s_texcombine.c revision f9995b30756140724f41daf963fa06167912be7f
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/image.h" 31#include "main/imports.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 GLfloat ccolor[MAX_COMBINER_TERMS][MAX_WIDTH][4]; /* temp color buffers */ 90 GLfloat rgba[MAX_WIDTH][4]; 91 GLuint i, term; 92 93 for (i = 0; i < n; i++) { 94 rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]); 95 rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]); 96 rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]); 97 rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]); 98 } 99 100 /* 101 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", 102 combine->ModeRGB, 103 combine->ModeA, 104 combine->SourceRGB[0], 105 combine->SourceA[0], 106 combine->SourceRGB[1], 107 combine->SourceA[1]); 108 */ 109 110 /* 111 * Do operand setup for up to 4 operands. Loop over the terms. 112 */ 113 for (term = 0; term < numArgsRGB; term++) { 114 const GLenum srcRGB = combine->SourceRGB[term]; 115 const GLenum operandRGB = combine->OperandRGB[term]; 116 117 switch (srcRGB) { 118 case GL_TEXTURE: 119 argRGB[term] = get_texel_array(swrast, unit); 120 break; 121 case GL_PRIMARY_COLOR: 122 argRGB[term] = primary_rgba; 123 break; 124 case GL_PREVIOUS: 125 argRGB[term] = rgba; 126 break; 127 case GL_CONSTANT: 128 { 129 float4_array c = ccolor[term]; 130 GLfloat red = textureUnit->EnvColor[0]; 131 GLfloat green = textureUnit->EnvColor[1]; 132 GLfloat blue = textureUnit->EnvColor[2]; 133 GLfloat alpha = textureUnit->EnvColor[3]; 134 for (i = 0; i < n; i++) { 135 ASSIGN_4V(c[i], red, green, blue, alpha); 136 } 137 argRGB[term] = ccolor[term]; 138 } 139 break; 140 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. 141 */ 142 case GL_ZERO: 143 { 144 float4_array c = ccolor[term]; 145 for (i = 0; i < n; i++) { 146 ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F); 147 } 148 argRGB[term] = ccolor[term]; 149 } 150 break; 151 case GL_ONE: 152 { 153 float4_array c = ccolor[term]; 154 for (i = 0; i < n; i++) { 155 ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F); 156 } 157 argRGB[term] = ccolor[term]; 158 } 159 break; 160 default: 161 /* ARB_texture_env_crossbar source */ 162 { 163 const GLuint srcUnit = srcRGB - GL_TEXTURE0; 164 ASSERT(srcUnit < ctx->Const.MaxTextureUnits); 165 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) 166 return; 167 argRGB[term] = get_texel_array(swrast, srcUnit); 168 } 169 } 170 171 if (operandRGB != GL_SRC_COLOR) { 172 float4_array src = argRGB[term]; 173 float4_array dst = ccolor[term]; 174 175 /* point to new arg[term] storage */ 176 argRGB[term] = ccolor[term]; 177 178 switch (operandRGB) { 179 case GL_ONE_MINUS_SRC_COLOR: 180 for (i = 0; i < n; i++) { 181 dst[i][RCOMP] = 1.0F - src[i][RCOMP]; 182 dst[i][GCOMP] = 1.0F - src[i][GCOMP]; 183 dst[i][BCOMP] = 1.0F - src[i][BCOMP]; 184 } 185 break; 186 case GL_SRC_ALPHA: 187 for (i = 0; i < n; i++) { 188 dst[i][RCOMP] = 189 dst[i][GCOMP] = 190 dst[i][BCOMP] = src[i][ACOMP]; 191 } 192 break; 193 case GL_ONE_MINUS_SRC_ALPHA: 194 for (i = 0; i < n; i++) { 195 dst[i][RCOMP] = 196 dst[i][GCOMP] = 197 dst[i][BCOMP] = 1.0F - src[i][ACOMP]; 198 } 199 break; 200 default: 201 _mesa_problem(ctx, "Bad operandRGB"); 202 } 203 } 204 } 205 206 /* 207 * Set up the argA[term] pointers 208 */ 209 for (term = 0; term < numArgsA; term++) { 210 const GLenum srcA = combine->SourceA[term]; 211 const GLenum operandA = combine->OperandA[term]; 212 213 switch (srcA) { 214 case GL_TEXTURE: 215 argA[term] = get_texel_array(swrast, unit); 216 break; 217 case GL_PRIMARY_COLOR: 218 argA[term] = primary_rgba; 219 break; 220 case GL_PREVIOUS: 221 argA[term] = rgba; 222 break; 223 case GL_CONSTANT: 224 { 225 float4_array c = ccolor[term]; 226 GLfloat alpha = textureUnit->EnvColor[3]; 227 for (i = 0; i < n; i++) 228 c[i][ACOMP] = alpha; 229 argA[term] = ccolor[term]; 230 } 231 break; 232 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. 