s_triangle.c revision 27558a160a9fe91745728d7626995cd88f8fe339
1/* $Id: s_triangle.c,v 1.67 2003/03/01 01:50:26 brianp Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 5.1 6 * 7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. 8 * 9 * Permission is hereby granted, free of charge, to any person obtaining a 10 * copy of this software and associated documentation files (the "Software"), 11 * to deal in the Software without restriction, including without limitation 12 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 13 * and/or sell copies of the Software, and to permit persons to whom the 14 * Software is furnished to do so, subject to the following conditions: 15 * 16 * The above copyright notice and this permission notice shall be included 17 * in all copies or substantial portions of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 */ 26 27 28/* 29 * When the device driver doesn't implement triangle rasterization it 30 * can hook in _swrast_Triangle, which eventually calls one of these 31 * functions to draw triangles. 32 */ 33 34#include "glheader.h" 35#include "context.h" 36#include "colormac.h" 37#include "imports.h" 38#include "macros.h" 39#include "texformat.h" 40#include "teximage.h" 41#include "texstate.h" 42 43#include "s_aatriangle.h" 44#include "s_context.h" 45#include "s_depth.h" 46#include "s_feedback.h" 47#include "s_span.h" 48#include "s_triangle.h" 49 50 51/* 52 * Just used for feedback mode. 53 */ 54GLboolean _mesa_cull_triangle( GLcontext *ctx, 55 const SWvertex *v0, 56 const SWvertex *v1, 57 const SWvertex *v2 ) 58{ 59 GLfloat ex = v1->win[0] - v0->win[0]; 60 GLfloat ey = v1->win[1] - v0->win[1]; 61 GLfloat fx = v2->win[0] - v0->win[0]; 62 GLfloat fy = v2->win[1] - v0->win[1]; 63 GLfloat c = ex*fy-ey*fx; 64 65 if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0) 66 return 0; 67 68 return 1; 69} 70 71 72 73/* 74 * Render a flat-shaded color index triangle. 75 */ 76#define NAME flat_ci_triangle 77#define INTERP_Z 1 78#define INTERP_FOG 1 79#define SETUP_CODE \ 80 span.interpMask |= SPAN_INDEX; \ 81 span.index = IntToFixed(v2->index); \ 82 span.indexStep = 0; 83#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); 84#include "s_tritemp.h" 85 86 87 88/* 89 * Render a smooth-shaded color index triangle. 90 */ 91#define NAME smooth_ci_triangle 92#define INTERP_Z 1 93#define INTERP_FOG 1 94#define INTERP_INDEX 1 95#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); 96#include "s_tritemp.h" 97 98 99 100/* 101 * Render a flat-shaded RGBA triangle. 102 */ 103#define NAME flat_rgba_triangle 104#define INTERP_Z 1 105#define INTERP_FOG 1 106#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 107#define SETUP_CODE \ 108 ASSERT(ctx->Texture._EnabledUnits == 0); \ 109 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ 110 span.interpMask |= SPAN_RGBA; \ 111 span.red = ChanToFixed(v2->color[0]); \ 112 span.green = ChanToFixed(v2->color[1]); \ 113 span.blue = ChanToFixed(v2->color[2]); \ 114 span.alpha = ChanToFixed(v2->color[3]); \ 115 span.redStep = 0; \ 116 span.greenStep = 0; \ 117 span.blueStep = 0; \ 118 span.alphaStep = 0; 119#define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); 120#include "s_tritemp.h" 121 122 123 124/* 125 * Render a smooth-shaded RGBA triangle. 126 */ 127#define NAME smooth_rgba_triangle 128#define INTERP_Z 1 129#define INTERP_FOG 1 130#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 131#define INTERP_RGB 1 132#define INTERP_ALPHA 1 133#define SETUP_CODE \ 134 { \ 135 /* texturing must be off */ \ 136 ASSERT(ctx->Texture._EnabledUnits == 0); \ 137 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ 138 } 139#define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); 140#include "s_tritemp.h" 141 142 143 144/* 145 * Render an RGB, GL_DECAL, textured triangle. 146 * Interpolate S,T only w/out mipmapping or perspective correction. 