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-rw-r--r--src/mesa/swrast/s_texture.c298
1 files changed, 170 insertions, 128 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index b849e191773..573888d727b 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.43 2001/12/04 23:44:56 brianp Exp $ */
+/* $Id: s_texture.c,v 1.44 2001/12/17 04:54:35 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -495,17 +495,14 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx,
static void
sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) t;
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_1d_nearest(ctx, tObj, image, s[i], rgba[i]);
+ sample_1d_nearest(ctx, tObj, image, texcoords[i][0], rgba[i]);
}
}
@@ -514,17 +511,14 @@ sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
static void
sample_linear_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) t;
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_1d_linear(ctx, tObj, image, s[i], rgba[i]);
+ sample_1d_linear(ctx, tObj, image, texcoords[i][0], rgba[i]);
}
}
@@ -537,42 +531,38 @@ sample_linear_1d( GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][3],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
- (void) t;
- (void) u;
-
for (i=0;i<n;i++) {
if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
+ texcoords[i][0], rgba[i]);
break;
case GL_LINEAR:
sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
+ texcoords[i][0], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_1d_nearest_mipmap_nearest(ctx, tObj, lambda[i], s[i],
+ sample_1d_nearest_mipmap_nearest(ctx, tObj, lambda[i], texcoords[i][0],
rgba[i]);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_1d_linear_mipmap_nearest(ctx, tObj, s[i], lambda[i],
+ sample_1d_linear_mipmap_nearest(ctx, tObj, texcoords[i][0], lambda[i],
rgba[i]);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_1d_nearest_mipmap_linear(ctx, tObj, s[i], lambda[i],
+ sample_1d_nearest_mipmap_linear(ctx, tObj, texcoords[i][0], lambda[i],
rgba[i]);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_1d_linear_mipmap_linear(ctx, tObj, s[i], lambda[i],
+ sample_1d_linear_mipmap_linear(ctx, tObj, texcoords[i][0], lambda[i],
rgba[i]);
break;
default:
@@ -585,11 +575,11 @@ sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
switch (tObj->MagFilter) {
case GL_NEAREST:
sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
+ texcoords[i][0], rgba[i]);
break;
case GL_LINEAR:
sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], rgba[i]);
+ texcoords[i][0], rgba[i]);
break;
default:
_mesa_problem(NULL, "Bad mag filter in sample_1d_texture");
@@ -847,16 +837,15 @@ sample_2d_linear_mipmap_linear(GLcontext *ctx,
static void
sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][3],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_2d_nearest(ctx, tObj, image, s[i], t[i], rgba[i]);
+ sample_2d_nearest(ctx, tObj, image, texcoords[i][0],
+ texcoords[i][1], rgba[i]);
}
}
@@ -865,16 +854,15 @@ sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
static void
sample_linear_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][3],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
- (void) u;
(void) lambda;
for (i=0;i<n;i++) {
- sample_2d_linear(ctx, tObj, image, s[i], t[i], rgba[i]);
+ sample_2d_linear(ctx, tObj, image, texcoords[i][0],
+ texcoords[i][1], rgba[i]);
}
}
@@ -889,8 +877,8 @@ sample_linear_2d( GLcontext *ctx, GLuint texUnit,
static void
opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
- GLuint n, const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLuint n, GLfloat texcoords[][3],
+ const GLfloat lambda[],
GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
@@ -900,7 +888,6 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
const GLint rowMask = img->Height - 1;
const GLint shift = img->WidthLog2;
GLuint k;
- (void) u;
(void) lambda;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
@@ -908,8 +895,8 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
ASSERT(img->Format==GL_RGB);
for (k=0; k<n; k++) {
- GLint i = IFLOOR(s[k] * width) & colMask;
- GLint j = IFLOOR(t[k] * height) & rowMask;
+ GLint i = IFLOOR(texcoords[k][0] * width) & colMask;
+ GLint j = IFLOOR(texcoords[k][1] * height) & rowMask;
GLint pos = (j << shift) | i;
GLchan *texel = ((GLchan *) img->Data) + 3*pos;
rgba[k][RCOMP] = texel[0];
@@ -929,8 +916,8 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
static void
opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
- GLuint n, const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLuint n, GLfloat texcoords[][3],
+ const GLfloat lambda[],
GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
@@ -940,7 +927,6 @@ opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
const GLint rowMask = img->Height - 1;
const GLint shift = img->WidthLog2;
GLuint i;
- (void) u;
(void) lambda;
ASSERT(tObj->WrapS==GL_REPEAT);
ASSERT(tObj->WrapT==GL_REPEAT);
@@ -948,8 +934,8 @@ opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
