s_triangle.c revision bd3c10c0f0c60ab3421c2da2eab814edc2296cb0
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/mtypes.h"
38#include "main/state.h"
39#include "program/prog_instruction.h"
40
41#include "s_aatriangle.h"
42#include "s_context.h"
43#include "s_feedback.h"
44#include "s_span.h"
45#include "s_triangle.h"
46
47
48/**
49 * Test if a triangle should be culled.  Used for feedback and selection mode.
50 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
51 */
52GLboolean
53_swrast_culltriangle( struct gl_context *ctx,
54                      const SWvertex *v0,
55                      const SWvertex *v1,
56                      const SWvertex *v2 )
57{
58   SWcontext *swrast = SWRAST_CONTEXT(ctx);
59   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
60   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
61   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
62   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
63   GLfloat c = ex*fy-ey*fx;
64
65   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
66      return GL_FALSE;
67
68   return GL_TRUE;
69}
70
71
72
73/*
74 * Render a flat-shaded RGBA triangle.
75 */
76#define NAME flat_rgba_triangle
77#define INTERP_Z 1
78#define SETUP_CODE				\
79   ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
80   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
81   span.interpMask |= SPAN_RGBA;		\
82   span.red = ChanToFixed(v2->color[0]);	\
83   span.green = ChanToFixed(v2->color[1]);	\
84   span.blue = ChanToFixed(v2->color[2]);	\
85   span.alpha = ChanToFixed(v2->color[3]);	\
86   span.redStep = 0;				\
87   span.greenStep = 0;				\
88   span.blueStep = 0;				\
89   span.alphaStep = 0;
90#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
91#include "s_tritemp.h"
92
93
94
95/*
96 * Render a smooth-shaded RGBA triangle.
97 */
98#define NAME smooth_rgba_triangle
99#define INTERP_Z 1
100#define INTERP_RGB 1
101#define INTERP_ALPHA 1
102#define SETUP_CODE				\
103   {						\
104      /* texturing must be off */		\
105      ASSERT(ctx->Texture._EnabledCoordUnits == 0);	\
106      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
107   }
108#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
109#include "s_tritemp.h"
110
111
112
113/*
114 * Render an RGB, GL_DECAL, textured triangle.
115 * Interpolate S,T only w/out mipmapping or perspective correction.
116 *
117 * No fog.  No depth testing.
118 */
119#define NAME simple_textured_triangle
120#define INTERP_INT_TEX 1
121#define S_SCALE twidth
122#define T_SCALE theight
123
124#define SETUP_CODE							\
125   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
126   const struct gl_texture_object *obj = 				\
127      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
128   const struct gl_texture_image *texImg =				\
129      obj->Image[0][obj->BaseLevel];					\
130   const struct swrast_texture_image *swImg =				\
131      swrast_texture_image_const(texImg);				\
132   const GLfloat twidth = (GLfloat) texImg->Width;			\
133   const GLfloat theight = (GLfloat) texImg->Height;			\
134   const GLint twidth_log2 = texImg->WidthLog2;				\
135   const GLubyte *texture = (const GLubyte *) swImg->Map;		\
136   const GLint smask = texImg->Width - 1;				\
137   const GLint tmask = texImg->Height - 1;				\
138   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
139   if (!rb || !texture) {						\
140      return;								\
141   }
142
143#define RENDER_SPAN( span )						\
144   GLuint i;								\
145   GLubyte rgba[MAX_WIDTH][4];						\
146   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
147   span.intTex[1] -= FIXED_HALF;					\
148   for (i = 0; i < span.end; i++) {					\
149      GLint s = FixedToInt(span.intTex[0]) & smask;			\
150      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
151      GLint pos = (t << twidth_log2) + s;				\
152      pos = pos + pos + pos;  /* multiply by 3 */			\
153      rgba[i][RCOMP] = texture[pos+2];					\
154      rgba[i][GCOMP] = texture[pos+1];					\
155      rgba[i][BCOMP] = texture[pos+0];					\
156      rgba[i][ACOMP] = 0xff;                                            \
157      span.intTex[0] += span.intTexStep[0];				\
158      span.intTex[1] += span.intTexStep[1];				\
159   }									\
160   rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, NULL);
161
162#include "s_tritemp.h"
163
164
165
166/*
167 * Render an RGB, GL_DECAL, textured triangle.
