s_texcombine.c revision 617cdcd4c7b1cffb584c829c35bdf9c9bf04627b
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#include "main/glheader.h" 28#include "main/context.h" 29#include "main/colormac.h" 30#include "main/imports.h" 31#include "main/pixeltransfer.h" 32#include "program/prog_instruction.h" 33 34#include "s_context.h" 35#include "s_texcombine.h" 36 37 38/** 39 * Pointer to array of float[4] 40 * This type makes the code below more concise and avoids a lot of casting. 41 */ 42typedef float (*float4_array)[4]; 43 44 45/** 46 * Return array of texels for given unit. 47 */ 48static inline float4_array 49get_texel_array(SWcontext *swrast, GLuint unit) 50{ 51#ifdef _OPENMP 52 return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4 * omp_get_num_threads() + (MAX_WIDTH * 4 * omp_get_thread_num())); 53#else 54 return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4); 55#endif 56} 57 58 59 60/** 61 * Do texture application for: 62 * GL_EXT_texture_env_combine 63 * GL_ARB_texture_env_combine 64 * GL_EXT_texture_env_dot3 65 * GL_ARB_texture_env_dot3 66 * GL_ATI_texture_env_combine3 67 * GL_NV_texture_env_combine4 68 * conventional GL texture env modes 69 * 70 * \param ctx rendering context 71 * \param unit the texture combiner unit 72 * \param n number of fragments to process (span width) 73 * \param primary_rgba incoming fragment color array 74 * \param texelBuffer pointer to texel colors for all texture units 75 * 76 * \param rgba incoming/result fragment colors 77 */ 78static void 79texture_combine( struct gl_context *ctx, GLuint unit, GLuint n, 80 const float4_array primary_rgba, 81 const GLfloat *texelBuffer, 82 GLchan (*rgbaChan)[4] ) 83{ 84 SWcontext *swrast = SWRAST_CONTEXT(ctx); 85 const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); 86 const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine; 87 float4_array argRGB[MAX_COMBINER_TERMS]; 88 float4_array argA[MAX_COMBINER_TERMS]; 89 const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB); 90 const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA); 91 const GLuint numArgsRGB = combine->_NumArgsRGB; 92 const GLuint numArgsA = combine->_NumArgsA; 93 float4_array ccolor[4], rgba; 94 GLuint i, term; 95 96 if (!swrast->TexelBuffer) { 97#ifdef _OPENMP 98 const GLint maxThreads = omp_get_max_threads(); 99#else 100 const GLint maxThreads = 1; 101#endif 102 103 /* TexelBuffer is also global and normally shared by all SWspan 104 * instances; when running with multiple threads, create one per 105 * thread. 106 */ 107 swrast->TexelBuffer = 108 (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits * maxThreads * 109 MAX_WIDTH * 4 * sizeof(GLfloat)); 110 if (!swrast->TexelBuffer) { 111 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); 112 return; 113 } 114 } 115 116 /* alloc temp pixel buffers */ 117 rgba = (float4_array) malloc(4 * n * sizeof(GLfloat)); 118 if (!rgba) { 119 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); 120 return; 121 } 122 123 for (i = 0; i < numArgsRGB || i < numArgsA; i++) { 124 ccolor[i] = (float4_array) malloc(4 * n * sizeof(GLfloat)); 125 if (!ccolor[i]) { 126 while (i) { 127 free(ccolor[i]); 128 i--; 129 } 130 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); 131 return; 132 } 133 } 134 135 for (i = 0; i < n; i++) { 136 rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]); 137 rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]); 138 rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]); 139 rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]); 140 } 141 142 /* 143 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", 144 combine->ModeRGB, 145 combine->ModeA, 146 combine->SourceRGB[0], 147 combine->SourceA[0], 148 combine->SourceRGB[1], 149 combine->SourceA[1]); 150 */ 151 152 /* 153 * Do operand setup for up to 4 operands. Loop over the terms. 