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-rw-r--r--src/mesa/swrast/s_span.c1434
1 files changed, 878 insertions, 556 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index e475da3d042..201cc0b10ec 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1,4 +1,4 @@
-/* $Id: s_span.c,v 1.19 2001/11/19 01:18:28 brianp Exp $ */
+/* $Id: s_span.c,v 1.20 2001/12/17 04:54:35 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -50,13 +50,19 @@
#include "s_stencil.h"
#include "s_texture.h"
+INLINE
+static void SET_MASK_TO_ONE(struct sw_span *span) {
+ SW_SPAN_SET_FLAG(span->filledMask);
+ /* init mask to 1's (all pixels are to be written) */
+ MEMSET(span->mask, 1, span->end);
+}
/*
* Apply the current polygon stipple pattern to a span of pixels.
*/
static void
-stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+old_stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLubyte mask[] )
{
const GLuint highbit = 0x80000000;
@@ -76,6 +82,32 @@ stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
}
+/*
+ * 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;
+ GLuint i, m, stipple;
+
+ ASSERT (span->filledMask == GL_TRUE);
+
+ stipple = ctx->PolygonStipple[span->y % 32];
+ m = highbit >> (GLuint) (span->x % 32);
+
+ for (i = 0; i < span->end; i++) {
+ if ((m & stipple) == 0) {
+ span->mask[i] = 0;
+ }
+ m = m >> 1;
+ if (m == 0) {
+ m = highbit;
+ }
+ }
+ span->write_all = GL_FALSE;
+}
+
/*
@@ -85,7 +117,7 @@ stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* 0 = all pixels clipped
*/
static GLuint
-clip_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[] )
+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) {
@@ -120,6 +152,57 @@ clip_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[] )
}
+/*
+ * Clip a pixel span to the current buffer/window boundaries.
+ * Return: GL_TRUE some pixel still visible
+ * GL_FALSE nothing visible
+ */
+static GLuint
+clip_span( GLcontext *ctx, struct sw_span *span)
+{
+ GLint x = span->x, y = span->y, n = span->end;
+
+ ASSERT (span->filledMask == GL_TRUE);
+
+ /* Clip to top and bottom */
+ if (y < 0 || y >= ctx->DrawBuffer->Height) {
+ span->end = 0;
+ return GL_FALSE;
+ }
+
+ /* Clip to the left */
+ if (x < 0) {
+ if (x + n <= 0) {
+ /* completely off left side */
+ span->end = 0;
+ return GL_FALSE;
+ }
+ else {
+ /* partially off left side */
+ span->write_all = GL_FALSE;
+ BZERO(span->mask, -x * sizeof(GLubyte));
+ return GL_TRUE;
+ }
+ }
+
+ /* Clip to right */
+ if (x + n > ctx->DrawBuffer->Width) {
+ if (x >= ctx->DrawBuffer->Width) {
+ /* completely off right side */
+ span->end = 0;
+ return GL_FALSE;
+ }
+ else {
+ /* partially off right side */
+ span->end = ctx->DrawBuffer->Width - x;
+ return GL_TRUE;
+ }
+ }
+
+ return GL_TRUE;
+}
+
+
/*
* Draw to more than one color buffer (or none).
@@ -169,6 +252,73 @@ multi_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
+/*
+ * Draw to more than one RGBA color buffer (or none).
+ */
+static void
+multi_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ CONST GLchan rgba[][4], const GLubyte mask[] )
+{
+ const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
+ GLuint bufferBit;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (ctx->Color.DrawBuffer == GL_NONE)
+ return;
+
+ /* loop over four possible dest color buffers */
+ for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
+ if (bufferBit & ctx->Color.DrawDestMask) {
+ GLchan rgbaTmp[MAX_WIDTH][4];
+ ASSERT(n < MAX_WIDTH);
+
+ if (bufferBit == FRONT_LEFT_BIT) {
+ (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_LEFT);
+ ctx->DrawBuffer->Alpha = ctx->DrawBuffer->FrontLeftAlpha;
+ }
+ else if (bufferBit == FRONT_RIGHT_BIT) {
+ (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_RIGHT);
+ ctx->DrawBuffer->Alpha = ctx->DrawBuffer->FrontRightAlpha;
+ }
+ else if (bufferBit == BACK_LEFT_BIT) {
+ (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_LEFT);
+ ctx->DrawBuffer->Alpha = ctx->DrawBuffer->BackLeftAlpha;
+ }
+ else {
+ (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_RIGHT);
+ ctx->DrawBuffer->Alpha = ctx->DrawBuffer->BackRightAlpha;
+ }
+
+ /* make copy of incoming colors */
+ MEMCPY( rgbaTmp, rgba, 4 * n * sizeof(GLchan) );
+
+ if (ctx->Color.ColorLogicOpEnabled) {
+ _mesa_logicop_rgba_span( ctx, n, x, y, rgbaTmp, mask );
+ }
+ else if (ctx->Color.BlendEnabled) {
+ _mesa_blend_span( ctx, n, x, y, rgbaTmp, mask );
+ }
+ if (colorMask == 0x0) {
+ break;
+ }
+ else if (colorMask != 0xffffffff) {
+ _mesa_mask_rgba_span( ctx, n, x, y, rgbaTmp );
+ }
+
+ (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
+ (const GLchan (*)[4]) rgbaTmp, mask );
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _mesa_write_alpha_span( ctx, n, x, y,
+ (const GLchan (*)[4])rgbaTmp, mask );
+ }
+ }
+ }
+
+ /* restore default dest buffer */
+ (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer );
+}
+
+
/*
* Write a horizontal span of color index pixels to the frame buffer.
