1/*
2 * Mesa 3-D graphics library
3 * Version:  7.5
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27/**
28 * \file swrast/s_span.c
29 * \brief Span processing functions used by all rasterization functions.
30 * This is where all the per-fragment tests are performed
31 * \author Brian Paul
32 */
33
34#include "main/glheader.h"
35#include "main/colormac.h"
36#include "main/format_pack.h"
37#include "main/format_unpack.h"
38#include "main/macros.h"
39#include "main/imports.h"
40#include "main/image.h"
41#include "main/samplerobj.h"
42
43#include "s_atifragshader.h"
44#include "s_alpha.h"
45#include "s_blend.h"
46#include "s_context.h"
47#include "s_depth.h"
48#include "s_fog.h"
49#include "s_logic.h"
50#include "s_masking.h"
51#include "s_fragprog.h"
52#include "s_span.h"
53#include "s_stencil.h"
54#include "s_texcombine.h"
55
56#include <stdbool.h>
57
58/**
59 * Set default fragment attributes for the span using the
60 * current raster values.  Used prior to glDraw/CopyPixels
61 * and glBitmap.
62 */
63void
64_swrast_span_default_attribs(struct gl_context *ctx, SWspan *span)
65{
66   GLchan r, g, b, a;
67   /* Z*/
68   {
69      const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
70      if (ctx->DrawBuffer->Visual.depthBits <= 16)
71         span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F);
72      else {
73         GLfloat tmpf = ctx->Current.RasterPos[2] * depthMax;
74         tmpf = MIN2(tmpf, depthMax);
75         span->z = (GLint)tmpf;
76      }
77      span->zStep = 0;
78      span->interpMask |= SPAN_Z;
79   }
80
81   /* W (for perspective correction) */
82   span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0;
83   span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0;
84   span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0;
85
86   /* primary color, or color index */
87   UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterColor[0]);
88   UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterColor[1]);
89   UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterColor[2]);
90   UNCLAMPED_FLOAT_TO_CHAN(a, ctx->Current.RasterColor[3]);
91#if CHAN_TYPE == GL_FLOAT
92   span->red = r;
93   span->green = g;
94   span->blue = b;
95   span->alpha = a;
96#else
97   span->red   = IntToFixed(r);
98   span->green = IntToFixed(g);
99   span->blue  = IntToFixed(b);
100   span->alpha = IntToFixed(a);
101#endif
102   span->redStep = 0;
103   span->greenStep = 0;
104   span->blueStep = 0;
105   span->alphaStep = 0;
106   span->interpMask |= SPAN_RGBA;
107
108   COPY_4V(span->attrStart[FRAG_ATTRIB_COL0], ctx->Current.RasterColor);
109   ASSIGN_4V(span->attrStepX[FRAG_ATTRIB_COL0], 0.0, 0.0, 0.0, 0.0);
110   ASSIGN_4V(span->attrStepY[FRAG_ATTRIB_COL0], 0.0, 0.0, 0.0, 0.0);
111
112   /* Secondary color */
113   if (ctx->Light.Enabled || ctx->Fog.ColorSumEnabled)
114   {
115      COPY_4V(span->attrStart[FRAG_ATTRIB_COL1], ctx->Current.RasterSecondaryColor);
116      ASSIGN_4V(span->attrStepX[FRAG_ATTRIB_COL1], 0.0, 0.0, 0.0, 0.0);
117      ASSIGN_4V(span->attrStepY[FRAG_ATTRIB_COL1], 0.0, 0.0, 0.0, 0.0);
118   }
119
120   /* fog */
121   {
122      const SWcontext *swrast = SWRAST_CONTEXT(ctx);
123      GLfloat fogVal; /* a coord or a blend factor */
124      if (swrast->_PreferPixelFog) {
125         /* fog blend factors will be computed from fog coordinates per pixel */
126         fogVal = ctx->Current.RasterDistance;
127      }
128      else {
129         /* fog blend factor should be computed from fogcoord now */
130         fogVal = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
131      }
132      span->attrStart[FRAG_ATTRIB_FOGC][0] = fogVal;
133      span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
134      span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0;
135   }
136
137   /* texcoords */
138   {
139      GLuint i;
140      for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
141         const GLuint attr = FRAG_ATTRIB_TEX0 + i;
142         const GLfloat *tc = ctx->Current.RasterTexCoords[i];
143         if (_swrast_use_fragment_program(ctx) ||
144             ctx->ATIFragmentShader._Enabled) {
145            COPY_4V(span->attrStart[attr], tc);
146         }
147         else if (tc[3] > 0.0F) {
148            /* use (s/q, t/q, r/q, 1) */
149            span->attrStart[attr][0] = tc[0] / tc[3];
150            span->attrStart[attr][1] = tc[1] / tc[3];
151            span->attrStart[attr][2] = tc[2] / tc[3];
152            span->attrStart[attr][3] = 1.0;
153         }
154         else {
155            ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F);
156         }
157         ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F);
158         ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F);
159      }
160   }
161}
162
163
164/**
165 * Interpolate the active attributes (and'd with attrMask) to
166 * fill in span->array->attribs[].
167 * Perspective correction will be done.  The point/line/triangle function
168 * should have computed attrStart/Step values for FRAG_ATTRIB_WPOS[3]!
169 */
170static inline void
171interpolate_active_attribs(struct gl_context *ctx, SWspan *span,
172                           GLbitfield64 attrMask)
173{
174   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
175
176   /*
177    * Don't overwrite existing array values, such as colors that may have
178    * been produced by glDraw/CopyPixels.
179    */
180   attrMask &= ~span->arrayAttribs;
181
182   ATTRIB_LOOP_BEGIN
183      if (attrMask & BITFIELD64_BIT(attr)) {
184         const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
185         GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
186         const GLfloat dv0dx = span->attrStepX[attr][0];
187         const GLfloat dv1dx = span->attrStepX[attr][1];
188         const GLfloat dv2dx = span->attrStepX[attr][2];
189         const GLfloat dv3dx = span->attrStepX[attr][3];
190         GLfloat v0 = span->attrStart[attr][0] + span->leftClip * dv0dx;
191         GLfloat v1 = span->attrStart[attr][1] + span->leftClip * dv1dx;
192         GLfloat v2 = span->attrStart[attr][2] + span->leftClip * dv2dx;
193         GLfloat v3 = span->attrStart[attr][3] + span->leftClip * dv3dx;
194         GLuint k;
195         for (k = 0; k < span->end; k++) {
196            const GLfloat invW = 1.0f / w;
197            span->array->attribs[attr][k][0] = v0 * invW;
198            span->array->attribs[attr][k][1] = v1 * invW;
199            span->array->attribs[attr][k][2] = v2 * invW;
200            span->array->attribs[attr][k][3] = v3 * invW;
201            v0 += dv0dx;
202            v1 += dv1dx;
203            v2 += dv2dx;
204            v3 += dv3dx;
205            w += dwdx;
206         }
207         ASSERT((span->arrayAttribs & BITFIELD64_BIT(attr)) == 0);
208         span->arrayAttribs |= BITFIELD64_BIT(attr);
209      }
210   ATTRIB_LOOP_END
211}
212
213
214/**
215 * Interpolate primary colors to fill in the span->array->rgba8 (or rgb16)
216 * color array.
