/*
* 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/image.h"
#include "main/imports.h"
#include "main/macros.h"
-#include "main/pixel.h"
-#include "shader/prog_instruction.h"
+#include "main/pixeltransfer.h"
+#include "main/samplerobj.h"
+#include "program/prog_instruction.h"
#include "s_context.h"
#include "s_texcombine.h"
/**
* Return array of texels for given unit.
*/
-static INLINE float4_array
-get_texel_array(const GLfloat *texelBuffer, GLuint unit, GLuint numTexels)
+static inline float4_array
+get_texel_array(SWcontext *swrast, GLuint unit)
{
- return (float4_array)
- (texelBuffer + unit * numTexels * 4 * sizeof(GLfloat));
+#ifdef _OPENMP
+ 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 * SWRAST_MAX_WIDTH * 4);
+#endif
}
*
* \param ctx rendering context
* \param unit the texture combiner unit
- * \param n number of fragments to process (span width)
* \param primary_rgba incoming fragment color array
* \param texelBuffer pointer to texel colors for all texture units
*
- * \param rgba incoming/result fragment colors
+ * \param span two fields are used in this function:
+ * span->end: number of fragments to process
+ * span->array->rgba: incoming/result fragment colors
*/
static void
-texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
+texture_combine( struct gl_context *ctx, GLuint unit,
const float4_array primary_rgba,
const GLfloat *texelBuffer,
- GLchan (*rgbaChan)[4] )
+ SWspan *span )
{
- const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_fixedfunc_texture_unit *textureUnit =
+ &ctx->Texture.FixedFuncUnit[unit];
const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine;
float4_array argRGB[MAX_COMBINER_TERMS];
float4_array argA[MAX_COMBINER_TERMS];
const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA);
const GLuint numArgsRGB = combine->_NumArgsRGB;
const GLuint numArgsA = combine->_NumArgsA;
- GLfloat ccolor[MAX_COMBINER_TERMS][MAX_WIDTH][4]; /* temp color buffers */
- GLfloat rgba[MAX_WIDTH][4];
+ float4_array ccolor[4], rgba;
GLuint i, term;
+ GLuint n = span->end;
+ GLchan (*rgbaChan)[4] = span->array->rgba;
+
+ /* alloc temp pixel buffers */
+ rgba = malloc(4 * n * sizeof(GLfloat));
+ if (!rgba) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
+ return;
+ }
- ASSERT(CONST_SWRAST_CONTEXT(ctx)->_AnyTextureCombine);
+ for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
+ ccolor[i] = malloc(4 * n * sizeof(GLfloat));
+ if (!ccolor[i]) {
+ while (i) {
+ free(ccolor[i]);
+ i--;
+ }
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
+ free(rgba);
+ return;
+ }
+ }
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
switch (srcRGB) {
case GL_TEXTURE:
- argRGB[term] = get_texel_array(texelBuffer, unit, n);
+ argRGB[term] = get_texel_array(swrast, unit);
break;
case GL_PRIMARY_COLOR:
argRGB[term] = primary_rgba;
/* ARB_texture_env_crossbar source */
{
const GLuint srcUnit = srcRGB - GL_TEXTURE0;
- ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
- if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
- return;
- argRGB[term] = get_texel_array(texelBuffer, srcUnit, n);
+ assert(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._Current)
+ goto end;
+ argRGB[term] = get_texel_array(swrast, srcUnit);
}
}
break;
case GL_SRC_ALPHA:
for (i = 0; i < n; i++) {
- dst[i][RCOMP] = src[i][ACOMP];
- dst[i][GCOMP] = src[i][ACOMP];
+ dst[i][RCOMP] =
+ dst[i][GCOMP] =
dst[i][BCOMP] = src[i][ACOMP];
}
break;
case GL_ONE_MINUS_SRC_ALPHA:
for (i = 0; i < n; i++) {
- dst[i][RCOMP] = 1.0F - src[i][ACOMP];
- dst[i][GCOMP] = 1.0F - src[i][ACOMP];
+ dst[i][RCOMP] =
+ dst[i][GCOMP] =
dst[i][BCOMP] = 1.0F - src[i][ACOMP];
}
break;
switch (srcA) {
case GL_TEXTURE:
- argA[term] = get_texel_array(texelBuffer, unit, n);
+ argA[term] = get_texel_array(swrast, unit);
break;
case GL_PRIMARY_COLOR:
argA[term] = primary_rgba;
/* ARB_texture_env_crossbar source */
{
const GLuint srcUnit = srcA - GL_TEXTURE0;
- ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
- if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
- return;
- argA[term] = get_texel_array(texelBuffer, srcUnit, n);
+ assert(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._Current)
+ goto end;
+ argA[term] = get_texel_array(swrast, srcUnit);
}
}
if (textureUnit->EnvMode == GL_COMBINE4_NV) {
/* (a * b) + (c * d) - 0.5 */
for (i = 0; i < n; i++) {
- rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] *
- arg2[i][RCOMP] + arg3[i][RCOMP] - 0.5) * scaleRGB;
- rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] *
- arg2[i][GCOMP] + arg3[i][GCOMP] - 0.5) * scaleRGB;
- rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] *
- arg2[i][BCOMP] + arg3[i][BCOMP] - 0.5) * scaleRGB;
+ rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
+ arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
+ arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
+ arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB;
}
}
else {
for (i = 0; i < n; i++) {
- rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * scaleRGB;
- rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * scaleRGB;
- rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * scaleRGB;
+ rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB;
+ rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB;
+ rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB;
}
}
break;
(arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
* 4.0F;
dot = CLAMP(dot, 0.0F, 1.0F);
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLfloat) dot;
+ rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
}
break;
case GL_DOT3_RGB:
(arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
(arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
* 4.0F * scaleRGB;
- dot = CLAMP(dot, 0.0, 1.0F);
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLfloat) dot;
+ dot = CLAMP(dot, 0.0F, 1.0F);
+ rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
}
break;
case GL_MODULATE_ADD_ATI:
case GL_MODULATE_SIGNED_ADD_ATI:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
- arg1[i][RCOMP] - 0.5) * scaleRGB;
+ arg1[i][RCOMP] - 0.5F) * scaleRGB;
rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
- arg1[i][GCOMP] - 0.5) * scaleRGB;
+ arg1[i][GCOMP] - 0.5F) * scaleRGB;
rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
- arg1[i][BCOMP] - 0.5) * scaleRGB;
+ arg1[i][BCOMP] - 0.5F) * scaleRGB;
}
break;
case GL_MODULATE_SUBTRACT_ATI:
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 */
-#if CHAN_TYPE == GL_FLOAT
- rgba[i][RCOMP] = 0.0;
- rgba[i][GCOMP] = 0.0;
- rgba[i][BCOMP] = 0.0;
- rgba[i][ACOMP] = 1.0;
-#else
- rgba[i][RCOMP] = 0;
- rgba[i][GCOMP] = 0;
- rgba[i][BCOMP] = 0;
- rgba[i][ACOMP] = CHAN_MAX;
-#endif
- }
- }
- return; /* no alpha processing */
default:
_mesa_problem(ctx, "invalid combine mode");
}
switch (combine->ModeA) {
case GL_REPLACE:
for (i = 0; i < n; i++) {
- GLfloat a = arg0[i][ACOMP] * scaleA;
- rgba[i][ACOMP] = (GLfloat) MIN2(a, 1.0F);
+ rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA;
}
break;
case GL_MODULATE:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
arg2[i][ACOMP] * arg3[i][ACOMP] -
- 0.5) * scaleA;
+ 0.5F) * scaleA;
}
}
else {
}
break;
case GL_INTERPOLATE:
- for (i=0; i<n; i++) {
+ for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP]))
* scaleA;
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++) {
+ free(ccolor[i]);
+ }
+ free(rgba);
+}
/**
/**
- * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
- * MODULATE, or DECAL) to an array of fragments.
- * Input: textureUnit - pointer to texture unit to apply
- * format - base internal texture format
- * n - number of fragments
- * primary_rgba - primary colors (may alias rgba for single texture)
- * texels - array of texel colors
- * InOut: rgba - incoming fragment colors modified by texel colors
- * according to the texture environment mode.
