s_triangle.c revision 8c36ca707ca8879d6f888de7733ffb6b04ddc48a
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.3
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/*
27 * When the device driver doesn't implement triangle rasterization it
28 * can hook in _swrast_Triangle, which eventually calls one of these
29 * functions to draw triangles.
30 */
31
32#include "main/glheader.h"
33#include "main/context.h"
34#include "main/colormac.h"
35#include "main/imports.h"
36#include "main/macros.h"
37#include "main/texformat.h"
38#include "shader/prog_instruction.h"
39
40#include "s_aatriangle.h"
41#include "s_context.h"
42#include "s_feedback.h"
43#include "s_span.h"
44#include "s_triangle.h"
45
46
47/**
48 * Test if a triangle should be culled.  Used for feedback and selection mode.
49 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
50 */
51GLboolean
52_swrast_culltriangle( GLcontext *ctx,
53                      const SWvertex *v0,
54                      const SWvertex *v1,
55                      const SWvertex *v2 )
56{
57   SWcontext *swrast = SWRAST_CONTEXT(ctx);
58   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
59   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
60   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
61   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
62   GLfloat c = ex*fy-ey*fx;
63
64   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
65      return GL_FALSE;
66
67   return GL_TRUE;
68}
69
70
71
72/*
73 * Render a smooth or flat-shaded color index triangle.
74 */
75#define NAME ci_triangle
76#define INTERP_Z 1
77#define INTERP_ATTRIBS 1  /* just for fog */
78#define INTERP_INDEX 1
79#define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
80#include "s_tritemp.h"
81
82
83
84/*
85 * Render a flat-shaded RGBA triangle.
86 */
87#define NAME flat_rgba_triangle
88#define INTERP_Z 1
89#define SETUP_CODE				\
90   ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
91   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
92   span.interpMask |= SPAN_RGBA;		\
93   span.red = ChanToFixed(v2->color[0]);	\
94   span.green = ChanToFixed(v2->color[1]);	\
95   span.blue = ChanToFixed(v2->color[2]);	\
96   span.alpha = ChanToFixed(v2->color[3]);	\
97   span.redStep = 0;				\
98   span.greenStep = 0;				\
99   span.blueStep = 0;				\
100   span.alphaStep = 0;
101#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
102#include "s_tritemp.h"
103
104
105
106/*
107 * Render a smooth-shaded RGBA triangle.
108 */
109#define NAME smooth_rgba_triangle
110#define INTERP_Z 1
111#define INTERP_RGB 1
112#define INTERP_ALPHA 1
113#define SETUP_CODE				\
114   {						\
115      /* texturing must be off */		\
116      ASSERT(ctx->Texture._EnabledCoordUnits == 0);	\
117      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
118   }
119#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
120#include "s_tritemp.h"
121
122
123
124/*
125 * Render an RGB, GL_DECAL, textured triangle.
126 * Interpolate S,T only w/out mipmapping or perspective correction.
127 *
128 * No fog.  No depth testing.
129 */
130#define NAME simple_textured_triangle
131#define INTERP_INT_TEX 1
132#define S_SCALE twidth
133#define T_SCALE theight
134
135#define SETUP_CODE							\
136   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
137   struct gl_texture_object *obj = 					\
138      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
139   const GLint b = obj->BaseLevel;					\
140   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;		\
141   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;		\
142   const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;		\
143   const GLubyte *texture = (const GLubyte *) obj->Image[0][b]->Data;	\
144   const GLint smask = obj->Image[0][b]->Width - 1;			\
145   const GLint tmask = obj->Image[0][b]->Height - 1;			\
146   if (!rb || !texture) {						\
147      return;								\
148   }
149
150#define RENDER_SPAN( span )						\
151   GLuint i;								\
152   GLubyte rgb[MAX_WIDTH][3];						\
153   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
154   span.intTex[1] -= FIXED_HALF;					\
155   for (i = 0; i < span.end; i++) {					\
156      GLint s = FixedToInt(span.intTex[0]) & smask;			\
157      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
158      GLint pos = (t << twidth_log2) + s;				\
159      pos = pos + pos + pos;  /* multiply by 3 */			\
160      rgb[i][RCOMP] = texture[pos];					\
161      rgb[i][GCOMP] = texture[pos+1];					\
162      rgb[i][BCOMP] = texture[pos+2];					\
163      span.intTex[0] += span.intTexStep[0];				\
164      span.intTex[1] += span.intTexStep[1];				\
165   }									\
166   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
167
168#include "s_tritemp.h"
169
170
171
172/*
173 * Render an RGB, GL_DECAL, textured triangle.
