-/* $Id: s_texture.c,v 1.15 2001/03/08 15:23:46 brianp Exp $ */
+/* $Id: s_texture.c,v 1.75 2002/11/12 19:27:24 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.0
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "colormac.h"
#include "macros.h"
#include "mmath.h"
-#include "mem.h"
+#include "imports.h"
+#include "texformat.h"
#include "teximage.h"
#include "s_context.h"
-#include "s_pb.h"
#include "s_texture.h"
-
/*
* These values are used in the fixed-point arithmetic used
* for linear filtering.
/*
* Used to compute texel locations for linear sampling.
* Input:
- * wrapMode = GL_REPEAT, GL_CLAMP or GL_CLAMP_TO_EDGE
+ * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER_ARB
* S = texcoord in [0,1]
* SIZE = width (or height or depth) of texture
* Output:
I0 = IFLOOR(U) & (SIZE - 1); \
I1 = (I0 + 1) & (SIZE - 1); \
} \
+ else if (wrapMode == GL_CLAMP_TO_EDGE) { \
+ if (S <= 0.0F) \
+ U = 0.0F; \
+ else if (S >= 1.0F) \
+ U = (GLfloat) SIZE; \
+ else \
+ U = S * SIZE; \
+ U -= 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ if (I0 < 0) \
+ I0 = 0; \
+ if (I1 >= (GLint) SIZE) \
+ I1 = SIZE - 1; \
+ } \
+ else if (wrapMode == GL_CLAMP_TO_BORDER_ARB) { \
+ const GLfloat min = -1.0F / (2.0F * SIZE); \
+ const GLfloat max = 1.0F - min; \
+ if (S <= min) \
+ U = min * SIZE; \
+ else if (S >= max) \
+ U = max * SIZE; \
+ else \
+ U = S * SIZE; \
+ U -= 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ } \
+ else if (wrapMode == GL_MIRRORED_REPEAT_ARB) { \
+ const GLint flr = IFLOOR(S); \
+ if (flr & 1) \
+ U = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \
+ else \
+ U = S - (GLfloat) flr; /* flr is even */ \
+ U = (U * SIZE) - 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ if (I0 < 0) \
+ I0 = 0; \
+ if (I1 >= (GLint) SIZE) \
+ I1 = SIZE - 1; \
+ } \
+ else if (wrapMode == GL_MIRROR_CLAMP_ATI) { \
+ U = (GLfloat) fabs(S); \
+ if (U >= 1.0F) \
+ U = (GLfloat) SIZE; \
+ else \
+ U *= SIZE; \
+ U -= 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ } \
+ else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_ATI) { \
+ U = (GLfloat) fabs(S); \
+ if (U >= 1.0F) \
+ U = (GLfloat) SIZE; \
+ else \
+ U *= SIZE; \
+ U -= 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ if (I0 < 0) \
+ I0 = 0; \
+ if (I1 >= (GLint) SIZE) \
+ I1 = SIZE - 1; \
+ } \
else { \
- U = S * SIZE; \
- if (U < 0.0F) \
+ ASSERT(wrapMode == GL_CLAMP); \
+ if (S <= 0.0F) \
U = 0.0F; \
- else if (U >= SIZE) \
- U = SIZE; \
+ else if (S >= 1.0F) \
+ U = (GLfloat) SIZE; \
+ else \
+ U = S * SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
- if (wrapMode == GL_CLAMP_TO_EDGE) { \
- if (I0 < 0) \
- I0 = 0; \
- if (I1 >= (GLint) SIZE) \
- I1 = SIZE - 1; \
- } \
} \
}
{ \
if (wrapMode == GL_REPEAT) { \
/* s limited to [0,1) */ \
- /* i limited to [0,width-1] */ \
- I = (GLint) (S * SIZE); \
- if (S < 0.0F) \
- I -= 1; \
+ /* i limited to [0,size-1] */ \
+ I = IFLOOR(S * SIZE); \
I &= (SIZE - 1); \
} \
else if (wrapMode == GL_CLAMP_TO_EDGE) { \
+ /* s limited to [min,max] */ \
+ /* i limited to [0, size-1] */ \
const GLfloat min = 1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
if (S < min) \
else if (S > max) \
I = SIZE - 1; \
else \
- I = (GLint) (S * SIZE); \
+ I = IFLOOR(S * SIZE); \
+ } \
+ else if (wrapMode == GL_CLAMP_TO_BORDER_ARB) { \
+ /* s limited to [min,max] */ \
+ /* i limited to [-1, size] */ \
+ const GLfloat min = -1.0F / (2.0F * SIZE); \
+ const GLfloat max = 1.0F - min; \
+ if (S <= min) \
+ I = -1; \
+ else if (S >= max) \
+ I = SIZE; \
+ else \
+ I = IFLOOR(S * SIZE); \
+ } \
+ else if (wrapMode == GL_MIRRORED_REPEAT_ARB) { \
+ const GLfloat min = 1.0F / (2.0F * SIZE); \
+ const GLfloat max = 1.0F - min; \
+ const GLint flr = IFLOOR(S); \
+ GLfloat u; \
+ if (flr & 1) \
+ u = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \
+ else \
+ u = S - (GLfloat) flr; /* flr is even */ \
+ if (u < min) \
+ I = 0; \
+ else if (u > max) \
+ I = SIZE - 1; \
+ else \
+ I = IFLOOR(u * SIZE); \
+ } \
+ else if (wrapMode == GL_MIRROR_CLAMP_ATI) { \
+ /* s limited to [0,1] */ \
+ /* i limited to [0,size-1] */ \
+ const GLfloat u = (GLfloat) fabs(S); \
+ if (u <= 0.0F) \
+ I = 0; \
+ else if (u >= 1.0F) \
+ I = SIZE - 1; \
+ else \
+ I = IFLOOR(u * SIZE); \
+ } \
+ else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_ATI) { \
+ /* s limited to [min,max] */ \
+ /* i limited to [0, size-1] */ \
+ const GLfloat min = 1.0F / (2.0F * SIZE); \
+ const GLfloat max = 1.0F - min; \
+ const GLfloat u = (GLfloat) fabs(S); \
+ if (u < min) \
+ I = 0; \
+ else if (u > max) \
+ I = SIZE - 1; \
+ else \
+ I = IFLOOR(u * SIZE); \
} \
else { \
ASSERT(wrapMode == GL_CLAMP); \
/* s limited to [0,1] */ \
- /* i limited to [0,width-1] */ \
+ /* i limited to [0,size-1] */ \
if (S <= 0.0F) \
I = 0; \
else if (S >= 1.0F) \
I = SIZE - 1; \
else \
- I = (GLint) (S * SIZE); \
+ I = IFLOOR(S * SIZE); \
} \
}
+#define COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(S, U, SIZE, I0, I1) \
+{ \
+ U = S * SIZE - 0.5F; \
+ I0 = IFLOOR(U) & (SIZE - 1); \
+ I1 = (I0 + 1) & (SIZE - 1); \
+}
+
+
/*
* Compute linear mipmap levels for given lambda.
*/
#define COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level) \
{ \
if (lambda < 0.0F) \
- lambda = 0.0F; \
+ level = tObj->BaseLevel; \
else if (lambda > tObj->_MaxLambda) \
- lambda = tObj->_MaxLambda; \
- level = (GLint) (tObj->BaseLevel + lambda); \
+ level = (GLint) (tObj->BaseLevel + tObj->_MaxLambda); \
+ else \
+ level = (GLint) (tObj->BaseLevel + lambda); \
}
*/
#define COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level) \
{ \
+ GLfloat l; \
if (lambda <= 0.5F) \
- lambda = 0.0F; \
+ l = 0.0F; \
else if (lambda > tObj->_MaxLambda + 0.4999F) \
- lambda = tObj->_MaxLambda + 0.4999F; \
- level = (GLint) (tObj->BaseLevel + lambda + 0.5F); \
+ l = tObj->_MaxLambda + 0.4999F; \
+ else \
+ l = lambda; \
+ level = (GLint) (tObj->BaseLevel + l + 0.5F); \
if (level > tObj->_MaxLevel) \
level = tObj->_MaxLevel; \
}
+/*
+ * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
+ * see 1-pixel bands of improperly weighted linear-sampled texels. The
+ * tests/texwrap.c demo is a good test.
+ * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
+ * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
+ */
+#define FRAC(f) ((f) - IFLOOR(f))
+
+
/*
* Bitflags for texture border color sampling.
}
+/*
+ * The lambda[] array values are always monotonic. Either the whole span
+ * will be minified, magnified, or split between the two. This function
+ * determines the subranges in [0, n-1] that are to be minified or magnified.
+ */
+static INLINE void
+compute_min_mag_ranges( GLfloat minMagThresh, GLuint n, const GLfloat lambda[],
+ GLuint *minStart, GLuint *minEnd,
+ GLuint *magStart, GLuint *magEnd )
+{
+ ASSERT(lambda != NULL);
+#if 0
+ /* Verify that lambda[] is monotonous.
+ * We can't really use this because the inaccuracy in the LOG2 function
+ * causes this test to fail, yet the resulting texturing is correct.
+ */
+ if (n > 1) {
+ GLuint i;
+ printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
+ if (lambda[0] >= lambda[n-1]) { /* decreasing */
+ for (i = 0; i < n - 1; i++) {
+ ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
+ }
+ }
+ else { /* increasing */
+ for (i = 0; i < n - 1; i++) {
+ ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
+ }
+ }
+ }
+#endif /* DEBUG */
+
+ /* since lambda is monotonous-array use this check first */
+ if (lambda[0] <= minMagThresh && lambda[n-1] <= minMagThresh) {
+ /* magnification for whole span */
+ *magStart = 0;
+ *magEnd = n;
+ *minStart = *minEnd = 0;
+ }
+ else if (lambda[0] > minMagThresh && lambda[n-1] > minMagThresh) {
+ /* minification for whole span */
+ *minStart = 0;
+ *minEnd = n;
+ *magStart = *magEnd = 0;
+ }
+ else {
+ /* a mix of minification and magnification */
+ GLuint i;
+ if (lambda[0] > minMagThresh) {
+ /* start with minification */
+ for (i = 1; i < n; i++) {
+ if (lambda[i] <= minMagThresh)
+ break;
+ }
+ *minStart = 0;
+ *minEnd = i;
+ *magStart = i;
+ *magEnd = n;
+ }
+ else {
+ /* start with magnification */
+ for (i = 1; i < n; i++) {
+ if (lambda[i] > minMagThresh)
+ break;
+ }
+ *magStart = 0;
+ *magEnd = i;
+ *minStart = i;
+ *minEnd = n;
+ }
+ }
+
+#if 0
+ /* Verify the min/mag Start/End values
+ * We don't use this either (see above)
+ */
+ {
+ GLint i;
+ for (i = 0; i < n; i++) {
+ if (lambda[i] > minMagThresh) {
+ /* minification */
+ ASSERT(i >= *minStart);
+ ASSERT(i < *minEnd);
+ }
+ else {
+ /* magnification */
+ ASSERT(i >= *magStart);
+ ASSERT(i < *magEnd);
+ }
+ }
+ }
+#endif
+}
+
/**********************************************************************/
/* 1-D Texture Sampling Functions */
sample_1d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
- GLfloat s, GLchan rgba[4])
+ const GLfloat texcoord[4], GLchan rgba[4])
{
const GLint width = img->Width2; /* without border, power of two */
GLint i;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, s, width, i);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
/* skip over the border, if any */
i += img->Border;
- (*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba);
- if (img->Format == GL_COLOR_INDEX) {
- palette_sample(ctx, tObj, rgba[0], rgba);
+ if (i < 0 || i >= (GLint) img->Width) {
+ /* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
+ COPY_CHAN4(rgba, tObj->_BorderChan);
+ }
+ else {
+ (*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba);
+ if (img->Format == GL_COLOR_INDEX) {
+ palette_sample(ctx, tObj, rgba[0], rgba);
+ }
}
}
sample_1d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
- GLfloat s, GLchan rgba[4])
+ const GLfloat texcoord[4], GLchan rgba[4])
{
const GLint width = img->Width2;
GLint i0, i1;
GLfloat u;
GLuint useBorderColor;
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, s, u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
useBorderColor = 0;
if (img->Border) {
{
const GLfloat a = FRAC(u);
- /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
- const GLint w0 = (GLint) ((1.0F-a) * WEIGHT_SCALE + 0.5F);
- const GLint w1 = (GLint) ( a * WEIGHT_SCALE + 0.5F);
+#if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT
+ const GLfloat w0 = (1.0F-a);
+ const GLfloat w1 = a ;
+#else /* CHAN_BITS == 8 */
+ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
+ const GLint w0 = IROUND_POS((1.0F - a) * WEIGHT_SCALE);
+ const GLint w1 = IROUND_POS( a * WEIGHT_SCALE);
+#endif
GLchan t0[4], t1[4]; /* texels */
if (useBorderColor & I0BIT) {
- COPY_CHAN4(t0, tObj->BorderColor);
+ COPY_CHAN4(t0, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, 0, 0, (GLvoid *) t0);
}
}
if (useBorderColor & I1BIT) {
- COPY_CHAN4(t1, tObj->BorderColor);
+ COPY_CHAN4(t1, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, 0, 0, (GLvoid *) t1);
}
}
+#if CHAN_TYPE == GL_FLOAT
+ rgba[0] = w0 * t0[0] + w1 * t1[0];
+ rgba[1] = w0 * t0[1] + w1 * t1[1];
+ rgba[2] = w0 * t0[2] + w1 * t1[2];
+ rgba[3] = w0 * t0[3] + w1 * t1[3];
+#elif CHAN_TYPE == GL_UNSIGNED_SHORT
+ rgba[0] = (GLchan) (w0 * t0[0] + w1 * t1[0] + 0.5);
+ rgba[1] = (GLchan) (w0 * t0[1] + w1 * t1[1] + 0.5);
+ rgba[2] = (GLchan) (w0 * t0[2] + w1 * t1[2] + 0.5);
+ rgba[3] = (GLchan) (w0 * t0[3] + w1 * t1[3] + 0.5);
+#else /* CHAN_BITS == 8 */
rgba[0] = (GLchan) ((w0 * t0[0] + w1 * t1[0]) >> WEIGHT_SHIFT);
rgba[1] = (GLchan) ((w0 * t0[1] + w1 * t1[1]) >> WEIGHT_SHIFT);
rgba[2] = (GLchan) ((w0 * t0[2] + w1 * t1[2]) >> WEIGHT_SHIFT);
rgba[3] = (GLchan) ((w0 * t0[3] + w1 * t1[3]) >> WEIGHT_SHIFT);
+#endif
+
}
}
static void
sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
- sample_1d_nearest(ctx, tObj, tObj->Image[level], s, rgba);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ sample_1d_nearest(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]);
+ }
}
static void
sample_1d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
- sample_1d_linear(ctx, tObj, tObj->Image[level], s, rgba);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ sample_1d_linear(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]);
+ }
}
+/*
+ * This is really just needed in order to prevent warnings with some compilers.