217 */
218static inline void
219interpolate_int_colors(struct gl_context *ctx, SWspan *span)
220{
221#if CHAN_BITS != 32
222   const GLuint n = span->end;
223   GLuint i;
224
225   ASSERT(!(span->arrayMask & SPAN_RGBA));
226#endif
227
228   switch (span->array->ChanType) {
229#if CHAN_BITS != 32
230   case GL_UNSIGNED_BYTE:
231      {
232         GLubyte (*rgba)[4] = span->array->rgba8;
233         if (span->interpMask & SPAN_FLAT) {
234            GLubyte color[4];
235            color[RCOMP] = FixedToInt(span->red);
236            color[GCOMP] = FixedToInt(span->green);
237            color[BCOMP] = FixedToInt(span->blue);
238            color[ACOMP] = FixedToInt(span->alpha);
239            for (i = 0; i < n; i++) {
240               COPY_4UBV(rgba[i], color);
241            }
242         }
243         else {
244            GLfixed r = span->red;
245            GLfixed g = span->green;
246            GLfixed b = span->blue;
247            GLfixed a = span->alpha;
248            GLint dr = span->redStep;
249            GLint dg = span->greenStep;
250            GLint db = span->blueStep;
251            GLint da = span->alphaStep;
252            for (i = 0; i < n; i++) {
253               rgba[i][RCOMP] = FixedToChan(r);
254               rgba[i][GCOMP] = FixedToChan(g);
255               rgba[i][BCOMP] = FixedToChan(b);
256               rgba[i][ACOMP] = FixedToChan(a);
257               r += dr;
258               g += dg;
259               b += db;
260               a += da;
261            }
262         }
263      }
264      break;
265   case GL_UNSIGNED_SHORT:
266      {
267         GLushort (*rgba)[4] = span->array->rgba16;
268         if (span->interpMask & SPAN_FLAT) {
269            GLushort color[4];
270            color[RCOMP] = FixedToInt(span->red);
271            color[GCOMP] = FixedToInt(span->green);
272            color[BCOMP] = FixedToInt(span->blue);
273            color[ACOMP] = FixedToInt(span->alpha);
274            for (i = 0; i < n; i++) {
275               COPY_4V(rgba[i], color);
276            }
277         }
278         else {
279            GLushort (*rgba)[4] = span->array->rgba16;
280            GLfixed r, g, b, a;
281            GLint dr, dg, db, da;
282            r = span->red;
283            g = span->green;
284            b = span->blue;
285            a = span->alpha;
286            dr = span->redStep;
287            dg = span->greenStep;
288            db = span->blueStep;
289            da = span->alphaStep;
290            for (i = 0; i < n; i++) {
291               rgba[i][RCOMP] = FixedToChan(r);
292               rgba[i][GCOMP] = FixedToChan(g);
293               rgba[i][BCOMP] = FixedToChan(b);
294               rgba[i][ACOMP] = FixedToChan(a);
295               r += dr;
296               g += dg;
297               b += db;
298               a += da;
299            }
300         }
301      }
302      break;
303#endif
304   case GL_FLOAT:
305      interpolate_active_attribs(ctx, span, FRAG_BIT_COL0);
306      break;
307   default:
308      _mesa_problem(ctx, "bad datatype 0x%x in interpolate_int_colors",
309                    span->array->ChanType);
310   }
311   span->arrayMask |= SPAN_RGBA;
312}
313
314
315/**
316 * Populate the FRAG_ATTRIB_COL0 array.
317 */
318static inline void
319interpolate_float_colors(SWspan *span)
320{
321   GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
322   const GLuint n = span->end;
323   GLuint i;
324
325   assert(!(span->arrayAttribs & FRAG_BIT_COL0));
326
327   if (span->arrayMask & SPAN_RGBA) {
328      /* convert array of int colors */
329      for (i = 0; i < n; i++) {
330         col0[i][0] = UBYTE_TO_FLOAT(span->array->rgba8[i][0]);
331         col0[i][1] = UBYTE_TO_FLOAT(span->array->rgba8[i][1]);
332         col0[i][2] = UBYTE_TO_FLOAT(span->array->rgba8[i][2]);
333         col0[i][3] = UBYTE_TO_FLOAT(span->array->rgba8[i][3]);
334      }
335   }
336   else {
337      /* interpolate red/green/blue/alpha to get float colors */
338      ASSERT(span->interpMask & SPAN_RGBA);
339      if (span->interpMask & SPAN_FLAT) {
340         GLfloat r = FixedToFloat(span->red);
341         GLfloat g = FixedToFloat(span->green);
342         GLfloat b = FixedToFloat(span->blue);
343         GLfloat a = FixedToFloat(span->alpha);
344         for (i = 0; i < n; i++) {
345            ASSIGN_4V(col0[i], r, g, b, a);
346         }
347      }
348      else {
349         GLfloat r = FixedToFloat(span->red);
350         GLfloat g = FixedToFloat(span->green);
351         GLfloat b = FixedToFloat(span->blue);
352         GLfloat a = FixedToFloat(span->alpha);
353         GLfloat dr = FixedToFloat(span->redStep);
354         GLfloat dg = FixedToFloat(span->greenStep);
355         GLfloat db = FixedToFloat(span->blueStep);
356         GLfloat da = FixedToFloat(span->alphaStep);
357         for (i = 0; i < n; i++) {
358            col0[i][0] = r;
359            col0[i][1] = g;
360            col0[i][2] = b;
361            col0[i][3] = a;
362            r += dr;
363            g += dg;
364            b += db;
365            a += da;
366         }
367      }
368   }
369
370   span->arrayAttribs |= FRAG_BIT_COL0;
371   span->array->ChanType = GL_FLOAT;
372}
373
374
375
376/**
377 * Fill in the span.zArray array from the span->z, zStep values.
378 */
379void
380_swrast_span_interpolate_z( const struct gl_context *ctx, SWspan *span )
381{
382   const GLuint n = span->end;
383   GLuint i;
384
385   ASSERT(!(span->arrayMask & SPAN_Z));
386
387   if (ctx->DrawBuffer->Visual.depthBits <= 16) {
388      GLfixed zval = span->z;
389      GLuint *z = span->array->z;
390      for (i = 0; i < n; i++) {
391         z[i] = FixedToInt(zval);
392         zval += span->zStep;
393      }
394   }
395   else {
396      /* Deep Z buffer, no fixed->int shift */
397      GLuint zval = span->z;
398      GLuint *z = span->array->z;
399      for (i = 0; i < n; i++) {
400         z[i] = zval;
401         zval += span->zStep;
402      }
403   }
404   span->interpMask &= ~SPAN_Z;
405   span->arrayMask |= SPAN_Z;
406}
407
408
409/**
410 * Compute mipmap LOD from partial derivatives.