174 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
175 * perspective correction.
176 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
177 *
178 * No fog.
179 */
180#define NAME simple_z_textured_triangle
181#define INTERP_Z 1
182#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
183#define INTERP_INT_TEX 1
184#define S_SCALE twidth
185#define T_SCALE theight
186
187#define SETUP_CODE							\
188   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
189   struct gl_texture_object *obj = 					\
190      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
191   const GLint b = obj->BaseLevel;					\
192   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;		\
193   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;		\
194   const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;		\
195   const GLubyte *texture = (const GLubyte *) obj->Image[0][b]->Data;	\
196   const GLint smask = obj->Image[0][b]->Width - 1;			\
197   const GLint tmask = obj->Image[0][b]->Height - 1;			\
198   if (!rb || !texture) {						\
199      return;								\
200   }
201
202#define RENDER_SPAN( span )						\
203   GLuint i;				    				\
204   GLubyte rgb[MAX_WIDTH][3];						\
205   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
206   span.intTex[1] -= FIXED_HALF;					\
207   for (i = 0; i < span.end; i++) {					\
208      const GLuint z = FixedToDepth(span.z);				\
209      if (z < zRow[i]) {						\
210         GLint s = FixedToInt(span.intTex[0]) & smask;			\
211         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
212         GLint pos = (t << twidth_log2) + s;				\
213         pos = pos + pos + pos;  /* multiply by 3 */			\
214         rgb[i][RCOMP] = texture[pos];					\
215         rgb[i][GCOMP] = texture[pos+1];				\
216         rgb[i][BCOMP] = texture[pos+2];				\
217         zRow[i] = z;							\
218         span.array->mask[i] = 1;					\
219      }									\
220      else {								\
221         span.array->mask[i] = 0;					\
222      }									\
223      span.intTex[0] += span.intTexStep[0];				\
224      span.intTex[1] += span.intTexStep[1];				\
225      span.z += span.zStep;						\
226   }									\
227   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
228
229#include "s_tritemp.h"
230
231
232#if CHAN_TYPE != GL_FLOAT
233
234struct affine_info
235{
236   GLenum filter;
237   GLenum format;
238   GLenum envmode;
239   GLint smask, tmask;
240   GLint twidth_log2;
241   const GLchan *texture;
242   GLfixed er, eg, eb, ea;
243   GLint tbytesline, tsize;
244};
245
246
247static INLINE GLint
248ilerp(GLint t, GLint a, GLint b)
249{
250   return a + ((t * (b - a)) >> FIXED_SHIFT);
251}
252
253static INLINE GLint
254ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
255{
256   const GLint temp0 = ilerp(ia, v00, v10);
257   const GLint temp1 = ilerp(ia, v01, v11);
258   return ilerp(ib, temp0, temp1);
259}
260
261
262/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
263 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
264 * texture env modes.
