s_texcombine.c revision 81ca8b93f212d1946c70660041ce97d98f352608
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/image.h"
31#include "main/imports.h"
32#include "main/macros.h"
33#include "main/pixel.h"
34#include "shader/prog_instruction.h"
35
36#include "s_context.h"
37#include "s_texcombine.h"
38
39
40#define PROD(A,B)   ( (GLuint)(A) * ((GLuint)(B)+1) )
41#define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) )
42#if CHAN_BITS == 32
43typedef GLfloat ChanTemp;
44#else
45typedef GLuint ChanTemp;
46#endif
47
48
49/**
50 * Do texture application for GL_ARB/EXT_texture_env_combine.
51 * This function also supports GL_{EXT,ARB}_texture_env_dot3 and
52 * GL_ATI_texture_env_combine3.  Since "classic" texture environments are
53 * implemented using GL_ARB_texture_env_combine-like state, this same function
54 * is used for classic texture environment application as well.
55 *
56 * \param ctx          rendering context
57 * \param textureUnit  the texture unit to apply
58 * \param n            number of fragments to process (span width)
59 * \param primary_rgba incoming fragment color array
60 * \param texelBuffer  pointer to texel colors for all texture units
61 *
62 * \param rgba         incoming colors, which get modified here
63 */
64static void
65texture_combine( const GLcontext *ctx, GLuint unit, GLuint n,
66                 CONST GLchan (*primary_rgba)[4],
67                 CONST GLchan *texelBuffer,
68                 GLchan (*rgba)[4] )
69{
70   const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
71   const GLchan (*argRGB [4])[4];
72   const GLchan (*argA [4])[4];
73   const GLint RGBshift = textureUnit->_CurrentCombine->ScaleShiftRGB;
74   const GLuint Ashift   = textureUnit->_CurrentCombine->ScaleShiftA;
75#if CHAN_TYPE == GL_FLOAT
76   const GLchan RGBmult = (GLfloat) (1 << RGBshift);
77   const GLchan Amult = (GLfloat) (1 << Ashift);
78#else
79   const GLint half = (CHAN_MAX + 1) / 2;
80#endif
81   static const GLchan one[4] = { CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX };
82   static const GLchan zero[4] = { 0, 0, 0, 0 };
83   const GLuint numColorArgs = textureUnit->_CurrentCombine->_NumArgsRGB;
84   const GLuint numAlphaArgs = textureUnit->_CurrentCombine->_NumArgsA;
85   GLchan ccolor[4][MAX_WIDTH][4];
86   GLuint i, j;
87
88   ASSERT(ctx->Extensions.EXT_texture_env_combine ||
89          ctx->Extensions.ARB_texture_env_combine);
90   ASSERT(CONST_SWRAST_CONTEXT(ctx)->_AnyTextureCombine);
91
92   /*
93   printf("modeRGB 0x%x  modeA 0x%x  srcRGB1 0x%x  srcA1 0x%x  srcRGB2 0x%x  srcA2 0x%x\n",
94          textureUnit->_CurrentCombine->ModeRGB,
95          textureUnit->_CurrentCombine->ModeA,
96          textureUnit->_CurrentCombine->SourceRGB[0],
97          textureUnit->_CurrentCombine->SourceA[0],
98          textureUnit->_CurrentCombine->SourceRGB[1],
99          textureUnit->_CurrentCombine->SourceA[1]);
100   */
101
102   /*
103    * Do operand setup for up to 4 operands.  Loop over the terms.
104    */
105   for (j = 0; j < numColorArgs; j++) {
106      const GLenum srcRGB = textureUnit->_CurrentCombine->SourceRGB[j];
107
108      switch (srcRGB) {
109         case GL_TEXTURE:
110            argRGB[j] = (const GLchan (*)[4])
111               (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
112            break;
113         case GL_PRIMARY_COLOR:
114            argRGB[j] = primary_rgba;
115            break;
116         case GL_PREVIOUS:
117            argRGB[j] = (const GLchan (*)[4]) rgba;
118            break;
119         case GL_CONSTANT:
120            {
121               GLchan (*c)[4] = ccolor[j];
122               GLchan red, green, blue, alpha;
123               UNCLAMPED_FLOAT_TO_CHAN(red,   textureUnit->EnvColor[0]);
124               UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]);
125               UNCLAMPED_FLOAT_TO_CHAN(blue,  textureUnit->EnvColor[2]);
126               UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
127               for (i = 0; i < n; i++) {
128                  c[i][RCOMP] = red;
129                  c[i][GCOMP] = green;
130                  c[i][BCOMP] = blue;
131                  c[i][ACOMP] = alpha;
132               }
133               argRGB[j] = (const GLchan (*)[4]) ccolor[j];
134            }
135            break;
136	 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
137	  */
138	 case GL_ZERO:
139            argRGB[j] = & zero;
140            break;
141	 case GL_ONE:
142            argRGB[j] = & one;
143            break;
144         default:
145            /* ARB_texture_env_crossbar source */
146            {
147               const GLuint srcUnit = srcRGB - GL_TEXTURE0;
148               ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
149               if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
150                  return;
151               argRGB[j] = (const GLchan (*)[4])
152                  (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
153            }
154      }
155
156      if (textureUnit->_CurrentCombine->OperandRGB[j] != GL_SRC_COLOR) {
157         const GLchan (*src)[4] = argRGB[j];
158         GLchan (*dst)[4] = ccolor[j];
159
160         /* point to new arg[j] storage */
161         argRGB[j] = (const GLchan (*)[4]) ccolor[j];
162
163         if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) {
164            for (i = 0; i < n; i++) {
165               dst[i][RCOMP] = CHAN_MAX - src[i][RCOMP];
166               dst[i][GCOMP] = CHAN_MAX - src[i][GCOMP];
167               dst[i][BCOMP] = CHAN_MAX - src[i][BCOMP];
168            }
169         }
170         else if (textureUnit->_CurrentCombine->OperandRGB[j] == GL_SRC_ALPHA) {
171            for (i = 0; i < n; i++) {
172               dst[i][RCOMP] = src[i][ACOMP];
173               dst[i][GCOMP] = src[i][ACOMP];
174               dst[i][BCOMP] = src[i][ACOMP];
175            }
176         }
177         else {
178            ASSERT(textureUnit->_CurrentCombine->OperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA);
179            for (i = 0; i < n; i++) {
180               dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP];
181               dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP];
182               dst[i][BCOMP] = CHAN_MAX - src[i][ACOMP];
183            }
184         }
185      }
186   }
187
188   /*
189    * Set up the argA[i] pointers
190    */
191   for (j = 0; j < numAlphaArgs; j++) {
192      const GLenum srcA = textureUnit->_CurrentCombine->SourceA[j];
193
194      switch (srcA) {
195         case GL_TEXTURE:
196            argA[j] = (const GLchan (*)[4])
197               (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
198            break;
199         case GL_PRIMARY_COLOR:
200            argA[j] = primary_rgba;
201            break;
202         case GL_PREVIOUS:
203            argA[j] = (const GLchan (*)[4]) rgba;
204            break;
205         case GL_CONSTANT:
206            {
207               GLchan alpha, (*c)[4] = ccolor[j];
208               UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]);
209               for (i = 0; i < n; i++)
210                  c[i][ACOMP] = alpha;
211               argA[j] = (const GLchan (*)[4]) ccolor[j];
212            }
213            break;
214	 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
