s_triangle.c revision 767ffdcc9f5d15c88fc4c2f1c5592b7739bd31dd
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5 4 * 5 * Copyright (C) 1999-2006 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 "glheader.h" 33#include "context.h" 34#include "colormac.h" 35#include "imports.h" 36#include "macros.h" 37#include "texformat.h" 38 39#include "s_aatriangle.h" 40#include "s_context.h" 41#include "s_feedback.h" 42#include "s_span.h" 43#include "s_triangle.h" 44 45 46/* 47 * Just used for feedback mode. 48 */ 49GLboolean 50_swrast_culltriangle( GLcontext *ctx, 51 const SWvertex *v0, 52 const SWvertex *v1, 53 const SWvertex *v2 ) 54{ 55 GLfloat ex = v1->win[0] - v0->win[0]; 56 GLfloat ey = v1->win[1] - v0->win[1]; 57 GLfloat fx = v2->win[0] - v0->win[0]; 58 GLfloat fy = v2->win[1] - v0->win[1]; 59 GLfloat c = ex*fy-ey*fx; 60 61 if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0) 62 return 0; 63 64 return 1; 65} 66 67 68 69/* 70 * Render a flat-shaded color index triangle. 71 */ 72#define NAME flat_ci_triangle 73#define INTERP_Z 1 74#define INTERP_FOG 1 75#define SETUP_CODE \ 76 span.interpMask |= SPAN_INDEX; \ 77 span.index = FloatToFixed(v2->index);\ 78 span.indexStep = 0; 79#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span); 80#include "s_tritemp.h" 81 82 83 84/* 85 * Render a smooth-shaded color index triangle. 86 */ 87#define NAME smooth_ci_triangle 88#define INTERP_Z 1 89#define INTERP_FOG 1 90#define INTERP_INDEX 1 91#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span); 92#include "s_tritemp.h" 93 94 95 96/* 97 * Render a flat-shaded RGBA triangle. 98 */ 99#define NAME flat_rgba_triangle 100#define INTERP_Z 1 101#define INTERP_FOG 1 102#define SETUP_CODE \ 103 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\ 104 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ 105 span.interpMask |= SPAN_RGBA; \ 106 span.red = ChanToFixed(v2->color[0]); \ 107 span.green = ChanToFixed(v2->color[1]); \ 108 span.blue = ChanToFixed(v2->color[2]); \ 109 span.alpha = ChanToFixed(v2->color[3]); \ 110 span.redStep = 0; \ 111 span.greenStep = 0; \ 112 span.blueStep = 0; \ 113 span.alphaStep = 0; 114#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 115#include "s_tritemp.h" 116 117 118 119/* 120 * Render a smooth-shaded RGBA triangle. 121 */ 122#define NAME smooth_rgba_triangle 123#define INTERP_Z 1 124#define INTERP_FOG 1 125#define INTERP_RGB 1 126#define INTERP_ALPHA 1 127#define SETUP_CODE \ 128 { \ 129 /* texturing must be off */ \ 130 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \ 131 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ 132 } 133#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 134#include "s_tritemp.h" 135 136 137 138/* 139 * Render an RGB, GL_DECAL, textured triangle. 140 * Interpolate S,T only w/out mipmapping or perspective correction. 141 * 142 * No fog. 143 */ 144#define NAME simple_textured_triangle 145#define INTERP_INT_TEX 1 146#define S_SCALE twidth 147#define T_SCALE theight 148 149#define SETUP_CODE \ 150 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\ 151 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ 152 const GLint b = obj->BaseLevel; \ 153 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ 154 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ 155 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \ 156 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \ 157 const GLint smask = obj->Image[0][b]->Width - 1; \ 158 const GLint tmask = obj->Image[0][b]->Height - 1; \ 159 if (!texture) { \ 160 /* this shouldn't happen */ \ 161 return; \ 162 } 163 164#define RENDER_SPAN( span ) \ 165 GLuint i; \ 166 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 167 span.intTex[1] -= FIXED_HALF; \ 168 for (i = 0; i < span.end; i++) { \ 169 GLint s = FixedToInt(span.intTex[0]) & smask; \ 170 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 171 GLint pos = (t << twidth_log2) + s; \ 172 pos = pos + pos + pos; /* multiply by 3 */ \ 173 span.array->rgb[i][RCOMP] = texture[pos]; \ 174 span.array->rgb[i][GCOMP] = texture[pos+1]; \ 175 span.array->rgb[i][BCOMP] = texture[pos+2]; \ 176 span.intTex[0] += span.intTexStep[0]; \ 177 span.intTex[1] += span.intTexStep[1]; \ 178 } \ 179 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, span.array->rgb, NULL); 180 181#include "s_tritemp.h" 182 183 184 185/* 186 * Render an RGB, GL_DECAL, textured triangle. 