265 */
266static INLINE void
267affine_span(GLcontext *ctx, SWspan *span,
268            struct affine_info *info)
269{
270   GLchan sample[4];  /* the filtered texture sample */
271   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
272
273   /* Instead of defining a function for each mode, a test is done
274    * between the outer and inner loops. This is to reduce code size
275    * and complexity. Observe that an optimizing compiler kills
276    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
277    */
278
279#define NEAREST_RGB		\
280   sample[RCOMP] = tex00[2];	\
281   sample[GCOMP] = tex00[1];	\
282   sample[BCOMP] = tex00[0];	\
283   sample[ACOMP] = CHAN_MAX;
284
285#define LINEAR_RGB							\
286   sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
287   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
288   sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
289   sample[ACOMP] = CHAN_MAX;
290
291#define NEAREST_RGBA  \
292   sample[RCOMP] = tex00[3];	\
293   sample[GCOMP] = tex00[2];	\
294   sample[BCOMP] = tex00[1];	\
295   sample[ACOMP] = tex00[0];
296
297#define LINEAR_RGBA							\
298   sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
299   sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
300   sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
301   sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
302
303#define MODULATE							  \
304   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
305   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
306   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
307   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
308
309#define DECAL								\
310   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
311               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
312               >> (FIXED_SHIFT + 8);					\
313   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
314               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
315               >> (FIXED_SHIFT + 8);					\
316   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
317               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
318               >> (FIXED_SHIFT + 8);					\
319   dest[ACOMP] = FixedToInt(span->alpha)
320
321#define BLEND								\
322   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
323               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
324   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
325               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
326   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
327               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
328   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
329
330#define REPLACE  COPY_CHAN4(dest, sample)
331
332#define ADD								\
333   {									\
334      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
335      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
336      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
337      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
338      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
339      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
340      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
341  }
342
343/* shortcuts */
344
345#define NEAREST_RGB_REPLACE		\
346   NEAREST_RGB;				\
347   dest[0] = sample[0];			\
348   dest[1] = sample[1];			\
349   dest[2] = sample[2];			\
350   dest[3] = FixedToInt(span->alpha);
351
352#define NEAREST_RGBA_REPLACE  \
353   dest[RCOMP] = tex00[3]; \
354   dest[GCOMP] = tex00[2]; \
355   dest[BCOMP] = tex00[1]; \
356   dest[ACOMP] = tex00[0]
357
358#define SPAN_NEAREST(DO_TEX, COMPS)					\
359	for (i = 0; i < span->end; i++) {				\
360           /* Isn't it necessary to use FixedFloor below?? */		\
361           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
362           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
363           GLint pos = (t << info->twidth_log2) + s;			\
364           const GLchan *tex00 = info->texture + COMPS * pos;		\
365           DO_TEX;							\
366           span->red += span->redStep;					\
367	   span->green += span->greenStep;				\
368           span->blue += span->blueStep;				\
369	   span->alpha += span->alphaStep;				\
370	   span->intTex[0] += span->intTexStep[0];			\
371	   span->intTex[1] += span->intTexStep[1];			\
372           dest += 4;							\
373	}
374
375#define SPAN_LINEAR(DO_TEX, COMPS)					\
376	for (i = 0; i < span->end; i++) {				\
377           /* Isn't it necessary to use FixedFloor below?? */		\
378           const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
379           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
380           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
381           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
382           const GLint pos = (t << info->twidth_log2) + s;		\
383           const GLchan *tex00 = info->texture + COMPS * pos;		\
384           const GLchan *tex10 = tex00 + info->tbytesline;		\
385           const GLchan *tex01 = tex00 + COMPS;				\
386           const GLchan *tex11 = tex10 + COMPS;				\
387           if (t == info->tmask) {					\
388              tex10 -= info->tsize;					\
389              tex11 -= info->tsize;					\
