#include "main/glheader.h"
#include "main/colormac.h"
-#include "main/context.h"
#include "main/macros.h"
#include "main/imports.h"
#include "main/image.h"
* and glBitmap.
*/
void
-_swrast_span_default_attribs(GLcontext *ctx, SWspan *span)
+_swrast_span_default_attribs(struct gl_context *ctx, SWspan *span)
{
+ GLchan r, g, b, a;
/* Z*/
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0;
/* primary color, or color index */
- GLchan r, g, b, a;
UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterColor[0]);
UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterColor[1]);
UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterColor[2]);
* Perspective correction will be done. The point/line/triangle function
* should have computed attrStart/Step values for FRAG_ATTRIB_WPOS[3]!
*/
-static INLINE void
-interpolate_active_attribs(GLcontext *ctx, SWspan *span, GLbitfield attrMask)
+static inline void
+interpolate_active_attribs(struct gl_context *ctx, SWspan *span, GLbitfield attrMask)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
* Interpolate primary colors to fill in the span->array->rgba8 (or rgb16)
* color array.
*/
-static INLINE void
-interpolate_int_colors(GLcontext *ctx, SWspan *span)
+static inline void
+interpolate_int_colors(struct gl_context *ctx, SWspan *span)
{
+#if CHAN_BITS != 32
const GLuint n = span->end;
GLuint i;
-#if CHAN_BITS != 32
ASSERT(!(span->arrayMask & SPAN_RGBA));
#endif
interpolate_active_attribs(ctx, span, FRAG_BIT_COL0);
break;
default:
- _mesa_problem(NULL, "bad datatype in interpolate_int_colors");
+ _mesa_problem(ctx, "bad datatype 0x%x in interpolate_int_colors",
+ span->array->ChanType);
}
span->arrayMask |= SPAN_RGBA;
}
/**
* Populate the FRAG_ATTRIB_COL0 array.
*/
-static INLINE void
+static inline void
interpolate_float_colors(SWspan *span)
{
GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
* Fill in the span.zArray array from the span->z, zStep values.
*/
void
-_swrast_span_interpolate_z( const GLcontext *ctx, SWspan *span )
+_swrast_span_interpolate_z( const struct gl_context *ctx, SWspan *span )
{
const GLuint n = span->end;
GLuint i;
* texels with (s/q, t/q, r/q).
*/
static void
-interpolate_texcoords(GLcontext *ctx, SWspan *span)
+interpolate_texcoords(struct gl_context *ctx, SWspan *span)
{
const GLuint maxUnit
= (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1;
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
- needLambda = (obj->MinFilter != obj->MagFilter)
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(img);
+
+ needLambda = (obj->Sampler.MinFilter != obj->Sampler.MagFilter)
|| ctx->FragmentProgram._Current;
- texW = img->WidthScale;
- texH = img->HeightScale;
+ /* LOD is calculated directly in the ansiotropic filter, we can
+ * skip the normal lambda function as the result is ignored.
+ */
+ if (obj->Sampler.MaxAnisotropy > 1.0 &&
+ obj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
+ needLambda = GL_FALSE;
+ }
+ texW = swImg->WidthScale;
+ texH = swImg->HeightScale;
}
else {
/* using a fragment program */
/**
* Fill in the arrays->attribs[FRAG_ATTRIB_WPOS] array.
*/
-static INLINE void
-interpolate_wpos(GLcontext *ctx, SWspan *span)
+static inline void
+interpolate_wpos(struct gl_context *ctx, SWspan *span)
{
GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS];
GLuint i;
/**
* Apply the current polygon stipple pattern to a span of pixels.
