-/* $Id: s_span.c,v 1.30 2002/02/02 21:40:33 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
*/
-/*
- * pixel span rasterization:
- * These functions implement the rasterization pipeline.
+/**
+ * \file swrast/s_span.c
+ * \brief Span processing functions used by all rasterization functions.
+ * This is where all the per-fragment tests are performed
+ * \author Brian Paul
*/
-
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "macros.h"
-#include "mem.h"
+#include "imports.h"
#include "s_alpha.h"
#include "s_alphabuf.h"
#include "s_fog.h"
#include "s_logic.h"
#include "s_masking.h"
+#include "s_nvfragprog.h"
#include "s_span.h"
#include "s_stencil.h"
#include "s_texture.h"
-/*
+/**
* Init span's Z interpolation values to the RasterPos Z.
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_z( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_z( GLcontext *ctx, struct sw_span *span )
{
if (ctx->Visual.depthBits <= 16)
- span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax);
+ span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
else
- span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax);
+ span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
span->zStep = 0;
span->interpMask |= SPAN_Z;
}
-/*
+/**
* Init span's fog interpolation values to the RasterPos fog.
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_fog( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_fog( GLcontext *ctx, struct sw_span *span )
{
- if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
- span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterFogCoord);
- else
- span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
- span->fogStep = 0;
+ span->fog = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ span->fogStep = span->dfogdx = span->dfogdy = 0.0F;
span->interpMask |= SPAN_FOG;
}
-/*
+/**
* Init span's color or index interpolation values to the RasterPos color.
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_color( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_color( GLcontext *ctx, struct sw_span *span )
{
if (ctx->Visual.rgbMode) {
GLchan r, g, b, a;
span->interpMask |= SPAN_RGBA;
}
else {
- span->index = IntToFixed(ctx->Current.RasterIndex);
+ span->index = FloatToFixed(ctx->Current.RasterIndex);
span->indexStep = 0;
span->interpMask |= SPAN_INDEX;
}
}
+/**
+ * Init span's texcoord interpolation values to the RasterPos texcoords.
+ * Used during setup for glDraw/CopyPixels.
+ */
+void
+_swrast_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
+{
+ GLuint i;
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ const GLfloat *tc = ctx->Current.RasterTexCoords[i];
+ if (tc[3] > 0.0F) {
+ /* use (s/q, t/q, r/q, 1) */
+ span->tex[i][0] = tc[0] / tc[3];
+ span->tex[i][1] = tc[1] / tc[3];
+ span->tex[i][2] = tc[2] / tc[3];
+ span->tex[i][3] = 1.0;
+ }
+ else {
+ ASSIGN_4V(span->tex[i], 0.0F, 0.0F, 0.0F, 1.0F);
+ }
+ ASSIGN_4V(span->texStepX[i], 0.0F, 0.0F, 0.0F, 0.0F);
+ ASSIGN_4V(span->texStepY[i], 0.0F, 0.0F, 0.0F, 0.0F);
+ }
+ span->interpMask |= SPAN_TEXTURE;
+}
+
+
/* Fill in the span.color.rgba array from the interpolation values */
static void
interpolate_colors(GLcontext *ctx, struct sw_span *span)
{
- GLfixed r = span->red;
- GLfixed g = span->green;
- GLfixed b = span->blue;
- GLfixed a = span->alpha;
- const GLint dr = span->redStep;
- const GLint dg = span->greenStep;
- const GLint db = span->blueStep;
- const GLint da = span->alphaStep;
const GLuint n = span->end;
- GLchan (*rgba)[4] = span->color.rgba;
+ GLchan (*rgba)[4] = span->array->rgba;
GLuint i;
- ASSERT(span->interpMask & SPAN_RGBA);
+ ASSERT((span->interpMask & SPAN_RGBA) &&
+ !(span->arrayMask & SPAN_RGBA));
if (span->interpMask & SPAN_FLAT) {
/* constant color */
GLchan color[4];
- color[RCOMP] = FixedToChan(r);
- color[GCOMP] = FixedToChan(g);
- color[BCOMP] = FixedToChan(b);
- color[ACOMP] = FixedToChan(a);
+ color[RCOMP] = FixedToChan(span->red);
+ color[GCOMP] = FixedToChan(span->green);
+ color[BCOMP] = FixedToChan(span->blue);
+ color[ACOMP] = FixedToChan(span->alpha);
for (i = 0; i < n; i++) {
- COPY_CHAN4(span->color.rgba[i], color);
+ COPY_CHAN4(span->array->rgba[i], color);
}
}
else {
/* interpolate */
+#if CHAN_TYPE == GL_FLOAT
+ GLfloat r = span->red;
+ GLfloat g = span->green;
+ GLfloat b = span->blue;
