s_triangle.c revision 11522b74b318db9d099466ff226124c23595e8e2
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/texformat.h"
38#include "shader/prog_instruction.h"
39
40#include "s_aatriangle.h"
41#include "s_context.h"
42#include "s_feedback.h"
43#include "s_span.h"
44#include "s_triangle.h"
45
46
47/**
48 * Test if a triangle should be culled.  Used for feedback and selection mode.
49 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
50 */
51GLboolean
52_swrast_culltriangle( GLcontext *ctx,
53                      const SWvertex *v0,
54                      const SWvertex *v1,
55                      const SWvertex *v2 )
56{
57   SWcontext *swrast = SWRAST_CONTEXT(ctx);
58   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
59   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
60   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
61   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
62   GLfloat c = ex*fy-ey*fx;
63
64   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
65      return GL_FALSE;
66
67   return GL_TRUE;
68}
69
70
71
72/*
73 * Render a smooth or flat-shaded color index triangle.
74 */
75#define NAME ci_triangle
76#define INTERP_Z 1
77#define INTERP_ATTRIBS 1  /* just for fog */
78#define INTERP_INDEX 1
79#define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
80#include "s_tritemp.h"
81
82
83
84/*
85 * Render a flat-shaded RGBA triangle.
86 */
87#define NAME flat_rgba_triangle
88#define INTERP_Z 1
89#define SETUP_CODE				\
90   ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
91   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
92   span.interpMask |= SPAN_RGBA;		\
93   span.red = ChanToFixed(v2->color[0]);	\
94   span.green = ChanToFixed(v2->color[1]);	\
95   span.blue = ChanToFixed(v2->color[2]);	\
96   span.alpha = ChanToFixed(v2->color[3]);	\
97   span.redStep = 0;				\
98   span.greenStep = 0;				\
99   span.blueStep = 0;				\
100   span.alphaStep = 0;
101#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
102#include "s_tritemp.h"
103
104
105
106/*
107 * Render a smooth-shaded RGBA triangle.
108 */
109#define NAME smooth_rgba_triangle
110#define INTERP_Z 1
111#define INTERP_RGB 1
112#define INTERP_ALPHA 1
113#define SETUP_CODE				\
114   {						\
115      /* texturing must be off */		\
116      ASSERT(ctx->Texture._EnabledCoordUnits == 0);	\
117      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
118   }
119#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
120#include "s_tritemp.h"
121
122
123
124/*
125 * Render an RGB, GL_DECAL, textured triangle.
126 * Interpolate S,T only w/out mipmapping or perspective correction.
127 *
128 * No fog.  No depth testing.
129 */
130#define NAME simple_textured_triangle
131#define INTERP_INT_TEX 1
132#define S_SCALE twidth
133#define T_SCALE theight
134
135#define SETUP_CODE							\
136   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
137   const struct gl_texture_object *obj = 				\
138      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
139   const struct gl_texture_image *texImg =				\
140      obj->Image[0][obj->BaseLevel];					\
141   const GLfloat twidth = (GLfloat) texImg->Width;			\
142   const GLfloat theight = (GLfloat) texImg->Height;			\
143   const GLint twidth_log2 = texImg->WidthLog2;				\
144   const GLubyte *texture = (const GLubyte *) texImg->Data;		\
145   const GLint smask = texImg->Width - 1;				\
146   const GLint tmask = texImg->Height - 1;				\
147   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
148   if (!rb || !texture) {						\
149      return;								\
150   }
151
152#define RENDER_SPAN( span )						\
153   GLuint i;								\
154   GLubyte rgb[MAX_WIDTH][3];						\
155   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
156   span.intTex[1] -= FIXED_HALF;					\
157   for (i = 0; i < span.end; i++) {					\
158      GLint s = FixedToInt(span.intTex[0]) & smask;			\
159      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
160      GLint pos = (t << twidth_log2) + s;				\
161      pos = pos + pos + pos;  /* multiply by 3 */			\
162      rgb[i][RCOMP] = texture[pos+2];					\
163      rgb[i][GCOMP] = texture[pos+1];					\
164      rgb[i][BCOMP] = texture[pos+0];					\
165      span.intTex[0] += span.intTexStep[0];				\
166      span.intTex[1] += span.intTexStep[1];				\
167   }									\
168   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
169
170#include "s_tritemp.h"
171
172
173
174/*
175 * Render an RGB, GL_DECAL, textured triangle.
