s_triangle.c revision decc6e2a32ef49e673c081f30e19b8970155d887
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 GLfloat twidth = (GLfloat) texImg->Width; \ 131 const GLfloat theight = (GLfloat) texImg->Height; \ 132 const GLint twidth_log2 = texImg->WidthLog2; \ 133 const GLubyte *texture = (const GLubyte *) texImg->Data; \ 134 const GLint smask = texImg->Width - 1; \ 135 const GLint tmask = texImg->Height - 1; \ 136 ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \ 137 if (!rb || !texture) { \ 138 return; \ 139 } 140 141#define RENDER_SPAN( span ) \ 142 GLuint i; \ 143 GLubyte rgb[MAX_WIDTH][3]; \ 144 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 145 span.intTex[1] -= FIXED_HALF; \ 146 for (i = 0; i < span.end; i++) { \ 147 GLint s = FixedToInt(span.intTex[0]) & smask; \ 148 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 149 GLint pos = (t << twidth_log2) + s; \ 150 pos = pos + pos + pos; /* multiply by 3 */ \ 151 rgb[i][RCOMP] = texture[pos+2]; \ 152 rgb[i][GCOMP] = texture[pos+1]; \ 153 rgb[i][BCOMP] = texture[pos+0]; \ 154 span.intTex[0] += span.intTexStep[0]; \ 155 span.intTex[1] += span.intTexStep[1]; \ 156 } \ 157 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL); 158 159#include "s_tritemp.h" 160 161 162 163/* 164 * Render an RGB, GL_DECAL, textured triangle. 165 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or 166 * perspective correction. 167 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE) 168 * 169 * No fog. 170 */ 171#define NAME simple_z_textured_triangle 172#define INTERP_Z 1 173#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 174#define INTERP_INT_TEX 1 175#define S_SCALE twidth 176#define T_SCALE theight 177 178#define SETUP_CODE \ 179 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; \ 180 const struct gl_texture_object *obj = \ 181 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 182 const struct gl_texture_image *texImg = \ 183 obj->Image[0][obj->BaseLevel]; \ 184 const GLfloat twidth = (GLfloat) texImg->Width; \ 185 const GLfloat theight = (GLfloat) texImg->Height; \ 186 const GLint twidth_log2 = texImg->WidthLog2; \ 187 const GLubyte *texture = (const GLubyte *) texImg->Data; \ 188 const GLint smask = texImg->Width - 1; \ 189 const GLint tmask = texImg->Height - 1; \ 190 ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \ 191 if (!rb || !texture) { \ 192 return; \ 193 } 194 195#define RENDER_SPAN( span ) \ 196 GLuint i; \ 197 GLubyte rgb[MAX_WIDTH][3]; \ 198 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 199 span.intTex[1] -= FIXED_HALF; \ 200 for (i = 0; i < span.end; i++) { \ 201 const GLuint z = FixedToDepth(span.z); \ 202 if (z < zRow[i]) { \ 203 GLint s = FixedToInt(span.intTex[0]) & smask; \ 204 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 205 GLint pos = (t << twidth_log2) + s; \ 206 pos = pos + pos + pos; /* multiply by 3 */ \ 207 rgb[i][RCOMP] = texture[pos+2]; \ 208 rgb[i][GCOMP] = texture[pos+1]; \ 209 rgb[i][BCOMP] = texture[pos+0]; \ 210 zRow[i] = z; \ 211 span.array->mask[i] = 1; \ 212 } \ 213 else { \ 214 span.array->mask[i] = 0; \ 215 } \ 216 span.intTex[0] += span.intTexStep[0]; \ 217 span.intTex[1] += span.intTexStep[1]; \ 218 span.z += span.zStep; \ 219 } \ 220 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask); 221 222#include "s_tritemp.h" 223 224 225#if CHAN_TYPE != GL_FLOAT 226 227struct affine_info 228{ 229 GLenum filter; 230 GLenum format; 231 GLenum envmode; 232 GLint smask, tmask; 233 GLint twidth_log2; 234 const GLchan *texture; 235 GLfixed er, eg, eb, ea; 236 GLint tbytesline, tsize; 237}; 238 239 240static INLINE GLint 241ilerp(GLint t, GLint a, GLint b) 242{ 243 return a + ((t * (b - a)) >> FIXED_SHIFT); 244} 245 246static INLINE GLint 247ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11) 248{ 249 const GLint temp0 = ilerp(ia, v00, v10); 250 const GLint temp1 = ilerp(ia, v01, v11); 251 return ilerp(ib, temp0, temp1); 252} 253 254 255/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA 256 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD 257 * texture env modes. 