fce782466f0841812295697495f0328a9ea34226
[mesa.git] / src / mesa / swrast / s_triangle.c
1 /* $Id: s_triangle.c,v 1.69 2003/03/16 22:02:38 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 5.1
6 *
7 * Copyright (C) 1999-2002 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 "imports.h"
38 #include "macros.h"
39 #include "texformat.h"
40 #include "teximage.h"
41 #include "texstate.h"
42
43 #include "s_aatriangle.h"
44 #include "s_context.h"
45 #include "s_depth.h"
46 #include "s_feedback.h"
47 #include "s_span.h"
48 #include "s_triangle.h"
49
50
51 /*
52 * Just used for feedback mode.
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 #define NAME flat_ci_triangle
77 #define INTERP_Z 1
78 #define INTERP_FOG 1
79 #define SETUP_CODE \
80 span.interpMask |= SPAN_INDEX; \
81 span.index = IntToFixed(v2->index); \
82 span.indexStep = 0;
83 #define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span);
84 #include "s_tritemp.h"
85
86
87
88 /*
89 * Render a smooth-shaded color index triangle.
90 */
91 #define NAME smooth_ci_triangle
92 #define INTERP_Z 1
93 #define INTERP_FOG 1
94 #define INTERP_INDEX 1
95 #define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span);
96 #include "s_tritemp.h"
97
98
99
100 /*
101 * Render a flat-shaded RGBA triangle.
102 */
103 #define NAME flat_rgba_triangle
104 #define INTERP_Z 1
105 #define INTERP_FOG 1
106 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
107 #define SETUP_CODE \
108 ASSERT(ctx->Texture._EnabledUnits == 0); \
109 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
110 span.interpMask |= SPAN_RGBA; \
111 span.red = ChanToFixed(v2->color[0]); \
112 span.green = ChanToFixed(v2->color[1]); \
113 span.blue = ChanToFixed(v2->color[2]); \
114 span.alpha = ChanToFixed(v2->color[3]); \
115 span.redStep = 0; \
116 span.greenStep = 0; \
117 span.blueStep = 0; \
118 span.alphaStep = 0;
119 #define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span);
120 #include "s_tritemp.h"
121
122
123
124 /*
125 * Render a smooth-shaded RGBA triangle.
126 */
127 #define NAME smooth_rgba_triangle
128 #define INTERP_Z 1
129 #define INTERP_FOG 1
130 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
131 #define INTERP_RGB 1
132 #define INTERP_ALPHA 1
133 #define SETUP_CODE \
134 { \
135 /* texturing must be off */ \
136 ASSERT(ctx->Texture._EnabledUnits == 0); \
137 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
138 }
139 #define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span);
140 #include "s_tritemp.h"
141
142
143
144 /*
145 * Render an RGB, GL_DECAL, textured triangle.
146 * Interpolate S,T only w/out mipmapping or perspective correction.
147 *
148 * No fog.
149 */
150 #define NAME simple_textured_triangle
151 #define INTERP_INT_TEX 1
152 #define S_SCALE twidth
153 #define T_SCALE theight
154
155 #define SETUP_CODE \
156 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
157 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
158 const GLint b = obj->BaseLevel; \
159 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
160 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
161 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
162 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
163 const GLint smask = obj->Image[b]->Width - 1; \
164 const GLint tmask = obj->Image[b]->Height - 1; \
165 if (!texture) { \
166 /* this shouldn't happen */ \
167 return; \
168 }
169
170 #define RENDER_SPAN( span ) \
171 GLuint i; \
172 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
173 span.intTex[1] -= FIXED_HALF; \
174 for (i = 0; i < span.end; i++) { \
175 GLint s = FixedToInt(span.intTex[0]) & smask; \
176 GLint t = FixedToInt(span.intTex[1]) & tmask; \
177 GLint pos = (t << twidth_log2) + s; \
178 pos = pos + pos + pos; /* multiply by 3 */ \
179 span.array->rgb[i][RCOMP] = texture[pos]; \
180 span.array->rgb[i][GCOMP] = texture[pos+1]; \
181 span.array->rgb[i][BCOMP] = texture[pos+2]; \
182 span.intTex[0] += span.intTexStep[0]; \
183 span.intTex[1] += span.intTexStep[1]; \
184 } \
185 (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \
186 (CONST GLchan (*)[3]) span.array->rgb,\
187 NULL );
188 #include "s_tritemp.h"
189
190
191
192 /*
193 * Render an RGB, GL_DECAL, textured triangle.