215	  */
216	 case GL_ZERO:
217            argA[j] = & zero;
218            break;
219	 case GL_ONE:
220            argA[j] = & one;
221            break;
222         default:
223            /* ARB_texture_env_crossbar source */
224            {
225               const GLuint srcUnit = srcA - GL_TEXTURE0;
226               ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
227               if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
228                  return;
229               argA[j] = (const GLchan (*)[4])
230                  (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
231            }
232      }
233
234      if (textureUnit->_CurrentCombine->OperandA[j] == GL_ONE_MINUS_SRC_ALPHA) {
235         const GLchan (*src)[4] = argA[j];
236         GLchan (*dst)[4] = ccolor[j];
237         argA[j] = (const GLchan (*)[4]) ccolor[j];
238         for (i = 0; i < n; i++) {
239            dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP];
240         }
241      }
242   }
243
244   /*
245    * Do the texture combine.
246    */
247   switch (textureUnit->_CurrentCombine->ModeRGB) {
248      case GL_REPLACE:
249         {
250            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
251            if (RGBshift) {
252               for (i = 0; i < n; i++) {
253#if CHAN_TYPE == GL_FLOAT
254                  rgba[i][RCOMP] = arg0[i][RCOMP] * RGBmult;
255                  rgba[i][GCOMP] = arg0[i][GCOMP] * RGBmult;
256                  rgba[i][BCOMP] = arg0[i][BCOMP] * RGBmult;
257#else
258                  GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift;
259                  GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift;
260                  GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift;
261                  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
262                  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
263                  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
264#endif
265               }
266            }
267            else {
268               for (i = 0; i < n; i++) {
269                  rgba[i][RCOMP] = arg0[i][RCOMP];
270                  rgba[i][GCOMP] = arg0[i][GCOMP];
271                  rgba[i][BCOMP] = arg0[i][BCOMP];
272               }
273            }
274         }
275         break;
276      case GL_MODULATE:
277         {
278            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
279            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
280#if CHAN_TYPE != GL_FLOAT
281            const GLint shift = CHAN_BITS - RGBshift;
282#endif
283            for (i = 0; i < n; i++) {
284#if CHAN_TYPE == GL_FLOAT
285               rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * RGBmult;
286               rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * RGBmult;
287               rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * RGBmult;
288#else
289               GLuint r = PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift;
290               GLuint g = PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift;
291               GLuint b = PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift;
292               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
293               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
294               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
295#endif
296            }
297         }
298         break;
299      case GL_ADD:
300         if (textureUnit->EnvMode == GL_COMBINE4_NV) {
301            /* (a * b) + (c * d) */
302            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
303            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
304            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
305            const GLchan (*arg3)[4] = (const GLchan (*)[4]) argRGB[3];
306            for (i = 0; i < n; i++) {
307#if CHAN_TYPE == GL_FLOAT
308               rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
309                                 arg2[i][RCOMP] * arg3[i][RCOMP]) * RGBmult;
310               rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
311                                 arg2[i][GCOMP] * arg3[i][GCOMP]) * RGBmult;
312               rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
313                                 arg2[i][BCOMP] * arg3[i][BCOMP]) * RGBmult;
314#else
315               const GLint shift = CHAN_BITS - RGBshift;
316               GLint r = (PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift) +
317                         (PROD(arg2[i][RCOMP], arg3[i][RCOMP]) >> shift);
318               GLint g = (PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift) +
319                         (PROD(arg2[i][GCOMP], arg3[i][GCOMP]) >> shift);
320               GLint b = (PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift) +
321                         (PROD(arg2[i][BCOMP], arg3[i][BCOMP]) >> shift);
322               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
323               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
324               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
325#endif
326            }
327         }
328         else {
329            /* 2-term addition */
330            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
331            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
332            for (i = 0; i < n; i++) {
333#if CHAN_TYPE == GL_FLOAT
334               rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * RGBmult;
335               rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * RGBmult;
336               rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * RGBmult;
337#else
338               GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift;
339               GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift;
340               GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift;
341               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
342               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
343               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
344#endif
345            }
346         }
347         break;
348      case GL_ADD_SIGNED:
349         if (textureUnit->EnvMode == GL_COMBINE4_NV) {
350            /* (a * b) + (c * d) - 0.5 */
351            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
352            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
353            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
354            const GLchan (*arg3)[4] = (const GLchan (*)[4]) argRGB[3];
355            for (i = 0; i < n; i++) {
356#if CHAN_TYPE == GL_FLOAT
357               rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] *
358                                 arg2[i][RCOMP] + arg3[i][RCOMP] - 0.5) * RGBmult;
359               rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] *
360                                 arg2[i][GCOMP] + arg3[i][GCOMP] - 0.5) * RGBmult;
361               rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] *
362                                 arg2[i][BCOMP] + arg3[i][BCOMP] - 0.5) * RGBmult;
363#else
364               GLint r = (((PROD(arg0[i][RCOMP], arg1[i][RCOMP]) +
