2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * When the device driver doesn't implement triangle rasterization it
28 * can hook in _swrast_Triangle, which eventually calls one of these
29 * functions to draw triangles.
32 #include "main/glheader.h"
33 #include "main/context.h"
34 #include "main/colormac.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/state.h"
39 #include "program/prog_instruction.h"
41 #include "s_aatriangle.h"
42 #include "s_context.h"
43 #include "s_feedback.h"
45 #include "s_triangle.h"
49 * Test if a triangle should be culled. Used for feedback and selection mode.
50 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
53 _swrast_culltriangle( struct gl_context
*ctx
,
58 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
59 GLfloat ex
= v1
->attrib
[FRAG_ATTRIB_WPOS
][0] - v0
->attrib
[FRAG_ATTRIB_WPOS
][0];
60 GLfloat ey
= v1
->attrib
[FRAG_ATTRIB_WPOS
][1] - v0
->attrib
[FRAG_ATTRIB_WPOS
][1];
61 GLfloat fx
= v2
->attrib
[FRAG_ATTRIB_WPOS
][0] - v0
->attrib
[FRAG_ATTRIB_WPOS
][0];
62 GLfloat fy
= v2
->attrib
[FRAG_ATTRIB_WPOS
][1] - v0
->attrib
[FRAG_ATTRIB_WPOS
][1];
63 GLfloat c
= ex
*fy
-ey
*fx
;
65 if (c
* swrast
->_BackfaceSign
* swrast
->_BackfaceCullSign
<= 0.0F
)
74 * Render a flat-shaded RGBA triangle.
76 #define NAME flat_rgba_triangle
79 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
80 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
81 span.interpMask |= SPAN_RGBA; \
82 span.red = ChanToFixed(v2->color[0]); \
83 span.green = ChanToFixed(v2->color[1]); \
84 span.blue = ChanToFixed(v2->color[2]); \
85 span.alpha = ChanToFixed(v2->color[3]); \
90 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
91 #include "s_tritemp.h"
96 * Render a smooth-shaded RGBA triangle.
98 #define NAME smooth_rgba_triangle
101 #define INTERP_ALPHA 1
104 /* texturing must be off */ \
105 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
106 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
108 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
109 #include "s_tritemp.h"
114 * Render an RGB, GL_DECAL, textured triangle.
115 * Interpolate S,T only w/out mipmapping or perspective correction.
117 * No fog. No depth testing.
119 #define NAME simple_textured_triangle
120 #define INTERP_INT_TEX 1
121 #define S_SCALE twidth
122 #define T_SCALE theight
125 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
126 const struct gl_texture_object *obj = \
127 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
128 const struct gl_texture_image *texImg = \
129 obj->Image[0][obj->BaseLevel]; \
130 const struct swrast_texture_image *swImg = \
131 swrast_texture_image_const(texImg); \
132 const GLfloat twidth = (GLfloat) texImg->Width; \
133 const GLfloat theight = (GLfloat) texImg->Height; \
134 const GLint twidth_log2 = texImg->WidthLog2; \
135 const GLubyte *texture = (const GLubyte *) swImg->Data; \
136 const GLint smask = texImg->Width - 1; \
137 const GLint tmask = texImg->Height - 1; \
138 ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
139 if (!rb || !texture) { \
143 #define RENDER_SPAN( span ) \
145 GLubyte rgba[MAX_WIDTH][4]; \
146 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
147 span.intTex[1] -= FIXED_HALF; \
148 for (i = 0; i < span.end; i++) { \
149 GLint s = FixedToInt(span.intTex[0]) & smask; \
150 GLint t = FixedToInt(span.intTex[1]) & tmask; \
151 GLint pos = (t << twidth_log2) + s; \
152 pos = pos + pos + pos; /* multiply by 3 */ \
153 rgba[i][RCOMP] = texture[pos+2]; \
154 rgba[i][GCOMP] = texture[pos+1]; \
155 rgba[i][BCOMP] = texture[pos+0]; \
156 rgba[i][ACOMP] = 0xff; \
157 span.intTex[0] += span.intTexStep[0]; \
158 span.intTex[1] += span.intTexStep[1]; \
160 rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, NULL);
162 #include "s_tritemp.h"
167 * Render an RGB, GL_DECAL, textured triangle.
168 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
169 * perspective correction.