*/
-static INLINE void
-stipple_polygon_span(GLcontext *ctx, SWspan *span)
+static inline void
+stipple_polygon_span(struct gl_context *ctx, SWspan *span)
{
GLubyte *mask = span->array->mask;
* Return: GL_TRUE some pixels still visible
* GL_FALSE nothing visible
*/
-static INLINE GLuint
-clip_span( GLcontext *ctx, SWspan *span )
+static inline GLuint
+clip_span( struct gl_context *ctx, SWspan *span )
{
const GLint xmin = ctx->DrawBuffer->_Xmin;
const GLint xmax = ctx->DrawBuffer->_Xmax;
const GLint n = span->end;
GLubyte *mask = span->array->mask;
GLint i;
+ GLuint passed = 0;
if (span->arrayMask & SPAN_MASK) {
/* note: using & intead of && to reduce branches */
for (i = 0; i < n; i++) {
mask[i] &= (x[i] >= xmin) & (x[i] < xmax)
& (y[i] >= ymin) & (y[i] < ymax);
+ passed += mask[i];
}
}
else {
for (i = 0; i < n; i++) {
mask[i] = (x[i] >= xmin) & (x[i] < xmax)
& (y[i] >= ymin) & (y[i] < ymax);
+ passed += mask[i];
}
}
- return GL_TRUE; /* some pixels visible */
+ return passed > 0;
}
else {
/* horizontal span of pixels */
* Only called during fixed-function operation.
* Result is float color array (FRAG_ATTRIB_COL0).
*/
-static INLINE void
-add_specular(GLcontext *ctx, SWspan *span)
+static inline void
+add_specular(struct gl_context *ctx, SWspan *span)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLubyte *mask = span->array->mask;
/**
* Apply antialiasing coverage value to alpha values.
*/
-static INLINE void
+static inline void
apply_aa_coverage(SWspan *span)
{
const GLfloat *coverage = span->array->coverage;
/**
* Clamp span's float colors to [0,1]
*/
-static INLINE void
+static inline void
clamp_colors(SWspan *span)
{
GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
* program that writes to gl_FragData[1] or higher.
* \param output which fragment program color output is being processed
*/
-static INLINE void
+static inline void
convert_color_type(SWspan *span, GLenum newType, GLuint output)
{
GLvoid *src, *dst;
/**
* Apply fragment shader, fragment program or normal texturing to span.
*/
-static INLINE void
-shade_texture_span(GLcontext *ctx, SWspan *span)
+static inline void
+shade_texture_span(struct gl_context *ctx, SWspan *span)
{
- GLbitfield inputsRead;
-
- /* Determine which fragment attributes are actually needed */
- if (ctx->FragmentProgram._Current) {
- inputsRead = ctx->FragmentProgram._Current->Base.InputsRead;
- }
- else {
- /* XXX we could be a bit smarter about this */
- inputsRead = ~0;
- }
-
if (ctx->FragmentProgram._Current ||
ctx->ATIFragmentShader._Enabled) {
/* programmable shading */
if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) {
convert_color_type(span, GL_FLOAT, 0);
}
+ else {
+ span->array->rgba = (void *) span->array->attribs[FRAG_ATTRIB_COL0];
+ }
+
if (span->primitive != GL_POINT ||
(span->interpMask & SPAN_RGBA) ||
ctx->Point.PointSprite) {
* to their original values before returning.
*/
void
-_swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
+_swrast_write_rgba_span( struct gl_context *ctx, SWspan *span)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
GLchan rgbaSave[MAX_WIDTH][4];
const GLuint fragOutput = multiFragOutputs ? buf : 0;
+ /* set span->array->rgba to colors for render buffer's datatype */
if (rb->DataType != span->array->ChanType || fragOutput > 0) {
convert_color_type(span, rb->DataType, fragOutput);
}
+ else {
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ span->array->rgba = span->array->rgba8;
+ }
+ else if (rb->DataType == GL_UNSIGNED_SHORT) {
+ span->array->rgba = (void *) span->array->rgba16;
+ }
+ else {
+ span->array->rgba = (void *)
+ span->array->attribs[FRAG_ATTRIB_COL0];
+ }
+ }
if (!multiFragOutputs && numBuffers > 1) {
/* save colors for second, third renderbuffer writes */
4 * span->end * sizeof(GLchan));
}
- ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB);
+ ASSERT(rb->_BaseFormat == GL_RGBA ||
+ rb->_BaseFormat == GL_RGB ||
+ rb->_BaseFormat == GL_RED ||
+ rb->_BaseFormat == GL_RG ||
+ rb->_BaseFormat == GL_ALPHA);
- if (ctx->Color._LogicOpEnabled) {
+ if (ctx->Color.ColorLogicOpEnabled) {
_swrast_logicop_rgba_span(ctx, rb, span);
}
else if ((ctx->Color.BlendEnabled >> buf) & 1) {
* \param rgba the returned colors
*/
void
-_swrast_read_rgba_span( GLcontext *ctx, struct gl_renderbuffer *rb,
+_swrast_read_rgba_span( struct gl_context *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLenum dstType,
GLvoid *rgba)
{
ASSERT(rb);
ASSERT(rb->GetRow);
- ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA);
+ ASSERT(rb->_BaseFormat == GL_RGBA ||
+ rb->_BaseFormat == GL_RGB ||
+ rb->_BaseFormat == GL_RG ||
+ rb->_BaseFormat == GL_RED ||
+ rb->_BaseFormat == GL_LUMINANCE ||
+ rb->_BaseFormat == GL_INTENSITY ||
+ rb->_BaseFormat == GL_LUMINANCE_ALPHA ||
+ rb->_BaseFormat == GL_ALPHA);
if (rb->DataType == dstType) {
rb->GetRow(ctx, rb, length, x + skip, y,
}
-/**
- * Read CI pixels from a renderbuffer. Clipping will be done to prevent
- * reading ouside the buffer's boundaries.