+ */
+#if CHAN_TYPE == GL_FLOAT
+#define CHAN_CAST
+#else
+#define CHAN_CAST (GLchan) (GLint)
+#endif
+
+
static void
sample_1d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- if (level >= tObj->_MaxLevel) {
- sample_1d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel], s, rgba);
- }
- else {
- GLchan t0[4], t1[4];
- const GLfloat f = FRAC(lambda);
- sample_1d_nearest(ctx, tObj, tObj->Image[level ], s, t0);
- sample_1d_nearest(ctx, tObj, tObj->Image[level+1], s, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4];
+ const GLfloat f = FRAC(lambda[i]);
+ sample_1d_nearest(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_1d_nearest(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
static void
sample_1d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- if (level >= tObj->_MaxLevel) {
- sample_1d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel], s, rgba);
- }
- else {
- GLchan t0[4], t1[4];
- const GLfloat f = FRAC(lambda);
- sample_1d_linear(ctx, tObj, tObj->Image[level ], s, t0);
- sample_1d_linear(ctx, tObj, tObj->Image[level+1], s, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_1d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4];
+ const GLfloat f = FRAC(lambda[i]);
+ sample_1d_linear(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_1d_linear(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
static void
sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) t;
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_1d_nearest(ctx, tObj, image, s[i], rgba[i]);
+ sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) t;
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_1d_linear(ctx, tObj, image, s[i], rgba[i]);
+ sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
- GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
- (void) t;
- (void) u;
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit],
+ n, lambda, &minStart, &minEnd, &magStart, &magEnd);
- for (i=0;i<n;i++) {
- if (lambda[i] > MinMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
- break;
- case GL_LINEAR:
- sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_1d_nearest_mipmap_nearest(ctx, tObj, lambda[i], s[i],
- rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_1d_linear_mipmap_nearest(ctx, tObj, s[i], lambda[i],
- rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_1d_nearest_mipmap_linear(ctx, tObj, s[i], lambda[i],
- rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_1d_linear_mipmap_linear(ctx, tObj, s[i], lambda[i],
- rgba[i]);
- break;
- default:
- _mesa_problem(NULL, "Bad min filter in sample_1d_texture");
- return;
- }
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ const GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_1d_texture");
+ return;
}
- else {
- /* magnification */
- switch (tObj->MagFilter) {
- case GL_NEAREST:
- sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
- break;
- case GL_LINEAR:
- sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
- break;
- default:
- _mesa_problem(NULL, "Bad mag filter in sample_1d_texture");
- return;
- }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_1d_texture");
+ return;
}
}
}
-
-
/**********************************************************************/
/* 2-D Texture Sampling Functions */
/**********************************************************************/
/*
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
-static void
+static INLINE void
sample_2d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
- GLfloat s, GLfloat t,
+ const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2; /* without border, power of two */
const GLint height = img->Height2; /* without border, power of two */
GLint i, j;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, s, width, i);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, t, height, j);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
/* skip over the border, if any */
i += img->Border;
j += img->Border;
- (*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba);
- if (img->Format == GL_COLOR_INDEX) {
- palette_sample(ctx, tObj, rgba[0], rgba);
+ if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) {
+ /* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
+ COPY_CHAN4(rgba, tObj->_BorderChan);
+ }
+ else {
+ (*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba);
+ if (img->Format == GL_COLOR_INDEX) {
+ palette_sample(ctx, tObj, rgba[0], rgba);
+ }
}
}
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
-static void
+static INLINE void
sample_2d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
- GLfloat s, GLfloat t,
+ const GLfloat texcoord[4],
GLchan rgba[])
{
const GLint width = img->Width2;
GLuint useBorderColor;
GLfloat u, v;
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, s, u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, t, v, height, j0, j1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
useBorderColor = 0;
if (img->Border) {
{
const GLfloat a = FRAC(u);
const GLfloat b = FRAC(v);
+
+#if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT
+ const GLfloat w00 = (1.0F-a) * (1.0F-b);
+ const GLfloat w10 = a * (1.0F-b);
+ const GLfloat w01 = (1.0F-a) * b ;
+ const GLfloat w11 = a * b ;
+#else /* CHAN_BITS == 8 */
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
- const GLint w00 = (GLint) ((1.0F-a)*(1.0F-b) * WEIGHT_SCALE + 0.5F);
- const GLint w10 = (GLint) ( a *(1.0F-b) * WEIGHT_SCALE + 0.5F);
- const GLint w01 = (GLint) ((1.0F-a)* b * WEIGHT_SCALE + 0.5F);
- const GLint w11 = (GLint) ( a * b * WEIGHT_SCALE + 0.5F);
+ const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE);
+ const GLint w10 = IROUND_POS( a * (1.0F-b) * WEIGHT_SCALE);
+ const GLint w01 = IROUND_POS((1.0F-a) * b * WEIGHT_SCALE);
+ const GLint w11 = IROUND_POS( a * b * WEIGHT_SCALE);
+#endif
GLchan t00[4];
GLchan t10[4];
GLchan t01[4];
GLchan t11[4];
if (useBorderColor & (I0BIT | J0BIT)) {
- COPY_CHAN4(t00, tObj->BorderColor);
+ COPY_CHAN4(t00, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, j0, 0, (GLvoid *) t00);
}
}
if (useBorderColor & (I1BIT | J0BIT)) {
- COPY_CHAN4(t10, tObj->BorderColor);
+ COPY_CHAN4(t10, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, j0, 0, (GLvoid *) t10);
}
}
if (useBorderColor & (I0BIT | J1BIT)) {
- COPY_CHAN4(t01, tObj->BorderColor);
+ COPY_CHAN4(t01, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, j1, 0, (GLvoid *) t01);
}
}
if (useBorderColor & (I1BIT | J1BIT)) {
- COPY_CHAN4(t11, tObj->BorderColor);
+ COPY_CHAN4(t11, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, j1, 0, (GLvoid *) t11);
palette_sample(ctx, tObj, t11[0], t11);
}
}
+#if CHAN_TYPE == GL_FLOAT
+ rgba[0] = w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0];
+ rgba[1] = w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1];
+ rgba[2] = w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2];
+ rgba[3] = w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3];
+#elif CHAN_TYPE == GL_UNSIGNED_SHORT
+ rgba[0] = (GLchan) (w00 * t00[0] + w10 * t10[0] +
+ w01 * t01[0] + w11 * t11[0] + 0.5);
+ rgba[1] = (GLchan) (w00 * t00[1] + w10 * t10[1] +
+ w01 * t01[1] + w11 * t11[1] + 0.5);
+ rgba[2] = (GLchan) (w00 * t00[2] + w10 * t10[2] +
+ w01 * t01[2] + w11 * t11[2] + 0.5);
+ rgba[3] = (GLchan) (w00 * t00[3] + w10 * t10[3] +
+ w01 * t01[3] + w11 * t11[3] + 0.5);
+#else /* CHAN_BITS == 8 */
+ rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] +
+ w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT);
+ rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] +
+ w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT);
+ rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] +
+ w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT);
+ rgba[3] = (GLchan) ((w00 * t00[3] + w10 * t10[3] +
+ w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT);
+#endif
+
+ }
+
+}
+
+
+/*
+ * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT
+ * and we're not using a paletted texture.
+ */
+static INLINE void
+sample_2d_linear_repeat(GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ const GLfloat texcoord[4],
+ GLchan rgba[])
+{
+ const GLint width = img->Width2;
+ const GLint height = img->Height2;
+ GLint i0, j0, i1, j1;
+ GLfloat u, v;
+
+ ASSERT(tObj->WrapS == GL_REPEAT);
+ ASSERT(tObj->WrapT == GL_REPEAT);
+ ASSERT(img->Border == 0);
+ ASSERT(img->Format != GL_COLOR_INDEX);
+
+ COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1);
+ COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1);
+
+ {
+ const GLfloat a = FRAC(u);
+ const GLfloat b = FRAC(v);
+
+#if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT
+ const GLfloat w00 = (1.0F-a) * (1.0F-b);
+ const GLfloat w10 = a * (1.0F-b);
+ const GLfloat w01 = (1.0F-a) * b ;
+ const GLfloat w11 = a * b ;
+#else /* CHAN_BITS == 8 */
+ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
+ const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE);
+ const GLint w10 = IROUND_POS( a * (1.0F-b) * WEIGHT_SCALE);
+ const GLint w01 = IROUND_POS((1.0F-a) * b * WEIGHT_SCALE);
+ const GLint w11 = IROUND_POS( a * b * WEIGHT_SCALE);
+#endif
+ GLchan t00[4];
+ GLchan t10[4];
+ GLchan t01[4];
+ GLchan t11[4];
+
+ (*img->FetchTexel)(img, i0, j0, 0, (GLvoid *) t00);
+ (*img->FetchTexel)(img, i1, j0, 0, (GLvoid *) t10);
+ (*img->FetchTexel)(img, i0, j1, 0, (GLvoid *) t01);
+ (*img->FetchTexel)(img, i1, j1, 0, (GLvoid *) t11);
+
+#if CHAN_TYPE == GL_FLOAT
+ rgba[0] = w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0];
+ rgba[1] = w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1];
+ rgba[2] = w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2];
+ rgba[3] = w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3];
+#elif CHAN_TYPE == GL_UNSIGNED_SHORT
+ rgba[0] = (GLchan) (w00 * t00[0] + w10 * t10[0] +
+ w01 * t01[0] + w11 * t11[0] + 0.5);
+ rgba[1] = (GLchan) (w00 * t00[1] + w10 * t10[1] +
+ w01 * t01[1] + w11 * t11[1] + 0.5);
+ rgba[2] = (GLchan) (w00 * t00[2] + w10 * t10[2] +
+ w01 * t01[2] + w11 * t11[2] + 0.5);
+ rgba[3] = (GLchan) (w00 * t00[3] + w10 * t10[3] +
+ w01 * t01[3] + w11 * t11[3] + 0.5);
+#else /* CHAN_BITS == 8 */
+ rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] +
+ w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT);
+ rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] +
+ w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT);
+ rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] +
+ w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT);
+ rgba[3] = (GLchan) ((w00 * t00[3] + w10 * t10[3] +
+ w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT);
+#endif
- rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT);
- rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT);
- rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT);
- rgba[3] = (GLchan) ((w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT);
}
}
static void
sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
- sample_2d_nearest(ctx, tObj, tObj->Image[level], s, t, rgba);
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ sample_2d_nearest(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]);
+ }
}
static void
sample_2d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
- sample_2d_linear(ctx, tObj, tObj->Image[level], s, t, rgba);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ sample_2d_linear(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]);
+ }
}
static void
sample_2d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- if (level >= tObj->_MaxLevel) {
- sample_2d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel], s, t, rgba);
- }
- else {
- GLchan t0[4], t1[4]; /* texels */
- const GLfloat f = FRAC(lambda);
- sample_2d_nearest(ctx, tObj, tObj->Image[level ], s, t, t0);
- sample_2d_nearest(ctx, tObj, tObj->Image[level+1], s, t, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_nearest(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_2d_nearest(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
+/* Trilinear filtering */
static void
-sample_2d_linear_mipmap_linear(GLcontext *ctx,
- const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat lambda,
- GLchan rgba[4])
+sample_2d_linear_mipmap_linear( GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
- GLint level;
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_linear(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_2d_linear(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
+ }
+}
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->_MaxLevel) {
- sample_2d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel], s, t, rgba);
- }
- else {
- GLchan t0[4], t1[4]; /* texels */
- const GLfloat f = FRAC(lambda);
- sample_2d_linear(ctx, tObj, tObj->Image[level ], s, t, t0);
- sample_2d_linear(ctx, tObj, tObj->Image[level+1], s, t, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+static void
+sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
+{
+ GLuint i;
+ ASSERT(lambda != NULL);
+ ASSERT(tObj->WrapS == GL_REPEAT);
+ ASSERT(tObj->WrapT == GL_REPEAT);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_2d_linear_repeat(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
-
static void
sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_2d_nearest(ctx, tObj, image, s[i], t[i], rgba[i]);
+ sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_2d_linear(ctx, tObj, image, s[i], t[i], rgba[i]);
- }
-}
-
-
-/*
- * Given an array of (s,t) texture coordinate and lambda (level of detail)
- * values, return an array of texture sample.
