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4358 Serge 1
/*
2
 * Mesa 3-D graphics library
3
 *
4
 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5
 *
6
 * Permission is hereby granted, free of charge, to any person obtaining a
7
 * copy of this software and associated documentation files (the "Software"),
8
 * to deal in the Software without restriction, including without limitation
9
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10
 * and/or sell copies of the Software, and to permit persons to whom the
11
 * Software is furnished to do so, subject to the following conditions:
12
 *
13
 * The above copyright notice and this permission notice shall be included
14
 * in all copies or substantial portions of the Software.
15
 *
16
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22
 * OTHER DEALINGS IN THE SOFTWARE.
23
 */
24
 
25
 
26
/*
27
 * When the device driver doesn't implement triangle rasterization it
28
 * can hook in _swrast_Triangle, which eventually calls one of these
29
 * functions to draw triangles.
30
 */
31
 
32
#include "main/glheader.h"
33
#include "main/context.h"
34
#include "main/colormac.h"
35
#include "main/imports.h"
36
#include "main/macros.h"
37
#include "main/mtypes.h"
38
#include "main/state.h"
39
#include "main/samplerobj.h"
40
#include "program/prog_instruction.h"
41
 
42
#include "s_aatriangle.h"
43
#include "s_context.h"
44
#include "s_feedback.h"
45
#include "s_span.h"
46
#include "s_triangle.h"
47
 
48
 
49
/**
50
 * Test if a triangle should be culled.  Used for feedback and selection mode.
51
 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
52
 */
53
GLboolean
54
_swrast_culltriangle( struct gl_context *ctx,
55
                      const SWvertex *v0,
56
                      const SWvertex *v1,
57
                      const SWvertex *v2 )
58
{
59
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
60
   GLfloat ex = v1->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
61
   GLfloat ey = v1->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
62
   GLfloat fx = v2->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
63
   GLfloat fy = v2->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
64
   GLfloat c = ex*fy-ey*fx;
65
 
66
   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
67
      return GL_FALSE;
68
 
69
   return GL_TRUE;
70
}
71
 
72
 
73
 
74
/*
75
 * Render a flat-shaded RGBA triangle.
76
 */
77
#define NAME flat_rgba_triangle
78
#define INTERP_Z 1
79
#define SETUP_CODE				\
80
   ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
81
   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
82
   span.interpMask |= SPAN_RGBA;		\
83
   span.red = ChanToFixed(v2->color[0]);	\
84
   span.green = ChanToFixed(v2->color[1]);	\
85
   span.blue = ChanToFixed(v2->color[2]);	\
86
   span.alpha = ChanToFixed(v2->color[3]);	\
87
   span.redStep = 0;				\
88
   span.greenStep = 0;				\
89
   span.blueStep = 0;				\
90
   span.alphaStep = 0;
91
#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
92
#include "s_tritemp.h"
93
 
94
 
95
 
96
/*
97
 * Render a smooth-shaded RGBA triangle.
98
 */
99
#define NAME smooth_rgba_triangle
100
#define INTERP_Z 1
101
#define INTERP_RGB 1
102
#define INTERP_ALPHA 1
103
#define SETUP_CODE				\
104
   {						\
105
      /* texturing must be off */		\
106
      ASSERT(ctx->Texture._EnabledCoordUnits == 0);	\
107
      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
108
   }
109
#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
110
#include "s_tritemp.h"
111
 
112
 
113
 
114
/*
115
 * Render an RGB, GL_DECAL, textured triangle.
116
 * Interpolate S,T only w/out mipmapping or perspective correction.
117
 *
118
 * No fog.  No depth testing.
119
 */
120
#define NAME simple_textured_triangle
121
#define INTERP_INT_TEX 1
122
#define S_SCALE twidth
123
#define T_SCALE theight
124
 
125
#define SETUP_CODE							\
126
   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
127
   const struct gl_texture_object *obj = 				\
128
      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
129
   const struct gl_texture_image *texImg =				\
130
      obj->Image[0][obj->BaseLevel];					\
131
   const struct swrast_texture_image *swImg =				\
132
      swrast_texture_image_const(texImg);				\
133
   const GLfloat twidth = (GLfloat) texImg->Width;			\
134
   const GLfloat theight = (GLfloat) texImg->Height;			\
135
   const GLint twidth_log2 = texImg->WidthLog2;				\
136
   const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0];	\
137
   const GLint smask = texImg->Width - 1;				\
138
   const GLint tmask = texImg->Height - 1;				\
139
   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
140
   if (!rb || !texture) {						\
141
      return;								\
142
   }
143
 