411 * This the ideal solution, as given in the OpenGL spec.
412 */
413GLfloat
414_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
415                       GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
416                       GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
417{
418   GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
419   GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
420   GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
421   GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
422   GLfloat x = SQRTF(dudx * dudx + dvdx * dvdx);
423   GLfloat y = SQRTF(dudy * dudy + dvdy * dvdy);
424   GLfloat rho = MAX2(x, y);
425   GLfloat lambda = LOG2(rho);
426   return lambda;
427}
428
429
430/**
431 * Compute mipmap LOD from partial derivatives.
432 * This is a faster approximation than above function.
433 */
434#if 0
435GLfloat
436_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
437                     GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
438                     GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
439{
440   GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ;
441   GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ;
442   GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ;
443   GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ;
444   GLfloat maxU, maxV, rho, lambda;
445   dsdx2 = FABSF(dsdx2);
446   dsdy2 = FABSF(dsdy2);
447   dtdx2 = FABSF(dtdx2);
448   dtdy2 = FABSF(dtdy2);
449   maxU = MAX2(dsdx2, dsdy2) * texW;
450   maxV = MAX2(dtdx2, dtdy2) * texH;
451   rho = MAX2(maxU, maxV);
452   lambda = LOG2(rho);
453   return lambda;
454}
455#endif
456
457
458/**
459 * Fill in the span.array->attrib[FRAG_ATTRIB_TEXn] arrays from the
460 * using the attrStart/Step values.
461 *
462 * This function only used during fixed-function fragment processing.
463 *
464 * Note: in the places where we divide by Q (or mult by invQ) we're
465 * really doing two things: perspective correction and texcoord
466 * projection.  Remember, for texcoord (s,t,r,q) we need to index
467 * texels with (s/q, t/q, r/q).
468 */
469static void
470interpolate_texcoords(struct gl_context *ctx, SWspan *span)
471{
472   const GLuint maxUnit
473      = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1;
474   GLuint u;
475
476   /* XXX CoordUnits vs. ImageUnits */
477   for (u = 0; u < maxUnit; u++) {
478      if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
479         const GLuint attr = FRAG_ATTRIB_TEX0 + u;
480         const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
481         GLfloat texW, texH;
482         GLboolean needLambda;
483         GLfloat (*texcoord)[4] = span->array->attribs[attr];
484         GLfloat *lambda = span->array->lambda[u];
485         const GLfloat dsdx = span->attrStepX[attr][0];
486         const GLfloat dsdy = span->attrStepY[attr][0];
487         const GLfloat dtdx = span->attrStepX[attr][1];
488         const GLfloat dtdy = span->attrStepY[attr][1];
489         const GLfloat drdx = span->attrStepX[attr][2];
490         const GLfloat dqdx = span->attrStepX[attr][3];
491         const GLfloat dqdy = span->attrStepY[attr][3];
492         GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx;
493         GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx;
494         GLfloat r = span->attrStart[attr][2] + span->leftClip * drdx;
495         GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx;
496
497         if (obj) {
498            const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
499            const struct swrast_texture_image *swImg =
500               swrast_texture_image_const(img);
501            const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, u);
502
503            needLambda = (samp->MinFilter != samp->MagFilter)
504               || _swrast_use_fragment_program(ctx);
505            /* LOD is calculated directly in the ansiotropic filter, we can
506             * skip the normal lambda function as the result is ignored.
507             */
508            if (samp->MaxAnisotropy > 1.0 &&
509                samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
510               needLambda = GL_FALSE;
511            }
512            texW = swImg->WidthScale;
513            texH = swImg->HeightScale;
514         }
515         else {
516            /* using a fragment program */
517            texW = 1.0;
518            texH = 1.0;
519            needLambda = GL_FALSE;
520         }
521
522         if (needLambda) {
523            GLuint i;
524            if (_swrast_use_fragment_program(ctx)
525                || ctx->ATIFragmentShader._Enabled) {
526               /* do perspective correction but don't divide s, t, r by q */
527               const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
528               GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dwdx;
529               for (i = 0; i < span->end; i++) {
530                  const GLfloat invW = 1.0F / w;
531                  texcoord[i][0] = s * invW;
532                  texcoord[i][1] = t * invW;
533                  texcoord[i][2] = r * invW;
534                  texcoord[i][3] = q * invW;
535                  lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
536                                                     dqdx, dqdy, texW, texH,
537                                                     s, t, q, invW);
538                  s += dsdx;
539                  t += dtdx;
540                  r += drdx;
541                  q += dqdx;
542                  w += dwdx;
543               }
544            }
545            else {
546               for (i = 0; i < span->end; i++) {
547                  const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
548                  texcoord[i][0] = s * invQ;
549                  texcoord[i][1] = t * invQ;
550                  texcoord[i][2] = r * invQ;
551                  texcoord[i][3] = q;
552                  lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
553                                                     dqdx, dqdy, texW, texH,
554                                                     s, t, q, invQ);
555                  s += dsdx;
556                  t += dtdx;
557                  r += drdx;
558                  q += dqdx;
559               }
560            }
561            span->arrayMask |= SPAN_LAMBDA;
562         }
563         else {
564            GLuint i;
565            if (_swrast_use_fragment_program(ctx) ||
566                ctx->ATIFragmentShader._Enabled) {
567               /* do perspective correction but don't divide s, t, r by q */
568               const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
569               GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dwdx;
570               for (i = 0; i < span->end; i++) {
571                  const GLfloat invW = 1.0F / w;
572                  texcoord[i][0] = s * invW;
573                  texcoord[i][1] = t * invW;
574                  texcoord[i][2] = r * invW;
575                  texcoord[i][3] = q * invW;
576                  lambda[i] = 0.0;
577                  s += dsdx;
578                  t += dtdx;
579                  r += drdx;
580                  q += dqdx;
581                  w += dwdx;
582               }
583            }
584            else if (dqdx == 0.0F) {
585               /* Ortho projection or polygon's parallel to window X axis */
586               const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
587               for (i = 0; i < span->end; i++) {
588                  texcoord[i][0] = s * invQ;
589                  texcoord[i][1] = t * invQ;
590                  texcoord[i][2] = r * invQ;
591                  texcoord[i][3] = q;
592                  lambda[i] = 0.0;
593                  s += dsdx;
594                  t += dtdx;
595                  r += drdx;
596               }
597            }
598            else {
599               for (i = 0; i < span->end; i++) {
600                  const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
601                  texcoord[i][0] = s * invQ;
602                  texcoord[i][1] = t * invQ;
603                  texcoord[i][2] = r * invQ;
604                  texcoord[i][3] = q;
605                  lambda[i] = 0.0;
606                  s += dsdx;
607                  t += dtdx;
608                  r += drdx;
609                  q += dqdx;
610               }
611            }
612         } /* lambda */
613      } /* if */
614   } /* for */
615}
616
617
618/**
619 * Fill in the arrays->attribs[FRAG_ATTRIB_WPOS] array.
