span.specGreenStep = 0; \
1565 span.specBlue = sbFlat; span.specBlueStep = 0; \
1566 } \
1567 rasterize_span(ctx, &span);
1568
1569 #include "s_tritemp.h"
1570
1571 }
1572
1573
1574 static void occlusion_zless_triangle( GLcontext *ctx,
1575 const SWvertex *v0,
1576 const SWvertex *v1,
1577 const SWvertex *v2 )
1578 {
1579 if (ctx->OcclusionResult) {
1580 return;
1581 }
1582
1583 #define DO_OCCLUSION_TEST
1584 #define INTERP_Z 1
1585 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
1586
1587 #define RENDER_SPAN( span ) \
1588 GLuint i; \
1589 for (i = 0; i < span.count; i++) { \
1590 GLdepth z = FixedToDepth(span.z); \
1591 if (z < zRow[i]) { \
1592 ctx->OcclusionResult = GL_TRUE; \
1593 return; \
1594 } \
1595 span.z += span.zStep; \
1596 }
1597
1598 #include "s_tritemp.h"
1599 }
1600
1601 static void nodraw_triangle( GLcontext *ctx,
1602 const SWvertex *v0,
1603 const SWvertex *v1,
1604 const SWvertex *v2 )
1605 {
1606 (void) (ctx && v0 && v1 && v2);
1607 }
1608
1609 void _swrast_add_spec_terms_triangle( GLcontext *ctx,
1610 const SWvertex *v0,
1611 const SWvertex *v1,
1612 const SWvertex *v2 )
1613 {
1614 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
1615 SWvertex *ncv1 = (SWvertex *)v1;
1616 SWvertex *ncv2 = (SWvertex *)v2;
1617 GLchan c[3][4];
1618 COPY_CHAN4( c[0], ncv0->color );
1619 COPY_CHAN4( c[1], ncv1->color );
1620 COPY_CHAN4( c[2], ncv2->color );
1621 ACC_3V( ncv0->color, ncv0->specular );
1622 ACC_3V( ncv1->color, ncv1->specular );
1623 ACC_3V( ncv2->color, ncv2->specular );
1624 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
1625 COPY_CHAN4( ncv0->color, c[0] );
1626 COPY_CHAN4( ncv1->color, c[1] );
1627 COPY_CHAN4( ncv2->color, c[2] );
1628 }
1629
1630
1631
1632 #ifdef DEBUG
1633
1634 /* record the current triangle function name */
1635 static const char *triFuncName = NULL;
1636
1637 #define USE(triFunc) \
1638 do { \
1639 triFuncName = #triFunc; \
1640 /*printf("%s\n", triFuncName);*/ \
1641 swrast->Triangle = triFunc; \
1642 } while (0)
1643
1644 #else
1645
1646 #define USE(triFunc) swrast->Triangle = triFunc;
1647
1648 #endif
1649
1650
1651
1652
1653 /*
1654 * Determine which triangle rendering function to use given the current
1655 * rendering context.
1656 *
1657 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1658 * remove tests to this code.
