diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 1209 |
1 files changed, 289 insertions, 920 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index 1063d316e78..b8293bc1db2 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.29 2001/05/17 09:32:17 keithw Exp $ */ +/* $Id: s_triangle.c,v 1.30 2001/06/26 15:33:28 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -359,7 +359,7 @@ affine_span(GLcontext *ctx, struct triangle_span *span, tr = tex00[RCOMP]; \ tg = tex00[GCOMP]; \ tb = tex00[BCOMP]; \ - ta = 0xff + ta = CHAN_MAX #define LINEAR_RGB \ tr = (ti * (si * tex00[0] + sf * tex01[0]) + \ @@ -368,7 +368,7 @@ affine_span(GLcontext *ctx, struct triangle_span *span, tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \ tb = (ti * (si * tex00[2] + sf * tex01[2]) + \ tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \ - ta = 0xff + ta = CHAN_MAX #define NEAREST_RGBA \ tr = tex00[RCOMP]; \ @@ -393,20 +393,20 @@ affine_span(GLcontext *ctx, struct triangle_span *span, dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8) #define DECAL \ - dest[RCOMP] = ((0xff - ta) * span->red \ + dest[RCOMP] = ((CHAN_MAX - ta) * span->red \ + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ - dest[GCOMP] = ((0xff - ta) * span->green \ + dest[GCOMP] = ((CHAN_MAX - ta) * span->green \ + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ - dest[BCOMP] = ((0xff - ta) * span->blue \ + dest[BCOMP] = ((CHAN_MAX - ta) * span->blue \ + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \ dest[ACOMP] = FixedToInt(span->alpha) #define BLEND \ - dest[RCOMP] = ((0xff - tr) * span->red \ + dest[RCOMP] = ((CHAN_MAX - tr) * span->red \ + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \ - dest[GCOMP] = ((0xff - tg) * span->green \ + dest[GCOMP] = ((CHAN_MAX - tg) * span->green \ + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \ - dest[BCOMP] = ((0xff - tb) * span->blue \ + dest[BCOMP] = ((CHAN_MAX - tb) * span->blue \ + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \ dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8) @@ -431,8 +431,9 @@ affine_span(GLcontext *ctx, struct triangle_span *span, #define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00 -#define SPAN1(DO_TEX,COMP) \ +#define SPAN_NEAREST(DO_TEX,COMP) \ for (i = 0; i < span->count; i++) { \ + /* Isn't it necessary to use FixedFloor below?? */ \ GLint s = FixedToInt(span->intTex[0]) & info->smask; \ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ GLint pos = (t << info->twidth_log2) + s; \ @@ -451,14 +452,15 @@ affine_span(GLcontext *ctx, struct triangle_span *span, dest += 4; \ } -#define SPAN2(DO_TEX,COMP) \ +#define SPAN_LINEAR(DO_TEX,COMP) \ for (i = 0; i < span->count; i++) { \ + /* Isn't it necessary to use FixedFloor below?? */ \ GLint s = FixedToInt(span->intTex[0]) & info->smask; \ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \ - GLint sf = span->intTex[0] & FIXED_FRAC_MASK; \ - GLint tf = span->intTex[1] & FIXED_FRAC_MASK; \ - GLint si = FIXED_FRAC_MASK - sf; \ - GLint ti = FIXED_FRAC_MASK - tf; \ + GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \ + GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \ + GLfixed si = FIXED_FRAC_MASK - sf; \ + GLfixed ti = FIXED_FRAC_MASK - tf; \ GLint pos = (t << info->twidth_log2) + s; \ const GLchan *tex00 = info->texture + COMP * pos; \ const GLchan *tex10 = tex00 + info->tbytesline; \ @@ -505,17 +507,17 @@ affine_span(GLcontext *ctx, struct triangle_span *span, case GL_RGB: switch (info->envmode) { case GL_MODULATE: - SPAN1(NEAREST_RGB;MODULATE,3); + SPAN_NEAREST(NEAREST_RGB;MODULATE,3); break; case GL_DECAL: case GL_REPLACE: - SPAN1(NEAREST_RGB_REPLACE,3); + SPAN_NEAREST(NEAREST_RGB_REPLACE,3); break; case GL_BLEND: - SPAN1(NEAREST_RGB;BLEND,3); + SPAN_NEAREST(NEAREST_RGB;BLEND,3); break; case GL_ADD: - SPAN1(NEAREST_RGB;ADD,3); + SPAN_NEAREST(NEAREST_RGB;ADD,3); break; default: abort(); @@ -524,19 +526,19 @@ affine_span(GLcontext *ctx, struct triangle_span *span, case GL_RGBA: switch(info->envmode) { case GL_MODULATE: - SPAN1(NEAREST_RGBA;MODULATE,4); + SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); break; case GL_DECAL: - SPAN1(NEAREST_RGBA;DECAL,4); + SPAN_NEAREST(NEAREST_RGBA;DECAL,4); break; case