diff options
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r-- | src/mesa/swrast/s_aalinetemp.h | 2 | ||||
-rw-r--r-- | src/mesa/swrast/s_accum.c | 8 | ||||
-rw-r--r-- | src/mesa/swrast/s_bitmap.c | 9 | ||||
-rw-r--r-- | src/mesa/swrast/s_blit.c | 5 | ||||
-rw-r--r-- | src/mesa/swrast/s_buffers.c | 6 | ||||
-rw-r--r-- | src/mesa/swrast/s_context.c | 3 | ||||
-rw-r--r-- | src/mesa/swrast/s_context.h | 52 | ||||
-rw-r--r-- | src/mesa/swrast/s_copypix.c | 4 | ||||
-rw-r--r-- | src/mesa/swrast/s_drawpix.c | 12 | ||||
-rw-r--r-- | src/mesa/swrast/s_fog.c | 4 | ||||
-rw-r--r-- | src/mesa/swrast/s_fragprog.c | 75 | ||||
-rw-r--r-- | src/mesa/swrast/s_imaging.c | 20 | ||||
-rw-r--r-- | src/mesa/swrast/s_readpix.c | 12 | ||||
-rw-r--r-- | src/mesa/swrast/s_span.c | 5 | ||||
-rw-r--r-- | src/mesa/swrast/s_stencil.c | 6 | ||||
-rw-r--r-- | src/mesa/swrast/s_texcombine.c | 172 | ||||
-rw-r--r-- | src/mesa/swrast/s_texfilter.c | 1114 | ||||
-rw-r--r-- | src/mesa/swrast/s_texstore.c | 15 | ||||
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 15 |
19 files changed, 794 insertions, 745 deletions
diff --git a/src/mesa/swrast/s_aalinetemp.h b/src/mesa/swrast/s_aalinetemp.h index ca08203d831..42ffe9f20c1 100644 --- a/src/mesa/swrast/s_aalinetemp.h +++ b/src/mesa/swrast/s_aalinetemp.h @@ -76,7 +76,7 @@ NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy) ATTRIB_LOOP_BEGIN GLfloat (*attribArray)[4] = line->span.array->attribs[attr]; if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0 - && !ctx->FragmentProgram._Active) { + && !ctx->FragmentProgram._Current) { /* texcoord w/ divide by Q */ const GLuint unit = attr - FRAG_ATTRIB_TEX0; const GLfloat invQ = solve_plane_recip(fx, fy, line->attrPlane[attr][3]); diff --git a/src/mesa/swrast/s_accum.c b/src/mesa/swrast/s_accum.c index ff741777e75..c6c7dbf5cf0 100644 --- a/src/mesa/swrast/s_accum.c +++ b/src/mesa/swrast/s_accum.c @@ -550,7 +550,7 @@ _swrast_Accum(GLcontext *ctx, GLenum op, GLfloat value) SWcontext *swrast = SWRAST_CONTEXT(ctx); GLint xpos, ypos, width, height; - if (SWRAST_CONTEXT(ctx)->NewState) + if (swrast->NewState) _swrast_validate_derived( ctx ); if (!ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer) { @@ -558,9 +558,9 @@ _swrast_Accum(GLcontext *ctx, GLenum op, GLfloat value) return; } - RENDER_START(swrast, ctx); + swrast_render_start(ctx); - /* Compute region after calling RENDER_START so that we know the + /* Compute region after calling swrast_render_start() so that we know the * drawbuffer's size/bounds are up to date. */ xpos = ctx->DrawBuffer->_Xmin; @@ -595,5 +595,5 @@ _swrast_Accum(GLcontext *ctx, GLenum op, GLfloat value) break; } - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); } diff --git a/src/mesa/swrast/s_bitmap.c b/src/mesa/swrast/s_bitmap.c index 35b34e654ff..5e7822cf323 100644 --- a/src/mesa/swrast/s_bitmap.c +++ b/src/mesa/swrast/s_bitmap.c @@ -50,7 +50,6 @@ _swrast_Bitmap( GLcontext *ctx, GLint px, GLint py, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); GLint row, col; GLuint count = 0; SWspan span; @@ -61,7 +60,7 @@ _swrast_Bitmap( GLcontext *ctx, GLint px, GLint py, if (!bitmap) return; - RENDER_START(swrast,ctx); + swrast_render_start(ctx); if (SWRAST_CONTEXT(ctx)->NewState) _swrast_validate_derived( ctx ); @@ -132,7 +131,7 @@ _swrast_Bitmap( GLcontext *ctx, GLint px, GLint py, } } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); _mesa_unmap_bitmap_pbo(ctx, unpack); } @@ -157,7 +156,7 @@ _swrast_Bitmap( GLcontext *ctx, GLint px, GLint py, ASSERT(ctx->RenderMode == GL_RENDER); ASSERT(bitmap); - RENDER_START(swrast,ctx); + swrast_render_start(ctx); if (SWRAST_CONTEXT(ctx)->NewState) _swrast_validate_derived( ctx ); @@ -224,6 +223,6 @@ _swrast_Bitmap( GLcontext *ctx, GLint px, GLint py, } } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); } #endif diff --git a/src/mesa/swrast/s_blit.c b/src/mesa/swrast/s_blit.c index bc4b2ac6251..0e32cb8f653 100644 --- a/src/mesa/swrast/s_blit.c +++ b/src/mesa/swrast/s_blit.c @@ -737,7 +737,6 @@ _swrast_BlitFramebuffer(GLcontext *ctx, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); static const GLint buffers[3] = { GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, @@ -753,7 +752,7 @@ _swrast_BlitFramebuffer(GLcontext *ctx, return; } - RENDER_START(swrast, ctx); + swrast_render_start(ctx); if (srcX1 - srcX0 == dstX1 - dstX0 && srcY1 - srcY0 == dstY1 - dstY0 && @@ -789,5 +788,5 @@ _swrast_BlitFramebuffer(GLcontext *ctx, } } - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); } diff --git a/src/mesa/swrast/s_buffers.c b/src/mesa/swrast/s_buffers.c index 9e87d6d4857..af475ad8cb5 100644 --- a/src/mesa/swrast/s_buffers.c +++ b/src/mesa/swrast/s_buffers.c @@ -307,8 +307,6 @@ clear_color_buffers(GLcontext *ctx) void _swrast_Clear(GLcontext *ctx, GLbitfield buffers) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); - #ifdef DEBUG_FOO { const GLbitfield legalBits = @@ -327,7 +325,7 @@ _swrast_Clear(GLcontext *ctx, GLbitfield buffers) } #endif - RENDER_START(swrast,ctx); + swrast_render_start(ctx); /* do software clearing here */ if (buffers) { @@ -347,5 +345,5 @@ _swrast_Clear(GLcontext *ctx, GLbitfield buffers) } } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); } diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c index 62857ddeb0d..297940adbd6 100644 --- a/src/mesa/swrast/s_context.c +++ b/src/mesa/swrast/s_context.c @@ -533,6 +533,9 @@ _swrast_update_texture_samplers(GLcontext *ctx) SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint u; + if (!swrast) + return; /* pipe hack */ + for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current; /* Note: If tObj is NULL, the sample function will be a simple diff --git a/src/mesa/swrast/s_context.h b/src/mesa/swrast/s_context.h index a511d1c9a17..cdd6fa5048d 100644 --- a/src/mesa/swrast/s_context.h +++ b/src/mesa/swrast/s_context.h @@ -238,21 +238,43 @@ extern void _swrast_update_texture_samplers(GLcontext *ctx); -#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context) - -#define RENDER_START(SWctx, GLctx) \ - do { \ - if ((SWctx)->Driver.SpanRenderStart) { \ - (*(SWctx)->Driver.SpanRenderStart)(GLctx); \ - } \ - } while (0) - -#define RENDER_FINISH(SWctx, GLctx) \ - do { \ - if ((SWctx)->Driver.SpanRenderFinish) { \ - (*(SWctx)->Driver.SpanRenderFinish)(GLctx); \ - } \ - } while (0) +/** Return SWcontext for the given GLcontext */ +static INLINE SWcontext * +SWRAST_CONTEXT(GLcontext *ctx) +{ + return (SWcontext *) ctx->swrast_context; +} + +/** const version of above */ +static INLINE const SWcontext * +CONST_SWRAST_CONTEXT(const GLcontext *ctx) +{ + return (const SWcontext *) ctx->swrast_context; +} + + +/** + * Called prior to framebuffer reading/writing. + * For drivers that rely on swrast for fallback rendering, this is the + * driver's opportunity to map renderbuffers and textures. + */ +static INLINE void +swrast_render_start(GLcontext *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (swrast->Driver.SpanRenderStart) + swrast->Driver.SpanRenderStart(ctx); +} + + +/** Called after framebuffer reading/writing */ +static INLINE void +swrast_render_finish(GLcontext *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (swrast->Driver.SpanRenderFinish) + swrast->Driver.SpanRenderFinish(ctx); +} diff --git a/src/mesa/swrast/s_copypix.c b/src/mesa/swrast/s_copypix.c index fc5990b261c..5ecfb1e90a9 100644 --- a/src/mesa/swrast/s_copypix.c +++ b/src/mesa/swrast/s_copypix.c @@ -899,7 +899,7 @@ _swrast_CopyPixels( GLcontext *ctx, GLint destx, GLint desty, GLenum type ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); - RENDER_START(swrast,ctx); + swrast_render_start(ctx); if (swrast->NewState) _swrast_validate_derived( ctx ); @@ -928,5 +928,5 @@ _swrast_CopyPixels( GLcontext *ctx, } } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); } diff --git a/src/mesa/swrast/s_drawpix.c b/src/mesa/swrast/s_drawpix.c index 7af3e3dad1c..700f76d4bc4 100644 --- a/src/mesa/swrast/s_drawpix.c +++ b/src/mesa/swrast/s_drawpix.c @@ -830,7 +830,7 @@ _swrast_DrawPixels( GLcontext *ctx, { SWcontext *swrast = SWRAST_CONTEXT(ctx); - RENDER_START(swrast,ctx); + swrast_render_start(ctx); if (ctx->NewState) _mesa_update_state(ctx); @@ -840,7 +840,7 @@ _swrast_DrawPixels( GLcontext *ctx, pixels = _mesa_map_drawpix_pbo(ctx, unpack, pixels); if (!pixels) { - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); return; } @@ -879,9 +879,9 @@ _swrast_DrawPixels( GLcontext *ctx, /* don't return yet, clean-up */ } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); - _mesa_unmap_drapix_pbo(ctx, unpack); + _mesa_unmap_drawpix_pbo(ctx, unpack); } @@ -904,7 +904,7 @@ _swrast_DrawDepthPixelsMESA( GLcontext *ctx, if (swrast->NewState) _swrast_validate_derived( ctx ); - RENDER_START(swrast,ctx); + swrast_render_start(ctx); switch (colorFormat) { case GL_COLOR_INDEX: @@ -933,6 +933,6 @@ _swrast_DrawDepthPixelsMESA( GLcontext *ctx, _mesa_problem(ctx, "unexpected format in glDrawDepthPixelsMESA"); } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); } #endif diff --git a/src/mesa/swrast/s_fog.c b/src/mesa/swrast/s_fog.c index b9ba265db6d..77ed0cfef96 100644 --- a/src/mesa/swrast/s_fog.c +++ b/src/mesa/swrast/s_fog.c @@ -164,7 +164,7 @@ else { \ void _swrast_fog_rgba_span( const GLcontext *ctx, SWspan *span ) { - const SWcontext *swrast = SWRAST_CONTEXT(ctx); + const SWcontext *swrast = CONST_SWRAST_CONTEXT(ctx); GLfloat rFog, gFog, bFog; ASSERT(swrast->_FogEnabled); @@ -283,7 +283,7 @@ _swrast_fog_rgba_span( const GLcontext *ctx, SWspan *span ) void _swrast_fog_ci_span( const GLcontext *ctx, SWspan *span ) { - const SWcontext *swrast = SWRAST_CONTEXT(ctx); + const SWcontext *swrast = CONST_SWRAST_CONTEXT(ctx); const GLuint fogIndex = (GLuint) ctx->Fog.Index; GLuint *index = span->array->index; diff --git a/src/mesa/swrast/s_fragprog.c b/src/mesa/swrast/s_fragprog.c index 525cf9d7245..c6601f5593d 100644 --- a/src/mesa/swrast/s_fragprog.c +++ b/src/mesa/swrast/s_fragprog.c @@ -33,6 +33,35 @@ /** + * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel' + * and return results in 'colorOut'. + */ +static INLINE void +swizzle_texel(const GLchan texel[4], GLfloat colorOut[4], GLuint swizzle) +{ + if (swizzle == SWIZZLE_NOOP) { + colorOut[0] = CHAN_TO_FLOAT(texel[0]); + colorOut[1] = CHAN_TO_FLOAT(texel[1]); + colorOut[2] = CHAN_TO_FLOAT(texel[2]); + colorOut[3] = CHAN_TO_FLOAT(texel[3]); + } + else { + GLfloat vector[6]; + vector[SWIZZLE_X] = CHAN_TO_FLOAT(texel[0]); + vector[SWIZZLE_Y] = CHAN_TO_FLOAT(texel[1]); + vector[SWIZZLE_Z] = CHAN_TO_FLOAT(texel[2]); + vector[SWIZZLE_W] = CHAN_TO_FLOAT(texel[3]); + vector[SWIZZLE_ZERO] = 0.0F; + vector[SWIZZLE_ONE] = 1.0F; + colorOut[0] = vector[GET_SWZ(swizzle, 0)]; + colorOut[1] = vector[GET_SWZ(swizzle, 1)]; + colorOut[2] = vector[GET_SWZ(swizzle, 2)]; + colorOut[3] = vector[GET_SWZ(swizzle, 3)]; + } +} + + +/** * Fetch a texel with given lod. * Called via machine->FetchTexelLod() */ @@ -40,20 +69,23 @@ static void fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda, GLuint unit, GLfloat color[4] ) { - GLchan rgba[4]; - SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; - if (texObj) + if (texObj) { + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLchan rgba[4]; + lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod); - /* XXX use a float-valued TextureSample routine here!!! */ - swrast->TextureSample[unit](ctx, texObj, 1, (const GLfloat (*)[4]) texcoord, - &lambda, &rgba); - color[0] = CHAN_TO_FLOAT(rgba[0]); - color[1] = CHAN_TO_FLOAT(rgba[1]); - color[2] = CHAN_TO_FLOAT(rgba[2]); - color[3] = CHAN_TO_FLOAT(rgba[3]); + /* XXX use a float-valued TextureSample routine here!!! */ + swrast->TextureSample[unit](ctx, texObj, 1, + (const GLfloat (*)[4]) texcoord, + &lambda, &rgba); + swizzle_texel(rgba, color, texObj->_Swizzle); + } + else { + ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); + } } @@ -69,13 +101,14 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], { SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; - GLfloat lambda; - GLchan rgba[4]; if (texObj) { - const struct gl_texture_image *texImg = texObj->Image[0][texObj->BaseLevel]; + const struct gl_texture_image *texImg = + texObj->Image[0][texObj->BaseLevel]; const GLfloat texW = (GLfloat) texImg->WidthScale; const GLfloat texH = (GLfloat) texImg->HeightScale; + GLfloat lambda; + GLchan rgba[4]; lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ texdx[1], texdy[1], /* dt/dx, dt/dy */ @@ -85,14 +118,16 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], 1.0F / texcoord[3]) + lodBias; lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod); - } - swrast->TextureSample[unit](ctx, texObj, 1, (const GLfloat (*)[4]) texcoord, - &lambda, &rgba); - color[0] = CHAN_TO_FLOAT(rgba[0]); - color[1] = CHAN_TO_FLOAT(rgba[1]); - color[2] = CHAN_TO_FLOAT(rgba[2]); - color[3] = CHAN_TO_FLOAT(rgba[3]); + /* XXX use a float-valued TextureSample routine here!!! */ + swrast->TextureSample[unit](ctx, texObj, 1, + (const GLfloat (*)[4]) texcoord, + &lambda, &rgba); + swizzle_texel(rgba, color, texObj->_Swizzle); + } + else { + ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); + } } diff --git a/src/mesa/swrast/s_imaging.c b/src/mesa/swrast/s_imaging.c index 591857c3423..d6be3aa022e 100644 --- a/src/mesa/swrast/s_imaging.c +++ b/src/mesa/swrast/s_imaging.c @@ -39,7 +39,6 @@ _swrast_CopyColorTable( GLcontext *ctx, GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); GLchan data[MAX_WIDTH][4]; struct gl_buffer_object *bufferSave; @@ -51,13 +50,13 @@ _swrast_CopyColorTable( GLcontext *ctx, if (width > MAX_WIDTH) width = MAX_WIDTH; - RENDER_START( swrast, ctx ); + swrast_render_start(ctx); /* read the data from framebuffer */ _swrast_read_rgba_span( ctx, ctx->ReadBuffer->_ColorReadBuffer, width, x, y, CHAN_TYPE, data ); - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); /* save PBO binding */ bufferSave = ctx->Unpack.BufferObj; @@ -74,7 +73,6 @@ void _swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start, GLint x, GLint y, GLsizei width) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); GLchan data[MAX_WIDTH][4]; struct gl_buffer_object *bufferSave; @@ -86,13 +84,13 @@ _swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start, if (width > MAX_WIDTH) width = MAX_WIDTH; - RENDER_START( swrast, ctx ); + swrast_render_start(ctx); /* read the data from framebuffer */ _swrast_read_rgba_span( ctx, ctx->ReadBuffer->_ColorReadBuffer, width, x, y, CHAN_TYPE, data ); - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); /* save PBO binding */ bufferSave = ctx->Unpack.BufferObj; @@ -110,7 +108,6 @@ _swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); GLchan rgba[MAX_CONVOLUTION_WIDTH][4]; struct gl_buffer_object *bufferSave; @@ -119,13 +116,13 @@ _swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target, return; } - RENDER_START( swrast, ctx ); + swrast_render_start(ctx); /* read the data from framebuffer */ _swrast_read_rgba_span( ctx, ctx->ReadBuffer->_ColorReadBuffer, width, x, y, CHAN_TYPE, rgba ); - RENDER_FINISH( swrast, ctx ); + swrast_render_finish(ctx); /* save PBO binding */ bufferSave = ctx->Unpack.BufferObj; @@ -145,7 +142,6 @@ _swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); struct gl_pixelstore_attrib packSave; GLchan rgba[MAX_CONVOLUTION_HEIGHT][MAX_CONVOLUTION_WIDTH][4]; GLint i; @@ -156,7 +152,7 @@ _swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target, return; } - RENDER_START(swrast,ctx); + swrast_render_start(ctx); /* read pixels from framebuffer */ for (i = 0; i < height; i++) { @@ -164,7 +160,7 @@ _swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target, width, x, y + i, CHAN_TYPE, rgba[i] ); } - RENDER_FINISH(swrast,ctx); + swrast_render_finish(ctx); /* * HACK: save & restore context state so we can store this as a diff --git a/src/mesa/swrast/s_readpix.c b/src/mesa/swrast/s_readpix.c index f2630451707..e901fc6b5dc 100644 --- a/src/mesa/swrast/s_readpix.c +++ b/src/mesa/swrast/s_readpix.c @@ -555,11 +555,11 @@ _swrast_ReadPixels( GLcontext *ctx, SWcontext *swrast = SWRAST_CONTEXT(ctx); struct gl_pixelstore_attrib clippedPacking = *packing; - /* Need to do RENDER_START before clipping or anything else since this - * is where a driver may grab the hw lock and get an updated window - * size. + /* Need to do swrast_render_start() before clipping or anything else + * since this is where a driver may grab the hw lock and get an updated + * window size. */ - RENDER_START(swrast, ctx); + swrast_render_start(ctx); if (ctx->NewState) _mesa_update_state(ctx); @@ -570,7 +570,7 @@ _swrast_ReadPixels( GLcontext *ctx, /* Do all needed clipping here, so that we can forget about it later */ if (!_mesa_clip_readpixels(ctx, &x, &y, &width, &height, &clippedPacking)) { /* The ReadPixels region is totally outside the window bounds */ - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); return; } @@ -614,7 +614,7 @@ _swrast_ReadPixels( GLcontext *ctx, /* don't return yet, clean-up */ } - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); _mesa_unmap_readpix_pbo(ctx, &clippedPacking); } diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 214c2a1b6f3..ab7b82b19d9 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1032,6 +1032,7 @@ add_specular(GLcontext *ctx, SWspan *span) ASSERT(!ctx->FragmentProgram._Current); ASSERT(span->arrayMask & SPAN_RGBA); ASSERT(swrast->_ActiveAttribMask & FRAG_BIT_COL1); + (void) swrast; /* silence warning */ if (span->array->ChanType == GL_FLOAT) { if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { @@ -1310,6 +1311,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) /* Do the alpha test */ if (ctx->Color.AlphaEnabled) { if (!_swrast_alpha_test(ctx, span)) { + /* all fragments failed test */ goto end; } } @@ -1322,6 +1324,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) if (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0) { /* Combined Z/stencil tests */ if (!_swrast_stencil_and_ztest_span(ctx, span)) { + /* all fragments failed test */ goto end; } } @@ -1330,6 +1333,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); if (!_swrast_depth_test_span(ctx, span)) { + /* all fragments failed test */ goto end; } } @@ -1349,6 +1353,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) * the occlusion test. */ if (colorMask == 0x0) { + /* no colors to write */ goto end; } diff --git a/src/mesa/swrast/s_stencil.c b/src/mesa/swrast/s_stencil.c index c925922463e..2e84ddec71f 100644 --- a/src/mesa/swrast/s_stencil.c +++ b/src/mesa/swrast/s_stencil.c @@ -997,10 +997,12 @@ stencil_and_ztest_pixels( GLcontext *ctx, SWspan *span, GLuint face ) GLboolean _swrast_stencil_and_ztest_span(GLcontext *ctx, SWspan *span) { + const GLuint face = (span->facing == 0) ? 