s_texcombine.c revision aa28efe60dee4570730538ef091d1c79f42fa1cd
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.5 4 * 5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the "Software"), 10 * to deal in the Software without restriction, including without limitation 11 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 12 * and/or sell copies of the Software, and to permit persons to whom the 13 * Software is furnished to do so, subject to the following conditions: 14 * 15 * The above copyright notice and this permission notice shall be included 16 * in all copies or substantial portions of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26 27#include "main/glheader.h" 28#include "main/context.h" 29#include "main/colormac.h" 30#include "main/imports.h" 31#include "main/pixeltransfer.h" 32#include "program/prog_instruction.h" 33 34#include "s_context.h" 35#include "s_texcombine.h" 36 37 38/** 39 * Pointer to array of float[4] 40 * This type makes the code below more concise and avoids a lot of casting. 41 */ 42typedef float (*float4_array)[4]; 43 44 45/** 46 * Return array of texels for given unit. 47 */ 48static INLINE float4_array 49get_texel_array(SWcontext *swrast, GLuint unit) 50{ 51 return (float4_array) (swrast->TexelBuffer + unit * MAX_WIDTH * 4); 52} 53 54 55 56/** 57 * Do texture application for: 58 * GL_EXT_texture_env_combine 59 * GL_ARB_texture_env_combine 60 * GL_EXT_texture_env_dot3 61 * GL_ARB_texture_env_dot3 62 * GL_ATI_texture_env_combine3 63 * GL_NV_texture_env_combine4 64 * conventional GL texture env modes 65 * 66 * \param ctx rendering context 67 * \param unit the texture combiner unit 68 * \param n number of fragments to process (span width) 69 * \param primary_rgba incoming fragment color array 70 * \param texelBuffer pointer to texel colors for all texture units 71 * 72 * \param rgba incoming/result fragment colors 73 */ 74static void 75texture_combine( struct gl_context *ctx, GLuint unit, GLuint n, 76 const float4_array primary_rgba, 77 const GLfloat *texelBuffer, 78 GLchan (*rgbaChan)[4] ) 79{ 80 SWcontext *swrast = SWRAST_CONTEXT(ctx); 81 const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); 82 const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine; 83 float4_array argRGB[MAX_COMBINER_TERMS]; 84 float4_array argA[MAX_COMBINER_TERMS]; 85 const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB); 86 const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA); 87 const GLuint numArgsRGB = combine->_NumArgsRGB; 88 const GLuint numArgsA = combine->_NumArgsA; 89 float4_array ccolor[4], rgba; 90 GLuint i, term; 91 92 /* alloc temp pixel buffers */ 93 rgba = (float4_array) malloc(4 * n * sizeof(GLfloat)); 94 if (!rgba) { 95 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); 96 return; 97 } 98 99 for (i = 0; i < numArgsRGB || i < numArgsA; i++) { 100 ccolor[i] = (float4_array) malloc(4 * n * sizeof(GLfloat)); 101 if (!ccolor[i]) { 102 while (i) { 103 free(ccolor[i]); 104 i--; 105 } 106 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine"); 107 return; 108 } 109 } 110 111 for (i = 0; i < n; i++) { 112 rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]); 113 rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]); 114 rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]); 115 rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]); 116 } 117 118 /* 119 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", 120 combine->ModeRGB, 121 combine->ModeA, 122 combine->SourceRGB[0], 123 combine->SourceA[0], 124 combine->SourceRGB[1], 125 combine->SourceA[1]); 126 */ 127 128 /* 129 * Do operand setup for up to 4 operands. Loop over the terms. 130 */ 131 for (term = 0; term < numArgsRGB; term++) { 132 const GLenum srcRGB = combine->SourceRGB[term]; 133 const GLenum operandRGB = combine->OperandRGB[term]; 134 135 switch (srcRGB) { 136 case GL_TEXTURE: 137 argRGB[term] = get_texel_array(swrast, unit); 138 break; 139 case GL_PRIMARY_COLOR: 140 argRGB[term] = primary_rgba; 141 break; 142 case GL_PREVIOUS: 143 argRGB[term] = rgba; 144 break; 145 case GL_CONSTANT: 146 { 147 float4_array c = ccolor[term]; 148 GLfloat red = textureUnit->EnvColor[0]; 149 GLfloat green = textureUnit->EnvColor[1]; 150 GLfloat blue = textureUnit->EnvColor[2]; 151 GLfloat alpha = textureUnit->EnvColor[3]; 152 for (i = 0; i < n; i++) { 153 ASSIGN_4V(c[i], red, green, blue, alpha); 154 } 155 argRGB[term] = ccolor[term]; 156 } 157 break; 158 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. 