s_triangle.c revision 4663bd50f1e2f219bd1b2a4d902b11b936512398
1/* $Id: s_triangle.c,v 1.64 2002/10/30 20:16:44 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  5.0
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 "mmath.h"
40#include "texformat.h"
41#include "teximage.h"
42#include "texstate.h"
43
44#include "s_aatriangle.h"
45#include "s_context.h"
46#include "s_depth.h"
47#include "s_feedback.h"
48#include "s_span.h"
49#include "s_triangle.h"
50
51
52/*
53 * Just used for feedback mode.
54 */
55GLboolean _mesa_cull_triangle( GLcontext *ctx,
56			    const SWvertex *v0,
57			    const SWvertex *v1,
58			    const SWvertex *v2 )
59{
60   GLfloat ex = v1->win[0] - v0->win[0];
61   GLfloat ey = v1->win[1] - v0->win[1];
62   GLfloat fx = v2->win[0] - v0->win[0];
63   GLfloat fy = v2->win[1] - v0->win[1];
64   GLfloat c = ex*fy-ey*fx;
65
66   if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
67      return 0;
68
69   return 1;
70}
71
72
73
74/*
75 * Render a flat-shaded color index triangle.
76 */
77static void flat_ci_triangle( GLcontext *ctx,
78			      const SWvertex *v0,
79			      const SWvertex *v1,
80			      const SWvertex *v2 )
81{
82#define INTERP_Z 1
83#define INTERP_FOG 1
84
85#define SETUP_CODE					\
86   span.interpMask |= SPAN_INDEX;			\
87   span.index = IntToFixed(v2->index);			\
88   span.indexStep = 0;
89
90#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span);
91
92#include "s_tritemp.h"
93}
94
95
96
97/*
98 * Render a smooth-shaded color index triangle.
99 */
100static void smooth_ci_triangle( GLcontext *ctx,
101				const SWvertex *v0,
102				const SWvertex *v1,
103				const SWvertex *v2 )
104{
105#define INTERP_Z 1
106#define INTERP_FOG 1
107#define INTERP_INDEX 1
108
109#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span);
110
111#include "s_tritemp.h"
112}
113
114
115
116/*
117 * Render a flat-shaded RGBA triangle.
118 */
119static void flat_rgba_triangle( GLcontext *ctx,
120				const SWvertex *v0,
121				const SWvertex *v1,
122				const SWvertex *v2 )
123{
124#define INTERP_Z 1
125#define INTERP_FOG 1
126#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
127
128#define SETUP_CODE				\
129   ASSERT(ctx->Texture._EnabledUnits == 0);	\
130   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
131   span.interpMask |= SPAN_RGBA;		\
132   span.red = ChanToFixed(v2->color[0]);	\
133   span.green = ChanToFixed(v2->color[1]);	\
134   span.blue = ChanToFixed(v2->color[2]);	\
135   span.alpha = ChanToFixed(v2->color[3]);	\
136   span.redStep = 0;				\
137   span.greenStep = 0;				\
138   span.blueStep = 0;				\
139   span.alphaStep = 0;
140
141#define RENDER_SPAN( span )  _mesa_write_rgba_span(ctx, &span);
142
143#include "s_tritemp.h"
144}
145
146
147
148/*
149 * Render a smooth-shaded RGBA triangle.
150 */
151static void smooth_rgba_triangle( GLcontext *ctx,
152				  const SWvertex *v0,
153				  const SWvertex *v1,
154				  const SWvertex *v2 )
155{
156
157#define INTERP_Z 1
158#define INTERP_FOG 1
159#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
160#define INTERP_RGB 1
161#define INTERP_ALPHA 1
162
163#define SETUP_CODE				\
164   {						\
165      /* texturing must be off */		\
166      ASSERT(ctx->Texture._EnabledUnits == 0);	\
167      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
168   }
169
170#define RENDER_SPAN( span )  _mesa_write_rgba_span(ctx, &span);
171
172#include "s_tritemp.h"
173
174}
175
176
177/*
178 * Render an RGB, GL_DECAL, textured triangle.
179 * Interpolate S,T only w/out mipmapping or perspective correction.
180 *
181 * No fog.