147 * 148 * No fog. 149 */ 150#define NAME simple_textured_triangle 151#define INTERP_INT_TEX 1 152#define S_SCALE twidth 153#define T_SCALE theight 154 155#define SETUP_CODE \ 156 SWcontext *swrast = SWRAST_CONTEXT(ctx); \ 157 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ 158 const GLint b = obj->BaseLevel; \ 159 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ 160 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \ 161 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \ 162 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \ 163 const GLint smask = obj->Image[b]->Width - 1; \ 164 const GLint tmask = obj->Image[b]->Height - 1; \ 165 if (!texture) { \ 166 /* this shouldn't happen */ \ 167 return; \ 168 } 169 170#define RENDER_SPAN( span ) \ 171 GLuint i; \ 172 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 173 span.intTex[1] -= FIXED_HALF; \ 174 for (i = 0; i < span.end; i++) { \ 175 GLint s = FixedToInt(span.intTex[0]) & smask; \ 176 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 177 GLint pos = (t << twidth_log2) + s; \ 178 pos = pos + pos + pos; /* multiply by 3 */ \ 179 span.array->rgb[i][RCOMP] = texture[pos]; \ 180 span.array->rgb[i][GCOMP] = texture[pos+1]; \ 181 span.array->rgb[i][BCOMP] = texture[pos+2]; \ 182 span.intTex[0] += span.intTexStep[0]; \ 183 span.intTex[1] += span.intTexStep[1]; \ 184 } \ 185 (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ 186 (CONST GLchan (*)[3]) span.array->rgb,\ 187 NULL ); 188#include "s_tritemp.h" 189 190 191 192/* 193 * Render an RGB, GL_DECAL, textured triangle. 194 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or 195 * perspective correction. 196 * 197 * No fog. 198 */ 199#define NAME simple_z_textured_triangle 200#define INTERP_Z 1 201#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 202#define INTERP_INT_TEX 1 203#define S_SCALE twidth 204#define T_SCALE theight 205 206#define SETUP_CODE \ 207 SWcontext *swrast = SWRAST_CONTEXT(ctx); \ 208 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ 209 const GLint b = obj->BaseLevel; \ 210 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ 211 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \ 212 const GLint twidth_log2 = obj->Image[b]->WidthLog2; \ 213 const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \ 214 const GLint smask = obj->Image[b]->Width - 1; \ 215 const GLint tmask = obj->Image[b]->Height - 1; \ 216 if (!texture) { \ 217 /* this shouldn't happen */ \ 218 return; \ 219 } 220 221#define RENDER_SPAN( span ) \ 222 GLuint i; \ 223 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 224 span.intTex[1] -= FIXED_HALF; \ 225 for (i = 0; i < span.end; i++) { \ 226 const GLdepth z = FixedToDepth(span.z); \ 227 if (z < zRow[i]) { \ 228 GLint s = FixedToInt(span.intTex[0]) & smask; \ 229 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 230 GLint pos = (t << twidth_log2) + s; \ 231 pos = pos + pos + pos; /* multiply by 3 */ \ 232 span.array->rgb[i][RCOMP] = texture[pos]; \ 233 span.array->rgb[i][GCOMP] = texture[pos+1]; \ 234 span.array->rgb[i][BCOMP] = texture[pos+2]; \ 235 zRow[i] = z; \ 236 span.array->mask[i] = 1; \ 237 } \ 238 else { \ 239 span.array->mask[i] = 0; \ 240 } \ 241 span.intTex[0] += span.intTexStep[0]; \ 242 span.intTex[1] += span.intTexStep[1]; \ 243 span.z += span.zStep; \ 244 } \ 245 (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ 246 (CONST GLchan (*)[3]) span.array->rgb,\ 247 span.array->mask ); 248#include "s_tritemp.h" 249 250 251 252#if CHAN_TYPE != GL_FLOAT 253 254struct affine_info 255{ 256 GLenum filter; 257 GLenum format; 258 GLenum envmode; 259 GLint smask, tmask; 260 GLint twidth_log2; 261 const GLchan *texture; 262 GLfixed er, eg, eb, ea; 263 GLint tbytesline, tsize; 264}; 265 266 267/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA 268 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD 269 * texture env modes. 