@@ -181,7 +331,7 @@ multi_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
*/
void
-_mesa_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+_old_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], const GLfloat fog[],
GLuint indexIn[], const GLint coverage[],
GLenum primitive )
@@ -196,7 +346,7 @@ _mesa_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span(ctx,n,x,y,mask)) == 0) {
+ if ((n = old_clip_span(ctx,n,x,y,mask)) == 0) {
return;
}
}
@@ -214,25 +364,25 @@ _mesa_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
return;
}
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
+ old_stipple_polygon_span( ctx, n, x, y, mask );
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
+ if (_old_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
return;
}
}
else if (ctx->Depth.Test) {
/* regular depth testing */
- if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
+ if (_old_depth_test_span( ctx, n, x, y, z, mask ) == 0)
return;
}
@@ -242,9 +392,9 @@ _mesa_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, n, fog, index );
+ _old_fog_ci_pixels( ctx, n, fog, index );
else
- _mesa_depth_fog_ci_pixels( ctx, n, z, index );
+ _old_depth_fog_ci_pixels( ctx, n, z, index );
}
/* Antialias coverage application */
@@ -279,48 +429,342 @@ _mesa_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
-
-
+/*
+ * Apply fragment processing to a span of RGBA fragments.
+ * Input:
+ * n - number of fragments in the span
+ * x,y - location of first (left) fragment
+ * fog - array of fog factor values in [0,1]
+ */
void
-_mesa_write_monoindex_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLuint index, const GLint coverage[],
- GLenum primitive )
+_old_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat fog[],
+ GLchan rgbaIn[][4], const GLfloat coverage[],
+ GLenum primitive )
{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT |
+ LOGIC_OP_BIT | TEXTURE_BIT;
GLubyte mask[MAX_WIDTH];
- GLuint i;
+ GLboolean write_all = GL_TRUE;
+ GLchan rgbaBackup[MAX_WIDTH][4];
+ GLchan (*rgba)[4];
+ 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 = clip_span( ctx, n, x, y, mask)) == 0) {
+ 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 & modBits))
+ || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
+ /* 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;
+ }
+
+ /* Do the alpha test */
+ if (ctx->Color.AlphaEnabled) {
+ if (_mesa_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;
+
+ /* 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 */
+ /* logic op or blending */
+ 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 );
+ }
+
+ /* Color component masking */
+ if (colorMask == 0x0) {
+ return;
+ }
+ else if (colorMask != 0xffffffff) {
+ _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ }
+
+ /* write pixels */
+ (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
+ (const GLchan (*)[4]) rgba,
+ write_all ? ((const GLubyte *) NULL) : mask );
+
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _mesa_write_alpha_span( ctx, n, x, y,
+ (const GLchan (*)[4]) rgba,
+ write_all ? ((const GLubyte *) NULL) : mask );
+ }
+ }
+}
+
+
+/*
+ * Write a horizontal span of color index pixels to the frame buffer.
+ * Stenciling, Depth-testing, etc. are done as needed.
+ * Input: primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
+ */
+void
+_mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
+ GLenum primitive )
+{
+ const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT | LOGIC_OP_BIT;
+ GLuint indexBackup[MAX_WIDTH];
+ GLuint *index; /* points to indexIn or indexBackup */
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+
+ SET_MASK_TO_ONE(span);
+
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if (clip_span(ctx,span) == GL_FALSE) {
+ return;
+ }
+ }
+
+ if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
+ || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
+ /* Make copy of color indexes */
+ MEMCPY( indexBackup, span->color.index, span->end * sizeof(GLuint) );
+ index = indexBackup;
+ }
+ else {
+ index = span->color.index;
+ }
+
+
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
}
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
+ stipple_polygon_span(ctx, span);
}
+
+ /* I have to think where to put this!! */
+ if (span->activeMask & 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->depth[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->depth[i] = zval;
+ zval += span->zStep;
+ }
+ }
+ }
+
+
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
+ 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;
+
+ if (ctx->Color.DrawBuffer == GL_NONE) {
+ /* write no pixels */
+ return;
+ }
+
+ if (ctx->Fog.Enabled) {
+ /* Is this the right 'if' ?? */
+ if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_ci_pixels( ctx, span, index);
+ else
+ _mesa_depth_fog_ci_pixels( ctx, span, index);
+ }
+
+ /* Antialias coverage application */
+#if 0
+ if (span->coverage) {
+ GLuint i;
+ for (i = 0; i < span->end; i++) {
+ ASSERT(span->coverage[i] < 16);
+ index[i] = (index[i] & ~0xf) | span->coverage[i];
+ }
+ }
+#endif
+
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
+ /* draw to zero or two or more buffers */
+ multi_write_index_span( ctx, span->end, span->x, span->y,
+ index, span->mask );
+ }
+ else {
+ /* normal situation: draw to exactly one buffer */
+ if (ctx->Color.IndexLogicOpEnabled) {
+ _mesa_logicop_ci_span( ctx, span->end, span->x, span->y,
+ index, span->mask );
+ }
+
+ if (ctx->Color.IndexMask == 0) {
+ return;
+ }
+ else if (ctx->Color.IndexMask != 0xffffffff) {
+ _mesa_mask_index_span( ctx, span->end, span->x, span->y, index );
+ }
+
+ /* write pixels */
+ (*swrast->Driver.WriteCI32Span)( ctx, span->end, span->x,
+ span->y, index, span->mask );
+ }
+}
+
+
+
+
+void
+_mesa_write_monoindex_span( GLcontext *ctx, struct sw_span *span,
+ GLuint index, GLenum primitive )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint i;
+
+
+ SET_MASK_TO_ONE(span);
+
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ 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 && primitive==GL_POLYGON) {
+ stipple_polygon_span( ctx, span);
+ }
+
+
+ /* I have to think where to put this!! */
+ if (span->activeMask & 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->depth[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->depth[i] = zval;
+ zval += span->zStep;
+ }
+ }
+ }
+
+ 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, n, x, y, z, mask ) == 0)
+ if (_mesa_depth_test_span( ctx, span) == 0)
return;
}
@@ -335,45 +779,52 @@ _mesa_write_monoindex_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
if (ctx->Fog.Enabled
|| ctx->Color.IndexLogicOpEnabled
|| ctx->Color.IndexMask != 0xffffffff
- || coverage) {
+#if 0
+ || span->coverage) {
+#else
+ ) {
+#endif
/* different index per pixel */
GLuint indexes[MAX_WIDTH];
- for (i = 0; i < n; i++) {
+ for (i = 0; i < span->end; i++) {
indexes[i] = index;
}
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_ci_pixels( ctx, n, fog, indexes );
+ /* Is this the right 'if' ?? */
+ if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_ci_pixels( ctx, span, indexes );
else