182 */
183static void simple_textured_triangle( GLcontext *ctx,
184				      const SWvertex *v0,
185				      const SWvertex *v1,
186				      const SWvertex *v2 )
187{
188#define INTERP_INT_TEX 1
189#define S_SCALE twidth
190#define T_SCALE theight
191
192#define SETUP_CODE							\
193   SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
194   struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;	\
195   const GLint b = obj->BaseLevel;					\
196   const GLfloat twidth = (GLfloat) obj->Image[b]->Width;		\
197   const GLfloat theight = (GLfloat) obj->Image[b]->Height;		\
198   const GLint twidth_log2 = obj->Image[b]->WidthLog2;			\
199   const GLchan *texture = (const GLchan *) obj->Image[b]->Data;	\
200   const GLint smask = obj->Image[b]->Width - 1;			\
201   const GLint tmask = obj->Image[b]->Height - 1;			\
202   if (!texture) {							\
203      /* this shouldn't happen */					\
204      return;								\
205   }
206
207#define RENDER_SPAN( span  )						\
208   GLuint i;								\
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      GLint s = FixedToInt(span.intTex[0]) & smask;			\
213      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
214      GLint pos = (t << twidth_log2) + s;				\
215      pos = pos + pos + pos;  /* multiply by 3 */			\
216      span.array->rgb[i][RCOMP] = texture[pos];				\
217      span.array->rgb[i][GCOMP] = texture[pos+1];			\
218      span.array->rgb[i][BCOMP] = texture[pos+2];			\
219      span.intTex[0] += span.intTexStep[0];				\
220      span.intTex[1] += span.intTexStep[1];				\
221   }									\
222   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,	\
223                                  (CONST GLchan (*)[3]) span.array->rgb,\
224                                  NULL );
225
226#include "s_tritemp.h"
227}
228
229
230/*
231 * Render an RGB, GL_DECAL, textured triangle.
232 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
233 * perspective correction.
234 *
235 * No fog.
236 */
237static void simple_z_textured_triangle( GLcontext *ctx,
238					const SWvertex *v0,
239					const SWvertex *v1,
240					const SWvertex *v2 )
241{
242#define INTERP_Z 1
243#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
244#define INTERP_INT_TEX 1
245#define S_SCALE twidth
246#define T_SCALE theight
247
248#define SETUP_CODE							\
249   SWcontext *swrast = SWRAST_CONTEXT(ctx);                             \
250   struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D;	\
251   const GLint b = obj->BaseLevel;					\
252   const GLfloat twidth = (GLfloat) obj->Image[b]->Width;		\
253   const GLfloat theight = (GLfloat) obj->Image[b]->Height;		\
254   const GLint twidth_log2 = obj->Image[b]->WidthLog2;			\
255   const GLchan *texture = (const GLchan *) obj->Image[b]->Data;	\
256   const GLint smask = obj->Image[b]->Width - 1;			\
257   const GLint tmask = obj->Image[b]->Height - 1;			\
258   if (!texture) {							\
259      /* this shouldn't happen */					\
260      return;								\
261   }
262
263#define RENDER_SPAN( span )						\
264   GLuint i;				    				\
265   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
266   span.intTex[1] -= FIXED_HALF;					\
267   for (i = 0; i < span.end; i++) {					\
268      const GLdepth z = FixedToDepth(span.z);				\
269      if (z < zRow[i]) {						\
270         GLint s = FixedToInt(span.intTex[0]) & smask;			\
271         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
272         GLint pos = (t << twidth_log2) + s;				\
273         pos = pos + pos + pos;  /* multiply by 3 */			\
274         span.array->rgb[i][RCOMP] = texture[pos];			\
275         span.array->rgb[i][GCOMP] = texture[pos+1];			\
276         span.array->rgb[i][BCOMP] = texture[pos+2];			\
277         zRow[i] = z;							\
278         span.array->mask[i] = 1;					\
279      }									\
280      else {								\
281         span.array->mask[i] = 0;					\
282      }									\
283      span.intTex[0] += span.intTexStep[0];				\
284      span.intTex[1] += span.intTexStep[1];				\
285      span.z += span.zStep;						\
286   }									\
287   (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y,	\
288                                  (CONST GLchan (*)[3]) span.array->rgb,\
289                                  span.array->mask );
290
291#include "s_tritemp.h"
292}
293
294
295#if CHAN_TYPE != GL_FLOAT
296
297struct affine_info
298{
299   GLenum filter;
300   GLenum format;
301   GLenum envmode;
302   GLint smask, tmask;
303   GLint twidth_log2;
304   const GLchan *texture;
305   GLfixed er, eg, eb, ea;
306   GLint tbytesline, tsize;
307};
308
309
310/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
311 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
312 * texture env modes.
