-/* $Id: s_span.c,v 1.5 2000/12/12 00:27:51 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 6.1
+ *
+ * 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
*/
-/*
- * 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_scissor.h"
+#include "s_nvfragprog.h"
#include "s_span.h"
#include "s_stencil.h"
#include "s_texture.h"
-
-
-/*
- * Apply the current polygon stipple pattern to a span of pixels.
+/**
+ * Init span's Z interpolation values to the RasterPos Z.
+ * Used during setup for glDraw/CopyPixels.
*/
-static void stipple_polygon_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
+void
+_swrast_span_default_z( GLcontext *ctx, struct sw_span *span )
{
- const GLuint highbit = 0x80000000;
- GLuint i, m, stipple;
+ if (ctx->Visual.depthBits <= 16)
+ span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
+ else
+ span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
+ span->zStep = 0;
+ span->interpMask |= SPAN_Z;
+}
- stipple = ctx->PolygonStipple[y % 32];
- m = highbit >> (GLuint) (x % 32);
- for (i = 0; i < n; i++) {
- if ((m & stipple) == 0) {
- mask[i] = 0;
- }
- m = m >> 1;
- if (m == 0) {
- m = highbit;
- }
- }
+/**
+ * Init span's fog interpolation values to the RasterPos fog.
+ * Used during setup for glDraw/CopyPixels.
+ */
+void
+_swrast_span_default_fog( GLcontext *ctx, struct sw_span *span )
+{
+ span->fog = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ span->fogStep = span->dfogdx = span->dfogdy = 0.0F;
+ span->interpMask |= SPAN_FOG;
}
-
-/*
- * Clip a pixel span to the current buffer/window boundaries.
- * Return: 'n' such that pixel 'n', 'n+1' etc. are clipped,
- * as a special case:
- * 0 = all pixels clipped
+/**
+ * Init span's color or index interpolation values to the RasterPos color.
+ * Used during setup for glDraw/CopyPixels.
*/
-static GLuint clip_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLubyte mask[] )
+void
+_swrast_span_default_color( GLcontext *ctx, struct sw_span *span )
{
- /* Clip to top and bottom */
- if (y < 0 || y >= ctx->DrawBuffer->Height) {
- return 0;
+ if (ctx->Visual.rgbMode) {
+ 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]);
+ UNCLAMPED_FLOAT_TO_CHAN(a, ctx->Current.RasterColor[3]);
+#if CHAN_TYPE == GL_FLOAT
+ span->red = r;
+ span->green = g;
+ span->blue = b;
+ span->alpha = a;
+#else
+ span->red = IntToFixed(r);
+ span->green = IntToFixed(g);
+ span->blue = IntToFixed(b);
+ span->alpha = IntToFixed(a);
+#endif
+ span->redStep = 0;
+ span->greenStep = 0;
+ span->blueStep = 0;
+ span->alphaStep = 0;
+ span->interpMask |= SPAN_RGBA;
}
-
- /* Clip to the left */
- if (x < 0) {
- if (x + n <= 0) {
- /* completely off left side */
- return 0;
- }
- else {
- /* partially off left side */
- MEMSET(mask, 0, -x);
- }
+ else {
+ span->index = FloatToFixed(ctx->Current.RasterIndex);
+ span->indexStep = 0;
+ span->interpMask |= SPAN_INDEX;
}
+}
- /* Clip to right */
- if (x + n > ctx->DrawBuffer->Width) {
- if (x >= ctx->DrawBuffer->Width) {
- /* completely off right side */
- return 0;
+
+/**
+ * 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 {
- /* partially off right side */
- return ctx->DrawBuffer->Width - x;
+ 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);
}
-
- return n;
+ span->interpMask |= SPAN_TEXTURE;
}
-
-/*
- * Draw to more than one color buffer (or none).
