diff options
author | Brian Paul <[email protected]> | 2002-01-28 00:07:33 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2002-01-28 00:07:33 +0000 |
commit | f1e236987829393c81dc86ea19cb49eefe190317 (patch) | |
tree | f7cd40a2765dcf9dcf96e1797c893a83a6193642 /src | |
parent | 2a182a98973edc9ecf2936b1288485bb2b3fa722 (diff) |
More span clean-up, mostly texture-related.
_mesa_rasterize_span() is gone, replaced by new _mesa_write_textured_span().
Removed some unneeded triangle functions - more simplification possible.
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/swrast/s_aatritemp.h | 130 | ||||
-rw-r--r-- | src/mesa/swrast/s_alpha.c | 4 | ||||
-rw-r--r-- | src/mesa/swrast/s_depth.c | 5 | ||||
-rw-r--r-- | src/mesa/swrast/s_drawpix.c | 3 | ||||
-rw-r--r-- | src/mesa/swrast/s_fog.c | 11 | ||||
-rw-r--r-- | src/mesa/swrast/s_span.c | 855 | ||||
-rw-r--r-- | src/mesa/swrast/s_span.h | 20 | ||||
-rw-r--r-- | src/mesa/swrast/s_stencil.c | 4 | ||||
-rw-r--r-- | src/mesa/swrast/s_texture.c | 52 | ||||
-rw-r--r-- | src/mesa/swrast/s_texture.h | 5 | ||||
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 121 | ||||
-rw-r--r-- | src/mesa/swrast/s_zoom.c | 7 | ||||
-rw-r--r-- | src/mesa/swrast/swrast.h | 13 |
13 files changed, 249 insertions, 981 deletions
diff --git a/src/mesa/swrast/s_aatritemp.h b/src/mesa/swrast/s_aatritemp.h index 91571cb3743..e142c6fb279 100644 --- a/src/mesa/swrast/s_aatritemp.h +++ b/src/mesa/swrast/s_aatritemp.h @@ -1,4 +1,4 @@ -/* $Id: s_aatritemp.h,v 1.24 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_aatritemp.h,v 1.25 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -268,7 +268,7 @@ GLint iy; for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { GLint ix, startX = (GLint) (x - xAdj); - GLuint count, n; + GLuint count; GLfloat coverage = 0.0F; SW_SPAN_RESET(span); @@ -343,42 +343,15 @@ if (ix <= startX) continue; - n = (GLuint) ix - (GLuint) startX; - -#ifdef DO_MULTITEX -# ifdef DO_SPEC - _old_write_multitexture_span(ctx, n, startX, iy, span.zArray, - span.fogArray, - span.texcoords, - span.lambda, span.color.rgba, - span.specArray, - span.coverage, GL_POLYGON); -# else - _old_write_multitexture_span(ctx, n, startX, iy, span.zArray, - span.fogArray, - span.texcoords, - span.lambda, span.color.rgba, - NULL, span.coverage, - GL_POLYGON); -# endif -#elif defined(DO_TEX) - span.x = startX; span.y = iy; - span.end = n; + span.end = (GLuint) ix - (GLuint) startX; + ASSERT(span.interpMask == 0); +#if defined(DO_MULTITEX) || defined(DO_TEX) _mesa_write_texture_span(ctx, &span, GL_POLYGON); - #elif defined(DO_RGBA) - span.x = startX; - span.y = iy; - span.end = n; - ASSERT(span.interpMask == 0); _mesa_write_rgba_span(ctx, &span, GL_POLYGON); #elif defined(DO_INDEX) - span.x = startX; - span.y = iy; - span.end = n; - ASSERT(span.interpMask == 0); _mesa_write_index_span(ctx, &span, GL_POLYGON); #endif } @@ -479,7 +452,38 @@ n = (GLuint) startX - (GLuint) ix; left = ix + 1; + + /* shift all values to the left */ + /* XXX this is temporary */ + { + GLint j; + for (j = 0; j < (GLint) n; j++) { +#ifdef DO_RGBA + COPY_4V(span.color.rgba[j], span.color.rgba[j + left]); +#endif +#ifdef DO_SPEC + COPY_4V(span.specArray[j], span.specArray[j + left]); +#endif +#ifdef DO_INDEX + span.color.index[j] = span.color.index[j + left]; +#endif +#ifdef DO_Z + span.zArray[j] = span.zArray[j + left]; +#endif +#ifdef DO_FOG + span.fogArray[j] = span.fogArray[j + left]; +#endif +#ifdef DO_TEX + COPY_4V(span.texcoords[0][j], span.texcoords[0][j + left]); +#endif +#if defined(DO_MULTITEX) || defined(DO_TEX) + span.lambda[0][j] = span.lambda[0][j + left]; +#endif + span.coverage[j] = span.coverage[j + left]; + } + } #ifdef DO_MULTITEX + /* shift texcoords */ { GLuint unit; for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { @@ -494,73 +498,17 @@ } } } -# ifdef DO_SPEC - _old_write_multitexture_span(ctx, n, left, iy, span.zArray + left, - span.fogArray + left, - span.texcoords, span.lambda, - span.color.rgba + left, - span.specArray + left, - span.coverage + left, - GL_POLYGON); -# else - _old_write_multitexture_span(ctx, n, left, iy, span.zArray + left, - span.fogArray + left, - span.texcoords, span.lambda, - span.color.rgba + left, NULL, - span.coverage + left, - GL_POLYGON); -# endif -#elif defined(DO_TEX) +#endif - /* XXX this is temporary */ - { - GLint j; - for (j = 0; j < (GLint) n; j++) { - span.fogArray[j] = span.fogArray[j + left]; - span.zArray[j] = span.zArray[j + left]; - COPY_4V(span.color.rgba[j], span.color.rgba[j + left]); - COPY_4V(span.specArray[j], span.specArray[j + left]); - COPY_4V(span.texcoords[0][j], span.texcoords[0][j + left]); - span.lambda[0][j] = span.lambda[0][j + left]; - span.coverage[j] = span.coverage[j + left]; - } - } span.x = left; span.y = iy; span.end = n; + ASSERT(span.interpMask == 0); +#if defined(DO_MULTITEX) || defined(DO_TEX) _mesa_write_texture_span(ctx, &span, GL_POLYGON); - #elif defined(DO_RGBA) - /* XXX this is temporary */ - { - GLint j; - for (j = 0; j < (GLint) n; j++) { - span.fogArray[j] = span.fogArray[j + left]; - span.zArray[j] = span.zArray[j + left]; - COPY_4V(span.color.rgba[j], span.color.rgba[j + left]); - span.coverage[j] = span.coverage[j + left]; - } - } - span.x = left; - span.y = iy; - span.end = n; - ASSERT(span.interpMask == 0); _mesa_write_rgba_span(ctx, &span, GL_POLYGON); #elif defined(DO_INDEX) - /* XXX this is temporary */ - { - GLint j; - for (j = 0; j < (GLint) n; j++) { - span.fogArray[j] = span.fogArray[j + left]; - span.zArray[j] = span.zArray[j + left]; - span.color.index[j] = span.color.index[j + left]; - span.coverage[j] = span.coverage[j + left]; - } - } - span.x = left; - span.y = iy; - span.end = n; - ASSERT(span.interpMask == 0); _mesa_write_index_span(ctx, &span, GL_POLYGON); #endif } diff --git a/src/mesa/swrast/s_alpha.c b/src/mesa/swrast/s_alpha.c index ca34c120b43..7ee0f1b118f 100644 --- a/src/mesa/swrast/s_alpha.c +++ b/src/mesa/swrast/s_alpha.c @@ -1,4 +1,4 @@ -/* $Id: s_alpha.c,v 1.6 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_alpha.c,v 1.7 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -49,7 +49,7 @@ _mesa_alpha_test( const GLcontext *ctx, struct sw_span *span, const GLchan ref = ctx->Color.AlphaRef; GLubyte *mask = span->mask; - ASSERT (span->filledAlpha == GL_TRUE || (span->arrayMask & SPAN_RGBA)); + ASSERT(span->arrayMask & SPAN_RGBA); /* switch cases ordered from most frequent to less frequent */ switch (ctx->Color.AlphaFunc) { diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c index 