s_triangle.c revision ff73c783cc47361ff0dd819c82d067b4b85870dd
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5.3 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 "glheader.h" 33#include "context.h" 34#include "colormac.h" 35#include "imports.h" 36#include "macros.h" 37#include "texformat.h" 38 39#include "s_aatriangle.h" 40#include "s_context.h" 41#include "s_feedback.h" 42#include "s_span.h" 43#include "s_triangle.h" 44 45 46/* 47 * Just used for feedback mode. 48 */ 49GLboolean 50_swrast_culltriangle( GLcontext *ctx, 51 const SWvertex *v0, 52 const SWvertex *v1, 53 const SWvertex *v2 ) 54{ 55 GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0]; 56 GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1]; 57 GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0]; 58 GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1]; 59 GLfloat c = ex*fy-ey*fx; 60 61 if (c * SWRAST_CONTEXT(ctx)->_BackfaceCullSign > 0) 62 return 0; 63 64 return 1; 65} 66 67 68 69/* 70 * Render a smooth or flat-shaded color index triangle. 71 */ 72#define NAME ci_triangle 73#define INTERP_Z 1 74#define INTERP_ATTRIBS 1 /* just for fog */ 75#define INTERP_INDEX 1 76#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span); 77#include "s_tritemp.h" 78 79 80 81/* 82 * Render a flat-shaded RGBA triangle. 83 */ 84#define NAME flat_rgba_triangle 85#define INTERP_Z 1 86#define SETUP_CODE \ 87 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\ 88 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ 89 span.interpMask |= SPAN_RGBA; \ 90 span.red = ChanToFixed(v2->color[0]); \ 91 span.green = ChanToFixed(v2->color[1]); \ 92 span.blue = ChanToFixed(v2->color[2]); \ 93 span.alpha = ChanToFixed(v2->color[3]); \ 94 span.redStep = 0; \ 95 span.greenStep = 0; \ 96 span.blueStep = 0; \ 97 span.alphaStep = 0; 98#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 99#include "s_tritemp.h" 100 101 102 103/* 104 * Render a smooth-shaded RGBA triangle. 105 */ 106#define NAME smooth_rgba_triangle 107#define INTERP_Z 1 108#define INTERP_RGB 1 109#define INTERP_ALPHA 1 110#define SETUP_CODE \ 111 { \ 112 /* texturing must be off */ \ 113 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \ 114 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ 115 } 116#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 117#include "s_tritemp.h" 118 119 120 121/* 122 * Render an RGB, GL_DECAL, textured triangle. 123 * Interpolate S,T only w/out mipmapping or perspective correction. 124 * 125 * No fog. No depth testing. 126 */ 127#define NAME simple_textured_triangle 128#define INTERP_INT_TEX 1 129#define S_SCALE twidth 130#define T_SCALE theight 131 132#define SETUP_CODE \ 133 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];\ 134 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ 135 const GLint b = obj->BaseLevel; \ 136 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ 137 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ 138 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \ 139 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \ 140 const GLint smask = obj->Image[0][b]->Width - 1; \ 141 const GLint tmask = obj->Image[0][b]->Height - 1; \ 142 if (!texture) { \ 143 /* this shouldn't happen */ \ 144 return; \ 145 } 146 147#define RENDER_SPAN( span ) \ 148 GLuint i; \ 149 GLchan rgb[MAX_WIDTH][3]; \ 150 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 151 span.intTex[1] -= FIXED_HALF; \ 152 for (i = 0; i < span.end; i++) { \ 153 GLint s = FixedToInt(span.intTex[0]) & smask; \ 154 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 155 GLint pos = (t << twidth_log2) + s; \ 156 pos = pos + pos + pos; /* multiply by 3 */ \ 157 rgb[i][RCOMP] = texture[pos]; \ 158 rgb[i][GCOMP] = texture[pos+1]; \ 159 rgb[i][BCOMP] = texture[pos+2]; \ 160 span.intTex[0] += span.intTexStep[0]; \ 161 span.intTex[1] += span.intTexStep[1]; \ 162 } \ 163 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL); 164 165#include "s_tritemp.h" 166 167 168 169/* 170 * Render an RGB, GL_DECAL, textured triangle. 171 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or 172 * perspective correction. 