| 1 | /* $Id: triangle.c,v 1.3 2000-05-23 20:40:58 jeroen Exp $ */ | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | * Mesa 3-D graphics library | 
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| 5 | * Version:  3.3 | 
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| 6 | * | 
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| 7 | * Copyright (C) 1999  Brian Paul   All Rights Reserved. | 
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| 8 | * | 
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a | 
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| 10 | * copy of this software and associated documentation files (the "Software"), | 
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| 11 | * to deal in the Software without restriction, including without limitation | 
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, | 
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the | 
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| 14 | * Software is furnished to do so, subject to the following conditions: | 
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| 15 | * | 
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| 16 | * The above copyright notice and this permission notice shall be included | 
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| 17 | * in all copies or substantial portions of the Software. | 
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| 18 | * | 
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | 
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL | 
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | 
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | 
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | 
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| 25 | */ | 
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| 26 |  | 
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| 27 |  | 
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| 28 |  | 
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| 29 |  | 
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| 30 | /* | 
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| 31 | * Triangle rasterizers | 
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| 32 | * When the device driver doesn't implement triangle rasterization Mesa | 
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| 33 | * will use these functions to draw triangles. | 
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| 34 | */ | 
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| 35 |  | 
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| 36 |  | 
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| 37 | #ifdef PC_HEADER | 
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| 38 | #include "all.h" | 
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| 39 | #else | 
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| 40 | #include "glheader.h" | 
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| 41 | #include "aatriangle.h" | 
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| 42 | #include "types.h" | 
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| 43 | #include "context.h" | 
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| 44 | #include "depth.h" | 
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| 45 | #include "feedback.h" | 
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| 46 | #include "macros.h" | 
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| 47 | #include "mmath.h" | 
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| 48 | #include "span.h" | 
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| 49 | #include "texstate.h" | 
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| 50 | #include "triangle.h" | 
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| 51 | #include "vb.h" | 
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| 52 | #include "mem.h" | 
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| 53 | #endif | 
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| 54 |  | 
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| 55 |  | 
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| 56 | GLboolean gl_cull_triangle( GLcontext *ctx, | 
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| 57 | GLuint v0, GLuint v1, GLuint v2, GLuint pv ) | 
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| 58 | { | 
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| 59 | struct vertex_buffer *VB = ctx->VB; | 
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| 60 | GLfloat (*win)[4] = VB->Win.data; | 
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| 61 | GLfloat ex = win[v1][0] - win[v0][0]; | 
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| 62 | GLfloat ey = win[v1][1] - win[v0][1]; | 
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| 63 | GLfloat fx = win[v2][0] - win[v0][0]; | 
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| 64 | GLfloat fy = win[v2][1] - win[v0][1]; | 
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| 65 | GLfloat c = ex*fy-ey*fx; | 
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| 66 |  | 
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| 67 | if (c * ctx->backface_sign > 0) | 
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| 68 | return 0; | 
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| 69 |  | 
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| 70 | return 1; | 
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| 71 | } | 
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| 72 |  | 
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| 73 |  | 
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| 74 |  | 
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| 75 |  | 
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| 76 |  | 
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| 77 |  | 
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| 78 | /* | 
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| 79 | * Render a flat-shaded color index triangle. | 
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| 80 | */ | 
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| 81 | static void flat_ci_triangle( GLcontext *ctx, | 
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| 82 | GLuint v0, GLuint v1, GLuint v2, GLuint pv ) | 
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| 83 | { | 
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| 84 | #define INTERP_Z 1 | 
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| 85 | #define SETUP_CODE                              \ | 
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| 86 | GLuint index = VB->IndexPtr->data[pv];       \ | 
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| 87 | if (1) {                                     \ | 
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| 88 | /* set the color index */                 \ | 
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| 89 | (*ctx->Driver.Index)( ctx, index );       \ | 
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| 90 | } | 
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| 91 |  | 
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| 92 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
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| 93 | {                                                       \ | 
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| 94 | GLint i, n = RIGHT-LEFT;                             \ | 
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| 95 | GLdepth zspan[MAX_WIDTH];                            \ | 
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| 96 | if (n>0) {                                           \ | 
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| 97 | for (i=0;i<n;i++) {                               \ | 
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| 98 | zspan[i] = FixedToDepth(ffz);                  \ | 
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| 99 | ffz += fdzdx;                                  \ | 
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| 100 | }                                                 \ | 
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| 101 | gl_write_monoindex_span( ctx, n, LEFT, Y,         \ | 
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| 102 | zspan, index, GL_POLYGON ); \ | 
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| 103 | }                                                    \ | 
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| 104 | } | 
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| 105 |  | 
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| 106 | #include "tritemp.h" | 
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| 107 | } | 
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| 108 |  | 
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| 109 |  | 
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| 110 |  | 
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| 111 | /* | 
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| 112 | * Render a smooth-shaded color index triangle. | 
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| 113 | */ | 
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| 114 | static void smooth_ci_triangle( GLcontext *ctx, | 
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| 115 | GLuint v0, GLuint v1, GLuint v2, GLuint pv ) | 
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| 116 | { | 
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| 117 | (void) pv; | 
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| 118 | #define INTERP_Z 1 | 
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| 119 | #define INTERP_INDEX 1 | 
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| 120 |  | 
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| 121 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
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| 122 | {                                                       \ | 
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| 123 | GLint i, n = RIGHT-LEFT;                             \ | 
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| 124 | GLdepth zspan[MAX_WIDTH];                            \ | 
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| 125 | GLuint index[MAX_WIDTH];                             \ | 
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| 126 | if (n>0) {                                           \ | 
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| 127 | for (i=0;i<n;i++) {                               \ | 
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| 128 | zspan[i] = FixedToDepth(ffz);                  \ | 
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| 129 | index[i] = FixedToInt(ffi);                    \ | 
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| 130 | ffz += fdzdx;                                  \ | 
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| 131 | ffi += fdidx;                                  \ | 
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| 132 | }                                                 \ | 
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| 133 | gl_write_index_span( ctx, n, LEFT, Y, zspan,      \ | 
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| 134 | index, GL_POLYGON );         \ | 
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| 135 | }                                                    \ | 
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| 136 | } | 
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| 137 |  | 
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| 138 | #include "tritemp.h" | 
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| 139 | } | 
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| 140 |  | 
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| 141 |  | 
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| 142 |  | 
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| 143 | /* | 
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| 144 | * Render a flat-shaded RGBA triangle. | 
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| 145 | */ | 
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| 146 | static void flat_rgba_triangle( GLcontext *ctx, | 
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| 147 | GLuint v0, GLuint v1, GLuint v2, GLuint pv ) | 
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| 148 | { | 
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| 149 | #define INTERP_Z 1 | 
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| 150 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
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| 151 |  | 
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| 152 | #define SETUP_CODE                              \ | 
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| 153 | if (1) {                                     \ | 
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| 154 | /* set the color */                       \ | 
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| 155 | GLubyte r = VB->ColorPtr->data[pv][0];    \ | 
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| 156 | GLubyte g = VB->ColorPtr->data[pv][1];    \ | 
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| 157 | GLubyte b = VB->ColorPtr->data[pv][2];    \ | 
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| 158 | GLubyte a = VB->ColorPtr->data[pv][3];    \ | 
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| 159 | (*ctx->Driver.Color)( ctx, r, g, b, a );  \ | 
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| 160 | } | 