365                            PROD(arg2[i][RCOMP], arg3[i][RCOMP])) >> CHAN_BITS) - half)
366                          << RGBshift;
367               GLint g = (((PROD(arg0[i][GCOMP], arg1[i][GCOMP]) +
368                            PROD(arg2[i][GCOMP], arg3[i][GCOMP])) >> CHAN_BITS) - half)
369                          << RGBshift;
370               GLint b = (((PROD(arg0[i][BCOMP], arg1[i][BCOMP]) +
371                            PROD(arg2[i][BCOMP], arg3[i][BCOMP])) >> CHAN_BITS) - half)
372                          << RGBshift;
373               rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
374               rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
375               rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
376#endif
377            }
378         }
379         else {
380            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
381            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
382            for (i = 0; i < n; i++) {
383#if CHAN_TYPE == GL_FLOAT
384               rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * RGBmult;
385               rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * RGBmult;
386               rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * RGBmult;
387#else
388               GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] - half;
389               GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] - half;
390               GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] - half;
391               r = (r < 0) ? 0 : r << RGBshift;
392               g = (g < 0) ? 0 : g << RGBshift;
393               b = (b < 0) ? 0 : b << RGBshift;
394               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
395               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
396               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
397#endif
398            }
399         }
400         break;
401      case GL_INTERPOLATE:
402         {
403            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
404            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
405            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
406#if CHAN_TYPE != GL_FLOAT
407            const GLint shift = CHAN_BITS - RGBshift;
408#endif
409            for (i = 0; i < n; i++) {
410#if CHAN_TYPE == GL_FLOAT
411               rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
412                      arg1[i][RCOMP] * (CHAN_MAXF - arg2[i][RCOMP])) * RGBmult;
413               rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
414                      arg1[i][GCOMP] * (CHAN_MAXF - arg2[i][GCOMP])) * RGBmult;
415               rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
416                      arg1[i][BCOMP] * (CHAN_MAXF - arg2[i][BCOMP])) * RGBmult;
417#else
418               GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP])
419                           + PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP]))
420                              >> shift;
421               GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP])
422                           + PROD(arg1[i][GCOMP], CHAN_MAX - arg2[i][GCOMP]))
423                              >> shift;
424               GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP])
425                           + PROD(arg1[i][BCOMP], CHAN_MAX - arg2[i][BCOMP]))
426                              >> shift;
427               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
428               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
429               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
430#endif
431            }
432         }
433         break;
434      case GL_SUBTRACT:
435         {
436            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
437            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
438            for (i = 0; i < n; i++) {
439#if CHAN_TYPE == GL_FLOAT
440               rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * RGBmult;
441               rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * RGBmult;
442               rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * RGBmult;
443#else
444               GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift;
445               GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift;
446               GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << RGBshift;
447               rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
448               rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
449               rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
450#endif
451            }
452         }
453         break;
454      case GL_DOT3_RGB_EXT:
455      case GL_DOT3_RGBA_EXT:
456         {
457            /* Do not scale the result by 1 2 or 4 */
458            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
459            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
460            for (i = 0; i < n; i++) {
461#if CHAN_TYPE == GL_FLOAT
462               GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) +
463                             (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) +
464                             (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F))
465                            * 4.0F;
466               dot = CLAMP(dot, 0.0F, CHAN_MAXF);
467#else
468               GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half,
469				   (GLint)arg1[i][RCOMP] - half) +
470			    S_PROD((GLint)arg0[i][GCOMP] - half,
471				   (GLint)arg1[i][GCOMP] - half) +
472			    S_PROD((GLint)arg0[i][BCOMP] - half,
473				   (GLint)arg1[i][BCOMP] - half)) >> 6;
474               dot = CLAMP(dot, 0, CHAN_MAX);
475#endif
476               rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
477            }
478         }
479         break;
480      case GL_DOT3_RGB:
481      case GL_DOT3_RGBA:
482         {
483            /* DO scale the result by 1 2 or 4 */
484            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
485            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
486            for (i = 0; i < n; i++) {
487#if CHAN_TYPE == GL_FLOAT
488               GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) +
489                             (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) +
490                             (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F))
491                            * 4.0F * RGBmult;
492               dot = CLAMP(dot, 0.0, CHAN_MAXF);
493#else
494               GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half,
495				   (GLint)arg1[i][RCOMP] - half) +
496			    S_PROD((GLint)arg0[i][GCOMP] - half,
497				   (GLint)arg1[i][GCOMP] - half) +
498			    S_PROD((GLint)arg0[i][BCOMP] - half,
499				   (GLint)arg1[i][BCOMP] - half)) >> 6;
500               dot <<= RGBshift;
501               dot = CLAMP(dot, 0, CHAN_MAX);
502#endif
503               rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot;
504            }
505         }
506         break;
507      case GL_MODULATE_ADD_ATI:
508         {
509            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
510            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