194 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
195 * perspective correction.
196 *
197 * No fog.
198 */
199 #define NAME simple_z_textured_triangle
200 #define INTERP_Z 1
201 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
202 #define INTERP_INT_TEX 1
203 #define S_SCALE twidth
204 #define T_SCALE theight
205
206 #define SETUP_CODE \
207 SWcontext *swrast = SWRAST_CONTEXT(ctx); \
208 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
209 const GLint b = obj->BaseLevel; \
210 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
211 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
212 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
213 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
214 const GLint smask = obj->Image[b]->Width - 1; \
215 const GLint tmask = obj->Image[b]->Height - 1; \
216 if (!texture) { \
217 /* this shouldn't happen */ \
218 return; \
219 }
220
221 #define RENDER_SPAN( span ) \
222 GLuint i; \
223 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
224 span.intTex[1] -= FIXED_HALF; \
225 for (i = 0; i < span.end; i++) { \
226 const GLdepth z = FixedToDepth(span.z); \
227 if (z < zRow[i]) { \
228 GLint s = FixedToInt(span.intTex[0]) & smask; \
229 GLint t = FixedToInt(span.intTex[1]) & tmask; \
230 GLint pos = (t << twidth_log2) + s; \
231 pos = pos + pos + pos; /* multiply by 3 */ \
232 span.array->rgb[i][RCOMP] = texture[pos]; \
233 span.array->rgb[i][GCOMP] = texture[pos+1]; \
234 span.array->rgb[i][BCOMP] = texture[pos+2]; \
235 zRow[i] = z; \
236 span.array->mask[i] = 1; \
237 } \
238 else { \
239 span.array->mask[i] = 0; \
240 } \
241 span.intTex[0] += span.intTexStep[0]; \
242 span.intTex[1] += span.intTexStep[1]; \
243 span.z += span.zStep; \
244 } \
245 (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \
246 (CONST GLchan (*)[3]) span.array->rgb,\
247 span.array->mask );
248 #include "s_tritemp.h"
249
250
251
252 #if CHAN_TYPE != GL_FLOAT
253
254 struct affine_info
255 {
256 GLenum filter;
257 GLenum format;
258 GLenum envmode;
259 GLint smask, tmask;
260 GLint twidth_log2;
261 const GLchan *texture;
262 GLfixed er, eg, eb, ea;
263 GLint tbytesline, tsize;
264 };
265
266
267 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
268 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
269 * texture env modes.
270 */
271 static INLINE void
272 affine_span(GLcontext *ctx, struct sw_span *span,
273 struct affine_info *info)
274 {
275 GLchan sample[4]; /* the filtered texture sample */
276
277 /* Instead of defining a function for each mode, a test is done
278 * between the outer and inner loops. This is to reduce code size
279 * and complexity. Observe that an optimizing compiler kills
280 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
281 */
282
283 #define NEAREST_RGB \
284 sample[RCOMP] = tex00[RCOMP]; \
285 sample[GCOMP] = tex00[GCOMP]; \
286 sample[BCOMP] = tex00[BCOMP]; \
287 sample[ACOMP] = CHAN_MAX
288
289 #define LINEAR_RGB \
290 sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) + \
291 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
292 sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) + \
293 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
294 sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) + \
295 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
296 sample[ACOMP] = CHAN_MAX
297
298 #define NEAREST_RGBA COPY_CHAN4(sample, tex00)
299
300 #define LINEAR_RGBA \
301 sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) + \
302 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\
303 sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) + \
304 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\
305 sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) + \
306 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\
307 sample[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) + \
308 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
309
310 #define MODULATE \
311 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
312 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
313 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
314 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
315
316 #define DECAL \
317 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
318 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
319 >> (FIXED_SHIFT + 8); \
320 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
321 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
322 >> (FIXED_SHIFT + 8); \
323 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
324 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
325 >> (FIXED_SHIFT + 8); \
326 dest[ACOMP] = FixedToInt(span->alpha)
327
328 #define BLEND \
329 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
330 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
331 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
332 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
333 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
334 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
335 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
336
337 #define REPLACE COPY_CHAN4(dest, sample)
338
339 #define ADD \
340 { \
341 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