144
#define RENDER_SPAN( span )						\
145
   GLuint i;								\
146
   GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
147
   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
148
   span.intTex[1] -= FIXED_HALF;					\
149
   for (i = 0; i < span.end; i++) {					\
150
      GLint s = FixedToInt(span.intTex[0]) & smask;			\
151
      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
152
      GLint pos = (t << twidth_log2) + s;				\
153
      pos = pos + pos + pos;  /* multiply by 3 */			\
154
      rgba[i][RCOMP] = texture[pos+2];					\
155
      rgba[i][GCOMP] = texture[pos+1];					\
156
      rgba[i][BCOMP] = texture[pos+0];					\
157
      rgba[i][ACOMP] = 0xff;                                            \
158
      span.intTex[0] += span.intTexStep[0];				\
159
      span.intTex[1] += span.intTexStep[1];				\
160
   }									\
161
   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end,                 \
162
                   span.x, span.y, rgba, NULL);
163
 
164
#include "s_tritemp.h"
165
 
166
 
167
 
168
/*
169
 * Render an RGB, GL_DECAL, textured triangle.
170
 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
171
 * perspective correction.
172
 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
173
 *
174
 * No fog.
175
 */
176
#define NAME simple_z_textured_triangle
177
#define INTERP_Z 1
178
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
179
#define INTERP_INT_TEX 1
180
#define S_SCALE twidth
181
#define T_SCALE theight
182
 
183
#define SETUP_CODE							\
184
   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
185
   const struct gl_texture_object *obj = 				\
186
      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
187
   const struct gl_texture_image *texImg = 				\
188
       obj->Image[0][obj->BaseLevel]; 					\
189
   const struct swrast_texture_image *swImg =				\
190
      swrast_texture_image_const(texImg);				\
191
   const GLfloat twidth = (GLfloat) texImg->Width;			\
192
   const GLfloat theight = (GLfloat) texImg->Height;			\
193
   const GLint twidth_log2 = texImg->WidthLog2;				\
194
   const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0];	\
195
   const GLint smask = texImg->Width - 1;				\
196
   const GLint tmask = texImg->Height - 1;				\
197
   ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);			\
198
   if (!rb || !texture) {						\
199
      return;								\
200
   }
201
 
202
#define RENDER_SPAN( span )						\
203
   GLuint i;				    				\
204
   GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
205
   GLubyte *mask = swrast->SpanArrays->mask;                            \
206
   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
207
   span.intTex[1] -= FIXED_HALF;					\
208
   for (i = 0; i < span.end; i++) {					\
209
      const GLuint z = FixedToDepth(span.z);				\
210
      if (z < zRow[i]) {						\
211
         GLint s = FixedToInt(span.intTex[0]) & smask;			\
212
         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
213
         GLint pos = (t << twidth_log2) + s;				\
214
         pos = pos + pos + pos;  /* multiply by 3 */			\
215
         rgba[i][RCOMP] = texture[pos+2];				\
216
         rgba[i][GCOMP] = texture[pos+1];				\
217
         rgba[i][BCOMP] = texture[pos+0];				\
218
         rgba[i][ACOMP] = 0xff;          				\
219
         zRow[i] = z;							\
220
         mask[i] = 1;							\
221
      }									\
222
      else {								\
223
         mask[i] = 0;							\
224
      }									\
225
      span.intTex[0] += span.intTexStep[0];				\
226
      span.intTex[1] += span.intTexStep[1];				\
227
      span.z += span.zStep;						\
228
   }									\
229
   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE,                           \
230
                   span.end, span.x, span.y, rgba, mask);
231
 
232
#include "s_tritemp.h"
233
 
234
 
235
#if CHAN_TYPE != GL_FLOAT
236
 
237
struct affine_info
238
{
239
   GLenum filter;
240
   GLenum format;
241
   GLenum envmode;
242
   GLint smask, tmask;
243
   GLint twidth_log2;
244
   const GLchan *texture;
245
   GLfixed er, eg, eb, ea;
246
   GLint tbytesline, tsize;
247
};
248
 
249
 
250
static inline GLint
251
ilerp(GLint t, GLint a, GLint b)
252
{
253
   return a + ((t * (b - a)) >> FIXED_SHIFT);
254
}
255
 
256
static inline GLint
257
ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
258
{
259
   const GLint temp0 = ilerp(ia, v00, v10);
260
   const GLint temp1 = ilerp(ia, v01, v11);
261
   return ilerp(ib, temp0, temp1);
262
}
263
 
264
 
265
/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
266
 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
267
 * texture env modes.
268
 */
269
static inline void
270
affine_span(struct gl_context *ctx, SWspan *span,
271
            struct affine_info *info)
272
{
273
   GLchan sample[4];  /* the filtered texture sample */
274
   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
275
 
276
   /* Instead of defining a function for each mode, a test is done
277
    * between the outer and inner loops. This is to reduce code size
278
    * and complexity. Observe that an optimizing compiler kills
279
    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
280
    */
281
 