313 */
314static INLINE void
315affine_span(GLcontext *ctx, struct sw_span *span,
316            struct affine_info *info)
317{
318   GLchan sample[4];  /* the filtered texture sample */
319
320   /* Instead of defining a function for each mode, a test is done
321    * between the outer and inner loops. This is to reduce code size
322    * and complexity. Observe that an optimizing compiler kills
323    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
324    */
325
326#define NEAREST_RGB			\
327   sample[RCOMP] = tex00[RCOMP];	\
328   sample[GCOMP] = tex00[GCOMP];	\
329   sample[BCOMP] = tex00[BCOMP];	\
330   sample[ACOMP] = CHAN_MAX
331
332#define LINEAR_RGB							\
333   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +		\
334             tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;	\
335   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +		\
336             tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;	\
337   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +		\
338             tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;	\
339   sample[ACOMP] = CHAN_MAX
340
341#define NEAREST_RGBA  COPY_CHAN4(sample, tex00)
342
343#define LINEAR_RGBA							\
344   sample[RCOMP] = (ti * (si * tex00[0] + sf * tex01[0]) +		\
345               tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT;\
346   sample[GCOMP] = (ti * (si * tex00[1] + sf * tex01[1]) +		\
347               tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT;\
348   sample[BCOMP] = (ti * (si * tex00[2] + sf * tex01[2]) +		\
349               tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT;\
350   sample[ACOMP] = (ti * (si * tex00[3] + sf * tex01[3]) +		\
351               tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
352
353#define MODULATE							  \
354   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
355   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
356   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
357   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
358
359#define DECAL								\
360   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
361               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
362               >> (FIXED_SHIFT + 8);					\
363   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
364               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
365               >> (FIXED_SHIFT + 8);					\
366   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
367               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
368               >> (FIXED_SHIFT + 8);					\
369   dest[ACOMP] = FixedToInt(span->alpha)
370
371#define BLEND								\
372   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
373               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
374   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
375               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
376   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
377               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
378   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
379
380#define REPLACE  COPY_CHAN4(dest, sample)
381
382#define ADD								\
383   {									\
384      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
385      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
386      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
387      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
388      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
389      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
390      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
391  }
392
393/* shortcuts */
394
395#define NEAREST_RGB_REPLACE		\
396   NEAREST_RGB;				\
397   dest[0] = sample[0];			\
398   dest[1] = sample[1];			\
399   dest[2] = sample[2];			\
400   dest[3] = FixedToInt(span->alpha);
401
402#define NEAREST_RGBA_REPLACE  COPY_CHAN4(dest, tex00)
403
404#define SPAN_NEAREST(DO_TEX,COMP)					\
405	for (i = 0; i < span->end; i++) {				\
406           /* Isn't it necessary to use FixedFloor below?? */		\
407           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
408           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
409           GLint pos = (t << info->twidth_log2) + s;			\
410           const GLchan *tex00 = info->texture + COMP * pos;		\
411           DO_TEX;							\
412           span->red += span->redStep;					\
413	   span->green += span->greenStep;				\
414           span->blue += span->blueStep;				\
415	   span->alpha += span->alphaStep;				\
416	   span->intTex[0] += span->intTexStep[0];			\
417	   span->intTex[1] += span->intTexStep[1];			\
418           dest += 4;							\
419	}
420
421#define SPAN_LINEAR(DO_TEX,COMP)					\
422	for (i = 0; i < span->end; i++) {				\
423           /* Isn't it necessary to use FixedFloor below?? */		\
424           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
425           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
426           GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;		\
427           GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;		\
428           GLfixed si = FIXED_FRAC_MASK - sf;				\
429           GLfixed ti = FIXED_FRAC_MASK - tf;				\
430           GLint pos = (t << info->twidth_log2) + s;			\
431           const GLchan *tex00 = info->texture + COMP * pos;		\
432           const GLchan *tex10 = tex00 + info->tbytesline;		\
433           const GLchan *tex01 = tex00 + COMP;				\
434           const GLchan *tex11 = tex10 + COMP;				\
435           (void) ti;							\
436           (void) si;							\
437           if (t == info->tmask) {					\
438              tex10 -= info->tsize;					\
439              tex11 -= info->tsize;					\
440           }								\
441           if (s == info->smask) {					\
442              tex01 -= info->tbytesline;				\
443              tex11 -= info->tbytesline;				\
444           }								\
445           DO_TEX;							\
446           span->red += span->redStep;					\
447	   span->green += span->greenStep;				\
448           span->blue += span->blueStep;				\
449	   span->alpha += span->alphaStep;				\
450	   span->intTex[0] += span->intTexStep[0];			\
451	   span->intTex[1] += span->intTexStep[1];			\
452           dest += 4;							\
453	}
454
455
456   GLuint i;
457   GLchan *dest = span->array->rgba[0];
458
459   span->intTex[0] -= FIXED_HALF;
460   span->intTex[1] -= FIXED_HALF;
461   switch (info->filter) {
462   case GL_NEAREST:
463      switch (info->format) {
464      case GL_RGB:
465         switch (info->envmode) {
466         case GL_MODULATE:
467            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
