-/* $Id: s_span.c,v 1.20 2001/12/17 04:54:35 brianp Exp $ */
+/* $Id: s_span.c,v 1.28 2002/01/31 00:27:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2002 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 "s_stencil.h"
#include "s_texture.h"
-INLINE
-static void SET_MASK_TO_ONE(struct sw_span *span) {
- SW_SPAN_SET_FLAG(span->filledMask);
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(span->mask, 1, span->end);
+
+/*
+ * Init span's Z interpolation values to the RasterPos Z.
+ * Used during setup for glDraw/CopyPixels.
+ */
+void
+_mesa_span_default_z( GLcontext *ctx, struct sw_span *span )
+{
+ if (ctx->Visual.depthBits <= 16)
+ span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax);
+ else
+ span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax);
+ span->zStep = 0;
+ span->interpMask |= SPAN_Z;
}
/*
- * Apply the current polygon stipple pattern to a span of pixels.
+ * Init span's fog interpolation values to the RasterPos fog.
+ * Used during setup for glDraw/CopyPixels.
+ */
+void
+_mesa_span_default_fog( GLcontext *ctx, struct sw_span *span )
+{
+ if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
+ span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterFogCoord);
+ else
+ span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ span->fogStep = 0;
+ span->interpMask |= SPAN_FOG;
+}
+
+
+/*
+ * Init span's color or index interpolation values to the RasterPos color.
+ * Used during setup for glDraw/CopyPixels.
*/
+void
+_mesa_span_default_color( GLcontext *ctx, struct sw_span *span )
+{
+ 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;
+ }
+ else {
+ span->index = IntToFixed(ctx->Current.RasterIndex);
+ span->indexStep = 0;
+ span->interpMask |= SPAN_INDEX;
+ }
+}
+
+
+/* Fill in the span.color.rgba array from the interpolation values */
static void
-old_stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLubyte mask[] )
+interpolate_colors(GLcontext *ctx, struct sw_span *span)
{
- const GLuint highbit = 0x80000000;
- GLuint i, m, stipple;
+ GLfixed r = span->red;
+ GLfixed g = span->green;
+ GLfixed b = span->blue;
+ GLfixed a = span->alpha;
+ const GLint dr = span->redStep;
+ const GLint dg = span->greenStep;
+ const GLint db = span->blueStep;
+ const GLint da = span->alphaStep;
+ const GLuint n = span->end;
+ GLchan (*rgba)[4] = span->color.rgba;
+ GLuint i;
- stipple = ctx->PolygonStipple[y % 32];
- m = highbit >> (GLuint) (x % 32);
+ ASSERT(span->interpMask & SPAN_RGBA);
- for (i = 0; i < n; i++) {
- if ((m & stipple) == 0) {
- mask[i] = 0;
+ if (span->interpMask & SPAN_FLAT) {
+ /* constant color */
+ GLchan color[4];
+ color[RCOMP] = FixedToChan(r);
+ color[GCOMP] = FixedToChan(g);
+ color[BCOMP] = FixedToChan(b);
+ color[ACOMP] = FixedToChan(a);
+ for (i = 0; i < n; i++) {
+ COPY_CHAN4(span->color.rgba[i], color);
}
- m = m >> 1;
- if (m == 0) {
- m = highbit;
+ }
+ else {
+ /* interpolate */
+ 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;
}
-/*
- * Apply the current polygon stipple pattern to a span of pixels.
- */
+
+/* Fill in the span.color.index array from the interpolation values */
static void
-stipple_polygon_span( GLcontext *ctx, struct sw_span *span)
+interpolate_indexes(GLcontext *ctx, struct sw_span *span)
{
- const GLuint highbit = 0x80000000;
- GLuint i, m, stipple;
-
- ASSERT (span->filledMask == GL_TRUE);
-
- stipple = ctx->PolygonStipple[span->y % 32];
- m = highbit >> (GLuint) (span->x % 32);
+ GLfixed index = span->index;
+ const GLint indexStep = span->indexStep;
+ const GLuint n = span->end;
+ GLuint *indexes = span->color.index;
+ GLuint i;
+ ASSERT(span->interpMask & SPAN_INDEX);
- for (i = 0; i < span->end; i++) {
- if ((m & stipple) == 0) {
- span->mask[i] = 0;
+ if ((span->interpMask & SPAN_FLAT) || (indexStep == 0)) {
+ /* constant color */
+ index = FixedToInt(index);
+ for (i = 0; i < n; i++) {
+ indexes[i] = index;
}
- m = m >> 1;
- if (m == 0) {
- m = highbit;
+ }
+ else {
+ /* interpolate */
+ for (i = 0; i < n; i++) {
+ indexes[i] = FixedToInt(index);
+ index += indexStep;
}
}
- span->write_all = GL_FALSE;
+ span->arrayMask |= SPAN_INDEX;
}
+/* Fill in the span.specArray 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->specArray[i][RCOMP] = r;
+ span->specArray[i][GCOMP] = g;
+ span->specArray[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->specArray[i][RCOMP] = FixedToChan(r);
