-/* $Id: s_span.c,v 1.55 2003/02/27 18:15:18 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 5.0.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 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"),
#include "colormac.h"
#include "context.h"
#include "macros.h"
-#include "mmath.h"
#include "imports.h"
#include "s_alpha.h"
* 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 + 0.5F);
* 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 )
{
- 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;
}
* 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;
}
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
{
GLuint i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- COPY_4V(span->tex[i], ctx->Current.RasterTexCoords[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);
}
/* Fill in the span.zArray array from the interpolation values */
void
-_mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
+_swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
{
const GLuint n = span->end;
GLuint i;
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 = sqrt(dudx * dudx + dvdx * dvdx);
- GLfloat y = sqrt(dudy * dudy + dvdy * dvdy);
+ 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;
/*
* This is a faster approximation
*/
-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
+_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;
return lambda;
}
-/*
+
+/**
* Fill in the span.texcoords array from the interpolation values.
- * XXX We could optimize here for the case when dq = 0. That would
- * usually be the case when using an orthographic projection.
+ * 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);
ASSERT(!(span->arrayMask & SPAN_TEXTURE));
- if (ctx->Texture._EnabledUnits > 1) {
+ if (ctx->Texture._EnabledCoordUnits > 1) {
/* multitexture */
GLuint u;
span->arrayMask |= SPAN_TEXTURE;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
- const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
- GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ 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 texW = (GLfloat) img->WidthScale;
- const GLfloat texH = (GLfloat) img->HeightScale;
const GLfloat dsdx = span->texStepX[u][0];
const GLfloat dsdy = span->texStepY[u][0];
const GLfloat dtdx = span->texStepX[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);
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- lambda[i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invQ);
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
+ 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;
}
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (dqdx == 0.0) {
+ 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);
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;
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;
else {
/* single texture */
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
- GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ 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 */
GLfloat (*texcoord)[4] = span->array->texcoords[0];
GLfloat *lambda = span->array->lambda[0];
- const GLfloat texW = (GLfloat) img->WidthScale;
- const GLfloat texH = (GLfloat) img->HeightScale;
const GLfloat dsdx = span->texStepX[0][0];
const GLfloat dsdy = span->texStepY[0][0];
const GLfloat dtdx = span->texStepX[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);
- lambda[i] = 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;
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
+ 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;
}
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (dqdx == 0.0) {
+ 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);
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;
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;
ASSERT(span->end < MAX_WIDTH);
/* Set the current read/draw buffer */
- swrast->CurrentBuffer = bufferBit;
+ swrast->CurrentBufferBit = bufferBit;
(*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);
/* make copy of incoming indexes */
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) {
ASSERT(span->end < MAX_WIDTH);
/* Set the current read/draw buffer */
- swrast->CurrentBuffer = bufferBit;
+ swrast->CurrentBufferBit = bufferBit;
(*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);
/* make copy of incoming colors */
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) {
(const GLchan (*)[4]) rgbaTmp,
span->array->mask);
if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
+ _swrast_write_alpha_pixels(ctx, span->end,
span->array->x, span->array->y,
(const GLchan (*)[4]) rgbaTmp,
span->array->mask);
(const GLchan (*)[4]) rgbaTmp,
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->array->mask);
}
* to their original values before returning.
*/
void
-_mesa_write_index_span( GLcontext *ctx, struct sw_span *span)
+_swrast_write_index_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint origInterpMask = span->interpMask;
}
}
+ /* 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) {
GLuint i;
/* Depth test and stencil */
if (ctx->Depth.Test || ctx->Stencil.Enabled) {
if (span->interpMask & SPAN_Z)
- _mesa_span_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->arrayMask = origArrayMask;
return;
}
}
else {
ASSERT(ctx->Depth.Test);
- if (!_mesa_depth_test_span(ctx, span)) {
+ 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 */
if (ctx->Fog.Enabled) {
- _mesa_fog_ci_span(ctx, span);
+ _swrast_fog_ci_span(ctx, span);
}
/* Antialias coverage application */
else {
/* normal situation: draw to exactly one buffer */
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span(ctx, span, span->array->index);
+ _swrast_logicop_ci_span(ctx, span, span->array->index);
}
if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span(ctx, span, span->array->index);
+ _swrast_mask_index_span(ctx, span, span->array->index);
}
/* write pixels */
* to their original values before returning.
*/
void
-_mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span)
+_swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
}
}
+ /* 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) {
GLuint i;
}
/* Fragment program */
- if (ctx->FragmentProgram.Enabled) {
- /* Now we may need to interpolate the colors */
+ 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;
}
- _swrast_exec_nv_fragment_program(ctx, span);
+ 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)
- _mesa_span_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 */
- if (ctx->Fog.Enabled) {
- _mesa_fog_rgba_span(ctx, span);
+ if (swrast->_FogEnabled) {
+ _swrast_fog_rgba_span(ctx, span);
monoColor = GL_FALSE;
}
}
else {
/* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, span->array->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->array->rgba);
+ _swrast_blend_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
/* Color component masking */
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, span->array->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->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->array->x, span->array->y,
- (const GLchan (*)[4]) span->array->rgba,
- span->array->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->array->mask);
+ span->y, color, span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_mono_alpha_span(ctx, span->end, span->x, span->y,
+ _swrast_write_mono_alpha_span(ctx, span->end, span->x, span->y,
color[ACOMP],
span->writeAll ? ((const GLubyte *) NULL) : span->array->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,
+ _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);
}
* to their original values before returning.
*/
void
-_mesa_write_texture_span( GLcontext *ctx, struct sw_span *span)
+_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._EnabledUnits);
+ ASSERT(ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Enabled);
/*
printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);
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.
*/
- if (ctx->FragmentProgram.Enabled)
- _swrast_exec_nv_fragment_program( 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)
- _mesa_span_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);
- if (ctx->FragmentProgram.Enabled)
- _swrast_exec_nv_fragment_program( 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 );
}
}
/* Fog */
- if (ctx->Fog.Enabled) {
- _mesa_fog_rgba_span(ctx, span);
+ if (swrast->_FogEnabled) {
+ _swrast_fog_rgba_span(ctx, span);
}
/* Antialias coverage application */
}
else {
/* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, span->array->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->array->rgba);
+ _swrast_blend_span(ctx, span, span->array->rgba);
}
+ /* Color component masking */
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, span->array->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->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,
+ _swrast_write_alpha_pixels(ctx, span->end,
span->array->x, span->array->y,
(const GLchan (*)[4]) span->array->rgba,
span->array->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,
+ _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;
}
* 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);
(*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);
}
}
}
* 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);