173 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE) 174 * 175 * No fog. 176 */ 177#define NAME simple_z_textured_triangle 178#define INTERP_Z 1 179#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE 180#define INTERP_INT_TEX 1 181#define S_SCALE twidth 182#define T_SCALE theight 183 184#define SETUP_CODE \ 185 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];\ 186 struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \ 187 const GLint b = obj->BaseLevel; \ 188 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ 189 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ 190 const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \ 191 const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \ 192 const GLint smask = obj->Image[0][b]->Width - 1; \ 193 const GLint tmask = obj->Image[0][b]->Height - 1; \ 194 if (!texture) { \ 195 /* this shouldn't happen */ \ 196 return; \ 197 } 198 199#define RENDER_SPAN( span ) \ 200 GLuint i; \ 201 GLchan rgb[MAX_WIDTH][3]; \ 202 span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ 203 span.intTex[1] -= FIXED_HALF; \ 204 for (i = 0; i < span.end; i++) { \ 205 const GLuint z = FixedToDepth(span.z); \ 206 if (z < zRow[i]) { \ 207 GLint s = FixedToInt(span.intTex[0]) & smask; \ 208 GLint t = FixedToInt(span.intTex[1]) & tmask; \ 209 GLint pos = (t << twidth_log2) + s; \ 210 pos = pos + pos + pos; /* multiply by 3 */ \ 211 rgb[i][RCOMP] = texture[pos]; \ 212 rgb[i][GCOMP] = texture[pos+1]; \ 213 rgb[i][BCOMP] = texture[pos+2]; \ 214 zRow[i] = z; \ 215 span.array->mask[i] = 1; \ 216 } \ 217 else { \ 218 span.array->mask[i] = 0; \ 219 } \ 220 span.intTex[0] += span.intTexStep[0]; \ 221 span.intTex[1] += span.intTexStep[1]; \ 222 span.z += span.zStep; \ 223 } \ 224 rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask); 225 226#include "s_tritemp.h" 227 228 229#if CHAN_TYPE != GL_FLOAT 230 231struct affine_info 232{ 233 GLenum filter; 234 GLenum format; 235 GLenum envmode; 236 GLint smask, tmask; 237 GLint twidth_log2; 238 const GLchan *texture; 239 GLfixed er, eg, eb, ea; 240 GLint tbytesline, tsize; 241}; 242 243 244static INLINE GLint 245ilerp(GLint t, GLint a, GLint b) 246{ 247 return a + ((t * (b - a)) >> FIXED_SHIFT); 248} 249 250static INLINE GLint 251ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11) 252{ 253 const GLint temp0 = ilerp(ia, v00, v10); 254 const GLint temp1 = ilerp(ia, v01, v11); 255 return ilerp(ib, temp0, temp1); 256} 257 258 259/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA 260 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD 261 * texture env modes. 262 */ 263static INLINE void 264affine_span(GLcontext *ctx, SWspan *span, 265 struct affine_info *info) 266{ 267 GLchan sample[4]; /* the filtered texture sample */ 268 269 /* Instead of defining a function for each mode, a test is done 270 * between the outer and inner loops. This is to reduce code size 271 * and complexity. Observe that an optimizing compiler kills 272 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 273 */ 274 275#define NEAREST_RGB \ 276 sample[RCOMP] = tex00[RCOMP]; \ 277 sample[GCOMP] = tex00[GCOMP]; \ 278 sample[BCOMP] = tex00[BCOMP]; \ 279 sample[ACOMP] = CHAN_MAX 280 281#define LINEAR_RGB \ 282 sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ 283 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 284 sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 285 sample[ACOMP] = CHAN_MAX; 286 287#define NEAREST_RGBA COPY_CHAN4(sample, tex00) 288 289#define LINEAR_RGBA \ 290 sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\ 291 sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\ 292 sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\ 293 sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]) 294 295#define MODULATE \ 296 dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 297 dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 298 dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \ 299 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8) 300 301#define DECAL \ 302 dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \ 303 ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \ 304 >> (FIXED_SHIFT + 8); \ 305 dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \ 306 ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \ 307 >> (FIXED_SHIFT + 8); \ 308 dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \ 309 ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \ 310 >> (FIXED_SHIFT + 8); \ 311 dest[ACOMP] = FixedToInt(span->alpha) 312 313#define BLEND \ 314 dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \ 315 + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \ 316 dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \ 317 + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \ 318 dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \ 319 + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \ 320 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8) 321 322#define REPLACE COPY_CHAN4(dest, sample) 323 324#define ADD \ 325 { \ 326 GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \ 327 GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \ 328 GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \ 329 dest[RCOMP] = MIN2(rSum, CHAN_MAX); \ 330 dest[GCOMP] = MIN2(gSum, CHAN_MAX); \ 331 dest[BCOMP] = MIN2(bSum, CHAN_MAX); \ 332 dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \ 333 } 334 335/* shortcuts */ 336 337#define NEAREST_RGB_REPLACE \ 338 NEAREST_RGB; \ 339 dest[0] = sample[0]; \ 340 dest[1] = sample[1]; \ 341 dest[2] = sample[2]; \ 342 dest[3] = FixedToInt(span->alpha); 343 344#define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00) 345 346#define SPAN_NEAREST(DO_TEX, COMPS) \ 347 for (i = 0; i < span->end; i++) { \ 348 /* Isn't it necessary to use FixedFloor below?? */ \ 349 GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 350 GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 351 GLint pos = (t << info->twidth_log2) + s; \ 352 const GLchan *tex00 = info->texture + COMPS * pos; \ 353 DO_TEX; \ 354 span->red += span->redStep; \ 355 span->green += span->greenStep; \ 356 span->blue += span->blueStep; \ 357 span->alpha += span->alphaStep; \ 358 span->intTex[0] += span->intTexStep[0]; \ 359 span->intTex[1] += span->intTexStep[1]; \ 360 dest += 4; \ 361 } 362 363#define SPAN_LINEAR(DO_TEX, COMPS) \ 364 for (i = 0; i < span->end; i++) { \ 365 /* Isn't it necessary to use FixedFloor below?? */ \ 366 const GLint s = FixedToInt(span->intTex[0]) & info->smask; \ 367 const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ 368 const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ 369 const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ 370 const GLint pos = (t << info->twidth_log2) + s; \ 371 const GLchan *tex00 = info->texture + COMPS * pos; \ 372 const GLchan *tex10 = tex00 + info->tbytesline; \ 373 const GLchan *tex01 = tex00 + COMPS; \ 374 const GLchan *tex11 = tex10 + COMPS; \ 375 if (t == info->tmask) { \ 376 tex10 -= info->tsize; \ 377 tex11 -= info->tsize; \ 378 } \ 379 if (s == info->smask) { \ 380 tex01 -= info->tbytesline; \ 381 tex11 -= info->tbytesline; \ 382 } \ 383 DO_TEX; \ 384 span->red += span->redStep; \ 385 span->green += span->greenStep; \ 386 span->blue += span->blueStep; \ 387 span->alpha += span->alphaStep; \ 388 span->intTex[0] += span->intTexStep[0]; \ 389 span->intTex[1] += span->intTexStep[1]; \ 390 dest += 4; \ 391 } 392 393 394 GLuint i; 395 GLchan *dest = span->array->rgba[0]; 396 397 span->intTex[0] -= FIXED_HALF; 398 span->intTex[1] -= FIXED_HALF; 399 switch (info->filter) { 400 case GL_NEAREST: 401 switch (info->format) { 402 case GL_RGB: 403 switch (info->envmode) { 404 case GL_MODULATE: 405 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 406 break; 407 case GL_DECAL: 408 case GL_REPLACE: 409 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 410 break; 411 case GL_BLEND: 412 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 413 break; 414 case GL_ADD: 415 SPAN_NEAREST(NEAREST_RGB;ADD,3); 416 break; 417 default: 418 _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR"); 419 return; 420 } 421 break; 422 case GL_RGBA: 423 switch(info->envmode) { 424 case GL_MODULATE: 425 