3a3f1904d00..1962dbef78c 100644 --- a/src/mesa/swrast/s_depth.c +++ b/src/mesa/swrast/s_depth.c @@ -1,4 +1,4 @@ -/* $Id: s_depth.c,v 1.12 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_depth.c,v 1.13 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -572,8 +572,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span) { SWcontext *swrast = SWRAST_CONTEXT(ctx); - ASSERT((span->interpMask & SPAN_Z) || (span->arrayMask & SPAN_Z)); - ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z)); + ASSERT(span->arrayMask & SPAN_Z); if (swrast->Driver.ReadDepthSpan) { /* hardware-based depth buffer */ diff --git a/src/mesa/swrast/s_drawpix.c b/src/mesa/swrast/s_drawpix.c index 4be186bb917..94dea3d5105 100644 --- a/src/mesa/swrast/s_drawpix.c +++ b/src/mesa/swrast/s_drawpix.c @@ -1,4 +1,4 @@ -/* $Id: s_drawpix.c,v 1.26 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_drawpix.c,v 1.27 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -634,7 +634,6 @@ draw_depth_pixels( GLcontext *ctx, GLint x, GLint y, span.x = x; span.y = y; span.end = drawWidth; - span.filledDepth = GL_TRUE; /* XXX temporary */ _mesa_write_rgba_span(ctx, &span, GL_BITMAP); } } diff --git a/src/mesa/swrast/s_fog.c b/src/mesa/swrast/s_fog.c index 4d9af9bb522..e123ff5d9a6 100644 --- a/src/mesa/swrast/s_fog.c +++ b/src/mesa/swrast/s_fog.c @@ -1,4 +1,4 @@ -/* $Id: s_fog.c,v 1.18 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_fog.c,v 1.19 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -85,7 +85,6 @@ _mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span, GLfloat fog = span->fog, Dfog = span->fogStep; GLchan rFog, gFog, bFog; - /* printf("%s\n", __FUNCTION__);*/ ASSERT(ctx->Fog.Enabled); ASSERT(span->interpMask & SPAN_FOG); ASSERT(span->filledColor == GL_TRUE || (span->arrayMask & SPAN_RGBA)); @@ -119,7 +118,6 @@ _mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span, GLuint i; GLchan rFog, gFog, bFog; - /* printf("%s\n", __FUNCTION__);*/ ASSERT(fog != NULL); ASSERT(ctx->Fog.Enabled); ASSERT(span->filledColor == GL_TRUE || (span->arrayMask & SPAN_RGBA)); @@ -153,7 +151,6 @@ _old_fog_rgba_pixels( const GLcontext *ctx, GLuint i; GLchan rFog, gFog, bFog; - /* printf("%s\n", __FUNCTION__);*/ UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]); UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]); UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]); @@ -185,7 +182,7 @@ _mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span, ASSERT(ctx->Fog.Enabled); ASSERT(span->interpMask & SPAN_FOG); - ASSERT(span->interpMask & SPAN_INDEX); + ASSERT(span->arrayMask & SPAN_INDEX); for (i = 0; i < span->end; i++) { const GLfloat f = CLAMP(fog, 0.0F, 1.0F); @@ -396,11 +393,9 @@ _mesa_depth_fog_rgba_pixels(const GLcontext *ctx, struct sw_span *span, { GLfloat fogFact[PB_SIZE]; - /* printf("%s\n", __FUNCTION__);*/ ASSERT(ctx->Fog.Enabled); ASSERT(span->arrayMask & SPAN_Z); ASSERT(span->end <= PB_SIZE); - ASSERT((span->filledDepth) == GL_TRUE || (span->arrayMask & SPAN_Z)); compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact ); _mesa_fog_rgba_pixels_with_array( ctx, span, fogFact, rgba ); @@ -420,7 +415,6 @@ _old_depth_fog_rgba_pixels( const GLcontext *ctx, { GLfloat fogFact[PB_SIZE]; ASSERT(n <= PB_SIZE); - /* printf("%s\n", __FUNCTION__);*/ compute_fog_factors_from_z( ctx, n, z, fogFact ); _old_fog_rgba_pixels( ctx, n, fogFact, rgba ); } @@ -442,7 +436,6 @@ _mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span, ASSERT(ctx->Fog.Enabled); ASSERT(span->arrayMask & SPAN_Z); ASSERT(span->end <= PB_SIZE); - ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z)); compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact ); _mesa_fog_ci_pixels_with_array( ctx, span, fogFact, index ); diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 4e4bdf298f6..489a494a7f3 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1,4 +1,4 @@ -/* $Id: s_span.c,v 1.24 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_span.c,v 1.25 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -139,11 +139,6 @@ interpolate_colors(GLcontext *ctx, struct sw_span *span) ASSERT(span->interpMask & SPAN_RGBA); - /* - SW_SPAN_SET_FLAG(span->filledColor); - SW_SPAN_SET_FLAG(span->filledAlpha); - */ - if (span->interpMask & SPAN_FLAT) { /* constant color */ GLchan color[4]; @@ -251,8 +246,6 @@ interpolate_z(GLcontext *ctx, struct sw_span *span) ASSERT(span->interpMask & SPAN_Z); - /* SW_SPAN_SET_FLAG(span->filledDepth);*/ - if (ctx->Visual.depthBits <= 16) { GLfixed zval = span->z; for (i = 0; i < n; i++) { @@ -294,8 +287,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[u][2]; GLfloat q = span->tex[u][3]; GLuint i; - SW_SPAN_SET_FLAG(span->filledLambda[u]); - SW_SPAN_SET_FLAG(span->filledTex[u]); for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); span->texcoords[u][i][0] = s * invQ; @@ -326,7 +317,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[u][2]; GLfloat q = span->tex[u][3]; GLuint i; - SW_SPAN_SET_FLAG(span->filledTex[u]); for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); span->texcoords[u][i][0] = s * invQ; @@ -342,13 +332,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) } } else { -#ifdef DEBUG - {GLint i; - for (i=0; i<ctx->Const.MaxTextureUnits; i++) { - ASSERT(span->filledTex[i] == GL_FALSE && - span->filledLambda[i] == GL_FALSE); - }} -#endif if (span->interpMask & SPAN_LAMBDA) { /* just texture unit 0, with lambda */ const GLfloat ds = span->texStep[0][0]; @@ -360,8 +343,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[0][2]; GLfloat q = span->tex[0][3]; GLuint i; - SW_SPAN_SET_FLAG(span->filledLambda[0]); - SW_SPAN_SET_FLAG(span->filledTex[0]); for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); span->texcoords[0][i][0] = s * invQ; @@ -387,7 +368,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[0][2]; GLfloat q = span->tex[0][3]; GLuint i; - SW_SPAN_SET_FLAG(span->filledTex[0]); for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); span->texcoords[0][i][0] = s * invQ; @@ -407,31 +387,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) * Apply the current polygon stipple pattern to a span of pixels. */ static void -old_stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y, - GLubyte mask[] ) -{ - const GLuint highbit = 0x80000000; - GLuint i, m, stipple; - - stipple = ctx->PolygonStipple[y % 32]; - m = highbit >> (GLuint) (x % 32); - - for (i = 0; i < n; i++) { - if ((m & stipple) == 0) { - mask[i] = 0; - } - m = m >> 1; - if (m == 0) { - m = highbit; - } - } -} - - -/* - * Apply the current