176 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
177 * perspective correction.
178 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
179 *
180 * No fog.
181 */
182#define NAME simple_z_textured_triangle
183#define INTERP_Z 1
184#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
185#define INTERP_INT_TEX 1
186#define S_SCALE twidth
187#define T_SCALE theight
188
189#define SETUP_CODE							\
190   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
191   const struct gl_texture_object *obj = 				\
192      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
193   const struct gl_texture_image *texImg = 				\
194       obj->Image[0][obj->BaseLevel]; 					\
195   const GLfloat twidth = (GLfloat) texImg->Width;			\
196   const GLfloat theight = (GLfloat) texImg->Height;			\
197   const GLint twidth_log2 = texImg->WidthLog2;				\
198   const GLubyte *texture = (const GLubyte *) texImg->Data;		\
199   const GLint smask = texImg->Width - 1;				\
200   const GLint tmask = texImg->Height - 1;				\
201   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
202   if (!rb || !texture) {						\
203      return;								\
204   }
205
206#define RENDER_SPAN( span )						\
207   GLuint i;				    				\
208   GLubyte rgb[MAX_WIDTH][3];						\
209   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
210   span.intTex[1] -= FIXED_HALF;					\
211   for (i = 0; i < span.end; i++) {					\
212      const GLuint z = FixedToDepth(span.z);				\
213      if (z < zRow[i]) {						\
214         GLint s = FixedToInt(span.intTex[0]) & smask;			\
215         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
216         GLint pos = (t << twidth_log2) + s;				\
217         pos = pos + pos + pos;  /* multiply by 3 */			\
218         rgb[i][RCOMP] = texture[pos+2];				\
219         rgb[i][GCOMP] = texture[pos+1];				\
220         rgb[i][BCOMP] = texture[pos+0];				\
221         zRow[i] = z;							\
222         span.array->mask[i] = 1;					\
223      }									\
224      else {								\
225         span.array->mask[i] = 0;					\
226      }									\
227      span.intTex[0] += span.intTexStep[0];				\
228      span.intTex[1] += span.intTexStep[1];				\
229      span.z += span.zStep;						\
230   }									\
231   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
232
233#include "s_tritemp.h"
234
235
236#if CHAN_TYPE != GL_FLOAT
237
238struct affine_info
239{
240   GLenum filter;
241   GLenum format;
242   GLenum envmode;
243   GLint smask, tmask;
244   GLint twidth_log2;
245   const GLchan *texture;
246   GLfixed er, eg, eb, ea;
247   GLint tbytesline, tsize;
248};
249
250
251static INLINE GLint
252ilerp(GLint t, GLint a, GLint b)
253{
254   return a + ((t * (b - a)) >> FIXED_SHIFT);
255}
256
257static INLINE GLint
258ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
259{
260   const GLint temp0 = ilerp(ia, v00, v10);
261   const GLint temp1 = ilerp(ia, v01, v11);
262   return ilerp(ib, temp0, temp1);
263}
264
265
266/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
267 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
268 * texture env modes.