154 */ 155 for (term = 0; term < numArgsRGB; term++) { 156 const GLenum srcRGB = combine->SourceRGB[term]; 157 const GLenum operandRGB = combine->OperandRGB[term]; 158 159 switch (srcRGB) { 160 case GL_TEXTURE: 161 argRGB[term] = get_texel_array(swrast, unit); 162 break; 163 case GL_PRIMARY_COLOR: 164 argRGB[term] = primary_rgba; 165 break; 166 case GL_PREVIOUS: 167 argRGB[term] = rgba; 168 break; 169 case GL_CONSTANT: 170 { 171 float4_array c = ccolor[term]; 172 GLfloat red = textureUnit->EnvColor[0]; 173 GLfloat green = textureUnit->EnvColor[1]; 174 GLfloat blue = textureUnit->EnvColor[2]; 175 GLfloat alpha = textureUnit->EnvColor[3]; 176 for (i = 0; i < n; i++) { 177 ASSIGN_4V(c[i], red, green, blue, alpha); 178 } 179 argRGB[term] = ccolor[term]; 180 } 181 break; 182 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. 183 */ 184 case GL_ZERO: 185 { 186 float4_array c = ccolor[term]; 187 for (i = 0; i < n; i++) { 188 ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F); 189 } 190 argRGB[term] = ccolor[term]; 191 } 192 break; 193 case GL_ONE: 194 { 195 float4_array c = ccolor[term]; 196 for (i = 0; i < n; i++) { 197 ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F); 198 } 199 argRGB[term] = ccolor[term]; 200 } 201 break; 202 default: 203 /* ARB_texture_env_crossbar source */ 204 { 205 const GLuint srcUnit = srcRGB - GL_TEXTURE0; 206 ASSERT(srcUnit < ctx->Const.MaxTextureUnits); 207 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) 208 goto end; 209 argRGB[term] = get_texel_array(swrast, srcUnit); 210 } 211 } 212 213 if (operandRGB != GL_SRC_COLOR) { 214 float4_array src = argRGB[term]; 215 float4_array dst = ccolor[term]; 216 217 /* point to new arg[term] storage */ 218 argRGB[term] = ccolor[term]; 219 220 switch (operandRGB) { 221 case GL_ONE_MINUS_SRC_COLOR: 222 for (i = 0; i < n; i++) { 223 dst[i][RCOMP] = 1.0F - src[i][RCOMP]; 224 dst[i][GCOMP] = 1.0F - src[i][GCOMP]; 225 dst[i][BCOMP] = 1.0F - src[i][BCOMP]; 226 } 227 break; 228 case GL_SRC_ALPHA: 229 for (i = 0; i < n; i++) { 230 dst[i][RCOMP] = 231 dst[i][GCOMP] = 232 dst[i][BCOMP] = src[i][ACOMP]; 233 } 234 break; 235 case GL_ONE_MINUS_SRC_ALPHA: 236 for (i = 0; i < n; i++) { 237 dst[i][RCOMP] = 238 dst[i][GCOMP] = 239 dst[i][BCOMP] = 1.0F - src[i][ACOMP]; 240 } 241 break; 242 default: 243 _mesa_problem(ctx, "Bad operandRGB"); 244 } 245 } 246 } 247 248 /* 249 * Set up the argA[term] pointers 250 */ 251 for (term = 0; term < numArgsA; term++) { 252 const GLenum srcA = combine->SourceA[term]; 253 const GLenum operandA = combine->OperandA[term]; 254 255 switch (srcA) { 256 case GL_TEXTURE: 257 argA[term] = get_texel_array(swrast, unit); 258 break; 259 case GL_PRIMARY_COLOR: 260 argA[term] = primary_rgba; 261 break; 262 case GL_PREVIOUS: 263 argA[term] = rgba; 264 break; 265 case GL_CONSTANT: 266 { 267 float4_array c = ccolor[term]; 268 GLfloat alpha = textureUnit->EnvColor[3]; 269 for (i = 0; i < n; i++) 270 c[i][ACOMP] = alpha; 271 argA[term] = ccolor[term]; 272 } 273 break; 274 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. 275 */ 276 case GL_ZERO: 277 { 278 float4_array c = ccolor[term]; 279 for (i = 0; i < n; i++) 280 c[i][ACOMP] = 0.0F; 281 argA[term] = ccolor[term]; 282 } 283 break; 284 case GL_ONE: 285 { 286 float4_array c = ccolor[term]; 287 for (i = 0; i < n; i++) 288 c[i][ACOMP] = 1.0F; 289 argA[term] = ccolor[term]; 290 } 291 break; 292 default: 293 /* ARB_texture_env_crossbar source */ 294 { 295 const GLuint srcUnit = srcA - GL_TEXTURE0; 296 ASSERT(srcUnit < ctx->Const.MaxTextureUnits); 297 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) 298 goto end; 299 argA[term] = get_texel_array(swrast, srcUnit); 300 } 301 } 302 303 if (operandA == GL_ONE_MINUS_SRC_ALPHA) { 304 float4_array src = argA[term]; 305 float4_array