+ * Apply texture mapping to a span of fragments.
*/
-static void
-texture_apply( const GLcontext *ctx,
- const struct gl_texture_unit *texUnit,
- GLuint n,
- float4_array primary_rgba,
- float4_array texel,
- GLchan rgbaChan[][4] )
+void
+_swrast_texture_span( struct gl_context *ctx, SWspan *span )
{
- GLint baseLevel;
- GLuint i;
- GLfloat Rc, Gc, Bc, Ac;
- GLenum format;
- GLfloat rgba[MAX_WIDTH][4];
-
- (void) primary_rgba;
-
- ASSERT(texUnit);
- ASSERT(texUnit->_Current);
-
- baseLevel = texUnit->_Current->BaseLevel;
- ASSERT(texUnit->_Current->Image[0][baseLevel]);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ float4_array primary_rgba;
+ GLuint unit;
- format = texUnit->_Current->Image[0][baseLevel]->_BaseFormat;
+ 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
- if (format == GL_COLOR_INDEX || format == GL_YCBCR_MESA) {
- format = GL_RGBA; /* a bit of a hack */
- }
- else if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
- format = texUnit->_Current->DepthMode;
- }
+ /* TexelBuffer is also global and normally shared by all SWspan
+ * instances; when running with multiple threads, create one per
+ * thread.
+ */
+ swrast->TexelBuffer =
+ malloc(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits * maxThreads *
+ SWRAST_MAX_WIDTH * 4 * sizeof(GLfloat));
+#ifdef _OPENMP
+ } /* critical section */
+#endif
- if (texUnit->EnvMode != GL_REPLACE) {
- /* convert GLchan colors to GLfloat */
- for (i = 0; i < n; i++) {
- rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
- rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
- rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);
- rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]);
+ if (!swrast->TexelBuffer) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
+ return;
}
}
- switch (texUnit->EnvMode) {
- case GL_REPLACE:
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf */
- /* Av = At */
- rgba[i][ACOMP] = texel[i][ACOMP];
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = Lt */
- GLfloat Lt = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- GLfloat Lt = texel[i][RCOMP];
- /* Cv = Lt */
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
- /* Av = At */
- rgba[i][ACOMP] = texel[i][ACOMP];
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = It */
- GLfloat It = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = It;
- /* Av = It */
- rgba[i][ACOMP] = It;
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = Ct */
- rgba[i][RCOMP] = texel[i][RCOMP];
- rgba[i][GCOMP] = texel[i][GCOMP];
- rgba[i][BCOMP] = texel[i][BCOMP];
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Ct */
- rgba[i][RCOMP] = texel[i][RCOMP];
- rgba[i][GCOMP] = texel[i][GCOMP];
- rgba[i][BCOMP] = texel[i][BCOMP];
- /* Av = At */
- rgba[i][ACOMP] = texel[i][ACOMP];
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_REPLACE) in texture_apply");
- return;
- }
- break;
-
- case GL_MODULATE:
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf */
- /* Av = AfAt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = LtCf */
- GLfloat Lt = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][RCOMP] * Lt;
- rgba[i][GCOMP] = rgba[i][GCOMP] * Lt;