170 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
174 #define NAME simple_z_textured_triangle
176 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
177 #define INTERP_INT_TEX 1
178 #define S_SCALE twidth
179 #define T_SCALE theight
182 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
183 const struct gl_texture_object *obj = \
184 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
185 const struct gl_texture_image *texImg = \
186 obj->Image[0][obj->BaseLevel]; \
187 const struct swrast_texture_image *swImg = \
188 swrast_texture_image_const(texImg); \
189 const GLfloat twidth = (GLfloat) texImg->Width; \
190 const GLfloat theight = (GLfloat) texImg->Height; \
191 const GLint twidth_log2 = texImg->WidthLog2; \
192 const GLubyte *texture = (const GLubyte *) swImg->Data; \
193 const GLint smask = texImg->Width - 1; \
194 const GLint tmask = texImg->Height - 1; \
195 ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
196 if (!rb || !texture) { \
200 #define RENDER_SPAN( span ) \
202 GLubyte rgba[MAX_WIDTH][4]; \
203 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
204 span.intTex[1] -= FIXED_HALF; \
205 for (i = 0; i < span.end; i++) { \
206 const GLuint z = FixedToDepth(span.z); \
208 GLint s = FixedToInt(span.intTex[0]) & smask; \
209 GLint t = FixedToInt(span.intTex[1]) & tmask; \
210 GLint pos = (t << twidth_log2) + s; \
211 pos = pos + pos + pos; /* multiply by 3 */ \
212 rgba[i][RCOMP] = texture[pos+2]; \
213 rgba[i][GCOMP] = texture[pos+1]; \
214 rgba[i][BCOMP] = texture[pos+0]; \
215 rgba[i][ACOMP] = 0xff; \
217 span.array->mask[i] = 1; \
220 span.array->mask[i] = 0; \
222 span.intTex[0] += span.intTexStep[0]; \
223 span.intTex[1] += span.intTexStep[1]; \
224 span.z += span.zStep; \
226 rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, span.array->mask);
228 #include "s_tritemp.h"
231 #if CHAN_TYPE != GL_FLOAT
240 const GLchan
*texture
;
241 GLfixed er
, eg
, eb
, ea
;
242 GLint tbytesline
, tsize
;
247 ilerp(GLint t
, GLint a
, GLint b
)
249 return a
+ ((t
* (b
- a
)) >> FIXED_SHIFT
);
253 ilerp_2d(GLint ia
, GLint ib
, GLint v00
, GLint v10
, GLint v01
, GLint v11
)
255 const GLint temp0
= ilerp(ia
, v00
, v10
);
256 const GLint temp1
= ilerp(ia
, v01
, v11
);
257 return ilerp(ib
, temp0
, temp1
);
261 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
262 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
266 affine_span(struct gl_context
*ctx
, SWspan
*span
,
267 struct affine_info
*info
)
269 GLchan sample
[4]; /* the filtered texture sample */
270 const GLuint texEnableSave
= ctx
->Texture
._EnabledCoordUnits
;
272 /* Instead of defining a function for each mode, a test is done
273 * between the outer and inner loops. This is to reduce code size
274 * and complexity. Observe that an optimizing compiler kills
275 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
278 #define NEAREST_RGB \
279 sample[RCOMP] = tex00[2]; \
280 sample[GCOMP] = tex00[1]; \
281 sample[BCOMP] = tex00[0]; \
282 sample[ACOMP] = CHAN_MAX;
285 sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
286 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
287 sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
288 sample[ACOMP] = CHAN_MAX;
290 #define NEAREST_RGBA \
291 sample[RCOMP] = tex00[3]; \
292 sample[GCOMP] = tex00[2]; \
293 sample[BCOMP] = tex00[1]; \
294 sample[ACOMP] = tex00[0];
296 #define LINEAR_RGBA \
297 sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
298 sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
299 sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
300 sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
303 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
304 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
305 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
306 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
309 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
310 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
311 >> (FIXED_SHIFT + 8); \
312 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
313 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
314 >> (FIXED_SHIFT + 8); \
315 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
316 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
317 >> (FIXED_SHIFT + 8); \
318 dest[ACOMP] = FixedToInt(span->alpha)
321 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
322 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
323 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
