mesa: remove gl_renderbuffer::DataType
[mesa.git] / src / mesa / swrast / s_triangle.c
index 85513e1f204f0d3e9352f7ecf5f491fb7d87b051..124aa5f8edd2f2005a3938c9c185a1bf1c25dde4 100644 (file)
@@ -34,7 +34,8 @@
 #include "main/colormac.h"
 #include "main/imports.h"
 #include "main/macros.h"
-#include "main/texformat.h"
+#include "main/mtypes.h"
+#include "main/state.h"
 #include "program/prog_instruction.h"
 
 #include "s_aatriangle.h"
@@ -126,10 +127,12 @@ _swrast_culltriangle( struct gl_context *ctx,
       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const struct gl_texture_image *texImg =                             \
       obj->Image[0][obj->BaseLevel];                                   \
+   const struct swrast_texture_image *swImg =                          \
+      swrast_texture_image_const(texImg);                              \
    const GLfloat twidth = (GLfloat) texImg->Width;                     \
    const GLfloat theight = (GLfloat) texImg->Height;                   \
    const GLint twidth_log2 = texImg->WidthLog2;                                \
-   const GLubyte *texture = (const GLubyte *) texImg->Data;            \
+   const GLubyte *texture = (const GLubyte *) swImg->Map;              \
    const GLint smask = texImg->Width - 1;                              \
    const GLint tmask = texImg->Height - 1;                             \
    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                    \
@@ -139,7 +142,7 @@ _swrast_culltriangle( struct gl_context *ctx,
 
 #define RENDER_SPAN( span )                                            \
    GLuint i;                                                           \
-   GLubyte rgb[MAX_WIDTH][3];                                          \
+   GLubyte rgba[MAX_WIDTH][4];                                         \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
@@ -147,13 +150,15 @@ _swrast_culltriangle( struct gl_context *ctx,
       GLint t = FixedToInt(span.intTex[1]) & tmask;                    \
       GLint pos = (t << twidth_log2) + s;                              \
       pos = pos + pos + pos;  /* multiply by 3 */                      \
-      rgb[i][RCOMP] = texture[pos+2];                                  \
-      rgb[i][GCOMP] = texture[pos+1];                                  \
-      rgb[i][BCOMP] = texture[pos+0];                                  \
+      rgba[i][RCOMP] = texture[pos+2];                                 \
+      rgba[i][GCOMP] = texture[pos+1];                                 \
+      rgba[i][BCOMP] = texture[pos+0];                                 \
+      rgba[i][ACOMP] = 0xff;                                            \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
    }                                                                   \
-   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
+   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end,                 \
+                   span.x, span.y, rgba, NULL);
 
 #include "s_tritemp.h"
 
@@ -180,10 +185,12 @@ _swrast_culltriangle( struct gl_context *ctx,
       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const struct gl_texture_image *texImg =                             \
        obj->Image[0][obj->BaseLevel];                                  \
+   const struct swrast_texture_image *swImg =                          \
+      swrast_texture_image_const(texImg);                              \
    const GLfloat twidth = (GLfloat) texImg->Width;                     \
    const GLfloat theight = (GLfloat) texImg->Height;                   \
    const GLint twidth_log2 = texImg->WidthLog2;                                \
-   const GLubyte *texture = (const GLubyte *) texImg->Data;            \
+   const GLubyte *texture = (const GLubyte *) swImg->Map;              \
    const GLint smask = texImg->Width - 1;                              \
    const GLint tmask = texImg->Height - 1;                             \
    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                    \
@@ -193,7 +200,7 @@ _swrast_culltriangle( struct gl_context *ctx,
 
 #define RENDER_SPAN( span )                                            \
    GLuint i;                                                           \
-   GLubyte rgb[MAX_WIDTH][3];                                          \
+   GLubyte rgba[MAX_WIDTH][4];                                         \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
@@ -203,9 +210,10 @@ _swrast_culltriangle( struct gl_context *ctx,
          GLint t = FixedToInt(span.intTex[1]) & tmask;                 \
          GLint pos = (t << twidth_log2) + s;                           \
          pos = pos + pos + pos;  /* multiply by 3 */                   \
-         rgb[i][RCOMP] = texture[pos+2];                               \
-         rgb[i][GCOMP] = texture[pos+1];                               \
-         rgb[i][BCOMP] = texture[pos+0];                               \
+         rgba[i][RCOMP] = texture[pos+2];                              \
+         rgba[i][GCOMP] = texture[pos+1];                              \
+         rgba[i][BCOMP] = texture[pos+0];                              \
+         rgba[i][ACOMP] = 0xff;                                        \
          zRow[i] = z;                                                  \
          span.array->mask[i] = 1;                                      \
       }                                                                        \
@@ -216,7 +224,8 @@ _swrast_culltriangle( struct gl_context *ctx,
       span.intTex[1] += span.intTexStep[1];                            \
       span.z += span.zStep;                                            \
    }                                                                   \
-   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
+   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE,                           \
+                   span.end, span.x, span.y, rgba, span.array->mask);
 