511            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
512#if CHAN_TYPE != GL_FLOAT
513            const GLint shift = CHAN_BITS - RGBshift;
514#endif
515            for (i = 0; i < n; i++) {
516#if CHAN_TYPE == GL_FLOAT
517               rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP]) * RGBmult;
518               rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP]) * RGBmult;
519               rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP]) * RGBmult;
520#else
521               GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP])
522                           + ((GLuint) arg1[i][RCOMP] << CHAN_BITS)) >> shift;
523               GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP])
524                           + ((GLuint) arg1[i][GCOMP] << CHAN_BITS)) >> shift;
525               GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP])
526                           + ((GLuint) arg1[i][BCOMP] << CHAN_BITS)) >> shift;
527               rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
528               rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
529               rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
530#endif
531            }
532	 }
533         break;
534      case GL_MODULATE_SIGNED_ADD_ATI:
535         {
536            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
537            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
538            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
539#if CHAN_TYPE != GL_FLOAT
540            const GLint shift = CHAN_BITS - RGBshift;
541#endif
542            for (i = 0; i < n; i++) {
543#if CHAN_TYPE == GL_FLOAT
544               rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP] - 0.5) * RGBmult;
545               rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP] - 0.5) * RGBmult;
546               rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP] - 0.5) * RGBmult;
547#else
548               GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP])
549			  + (((GLint) arg1[i][RCOMP] - half) << CHAN_BITS))
550		    >> shift;
551               GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP])
552			  + (((GLint) arg1[i][GCOMP] - half) << CHAN_BITS))
553		    >> shift;
554               GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP])
555			  + (((GLint) arg1[i][BCOMP] - half) << CHAN_BITS))
556		    >> shift;
557               rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
558               rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
559               rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
560#endif
561            }
562	 }
563         break;
564      case GL_MODULATE_SUBTRACT_ATI:
565         {
566            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0];
567            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1];
568            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2];
569#if CHAN_TYPE != GL_FLOAT
570            const GLint shift = CHAN_BITS - RGBshift;
571#endif
572            for (i = 0; i < n; i++) {
573#if CHAN_TYPE == GL_FLOAT
574               rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - arg1[i][RCOMP]) * RGBmult;
575               rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - arg1[i][GCOMP]) * RGBmult;
576               rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - arg1[i][BCOMP]) * RGBmult;
577#else
578               GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP])
579			  - ((GLint) arg1[i][RCOMP] << CHAN_BITS))
580		    >> shift;
581               GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP])
582			  - ((GLint) arg1[i][GCOMP] << CHAN_BITS))
583		    >> shift;
584               GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP])
585			  - ((GLint) arg1[i][BCOMP] << CHAN_BITS))
586		    >> shift;
587               rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX);
588               rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX);
589               rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX);
590#endif
591            }
592	 }
593         break;
594      default:
595         _mesa_problem(ctx, "invalid combine mode");
596   }
597
598   switch (textureUnit->_CurrentCombine->ModeA) {
599      case GL_REPLACE:
600         {
601            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
602            if (Ashift) {
603               for (i = 0; i < n; i++) {
604#if CHAN_TYPE == GL_FLOAT
605                  GLchan a = arg0[i][ACOMP] * Amult;
606#else
607                  GLuint a = (GLuint) arg0[i][ACOMP] << Ashift;
608#endif
609                  rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
610               }
611            }
612            else {
613               for (i = 0; i < n; i++) {
614                  rgba[i][ACOMP] = arg0[i][ACOMP];
615               }
616            }
617         }
618         break;
619      case GL_MODULATE:
620         {
621            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
622            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
623#if CHAN_TYPE != GL_FLOAT
624            const GLint shift = CHAN_BITS - Ashift;
625#endif
626            for (i = 0; i < n; i++) {
627#if CHAN_TYPE == GL_FLOAT
628               rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * Amult;
629#else
630               GLuint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift);
631               rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
632#endif
633            }
634         }
635         break;
636      case GL_ADD:
637         if (textureUnit->EnvMode == GL_COMBINE4_NV) {
638            /* (a * b) + (c * d) */
639            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
640            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
641            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
642            const GLchan (*arg3)[4] = (const GLchan (*)[4]) argA[3];
643            for (i = 0; i < n; i++) {
644#if CHAN_TYPE == GL_FLOAT
645               rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
646                                 arg2[i][ACOMP] * arg3[i][ACOMP]) * Amult;
647#else
648               const GLint shift = CHAN_BITS - Ashift;
649               GLint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift) +
650                         (PROD(arg2[i][ACOMP], arg3[i][ACOMP]) >> shift);
651               rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
652#endif
653            }
654         }
655         else {
656            /* two-term add */
657            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
658            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
659            for (i = 0; i < n; i++) {
660#if CHAN_TYPE == GL_FLOAT
661               rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * Amult;
662#else
663               GLint a = ((GLint) arg0[i][ACOMP] + arg1[i][ACOMP]) << Ashift;
664               rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
665#endif
666            }
667         }
668         break;
669      case GL_ADD_SIGNED:
670         if (textureUnit->EnvMode == GL_COMBINE4_NV) {
671            /* (a * b) + (c * d) - 0.5 */
672            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
673            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