324 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
325 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
326 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
327 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
329 #define REPLACE COPY_CHAN4(dest, sample)
333 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
334 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
335 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
336 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
337 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
338 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
339 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
344 #define NEAREST_RGB_REPLACE \
346 dest[0] = sample[0]; \
347 dest[1] = sample[1]; \
348 dest[2] = sample[2]; \
349 dest[3] = FixedToInt(span->alpha);
351 #define NEAREST_RGBA_REPLACE \
352 dest[RCOMP] = tex00[3]; \
353 dest[GCOMP] = tex00[2]; \
354 dest[BCOMP] = tex00[1]; \
355 dest[ACOMP] = tex00[0]
357 #define SPAN_NEAREST(DO_TEX, COMPS) \
358 for (i = 0; i < span->end; i++) { \
359 /* Isn't it necessary to use FixedFloor below?? */ \
360 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
361 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
362 GLint pos = (t << info->twidth_log2) + s; \
363 const GLchan *tex00 = info->texture + COMPS * pos; \
365 span->red += span->redStep; \
366 span->green += span->greenStep; \
367 span->blue += span->blueStep; \
368 span->alpha += span->alphaStep; \
369 span->intTex[0] += span->intTexStep[0]; \
370 span->intTex[1] += span->intTexStep[1]; \
374 #define SPAN_LINEAR(DO_TEX, COMPS) \
375 for (i = 0; i < span->end; i++) { \
376 /* Isn't it necessary to use FixedFloor below?? */ \
377 const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
378 const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
379 const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
380 const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
381 const GLint pos = (t << info->twidth_log2) + s; \
382 const GLchan *tex00 = info->texture + COMPS * pos; \
383 const GLchan *tex10 = tex00 + info->tbytesline; \
384 const GLchan *tex01 = tex00 + COMPS; \
385 const GLchan *tex11 = tex10 + COMPS; \
386 if (t == info->tmask) { \
387 tex10 -= info->tsize; \
388 tex11 -= info->tsize; \
390 if (s == info->smask) { \
391 tex01 -= info->tbytesline; \
392 tex11 -= info->tbytesline; \
395 span->red += span->redStep; \
396 span->green += span->greenStep; \
397 span->blue += span->blueStep; \
398 span->alpha += span->alphaStep; \
399 span->intTex[0] += span->intTexStep[0]; \
400 span->intTex[1] += span->intTexStep[1]; \
406 GLchan
*dest
= span
->array
->rgba
[0];
408 /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
409 ctx
->Texture
._EnabledCoordUnits
= 0x0;
411 span
->intTex
[0] -= FIXED_HALF
;
412 span
->intTex
[1] -= FIXED_HALF
;
413 switch (info
->filter
) {
415 switch (info
->format
) {
416 case MESA_FORMAT_RGB888
:
417 switch (info
->envmode
) {
419 SPAN_NEAREST(NEAREST_RGB
;MODULATE
,3);
423 SPAN_NEAREST(NEAREST_RGB_REPLACE
,3);
426 SPAN_NEAREST(NEAREST_RGB
;BLEND
,3);
429 SPAN_NEAREST(NEAREST_RGB
;ADD
,3);
432 _mesa_problem(ctx
, "bad tex env mode in SPAN_LINEAR");
436 case MESA_FORMAT_RGBA8888
:
437 switch(info
->envmode
) {
439 SPAN_NEAREST(NEAREST_RGBA
;MODULATE
,4);
442 SPAN_NEAREST(NEAREST_RGBA
;DECAL
,4);
445 SPAN_NEAREST(NEAREST_RGBA
;BLEND
,4);
448 SPAN_NEAREST(NEAREST_RGBA
;ADD
,4);
451 SPAN_NEAREST(NEAREST_RGBA_REPLACE
,4);
454 _mesa_problem(ctx
, "bad tex env mode (2) in SPAN_LINEAR");
462 span
->intTex
[0] -= FIXED_HALF
;
463 span
->intTex
[1] -= FIXED_HALF
;
464 switch (info
->format
) {
465 case MESA_FORMAT_RGB888
:
466 switch (info
->envmode
) {
468 SPAN_LINEAR(LINEAR_RGB
;MODULATE
,3);
472 SPAN_LINEAR(LINEAR_RGB
;REPLACE
,3);
475 SPAN_LINEAR(LINEAR_RGB
;BLEND
,3);
478 SPAN_LINEAR(LINEAR_RGB
;ADD
,3);
481 _mesa_problem(ctx
, "bad tex env mode (3) in SPAN_LINEAR");
485 case MESA_FORMAT_RGBA8888
:
486 switch (info
->envmode
) {
488 SPAN_LINEAR(LINEAR_RGBA
;MODULATE
,4);
491 SPAN_LINEAR(LINEAR_RGBA
;DECAL
,4);
494 SPAN_LINEAR(LINEAR_RGBA
;BLEND
,4);
497 SPAN_LINEAR(LINEAR_RGBA
;ADD
,4);
500 SPAN_LINEAR(LINEAR_RGBA
;REPLACE
,4);
503 _mesa_problem(ctx
, "bad tex env mode (4) in SPAN_LINEAR");
510 span
->interpMask
&= ~SPAN_RGBA
;
511 ASSERT(span
->arrayMask
& SPAN_RGBA
);
513 _swrast_write_rgba_span(ctx
, span
);
515 /* re-enable texture units */
516 ctx
->Texture
._EnabledCoordUnits
= texEnableSave
;
525 * Render an RGB/RGBA textured triangle without perspective correction.
