/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* functions to draw triangles.
*/
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "imports.h"
-#include "macros.h"
-#include "texformat.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/texformat.h"
+#include "shader/prog_instruction.h"
#include "s_aatriangle.h"
#include "s_context.h"
#include "s_triangle.h"
-/*
- * Just used for feedback mode.
+/**
+ * Test if a triangle should be culled. Used for feedback and selection mode.
+ * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
*/
GLboolean
_swrast_culltriangle( GLcontext *ctx,
const SWvertex *v1,
const SWvertex *v2 )
{
- GLfloat ex = v1->win[0] - v0->win[0];
- GLfloat ey = v1->win[1] - v0->win[1];
- GLfloat fx = v2->win[0] - v0->win[0];
- GLfloat fy = v2->win[1] - v0->win[1];
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+ GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+ GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
GLfloat c = ex*fy-ey*fx;
- if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
- return 0;
+ if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
+ return GL_FALSE;
- return 1;
+ return GL_TRUE;
}
/*
- * Render a flat-shaded color index triangle.
+ * Render a smooth or flat-shaded color index triangle.
*/
-#define NAME flat_ci_triangle
+#define NAME ci_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
-#define SETUP_CODE \
- span.interpMask |= SPAN_INDEX; \
- span.index = FloatToFixed(v2->index);\
- span.indexStep = 0;
-#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
-#include "s_tritemp.h"
-
-
-
-/*
- * Render a smooth-shaded color index triangle.
- */
-#define NAME smooth_ci_triangle
-#define INTERP_Z 1
-#define INTERP_FOG 1
+#define INTERP_ATTRIBS 1 /* just for fog */
#define INTERP_INDEX 1
#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
#include "s_tritemp.h"
*/
#define NAME flat_rgba_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
#define SETUP_CODE \
ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
*/
#define NAME smooth_rgba_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define SETUP_CODE \
* Render an RGB, GL_DECAL, textured triangle.
* Interpolate S,T only w/out mipmapping or perspective correction.
*
- * No fog.
+ * No fog. No depth testing.
*/
#define NAME simple_textured_triangle
#define INTERP_INT_TEX 1
#define T_SCALE theight
#define SETUP_CODE \
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
- struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
+ struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
const GLint b = obj->BaseLevel; \
const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
const GLint smask = obj->Image[0][b]->Width - 1; \
const GLint tmask = obj->Image[0][b]->Height - 1; \
- if (!texture) { \
- /* this shouldn't happen */ \
+ if (!rb || !texture) { \
return; \
}
#define T_SCALE theight
#define SETUP_CODE \
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
- struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \
+ struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
const GLint b = obj->BaseLevel; \
const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
const GLint smask = obj->Image[0][b]->Width - 1; \
const GLint tmask = obj->Image[0][b]->Height - 1; \
- if (!texture) { \
- /* this shouldn't happen */ \
+ if (!rb || !texture) { \
return; \
}
#include "s_tritemp.h"
-
#if CHAN_TYPE != GL_FLOAT
struct affine_info
struct affine_info *info)
{
GLchan sample[4]; /* the filtered texture sample */
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
/* Instead of defining a function for each mode, a test is done
* between the outer and inner loops. This is to reduce code size
GLuint i;
GLchan *dest = span->array->rgba[0];
+ /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
+ ctx->Texture._EnabledCoordUnits = 0x0;
+
span->intTex[0] -= FIXED_HALF;
span->intTex[1] -= FIXED_HALF;
switch (info->filter) {
}
span->interpMask &= ~SPAN_RGBA;
ASSERT(span->arrayMask & SPAN_RGBA);
+
_swrast_write_rgba_span(ctx, span);
+ /* re-enable texture units */
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
+
#undef SPAN_NEAREST
#undef SPAN_LINEAR
}
*/
#define NAME affine_textured_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_INT_TEX 1
#define SETUP_CODE \
struct affine_info info; \
struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- struct gl_texture_object *obj = unit->Current2D; \
+ struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
const GLint b = obj->BaseLevel; \
const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
GLfloat tex_coord[3], tex_step[3];
GLchan *dest = span->array->rgba[0];
- const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
- ctx->Texture._EnabledUnits = 0;
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
+ ctx->Texture._EnabledCoordUnits = 0;
tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
#undef SPAN_LINEAR
/* restore state */
- ctx->Texture._EnabledUnits = savedTexEnable;
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
}
*/
#define NAME persp_textured_triangle
#define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
#define SETUP_CODE \
struct persp_info info; \
const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- const struct gl_texture_object *obj = unit->Current2D; \
+ struct gl_texture_object *obj = \
+ ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
const GLint b = obj->BaseLevel; \
info.texture = (const GLchan *) obj->Image[0][b]->Data; \
info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
#include "s_tritemp.h"
+#endif /*CHAN_TYPE != GL_FLOAT*/
-#endif /* CHAN_BITS != GL_FLOAT */
-
-
/*
- * Render a smooth-shaded, textured, RGBA triangle.
+ * Render an RGBA triangle with arbitrary attributes.
*/
-#define NAME general_textured_triangle
+#define NAME general_triangle
#define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
-#define INTERP_SPEC 1
#define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
#include "s_tritemp.h"
* draw the triangle, then restore the original primary color.
* Inefficient, but seldom needed.
