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1028 lines
33 KiB
C
1028 lines
33 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.3
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* When the device driver doesn't implement triangle rasterization it
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* can hook in _swrast_Triangle, which eventually calls one of these
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* functions to draw triangles.
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*/
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#include <precomp.h>
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/**
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* Test if a triangle should be culled. Used for feedback and selection mode.
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* \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
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*/
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GLboolean
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_swrast_culltriangle( struct gl_context *ctx,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2 )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
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GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
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GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
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GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
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GLfloat c = ex*fy-ey*fx;
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if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
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return GL_FALSE;
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return GL_TRUE;
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}
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/*
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* Render a flat-shaded RGBA triangle.
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*/
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#define NAME flat_rgba_triangle
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#define INTERP_Z 1
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#define SETUP_CODE \
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ASSERT(!ctx->Texture._EnabledCoord);\
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ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
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span.interpMask |= SPAN_RGBA; \
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span.red = ChanToFixed(v2->color[0]); \
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span.green = ChanToFixed(v2->color[1]); \
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span.blue = ChanToFixed(v2->color[2]); \
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span.alpha = ChanToFixed(v2->color[3]); \
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span.redStep = 0; \
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span.greenStep = 0; \
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span.blueStep = 0; \
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span.alphaStep = 0;
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#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
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#include "s_tritemp.h"
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/*
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* Render a smooth-shaded RGBA triangle.
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*/
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#define NAME smooth_rgba_triangle
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#define INTERP_Z 1
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#define INTERP_RGB 1
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#define INTERP_ALPHA 1
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#define SETUP_CODE \
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{ \
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/* texturing must be off */ \
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ASSERT(!ctx->Texture._EnabledCoord); \
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ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
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}
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#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
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#include "s_tritemp.h"
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/*
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* Render an RGB, GL_DECAL, textured triangle.
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* Interpolate S,T only w/out mipmapping or perspective correction.
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*
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* No fog. No depth testing.
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*/
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#define NAME simple_textured_triangle
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#define INTERP_INT_TEX 1
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#define S_SCALE twidth
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#define T_SCALE theight
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#define SETUP_CODE \
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffer; \
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const struct gl_texture_object *obj = \
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ctx->Texture.Unit.CurrentTex[TEXTURE_2D_INDEX]; \
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const struct gl_texture_image *texImg = \
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obj->Image[0][obj->BaseLevel]; \
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const struct swrast_texture_image *swImg = \
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swrast_texture_image_const(texImg); \
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const GLfloat twidth = (GLfloat) texImg->Width; \
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const GLfloat theight = (GLfloat) texImg->Height; \
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const GLint twidth_log2 = texImg->WidthLog2; \
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const GLubyte *texture = (const GLubyte *) swImg->Map; \
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const GLint smask = texImg->Width - 1; \
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const GLint tmask = texImg->Height - 1; \
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ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
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if (!rb || !texture) { \
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return; \
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}
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#define RENDER_SPAN( span ) \
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GLuint i; \
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GLubyte rgba[MAX_WIDTH][4]; \
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span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
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span.intTex[1] -= FIXED_HALF; \
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for (i = 0; i < span.end; i++) { \
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GLint s = FixedToInt(span.intTex[0]) & smask; \
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GLint t = FixedToInt(span.intTex[1]) & tmask; \
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GLint pos = (t << twidth_log2) + s; \
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pos = pos + pos + pos; /* multiply by 3 */ \
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rgba[i][RCOMP] = texture[pos+2]; \
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rgba[i][GCOMP] = texture[pos+1]; \
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rgba[i][BCOMP] = texture[pos+0]; \
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rgba[i][ACOMP] = 0xff; \
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span.intTex[0] += span.intTexStep[0]; \
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span.intTex[1] += span.intTexStep[1]; \
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} \
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_swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end, \
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span.x, span.y, rgba, NULL);
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#include "s_tritemp.h"
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/*
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* Render an RGB, GL_DECAL, textured triangle.
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* Interpolate S,T, GL_LESS depth test, w/out mipmapping or
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* perspective correction.
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* Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
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*
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* No fog.