527 #define NAME affine_textured_triangle
530 #define INTERP_ALPHA 1
531 #define INTERP_INT_TEX 1
532 #define S_SCALE twidth
533 #define T_SCALE theight
536 struct affine_info info; \
537 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
538 const struct gl_texture_object *obj = \
539 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
540 const struct gl_texture_image *texImg = \
541 obj->Image[0][obj->BaseLevel]; \
542 const struct swrast_texture_image *swImg = \
543 swrast_texture_image_const(texImg); \
544 const GLfloat twidth = (GLfloat) texImg->Width; \
545 const GLfloat theight = (GLfloat) texImg->Height; \
546 info.texture = (const GLchan *) swImg->Data; \
547 info.twidth_log2 = texImg->WidthLog2; \
548 info.smask = texImg->Width - 1; \
549 info.tmask = texImg->Height - 1; \
550 info.format = texImg->TexFormat; \
551 info.filter = obj->Sampler.MinFilter; \
552 info.envmode = unit->EnvMode; \
556 span.arrayMask |= SPAN_RGBA; \
558 if (info.envmode == GL_BLEND) { \
559 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
560 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
561 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
562 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
563 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
565 if (!info.texture) { \
566 /* this shouldn't happen */ \
570 switch (info.format) { \
571 case MESA_FORMAT_RGB888: \
572 info.tbytesline = texImg->Width * 3; \
574 case MESA_FORMAT_RGBA8888: \
575 info.tbytesline = texImg->Width * 4; \
578 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
581 info.tsize = texImg->Height * info.tbytesline;
583 #define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
585 #include "s_tritemp.h"
596 const GLchan
*texture
;
597 GLfixed er
, eg
, eb
, ea
; /* texture env color */
598 GLint tbytesline
, tsize
;
603 fast_persp_span(struct gl_context
*ctx
, SWspan
*span
,
604 struct persp_info
*info
)
606 GLchan sample
[4]; /* the filtered texture sample */
608 /* Instead of defining a function for each mode, a test is done
609 * between the outer and inner loops. This is to reduce code size
610 * and complexity. Observe that an optimizing compiler kills
611 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
613 #define SPAN_NEAREST(DO_TEX,COMP) \
614 for (i = 0; i < span->end; i++) { \
615 GLdouble invQ = tex_coord[2] ? \
616 (1.0 / tex_coord[2]) : 1.0; \
617 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
618 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
619 GLint s = IFLOOR(s_tmp) & info->smask; \
620 GLint t = IFLOOR(t_tmp) & info->tmask; \
621 GLint pos = (t << info->twidth_log2) + s; \
622 const GLchan *tex00 = info->texture + COMP * pos; \
624 span->red += span->redStep; \
625 span->green += span->greenStep; \
626 span->blue += span->blueStep; \
627 span->alpha += span->alphaStep; \
628 tex_coord[0] += tex_step[0]; \
629 tex_coord[1] += tex_step[1]; \
630 tex_coord[2] += tex_step[2]; \
634 #define SPAN_LINEAR(DO_TEX,COMP) \
635 for (i = 0; i < span->end; i++) { \
636 GLdouble invQ = tex_coord[2] ? \
637 (1.0 / tex_coord[2]) : 1.0; \
638 const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
639 const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
640 const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