- */
-static void multi_write_index_span( GLcontext *ctx, GLuint n,
- GLint x, GLint y, const GLuint indexes[],
- const GLubyte mask[] )
+/* Fill in the span.color.rgba array from the interpolation values */
+static void
+interpolate_colors(GLcontext *ctx, struct sw_span *span)
{
- GLuint bufferBit;
-
- if (ctx->Color.DrawBuffer == GL_NONE)
- return;
-
- /* loop over four possible dest color buffers */
- for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
- if (bufferBit & ctx->Color.DrawDestMask) {
- GLuint indexTmp[MAX_WIDTH];
- ASSERT(n < MAX_WIDTH);
+ const GLuint n = span->end;
+ GLchan (*rgba)[4] = span->array->rgba;
+ GLuint i;
- 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);
+ ASSERT((span->interpMask & SPAN_RGBA) &&
+ !(span->arrayMask & SPAN_RGBA));
- /* make copy of incoming indexes */
- MEMCPY( indexTmp, indexes, n * sizeof(GLuint) );
- if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, n, x, y, indexTmp, mask );
- }
- if (ctx->Color.IndexMask == 0) {
- break;
- }
- else if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, n, x, y, indexTmp );
- }
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, indexTmp, mask );
+ if (span->interpMask & SPAN_FLAT) {
+ /* constant color */
+ GLchan color[4];
+ 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->array->rgba[i], color);
}
}
-
- /* restore default dest buffer */
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer);
+ 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);
+ rgba[i][BCOMP] = FixedToChan(b);
+ rgba[i][ACOMP] = FixedToChan(a);
+ r += dr;
+ g += dg;
+ b += db;
+ a += da;
+ }
+ }
+ span->arrayMask |= SPAN_RGBA;
}
-
-/*
- * Write a horizontal span of color index pixels to the frame buffer.
- * Stenciling, Depth-testing, etc. are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * index - array of [n] color indexes
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
- */
-void gl_write_index_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfixed fog[],
- GLuint indexIn[], GLenum primitive )
+/* Fill in the span.color.index array from the interpolation values */
+static void
+interpolate_indexes(GLcontext *ctx, struct sw_span *span)
{
- const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT | LOGIC_OP_BIT;
- GLubyte mask[MAX_WIDTH];
- GLuint indexBackup[MAX_WIDTH];
- GLuint *index; /* points to indexIn or indexBackup */
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+ GLfixed index = span->index;
+ const GLint indexStep = span->indexStep;
+ const GLuint n = span->end;
+ GLuint *indexes = span->array->index;
+ GLuint i;
+ ASSERT((span->interpMask & SPAN_INDEX) &&
+ !(span->arrayMask & SPAN_INDEX));
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span(ctx,n,x,y,mask)) == 0) {
- return;
+ if ((span->interpMask & SPAN_FLAT) || (indexStep == 0)) {
+ /* constant color */
+ index = FixedToInt(index);
+ for (i = 0; i < n; i++) {
+ indexes[i] = index;
}
}
-
- if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
- || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
- /* Make copy of color indexes */
- MEMCPY( indexBackup, indexIn, n * sizeof(GLuint) );
- index = indexBackup;
- }
else {
- index = indexIn;
+ /* interpolate */
+ for (i = 0; i < n; i++) {
+ indexes[i] = FixedToInt(index);
+ index += indexStep;
+ }
}
+ span->arrayMask |= SPAN_INDEX;
+}
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
- return;
+/* Fill in the span.->array->spec array from the interpolation values */
+static void
+interpolate_specular(GLcontext *ctx, struct sw_span *span)
+{
+ if (span->interpMask & SPAN_FLAT) {
+ /* constant color */
+ const GLchan r = FixedToChan(span->specRed);
+ const GLchan g = FixedToChan(span->specGreen);
+ const GLchan b = FixedToChan(span->specBlue);
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ span->array->spec[i][RCOMP] = r;
+ span->array->spec[i][GCOMP] = g;
+ span->array->spec[i][BCOMP] = b;
}
}
+ else {
+ /* interpolate */
+#if CHAN_TYPE == GL_FLOAT
+ GLfloat r = span->specRed;
+ GLfloat g = span->specGreen;
+ GLfloat b = span->specBlue;
+#else
+ GLfixed r = span->specRed;
+ GLfixed g = span->specGreen;
+ GLfixed b = span->specBlue;
+#endif
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ 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;
+ }
+ }
+ span->arrayMask |= SPAN_SPEC;
+}
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- }
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
+/* Fill in the span.zArray array from the interpolation values */
+void
+_swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
+{
+ const GLuint n = span->end;
+ GLuint i;
+
+ 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++) {
+ z[i] = FixedToInt(zval);
+ zval += span->zStep;
}
}
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
- return;
+ else {
+ /* Deep Z buffer, no fixed->int shift */
+ GLfixed zval = span->z;
+ GLdepth *z = span->array->z;
+ for (i = 0; i < n; i++) {
+ z[i] = zval;
+ zval += span->zStep;
+ }
}
+ span->arrayMask |= SPAN_Z;
+}
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, n, fog, index );
- else
- _mesa_depth_fog_ci_pixels( ctx, n, z, index );
- }
+/*
+ * 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
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* draw to zero or two or more buffers */
- multi_write_index_span( ctx, n, x, y, index, mask );
+
+/*
+ * 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);
+ 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;
+ 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;
+ }
+ 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;
+ 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;
+ 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 {
- /* normal situation: draw to exactly one buffer */
- if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, n, x, y, index, mask );
+ /* 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;
}
-
- if (ctx->Color.IndexMask == 0) {
- return;
+ 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 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;
+ 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 if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, n, x, y, index );
+ else {
+ /* just texture 0, without lambda */
+ 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;
+ 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;
+ }
+ }
+ 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;
+ }
+ }
}
-
- /* write pixels */
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, index, mask );
}
}
-
-
-void gl_write_monoindex_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLdepth z[],
- const GLfixed fog[],
- GLuint index, GLenum primitive )
+/**
+ * Apply the current polygon stipple pattern to a span of pixels.