+ span->specArray[i][GCOMP] = FixedToChan(g);
+ span->specArray[i][BCOMP] = FixedToChan(b);
+ r += span->specRedStep;
+ g += span->specGreenStep;
+ b += span->specBlueStep;
+ }
+ }
+ span->arrayMask |= SPAN_SPEC;
+}
+
-/*
- * 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
- */
-static GLuint
-old_clip_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[] )
+/* Fill in the span.zArray array from the interpolation values */
+static void
+interpolate_z(GLcontext *ctx, struct sw_span *span)
{
- /* Clip to top and bottom */
- if (y < 0 || y >= ctx->DrawBuffer->Height) {
- return 0;
+ const GLuint n = span->end;
+ GLuint i;
+
+ ASSERT(span->interpMask & SPAN_Z);
+
+ if (ctx->Visual.depthBits <= 16) {
+ GLfixed zval = span->z;
+ for (i = 0; i < n; i++) {
+ span->zArray[i] = FixedToInt(zval);
+ zval += span->zStep;
+ }
+ }
+ else {
+ /* Deep Z buffer, no fixed->int shift */
+ GLfixed zval = span->z;
+ for (i = 0; i < n; i++) {
+ span->zArray[i] = zval;
+ zval += span->zStep;
+ }
}
+ span->arrayMask |= SPAN_Z;
+}
- /* Clip to the left */
- if (x < 0) {
- if (x + n <= 0) {
- /* completely off left side */
- return 0;
+
+
+/* Fill in the span.texcoords array from the interpolation values */
+static void
+interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
+{
+ ASSERT(span->interpMask & SPAN_TEXTURE);
+
+ if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
+ if (span->interpMask & SPAN_LAMBDA) {
+ /* multitexture, lambda */
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const GLfloat ds = span->texStep[u][0];
+ const GLfloat dt = span->texStep[u][1];
+ const GLfloat dr = span->texStep[u][2];
+ const GLfloat dq = span->texStep[u][3];
+ GLfloat s = span->tex[u][0];
+ GLfloat t = span->tex[u][1];
+ GLfloat r = span->tex[u][2];
+ GLfloat q = span->tex[u][3];
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ span->texcoords[u][i][0] = s * invQ;
+ span->texcoords[u][i][1] = t * invQ;
+ span->texcoords[u][i][2] = r * invQ;
+ span->lambda[u][i] = (GLfloat)
+ (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F);
+ s += ds;
+ t += dt;
+ r += dr;
+ q += dq;
+ }
+ }
+ }
+ span->arrayMask |= SPAN_LAMBDA;
}
else {
- /* partially off left side */
- BZERO(mask, -x * sizeof(GLubyte));
+ /* multitexture, no lambda */
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const GLfloat ds = span->texStep[u][0];
+ const GLfloat dt = span->texStep[u][1];
+ const GLfloat dr = span->texStep[u][2];
+ const GLfloat dq = span->texStep[u][3];
+ GLfloat s = span->tex[u][0];
+ GLfloat t = span->tex[u][1];
+ GLfloat r = span->tex[u][2];
+ GLfloat q = span->tex[u][3];
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ span->texcoords[u][i][0] = s * invQ;
+ span->texcoords[u][i][1] = t * invQ;
+ span->texcoords[u][i][2] = r * invQ;
+ s += ds;
+ t += dt;
+ r += dr;
+ q += dq;
+ }
+ }
+ }
}
}
-
- /* Clip to right */
- if (x + n > ctx->DrawBuffer->Width) {
- if (x >= ctx->DrawBuffer->Width) {
- /* completely off right side */
- return 0;
+ else {
+ if (span->interpMask & SPAN_LAMBDA) {
+ /* just texture unit 0, with lambda */
+ const GLfloat ds = span->texStep[0][0];
+ const GLfloat dt = span->texStep[0][1];
+ const GLfloat dr = span->texStep[0][2];
+ const GLfloat dq = span->texStep[0][3];
+ GLfloat s = span->tex[0][0];
+ GLfloat t = span->tex[0][1];
+ GLfloat r = span->tex[0][2];
+ GLfloat q = span->tex[0][3];
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ span->texcoords[0][i][0] = s * invQ;
+ span->texcoords[0][i][1] = t * invQ;
+ span->texcoords[0][i][2] = r * invQ;
+ span->lambda[0][i] = (GLfloat)
+ (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F);
+ s += ds;
+ t += dt;
+ r += dr;
+ q += dq;
+ }
+ span->arrayMask |= SPAN_LAMBDA;
}
else {
- /* partially off right side */
- return ctx->DrawBuffer->Width - x;
+ /* just texture 0, witout lambda */
+ const GLfloat ds = span->texStep[0][0];
+ const GLfloat dt = span->texStep[0][1];
+ const GLfloat dr = span->texStep[0][2];
+ const GLfloat dq = span->texStep[0][3];
+ GLfloat s = span->tex[0][0];
+ GLfloat t = span->tex[0][1];
+ GLfloat r = span->tex[0][2];
+ GLfloat q = span->tex[0][3];
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ span->texcoords[0][i][0] = s * invQ;
+ span->texcoords[0][i][1] = t * invQ;
+ span->texcoords[0][i][2] = r * invQ;
+ s += ds;
+ t += dt;
+ r += dr;
+ q += dq;
+ }
}
}
+}
+
+
+/*
+ * Apply the current polygon stipple pattern to a span of pixels.
