Move span stuff from swrast.h to s_context.h (it's private).
authorBrian Paul <brian.paul@tungstengraphics.com>
Sun, 23 Feb 2003 04:10:54 +0000 (04:10 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Sun, 23 Feb 2003 04:10:54 +0000 (04:10 +0000)
Implemented remaining fragment program instructions.
Initial changes to implement fragment program texture sampling.

src/mesa/swrast/s_alpha.h
src/mesa/swrast/s_blend.h
src/mesa/swrast/s_context.c
src/mesa/swrast/s_context.h
src/mesa/swrast/s_depth.h
src/mesa/swrast/s_nvfragprog.c
src/mesa/swrast/s_nvfragprog.h
src/mesa/swrast/s_texture.c
src/mesa/swrast/s_texture.h
src/mesa/swrast/swrast.h

index 784307b5b241ebfaa1e3ef8f92dce13f20b913ef..413babb3e9982d66f0ef7318be83e7bd67903e1a 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_alpha.h,v 1.6 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_alpha.h,v 1.7 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -30,7 +30,7 @@
 
 
 #include "mtypes.h"
-#include "swrast.h"
+#include "s_context.h"
 
 
 extern GLint
index 090547d18b245ba71e95cbdd038ca9adeab3b5a5..8d3124f28c879a264f9dbc369438f0b530541456 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_blend.h,v 1.6 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_blend.h,v 1.7 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -30,7 +30,7 @@
 
 
 #include "mtypes.h"
-#include "swrast.h"
+#include "s_context.h"
 
 
 
index 89427578e6d40a36594cf896f2e1c8e4b4e8c8c4..2c3ffbedd777df76255161ef1d526c5d2db09768 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_context.c,v 1.44 2003/01/26 14:37:16 brianp Exp $ */
+/* $Id: s_context.c,v 1.45 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -267,6 +267,7 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
    swrast->Point( ctx, v0 );
 }
 
+
 static void
 _swrast_validate_blend_func( GLcontext *ctx, GLuint n,
                             const GLubyte mask[],
@@ -285,13 +286,27 @@ _swrast_validate_blend_func( GLcontext *ctx, GLuint n,
 static void
 _swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoords[][4],
+                                GLuint n, const GLfloat texcoords[][4],
                                 const GLfloat lambda[], GLchan rgba[][4] )
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
 
    _swrast_validate_derived( ctx );
-   _swrast_choose_texture_sample_func( ctx, texUnit, tObj );
+
+   /* Compute min/mag filter threshold */
+   if (tObj->MinFilter != tObj->MagFilter) {
+      if (tObj->MagFilter == GL_LINEAR
+          && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
+              tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
+         swrast->_MinMagThresh[texUnit] = 0.5F;
+      }
+      else {
+         swrast->_MinMagThresh[texUnit] = 0.0F;
+      }
+   }
+
+   swrast->TextureSample[texUnit] =
+      _swrast_choose_texture_sample_func( ctx, tObj );
 
    swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, texcoords,
                                   lambda, rgba );
index 3fd7f3c3a94c79e430a7c5e4210ae07ee6a75d2f..2be1545c8f33c09edeb947afcf33416dba1534a5 100644 (file)
@@ -1,10 +1,10 @@
-/* $Id: s_context.h,v 1.23 2003/01/14 04:55:46 brianp Exp $ */
+/* $Id: s_context.h,v 1.24 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
  * Version:  5.1
  *
- * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2003  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"),
  * 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.
- *
- * Authors:
- *    Keith Whitwell <keith@tungstengraphics.com>
  */
 
+
 /**
  * \file swrast/s_context.h
- * \brief fill in description
+ * \brief Software rasterization context and private types.
  * \author Keith Whitwell <keith@tungstengraphics.com>
  */
 
 #include "mtypes.h"
 #include "swrast.h"
 
-/*
- * For texture sampling:
+
+/**
+ * \struct sw_span
+ * \brief Contains data for either a horizontal line or a set of
+ * pixels that are passed through a pipeline of functions before being
+ * drawn.
+ *
+ * The sw_span structure describes the colors, Z, fogcoord, texcoords,
+ * etc for either a horizontal run or a set of independent pixels.  We
+ * can either specify a base/step to indicate interpolated values, or
+ * fill in arrays of values.  The interpMask and arrayMask bitfields
+ * indicate which are active.
+ *
+ * With this structure it's easy to hand-off span rasterization to
+ * subroutines instead of doing it all inline in the triangle functions
+ * like we used to do.
+ * It also cleans up the local variable namespace a great deal.
+ *
+ * It would be interesting to experiment with multiprocessor rasterization
+ * with this structure.  The triangle rasterizer could simply emit a
+ * stream of these structures which would be consumed by one or more
+ * span-processing threads which could run in parallel.
  */
-typedef void (*TextureSampleFunc)( GLcontext *ctx, GLuint texUnit,
-                                  const struct gl_texture_object *tObj,
-                                   GLuint n, GLfloat texcoords[][4],
-                                   const GLfloat lambda[], GLchan rgba[][4] );
 
 
+/**
+ * \defgroup SpanFlags SPAN_XXX-flags
+ * Bitmasks to indicate which span_arrays need to be computed
+ * (sw_span::interpMask) or have already been filled
+ * (sw_span::arrayMask)
+ */
+/*@{*/
+#define SPAN_RGBA         0x001
+#define SPAN_SPEC         0x002
+#define SPAN_INDEX        0x004
+#define SPAN_Z            0x008
+#define SPAN_FOG          0x010
+#define SPAN_TEXTURE      0x020
+#define SPAN_INT_TEXTURE  0x040
+#define SPAN_LAMBDA       0x080
+#define SPAN_COVERAGE     0x100
+#define SPAN_FLAT         0x200  /**< flat shading? */
+/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
+#define SPAN_XY           0x400
+#define SPAN_MASK         0x800  /**< sw_span::arrayMask only */
+/*@}*/
+
 