- */
-void
-_swrast_read_index_span( GLcontext *ctx, struct gl_renderbuffer *rb,
- GLuint n, GLint x, GLint y, GLuint index[] )
-{
- const GLint bufWidth = (GLint) rb->Width;
- const GLint bufHeight = (GLint) rb->Height;
-
- if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
- /* completely above, below, or right */
- memset(index, 0, n * sizeof(GLuint));
- }
- else {
- GLint skip, length;
- if (x < 0) {
- /* left edge clipping */
- skip = -x;
- length = (GLint) n - skip;
- if (length < 0) {
- /* completely left of window */
- return;
- }
- if (length > bufWidth) {
- length = bufWidth;
- }
- }
- else if ((GLint) (x + n) > bufWidth) {
- /* right edge clipping */
- skip = 0;
- length = bufWidth - x;
- if (length < 0) {
- /* completely to right of window */
- return;
- }
- }
- else {
- /* no clipping */
- skip = 0;
- length = (GLint) n;
- }
-
- ASSERT(rb->GetRow);
- ASSERT(rb->_BaseFormat == GL_COLOR_INDEX);
-
- if (rb->DataType == GL_UNSIGNED_BYTE) {
- GLubyte index8[MAX_WIDTH];
- GLint i;
- rb->GetRow(ctx, rb, length, x + skip, y, index8);
- for (i = 0; i < length; i++)
- index[skip + i] = index8[i];
- }
- else if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort index16[MAX_WIDTH];
- GLint i;
- rb->GetRow(ctx, rb, length, x + skip, y, index16);
- for (i = 0; i < length; i++)
- index[skip + i] = index16[i];
- }
- else if (rb->DataType == GL_UNSIGNED_INT) {
- rb->GetRow(ctx, rb, length, x + skip, y, index + skip);
- }
- }
-}
-
-
/**
* Wrapper for gl_renderbuffer::GetValues() which does clipping to avoid
* reading values outside the buffer bounds.
* values array.
*/
void
-_swrast_get_values(GLcontext *ctx, struct gl_renderbuffer *rb,
+_swrast_get_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
GLuint count, const GLint x[], const GLint y[],
void *values, GLuint valueSize)
{
* \param valueSize size of each value (pixel) in bytes
*/
void
-_swrast_put_row(GLcontext *ctx, struct gl_renderbuffer *rb,
+_swrast_put_row(struct gl_context *ctx, struct gl_renderbuffer *rb,
GLuint count, GLint x, GLint y,
const GLvoid *values, GLuint valueSize)
{
* \param valueSize size of each value (pixel) in bytes
*/
void
-_swrast_get_row(GLcontext *ctx, struct gl_renderbuffer *rb,
+_swrast_get_row(struct gl_context *ctx, struct gl_renderbuffer *rb,
GLuint count, GLint x, GLint y,
GLvoid *values, GLuint valueSize)
{
* \return pointer to the colors we read.
*/
void *
-_swrast_get_dest_rgba(GLcontext *ctx, struct gl_renderbuffer *rb,
+_swrast_get_dest_rgba(struct gl_context *ctx, struct gl_renderbuffer *rb,
SWspan *span)
{
const GLuint pixelSize = RGBA_PIXEL_SIZE(span->array->ChanType);