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*/
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#define NAME simple_z_textured_triangle
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#define INTERP_Z 1
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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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#define INTERP_INT_TEX 1
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#define S_SCALE twidth
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#define T_SCALE theight
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#define SETUP_CODE \
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffer; \
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const struct gl_texture_object *obj = \
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ctx->Texture.Unit.CurrentTex[TEXTURE_2D_INDEX]; \
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const struct gl_texture_image *texImg = \
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obj->Image[0][obj->BaseLevel]; \
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const struct swrast_texture_image *swImg = \
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swrast_texture_image_const(texImg); \
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const GLfloat twidth = (GLfloat) texImg->Width; \
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const GLfloat theight = (GLfloat) texImg->Height; \
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const GLint twidth_log2 = texImg->WidthLog2; \
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const GLubyte *texture = (const GLubyte *) swImg->Map; \
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const GLint smask = texImg->Width - 1; \
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const GLint tmask = texImg->Height - 1; \
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ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888); \
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if (!rb || !texture) { \
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return; \
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}
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#define RENDER_SPAN( span ) \
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GLuint i; \
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GLubyte rgba[MAX_WIDTH][4]; \
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span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
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span.intTex[1] -= FIXED_HALF; \
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for (i = 0; i < span.end; i++) { \
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const GLuint z = FixedToDepth(span.z); \
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if (z < zRow[i]) { \
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GLint s = FixedToInt(span.intTex[0]) & smask; \
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GLint t = FixedToInt(span.intTex[1]) & tmask; \
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GLint pos = (t << twidth_log2) + s; \
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pos = pos + pos + pos; /* multiply by 3 */ \
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rgba[i][RCOMP] = texture[pos+2]; \
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rgba[i][GCOMP] = texture[pos+1]; \
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rgba[i][BCOMP] = texture[pos+0]; \
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rgba[i][ACOMP] = 0xff; \
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zRow[i] = z; \
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span.array->mask[i] = 1; \
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} \
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else { \
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span.array->mask[i] = 0; \
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} \
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span.intTex[0] += span.intTexStep[0]; \
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span.intTex[1] += span.intTexStep[1]; \
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span.z += span.zStep; \
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} \
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_swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, \
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span.end, span.x, span.y, rgba, span.array->mask);
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#include "s_tritemp.h"
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#if CHAN_TYPE != GL_FLOAT
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struct affine_info
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{
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GLenum filter;
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GLenum format;
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GLenum envmode;
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GLint smask, tmask;
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GLint twidth_log2;
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const GLchan *texture;
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GLfixed er, eg, eb, ea;
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GLint tbytesline, tsize;
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};
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static inline GLint
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ilerp(GLint t, GLint a, GLint b)
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{
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return a + ((t * (b - a)) >> FIXED_SHIFT);
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}
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static inline GLint
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ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
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{
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const GLint temp0 = ilerp(ia, v00, v10);
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const GLint temp1 = ilerp(ia, v01, v11);
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return ilerp(ib, temp0, temp1);
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}
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/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
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* textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
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* texture env modes.
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*/
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static inline void
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affine_span(struct gl_context *ctx, SWspan *span,
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struct affine_info *info)
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{
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GLchan sample[4]; /* the filtered texture sample */
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const GLboolean texEnableSave = ctx->Texture._EnabledCoord;
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/* Instead of defining a function for each mode, a test is done
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* between the outer and inner loops. This is to reduce code size
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* and complexity. Observe that an optimizing compiler kills
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* unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
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*/
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#define NEAREST_RGB \
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sample[RCOMP] = tex00[2]; \
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sample[GCOMP] = tex00[1]; \
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sample[BCOMP] = tex00[0]; \
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sample[ACOMP] = CHAN_MAX;
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#define LINEAR_RGB \
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sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
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sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
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sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
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sample[ACOMP] = CHAN_MAX;
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#define NEAREST_RGBA \
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sample[RCOMP] = tex00[3]; \
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sample[GCOMP] = tex00[2]; \
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sample[BCOMP] = tex00[1]; \
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sample[ACOMP] = tex00[0];
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#define LINEAR_RGBA \
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sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
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sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
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sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
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sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
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#define MODULATE \
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dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
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dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
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dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
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dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
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#define DECAL \
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dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
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((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
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>> (FIXED_SHIFT + 8); \
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dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
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((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
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>> (FIXED_SHIFT + 8); \
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dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
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((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
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>> (FIXED_SHIFT + 8); \