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| 161 |  | 
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| 162 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
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| 163 | {                                                       \ | 
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| 164 | GLint i, n = RIGHT-LEFT;                             \ | 
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| 165 | GLdepth zspan[MAX_WIDTH];                            \ | 
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| 166 | if (n>0) {                                           \ | 
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| 167 | for (i=0;i<n;i++) {                               \ | 
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| 168 | zspan[i] = FixedToDepth(ffz);                  \ | 
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| 169 | ffz += fdzdx;                                  \ | 
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| 170 | }                                                 \ | 
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| 171 | gl_write_monocolor_span( ctx, n, LEFT, Y, zspan,  \ | 
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| 172 | VB->ColorPtr->data[pv],  \ | 
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| 173 | GL_POLYGON );            \ | 
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| 174 | }                                                    \ | 
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| 175 | } | 
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| 176 |  | 
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| 177 | #include "tritemp.h" | 
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| 178 |  | 
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| 179 | ASSERT(!ctx->Texture.ReallyEnabled);            /* texturing must be off*/ | 
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| 180 | ASSERT(ctx->Light.ShadeModel==GL_FLAT); | 
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| 181 | } | 
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| 182 |  | 
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| 183 |  | 
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| 184 |  | 
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| 185 | /* | 
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| 186 | * Render a smooth-shaded RGBA triangle. | 
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| 187 | */ | 
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| 188 | static void smooth_rgba_triangle( GLcontext *ctx, | 
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| 189 | GLuint v0, GLuint v1, GLuint v2, GLuint pv ) | 
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| 190 | { | 
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| 191 | (void) pv; | 
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| 192 | #define INTERP_Z 1 | 
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| 193 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
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| 194 | #define INTERP_RGB 1 | 
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| 195 | #define INTERP_ALPHA 1 | 
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| 196 |  | 
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| 197 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
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| 198 | {                                                       \ | 
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| 199 | GLint i, n = RIGHT-LEFT;                             \ | 
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| 200 | GLdepth zspan[MAX_WIDTH];                            \ | 
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| 201 | GLubyte rgba[MAX_WIDTH][4];                          \ | 
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| 202 | if (n>0) {                                           \ | 
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| 203 | for (i=0;i<n;i++) {                               \ | 
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| 204 | zspan[i] = FixedToDepth(ffz);                  \ | 
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| 205 | rgba[i][RCOMP] = FixedToInt(ffr);              \ | 
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| 206 | rgba[i][GCOMP] = FixedToInt(ffg);              \ | 
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| 207 | rgba[i][BCOMP] = FixedToInt(ffb);              \ | 
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| 208 | rgba[i][ACOMP] = FixedToInt(ffa);              \ | 
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| 209 | ffz += fdzdx;                                  \ | 
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| 210 | ffr += fdrdx;                                  \ | 
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| 211 | ffg += fdgdx;                                  \ | 
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| 212 | ffb += fdbdx;                                  \ | 
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| 213 | ffa += fdadx;                                  \ | 
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| 214 | }                                                 \ | 
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| 215 | gl_write_rgba_span( ctx, n, LEFT, Y,              \ | 
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| 216 | (const GLdepth *) zspan,      \ | 
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| 217 | rgba, GL_POLYGON );           \ | 
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| 218 | }                                                    \ | 
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| 219 | } | 
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| 220 |  | 
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| 221 | #include "tritemp.h" | 
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| 222 |  | 
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| 223 | ASSERT(!ctx->Texture.ReallyEnabled);  /* texturing must be off */ | 
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| 224 | ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); | 
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| 225 | } | 
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| 226 |  | 
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| 227 |  | 
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| 228 | /* | 
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| 229 | * Render an RGB, GL_DECAL, textured triangle. | 
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| 230 | * Interpolate S,T only w/out mipmapping or perspective correction. | 
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| 231 | */ | 
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| 232 | static void simple_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, | 
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| 233 | GLuint v2, GLuint pv ) | 
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| 234 | { | 
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| 235 | #define INTERP_INT_ST 1 | 
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| 236 | #define S_SCALE twidth | 
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| 237 | #define T_SCALE theight | 
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| 238 | #define SETUP_CODE                                                      \ | 
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| 239 | struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2];    \ | 
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| 240 | GLint b = obj->BaseLevel;                                            \ | 
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| 241 | GLfloat twidth = (GLfloat) obj->Image[b]->Width;                     \ | 
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| 242 | GLfloat theight = (GLfloat) obj->Image[b]->Height;                   \ | 
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| 243 | GLint twidth_log2 = obj->Image[b]->WidthLog2;                        \ | 
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| 244 | GLubyte *texture = obj->Image[b]->Data;                              \ | 
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| 245 | GLint smask = obj->Image[b]->Width - 1;                              \ | 
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| 246 | GLint tmask = obj->Image[b]->Height - 1; | 
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| 247 | (void) pv; | 
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| 248 |  | 
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| 249 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
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| 250 | {                                                       \ | 
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| 251 | GLint i, n = RIGHT-LEFT;                             \ | 
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| 252 | GLubyte rgb[MAX_WIDTH][3];                           \ | 
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| 253 | if (n>0) {                                           \ | 
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| 254 | ffs -= FIXED_HALF; /* off-by-one error? */        \ | 
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| 255 | fft -= FIXED_HALF;                                \ | 
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| 256 | for (i=0;i<n;i++) {                               \ | 
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| 257 | GLint s = FixedToInt(ffs) & smask;             \ | 
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| 258 | GLint t = FixedToInt(fft) & tmask;             \ | 
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| 259 | GLint pos = (t << twidth_log2) + s;            \ | 
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| 260 | pos = pos + pos + pos;  /* multiply by 3 */    \ | 
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| 261 | rgb[i][RCOMP] = texture[pos];                  \ | 
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| 262 | rgb[i][GCOMP] = texture[pos+1];                \ | 
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| 263 | rgb[i][BCOMP] = texture[pos+2];                \ | 
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| 264 | ffs += fdsdx;                                  \ | 
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| 265 | fft += fdtdx;                                  \ | 
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| 266 | }                                                 \ | 
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| 267 | (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y,     \ | 
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| 268 | (const GLubyte (*)[3]) rgb, NULL );  \ | 
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| 269 | }                                                    \ | 
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| 270 | } | 
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| 271 |  | 
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| 272 | #include "tritemp.h" | 
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| 273 | } | 
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| 274 |  | 
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| 275 |  | 
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| 276 | /* | 
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| 277 | * Render an RGB, GL_DECAL, textured triangle. | 
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| 278 | * Interpolate S,T, GL_LESS depth test, w/out mipmapping or | 
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| 279 | * perspective correction. | 
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| 280 | */ | 
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| 281 | static void simple_z_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, | 
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| 282 | GLuint v2, GLuint pv ) | 
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| 283 | { | 
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| 284 | #define INTERP_Z 1 | 
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| 285 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
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| 286 | #define INTERP_INT_ST 1 | 
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| 287 | #define S_SCALE twidth | 
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| 288 | #define T_SCALE theight | 
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| 289 | #define SETUP_CODE                                                      \ | 
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| 290 | struct gl_texture_object *obj = ctx->Texture.Unit[0].CurrentD[2];    \ | 
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| 291 | GLint b = obj->BaseLevel;                                            \ | 
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| 292 | GLfloat twidth = (GLfloat) obj->Image[b]->Width;                     \ | 
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| 293 | GLfloat theight = (GLfloat) obj->Image[b]->Height;                   \ | 
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| 294 | GLint twidth_log2 = obj->Image[b]->WidthLog2;                        \ | 
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| 295 | GLubyte *texture = obj->Image[b]->Data;                              \ | 
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| 296 | GLint smask = obj->Image[b]->Width - 1;                              \ | 