+ */
+static void
+stipple_polygon_span( GLcontext *ctx, struct sw_span *span)
+{
+ const GLuint highbit = 0x80000000;
+ GLuint i, m, stipple;
+
+ stipple = ctx->PolygonStipple[span->y % 32];
+ m = highbit >> (GLuint) (span->x % 32);
- return n;
+ for (i = 0; i < span->end; i++) {
+ if ((m & stipple) == 0) {
+ span->mask[i] = 0;
+ }
+ m = m >> 1;
+ if (m == 0) {
+ m = highbit;
+ }
+ }
+ span->writeAll = GL_FALSE;
}
{
GLint x = span->x, y = span->y, n = span->end;
- ASSERT (span->filledMask == GL_TRUE);
-
/* Clip to top and bottom */
if (y < 0 || y >= ctx->DrawBuffer->Height) {
span->end = 0;
}
else {
/* partially off left side */
- span->write_all = GL_FALSE;
+ span->writeAll = GL_FALSE;
BZERO(span->mask, -x * sizeof(GLubyte));
return GL_TRUE;
}
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) {
+ if (ctx->Color.IndexMask != 0xffffffff) {
_mesa_mask_index_span( ctx, n, x, y, indexTmp );
}
(*swrast->Driver.WriteCI32Span)( ctx, n, x, y, indexTmp, mask );
/*
* 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,
/*
- * 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
- * fog - array of fog factor values in [0,1]
- * index - array of [n] color indexes
- * 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
-_old_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLuint indexIn[], const GLint coverage[],
- GLenum primitive )
+_mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
+ GLenum primitive)
{
- 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);
+ 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->interpMask & span->arrayMask) == 0);
+ MEMSET(span->mask, 1, span->end);
+ span->writeAll = GL_TRUE;
+
+ /* Window clipping */
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = old_clip_span(ctx,n,x,y,mask)) == 0) {
+ if (clip_span(ctx,span) == GL_FALSE) {
return;
}
}
- 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;
- }
-
-
- /* Do the scissor test */
+ /* Scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
}
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- old_stipple_polygon_span( ctx, n, x, y, mask );
+ stipple_polygon_span(ctx, span);
}
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_old_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
+ /* Depth test and stencil */
+ if (ctx->Depth.Test || ctx->Stencil.Enabled) {
+ if (span->interpMask & SPAN_Z)
+ interpolate_z(ctx, span);
+
+ if (ctx->Stencil.Enabled) {
+ if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) {
+ span->arrayMask = origArrayMask;
+ return;
+ }
+ }
+ else {
+ ASSERT(ctx->Depth.Test);
+ if (_mesa_depth_test_span(ctx, span) == 0) {
+ span->arrayMask = origArrayMask;
+ return;
+ }
}
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_old_depth_test_span( ctx, n, x, y, z, mask ) == 0)
- return;
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
- /* Per-pixel fog */
+ /* 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 */
+ /* XXX try to simplify the fog code! */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _old_fog_ci_pixels( ctx, n, fog, index );
+ if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_ci_pixels_with_array( ctx, span, span->fogArray,
+ span->color.index);
+ else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_ci_pixels( ctx, span, span->color.index);
else
- _old_depth_fog_ci_pixels( ctx, n, z, index );
+ _mesa_depth_fog_ci_pixels( ctx, span, span->color.index);
}
/* Antialias coverage application */
- if (coverage) {
+ if (span->arrayMask & SPAN_COVERAGE) {
GLuint i;
- for (i = 0; i < n; i++) {
- ASSERT(coverage[i] < 16);
- index[i] = (index[i] & ~0xf) | coverage[i];
+ GLuint *index = span->color.index;
+ for (i = 0; i < span->end; i++) {
+ ASSERT(span->coverage[i] < 16);
+ index[i] = (index[i] & ~0xf) | ((GLuint) (span->coverage[i]));
}
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
- multi_write_index_span( ctx, n, x, y, index, mask );
+ multi_write_index_span( ctx, span->end, span->x, span->y,
+ span->color.index, span->mask );
}
else {
/* normal situation: draw to exactly one buffer */
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, n, x, y, index, mask );
+ _mesa_logicop_ci_span( ctx, span->end, span->x, span->y,
+ span->color.index, span->mask );
}
- if (ctx->Color.IndexMask == 0) {
- return;
- }
- else if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, n, x, y, index );
+ if (ctx->Color.IndexMask != 0xffffffff) {
+ _mesa_mask_index_span( ctx, span->end, span->x, span->y,
+ span->color.index );
}
/* write pixels */
- (*swrast->Driver.WriteCI32Span)( ctx, n, x, y, index, mask );
+ 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->mask );
+ }
+ else {
+ (*swrast->Driver.WriteCI32Span)( ctx, span->end, span->x, span->y,
+ span->color.index, span->mask );
+ }
}
+
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
}
/*
- * Apply fragment processing to a span of RGBA fragments.
