Move compiler.h and imports.h/c from src/mesa/main into src/util
[mesa.git] / src / mesa / swrast / s_texcombine.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 #include "main/glheader.h"
28 #include "main/context.h"
29 #include "util/imports.h"
30 #include "main/macros.h"
31 #include "main/pixeltransfer.h"
32 #include "main/samplerobj.h"
33 #include "program/prog_instruction.h"
34
35 #include "s_context.h"
36 #include "s_texcombine.h"
37
38
39 /**
40 * Pointer to array of float[4]
41 * This type makes the code below more concise and avoids a lot of casting.
42 */
43 typedef float (*float4_array)[4];
44
45
46 /**
47 * Return array of texels for given unit.
48 */
49 static inline float4_array
50 get_texel_array(SWcontext *swrast, GLuint unit)
51 {
52 #ifdef _OPENMP
53 return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4 * omp_get_num_threads() + (SWRAST_MAX_WIDTH * 4 * omp_get_thread_num()));
54 #else
55 return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4);
56 #endif
57 }
58
59
60
61 /**
62 * Do texture application for:
63 * GL_EXT_texture_env_combine
64 * GL_ARB_texture_env_combine
65 * GL_EXT_texture_env_dot3
66 * GL_ARB_texture_env_dot3
67 * GL_ATI_texture_env_combine3
68 * GL_NV_texture_env_combine4
69 * conventional GL texture env modes
70 *
71 * \param ctx rendering context
72 * \param unit the texture combiner unit
73 * \param primary_rgba incoming fragment color array
74 * \param texelBuffer pointer to texel colors for all texture units
75 *
76 * \param span two fields are used in this function:
77 * span->end: number of fragments to process
78 * span->array->rgba: incoming/result fragment colors
79 */
80 static void
81 texture_combine( struct gl_context *ctx, GLuint unit,
82 const float4_array primary_rgba,
83 const GLfloat *texelBuffer,
84 SWspan *span )
85 {
86 SWcontext *swrast = SWRAST_CONTEXT(ctx);
87 const struct gl_fixedfunc_texture_unit *textureUnit =
88 &ctx->Texture.FixedFuncUnit[unit];
89 const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine;
90 float4_array argRGB[MAX_COMBINER_TERMS];
91 float4_array argA[MAX_COMBINER_TERMS];
92 const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB);
93 const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA);
94 const GLuint numArgsRGB = combine->_NumArgsRGB;
95 const GLuint numArgsA = combine->_NumArgsA;
96 float4_array ccolor[4], rgba;
97 GLuint i, term;
98 GLuint n = span->end;
99 GLchan (*rgbaChan)[4] = span->array->rgba;
100
101 /* alloc temp pixel buffers */
102 rgba = malloc(4 * n * sizeof(GLfloat));
103 if (!rgba) {
104 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
105 return;
106 }
107
108 for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
109 ccolor[i] = malloc(4 * n * sizeof(GLfloat));
110 if (!ccolor[i]) {
111 while (i) {
112 free(ccolor[i]);
113 i--;
114 }
115 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
116 free(rgba);
117 return;
118 }
119 }
120
121 for (i = 0; i < n; i++) {
122 rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
123 rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
124 rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);
125 rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]);
126 }
127
128 /*
129 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
130 combine->ModeRGB,
131 combine->ModeA,
132 combine->SourceRGB[0],
133 combine->SourceA[0],
134 combine->SourceRGB[1],
135 combine->SourceA[1]);
136 */
137
138 /*
139 * Do operand setup for up to 4 operands. Loop over the terms.