+ GLfloat a = span->alpha;
+ const GLfloat dr = span->redStep;
+ const GLfloat dg = span->greenStep;
+ const GLfloat db = span->blueStep;
+ const GLfloat da = span->alphaStep;
+#else
+ GLfixed r = span->red;
+ GLfixed g = span->green;
+ GLfixed b = span->blue;
+ GLfixed a = span->alpha;
+ const GLint dr = span->redStep;
+ const GLint dg = span->greenStep;
+ const GLint db = span->blueStep;
+ const GLint da = span->alphaStep;
+#endif
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = FixedToChan(r);
rgba[i][GCOMP] = FixedToChan(g);
GLfixed index = span->index;
const GLint indexStep = span->indexStep;
const GLuint n = span->end;
- GLuint *indexes = span->color.index;
+ GLuint *indexes = span->array->index;
GLuint i;
- ASSERT(span->interpMask & SPAN_INDEX);
+ ASSERT((span->interpMask & SPAN_INDEX) &&
+ !(span->arrayMask & SPAN_INDEX));
if ((span->interpMask & SPAN_FLAT) || (indexStep == 0)) {
/* constant color */
}
-/* Fill in the span.specArray array from the interpolation values */
+/* Fill in the span.->array->spec array from the interpolation values */
static void
interpolate_specular(GLcontext *ctx, struct sw_span *span)
{
const GLchan b = FixedToChan(span->specBlue);
GLuint i;
for (i = 0; i < span->end; i++) {
- span->specArray[i][RCOMP] = r;
- span->specArray[i][GCOMP] = g;
- span->specArray[i][BCOMP] = b;
+ span->array->spec[i][RCOMP] = r;
+ span->array->spec[i][GCOMP] = g;
+ span->array->spec[i][BCOMP] = b;
}
}
else {
#endif
GLuint i;
for (i = 0; i < span->end; i++) {
- span->specArray[i][RCOMP] = FixedToChan(r);
- span->specArray[i][GCOMP] = FixedToChan(g);
- span->specArray[i][BCOMP] = FixedToChan(b);
+ span->array->spec[i][RCOMP] = FixedToChan(r);
+ span->array->spec[i][GCOMP] = FixedToChan(g);
+ span->array->spec[i][BCOMP] = FixedToChan(b);
r += span->specRedStep;
g += span->specGreenStep;
b += span->specBlueStep;
/* Fill in the span.zArray array from the interpolation values */
-static void
-interpolate_z(GLcontext *ctx, struct sw_span *span)
+void
+_swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
{
const GLuint n = span->end;
GLuint i;
- ASSERT(span->interpMask & SPAN_Z);
+ ASSERT((span->interpMask & SPAN_Z) &&
+ !(span->arrayMask & SPAN_Z));
if (ctx->Visual.depthBits <= 16) {
GLfixed zval = span->z;
+ GLdepth *z = span->array->z;
for (i = 0; i < n; i++) {
- span->zArray[i] = FixedToInt(zval);
+ z[i] = FixedToInt(zval);
zval += span->zStep;
}
}
else {
/* Deep Z buffer, no fixed->int shift */
GLfixed zval = span->z;
+ GLdepth *z = span->array->z;
for (i = 0; i < n; i++) {
- span->zArray[i] = zval;
+ z[i] = zval;
zval += span->zStep;
}
}
}
+/*
+ * This the ideal solution, as given in the OpenGL spec.
+ */
+#if 0
+static GLfloat
+compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
+{
+ GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
+ GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
+ GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
+ GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
+ GLfloat x = SQRTF(dudx * dudx + dvdx * dvdx);
+ GLfloat y = SQRTF(dudy * dudy + dvdy * dvdy);
+ GLfloat rho = MAX2(x, y);
+ GLfloat lambda = LOG2(rho);
+ return lambda;
+}
+#endif
+
-/* Fill in the span.texcoords array from the interpolation values */
+/*
+ * This is a faster approximation
+ */
+GLfloat
+_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
+{
+ GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ;
+ GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ;
+ GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ;
+ GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ;
+ GLfloat maxU, maxV, rho, lambda;
+ dsdx2 = FABSF(dsdx2);
+ dsdy2 = FABSF(dsdy2);
+ dtdx2 = FABSF(dtdx2);
+ dtdy2 = FABSF(dtdy2);
+ maxU = MAX2(dsdx2, dsdy2) * texW;
+ maxV = MAX2(dtdx2, dtdy2) * texH;
+ rho = MAX2(maxU, maxV);
+ lambda = LOG2(rho);
+ return lambda;
+}
+
+
+/**
+ * Fill in the span.texcoords array from the interpolation values.
+ * Note: in the places where we divide by Q (or mult by invQ) we're
+ * really doing two things: perspective correction and texcoord
+ * projection. Remember, for texcoord (s,t,r,q) we need to index
+ * texels with (s/q, t/q, r/q).
+ * If we're using a fragment program, we never do the division
+ * for texcoord projection. That's done by the TXP instruction
+ * or user-written code.