159 */ 160 case GL_ZERO: 161 { 162 float4_array c = ccolor[term]; 163 for (i = 0; i < n; i++) { 164 ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F); 165 } 166 argRGB[term] = ccolor[term]; 167 } 168 break; 169 case GL_ONE: 170 { 171 float4_array c = ccolor[term]; 172 for (i = 0; i < n; i++) { 173 ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F); 174 } 175 argRGB[term] = ccolor[term]; 176 } 177 break; 178 default: 179 /* ARB_texture_env_crossbar source */ 180 { 181 const GLuint srcUnit = srcRGB - GL_TEXTURE0; 182 ASSERT(srcUnit < ctx->Const.MaxTextureUnits); 183 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) 184 goto end; 185 argRGB[term] = get_texel_array(swrast, srcUnit); 186 } 187 } 188 189 if (operandRGB != GL_SRC_COLOR) { 190 float4_array src = argRGB[term]; 191 float4_array dst = ccolor[term]; 192 193 /* point to new arg[term] storage */ 194 argRGB[term] = ccolor[term]; 195 196 switch (operandRGB) { 197 case GL_ONE_MINUS_SRC_COLOR: 198 for (i = 0; i < n; i++) { 199 dst[i][RCOMP] = 1.0F - src[i][RCOMP]; 200 dst[i][GCOMP] = 1.0F - src[i][GCOMP]; 201 dst[i][BCOMP] = 1.0F - src[i][BCOMP]; 202 } 203 break; 204 case GL_SRC_ALPHA: 205 for (i = 0; i < n; i++) { 206 dst[i][RCOMP] = 207 dst[i][GCOMP] = 208 dst[i][BCOMP] = src[i][ACOMP]; 209 } 210 break; 211 case GL_ONE_MINUS_SRC_ALPHA: 212 for (i = 0; i < n; i++) { 213 dst[i][RCOMP] = 214 dst[i][GCOMP] = 215 dst[i][BCOMP] = 1.0F - src[i][ACOMP]; 216 } 217 break; 218 default: 219 _mesa_problem(ctx, "Bad operandRGB"); 220 } 221 } 222 } 223 224 /* 225 * Set up the argA[term] pointers 226 */ 227 for (term = 0; term < numArgsA; term++) { 228 const GLenum srcA = combine->SourceA[term]; 229 const GLenum operandA = combine->OperandA[term]; 230 231 switch (srcA) { 232 case GL_TEXTURE: 233 argA[term] = get_texel_array(swrast, unit); 234 break; 235 case GL_PRIMARY_COLOR: 236 argA[term] = primary_rgba; 237 break; 238 case GL_PREVIOUS: 239 argA[term] = rgba; 240 break; 241 case GL_CONSTANT: 242 { 243 float4_array c = ccolor[term]; 244 GLfloat alpha = textureUnit->EnvColor[3]; 245 for (i = 0; i < n; i++) 246 c[i][ACOMP] = alpha; 247 argA[term] = ccolor[term]; 248 } 249 break; 250 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. 251 */ 252 case GL_ZERO: 253 { 254 float4_array c = ccolor[term]; 255 for (i = 0; i < n; i++) 256 c[i][ACOMP] = 0.0F; 257 argA[term] = ccolor[term]; 258 } 259 break; 260 case GL_ONE: 261 { 262 float4_array c = ccolor[term]; 263 for (i = 0; i < n; i++) 264 c[i][ACOMP] = 1.0F; 265 argA[term] = ccolor[term]; 266 } 267 break; 268 default: 269 /* ARB_texture_env_crossbar source */ 270 { 271 const GLuint srcUnit = srcA - GL_TEXTURE0; 272 ASSERT(srcUnit < ctx->Const.MaxTextureUnits); 273 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) 274 goto end; 275 argA[term] = get_texel_array(swrast, srcUnit); 276 } 277 } 278 279 if (operandA == GL_ONE_MINUS_SRC_ALPHA) { 280 float4_array src = argA[term]; 281 float4_array dst = ccolor[term]; 282 argA[term] = ccolor[term]; 283 for (i = 0; i < n; i++) { 284 dst[i][ACOMP] = 1.0F - src[i][ACOMP]; 285 } 286 } 287 } 288 289 /* RGB channel combine */ 290 { 291 float4_array arg0 = argRGB[0]; 292 float4_array arg1 = argRGB[1]; 293 float4_array arg2 = argRGB[2]; 294 float4_array arg3 = argRGB[3]; 295 296 switch (combine->ModeRGB) { 297 case GL_REPLACE: 298 for (i = 0; i < n; i++) { 299 rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB; 300 rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB; 301 rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB; 302 } 303 break; 304 case GL_MODULATE: 305 for (i = 0; i < n; i++) { 306 rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB; 307 rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB; 308 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB; 309 } 310 break; 311 case GL_ADD: 312 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 313 /* (a * b) + (c * d) */ 314 for (i = 0; i < n; i++) { 315 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + 316 arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB; 317 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + 318 arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB; 319 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + 320 arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB; 321 } 322 } 323 else { 324 /* 2-term