+ */
+static void
+stipple_polygon_span( GLcontext *ctx, struct sw_span *span )
{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLubyte mask[MAX_WIDTH];
- GLuint i;
+ const GLuint highbit = 0x80000000;
+ const GLuint stipple = ctx->PolygonStipple[span->y % 32];
+ GLubyte *mask = span->array->mask;
+ GLuint i, m;
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+ ASSERT(ctx->Polygon.StippleFlag);
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span( ctx, n, x, y, mask)) == 0) {
- return;
+ m = highbit >> (GLuint) (span->x % 32);
+
+ for (i = 0; i < span->end; i++) {
+ if ((m & stipple) == 0) {
+ mask[i] = 0;
+ }
+ m = m >> 1;
+ if (m == 0) {
+ m = highbit;
}
}
+ span->writeAll = GL_FALSE;
+}
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
- return;
+
+/**
+ * Clip a pixel span to the current buffer/window boundaries:
+ * DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish
+ * window clipping and scissoring.
+ * Return: GL_TRUE some pixels still visible
+ * GL_FALSE nothing visible
+ */
+static GLuint
+clip_span( GLcontext *ctx, struct sw_span *span )
+{
+ const GLint xmin = ctx->DrawBuffer->_Xmin;
+ const GLint xmax = ctx->DrawBuffer->_Xmax;
+ const GLint ymin = ctx->DrawBuffer->_Ymin;
+ const GLint ymax = ctx->DrawBuffer->_Ymax;
+
+ if (span->arrayMask & SPAN_XY) {
+ /* arrays of x/y pixel coords */
+ const GLint *x = span->array->x;
+ const GLint *y = span->array->y;
+ const GLint n = span->end;
+ GLubyte *mask = span->array->mask;
+ GLint i;
+ 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);
+ }
}
+ else {
+ /* 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);
+ }
+ }
+ return GL_TRUE; /* some pixels visible */
}
+ else {
+ /* horizontal span of pixels */
+ const GLint x = span->x;
+ const GLint y = span->y;
+ const GLint n = span->end;
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- }
+ /* Trivial rejection tests */
+ if (y < ymin || y >= ymax || x + n <= xmin || x >= xmax) {
+ span->end = 0;
+ return GL_FALSE; /* all pixels clipped */
+ }
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
+ /* Clip to the left */
+ if (x < xmin) {
+ ASSERT(x + n > xmin);
+ span->writeAll = GL_FALSE;
+ _mesa_bzero(span->array->mask, (xmin - x) * sizeof(GLubyte));
}
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
- return;
- }
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
+ /* Clip to right */
+ if (x + n > xmax) {
+ ASSERT(x < xmax);
+ span->end = xmax - x;
+ }
- if (ctx->Color.DrawBuffer == GL_NONE) {
- /* write no pixels */
- return;
+ return GL_TRUE; /* some pixels visible */
}
+}
- if (ctx->Fog.Enabled
- || ctx->Color.IndexLogicOpEnabled
- || ctx->Color.IndexMask != 0xffffffff) {
- /* different index per pixel */
- GLuint indexes[MAX_WIDTH];
- for (i = 0; i < n; i++) {
- indexes[i] = index;
- }
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, n, fog, indexes );
- else
- _mesa_depth_fog_ci_pixels( ctx, n, z, indexes );
- }
- if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, n, x, y, indexes, mask );
- }
+/**
+ * Draw to more than one color buffer (or none).