641 const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
642 const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
643 const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
644 const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
645 const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
646 const GLint pos = (t << info->twidth_log2) + s; \
647 const GLchan *tex00 = info->texture + COMP * pos; \
648 const GLchan *tex10 = tex00 + info->tbytesline; \
649 const GLchan *tex01 = tex00 + COMP; \
650 const GLchan *tex11 = tex10 + COMP; \
651 if (t == info->tmask) { \
652 tex10 -= info->tsize; \
653 tex11 -= info->tsize; \
655 if (s == info->smask) { \
656 tex01 -= info->tbytesline; \
657 tex11 -= info->tbytesline; \
660 span->red += span->redStep; \
661 span->green += span->greenStep; \
662 span->blue += span->blueStep; \
663 span->alpha += span->alphaStep; \
664 tex_coord[0] += tex_step[0]; \
665 tex_coord[1] += tex_step[1]; \
666 tex_coord[2] += tex_step[2]; \
671 GLfloat tex_coord
[3], tex_step
[3];
672 GLchan
*dest
= span
->array
->rgba
[0];
674 const GLuint texEnableSave
= ctx
->Texture
._EnabledCoordUnits
;
675 ctx
->Texture
._EnabledCoordUnits
= 0;
677 tex_coord
[0] = span
->attrStart
[FRAG_ATTRIB_TEX0
][0] * (info
->smask
+ 1);
678 tex_step
[0] = span
->attrStepX
[FRAG_ATTRIB_TEX0
][0] * (info
->smask
+ 1);
679 tex_coord
[1] = span
->attrStart
[FRAG_ATTRIB_TEX0
][1] * (info
->tmask
+ 1);
680 tex_step
[1] = span
->attrStepX
[FRAG_ATTRIB_TEX0
][1] * (info
->tmask
+ 1);
681 /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
682 tex_coord
[2] = span
->attrStart
[FRAG_ATTRIB_TEX0
][3];
683 tex_step
[2] = span
->attrStepX
[FRAG_ATTRIB_TEX0
][3];
685 switch (info
->filter
) {
687 switch (info
->format
) {
688 case MESA_FORMAT_RGB888
:
689 switch (info
->envmode
) {
691 SPAN_NEAREST(NEAREST_RGB
;MODULATE
,3);
695 SPAN_NEAREST(NEAREST_RGB_REPLACE
,3);
698 SPAN_NEAREST(NEAREST_RGB
;BLEND
,3);
701 SPAN_NEAREST(NEAREST_RGB
;ADD
,3);
704 _mesa_problem(ctx
, "bad tex env mode (5) in SPAN_LINEAR");
708 case MESA_FORMAT_RGBA8888
:
709 switch(info
->envmode
) {
711 SPAN_NEAREST(NEAREST_RGBA
;MODULATE
,4);
714 SPAN_NEAREST(NEAREST_RGBA
;DECAL
,4);
717 SPAN_NEAREST(NEAREST_RGBA
;BLEND
,4);
720 SPAN_NEAREST(NEAREST_RGBA
;ADD
,4);
723 SPAN_NEAREST(NEAREST_RGBA_REPLACE
,4);
726 _mesa_problem(ctx
, "bad tex env mode (6) in SPAN_LINEAR");
734 switch (info
->format
) {
735 case MESA_FORMAT_RGB888
:
736 switch (info
->envmode
) {
738 SPAN_LINEAR(LINEAR_RGB
;MODULATE
,3);
742 SPAN_LINEAR(LINEAR_RGB
;REPLACE
,3);
745 SPAN_LINEAR(LINEAR_RGB
;BLEND
,3);
748 SPAN_LINEAR(LINEAR_RGB
;ADD
,3);
751 _mesa_problem(ctx
, "bad tex env mode (7) in SPAN_LINEAR");
755 case MESA_FORMAT_RGBA8888
:
756 switch (info
->envmode
) {
758 SPAN_LINEAR(LINEAR_RGBA
;MODULATE
,4);
761 SPAN_LINEAR(LINEAR_RGBA
;DECAL
,4);
764 SPAN_LINEAR(LINEAR_RGBA
;BLEND
,4);
767 SPAN_LINEAR(LINEAR_RGBA
;ADD
,4);
770 SPAN_LINEAR(LINEAR_RGBA
;REPLACE
,4);
773 _mesa_problem(ctx
, "bad tex env mode (8) in SPAN_LINEAR");
781 ASSERT(span
->arrayMask
& SPAN_RGBA
);
782 _swrast_write_rgba_span(ctx
, span
);
788 ctx
->Texture
._EnabledCoordUnits
= texEnableSave
;
793 * Render an perspective corrected RGB/RGBA textured triangle.