-/*
- * Blending function
+/**
+ * \struct span_arrays 
+ * \brief Arrays of fragment values.
+ *
+ * These will either be computed from the x/xStep values above or
+ * filled in by glDraw/CopyPixels, etc.
+ * These arrays are separated out of sw_span to conserve memory.
  */
+struct span_arrays {
+   GLchan  rgb[MAX_WIDTH][3];
+   GLchan  rgba[MAX_WIDTH][4];
+   GLuint  index[MAX_WIDTH];
+   GLchan  spec[MAX_WIDTH][4]; /* specular color */
+   GLint   x[MAX_WIDTH];  /**< X/Y used for point/line rendering only */
+   GLint   y[MAX_WIDTH];  /**< X/Y used for point/line rendering only */
+   GLdepth z[MAX_WIDTH];
+   GLfloat fog[MAX_WIDTH];
+   GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
+   GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
+   GLfloat coverage[MAX_WIDTH];
+
+   /** This mask indicates if fragment is alive or culled */
+   GLubyte mask[MAX_WIDTH];
+};
+
+
+struct sw_span {
+   GLint x, y;
+
+   /** Only need to process pixels between start <= i < end */
+   /** At this time, start is always zero. */
+   GLuint start, end;
+
+   /** This flag indicates that mask[] array is effectively filled with ones */
+   GLboolean writeAll;
+
+   /** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
+   GLenum primitive;
+
+   /** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
+   GLuint facing;
+
+   /**
+    * This bitmask (of  \link SpanFlags SPAN_* flags\endlink) indicates
+    * which of the x/xStep variables are relevant.
+    */
+   GLuint interpMask;
+
+#if CHAN_TYPE == GL_FLOAT
+   GLfloat red, redStep;
+   GLfloat green, greenStep;
+   GLfloat blue, blueStep;
+   GLfloat alpha, alphaStep;
+   GLfloat specRed, specRedStep;
+   GLfloat specGreen, specGreenStep;
+   GLfloat specBlue, specBlueStep;
+#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
+   GLfixed red, redStep;
+   GLfixed green, greenStep;
+   GLfixed blue, blueStep;
+   GLfixed alpha, alphaStep;
+   GLfixed specRed, specRedStep;
+   GLfixed specGreen, specGreenStep;
+   GLfixed specBlue, specBlueStep;
+#endif
+   GLfixed index, indexStep;
+   GLfixed z, zStep;
+   GLfloat fog, fogStep;
+   GLfloat tex[MAX_TEXTURE_COORD_UNITS][4];  /* s, t, r, q */
+   GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
+   GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
+   GLfixed intTex[2], intTexStep[2];  /* s, t only */
+
+   /**
+    * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
+    * which of the fragment arrays in the span_arrays struct are relevant.
+    */
+   GLuint arrayMask;
+
+   /**
+    * We store the arrays of fragment values in a separate struct so
+    * that we can allocate sw_span structs on the stack without using
+    * a lot of memory.  The span_arrays struct is about 400KB while the
+    * sw_span struct is only about 512 bytes.
+    */
+   struct span_arrays *array;
+};
+
+
+#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK)  \
+do {                                                           \
+   (S).primitive = (PRIMITIVE);                                        \
+   (S).interpMask = (INTERP_MASK);                             \
+   (S).arrayMask = (ARRAY_MASK);                               \
+   (S).start = 0;                                              \
+   (S).end = (END);                                            \
+   (S).facing = 0;                                             \
+   (S).array = SWRAST_CONTEXT(ctx)->SpanArrays;                        \
+} while (0)
+
+
+typedef void (*texture_sample_func)(GLcontext *ctx, GLuint texUnit,
+                                    const struct gl_texture_object *tObj,
+                                    GLuint n, const GLfloat texcoords[][4],
+                                    const GLfloat lambda[], GLchan rgba[][4]);
+
 #ifdef USE_MMX_ASM
 typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
                                     const GLubyte mask[],
@@ -188,7 +327,7 @@ typedef struct
    /** Internal hooks, kept uptodate by the same mechanism as above.
     */
    blend_func BlendFunc;
-   TextureSampleFunc TextureSample[MAX_TEXTURE_IMAGE_UNITS];
+   texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
 
    /** Buffer for saving the sampled texture colors.
     * Needed for GL_ARB_texture_env_crossbar implementation.
index 2b7e9ddeb4804bc60f3a0cca4340d84112c8d789..674ee5e7b5aa71ebfb79c7f48ac19d6195692c63 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_depth.h,v 1.6 2002/03/16 00:53:15 brianp Exp $ */
+/* $Id: s_depth.h,v 1.7 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -30,7 +30,7 @@
 
 
 #include "mtypes.h"
-#include "swrast.h"
+#include "s_context.h"
 
 
 extern GLvoid *
index 6ff4569a8e8d4cbdfc9a44c8a139f4214a425611..16bfe7d1c45d8b80e5ca3a315b9518a36d5ca690 100644 (file)
@@ -1,10 +1,10 @@
-/* $Id: s_nvfragprog.c,v 1.2 2003/02/17 15:38:04 brianp Exp $ */
+/* $Id: s_nvfragprog.c,v 1.3 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
  * Version:  5.1
  *
- * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2003  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"),
 #include "s_nvfragprog.h"
 
 
+
 /**
  * Fetch a texel.
  */
 static void
 fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
-             GLenum target, GLfloat color[4] )
+             GLuint targetIndex, GLfloat color[4] )
 {
+   const GLfloat *lambda = NULL;
+   GLchan rgba[4];
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
    const struct gl_texture_object *texObj;
 
-   /* XXX Use swrast->TextureSample[texUnit]() to sample texture.
-    * Needs to be swrast->TextureSample[target][texUnit]() though.
-    */
-
-   switch (target) {
-      case GL_TEXTURE_1D:
+   switch (targetIndex) {
+      case TEXTURE_1D_INDEX:
          texObj = ctx->Texture.Unit[unit].Current1D;
          break;
-      case GL_TEXTURE_2D:
+      case TEXTURE_2D_INDEX:
          texObj = ctx->Texture.Unit[unit].Current2D;
          break;
-      case GL_TEXTURE_3D:
+      case TEXTURE_3D_INDEX:
          texObj = ctx->Texture.Unit[unit].Current3D;
          break;
-      case GL_TEXTURE_CUBE_MAP:
+      case TEXTURE_CUBE_INDEX:
          texObj = ctx->Texture.Unit[unit].CurrentCubeMap;
          break;
-      case GL_TEXTURE_RECTANGLE_NV:
+      case TEXTURE_RECT_INDEX:
          texObj = ctx->Texture.Unit[unit].CurrentRect;
          break;
       default:
          _mesa_problem(ctx, "Invalid target in fetch_texel");
    }
 
-   if (texObj->Complete) {
-      const struct gl_texture_image *texImage;
-      GLint col, row, img;
-      GLchan texel[4];
-      col = IROUND(texcoord[0] * texImage->Width); /* XXX temporary! */
-      row = IROUND(texcoord[1] * texImage->Height); /* XXX temporary! */
-      img = 0;
-      texImage->FetchTexel(texImage, col, row, img, texel);
-      /* XXX texture format? */
-      color[0] = CHAN_TO_FLOAT(texel[0]);
-      color[1] = CHAN_TO_FLOAT(texel[1]);
-      color[2] = CHAN_TO_FLOAT(texel[2]);
-      color[3] = CHAN_TO_FLOAT(texel[3]);
-   }
-   else {
-      ASSIGN_4V(color, 0.0, 0.0, 0.0, 0.0);
-   }
+   swrast->TextureSample[unit](ctx, unit, texObj, 1,
+                               (const GLfloat (*)[4]) &texcoord,
+                               lambda, &rgba);
 }
 
 
@@ -95,7 +81,7 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
 static void
 fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
                    const GLfloat dtdx[4], const GLfloat dtdy[4],
-                   GLuint unit, GLenum target, GLfloat color[4] )
+                   GLuint unit, GLuint targetIndex, GLfloat color[4] )
 {
    /* XXX to do */
 