+ */
+static void
+multi_write_index_span( GLcontext *ctx, struct sw_span *span )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint bufferBit;
+
+ /* loop over four possible dest color buffers */
+ for (bufferBit = 1; bufferBit <= 8; bufferBit <<= 1) {
+ if (bufferBit & ctx->Color._DrawDestMask) {
+ GLuint indexTmp[MAX_WIDTH];
+ ASSERT(span->end < MAX_WIDTH);
+
+ /* Set the current read/draw buffer */
+ 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 (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* draw to zero or two or more buffers */
- multi_write_index_span( ctx, n, x, y, indexes, mask );
- }
- else {
- /* normal situation: draw to exactly one buffer */
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, n, x, y, indexes, mask );
+ _swrast_logicop_ci_span(ctx, span, indexTmp);
}
- if (ctx->Color.IndexMask == 0) {
- return;
+
+ if (ctx->Color.IndexMask != 0xffffffff) {
+ _swrast_mask_index_span(ctx, span, indexTmp);
}
- else if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, n, x, y, indexes );
+
+ if (span->arrayMask & SPAN_XY) {
+ /* array of pixel coords */
+ (*swrast->Driver.WriteCI32Pixels)(ctx, span->end,
+ 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->array->mask);
}
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, indexes, mask );
- }
- }
- else {
- /* same color index for all pixels */
- ASSERT(!ctx->Color.IndexLogicOpEnabled);
- ASSERT(ctx->Color.IndexMask == 0xffffffff);
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* draw to zero or two or more buffers */
- GLuint indexes[MAX_WIDTH];
- for (i = 0; i < n; i++)
- indexes[i] = index;
- multi_write_index_span( ctx, n, x, y, indexes, mask );
- }
- else {
- /* normal situation: draw to exactly one buffer */
- (*ctx->Driver.WriteMonoCISpan)( ctx, n, x, y, index, mask );
}
}
-}
+ /* restore default dest buffer */
+ _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.
*/
-static void multi_write_rgba_span( GLcontext *ctx, GLuint n,
- GLint x, GLint y, CONST GLchan rgba[][4],
- const GLubyte mask[] )
+static void
+multi_write_rgba_span( GLcontext *ctx, struct sw_span *span )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLuint bufferBit;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ ASSERT(colorMask != 0x0);
+
if (ctx->Color.DrawBuffer == GL_NONE)
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(n < MAX_WIDTH);
+ 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, rgba, 4 * n * sizeof(GLchan) );
+ MEMCPY( rgbaTmp, span->array->rgba, 4 * span->end * sizeof(GLchan) );
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgbaTmp, mask );
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, rgbaTmp);
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgbaTmp, mask );
- }
- if (colorMask == 0x0) {
- break;
+ _swrast_blend_span(ctx, span, rgbaTmp);
}
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgbaTmp );
+
+ if (colorMask != 0xffffffff) {
+ _swrast_mask_rgba_span(ctx, span, rgbaTmp);
}
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) rgbaTmp, mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
- (const GLchan (*)[4])rgbaTmp, mask );
+ if (span->arrayMask & SPAN_XY) {
+ /* array of pixel coords */
+ (*swrast->Driver.WriteRGBAPixels)(ctx, span->end,
+ span->array->x, span->array->y,
+ (const GLchan (*)[4]) rgbaTmp,
+ 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]) rgbaTmp,
+ span->array->mask);
+ }
+ }
+ else {
+ /* horizontal run of pixels */
+ (*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) rgbaTmp,
+ span->array->mask);
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) rgbaTmp,
+ span->array->mask);
+ }
}
}
}
/* restore default dest buffer */
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer );
+ _swrast_use_draw_buffer(ctx);
}
-void gl_write_rgba_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfixed *fog,
- GLchan rgbaIn[][4],
- GLenum primitive )
+/**
+ * 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
+_swrast_write_index_span( GLcontext *ctx, struct sw_span *span)
{
- const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT |
- LOGIC_OP_BIT | TEXTURE_BIT;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4];
- const GLubyte *Null = 0;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint origInterpMask = span->interpMask;
+ const GLuint origArrayMask = span->arrayMask;
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+ 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);
