-/* $Id: s_triangle.c,v 1.29 2001/05/17 09:32:17 keithw Exp $ */
+/* $Id: s_triangle.c,v 1.30 2001/06/26 15:33:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
tr = tex00[RCOMP]; \
tg = tex00[GCOMP]; \
tb = tex00[BCOMP]; \
- ta = 0xff
+ ta = CHAN_MAX
#define LINEAR_RGB \
tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
- ta = 0xff
+ ta = CHAN_MAX
#define NEAREST_RGBA \
tr = tex00[RCOMP]; \
dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
#define DECAL \
- dest[RCOMP] = ((0xff - ta) * span->red \
+ dest[RCOMP] = ((CHAN_MAX - ta) * span->red \
+ ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((0xff - ta) * span->green \
+ dest[GCOMP] = ((CHAN_MAX - ta) * span->green \
+ ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((0xff - ta) * span->blue \
+ dest[BCOMP] = ((CHAN_MAX - ta) * span->blue \
+ ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
dest[ACOMP] = FixedToInt(span->alpha)
#define BLEND \
- dest[RCOMP] = ((0xff - tr) * span->red \
+ dest[RCOMP] = ((CHAN_MAX - tr) * span->red \
+ (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((0xff - tg) * span->green \
+ dest[GCOMP] = ((CHAN_MAX - tg) * span->green \
+ (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((0xff - tb) * span->blue \
+ dest[BCOMP] = ((CHAN_MAX - tb) * span->blue \
+ (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
#define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
-#define SPAN1(DO_TEX,COMP) \
+#define SPAN_NEAREST(DO_TEX,COMP) \
for (i = 0; i < span->count; i++) { \
+ /* Isn't it necessary to use FixedFloor below?? */ \
GLint s = FixedToInt(span->intTex[0]) & info->smask; \
GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
GLint pos = (t << info->twidth_log2) + s; \
dest += 4; \
}
-#define SPAN2(DO_TEX,COMP) \
+#define SPAN_LINEAR(DO_TEX,COMP) \
for (i = 0; i < span->count; i++) { \
+ /* Isn't it necessary to use FixedFloor below?? */ \
GLint s = FixedToInt(span->intTex[0]) & info->smask; \
GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
- GLint sf = span->intTex[0] & FIXED_FRAC_MASK; \
- GLint tf = span->intTex[1] & FIXED_FRAC_MASK; \
- GLint si = FIXED_FRAC_MASK - sf; \
- GLint ti = FIXED_FRAC_MASK - tf; \
+ GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
+ GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
+ GLfixed si = FIXED_FRAC_MASK - sf; \
+ GLfixed ti = FIXED_FRAC_MASK - tf; \
GLint pos = (t << info->twidth_log2) + s; \
const GLchan *tex00 = info->texture + COMP * pos; \
const GLchan *tex10 = tex00 + info->tbytesline; \
case GL_RGB:
switch (info->envmode) {
case GL_MODULATE:
- SPAN1(NEAREST_RGB;MODULATE,3);
+ SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
break;
case GL_DECAL:
case GL_REPLACE:
- SPAN1(NEAREST_RGB_REPLACE,3);
+ SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
break;
case GL_BLEND:
- SPAN1(NEAREST_RGB;BLEND,3);
+ SPAN_NEAREST(NEAREST_RGB;BLEND,3);
break;
case GL_ADD:
- SPAN1(NEAREST_RGB;ADD,3);
+ SPAN_NEAREST(NEAREST_RGB;ADD,3);
break;
default:
abort();
case GL_RGBA:
switch(info->envmode) {
case GL_MODULATE:
- SPAN1(NEAREST_RGBA;MODULATE,4);
+ SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
break;
case GL_DECAL:
- SPAN1(NEAREST_RGBA;DECAL,4);
+ SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
break;
case GL_BLEND:
- SPAN1(NEAREST_RGBA;BLEND,4);
+ SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
break;
case GL_ADD:
- SPAN1(NEAREST_RGBA;ADD,4);
+ SPAN_NEAREST(NEAREST_RGBA;ADD,4);
break;
case GL_REPLACE:
- SPAN1(NEAREST_RGBA_REPLACE,4);
+ SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
break;
default:
abort();
case GL_RGB:
switch (info->envmode) {
case GL_MODULATE:
- SPAN2(LINEAR_RGB;MODULATE,3);
+ SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
break;
case GL_DECAL:
case GL_REPLACE:
- SPAN2(LINEAR_RGB;REPLACE,3);
+ SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
break;
case GL_BLEND:
- SPAN2(LINEAR_RGB;BLEND,3);
+ SPAN_LINEAR(LINEAR_RGB;BLEND,3);
break;
case GL_ADD:
- SPAN2(LINEAR_RGB;ADD,3);
+ SPAN_LINEAR(LINEAR_RGB;ADD,3);
break;
default:
abort();
case GL_RGBA:
switch (info->envmode) {
case GL_MODULATE:
- SPAN2(LINEAR_RGBA;MODULATE,4);
+ SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
break;
case GL_DECAL:
- SPAN2(LINEAR_RGBA;DECAL,4);
+ SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
break;
case GL_BLEND:
- SPAN2(LINEAR_RGBA;BLEND,4);
+ SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
break;
case GL_ADD:
- SPAN2(LINEAR_RGBA;ADD,4);
+ SPAN_LINEAR(LINEAR_RGBA;ADD,4);
break;
case GL_REPLACE:
- SPAN2(LINEAR_RGBA;REPLACE,4);
+ SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
break;
default:
abort();
_mesa_write_rgba_span(ctx, span->count, span->x, span->y,
zspan, fogspan, rgba, NULL, GL_POLYGON);
-#undef SPAN1
-#undef SPAN2
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
#undef FixedToDepth
}
}
-#if 0 /* XXX disabled because of texcoord interpolation errors */
-/*
- * Render an perspective corrected RGB/RGBA textured triangle.
- * The Q (aka V in Mesa) coordinate must be zero such that the divide
- * by interpolated Q/W comes out right.
- *
- * This function only renders textured triangles that use GL_NEAREST.
- * Perspective correction works right.
- *
- * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
- * Send all questions and bug reports to him.
- */
-static void near_persp_textured_triangle(GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+struct persp_info
{
-/* The BIAS value is used to shift negative values into positive values.
- * Without this, negative texture values don't GL_REPEAT correctly at just
- * below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry
- * about texture coords less than -BIAS. This could be fixed by using
- * FLOORF etc. instead, but this is slower...
- */
-#define BIAS 4096.0F
+ GLenum filter;
+ GLenum format;
+ GLenum envmode;
+ GLint smask, tmask;
+ GLint twidth_log2;
+ const GLchan *texture;
+ GLchan er, eg, eb, ea;
+ GLint tbytesline, tsize;
+ GLint fixedToDepthShift;
+};
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
+static void
+fast_persp_span(GLcontext *ctx, struct triangle_span *span,
+ struct persp_info *info)
+{
+ GLint tr, tg, tb, ta;
-#define SETUP_CODE \
- struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- struct gl_texture_object *obj = unit->Current2D; \
- const GLint b = obj->BaseLevel; \
- const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
- const GLint smask = (obj->Image[b]->Width - 1); \
- const GLint tmask = (obj->Image[b]->Height - 1); \
- const GLint format = obj->Image[b]->Format; \
- const GLint envmode = unit->EnvMode; \
- GLfloat sscale, tscale; \
- GLfixed er, eg, eb, ea; \
- GLint tr, tg, tb, ta; \
- if (!texture) { \
- /* this shouldn't happen */ \
- return; \
- } \
- if (envmode == GL_BLEND || envmode == GL_ADD) { \
- er = FloatToFixed(unit->EnvColor[RCOMP]); \
- eg = FloatToFixed(unit->EnvColor[GCOMP]); \
- eb = FloatToFixed(unit->EnvColor[BCOMP]); \
- ea = FloatToFixed(unit->EnvColor[ACOMP]); \
- } \
- sscale = twidth; \
- tscale = theight; \
-
-
-#define OLD_SPAN(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLfloat invQ = 1.0f / vv; \
- GLint s = (int)(SS * invQ + BIAS) & smask; \
- GLint t = (int)(TT * invQ + BIAS) & tmask; \
- GLint pos = COMP * ((t << twidth_log2) + s); \
- const GLchan *tex00 = texture + pos; \
- zspan[i] = FixedToDepth(span.z); \
- fogspan[i] = span.fog; \
- DO_TEX; \
- span.fog += span.fogStep; \
- span.z += span.zStep; \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.alpha += span.alphaStep; \
- SS += dSdx; \
- TT += dTdx; \
- vv += dvdx; \
- dest += 4; \
- }
+ /* Instead of defining a function for each mode, a test is done
+ * between the outer and inner loops. This is to reduce code size
+ * and complexity. Observe that an optimizing compiler kills
+ * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+ */
-#define X_Y_TEX_COORD(X, Y) ((((int)(X) & tmask) << twidth_log2) + ((int)(Y) & smask))
-#define Y_X_TEX_COORD(X, Y) ((((int)(Y) & tmask) << twidth_log2) + ((int)(X) & smask))
-
-#define SPAN1(DO_TEX, COMP, TEX_COORD) { \
- GLfloat x_max = CEILF(x_tex); \
- GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \
- GLint j, x_m = (int)x_max; \
- GLint pos; \
- if ((int)y_max != (int)y_tex) { \
- GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_tex, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_max; \
- } \
- nominator += vv * x_max; \
- denominator -= dvdx * x_max; \
- j = nominator / denominator; \
- pos = COMP * TEX_COORD(x_tex, y_tex); \
- DRAW_LINE (DO_TEX); \
- while (i<n) { \
- y_tex = y_max; \
- y_max += dy_dx; \
- if ((int)y_max != (int)y_tex) { \
- GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_max; \
- } \
- nominator += vv; \
- denominator -= dvdx; \
- j = nominator/denominator; \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- x_m ++; \
- } \
-}
+#define SPAN_NEAREST(DO_TEX,COMP) \
+ for (i = 0; i < span->count; i++) { \
+ GLdouble invQ = tex_coord[2] ? \
+ (1.0 / tex_coord[2]) : 1.0; \
+ GLfloat s_tmp = tex_coord[0] * invQ; \
+ GLfloat t_tmp = tex_coord[1] * invQ; \
+ GLint s = IFLOOR(s_tmp) & info->smask; \
+ GLint t = IFLOOR(t_tmp) & info->tmask; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ zspan[i] = FixedToDepth(span->z); \
+ fogspan[i] = span->fog; \
+ DO_TEX; \
+ span->fog += span->fogStep; \
+ span->z += span->zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ tex_coord[0] += tex_step[0]; \
+ tex_coord[1] += tex_step[1]; \
+ tex_coord[2] += tex_step[2]; \
+ dest += 4; \
+ }
-#define SPAN2(DO_TEX, COMP, TEX_COORD) { \
- GLfloat x_max = CEILF (x_tex); \
- GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \
- GLint j, x_m = (int) x_max; \
- GLint pos; \
- if ((int)y_max != (int)y_tex) { \
- GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_tex, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_max; \
- } \
- nominator += vv * x_max; \
- denominator -= dvdx * x_max; \
- j = nominator / denominator; \
- pos = COMP * TEX_COORD(x_tex, y_tex); \
- DRAW_LINE (DO_TEX); \
- while (i<n) { \
- y_tex = y_max; \
- y_max += dy_dx; \
- if ((int)y_max != (int)y_tex) { \
- GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);\
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_max; \
- } \
- nominator += vv; \
- denominator -= dvdx; \
- j = nominator/denominator; \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- x_m ++; \
- } \
-}
+#define SPAN_LINEAR(DO_TEX,COMP) \
+ for (i = 0; i < span->count; i++) { \
+ GLdouble invQ = tex_coord[2] ? \
+ (1.0 / tex_coord[2]) : 1.0; \
+ GLfloat s_tmp = tex_coord[0] * invQ - 0.5F; \
+ GLfloat t_tmp = tex_coord[1] * invQ - 0.5F; \
+ GLfixed s_fix = FloatToFixed(s_tmp); \
+ GLfixed t_fix = FloatToFixed(t_tmp); \
+ GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
+ GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
+ GLfixed sf = s_fix & FIXED_FRAC_MASK; \
+ GLfixed tf = t_fix & FIXED_FRAC_MASK; \
+ GLfixed si = FIXED_FRAC_MASK - sf; \
+ GLfixed ti = FIXED_FRAC_MASK - tf; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ const GLchan *tex10 = tex00 + info->tbytesline; \
+ const GLchan *tex01 = tex00 + COMP; \
+ const GLchan *tex11 = tex10 + COMP; \
+ (void) ti; \
+ (void) si; \
+ if (t == info->tmask) { \
+ tex10 -= info->tsize; \
+ tex11 -= info->tsize; \
+ } \
+ if (s == info->smask) { \
+ tex01 -= info->tbytesline; \
+ tex11 -= info->tbytesline; \
+ } \
+ zspan[i] = FixedToDepth(span->z); \
+ fogspan[i] = span->fog; \
+ DO_TEX; \
+ span->fog += span->fogStep; \
+ span->z += span->zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ tex_coord[0] += tex_step[0]; \
+ tex_coord[1] += tex_step[1]; \
+ tex_coord[2] += tex_step[2]; \
+ dest += 4; \
+ }
-#define SPAN3(DO_TEX, COMP, TEX_COORD) { \
- GLfloat x_min = FLOORF (x_tex); \
- GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \
- GLint j, x_m = (int)x_min; \
- GLint pos; \
- if ((int)y_min != (int)y_tex) { \
- GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_min; \
- } \
- nominator += vv*x_min; \
- denominator -= dvdx*x_min; \
- j = nominator / denominator; \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- while (i<n) { \
- x_m --; \
- y_tex = y_min; \
- y_min -= dy_dx; \
- if ((int)y_min != (int)y_tex) { \
- GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_min; \
- } \
- nominator -= vv; \
- denominator += dvdx; \
