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authorBrian Paul <[email protected]>2001-03-22 04:54:08 +0000
committerBrian Paul <[email protected]>2001-03-22 04:54:08 +0000
commite9313a64c182701d22a5c6d2a82863c658e7424f (patch)
tree4ae92d5e6ec94f1314074f506d4ba52c0a058b08 /src/mesa/swrast/s_triangle.c
parentd2733fa1963ddaa6dd4bb41ef488a029964dd8f1 (diff)
clean-up in _swrast_choose_triangle()
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c132
1 files changed, 64 insertions, 68 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 066cab2f165..e46a7963b54 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.20 2001/03/19 02:25:36 keithw Exp $ */
+/* $Id: s_triangle.c,v 1.21 2001/03/22 04:54:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -2250,14 +2250,27 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
-#if 0
-# define dputs(s) puts(s)
+#ifdef DEBUG
+
+/* record the current triangle function name */
+static const char *triFuncName = NULL;
+
+#define USE(triFunc) \
+do { \
+ triFuncName = #triFunc; \
+ /*printf("%s\n", triFuncName);*/ \
+ swrast->Triangle = triFunc; \
+} while (0)
+
#else
-# define dputs(s)
+
+#define USE(triFunc) swrast->Triangle = triFunc;
+
#endif
+
/*
* Determine which triangle rendering function to use given the current
* rendering context.
@@ -2273,13 +2286,10 @@ _swrast_choose_triangle( GLcontext *ctx )
if (ctx->Polygon.CullFlag &&
ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
- dputs("nodraw_triangle");
- swrast->Triangle = nodraw_triangle;
+ USE(nodraw_triangle);
return;
}
-
-
if (ctx->RenderMode==GL_RENDER) {
if (ctx->Polygon.SmoothFlag) {
@@ -2300,74 +2310,68 @@ _swrast_choose_triangle( GLcontext *ctx )
ctx->Color.ColorMask[3] == 0)
||
(!rgbmode && ctx->Color.IndexMask == 0)) {
- dputs("occlusion_test_triangle");
- swrast->Triangle = occlusion_zless_triangle;
+ USE(occlusion_zless_triangle);
return;
}
}
if (ctx->Texture._ReallyEnabled) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
- GLint format, filter;
- const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].Current2D;
- const struct gl_texture_image *image;
+ const struct gl_texture_object *texObj2D;
+ const struct gl_texture_image *texImg;
+ GLenum minFilter, magFilter, envMode, format;
+ texObj2D = ctx->Texture.Unit[0].Current2D;
+ texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL;
+ format = texImg ? texImg->Format : (GLenum) 0;
+ minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
+ magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
+ envMode = ctx->Texture.Unit[0].EnvMode;
+
/* First see if we can used an optimized 2-D texture function */
if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
- && current2Dtex->WrapS==GL_REPEAT
- && current2Dtex->WrapT==GL_REPEAT
- && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */
- && image->Border==0
- && ((format = image->Format)==GL_RGB || format==GL_RGBA)
- && image->Type == CHAN_TYPE
- && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
- /* ==> current2Dtex->MinFilter != GL_XXX_MIPMAP_XXX */
- && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR
- && ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) {
-
+ && texObj2D->WrapS==GL_REPEAT
+ && texObj2D->WrapT==GL_REPEAT
+ && texImg->Border==0
+ && (format == GL_RGB || format == GL_RGBA)
+ && texImg->Type == CHAN_TYPE
+ && minFilter == magFilter
+ && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+ && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
-
- if (filter==GL_NEAREST
- && format==GL_RGB
- && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE
- || ctx->Texture.Unit[0].EnvMode==GL_DECAL)
- && ((swrast->_RasterMask==DEPTH_BIT
- && ctx->Depth.Func==GL_LESS
- && ctx->Depth.Mask==GL_TRUE)
- || swrast->_RasterMask==0)
- && ctx->Polygon.StippleFlag==GL_FALSE) {
-
+ if (minFilter == GL_NEAREST
+ && format == GL_RGB
+ && (envMode == GL_REPLACE || envMode == GL_DECAL)
+ && ((swrast->_RasterMask == DEPTH_BIT
+ && ctx->Depth.Func == GL_LESS
+ && ctx->Depth.Mask == GL_TRUE)
+ || swrast->_RasterMask == 0)
+ && ctx->Polygon.StippleFlag == GL_FALSE) {
if (swrast->_RasterMask==DEPTH_BIT) {
- swrast->Triangle = simple_z_textured_triangle;
- dputs("simple_z_textured_triangle");
+ USE(simple_z_textured_triangle);
}
else {
- swrast->Triangle = simple_textured_triangle;
- dputs("simple_textured_triangle");
+ USE(simple_textured_triangle);
}
}
else {
if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
- swrast->Triangle = general_textured_triangle;
- dputs("general_textured_triangle");
+ USE(general_textured_triangle);
}
else {
- swrast->Triangle = affine_textured_triangle;
- dputs("affine_textured_triangle");
+ USE(affine_textured_triangle);
}
}
}
else {
#if 00 /* XXX these function have problems with texture coord interpolation */
if (filter==GL_NEAREST) {
- swrast->Triangle = near_persp_textured_triangle;
- dputs("near_persp_textured_triangle");
+ USE(near_persp_textured_triangle);
}
else {
- swrast->Triangle = lin_persp_textured_triangle;
- dputs("lin_persp_textured_triangle");
+ USE(lin_persp_textured_triangle);
}
#endif
- swrast->Triangle = general_textured_triangle;
+ USE(general_textured_triangle);
}
}
else {
@@ -2380,62 +2384,54 @@ _swrast_choose_triangle( GLcontext *ctx )
else
needLambda = GL_FALSE;
if (swrast->_MultiTextureEnabled) {
- swrast->Triangle = lambda_multitextured_triangle;
- dputs("lambda_multitextured_triangle");
+ USE(lambda_multitextured_triangle);
}
else if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) {
/* separate specular color interpolation */
if (needLambda) {
- swrast->Triangle = lambda_textured_spec_triangle;
- dputs("lambda_textured_spec_triangle");
+ USE(lambda_textured_spec_triangle);
}
else {
- swrast->Triangle = general_textured_spec_triangle;
- dputs("general_textured_spec_triangle");
+ USE(general_textured_spec_triangle);
}
}
else {
if (needLambda) {
- swrast->Triangle = lambda_textured_triangle;
- dputs("lambda_textured_triangle");
+ USE(lambda_textured_triangle);
}
else {
- swrast->Triangle = general_textured_triangle;
- dputs("general_textured_triangle");
+ USE(general_textured_triangle);
}
}
}
}
else {
+ ASSERT(!ctx->Texture._ReallyEnabled);
if (ctx->Light.ShadeModel==GL_SMOOTH) {
/* smooth shaded, no texturing, stippled or some raster ops */
if (rgbmode) {
- dputs("smooth_rgba_triangle");
- swrast->Triangle = smooth_rgba_triangle;
+ USE(smooth_rgba_triangle);
}
else {
- dputs("smooth_ci_triangle");
- swrast->Triangle = smooth_ci_triangle;
+ USE(smooth_ci_triangle);
}
}
else {
/* flat shaded, no texturing, stippled or some raster ops */
if (rgbmode) {
- dputs("flat_rgba_triangle");
- swrast->Triangle = flat_rgba_triangle;
+ USE(flat_rgba_triangle);
}
else {
- dputs("flat_ci_triangle");
- swrast->Triangle = flat_ci_triangle;
+ USE(flat_ci_triangle);
}
}
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
- swrast->Triangle = _mesa_feedback_triangle;
+ USE(_mesa_feedback_triangle);
}
else {
/* GL_SELECT mode */
- swrast->Triangle = _mesa_select_triangle;
+ USE(_mesa_select_triangle);
}
}