1/*
2 * Mesa 3-D graphics library
3 * Version:  7.3
4 *
5 * Copyright (C) 1999-2007  Brian Paul   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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/*
27 * When the device driver doesn't implement triangle rasterization it
28 * can hook in _swrast_Triangle, which eventually calls one of these
29 * functions to draw triangles.
30 */
31
32#include "main/glheader.h"
33#include "main/context.h"
34#include "main/colormac.h"
35#include "main/imports.h"
36#include "main/macros.h"
37#include "main/mtypes.h"
38#include "main/state.h"
39#include "main/samplerobj.h"
40#include "program/prog_instruction.h"
41
42#include "s_aatriangle.h"
43#include "s_context.h"
44#include "s_feedback.h"
45#include "s_span.h"
46#include "s_triangle.h"
47
48
49/**
50 * Test if a triangle should be culled.  Used for feedback and selection mode.
51 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
52 */
53GLboolean
54_swrast_culltriangle( struct gl_context *ctx,
55                      const SWvertex *v0,
56                      const SWvertex *v1,
57                      const SWvertex *v2 )
58{
59   SWcontext *swrast = SWRAST_CONTEXT(ctx);
60   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
61   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
62   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
63   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
64   GLfloat c = ex*fy-ey*fx;
65
66   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
67      return GL_FALSE;
68
69   return GL_TRUE;
70}
71
72
73
74/*
75 * Render a flat-shaded RGBA triangle.
76 */
77#define NAME flat_rgba_triangle
78#define INTERP_Z 1
79#define SETUP_CODE				\
80   ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
81   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
82   span.interpMask |= SPAN_RGBA;		\
83   span.red = ChanToFixed(v2->color[0]);	\
84   span.green = ChanToFixed(v2->color[1]);	\
85   span.blue = ChanToFixed(v2->color[2]);	\
86   span.alpha = ChanToFixed(v2->color[3]);	\
87   span.redStep = 0;				\
88   span.greenStep = 0;				\
89   span.blueStep = 0;				\
90   span.alphaStep = 0;
91#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
92#include "s_tritemp.h"
93
94
95
96/*
97 * Render a smooth-shaded RGBA triangle.
98 */
99#define NAME smooth_rgba_triangle
100#define INTERP_Z 1
101#define INTERP_RGB 1
102#define INTERP_ALPHA 1
103#define SETUP_CODE				\
104   {						\
105      /* texturing must be off */		\
106      ASSERT(ctx->Texture._EnabledCoordUnits == 0);	\
107      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
108   }
109#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
110#include "s_tritemp.h"
111
112
113
114/*
115 * Render an RGB, GL_DECAL, textured triangle.
116 * Interpolate S,T only w/out mipmapping or perspective correction.
117 *
118 * No fog.  No depth testing.
119 */
120#define NAME simple_textured_triangle
121#define INTERP_INT_TEX 1
122#define S_SCALE twidth
123#define T_SCALE theight
124
125#define SETUP_CODE							\
126   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
127   const struct gl_texture_object *obj = 				\
128      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
129   const struct gl_texture_image *texImg =				\
130      obj->Image[0][obj->BaseLevel];					\
131   const struct swrast_texture_image *swImg =				\
132      swrast_texture_image_const(texImg);				\
133   const GLfloat twidth = (GLfloat) texImg->Width;			\
134   const GLfloat theight = (GLfloat) texImg->Height;			\
135   const GLint twidth_log2 = texImg->WidthLog2;				\
136   const GLubyte *texture = (const GLubyte *) swImg->Map;		\
137   const GLint smask = texImg->Width - 1;				\
138   const GLint tmask = texImg->Height - 1;				\
139   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
140   if (!rb || !texture) {						\
141      return;								\
142   }
143
144#define RENDER_SPAN( span )						\
145   GLuint i;								\
146   GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
147   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
148   span.intTex[1] -= FIXED_HALF;					\
149   for (i = 0; i < span.end; i++) {					\
150      GLint s = FixedToInt(span.intTex[0]) & smask;			\
151      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
152      GLint pos = (t << twidth_log2) + s;				\
153      pos = pos + pos + pos;  /* multiply by 3 */			\
154      rgba[i][RCOMP] = texture[pos+2];					\
155      rgba[i][GCOMP] = texture[pos+1];					\
156      rgba[i][BCOMP] = texture[pos+0];					\
157      rgba[i][ACOMP] = 0xff;                                            \
158      span.intTex[0] += span.intTexStep[0];				\
159      span.intTex[1] += span.intTexStep[1];				\
160   }									\
161   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end,                 \
162                   span.x, span.y, rgba, NULL);
163
164#include "s_tritemp.h"
165
166
167
168/*
169 * Render an RGB, GL_DECAL, textured triangle.
