Consolidate texObj->Pos/Neg/X/Y/Z and texObj->Image into a single
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 5.1
4 *
5 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /*
27 * When the device driver doesn't implement triangle rasterization it
28 * can hook in _swrast_Triangle, which eventually calls one of these
29 * functions to draw triangles.
30 */
31
32 #include "glheader.h"
33 #include "context.h"
34 #include "colormac.h"
35 #include "imports.h"
36 #include "macros.h"
37 #include "texformat.h"
38 #include "teximage.h"
39 #include "texstate.h"
40
41 #include "s_aatriangle.h"
42 #include "s_context.h"
43 #include "s_depth.h"
44 #include "s_feedback.h"
45 #include "s_span.h"
46 #include "s_triangle.h"
47
48
49 /*
50 * Just used for feedback mode.
51 */
52 GLboolean _swrast_culltriangle( GLcontext *ctx,
53 const SWvertex *v0,
54 const SWvertex *v1,
55 const SWvertex *v2 )
56 {
57 GLfloat ex = v1->win[0] - v0->win[0];
58 GLfloat ey = v1->win[1] - v0->win[1];
59 GLfloat fx = v2->win[0] - v0->win[0];
60 GLfloat fy = v2->win[1] - v0->win[1];
61 GLfloat c = ex*fy-ey*fx;
62
63 if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
64 return 0;
65
66 return 1;
67 }
68
69
70
71 /*
72 * Render a flat-shaded color index triangle.
73 */
74 #define NAME flat_ci_triangle
75 #define INTERP_Z 1
76 #define INTERP_FOG 1
77 #define SETUP_CODE \
78 span.interpMask |= SPAN_INDEX; \
79 span.index = IntToFixed(v2->index); \
80 span.indexStep = 0;
81 #define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
82 #include "s_tritemp.h"
83
84
85
86 /*
87 * Render a smooth-shaded color index triangle.
88 */
89 #define NAME smooth_ci_triangle
90 #define INTERP_Z 1
91 #define INTERP_FOG 1
92 #define INTERP_INDEX 1
93 #define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
94 #include "s_tritemp.h"
95
96
97
98 /*
99 * Render a flat-shaded RGBA triangle.
100 */
101 #define NAME flat_rgba_triangle
102 #define INTERP_Z 1
103 #define INTERP_FOG 1
104 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
105 #define SETUP_CODE \
106 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
107 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
108 span.interpMask |= SPAN_RGBA; \
109 span.red = ChanToFixed(v2->color[0]); \
110 span.green = ChanToFixed(v2->color[1]); \
111 span.blue = ChanToFixed(v2->color[2]); \
112 span.alpha = ChanToFixed(v2->color[3]); \
113 span.redStep = 0; \
114 span.greenStep = 0; \
115 span.blueStep = 0; \
116 span.alphaStep = 0;
117 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
118 #include "s_tritemp.h"
119
120
121
122 /*
123 * Render a smooth-shaded RGBA triangle.
124 */
125 #define NAME smooth_rgba_triangle
126 #define INTERP_Z 1
127 #define INTERP_FOG 1
128 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
129 #define INTERP_RGB 1
130 #define INTERP_ALPHA 1
131 #define SETUP_CODE \
132 { \
133 /* texturing must be off */ \
134 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
135 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
136 }
137 #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
138 #include "s_tritemp.h"
139
140
141
142 /*
143 * Render an RGB, GL_DECAL, textured triangle.
144 * Interpolate S,T only w/out mipmapping or perspective correction.
145 *
146 * No fog.