- _mesa_depth_fog_ci_pixels( ctx, n, z, indexes );
+ _mesa_depth_fog_ci_pixels( ctx, span, indexes );
}
/* Antialias coverage application */
- if (coverage) {
+#if 0
+ if (span->coverage) {
GLuint i;
- for (i = 0; i < n; i++) {
- ASSERT(coverage[i] < 16);
- indexes[i] = (indexes[i] & ~0xf) | coverage[i];
+ for (i = 0; i < span->end; i++) {
+ ASSERT(span->coverage[i] < 16);
+ indexes[i] = (indexes[i] & ~0xf) | span->coverage[i];
}
}
+#endif
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
- multi_write_index_span( ctx, n, x, y, indexes, mask );
+ multi_write_index_span( ctx, span->end, span->x, span->y, indexes, span->mask );
}
else {
/* normal situation: draw to exactly one buffer */
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span( ctx, n, x, y, indexes, mask );
+ _mesa_logicop_ci_span( ctx, span->end, span->x, span->y, indexes, span->mask );
}
if (ctx->Color.IndexMask == 0) {
return;
}
else if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span( ctx, n, x, y, indexes );
+ _mesa_mask_index_span( ctx, span->end, span->x, span->y, indexes );
}
- (*swrast->Driver.WriteCI32Span)( ctx, n, x, y, indexes, mask );
+ (*swrast->Driver.WriteCI32Span)( ctx, span->end, span->x, span->y, indexes, span->mask );
}
}
else {
@@ -383,13 +834,13 @@ _mesa_write_monoindex_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
GLuint indexes[MAX_WIDTH];
- for (i = 0; i < n; i++)
+ for (i = 0; i < span->end; i++)
indexes[i] = index;
- multi_write_index_span( ctx, n, x, y, indexes, mask );
+ multi_write_index_span( ctx, span->end, span->x, span->y, indexes, span->mask );
}
else {
/* normal situation: draw to exactly one buffer */
- (*swrast->Driver.WriteMonoCISpan)( ctx, n, x, y, index, mask );
+ (*swrast->Driver.WriteMonoCISpan)( ctx, span->end, span->x, span->y, index, span->mask );
}
}
}
@@ -397,154 +848,94 @@ _mesa_write_monoindex_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/*
- * Draw to more than one RGBA color buffer (or none).
- */
-static void
-multi_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- CONST GLchan rgba[][4], const GLubyte mask[] )
-{
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLuint bufferBit;
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- if (ctx->Color.DrawBuffer == GL_NONE)
- return;
-
- /* loop over four possible dest color buffers */
- for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
- if (bufferBit & ctx->Color.DrawDestMask) {
- GLchan rgbaTmp[MAX_WIDTH][4];
- ASSERT(n < MAX_WIDTH);
-
- if (bufferBit == FRONT_LEFT_BIT) {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_LEFT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->FrontLeftAlpha;
- }
- else if (bufferBit == FRONT_RIGHT_BIT) {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_RIGHT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->FrontRightAlpha;
- }
- else if (bufferBit == BACK_LEFT_BIT) {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_LEFT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->BackLeftAlpha;
- }
- else {
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_RIGHT);
- ctx->DrawBuffer->Alpha = ctx->DrawBuffer->BackRightAlpha;
- }
-
- /* make copy of incoming colors */
- MEMCPY( rgbaTmp, rgba, 4 * n * sizeof(GLchan) );
-
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgbaTmp, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgbaTmp, mask );
- }
- if (colorMask == 0x0) {
- break;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgbaTmp );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
- (const GLchan (*)[4]) rgbaTmp, mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
- (const GLchan (*)[4])rgbaTmp, mask );
- }
- }
- }
-
- /* restore default dest buffer */
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer );
-}
-
-
-
-/*
* Apply fragment processing to a span of RGBA fragments.
* Input:
- * n - number of fragments in the span
- * x,y - location of first (left) fragment
- * fog - array of fog factor values in [0,1]
*/
void
-_mesa_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLchan rgbaIn[][4], const GLfloat coverage[],
+_mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
GLenum primitive )
{
const GLuint modBits = FOG_BIT | BLEND_BIT | MASKING_BIT |
LOGIC_OP_BIT | TEXTURE_BIT;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
GLchan rgbaBackup[MAX_WIDTH][4];
GLchan (*rgba)[4];
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+
+ SET_MASK_TO_ONE(span);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
+ if (clip_span( ctx,span ) == GL_FALSE) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
- if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
- || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
- /* 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 = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
+
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
+ stipple_polygon_span( ctx, span);
+ }
+
+
+ if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
+ || (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;
}
+
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
+ if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4]) rgba, span->mask ) == 0) {
return;
}
- write_all = GL_FALSE;
+ span->write_all = GL_FALSE;
+ }
+
+ /* I have to think where to put this!! */
+ if (span->activeMask & 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->depth[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->depth[i] = zval;
+ zval += span->zStep;
+ }
+ }
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
+ if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
+ return;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
+ if (_mesa_depth_test_span(ctx, span) == GL_FALSE)
+ return;
}
/* if we get here, something passed the depth test */
@@ -552,22 +943,25 @@ _mesa_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+ /* Is this the right 'if' ?? */
+ if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels( ctx, span, rgba );
else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
}
/* Antialias coverage application */
- if (coverage) {
+#if 0
+ if (span->coverage) {
GLuint i;
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
+ for (i = 0; i < span->end; i++) {
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
}
}
+#endif
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
+ multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask );
}
else {
/* normal: write to exactly one buffer */
@@ -575,10 +969,10 @@ _mesa_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
}
/* Color component masking */
@@ -586,101 +980,103 @@ _mesa_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
return;
}
else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
}
/* write pixels */
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
+ (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
+ span->write_all ? ((const GLubyte *) NULL) : span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
+ _mesa_write_alpha_span( ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
+ span->write_all ? ((const GLubyte *) NULL) : span->mask );
}
}
}
-
/*
* Write a horizontal span of color pixels to the frame buffer.