282
#define NEAREST_RGB		\
283
   sample[RCOMP] = tex00[2];	\
284
   sample[GCOMP] = tex00[1];	\
285
   sample[BCOMP] = tex00[0];	\
286
   sample[ACOMP] = CHAN_MAX;
287
 
288
#define LINEAR_RGB							\
289
   sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
290
   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
291
   sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
292
   sample[ACOMP] = CHAN_MAX;
293
 
294
#define NEAREST_RGBA  \
295
   sample[RCOMP] = tex00[3];	\
296
   sample[GCOMP] = tex00[2];	\
297
   sample[BCOMP] = tex00[1];	\
298
   sample[ACOMP] = tex00[0];
299
 
300
#define LINEAR_RGBA							\
301
   sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
302
   sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
303
   sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
304
   sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
305
 
306
#define MODULATE							  \
307
   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
308
   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
309
   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
310
   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
311
 
312
#define DECAL								\
313
   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
314
               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
315
               >> (FIXED_SHIFT + 8);					\
316
   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
317
               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
318
               >> (FIXED_SHIFT + 8);					\
319
   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
320
               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
321
               >> (FIXED_SHIFT + 8);					\
322
   dest[ACOMP] = FixedToInt(span->alpha)
323
 
324
#define BLEND								\
325
   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
326
               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
327
   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
328
               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
329
   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
330
               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
331
   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
332
 
333
#define REPLACE  COPY_CHAN4(dest, sample)
334
 
335
#define ADD								\
336
   {									\
337
      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
338
      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
339
      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
340
      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
341
      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
342
      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
343
      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
344
  }
345
 
346
/* shortcuts */
347
 
348
#define NEAREST_RGB_REPLACE		\
349
   NEAREST_RGB;				\
350
   dest[0] = sample[0];			\
351
   dest[1] = sample[1];			\
352
   dest[2] = sample[2];			\
353
   dest[3] = FixedToInt(span->alpha);
354
 
355
#define NEAREST_RGBA_REPLACE  \
356
   dest[RCOMP] = tex00[3]; \
357
   dest[GCOMP] = tex00[2]; \
358
   dest[BCOMP] = tex00[1]; \
359
   dest[ACOMP] = tex00[0]
360
 
361
#define SPAN_NEAREST(DO_TEX, COMPS)					\
362
	for (i = 0; i < span->end; i++) {				\
363
           /* Isn't it necessary to use FixedFloor below?? */		\
364
           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
365
           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
366
           GLint pos = (t << info->twidth_log2) + s;			\
367
           const GLchan *tex00 = info->texture + COMPS * pos;		\
368
           DO_TEX;							\
369
           span->red += span->redStep;					\
370
	   span->green += span->greenStep;				\
371
           span->blue += span->blueStep;				\
372
	   span->alpha += span->alphaStep;				\
373
	   span->intTex[0] += span->intTexStep[0];			\
374
	   span->intTex[1] += span->intTexStep[1];			\
375
           dest += 4;							\
376
	}
377
 
378
#define SPAN_LINEAR(DO_TEX, COMPS)					\
379
	for (i = 0; i < span->end; i++) {				\
380
           /* Isn't it necessary to use FixedFloor below?? */		\
381
           const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
382
           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
383
           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
384
           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
385
           const GLint pos = (t << info->twidth_log2) + s;		\
386
           const GLchan *tex00 = info->texture + COMPS * pos;		\
387
           const GLchan *tex10 = tex00 + info->tbytesline;		\
388
           const GLchan *tex01 = tex00 + COMPS;				\
389
           const GLchan *tex11 = tex10 + COMPS;				\
390
           if (t == info->tmask) {					\
391
              tex10 -= info->tsize;					\
392
              tex11 -= info->tsize;					\
393
           }								\
394
           if (s == info->smask) {					\
395
              tex01 -= info->tbytesline;				\
396
              tex11 -= info->tbytesline;				\
397
           }								\
398
           DO_TEX;							\
399
           span->red += span->redStep;					\
400
	   span->green += span->greenStep;				\
401
           span->blue += span->blueStep;				\
402
	   span->alpha += span->alphaStep;				\
403
	   span->intTex[0] += span->intTexStep[0];			\
404
	   span->intTex[1] += span->intTexStep[1];			\
405
           dest += 4;							\
406
	}
407
 
408
 
409
   GLuint i;
410
   GLchan *dest = span->array->rgba[0];
411
 
412
   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
413
   ctx->Texture._EnabledCoordUnits = 0x0;
414
 