170 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
171 * perspective correction.
172 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
173 *
174 * No fog.
175 */
176#define NAME simple_z_textured_triangle
177#define INTERP_Z 1
178#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
179#define INTERP_INT_TEX 1
180#define S_SCALE twidth
181#define T_SCALE theight
182
183#define SETUP_CODE							\
184   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
185   const struct gl_texture_object *obj = 				\
186      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
187   const struct gl_texture_image *texImg = 				\
188       obj->Image[0][obj->BaseLevel]; 					\
189   const struct swrast_texture_image *swImg =				\
190      swrast_texture_image_const(texImg);				\
191   const GLfloat twidth = (GLfloat) texImg->Width;			\
192   const GLfloat theight = (GLfloat) texImg->Height;			\
193   const GLint twidth_log2 = texImg->WidthLog2;				\
194   const GLubyte *texture = (const GLubyte *) swImg->Map;		\
195   const GLint smask = texImg->Width - 1;				\
196   const GLint tmask = texImg->Height - 1;				\
197   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
198   if (!rb || !texture) {						\
199      return;								\
200   }
201
202#define RENDER_SPAN( span )						\
203   GLuint i;				    				\
204   GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
205   GLubyte *mask = swrast->SpanArrays->mask;                            \
206   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
207   span.intTex[1] -= FIXED_HALF;					\
208   for (i = 0; i < span.end; i++) {					\
209      const GLuint z = FixedToDepth(span.z);				\
210      if (z < zRow[i]) {						\
211         GLint s = FixedToInt(span.intTex[0]) & smask;			\
212         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
213         GLint pos = (t << twidth_log2) + s;				\
214         pos = pos + pos + pos;  /* multiply by 3 */			\
215         rgba[i][RCOMP] = texture[pos+2];				\
216         rgba[i][GCOMP] = texture[pos+1];				\
217         rgba[i][BCOMP] = texture[pos+0];				\
218         rgba[i][ACOMP] = 0xff;          				\
219         zRow[i] = z;							\
220         mask[i] = 1;							\
221      }									\
222      else {								\
223         mask[i] = 0;							\
224      }									\
225      span.intTex[0] += span.intTexStep[0];				\
226      span.intTex[1] += span.intTexStep[1];				\
227      span.z += span.zStep;						\
228   }									\
229   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE,                           \
230                   span.end, span.x, span.y, rgba, mask);
231
232#include "s_tritemp.h"
233
234
235#if CHAN_TYPE != GL_FLOAT
236
237struct affine_info
238{
239   GLenum filter;
240   GLenum format;
241   GLenum envmode;
242   GLint smask, tmask;
243   GLint twidth_log2;
244   const GLchan *texture;
245   GLfixed er, eg, eb, ea;
246   GLint tbytesline, tsize;
247};
248
249
250static inline GLint
251ilerp(GLint t, GLint a, GLint b)
252{
253   return a + ((t * (b - a)) >> FIXED_SHIFT);
254}
255
256static inline GLint
257ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
258{
259   const GLint temp0 = ilerp(ia, v00, v10);
260   const GLint temp1 = ilerp(ia, v01, v11);
261   return ilerp(ib, temp0, temp1);
262}
263
264
265/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
266 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
267 * texture env modes.