270 */ 271static INLINE void 272affine_span(GLcontext *ctx, struct sw_span *span, 273 struct affine_info *info) 274{ 275 GLchan sample[4]; /* the filtered texture sample */ 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[RCOMP]; \ 285 sample[GCOMP] = tex00[GCOMP]; \ 286 sample[BCOMP] = tex00[BCOMP]; \ 287 sample[ACOMP] = CHAN_MAX 288 289#define LINEAR_RGB \ 290 sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) + \ 291 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \ 292 sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) + \ 293 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \ 294 sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) + \ 295 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \ 296 sample[ACOMP] = CHAN_MAX 297 298#define NEAREST_RGBA COPY_CHAN4(sample, tex00) 299 300#define LINEAR_RGBA \ 301 sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) + \ 302 tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\ 303 sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) + \ 304 tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\ 305 sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) + \ 306 tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\ 307 sample[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) + \ 308 tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT 309 310#define MODULATE \ 311 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 312 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 313 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 314 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8) 315 316#define DECAL \ 317 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \ 318 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \ 319 >> (FIXED_SHIFT + 8); \ 320 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \ 321 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \ 322 >> (FIXED_SHIFT + 8); \ 323 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \ 324 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \ 325 >> (FIXED_SHIFT + 8); \ 326 dest[ACOMP] = FixedToInt(span->alpha) 327 328#define BLEND \ 329 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \ 330 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \ 331 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \ 332 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \ 333 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \ 334 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \ 335 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8) 336 337#define REPLACE COPY_CHAN4(dest, sample) 338 339#define ADD \ 340 { \ 341 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \ 342 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \ 343 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \ 344 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \ 345 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \ 346 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \ 347 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \ 348 } 349 350/* shortcuts */ 351 352#define NEAREST_RGB_REPLACE \ 353 NEAREST_RGB; \ 354 dest[0] = sample[0]; \ 355 dest[1] = sample[1]; \ 356 dest[2] = sample[2]; \ 357 dest[3] = FixedToInt(span->alpha); 358 359#define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00) 360 361#define SPAN_NEAREST(DO_TEX,COMP) \ 362 for (i = 0; i < span->end; i++) { \ 363 /* Isn't it necessary to use FixedFloor below?? */ \ 364 GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 365 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 366 GLint pos = (t << info->twidth_log2) + s; \ 367 const GLchan *tex00 = info->texture + COMP * pos; \ 368 DO_TEX; \ 369 span->red += span->redStep; \ 370 span->green += span->greenStep; \ 371 span->blue += span->blueStep; \ 372 span->alpha += span->alphaStep; \ 373 span->intTex[0] += span->intTexStep[0]; \ 374 span->intTex[1] += span->intTexStep[1]; \ 375 dest += 4; \ 376 } 377 378#define SPAN_LINEAR(DO_TEX,COMP) \ 379 for (i = 0; i < span->end; i++) { \ 380 /* Isn't it necessary to use