415
   span->intTex[0] -= FIXED_HALF;
416
   span->intTex[1] -= FIXED_HALF;
417
   switch (info->filter) {
418
   case GL_NEAREST:
419
      switch (info->format) {
420
      case MESA_FORMAT_RGB888:
421
         switch (info->envmode) {
422
         case GL_MODULATE:
423
            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
424
            break;
425
         case GL_DECAL:
426
         case GL_REPLACE:
427
            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
428
            break;
429
         case GL_BLEND:
430
            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
431
            break;
432
         case GL_ADD:
433
            SPAN_NEAREST(NEAREST_RGB;ADD,3);
434
            break;
435
         default:
436
            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
437
            return;
438
         }
439
         break;
440
      case MESA_FORMAT_RGBA8888:
441
         switch(info->envmode) {
442
         case GL_MODULATE:
443
            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
444
            break;
445
         case GL_DECAL:
446
            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
447
            break;
448
         case GL_BLEND:
449
            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
450
            break;
451
         case GL_ADD:
452
            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
453
            break;
454
         case GL_REPLACE:
455
            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
456
            break;
457
         default:
458
            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
459
            return;
460
         }
461
         break;
462
      }
463
      break;
464
 
465
   case GL_LINEAR:
466
      span->intTex[0] -= FIXED_HALF;
467
      span->intTex[1] -= FIXED_HALF;
468
      switch (info->format) {
469
      case MESA_FORMAT_RGB888:
470
         switch (info->envmode) {
471
         case GL_MODULATE:
472
            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
473
            break;
474
         case GL_DECAL:
475
         case GL_REPLACE:
476
            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
477
            break;
478
         case GL_BLEND:
479
            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
480
            break;
481
         case GL_ADD:
482
            SPAN_LINEAR(LINEAR_RGB;ADD,3);
483
            break;
484
         default:
485
            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
486
            return;
487
         }
488
         break;
489
      case MESA_FORMAT_RGBA8888:
490
         switch (info->envmode) {
491
         case GL_MODULATE:
492
            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
493
            break;
494
         case GL_DECAL:
495
            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
496
            break;
497
         case GL_BLEND:
498
            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
499
            break;
500
         case GL_ADD:
501
            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
502
            break;
503
         case GL_REPLACE:
504
            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
505
            break;
506
         default:
507
            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
508
            return;
509
         }
510
         break;
511
      }
512
      break;
513
   }
514
   span->interpMask &= ~SPAN_RGBA;
515
   ASSERT(span->arrayMask & SPAN_RGBA);
516
 
517
   _swrast_write_rgba_span(ctx, span);
518
 
519
   /* re-enable texture units */
520
   ctx->Texture._EnabledCoordUnits = texEnableSave;
521
 
522
#undef SPAN_NEAREST
523
#undef SPAN_LINEAR
524
}
525
 
526
 
527
 
528
/*
529
 * Render an RGB/RGBA textured triangle without perspective correction.
530
 */
531
#define NAME affine_textured_triangle
532
#define INTERP_Z 1
533
#define INTERP_RGB 1
534
#define INTERP_ALPHA 1
535
#define INTERP_INT_TEX 1
536
#define S_SCALE twidth
537
#define T_SCALE theight
538
 
539
#define SETUP_CODE							\
540
   struct affine_info info;						\
541
   struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
542
   const struct gl_texture_object *obj = 				\
543
      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
544
   const struct gl_texture_image *texImg = 				\
545
      obj->Image[0][obj->BaseLevel]; 					\
546
   const struct swrast_texture_image *swImg =				\
547
      swrast_texture_image_const(texImg);				\
548
   const GLfloat twidth = (GLfloat) texImg->Width;			\
549
   const GLfloat theight = (GLfloat) texImg->Height;			\
550
   info.texture = (const GLchan *) swImg->ImageSlices[0];		\
551
   info.twidth_log2 = texImg->WidthLog2;				\
552
   info.smask = texImg->Width - 1;					\
553
   info.tmask = texImg->Height - 1;					\
554
   info.format = texImg->TexFormat;					\
555
   info.filter = obj->Sampler.MinFilter;				\
556
   info.envmode = unit->EnvMode;					\
557
   info.er = 0;					\
558
   info.eg = 0;					\
559
   info.eb = 0;					\
560
   span.arrayMask |= SPAN_RGBA;						\
561
									\
562
   if (info.envmode == GL_BLEND) {					\
563
      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
564
      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
565
      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
566
      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
567
      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
568
   }									\
569
   if (!info.texture) {							\
570
      /* this shouldn't happen */					\
571
      return;								\
572
   }									\
573
									\
574
   switch (info.format) {						\
575
   case MESA_FORMAT_RGB888:						\
576
      info.tbytesline = texImg->Width * 3;				\
577
      break;								\
578
   case MESA_FORMAT_RGBA8888:						\
579
      info.tbytesline = texImg->Width * 4;				\
580
      break;								\
581
   default:								\
582
      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
583
      return;								\
584
   }									\
585
   info.tsize = texImg->Height * info.tbytesline;
586
 