- */
-static void
-sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
-{
- const GLfloat minMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
- GLuint i;
- (void) u;
-
- /* check if lambda is monotonous-array */
- if (lambda[0] <= minMagThresh && lambda[n-1] <= minMagThresh) {
- /* magnification */
- switch (tObj->MagFilter) {
- case GL_NEAREST:
- for (i = 0; i < n; i++)
- sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i] );
- break;
- case GL_LINEAR:
- for (i = 0; i < n; i++)
- sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i] );
- break;
- default:
- _mesa_problem(NULL, "Bad mag filter in sample_2d_texture");
- }
- }
- else {
- for (i = 0; i < n; i++) {
- if (lambda[i] > minMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i]);
- break;
- case GL_LINEAR:
- sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_2d_nearest_mipmap_nearest(ctx, tObj, s[i], t[i],
- lambda[i], rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_2d_linear_mipmap_nearest(ctx,tObj, s[i], t[i],
- lambda[i], rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_2d_nearest_mipmap_linear(ctx,tObj, s[i], t[i],
- lambda[i], rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_2d_linear_mipmap_linear(ctx,tObj, s[i], t[i],
- lambda[i], rgba[i] );
- break;
- default:
- _mesa_problem(NULL, "Bad min filter in sample_2d_texture");
- return;
- }
- }
- else {
- /* magnification */
- switch (tObj->MagFilter) {
- case GL_NEAREST:
- sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i]);
- break;
- case GL_LINEAR:
- sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i] );
- break;
- default:
- _mesa_problem(NULL, "Bad mag filter in sample_2d_texture");
- }
- }
- }
+ sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
* Optimized 2-D texture sampling:
* S and T wrap mode == GL_REPEAT
* GL_NEAREST min/mag filter
- * No border
+ * No border,
+ * RowStride == Width,
* Format = GL_RGB
*/
static void
opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
- GLuint n, const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLuint n, GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
const GLint rowMask = img->Height - 1;
const GLint shift = img->WidthLog2;
GLuint k;
- (void) u;
(void) lambda;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
- ASSERT(tObj->MinFilter==GL_NEAREST);
- ASSERT(tObj->MagFilter==GL_NEAREST);
ASSERT(img->Border==0);
ASSERT(img->Format==GL_RGB);
- /* NOTE: negative float->int doesn't floor, add 10000 as to work-around */
- for (k=0;k<n;k++) {
- GLint i = (GLint) ((s[k] + 10000.0) * width) & colMask;
- GLint j = (GLint) ((t[k] + 10000.0) * height) & rowMask;
+ for (k=0; k<n; k++) {
+ GLint i = IFLOOR(texcoords[k][0] * width) & colMask;
+ GLint j = IFLOOR(texcoords[k][1] * height) & rowMask;
GLint pos = (j << shift) | i;
- GLchan *texel = ((GLchan *) img->Data) + pos + pos + pos; /* pos*3 */
+ GLchan *texel = ((GLchan *) img->Data) + 3*pos;
rgba[k][RCOMP] = texel[0];
rgba[k][GCOMP] = texel[1];
rgba[k][BCOMP] = texel[2];
* S and T wrap mode == GL_REPEAT
* GL_NEAREST min/mag filter
* No border
+ * RowStride == Width,
* Format = GL_RGBA
*/
static void
opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
- GLuint n, const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLuint n, GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
const GLint colMask = img->Width - 1;
const GLint rowMask = img->Height - 1;
const GLint shift = img->WidthLog2;
- GLuint k;
- (void) u;
+ GLuint i;
(void) lambda;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
- ASSERT(tObj->MinFilter==GL_NEAREST);
- ASSERT(tObj->MagFilter==GL_NEAREST);
ASSERT(img->Border==0);
ASSERT(img->Format==GL_RGBA);
- /* NOTE: negative float->int doesn't floor, add 10000 as to work-around */
- for (k=0;k<n;k++) {
- GLint i = (GLint) ((s[k] + 10000.0) * width) & colMask;
- GLint j = (GLint) ((t[k] + 10000.0) * height) & rowMask;
- GLint pos = (j << shift) | i;
- GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */
- rgba[k][RCOMP] = texel[0];
- rgba[k][GCOMP] = texel[1];
- rgba[k][BCOMP] = texel[2];
- rgba[k][ACOMP] = texel[3];
+ for (i = 0; i < n; i++) {
+ const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
+ const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
+ const GLint pos = (row << shift) | col;
+ const GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */
+ COPY_CHAN4(rgba[i], texel);
+ }
+}
+
+
+/*
+ * Given an array of texture coordinate and lambda (level of detail)
+ * values, return an array of texture sample.
+ */
+static void
+sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
+ GLuint n, GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
+{
+ const struct gl_texture_image *tImg = tObj->Image[tObj->BaseLevel];
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
+
+ const GLboolean repeatNoBorder = (tObj->WrapS == GL_REPEAT)
+ && (tObj->WrapT == GL_REPEAT)
+ && (tImg->Border == 0 && (tImg->Width == tImg->RowStride))
+ && (tImg->Format != GL_COLOR_INDEX);
+
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit],
+ n, lambda, &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ const GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ if (repeatNoBorder) {
+ switch (tImg->Format) {
+ case GL_RGB:
+ opt_sample_rgb_2d(ctx, texUnit, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ break;
+ case GL_RGBA:
+ opt_sample_rgba_2d(ctx, texUnit, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ break;
+ default:
+ sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart );
+ }
+ }
+ else {
+ sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ }
+ break;
+ case GL_LINEAR:
+ sample_linear_2d(ctx, texUnit, tObj, m, texcoords + minStart,
+ NULL, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_2d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ if (repeatNoBorder)
+ sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m,
+ texcoords + minStart, lambda + minStart, rgba + minStart);
+ else
+ sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_2d_texture");
+ return;
+ }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ const GLuint m = magEnd - magStart;
+
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ if (repeatNoBorder) {
+ switch (tImg->Format) {
+ case GL_RGB:
+ opt_sample_rgb_2d(ctx, texUnit, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ break;
+ case GL_RGBA:
+ opt_sample_rgba_2d(ctx, texUnit, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ break;
+ default:
+ sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart );
+ }
+ }
+ else {
+ sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ }
+ break;
+ case GL_LINEAR:
+ sample_linear_2d(ctx, texUnit, tObj, m, texcoords + magStart,
+ NULL, rgba + magStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_lambda_2d");
+ }
}
}
sample_3d_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
- GLfloat s, GLfloat t, GLfloat r,
+ const GLfloat texcoord[4],
GLchan rgba[4])
{
const GLint width = img->Width2; /* without border, power of two */
const GLint depth = img->Depth2; /* without border, power of two */
GLint i, j, k;
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, s, width, i);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, t, height, j);
- COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, r, depth, k);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, texcoord[2], depth, k);
- (*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba);
- if (img->Format == GL_COLOR_INDEX) {
- palette_sample(ctx, tObj, rgba[0], rgba);
+ if (i < 0 || i >= (GLint) img->Width ||
+ j < 0 || j >= (GLint) img->Height ||
+ k < 0 || k >= (GLint) img->Depth) {
+ /* Need this test for GL_CLAMP_TO_BORDER_ARB mode */
+ COPY_CHAN4(rgba, tObj->_BorderChan);
+ }
+ else {
+ (*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba);
+ if (img->Format == GL_COLOR_INDEX) {
+ palette_sample(ctx, tObj, rgba[0], rgba);
+ }
}
}
sample_3d_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
- GLfloat s, GLfloat t, GLfloat r,
+ const GLfloat texcoord[4],
GLchan rgba[4])
{
const GLint width = img->Width2;
GLuint useBorderColor;
GLfloat u, v, w;
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, s, u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, t, v, height, j0, j1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, r, w, depth, k0, k1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, texcoord[2], w, depth, k0, k1);
useBorderColor = 0;
if (img->Border) {
const GLfloat a = FRAC(u);
const GLfloat b = FRAC(v);
const GLfloat c = FRAC(w);
+
+#if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT
+ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
+ GLfloat w000 = (1.0F-a) * (1.0F-b) * (1.0F-c);
+ GLfloat w100 = a * (1.0F-b) * (1.0F-c);
+ GLfloat w010 = (1.0F-a) * b * (1.0F-c);
+ GLfloat w110 = a * b * (1.0F-c);
+ GLfloat w001 = (1.0F-a) * (1.0F-b) * c ;
+ GLfloat w101 = a * (1.0F-b) * c ;
+ GLfloat w011 = (1.0F-a) * b * c ;
+ GLfloat w111 = a * b * c ;
+#else /* CHAN_BITS == 8 */
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
- GLint w000 = (GLint) ((1.0F-a)*(1.0F-b)*(1.0F-c) * WEIGHT_SCALE + 0.5F);
- GLint w100 = (GLint) ( a *(1.0F-b)*(1.0F-c) * WEIGHT_SCALE + 0.5F);
- GLint w010 = (GLint) ((1.0F-a)* b *(1.0F-c) * WEIGHT_SCALE + 0.5F);
- GLint w110 = (GLint) ( a * b *(1.0F-c) * WEIGHT_SCALE + 0.5F);
- GLint w001 = (GLint) ((1.0F-a)*(1.0F-b)* c * WEIGHT_SCALE + 0.5F);
- GLint w101 = (GLint) ( a *(1.0F-b)* c * WEIGHT_SCALE + 0.5F);
- GLint w011 = (GLint) ((1.0F-a)* b * c * WEIGHT_SCALE + 0.5F);
- GLint w111 = (GLint) ( a * b * c * WEIGHT_SCALE + 0.5F);
+ GLint w000 = IROUND_POS((1.0F-a) * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE);
+ GLint w100 = IROUND_POS( a * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE);
+ GLint w010 = IROUND_POS((1.0F-a) * b * (1.0F-c) * WEIGHT_SCALE);
+ GLint w110 = IROUND_POS( a * b * (1.0F-c) * WEIGHT_SCALE);
+ GLint w001 = IROUND_POS((1.0F-a) * (1.0F-b) * c * WEIGHT_SCALE);
+ GLint w101 = IROUND_POS( a * (1.0F-b) * c * WEIGHT_SCALE);
+ GLint w011 = IROUND_POS((1.0F-a) * b * c * WEIGHT_SCALE);
+ GLint w111 = IROUND_POS( a * b * c * WEIGHT_SCALE);
+#endif
GLchan t000[4], t010[4], t001[4], t011[4];
GLchan t100[4], t110[4], t101[4], t111[4];
if (useBorderColor & (I0BIT | J0BIT | K0BIT)) {
- COPY_CHAN4(t000, tObj->BorderColor);
+ COPY_CHAN4(t000, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, j0, k0, (GLvoid *) t000);
}
}
if (useBorderColor & (I1BIT | J0BIT | K0BIT)) {
- COPY_CHAN4(t100, tObj->BorderColor);
+ COPY_CHAN4(t100, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, j0, k0, (GLvoid *) t100);
}
}
if (useBorderColor & (I0BIT | J1BIT | K0BIT)) {
- COPY_CHAN4(t010, tObj->BorderColor);
+ COPY_CHAN4(t010, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, j1, k0, (GLvoid *) t010);
}
}
if (useBorderColor & (I1BIT | J1BIT | K0BIT)) {
- COPY_CHAN4(t110, tObj->BorderColor);
+ COPY_CHAN4(t110, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, j1, k0, (GLvoid *) t110);
}
if (useBorderColor & (I0BIT | J0BIT | K1BIT)) {
- COPY_CHAN4(t001, tObj->BorderColor);
+ COPY_CHAN4(t001, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, j0, k1, (GLvoid *) t001);
}
}
if (useBorderColor & (I1BIT | J0BIT | K1BIT)) {
- COPY_CHAN4(t101, tObj->BorderColor);
+ COPY_CHAN4(t101, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, j0, k1, (GLvoid *) t101);
}
}
if (useBorderColor & (I0BIT | J1BIT | K1BIT)) {
- COPY_CHAN4(t011, tObj->BorderColor);
+ COPY_CHAN4(t011, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i0, j1, k1, (GLvoid *) t011);
}
}
if (useBorderColor & (I1BIT | J1BIT | K1BIT)) {
- COPY_CHAN4(t111, tObj->BorderColor);
+ COPY_CHAN4(t111, tObj->_BorderChan);
}
else {
(*img->FetchTexel)(img, i1, j1, k1, (GLvoid *) t111);
}
}
+#if CHAN_TYPE == GL_FLOAT
+ rgba[0] = w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] +
+ w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0];
+ rgba[1] = w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] +
+ w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1];
+ rgba[2] = w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] +
+ w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2];
+ rgba[3] = w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] +
+ w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3];
+#elif CHAN_TYPE == GL_UNSIGNED_SHORT
+ rgba[0] = (GLchan) (w000*t000[0] + w010*t010[0] +
+ w001*t001[0] + w011*t011[0] +
+ w100*t100[0] + w110*t110[0] +
+ w101*t101[0] + w111*t111[0] + 0.5);
+ rgba[1] = (GLchan) (w000*t000[1] + w010*t010[1] +
+ w001*t001[1] + w011*t011[1] +
+ w100*t100[1] + w110*t110[1] +
+ w101*t101[1] + w111*t111[1] + 0.5);
+ rgba[2] = (GLchan) (w000*t000[2] + w010*t010[2] +
+ w001*t001[2] + w011*t011[2] +
+ w100*t100[2] + w110*t110[2] +
+ w101*t101[2] + w111*t111[2] + 0.5);
+ rgba[3] = (GLchan) (w000*t000[3] + w010*t010[3] +
+ w001*t001[3] + w011*t011[3] +
+ w100*t100[3] + w110*t110[3] +
+ w101*t101[3] + w111*t111[3] + 0.5);
+#else /* CHAN_BITS == 8 */
rgba[0] = (GLchan) (
(w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] +
- w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] )
+ w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] )