187 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or 188 * perspective correction. 189 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE) 190 * 191 * No fog. 192 */ 193#define NAME simple_z_textured_triangle 194#define INTERP_Z 1 195#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 196#define INTERP_INT_TEX 1 197#define S_SCALE twidth 198#define T_SCALE theight 199 200#define SETUP_CODE \ 201 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\ 202 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ 203 const GLint b = obj->BaseLevel; \ 204 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ 205 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ 206 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \ 207 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \ 208 const GLint smask = obj->Image[0][b]->Width - 1; \ 209 const GLint tmask = obj->Image[0][b]->Height - 1; \ 210 if (!texture) { \ 211 /* this shouldn't happen */ \ 212 return; \ 213 } 214 215#define RENDER_SPAN( span ) \ 216 GLuint i; \ 217 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 218 span.intTex[1] -= FIXED_HALF; \ 219 for (i = 0; i < span.end; i++) { \ 220 const GLuint z = FixedToDepth(span.z); \ 221 if (z < zRow[i]) { \ 222 GLint s = FixedToInt(span.intTex[0]) & smask; \ 223 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 224 GLint pos = (t << twidth_log2) + s; \ 225 pos = pos + pos + pos; /* multiply by 3 */ \ 226 span.array->rgb[i][RCOMP] = texture[pos]; \ 227 span.array->rgb[i][GCOMP] = texture[pos+1]; \ 228 span.array->rgb[i][BCOMP] = texture[pos+2]; \ 229 zRow[i] = z; \ 230 span.array->mask[i] = 1; \ 231 } \ 232 else { \ 233 span.array->mask[i] = 0; \ 234 } \ 235 span.intTex[0] += span.intTexStep[0]; \ 236 span.intTex[1] += span.intTexStep[1]; \ 237 span.z += span.zStep; \ 238 } \ 239 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, \ 240 span.array->rgb, span.array->mask); 241 242#include "s_tritemp.h" 243 244 245 246#if CHAN_TYPE != GL_FLOAT 247 248struct affine_info 249{ 250 GLenum filter; 251 GLenum format; 252 GLenum envmode; 253 GLint smask, tmask; 254 GLint twidth_log2; 255 const GLchan *texture; 256 GLfixed er, eg, eb, ea; 257 GLint tbytesline, tsize; 258}; 259 260 261static INLINE GLint 262ilerp(GLint t, GLint a, GLint b) 263{ 264 return a + ((t * (b - a)) >> FIXED_SHIFT); 265} 266 267static INLINE GLint 268ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11) 269{ 270 const GLint temp0 = ilerp(ia, v00, v10); 271 const GLint temp1 = ilerp(ia, v01, v11); 272 return ilerp(ib, temp0, temp1); 273} 274 275 276/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA 277 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD 278 * texture env modes. 279 */ 280static INLINE void 281affine_span(GLcontext *ctx, struct sw_span *span, 282 struct affine_info *info) 283{ 284 GLchan sample[4]; /* the filtered texture sample */ 285 286 /* Instead of defining a function for each mode, a test is done 287 * between the outer and inner loops. This is to reduce code size 288 * and complexity. Observe that an optimizing compiler kills 289 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 290 */ 291 292#define NEAREST_RGB \ 293 sample[RCOMP] = tex00[RCOMP]; \ 294 sample[GCOMP] = tex00[GCOMP]; \ 295 sample[BCOMP] = tex00[BCOMP]; \ 296 sample[ACOMP] = CHAN_MAX 297 298#define LINEAR_RGB \ 299 sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ 300 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 301 sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 302 sample[ACOMP] = CHAN_MAX; 303 304#define NEAREST_RGBA COPY_CHAN4(sample, tex00) 305 306#define LINEAR_RGBA \ 307 sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ 308 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 309 sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 310 sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]) 311 312#define MODULATE \ 313 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 314 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 315 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 