FixedFloor below?? */ \ 381 GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 382 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 383 GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ 384 GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ 385 GLfixed si = FIXED_FRAC_MASK - sf; \ 386 GLfixed ti = FIXED_FRAC_MASK - tf; \ 387 GLint pos = (t << info->twidth_log2) + s; \ 388 const GLchan *tex00 = info->texture + COMP * pos; \ 389 const GLchan *tex10 = tex00 + info->tbytesline; \ 390 const GLchan *tex01 = tex00 + COMP; \ 391 const GLchan *tex11 = tex10 + COMP; \ 392 (void) ti; \ 393 (void) si; \ 394 if (t == info->tmask) { \ 395 tex10 -= info->tsize; \ 396 tex11 -= info->tsize; \ 397 } \ 398 if (s == info->smask) { \ 399 tex01 -= info->tbytesline; \ 400 tex11 -= info->tbytesline; \ 401 } \ 402 DO_TEX; \ 403 span->red += span->redStep; \ 404 span->green += span->greenStep; \ 405 span->blue += span->blueStep; \ 406 span->alpha += span->alphaStep; \ 407 span->intTex[0] += span->intTexStep[0]; \ 408 span->intTex[1] += span->intTexStep[1]; \ 409 dest += 4; \ 410 } 411 412 413 GLuint i; 414 GLchan *dest = span->array->rgba[0]; 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 GL_RGB: 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 GL_RGBA: 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 GL_RGB: 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 GL_RGBA: 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 _mesa_write_rgba_span(ctx, span); 518 519#undef SPAN_NEAREST 520#undef SPAN_LINEAR 521} 522 523 524 525/* 526 * Render an RGB/RGBA textured triangle without perspective correction. 527 */ 528#define NAME affine_textured_triangle 529#define INTERP_Z 1 530#define INTERP_FOG 1 531#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 532#define INTERP_RGB 1 533#define INTERP_ALPHA 1 534#define INTERP_INT_TEX 1 535#define S_SCALE twidth 536#define T_SCALE theight 537 538#define SETUP_CODE \ 539 struct affine_info info; \ 540 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 541 struct gl_texture_object *obj = unit->Current2D; \ 542 const GLint b = obj->BaseLevel; \ 543 const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ 544 const GLfloat theight = (GLfloat) obj->Image[b]->Height; \ 545 info.texture = (const GLchan *) obj->Image[b]->Data; \ 546 info.twidth_log2 = obj->Image[b]->WidthLog2; \ 547 info.smask = obj->Image[b]->Width - 1; \ 548 info.tmask = obj->Image[b]->Height - 1; \ 549 info.format = obj->Image[b]->Format; \ 550 info.filter = obj->MinFilter; \ 551 info.envmode = unit->EnvMode; \ 552 span.arrayMask |= SPAN_RGBA; \ 553 \ 554 if (info.envmode == GL_BLEND) { \ 555 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 556 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 557 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 558 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 559 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 560 } \ 561 if (!info.texture) { \ 562 /* this shouldn't happen */ \ 563 return; \ 564 } \ 565 \ 566 switch (info.format) { \ 567 case GL_ALPHA: \ 568 case GL_LUMINANCE: \ 569 case GL_INTENSITY: \ 570 info.tbytesline = obj->Image[b]->Width; \ 571 break; \ 572 case GL_LUMINANCE_ALPHA: \ 573 info.tbytesline = obj->Image[b]->Width * 2; \ 574 break; \ 575 case GL_RGB: \ 576 info.tbytesline = obj->Image[b]->Width * 3; \ 577 break; \ 578 case GL_RGBA: \ 579 info.tbytesline = obj->Image[b]->Width * 4; \ 580 break; \ 581 default: \ 582 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\ 583 return; \ 584 } \ 585 info.tsize = obj->Image[b]->Height * info.tbytesline; 586 587#define RENDER_SPAN( span ) affine_span(ctx, &span, &info); 588 589#include "s_tritemp.h" 590 591 592 593struct persp_info 594{ 595 GLenum filter; 596 GLenum format; 597 GLenum envmode; 598 GLint smask, tmask; 599 GLint twidth_log2; 600 const GLchan *texture; 601 GLfixed er, eg, eb, ea; /* texture env color */ 602 GLint