@@ -314,6 +300,30 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                               inst->UpdateCondRegister );
             }
             break;
+         case FP_OPCODE_DDX: /* Partial derivative with respect to X */
+            {
+               GLfloat a[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               result[0] = 0; /* XXX fix */
+               result[1] = 0;
+               result[2] = 0;
+               result[3] = 0;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_DDY: /* Partial derivative with respect to Y */
+            {
+               GLfloat a[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               result[0] = 0; /* XXX fix */
+               result[1] = 0;
+               result[2] = 0;
+               result[3] = 0;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
          case FP_OPCODE_DP3:
             {
                GLfloat a[4], b[4], result[4];
@@ -336,6 +346,53 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                               inst->UpdateCondRegister );
             }
             break;
+         case FP_OPCODE_DST: /* Distance vector */
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = 1.0F;
+               result[1] = a[1] * b[1];
+               result[2] = a[2];
+               result[3] = b[3];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_EX2: /* Exponential base 2 */
+            {
+               GLfloat a[4], result[4];
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = result[1] = result[2] = result[3] =
+                  (GLfloat) pow(2.0, a[0]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_FLR:
+            {
+               GLfloat a[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               result[0] = FLOORF(a[0]);
+               result[1] = FLOORF(a[1]);
+               result[2] = FLOORF(a[2]);
+               result[3] = FLOORF(a[3]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_FRC:
+            {
+               GLfloat a[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               result[0] = a[0] - FLOORF(a[0]);
+               result[1] = a[1] - FLOORF(a[1]);
+               result[2] = a[2] - FLOORF(a[2]);
+               result[3] = a[3] - FLOORF(a[3]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
          case FP_OPCODE_KIL:
             {
                const GLuint *swizzle = inst->DstReg.CondSwizzle;
@@ -347,6 +404,32 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                   return;
             }
             break;
+         case FP_OPCODE_LG2:  /* log base 2 */
+            {
+               GLfloat a[4], result[4];
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = result[1] = result[2] = result[3]
+                  = LOG2(a[0]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_LIT:
+            {
+               GLfloat a[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               if (a[0] < 0.0F)
+                  a[0] = 0.0F;
+               if (a[1] < 0.0F)
+                  a[1] = 0.0F;
+               result[0] = 1.0F;
+               result[1] = a[0];
+               result[2] = (a[0] > 0.0) ? pow(2.0, a[3]) : 0.0F;
+               result[3] = 1.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
          case FP_OPCODE_LRP:
             {
                GLfloat a[4], b[4], c[4], result[4];
@@ -361,6 +444,46 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                               inst->UpdateCondRegister );
             }
             break;
+         case FP_OPCODE_MAD:
+            {
+               GLfloat a[4], b[4], c[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               fetch_vector4( &inst->SrcReg[2], machine, c );
+               result[0] = a[0] * b[0] + c[0];
+               result[1] = a[1] * b[1] + c[1];
+               result[2] = a[2] * b[2] + c[2];
+               result[3] = a[3] * b[3] + c[3];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_MAX:
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = MAX2(a[0], b[0]);
+               result[1] = MAX2(a[1], b[1]);
+               result[2] = MAX2(a[2], b[2]);
+               result[3] = MAX2(a[3], b[3]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_MIN:
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = MIN2(a[0], b[0]);
+               result[1] = MIN2(a[1], b[1]);
+               result[2] = MIN2(a[2], b[2]);
+               result[3] = MIN2(a[3], b[3]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
          case FP_OPCODE_MOV:
             {
                GLfloat t[4];
@@ -369,7 +492,136 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                               inst->UpdateCondRegister );
             }
             break;
-         case FP_OPCODE_SEQ:
+         case FP_OPCODE_MUL:
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = a[0] * b[0];
+               result[1] = a[1] * b[1];
+               result[2] = a[2] * b[2];
+               result[3] = a[3] * b[3];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_PK2H: /* pack two 16-bit floats */
+            /* XXX this is probably wrong */
+            {
+               GLfloat a[4], result[4];
+               const GLuint *rawBits = (const GLuint *) a;
+               GLuint *rawResult = (GLuint *) result;
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+                  = rawBits[0] | (rawBits[1] << 16);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_PK2US: /* pack two GLushorts */
+            {
+               GLfloat a[4], result[4];
+               GLuint usx, usy, *rawResult = (GLuint *) result;
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               a[0] = CLAMP(a[0], 0.0F, 1.0F);
+               a[1] = CLAMP(a[0], 0.0F, 1.0F);
+               usx = IROUND(a[0] * 65535.0F);
+               usy = IROUND(a[1] * 65535.0F);
+               rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+                  = usx | (usy << 16);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_PK4B: /* pack four GLbytes */
+            {
+               GLfloat a[4], result[4];
+               GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               a[0] = CLAMP(a[0], -128.0F / 127.0F, 1.0F);
+               a[1] = CLAMP(a[1], -128.0F / 127.0F, 1.0F);
+               a[2] = CLAMP(a[2], -128.0F / 127.0F, 1.0F);
+               a[3] = CLAMP(a[3], -128.0F / 127.0F, 1.0F);
+               ubx = IROUND(127.0F * a[0] + 128.0F);
+               uby = IROUND(127.0F * a[1] + 128.0F);
+               ubz = IROUND(127.0F * a[2] + 128.0F);
+               ubw = IROUND(127.0F * a[3] + 128.0F);
+               rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+                  = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_PK4UB: /* pack four GLubytes */
+            {
+               GLfloat a[4], result[4];
+               GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               a[0] = CLAMP(a[0], 0.0F, 1.0F);
+               a[1] = CLAMP(a[1], 0.0F, 1.0F);
+               a[2] = CLAMP(a[2], 0.0F, 1.0F);
+               a[3] = CLAMP(a[3], 0.0F, 1.0F);
+               ubx = IROUND(255.0F * a[0]);
+               uby = IROUND(255.0F * a[1]);
+               ubz = IROUND(255.0F * a[2]);
+               ubw = IROUND(255.0F * a[3]);
+               rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+                  = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_POW:
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               fetch_vector1( &inst->SrcReg[1], machine, b );
+               result[0] = result[1] = result[2] = result[3]
+                  = pow(a[0], b[0]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_RCP:
+            {
+               GLfloat a[4], result[4];
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = result[1] = result[2] = result[3]
+                  = 1.0F / a[0];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_RFL:
+            {
+               GLfloat axis[4], dir[4], result[4], tmp[4];
+               fetch_vector4( &inst->SrcReg[0], machine, axis );
+               fetch_vector4( &inst->SrcReg[1], machine, dir );
+               tmp[3] = axis[0] * axis[0]
+                      + axis[1] * axis[1]