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dest[ACOMP] = FixedToInt(span->alpha)
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#define BLEND \
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dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
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+ (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
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dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
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+ (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
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dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
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+ (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
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dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
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#define REPLACE COPY_CHAN4(dest, sample)
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#define ADD \
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{ \
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GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
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GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
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GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
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dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
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dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
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dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
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dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
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}
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/* shortcuts */
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#define NEAREST_RGB_REPLACE \
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NEAREST_RGB; \
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dest[0] = sample[0]; \
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dest[1] = sample[1]; \
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dest[2] = sample[2]; \
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dest[3] = FixedToInt(span->alpha);
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#define NEAREST_RGBA_REPLACE \
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dest[RCOMP] = tex00[3]; \
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dest[GCOMP] = tex00[2]; \
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dest[BCOMP] = tex00[1]; \
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dest[ACOMP] = tex00[0]
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#define SPAN_NEAREST(DO_TEX, COMPS) \
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for (i = 0; i < span->end; i++) { \
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/* Isn't it necessary to use FixedFloor below?? */ \
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GLint s = FixedToInt(span->intTex[0]) & info->smask; \
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GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
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GLint pos = (t << info->twidth_log2) + s; \
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const GLchan *tex00 = info->texture + COMPS * pos; \
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DO_TEX; \
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span->red += span->redStep; \
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span->green += span->greenStep; \
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span->blue += span->blueStep; \
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span->alpha += span->alphaStep; \
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span->intTex[0] += span->intTexStep[0]; \
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span->intTex[1] += span->intTexStep[1]; \
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dest += 4; \
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}
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#define SPAN_LINEAR(DO_TEX, COMPS) \
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for (i = 0; i < span->end; i++) { \
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/* Isn't it necessary to use FixedFloor below?? */ \
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const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
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const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
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const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
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const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
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const GLint pos = (t << info->twidth_log2) + s; \
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const GLchan *tex00 = info->texture + COMPS * pos; \
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const GLchan *tex10 = tex00 + info->tbytesline; \
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const GLchan *tex01 = tex00 + COMPS; \
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const GLchan *tex11 = tex10 + COMPS; \
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if (t == info->tmask) { \
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tex10 -= info->tsize; \
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tex11 -= info->tsize; \
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} \
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if (s == info->smask) { \
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tex01 -= info->tbytesline; \
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tex11 -= info->tbytesline; \
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} \
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DO_TEX; \
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span->red += span->redStep; \
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span->green += span->greenStep; \
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span->blue += span->blueStep; \
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span->alpha += span->alphaStep; \
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span->intTex[0] += span->intTexStep[0]; \
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span->intTex[1] += span->intTexStep[1]; \
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dest += 4; \
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}
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GLuint i;
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GLchan *dest = span->array->rgba[0];
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/* Disable tex units so they're not re-applied in swrast_write_rgba_span */
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ctx->Texture._EnabledCoord = GL_FALSE;
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span->intTex[0] -= FIXED_HALF;
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span->intTex[1] -= FIXED_HALF;
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switch (info->filter) {
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case GL_NEAREST:
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switch (info->format) {
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case MESA_FORMAT_RGB888:
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switch (info->envmode) {
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case GL_MODULATE:
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SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
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break;
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case GL_DECAL:
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case GL_REPLACE:
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SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
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break;
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case GL_BLEND:
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SPAN_NEAREST(NEAREST_RGB;BLEND,3);
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break;
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case GL_ADD:
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SPAN_NEAREST(NEAREST_RGB;ADD,3);
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break;
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default:
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_mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
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return;
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}
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break;
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case MESA_FORMAT_RGBA8888:
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switch(info->envmode) {
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case GL_MODULATE:
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SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
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break;
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case GL_DECAL:
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SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_NEAREST(NEAREST_RGBA;ADD,4);
|
|
break;
|
|
case GL_REPLACE:
|
|
SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case GL_LINEAR:
|
|
span->intTex[0] -= FIXED_HALF;
|
|
span->intTex[1] -= FIXED_HALF;
|
|
switch (info->format) {
|
|
case MESA_FORMAT_RGB888:
|
|
switch (info->envmode) {
|
|
case GL_MODULATE:
|
|
SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
|
|
break;
|
|
case GL_DECAL:
|
|
case GL_REPLACE:
|
|
SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_LINEAR(LINEAR_RGB;BLEND,3);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_LINEAR(LINEAR_RGB;ADD,3);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
case MESA_FORMAT_RGBA8888:
|
|
switch (info->envmode) {
|
|
case GL_MODULATE:
|
|
SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
|
|
break;
|
|
case GL_DECAL:
|
|
SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_LINEAR(LINEAR_RGBA;ADD,4);
|
|
break;
|
|
case GL_REPLACE:
|
|
SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
span->interpMask &= ~SPAN_RGBA;
|
|
ASSERT(span->arrayMask & SPAN_RGBA);
|
|
|
|
_swrast_write_rgba_span(ctx, span);
|
|
|
|
/* re-enable texture units */
|
|
ctx->Texture._EnabledCoord = texEnableSave;
|
|
|
|
#undef SPAN_NEAREST
|
|
#undef SPAN_LINEAR
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Render an RGB/RGBA textured triangle without perspective correction.