tbytesline, tsize; 603}; 604 605 606static INLINE void 607fast_persp_span(GLcontext *ctx, struct sw_span *span, 608 struct persp_info *info) 609{ 610 GLchan sample[4]; /* the filtered texture sample */ 611 612 /* Instead of defining a function for each mode, a test is done 613 * between the outer and inner loops. This is to reduce code size 614 * and complexity. Observe that an optimizing compiler kills 615 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 616 */ 617#define SPAN_NEAREST(DO_TEX,COMP) \ 618 for (i = 0; i < span->end; i++) { \ 619 GLdouble invQ = tex_coord[2] ? \ 620 (1.0 / tex_coord[2]) : 1.0; \ 621 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 622 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 623 GLint s = IFLOOR(s_tmp) & info->smask; \ 624 GLint t = IFLOOR(t_tmp) & info->tmask; \ 625 GLint pos = (t << info->twidth_log2) + s; \ 626 const GLchan *tex00 = info->texture + COMP * pos; \ 627 DO_TEX; \ 628 span->red += span->redStep; \ 629 span->green += span->greenStep; \ 630 span->blue += span->blueStep; \ 631 span->alpha += span->alphaStep; \ 632 tex_coord[0] += tex_step[0]; \ 633 tex_coord[1] += tex_step[1]; \ 634 tex_coord[2] += tex_step[2]; \ 635 dest += 4; \ 636 } 637 638#define SPAN_LINEAR(DO_TEX,COMP) \ 639 for (i = 0; i < span->end; i++) { \ 640 GLdouble invQ = tex_coord[2] ? \ 641 (1.0 / tex_coord[2]) : 1.0; \ 642 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 643 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 644 GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \ 645 GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \ 646 GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \ 647 GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \ 648 GLfixed sf = s_fix & FIXED_FRAC_MASK; \ 649 GLfixed tf = t_fix & FIXED_FRAC_MASK; \ 650 GLfixed si = FIXED_FRAC_MASK - sf; \ 651 GLfixed ti = FIXED_FRAC_MASK - tf; \ 652 GLint pos = (t << info->twidth_log2) + s; \ 653 const GLchan *tex00 = info->texture + COMP * pos; \ 654 const GLchan *tex10 = tex00 + info->tbytesline; \ 655 const GLchan *tex01 = tex00 + COMP; \ 656 const GLchan *tex11 = tex10 + COMP; \ 657 (void) ti; \ 658 (void) si; \ 659 if (t == info->tmask) { \ 660 tex10 -= info->tsize; \ 661 tex11 -= info->tsize; \ 662 } \ 663 if (s == info->smask) { \ 664 tex01 -= info->tbytesline; \ 665 tex11 -= info->tbytesline; \ 666 } \ 667 DO_TEX; \ 668 span->red += span->redStep; \ 669 span->green += span->greenStep; \ 670 span->blue += span->blueStep; \ 671 span->alpha += span->alphaStep; \ 672 tex_coord[0] += tex_step[0]; \ 673 tex_coord[1] += tex_step[1]; \ 674 tex_coord[2] += tex_step[2]; \ 675 dest += 4; \ 676 } 677 678 GLuint i; 679 GLfloat tex_coord[3], tex_step[3]; 680 GLchan *dest = span->array->rgba[0]; 681 682 tex_coord[0] = span->tex[0][0] * (info->smask + 1); 683 tex_step[0] = span->texStepX[0][0] * (info->smask + 1); 684 tex_coord[1] = span->tex[0][1] * (info->tmask + 1); 685 tex_step[1] = span->texStepX[0][1] * (info->tmask + 1); 686 /* span->tex[0][2] only if 3D-texturing, here only 2D */ 687 tex_coord[2] = span->tex[0][3]; 688 tex_step[2] = span->texStepX[0][3]; 689 690 switch (info->filter) { 691 case GL_NEAREST: 692 switch (info->format) { 693 case GL_RGB: 694 switch (info->envmode) { 695 case GL_MODULATE: 696 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 697 break; 698 case GL_DECAL: 699 case GL_REPLACE: 700 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 701 break; 702 case GL_BLEND: 703 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 704 break; 705 case GL_ADD: 706 SPAN_NEAREST(NEAREST_RGB;ADD,3); 707 break; 708 default: 709 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR"); 710 return; 711 } 712 break; 713 case GL_RGBA: 714 switch(info->envmode) { 715 case GL_MODULATE: 716 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 717 break; 718 case GL_DECAL: 719 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 720 break; 721 case GL_BLEND: 