794 * The Q (aka V in Mesa) coordinate must be zero such that the divide
795 * by interpolated Q/W comes out right.
798 #define NAME persp_textured_triangle
801 #define INTERP_ALPHA 1
802 #define INTERP_ATTRIBS 1
805 struct persp_info info; \
806 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
807 const struct gl_texture_object *obj = \
808 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
809 const struct gl_texture_image *texImg = \
810 obj->Image[0][obj->BaseLevel]; \
811 const struct swrast_texture_image *swImg = \
812 swrast_texture_image_const(texImg); \
813 info.texture = (const GLchan *) swImg->Data; \
814 info.twidth_log2 = texImg->WidthLog2; \
815 info.smask = texImg->Width - 1; \
816 info.tmask = texImg->Height - 1; \
817 info.format = texImg->TexFormat; \
818 info.filter = obj->Sampler.MinFilter; \
819 info.envmode = unit->EnvMode; \
824 if (info.envmode == GL_BLEND) { \
825 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
826 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
827 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
828 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
829 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
831 if (!info.texture) { \
832 /* this shouldn't happen */ \
836 switch (info.format) { \
837 case MESA_FORMAT_RGB888: \
838 info.tbytesline = texImg->Width * 3; \
840 case MESA_FORMAT_RGBA8888: \
841 info.tbytesline = texImg->Width * 4; \
844 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
847 info.tsize = texImg->Height * info.tbytesline;
849 #define RENDER_SPAN( span ) \
850 span.interpMask &= ~SPAN_RGBA; \
851 span.arrayMask |= SPAN_RGBA; \
852 fast_persp_span(ctx, &span, &info);
854 #include "s_tritemp.h"
856 #endif /*CHAN_TYPE != GL_FLOAT*/
861 * Render an RGBA triangle with arbitrary attributes.
863 #define NAME general_triangle
866 #define INTERP_ALPHA 1
867 #define INTERP_ATTRIBS 1
868 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
869 #include "s_tritemp.h"
875 * Special tri function for occlusion testing
877 #define NAME occlusion_zless_triangle
880 struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \
881 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \
882 ASSERT(ctx->Depth.Test); \
883 ASSERT(!ctx->Depth.Mask); \
884 ASSERT(ctx->Depth.Func == GL_LESS); \
888 #define RENDER_SPAN( span ) \
889 if (rb->Format == MESA_FORMAT_Z16) { \
891 const GLushort *zRow = (const GLushort *) \
892 _swrast_pixel_address(rb, span.x, span.y); \
893 for (i = 0; i < span.end; i++) { \
894 GLuint z = FixedToDepth(span.z); \
898 span.z += span.zStep; \
903 const GLuint *zRow = (const GLuint *) \
904 _swrast_pixel_address(rb, span.x, span.y); \
905 for (i = 0; i < span.end; i++) { \
906 if ((GLuint)span.z < zRow[i]) { \
909 span.z += span.zStep; \
912 #include "s_tritemp.h"
917 nodraw_triangle( struct gl_context
*ctx
,
922 (void) (ctx
&& v0
&& v1
&& v2
);
927 * This is used when separate specular color is enabled, but not
928 * texturing. We add the specular color to the primary color,
929 * draw the triangle, then restore the original primary color.
930 * Inefficient, but seldom needed.