+ */
static void
interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
{
ASSERT(span->interpMask & SPAN_TEXTURE);
-
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- if (span->interpMask & SPAN_LAMBDA) {
- /* multitexture, lambda */
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat ds = span->texStep[u][0];
- const GLfloat dt = span->texStep[u][1];
- const GLfloat dr = span->texStep[u][2];
- const GLfloat dq = span->texStep[u][3];
+ ASSERT(!(span->arrayMask & SPAN_TEXTURE));
+
+ if (ctx->Texture._EnabledCoordUnits > 1) {
+ /* multitexture */
+ GLuint u;
+ span->arrayMask |= SPAN_TEXTURE;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
+ const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
+ GLfloat texW, texH;
+ GLboolean needLambda;
+ if (obj) {
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ needLambda = (obj->MinFilter != obj->MagFilter)
+ || ctx->FragmentProgram._Enabled;
+ texW = img->WidthScale;
+ texH = img->HeightScale;
+ }
+ else {
+ /* using a fragment program */
+ texW = 1.0;
+ texH = 1.0;
+ needLambda = GL_FALSE;
+ }
+ if (needLambda) {
+ GLfloat (*texcoord)[4] = span->array->texcoords[u];
+ GLfloat *lambda = span->array->lambda[u];
+ const GLfloat dsdx = span->texStepX[u][0];
+ const GLfloat dsdy = span->texStepY[u][0];
+ const GLfloat dtdx = span->texStepX[u][1];
+ const GLfloat dtdy = span->texStepY[u][1];
+ const GLfloat drdx = span->texStepX[u][2];
+ const GLfloat dqdx = span->texStepX[u][3];
+ const GLfloat dqdy = span->texStepY[u][3];
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- span->lambda[u][i] = (GLfloat)
- (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F);
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ if (ctx->FragmentProgram._Enabled) {
+ /* do perspective correction but don't divide s, t, r by q */
+ const GLfloat dwdx = span->dwdx;
+ GLfloat w = span->w;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invW = 1.0F / w;
+ texcoord[i][0] = s * invW;
+ texcoord[i][1] = t * invW;
+ texcoord[i][2] = r * invW;
+ texcoord[i][3] = q * invW;
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invW);
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ w += dwdx;
+ }
+
}
+ else {
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ }
+ }
+ span->arrayMask |= SPAN_LAMBDA;
}
- }
- span->arrayMask |= SPAN_LAMBDA;
- }
- else {
- /* multitexture, no lambda */
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat ds = span->texStep[u][0];
- const GLfloat dt = span->texStep[u][1];
- const GLfloat dr = span->texStep[u][2];
- const GLfloat dq = span->texStep[u][3];
+ else {
+ GLfloat (*texcoord)[4] = span->array->texcoords[u];
+ GLfloat *lambda = span->array->lambda[u];
+ const GLfloat dsdx = span->texStepX[u][0];
+ const GLfloat dtdx = span->texStepX[u][1];
+ const GLfloat drdx = span->texStepX[u][2];
+ const GLfloat dqdx = span->texStepX[u][3];
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- for (i = 0; i < span->end; i++) {
+ if (ctx->FragmentProgram._Enabled) {
+ /* do perspective correction but don't divide s, t, r by q */
+ const GLfloat dwdx = span->dwdx;
+ GLfloat w = span->w;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invW = 1.0F / w;
+ texcoord[i][0] = s * invW;
+ texcoord[i][1] = t * invW;
+ texcoord[i][2] = r * invW;
+ texcoord[i][3] = q * invW;
+ lambda[i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ w += dwdx;
+ }
+ }
+ else if (dqdx == 0.0F) {
+ /* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ for (i = 0; i < span->end; i++) {
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ lambda[i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ }
}
- }
- }
- }
+ else {
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ lambda[i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ }
+ }
+ } /* lambda */
+ } /* if */
+ } /* for */
}
else {
- if (span->interpMask & SPAN_LAMBDA) {
+ /* single texture */
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
+ GLfloat texW, texH;
+ GLboolean needLambda;
+ if (obj) {
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ needLambda = (obj->MinFilter != obj->MagFilter)
+ || ctx->FragmentProgram._Enabled;
+ texW = (GLfloat) img->WidthScale;
+ texH = (GLfloat) img->HeightScale;
+ }
+ else {
+ needLambda = GL_FALSE;
+ texW = texH = 1.0;
+ }
+ span->arrayMask |= SPAN_TEXTURE;
+ if (needLambda) {
/* just texture unit 0, with lambda */
- const GLfloat ds = span->texStep[0][0];
- const GLfloat dt = span->texStep[0][1];
- const GLfloat dr = span->texStep[0][2];
- const GLfloat dq = span->texStep[0][3];
+ GLfloat (*texcoord)[4] = span->array->texcoords[0];
+ GLfloat *lambda = span->array->lambda[0];
+ const GLfloat dsdx = span->texStepX[0][0];
+ const GLfloat dsdy = span->texStepY[0][0];
+ const GLfloat dtdx = span->texStepX[0][1];
+ const GLfloat dtdy = span->texStepY[0][1];
+ const GLfloat drdx = span->texStepX[0][2];
+ const GLfloat dqdx = span->texStepX[0][3];
+ const GLfloat dqdy = span->texStepY[0][3];
GLfloat s = span->tex[0][0];
GLfloat t = span->tex[0][1];
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- span->lambda[0][i] = (GLfloat)
- (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F);
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ if (ctx->FragmentProgram._Enabled) {
+ /* do perspective correction but don't divide s, t, r by q */
+ const GLfloat dwdx = span->dwdx;
+ GLfloat w = span->w;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invW = 1.0F / w;
+ texcoord[i][0] = s * invW;
+ texcoord[i][1] = t * invW;
+ texcoord[i][2] = r * invW;
+ texcoord[i][3] = q * invW;
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invW);
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ w += dwdx;
+ }
+ }
+ else {
+ /* tex.c */
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ }
}
span->arrayMask |= SPAN_LAMBDA;
}
else {
/* just texture 0, without lambda */
- const GLfloat ds = span->texStep[0][0];
- const GLfloat dt = span->texStep[0][1];
- const GLfloat dr = span->texStep[0][2];
- const GLfloat dq = span->texStep[0][3];
+ GLfloat (*texcoord)[4] = span->array->texcoords[0];
+ const GLfloat dsdx = span->texStepX[0][0];
+ const GLfloat dtdx = span->texStepX[0][1];
+ const GLfloat drdx = span->texStepX[0][2];
+ const GLfloat dqdx = span->texStepX[0][3];
GLfloat s = span->tex[0][0];
GLfloat t = span->tex[0][1];
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- for (i = 0; i < span->end; i++) {
+ if (ctx->FragmentProgram._Enabled) {
+ /* do perspective correction but don't divide s, t, r by q */
+ const GLfloat dwdx = span->dwdx;
+ GLfloat w = span->w;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invW = 1.0F / w;
+ texcoord[i][0] = s * invW;
+ texcoord[i][1] = t * invW;
+ texcoord[i][2] = r * invW;
+ texcoord[i][3] = q * invW;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ w += dwdx;
+ }
+ }
+ else if (dqdx == 0.0F) {
+ /* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ for (i = 0; i < span->end; i++) {
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ }
+ }
+ else {
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ }
}
}
}
}
-/*
+/**
* Apply the current polygon stipple pattern to a span of pixels.