168 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
169 * perspective correction.
170 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
171 *
172 * No fog.
173 */
174#define NAME simple_z_textured_triangle
175#define INTERP_Z 1
176#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
177#define INTERP_INT_TEX 1
178#define S_SCALE twidth
179#define T_SCALE theight
180
181#define SETUP_CODE							\
182   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
183   const struct gl_texture_object *obj = 				\
184      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
185   const struct gl_texture_image *texImg = 				\
186       obj->Image[0][obj->BaseLevel]; 					\
187   const struct swrast_texture_image *swImg =				\
188      swrast_texture_image_const(texImg);				\
189   const GLfloat twidth = (GLfloat) texImg->Width;			\
190   const GLfloat theight = (GLfloat) texImg->Height;			\
191   const GLint twidth_log2 = texImg->WidthLog2;				\
192   const GLubyte *texture = (const GLubyte *) swImg->Map;		\
193   const GLint smask = texImg->Width - 1;				\
194   const GLint tmask = texImg->Height - 1;				\
195   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
196   if (!rb || !texture) {						\
197      return;								\
198   }
199
200#define RENDER_SPAN( span )						\
201   GLuint i;				    				\
202   GLubyte rgba[MAX_WIDTH][4];						\
203   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
204   span.intTex[1] -= FIXED_HALF;					\
205   for (i = 0; i < span.end; i++) {					\
206      const GLuint z = FixedToDepth(span.z);				\
207      if (z < zRow[i]) {						\
208         GLint s = FixedToInt(span.intTex[0]) & smask;			\
209         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
210         GLint pos = (t << twidth_log2) + s;				\
211         pos = pos + pos + pos;  /* multiply by 3 */			\
212         rgba[i][RCOMP] = texture[pos+2];				\
213         rgba[i][GCOMP] = texture[pos+1];				\
214         rgba[i][BCOMP] = texture[pos+0];				\
215         rgba[i][ACOMP] = 0xff;          				\
216         zRow[i] = z;							\
217         span.array->mask[i] = 1;					\
218      }									\
219      else {								\
220         span.array->mask[i] = 0;					\
221      }									\
222      span.intTex[0] += span.intTexStep[0];				\
223      span.intTex[1] += span.intTexStep[1];				\
224      span.z += span.zStep;						\
225   }									\
226   rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, span.array->mask);
227
228#include "s_tritemp.h"
229
230
231#if CHAN_TYPE != GL_FLOAT
232
233struct affine_info
234{
235   GLenum filter;
236   GLenum format;
237   GLenum envmode;
238   GLint smask, tmask;
239   GLint twidth_log2;
240   const GLchan *texture;
241   GLfixed er, eg, eb, ea;
242   GLint tbytesline, tsize;
243};
244
245
246static inline GLint
247ilerp(GLint t, GLint a, GLint b)
248{
249   return a + ((t * (b - a)) >> FIXED_SHIFT);
250}
251
252static inline GLint
253ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
254{
255   const GLint temp0 = ilerp(ia, v00, v10);
256   const GLint temp1 = ilerp(ia, v01, v11);
257   return ilerp(ib, temp0, temp1);
258}
259
260
261/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
262 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
263 * texture env modes.