933 _swrast_add_spec_terms_triangle(struct gl_context
*ctx
, const SWvertex
*v0
,
934 const SWvertex
*v1
, const SWvertex
*v2
)
936 SWvertex
*ncv0
= (SWvertex
*)v0
; /* drop const qualifier */
937 SWvertex
*ncv1
= (SWvertex
*)v1
;
938 SWvertex
*ncv2
= (SWvertex
*)v2
;
939 GLfloat rSum
, gSum
, bSum
;
942 /* save original colors */
943 COPY_CHAN4( cSave
[0], ncv0
->color
);
944 COPY_CHAN4( cSave
[1], ncv1
->color
);
945 COPY_CHAN4( cSave
[2], ncv2
->color
);
947 rSum
= CHAN_TO_FLOAT(ncv0
->color
[0]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][0];
948 gSum
= CHAN_TO_FLOAT(ncv0
->color
[1]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][1];
949 bSum
= CHAN_TO_FLOAT(ncv0
->color
[2]) + ncv0
->attrib
[FRAG_ATTRIB_COL1
][2];
950 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[0], rSum
);
951 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[1], gSum
);
952 UNCLAMPED_FLOAT_TO_CHAN(ncv0
->color
[2], bSum
);
954 rSum
= CHAN_TO_FLOAT(ncv1
->color
[0]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][0];
955 gSum
= CHAN_TO_FLOAT(ncv1
->color
[1]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][1];
956 bSum
= CHAN_TO_FLOAT(ncv1
->color
[2]) + ncv1
->attrib
[FRAG_ATTRIB_COL1
][2];
957 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[0], rSum
);
958 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[1], gSum
);
959 UNCLAMPED_FLOAT_TO_CHAN(ncv1
->color
[2], bSum
);
961 rSum
= CHAN_TO_FLOAT(ncv2
->color
[0]) + ncv2
->attrib
[FRAG_ATTRIB_COL1
][0];
962 gSum
= CHAN_TO_FLOAT(ncv2
->color
[1]) + ncv2
->attrib
[FRAG_ATTRIB_COL1
][1];
963 bSum
= CHAN_TO_FLOAT(ncv2
->color
[2]) + ncv2
->attrib
[FRAG_ATTRIB_COL1
][2];
964 UNCLAMPED_FLOAT_TO_CHAN(ncv2
->color
[0], rSum
);
965 UNCLAMPED_FLOAT_TO_CHAN(ncv2
->color
[1], gSum
);
966 UNCLAMPED_FLOAT_TO_CHAN(ncv2
->color
[2], bSum
);
968 SWRAST_CONTEXT(ctx
)->SpecTriangle( ctx
, ncv0
, ncv1
, ncv2
);
969 /* restore original colors */
970 COPY_CHAN4( ncv0
->color
, cSave
[0] );
971 COPY_CHAN4( ncv1
->color
, cSave
[1] );
972 COPY_CHAN4( ncv2
->color
, cSave
[2] );
979 /* record the current triangle function name */
980 const char *_mesa_triFuncName
= NULL
;
982 #define USE(triFunc) \
984 _mesa_triFuncName = #triFunc; \
985 /*printf("%s\n", _mesa_triFuncName);*/ \
986 swrast->Triangle = triFunc; \
991 #define USE(triFunc) swrast->Triangle = triFunc;
999 * Determine which triangle rendering function to use given the current
1000 * rendering context.
1002 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1003 * remove tests to this code.
1006 _swrast_choose_triangle( struct gl_context
*ctx
)
1008 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
1010 if (ctx
->Polygon
.CullFlag
&&
1011 ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
) {
1012 USE(nodraw_triangle
);
1016 if (ctx
->RenderMode
==GL_RENDER
) {
1018 if (ctx
->Polygon
.SmoothFlag
) {
1019 _swrast_set_aa_triangle_function(ctx
);
1020 ASSERT(swrast
->Triangle
);
1024 /* special case for occlusion testing */
1025 if (ctx
->Query
.CurrentOcclusionObject
&&
1027 ctx
->Depth
.Mask
== GL_FALSE
&&
1028 ctx
->Depth
.Func
== GL_LESS
&&
1029 !ctx
->Stencil
._Enabled
) {
1030 if (ctx
->Color
.ColorMask
[0][0] == 0 &&
1031 ctx
->Color
.ColorMask
[0][1] == 0 &&
1032 ctx
->Color
.ColorMask
[0][2] == 0 &&
1033 ctx
->Color
.ColorMask
[0][3] == 0) {
1034 USE(occlusion_zless_triangle
);
1040 * XXX should examine swrast->_ActiveAttribMask to determine what
1041 * needs to be interpolated.