>> WEIGHT_SHIFT);
rgba[1] = (GLchan) (
(w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] +
(w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] +
w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3] )
>> WEIGHT_SHIFT);
+#endif
+
}
}
static void
sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLchan rgba[4] )
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
- GLint level;
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
- sample_3d_nearest(ctx, tObj, tObj->Image[level], s, t, r, rgba);
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ sample_3d_nearest(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]);
+ }
}
static void
sample_3d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
- sample_3d_linear(ctx, tObj, tObj->Image[level], s, t, r, rgba);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ sample_3d_linear(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]);
+ }
}
static void
sample_3d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- if (level >= tObj->_MaxLevel) {
- sample_3d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel],
- s, t, r, rgba);
- }
- else {
- GLchan t0[4], t1[4]; /* texels */
- const GLfloat f = FRAC(lambda);
- sample_3d_nearest(ctx, tObj, tObj->Image[level ], s, t, r, t0);
- sample_3d_nearest(ctx, tObj, tObj->Image[level+1], s, t, r, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_3d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_3d_nearest(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_3d_nearest(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
static void
sample_3d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat r,
- GLfloat lambda, GLchan rgba[4] )
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- if (level >= tObj->_MaxLevel) {
- sample_3d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel], s, t, r, rgba);
- }
- else {
- GLchan t0[4], t1[4]; /* texels */
- const GLfloat f = FRAC(lambda);
- sample_3d_linear(ctx, tObj, tObj->Image[level ], s, t, r, t0);
- sample_3d_linear(ctx, tObj, tObj->Image[level+1], s, t, r, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ if (level >= tObj->_MaxLevel) {
+ sample_3d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel],
+ texcoord[i], rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_3d_linear(ctx, tObj, tObj->Image[level ], texcoord[i], t0);
+ sample_3d_linear(ctx, tObj, tObj->Image[level+1], texcoord[i], t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
static void
sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
- sample_3d_nearest(ctx, tObj, image, s[i], t[i], u[i], rgba[i]);
+ sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_linear_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
- sample_3d_linear(ctx, tObj, image, s[i], t[i], u[i], rgba[i]);
+ sample_3d_linear(ctx, tObj, image, texcoords[i], rgba[i]);
}
}
static void
sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
GLuint i;
- GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
- for (i=0;i<n;i++) {
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit],
+ n, lambda, &minStart, &minEnd, &magStart, &magEnd);
- if (lambda[i] > MinMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
- break;
- case GL_LINEAR:
- sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_3d_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_3d_linear_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_3d_nearest_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_3d_linear_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- default:
- _mesa_problem(NULL, "Bad min filterin sample_3d_texture");
- }
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ for (i = minStart; i < minEnd; i++)
+ sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = minStart; i < minEnd; i++)
+ sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_3d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_3d_texture");
+ return;
}
- else {
- /* magnification */
- switch (tObj->MagFilter) {
- case GL_NEAREST:
- sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
- break;
- case GL_LINEAR:
- sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
- break;
- default:
- _mesa_problem(NULL, "Bad mag filter in sample_3d_texture");
- }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ for (i = magStart; i < magEnd; i++)
+ sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ case GL_LINEAR:
+ for (i = magStart; i < magEnd; i++)
+ sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
+ texcoords[i], rgba[i]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_3d_texture");
+ return;
}
}
}
*/
static const struct gl_texture_image **
choose_cube_face(const struct gl_texture_object *texObj,
- GLfloat rx, GLfloat ry, GLfloat rz,
- GLfloat *newS, GLfloat *newT)
+ const GLfloat texcoord[4], GLfloat newCoord[4])
{
/*
major axis
+rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz
-rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz
*/
+ const GLfloat rx = texcoord[0];
+ const GLfloat ry = texcoord[1];
+ const GLfloat rz = texcoord[2];
const struct gl_texture_image **imgArray;
const GLfloat arx = ABSF(rx), ary = ABSF(ry), arz = ABSF(rz);
GLfloat sc, tc, ma;
}
}
- *newS = ( sc / ma + 1.0F ) * 0.5F;
- *newT = ( tc / ma + 1.0F ) * 0.5F;
+ newCoord[0] = ( sc / ma + 1.0F ) * 0.5F;
+ newCoord[1] = ( tc / ma + 1.0F ) * 0.5F;
return imgArray;
}
static void
sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
(void) lambda;
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
- GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT);
+ GLfloat newCoord[4];
+ images = choose_cube_face(tObj, texcoords[i], newCoord);
sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
- newS, newT, rgba[i]);
+ newCoord, rgba[i]);
}
}
static void
sample_linear_cube(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4])
+ GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
(void) lambda;
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
- GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT);
+ GLfloat newCoord[4];
+ images = choose_cube_face(tObj, texcoords[i], newCoord);
sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
- newS, newT, rgba[i]);
+ newCoord, rgba[i]);
}
}
static void
sample_cube_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat u,
- GLfloat lambda, GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- GLint level;
-
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
-
- images = choose_cube_face(tObj, s, t, u, &newS, &newT);
- sample_2d_nearest(ctx, tObj, images[level], newS, newT, rgba);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]);
+ }
}
static void
sample_cube_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat u,
- GLfloat lambda, GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- GLint level;
-
- COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level);
-
- images = choose_cube_face(tObj, s, t, u, &newS, &newT);
- sample_2d_linear(ctx, tObj, images[level], newS, newT, rgba);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level;
+ COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level);
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]);
+ }
}
static void
sample_cube_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat u,
- GLfloat lambda, GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- images = choose_cube_face(tObj, s, t, u, &newS, &newT);
-
- if (level >= tObj->_MaxLevel) {
- sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel], newS, newT, rgba);
- }
- else {
- GLchan t0[4], t1[4]; /* texels */
- const GLfloat f = FRAC(lambda);
- sample_2d_nearest(ctx, tObj, images[level ], newS, newT, t0);
- sample_2d_nearest(ctx, tObj, images[level+1], newS, newT, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel],
+ newCoord, rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4]; /* texels */
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0);
+ sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
static void
sample_cube_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
- GLfloat s, GLfloat t, GLfloat u,
- GLfloat lambda, GLchan rgba[4])
+ GLuint n, GLfloat texcoord[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
{
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- GLint level;
-
- COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
-
- images = choose_cube_face(tObj, s, t, u, &newS, &newT);
-
- if (level >= tObj->_MaxLevel) {
- sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel], newS, newT, rgba);
- }
- else {
- GLchan t0[4], t1[4];
- const GLfloat f = FRAC(lambda);
- sample_2d_linear(ctx, tObj, images[level ], newS, newT, t0);
- sample_2d_linear(ctx, tObj, images[level+1], newS, newT, t1);
- rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
- rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
- rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
- rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ GLuint i;
+ ASSERT(lambda != NULL);
+ for (i = 0; i < n; i++) {
+ const struct gl_texture_image **images;
+ GLfloat newCoord[4];
+ GLint level;
+ COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level);
+ images = choose_cube_face(tObj, texcoord[i], newCoord);
+ if (level >= tObj->_MaxLevel) {
+ sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel],
+ newCoord, rgba[i]);
+ }
+ else {
+ GLchan t0[4], t1[4];
+ const GLfloat f = FRAC(lambda[i]);
+ sample_2d_linear(ctx, tObj, images[level ], newCoord, t0);
+ sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1);
+ rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]);
+ rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]);
+ rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]);
+ rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]);
+ }
}
}
static void
sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
- GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
- GLuint i;
+ GLuint minStart, minEnd; /* texels with minification */
+ GLuint magStart, magEnd; /* texels with magnification */
- for (i = 0; i < n; i++) {
- if (lambda[i] > MinMagThresh) {
- /* minification */
- switch (tObj->MinFilter) {
- case GL_NEAREST:
- {
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i],
- &newS, &newT);
- sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
- newS, newT, rgba[i]);
- }
- break;
- case GL_LINEAR:
- {
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i],
- &newS, &newT);
- sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
- newS, newT, rgba[i]);
- }
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sample_cube_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sample_cube_linear_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sample_cube_nearest_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sample_cube_linear_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
- lambda[i], rgba[i]);
- break;
- default:
- _mesa_problem(NULL, "Bad min filter in sample_lambda_cube");
- }
+ ASSERT(lambda != NULL);
+ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit],
+ n, lambda, &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ /* do the minified texels */
+ const GLuint m = minEnd - minStart;
+ switch (tObj->MinFilter) {
+ case GL_NEAREST:
+ sample_nearest_cube(ctx, texUnit, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR:
+ sample_linear_cube(ctx, texUnit, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sample_cube_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sample_cube_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sample_cube_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sample_cube_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart,
+ lambda + minStart, rgba + minStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad min filter in sample_lambda_cube");
}
- else {
- /* magnification */
- const struct gl_texture_image **images;
- GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i],
- &newS, &newT);
- switch (tObj->MagFilter) {
- case GL_NEAREST:
- sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
- newS, newT, rgba[i]);
- break;
- case GL_LINEAR:
- sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
- newS, newT, rgba[i]);
- break;
- default:
- _mesa_problem(NULL, "Bad mag filter in sample_lambda_cube");
- }
+ }
+
+ if (magStart < magEnd) {
+ /* do the magnified texels */
+ const GLuint m = magEnd - magStart;
+ switch (tObj->MagFilter) {
+ case GL_NEAREST:
+ sample_nearest_cube(ctx, texUnit, tObj, m, texcoords + magStart,
+ lambda + magStart, rgba + magStart);
+ break;
+ case GL_LINEAR:
+ sample_linear_cube(ctx, texUnit, tObj, m, texcoords + magStart,
+ lambda + magStart, rgba + magStart);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad mag filter in sample_lambda_cube");
}
}
}
-static void
-null_sample_func( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4])
-{
-}
/**********************************************************************/
-/* Texture Sampling Setup */
+/* Texture Rectangle Sampling Functions */
/**********************************************************************/
-
-/*
- * Setup the texture sampling function for this texture object.