*/
static void
{
const GLuint highbit = 0x80000000;
const GLuint stipple = ctx->PolygonStipple[span->y % 32];
+ GLubyte *mask = span->array->mask;
GLuint i, m;
ASSERT(ctx->Polygon.StippleFlag);
for (i = 0; i < span->end; i++) {
if ((m & stipple) == 0) {
- span->mask[i] = 0;
+ mask[i] = 0;
}
m = m >> 1;
if (m == 0) {
}
-/*
+/**
* Clip a pixel span to the current buffer/window boundaries:
* DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish
* window clipping and scissoring.
if (span->arrayMask & SPAN_XY) {
/* arrays of x/y pixel coords */
- const GLint *x = span->xArray;
- const GLint *y = span->yArray;
+ const GLint *x = span->array->x;
+ const GLint *y = span->array->y;
const GLint n = span->end;
- GLubyte *mask = span->mask;
+ GLubyte *mask = span->array->mask;
GLint i;
if (span->arrayMask & SPAN_MASK) {
/* note: using & intead of && to reduce branches */
if (x < xmin) {
ASSERT(x + n > xmin);
span->writeAll = GL_FALSE;
- BZERO(span->mask, (xmin - x) * sizeof(GLubyte));
+ _mesa_bzero(span->array->mask, (xmin - x) * sizeof(GLubyte));
}
/* Clip to right */
-/*
+/**
* Draw to more than one color buffer (or none).
*/
static void
GLuint bufferBit;
/* loop over four possible dest color buffers */
- for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
- if (bufferBit & ctx->Color.DrawDestMask) {
+ for (bufferBit = 1; bufferBit <= 8; bufferBit <<= 1) {
+ if (bufferBit & ctx->Color._DrawDestMask) {
GLuint indexTmp[MAX_WIDTH];
ASSERT(span->end < MAX_WIDTH);
- if (bufferBit == FRONT_LEFT_BIT)
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_LEFT);
- else if (bufferBit == FRONT_RIGHT_BIT)
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_RIGHT);
- else if (bufferBit == BACK_LEFT_BIT)
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_LEFT);
- else
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_RIGHT);
+ /* Set the current read/draw buffer */
+ swrast->CurrentBufferBit = bufferBit;
+ (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);
/* make copy of incoming indexes */
- MEMCPY( indexTmp, span->color.index, span->end * sizeof(GLuint) );
+ MEMCPY( indexTmp, span->array->index, span->end * sizeof(GLuint) );
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span(ctx, span, indexTmp);
+ _swrast_logicop_ci_span(ctx, span, indexTmp);
}
if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span(ctx, span, indexTmp);
+ _swrast_mask_index_span(ctx, span, indexTmp);
}
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
(*swrast->Driver.WriteCI32Pixels)(ctx, span->end,
- span->xArray, span->yArray,
- indexTmp, span->mask);
+ span->array->x, span->array->y,
+ indexTmp, span->array->mask);
}
else {
/* horizontal run of pixels */
(*swrast->Driver.WriteCI32Span)(ctx, span->end, span->x, span->y,
- indexTmp, span->mask);
+ indexTmp, span->array->mask);
}
}
}
/* restore default dest buffer */
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer);
+ _swrast_use_draw_buffer(ctx);
}
-/*
+/**
* Draw to more than one RGBA color buffer (or none).
* All fragment operations, up to (but not) blending/logicop should
* have been done first.
return;
/* loop over four possible dest color buffers */
- for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
- if (bufferBit & ctx->Color.DrawDestMask) {
+ for (bufferBit = 1; bufferBit <= 8; bufferBit <<= 1) {
+ if (bufferBit & ctx->Color._DrawDestMask) {
GLchan rgbaTmp[MAX_WIDTH][4];
ASSERT(span->end < MAX_WIDTH);
- if (bufferBit == FRONT_LEFT_BIT) {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_LEFT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->FrontLeftAlpha;
- }
- else if (bufferBit == FRONT_RIGHT_BIT) {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_RIGHT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->FrontRightAlpha;
- }
- else if (bufferBit == BACK_LEFT_BIT) {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_LEFT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->BackLeftAlpha;
- }
- else {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_RIGHT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->BackRightAlpha;
- }
+ /* Set the current read/draw buffer */
+ swrast->CurrentBufferBit = bufferBit;
+ (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);
/* make copy of incoming colors */
- MEMCPY( rgbaTmp, span->color.rgba, 4 * span->end * sizeof(GLchan) );
+ MEMCPY( rgbaTmp, span->array->rgba, 4 * span->end * sizeof(GLchan) );
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, rgbaTmp);
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, rgbaTmp);
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span(ctx, span, rgbaTmp);
+ _swrast_blend_span(ctx, span, rgbaTmp);
}
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, rgbaTmp);
+ _swrast_mask_rgba_span(ctx, span, rgbaTmp);
}
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
(*swrast->Driver.WriteRGBAPixels)(ctx, span->end,
- span->xArray, span->yArray,
+ span->array->x, span->array->y,
(const GLchan (*)[4]) rgbaTmp,
- span->mask);
+ span->array->mask);
if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
- span->xArray, span->yArray,
+ _swrast_write_alpha_pixels(ctx, span->end,
+ span->array->x, span->array->y,
(const GLchan (*)[4]) rgbaTmp,
- span->mask);
+ span->array->mask);
}
}
else {
/* horizontal run of pixels */
(*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgbaTmp,
- span->mask);
+ span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span(ctx, span->end, span->x, span->y,
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgbaTmp,
- span->mask);
+ span->array->mask);
}
}
}
}
/* restore default dest buffer */
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer );
+ _swrast_use_draw_buffer(ctx);
}
-/*
+/**
* This function may modify any of the array values in the span.