ASSERT(img->Format==GL_RGBA);
for (i = 0; i < n; i++) {
- const GLint col = IFLOOR(s[i] * width) & colMask;
- const GLint row = IFLOOR(t[i] * height) & rowMask;
+ const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
+ const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
const GLint pos = (row << shift) | col;
const GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */
COPY_CHAN4(rgba[i], texel);
@@ -986,14 +972,12 @@ span_is_monotonous (GLuint n, const GLfloat lambda[])
static void
sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
- GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLuint n, GLfloat texcoords[][3],
+ const GLfloat lambda[],
GLchan rgba[][4] )
{
const GLfloat minMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
- (void) u;
#ifdef DEBUG
ASSERT (span_is_monotonous(n, lambda) == GL_TRUE);
@@ -1009,25 +993,25 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
img->Border == 0) {
switch (img->Format) {
case GL_RGB:
- opt_sample_rgb_2d(ctx, texUnit, tObj, n, s, t, NULL,
+ opt_sample_rgb_2d(ctx, texUnit, tObj, n, texcoords,
NULL, rgba);
break;
case GL_RGBA:
- opt_sample_rgba_2d(ctx, texUnit, tObj, n, s, t, NULL,
+ opt_sample_rgba_2d(ctx, texUnit, tObj, n, texcoords,
NULL, rgba);
break;
default:
- sample_nearest_2d(ctx, texUnit, tObj, n, s, t, NULL,
+ sample_nearest_2d(ctx, texUnit, tObj, n, texcoords,
NULL, rgba);
}
}
else {
- sample_nearest_2d(ctx, texUnit, tObj, n, s, t, NULL,
+ sample_nearest_2d(ctx, texUnit, tObj, n, texcoords,
NULL, rgba);
}
break;
case GL_LINEAR:
- sample_linear_2d(ctx, texUnit, tObj, n, s, t, NULL,
+ sample_linear_2d(ctx, texUnit, tObj, n, texcoords,
NULL, rgba);
break;
default:
@@ -1041,26 +1025,26 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
switch (tObj->MinFilter) {
case GL_NEAREST:
sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], rgba[i]);
break;
case GL_LINEAR:
sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_2d_nearest_mipmap_nearest(ctx, tObj, s[i], t[i],
+ sample_2d_nearest_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1],
lambda[i], rgba[i]);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_2d_linear_mipmap_nearest(ctx,tObj, s[i], t[i],
+ sample_2d_linear_mipmap_nearest(ctx,tObj, texcoords[i][0], texcoords[i][1],
lambda[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_2d_nearest_mipmap_linear(ctx,tObj, s[i], t[i],
+ sample_2d_nearest_mipmap_linear(ctx,tObj, texcoords[i][0], texcoords[i][1],
lambda[i], rgba[i]);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_2d_linear_mipmap_linear(ctx,tObj, s[i], t[i],
+ sample_2d_linear_mipmap_linear(ctx,tObj, texcoords[i][0], texcoords[i][1],
lambda[i], rgba[i] );
break;
default:
@@ -1073,11 +1057,11 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
switch (tObj->MagFilter) {
case GL_NEAREST:
sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], rgba[i]);
break;
case GL_LINEAR:
sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], rgba[i] );
+ texcoords[i][0], texcoords[i][1], rgba[i] );
break;
default:
_mesa_problem(NULL, "Bad mag filter in sample_2d_texture");
@@ -1402,15 +1386,14 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx,
static void
sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
- sample_3d_nearest(ctx, tObj, image, s[i], t[i], u[i], rgba[i]);
+ sample_3d_nearest(ctx, tObj, image, texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]);
}
}
@@ -1419,15 +1402,14 @@ sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
static void
sample_linear_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4] )
+ GLfloat texcoords[][3],
+ const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
(void) lambda;
for (i=0;i<n;i++) {
- sample_3d_linear(ctx, tObj, image, s[i], t[i], u[i], rgba[i]);
+ sample_3d_linear(ctx, tObj, image, texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]);
}
}
@@ -1439,8 +1421,7 @@ sample_linear_3d( GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
@@ -1453,26 +1434,26 @@ sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
switch (tObj->MinFilter) {
case GL_NEAREST:
sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]);
break;
case GL_LINEAR:
sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]);
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_3d_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
+ sample_3d_nearest_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_3d_linear_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
+ sample_3d_linear_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_3d_nearest_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
+ sample_3d_nearest_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_3d_linear_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
+ sample_3d_linear_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
default:
@@ -1484,11 +1465,11 @@ sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
switch (tObj->MagFilter) {
case GL_NEAREST:
sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]);
break;
case GL_LINEAR:
sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel],
- s[i], t[i], u[i], rgba[i]);
+ texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]);
break;
default:
_mesa_problem(NULL, "Bad mag filter in sample_3d_texture");
@@ -1579,8 +1560,7 @@ choose_cube_face(const struct gl_texture_object *texObj,
static void
sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
@@ -1588,7 +1568,7 @@ sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT);
+ images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], &newS, &newT);
sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
newS, newT, rgba[i]);
}
@@ -1598,16 +1578,15 @@ sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
static void
sample_linear_cube(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4])
+ GLfloat texcoords[][3],
+ const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
(void) lambda;
for (i = 0; i < n; i++) {
const struct gl_texture_image **images;
GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT);
+ images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], &newS, &newT);
sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
newS, newT, rgba[i]);
}
@@ -1711,8 +1690,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx,
static void
sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4])
{
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
@@ -1726,7 +1704,8 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
{
const struct gl_texture_image **images;
GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i],
+ images = choose_cube_face(tObj, texcoords[i][0],
+ texcoords[i][1], texcoords[i][2],
&newS, &newT);
sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel],
newS, newT, rgba[i]);
@@ -1736,26 +1715,26 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
{
const struct gl_texture_image **images;
GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i],
+ images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
&newS, &newT);
sample_2d_linear(ctx, tObj, images[tObj->BaseLevel],
newS, newT, rgba[i]);
}
break;
case GL_NEAREST_MIPMAP_NEAREST:
- sample_cube_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
+ sample_cube_nearest_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
case GL_LINEAR_MIPMAP_NEAREST:
- sample_cube_linear_mipmap_nearest(ctx, tObj, s[i], t[i], u[i],
+ sample_cube_linear_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
case GL_NEAREST_MIPMAP_LINEAR:
- sample_cube_nearest_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
+ sample_cube_nearest_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
case GL_LINEAR_MIPMAP_LINEAR:
- sample_cube_linear_mipmap_linear(ctx, tObj, s[i], t[i], u[i],
+ sample_cube_linear_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
lambda[i], rgba[i]);
break;
default:
@@ -1766,7 +1745,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
/* magnification */
const struct gl_texture_image **images;
GLfloat newS, newT;
- images = choose_cube_face(tObj, s[i], t[i], u[i],
+ images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2],
&newS, &newT);
switch (tObj->MagFilter) {
case GL_NEAREST:
@@ -1788,8 +1767,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
static void
null_sample_func( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
+ GLfloat texcoords[][3], const GLfloat lambda[],
GLchan rgba[][4])
{
}
@@ -2711,8 +2689,7 @@ apply_texture( const GLcontext *ctx,
static void
sample_depth_texture(const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
- GLuint n,
- const GLfloat s[], const GLfloat t[], const GLfloat r[],
+ GLuint n, GLfloat texcoords[][3],
GLchan texel[][4])
{
const struct gl_texture_object *texObj = texUnit->_Current;
@@ -2773,11 +2750,11 @@ sample_depth_texture(const GLcontext *ctx,
for (i = 0; i < n; i++) {
GLfloat depthSample;
GLint col, row;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0], width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1], height, row);
depthSample = *((const GLfloat *) texImage->Data + row * width + col);
- if ((r[i] <= depthSample && lequal) ||
- (r[i] >= depthSample && gequal)) {
+ if ((texcoords[i][2] <= depthSample && lequal) ||
+ (texcoords[i][2] >= depthSample && gequal)) {
result = CHAN_MAX;
}
else {
@@ -2817,8 +2794,8 @@ sample_depth_texture(const GLcontext *ctx,
GLfloat u, v;
GLuint useBorderTexel;
- COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, s[i], u, width, i0, i1);
- COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, t[i], v, height,j0, j1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, texcoords[i][0], u, width, i0, i1);
+ COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, texcoords[i][1], v, height,j0, j1);
useBorderTexel = 0;
if (texImage->Border) {
@@ -2870,8 +2847,8 @@ sample_depth_texture(const GLcontext *ctx,
const GLfloat w11 = ( a) * ( b);
const GLfloat depthSample = w00 * depth00 + w10 * depth10
+ w01 * depth01 + w11 * depth11;