268 */
269static inline void
270affine_span(struct gl_context *ctx, SWspan *span,
271            struct affine_info *info)
272{
273   GLchan sample[4];  /* the filtered texture sample */
274   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
275
276   /* Instead of defining a function for each mode, a test is done
277    * between the outer and inner loops. This is to reduce code size
278    * and complexity. Observe that an optimizing compiler kills
279    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
280    */
281
282#define NEAREST_RGB		\
283   sample[RCOMP] = tex00[2];	\
284   sample[GCOMP] = tex00[1];	\
285   sample[BCOMP] = tex00[0];	\
286   sample[ACOMP] = CHAN_MAX;
287
288#define LINEAR_RGB							\
289   sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
290   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
291   sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
292   sample[ACOMP] = CHAN_MAX;
293
294#define NEAREST_RGBA  \
295   sample[RCOMP] = tex00[3];	\
296   sample[GCOMP] = tex00[2];	\
297   sample[BCOMP] = tex00[1];	\
298   sample[ACOMP] = tex00[0];
299
300#define LINEAR_RGBA							\
301   sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
302   sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
303   sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
304   sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
305
306#define MODULATE							  \
307   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
308   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
309   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
310   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
311
312#define DECAL								\
313   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
314               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
315               >> (FIXED_SHIFT + 8);					\
316   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
317               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
318               >> (FIXED_SHIFT + 8);					\
319   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
320               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
321               >> (FIXED_SHIFT + 8);					\
322   dest[ACOMP] = FixedToInt(span->alpha)
323
324#define BLEND								\
325   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
326               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
327   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
328               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
329   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
330               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
331   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
332
333#define REPLACE  COPY_CHAN4(dest, sample)
334
335#define ADD								\
336   {									\
337      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
338      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
339      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
340      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
341      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
342      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
343      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
344  }
345
346/* shortcuts */
347
348#define NEAREST_RGB_REPLACE		\
349   NEAREST_RGB;				\
350   dest[0] = sample[0];			\
351   dest[1] = sample[1];			\
352   dest[2] = sample[2];			\
353   dest[3] = FixedToInt(span->alpha);
354
355#define NEAREST_RGBA_REPLACE  \
356   dest[RCOMP] = tex00[3]; \
357   dest[GCOMP] = tex00[2]; \
358   dest[BCOMP] = tex00[1]; \
359   dest[ACOMP] = tex00[0]
360
361#define SPAN_NEAREST(DO_TEX, COMPS)					\
362	for (i = 0; i < span->end; i++) {				\
363           /* Isn't it necessary to use FixedFloor below?? */		\
364           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
365           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
366           GLint pos = (t << info->twidth_log2) + s;			\
367           const GLchan *tex00 = info->texture + COMPS * pos;		\
368           DO_TEX;							\
369           span->red += span->redStep;					\
370	   span->green += span->greenStep;				\
371           span->blue += span->blueStep;				\
372	   span->alpha += span->alphaStep;				\
373	   span->intTex[0] += span->intTexStep[0];			\
374	   span->intTex[1] += span->intTexStep[1];			\
375           dest += 4;							\
376	}
377
378#define SPAN_LINEAR(DO_TEX, COMPS)					\
379	for (i = 0; i < span->end; i++) {				\
380           /* Isn't it necessary to use FixedFloor below?? */		\
381           const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
382           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
383           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
384           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
385           const GLint pos = (t << info->twidth_log2) + s;		\
386           const GLchan *tex00 = info->texture + COMPS * pos;		\
387           const GLchan *tex10 = tex00 + info->tbytesline;		\
388           const GLchan *tex01 = tex00 + COMPS;				\
389           const GLchan *tex11 = tex10 + COMPS;				\
390           if (t == info->tmask) {					\
391              tex10 -= info->tsize;					\
392              tex11 -= info->tsize;					\
393           }								\
394           if (s == info->smask) {					\
395              tex01 -= info->tbytesline;				\
396              tex11 -= info->tbytesline;				\
397           }								\
