/* * Mesa 3-D graphics library * Version: 3.4 * * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * Triangle rasterizers * When the device driver doesn't implement triangle rasterization Mesa * will use these functions to draw triangles. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "aatriangle.h" #include "context.h" #include "depth.h" #include "feedback.h" #include "mem.h" #include "mmath.h" #include "span.h" #include "teximage.h" #include "texstate.h" #include "triangle.h" #include "types.h" #include "vb.h" #endif GLboolean gl_cull_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { struct vertex_buffer *VB = ctx->VB; GLfloat (*win)[4] = VB->Win.data; GLfloat ex = win[v1][0] - win[v0][0]; GLfloat ey = win[v1][1] - win[v0][1]; GLfloat fx = win[v2][0] - win[v0][0]; GLfloat fy = win[v2][1] - win[v0][1]; GLfloat c = ex*fy-ey*fx; if (c * ctx->backface_sign > 0) return 0; return 1; } /* * Render a flat-shaded color index triangle. */ static void flat_ci_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { #define INTERP_Z 1 #define SETUP_CODE \ GLuint index = VB->IndexPtr->data[pv]; \ if (1) { \ /* set the color index */ \ (*ctx->Driver.Index)( ctx, index ); \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ if (n>0) { \ for (i=0;i<n;i++) { \ zspan[i] = FixedToDepth(ffz); \ ffz += fdzdx; \ } \ gl_write_monoindex_span( ctx, n, LEFT, Y, \ zspan, index, GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * Render a smooth-shaded color index triangle. */ static void smooth_ci_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { (void) pv; #define INTERP_Z 1 #define INTERP_INDEX 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLuint index[MAX_WIDTH]; \ if (n>0) { \ for (i=0;i<n;i++) { \ zspan[i] = FixedToDepth(ffz); \ index[i] = FixedToInt(ffi); \ ffz += fdzdx; \ ffi += fdidx; \ } \ gl_write_index_span( ctx, n, LEFT, Y, zspan, \ index, GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * Render a flat-shaded RGBA triangle. */ static void flat_rgba_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define SETUP_CODE \ if (1) { \ /* set the color */ \ GLubyte r = VB->ColorPtr->data[pv][0]; \ GLubyte g = VB->ColorPtr->data[pv][1]; \ GLubyte b = VB->ColorPtr->data[pv][2]; \ GLubyte a = VB->ColorPtr->data[pv][3]; \ (*ctx->Driver.Color)( ctx, r, g, b, a ); \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ if (n>0) { \ for (i=0;i<n;i++) { \ zspan[i] = FixedToDepth(ffz); \ ffz += fdzdx; \ } \ gl_write_monocolor_span( ctx, n, LEFT, Y, zspan, \ VB->ColorPtr->data[pv], \ GL_POLYGON ); \ } \ } #include "tritemp.h" ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */ ASSERT(ctx->Light.ShadeModel==GL_FLAT); } /* * Render a smooth-shaded RGBA triangle. */ static void smooth_rgba_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { (void) pv; #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLubyte rgba[MAX_WIDTH][4]; \ if (n>0) { \ for (i=0;i<n;i++) { \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = FixedToInt(ffr); \ rgba[i][GCOMP] = FixedToInt(ffg); \ rgba[i][BCOMP] = FixedToInt(ffb); \ rgba[i][ACOMP] = FixedToInt(ffa); \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ } \ gl_write_rgba_span( ctx, n, LEFT, Y, \ (const GLdepth *) zspan, \ rgba, GL_POLYGON ); \ } \ } #include "tritemp.h" ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); } /* * Render an RGB, GL_DECAL, textured triangle. * Interpolate S,T only w/out mipmapping or perspective correction. */ static void simple_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { #define INTERP_INT_ST 1 #define S_SCALE twidth #define T_SCALE theight #define SETUP_CODE \ struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2]; \ GLint b = obj->BaseLevel; \ GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ GLfloat theight = (GLfloat) obj->Image[b]->Height; \ GLint twidth_log2 = obj->Image[b]->WidthLog2; \ GLubyte *texture = obj->Image[b]->Data; \ GLint smask = obj->Image[b]->Width - 1; \ GLint tmask = obj->Image[b]->Height - 1; \ (void) pv; \ if (!texture) { \ if (!