 #include "s_tritemp.h"
 
@@ -236,13 +245,13 @@ struct affine_info
 };
 
 
-static INLINE GLint
+static inline GLint
 ilerp(GLint t, GLint a, GLint b)
 {
    return a + ((t * (b - a)) >> FIXED_SHIFT);
 }
 
-static INLINE GLint
+static inline GLint
 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
 {
    const GLint temp0 = ilerp(ia, v00, v10);
@@ -255,7 +264,7 @@ ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
  * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
  * texture env modes.
  */
-static INLINE void
+static inline void
 affine_span(struct gl_context *ctx, SWspan *span,
             struct affine_info *info)
 {
@@ -532,14 +541,16 @@ affine_span(struct gl_context *ctx, SWspan *span,
       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const struct gl_texture_image *texImg =                             \
       obj->Image[0][obj->BaseLevel];                                   \
+   const struct swrast_texture_image *swImg =                          \
+      swrast_texture_image_const(texImg);                              \
    const GLfloat twidth = (GLfloat) texImg->Width;                     \
    const GLfloat theight = (GLfloat) texImg->Height;                   \
-   info.texture = (const GLchan *) texImg->Data;                       \
+   info.texture = (const GLchan *) swImg->Map;                         \
    info.twidth_log2 = texImg->WidthLog2;                               \
    info.smask = texImg->Width - 1;                                     \
    info.tmask = texImg->Height - 1;                                    \
    info.format = texImg->TexFormat;                                    \
-   info.filter = obj->MinFilter;                                       \
+   info.filter = obj->Sampler.MinFilter;                               \
    info.envmode = unit->EnvMode;                                       \
    info.er = 0;                                        \
    info.eg = 0;                                        \
@@ -590,7 +601,7 @@ struct persp_info
 };
 
 
-static INLINE void
+static inline void
 fast_persp_span(struct gl_context *ctx, SWspan *span,
                struct persp_info *info)
 {
@@ -799,12 +810,14 @@ fast_persp_span(struct gl_context *ctx, SWspan *span,
       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];               \
    const struct gl_texture_image *texImg =                             \
       obj->Image[0][obj->BaseLevel];                                   \
-   info.texture = (const GLchan *) texImg->Data;                       \
+   const struct swrast_texture_image *swImg =                          \
+      swrast_texture_image_const(texImg);                              \
+   info.texture = (const GLchan *) swImg->Map;                         \
    info.twidth_log2 = texImg->WidthLog2;                               \
    info.smask = texImg->Width - 1;                                     \
    info.tmask = texImg->Height - 1;                                    \
    info.format = texImg->TexFormat;                                    \
-   info.filter = obj->MinFilter;                                       \
+   info.filter = obj->Sampler.MinFilter;                               \
    info.envmode = unit->EnvMode;                                       \
    info.er = 0;                                        \
    info.eg = 0;                                        \
@@ -863,22 +876,24 @@ fast_persp_span(struct gl_context *ctx, SWspan *span,
 /*
  * Special tri function for occlusion testing
  */
-#define NAME occlusion_zless_triangle
+#define NAME occlusion_zless_16_triangle
 #define INTERP_Z 1
 #define SETUP_CODE                                                     \
-   struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;         \
+   struct gl_renderbuffer *rb =                                         \
+      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;      \
    ASSERT(ctx->Depth.Test);                                            \
    ASSERT(!ctx->Depth.Mask);                                           \
    ASSERT(ctx->Depth.Func == GL_LESS);                                 \
+   assert(rb->Format == MESA_FORMAT_Z16);                               \
    if (!q) {                                                           \
       return;                                                          \
    }
 #define RENDER_SPAN( span )                                            \
-   if (rb->Format == MESA_FORMAT_Z16) {                                        \
+   {                                                                    \
       GLuint i;                                                                \
       const GLushort *zRow = (const GLushort *)                                \
-         rb->GetPointer(ctx, rb, span.x, span.y);                      \
+         _swrast_pixel_address(rb, span.x, span.y);                     \
       for (i = 0; i < span.end; i++) {                                 \
          GLuint z = FixedToDepth(span.z);                              \
          if (z < zRow[i]) {                                            \
@@ -886,17 +901,6 @@ fast_persp_span(struct gl_context *ctx, SWspan *span,
          }                                                             \
          span.z += span.zStep;                                         \
       }                                                                        \
-   }                                                                   \
-   else {                                                              \
-      GLuint i;                                                                \
-      const GLuint *zRow = (const GLuint *)                            \
-         rb->GetPointer(ctx, rb, span.x, span.y);                      \
-      for (i = 0; i < span.end; i++) {                                 \
-         if ((GLuint)span.z < zRow[i]) {                               \
-            q->Result++;                                               \
-         }                                                             \
-         span.z += span.zStep;                                         \
-      }                                                                        \
    }
 #include "s_tritemp.h"
 