* span->interpMask and span->arrayMask may be changed but will be restored
* to their original values before returning.
*/
void
-_mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive)
+_swrast_write_index_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint origInterpMask = span->interpMask;
const GLuint origArrayMask = span->arrayMask;
ASSERT(span->end <= MAX_WIDTH);
+ ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
+ span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
ASSERT((span->interpMask | span->arrayMask) & SPAN_INDEX);
ASSERT((span->interpMask & span->arrayMask) == 0);
span->writeAll = GL_FALSE;
}
else {
- MEMSET(span->mask, 1, span->end);
+ MEMSET(span->array->mask, 1, span->end);
span->writeAll = GL_TRUE;
}
/* Clipping */
- if ((swrast->_RasterMask & CLIP_BIT) || (primitive == GL_BITMAP)
- || (primitive == GL_POINT) || (primitive == GL_LINE)) {
+ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
if (!clip_span(ctx, span)) {
return;
}
}
+ /* Depth bounds test */
+ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) {
+ if (!_swrast_depth_bounds_test(ctx, span)) {
+ return;
+ }
+ }
+
#ifdef DEBUG
if (span->arrayMask & SPAN_XY) {
- int i;
+ GLuint i;
for (i = 0; i < span->end; i++) {
- if (span->mask[i]) {
- assert(span->xArray[i] >= ctx->DrawBuffer->_Xmin);
- assert(span->xArray[i] < ctx->DrawBuffer->_Xmax);
- assert(span->yArray[i] >= ctx->DrawBuffer->_Ymin);
- assert(span->yArray[i] < ctx->DrawBuffer->_Ymax);
+ if (span->array->mask[i]) {
+ assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin);
+ assert(span->array->x[i] < ctx->DrawBuffer->_Xmax);
+ assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin);
+ assert(span->array->y[i] < ctx->DrawBuffer->_Ymax);
}
}
}
#endif
/* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive == GL_POLYGON) {
+ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
stipple_polygon_span(ctx, span);
}
/* Depth test and stencil */
if (ctx->Depth.Test || ctx->Stencil.Enabled) {
if (span->interpMask & SPAN_Z)
- interpolate_z(ctx, span);
+ _swrast_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
}
else {
ASSERT(ctx->Depth.Test);
- if (_mesa_depth_test_span(ctx, span) == 0) {
+ if (!_swrast_depth_test_span(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
+#if FEATURE_ARB_occlusion_query
+ if (ctx->Occlusion.Active) {
+ GLuint i;
+ for (i = 0; i < span->end; i++)
+ ctx->Occlusion.PassedCounter += span->array->mask[i];
+ }
+#endif
+
/* we have to wait until after occlusion to do this test */
if (ctx->Color.DrawBuffer == GL_NONE || ctx->Color.IndexMask == 0) {
/* write no pixels */
}
/* Fog */
- /* XXX try to simplify the fog code! */
if (ctx->Fog.Enabled) {
- if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels_with_array( ctx, span, span->fogArray,
- span->color.index);
- else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, span, span->color.index);
- else
- _mesa_depth_fog_ci_pixels( ctx, span, span->color.index);
+ _swrast_fog_ci_span(ctx, span);
}
/* Antialias coverage application */
if (span->arrayMask & SPAN_COVERAGE) {
GLuint i;
- GLuint *index = span->color.index;
+ GLuint *index = span->array->index;
+ GLfloat *coverage = span->array->coverage;
for (i = 0; i < span->end; i++) {
- ASSERT(span->coverage[i] < 16);
- index[i] = (index[i] & ~0xf) | ((GLuint) (span->coverage[i]));
+ ASSERT(coverage[i] < 16);
+ index[i] = (index[i] & ~0xf) | ((GLuint) coverage[i]);
}
}
else {
/* normal situation: draw to exactly one buffer */
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span(ctx, span, span->color.index);
+ _swrast_logicop_ci_span(ctx, span, span->array->index);
}
if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span(ctx, span, span->color.index);
+ _swrast_mask_index_span(ctx, span, span->array->index);
}
/* write pixels */
if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) {
/* all pixels have same color index */
(*swrast->Driver.WriteMonoCIPixels)(ctx, span->end,
- span->xArray, span->yArray,
+ span->array->x, span->array->y,
FixedToInt(span->index),
- span->mask);
+ span->array->mask);
}
else {
- (*swrast->Driver.WriteCI32Pixels)(ctx, span->end, span->xArray,
- span->yArray, span->color.index,
- span->mask );
+ (*swrast->Driver.WriteCI32Pixels)(ctx, span->end, span->array->x,
+ span->array->y, span->array->index,
+ span->array->mask );
}
}
else {
/* all pixels have same color index */
(*swrast->Driver.WriteMonoCISpan)(ctx, span->end, span->x, span->y,
FixedToInt(span->index),
- span->mask);
+ span->array->mask);
}
else {
(*swrast->Driver.WriteCI32Span)(ctx, span->end, span->x, span->y,
- span->color.index, span->mask);
+ span->array->index,
+ span->array->mask);
}
}
}
}
-/*
+/**
* This function may modify any of the array values in the span.