316 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8) 317 318#define DECAL \ 319 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \ 320 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \ 321 >> (FIXED_SHIFT + 8); \ 322 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \ 323 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \ 324 >> (FIXED_SHIFT + 8); \ 325 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \ 326 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \ 327 >> (FIXED_SHIFT + 8); \ 328 dest[ACOMP] = FixedToInt(span->alpha) 329 330#define BLEND \ 331 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \ 332 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \ 333 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \ 334 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \ 335 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \ 336 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \ 337 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8) 338 339#define REPLACE COPY_CHAN4(dest, sample) 340 341#define ADD \ 342 { \ 343 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \ 344 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \ 345 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \ 346 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \ 347 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \ 348 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \ 349 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \ 350 } 351 352/* shortcuts */ 353 354#define NEAREST_RGB_REPLACE \ 355 NEAREST_RGB; \ 356 dest[0] = sample[0]; \ 357 dest[1] = sample[1]; \ 358 dest[2] = sample[2]; \ 359 dest[3] = FixedToInt(span->alpha); 360 361#define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00) 362 363#define SPAN_NEAREST(DO_TEX, COMPS) \ 364 for (i = 0; i < span->end; i++) { \ 365 /* Isn't it necessary to use FixedFloor below?? */ \ 366 GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 367 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 368 GLint pos = (t << info->twidth_log2) + s; \ 369 const GLchan *tex00 = info->texture + COMPS * pos; \ 370 DO_TEX; \ 371 span->red += span->redStep; \ 372 span->green += span->greenStep; \ 373 span->blue += span->blueStep; \ 374 span->alpha += span->alphaStep; \ 375 span->intTex[0] += span->intTexStep[0]; \ 376 span->intTex[1] += span->intTexStep[1]; \ 377 dest += 4; \ 378 } 379 380#define SPAN_LINEAR(DO_TEX, COMPS) \ 381 for (i = 0; i < span->end; i++) { \ 382 /* Isn't it necessary to use FixedFloor below?? */ \ 383 const GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 384 const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 385 const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ 386 const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ 387 const GLint pos = (t << info->twidth_log2) + s; \ 388 const GLchan *tex00 = info->texture + COMPS * pos; \ 389 const GLchan *tex10 = tex00 + info->tbytesline; \ 390 const GLchan *tex01 = tex00 + COMPS; \ 391 const GLchan *tex11 = tex10 + COMPS; \ 392 if (t == info->tmask) { \ 393 tex10 -= info->tsize; \ 394 tex11 -= info->tsize; \ 395 } \ 396 if (s == info->smask) { \ 397 tex01 -= info->tbytesline; \ 398 tex11 -= info->tbytesline; \ 399 } \ 400 DO_TEX; \ 401 span->red += span->redStep; \ 402 span->green += span->greenStep; \ 403 span->blue += span->blueStep; \ 404 span->alpha += span->alphaStep; \ 405 span->intTex[0] += span->intTexStep[0]; \ 406 span->intTex[1] += span->intTexStep[1]; \ 407 dest += 4; \ 408 } 409 410 411 GLuint i; 412 GLchan *dest = span->array->rgba[0]; 413 414 span->intTex[0] -= FIXED_HALF; 415 span->intTex[1] -= FIXED_HALF; 416 switch (info->filter) { 417 case GL_NEAREST: 418 switch (info->format) { 419 case GL_RGB: 420 switch (info->envmode) { 421 case GL_MODULATE: 422 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 423 break; 424 case GL_DECAL: 425 case GL_REPLACE: 426 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 427 break; 428 case GL_BLEND: 429 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 430 break; 431 case GL_ADD: 432 SPAN_NEAREST(NEAREST_RGB;ADD,3); 433 break; 434 default: 435 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR"); 436 return; 