@@ -1003,6 +1007,8 @@ _swrast_choose_triangle( struct gl_context *ctx )
    }
 
    if (ctx->RenderMode==GL_RENDER) {
+      struct gl_renderbuffer *depthRb =
+         ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
 
       if (ctx->Polygon.SmoothFlag) {
          _swrast_set_aa_triangle_function(ctx);
@@ -1015,12 +1021,14 @@ _swrast_choose_triangle( struct gl_context *ctx )
           ctx->Depth.Test &&
           ctx->Depth.Mask == GL_FALSE &&
           ctx->Depth.Func == GL_LESS &&
-          !ctx->Stencil._Enabled) {
+          !ctx->Stencil._Enabled &&
+          depthRb &&
+          depthRb->Format == MESA_FORMAT_Z16) {
          if (ctx->Color.ColorMask[0][0] == 0 &&
             ctx->Color.ColorMask[0][1] == 0 &&
             ctx->Color.ColorMask[0][2] == 0 &&
             ctx->Color.ColorMask[0][3] == 0) {
-            USE(occlusion_zless_triangle);
+            USE(occlusion_zless_16_triangle);
             return;
          }
       }
@@ -1032,19 +1040,22 @@ _swrast_choose_triangle( struct gl_context *ctx )
       if (ctx->Texture._EnabledCoordUnits ||
           ctx->FragmentProgram._Current ||
           ctx->ATIFragmentShader._Enabled ||
-          NEED_SECONDARY_COLOR(ctx) ||
+          _mesa_need_secondary_color(ctx) ||
           swrast->_FogEnabled) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
          const struct gl_texture_object *texObj2D;
          const struct gl_texture_image *texImg;
+         const struct swrast_texture_image *swImg;
          GLenum minFilter, magFilter, envMode;
          gl_format format;
          texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
 
          texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
+         swImg = swrast_texture_image_const(texImg);
+
          format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
-         minFilter = texObj2D ? texObj2D->MinFilter : GL_NONE;
-         magFilter = texObj2D ? texObj2D->MagFilter : GL_NONE;
+         minFilter = texObj2D ? texObj2D->Sampler.MinFilter : GL_NONE;
+         magFilter = texObj2D ? texObj2D->Sampler.MagFilter : GL_NONE;
          envMode = ctx->Texture.Unit[0].EnvMode;
 
          /* First see if we can use an optimized 2-D texture function */
@@ -1053,12 +1064,12 @@ _swrast_choose_triangle( struct gl_context *ctx )
              && !ctx->ATIFragmentShader._Enabled
              && ctx->Texture._EnabledUnits == 0x1
              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
-             && texObj2D->WrapS == GL_REPEAT
-             && texObj2D->WrapT == GL_REPEAT
+             && texObj2D->Sampler.WrapS == GL_REPEAT
+             && texObj2D->Sampler.WrapT == GL_REPEAT
              && texObj2D->_Swizzle == SWIZZLE_NOOP
-             && texImg->_IsPowerOfTwo
+             && swImg->_IsPowerOfTwo
              && texImg->Border == 0
-             && texImg->Width == texImg->RowStride
+             && texImg->Width == swImg->RowStride
              && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
              && minFilter == magFilter
              && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
@@ -1113,7 +1124,7 @@ _swrast_choose_triangle( struct gl_context *ctx )
       }
       else {
          ASSERT(!swrast->_FogEnabled);
-         ASSERT(!NEED_SECONDARY_COLOR(ctx));
+         ASSERT(!_mesa_need_secondary_color(ctx));
         if (ctx->Light.ShadeModel==GL_SMOOTH) {
            /* smooth shaded, no texturing, stippled or some raster ops */
 #if CHAN_BITS != 8