264 */
265static inline void
266affine_span(struct gl_context *ctx, SWspan *span,
267            struct affine_info *info)
268{
269   GLchan sample[4];  /* the filtered texture sample */
270   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
271
272   /* Instead of defining a function for each mode, a test is done
273    * between the outer and inner loops. This is to reduce code size
274    * and complexity. Observe that an optimizing compiler kills
275    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
276    */
277
278#define NEAREST_RGB		\
279   sample[RCOMP] = tex00[2];	\
280   sample[GCOMP] = tex00[1];	\
281   sample[BCOMP] = tex00[0];	\
282   sample[ACOMP] = CHAN_MAX;
283
284#define LINEAR_RGB							\
285   sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
286   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
287   sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
288   sample[ACOMP] = CHAN_MAX;
289
290#define NEAREST_RGBA  \
291   sample[RCOMP] = tex00[3];	\
292   sample[GCOMP] = tex00[2];	\
293   sample[BCOMP] = tex00[1];	\
294   sample[ACOMP] = tex00[0];
295
296#define LINEAR_RGBA							\
297   sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
298   sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
299   sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
300   sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
301
302#define MODULATE							  \
303   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
304   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
305   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
306   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
307
308#define DECAL								\
309   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
310               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
311               >> (FIXED_SHIFT + 8);					\
312   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
313               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
314               >> (FIXED_SHIFT + 8);					\
315   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
316               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
317               >> (FIXED_SHIFT + 8);					\
318   dest[ACOMP] = FixedToInt(span->alpha)
319
320#define BLEND								\
321   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
322               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
323   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
324               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
325   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
326               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
327   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
328
329#define REPLACE  COPY_CHAN4(dest, sample)
330
331#define ADD								\
332   {									\
333      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
334      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
335      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
336      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
337      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
338      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
339      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
340  }
341
342/* shortcuts */
343
344#define NEAREST_RGB_REPLACE		\
345   NEAREST_RGB;				\
346   dest[0] = sample[0];			\
347   dest[1] = sample[1];			\
348   dest[2] = sample[2];			\
349   dest[3] = FixedToInt(span->alpha);
350
351#define NEAREST_RGBA_REPLACE  \
352   dest[RCOMP] = tex00[3]; \
353   dest[GCOMP] = tex00[2]; \
354   dest[BCOMP] = tex00[1]; \
355   dest[ACOMP] = tex00[0]
356
357#define SPAN_NEAREST(DO_TEX, COMPS)					\
358	for (i = 0; i < span->end; i++) {				\
359           /* Isn't it necessary to use FixedFloor below?? */		\
360           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
361           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
362           GLint pos = (t << info->twidth_log2) + s;			\
363           const GLchan *tex00 = info->texture + COMPS * pos;		\
364           DO_TEX;							\
365           span->red += span->redStep;					\
366	   span->green += span->greenStep;				\
367           span->blue += span->blueStep;				\
368	   span->alpha += span->alphaStep;				\
369	   span->intTex[0] += span->intTexStep[0];			\
370	   span->intTex[1] += span->intTexStep[1];			\
371           dest += 4;							\
372	}
373
374#define SPAN_LINEAR(DO_TEX, COMPS)					\
375	for (i = 0; i < span->end; i++) {				\
376           /* Isn't it necessary to use FixedFloor below?? */		\
377           const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
378           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
379           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
380           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
381           const GLint pos = (t << info->twidth_log2) + s;		\
382           const GLchan *tex00 = info->texture + COMPS * pos;		\
383           const GLchan *tex10 = tex00 + info->tbytesline;		\
384           const GLchan *tex01 = tex00 + COMPS;				\
385           const GLchan *tex11 = tex10 + COMPS;				\
386           if (t == info->tmask) {					\
387              tex10 -= info->tsize;					\
388              tex11 -= info->tsize;					\
389           }								\
390           if (s == info->smask) {					\
391              tex01 -= info->tbytesline;				\
392              tex11 -= info->tbytesline;				\
393           }								\
394           DO_TEX;							\
395           span->red += span->redStep;					\
396	   span->green += span->greenStep;				\
397           span->blue += span->blueStep;				\
398	   span->alpha += span->alphaStep;				\
399	   span->intTex[0] += span->intTexStep[0];			\
400	   span->intTex[1] += span->intTexStep[1];			\
401           dest += 4;							\
402	}
403
404
405   GLuint i;
406   GLchan *dest = span->array->rgba[0];
407
408   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
409   ctx->Texture._EnabledCoordUnits = 0x0;
410
411   span->intTex[0] -= FIXED_HALF;
412   span->intTex[1] -= FIXED_HALF;
413   switch (info->filter) {
414   case GL_NEAREST:
415      switch (info->format) {
416      case MESA_FORMAT_RGB888:
417         switch (info->envmode) {
418         case GL_MODULATE:
419            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
420            break;
421         case GL_DECAL:
422         case GL_REPLACE:
423            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