468            break;
469         case GL_DECAL:
470         case GL_REPLACE:
471            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
472            break;
473         case GL_BLEND:
474            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
475            break;
476         case GL_ADD:
477            SPAN_NEAREST(NEAREST_RGB;ADD,3);
478            break;
479         default:
480            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
481            return;
482         }
483         break;
484      case GL_RGBA:
485         switch(info->envmode) {
486         case GL_MODULATE:
487            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
488            break;
489         case GL_DECAL:
490            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
491            break;
492         case GL_BLEND:
493            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
494            break;
495         case GL_ADD:
496            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
497            break;
498         case GL_REPLACE:
499            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
500            break;
501         default:
502            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
503            return;
504         }
505         break;
506      }
507      break;
508
509   case GL_LINEAR:
510      span->intTex[0] -= FIXED_HALF;
511      span->intTex[1] -= FIXED_HALF;
512      switch (info->format) {
513      case GL_RGB:
514         switch (info->envmode) {
515         case GL_MODULATE:
516            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
517            break;
518         case GL_DECAL:
519         case GL_REPLACE:
520            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
521            break;
522         case GL_BLEND:
523            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
524            break;
525         case GL_ADD:
526            SPAN_LINEAR(LINEAR_RGB;ADD,3);
527            break;
528         default:
529            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
530            return;
531         }
532         break;
533      case GL_RGBA:
534         switch (info->envmode) {
535         case GL_MODULATE:
536            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
537            break;
538         case GL_DECAL:
539            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
540            break;
541         case GL_BLEND:
542            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
543            break;
544         case GL_ADD:
545            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
546            break;
547         case GL_REPLACE:
548            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
549            break;
550         default:
551            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
552            return;
553         }
554         break;
555      }
556      break;
557   }
558   span->interpMask &= ~SPAN_RGBA;
559   ASSERT(span->arrayMask & SPAN_RGBA);
560   _mesa_write_rgba_span(ctx, span);
561
562#undef SPAN_NEAREST
563#undef SPAN_LINEAR
564}
565
566
567
568/*
569 * Render an RGB/RGBA textured triangle without perspective correction.
570 */
571static void affine_textured_triangle( GLcontext *ctx,
572				      const SWvertex *v0,
573				      const SWvertex *v1,
574				      const SWvertex *v2 )
575{
576#define INTERP_Z 1
577#define INTERP_FOG 1
578#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
579#define INTERP_RGB 1
580#define INTERP_ALPHA 1
581#define INTERP_INT_TEX 1
582#define S_SCALE twidth
583#define T_SCALE theight
584
585#define SETUP_CODE							\
586   struct affine_info info;						\
587   struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
588   struct gl_texture_object *obj = unit->Current2D;			\
589   const GLint b = obj->BaseLevel;					\
590   const GLfloat twidth = (GLfloat) obj->Image[b]->Width;		\
591   const GLfloat theight = (GLfloat) obj->Image[b]->Height;		\
592   info.texture = (const GLchan *) obj->Image[b]->Data;			\
593   info.twidth_log2 = obj->Image[b]->WidthLog2;				\
594   info.smask = obj->Image[b]->Width - 1;				\
595   info.tmask = obj->Image[b]->Height - 1;				\
596   info.format = obj->Image[b]->Format;					\
597   info.filter = obj->MinFilter;					\
598   info.envmode = unit->EnvMode;					\
599   span.arrayMask |= SPAN_RGBA;						\
600									\
601   if (info.envmode == GL_BLEND) {					\
602      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
603      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
604      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
605      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
606      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
607   }									\
608   if (!info.texture) {							\
609      /* this shouldn't happen */					\
610      return;								\
611   }									\
612									\
613   switch (info.format) {						\
614   case GL_ALPHA:							\
615   case GL_LUMINANCE:							\
616   case GL_INTENSITY:							\
617      info.tbytesline = obj->Image[b]->Width;				\
618      break;								\
619   case GL_LUMINANCE_ALPHA:						\
620      info.tbytesline = obj->Image[b]->Width * 2;			\
621      break;								\
622   case GL_RGB:								\
623      info.tbytesline = obj->Image[b]->Width * 3;			\
624      break;								\
625   case GL_RGBA:							\
626      info.tbytesline = obj->Image[b]->Width * 4;			\
627      break;								\
628   default:								\
629      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
630      return;								\
631   }									\
632   info.tsize = obj->Image[b]->Height * info.tbytesline;
633
634#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
635
636#include "s_tritemp.h"
637
638}
639
640
641
642struct persp_info
643{
644   GLenum filter;
645   GLenum format;
646   GLenum envmode;
647   GLint smask, tmask;
648   GLint twidth_log2;
649   const GLchan *texture;
650   GLfixed er, eg, eb, ea;   /* texture env color */
651   GLint tbytesline, tsize;
652};
653
654
655static INLINE void
656fast_persp_span(GLcontext *ctx, struct sw_span *span,
657		struct persp_info *info)
658{
659   GLchan sample[4];  /* the filtered texture sample */
660
661  /* Instead of defining a function for each mode, a test is done
662   * between the outer and inner loops. This is to reduce code size
663   * and complexity. Observe that an optimizing compiler kills
664   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
665   */
666#define SPAN_NEAREST(DO_TEX,COMP)					\
667	for (i = 0; i < span->end; i++) {				\
668           GLdouble invQ = tex_coord[2] ?				\