437 } 438 break; 439 case GL_RGBA: 440 switch(info->envmode) { 441 case GL_MODULATE: 442 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 443 break; 444 case GL_DECAL: 445 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 446 break; 447 case GL_BLEND: 448 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 449 break; 450 case GL_ADD: 451 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 452 break; 453 case GL_REPLACE: 454 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 455 break; 456 default: 457 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR"); 458 return; 459 } 460 break; 461 } 462 break; 463 464 case GL_LINEAR: 465 span->intTex[0] -= FIXED_HALF; 466 span->intTex[1] -= FIXED_HALF; 467 switch (info->format) { 468 case GL_RGB: 469 switch (info->envmode) { 470 case GL_MODULATE: 471 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 472 break; 473 case GL_DECAL: 474 case GL_REPLACE: 475 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 476 break; 477 case GL_BLEND: 478 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 479 break; 480 case GL_ADD: 481 SPAN_LINEAR(LINEAR_RGB;ADD,3); 482 break; 483 default: 484 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR"); 485 return; 486 } 487 break; 488 case GL_RGBA: 489 switch (info->envmode) { 490 case GL_MODULATE: 491 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 492 break; 493 case GL_DECAL: 494 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 495 break; 496 case GL_BLEND: 497 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 498 break; 499 case GL_ADD: 500 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 501 break; 502 case GL_REPLACE: 503 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 504 break; 505 default: 506 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR"); 507 return; 508 } 509 break; 510 } 511 break; 512 } 513 span->interpMask &= ~SPAN_RGBA; 514 ASSERT(span->arrayMask & SPAN_RGBA); 515 _swrast_write_rgba_span(ctx, span); 516 517#undef SPAN_NEAREST 518#undef SPAN_LINEAR 519} 520 521 522 523/* 524 * Render an RGB/RGBA textured triangle without perspective correction. 525 */ 526#define NAME affine_textured_triangle 527#define INTERP_Z 1 528#define INTERP_FOG 1 529#define INTERP_RGB 1 530#define INTERP_ALPHA 1 531#define INTERP_INT_TEX 1 532#define S_SCALE twidth 533#define T_SCALE theight 534 535#define SETUP_CODE \ 536 struct affine_info info; \ 537 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 538 struct gl_texture_object *obj = unit->Current2D; \ 539 const GLint b = obj->BaseLevel; \ 540 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ 541 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ 542 info.texture = (const GLchan *) obj->Image[0][b]->Data; \ 543 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \ 544 info.smask = obj->Image[0][b]->Width - 1; \ 545 info.tmask = obj->Image[0][b]->Height - 1; \ 546 info.format = obj->Image[0][b]->_BaseFormat; \ 547 info.filter = obj->MinFilter; \ 548 info.envmode = unit->EnvMode; \ 549 span.arrayMask |= SPAN_RGBA; \ 550 \ 551 if (info.envmode == GL_BLEND) { \ 552 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 553 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 554 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 555 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 556 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 557 } \ 558 if (!info.texture) { \ 559 /* this shouldn't happen */ \ 560 return; \ 561 } \ 562 \ 563 switch (info.format) { \ 564 case GL_ALPHA: \ 565 case GL_LUMINANCE: \ 566 case GL_INTENSITY: \ 567 info.tbytesline = obj->Image[0][b]->Width; \ 568 break; \ 569 case GL_LUMINANCE_ALPHA: \ 570 info.tbytesline = obj->Image[0][b]->Width * 2; \ 571 break; \ 572 case GL_RGB: \ 573 info.tbytesline = obj->Image[0][b]->Width * 3; \ 574 break; \ 575 case GL_RGBA: \ 576 info.tbytesline = obj->Image[0][b]->Width * 4; \ 577 break; \ 578 default: \ 579 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\ 580 return; \ 581 } \ 582 info.tsize = obj->Image[0][b]->Height * info.tbytesline; 583 584#define RENDER_SPAN( span ) affine_span(ctx, &span, &info); 585 586#include "s_tritemp.h" 587 588 589 590struct persp_info 591{ 592 GLenum filter; 593 