424            break;
425         case GL_BLEND:
426            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
427            break;
428         case GL_ADD:
429            SPAN_NEAREST(NEAREST_RGB;ADD,3);
430            break;
431         default:
432            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
433            return;
434         }
435         break;
436      case MESA_FORMAT_RGBA8888:
437         switch(info->envmode) {
438         case GL_MODULATE:
439            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
440            break;
441         case GL_DECAL:
442            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
443            break;
444         case GL_BLEND:
445            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
446            break;
447         case GL_ADD:
448            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
449            break;
450         case GL_REPLACE:
451            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
452            break;
453         default:
454            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
455            return;
456         }
457         break;
458      }
459      break;
460
461   case GL_LINEAR:
462      span->intTex[0] -= FIXED_HALF;
463      span->intTex[1] -= FIXED_HALF;
464      switch (info->format) {
465      case MESA_FORMAT_RGB888:
466         switch (info->envmode) {
467         case GL_MODULATE:
468            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
469            break;
470         case GL_DECAL:
471         case GL_REPLACE:
472            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
473            break;
474         case GL_BLEND:
475            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
476            break;
477         case GL_ADD:
478            SPAN_LINEAR(LINEAR_RGB;ADD,3);
479            break;
480         default:
481            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
482            return;
483         }
484         break;
485      case MESA_FORMAT_RGBA8888:
486         switch (info->envmode) {
487         case GL_MODULATE:
488            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
489            break;
490         case GL_DECAL:
491            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
492            break;
493         case GL_BLEND:
494            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
495            break;
496         case GL_ADD:
497            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
498            break;
499         case GL_REPLACE:
500            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
501            break;
502         default:
503            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
504            return;
505         }
506         break;
507      }
508      break;
509   }
510   span->interpMask &= ~SPAN_RGBA;
511   ASSERT(span->arrayMask & SPAN_RGBA);
512
513   _swrast_write_rgba_span(ctx, span);
514
515   /* re-enable texture units */
516   ctx->Texture._EnabledCoordUnits = texEnableSave;
517
518#undef SPAN_NEAREST
519#undef SPAN_LINEAR
520}
521
522
523
524/*
525 * Render an RGB/RGBA textured triangle without perspective correction.
526 */
527#define NAME affine_textured_triangle
528#define INTERP_Z 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   const struct gl_texture_object *obj = 				\
539      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
540   const struct gl_texture_image *texImg = 				\
541      obj->Image[0][obj->BaseLevel]; 					\
542   const struct swrast_texture_image *swImg =				\
543      swrast_texture_image_const(texImg);				\
544   const GLfloat twidth = (GLfloat) texImg->Width;			\
545   const GLfloat theight = (GLfloat) texImg->Height;			\
546   info.texture = (const GLchan *) swImg->Map;				\
547   info.twidth_log2 = texImg->WidthLog2;				\
548   info.smask = texImg->Width - 1;					\
549   info.tmask = texImg->Height - 1;					\
550   info.format = texImg->TexFormat;					\
551   info.filter = obj->Sampler.MinFilter;				\
552   info.envmode = unit->EnvMode;					\
553   info.er = 0;					\
554   info.eg = 0;					\
555   info.eb = 0;					\
556   span.arrayMask |= SPAN_RGBA;						\
557									\
558   if (info.envmode == GL_BLEND) {					\
559      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
560      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
561      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
562      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
563      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
564   }									\
565   if (!info.texture) {							\
566      /* this shouldn't happen */					\
567      return;								\
568   }									\
569									\
570   switch (info.format) {						\
571   case MESA_FORMAT_RGB888:						\
572      info.tbytesline = texImg->Width * 3;				\
573      break;								\
574   case MESA_FORMAT_RGBA8888:						\
575      info.tbytesline = texImg->Width * 4;				\
576      break;								\
577   default:								\
578      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
579      return;								\
580   }									\
581   info.tsize = texImg->Height * info.tbytesline;
582
583#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
584
585#include "s_tritemp.h"
586
587
588
589struct persp_info
590{
591   GLenum filter;
592   GLenum format;
593   GLenum envmode;
594   GLint smask, tmask;
595   GLint twidth_log2;
596   const GLchan *texture;
597   GLfixed er, eg, eb, ea;   /* texture env color */
598   GLint tbytesline, tsize;
599};
600
601
602static inline void
603fast_persp_span(struct gl_context *ctx, SWspan *span,
604		struct persp_info *info)
605{
606   GLchan sample[4];  /* the filtered texture sample */
607
608  /* Instead of defining a function for each mode, a test is done
609   * between the outer and inner loops. This is to reduce code size
610   * and complexity. Observe that an optimizing compiler kills
611   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
612   */
613#define SPAN_NEAREST(DO_TEX,COMP)					\
614	for (i = 0; i < span->end; i++) {				\
615           GLdouble invQ = tex_coord[2] ?				\
616                                 (1.0 / tex_coord[2]) : 1.0;            \
617           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
618           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
619           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