147 */
148 #define NAME simple_textured_triangle
149 #define INTERP_INT_TEX 1
150 #define S_SCALE twidth
151 #define T_SCALE theight
152
153 #define SETUP_CODE \
154 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
155 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
156 const GLint b = obj->BaseLevel; \
157 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
158 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
159 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
160 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
161 const GLint smask = obj->Image[0][b]->Width - 1; \
162 const GLint tmask = obj->Image[0][b]->Height - 1; \
163 if (!texture) { \
164 /* this shouldn't happen */ \
165 return; \
166 }
167
168 #define RENDER_SPAN( span ) \
169 GLuint i; \
170 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
171 span.intTex[1] -= FIXED_HALF; \
172 for (i = 0; i < span.end; i++) { \
173 GLint s = FixedToInt(span.intTex[0]) & smask; \
174 GLint t = FixedToInt(span.intTex[1]) & tmask; \
175 GLint pos = (t << twidth_log2) + s; \
176 pos = pos + pos + pos; /* multiply by 3 */ \
177 span.array->rgb[i][RCOMP] = texture[pos]; \
178 span.array->rgb[i][GCOMP] = texture[pos+1]; \
179 span.array->rgb[i][BCOMP] = texture[pos+2]; \
180 span.intTex[0] += span.intTexStep[0]; \
181 span.intTex[1] += span.intTexStep[1]; \
182 } \
183 (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \
184 (CONST GLchan (*)[3]) span.array->rgb,\
185 NULL );
186 #include "s_tritemp.h"
187
188
189
190 /*
191 * Render an RGB, GL_DECAL, textured triangle.
192 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
193 * perspective correction.
194 *
195 * No fog.
196 */
197 #define NAME simple_z_textured_triangle
198 #define INTERP_Z 1
199 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
200 #define INTERP_INT_TEX 1
201 #define S_SCALE twidth
202 #define T_SCALE theight
203
204 #define SETUP_CODE \
205 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
206 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
207 const GLint b = obj->BaseLevel; \
208 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
209 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
210 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
211 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
212 const GLint smask = obj->Image[0][b]->Width - 1; \
213 const GLint tmask = obj->Image[0][b]->Height - 1; \
214 if (!texture) { \
215 /* this shouldn't happen */ \
216 return; \
217 }
218
219 #define RENDER_SPAN( span ) \
220 GLuint i; \
221 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
222 span.intTex[1] -= FIXED_HALF; \
223 for (i = 0; i < span.end; i++) { \
224 const GLdepth z = FixedToDepth(span.z); \
225 if (z < zRow[i]) { \
226 GLint s = FixedToInt(span.intTex[0]) & smask; \
227 GLint t = FixedToInt(span.intTex[1]) & tmask; \
228 GLint pos = (t << twidth_log2) + s; \
229 pos = pos + pos + pos; /* multiply by 3 */ \
230 span.array->rgb[i][RCOMP] = texture[pos]; \
231 span.array->rgb[i][GCOMP] = texture[pos+1]; \
232 span.array->rgb[i][BCOMP] = texture[pos+2]; \
233 zRow[i] = z; \
234 span.array->mask[i] = 1; \
235 } \
236 else { \
237 span.array->mask[i] = 0; \
238 } \
239 span.intTex[0] += span.intTexStep[0]; \
240 span.intTex[1] += span.intTexStep[1]; \
241 span.z += span.zStep; \
242 } \
243 (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \
244 (CONST GLchan (*)[3]) span.array->rgb,\
245 span.array->mask );
246 #include "s_tritemp.h"
247
248
249
250 #if CHAN_TYPE != GL_FLOAT
251
252 struct affine_info
253 {
254 GLenum filter;
255 GLenum format;
256 GLenum envmode;
257 GLint smask, tmask;
258 GLint twidth_log2;
259 const GLchan *texture;
260 GLfixed er, eg, eb, ea;
261 GLint tbytesline, tsize;
262 };
263
264
265 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
266 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
267 * texture env modes.
