/*
* Mesa 3-D graphics library
- * Version: 7.5
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
* 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
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/glheader.h"
#include "main/context.h"
-#include "main/colormac.h"
#include "main/imports.h"
+#include "main/macros.h"
#include "main/pixeltransfer.h"
+#include "main/samplerobj.h"
#include "program/prog_instruction.h"
#include "s_context.h"
get_texel_array(SWcontext *swrast, GLuint unit)
{
#ifdef _OPENMP
- return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4 * omp_get_num_threads() + (MAX_WIDTH * 4 * omp_get_thread_num()));
+ return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4 * omp_get_num_threads() + (SWRAST_MAX_WIDTH * 4 * omp_get_thread_num()));
#else
- return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4);
+ return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4);
#endif
}
GLchan (*rgbaChan)[4] = span->array->rgba;
/* alloc temp pixel buffers */
- rgba = (float4_array) malloc(4 * n * sizeof(GLfloat));
+ rgba = malloc(4 * n * sizeof(GLfloat));
if (!rgba) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
return;
}
for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
- ccolor[i] = (float4_array) malloc(4 * n * sizeof(GLfloat));
+ ccolor[i] = malloc(4 * n * sizeof(GLfloat));
if (!ccolor[i]) {
while (i) {
free(ccolor[i]);
/* ARB_texture_env_crossbar source */
{
const GLuint srcUnit = srcRGB - GL_TEXTURE0;
- ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
- if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ assert(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._Current)
goto end;
argRGB[term] = get_texel_array(swrast, srcUnit);
}
/* ARB_texture_env_crossbar source */
{
const GLuint srcUnit = srcA - GL_TEXTURE0;
- ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
- if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ assert(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._Current)
goto end;
argA[term] = get_texel_array(swrast, srcUnit);
}
arg1[i][BCOMP]) * scaleRGB;
}
break;
- case GL_BUMP_ENVMAP_ATI:
- /* this produces a fixed rgba color, and the coord calc is done elsewhere */
- for (i = 0; i < n; i++) {
- /* rgba result is 0,0,0,1 */
- rgba[i][RCOMP] = 0.0;
- rgba[i][GCOMP] = 0.0;
- rgba[i][BCOMP] = 0.0;
- rgba[i][ACOMP] = 1.0;
- }
- goto end; /* no alpha processing */
default:
_mesa_problem(ctx, "invalid combine mode");
}
UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
}
+ /* The span->array->rgba values are of CHAN type so set
+ * span->array->ChanType field accordingly.
+ */
+ span->array->ChanType = CHAN_TYPE;
end:
for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
if (!swrast->TexelBuffer) {
#ifdef _OPENMP
const GLint maxThreads = omp_get_max_threads();
+
+ /* TexelBuffer memory allocation needs to be done in a critical section
+ * as this code runs in a parallel loop.
+ * When entering the section, first check if TexelBuffer has been
+ * initialized already by another thread while this thread was waiting.
+ */
+ #pragma omp critical
+ if (!swrast->TexelBuffer) {
#else
const GLint maxThreads = 1;
#endif
* thread.
