/*
* Mesa 3-D graphics library
- * Version: 6.3
+ * Version: 6.5
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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"),
#endif
#if FLAGS & TEXTURE
span->arrayMask |= SPAN_TEXTURE;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
- const GLfloat q = vert->texcoord[u][3];
- const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
- texcoord[u][0] = vert->texcoord[u][0] * invQ;
- texcoord[u][1] = vert->texcoord[u][1] * invQ;
- texcoord[u][2] = vert->texcoord[u][2] * invQ;
- texcoord[u][3] = q;
+ if (ctx->FragmentProgram._Active) {
+ /* Don't divide texture s,t,r by q (use TXP to do that) */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
+ COPY_4V(texcoord[u], vert->texcoord[u]);
+ }
+ }
+ }
+ else {
+ /* Divide texture s,t,r by q here */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
+ const GLfloat q = vert->texcoord[u][3];
+ const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
+ texcoord[u][0] = vert->texcoord[u][0] * invQ;
+ texcoord[u][1] = vert->texcoord[u][1] * invQ;
+ texcoord[u][2] = vert->texcoord[u][2] * invQ;
+ texcoord[u][3] = q;
+ }
}
}
/* need these for fragment programs */
span->arrayMask |= SPAN_TEXTURE;
#endif
+ /* Compute point size if not known to be one */
#if FLAGS & ATTENUATE
- if (vert->pointSize >= ctx->Point.Threshold) {
- size = MIN2(vert->pointSize, ctx->Point.MaxSize);
+ /* first, clamp attenuated size to the user-specifed range */
+ size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
- alphaAtten = 1.0F;
-#endif
+ /* only if multisampling, compute the fade factor */
+ if (ctx->Multisample.Enabled) {
+ if (vert->pointSize >= ctx->Point.Threshold) {
+ alphaAtten = 1.0F;
+ }
+ else {
+ GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
+ alphaAtten = dsize * dsize;
+ }
}
else {
-#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
- GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
- alphaAtten = dsize * dsize;
-#endif
- size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
+ alphaAtten = 1.0;
}
+#endif
#elif FLAGS & (LARGE | SMOOTH | SPRITE)
- size = ctx->Point._Size;
+ /* constant, non-attenuated size */
+ size = ctx->Point._Size; /* this is already clamped */
#endif
+
#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
- /*
- * Multi-pixel points
- */
+ /***
+ *** Multi-pixel points
+ ***/
+
+ /* do final clamping now */
+ if (ctx->Point.SmoothFlag) {
+ size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
+ }
+ else {
+ size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+ }
+
{{
GLint x, y;
const GLfloat radius = 0.5F * size;
/* check if we need to flush */
if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
-#if FLAGS & (TEXTURE | SPRITE)
- if (ctx->Texture._EnabledUnits)
- _swrast_write_texture_span(ctx, span);
- else
- _swrast_write_rgba_span(ctx, span);
-#elif FLAGS & RGBA
+#if FLAGS & RGBA
_swrast_write_rgba_span(ctx, span);
#else
_swrast_write_index_span(ctx, span);
/* check if we need to flush */
if (count + (xmax-xmin+1) >= MAX_WIDTH) {
span->end = count;
-#if FLAGS & (TEXTURE | SPRITE)
- if (ctx->Texture._EnabledUnits)
- _swrast_write_texture_span(ctx, span);
- else
- _swrast_write_rgba_span(ctx, span);
-#elif FLAGS & RGBA
+#if FLAGS & RGBA
_swrast_write_rgba_span(ctx, span);
#else
_swrast_write_index_span(ctx, span);
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (ctx->Point.CoordReplace[u]) {
GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
- GLfloat t;
+ GLfloat t, r;
if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
t = 0.5F + (y + 0.5F - vert->win[1]) / size;
else /* GL_UPPER_LEFT */
t = 0.5F - (y + 0.5F - vert->win[1]) / size;
- span->array->texcoords[u][count][0] = s;
- span->array->texcoords[u][count][1] = t;
- span->array->texcoords[u][count][3] = 1.0F;
if (ctx->Point.SpriteRMode == GL_ZERO)
- span->array->texcoords[u][count][2] = 0.0F;
+ r = 0.0F;
else if (ctx->Point.SpriteRMode == GL_S)
- span->array->texcoords[u][count][2] = vert->texcoord[u][0];
+ r = vert->texcoord[u][0];
else /* GL_R */
- span->array->texcoords[u][count][2] = vert->texcoord[u][2];
+ r = vert->texcoord[u][2];
+ span->array->texcoords[u][count][0] = s;
+ span->array->texcoords[u][count][1] = t;
+ span->array->texcoords[u][count][2] = r;
+ span->array->texcoords[u][count][3] = 1.0F;
}
else {
COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]);
#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
- /*
- * Single-pixel points
- */
+ /***
+ *** Single-pixel points
+ ***/
{{
GLuint count;
/* check if we need to flush */
if (span->end >= MAX_WIDTH ||
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
-#if FLAGS & (TEXTURE | SPRITE)
- if (ctx->Texture._EnabledUnits)
- _swrast_write_texture_span(ctx, span);
- else
- _swrast_write_rgba_span(ctx, span);
-#elif FLAGS & RGBA
+#if FLAGS & RGBA
_swrast_write_rgba_span(ctx, span);
#else
_swrast_write_index_span(ctx, span);