fix GL_DOT3_RGBA texture combiner mode in generated fragment programs (bug #11030)
[mesa.git] / src / mesa / swrast / s_triangle.c
index 1e3d76874a3ce3cf99cad5993ee6fca39dd971be..c255545217318eaee46305ed17345f1bab33412c 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5
+ * Version:  6.5.3
  *
- * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2007  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"),
@@ -38,7 +38,6 @@
 
 #include "s_aatriangle.h"
 #include "s_context.h"
-#include "s_depth.h"
 #include "s_feedback.h"
 #include "s_span.h"
 #include "s_triangle.h"
@@ -53,10 +52,10 @@ _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];
+   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)
@@ -68,26 +67,11 @@ _swrast_culltriangle( GLcontext *ctx,
 
 
 /*
- * 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"
@@ -99,7 +83,6 @@ _swrast_culltriangle( GLcontext *ctx,
  */
 #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);     \
@@ -122,7 +105,6 @@ _swrast_culltriangle( GLcontext *ctx,
  */
 #define NAME smooth_rgba_triangle
 #define INTERP_Z 1
-#define INTERP_FOG 1
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 #define SETUP_CODE                             \
@@ -140,7 +122,7 @@ _swrast_culltriangle( GLcontext *ctx,
  * 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
@@ -162,8 +144,9 @@ _swrast_culltriangle( GLcontext *ctx,
       return;                                                          \
    }
 
-#define RENDER_SPAN( span  )                                           \
+#define RENDER_SPAN( span                                            \
    GLuint i;                                                           \
+   GLchan rgb[MAX_WIDTH][3];                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
@@ -171,13 +154,13 @@ _swrast_culltriangle( GLcontext *ctx,
       GLint t = FixedToInt(span.intTex[1]) & tmask;                    \
       GLint pos = (t << twidth_log2) + s;                              \
       pos = pos + pos + pos;  /* multiply by 3 */                      \
-      span.array->rgb[i][RCOMP] = texture[pos];                                \
-      span.array->rgb[i][GCOMP] = texture[pos+1];                      \
-      span.array->rgb[i][BCOMP] = texture[pos+2];                      \
+      rgb[i][RCOMP] = texture[pos];                                    \
+      rgb[i][GCOMP] = texture[pos+1];                                  \
+      rgb[i][BCOMP] = texture[pos+2];                                  \
       span.intTex[0] += span.intTexStep[0];                            \
       span.intTex[1] += span.intTexStep[1];                            \
    }                                                                   \
-   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, span.array->rgb, NULL);
+   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
 
 #include "s_tritemp.h"
 
@@ -215,6 +198,7 @@ _swrast_culltriangle( GLcontext *ctx,
 
 #define RENDER_SPAN( span )                                            \
    GLuint i;                                                           \
+   GLchan rgb[MAX_WIDTH][3];                                           \
    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */               \
    span.intTex[1] -= FIXED_HALF;                                       \
    for (i = 0; i < span.end; i++) {                                    \
@@ -224,9 +208,9 @@ _swrast_culltriangle( GLcontext *ctx,
          GLint t = FixedToInt(span.intTex[1]) & tmask;                 \
          GLint pos = (t << twidth_log2) + s;                           \
          pos = pos + pos + pos;  /* multiply by 3 */                   \
-         span.array->rgb[i][RCOMP] = texture[pos];                     \
-         span.array->rgb[i][GCOMP] = texture[pos+1];                   \
-         span.array->rgb[i][BCOMP] = texture[pos+2];                   \
+         rgb[i][RCOMP] = texture[pos];                                 \
+         rgb[i][GCOMP] = texture[pos+1];                               \
+         rgb[i][BCOMP] = texture[pos+2];                               \
          zRow[i] = z;                                                  \
          span.array->mask[i] = 1;                                      \
       }                                                                        \
@@ -237,13 +221,11 @@ _swrast_culltriangle( GLcontext *ctx,
       span.intTex[1] += span.intTexStep[1];                            \
       span.z += span.zStep;                                            \
    }                                                                   \
-   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y,                    \
-                 span.array->rgb, span.array->mask);
+   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
 
 #include "s_tritemp.h"
 