674            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
675            const GLchan (*arg3)[4] = (const GLchan (*)[4]) argA[3];
676            for (i = 0; i < n; i++) {
677#if CHAN_TYPE == GL_FLOAT
678               rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
679                                 arg2[i][ACOMP] * arg3[i][ACOMP] -
680                                 0.5) * Amult;
681#else
682               GLint a = (((PROD(arg0[i][ACOMP], arg1[i][ACOMP]) +
683                            PROD(arg2[i][ACOMP], arg3[i][ACOMP])) >> CHAN_BITS) - half)
684                          << Ashift;
685               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
686#endif
687            }
688         }
689         else {
690            /* a + b - 0.5 */
691            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
692            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
693            for (i = 0; i < n; i++) {
694#if CHAN_TYPE == GL_FLOAT
695               rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * Amult;
696#else
697               GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] -half;
698               a = (a < 0) ? 0 : a << Ashift;
699               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
700#endif
701            }
702         }
703         break;
704      case GL_INTERPOLATE:
705         {
706            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
707            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
708            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
709#if CHAN_TYPE != GL_FLOAT
710            const GLint shift = CHAN_BITS - Ashift;
711#endif
712            for (i=0; i<n; i++) {
713#if CHAN_TYPE == GL_FLOAT
714               rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
715                                 arg1[i][ACOMP] * (CHAN_MAXF - arg2[i][ACOMP]))
716                                * Amult;
717#else
718               GLuint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP])
719                           + PROD(arg1[i][ACOMP], CHAN_MAX - arg2[i][ACOMP]))
720                              >> shift;
721               rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX);
722#endif
723            }
724         }
725         break;
726      case GL_SUBTRACT:
727         {
728            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
729            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
730            for (i = 0; i < n; i++) {
731#if CHAN_TYPE == GL_FLOAT
732               rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * Amult;
733#else
734               GLint a = ((GLint) arg0[i][ACOMP] - (GLint) arg1[i][ACOMP]) << Ashift;
735               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
736#endif
737            }
738         }
739         break;
740      case GL_MODULATE_ADD_ATI:
741         {
742            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
743            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
744            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
745#if CHAN_TYPE != GL_FLOAT
746            const GLint shift = CHAN_BITS - Ashift;
747#endif
748            for (i = 0; i < n; i++) {
749#if CHAN_TYPE == GL_FLOAT
750               rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP]) * Amult;
751#else
752               GLint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP])
753			   + ((GLuint) arg1[i][ACOMP] << CHAN_BITS))
754		    >> shift;
755               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
756#endif
757            }
758         }
759         break;
760      case GL_MODULATE_SIGNED_ADD_ATI:
761         {
762            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
763            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
764            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
765#if CHAN_TYPE != GL_FLOAT
766            const GLint shift = CHAN_BITS - Ashift;
767#endif
768            for (i = 0; i < n; i++) {
769#if CHAN_TYPE == GL_FLOAT
770               rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP] - 0.5F) * Amult;
771#else
772               GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP])
773			  + (((GLint) arg1[i][ACOMP] - half) << CHAN_BITS))
774		    >> shift;
775               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
776#endif
777            }
778         }
779         break;
780      case GL_MODULATE_SUBTRACT_ATI:
781         {
782            const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0];
783            const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1];
784            const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2];
785#if CHAN_TYPE != GL_FLOAT
786            const GLint shift = CHAN_BITS - Ashift;
787#endif
788            for (i = 0; i < n; i++) {
789#if CHAN_TYPE == GL_FLOAT
790               rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) - arg1[i][ACOMP]) * Amult;
791#else
792               GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP])
793			  - ((GLint) arg1[i][ACOMP] << CHAN_BITS))
794		    >> shift;
795               rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
796#endif
797            }
798         }
799         break;
800      default:
801         _mesa_problem(ctx, "invalid combine mode");
802   }
803
804   /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
805    * This is kind of a kludge.  It would have been better if the spec
806    * were written such that the GL_COMBINE_ALPHA value could be set to
807    * GL_DOT3.
808    */
809   if (textureUnit->_CurrentCombine->ModeRGB == GL_DOT3_RGBA_EXT ||
810       textureUnit->_CurrentCombine->ModeRGB == GL_DOT3_RGBA) {
811      for (i = 0; i < n; i++) {
812	 rgba[i][ACOMP] = rgba[i][RCOMP];
813      }
814   }
815}
816#undef PROD
817
818
819/**
820 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
821 * See GL_EXT_texture_swizzle.
822 */
823static void
824swizzle_texels(GLuint swizzle, GLuint count, GLchan (*texels)[4])
825{
826   const GLuint swzR = GET_SWZ(swizzle, 0);
827   const GLuint swzG = GET_SWZ(swizzle, 1);
828   const GLuint swzB = GET_SWZ(swizzle, 2);
829   const GLuint swzA = GET_SWZ(swizzle, 3);
830   GLchan vector[6];
831   GLuint i;
832
833   vector[SWIZZLE_ZERO] = 0;
834   vector[SWIZZLE_ONE] = CHAN_MAX;
835
836   for (i = 0; i < count; i++) {
837      vector[SWIZZLE_X] = texels[i][0];
838      vector[SWIZZLE_Y] = texels[i][1];
839      vector[SWIZZLE_Z] = texels[i][2];
840      vector[SWIZZLE_W] = texels[i][3];
841      texels[i][RCOMP] = vector[swzR];
842      texels[i][GCOMP] = vector[swzG];
843      texels[i][BCOMP] = vector[swzB];
844      texels[i][ACOMP] = vector[swzA];
845   }
846}
847
848
849/**
850 * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND,
851 * MODULATE, or DECAL) to an array of fragments.
852 * Input:  textureUnit - pointer to texture unit to apply
853 *         format - base internal texture format
854 *         n - number of fragments
855 *         primary_rgba - primary colors (may alias rgba for single texture)
856 *         texels - array of texel colors
857 * InOut:  rgba - incoming fragment colors modified by texel colors
858 *                according to the texture environment mode.