GLenum format; 594 GLenum envmode; 595 GLint smask, tmask; 596 GLint twidth_log2; 597 const GLchan *texture; 598 GLfixed er, eg, eb, ea; /* texture env color */ 599 GLint tbytesline, tsize; 600}; 601 602 603static INLINE void 604fast_persp_span(GLcontext *ctx, struct sw_span *span, 605 struct persp_info *info) 606{ 607 GLchan sample[4]; /* the filtered texture sample */ 608 609 /* Instead of defining a function for each mode, a test is done 610 * between the outer and inner loops. This is to reduce code size 611 * and complexity. Observe that an optimizing compiler kills 612 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 613 */ 614#define SPAN_NEAREST(DO_TEX,COMP) \ 615 for (i = 0; i < span->end; i++) { \ 616 GLdouble invQ = tex_coord[2] ? \ 617 (1.0 / tex_coord[2]) : 1.0; \ 618 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 619 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 620 GLint s = IFLOOR(s_tmp) & info->smask; \ 621 GLint t = IFLOOR(t_tmp) & info->tmask; \ 622 GLint pos = (t << info->twidth_log2) + s; \ 623 const GLchan *tex00 = info->texture + COMP * pos; \ 624 DO_TEX; \ 625 span->red += span->redStep; \ 626 span->green += span->greenStep; \ 627 span->blue += span->blueStep; \ 628 span->alpha += span->alphaStep; \ 629 tex_coord[0] += tex_step[0]; \ 630 tex_coord[1] += tex_step[1]; \ 631 tex_coord[2] += tex_step[2]; \ 632 dest += 4; \ 633 } 634 635#define SPAN_LINEAR(DO_TEX,COMP) \ 636 for (i = 0; i < span->end; i++) { \ 637 GLdouble invQ = tex_coord[2] ? \ 638 (1.0 / tex_coord[2]) : 1.0; \ 639 const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 640 const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 641 const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \ 642 const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \ 643 const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \ 644 const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \ 645 const GLfixed sf = s_fix & FIXED_FRAC_MASK; \ 646 const GLfixed tf = t_fix & FIXED_FRAC_MASK; \ 647 const GLint pos = (t << info->twidth_log2) + s; \ 648 const GLchan *tex00 = info->texture + COMP * pos; \ 649 const GLchan *tex10 = tex00 + info->tbytesline; \ 650 const GLchan *tex01 = tex00 + COMP; \ 651 const GLchan *tex11 = tex10 + COMP; \ 652 if (t == info->tmask) { \ 653 tex10 -= info->tsize; \ 654 tex11 -= info->tsize; \ 655 } \ 656 if (s == info->smask) { \ 657 tex01 -= info->tbytesline; \ 658 tex11 -= info->tbytesline; \ 659 } \ 660 DO_TEX; \ 661 span->red += span->redStep; \ 662 span->green += span->greenStep; \ 663 span->blue += span->blueStep; \ 664 span->alpha += span->alphaStep; \ 665 tex_coord[0] += tex_step[0]; \ 666 tex_coord[1] += tex_step[1]; \ 667 tex_coord[2] += tex_step[2]; \ 668 dest += 4; \ 669 } 670 671 GLuint i; 672 GLfloat tex_coord[3], tex_step[3]; 673 GLchan *dest = span->array->rgba[0]; 674 675 const GLuint savedTexEnable = ctx->Texture._EnabledUnits; 676 ctx->Texture._EnabledUnits = 0; 677 678 tex_coord[0] = span->tex[0][0] * (info->smask + 1); 679 tex_step[0] = span->texStepX[0][0] * (info->smask + 1); 680 tex_coord[1] = span->tex[0][1] * (info->tmask + 1); 681 tex_step[1] = span->texStepX[0][1] * (info->tmask + 1); 682 /* span->tex[0][2] only if 3D-texturing, here only 2D */ 683 tex_coord[2] = span->tex[0][3]; 684 tex_step[2] = span->texStepX[0][3]; 685 686 switch (info->filter) { 687 case GL_NEAREST: 688 switch (info->format) { 689 case GL_RGB: 690 switch (info->envmode) { 691 case GL_MODULATE: 692 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 693 break; 694 case GL_DECAL: 695 case GL_REPLACE: 696 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 697 break; 698 case GL_BLEND: 699 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 700 break; 701 case GL_ADD: 702 SPAN_NEAREST(NEAREST_RGB;ADD,3); 703 break; 704 default: 705 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR"); 706 return; 707 } 708 break; 709 case GL_RGBA: 710 switch(info->envmode) { 711 case GL_MODULATE: 712 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 713 break; 714 case GL_DECAL: 715 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 716 break; 717 case GL_BLEND: 718 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 719 break; 720 case