258 */ 259static INLINE void 260affine_span(struct gl_context *ctx, SWspan *span, 261 struct affine_info *info) 262{ 263 GLchan sample[4]; /* the filtered texture sample */ 264 const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits; 265 266 /* Instead of defining a function for each mode, a test is done 267 * between the outer and inner loops. This is to reduce code size 268 * and complexity. Observe that an optimizing compiler kills 269 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 270 */ 271 272#define NEAREST_RGB \ 273 sample[RCOMP] = tex00[2]; \ 274 sample[GCOMP] = tex00[1]; \ 275 sample[BCOMP] = tex00[0]; \ 276 sample[ACOMP] = CHAN_MAX; 277 278#define LINEAR_RGB \ 279 sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 280 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 281 sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ 282 sample[ACOMP] = CHAN_MAX; 283 284#define NEAREST_RGBA \ 285 sample[RCOMP] = tex00[3]; \ 286 sample[GCOMP] = tex00[2]; \ 287 sample[BCOMP] = tex00[1]; \ 288 sample[ACOMP] = tex00[0]; 289 290#define LINEAR_RGBA \ 291 sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\ 292 sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 293 sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 294 sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]) 295 296#define MODULATE \ 297 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 298 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 299 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 300 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8) 301 302#define DECAL \ 303 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \ 304 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \ 305 >> (FIXED_SHIFT + 8); \ 306 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \ 307 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \ 308 >> (FIXED_SHIFT + 8); \ 309 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \ 310 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \ 311 >> (FIXED_SHIFT + 8); \ 312 dest[ACOMP] = FixedToInt(span->alpha) 313 314#define BLEND \ 315 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \ 316 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \ 317 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \ 318 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \ 319 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \ 320 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \ 321 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8) 322 323#define REPLACE COPY_CHAN4(dest, sample) 324 325#define ADD \ 326 { \ 327 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \ 328 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \ 329 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \ 330 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \ 331 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \ 332 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \ 333 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \ 334 } 335 336/* shortcuts */ 337 338#define NEAREST_RGB_REPLACE \ 339 NEAREST_RGB; \ 340 dest[0] = sample[0]; \ 341 dest[1] = sample[1]; \ 342 dest[2] = sample[2]; \ 343 dest[3] = FixedToInt(span->alpha); 344 345#define NEAREST_RGBA_REPLACE \ 346 dest[RCOMP] = tex00[3]; \ 347 dest[GCOMP] = tex00[2]; \ 348 dest[BCOMP] = tex00[1]; \ 349 dest[ACOMP] = tex00[0] 350 351#define SPAN_NEAREST(DO_TEX, COMPS) \ 352 for (i = 0; i < span->end; i++) { \ 353 /* Isn't it necessary to use FixedFloor below?? */ \ 354 GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 355 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 356 GLint pos = (t << info->twidth_log2) + s; \ 357 const