+                      + axis[2] * axis[2];
+               tmp[0] = (2.0F * (axis[0] * dir[0] +
+                                 axis[1] * dir[1] +
+                                 axis[2] * dir[2])) / tmp[3];
+               result[0] = tmp[0] * axis[0] - dir[0];
+               result[1] = tmp[0] * axis[1] - dir[1];
+               result[2] = tmp[0] * axis[2] - dir[2];
+               /* result[3] is never written! XXX enforce in parser! */
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_RSQ: /* 1 / sqrt() */
+            {
+               GLfloat a[4], result[4];
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = result[1] = result[2] = result[3]
+                  = 1.0F / GL_SQRT(a[0]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SEQ: /* set on equal */
             {
                GLfloat a[4], b[4], result[4];
                fetch_vector4( &inst->SrcReg[0], machine, a );
@@ -382,13 +634,114 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                               inst->UpdateCondRegister );
             }
             break;
+         case FP_OPCODE_SFL: /* set false, operands ignored */
+            {
+               static const GLfloat result[4] = { 0.0F, 0.0F, 0.0F, 0.0F };
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SGE: /* set on greater or equal */
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = (a[0] >= b[0]) ? 1.0F : 0.0F;
+               result[1] = (a[1] >= b[1]) ? 1.0F : 0.0F;
+               result[2] = (a[2] >= b[2]) ? 1.0F : 0.0F;
+               result[3] = (a[3] >= b[3]) ? 1.0F : 0.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SGT: /* set on greater */
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = (a[0] > b[0]) ? 1.0F : 0.0F;
+               result[1] = (a[1] > b[1]) ? 1.0F : 0.0F;
+               result[2] = (a[2] > b[2]) ? 1.0F : 0.0F;
+               result[3] = (a[3] > b[3]) ? 1.0F : 0.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SIN:
+            {
+               GLfloat a[4], result[4];
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = result[1] = result[2] = result[3] = sin(a[0]);
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SLE: /* set on less or equal */
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = (a[0] <= b[0]) ? 1.0F : 0.0F;
+               result[1] = (a[1] <= b[1]) ? 1.0F : 0.0F;
+               result[2] = (a[2] <= b[2]) ? 1.0F : 0.0F;
+               result[3] = (a[3] <= b[3]) ? 1.0F : 0.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SLT: /* set on less */
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = (a[0] < b[0]) ? 1.0F : 0.0F;
+               result[1] = (a[1] < b[1]) ? 1.0F : 0.0F;
+               result[2] = (a[2] < b[2]) ? 1.0F : 0.0F;
+               result[3] = (a[3] < b[3]) ? 1.0F : 0.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SNE: /* set on not equal */
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = (a[0] != b[0]) ? 1.0F : 0.0F;
+               result[1] = (a[1] != b[1]) ? 1.0F : 0.0F;
+               result[2] = (a[2] != b[2]) ? 1.0F : 0.0F;
+               result[3] = (a[3] != b[3]) ? 1.0F : 0.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_STR: /* set true, operands ignored */
+            {
+               static const GLfloat result[4] = { 1.0F, 1.0F, 1.0F, 1.0F };
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_SUB:
+            {
+               GLfloat a[4], b[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               result[0] = a[0] - b[0];
+               result[1] = a[1] - b[1];
+               result[2] = a[2] - b[2];
+               result[3] = a[3] - b[3];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
          case FP_OPCODE_TEX:
             /* Texel lookup */
             {
                GLfloat texcoord[4], color[4];
                fetch_vector4( &inst->SrcReg[0], machine, texcoord );
                fetch_texel( ctx, texcoord, inst->TexSrcUnit,
-                            inst->TexSrcTarget, color );
+                            inst->TexSrcIndex, color );
                store_vector4( &inst->DstReg, machine, color, inst->Saturate,
                               inst->UpdateCondRegister );
             }
@@ -401,7 +754,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                fetch_vector4( &inst->SrcReg[1], machine, dtdx );
                fetch_vector4( &inst->SrcReg[2], machine, dtdy );
                fetch_texel_deriv( ctx, texcoord, dtdx, dtdy, inst->TexSrcUnit,
-                                  inst->TexSrcTarget, color );
+                                  inst->TexSrcIndex, color );
                store_vector4( &inst->DstReg, machine, color, inst->Saturate,
                               inst->UpdateCondRegister );
             }
@@ -415,17 +768,84 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
                texcoord[1] /= texcoord[3];
                texcoord[2] /= texcoord[3];
                fetch_texel( ctx, texcoord, inst->TexSrcUnit,
-                            inst->TexSrcTarget, color );
+                            inst->TexSrcIndex, color );
                store_vector4( &inst->DstReg, machine, color, inst->Saturate,
                               inst->UpdateCondRegister );
             }
             break;
+         case FP_OPCODE_UP2H: /* unpack two 16-bit floats */
+            /* XXX this is probably wrong */
+            {
+               GLfloat a[4], result[4];
+               const GLuint *rawBits = (const GLuint *) a;
+               GLuint *rawResult = (GLuint *) result;
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               rawResult[0] = rawBits[0] & 0xffff;
+               rawResult[1] = (rawBits[0] >> 16) & 0xffff;
+               rawResult[2] = rawBits[0] & 0xffff;
+               rawResult[3] = (rawBits[0] >> 16) & 0xffff;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_UP2US: /* unpack two GLushorts */
+            {
+               GLfloat a[4], result[4];
+               const GLuint *rawBits = (const GLuint *) a;
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = (GLfloat) ((rawBits[0] >>  0) & 0xffff) / 65535.0F;
+               result[1] = (GLfloat) ((rawBits[0] >> 16) & 0xffff) / 65535.0F;
+               result[2] = result[0];
+               result[3] = result[1];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_UP4B: /* unpack four GLbytes */
+            {
+               GLfloat a[4], result[4];
+               const GLuint *rawBits = (const GLuint *) a;
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = (((rawBits[0] >>  0) & 0xff) - 128) / 127.0F;
+               result[0] = (((rawBits[0] >>  8) & 0xff) - 128) / 127.0F;
+               result[0] = (((rawBits[0] >> 16) & 0xff) - 128) / 127.0F;
+               result[0] = (((rawBits[0] >> 24) & 0xff) - 128) / 127.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_UP4UB: /* unpack four GLubytes */
+            {
+               GLfloat a[4], result[4];
+               const GLuint *rawBits = (const GLuint *) a;
+               fetch_vector1( &inst->SrcReg[0], machine, a );
+               result[0] = ((rawBits[0] >>  0) & 0xff) / 255.0F;
+               result[0] = ((rawBits[0] >>  8) & 0xff) / 255.0F;
+               result[0] = ((rawBits[0] >> 16) & 0xff) / 255.0F;
+               result[0] = ((rawBits[0] >> 24) & 0xff) / 255.0F;
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
+         case FP_OPCODE_X2D: /* 2-D matrix transform */
+            {
+               GLfloat a[4], b[4], c[4], result[4];
+               fetch_vector4( &inst->SrcReg[0], machine, a );
+               fetch_vector4( &inst->SrcReg[1], machine, b );
+               fetch_vector4( &inst->SrcReg[2], machine, c );
+               result[0] = a[0] + b[0] * c[0] + b[1] * c[1];
+               result[1] = a[1] + b[0] * c[2] + b[1] * c[3];
+               result[2] = a[2] + b[0] * c[0] + b[1] * c[1];
+               result[3] = a[3] + b[0] * c[2] + b[1] * c[3];
+               store_vector4( &inst->DstReg, machine, result, inst->Saturate,
+                              inst->UpdateCondRegister );
+            }
+            break;
          default:
             _mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
             return;
       }
    }
-
 }
 