* The color is initially constant for the whole span.
* Alpha-testing, stenciling, depth-testing, and blending are done as needed.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * fog - array of fog factor values in [0,1]
- * r, g, b, a - the color of the pixels
+ * Input: r, g, b, a - the color of the pixels
* primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
*/
void
-_mesa_write_monocolor_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- const GLchan color[4], const GLfloat coverage[],
- GLenum primitive )
+_mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span,
+ const GLchan color[4], GLenum primitive )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLuint i;
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
GLchan rgba[MAX_WIDTH][4];
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
+
+ SET_MASK_TO_ONE(span);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
+ if (clip_span(ctx,span) == GL_FALSE) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
+ stipple_polygon_span( ctx, span);
}
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- for (i = 0; i < n; i++) {
+ for (i = 0; i < span->end; i++) {
rgba[i][ACOMP] = color[ACOMP];
}
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
+ if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4])rgba, span->mask ) == 0) {
return;
}
- write_all = GL_FALSE;
+ span->write_all = GL_FALSE;
+ }
+
+ /* I have to think where to put this!! */
+ if (span->activeMask & 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->depth[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->depth[i] = zval;
+ zval += span->zStep;
+ }
+ }
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
+ if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
return;
- }
- write_all = GL_FALSE;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
+ if (_mesa_depth_test_span(ctx, span) == 0)
return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
}
/* if we get here, something passed the depth test */
@@ -692,41 +1088,49 @@ _mesa_write_monocolor_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
+#if 0
(swrast->_RasterMask & (BLEND_BIT | FOG_BIT)) || coverage) {
+#else
+ (swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
+#endif
/* assign same color to each pixel */
- for (i = 0; i < n; i++) {
- if (mask[i]) {
+ SW_SPAN_SET_FLAG(span->filledColor);
+ for (i = 0; i < span->end; i++) {
+ if (span->mask[i]) {
COPY_CHAN4(rgba[i], color);
}
}
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+ /* Is this the right 'if' ?? */
+ if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels( ctx, span, rgba );
else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
}
/* Antialias coverage application */
- if (coverage) {
+#if 0
+ if (span->coverage) {
GLuint i;
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
+ for (i = 0; i < span->end; i++) {
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
}
}
+#endif
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba, mask );
+ 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, n, x, y, rgba, mask );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
}
/* Color component masking */
@@ -734,17 +1138,17 @@ _mesa_write_monocolor_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
return;
}
else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
}
/* write pixels */
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y,
+ (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
+ span->write_all ? ((const GLubyte *) NULL) : span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y,
+ _mesa_write_alpha_span( ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgba,
- write_all ? ((const GLubyte *) NULL) : mask );
+ span->write_all ? ((const GLubyte *) NULL) : span->mask );
}
}
}
@@ -754,19 +1158,20 @@ _mesa_write_monocolor_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
ASSERT(!ctx->Color.ColorLogicOpEnabled);
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- for (i = 0; i < n; i++) {
- if (mask[i]) {
+ SW_SPAN_SET_FLAG(span->filledColor);
+ for (i = 0; i < span->end; i++) {
+ if (span->mask[i]) {
COPY_CHAN4(rgba[i], color);
}
}
- multi_write_rgba_span( ctx, n, x, y,
- (const GLchan (*)[4]) rgba, mask );
+ multi_write_rgba_span( ctx, span->end, span->x, span->y,
+ (const GLchan (*)[4]) rgba, span->mask );
}
else {
- (*swrast->Driver.WriteMonoRGBASpan)( ctx, n, x, y, color, mask );
+ (*swrast->Driver.WriteMonoRGBASpan)( ctx, span->end, span->x, span->y, color, span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_mono_alpha_span( ctx, n, x, y, (GLchan) color[ACOMP],
- write_all ? ((const GLubyte *) NULL) : mask );
+ _mesa_write_mono_alpha_span( ctx, span->end, span->x, span->y, (GLchan) color[ACOMP],
+ span->write_all ? ((const GLubyte *) NULL) : span->mask );
}
}
}
@@ -779,19 +1184,22 @@ _mesa_write_monocolor_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
static void
-add_colors(GLuint n, GLchan rgba[][4], CONST GLchan specular[][4] )
+add_colors(CONST struct sw_span *span, GLchan rgba[][4])
{
GLuint i;
- for (i = 0; i < n; i++) {
+ ASSERT(span->filledSpecular == GL_TRUE);
+ ASSERT(span->filledColor == GL_TRUE);
+
+ for (i = 0; i < span->end; 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];
+ rgba[i][RCOMP] += span->specular[i][RCOMP];
+ rgba[i][GCOMP] += span->specular[i][GCOMP];
+ rgba[i][BCOMP] += span->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];
+ GLint r = rgba[i][RCOMP] + span->specular[i][RCOMP];
+ GLint g = rgba[i][GCOMP] + span->specular[i][GCOMP];
+ GLint b = rgba[i][BCOMP] + span->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);
@@ -818,115 +1226,104 @@ add_colors(GLuint n, GLchan rgba[][4], CONST GLchan specular[][4] )
* Contributed by Klaus Niederkrueger.