dst = ccolor[term]; 306 argA[term] = ccolor[term]; 307 for (i = 0; i < n; i++) { 308 dst[i][ACOMP] = 1.0F - src[i][ACOMP]; 309 } 310 } 311 } 312 313 /* RGB channel combine */ 314 { 315 float4_array arg0 = argRGB[0]; 316 float4_array arg1 = argRGB[1]; 317 float4_array arg2 = argRGB[2]; 318 float4_array arg3 = argRGB[3]; 319 320 switch (combine->ModeRGB) { 321 case GL_REPLACE: 322 for (i = 0; i < n; i++) { 323 rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB; 324 rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB; 325 rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB; 326 } 327 break; 328 case GL_MODULATE: 329 for (i = 0; i < n; i++) { 330 rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB; 331 rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB; 332 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB; 333 } 334 break; 335 case GL_ADD: 336 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 337 /* (a * b) + (c * d) */ 338 for (i = 0; i < n; i++) { 339 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + 340 arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB; 341 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + 342 arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB; 343 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + 344 arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB; 345 } 346 } 347 else { 348 /* 2-term addition */ 349 for (i = 0; i < n; i++) { 350 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB; 351 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB; 352 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB; 353 } 354 } 355 break; 356 case GL_ADD_SIGNED: 357 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 358 /* (a * b) + (c * d) - 0.5 */ 359 for (i = 0; i < n; i++) { 360 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + 361 arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB; 362 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + 363 arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB; 364 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + 365 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB; 366 } 367 } 368 else { 369 for (i = 0; i < n; i++) { 370 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB; 371 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB; 372 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB; 373 } 374 } 375 break; 376 case GL_INTERPOLATE: 377 for (i = 0; i < n; i++) { 378 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + 379 arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB; 380 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + 381 arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB; 382 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + 383 arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB; 384 } 385 break; 386 case GL_SUBTRACT: 387 for (i = 0; i < n; i++) { 388 rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB; 389 rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB; 390 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB; 391 } 392 break; 393 case GL_DOT3_RGB_EXT: 394 case GL_DOT3_RGBA_EXT: 395 /* Do not scale the result by 1 2 or 4 */ 396 for (i = 0; i < n; i++) { 397 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + 398 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + 399 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) 400 * 4.0F; 401 dot = CLAMP(dot, 0.0F, 1.0F); 402 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; 403 } 404 break; 405 case GL_DOT3_RGB: 406 case GL_DOT3_RGBA: 407 /* DO scale the result by 1 2 or 4 */ 408 for (i = 0; i < n; i++) { 409 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + 410 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + 411 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) 412 * 4.0F * scaleRGB; 413 dot = CLAMP(dot, 0.0F, 1.0F); 414 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; 415 } 416 break; 417 case GL_MODULATE_ADD_ATI: 418 for (i = 0; i < n; i++) { 419 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + 420 arg1[i][RCOMP]) * scaleRGB; 421 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + 422 arg1[i][GCOMP]) * scaleRGB; 423 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + 424 arg1[i][BCOMP]) * scaleRGB; 425 } 426 break; 427 case GL_MODULATE_SIGNED_ADD_ATI: 428 for (i = 0; i < n; i++) { 429 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + 430 arg1[i][RCOMP] - 0.5F) * scaleRGB; 431 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + 432 arg1[i][GCOMP] - 0.5F) * scaleRGB; 433 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + 434 arg1[i][BCOMP] - 0.5F) * scaleRGB; 435 } 436 break; 437 case GL_MODULATE_SUBTRACT_ATI: 438 for (i = 0; i < n; i++) { 439 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - 440 arg1[i][RCOMP]) * scaleRGB; 441 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - 442 arg1[i][GCOMP]) * scaleRGB; 443 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - 444 arg1[i][BCOMP]) * scaleRGB; 445 } 446 break; 447 case GL_BUMP_ENVMAP_ATI: 448 /* this produces a fixed rgba color, and the coord calc is done elsewhere */ 449 for (i = 0; i < n; i++) { 450 /* rgba result is 0,0,0,1 */ 451 rgba[i][RCOMP] = 0.0; 452 rgba[i][GCOMP] = 0.0; 453 rgba[i][BCOMP] = 0.0; 454 rgba[i][ACOMP] = 1.0; 455 } 456 goto end; /* no alpha processing */ 457 default: 458 _mesa_problem(ctx, "invalid combine mode"); 459 } 460 } 461 462 /* Alpha channel combine */ 463 { 464 float4_array arg0 = argA[0]; 465 float4_array arg1 = argA[1]; 466 float4_array arg2 = argA[2]; 467 float4_array arg3 = argA[3]; 468 469 switch (combine->ModeA) { 470 case GL_REPLACE: 471 for (i = 0; i < n; i++) { 472 rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA; 473 } 474 break; 475 case GL_MODULATE: 476 for (i = 0; i < n; i++) { 477 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA; 478 } 479 break; 480 case GL_ADD: 481 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 482 /* (a * b) + (c * d) */ 483 for (i = 0; i < n; i++) { 484 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + 485 arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA; 486 } 487 } 488 else { 489 /* two-term add */ 490 for (i = 0; i < n; i++) { 491 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA; 492 } 493 } 494 break; 495 case GL_ADD_SIGNED: 496 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 497 /* (a * b) + (c * d) - 0.5 */ 498 for (i = 0; i < n; i++) { 499 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + 500 arg2[i][ACOMP] * arg3[i][ACOMP] - 501 0.5F) * scaleA; 502 } 503 } 504 else { 505 /* a + b - 0.5 */ 506 for (i = 0; i < n; i++) { 507 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA; 508 } 509 } 510 break; 511 case GL_INTERPOLATE: 512 for (i = 0; i < n; i++) { 513 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] + 514 arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP])) 515 * scaleA; 516 } 517 break; 518 case GL_SUBTRACT: 519 for (i = 0; i < n; i++) { 520 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA; 521 } 522 break; 523 case GL_MODULATE_ADD_ATI: 524 for (i = 0; i < n; i++) { 525 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) 526 + arg1[i][ACOMP]) * scaleA; 527 } 528 break; 529 case GL_MODULATE_SIGNED_ADD_ATI: 530 for (i = 0; i < n; i++) { 531 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + 532 arg1[i][ACOMP] - 0.5F) * scaleA; 533 } 534 break; 535 case GL_MODULATE_SUBTRACT_ATI: 536 for (i = 0; i < n; i++) { 537 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) 538 - arg1[i][ACOMP]) * scaleA; 539 } 540 break; 541 default: 542 _mesa_problem(ctx, "invalid combine mode"); 543 } 544 } 545 546 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining. 