addition */ 325 for (i = 0; i < n; i++) { 326 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB; 327 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB; 328 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB; 329 } 330 } 331 break; 332 case GL_ADD_SIGNED: 333 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 334 /* (a * b) + (c * d) - 0.5 */ 335 for (i = 0; i < n; i++) { 336 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + 337 arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB; 338 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + 339 arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB; 340 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + 341 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB; 342 } 343 } 344 else { 345 for (i = 0; i < n; i++) { 346 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB; 347 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB; 348 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB; 349 } 350 } 351 break; 352 case GL_INTERPOLATE: 353 for (i = 0; i < n; i++) { 354 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + 355 arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB; 356 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + 357 arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB; 358 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + 359 arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB; 360 } 361 break; 362 case GL_SUBTRACT: 363 for (i = 0; i < n; i++) { 364 rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB; 365 rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB; 366 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB; 367 } 368 break; 369 case GL_DOT3_RGB_EXT: 370 case GL_DOT3_RGBA_EXT: 371 /* Do not scale the result by 1 2 or 4 */ 372 for (i = 0; i < n; i++) { 373 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + 374 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + 375 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) 376 * 4.0F; 377 dot = CLAMP(dot, 0.0F, 1.0F); 378 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; 379 } 380 break; 381 case GL_DOT3_RGB: 382 case GL_DOT3_RGBA: 383 /* DO scale the result by 1 2 or 4 */ 384 for (i = 0; i < n; i++) { 385 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + 386 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + 387 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) 388 * 4.0F * scaleRGB; 389 dot = CLAMP(dot, 0.0F, 1.0F); 390 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; 391 } 392 break; 393 case GL_MODULATE_ADD_ATI: 394 for (i = 0; i < n; i++) { 395 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + 396 arg1[i][RCOMP]) * scaleRGB; 397 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + 398 arg1[i][GCOMP]) * scaleRGB; 399 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + 400 arg1[i][BCOMP]) * scaleRGB; 401 } 402 break; 403 case GL_MODULATE_SIGNED_ADD_ATI: 404 for (i = 0; i < n; i++) { 405 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + 406 arg1[i][RCOMP] - 0.5F) * scaleRGB; 407 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + 408 arg1[i][GCOMP] - 0.5F) * scaleRGB; 409 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + 410 arg1[i][BCOMP] - 0.5F) * scaleRGB; 411 } 412 break; 413 case GL_MODULATE_SUBTRACT_ATI: 414 for (i = 0; i < n; i++) { 415 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - 416 arg1[i][RCOMP]) * scaleRGB; 417 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - 418 arg1[i][GCOMP]) * scaleRGB; 419 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - 420 arg1[i][BCOMP]) * scaleRGB; 421 } 422 break; 423 case GL_BUMP_ENVMAP_ATI: 424 /* this produces a fixed rgba color, and the coord calc is done elsewhere */ 425 for (i = 0; i < n; i++) { 426 /* rgba result is 0,0,0,1 */ 427 rgba[i][RCOMP] = 0.0; 428 rgba[i][GCOMP] = 0.0; 429 rgba[i][BCOMP] = 0.0; 430 rgba[i][ACOMP] = 1.0; 431 } 432 goto end; /* no alpha processing */ 433 default: 434 _mesa_problem(ctx, "invalid combine mode"); 435 } 436 } 437 438 /* Alpha channel combine */ 439 { 440 float4_array arg0 = argA[0]; 441 float4_array arg1 = argA[1]; 442 float4_array arg2 = argA[2]; 443 float4_array arg3 = argA[3]; 444 445 switch (combine->ModeA) { 446 case GL_REPLACE: 447 for (i = 0; i < n; i++) { 448 rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA; 449 } 450 break; 451 case GL_MODULATE: 452 for (i = 0; i < n; i++) { 453 