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 426 break; 427 case GL_DECAL: 428 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 429 break; 430 case GL_BLEND: 431 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 432 break; 433 case GL_ADD: 434 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 435 break; 436 case GL_REPLACE: 437 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 438 break; 439 default: 440 _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR"); 441 return; 442 } 443 break; 444 } 445 break; 446 447 case GL_LINEAR: 448 span->intTex[0] -= FIXED_HALF; 449 span->intTex[1] -= FIXED_HALF; 450 switch (info->format) { 451 case GL_RGB: 452 switch (info->envmode) { 453 case GL_MODULATE: 454 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 455 break; 456 case GL_DECAL: 457 case GL_REPLACE: 458 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 459 break; 460 case GL_BLEND: 461 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 462 break; 463 case GL_ADD: 464 SPAN_LINEAR(LINEAR_RGB;ADD,3); 465 break; 466 default: 467 _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR"); 468 return; 469 } 470 break; 471 case GL_RGBA: 472 switch (info->envmode) { 473 case GL_MODULATE: 474 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 475 break; 476 case GL_DECAL: 477 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 478 break; 479 case GL_BLEND: 480 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 481 break; 482 case GL_ADD: 483 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 484 break; 485 case GL_REPLACE: 486 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 487 break; 488 default: 489 _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR"); 490 return; 491 } 492 break; 493 } 494 break; 495 } 496 span->interpMask &= ~SPAN_RGBA; 497 ASSERT(span->arrayMask & SPAN_RGBA); 498 _swrast_write_rgba_span(ctx, span); 499 500#undef SPAN_NEAREST 501#undef SPAN_LINEAR 502} 503 504 505 506/* 507 * Render an RGB/RGBA textured triangle without perspective correction. 508 */ 509#define NAME affine_textured_triangle 510#define INTERP_Z 1 511#define INTERP_RGB 1 512#define INTERP_ALPHA 1 513#define INTERP_INT_TEX 1 514#define S_SCALE twidth 515#define T_SCALE theight 516 517#define SETUP_CODE \ 518 struct affine_info info; \ 519 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 520 struct gl_texture_object *obj = unit->Current2D; \ 521 const GLint b = obj->BaseLevel; \ 522 const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \ 523 const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \ 524 info.texture = (const GLchan *) obj->Image[0][b]->Data; \ 525 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \ 526 info.smask = obj->Image[0][b]->Width - 1; \ 527 info.tmask = obj->Image[0][b]->Height - 1; \ 528 info.format = obj->Image[0][b]->_BaseFormat; \ 529 info.filter = obj->MinFilter; \ 530 info.envmode = unit->EnvMode; \ 531 span.arrayMask |= SPAN_RGBA; \ 532 \ 533 if (info.envmode == GL_BLEND) { \ 534 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 535 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 536 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 537 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 538 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 539 } \ 540 if (!info.texture) { \ 541 /* this shouldn't happen */ \ 542 return; \ 543 } \ 544 \ 545 switch (info.format) { \ 546 case GL_ALPHA: \ 547 case GL_LUMINANCE: \ 548 case GL_INTENSITY: \ 549 info.tbytesline = obj->Image[0][b]->Width; \ 550 break; \ 551 case GL_LUMINANCE_ALPHA: \ 552 info.tbytesline = obj->Image[0][b]->Width * 2; \ 553 break; \ 554 case GL_RGB: \ 555 info.tbytesline = obj->Image[0][b]->Width * 3; \ 556 break; \ 557 case GL_RGBA: \ 558 info.tbytesline = obj->Image[0][b]->Width * 4; \ 559 break; \ 560 default: \ 561 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\ 562 return; \ 563 } \ 564 info.tsize = obj->Image[0][b]->Height * info.tbytesline; 565 566#define RENDER_SPAN( span ) affine_span(ctx, &span, &info); 567 568#include "s_tritemp.h" 569 570 571 572struct persp_info 573{ 574 GLenum