-/* $Id: s_span.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
+/* $Id: s_span.c,v 1.15 2001/06/18 23:55:18 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ *
+ * Copyright (C) 1999-2001 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
-
/*
* Apply the current polygon stipple pattern to a span of pixels.
*/
-static void stipple_polygon_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
+static void
+stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLubyte mask[] )
{
- register GLuint i, m, stipple, highbit=0x80000000;
+ const GLuint highbit = 0x80000000;
+ GLuint i, m, stipple;
stipple = ctx->PolygonStipple[y % 32];
m = highbit >> (GLuint) (x % 32);
- for (i=0;i<n;i++) {
- if ((m & stipple)==0) {
- mask[i] = 0;
+ for (i = 0; i < n; i++) {
+ if ((m & stipple) == 0) {
+ mask[i] = 0;
}
m = m >> 1;
- if (m==0) {
- m = 0x80000000;
+ if (m == 0) {
+ m = highbit;
}
}
}
/*
* Clip a pixel span to the current buffer/window boundaries.
- * Return: 0 = all pixels clipped
- * 1 = at least one pixel is visible
+ * Return: 'n' such that pixel 'n', 'n+1' etc. are clipped,
+ * as a special case:
+ * 0 = all pixels clipped
*/
-static GLuint clip_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLubyte mask[] )
+static GLuint
+clip_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[] )
{
- GLint i;
-
/* Clip to top and bottom */
if (y < 0 || y >= ctx->DrawBuffer->Height) {
return 0;
}
- /* Clip to left and right */
- if (x >= 0 && x + n <= ctx->DrawBuffer->Width) {
- /* no clipping needed */
- return 1;
- }
- else if (x + n <= 0) {
- /* completely off left side */
- return 0;
- }
- else if (x >= ctx->DrawBuffer->Width) {
- /* completely off right side */
- return 0;
+ /* Clip to the left */
+ if (x < 0) {
+ if (x + n <= 0) {
+ /* completely off left side */
+ return 0;
+ }
+ else {
+ /* partially off left side */
+ BZERO(mask, -x * sizeof(GLubyte));
+ }
}
- else {
- /* clip-test each pixel, this could be done better */
- for (i=0;i<n;i++) {
- if (x + i < 0 || x + i >= ctx->DrawBuffer->Width) {
- mask[i] = 0;
- }
+
+ /* Clip to right */
+ if (x + n > ctx->DrawBuffer->Width) {
+ if (x >= ctx->DrawBuffer->Width) {
+ /* completely off right side */
+ return 0;
+ }
+ else {
+ /* partially off right side */
+ return ctx->DrawBuffer->Width - x;
}
- return 1;
}
+
+ return n;
}
/*
* 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[] )
+static void
+multi_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLuint indexes[], const GLubyte mask[] )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint bufferBit;
if (ctx->Color.DrawBuffer == GL_NONE)
else if (ctx->Color.IndexMask != 0xffffffff) {
_mesa_mask_index_span( ctx, n, x, y, indexTmp );
}
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, indexTmp, mask );
+ (*swrast->Driver.WriteCI32Span)( ctx, n, x, y, indexTmp, mask );
}
}
* 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
*/
-void gl_write_index_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfixed fog[],
- GLuint indexIn[], GLenum primitive )
+void
+_mesa_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat fog[],
+ GLuint indexIn[], const GLint coverage[],
+ GLenum primitive )
{
const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT | LOGIC_OP_BIT;
GLubyte mask[MAX_WIDTH];
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx,n,x,y,mask)==0) {
- return;
+ if ((n = clip_span(ctx,n,x,y,mask)) == 0) {
+ return;
}
}
index = indexIn;
}
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && ctx->Hint.Fog != GL_NICEST)
- _mesa_fog_ci_pixels( ctx, n, fog, index );
- else
- _mesa_depth_fog_ci_pixels( ctx, n, z, index );
- }
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
+ if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ return;
}
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
+ return;
}
}
else if (ctx->Depth.Test) {
/* regular depth testing */
- if (_mesa_depth_test_span( ctx, n, x, y, z, mask )==0) return;
+ 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;
+ /* 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 );
+ }
+
+ /* Antialias coverage application */
+ if (coverage) {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ ASSERT(coverage[i] < 16);
+ index[i] = (index[i] & ~0xf) | 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 );
}
/* write pixels */
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, index, mask );
+ (*swrast->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 )
+void
+_mesa_write_monoindex_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat fog[],
+ GLuint index, const GLint coverage[],
+ GLenum primitive )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLubyte mask[MAX_WIDTH];
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx, n, x, y, mask)==0) {
+ if ((n = clip_span( ctx, n, x, y, mask)) == 0) {
return;
}
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
+ if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ return;
}
}
}
else if (ctx->Depth.Test) {
/* regular depth testing */
- if (_mesa_depth_test_span( ctx, n, x, y, z, mask )==0) return;
+ if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
+ return;
}
/* if we get here, something passed the depth test */
if (ctx->Fog.Enabled
|| ctx->Color.IndexLogicOpEnabled
- || ctx->Color.IndexMask != 0xffffffff) {