587
#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
588
 
589
#include "s_tritemp.h"
590
 
591
 
592
 
593
struct persp_info
594
{
595
   GLenum filter;
596
   GLenum format;
597
   GLenum envmode;
598
   GLint smask, tmask;
599
   GLint twidth_log2;
600
   const GLchan *texture;
601
   GLfixed er, eg, eb, ea;   /* texture env color */
602
   GLint tbytesline, tsize;
603
};
604
 
605
 
606
static inline void
607
fast_persp_span(struct gl_context *ctx, SWspan *span,
608
		struct persp_info *info)
609
{
610
   GLchan sample[4];  /* the filtered texture sample */
611
 
612
  /* Instead of defining a function for each mode, a test is done
613
   * between the outer and inner loops. This is to reduce code size
614
   * and complexity. Observe that an optimizing compiler kills
615
   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
616
   */
617
#define SPAN_NEAREST(DO_TEX,COMP)					\
618
	for (i = 0; i < span->end; i++) {				\
619
           GLdouble invQ = tex_coord[2] ?				\
620
                                 (1.0 / tex_coord[2]) : 1.0;            \
621
           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
622
           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
623
           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
624
           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
625
           GLint pos = (t << info->twidth_log2) + s;			\
626
           const GLchan *tex00 = info->texture + COMP * pos;		\
627
           DO_TEX;							\
628
           span->red += span->redStep;					\
629
	   span->green += span->greenStep;				\
630
           span->blue += span->blueStep;				\
631
	   span->alpha += span->alphaStep;				\
632
	   tex_coord[0] += tex_step[0];					\
633
	   tex_coord[1] += tex_step[1];					\
634
	   tex_coord[2] += tex_step[2];					\
635
           dest += 4;							\
636
	}
637
 
638
#define SPAN_LINEAR(DO_TEX,COMP)					\
639
	for (i = 0; i < span->end; i++) {				\
640
           GLdouble invQ = tex_coord[2] ?				\
641
                                 (1.0 / tex_coord[2]) : 1.0;            \
642
           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
643
           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
644
           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
645
           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
646
           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
647
           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
648
           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
649
           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
650
           const GLint pos = (t << info->twidth_log2) + s;		\
651
           const GLchan *tex00 = info->texture + COMP * pos;		\
652
           const GLchan *tex10 = tex00 + info->tbytesline;		\
653
           const GLchan *tex01 = tex00 + COMP;				\
654
           const GLchan *tex11 = tex10 + COMP;				\
655
           if (t == info->tmask) {					\
656
              tex10 -= info->tsize;					\
657
              tex11 -= info->tsize;					\
658
           }								\
659
           if (s == info->smask) {					\
660
              tex01 -= info->tbytesline;				\
661
              tex11 -= info->tbytesline;				\
662
           }								\
663
           DO_TEX;							\
664
           span->red   += span->redStep;				\
665
	   span->green += span->greenStep;				\
666
           span->blue  += span->blueStep;				\
667
	   span->alpha += span->alphaStep;				\
668
	   tex_coord[0] += tex_step[0];					\
669
	   tex_coord[1] += tex_step[1];					\
670
	   tex_coord[2] += tex_step[2];					\
671
           dest += 4;							\
672
	}
673
 
674
   GLuint i;
675
   GLfloat tex_coord[3], tex_step[3];
676
   GLchan *dest = span->array->rgba[0];
677
 
678
   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
679
   ctx->Texture._EnabledCoordUnits = 0;
680
 
681
   tex_coord[0] = span->attrStart[VARYING_SLOT_TEX0][0]  * (info->smask + 1);
682
   tex_step[0] = span->attrStepX[VARYING_SLOT_TEX0][0] * (info->smask + 1);
683
   tex_coord[1] = span->attrStart[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
684
   tex_step[1] = span->attrStepX[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
685
   /* span->attrStart[VARYING_SLOT_TEX0][2] only if 3D-texturing, here only 2D */
686
   tex_coord[2] = span->attrStart[VARYING_SLOT_TEX0][3];
687
   tex_step[2] = span->attrStepX[VARYING_SLOT_TEX0][3];
688
 
689
   switch (info->filter) {
690
   case GL_NEAREST:
691
      switch (info->format) {
692
      case MESA_FORMAT_RGB888:
693
         switch (info->envmode) {
694
         case GL_MODULATE:
695
            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
696
            break;
697
         case GL_DECAL:
698
         case GL_REPLACE:
699
            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
700
            break;
701
         case GL_BLEND:
702
            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
703
            break;
704
         case GL_ADD:
705
            SPAN_NEAREST(NEAREST_RGB;ADD,3);
706
            break;
707
         default:
708
            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
709
            return;
710
         }
711
         break;
712
      case MESA_FORMAT_RGBA8888:
713
         switch(info->envmode) {
714
         case GL_MODULATE:
715
            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
716
            break;
717
         case GL_DECAL:
718
            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
719
            break;
720
         case GL_BLEND:
721
            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
722
            break;
723
         case GL_ADD:
724
            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
725
            break;
726
         case GL_REPLACE:
727
            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
728
            break;
729
         default:
730
            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
731
            return;
732
         }
733
         break;
734
      }
735
      break;
736
 