859 */
860static void
861texture_apply( const GLcontext *ctx,
862               const struct gl_texture_unit *texUnit,
863               GLuint n,
864               CONST GLchan primary_rgba[][4], CONST GLchan texel[][4],
865               GLchan rgba[][4] )
866{
867   GLint baseLevel;
868   GLuint i;
869   GLchan Rc, Gc, Bc, Ac;
870   GLenum format;
871   (void) primary_rgba;
872
873   ASSERT(texUnit);
874   ASSERT(texUnit->_Current);
875
876   baseLevel = texUnit->_Current->BaseLevel;
877   ASSERT(texUnit->_Current->Image[0][baseLevel]);
878
879   format = texUnit->_Current->Image[0][baseLevel]->_BaseFormat;
880
881   if (format == GL_COLOR_INDEX || format == GL_YCBCR_MESA) {
882      format = GL_RGBA;  /* a bit of a hack */
883   }
884   else if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
885      format = texUnit->_Current->DepthMode;
886   }
887
888   switch (texUnit->EnvMode) {
889      case GL_REPLACE:
890	 switch (format) {
891	    case GL_ALPHA:
892	       for (i=0;i<n;i++) {
893		  /* Cv = Cf */
894                  /* Av = At */
895                  rgba[i][ACOMP] = texel[i][ACOMP];
896	       }
897	       break;
898	    case GL_LUMINANCE:
899	       for (i=0;i<n;i++) {
900		  /* Cv = Lt */
901                  GLchan Lt = texel[i][RCOMP];
902                  rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
903                  /* Av = Af */
904	       }
905	       break;
906	    case GL_LUMINANCE_ALPHA:
907	       for (i=0;i<n;i++) {
908                  GLchan Lt = texel[i][RCOMP];
909		  /* Cv = Lt */
910		  rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = Lt;
911		  /* Av = At */
912		  rgba[i][ACOMP] = texel[i][ACOMP];
913	       }
914	       break;
915	    case GL_INTENSITY:
916	       for (i=0;i<n;i++) {
917		  /* Cv = It */
918                  GLchan It = texel[i][RCOMP];
919                  rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = It;
920                  /* Av = It */
921                  rgba[i][ACOMP] = It;
922	       }
923	       break;
924	    case GL_RGB:
925	       for (i=0;i<n;i++) {
926		  /* Cv = Ct */
927		  rgba[i][RCOMP] = texel[i][RCOMP];
928		  rgba[i][GCOMP] = texel[i][GCOMP];
929		  rgba[i][BCOMP] = texel[i][BCOMP];
930		  /* Av = Af */
931	       }
932	       break;
933	    case GL_RGBA:
934	       for (i=0;i<n;i++) {
935		  /* Cv = Ct */
936		  rgba[i][RCOMP] = texel[i][RCOMP];
937		  rgba[i][GCOMP] = texel[i][GCOMP];
938		  rgba[i][BCOMP] = texel[i][BCOMP];
939		  /* Av = At */
940		  rgba[i][ACOMP] = texel[i][ACOMP];
941	       }
942	       break;
943            default:
944               _mesa_problem(ctx, "Bad format (GL_REPLACE) in texture_apply");
945               return;
946	 }
947	 break;
948
949      case GL_MODULATE:
950         switch (format) {
951	    case GL_ALPHA:
952	       for (i=0;i<n;i++) {
953		  /* Cv = Cf */
954		  /* Av = AfAt */
955		  rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
956	       }
957	       break;
958	    case GL_LUMINANCE:
959	       for (i=0;i<n;i++) {
960		  /* Cv = LtCf */
961                  GLchan Lt = texel[i][RCOMP];
962		  rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], Lt );
963		  rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], Lt );
964		  rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], Lt );
965		  /* Av = Af */
966	       }
967	       break;
968	    case GL_LUMINANCE_ALPHA:
969	       for (i=0;i<n;i++) {
970		  /* Cv = CfLt */
971                  GLchan Lt = texel[i][RCOMP];
972		  rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], Lt );
973		  rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], Lt );
974		  rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], Lt );
975		  /* Av = AfAt */
976		  rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
977	       }
978	       break;
979	    case GL_INTENSITY:
980	       for (i=0;i<n;i++) {
981		  /* Cv = CfIt */
982                  GLchan It = texel[i][RCOMP];
983		  rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], It );
984		  rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], It );
985		  rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], It );
986		  /* Av = AfIt */
987		  rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], It );
988	       }
989	       break;
990	    case GL_RGB:
991	       for (i=0;i<n;i++) {
992		  /* Cv = CfCt */
993		  rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
994		  rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
995		  rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
996		  /* Av = Af */
997	       }
998	       break;
999	    case GL_RGBA:
1000	       for (i=0;i<n;i++) {
1001		  /* Cv = CfCt */
1002		  rgba[i][RCOMP] = CHAN_PRODUCT( rgba[i][RCOMP], texel[i][RCOMP] );
1003		  rgba[i][GCOMP] = CHAN_PRODUCT( rgba[i][GCOMP], texel[i][GCOMP] );
1004		  rgba[i][BCOMP] = CHAN_PRODUCT( rgba[i][BCOMP], texel[i][BCOMP] );
1005		  /* Av = AfAt */
1006		  rgba[i][ACOMP] = CHAN_PRODUCT( rgba[i][ACOMP], texel[i][ACOMP] );
1007	       }
1008	       break;
1009            default:
1010               _mesa_problem(ctx, "Bad format (GL_MODULATE) in texture_apply");
1011               return;
1012	 }
1013	 break;
1014
1015      case GL_DECAL:
1016         switch (format) {
1017            case GL_ALPHA:
1018            case GL_LUMINANCE:
1019            case GL_LUMINANCE_ALPHA:
1020            case GL_INTENSITY:
1021               /* undefined */
1022               break;
1023	    case GL_RGB:
1024	       for (i=0;i<n;i++) {
1025		  /* Cv = Ct */
1026		  rgba[i][RCOMP] = texel[i][RCOMP];
1027		  rgba[i][GCOMP] = texel[i][GCOMP];
1028		  rgba[i][BCOMP] = texel[i][BCOMP];
1029		  /* Av = Af */
1030	       }
1031	       break;
1032	    case GL_RGBA:
1033	       for (i=0;i<n;i++) {
1034		  /* Cv = Cf(1-At) + CtAt */
1035		  GLchan t = texel[i][ACOMP], s = CHAN_MAX - t;