- j = nominator/denominator; \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- } \
-}
+#define FixedToDepth(F) ((F) >> fixedToDepthShift)
-#define SPAN4(DO_TEX, COMP, TEX_COORD) \
-{ \
- GLfloat x_min = FLOORF(x_tex); \
- GLint x_m = (int)x_min; \
- GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \
- GLint j; \
- GLint pos; \
- if ((int)y_min != (int)y_tex) { \
- GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_min; \
- } \
- nominator += vv * x_min; \
- denominator -= dvdx * x_min; \
- j = nominator / denominator; \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- while (i<n) { \
- x_m --; \
- y_tex = y_min; \
- y_min -= dy_dx; \
- if ((int)y_min != (int)y_tex) { \
- GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \
- j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \
- pos = COMP * TEX_COORD(x_m, (y_tex)); \
- DRAW_LINE (DO_TEX); \
- y_tex = y_min; \
- } \
- nominator -= vv; \
- denominator += dvdx; \
- j = nominator/denominator; \
- pos = COMP * TEX_COORD(x_m, y_tex); \
- DRAW_LINE (DO_TEX); \
- } \
-}
+ GLuint i;
+ GLdepth zspan[MAX_WIDTH];
+ GLfloat tex_coord[3], tex_step[3];
+ GLfloat fogspan[MAX_WIDTH];
+ GLchan rgba[MAX_WIDTH][4];
+ GLchan *dest = rgba[0];
+ const GLint fixedToDepthShift = info->fixedToDepthShift;
+
+ tex_coord[0] = span->tex[0][0] * (info->smask + 1),
+ tex_step[0] = span->texStep[0][0] * (info->smask + 1);
+ tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
+ tex_step[1] = span->texStep[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->texStep[0][3];
-#define DRAW_LINE(DO_TEX) \
- { \
- GLchan *tex00 = texture + pos; \
- if (j>n || j<-100000) \
- j = n; \
- while (i<j) { \
- zspan[i] = FixedToDepth(span.z); \
- fogspan[i] = span.fog; \
- DO_TEX; \
- span.fog += span.fogStep; \
- span.z += span.zStep; \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.alpha += span.alphaStep; \
- dest += 4; \
- i++; \
- } \
+ switch (info->filter) {
+ case GL_NEAREST:
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGB;ADD,3);
+ break;
+ default:
+ abort();
+ }
+ break;
+ case GL_RGBA:
+ switch(info->envmode) {
+ case GL_MODULATE:
+ SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_NEAREST(NEAREST_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
+ break;
+ default:
+ abort();
+ }
+ break;
+ }
+ break;
+
+ case GL_LINEAR:
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGB;ADD,3);
+ break;
+ default:
+ abort();
+ }
+ break;
+ case GL_RGBA:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN_LINEAR(LINEAR_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
+ break;
+ default:
+ abort();
+ }
+ break;
+ }
+ break;
}
+ /* This does not seem to be necessary, but I don't know !! */
+ /* span->tex[0][0] = tex_coord[0] / (info->smask + 1),
+ span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/
+ /* span->tex[0][2] only if 3D-texturing, here only 2D */
+ /* span->tex[0][3] = tex_coord[2]; */
+
+ _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
+ zspan, fogspan, rgba, NULL, GL_POLYGON);
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i = 0; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLchan rgba[MAX_WIDTH][4]; \
- (void)uu; /* please GCC */ \
- if (n > 0) { \
- GLchan *dest = rgba[0]; \
- GLfloat SS = ss * sscale; \
- GLfloat TT = tt * tscale; \
- GLfloat dSdx = dsdx * sscale; \
- GLfloat dTdx = dtdx * tscale; \
- GLfloat x_tex; \
- GLfloat y_tex; \
- GLfloat dx_tex; \
- GLfloat dy_tex; \
- if (n<5) /* When line very short, setup-time > speed-gain. */ \
- goto old_span; /* So: take old method */ \
- x_tex = SS / vv, \
- y_tex = TT / vv; \
- dx_tex = (SS + n * dSdx) / (vv + n * dvdx) - x_tex, \
- dy_tex = (TT + n * dTdx) / (vv + n * dvdx) - y_tex; \
- /* Choose between walking over texture or over pixelline: */ \
- /* If there are few texels, walk over texture otherwise */ \
- /* walk over pixelarray. The quotient on the right side */ \
- /* should give the timeratio needed to draw one texel in */ \
- /* comparison to one pixel. Depends on CPU. */ \
- if (dx_tex*dx_tex + dy_tex*dy_tex < (n*n)/16) { \
- x_tex += BIAS; \
- y_tex += BIAS; \
- if (dx_tex*dx_tex > dy_tex*dy_tex) { \
