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authorBrian Paul <[email protected]>2001-01-05 21:28:31 +0000
committerBrian Paul <[email protected]>2001-01-05 21:28:31 +0000
commit8cbc573eae500aff6d121b2eef93fb00822622f1 (patch)
treeb37f54734b0e44221cbdd70fa3aa3d0c9c8a39d3 /src/mesa/swrast/s_texture.c
parent2d7e25c9ffea6f8fb64d54c57bcd0ade5559bb35 (diff)
Fixed bug in MinMagThresh computation.
Renamed gl_texture_pixels() to _swrast_texture_fragments()
Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c219
1 files changed, 120 insertions, 99 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 29d6b46f4db..b4c81fad02e 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.6 2001/01/03 15:59:30 brianp Exp $ */
+/* $Id: s_texture.c,v 1.7 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -46,8 +46,9 @@
* index - the palette index (8-bit only)
* Output: red, green, blue, alpha - the texel color
*/
-static void palette_sample(const struct gl_texture_object *tObj,
- GLint index, GLchan rgba[4] )
+static void
+palette_sample(const struct gl_texture_object *tObj,
+ GLint index, GLchan rgba[4] )
{
GLcontext *ctx = _mesa_get_current_context(); /* THIS IS A HACK */
const GLchan *palette;
@@ -219,9 +220,10 @@ static void palette_sample(const struct gl_texture_object *tObj,
* Given 1-D texture image and an (i) texel column coordinate, return the
* texel color.
*/
-static void get_1d_texel( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img, GLint i,
- GLchan rgba[4] )
+static void
+get_1d_texel( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img, GLint i,
+ GLchan rgba[4] )
{
const GLchan *texel;
@@ -274,9 +276,10 @@ static void get_1d_texel( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
-static void sample_1d_nearest( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLchan rgba[4] )
+static void
+sample_1d_nearest( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat s, GLchan rgba[4] )
{
const GLint width = img->Width2; /* without border, power of two */
const GLchan *texel;
@@ -330,10 +333,10 @@ static void sample_1d_nearest( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
-static void sample_1d_linear( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s,
- GLchan rgba[4] )
+static void
+sample_1d_linear( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat s, GLchan rgba[4] )
{
const GLint width = img->Width2;
GLint i0, i1;
@@ -456,11 +459,12 @@ sample_1d_linear_mipmap_linear( const struct gl_texture_object *tObj,
-static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@@ -474,11 +478,12 @@ static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
-static void sample_linear_1d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_linear_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@@ -496,11 +501,12 @@ static void sample_linear_1d( GLcontext *ctx, GLuint texUnit,
* return a texture sample.
*
*/
-static void sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
@@ -564,9 +570,10 @@ static void sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
* Given a texture image and an (i,j) integer texel coordinate, return the
* texel color.
*/
-static void get_2d_texel( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img, GLint i, GLint j,
- GLchan rgba[4] )
+static void
+get_2d_texel( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img, GLint i, GLint j,
+ GLchan rgba[4] )
{
const GLint width = img->Width; /* includes border */
const GLchan *texel;
@@ -621,10 +628,11 @@ static void get_2d_texel( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
-static void sample_2d_nearest( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLfloat t,
- GLchan rgba[] )
+static void
+sample_2d_nearest( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat s, GLfloat t,
+ GLchan rgba[] )
{
const GLint imgWidth = img->Width; /* includes border */
const GLint width = img->Width2; /* without border, power of two */
@@ -682,10 +690,11 @@ static void sample_2d_nearest( const struct gl_texture_object *tObj,
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <[email protected]>.
*/
-static void sample_2d_linear( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLfloat t,
- GLchan rgba[] )
+static void
+sample_2d_linear( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat s, GLfloat t,
+ GLchan rgba[] )
{
const GLint width = img->Width2;
const GLint height = img->Height2;
@@ -834,11 +843,12 @@ sample_2d_linear_mipmap_linear( const struct gl_texture_object *tObj,
-static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@@ -851,11 +861,12 @@ static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
-static void sample_linear_2d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_linear_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@@ -871,12 +882,13 @@ static void sample_linear_2d( GLcontext *ctx, GLuint texUnit,
* Given an (s,t) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
-static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
+ GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
@@ -932,11 +944,12 @@ static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
* No border
* Format = GL_RGB
*/
-static void opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n, const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
@@ -974,11 +987,12 @@ static void opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
* No border
* Format = GL_RGBA
*/
-static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n, const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
+ GLuint n, const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
@@ -1019,10 +1033,11 @@ static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
* Given a texture image and an (i,j,k) integer texel coordinate, return the
* texel color.
*/
-static void get_3d_texel( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLint i, GLint j, GLint k,
- GLchan rgba[4] )
+static void
+get_3d_texel( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLint i, GLint j, GLint k,
+ GLchan rgba[4] )
{
const GLint width = img->Width; /* includes border */
const GLint height = img->Height; /* includes border */
@@ -1080,10 +1095,11 @@ static void get_3d_texel( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
-static void sample_3d_nearest( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLfloat t, GLfloat r,
- GLchan rgba[4] )
+static void
+sample_3d_nearest( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat s, GLfloat t, GLfloat r,
+ GLchan rgba[4] )
{
const GLint imgWidth = img->Width; /* includes border, if any */
const GLint imgHeight = img->Height; /* includes border, if any */
@@ -1140,10 +1156,11 @@ static void sample_3d_nearest( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
-static void sample_3d_linear( const struct gl_texture_object *tObj,
- const struct gl_texture_image *img,
- GLfloat s, GLfloat t, GLfloat r,
- GLchan rgba[4] )
+static void
+sample_3d_linear( const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLfloat s, GLfloat t, GLfloat r,
+ GLchan rgba[4] )
{
const GLint width = img->Width2;
const GLint height = img->Height2;
@@ -1335,11 +1352,12 @@ sample_3d_linear_mipmap_linear( const struct gl_texture_object *tObj,
}
-static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@@ -1351,11 +1369,12 @@ static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
-static void sample_linear_3d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_linear_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@@ -1370,11 +1389,12 @@ static void sample_linear_3d( GLcontext *ctx, GLuint texUnit,
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
-static void sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+static void
+sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
{
GLuint i;
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
@@ -1734,9 +1754,9 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
if (needLambda) {
/* Compute min/mag filter threshold */
- if (t->MagFilter==GL_LINEAR
- && (t->MinFilter==GL_NEAREST_MIPMAP_NEAREST ||
- t->MinFilter==GL_LINEAR_MIPMAP_NEAREST)) {
+ if (t->MagFilter == GL_LINEAR
+ && (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
+ t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
swrast->_MinMagThresh[texUnit] = 0.5F;
}
else {
@@ -2500,10 +2520,11 @@ apply_texture( const GLcontext *ctx,
/*
* Apply a unit of texture mapping to the incoming fragments.
*/
-void gl_texture_pixels( GLcontext *ctx, GLuint texUnit, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat r[], GLfloat lambda[],
- GLchan primary_rgba[][4], GLchan rgba[][4] )
+void
+_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat r[], GLfloat lambda[],
+ GLchan primary_rgba[][4], GLchan rgba[][4] )
{
const GLuint mask = TEXTURE0_ANY << (texUnit * 4);