filter; 575 GLenum format; 576 GLenum envmode; 577 GLint smask, tmask; 578 GLint twidth_log2; 579 const GLchan *texture; 580 GLfixed er, eg, eb, ea; /* texture env color */ 581 GLint tbytesline, tsize; 582}; 583 584 585static INLINE void 586fast_persp_span(GLcontext *ctx, SWspan *span, 587 struct persp_info *info) 588{ 589 GLchan sample[4]; /* the filtered texture sample */ 590 591 /* Instead of defining a function for each mode, a test is done 592 * between the outer and inner loops. This is to reduce code size 593 * and complexity. Observe that an optimizing compiler kills 594 * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). 595 */ 596#define SPAN_NEAREST(DO_TEX,COMP) \ 597 for (i = 0; i < span->end; i++) { \ 598 GLdouble invQ = tex_coord[2] ? \ 599 (1.0 / tex_coord[2]) : 1.0; \ 600 GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 601 GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 602 GLint s = IFLOOR(s_tmp) & info->smask; \ 603 GLint t = IFLOOR(t_tmp) & info->tmask; \ 604 GLint pos = (t << info->twidth_log2) + s; \ 605 const GLchan *tex00 = info->texture + COMP * pos; \ 606 DO_TEX; \ 607 span->red += span->redStep; \ 608 span->green += span->greenStep; \ 609 span->blue += span->blueStep; \ 610 span->alpha += span->alphaStep; \ 611 tex_coord[0] += tex_step[0]; \ 612 tex_coord[1] += tex_step[1]; \ 613 tex_coord[2] += tex_step[2]; \ 614 dest += 4; \ 615 } 616 617#define SPAN_LINEAR(DO_TEX,COMP) \ 618 for (i = 0; i < span->end; i++) { \ 619 GLdouble invQ = tex_coord[2] ? \ 620 (1.0 / tex_coord[2]) : 1.0; \ 621 const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \ 622 const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \ 623 const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \ 624 const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \ 625 const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \ 626 const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \ 627 const GLfixed sf = s_fix & FIXED_FRAC_MASK; \ 628 const GLfixed tf = t_fix & FIXED_FRAC_MASK; \ 629 const GLint pos = (t << info->twidth_log2) + s; \ 630 const GLchan *tex00 = info->texture + COMP * pos; \ 631 const GLchan *tex10 = tex00 + info->tbytesline; \ 632 const GLchan *tex01 = tex00 + COMP; \ 633 const GLchan *tex11 = tex10 + COMP; \ 634 if (t == info->tmask) { \ 635 tex10 -= info->tsize; \ 636 tex11 -= info->tsize; \ 637 } \ 638 if (s == info->smask) { \ 639 tex01 -= info->tbytesline; \ 640 tex11 -= info->tbytesline; \ 641 } \ 642 DO_TEX; \ 643 span->red += span->redStep; \ 644 span->green += span->greenStep; \ 645 span->blue += span->blueStep; \ 646 span->alpha += span->alphaStep; \ 647 tex_coord[0] += tex_step[0]; \ 648 tex_coord[1] += tex_step[1]; \ 649 tex_coord[2] += tex_step[2]; \ 650 dest += 4; \ 651 } 652 653 GLuint i; 654 GLfloat tex_coord[3], tex_step[3]; 655 GLchan *dest = span->array->rgba[0]; 656 657 const GLuint savedTexEnable = ctx->Texture._EnabledUnits; 658 ctx->Texture._EnabledUnits = 0; 659 660 tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1); 661 tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1); 662 tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1); 663 tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1); 664 /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */ 665 tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3]; 666 tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3]; 667 668 switch (info->filter) { 669 case GL_NEAREST: 670 switch (info->format) { 671 case GL_RGB: 672 switch (info->envmode) { 673 case GL_MODULATE: 674 SPAN_NEAREST(NEAREST_RGB;MODULATE,3); 675 break; 676 case GL_DECAL: 677 case GL_REPLACE: 678 SPAN_NEAREST(NEAREST_RGB_REPLACE,3); 679 break; 680 case GL_BLEND: 681 SPAN_NEAREST(NEAREST_RGB;BLEND,3); 682 break; 683 case GL_ADD: 684 SPAN_NEAREST(NEAREST_RGB;ADD,3); 685 break; 686 default: 687 _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR"); 688 return; 689 } 690 break; 691 case GL_RGBA: 692 switch(info->envmode) { 693 case GL_MODULATE: 694 SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); 695 break; 696 case GL_DECAL: 697 SPAN_NEAREST(NEAREST_RGBA;DECAL,4); 