_mesa_get_teximages_from_driver(ctx, obj)) \ return; \ texture = obj->Image[b]->Data; \ ASSERT(texture); \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLubyte rgb[MAX_WIDTH][3]; \ if (n>0) { \ ffs -= FIXED_HALF; /* off-by-one error? */ \ fft -= FIXED_HALF; \ for (i=0;i<n;i++) { \ GLint s = FixedToInt(ffs) & smask; \ GLint t = FixedToInt(fft) & tmask; \ GLint pos = (t << twidth_log2) + s; \ pos = pos + pos + pos; /* multiply by 3 */ \ rgb[i][RCOMP] = texture[pos]; \ rgb[i][GCOMP] = texture[pos+1]; \ rgb[i][BCOMP] = texture[pos+2]; \ ffs += fdsdx; \ fft += fdtdx; \ } \ (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \ (CONST GLubyte (*)[3]) rgb, NULL ); \ } \ } #include "tritemp.h" } /* * Render an RGB, GL_DECAL, textured triangle. * Interpolate S,T, GL_LESS depth test, w/out mipmapping or * perspective correction. */ static void simple_z_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_INT_ST 1 #define S_SCALE twidth #define T_SCALE theight #define SETUP_CODE \ struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2]; \ GLint b = obj->BaseLevel; \ GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ GLfloat theight = (GLfloat) obj->Image[b]->Height; \ GLint twidth_log2 = obj->Image[b]->WidthLog2; \ GLubyte *texture = obj->Image[b]->Data; \ GLint smask = obj->Image[b]->Width - 1; \ GLint tmask = obj->Image[b]->Height - 1; \ (void) pv; \ if (!texture) { \ if (!_mesa_get_teximages_from_driver(ctx, obj)) \ return; \ texture = obj->Image[b]->Data; \ ASSERT(texture); \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLubyte rgb[MAX_WIDTH][3]; \ GLubyte mask[MAX_WIDTH]; \ if (n>0) { \ ffs -= FIXED_HALF; /* off-by-one error? */ \ fft -= FIXED_HALF; \ for (i=0;i<n;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ GLint s = FixedToInt(ffs) & smask; \ GLint t = FixedToInt(fft) & tmask; \ GLint pos = (t << twidth_log2) + s; \ pos = pos + pos + pos; /* multiply by 3 */ \ rgb[i][RCOMP] = texture[pos]; \ rgb[i][GCOMP] = texture[pos+1]; \ rgb[i][BCOMP] = texture[pos+2]; \ zRow[i] = z; \ mask[i] = 1; \ } \ else { \ mask[i] = 0; \ } \ ffz += fdzdx; \ ffs += fdsdx; \ fft += fdtdx; \ } \ (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \ (CONST GLubyte (*)[3]) rgb, mask ); \ } \ } #include "tritemp.h" } /* * Render an RGB/RGBA textured triangle without perspective correction. */ static void affine_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INTERP_INT_ST 1 #define S_SCALE twidth #define T_SCALE theight #define SETUP_CODE \ struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ struct gl_texture_object *obj = unit->CurrentD[2]; \ GLint b = obj->BaseLevel; \ GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ GLfloat theight = (GLfloat) obj->Image[b]->Height; \ GLint twidth_log2 = obj->Image[b]->WidthLog2; \ GLubyte *texture = obj->Image[b]->Data; \ GLint smask = obj->Image[b]->Width - 1; \ GLint tmask = obj->Image[b]->Height - 1; \ GLint format = obj->Image[b]->Format; \ GLint filter = obj->MinFilter; \ GLint envmode = unit->EnvMode; \ GLint comp, tbytesline, tsize; \ GLfixed er = 0, eg = 0, eb = 0, ea = 0; \ GLint tr, tg, tb, ta; \ if (!texture) { \ if (!_mesa_get_teximages_from_driver(ctx, obj)) \ return; \ texture = obj->Image[b]->Data; \ ASSERT(texture); \ } \ if (envmode == GL_BLEND) { \ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ er = FloatToFixed(unit->EnvColor[0]); \ eg = FloatToFixed(unit->EnvColor[1]); \ eb = FloatToFixed(unit->EnvColor[2]); \ ea = FloatToFixed(unit->EnvColor[3]); \ } \ switch (format) { \ case GL_ALPHA: \ case GL_LUMINANCE: \ case GL_INTENSITY: \ comp = 1; \ break; \ case GL_LUMINANCE_ALPHA: \ comp = 2; \ break; \ case GL_RGB: \ comp = 3; \ break; \ case GL_RGBA: \ comp = 4; \ break; \ default: \ gl_problem(NULL, "Bad texture format in affine_texture_triangle");\ return; \ } \ tbytesline = obj->Image[b]->Width * comp; \ tsize = theight * tbytesline; (void) pv; /* Instead of defining a function for each mode, a test is done * between the outer and inner loops. This is to reduce code size * and complexity. Observe that an optimizing compiler kills * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). */ #define NEAREST_RGB \ tr = tex00[0]; \ tg = tex00[1]; \ tb = tex00[2]; \ ta = 0xff #define LINEAR_RGB \ tr = (ti * (si * tex00[0] + sf * tex01[0]) + \ tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \ tg = (ti * (si * tex00[1] + sf * tex01[1]) + \ tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \ tb = (ti * (si * tex00[2] + sf * tex01[2]) + \ tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \ ta = 0xff #define NEAREST_RGBA \ tr = tex00[0]; \ tg = tex00[1]; \ tb = tex00[2]; \ ta = tex00[3] #define LINEAR_RGBA \ tr = (ti * (si * tex00[0] + sf * tex01[0]) + \ tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \ tg = (ti * (si * tex00[1] + sf * tex01[1]) + \ tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \ tb = (ti * (si * tex00[2] + sf * tex01[2]) + \ tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \ ta = (ti * (si * tex00[3] + sf * tex01[3]) + \ tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT #define MODULATE \ dest[0] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \ dest[1] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \ dest[2] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \ dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8) #define DECAL \ dest[0] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ dest[1] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ dest[2] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ dest[3] = FixedToInt(ffa) #define BLEND \ dest[0] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \ dest[1] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \ dest[2] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \ dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8) #define REPLACE \ dest[0] = tr; \ dest[1] = tg; \ dest[2] = tb; \ dest[3] = ta /* shortcuts */ #define NEAREST_RGB_REPLACE NEAREST_RGB;REPLACE #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00 #define SPAN1(DO_TEX,COMP) \ for (i=0;i<n;i++) { \ GLint s = FixedToInt(ffs) & smask; \ GLint t = FixedToInt(fft) & tmask; \ GLint pos = (t << twidth_log2) + s; \ GLubyte *tex00 = texture + COMP * pos; \ zspan[i] = FixedToDepth(ffz); \ DO_TEX; \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ffs += fdsdx; \ fft += fdtdx; \ dest += 4; \ } #define SPAN2(DO_TEX,COMP) \ for (i=0;i<n;i++) { \ GLint s = FixedToInt(ffs) & smask; \ GLint t = FixedToInt(fft) & tmask; \ GLint sf = ffs & FIXED_FRAC_MASK; \ GLint tf = fft & FIXED_FRAC_MASK; \ GLint si = FIXED_FRAC_MASK - sf; \ GLint ti = FIXED_FRAC_MASK - tf; \ GLint pos = (t << twidth_log2) + s; \ GLubyte *tex00 = texture + COMP * pos; \ GLubyte *tex10 = tex00 + tbytesline; \ GLubyte *tex01 = tex00 + COMP; \ GLubyte *tex11 = tex10 + COMP; \ if (t == tmask) { \ tex10 -= tsize; \ tex11 -= tsize; \ } \ if (s == smask) { \ tex01 -= tbytesline; \ tex11 -= tbytesline; \ } \ zspan[i] = FixedToDepth(ffz); \ DO_TEX; \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ffs += fdsdx; \ fft += fdtdx; \ dest += 4; \ } /* here comes the heavy part.. (something for the compiler to chew on) */ #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLubyte rgba[MAX_WIDTH][4]; \ if (n>0) { \ GLubyte *dest = rgba[0]; \ ffs -= FIXED_HALF; /* off-by-one error? */ \ fft -= FIXED_HALF; \ switch (filter) { \ case GL_NEAREST: \ switch (format) { \ case GL_RGB: \ switch (envmode) { \ case GL_MODULATE: \ SPAN1(NEAREST_RGB;MODULATE,3); \ break; \ case GL_DECAL: \ case GL_REPLACE: \ SPAN1(NEAREST_RGB_REPLACE,3); \ break; \ case GL_BLEND: \ SPAN1(NEAREST_RGB;BLEND,3); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ case GL_RGBA: \ switch(envmode) { \ case GL_MODULATE: \ SPAN1(NEAREST_RGBA;MODULATE,4); \ break; \ case GL_DECAL: \ SPAN1(NEAREST_RGBA;DECAL,4); \ break; \ case GL_BLEND: \ SPAN1(NEAREST_RGBA;BLEND,4); \ break; \ case GL_REPLACE: \ SPAN1(NEAREST_RGBA_REPLACE,4); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ } \ break; \ case GL_LINEAR: \ ffs -= FIXED_HALF; \ fft -= FIXED_HALF; \ switch (format) { \ case GL_RGB: \ switch (envmode) { \ case GL_MODULATE: \ SPAN2(LINEAR_RGB;MODULATE,3); \ break; \ case GL_DECAL: \ case GL_REPLACE: \ SPAN2(LINEAR_RGB;REPLACE,3); \ break; \ case GL_BLEND: \ SPAN2(LINEAR_RGB;BLEND,3); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ case GL_RGBA: \ switch (envmode) { \ case GL_MODULATE: \ SPAN2(LINEAR_RGBA;MODULATE,4); \ break; \ case GL_DECAL: \ SPAN2(LINEAR_RGBA;DECAL,4); \ break; \ case GL_BLEND: \ SPAN2(LINEAR_RGBA;BLEND,4); \ break; \ case GL_REPLACE: \ SPAN2(LINEAR_RGBA;REPLACE,4); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ } \ break; \ } \ gl_write_rgba_span(ctx, n, LEFT, Y, zspan, \ rgba, GL_POLYGON); \ /* explicit kill of variables: */ \ ffr = ffg = ffb = ffa = 0; \ } \ } #include "tritemp.h" #undef SPAN1 #undef SPAN2 } /* * Render an perspective corrected RGB/RGBA textured triangle. * The Q (aka V in Mesa) coordinate must be zero such that the divide * by interpolated Q/W comes out right. */ static void persp_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { /* The BIAS value is used to shift negative values into positive values. * Without this, negative texture values don't GL_REPEAT correctly at just * below zero. We're not going to worry about texture coords less than -BIAS. * Only seems