s_triangle.c revision 30ea34a8d9ad22be626c24aa660a80f2e08c1e24
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)[4] = swrast->SpanArrays->rgba8; \ 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 _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end, \ 161 span.x, span.y, rgba, NULL); 162 163#include "s_tritemp.h" 164 165 166 167/* 168 * Render an RGB, GL_DECAL, textured triangle. 169 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or 170 * perspective correction. 171 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE) 172 * 173 * No fog. 174 */ 175#define NAME simple_z_textured_triangle 176#define INTERP_Z 1 177#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 178#define INTERP_INT_TEX 1 179#define S_SCALE twidth 180#define T_SCALE theight 181 182#define SETUP_CODE \ 183 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \ 184 const struct gl_texture_object *obj = \ 185 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 186 const struct gl_texture_image *texImg = \ 187 obj->Image[0][obj->BaseLevel]; \ 188 const struct swrast_texture_image *swImg = \ 189 swrast_texture_image_const(texImg); \ 190 const GLfloat twidth = (GLfloat) texImg->Width; \ 191 const GLfloat theight = (GLfloat) texImg->Height; \ 192 const GLint twidth_log2 = texImg->WidthLog2; \ 193 const GLubyte *texture = (const GLubyte *) swImg->Map; \ 194 const GLint smask = texImg->Width - 1; \ 195 const GLint tmask = texImg->Height - 1; \ 196 ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \ 197 if (!rb || !texture) { \ 198 return; \ 199 } 200 201#define RENDER_SPAN( span ) \ 202 GLuint i; \ 203 GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8; \ 204 GLubyte *mask = swrast->SpanArrays->mask; \ 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 rgba[i][RCOMP] = texture[pos+2]; \ 215 rgba[i][GCOMP] = texture[pos+1]; \ 216 rgba[i][BCOMP] = texture[pos+0]; \ 217 rgba[i][ACOMP] = 0xff; \ 218 zRow[i] = z; \ 219 mask[i] = 1; \ 220 } \ 221 else { \ 222 mask[i] = 0; \ 223 } \ 224 span.intTex[0] += span.intTexStep[0]; \ 225 span.intTex[1] += span.intTexStep[1]; \ 226 span.z += span.zStep; \ 227 } \ 228 _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, \ 229 span.end, span.x, span.y, rgba, mask); 230 231#include "s_tritemp.h" 232 233 234#if CHAN_TYPE != GL_FLOAT 235 236struct affine_info 237{ 238 GLenum filter; 239 GLenum format; 240 GLenum envmode; 241 GLint smask, tmask; 242 GLint twidth_log2; 243 const GLchan *texture; 244 GLfixed er, eg, eb, ea; 245 GLint tbytesline, tsize; 246}; 247 248 249static inline GLint 250ilerp(GLint t, GLint a, GLint b) 251{ 252 return a + ((t * (b - a)) >> FIXED_SHIFT); 253} 254 255static inline GLint 256ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11) 257{ 258 const GLint temp0 = ilerp(ia, v00, v10); 259 const GLint temp1 = ilerp(ia, v01, v11); 260 return ilerp(ib, temp0, temp1); 261} 262 263 264/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA 265 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD 266 * texture env modes. 267 */ 268static inline void 269affine_span(struct gl_context *ctx, SWspan *span, 270 struct affine_info *info) 271{ 272 GLchan sample[4]; /* the filtered texture sample */ 273 const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits; 274 275 /* Instead of defining a function for each mode, a test is done 276 * between the outer and inner loops. This is to reduce code size 277 * and complexity. Observe that an optimizing compiler kills 278 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 279 */ 280 281#define NEAREST_RGB \ 282 sample[RCOMP] = tex00[2]; \ 283 sample[GCOMP] = tex00[1]; \ 284 sample[BCOMP] = tex00[0]; \ 285 sample[ACOMP] = CHAN_MAX; 286 287#define LINEAR_RGB \ 288 sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 289 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 290 sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ 291 sample[ACOMP] = CHAN_MAX; 292 