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
- if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
- || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY( rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan) );
- rgba = rgbaBackup;
+ if (span->arrayMask & SPAN_MASK) {
+ /* mask was initialized by caller, probably glBitmap */
+ span->writeAll = GL_FALSE;
}
else {
- rgba = rgbaIn;
+ MEMSET(span->array->mask, 1, span->end);
+ span->writeAll = GL_TRUE;
}
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
- return;
+ /* Clipping */
+ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
+ if (!clip_span(ctx, span)) {
+ return;
}
- write_all = GL_FALSE;
}
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
+ /* Depth bounds test */
+ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) {
+ if (!_swrast_depth_bounds_test(ctx, span)) {
+ return;
+ }
}
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
- return;
+#ifdef DEBUG
+ if (span->arrayMask & SPAN_XY) {
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ 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);
+ }
}
- write_all = GL_FALSE;
}
+#endif
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
+ /* Polygon Stippling */
+ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
+ stipple_polygon_span(ctx, span);
}
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
+
+ /* Depth test and stencil */
+ if (ctx->Depth.Test || ctx->Stencil.Enabled) {
+ if (span->interpMask & SPAN_Z)
+ _swrast_span_interpolate_z(ctx, span);
+
+ if (ctx->Stencil.Enabled) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
+ return;
+ }
}
- if (m < n) {
- write_all = GL_FALSE;
+ else {
+ ASSERT(ctx->Depth.Test);
+ if (!_swrast_depth_test_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
+ return;
+ }
}
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
- /* Per-pixel fog */
+#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 */
+ span->arrayMask = origArrayMask;
+ return;
+ }
+
+ /* Interpolate the color indexes if needed */
+ if (span->interpMask & SPAN_INDEX) {
+ interpolate_indexes(ctx, span);
+ /* clear the bit - this allows the WriteMonoCISpan optimization below */
+ span->interpMask &= ~SPAN_INDEX;
+ }
+
+ /* Fog */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _swrast_fog_ci_span(ctx, span);
+ }
+
+ /* Antialias coverage application */
+ if (span->arrayMask & SPAN_COVERAGE) {
+ GLuint i;
+ GLuint *index = span->array->index;
+ GLfloat *coverage = span->array->coverage;
+ for (i = 0; i < span->end; i++) {
+ ASSERT(coverage[i] < 16);
+ index[i] = (index[i] & ~0xf) | ((GLuint) coverage[i]);
+ }
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
+ /* draw to zero or two or more buffers */
+ multi_write_index_span(ctx, span);
}
else {
- /* normal: write to exactly one buffer */
- /* logic op or blending */
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
-
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ /* normal situation: draw to exactly one buffer */
+ if (ctx->Color.IndexLogicOpEnabled) {
+ _swrast_logicop_ci_span(ctx, span, span->array->index);
}
- /* Color component masking */
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ if (ctx->Color.IndexMask != 0xffffffff) {
+ _swrast_mask_index_span(ctx, span, span->array->index);
}
/* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) rgba,
- write_all ? Null : mask );
-
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba,
- write_all ? Null : mask );
+ if (span->arrayMask & SPAN_XY) {
+ /* array of pixel coords */
+ if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) {
+ /* all pixels have same color index */
+ (*swrast->Driver.WriteMonoCIPixels)(ctx, span->end,
+ span->array->x, span->array->y,
+ FixedToInt(span->index),
+ span->array->mask);
+ }
+ else {
+ (*swrast->Driver.WriteCI32Pixels)(ctx, span->end, span->array->x,
+ span->array->y, span->array->index,
+ span->array->mask );
+ }
+ }
+ else {
+ /* horizontal run of pixels */
+ if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) {
+ /* all pixels have same color index */
+ (*swrast->Driver.WriteMonoCISpan)(ctx, span->end, span->x, span->y,
+ FixedToInt(span->index),
+ span->array->mask);
+ }
+ else {
+ (*swrast->Driver.WriteCI32Span)(ctx, span->end, span->x, span->y,
+ span->array->index,
+ span->array->mask);
+ }
}
}
-}
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
+}
-/*
- * Write a horizontal span of color pixels to the frame buffer.