233 */ 234 case GL_ZERO: 235 { 236 float4_array c = ccolor[term]; 237 for (i = 0; i < n; i++) 238 c[i][ACOMP] = 0.0F; 239 argA[term] = ccolor[term]; 240 } 241 break; 242 case GL_ONE: 243 { 244 float4_array c = ccolor[term]; 245 for (i = 0; i < n; i++) 246 c[i][ACOMP] = 1.0F; 247 argA[term] = ccolor[term]; 248 } 249 break; 250 default: 251 /* ARB_texture_env_crossbar source */ 252 { 253 const GLuint srcUnit = srcA - GL_TEXTURE0; 254 ASSERT(srcUnit < ctx->Const.MaxTextureUnits); 255 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) 256 return; 257 argA[term] = get_texel_array(swrast, srcUnit); 258 } 259 } 260 261 if (operandA == GL_ONE_MINUS_SRC_ALPHA) { 262 float4_array src = argA[term]; 263 float4_array dst = ccolor[term]; 264 argA[term] = ccolor[term]; 265 for (i = 0; i < n; i++) { 266 dst[i][ACOMP] = 1.0F - src[i][ACOMP]; 267 } 268 } 269 } 270 271 /* RGB channel combine */ 272 { 273 float4_array arg0 = argRGB[0]; 274 float4_array arg1 = argRGB[1]; 275 float4_array arg2 = argRGB[2]; 276 float4_array arg3 = argRGB[3]; 277 278 switch (combine->ModeRGB) { 279 case GL_REPLACE: 280 for (i = 0; i < n; i++) { 281 rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB; 282 rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB; 283 rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB; 284 } 285 break; 286 case GL_MODULATE: 287 for (i = 0; i < n; i++) { 288 rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB; 289 rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB; 290 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB; 291 } 292 break; 293 case GL_ADD: 294 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 295 /* (a * b) + (c * d) */ 296 for (i = 0; i < n; i++) { 297 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + 298 arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB; 299 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + 300 arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB; 301 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + 302 arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB; 303 } 304 } 305 else { 306 /* 2-term addition */ 307 for (i = 0; i < n; i++) { 308 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB; 309 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB; 310 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB; 311 } 312 } 313 break; 314 case GL_ADD_SIGNED: 315 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 316 /* (a * b) + (c * d) - 0.5 */ 317 for (i = 0; i < n; i++) { 318 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + 319 arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB; 320 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + 321 arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB; 322 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + 323 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB; 324 } 325 } 326 else { 327 for (i = 0; i < n; i++) { 328 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB; 329 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB; 330 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB; 331 } 332 } 333 break; 334 case GL_INTERPOLATE: 335 for (i = 0; i < n; i++) { 336 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + 337 arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB; 338 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + 339 arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB; 340 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + 341 arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB; 342 } 343 break; 344 case GL_SUBTRACT: 345 for (i = 0; i < n; i++) { 346 rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB; 