140 */
141 for (term = 0; term < numArgsRGB; term++) {
142 const GLenum srcRGB = combine->SourceRGB[term];
143 const GLenum operandRGB = combine->OperandRGB[term];
144
145 switch (srcRGB) {
146 case GL_TEXTURE:
147 argRGB[term] = get_texel_array(swrast, unit);
148 break;
149 case GL_PRIMARY_COLOR:
150 argRGB[term] = primary_rgba;
151 break;
152 case GL_PREVIOUS:
153 argRGB[term] = rgba;
154 break;
155 case GL_CONSTANT:
156 {
157 float4_array c = ccolor[term];
158 GLfloat red = textureUnit->EnvColor[0];
159 GLfloat green = textureUnit->EnvColor[1];
160 GLfloat blue = textureUnit->EnvColor[2];
161 GLfloat alpha = textureUnit->EnvColor[3];
162 for (i = 0; i < n; i++) {
163 ASSIGN_4V(c[i], red, green, blue, alpha);
164 }
165 argRGB[term] = ccolor[term];
166 }
167 break;
168 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
169 */
170 case GL_ZERO:
171 {
172 float4_array c = ccolor[term];
173 for (i = 0; i < n; i++) {
174 ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F);
175 }
176 argRGB[term] = ccolor[term];
177 }
178 break;
179 case GL_ONE:
180 {
181 float4_array c = ccolor[term];
182 for (i = 0; i < n; i++) {
183 ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F);
184 }
185 argRGB[term] = ccolor[term];
186 }
187 break;
188 default:
189 /* ARB_texture_env_crossbar source */
190 {
191 const GLuint srcUnit = srcRGB - GL_TEXTURE0;
192 assert(srcUnit < ctx->Const.MaxTextureUnits);
193 if (!ctx->Texture.Unit[srcUnit]._Current)
194 goto end;
195 argRGB[term] = get_texel_array(swrast, srcUnit);
196 }
197 }
198
199 if (operandRGB != GL_SRC_COLOR) {
200 float4_array src = argRGB[term];
201 float4_array dst = ccolor[term];
202
203 /* point to new arg[term] storage */
204 argRGB[term] = ccolor[term];
205
206 switch (operandRGB) {
207 case GL_ONE_MINUS_SRC_COLOR:
208 for (i = 0; i < n; i++) {
209 dst[i][RCOMP] = 1.0F - src[i][RCOMP];
210 dst[i][GCOMP] = 1.0F - src[i][GCOMP];
211 dst[i][BCOMP] = 1.0F - src[i][BCOMP];
212 }
213 break;
214 case GL_SRC_ALPHA:
215 for (i = 0; i < n; i++) {
216 dst[i][RCOMP] =
217 dst[i][GCOMP] =
218 dst[i][BCOMP] = src[i][ACOMP];
219 }
220 break;
221 case GL_ONE_MINUS_SRC_ALPHA:
222 for (i = 0; i < n; i++) {
223 dst[i][RCOMP] =
224 dst[i][GCOMP] =
225 dst[i][BCOMP] = 1.0F - src[i][ACOMP];
226 }
227 break;
228 default:
229 _mesa_problem(ctx, "Bad operandRGB");
230 }
231 }
232 }
233
234 /*
235 * Set up the argA[term] pointers
236 */
237 for (term = 0; term < numArgsA; term++) {
238 const GLenum srcA = combine->SourceA[term];
239 const GLenum operandA = combine->OperandA[term];
240
241 switch (srcA) {
242 case GL_TEXTURE:
243 argA[term] = get_texel_array(swrast, unit);
244 break;
245 case GL_PRIMARY_COLOR:
246 argA[term] = primary_rgba;
247 break;
248 case GL_PREVIOUS:
249 argA[term] = rgba;
250 break;
251 case GL_CONSTANT:
252 {
253 float4_array c = ccolor[term];
254 GLfloat alpha = textureUnit->EnvColor[3];
255 for (i = 0; i < n; i++)
256 c[i][ACOMP] = alpha;
257 argA[term] = ccolor[term];
258 }
259 break;
260 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
261 */
262 case GL_ZERO:
263 {
264 float4_array c = ccolor[term];
265 for (i = 0; i < n; i++)
266 c[i][ACOMP] = 0.0F;
267 argA[term] = ccolor[term];
268 }
269 break;
270 case GL_ONE:
271 {
272 float4_array c = ccolor[term];
273 for (i = 0; i < n; i++)
274 c[i][ACOMP] = 1.0F;
275 argA[term] = ccolor[term];
276 }
277 break;
278 default:
279 /* ARB_texture_env_crossbar source */
280 {
281 const GLuint srcUnit = srcA - GL_TEXTURE0;
282 assert(srcUnit < ctx->Const.MaxTextureUnits);
283 if (!ctx->Texture.Unit[srcUnit]._Current)
284 goto end;
285 argA[term] = get_texel_array(swrast, srcUnit);
286 }
287 }
288
289 if (operandA == GL_ONE_MINUS_SRC_ALPHA) {
290 float4_array src = argA[term];
291 float4_array dst = ccolor[term];
292 argA[term] = ccolor[term];
293 for (i = 0; i < n; i++) {
294 dst[i][ACOMP] = 1.0F - src[i][ACOMP];
295 }
296 }
297 }
298
299 /* RGB channel combine */
300 {
301 float4_array arg0 = argRGB[0];
302 float4_array arg1 = argRGB[1];
303 float4_array arg2 = argRGB[2];
304 float4_array arg3 = argRGB[3];
305
306 switch (combine->ModeRGB) {
307 case GL_REPLACE:
308 for (i = 0; i < n; i++) {
309 rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB;
310 rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB;