polygon stipple pattern to a span of pixels. - */ -static void stipple_polygon_span( GLcontext *ctx, struct sw_span *span) { const GLuint highbit = 0x80000000; @@ -453,49 +408,6 @@ stipple_polygon_span( GLcontext *ctx, struct sw_span *span) } - -/* - * Clip a pixel span to the current buffer/window boundaries. - * Return: 'n' such that pixel 'n', 'n+1' etc. are clipped, - * as a special case: - * 0 = all pixels clipped - */ -static GLuint -old_clip_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[] ) -{ - /* Clip to top and bottom */ - if (y < 0 || y >= ctx->DrawBuffer->Height) { - return 0; - } - - /* Clip to the left */ - if (x < 0) { - if (x + n <= 0) { - /* completely off left side */ - return 0; - } - else { - /* partially off left side */ - BZERO(mask, -x * sizeof(GLubyte)); - } - } - - /* Clip to right */ - if (x + n > ctx->DrawBuffer->Width) { - if (x >= ctx->DrawBuffer->Width) { - /* completely off right side */ - return 0; - } - else { - /* partially off right side */ - return ctx->DrawBuffer->Width - x; - } - } - - return n; -} - - /* * Clip a pixel span to the current buffer/window boundaries. * Return: GL_TRUE some pixel still visible @@ -596,6 +508,8 @@ multi_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y, /* * Draw to more than one RGBA color buffer (or none). + * All fragment operations, up to (but not) blending/logicop should + * have been done first. */ static void multi_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y, @@ -845,45 +759,26 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span, } } - /* I have to think where to put this!! */ - if (span->interpMask & SPAN_Z) { -#ifdef DEBUG - span->filledDepth = GL_TRUE; -#endif - - if (ctx->Visual.depthBits <= 16) { - GLuint i; - GLfixed zval = span->z; - for (i = 0; i < span->end; i++) { - span->zArray[i] = FixedToInt(zval); - zval += span->zStep; + /* Stencil and Z testing */ + if (ctx->Stencil.Enabled || ctx->Depth.Test) { + if (span->interpMask & SPAN_Z) + interpolate_z(ctx, span); + + if (ctx->Stencil.Enabled) { + if (!_mesa_stencil_and_ztest_span(ctx, span)) { + span->arrayMask = origArrayMask; + return; } } else { - /* Deep Z buffer, no fixed->int shift */ - GLuint i; - GLfixed zval = span->z; - for (i = 0; i < span->end; i++) { - span->zArray[i] = zval; - zval += span->zStep; + ASSERT(ctx->Depth.Test); + ASSERT(span->arrayMask & SPAN_Z); + /* regular depth testing */ + if (!_mesa_depth_test_span(ctx, span)) { + span->arrayMask = origArrayMask; + return; } } - span->arrayMask |= SPAN_Z; - } - - if (ctx->Stencil.Enabled) { - /* first stencil test */ - if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) { - span->arrayMask = origArrayMask; - return; - } - } - else if (ctx->Depth.Test) { - /* regular depth testing */ - if (_mesa_depth_test_span(ctx, span) == GL_FALSE) { - span->arrayMask = origArrayMask; - return; - } } /* if we get here, something passed the depth test */ @@ -895,8 +790,11 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span, _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray, rgba); else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) _mesa_fog_rgba_pixels( ctx, span, rgba ); - else + else { + if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0) + interpolate_z(ctx, span); _mesa_depth_fog_rgba_pixels( ctx, span, rgba ); + } } /* Antialias coverage application */ @@ -985,7 +883,9 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span, /* Do the alpha test */ if (ctx->Color.AlphaEnabled) { - SW_SPAN_SET_FLAG(span->filledAlpha); + if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) + interpolate_colors(ctx, span); + for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = color[ACOMP]; } @@ -994,29 +894,8 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span, } } - /* I have to think where to put this!! */ - if (span->interpMask & SPAN_Z) { - SW_SPAN_SET_FLAG(span->filledDepth); - - if (ctx->Visual.depthBits <= 16) { - GLuint i; - GLfixed zval = span->z; - for (i = 0; i < span->end; i++) { - span->zArray[i] = FixedToInt(zval); - zval += span->zStep; - } - } - else { - /* Deep Z buffer, no fixed->int shift */ - GLuint i; - GLfixed zval = span->z; - for (i = 0; i < span->end; i++) { - span->zArray[i] = zval; - zval += span->zStep; - } - } - span->arrayMask |= SPAN_Z; - } + if (span->interpMask & SPAN_Z) + interpolate_z(ctx, span); if (ctx->Stencil.Enabled) { /* first stencil test */ @@ -1130,26 +1009,22 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span, /* * Add specular color to base color. This is used only when - * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR - * or GL_COLOR_SUM_EXT is enabled. + * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR. */ static void -add_colors(CONST struct sw_span *span, GLchan rgba[][4]) +add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] ) { GLuint i; - assert(span->arrayMask & SPAN_RGBA); - assert(span->arrayMask & SPAN_SPEC); - - for (i = 0; i < span->end; i++) { + for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT /* no clamping */ - rgba[i][RCOMP] += span->specArray[i][RCOMP]; - rgba[i][GCOMP] += span->specArray[i][GCOMP]; - rgba[i][BCOMP] += span->specArray[i][BCOMP]; + rgba[i][RCOMP] += specular[i][RCOMP]; + rgba[i][GCOMP] += specular[i][GCOMP]; + rgba[i][BCOMP] += specular[i][BCOMP]; #else - GLint r = rgba[i][RCOMP] + span->specArray[i][RCOMP]; - GLint g = rgba[i][GCOMP] + span->specArray[i][GCOMP]; - GLint b = rgba[i][BCOMP] + span->specArray[i][BCOMP]; + GLint r = rgba[i][RCOMP] + specular[i][RCOMP]; + GLint g = rgba[i][GCOMP] + specular[i][GCOMP]; + GLint b = rgba[i][BCOMP] + specular[i][BCOMP]; rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); @@ -1159,32 +1034,32 @@ add_colors(CONST struct sw_span *span, GLchan rgba[][4]) /* - * Write a horizontal span of textured pixels to the frame buffer. - * The color of each pixel is different. - * Alpha-testing, stenciling, depth-testing, and blending are done - * as needed. - * Input: span - contains span-data with the exception of - * fog - array of fog factor values in [0,1] - * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP. + * This function may modify any of the array values in the span. + * span->arrayMask, however, will not be modified (or we'll + * restore it to the original incoming value before returning. */ void _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span, - GLenum primitive ) + GLenum primitive ) { const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); - GLchan rgbaBackup[MAX_WIDTH][4]; - GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */ SWcontext *swrast = SWRAST_CONTEXT(ctx); + const GLuint origArrayMask = span->arrayMask; + + /* printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);*/ + + ASSERT(ctx->Texture._ReallyEnabled); MEMSET(span->mask, 1, span->end); + /* clip against window bounds */ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) { if (clip_span(ctx,span) == GL_FALSE) { return; } } - /* Do the scissor test */ + /* Scissor test */ if (ctx->Scissor.Enabled) { if (_mesa_scissor_span( ctx, span ) == GL_FALSE) { return; @@ -1196,300 +1071,109 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span, stipple_polygon_span( ctx, span); } - - if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)) { - /* must make a copy of the colors since they may be modified */ - MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan)); - rgba = rgbaBackup; - } - else { - rgba = span->color.rgba; - } - + /* Need texture coordinates now */ + if ((span->interpMask & SPAN_TEXTURE) + && (span->arrayMask & SPAN_TEXTURE) == 0) + interpolate_texcoords(ctx, span); /* Texture with alpha test */ if (ctx->Color.AlphaEnabled) { + + /* Now we need the rgba array, fill it in if needed */ + if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) + interpolate_colors(ctx, span); + /* Texturing without alpha is done after depth-testing which - gives a potential speed-up. */ - ASSERT(ctx->Texture._ReallyEnabled); - _swrast_texture_fragments( ctx, 0, span, rgba ); + * gives a potential speed-up. + */ + _swrast_multitexture_fragments( ctx, span ); /* Do the alpha test */ - if (_mesa_alpha_test( ctx, span, (const GLchan (*)[4]) rgba ) == 0) { + if (!_old_alpha_test(ctx, span->end, + (CONST GLchan (*)[4]) span->color.rgba, + span->mask)) { + span->arrayMask = origArrayMask; return; } } - if (ctx->Stencil.Enabled) { - /* first stencil test */ - if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) - return; - } - else if (ctx->Depth.Test) { - /* regular depth testing */ - if (_mesa_depth_test_span(ctx, span) == 0) - return; - } - - /* if we get here, something passed the depth test */ - ctx->OcclusionResult = GL_TRUE; - - /* Texture without alpha test */ - if (! ctx->Color.AlphaEnabled) { - ASSERT(ctx->Texture._ReallyEnabled); - _swrast_texture_fragments( ctx, 0, span, rgba ); - } - + /* Stencil and Z testing */ + if (ctx->Stencil.Enabled || ctx->Depth.Test) { + if (span->interpMask & SPAN_Z) + interpolate_z(ctx, span); - /* Add base and specular colors */ - if ((span->arrayMask & SPAN_SPEC) && /* Is this right test ???*/ - (ctx->Fog.ColorSumEnabled || - (ctx->Light.Enabled && - ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))) { - add_colors(span, rgba); /* rgba = rgba + span->spec */ - } - - /* Per-pixel fog */ - if (ctx->Fog.Enabled) { - if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog) - _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray, rgba); - else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) - _mesa_fog_rgba_pixels( ctx, span, rgba ); - else - _mesa_depth_fog_rgba_pixels(ctx, span, rgba); - } - - - /* Antialias coverage application */ - if (span->arrayMask & SPAN_COVERAGE) { - GLuint i; - for (i = 0; i < span->end; i++) { - rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]); - } - } - - if (swrast->_RasterMask & MULTI_DRAW_BIT) { - multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask ); - } - else { - /* normal: write to exactly one buffer */ - if (ctx->Color.ColorLogicOpEnabled) { - _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask ); - } - else if (ctx->Color.BlendEnabled) { - _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask ); - } - if (colorMask == 0x0) { - return; - } - else if (colorMask != 0xffffffff) { - _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba ); - } - - (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, - (const GLchan (*)[4]) rgba, - span->writeAll ? NULL : span->mask ); - if (swrast->_RasterMask & ALPHABUF_BIT) { - _mesa_write_alpha_span( ctx, span->end, span->x, span->y, - (const GLchan (*)[4]) rgba, - span->writeAll ? NULL : span->mask ); - } - } -} - - -/* - * Write a horizontal span of textured pixels to the frame buffer. - * The color of each pixel is different. - * Depth-testing, stenciling, scissor-testing etc. should already - * have been done, - * only if alpha-testing is used, depth-testing is still done in this - * function. - * Input: n - number of pixels in the span - * x, y - location of leftmost pixel in the span - * z - array of [n] z-values - * s, t - array of (s,t) texture coordinates for each pixel - * lambda - array of texture lambda values - * rgba - array of [n] color components - * mask - masked pixels - * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP. - * Contributed by Klaus Niederkrueger. - */ -static void -masked_texture_span( GLcontext *ctx, struct sw_span *span) -{ - const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); - GLchan rgbaBackup[MAX_WIDTH][4]; - GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - - - if (swrast->_RasterMask & MULTI_DRAW_BIT) { - /* must make a copy of the colors since they may be modified */ - MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan)); - rgba = rgbaBackup; - } - else { - rgba = span->color.rgba; - } - - - ASSERT(ctx->Texture._ReallyEnabled); - _swrast_texture_fragments( ctx, 0, span, rgba ); - - - /* Texture with alpha test */ - if (ctx->Color.AlphaEnabled) { - /* Do the alpha test */ - if (_mesa_alpha_test( ctx, span, (const GLchan (*)[4]) rgba ) == 0) { - return; - } - - /* Depth test usually in 'rasterize_span' but if alpha test - needed, we have to wait for that test before depth test can - be done. */ if (ctx->Stencil.Enabled) { - /* first stencil test */ - if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) + if (!_mesa_stencil_and_ztest_span(ctx, span)) { + span->arrayMask = origArrayMask; return; + } } - else if (ctx->Depth.Test) { + else { + ASSERT(ctx->Depth.Test); + ASSERT(span->arrayMask & SPAN_Z); /* regular depth testing */ - if (_mesa_depth_test_span(ctx, span) == 0) + if (!_mesa_depth_test_span(ctx, span)) { + span->arrayMask = origArrayMask; return; + } } } - /* if we get here, something passed the depth test */ + /* if we get here, some fragments passed the depth test */ ctx->OcclusionResult = GL_TRUE; - - - /* Add base and specular colors */ - if ((span->interpMask & SPAN_SPEC) && /* Is this right test ???