669                                 (1.0 / tex_coord[2]) : 1.0;            \
670           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
671           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
672           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
673           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
674           GLint pos = (t << info->twidth_log2) + s;			\
675           const GLchan *tex00 = info->texture + COMP * pos;		\
676           DO_TEX;							\
677           span->red += span->redStep;					\
678	   span->green += span->greenStep;				\
679           span->blue += span->blueStep;				\
680	   span->alpha += span->alphaStep;				\
681	   tex_coord[0] += tex_step[0];					\
682	   tex_coord[1] += tex_step[1];					\
683	   tex_coord[2] += tex_step[2];					\
684           dest += 4;							\
685	}
686
687#define SPAN_LINEAR(DO_TEX,COMP)					\
688	for (i = 0; i < span->end; i++) {				\
689           GLdouble invQ = tex_coord[2] ?				\
690                                 (1.0 / tex_coord[2]) : 1.0;            \
691           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
692           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
693           GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;		\
694           GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;        	\
695           GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
696           GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
697           GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
698           GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
699           GLfixed si = FIXED_FRAC_MASK - sf;				\
700           GLfixed ti = FIXED_FRAC_MASK - tf;				\
701           GLint pos = (t << info->twidth_log2) + s;			\
702           const GLchan *tex00 = info->texture + COMP * pos;		\
703           const GLchan *tex10 = tex00 + info->tbytesline;		\
704           const GLchan *tex01 = tex00 + COMP;				\
705           const GLchan *tex11 = tex10 + COMP;				\
706           (void) ti;							\
707           (void) si;							\
708           if (t == info->tmask) {					\
709              tex10 -= info->tsize;					\
710              tex11 -= info->tsize;					\
711           }								\
712           if (s == info->smask) {					\
713              tex01 -= info->tbytesline;				\
714              tex11 -= info->tbytesline;				\
715           }								\
716           DO_TEX;							\
717           span->red   += span->redStep;				\
718	   span->green += span->greenStep;				\
719           span->blue  += span->blueStep;				\
720	   span->alpha += span->alphaStep;				\
721	   tex_coord[0] += tex_step[0];					\
722	   tex_coord[1] += tex_step[1];					\
723	   tex_coord[2] += tex_step[2];					\
724           dest += 4;							\
725	}
726
727   GLuint i;
728   GLfloat tex_coord[3], tex_step[3];
729   GLchan *dest = span->array->rgba[0];
730
731   tex_coord[0] = span->tex[0][0]  * (info->smask + 1);
732   tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
733   tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
734   tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
735   /* span->tex[0][2] only if 3D-texturing, here only 2D */
736   tex_coord[2] = span->tex[0][3];
737   tex_step[2] = span->texStepX[0][3];
738
739   switch (info->filter) {
740   case GL_NEAREST:
741      switch (info->format) {
742      case GL_RGB:
743         switch (info->envmode) {
744         case GL_MODULATE:
745            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
746            break;
747         case GL_DECAL:
748         case GL_REPLACE:
749            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
750            break;
751         case GL_BLEND:
752            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
753            break;
754         case GL_ADD:
755            SPAN_NEAREST(NEAREST_RGB;ADD,3);
756            break;
757         default:
758            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
759            return;
760         }
761         break;
762      case GL_RGBA:
763         switch(info->envmode) {
764         case GL_MODULATE:
765            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
766            break;
767         case GL_DECAL:
768            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
769            break;
770         case GL_BLEND:
771            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
772            break;
773         case GL_ADD:
774            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
775            break;
776         case GL_REPLACE:
777            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
778            break;
779         default:
780            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
781            return;
782         }
783         break;
784      }
785      break;
786
787   case GL_LINEAR:
788      switch (info->format) {
789      case GL_RGB:
790         switch (info->envmode) {
791         case GL_MODULATE:
792            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
793            break;
794         case GL_DECAL:
795         case GL_REPLACE:
796            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
797            break;
798         case GL_BLEND:
799            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
800            break;
801         case GL_ADD:
802            SPAN_LINEAR(LINEAR_RGB;ADD,3);
803            break;
804         default:
805            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
806            return;
807         }
808         break;
809      case GL_RGBA:
810         switch (info->envmode) {
811         case GL_MODULATE:
812            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
813            break;
814         case GL_DECAL:
815            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
816            break;
817         case GL_BLEND:
818            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
819            break;
820         case GL_ADD:
821            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
822            break;
823         case GL_REPLACE:
824            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
825            break;
826         default:
827            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
828            return;
829         }
830         break;
831      }
832      break;
833   }
834
835   ASSERT(span->arrayMask & SPAN_RGBA);
836   _mesa_write_rgba_span(ctx, span);
837
838#undef SPAN_NEAREST
839#undef SPAN_LINEAR
840}
841
842
843/*
844 * Render an perspective corrected RGB/RGBA textured triangle.