- */
-void
-_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *t )
+static void
+sample_nearest_rect(GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan rgba[][4])
{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_texture_image *img = tObj->Image[0];
+ const GLfloat width = (GLfloat) img->Width;
+ const GLfloat height = (GLfloat) img->Height;
+ const GLint width_minus_1 = img->Width - 1;
+ const GLint height_minus_1 = img->Height - 1;
+ GLuint i;
- if (!t->Complete) {
- swrast->TextureSample[texUnit] = null_sample_func;
- }
- else {
- GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
+ (void) texUnit;
+ (void) lambda;
- if (needLambda) {
- /* Compute min/mag filter threshold */
+ ASSERT(tObj->WrapS == GL_CLAMP ||
+ tObj->WrapS == GL_CLAMP_TO_EDGE ||
+ tObj->WrapS == GL_CLAMP_TO_BORDER_ARB);
+ ASSERT(tObj->WrapT == GL_CLAMP ||
+ tObj->WrapT == GL_CLAMP_TO_EDGE ||
+ tObj->WrapT == GL_CLAMP_TO_BORDER_ARB);
+ ASSERT(img->Format != GL_COLOR_INDEX);
+
+ /* XXX move Wrap mode tests outside of loops for common cases */
+ for (i = 0; i < n; i++) {
+ GLint row, col;
+ /* NOTE: we DO NOT use [0, 1] texture coordinates! */
+ if (tObj->WrapS == GL_CLAMP) {
+ col = IFLOOR( CLAMP(texcoords[i][0], 0.0F, width) );
+ }
+ else if (tObj->WrapS == GL_CLAMP_TO_EDGE) {
+ col = IFLOOR( CLAMP(texcoords[i][0], 0.5F, width - 0.5F) );
+ }
+ else {
+ col = IFLOOR( CLAMP(texcoords[i][0], -0.5F, width + 0.5F) );
+ }
+ if (tObj->WrapT == GL_CLAMP) {
+ row = IFLOOR( CLAMP(texcoords[i][1], 0.0F, height) );
+ }
+ else if (tObj->WrapT == GL_CLAMP_TO_EDGE) {
+ row = IFLOOR( CLAMP(texcoords[i][1], 0.5F, height - 0.5F) );
+ }
+ else {
+ row = IFLOOR( CLAMP(texcoords[i][1], -0.5F, height + 0.5F) );
+ }
+
+ col = CLAMP(col, 0, width_minus_1);
+ row = CLAMP(row, 0, height_minus_1);
+
+ (*img->FetchTexel)(img, col, row, 0, (GLvoid *) rgba[i]);
+ }
+}
+
+
+static void
+sample_linear_rect(GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4],
+ const GLfloat lambda[], GLchan rgba[][4])
+{
+ const struct gl_texture_image *img = tObj->Image[0];
+ const GLfloat width = (GLfloat) img->Width;
+ const GLfloat height = (GLfloat) img->Height;
+ const GLint width_minus_1 = img->Width - 1;
+ const GLint height_minus_1 = img->Height - 1;
+ GLuint i;
+
+ (void) texUnit;
+ (void) lambda;
+
+ ASSERT(tObj->WrapS == GL_CLAMP ||
+ tObj->WrapS == GL_CLAMP_TO_EDGE ||
+ tObj->WrapS == GL_CLAMP_TO_BORDER_ARB);
+ ASSERT(tObj->WrapT == GL_CLAMP ||
+ tObj->WrapT == GL_CLAMP_TO_EDGE ||
+ tObj->WrapT == GL_CLAMP_TO_BORDER_ARB);
+ ASSERT(img->Format != GL_COLOR_INDEX);
+
+ /* XXX lots of opportunity for optimization in this loop */
+ for (i = 0; i < n; i++) {
+ GLfloat frow, fcol;
+ GLint row0, col0, row1, col1;
+ GLchan t00[4], t01[4], t10[4], t11[4];
+ GLfloat a, b, w00, w01, w10, w11;
+
+ /* NOTE: we DO NOT use [0, 1] texture coordinates! */
+ if (tObj->WrapS == GL_CLAMP) {
+ fcol = CLAMP(texcoords[i][0], 0.0F, width);
+ }
+ else if (tObj->WrapS == GL_CLAMP_TO_EDGE) {
+ fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F);
+ }
+ else {
+ fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F);
+ }
+ if (tObj->WrapT == GL_CLAMP) {
+ frow = CLAMP(texcoords[i][1], 0.0F, height);
+ }
+ else if (tObj->WrapT == GL_CLAMP_TO_EDGE) {
+ frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F);
+ }
+ else {
+ frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F);
+ }
+
+ /* compute integer rows/columns */
+ col0 = IFLOOR(fcol);
+ col1 = col0 + 1;
+ col0 = CLAMP(col0, 0, width_minus_1);
+ col1 = CLAMP(col1, 0, width_minus_1);
+ row0 = IFLOOR(frow);
+ row1 = row0 + 1;
+ row0 = CLAMP(row0, 0, height_minus_1);
+ row1 = CLAMP(row1, 0, height_minus_1);
+
+ /* get four texel samples */
+ (*img->FetchTexel)(img, col0, row0, 0, (GLvoid *) t00);
+ (*img->FetchTexel)(img, col1, row0, 0, (GLvoid *) t10);
+ (*img->FetchTexel)(img, col0, row1, 0, (GLvoid *) t01);
+ (*img->FetchTexel)(img, col1, row1, 0, (GLvoid *) t11);
+
+ /* compute sample weights */
+ a = FRAC(fcol);
+ b = FRAC(frow);
+ w00 = (1.0F-a) * (1.0F-b);
+ w10 = a * (1.0F-b);
+ w01 = (1.0F-a) * b ;
+ w11 = a * b ;
+
+ /* compute weighted average of samples */
+ rgba[i][0] =
+ (GLchan) (w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]);
+ rgba[i][1] =
+ (GLchan) (w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]);
+ rgba[i][2] =
+ (GLchan) (w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]);
+ rgba[i][3] =
+ (GLchan) (w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]);
+ }
+}
+
+
+static void
+sample_lambda_rect( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan rgba[][4])
+{
+ GLuint minStart, minEnd, magStart, magEnd;
+
+ /* We only need lambda to decide between minification and magnification.
+ * There is no mipmapping with rectangular textures.
+ */
+ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit],
+ n, lambda, &minStart, &minEnd, &magStart, &magEnd);
+
+ if (minStart < minEnd) {
+ if (tObj->MinFilter == GL_NEAREST) {
+ sample_nearest_rect( ctx, texUnit, tObj, minEnd - minStart,
+ texcoords + minStart, NULL, rgba + minStart);
+ }
+ else {
+ sample_linear_rect( ctx, texUnit, tObj, minEnd - minStart,
+ texcoords + minStart, NULL, rgba + minStart);
+ }
+ }
+ if (magStart < magEnd) {
+ if (tObj->MagFilter == GL_NEAREST) {
+ sample_nearest_rect( ctx, texUnit, tObj, magEnd - magStart,
+ texcoords + magStart, NULL, rgba + magStart);
+ }
+ else {
+ sample_linear_rect( ctx, texUnit, tObj, magEnd - magStart,
+ texcoords + magStart, NULL, rgba + magStart);
+ }
+ }
+}
+
+
+
+/*
+ * Sample a shadow/depth texture.
+ */
+static void
+sample_depth_texture( GLcontext *ctx, GLuint unit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan texel[][4] )
+{
+ const GLint baseLevel = tObj->BaseLevel;
+ const struct gl_texture_image *texImage = tObj->Image[baseLevel];
+ const GLuint width = texImage->Width;
+ const GLuint height = texImage->Height;
+ GLchan ambient;
+ GLenum function;
+ GLchan result;
+
+ (void) unit;
+
+ ASSERT(tObj->Image[tObj->BaseLevel]->Format == GL_DEPTH_COMPONENT);
+ ASSERT(tObj->Target == GL_TEXTURE_1D ||
+ tObj->Target == GL_TEXTURE_2D ||
+ tObj->Target == GL_TEXTURE_RECTANGLE_NV);
+
+ UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient);
+
+ /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
+
+ /* XXX this could be precomputed and saved in the texture object */
+ if (tObj->CompareFlag) {
+ /* GL_SGIX_shadow */
+ if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+ function = GL_LEQUAL;
+ }
+ else {
+ ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
+ function = GL_GEQUAL;
+ }
+ }
+ else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
+ /* GL_ARB_shadow */
+ function = tObj->CompareFunc;
+ }
+ else {
+ function = GL_NONE; /* pass depth through as grayscale */
+ }
+
+ if (tObj->MagFilter == GL_NEAREST) {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ GLfloat depthSample;
+ GLint col, row;
+ /* XXX fix for texture rectangle! */
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row);
+ depthSample = *((const GLfloat *) texImage->Data + row * width + col);
+
+ switch (function) {
+ case GL_LEQUAL:
+ result = (texcoords[i][2] <= depthSample) ? CHAN_MAX : ambient;
+ break;
+ case GL_GEQUAL:
+ result = (texcoords[i][2] >= depthSample) ? CHAN_MAX : ambient;
+ break;
+ case GL_LESS:
+ result = (texcoords[i][2] < depthSample) ? CHAN_MAX : ambient;
+ break;
+ case GL_GREATER:
+ result = (texcoords[i][2] > depthSample) ? CHAN_MAX : ambient;
+ break;
+ case GL_EQUAL:
+ result = (texcoords[i][2] == depthSample) ? CHAN_MAX : ambient;
+ break;
+ case GL_NOTEQUAL:
+ result = (texcoords[i][2] != depthSample) ? CHAN_MAX : ambient;
+ break;
+ case GL_ALWAYS:
+ result = CHAN_MAX;
+ break;
+ case GL_NEVER:
+ result = ambient;
+ break;
+ case GL_NONE:
+ CLAMPED_FLOAT_TO_CHAN(result, depthSample);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad compare func in sample_depth_texture");
+ return;
+ }
+
+ switch (tObj->DepthMode) {
+ case GL_LUMINANCE:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = CHAN_MAX;
+ break;
+ case GL_INTENSITY:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = result;
+ break;
+ case GL_ALPHA:
+ texel[i][RCOMP] = 0;
+ texel[i][GCOMP] = 0;
+ texel[i][BCOMP] = 0;
+ texel[i][ACOMP] = result;
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth texture mode");
+ }
+ }
+ }
+ else {
+ GLuint i;
+ ASSERT(tObj->MagFilter == GL_LINEAR);
+ for (i = 0; i < n; i++) {
+ GLfloat depth00, depth01, depth10, depth11;
+ GLint i0, i1, j0, j1;
+ GLfloat u, v;
+ GLuint useBorderTexel;
+
+ /* XXX fix for texture rectangle! */
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], v, height,j0, j1);
+
+ useBorderTexel = 0;
+ if (texImage->Border) {
+ i0 += texImage->Border;
+ i1 += texImage->Border;
+ j0 += texImage->Border;
+ j1 += texImage->Border;
+ }
+ else {
+ if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT;
+ if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT;
+ if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT;
+ if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT;
+ }
+
+ /* get four depth samples from the texture */
+ if (useBorderTexel & (I0BIT | J0BIT)) {
+ depth00 = 1.0;
+ }
+ else {
+ depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0);
+ }
+ if (useBorderTexel & (I1BIT | J0BIT)) {
+ depth10 = 1.0;
+ }
+ else {
+ depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1);
+ }
+ if (useBorderTexel & (I0BIT | J1BIT)) {
+ depth01 = 1.0;
+ }
+ else {
+ depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0);
+ }
+ if (useBorderTexel & (I1BIT | J1BIT)) {
+ depth11 = 1.0;
+ }
+ else {
+ depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1);
+ }
+
+ if (0) {
+ /* compute a single weighted depth sample and do one comparison */
+ const GLfloat a = FRAC(u + 1.0F);
+ const GLfloat b = FRAC(v + 1.0F);
+ const GLfloat w00 = (1.0F - a) * (1.0F - b);
+ const GLfloat w10 = ( a) * (1.0F - b);
+ const GLfloat w01 = (1.0F - a) * ( b);
+ const GLfloat w11 = ( a) * ( b);
+ const GLfloat depthSample = w00 * depth00 + w10 * depth10
+ + w01 * depth01 + w11 * depth11;
+ if ((depthSample <= texcoords[i][2] && function == GL_LEQUAL) ||
+ (depthSample >= texcoords[i][2] && function == GL_GEQUAL)) {
+ result = ambient;
+ }
+ else {
+ result = CHAN_MAX;
+ }
+ }
+ else {
+ /* Do four depth/R comparisons and compute a weighted result.