 
@@ -443,7 +863,7 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
       const GLfloat *colOut = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
       GLuint j;
 
-      /* Clear temporary registers */
+      /* Clear temporary registers XXX use memzero() */
       for (j = 0; j < MAX_NV_FRAGMENT_PROGRAM_TEMPS; j++) {
          ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][0] = 0.0F;
          ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][1] = 0.0F;
@@ -451,11 +871,13 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
          ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][3] = 0.0F;
       }
 
-      /* Load input registers */
+      /*
+       * Load input registers - yes this is all very inefficient for now.
+       */
       wpos[0] = span->x + i;
       wpos[1] = span->y + i;
       wpos[2] = span->array->z[i];
-      wpos[3] = 1.0;
+      wpos[3] = 1.0; /* XXX should be 1/w */
 
       col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
       col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
@@ -468,6 +890,20 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
       col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
 
       fogc[0] = span->array->fog[i];
+      fogc[1] = 0.0F;
+      fogc[2] = 0.0F;
+      fogc[3] = 0.0F;
+
+      for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
+         if (ctx->Texture.Unit[j]._ReallyEnabled) {
+            COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + j],
+                    span->array->texcoords[j][i]);
+         }
+         else {
+            COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + j],
+                    ctx->Current.Attrib[VERT_ATTRIB_TEX0 + j]);
+         }
+      }
 
       execute_program(ctx, ctx->FragmentProgram.Current);
 
index 2966df9c16c2ecbcca098998460269e535214d1e..5aefdaeb3a7a68ad46792d3d6eb5b973d99582a9 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_nvfragprog.h,v 1.1 2003/01/14 04:57:47 brianp Exp $ */
+/* $Id: s_nvfragprog.h,v 1.2 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -29,7 +29,7 @@
 #define S_NVFRAGPROG_H
 
 
-#include "swrast.h"
+#include "s_context.h"
 