620 */
621static inline void
622interpolate_wpos(struct gl_context *ctx, SWspan *span)
623{
624   GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS];
625   GLuint i;
626   const GLfloat zScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
627   GLfloat w, dw;
628
629   if (span->arrayMask & SPAN_XY) {
630      for (i = 0; i < span->end; i++) {
631         wpos[i][0] = (GLfloat) span->array->x[i];
632         wpos[i][1] = (GLfloat) span->array->y[i];
633      }
634   }
635   else {
636      for (i = 0; i < span->end; i++) {
637         wpos[i][0] = (GLfloat) span->x + i;
638         wpos[i][1] = (GLfloat) span->y;
639      }
640   }
641
642   dw = span->attrStepX[FRAG_ATTRIB_WPOS][3];
643   w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dw;
644   for (i = 0; i < span->end; i++) {
645      wpos[i][2] = (GLfloat) span->array->z[i] * zScale;
646      wpos[i][3] = w;
647      w += dw;
648   }
649}
650
651
652/**
653 * Apply the current polygon stipple pattern to a span of pixels.
654 */
655static inline void
656stipple_polygon_span(struct gl_context *ctx, SWspan *span)
657{
658   GLubyte *mask = span->array->mask;
659
660   ASSERT(ctx->Polygon.StippleFlag);
661
662   if (span->arrayMask & SPAN_XY) {
663      /* arrays of x/y pixel coords */
664      GLuint i;
665      for (i = 0; i < span->end; i++) {
666         const GLint col = span->array->x[i] % 32;
667         const GLint row = span->array->y[i] % 32;
668         const GLuint stipple = ctx->PolygonStipple[row];
669         if (((1 << col) & stipple) == 0) {
670            mask[i] = 0;
671         }
672      }
673   }
674   else {
675      /* horizontal span of pixels */
676      const GLuint highBit = 1 << 31;
677      const GLuint stipple = ctx->PolygonStipple[span->y % 32];
678      GLuint i, m = highBit >> (GLuint) (span->x % 32);
679      for (i = 0; i < span->end; i++) {
680         if ((m & stipple) == 0) {
681            mask[i] = 0;
682         }
683         m = m >> 1;
684         if (m == 0) {
685            m = highBit;
686         }
687      }
688   }
689   span->writeAll = GL_FALSE;
690}
691
692
693/**
694 * Clip a pixel span to the current buffer/window boundaries:
695 * DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax.  This will accomplish
696 * window clipping and scissoring.
697 * Return:   GL_TRUE   some pixels still visible
698 *           GL_FALSE  nothing visible
699 */
700static inline GLuint
701clip_span( struct gl_context *ctx, SWspan *span )
702{
703   const GLint xmin = ctx->DrawBuffer->_Xmin;
704   const GLint xmax = ctx->DrawBuffer->_Xmax;
705   const GLint ymin = ctx->DrawBuffer->_Ymin;
706   const GLint ymax = ctx->DrawBuffer->_Ymax;
707
708   span->leftClip = 0;
709
710   if (span->arrayMask & SPAN_XY) {
711      /* arrays of x/y pixel coords */
712      const GLint *x = span->array->x;
713      const GLint *y = span->array->y;
714      const GLint n = span->end;
715      GLubyte *mask = span->array->mask;
716      GLint i;
717      GLuint passed = 0;
718      if (span->arrayMask & SPAN_MASK) {
719         /* note: using & intead of && to reduce branches */
720         for (i = 0; i < n; i++) {
721            mask[i] &= (x[i] >= xmin) & (x[i] < xmax)
722                     & (y[i] >= ymin) & (y[i] < ymax);
723            passed += mask[i];
724         }
725      }
726      else {
727         /* note: using & intead of && to reduce branches */
728         for (i = 0; i < n; i++) {
729            mask[i] = (x[i] >= xmin) & (x[i] < xmax)
730                    & (y[i] >= ymin) & (y[i] < ymax);
731            passed += mask[i];
732         }
733      }
734      return passed > 0;
735   }
736   else {
737      /* horizontal span of pixels */
738      const GLint x = span->x;
739      const GLint y = span->y;
740      GLint n = span->end;
741
742      /* Trivial rejection tests */
743      if (y < ymin || y >= ymax || x + n <= xmin || x >= xmax) {
744         span->end = 0;
745         return GL_FALSE;  /* all pixels clipped */
746      }
747
748      /* Clip to right */
749      if (x + n > xmax) {
750         ASSERT(x < xmax);
751         n = span->end = xmax - x;
752      }
753
754      /* Clip to the left */
755      if (x < xmin) {
756         const GLint leftClip = xmin - x;
757         GLuint i;
758
759         ASSERT(leftClip > 0);
760         ASSERT(x + n > xmin);
761
762         /* Clip 'leftClip' pixels from the left side.
763          * The span->leftClip field will be applied when we interpolate
764          * fragment attributes.
765          * For arrays of values, shift them left.
766          */
767         for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
768            if (span->interpMask & (1 << i)) {
769               GLuint j;
770               for (j = 0; j < 4; j++) {
771                  span->attrStart[i][j] += leftClip * span->attrStepX[i][j];
772               }
773            }
774         }
775
776         span->red += leftClip * span->redStep;
777         span->green += leftClip * span->greenStep;
778         span->blue += leftClip * span->blueStep;
779         span->alpha += leftClip * span->alphaStep;
780         span->index += leftClip * span->indexStep;
781         span->z += leftClip * span->zStep;
782         span->intTex[0] += leftClip * span->intTexStep[0];
783         span->intTex[1] += leftClip * span->intTexStep[1];
784
785#define SHIFT_ARRAY(ARRAY, SHIFT, LEN) \
786         memmove(ARRAY, ARRAY + (SHIFT), (LEN) * sizeof(ARRAY[0]))
787
788         for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
789            if (span->arrayAttribs & (1 << i)) {
790               /* shift array elements left by 'leftClip' */
791               SHIFT_ARRAY(span->array->attribs[i], leftClip, n - leftClip);
792            }
793         }
794
795         SHIFT_ARRAY(span->array->mask, leftClip, n - leftClip);
796         SHIFT_ARRAY(span->array->rgba8, leftClip, n - leftClip);
797         SHIFT_ARRAY(span->array->rgba16, leftClip, n - leftClip);
798         SHIFT_ARRAY(span->array->x, leftClip, n - leftClip);
799         SHIFT_ARRAY(span->array->y, leftClip, n - leftClip);
800         SHIFT_ARRAY(span->array->z, leftClip, n - leftClip);
801         SHIFT_ARRAY(span->array->index, leftClip, n - leftClip);
802         for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
803            SHIFT_ARRAY(span->array->lambda[i], leftClip, n - leftClip);
804         }
805         SHIFT_ARRAY(span->array->coverage, leftClip, n - leftClip);
806
807#undef SHIFT_ARRAY
808
809         span->leftClip = leftClip;
810         span->x = xmin;
811         span->end -= leftClip;
812         span->writeAll = GL_FALSE;
813      }
814
815      ASSERT(span->x >= xmin);
816      ASSERT(span->x + span->end <= xmax);
817      ASSERT(span->y >= ymin);
818      ASSERT(span->y < ymax);
819
820      return GL_TRUE;  /* some pixels visible */
821   }
822}
823
824
825/**
826 * Add specular colors to primary colors.