GL_BLEND: - SPAN1(NEAREST_RGBA;BLEND,4); + SPAN_NEAREST(NEAREST_RGBA;BLEND,4); break; case GL_ADD: - SPAN1(NEAREST_RGBA;ADD,4); + SPAN_NEAREST(NEAREST_RGBA;ADD,4); break; case GL_REPLACE: - SPAN1(NEAREST_RGBA_REPLACE,4); + SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); break; default: abort(); @@ -552,17 +554,17 @@ affine_span(GLcontext *ctx, struct triangle_span *span, case GL_RGB: switch (info->envmode) { case GL_MODULATE: - SPAN2(LINEAR_RGB;MODULATE,3); + SPAN_LINEAR(LINEAR_RGB;MODULATE,3); break; case GL_DECAL: case GL_REPLACE: - SPAN2(LINEAR_RGB;REPLACE,3); + SPAN_LINEAR(LINEAR_RGB;REPLACE,3); break; case GL_BLEND: - SPAN2(LINEAR_RGB;BLEND,3); + SPAN_LINEAR(LINEAR_RGB;BLEND,3); break; case GL_ADD: - SPAN2(LINEAR_RGB;ADD,3); + SPAN_LINEAR(LINEAR_RGB;ADD,3); break; default: abort(); @@ -571,19 +573,19 @@ affine_span(GLcontext *ctx, struct triangle_span *span, case GL_RGBA: switch (info->envmode) { case GL_MODULATE: - SPAN2(LINEAR_RGBA;MODULATE,4); + SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); break; case GL_DECAL: - SPAN2(LINEAR_RGBA;DECAL,4); + SPAN_LINEAR(LINEAR_RGBA;DECAL,4); break; case GL_BLEND: - SPAN2(LINEAR_RGBA;BLEND,4); + SPAN_LINEAR(LINEAR_RGBA;BLEND,4); break; case GL_ADD: - SPAN2(LINEAR_RGBA;ADD,4); + SPAN_LINEAR(LINEAR_RGBA;ADD,4); break; case GL_REPLACE: - SPAN2(LINEAR_RGBA;REPLACE,4); + SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); break; default: abort(); @@ -594,8 +596,8 @@ affine_span(GLcontext *ctx, struct triangle_span *span, _mesa_write_rgba_span(ctx, span->count, span->x, span->y, zspan, fogspan, rgba, NULL, GL_POLYGON); -#undef SPAN1 -#undef SPAN2 +#undef SPAN_NEAREST +#undef SPAN_LINEAR #undef FixedToDepth } @@ -675,763 +677,235 @@ static void affine_textured_triangle( GLcontext *ctx, } -#if 0 /* XXX disabled because of texcoord interpolation errors */ -/* - * Render an perspective corrected RGB/RGBA textured triangle. - * The Q (aka V in Mesa) coordinate must be zero such that the divide - * by interpolated Q/W comes out right. - * - * This function only renders textured triangles that use GL_NEAREST. - * Perspective correction works right. - * - * This function written by Klaus Niederkrueger <[email protected]> - * Send all questions and bug reports to him. - */ -static void near_persp_textured_triangle(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) +struct persp_info { -/* The BIAS value is used to shift negative values into positive values. - * Without this, negative texture values don't GL_REPEAT correctly at just - * below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry - * about texture coords less than -BIAS. This could be fixed by using - * FLOORF etc. instead, but this is slower... - */ -#define BIAS 4096.0F + GLenum filter; + GLenum format; + GLenum envmode; + GLint smask, tmask; + GLint twidth_log2; + const GLchan *texture; + GLchan er, eg, eb, ea; + GLint tbytesline, tsize; + GLint fixedToDepthShift; +}; -#define INTERP_Z 1 -#define INTERP_FOG 1 -#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE -#define INTERP_RGB 1 -#define INTERP_ALPHA 1 -#define INTERP_TEX 1 +static void +fast_persp_span(GLcontext *ctx, struct triangle_span *span, + struct persp_info *info) +{ + GLint tr, tg, tb, ta; -#define SETUP_CODE \ - struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ - struct gl_texture_object *obj = unit->Current2D; \ - const GLint b = obj->BaseLevel; \ - const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ - const GLfloat theight = (GLfloat) obj->Image[b]->Height; \ - const GLint twidth_log2 = obj->Image[b]->WidthLog2; \ - const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \ - const GLint smask = (obj->Image[b]->Width - 1); \ - const GLint tmask = (obj->Image[b]->Height - 1); \ - const GLint format = obj->Image[b]->Format; \ - const GLint envmode = unit->EnvMode; \ - GLfloat sscale, tscale; \ - GLfixed er, eg, eb, ea; \ - GLint tr, tg, tb, ta; \ - if (!texture) { \ - /* this shouldn't happen */ \ - return; \ - } \ - if (envmode == GL_BLEND || envmode == GL_ADD) { \ - er = FloatToFixed(unit->EnvColor[RCOMP]); \ - eg = FloatToFixed(unit->EnvColor[GCOMP]); \ - eb = FloatToFixed(unit->EnvColor[BCOMP]); \ - ea = FloatToFixed(unit->EnvColor[ACOMP]); \ - } \ - sscale = twidth; \ - tscale = theight; \ - - -#define OLD_SPAN(DO_TEX,COMP) \ - for (i=0;i<n;i++) { \ - GLfloat invQ = 1.0f / vv; \ - GLint s = (int)(SS * invQ + BIAS) & smask; \ - GLint t = (int)(TT * invQ + BIAS) & tmask; \ - GLint pos = COMP * ((t << twidth_log2) + s); \ - const GLchan *tex00 = texture + pos; \ - zspan[i] = FixedToDepth(span.z); \ - fogspan[i] = span.fog; \ - DO_TEX; \ - span.fog += span.fogStep; \ - span.z += span.zStep; \ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ - span.alpha += span.alphaStep; \ - SS += dSdx; \ - TT += dTdx; \ - vv += dvdx; \ - dest += 4; \ - } + /* Instead of defining a function for each mode, a test is done + * between the outer and inner loops. This is to reduce code size + * and complexity. Observe that an optimizing compiler kills + * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST). + */ -#define X_Y_TEX_COORD(X, Y) ((((int)(X) & tmask) << twidth_log2) + ((int)(Y) & smask)) -#define Y_X_TEX_COORD(X, Y) ((((int)(Y) & tmask) << twidth_log2) + ((int)(X) & smask)) - -#define SPAN1(DO_TEX, COMP, TEX_COORD) { \ - GLfloat x_max = CEILF(x_tex); \ - GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \ - GLint j, x_m = (int)x_max; \ - GLint pos; \ - if ((int)y_max != (int)y_tex) { \ - GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_tex, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_max; \ - } \ - nominator += vv * x_max; \ - denominator -= dvdx * x_max; \ - j = nominator / denominator; \ - pos = COMP * TEX_COORD(x_tex, y_tex); \ - DRAW_LINE (DO_TEX); \ - while (i<n) { \ - y_tex = y_max; \ - y_max += dy_dx; \ - if ((int)y_max != (int)y_tex) { \ - GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_max; \ - } \ - nominator += vv; \ - denominator -= dvdx; \ - j = nominator/denominator; \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - x_m ++; \ - } \ -} +#define SPAN_NEAREST(DO_TEX,COMP) \ + for (i = 0; i < span->count; i++) { \ + GLdouble invQ = tex_coord[2] ? \ + (1.0 / tex_coord[2]) : 1.0; \ + GLfloat s_tmp = tex_coord[0] * invQ; \ + GLfloat t_tmp = tex_coord[1] * invQ; \ + GLint s = IFLOOR(s_tmp) & info->smask; \ + GLint t = IFLOOR(t_tmp) & info->tmask; \ + GLint pos = (t << info->twidth_log2) + s; \ + const GLchan *tex00 = info->texture + COMP * pos; \ + zspan[i] = FixedToDepth(span->z); \ + fogspan[i] = span->fog; \ + DO_TEX; \ + span->fog += span->fogStep; \ + span->z += span->zStep; \ + span->red += span->redStep; \ + span->green += span->greenStep; \ + span->blue += span->blueStep; \ + span->alpha += span->alphaStep; \ + tex_coord[0] += tex_step[0]; \ + tex_coord[1] += tex_step[1]; \ + tex_coord[2] += tex_step[2]; \ + dest += 4; \ + } -#define SPAN2(DO_TEX, COMP, TEX_COORD) { \ - GLfloat x_max = CEILF (x_tex); \ - GLfloat y_max = y_tex + (x_max - x_tex) * dy_dx; \ - GLint j, x_m = (int) x_max; \ - GLint pos; \ - if ((int)y_max != (int)y_tex) { \ - GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_tex, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_max; \ - } \ - nominator += vv * x_max; \ - denominator -= dvdx * x_max; \ - j = nominator / denominator; \ - pos = COMP * TEX_COORD(x_tex, y_tex); \ - DRAW_LINE (DO_TEX); \ - while (i<n) { \ - y_tex = y_max; \ - y_max += dy_dx; \ - if ((int)y_max != (int)y_tex) { \ - GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid);\ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_max; \ - } \ - nominator += vv; \ - denominator -= dvdx; \ - j = nominator/denominator; \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - x_m ++; \ - } \ -} +#define SPAN_LINEAR(DO_TEX,COMP) \ + for (i = 0; i < span->count; i++) { \ + GLdouble invQ = tex_coord[2] ? \ + (1.0 / tex_coord[2]) : 1.0; \ + GLfloat s_tmp = tex_coord[0] * invQ - 0.5F; \ + GLfloat t_tmp = tex_coord[1] * invQ - 0.5F; \ + GLfixed s_fix = FloatToFixed(s_tmp); \ + GLfixed t_fix = FloatToFixed(t_tmp); \ + GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \ + GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \ + GLfixed sf = s_fix & FIXED_FRAC_MASK; \ + GLfixed tf = t_fix & FIXED_FRAC_MASK; \ + GLfixed si = FIXED_FRAC_MASK - sf; \ + GLfixed ti = FIXED_FRAC_MASK - tf; \ + GLint pos = (t << info->twidth_log2) + s; \ + const GLchan *tex00 = info->texture + COMP * pos; \ + const GLchan *tex10 = tex00 + info->tbytesline; \ + const GLchan *tex01 = tex00 + COMP; \ + const GLchan *tex11 = tex10 + COMP; \ + (void) ti; \ + (void) si; \ + if (t == info->tmask) { \ + tex10 -= info->tsize; \ + tex11 -= info->tsize; \ + } \ + if (s == info->smask) { \ + tex01 -= info->tbytesline; \ + tex11 -= info->tbytesline; \ + } \ + zspan[i] = FixedToDepth(span->z); \ + fogspan[i] = span->fog; \ + DO_TEX; \ + span->fog += span->fogStep; \ + span->z += span->zStep; \ + span->red += span->redStep; \ + span->green += span->greenStep; \ + span->blue += span->blueStep; \ + span->alpha += span->alphaStep; \ + tex_coord[0] += tex_step[0]; \ + tex_coord[1] += tex_step[1]; \ + tex_coord[2] += tex_step[2]; \ + dest += 4; \ + } -#define SPAN3(DO_TEX, COMP, TEX_COORD) { \ - GLfloat x_min = FLOORF (x_tex); \ - GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \ - GLint j, x_m = (int)x_min; \ - GLint pos; \ - if ((int)y_min != (int)y_tex) { \ - GLfloat x_mid = x_tex + (CEILF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_min; \ - } \ - nominator += vv*x_min; \ - denominator -= dvdx*x_min; \ - j = nominator / denominator; \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - while (i<n) { \ - x_m --; \ - y_tex = y_min; \ - y_min -= dy_dx; \ - if ((int)y_min != (int)y_tex) { \ - GLfloat x_mid = (CEILF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_min; \ - } \ - nominator -= vv; \ - denominator += dvdx; \ - j = nominator/denominator; \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - } \ -} +#define FixedToDepth(F) ((F) >> fixedToDepthShift) -#define SPAN4(DO_TEX, COMP, TEX_COORD) \ -{ \ - GLfloat x_min = FLOORF(x_tex); \ - GLint x_m = (int)x_min; \ - GLfloat y_min = y_tex + (x_min - x_tex) * dy_dx; \ - GLint j; \ - GLint pos; \ - if ((int)y_min != (int)y_tex) { \ - GLfloat x_mid = x_tex + (FLOORF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_min; \ - } \ - nominator += vv * x_min; \ - denominator -= dvdx * x_min; \ - j = nominator / denominator; \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - while (i<n) { \ - x_m --; \ - y_tex = y_min; \ - y_min -= dy_dx; \ - if ((int)y_min != (int)y_tex) { \ - GLfloat x_mid = (FLOORF(y_tex)-y_tex) * dx_dy; \ - j = (nominator + vv * x_mid)/(denominator - dvdx*x_mid); \ - pos = COMP * TEX_COORD(x_m, (y_tex)); \ - DRAW_LINE (DO_TEX); \ - y_tex = y_min; \ - } \ - nominator -= vv; \ - denominator += dvdx; \ - j = nominator/denominator; \ - pos = COMP * TEX_COORD(x_m, y_tex); \ - DRAW_LINE (DO_TEX); \ - } \ -} + GLuint i; + GLdepth zspan[MAX_WIDTH]; + GLfloat tex_coord[3], tex_step[3]; + GLfloat fogspan[MAX_WIDTH]; + GLchan rgba[MAX_WIDTH][4]; + GLchan *dest = rgba[0]; + const GLint fixedToDepthShift = info->fixedToDepthShift; + + tex_coord[0] = span->tex[0][0] * (info->smask + 1), + tex_step[0] = span->texStep[0][0] * (info->smask + 1); + tex_coord[1] = span->tex[0][1] * (info->tmask + 1), + tex_step[1] = span->texStep[0][1] * (info->tmask + 1); + /* span->tex[0][2] only if 3D-texturing, here only 2D */ + tex_coord[2] = span->tex[0][3], + tex_step[2] = span->texStep[0][3]; -#define DRAW_LINE(DO_TEX) \ - { \ - GLchan *tex00 = texture + pos; \ - if (j>n || j<-100000) \ - j = n; \ - while (i<j) { \ - zspan[i] = FixedToDepth(span.z); \ - fogspan[i] = span.fog; \ - DO_TEX; \ - span.fog += span.fogStep; \ - span.z += span.zStep; \ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ - span.alpha += span.alphaStep; \ - dest += 4; \ - i++; \ - } \ + switch (info->filter) { + case GL_NEAREST: + switch (info->format) { + case GL_RGB: + switch (info->envmode) { + case GL_MODULATE: + SPAN_NEAREST(NEAREST_RGB;MODULATE,3); + break; + case GL_DECAL: + case GL_REPLACE: + SPAN_NEAREST(NEAREST_RGB_REPLACE,3); + break; + case GL_BLEND: + SPAN_NEAREST(NEAREST_RGB;BLEND,3); + break; + case GL_ADD: + SPAN_NEAREST(NEAREST_RGB;ADD,3); + break; + default: + abort(); + } + break; + case GL_RGBA: + switch(info->envmode) { + case GL_MODULATE: + SPAN_NEAREST(NEAREST_RGBA;MODULATE,4); + break; + case GL_DECAL: + SPAN_NEAREST(NEAREST_RGBA;DECAL,4); + break; + case GL_BLEND: + SPAN_NEAREST(NEAREST_RGBA;BLEND,4); + break; + case