737
   case GL_LINEAR:
738
      switch (info->format) {
739
      case MESA_FORMAT_RGB888:
740
         switch (info->envmode) {
741
         case GL_MODULATE:
742
            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
743
            break;
744
         case GL_DECAL:
745
         case GL_REPLACE:
746
            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
747
            break;
748
         case GL_BLEND:
749
            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
750
            break;
751
         case GL_ADD:
752
            SPAN_LINEAR(LINEAR_RGB;ADD,3);
753
            break;
754
         default:
755
            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
756
            return;
757
         }
758
         break;
759
      case MESA_FORMAT_RGBA8888:
760
         switch (info->envmode) {
761
         case GL_MODULATE:
762
            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
763
            break;
764
         case GL_DECAL:
765
            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
766
            break;
767
         case GL_BLEND:
768
            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
769
            break;
770
         case GL_ADD:
771
            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
772
            break;
773
         case GL_REPLACE:
774
            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
775
            break;
776
         default:
777
            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
778
            return;
779
         }
780
         break;
781
      }
782
      break;
783
   }
784
 
785
   ASSERT(span->arrayMask & SPAN_RGBA);
786
   _swrast_write_rgba_span(ctx, span);
787
 
788
#undef SPAN_NEAREST
789
#undef SPAN_LINEAR
790
 
791
   /* restore state */
792
   ctx->Texture._EnabledCoordUnits = texEnableSave;
793
}
794
 
795
 
796
/*
797
 * Render an perspective corrected RGB/RGBA textured triangle.
798
 * The Q (aka V in Mesa) coordinate must be zero such that the divide
799
 * by interpolated Q/W comes out right.
800
 *
801
 */
802
#define NAME persp_textured_triangle
803
#define INTERP_Z 1
804
#define INTERP_RGB 1
805
#define INTERP_ALPHA 1
806
#define INTERP_ATTRIBS 1
807
 
808
#define SETUP_CODE							\
809
   struct persp_info info;						\
810
   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
811
   const struct gl_texture_object *obj = 				\
812
      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
813
   const struct gl_texture_image *texImg = 				\
814
      obj->Image[0][obj->BaseLevel];			 		\
815
   const struct swrast_texture_image *swImg =				\
816
      swrast_texture_image_const(texImg);				\
817
   info.texture = (const GLchan *) swImg->ImageSlices[0];		\
818
   info.twidth_log2 = texImg->WidthLog2;				\
819
   info.smask = texImg->Width - 1;					\
820
   info.tmask = texImg->Height - 1;					\
821
   info.format = texImg->TexFormat;					\
822
   info.filter = obj->Sampler.MinFilter;				\
823
   info.envmode = unit->EnvMode;					\
824
   info.er = 0;					\
825
   info.eg = 0;					\
826
   info.eb = 0;					\
827
									\
828
   if (info.envmode == GL_BLEND) {					\
829
      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
830
      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
831
      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
832
      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
833
      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
834
   }									\
835
   if (!info.texture) {							\
836
      /* this shouldn't happen */					\
837
      return;								\
838
   }									\
839
									\
840
   switch (info.format) {						\
841
   case MESA_FORMAT_RGB888:						\
842
      info.tbytesline = texImg->Width * 3;				\
843
      break;								\
844
   case MESA_FORMAT_RGBA8888:						\
845
      info.tbytesline = texImg->Width * 4;				\
846
      break;								\
847
   default:								\
848
      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
849
      return;								\
850
   }									\
851
   info.tsize = texImg->Height * info.tbytesline;
852
 
853
#define RENDER_SPAN( span )			\
854
   span.interpMask &= ~SPAN_RGBA;		\
855
   span.arrayMask |= SPAN_RGBA;			\
856
   fast_persp_span(ctx, &span, &info);
857
 
858
#include "s_tritemp.h"
859
 
860
#endif /*CHAN_TYPE != GL_FLOAT*/
861
 
862
 
863
 
864
/*
865
 * Render an RGBA triangle with arbitrary attributes.
866
 */
867
#define NAME general_triangle
868
#define INTERP_Z 1
869
#define INTERP_RGB 1
870
#define INTERP_ALPHA 1
871
#define INTERP_ATTRIBS 1
872
#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
873
#include "s_tritemp.h"
874
 