827 * Only called during fixed-function operation.
828 * Result is float color array (FRAG_ATTRIB_COL0).
829 */
830static inline void
831add_specular(struct gl_context *ctx, SWspan *span)
832{
833   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
834   const GLubyte *mask = span->array->mask;
835   GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
836   GLfloat (*col1)[4] = span->array->attribs[FRAG_ATTRIB_COL1];
837   GLuint i;
838
839   ASSERT(!_swrast_use_fragment_program(ctx));
840   ASSERT(span->arrayMask & SPAN_RGBA);
841   ASSERT(swrast->_ActiveAttribMask & FRAG_BIT_COL1);
842   (void) swrast; /* silence warning */
843
844   if (span->array->ChanType == GL_FLOAT) {
845      if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) {
846         interpolate_active_attribs(ctx, span, FRAG_BIT_COL0);
847      }
848   }
849   else {
850      /* need float colors */
851      if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) {
852         interpolate_float_colors(span);
853      }
854   }
855
856   if ((span->arrayAttribs & FRAG_BIT_COL1) == 0) {
857      /* XXX could avoid this and interpolate COL1 in the loop below */
858      interpolate_active_attribs(ctx, span, FRAG_BIT_COL1);
859   }
860
861   ASSERT(span->arrayAttribs & FRAG_BIT_COL0);
862   ASSERT(span->arrayAttribs & FRAG_BIT_COL1);
863
864   for (i = 0; i < span->end; i++) {
865      if (mask[i]) {
866         col0[i][0] += col1[i][0];
867         col0[i][1] += col1[i][1];
868         col0[i][2] += col1[i][2];
869      }
870   }
871
872   span->array->ChanType = GL_FLOAT;
873}
874
875
876/**
877 * Apply antialiasing coverage value to alpha values.
878 */
879static inline void
880apply_aa_coverage(SWspan *span)
881{
882   const GLfloat *coverage = span->array->coverage;
883   GLuint i;
884   if (span->array->ChanType == GL_UNSIGNED_BYTE) {
885      GLubyte (*rgba)[4] = span->array->rgba8;
886      for (i = 0; i < span->end; i++) {
887         const GLfloat a = rgba[i][ACOMP] * coverage[i];
888         rgba[i][ACOMP] = (GLubyte) CLAMP(a, 0.0, 255.0);
889         ASSERT(coverage[i] >= 0.0);
890         ASSERT(coverage[i] <= 1.0);
891      }
892   }
893   else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
894      GLushort (*rgba)[4] = span->array->rgba16;
895      for (i = 0; i < span->end; i++) {
896         const GLfloat a = rgba[i][ACOMP] * coverage[i];
897         rgba[i][ACOMP] = (GLushort) CLAMP(a, 0.0, 65535.0);
898      }
899   }
900   else {
901      GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
902      for (i = 0; i < span->end; i++) {
903         rgba[i][ACOMP] = rgba[i][ACOMP] * coverage[i];
904         /* clamp later */
905      }
906   }
907}
908
909
910/**
911 * Clamp span's float colors to [0,1]
912 */
913static inline void
914clamp_colors(SWspan *span)
915{
916   GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0];
917   GLuint i;
918   ASSERT(span->array->ChanType == GL_FLOAT);
919   for (i = 0; i < span->end; i++) {
920      rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F);
921      rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F);
922      rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F);
923      rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F);
924   }
925}
926
927
928/**
929 * Convert the span's color arrays to the given type.
930 * The only way 'output' can be greater than zero is when we have a fragment
931 * program that writes to gl_FragData[1] or higher.
932 * \param output  which fragment program color output is being processed
933 */
934static inline void
935convert_color_type(SWspan *span, GLenum newType, GLuint output)
936{
937   GLvoid *src, *dst;
938
939   if (output > 0 || span->array->ChanType == GL_FLOAT) {
940      src = span->array->attribs[FRAG_ATTRIB_COL0 + output];
941      span->array->ChanType = GL_FLOAT;
942   }
943   else if (span->array->ChanType == GL_UNSIGNED_BYTE) {
944      src = span->array->rgba8;
945   }
946   else {
947      ASSERT(span->array->ChanType == GL_UNSIGNED_SHORT);
948      src = span->array->rgba16;
949   }
950
951   if (newType == GL_UNSIGNED_BYTE) {
952      dst = span->array->rgba8;
953   }
954   else if (newType == GL_UNSIGNED_SHORT) {
955      dst = span->array->rgba16;
956   }
957   else {
958      dst = span->array->attribs[FRAG_ATTRIB_COL0];
959   }
960
961   _mesa_convert_colors(span->array->ChanType, src,
962                        newType, dst,
963                        span->end, span->array->mask);
964
965   span->array->ChanType = newType;
966   span->array->rgba = dst;
967}
968
969
970
971/**
972 * Apply fragment shader, fragment program or normal texturing to span.