|
|
*/
|
|
#define NAME affine_textured_triangle
|
|
#define INTERP_Z 1
|
|
#define INTERP_RGB 1
|
|
#define INTERP_ALPHA 1
|
|
#define INTERP_INT_TEX 1
|
|
#define S_SCALE twidth
|
|
#define T_SCALE theight
|
|
|
|
#define SETUP_CODE \
|
|
struct affine_info info; \
|
|
struct gl_texture_unit *unit = &ctx->Texture.Unit; \
|
|
const struct gl_texture_object *obj = \
|
|
ctx->Texture.Unit.CurrentTex[TEXTURE_2D_INDEX]; \
|
|
const struct gl_texture_image *texImg = \
|
|
obj->Image[0][obj->BaseLevel]; \
|
|
const struct swrast_texture_image *swImg = \
|
|
swrast_texture_image_const(texImg); \
|
|
const GLfloat twidth = (GLfloat) texImg->Width; \
|
|
const GLfloat theight = (GLfloat) texImg->Height; \
|
|
info.texture = (const GLchan *) swImg->Map; \
|
|
info.twidth_log2 = texImg->WidthLog2; \
|
|
info.smask = texImg->Width - 1; \
|
|
info.tmask = texImg->Height - 1; \
|
|
info.format = texImg->TexFormat; \
|
|
info.filter = obj->Sampler.MinFilter; \
|
|
info.envmode = unit->EnvMode; \
|
|
info.er = 0; \
|
|
info.eg = 0; \
|
|
info.eb = 0; \
|
|
span.arrayMask |= SPAN_RGBA; \
|
|
\
|
|
if (info.envmode == GL_BLEND) { \
|
|
/* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
|
|
info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
|
|
info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
|
|
info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
|
|
info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
|
|
} \
|
|
if (!info.texture) { \
|
|
/* this shouldn't happen */ \
|
|
return; \
|
|
} \
|
|
\
|
|
switch (info.format) { \
|
|
case MESA_FORMAT_RGB888: \
|
|
info.tbytesline = texImg->Width * 3; \
|
|
break; \
|
|
case MESA_FORMAT_RGBA8888: \
|
|
info.tbytesline = texImg->Width * 4; \
|
|
break; \
|
|
default: \
|
|
_mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
|
|
return; \
|
|
} \
|
|
info.tsize = texImg->Height * info.tbytesline;
|
|
|
|
#define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
|
|
|
|
#include "s_tritemp.h"
|
|
|
|
|
|
|
|
struct persp_info
|
|
{
|
|
GLenum filter;
|
|
GLenum format;
|
|
GLenum envmode;
|
|
GLint smask, tmask;
|
|
GLint twidth_log2;
|
|
const GLchan *texture;
|
|
GLfixed er, eg, eb, ea; /* texture env color */
|
|
GLint tbytesline, tsize;
|
|
};
|
|
|
|
|
|
static inline void
|
|
fast_persp_span(struct gl_context *ctx, SWspan *span,
|
|
struct persp_info *info)
|
|
{
|
|
GLchan sample[4]; /* the filtered texture sample */
|
|
|
|
/* 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 SPAN_NEAREST(DO_TEX,COMP) \
|
|
for (i = 0; i < span->end; i++) { \
|
|
GLdouble invQ = tex_coord[2] ? \
|
|
(1.0 / tex_coord[2]) : 1.0; \
|
|
GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
|
|
GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
|
|
GLint s = IFLOOR(s_tmp) & info->smask; \
|
|
GLint t = IFLOOR(t_tmp) & info->tmask; \
|
|
GLint pos = (t << info->twidth_log2) + s; \
|
|
const GLchan *tex00 = info->texture + COMP * pos; \
|
|
DO_TEX; \
|
|
span->red += span->redStep; \
|
|
span->green += span->greenStep; \
|
|
span->blue += span->blueStep; \
|
|
span->alpha += span->alphaStep; \
|
|
tex_coord[0] += tex_step[0]; \
|
|
tex_coord[1] += tex_step[1]; \
|
|
tex_coord[2] += tex_step[2]; \
|
|
dest += 4; \
|
|
}
|
|
|
|
#define SPAN_LINEAR(DO_TEX,COMP) \
|
|
for (i = 0; i < span->end; i++) { \
|
|
GLdouble invQ = tex_coord[2] ? \
|
|
(1.0 / tex_coord[2]) : 1.0; \
|
|
const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
|
|
const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
|
|
const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
|
|
const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
|
|
const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
|
|