698 break; 699 case GL_BLEND: 700 SPAN_NEAREST(NEAREST_RGBA;BLEND,4); 701 break; 702 case GL_ADD: 703 SPAN_NEAREST(NEAREST_RGBA;ADD,4); 704 break; 705 case GL_REPLACE: 706 SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); 707 break; 708 default: 709 _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR"); 710 return; 711 } 712 break; 713 } 714 break; 715 716 case GL_LINEAR: 717 switch (info->format) { 718 case GL_RGB: 719 switch (info->envmode) { 720 case GL_MODULATE: 721 SPAN_LINEAR(LINEAR_RGB;MODULATE,3); 722 break; 723 case GL_DECAL: 724 case GL_REPLACE: 725 SPAN_LINEAR(LINEAR_RGB;REPLACE,3); 726 break; 727 case GL_BLEND: 728 SPAN_LINEAR(LINEAR_RGB;BLEND,3); 729 break; 730 case GL_ADD: 731 SPAN_LINEAR(LINEAR_RGB;ADD,3); 732 break; 733 default: 734 _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR"); 735 return; 736 } 737 break; 738 case GL_RGBA: 739 switch (info->envmode) { 740 case GL_MODULATE: 741 SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); 742 break; 743 case GL_DECAL: 744 SPAN_LINEAR(LINEAR_RGBA;DECAL,4); 745 break; 746 case GL_BLEND: 747 SPAN_LINEAR(LINEAR_RGBA;BLEND,4); 748 break; 749 case GL_ADD: 750 SPAN_LINEAR(LINEAR_RGBA;ADD,4); 751 break; 752 case GL_REPLACE: 753 SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); 754 break; 755 default: 756 _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR"); 757 return; 758 } 759 break; 760 } 761 break; 762 } 763 764 ASSERT(span->arrayMask & SPAN_RGBA); 765 _swrast_write_rgba_span(ctx, span); 766 767#undef SPAN_NEAREST 768#undef SPAN_LINEAR 769 770 /* restore state */ 771 ctx->Texture._EnabledUnits = savedTexEnable; 772} 773 774 775/* 776 * Render an perspective corrected RGB/RGBA textured triangle. 777 * The Q (aka V in Mesa) coordinate must be zero such that the divide 778 * by interpolated Q/W comes out right. 779 * 780 */ 781#define NAME persp_textured_triangle 782#define INTERP_Z 1 783#define INTERP_RGB 1 784#define INTERP_ALPHA 1 785#define INTERP_ATTRIBS 1 786 787#define SETUP_CODE \ 788 struct persp_info info; \ 789 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ 790 const struct gl_texture_object *obj = unit->Current2D; \ 791 const GLint b = obj->BaseLevel; \ 792 info.texture = (const GLchan *) obj->Image[0][b]->Data; \ 793 info.twidth_log2 = obj->Image[0][b]->WidthLog2; \ 794 info.smask = obj->Image[0][b]->Width - 1; \ 795 info.tmask = obj->Image[0][b]->Height - 1; \ 796 info.format = obj->Image[0][b]->_BaseFormat; \ 797 info.filter = obj->MinFilter; \ 798 info.envmode = unit->EnvMode; \ 799 \ 800 if (info.envmode == GL_BLEND) { \ 801 /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ 802 info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \ 803 info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \ 804 info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \ 805 info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \ 806 } \ 807 if (!info.texture) { \ 808 /* this shouldn't happen */ \ 809 return; \ 810 } \ 811 \ 812 switch (info.format) { \ 813 case GL_ALPHA: \ 814 case GL_LUMINANCE: \ 815 case GL_INTENSITY: \ 816 info.tbytesline = obj->Image[0][b]->Width; \ 817 break; \ 818 case GL_LUMINANCE_ALPHA: \ 819 info.tbytesline = obj->Image[0][b]->Width * 2; \ 820 break; \ 821 case GL_RGB: \ 822 info.tbytesline = obj->Image[0][b]->Width * 3; \ 823 break; \ 824 case GL_RGBA: \ 825 info.tbytesline = obj->Image[0][b]->Width * 4; \ 826 break; \ 827 default: \ 828 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\ 829 return; \ 830 } \ 831 info.tsize = obj->Image[0][b]->Height * info.tbytesline; 832 833#define RENDER_SPAN( span ) \ 834 span.interpMask &= ~SPAN_RGBA; \ 835 span.arrayMask |= SPAN_RGBA; \ 836 fast_persp_span(ctx, &span, &info); 837 838#include "s_tritemp.h" 839 840#endif /*CHAN_TYPE != GL_FLOAT*/ 841 842 843 844/* 845 * Render an RGBA triangle with arbitrary attributes. 