311 rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB;
312 }
313 break;
314 case GL_MODULATE:
315 for (i = 0; i < n; i++) {
316 rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB;
317 rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB;
318 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB;
319 }
320 break;
321 case GL_ADD:
322 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
323 /* (a * b) + (c * d) */
324 for (i = 0; i < n; i++) {
325 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
326 arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB;
327 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
328 arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB;
329 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
330 arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB;
331 }
332 }
333 else {
334 /* 2-term addition */
335 for (i = 0; i < n; i++) {
336 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB;
337 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB;
338 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB;
339 }
340 }
341 break;
342 case GL_ADD_SIGNED:
343 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
344 /* (a * b) + (c * d) - 0.5 */
345 for (i = 0; i < n; i++) {
346 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
347 arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB;
348 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
349 arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB;
350 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
351 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB;
352 }
353 }
354 else {
355 for (i = 0; i < n; i++) {
356 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB;
357 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB;
358 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB;
359 }
360 }
361 break;
362 case GL_INTERPOLATE:
363 for (i = 0; i < n; i++) {
364 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
365 arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB;
366 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
367 arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB;
368 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
369 arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB;
370 }
371 break;
372 case GL_SUBTRACT:
373 for (i = 0; i < n; i++) {
374 rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB;
375 rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB;
376 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB;
377 }
378 break;
379 case GL_DOT3_RGB_EXT:
380 case GL_DOT3_RGBA_EXT:
381 /* Do not scale the result by 1 2 or 4 */
382 for (i = 0; i < n; i++) {
383 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
384 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
385 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
386 * 4.0F;
387 dot = CLAMP(dot, 0.0F, 1.0F);
388 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
389 }
390 break;
391 case GL_DOT3_RGB:
392 case GL_DOT3_RGBA:
393 /* DO scale the result by 1 2 or 4 */
394 for (i = 0; i < n; i++) {
395 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
396 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
397 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
398 * 4.0F * scaleRGB;
399 dot = CLAMP(dot, 0.0F, 1.0F);
400 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
401 }
402 break;
403 case GL_MODULATE_ADD_ATI:
404 for (i = 0; i < n; i++) {
405 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
406 arg1[i][RCOMP]) * scaleRGB;
407 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
408 arg1[i][GCOMP]) * scaleRGB;
409 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
410 arg1[i][BCOMP]) * scaleRGB;
411 }
412 break;
413 case GL_MODULATE_SIGNED_ADD_ATI:
414 for (i = 0; i < n; i++) {
415 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
416 arg1[i][RCOMP] - 0.5F) * scaleRGB;
417 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
418 arg1[i][GCOMP] - 0.5F) * scaleRGB;
419 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
420 arg1[i][BCOMP] - 0.5F) * scaleRGB;
421 }
422 break;
423 case GL_MODULATE_SUBTRACT_ATI:
424 for (i = 0; i < n; i++) {
425 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) -
426 arg1[i][RCOMP]) * scaleRGB;
427 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) -