const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
|
|
const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
|
|
const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
|
|
const GLint pos = (t << info->twidth_log2) + s; \
|
|
const GLchan *tex00 = info->texture + COMP * pos; \
|
|
const GLchan *tex10 = tex00 + info->tbytesline; \
|
|
const GLchan *tex01 = tex00 + COMP; \
|
|
const GLchan *tex11 = tex10 + COMP; \
|
|
if (t == info->tmask) { \
|
|
tex10 -= info->tsize; \
|
|
tex11 -= info->tsize; \
|
|
} \
|
|
if (s == info->smask) { \
|
|
tex01 -= info->tbytesline; \
|
|
tex11 -= info->tbytesline; \
|
|
} \
|
|
DO_TEX; \
|
|
span->red += span->redStep; \
|
|
span->green += span->greenStep; \
|
|
span->blue += span->blueStep; \
|
|
span->alpha += span->alphaStep; \
|
|
tex_coord[0] += tex_step[0]; \
|
|
tex_coord[1] += tex_step[1]; \
|
|
tex_coord[2] += tex_step[2]; \
|
|
dest += 4; \
|
|
}
|
|
|
|
GLuint i;
|
|
GLfloat tex_coord[3], tex_step[3];
|
|
GLchan *dest = span->array->rgba[0];
|
|
|
|
const GLboolean texEnableSave = ctx->Texture._EnabledCoord;
|
|
ctx->Texture._EnabledCoord = GL_FALSE;
|
|
|
|
tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX][0] * (info->smask + 1);
|
|
tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX][0] * (info->smask + 1);
|
|
tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX][1] * (info->tmask + 1);
|
|
tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX][1] * (info->tmask + 1);
|
|
/* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
|
|
tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX][3];
|
|
tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX][3];
|
|
|
|
switch (info->filter) {
|
|
case GL_NEAREST:
|
|
switch (info->format) {
|
|
case MESA_FORMAT_RGB888:
|
|
switch (info->envmode) {
|
|
case GL_MODULATE:
|
|
SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
|
|
break;
|
|
case GL_DECAL:
|
|
case GL_REPLACE:
|
|
SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_NEAREST(NEAREST_RGB;BLEND,3);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_NEAREST(NEAREST_RGB;ADD,3);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
case MESA_FORMAT_RGBA8888:
|
|
switch(info->envmode) {
|
|
case GL_MODULATE:
|
|
SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
|
|
break;
|
|
case GL_DECAL:
|
|
SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_NEAREST(NEAREST_RGBA;ADD,4);
|
|
break;
|
|
case GL_REPLACE:
|
|
SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case GL_LINEAR:
|
|
switch (info->format) {
|
|
case MESA_FORMAT_RGB888:
|
|
switch (info->envmode) {
|
|
case GL_MODULATE:
|
|
SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
|
|
break;
|
|
case GL_DECAL:
|
|
case GL_REPLACE:
|
|
SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_LINEAR(LINEAR_RGB;BLEND,3);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_LINEAR(LINEAR_RGB;ADD,3);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
case MESA_FORMAT_RGBA8888:
|
|
switch (info->envmode) {
|
|
case GL_MODULATE:
|
|
SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
|
|
break;
|
|
case GL_DECAL:
|
|
SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
|
|
break;
|
|
case GL_BLEND:
|
|
SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
|
|
break;
|
|
case GL_ADD:
|
|
SPAN_LINEAR(LINEAR_RGBA;ADD,4);
|
|
break;
|
|
case GL_REPLACE:
|
|
SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
ASSERT(span->arrayMask & SPAN_RGBA);
|
|
_swrast_write_rgba_span(ctx, span);
|
|
|
|
#undef SPAN_NEAREST
|
|
#undef SPAN_LINEAR
|
|
|
|
/* restore state */
|
|
ctx->Texture._EnabledCoord = texEnableSave;
|
|
}
|
|
|
|
|
|
/*
|
|
* 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.