342 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
343 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
344 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
345 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
346 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
347 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
348 }
349
350 /* shortcuts */
351
352 #define NEAREST_RGB_REPLACE \
353 NEAREST_RGB; \
354 dest[0] = sample[0]; \
355 dest[1] = sample[1]; \
356 dest[2] = sample[2]; \
357 dest[3] = FixedToInt(span->alpha);
358
359 #define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00)
360
361 #define SPAN_NEAREST(DO_TEX,COMP) \
362 for (i = 0; i < span->end; i++) { \
363 /* Isn't it necessary to use FixedFloor below?? */ \
364 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
365 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
366 GLint pos = (t << info->twidth_log2) + s; \
367 const GLchan *tex00 = info->texture + COMP * pos; \
368 DO_TEX; \
369 span->red += span->redStep; \
370 span->green += span->greenStep; \
371 span->blue += span->blueStep; \
372 span->alpha += span->alphaStep; \
373 span->intTex[0] += span->intTexStep[0]; \
374 span->intTex[1] += span->intTexStep[1]; \
375 dest += 4; \
376 }
377
378 #define SPAN_LINEAR(DO_TEX,COMP) \
379 for (i = 0; i < span->end; i++) { \
380 /* Isn't it necessary to use FixedFloor below?? */ \
381 GLint s = FixedToInt(span->intTex[0]) & info->smask; \
382 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
383 GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
384 GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
385 GLfixed si = FIXED_FRAC_MASK - sf; \
386 GLfixed ti = FIXED_FRAC_MASK - tf; \
387 GLint pos = (t << info->twidth_log2) + s; \
388 const GLchan *tex00 = info->texture + COMP * pos; \
389 const GLchan *tex10 = tex00 + info->tbytesline; \
390 const GLchan *tex01 = tex00 + COMP; \
391 const GLchan *tex11 = tex10 + COMP; \
392 (void) ti; \
393 (void) si; \
394 if (t == info->tmask) { \
395 tex10 -= info->tsize; \
396 tex11 -= info->tsize; \
397 } \
398 if (s == info->smask) { \
399 tex01 -= info->tbytesline; \
400 tex11 -= info->tbytesline; \
401 } \
402 DO_TEX; \
403 span->red += span->redStep; \
404 span->green += span->greenStep; \
405 span->blue += span->blueStep; \
406 span->alpha += span->alphaStep; \
407 span->intTex[0] += span->intTexStep[0]; \
408 span->intTex[1] += span->intTexStep[1]; \
409 dest += 4; \
410 }
411
412
413 GLuint i;
414 GLchan *dest = span->array->rgba[0];
415
416 span->intTex[0] -= FIXED_HALF;
417 span->intTex[1] -= FIXED_HALF;
418 switch (info->filter) {
419 case GL_NEAREST:
420 switch (info->format) {
421 case GL_RGB:
422 switch (info->envmode) {
423 case GL_MODULATE:
424 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
425 break;
426 case GL_DECAL:
427 case GL_REPLACE:
428 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
429 break;
430 case GL_BLEND:
431 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
432 break;
433 case GL_ADD:
434 SPAN_NEAREST(NEAREST_RGB;ADD,3);
435 break;
436 default:
437 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
438 return;
439 }
440 break;
441 case GL_RGBA:
442 switch(info->envmode) {
443 case GL_MODULATE:
444 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
445 break;
446 case GL_DECAL:
447 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
448 break;
449 case GL_BLEND:
450 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
451 break;
452 case GL_ADD:
453 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
454 break;
455 case GL_REPLACE:
456 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
457 break;
458 default:
459 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
460 return;
461 }
462 break;
463 }
464 break;
465
466 case GL_LINEAR:
467 span->intTex[0] -= FIXED_HALF;
468 span->intTex[1] -= FIXED_HALF;
469 switch (info->format) {
470 case GL_RGB:
471 switch (info->envmode) {
472 case GL_MODULATE:
473 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
474 break;
475 case GL_DECAL:
476 case GL_REPLACE:
477 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
478 break;
479 case GL_BLEND:
480 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
481 break;
482 case GL_ADD:
483 SPAN_LINEAR(LINEAR_RGB;ADD,3);
484 break;
485 default:
486 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
487 return;
488 }
489 break;
490 case GL_RGBA:
491 switch (info->envmode) {
492 case GL_MODULATE:
493 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
494 break;
495 case GL_DECAL:
496 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
497 break;
498 case GL_BLEND:
499 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
500 break;
501 case GL_ADD:
502 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
503 break;
504 case GL_REPLACE:
505 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
506 break;
507 default:
508 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
509 return;
510 }
511 break;
512 }
513 break;
514 }
515 span->interpMask &= ~SPAN_RGBA;
516 ASSERT(span->arrayMask & SPAN_RGBA);
517 _mesa_write_rgba_span(ctx, span);
518
519 #undef SPAN_NEAREST
520 #undef SPAN_LINEAR
521 }
522
523
524
525 /*
526 * Render an RGB/RGBA textured triangle without perspective correction.