GL_ADD: 721 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 722 break; 723 case GL_REPLACE: 724 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 725 break; 726 default: 727 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR"); 728 return; 729 } 730 break; 731 } 732 break; 733 734 case GL_LINEAR: 735 switch (info->format) { 736 case GL_RGB: 737 switch (info->envmode) { 738 case GL_MODULATE: 739 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 740 break; 741 case GL_DECAL: 742 case GL_REPLACE: 743 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 744 break; 745 case GL_BLEND: 746 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 747 break; 748 case GL_ADD: 749 SPAN_LINEAR(LINEAR_RGB;ADD,3); 750 break; 751 default: 752 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR"); 753 return; 754 } 755 break; 756 case GL_RGBA: 757 switch (info->envmode) { 758 case GL_MODULATE: 759 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 760 break; 761 case GL_DECAL: 762 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 763 break; 764 case GL_BLEND: 765 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 766 break; 767 case GL_ADD: 768 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 769 break; 770 case GL_REPLACE: 771 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 772 break; 773 default: 774 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR"); 775 return; 776 } 777 break; 778 } 779 break; 780 } 781 782 ASSERT(span->arrayMask & SPAN_RGBA); 783 _swrast_write_rgba_span(ctx, span); 784 785#undef SPAN_NEAREST 786#undef SPAN_LINEAR 787 788 /* restore state */ 789 ctx->Texture._EnabledUnits = savedTexEnable; 790} 791 792 793/* 794 * Render an perspective corrected RGB/RGBA textured triangle. 795 * The Q (aka V in Mesa) coordinate must be zero such that the divide 796 * by interpolated Q/W comes out right. 797 * 798 */ 799#define NAME persp_textured_triangle 800#define INTERP_Z 1 801#define INTERP_W 1 802#define INTERP_FOG 1 803#define INTERP_RGB 1 804#define INTERP_ALPHA 1 805#define INTERP_TEX 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 = unit->Current2D; \ 811 const GLint b = obj->BaseLevel; \ 812 info.texture = (const GLchan *) obj->Image[0][b]->Data; \ 813 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \ 814 info.smask = obj->Image[0][b]->Width - 1; \ 815 info.tmask = obj->Image[0][b]->Height - 1; \ 816 info.format = obj->Image[0][b]->_BaseFormat; \ 817 info.filter = obj->MinFilter; \ 818 info.envmode = unit->EnvMode; \ 819 \ 820 if (info.envmode == GL_BLEND) { \ 821 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 822 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 823 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 824 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 825 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 826 } \ 827 if (!info.texture) { \ 828 /* this shouldn't happen */ \ 829 return; \ 830 } \ 831 \ 832 switch (info.format) { \ 833 case GL_ALPHA: \ 834 case GL_LUMINANCE: \ 835 case GL_INTENSITY: \ 836 info.tbytesline = obj->Image[0][b]->Width; \ 837 break; \ 838 case GL_LUMINANCE_ALPHA: \ 839 info.tbytesline = obj->Image[0][b]->Width * 2; \ 840 break; \ 841 case GL_RGB: \ 842 info.tbytesline = obj->Image[0][b]->Width * 3; \ 843 break; \ 844 case GL_RGBA: \ 845 info.tbytesline = obj->Image[0][b]->Width * 4; \ 846 break; \ 847 default: \ 848 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\ 849 return; \ 850 } \ 851 info.tsize = obj->Image[0][b]->Height * info.tbytesline; 852 853#define RENDER_SPAN( span ) \ 854 span.interpMask &= ~SPAN_RGBA; \ 855 span.arrayMask |= SPAN_RGBA; \ 856 fast_persp_span(ctx, &span, &info); 857 858#include "s_tritemp.h" 859 860 861#endif /* CHAN_BITS != GL_FLOAT */ 862 863 864 865 866/* 867 * Render a smooth-shaded, textured, RGBA triangle. 868 * Interpolate S,T,R with perspective correction, w/out mipmapping. 869 */ 870#define NAME general_textured_triangle 871#define INTERP_Z 1 872#define INTERP_W 1 873#define INTERP_FOG 1 874#define INTERP_RGB 1 875#define INTERP_SPEC 1 876#define INTERP_ALPHA 1 877#define INTERP_TEX 1 878#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 879#include "s_tritemp.h" 880 881 882 883/* 884 * This is the big one! 885 * Interpolate Z, RGB, Alpha, specular, fog, N sets of texture coordinates, and varying floats. 