268 */
269 static INLINE void
270 affine_span(GLcontext *ctx, struct sw_span *span,
271 struct affine_info *info)
272 {
273 GLchan sample[4]; /* the filtered texture sample */
274
275 /* Instead of defining a function for each mode, a test is done
276 * between the outer and inner loops. This is to reduce code size
277 * and complexity. Observe that an optimizing compiler kills
278 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
279 */
280
281 #define NEAREST_RGB \
282 sample[RCOMP] = tex00[RCOMP]; \
283 sample[GCOMP] = tex00[GCOMP]; \
284 sample[BCOMP] = tex00[BCOMP]; \
285 sample[ACOMP] = CHAN_MAX
286
287 #define LINEAR_RGB \
288 sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) + \
289 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
290 sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) + \
291 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
292 sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) + \
293 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
294 sample[ACOMP] = CHAN_MAX
295
296 #define NEAREST_RGBA COPY_CHAN4(sample, tex00)
297
298 #define LINEAR_RGBA \
299 sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) + \
300 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\
301 sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) + \
302 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\
303 sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) + \
304 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\
305 sample[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) + \
306 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
307
308 #define MODULATE \
309 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
310 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
311 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
312 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
313
314 #define DECAL \
315 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
316 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
317 >> (FIXED_SHIFT + 8); \
318 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
319 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
320 >> (FIXED_SHIFT + 8); \
321 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
322 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
323 >> (FIXED_SHIFT + 8); \
324 dest[ACOMP] = FixedToInt(span->alpha)
325
326 #define BLEND \
327 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
328 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
329 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
330 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
331 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
332 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
333 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
334
335 #define REPLACE COPY_CHAN4(dest, sample)
336
337 #define ADD \
338 { \
339 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
340 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
341 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
342 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
343 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
344 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
345 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
346 }
347
348 /* shortcuts */
349
350 #define NEAREST_RGB_REPLACE \
351 NEAREST_RGB; \
352 dest[0] = sample[0]; \
353 dest[1] = sample[1]; \
354 dest[2] = sample[2]; \
355 dest[3] = FixedToInt(span->alpha);
356
357 #define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00)
358
359 #define SPAN_NEAREST(DO_TEX,COMP) \
360 for (i = 0; i < span->end; i++) { \
361 /* Isn't it necessary to use FixedFloor below?? */ \
362 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
363 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
364 GLint pos = (t << info->twidth_log2) + s; \
365 const GLchan *tex00 = info->texture + COMP * pos; \
366 DO_TEX; \
367 span->red += span->redStep; \
368 span->green += span->greenStep; \
369 span->blue += span->blueStep; \
370 span->alpha += span->alphaStep; \
371 span->intTex[0] += span->intTexStep[0]; \
372 span->intTex[1] += span->intTexStep[1]; \
373 dest += 4; \
374 }
375
376 #define SPAN_LINEAR(DO_TEX,COMP) \
377 for (i = 0; i < span->end; i++) { \
378 /* Isn't it necessary to use FixedFloor below?? */ \
379 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
380 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
381 GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
382 GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
383 GLfixed si = FIXED_FRAC_MASK - sf; \
384 GLfixed ti = FIXED_FRAC_MASK - tf; \
385 GLint pos = (t << info->twidth_log2) + s; \
386 const GLchan *tex00 = info->texture + COMP * pos; \
387 const GLchan *tex10 = tex00 + info->tbytesline; \
388 const GLchan *tex01 = tex00 + COMP; \
389 const GLchan *tex11 = tex10 + COMP; \
390 (void) ti; \
391 (void) si; \
392 if (t == info->tmask) { \
393 tex10 -= info->tsize; \
394 tex11 -= info->tsize; \
395 } \
396 if (s == info->smask) { \
397 tex01 -= info->tbytesline; \
398 tex11 -= info->tbytesline; \
399 } \
400 DO_TEX; \
401 span->red += span->redStep; \
402 span->green += span->greenStep; \
403 span->blue += span->blueStep; \
404 span->alpha += span->alphaStep; \
405 span->intTex[0] += span->intTexStep[0]; \
406 span->intTex[1] += span->intTexStep[1]; \
407 dest += 4; \
408 }
409
410