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| 297 | GLint tmask = obj->Image[b]->Height - 1; | 
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| 298 | (void) pv; | 
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| 299 |  | 
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| 300 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
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| 301 | {                                                       \ | 
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| 302 | GLint i, n = RIGHT-LEFT;                             \ | 
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| 303 | GLubyte rgb[MAX_WIDTH][3];                           \ | 
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| 304 | GLubyte mask[MAX_WIDTH];                             \ | 
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| 305 | if (n>0) {                                           \ | 
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| 306 | ffs -= FIXED_HALF; /* off-by-one error? */        \ | 
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| 307 | fft -= FIXED_HALF;                                \ | 
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| 308 | for (i=0;i<n;i++) {                               \ | 
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| 309 | GLdepth z = FixedToDepth(ffz);                 \ | 
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| 310 | if (z < zRow[i]) {                             \ | 
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| 311 | GLint s = FixedToInt(ffs) & smask;          \ | 
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| 312 | GLint t = FixedToInt(fft) & tmask;          \ | 
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| 313 | GLint pos = (t << twidth_log2) + s;         \ | 
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| 314 | pos = pos + pos + pos;  /* multiply by 3 */ \ | 
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| 315 | rgb[i][RCOMP] = texture[pos];               \ | 
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| 316 | rgb[i][GCOMP] = texture[pos+1];             \ | 
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| 317 | rgb[i][BCOMP] = texture[pos+2];             \ | 
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| 318 | zRow[i] = z;                                \ | 
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| 319 | mask[i] = 1;                                \ | 
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| 320 | }                                              \ | 
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| 321 | else {                                         \ | 
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| 322 | mask[i] = 0;                                \ | 
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| 323 | }                                              \ | 
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| 324 | ffz += fdzdx;                                  \ | 
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| 325 | ffs += fdsdx;                                  \ | 
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| 326 | fft += fdtdx;                                  \ | 
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| 327 | }                                                 \ | 
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| 328 | (*ctx->Driver.WriteRGBSpan)( ctx, n, LEFT, Y,     \ | 
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| 329 | (const GLubyte (*)[3]) rgb, mask );  \ | 
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| 330 | }                                                    \ | 
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| 331 | } | 
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| 332 |  | 
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| 333 | #include "tritemp.h" | 
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| 334 | } | 
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| 335 |  | 
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| 336 |  | 
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| 337 |  | 
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| 338 | /* | 
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| 339 | * Render an RGB/RGBA textured triangle without perspective correction. | 
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| 340 | */ | 
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| 341 | static void affine_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, | 
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| 342 | GLuint v2, GLuint pv ) | 
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| 343 | { | 
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| 344 | #define INTERP_Z 1 | 
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| 345 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
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| 346 | #define INTERP_RGB 1 | 
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| 347 | #define INTERP_ALPHA 1 | 
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| 348 | #define INTERP_INT_ST 1 | 
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| 349 | #define S_SCALE twidth | 
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| 350 | #define T_SCALE theight | 
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| 351 | #define SETUP_CODE                                                      \ | 
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| 352 | struct gl_texture_unit *unit = ctx->Texture.Unit+0;                  \ | 
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| 353 | struct gl_texture_object *obj = unit->CurrentD[2];                   \ | 
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| 354 | GLint b = obj->BaseLevel;                                            \ | 
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| 355 | GLfloat twidth = (GLfloat) obj->Image[b]->Width;                     \ | 
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| 356 | GLfloat theight = (GLfloat) obj->Image[b]->Height;                   \ | 
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| 357 | GLint twidth_log2 = obj->Image[b]->WidthLog2;                        \ | 
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| 358 | GLubyte *texture = obj->Image[b]->Data;                              \ | 
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| 359 | GLint smask = obj->Image[b]->Width - 1;                              \ | 
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| 360 | GLint tmask = obj->Image[b]->Height - 1;                             \ | 
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| 361 | GLint format = obj->Image[b]->Format;                                \ | 
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| 362 | GLint filter = obj->MinFilter;                                       \ | 
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| 363 | GLint envmode = unit->EnvMode;                                       \ | 
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| 364 | GLint comp, tbytesline, tsize;                                       \ | 
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| 365 | GLfixed er, eg, eb, ea;                                              \ | 
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| 366 | GLint tr, tg, tb, ta;                                                \ | 
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| 367 | if (envmode == GL_BLEND) {                                           \ | 
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| 368 | /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \ | 
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| 369 | er = FloatToFixed(unit->EnvColor[0]);                             \ | 
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| 370 | eg = FloatToFixed(unit->EnvColor[1]);                             \ | 
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| 371 | eb = FloatToFixed(unit->EnvColor[2]);                             \ | 
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| 372 | ea = FloatToFixed(unit->EnvColor[3]);                             \ | 
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| 373 | }                                                                    \ | 
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| 374 | switch (format) {                                                    \ | 
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| 375 | case GL_ALPHA:                                                       \ | 
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| 376 | case GL_LUMINANCE:                                                   \ | 
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| 377 | case GL_INTENSITY:                                                   \ | 
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| 378 | comp = 1;                                                         \ | 
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| 379 | break;                                                            \ | 
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| 380 | case GL_LUMINANCE_ALPHA:                                             \ | 
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| 381 | comp = 2;                                                         \ | 
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| 382 | break;                                                            \ | 
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| 383 | case GL_RGB:                                                         \ | 
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| 384 | comp = 3;                                                         \ | 
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| 385 | break;                                                            \ | 
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| 386 | case GL_RGBA:                                                        \ | 
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| 387 | comp = 4;                                                         \ | 
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| 388 | break;                                                            \ | 
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| 389 | default:                                                             \ | 
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| 390 | gl_problem(NULL, "Bad texture format in affine_texture_triangle");\ | 
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| 391 | return;                                                           \ | 
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| 392 | }                                                                    \ | 
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| 393 | tbytesline = obj->Image[b]->Width * comp;                            \ | 
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| 394 | tsize = theight * tbytesline; | 
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| 395 | (void) pv; | 
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| 396 |  | 
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| 397 | /* Instead of defining a function for each mode, a test is done | 
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| 398 | * between the outer and inner loops. This is to reduce code size | 
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| 399 | * and complexity. Observe that an optimizing compiler kills | 
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| 400 | * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). | 
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| 401 | */ | 
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| 402 |  | 
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| 403 | #define NEAREST_RGB    \ | 
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| 404 | tr = tex00[0]; \ | 
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| 405 | tg = tex00[1]; \ | 
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| 406 | tb = tex00[2]; \ | 
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| 407 | ta = 0xff | 
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| 408 |  | 
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| 409 | #define LINEAR_RGB                                                      \ | 
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| 410 | tr = (ti * (si * tex00[0] + sf * tex01[0]) +                    \ | 
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| 411 | tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \ | 
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| 412 | tg = (ti * (si * tex00[1] + sf * tex01[1]) +                    \ | 
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| 413 | tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \ | 
|---|
| 414 | tb = (ti * (si * tex00[2] + sf * tex01[2]) +                    \ | 
|---|
| 415 | tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \ | 
|---|
| 416 | ta = 0xff | 
|---|
| 417 |  | 
|---|
| 418 | #define NEAREST_RGBA   \ | 
|---|
| 419 | tr = tex00[0]; \ | 
|---|
| 420 | tg = tex00[1]; \ | 
|---|
| 421 | tb = tex00[2]; \ | 
|---|
| 422 | ta = tex00[3] | 
|---|
| 423 |  | 
|---|
| 424 | #define LINEAR_RGBA                                                     \ | 
|---|
| 425 | tr = (ti * (si * tex00[0] + sf * tex01[0]) +                    \ | 
|---|
| 426 | tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \ | 
|---|