620           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
621           GLint pos = (t << info->twidth_log2) + s;			\
622           const GLchan *tex00 = info->texture + COMP * pos;		\
623           DO_TEX;							\
624           span->red += span->redStep;					\
625	   span->green += span->greenStep;				\
626           span->blue += span->blueStep;				\
627	   span->alpha += span->alphaStep;				\
628	   tex_coord[0] += tex_step[0];					\
629	   tex_coord[1] += tex_step[1];					\
630	   tex_coord[2] += tex_step[2];					\
631           dest += 4;							\
632	}
633
634#define SPAN_LINEAR(DO_TEX,COMP)					\
635	for (i = 0; i < span->end; i++) {				\
636           GLdouble invQ = tex_coord[2] ?				\
637                                 (1.0 / tex_coord[2]) : 1.0;            \
638           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
639           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
640           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
641           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
642           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
643           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
644           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
645           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
646           const GLint pos = (t << info->twidth_log2) + s;		\
647           const GLchan *tex00 = info->texture + COMP * pos;		\
648           const GLchan *tex10 = tex00 + info->tbytesline;		\
649           const GLchan *tex01 = tex00 + COMP;				\
650           const GLchan *tex11 = tex10 + COMP;				\
651           if (t == info->tmask) {					\
652              tex10 -= info->tsize;					\
653              tex11 -= info->tsize;					\
654           }								\
655           if (s == info->smask) {					\
656              tex01 -= info->tbytesline;				\
657              tex11 -= info->tbytesline;				\
658           }								\
659           DO_TEX;							\
660           span->red   += span->redStep;				\
661	   span->green += span->greenStep;				\
662           span->blue  += span->blueStep;				\
663	   span->alpha += span->alphaStep;				\
664	   tex_coord[0] += tex_step[0];					\
665	   tex_coord[1] += tex_step[1];					\
666	   tex_coord[2] += tex_step[2];					\
667           dest += 4;							\
668	}
669
670   GLuint i;
671   GLfloat tex_coord[3], tex_step[3];
672   GLchan *dest = span->array->rgba[0];
673
674   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
675   ctx->Texture._EnabledCoordUnits = 0;
676
677   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
678   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
679   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
680   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
681   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
682   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
683   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
684
685   switch (info->filter) {
686   case GL_NEAREST:
687      switch (info->format) {
688      case MESA_FORMAT_RGB888:
689         switch (info->envmode) {
690         case GL_MODULATE:
691            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
692            break;
693         case GL_DECAL:
694         case GL_REPLACE:
695            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
696            break;
697         case GL_BLEND:
698            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
699            break;
700         case GL_ADD:
701            SPAN_NEAREST(NEAREST_RGB;ADD,3);
702            break;
703         default:
704            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
705            return;
706         }
707         break;
708      case MESA_FORMAT_RGBA8888:
709         switch(info->envmode) {
710         case GL_MODULATE:
711            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
712            break;
713         case GL_DECAL:
714            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
715            break;
716         case GL_BLEND:
717            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
718            break;
719         case GL_ADD:
720            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
721            break;
722         case GL_REPLACE:
723            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
724            break;
725         default:
726            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
727            return;
728         }
729         break;
730      }
731      break;
732
733   case GL_LINEAR:
734      switch (info->format) {
735      case MESA_FORMAT_RGB888:
736         switch (info->envmode) {
737         case GL_MODULATE:
738            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
739            break;
740         case GL_DECAL:
741         case GL_REPLACE:
742            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
743            break;
744         case GL_BLEND:
745            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
746            break;
747         case GL_ADD:
748            SPAN_LINEAR(LINEAR_RGB;ADD,3);
749            break;
750         default:
751            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
752            return;
753         }
754         break;
755      case MESA_FORMAT_RGBA8888:
756         switch (info->envmode) {
757         case GL_MODULATE:
758            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
759            break;
760         case GL_DECAL:
761            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
762            break;
763         case GL_BLEND:
764            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
765            break;
766         case GL_ADD:
767            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
768            break;
769         case GL_REPLACE:
770            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
771            break;
772         default:
773            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
774            return;
775         }
776         break;
777      }
778      break;
779   }
780
781   ASSERT(span->arrayMask & SPAN_RGBA);
782   _swrast_write_rgba_span(ctx, span);
783
784#undef SPAN_NEAREST
785#undef SPAN_LINEAR
786
787   /* restore state */
788   ctx->Texture._EnabledCoordUnits = texEnableSave;
789}
790
791
792/*
793 * Render an perspective corrected RGB/RGBA textured triangle.