GLchan *tex00 = info->texture + COMPS * pos; \ 358 DO_TEX; \ 359 span->red += span->redStep; \ 360 span->green += span->greenStep; \ 361 span->blue += span->blueStep; \ 362 span->alpha += span->alphaStep; \ 363 span->intTex[0] += span->intTexStep[0]; \ 364 span->intTex[1] += span->intTexStep[1]; \ 365 dest += 4; \ 366 } 367 368#define SPAN_LINEAR(DO_TEX, COMPS) \ 369 for (i = 0; i < span->end; i++) { \ 370 /* Isn't it necessary to use FixedFloor below?? */ \ 371 const GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 372 const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 373 const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ 374 const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ 375 const GLint pos = (t << info->twidth_log2) + s; \ 376 const GLchan *tex00 = info->texture + COMPS * pos; \ 377 const GLchan *tex10 = tex00 + info->tbytesline; \ 378 const GLchan *tex01 = tex00 + COMPS; \ 379 const GLchan *tex11 = tex10 + COMPS; \ 380 if (t == info->tmask) { \ 381 tex10 -= info->tsize; \ 382 tex11 -= info->tsize; \ 383 } \ 384 if (s == info->smask) { \ 385 tex01 -= info->tbytesline; \ 386 tex11 -= info->tbytesline; \ 387 } \ 388 DO_TEX; \ 389 span->red += span->redStep; \ 390 span->green += span->greenStep; \ 391 span->blue += span->blueStep; \ 392 span->alpha += span->alphaStep; \ 393 span->intTex[0] += span->intTexStep[0]; \ 394 span->intTex[1] += span->intTexStep[1]; \ 395 dest += 4; \ 396 } 397 398 399 GLuint i; 400 GLchan *dest = span->array->rgba[0]; 401 402 /* Disable tex units so they're not re-applied in swrast_write_rgba_span */ 403 ctx->Texture._EnabledCoordUnits = 0x0; 404 405 span->intTex[0] -= FIXED_HALF; 406 span->intTex[1] -= FIXED_HALF; 407 switch (info->filter) { 408 case GL_NEAREST: 409 switch (info->format) { 410 case MESA_FORMAT_RGB888: 411 switch (info->envmode) { 412 case GL_MODULATE: 413 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 414 break; 415 case GL_DECAL: 416 case GL_REPLACE: 417 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 418 break; 419 case GL_BLEND: 420 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 421 break; 422 case GL_ADD: 423 SPAN_NEAREST(NEAREST_RGB;ADD,3); 424 break; 425 default: 426 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR"); 427 return; 428 } 429 break; 430 case MESA_FORMAT_RGBA8888: 431 switch(info->envmode) { 432 case GL_MODULATE: 433 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 434 break; 435 case GL_DECAL: 436 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 437 break; 438 case GL_BLEND: 439 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 440 break; 441 case GL_ADD: 442 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 443 break; 444 case GL_REPLACE: 445 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 446 break; 447 default: 448 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR"); 449 return; 450 } 451 break; 452 } 453 break; 454 455 case GL_LINEAR: 456 span->intTex[0] -= FIXED_HALF; 457 span->intTex[1] -= FIXED_HALF; 458 switch (info->format) { 459 case MESA_FORMAT_RGB888: 460 switch (info->envmode) { 461 case GL_MODULATE: 462 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 463 break; 464 case GL_DECAL: 465 case GL_REPLACE: 466 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 467 break; 468 case GL_BLEND: 469 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 470 break; 471 case GL_ADD: 472 SPAN_LINEAR(LINEAR_RGB;ADD,3); 473 break; 474 default: 475 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR"); 476 return; 477 } 478 break; 479 case MESA_FORMAT_RGBA8888: 480 switch (info->envmode) { 481 case GL_MODULATE: 482 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 483 break; 484 case GL_DECAL: 485 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 486 break; 487 case GL_BLEND: 488 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 489 break; 490 