973 */
974static inline void
975shade_texture_span(struct gl_context *ctx, SWspan *span)
976{
977   if (_swrast_use_fragment_program(ctx) ||
978       ctx->ATIFragmentShader._Enabled) {
979      /* programmable shading */
980      if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) {
981         convert_color_type(span, GL_FLOAT, 0);
982      }
983      else {
984         span->array->rgba = (void *) span->array->attribs[FRAG_ATTRIB_COL0];
985      }
986
987      if (span->primitive != GL_POINT ||
988	  (span->interpMask & SPAN_RGBA) ||
989	  ctx->Point.PointSprite) {
990         /* for single-pixel points, we populated the arrays already */
991         interpolate_active_attribs(ctx, span, ~0);
992      }
993      span->array->ChanType = GL_FLOAT;
994
995      if (!(span->arrayMask & SPAN_Z))
996         _swrast_span_interpolate_z (ctx, span);
997
998#if 0
999      if (inputsRead & FRAG_BIT_WPOS)
1000#else
1001      /* XXX always interpolate wpos so that DDX/DDY work */
1002#endif
1003         interpolate_wpos(ctx, span);
1004
1005      /* Run fragment program/shader now */
1006      if (_swrast_use_fragment_program(ctx)) {
1007         _swrast_exec_fragment_program(ctx, span);
1008      }
1009      else {
1010         ASSERT(ctx->ATIFragmentShader._Enabled);
1011         _swrast_exec_fragment_shader(ctx, span);
1012      }
1013   }
1014   else if (ctx->Texture._EnabledCoordUnits) {
1015      /* conventional texturing */
1016
1017#if CHAN_BITS == 32
1018      if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) {
1019         interpolate_int_colors(ctx, span);
1020      }
1021#else
1022      if (!(span->arrayMask & SPAN_RGBA))
1023         interpolate_int_colors(ctx, span);
1024#endif
1025      if ((span->arrayAttribs & FRAG_BITS_TEX_ANY) == 0x0)
1026         interpolate_texcoords(ctx, span);
1027
1028      _swrast_texture_span(ctx, span);
1029   }
1030}
1031
1032
1033/** Put colors at x/y locations into a renderbuffer */
1034static void
1035put_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
1036           GLenum datatype,
1037           GLuint count, const GLint x[], const GLint y[],
1038           const void *values, const GLubyte *mask)
1039{
1040   gl_pack_ubyte_rgba_func pack_ubyte = NULL;
1041   gl_pack_float_rgba_func pack_float = NULL;
1042   GLuint i;
1043
1044   if (datatype == GL_UNSIGNED_BYTE)
1045      pack_ubyte = _mesa_get_pack_ubyte_rgba_function(rb->Format);
1046   else
1047      pack_float = _mesa_get_pack_float_rgba_function(rb->Format);
1048
1049   for (i = 0; i < count; i++) {
1050      if (mask[i]) {
1051         GLubyte *dst = _swrast_pixel_address(rb, x[i], y[i]);
1052
1053         if (datatype == GL_UNSIGNED_BYTE) {
1054            pack_ubyte((const GLubyte *) values + 4 * i, dst);
1055         }
1056         else {
1057            assert(datatype == GL_FLOAT);
1058            pack_float((const GLfloat *) values + 4 * i, dst);
1059         }
1060      }
1061   }
1062}
1063
1064
1065/** Put row of colors into renderbuffer */
1066void
1067_swrast_put_row(struct gl_context *ctx, struct gl_renderbuffer *rb,
1068                GLenum datatype,
1069                GLuint count, GLint x, GLint y,
1070                const void *values, const GLubyte *mask)
1071{
1072   GLubyte *dst = _swrast_pixel_address(rb, x, y);
1073
1074   if (!mask) {
1075      if (datatype == GL_UNSIGNED_BYTE) {
1076         _mesa_pack_ubyte_rgba_row(rb->Format, count,
1077                                   (const GLubyte (*)[4]) values, dst);
1078      }
1079      else {
1080         assert(datatype == GL_FLOAT);
1081         _mesa_pack_float_rgba_row(rb->Format, count,
1082                                   (const GLfloat (*)[4]) values, dst);
1083      }
1084   }
1085   else {
1086      const GLuint bpp = _mesa_get_format_bytes(rb->Format);
1087      GLuint i, runLen, runStart;
1088      /* We can't pass a 'mask' array to the _mesa_pack_rgba_row() functions
1089       * so look for runs where mask=1...
1090       */
1091      runLen = runStart = 0;
1092      for (i = 0; i < count; i++) {
1093         if (mask[i]) {
1094            if (runLen == 0)
1095               runStart = i;
1096            runLen++;
1097         }
1098
1099         if (!mask[i] || i == count - 1) {
1100            /* might be the end of a run of pixels */
1101            if (runLen > 0) {
1102               if (datatype == GL_UNSIGNED_BYTE) {
1103                  _mesa_pack_ubyte_rgba_row(rb->Format, runLen,
1104                                     (const GLubyte (*)[4]) values + runStart,
1105                                     dst + runStart * bpp);
1106               }
1107               else {
1108                  assert(datatype == GL_FLOAT);
1109                  _mesa_pack_float_rgba_row(rb->Format, runLen,
1110                                   (const GLfloat (*)[4]) values + runStart,
1111                                   dst + runStart * bpp);
1112               }
1113               runLen = 0;
1114            }
1115         }
1116      }
1117   }
1118}
1119
1120
1121
1122/**
1123 * Apply all the per-fragment operations to a span.
1124 * This now includes texturing (_swrast_write_texture_span() is history).
1125 * This function may modify any of the array values in the span.
1126 * span->interpMask and span->arrayMask may be changed but will be restored
1127 * to their original values before returning.
1128 */
1129void
1130_swrast_write_rgba_span( struct gl_context *ctx, SWspan *span)
1131{
1132   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
1133   const GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
1134   const GLbitfield origInterpMask = span->interpMask;
1135   const GLbitfield origArrayMask = span->arrayMask;
1136   const GLbitfield64 origArrayAttribs = span->arrayAttribs;
1137   const GLenum origChanType = span->array->ChanType;
1138   void * const origRgba = span->array->rgba;
1139   const GLboolean shader = (_swrast_use_fragment_program(ctx)
1140                             || ctx->ATIFragmentShader._Enabled);
1141   const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
1142   struct gl_framebuffer *fb = ctx->DrawBuffer;
1143
1144   /*
1145   printf("%s()  interp 0x%x  array 0x%x\n", __FUNCTION__,
1146          span->interpMask, span->arrayMask);
1147   */
1148
1149   ASSERT(span->primitive == GL_POINT ||
1150          span->primitive == GL_LINE ||
1151	  span->primitive == GL_POLYGON ||
1152          span->primitive == GL_BITMAP);
1153
1154   /* Fragment write masks */
1155   if (span->arrayMask & SPAN_MASK) {
1156      /* mask was initialized by caller, probably glBitmap */
1157      span->writeAll = GL_FALSE;
1158   }
1159   else {
1160      memset(span->array->mask, 1, span->end);
1161      span->writeAll = GL_TRUE;
1162   }
1163
1164   /* Clip to window/scissor box */
1165   if (!clip_span(ctx, span)) {
1166      return;
1167   }
1168
1169   ASSERT(span->end <= SWRAST_MAX_WIDTH);
1170
1171   /* Depth bounds test */
1172   if (ctx->Depth.BoundsTest && fb->Visual.depthBits > 0) {
1173      if (!_swrast_depth_bounds_test(ctx, span)) {
1174         return;
1175      }
1176   }
1177
1178#ifdef DEBUG
1179   /* Make sure all fragments are within window bounds */
1180   if (span->arrayMask & SPAN_XY) {
1181      /* array of pixel locations */
1182      GLuint i;
1183      for (i = 0; i < span->end; i++) {
1184         if (span->array->mask[i]) {
1185            assert(span->array->x[i] >= fb->_Xmin);
1186            assert(span->array->x[i] < fb->_Xmax);
1187            assert(span->array->y[i] >= fb->_Ymin);
1188            assert(span->array->y[i] < fb->_Ymax);
1189         }
1190      }
1191   }
1192#endif
1193
1194   /* Polygon Stippling */
1195   if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) {
1196      stipple_polygon_span(ctx, span);
1197   }
1198
1199   /* This is the normal place to compute the fragment color/Z
1200    * from texturing or shading.