+ * If this touches on somebody's I.P., I'll remove this code
+ * upon request.
+ */
+ const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
+ GLfloat luminance = CHAN_MAXF;
+
+ switch (function) {
+ case GL_LEQUAL:
+ if (depth00 <= texcoords[i][2]) luminance -= d;
+ if (depth01 <= texcoords[i][2]) luminance -= d;
+ if (depth10 <= texcoords[i][2]) luminance -= d;
+ if (depth11 <= texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
+ break;
+ case GL_GEQUAL:
+ if (depth00 >= texcoords[i][2]) luminance -= d;
+ if (depth01 >= texcoords[i][2]) luminance -= d;
+ if (depth10 >= texcoords[i][2]) luminance -= d;
+ if (depth11 >= texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
+ break;
+ case GL_LESS:
+ if (depth00 < texcoords[i][2]) luminance -= d;
+ if (depth01 < texcoords[i][2]) luminance -= d;
+ if (depth10 < texcoords[i][2]) luminance -= d;
+ if (depth11 < texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
+ break;
+ case GL_GREATER:
+ if (depth00 > texcoords[i][2]) luminance -= d;
+ if (depth01 > texcoords[i][2]) luminance -= d;
+ if (depth10 > texcoords[i][2]) luminance -= d;
+ if (depth11 > texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
+ break;
+ case GL_EQUAL:
+ if (depth00 == texcoords[i][2]) luminance -= d;
+ if (depth01 == texcoords[i][2]) luminance -= d;
+ if (depth10 == texcoords[i][2]) luminance -= d;
+ if (depth11 == texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
+ break;
+ case GL_NOTEQUAL:
+ if (depth00 != texcoords[i][2]) luminance -= d;
+ if (depth01 != texcoords[i][2]) luminance -= d;
+ if (depth10 != texcoords[i][2]) luminance -= d;
+ if (depth11 != texcoords[i][2]) luminance -= d;
+ result = (GLchan) luminance;
+ break;
+ case GL_ALWAYS:
+ result = 0;
+ break;
+ case GL_NEVER:
+ result = CHAN_MAX;
+ break;
+ case GL_NONE:
+ /* ordinary bilinear filtering */
+ {
+ const GLfloat a = FRAC(u + 1.0F);
+ const GLfloat b = FRAC(v + 1.0F);
+ const GLfloat w00 = (1.0F - a) * (1.0F - b);
+ const GLfloat w10 = ( a) * (1.0F - b);
+ const GLfloat w01 = (1.0F - a) * ( b);
+ const GLfloat w11 = ( a) * ( b);
+ const GLfloat depthSample = w00 * depth00 + w10 * depth10
+ + w01 * depth01 + w11 * depth11;
+ CLAMPED_FLOAT_TO_CHAN(result, depthSample);
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad compare func in sample_depth_texture");
+ return;
+ }
+ }
+
+ switch (tObj->DepthMode) {
+ case GL_LUMINANCE:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = CHAN_MAX;
+ break;
+ case GL_INTENSITY:
+ texel[i][RCOMP] = result;
+ texel[i][GCOMP] = result;
+ texel[i][BCOMP] = result;
+ texel[i][ACOMP] = result;
+ break;
+ case GL_ALPHA:
+ texel[i][RCOMP] = 0;
+ texel[i][GCOMP] = 0;
+ texel[i][BCOMP] = 0;
+ texel[i][ACOMP] = result;
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth texture mode");
+ }
+ } /* for */
+ } /* if filter */
+}
+
+
+#if 0
+/*
+ * Experimental depth texture sampling function.
+ */
+static void
+sample_depth_texture2(const GLcontext *ctx,
+ const struct gl_texture_unit *texUnit,
+ GLuint n, GLfloat texcoords[][4],
+ GLchan texel[][4])
+{
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ const GLint baseLevel = texObj->BaseLevel;
+ const struct gl_texture_image *texImage = texObj->Image[baseLevel];
+ const GLuint width = texImage->Width;
+ const GLuint height = texImage->Height;
+ GLchan ambient;
+ GLboolean lequal, gequal;
+
+ if (texObj->Target != GL_TEXTURE_2D) {
+ _mesa_problem(ctx, "only 2-D depth textures supported at this time");
+ return;
+ }
+
+ if (texObj->MinFilter != texObj->MagFilter) {
+ _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
+ return;
+ }
+
+ /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
+ * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
+ * isn't a depth texture.
+ */
+ if (texImage->Format != GL_DEPTH_COMPONENT) {
+ _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
+ return;
+ }
+
+ UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient);
+
+ if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
+ lequal = GL_TRUE;
+ gequal = GL_FALSE;
+ }
+ else {
+ lequal = GL_FALSE;
+ gequal = GL_TRUE;
+ }
+
+ {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ const GLint K = 3;
+ GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
+ GLfloat w;
+ GLchan lum;
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0],
+ width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1],
+ height, row);
+
+ imin = col - K;
+ imax = col + K;
+ jmin = row - K;
+ jmax = row + K;
+
+ if (imin < 0) imin = 0;
+ if (imax >= width) imax = width - 1;
+ if (jmin < 0) jmin = 0;
+ if (jmax >= height) jmax = height - 1;
+
+ samples = (imax - imin + 1) * (jmax - jmin + 1);
+ count = 0;
+ for (jj = jmin; jj <= jmax; jj++) {
+ for (ii = imin; ii <= imax; ii++) {
+ GLfloat depthSample = *((const GLfloat *) texImage->Data
+ + jj * width + ii);
+ if ((depthSample <= r[i] && lequal) ||
+ (depthSample >= r[i] && gequal)) {
+ count++;
+ }
+ }
+ }
+
+ w = (GLfloat) count / (GLfloat) samples;
+ w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient);
+ lum = (GLint) w;
+
+ texel[i][RCOMP] = lum;
+ texel[i][GCOMP] = lum;
+ texel[i][BCOMP] = lum;
+ texel[i][ACOMP] = CHAN_MAX;
+ }
+ }
+}
+#endif
+
+
+/**
+ * We use this function when a texture object is in an "incomplete" state.
+ */
+static void
+null_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ GLfloat texcoords[][4], const GLfloat lambda[],
+ GLchan rgba[][4])
+{
+}
+
+
+
+/**
+ * Setup the texture sampling function for this texture object.
+ */
+void
+_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *t )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (!t->Complete) {
+ swrast->TextureSample[texUnit] = null_sample_func;
+ }
+ else {
+ const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
+ const GLenum format = t->Image[t->BaseLevel]->Format;
+
+ if (needLambda) {
+ /* Compute min/mag filter threshold */
if (t->MagFilter == GL_LINEAR
&& (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
}
}
- switch (t->Dimensions) {
- case 1:
- if (needLambda) {
+ switch (t->Target) {
+ case GL_TEXTURE_1D:
+ if (format == GL_DEPTH_COMPONENT) {
+ swrast->TextureSample[texUnit] = sample_depth_texture;
+ }
+ else if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_1d;
}
- else if (t->MinFilter==GL_LINEAR) {
+ else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_1d;
}
else {
- ASSERT(t->MinFilter==GL_NEAREST);
+ ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_1d;
}
break;
- case 2:
- if (needLambda) {
+ case GL_TEXTURE_2D:
+ if (format == GL_DEPTH_COMPONENT) {
+ swrast->TextureSample[texUnit] = sample_depth_texture;
+ }
+ else if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_2d;
}
- else if (t->MinFilter==GL_LINEAR) {
+ else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_2d;
}
else {
GLint baseLevel = t->BaseLevel;
- ASSERT(t->MinFilter==GL_NEAREST);
+ ASSERT(t->MinFilter == GL_NEAREST);
if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
t->Image[baseLevel]->Border == 0 &&
- t->Image[baseLevel]->Format == GL_RGB &&
- t->Image[baseLevel]->Type == CHAN_TYPE) {
+ t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
}
else if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
t->Image[baseLevel]->Border == 0 &&
- t->Image[baseLevel]->Format==GL_RGBA &&
- t->Image[baseLevel]->Type == CHAN_TYPE) {
+ t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
}
else
swrast->TextureSample[texUnit] = sample_nearest_2d;
}
break;
- case 3:
+ case GL_TEXTURE_3D:
if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_3d;
}
- else if (t->MinFilter==GL_LINEAR) {
+ else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_3d;
}
else {
- ASSERT(t->MinFilter==GL_NEAREST);
+ ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_3d;
}
break;
- case 6: /* cube map */
+ case GL_TEXTURE_CUBE_MAP_ARB:
if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_cube;
}
- else if (t->MinFilter==GL_LINEAR) {
+ else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_cube;
}
else {
- ASSERT(t->MinFilter==GL_NEAREST);
+ ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_cube;
}
break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ if (needLambda) {
+ swrast->TextureSample[texUnit] = sample_lambda_rect;
+ }
+ else if (t->MinFilter == GL_LINEAR) {
+ swrast->TextureSample[texUnit] = sample_linear_rect;
+ }
+ else {
+ ASSERT(t->MinFilter == GL_NEAREST);
+ swrast->TextureSample[texUnit] = sample_nearest_rect;
+ }
+ break;
default:
- _mesa_problem(NULL, "invalid dimensions in _mesa_set_texture_sampler");
+ _mesa_problem(ctx, "invalid target in _swrast_choose_texture_sample_func");
}
}
}
#define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) )
#define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )
+
+/**
+ * Do texture application for GL_ARB/EXT_texture_env_combine.
+ * Input:
+ * ctx - rendering context
+ * textureUnit - the texture unit to apply
+ * n - number of fragments to process (span width)
+ * primary_rgba - incoming fragment color array
+ * texelBuffer - pointer to texel colors for all texture units
+ * Input/Output:
+ * rgba - incoming colors, which get modified here
+ */
static INLINE void
-texture_combine(const GLcontext *ctx,
- const struct gl_texture_unit *textureUnit,
- GLuint n,
- CONST GLchan (*primary_rgba)[4],
- CONST GLchan (*texel)[4],
- GLchan (*rgba)[4])
+texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
+ CONST GLchan (*primary_rgba)[4],
+ CONST GLchan *texelBuffer,
+ GLchan (*rgba)[4] )
{
- GLchan ccolor [3][3*MAX_WIDTH][4];
+ const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
const GLchan (*argRGB [3])[4];
const GLchan (*argA [3])[4];
- GLuint i, j;
const GLuint RGBshift = textureUnit->CombineScaleShiftRGB;
const GLuint Ashift = textureUnit->CombineScaleShiftA;
+#if CHAN_TYPE == GL_FLOAT
+ const GLchan RGBmult = (GLfloat) (1 << RGBshift);
+ const GLchan Amult = (GLfloat) (1 << Ashift);
+#else
+ const GLint half = (CHAN_MAX + 1) / 2;
+#endif
+ GLuint i, j;
+
+ /* GLchan ccolor[3][4]; */
+ DEFMNARRAY(GLchan, ccolor, 3, 3 * MAX_WIDTH, 4); /* mac 32k limitation */
+ CHECKARRAY(ccolor, return); /* mac 32k limitation */
+
+ ASSERT(ctx->Extensions.EXT_texture_env_combine ||
+ ctx->Extensions.ARB_texture_env_combine);
+ ASSERT(SWRAST_CONTEXT(ctx)->_AnyTextureCombine);
+
- ASSERT(ctx->Extensions.EXT_texture_env_combine);
+ /*
+ printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
+ textureUnit->CombineModeRGB,
+ textureUnit->CombineModeA,
+ textureUnit->CombineSourceRGB[0],
+ textureUnit->CombineSourceA[0],
+ textureUnit->CombineSourceRGB[1],
+ textureUnit->CombineSourceA[1]);
+ */
+ /*
+ * Do operand setup for up to 3 operands. Loop over the terms.
