/* $Id: s_texture.c,v 1.76 2003/01/21 15:49:19 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 5.0 * * Copyright (C) 1999-2002 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "glheader.h" #include "context.h" #include "colormac.h" #include "macros.h" #include "mmath.h" #include "imports.h" #include "texformat.h" #include "teximage.h" #include "s_context.h" #include "s_texture.h" /* * These values are used in the fixed-point arithmetic used * for linear filtering. */ #define WEIGHT_SCALE 65536.0F #define WEIGHT_SHIFT 16 /* * 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 * Output: * U = texcoord in [0, width] * I0, I1 = two nearest texel indexes */ #define COMPUTE_LINEAR_TEXEL_LOCATIONS(wrapMode, S, U, SIZE, I0, I1) \ { \ if (wrapMode == GL_REPEAT) { \ U = S * SIZE - 0.5F; \ I0 = IFLOOR(U) & (SIZE - 1); \ I1 = (I0 + 1) & (SIZE - 1); \ } \ else if (wrapMode == 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; \ } \ else if (wrapMode == 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; \ } \ else if (wrapMode == 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; \ } \ else if (wrapMode == GL_MIRROR_CLAMP_ATI) { \ U = (GLfloat) fabs(S); \ if (U >= 1.0F) \ U = (GLfloat) SIZE; \ else \ U *= SIZE; \ U -= 0.5F; \ I0 = IFLOOR(U); \ I1 = I0 + 1; \ } \ else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_ATI) { \ U = (GLfloat) fabs(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; \ } \ else { \ ASSERT(wrapMode == 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; \ } \ } /* * Used to compute texel location for nearest sampling. */ #define COMPUTE_NEAREST_TEXEL_LOCATION(wrapMode, S, SIZE, I) \ { \ if (wrapMode == GL_REPEAT) { \ /* s limited to [0,1) */ \ /* i limited to [0,size-1] */ \ I = IFLOOR(S * SIZE); \ I &= (SIZE - 1); \ } \ else if (wrapMode == 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); \ } \ else if (wrapMode == 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); \ } \ else if (wrapMode == 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); \ } \ else if (wrapMode == GL_MIRROR_CLAMP_ATI) { \ /* s limited to [0,1] */ \ /* i limited to [0,size-1] */ \ const GLfloat u = (GLfloat) fabs(S); \ if (u <= 0.0F) \ I = 0; \ else if (u >= 1.0F) \ I = SIZE - 1; \ else \ I = IFLOOR(u * SIZE); \ } \ else if (wrapMode == GL_MIRROR_CLAMP_TO_EDGE_ATI) { \ /* 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 = (GLfloat) fabs(S); \ if (u < min) \ I = 0; \ else if (u > max) \ I = SIZE - 1; \ else \ I = IFLOOR(u * SIZE); \ } \ else { \ ASSERT(wrapMode == 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); \ } \ } #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); \ } /* * Compute linear mipmap levels for given lambda. */ #define COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level) \ { \ if (lambda < 0.0F) \ level = tObj->BaseLevel; \ else if (lambda > tObj->_MaxLambda) \ level = (GLint) (tObj->BaseLevel + tObj->_MaxLambda); \ else \ level = (GLint) (tObj->BaseLevel + lambda); \ } /* * Compute nearest mipmap level for given lambda. */ #define COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda, level) \ { \ GLfloat l; \ if (lambda <= 0.5F) \ l = 0.0F; \ else if (lambda > tObj->_MaxLambda + 0.4999F) \ l = tObj->_MaxLambda + 0.4999F; \ else \ l = lambda; \ level = (GLint) (tObj->BaseLevel + l + 0.5F); \ if (level > tObj->_MaxLevel) \ level = tObj->_MaxLevel; \ } /* * Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes * see 1-pixel bands of improperly weighted linear-sampled texels. 