to be a problem with GL_NEAREST filtering. */ #define BIAS 4096.0F #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INTERP_STUV 1 #define SETUP_CODE \ struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ struct gl_texture_object *obj = unit->CurrentD[2]; \ GLint b = obj->BaseLevel; \ GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ GLfloat theight = (GLfloat) obj->Image[b]->Height; \ GLint twidth_log2 = obj->Image[b]->WidthLog2; \ GLubyte *texture = obj->Image[b]->Data; \ GLint smask = (obj->Image[b]->Width - 1); \ GLint tmask = (obj->Image[b]->Height - 1); \ GLint format = obj->Image[b]->Format; \ GLint filter = obj->MinFilter; \ GLint envmode = unit->EnvMode; \ GLfloat sscale, tscale; \ GLint comp, tbytesline, tsize; \ GLfixed er = 0, eg = 0, eb = 0, ea = 0; \ GLint tr, tg, tb, ta; \ if (!texture) { \ if (!_mesa_get_teximages_from_driver(ctx, obj)) \ return; \ texture = obj->Image[b]->Data; \ ASSERT(texture); \ } \ if (envmode == GL_BLEND) { \ er = FloatToFixed(unit->EnvColor[0]); \ eg = FloatToFixed(unit->EnvColor[1]); \ eb = FloatToFixed(unit->EnvColor[2]); \ ea = FloatToFixed(unit->EnvColor[3]); \ } \ switch (format) { \ case GL_ALPHA: \ case GL_LUMINANCE: \ case GL_INTENSITY: \ comp = 1; \ break; \ case GL_LUMINANCE_ALPHA: \ comp = 2; \ break; \ case GL_RGB: \ comp = 3; \ break; \ case GL_RGBA: \ comp = 4; \ break; \ default: \ gl_problem(NULL, "Bad texture format in persp_texture_triangle"); \ return; \ } \ if (filter == GL_NEAREST) { \ sscale = twidth; \ tscale = theight; \ } \ else { \ sscale = FIXED_SCALE * twidth; \ tscale = FIXED_SCALE * theight; \ } \ tbytesline = obj->Image[b]->Width * comp; \ tsize = theight * tbytesline; (void) pv; #define SPAN1(DO_TEX,COMP) \ for (i=0;i<n;i++) { \ GLfloat invQ = 1.0f / vv; \ GLint s = (int)(SS * invQ + BIAS) & smask; \ GLint t = (int)(TT * invQ + BIAS) & tmask; \ GLint pos = COMP * ((t << twidth_log2) + s); \ GLubyte *tex00 = texture + pos; \ zspan[i] = FixedToDepth(ffz); \ DO_TEX; \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ SS += dSdx; \ TT += dTdx; \ vv += dvdx; \ dest += 4; \ } #define SPAN2(DO_TEX,COMP) \ for (i=0;i<n;i++) { \ GLfloat invQ = 1.0f / vv; \ GLfixed ffs = (int)(SS * invQ); \ GLfixed fft = (int)(TT * invQ); \ GLint s = FixedToInt(ffs) & smask; \ GLint t = FixedToInt(fft) & tmask; \ GLint sf = ffs & FIXED_FRAC_MASK; \ GLint tf = fft & FIXED_FRAC_MASK; \ GLint si = FIXED_FRAC_MASK - sf; \ GLint ti = FIXED_FRAC_MASK - tf; \ GLint pos = COMP * ((t << twidth_log2) + s); \ GLubyte *tex00 = texture + pos; \ GLubyte *tex10 = tex00 + tbytesline; \ GLubyte *tex01 = tex00 + COMP; \ GLubyte *tex11 = tex10 + COMP; \ if (t == tmask) { \ tex10 -= tsize; \ tex11 -= tsize; \ } \ if (s == smask) { \ tex01 -= tbytesline; \ tex11 -= tbytesline; \ } \ zspan[i] = FixedToDepth(ffz); \ DO_TEX; \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ SS += dSdx; \ TT += dTdx; \ vv += dvdx; \ dest += 4; \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLubyte rgba[MAX_WIDTH][4]; \ (void)uu; /* please GCC */ \ if (n>0) { \ GLfloat SS = ss * sscale; \ GLfloat TT = tt * tscale; \ GLfloat dSdx = dsdx * sscale; \ GLfloat dTdx = dtdx * tscale; \ GLubyte *dest = rgba[0]; \ switch (filter) { \ case GL_NEAREST: \ switch (format) { \ case GL_RGB: \ switch (envmode) { \ case GL_MODULATE: \ SPAN1(NEAREST_RGB;MODULATE,3); \ break; \ case GL_DECAL: \ case GL_REPLACE: \ SPAN1(NEAREST_RGB_REPLACE,3); \ break; \ case GL_BLEND: \ SPAN1(NEAREST_RGB;BLEND,3); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ case GL_RGBA: \ switch(envmode) { \ case GL_MODULATE: \ SPAN1(NEAREST_RGBA;MODULATE,4); \ break; \ case GL_DECAL: \ SPAN1(NEAREST_RGBA;DECAL,4); \ break; \ case GL_BLEND: \ SPAN1(NEAREST_RGBA;BLEND,4); \ break; \ case GL_REPLACE: \ SPAN1(NEAREST_RGBA_REPLACE,4); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ } \ break; \ case GL_LINEAR: \ SS -= 0.5f * FIXED_SCALE * vv; \ TT -= 0.5f * FIXED_SCALE * vv; \ switch (format) { \ case GL_RGB: \ switch (envmode) { \ case GL_MODULATE: \ SPAN2(LINEAR_RGB;MODULATE,3); \ break; \ case GL_DECAL: \ case GL_REPLACE: \ SPAN2(LINEAR_RGB;REPLACE,3); \ break; \ case GL_BLEND: \ SPAN2(LINEAR_RGB;BLEND,3); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ case GL_RGBA: \ switch (envmode) { \ case GL_MODULATE: \ SPAN2(LINEAR_RGBA;MODULATE,4); \ break; \ case GL_DECAL: \ SPAN2(LINEAR_RGBA;DECAL,4); \ break; \ case GL_BLEND: \ SPAN2(LINEAR_RGBA;BLEND,4); \ break; \ case GL_REPLACE: \ SPAN2(LINEAR_RGBA;REPLACE,4); \ break; \ default: /* unexpected env mode */ \ abort(); \ } \ break; \ } \ break; \ } \ gl_write_rgba_span( ctx, n, LEFT, Y, zspan, \ rgba, GL_POLYGON ); \ ffr = ffg = ffb = ffa = 0; \ } \ } #include "tritemp.h" #undef SPAN1 #undef SPAN2 #undef BIAS } /* * Render a smooth-shaded, textured, RGBA triangle. * Interpolate S,T,U with perspective correction, w/out mipmapping. * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because * R is already used for red. */ static void general_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INTERP_STUV 1 #define SETUP_CODE \ GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ GLint r = 0, g = 0, b = 0, a = 0; \ if (flat_shade) { \ r = VB->ColorPtr->data[pv][0]; \ g = VB->ColorPtr->data[pv][1]; \ b = VB->ColorPtr->data[pv][2]; \ a = VB->ColorPtr->data[pv][3]; \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLubyte rgba[MAX_WIDTH][4]; \ GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \ if (n>0) { \ if (flat_shade) { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = r; \ rgba[i][GCOMP] = g; \ rgba[i][BCOMP] = b; \ rgba[i][ACOMP] = a; \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ ffz += fdzdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ else { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = FixedToInt(ffr); \ rgba[i][GCOMP] = FixedToInt(ffg); \ rgba[i][BCOMP] = FixedToInt(ffb); \ rgba[i][ACOMP] = FixedToInt(ffa); \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ gl_write_texture_span( ctx, n, LEFT, Y, zspan, \ s, t, u, NULL, \ rgba, \ NULL, GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * Render a smooth-shaded, textured, RGBA triangle with separate specular * color interpolation. * Interpolate S,T,U with perspective correction, w/out mipmapping. * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because * R is already used for red. */ static void general_textured_spec_triangle1( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv, GLdepth zspan[MAX_WIDTH], GLubyte rgba[MAX_WIDTH][4], GLubyte spec[MAX_WIDTH][4] ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_STUV 1 #define SETUP_CODE \ GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ GLint r = 0, g = 0, b = 0, a = 0, sr = 0, sg = 0, sb = 0; \ if (flat_shade) { \ r = VB->ColorPtr->data[pv][0]; \ g = VB->ColorPtr->data[pv][1]; \ b = VB->ColorPtr->data[pv][2]; \ a = VB->ColorPtr->data[pv][3]; \ sr = VB->Specular[pv][0]; \ sg = VB->Specular[pv][1]; \ sb = VB->Specular[pv][2]; \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \ if (n>0) { \ if (flat_shade) { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = r; \ rgba[i][GCOMP] = g; \ rgba[i][BCOMP] = b; \ rgba[i][ACOMP] = a; \ spec[i][RCOMP] = sr; \ spec[i][GCOMP] = sg; \ spec[i][BCOMP] = sb; \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ ffz += fdzdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ else { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = FixedToInt(ffr); \ rgba[i][GCOMP] = FixedToInt(ffg); \ rgba[i][BCOMP] = FixedToInt(ffb); \ rgba[i][ACOMP] = FixedToInt(ffa); \ spec[i][RCOMP] = FixedToInt(ffsr); \ spec[i][GCOMP] = FixedToInt(ffsg); \ spec[i][BCOMP] = FixedToInt(ffsb); \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ffsr += fdsrdx; \ ffsg += fdsgdx; \ ffsb += fdsbdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ gl_write_texture_span( ctx, n, LEFT, Y, zspan, \ s, t, u, NULL, rgba, \ (CONST GLubyte (*)[4]) spec, \ GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * Compute the lambda value for a fragment. (texture level of detail) */ static INLINE GLfloat compute_lambda( GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat invQ, GLfloat width, GLfloat height ) { GLfloat dudx = dsdx * invQ * width; GLfloat dudy = dsdy * invQ * width; GLfloat dvdx = dtdx * invQ * height; GLfloat dvdy = dtdy * invQ * height; GLfloat r1 = dudx * dudx + dudy * dudy; GLfloat r2 = dvdx * dvdx + dvdy * dvdy; GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */ /* return log base 2 of rho */ return log(rho2) * 1.442695 * 0.5; /* 1.442695 = 1/log(2) */ } /* * Render a smooth-shaded, textured, RGBA triangle. * Interpolate S,T,U with perspective correction and compute lambda for * each fragment. Lambda is used to determine whether to use the * minification or magnification filter. If minification and using * mipmaps, lambda is also used to select the texture level of detail. */ static void