GL_ADD: + SPAN_NEAREST(NEAREST_RGBA;ADD,4); + break; + case GL_REPLACE: + SPAN_NEAREST(NEAREST_RGBA_REPLACE,4); + break; + default: + abort(); + } + break; + } + break; + + case GL_LINEAR: + switch (info->format) { + case GL_RGB: + switch (info->envmode) { + case GL_MODULATE: + SPAN_LINEAR(LINEAR_RGB;MODULATE,3); + break; + case GL_DECAL: + case GL_REPLACE: + SPAN_LINEAR(LINEAR_RGB;REPLACE,3); + break; + case GL_BLEND: + SPAN_LINEAR(LINEAR_RGB;BLEND,3); + break; + case GL_ADD: + SPAN_LINEAR(LINEAR_RGB;ADD,3); + break; + default: + abort(); + } + break; + case GL_RGBA: + switch (info->envmode) { + case GL_MODULATE: + SPAN_LINEAR(LINEAR_RGBA;MODULATE,4); + break; + case GL_DECAL: + SPAN_LINEAR(LINEAR_RGBA;DECAL,4); + break; + case GL_BLEND: + SPAN_LINEAR(LINEAR_RGBA;BLEND,4); + break; + case GL_ADD: + SPAN_LINEAR(LINEAR_RGBA;ADD,4); + break; + case GL_REPLACE: + SPAN_LINEAR(LINEAR_RGBA;REPLACE,4); + break; + default: + abort(); + } + break; + } + break; } + /* This does not seem to be necessary, but I don't know !! */ + /* span->tex[0][0] = tex_coord[0] / (info->smask + 1), + span->tex[0][1] = tex_coord[1] / (info->tmask + 1),*/ + /* span->tex[0][2] only if 3D-texturing, here only 2D */ + /* span->tex[0][3] = tex_coord[2]; */ + + _mesa_write_rgba_span(ctx, span->count, span->x, span->y, + zspan, fogspan, rgba, NULL, GL_POLYGON); -#define INNER_LOOP( LEFT, RIGHT, Y ) \ - { \ - GLint i = 0; \ - const GLint n = RIGHT-LEFT; \ - GLdepth zspan[MAX_WIDTH]; \ - GLfloat fogspan[MAX_WIDTH]; \ - GLchan rgba[MAX_WIDTH][4]; \ - (void)uu; /* please GCC */ \ - if (n > 0) { \ - GLchan *dest = rgba[0]; \ - GLfloat SS = ss * sscale; \ - GLfloat TT = tt * tscale; \ - GLfloat dSdx = dsdx * sscale; \ - GLfloat dTdx = dtdx * tscale; \ - GLfloat x_tex; \ - GLfloat y_tex; \ - GLfloat dx_tex; \ - GLfloat dy_tex; \ - if (n<5) /* When line very short, setup-time > speed-gain. */ \ - goto old_span; /* So: take old method */ \ - x_tex = SS / vv, \ - y_tex = TT / vv; \ - dx_tex = (SS + n * dSdx) / (vv + n * dvdx) - x_tex, \ - dy_tex = (TT + n * dTdx) / (vv + n * dvdx) - y_tex; \ - /* Choose between walking over texture or over pixelline: */ \ - /* If there are few texels, walk over texture otherwise */ \ - /* walk over pixelarray. The quotient on the right side */ \ - /* should give the timeratio needed to draw one texel in */ \ - /* comparison to one pixel. Depends on CPU. */ \ - if (dx_tex*dx_tex + dy_tex*dy_tex < (n*n)/16) { \ - x_tex += BIAS; \ - y_tex += BIAS; \ - if (dx_tex*dx_tex > dy_tex*dy_tex) { \ - /* if (FABSF(dx_tex) > FABSF(dy_tex)) */ \ - GLfloat nominator = - SS - vv * BIAS; \ - GLfloat denominator = dvdx * BIAS + dSdx; \ - GLfloat dy_dx; \ - GLfloat dx_dy; \ - if (dy_tex != 0.0f) { \ - dy_dx = dy_tex / dx_tex; \ - dx_dy = 1.0f/dy_dx; \ - } \ - else \ - dy_dx = 0.0f; \ - if (dx_tex > 0.0f) { \ - if (dy_tex > 0.0f) { \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN1(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN1(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN1(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN1(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN1(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN1(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN1(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN1(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN1(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - } \ - } \ - else { /* dy_tex <= 0.0f */ \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN2(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN2(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN2(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN2(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN2(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN2(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN2(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN2(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN2(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - } \ - } \ - } \ - else { /* dx_tex < 0.0f */ \ - if (dy_tex > 