722 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 723 break; 724 case GL_ADD: 725 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 726 break; 727 case GL_REPLACE: 728 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 729 break; 730 default: 731 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR"); 732 return; 733 } 734 break; 735 } 736 break; 737 738 case GL_LINEAR: 739 switch (info->format) { 740 case GL_RGB: 741 switch (info->envmode) { 742 case GL_MODULATE: 743 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 744 break; 745 case GL_DECAL: 746 case GL_REPLACE: 747 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 748 break; 749 case GL_BLEND: 750 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 751 break; 752 case GL_ADD: 753 SPAN_LINEAR(LINEAR_RGB;ADD,3); 754 break; 755 default: 756 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR"); 757 return; 758 } 759 break; 760 case GL_RGBA: 761 switch (info->envmode) { 762 case GL_MODULATE: 763 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 764 break; 765 case GL_DECAL: 766 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 767 break; 768 case GL_BLEND: 769 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 770 break; 771 case GL_ADD: 772 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 773 break; 774 case GL_REPLACE: 775 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 776 break; 777 default: 778 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR"); 779 return; 780 } 781 break; 782 } 783 break; 784 } 785 786 ASSERT(span->arrayMask & SPAN_RGBA); 787 _mesa_write_rgba_span(ctx, span); 788 789#undef SPAN_NEAREST 790#undef SPAN_LINEAR 791} 792 793 794/* 795 * Render an perspective corrected RGB/RGBA textured triangle. 796 * The Q (aka V in Mesa) coordinate must be zero such that the divide 797 * by interpolated Q/W comes out right. 798 * 799 */ 800#define NAME persp_textured_triangle 801#define INTERP_Z 1 802#define INTERP_FOG 1 803#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 804#define INTERP_RGB 1 805#define INTERP_ALPHA 1 806#define INTERP_TEX 1 807 808#define SETUP_CODE \ 809 struct persp_info info; \ 810 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 811 const struct gl_texture_object *obj = unit->Current2D; \ 812 const GLint b = obj->BaseLevel; \ 813 info.texture = (const GLchan *) obj->Image[b]->Data; \ 814 info.twidth_log2 = obj->Image[b]->WidthLog2; \ 815 info.smask = obj->Image[b]->Width - 1; \ 816 info.tmask = obj->Image[b]->Height - 1; \ 817 info.format = obj->Image[b]->Format; \ 818 info.filter = obj->MinFilter; \ 819 info.envmode = unit->EnvMode; \ 820 \ 821 if (info.envmode == GL_BLEND) { \ 822 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 823 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 824 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 825 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 826 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 827 } \ 828 if (!info.texture) { \ 829 /* this shouldn't happen */ \ 830 return; \ 831 } \ 832 \ 833 switch (info.format) { \ 834 case GL_ALPHA: \ 835 case GL_LUMINANCE: \ 836 case GL_INTENSITY: \ 837 info.tbytesline = obj->Image[b]->Width; \ 838 break; \ 839 case GL_LUMINANCE_ALPHA: \ 840 info.tbytesline = obj->Image[b]->Width * 2; \ 841 break; \ 842 case GL_RGB: \ 843 info.tbytesline = obj->Image[b]->Width * 3; \ 844 break; \ 845 case GL_RGBA: \ 846 info.tbytesline = obj->Image[b]->Width * 4; \ 847 break; \ 848 default: \ 849 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\ 850 return; \ 851 } \ 852 info.tsize = obj->Image[b]->Height * info.tbytesline; 853 854#define RENDER_SPAN( span ) \ 855 span.interpMask &= ~SPAN_RGBA; \ 856 span.arrayMask |= SPAN_RGBA; \ 857 fast_persp_span(ctx, &span, &info); 858 859#include "s_tritemp.h" 860 861 862#endif /* CHAN_BITS != GL_FLOAT */ 863 864 865 866 867/* 868 * Render a smooth-shaded, textured, RGBA triangle. 