269 */
270static INLINE void
271affine_span(GLcontext *ctx, SWspan *span,
272            struct affine_info *info)
273{
274   GLchan sample[4];  /* the filtered texture sample */
275   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
276
277   /* Instead of defining a function for each mode, a test is done
278    * between the outer and inner loops. This is to reduce code size
279    * and complexity. Observe that an optimizing compiler kills
280    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
281    */
282
283#define NEAREST_RGB		\
284   sample[RCOMP] = tex00[2];	\
285   sample[GCOMP] = tex00[1];	\
286   sample[BCOMP] = tex00[0];	\
287   sample[ACOMP] = CHAN_MAX;
288
289#define LINEAR_RGB							\
290   sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
291   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
292   sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
293   sample[ACOMP] = CHAN_MAX;
294
295#define NEAREST_RGBA  \
296   sample[RCOMP] = tex00[3];	\
297   sample[GCOMP] = tex00[2];	\
298   sample[BCOMP] = tex00[1];	\
299   sample[ACOMP] = tex00[0];
300
301#define LINEAR_RGBA							\
302   sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
303   sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
304   sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
305   sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
306
307#define MODULATE							  \
308   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
309   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
310   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
311   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
312
313#define DECAL								\
314   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
315               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
316               >> (FIXED_SHIFT + 8);					\
317   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
318               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
319               >> (FIXED_SHIFT + 8);					\
320   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
321               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
322               >> (FIXED_SHIFT + 8);					\
323   dest[ACOMP] = FixedToInt(span->alpha)
324
325#define BLEND								\
326   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
327               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
328   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
329               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
330   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
331               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
332   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
333
334#define REPLACE  COPY_CHAN4(dest, sample)
335
336#define ADD								\
337   {									\
338      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
339      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
340      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
341      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
342      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
343      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
344      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
345  }
346
347/* shortcuts */
348
349#define NEAREST_RGB_REPLACE		\
350   NEAREST_RGB;				\
351   dest[0] = sample[0];			\
352   dest[1] = sample[1];			\
353   dest[2] = sample[2];			\
354   dest[3] = FixedToInt(span->alpha);
355
356#define NEAREST_RGBA_REPLACE  \
357   dest[RCOMP] = tex00[3]; \
358   dest[GCOMP] = tex00[2]; \
359   dest[BCOMP] = tex00[1]; \
360   dest[ACOMP] = tex00[0]
361
362#define SPAN_NEAREST(DO_TEX, COMPS)					\
363	for (i = 0; i < span->end; i++) {				\
364           /* Isn't it necessary to use FixedFloor below?? */		\
365           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
366           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
367           GLint pos = (t << info->twidth_log2) + s;			\
368           const GLchan *tex00 = info->texture + COMPS * pos;		\
369           DO_TEX;							\
370           span->red += span->redStep;					\
371	   span->green += span->greenStep;				\
372           span->blue += span->blueStep;				\
373	   span->alpha += span->alphaStep;				\
374	   span->intTex[0] += span->intTexStep[0];			\
375	   span->intTex[1] += span->intTexStep[1];			\
376           dest += 4;							\
377	}
378
379#define SPAN_LINEAR(DO_TEX, COMPS)					\
380	for (i = 0; i < span->end; i++) {				\
381           /* Isn't it necessary to use FixedFloor below?? */		\
382           const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
383           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
384           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
385           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
386           const GLint pos = (t << info->twidth_log2) + s;		\
387           const GLchan *tex00 = info->texture + COMPS * pos;		\
388           const GLchan *tex10 = tex00 + info->tbytesline;		\
389           const GLchan *tex01 = tex00 + COMPS;				\
390           const GLchan *tex11 = tex10 + COMPS;				\
391           if (t == info->tmask) {					\
392              tex10 -= info->tsize;					\
393              tex11 -= info->tsize;					\
394           }								\
395           if (s == info->smask) {					\
396              tex01 -= info->tbytesline;				\
397              tex11 -= info->tbytesline;				\
398           }								\
399           DO_TEX;							\
400           span->red += span->redStep;					\
401	   span->green += span->greenStep;				\
402           span->blue += span->blueStep;				\
403	   span->alpha += span->alphaStep;				\
404	   span->intTex[0] += span->intTexStep[0];			\
405	   span->intTex[1] += span->intTexStep[1];			\
406           dest += 4;							\
407	}
408
409
410   GLuint i;
411   GLchan *dest = span->array->rgba[0];
412
413   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
414   ctx->Texture._EnabledCoordUnits = 0x0;
415
416   span->intTex[0] -= FIXED_HALF;
417   span->intTex[1] -= FIXED_HALF;
418   switch (info->filter) {
419   case GL_NEAREST:
420      switch (info->format) {
421      case MESA_FORMAT_RGB888:
422         switch (info->envmode) {
423         case GL_MODULATE:
424            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
425            break;
426         case GL_DECAL:
427         case GL_REPLACE:
428            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
429            break;