- * Input:
- * n - number of fragments in the span
- * x,y - location of first (left) fragment
- * fog - array of fog factor values in [0,1]
+ * 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
-_old_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLchan rgbaIn[][4], const GLfloat coverage[],
- GLenum primitive )
+_mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
+ GLenum primitive)
{
- 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];
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
+ const GLuint origInterpMask = span->interpMask;
+ const GLuint origArrayMask = span->arrayMask;
+ GLboolean monoColor;
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+ ASSERT((span->interpMask & span->arrayMask) == 0);
+ ASSERT((span->interpMask | span->arrayMask) & SPAN_RGBA);
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = old_clip_span( ctx,n,x,y,mask)) == 0) {
+ MEMSET(span->mask, 1, span->end);
+ span->writeAll = GL_TRUE;
+
+ /* Determine if we have mono-chromatic colors */
+ monoColor = (span->interpMask & SPAN_RGBA) &&
+ span->redStep == 0 && span->greenStep == 0 &&
+ span->blueStep == 0 && span->alphaStep == 0;
+
+ /* Window clipping */
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive == GL_BITMAP) {
+ if (clip_span(ctx, span) == GL_FALSE) {
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;
- }
- else {
- rgba = rgbaIn;
}
- /* Do the scissor test */
+ /* Scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if (!_mesa_scissor_span(ctx, span)) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
/* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- old_stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
+ if (ctx->Polygon.StippleFlag && primitive == GL_POLYGON) {
+ stipple_polygon_span(ctx, span);
}
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
+ if (!_mesa_alpha_test(ctx, span)) {
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
return;
}
- write_all = GL_FALSE;
}
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_old_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 = _old_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)
+ interpolate_z(ctx, span);
+
+ if (ctx->Stencil.Enabled) {
+ if (!_mesa_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 (!_mesa_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;
- /* Per-pixel fog */
+ /* can't abort span-writing until after occlusion testing */
+ if (colorMask == 0x0) {
+ span->interpMask = origInterpMask;
+ span->arrayMask = origArrayMask;
+ return;
+ }
+
+ /* 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;
+ }
+
+ /* Fog */
+ /* XXX try to simplify the fog code! */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _old_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _old_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels_with_array(ctx, span, span->fogArray,
+ span->color.rgba);
+ else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels(ctx, span, span->color.rgba);
+ else {
+ if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
+ interpolate_z(ctx, span);
+ _mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
+ }
+ monoColor = GL_FALSE;
}
/* Antialias coverage application */
- if (coverage) {
+ if (span->arrayMask & SPAN_COVERAGE) {
+ GLchan (*rgba)[4] = span->color.rgba;
GLuint i;
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
+ for (i = 0; i < span->end; i++) {
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
}
+ monoColor = GL_FALSE;
}
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->end, span->x, span->y,
+ (const GLchan (*)[4]) span->color.rgba,
+ span->mask );
}
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 );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y,
+ span->color.rgba, span->mask );
+ monoColor = GL_FALSE;
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ _mesa_blend_span( ctx, span->end, span->x, span->y,
+ span->color.rgba, span->mask );
+ monoColor = GL_FALSE;
}
/* Color component masking */
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ if (colorMask != 0xffffffff) {
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y,
+ span->color.rgba );
+ monoColor = GL_FALSE;
}
/* write pixels */
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : 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.WriteMonoRGBASpan)( ctx, span->end, span->x, span->y,
+ color, span->mask);
+ }
+ else {
+ (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) span->color.rgba,
+ span->writeAll ? ((const GLubyte *) NULL) : span->mask );
+ }
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
+ _mesa_write_alpha_span( ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) span->color.rgba,
+ span->writeAll ? ((const GLubyte *) NULL) : span->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], 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 color index pixels to the frame buffer.
- * Stenciling, Depth-testing, etc. are done as needed.
- * Input: 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
-_mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive )
+_mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
+ GLenum primitive )
{
- const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT | LOGIC_OP_BIT;
- GLuint indexBackup[MAX_WIDTH];
- GLuint *index; /* points to indexIn or indexBackup */
+ const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint origArrayMask = span->arrayMask;
+ ASSERT((span->interpMask & span->arrayMask) == 0);
+ ASSERT(ctx->Texture._ReallyEnabled);
- SET_MASK_TO_ONE(span);
-
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx,span) == GL_FALSE) {
- return;
- }
- }
-
- if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
- || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
- /* Make copy of color indexes */
- MEMCPY( indexBackup, span->color.index, span->end * sizeof(GLuint) );
- index = indexBackup;
- }
- else {
- index = span->color.index;
- }
-
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span(ctx, span);
- }
-
-
- /* I have to think where to put this!! */
- if (span->activeMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = zval;
- zval += span->zStep;
- }
- }
- }
-
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == 0)
- return;
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
- if (ctx->Color.DrawBuffer == GL_NONE) {
- /* write no pixels */
- return;
- }
-
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, span, index);
- else
- _mesa_depth_fog_ci_pixels( ctx, span, index);
- }
-
- /* Antialias coverage application */
-#if 0
- if (span->coverage) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- ASSERT(span->coverage[i] < 16);
- index[i] = (index[i] & ~0xf) | span->coverage[i];
- }
- }
-#endif
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* draw to zero or two or more buffers */
- multi_write_index_span( ctx, span->end, span->x, span->y,
- index, span->mask );
- }
- else {
- /* normal situation: draw to exactly one buffer */
- if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, span->end, span->x, span->y,
- index, span->mask );
- }
-
- if (ctx->Color.IndexMask == 0) {
- return;
- }
- else if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, span->end, span->x, span->y, index );
- }
-
- /* write pixels */
- (*swrast->Driver.WriteCI32Span)( ctx, span->end, span->x,
- span->y, index, span->mask );
- }
-}
-
-
-
-
-void
-_mesa_write_monoindex_span( GLcontext *ctx, struct sw_span *span,
- GLuint index, GLenum primitive )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint i;
-
+ /*
+ printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);
+ */
- SET_MASK_TO_ONE(span);
+ MEMSET(span->mask, 1, span->end);
+ span->writeAll = GL_TRUE;
+ /* clip against window bounds */
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx,span) == GL_FALSE) {
- return;
+ return;
}
}
- /* Do the scissor test */
+ /* Scissor test */
if (ctx->Scissor.Enabled) {
if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
stipple_polygon_span( ctx, span);
}
+ /* Need texture coordinates now */
+ if ((span->interpMask & SPAN_TEXTURE)
+ && (span->arrayMask & SPAN_TEXTURE) == 0)
+ interpolate_texcoords(ctx, span);
- /* I have to think where to put this!! */
- if (span->activeMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = zval;
- zval += span->zStep;
- }
- }
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span( ctx, span) == 0)
- return;
- }
+ /* Texture with alpha test */
+ if (ctx->Color.AlphaEnabled) {
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
+ /* 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->Color.DrawBuffer == GL_NONE) {
- /* write no pixels */
- return;
- }
+ /* Texturing without alpha is done after depth-testing which
+ * gives a potential speed-up.