845 * The Q (aka V in Mesa) coordinate must be zero such that the divide
846 * by interpolated Q/W comes out right.
847 *
848 */
849static void persp_textured_triangle( GLcontext *ctx,
850				     const SWvertex *v0,
851				     const SWvertex *v1,
852				     const SWvertex *v2 )
853{
854#define INTERP_Z 1
855#define INTERP_FOG 1
856#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
857#define INTERP_RGB 1
858#define INTERP_ALPHA 1
859#define INTERP_TEX 1
860
861#define SETUP_CODE							\
862   struct persp_info info;						\
863   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
864   const struct gl_texture_object *obj = unit->Current2D;		\
865   const GLint b = obj->BaseLevel;					\
866   info.texture = (const GLchan *) obj->Image[b]->Data;			\
867   info.twidth_log2 = obj->Image[b]->WidthLog2;				\
868   info.smask = obj->Image[b]->Width - 1;				\
869   info.tmask = obj->Image[b]->Height - 1;				\
870   info.format = obj->Image[b]->Format;					\
871   info.filter = obj->MinFilter;					\
872   info.envmode = unit->EnvMode;					\
873									\
874   if (info.envmode == GL_BLEND) {					\
875      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
876      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
877      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
878      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
879      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
880   }									\
881   if (!info.texture) {							\
882      /* this shouldn't happen */					\
883      return;								\
884   }									\
885									\
886   switch (info.format) {						\
887   case GL_ALPHA:							\
888   case GL_LUMINANCE:							\
889   case GL_INTENSITY:							\
890      info.tbytesline = obj->Image[b]->Width;				\
891      break;								\
892   case GL_LUMINANCE_ALPHA:						\
893      info.tbytesline = obj->Image[b]->Width * 2;			\
894      break;								\
895   case GL_RGB:								\
896      info.tbytesline = obj->Image[b]->Width * 3;			\
897      break;								\
898   case GL_RGBA:							\
899      info.tbytesline = obj->Image[b]->Width * 4;			\
900      break;								\
901   default:								\
902      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
903      return;								\
904   }									\
905   info.tsize = obj->Image[b]->Height * info.tbytesline;
906
907#define RENDER_SPAN( span )			\
908   span.interpMask &= ~SPAN_RGBA;		\
909   span.arrayMask |= SPAN_RGBA;			\
910   fast_persp_span(ctx, &span, &info);
911
912#include "s_tritemp.h"
913
914}
915
916
917#endif /* CHAN_BITS != GL_FLOAT */
918
919
920
921
922/*
923 * Render a smooth-shaded, textured, RGBA triangle.
924 * Interpolate S,T,R with perspective correction, w/out mipmapping.
925 */
926static void general_textured_triangle( GLcontext *ctx,
927				       const SWvertex *v0,
928				       const SWvertex *v1,
929				       const SWvertex *v2 )
930{
931#define INTERP_Z 1
932#define INTERP_FOG 1
933#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
934#define INTERP_RGB 1
935#define INTERP_SPEC 1
936#define INTERP_ALPHA 1
937#define INTERP_TEX 1
938
939#define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span);
940
941#include "s_tritemp.h"
942}
943
944
945
946/*
947 * This is the big one!
948 * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
949 * Yup, it's slow.