390           }								\
391           if (s == info->smask) {					\
392              tex01 -= info->tbytesline;				\
393              tex11 -= info->tbytesline;				\
394           }								\
395           DO_TEX;							\
396           span->red += span->redStep;					\
397	   span->green += span->greenStep;				\
398           span->blue += span->blueStep;				\
399	   span->alpha += span->alphaStep;				\
400	   span->intTex[0] += span->intTexStep[0];			\
401	   span->intTex[1] += span->intTexStep[1];			\
402           dest += 4;							\
403	}
404
405
406   GLuint i;
407   GLchan *dest = span->array->rgba[0];
408
409   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
410   ctx->Texture._EnabledCoordUnits = 0x0;
411
412   span->intTex[0] -= FIXED_HALF;
413   span->intTex[1] -= FIXED_HALF;
414   switch (info->filter) {
415   case GL_NEAREST:
416      switch (info->format) {
417      case MESA_FORMAT_RGB888:
418         switch (info->envmode) {
419         case GL_MODULATE:
420            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
421            break;
422         case GL_DECAL:
423         case GL_REPLACE:
424            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
425            break;
426         case GL_BLEND:
427            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
428            break;
429         case GL_ADD:
430            SPAN_NEAREST(NEAREST_RGB;ADD,3);
431            break;
432         default:
433            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
434            return;
435         }
436         break;
437      case MESA_FORMAT_RGBA8888:
438         switch(info->envmode) {
439         case GL_MODULATE:
440            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
441            break;
442         case GL_DECAL:
443            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
444            break;
445         case GL_BLEND:
446            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
447            break;
448         case GL_ADD:
449            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
450            break;
451         case GL_REPLACE:
452            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
453            break;
454         default:
455            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
456            return;
457         }
458         break;
459      }
460      break;
461
462   case GL_LINEAR:
463      span->intTex[0] -= FIXED_HALF;
464      span->intTex[1] -= FIXED_HALF;
465      switch (info->format) {
466      case MESA_FORMAT_RGB888:
467         switch (info->envmode) {
468         case GL_MODULATE:
469            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
470            break;
471         case GL_DECAL:
472         case GL_REPLACE:
473            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
474            break;
475         case GL_BLEND:
476            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
477            break;
478         case GL_ADD:
479            SPAN_LINEAR(LINEAR_RGB;ADD,3);
480            break;
481         default:
482            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
483            return;
484         }
485         break;
486      case MESA_FORMAT_RGBA8888:
487         switch (info->envmode) {
488         case GL_MODULATE:
489            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
490            break;
491         case GL_DECAL:
492            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
493            break;
494         case GL_BLEND:
495            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
496            break;
497         case GL_ADD:
498            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
499            break;
500         case GL_REPLACE:
501            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
502            break;
503         default:
504            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
505            return;
506         }
507         break;
508      }
509      break;
510   }
511   span->interpMask &= ~SPAN_RGBA;
512   ASSERT(span->arrayMask & SPAN_RGBA);
513
514   _swrast_write_rgba_span(ctx, span);
515
516   /* re-enable texture units */
517   ctx->Texture._EnabledCoordUnits = texEnableSave;
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_RGB 1
531#define INTERP_ALPHA 1
532#define INTERP_INT_TEX 1
533#define S_SCALE twidth
534#define T_SCALE theight
535
536#define SETUP_CODE							\
537   struct affine_info info;						\
538   struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
539   struct gl_texture_object *obj = 					\
540      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
541   const GLint b = obj->BaseLevel;					\
542   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;		\
543   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;		\
544   info.texture = (const GLchan *) obj->Image[0][b]->Data;		\
545   info.twidth_log2 = obj->Image[0][b]->WidthLog2;			\
546   info.smask = obj->Image[0][b]->Width - 1;				\
547   info.tmask = obj->Image[0][b]->Height - 1;				\
548   info.format = obj->Image[0][b]->TexFormat;				\
549   info.filter = obj->MinFilter;					\
550   info.envmode = unit->EnvMode;					\
551   span.arrayMask |= SPAN_RGBA;						\
552									\