+ || ctx->Color.IndexMask != 0xffffffff
+ || coverage) {
/* different index per pixel */
GLuint indexes[MAX_WIDTH];
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
indexes[i] = index;
}
if (ctx->Fog.Enabled) {
- if (fog && ctx->Hint.Fog != GL_NICEST)
+ 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 );
+ /* Antialias coverage application */
+ if (coverage) {
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ ASSERT(coverage[i] < 16);
+ indexes[i] = (indexes[i] & ~0xf) | coverage[i];
+ }
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
else if (ctx->Color.IndexMask != 0xffffffff) {
_mesa_mask_index_span( ctx, n, x, y, indexes );
}
- (*ctx->Driver.WriteCI32Span)( ctx, n, x, y, indexes, mask );
+ (*swrast->Driver.WriteCI32Span)( ctx, n, x, y, indexes, mask );
}
}
else {
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
GLuint indexes[MAX_WIDTH];
- for (i=0;i<n;i++)
+ 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, mask );
+ (*swrast->Driver.WriteMonoCISpan)( ctx, n, x, y, index, mask );
}
}
}
/*
* Draw to more than one RGBA color buffer (or none).
*/
-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, GLuint n, GLint x, GLint y,
+ CONST GLchan rgba[][4], const GLubyte mask[] )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLuint bufferBit;
_mesa_mask_rgba_span( ctx, n, x, y, rgbaTmp );
}
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
+ (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
(const GLchan (*)[4]) rgbaTmp, mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
+ _mesa_write_alpha_span( ctx, n, x, y,
(const GLchan (*)[4])rgbaTmp, mask );
}
}
-void gl_write_rgba_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- const GLfixed *fog,
- GLchan rgbaIn[][4],
- GLenum primitive )
+void
+_mesa_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 )
{
const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT |
LOGIC_OP_BIT | TEXTURE_BIT;
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
- return;
+ if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
+ return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
rgba = rgbaIn;
}
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && ctx->Hint.Fog != GL_NICEST)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
+ if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
/* Polygon Stippling */
/* 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, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
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) {
+ if (m == 0) {
return;
}
- if (m<n) {
+ if (m < n) {
write_all = GL_FALSE;
}
}
/* 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_rgba_pixels( ctx, n, fog, rgba );
+ else
+ _mesa_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 );
}
}
/* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) 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,
+ _mesa_write_alpha_span( ctx, n, x, y,
+ (const GLchan (*)[4]) rgba,
write_all ? Null : mask );
}
-
}
}
* 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]
* r, g, b, a - the color of the pixels
* primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
*/
-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
+_mesa_write_monocolor_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat fog[],
+ const GLchan color[4], const GLfloat coverage[],
+ GLenum primitive )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLuint i;
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span( ctx,n,x,y,mask)==0) {
+ if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
return;
}
- write_all = GL_FALSE;
+ 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;
+ if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
/* Polygon Stippling */
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
rgba[i][ACOMP] = color[ACOMP];
}
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask )==0) {
+ if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
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) {
+ if (m == 0) {
return;
}
- if (m<n) {
+ if (m < n) {
write_all = GL_FALSE;
}
}
}
if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
- (swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
+ (swrast->_RasterMask & (BLEND_BIT | FOG_BIT)) || coverage) {
/* assign same color to each pixel */
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
if (mask[i]) {
COPY_CHAN4(rgba[i], color);
}
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
- if (fog && ctx->Hint.Fog != GL_NICEST)
+ 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 (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 );
}
/* write pixels */
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) 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,
+ _mesa_write_alpha_span( ctx, n, x, y,
+ (const GLchan (*)[4]) rgba,
write_all ? Null : mask );
}
}
ASSERT(!ctx->Color.ColorLogicOpEnabled);
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- for (i=0;i<n;i++) {
+ for (i = 0; i < n; i++) {
if (mask[i]) {
COPY_CHAN4(rgba[i], color);
}
}
- multi_write_rgba_span( ctx, n, x, y,
+ multi_write_rgba_span( ctx, n, x, y,
(const GLchan (*)[4]) rgba, mask );
}
else {
- (*ctx->Driver.WriteMonoRGBASpan)( ctx, n, x, y, mask );
+ (*swrast->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 );