| 427 | tg = (ti * (si * tex00[1] + sf * tex01[1]) +                    \ | 
|---|
| 428 | tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \ | 
|---|
| 429 | tb = (ti * (si * tex00[2] + sf * tex01[2]) +                    \ | 
|---|
| 430 | tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \ | 
|---|
| 431 | ta = (ti * (si * tex00[3] + sf * tex01[3]) +                    \ | 
|---|
| 432 | tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT | 
|---|
| 433 |  | 
|---|
| 434 | #define MODULATE                                       \ | 
|---|
| 435 | dest[0] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \ | 
|---|
| 436 | dest[1] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \ | 
|---|
| 437 | dest[2] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \ | 
|---|
| 438 | dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8) | 
|---|
| 439 |  | 
|---|
| 440 | #define DECAL                                                                \ | 
|---|
| 441 | dest[0] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ | 
|---|
| 442 | dest[1] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ | 
|---|
| 443 | dest[2] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ | 
|---|
| 444 | dest[3] = FixedToInt(ffa) | 
|---|
| 445 |  | 
|---|
| 446 | #define BLEND                                                               \ | 
|---|
| 447 | dest[0] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \ | 
|---|
| 448 | dest[1] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \ | 
|---|
| 449 | dest[2] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \ | 
|---|
| 450 | dest[3] = ffa * (ta + 1) >> (FIXED_SHIFT + 8) | 
|---|
| 451 |  | 
|---|
| 452 | #define REPLACE       \ | 
|---|
| 453 | dest[0] = tr; \ | 
|---|
| 454 | dest[1] = tg; \ | 
|---|
| 455 | dest[2] = tb; \ | 
|---|
| 456 | dest[3] = ta | 
|---|
| 457 |  | 
|---|
| 458 | /* shortcuts */ | 
|---|
| 459 |  | 
|---|
| 460 | #define NEAREST_RGB_REPLACE  NEAREST_RGB;REPLACE | 
|---|
| 461 |  | 
|---|
| 462 | #define NEAREST_RGBA_REPLACE  *(GLint *)dest = *(GLint *)tex00 | 
|---|
| 463 |  | 
|---|
| 464 | #define SPAN1(DO_TEX,COMP)                                 \ | 
|---|
| 465 | for (i=0;i<n;i++) {                                \ | 
|---|
| 466 | GLint s = FixedToInt(ffs) & smask;              \ | 
|---|
| 467 | GLint t = FixedToInt(fft) & tmask;              \ | 
|---|
| 468 | GLint pos = (t << twidth_log2) + s;             \ | 
|---|
| 469 | GLubyte *tex00 = texture + COMP * pos;          \ | 
|---|
| 470 | zspan[i] = FixedToDepth(ffz);                   \ | 
|---|
| 471 | DO_TEX;                                         \ | 
|---|
| 472 | ffz += fdzdx;                                   \ | 
|---|
| 473 | ffr += fdrdx;                                   \ | 
|---|
| 474 | ffg += fdgdx;                                   \ | 
|---|
| 475 | ffb += fdbdx;                                   \ | 
|---|
| 476 | ffa += fdadx;                                   \ | 
|---|
| 477 | ffs += fdsdx;                                   \ | 
|---|
| 478 | fft += fdtdx;                                   \ | 
|---|
| 479 | dest += 4;                                      \ | 
|---|
| 480 | } | 
|---|
| 481 |  | 
|---|
| 482 | #define SPAN2(DO_TEX,COMP)                                 \ | 
|---|
| 483 | for (i=0;i<n;i++) {                                \ | 
|---|
| 484 | GLint s = FixedToInt(ffs) & smask;              \ | 
|---|
| 485 | GLint t = FixedToInt(fft) & tmask;              \ | 
|---|
| 486 | GLint sf = ffs & FIXED_FRAC_MASK;               \ | 
|---|
| 487 | GLint tf = fft & FIXED_FRAC_MASK;               \ | 
|---|
| 488 | GLint si = FIXED_FRAC_MASK - sf;                \ | 
|---|
| 489 | GLint ti = FIXED_FRAC_MASK - tf;                \ | 
|---|
| 490 | GLint pos = (t << twidth_log2) + s;             \ | 
|---|
| 491 | GLubyte *tex00 = texture + COMP * pos;          \ | 
|---|
| 492 | GLubyte *tex10 = tex00 + tbytesline;            \ | 
|---|
| 493 | GLubyte *tex01 = tex00 + COMP;                  \ | 
|---|
| 494 | GLubyte *tex11 = tex10 + COMP;                  \ | 
|---|
| 495 | if (t == tmask) {                               \ | 
|---|
| 496 | tex10 -= tsize;                              \ | 
|---|
| 497 | tex11 -= tsize;                              \ | 
|---|
| 498 | }                                               \ | 
|---|
| 499 | if (s == smask) {                               \ | 
|---|
| 500 | tex01 -= tbytesline;                         \ | 
|---|
| 501 | tex11 -= tbytesline;                         \ | 
|---|
| 502 | }                                               \ | 
|---|
| 503 | zspan[i] = FixedToDepth(ffz);                   \ | 
|---|
| 504 | DO_TEX;                                         \ | 
|---|
| 505 | ffz += fdzdx;                                   \ | 
|---|
| 506 | ffr += fdrdx;                                   \ | 
|---|
| 507 | ffg += fdgdx;                                   \ | 
|---|
| 508 | ffb += fdbdx;                                   \ | 
|---|
| 509 | ffa += fdadx;                                   \ | 
|---|
| 510 | ffs += fdsdx;                                   \ | 
|---|
| 511 | fft += fdtdx;                                   \ | 
|---|
| 512 | dest += 4;                                      \ | 
|---|
| 513 | } | 
|---|
| 514 |  | 
|---|
| 515 | /* here comes the heavy part.. (something for the compiler to chew on) */ | 
|---|
| 516 | #define INNER_LOOP( LEFT, RIGHT, Y )                       \ | 
|---|
| 517 | {                                                  \ | 
|---|
| 518 | GLint i, n = RIGHT-LEFT;                        \ | 
|---|
| 519 | GLdepth zspan[MAX_WIDTH];                       \ | 
|---|
| 520 | GLubyte rgba[MAX_WIDTH][4];                     \ | 
|---|
| 521 | if (n>0) {                                      \ | 
|---|
| 522 | GLubyte *dest = rgba[0];                     \ | 
|---|
| 523 | ffs -= FIXED_HALF; /* off-by-one error? */   \ | 
|---|
| 524 | fft -= FIXED_HALF;                           \ | 
|---|
| 525 | switch (filter) {                            \ | 
|---|
| 526 | case GL_NEAREST:                             \ | 
|---|
| 527 | switch (format) {                         \ | 
|---|
| 528 | case GL_RGB:                              \ | 
|---|
| 529 | switch (envmode) {                     \ | 
|---|
| 530 | case GL_MODULATE:                      \ | 
|---|
| 531 | SPAN1(NEAREST_RGB;MODULATE,3);      \ | 
|---|
| 532 | break;                              \ | 
|---|
| 533 | case GL_DECAL:                         \ | 
|---|
| 534 | case GL_REPLACE:                       \ | 
|---|
| 535 | SPAN1(NEAREST_RGB_REPLACE,3);       \ | 
|---|
| 536 | break;                              \ | 
|---|
| 537 | case GL_BLEND:                         \ | 
|---|
| 538 | SPAN1(NEAREST_RGB;BLEND,3);         \ | 
|---|
| 539 | break;                              \ | 
|---|
| 540 | default: /* unexpected env mode */     \ | 
|---|
| 541 | ABORT();                            \ | 
|---|
| 542 | }                                      \ | 
|---|
| 543 | break;                                 \ | 
|---|
| 544 | case GL_RGBA:                             \ | 
|---|
| 545 | switch(envmode) {                      \ | 
|---|
| 546 | case GL_MODULATE:                      \ | 
|---|
| 547 | SPAN1(NEAREST_RGBA;MODULATE,4);     \ | 
|---|
| 548 | break;                              \ | 
|---|
| 549 | case GL_DECAL:                         \ | 
|---|
| 550 | SPAN1(NEAREST_RGBA;DECAL,4);        \ | 
|---|
| 551 | break;                              \ | 
|---|
| 552 | case GL_BLEND:                         \ | 
|---|
| 553 | SPAN1(NEAREST_RGBA;BLEND,4);        \ | 
|---|
| 554 | break;                              \ | 
|---|
| 555 | case GL_REPLACE:                       \ | 
|---|
| 556 | SPAN1(NEAREST_RGBA_REPLACE,4);      \ | 
|---|
| 557 | break;                              \ | 
|---|
| 558 | default: /* unexpected env mode */     \ | 
|---|
| 559 | ABORT();                            \ | 
|---|
| 560 | }                                      \ | 
|---|
| 561 | break;                                 \ | 
|---|
| 562 | }                                         \ | 
|---|
| 563 | break;                                    \ | 
|---|
| 564 | case GL_LINEAR:                              \ | 
|---|
| 565 | ffs -= FIXED_HALF;                        \ | 
|---|
| 566 | fft -= FIXED_HALF;                        \ | 
|---|
| 567 | switch (format) {                         \ | 
|---|
| 568 | case GL_RGB:                              \ | 
|---|
| 569 | switch (envmode) {                     \ | 
|---|
| 570 | case GL_MODULATE:                      \ | 
|---|
| 571 | SPAN2(LINEAR_RGB;MODULATE,3);       \ | 
|---|
| 572 | break;                              \ | 
|---|
| 573 | case GL_DECAL:                         \ | 
|---|
| 574 | case GL_REPLACE:                       \ | 
|---|
| 575 | SPAN2(LINEAR_RGB;REPLACE,3);        \ | 
|---|
| 576 | break;                              \ | 
|---|
| 577 | case GL_BLEND:                         \ | 
|---|
| 578 | SPAN2(LINEAR_RGB;BLEND,3);          \ | 
|---|
| 579 | break;                              \ | 
|---|
| 580 | default: /* unexpected env mode */     \ | 
|---|
| 581 | ABORT();                            \ | 
|---|
| 582 | }                                      \ | 
|---|
| 583 | break;                                 \ | 
|---|
| 584 | case GL_RGBA:                             \ | 
|---|
| 585 | switch (envmode) {                     \ | 
|---|
| 586 | case GL_MODULATE:                      \ | 
|---|
| 587 | SPAN2(LINEAR_RGBA;MODULATE,4);      \ | 
|---|
| 588 | break;                              \ | 
|---|
| 589 | case GL_DECAL:                         \ | 
|---|
| 590 | SPAN2(LINEAR_RGBA;DECAL,4);         \ | 
|---|
| 591 | break;                              \ | 
|---|
| 592 | case GL_BLEND:                         \ | 
|---|
| 593 | SPAN2(LINEAR_RGBA;BLEND,4);         \ | 
|---|
| 594 | break;                              \ | 
|---|
| 595 | case GL_REPLACE:                       \ | 
|---|
| 596 | SPAN2(LINEAR_RGBA;REPLACE,4);       \ | 
|---|
| 597 | break;                              \ | 
|---|
| 598 | default: /* unexpected env mode */     \ | 
|---|
| 599 | ABORT();                            \ | 
|---|
| 600 | }                                      \ | 
|---|
| 601 | break;                                 \ | 
|---|
| 602 | }                                         \ | 
|---|
| 603 | break;                                    \ | 
|---|
| 604 | }                                            \ | 
|---|
| 605 | gl_write_rgba_span(ctx, n, LEFT, Y, zspan,   \ | 
|---|
| 606 | rgba, GL_POLYGON);        \ | 
|---|
| 607 | /* explicit kill of variables: */            \ | 
|---|
| 608 | ffr = ffg = ffb = ffa = 0;                   \ | 
|---|
| 609 | }                                               \ | 
|---|
| 610 | } | 
|---|
| 611 |  | 
|---|
| 612 | #include "tritemp.h" | 
|---|
| 613 | #undef SPAN1 | 
|---|
| 614 | #undef SPAN2 | 
|---|
| 615 | } | 
|---|
| 616 |  | 
|---|
| 617 |  | 
|---|
| 618 | /* | 
|---|
| 619 | * Render an perspective corrected RGB/RGBA textured triangle. | 
|---|
| 620 | * The Q (aka V in Mesa) coordinate must be zero such that the divide | 
|---|
| 621 | * by interpolated Q/W comes out right. | 
|---|
| 622 | * | 
|---|
| 623 | * XXX (May 15, 1999) this function not used for now because repeating | 
|---|
| 624 | * of negative texture coords not handled correctly!!! | 
|---|
| 625 | */ | 
|---|
| 626 | #if 000 | 
|---|
| 627 | static void persp_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, | 
|---|
| 628 | GLuint v2, GLuint pv ) | 
|---|
| 629 | { | 
|---|
| 630 |  | 
|---|
| 631 | #define INTERP_Z 1 | 
|---|
| 632 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
|---|
| 633 | #define INTERP_RGB 1 | 
|---|
| 634 | #define INTERP_ALPHA 1 | 
|---|
| 635 | #define INTERP_STUV 1 | 
|---|
| 636 | #define SETUP_CODE                                                      \ | 
|---|
| 637 | struct gl_texture_unit *unit = ctx->Texture.Unit+0;                  \ | 
|---|
| 638 | struct gl_texture_object *obj = unit->CurrentD[2];                   \ | 
|---|
| 639 | GLint b = obj->BaseLevel;                                            \ | 
|---|
| 640 | GLfloat twidth = (GLfloat) obj->Image[b]->Width;                     \ | 
|---|
| 641 | GLfloat theight = (GLfloat) obj->Image[b]->Height;                   \ | 
|---|
| 642 | GLint twidth_log2 = obj->Image[b]->WidthLog2;                        \ | 
|---|
| 643 | GLubyte *texture = obj->Image[b]->Data;                              \ | 
|---|
| 644 | GLint smask = (obj->Image[b]->Width - 1);                            \ | 
|---|
| 645 | GLint tmask = (obj->Image[b]->Height - 1);                           \ | 
|---|
| 646 | GLint format = obj->Image[b]->Format;                                \ | 
|---|
| 647 | GLint filter = obj->MinFilter;                                       \ | 
|---|
| 648 | GLint envmode = unit->EnvMode;                                       \ | 
|---|
| 649 | GLfloat sscale, tscale;                                              \ | 
|---|
| 650 | GLint comp, tbytesline, tsize;                                       \ | 
|---|
| 651 | GLfixed er, eg, eb, ea;                                              \ | 
|---|
| 652 | GLint tr, tg, tb, ta;                                                \ | 
|---|
| 653 | if (envmode == GL_BLEND) {                                           \ | 
|---|
| 654 | er = FloatToFixed(unit->EnvColor[0]);                             \ | 
|---|
| 655 | eg = FloatToFixed(unit->EnvColor[1]);                             \ | 
|---|
| 656 | eb = FloatToFixed(unit->EnvColor[2]);                             \ | 
|---|