- /* if (FABSF(dx_tex) > FABSF(dy_tex)) */ \
- GLfloat nominator = - SS - vv * BIAS; \
- GLfloat denominator = dvdx * BIAS + dSdx; \
- GLfloat dy_dx; \
- GLfloat dx_dy; \
- if (dy_tex != 0.0f) { \
- dy_dx = dy_tex / dx_tex; \
- dx_dy = 1.0f/dy_dx; \
- } \
- else \
- dy_dx = 0.0f; \
- if (dx_tex > 0.0f) { \
- if (dy_tex > 0.0f) { \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN1(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- } \
- } \
- else { /* dy_tex <= 0.0f */ \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN2(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN2(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN2(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN2(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN2(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN2(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN2(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN2(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- } \
- } \
- } \
- else { /* dx_tex < 0.0f */ \
- if (dy_tex > 0.0f) { \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN3(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN3(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN3(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN3(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN3(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN3(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN3(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN3(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN3(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- } \
- } \
- else { /* dy_tex <= 0.0f */ \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN4(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN4(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN4(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN4(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN4(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN4(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN4(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN4(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN4(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- } \
- } \
- } \
- } \
- else { /* FABSF(dx_tex) > FABSF(dy_tex) */ \
- GLfloat swap; \
- GLfloat dy_dx; \
- GLfloat dx_dy; \
- GLfloat nominator, denominator; \
- if (dx_tex == 0.0f /* && dy_tex == 0.0f*/) \
- goto old_span; /* case so special, that use old */ \
- /* swap some x-values and y-values */ \
- SS = TT; \
- dSdx = dTdx; \
- swap = x_tex, x_tex = y_tex, y_tex = swap; \
- swap = dx_tex, dx_tex = dy_tex, dy_tex = swap; \
- nominator = - SS - vv * BIAS; \
- denominator = dvdx * BIAS + dSdx; \
- if (dy_tex != 0.0f) { \
- dy_dx = dy_tex / dx_tex; \
- dx_dy = 1.0f/dy_dx; \
- } \
- else \
- dy_dx = 0.0f; \
- if (dx_tex > 0.0f) { \
- if (dy_tex > 0.0f) { \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN1(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
- break; \
- default: \
- abort(); \
- } \
- break; \
- } \
- } \
- else { /* dy_tex <= 0.0f */ \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN2(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN2(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN2(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN2(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN2(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN2(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN2(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN2(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
- break; \
- default: \
- abort(); \
- } \
- break; \
- } \
- } \
- } \
- else { /* dx_tex < 0.0f */ \
- if (dy_tex > 0.0f) { \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN3(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN3(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN3(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN3(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN3(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN3(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN3(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN3(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN3(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