875
 
876
 
877
 
878
/*
879
 * Special tri function for occlusion testing
880
 */
881
#define NAME occlusion_zless_16_triangle
882
#define INTERP_Z 1
883
#define SETUP_CODE							\
884
   struct gl_renderbuffer *rb =                                         \
885
      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
886
   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
887
   ASSERT(ctx->Depth.Test);						\
888
   ASSERT(!ctx->Depth.Mask);						\
889
   ASSERT(ctx->Depth.Func == GL_LESS);					\
890
   assert(rb->Format == MESA_FORMAT_Z16);                               \
891
   if (!q) {								\
892
      return;								\
893
   }
894
#define RENDER_SPAN( span )						\
895
   {                                                                    \
896
      GLuint i;								\
897
      const GLushort *zRow = (const GLushort *)				\
898
         _swrast_pixel_address(rb, span.x, span.y);                     \
899
      for (i = 0; i < span.end; i++) {					\
900
         GLuint z = FixedToDepth(span.z);				\
901
         if (z < zRow[i]) {						\
902
            q->Result++;						\
903
         }								\
904
         span.z += span.zStep;						\
905
      }									\
906
   }
907
#include "s_tritemp.h"
908
 
909
 
910
 
911
static void
912
nodraw_triangle( struct gl_context *ctx,
913
                 const SWvertex *v0,
914
                 const SWvertex *v1,
915
                 const SWvertex *v2 )
916
{
917
   (void) (ctx && v0 && v1 && v2);
918
}
919
 
920
 
921
/*
922
 * This is used when separate specular color is enabled, but not
923
 * texturing.  We add the specular color to the primary color,
924
 * draw the triangle, then restore the original primary color.
925
 * Inefficient, but seldom needed.
926
 */
927
void
928
_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
929
                                const SWvertex *v1, const SWvertex *v2)
930
{
931
   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
932
   SWvertex *ncv1 = (SWvertex *)v1;
933
   SWvertex *ncv2 = (SWvertex *)v2;
934
   GLfloat rSum, gSum, bSum;
935
   GLchan cSave[3][4];
936
 
937
   /* save original colors */
938
   COPY_CHAN4( cSave[0], ncv0->color );
939
   COPY_CHAN4( cSave[1], ncv1->color );
940
   COPY_CHAN4( cSave[2], ncv2->color );
941
   /* sum v0 */
942
   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0];
943
   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1];
944
   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2];
945
   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
946
   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
947
   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
948
   /* sum v1 */
949
   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[VARYING_SLOT_COL1][0];
950
   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[VARYING_SLOT_COL1][1];
951
   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[VARYING_SLOT_COL1][2];
952
   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
953
   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
954
   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
955
   /* sum v2 */
956
   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[VARYING_SLOT_COL1][0];
957
   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[VARYING_SLOT_COL1][1];
958
   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[VARYING_SLOT_COL1][2];
959
   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
960
   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
961
   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
962
   /* draw */
963
   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
964
   /* restore original colors */
965
   COPY_CHAN4( ncv0->color, cSave[0] );
966
   COPY_CHAN4( ncv1->color, cSave[1] );
967
   COPY_CHAN4( ncv2->color, cSave[2] );
968
}
969
 
970
 
971
 
972
#ifdef DEBUG
973
 
974
/* record the current triangle function name */
975
const char *_mesa_triFuncName = NULL;
976
 
977
#define USE(triFunc)				\
978
do {						\
979
    _mesa_triFuncName = #triFunc;		\
980
    /*printf("%s\n", _mesa_triFuncName);*/	\
981
    swrast->Triangle = triFunc;			\
982
} while (0)
983
 
984
#else
985
 
986
#define USE(triFunc)  swrast->Triangle = triFunc;
987
 
988
#endif
989
 
990
 
991
 
992
 
993
/*
994
 * Determine which triangle rendering function to use given the current
995
 * rendering context.
996
 *
997
 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
998
 * remove tests to this code.
999
 */
1000
void
1001
_swrast_choose_triangle( struct gl_context *ctx )
1002
{
1003
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1004
 
1005
   if (ctx->Polygon.CullFlag &&
1006
       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1007
      USE(nodraw_triangle);
1008
      return;
1009
   }
1010
 
1011
   if (ctx->RenderMode==GL_RENDER) {
1012
      struct gl_renderbuffer *depthRb =
1013
         ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
1014
 
1015
      if (ctx->Polygon.SmoothFlag) {
1016
         _swrast_set_aa_triangle_function(ctx);
1017
         ASSERT(swrast->Triangle);
1018
         return;
1019
      }
1020
 
1021
      /* special case for occlusion testing */
1022
      if (ctx->Query.CurrentOcclusionObject &&
1023
          ctx->Depth.Test &&
1024
          ctx->Depth.Mask == GL_FALSE &&
1025
          ctx->Depth.Func == GL_LESS &&
1026
          !ctx->Stencil._Enabled &&
1027
          depthRb &&
1028
          depthRb->Format == MESA_FORMAT_Z16) {
1029
         if (ctx->Color.ColorMask[0][0] == 0 &&
1030
	     ctx->Color.ColorMask[0][1] == 0 &&
1031
	     ctx->Color.ColorMask[0][2] == 0 &&
1032
	     ctx->Color.ColorMask[0][3] == 0) {
1033
            USE(occlusion_zless_16_triangle);
1034
            return;
1035
         }
1036
      }
1037
 