- * The color is initially constant for the whole span.
- * Alpha-testing, stenciling, depth-testing, and blending are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * r, g, b, a - the color of the pixels
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
+/**
+ * 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 gl_write_monocolor_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfixed fog[],
- const GLchan color[4],
- GLenum primitive )
+void
+_swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
{
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLchan rgba[MAX_WIDTH][4];
- const GLubyte *Null = 0;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
+ const GLuint origInterpMask = span->interpMask;
+ const GLuint origArrayMask = span->arrayMask;
+ 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);
+ 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->array->mask, 1, span->end);
+ span->writeAll = GL_TRUE;
+ }
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+ /* Determine if we have mono-chromatic colors */
+ monoColor = (span->interpMask & SPAN_RGBA) &&
+ span->redStep == 0 && span->greenStep == 0 &&
+ span->blueStep == 0 && span->alphaStep == 0;
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
- return;
+ /* Clipping */
+ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
+ if (!clip_span(ctx, span)) {
+ return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
- 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) {
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ 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);
+ }
}
- write_all = GL_FALSE;
}
+#endif
/* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
+ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
+ stipple_polygon_span(ctx, span);
}
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = color[ACOMP];
+ /* 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 (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
- return;
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
}
- write_all = GL_FALSE;
+ if ((span->interpMask & SPAN_TEXTURE)
+ && (span->arrayMask & SPAN_TEXTURE) == 0)
+ interpolate_texcoords(ctx, span);
+ _swrast_exec_fragment_program(ctx, span);
+ monoColor = GL_FALSE;
}
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
+ /* Do the alpha test */
+ if (ctx->Color.AlphaEnabled) {
+ if (!_swrast_alpha_test(ctx, span)) {
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
return;
}
- write_all = GL_FALSE;
}
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
+
+ /* Stencil and Z testing */
+ if (ctx->Stencil.Enabled || ctx->Depth.Test) {
+ if (span->interpMask & SPAN_Z)
+ _swrast_span_interpolate_z(ctx, span);
+
+ if (ctx->Stencil.Enabled) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
+ return;
+ }
}
- if (m < n) {
- write_all = GL_FALSE;
+ else {
+ ASSERT(ctx->Depth.Test);
+ ASSERT(span->arrayMask & SPAN_Z);
+ /* regular depth testing */
+ 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 (ctx->Color.DrawBuffer == GL_NONE) {
- /* write no pixels */
+#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;
+ span->arrayMask = origArrayMask;
return;
}
- if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
- (swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
- /* assign same color to each pixel */
- for (i = 0; i < n; i++) {
- if (mask[i]) {
- COPY_CHAN4(rgba[i], color);
- }
- }
+ /* Now we may need to interpolate the colors */
+ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) {
+ interpolate_colors(ctx, span);
+ /* clear the bit - this allows the WriteMonoCISpan optimization below */
+ span->interpMask &= ~SPAN_RGBA;
+ }
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
+ /* Fog */
+ if (swrast->_FogEnabled) {
+ _swrast_fog_rgba_span(ctx, span);
+ monoColor = GL_FALSE;
+ }
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba, mask );
+ /* Antialias coverage application */
+ if (span->arrayMask & SPAN_COVERAGE) {
+ 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] * coverage[i]);
}
- else {
- /* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
- }
-
- /* Color component masking */
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
- }
+ monoColor = GL_FALSE;
+ }
- /* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) rgba,
- write_all ? Null : mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba,
- write_all ? Null : mask );
- }
- }
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
+ multi_write_rgba_span(ctx, span);
}
else {
- /* same color for all pixels */
- ASSERT(!ctx->Color.BlendEnabled);
- ASSERT(!ctx->Color.ColorLogicOpEnabled);
+ /* normal: write to exactly one buffer */
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, span->array->rgba);
+ monoColor = GL_FALSE;
+ }
+ else if (ctx->Color.BlendEnabled) {
+ _swrast_blend_span(ctx, span, span->array->rgba);
+ monoColor = GL_FALSE;
+ }
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- for (i = 0; i < n; i++) {
- if (mask[i]) {
- COPY_CHAN4(rgba[i], color);
+ /* Color component masking */
+ if (colorMask != 0xffffffff) {
+ _swrast_mask_rgba_span(ctx, span, span->array->rgba);
+ monoColor = GL_FALSE;
+ }
+
+ /* write pixels */
+ if (span->arrayMask & SPAN_XY) {
+ /* array of pixel coords */
+ 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);
}
}
- multi_write_rgba_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba, mask );
}
else {
- (*ctx->Driver.WriteMonoRGBASpan)( ctx, n, x, y, color, mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_mono_alpha_span( ctx, n, x, y, (GLchan) color[ACOMP],
- write_all ? Null : mask );
+ /* horizontal run of pixels */
+ 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.WriteMonoRGBASpan)(ctx, span->end, span->x,
+ 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->array->rgba,
+ span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _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);
+ }
}
}
}
-}
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
+}
-/*
+/**
* Add specular color to base color. This is used only when
* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
-static void add_colors(GLuint n, GLchan rgba[][4], CONST GLchan specular[][4] )
+static void
+add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] )
{
GLuint i;
for (i = 0; i < n; i++) {
+#if CHAN_TYPE == GL_FLOAT
+ /* no clamping */
+ rgba[i][RCOMP] += specular[i][RCOMP];
+ rgba[i][GCOMP] += specular[i][GCOMP];
+ rgba[i][BCOMP] += specular[i][BCOMP];
+#else
GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
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
}
}
-/*
- * Write a horizontal span of textured pixels to the frame buffer.