- break; \
- default: \
- abort(); \
- } \
- break; \
- } \
- } \
- else { /* dy_tex <= 0.0f */ \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN4(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN4(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN4(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN4(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN4(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\
- break; \
- case GL_DECAL: \
- SPAN4(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \
- break; \
- case GL_BLEND: \
- SPAN4(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \
- break; \
- case GL_ADD: \
- SPAN4(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \
- break; \
- case GL_REPLACE: \
- SPAN4(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\
- break; \
- default: \
- abort(); \
- } \
- break; \
- } \
- } \
- } \
- } \
- } \
- else { \
- old_span: \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- OLD_SPAN(NEAREST_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- OLD_SPAN(NEAREST_RGB_REPLACE,3); \
- break; \
- case GL_BLEND: \
- OLD_SPAN(NEAREST_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- OLD_SPAN(NEAREST_RGB;ADD,3); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- OLD_SPAN(NEAREST_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- OLD_SPAN(NEAREST_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- OLD_SPAN(NEAREST_RGBA;BLEND,4); \
- break; \
- case GL_ADD: \
- OLD_SPAN(NEAREST_RGBA;ADD,4); \
- break; \
- case GL_REPLACE: \
- OLD_SPAN(NEAREST_RGBA_REPLACE,4); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- } \
- } \
- _mesa_write_rgba_span( ctx, n, LEFT, Y, zspan, \
- fogspan, rgba, NULL, GL_POLYGON); \
- span.red = span.green = span.blue = span.alpha = 0; \
- } \
- } \
-#include "s_tritemp.h"
-#undef OLD_SPAN
-#undef SPAN1
-#undef SPAN2
-#undef SPAN3
-#undef SPAN4
-#undef X_Y_TEX_COORD
-#undef Y_X_TEX_COORD
-#undef DRAW_LINE
-#undef BIAS
+#undef SPAN_NEAREST
+#undef SPAN_LINEAR
+#undef FixedToDepth
}
-#endif
-#if 0 /* XXX disabled because of texcoord interpolation errors */
/*
* Render an perspective corrected RGB/RGBA textured triangle.
* The Q (aka V in Mesa) coordinate must be zero such that the divide
* by interpolated Q/W comes out right.
*
- * This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
- * Send all questions and bug reports to him.
*/
-static void lin_persp_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+static void persp_textured_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
-#define SETUP_CODE \
+#define SETUP_CODE
+ struct persp_info info;
struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
struct gl_texture_object *obj = unit->Current2D; \
- const GLint b = obj->BaseLevel; \
- const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- GLchan *texture = obj->Image[b]->Data; \
- const GLint smask = (obj->Image[b]->Width - 1); \
- const GLint tmask = (obj->Image[b]->Height - 1); \
- const GLint format = obj->Image[b]->Format; \
- const GLint envmode = unit->EnvMode; \
- GLfloat sscale, tscale; \
- GLint comp, tbytesline, tsize; \
- GLfixed er, eg, eb, ea; \
- GLint tr, tg, tb, ta; \
- if (!texture) { \
+ GLint b = obj->BaseLevel; \
+ info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
+ info.texture = (const GLchan *) obj->Image[b]->Data; \
+ info.twidth_log2 = obj->Image[b]->WidthLog2; \
+ info.smask = obj->Image[b]->Width - 1; \
+ info.tmask = obj->Image[b]->Height - 1; \
+ info.format = obj->Image[b]->Format; \
+ info.filter = obj->MinFilter; \
+ info.envmode = unit->EnvMode; \
+ \
+ if (info.envmode == GL_BLEND) { \
+ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
+ info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
+ info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
+ info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
+ info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
+ } \
+ if (!info.texture) { \
+ /* this shouldn't happen */ \