430         case GL_BLEND:
431            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
432            break;
433         case GL_ADD:
434            SPAN_NEAREST(NEAREST_RGB;ADD,3);
435            break;
436         default:
437            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
438            return;
439         }
440         break;
441      case MESA_FORMAT_RGBA8888:
442         switch(info->envmode) {
443         case GL_MODULATE:
444            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
445            break;
446         case GL_DECAL:
447            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
448            break;
449         case GL_BLEND:
450            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
451            break;
452         case GL_ADD:
453            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
454            break;
455         case GL_REPLACE:
456            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
457            break;
458         default:
459            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
460            return;
461         }
462         break;
463      }
464      break;
465
466   case GL_LINEAR:
467      span->intTex[0] -= FIXED_HALF;
468      span->intTex[1] -= FIXED_HALF;
469      switch (info->format) {
470      case MESA_FORMAT_RGB888:
471         switch (info->envmode) {
472         case GL_MODULATE:
473            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
474            break;
475         case GL_DECAL:
476         case GL_REPLACE:
477            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
478            break;
479         case GL_BLEND:
480            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
481            break;
482         case GL_ADD:
483            SPAN_LINEAR(LINEAR_RGB;ADD,3);
484            break;
485         default:
486            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
487            return;
488         }
489         break;
490      case MESA_FORMAT_RGBA8888:
491         switch (info->envmode) {
492         case GL_MODULATE:
493            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
494            break;
495         case GL_DECAL:
496            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
497            break;
498         case GL_BLEND:
499            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
500            break;
501         case GL_ADD:
502            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
503            break;
504         case GL_REPLACE:
505            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
506            break;
507         default:
508            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
509            return;
510         }
511         break;
512      }
513      break;
514   }
515   span->interpMask &= ~SPAN_RGBA;
516   ASSERT(span->arrayMask & SPAN_RGBA);
517
518   _swrast_write_rgba_span(ctx, span);
519
520   /* re-enable texture units */
521   ctx->Texture._EnabledCoordUnits = texEnableSave;
522
523#undef SPAN_NEAREST
524#undef SPAN_LINEAR
525}
526
527
528
529/*
530 * Render an RGB/RGBA textured triangle without perspective correction.
531 */
532#define NAME affine_textured_triangle
533#define INTERP_Z 1
534#define INTERP_RGB 1
535#define INTERP_ALPHA 1
536#define INTERP_INT_TEX 1
537#define S_SCALE twidth
538#define T_SCALE theight
539
540#define SETUP_CODE							\
541   struct affine_info info;						\
542   struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
543   const struct gl_texture_object *obj = 				\
544      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
545   const struct gl_texture_image *texImg = 				\
546      obj->Image[0][obj->BaseLevel]; 					\
547   const GLfloat twidth = (GLfloat) texImg->Width;			\
548   const GLfloat theight = (GLfloat) texImg->Height;			\
549   info.texture = (const GLchan *) texImg->Data;			\
550   info.twidth_log2 = texImg->WidthLog2;				\
551   info.smask = texImg->Width - 1;					\
552   info.tmask = texImg->Height - 1;					\
553   info.format = texImg->TexFormat;					\
554   info.filter = obj->MinFilter;					\
555   info.envmode = unit->EnvMode;					\
556   info.er = 0;					\
557   info.eg = 0;					\
558   info.eb = 0;					\
559   span.arrayMask |= SPAN_RGBA;						\
560									\
561   if (info.envmode == GL_BLEND) {					\
562      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
563      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
564      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
565      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
566      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
567   }									\
568   if (!info.texture) {							\
569      /* this shouldn't happen */					\
570      return;								\
571   }									\
572									\
573   switch (info.format) {						\
574   case MESA_FORMAT_RGB888:						\
575      info.tbytesline = texImg->Width * 3;				\
576      break;								\
577   case MESA_FORMAT_RGBA8888:						\
578      info.tbytesline = texImg->Width * 4;				\
579      break;								\
580   default:								\
581      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
582      return;								\
583   }									\
584   info.tsize = texImg->Height * info.tbytesline;
585
586#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
587
588#include "s_tritemp.h"
589
590
591
592struct persp_info
593{
594   GLenum filter;
595   GLenum format;
596   GLenum envmode;
597   GLint smask, tmask;
598   GLint twidth_log2;
599   const GLchan *texture;
600   GLfixed er, eg, eb, ea;   /* texture env color */
601   GLint tbytesline, tsize;
602};
603
604
605static INLINE void
606fast_persp_span(GLcontext *ctx, SWspan *span,
607		struct persp_info *info)
608{
609   GLchan sample[4];  /* the filtered texture sample */
610
611  /* Instead of defining a function for each mode, a test is done
612   * between the outer and inner loops. This is to reduce code size
613   * and complexity. Observe that an optimizing compiler kills
614   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
615   */
616#define SPAN_NEAREST(DO_TEX,COMP)					\
617	for (i = 0; i < span->end; i++) {				\
618           GLdouble invQ = tex_coord[2] ?				\
619                                 (1.0 / tex_coord[2]) : 1.0;            \
620           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
621           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
622           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