293#define NEAREST_RGBA \ 294 sample[RCOMP] = tex00[3]; \ 295 sample[GCOMP] = tex00[2]; \ 296 sample[BCOMP] = tex00[1]; \ 297 sample[ACOMP] = tex00[0]; 298 299#define LINEAR_RGBA \ 300 sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\ 301 sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 302 sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 303 sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]) 304 305#define MODULATE \ 306 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 307 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 308 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 309 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8) 310 311#define DECAL \ 312 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \ 313 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \ 314 >> (FIXED_SHIFT + 8); \ 315 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \ 316 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \ 317 >> (FIXED_SHIFT + 8); \ 318 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \ 319 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \ 320 >> (FIXED_SHIFT + 8); \ 321 dest[ACOMP] = FixedToInt(span->alpha) 322 323#define BLEND \ 324 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \ 325 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \ 326 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \ 327 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \ 328 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \ 329 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \ 330 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8) 331 332#define REPLACE COPY_CHAN4(dest, sample) 333 334#define ADD \ 335 { \ 336 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \ 337 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \ 338 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \ 339 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \ 340 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \ 341 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \ 342 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \ 343 } 344 345/* shortcuts */ 346 347#define NEAREST_RGB_REPLACE \ 348 NEAREST_RGB; \ 349 dest[0] = sample[0]; \ 350 dest[1] = sample[1]; \ 351 dest[2] = sample[2]; \ 352 dest[3] = FixedToInt(span->alpha); 353 354#define NEAREST_RGBA_REPLACE \ 355 dest[RCOMP] = tex00[3]; \ 356 dest[GCOMP] = tex00[2]; \ 357 dest[BCOMP] = tex00[1]; \ 358 dest[ACOMP] = tex00[0] 359 360#define SPAN_NEAREST(DO_TEX, COMPS) \ 361 for (i = 0; i < span->end; i++) { \ 362 /* Isn't it necessary to use FixedFloor below?? */ \ 363 GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 364 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 365 GLint pos = (t << info->twidth_log2) + s; \ 366 const GLchan *tex00 = info->texture + COMPS * pos; \ 367 DO_TEX; \ 368 span->red += span->redStep; \ 369 span->green += span->greenStep; \ 370 span->blue += span->blueStep; \ 371 span->alpha += span->alphaStep; \ 372 span->intTex[0] += span->intTexStep[0]; \ 373 span->intTex[1] += span->intTexStep[1]; \ 374 dest += 4; \ 375 } 376 377#define SPAN_LINEAR(DO_TEX, COMPS) \ 378 for (i = 0; i < span->end; i++) { \ 379 /* Isn't it necessary to use FixedFloor below?? */ \ 380 const GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 381 const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 382 const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ 383 const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ 384 const GLint pos = (t << info->twidth_log2) + s; \ 385 const GLchan *tex00 = info->texture + COMPS * pos; \ 386 const GLchan *tex10 = tex00 + info->tbytesline; \ 387 const GLchan *tex01 = tex00 + COMPS; \ 388 const GLchan *tex11 = tex10 + COMPS; \ 389 if (t == info->tmask) { \ 390 tex10 -= info->tsize; \ 391 tex11 -= info->tsize; \ 392 } \ 393 if (s == info->smask) { \ 394 tex01 -= info->tbytesline; \ 395 tex11 -= info->tbytesline; \ 