1043 if (ctx
->Texture
._EnabledCoordUnits
||
1044 ctx
->FragmentProgram
._Current
||
1045 ctx
->ATIFragmentShader
._Enabled
||
1046 _mesa_need_secondary_color(ctx
) ||
1047 swrast
->_FogEnabled
) {
1048 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1049 const struct gl_texture_object
*texObj2D
;
1050 const struct gl_texture_image
*texImg
;
1051 const struct swrast_texture_image
*swImg
;
1052 GLenum minFilter
, magFilter
, envMode
;
1054 texObj2D
= ctx
->Texture
.Unit
[0].CurrentTex
[TEXTURE_2D_INDEX
];
1056 texImg
= texObj2D
? texObj2D
->Image
[0][texObj2D
->BaseLevel
] : NULL
;
1057 swImg
= swrast_texture_image_const(texImg
);
1059 format
= texImg
? texImg
->TexFormat
: MESA_FORMAT_NONE
;
1060 minFilter
= texObj2D
? texObj2D
->Sampler
.MinFilter
: GL_NONE
;
1061 magFilter
= texObj2D
? texObj2D
->Sampler
.MagFilter
: GL_NONE
;
1062 envMode
= ctx
->Texture
.Unit
[0].EnvMode
;
1064 /* First see if we can use an optimized 2-D texture function */
1065 if (ctx
->Texture
._EnabledCoordUnits
== 0x1
1066 && !ctx
->FragmentProgram
._Current
1067 && !ctx
->ATIFragmentShader
._Enabled
1068 && ctx
->Texture
._EnabledUnits
== 0x1
1069 && ctx
->Texture
.Unit
[0]._ReallyEnabled
== TEXTURE_2D_BIT
1070 && texObj2D
->Sampler
.WrapS
== GL_REPEAT
1071 && texObj2D
->Sampler
.WrapT
== GL_REPEAT
1072 && texObj2D
->_Swizzle
== SWIZZLE_NOOP
1073 && swImg
->_IsPowerOfTwo
1074 && texImg
->Border
== 0
1075 && texImg
->Width
== swImg
->RowStride
1076 && (format
== MESA_FORMAT_RGB888
|| format
== MESA_FORMAT_RGBA8888
)
1077 && minFilter
== magFilter
1078 && ctx
->Light
.Model
.ColorControl
== GL_SINGLE_COLOR
1079 && !swrast
->_FogEnabled
1080 && ctx
->Texture
.Unit
[0].EnvMode
!= GL_COMBINE_EXT
1081 && ctx
->Texture
.Unit
[0].EnvMode
!= GL_COMBINE4_NV
) {
1082 if (ctx
->Hint
.PerspectiveCorrection
==GL_FASTEST
) {
1083 if (minFilter
== GL_NEAREST
1084 && format
== MESA_FORMAT_RGB888
1085 && (envMode
== GL_REPLACE
|| envMode
== GL_DECAL
)
1086 && ((swrast
->_RasterMask
== (DEPTH_BIT
| TEXTURE_BIT
)
1087 && ctx
->Depth
.Func
== GL_LESS
1088 && ctx
->Depth
.Mask
== GL_TRUE
)
1089 || swrast
->_RasterMask
== TEXTURE_BIT
)
1090 && ctx
->Polygon
.StippleFlag
== GL_FALSE
1091 && ctx
->DrawBuffer
->Visual
.depthBits
<= 16) {
1092 if (swrast
->_RasterMask
== (DEPTH_BIT
| TEXTURE_BIT
)) {
1093 USE(simple_z_textured_triangle
);
1096 USE(simple_textured_triangle
);
1101 USE(general_triangle
);
1103 if (format
== MESA_FORMAT_RGBA8888
&& !_mesa_little_endian()) {
1104 /* We only handle RGBA8888 correctly on little endian
1105 * in the optimized code above.
1107 USE(general_triangle
);
1110 USE(affine_textured_triangle
);
1117 USE(general_triangle
);
1119 USE(persp_textured_triangle
);
1124 /* general case textured triangles */
1125 USE(general_triangle
);
1129 ASSERT(!swrast
->_FogEnabled
);
1130 ASSERT(!_mesa_need_secondary_color(ctx
));
1131 if (ctx
->Light
.ShadeModel
==GL_SMOOTH
) {
1132 /* smooth shaded, no texturing, stippled or some raster ops */
1134 USE(general_triangle
);
1136 USE(smooth_rgba_triangle
);
1140 /* flat shaded, no texturing, stippled or some raster ops */
1142 USE(general_triangle
);
1144 USE(flat_rgba_triangle
);
1149 else if (ctx
->RenderMode
==GL_FEEDBACK
) {
1150 USE(_swrast_feedback_triangle
);
1153 /* GL_SELECT mode */
1154 USE(_swrast_select_triangle
);