623           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
624           GLint pos = (t << info->twidth_log2) + s;			\
625           const GLchan *tex00 = info->texture + COMP * pos;		\
626           DO_TEX;							\
627           span->red += span->redStep;					\
628	   span->green += span->greenStep;				\
629           span->blue += span->blueStep;				\
630	   span->alpha += span->alphaStep;				\
631	   tex_coord[0] += tex_step[0];					\
632	   tex_coord[1] += tex_step[1];					\
633	   tex_coord[2] += tex_step[2];					\
634           dest += 4;							\
635	}
636
637#define SPAN_LINEAR(DO_TEX,COMP)					\
638	for (i = 0; i < span->end; i++) {				\
639           GLdouble invQ = tex_coord[2] ?				\
640                                 (1.0 / tex_coord[2]) : 1.0;            \
641           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
642           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
643           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
644           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
645           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
646           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
647           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
648           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
649           const GLint pos = (t << info->twidth_log2) + s;		\
650           const GLchan *tex00 = info->texture + COMP * pos;		\
651           const GLchan *tex10 = tex00 + info->tbytesline;		\
652           const GLchan *tex01 = tex00 + COMP;				\
653           const GLchan *tex11 = tex10 + COMP;				\
654           if (t == info->tmask) {					\
655              tex10 -= info->tsize;					\
656              tex11 -= info->tsize;					\
657           }								\
658           if (s == info->smask) {					\
659              tex01 -= info->tbytesline;				\
660              tex11 -= info->tbytesline;				\
661           }								\
662           DO_TEX;							\
663           span->red   += span->redStep;				\
664	   span->green += span->greenStep;				\
665           span->blue  += span->blueStep;				\
666	   span->alpha += span->alphaStep;				\
667	   tex_coord[0] += tex_step[0];					\
668	   tex_coord[1] += tex_step[1];					\
669	   tex_coord[2] += tex_step[2];					\
670           dest += 4;							\
671	}
672
673   GLuint i;
674   GLfloat tex_coord[3], tex_step[3];
675   GLchan *dest = span->array->rgba[0];
676
677   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
678   ctx->Texture._EnabledCoordUnits = 0;
679
680   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
681   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
682   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
683   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
684   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
685   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
686   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
687
688   switch (info->filter) {
689   case GL_NEAREST:
690      switch (info->format) {
691      case MESA_FORMAT_RGB888:
692         switch (info->envmode) {
693         case GL_MODULATE:
694            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
695            break;
696         case GL_DECAL:
697         case GL_REPLACE:
698            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
699            break;
700         case GL_BLEND:
701            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
702            break;
703         case GL_ADD:
704            SPAN_NEAREST(NEAREST_RGB;ADD,3);
705            break;
706         default:
707            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
708            return;
709         }
710         break;
711      case MESA_FORMAT_RGBA8888:
712         switch(info->envmode) {
713         case GL_MODULATE:
714            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
715            break;
716         case GL_DECAL:
717            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
718            break;
719         case GL_BLEND:
720            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
721            break;
722         case GL_ADD:
723            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
724            break;
725         case GL_REPLACE:
726            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
727            break;
728         default:
729            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
730            return;
731         }
732         break;
733      }
734      break;
735
736   case GL_LINEAR:
737      switch (info->format) {
738      case MESA_FORMAT_RGB888:
739         switch (info->envmode) {
740         case GL_MODULATE:
741            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
742            break;
743         case GL_DECAL:
744         case GL_REPLACE:
745            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
746            break;
747         case GL_BLEND:
748            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
749            break;
750         case GL_ADD:
751            SPAN_LINEAR(LINEAR_RGB;ADD,3);
752            break;
753         default:
754            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
755            return;
756         }
757         break;
758      case MESA_FORMAT_RGBA8888:
759         switch (info->envmode) {
760         case GL_MODULATE:
761            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
762            break;
763         case GL_DECAL:
764            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
765            break;
766         case GL_BLEND:
767            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
768            break;
769         case GL_ADD:
770            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
771            break;
772         case GL_REPLACE:
773            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
774            break;
775         default:
776            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
777            return;
778         }
779         break;
780      }
781      break;
782   }
783
784   ASSERT(span->arrayMask & SPAN_RGBA);
785   _swrast_write_rgba_span(ctx, span);
786
787#undef SPAN_NEAREST
788#undef SPAN_LINEAR
789
790   /* restore state */
791   ctx->Texture._EnabledCoordUnits = texEnableSave;
792}
793
794
795/*
796 * Render an perspective corrected RGB/RGBA textured triangle.