396 } \ 397 DO_TEX; \ 398 span->red += span->redStep; \ 399 span->green += span->greenStep; \ 400 span->blue += span->blueStep; \ 401 span->alpha += span->alphaStep; \ 402 span->intTex[0] += span->intTexStep[0]; \ 403 span->intTex[1] += span->intTexStep[1]; \ 404 dest += 4; \ 405 } 406 407 408 GLuint i; 409 GLchan *dest = span->array->rgba[0]; 410 411 /* Disable tex units so they're not re-applied in swrast_write_rgba_span */ 412 ctx->Texture._EnabledCoordUnits = 0x0; 413 414 span->intTex[0] -= FIXED_HALF; 415 span->intTex[1] -= FIXED_HALF; 416 switch (info->filter) { 417 case GL_NEAREST: 418 switch (info->format) { 419 case MESA_FORMAT_RGB888: 420 switch (info->envmode) { 421 case GL_MODULATE: 422 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 423 break; 424 case GL_DECAL: 425 case GL_REPLACE: 426 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 427 break; 428 case GL_BLEND: 429 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 430 break; 431 case GL_ADD: 432 SPAN_NEAREST(NEAREST_RGB;ADD,3); 433 break; 434 default: 435 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR"); 436 return; 437 } 438 break; 439 case MESA_FORMAT_RGBA8888: 440 switch(info->envmode) { 441 case GL_MODULATE: 442 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 443 break; 444 case GL_DECAL: 445 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 446 break; 447 case GL_BLEND: 448 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 449 break; 450 case GL_ADD: 451 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 452 break; 453 case GL_REPLACE: 454 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 455 break; 456 default: 457 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR"); 458 return; 459 } 460 break; 461 } 462 break; 463 464 case GL_LINEAR: 465 span->intTex[0] -= FIXED_HALF; 466 span->intTex[1] -= FIXED_HALF; 467 switch (info->format) { 468 case MESA_FORMAT_RGB888: 469 switch (info->envmode) { 470 case GL_MODULATE: 471 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 472 break; 473 case GL_DECAL: 474 case GL_REPLACE: 475 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 476 break; 477 case GL_BLEND: 478 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 479 break; 480 case GL_ADD: 481 SPAN_LINEAR(LINEAR_RGB;ADD,3); 482 break; 483 default: 484 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR"); 485 return; 486 } 487 break; 488 case MESA_FORMAT_RGBA8888: 489 switch (info->envmode) { 490 case GL_MODULATE: 491 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 492 break; 493 case GL_DECAL: 494 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 495 break; 496 case GL_BLEND: 497 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 498 break; 499 case GL_ADD: 500 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 501 break; 502 case GL_REPLACE: 503 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 504 break; 505 default: 506 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR"); 507 return; 508 } 509 break; 510 } 511 break; 512 } 513 span->interpMask &= ~SPAN_RGBA; 514 ASSERT(span->arrayMask & SPAN_RGBA); 515 516 _swrast_write_rgba_span(ctx, span); 517 518 /* re-enable texture units */ 519 ctx->Texture._EnabledCoordUnits = texEnableSave; 520 521#undef SPAN_NEAREST 522#undef SPAN_LINEAR 523} 524 525 526 527/* 528 * Render an RGB/RGBA textured triangle without perspective correction. 