X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_texcombine.c;h=32d7c094447dbf0f939ff5c431084014e8fbaf45;hb=bd69f65f90ecfa45e43a72504d277cb39f00e1c1;hp=550c99b7d23bfacde8137bff7a4fafcb8236bb01;hpb=aef2e1c1dcda77b6dc5fcfd2de7c9d720effa4e7;p=mesa.git diff --git a/src/mesa/swrast/s_texcombine.c b/src/mesa/swrast/s_texcombine.c index 550c99b7d23..32d7c094447 100644 --- a/src/mesa/swrast/s_texcombine.c +++ b/src/mesa/swrast/s_texcombine.c @@ -1,6 +1,5 @@ /* * 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. @@ -18,20 +17,20 @@ * 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" @@ -47,11 +46,14 @@ typedef float (*float4_array)[4]; /** * 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 } @@ -68,18 +70,20 @@ get_texel_array(const GLfloat *texelBuffer, GLuint unit, GLuint numTexels) * * \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 ) { + SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine; float4_array argRGB[MAX_COMBINER_TERMS]; @@ -88,11 +92,30 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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]); @@ -120,7 +143,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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; @@ -167,8 +190,8 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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); + goto end; + argRGB[term] = get_texel_array(swrast, srcUnit); } } @@ -216,7 +239,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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; @@ -257,8 +280,8 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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); + goto end; + argA[term] = get_texel_array(swrast, srcUnit); } } @@ -319,19 +342,19 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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; @@ -372,7 +395,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, (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); + dot = CLAMP(dot, 0.0F, 1.0F); rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; } break; @@ -389,11 +412,11 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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: @@ -407,24 +430,15 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, } 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++) { + /* 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 - } + rgba[i][RCOMP] = 0.0; + rgba[i][GCOMP] = 0.0; + rgba[i][BCOMP] = 0.0; + rgba[i][ACOMP] = 1.0; } - return; /* no alpha processing */ + goto end; /* no alpha processing */ default: _mesa_problem(ctx, "invalid combine mode"); } @@ -469,7 +483,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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 { @@ -532,8 +546,17 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, 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); +} /** @@ -567,400 +590,60 @@ swizzle_texels(GLuint swizzle, GLuint count, float4_array texels) /** - * 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;iend * 4 * sizeof(GLfloat)); - 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;iend <= 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]); @@ -972,26 +655,19 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) /* 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 + + 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[VARYING_SLOT_TEX0 + unit]; + float4_array targetcoords = + span->array->attribs[VARYING_SLOT_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; + const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit); 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 + 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]; @@ -1000,9 +676,9 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) /* 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; @@ -1011,10 +687,11 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) } } - if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { + if (samp->MinLod != -1000.0 || + samp->MaxLod != 1000.0) { /* 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]; @@ -1024,26 +701,18 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) } /* 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 ); /* 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 } } } @@ -1053,21 +722,21 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) * accomodate 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->_ReallyEnabled && + texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { 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; @@ -1076,10 +745,11 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) } } - if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { + if (samp->MinLod != -1000.0 || + samp->MaxLod != 1000.0) { /* 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]; @@ -1087,15 +757,23 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) } } } + 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 + * 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) { @@ -1104,28 +782,14 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) } } - /* * 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]._ReallyEnabled) + texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span); } + + free(primary_rgba); }