| 657 | ea = FloatToFixed(unit->EnvColor[3]);                             \ | 
|---|
| 658 | }                                                                    \ | 
|---|
| 659 | switch (format) {                                                    \ | 
|---|
| 660 | case GL_ALPHA:                                                       \ | 
|---|
| 661 | case GL_LUMINANCE:                                                   \ | 
|---|
| 662 | case GL_INTENSITY:                                                   \ | 
|---|
| 663 | comp = 1;                                                         \ | 
|---|
| 664 | break;                                                            \ | 
|---|
| 665 | case GL_LUMINANCE_ALPHA:                                             \ | 
|---|
| 666 | comp = 2;                                                         \ | 
|---|
| 667 | break;                                                            \ | 
|---|
| 668 | case GL_RGB:                                                         \ | 
|---|
| 669 | comp = 3;                                                         \ | 
|---|
| 670 | break;                                                            \ | 
|---|
| 671 | case GL_RGBA:                                                        \ | 
|---|
| 672 | comp = 4;                                                         \ | 
|---|
| 673 | break;                                                            \ | 
|---|
| 674 | default:                                                             \ | 
|---|
| 675 | gl_problem(NULL, "Bad texture format in persp_texture_triangle"); \ | 
|---|
| 676 | return;                                                           \ | 
|---|
| 677 | }                                                                    \ | 
|---|
| 678 | if (filter == GL_NEAREST) {                                          \ | 
|---|
| 679 | sscale = twidth;                                                  \ | 
|---|
| 680 | tscale = theight;                                                 \ | 
|---|
| 681 | }                                                                    \ | 
|---|
| 682 | else {                                                               \ | 
|---|
| 683 | sscale = FIXED_SCALE * twidth;                                    \ | 
|---|
| 684 | tscale = FIXED_SCALE * theight;                                   \ | 
|---|
| 685 | }                                                                    \ | 
|---|
| 686 | tbytesline = obj->Image[b]->Width * comp;                            \ | 
|---|
| 687 | tsize = theight * tbytesline; | 
|---|
| 688 | (void) pv; | 
|---|
| 689 |  | 
|---|
| 690 | #define SPAN1(DO_TEX,COMP)                                 \ | 
|---|
| 691 | for (i=0;i<n;i++) {                                \ | 
|---|
| 692 | GLfloat invQ = 1.0f / vv;                       \ | 
|---|
| 693 | GLint s = (int)(SS * invQ) & smask;             \ | 
|---|
| 694 | GLint t = (int)(TT * invQ) & tmask;             \ | 
|---|
| 695 | GLint pos = COMP * ((t << twidth_log2) + s);    \ | 
|---|
| 696 | GLubyte *tex00 = texture + pos;                 \ | 
|---|
| 697 | zspan[i] = FixedToDepth(ffz);                   \ | 
|---|
| 698 | DO_TEX;                                         \ | 
|---|
| 699 | ffz += fdzdx;                                   \ | 
|---|
| 700 | ffr += fdrdx;                                   \ | 
|---|
| 701 | ffg += fdgdx;                                   \ | 
|---|
| 702 | ffb += fdbdx;                                   \ | 
|---|
| 703 | ffa += fdadx;                                   \ | 
|---|
| 704 | SS += dSdx;                                     \ | 
|---|
| 705 | TT += dTdx;                                     \ | 
|---|
| 706 | vv += dvdx;                                     \ | 
|---|
| 707 | dest += 4;                                      \ | 
|---|
| 708 | } | 
|---|
| 709 |  | 
|---|
| 710 | #define SPAN2(DO_TEX,COMP)                                 \ | 
|---|
| 711 | for (i=0;i<n;i++) {                                \ | 
|---|
| 712 | GLfloat invQ = 1.0f / vv;                       \ | 
|---|
| 713 | GLfixed ffs = (int)(SS * invQ);                 \ | 
|---|
| 714 | GLfixed fft = (int)(TT * invQ);                 \ | 
|---|
| 715 | GLint s = FixedToInt(ffs) & smask;              \ | 
|---|
| 716 | GLint t = FixedToInt(fft) & tmask;              \ | 
|---|
| 717 | GLint sf = ffs & FIXED_FRAC_MASK;               \ | 
|---|
| 718 | GLint tf = fft & FIXED_FRAC_MASK;               \ | 
|---|
| 719 | GLint si = FIXED_FRAC_MASK - sf;                \ | 
|---|
| 720 | GLint ti = FIXED_FRAC_MASK - tf;                \ | 
|---|
| 721 | GLint pos = COMP * ((t << twidth_log2) + s);    \ | 
|---|
| 722 | GLubyte *tex00 = texture + pos;                 \ | 
|---|
| 723 | GLubyte *tex10 = tex00 + tbytesline;            \ | 
|---|
| 724 | GLubyte *tex01 = tex00 + COMP;                  \ | 
|---|
| 725 | GLubyte *tex11 = tex10 + COMP;                  \ | 
|---|
| 726 | if (t == tmask) {                               \ | 
|---|
| 727 | tex10 -= tsize;                              \ | 
|---|
| 728 | tex11 -= tsize;                              \ | 
|---|
| 729 | }                                               \ | 
|---|
| 730 | if (s == smask) {                               \ | 
|---|
| 731 | tex01 -= tbytesline;                         \ | 
|---|
| 732 | tex11 -= tbytesline;                         \ | 
|---|
| 733 | }                                               \ | 
|---|
| 734 | zspan[i] = FixedToDepth(ffz);                   \ | 
|---|
| 735 | DO_TEX;                                         \ | 
|---|
| 736 | ffz += fdzdx;                                   \ | 
|---|
| 737 | ffr += fdrdx;                                   \ | 
|---|
| 738 | ffg += fdgdx;                                   \ | 
|---|
| 739 | ffb += fdbdx;                                   \ | 
|---|
| 740 | ffa += fdadx;                                   \ | 
|---|
| 741 | SS += dSdx;                                     \ | 
|---|
| 742 | TT += dTdx;                                     \ | 
|---|
| 743 | vv += dvdx;                                     \ | 
|---|
| 744 | dest += 4;                                      \ | 
|---|
| 745 | } | 
|---|
| 746 |  | 
|---|
| 747 | #define INNER_LOOP( LEFT, RIGHT, Y )                       \ | 
|---|
| 748 | {                                                  \ | 
|---|
| 749 | GLint i, n = RIGHT-LEFT;                        \ | 
|---|
| 750 | GLdepth zspan[MAX_WIDTH];                       \ | 
|---|
| 751 | GLubyte rgba[MAX_WIDTH][4];                     \ | 
|---|
| 752 | (void)uu; /* please GCC */                      \ | 
|---|
| 753 | if (n>0) {                                      \ | 
|---|
| 754 | GLfloat SS = ss * sscale;                    \ | 
|---|
| 755 | GLfloat TT = tt * tscale;                    \ | 
|---|
| 756 | GLfloat dSdx = dsdx * sscale;                \ | 
|---|
| 757 | GLfloat dTdx = dtdx * tscale;                \ | 
|---|
| 758 | GLubyte *dest = rgba[0];                     \ | 
|---|
| 759 | switch (filter) {                            \ | 
|---|
| 760 | case GL_NEAREST:                             \ | 
|---|
| 761 | switch (format) {                         \ | 
|---|
| 762 | case GL_RGB:                              \ | 
|---|
| 763 | switch (envmode) {                     \ | 
|---|
| 764 | case GL_MODULATE:                      \ | 
|---|
| 765 | SPAN1(NEAREST_RGB;MODULATE,3);      \ | 
|---|
| 766 | break;                              \ | 
|---|
| 767 | case GL_DECAL:                         \ | 
|---|
| 768 | case GL_REPLACE:                       \ | 
|---|
| 769 | SPAN1(NEAREST_RGB_REPLACE,3);       \ | 
|---|
| 770 | break;                              \ | 
|---|
| 771 | case GL_BLEND:                         \ | 
|---|
| 772 | SPAN1(NEAREST_RGB;BLEND,3);         \ | 
|---|
| 773 | break;                              \ | 
|---|
| 774 | default: /* unexpected env mode */     \ | 
|---|
| 775 | ABORT();                            \ | 
|---|
| 776 | }                                      \ | 
|---|
| 777 | break;                                 \ | 
|---|
| 778 | case GL_RGBA:                             \ | 
|---|
| 779 | switch(envmode) {                      \ | 
|---|
| 780 | case GL_MODULATE:                      \ | 
|---|
| 781 | SPAN1(NEAREST_RGBA;MODULATE,4);     \ | 
|---|
| 782 | break;                              \ | 
|---|
| 783 | case GL_DECAL:                         \ | 
|---|
| 784 | SPAN1(NEAREST_RGBA;DECAL,4);        \ | 
|---|
| 785 | break;                              \ | 
|---|
| 786 | case GL_BLEND:                         \ | 
|---|
| 787 | SPAN1(NEAREST_RGBA;BLEND,4);        \ | 
|---|
| 788 | break;                              \ | 
|---|
| 789 | case GL_REPLACE:                       \ | 
|---|
| 790 | SPAN1(NEAREST_RGBA_REPLACE,4);      \ | 
|---|
| 791 | break;                              \ | 
|---|
| 792 | default: /* unexpected env mode */     \ | 
|---|
| 793 | ABORT();                            \ | 
|---|
| 794 | }                                      \ | 
|---|
| 795 | break;                                 \ | 
|---|
| 796 | }                                         \ | 
|---|
| 797 | break;                                    \ | 
|---|
| 798 | case GL_LINEAR:                              \ | 
|---|
| 799 | SS -= 0.5f * FIXED_SCALE * vv;            \ | 
|---|
| 800 | TT -= 0.5f * FIXED_SCALE * vv;            \ | 
|---|
| 801 | switch (format) {                         \ | 
|---|
| 802 | case GL_RGB:                              \ | 
|---|
| 803 | switch (envmode) {                     \ | 
|---|
| 804 | case GL_MODULATE:                      \ | 
|---|
| 805 | SPAN2(LINEAR_RGB;MODULATE,3);       \ | 
|---|
| 806 | break;                              \ | 
|---|
| 807 | case GL_DECAL:                         \ | 
|---|
| 808 | case GL_REPLACE:                       \ | 
|---|
| 809 | SPAN2(LINEAR_RGB;REPLACE,3);        \ | 
|---|
| 810 | break;                              \ | 
|---|
| 811 | case GL_BLEND:                         \ | 
|---|
| 812 | SPAN2(LINEAR_RGB;BLEND,3);          \ | 
|---|
| 813 | break;                              \ | 
|---|
| 814 | default: /* unexpected env mode */     \ | 
|---|
| 815 | ABORT();                            \ | 
|---|
| 816 | }                                      \ | 
|---|
| 817 | break;                                 \ | 
|---|
| 818 | case GL_RGBA:                             \ | 
|---|
| 819 | switch (envmode) {                     \ | 
|---|
| 820 | case GL_MODULATE:                      \ | 
|---|
| 821 | SPAN2(LINEAR_RGBA;MODULATE,4);      \ | 
|---|
| 822 | break;                              \ | 
|---|
| 823 | case GL_DECAL:                         \ | 
|---|
| 824 | SPAN2(LINEAR_RGBA;DECAL,4);         \ | 
|---|
| 825 | break;                              \ | 
|---|
| 826 | case GL_BLEND:                         \ | 
|---|
| 827 | SPAN2(LINEAR_RGBA;BLEND,4);         \ | 
|---|
| 828 | break;                              \ | 
|---|
| 829 | case GL_REPLACE:                       \ | 
|---|
| 830 | SPAN2(LINEAR_RGBA;REPLACE,4);       \ | 
|---|
| 831 | break;                              \ | 
|---|
| 832 | default: /* unexpected env mode */     \ | 
|---|
| 833 | ABORT();                            \ | 
|---|
| 834 | }                                      \ | 
|---|
| 835 | break;                                 \ | 
|---|
| 836 | }                                         \ | 
|---|
| 837 | break;                                    \ | 
|---|
| 838 | }                                            \ | 
|---|
| 839 | gl_write_rgba_span( ctx, n, LEFT, Y, zspan,  \ | 
|---|
| 840 | rgba, GL_POLYGON );      \ | 
|---|
| 841 | ffr = ffg = ffb = ffa = 0;                   \ | 
|---|
| 842 | }                                               \ | 
|---|
| 843 | } | 
|---|
| 844 |  | 
|---|
| 845 |  | 
|---|
| 846 | #include "tritemp.h" | 
|---|
| 847 | #undef SPAN1 | 
|---|
| 848 | #undef SPAN2 | 
|---|
| 849 | } | 
|---|
| 850 | #endif | 
|---|
| 851 |  | 
|---|
| 852 |  | 
|---|
| 853 |  | 
|---|
| 854 | /* | 
|---|
| 855 | * Render a smooth-shaded, textured, RGBA triangle. | 
|---|
| 856 | * Interpolate S,T,U with perspective correction, w/out mipmapping. | 
|---|
| 857 | * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because | 
|---|
| 858 | * R is already used for red. | 
|---|
| 859 | */ | 
|---|
| 860 | static void general_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1, | 
|---|
| 861 | GLuint v2, GLuint pv ) | 
|---|
| 862 | { | 
|---|
| 863 | #define INTERP_Z 1 | 
|---|
| 864 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
|---|
| 865 | #define INTERP_RGB 1 | 
|---|
| 866 | #define INTERP_ALPHA 1 | 
|---|
| 867 | #define INTERP_STUV 1 | 
|---|
| 868 | #define SETUP_CODE                                              \ | 
|---|
| 869 | GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);     \ | 
|---|
| 870 | GLint r, g, b, a;                                            \ | 
|---|
| 871 | if (flat_shade) {                                            \ | 
|---|
| 872 | r = VB->ColorPtr->data[pv][0];                            \ | 
|---|
| 873 | g = VB->ColorPtr->data[pv][1];                            \ | 
|---|
| 874 | b = VB->ColorPtr->data[pv][2];                            \ | 
|---|
| 875 | a = VB->ColorPtr->data[pv][3];                            \ | 
|---|
| 876 | } | 
|---|
| 877 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
|---|
| 878 | {                                                       \ | 
|---|
| 879 | GLint i, n = RIGHT-LEFT;                             \ | 
|---|
| 880 | GLdepth zspan[MAX_WIDTH];                            \ | 
|---|
| 881 | GLubyte rgba[MAX_WIDTH][4];                          \ | 