527 */
528 #define NAME affine_textured_triangle
529 #define INTERP_Z 1
530 #define INTERP_FOG 1
531 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
532 #define INTERP_RGB 1
533 #define INTERP_ALPHA 1
534 #define INTERP_INT_TEX 1
535 #define S_SCALE twidth
536 #define T_SCALE theight
537
538 #define SETUP_CODE \
539 struct affine_info info; \
540 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
541 struct gl_texture_object *obj = unit->Current2D; \
542 const GLint b = obj->BaseLevel; \
543 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
544 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
545 info.texture = (const GLchan *) obj->Image[b]->Data; \
546 info.twidth_log2 = obj->Image[b]->WidthLog2; \
547 info.smask = obj->Image[b]->Width - 1; \
548 info.tmask = obj->Image[b]->Height - 1; \
549 info.format = obj->Image[b]->Format; \
550 info.filter = obj->MinFilter; \
551 info.envmode = unit->EnvMode; \
552 span.arrayMask |= SPAN_RGBA; \
553 \
554 if (info.envmode == GL_BLEND) { \
555 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
556 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
557 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
558 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
559 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
560 } \
561 if (!info.texture) { \
562 /* this shouldn't happen */ \
563 return; \
564 } \
565 \
566 switch (info.format) { \
567 case GL_ALPHA: \
568 case GL_LUMINANCE: \
569 case GL_INTENSITY: \
570 info.tbytesline = obj->Image[b]->Width; \
571 break; \
572 case GL_LUMINANCE_ALPHA: \
573 info.tbytesline = obj->Image[b]->Width * 2; \
574 break; \
575 case GL_RGB: \
576 info.tbytesline = obj->Image[b]->Width * 3; \
577 break; \
578 case GL_RGBA: \
579 info.tbytesline = obj->Image[b]->Width * 4; \
580 break; \
581 default: \
582 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
583 return; \
584 } \
585 info.tsize = obj->Image[b]->Height * info.tbytesline;
586
587 #define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
588
589 #include "s_tritemp.h"
590
591
592
593 struct persp_info
594 {
595 GLenum filter;
596 GLenum format;
597 GLenum envmode;
598 GLint smask, tmask;
599 GLint twidth_log2;
600 const GLchan *texture;
601 GLfixed er, eg, eb, ea; /* texture env color */
602 GLint tbytesline, tsize;
603 };
604
605
606 static INLINE void
607 fast_persp_span(GLcontext *ctx, struct sw_span *span,
608 struct persp_info *info)
609 {
610 GLchan sample[4]; /* the filtered texture sample */
611
612 /* Instead of defining a function for each mode, a test is done
613 * between the outer and inner loops. This is to reduce code size
614 * and complexity. Observe that an optimizing compiler kills
615 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
616 */
617 #define SPAN_NEAREST(DO_TEX,COMP) \
618 for (i = 0; i < span->end; i++) { \
619 GLdouble invQ = tex_coord[2] ? \
620 (1.0 / tex_coord[2]) : 1.0; \
621 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
622 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
623 GLint s = IFLOOR(s_tmp) & info->smask; \
624 GLint t = IFLOOR(t_tmp) & info->tmask; \
625 GLint pos = (t << info->twidth_log2) + s; \
626 const GLchan *tex00 = info->texture + COMP * pos; \
627 DO_TEX; \
628 span->red += span->redStep; \
629 span->green += span->greenStep; \
630 span->blue += span->blueStep; \
631 span->alpha += span->alphaStep; \
632 tex_coord[0] += tex_step[0]; \
633 tex_coord[1] += tex_step[1]; \
634 tex_coord[2] += tex_step[2]; \
635 dest += 4; \
636 }
637
638 #define SPAN_LINEAR(DO_TEX,COMP) \
639 for (i = 0; i < span->end; i++) { \
640 GLdouble invQ = tex_coord[2] ? \
641 (1.0 / tex_coord[2]) : 1.0; \
642 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
643 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
644 GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
645 GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
646 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