- rgba[i][BCOMP] = rgba[i][BCOMP] * Lt;
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = CfLt */
- GLfloat Lt = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][RCOMP] * Lt;
- rgba[i][GCOMP] = rgba[i][GCOMP] * Lt;
- rgba[i][BCOMP] = rgba[i][BCOMP] * Lt;
- /* Av = AfAt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = CfIt */
- GLfloat It = texel[i][RCOMP];
- rgba[i][RCOMP] = rgba[i][RCOMP] * It;
- rgba[i][GCOMP] = rgba[i][GCOMP] * It;
- rgba[i][BCOMP] = rgba[i][BCOMP] * It;
- /* Av = AfIt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * It;
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = CfCt */
- rgba[i][RCOMP] = rgba[i][RCOMP] * texel[i][RCOMP];
- rgba[i][GCOMP] = rgba[i][GCOMP] * texel[i][GCOMP];
- rgba[i][BCOMP] = rgba[i][BCOMP] * texel[i][BCOMP];
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = CfCt */
- rgba[i][RCOMP] = rgba[i][RCOMP] * texel[i][RCOMP];
- rgba[i][GCOMP] = rgba[i][GCOMP] * texel[i][GCOMP];
- rgba[i][BCOMP] = rgba[i][BCOMP] * texel[i][BCOMP];
- /* Av = AfAt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_MODULATE) in texture_apply");
- return;
- }
- break;
-
- case GL_DECAL:
- switch (format) {
- case GL_ALPHA:
- case GL_LUMINANCE:
- case GL_LUMINANCE_ALPHA:
- case GL_INTENSITY:
- /* undefined */
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = Ct */
- rgba[i][RCOMP] = texel[i][RCOMP];
- rgba[i][GCOMP] = texel[i][GCOMP];
- rgba[i][BCOMP] = texel[i][BCOMP];
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-At) + CtAt */
- GLfloat t = texel[i][ACOMP], s = 1.0F - t;
- rgba[i][RCOMP] = rgba[i][RCOMP] * s + texel[i][RCOMP] * t;
- rgba[i][GCOMP] = rgba[i][GCOMP] * s + texel[i][GCOMP] * t;
- rgba[i][BCOMP] = rgba[i][BCOMP] * s + texel[i][BCOMP] * t;
- /* Av = Af */
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_DECAL) in texture_apply");
- return;
- }
- break;
-
- case GL_BLEND:
- Rc = texUnit->EnvColor[0];
- Gc = texUnit->EnvColor[1];
- Bc = texUnit->EnvColor[2];
- Ac = texUnit->EnvColor[3];
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf */
- /* Av = AfAt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Lt) + CcLt */
- GLfloat Lt = texel[i][RCOMP], s = 1.0F - Lt;
- rgba[i][RCOMP] = rgba[i][RCOMP] * s + Rc * Lt;
- rgba[i][GCOMP] = rgba[i][GCOMP] * s + Gc * Lt;
- rgba[i][BCOMP] = rgba[i][BCOMP] * s + Bc * Lt;
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Lt) + CcLt */
- GLfloat Lt = texel[i][RCOMP], s = 1.0F - Lt;
- rgba[i][RCOMP] = rgba[i][RCOMP] * s + Rc * Lt;
- rgba[i][GCOMP] = rgba[i][GCOMP] * s + Gc * Lt;
- rgba[i][BCOMP] = rgba[i][BCOMP] * s + Bc * Lt;
- /* Av = AfAt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-It) + CcIt */
- GLfloat It = texel[i][RCOMP], s = 1.0F - It;
- rgba[i][RCOMP] = rgba[i][RCOMP] * s + Rc * It;
- rgba[i][GCOMP] = rgba[i][GCOMP] * s + Gc * It;
- rgba[i][BCOMP] = rgba[i][BCOMP] * s + Bc * It;
- /* Av = Af(1-It) + Ac*It */
- rgba[i][ACOMP] = rgba[i][ACOMP] * s + Ac * It;
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Ct) + CcCt */
- rgba[i][RCOMP] = rgba[i][RCOMP] * (1.0F - texel[i][RCOMP])
- + Rc * texel[i][RCOMP];
- rgba[i][GCOMP] = rgba[i][GCOMP] * (1.0F - texel[i][GCOMP])