411 GLuint i;
412 GLchan *dest = span->array->rgba[0];
413
414 span->intTex[0] -= FIXED_HALF;
415 span->intTex[1] -= FIXED_HALF;
416 switch (info->filter) {
417 case GL_NEAREST:
418 switch (info->format) {
419 case GL_RGB:
420 switch (info->envmode) {
421 case GL_MODULATE:
422 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
423 break;
424 case GL_DECAL:
425 case GL_REPLACE:
426 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
427 break;
428 case GL_BLEND:
429 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
430 break;
431 case GL_ADD:
432 SPAN_NEAREST(NEAREST_RGB;ADD,3);
433 break;
434 default:
435 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
436 return;
437 }
438 break;
439 case GL_RGBA:
440 switch(info->envmode) {
441 case GL_MODULATE:
442 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
443 break;
444 case GL_DECAL:
445 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
446 break;
447 case GL_BLEND:
448 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
449 break;
450 case GL_ADD:
451 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
452 break;
453 case GL_REPLACE:
454 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
455 break;
456 default:
457 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
458 return;
459 }
460 break;
461 }
462 break;
463
464 case GL_LINEAR:
465 span->intTex[0] -= FIXED_HALF;
466 span->intTex[1] -= FIXED_HALF;
467 switch (info->format) {
468 case GL_RGB:
469 switch (info->envmode) {
470 case GL_MODULATE:
471 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
472 break;
473 case GL_DECAL:
474 case GL_REPLACE:
475 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
476 break;
477 case GL_BLEND:
478 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
479 break;
480 case GL_ADD:
481 SPAN_LINEAR(LINEAR_RGB;ADD,3);
482 break;
483 default:
484 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
485 return;
486 }
487 break;
488 case GL_RGBA:
489 switch (info->envmode) {
490 case GL_MODULATE:
491 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
492 break;
493 case GL_DECAL:
494 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
495 break;
496 case GL_BLEND:
497 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
498 break;
499 case GL_ADD:
500 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
501 break;
502 case GL_REPLACE:
503 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
504 break;
505 default:
506 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
507 return;
508 }
509 break;
510 }
511 break;
512 }
513 span->interpMask &= ~SPAN_RGBA;
514 ASSERT(span->arrayMask & SPAN_RGBA);
515 _swrast_write_rgba_span(ctx, span);
516
517 #undef SPAN_NEAREST
518 #undef SPAN_LINEAR
519 }
520
521
522
523 /*
524 * Render an RGB/RGBA textured triangle without perspective correction.
525 */
526 #define NAME affine_textured_triangle
527 #define INTERP_Z 1
528 #define INTERP_FOG 1
529 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
530 #define INTERP_RGB 1
531 #define INTERP_ALPHA 1
532 #define INTERP_INT_TEX 1
533 #define S_SCALE twidth
534 #define T_SCALE theight
535
536 #define SETUP_CODE \
537 struct affine_info info; \
538 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
539 struct gl_texture_object *obj = unit->Current2D; \
540 const GLint b = obj->BaseLevel; \
541 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
542 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
543 info.texture = (const GLchan *) obj->Image[0][b]->Data; \
544 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
545 info.smask = obj->Image[0][b]->Width - 1; \
546 info.tmask = obj->Image[0][b]->Height - 1; \
547 info.format = obj->Image[0][b]->Format; \
548 info.filter = obj->MinFilter; \
549 info.envmode = unit->EnvMode; \
550 span.arrayMask |= SPAN_RGBA; \
551 \
552 if (info.envmode == GL_BLEND) { \
553 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
554 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
555 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
556 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
557 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
558 } \
559 if (!info.texture) { \
560 /* this shouldn't happen */ \
561 return; \
562 } \
563 \
564 switch (info.format) { \
565 case GL_ALPHA: \
566 case GL_LUMINANCE: \
567 case GL_INTENSITY: \
568 info.tbytesline = obj->Image[0][b]->Width; \
569 break; \
570 case GL_LUMINANCE_ALPHA: \
571 info.tbytesline = obj->Image[0][b]->Width * 2; \
572 break; \
573 case GL_RGB: \
574 info.tbytesline = obj->Image[0][b]->Width * 3; \
575 break; \
576 case GL_RGBA: \
577 info.tbytesline = obj->Image[0][b]->Width * 4; \
578 break; \
579 default: \
580 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
581 return; \
582 } \
583 info.tsize = obj->Image[0][b]->Height * info.tbytesline;
584
585 #define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
586
587 #include "s_tritemp.h"
588
589
590
591 struct persp_info
592 {
593 GLenum filter;
594 GLenum format;
595 GLenum envmode;
596 GLint smask, tmask;
597 GLint twidth_log2;
598 const GLchan *texture;
599 GLfixed er, eg, eb, ea; /* texture env color */
600 GLint tbytesline, tsize;
601 };
602
603
604 static INLINE void
605 fast_persp_span(GLcontext *ctx, struct sw_span *span,
606 struct persp_info *info)
607 {
608 GLchan sample[4]; /* the filtered texture sample */
609
610 /* Instead of defining a function for each mode, a test is done