|---|
| 882 | GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];    \ | 
|---|
| 883 | if (n>0) {                                           \ | 
|---|
| 884 | if (flat_shade) {                                 \ | 
|---|
| 885 | for (i=0;i<n;i++) {                            \ | 
|---|
| 886 | GLdouble invQ = 1.0 / vv;                   \ | 
|---|
| 887 | zspan[i] = FixedToDepth(ffz);               \ | 
|---|
| 888 | rgba[i][RCOMP] = r;                         \ | 
|---|
| 889 | rgba[i][GCOMP] = g;                         \ | 
|---|
| 890 | rgba[i][BCOMP] = b;                         \ | 
|---|
| 891 | rgba[i][ACOMP] = a;                         \ | 
|---|
| 892 | s[i] = ss*invQ;                             \ | 
|---|
| 893 | t[i] = tt*invQ;                             \ | 
|---|
| 894 | u[i] = uu*invQ;                             \ | 
|---|
| 895 | ffz += fdzdx;                               \ | 
|---|
| 896 | ss += dsdx;                                 \ | 
|---|
| 897 | tt += dtdx;                                 \ | 
|---|
| 898 | uu += dudx;                                 \ | 
|---|
| 899 | vv += dvdx;                                 \ | 
|---|
| 900 | }                                              \ | 
|---|
| 901 | }                                                 \ | 
|---|
| 902 | else {                                            \ | 
|---|
| 903 | for (i=0;i<n;i++) {                            \ | 
|---|
| 904 | GLdouble invQ = 1.0 / vv;                   \ | 
|---|
| 905 | zspan[i] = FixedToDepth(ffz);               \ | 
|---|
| 906 | rgba[i][RCOMP] = FixedToInt(ffr);           \ | 
|---|
| 907 | rgba[i][GCOMP] = FixedToInt(ffg);           \ | 
|---|
| 908 | rgba[i][BCOMP] = FixedToInt(ffb);           \ | 
|---|
| 909 | rgba[i][ACOMP] = FixedToInt(ffa);           \ | 
|---|
| 910 | s[i] = ss*invQ;                             \ | 
|---|
| 911 | t[i] = tt*invQ;                             \ | 
|---|
| 912 | u[i] = uu*invQ;                             \ | 
|---|
| 913 | ffz += fdzdx;                               \ | 
|---|
| 914 | ffr += fdrdx;                               \ | 
|---|
| 915 | ffg += fdgdx;                               \ | 
|---|
| 916 | ffb += fdbdx;                               \ | 
|---|
| 917 | ffa += fdadx;                               \ | 
|---|
| 918 | ss += dsdx;                                 \ | 
|---|
| 919 | tt += dtdx;                                 \ | 
|---|
| 920 | uu += dudx;                                 \ | 
|---|
| 921 | vv += dvdx;                                 \ | 
|---|
| 922 | }                                              \ | 
|---|
| 923 | }                                                 \ | 
|---|
| 924 | gl_write_texture_span( ctx, n, LEFT, Y, zspan,    \ | 
|---|
| 925 | s, t, u, NULL,             \ | 
|---|
| 926 | rgba, \ | 
|---|
| 927 | NULL, GL_POLYGON );        \ | 
|---|
| 928 | }                                                    \ | 
|---|
| 929 | } | 
|---|
| 930 |  | 
|---|
| 931 | #include "tritemp.h" | 
|---|
| 932 | } | 
|---|
| 933 |  | 
|---|
| 934 |  | 
|---|
| 935 | /* | 
|---|
| 936 | * Render a smooth-shaded, textured, RGBA triangle with separate specular | 
|---|
| 937 | * color interpolation. | 
|---|
| 938 | * Interpolate S,T,U with perspective correction, w/out mipmapping. | 
|---|
| 939 | * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because | 
|---|
| 940 | * R is already used for red. | 
|---|
| 941 | */ | 
|---|
| 942 | static void general_textured_spec_triangle1( GLcontext *ctx, GLuint v0, | 
|---|
| 943 | GLuint v1, GLuint v2, GLuint pv, | 
|---|
| 944 | GLdepth zspan[MAX_WIDTH], | 
|---|
| 945 | GLubyte rgba[MAX_WIDTH][4], | 
|---|
| 946 | GLubyte spec[MAX_WIDTH][4] ) | 
|---|
| 947 | { | 
|---|
| 948 | #define INTERP_Z 1 | 
|---|
| 949 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
|---|
| 950 | #define INTERP_RGB 1 | 
|---|
| 951 | #define INTERP_SPEC 1 | 
|---|
| 952 | #define INTERP_ALPHA 1 | 
|---|
| 953 | #define INTERP_STUV 1 | 
|---|
| 954 | #define SETUP_CODE                                              \ | 
|---|
| 955 | GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);     \ | 
|---|
| 956 | GLint r, g, b, a, sr, sg, sb;                                \ | 
|---|
| 957 | if (flat_shade) {                                            \ | 
|---|
| 958 | r = VB->ColorPtr->data[pv][0];                            \ | 
|---|
| 959 | g = VB->ColorPtr->data[pv][1];                            \ | 
|---|
| 960 | b = VB->ColorPtr->data[pv][2];                            \ | 
|---|
| 961 | a = VB->ColorPtr->data[pv][3];                            \ | 
|---|
| 962 | sr = VB->Specular[pv][0];                                 \ | 
|---|
| 963 | sg = VB->Specular[pv][1];                                 \ | 
|---|
| 964 | sb = VB->Specular[pv][2];                                 \ | 
|---|
| 965 | } | 
|---|
| 966 | #define INNER_LOOP( LEFT, RIGHT, Y )                            \ | 
|---|
| 967 | {                                                       \ | 
|---|
| 968 | GLint i, n = RIGHT-LEFT;                             \ | 
|---|
| 969 | GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];    \ | 
|---|
| 970 | if (n>0) {                                           \ | 
|---|
| 971 | if (flat_shade) {                                 \ | 
|---|
| 972 | for (i=0;i<n;i++) {                            \ | 
|---|
| 973 | GLdouble invQ = 1.0 / vv;                   \ | 
|---|
| 974 | zspan[i] = FixedToDepth(ffz);               \ | 
|---|
| 975 | rgba[i][RCOMP] = r;                         \ | 
|---|
| 976 | rgba[i][GCOMP] = g;                         \ | 
|---|
| 977 | rgba[i][BCOMP] = b;                         \ | 
|---|
| 978 | rgba[i][ACOMP] = a;                         \ | 
|---|
| 979 | spec[i][RCOMP] = sr;                        \ | 
|---|
| 980 | spec[i][GCOMP] = sg;                        \ | 
|---|
| 981 | spec[i][BCOMP] = sb;                        \ | 
|---|
| 982 | s[i] = ss*invQ;                             \ | 
|---|
| 983 | t[i] = tt*invQ;                             \ | 
|---|
| 984 | u[i] = uu*invQ;                             \ | 
|---|
| 985 | ffz += fdzdx;                               \ | 
|---|
| 986 | ss += dsdx;                                 \ | 
|---|
| 987 | tt += dtdx;                                 \ | 
|---|
| 988 | uu += dudx;                                 \ | 
|---|
| 989 | vv += dvdx;                                 \ | 
|---|
| 990 | }                                              \ | 
|---|
| 991 | }                                                 \ | 
|---|
| 992 | else {                                            \ | 
|---|
| 993 | for (i=0;i<n;i++) {                            \ | 
|---|
| 994 | GLdouble invQ = 1.0 / vv;                   \ | 
|---|
| 995 | zspan[i] = FixedToDepth(ffz);               \ | 
|---|
| 996 | rgba[i][RCOMP] = FixedToInt(ffr);           \ | 
|---|
| 997 | rgba[i][GCOMP] = FixedToInt(ffg);           \ | 
|---|
| 998 | rgba[i][BCOMP] = FixedToInt(ffb);           \ | 
|---|
| 999 | rgba[i][ACOMP] = FixedToInt(ffa);           \ | 
|---|
| 1000 | spec[i][RCOMP] = FixedToInt(ffsr);          \ | 
|---|
| 1001 | spec[i][GCOMP] = FixedToInt(ffsg);          \ | 
|---|
| 1002 | spec[i][BCOMP] = FixedToInt(ffsb);          \ | 
|---|
| 1003 | s[i] = ss*invQ;                             \ | 
|---|
| 1004 | t[i] = tt*invQ;                             \ | 
|---|
| 1005 | u[i] = uu*invQ;                             \ | 
|---|
| 1006 | ffz += fdzdx;                               \ | 
|---|
| 1007 | ffr += fdrdx;                               \ | 
|---|
| 1008 | ffg += fdgdx;                               \ | 
|---|
| 1009 | ffb += fdbdx;                               \ | 
|---|
| 1010 | ffa += fdadx;                               \ | 
|---|
| 1011 | ffsr += fdsrdx;                             \ | 
|---|
| 1012 | ffsg += fdsgdx;                             \ | 
|---|
| 1013 | ffsb += fdsbdx;                             \ | 
|---|
| 1014 | ss += dsdx;                                 \ | 
|---|
| 1015 | tt += dtdx;                                 \ | 
|---|
| 1016 | uu += dudx;                                 \ | 
|---|
| 1017 | vv += dvdx;                                 \ | 
|---|
| 1018 | }                                              \ | 
|---|
| 1019 | }                                                 \ | 
|---|
| 1020 | gl_write_texture_span( ctx, n, LEFT, Y, zspan,    \ | 
|---|
| 1021 | s, t, u, NULL, rgba,         \ | 
|---|
| 1022 | (const GLubyte (*)[4]) spec, \ | 
|---|
| 1023 | GL_POLYGON );                \ | 
|---|
| 1024 | }                                                    \ | 
|---|
| 1025 | } | 
|---|
| 1026 |  | 
|---|
| 1027 | #include "tritemp.h" | 
|---|
| 1028 | } | 
|---|
| 1029 |  | 
|---|
| 1030 |  | 
|---|
| 1031 |  | 
|---|
| 1032 | /* | 
|---|
| 1033 | * Compute the lambda value for a fragment. (texture level of detail) | 
|---|
| 1034 | */ | 
|---|
| 1035 | static GLfloat | 
|---|
| 1036 | compute_lambda( GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, | 
|---|
| 1037 | GLfloat invQ, GLfloat width, GLfloat height ) | 
|---|
| 1038 | { | 
|---|
| 1039 | GLfloat dudx = dsdx * invQ * width; | 
|---|
| 1040 | GLfloat dudy = dsdy * invQ * width; | 
|---|
| 1041 | GLfloat dvdx = dtdx * invQ * height; | 
|---|
| 1042 | GLfloat dvdy = dtdy * invQ * height; | 
|---|
| 1043 | GLfloat r1 = dudx * dudx + dudy * dudy; | 
|---|
| 1044 | GLfloat r2 = dvdx * dvdx + dvdy * dvdy; | 
|---|
| 1045 | GLfloat rho2 = r1 + r2;             /* used to be:  rho2 = MAX2(r1,r2); */ | 
|---|
| 1046 | /* return log base 2 of rho */ | 
|---|
| 1047 | return log(rho2) * 1.442695 * 0.5;                /* 1.442695 = 1/log(2)*/ | 
|---|
| 1048 | } | 
|---|
| 1049 |  | 
|---|
| 1050 |  | 
|---|
| 1051 | /* | 
|---|
| 1052 | * Render a smooth-shaded, textured, RGBA triangle. | 
|---|
| 1053 | * Interpolate S,T,U with perspective correction and compute lambda for | 
|---|
| 1054 | * each fragment.  Lambda is used to determine whether to use the | 
|---|
| 1055 | * minification or magnification filter.  If minification and using | 
|---|
| 1056 | * mipmaps, lambda is also used to select the texture level of detail. | 
|---|
| 1057 | */ | 
|---|
| 1058 | static void lambda_textured_triangle1( GLcontext *ctx, GLuint v0, GLuint v1, | 
|---|
| 1059 | GLuint v2, GLuint pv, | 
|---|
| 1060 | GLfloat s[MAX_WIDTH], | 
|---|
| 1061 | GLfloat t[MAX_WIDTH], | 
|---|
| 1062 | GLfloat u[MAX_WIDTH] ) | 
|---|
| 1063 | { | 
|---|
| 1064 | #define INTERP_Z 1 | 
|---|
| 1065 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
|---|
| 1066 | #define INTERP_RGB 1 | 
|---|
| 1067 | #define INTERP_ALPHA 1 | 
|---|
| 1068 | #define INTERP_STUV 1 | 
|---|
| 1069 |  | 
|---|
| 1070 | #define SETUP_CODE                                                      \ | 
|---|
| 1071 | const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current;  \ | 
|---|
| 1072 | const GLint baseLevel = obj->BaseLevel;                              \ | 
|---|
| 1073 | const struct gl_texture_image *texImage = obj->Image[baseLevel];     \ | 
|---|
| 1074 | const GLfloat twidth = (GLfloat) texImage->Width;                    \ | 
|---|
| 1075 | const GLfloat theight = (GLfloat) texImage->Height;                  \ | 
|---|
| 1076 | const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);       \ | 
|---|
| 1077 | GLint r, g, b, a;                                                    \ | 
|---|
| 1078 | if (flat_shade) {                                                    \ | 
|---|
| 1079 | r = VB->ColorPtr->data[pv][0];                                    \ | 
|---|
| 1080 | g = VB->ColorPtr->data[pv][1];                                    \ | 
|---|
| 1081 | b = VB->ColorPtr->data[pv][2];                                    \ | 
|---|
| 1082 | a = VB->ColorPtr->data[pv][3];                                    \ | 
|---|
| 1083 | } | 
|---|
| 1084 |  | 
|---|
| 1085 | #define INNER_LOOP( LEFT, RIGHT, Y )                                    \ | 
|---|
| 1086 | {                                                               \ | 
|---|
| 1087 | GLint i, n = RIGHT-LEFT;                                     \ | 
|---|
| 1088 | GLdepth zspan[MAX_WIDTH];                                    \ | 
|---|
| 1089 | GLubyte rgba[MAX_WIDTH][4];                                  \ | 
|---|
| 1090 | GLfloat lambda[MAX_WIDTH];                                   \ | 
|---|
| 1091 | if (n>0) {                                                   \ | 
|---|
| 1092 | if (flat_shade) {                                         \ | 
|---|
| 1093 | for (i=0;i<n;i++) {                                    \ | 
|---|
| 1094 | GLdouble invQ = 1.0 / vv;                           \ | 
|---|
| 1095 | zspan[i] = FixedToDepth(ffz);                       \ | 
|---|
| 1096 | rgba[i][RCOMP] = r;                                 \ | 
|---|
| 1097 | rgba[i][GCOMP] = g;                                 \ | 
|---|
| 1098 | rgba[i][BCOMP] = b;                                 \ | 
|---|
| 1099 | rgba[i][ACOMP] = a;                                 \ | 
|---|
| 1100 | s[i] = ss*invQ;                                     \ | 
|---|
| 1101 | t[i] = tt*invQ;                                     \ | 
|---|
| 1102 | u[i] = uu*invQ;                                     \ | 
|---|
| 1103 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ | 
|---|
| 1104 | invQ, twidth, theight );\ | 
|---|
| 1105 | ffz += fdzdx;                                       \ | 
|---|
| 1106 | ss += dsdx;                                         \ | 
|---|
| 1107 | tt += dtdx;                                         \ | 
|---|
| 1108 | uu += dudx;                                         \ | 
|---|
| 1109 | vv += dvdx;                                         \ | 