529 */ 530#define NAME affine_textured_triangle 531#define INTERP_Z 1 532#define INTERP_RGB 1 533#define INTERP_ALPHA 1 534#define INTERP_INT_TEX 1 535#define S_SCALE twidth 536#define T_SCALE theight 537 538#define SETUP_CODE \ 539 struct affine_info info; \ 540 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 541 const struct gl_texture_object *obj = \ 542 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 543 const struct gl_texture_image *texImg = \ 544 obj->Image[0][obj->BaseLevel]; \ 545 const struct swrast_texture_image *swImg = \ 546 swrast_texture_image_const(texImg); \ 547 const GLfloat twidth = (GLfloat) texImg->Width; \ 548 const GLfloat theight = (GLfloat) texImg->Height; \ 549 info.texture = (const GLchan *) swImg->Map; \ 550 info.twidth_log2 = texImg->WidthLog2; \ 551 info.smask = texImg->Width - 1; \ 552 info.tmask = texImg->Height - 1; \ 553 info.format = texImg->TexFormat; \ 554 info.filter = obj->Sampler.MinFilter; \ 555 info.envmode = unit->EnvMode; \ 556 info.er = 0; \ 557 info.eg = 0; \ 558 info.eb = 0; \ 559 span.arrayMask |= SPAN_RGBA; \ 560 \ 561 if (info.envmode == GL_BLEND) { \ 562 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 563 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 564 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 565 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 566 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 567 } \ 568 if (!info.texture) { \ 569 /* this shouldn't happen */ \ 570 return; \ 571 } \ 572 \ 573 switch (info.format) { \ 574 case MESA_FORMAT_RGB888: \ 575 info.tbytesline = texImg->Width * 3; \ 576 break; \ 577 case MESA_FORMAT_RGBA8888: \ 578 info.tbytesline = texImg->Width * 4; \ 579 break; \ 580 default: \ 581 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\ 582 return; \ 583 } \ 584 info.tsize = texImg->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(struct gl_context *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 const struct gl_texture_object *obj = \ 811 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 812 const struct gl_texture_image *texImg = \ 813 obj->Image[0][obj->BaseLevel]; \ 814 const struct swrast_texture_image *swImg = \ 815 swrast_texture_image_const(texImg); \ 816 info.texture = (const GLchan *) swImg->Map; \ 817 info.twidth_log2 = texImg->WidthLog2; \ 818 info.smask = texImg->Width - 1; \ 819 info.tmask = texImg->Height - 1; \ 820 info.format = texImg->TexFormat; \ 821 info.filter = obj->Sampler.MinFilter; \ 822 info.envmode = unit->EnvMode; \ 823 info.er = 0; \ 824 info.eg = 0; \ 825 info.eb = 0; \ 826 \ 827 if (info.envmode == GL_BLEND) { \ 828 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 829 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 830 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 831 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 832 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 833 } \ 834 if (!info.texture) { \ 835 /* this shouldn't happen */ \ 836 return; \ 837 } \ 838 \ 839 switch (info.format) { \ 840 case MESA_FORMAT_RGB888: \ 841 info.tbytesline = texImg->Width * 3; \ 842 break; \ 843 case MESA_FORMAT_RGBA8888: \ 844 info.tbytesline = texImg->Width * 4; \ 845 break; \ 846 default: \ 847 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\ 848 return; \ 849 } \ 850 info.tsize = texImg->Height * info.tbytesline; 851 852#define RENDER_SPAN( span ) \ 853 span.interpMask &= ~SPAN_RGBA; \ 854 span.arrayMask |= SPAN_RGBA; \ 855 fast_persp_span(ctx, &span, &info); 856 857#include "s_tritemp.h" 858 859#endif /*CHAN_TYPE != GL_FLOAT*/ 860 861 862 863/* 864 * Render an RGBA triangle with arbitrary attributes. 865 */ 866#define NAME general_triangle 867#define INTERP_Z 1 868#define INTERP_RGB 1 869#define INTERP_ALPHA 1 870#define INTERP_ATTRIBS 1 871#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 872#include "s_tritemp.h" 873 874 875 876 877/* 878 * Special tri function for occlusion testing 879 */ 880#define NAME occlusion_zless_16_triangle 881#define INTERP_Z 1 882#define SETUP_CODE \ 883 struct gl_renderbuffer *rb = \ 884 ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; \ 885 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \ 886 ASSERT(ctx->Depth.Test); \ 887 ASSERT(!ctx->Depth.Mask); \ 888 ASSERT(ctx->Depth.Func == GL_LESS); \ 889 assert(rb->Format == MESA_FORMAT_Z16); \ 890 if (!q) { \ 891 return; \ 892 } 893#define RENDER_SPAN( span ) \ 894 { \ 895 GLuint i; \ 896 const GLushort *zRow = (const GLushort *) \ 897 _swrast_pixel_address(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#include "s_tritemp.h" 907 908 909 910static void 911nodraw_triangle( struct gl_context *ctx, 912 const SWvertex *v0, 913 const SWvertex *v1, 914 const SWvertex *v2 ) 915{ 916 (void) (ctx && v0 && v1 && v2); 917} 918 919 920/* 921 * This is used when separate specular color is enabled, but not 922 * texturing. We add the specular color to the primary color, 923 * draw the triangle, then restore the original primary color. 