611 * between the outer and inner loops. This is to reduce code size
612 * and complexity. Observe that an optimizing compiler kills
613 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
614 */
615 #define SPAN_NEAREST(DO_TEX,COMP) \
616 for (i = 0; i < span->end; i++) { \
617 GLdouble invQ = tex_coord[2] ? \
618 (1.0 / tex_coord[2]) : 1.0; \
619 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
620 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
621 GLint s = IFLOOR(s_tmp) & info->smask; \
622 GLint t = IFLOOR(t_tmp) & info->tmask; \
623 GLint pos = (t << info->twidth_log2) + s; \
624 const GLchan *tex00 = info->texture + COMP * pos; \
625 DO_TEX; \
626 span->red += span->redStep; \
627 span->green += span->greenStep; \
628 span->blue += span->blueStep; \
629 span->alpha += span->alphaStep; \
630 tex_coord[0] += tex_step[0]; \
631 tex_coord[1] += tex_step[1]; \
632 tex_coord[2] += tex_step[2]; \
633 dest += 4; \
634 }
635
636 #define SPAN_LINEAR(DO_TEX,COMP) \
637 for (i = 0; i < span->end; i++) { \
638 GLdouble invQ = tex_coord[2] ? \
639 (1.0 / tex_coord[2]) : 1.0; \
640 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
641 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
642 GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
643 GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
644 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
645 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
646 GLfixed sf = s_fix & FIXED_FRAC_MASK; \
647 GLfixed tf = t_fix & FIXED_FRAC_MASK; \
648 GLfixed si = FIXED_FRAC_MASK - sf; \
649 GLfixed ti = FIXED_FRAC_MASK - tf; \
650 GLint pos = (t << info->twidth_log2) + s; \
651 const GLchan *tex00 = info->texture + COMP * pos; \
652 const GLchan *tex10 = tex00 + info->tbytesline; \
653 const GLchan *tex01 = tex00 + COMP; \
654 const GLchan *tex11 = tex10 + COMP; \
655 (void) ti; \
656 (void) si; \
657 if (t == info->tmask) { \
658 tex10 -= info->tsize; \
659 tex11 -= info->tsize; \
660 } \
661 if (s == info->smask) { \
662 tex01 -= info->tbytesline; \
663 tex11 -= info->tbytesline; \
664 } \
665 DO_TEX; \
666 span->red += span->redStep; \
667 span->green += span->greenStep; \
668 span->blue += span->blueStep; \
669 span->alpha += span->alphaStep; \
670 tex_coord[0] += tex_step[0]; \
671 tex_coord[1] += tex_step[1]; \
672 tex_coord[2] += tex_step[2]; \
673 dest += 4; \
674 }
675
676 GLuint i;
677 GLfloat tex_coord[3], tex_step[3];
678 GLchan *dest = span->array->rgba[0];
679
680 tex_coord[0] = span->tex[0][0] * (info->smask + 1);
681 tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
682 tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
683 tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
684 /* span->tex[0][2] only if 3D-texturing, here only 2D */
685 tex_coord[2] = span->tex[0][3];
686 tex_step[2] = span->texStepX[0][3];
687
688 switch (info->filter) {
689 case GL_NEAREST:
690 switch (info->format) {
691 case GL_RGB:
692 switch (info->envmode) {
693 case GL_MODULATE:
694 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
695 break;
696 case GL_DECAL:
697 case GL_REPLACE:
698 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
699 break;
700 case GL_BLEND:
701 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
702 break;
703 case GL_ADD:
704 SPAN_NEAREST(NEAREST_RGB;ADD,3);
705 break;
706 default:
707 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
708 return;
709 }
710 break;
711 case GL_RGBA:
712 switch(info->envmode) {
713 case GL_MODULATE:
714 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
715 break;
716 case GL_DECAL:
717 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
718 break;
719 case GL_BLEND:
720 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
721 break;
722 case GL_ADD:
723 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
724 break;
725 case GL_REPLACE:
726 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
727 break;
728 default:
729 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
730 return;
731 }
732 break;
733 }
734 break;
735
736 case GL_LINEAR:
737 switch (info->format) {
738 case GL_RGB:
739 switch (info->envmode) {
740 case GL_MODULATE:
741 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
742 break;
743 case GL_DECAL:
744 case GL_REPLACE:
745 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
746 break;
747 case GL_BLEND:
748 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
749 break;
750 case GL_ADD:
751 SPAN_LINEAR(LINEAR_RGB;ADD,3);
752 break;
753 default:
754 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
755 return;
756 }
757 break;
758 case GL_RGBA:
759 switch (info->envmode) {
760 case GL_MODULATE:
761 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
762 break;
763 case GL_DECAL:
764 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
765 break;
766 case GL_BLEND:
767 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
768 break;
769 case GL_ADD:
770 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
771 break;
772 case GL_REPLACE:
773 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
774 break;
775 default:
776 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
777 return;
778 }
779 break;
780 }
781 break;
782 }
783
784 ASSERT(span->arrayMask & SPAN_RGBA);
785 _swrast_write_rgba_span(ctx, span);
786
787 #undef SPAN_NEAREST
788 #undef SPAN_LINEAR
789 }
790
791
792 /*
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.