|---|
| 1110 | }                                                      \ | 
|---|
| 1111 | }                                                         \ | 
|---|
| 1112 | else {                                                    \ | 
|---|
| 1113 | for (i=0;i<n;i++) {                                    \ | 
|---|
| 1114 | GLdouble invQ = 1.0 / vv;                           \ | 
|---|
| 1115 | zspan[i] = FixedToDepth(ffz);                       \ | 
|---|
| 1116 | rgba[i][RCOMP] = FixedToInt(ffr);                   \ | 
|---|
| 1117 | rgba[i][GCOMP] = FixedToInt(ffg);                   \ | 
|---|
| 1118 | rgba[i][BCOMP] = FixedToInt(ffb);                   \ | 
|---|
| 1119 | rgba[i][ACOMP] = FixedToInt(ffa);                   \ | 
|---|
| 1120 | s[i] = ss*invQ;                                     \ | 
|---|
| 1121 | t[i] = tt*invQ;                                     \ | 
|---|
| 1122 | u[i] = uu*invQ;                                     \ | 
|---|
| 1123 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ | 
|---|
| 1124 | invQ, twidth, theight );\ | 
|---|
| 1125 | ffz += fdzdx;                                       \ | 
|---|
| 1126 | ffr += fdrdx;                                       \ | 
|---|
| 1127 | ffg += fdgdx;                                       \ | 
|---|
| 1128 | ffb += fdbdx;                                       \ | 
|---|
| 1129 | ffa += fdadx;                                       \ | 
|---|
| 1130 | ss += dsdx;                                         \ | 
|---|
| 1131 | tt += dtdx;                                         \ | 
|---|
| 1132 | uu += dudx;                                         \ | 
|---|
| 1133 | vv += dvdx;                                         \ | 
|---|
| 1134 | }                                                      \ | 
|---|
| 1135 | }                                                         \ | 
|---|
| 1136 | gl_write_texture_span( ctx, n, LEFT, Y, zspan,            \ | 
|---|
| 1137 | s, t, u, lambda,                   \ | 
|---|
| 1138 | rgba, NULL, GL_POLYGON );          \ | 
|---|
| 1139 | }                                                            \ | 
|---|
| 1140 | } | 
|---|
| 1141 |  | 
|---|
| 1142 | #include "tritemp.h" | 
|---|
| 1143 | } | 
|---|
| 1144 |  | 
|---|
| 1145 |  | 
|---|
| 1146 | /* | 
|---|
| 1147 | * Render a smooth-shaded, textured, RGBA triangle with separate specular | 
|---|
| 1148 | * interpolation. | 
|---|
| 1149 | * Interpolate S,T,U with perspective correction and compute lambda for | 
|---|
| 1150 | * each fragment.  Lambda is used to determine whether to use the | 
|---|
| 1151 | * minification or magnification filter.  If minification and using | 
|---|
| 1152 | * mipmaps, lambda is also used to select the texture level of detail. | 
|---|
| 1153 | */ | 
|---|
| 1154 | static void lambda_textured_spec_triangle1( GLcontext *ctx, GLuint v0, | 
|---|
| 1155 | GLuint v1, GLuint v2, GLuint pv, | 
|---|
| 1156 | GLfloat s[MAX_WIDTH], | 
|---|
| 1157 | GLfloat t[MAX_WIDTH], | 
|---|
| 1158 | GLfloat u[MAX_WIDTH] ) | 
|---|
| 1159 | { | 
|---|
| 1160 | #define INTERP_Z 1 | 
|---|
| 1161 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
|---|
| 1162 | #define INTERP_RGB 1 | 
|---|
| 1163 | #define INTERP_SPEC 1 | 
|---|
| 1164 | #define INTERP_ALPHA 1 | 
|---|
| 1165 | #define INTERP_STUV 1 | 
|---|
| 1166 |  | 
|---|
| 1167 | #define SETUP_CODE                                                      \ | 
|---|
| 1168 | const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current;  \ | 
|---|
| 1169 | const GLint baseLevel = obj->BaseLevel;                              \ | 
|---|
| 1170 | const struct gl_texture_image *texImage = obj->Image[baseLevel];     \ | 
|---|
| 1171 | const GLfloat twidth = (GLfloat) texImage->Width;                    \ | 
|---|
| 1172 | const GLfloat theight = (GLfloat) texImage->Height;                  \ | 
|---|
| 1173 | const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);       \ | 
|---|
| 1174 | GLint r, g, b, a, sr, sg, sb;                                        \ | 
|---|
| 1175 | if (flat_shade) {                                                    \ | 
|---|
| 1176 | r = VB->ColorPtr->data[pv][0];                                    \ | 
|---|
| 1177 | g = VB->ColorPtr->data[pv][1];                                    \ | 
|---|
| 1178 | b = VB->ColorPtr->data[pv][2];                                    \ | 
|---|
| 1179 | a = VB->ColorPtr->data[pv][3];                                    \ | 
|---|
| 1180 | sr = VB->Specular[pv][0];                                         \ | 
|---|
| 1181 | sg = VB->Specular[pv][1];                                         \ | 
|---|
| 1182 | sb = VB->Specular[pv][2];                                         \ | 
|---|
| 1183 | } | 
|---|
| 1184 |  | 
|---|
| 1185 | #define INNER_LOOP( LEFT, RIGHT, Y )                                    \ | 
|---|
| 1186 | {                                                               \ | 
|---|
| 1187 | GLint i, n = RIGHT-LEFT;                                     \ | 
|---|
| 1188 | GLdepth zspan[MAX_WIDTH];                                    \ | 
|---|
| 1189 | GLubyte spec[MAX_WIDTH][4];                                  \ | 
|---|
| 1190 | GLubyte rgba[MAX_WIDTH][4];                                  \ | 
|---|
| 1191 | GLfloat lambda[MAX_WIDTH];                                   \ | 
|---|
| 1192 | if (n>0) {                                                   \ | 
|---|
| 1193 | if (flat_shade) {                                         \ | 
|---|
| 1194 | for (i=0;i<n;i++) {                                    \ | 
|---|
| 1195 | GLdouble invQ = 1.0 / vv;                           \ | 
|---|
| 1196 | zspan[i] = FixedToDepth(ffz);                       \ | 
|---|
| 1197 | rgba[i][RCOMP] = r;                                 \ | 
|---|
| 1198 | rgba[i][GCOMP] = g;                                 \ | 
|---|
| 1199 | rgba[i][BCOMP] = b;                                 \ | 
|---|
| 1200 | rgba[i][ACOMP] = a;                                 \ | 
|---|
| 1201 | spec[i][RCOMP] = sr;                                \ | 
|---|
| 1202 | spec[i][GCOMP] = sg;                                \ | 
|---|
| 1203 | spec[i][BCOMP] = sb;                                \ | 
|---|
| 1204 | s[i] = ss*invQ;                                     \ | 
|---|
| 1205 | t[i] = tt*invQ;                                     \ | 
|---|
| 1206 | u[i] = uu*invQ;                                     \ | 
|---|
| 1207 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ | 
|---|
| 1208 | invQ, twidth, theight );\ | 
|---|
| 1209 | ffz += fdzdx;                                       \ | 
|---|
| 1210 | ss += dsdx;                                         \ | 
|---|
| 1211 | tt += dtdx;                                         \ | 
|---|
| 1212 | uu += dudx;                                         \ | 
|---|
| 1213 | vv += dvdx;                                         \ | 
|---|
| 1214 | }                                                      \ | 
|---|
| 1215 | }                                                         \ | 
|---|
| 1216 | else {                                                    \ | 
|---|
| 1217 | for (i=0;i<n;i++) {                                    \ | 
|---|
| 1218 | GLdouble invQ = 1.0 / vv;                           \ | 
|---|
| 1219 | zspan[i] = FixedToDepth(ffz);                       \ | 
|---|
| 1220 | rgba[i][RCOMP] = FixedToInt(ffr);                   \ | 
|---|
| 1221 | rgba[i][GCOMP] = FixedToInt(ffg);                   \ | 
|---|
| 1222 | rgba[i][BCOMP] = FixedToInt(ffb);                   \ | 
|---|
| 1223 | rgba[i][ACOMP] = FixedToInt(ffa);                   \ | 
|---|
| 1224 | spec[i][RCOMP] = FixedToInt(ffsr);                  \ | 
|---|
| 1225 | spec[i][GCOMP] = FixedToInt(ffsg);                  \ | 
|---|
| 1226 | spec[i][BCOMP] = FixedToInt(ffsb);                  \ | 
|---|
| 1227 | s[i] = ss*invQ;                                     \ | 
|---|
| 1228 | t[i] = tt*invQ;                                     \ | 
|---|
| 1229 | u[i] = uu*invQ;                                     \ | 
|---|
| 1230 | lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \ | 
|---|
| 1231 | invQ, twidth, theight );\ | 
|---|
| 1232 | ffz += fdzdx;                                       \ | 
|---|
| 1233 | ffr += fdrdx;                                       \ | 
|---|
| 1234 | ffg += fdgdx;                                       \ | 
|---|
| 1235 | ffb += fdbdx;                                       \ | 
|---|
| 1236 | ffa += fdadx;                                       \ | 
|---|
| 1237 | ffsr += fdsrdx;                                     \ | 
|---|
| 1238 | ffsg += fdsgdx;                                     \ | 
|---|
| 1239 | ffsb += fdsbdx;                                     \ | 
|---|
| 1240 | ss += dsdx;                                         \ | 
|---|
| 1241 | tt += dtdx;                                         \ | 
|---|
| 1242 | uu += dudx;                                         \ | 
|---|
| 1243 | vv += dvdx;                                         \ | 
|---|
| 1244 | }                                                      \ | 
|---|
| 1245 | }                                                         \ | 
|---|
| 1246 | gl_write_texture_span( ctx, n, LEFT, Y, zspan,            \ | 
|---|
| 1247 | s, t, u, lambda,                   \ | 
|---|
| 1248 | rgba, (const GLubyte (*)[4]) spec, \ | 
|---|
| 1249 | GL_POLYGON );                      \ | 
|---|
| 1250 | }                                                            \ | 
|---|
| 1251 | } | 
|---|
| 1252 |  | 
|---|
| 1253 | #include "tritemp.h" | 
|---|
| 1254 | } | 
|---|
| 1255 |  | 
|---|
| 1256 |  | 
|---|
| 1257 | /* | 
|---|
| 1258 | * This is the big one! | 
|---|
| 1259 | * Interpolate Z, RGB, Alpha, and two sets of texture coordinates. | 
|---|
| 1260 | * Yup, it's slow. | 
|---|
| 1261 | */ | 
|---|
| 1262 | static void lambda_multitextured_triangle1( GLcontext *ctx, GLuint v0, | 
|---|
| 1263 | GLuint v1, GLuint v2, GLuint pv, | 
|---|
| 1264 | GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH], | 
|---|
| 1265 | GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH], | 
|---|
| 1266 | GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH] | 
|---|
| 1267 | ) | 
|---|
| 1268 | { | 
|---|
| 1269 | GLubyte rgba[MAX_WIDTH][4]; | 
|---|
| 1270 | #define INTERP_Z 1 | 
|---|
| 1271 | #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | 
|---|
| 1272 | #define INTERP_RGB 1 | 
|---|
| 1273 | #define INTERP_ALPHA 1 | 
|---|
| 1274 | #define INTERP_STUV 1 | 
|---|
| 1275 | #define INTERP_STUV1 1 | 
|---|
| 1276 |  | 
|---|
| 1277 | #define SETUP_CODE                                                      \ | 
|---|
| 1278 | const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current; \ | 
|---|
| 1279 | const GLint baseLevel0 = obj0->BaseLevel;                            \ | 
|---|
| 1280 | const struct gl_texture_image *texImage0 = obj0->Image[baseLevel0];  \ | 
|---|
| 1281 | const GLfloat twidth0 = (GLfloat) texImage0->Width;                  \ | 
|---|
| 1282 | const GLfloat theight0 = (GLfloat) texImage0->Height;                \ | 
|---|
| 1283 | const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current; \ | 
|---|
| 1284 | const GLint baseLevel1 = obj1->BaseLevel;                            \ | 
|---|
| 1285 | const struct gl_texture_image *texImage1 = obj1->Image[baseLevel1];  \ | 
|---|
| 1286 | const GLfloat twidth1 = (GLfloat) texImage1->Width;                  \ | 
|---|
| 1287 | const GLfloat theight1 = (GLfloat) texImage1->Height;                \ | 
|---|
| 1288 | const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT);       \ | 
|---|
| 1289 | GLint r, g, b, a;                                                    \ | 
|---|
| 1290 | if (flat_shade) {                                                    \ | 
|---|
| 1291 | r = VB->ColorPtr->data[pv][0];                                    \ | 
|---|
| 1292 | g = VB->ColorPtr->data[pv][1];                                    \ | 
|---|
| 1293 | b = VB->ColorPtr->data[pv][2];                                    \ | 
|---|
| 1294 | a = VB->ColorPtr->data[pv][3];                                    \ | 
|---|
| 1295 | } | 
|---|
| 1296 |  | 
|---|
| 1297 | #define INNER_LOOP( LEFT, RIGHT, Y )                                    \ | 
|---|
| 1298 | {                                                               \ | 
|---|
| 1299 | GLint i, n = RIGHT-LEFT;                                     \ | 
|---|
| 1300 | GLdepth zspan[MAX_WIDTH];                                    \ | 
|---|
| 1301 | GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];                \ | 
|---|
| 1302 | if (n>0) {                                                   \ | 
|---|
| 1303 | if (flat_shade) {                                         \ | 
|---|
| 1304 | for (i=0;i<n;i++) {                                    \ | 
|---|
| 1305 | GLdouble invQ = 1.0 / vv;                           \ | 
|---|
| 1306 | GLdouble invQ1 = 1.0 / vv1;                         \ | 
|---|
| 1307 | zspan[i] = FixedToDepth(ffz);                       \ | 
|---|
| 1308 | rgba[i][RCOMP] = r;                                 \ | 
|---|
| 1309 | rgba[i][GCOMP] = g;                                 \ | 
|---|
| 1310 | rgba[i][BCOMP] = b;                                 \ | 
|---|
| 1311 | rgba[i][ACOMP] = a;                                 \ | 
|---|
| 1312 | s[0][i] = ss*invQ;                                  \ | 
|---|
| 1313 | t[0][i] = tt*invQ;                                  \ | 
|---|
| 1314 | u[0][i] = uu*invQ;                                  \ | 
|---|
| 1315 | lambda[0][i] = compute_lambda( dsdx, dsdy,          \ | 
|---|
| 1316 | dtdx, dtdy,          \ | 
|---|
| 1317 | invQ,                \ | 
|---|
| 1318 | twidth0, theight0 ); \ | 