 
 extern void
index 00d0f3f5d27a00aa32cddd9a4d91058e2f363e7a..ca3918e99a723efa7ffe2fe6f5092bcddfbde4b6 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.79 2003/02/06 13:44:55 brianp Exp $ */
+/* $Id: s_texture.c,v 1.80 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -812,7 +812,7 @@ sample_1d_linear(GLcontext *ctx,
 static void
 sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
                                  const struct gl_texture_object *tObj,
-                                 GLuint n, GLfloat texcoord[][4],
+                                 GLuint n, const GLfloat texcoord[][4],
                                  const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -828,7 +828,7 @@ sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
 static void
 sample_1d_linear_mipmap_nearest(GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -855,7 +855,7 @@ sample_1d_linear_mipmap_nearest(GLcontext *ctx,
 static void
 sample_1d_nearest_mipmap_linear(GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -885,7 +885,7 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx,
 static void
 sample_1d_linear_mipmap_linear(GLcontext *ctx,
                                const struct gl_texture_object *tObj,
-                               GLuint n, GLfloat texcoord[][4],
+                               GLuint n, const GLfloat texcoord[][4],
                                const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -915,7 +915,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx,
 static void
 sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj, GLuint n,
-                   GLfloat texcoords[][4], const GLfloat lambda[],
+                   const GLfloat texcoords[][4], const GLfloat lambda[],
                    GLchan rgba[][4] )
 {
    GLuint i;
@@ -931,7 +931,7 @@ sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
 static void
 sample_linear_1d( GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                  GLfloat texcoords[][4], const GLfloat lambda[],
+                  const GLfloat texcoords[][4], const GLfloat lambda[],
                   GLchan rgba[][4] )
 {
    GLuint i;
@@ -951,7 +951,7 @@ sample_linear_1d( GLcontext *ctx, GLuint texUnit,
 static void
 sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                  GLfloat texcoords[][4],
+                  const GLfloat texcoords[][4],
                   const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint minStart, minEnd;  /* texels with minification */
@@ -1264,7 +1264,7 @@ sample_2d_linear_repeat(GLcontext *ctx,
 static void
 sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
                                  const struct gl_texture_object *tObj,
-                                 GLuint n, GLfloat texcoord[][4],
+                                 GLuint n, const GLfloat texcoord[][4],
                                  const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -1280,7 +1280,7 @@ sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
 static void
 sample_2d_linear_mipmap_nearest(GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -1297,7 +1297,7 @@ sample_2d_linear_mipmap_nearest(GLcontext *ctx,
 static void
 sample_2d_nearest_mipmap_linear(GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -1328,7 +1328,7 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx,
 static void
 sample_2d_linear_mipmap_linear( GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint i;
@@ -1357,7 +1357,7 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx,
 static void
 sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
                                        const struct gl_texture_object *tObj,
-                                       GLuint n, GLfloat texcoord[][4],
+                                       GLuint n, const GLfloat texcoord[][4],
                                        const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint i;
@@ -1388,7 +1388,7 @@ sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
 static void
 sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj, GLuint n,
-                   GLfloat texcoords[][4],
+                   const GLfloat texcoords[][4],
                    const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint i;
@@ -1404,7 +1404,7 @@ sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
 static void
 sample_linear_2d( GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                  GLfloat texcoords[][4],
+                  const GLfloat texcoords[][4],
                   const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint i;
@@ -1427,7 +1427,7 @@ sample_linear_2d( GLcontext *ctx, GLuint texUnit,
 static void
 opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj,
-                   GLuint n, GLfloat texcoords[][4],
+                   GLuint n, const GLfloat texcoords[][4],
                    const GLfloat lambda[], GLchan rgba[][4] )
 {
    const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
@@ -1466,7 +1466,7 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
 static void
 opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
                     const struct gl_texture_object *tObj,
-                    GLuint n, GLfloat texcoords[][4],
+                    GLuint n, const GLfloat texcoords[][4],
                     const GLfloat lambda[], GLchan rgba[][4] )
 {
    const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
@@ -1499,7 +1499,7 @@ opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
 static void
 sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj,
-                  GLuint n, GLfloat texcoords[][4],
+                  GLuint n, const GLfloat texcoords[][4],
                   const GLfloat lambda[], GLchan rgba[][4] )
 {
    const struct gl_texture_image *tImg = tObj->Image[tObj->BaseLevel];
@@ -1545,7 +1545,8 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
                          NULL, rgba + minStart);
          break;
       case GL_NEAREST_MIPMAP_NEAREST:
-         sample_2d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
+         sample_2d_nearest_mipmap_nearest(ctx, tObj, m,
+                                          texcoords + minStart,
                                           lambda + minStart, rgba + minStart);
          break;
       case GL_LINEAR_MIPMAP_NEAREST:
@@ -1844,7 +1845,7 @@ sample_3d_linear(GLcontext *ctx,
 static void
 sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
                                  const struct gl_texture_object *tObj,
-                                 GLuint n, GLfloat texcoord[][4],
+                                 GLuint n, const GLfloat texcoord[][4],
                                  const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint i;
@@ -1859,7 +1860,7 @@ sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
 static void
 sample_3d_linear_mipmap_nearest(GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -1875,7 +1876,7 @@ sample_3d_linear_mipmap_nearest(GLcontext *ctx,
 static void
 sample_3d_nearest_mipmap_linear(GLcontext *ctx,
                                 const struct gl_texture_object *tObj,
-                                GLuint n, GLfloat texcoord[][4],
+                                GLuint n, const GLfloat texcoord[][4],
                                 const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -1904,7 +1905,7 @@ sample_3d_nearest_mipmap_linear(GLcontext *ctx,
 static void
 sample_3d_linear_mipmap_linear(GLcontext *ctx,
                                const struct gl_texture_object *tObj,
-                               GLuint n, GLfloat texcoord[][4],
+                               GLuint n, const GLfloat texcoord[][4],
                                const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -1933,7 +1934,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx,
 static void
 sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                  GLfloat texcoords[][4], const GLfloat lambda[],
+                  const GLfloat texcoords[][4], const GLfloat lambda[],
                   GLchan rgba[][4])
 {
    GLuint i;
@@ -1949,7 +1950,7 @@ sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
 static void
 sample_linear_3d( GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                  GLfloat texcoords[][4],
+                  const GLfloat texcoords[][4],
                  const GLfloat lambda[], GLchan rgba[][4] )
 {
    GLuint i;
@@ -1968,7 +1969,7 @@ sample_linear_3d( GLcontext *ctx, GLuint texUnit,
 static void
 sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                  GLfloat texcoords[][4], const GLfloat lambda[],
+                  const GLfloat texcoords[][4], const GLfloat lambda[],
                   GLchan rgba[][4] )
 {
    GLuint minStart, minEnd;  /* texels with minification */
@@ -2119,7 +2120,7 @@ choose_cube_face(const struct gl_texture_object *texObj,
 static void
 sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj, GLuint n,
-                    GLfloat texcoords[][4], const GLfloat lambda[],
+                    const GLfloat texcoords[][4], const GLfloat lambda[],
                     GLchan rgba[][4])
 {
    GLuint i;
@@ -2137,7 +2138,7 @@ sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
 static void
 sample_linear_cube(GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                   GLfloat texcoords[][4],
+                   const GLfloat texcoords[][4],
                   const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -2155,7 +2156,7 @@ sample_linear_cube(GLcontext *ctx, GLuint texUnit,
 static void
 sample_cube_nearest_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
                                    const struct gl_texture_object *tObj,
-                                   GLuint n, GLfloat texcoord[][4],
+                                   GLuint n, const GLfloat texcoord[][4],
                                    const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -2174,7 +2175,7 @@ sample_cube_nearest_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
 static void
 sample_cube_linear_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
                                   const struct gl_texture_object *tObj,
-                                  GLuint n, GLfloat texcoord[][4],
+                                  GLuint n, const GLfloat texcoord[][4],
                                   const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -2193,7 +2194,7 @@ sample_cube_linear_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
 static void
 sample_cube_nearest_mipmap_linear(GLcontext *ctx, GLuint texUnit,
                                   const struct gl_texture_object *tObj,
-                                  GLuint n, GLfloat texcoord[][4],
+                                  GLuint n, const GLfloat texcoord[][4],
                                   const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -2225,7 +2226,7 @@ sample_cube_nearest_mipmap_linear(GLcontext *ctx, GLuint texUnit,
 static void
 sample_cube_linear_mipmap_linear(GLcontext *ctx, GLuint texUnit,
                                  const struct gl_texture_object *tObj,
-                                 GLuint n, GLfloat texcoord[][4],
+                                 GLuint n, const GLfloat texcoord[][4],
                                  const GLfloat lambda[], GLchan rgba[][4])
 {
    GLuint i;
@@ -2257,7 +2258,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, GLuint texUnit,
 static void
 sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj, GLuint n,
-                   GLfloat texcoords[][4], const GLfloat lambda[],
+                   const GLfloat texcoords[][4], const GLfloat lambda[],
                    GLchan rgba[][4])
 {
    GLuint minStart, minEnd;  /* texels with minification */
@@ -2330,7 +2331,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
 static void
 sample_nearest_rect(GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj, GLuint n,
-                    GLfloat texcoords[][4], const GLfloat lambda[],
+                    const GLfloat texcoords[][4], const GLfloat lambda[],
                     GLchan rgba[][4])
 {
    const struct gl_texture_image *img = tObj->Image[0];
@@ -2385,7 +2386,7 @@ sample_nearest_rect(GLcontext *ctx, GLuint texUnit,
 static void
 sample_linear_rect(GLcontext *ctx, GLuint texUnit,
                   const struct gl_texture_object *tObj, GLuint n,
-                   GLfloat texcoords[][4],
+                   const GLfloat texcoords[][4],
                   const GLfloat lambda[], GLchan rgba[][4])
 {
    const struct gl_texture_image *img = tObj->Image[0];
@@ -2473,7 +2474,7 @@ sample_linear_rect(GLcontext *ctx, GLuint texUnit,
 static void
 sample_lambda_rect( GLcontext *ctx, GLuint texUnit,
                    const struct gl_texture_object *tObj, GLuint n,
-                   GLfloat texcoords[][4], const GLfloat lambda[],
+                   const GLfloat texcoords[][4], const GLfloat lambda[],
                    GLchan rgba[][4])
 {
    GLuint minStart, minEnd, magStart, magEnd;
@@ -2514,7 +2515,7 @@ sample_lambda_rect( GLcontext *ctx, GLuint texUnit,
 static void
 sample_depth_texture( GLcontext *ctx, GLuint unit,
                       const struct gl_texture_object *tObj, GLuint n,
-                      GLfloat texcoords[][4], const GLfloat lambda[],
+                      const GLfloat texcoords[][4], const GLfloat lambda[],
                       GLchan texel[][4] )
 {
    const GLint baseLevel = tObj->BaseLevel;
@@ -2804,7 +2805,7 @@ sample_depth_texture( GLcontext *ctx, GLuint unit,
 static void
 sample_depth_texture2(const GLcontext *ctx,
                      const struct gl_texture_unit *texUnit,
-                     GLuint n, GLfloat texcoords[][4],
+                     GLuint n, const GLfloat texcoords[][4],
                      GLchan texel[][4])
 {
    const struct gl_texture_object *texObj = texUnit->_Current;
@@ -2896,13 +2897,22 @@ sample_depth_texture2(const GLcontext *ctx,
 
 /**
  * We use this function when a texture object is in an "incomplete" state.
+ * When a fragment program attempts to sample an incomplete texture we
+ * return black.
+ * Note: frag progs don't observe texture enable/disable flags.
  */
 static void
 null_sample_func( GLcontext *ctx, GLuint texUnit,
                  const struct gl_texture_object *tObj, GLuint n,
-                 GLfloat texcoords[][4], const GLfloat lambda[],
+                 const GLfloat texcoords[][4], const GLfloat lambda[],
                  GLchan rgba[][4])
 {
+   (void) ctx;
+   (void) texUnit;
+   (void) tObj;
+   (void) texcoords;
+   (void) lambda;
+   _mesa_bzero(rgba, n * 4 * sizeof(GLchan));
 }
 