796 *
797 */
798 #define NAME persp_textured_triangle
799 #define INTERP_Z 1
800 #define INTERP_FOG 1
801 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
802 #define INTERP_RGB 1
803 #define INTERP_ALPHA 1
804 #define INTERP_TEX 1
805
806 #define SETUP_CODE \
807 struct persp_info info; \
808 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
809 const struct gl_texture_object *obj = unit->Current2D; \
810 const GLint b = obj->BaseLevel; \
811 info.texture = (const GLchan *) obj->Image[0][b]->Data; \
812 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
813 info.smask = obj->Image[0][b]->Width - 1; \
814 info.tmask = obj->Image[0][b]->Height - 1; \
815 info.format = obj->Image[0][b]->Format; \
816 info.filter = obj->MinFilter; \
817 info.envmode = unit->EnvMode; \
818 \
819 if (info.envmode == GL_BLEND) { \
820 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
821 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
822 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
823 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
824 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
825 } \
826 if (!info.texture) { \
827 /* this shouldn't happen */ \
828 return; \
829 } \
830 \
831 switch (info.format) { \
832 case GL_ALPHA: \
833 case GL_LUMINANCE: \
834 case GL_INTENSITY: \
835 info.tbytesline = obj->Image[0][b]->Width; \
836 break; \
837 case GL_LUMINANCE_ALPHA: \
838 info.tbytesline = obj->Image[0][b]->Width * 2; \
839 break; \
840 case GL_RGB: \
841 info.tbytesline = obj->Image[0][b]->Width * 3; \
842 break; \
843 case GL_RGBA: \
844 info.tbytesline = obj->Image[0][b]->Width * 4; \
845 break; \
846 default: \
847 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
848 return; \
849 } \
850 info.tsize = obj->Image[0][b]->Height * info.tbytesline;
851
852 #define RENDER_SPAN( span ) \
853 span.interpMask &= ~SPAN_RGBA; \
854 span.arrayMask |= SPAN_RGBA; \
855 fast_persp_span(ctx, &span, &info);
856
857 #include "s_tritemp.h"
858
859
860 #endif /* CHAN_BITS != GL_FLOAT */
861
862
863
864
865 /*
866 * Render a smooth-shaded, textured, RGBA triangle.
867 * Interpolate S,T,R with perspective correction, w/out mipmapping.
868 */
869 #define NAME general_textured_triangle
870 #define INTERP_Z 1
871 #define INTERP_W 1
872 #define INTERP_FOG 1
873 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
874 #define INTERP_RGB 1
875 #define INTERP_SPEC 1
876 #define INTERP_ALPHA 1
877 #define INTERP_TEX 1
878 #define RENDER_SPAN( span ) _swrast_write_texture_span(ctx, &span);
879 #include "s_tritemp.h"
880
881
882
883 /*
884 * This is the big one!
885 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
886 * Yup, it's slow.
887 */
888 #define NAME multitextured_triangle
889 #define INTERP_Z 1
890 #define INTERP_W 1
891 #define INTERP_FOG 1
892 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
893 #define INTERP_RGB 1
894 #define INTERP_ALPHA 1
895 #define INTERP_SPEC 1
896 #define INTERP_MULTITEX 1
897 #define RENDER_SPAN( span ) _swrast_write_texture_span(ctx, &span);
898 #include "s_tritemp.h"
899
900
901
902 /*
903 * Special tri function for occlusion testing
904 */
905 #define NAME occlusion_zless_triangle
906 #define DO_OCCLUSION_TEST
907 #define INTERP_Z 1
908 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
909 #define SETUP_CODE \
910 if (ctx->OcclusionResult && !ctx->Occlusion.Active) { \
911 return; \
912 }
913 #define RENDER_SPAN( span ) \
914 GLuint i; \
915 for (i = 0; i < span.end; i++) { \
916 GLdepth z = FixedToDepth(span.z); \
917 if (z < zRow[i]) { \
918 ctx->OcclusionResult = GL_TRUE; \
919 ctx->Occlusion.PassedCounter++; \
920 } \
921 span.z += span.zStep; \
922 }
923 #include "s_tritemp.h"
924
925
926
927 static void
928 nodraw_triangle( GLcontext *ctx,
929 const SWvertex *v0,
930 const SWvertex *v1,
931 const SWvertex *v2 )
932 {
933 (void) (ctx && v0 && v1 && v2);
934 }
935
936
937 /*
938 * This is used when separate specular color is enabled, but not
939 * texturing. We add the specular color to the primary color,
940 * draw the triangle, then restore the original primary color.