924 * Inefficient, but seldom needed. 925 */ 926void 927_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0, 928 const SWvertex *v1, const SWvertex *v2) 929{ 930 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */ 931 SWvertex *ncv1 = (SWvertex *)v1; 932 SWvertex *ncv2 = (SWvertex *)v2; 933 GLfloat rSum, gSum, bSum; 934 GLchan cSave[3][4]; 935 936 /* save original colors */ 937 COPY_CHAN4( cSave[0], ncv0->color ); 938 COPY_CHAN4( cSave[1], ncv1->color ); 939 COPY_CHAN4( cSave[2], ncv2->color ); 940 /* sum v0 */ 941 rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0]; 942 gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1]; 943 bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2]; 944 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum); 945 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum); 946 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum); 947 /* sum v1 */ 948 rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0]; 949 gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1]; 950 bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2]; 951 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum); 952 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum); 953 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum); 954 /* sum v2 */ 955 rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0]; 956 gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1]; 957 bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2]; 958 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum); 959 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum); 960 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum); 961 /* draw */ 962 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 ); 963 /* restore original colors */ 964 COPY_CHAN4( ncv0->color, cSave[0] ); 965 COPY_CHAN4( ncv1->color, cSave[1] ); 966 COPY_CHAN4( ncv2->color, cSave[2] ); 967} 968 969 970 971#ifdef DEBUG 972 973/* record the current triangle function name */ 974const char *_mesa_triFuncName = NULL; 975 976#define USE(triFunc) \ 977do { \ 978 _mesa_triFuncName = #triFunc; \ 979 /*printf("%s\n", _mesa_triFuncName);*/ \ 980 swrast->Triangle = triFunc; \ 981} while (0) 982 983#else 984 985#define USE(triFunc) swrast->Triangle = triFunc; 986 987#endif 988 989 990 991 992/* 993 * Determine which triangle rendering function to use given the current 994 * rendering context. 995 * 996 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or 997 * remove tests to this code. 998 */ 999void 1000_swrast_choose_triangle( struct gl_context *ctx ) 1001{ 1002 SWcontext *swrast = SWRAST_CONTEXT(ctx); 1003 1004 if (ctx->Polygon.CullFlag && 1005 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { 1006 USE(nodraw_triangle); 1007 return; 1008 } 1009 1010 if (ctx->RenderMode==GL_RENDER) { 1011 struct gl_renderbuffer *depthRb = 1012 ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 1013 1014 if (ctx->Polygon.SmoothFlag) { 1015 _swrast_set_aa_triangle_function(ctx); 1016 ASSERT(swrast->Triangle); 1017 return; 1018 } 1019 1020 /* special case for occlusion testing */ 1021 if (ctx->Query.CurrentOcclusionObject && 1022 ctx->Depth.Test && 1023 ctx->Depth.Mask == GL_FALSE && 1024 ctx->Depth.Func == GL_LESS && 1025 !ctx->Stencil._Enabled && 1026 depthRb && 1027 depthRb->Format == MESA_FORMAT_Z16) { 1028 if (ctx->Color.ColorMask[0][0] == 0 && 1029 ctx->Color.ColorMask[0][1] == 0 && 1030 ctx->Color.ColorMask[0][2] == 0 && 1031 ctx->Color.ColorMask[0][3] == 0) { 1032 USE(occlusion_zless_16_triangle); 1033 return; 1034 } 1035 } 1036 1037 /* 1038 * XXX should examine swrast->_ActiveAttribMask to determine what 1039 * needs to be interpolated. 