950 */
951static void
952multitextured_triangle( GLcontext *ctx,
953                        const SWvertex *v0,
954                        const SWvertex *v1,
955                        const SWvertex *v2 )
956{
957
958#define INTERP_Z 1
959#define INTERP_FOG 1
960#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
961#define INTERP_RGB 1
962#define INTERP_ALPHA 1
963#define INTERP_SPEC 1
964#define INTERP_MULTITEX 1
965
966#define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span);
967
968#include "s_tritemp.h"
969
970}
971
972
973static void occlusion_zless_triangle( GLcontext *ctx,
974				      const SWvertex *v0,
975				      const SWvertex *v1,
976				      const SWvertex *v2 )
977{
978   if (ctx->OcclusionResult) {
979      return;
980   }
981
982#define DO_OCCLUSION_TEST
983#define INTERP_Z 1
984#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
985
986#define RENDER_SPAN( span )				\
987   GLuint i;						\
988   for (i = 0; i < span.end; i++) {			\
989      GLdepth z = FixedToDepth(span.z);			\
990      if (z < zRow[i]) {				\
991         ctx->OcclusionResult = GL_TRUE;		\
992         return;					\
993      }							\
994      span.z += span.zStep;				\
995   }
996
997#include "s_tritemp.h"
998}
999
1000static void nodraw_triangle( GLcontext *ctx,
1001			     const SWvertex *v0,
1002			     const SWvertex *v1,
1003			     const SWvertex *v2 )
1004{
1005   (void) (ctx && v0 && v1 && v2);
1006}
1007
1008
1009/*
1010 * This is used when separate specular color is enabled, but not
1011 * texturing.  We add the specular color to the primary color,
1012 * draw the triangle, then restore the original primary color.
1013 * Inefficient, but seldom needed.
1014 */
1015void _swrast_add_spec_terms_triangle( GLcontext *ctx,
1016				      const SWvertex *v0,
1017				      const SWvertex *v1,
1018				      const SWvertex *v2 )
1019{
1020   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
1021   SWvertex *ncv1 = (SWvertex *)v1;
1022   SWvertex *ncv2 = (SWvertex *)v2;
1023#if CHAN_TYPE == GL_FLOAT
1024   GLfloat rSum, gSum, bSum;
1025#else
1026   GLint rSum, gSum, bSum;
1027#endif
1028   GLchan c[3][4];
1029   /* save original colors */
1030   COPY_CHAN4( c[0], ncv0->color );
1031   COPY_CHAN4( c[1], ncv1->color );
1032   COPY_CHAN4( c[2], ncv2->color );
1033   /* sum v0 */
1034   rSum = ncv0->color[0] + ncv0->specular[0];
1035   gSum = ncv0->color[1] + ncv0->specular[1];
1036   bSum = ncv0->color[2] + ncv0->specular[2];
1037   ncv0->color[0] = MIN2(rSum, CHAN_MAX);
1038   ncv0->color[1] = MIN2(gSum, CHAN_MAX);
1039   ncv0->color[2] = MIN2(bSum, CHAN_MAX);
1040   /* sum v1 */
1041   rSum = ncv1->color[0] + ncv1->specular[0];
1042   gSum = ncv1->color[1] + ncv1->specular[1];
1043   bSum = ncv1->color[2] + ncv1->specular[2];
1044   ncv1->color[0] = MIN2(rSum, CHAN_MAX);
1045   ncv1->color[1] = MIN2(gSum, CHAN_MAX);
1046   ncv1->color[2] = MIN2(bSum, CHAN_MAX);
1047   /* sum v2 */
1048   rSum = ncv2->color[0] + ncv2->specular[0];
1049   gSum = ncv2->color[1] + ncv2->specular[1];
1050   bSum = ncv2->color[2] + ncv2->specular[2];
1051   ncv2->color[0] = MIN2(rSum, CHAN_MAX);
1052   ncv2->color[1] = MIN2(gSum, CHAN_MAX);
1053   ncv2->color[2] = MIN2(bSum, CHAN_MAX);
1054   /* draw */
1055   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
1056   /* restore original colors */
1057   COPY_CHAN4( ncv0->color, c[0] );
1058   COPY_CHAN4( ncv1->color, c[1] );
1059   COPY_CHAN4( ncv2->color, c[2] );
1060}
1061
1062
1063
1064#ifdef DEBUG
1065
1066/* record the current triangle function name */
1067const char *_mesa_triFuncName = NULL;
1068
1069#define USE(triFunc)				\
1070do {						\
1071    _mesa_triFuncName = #triFunc;		\
1072    /*printf("%s\n", _mesa_triFuncName);*/	\
1073    swrast->Triangle = triFunc;			\
1074} while (0)
1075
1076#else
1077
1078#define USE(triFunc)  swrast->Triangle = triFunc;
1079
1080#endif
1081
1082
1083
1084
1085/*
1086 * Determine which triangle rendering function to use given the current
1087 * rendering context.