- + Gc * texel[i][GCOMP];
- rgba[i][BCOMP] = rgba[i][BCOMP] * (1.0F - texel[i][BCOMP])
- + Bc * texel[i][BCOMP];
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- /* Cv = Cf(1-Ct) + CcCt */
- rgba[i][RCOMP] = rgba[i][RCOMP] * (1.0F - texel[i][RCOMP])
- + Rc * texel[i][RCOMP];
- rgba[i][GCOMP] = rgba[i][GCOMP] * (1.0F - texel[i][GCOMP])
- + Gc * texel[i][GCOMP];
- rgba[i][BCOMP] = rgba[i][BCOMP] * (1.0F - texel[i][BCOMP])
- + Bc * texel[i][BCOMP];
- /* Av = AfAt */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_BLEND) in texture_apply");
- return;
- }
- break;
-
- case GL_ADD: /* GL_EXT_texture_add_env */
- switch (format) {
- case GL_ALPHA:
- for (i=0;i<n;i++) {
- /* Rv = Rf */
- /* Gv = Gf */
- /* Bv = Bf */
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- case GL_LUMINANCE:
- for (i=0;i<n;i++) {
- GLfloat Lt = texel[i][RCOMP];
- GLfloat r = rgba[i][RCOMP] + Lt;
- GLfloat g = rgba[i][GCOMP] + Lt;
- GLfloat b = rgba[i][BCOMP] + Lt;
- rgba[i][RCOMP] = MIN2(r, 1.0F);
- rgba[i][GCOMP] = MIN2(g, 1.0F);
- rgba[i][BCOMP] = MIN2(b, 1.0F);
- /* Av = Af */
- }
- break;
- case GL_LUMINANCE_ALPHA:
- for (i=0;i<n;i++) {
- GLfloat Lt = texel[i][RCOMP];
- GLfloat r = rgba[i][RCOMP] + Lt;
- GLfloat g = rgba[i][GCOMP] + Lt;
- GLfloat b = rgba[i][BCOMP] + Lt;
- rgba[i][RCOMP] = MIN2(r, 1.0F);
- rgba[i][GCOMP] = MIN2(g, 1.0F);
- rgba[i][BCOMP] = MIN2(b, 1.0F);
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- case GL_INTENSITY:
- for (i=0;i<n;i++) {
- GLfloat It = texel[i][RCOMP];
- GLfloat r = rgba[i][RCOMP] + It;
- GLfloat g = rgba[i][GCOMP] + It;
- GLfloat b = rgba[i][BCOMP] + It;
- GLfloat a = rgba[i][ACOMP] + It;
- rgba[i][RCOMP] = MIN2(r, 1.0F);
- rgba[i][GCOMP] = MIN2(g, 1.0F);
- rgba[i][BCOMP] = MIN2(b, 1.0F);
- rgba[i][ACOMP] = MIN2(a, 1.0F);
- }
- break;
- case GL_RGB:
- for (i=0;i<n;i++) {
- GLfloat r = rgba[i][RCOMP] + texel[i][RCOMP];
- GLfloat g = rgba[i][GCOMP] + texel[i][GCOMP];
- GLfloat b = rgba[i][BCOMP] + texel[i][BCOMP];
- rgba[i][RCOMP] = MIN2(r, 1.0F);
- rgba[i][GCOMP] = MIN2(g, 1.0F);
- rgba[i][BCOMP] = MIN2(b, 1.0F);
- /* Av = Af */
- }
- break;
- case GL_RGBA:
- for (i=0;i<n;i++) {
- GLfloat r = rgba[i][RCOMP] + texel[i][RCOMP];
- GLfloat g = rgba[i][GCOMP] + texel[i][GCOMP];
- GLfloat b = rgba[i][BCOMP] + texel[i][BCOMP];
- rgba[i][RCOMP] = MIN2(r, 1.0F);
- rgba[i][GCOMP] = MIN2(g, 1.0F);
- rgba[i][BCOMP] = MIN2(b, 1.0F);
- rgba[i][ACOMP] = rgba[i][ACOMP] * texel[i][ACOMP];
- }
- break;
- default:
- _mesa_problem(ctx, "Bad format (GL_ADD) in texture_apply");
- return;
- }
- break;
-
- default:
- _mesa_problem(ctx, "Bad env mode in texture_apply");
- return;
- }
+ primary_rgba = malloc(span->end * 4 * sizeof(GLfloat));
- /* convert GLfloat colors to GLchan */
- for (i = 0; i < n; i++) {
- CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
- CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
- CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
- CLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
+ if (!primary_rgba) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span");
+ return;
}
-}
-
-
-/**
- * Apply texture mapping to a span of fragments.