941 * Inefficient, but seldom needed.
942 */
943 void _swrast_add_spec_terms_triangle( GLcontext *ctx,
944 const SWvertex *v0,
945 const SWvertex *v1,
946 const SWvertex *v2 )
947 {
948 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
949 SWvertex *ncv1 = (SWvertex *)v1;
950 SWvertex *ncv2 = (SWvertex *)v2;
951 #if CHAN_TYPE == GL_FLOAT
952 GLfloat rSum, gSum, bSum;
953 #else
954 GLint rSum, gSum, bSum;
955 #endif
956 GLchan c[3][4];
957 /* save original colors */
958 COPY_CHAN4( c[0], ncv0->color );
959 COPY_CHAN4( c[1], ncv1->color );
960 COPY_CHAN4( c[2], ncv2->color );
961 /* sum v0 */
962 rSum = ncv0->color[0] + ncv0->specular[0];
963 gSum = ncv0->color[1] + ncv0->specular[1];
964 bSum = ncv0->color[2] + ncv0->specular[2];
965 ncv0->color[0] = MIN2(rSum, CHAN_MAX);
966 ncv0->color[1] = MIN2(gSum, CHAN_MAX);
967 ncv0->color[2] = MIN2(bSum, CHAN_MAX);
968 /* sum v1 */
969 rSum = ncv1->color[0] + ncv1->specular[0];
970 gSum = ncv1->color[1] + ncv1->specular[1];
971 bSum = ncv1->color[2] + ncv1->specular[2];
972 ncv1->color[0] = MIN2(rSum, CHAN_MAX);
973 ncv1->color[1] = MIN2(gSum, CHAN_MAX);
974 ncv1->color[2] = MIN2(bSum, CHAN_MAX);
975 /* sum v2 */
976 rSum = ncv2->color[0] + ncv2->specular[0];
977 gSum = ncv2->color[1] + ncv2->specular[1];
978 bSum = ncv2->color[2] + ncv2->specular[2];
979 ncv2->color[0] = MIN2(rSum, CHAN_MAX);
980 ncv2->color[1] = MIN2(gSum, CHAN_MAX);
981 ncv2->color[2] = MIN2(bSum, CHAN_MAX);
982 /* draw */
983 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
984 /* restore original colors */
985 COPY_CHAN4( ncv0->color, c[0] );
986 COPY_CHAN4( ncv1->color, c[1] );
987 COPY_CHAN4( ncv2->color, c[2] );
988 }
989
990
991
992 #ifdef DEBUG
993
994 /* record the current triangle function name */
995 const char *_mesa_triFuncName = NULL;
996
997 #define USE(triFunc) \
998 do { \
999 _mesa_triFuncName = #triFunc; \
1000 /*printf("%s\n", _mesa_triFuncName);*/ \
1001 swrast->Triangle = triFunc; \
1002 } while (0)
1003
1004 #else
1005
1006 #define USE(triFunc) swrast->Triangle = triFunc;
1007
1008 #endif
1009
1010
1011
1012
1013 /*
1014 * Determine which triangle rendering function to use given the current
1015 * rendering context.
1016 *
1017 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1018 * remove tests to this code.