647 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
648 GLfixed sf = s_fix & FIXED_FRAC_MASK; \
649 GLfixed tf = t_fix & FIXED_FRAC_MASK; \
650 GLfixed si = FIXED_FRAC_MASK - sf; \
651 GLfixed ti = FIXED_FRAC_MASK - tf; \
652 GLint pos = (t << info->twidth_log2) + s; \
653 const GLchan *tex00 = info->texture + COMP * pos; \
654 const GLchan *tex10 = tex00 + info->tbytesline; \
655 const GLchan *tex01 = tex00 + COMP; \
656 const GLchan *tex11 = tex10 + COMP; \
657 (void) ti; \
658 (void) si; \
659 if (t == info->tmask) { \
660 tex10 -= info->tsize; \
661 tex11 -= info->tsize; \
662 } \
663 if (s == info->smask) { \
664 tex01 -= info->tbytesline; \
665 tex11 -= info->tbytesline; \
666 } \
667 DO_TEX; \
668 span->red += span->redStep; \
669 span->green += span->greenStep; \
670 span->blue += span->blueStep; \
671 span->alpha += span->alphaStep; \
672 tex_coord[0] += tex_step[0]; \
673 tex_coord[1] += tex_step[1]; \
674 tex_coord[2] += tex_step[2]; \
675 dest += 4; \
676 }
677
678 GLuint i;
679 GLfloat tex_coord[3], tex_step[3];
680 GLchan *dest = span->array->rgba[0];
681
682 tex_coord[0] = span->tex[0][0] * (info->smask + 1);
683 tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
684 tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
685 tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
686 /* span->tex[0][2] only if 3D-texturing, here only 2D */
687 tex_coord[2] = span->tex[0][3];
688 tex_step[2] = span->texStepX[0][3];
689
690 switch (info->filter) {
691 case GL_NEAREST:
692 switch (info->format) {
693 case GL_RGB:
694 switch (info->envmode) {
695 case GL_MODULATE:
696 SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
697 break;
698 case GL_DECAL:
699 case GL_REPLACE:
700 SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
701 break;
702 case GL_BLEND:
703 SPAN_NEAREST(NEAREST_RGB;BLEND,3);
704 break;
705 case GL_ADD:
706 SPAN_NEAREST(NEAREST_RGB;ADD,3);
707 break;
708 default:
709 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
710 return;
711 }
712 break;
713 case GL_RGBA:
714 switch(info->envmode) {
715 case GL_MODULATE:
716 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
717 break;
718 case GL_DECAL:
719 SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
720 break;
721 case GL_BLEND:
722 SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
723 break;
724 case GL_ADD:
725 SPAN_NEAREST(NEAREST_RGBA;ADD,4);
726 break;
727 case GL_REPLACE:
728 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
729 break;
730 default:
731 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
732 return;
733 }
734 break;
735 }
736 break;
737
738 case GL_LINEAR:
739 switch (info->format) {
740 case GL_RGB:
741 switch (info->envmode) {
742 case GL_MODULATE:
743 SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
744 break;
745 case GL_DECAL:
746 case GL_REPLACE:
747 SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
748 break;
749 case GL_BLEND:
750 SPAN_LINEAR(LINEAR_RGB;BLEND,3);
751 break;
752 case GL_ADD:
753 SPAN_LINEAR(LINEAR_RGB;ADD,3);
754 break;
755 default:
756 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
757 return;
758 }
759 break;
760 case GL_RGBA:
761 switch (info->envmode) {
762 case GL_MODULATE:
763 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
764 break;
765 case GL_DECAL:
766 SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
767 break;
768 case GL_BLEND:
769 SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
770 break;
771 case GL_ADD:
772 SPAN_LINEAR(LINEAR_RGBA;ADD,4);
773 break;
774 case GL_REPLACE:
775 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
776 break;
777 default:
778 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
779 return;
780 }
781 break;
782 }
783 break;
784 }
785
786 ASSERT(span->arrayMask & SPAN_RGBA);
787 _mesa_write_rgba_span(ctx, span);
788
789 #undef SPAN_NEAREST
790 #undef SPAN_LINEAR
791 }
792
793
794 /*
795 * Render an perspective corrected RGB/RGBA textured triangle.