*/ - (ctx->Fog.ColorSumEnabled || - (ctx->Light.Enabled && - ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))) - add_colors(span, rgba); /* rgba = rgba + span->spec */ - - /* Per-pixel fog */ - if (ctx->Fog.Enabled) { - /* Is this the right 'if' ?? */ - if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) - _mesa_fog_rgba_pixels(ctx, span, rgba); - else - _mesa_depth_fog_rgba_pixels(ctx, span, rgba); - } - /* Antialias coverage application */ - if (span->arrayMask & SPAN_COVERAGE) { - GLuint i; - for (i = 0; i < span->end; i++) { - rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]); - } - } - - if (swrast->_RasterMask & MULTI_DRAW_BIT) { - multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask ); - } - else { - /* normal: write to exactly one buffer */ - if (ctx->Color.ColorLogicOpEnabled) { - _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask ); - } - else if (ctx->Color.BlendEnabled) { - _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask ); - } - if (colorMask == 0x0) { - return; - } - else if (colorMask != 0xffffffff) { - _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba ); - } - - (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, - (const GLchan (*)[4]) rgba, - span->writeAll ? NULL : span->mask ); - if (swrast->_RasterMask & ALPHABUF_BIT) { - _mesa_write_alpha_span( ctx, span->end, span->x, span->y, - (const GLchan (*)[4]) rgba, - span->writeAll ? NULL : span->mask ); - } + /* We had to wait until now to check for glColorMask(F,F,F,F) because of + * the occlusion test. + */ + if (colorMask == 0x0) { + span->arrayMask = origArrayMask; + return; } -} + /* Texture without alpha test */ + if (!ctx->Color.AlphaEnabled) { -/* - * As above but perform multiple stages of texture application. - * Contributed by Klaus Niederkrueger. - */ -static void -masked_multitexture_span( GLcontext *ctx, struct sw_span *span) -{ - GLchan rgbaBackup[MAX_WIDTH][4]; - GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */ - GLuint i; - const GLuint texUnits = ctx->Const.MaxTextureUnits; - SWcontext *swrast = SWRAST_CONTEXT(ctx); + /* Now we need the rgba array, fill it in if needed */ + if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) + interpolate_colors(ctx, span); - - if ( (swrast->_RasterMask & MULTI_DRAW_BIT) || texUnits > 1) { - /* must make a copy of the colors since they may be modified */ - MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan)); - rgba = rgbaBackup; + _swrast_multitexture_fragments( ctx, span ); } - else { - rgba = span->color.rgba; - } - - - ASSERT(ctx->Texture._ReallyEnabled); - for (i = 0; i < texUnits; i++) - _swrast_texture_fragments( ctx, i, span, rgba ); - /* Texture with alpha test */ - if (ctx->Color.AlphaEnabled) { - /* Do the alpha test */ - if (_mesa_alpha_test( ctx, span, (const GLchan (*)[4])rgba ) == 0) { - return; - } + ASSERT(span->arrayMask & SPAN_RGBA); - /* Depth test usually in 'rasterize_span' but if alpha test - needed, we have to wait for that test before depth test can - be done. */ - if (ctx->Stencil.Enabled) { - /* first stencil test */ - if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) - return; - } - else if (ctx->Depth.Test) { - /* regular depth testing */ - if (_mesa_depth_test_span(ctx, span) == GL_FALSE) - return; + /* Add base and specular colors */ + if (ctx->Fog.ColorSumEnabled || + (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { + if (span->interpMask & SPAN_SPEC) { + interpolate_specular(ctx, span); } + ASSERT(span->arrayMask & SPAN_SPEC); + add_colors( span->end, span->color.rgba, span->specArray ); } - /* if we get here, something passed the depth test */ - ctx->OcclusionResult = GL_TRUE; - - - /* Add base and specular colors */ - if ((span->interpMask & SPAN_SPEC) && /* Is this right test ???*/ - (ctx->Fog.ColorSumEnabled || - (ctx->Light.Enabled && - ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))) - add_colors(span, rgba); /* rgba = rgba + span->spec */ - /* Per-pixel fog */ if (ctx->Fog.Enabled) { - /* Is this the right 'if' ?? */ - if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) - _mesa_fog_rgba_pixels( ctx, span, rgba ); - else - _mesa_depth_fog_rgba_pixels( ctx, span, rgba ); +#if 0 + if ((span->interpMask & SPAN_FOG) && (span->arrayMask & SPAN_FOG) == 0) + interpolate_fog(ctx, span); +#endif + if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog) + _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray, + span->color.rgba); + else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog) + _mesa_fog_rgba_pixels( ctx, span, span->color.rgba ); + else { + if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0) + interpolate_z(ctx, span); + _mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba); + } } - + /* Antialias coverage application */ if (span->arrayMask & SPAN_COVERAGE) { + GLchan (*rgba)[4] = span->color.rgba; GLuint i; for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]); @@ -1498,325 +1182,38 @@ masked_multitexture_span( GLcontext *ctx, struct sw_span *span) if (swrast->_RasterMask & MULTI_DRAW_BIT) { multi_write_rgba_span( ctx, span->end, span->x, span->y, - (const GLchan (*)[4]) rgba, span->mask ); + (const GLchan (*)[4]) span->color.rgba, + span->mask ); } else { /* normal: write to exactly one buffer */ - const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); - if (ctx->Color.ColorLogicOpEnabled) { - _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask ); + _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, + span->color.rgba, span->mask ); } else if (ctx->Color.BlendEnabled) { - _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask ); + _mesa_blend_span( ctx, span->end, span->x, span->y, + span->color.rgba, span->mask); } - if (colorMask == 0x0) { - return; - } - else if (colorMask != 0xffffffff) { - _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba ); + if (colorMask != 0xffffffff) { + _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, + span->color.rgba ); } (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, - (const GLchan (*)[4])rgba, + (const GLchan (*)[4]) span->color.rgba, span->writeAll ? NULL : span->mask ); if (swrast->_RasterMask & ALPHABUF_BIT) { _mesa_write_alpha_span( ctx, span->end, span->x, span->y, - (const GLchan (*)[4])rgba, + (const GLchan (*)[4]) span->color.rgba, span->writeAll ? NULL : span->mask ); } } -} - - -/* - * Generate arrays of fragment colors, z, fog, texcoords, etc from a - * triangle span object. Then call the span/fragment processsing - * functions in s_span.