428 arg1[i][GCOMP]) * scaleRGB;
429 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) -
430 arg1[i][BCOMP]) * scaleRGB;
431 }
432 break;
433 default:
434 _mesa_problem(ctx, "invalid combine mode");
435 }
436 }
437
438 /* Alpha channel combine */
439 {
440 float4_array arg0 = argA[0];
441 float4_array arg1 = argA[1];
442 float4_array arg2 = argA[2];
443 float4_array arg3 = argA[3];
444
445 switch (combine->ModeA) {
446 case GL_REPLACE:
447 for (i = 0; i < n; i++) {
448 rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA;
449 }
450 break;
451 case GL_MODULATE:
452 for (i = 0; i < n; i++) {
453 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA;
454 }
455 break;
456 case GL_ADD:
457 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
458 /* (a * b) + (c * d) */
459 for (i = 0; i < n; i++) {
460 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
461 arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA;
462 }
463 }
464 else {
465 /* two-term add */
466 for (i = 0; i < n; i++) {
467 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA;
468 }
469 }
470 break;
471 case GL_ADD_SIGNED:
472 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
473 /* (a * b) + (c * d) - 0.5 */
474 for (i = 0; i < n; i++) {
475 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
476 arg2[i][ACOMP] * arg3[i][ACOMP] -
477 0.5F) * scaleA;
478 }
479 }
480 else {
481 /* a + b - 0.5 */
482 for (i = 0; i < n; i++) {
483 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA;
484 }
485 }
486 break;
487 case GL_INTERPOLATE:
488 for (i = 0; i < n; i++) {
489 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
490 arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP]))
491 * scaleA;
492 }
493 break;
494 case GL_SUBTRACT:
495 for (i = 0; i < n; i++) {
496 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA;
497 }
498 break;
499 case GL_MODULATE_ADD_ATI:
500 for (i = 0; i < n; i++) {
501 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
502 + arg1[i][ACOMP]) * scaleA;
503 }
504 break;
505 case GL_MODULATE_SIGNED_ADD_ATI:
506 for (i = 0; i < n; i++) {
507 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) +
508 arg1[i][ACOMP] - 0.5F) * scaleA;
509 }
510 break;
511 case GL_MODULATE_SUBTRACT_ATI:
512 for (i = 0; i < n; i++) {
513 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
514 - arg1[i][ACOMP]) * scaleA;
515 }
516 break;
517 default:
518 _mesa_problem(ctx, "invalid combine mode");
519 }
520 }
521
522 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
523 * This is kind of a kludge. It would have been better if the spec
524 * were written such that the GL_COMBINE_ALPHA value could be set to
525 * GL_DOT3.
526 */
527 if (combine->ModeRGB == GL_DOT3_RGBA_EXT ||
528 combine->ModeRGB == GL_DOT3_RGBA) {
529 for (i = 0; i < n; i++) {
530 rgba[i][ACOMP] = rgba[i][RCOMP];
531 }
532 }
533
534 for (i = 0; i < n; i++) {
535 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
536 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
537 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
538 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
539 }
540 /* The span->array->rgba values are of CHAN type so set
541 * span->array->ChanType field accordingly.
542 */
543 span->array->ChanType = CHAN_TYPE;
544
545 end:
546 for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
547 free(ccolor[i]);
548 }
549 free(rgba);
550 }
551
552
553 /**
554 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
555 * See GL_EXT_texture_swizzle.
556 */
557 static void
558 swizzle_texels(GLuint swizzle, GLuint count, float4_array texels)
559 {
560 const GLuint swzR = GET_SWZ(swizzle, 0);
561 const GLuint swzG = GET_SWZ(swizzle, 1);
562 const GLuint swzB = GET_SWZ(swizzle, 2);
563 const GLuint swzA = GET_SWZ(swizzle, 3);
564 GLfloat vector[6];
565 GLuint i;
566
567 vector[SWIZZLE_ZERO] = 0;
568 vector[SWIZZLE_ONE] = 1.0F;
569
570 for (i = 0; i < count; i++) {
571 vector[SWIZZLE_X] = texels[i][0];
572 vector[SWIZZLE_Y] = texels[i][1];
573 vector[SWIZZLE_Z] = texels[i][2];
574 vector[SWIZZLE_W] = texels[i][3];
575 texels[i][RCOMP] = vector[swzR];
576 texels[i][GCOMP] = vector[swzG];
577 texels[i][BCOMP] = vector[swzB];
578 texels[i][ACOMP] = vector[swzA];
579 }
580 }
581
582
583 /**
584 * Apply texture mapping to a span of fragments.