 
@@ -2910,115 +2920,103 @@ null_sample_func( GLcontext *ctx, GLuint texUnit,
 /**
  * Setup the texture sampling function for this texture object.
  */
-void
-_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
+texture_sample_func
+_swrast_choose_texture_sample_func( GLcontext *ctx,
                                    const struct gl_texture_object *t )
 {
-   SWcontext *swrast = SWRAST_CONTEXT(ctx);
+   const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
+   const GLenum format = t->Image[t->BaseLevel]->Format;
 
    if (!t->Complete) {
-      swrast->TextureSample[texUnit] = null_sample_func;
+      return null_sample_func;
    }
-   else {
-      const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
-      const GLenum format = t->Image[t->BaseLevel]->Format;
 
-      if (needLambda) {
-         /* Compute min/mag filter threshold */
-         if (t->MagFilter == GL_LINEAR
-             && (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
-                 t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
-            swrast->_MinMagThresh[texUnit] = 0.5F;
+   switch (t->Target) {
+   case GL_TEXTURE_1D:
+      if (format == GL_DEPTH_COMPONENT) {
+         return sample_depth_texture;
+      }
+      else if (needLambda) {
+         return sample_lambda_1d;
+      }
+      else if (t->MinFilter == GL_LINEAR) {
+         return sample_linear_1d;
+      }
+      else {
+         ASSERT(t->MinFilter == GL_NEAREST);
+         return sample_nearest_1d;
+      }
+      break;
+   case GL_TEXTURE_2D:
+      if (format == GL_DEPTH_COMPONENT) {
+         return sample_depth_texture;
+      }
+      else if (needLambda) {
+         return sample_lambda_2d;
+      }
+      else if (t->MinFilter == GL_LINEAR) {
+         return sample_linear_2d;
+      }
+      else {
+         GLint baseLevel = t->BaseLevel;
+         ASSERT(t->MinFilter == GL_NEAREST);
+         if (t->WrapS == GL_REPEAT &&
+             t->WrapT == GL_REPEAT &&
+             t->Image[baseLevel]->Border == 0 &&
+             t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
+            return opt_sample_rgb_2d;
+         }
+         else if (t->WrapS == GL_REPEAT &&
+                  t->WrapT == GL_REPEAT &&
+                  t->Image[baseLevel]->Border == 0 &&
+                  t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
+            return opt_sample_rgba_2d;
          }
          else {
-            swrast->_MinMagThresh[texUnit] = 0.0F;
+            return sample_nearest_2d;
          }
       }
-
-      switch (t->Target) {
-         case GL_TEXTURE_1D:
-            if (format == GL_DEPTH_COMPONENT) {
-               swrast->TextureSample[texUnit] = sample_depth_texture;
-            }
-            else if (needLambda) {
-               swrast->TextureSample[texUnit] = sample_lambda_1d;
-            }
-            else if (t->MinFilter == GL_LINEAR) {
-               swrast->TextureSample[texUnit] = sample_linear_1d;
-            }
-            else {
-               ASSERT(t->MinFilter == GL_NEAREST);
-               swrast->TextureSample[texUnit] = sample_nearest_1d;
-            }
-            break;
-         case GL_TEXTURE_2D:
-            if (format == GL_DEPTH_COMPONENT) {
-               swrast->TextureSample[texUnit] = sample_depth_texture;
-            }
-            else if (needLambda) {
-               swrast->TextureSample[texUnit] = sample_lambda_2d;
-            }
-            else if (t->MinFilter == GL_LINEAR) {
-               swrast->TextureSample[texUnit] = sample_linear_2d;
-            }
-            else {
-               GLint baseLevel = t->BaseLevel;
-               ASSERT(t->MinFilter == GL_NEAREST);
-               if (t->WrapS == GL_REPEAT &&
-                   t->WrapT == GL_REPEAT &&
-                   t->Image[baseLevel]->Border == 0 &&
-                   t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
-                  swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
-               }
-               else if (t->WrapS == GL_REPEAT &&
-                        t->WrapT == GL_REPEAT &&
-                        t->Image[baseLevel]->Border == 0 &&
-                        t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
-                  swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
-               }
-               else
-                  swrast->TextureSample[texUnit] = sample_nearest_2d;
-            }
-            break;
-         case GL_TEXTURE_3D:
-            if (needLambda) {
-               swrast->TextureSample[texUnit] = sample_lambda_3d;
-            }
-            else if (t->MinFilter == GL_LINEAR) {
-               swrast->TextureSample[texUnit] = sample_linear_3d;
-            }
-            else {
-               ASSERT(t->MinFilter == GL_NEAREST);
-               swrast->TextureSample[texUnit] = sample_nearest_3d;
-            }
-            break;
-         case GL_TEXTURE_CUBE_MAP:
-            if (needLambda) {
-               swrast->TextureSample[texUnit] = sample_lambda_cube;
-            }
-            else if (t->MinFilter == GL_LINEAR) {
-               swrast->TextureSample[texUnit] = sample_linear_cube;
-            }
-            else {
-               ASSERT(t->MinFilter == GL_NEAREST);
-               swrast->TextureSample[texUnit] = sample_nearest_cube;
-            }
-            break;
-         case GL_TEXTURE_RECTANGLE_NV:
-            if (needLambda) {
-               swrast->TextureSample[texUnit] = sample_lambda_rect;
-            }
-            else if (t->MinFilter == GL_LINEAR) {
-               swrast->TextureSample[texUnit] = sample_linear_rect;
-            }
-            else {
-               ASSERT(t->MinFilter == GL_NEAREST);
-               swrast->TextureSample[texUnit] = sample_nearest_rect;
-            }
-            break;
-         default:
-            _mesa_problem(ctx, "invalid target in _swrast_choose_texture_sample_func");
+      break;
+   case GL_TEXTURE_3D:
+      if (needLambda) {
+         return sample_lambda_3d;
+      }
+      else if (t->MinFilter == GL_LINEAR) {
+         return sample_linear_3d;
+      }
+      else {
+         ASSERT(t->MinFilter == GL_NEAREST);
+         return sample_nearest_3d;
+      }
+      break;
+   case GL_TEXTURE_CUBE_MAP:
+      if (needLambda) {
+         return sample_lambda_cube;
+      }
+      else if (t->MinFilter == GL_LINEAR) {
+         return sample_linear_cube;
+      }
+      else {
+         ASSERT(t->MinFilter == GL_NEAREST);
+         return sample_nearest_cube;
+      }
+      break;
+   case GL_TEXTURE_RECTANGLE_NV:
+      if (needLambda) {
+         return sample_lambda_rect;
+      }
+      else if (t->MinFilter == GL_LINEAR) {
+         return sample_linear_rect;
+      }
+      else {
+         ASSERT(t->MinFilter == GL_NEAREST);
+         return sample_nearest_rect;
       }
+      break;
+   default:
+      _mesa_problem(ctx,
+                    "invalid target in _swrast_choose_texture_sample_func");
+      return null_sample_func;
    }
 }
 
@@ -4170,9 +4168,9 @@ _swrast_texture_span( GLcontext *ctx, struct sw_span *span )
          }
 