[ch]. This is used by a bunch of the textured - * triangle functions. - * Contributed by Klaus Niederkrueger. - */ -void -_mesa_rasterize_span(GLcontext *ctx, struct sw_span *span) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - - MEMSET(span->mask, 1, span->end); - - if (swrast->_RasterMask & WINCLIP_BIT) { - if (clip_span(ctx, span) == GL_FALSE) { - return; - } - } - - /* Do the scissor test */ - if (ctx->Scissor.Enabled) { - if (_mesa_scissor_span( ctx, span ) == GL_FALSE) { - return; - } - } - - /* Polygon Stippling */ - if (ctx->Polygon.StippleFlag) { - stipple_polygon_span( ctx, span ); - } - - /* I have to think where to put this!! */ - if (span->interpMask & SPAN_Z) { - SW_SPAN_SET_FLAG(span->filledDepth); - - if (ctx->Visual.depthBits <= 16) { - GLuint i; - GLfixed zval = span->z; - for (i = 0; i < span->end; i++) { - span->zArray[i] = FixedToInt(zval); - zval += span->zStep; - } - } - else { - /* Deep Z buffer, no fixed->int shift */ - GLuint i; - GLfixed zval = span->z; - for (i = 0; i < span->end; i++) { - span->zArray[i] = zval; - zval += span->zStep; - } - } - span->arrayMask |= SPAN_Z; - } - - /* Correct order: texturing --> alpha test --> depth test. But if - no alpha test needed, we can do here the depth test and - potentially avoid some of the texturing (otherwise alpha test, - depth test etc. happens in masked_texture_span(). */ - if (span->interpMask & SPAN_Z && !ctx->Color.AlphaEnabled) { - if (ctx->Stencil.Enabled) { - /* first stencil test */ - if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) - return; - } - else if (ctx->Depth.Test) { - /* regular depth testing */ - if (_mesa_depth_test_span( ctx, span) == 0) { - return; - } - } - } - - if (span->interpMask & SPAN_RGBA) - interpolate_colors(ctx, span); - - if (span->interpMask & SPAN_SPEC) - interpolate_specular(ctx, span); - - if (span->interpMask & SPAN_INDEX) - interpolate_indexes(ctx, span); - - if (span->interpMask & SPAN_TEXTURE) - interpolate_texcoords(ctx, span); - - /* examine interpMask and call a s_span.c function */ - if (span->interpMask & SPAN_TEXTURE) { - - if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) { - /* multi texture */ - masked_multitexture_span(ctx, span); - } - else { - /* single texture */ - masked_texture_span(ctx, span); - } - } - else { - _mesa_problem(ctx, "rasterize_span() should only be used for texturing"); - } + span->arrayMask = origArrayMask; } -/* - * Add specular color to base color. This is used only when - * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR. - */ -static void -_old_add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] ) -{ - GLuint i; - for (i = 0; i < n; i++) { -#if CHAN_TYPE == GL_FLOAT - /* no clamping */ - rgba[i][RCOMP] += specular[i][RCOMP]; - rgba[i][GCOMP] += specular[i][GCOMP]; - rgba[i][BCOMP] += specular[i][BCOMP]; -#else - GLint r = rgba[i][RCOMP] + specular[i][RCOMP]; - GLint g = rgba[i][GCOMP] + specular[i][GCOMP]; - GLint b = rgba[i][BCOMP] + specular[i][BCOMP]; - rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX); - rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX); - rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX); -#endif - } -} - - -/* - * As above but perform multiple stages of texture application. - */ -void -_old_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y, - const GLdepth z[], const GLfloat fog[], - GLfloat texcoord[MAX_TEXTURE_UNITS][MAX_WIDTH][4], - GLfloat lambda[][MAX_WIDTH], - GLchan rgbaIn[MAX_TEXTURE_UNITS][4], - GLchan spec[MAX_TEXTURE_UNITS][4], - const GLfloat coverage[], - GLenum primitive ) -{ - GLubyte mask[MAX_WIDTH]; - GLboolean write_all = GL_TRUE; - GLchan rgbaBackup[MAX_WIDTH][4]; - GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */ - GLuint i; - const GLubyte *Null = 0; - const GLuint texUnits = ctx->Const.MaxTextureUnits; - SWcontext *swrast = SWRAST_CONTEXT(ctx); - - /* init mask to 1's (all pixels are to be written) */ - MEMSET(mask, 1, n); - - if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) { - if ((n=old_clip_span(ctx, n, x, y, mask)) == 0) { - return; - } - if (mask[0] == 0) - write_all = GL_FALSE; - } - - - if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT) - || texUnits > 1) { - /* must make a copy of the colors since they may be modified */ - MEMCPY(rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan)); - rgba = rgbaBackup; - } - else { - rgba = rgbaIn; - } - - /* Do the scissor test */ - if (ctx->Scissor.Enabled) { - if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) { - return; - } - if (mask[0] == 0) - write_all = GL_FALSE; - } - - /* Polygon Stippling */ - if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) { - old_stipple_polygon_span( ctx, n, x, y, mask ); - write_all = GL_FALSE; - } - - /* Texture with alpha test */ - if (ctx->Color.AlphaEnabled) { - /* Texturing without alpha is done after depth-testing which - * gives a potential speed-up. - */ - ASSERT(ctx->Texture._ReallyEnabled); - for (i = 0; i < texUnits; i++) - _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i], - (CONST GLchan (*)[4]) rgbaIn, rgba ); - - /* Do the alpha test */ - if (_old_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) { - return; - } - write_all = GL_FALSE; - } - - if (ctx->Stencil.Enabled) { - /* first stencil test */ - if (_old_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) { - return; - } - write_all = GL_FALSE; - } - else if (ctx->Depth.Test) { - /* regular depth testing */ - GLuint m = _old_depth_test_span( ctx, n, x, y, z, mask ); - if (m == 0) { - return; - } - if (m < n) { - write_all = GL_FALSE; - } - } - - /* if we get here, something passed the depth test */ - ctx->OcclusionResult = GL_TRUE; - - /* Texture without alpha test */ - if (! ctx->Color.AlphaEnabled) { - ASSERT(ctx->Texture._ReallyEnabled); - for (i = 0; i < texUnits; i++) - _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i], - (CONST GLchan (*)[4]) rgbaIn, rgba ); - } - - /* Add base and specular colors */ - if (spec && - (ctx->Fog.ColorSumEnabled || - (ctx->Light.Enabled && - ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))) - _old_add_colors( n, rgba, spec ); /* rgba = rgba + spec */ - - /* Per-pixel fog */ - if (ctx->Fog.Enabled) { - if (fog && !swrast->_PreferPixelFog) - _old_fog_rgba_pixels( ctx, n, fog, rgba ); - else - _old_depth_fog_rgba_pixels( ctx, n, z, rgba ); - } - - /* Antialias coverage application */ - if (coverage) { - GLuint i; - for (i = 0; i < n; i++) { - rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]); - } - } - - if (swrast->_RasterMask & MULTI_DRAW_BIT) { - multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask ); - } - else { - /* normal: write to exactly