case GL_ADD: 491 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 492 break; 493 case GL_REPLACE: 494 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 495 break; 496 default: 497 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR"); 498 return; 499 } 500 break; 501 } 502 break; 503 } 504 span->interpMask &= ~SPAN_RGBA; 505 ASSERT(span->arrayMask & SPAN_RGBA); 506 507 _swrast_write_rgba_span(ctx, span); 508 509 /* re-enable texture units */ 510 ctx->Texture._EnabledCoordUnits = texEnableSave; 511 512#undef SPAN_NEAREST 513#undef SPAN_LINEAR 514} 515 516 517 518/* 519 * Render an RGB/RGBA textured triangle without perspective correction. 520 */ 521#define NAME affine_textured_triangle 522#define INTERP_Z 1 523#define INTERP_RGB 1 524#define INTERP_ALPHA 1 525#define INTERP_INT_TEX 1 526#define S_SCALE twidth 527#define T_SCALE theight 528 529#define SETUP_CODE \ 530 struct affine_info info; \ 531 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 532 const struct gl_texture_object *obj = \ 533 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 534 const struct gl_texture_image *texImg = \ 535 obj->Image[0][obj->BaseLevel]; \ 536 const GLfloat twidth = (GLfloat) texImg->Width; \ 537 const GLfloat theight = (GLfloat) texImg->Height; \ 538 info.texture = (const GLchan *) texImg->Data; \ 539 info.twidth_log2 = texImg->WidthLog2; \ 540 info.smask = texImg->Width - 1; \ 541 info.tmask = texImg->Height - 1; \ 542 info.format = texImg->TexFormat; \ 543 info.filter = obj->MinFilter; \ 544 info.envmode = unit->EnvMode; \ 545 info.er = 0; \ 546 info.eg = 0; \ 547 info.eb = 0; \ 548 span.arrayMask |= SPAN_RGBA; \ 549 \ 550 if (info.envmode == GL_BLEND) { \ 551 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 552 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 553 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 554 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 555 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 556 } \ 557 if (!info.texture) { \ 558 /* this shouldn't happen */ \ 559 return; \ 560 } \ 561 \ 562 switch (info.format) { \ 563 case MESA_FORMAT_RGB888: \ 564 info.tbytesline = texImg->Width * 3; \ 565 break; \ 566 case MESA_FORMAT_RGBA8888: \ 567 info.tbytesline = texImg->Width * 4; \ 568 break; \ 569 default: \ 570 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\ 571 return; \ 572 } \ 573 info.tsize = texImg->Height * info.tbytesline; 574 575#define RENDER_SPAN( span ) affine_span(ctx, &span, &info); 576 577#include "s_tritemp.h" 578 579 580 581struct persp_info 582{ 583 GLenum filter; 584 GLenum format; 585 GLenum envmode; 586 GLint smask, tmask; 587 GLint twidth_log2; 588 const GLchan *texture; 589 GLfixed er, eg, eb, ea; /* texture env color */ 590 GLint tbytesline, tsize; 591}; 592 593 594static INLINE void 595fast_persp_span(struct gl_context *ctx, SWspan *span, 596 struct persp_info *info) 597{ 598 GLchan sample[4]; /* the filtered texture sample */ 599 600 /* Instead of defining a function for each mode, a test is done 601 * between the outer and inner loops. This is to reduce code size 602 * and complexity. Observe that an optimizing compiler kills 603 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 604 */ 605#define SPAN_NEAREST(DO_TEX,COMP) \ 606 for (i = 0; i < span->end; i++) { \ 607 GLdouble invQ = tex_coord[2] ? \ 608 (1.0 / tex_coord[2]) : 1.0; \ 609 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 610 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 611 GLint s = IFLOOR(s_tmp) & info->smask; \ 612 GLint t = IFLOOR(t_tmp) & info->tmask; \ 613 GLint pos = (t << info->twidth_log2) + s; \ 614 const GLchan *tex00 = info->texture + COMP * pos; \ 615 DO_TEX; \ 616 span->red += span->redStep; \ 617 span->green += span->greenStep; \ 618 span->blue += span->blueStep; \ 619 span->alpha += span->alphaStep; \ 620 tex_coord[0] += tex_step[0]; \ 