846 */ 847#define NAME general_triangle 848#define INTERP_Z 1 849#define INTERP_RGB 1 850#define INTERP_ALPHA 1 851#define INTERP_ATTRIBS 1 852#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); 853#include "s_tritemp.h" 854 855 856 857 858/* 859 * Special tri function for occlusion testing 860 */ 861#define NAME occlusion_zless_triangle 862#define INTERP_Z 1 863#define SETUP_CODE \ 864 struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \ 865 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \ 866 ASSERT(ctx->Depth.Test); \ 867 ASSERT(!ctx->Depth.Mask); \ 868 ASSERT(ctx->Depth.Func == GL_LESS); \ 869 if (!q) { \ 870 return; \ 871 } 872#define RENDER_SPAN( span ) \ 873 if (rb->DepthBits <= 16) { \ 874 GLuint i; \ 875 const GLushort *zRow = (const GLushort *) \ 876 rb->GetPointer(ctx, rb, span.x, span.y); \ 877 for (i = 0; i < span.end; i++) { \ 878 GLuint z = FixedToDepth(span.z); \ 879 if (z < zRow[i]) { \ 880 q->Result++; \ 881 } \ 882 span.z += span.zStep; \ 883 } \ 884 } \ 885 else { \ 886 GLuint i; \ 887 const GLuint *zRow = (const GLuint *) \ 888 rb->GetPointer(ctx, rb, span.x, span.y); \ 889 for (i = 0; i < span.end; i++) { \ 890 if ((GLuint)span.z < zRow[i]) { \ 891 q->Result++; \ 892 } \ 893 span.z += span.zStep; \ 894 } \ 895 } 896#include "s_tritemp.h" 897 898 899 900static void 901nodraw_triangle( GLcontext *ctx, 902 const SWvertex *v0, 903 const SWvertex *v1, 904 const SWvertex *v2 ) 905{ 906 (void) (ctx && v0 && v1 && v2); 907} 908 909 910/* 911 * This is used when separate specular color is enabled, but not 912 * texturing. We add the specular color to the primary color, 913 * draw the triangle, then restore the original primary color. 914 * Inefficient, but seldom needed. 915 */ 916void 917_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0, 918 const SWvertex *v1, const SWvertex *v2) 919{ 920 SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */ 921 SWvertex *ncv1 = (SWvertex *)v1; 922 SWvertex *ncv2 = (SWvertex *)v2; 923 GLfloat rSum, gSum, bSum; 924 GLchan cSave[3][4]; 925 926 /* save original colors */ 927 COPY_CHAN4( cSave[0], ncv0->color ); 928 COPY_CHAN4( cSave[1], ncv1->color ); 929 COPY_CHAN4( cSave[2], ncv2->color ); 930 /* sum v0 */ 931 rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0]; 932 gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1]; 933 bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2]; 934 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum); 935 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum); 936 UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum); 937 /* sum v1 */ 938 rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0]; 939 gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1]; 940 bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2]; 941 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum); 942 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum); 943 UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum); 944 /* sum v2 */ 945 rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0]; 946 gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1]; 947 bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2]; 948 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum); 949 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum); 950 UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum); 951 /* draw */ 952 SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 ); 953 /* restore original colors */ 954 COPY_CHAN4( ncv0->color, cSave[0] ); 955 COPY_CHAN4( ncv1->color, cSave[1] ); 956 COPY_CHAN4( ncv2->color, cSave[2] ); 957} 958 959 960 961#ifdef DEBUG 962 963/* record the current triangle function name */ 964const char *_mesa_triFuncName = NULL; 965 966#define USE(triFunc) \ 967do { \ 968 _mesa_triFuncName = #triFunc; \ 969 /*printf("%s\n", _mesa_triFuncName);*/ \ 970 swrast->Triangle = triFunc; \ 971} while (0) 972 973#else 974 975#define USE(triFunc) swrast->Triangle = triFunc; 976 977#endif 978 979 980 981 982/* 983 * Determine which triangle rendering function to use given the current 984 * rendering context. 