one buffer */ - const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); - - if (ctx->Color.ColorLogicOpEnabled) { - _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask ); - } - else if (ctx->Color.BlendEnabled) { - _mesa_blend_span( ctx, n, x, y, rgba, mask ); - } - - if (colorMask == 0x0) { - return; - } - else if (colorMask != 0xffffffff) { - _mesa_mask_rgba_span( ctx, n, x, y, rgba ); - } - - (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba, - write_all ? Null : mask ); - if (swrast->_RasterMask & ALPHABUF_BIT) { - _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba, - write_all ? Null : mask ); - } - } -} /* diff --git a/src/mesa/swrast/s_span.h b/src/mesa/swrast/s_span.h index f6d03caf836..bceef2e44a7 100644 --- a/src/mesa/swrast/s_span.h +++ b/src/mesa/swrast/s_span.h @@ -1,4 +1,4 @@ -/* $Id: s_span.h,v 1.12 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_span.h,v 1.13 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -57,30 +57,14 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span, extern void _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span, - GLenum primitive ); - - -extern void -_mesa_rasterize_span(GLcontext *ctx, struct sw_span *span); - - -extern void -_old_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y, - const GLdepth z[], const GLfloat fog[], - GLfloat texcoord[MAX_TEXTURE_UNITS][MAX_WIDTH][4], - GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH], - GLchan rgba[][4], GLchan spec[][4], - const GLfloat coverage[], GLenum primitive ); - + GLenum primitive ); extern void _mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer, GLuint n, GLint x, GLint y, GLchan rgba[][4] ); - extern void _mesa_read_index_span( GLcontext *ctx, GLframebuffer *buffer, GLuint n, GLint x, GLint y, GLuint indx[] ); - #endif diff --git a/src/mesa/swrast/s_stencil.c b/src/mesa/swrast/s_stencil.c index 3effec2af39..29d161eeb81 100644 --- a/src/mesa/swrast/s_stencil.c +++ b/src/mesa/swrast/s_stencil.c @@ -1,4 +1,4 @@ -/* $Id: s_stencil.c,v 1.16 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_stencil.c,v 1.17 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -561,7 +561,7 @@ _mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span) ASSERT(span->end <= MAX_WIDTH); #ifdef DEBUG if (ctx->Depth.Test) { - ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z)); + ASSERT(span->arrayMask & SPAN_Z); } #endif diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c index 5663d1d5600..663fa6c7575 100644 --- a/src/mesa/swrast/s_texture.c +++ b/src/mesa/swrast/s_texture.c @@ -1,4 +1,4 @@ -/* $Id: s_texture.c,v 1.46 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_texture.c,v 1.47 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -3100,10 +3100,6 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, lambda = (span->arrayMask & SPAN_LAMBDA) ? span->lambda[texUnit] : NULL; - /* XXXX - ASSERT(span->filledTex[texUnit] == GL_TRUE); - */ - if (textureUnit->_Current) { /* XXX need this? */ const struct gl_texture_object *curObj = textureUnit->_Current; GLchan texel[PB_SIZE][4]; @@ -3149,3 +3145,49 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, } } } + + +/* + * Apply multiple texture stages (or just unit 0) to the span. + * At some point in the future we'll probably modify this so that + * texels from any texture unit are available in any combiner unit. + * That'll require doing all the texture sampling first, and then + * all the application (blending) afterward. + */ +void +_swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span ) +{ + if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) { + /* multitexture */ + GLchan primary_rgba[PB_SIZE][4]; + GLuint unit; + + ASSERT(span->end < PB_SIZE); + + /* save copy of the span colors (the GL_PRIMARY_COLOR) */ + MEMCPY(primary_rgba, span->color.rgba, 4 * span->end * sizeof(GLchan)); + + /* loop over texture units, modifying the span->color.rgba values */ + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit]._ReallyEnabled) { + _old_swrast_texture_fragments( ctx, unit, span->end, + span->texcoords[unit], + (span->arrayMask & SPAN_LAMBDA) ? + span->lambda[unit] : NULL, + (CONST GLchan (*)[4]) primary_rgba, + span->color.rgba ); + } + } + } + else { + /* Just unit 0 enabled */ + ASSERT(ctx->Texture._ReallyEnabled & TEXTURE0_ANY); + + _old_swrast_texture_fragments( ctx, 0, span->end, + span->texcoords[0], + (span->arrayMask & SPAN_LAMBDA) ? + span->lambda[0] : NULL, + (CONST GLchan (*)[4]) span->color.rgba, + span->color.rgba ); + } +} diff --git a/src/mesa/swrast/s_texture.h b/src/mesa/swrast/s_texture.h index aa86c0fa04a..6c3b2b801a3 100644 --- a/src/mesa/swrast/s_texture.h +++ b/src/mesa/swrast/s_texture.h @@ -1,4 +1,4 @@ -/* $Id: s_texture.h,v 1.9 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_texture.h,v 1.10 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -50,4 +50,7 @@ _old_swrast_texture_fragments( GLcontext *ctx, GLuint texSet, GLuint n, CONST GLchan primary_rgba[][4], GLchan rgba[][4] ); +extern void +_swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span ); + #endif diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index fc824858741..37e6d12c94f 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.49 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.50 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -131,6 +131,17 @@ static void flat_rgba_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define SETUP_CODE \ + span.interpMask |= SPAN_RGBA; \ + span.red = ChanToFixed(v2->color[0]); \ + span.green = ChanToFixed(v2->color[1]); \ + span.blue = ChanToFixed(v2->color[2]); \ + span.alpha = ChanToFixed(v2->color[3]); \ + span.redStep = 0; \ + span.greenStep = 0; \ + span.blueStep = 0; \ + span.alphaStep = 0; + #define RENDER_SPAN( span ) \ _mesa_write_monocolor_span(ctx, &span, v2->color, GL_POLYGON ); @@ -274,7 +285,6 @@ static void simple_z_textured_triangle( GLcontext *ctx, span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ span.intTex[1] -= FIXED_HALF; \ SW_SPAN_SET_FLAG(span.filledColor); \ - SW_SPAN_SET_FLAG(span.filledDepth); \ for (i = 0; i < span.end; i++) { \ const GLdepth z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ @@ -940,63 +950,6 @@ static void general_textured_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 -#define INTERP_ALPHA 1 -#define INTERP_TEX 1 - -#define SETUP_CODE \ - const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ - const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - span.texWidth[0] = (GLfloat) texImage->Width; \ - span.texHeight[0] = (GLfloat) texImage->Height; \ - (void) fixedToDepthShift; - -#define RENDER_SPAN( span ) \ - GLuint i; \ - SW_SPAN_SET_FLAG(span.filledColor); \ - SW_SPAN_SET_FLAG(span.filledAlpha); \ - SW_SPAN_SET_FLAG(span.filledTex[0]); \ - SW_SPAN_SET_FLAG(span.filledDepth); \ - /* NOTE: we could just call rasterize_span() here instead */ \ - for (i = 0; i < span.end; i++) { \ - GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \ - span.zArray[i] = FixedToDepth(span.z); \ - span.z += span.zStep; \ - span.color.rgba[i][RCOMP] = FixedToChan(span.red); \ - span.color.rgba[i][GCOMP] = FixedToChan(span.green); \ - span.color.rgba[i][BCOMP] = FixedToChan(span.blue); \ - span.color.rgba[i][ACOMP] = FixedToChan(span.alpha); \ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ - span.alpha += span.alphaStep; \ - span.texcoords[0][i][0] = (GLfloat) (span.tex[0][0] * invQ); \ - span.texcoords[0][i][1] = (GLfloat) (span.tex[0][1] * invQ); \ - span.texcoords[0][i][2] = (GLfloat) (span.tex[0][2] * invQ); \ - span.tex[0][0] += span.texStep[0][0]; \ - span.tex[0][1] += span.texStep[0][1]; \ - span.tex[0][2] += span.texStep[0][2]; \ - span.tex[0][3] += span.texStep[0][3]; \ - } \ - _mesa_write_texture_span( ctx, &span, GL_POLYGON ); - -#include "s_tritemp.h" -} - - -/* - * Render a smooth-shaded, textured, RGBA triangle with separate specular - * color interpolation. - * Interpolate texcoords with perspective correction, w/out mipmapping. - */ -static void general_textured_spec_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ -#define INTERP_Z 1 -#define INTERP_FOG 1 -#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE -#define INTERP_RGB 1 #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_TEX 1 @@ -1008,12 +961,13 @@ static void general_textured_spec_triangle( GLcontext *ctx, span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" } + /* * Render a smooth-shaded, textured, RGBA triangle. * Interpolate S,T,R with perspective correction and compute lambda for @@ -1030,40 +984,6 @@ static void lambda_textured_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 -#define INTERP_ALPHA 1 -#define INTERP_TEX 1 -#define INTERP_LAMBDA 1 - -#define SETUP_CODE \ - const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \ - const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\ - span.texWidth[0] = (GLfloat) texImage->Width; \ - span.texHeight[0] = (GLfloat) texImage->Height; \ - (void) fixedToDepthShift; - -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); - -#include "s_tritemp.h" -} - - -/* - * Render a smooth-shaded, textured, RGBA triangle with separate specular - * interpolation. - * Interpolate S,T,R with perspective correction and compute lambda for - * each fragment. Lambda is used to determine whether to use the - * minification or magnification filter. If minification and using - * mipmaps, lambda is also used to select the texture level of detail. - */ -static void lambda_textured_spec_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ -#define INTERP_Z 1 -#define INTERP_FOG 1 -#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE -#define INTERP_RGB 1 #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_TEX 1 @@ -1076,7 +996,7 @@ static void lambda_textured_spec_triangle( GLcontext *ctx, span.texHeight[0] = (GLfloat) texImage->Height; \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" } @@ -1118,7 +1038,7 @@ lambda_multitextured_triangle( GLcontext *ctx, } \ (void) fixedToDepthShift; -#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" @@ -1347,15 +1267,6 @@ _swrast_choose_triangle( GLcontext *ctx ) if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) { USE(lambda_multitextured_triangle); } - else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) { - /* separate specular color interpolation */ - if (needLambda) { - USE(lambda_textured_spec_triangle); - } - else { - USE(general_textured_spec_triangle); - } - } else { if (needLambda) { USE(lambda_textured_triangle); diff --git a/src/mesa/swrast/s_zoom.c b/src/mesa/swrast/s_zoom.c index 4fba332890c..749730caed5 100644 --- a/src/mesa/swrast/s_zoom.c +++ b/src/mesa/swrast/s_zoom.c @@ -1,4 +1,4 @@ -/* $Id: s_zoom.c,v 1.9 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: s_zoom.c,v 1.10 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -86,7 +86,7 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx, struct sw_span zoomed; const GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH ); - SW_SPAN_RESET (zoomed); + SW_SPAN_RESET(zoomed); INIT_SPAN(zoomed); /* compute width of output row */ @@ -150,7 +150,6 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx, if (ctx->Pixel.ZoomX==-1.0F) { SW_SPAN_SET_FLAG(zoomed.filledColor); SW_SPAN_SET_FLAG(zoomed.filledAlpha); - SW_SPAN_SET_FLAG(zoomed.filledDepth); /* n==m */ for (j=zoomed.start; j<zoomed.end; j++) { i = n - j - 1; @@ -168,7 +167,6 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx, const GLfloat xscale = 1.0F / ctx->Pixel.ZoomX; SW_SPAN_SET_FLAG(zoomed.filledColor); SW_SPAN_SET_FLAG(zoomed.filledAlpha); - SW_SPAN_SET_FLAG(zoomed.filledDepth); for (j=zoomed.start; j<zoomed.end; j++) { i = (GLint) (j * xscale); if (i<0) i = n + i - 1; @@ -184,6 +182,7 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx, } } + zoomed.arrayMask |= SPAN_RGBA; zoomed.arrayMask |= SPAN_Z; if (fog) zoomed.arrayMask |= SPAN_FOG; diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h index c65631b1c59..02b23865923 100644 --- a/src/mesa/swrast/swrast.h +++ b/src/mesa/swrast/swrast.h @@ -1,4 +1,4 @@ -/* $Id: swrast.h,v 1.16 2002/01/27 18:32:03 brianp Exp $ */ +/* $Id: swrast.h,v 1.17 2002/01/28 00:07:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -162,9 +162,7 @@ struct sw_span { GLubyte mask[MAX_WIDTH]; #ifdef DEBUG - GLboolean filledDepth, filledAlpha; - GLboolean filledColor, filledSpecular; - GLboolean filledLambda[MAX_TEXTURE_UNITS], filledTex[MAX_TEXTURE_UNITS]; + GLboolean filledAlpha, filledColor; #endif }; @@ -180,12 +178,7 @@ do { \ #ifdef DEBUG #define SW_SPAN_SET_FLAG(flag) {ASSERT((flag) == GL_FALSE);(flag) = GL_TRUE;} #define SW_SPAN_RESET(span) { \ - (span).filledDepth = (span).filledAlpha \ - = (span).filledColor = (span).filledSpecular = GL_FALSE; \ - MEMSET((span).filledTex, GL_FALSE, \ - MAX_TEXTURE_UNITS*sizeof(GLboolean)); \ - MEMSET((span).filledLambda, GL_FALSE, \ - MAX_TEXTURE_UNITS*sizeof(GLboolean)); \ + (span).filledAlpha = (span).filledColor = GL_FALSE; \ (span).start = 0; (span).writeAll = GL_TRUE;} #else #define SW_SPAN_SET_FLAG(flag) ; |