797 * The Q (aka V in Mesa) coordinate must be zero such that the divide
798 * by interpolated Q/W comes out right.
799 *
800 */
801#define NAME persp_textured_triangle
802#define INTERP_Z 1
803#define INTERP_RGB 1
804#define INTERP_ALPHA 1
805#define INTERP_ATTRIBS 1
806
807#define SETUP_CODE							\
808   struct persp_info info;						\
809   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
810   const struct gl_texture_object *obj = 				\
811      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
812   const struct gl_texture_image *texImg = 				\
813      obj->Image[0][obj->BaseLevel];			 		\
814   info.texture = (const GLchan *) texImg->Data;			\
815   info.twidth_log2 = texImg->WidthLog2;				\
816   info.smask = texImg->Width - 1;					\
817   info.tmask = texImg->Height - 1;					\
818   info.format = texImg->TexFormat;					\
819   info.filter = obj->MinFilter;					\
820   info.envmode = unit->EnvMode;					\
821   info.er = 0;					\
822   info.eg = 0;					\
823   info.eb = 0;					\
824									\
825   if (info.envmode == GL_BLEND) {					\
826      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
827      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
828      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
829      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
830      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
831   }									\
832   if (!info.texture) {							\
833      /* this shouldn't happen */					\
834      return;								\
835   }									\
836									\
837   switch (info.format) {						\
838   case MESA_FORMAT_RGB888:						\
839      info.tbytesline = texImg->Width * 3;				\
840      break;								\
841   case MESA_FORMAT_RGBA8888:						\
842      info.tbytesline = texImg->Width * 4;				\
843      break;								\
844   default:								\
845      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
846      return;								\
847   }									\
848   info.tsize = texImg->Height * info.tbytesline;
849
850#define RENDER_SPAN( span )			\
851   span.interpMask &= ~SPAN_RGBA;		\
852   span.arrayMask |= SPAN_RGBA;			\
853   fast_persp_span(ctx, &span, &info);
854
855#include "s_tritemp.h"
856
857#endif /*CHAN_TYPE != GL_FLOAT*/
858
859
860
861/*
862 * Render an RGBA triangle with arbitrary attributes.