+ */
+ _swrast_multitexture_fragments( ctx, span );
- if (ctx->Fog.Enabled
- || ctx->Color.IndexLogicOpEnabled
- || ctx->Color.IndexMask != 0xffffffff
-#if 0
- || span->coverage) {
-#else
- ) {
-#endif
- /* different index per pixel */
- GLuint indexes[MAX_WIDTH];
- for (i = 0; i < span->end; i++) {
- indexes[i] = index;
+ /* Do the alpha test */
+ if (!_mesa_alpha_test(ctx, span)) {
+ span->arrayMask = origArrayMask;
+ return;
}
+ }
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, span, indexes );
- else
- _mesa_depth_fog_ci_pixels( ctx, span, indexes );
- }
+ /* Stencil and Z testing */
+ if (ctx->Stencil.Enabled || ctx->Depth.Test) {
+ if (span->interpMask & SPAN_Z)
+ interpolate_z(ctx, span);
- /* Antialias coverage application */
-#if 0
- if (span->coverage) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- ASSERT(span->coverage[i] < 16);
- indexes[i] = (indexes[i] & ~0xf) | span->coverage[i];
+ if (ctx->Stencil.Enabled) {
+ if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
+ return;
}
}
-#endif
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* draw to zero or two or more buffers */
- multi_write_index_span( ctx, span->end, span->x, span->y, indexes, span->mask );
- }
else {
- /* normal situation: draw to exactly one buffer */
- if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, span->end, span->x, span->y, indexes, span->mask );
- }
- if (ctx->Color.IndexMask == 0) {
+ ASSERT(ctx->Depth.Test);
+ ASSERT(span->arrayMask & SPAN_Z);
+ /* regular depth testing */
+ if (!_mesa_depth_test_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
return;
}
- else if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, span->end, span->x, span->y, indexes );
- }
- (*swrast->Driver.WriteCI32Span)( ctx, span->end, span->x, span->y, indexes, span->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 < span->end; i++)
- indexes[i] = index;
- multi_write_index_span( ctx, span->end, span->x, span->y, indexes, span->mask );
- }
- else {
- /* normal situation: draw to exactly one buffer */
- (*swrast->Driver.WriteMonoCISpan)( ctx, span->end, span->x, span->y, index, span->mask );
- }
- }
-}
-
-
-
-/*
- * Apply fragment processing to a span of RGBA fragments.
- * Input:
- */
-void
-_mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive )
-{
- const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT |
- LOGIC_OP_BIT | TEXTURE_BIT;
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4];
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
-
- SET_MASK_TO_ONE(span);
-
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,span ) == GL_FALSE) {
- return;
}
}
+ /* if we get here, some fragments passed the depth test */
+ ctx->OcclusionResult = GL_TRUE;
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
- return;
- }
+ /* We had to wait until now to check for glColorMask(F,F,F,F) because of
+ * the occlusion test.
+ */
+ if (colorMask == 0x0) {
+ span->arrayMask = origArrayMask;
+ return;
}
+ /* Texture without alpha test */
+ if (!ctx->Color.AlphaEnabled) {
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, span);
- }
-
+ /* 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 ((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, span->color.rgba, 4 * span->end * sizeof(GLchan) );
- rgba = rgbaBackup;
- }
- else {
- rgba = span->color.rgba;
+ _swrast_multitexture_fragments( ctx, span );
}
+ ASSERT(span->arrayMask & SPAN_RGBA);
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4]) rgba, span->mask ) == 0) {
- return;
+ /* 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);
}
- span->write_all = GL_FALSE;
+ ASSERT(span->arrayMask & SPAN_SPEC);
+ add_colors( span->end, span->color.rgba, span->specArray );
}
- /* I have to think where to put this!! */
- if (span->activeMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
+ /* Fog */
+ /* XXX try to simplify the fog code! */
+ if (ctx->Fog.Enabled) {
+ if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray,
+ span->color.rgba);
+ else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels( ctx, span, span->color.rgba );
else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = zval;
- zval += span->zStep;
- }
+ if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
+ interpolate_z(ctx, span);
+ _mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
}
}
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == GL_FALSE)
- return;
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, span, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
- }
-
/* Antialias coverage application */
-#if 0
- if (span->coverage) {
+ if (span->arrayMask & SPAN_COVERAGE) {
+ GLchan (*rgba)[4] = span->color.rgba;
GLuint i;
for (i = 0; i < span->end; i++) {
rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
}
}
-#endif
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask );
+ multi_write_rgba_span( ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) span->color.rgba,
+ span->mask );
}
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, span->end, span->x, span->y, rgba, span->mask );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y,
+ span->color.rgba, span->mask );
}
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
+ else if (ctx->Color.BlendEnabled) {
+ _mesa_blend_span( ctx, span->end, span->x, span->y,
+ span->color.rgba, span->mask);
}
- /* Color component masking */
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
+ if (colorMask != 0xffffffff) {
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y,
+ span->color.rgba );
}
- /* write pixels */
(*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->write_all ? ((const GLubyte *) NULL) : span->mask );
-
+ (const GLchan (*)[4]) span->color.rgba,
+ span->writeAll ? NULL : span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->write_all ? ((const GLubyte *) NULL) : span->mask );