398           DO_TEX;							\
399           span->red += span->redStep;					\
400	   span->green += span->greenStep;				\
401           span->blue += span->blueStep;				\
402	   span->alpha += span->alphaStep;				\
403	   span->intTex[0] += span->intTexStep[0];			\
404	   span->intTex[1] += span->intTexStep[1];			\
405           dest += 4;							\
406	}
407
408
409   GLuint i;
410   GLchan *dest = span->array->rgba[0];
411
412   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
413   ctx->Texture._EnabledCoordUnits = 0x0;
414
415   span->intTex[0] -= FIXED_HALF;
416   span->intTex[1] -= FIXED_HALF;
417   switch (info->filter) {
418   case GL_NEAREST:
419      switch (info->format) {
420      case MESA_FORMAT_RGB888:
421         switch (info->envmode) {
422         case GL_MODULATE:
423            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
424            break;
425         case GL_DECAL:
426         case GL_REPLACE:
427            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
428            break;
429         case GL_BLEND:
430            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
431            break;
432         case GL_ADD:
433            SPAN_NEAREST(NEAREST_RGB;ADD,3);
434            break;
435         default:
436            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
437            return;
438         }
439         break;
440      case MESA_FORMAT_RGBA8888:
441         switch(info->envmode) {
442         case GL_MODULATE:
443            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
444            break;
445         case GL_DECAL:
446            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
447            break;
448         case GL_BLEND:
449            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
450            break;
451         case GL_ADD:
452            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
453            break;
454         case GL_REPLACE:
455            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
456            break;
457         default:
458            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
459            return;
460         }
461         break;
462      }
463      break;
464
465   case GL_LINEAR:
466      span->intTex[0] -= FIXED_HALF;
467      span->intTex[1] -= FIXED_HALF;
468      switch (info->format) {
469      case MESA_FORMAT_RGB888:
470         switch (info->envmode) {
471         case GL_MODULATE:
472            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
473            break;
474         case GL_DECAL:
475         case GL_REPLACE:
476            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
477            break;
478         case GL_BLEND:
479            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
480            break;
481         case GL_ADD:
482            SPAN_LINEAR(LINEAR_RGB;ADD,3);
483            break;
484         default:
485            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
486            return;
487         }
488         break;
489      case MESA_FORMAT_RGBA8888:
490         switch (info->envmode) {
491         case GL_MODULATE:
492            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
493            break;
494         case GL_DECAL:
495            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
496            break;
497         case GL_BLEND:
498            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
499            break;
500         case GL_ADD:
501            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
502            break;
503         case GL_REPLACE:
504            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
505            break;
506         default:
507            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
508            return;
509         }
510         break;
511      }
512      break;
513   }
514   span->interpMask &= ~SPAN_RGBA;
515   ASSERT(span->arrayMask & SPAN_RGBA);
516
517   _swrast_write_rgba_span(ctx, span);
518
519   /* re-enable texture units */
520   ctx->Texture._EnabledCoordUnits = texEnableSave;
521
522#undef SPAN_NEAREST
523#undef SPAN_LINEAR
524}
525
526
527
528/*
529 * Render an RGB/RGBA textured triangle without perspective correction.
530 */
531#define NAME affine_textured_triangle
532#define INTERP_Z 1
533#define INTERP_RGB 1
534#define INTERP_ALPHA 1
535#define INTERP_INT_TEX 1
536#define S_SCALE twidth
537#define T_SCALE theight
538
539#define SETUP_CODE							\
540   struct affine_info info;						\
541   struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
542   const struct gl_texture_object *obj = 				\
543      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
544   const struct gl_texture_image *texImg = 				\
545      obj->Image[0][obj->BaseLevel]; 					\
546   const struct swrast_texture_image *swImg =				\
547      swrast_texture_image_const(texImg);				\
548   const GLfloat twidth = (GLfloat) texImg->Width;			\
549   const GLfloat theight = (GLfloat) texImg->Height;			\
550   info.texture = (const GLchan *) swImg->Map;				\
551   info.twidth_log2 = texImg->WidthLog2;				\
552   info.smask = texImg->Width - 1;					\
553   info.tmask = texImg->Height - 1;					\
554   info.format = texImg->TexFormat;					\
555   info.filter = obj->Sampler.MinFilter;				\
556   info.envmode = unit->EnvMode;					\
557   info.er = 0;					\
558   info.eg = 0;					\
559   info.eb = 0;					\
560   span.arrayMask |= SPAN_RGBA;						\
561									\
562   if (info.envmode == GL_BLEND) {					\