lambda_textured_triangle1( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv, GLfloat s[MAX_WIDTH], GLfloat t[MAX_WIDTH], GLfloat u[MAX_WIDTH] ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INTERP_STUV 1 #define SETUP_CODE \ const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \ const GLint baseLevel = obj->BaseLevel; \ const struct gl_texture_image *texImage = obj->Image[baseLevel]; \ const GLfloat twidth = (GLfloat) texImage->Width; \ const GLfloat theight = (GLfloat) texImage->Height; \ const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ GLint r = 0, g = 0, b = 0, a = 0; \ if (flat_shade) { \ r = VB->ColorPtr->data[pv][0]; \ g = VB->ColorPtr->data[pv][1]; \ b = VB->ColorPtr->data[pv][2]; \ a = VB->ColorPtr->data[pv][3]; \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLubyte rgba[MAX_WIDTH][4]; \ GLfloat lambda[MAX_WIDTH]; \ if (n>0) { \ if (flat_shade) { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = r; \ rgba[i][GCOMP] = g; \ rgba[i][BCOMP] = b; \ rgba[i][ACOMP] = a; \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ invQ, twidth, theight );\ ffz += fdzdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ else { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = FixedToInt(ffr); \ rgba[i][GCOMP] = FixedToInt(ffg); \ rgba[i][BCOMP] = FixedToInt(ffb); \ rgba[i][ACOMP] = FixedToInt(ffa); \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ invQ, twidth, theight );\ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ gl_write_texture_span( ctx, n, LEFT, Y, zspan, \ s, t, u, lambda, \ rgba, NULL, GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * Render a smooth-shaded, textured, RGBA triangle with separate specular * interpolation. * Interpolate S,T,U with perspective correction and compute lambda for * each fragment. Lambda is used to determine whether to use the * minification or magnification filter. If minification and using * mipmaps, lambda is also used to select the texture level of detail. */ static void lambda_textured_spec_triangle1( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv, GLfloat s[MAX_WIDTH], GLfloat t[MAX_WIDTH], GLfloat u[MAX_WIDTH] ) { #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_STUV 1 #define SETUP_CODE \ const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \ const GLint baseLevel = obj->BaseLevel; \ const struct gl_texture_image *texImage = obj->Image[baseLevel]; \ const GLfloat twidth = (GLfloat) texImage->Width; \ const GLfloat theight = (GLfloat) texImage->Height; \ const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ GLint r = 0, g = 0, b = 0, a = 0, sr = 0, sg = 0, sb = 0; \ if (flat_shade) { \ r = VB->ColorPtr->data[pv][0]; \ g = VB->ColorPtr->data[pv][1]; \ b = VB->ColorPtr->data[pv][2]; \ a = VB->ColorPtr->data[pv][3]; \ sr = VB->Specular[pv][0]; \ sg = VB->Specular[pv][1]; \ sb = VB->Specular[pv][2]; \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLubyte spec[MAX_WIDTH][4]; \ GLubyte rgba[MAX_WIDTH][4]; \ GLfloat lambda[MAX_WIDTH]; \ if (n>0) { \ if (flat_shade) { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = r; \ rgba[i][GCOMP] = g; \ rgba[i][BCOMP] = b; \ rgba[i][ACOMP] = a; \ spec[i][RCOMP] = sr; \ spec[i][GCOMP] = sg; \ spec[i][BCOMP] = sb; \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ invQ, twidth, theight );\ ffz += fdzdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ else { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = FixedToInt(ffr); \ rgba[i][GCOMP] = FixedToInt(ffg); \ rgba[i][BCOMP] = FixedToInt(ffb); \ rgba[i][ACOMP] = FixedToInt(ffa); \ spec[i][RCOMP] = FixedToInt(ffsr); \ spec[i][GCOMP] = FixedToInt(ffsg); \ spec[i][BCOMP] = FixedToInt(ffsb); \ s[i] = ss*invQ; \ t[i] = tt*invQ; \ u[i] = uu*invQ; \ lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ invQ, twidth, theight );\ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ffsr += fdsrdx; \ ffsg += fdsgdx; \ ffsb += fdsbdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ } \ } \ gl_write_texture_span( ctx, n, LEFT, Y, zspan, \ s, t, u, lambda, \ rgba, (CONST GLubyte (*)[4]) spec, \ GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * This is the big one! * Interpolate Z, RGB, Alpha, and two sets of texture coordinates. * Yup, it's slow. */ static void lambda_multitextured_triangle1( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv, GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH], GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH], GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH] ) { GLubyte