return; \
} \
- if (envmode == GL_BLEND || envmode == GL_ADD) { \
- er = FloatToFixed(unit->EnvColor[RCOMP]); \
- eg = FloatToFixed(unit->EnvColor[GCOMP]); \
- eb = FloatToFixed(unit->EnvColor[BCOMP]); \
- ea = FloatToFixed(unit->EnvColor[ACOMP]); \
- } \
- switch (format) { \
+ \
+ switch (info.format) { \
case GL_ALPHA: \
case GL_LUMINANCE: \
case GL_INTENSITY: \
- comp = 1; \
- break; \
+ info.tbytesline = obj->Image[b]->Width; \
+ break; \
case GL_LUMINANCE_ALPHA: \
- comp = 2; \
- break; \
+ info.tbytesline = obj->Image[b]->Width * 2; \
+ break; \
case GL_RGB: \
- comp = 3; \
- break; \
+ info.tbytesline = obj->Image[b]->Width * 3; \
+ break; \
case GL_RGBA: \
- comp = 4; \
- break; \
+ info.tbytesline = obj->Image[b]->Width * 4; \
+ break; \
default: \
- _mesa_problem(NULL, "Bad texture format in lin_persp_texture_triangle"); \
- return; \
- } \
- sscale = FIXED_SCALE * twidth; \
- tscale = FIXED_SCALE * theight; \
- tbytesline = obj->Image[b]->Width * comp; \
- tsize = theight * tbytesline;
-
-
-#define SPAN(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLfloat invQ = 1.0f / vv; \
- GLfixed span.intTex[0] = (int)(SS * invQ); \
- GLfixed span.intTex[1] = (int)(TT * invQ); \
- GLint s = FixedToInt(span.intTex[0]) & smask; \
- GLint t = FixedToInt(span.intTex[1]) & tmask; \
- GLint sf = span.intTex[0] & FIXED_FRAC_MASK; \
- GLint tf = span.intTex[1] & FIXED_FRAC_MASK; \
- GLint si = FIXED_FRAC_MASK - sf; \
- GLint ti = FIXED_FRAC_MASK - tf; \
- GLint pos = COMP * ((t << twidth_log2) + s); \
- GLchan *tex00 = texture + pos; \
- GLchan *tex10 = tex00 + tbytesline; \
- GLchan *tex01 = tex00 + COMP; \
- GLchan *tex11 = tex10 + COMP; \
- if (t == tmask) { \
- tex10 -= tsize; \
- tex11 -= tsize; \
- } \
- if (s == smask) { \
- tex01 -= tbytesline; \
- tex11 -= tbytesline; \
- } \
- zspan[i] = FixedToDepth(span.z); \
- fogspan[i] = span.fog; \
- DO_TEX; \
- span.fog += span.fogStep; \
- span.z += span.zStep; \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.alpha += span.alphaStep; \
- SS += dSdx; \
- TT += dTdx; \
- vv += dvdx; \
- dest += 4; \
- }
+ _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
+ return; \
+ } \
+ info.tsize = obj->Image[b]->Height * info.tbytesline;
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLchan rgba[MAX_WIDTH][4]; \
- (void) uu; /* please GCC */ \
- if (n > 0) { \
- GLfloat SS = ss * sscale; \
- GLfloat TT = tt * tscale; \
- GLfloat dSdx = dsdx * sscale; \
- GLfloat dTdx = dtdx * tscale; \
- GLchan *dest = rgba[0]; \
- SS -= 0.5f * FIXED_SCALE * vv; \
- TT -= 0.5f * FIXED_SCALE * vv; \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN(LINEAR_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN(LINEAR_RGB;REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN(LINEAR_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN(LINEAR_RGB;ADD,3); \
- break; \
- default: \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN(LINEAR_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN(LINEAR_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN(LINEAR_RGBA;BLEND,4); \
- break; \
- case GL_REPLACE: \
- SPAN(LINEAR_RGBA;REPLACE,4); \
- break; \
- case GL_ADD: \
- SPAN(LINEAR_RGBA;ADD,4); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- } \
- _mesa_write_rgba_span(ctx, n, LEFT, Y, zspan, \
- fogspan, rgba, NULL, \
- GL_POLYGON); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ fast_persp_span(ctx, &span, &info);
#include "s_tritemp.h"
-#undef SPAN
-}
-#endif
+}
/*
* Generate arrays of fragment colors, z, fog, texcoords, etc from a
}
}
else {
+ /* GL_MODULATE seems also not to work !! */
if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
USE(general_textured_triangle);
}
}
}
else {
-#if 00 /* XXX these function have problems with texture coord interpolation */
- if (filter==GL_NEAREST) {
- USE(near_persp_textured_triangle);
+ /* GL_MODULATE seems also not to work !! */
+ if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
+ USE(general_textured_triangle);
}
else {
- USE(lin_persp_textured_triangle);
+ USE(persp_textured_triangle);
}
-#endif
- USE(general_textured_triangle);
}
}
else {