*/
static void
-masked_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], GLfloat lambda[],
- GLchan rgbaIn[][4], CONST GLchan spec[][4],
- const GLfloat coverage[], GLubyte mask[],
- GLboolean write_all )
+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 rgbaIn or rgbaBackup */
+ 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, rgbaIn, 4 * n * sizeof(GLchan));
+ MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
rgba = rgbaBackup;
}
else {
- rgba = rgbaIn;
+ rgba = span->color.rgba;
}
ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda,
- (CONST GLchan (*)[4]) rgba, rgba );
-
-
+ _swrast_texture_fragments( ctx, 0, span, rgba );
+
+
/* Texture with alpha test */
if (ctx->Color.AlphaEnabled) {
/* Do the alpha test */
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
+ if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4]) rgba, span->mask ) == 0) {
return;
}
- write_all = GL_FALSE;
+ span->write_all = GL_FALSE;
/* 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, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
+ /* first stencil test */
+ if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
+ return;
}
else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
+ /* 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;
-
-
+
+
/* Add base and specular colors */
- if (spec &&
+ if ((span->activeMask & SPAN_SPEC) && /* Is this right test ???*/
(ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
+ add_colors(span, rgba); /* rgba = rgba + spec */
+
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+ /* Is this the right 'if' ?? */
+ if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels(ctx, span, rgba);
else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _mesa_depth_fog_rgba_pixels(ctx, span, rgba);
}
/* Antialias coverage application */
- if (coverage) {
+#if 0
+ if (span->coverage) {
GLuint i;
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
+ for (i = 0; i < span->end; i++) {
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
}
}
+#endif
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
+ 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, n, x, y, rgba, mask );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ _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, n, x, y, rgba );
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
}
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? NULL : mask );
+ (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, (const GLchan (*)[4])rgba,
+ span->write_all ? NULL : span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4]) rgba,
- write_all ? NULL : mask );
+ _mesa_write_alpha_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba,
+ span->write_all ? NULL : span->mask );
}
}
}
@@ -937,121 +1334,107 @@ masked_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* Contributed by Klaus Niederkrueger.
*/
static void
-masked_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- CONST GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
- CONST GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
- CONST GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat lambda[][MAX_WIDTH],
- GLchan rgbaIn[MAX_TEXTURE_UNITS][4],
- CONST GLchan spec[MAX_TEXTURE_UNITS][4],
- const GLfloat coverage[], GLubyte mask[],
- GLboolean write_all )
+masked_multitexture_span( GLcontext *ctx, struct sw_span *span)
{
GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
+ GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */
GLuint i;
const GLuint texUnits = ctx->Const.MaxTextureUnits;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
+
if ( (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));
+ MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
rgba = rgbaBackup;
}
else {
- rgba = rgbaIn;
+ rgba = span->color.rgba;
}
-
-
+
+
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i], lambda[i],
- (CONST GLchan (*)[4]) rgbaIn, rgba );
+ _swrast_texture_fragments( ctx, i, span, rgba );
/* Texture with alpha test */
if (ctx->Color.AlphaEnabled) {
/* Do the alpha test */
- if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
+ if (_mesa_alpha_test( ctx, span->end, (const GLchan (*)[4])rgba, span->mask ) == 0) {
return;
}
- write_all = GL_FALSE;
+ span->write_all = GL_FALSE;
/* 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, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
+ /* first stencil test */
+ if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
+ return;
}
else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
+ /* regular depth testing */
+ if (_mesa_depth_test_span(ctx, span) == GL_FALSE)
+ return;
}
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
-
-
+
+
/* Add base and specular colors */
- if (spec &&
+ if ((span->activeMask & SPAN_SPEC) && /* Is this right test ???*/
(ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
+ add_colors(span, rgba); /* rgba = rgba + spec */
+
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+ /* Is this the right 'if' ?? */
+ if ((span->activeMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels( ctx, span, rgba );
else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
}
-
+
/* Antialias coverage application */
- if (coverage) {
+#if 0
+ if (span->coverage) {
GLuint i;
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
+ for (i = 0; i < span->end; i++) {
+ rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
}
}
+#endif
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
+ multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) 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, n, x, y, rgba, mask );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
+ _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, n, x, y, rgba );
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
}
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? NULL : mask );
+ (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y, (const GLchan (*)[4])rgba,
+ span->write_all ? NULL : span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? NULL : mask );
+ _mesa_write_alpha_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4])rgba,
+ span->write_all ? NULL : span->mask );
}
}
}
@@ -1065,76 +1448,40 @@ masked_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* Contributed by Klaus Niederkrueger.