794 * The Q (aka V in Mesa) coordinate must be zero such that the divide
795 * by interpolated Q/W comes out right.
796 *
797 */
798#define NAME persp_textured_triangle
799#define INTERP_Z 1
800#define INTERP_RGB 1
801#define INTERP_ALPHA 1
802#define INTERP_ATTRIBS 1
803
804#define SETUP_CODE							\
805   struct persp_info info;						\
806   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
807   const struct gl_texture_object *obj = 				\
808      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
809   const struct gl_texture_image *texImg = 				\
810      obj->Image[0][obj->BaseLevel];			 		\
811   const struct swrast_texture_image *swImg =				\
812      swrast_texture_image_const(texImg);				\
813   info.texture = (const GLchan *) swImg->Map;				\
814   info.twidth_log2 = texImg->WidthLog2;				\
815   info.smask = texImg->Width - 1;					\
816   info.tmask = texImg->Height - 1;					\
817   info.format = texImg->TexFormat;					\
818   info.filter = obj->Sampler.MinFilter;				\
819   info.envmode = unit->EnvMode;					\
820   info.er = 0;					\
821   info.eg = 0;					\
822   info.eb = 0;					\
823									\
824   if (info.envmode == GL_BLEND) {					\
825      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
826      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
827      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
828      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
829      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
830   }									\
831   if (!info.texture) {							\
832      /* this shouldn't happen */					\
833      return;								\
834   }									\
835									\
836   switch (info.format) {						\
837   case MESA_FORMAT_RGB888:						\
838      info.tbytesline = texImg->Width * 3;				\
839      break;								\
840   case MESA_FORMAT_RGBA8888:						\
841      info.tbytesline = texImg->Width * 4;				\
842      break;								\
843   default:								\
844      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
845      return;								\
846   }									\
847   info.tsize = texImg->Height * info.tbytesline;
848
849#define RENDER_SPAN( span )			\
850   span.interpMask &= ~SPAN_RGBA;		\
851   span.arrayMask |= SPAN_RGBA;			\
852   fast_persp_span(ctx, &span, &info);
853
854#include "s_tritemp.h"
855
856#endif /*CHAN_TYPE != GL_FLOAT*/
857
858
859
860/*
861 * Render an RGBA triangle with arbitrary attributes.