863 */
864#define NAME general_triangle
865#define INTERP_Z 1
866#define INTERP_RGB 1
867#define INTERP_ALPHA 1
868#define INTERP_ATTRIBS 1
869#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
870#include "s_tritemp.h"
871
872
873
874
875/*
876 * Special tri function for occlusion testing
877 */
878#define NAME occlusion_zless_triangle
879#define INTERP_Z 1
880#define SETUP_CODE							\
881   struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;		\
882   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
883   ASSERT(ctx->Depth.Test);						\
884   ASSERT(!ctx->Depth.Mask);						\
885   ASSERT(ctx->Depth.Func == GL_LESS);					\
886   if (!q) {								\
887      return;								\
888   }
889#define RENDER_SPAN( span )						\
890   if (rb->Format == MESA_FORMAT_Z16) {					\
891      GLuint i;								\
892      const GLushort *zRow = (const GLushort *)				\
893         rb->GetPointer(ctx, rb, span.x, span.y);			\
894      for (i = 0; i < span.end; i++) {					\
895         GLuint z = FixedToDepth(span.z);				\
896         if (z < zRow[i]) {						\
897            q->Result++;						\
898         }								\
899         span.z += span.zStep;						\
900      }									\
901   }									\
902   else {								\
903      GLuint i;								\
904      const GLuint *zRow = (const GLuint *)				\
905         rb->GetPointer(ctx, rb, span.x, span.y);			\
906      for (i = 0; i < span.end; i++) {					\
907         if ((GLuint)span.z < zRow[i]) {				\
908            q->Result++;						\
909         }								\
910         span.z += span.zStep;						\
911      }									\
912   }
913#include "s_tritemp.h"
914
915
916
917static void
918nodraw_triangle( GLcontext *ctx,
919                 const SWvertex *v0,
920                 const SWvertex *v1,
921                 const SWvertex *v2 )
922{
923   (void) (ctx && v0 && v1 && v2);
924}
925
926
927/*
928 * This is used when separate specular color is enabled, but not
929 * texturing.  We add the specular color to the primary color,
930 * draw the triangle, then restore the original primary color.
931 * Inefficient, but seldom needed.
932 */
933void
934_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
935                                const SWvertex *v1, const SWvertex *v2)
936{
937   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
938   SWvertex *ncv1 = (SWvertex *)v1;
939   SWvertex *ncv2 = (SWvertex *)v2;
940   GLfloat rSum, gSum, bSum;
941   GLchan cSave[3][4];
942
943   /* save original colors */
944   COPY_CHAN4( cSave[0], ncv0->color );
945   COPY_CHAN4( cSave[1], ncv1->color );
946   COPY_CHAN4( cSave[2], ncv2->color );
947   /* sum v0 */
948   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
949   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
950   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
951   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
952   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
953   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
954   /* sum v1 */
955   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
956   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
957   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
958   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
959   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
960   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
961   /* sum v2 */
962   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
963   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
964   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
965   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
966   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
967   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
968   /* draw */
969   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
970   /* restore original colors */
971   COPY_CHAN4( ncv0->color, cSave[0] );
972   COPY_CHAN4( ncv1->color, cSave[1] );
973   COPY_CHAN4( ncv2->color, cSave[2] );
974}
975
976
977
978#ifdef DEBUG
979
980/* record the current triangle function name */
981const char *_mesa_triFuncName = NULL;
982
983#define USE(triFunc)				\
984do {						\
985    _mesa_triFuncName = #triFunc;		\
986    /*printf("%s\n", _mesa_triFuncName);*/	\
987    swrast->Triangle = triFunc;			\
988} while (0)
989
990#else
991
992#define USE(triFunc)  swrast->Triangle = triFunc;
993
994#endif
995
996
997
998
999/*
1000 * Determine which triangle rendering function to use given the current
1001 * rendering context.
1002 *
1003 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1004 * remove tests to this code.
1005 */
1006void
1007_swrast_choose_triangle( GLcontext *ctx )
1008{
1009   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1010   const GLboolean rgbmode = ctx->Visual.rgbMode;
1011
1012   if (ctx->Polygon.CullFlag &&
1013       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1014      USE(nodraw_triangle);
1015      return;
1016   }
1017
1018   if (ctx->RenderMode==GL_RENDER) {
1019
1020      if (ctx->Polygon.SmoothFlag) {
1021         _swrast_set_aa_triangle_function(ctx);
1022         ASSERT(swrast->Triangle);
1023         return;
1024      }
1025
1026      /* special case for occlusion testing */
1027      if (ctx->Query.CurrentOcclusionObject &&
1028          ctx->Depth.Test &&
1029          ctx->Depth.Mask == GL_FALSE &&
1030          ctx->Depth.Func == GL_LESS &&
1031          !ctx->Stencil._Enabled) {
1032         if ((rgbmode &&
1033              ctx->Color.ColorMask[0] == 0 &&
1034              ctx->Color.ColorMask[1] == 0 &&
1035              ctx->Color.ColorMask[2] == 0 &&
1036              ctx->Color.ColorMask[3] == 0)
1037             ||
1038             (!rgbmode && ctx->Color.IndexMask == 0)) {
1039            USE(occlusion_zless_triangle);
1040            return;
1041         }
1042      }
1043
1044      if (!rgbmode) {
1045         USE(ci_triangle);
1046         return;
1047      }
1048
1049      /*
1050       * XXX should examine swrast->_ActiveAttribMask to determine what
1051       * needs to be interpolated.