869 * Interpolate S,T,R with perspective correction, w/out mipmapping. 870 */ 871#define NAME general_textured_triangle 872#define INTERP_Z 1 873#define INTERP_FOG 1 874#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 875#define INTERP_RGB 1 876#define INTERP_SPEC 1 877#define INTERP_ALPHA 1 878#define INTERP_TEX 1 879#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); 880#include "s_tritemp.h" 881 882 883 884/* 885 * This is the big one! 886 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates. 887 * Yup, it's slow. 888 */ 889#define NAME multitextured_triangle 890#define INTERP_Z 1 891#define INTERP_FOG 1 892#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 893#define INTERP_RGB 1 894#define INTERP_ALPHA 1 895#define INTERP_SPEC 1 896#define INTERP_MULTITEX 1 897#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); 898#include "s_tritemp.h" 899 900 901 902#define NAME occlusion_zless_triangle 903#define DO_OCCLUSION_TEST 904#define INTERP_Z 1 905#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 906#define SETUP_CODE \ 907 if (ctx->OcclusionResult) { \ 908 return; \ 909 } 910#define RENDER_SPAN( span ) \ 911 GLuint i; \ 912 for (i = 0; i < span.end; i++) { \ 913 GLdepth z = FixedToDepth(span.z); \ 914 if (z < zRow[i]) { \ 915 ctx->OcclusionResult = GL_TRUE; \ 916 return; \ 917 } \ 918 span.z += span.zStep; \ 919 } 920#include "s_tritemp.h" 921 922 923 924static void 925nodraw_triangle( GLcontext *ctx, 926 const SWvertex *v0, 927 const SWvertex *v1, 928 const SWvertex *v2 ) 929{ 930 (void) (ctx && v0 && v1 && v2); 931} 932 933 934/* 935 * This is used when separate specular color is enabled, but not 936 * texturing. We add the specular color to the primary color, 937 * draw the triangle, then restore the original primary color. 938 * Inefficient, but seldom needed. 939 */ 940void _swrast_add_spec_terms_triangle( GLcontext *ctx, 941 const SWvertex *v0, 942 const SWvertex *v1, 943 const SWvertex *v2 ) 944{ 945 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */ 946 SWvertex *ncv1 = (SWvertex *)v1; 947 SWvertex *ncv2 = (SWvertex *)v2; 948#if CHAN_TYPE == GL_FLOAT 949 GLfloat rSum, gSum, bSum; 950#else 951 GLint rSum, gSum, bSum; 952#endif 953 GLchan c[3][4]; 954 /* save original colors */ 955 COPY_CHAN4( c[0], ncv0->color ); 956 COPY_CHAN4( c[1], ncv1->color ); 957 COPY_CHAN4( c[2], ncv2->color ); 958 /* sum v0 */ 959 rSum = ncv0->color[0] + ncv0->specular[0]; 960 gSum = ncv0->color[1] + ncv0->specular[1]; 961 bSum = ncv0->color[2] + ncv0->specular[2]; 962 ncv0->color[0] = MIN2(rSum, CHAN_MAX); 963 ncv0->color[1] = MIN2(gSum, CHAN_MAX); 964 ncv0->color[2] = MIN2(bSum, CHAN_MAX); 965 /* sum v1 */ 966 rSum = ncv1->color[0] + ncv1->specular[0]; 967 gSum = ncv1->color[1] + ncv1->specular[1]; 968 bSum = ncv1->color[2] + ncv1->specular[2]; 969 ncv1->color[0] = MIN2(rSum, CHAN_MAX); 970 ncv1->color[1] = MIN2(gSum, CHAN_MAX); 971 ncv1->color[2] = MIN2(bSum, CHAN_MAX); 972 /* sum v2 */ 973 rSum = ncv2->color[0] + ncv2->specular[0]; 974 gSum = ncv2->color[1] + ncv2->specular[1]; 975 bSum = ncv2->color[2] + ncv2->specular[2]; 976 ncv2->color[0] = MIN2(rSum, CHAN_MAX); 977 ncv2->color[1] = MIN2(gSum, CHAN_MAX); 978 ncv2->color[2] = MIN2(bSum, CHAN_MAX); 979 /* draw */ 980 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 ); 981 /* restore original colors */ 982 COPY_CHAN4( ncv0->color, c[0] ); 983 COPY_CHAN4( ncv1->color, c[1] ); 984 COPY_CHAN4( ncv2->color, c[2] ); 985} 986 987 988 989#ifdef DEBUG 990 991/* record the current triangle function name */ 992const char *_mesa_triFuncName = NULL; 993 994#define USE(triFunc) \ 995do { \ 996 _mesa_triFuncName = #triFunc; \ 997 /*printf("%s\n", _mesa_triFuncName);*/ \ 998 swrast->Triangle = triFunc; \ 999} while (0) 1000 1001#else 1002 1003#define USE(triFunc) swrast->Triangle = triFunc; 1004 1005#endif 1006 1007 1008 1009 1010/* 1011 * Determine which triangle rendering function to use given the current 1012 * rendering context. 