621 tex_coord[1] += tex_step[1]; \ 622 tex_coord[2] += tex_step[2]; \ 623 dest += 4; \ 624 } 625 626#define SPAN_LINEAR(DO_TEX,COMP) \ 627 for (i = 0; i < span->end; i++) { \ 628 GLdouble invQ = tex_coord[2] ? \ 629 (1.0 / tex_coord[2]) : 1.0; \ 630 const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 631 const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 632 const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \ 633 const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \ 634 const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \ 635 const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \ 636 const GLfixed sf = s_fix & FIXED_FRAC_MASK; \ 637 const GLfixed tf = t_fix & FIXED_FRAC_MASK; \ 638 const GLint pos = (t << info->twidth_log2) + s; \ 639 const GLchan *tex00 = info->texture + COMP * pos; \ 640 const GLchan *tex10 = tex00 + info->tbytesline; \ 641 const GLchan *tex01 = tex00 + COMP; \ 642 const GLchan *tex11 = tex10 + COMP; \ 643 if (t == info->tmask) { \ 644 tex10 -= info->tsize; \ 645 tex11 -= info->tsize; \ 646 } \ 647 if (s == info->smask) { \ 648 tex01 -= info->tbytesline; \ 649 tex11 -= info->tbytesline; \ 650 } \ 651 DO_TEX; \ 652 span->red += span->redStep; \ 653 span->green += span->greenStep; \ 654 span->blue += span->blueStep; \ 655 span->alpha += span->alphaStep; \ 656 tex_coord[0] += tex_step[0]; \ 657 tex_coord[1] += tex_step[1]; \ 658 tex_coord[2] += tex_step[2]; \ 659 dest += 4; \ 660 } 661 662 GLuint i; 663 GLfloat tex_coord[3], tex_step[3]; 664 GLchan *dest = span->array->rgba[0]; 665 666 const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits; 667 ctx->Texture._EnabledCoordUnits = 0; 668 669 tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1); 670 tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1); 671 tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1); 672 tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1); 673 /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */ 674 tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3]; 675 tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3]; 676 677 switch (info->filter) { 678 case GL_NEAREST: 679 switch (info->format) { 680 case MESA_FORMAT_RGB888: 681 switch (info->envmode) { 682 case GL_MODULATE: 683 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 684 break; 685 case GL_DECAL: 686 case GL_REPLACE: 687 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 688 break; 689 case GL_BLEND: 690 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 691 break; 692 case GL_ADD: 693 SPAN_NEAREST(NEAREST_RGB;ADD,3); 694 break; 695 default: 696 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR"); 697 return; 698 } 699 break; 700 case MESA_FORMAT_RGBA8888: 701 switch(info->envmode) { 702 case GL_MODULATE: 703 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 704 break; 705 case GL_DECAL: 706 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 707 break; 708 case GL_BLEND: 709 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 710 break; 711 case GL_ADD: 712 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 713 break; 714 case GL_REPLACE: 715 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 716 break; 717 default: 718 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR"); 719 return; 720 } 721 break; 722 } 723 break; 724 725 case GL_LINEAR: 726 switch (info->format) { 727 case MESA_FORMAT_RGB888: 728 switch (info->envmode) { 729 case GL_MODULATE: 730 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 731 break; 732 case GL_DECAL: 733 case GL_REPLACE: 734 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 735 break; 736 case GL_BLEND: 737 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 738 break; 739 case GL_ADD: 740 SPAN_LINEAR(LINEAR_RGB;ADD,3); 741 break; 742 default: 743 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR"); 744 return; 745 } 746 break; 