* span->interpMask and span->arrayMask may be changed but will be restored
* to their original values before returning.
*/
void
-_mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive)
+_swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLboolean monoColor;
ASSERT(span->end <= MAX_WIDTH);
+ ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
+ span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
ASSERT((span->interpMask & span->arrayMask) == 0);
ASSERT((span->interpMask | span->arrayMask) & SPAN_RGBA);
+#ifdef DEBUG
if (ctx->Fog.Enabled)
ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG);
-
- /*
- printf("%s() interp 0x%x array 0x%x p=0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask, primitive);
- */
+ if (ctx->Depth.Test)
+ ASSERT((span->interpMask | span->arrayMask) & SPAN_Z);
+#endif
if (span->arrayMask & SPAN_MASK) {
/* mask was initialized by caller, probably glBitmap */
span->writeAll = GL_FALSE;
}
else {
- MEMSET(span->mask, 1, span->end);
+ MEMSET(span->array->mask, 1, span->end);
span->writeAll = GL_TRUE;
}
span->blueStep == 0 && span->alphaStep == 0;
/* Clipping */
- if ((swrast->_RasterMask & CLIP_BIT) || (primitive == GL_BITMAP)
- || (primitive == GL_POINT) || (primitive == GL_LINE)) {
+ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
if (!clip_span(ctx, span)) {
return;
}
}
+ /* Depth bounds test */
+ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) {
+ if (!_swrast_depth_bounds_test(ctx, span)) {
+ return;
+ }
+ }
+
#ifdef DEBUG
if (span->arrayMask & SPAN_XY) {
- int i;
+ GLuint i;
for (i = 0; i < span->end; i++) {
- if (span->mask[i]) {
- assert(span->xArray[i] >= ctx->DrawBuffer->_Xmin);
- assert(span->xArray[i] < ctx->DrawBuffer->_Xmax);
- assert(span->yArray[i] >= ctx->DrawBuffer->_Ymin);
- assert(span->yArray[i] < ctx->DrawBuffer->_Ymax);
+ if (span->array->mask[i]) {
+ assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin);
+ assert(span->array->x[i] < ctx->DrawBuffer->_Xmax);
+ assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin);
+ assert(span->array->y[i] < ctx->DrawBuffer->_Ymax);
}
}
}
#endif
/* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive == GL_POLYGON) {
+ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
stipple_polygon_span(ctx, span);
}
+ /* Fragment program */
+ if (ctx->FragmentProgram._Enabled) {
+ /* Now we may need to interpolate the colors and texcoords */
+ if ((span->interpMask & SPAN_RGBA) &&
+ (span->arrayMask & SPAN_RGBA) == 0) {
+ interpolate_colors(ctx, span);
+ span->interpMask &= ~SPAN_RGBA;
+ }
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+ if ((span->interpMask & SPAN_TEXTURE)
+ && (span->arrayMask & SPAN_TEXTURE) == 0)
+ interpolate_texcoords(ctx, span);
+ _swrast_exec_fragment_program(ctx, span);
+ monoColor = GL_FALSE;
+ }
+
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- if (!_mesa_alpha_test(ctx, span)) {
+ if (!_swrast_alpha_test(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
/* Stencil and Z testing */
if (ctx->Stencil.Enabled || ctx->Depth.Test) {
if (span->interpMask & SPAN_Z)
- interpolate_z(ctx, span);
+ _swrast_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
ASSERT(ctx->Depth.Test);
ASSERT(span->arrayMask & SPAN_Z);
/* regular depth testing */
- if (!_mesa_depth_test_span(ctx, span)) {
+ if (!_swrast_depth_test_span(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
+#if FEATURE_ARB_occlusion_query
+ if (ctx->Occlusion.Active) {
+ GLuint i;
+ for (i = 0; i < span->end; i++)
+ ctx->Occlusion.PassedCounter += span->array->mask[i];
+ }
+#endif
+
/* can't abort span-writing until after occlusion testing */
if (colorMask == 0x0) {
span->interpMask = origInterpMask;
}
/* Fog */
- /* XXX try to simplify the fog code! */
- if (ctx->Fog.Enabled) {
- if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
- _mesa_fog_rgba_pixels_with_array(ctx, span, span->fogArray,
- span->color.rgba);
- }
- else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) {
- _mesa_fog_rgba_pixels(ctx, span, span->color.rgba);
- }
- else {
- if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
- interpolate_z(ctx, span);
- _mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
- }
+ if (swrast->_FogEnabled) {
+ _swrast_fog_rgba_span(ctx, span);
monoColor = GL_FALSE;
}
/* Antialias coverage application */
if (span->arrayMask & SPAN_COVERAGE) {
- GLchan (*rgba)[4] = span->color.rgba;
+ GLchan (*rgba)[4] = span->array->rgba;
+ GLfloat *coverage = span->array->coverage;
GLuint i;
for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
}
monoColor = GL_FALSE;
}
}
else {
/* normal: write to exactly one buffer */
-#if 1
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, span->color.rgba);
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span(ctx, span, span->color.rgba);
+ _swrast_blend_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
-#endif
+
/* Color component masking */
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, span->color.rgba);
+ _swrast_mask_rgba_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
/* write pixels */
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
- /* XXX test for mono color */
- (*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->xArray,
- span->yArray, (const GLchan (*)[4]) span->color.rgba, span->mask);
- if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
- span->xArray, span->yArray,
- (const GLchan (*)[4]) span->color.rgba,