0 : ctx->Stencil._BackFace; + if (span->arrayMask & SPAN_XY) - return stencil_and_ztest_pixels(ctx, span, span->facing); + return stencil_and_ztest_pixels(ctx, span, face); else - return stencil_and_ztest_span(ctx, span, span->facing); + return stencil_and_ztest_span(ctx, span, face); } diff --git a/src/mesa/swrast/s_texcombine.c b/src/mesa/swrast/s_texcombine.c index 632d650007e..38b5633887f 100644 --- a/src/mesa/swrast/s_texcombine.c +++ b/src/mesa/swrast/s_texcombine.c @@ -1,8 +1,9 @@ /* * Mesa 3-D graphics library - * Version: 6.5.1 + * Version: 7.5 * - * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -30,6 +31,7 @@ #include "main/imports.h" #include "main/macros.h" #include "main/pixel.h" +#include "shader/prog_instruction.h" #include "s_context.h" #include "s_texcombine.h" @@ -66,9 +68,9 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, GLchan (*rgba)[4] ) { const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]); - const GLchan (*argRGB [3])[4]; - const GLchan (*argA [3])[4]; - const GLuint RGBshift = textureUnit->_CurrentCombine->ScaleShiftRGB; + const GLchan (*argRGB [4])[4]; + const GLchan (*argA [4])[4]; + const GLint RGBshift = textureUnit->_CurrentCombine->ScaleShiftRGB; const GLuint Ashift = textureUnit->_CurrentCombine->ScaleShiftA; #if CHAN_TYPE == GL_FLOAT const GLchan RGBmult = (GLfloat) (1 << RGBshift); @@ -80,12 +82,12 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, static const GLchan zero[4] = { 0, 0, 0, 0 }; const GLuint numColorArgs = textureUnit->_CurrentCombine->_NumArgsRGB; const GLuint numAlphaArgs = textureUnit->_CurrentCombine->_NumArgsA; - GLchan ccolor[3][MAX_WIDTH][4]; + GLchan ccolor[4][MAX_WIDTH][4]; GLuint i, j; ASSERT(ctx->Extensions.EXT_texture_env_combine || ctx->Extensions.ARB_texture_env_combine); - ASSERT(SWRAST_CONTEXT(ctx)->_AnyTextureCombine); + ASSERT(CONST_SWRAST_CONTEXT(ctx)->_AnyTextureCombine); /* printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", @@ -98,7 +100,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, */ /* - * Do operand setup for up to 3 operands. Loop over the terms. + * Do operand setup for up to 4 operands. Loop over the terms. */ for (j = 0; j < numColorArgs; j++) { const GLenum srcRGB = textureUnit->_CurrentCombine->SourceRGB[j]; @@ -295,7 +297,36 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, } break; case GL_ADD: - { + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) */ + const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; + const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; + const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; + const GLchan (*arg3)[4] = (const GLchan (*)[4]) argRGB[3]; + for (i = 0; i < n; i++) { +#if CHAN_TYPE == GL_FLOAT + rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] + + arg2[i][RCOMP] * arg3[i][RCOMP]) * RGBmult; + rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] + + arg2[i][GCOMP] * arg3[i][GCOMP]) * RGBmult; + rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + + arg2[i][BCOMP] * arg3[i][BCOMP]) * RGBmult; +#else + const GLint shift = CHAN_BITS - RGBshift; + GLint r = (PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift) + + (PROD(arg2[i][RCOMP], arg3[i][RCOMP]) >> shift); + GLint g = (PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift) + + (PROD(arg2[i][GCOMP], arg3[i][GCOMP]) >> shift); + GLint b = (PROD(arg0[i][BCOMP], arg1[i][BCOMP]) >> shift) + + (PROD(arg2[i][BCOMP], arg3[i][BCOMP]) >> shift); + 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 + } + } + else { + /* 2-term addition */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { @@ -315,7 +346,37 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, } break; case GL_ADD_SIGNED: - { + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) - 0.5 */ + const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; + const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; + const GLchan (*arg2)[4] = (const GLchan (*)[4]) argRGB[2]; + const GLchan (*arg3)[4] = (const GLchan (*)[4]) argRGB[3]; + for (i = 0; i < n; i++) { +#if CHAN_TYPE == GL_FLOAT + rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] * + arg2[i][RCOMP] + arg3[i][RCOMP] - 0.5) * RGBmult; + rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] * + arg2[i][GCOMP] + arg3[i][GCOMP] - 0.5) * RGBmult; + rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] * + arg2[i][BCOMP] + arg3[i][BCOMP] - 0.5) * RGBmult; +#else + GLint r = (((PROD(arg0[i][RCOMP], arg1[i][RCOMP]) + + PROD(arg2[i][RCOMP], arg3[i][RCOMP])) >> CHAN_BITS) - half) + << RGBshift; + GLint g = (((PROD(arg0[i][GCOMP], arg1[i][GCOMP]) + + PROD(arg2[i][GCOMP], arg3[i][GCOMP])) >> CHAN_BITS) - half) + << RGBshift; + GLint b = (((PROD(arg0[i][BCOMP], arg1[i][BCOMP]) + + PROD(arg2[i][BCOMP], arg3[i][BCOMP])) >> CHAN_BITS) - half) + << RGBshift; + rgba[i][RCOMP] = (GLchan) CLAMP(r, 0, CHAN_MAX); + rgba[i][GCOMP] = (GLchan) CLAMP(g, 0, CHAN_MAX); + rgba[i][BCOMP] = (GLchan) CLAMP(b, 0, CHAN_MAX); +#endif + } + } + else { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { @@ -324,9 +385,9 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5) * RGBmult; #else - GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] -half; - GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] -half; - GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] -half; + GLint r = (GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP] - half; + GLint g = (GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP] - half; + GLint b = (GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP] - half; r = (r < 0) ? 0 : r << RGBshift; g = (g < 0) ? 0 : g << RGBshift; b = (b < 0) ? 0 : b << RGBshift; @@ -573,9 +634,28 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, } break; case GL_ADD: - { + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; - const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; + const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; + const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; + const GLchan (*arg3)[4] = (const GLchan (*)[4]) argA[3]; + for (i = 0; i < n; i++) { +#if CHAN_TYPE == GL_FLOAT + rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + + arg2[i][ACOMP] * arg3[i][ACOMP]) * Amult; +#else + const GLint shift = CHAN_BITS - Ashift; + GLint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift) + + (PROD(arg2[i][ACOMP], arg3[i][ACOMP]) >> shift); + rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); +#endif + } + } + else { + /* two-term add */ + const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; + const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * Amult; @@ -587,7 +667,27 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, } break; case GL_ADD_SIGNED: - { + if (textureUnit->EnvMode == GL_COMBINE4_NV) { + /* (a * b) + (c * d) - 0.5 */ + const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; + const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; + const GLchan (*arg2)[4] = (const GLchan (*)[4]) argA[2]; + const GLchan (*arg3)[4] = (const GLchan (*)[4]) argA[3]; + for (i = 0; i < n; i++) { +#if CHAN_TYPE == GL_FLOAT + rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] + + arg2[i][ACOMP] * arg3[i][ACOMP] - + 0.5) * Amult; +#else + GLint a = (((PROD(arg0[i][ACOMP], arg1[i][ACOMP]) + + PROD(arg2[i][ACOMP], arg3[i][ACOMP])) >> CHAN_BITS) - half) + << Ashift; + rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); +#endif + } + } + else { + /* a + b - 0.5 */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; for (i = 0; i < n; i++) { @@ -596,7 +696,7 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, #else GLint a = (GLint) arg0[i][ACOMP] + (GLint) arg1[i][ACOMP] -half; a = (a < 0) ? 0 : a << Ashift; - rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); + rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } @@ -717,6 +817,36 @@ texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, /** + * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels. + * See GL_EXT_texture_swizzle. + */ +static void +swizzle_texels(GLuint swizzle, GLuint count, GLchan (*texels)[4]) +{ + const GLuint swzR = GET_SWZ(swizzle, 0); + const GLuint swzG = GET_SWZ(swizzle, 1); + const GLuint swzB = GET_SWZ(swizzle, 2); + const GLuint swzA = GET_SWZ(swizzle, 3); + GLchan vector[6]; + GLuint i; + + vector[SWIZZLE_ZERO] = 0; + vector[SWIZZLE_ONE] = CHAN_MAX; + + for (i = 0; i < count; i++) { + vector[SWIZZLE_X] = texels[i][0]; + vector[SWIZZLE_Y] = texels[i][1]; + vector[SWIZZLE_Z] = texels[i][2]; + vector[SWIZZLE_W] = texels[i][3]; + texels[i][RCOMP] = vector[swzR]; + texels[i][GCOMP] = vector[swzG]; + texels[i][BCOMP] = vector[swzB]; + texels[i][ACOMP] = vector[swzA]; + } +} + + +/** * Apply a conventional OpenGL texture env mode (REPLACE, ADD, BLEND, * MODULATE, or DECAL) to an array of fragments. * Input: textureUnit - pointer to texture unit to apply @@ -1142,9 +1272,15 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) _mesa_lookup_rgba_float(&texUnit->ColorTable, span->end, texels); #endif } + + /* GL_EXT_texture_swizzle */ + if (curObj->_Swizzle != SWIZZLE_NOOP) { + swizzle_texels(curObj->_Swizzle, span->end, texels); + } } } + /* * OK, now apply the texture (aka texture combine/blend). * We modify the span->color.rgba values. @@ -1163,6 +1299,8 @@ _swrast_texture_span( GLcontext *ctx, SWspan *span ) const GLchan (*texels)[4] = (const GLchan (*)[4]) (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan))); + + texture_apply( ctx, texUnit, span->end, (CONST GLchan (*)[4]) primary_rgba, texels, span->array->rgba ); diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index 9e44fba3daf..8d72018cf4f 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 7.0.3 + * Version: 7.3 * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -33,6 +33,16 @@ #include "s_texfilter.h" +/* + * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes + * see 1-pixel bands of improperly weighted linear-filtered textures. + * The tests/texwrap.c demo is a good test. + * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0. + * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x). + */ +#define FRAC(f) ((f) - IFLOOR(f)) + + /** * Constants for integer linear interpolation. */ @@ -223,257 +233,271 @@ lerp_rgba_3d(GLchan result[4], GLfloat a, GLfloat b, GLfloat c, * Used to compute texel locations for linear sampling. * Input: * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER - * S = texcoord in [0,1] - * SIZE = width (or height or depth) of texture + * s = texcoord in [0,1] + * size = width (or height or depth) of texture * Output: - * U = texcoord in [0, width] - * I0, I1 = two nearest texel indexes + * i0, i1 = returns two nearest texel indexes + * weight = returns blend factor between texels */ -#define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \ -{ \ - switch (wrapMode) { \ - case GL_REPEAT: \ - U = S * SIZE - 0.5F; \ - if (img->_IsPowerOfTwo) { \ - I0 = IFLOOR(U) & (SIZE - 1); \ - I1 = (I0 + 1) & (SIZE - 1); \ - } \ - else { \ - I0 = REMAINDER(IFLOOR(U), SIZE); \ - I1 = REMAINDER(I0 + 1, SIZE); \ - } \ - break; \ - case GL_CLAMP_TO_EDGE: \ - if (S <= 0.0F) \ - U = 0.0F; \ - else if (S >= 1.0F) \ - U = (GLfloat) SIZE; \ - else \ - U = S * SIZE; \ - U -= 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - if (I0 < 0) \ - I0 = 0; \ - if (I1 >= (GLint) SIZE) \ - I1 = SIZE - 1; \ - break; \ - case GL_CLAMP_TO_BORDER: \ - { \ - const GLfloat min = -1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - if (S <= min) \ - U = min * SIZE; \ - else if (S >= max) \ - U = max * SIZE; \ - else \ - U = S * SIZE; \ - U -= 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - } \ - break; \ - case GL_MIRRORED_REPEAT: \ - { \ - const GLint flr = IFLOOR(S); \ - if (flr & 1) \ - U = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \ - else \ - U = S - (GLfloat) flr; /* flr is even */ \ - U = (U * SIZE) - 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - if (I0 < 0) \ - I0 = 0; \ - if (I1 >= (GLint) SIZE) \ - I1 = SIZE - 1; \ - } \ - break; \ - case GL_MIRROR_CLAMP_EXT: \ - U = FABSF(S); \ - if (U >= 1.0F) \ - U = (GLfloat) SIZE; \ - else \ - U *= SIZE; \ - U -= 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - break; \ - case GL_MIRROR_CLAMP_TO_EDGE_EXT: \ - U = FABSF(S); \ - if (U >= 1.0F) \ - U = (GLfloat) SIZE; \ - else \ - U *= SIZE; \ - U -= 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - if (I0 < 0) \ - I0 = 0; \ - if (I1 >= (GLint) SIZE) \ - I1 = SIZE - 1; \ - break; \ - case GL_MIRROR_CLAMP_TO_BORDER_EXT: \ - { \ - const GLfloat min = -1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - U = FABSF(S); \ - if (U <= min) \ - U = min * SIZE; \ - else if (U >= max) \ - U = max * SIZE; \ - else \ - U *= SIZE; \ - U -= 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - } \ - break; \ - case GL_CLAMP: \ - if (S <= 0.0F) \ - U = 0.0F; \ - else if (S >= 1.0F) \ - U = (GLfloat) SIZE; \ - else \ - U = S * SIZE; \ - U -= 0.5F; \ - I0 = IFLOOR(U); \ - I1 = I0 + 1; \ - break; \ - default: \ - _mesa_problem(ctx, "Bad wrap mode"); \ - return; \ - } \ +static INLINE void +linear_texel_locations(GLenum wrapMode, + const struct gl_texture_image *img, + GLint size, GLfloat s, + GLint *i0, GLint *i1, GLfloat *weight) +{ + GLfloat u; + switch (wrapMode) { + case GL_REPEAT: + u = s * size - 0.5F; + if (img->_IsPowerOfTwo) { + *i0 = IFLOOR(u) & (size - 1); + *i1 = (*i0 + 1) & (size - 1); + } + else { + *i0 = REMAINDER(IFLOOR(u), size); + *i1 = REMAINDER(*i0 + 1, size); + } + break; + case GL_CLAMP_TO_EDGE: + if (s <= 0.0F) + u = 0.0F; + else if (s >= 1.0F) + u = (GLfloat) size; + else + u = s * size; + u -= 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + if (*i0 < 0) + *i0 = 0; + if (*i1 >= (GLint) size) + *i1 = size - 1; + break; + case GL_CLAMP_TO_BORDER: + { + const GLfloat min = -1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + if (s <= min) + u = min * size; + else if (s >= max) + u = max * size; + else + u = s * size; + u -= 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + } + break; + case GL_MIRRORED_REPEAT: + { + const GLint flr = IFLOOR(s); + if (flr & 1) + u = 1.0F - (s - (GLfloat) flr); + else + u = s - (GLfloat) flr; + u = (u * size) - 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + if (*i0 < 0) + *i0 = 0; + if (*i1 >= (GLint) size) + *i1 = size - 1; + } + break; + case GL_MIRROR_CLAMP_EXT: + u = FABSF(s); + if (u >= 1.0F) + u = (GLfloat) size; + else + u *= size; + u -= 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + break; + case GL_MIRROR_CLAMP_TO_EDGE_EXT: + u = FABSF(s); + if (u >= 1.0F) + u = (GLfloat) size; + else + u *= size; + u -= 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + if (*i0 < 0) + *i0 = 0; + if (*i1 >= (GLint) size) + *i1 = size - 1; + break; + case GL_MIRROR_CLAMP_TO_BORDER_EXT: + { + const GLfloat min = -1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + u = FABSF(s); + if (u <= min) + u = min * size; + else if (u >= max) + u = max * size; + else + u *= size; + u -= 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + } + break; + case GL_CLAMP: + if (s <= 0.0F) + u = 0.0F; + else if (s >= 1.0F) + u = (GLfloat) size; + else + u = s * size; + u -= 0.5F; + *i0 = IFLOOR(u); + *i1 = *i0 + 1; + break; + default: + _mesa_problem(NULL, "Bad wrap mode"); + u = 0.0F; + } + *weight = FRAC(u); } /** * Used to compute texel location for nearest sampling. */ -#define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \ -{ \ - switch (wrapMode) { \ - case GL_REPEAT: \ - /* s limited to [0,1) */ \ - /* i limited to [0,size-1] */ \ - I = IFLOOR(S * SIZE); \ - if (img->_IsPowerOfTwo) \ - I &= (SIZE - 1); \ - else \ - I = REMAINDER(I, SIZE); \ - break; \ - case GL_CLAMP_TO_EDGE: \ - { \ - /* s limited to [min,max] */ \ - /* i limited to [0, size-1] */ \ - const GLfloat min = 1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - if (S < min) \ - I = 0; \ - else if (S > max) \ - I = SIZE - 1; \ - else \ - I = IFLOOR(S * SIZE); \ - } \ - break; \ - case GL_CLAMP_TO_BORDER: \ - { \ - /* s limited to [min,max] */ \ - /* i limited to [-1, size] */ \ - const GLfloat min = -1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - if (S <= min) \ - I = -1; \ - else if (S >= max) \ - I = SIZE; \ - else \ - I = IFLOOR(S * SIZE); \ - } \ - break; \ - case GL_MIRRORED_REPEAT: \ - { \ - const GLfloat min = 1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - const GLint flr = IFLOOR(S); \ - GLfloat u; \ - if (flr & 1) \ - u = 1.0F - (S - (GLfloat) flr); /* flr is odd */ \ - else \ - u = S - (GLfloat) flr; /* flr is even */ \ - if (u < min) \ - I = 0; \ - else if (u > max) \ - I = SIZE - 1; \ - else \ - I = IFLOOR(u * SIZE); \ - } \ - break; \ - case GL_MIRROR_CLAMP_EXT: \ - { \ - /* s limited to [0,1] */ \ - /* i limited to [0,size-1] */ \ - const GLfloat u = FABSF(S); \ - if (u <= 0.0F) \ - I = 0; \ - else if (u >= 1.0F) \ - I = SIZE - 1; \ - else \ - I = IFLOOR(u * SIZE); \ - } \ - break; \ - case GL_MIRROR_CLAMP_TO_EDGE_EXT: \ - { \ - /* s limited to [min,max] */ \ - /* i limited to [0, size-1] */ \ - const GLfloat min = 1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - const GLfloat u = FABSF(S); \ - if (u < min) \ - I = 0; \ - else if (u > max) \ - I = SIZE - 1; \ - else \ - I = IFLOOR(u * SIZE); \ - } \ - break; \ - case GL_MIRROR_CLAMP_TO_BORDER_EXT: \ - { \ - /* s limited to [min,max] */ \ - /* i limited to [0, size-1] */ \ - const GLfloat min = -1.0F / (2.0F * SIZE); \ - const GLfloat max = 1.0F - min; \ - const GLfloat u = FABSF(S); \ - if (u < min) \ - I = -1; \ - else if (u > max) \ - I = SIZE; \ - else \ - I = IFLOOR(u * SIZE); \ - } \ - break; \ - case GL_CLAMP: \ - /* s limited to [0,1] */ \ - /* i limited to [0,size-1] */ \ - if (S <= 0.0F) \ - I = 0; \ - else if (S >= 1.0F) \ - I = SIZE - 1; \ - else \ - I = IFLOOR(S * SIZE); \ - break; \ - default: \ - _mesa_problem(ctx, "Bad wrap mode"); \ - return; \ - } \ +static INLINE GLint +nearest_texel_location(GLenum wrapMode, + const struct gl_texture_image *img, + GLint size, GLfloat s) +{ + GLint i; + + switch (wrapMode) { + case GL_REPEAT: + /* s limited to [0,1) */ + /* i limited to [0,size-1] */ + i = IFLOOR(s * size); + if (img->_IsPowerOfTwo) + i &= (size - 1); + else + i = REMAINDER(i, size); + return i; + case GL_CLAMP_TO_EDGE: + { + /* s limited to [min,max] */ + /* i limited to [0, size-1] */ + const GLfloat min = 1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + if (s < min) + i = 0; + else if (s > max) + i = size - 1; + else + i = IFLOOR(s * size); + } + return i; + case GL_CLAMP_TO_BORDER: + { + /* s limited to [min,max] */ + /* i limited to [-1, size] */ + const GLfloat min = -1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + if (s <= min) + i = -1; + else if (s >= max) + i = size; + else + i = IFLOOR(s * size); + } + return i; + case GL_MIRRORED_REPEAT: + { + const GLfloat min = 1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + const GLint flr = IFLOOR(s); + GLfloat u; + if (flr & 1) + u = 1.0F - (s - (GLfloat) flr); + else + u = s - (GLfloat) flr; + if (u < min) + i = 0; + else if (u > max) + i = size - 1; + else + i = IFLOOR(u * size); + } + return i; + case GL_MIRROR_CLAMP_EXT: + { + /* s limited to [0,1] */ + /* i limited to [0,size-1] */ + const GLfloat u = FABSF(s); + if (u <= 0.0F) + i = 0; + else if (u >= 1.0F) + i = size - 1; + else + i = IFLOOR(u * size); + } + return i; + case GL_MIRROR_CLAMP_TO_EDGE_EXT: + { + /* s limited to [min,max] */ + /* i limited to [0, size-1] */ + const GLfloat min = 1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + const GLfloat u = FABSF(s); + if (u < min) + i = 0; + else if (u > max) + i = size - 1; + else + i = IFLOOR(u * size); + } + return i; + case GL_MIRROR_CLAMP_TO_BORDER_EXT: + { + /* s limited to [min,max] */ + /* i limited to [0, size-1] */ + const GLfloat min = -1.0F / (2.0F * size); + const GLfloat max = 1.0F - min; + const GLfloat u = FABSF(s); + if (u < min) + i = -1; + else if (u > max) + i = size; + else + i = IFLOOR(u * size); + } + return i; + case GL_CLAMP: + /* s limited to [0,1] */ + /* i limited to [0,size-1] */ + if (s <= 0.0F) + i = 0; + else if (s >= 1.0F) + i = size - 1; + else + i = IFLOOR(s * size); + return i; + default: + _mesa_problem(NULL, "Bad wrap mode"); + return 0; + } } /* Power of two image sizes only */ -#define COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(S, U, SIZE, I0, I1) \ -{ \ - U = S * SIZE - 0.5F; \ - I0 = IFLOOR(U) & (SIZE - 1); \ - I1 = (I0 + 1) & (SIZE - 1); \ +static INLINE void +linear_repeat_texel_location(GLuint size, GLfloat s, + GLint *i0, GLint *i1, GLfloat *weight) +{ + GLfloat u = s * size - 0.5F; + *i0 = IFLOOR(u) & (size - 1); + *i1 = (*i0 + 1) & (size - 1); + *weight = FRAC(u); } @@ -516,17 +540,6 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) /* - * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes - * see 1-pixel bands of improperly weighted linear-filtered textures. - * The tests/texwrap.c demo is a good test. - * Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0. - * Instead, if x < 0 then FRAC(x) = 1 - true_frac(x). - */ -#define FRAC(f) ((f) - IFLOOR(f)) - - - -/* * Bitflags for texture border color sampling. */ #define I0BIT 1 @@ -538,7 +551,7 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda) -/* +/** * The lambda[] array values are always monotonic. Either the whole span * will be minified, magnified, or split between the two. This function * determines the subranges in [0, n-1] that are to be minified or magnified. @@ -651,10 +664,10 @@ compute_min_mag_ranges(const struct gl_texture_object *tObj, /* 1-D Texture Sampling Functions */ /**********************************************************************/ -/* +/** * Return the texture sample for coordinate (s) using GL_NEAREST filter. */ -static void +static INLINE void sample_1d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, @@ -662,7 +675,7 @@ sample_1d_nearest(GLcontext *ctx, { const GLint width = img->Width2; /* without border, power of two */ GLint i; - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); + i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); /* skip over the border, if any */ i += img->Border; if (i < 0 || i >= (GLint) img->Width) { @@ -675,10 +688,10 @@ sample_1d_nearest(GLcontext *ctx, } -/* +/** * Return the texture sample for coordinate (s) using GL_LINEAR filter. */ -static void +static INLINE void sample_1d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, @@ -686,12 +699,11 @@ sample_1d_linear(GLcontext *ctx, { const GLint width = img->Width2; GLint i0, i1; - GLfloat u; GLbitfield useBorderColor = 0x0; GLfloat a; GLchan t0[4], t1[4]; /* texels */ - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); + linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); if (img->Border) { i0 += img->Border; @@ -716,7 +728,6 @@ sample_1d_linear(GLcontext *ctx, img->FetchTexelc(img, i1, 0, 0, t1); } - a = FRAC(u); lerp_rgba(rgba, a, t0, t1); } @@ -776,7 +787,6 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx, } - static void sample_1d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, @@ -802,7 +812,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx, } - +/** Sample 1D texture, nearest filtering for both min/magnification */ static void sample_nearest_1d( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -812,13 +822,13 @@ sample_nearest_1d( GLcontext *ctx, GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_1d_nearest(ctx, tObj, image, texcoords[i], rgba[i]); } } - +/** Sample 1D texture, linear filtering for both min/magnification */ static void sample_linear_1d( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -828,17 +838,13 @@ sample_linear_1d( GLcontext *ctx, GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_1d_linear(ctx, tObj, image, texcoords[i], rgba[i]); } } -/* - * Given an (s) texture coordinate and lambda (level of detail) value, - * return a texture sample. - * - */ +/** Sample 1D texture, using lambda to choose between min/magnification */ static void sample_lambda_1d( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -915,7 +921,7 @@ sample_lambda_1d( GLcontext *ctx, /**********************************************************************/ -/* +/** * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. */ static INLINE void @@ -930,8 +936,8 @@ sample_2d_nearest(GLcontext *ctx, GLint i, j; (void) ctx; - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); + i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); + j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); /* skip over the border, if any */ i += img->Border; @@ -947,7 +953,6 @@ sample_2d_nearest(GLcontext *ctx, } - /** * Return the texture sample for coordinate (s,t) using GL_LINEAR filter. * New sampling code contributed by Lynn Quam <[email protected]>. @@ -963,12 +968,11 @@ sample_2d_linear(GLcontext *ctx, const GLint height = img->Height2; GLint i0, j0, i1, j1; GLbitfield useBorderColor = 0x0; - GLfloat u, v; GLfloat a, b; GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); + linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); if (img->Border) { i0 += img->Border; @@ -1009,13 +1013,11 @@ sample_2d_linear(GLcontext *ctx, img->FetchTexelc(img, i1, j1, 0, t11); } - a = FRAC(u); - b = FRAC(v); lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); } -/* +/** * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT. * We don't have to worry about the texture border. */ @@ -1029,8 +1031,7 @@ sample_2d_linear_repeat(GLcontext *ctx, const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; - GLfloat u, v; - GLfloat a, b; + GLfloat wi, wj; GLchan t00[4], t10[4], t01[4], t11[4]; /* sampled texel colors */ (void) ctx; @@ -1041,21 +1042,18 @@ sample_2d_linear_repeat(GLcontext *ctx, ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX); ASSERT(img->_IsPowerOfTwo); - COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1); - COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1); + linear_repeat_texel_location(width, texcoord[0], &i0, &i1, &wi); + linear_repeat_texel_location(height, texcoord[1], &j0, &j1, &wj); img->FetchTexelc(img, i0, j0, 0, t00); img->FetchTexelc(img, i1, j0, 0, t10); img->FetchTexelc(img, i0, j1, 0, t01); img->FetchTexelc(img, i1, j1, 0, t11); - a = FRAC(u); - b = FRAC(v); - lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); + lerp_rgba_2d(rgba, wi, wj, t00, t10, t01, t11); } - static void sample_2d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, @@ -1070,7 +1068,6 @@ sample_2d_nearest_mipmap_nearest(GLcontext *ctx, } - static void sample_2d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, @@ -1086,7 +1083,6 @@ sample_2d_linear_mipmap_nearest(GLcontext *ctx, } - static void sample_2d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, @@ -1112,8 +1108,6 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx, } - -/* Trilinear filtering */ static void sample_2d_linear_mipmap_linear( GLcontext *ctx, const struct gl_texture_object *tObj, @@ -1140,10 +1134,10 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx, static void -sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +sample_2d_linear_mipmap_linear_repeat(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -1158,35 +1152,38 @@ sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx, else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); - sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level ], + texcoord[i], t0); + sample_2d_linear_repeat(ctx, tObj, tObj->Image[0][level+1], + texcoord[i], t1); lerp_rgba(rgba[i], f, t0, t1); } } } +/** Sample 2D texture, nearest filtering for both min/magnification */ static void -sample_nearest_2d( GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +sample_nearest_2d(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_2d_nearest(ctx, tObj, image, texcoords[i], rgba[i]); } } - +/** Sample 2D texture, linear filtering for both min/magnification */ static void -sample_linear_2d( GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +sample_linear_2d(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; @@ -1195,19 +1192,19 @@ sample_linear_2d( GLcontext *ctx, tObj->WrapT == GL_REPEAT && image->_IsPowerOfTwo && image->Border == 0) { - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_2d_linear_repeat(ctx, tObj, image, texcoords[i], rgba[i]); } } else { - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_2d_linear(ctx, tObj, image, texcoords[i], rgba[i]); } } } -/* +/** * Optimized 2-D texture sampling: * S and T wrap mode == GL_REPEAT * GL_NEAREST min/mag filter @@ -1216,10 +1213,10 @@ sample_linear_2d( GLcontext *ctx, * Format = GL_RGB */ static void -opt_sample_rgb_2d( GLcontext *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +opt_sample_rgb_2d(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; @@ -1248,7 +1245,7 @@ opt_sample_rgb_2d( GLcontext *ctx, } -/* +/** * Optimized 2-D texture sampling: * S and T wrap mode == GL_REPEAT * GL_NEAREST min/mag filter @@ -1257,10 +1254,10 @@ opt_sample_rgb_2d( GLcontext *ctx, * Format = GL_RGBA */ static void -opt_sample_rgba_2d( GLcontext *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +opt_sample_rgba_2d(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; @@ -1287,15 +1284,12 @@ opt_sample_rgba_2d( GLcontext *ctx, } -/* - * Given an array of texture coordinate and lambda (level of detail) - * values, return an array of texture sample. - */ +/** Sample 2D texture, using lambda to choose between min/magnification */ static void -sample_lambda_2d( GLcontext *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +sample_lambda_2d(GLcontext *ctx, + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel]; GLuint minStart, minEnd; /* texels with minification */ @@ -1409,10 +1403,10 @@ sample_lambda_2d( GLcontext *ctx, /* 3-D Texture Sampling Functions */ /**********************************************************************/ -/* +/** * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ -static void +static INLINE void sample_3d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, @@ -1425,9 +1419,9 @@ sample_3d_nearest(GLcontext *ctx, GLint i, j, k; (void) ctx; - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapR, texcoord[2], depth, k); + i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); + j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); + k = nearest_texel_location(tObj->WrapR, img, depth, texcoord[2]); if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height || @@ -1441,8 +1435,7 @@ sample_3d_nearest(GLcontext *ctx, } - -/* +/** * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void @@ -1457,14 +1450,13 @@ sample_3d_linear(GLcontext *ctx, const GLint depth = img->Depth2; GLint i0, j0, k0, i1, j1, k1; GLbitfield useBorderColor = 0x0; - GLfloat u, v, w; GLfloat a, b, c; GLchan t000[4], t010[4], t001[4], t011[4]; GLchan t100[4], t110[4], t101[4], t111[4]; - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapR, texcoord[2], w, depth, k0, k1); + linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); + linear_texel_locations(tObj->WrapR, img, depth, texcoord[2], &k0, &k1, &c); if (img->Border) { i0 += img->Border; @@ -1536,14 +1528,10 @@ sample_3d_linear(GLcontext *ctx, } /* trilinear interpolation of samples */ - a = FRAC(u); - b = FRAC(v); - c = FRAC(w); lerp_rgba_3d(rgba, a, b, c, t000, t100, t010, t110, t001, t101, t011, t111); } - static void sample_3d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, @@ -1623,6 +1611,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx, } +/** Sample 3D texture, nearest filtering for both min/magnification */ static void sample_nearest_3d(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -1632,37 +1621,34 @@ sample_nearest_3d(GLcontext *ctx, GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_3d_nearest(ctx, tObj, image, texcoords[i], rgba[i]); } } - +/** Sample 3D texture, linear filtering for both min/magnification */ static void -sample_linear_3d( GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], - const GLfloat lambda[], GLchan rgba[][4] ) +sample_linear_3d(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_3d_linear(ctx, tObj, image, texcoords[i], rgba[i]); } } -/* - * Given an (s,t,r) texture coordinate and lambda (level of detail) value, - * return a texture sample. - */ +/** Sample 3D texture, using lambda to choose between min/magnification */ static void -sample_lambda_3d( GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4] ) +sample_lambda_3d(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -1951,11 +1937,12 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, } +/** Sample cube texture, using lambda to choose between min/magnification */ static void -sample_lambda_cube( GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) +sample_lambda_cube(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ @@ -2031,50 +2018,57 @@ sample_lambda_cube( GLcontext *ctx, static INLINE GLint clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) { - if (wrapMode == GL_CLAMP) { + switch (wrapMode) { + case GL_CLAMP: return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); - } - else if (wrapMode == GL_CLAMP_TO_EDGE) { + case GL_CLAMP_TO_EDGE: return IFLOOR( CLAMP(coord, 0.5F, max - 0.5F) ); - } - else { + case GL_CLAMP_TO_BORDER: return IFLOOR( CLAMP(coord, -0.5F, max + 0.5F) ); + default: + _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_nearest"); + return 0; } } -/* +/** * As above, but GL_LINEAR filtering. */ static INLINE void clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, - GLint *i0out, GLint *i1out) + GLint *i0out, GLint *i1out, GLfloat *weight) { GLfloat fcol; GLint i0, i1; - if (wrapMode == GL_CLAMP) { + switch (wrapMode) { + case GL_CLAMP: /* Not exactly what the spec says, but it matches NVIDIA output */ fcol = CLAMP(coord - 0.5F, 0.0, max-1); i0 = IFLOOR(fcol); i1 = i0 + 1; - } - else if (wrapMode == GL_CLAMP_TO_EDGE) { + break; + case GL_CLAMP_TO_EDGE: fcol = CLAMP(coord, 0.5F, max - 0.5F); fcol -= 0.5F; i0 = IFLOOR(fcol); i1 = i0 + 1; if (i1 > max - 1) i1 = max - 1; - } - else { - ASSERT(wrapMode == GL_CLAMP_TO_BORDER); + break; + case GL_CLAMP_TO_BORDER: fcol = CLAMP(coord, -0.5F, max + 0.5F); fcol -= 0.5F; i0 = IFLOOR(fcol); i1 = i0 + 1; + default: + _mesa_problem(NULL, "bad wrapMode in clamp_rect_coord_linear"); + i0 = i1 = 0; + fcol = 0.0F; } *i0out = i0; *i1out = i1; + *weight = FRAC(fcol); } @@ -2085,10 +2079,8 @@ sample_nearest_rect(GLcontext *ctx, GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][0]; - const GLfloat width = (GLfloat) img->Width; - const GLfloat height = (GLfloat) img->Height; - const GLint width_minus_1 = img->Width - 1; - const GLint height_minus_1 = img->Height - 1; + const GLint width = img->Width; + const GLint height = img->Height; GLuint i; (void) ctx; @@ -2106,7 +2098,7 @@ sample_nearest_rect(GLcontext *ctx, GLint row, col; col = clamp_rect_coord_nearest(tObj->WrapS, texcoords[i][0], width); row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); - if (col < 0 || col > width_minus_1 || row < 0 || row > height_minus_1) + if (col < 0 || col >= width || row < 0 || row >= height) COPY_CHAN4(rgba[i], tObj->_BorderChan); else img->FetchTexelc(img, col, row, 0, rgba[i]); @@ -2121,10 +2113,8 @@ sample_linear_rect(GLcontext *ctx, const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[0][0]; - const GLfloat width = (GLfloat) img->Width; - const GLfloat height = (GLfloat) img->Height; - const GLint width_minus_1 = img->Width - 1; - const GLint height_minus_1 = img->Height - 1; + const GLint width = img->Width; + const GLint height = img->Height; GLuint i; (void) ctx; @@ -2138,64 +2128,22 @@ sample_linear_rect(GLcontext *ctx, tObj->WrapT == GL_CLAMP_TO_BORDER); ASSERT(img->TexFormat->BaseFormat != GL_COLOR_INDEX); - /* XXX lots of opportunity for optimization in this loop */ for (i = 0; i < n; i++) { - GLfloat frow, fcol; GLint i0, j0, i1, j1; GLchan t00[4], t01[4], t10[4], t11[4]; GLfloat a, b; GLbitfield useBorderColor = 0x0; - /* NOTE: we DO NOT use [0, 1] texture coordinates! */ - if (tObj->WrapS == GL_CLAMP) { - /* Not exactly what the spec says, but it matches NVIDIA output */ - fcol = CLAMP(texcoords[i][0] - 0.5F, 0.0, width_minus_1); - i0 = IFLOOR(fcol); - i1 = i0 + 1; - } - else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { - fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F); - fcol -= 0.5F; - i0 = IFLOOR(fcol); - i1 = i0 + 1; - if (i1 > width_minus_1) - i1 = width_minus_1; - } - else { - ASSERT(tObj->WrapS == GL_CLAMP_TO_BORDER); - fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F); - fcol -= 0.5F; - i0 = IFLOOR(fcol); - i1 = i0 + 1; - } - - if (tObj->WrapT == GL_CLAMP) { - /* Not exactly what the spec says, but it matches NVIDIA output */ - frow = CLAMP(texcoords[i][1] - 0.5F, 0.0, width_minus_1); - j0 = IFLOOR(frow); - j1 = j0 + 1; - } - else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { - frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F); - frow -= 0.5F; - j0 = IFLOOR(frow); - j1 = j0 + 1; - if (j1 > height_minus_1) - j1 = height_minus_1; - } - else { - ASSERT(tObj->WrapT == GL_CLAMP_TO_BORDER); - frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F); - frow -= 0.5F; - j0 = IFLOOR(frow); - j1 = j0 + 1; - } + clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], width, + &i0, &i1, &a); + clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], height, + &j0, &j1, &b); /* compute integer rows/columns */ - if (i0 < 0 || i0 > width_minus_1) useBorderColor |= I0BIT; - if (i1 < 0 || i1 > width_minus_1) useBorderColor |= I1BIT; - if (j0 < 0 || j0 > height_minus_1) useBorderColor |= J0BIT; - if (j1 < 0 || j1 > height_minus_1) useBorderColor |= J1BIT; + if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; + if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; + if (j0 < 0 || j0 >= height) useBorderColor |= J0BIT; + if (j1 < 0 || j1 >= height) useBorderColor |= J1BIT; /* get four texel samples */ if (useBorderColor & (I0BIT | J0BIT)) @@ -2218,20 +2166,17 @@ sample_linear_rect(GLcontext *ctx, else img->FetchTexelc(img, i1, j1, 0, t11); - /* compute interpolants */ - a = FRAC(fcol); - b = FRAC(frow); - lerp_rgba_2d(rgba[i], a, b, t00, t10, t01, t11); } } +/** Sample Rect texture, using lambda to choose between min/magnification */ static void -sample_lambda_rect( GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) +sample_lambda_rect(GLcontext *ctx, + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) { GLuint minStart, minEnd, magStart, magEnd; @@ -2243,22 +2188,22 @@ sample_lambda_rect( GLcontext *ctx, if (minStart < minEnd) { if (tObj->MinFilter == GL_NEAREST) { - sample_nearest_rect( ctx, tObj, minEnd - minStart, - texcoords + minStart, NULL, rgba + minStart); + sample_nearest_rect(ctx, tObj, minEnd - minStart, + texcoords + minStart, NULL, rgba + minStart); } else { - sample_linear_rect( ctx, tObj, minEnd - minStart, - texcoords + minStart, NULL, rgba + minStart); + sample_linear_rect(ctx, tObj, minEnd - minStart, + texcoords + minStart, NULL, rgba + minStart); } } if (magStart < magEnd) { if (tObj->MagFilter == GL_NEAREST) { - sample_nearest_rect( ctx, tObj, magEnd - magStart, - texcoords + magStart, NULL, rgba + magStart); + sample_nearest_rect(ctx, tObj, magEnd - magStart, + texcoords + magStart, NULL, rgba + magStart); } else { - sample_linear_rect( ctx, tObj, magEnd - magStart, - texcoords + magStart, NULL, rgba + magStart); + sample_linear_rect(ctx, tObj, magEnd - magStart, + texcoords + magStart, NULL, rgba + magStart); } } } @@ -2269,7 +2214,7 @@ sample_lambda_rect( GLcontext *ctx, /* 2D Texture Array Sampling Functions */ /**********************************************************************/ -/* +/** * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void @@ -2286,8 +2231,8 @@ sample_2d_array_nearest(GLcontext *ctx, GLint array; (void) ctx; - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); + i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); + j = nearest_texel_location(tObj->WrapT, img, height, texcoord[1]); array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); if (i < 0 || i >= (GLint) img->Width || @@ -2302,8 +2247,7 @@ sample_2d_array_nearest(GLcontext *ctx, } - -/* +/** * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void @@ -2319,12 +2263,11 @@ sample_2d_array_linear(GLcontext *ctx, GLint i0, j0, i1, j1; GLint array; GLbitfield useBorderColor = 0x0; - GLfloat u, v; GLfloat a, b; GLchan t00[4], t01[4], t10[4], t11[4]; - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); + linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); + linear_texel_locations(tObj->WrapT, img, height, texcoord[1], &j0, &j1, &b); array = clamp_rect_coord_nearest(tObj->WrapR, texcoord[2], depth); if (array < 0 || array >= depth) { @@ -2372,19 +2315,16 @@ sample_2d_array_linear(GLcontext *ctx, } /* trilinear interpolation of samples */ - a = FRAC(u); - b = FRAC(v); lerp_rgba_2d(rgba, a, b, t00, t10, t01, t11); } } - static void sample_2d_array_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4] ) + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { @@ -2428,8 +2368,10 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level ], + texcoord[i], t0); + sample_2d_array_nearest(ctx, tObj, tObj->Image[0][level+1], + texcoord[i], t1); lerp_rgba(rgba[i], f, t0, t1); } } @@ -2438,9 +2380,9 @@ sample_2d_array_nearest_mipmap_linear(GLcontext *ctx, static void sample_2d_array_linear_mipmap_linear(GLcontext *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2453,30 +2395,34 @@ sample_2d_array_linear_mipmap_linear(GLcontext *ctx, else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); - sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], texcoord[i], t0); - sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1], texcoord[i], t1); + sample_2d_array_linear(ctx, tObj, tObj->Image[0][level ], + texcoord[i], t0); + sample_2d_array_linear(ctx, tObj, tObj->Image[0][level+1], + texcoord[i], t1); lerp_rgba(rgba[i], f, t0, t1); } } } +/** Sample 2D Array texture, nearest filtering for both min/magnification */ static void sample_nearest_2d_array(GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_2d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]); } } +/** Sample 2D Array texture, linear filtering for both min/magnification */ static void sample_linear_2d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -2486,16 +2432,13 @@ sample_linear_2d_array(GLcontext *ctx, GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_2d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]); } } -/* - * Given an (s,t,r) texture coordinate and lambda (level of detail) value, - * return a texture sample. - */ +/** Sample 2D Array texture, using lambda to choose between min/magnification */ static void sample_lambda_2d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -2525,8 +2468,10 @@ sample_lambda_2d_array(GLcontext *ctx, texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: - sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); + sample_2d_array_nearest_mipmap_nearest(ctx, tObj, m, + texcoords + minStart, + lambda + minStart, + rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_2d_array_linear_mipmap_nearest(ctx, tObj, m, @@ -2535,8 +2480,10 @@ sample_lambda_2d_array(GLcontext *ctx, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: - sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, - lambda + minStart, rgba + minStart); + sample_2d_array_nearest_mipmap_linear(ctx, tObj, m, + texcoords + minStart, + lambda + minStart, + rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_2d_array_linear_mipmap_linear(ctx, tObj, m, @@ -2577,7 +2524,7 @@ sample_lambda_2d_array(GLcontext *ctx, /* 1D Texture Array Sampling Functions */ /**********************************************************************/ -/* +/** * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void @@ -2593,7 +2540,7 @@ sample_1d_array_nearest(GLcontext *ctx, GLint array; (void) ctx; - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); + i = nearest_texel_location(tObj->WrapS, img, width, texcoord[0]); array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); if (i < 0 || i >= (GLint) img->Width || @@ -2607,8 +2554,7 @@ sample_1d_array_nearest(GLcontext *ctx, } - -/* +/** * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void @@ -2623,11 +2569,10 @@ sample_1d_array_linear(GLcontext *ctx, GLint i0, i1; GLint array; GLbitfield useBorderColor = 0x0; - GLfloat u; GLfloat a; GLchan t0[4], t1[4]; - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); + linear_texel_locations(tObj->WrapS, img, width, texcoord[0], &i0, &i1, &a); array = clamp_rect_coord_nearest(tObj->WrapT, texcoord[1], height); if (img->Border) { @@ -2657,17 +2602,15 @@ sample_1d_array_linear(GLcontext *ctx, } /* bilinear interpolation of samples */ - a = FRAC(u); lerp_rgba(rgba, a, t0, t1); } - static void sample_1d_array_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4] ) + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { @@ -2721,9 +2664,9 @@ sample_1d_array_nearest_mipmap_linear(GLcontext *ctx, static void sample_1d_array_linear_mipmap_linear(GLcontext *ctx, - const struct gl_texture_object *tObj, - GLuint n, const GLfloat texcoord[][4], - const GLfloat lambda[], GLchan rgba[][4]) + const struct gl_texture_object *tObj, + GLuint n, const GLfloat texcoord[][4], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); @@ -2744,22 +2687,23 @@ sample_1d_array_linear_mipmap_linear(GLcontext *ctx, } +/** Sample 1D Array texture, nearest filtering for both min/magnification */ static void sample_nearest_1d_array(GLcontext *ctx, - const struct gl_texture_object *tObj, GLuint n, - const GLfloat texcoords[][4], const GLfloat lambda[], - GLchan rgba[][4]) + const struct gl_texture_object *tObj, GLuint n, + const GLfloat texcoords[][4], const GLfloat lambda[], + GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_1d_array_nearest(ctx, tObj, image, texcoords[i], rgba[i]); } } - +/** Sample 1D Array texture, linear filtering for both min/magnification */ static void sample_linear_1d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -2769,16 +2713,13 @@ sample_linear_1d_array(GLcontext *ctx, GLuint i; struct gl_texture_image *image = tObj->Image[0][tObj->BaseLevel]; (void) lambda; - for (i=0;i<n;i++) { + for (i = 0; i < n; i++) { sample_1d_array_linear(ctx, tObj, image, texcoords[i], rgba[i]); } } -/* - * Given an (s,t,r) texture coordinate and lambda (level of detail) value, - * return a texture sample. - */ +/** Sample 1D Array texture, using lambda to choose between min/magnification */ static void sample_lambda_1d_array(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, @@ -2854,9 +2795,7 @@ sample_lambda_1d_array(GLcontext *ctx, } - - -/* +/** * Sample a shadow/depth texture. */ static void @@ -2887,7 +2826,7 @@ sample_depth_texture( GLcontext *ctx, tObj->Target == GL_TEXTURE_1D_ARRAY_EXT || tObj->Target == GL_TEXTURE_2D_ARRAY_EXT); - UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); + UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->CompareFailValue); /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */ @@ -2906,33 +2845,36 @@ sample_depth_texture( GLcontext *ctx, break; case GL_TEXTURE_1D: - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], - width, col); + col = nearest_texel_location(tObj->WrapS, img, width, + texcoords[i][0]); row = 0; slice = 0; break; case GL_TEXTURE_2D: - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], - width, col); - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], - height, row); + col = nearest_texel_location(tObj->WrapS, img, width, + texcoords[i][0]); + row = nearest_texel_location(tObj->WrapT, img, height, + texcoords[i][1]); slice = 0; break; case GL_TEXTURE_1D_ARRAY_EXT: - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], - width, col); + col = nearest_texel_location(tObj->WrapS, img, width, + texcoords[i][0]); row = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); slice = 0; + break; case GL_TEXTURE_2D_ARRAY_EXT: - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], - width, col); - COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], - height, row); + col = nearest_texel_location(tObj->WrapS, img, width, + texcoords[i][0]); + row = nearest_texel_location(tObj->WrapT, img, height, + texcoords[i][1]); slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth); break; + default: + col = row = slice = 0; } if (col >= 0 && row >= 0 && col < width && row < height && @@ -3007,41 +2949,44 @@ sample_depth_texture( GLcontext *ctx, GLfloat depth00, depth01, depth10, depth11; GLint i0, i1, j0, j1; GLint slice; - GLfloat u, v; + GLfloat a, b; GLuint useBorderTexel; switch (tObj->Target) { case GL_TEXTURE_RECTANGLE_ARB: clamp_rect_coord_linear(tObj->WrapS, texcoords[i][0], - width, &i0, &i1); + width, &i0, &i1, &a); clamp_rect_coord_linear(tObj->WrapT, texcoords[i][1], - height, &j0, &j1); + height, &j0, &j1, &b); slice = 0; break; case GL_TEXTURE_1D: case GL_TEXTURE_2D: - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], - u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], - v, height,j0, j1); + linear_texel_locations(tObj->WrapS, img, width, + texcoords[i][0], &i0, &i1, &a); + linear_texel_locations(tObj->WrapT, img, height, + texcoords[i][1], &j0, &j1, &b); slice = 0; break; case GL_TEXTURE_1D_ARRAY_EXT: - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], - u, width, i0, i1); + linear_texel_locations(tObj->WrapS, img, width, + texcoords[i][0], &i0, &i1, &a); j0 = clamp_rect_coord_nearest(tObj->WrapT, texcoords[i][1], height); j1 = j0; slice = 0; + break; case GL_TEXTURE_2D_ARRAY_EXT: - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoords[i][0], - u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoords[i][1], - v, height,j0, j1); + linear_texel_locations(tObj->WrapS, img, width, + texcoords[i][0], &i0, &i1, &a); + linear_texel_locations(tObj->WrapT, img, height, + texcoords[i][1], &j0, &j1, &b); slice = clamp_rect_coord_nearest(tObj->WrapR, texcoords[i][2], depth); break; + default: + slice = 0; } useBorderTexel = 0; @@ -3103,8 +3048,6 @@ sample_depth_texture( GLcontext *ctx, if (0) { /* compute a single weighted depth sample and do one comparison */ - const GLfloat a = FRAC(u + 1.0F); - const GLfloat b = FRAC(v + 1.0F); const GLfloat depthSample = lerp_2d(a, b, depth00, depth10, depth01, depth11); if ((depthSample <= texcoords[i][compare_coord] && function == GL_LEQUAL) || @@ -3175,8 +3118,6 @@ sample_depth_texture( GLcontext *ctx, case GL_NONE: /* ordinary bilinear filtering */ { - const GLfloat a = FRAC(u + 1.0F); - const GLfloat b = FRAC(v + 1.0F); const GLfloat depthSample = lerp_2d(a, b, depth00, depth10, depth01, depth11); CLAMPED_FLOAT_TO_CHAN(result, depthSample); @@ -3215,103 +3156,6 @@ sample_depth_texture( GLcontext *ctx, } -#if 0 -/* - * Experimental depth texture sampling function. - */ -static void -sample_depth_texture2(const GLcontext *ctx, - const struct gl_texture_unit *texUnit, - GLuint n, const GLfloat texcoords[][4], - GLchan texel[][4]) -{ - const struct gl_texture_object *texObj = texUnit->_Current; - const GLint baseLevel = texObj->BaseLevel; - const struct gl_texture_image *texImage = texObj->Image[0][baseLevel]; - const GLuint width = texImage->Width; - const GLuint height = texImage->Height; - GLchan ambient; - GLboolean lequal, gequal; - - if (texObj->Target != GL_TEXTURE_2D) { - _mesa_problem(ctx, "only 2-D depth textures supported at this time"); - return; - } - - if (texObj->MinFilter != texObj->MagFilter) { - _mesa_problem(ctx, "mipmapped depth textures not supported at this time"); - return; - } - - /* XXX the GL_SGIX_shadow extension spec doesn't say what to do if - * GL_TEXTURE_COMPARE_SGIX == GL_TRUE but the current texture object - * isn't a depth texture. - */ - if (texImage->TexFormat->BaseFormat != GL_DEPTH_COMPONENT) { - _mesa_problem(ctx,"GL_TEXTURE_COMPARE_SGIX enabled with non-depth texture"); - return; - } - - UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); - - if (texObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { - lequal = GL_TRUE; - gequal = GL_FALSE; - } - else { - lequal = GL_FALSE; - gequal = GL_TRUE; - } - - { - GLuint i; - for (i = 0; i < n; i++) { - const GLint K = 3; - GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count; - GLfloat w; - GLchan lum; - 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; - jmin = row - K; - jmax = row + K; - - if (imin < 0) imin = 0; - if (imax >= width) imax = width - 1; - if (jmin < 0) jmin = 0; - if (jmax >= height) jmax = height - 1; - - samples = (imax - imin + 1) * (jmax - jmin + 1); - count = 0; - for (jj = jmin; jj <= jmax; jj++) { - for (ii = imin; ii <= imax; ii++) { - GLfloat depthSample; - texImage->FetchTexelf(texImage, ii, jj, 0, &depthSample); - if ((depthSample <= r[i] && lequal) || - (depthSample >= r[i] && gequal)) { - count++; - } - } - } - - w = (GLfloat) count / (GLfloat) samples; - w = CHAN_MAXF - w * (CHAN_MAXF - (GLfloat) ambient); - lum = (GLint) w; - - texel[i][RCOMP] = lum; - texel[i][GCOMP] = lum; - texel[i][BCOMP] = lum; - texel[i][ACOMP] = CHAN_MAX; - } - } -} -#endif - - /** * We use this function when a texture object is in an "incomplete" state. * When a fragment program attempts to sample an incomplete texture we diff --git a/src/mesa/swrast/s_texstore.c b/src/mesa/swrast/s_texstore.c index 16b00b9fa1c..f9ff9ad6a42 100644 --- a/src/mesa/swrast/s_texstore.c +++ b/src/mesa/swrast/s_texstore.c @@ -67,7 +67,6 @@ static GLvoid * read_color_image( GLcontext *ctx, GLint x, GLint y, GLenum type, GLsizei width, GLsizei height ) { - SWcontext *swrast = SWRAST_CONTEXT(ctx); struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer; const GLint pixelSize = _mesa_bytes_per_pixel(GL_RGBA, type); const GLint stride = width * pixelSize; @@ -78,7 +77,7 @@ read_color_image( GLcontext *ctx, GLint x, GLint y, GLenum type, if (!image) return NULL; - RENDER_START(swrast, ctx); + swrast_render_start(ctx); dst = image; for (row = 0; row < height; row++) { @@ -86,7 +85,7 @@ read_color_image( GLcontext *ctx, GLint x, GLint y, GLenum type, dst += stride; } - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); return image; } @@ -101,7 +100,6 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) { struct gl_renderbuffer *rb = ctx->ReadBuffer->_DepthBuffer; - SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint *image, *dst; GLint i; @@ -109,7 +107,7 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y, if (!image) return NULL; - RENDER_START(swrast, ctx); + swrast_render_start(ctx); dst = image; for (i = 0; i < height; i++) { @@ -117,7 +115,7 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y, dst += width; } - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); return image; } @@ -132,7 +130,6 @@ read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y, { struct gl_renderbuffer *depthRb = ctx->ReadBuffer->_DepthBuffer; struct gl_renderbuffer *stencilRb = ctx->ReadBuffer->_StencilBuffer; - SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint *image, *dst; GLint i; @@ -143,7 +140,7 @@ read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y, if (!image) return NULL; - RENDER_START(swrast, ctx); + swrast_render_start(ctx); /* read from depth buffer */ dst = image; @@ -205,7 +202,7 @@ read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y, dst += width; } - RENDER_FINISH(swrast, ctx); + swrast_render_finish(ctx); return image; } diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index 2033ab55291..0598052f50c 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,6 +1,6 @@ /* * Mesa 3-D graphics library - * Version: 6.5.3 + * Version: 7.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * @@ -35,6 +35,7 @@ #include "main/imports.h" #include "main/macros.h" #include "main/texformat.h" +#include "shader/prog_instruction.h" #include "s_aatriangle.h" #include "s_context.h" @@ -263,6 +264,7 @@ affine_span(GLcontext *ctx, SWspan *span, struct affine_info *info) { GLchan sample[4]; /* the filtered texture sample */ + const GLuint texEnableSave = ctx->Texture._EnabledUnits; /* Instead of defining a function for each mode, a test is done * between the outer and inner loops. This is to reduce code size @@ -392,6 +394,9 @@ affine_span(GLcontext *ctx, SWspan *span, GLuint i; GLchan *dest = span->array->rgba[0]; + /* Disable tex units so they're not re-applied in swrast_write_rgba_span */ + ctx->Texture._EnabledUnits = 0x0; + span->intTex[0] -= FIXED_HALF; span->intTex[1] -= FIXED_HALF; switch (info->filter) { @@ -493,8 +498,12 @@ affine_span(GLcontext *ctx, SWspan *span, } span->interpMask &= ~SPAN_RGBA; ASSERT(span->arrayMask & SPAN_RGBA); + _swrast_write_rgba_span(ctx, span); + /* re-enable texture units */ + ctx->Texture._EnabledUnits = texEnableSave; + #undef SPAN_NEAREST #undef SPAN_LINEAR } @@ -1055,6 +1064,7 @@ _swrast_choose_triangle( GLcontext *ctx ) && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT && texObj2D->WrapS == GL_REPEAT && texObj2D->WrapT == GL_REPEAT + && texObj2D->_Swizzle == SWIZZLE_NOOP && texImg->_IsPowerOfTwo && texImg->Border == 0 && texImg->Width == texImg->RowStride @@ -1062,7 +1072,8 @@ _swrast_choose_triangle( GLcontext *ctx ) && minFilter == magFilter && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR && !swrast->_FogEnabled - && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) { + && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT + && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) { if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { if (minFilter == GL_NEAREST && format == MESA_FORMAT_RGB |