747 case MESA_FORMAT_RGBA8888: 748 switch (info->envmode) { 749 case GL_MODULATE: 750 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 751 break; 752 case GL_DECAL: 753 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 754 break; 755 case GL_BLEND: 756 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 757 break; 758 case GL_ADD: 759 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 760 break; 761 case GL_REPLACE: 762 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 763 break; 764 default: 765 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR"); 766 return; 767 } 768 break; 769 } 770 break; 771 } 772 773 ASSERT(span->arrayMask & SPAN_RGBA); 774 _swrast_write_rgba_span(ctx, span); 775 776#undef SPAN_NEAREST 777#undef SPAN_LINEAR 778 779 /* restore state */ 780 ctx->Texture._EnabledCoordUnits = texEnableSave; 781} 782 783 784/* 785 * Render an perspective corrected RGB/RGBA textured triangle. 786 * The Q (aka V in Mesa) coordinate must be zero such that the divide 787 * by interpolated Q/W comes out right. 788 * 789 */ 790#define NAME persp_textured_triangle 791#define INTERP_Z 1 792#define INTERP_RGB 1 793#define INTERP_ALPHA 1 794#define INTERP_ATTRIBS 1 795 796#define SETUP_CODE \ 797 struct persp_info info; \ 798 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 799 const struct gl_texture_object *obj = \ 800 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 801 const struct gl_texture_image *texImg = \ 802 obj->Image[0][obj->BaseLevel]; \ 803 info.texture = (const GLchan *) texImg->Data; \ 804 info.twidth_log2 = texImg->WidthLog2; \ 805 info.smask = texImg->Width - 1; \ 806 info.tmask = texImg->Height - 1; \ 807 info.format = texImg->TexFormat; \ 808 info.filter = obj->MinFilter; \ 809 info.envmode = unit->EnvMode; \ 810 info.er = 0; \ 811 info.eg = 0; \ 812 info.eb = 0; \ 813 \ 814 if (info.envmode == GL_BLEND) { \ 815 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 816 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 817 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 818 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 819 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 820 } \ 821 if (!info.texture) { \ 822 /* this shouldn't happen */ \ 823 return; \ 824 } \ 825 \ 826 switch (info.format) { \ 827 case MESA_FORMAT_RGB888: \ 828 info.tbytesline = texImg->Width * 3; \ 829 break; \ 830 case MESA_FORMAT_RGBA8888: \ 831 info.tbytesline = texImg->Width * 4; \ 832 break; \ 833 default: \ 834 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\ 835 return; \ 836 } \ 837 info.tsize = texImg->Height * info.tbytesline; 838 839#define RENDER_SPAN( span ) \ 840 span.interpMask &= ~SPAN_RGBA; \ 841 span.arrayMask |= SPAN_RGBA; \ 842 fast_persp_span(ctx, &span, &info); 843 844#include "s_tritemp.h" 845 846#endif /*CHAN_TYPE != GL_FLOAT*/ 847 848 849 850/* 851 * Render an RGBA triangle with arbitrary attributes. 852 */ 853#define NAME general_triangle 854#define INTERP_Z 1 855#define INTERP_RGB 1 856#define INTERP_ALPHA 1 857#define INTERP_ATTRIBS 1 858#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 859#include "s_tritemp.h" 860 861 862 863 864/* 865 * Special tri function for occlusion testing 866 */ 867#define NAME occlusion_zless_triangle 868#define INTERP_Z 1 869#define SETUP_CODE \ 870 struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \ 871 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \ 872 ASSERT(ctx->Depth.Test); \ 873 ASSERT(!ctx->Depth.Mask); \ 874 ASSERT(ctx->Depth.Func == GL_LESS); \ 875 if (!q) { \ 876 return; \ 877 } 878#define RENDER_SPAN( span ) \ 879 if (rb->Format == MESA_FORMAT_Z16) { \ 880 GLuint i; \ 881 const GLushort *zRow = (const GLushort *) \ 882 rb->GetPointer(ctx, rb, span.x, span.y); \ 883 for (i = 0; i < span.end; i++) { \ 884 GLuint z = FixedToDepth(span.z); \ 885 if (z < zRow[i]) { \ 886 q->Result++; \ 887 } \ 888 span.z += span.zStep; \ 889 } \ 890 } \ 891 else { \ 892 GLuint i; \ 893 const GLuint *zRow = (const GLuint *) \ 894 rb->GetPointer(ctx, rb, span.x, span.y); \ 895 for (i = 0; i < span.end; i++) { \ 896 if ((GLuint)span.z < zRow[i]) { \ 897 q->Result++; \ 898 } \ 899 span.z += span.zStep; \ 900 } \ 901 } 902#include "s_tritemp.h" 903 904 905 906static void 907nodraw_triangle( struct gl_context *ctx, 908 const SWvertex *v0, 909 const SWvertex *v1, 910 const SWvertex *v2 ) 911{ 912 (void) (ctx && v0 && v1 && v2); 913} 914 915 916/* 917 * This is used when separate specular color is enabled, but not 918 * texturing. We add the specular color to the primary color, 919 * draw the triangle, then restore the original primary color. 920 * Inefficient, but seldom needed. 921 */ 922void 923_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0, 924 const SWvertex *v1, const SWvertex *v2) 925{ 926 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */ 927 SWvertex *ncv1 = (SWvertex *)v1; 928 SWvertex *ncv2 = (SWvertex *)v2; 929 GLfloat rSum, gSum, bSum; 930 GLchan cSave[3][4]; 931 932 /* save original colors */ 933 COPY_CHAN4( cSave[0], ncv0->color ); 934 COPY_CHAN4( cSave[1], ncv1->color ); 935 COPY_CHAN4( cSave[2], ncv2->color ); 936 /* sum v0 */ 937 rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0]; 938 gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1]; 939 bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2]; 940 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum); 941 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum); 942 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum); 943 /* sum v1 */ 944 rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0]; 945 gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1]; 946 bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2]; 947 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum); 948 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum); 949 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum); 950 /* sum v2 */ 951 rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0]; 952 gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1]; 953 bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2]; 954 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum); 955 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum); 956 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum); 957 /* draw */ 958 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 ); 959 /* restore original colors */ 960 COPY_CHAN4( ncv0->color, cSave[0] ); 961 COPY_CHAN4( ncv1->color, cSave[1] ); 962 COPY_CHAN4( ncv2->color, cSave[2] ); 963} 964 965 966 967#ifdef DEBUG 968 969/* record the current triangle function name */ 970const char *_mesa_triFuncName = NULL; 971 972#define USE(triFunc) \ 973do { \ 974 _mesa_triFuncName = #triFunc; \ 975 /*printf("%s\n", _mesa_triFuncName);*/ \ 976 swrast->Triangle = triFunc; \ 977} while (0) 978 979#else 980 981#define USE(triFunc) swrast->Triangle = triFunc; 982 983#endif 984 985 986 987 988/* 989 * Determine which triangle rendering function to use given the current 990 * rendering context. 991 * 992 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or 993 * remove tests to this code. 994 */ 995void 996_swrast_choose_triangle( struct gl_context *ctx ) 997{ 998 SWcontext *swrast = SWRAST_CONTEXT(ctx); 999 1000 if (ctx->Polygon.CullFlag && 1001 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { 1002 USE(nodraw_triangle); 1003 return; 1004 } 1005 1006 if (ctx->RenderMode==GL_RENDER) { 1007 1008 if (ctx->Polygon.SmoothFlag) { 1009 _swrast_set_aa_triangle_function(ctx); 1010 ASSERT(swrast->Triangle); 1011 return; 1012 } 1013 1014 /* special case for occlusion testing */ 1015 if (ctx->Query.CurrentOcclusionObject && 1016 ctx->Depth.Test && 1017 ctx->Depth.Mask == GL_FALSE && 1018 ctx->Depth.Func == GL_LESS && 1019 !ctx->Stencil._Enabled) { 1020 if (ctx->Color.ColorMask[0][0] == 0 && 1021 ctx->Color.ColorMask[0][1] == 0 && 1022 ctx->Color.ColorMask[0][2] == 0 && 1023 ctx->Color.ColorMask[0][3] == 0) { 1024 USE(occlusion_zless_triangle); 1025 return; 1026 } 1027 } 1028 1029 /* 1030 * XXX should examine swrast->_ActiveAttribMask to determine what 1031 * needs to be interpolated. 