547 * This is kind of a kludge. It would have been better if the spec 548 * were written such that the GL_COMBINE_ALPHA value could be set to 549 * GL_DOT3. 550 */ 551 if (combine->ModeRGB == GL_DOT3_RGBA_EXT || 552 combine->ModeRGB == GL_DOT3_RGBA) { 553 for (i = 0; i < n; i++) { 554 rgba[i][ACOMP] = rgba[i][RCOMP]; 555 } 556 } 557 558 for (i = 0; i < n; i++) { 559 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]); 560 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]); 561 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]); 562 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]); 563 } 564 565end: 566 for (i = 0; i < numArgsRGB || i < numArgsA; i++) { 567 free(ccolor[i]); 568 } 569 free(rgba); 570} 571 572 573/** 574 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels. 575 * See GL_EXT_texture_swizzle. 576 */ 577static void 578swizzle_texels(GLuint swizzle, GLuint count, float4_array texels) 579{ 580 const GLuint swzR = GET_SWZ(swizzle, 0); 581 const GLuint swzG = GET_SWZ(swizzle, 1); 582 const GLuint swzB = GET_SWZ(swizzle, 2); 583 const GLuint swzA = GET_SWZ(swizzle, 3); 584 GLfloat vector[6]; 585 GLuint i; 586 587 vector[SWIZZLE_ZERO] = 0; 588 vector[SWIZZLE_ONE] = 1.0F; 589 590 for (i = 0; i < count; i++) { 591 vector[SWIZZLE_X] = texels[i][0]; 592 vector[SWIZZLE_Y] = texels[i][1]; 593 vector[SWIZZLE_Z] = texels[i][2]; 594 vector[SWIZZLE_W] = texels[i][3]; 595 texels[i][RCOMP] = vector[swzR]; 596 texels[i][GCOMP] = vector[swzG]; 597 texels[i][BCOMP] = vector[swzB]; 598 texels[i][ACOMP] = vector[swzA]; 599 } 600} 601 602 603/** 604 * Apply texture mapping to a span of fragments. 605 */ 606void 607_swrast_texture_span( struct gl_context *ctx, SWspan *span ) 608{ 609 SWcontext *swrast = SWRAST_CONTEXT(ctx); 610 float4_array primary_rgba; 611 GLuint unit; 612 613 primary_rgba = (float4_array) malloc(span->end * 4 * sizeof(GLfloat)); 614 615 if (!primary_rgba) { 616 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span"); 617 return; 618 } 619 620 ASSERT(span->end <= MAX_WIDTH); 621 622 /* 623 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) 624 */ 625 if (swrast->_TextureCombinePrimary) { 626 GLuint i; 627 for (i = 0; i < span->end; i++) { 628 primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); 629 primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); 630 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); 631 primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); 632 } 633 } 634 635 /* First must sample all bump maps */ 636 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 637 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 638 639 if (texUnit->_ReallyEnabled && 640 texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) { 641 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) 642 span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; 643 float4_array targetcoords = 644 span->array->attribs[FRAG_ATTRIB_TEX0 + 645 ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]; 646 647 const struct gl_texture_object *curObj = texUnit->_Current; 648 GLfloat *lambda = span->array->lambda[unit]; 649 float4_array texels = get_texel_array(swrast, unit); 650 GLuint i; 651 GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0]; 652 GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1]; 653 GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2]; 654 GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3]; 655 656 /* adjust texture lod (lambda) */ 657 if (span->arrayMask & SPAN_LAMBDA) { 658 if (texUnit->LodBias + curObj->Sampler.LodBias != 0.0F) { 659 /* apply LOD bias, but don't clamp yet */ 660 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias, 661 -ctx->Const.MaxTextureLodBias, 