- }
- }
-}
-
-
-/*
- * 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: r, g, b, a - the color of the pixels
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- */
-void
-_mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span,
- const GLchan color[4], GLenum primitive )
-{
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLuint i;
- GLchan rgba[MAX_WIDTH][4];
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
-
- SET_MASK_TO_ONE(span);
-
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx,span) == GL_FALSE) {
- return;
- }
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, span);
- }
-
- /* Do the alpha test */
- if (ctx->Color.AlphaEnabled) {
- for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = color[ACOMP];
- }
- if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4])rgba, span->mask ) == 0) {
- return;
- }
- span->write_all = GL_FALSE;
- }
-
- /* I have to think where to put this!! */
- if (span->activeMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = zval;
- zval += span->zStep;
- }
+ (const GLchan (*)[4]) span->color.rgba,
+ span->writeAll ? NULL : span->mask );
}
}
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == 0)
- return;
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
- if (ctx->Color.DrawBuffer == GL_NONE) {
- /* write no pixels */
- return;
- }
+ span->arrayMask = origArrayMask;
+}
- if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
-#if 0
- (swrast->_RasterMask & (BLEND_BIT | FOG_BIT)) || coverage) {
-#else
- (swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
-#endif
- /* assign same color to each pixel */
- SW_SPAN_SET_FLAG(span->filledColor);
- for (i = 0; i < span->end; i++) {
- if (span->mask[i]) {
- COPY_CHAN4(rgba[i], color);
- }
- }
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, span, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
- }
-
- /* Antialias coverage application */
-#if 0
- if (span->coverage) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
- }
- }
-#endif
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba, span->mask );
- }
- else {
- /* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
-
- /* Color component masking */
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
- }
-
- /* write pixels */
- (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->write_all ? ((const GLubyte *) NULL) : span->mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->write_all ? ((const GLubyte *) NULL) : span->mask );
- }
- }
- }
- else {
- /* same color for all pixels */
- ASSERT(!ctx->Color.BlendEnabled);
- ASSERT(!ctx->Color.ColorLogicOpEnabled);
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- SW_SPAN_SET_FLAG(span->filledColor);
- for (i = 0; i < span->end; i++) {
- if (span->mask[i]) {
- COPY_CHAN4(rgba[i], color);
- }
- }
- multi_write_rgba_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba, span->mask );
- }
- else {
- (*swrast->Driver.WriteMonoRGBASpan)( ctx, span->end, span->x, span->y, color, span->mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_mono_alpha_span( ctx, span->end, span->x, span->y, (GLchan) color[ACOMP],
- span->write_all ? ((const GLubyte *) NULL) : span->mask );
- }
- }
- }
-}
-
-
-
-/*
- * Add specular color to base color. This is used only when
- * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
- */
-static void
-add_colors(CONST struct sw_span *span, GLchan rgba[][4])
-{
- GLuint i;
- ASSERT(span->filledSpecular == GL_TRUE);
- ASSERT(span->filledColor == GL_TRUE);
-
- for (i = 0; i < span->end; i++) {
-#if CHAN_TYPE == GL_FLOAT
- /* no clamping */
- rgba[i][RCOMP] += span->specular[i][RCOMP];
- rgba[i][GCOMP] += span->specular[i][GCOMP];
- rgba[i][BCOMP] += span->specular[i][BCOMP];
-#else
- GLint r = rgba[i][RCOMP] + span->specular[i][RCOMP];
- GLint g = rgba[i][GCOMP] + span->specular[i][GCOMP];
- GLint b = rgba[i][BCOMP] + span->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.
- * Depth-testing, stenciling, scissor-testing etc. should already
- * have been done,
- * only if alpha-testing is used, depth-testing is still done in this
- * function.
- * 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
- * mask - masked pixels
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- * Contributed by Klaus Niederkrueger.
- */
-static void
-masked_texture_span( GLcontext *ctx, struct sw_span *span)
-{
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
- rgba = rgbaBackup;
- }
- else {
- rgba = span->color.rgba;
- }
-
-
- ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, span, rgba );
-
-
- /* Texture with alpha test */
- if (ctx->Color.AlphaEnabled) {
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4]) rgba, span->mask ) == 0) {
- return;
- }
- span->write_all = GL_FALSE;
-
- /* Depth test usually in 'rasterize_span' but if alpha test
- needed, we have to wait for that test before depth test can
- be done. */
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == 0)
- return;
- }
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
-
- /* Add base and specular colors */
- if ((span->activeMask & SPAN_SPEC) && /* Is this right test ???*/
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors(span, rgba); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels(ctx, span, rgba);
- else
- _mesa_depth_fog_rgba_pixels(ctx, span, rgba);
- }
-
- /* Antialias coverage application */
-#if 0
- if (span->coverage) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
- }
- }
-#endif
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask );
- }
- else {
- /* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, (const GLchan (*)[4])rgba,
- span->write_all ? NULL : span->mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba,
- span->write_all ? NULL : span->mask );
- }
- }
-}
-
-
-/*
- * As above but perform multiple stages of texture application.