1019 */
1020 void
1021 _swrast_choose_triangle( GLcontext *ctx )
1022 {
1023 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1024 const GLboolean rgbmode = ctx->Visual.rgbMode;
1025
1026 if (ctx->Polygon.CullFlag &&
1027 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1028 USE(nodraw_triangle);
1029 return;
1030 }
1031
1032 if (ctx->RenderMode==GL_RENDER) {
1033
1034 if (ctx->Polygon.SmoothFlag) {
1035 _swrast_set_aa_triangle_function(ctx);
1036 ASSERT(swrast->Triangle);
1037 return;
1038 }
1039
1040 /* special case for occlusion testing */
1041 if ((ctx->Depth.OcclusionTest || ctx->Occlusion.Active) &&
1042 ctx->Depth.Test &&
1043 ctx->Depth.Mask == GL_FALSE &&
1044 ctx->Depth.Func == GL_LESS &&
1045 !ctx->Stencil.Enabled) {
1046 if ((rgbmode &&
1047 ctx->Color.ColorMask[0] == 0 &&
1048 ctx->Color.ColorMask[1] == 0 &&
1049 ctx->Color.ColorMask[2] == 0 &&
1050 ctx->Color.ColorMask[3] == 0)
1051 ||
1052 (!rgbmode && ctx->Color.IndexMask == 0)) {
1053 USE(occlusion_zless_triangle);
1054 return;
1055 }
1056 }
1057
1058 if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram.Enabled) {
1059 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1060 const struct gl_texture_object *texObj2D;
1061 const struct gl_texture_image *texImg;
1062 GLenum minFilter, magFilter, envMode;
1063 GLint format;
1064 texObj2D = ctx->Texture.Unit[0].Current2D;
1065 texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1066 format = texImg ? texImg->TexFormat->MesaFormat : -1;
1067 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1068 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1069 envMode = ctx->Texture.Unit[0].EnvMode;
1070
1071 /* First see if we can use an optimized 2-D texture function */
1072 if (ctx->Texture._EnabledCoordUnits == 1
1073 && !ctx->FragmentProgram.Enabled
1074 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1075 && texObj2D->WrapS==GL_REPEAT
1076 && texObj2D->WrapT==GL_REPEAT
1077 && texObj2D->_IsPowerOfTwo
1078 && texImg->Border==0
1079 && texImg->Width == texImg->RowStride
1080 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1081 && minFilter == magFilter
1082 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1083 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1084 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1085 if (minFilter == GL_NEAREST
1086 && format == MESA_FORMAT_RGB
1087 && (envMode == GL_REPLACE || envMode == GL_DECAL)
1088 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1089 && ctx->Depth.Func == GL_LESS
1090 && ctx->Depth.Mask == GL_TRUE)
1091 || swrast->_RasterMask == TEXTURE_BIT)
1092 && ctx->Polygon.StippleFlag == GL_FALSE) {
1093 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1094 USE(simple_z_textured_triangle);
1095 }
1096 else {
1097 USE(simple_textured_triangle);
1098 }
1099 }
1100 else {
1101 #if (CHAN_BITS == 16 || CHAN_BITS == 32)
1102 USE(general_textured_triangle);
1103 #else
1104 USE(affine_textured_triangle);
1105 #endif
1106 }
1107 }
1108 else {
1109 #if (CHAN_BITS == 16 || CHAN_BITS == 32)
1110 USE(general_textured_triangle);
1111 #else
1112 USE(persp_textured_triangle);
1113 #endif
1114 }
1115 }
1116 else {
1117 /* general case textured triangles */
1118 if (ctx->Texture._EnabledCoordUnits > 1) {
1119 USE(multitextured_triangle);
1120 }
1121 else {
1122 USE(general_textured_triangle);
1123 }
1124 }
1125 }
1126 else {
1127 ASSERT(!ctx->Texture._EnabledCoordUnits);
1128 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1129 /* smooth shaded, no texturing, stippled or some raster ops */
1130 if (rgbmode) {
1131 USE(smooth_rgba_triangle);
1132 }
1133 else {
1134 USE(smooth_ci_triangle);
1135 }
1136 }
1137 else {
1138 /* flat shaded, no texturing, stippled or some raster ops */
1139 if (rgbmode) {
1140 USE(flat_rgba_triangle);
1141 }
1142 else {
1143 USE(flat_ci_triangle);
1144 }
1145 }
1146 }
1147 }
1148 else if (ctx->RenderMode==GL_FEEDBACK) {
1149 USE(_swrast_feedback_triangle);
1150 }
1151 else {
1152 /* GL_SELECT mode */
1153 USE(_swrast_select_triangle);
1154 }
1155 }