662 ctx->Const.MaxTextureLodBias); 663 GLuint i; 664 for (i = 0; i < span->end; i++) { 665 lambda[i] += bias; 666 } 667 } 668 669 if (curObj->Sampler.MinLod != -1000.0 || 670 curObj->Sampler.MaxLod != 1000.0) { 671 /* apply LOD clamping to lambda */ 672 const GLfloat min = curObj->Sampler.MinLod; 673 const GLfloat max = curObj->Sampler.MaxLod; 674 GLuint i; 675 for (i = 0; i < span->end; i++) { 676 GLfloat l = lambda[i]; 677 lambda[i] = CLAMP(l, min, max); 678 } 679 } 680 } 681 682 /* Sample the texture (span->end = number of fragments) */ 683 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, 684 texcoords, lambda, texels ); 685 686 /* manipulate the span values of the bump target 687 not sure this can work correctly even ignoring 688 the problem that channel is unsigned */ 689 for (i = 0; i < span->end; i++) { 690 targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] * 691 rotMatrix01) / targetcoords[i][3]; 692 targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] * 693 rotMatrix11) / targetcoords[i][3]; 694 } 695 } 696 } 697 698 /* 699 * Must do all texture sampling before combining in order to 700 * accomodate GL_ARB_texture_env_crossbar. 701 */ 702 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 703 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 704 if (texUnit->_ReallyEnabled && 705 texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { 706 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) 707 span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; 708 const struct gl_texture_object *curObj = texUnit->_Current; 709 GLfloat *lambda = span->array->lambda[unit]; 710 float4_array texels = get_texel_array(swrast, unit); 711 712 /* adjust texture lod (lambda) */ 713 if (span->arrayMask & SPAN_LAMBDA) { 714 if (texUnit->LodBias + curObj->Sampler.LodBias != 0.0F) { 715 /* apply LOD bias, but don't clamp yet */ 716 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->Sampler.LodBias, 717 -ctx->Const.MaxTextureLodBias, 718 ctx->Const.MaxTextureLodBias); 719 GLuint i; 720 for (i = 0; i < span->end; i++) { 721 lambda[i] += bias; 722 } 723 } 724 725 if (curObj->Sampler.MinLod != -1000.0 || 726 curObj->Sampler.MaxLod != 1000.0) { 727 /* apply LOD clamping to lambda */ 728 const GLfloat min = curObj->Sampler.MinLod; 729 const GLfloat max = curObj->Sampler.MaxLod; 730 GLuint i; 731 for (i = 0; i < span->end; i++) { 732 GLfloat l = lambda[i]; 733 lambda[i] = CLAMP(l, min, max); 734 } 735 } 736 } 737 else if (curObj->Sampler.MaxAnisotropy > 1.0 && 738 curObj->Sampler.MinFilter == GL_LINEAR_MIPMAP_LINEAR) { 739 /* sample_lambda_2d_aniso is beeing used as texture_sample_func, 740 * it requires the current SWspan *span as an additional parameter. 741 * In order to keep the same function signature, the unused lambda 742 * parameter will be modified to actually contain the SWspan pointer. 743 * This is a Hack. To make it right, the texture_sample_func 744 * signature and all implementing functions need to be modified. 745 */ 746 /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */ 747 lambda = (GLfloat *)span; 748 } 749 750 /* Sample the texture (span->end = number of fragments) */ 751 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, 752 texcoords, lambda, texels ); 753 754 /* GL_EXT_texture_swizzle */ 755 if (curObj->_Swizzle != SWIZZLE_NOOP) { 756 swizzle_texels(curObj->_Swizzle, span->end, texels); 757 } 758 } 759 } 760 761 /* 762 * OK, now apply the texture (aka texture combine/blend). 763 * We modify the span->color.rgba values. 764 */ 765 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 766 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 767 texture_combine( ctx, unit, span->end, 768 primary_rgba, 769 swrast->TexelBuffer, 770 span->array->rgba ); 771 } 772 } 773 774 free(primary_rgba); 775} 776