553   if (info.envmode == GL_BLEND) {					\
554      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
555      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
556      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
557      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
558      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
559   }									\
560   if (!info.texture) {							\
561      /* this shouldn't happen */					\
562      return;								\
563   }									\
564									\
565   switch (info.format) {						\
566   case MESA_FORMAT_A8:							\
567   case MESA_FORMAT_L8:							\
568   case MESA_FORMAT_I8:							\
569      info.tbytesline = obj->Image[0][b]->Width;			\
570      break;								\
571   case MESA_FORMAT_AL88:						\
572      info.tbytesline = obj->Image[0][b]->Width * 2;			\
573      break;								\
574   case MESA_FORMAT_RGB888:						\
575      info.tbytesline = obj->Image[0][b]->Width * 3;			\
576      break;								\
577   case MESA_FORMAT_RGBA8888:						\
578      info.tbytesline = obj->Image[0][b]->Width * 4;			\
579      break;								\
580   default:								\
581      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
582      return;								\
583   }									\
584   info.tsize = obj->Image[0][b]->Height * info.tbytesline;
585
586#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
587
588#include "s_tritemp.h"
589
590
591
592struct persp_info
593{
594   GLenum filter;
595   GLenum format;
596   GLenum envmode;
597   GLint smask, tmask;
598   GLint twidth_log2;
599   const GLchan *texture;
600   GLfixed er, eg, eb, ea;   /* texture env color */
601   GLint tbytesline, tsize;
602};
603
604
605static INLINE void
606fast_persp_span(GLcontext *ctx, SWspan *span,
607		struct persp_info *info)
608{
609   GLchan sample[4];  /* the filtered texture sample */
610
611  /* Instead of defining a function for each mode, a test is done
612   * between the outer and inner loops. This is to reduce code size
613   * and complexity. Observe that an optimizing compiler kills
614   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
615   */
616#define SPAN_NEAREST(DO_TEX,COMP)					\
617	for (i = 0; i < span->end; i++) {				\
618           GLdouble invQ = tex_coord[2] ?				\
619                                 (1.0 / tex_coord[2]) : 1.0;            \
620           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
621           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
622           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
623           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
624           GLint pos = (t << info->twidth_log2) + s;			\
625           const GLchan *tex00 = info->texture + COMP * pos;		\
626           DO_TEX;							\
627           span->red += span->redStep;					\
628	   span->green += span->greenStep;				\
629           span->blue += span->blueStep;				\
630	   span->alpha += span->alphaStep;				\
631	   tex_coord[0] += tex_step[0];					\
632	   tex_coord[1] += tex_step[1];					\
633	   tex_coord[2] += tex_step[2];					\
634           dest += 4;							\
635	}
636
637#define SPAN_LINEAR(DO_TEX,COMP)					\
638	for (i = 0; i < span->end; i++) {				\
639           GLdouble invQ = tex_coord[2] ?				\
640                                 (1.0 / tex_coord[2]) : 1.0;            \
641           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
642           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
643           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
644           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
645           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
646           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
647           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
648           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
649           const GLint pos = (t << info->twidth_log2) + s;		\
650           const GLchan *tex00 = info->texture + COMP * pos;		\
651           const GLchan *tex10 = tex00 + info->tbytesline;		\
652           const GLchan *tex01 = tex00 + COMP;				\
653           const GLchan *tex11 = tex10 + COMP;				\
654           if (t == info->tmask) {					\
655              tex10 -= info->tsize;					\
656              tex11 -= info->tsize;					\
657           }								\
658           if (s == info->smask) {					\
659              tex01 -= info->tbytesline;				\
660              tex11 -= info->tbytesline;				\
661           }								\
662           DO_TEX;							\
663           span->red   += span->redStep;				\
664	   span->green += span->greenStep;				\
665           span->blue  += span->blueStep;				\
666	   span->alpha += span->alphaStep;				\
667	   tex_coord[0] += tex_step[0];					\
668	   tex_coord[1] += tex_step[1];					\
669	   tex_coord[2] += tex_step[2];					\
670           dest += 4;							\
671	}
672
673   GLuint i;
674   GLfloat tex_coord[3], tex_step[3];
675   GLchan *dest = span->array->rgba[0];
676
677   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
678   ctx->Texture._EnabledCoordUnits = 0;
679
680   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
681   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
682   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
683   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