0.0f) { \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN3(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN3(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN3(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN3(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN3(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN3(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN3(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN3(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN3(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - } \ - } \ - else { /* dy_tex <= 0.0f */ \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN4(NEAREST_RGB;MODULATE,3, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN4(NEAREST_RGB_REPLACE,3, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN4(NEAREST_RGB;BLEND,3, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN4(NEAREST_RGB;ADD,3, Y_X_TEX_COORD); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN4(NEAREST_RGBA;MODULATE,4, Y_X_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN4(NEAREST_RGBA;DECAL,4, Y_X_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN4(NEAREST_RGBA;BLEND,4, Y_X_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN4(NEAREST_RGBA;ADD,4, Y_X_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN4(NEAREST_RGBA_REPLACE,4, Y_X_TEX_COORD);\ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - } \ - } \ - } \ - } \ - else { /* FABSF(dx_tex) > FABSF(dy_tex) */ \ - GLfloat swap; \ - GLfloat dy_dx; \ - GLfloat dx_dy; \ - GLfloat nominator, denominator; \ - if (dx_tex == 0.0f /* && dy_tex == 0.0f*/) \ - goto old_span; /* case so special, that use old */ \ - /* swap some x-values and y-values */ \ - SS = TT; \ - dSdx = dTdx; \ - swap = x_tex, x_tex = y_tex, y_tex = swap; \ - swap = dx_tex, dx_tex = dy_tex, dy_tex = swap; \ - nominator = - SS - vv * BIAS; \ - denominator = dvdx * BIAS + dSdx; \ - if (dy_tex != 0.0f) { \ - dy_dx = dy_tex / dx_tex; \ - dx_dy = 1.0f/dy_dx; \ - } \ - else \ - dy_dx = 0.0f; \ - if (dx_tex > 0.0f) { \ - if (dy_tex > 0.0f) { \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN1(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN1(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN1(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN1(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN1(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN1(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN1(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN1(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN1(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\ - break; \ - default: \ - abort(); \ - } \ - break; \ - } \ - } \ - else { /* dy_tex <= 0.0f */ \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN2(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN2(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN2(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN2(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN2(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN2(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN2(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN2(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN2(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\ - break; \ - default: \ - abort(); \ - } \ - break; \ - } \ - } \ - } \ - else { /* dx_tex < 0.0f */ \ - if (dy_tex > 0.0f) { \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN3(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN3(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN3(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN3(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN3(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN3(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN3(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN3(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN3(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\ - break; \ - default: \ - abort(); \ - } \ - break; \ - } \ - } \ - else { /* dy_tex <= 0.0f */ \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN4(NEAREST_RGB;MODULATE,3, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN4(NEAREST_RGB_REPLACE,3, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN4(NEAREST_RGB;BLEND,3, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN4(NEAREST_RGB;ADD,3, X_Y_TEX_COORD); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - SPAN4(NEAREST_RGBA;MODULATE,4, X_Y_TEX_COORD);\ - break; \ - case GL_DECAL: \ - SPAN4(NEAREST_RGBA;DECAL,4, X_Y_TEX_COORD); \ - break; \ - case GL_BLEND: \ - SPAN4(NEAREST_RGBA;BLEND,4, X_Y_TEX_COORD); \ - break; \ - case GL_ADD: \ - SPAN4(NEAREST_RGBA;ADD,4, X_Y_TEX_COORD); \ - break; \ - case GL_REPLACE: \ - SPAN4(NEAREST_RGBA_REPLACE,4, X_Y_TEX_COORD);\ - break; \ - default: \ - abort(); \ - } \ - break; \ - } \ - } \ - } \ - } \ - } \ - else { \ - old_span: \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - OLD_SPAN(NEAREST_RGB;MODULATE,3); \ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - OLD_SPAN(NEAREST_RGB_REPLACE,3); \ - break; \ - case GL_BLEND: \ - OLD_SPAN(NEAREST_RGB;BLEND,3); \ - break; \ - case GL_ADD: \ - OLD_SPAN(NEAREST_RGB;ADD,3); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch(envmode) { \ - case GL_MODULATE: \ - OLD_SPAN(NEAREST_RGBA;MODULATE,4); \ - break; \ - case GL_DECAL: \ - OLD_SPAN(NEAREST_RGBA;DECAL,4); \ - break; \ - case GL_BLEND: \ - OLD_SPAN(NEAREST_RGBA;BLEND,4); \ - break; \ - case GL_ADD: \ - OLD_SPAN(NEAREST_RGBA;ADD,4); \ - break; \ - case GL_REPLACE: \ - OLD_SPAN(NEAREST_RGBA_REPLACE,4); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - } \ - } \ - _mesa_write_rgba_span( ctx, n, LEFT, Y, zspan, \ - fogspan, rgba, NULL, GL_POLYGON); \ - span.red = span.green = span.blue = span.alpha = 0; \ - } \ - } \ -#include "s_tritemp.h" -#undef OLD_SPAN -#undef SPAN1 -#undef SPAN2 -#undef SPAN3 -#undef SPAN4 -#undef X_Y_TEX_COORD -#undef Y_X_TEX_COORD -#undef DRAW_LINE -#undef BIAS +#undef SPAN_NEAREST +#undef SPAN_LINEAR +#undef FixedToDepth } -#endif -#if 0 /* XXX disabled because of texcoord interpolation errors */ /* * Render an perspective corrected RGB/RGBA textured triangle. * The Q (aka V in Mesa) coordinate must be zero such that the divide * by interpolated Q/W comes out right. * - * This function written by Klaus Niederkrueger <[email protected]> - * Send all questions and bug reports to him. */ -static void lin_persp_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) +static void persp_textured_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) { #define INTERP_Z 1 #define INTERP_FOG 1 @@ -1440,163 +914,59 @@ static void lin_persp_textured_triangle( GLcontext *ctx, #define INTERP_ALPHA 1 #define INTERP_TEX 1 -#define SETUP_CODE \ +#define SETUP_CODE + struct persp_info info; struct gl_texture_unit *unit = ctx->Texture.Unit+0; \ struct gl_texture_object *obj = unit->Current2D; \ - const GLint b = obj->BaseLevel; \ - const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \ - const GLfloat theight = (GLfloat) obj->Image[b]->Height; \ - const GLint twidth_log2 = obj->Image[b]->WidthLog2; \ - GLchan *texture = obj->Image[b]->Data; \ - const GLint smask = (obj->Image[b]->Width - 1); \ - const GLint tmask = (obj->Image[b]->Height - 1); \ - const GLint format = obj->Image[b]->Format; \ - const GLint envmode = unit->EnvMode; \ - GLfloat sscale, tscale; \ - GLint comp, tbytesline, tsize; \ - GLfixed er, eg, eb, ea; \ - GLint tr, tg, tb, ta; \ - if (!texture) { \ + GLint b = obj->BaseLevel; \ + info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\ + info.texture = (const GLchan *) obj->Image[b]->Data; \ + info.twidth_log2 = obj->Image[b]->WidthLog2; \ + info.smask = obj->Image[b]->Width - 1; \ + info.tmask = obj->Image[b]->Height - 1; \ + info.format = obj->Image[b]->Format; \ + info.filter = obj->MinFilter; \ + info.envmode = unit->EnvMode; \ + \ + if (info.envmode == GL_BLEND) { \ + /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ + info.er = FloatToFixed(unit->EnvColor[RCOMP]); \ + info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \ + info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \ + info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \ + } \ + if (!info.texture) { \ + /* this shouldn't happen */ \ return; \ } \ - if (envmode == GL_BLEND || envmode == GL_ADD) { \ - er = FloatToFixed(unit->EnvColor[RCOMP]); \ - eg = FloatToFixed(unit->EnvColor[GCOMP]); \ - eb = FloatToFixed(unit->EnvColor[BCOMP]); \ - ea = FloatToFixed(unit->EnvColor[ACOMP]); \ - } \ - switch (format) { \ + \ + switch (info.format) { \ case GL_ALPHA: \ case GL_LUMINANCE: \ case GL_INTENSITY: \ - comp = 1; \ - break; \ + info.tbytesline = obj->Image[b]->Width; \ + break; \ case GL_LUMINANCE_ALPHA: \ - comp = 2; \ - break; \ + info.tbytesline = obj->Image[b]->Width * 2; \ + break; \ case GL_RGB: \ - comp = 3; \ - break; \ + info.tbytesline = obj->Image[b]->Width * 3; \ + break; \ case GL_RGBA: \ - comp = 4; \ - break; \ + info.tbytesline = obj->Image[b]->Width * 4; \ + break; \ default: \ - _mesa_problem(NULL, "Bad texture format in lin_persp_texture_triangle"); \ - return; \ - } \ - sscale = FIXED_SCALE * twidth; \ - tscale = FIXED_SCALE * theight; \ - tbytesline = obj->Image[b]->Width * comp; \ - tsize = theight * tbytesline; - - -#define SPAN(DO_TEX,COMP) \ - for (i=0;i<n;i++) { \ - GLfloat invQ = 1.0f / vv; \ - GLfixed span.intTex[0] = (int)(SS * invQ); \ - GLfixed span.intTex[1] = (int)(TT * invQ); \ - GLint s = FixedToInt(span.intTex[0]) & smask; \ - GLint t = FixedToInt(span.intTex[1]) & tmask; \ - GLint sf = span.intTex[0] & FIXED_FRAC_MASK; \ - GLint tf = span.intTex[1] & FIXED_FRAC_MASK; \ - GLint si = FIXED_FRAC_MASK - sf; \ - GLint ti = FIXED_FRAC_MASK - tf; \ - GLint pos = COMP * ((t << twidth_log2) + s); \ - GLchan *tex00 = texture + pos; \ - GLchan *tex10 = tex00 + tbytesline; \ - GLchan *tex01 = tex00 + COMP; \ - GLchan *tex11 = tex10 + COMP; \ - if (t == tmask) { \ - tex10 -= tsize; \ - tex11 -= tsize; \ - } \ - if (s == smask) { \ - tex01 -= tbytesline; \ - tex11 -= tbytesline; \ - } \ - zspan[i] = FixedToDepth(span.z); \ - fogspan[i] = span.fog; \ - DO_TEX; \ - span.fog += span.fogStep; \ - span.z += span.zStep; \ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ - span.alpha += span.alphaStep; \ - SS += dSdx; \ - TT += dTdx; \ - vv += dvdx; \ - dest += 4; \ - } + _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\ + return; \ + } \ + info.tsize = obj->Image[b]->Height * info.tbytesline; -#define INNER_LOOP( LEFT, RIGHT, Y ) \ - { \ - GLint i; \ - const GLint n = RIGHT-LEFT; \ - GLdepth zspan[MAX_WIDTH]; \ - GLfloat fogspan[MAX_WIDTH]; \ - GLchan rgba[MAX_WIDTH][4]; \ - (void) uu; /* please GCC */ \ - if (n > 0) { \ - GLfloat SS = ss * sscale; \ - GLfloat TT = tt * tscale; \ - GLfloat dSdx = dsdx * sscale; \ - GLfloat dTdx = dtdx * tscale; \ - GLchan *dest = rgba[0]; \ - SS -= 0.5f * FIXED_SCALE * vv; \ - TT -= 0.5f * FIXED_SCALE * vv; \ - switch (format) { \ - case GL_RGB: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN(LINEAR_RGB;MODULATE,3); \ - break; \ - case GL_DECAL: \ - case GL_REPLACE: \ - SPAN(LINEAR_RGB;REPLACE,3); \ - break; \ - case GL_BLEND: \ - SPAN(LINEAR_RGB;BLEND,3); \ - break; \ - case GL_ADD: \ - SPAN(LINEAR_RGB;ADD,3); \ - break; \ - default: \ - abort(); \ - } \ - break; \ - case GL_RGBA: \ - switch (envmode) { \ - case GL_MODULATE: \ - SPAN(LINEAR_RGBA;MODULATE,4); \ - break; \ - case GL_DECAL: \ - SPAN(LINEAR_RGBA;DECAL,4); \ - break; \ - case GL_BLEND: \ - SPAN(LINEAR_RGBA;BLEND,4); \ - break; \ - case GL_REPLACE: \ - SPAN(LINEAR_RGBA;REPLACE,4); \ - break; \ - case GL_ADD: \ - SPAN(LINEAR_RGBA;ADD,4); \ - break; \ - default: /* unexpected env mode */ \ - abort(); \ - } \ - } \ - _mesa_write_rgba_span(ctx, n, LEFT, Y, zspan, \ - fogspan, rgba, NULL, \ - GL_POLYGON); \ - } \ - } +#define RENDER_SPAN( span ) \ + fast_persp_span(ctx, &span, &info); #include "s_tritemp.h" -#undef SPAN -} -#endif +} /* * Generate arrays of fragment colors, z, fog, texcoords, etc from a @@ -2348,6 +1718,7 @@ _swrast_choose_triangle( GLcontext *ctx ) } } else { + /* GL_MODULATE seems also not to work !! */ if (ctx->Texture.Unit[0].EnvMode==GL_ADD) { USE(general_textured_triangle); } @@ -2357,15 +1728,13 @@ _swrast_choose_triangle( GLcontext *ctx ) } } else { -#if 00 /* XXX these function have problems with texture coord interpolation */ - if (filter==GL_NEAREST) { - USE(near_persp_textured_triangle); + /* GL_MODULATE seems also not to work !! */ + if (ctx->Texture.Unit[0].EnvMode==GL_ADD) { + USE(general_textured_triangle); } else { - USE(lin_persp_textured_triangle); + USE(persp_textured_triangle); } -#endif - USE(general_textured_triangle); } } else { |