*/
swrast->TexelBuffer =
- (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits * maxThreads *
- MAX_WIDTH * 4 * sizeof(GLfloat));
+ malloc(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits * maxThreads *
+ SWRAST_MAX_WIDTH * 4 * sizeof(GLfloat));
+#ifdef _OPENMP
+ } /* critical section */
+#endif
+
if (!swrast->TexelBuffer) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
return;
}
}
- primary_rgba = (float4_array) malloc(span->end * 4 * sizeof(GLfloat));
+ primary_rgba = malloc(span->end * 4 * sizeof(GLfloat));
if (!primary_rgba) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span");
return;
}
- ASSERT(span->end <= MAX_WIDTH);
+ assert(span->end <= SWRAST_MAX_WIDTH);
/*
* Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
}
}
- /* First must sample all bump maps */
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
-
- if (texUnit->_ReallyEnabled &&
- texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
- const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
- span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
- float4_array targetcoords =
- span->array->attribs[FRAG_ATTRIB_TEX0 +
- ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
-
- const struct gl_texture_object *curObj = texUnit->_Current;
- GLfloat *lambda = span->array->lambda[unit];
- float4_array texels = get_texel_array(swrast, unit);
- GLuint i;
- GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0];
- GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1];
- GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2];
- GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3];
-
- /* adjust texture lod (lambda) */
- if (span->arrayMask & SPAN_LAMBDA) {
- if (texUnit->LodBias + curObj->Sampler.LodBias != 0.0F) {
- /* apply LOD bias, but don't clamp yet */
- const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias,
- -ctx->Const.MaxTextureLodBias,
- ctx->Const.MaxTextureLodBias);
- GLuint i;
- for (i = 0; i < span->end; i++) {
- lambda[i] += bias;
- }
- }
-
- if (curObj->Sampler.MinLod != -1000.0 ||
- curObj->Sampler.MaxLod != 1000.0) {
- /* apply LOD clamping to lambda */
- const GLfloat min = curObj->Sampler.MinLod;
- const GLfloat max = curObj->Sampler.MaxLod;
- GLuint i;
- for (i = 0; i < span->end; i++) {
- GLfloat l = lambda[i];
- lambda[i] = CLAMP(l, min, max);
- }
- }
- }
-
- /* Sample the texture (span->end = number of fragments) */
- swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
- texcoords, lambda, texels );
-
- /* manipulate the span values of the bump target
- not sure this can work correctly even ignoring
- the problem that channel is unsigned */
- for (i = 0; i < span->end; i++) {
- targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] *
- rotMatrix01) / targetcoords[i][3];
- targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] *
- rotMatrix11) / targetcoords[i][3];
- }
- }
- }
-
/*
* Must do all texture sampling before combining in order to
* accomodate GL_ARB_texture_env_crossbar.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- if (texUnit->_ReallyEnabled &&
- texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
+ if (texUnit->_Current) {
const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
- span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
+ span->array->attribs[VARYING_SLOT_TEX0 + unit];
const struct gl_texture_object *curObj = texUnit->_Current;
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
GLfloat *lambda = span->array->lambda[unit];
float4_array texels = get_texel_array(swrast, unit);
/* adjust texture lod (lambda) */
if (span->arrayMask & SPAN_LAMBDA) {
- if (texUnit->LodBias + curObj->Sampler.LodBias != 0.0F) {
+ if (texUnit->LodBias + samp->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
- const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias,
+ const GLfloat bias = CLAMP(texUnit->LodBias + samp->LodBias,
-ctx->Const.MaxTextureLodBias,
ctx->Const.MaxTextureLodBias);
GLuint i;
}
}
- if (curObj->Sampler.MinLod != -1000.0 ||
- curObj->Sampler.MaxLod != 1000.0) {
+ if (samp->MinLod != -1000.0 ||
+ samp->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
- const GLfloat min = curObj->Sampler.MinLod;
- const GLfloat max = curObj->Sampler.MaxLod;
+ const GLfloat min = samp->MinLod;
+ const GLfloat max = samp->MaxLod;
GLuint i;
for (i = 0; i < span->end; i++) {
GLfloat l = lambda[i];
}
}
}
- else if (curObj->Sampler.MaxAnisotropy > 1.0 &&
- curObj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
+ else if (samp->MaxAnisotropy > 1.0 &&
+ samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
/* sample_lambda_2d_aniso is beeing used as texture_sample_func,
* it requires the current SWspan *span as an additional parameter.
* In order to keep the same function signature, the unused lambda
}
/* Sample the texture (span->end = number of fragments) */
- swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
- texcoords, lambda, texels );
+ swrast->TextureSample[unit]( ctx, samp,
+ ctx->Texture.Unit[unit]._Current,
+ span->end, texcoords, lambda, texels );
/* GL_EXT_texture_swizzle */
if (curObj->_Swizzle != SWIZZLE_NOOP) {
* We modify the span->color.rgba values.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled)
+ if (ctx->Texture.Unit[unit]._Current)
texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span);
}