796 * The Q (aka V in Mesa) coordinate must be zero such that the divide
797 * by interpolated Q/W comes out right.
798 *
799 */
800 #define NAME persp_textured_triangle
801 #define INTERP_Z 1
802 #define INTERP_FOG 1
803 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
804 #define INTERP_RGB 1
805 #define INTERP_ALPHA 1
806 #define INTERP_TEX 1
807
808 #define SETUP_CODE \
809 struct persp_info info; \
810 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
811 const struct gl_texture_object *obj = unit->Current2D; \
812 const GLint b = obj->BaseLevel; \
813 info.texture = (const GLchan *) obj->Image[b]->Data; \
814 info.twidth_log2 = obj->Image[b]->WidthLog2; \
815 info.smask = obj->Image[b]->Width - 1; \
816 info.tmask = obj->Image[b]->Height - 1; \
817 info.format = obj->Image[b]->Format; \
818 info.filter = obj->MinFilter; \
819 info.envmode = unit->EnvMode; \
820 \
821 if (info.envmode == GL_BLEND) { \
822 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
823 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
824 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
825 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
826 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
827 } \
828 if (!info.texture) { \
829 /* this shouldn't happen */ \
830 return; \
831 } \
832 \
833 switch (info.format) { \
834 case GL_ALPHA: \
835 case GL_LUMINANCE: \
836 case GL_INTENSITY: \
837 info.tbytesline = obj->Image[b]->Width; \
838 break; \
839 case GL_LUMINANCE_ALPHA: \
840 info.tbytesline = obj->Image[b]->Width * 2; \
841 break; \
842 case GL_RGB: \
843 info.tbytesline = obj->Image[b]->Width * 3; \
844 break; \
845 case GL_RGBA: \
846 info.tbytesline = obj->Image[b]->Width * 4; \
847 break; \
848 default: \
849 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
850 return; \
851 } \
852 info.tsize = obj->Image[b]->Height * info.tbytesline;
853
854 #define RENDER_SPAN( span ) \
855 span.interpMask &= ~SPAN_RGBA; \
856 span.arrayMask |= SPAN_RGBA; \
857 fast_persp_span(ctx, &span, &info);
858
859 #include "s_tritemp.h"
860
861
862 #endif /* CHAN_BITS != GL_FLOAT */
863
864
865
866
867 /*
868 * Render a smooth-shaded, textured, RGBA triangle.
869 * Interpolate S,T,R with perspective correction, w/out mipmapping.
870 */
871 #define NAME general_textured_triangle
872 #define INTERP_Z 1
873 #define INTERP_W 1
874 #define INTERP_FOG 1
875 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
876 #define INTERP_RGB 1
877 #define INTERP_SPEC 1
878 #define INTERP_ALPHA 1
879 #define INTERP_TEX 1
880 #define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span);
881 #include "s_tritemp.h"
882
883
884
885 /*
886 * This is the big one!
887 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
888 * Yup, it's slow.