1036		  rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(texel[i][RCOMP],t);
1037		  rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(texel[i][GCOMP],t);
1038		  rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(texel[i][BCOMP],t);
1039		  /* Av = Af */
1040	       }
1041	       break;
1042            default:
1043               _mesa_problem(ctx, "Bad format (GL_DECAL) in texture_apply");
1044               return;
1045	 }
1046	 break;
1047
1048      case GL_BLEND:
1049         UNCLAMPED_FLOAT_TO_CHAN(Rc, texUnit->EnvColor[0]);
1050         UNCLAMPED_FLOAT_TO_CHAN(Gc, texUnit->EnvColor[1]);
1051         UNCLAMPED_FLOAT_TO_CHAN(Bc, texUnit->EnvColor[2]);
1052         UNCLAMPED_FLOAT_TO_CHAN(Ac, texUnit->EnvColor[3]);
1053	 switch (format) {
1054	    case GL_ALPHA:
1055	       for (i=0;i<n;i++) {
1056		  /* Cv = Cf */
1057		  /* Av = AfAt */
1058                  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1059	       }
1060	       break;
1061            case GL_LUMINANCE:
1062	       for (i=0;i<n;i++) {
1063		  /* Cv = Cf(1-Lt) + CcLt */
1064		  GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
1065		  rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
1066		  rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
1067		  rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
1068		  /* Av = Af */
1069	       }
1070	       break;
1071	    case GL_LUMINANCE_ALPHA:
1072	       for (i=0;i<n;i++) {
1073		  /* Cv = Cf(1-Lt) + CcLt */
1074		  GLchan Lt = texel[i][RCOMP], s = CHAN_MAX - Lt;
1075		  rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, Lt);
1076		  rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, Lt);
1077		  rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, Lt);
1078		  /* Av = AfAt */
1079		  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
1080	       }
1081	       break;
1082            case GL_INTENSITY:
1083	       for (i=0;i<n;i++) {
1084		  /* Cv = Cf(1-It) + CcIt */
1085		  GLchan It = texel[i][RCOMP], s = CHAN_MAX - It;
1086		  rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], s) + CHAN_PRODUCT(Rc, It);
1087		  rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], s) + CHAN_PRODUCT(Gc, It);
1088		  rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], s) + CHAN_PRODUCT(Bc, It);
1089                  /* Av = Af(1-It) + Ac*It */
1090                  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], s) + CHAN_PRODUCT(Ac, It);
1091               }
1092               break;
1093	    case GL_RGB:
1094	       for (i=0;i<n;i++) {
1095		  /* Cv = Cf(1-Ct) + CcCt */
1096		  rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
1097		  rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
1098		  rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
1099		  /* Av = Af */
1100	       }
1101	       break;
1102	    case GL_RGBA:
1103	       for (i=0;i<n;i++) {
1104		  /* Cv = Cf(1-Ct) + CcCt */
1105		  rgba[i][RCOMP] = CHAN_PRODUCT(rgba[i][RCOMP], (CHAN_MAX-texel[i][RCOMP])) + CHAN_PRODUCT(Rc,texel[i][RCOMP]);
1106		  rgba[i][GCOMP] = CHAN_PRODUCT(rgba[i][GCOMP], (CHAN_MAX-texel[i][GCOMP])) + CHAN_PRODUCT(Gc,texel[i][GCOMP]);
1107		  rgba[i][BCOMP] = CHAN_PRODUCT(rgba[i][BCOMP], (CHAN_MAX-texel[i][BCOMP])) + CHAN_PRODUCT(Bc,texel[i][BCOMP]);
1108		  /* Av = AfAt */
1109		  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP],texel[i][ACOMP]);
1110	       }
1111	       break;
1112            default:
1113               _mesa_problem(ctx, "Bad format (GL_BLEND) in texture_apply");
1114               return;
1115	 }
1116	 break;
1117
1118     /* XXX don't clamp results if GLchan is float??? */
1119
1120      case GL_ADD:  /* GL_EXT_texture_add_env */
1121         switch (format) {
1122            case GL_ALPHA:
1123               for (i=0;i<n;i++) {
1124                  /* Rv = Rf */
1125                  /* Gv = Gf */
1126                  /* Bv = Bf */
1127                  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1128               }
1129               break;
1130            case GL_LUMINANCE:
1131               for (i=0;i<n;i++) {
1132                  ChanTemp Lt = texel[i][RCOMP];
1133                  ChanTemp r = rgba[i][RCOMP] + Lt;
1134                  ChanTemp g = rgba[i][GCOMP] + Lt;
1135                  ChanTemp b = rgba[i][BCOMP] + Lt;
1136                  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1137                  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1138                  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1139                  /* Av = Af */
1140               }
1141               break;
1142            case GL_LUMINANCE_ALPHA:
1143               for (i=0;i<n;i++) {
1144                  ChanTemp Lt = texel[i][RCOMP];
1145                  ChanTemp r = rgba[i][RCOMP] + Lt;
1146                  ChanTemp g = rgba[i][GCOMP] + Lt;
1147                  ChanTemp b = rgba[i][BCOMP] + Lt;
1148                  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1149                  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1150                  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1151                  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1152               }
1153               break;
1154            case GL_INTENSITY:
1155               for (i=0;i<n;i++) {
1156                  GLchan It = texel[i][RCOMP];
1157                  ChanTemp r = rgba[i][RCOMP] + It;
1158                  ChanTemp g = rgba[i][GCOMP] + It;
1159                  ChanTemp b = rgba[i][BCOMP] + It;
1160                  ChanTemp a = rgba[i][ACOMP] + It;
1161                  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1162                  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1163                  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1164                  rgba[i][ACOMP] = MIN2(a, CHAN_MAX);