563      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
564      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
565      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
566      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
567      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
568   }									\
569   if (!info.texture) {							\
570      /* this shouldn't happen */					\
571      return;								\
572   }									\
573									\
574   switch (info.format) {						\
575   case MESA_FORMAT_RGB888:						\
576      info.tbytesline = texImg->Width * 3;				\
577      break;								\
578   case MESA_FORMAT_RGBA8888:						\
579      info.tbytesline = texImg->Width * 4;				\
580      break;								\
581   default:								\
582      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
583      return;								\
584   }									\
585   info.tsize = texImg->Height * info.tbytesline;
586
587#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
588
589#include "s_tritemp.h"
590
591
592
593struct persp_info
594{
595   GLenum filter;
596   GLenum format;
597   GLenum envmode;
598   GLint smask, tmask;
599   GLint twidth_log2;
600   const GLchan *texture;
601   GLfixed er, eg, eb, ea;   /* texture env color */
602   GLint tbytesline, tsize;
603};
604
605
606static inline void
607fast_persp_span(struct gl_context *ctx, SWspan *span,
608		struct persp_info *info)
609{
610   GLchan sample[4];  /* the filtered texture sample */
611
612  /* Instead of defining a function for each mode, a test is done
613   * between the outer and inner loops. This is to reduce code size
614   * and complexity. Observe that an optimizing compiler kills
615   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
616   */
617#define SPAN_NEAREST(DO_TEX,COMP)					\
618	for (i = 0; i < span->end; i++) {				\
619           GLdouble invQ = tex_coord[2] ?				\
620                                 (1.0 / tex_coord[2]) : 1.0;            \
621           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
622           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
623           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
624           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
625           GLint pos = (t << info->twidth_log2) + s;			\
626           const GLchan *tex00 = info->texture + COMP * pos;		\
627           DO_TEX;							\
628           span->red += span->redStep;					\
629	   span->green += span->greenStep;				\
630           span->blue += span->blueStep;				\
631	   span->alpha += span->alphaStep;				\
632	   tex_coord[0] += tex_step[0];					\
633	   tex_coord[1] += tex_step[1];					\
634	   tex_coord[2] += tex_step[2];					\
635           dest += 4;							\
636	}
637
638#define SPAN_LINEAR(DO_TEX,COMP)					\
639	for (i = 0; i < span->end; i++) {				\
640           GLdouble invQ = tex_coord[2] ?				\
641                                 (1.0 / tex_coord[2]) : 1.0;            \
642           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
643           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
644           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
645           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
646           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
647           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
648           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
649           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
650           const GLint pos = (t << info->twidth_log2) + s;		\
651           const GLchan *tex00 = info->texture + COMP * pos;		\
652           const GLchan *tex10 = tex00 + info->tbytesline;		\
653           const GLchan *tex01 = tex00 + COMP;				\
654           const GLchan *tex11 = tex10 + COMP;				\
655           if (t == info->tmask) {					\
656              tex10 -= info->tsize;					\
657              tex11 -= info->tsize;					\
658           }								\
659           if (s == info->smask) {					\
660              tex01 -= info->tbytesline;				\
661              tex11 -= info->tbytesline;				\
662           }								\
663           DO_TEX;							\
664           span->red   += span->redStep;				\
665	   span->green += span->greenStep;				\
666           span->blue  += span->blueStep;				\
667	   span->alpha += span->alphaStep;				\
668	   tex_coord[0] += tex_step[0];					\
669	   tex_coord[1] += tex_step[1];					\
670	   tex_coord[2] += tex_step[2];					\
671           dest += 4;							\
672	}
673
674   GLuint i;
675   GLfloat tex_coord[3], tex_step[3];
676   GLchan *dest = span->array->rgba[0];
677
678   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
679   ctx->Texture._EnabledCoordUnits = 0;
680
681   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
682   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
683   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
684   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
685   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
686   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
687   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
688
689   switch (info->filter) {
690   case GL_NEAREST:
691      switch (info->format) {
692      case MESA_FORMAT_RGB888:
693         switch (info->envmode) {
694         case GL_MODULATE:
695            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
696            break;
697         case GL_DECAL:
698         case GL_REPLACE:
699            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