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA; 454 } 455 break; 456 case GL_ADD: 457 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 458 /* (a * b) + (c * d) */ 459 for (i = 0; i < n; i++) { 460 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + 461 arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA; 462 } 463 } 464 else { 465 /* two-term add */ 466 for (i = 0; i < n; i++) { 467 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA; 468 } 469 } 470 break; 471 case GL_ADD_SIGNED: 472 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 473 /* (a * b) + (c * d) - 0.5 */ 474 for (i = 0; i < n; i++) { 475 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + 476 arg2[i][ACOMP] * arg3[i][ACOMP] - 477 0.5F) * scaleA; 478 } 479 } 480 else { 481 /* a + b - 0.5 */ 482 for (i = 0; i < n; i++) { 483 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA; 484 } 485 } 486 break; 487 case GL_INTERPOLATE: 488 for (i = 0; i < n; i++) { 489 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] + 490 arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP])) 491 * scaleA; 492 } 493 break; 494 case GL_SUBTRACT: 495 for (i = 0; i < n; i++) { 496 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA; 497 } 498 break; 499 case GL_MODULATE_ADD_ATI: 500 for (i = 0; i < n; i++) { 501 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) 502 + arg1[i][ACOMP]) * scaleA; 503 } 504 break; 505 case GL_MODULATE_SIGNED_ADD_ATI: 506 for (i = 0; i < n; i++) { 507 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + 508 arg1[i][ACOMP] - 0.5F) * scaleA; 509 } 510 break; 511 case GL_MODULATE_SUBTRACT_ATI: 512 for (i = 0; i < n; i++) { 513 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) 514 - arg1[i][ACOMP]) * scaleA; 515 } 516 break; 517 default: 518 _mesa_problem(ctx, "invalid combine mode"); 519 } 520 } 521 522 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining. 523 * This is kind of a kludge. It would have been better if the spec 524 * were written such that the GL_COMBINE_ALPHA value could be set to 525 * GL_DOT3. 526 */ 527 if (combine->ModeRGB == GL_DOT3_RGBA_EXT || 528 combine->ModeRGB == GL_DOT3_RGBA) { 529 for (i = 0; i < n; i++) { 530 rgba[i][ACOMP] = rgba[i][RCOMP]; 531 } 532 } 533 534 for (i = 0; i < n; i++) { 535 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]); 536 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]); 537 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]); 538 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]); 539 } 540 541end: 542 for (i = 0; i < numArgsRGB || i < numArgsA; i++) { 543 free(ccolor[i]); 544 } 545 free(rgba); 546} 547 548 549/** 550 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels. 551 * See GL_EXT_texture_swizzle. 552 */ 553static void 554swizzle_texels(GLuint swizzle, GLuint count, float4_array texels) 555{ 556 const GLuint swzR = GET_SWZ(swizzle, 0); 557 const GLuint swzG = GET_SWZ(swizzle, 1); 558 const GLuint swzB = GET_SWZ(swizzle, 2); 559 const GLuint swzA = GET_SWZ(swizzle, 3); 560 GLfloat vector[6]; 561 GLuint i; 562 563 vector[SWIZZLE_ZERO] = 0; 564 vector[SWIZZLE_ONE] = 1.0F; 565 566 for (i = 0; i < count; i++) { 567 vector[SWIZZLE_X] = texels[i][0]; 568 vector[SWIZZLE_Y] = texels[i][1]; 569 vector[SWIZZLE_Z] = texels[i][2]; 570 vector[SWIZZLE_W] = texels[i][3]; 571 texels[i][RCOMP] = vector[swzR]; 572 texels[i][GCOMP] = vector[swzG]; 573 texels[i][BCOMP] = vector[swzB]; 574 texels[i][ACOMP] = vector[swzA]; 575 } 576} 577 578 579/** 580 * Apply texture mapping to a span of fragments. 581 */ 582void 583_swrast_texture_span( struct gl_context *ctx, SWspan *span ) 584{ 585 SWcontext *swrast = SWRAST_CONTEXT(ctx); 586 float4_array primary_rgba; 587 GLuint unit; 588 589 primary_rgba = (float4_array) malloc(span->end * 4 * sizeof(GLfloat)); 590 591 if (!primary_rgba) { 592 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span"); 593 return; 594 } 595 596 ASSERT(span->end <= MAX_WIDTH); 597 598 /* 599 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) 600 */ 601 if (swrast->_TextureCombinePrimary) { 602 GLuint i; 603 for (i = 0; i < span->end; i++) { 604 primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); 605 primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); 606 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); 607 primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); 608 } 609 } 610 611 /* First must sample all bump