*/
void
-_mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
+_mesa_rasterize_span(GLcontext *ctx, struct sw_span *span)
{
- DEFARRAY(GLubyte, mask, MAX_WIDTH);
- DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4);
- DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
- DEFARRAY(GLuint, index, MAX_WIDTH);
- DEFARRAY(GLuint, z, MAX_WIDTH);
- DEFARRAY(GLfloat, fog, MAX_WIDTH);
- DEFARRAY(GLfloat, sTex, MAX_WIDTH);
- DEFARRAY(GLfloat, tTex, MAX_WIDTH);
- DEFARRAY(GLfloat, rTex, MAX_WIDTH);
- DEFARRAY(GLfloat, lambda, MAX_WIDTH);
- DEFMARRAY(GLfloat, msTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, mtTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, mrTex, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, mLambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
-
- GLboolean write_all = GL_TRUE;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- CHECKARRAY(mask, return);
- CHECKARRAY(rgba, return);
- CHECKARRAY(spec, return);
- CHECKARRAY(index, return);
- CHECKARRAY(z, return);
- CHECKARRAY(fog, return);
- CHECKARRAY(sTex, return);
- CHECKARRAY(tTex, return);
- CHECKARRAY(rTex, return);
- CHECKARRAY(lambda, return);
- CHECKARRAY(msTex, return);
- CHECKARRAY(mtTex, return);
- CHECKARRAY(mrTex, return);
- CHECKARRAY(mLambda, return);
+ SET_MASK_TO_ONE(span);
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, span->count);
if (swrast->_RasterMask & WINCLIP_BIT) {
- if ((span->count = clip_span(ctx, span->count, span->x, span->y, mask))
- == 0) {
+ if (clip_span(ctx, span) == GL_FALSE) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if ((span->count = _mesa_scissor_span(ctx, span->count, span->x, span->y, mask )) == 0) {
+ if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
}
- if (mask[0] == 0)
- write_all = GL_FALSE;
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag) {
- stipple_polygon_span( ctx, span->count, span->x, span->y, mask );
- write_all = GL_FALSE;
+ stipple_polygon_span( ctx, span );
}
-
-
+ /* I have to think where to put this!! */
if (span->activeMask & SPAN_Z) {
+ SW_SPAN_SET_FLAG(span->filledDepth);
+
if (ctx->Visual.depthBits <= 16) {
GLuint i;
GLfixed zval = span->z;
- for (i = 0; i < span->count; i++) {
- z[i] = FixedToInt(zval);
+ for (i = 0; i < span->end; i++) {
+ span->depth[i] = FixedToInt(zval);
zval += span->zStep;
}
}
@@ -1142,8 +1489,8 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
/* Deep Z buffer, no fixed->int shift */
GLuint i;
GLfixed zval = span->z;
- for (i = 0; i < span->count; i++) {
- z[i] = zval;
+ for (i = 0; i < span->end; i++) {
+ span->depth[i] = zval;
zval += span->zStep;
}
}
@@ -1153,29 +1500,23 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
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 (!ctx->Color.AlphaEnabled) {
+ if (span->activeMask & SPAN_Z && !ctx->Color.AlphaEnabled) {
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span->count, span->x,
- span->y, z, mask) == GL_FALSE) {
+ if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
return;
- }
- write_all = GL_FALSE;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
- GLuint m = _mesa_depth_test_span( ctx, span->count, span->x,
- span->y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < span->count) {
- write_all = GL_FALSE;
+ if (_mesa_depth_test_span( ctx, span) == 0) {
+ return;
}
}
}
if (span->activeMask & SPAN_RGBA) {
+ ASSERT(span->filledColor == GL_FALSE);
+ SW_SPAN_SET_FLAG(span->filledColor);
if (span->activeMask & SPAN_FLAT) {
GLuint i;
GLchan color[4];
@@ -1183,8 +1524,8 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
color[GCOMP] = FixedToChan(span->green);
color[BCOMP] = FixedToChan(span->blue);
color[ACOMP] = FixedToChan(span->alpha);
- for (i = 0; i < span->count; i++) {
- COPY_CHAN4(rgba[i], color);
+ for (i = 0; i < span->end; i++) {
+ COPY_CHAN4(span->color.rgba[i], color);
}
}
else {
@@ -1201,11 +1542,11 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
GLfixed a = span->alpha;
#endif
GLuint i;
- for (i = 0; i < span->count; i++) {
- rgba[i][RCOMP] = FixedToChan(r);
- rgba[i][GCOMP] = FixedToChan(g);
- rgba[i][BCOMP] = FixedToChan(b);
- rgba[i][ACOMP] = FixedToChan(a);
+ for (i = 0; i < span->end; i++) {
+ span->color.rgba[i][RCOMP] = FixedToChan(r);
+ span->color.rgba[i][GCOMP] = FixedToChan(g);
+ span->color.rgba[i][BCOMP] = FixedToChan(b);
+ span->color.rgba[i][ACOMP] = FixedToChan(a);
r += span->redStep;
g += span->greenStep;
b += span->blueStep;
@@ -1215,15 +1556,16 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
}
if (span->activeMask & SPAN_SPEC) {
+ SW_SPAN_SET_FLAG(span->filledSpecular);
if (span->activeMask & SPAN_FLAT) {
const GLchan r = FixedToChan(span->specRed);
const GLchan g = FixedToChan(span->specGreen);
const GLchan b = FixedToChan(span->specBlue);
GLuint i;
- for (i = 0; i < span->count; i++) {
- spec[i][RCOMP] = r;
- spec[i][GCOMP] = g;
- spec[i][BCOMP] = b;
+ for (i = 0; i < span->end; i++) {
+ span->specular[i][RCOMP] = r;
+ span->specular[i][GCOMP] = g;
+ span->specular[i][BCOMP] = b;
}
}
else {
@@ -1238,10 +1580,10 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
GLfixed b = span->specBlue;
#endif
GLuint i;
- for (i = 0; i < span->count; i++) {
- spec[i][RCOMP] = FixedToChan(r);
- spec[i][GCOMP] = FixedToChan(g);
- spec[i][BCOMP] = FixedToChan(b);
+ for (i = 0; i < span->end; i++) {
+ span->specular[i][RCOMP] = FixedToChan(r);
+ span->specular[i][GCOMP] = FixedToChan(g);
+ span->specular[i][BCOMP] = FixedToChan(b);
r += span->specRedStep;
g += span->specGreenStep;
b += span->specBlueStep;
@@ -1250,32 +1592,25 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