886 * Yup, it's slow. 887 */ 888#define NAME multitextured_triangle 889#define INTERP_Z 1 890#define INTERP_W 1 891#define INTERP_FOG 1 892#define INTERP_RGB 1 893#define INTERP_ALPHA 1 894#define INTERP_SPEC 1 895#define INTERP_MULTITEX 1 896#define INTERP_VARYING 1 897#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 898#include "s_tritemp.h" 899 900 901 902/* 903 * Special tri function for occlusion testing 904 */ 905#define NAME occlusion_zless_triangle 906#define INTERP_Z 1 907#define SETUP_CODE \ 908 struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \ 909 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \ 910 ASSERT(ctx->Depth.Test); \ 911 ASSERT(!ctx->Depth.Mask); \ 912 ASSERT(ctx->Depth.Func == GL_LESS); \ 913 if (!q) { \ 914 return; \ 915 } 916#define RENDER_SPAN( span ) \ 917 if (ctx->Visual.depthBits <= 16) { \ 918 GLuint i; \ 919 const GLushort *zRow = (const GLushort *) \ 920 rb->GetPointer(ctx, rb, span.x, span.y); \ 921 for (i = 0; i < span.end; i++) { \ 922 GLuint z = FixedToDepth(span.z); \ 923 if (z < zRow[i]) { \ 924 q->Result++; \ 925 } \ 926 span.z += span.zStep; \ 927 } \ 928 } \ 929 else { \ 930 GLuint i; \ 931 const GLuint *zRow = (const GLuint *) \ 932 rb->GetPointer(ctx, rb, span.x, span.y); \ 933 for (i = 0; i < span.end; i++) { \ 934 if ((GLuint)span.z < zRow[i]) { \ 935 q->Result++; \ 936 } \ 937 span.z += span.zStep; \ 938 } \ 939 } 940#include "s_tritemp.h" 941 942 943 944static void 945nodraw_triangle( GLcontext *ctx, 946 const SWvertex *v0, 947 const SWvertex *v1, 948 const SWvertex *v2 ) 949{ 950 (void) (ctx && v0 && v1 && v2); 951} 952 953 954/* 955 * This is used when separate specular color is enabled, but not 956 * texturing. We add the specular color to the primary color, 957 * draw the triangle, then restore the original primary color. 958 * Inefficient, but seldom needed. 959 */ 960void _swrast_add_spec_terms_triangle( GLcontext *ctx, 961 const SWvertex *v0, 962 const SWvertex *v1, 963 const SWvertex *v2 ) 964{ 965 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */ 966 SWvertex *ncv1 = (SWvertex *)v1; 967 SWvertex *ncv2 = (SWvertex *)v2; 968#if CHAN_TYPE == GL_FLOAT 969 GLfloat rSum, gSum, bSum; 970#else 971 GLint rSum, gSum, bSum; 972#endif 973 GLchan c[3][4]; 974 /* save original colors */ 975 COPY_CHAN4( c[0], ncv0->color ); 976 COPY_CHAN4( c[1], ncv1->color ); 977 COPY_CHAN4( c[2], ncv2->color ); 978 /* sum v0 */ 979 rSum = ncv0->color[0] + ncv0->specular[0]; 980 gSum = ncv0->color[1] + ncv0->specular[1]; 981 bSum = ncv0->color[2] + ncv0->specular[2]; 982 ncv0->color[0] = MIN2(rSum, CHAN_MAX); 983 ncv0->color[1] = MIN2(gSum, CHAN_MAX); 984 ncv0->color[2] = MIN2(bSum, CHAN_MAX); 985 /* sum v1 */ 986 rSum = ncv1->color[0] + ncv1->specular[0]; 987 gSum = ncv1->color[1] + ncv1->specular[1]; 988 bSum = ncv1->color[2] + ncv1->specular[2]; 989 ncv1->color[0] = MIN2(rSum, CHAN_MAX); 990 ncv1->color[1] = MIN2(gSum, CHAN_MAX); 991 ncv1->color[2] = MIN2(bSum, CHAN_MAX); 992 /* sum v2 */ 993 rSum = ncv2->color[0] + ncv2->specular[0]; 994 gSum = ncv2->color[1] + ncv2->specular[1]; 995 bSum = ncv2->color[2] + ncv2->specular[2]; 996 ncv2->color[0] = MIN2(rSum, CHAN_MAX); 997 ncv2->color[1] = MIN2(gSum, CHAN_MAX); 998 ncv2->color[2] = MIN2(bSum, CHAN_MAX); 999 /* draw */ 1000 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 ); 1001 /* restore original colors */ 1002 COPY_CHAN4( ncv0->color, c[0] ); 1003 COPY_CHAN4( ncv1->color, c[1] ); 1004 COPY_CHAN4( ncv2->color, c[2] ); 1005} 1006 1007 1008 1009#ifdef DEBUG 1010 1011/* record the current triangle function name */ 1012const char *_mesa_triFuncName = NULL; 1013 1014#define USE(triFunc) \ 1015do { \ 1016 _mesa_triFuncName = #triFunc; \ 1017 /*printf("%s\n", _mesa_triFuncName);*/ \ 1018 swrast->Triangle = triFunc; \ 1019} while (0) 1020 1021#else 1022 1023#define USE(triFunc) swrast->Triangle = triFunc; 1024 1025#endif 1026 1027 1028 1029 1030/* 1031 * Determine which triangle rendering function to use given the current 1032 * rendering context. 