*/
-void _swrast_add_spec_terms_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+void
+_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
{
SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
SWvertex *ncv1 = (SWvertex *)v1;
SWvertex *ncv2 = (SWvertex *)v2;
-#if CHAN_TYPE == GL_FLOAT
GLfloat rSum, gSum, bSum;
-#else
- GLint rSum, gSum, bSum;
-#endif
- GLchan c[3][4];
+ GLchan cSave[3][4];
+
/* save original colors */
- COPY_CHAN4( c[0], ncv0->color );
- COPY_CHAN4( c[1], ncv1->color );
- COPY_CHAN4( c[2], ncv2->color );
+ COPY_CHAN4( cSave[0], ncv0->color );
+ COPY_CHAN4( cSave[1], ncv1->color );
+ COPY_CHAN4( cSave[2], ncv2->color );
/* sum v0 */
- rSum = ncv0->color[0] + ncv0->specular[0];
- gSum = ncv0->color[1] + ncv0->specular[1];
- bSum = ncv0->color[2] + ncv0->specular[2];
- ncv0->color[0] = MIN2(rSum, CHAN_MAX);
- ncv0->color[1] = MIN2(gSum, CHAN_MAX);
- ncv0->color[2] = MIN2(bSum, CHAN_MAX);
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
/* sum v1 */
- rSum = ncv1->color[0] + ncv1->specular[0];
- gSum = ncv1->color[1] + ncv1->specular[1];
- bSum = ncv1->color[2] + ncv1->specular[2];
- ncv1->color[0] = MIN2(rSum, CHAN_MAX);
- ncv1->color[1] = MIN2(gSum, CHAN_MAX);
- ncv1->color[2] = MIN2(bSum, CHAN_MAX);
+ rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
/* sum v2 */
- rSum = ncv2->color[0] + ncv2->specular[0];
- gSum = ncv2->color[1] + ncv2->specular[1];
- bSum = ncv2->color[2] + ncv2->specular[2];
- ncv2->color[0] = MIN2(rSum, CHAN_MAX);
- ncv2->color[1] = MIN2(gSum, CHAN_MAX);
- ncv2->color[2] = MIN2(bSum, CHAN_MAX);
+ rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
/* draw */
SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
/* restore original colors */
- COPY_CHAN4( ncv0->color, c[0] );
- COPY_CHAN4( ncv1->color, c[1] );
- COPY_CHAN4( ncv2->color, c[2] );
+ COPY_CHAN4( ncv0->color, cSave[0] );
+ COPY_CHAN4( ncv1->color, cSave[1] );
+ COPY_CHAN4( ncv2->color, cSave[2] );
}
ctx->Depth.Test &&
ctx->Depth.Mask == GL_FALSE &&
ctx->Depth.Func == GL_LESS &&
- !ctx->Stencil.Enabled) {
+ !ctx->Stencil._Enabled) {
if ((rgbmode &&
ctx->Color.ColorMask[0] == 0 &&
ctx->Color.ColorMask[1] == 0 &&
}
}
+ if (!rgbmode) {
+ USE(ci_triangle);
+ return;
+ }
+
+ /*
+ * XXX should examine swrast->_ActiveAttribMask to determine what
+ * needs to be interpolated.
+ */
if (ctx->Texture._EnabledCoordUnits ||
ctx->FragmentProgram._Current ||
- ctx->ATIFragmentShader._Enabled) {
+ ctx->ATIFragmentShader._Enabled ||
+ 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;
GLenum minFilter, magFilter, envMode;
GLint format;
- texObj2D = ctx->Texture.Unit[0].Current2D;
+ texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
+
texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
format = texImg ? texImg->TexFormat->MesaFormat : -1;
minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
&& texObj2D->WrapS == GL_REPEAT
&& texObj2D->WrapT == GL_REPEAT
+ && texObj2D->_Swizzle == SWIZZLE_NOOP
&& texImg->_IsPowerOfTwo
&& texImg->Border == 0
&& texImg->Width == texImg->RowStride
&& (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
&& minFilter == magFilter
&& ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
- && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
+ && !swrast->_FogEnabled
+ && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
+ && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
if (minFilter == GL_NEAREST
&& format == MESA_FORMAT_RGB
}
}
else {
-#if (CHAN_BITS == 16 || CHAN_BITS == 32)
- USE(general_textured_triangle);
+#if CHAN_BITS != 8
+ USE(general_triangle);
#else
USE(affine_textured_triangle);
#endif
}
}
else {
-#if (CHAN_BITS == 16 || CHAN_BITS == 32)
- USE(general_textured_triangle);
+#if CHAN_BITS != 8
+ USE(general_triangle);
#else
USE(persp_textured_triangle);
#endif
}
else {
/* general case textured triangles */
- USE(general_textured_triangle);
+ USE(general_triangle);
}
}
else {
- ASSERT(!ctx->Texture._EnabledCoordUnits);
+ ASSERT(!swrast->_FogEnabled);
+ ASSERT(!NEED_SECONDARY_COLOR(ctx));
if (ctx->Light.ShadeModel==GL_SMOOTH) {
/* smooth shaded, no texturing, stippled or some raster ops */
- if (rgbmode) {
- USE(smooth_rgba_triangle);
- }
- else {
- USE(smooth_ci_triangle);
- }
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(smooth_rgba_triangle);
+#endif
}
else {
/* flat shaded, no texturing, stippled or some raster ops */
- if (rgbmode) {
- USE(flat_rgba_triangle);
- }
- else {
- USE(flat_ci_triangle);
- }
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(flat_rgba_triangle);
+#endif
}
}
}