- * Contributed by Klaus Niederkrueger.
- */
-static void
-masked_multitexture_span( GLcontext *ctx, struct sw_span *span)
-{
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */
- GLuint i;
- const GLuint texUnits = ctx->Const.MaxTextureUnits;
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
-
- if ( (swrast->_RasterMask & MULTI_DRAW_BIT) || texUnits > 1) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
- rgba = rgbaBackup;
- }
- else {
- rgba = span->color.rgba;
- }
-
-
- ASSERT(ctx->Texture._ReallyEnabled);
- for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, span, rgba );
-
- /* Texture with alpha test */
- if (ctx->Color.AlphaEnabled) {
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4])rgba, span->mask ) == 0) {
- return;
- }
- span->write_all = GL_FALSE;
- /* Depth test usually in 'rasterize_span' but if alpha test
- needed, we have to wait for that test before depth test can
- be done. */
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == GL_FALSE)
- return;
- }
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
-
- /* Add base and specular colors */
- if ((span->activeMask & SPAN_SPEC) && /* Is this right test ???*/
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors(span, rgba); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, span, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
- }
-
- /* Antialias coverage application */
-#if 0
- if (span->coverage) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
- }
- }
-#endif
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask );
- }
- else {
- /* normal: write to exactly one buffer */
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
-
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
-
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, (const GLchan (*)[4])rgba,
- span->write_all ? NULL : span->mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4])rgba,
- span->write_all ? NULL : span->mask );
- }
- }
-}
-
-
-/*
- * Generate arrays of fragment colors, z, fog, texcoords, etc from a
- * triangle span object. Then call the span/fragment processsing
- * functions in s_span.[ch]. This is used by a bunch of the textured
- * triangle functions.
- * Contributed by Klaus Niederkrueger.
- */
-void
-_mesa_rasterize_span(GLcontext *ctx, struct sw_span *span)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- SET_MASK_TO_ONE(span);
-
-
- if (swrast->_RasterMask & WINCLIP_BIT) {
- if (clip_span(ctx, span) == GL_FALSE) {
- return;
- }
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag) {
- stipple_polygon_span( ctx, span );
- }
-
- /* I have to think where to put this!! */
- if (span->activeMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->depth[i] = zval;
- zval += span->zStep;
- }
- }
- }
-
- /* Correct order: texturing --> alpha test --> depth test. But if
- no alpha test needed, we can do here the depth test and
- potentially avoid some of the texturing (otherwise alpha test,
- depth test etc. happens in masked_texture_span(). */
- if (span->activeMask & SPAN_Z && !ctx->Color.AlphaEnabled) {
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span( ctx, span) == 0) {
- return;
- }
- }
- }
-
- if (span->activeMask & SPAN_RGBA) {
- ASSERT(span->filledColor == GL_FALSE);
- SW_SPAN_SET_FLAG(span->filledColor);
- if (span->activeMask & SPAN_FLAT) {
- GLuint i;
- 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 < span->end; i++) {
- COPY_CHAN4(span->color.rgba[i], color);
- }
- }
- else {
- /* smooth interpolation */
-#if CHAN_TYPE == GL_FLOAT
- GLfloat r = span->red;
- GLfloat g = span->green;
- GLfloat b = span->blue;
- GLfloat a = span->alpha;
-#else
- GLfixed r = span->red;
- GLfixed g = span->green;
- GLfixed b = span->blue;
- GLfixed a = span->alpha;
-#endif
- GLuint i;
- for (i = 0; i < span->end; i++) {
- span->color.rgba[i][RCOMP] = FixedToChan(r);
- span->color.rgba[i][GCOMP] = FixedToChan(g);
- span->color.rgba[i][BCOMP] = FixedToChan(b);
- span->color.rgba[i][ACOMP] = FixedToChan(a);
- r += span->redStep;
- g += span->greenStep;
- b += span->blueStep;
- a += span->alphaStep;
- }
- }
- }
-
- if (span->activeMask & SPAN_SPEC) {
- SW_SPAN_SET_FLAG(span->filledSpecular);
- if (span->activeMask & SPAN_FLAT) {
- 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->specular[i][RCOMP] = r;
- span->specular[i][GCOMP] = g;
- span->specular[i][BCOMP] = b;
- }
- }
- else {
- /* smooth interpolation */
-#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->specular[i][RCOMP] = FixedToChan(r);
- span->specular[i][GCOMP] = FixedToChan(g);
- span->specular[i][BCOMP] = FixedToChan(b);
- r += span->specRedStep;
- g += span->specGreenStep;
- b += span->specBlueStep;
- }
- }
- }
-
- if (span->activeMask & SPAN_INDEX) {
- SW_SPAN_SET_FLAG(span->filledColor);
- if (span->activeMask & SPAN_FLAT) {
- GLuint i;
- const GLint indx = FixedToInt(span->index);
- for (i = 0; i < span->end; i++) {
- span->color.index[i] = indx;
- }
- }
- else {
- /* smooth interpolation */
- GLuint i;
- GLfixed ind = span->index;
- for (i = 0; i < span->end; i++) {
- span->color.index[i] = FixedToInt(ind);
- ind += span->indexStep;
- }
- }
- }
-
- if (span->activeMask & SPAN_TEXTURE) {
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- /* multitexture */
- if (span->activeMask & SPAN_LAMBDA) {
- /* with lambda */
- GLuint u;
- /* multitexture, lambda */
- for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- 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;
- SW_SPAN_SET_FLAG(span->filledLambda[u]);
- SW_SPAN_SET_FLAG(span->filledTex[u]);
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- span->lambda[u][i] = (GLfloat)
- (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F);
- s += span->texStep[u][0];
- t += span->texStep[u][1];
- r += span->texStep[u][2];
- q += span->texStep[u][3];
- }
- }
- }
- }
- else {
- /* without lambda */