|
|
*
|
|
*/
|
|
#define NAME persp_textured_triangle
|
|
#define INTERP_Z 1
|
|
#define INTERP_RGB 1
|
|
#define INTERP_ALPHA 1
|
|
#define INTERP_ATTRIBS 1
|
|
|
|
#define SETUP_CODE \
|
|
struct persp_info info; \
|
|
const struct gl_texture_unit *unit = &ctx->Texture.Unit; \
|
|
const struct gl_texture_object *obj = \
|
|
ctx->Texture.Unit.CurrentTex[TEXTURE_2D_INDEX]; \
|
|
const struct gl_texture_image *texImg = \
|
|
obj->Image[0][obj->BaseLevel]; \
|
|
const struct swrast_texture_image *swImg = \
|
|
swrast_texture_image_const(texImg); \
|
|
info.texture = (const GLchan *) swImg->Map; \
|
|
info.twidth_log2 = texImg->WidthLog2; \
|
|
info.smask = texImg->Width - 1; \
|
|
info.tmask = texImg->Height - 1; \
|
|
info.format = texImg->TexFormat; \
|
|
info.filter = obj->Sampler.MinFilter; \
|
|
info.envmode = unit->EnvMode; \
|
|
info.er = 0; \
|
|
info.eg = 0; \
|
|
info.eb = 0; \
|
|
\
|
|
if (info.envmode == GL_BLEND) { \
|
|
/* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
|
|
info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
|
|
info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
|
|
info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
|
|
info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
|
|
} \
|
|
if (!info.texture) { \
|
|
/* this shouldn't happen */ \
|
|
return; \
|
|
} \
|
|
\
|
|
switch (info.format) { \
|
|
case MESA_FORMAT_RGB888: \
|
|
info.tbytesline = texImg->Width * 3; \
|
|
break; \
|
|
case MESA_FORMAT_RGBA8888: \
|
|
info.tbytesline = texImg->Width * 4; \
|
|
break; \
|
|
default: \
|
|
_mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
|
|
return; \
|
|
} \
|
|
info.tsize = texImg->Height * info.tbytesline;
|
|
|
|
#define RENDER_SPAN( span ) \
|
|
span.interpMask &= ~SPAN_RGBA; \
|
|
span.arrayMask |= SPAN_RGBA; \
|
|
fast_persp_span(ctx, &span, &info);
|
|
|
|
#include "s_tritemp.h"
|
|
|
|
#endif /*CHAN_TYPE != GL_FLOAT*/
|
|
|
|
|
|
|
|
/*
|
|
* Render an RGBA triangle with arbitrary attributes.
|
|
*/
|
|
#define NAME general_triangle
|
|
#define INTERP_Z 1
|
|
#define INTERP_RGB 1
|
|
#define INTERP_ALPHA 1
|
|
#define INTERP_ATTRIBS 1
|
|
#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
|
|
#include "s_tritemp.h"
|
|
|
|
|
|
|
|
static void
|
|
nodraw_triangle( struct gl_context *ctx,
|
|
const SWvertex *v0,
|
|
const SWvertex *v1,
|
|
const SWvertex *v2 )
|
|
{
|
|
(void) (ctx && v0 && v1 && v2);
|
|
}
|
|
|
|
|
|
|
|
#ifdef DEBUG
|
|
|
|
/* record the current triangle function name */
|
|
const char *_mesa_triFuncName = NULL;
|
|
|
|
#define USE(triFunc) \
|
|
do { \
|
|
_mesa_triFuncName = #triFunc; \
|
|
/*printf("%s\n", _mesa_triFuncName);*/ \
|
|
swrast->Triangle = triFunc; \
|
|
} while (0)
|
|
|
|
#else
|
|
|
|
#define USE(triFunc) swrast->Triangle = triFunc;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Determine which triangle rendering function to use given the current
|
|
* rendering context.