889 */
890 #define NAME multitextured_triangle
891 #define INTERP_Z 1
892 #define INTERP_W 1
893 #define INTERP_FOG 1
894 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
895 #define INTERP_RGB 1
896 #define INTERP_ALPHA 1
897 #define INTERP_SPEC 1
898 #define INTERP_MULTITEX 1
899 #define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span);
900 #include "s_tritemp.h"
901
902
903
904 #define NAME occlusion_zless_triangle
905 #define DO_OCCLUSION_TEST
906 #define INTERP_Z 1
907 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
908 #define SETUP_CODE \
909 if (ctx->OcclusionResult) { \
910 return; \
911 }
912 #define RENDER_SPAN( span ) \
913 GLuint i; \
914 for (i = 0; i < span.end; i++) { \
915 GLdepth z = FixedToDepth(span.z); \
916 if (z < zRow[i]) { \
917 ctx->OcclusionResult = GL_TRUE; \
918 return; \
919 } \
920 span.z += span.zStep; \
921 }
922 #include "s_tritemp.h"
923
924
925
926 static void
927 nodraw_triangle( GLcontext *ctx,
928 const SWvertex *v0,
929 const SWvertex *v1,
930 const SWvertex *v2 )
931 {
932 (void) (ctx && v0 && v1 && v2);
933 }
934
935
936 /*
937 * This is used when separate specular color is enabled, but not
938 * texturing. We add the specular color to the primary color,
939 * draw the triangle, then restore the original primary color.
940 * Inefficient, but seldom needed.
941 */
942 void _swrast_add_spec_terms_triangle( GLcontext *ctx,
943 const SWvertex *v0,
944 const SWvertex *v1,
945 const SWvertex *v2 )
946 {
947 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
948 SWvertex *ncv1 = (SWvertex *)v1;
949 SWvertex *ncv2 = (SWvertex *)v2;
950 #if CHAN_TYPE == GL_FLOAT
951 GLfloat rSum, gSum, bSum;
952 #else
953 GLint rSum, gSum, bSum;
954 #endif
955 GLchan c[3][4];
956 /* save original colors */
957 COPY_CHAN4( c[0], ncv0->color );
958 COPY_CHAN4( c[1], ncv1->color );
959 COPY_CHAN4( c[2], ncv2->color );
960 /* sum v0 */
961 rSum = ncv0->color[0] + ncv0->specular[0];
962 gSum = ncv0->color[1] + ncv0->specular[1];
963 bSum = ncv0->color[2] + ncv0->specular[2];
964 ncv0->color[0] = MIN2(rSum, CHAN_MAX);
965 ncv0->color[1] = MIN2(gSum, CHAN_MAX);
966 ncv0->color[2] = MIN2(bSum, CHAN_MAX);
967 /* sum v1 */
968 rSum = ncv1->color[0] + ncv1->specular[0];
969 gSum = ncv1->color[1] + ncv1->specular[1];
970 bSum = ncv1->color[2] + ncv1->specular[2];
971 ncv1->color[0] = MIN2(rSum, CHAN_MAX);
972 ncv1->color[1] = MIN2(gSum, CHAN_MAX);
973 ncv1->color[2] = MIN2(bSum, CHAN_MAX);
974 /* sum v2 */
975 rSum = ncv2->color[0] + ncv2->specular[0];
976 gSum = ncv2->color[1] + ncv2->specular[1];
977 bSum = ncv2->color[2] + ncv2->specular[2];
978 ncv2->color[0] = MIN2(rSum, CHAN_MAX);
979 ncv2->color[1] = MIN2(gSum, CHAN_MAX);
980 ncv2->color[2] = MIN2(bSum, CHAN_MAX);
981 /* draw */
982 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
983 /* restore original colors */
984 COPY_CHAN4( ncv0->color, c[0] );
985 COPY_CHAN4( ncv1->color, c[1] );
986 COPY_CHAN4( ncv2->color, c[2] );
987 }
988
989
990
991 #ifdef DEBUG
992
993 /* record the current triangle function name */
994 const char *_mesa_triFuncName = NULL;
995
996 #define USE(triFunc) \
997 do { \
998 _mesa_triFuncName = #triFunc; \
999 /*printf("%s\n", _mesa_triFuncName);*/ \
1000 swrast->Triangle = triFunc; \
1001 } while (0)
1002
1003 #else
1004
1005 #define USE(triFunc) swrast->Triangle = triFunc;
1006
1007 #endif
1008
1009
1010
1011
1012 /*
1013 * Determine which triangle rendering function to use given the current
1014 * rendering context.
1015 *
1016 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1017 * remove tests to this code.