1088 *
1089 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1090 * remove tests to this code.
1091 */
1092void
1093_swrast_choose_triangle( GLcontext *ctx )
1094{
1095   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1096   const GLboolean rgbmode = ctx->Visual.rgbMode;
1097
1098   if (ctx->Polygon.CullFlag &&
1099       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1100      USE(nodraw_triangle);
1101      return;
1102   }
1103
1104   if (ctx->RenderMode==GL_RENDER) {
1105
1106      if (ctx->Polygon.SmoothFlag) {
1107         _mesa_set_aa_triangle_function(ctx);
1108         ASSERT(swrast->Triangle);
1109         return;
1110      }
1111
1112      if (ctx->Depth.OcclusionTest &&
1113          ctx->Depth.Test &&
1114          ctx->Depth.Mask == GL_FALSE &&
1115          ctx->Depth.Func == GL_LESS &&
1116          !ctx->Stencil.Enabled) {
1117         if ((rgbmode &&
1118              ctx->Color.ColorMask[0] == 0 &&
1119              ctx->Color.ColorMask[1] == 0 &&
1120              ctx->Color.ColorMask[2] == 0 &&
1121              ctx->Color.ColorMask[3] == 0)
1122             ||
1123             (!rgbmode && ctx->Color.IndexMask == 0)) {
1124            USE(occlusion_zless_triangle);
1125            return;
1126         }
1127      }
1128
1129      if (ctx->Texture._EnabledUnits) {
1130         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1131	 const struct gl_texture_object *texObj2D;
1132         const struct gl_texture_image *texImg;
1133         GLenum minFilter, magFilter, envMode;
1134         GLint format;
1135         texObj2D = ctx->Texture.Unit[0].Current2D;
1136         texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
1137         format = texImg ? texImg->TexFormat->MesaFormat : -1;
1138         minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1139         magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1140         envMode = ctx->Texture.Unit[0].EnvMode;
1141
1142         /* First see if we can used an optimized 2-D texture function */
1143         if (ctx->Texture._EnabledUnits == 1
1144             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1145             && texObj2D->WrapS==GL_REPEAT
1146	     && texObj2D->WrapT==GL_REPEAT
1147             && texImg->Border==0
1148             && texImg->Width == texImg->RowStride
1149             && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1150	     && minFilter == magFilter
1151	     && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1152	     && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1153	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1154	       if (minFilter == GL_NEAREST
1155		   && format == MESA_FORMAT_RGB
1156		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1157		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1158			&& ctx->Depth.Func == GL_LESS
1159			&& ctx->Depth.Mask == GL_TRUE)
1160		       || swrast->_RasterMask == TEXTURE_BIT)
1161		   && ctx->Polygon.StippleFlag == GL_FALSE) {
1162		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1163		     USE(simple_z_textured_triangle);
1164		  }
1165		  else {
1166		     USE(simple_textured_triangle);
1167		  }
1168	       }
1169	       else {
1170#if (CHAN_BITS == 16 || CHAN_BITS == 32)
1171                  USE(general_textured_triangle);
1172#else
1173                  USE(affine_textured_triangle);
1174#endif
1175	       }
1176	    }
1177	    else {
1178#if (CHAN_BITS == 16 || CHAN_BITS == 32)
1179               USE(general_textured_triangle);
1180#else
1181               USE(persp_textured_triangle);
1182#endif
1183	    }
1184	 }
1185         else {
1186            /* general case textured triangles */
1187            if (ctx->Texture._EnabledUnits > 1) {
1188               USE(multitextured_triangle);
1189            }
1190            else {
1191               USE(general_textured_triangle);
1192            }
1193         }
1194      }
1195      else {
1196         ASSERT(!ctx->Texture._EnabledUnits);
1197	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1198	    /* smooth shaded, no texturing, stippled or some raster ops */
1199            if (rgbmode) {
1200	       USE(smooth_rgba_triangle);
1201            }
1202            else {
1203               USE(smooth_ci_triangle);
1204            }
1205	 }
1206	 else {
1207	    /* flat shaded, no texturing, stippled or some raster ops */
1208            if (rgbmode) {
1209	       USE(flat_rgba_triangle);
1210            }
1211            else {
1212               USE(flat_ci_triangle);
1213            }
1214	 }
1215      }
1216   }
1217   else if (ctx->RenderMode==GL_FEEDBACK) {
1218      USE(_mesa_feedback_triangle);
1219   }
1220   else {
1221      /* GL_SELECT mode */
1222      USE(_mesa_select_triangle);
1223   }
1224}
1225