684   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
685   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
686   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
687
688   switch (info->filter) {
689   case GL_NEAREST:
690      switch (info->format) {
691      case MESA_FORMAT_RGB888:
692         switch (info->envmode) {
693         case GL_MODULATE:
694            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
695            break;
696         case GL_DECAL:
697         case GL_REPLACE:
698            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
699            break;
700         case GL_BLEND:
701            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
702            break;
703         case GL_ADD:
704            SPAN_NEAREST(NEAREST_RGB;ADD,3);
705            break;
706         default:
707            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
708            return;
709         }
710         break;
711      case MESA_FORMAT_RGBA8888:
712         switch(info->envmode) {
713         case GL_MODULATE:
714            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
715            break;
716         case GL_DECAL:
717            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
718            break;
719         case GL_BLEND:
720            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
721            break;
722         case GL_ADD:
723            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
724            break;
725         case GL_REPLACE:
726            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
727            break;
728         default:
729            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
730            return;
731         }
732         break;
733      }
734      break;
735
736   case GL_LINEAR:
737      switch (info->format) {
738      case MESA_FORMAT_RGB888:
739         switch (info->envmode) {
740         case GL_MODULATE:
741            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
742            break;
743         case GL_DECAL:
744         case GL_REPLACE:
745            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
746            break;
747         case GL_BLEND:
748            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
749            break;
750         case GL_ADD:
751            SPAN_LINEAR(LINEAR_RGB;ADD,3);
752            break;
753         default:
754            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
755            return;
756         }
757         break;
758      case MESA_FORMAT_RGBA8888:
759         switch (info->envmode) {
760         case GL_MODULATE:
761            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
762            break;
763         case GL_DECAL:
764            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
765            break;
766         case GL_BLEND:
767            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
768            break;
769         case GL_ADD:
770            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
771            break;
772         case GL_REPLACE:
773            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
774            break;
775         default:
776            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
777            return;
778         }
779         break;
780      }
781      break;
782   }
783
784   ASSERT(span->arrayMask & SPAN_RGBA);
785   _swrast_write_rgba_span(ctx, span);
786
787#undef SPAN_NEAREST
788#undef SPAN_LINEAR
789
790   /* restore state */
791   ctx->Texture._EnabledCoordUnits = texEnableSave;
792}
793
794
795/*
796 * Render an perspective corrected RGB/RGBA textured triangle.
797 * The Q (aka V in Mesa) coordinate must be zero such that the divide
798 * by interpolated Q/W comes out right.
799 *
800 */
801#define NAME persp_textured_triangle
802#define INTERP_Z 1
803#define INTERP_RGB 1
804#define INTERP_ALPHA 1
805#define INTERP_ATTRIBS 1
806
807#define SETUP_CODE							\
808   struct persp_info info;						\
809   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
810   struct gl_texture_object *obj = 					\
811      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
812   const GLint b = obj->BaseLevel;					\
813   info.texture = (const GLchan *) obj->Image[0][b]->Data;		\
814   info.twidth_log2 = obj->Image[0][b]->WidthLog2;			\
815   info.smask = obj->Image[0][b]->Width - 1;				\
816   info.tmask = obj->Image[0][b]->Height - 1;				\
817   info.format = obj->Image[0][b]->TexFormat;				\
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 MESA_FORMAT_A8:							\
835   case MESA_FORMAT_L8:							\
836   case MESA_FORMAT_I8:							\
837      info.tbytesline = obj->Image[0][b]->Width;			\
838      break;								\
839   case MESA_FORMAT_AL88:						\
840      info.tbytesline = obj->Image[0][b]->Width * 2;			\
841      break;								\
842   case MESA_FORMAT_RGB888:						\
843      info.tbytesline = obj->Image[0][b]->Width * 3;			\
844      break;								\
845   case MESA_FORMAT_RGBA8888:						\
846      info.tbytesline = obj->Image[0][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[0][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#endif /*CHAN_TYPE != GL_FLOAT*/
862
863
864
865/*
866 * Render an RGBA triangle with arbitrary attributes.