|---|
| 1319 | s[1][i] = ss1*invQ1;                                \ | 
|---|
| 1320 | t[1][i] = tt1*invQ1;                                \ | 
|---|
| 1321 | u[1][i] = uu1*invQ1;                                \ | 
|---|
| 1322 | lambda[1][i] = compute_lambda( ds1dx, ds1dy,        \ | 
|---|
| 1323 | dt1dx, dt1dy,        \ | 
|---|
| 1324 | invQ1,               \ | 
|---|
| 1325 | twidth1, theight1 ); \ | 
|---|
| 1326 | ffz += fdzdx;                                       \ | 
|---|
| 1327 | ss += dsdx;                                         \ | 
|---|
| 1328 | tt += dtdx;                                         \ | 
|---|
| 1329 | uu += dudx;                                         \ | 
|---|
| 1330 | vv += dvdx;                                         \ | 
|---|
| 1331 | ss1 += ds1dx;                                       \ | 
|---|
| 1332 | tt1 += dt1dx;                                       \ | 
|---|
| 1333 | uu1 += du1dx;                                       \ | 
|---|
| 1334 | vv1 += dv1dx;                                       \ | 
|---|
| 1335 | }                                                      \ | 
|---|
| 1336 | }                                                         \ | 
|---|
| 1337 | else {                                                    \ | 
|---|
| 1338 | for (i=0;i<n;i++) {                                    \ | 
|---|
| 1339 | GLdouble invQ = 1.0 / vv;                           \ | 
|---|
| 1340 | GLdouble invQ1 = 1.0 / vv1;                         \ | 
|---|
| 1341 | zspan[i] = FixedToDepth(ffz);                       \ | 
|---|
| 1342 | rgba[i][RCOMP] = FixedToInt(ffr);                   \ | 
|---|
| 1343 | rgba[i][GCOMP] = FixedToInt(ffg);                   \ | 
|---|
| 1344 | rgba[i][BCOMP] = FixedToInt(ffb);                   \ | 
|---|
| 1345 | rgba[i][ACOMP] = FixedToInt(ffa);                   \ | 
|---|
| 1346 | s[0][i] = ss*invQ;                                  \ | 
|---|
| 1347 | t[0][i] = tt*invQ;                                  \ | 
|---|
| 1348 | u[0][i] = uu*invQ;                                  \ | 
|---|
| 1349 | lambda[0][i] = compute_lambda( dsdx, dsdy,          \ | 
|---|
| 1350 | dtdx, dtdy,          \ | 
|---|
| 1351 | invQ,                \ | 
|---|
| 1352 | twidth0, theight0 ); \ | 
|---|
| 1353 | s[1][i] = ss1*invQ1;                                \ | 
|---|
| 1354 | t[1][i] = tt1*invQ1;                                \ | 
|---|
| 1355 | u[1][i] = uu1*invQ1;                                \ | 
|---|
| 1356 | lambda[1][i] = compute_lambda( ds1dx, ds1dy,        \ | 
|---|
| 1357 | dt1dx, dt1dy,        \ | 
|---|
| 1358 | invQ1,               \ | 
|---|
| 1359 | twidth1, theight1 ); \ | 
|---|
| 1360 | ffz += fdzdx;                                       \ | 
|---|
| 1361 | ffr += fdrdx;                                       \ | 
|---|
| 1362 | ffg += fdgdx;                                       \ | 
|---|
| 1363 | ffb += fdbdx;                                       \ | 
|---|
| 1364 | ffa += fdadx;                                       \ | 
|---|
| 1365 | ss += dsdx;                                         \ | 
|---|
| 1366 | tt += dtdx;                                         \ | 
|---|
| 1367 | uu += dudx;                                         \ | 
|---|
| 1368 | vv += dvdx;                                         \ | 
|---|
| 1369 | ss1 += ds1dx;                                       \ | 
|---|
| 1370 | tt1 += dt1dx;                                       \ | 
|---|
| 1371 | uu1 += du1dx;                                       \ | 
|---|
| 1372 | vv1 += dv1dx;                                       \ | 
|---|
| 1373 | }                                                      \ | 
|---|
| 1374 | }                                                         \ | 
|---|
| 1375 | gl_write_multitexture_span( ctx, 2, n, LEFT, Y, zspan,    \ | 
|---|
| 1376 | (const GLfloat (*)[MAX_WIDTH]) s, \ | 
|---|
| 1377 | (const GLfloat (*)[MAX_WIDTH]) t, \ | 
|---|
| 1378 | (const GLfloat (*)[MAX_WIDTH]) u, \ | 
|---|
| 1379 | (GLfloat (*)[MAX_WIDTH]) lambda,  \ | 
|---|
| 1380 | rgba, NULL, GL_POLYGON );         \ | 
|---|
| 1381 | }                                                            \ | 
|---|
| 1382 | } | 
|---|
| 1383 |  | 
|---|
| 1384 | #include "tritemp.h" | 
|---|
| 1385 | } | 
|---|
| 1386 |  | 
|---|
| 1387 |  | 
|---|
| 1388 | /* | 
|---|
| 1389 | * These wrappers are needed to deal with the 32KB / stack frame limit | 
|---|
| 1390 | * on Mac / PowerPC systems. | 
|---|
| 1391 | */ | 
|---|
| 1392 |  | 
|---|
| 1393 | static void general_textured_spec_triangle(GLcontext *ctx, GLuint v0, | 
|---|
| 1394 | GLuint v1, GLuint v2, GLuint pv) | 
|---|
| 1395 | { | 
|---|
| 1396 | GLdepth zspan[MAX_WIDTH]; | 
|---|
| 1397 | GLubyte rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4]; | 
|---|
| 1398 | general_textured_spec_triangle1(ctx,v0,v1,v2,pv,zspan,rgba,spec); | 
|---|
| 1399 | } | 
|---|
| 1400 |  | 
|---|
| 1401 | static void lambda_textured_triangle( GLcontext *ctx, GLuint v0, | 
|---|
| 1402 | GLuint v1, GLuint v2, GLuint pv ) | 
|---|
| 1403 | { | 
|---|
| 1404 | GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; | 
|---|
| 1405 | lambda_textured_triangle1(ctx,v0,v1,v2,pv,s,t,u); | 
|---|
| 1406 | } | 
|---|
| 1407 |  | 
|---|
| 1408 | static void lambda_textured_spec_triangle( GLcontext *ctx, GLuint v0, | 
|---|
| 1409 | GLuint v1, GLuint v2, GLuint pv ) | 
|---|
| 1410 | { | 
|---|
| 1411 | GLfloat s[MAX_WIDTH]; | 
|---|
| 1412 | GLfloat t[MAX_WIDTH]; | 
|---|
| 1413 | GLfloat u[MAX_WIDTH]; | 
|---|
| 1414 | lambda_textured_spec_triangle1(ctx,v0,v1,v2,pv,s,t,u); | 
|---|
| 1415 | } | 
|---|
| 1416 |  | 
|---|
| 1417 |  | 
|---|
| 1418 | static void lambda_multitextured_triangle( GLcontext *ctx, GLuint v0, | 
|---|
| 1419 | GLuint v1, GLuint v2, GLuint pv) | 
|---|
| 1420 | { | 
|---|
| 1421 |  | 
|---|
| 1422 | GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH]; | 
|---|
| 1423 | GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH]; | 
|---|
| 1424 | DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH); | 
|---|
| 1425 | CHECKARRAY(u,return); | 
|---|
| 1426 |  | 
|---|
| 1427 | lambda_multitextured_triangle1(ctx,v0,v1,v2,pv,s,t,u); | 
|---|
| 1428 |  | 
|---|
| 1429 | UNDEFARRAY(u); | 
|---|
| 1430 | } | 
|---|
| 1431 |  | 
|---|
| 1432 |  | 
|---|
| 1433 | /* | 
|---|
| 1434 | * Null rasterizer for measuring transformation speed. | 
|---|
| 1435 | */ | 
|---|
| 1436 | static void null_triangle( GLcontext *ctx, GLuint v0, GLuint v1, | 
|---|
| 1437 | GLuint v2, GLuint pv ) | 
|---|
| 1438 | { | 
|---|
| 1439 | (void) ctx; | 
|---|
| 1440 | (void) v0; | 
|---|
| 1441 | (void) v1; | 
|---|
| 1442 | (void) v2; | 
|---|
| 1443 | (void) pv; | 
|---|
| 1444 | } | 
|---|
| 1445 |  | 
|---|
| 1446 |  | 
|---|
| 1447 | #if 0 | 
|---|
| 1448 | # define dputs(s) puts(s) | 
|---|
| 1449 | #else | 
|---|
| 1450 | # define dputs(s) | 
|---|
| 1451 | #endif | 
|---|
| 1452 |  | 
|---|
| 1453 |  | 
|---|
| 1454 |  | 
|---|
| 1455 | /* | 
|---|
| 1456 | * Determine which triangle rendering function to use given the current | 
|---|
| 1457 | * rendering context. | 
|---|
| 1458 | */ | 
|---|
| 1459 | void gl_set_triangle_function( GLcontext *ctx ) | 
|---|
| 1460 | { | 
|---|
| 1461 | GLboolean rgbmode = ctx->Visual->RGBAflag; | 
|---|
| 1462 |  | 
|---|
| 1463 | if (ctx->RenderMode==GL_RENDER) { | 
|---|
| 1464 | if (ctx->NoRaster) { | 
|---|
| 1465 | ctx->Driver.TriangleFunc = null_triangle; | 
|---|
| 1466 | return; | 
|---|
| 1467 | } | 
|---|
| 1468 | if (ctx->Driver.TriangleFunc) { | 
|---|
| 1469 | /* Device driver will draw triangles. */ | 
|---|
| 1470 | dputs("Driver triangle"); | 
|---|
| 1471 | return; | 
|---|
| 1472 | } | 
|---|
| 1473 |  | 
|---|
| 1474 | if (ctx->Polygon.SmoothFlag) { | 
|---|
| 1475 | _mesa_set_aa_triangle_function(ctx); | 
|---|
| 1476 | ASSERT(ctx->Driver.TriangleFunc); | 
|---|
| 1477 | return; | 
|---|
| 1478 | } | 
|---|
| 1479 |  | 
|---|
| 1480 | if (ctx->Texture.ReallyEnabled) { | 
|---|
| 1481 | /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ | 
|---|
| 1482 | GLint format, filter; | 
|---|
| 1483 | const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].CurrentD[2]; | 
|---|
| 1484 | const struct gl_texture_image *image; | 
|---|
| 1485 | /* First see if we can used an optimized 2-D texture function */ | 
|---|
| 1486 | if (ctx->Texture.ReallyEnabled==TEXTURE0_2D | 
|---|
| 1487 | && current2Dtex->WrapS==GL_REPEAT | 
|---|
| 1488 | && current2Dtex->WrapT==GL_REPEAT | 
|---|
| 1489 | && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0)  /* correct! */ | 
|---|
| 1490 | && image->Border==0 | 
|---|
| 1491 | && ((format = image->Format)==GL_RGB || format==GL_RGBA) | 
|---|
| 1492 | && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter | 
|---|
| 1493 | && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR) { | 
|---|
| 1494 |  | 
|---|
| 1495 | if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { | 
|---|
| 1496 |  | 
|---|
| 1497 | if (filter==GL_NEAREST | 
|---|
| 1498 | && format==GL_RGB | 
|---|
| 1499 | && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE | 
|---|
| 1500 | || ctx->Texture.Unit[0].EnvMode==GL_DECAL) | 
|---|
| 1501 | && ((ctx->RasterMask==DEPTH_BIT | 
|---|
| 1502 | && ctx->Depth.Func==GL_LESS | 
|---|
| 1503 | && ctx->Depth.Mask==GL_TRUE) | 
|---|
| 1504 | || ctx->RasterMask==0) | 
|---|
| 1505 | && ctx->Polygon.StippleFlag==GL_FALSE) { | 
|---|
| 1506 |  | 
|---|
| 1507 | if (ctx->RasterMask==DEPTH_BIT) { | 
|---|
| 1508 | ctx->Driver.TriangleFunc = simple_z_textured_triangle; | 
|---|
| 1509 | dputs("simple_z_textured_triangle"); | 
|---|
| 1510 | } | 
|---|
| 1511 | else { | 
|---|
| 1512 | ctx->Driver.TriangleFunc = simple_textured_triangle; | 
|---|
| 1513 | dputs("simple_textured_triangle"); | 
|---|
| 1514 | } | 
|---|
| 1515 | } | 
|---|
| 1516 | else { | 
|---|
| 1517 | if (ctx->Texture.Unit[0].EnvMode==GL_ADD) { | 
|---|
| 1518 | ctx->Driver.TriangleFunc = general_textured_triangle; | 
|---|
| 1519 | dputs("general_textured_triangle"); | 
|---|
| 1520 | } | 
|---|
| 1521 | else { | 
|---|
| 1522 | ctx->Driver.TriangleFunc = affine_textured_triangle; | 
|---|
| 1523 | dputs("affine_textured_triangle"); | 
|---|
| 1524 | } | 
|---|
| 1525 | } | 
|---|
| 1526 | } | 
|---|
| 1527 | else { | 
|---|
| 1528 | /*ctx->Driver.TriangleFunc = persp_textured_triangle;*/ | 
|---|
| 1529 | ctx->Driver.TriangleFunc = general_textured_triangle; | 
|---|
| 1530 | dputs("persp_textured_triangle"); | 
|---|
| 1531 | } | 
|---|
| 1532 | } | 
|---|
| 1533 | else { | 
|---|
| 1534 | /* More complicated textures (mipmap, multi-tex, sep specular) */ | 
|---|
| 1535 | GLboolean needLambda; | 
|---|
| 1536 | /* if mag filter != min filter we need to compute lambda */ | 
|---|
| 1537 | const struct gl_texture_object *obj0 = ctx->Texture.Unit[0].Current; | 
|---|
| 1538 | const struct gl_texture_object *obj1 = ctx->Texture.Unit[1].Current; | 
|---|
| 1539 | if (obj0 && obj0->MinFilter != obj0->MagFilter) | 
|---|
| 1540 | needLambda = GL_TRUE; | 
|---|
| 1541 | else if (obj1 && obj1->MinFilter != obj1->MagFilter) | 
|---|
| 1542 | needLambda = GL_TRUE; | 
|---|
| 1543 | else | 
|---|
| 1544 | needLambda = GL_FALSE; | 
|---|
| 1545 | if (ctx->Texture.ReallyEnabled >= TEXTURE1_1D) { | 
|---|
| 1546 | /* multi-texture! */ | 
|---|
| 1547 | ctx->Driver.TriangleFunc = lambda_multitextured_triangle; | 
|---|
| 1548 | dputs("lambda_multitextured_triangle"); | 
|---|
| 1549 | } | 
|---|
| 1550 | else if (ctx->Light.Enabled && | 
|---|
| 1551 | ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { | 
|---|
| 1552 | /* separate specular color interpolation */ | 
|---|
| 1553 | if (needLambda) { | 
|---|
| 1554 | ctx->Driver.TriangleFunc = lambda_textured_spec_triangle; | 
|---|
| 1555 | dputs("lambda_textured_spec_triangle"); | 
|---|
| 1556 | } | 
|---|
| 1557 | else { | 
|---|
| 1558 | ctx->Driver.TriangleFunc = general_textured_spec_triangle; | 
|---|
| 1559 | dputs("general_textured_spec_triangle"); | 
|---|
| 1560 | } | 
|---|
| 1561 | } | 
|---|
| 1562 | else { | 
|---|
| 1563 | if (needLambda) { | 
|---|
| 1564 | ctx->Driver.TriangleFunc = lambda_textured_triangle; | 
|---|
| 1565 | dputs("lambda_textured_triangle"); | 
|---|
| 1566 | } | 
|---|
| 1567 | else { | 
|---|
| 1568 | ctx->Driver.TriangleFunc = general_textured_triangle; | 
|---|
| 1569 | dputs("general_textured_triangle"); | 
|---|
| 1570 | } | 
|---|
| 1571 | } | 
|---|
| 1572 | } | 
|---|
| 1573 | } | 
|---|
| 1574 | else { | 
|---|
| 1575 | if (ctx->Light.ShadeModel==GL_SMOOTH) { | 
|---|
| 1576 | /* smooth shaded, no texturing, stippled or some raster ops */ | 
|---|
| 1577 | if (rgbmode) { | 
|---|
| 1578 | dputs("smooth_rgba_triangle"); | 
|---|
| 1579 | ctx->Driver.TriangleFunc = smooth_rgba_triangle; | 
|---|
| 1580 | } | 
|---|
| 1581 | else { | 
|---|
| 1582 | dputs("smooth_ci_triangle"); | 
|---|
| 1583 | ctx->Driver.TriangleFunc = smooth_ci_triangle; | 
|---|
| 1584 | } | 
|---|
| 1585 | } | 
|---|
| 1586 | else { | 
|---|
| 1587 | /* flat shaded, no texturing, stippled or some raster ops */ | 
|---|
| 1588 | if (rgbmode) { | 
|---|
| 1589 | dputs("flat_rgba_triangle"); | 
|---|
| 1590 | ctx->Driver.TriangleFunc = flat_rgba_triangle; | 
|---|
| 1591 | } | 
|---|
| 1592 | else { | 
|---|
| 1593 | dputs("flat_ci_triangle"); | 
|---|
| 1594 | ctx->Driver.TriangleFunc = flat_ci_triangle; | 
|---|
| 1595 | } | 
|---|
| 1596 | } | 
|---|
| 1597 | } | 
|---|
| 1598 | } | 
|---|
| 1599 | else if (ctx->RenderMode==GL_FEEDBACK) { | 
|---|
| 1600 | ctx->Driver.TriangleFunc = gl_feedback_triangle; | 
|---|
| 1601 | } | 
|---|
| 1602 | else { | 
|---|
| 1603 | /* GL_SELECT mode */ | 
|---|
| 1604 | ctx->Driver.TriangleFunc = gl_select_triangle; | 
|---|
| 1605 | } | 
|---|
| 1606 | } | 
|---|