347 rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB; 348 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB; 349 } 350 break; 351 case GL_DOT3_RGB_EXT: 352 case GL_DOT3_RGBA_EXT: 353 /* Do not scale the result by 1 2 or 4 */ 354 for (i = 0; i < n; i++) { 355 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + 356 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + 357 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) 358 * 4.0F; 359 dot = CLAMP(dot, 0.0F, 1.0F); 360 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; 361 } 362 break; 363 case GL_DOT3_RGB: 364 case GL_DOT3_RGBA: 365 /* DO scale the result by 1 2 or 4 */ 366 for (i = 0; i < n; i++) { 367 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) + 368 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) + 369 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) 370 * 4.0F * scaleRGB; 371 dot = CLAMP(dot, 0.0F, 1.0F); 372 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; 373 } 374 break; 375 case GL_MODULATE_ADD_ATI: 376 for (i = 0; i < n; i++) { 377 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + 378 arg1[i][RCOMP]) * scaleRGB; 379 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + 380 arg1[i][GCOMP]) * scaleRGB; 381 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + 382 arg1[i][BCOMP]) * scaleRGB; 383 } 384 break; 385 case GL_MODULATE_SIGNED_ADD_ATI: 386 for (i = 0; i < n; i++) { 387 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + 388 arg1[i][RCOMP] - 0.5F) * scaleRGB; 389 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + 390 arg1[i][GCOMP] - 0.5F) * scaleRGB; 391 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + 392 arg1[i][BCOMP] - 0.5F) * scaleRGB; 393 } 394 break; 395 case GL_MODULATE_SUBTRACT_ATI: 396 for (i = 0; i < n; i++) { 397 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - 398 arg1[i][RCOMP]) * scaleRGB; 399 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - 400 arg1[i][GCOMP]) * scaleRGB; 401 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - 402 arg1[i][BCOMP]) * scaleRGB; 403 } 404 break; 405 case GL_BUMP_ENVMAP_ATI: 406 /* this produces a fixed rgba color, and the coord calc is done elsewhere */ 407 for (i = 0; i < n; i++) { 408 /* rgba result is 0,0,0,1 */ 409 rgba[i][RCOMP] = 0.0; 410 rgba[i][GCOMP] = 0.0; 411 rgba[i][BCOMP] = 0.0; 412 rgba[i][ACOMP] = 1.0; 413 } 414 return; /* no alpha processing */ 415 default: 416 _mesa_problem(ctx, "invalid combine mode"); 417 } 418 } 419 420 /* Alpha channel combine */ 421 { 422 float4_array arg0 = argA[0]; 423 float4_array arg1 = argA[1]; 424 float4_array arg2 = argA[2]; 425 float4_array arg3 = argA[3]; 426 427 switch (combine->ModeA) { 428 case GL_REPLACE: 429 for (i = 0; i < n; i++) { 430 rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA; 431 } 432 break; 433 case GL_MODULATE: 434 for (i = 0; i < n; i++) { 435 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA; 436 } 437 break; 438 case GL_ADD: 439 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 440 /* (a * b) + (c * d) */ 441 for (i = 0; i < n; i++) { 442 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + 443 arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA; 444 } 445 } 446 else { 447 /* two-term add */ 448 for (i = 0; i < n; i++) { 449 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA; 450 } 451 } 452 break; 453 case GL_ADD_SIGNED: 454 if (textureUnit->EnvMode == GL_COMBINE4_NV) { 455 /* (a * b) + (c * d) - 0.5 */ 456 for (i = 0; i < n; i++) { 457 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + 458 arg2[i][ACOMP] * arg3[i][ACOMP] - 459 0.5F) * scaleA; 460 } 461 } 462 else { 463 /* a + b - 0.5 */ 464 for (i = 0; i < n; i++) { 465 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA; 466 } 467 } 468 break; 469 case