+ */
for (j = 0; j < 3; j++) {
- switch (textureUnit->CombineSourceA[j]) {
+ const GLenum srcA = textureUnit->CombineSourceA[j];
+ const GLenum srcRGB = textureUnit->CombineSourceRGB[j];
+
+ switch (srcA) {
case GL_TEXTURE:
- argA[j] = texel;
+ argA[j] = (const GLchan (*)[4])
+ (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
break;
case GL_PRIMARY_COLOR_EXT:
argA[j] = primary_rgba;
}
break;
default:
- _mesa_problem(NULL, "invalid combine source");
+ /* ARB_texture_env_crossbar source */
+ {
+ const GLuint srcUnit = srcA - GL_TEXTURE0_ARB;
+ ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ return;
+ argA[j] = (const GLchan (*)[4])
+ (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
+ }
}
- switch (textureUnit->CombineSourceRGB[j]) {
+ switch (srcRGB) {
case GL_TEXTURE:
- argRGB[j] = texel;
+ argRGB[j] = (const GLchan (*)[4])
+ (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
break;
case GL_PRIMARY_COLOR_EXT:
argRGB[j] = primary_rgba;
case GL_CONSTANT_EXT:
{
GLchan (*c)[4] = ccolor[j];
- GLchan red, green, blue;
+ GLchan red, green, blue, alpha;
UNCLAMPED_FLOAT_TO_CHAN(red, textureUnit->EnvColor[0]);
UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]);
UNCLAMPED_FLOAT_TO_CHAN(blue, textureUnit->EnvColor[2]);
+ UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
for (i = 0; i < n; i++) {
c[i][RCOMP] = red;
c[i][GCOMP] = green;
c[i][BCOMP] = blue;
+ c[i][ACOMP] = alpha;
}
argRGB[j] = (const GLchan (*)[4]) ccolor[j];
}
break;
default:
- _mesa_problem(NULL, "invalid combine source");
+ /* ARB_texture_env_crossbar source */
+ {
+ const GLuint srcUnit = srcRGB - GL_TEXTURE0_ARB;
+ ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ return;
+ argRGB[j] = (const GLchan (*)[4])
+ (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
+ }
}
if (textureUnit->CombineOperandRGB[j] != GL_SRC_COLOR) {
const GLchan (*src)[4] = argRGB[j];
GLchan (*dst)[4] = ccolor[j];
+ /* point to new arg[j] storage */
argRGB[j] = (const GLchan (*)[4]) ccolor[j];
if (textureUnit->CombineOperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) {
}
}
else if (textureUnit->CombineOperandRGB[j] == GL_SRC_ALPHA) {
- src = (const GLchan (*)[4]) argA[j];
for (i = 0; i < n; i++) {
dst[i][RCOMP] = src[i][ACOMP];
dst[i][GCOMP] = src[i][ACOMP];
dst[i][BCOMP] = src[i][ACOMP];
}
}
- else { /* GL_ONE_MINUS_SRC_ALPHA */
- src = (const GLchan (*)[4]) argA[j];
+ else {
+ ASSERT(textureUnit->CombineOperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA);
for (i = 0; i < n; i++) {
dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP];
dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP];
}
}
+ /*
+ * Do the texture combine.
+ */
switch (textureUnit->CombineModeRGB) {
case GL_REPLACE:
{
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
if (RGBshift) {
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = arg0[i][RCOMP] * RGBmult;
+ rgba[i][GCOMP] = arg0[i][GCOMP] * RGBmult;
+ rgba[i][BCOMP] = arg0[i][BCOMP] * RGBmult;
+#else
GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift;
GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift;
GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift;
rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
+#endif
}
}
else {
{
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
- const GLint shift = 8 - RGBshift;
+#if CHAN_TYPE != GL_FLOAT
+ const GLint shift = CHAN_BITS - RGBshift;
+#endif
for (i = 0; i < n; i++) {
- GLuint r = PROD(arg0[i][0], arg1[i][RCOMP]) >> shift;
- GLuint g = PROD(arg0[i][1], arg1[i][GCOMP]) >> shift;
- GLuint b = PROD(arg0[i][2], arg1[i][BCOMP]) >> shift;
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * RGBmult;
+ rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * RGBmult;
+ rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * RGBmult;
+#else
+ GLuint r = PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift;
+ GLuint g = PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift;
+ GLuint b = PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift;
rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
+#endif
}
}
break;
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * RGBmult;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * RGBmult;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * RGBmult;
+#else
GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift;
GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift;
GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift;
rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
+#endif
}
}
break;
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
for (i = 0; i < n; i++) {
- GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] - 128;
- GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] - 128;
- GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] - 128;
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * RGBmult;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * RGBmult;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * RGBmult;
+#else
+ GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] -half;
+ GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] -half;
+ GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] -half;
r = (r < 0) ? 0 : r << RGBshift;
g = (g < 0) ? 0 : g << RGBshift;
b = (b < 0) ? 0 : b << RGBshift;
rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
+#endif
}
}
break;
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
- const GLint shift = 8 - RGBshift;
+#if CHAN_TYPE != GL_FLOAT
+ const GLint shift = CHAN_BITS - RGBshift;
+#endif
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
+ arg1[i][RCOMP] * (CHAN_MAXF - arg2[i][RCOMP])) * RGBmult;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
+ arg1[i][GCOMP] * (CHAN_MAXF - arg2[i][GCOMP])) * RGBmult;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
+ arg1[i][BCOMP] * (CHAN_MAXF - arg2[i][BCOMP])) * RGBmult;
+#else
GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP])
+ PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP]))
>> shift;
rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
+#endif
+ }
+ }
+ break;
+ case GL_SUBTRACT_ARB:
+ {
+ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
+ const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
+ for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * RGBmult;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * RGBmult;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * RGBmult;
+#else
+ GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift;
+ GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift;
+ GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << RGBshift;
+ rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
+ rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
+ rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
+#endif
+ }
+ }
+ break;
+ case GL_DOT3_RGB_EXT:
+ case GL_DOT3_RGBA_EXT:
+ {
+ /* Do not scale the result by 1 2 or 4 */
+ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
+ const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
+ for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) +
+ (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) +
+ (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F))
+ * 4.0F;
+ dot = CLAMP(dot, 0.0F, CHAN_MAXF);
+#else
+ GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half,
+ (GLint)arg1[i][RCOMP] - half) +
+ S_PROD((GLint)arg0[i][GCOMP] - half,
+ (GLint)arg1[i][GCOMP] - half) +
+ S_PROD((GLint)arg0[i][BCOMP] - half,
+ (GLint)arg1[i][BCOMP] - half)) >> 6;
+ dot = CLAMP(dot, 0, CHAN_MAX);
+#endif
+ rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
}
}
break;
- case GL_DOT3_RGB_EXT:
- case GL_DOT3_RGBA_EXT:
+ case GL_DOT3_RGB_ARB:
+ case GL_DOT3_RGBA_ARB:
{
- const GLubyte (*arg0)[4] = (const GLubyte (*)[4]) argRGB[0];
- const GLubyte (*arg1)[4] = (const GLubyte (*)[4]) argRGB[1];
- /* ATI's EXT extension has a constant scale by 4. The ARB
- * one will likely remove this restriction, and we should
- * drop the EXT extension in favour of the ARB one.
- */
+ /* DO scale the result by 1 2 or 4 */
+ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
+ const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
for (i = 0; i < n; i++) {
- GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - 128,
- (GLint)arg1[i][RCOMP] - 128) +
- S_PROD((GLint)arg0[i][GCOMP] - 128,
- (GLint)arg1[i][GCOMP] - 128) +
- S_PROD((GLint)arg0[i][BCOMP] - 128,
- (GLint)arg1[i][BCOMP] - 128)) >> 6;
- rgba[i][RCOMP] = (GLubyte) CLAMP(dot, 0, 255);
- rgba[i][GCOMP] = (GLubyte) CLAMP(dot, 0, 255);
- rgba[i][BCOMP] = (GLubyte) CLAMP(dot, 0, 255);
+#if CHAN_TYPE == GL_FLOAT
+ GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) +
+ (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) +
+ (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F))
+ * 4.0F * RGBmult;
+ dot = CLAMP(dot, 0.0, CHAN_MAXF);
+#else
+ GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half,
+ (GLint)arg1[i][RCOMP] - half) +
+ S_PROD((GLint)arg0[i][GCOMP] - half,
+ (GLint)arg1[i][GCOMP] - half) +
+ S_PROD((GLint)arg0[i][BCOMP] - half,
+ (GLint)arg1[i][BCOMP] - half)) >> 6;
+ dot <<= RGBshift;
+ dot = CLAMP(dot, 0, CHAN_MAX);
+#endif
+ rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
}
}
break;
default:
- _mesa_problem(NULL, "invalid combine mode");
+ _mesa_problem(ctx, "invalid combine mode");
}
switch (textureUnit->CombineModeA) {
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
if (Ashift) {
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ GLchan a = arg0[i][ACOMP] * Amult;
+#else
GLuint a = (GLuint) arg0[i][ACOMP] << Ashift;
+#endif
rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
}
}
{
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
- const GLint shift = 8 - Ashift;
+#if CHAN_TYPE != GL_FLOAT
+ const GLint shift = CHAN_BITS - Ashift;
+#endif
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * Amult;
+#else
GLuint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift);
rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
+#endif
}
}
break;
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * Amult;
+#else
GLint a = ((GLint) arg0[i][ACOMP] + arg1[i][ACOMP]) << Ashift;
rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
+#endif
}
}
break;
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
for (i = 0; i < n; i++) {
- GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] - 128;
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * Amult;
+#else
+ GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] -half;
a = (a < 0) ? 0 : a << Ashift;
rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
+#endif
}
}
break;
const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
- const GLint shift = 8 - Ashift;
+#if CHAN_TYPE != GL_FLOAT
+ const GLint shift = CHAN_BITS - Ashift;
+#endif
for (i=0; i<n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
+ arg1[i][ACOMP] * (CHAN_MAXF - arg2[i][ACOMP]))
+ * Amult;
+#else
GLuint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP])
+ PROD(arg1[i][ACOMP], CHAN_MAX - arg2[i][ACOMP]))
>> shift;
rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
+#endif
}
}
break;
+ case GL_SUBTRACT_ARB:
+ {
+ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
+ const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
+ for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * Amult;
+#else
+ GLint a = ((GLint) arg0[i][ACOMP] - (GLint) arg1[i][ACOMP]) << Ashift;
+ rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
+#endif
+ }
+ }
+ break;
+
default:
- _mesa_problem(NULL, "invalid combine mode");
+ _mesa_problem(ctx, "invalid combine mode");
}
- /* Fix the alpha component for GL_DOT3_RGBA_EXT combining.
+ /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
+ * This is kind of a kludge. It would have been better if the spec
+ * were written such that the GL_COMBINE_ALPHA value could be set to
+ * GL_DOT3.
*/
- if (textureUnit->CombineModeRGB == GL_DOT3_RGBA_EXT) {
+ if (textureUnit->CombineModeRGB == GL_DOT3_RGBA_EXT ||
+ textureUnit->CombineModeRGB == GL_DOT3_RGBA_ARB) {
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = rgba[i][RCOMP];
}
}
+ UNDEFARRAY(ccolor); /* mac 32k limitation */
}
#undef PROD
+/**
+ * Implement NVIDIA's GL_NV_texture_env_combine4 extension when
+ * texUnit->EnvMode == GL_COMBINE4_NV.
+ */
+static INLINE void
+texture_combine4( const GLcontext *ctx, GLuint unit, GLuint n,
+ CONST GLchan (*primary_rgba)[4],
+ CONST GLchan *texelBuffer,
+ GLchan (*rgba)[4] )
+{
+}
-/**********************************************************************/
-/* Texture Application */
-/**********************************************************************/
-/*
- * Combine incoming fragment color with texel color to produce output color.
+/**
+ * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
+ * MODULATE, or DECAL) to an array of fragments.
* Input: textureUnit - pointer to texture unit to apply
* format - base internal texture format
* n - number of fragments
* according to the texture environment mode.
*/
static void
-apply_texture( const GLcontext *ctx,
+texture_apply( const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
GLuint n,
CONST GLchan primary_rgba[][4], CONST GLchan texel[][4],
format = texUnit->_Current->Image[baseLevel]->Format;
- if (format==GL_COLOR_INDEX || format==GL_DEPTH_COMPONENT) {
- format = GL_RGBA; /* XXXX a hack! */
+ if (format == GL_COLOR_INDEX || format == GL_DEPTH_COMPONENT
+ || format == GL_YCBCR_MESA) {
+ format = GL_RGBA; /* a bit of a hack */
}
switch (texUnit->EnvMode) {
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_REPLACE) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_REPLACE) in texture_apply");
return;
}
break;
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_MODULATE) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_MODULATE) in texture_apply");
return;
}
break;
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_DECAL) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_DECAL) in texture_apply");
return;
}
break;
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_BLEND) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_BLEND) in texture_apply");
return;
}
break;
+ /* XXX don't clamp results if GLchan is float??? */
+
case GL_ADD: /* GL_EXT_texture_add_env */
switch (format) {
case GL_ALPHA:
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_ADD) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_ADD) in texture_apply");
return;
}
break;
- case GL_COMBINE_EXT:
- texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
- break;
-
default:
- _mesa_problem(ctx, "Bad env mode in apply_texture");
+ _mesa_problem(ctx, "Bad env mode in texture_apply");
return;
}
}
-/*
- * Sample a shadow/depth texture.