1038
      /*
1039
       * XXX should examine swrast->_ActiveAttribMask to determine what
1040
       * needs to be interpolated.
1041
       */
1042
      if (ctx->Texture._EnabledCoordUnits ||
1043
	  _swrast_use_fragment_program(ctx) ||
1044
          ctx->ATIFragmentShader._Enabled ||
1045
          _mesa_need_secondary_color(ctx) ||
1046
          swrast->_FogEnabled) {
1047
         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1048
         const struct gl_texture_object *texObj2D;
1049
         const struct gl_sampler_object *samp;
1050
         const struct gl_texture_image *texImg;
1051
         const struct swrast_texture_image *swImg;
1052
         GLenum minFilter, magFilter, envMode;
1053
         gl_format format;
1054
         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1055
         if (ctx->Texture.Unit[0].Sampler)
1056
            samp = ctx->Texture.Unit[0].Sampler;
1057
         else if (texObj2D)
1058
            samp = &texObj2D->Sampler;
1059
         else
1060
            samp = NULL;
1061
 
1062
         texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1063
         swImg = swrast_texture_image_const(texImg);
1064
 
1065
         format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1066
         minFilter = texObj2D ? samp->MinFilter : GL_NONE;
1067
         magFilter = texObj2D ? samp->MagFilter : GL_NONE;
1068
         envMode = ctx->Texture.Unit[0].EnvMode;
1069
 
1070
         /* First see if we can use an optimized 2-D texture function */
1071
         if (ctx->Texture._EnabledCoordUnits == 0x1
1072
             && !_swrast_use_fragment_program(ctx)
1073
             && !ctx->ATIFragmentShader._Enabled
1074
             && ctx->Texture._EnabledUnits == 0x1
1075
             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1076
             && samp->WrapS == GL_REPEAT
1077
             && samp->WrapT == GL_REPEAT
1078
             && texObj2D->_Swizzle == SWIZZLE_NOOP
1079
             && swImg->_IsPowerOfTwo
1080
             && texImg->Border == 0
1081
             && (_mesa_format_row_stride(format, texImg->Width) ==
1082
                 swImg->RowStride)
1083
             && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1084
             && minFilter == magFilter
1085
             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1086
             && !swrast->_FogEnabled
1087
             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1088
             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1089
	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1090
	       if (minFilter == GL_NEAREST
1091
		   && format == MESA_FORMAT_RGB888
1092
		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1093
		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1094
			&& ctx->Depth.Func == GL_LESS
1095
			&& ctx->Depth.Mask == GL_TRUE)
1096
		       || swrast->_RasterMask == TEXTURE_BIT)
1097
		   && ctx->Polygon.StippleFlag == GL_FALSE
1098
                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1099
		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1100
		     USE(simple_z_textured_triangle);
1101
		  }
1102
		  else {
1103
		     USE(simple_textured_triangle);
1104
		  }
1105
	       }
1106
	       else {
1107
#if CHAN_BITS != 8
1108
                  USE(general_triangle);
1109
#else
1110
                  if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1111
                     /* We only handle RGBA8888 correctly on little endian
1112
                      * in the optimized code above.
1113
                      */
1114
                     USE(general_triangle);
1115
                  }
1116
                  else {
1117
                     USE(affine_textured_triangle);
1118
                 }
1119
#endif
1120
	       }
1121
	    }
1122
	    else {
1123
#if CHAN_BITS != 8
1124
               USE(general_triangle);
1125
#else
1126
               USE(persp_textured_triangle);
1127
#endif
1128
	    }
1129
	 }
1130
         else {
1131
            /* general case textured triangles */
1132
            USE(general_triangle);
1133
         }
1134
      }
1135
      else {
1136
         ASSERT(!swrast->_FogEnabled);
1137
         ASSERT(!_mesa_need_secondary_color(ctx));
1138
	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1139
	    /* smooth shaded, no texturing, stippled or some raster ops */
1140
#if CHAN_BITS != 8
1141
               USE(general_triangle);
1142
#else
1143
               USE(smooth_rgba_triangle);
1144
#endif
1145
	 }
1146
	 else {
1147
	    /* flat shaded, no texturing, stippled or some raster ops */
1148
#if CHAN_BITS != 8
1149
            USE(general_triangle);
1150
#else
1151
            USE(flat_rgba_triangle);
1152
#endif
1153
	 }
1154
      }
1155
   }
1156
   else if (ctx->RenderMode==GL_FEEDBACK) {
1157
      USE(_swrast_feedback_triangle);
1158
   }
1159
   else {
1160
      /* GL_SELECT mode */
1161
      USE(_swrast_select_triangle);
1162
   }
1163
}