1013 * 1014 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or 1015 * remove tests to this code. 1016 */ 1017void 1018_swrast_choose_triangle( GLcontext *ctx ) 1019{ 1020 SWcontext *swrast = SWRAST_CONTEXT(ctx); 1021 const GLboolean rgbmode = ctx->Visual.rgbMode; 1022 1023 if (ctx->Polygon.CullFlag && 1024 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { 1025 USE(nodraw_triangle); 1026 return; 1027 } 1028 1029 if (ctx->RenderMode==GL_RENDER) { 1030 1031 if (ctx->Polygon.SmoothFlag) { 1032 _mesa_set_aa_triangle_function(ctx); 1033 ASSERT(swrast->Triangle); 1034 return; 1035 } 1036 1037 if (ctx->Depth.OcclusionTest && 1038 ctx->Depth.Test && 1039 ctx->Depth.Mask == GL_FALSE && 1040 ctx->Depth.Func == GL_LESS && 1041 !ctx->Stencil.Enabled) { 1042 if ((rgbmode && 1043 ctx->Color.ColorMask[0] == 0 && 1044 ctx->Color.ColorMask[1] == 0 && 1045 ctx->Color.ColorMask[2] == 0 && 1046 ctx->Color.ColorMask[3] == 0) 1047 || 1048 (!rgbmode && ctx->Color.IndexMask == 0)) { 1049 USE(occlusion_zless_triangle); 1050 return; 1051 } 1052 } 1053 1054 if (ctx->Texture._EnabledUnits) { 1055 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ 1056 const struct gl_texture_object *texObj2D; 1057 const struct gl_texture_image *texImg; 1058 GLenum minFilter, magFilter, envMode; 1059 GLint format; 1060 texObj2D = ctx->Texture.Unit[0].Current2D; 1061 texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL; 1062 format = texImg ? texImg->TexFormat->MesaFormat : -1; 1063 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0; 1064 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0; 1065 envMode = ctx->Texture.Unit[0].EnvMode; 1066 1067 /* First see if we can use an optimized 2-D texture function */ 1068 if (ctx->Texture._EnabledUnits == 1 1069 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT 1070 && texObj2D->WrapS==GL_REPEAT 1071 && texObj2D->WrapT==GL_REPEAT 1072 && texImg->Border==0 1073 && texImg->Width == texImg->RowStride 1074 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA) 1075 && minFilter == magFilter 1076 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR 1077 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) { 1078 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { 1079 if (minFilter == GL_NEAREST 1080 && format == MESA_FORMAT_RGB 1081 && (envMode == GL_REPLACE || envMode == GL_DECAL) 1082 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT) 1083 && ctx->Depth.Func == GL_LESS 1084 && ctx->Depth.Mask == GL_TRUE) 1085 || swrast->_RasterMask == TEXTURE_BIT) 1086 && ctx->Polygon.StippleFlag == GL_FALSE) { 1087 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) { 1088 USE(simple_z_textured_triangle); 1089 } 1090 else { 1091 USE(simple_textured_triangle); 1092 } 1093 } 1094 else { 1095#if (CHAN_BITS == 16 || CHAN_BITS == 32) 1096 USE(general_textured_triangle); 1097#else 1098 USE(affine_textured_triangle); 1099#endif 1100 } 1101 } 1102 else { 1103#if (CHAN_BITS == 16 || CHAN_BITS == 32) 1104 USE(general_textured_triangle); 1105#else 1106 USE(persp_textured_triangle); 1107#endif 1108 } 1109 } 1110 else { 1111 /* general case textured triangles */ 1112 if (ctx->Texture._EnabledUnits > 1) { 1113 USE(multitextured_triangle); 1114 } 1115 else { 1116 USE(general_textured_triangle); 1117 } 1118 } 1119 } 1120 else { 1121 ASSERT(!ctx->Texture._EnabledUnits); 1122 if (ctx->Light.ShadeModel==GL_SMOOTH) { 1123 /* smooth shaded, no texturing, stippled or some raster ops */ 1124 if (rgbmode) { 1125 USE(smooth_rgba_triangle); 1126 } 1127 else { 1128 USE(smooth_ci_triangle); 1129 } 1130 } 1131 else { 1132 /* flat shaded, no texturing, stippled or some raster ops */ 1133 if (rgbmode) { 1134 USE(flat_rgba_triangle); 1135 } 1136 else { 1137 USE(flat_ci_triangle); 1138 } 1139 } 1140 } 1141 } 1142 else if (ctx->RenderMode==GL_FEEDBACK) { 1143 USE(_mesa_feedback_triangle); 1144 } 1145 else { 1146 /* GL_SELECT mode */ 1147 USE(_mesa_select_triangle); 1148 } 1149} 1150