- span->mask);
+ if (monoColor) {
+ /* all pixels have same color */
+ GLchan color[4];
+ color[RCOMP] = FixedToChan(span->red);
+ color[GCOMP] = FixedToChan(span->green);
+ color[BCOMP] = FixedToChan(span->blue);
+ color[ACOMP] = FixedToChan(span->alpha);
+ (*swrast->Driver.WriteMonoRGBAPixels)(ctx, span->end,
+ span->array->x, span->array->y, color, span->array->mask);
+ if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
+ _swrast_write_mono_alpha_pixels(ctx, span->end,
+ span->array->x, span->array->y,
+ color[ACOMP], span->array->mask);
+ }
+ }
+ else {
+ (*swrast->Driver.WriteRGBAPixels)(ctx, span->end,
+ span->array->x, span->array->y,
+ (const GLchan (*)[4]) span->array->rgba,
+ span->array->mask);
+ if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
+ _swrast_write_alpha_pixels(ctx, span->end,
+ span->array->x, span->array->y,
+ (const GLchan (*)[4]) span->array->rgba,
+ span->array->mask);
+ }
}
}
else {
color[BCOMP] = FixedToChan(span->blue);
color[ACOMP] = FixedToChan(span->alpha);
(*swrast->Driver.WriteMonoRGBASpan)(ctx, span->end, span->x,
- span->y, color, span->mask);
- /* XXX software alpha buffer writes! */
+ span->y, color, span->array->mask);
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _swrast_write_mono_alpha_span(ctx, span->end, span->x, span->y,
+ color[ACOMP],
+ span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
+ }
}
else {
/* each pixel is a different color */
(*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) span->color.rgba,
- span->writeAll ? ((const GLubyte *) NULL) : span->mask);
+ (const GLchan (*)[4]) span->array->rgba,
+ span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span(ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) span->color.rgba,
- span->writeAll ? ((const GLubyte *) NULL) : span->mask);
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) span->array->rgba,
+ span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
}
}
}
}
-/*
+/**
* Add specular color to base color. This is used only when
* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
}
-/*
+/**
* This function may modify any of the array values in the span.
* span->interpMask and span->arrayMask may be changed but will be restored
* to their original values before returning.
*/
void
-_mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive )
+_swrast_write_texture_span( GLcontext *ctx, struct sw_span *span)
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint origInterpMask = span->interpMask;
const GLuint origArrayMask = span->arrayMask;
+ ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
+ span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
ASSERT(span->end <= MAX_WIDTH);
ASSERT((span->interpMask & span->arrayMask) == 0);
- ASSERT(ctx->Texture._ReallyEnabled);
+ ASSERT(ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Enabled);
/*
printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);
span->writeAll = GL_FALSE;
}
else {
- MEMSET(span->mask, 1, span->end);
+ MEMSET(span->array->mask, 1, span->end);
span->writeAll = GL_TRUE;
}
/* Clipping */
- if ((swrast->_RasterMask & CLIP_BIT) || (primitive == GL_BITMAP)
- || (primitive == GL_POINT) || (primitive == GL_LINE)) {
+ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
if (!clip_span(ctx, span)) {
return;
}
#ifdef DEBUG
if (span->arrayMask & SPAN_XY) {
- int i;
+ GLuint i;
for (i = 0; i < span->end; i++) {
- if (span->mask[i]) {
- assert(span->xArray[i] >= ctx->DrawBuffer->_Xmin);
- assert(span->xArray[i] < ctx->DrawBuffer->_Xmax);
- assert(span->yArray[i] >= ctx->DrawBuffer->_Ymin);
- assert(span->yArray[i] < ctx->DrawBuffer->_Ymax);
+ if (span->array->mask[i]) {
+ assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin);
+ assert(span->array->x[i] < ctx->DrawBuffer->_Xmax);
+ assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin);
+ assert(span->array->y[i] < ctx->DrawBuffer->_Ymax);
}
}
}
#endif
/* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive == GL_POLYGON) {
+ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
stipple_polygon_span(ctx, span);
}
if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
interpolate_colors(ctx, span);
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+
/* Texturing without alpha is done after depth-testing which
* gives a potential speed-up.
*/
- _swrast_multitexture_fragments( ctx, span );
+ if (ctx->FragmentProgram._Enabled)
+ _swrast_exec_fragment_program( ctx, span );
+ else
+ _swrast_texture_span( ctx, span );
/* Do the alpha test */
- if (!_mesa_alpha_test(ctx, span)) {
+ if (!_swrast_alpha_test(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
/* Stencil and Z testing */
if (ctx->Stencil.Enabled || ctx->Depth.Test) {
if (span->interpMask & SPAN_Z)
- interpolate_z(ctx, span);
+ _swrast_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
ASSERT(ctx->Depth.Test);
ASSERT(span->arrayMask & SPAN_Z);
/* regular depth testing */
- if (!_mesa_depth_test_span(ctx, span)) {
+ if (!_swrast_depth_test_span(ctx, span)) {
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
/* if we get here, some fragments passed the depth test */
ctx->OcclusionResult = GL_TRUE;
+#if FEATURE_ARB_occlusion_query
+ if (ctx->Occlusion.Active) {
+ GLuint i;
+ for (i = 0; i < span->end; i++)
+ ctx->Occlusion.PassedCounter += span->array->mask[i];
+ }
+#endif
+
/* We had to wait until now to check for glColorMask(F,F,F,F) because of
* the occlusion test.