1165               }
1166               break;
1167	    case GL_RGB:
1168	       for (i=0;i<n;i++) {
1169                  ChanTemp r = rgba[i][RCOMP] + texel[i][RCOMP];
1170                  ChanTemp g = rgba[i][GCOMP] + texel[i][GCOMP];
1171                  ChanTemp b = rgba[i][BCOMP] + texel[i][BCOMP];
1172		  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1173		  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1174		  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1175		  /* Av = Af */
1176	       }
1177	       break;
1178	    case GL_RGBA:
1179	       for (i=0;i<n;i++) {
1180                  ChanTemp r = rgba[i][RCOMP] + texel[i][RCOMP];
1181                  ChanTemp g = rgba[i][GCOMP] + texel[i][GCOMP];
1182                  ChanTemp b = rgba[i][BCOMP] + texel[i][BCOMP];
1183		  rgba[i][RCOMP] = MIN2(r, CHAN_MAX);
1184		  rgba[i][GCOMP] = MIN2(g, CHAN_MAX);
1185		  rgba[i][BCOMP] = MIN2(b, CHAN_MAX);
1186                  rgba[i][ACOMP] = CHAN_PRODUCT(rgba[i][ACOMP], texel[i][ACOMP]);
1187               }
1188               break;
1189            default:
1190               _mesa_problem(ctx, "Bad format (GL_ADD) in texture_apply");
1191               return;
1192	 }
1193	 break;
1194
1195      default:
1196         _mesa_problem(ctx, "Bad env mode in texture_apply");
1197         return;
1198   }
1199}
1200
1201
1202
1203/**
1204 * Apply texture mapping to a span of fragments.
1205 */
1206void
1207_swrast_texture_span( GLcontext *ctx, SWspan *span )
1208{
1209   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1210   GLchan primary_rgba[MAX_WIDTH][4];
1211   GLuint unit;
1212
1213   ASSERT(span->end < MAX_WIDTH);
1214
1215   /*
1216    * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
1217    */
1218   if (swrast->_AnyTextureCombine)
1219      MEMCPY(primary_rgba, span->array->rgba, 4 * span->end * sizeof(GLchan));
1220
1221   /*
1222    * Must do all texture sampling before combining in order to
1223    * accomodate GL_ARB_texture_env_crossbar.
1224    */
1225   for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
1226      if (ctx->Texture.Unit[unit]._ReallyEnabled) {
1227         const GLfloat (*texcoords)[4]
1228            = (const GLfloat (*)[4])
1229            span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
1230         const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1231         const struct gl_texture_object *curObj = texUnit->_Current;
1232         GLfloat *lambda = span->array->lambda[unit];
1233         GLchan (*texels)[4] = (GLchan (*)[4])
1234            (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan)));
1235
1236         /* adjust texture lod (lambda) */
1237         if (span->arrayMask & SPAN_LAMBDA) {
1238            if (texUnit->LodBias + curObj->LodBias != 0.0F) {
1239               /* apply LOD bias, but don't clamp yet */
1240               const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias,
1241                                          -ctx->Const.MaxTextureLodBias,
1242                                          ctx->Const.MaxTextureLodBias);
1243               GLuint i;
1244               for (i = 0; i < span->end; i++) {
1245                  lambda[i] += bias;
1246               }
1247            }
1248
1249            if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) {
1250               /* apply LOD clamping to lambda */
1251               const GLfloat min = curObj->MinLod;
1252               const GLfloat max = curObj->MaxLod;
1253               GLuint i;
1254               for (i = 0; i < span->end; i++) {
1255                  GLfloat l = lambda[i];
1256                  lambda[i] = CLAMP(l, min, max);
1257               }
1258            }
1259         }
1260
1261         /* Sample the texture (span->end = number of fragments) */
1262         swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end,
1263                                      texcoords, lambda, texels );
1264
1265         /* GL_SGI_texture_color_table */
1266         if (texUnit->ColorTableEnabled) {
1267#if CHAN_TYPE == GL_UNSIGNED_BYTE
1268            _mesa_lookup_rgba_ubyte(&texUnit->ColorTable, span->end, texels);
1269#elif CHAN_TYPE == GL_UNSIGNED_SHORT
1270            _mesa_lookup_rgba_ubyte(&texUnit->ColorTable, span->end, texels);
1271#else
1272            _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels);
1273#endif
1274         }
1275
1276         /* GL_EXT_texture_swizzle */
1277         if (curObj->_Swizzle != SWIZZLE_NOOP) {
1278            swizzle_texels(curObj->_Swizzle, span->end, texels);
1279         }
1280      }
1281   }
1282
1283
1284   /*
1285    * OK, now apply the texture (aka texture combine/blend).
1286    * We modify the span->color.rgba values.
1287    */
1288   for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
1289      if (ctx->Texture.Unit[unit]._ReallyEnabled) {
1290         const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
1291         if (texUnit->_CurrentCombine != &texUnit->_EnvMode ) {
1292            texture_combine( ctx, unit, span->end,
1293                             (CONST GLchan (*)[4]) primary_rgba,
1294                             swrast->TexelBuffer,
1295                             span->array->rgba );
1296         }
1297         else {
1298            /* conventional texture blend */
1299            const GLchan (*texels)[4] = (const GLchan (*)[4])
1300               (swrast->TexelBuffer + unit *
1301                (span->end * 4 * sizeof(GLchan)));
1302
1303
1304            texture_apply( ctx, texUnit, span->end,
1305                           (CONST GLchan (*)[4]) primary_rgba, texels,
1306                           span->array->rgba );
1307         }
1308      }
1309   }
1310}
1311