- * The color of each pixel is different.
- * Alpha-testing, stenciling, depth-testing, and blending are done
- * as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * s, t - array of (s,t) texture coordinates for each pixel
- * lambda - array of texture lambda values
- * rgba - array of [n] color components
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
+/**
+ * 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 gl_write_texture_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfixed fog[],
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], GLfloat lambda[],
- GLchan rgbaIn[][4], CONST GLchan spec[][4],
- GLenum primitive )
+void
+_swrast_write_texture_span( GLcontext *ctx, struct sw_span *span)
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
- const GLubyte *Null = 0;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint origInterpMask = span->interpMask;
+ const GLuint origArrayMask = span->arrayMask;
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+ 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._EnabledCoordUnits || ctx->FragmentProgram._Enabled);
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
+ /*
+ printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);
+ */
-
- if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan));
- rgba = rgbaBackup;
+ if (span->arrayMask & SPAN_MASK) {
+ /* mask was initialized by caller, probably glBitmap */
+ span->writeAll = GL_FALSE;
}
else {
- rgba = rgbaIn;
+ MEMSET(span->array->mask, 1, span->end);
+ span->writeAll = GL_TRUE;
}
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
+ /* Clipping */
+ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
+ if (!clip_span(ctx, span)) {
return;
}
- write_all = GL_FALSE;
}
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Texture with alpha test*/
- if (ctx->Color.AlphaEnabled) {
- /* Texturing without alpha is done after depth-testing which
- gives a potential speed-up. */
- ASSERT(ctx->Texture._ReallyEnabled);
- gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
-
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
- return;
+#ifdef DEBUG
+ if (span->arrayMask & SPAN_XY) {
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ 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);
+ }
}
- write_all = GL_FALSE;
}
+#endif
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
+ /* Polygon Stippling */
+ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
+ stipple_polygon_span(ctx, span);
}
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
- /* Texture without alpha test */
- if (! ctx->Color.AlphaEnabled) {
- ASSERT(ctx->Texture._ReallyEnabled);
- gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
- }
+ /* Need texture coordinates now */
+ if ((span->interpMask & SPAN_TEXTURE)
+ && (span->arrayMask & SPAN_TEXTURE) == 0)
+ interpolate_texcoords(ctx, span);
- /* Add base and specular colors */
- if (spec &&
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
+ /* Texture with alpha test */
+ if (ctx->Color.AlphaEnabled) {
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
+ /* Now we need the rgba array, fill it in if needed */
+ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
+ interpolate_colors(ctx, span);
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
- }
- else {
- /* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
- }
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
}
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? Null : mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4]) rgba,
- write_all ? Null : mask );
+ /* Texturing without alpha is done after depth-testing which
+ * gives a potential speed-up.
+ */
+ if (ctx->FragmentProgram._Enabled)
+ _swrast_exec_fragment_program( ctx, span );
+ else
+ _swrast_texture_span( ctx, span );
+
+ /* Do the alpha test */
+ 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)
+ _swrast_span_interpolate_z(ctx, span);
-/*
- * As above but perform multiple stages of texture application.