867 */
868#define NAME general_triangle
869#define INTERP_Z 1
870#define INTERP_RGB 1
871#define INTERP_ALPHA 1
872#define INTERP_ATTRIBS 1
873#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
874#include "s_tritemp.h"
875
876
877
878
879/*
880 * Special tri function for occlusion testing
881 */
882#define NAME occlusion_zless_triangle
883#define INTERP_Z 1
884#define SETUP_CODE							\
885   struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;		\
886   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
887   ASSERT(ctx->Depth.Test);						\
888   ASSERT(!ctx->Depth.Mask);						\
889   ASSERT(ctx->Depth.Func == GL_LESS);					\
890   if (!q) {								\
891      return;								\
892   }
893#define RENDER_SPAN( span )						\
894   if (rb->DepthBits <= 16) {						\
895      GLuint i;								\
896      const GLushort *zRow = (const GLushort *)				\
897         rb->GetPointer(ctx, rb, span.x, span.y);			\
898      for (i = 0; i < span.end; i++) {					\
899         GLuint z = FixedToDepth(span.z);				\
900         if (z < zRow[i]) {						\
901            q->Result++;						\
902         }								\
903         span.z += span.zStep;						\
904      }									\
905   }									\
906   else {								\
907      GLuint i;								\
908      const GLuint *zRow = (const GLuint *)				\
909         rb->GetPointer(ctx, rb, span.x, span.y);			\
910      for (i = 0; i < span.end; i++) {					\
911         if ((GLuint)span.z < zRow[i]) {				\
912            q->Result++;						\
913         }								\
914         span.z += span.zStep;						\
915      }									\
916   }
917#include "s_tritemp.h"
918
919
920
921static void
922nodraw_triangle( GLcontext *ctx,
923                 const SWvertex *v0,
924                 const SWvertex *v1,
925                 const SWvertex *v2 )
926{
927   (void) (ctx && v0 && v1 && v2);
928}
929
930
931/*
932 * This is used when separate specular color is enabled, but not
933 * texturing.  We add the specular color to the primary color,
934 * draw the triangle, then restore the original primary color.
935 * Inefficient, but seldom needed.
936 */
937void
938_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
939                                const SWvertex *v1, const SWvertex *v2)
940{
941   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
942   SWvertex *ncv1 = (SWvertex *)v1;
943   SWvertex *ncv2 = (SWvertex *)v2;
944   GLfloat rSum, gSum, bSum;
945   GLchan cSave[3][4];
946
947   /* save original colors */
948   COPY_CHAN4( cSave[0], ncv0->color );
949   COPY_CHAN4( cSave[1], ncv1->color );
950   COPY_CHAN4( cSave[2], ncv2->color );
951   /* sum v0 */
952   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
953   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
954   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
955   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
956   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
957   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
958   /* sum v1 */
959   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
960   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
961   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
962   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
963   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
964   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
965   /* sum v2 */
966   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
967   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
968   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
969   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
970   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
971   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
972   /* draw */
973   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
974   /* restore original colors */
975   COPY_CHAN4( ncv0->color, cSave[0] );
976   COPY_CHAN4( ncv1->color, cSave[1] );
977   COPY_CHAN4( ncv2->color, cSave[2] );
978}
979
980
981
982#ifdef DEBUG
983
984/* record the current triangle function name */
985const char *_mesa_triFuncName = NULL;
986
987#define USE(triFunc)				\
988do {						\
989    _mesa_triFuncName = #triFunc;		\
990    /*printf("%s\n", _mesa_triFuncName);*/	\
991    swrast->Triangle = triFunc;			\
992} while (0)
993
994#else
995
996#define USE(triFunc)  swrast->Triangle = triFunc;
997
998#endif
999
1000
1001
1002
1003/*
1004 * Determine which triangle rendering function to use given the current
1005 * rendering context.
1006 *
1007 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1008 * remove tests to this code.
1009 */
1010void
1011_swrast_choose_triangle( GLcontext *ctx )
1012{
1013   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1014   const GLboolean rgbmode = ctx->Visual.rgbMode;
1015
1016   if (ctx->Polygon.CullFlag &&
1017       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1018      USE(nodraw_triangle);
1019      return;
1020   }
1021
1022   if (ctx->RenderMode==GL_RENDER) {
1023
1024      if (ctx->Polygon.SmoothFlag) {
1025         _swrast_set_aa_triangle_function(ctx);
1026         ASSERT(swrast->Triangle);
1027         return;
1028      }
1029
1030      /* special case for occlusion testing */
1031      if (ctx->Query.CurrentOcclusionObject &&
1032          ctx->Depth.Test &&
1033          ctx->Depth.Mask == GL_FALSE &&
1034          ctx->Depth.Func == GL_LESS &&
1035          !ctx->Stencil._Enabled) {
1036         if ((rgbmode &&
1037              ctx->Color.ColorMask[0] == 0 &&
1038              ctx->Color.ColorMask[1] == 0 &&
1039              ctx->Color.ColorMask[2] == 0 &&
1040              ctx->Color.ColorMask[3] == 0)
1041             ||
1042             (!rgbmode && ctx->Color.IndexMask == 0)) {
1043            USE(occlusion_zless_triangle);
1044            return;
1045         }
1046      }
1047
1048      if (!rgbmode) {
1049         USE(ci_triangle);
1050         return;
1051      }
1052
1053      /*
1054       * XXX should examine swrast->_ActiveAttribMask to determine what
1055       * needs to be interpolated.