- GLuint u;
- /* multitexture, no lambda */
- for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- 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;
- SW_SPAN_SET_FLAG(span->filledTex[u]);
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- s += span->texStep[u][0];
- t += span->texStep[u][1];
- r += span->texStep[u][2];
- q += span->texStep[u][3];
- }
- }
- }
- }
- }
- else {
- /* just texture unit 0 */
-#ifdef DEBUG
- {GLint i;
- for (i=0; i<MAX_TEXTURE_UNITS; i++) {
- ASSERT(span->filledTex[i] == GL_FALSE &&
- span->filledLambda[i] == GL_FALSE);
- }}
-#endif
- if (span->activeMask & SPAN_LAMBDA) {
- /* with lambda */
- 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;
- SW_SPAN_SET_FLAG(span->filledLambda[0]);
- SW_SPAN_SET_FLAG(span->filledTex[0]);
- /* single texture, lambda */
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- span->lambda[0][i] = (GLfloat)
- (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F);
- s += span->texStep[0][0];
- t += span->texStep[0][1];
- r += span->texStep[0][2];
- q += span->texStep[0][3];
- }
- }
- else {
- /* without lambda */
- 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;
- SW_SPAN_SET_FLAG(span->filledTex[0]);
- /* single texture, no lambda */
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- s += span->texStep[0][0];
- t += span->texStep[0][1];
- r += span->texStep[0][2];
- q += span->texStep[0][3];
- }
- }
- }
- }
- /* XXX keep this? */
- if (span->activeMask & SPAN_INT_TEXTURE) {
- GLfixed s = span->intTex[0];
- GLfixed t = span->intTex[1];
- GLuint i;
- for (i = 0; i < span->end; i++) {
- span->itexcoords[i][0] = FixedToInt(s);
- span->itexcoords[i][1] = FixedToInt(t);
- s += span->intTexStep[0];
- t += span->intTexStep[1];
- }
- }
-
- /* examine activeMask and call a s_span.c function */
- if (span->activeMask & SPAN_TEXTURE) {
-
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- /* multi texture */
- masked_multitexture_span(ctx, span);
- }
- else {
- /* single texture */
- masked_texture_span(ctx, span);
- }
- }
- else {
- _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
- }
-
-}
-
-/*
- * Add specular color to base color. This is used only when
- * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
- */
-static void
-_old_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
- * fog - array of fog factor values in [0,1]
- * 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.
- */
-void
-_old_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLfloat texcoord[][3],
- GLfloat lambda[],
- GLchan rgbaIn[][4], GLchan spec[][4],
- const GLfloat coverage[], GLenum primitive )
-{
- 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 */
- 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=old_clip_span(ctx, n, x, y, mask)) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
-
- 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;
- }
- else {
- rgba = rgbaIn;
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- old_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);
- _old_swrast_texture_fragments( ctx, 0, n, texcoord, lambda,
- (CONST GLchan (*)[4]) rgba, rgba );
-
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_old_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 = _old_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
- }
-
- /* 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);
- _old_swrast_texture_fragments( ctx, 0, n, texcoord, lambda,
- (CONST GLchan (*)[4]) rgba, rgba );
- }
-
- /* Add base and specular colors */
- if (spec &&
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- _old_add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _old_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _old_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
- /* Antialias coverage application */
- if (coverage) {
- GLuint i;
- for (i = 0; i < n; 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 );
- }
- 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 );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
- }
- }
-}
-
-
-
-/*
- * As above but perform multiple stages of texture application.
- */
-void
-_old_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLfloat texcoord[MAX_TEXTURE_UNITS][MAX_WIDTH][3],
- GLfloat lambda[][MAX_WIDTH],
- GLchan rgbaIn[MAX_TEXTURE_UNITS][4],
- GLchan spec[MAX_TEXTURE_UNITS][4],
- const GLfloat coverage[],
- 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=old_clip_span(ctx, n, x, y, mask)) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
-
- 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;
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- old_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);
- for (i = 0; i < texUnits; i++)
- _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i],
- (CONST GLchan (*)[4]) rgbaIn, rgba );
-
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_old_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 = _old_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
- }
-
- /* 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);
- for (i = 0; i < texUnits; i++)
- _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i],
- (CONST GLchan (*)[4]) rgbaIn, rgba );
- }
-
- /* Add base and specular colors */
- if (spec &&
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- _old_add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _old_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _old_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
- /* Antialias coverage application */
- if (coverage) {
- GLuint i;
- for (i = 0; i < n; 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 );
- }
- 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 );
- }
- 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 );
- }
-
- (*swrast->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 );
- }
- }
-}
/*