}
if (span->activeMask & SPAN_INDEX) {
+ SW_SPAN_SET_FLAG(span->filledColor);
if (span->activeMask & SPAN_FLAT) {
GLuint i;
const GLint indx = FixedToInt(span->index);
- for (i = 0; i < span->count; i++) {
- index[i] = indx;
+ for (i = 0; i < span->end; i++) {
+ span->color.index[i] = indx;
}
}
else {
/* smooth interpolation */
GLuint i;
GLfixed ind = span->index;
- for (i = 0; i < span->count; i++) {
- index[i] = FixedToInt(ind);
+ for (i = 0; i < span->end; i++) {
+ span->color.index[i] = FixedToInt(ind);
ind += span->indexStep;
}
}
}
- if (span->activeMask & SPAN_FOG) {
- GLuint i;
- GLfloat f = span->fog;
- for (i = 0; i < span->count; i++) {
- fog[i] = f;
- f += span->fogStep;
- }
- }
if (span->activeMask & SPAN_TEXTURE) {
if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
/* multitexture */
@@ -1284,54 +1619,64 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
GLuint u;
/* multitexture, lambda */
for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- msTex[u][i] = s * invQ;
- mtTex[u][i] = t * invQ;
- mrTex[u][i] = r * invQ;
- mLambda[u][i] = (GLfloat)
- (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F);
- s += span->texStep[u][0];
- t += span->texStep[u][1];
- r += span->texStep[u][2];
- q += span->texStep[u][3];
+ 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;
+ span->texcoords[u][i][1] = t * invQ;
+ span->texcoords[u][i][2] = r * invQ;
+ span->lambda[u][i] = (GLfloat)
+ (log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F);
+ s += span->texStep[u][0];
+ t += span->texStep[u][1];
+ r += span->texStep[u][2];
+ q += span->texStep[u][3];
}
- }
- }
+ }
+ }
}
else {
/* without lambda */
GLuint u;
/* multitexture, no lambda */
for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- msTex[u][i] = s * invQ;
- mtTex[u][i] = t * invQ;
- mrTex[u][i] = r * invQ;
- s += span->texStep[u][0];
- t += span->texStep[u][1];
- r += span->texStep[u][2];
- q += span->texStep[u][3];
+ 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;
+ span->texcoords[u][i][1] = t * invQ;
+ span->texcoords[u][i][2] = r * invQ;
+ s += span->texStep[u][0];
+ t += span->texStep[u][1];
+ r += span->texStep[u][2];
+ q += span->texStep[u][3];
}
- }
- }
+ }
+ }
}
}
else {
/* just texture unit 0 */
+#ifdef DEBUG
+ {GLint i;
+ for (i=0; i<MAX_TEXTURE_UNITS; i++) {
+ ASSERT(span->filledTex[i] == GL_FALSE &&
+ span->filledLambda[i] == GL_FALSE);
+ }}
+#endif
if (span->activeMask & SPAN_LAMBDA) {
/* with lambda */
GLfloat s = span->tex[0][0];
@@ -1339,19 +1684,21 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_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]);
/* single texture, lambda */
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- sTex[i] = s * invQ;
- tTex[i] = t * invQ;
- rTex[i] = r * invQ;
- lambda[i] = (GLfloat)
- (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F);
- s += span->texStep[0][0];
- t += span->texStep[0][1];
- r += span->texStep[0][2];
- q += span->texStep[0][3];
- }
+ 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;
+ span->texcoords[0][i][1] = t * invQ;
+ span->texcoords[0][i][2] = r * invQ;
+ span->lambda[0][i] = (GLfloat)
+ (log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F);
+ s += span->texStep[0][0];
+ t += span->texStep[0][1];
+ r += span->texStep[0][2];
+ q += span->texStep[0][3];
+ }
}
else {
/* without lambda */
@@ -1360,98 +1707,75 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
+ SW_SPAN_SET_FLAG(span->filledTex[0]);
/* single texture, no lambda */
- for (i = 0; i < span->count; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- sTex[i] = s * invQ;
- tTex[i] = t * invQ;
- rTex[i] = r * invQ;
- s += span->texStep[0][0];
- t += span->texStep[0][1];
- r += span->texStep[0][2];
- q += span->texStep[0][3];
+ 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;
+ span->texcoords[0][i][1] = t * invQ;
+ span->texcoords[0][i][2] = r * invQ;
+ s += span->texStep[0][0];
+ t += span->texStep[0][1];
+ r += span->texStep[0][2];
+ q += span->texStep[0][3];
}
}
}
}
/* XXX keep this? */
if (span->activeMask & SPAN_INT_TEXTURE) {
- GLint intTexcoord[MAX_WIDTH][2];
GLfixed s = span->intTex[0];
GLfixed t = span->intTex[1];
GLuint i;
- for (i = 0; i < span->count; i++) {
- intTexcoord[i][0] = FixedToInt(s);
- intTexcoord[i][1] = FixedToInt(t);
+ for (i = 0; i < span->end; i++) {
+ span->itexcoords[i][0] = FixedToInt(s);
+ span->itexcoords[i][1] = FixedToInt(t);
s += span->intTexStep[0];
t += span->intTexStep[1];
}
}
-
+
/* examine activeMask and call a s_span.c function */
if (span->activeMask & SPAN_TEXTURE) {
- const GLfloat *fogPtr;
- if (span->activeMask & SPAN_FOG)
- fogPtr = fog;
- else
- fogPtr = NULL;
if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- if (span->activeMask & SPAN_SPEC) {
- masked_multitexture_span(ctx, span->count, span->x, span->y,
- z, fogPtr,
- (const GLfloat (*)[MAX_WIDTH]) msTex,
- (const GLfloat (*)[MAX_WIDTH]) mtTex,
- (const GLfloat (*)[MAX_WIDTH]) mrTex,
- (GLfloat (*)[MAX_WIDTH]) mLambda,
- rgba, (CONST GLchan (*)[4]) spec,
- NULL, mask, write_all );
- }
- else {
- masked_multitexture_span(ctx, span->count, span->x, span->y,
- z, fogPtr,
- (const GLfloat (*)[MAX_WIDTH]) msTex,
- (const GLfloat (*)[MAX_WIDTH]) mtTex,
- (const GLfloat (*)[MAX_WIDTH]) mrTex,
- (GLfloat (*)[MAX_WIDTH]) mLambda,
- rgba, NULL, NULL, mask, write_all );
- }
+ /* multi texture */
+ masked_multitexture_span(ctx, span);
}
else {
/* single texture */
- if (span->activeMask & SPAN_SPEC) {
- masked_texture_span(ctx, span->count, span->x, span->y,
- z, fogPtr, sTex, tTex, rTex,
- lambda, rgba,