700            break;
701         case GL_BLEND:
702            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
703            break;
704         case GL_ADD:
705            SPAN_NEAREST(NEAREST_RGB;ADD,3);
706            break;
707         default:
708            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
709            return;
710         }
711         break;
712      case MESA_FORMAT_RGBA8888:
713         switch(info->envmode) {
714         case GL_MODULATE:
715            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
716            break;
717         case GL_DECAL:
718            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
719            break;
720         case GL_BLEND:
721            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
722            break;
723         case GL_ADD:
724            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
725            break;
726         case GL_REPLACE:
727            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
728            break;
729         default:
730            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
731            return;
732         }
733         break;
734      }
735      break;
736
737   case GL_LINEAR:
738      switch (info->format) {
739      case MESA_FORMAT_RGB888:
740         switch (info->envmode) {
741         case GL_MODULATE:
742            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
743            break;
744         case GL_DECAL:
745         case GL_REPLACE:
746            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
747            break;
748         case GL_BLEND:
749            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
750            break;
751         case GL_ADD:
752            SPAN_LINEAR(LINEAR_RGB;ADD,3);
753            break;
754         default:
755            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
756            return;
757         }
758         break;
759      case MESA_FORMAT_RGBA8888:
760         switch (info->envmode) {
761         case GL_MODULATE:
762            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
763            break;
764         case GL_DECAL:
765            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
766            break;
767         case GL_BLEND:
768            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
769            break;
770         case GL_ADD:
771            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
772            break;
773         case GL_REPLACE:
774            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
775            break;
776         default:
777            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
778            return;
779         }
780         break;
781      }
782      break;
783   }
784
785   ASSERT(span->arrayMask & SPAN_RGBA);
786   _swrast_write_rgba_span(ctx, span);
787
788#undef SPAN_NEAREST
789#undef SPAN_LINEAR
790
791   /* restore state */
792   ctx->Texture._EnabledCoordUnits = texEnableSave;
793}
794
795
796/*
797 * Render an perspective corrected RGB/RGBA textured triangle.
798 * The Q (aka V in Mesa) coordinate must be zero such that the divide
799 * by interpolated Q/W comes out right.
800 *
801 */
802#define NAME persp_textured_triangle
803#define INTERP_Z 1
804#define INTERP_RGB 1
805#define INTERP_ALPHA 1
806#define INTERP_ATTRIBS 1
807
808#define SETUP_CODE							\
809   struct persp_info info;						\
810   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
811   const struct gl_texture_object *obj = 				\
812      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
813   const struct gl_texture_image *texImg = 				\
814      obj->Image[0][obj->BaseLevel];			 		\
815   const struct swrast_texture_image *swImg =				\
816      swrast_texture_image_const(texImg);				\
817   info.texture = (const GLchan *) swImg->Map;				\
818   info.twidth_log2 = texImg->WidthLog2;				\
819   info.smask = texImg->Width - 1;					\
820   info.tmask = texImg->Height - 1;					\
821   info.format = texImg->TexFormat;					\
822   info.filter = obj->Sampler.MinFilter;				\
823   info.envmode = unit->EnvMode;					\
824   info.er = 0;					\
825   info.eg = 0;					\
826   info.eb = 0;					\
827									\
828   if (info.envmode == GL_BLEND) {					\
829      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
830      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
831      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
832      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
833      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
834   }									\
835   if (!info.texture) {							\
836      /* this shouldn't happen */					\
837      return;								\
838   }									\
839									\
840   switch (info.format) {						\
841   case MESA_FORMAT_RGB888:						\
842      info.tbytesline = texImg->Width * 3;				\
843      break;								\
844   case MESA_FORMAT_RGBA8888:						\
845      info.tbytesline = texImg->Width * 4;				\
846      break;								\
847   default:								\
848      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
849      return;								\
850   }									\
851   info.tsize = texImg->Height * info.tbytesline;
852
853#define RENDER_SPAN( span )			\
854   span.interpMask &= ~SPAN_RGBA;		\
855   span.arrayMask |= SPAN_RGBA;			\
856   fast_persp_span(ctx, &span, &info);
857
858#include "s_tritemp.h"
859
860#endif /*CHAN_TYPE != GL_FLOAT*/
861
862
863
864/*
865 * Render an RGBA triangle with arbitrary attributes.