- */
-void
-gl_write_multitexture_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLdepth z[],
- const GLfixed fog[],
- CONST GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
- CONST GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
- CONST GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat lambda[][MAX_WIDTH],
- GLchan rgbaIn[MAX_TEXTURE_UNITS][4],
- CONST GLchan spec[MAX_TEXTURE_UNITS][4],
- GLenum primitive )
-{
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
- GLuint i;
- const GLubyte *Null = 0;
- const GLuint texUnits = ctx->Const.MaxTextureUnits;
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
- return;
+ if (ctx->Stencil.Enabled) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
+ return;
+ }
+ }
+ else {
+ ASSERT(ctx->Depth.Test);
+ ASSERT(span->arrayMask & SPAN_Z);
+ /* regular depth testing */
+ if (!_swrast_depth_test_span(ctx, span)) {
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
+ return;
+ }
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
+ /* if we get here, some fragments passed the depth test */
+ ctx->OcclusionResult = GL_TRUE;
- if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)
- || texUnits > 1) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan));
- rgba = rgbaBackup;
- }
- else {
- rgba = rgbaIn;
+#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
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
- return;
- }
- write_all = GL_FALSE;
+ /* 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;
}
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
+ /* Texture without alpha test */
+ if (!ctx->Color.AlphaEnabled) {
- /* Texture with alpha test*/
- if (ctx->Color.AlphaEnabled) {
- /* Texturing without alpha is done after depth-testing which
- * gives a potential speed-up.
- */
- ASSERT(ctx->Texture._ReallyEnabled);
- for (i = 0; i < texUnits; i++)
- gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
-
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
- return;
- }
- write_all = GL_FALSE;
- }
+ /* Now we need the rgba array, fill it in if needed */
+ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
+ interpolate_colors(ctx, span);
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
+ 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 );
}
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
+ ASSERT(span->arrayMask & SPAN_RGBA);
- /* Texture without alpha test */
- if (! ctx->Color.AlphaEnabled) {
- ASSERT(ctx->Texture._ReallyEnabled);
- for (i = 0; i < texUnits; i++)
- gl_texture_pixels( ctx, i, n, s[i], t[i], u[i],
- lambda[i], rgbaIn, rgba );
+ /* Add base and specular colors */
+ if (ctx->Fog.ColorSumEnabled ||
+ (ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+ ASSERT(span->arrayMask & SPAN_SPEC);
+ add_colors( span->end, span->array->rgba, span->array->spec );
}
- /* Add base and specular colors */
- if (spec &&
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
+ /* Fog */
+ if (swrast->_FogEnabled) {
+ _swrast_fog_rgba_span(ctx, span);
+ }
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ /* Antialias coverage application */
+ if (span->arrayMask & SPAN_COVERAGE) {
+ 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] * coverage[i]);
+ }
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
+ multi_write_rgba_span(ctx, span);
}
else {
/* normal: write to exactly one buffer */
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
-
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask );
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, span->array->rgba);
}
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ else if (ctx->Color.BlendEnabled) {
+ _swrast_blend_span(ctx, span, span->array->rgba);
}
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ /* Color component masking */
+ if (colorMask != 0xffffffff) {
+ _swrast_mask_rgba_span(ctx, span, span->array->rgba);
}
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? Null : mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? Null : mask );
+ /* 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) {
+ _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->array->rgba,
+ span->writeAll ? NULL : span->array->mask);
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _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 gl_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
- GLuint n, GLint x, GLint y,
- GLchan rgba[][4] )
+void
+_swrast_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
+ GLuint n, GLint x, GLint y, GLchan rgba[][4] )
{
- if (y < 0 || y >= buffer->Height
- || x + (GLint) n < 0 || x >= buffer->Width) {
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ 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;
length = (GLint) n;
}
- (*ctx->Driver.ReadRGBASpan)( ctx, length, x + skip, y, rgba + skip );
+ (*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 gl_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
- GLuint n, GLint x, GLint y, GLuint indx[] )
+void
+_swrast_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
+ GLuint n, GLint x, GLint y, GLuint indx[] )
{
- if (y < 0 || y >= buffer->Height
- || x + (GLint) n < 0 || x >= buffer->Width) {
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ 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;
length = (GLint) n;
}
- (*ctx->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip );
+ (*swrast->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip );
}
}