- (CONST GLchan (*)[4]) spec,
- NULL, mask, write_all);
- }
- else {
- masked_texture_span(ctx, span->count, span->x, span->y,
- z, fogPtr, sTex, tTex, rTex,
- lambda, rgba, NULL, NULL,
- mask, write_all);
- }
+ masked_texture_span(ctx, span);
}
}
else {
_mesa_problem(ctx, "rasterize_span() should only be used for texturing");
}
- UNDEFARRAY(mask);
- UNDEFARRAY(rgba);
- UNDEFARRAY(spec);
- UNDEFARRAY(index);
- UNDEFARRAY(z);
- UNDEFARRAY(fog);
- UNDEFARRAY(sTex);
- UNDEFARRAY(tTex);
- UNDEFARRAY(rTex);
- UNDEFARRAY(lambda);
- UNDEFARRAY(msTex);
- UNDEFARRAY(mtTex);
- UNDEFARRAY(mrTex);
- UNDEFARRAY(mLambda);
+}
+
+/*
+ * 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
+ }
}
@@ -1470,12 +1794,12 @@ _mesa_rasterize_span(GLcontext *ctx, struct triangle_span *span)
* primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
*/
void
-_mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], GLfloat lambda[],
- GLchan rgbaIn[][4], CONST GLchan spec[][4],
- const GLfloat coverage[], GLenum primitive )
+_old_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], const GLfloat fog[],
+ GLfloat texcoord[][3],
+ GLfloat lambda[],
+ GLchan rgbaIn[][4], GLchan spec[][4],
+ const GLfloat coverage[], GLenum primitive )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLubyte mask[MAX_WIDTH];
@@ -1488,7 +1812,7 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
+ if ((n=old_clip_span(ctx, n, x, y, mask)) == 0) {
return;
}
if (mask[0] == 0)
@@ -1507,7 +1831,7 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
return;
}
if (mask[0] == 0)
@@ -1516,7 +1840,7 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
+ old_stipple_polygon_span( ctx, n, x, y, mask );
write_all = GL_FALSE;
}
@@ -1525,7 +1849,7 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Texturing without alpha is done after depth-testing which
gives a potential speed-up. */
ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda,
+ _old_swrast_texture_fragments( ctx, 0, n, texcoord, lambda,
(CONST GLchan (*)[4]) rgba, rgba );
/* Do the alpha test */
@@ -1537,14 +1861,14 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
+ 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 = _mesa_depth_test_span( ctx, n, x, y, z, mask );
+ GLuint m = _old_depth_test_span( ctx, n, x, y, z, mask );
if (m == 0) {
return;
}
@@ -1559,7 +1883,7 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Texture without alpha test */
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda,
+ _old_swrast_texture_fragments( ctx, 0, n, texcoord, lambda,
(CONST GLchan (*)[4]) rgba, rgba );
}
@@ -1568,14 +1892,14 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
(ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
+ _old_add_colors( n, rgba, spec ); /* rgba = rgba + spec */
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+ _old_fog_rgba_pixels( ctx, n, fog, rgba );
else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _old_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
/* Antialias coverage application */
@@ -1619,16 +1943,14 @@ _mesa_write_texture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* As above but perform multiple stages of texture application.
*/
void
-_mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- CONST GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
- CONST GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
- CONST GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat lambda[][MAX_WIDTH],
- GLchan rgbaIn[MAX_TEXTURE_UNITS][4],
- CONST GLchan spec[MAX_TEXTURE_UNITS][4],
- const GLfloat coverage[],
- GLenum primitive )
+_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][3],
+ 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;
@@ -1643,7 +1965,7 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
+ if ((n=old_clip_span(ctx, n, x, y, mask)) == 0) {
return;
}
if (mask[0] == 0)
@@ -1663,7 +1985,7 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
- if ((n = _mesa_scissor_span( ctx, n, x, y, mask )) == 0) {
+ if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
return;
}
if (mask[0] == 0)
@@ -1672,7 +1994,7 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- stipple_polygon_span( ctx, n, x, y, mask );
+ old_stipple_polygon_span( ctx, n, x, y, mask );
write_all = GL_FALSE;
}
@@ -1683,7 +2005,7 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
*/
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i], lambda[i],
+ _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i],
(CONST GLchan (*)[4]) rgbaIn, rgba );
/* Do the alpha test */
@@ -1695,14 +2017,14 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
if (ctx->Stencil.Enabled) {
/* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
+ 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 = _mesa_depth_test_span( ctx, n, x, y, z, mask );
+ GLuint m = _old_depth_test_span( ctx, n, x, y, z, mask );
if (m == 0) {
return;
}
@@ -1718,7 +2040,7 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i], lambda[i],
+ _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i],
(CONST GLchan (*)[4]) rgbaIn, rgba );
}
@@ -1727,14 +2049,14 @@ _mesa_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
(ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors( n, rgba, spec ); /* rgba = rgba + spec */
+ _old_add_colors( n, rgba, spec ); /* rgba = rgba + spec */
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, n, fog, rgba );
+ _old_fog_rgba_pixels( ctx, n, fog, rgba );
else
- _mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
+ _old_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
/* Antialias coverage application */