585 */
586 void
587 _swrast_texture_span( struct gl_context *ctx, SWspan *span )
588 {
589 SWcontext *swrast = SWRAST_CONTEXT(ctx);
590 float4_array primary_rgba;
591 GLuint unit;
592
593 if (!swrast->TexelBuffer) {
594 #ifdef _OPENMP
595 const GLint maxThreads = omp_get_max_threads();
596
597 /* TexelBuffer memory allocation needs to be done in a critical section
598 * as this code runs in a parallel loop.
599 * When entering the section, first check if TexelBuffer has been
600 * initialized already by another thread while this thread was waiting.
601 */
602 #pragma omp critical
603 if (!swrast->TexelBuffer) {
604 #else
605 const GLint maxThreads = 1;
606 #endif
607
608 /* TexelBuffer is also global and normally shared by all SWspan
609 * instances; when running with multiple threads, create one per
610 * thread.
611 */
612 swrast->TexelBuffer =
613 malloc(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits * maxThreads *
614 SWRAST_MAX_WIDTH * 4 * sizeof(GLfloat));
615 #ifdef _OPENMP
616 } /* critical section */
617 #endif
618
619 if (!swrast->TexelBuffer) {
620 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
621 return;
622 }
623 }
624
625 primary_rgba = malloc(span->end * 4 * sizeof(GLfloat));
626
627 if (!primary_rgba) {
628 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span");
629 return;
630 }
631
632 assert(span->end <= SWRAST_MAX_WIDTH);
633
634 /*
635 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
636 */
637 if (swrast->_TextureCombinePrimary) {
638 GLuint i;
639 for (i = 0; i < span->end; i++) {
640 primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
641 primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
642 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
643 primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
644 }
645 }
646
647 /*
648 * Must do all texture sampling before combining in order to
649 * accommodate GL_ARB_texture_env_crossbar.
650 */
651 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
652 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
653 if (texUnit->_Current) {
654 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
655 span->array->attribs[VARYING_SLOT_TEX0 + unit];
656 const struct gl_texture_object *curObj = texUnit->_Current;
657 const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
658 GLfloat *lambda = span->array->lambda[unit];
659 float4_array texels = get_texel_array(swrast, unit);
660
661 /* adjust texture lod (lambda) */
662 if (span->arrayMask & SPAN_LAMBDA) {
663 if (texUnit->LodBias + samp->LodBias != 0.0F) {
664 /* apply LOD bias, but don't clamp yet */
665 const GLfloat bias = CLAMP(texUnit->LodBias + samp->LodBias,
666 -ctx->Const.MaxTextureLodBias,
667 ctx->Const.MaxTextureLodBias);
668 GLuint i;
669 for (i = 0; i < span->end; i++) {
670 lambda[i] += bias;
671 }
672 }
673
674 if (samp->MinLod != -1000.0F ||
675 samp->MaxLod != 1000.0F) {
676 /* apply LOD clamping to lambda */
677 const GLfloat min = samp->MinLod;
678 const GLfloat max = samp->MaxLod;
679 GLuint i;
680 for (i = 0; i < span->end; i++) {
681 GLfloat l = lambda[i];
682 lambda[i] = CLAMP(l, min, max);
683 }
684 }
685 }
686 else if (samp->MaxAnisotropy > 1.0F &&
687 samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
688 /* sample_lambda_2d_aniso is beeing used as texture_sample_func,
689 * it requires the current SWspan *span as an additional parameter.
690 * In order to keep the same function signature, the unused lambda
691 * parameter will be modified to actually contain the SWspan pointer.
692 * This is a Hack. To make it right, the texture_sample_func
693 * signature and all implementing functions need to be modified.
694 */
695 /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */
696 lambda = (GLfloat *)span;
697 }
698
699 /* Sample the texture (span->end = number of fragments) */
700 swrast->TextureSample[unit]( ctx, samp,
701 ctx->Texture.Unit[unit]._Current,
702 span->end, texcoords, lambda, texels );
703
704 /* GL_EXT_texture_swizzle */
705 if (curObj->_Swizzle != SWIZZLE_NOOP) {
706 swizzle_texels(curObj->_Swizzle, span->end, texels);
707 }
708 }
709 }
710
711 /*
712 * OK, now apply the texture (aka texture combine/blend).
713 * We modify the span->color.rgba values.
714 */
715 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
716 if (ctx->Texture.Unit[unit]._Current)
717 texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span);
718 }
719
720 free(primary_rgba);
721 }