- if ((depthSample <= r[i] && lequal) ||
- (depthSample >= r[i] && gequal)) {
+ if ((depthSample <= texcoords[i][2] && lequal) ||
+ (depthSample >= texcoords[i][2] && gequal)) {
result = ambient;
}
else {
@@ -2886,16 +2863,16 @@ sample_depth_texture(const GLcontext *ctx,
const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F;
GLfloat luminance = CHAN_MAXF;
if (lequal) {
- if (depth00 <= r[i]) luminance -= d;
- if (depth01 <= r[i]) luminance -= d;
- if (depth10 <= r[i]) luminance -= d;
- if (depth11 <= r[i]) luminance -= d;
+ if (depth00 <= texcoords[i][2]) luminance -= d;
+ if (depth01 <= texcoords[i][2]) luminance -= d;
+ if (depth10 <= texcoords[i][2]) luminance -= d;
+ if (depth11 <= texcoords[i][2]) luminance -= d;
}
else {
- if (depth00 >= r[i]) luminance -= d;
- if (depth01 >= r[i]) luminance -= d;
- if (depth10 >= r[i]) luminance -= d;
- if (depth11 >= r[i]) luminance -= d;
+ if (depth00 >= texcoords[i][2]) luminance -= d;
+ if (depth01 >= texcoords[i][2]) luminance -= d;
+ if (depth10 >= texcoords[i][2]) luminance -= d;
+ if (depth11 >= texcoords[i][2]) luminance -= d;
}
result = (GLchan) luminance;
}
@@ -2934,8 +2911,7 @@ sample_depth_texture(const GLcontext *ctx,
static void
sample_depth_texture2(const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
- GLuint n,
- const GLfloat s[], const GLfloat t[], const GLfloat r[],
+ GLuint n, GLfloat texcoords[][3],
GLchan texel[][4])
{
const struct gl_texture_object *texObj = texUnit->_Current;
@@ -2981,8 +2957,10 @@ sample_depth_texture2(const GLcontext *ctx,
GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count;
GLfloat w;
GLchan lum;
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
- COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0],
+ width, col);
+ COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1],
+ height, row);
imin = col - K;
imax = col + K;
@@ -3025,20 +3003,20 @@ sample_depth_texture2(const GLcontext *ctx,
* Apply a unit of texture mapping to the incoming fragments.
*/
void
-_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat r[], GLfloat lambda[],
- CONST GLchan primary_rgba[][4], GLchan rgba[][4] )
+_old_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
+ GLfloat texcoords[][3], GLfloat lambda[],
+ CONST GLchan primary_rgba[][4],
+ GLchan rgba[][4] )
{
const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
if (ctx->Texture._ReallyEnabled & mask) {
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
-
+
if (textureUnit->_Current) { /* XXX need this? */
const struct gl_texture_object *curObj = textureUnit->_Current;
GLchan texel[PB_SIZE][4];
-
+
if (textureUnit->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
GLuint i;
@@ -3046,7 +3024,7 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
lambda[i] += textureUnit->LodBias;
}
}
-
+
if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0)
&& lambda) {
/* apply LOD clamping to lambda */
@@ -3062,13 +3040,13 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
/* Sample the texture. */
if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) {
/* depth texture */
- sample_depth_texture(ctx, textureUnit, n, s, t, r, texel);
+ sample_depth_texture(ctx, textureUnit, n, texcoords, texel);
}
else {
/* color texture */
SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
textureUnit->_Current,
- n, s, t, r,
+ n, texcoords,
lambda, texel );
}
apply_texture( ctx, textureUnit, n, primary_rgba,
@@ -3076,3 +3054,67 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
}
}
}
+
+
+/*
+ * Apply a unit of texture mapping to the incoming fragments.
+ */
+void
+_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit,
+ struct sw_span *span,
+ GLchan rgba[][4] )
+{
+ const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
+
+ if (ctx->Texture._ReallyEnabled & mask) {
+ const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
+ GLfloat *lambda = span->lambda[texUnit];
+
+ 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];
+
+ if (textureUnit->LodBias != 0.0F) {
+ /* apply LOD bias, but don't clamp yet */
+ GLuint i;
+ for (i=0;i<span->end;i++) {
+ lambda[i] += textureUnit->LodBias;
+ }
+ }
+
+ if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0)
+ && lambda) {
+ /* apply LOD clamping to lambda */
+ const GLfloat min = curObj->MinLod;
+ const GLfloat max = curObj->MaxLod;
+ GLuint i;
+ for (i=0;i<span->end;i++) {
+ GLfloat l = lambda[i];
+ lambda[i] = CLAMP(l, min, max);
+ }
+ }
+
+ /* Sample the texture. */
+ if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) {
+ /* depth texture */
+ sample_depth_texture(ctx, textureUnit, span->end,
+ span->texcoords[texUnit], texel);
+ }
+ else {
+ /* color texture */
+ SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
+ textureUnit->_Current,
+ span->end,
+ span->texcoords[texUnit],
+ lambda, texel );
+ }
+ apply_texture( ctx, textureUnit, span->end,
+ (CONST GLchan (*)[4])span->color.rgba,
+ (CONST GLchan (*)[4]) texel, rgba );
+ }
+ }
+}
+
+