862 */
863#define NAME general_triangle
864#define INTERP_Z 1
865#define INTERP_RGB 1
866#define INTERP_ALPHA 1
867#define INTERP_ATTRIBS 1
868#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
869#include "s_tritemp.h"
870
871
872
873
874/*
875 * Special tri function for occlusion testing
876 */
877#define NAME occlusion_zless_16_triangle
878#define INTERP_Z 1
879#define SETUP_CODE							\
880   struct gl_renderbuffer *rb =                                         \
881      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
882   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
883   ASSERT(ctx->Depth.Test);						\
884   ASSERT(!ctx->Depth.Mask);						\
885   ASSERT(ctx->Depth.Func == GL_LESS);					\
886   assert(rb->Format == MESA_FORMAT_Z16);                               \
887   if (!q) {								\
888      return;								\
889   }
890#define RENDER_SPAN( span )						\
891   {                                                                    \
892      GLuint i;								\
893      const GLushort *zRow = (const GLushort *)				\
894         _swrast_pixel_address(rb, span.x, span.y);                     \
895      for (i = 0; i < span.end; i++) {					\
896         GLuint z = FixedToDepth(span.z);				\
897         if (z < zRow[i]) {						\
898            q->Result++;						\
899         }								\
900         span.z += span.zStep;						\
901      }									\
902   }
903#include "s_tritemp.h"
904
905
906
907static void
908nodraw_triangle( struct gl_context *ctx,
909                 const SWvertex *v0,
910                 const SWvertex *v1,
911                 const SWvertex *v2 )
912{
913   (void) (ctx && v0 && v1 && v2);
914}
915
916
917/*
918 * This is used when separate specular color is enabled, but not
919 * texturing.  We add the specular color to the primary color,
920 * draw the triangle, then restore the original primary color.
921 * Inefficient, but seldom needed.
922 */
923void
924_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
925                                const SWvertex *v1, const SWvertex *v2)
926{
927   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
928   SWvertex *ncv1 = (SWvertex *)v1;
929   SWvertex *ncv2 = (SWvertex *)v2;
930   GLfloat rSum, gSum, bSum;
931   GLchan cSave[3][4];
932
933   /* save original colors */
934   COPY_CHAN4( cSave[0], ncv0->color );
935   COPY_CHAN4( cSave[1], ncv1->color );
936   COPY_CHAN4( cSave[2], ncv2->color );
937   /* sum v0 */
938   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
939   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
940   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
941   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
942   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
943   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
944   /* sum v1 */
945   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
946   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
947   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
948   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
949   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
950   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
951   /* sum v2 */
952   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
953   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
954   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
955   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
956   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
957   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
958   /* draw */
959   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
960   /* restore original colors */
961   COPY_CHAN4( ncv0->color, cSave[0] );
962   COPY_CHAN4( ncv1->color, cSave[1] );
963   COPY_CHAN4( ncv2->color, cSave[2] );
964}
965
966
967
968#ifdef DEBUG
969
970/* record the current triangle function name */
971const char *_mesa_triFuncName = NULL;
972
973#define USE(triFunc)				\
974do {						\
975    _mesa_triFuncName = #triFunc;		\
976    /*printf("%s\n", _mesa_triFuncName);*/	\
977    swrast->Triangle = triFunc;			\
978} while (0)
979
980#else
981
982#define USE(triFunc)  swrast->Triangle = triFunc;
983
984#endif
985
986
987
988
989/*
990 * Determine which triangle rendering function to use given the current
991 * rendering context.
992 *
993 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
994 * remove tests to this code.
995 */
996void
997_swrast_choose_triangle( struct gl_context *ctx )
998{
999   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1000
1001   if (ctx->Polygon.CullFlag &&
1002       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1003      USE(nodraw_triangle);
1004      return;
1005   }
1006
1007   if (ctx->RenderMode==GL_RENDER) {
1008      struct gl_renderbuffer *depthRb =
1009         ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
1010
1011      if (ctx->Polygon.SmoothFlag) {
1012         _swrast_set_aa_triangle_function(ctx);
1013         ASSERT(swrast->Triangle);
1014         return;
1015      }
1016
1017      /* special case for occlusion testing */
1018      if (ctx->Query.CurrentOcclusionObject &&
1019          ctx->Depth.Test &&
1020          ctx->Depth.Mask == GL_FALSE &&
1021          ctx->Depth.Func == GL_LESS &&
1022          !ctx->Stencil._Enabled &&
1023          depthRb &&
1024          depthRb->Format == MESA_FORMAT_Z16) {
1025         if (ctx->Color.ColorMask[0][0] == 0 &&
1026	     ctx->Color.ColorMask[0][1] == 0 &&
1027	     ctx->Color.ColorMask[0][2] == 0 &&
1028	     ctx->Color.ColorMask[0][3] == 0) {
1029            USE(occlusion_zless_16_triangle);
1030            return;
1031         }
1032      }
1033
1034      /*
1035       * XXX should examine swrast->_ActiveAttribMask to determine what
1036       * needs to be interpolated.