* 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], CONST GLchan specular[][4] )
{
GLuint i;
- for (i=0; i<n; i++) {
+ for (i = 0; i < n; i++) {
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 - array of [n] color components
* primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
*/
-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
+_mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat fog[],
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], GLfloat lambda[],
+ GLchan rgbaIn[][4], CONST GLchan spec[][4],
+ const GLfloat coverage[], GLenum primitive )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLubyte mask[MAX_WIDTH];
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx, n, x, y, mask)==0) {
+ if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
rgba = rgbaIn;
}
- /* Texture */
- ASSERT(ctx->Texture._ReallyEnabled);
- gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
-
- /* Add base and specular colors */
- if (spec && ctx->Light.Enabled
- && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && ctx->Hint.Fog != GL_NICEST)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
+ if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
/* Polygon Stippling */
write_all = GL_FALSE;
}
- /* Do the alpha test */
+ /* Texture with alpha test*/
if (ctx->Color.AlphaEnabled) {
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask )==0) {
- return;
+ /* Texturing without alpha is done after depth-testing which
+ gives a potential speed-up. */
+ ASSERT(ctx->Texture._ReallyEnabled);
+ _swrast_texture_fragments( ctx, 0, n, s, t, u, 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;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m==0) {
+ if (m == 0) {
return;
}
- if (m<n) {
+ 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);
+ _swrast_texture_fragments( ctx, 0, n, s, t, u, 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)))
+ add_colors( n, rgba, spec ); /* rgba = rgba + spec */
+
+ /* 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 (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 );
}
_mesa_mask_rgba_span( ctx, n, x, y, rgba );
}
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])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,
+ _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4]) rgba,
write_all ? Null : mask );
}
}
* 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 )
+_mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat 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],
+ const GLfloat coverage[],
+ GLenum primitive )
{
GLubyte mask[MAX_WIDTH];
GLboolean write_all = GL_TRUE;
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if (clip_span(ctx, n, x, y, mask)==0) {
+ if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
rgba = rgbaIn;
}
- /* Texture */
- 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 (spec && ctx->Light.Enabled
- && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && ctx->Hint.Fog != GL_NICEST)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if (gl_scissor_span( ctx, n, x, y, mask )==0) {
- return;
+ if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ return;
}
- write_all = GL_FALSE;
+ if (mask[0] == 0)
+ write_all = GL_FALSE;
}
/* Polygon Stippling */
write_all = GL_FALSE;
}
- /* Do the alpha test */
+ /* Texture with alpha test*/
if (ctx->Color.AlphaEnabled) {
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask )==0) {
- return;
+ /* Texturing without alpha is done after depth-testing which
+ * gives a potential speed-up.
+ */
+ ASSERT(ctx->Texture._ReallyEnabled);
+ for (i = 0; i < texUnits; i++)
+ _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[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;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m==0) {
+ if (m == 0) {
return;
}
- if (m<n) {
+ 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++)
+ _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[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)))
+ add_colors( n, rgba, spec ); /* rgba = rgba + spec */
+
+ /* 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 (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 );
}
_mesa_mask_rgba_span( ctx, n, x, y, rgba );
}
- (*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba, write_all ? Null : mask );
+ (*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 );
* 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
+_mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
+ GLuint n, GLint x, GLint y, GLchan rgba[][4] )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (y < 0 || y >= buffer->Height
|| x + (GLint) n < 0 || x >= buffer->Width) {
/* completely above, below, or right */
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 );
}
* 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
+_mesa_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
+ GLuint n, GLint x, GLint y, GLuint indx[] )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (y < 0 || y >= buffer->Height
|| x + (GLint) n < 0 || x >= buffer->Width) {
/* completely above, below, or right */
length = (GLint) n;
}
- (*ctx->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip );
+ (*swrast->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip );
}
}