rgba[MAX_WIDTH][4]; #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INTERP_STUV 1 #define INTERP_STUV1 1 #define SETUP_CODE \ const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current; \ const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current; \ const struct gl_texture_image *texImage0, *texImage1; \ GLfloat twidth0, theight0, twidth1, theight1; \ const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ GLint r = 0, g = 0, b = 0, a = 0; \ if (obj0) { \ texImage0 = obj0->Image[obj0->BaseLevel]; \ twidth0 = texImage0->Width; \ theight0 = texImage0->Height; \ } \ else { \ twidth0 = theight0 = 1; \ } \ if (obj1) { \ texImage1 = obj1->Image[obj1->BaseLevel]; \ twidth1 = texImage1->Width; \ theight1 = texImage1->Height; \ } \ else { \ twidth1 = theight1 = 1; \ } \ if (flat_shade) { \ r = VB->ColorPtr->data[pv][0]; \ g = VB->ColorPtr->data[pv][1]; \ b = VB->ColorPtr->data[pv][2]; \ a = VB->ColorPtr->data[pv][3]; \ } #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, n = RIGHT-LEFT; \ GLdepth zspan[MAX_WIDTH]; \ GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \ if (n>0) { \ if (flat_shade) { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ GLdouble invQ1 = 1.0 / vv1; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = r; \ rgba[i][GCOMP] = g; \ rgba[i][BCOMP] = b; \ rgba[i][ACOMP] = a; \ s[0][i] = ss*invQ; \ t[0][i] = tt*invQ; \ u[0][i] = uu*invQ; \ lambda[0][i] = compute_lambda( dsdx, dsdy, \ dtdx, dtdy, \ invQ, \ twidth0, theight0 ); \ s[1][i] = ss1*invQ1; \ t[1][i] = tt1*invQ1; \ u[1][i] = uu1*invQ1; \ lambda[1][i] = compute_lambda( ds1dx, ds1dy, \ dt1dx, dt1dy, \ invQ1, \ twidth1, theight1 ); \ ffz += fdzdx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ ss1 += ds1dx; \ tt1 += dt1dx; \ uu1 += du1dx; \ vv1 += dv1dx; \ } \ } \ else { \ for (i=0;i<n;i++) { \ GLdouble invQ = 1.0 / vv; \ GLdouble invQ1 = 1.0 / vv1; \ zspan[i] = FixedToDepth(ffz); \ rgba[i][RCOMP] = FixedToInt(ffr); \ rgba[i][GCOMP] = FixedToInt(ffg); \ rgba[i][BCOMP] = FixedToInt(ffb); \ rgba[i][ACOMP] = FixedToInt(ffa); \ s[0][i] = ss*invQ; \ t[0][i] = tt*invQ; \ u[0][i] = uu*invQ; \ lambda[0][i] = compute_lambda( dsdx, dsdy, \ dtdx, dtdy, \ invQ, \ twidth0, theight0 ); \ s[1][i] = ss1*invQ1; \ t[1][i] = tt1*invQ1; \ u[1][i] = uu1*invQ1; \ lambda[1][i] = compute_lambda( ds1dx, ds1dy, \ dt1dx, dt1dy, \ invQ1, \ twidth1, theight1 ); \ ffz += fdzdx; \ ffr += fdrdx; \ ffg += fdgdx; \ ffb += fdbdx; \ ffa += fdadx; \ ss += dsdx; \ tt += dtdx; \ uu += dudx; \ vv += dvdx; \ ss1 += ds1dx; \ tt1 += dt1dx; \ uu1 += du1dx; \ vv1 += dv1dx; \ } \ } \ gl_write_multitexture_span( ctx, 2, n, LEFT, Y, zspan, \ (CONST GLfloat (*)[MAX_WIDTH]) s, \ (CONST GLfloat (*)[MAX_WIDTH]) t, \ (CONST GLfloat (*)[MAX_WIDTH]) u, \ (GLfloat (*)[MAX_WIDTH]) lambda, \ rgba, NULL, GL_POLYGON ); \ } \ } #include "tritemp.h" } /* * These wrappers are needed to deal with the 32KB / stack frame limit * on Mac / PowerPC systems. */ static void general_textured_spec_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) { GLdepth zspan[MAX_WIDTH]; GLubyte rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4]; general_textured_spec_triangle1(ctx,v0,v1,v2,pv,zspan,rgba,spec); } static void lambda_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; lambda_textured_triangle1(ctx,v0,v1,v2,pv,s,t,u); } static void lambda_textured_spec_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { GLfloat s[MAX_WIDTH]; GLfloat t[MAX_WIDTH]; GLfloat u[MAX_WIDTH]; lambda_textured_spec_triangle1(ctx,v0,v1,v2,pv,s,t,u); } static void lambda_multitextured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv) { GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH]; GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH]; DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH); CHECKARRAY(u,return); lambda_multitextured_triangle1(ctx,v0,v1,v2,pv,s,t,u); UNDEFARRAY(u); } static void occlusion_zless_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { (void)pv; if (ctx->OcclusionResult) { return; } #define DO_OCCLUSION_TEST #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ ctx->OcclusionResult = GL_TRUE; \ return; \ } \ ffz += fdzdx; \ } \ } #include "tritemp.h" } /* * Null rasterizer for measuring transformation speed. */ static void null_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { (void) ctx; (void) v0; (void) v1; (void) v2; (void) pv; } #if 0 # define dputs(s) puts(s) #else # define dputs(s) #endif /* * Determine which triangle rendering function to use given the current * rendering context. */ void gl_set_triangle_function( GLcontext *ctx ) { GLboolean rgbmode = ctx->Visual->RGBAflag; if (ctx->RenderMode==GL_RENDER) { if (ctx->NoRaster) { ctx->Driver.TriangleFunc = null_triangle; return; } if (ctx->Driver.TriangleFunc) { /* Device driver will draw triangles. */ dputs("Driver triangle"); return; } if (ctx->Polygon.SmoothFlag) { _mesa_set_aa_triangle_function(ctx); ASSERT(ctx->Driver.TriangleFunc); return; } if (ctx->Depth.OcclusionTest && ctx->DrawBuffer->DepthBuffer && ctx->Depth.Test && ctx->Depth.Mask == GL_FALSE && ctx->Depth.Func == GL_LESS && !ctx->Stencil.Enabled) { if ((ctx->Visual->RGBAflag && ctx->Color.ColorMask[0] == 0 && ctx->Color.ColorMask[1] == 0 && ctx->Color.ColorMask[2] == 0 && ctx->Color.ColorMask[3] == 0) || (!ctx->Visual->RGBAflag && ctx->Color.IndexMask == 0)) { dputs("occlusion_test_triangle"); ctx->Driver.TriangleFunc = occlusion_zless_triangle; return; } } if (ctx->Texture.ReallyEnabled) { /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ GLint format, filter; const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].CurrentD[2]; const struct gl_texture_image *image; /* First see if we can used an optimized 2-D texture function */ if (ctx->Texture.ReallyEnabled==TEXTURE0_2D && current2Dtex->WrapS==GL_REPEAT && current2Dtex->WrapT==GL_REPEAT && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */ && image->Border==0 && ((format = image->Format)==GL_RGB || format==GL_RGBA) && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR && ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) { if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { if (filter==GL_NEAREST && format==GL_RGB && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE || ctx->Texture.Unit[0].EnvMode==GL_DECAL) && ((ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE) || ctx->RasterMask==0) && ctx->Polygon.StippleFlag==GL_FALSE) { if (ctx->RasterMask==DEPTH_BIT) { ctx->Driver.TriangleFunc = simple_z_textured_triangle; dputs("simple_z_textured_triangle"); } else { ctx->Driver.TriangleFunc = simple_textured_triangle; dputs("simple_textured_triangle"); } } else { if (ctx->Texture.Unit[0].EnvMode==GL_ADD) { ctx->Driver.TriangleFunc = general_textured_triangle; dputs("general_textured_triangle"); } else { ctx->Driver.TriangleFunc = affine_textured_triangle; dputs("affine_textured_triangle"); } } } else { ctx->Driver.TriangleFunc = persp_textured_triangle; dputs("persp_textured_triangle"); } } else { /* More complicated textures (mipmap, multi-tex, sep specular) */ GLboolean needLambda; /* if mag filter != min filter we need to compute lambda */ const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current; const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current; if (obj0 && obj0->MinFilter != obj0->MagFilter) needLambda = GL_TRUE; else if (obj1 && obj1->MinFilter != obj1->MagFilter) needLambda = GL_TRUE; else needLambda = GL_FALSE; if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { /* multi-texture! */ ctx->Driver.TriangleFunc = lambda_multitextured_triangle; dputs("lambda_multitextured_triangle"); } else if (ctx->Light.Enabled && ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { /* separate specular color interpolation */ if (needLambda) { ctx->Driver.TriangleFunc = lambda_textured_spec_triangle; dputs("lambda_textured_spec_triangle"); } else { ctx->Driver.TriangleFunc = general_textured_spec_triangle; dputs("general_textured_spec_triangle"); } } else { if (needLambda) { ctx->Driver.TriangleFunc = lambda_textured_triangle; dputs("lambda_textured_triangle"); } else { ctx->Driver.TriangleFunc = general_textured_triangle; dputs("general_textured_triangle"); } } } } else { if (ctx->Light.ShadeModel==GL_SMOOTH) { /* smooth shaded, no texturing, stippled or some raster ops */ if (rgbmode) { dputs("smooth_rgba_triangle"); ctx->Driver.TriangleFunc = smooth_rgba_triangle; } else { dputs("smooth_ci_triangle"); ctx->Driver.TriangleFunc = smooth_ci_triangle; } } else { /* flat shaded, no texturing, stippled or some raster ops */ if (rgbmode) { dputs("flat_rgba_triangle"); ctx->Driver.TriangleFunc = flat_rgba_triangle; } else { dputs("flat_ci_triangle"); ctx->Driver.TriangleFunc = flat_ci_triangle; } } } } else if (ctx->RenderMode==GL_FEEDBACK) { ctx->Driver.TriangleFunc = gl_feedback_triangle; } else { /* GL_SELECT mode */ ctx->Driver.TriangleFunc = gl_select_triangle; } }