1040 */ 1041 if (ctx->Texture._EnabledCoordUnits || 1042 _swrast_use_fragment_program(ctx) || 1043 ctx->ATIFragmentShader._Enabled || 1044 _mesa_need_secondary_color(ctx) || 1045 swrast->_FogEnabled) { 1046 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ 1047 const struct gl_texture_object *texObj2D; 1048 const struct gl_texture_image *texImg; 1049 const struct swrast_texture_image *swImg; 1050 GLenum minFilter, magFilter, envMode; 1051 gl_format format; 1052 texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; 1053 1054 texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL; 1055 swImg = swrast_texture_image_const(texImg); 1056 1057 format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE; 1058 minFilter = texObj2D ? texObj2D->Sampler.MinFilter : GL_NONE; 1059 magFilter = texObj2D ? texObj2D->Sampler.MagFilter : GL_NONE; 1060 envMode = ctx->Texture.Unit[0].EnvMode; 1061 1062 /* First see if we can use an optimized 2-D texture function */ 1063 if (ctx->Texture._EnabledCoordUnits == 0x1 1064 && !_swrast_use_fragment_program(ctx) 1065 && !ctx->ATIFragmentShader._Enabled 1066 && ctx->Texture._EnabledUnits == 0x1 1067 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT 1068 && texObj2D->Sampler.WrapS == GL_REPEAT 1069 && texObj2D->Sampler.WrapT == GL_REPEAT 1070 && texObj2D->_Swizzle == SWIZZLE_NOOP 1071 && swImg->_IsPowerOfTwo 1072 && texImg->Border == 0 1073 && texImg->Width == swImg->RowStride 1074 && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888) 1075 && minFilter == magFilter 1076 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR 1077 && !swrast->_FogEnabled 1078 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT 1079 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) { 1080 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { 1081 if (minFilter == GL_NEAREST 1082 && format == MESA_FORMAT_RGB888 1083 && (envMode == GL_REPLACE || envMode == GL_DECAL) 1084 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT) 1085 && ctx->Depth.Func == GL_LESS 1086 && ctx->Depth.Mask == GL_TRUE) 1087 || swrast->_RasterMask == TEXTURE_BIT) 1088 && ctx->Polygon.StippleFlag == GL_FALSE 1089 && ctx->DrawBuffer->Visual.depthBits <= 16) { 1090 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) { 1091 USE(simple_z_textured_triangle); 1092 } 1093 else { 1094 USE(simple_textured_triangle); 1095 } 1096 } 1097 else { 1098#if CHAN_BITS != 8 1099 USE(general_triangle); 1100#else 1101 if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) { 1102 /* We only handle RGBA8888 correctly on little endian 1103 * in the optimized code above. 1104 */ 1105 USE(general_triangle); 1106 } 1107 else { 1108 USE(affine_textured_triangle); 1109 } 1110#endif 1111 } 1112 } 1113 else { 1114#if CHAN_BITS != 8 1115 USE(general_triangle); 1116#else 1117 USE(persp_textured_triangle); 1118#endif 1119 } 1120 } 1121 else { 1122 /* general case textured triangles */ 1123 USE(general_triangle); 1124 } 1125 } 1126 else { 1127 ASSERT(!swrast->_FogEnabled); 1128 ASSERT(!_mesa_need_secondary_color(ctx)); 1129 if (ctx->Light.ShadeModel==GL_SMOOTH) { 1130 /* smooth shaded, no texturing, stippled or some raster ops */ 1131#if CHAN_BITS != 8 1132 USE(general_triangle); 1133#else 1134 USE(smooth_rgba_triangle); 1135#endif 1136 } 1137 else { 1138 /* flat shaded, no texturing, stippled or some raster ops */ 1139#if CHAN_BITS != 8 1140 USE(general_triangle); 1141#else 1142 USE(flat_rgba_triangle); 1143#endif 1144 } 1145 } 1146 } 1147 else if (ctx->RenderMode==GL_FEEDBACK) { 1148 USE(_swrast_feedback_triangle); 1149 } 1150 else { 1151 /* GL_SELECT mode */ 1152 USE(_swrast_select_triangle); 1153 } 1154} 1155