 
-
 #if CHAN_TYPE != GL_FLOAT
 
 struct affine_info
@@ -279,7 +261,7 @@ ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
  * texture env modes.
  */
 static INLINE void
-affine_span(GLcontext *ctx, struct sw_span *span,
+affine_span(GLcontext *ctx, SWspan *span,
             struct affine_info *info)
 {
    GLchan sample[4];  /* the filtered texture sample */
@@ -526,7 +508,6 @@ affine_span(GLcontext *ctx, struct sw_span *span,
  */
 #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
@@ -602,7 +583,7 @@ struct persp_info
 
 
 static INLINE void
-fast_persp_span(GLcontext *ctx, struct sw_span *span,
+fast_persp_span(GLcontext *ctx, SWspan *span,
                struct persp_info *info)
 {
    GLchan sample[4];  /* the filtered texture sample */
@@ -676,13 +657,13 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
    const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
    ctx->Texture._EnabledUnits = 0;
 
-   tex_coord[0] = span->tex[0][0]  * (info->smask + 1);
-   tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
-   tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
-   tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
-   /* span->tex[0][2] only if 3D-texturing, here only 2D */
-   tex_coord[2] = span->tex[0][3];
-   tex_step[2] = span->texStepX[0][3];
+   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
+   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
+   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
+   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
+   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
+   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
 
    switch (info->filter) {
    case GL_NEAREST:
@@ -799,11 +780,9 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
  */
 #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;                                             \
@@ -858,46 +837,23 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
 
 #include "s_tritemp.h"
 
+#endif /*CHAN_TYPE != GL_FLOAT*/
 
-#endif /* CHAN_BITS != GL_FLOAT */
-
-                
 
 
 /*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction, w/out mipmapping.
+ * 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"
 
 
 
-/*
- * This is the big one!
- * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
- * Yup, it's slow.
- */
-#define NAME multitextured_triangle
-#define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_SPEC 1
-#define INTERP_MULTITEX 1
-#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
-#include "s_tritemp.h"
-
-
 
 /*
  * Special tri function for occlusion testing
@@ -914,7 +870,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
       return;                                                          \
    }
 #define RENDER_SPAN( span )                                            \
-   if (ctx->Visual.depthBits <= 16) {                                  \
+   if (rb->DepthBits <= 16) {                                          \
       GLuint i;                                                                \
       const GLushort *zRow = (const GLushort *)                                \
          rb->GetPointer(ctx, rb, span.x, span.y);                      \
@@ -957,51 +913,47 @@ nodraw_triangle( GLcontext *ctx,
  * 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] );
 }
 
 
@@ -1072,9 +1024,22 @@ _swrast_choose_triangle( GLcontext *ctx )
          }
       }
 
-      if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+      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 ||
+          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_object *texObj2D;
          const struct gl_texture_image *texImg;
          GLenum minFilter, magFilter, envMode;
          GLint format;
@@ -1087,18 +1052,19 @@ _swrast_choose_triangle( GLcontext *ctx )
 
          /* First see if we can use an optimized 2-D texture function */
          if (ctx->Texture._EnabledCoordUnits == 0x1
-             && !ctx->FragmentProgram._Active
-            && !ctx->ATIFragmentShader._Enabled
+             && !ctx->FragmentProgram._Current
+             && !ctx->ATIFragmentShader._Enabled
              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
              && texObj2D->WrapS == GL_REPEAT
-            && texObj2D->WrapT == GL_REPEAT
+             && texObj2D->WrapT == GL_REPEAT
              && 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) {
+             && minFilter == magFilter
+             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+             && !swrast->_FogEnabled
+             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
            if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
               if (minFilter == GL_NEAREST
                   && format == MESA_FORMAT_RGB
@@ -1108,7 +1074,7 @@ _swrast_choose_triangle( GLcontext *ctx )
                        && ctx->Depth.Mask == GL_TRUE)
                       || swrast->_RasterMask == TEXTURE_BIT)
                   && ctx->Polygon.StippleFlag == GL_FALSE
-                   && ctx->Visual.depthBits <= 16) {
+                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
                  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
                     USE(simple_z_textured_triangle);
                  }
@@ -1117,16 +1083,16 @@ _swrast_choose_triangle( GLcontext *ctx )
                  }
               }
               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
@@ -1134,33 +1100,27 @@ _swrast_choose_triangle( GLcontext *ctx )
         }
          else {
             /* general case textured triangles */
-            if (ctx->Texture._EnabledCoordUnits > 1) {
-               USE(multitextured_triangle);
-            }
-            else {
-               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
         }
       }
    }