1032 */ 1033 if (ctx->Texture._EnabledCoordUnits || 1034 ctx->FragmentProgram._Current || 1035 ctx->ATIFragmentShader._Enabled || 1036 _mesa_need_secondary_color(ctx) || 1037 swrast->_FogEnabled) { 1038 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ 1039 const struct gl_texture_object *texObj2D; 1040 const struct gl_texture_image *texImg; 1041 GLenum minFilter, magFilter, envMode; 1042 gl_format format; 1043 texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; 1044 1045 texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL; 1046 format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE; 1047 minFilter = texObj2D ? texObj2D->MinFilter : GL_NONE; 1048 magFilter = texObj2D ? texObj2D->MagFilter : GL_NONE; 1049 envMode = ctx->Texture.Unit[0].EnvMode; 1050 1051 /* First see if we can use an optimized 2-D texture function */ 1052 if (ctx->Texture._EnabledCoordUnits == 0x1 1053 && !ctx->FragmentProgram._Current 1054 && !ctx->ATIFragmentShader._Enabled 1055 && ctx->Texture._EnabledUnits == 0x1 1056 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT 1057 && texObj2D->WrapS == GL_REPEAT 1058 && texObj2D->WrapT == GL_REPEAT 1059 && texObj2D->_Swizzle == SWIZZLE_NOOP 1060 && texImg->_IsPowerOfTwo 1061 && texImg->Border == 0 1062 && texImg->Width == texImg->RowStride 1063 && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888) 1064 && minFilter == magFilter 1065 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR 1066 && !swrast->_FogEnabled 1067 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT 1068 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) { 1069 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { 1070 if (minFilter == GL_NEAREST 1071 && format == MESA_FORMAT_RGB888 1072 && (envMode == GL_REPLACE || envMode == GL_DECAL) 1073 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT) 1074 && ctx->Depth.Func == GL_LESS 1075 && ctx->Depth.Mask == GL_TRUE) 1076 || swrast->_RasterMask == TEXTURE_BIT) 1077 && ctx->Polygon.StippleFlag == GL_FALSE 1078 && ctx->DrawBuffer->Visual.depthBits <= 16) { 1079 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) { 1080 USE(simple_z_textured_triangle); 1081 } 1082 else { 1083 USE(simple_textured_triangle); 1084 } 1085 } 1086 else { 1087#if CHAN_BITS != 8 1088 USE(general_triangle); 1089#else 1090 if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) { 1091 /* We only handle RGBA8888 correctly on little endian 1092 * in the optimized code above. 1093 */ 1094 USE(general_triangle); 1095 } 1096 else { 1097 USE(affine_textured_triangle); 1098 } 1099#endif 1100 } 1101 } 1102 else { 1103#if CHAN_BITS != 8 1104 USE(general_triangle); 1105#else 1106 USE(persp_textured_triangle); 1107#endif 1108 } 1109 } 1110 else { 1111 /* general case textured triangles */ 1112 USE(general_triangle); 1113 } 1114 } 1115 else { 1116 ASSERT(!swrast->_FogEnabled); 1117 ASSERT(!_mesa_need_secondary_color(ctx)); 1118 if (ctx->Light.ShadeModel==GL_SMOOTH) { 1119 /* smooth shaded, no texturing, stippled or some raster ops */ 1120#if CHAN_BITS != 8 1121 USE(general_triangle); 1122#else 1123 USE(smooth_rgba_triangle); 1124#endif 1125 } 1126 else { 1127 /* flat shaded, no texturing, stippled or some raster ops */ 1128#if CHAN_BITS != 8 1129 USE(general_triangle); 1130#else 1131 USE(flat_rgba_triangle); 1132#endif 1133 } 1134 } 1135 } 1136 else if (ctx->RenderMode==GL_FEEDBACK) { 1137 USE(_swrast_feedback_triangle); 1138 } 1139 else { 1140 /* GL_SELECT mode */ 1141 USE(_swrast_select_triangle); 1142 } 1143} 1144