1201    */
1202   if (shaderOrTexture && !swrast->_DeferredTexture) {
1203      shade_texture_span(ctx, span);
1204   }
1205
1206   /* Do the alpha test */
1207   if (ctx->Color.AlphaEnabled) {
1208      if (!_swrast_alpha_test(ctx, span)) {
1209         /* all fragments failed test */
1210         goto end;
1211      }
1212   }
1213
1214   /* Stencil and Z testing */
1215   if (ctx->Stencil._Enabled || ctx->Depth.Test) {
1216      if (!(span->arrayMask & SPAN_Z))
1217         _swrast_span_interpolate_z(ctx, span);
1218
1219      if (ctx->Transform.DepthClamp)
1220	 _swrast_depth_clamp_span(ctx, span);
1221
1222      if (ctx->Stencil._Enabled) {
1223         /* Combined Z/stencil tests */
1224         if (!_swrast_stencil_and_ztest_span(ctx, span)) {
1225            /* all fragments failed test */
1226            goto end;
1227         }
1228      }
1229      else if (fb->Visual.depthBits > 0) {
1230         /* Just regular depth testing */
1231         ASSERT(ctx->Depth.Test);
1232         ASSERT(span->arrayMask & SPAN_Z);
1233         if (!_swrast_depth_test_span(ctx, span)) {
1234            /* all fragments failed test */
1235            goto end;
1236         }
1237      }
1238   }
1239
1240   if (ctx->Query.CurrentOcclusionObject) {
1241      /* update count of 'passed' fragments */
1242      struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;
1243      GLuint i;
1244      for (i = 0; i < span->end; i++)
1245         q->Result += span->array->mask[i];
1246   }
1247
1248   /* We had to wait until now to check for glColorMask(0,0,0,0) because of
1249    * the occlusion test.
1250    */
1251   if (fb->_NumColorDrawBuffers == 1 && colorMask[0] == 0x0) {
1252      /* no colors to write */
1253      goto end;
1254   }
1255
1256   /* If we were able to defer fragment color computation to now, there's
1257    * a good chance that many fragments will have already been killed by
1258    * Z/stencil testing.
1259    */
1260   if (shaderOrTexture && swrast->_DeferredTexture) {
1261      shade_texture_span(ctx, span);
1262   }
1263
1264#if CHAN_BITS == 32
1265   if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) {
1266      interpolate_active_attribs(ctx, span, FRAG_BIT_COL0);
1267   }
1268#else
1269   if ((span->arrayMask & SPAN_RGBA) == 0) {
1270      interpolate_int_colors(ctx, span);
1271   }
1272#endif
1273
1274   ASSERT(span->arrayMask & SPAN_RGBA);
1275
1276   if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) {
1277      /* Add primary and specular (diffuse + specular) colors */
1278      if (!shader) {
1279         if (ctx->Fog.ColorSumEnabled ||
1280             (ctx->Light.Enabled &&
1281              ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
1282            add_specular(ctx, span);
1283         }
1284      }
1285   }
1286
1287   /* Fog */
1288   if (swrast->_FogEnabled) {
1289      _swrast_fog_rgba_span(ctx, span);
1290   }
1291
1292   /* Antialias coverage application */
1293   if (span->arrayMask & SPAN_COVERAGE) {
1294      apply_aa_coverage(span);
1295   }
1296
1297   /* Clamp color/alpha values over the range [0.0, 1.0] before storage */
1298   if (ctx->Color.ClampFragmentColor == GL_TRUE &&
1299       span->array->ChanType == GL_FLOAT) {
1300      clamp_colors(span);
1301   }
1302
1303   /*
1304    * Write to renderbuffers.
1305    * Depending on glDrawBuffer() state and the which color outputs are
1306    * written by the fragment shader, we may either replicate one color to
1307    * all renderbuffers or write a different color to each renderbuffer.
1308    * multiFragOutputs=TRUE for the later case.
1309    */
1310   {
1311      const GLuint numBuffers = fb->_NumColorDrawBuffers;
1312      const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
1313      const GLboolean multiFragOutputs =
1314         _swrast_use_fragment_program(ctx)
1315         && fp->Base.OutputsWritten >= (1 << FRAG_RESULT_DATA0);
1316      GLuint buf;
1317
1318      for (buf = 0; buf < numBuffers; buf++) {
1319         struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
1320
1321         /* color[fragOutput] will be written to buffer[buf] */
1322
1323         if (rb) {
1324            /* re-use one of the attribute array buffers for rgbaSave */
1325            GLchan (*rgbaSave)[4] = (GLchan (*)[4]) span->array->attribs[0];
1326            struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
1327            GLenum colorType = srb->ColorType;
1328
1329            assert(colorType == GL_UNSIGNED_BYTE ||
1330                   colorType == GL_FLOAT);
1331
1332            /* set span->array->rgba to colors for renderbuffer's datatype */
1333            if (span->array->ChanType != colorType || multiFragOutputs) {
1334               convert_color_type(span, colorType, buf);
1335            }
1336            else {
1337               if (span->array->ChanType == GL_UNSIGNED_BYTE) {
1338                  span->array->rgba = span->array->rgba8;
1339               }
1340               else {
1341                  span->array->rgba = (void *)
1342                     span->array->attribs[FRAG_ATTRIB_COL0];
1343               }
1344            }
1345
1346            if (!multiFragOutputs && numBuffers > 1) {
1347               /* save colors for second, third renderbuffer writes */
1348               memcpy(rgbaSave, span->array->rgba,
1349                      4 * span->end * sizeof(GLchan));
1350            }
1351
1352            ASSERT(rb->_BaseFormat == GL_RGBA ||
1353                   rb->_BaseFormat == GL_RGB ||
1354                   rb->_BaseFormat == GL_RED ||
1355                   rb->_BaseFormat == GL_RG ||
1356		   rb->_BaseFormat == GL_ALPHA);
1357
1358            if (ctx->Color.ColorLogicOpEnabled) {
1359               _swrast_logicop_rgba_span(ctx, rb, span);
1360            }
1361            else if ((ctx->Color.BlendEnabled >> buf) & 1) {
1362               _swrast_blend_span(ctx, rb, span);
1363            }
1364
1365            if (colorMask[buf] != 0xffffffff) {
1366               _swrast_mask_rgba_span(ctx, rb, span, buf);
1367            }
1368
1369            if (span->arrayMask & SPAN_XY) {
1370               /* array of pixel coords */
1371               put_values(ctx, rb,
1372                          span->array->ChanType, span->end,
1373                          span->array->x, span->array->y,
1374                          span->array->rgba, span->array->mask);
1375            }
1376            else {
1377               /* horizontal run of pixels */
1378               _swrast_put_row(ctx, rb,
1379                               span->array->ChanType,
1380                               span->end, span->x, span->y,
1381                               span->array->rgba,
1382                               span->writeAll ? NULL: span->array->mask);
1383            }
1384
1385            if (!multiFragOutputs && numBuffers > 1) {
1386               /* restore original span values */
1387               memcpy(span->array->rgba, rgbaSave,
1388                      4 * span->end * sizeof(GLchan));
1389            }
1390
1391         } /* if rb */
1392      } /* for buf */
1393   }
1394
1395end:
1396   /* restore these values before returning */
1397   span->interpMask = origInterpMask;
1398   span->arrayMask = origArrayMask;
1399   span->arrayAttribs = origArrayAttribs;
1400   span->array->ChanType = origChanType;
1401   span->array->rgba = origRgba;
1402}
1403
1404
1405/**
1406 * Read float RGBA pixels from a renderbuffer.  Clipping will be done to
1407 * prevent reading ouside the buffer's boundaries.