|
|
*
|
|
* Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
|
|
* remove tests to this code.
|
|
*/
|
|
void
|
|
_swrast_choose_triangle( struct gl_context *ctx )
|
|
{
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
|
|
if (ctx->Polygon.CullFlag &&
|
|
ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
|
|
USE(nodraw_triangle);
|
|
return;
|
|
}
|
|
|
|
if (ctx->RenderMode==GL_RENDER) {
|
|
|
|
if (ctx->Polygon.SmoothFlag) {
|
|
_swrast_set_aa_triangle_function(ctx);
|
|
ASSERT(swrast->Triangle);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* XXX should examine swrast->_ActiveAttribMask to determine what
|
|
* needs to be interpolated.
|
|
*/
|
|
if (ctx->Texture._EnabledCoord ||
|
|
swrast->_FogEnabled) {
|
|
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
|
|
const struct gl_texture_object *texObj2D;
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const struct gl_texture_image *texImg;
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const struct swrast_texture_image *swImg;
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GLenum minFilter, magFilter, envMode;
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gl_format format;
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texObj2D = ctx->Texture.Unit.CurrentTex[TEXTURE_2D_INDEX];
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texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
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swImg = swrast_texture_image_const(texImg);
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format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
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minFilter = texObj2D ? texObj2D->Sampler.MinFilter : GL_NONE;
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magFilter = texObj2D ? texObj2D->Sampler.MagFilter : GL_NONE;
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envMode = ctx->Texture.Unit.EnvMode;
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/* First see if we can use an optimized 2-D texture function */
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if (ctx->Texture._EnabledCoord
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&& ctx->Texture._Enabled
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&& ctx->Texture.Unit._ReallyEnabled == TEXTURE_2D_BIT
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&& texObj2D->Sampler.WrapS == GL_REPEAT
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&& texObj2D->Sampler.WrapT == GL_REPEAT
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&& swImg->_IsPowerOfTwo
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&& texImg->Border == 0
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&& texImg->Width == swImg->RowStride
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&& (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
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&& minFilter == magFilter
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&& !swrast->_FogEnabled
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&& ctx->Texture.Unit.EnvMode != GL_COMBINE_EXT
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&& ctx->Texture.Unit.EnvMode != GL_COMBINE4_NV) {
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if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
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if (minFilter == GL_NEAREST
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&& format == MESA_FORMAT_RGB888
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&& (envMode == GL_REPLACE || envMode == GL_DECAL)
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&& ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
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&& ctx->Depth.Func == GL_LESS
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&& ctx->Depth.Mask == GL_TRUE)
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|| swrast->_RasterMask == TEXTURE_BIT)
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&& ctx->Polygon.StippleFlag == GL_FALSE
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&& ctx->DrawBuffer->Visual.depthBits <= 16) {
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if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
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USE(simple_z_textured_triangle);
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}
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else {
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USE(simple_textured_triangle);
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}
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}
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else {
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#if CHAN_BITS != 8
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USE(general_triangle);
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#else
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if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
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/* We only handle RGBA8888 correctly on little endian
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* in the optimized code above.
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*/
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USE(general_triangle);
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}
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else {
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USE(affine_textured_triangle);
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}
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#endif
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}
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}
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else {
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#if CHAN_BITS != 8
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USE(general_triangle);
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#else
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USE(persp_textured_triangle);
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#endif
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}
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}
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else {
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/* general case textured triangles */
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USE(general_triangle);
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}
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}
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else {
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ASSERT(!swrast->_FogEnabled);
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ASSERT(!_mesa_need_secondary_color(ctx));
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if (ctx->Light.ShadeModel==GL_SMOOTH) {
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/* smooth shaded, no texturing, stippled or some raster ops */
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#if CHAN_BITS != 8
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USE(general_triangle);
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#else
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USE(smooth_rgba_triangle);
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#endif
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}
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else {
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/* flat shaded, no texturing, stippled or some raster ops */
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#if CHAN_BITS != 8
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USE(general_triangle);
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#else
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USE(flat_rgba_triangle);
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#endif
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}
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}
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}
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else if (ctx->RenderMode==GL_FEEDBACK) {
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USE(_swrast_feedback_triangle);
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}
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else {
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/* GL_SELECT mode */
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USE(_swrast_select_triangle);
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}
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}
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