985 * 986 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or 987 * remove tests to this code. 988 */ 989void 990_swrast_choose_triangle( GLcontext *ctx ) 991{ 992 SWcontext *swrast = SWRAST_CONTEXT(ctx); 993 const GLboolean rgbmode = ctx->Visual.rgbMode; 994 995 if (ctx->Polygon.CullFlag && 996 ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { 997 USE(nodraw_triangle); 998 return; 999 } 1000 1001 if (ctx->RenderMode==GL_RENDER) { 1002 1003 if (ctx->Polygon.SmoothFlag) { 1004 _swrast_set_aa_triangle_function(ctx); 1005 ASSERT(swrast->Triangle); 1006 return; 1007 } 1008 1009 /* special case for occlusion testing */ 1010 if (ctx->Query.CurrentOcclusionObject && 1011 ctx->Depth.Test && 1012 ctx->Depth.Mask == GL_FALSE && 1013 ctx->Depth.Func == GL_LESS && 1014 !ctx->Stencil.Enabled) { 1015 if ((rgbmode && 1016 ctx->Color.ColorMask[0] == 0 && 1017 ctx->Color.ColorMask[1] == 0 && 1018 ctx->Color.ColorMask[2] == 0 && 1019 ctx->Color.ColorMask[3] == 0) 1020 || 1021 (!rgbmode && ctx->Color.IndexMask == 0)) { 1022 USE(occlusion_zless_triangle); 1023 return; 1024 } 1025 } 1026 1027 if (!rgbmode) { 1028 USE(ci_triangle); 1029 return; 1030 } 1031 1032 /* 1033 * XXX should examine swrast->_ActiveAttribMask to determine what 1034 * needs to be interpolated. 1035 */ 1036 if (ctx->Texture._EnabledCoordUnits || 1037 ctx->FragmentProgram._Current || 1038 ctx->ATIFragmentShader._Enabled || 1039 NEED_SECONDARY_COLOR(ctx) || 1040 swrast->_FogEnabled) { 1041 /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ 1042 const struct gl_texture_object *texObj2D; 1043 const struct gl_texture_image *texImg; 1044 GLenum minFilter, magFilter, envMode; 1045 GLint format; 1046 texObj2D = ctx->Texture.Unit[0].Current2D; 1047 texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL; 1048 format = texImg ? texImg->TexFormat->MesaFormat : -1; 1049 minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0; 1050 magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0; 1051 envMode = ctx->Texture.Unit[0].EnvMode; 1052 1053 /* First see if we can use an optimized 2-D texture function */ 1054 if (ctx->Texture._EnabledCoordUnits == 0x1 1055 && !ctx->FragmentProgram._Current 1056 && !ctx->ATIFragmentShader._Enabled 1057 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT 1058 && texObj2D->WrapS == GL_REPEAT 1059 && texObj2D->WrapT == GL_REPEAT 1060 && texImg->_IsPowerOfTwo 1061 && texImg->Border == 0 1062 && texImg->Width == texImg->RowStride 1063 && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA) 1064 && minFilter == magFilter 1065 && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR 1066 && !swrast->_FogEnabled 1067 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) { 1068 if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { 1069 if (minFilter == GL_NEAREST 1070 && format == MESA_FORMAT_RGB 1071 && (envMode == GL_REPLACE || envMode == GL_DECAL) 1072 && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT) 1073 && ctx->Depth.Func == GL_LESS 1074 && ctx->Depth.Mask == GL_TRUE) 1075 || swrast->_RasterMask == TEXTURE_BIT) 1076 && ctx->Polygon.StippleFlag == GL_FALSE 1077 && ctx->DrawBuffer->Visual.depthBits <= 16) { 1078 if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) { 1079 USE(simple_z_textured_triangle); 1080 } 1081 else { 1082 USE(simple_textured_triangle); 1083 } 1084 } 1085 else { 1086#if CHAN_BITS != 8 1087 USE(general_triangle); 1088#else 1089 USE(affine_textured_triangle); 1090#endif 1091 } 1092 } 1093 else { 1094#if CHAN_BITS != 8 1095 USE(general_triangle); 1096#else 1097 USE(persp_textured_triangle); 1098#endif 1099 } 1100 } 1101 else { 1102 /* general case textured triangles */ 1103 USE(general_triangle); 1104 } 1105 } 1106 else { 1107 ASSERT(!swrast->_FogEnabled); 1108 ASSERT(!NEED_SECONDARY_COLOR(ctx)); 1109 if (ctx->Light.ShadeModel==GL_SMOOTH) { 1110 /* smooth shaded, no texturing, stippled or some raster ops */ 1111#if CHAN_BITS != 8 1112 USE(general_triangle); 1113#else 1114 USE(smooth_rgba_triangle); 1115#endif 1116 } 1117 else { 1118 /* flat shaded, no texturing, stippled or some raster ops */ 1119#if CHAN_BITS != 8 1120 USE(general_triangle); 1121#else 1122 USE(flat_rgba_triangle); 1123#endif 1124 } 1125 } 1126 } 1127 else if (ctx->RenderMode==GL_FEEDBACK) { 1128 USE(_swrast_feedback_triangle); 1129 } 1130 else { 1131 /* GL_SELECT mode */ 1132 USE(_swrast_select_triangle); 1133 } 1134} 1135