1408 * \param rgba  the returned colors
1409 */
1410void
1411_swrast_read_rgba_span( struct gl_context *ctx, struct gl_renderbuffer *rb,
1412                        GLuint n, GLint x, GLint y,
1413                        GLvoid *rgba)
1414{
1415   struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
1416   GLenum dstType = GL_FLOAT;
1417   const GLint bufWidth = (GLint) rb->Width;
1418   const GLint bufHeight = (GLint) rb->Height;
1419
1420   if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
1421      /* completely above, below, or right */
1422      /* XXX maybe leave rgba values undefined? */
1423      memset(rgba, 0, 4 * n * sizeof(GLchan));
1424   }
1425   else {
1426      GLint skip, length;
1427      GLubyte *src;
1428
1429      if (x < 0) {
1430         /* left edge clipping */
1431         skip = -x;
1432         length = (GLint) n - skip;
1433         if (length < 0) {
1434            /* completely left of window */
1435            return;
1436         }
1437         if (length > bufWidth) {
1438            length = bufWidth;
1439         }
1440      }
1441      else if ((GLint) (x + n) > bufWidth) {
1442         /* right edge clipping */
1443         skip = 0;
1444         length = bufWidth - x;
1445         if (length < 0) {
1446            /* completely to right of window */
1447            return;
1448         }
1449      }
1450      else {
1451         /* no clipping */
1452         skip = 0;
1453         length = (GLint) n;
1454      }
1455
1456      ASSERT(rb);
1457      ASSERT(rb->_BaseFormat == GL_RGBA ||
1458	     rb->_BaseFormat == GL_RGB ||
1459	     rb->_BaseFormat == GL_RG ||
1460	     rb->_BaseFormat == GL_RED ||
1461	     rb->_BaseFormat == GL_LUMINANCE ||
1462	     rb->_BaseFormat == GL_INTENSITY ||
1463	     rb->_BaseFormat == GL_LUMINANCE_ALPHA ||
1464	     rb->_BaseFormat == GL_ALPHA);
1465
1466      assert(srb->Map);
1467
1468      src = _swrast_pixel_address(rb, x + skip, y);
1469
1470      if (dstType == GL_UNSIGNED_BYTE) {
1471         _mesa_unpack_ubyte_rgba_row(rb->Format, length, src,
1472                                     (GLubyte (*)[4]) rgba + skip);
1473      }
1474      else if (dstType == GL_FLOAT) {
1475         _mesa_unpack_rgba_row(rb->Format, length, src,
1476                               (GLfloat (*)[4]) rgba + skip);
1477      }
1478      else {
1479         _mesa_problem(ctx, "unexpected type in _swrast_read_rgba_span()");
1480      }
1481   }
1482}
1483
1484
1485/**
1486 * Get colors at x/y positions with clipping.
1487 * \param type  type of values to return
1488 */
1489static void
1490get_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
1491           GLuint count, const GLint x[], const GLint y[],
1492           void *values, GLenum type)
1493{
1494   GLuint i;
1495
1496   for (i = 0; i < count; i++) {
1497      if (x[i] >= 0 && y[i] >= 0 &&
1498	  x[i] < (GLint) rb->Width && y[i] < (GLint) rb->Height) {
1499         /* inside */
1500         const GLubyte *src = _swrast_pixel_address(rb, x[i], y[i]);
1501
1502         if (type == GL_UNSIGNED_BYTE) {
1503            _mesa_unpack_ubyte_rgba_row(rb->Format, 1, src,
1504                                        (GLubyte (*)[4]) values + i);
1505         }
1506         else if (type == GL_FLOAT) {
1507            _mesa_unpack_rgba_row(rb->Format, 1, src,
1508                                  (GLfloat (*)[4]) values + i);
1509         }
1510         else {
1511            _mesa_problem(ctx, "unexpected type in get_values()");
1512         }
1513      }
1514   }
1515}
1516
1517
1518/**
1519 * Get row of colors with clipping.
1520 * \param type  type of values to return
1521 */
1522static void
1523get_row(struct gl_context *ctx, struct gl_renderbuffer *rb,
1524        GLuint count, GLint x, GLint y,
1525        GLvoid *values, GLenum type)
1526{
1527   GLint skip = 0;
1528   GLubyte *src;
1529
1530   if (y < 0 || y >= (GLint) rb->Height)
1531      return; /* above or below */
1532
1533   if (x + (GLint) count <= 0 || x >= (GLint) rb->Width)
1534      return; /* entirely left or right */
1535
1536   if (x + count > rb->Width) {
1537      /* right clip */
1538      GLint clip = x + count - rb->Width;
1539      count -= clip;
1540   }
1541
1542   if (x < 0) {
1543      /* left clip */
1544      skip = -x;
1545      x = 0;
1546      count -= skip;
1547   }
1548
1549   src = _swrast_pixel_address(rb, x, y);
1550
1551   if (type == GL_UNSIGNED_BYTE) {
1552      _mesa_unpack_ubyte_rgba_row(rb->Format, count, src,
1553                                  (GLubyte (*)[4]) values + skip);
1554   }
1555   else if (type == GL_FLOAT) {
1556      _mesa_unpack_rgba_row(rb->Format, count, src,
1557                            (GLfloat (*)[4]) values + skip);
1558   }
1559   else {
1560      _mesa_problem(ctx, "unexpected type in get_row()");
1561   }
1562}
1563
1564
1565/**
1566 * Get RGBA pixels from the given renderbuffer.
1567 * Used by blending, logicop and masking functions.
1568 * \return pointer to the colors we read.
1569 */
1570void *
1571_swrast_get_dest_rgba(struct gl_context *ctx, struct gl_renderbuffer *rb,
1572                      SWspan *span)
1573{
1574   void *rbPixels;
1575
1576   /* Point rbPixels to a temporary space */
1577   rbPixels = span->array->attribs[FRAG_ATTRIB_MAX - 1];
1578
1579   /* Get destination values from renderbuffer */
1580   if (span->arrayMask & SPAN_XY) {
1581      get_values(ctx, rb, span->end, span->array->x, span->array->y,
1582                 rbPixels, span->array->ChanType);
1583   }
1584   else {
1585      get_row(ctx, rb, span->end, span->x, span->y,
1586              rbPixels, span->array->ChanType);
1587   }
1588
1589   return rbPixels;
1590}
1591