maps */ 612 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 613 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 614 615 if (texUnit->_ReallyEnabled && 616 texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) { 617 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) 618 span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; 619 float4_array targetcoords = 620 span->array->attribs[FRAG_ATTRIB_TEX0 + 621 ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]; 622 623 const struct gl_texture_object *curObj = texUnit->_Current; 624 GLfloat *lambda = span->array->lambda[unit]; 625 float4_array texels = get_texel_array(swrast, unit); 626 GLuint i; 627 GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0]; 628 GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1]; 629 GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2]; 630 GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3]; 631 632 /* adjust texture lod (lambda) */ 633 if (span->arrayMask & SPAN_LAMBDA) { 634 if (texUnit->LodBias + curObj->LodBias != 0.0F) { 635 /* apply LOD bias, but don't clamp yet */ 636 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, 637 -ctx->Const.MaxTextureLodBias, 638 ctx->Const.MaxTextureLodBias); 639 GLuint i; 640 for (i = 0; i < span->end; i++) { 641 lambda[i] += bias; 642 } 643 } 644 645 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { 646 /* apply LOD clamping to lambda */ 647 const GLfloat min = curObj->MinLod; 648 const GLfloat max = curObj->MaxLod; 649 GLuint i; 650 for (i = 0; i < span->end; i++) { 651 GLfloat l = lambda[i]; 652 lambda[i] = CLAMP(l, min, max); 653 } 654 } 655 } 656 657 /* Sample the texture (span->end = number of fragments) */ 658 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, 659 texcoords, lambda, texels ); 660 661 /* manipulate the span values of the bump target 662 not sure this can work correctly even ignoring 663 the problem that channel is unsigned */ 664 for (i = 0; i < span->end; i++) { 665 targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] * 666 rotMatrix01) / targetcoords[i][3]; 667 targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] * 668 rotMatrix11) / targetcoords[i][3]; 669 } 670 } 671 } 672 673 /* 674 * Must do all texture sampling before combining in order to 675 * accomodate GL_ARB_texture_env_crossbar. 676 */ 677 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 678 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 679 if (texUnit->_ReallyEnabled && 680 texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { 681 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) 682 span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; 683 const struct gl_texture_object *curObj = texUnit->_Current; 684 GLfloat *lambda = span->array->lambda[unit]; 685 float4_array texels = get_texel_array(swrast, unit); 686 687 /* adjust texture lod (lambda) */ 688 if (span->arrayMask & SPAN_LAMBDA) { 689 if (texUnit->LodBias + curObj->LodBias != 0.0F) { 690 /* apply LOD bias, but don't clamp yet */ 691 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, 692 -ctx->Const.MaxTextureLodBias, 693 ctx->Const.MaxTextureLodBias); 694 GLuint i; 695 for (i = 0; i < span->end; i++) { 696 lambda[i] += bias; 697 } 698 } 699 700 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { 701 /* apply LOD clamping to lambda */ 702 const GLfloat min = curObj->MinLod; 703 const GLfloat max = curObj->MaxLod; 704 GLuint i; 705 for (i = 0; i < span->end; i++) { 706 GLfloat l = lambda[i]; 707 lambda[i] = CLAMP(l, min, max); 708 } 709 } 710 } 711 712 /* Sample the texture (span->end = number of fragments) */ 713 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, 714 texcoords, lambda, texels ); 715 716 /* GL_SGI_texture_color_table */ 717 if (texUnit->ColorTableEnabled) { 718 _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels); 719 } 720 721 /* GL_EXT_texture_swizzle */ 722 if (curObj->_Swizzle != SWIZZLE_NOOP) { 723 swizzle_texels(curObj->_Swizzle, span->end, texels); 724 } 725 } 726 } 727 728 /* 729 * OK, now apply the texture (aka texture combine/blend). 730 * We modify the span->color.rgba values. 731 */ 732 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 733 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 734 texture_combine( ctx, unit, span->end, 735 primary_rgba, 736 swrast->TexelBuffer, 737 span->array->rgba ); 738 } 739 } 740 741 free(primary_rgba); 742} 743