1033 * 1034 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or 1035 * remove tests to this code. 1036 */ 1037void 1038_swrast_choose_triangle( GLcontext *ctx ) 1039{ 1040 SWcontext *swrast = SWRAST_CONTEXT(ctx); 1041 const GLboolean rgbmode = ctx->Visual.rgbMode; 1042 1043 if (ctx->Polygon.CullFlag && 1044 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { 1045 USE(nodraw_triangle); 1046 return; 1047 } 1048 1049 if (ctx->RenderMode==GL_RENDER) { 1050 1051 if (ctx->Polygon.SmoothFlag) { 1052 _swrast_set_aa_triangle_function(ctx); 1053 ASSERT(swrast->Triangle); 1054 return; 1055 } 1056 1057 /* special case for occlusion testing */ 1058 if (ctx->Query.CurrentOcclusionObject && 1059 ctx->Depth.Test && 1060 ctx->Depth.Mask == GL_FALSE && 1061 ctx->Depth.Func == GL_LESS && 1062 !ctx->Stencil.Enabled) { 1063 if ((rgbmode && 1064 ctx->Color.ColorMask[0] == 0 && 1065 ctx->Color.ColorMask[1] == 0 && 1066 ctx->Color.ColorMask[2] == 0 && 1067 ctx->Color.ColorMask[3] == 0) 1068 || 1069 (!rgbmode && ctx->Color.IndexMask == 0)) { 1070 USE(occlusion_zless_triangle); 1071 return; 1072 } 1073 } 1074 1075 if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active || 1076 ctx->ATIFragmentShader._Enabled || ctx->ShaderObjects._FragmentShaderPresent) { 1077 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ 1078 const struct gl_texture_object *texObj2D; 1079 const struct gl_texture_image *texImg; 1080 GLenum minFilter, magFilter, envMode; 1081 GLint format; 1082 texObj2D = ctx->Texture.Unit[0].Current2D; 1083 texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL; 1084 format = texImg ? texImg->TexFormat->MesaFormat : -1; 1085 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0; 1086 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0; 1087 envMode = ctx->Texture.Unit[0].EnvMode; 1088 1089 /* First see if we can use an optimized 2-D texture function */ 1090 if (ctx->Texture._EnabledCoordUnits == 0x1 1091 && !ctx->FragmentProgram._Active 1092 && !ctx->ATIFragmentShader._Enabled 1093 && !ctx->ShaderObjects._FragmentShaderPresent 1094 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT 1095 && texObj2D->WrapS == GL_REPEAT 1096 && texObj2D->WrapT == GL_REPEAT 1097 && texImg->_IsPowerOfTwo 1098 && texImg->Border == 0 1099 && texImg->Width == texImg->RowStride 1100 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA) 1101 && minFilter == magFilter 1102 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR 1103 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) { 1104 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { 1105 if (minFilter == GL_NEAREST 1106 && format == MESA_FORMAT_RGB 1107 && (envMode == GL_REPLACE || envMode == GL_DECAL) 1108 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT) 1109 && ctx->Depth.Func == GL_LESS 1110 && ctx->Depth.Mask == GL_TRUE) 1111 || swrast->_RasterMask == TEXTURE_BIT) 1112 && ctx->Polygon.StippleFlag == GL_FALSE 1113 && ctx->Visual.depthBits <= 16) { 1114 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) { 1115 USE(simple_z_textured_triangle); 1116 } 1117 else { 1118 USE(simple_textured_triangle); 1119 } 1120 } 1121 else { 1122#if (CHAN_BITS == 16 || CHAN_BITS == 32) 1123 USE(general_textured_triangle); 1124#else 1125 USE(affine_textured_triangle); 1126#endif 1127 } 1128 } 1129 else { 1130#if (CHAN_BITS == 16 || CHAN_BITS == 32) 1131 USE(general_textured_triangle); 1132#else 1133 USE(persp_textured_triangle); 1134#endif 1135 } 1136 } 1137 else { 1138 /* general case textured triangles */ 1139 if (ctx->Texture._EnabledCoordUnits > 1) { 1140 USE(multitextured_triangle); 1141 } 1142 else { 1143 USE(general_textured_triangle); 1144 } 1145 } 1146 } 1147 else { 1148 ASSERT(!ctx->Texture._EnabledCoordUnits); 1149 if (ctx->Light.ShadeModel==GL_SMOOTH) { 1150 /* smooth shaded, no texturing, stippled or some raster ops */ 1151 if (rgbmode) { 1152 USE(smooth_rgba_triangle); 1153 } 1154 else { 1155 USE(smooth_ci_triangle); 1156 } 1157 } 1158 else { 1159 /* flat shaded, no texturing, stippled or some raster ops */ 1160 if (rgbmode) { 1161 USE(flat_rgba_triangle); 1162 } 1163 else { 1164 USE(flat_ci_triangle); 1165 } 1166 } 1167 } 1168 } 1169 else if (ctx->RenderMode==GL_FEEDBACK) { 1170 USE(_swrast_feedback_triangle); 1171 } 1172 else { 1173 /* GL_SELECT mode */ 1174 USE(_swrast_select_triangle); 1175 } 1176} 1177