- */
-void
-_swrast_texture_span( GLcontext *ctx, SWspan *span )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLfloat primary_rgba[MAX_WIDTH][4];
- GLuint unit;
-
- ASSERT(span->end <= MAX_WIDTH);
+ assert(span->end <= SWRAST_MAX_WIDTH);
/*
* Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
*/
- if (swrast->_AnyTextureCombine) {
+ if (swrast->_TextureCombinePrimary) {
GLuint i;
for (i = 0; i < span->end; i++) {
primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
}
}
- /* First must sample all bump maps */
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled &&
- ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
- const GLfloat (*texcoords)[4]
- = (const GLfloat (*)[4])
- span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
- GLfloat (*targetcoords)[4]
- = (GLfloat (*)[4])
- span->array->attribs[FRAG_ATTRIB_TEX0 +
- ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
-
- const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- const struct gl_texture_object *curObj = texUnit->_Current;
- GLfloat *lambda = span->array->lambda[unit];
-#if 0
- GLchan (*texels)[4] = (GLchan (*)[4])
- (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan)));
-#else
- float4_array texels = get_texel_array(swrast->TexelBuffer, unit,
- span->end);
-#endif
- 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->LodBias != 0.0F) {
- /* apply LOD bias, but don't clamp yet */
- const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
- -ctx->Const.MaxTextureLodBias,
- ctx->Const.MaxTextureLodBias);
- GLuint i;
- for (i = 0; i < span->end; i++) {
- lambda[i] += bias;
- }
- }
-
- if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
- /* apply LOD clamping to lambda */
- const GLfloat min = curObj->MinLod;
- const GLfloat max = curObj->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++) {
-#if CHAN_TYPE == GL_FLOAT
- 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];
-#else
- targetcoords[i][0] += (CHAN_TO_FLOAT(texels[i][1]) * rotMatrix00 +
- CHAN_TO_FLOAT(texels[i][1]) * rotMatrix01) /
- targetcoords[i][3];
- targetcoords[i][1] += (CHAN_TO_FLOAT(texels[i][0]) * rotMatrix10 +
- CHAN_TO_FLOAT(texels[i][1]) * rotMatrix11) /
- targetcoords[i][3];
-#endif
- }
- }
- }
-
/*
* Must do all texture sampling before combining in order to
- * accomodate GL_ARB_texture_env_crossbar.
+ * accommodate GL_ARB_texture_env_crossbar.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled &&
- ctx->Texture.Unit[unit]._CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ if (texUnit->_Current) {
const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
- span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
- const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[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->TexelBuffer, unit, span->end);
+ float4_array texels = get_texel_array(swrast, unit);
/* adjust texture lod (lambda) */
if (span->arrayMask & SPAN_LAMBDA) {
- if (texUnit->LodBias + curObj->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->LodBias,
+ const GLfloat bias = CLAMP(texUnit->LodBias + samp->LodBias,
-ctx->Const.MaxTextureLodBias,
ctx->Const.MaxTextureLodBias);
GLuint i;
}
}
- if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
+ if (samp->MinLod != -1000.0F ||
+ samp->MaxLod != 1000.0F) {
/* apply LOD clamping to lambda */
- const GLfloat min = curObj->MinLod;
- const GLfloat max = curObj->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 (samp->MaxAnisotropy > 1.0F &&
+ 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
+ * parameter will be modified to actually contain the SWspan pointer.
+ * This is a Hack. To make it right, the texture_sample_func
+ * signature and all implementing functions need to be modified.
+ */
+ /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */
+ lambda = (GLfloat *)span;
+ }
/* Sample the texture (span->end = number of fragments) */
- swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
- texcoords, lambda, texels );
-
- /* GL_SGI_texture_color_table */
- if (texUnit->ColorTableEnabled) {
- _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, 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) {
}
}
-
/*
* OK, now apply the texture (aka texture combine/blend).
* We modify the span->color.rgba values.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- if (texUnit->_CurrentCombine != &texUnit->_EnvMode ) {
- texture_combine( ctx, unit, span->end,
- primary_rgba,
- swrast->TexelBuffer,
- span->array->rgba );
- }
- else {
- /* conventional texture blend */
- float4_array texels =
- get_texel_array(swrast->TexelBuffer, unit, span->end);
- texture_apply( ctx, texUnit, span->end,
- primary_rgba, texels,
- span->array->rgba );
- }
- }
+ if (ctx->Texture.Unit[unit]._Current)
+ texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span);
}
+
+ free(primary_rgba);
}