          /* Sample the texture (span->end fragments) */
-         swrast->TextureSample[unit]( ctx, unit, texUnit->_Current,
-                                      span->end, span->array->texcoords[unit],
-                                      lambda, texels );
+         swrast->TextureSample[unit]( ctx, unit, texUnit->_Current, span->end,
+                         (const GLfloat (*)[4]) span->array->texcoords[unit],
+                         lambda, texels );
          /* GL_SGI_texture_color_table */
          if (texUnit->ColorTableEnabled) {
             _swrast_texture_table_lookup(&texUnit->ColorTable, span->end, texels);
index 388c2db08d7ab51ae8aa203f52c07e935869991b..ddb7b0dde8226b2c8620a04d2f1e3de989e4cb2d 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_texture.h,v 1.14 2003/01/26 14:37:17 brianp Exp $ */
+/* $Id: s_texture.h,v 1.15 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -37,9 +37,8 @@ extern void
 _swrast_texture_table_lookup( const struct gl_color_table *table,
                               GLuint n, GLchan rgba[][4] );
 
-extern void
+extern texture_sample_func
 _swrast_choose_texture_sample_func( GLcontext *ctx,
-                                   GLuint texUnit,
                                    const struct gl_texture_object *tObj );
 
 
index 6113b86061433493544fdff9ed19c037bf4074ba..3f33dbb355e7e7e0a7ca99d28b398fc07c7e8b28 100644 (file)
@@ -1,10 +1,10 @@
-/* $Id: swrast.h,v 1.34 2003/01/14 04:55:47 brianp Exp $ */
+/* $Id: swrast.h,v 1.35 2003/02/23 04:10:54 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
  * Version:  5.1
  *
- * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2003  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"),
@@ -27,7 +27,7 @@
 
 /**
  * \file swrast/swrast.h
- * \brief Defines basic structures for sw_rasterizer.
+ * \brief Public interface to the software rasterization functions.
  * \author Keith Whitwell <keith@tungstengraphics.com>
  */
 
@@ -75,154 +75,6 @@ typedef struct {
 } SWvertex;
 
 
-/**
- * \struct sw_span
- * \brief Contains data for either a horizontal line or a set of
- * pixels that are passed through a pipeline of functions before being
- * drawn.
- *
- * The sw_span structure describes the colors, Z, fogcoord, texcoords,
- * etc for either a horizontal run or a set of independent pixels.  We
- * can either specify a base/step to indicate interpolated values, or
- * fill in arrays of values.  The interpMask and arrayMask bitfields
- * indicate which are active.
- *
- * With this structure it's easy to hand-off span rasterization to
- * subroutines instead of doing it all inline in the triangle functions
- * like we used to do.
- * It also cleans up the local variable namespace a great deal.
- *
- * It would be interesting to experiment with multiprocessor rasterization
- * with this structure.  The triangle rasterizer could simply emit a
- * stream of these structures which would be consumed by one or more
- * span-processing threads which could run in parallel.
- */
-
-
-/**
- * \defgroup SpanFlags SPAN_XXX-flags
- * Bitmasks to indicate which span_arrays need to be computed
- * (sw_span::interpMask) or have already been filled
- * (sw_span::arrayMask)
- */
-/*@{*/
-#define SPAN_RGBA         0x001
-#define SPAN_SPEC         0x002
-#define SPAN_INDEX        0x004
-#define SPAN_Z            0x008
-#define SPAN_FOG          0x010
-#define SPAN_TEXTURE      0x020
-#define SPAN_INT_TEXTURE  0x040
-#define SPAN_LAMBDA       0x080
-#define SPAN_COVERAGE     0x100
-#define SPAN_FLAT         0x200  /**< flat shading? */
-/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
-#define SPAN_XY           0x400
-#define SPAN_MASK         0x800  /**< sw_span::arrayMask only */
-/*@}*/
-
-
-/**
- * \struct span_arrays 
- * \brief Arrays of fragment values.
- *
- * These will either be computed from the x/xStep values above or
- * filled in by glDraw/CopyPixels, etc.
- */
-struct span_arrays {
-   GLchan  rgb[MAX_WIDTH][3];
-   GLchan  rgba[MAX_WIDTH][4];
-   GLuint  index[MAX_WIDTH];
-   GLchan  spec[MAX_WIDTH][4]; /* specular color */
-   GLint   x[MAX_WIDTH];  /**< X/Y used for point/line rendering only */
-   GLint   y[MAX_WIDTH];  /**< X/Y used for point/line rendering only */
-   GLdepth z[MAX_WIDTH];
-   GLfloat fog[MAX_WIDTH];
-   GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
-   GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
-   GLfloat coverage[MAX_WIDTH];
-
-   /** This mask indicates if fragment is alive or culled */
-   GLubyte mask[MAX_WIDTH];
-};
-
-
-struct sw_span {
-   GLint x, y;
-
-   /** Only need to process pixels between start <= i < end */
-   /** At this time, start is always zero. */
-   GLuint start, end;
-
-   /** This flag indicates that mask[] array is effectively filled with ones */
-   GLboolean writeAll;
-
-   /** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
-   GLenum primitive;
-
-   /** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
-   GLuint facing;
-
-   /**
-    * This bitmask (of  \link SpanFlags SPAN_* flags\endlink) indicates
-    * which of the x/xStep variables are relevant.
-    */
-   GLuint interpMask;
-
-#if CHAN_TYPE == GL_FLOAT
-   GLfloat red, redStep;
-   GLfloat green, greenStep;
-   GLfloat blue, blueStep;
-   GLfloat alpha, alphaStep;
-   GLfloat specRed, specRedStep;
-   GLfloat specGreen, specGreenStep;
-   GLfloat specBlue, specBlueStep;
-#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
-   GLfixed red, redStep;
-   GLfixed green, greenStep;
-   GLfixed blue, blueStep;
-   GLfixed alpha, alphaStep;
-   GLfixed specRed, specRedStep;
-   GLfixed specGreen, specGreenStep;
-   GLfixed specBlue, specBlueStep;
-#endif
-   GLfixed index, indexStep;
-   GLfixed z, zStep;
-   GLfloat fog, fogStep;
-   GLfloat tex[MAX_TEXTURE_COORD_UNITS][4];  /* s, t, r, q */
-   GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
-   GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
-   GLfixed intTex[2], intTexStep[2];  /* s, t only */
-
-   /**
-    * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
-    * which of the fragment arrays in the span_arrays struct are relevant.
-    */
-   GLuint arrayMask;
-
-   /**
-    * We store the arrays of fragment values in a separate struct so
-    * that we can allocate sw_span structs on the stack without using
-    * a lot of memory.  The span_arrays struct is about 400KB while the
-    * sw_span struct is only about 512 bytes.
-    */
-   struct span_arrays *array;
-};
-
-
-#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK)  \
-do {                                                           \
-   (S).primitive = (PRIMITIVE);                                        \
-   (S).interpMask = (INTERP_MASK);                             \
-   (S).arrayMask = (ARRAY_MASK);                               \
-   (S).start = 0;                                              \
-   (S).end = (END);                                            \
-   (S).facing = 0;                                             \
-   (S).array = SWRAST_CONTEXT(ctx)->SpanArrays;                        \
-} while (0)
-
-
-
 struct swrast_device_driver;