866 */
867#define NAME general_triangle
868#define INTERP_Z 1
869#define INTERP_RGB 1
870#define INTERP_ALPHA 1
871#define INTERP_ATTRIBS 1
872#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
873#include "s_tritemp.h"
874
875
876
877
878/*
879 * Special tri function for occlusion testing
880 */
881#define NAME occlusion_zless_16_triangle
882#define INTERP_Z 1
883#define SETUP_CODE							\
884   struct gl_renderbuffer *rb =                                         \
885      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
886   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
887   ASSERT(ctx->Depth.Test);						\
888   ASSERT(!ctx->Depth.Mask);						\
889   ASSERT(ctx->Depth.Func == GL_LESS);					\
890   assert(rb->Format == MESA_FORMAT_Z16);                               \
891   if (!q) {								\
892      return;								\
893   }
894#define RENDER_SPAN( span )						\
895   {                                                                    \
896      GLuint i;								\
897      const GLushort *zRow = (const GLushort *)				\
898         _swrast_pixel_address(rb, span.x, span.y);                     \
899      for (i = 0; i < span.end; i++) {					\
900         GLuint z = FixedToDepth(span.z);				\
901         if (z < zRow[i]) {						\
902            q->Result++;						\
903         }								\
904         span.z += span.zStep;						\
905      }									\
906   }
907#include "s_tritemp.h"
908
909
910
911static void
912nodraw_triangle( struct gl_context *ctx,
913                 const SWvertex *v0,
914                 const SWvertex *v1,
915                 const SWvertex *v2 )
916{
917   (void) (ctx && v0 && v1 && v2);
918}
919
920
921/*
922 * This is used when separate specular color is enabled, but not
923 * texturing.  We add the specular color to the primary color,
924 * draw the triangle, then restore the original primary color.
925 * Inefficient, but seldom needed.
926 */
927void
928_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
929                                const SWvertex *v1, const SWvertex *v2)
930{
931   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
932   SWvertex *ncv1 = (SWvertex *)v1;
933   SWvertex *ncv2 = (SWvertex *)v2;
934   GLfloat rSum, gSum, bSum;
935   GLchan cSave[3][4];
936
937   /* save original colors */
938   COPY_CHAN4( cSave[0], ncv0->color );
939   COPY_CHAN4( cSave[1], ncv1->color );
940   COPY_CHAN4( cSave[2], ncv2->color );
941   /* sum v0 */
942   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
943   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
944   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
945   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
946   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
947   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
948   /* sum v1 */
949   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
950   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
951   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
952   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
953   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
954   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
955   /* sum v2 */
956   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
957   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
958   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
959   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
960   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
961   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
962   /* draw */
963   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
964   /* restore original colors */
965   COPY_CHAN4( ncv0->color, cSave[0] );
966   COPY_CHAN4( ncv1->color, cSave[1] );
967   COPY_CHAN4( ncv2->color, cSave[2] );
968}
969
970
971
972#ifdef DEBUG
973
974/* record the current triangle function name */
975const char *_mesa_triFuncName = NULL;
976
977#define USE(triFunc)				\
978do {						\
979    _mesa_triFuncName = #triFunc;		\
980    /*printf("%s\n", _mesa_triFuncName);*/	\
981    swrast->Triangle = triFunc;			\
982} while (0)
983
984#else
985
986#define USE(triFunc)  swrast->Triangle = triFunc;
987
988#endif
989
990
991
992
993/*
994 * Determine which triangle rendering function to use given the current
995 * rendering context.
996 *
997 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
998 * remove tests to this code.
999 */
1000void
1001_swrast_choose_triangle( struct gl_context *ctx )
1002{
1003   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1004
1005   if (ctx->Polygon.CullFlag &&
1006       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1007      USE(nodraw_triangle);
1008      return;
1009   }
1010
1011   if (ctx->RenderMode==GL_RENDER) {
1012      struct gl_renderbuffer *depthRb =
1013         ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
1014
1015      if (ctx->Polygon.SmoothFlag) {
1016         _swrast_set_aa_triangle_function(ctx);
1017         ASSERT(swrast->Triangle);
1018         return;
1019      }
1020
1021      /* special case for occlusion testing */
1022      if (ctx->Query.CurrentOcclusionObject &&
1023          ctx->Depth.Test &&
1024          ctx->Depth.Mask == GL_FALSE &&
1025          ctx->Depth.Func == GL_LESS &&
1026          !ctx->Stencil._Enabled &&
1027          depthRb &&
1028          depthRb->Format == MESA_FORMAT_Z16) {
1029         if (ctx->Color.ColorMask[0][0] == 0 &&
1030	     ctx->Color.ColorMask[0][1] == 0 &&
1031	     ctx->Color.ColorMask[0][2] == 0 &&
1032	     ctx->Color.ColorMask[0][3] == 0) {
1033            USE(occlusion_zless_16_triangle);
1034            return;
1035         }
1036      }
1037
1038      /*
1039       * XXX should examine swrast->_ActiveAttribMask to determine what
1040       * needs to be interpolated.