GL_INTERPOLATE: 470 for (i = 0; i < n; i++) { 471 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] + 472 arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP])) 473 * scaleA; 474 } 475 break; 476 case GL_SUBTRACT: 477 for (i = 0; i < n; i++) { 478 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA; 479 } 480 break; 481 case GL_MODULATE_ADD_ATI: 482 for (i = 0; i < n; i++) { 483 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) 484 + arg1[i][ACOMP]) * scaleA; 485 } 486 break; 487 case GL_MODULATE_SIGNED_ADD_ATI: 488 for (i = 0; i < n; i++) { 489 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + 490 arg1[i][ACOMP] - 0.5F) * scaleA; 491 } 492 break; 493 case GL_MODULATE_SUBTRACT_ATI: 494 for (i = 0; i < n; i++) { 495 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) 496 - arg1[i][ACOMP]) * scaleA; 497 } 498 break; 499 default: 500 _mesa_problem(ctx, "invalid combine mode"); 501 } 502 } 503 504 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining. 505 * This is kind of a kludge. It would have been better if the spec 506 * were written such that the GL_COMBINE_ALPHA value could be set to 507 * GL_DOT3. 508 */ 509 if (combine->ModeRGB == GL_DOT3_RGBA_EXT || 510 combine->ModeRGB == GL_DOT3_RGBA) { 511 for (i = 0; i < n; i++) { 512 rgba[i][ACOMP] = rgba[i][RCOMP]; 513 } 514 } 515 516 for (i = 0; i < n; i++) { 517 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]); 518 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]); 519 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]); 520 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]); 521 } 522} 523 524 525/** 526 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels. 527 * See GL_EXT_texture_swizzle. 528 */ 529static void 530swizzle_texels(GLuint swizzle, GLuint count, float4_array texels) 531{ 532 const GLuint swzR = GET_SWZ(swizzle, 0); 533 const GLuint swzG = GET_SWZ(swizzle, 1); 534 const GLuint swzB = GET_SWZ(swizzle, 2); 535 const GLuint swzA = GET_SWZ(swizzle, 3); 536 GLfloat vector[6]; 537 GLuint i; 538 539 vector[SWIZZLE_ZERO] = 0; 540 vector[SWIZZLE_ONE] = 1.0F; 541 542 for (i = 0; i < count; i++) { 543 vector[SWIZZLE_X] = texels[i][0]; 544 vector[SWIZZLE_Y] = texels[i][1]; 545 vector[SWIZZLE_Z] = texels[i][2]; 546 vector[SWIZZLE_W] = texels[i][3]; 547 texels[i][RCOMP] = vector[swzR]; 548 texels[i][GCOMP] = vector[swzG]; 549 texels[i][BCOMP] = vector[swzB]; 550 texels[i][ACOMP] = vector[swzA]; 551 } 552} 553 554 555/** 556 * Apply texture mapping to a span of fragments. 557 */ 558void 559_swrast_texture_span( struct gl_context *ctx, SWspan *span ) 560{ 561 SWcontext *swrast = SWRAST_CONTEXT(ctx); 562 GLfloat primary_rgba[MAX_WIDTH][4]; 563 GLuint unit; 564 565 ASSERT(span->end <= MAX_WIDTH); 566 567 /* 568 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) 569 */ 570 if (swrast->_TextureCombinePrimary) { 571 GLuint i; 572 for (i = 0; i < span->end; i++) { 573 primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); 574 primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); 575 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); 576 primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); 577 } 578 } 579 580 /* First must sample all bump maps */ 581 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 582 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 583 584 if (texUnit->_ReallyEnabled && 585 texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) { 586 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) 587 span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; 588 float4_array targetcoords = 589 span->array->attribs[FRAG_ATTRIB_TEX0 + 590 ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]; 591 592 const struct gl_texture_object *curObj = texUnit->_Current; 593 GLfloat *lambda = span->array->lambda[unit]; 