- * Input: ctx - context
- * texUnit - the texture unit
- * n - number of samples
- * s,t,r - array [n] of texture coordinates
- * In/Out: rgba - array [n] of texel colors.
+/**
+ * Apply texture mapping to a span of fragments.
*/
-static void
-sample_depth_texture(const GLcontext *ctx,
- const struct gl_texture_unit *texUnit,
- GLuint n,
- const GLfloat s[], const GLfloat t[], const GLfloat r[],
- GLchan texel[][4])
+void
+_swrast_texture_span( GLcontext *ctx, struct sw_span *span )
{
- const struct gl_texture_object *texObj = texUnit->_Current;
- const GLint baseLevel = texObj->BaseLevel;
- const struct gl_texture_image *texImage = texObj->Image[baseLevel];
- const GLuint width = texImage->Width;
- const GLuint height = texImage->Height;
- const GLchan ambient = texObj->ShadowAmbient;
- GLboolean lequal, gequal;
-
- if (texObj->Dimensions != 2) {
- _mesa_problem(ctx, "only 2-D depth textures supported at this time");
- return;
- }
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLchan primary_rgba[MAX_WIDTH][4];
+ GLuint unit;
- if (texObj->MinFilter != texObj->MagFilter) {
- _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
- return;
- }
+ ASSERT(span->end < MAX_WIDTH);
+ ASSERT(span->arrayMask & SPAN_TEXTURE);
- /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
- * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
- * isn't a depth texture.
+ /*
+ * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
*/
- if (texImage->Format != GL_DEPTH_COMPONENT) {
- _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
- return;
- }
-
- if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- lequal = GL_TRUE;
- gequal = GL_FALSE;
- }
- else {
- lequal = GL_FALSE;
- gequal = GL_TRUE;
- }
-
- if (texObj->MagFilter == GL_NEAREST) {
- GLuint i;
- for (i = 0; i < n; i++) {
- GLfloat depthSample;
- GLint col, row;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
- depthSample = *((const GLfloat *) texImage->Data + row * width + col);
- if ((depthSample <= r[i] && lequal) ||
- (depthSample >= r[i] && gequal)) {
- texel[i][RCOMP] = ambient;
- texel[i][GCOMP] = ambient;
- texel[i][BCOMP] = ambient;
- texel[i][ACOMP] = CHAN_MAX;
- }
- else {
- texel[i][RCOMP] = CHAN_MAX;
- texel[i][GCOMP] = CHAN_MAX;
- texel[i][BCOMP] = CHAN_MAX;
- texel[i][ACOMP] = CHAN_MAX;
- }
- }
- }
- else {
- GLuint i;
- ASSERT(texObj->MagFilter == GL_LINEAR);
- for (i = 0; i < n; i++) {
- GLfloat depth00, depth01, depth10, depth11;
- GLint i0, i1, j0, j1;
- GLfloat u, v;
- GLuint useBorderTexel;
-
- COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, s[i], u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, t[i], v, height,j0, j1);
-
- useBorderTexel = 0;
- if (texImage->Border) {
- i0 += texImage->Border;
- i1 += texImage->Border;
- j0 += texImage->Border;
- j1 += texImage->Border;
- }
- else {
- if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT;
- if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT;
- if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT;
- if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT;
- }
-
- /* get four depth samples from the texture */
- if (useBorderTexel & (I0BIT | J0BIT)) {
- depth00 = 1.0;
- }
- else {
- depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0);
- }
- if (useBorderTexel & (I1BIT | J0BIT)) {
- depth10 = 1.0;
- }
- else {
- depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1);
- }
- if (useBorderTexel & (I0BIT | J1BIT)) {
- depth01 = 1.0;
- }
- else {
- depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0);
- }
- if (useBorderTexel & (I1BIT | J1BIT)) {
- depth11 = 1.0;
- }
- else {
- depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1);
- }
-
- if (0) {
- /* compute a single weighted depth sample and do one comparison */
- const GLfloat a = FRAC(u);
- const GLfloat b = FRAC(v);
- const GLfloat w00 = (1.0F - a) * (1.0F - b);
- const GLfloat w10 = ( a) * (1.0F - b);
- const GLfloat w01 = (1.0F - a) * ( b);
- const GLfloat w11 = ( a) * ( b);
- const GLfloat depthSample = w00 * depth00 + w10 * depth10
- + w01 * depth01 + w11 * depth11;
- if ((depthSample <= r[i] && lequal) ||
- (depthSample >= r[i] && gequal)) {
- texel[i][RCOMP] = ambient;
- texel[i][GCOMP] = ambient;
- texel[i][BCOMP] = ambient;
- texel[i][ACOMP] = CHAN_MAX;
- }
- else {
- texel[i][RCOMP] = CHAN_MAX;
- texel[i][GCOMP] = CHAN_MAX;
- texel[i][BCOMP] = CHAN_MAX;
- texel[i][ACOMP] = CHAN_MAX;
- }
- }
- else {
- /* Do four depth/R comparisons and compute a weighted result.
- * If this touches on somebody's I.P., I'll remove this code
- * upon request.
- */
- const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
- GLfloat luminance = CHAN_MAXF;
- GLchan lum;
- if (lequal) {
- if (depth00 <= r[i]) luminance -= d;
- if (depth01 <= r[i]) luminance -= d;
- if (depth10 <= r[i]) luminance -= d;
- if (depth11 <= r[i]) luminance -= d;
- }
- else {
- if (depth00 >= r[i]) luminance -= d;
- if (depth01 >= r[i]) luminance -= d;
- if (depth10 >= r[i]) luminance -= d;
- if (depth11 >= r[i]) luminance -= d;
- }
- lum = (GLchan) luminance;
- texel[i][RCOMP] = lum;
- texel[i][GCOMP] = lum;
- texel[i][BCOMP] = lum;
- texel[i][ACOMP] = CHAN_MAX;
- }
- }
- }
-}
-
-
-#if 0
-/*
- * Experimental depth texture sampling function.
- */
-static void
-sample_depth_texture2(const GLcontext *ctx,
- const struct gl_texture_unit *texUnit,
- GLuint n,
- const GLfloat s[], const GLfloat t[], const GLfloat r[],
- GLchan texel[][4])
-{
- const struct gl_texture_object *texObj = texUnit->_Current;
- const GLint baseLevel = texObj->BaseLevel;
- const struct gl_texture_image *texImage = texObj->Image[baseLevel];
- const GLuint width = texImage->Width;
- const GLuint height = texImage->Height;
- const GLchan ambient = texObj->ShadowAmbient;
- GLboolean lequal, gequal;
-
- if (texObj->Dimensions != 2) {
- _mesa_problem(ctx, "only 2-D depth textures supported at this time");
- return;
- }
-
- if (texObj->MinFilter != texObj->MagFilter) {
- _mesa_problem(ctx, "mipmapped depth textures not supported at this time");
- return;
- }
+ if (swrast->_AnyTextureCombine)
+ MEMCPY(primary_rgba, span->array->rgba, 4 * span->end * sizeof(GLchan));
- /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if
- * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object
- * isn't a depth texture.
+ /*
+ * Must do all texture sampling before combining in order to
+ * accomodate GL_ARB_texture_env_crossbar.
*/
- if (texImage->Format != GL_DEPTH_COMPONENT) {
- _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture");
- return;
- }
-
- if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- lequal = GL_TRUE;
- gequal = GL_FALSE;
- }
- else {
- lequal = GL_FALSE;
- gequal = GL_TRUE;
- }
-
- {
- GLuint i;
- for (i = 0; i < n; i++) {
- const GLint K = 3;
- GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
- GLfloat w;
- GLchan lum;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
-
- imin = col - K;
- imax = col + K;
- jmin = row - K;
- jmax = row + K;
-
- if (imin < 0) imin = 0;
- if (imax >= width) imax = width - 1;
- if (jmin < 0) jmin = 0;
- if (jmax >= height) jmax = height - 1;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ const struct gl_texture_object *curObj = texUnit->_Current;
+ GLfloat *lambda = span->array->lambda[unit];
+ GLchan (*texels)[4] = (GLchan (*)[4])
+ (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan)));
+
+ /* adjust texture lod (lambda) */
+ if (span->arrayMask | SPAN_LAMBDA) {
+ if (texUnit->LodBias != 0.0F) {
+ /* apply LOD bias, but don't clamp yet */
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ lambda[i] += texUnit->LodBias;
+ }
+ }
- samples = (imax - imin + 1) * (jmax - jmin + 1);
- count = 0;
- for (jj = jmin; jj <= jmax; jj++) {
- for (ii = imin; ii <= imax; ii++) {
- GLfloat depthSample = *((const GLfloat *) texImage->Data
- + jj * width + ii);
- if ((depthSample <= r[i] && lequal) ||
- (depthSample >= r[i] && gequal)) {
- count++;
+ if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
+ /* apply LOD clamping to lambda */
+ const GLfloat min = curObj->MinLod;
+ const GLfloat max = curObj->MaxLod;
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ GLfloat l = lambda[i];
+ lambda[i] = CLAMP(l, min, max);
}
}
}
- w = (GLfloat) count / (GLfloat) samples;
- w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient);
- lum = (GLint) w;
-
- texel[i][RCOMP] = lum;
- texel[i][GCOMP] = lum;
- texel[i][BCOMP] = lum;
- texel[i][ACOMP] = CHAN_MAX;
+ /* Sample the texture (span->end fragments) */
+ swrast->TextureSample[unit]( ctx, unit, texUnit->_Current,
+ span->end, span->array->texcoords[unit],
+ lambda, texels );
}
}
-}
-#endif
-
-
-/*
- * Apply a unit of texture mapping to the incoming fragments.
- */
-void
-_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat r[], GLfloat lambda[],
- CONST GLchan primary_rgba[][4], GLchan rgba[][4] )
-{
- const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
- if (ctx->Texture._ReallyEnabled & mask) {
- const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
-
- if (textureUnit->_Current) { /* XXX need this? */
- GLchan texel[PB_SIZE][4];
-
- if (textureUnit->LodBias != 0.0F) {
- /* apply LOD bias, but don't clamp yet */
- GLuint i;
- for (i=0;i<n;i++) {
- lambda[i] += textureUnit->LodBias;
- }
- }
-
- if (textureUnit->_Current->MinLod != -1000.0
- || textureUnit->_Current->MaxLod != 1000.0) {
- /* apply LOD clamping to lambda */
- const GLfloat min = textureUnit->_Current->MinLod;
- const GLfloat max = textureUnit->_Current->MaxLod;
- GLuint i;
- for (i=0;i<n;i++) {
- GLfloat l = lambda[i];
- lambda[i] = CLAMP(l, min, max);
- }
+ /*
+ * OK, now apply the texture (aka texture combine/blend).
+ * We modify the span->color.rgba values.
+ */
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ if (texUnit->EnvMode == GL_COMBINE_EXT) {
+ /* GL_ARB/EXT_texture_env_combine */
+ texture_combine( ctx, unit, span->end,
+ (CONST GLchan (*)[4]) primary_rgba,
+ swrast->TexelBuffer,
+ span->array->rgba );
}
-
- /* Sample the texture. */
- if (textureUnit->_Current->CompareFlag) {
- /* depth texture */
- sample_depth_texture(ctx, textureUnit, n, s, t, r, texel);
+ else if (texUnit->EnvMode == GL_COMBINE4_NV) {
+ /* GL_NV_texture_env_combine4 */
+ texture_combine4( ctx, unit, span->end,
+ (CONST GLchan (*)[4]) primary_rgba,
+ swrast->TexelBuffer,
+ span->array->rgba );
}
else {
- /* color texture */
- SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
- textureUnit->_Current,
- n, s, t, r,
- lambda, texel );
- }
- apply_texture( ctx, textureUnit, n, primary_rgba,
- (const GLchan (*)[4]) texel, rgba );
+ /* conventional texture blend */
+ const GLchan (*texels)[4] = (const GLchan (*)[4])
+ (swrast->TexelBuffer + unit *
+ (span->end * 4 * sizeof(GLchan)));
+ texture_apply( ctx, texUnit, span->end,
+ (CONST GLchan (*)[4]) primary_rgba, texels,
+ span->array->rgba );
+ }
}
}
}