1041       */
1042      if (ctx->Texture._EnabledCoordUnits ||
1043	  _swrast_use_fragment_program(ctx) ||
1044          ctx->ATIFragmentShader._Enabled ||
1045          _mesa_need_secondary_color(ctx) ||
1046          swrast->_FogEnabled) {
1047         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1048         const struct gl_texture_object *texObj2D;
1049         const struct gl_sampler_object *samp;
1050         const struct gl_texture_image *texImg;
1051         const struct swrast_texture_image *swImg;
1052         GLenum minFilter, magFilter, envMode;
1053         gl_format format;
1054         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1055         if (ctx->Texture.Unit[0].Sampler)
1056            samp = ctx->Texture.Unit[0].Sampler;
1057         else if (texObj2D)
1058            samp = &texObj2D->Sampler;
1059         else
1060            samp = NULL;
1061
1062         texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1063         swImg = swrast_texture_image_const(texImg);
1064
1065         format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1066         minFilter = texObj2D ? samp->MinFilter : GL_NONE;
1067         magFilter = texObj2D ? samp->MagFilter : GL_NONE;
1068         envMode = ctx->Texture.Unit[0].EnvMode;
1069
1070         /* First see if we can use an optimized 2-D texture function */
1071         if (ctx->Texture._EnabledCoordUnits == 0x1
1072             && !_swrast_use_fragment_program(ctx)
1073             && !ctx->ATIFragmentShader._Enabled
1074             && ctx->Texture._EnabledUnits == 0x1
1075             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1076             && samp->WrapS == GL_REPEAT
1077             && samp->WrapT == GL_REPEAT
1078             && texObj2D->_Swizzle == SWIZZLE_NOOP
1079             && swImg->_IsPowerOfTwo
1080             && texImg->Border == 0
1081             && texImg->Width == swImg->RowStride
1082             && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1083             && minFilter == magFilter
1084             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1085             && !swrast->_FogEnabled
1086             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1087             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1088	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1089	       if (minFilter == GL_NEAREST
1090		   && format == MESA_FORMAT_RGB888
1091		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1092		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1093			&& ctx->Depth.Func == GL_LESS
1094			&& ctx->Depth.Mask == GL_TRUE)
1095		       || swrast->_RasterMask == TEXTURE_BIT)
1096		   && ctx->Polygon.StippleFlag == GL_FALSE
1097                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1098		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1099		     USE(simple_z_textured_triangle);
1100		  }
1101		  else {
1102		     USE(simple_textured_triangle);
1103		  }
1104	       }
1105	       else {
1106#if CHAN_BITS != 8
1107                  USE(general_triangle);
1108#else
1109                  if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1110                     /* We only handle RGBA8888 correctly on little endian
1111                      * in the optimized code above.
1112                      */
1113                     USE(general_triangle);
1114                  }
1115                  else {
1116                     USE(affine_textured_triangle);
1117                 }
1118#endif
1119	       }
1120	    }
1121	    else {
1122#if CHAN_BITS != 8
1123               USE(general_triangle);
1124#else
1125               USE(persp_textured_triangle);
1126#endif
1127	    }
1128	 }
1129         else {
1130            /* general case textured triangles */
1131            USE(general_triangle);
1132         }
1133      }
1134      else {
1135         ASSERT(!swrast->_FogEnabled);
1136         ASSERT(!_mesa_need_secondary_color(ctx));
1137	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1138	    /* smooth shaded, no texturing, stippled or some raster ops */
1139#if CHAN_BITS != 8
1140               USE(general_triangle);
1141#else
1142               USE(smooth_rgba_triangle);
1143#endif
1144	 }
1145	 else {
1146	    /* flat shaded, no texturing, stippled or some raster ops */
1147#if CHAN_BITS != 8
1148            USE(general_triangle);
1149#else
1150            USE(flat_rgba_triangle);
1151#endif
1152	 }
1153      }
1154   }
1155   else if (ctx->RenderMode==GL_FEEDBACK) {
1156      USE(_swrast_feedback_triangle);
1157   }
1158   else {
1159      /* GL_SELECT mode */
1160      USE(_swrast_select_triangle);
1161   }
1162}
1163