*/
if (colorMask == 0x0) {
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
interpolate_colors(ctx, span);
- _swrast_multitexture_fragments( ctx, span );
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+
+ if (ctx->FragmentProgram._Enabled)
+ _swrast_exec_fragment_program( ctx, span );
+ else
+ _swrast_texture_span( ctx, span );
}
ASSERT(span->arrayMask & SPAN_RGBA);
interpolate_specular(ctx, span);
}
ASSERT(span->arrayMask & SPAN_SPEC);
- add_colors( span->end, span->color.rgba, span->specArray );
+ add_colors( span->end, span->array->rgba, span->array->spec );
}
/* Fog */
- /* XXX try to simplify the fog code! */
- if (ctx->Fog.Enabled) {
- if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray,
- span->color.rgba);
- else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, span, span->color.rgba );
- else {
- if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
- interpolate_z(ctx, span);
- _mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
- }
+ if (swrast->_FogEnabled) {
+ _swrast_fog_rgba_span(ctx, span);
}
/* Antialias coverage application */
if (span->arrayMask & SPAN_COVERAGE) {
- GLchan (*rgba)[4] = span->color.rgba;
+ GLchan (*rgba)[4] = span->array->rgba;
+ GLfloat *coverage = span->array->coverage;
GLuint i;
for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
}
}
}
else {
/* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, span->color.rgba);
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, span->array->rgba);
}
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span(ctx, span, span->color.rgba);
+ else if (ctx->Color.BlendEnabled) {
+ _swrast_blend_span(ctx, span, span->array->rgba);
}
+ /* Color component masking */
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, span->color.rgba);
+ _swrast_mask_rgba_span(ctx, span, span->array->rgba);
}
-
+ /* write pixels */
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
- (*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->xArray,
- span->yArray, (const GLchan (*)[4]) span->color.rgba, span->mask);
+ (*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->array->x,
+ span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask);
if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
- span->xArray, span->yArray,
- (const GLchan (*)[4]) span->color.rgba,
- span->mask);
+ _swrast_write_alpha_pixels(ctx, span->end,
+ span->array->x, span->array->y,
+ (const GLchan (*)[4]) span->array->rgba,
+ span->array->mask);
}
}
else {
/* horizontal run of pixels */
(*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) span->color.rgba,
- span->writeAll ? NULL : span->mask);
+ (const GLchan (*)[4]) span->array->rgba,
+ span->writeAll ? NULL : span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span(ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) span->color.rgba,
- span->writeAll ? NULL : span->mask);
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) span->array->rgba,
+ span->writeAll ? NULL : span->array->mask);
}
}
}
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
}
-/*
+/**
* Read RGBA pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
void
-_mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
+_swrast_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLchan rgba[][4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (y < 0 || y >= buffer->Height
- || x + (GLint) n < 0 || x >= buffer->Width) {
+ const GLint bufWidth = (GLint) buffer->Width;
+ const GLint bufHeight = (GLint) buffer->Height;
+
+ if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
/* completely above, below, or right */
/* XXX maybe leave undefined? */
- BZERO(rgba, 4 * n * sizeof(GLchan));
+ _mesa_bzero(rgba, 4 * n * sizeof(GLchan));
}
else {
GLint skip, length;
/* completely left of window */
return;
}
- if (length > buffer->Width) {
- length = buffer->Width;
+ if (length > bufWidth) {
+ length = bufWidth;
}
}
- else if ((GLint) (x + n) > buffer->Width) {
+ else if ((GLint) (x + n) > bufWidth) {
/* right edge clipping */
skip = 0;
- length = buffer->Width - x;
+ length = bufWidth - x;
if (length < 0) {
/* completely to right of window */
return;
(*swrast->Driver.ReadRGBASpan)( ctx, length, x + skip, y, rgba + skip );
if (buffer->UseSoftwareAlphaBuffers) {
- _mesa_read_alpha_span(ctx, length, x + skip, y, rgba + skip);
+ _swrast_read_alpha_span(ctx, length, x + skip, y, rgba + skip);
}
}
}
-
-
-/*
+/**
* Read CI pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
void
-_mesa_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
+_swrast_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLuint indx[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (y < 0 || y >= buffer->Height
- || x + (GLint) n < 0 || x >= buffer->Width) {
+ const GLint bufWidth = (GLint) buffer->Width;
+ const GLint bufHeight = (GLint) buffer->Height;
+
+ if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
/* completely above, below, or right */
- BZERO(indx, n * sizeof(GLuint));
+ _mesa_bzero(indx, n * sizeof(GLuint));
}
else {
GLint skip, length;
/* completely left of window */
return;
}
- if (length > buffer->Width) {
- length = buffer->Width;
+ if (length > bufWidth) {
+ length = bufWidth;
}
}
- else if ((GLint) (x + n) > buffer->Width) {
+ else if ((GLint) (x + n) > bufWidth) {
/* right edge clipping */
skip = 0;
- length = buffer->Width - x;
+ length = bufWidth - x;
if (length < 0) {
/* completely to right of window */
return;