1056       */
1057      if (ctx->Texture._EnabledCoordUnits ||
1058          ctx->FragmentProgram._Current ||
1059          ctx->ATIFragmentShader._Enabled ||
1060          NEED_SECONDARY_COLOR(ctx) ||
1061          swrast->_FogEnabled) {
1062         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1063         const struct gl_texture_object *texObj2D;
1064         const struct gl_texture_image *texImg;
1065         GLenum minFilter, magFilter, envMode;
1066         gl_format format;
1067         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1068
1069         texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1070         format = texImg ? texImg->TexFormat : -1;
1071         minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1072         magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1073         envMode = ctx->Texture.Unit[0].EnvMode;
1074
1075         /* First see if we can use an optimized 2-D texture function */
1076         if (ctx->Texture._EnabledCoordUnits == 0x1
1077             && !ctx->FragmentProgram._Current
1078             && !ctx->ATIFragmentShader._Enabled
1079             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1080             && texObj2D->WrapS == GL_REPEAT
1081             && texObj2D->WrapT == GL_REPEAT
1082             && texObj2D->_Swizzle == SWIZZLE_NOOP
1083             && texImg->_IsPowerOfTwo
1084             && texImg->Border == 0
1085             && texImg->Width == texImg->RowStride
1086             && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1087             && minFilter == magFilter
1088             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1089             && !swrast->_FogEnabled
1090             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1091             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1092	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1093	       if (minFilter == GL_NEAREST
1094		   && format == MESA_FORMAT_RGB888
1095		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1096		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1097			&& ctx->Depth.Func == GL_LESS
1098			&& ctx->Depth.Mask == GL_TRUE)
1099		       || swrast->_RasterMask == TEXTURE_BIT)
1100		   && ctx->Polygon.StippleFlag == GL_FALSE
1101                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1102		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1103		     USE(simple_z_textured_triangle);
1104		  }
1105		  else {
1106		     USE(simple_textured_triangle);
1107		  }
1108	       }
1109	       else {
1110#if CHAN_BITS != 8
1111                  USE(general_triangle);
1112#else
1113                  USE(affine_textured_triangle);
1114#endif
1115	       }
1116	    }
1117	    else {
1118#if CHAN_BITS != 8
1119               USE(general_triangle);
1120#else
1121               USE(persp_textured_triangle);
1122#endif
1123	    }
1124	 }
1125         else {
1126            /* general case textured triangles */
1127            USE(general_triangle);
1128         }
1129      }
1130      else {
1131         ASSERT(!swrast->_FogEnabled);
1132         ASSERT(!NEED_SECONDARY_COLOR(ctx));
1133	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1134	    /* smooth shaded, no texturing, stippled or some raster ops */
1135#if CHAN_BITS != 8
1136               USE(general_triangle);
1137#else
1138               USE(smooth_rgba_triangle);
1139#endif
1140	 }
1141	 else {
1142	    /* flat shaded, no texturing, stippled or some raster ops */
1143#if CHAN_BITS != 8
1144            USE(general_triangle);
1145#else
1146            USE(flat_rgba_triangle);
1147#endif
1148	 }
1149      }
1150   }
1151   else if (ctx->RenderMode==GL_FEEDBACK) {
1152      USE(_swrast_feedback_triangle);
1153   }
1154   else {
1155      /* GL_SELECT mode */
1156      USE(_swrast_select_triangle);
1157   }
1158}
1159