diff options
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 54 |
1 files changed, 33 insertions, 21 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 040058fe866..4628fd0527f 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1267,8 +1267,25 @@ apply_aa_coverage(SWspan *span) /** + * Clamp span's float colors to [0,1] + */ +static void +clamp_colors(SWspan *span) +{ + GLfloat (*rgba)[4] = span->array->color.sz4.rgba; + GLuint i; + ASSERT(span->array->ChanType == GL_FLOAT); + for (i = 0; i < span->end; i++) { + rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F); + rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F); + rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F); + rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F); + } +} + + +/** * Convert the span's color arrays to the given type. - * XXX this could be put into image.c and reused in several places. */ static void convert_color_type(GLcontext *ctx, SWspan *span, GLenum newType) @@ -1321,10 +1338,13 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ctx->FragmentProgram._Enabled || ctx->ShaderObjects._FragmentShaderPresent); - ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE || - span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); + ASSERT(span->primitive == GL_POINT || + span->primitive == GL_LINE || + span->primitive == GL_POLYGON || + span->primitive == GL_BITMAP); ASSERT(span->end <= MAX_WIDTH); ASSERT((span->interpMask & span->arrayMask) == 0); + ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA)); /* printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, @@ -1368,10 +1388,9 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) } /* Interpolate texcoords? */ - if (ctx->Texture._EnabledCoordUnits - && (span->interpMask & SPAN_TEXTURE) - && (span->arrayMask & SPAN_TEXTURE) == 0) { + if (ctx->Texture._EnabledCoordUnits && (span->interpMask & SPAN_TEXTURE)) { interpolate_texcoords(ctx, span); + ASSERT(span->arrayMask & SPAN_TEXTURE); } if (ctx->ShaderObjects._FragmentShaderPresent) { @@ -1385,7 +1404,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) */ if (!deferredTexture) { /* Now we need the rgba array, fill it in if needed */ - if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) + if (span->interpMask & SPAN_RGBA) interpolate_colors(span); if (span->interpMask & SPAN_SPEC) @@ -1483,7 +1502,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) */ if (deferredTexture) { /* Now we need the rgba array, fill it in if needed */ - if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) + if (span->interpMask & SPAN_RGBA) interpolate_colors(span); if (span->interpMask & SPAN_SPEC) @@ -1495,7 +1514,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) #if FEATURE_ARB_fragment_shader if (ctx->ShaderObjects._FragmentShaderPresent) { if (span->interpMask & SPAN_Z) - _swrast_span_interpolate_z (ctx, span); + _swrast_span_interpolate_z(ctx, span); _swrast_exec_arbshader (ctx, span); } else @@ -1510,7 +1529,8 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(span->arrayMask & SPAN_RGBA); - if (!ctx->FragmentProgram._Enabled) { + if (!ctx->FragmentProgram._Enabled && + !ctx->ShaderObjects._FragmentShaderPresent) { /* Add base and specular colors */ if (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && @@ -1540,18 +1560,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) } /* Clamp color/alpha values over the range [0.0, 1.0] before storage */ -#if CHAN_TYPE == GL_FLOAT - if (ctx->Color.ClampFragmentColor) { - GLchan (*rgba)[4] = span->array->rgba; - GLuint i; - for (i = 0; i < span->end; i++) { - rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0, CHAN_MAXF); - rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0, CHAN_MAXF); - rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0, CHAN_MAXF); - rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0, CHAN_MAXF); - } + if (ctx->Color.ClampFragmentColor && + span->array->ChanType == GL_FLOAT) { + clamp_colors(span); } -#endif /* * Write to renderbuffers |