1052       */
1053      if (ctx->Texture._EnabledCoordUnits ||
1054          ctx->FragmentProgram._Current ||
1055          ctx->ATIFragmentShader._Enabled ||
1056          NEED_SECONDARY_COLOR(ctx) ||
1057          swrast->_FogEnabled) {
1058         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1059         const struct gl_texture_object *texObj2D;
1060         const struct gl_texture_image *texImg;
1061         GLenum minFilter, magFilter, envMode;
1062         gl_format format;
1063         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1064
1065         texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1066         format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1067         minFilter = texObj2D ? texObj2D->MinFilter : GL_NONE;
1068         magFilter = texObj2D ? texObj2D->MagFilter : GL_NONE;
1069         envMode = ctx->Texture.Unit[0].EnvMode;
1070
1071         /* First see if we can use an optimized 2-D texture function */
1072         if (ctx->Texture._EnabledCoordUnits == 0x1
1073             && !ctx->FragmentProgram._Current
1074             && !ctx->ATIFragmentShader._Enabled
1075             && ctx->Texture._EnabledUnits == 0x1
1076             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1077             && texObj2D->WrapS == GL_REPEAT
1078             && texObj2D->WrapT == GL_REPEAT
1079             && texObj2D->_Swizzle == SWIZZLE_NOOP
1080             && texImg->_IsPowerOfTwo
1081             && texImg->Border == 0
1082             && texImg->Width == texImg->RowStride
1083             && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1084             && minFilter == magFilter
1085             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1086             && !swrast->_FogEnabled
1087             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1088             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1089	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1090	       if (minFilter == GL_NEAREST
1091		   && format == MESA_FORMAT_RGB888
1092		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1093		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1094			&& ctx->Depth.Func == GL_LESS
1095			&& ctx->Depth.Mask == GL_TRUE)
1096		       || swrast->_RasterMask == TEXTURE_BIT)
1097		   && ctx->Polygon.StippleFlag == GL_FALSE
1098                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1099		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1100		     USE(simple_z_textured_triangle);
1101		  }
1102		  else {
1103		     USE(simple_textured_triangle);
1104		  }
1105	       }
1106	       else {
1107#if CHAN_BITS != 8
1108                  USE(general_triangle);
1109#else
1110                  if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1111                     /* We only handle RGBA8888 correctly on little endian
1112                      * in the optimized code above.
1113                      */
1114                     USE(general_triangle);
1115                  }
1116                  else {
1117                     USE(affine_textured_triangle);
1118                 }
1119#endif
1120	       }
1121	    }
1122	    else {
1123#if CHAN_BITS != 8
1124               USE(general_triangle);
1125#else
1126               USE(persp_textured_triangle);
1127#endif
1128	    }
1129	 }
1130         else {
1131            /* general case textured triangles */
1132            USE(general_triangle);
1133         }
1134      }
1135      else {
1136         ASSERT(!swrast->_FogEnabled);
1137         ASSERT(!NEED_SECONDARY_COLOR(ctx));
1138	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1139	    /* smooth shaded, no texturing, stippled or some raster ops */
1140#if CHAN_BITS != 8
1141               USE(general_triangle);
1142#else
1143               USE(smooth_rgba_triangle);
1144#endif
1145	 }
1146	 else {
1147	    /* flat shaded, no texturing, stippled or some raster ops */
1148#if CHAN_BITS != 8
1149            USE(general_triangle);
1150#else
1151            USE(flat_rgba_triangle);
1152#endif
1153	 }
1154      }
1155   }
1156   else if (ctx->RenderMode==GL_FEEDBACK) {
1157      USE(_swrast_feedback_triangle);
1158   }
1159   else {
1160      /* GL_SELECT mode */
1161      USE(_swrast_select_triangle);
1162   }
1163}
1164