1659 */
1660 void
1661 _swrast_choose_triangle( GLcontext *ctx )
1662 {
1663 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1664 const GLboolean rgbmode = ctx->Visual.rgbMode;
1665
1666 if (ctx->Polygon.CullFlag &&
1667 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1668 USE(nodraw_triangle);
1669 return;
1670 }
1671
1672 if (ctx->RenderMode==GL_RENDER) {
1673
1674 if (ctx->Polygon.SmoothFlag) {
1675 _mesa_set_aa_triangle_function(ctx);
1676 ASSERT(swrast->Triangle);
1677 return;
1678 }
1679
1680 if (ctx->Depth.OcclusionTest &&
1681 ctx->Depth.Test &&
1682 ctx->Depth.Mask == GL_FALSE &&
1683 ctx->Depth.Func == GL_LESS &&
1684 !ctx->Stencil.Enabled) {
1685 if ((rgbmode &&
1686 ctx->Color.ColorMask[0] == 0 &&
1687 ctx->Color.ColorMask[1] == 0 &&
1688 ctx->Color.ColorMask[2] == 0 &&
1689 ctx->Color.ColorMask[3] == 0)
1690 ||
1691 (!rgbmode && ctx->Color.IndexMask == 0)) {
1692 USE(occlusion_zless_triangle);
1693 return;
1694 }
1695 }
1696
1697 if (ctx->Texture._ReallyEnabled) {
1698 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1699 const struct gl_texture_object *texObj2D;
1700 const struct gl_texture_image *texImg;
1701 GLenum minFilter, magFilter, envMode;
1702 GLint format;
1703 texObj2D = ctx->Texture.Unit[0].Current2D;
1704 texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
1705 format = texImg ? texImg->TexFormat->MesaFormat : -1;
1706 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1707 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1708 envMode = ctx->Texture.Unit[0].EnvMode;
1709
1710 /* First see if we can used an optimized 2-D texture function */
1711 if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
1712 && texObj2D->WrapS==GL_REPEAT
1713 && texObj2D->WrapT==GL_REPEAT
1714 && texImg->Border==0
1715 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1716 && minFilter == magFilter
1717 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1718 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1719 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1720 if (minFilter == GL_NEAREST
1721 && format == MESA_FORMAT_RGB
1722 && (envMode == GL_REPLACE || envMode == GL_DECAL)
1723 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1724 && ctx->Depth.Func == GL_LESS
1725 && ctx->Depth.Mask == GL_TRUE)
1726 || swrast->_RasterMask == TEXTURE_BIT)
1727 && ctx->Polygon.StippleFlag == GL_FALSE) {
1728 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1729 USE(simple_z_textured_triangle);
1730 }
1731 else {
1732 USE(simple_textured_triangle);
1733 }
1734 }
1735 else {
1736 /* GL_MODULATE seems also not to work !! */
1737 if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
1738 USE(general_textured_triangle);
1739 }
1740 else {
1741 USE(affine_textured_triangle);
1742 }
1743 }
1744 }
1745 else {
1746 /* GL_MODULATE seems also not to work !! */
1747 if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
1748 USE(general_textured_triangle);
1749 }
1750 else {
1751 USE(persp_textured_triangle);
1752 }
1753 }
1754 }
1755 else {
1756 /* More complicated textures (mipmap, multi-tex, sep specular) */
1757 GLboolean needLambda;
1758 /* if mag filter != min filter we need to compute lambda */
1759 const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
1760 if (obj && obj->MinFilter != obj->MagFilter)
1761 needLambda = GL_TRUE;
1762 else
1763 needLambda = GL_FALSE;
1764 if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
1765 USE(lambda_multitextured_triangle);
1766 }
1767 else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
1768 /* separate specular color interpolation */
1769 if (needLambda) {
1770 USE(lambda_textured_spec_triangle);
1771 }
1772 else {
1773 USE(general_textured_spec_triangle);
1774 }
1775 }
1776 else {
1777 if (needLambda) {
1778 USE(lambda_textured_triangle);
1779 }
1780 else {
1781 USE(general_textured_triangle);
1782 }
1783 }
1784 }
1785 }
1786 else {
1787 ASSERT(!ctx->Texture._ReallyEnabled);
1788 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1789 /* smooth shaded, no texturing, stippled or some raster ops */
1790 if (rgbmode) {
1791 USE(smooth_rgba_triangle);
1792 }
1793 else {
1794 USE(smooth_ci_triangle);
1795 }
1796 }
1797 else {
1798 /* flat shaded, no texturing, stippled or some raster ops */
1799 if (rgbmode) {
1800 USE(flat_rgba_triangle);
1801 }
1802 else {
1803 USE(flat_ci_triangle);
1804 }
1805 }
1806 }
1807 }
1808 else if (ctx->RenderMode==GL_FEEDBACK) {
1809 USE(_mesa_feedback_triangle);
1810 }
1811 else {
1812 /* GL_SELECT mode */
1813 USE(_mesa_select_triangle);
1814 }
1815 }