1018 */
1019 void
1020 _swrast_choose_triangle( GLcontext *ctx )
1021 {
1022 SWcontext *swrast = SWRAST_CONTEXT(ctx);
1023 const GLboolean rgbmode = ctx->Visual.rgbMode;
1024
1025 if (ctx->Polygon.CullFlag &&
1026 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1027 USE(nodraw_triangle);
1028 return;
1029 }
1030
1031 if (ctx->RenderMode==GL_RENDER) {
1032
1033 if (ctx->Polygon.SmoothFlag) {
1034 _mesa_set_aa_triangle_function(ctx);
1035 ASSERT(swrast->Triangle);
1036 return;
1037 }
1038
1039 if (ctx->Depth.OcclusionTest &&
1040 ctx->Depth.Test &&
1041 ctx->Depth.Mask == GL_FALSE &&
1042 ctx->Depth.Func == GL_LESS &&
1043 !ctx->Stencil.Enabled) {
1044 if ((rgbmode &&
1045 ctx->Color.ColorMask[0] == 0 &&
1046 ctx->Color.ColorMask[1] == 0 &&
1047 ctx->Color.ColorMask[2] == 0 &&
1048 ctx->Color.ColorMask[3] == 0)
1049 ||
1050 (!rgbmode && ctx->Color.IndexMask == 0)) {
1051 USE(occlusion_zless_triangle);
1052 return;
1053 }
1054 }
1055
1056 if (ctx->Texture._EnabledUnits) {
1057 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1058 const struct gl_texture_object *texObj2D;
1059 const struct gl_texture_image *texImg;
1060 GLenum minFilter, magFilter, envMode;
1061 GLint format;
1062 texObj2D = ctx->Texture.Unit[0].Current2D;
1063 texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
1064 format = texImg ? texImg->TexFormat->MesaFormat : -1;
1065 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1066 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1067 envMode = ctx->Texture.Unit[0].EnvMode;
1068
1069 /* First see if we can use an optimized 2-D texture function */
1070 if (ctx->Texture._EnabledUnits == 1
1071 && !ctx->FragmentProgram.Enabled
1072 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1073 && texObj2D->WrapS==GL_REPEAT
1074 && texObj2D->WrapT==GL_REPEAT
1075 && texImg->Border==0
1076 && texImg->Width == texImg->RowStride
1077 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1078 && minFilter == magFilter
1079 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1080 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1081 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1082 if (minFilter == GL_NEAREST
1083 && format == MESA_FORMAT_RGB
1084 && (envMode == GL_REPLACE || envMode == GL_DECAL)
1085 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1086 && ctx->Depth.Func == GL_LESS
1087 && ctx->Depth.Mask == GL_TRUE)
1088 || swrast->_RasterMask == TEXTURE_BIT)
1089 && ctx->Polygon.StippleFlag == GL_FALSE) {
1090 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1091 USE(simple_z_textured_triangle);
1092 }
1093 else {
1094 USE(simple_textured_triangle);
1095 }
1096 }
1097 else {
1098 #if (CHAN_BITS == 16 || CHAN_BITS == 32)
1099 USE(general_textured_triangle);
1100 #else
1101 USE(affine_textured_triangle);
1102 #endif
1103 }
1104 }
1105 else {
1106 #if (CHAN_BITS == 16 || CHAN_BITS == 32)
1107 USE(general_textured_triangle);
1108 #else
1109 USE(persp_textured_triangle);
1110 #endif
1111 }
1112 }
1113 else {
1114 /* general case textured triangles */
1115 if (ctx->Texture._EnabledUnits > 1) {
1116 USE(multitextured_triangle);
1117 }
1118 else {
1119 USE(general_textured_triangle);
1120 }
1121 }
1122 }
1123 else {
1124 ASSERT(!ctx->Texture._EnabledUnits);
1125 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1126 /* smooth shaded, no texturing, stippled or some raster ops */
1127 if (rgbmode) {
1128 USE(smooth_rgba_triangle);
1129 }
1130 else {
1131 USE(smooth_ci_triangle);
1132 }
1133 }
1134 else {
1135 /* flat shaded, no texturing, stippled or some raster ops */
1136 if (rgbmode) {
1137 USE(flat_rgba_triangle);
1138 }
1139 else {
1140 USE(flat_ci_triangle);
1141 }
1142 }
1143 }
1144 }
1145 else if (ctx->RenderMode==GL_FEEDBACK) {
1146 USE(_mesa_feedback_triangle);
1147 }
1148 else {
1149 /* GL_SELECT mode */
1150 USE(_mesa_select_triangle);
1151 }
1152 }