594 float4_array texels = get_texel_array(swrast, unit); 595 GLuint i; 596 GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0]; 597 GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1]; 598 GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2]; 599 GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3]; 600 601 /* adjust texture lod (lambda) */ 602 if (span->arrayMask & SPAN_LAMBDA) { 603 if (texUnit->LodBias + curObj->LodBias != 0.0F) { 604 /* apply LOD bias, but don't clamp yet */ 605 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, 606 -ctx->Const.MaxTextureLodBias, 607 ctx->Const.MaxTextureLodBias); 608 GLuint i; 609 for (i = 0; i < span->end; i++) { 610 lambda[i] += bias; 611 } 612 } 613 614 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { 615 /* apply LOD clamping to lambda */ 616 const GLfloat min = curObj->MinLod; 617 const GLfloat max = curObj->MaxLod; 618 GLuint i; 619 for (i = 0; i < span->end; i++) { 620 GLfloat l = lambda[i]; 621 lambda[i] = CLAMP(l, min, max); 622 } 623 } 624 } 625 626 /* Sample the texture (span->end = number of fragments) */ 627 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, 628 texcoords, lambda, texels ); 629 630 /* manipulate the span values of the bump target 631 not sure this can work correctly even ignoring 632 the problem that channel is unsigned */ 633 for (i = 0; i < span->end; i++) { 634 targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] * 635 rotMatrix01) / targetcoords[i][3]; 636 targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] * 637 rotMatrix11) / targetcoords[i][3]; 638 } 639 } 640 } 641 642 /* 643 * Must do all texture sampling before combining in order to 644 * accomodate GL_ARB_texture_env_crossbar. 645 */ 646 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 647 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 648 if (texUnit->_ReallyEnabled && 649 texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) { 650 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4]) 651 span->array->attribs[FRAG_ATTRIB_TEX0 + unit]; 652 const struct gl_texture_object *curObj = texUnit->_Current; 653 GLfloat *lambda = span->array->lambda[unit]; 654 float4_array texels = get_texel_array(swrast, unit); 655 656 /* adjust texture lod (lambda) */ 657 if (span->arrayMask & SPAN_LAMBDA) { 658 if (texUnit->LodBias + curObj->LodBias != 0.0F) { 659 /* apply LOD bias, but don't clamp yet */ 660 const GLfloat bias = CLAMP(texUnit->LodBias + curObj->LodBias, 661 -ctx->Const.MaxTextureLodBias, 662 ctx->Const.MaxTextureLodBias); 663 GLuint i; 664 for (i = 0; i < span->end; i++) { 665 lambda[i] += bias; 666 } 667 } 668 669 if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { 670 /* apply LOD clamping to lambda */ 671 const GLfloat min = curObj->MinLod; 672 const GLfloat max = curObj->MaxLod; 673 GLuint i; 674 for (i = 0; i < span->end; i++) { 675 GLfloat l = lambda[i]; 676 lambda[i] = CLAMP(l, min, max); 677 } 678 } 679 } 680 681 /* Sample the texture (span->end = number of fragments) */ 682 swrast->TextureSample[unit]( ctx, texUnit->_Current, span->end, 683 texcoords, lambda, texels ); 684 685 /* GL_SGI_texture_color_table */ 686 if (texUnit->ColorTableEnabled) { 687 _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels); 688 } 689 690 /* GL_EXT_texture_swizzle */ 691 if (curObj->_Swizzle != SWIZZLE_NOOP) { 692 swizzle_texels(curObj->_Swizzle, span->end, texels); 693 } 694 } 695 } 696 697 /* 698 * OK, now apply the texture (aka texture combine/blend). 699 * We modify the span->color.rgba values. 700 */ 701 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { 702 if (ctx->Texture.Unit[unit]._ReallyEnabled) { 703 texture_combine( ctx, unit, span->end, 704 primary_rgba, 705 swrast->TexelBuffer, 706 span->array->rgba ); 707 } 708 } 709} 710