1037       */
1038      if (ctx->Texture._EnabledCoordUnits ||
1039          ctx->FragmentProgram._Current ||
1040          ctx->ATIFragmentShader._Enabled ||
1041          _mesa_need_secondary_color(ctx) ||
1042          swrast->_FogEnabled) {
1043         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1044         const struct gl_texture_object *texObj2D;
1045         const struct gl_texture_image *texImg;
1046         const struct swrast_texture_image *swImg;
1047         GLenum minFilter, magFilter, envMode;
1048         gl_format format;
1049         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1050
1051         texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1052         swImg = swrast_texture_image_const(texImg);
1053
1054         format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1055         minFilter = texObj2D ? texObj2D->Sampler.MinFilter : GL_NONE;
1056         magFilter = texObj2D ? texObj2D->Sampler.MagFilter : GL_NONE;
1057         envMode = ctx->Texture.Unit[0].EnvMode;
1058
1059         /* First see if we can use an optimized 2-D texture function */
1060         if (ctx->Texture._EnabledCoordUnits == 0x1
1061             && !ctx->FragmentProgram._Current
1062             && !ctx->ATIFragmentShader._Enabled
1063             && ctx->Texture._EnabledUnits == 0x1
1064             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1065             && texObj2D->Sampler.WrapS == GL_REPEAT
1066             && texObj2D->Sampler.WrapT == GL_REPEAT
1067             && texObj2D->_Swizzle == SWIZZLE_NOOP
1068             && swImg->_IsPowerOfTwo
1069             && texImg->Border == 0
1070             && texImg->Width == swImg->RowStride
1071             && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1072             && minFilter == magFilter
1073             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1074             && !swrast->_FogEnabled
1075             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1076             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1077	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1078	       if (minFilter == GL_NEAREST
1079		   && format == MESA_FORMAT_RGB888
1080		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1081		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1082			&& ctx->Depth.Func == GL_LESS
1083			&& ctx->Depth.Mask == GL_TRUE)
1084		       || swrast->_RasterMask == TEXTURE_BIT)
1085		   && ctx->Polygon.StippleFlag == GL_FALSE
1086                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1087		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1088		     USE(simple_z_textured_triangle);
1089		  }
1090		  else {
1091		     USE(simple_textured_triangle);
1092		  }
1093	       }
1094	       else {
1095#if CHAN_BITS != 8
1096                  USE(general_triangle);
1097#else
1098                  if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1099                     /* We only handle RGBA8888 correctly on little endian
1100                      * in the optimized code above.
1101                      */
1102                     USE(general_triangle);
1103                  }
1104                  else {
1105                     USE(affine_textured_triangle);
1106                 }
1107#endif
1108	       }
1109	    }
1110	    else {
1111#if CHAN_BITS != 8
1112               USE(general_triangle);
1113#else
1114               USE(persp_textured_triangle);
1115#endif
1116	    }
1117	 }
1118         else {
1119            /* general case textured triangles */
1120            USE(general_triangle);
1121         }
1122      }
1123      else {
1124         ASSERT(!swrast->_FogEnabled);
1125         ASSERT(!_mesa_need_secondary_color(ctx));
1126	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1127	    /* smooth shaded, no texturing, stippled or some raster ops */
1128#if CHAN_BITS != 8
1129               USE(general_triangle);
1130#else
1131               USE(smooth_rgba_triangle);
1132#endif
1133	 }
1134	 else {
1135	    /* flat shaded, no texturing, stippled or some raster ops */
1136#if CHAN_BITS != 8
1137            USE(general_triangle);
1138#else
1139            USE(flat_rgba_triangle);
1140#endif
1141	 }
1142      }
1143   }
1144   else if (ctx->RenderMode==GL_FEEDBACK) {
1145      USE(_swrast_feedback_triangle);
1146   }
1147   else {
1148      /* GL_SELECT mode */
1149      USE(_swrast_select_triangle);
1150   }
1151}
1152