X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_triangle.c;h=1ab0e19f922860013e6aae57381dea6db7d88e51;hb=19119517ce00f7710c6cd627c75e7eef765021c2;hp=08796471c56fcc72da6b5d2339981e306e4158c3;hpb=624ad14a581e9befdfda5335b775d8d1f55fbe56;p=mesa.git diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index 08796471c56..1ab0e19f922 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 6.5 + * Version: 7.3 * - * 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"), @@ -29,23 +29,24 @@ * 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_depth.h" #include "s_feedback.h" #include "s_span.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, @@ -53,41 +54,27 @@ _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. - */ -#define NAME flat_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. + * Render a smooth or flat-shaded color index triangle. */ -#define NAME smooth_ci_triangle +#define NAME 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 +86,6 @@ _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 +108,6 @@ _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 +125,7 @@ _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 @@ -148,8 +133,9 @@ _swrast_culltriangle( GLcontext *ctx, #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; \ @@ -157,13 +143,13 @@ _swrast_culltriangle( GLcontext *ctx, 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 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 +157,13 @@ _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" @@ -199,8 +185,9 @@ _swrast_culltriangle( GLcontext *ctx, #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; \ @@ -208,25 +195,25 @@ _swrast_culltriangle( GLcontext *ctx, 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 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++) { \ - const GLdepth z = FixedToDepth(span.z); \ + const GLuint z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ GLint s = FixedToInt(span.intTex[0]) & smask; \ 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 +224,11 @@ _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 @@ -279,10 +264,11 @@ 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 */ + 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 @@ -412,6 +398,9 @@ affine_span(GLcontext *ctx, struct sw_span *span, 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) { @@ -513,8 +502,12 @@ affine_span(GLcontext *ctx, struct sw_span *span, } 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 } @@ -526,7 +519,6 @@ 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 @@ -536,7 +528,8 @@ affine_span(GLcontext *ctx, struct sw_span *span, #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; \ @@ -544,7 +537,7 @@ affine_span(GLcontext *ctx, struct sw_span *span, info.twidth_log2 = obj->Image[0][b]->WidthLog2; \ info.smask = obj->Image[0][b]->Width - 1; \ info.tmask = obj->Image[0][b]->Height - 1; \ - info.format = obj->Image[0][b]->Format; \ + info.format = obj->Image[0][b]->_BaseFormat; \ info.filter = obj->MinFilter; \ info.envmode = unit->EnvMode; \ span.arrayMask |= SPAN_RGBA; \ @@ -602,7 +595,7 @@ 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 */ @@ -673,16 +666,16 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, 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->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: @@ -787,7 +780,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, #undef SPAN_LINEAR /* restore state */ - ctx->Texture._EnabledUnits = savedTexEnable; + ctx->Texture._EnabledCoordUnits = texEnableSave; } @@ -799,22 +792,21 @@ 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; \ 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; \ info.smask = obj->Image[0][b]->Width - 1; \ info.tmask = obj->Image[0][b]->Height - 1; \ - info.format = obj->Image[0][b]->Format; \ + info.format = obj->Image[0][b]->_BaseFormat; \ info.filter = obj->MinFilter; \ info.envmode = unit->EnvMode; \ \ @@ -858,46 +850,23 @@ 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 @@ -905,8 +874,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, #define NAME occlusion_zless_triangle #define INTERP_Z 1 #define SETUP_CODE \ - struct gl_renderbuffer *rb \ - = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; \ + struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \ struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \ ASSERT(ctx->Depth.Test); \ ASSERT(!ctx->Depth.Mask); \ @@ -915,12 +883,12 @@ 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); \ for (i = 0; i < span.end; i++) { \ - GLdepth z = FixedToDepth(span.z); \ + GLuint z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ q->Result++; \ } \ @@ -958,51 +926,47 @@ 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] ); } @@ -1060,7 +1024,7 @@ _swrast_choose_triangle( GLcontext *ctx ) 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 && @@ -1073,13 +1037,27 @@ _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; - 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; @@ -1088,18 +1066,21 @@ _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->_IsPowerOfTwo + && 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) { + && minFilter == magFilter + && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR + && !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 @@ -1109,7 +1090,7 @@ _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); } @@ -1118,16 +1099,16 @@ _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 @@ -1135,33 +1116,27 @@ _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 } } }