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 #define I1BIT 2 #define J0BIT 4 #define J1BIT 8 #define K0BIT 16 #define K1BIT 32 /* * Get texture palette entry. */ static void palette_sample(const GLcontext *ctx, const struct gl_texture_object *tObj, GLint index, GLchan rgba[4] ) { const GLchan *palette; GLenum format; if (ctx->Texture.SharedPalette) { ASSERT(!ctx->Texture.Palette.FloatTable); palette = (const GLchan *) ctx->Texture.Palette.Table; format = ctx->Texture.Palette.Format; } else { ASSERT(!tObj->Palette.FloatTable); palette = (const GLchan *) tObj->Palette.Table; format = tObj->Palette.Format; } switch (format) { case GL_ALPHA: rgba[ACOMP] = palette[index]; return; case GL_LUMINANCE: case GL_INTENSITY: rgba[RCOMP] = palette[index]; return; case GL_LUMINANCE_ALPHA: rgba[RCOMP] = palette[(index << 1) + 0]; rgba[ACOMP] = palette[(index << 1) + 1]; return; case GL_RGB: rgba[RCOMP] = palette[index * 3 + 0]; rgba[GCOMP] = palette[index * 3 + 1]; rgba[BCOMP] = palette[index * 3 + 2]; return; case GL_RGBA: rgba[RCOMP] = palette[(index << 2) + 0]; rgba[GCOMP] = palette[(index << 2) + 1]; rgba[BCOMP] = palette[(index << 2) + 2]; rgba[ACOMP] = palette[(index << 2) + 3]; return; default: _mesa_problem(ctx, "Bad palette format in palette_sample"); } } /* * 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. */ static INLINE void compute_min_mag_ranges( GLfloat minMagThresh, GLuint n, const GLfloat lambda[], GLuint *minStart, GLuint *minEnd, GLuint *magStart, GLuint *magEnd ) { ASSERT(lambda != NULL); #if 0 /* Verify that lambda[] is monotonous. * We can't really use this because the inaccuracy in the LOG2 function * causes this test to fail, yet the resulting texturing is correct. */ if (n > 1) { GLuint i; printf("lambda delta = %g\n", lambda[0] - lambda[n-1]); if (lambda[0] >= lambda[n-1]) { /* decreasing */ for (i = 0; i < n - 1; i++) { ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10)); } } else { /* increasing */ for (i = 0; i < n - 1; i++) { ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10)); } } } #endif /* DEBUG */ /* since lambda is monotonous-array use this check first */ if (lambda[0] <= minMagThresh && lambda[n-1] <= minMagThresh) { /* magnification for whole span */ *magStart = 0; *magEnd = n; *minStart = *minEnd = 0; } else if (lambda[0] > minMagThresh && lambda[n-1] > minMagThresh) { /* minification for whole span */ *minStart = 0; *minEnd = n; *magStart = *magEnd = 0; } else { /* a mix of minification and magnification */ GLuint i; if (lambda[0] > minMagThresh) { /* start with minification */ for (i = 1; i < n; i++) { if (lambda[i] <= minMagThresh) break; } *minStart = 0; *minEnd = i; *magStart = i; *magEnd = n; } else { /* start with magnification */ for (i = 1; i < n; i++) { if (lambda[i] > minMagThresh) break; } *magStart = 0; *magEnd = i; *minStart = i; *minEnd = n; } } #if 0 /* Verify the min/mag Start/End values * We don't use this either (see above) */ { GLint i; for (i = 0; i < n; i++) { if (lambda[i] > minMagThresh) { /* minification */ ASSERT(i >= *minStart); ASSERT(i < *minEnd); } else { /* magnification */ ASSERT(i >= *magStart); ASSERT(i < *magEnd); } } } #endif } /**********************************************************************/ /* 1-D Texture Sampling Functions */ /**********************************************************************/ /* * Return the texture sample for coordinate (s) using GL_NEAREST filter. */ static void sample_1d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ GLint i; COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); /* skip over the border, if any */ i += img->Border; if (i < 0 || i >= (GLint) img->Width) { /* Need this test for GL_CLAMP_TO_BORDER mode */ COPY_CHAN4(rgba, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i, 0, 0, (GLvoid *) rgba); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, rgba[0], rgba); } } } /* * Return the texture sample for coordinate (s) using GL_LINEAR filter. */ static void sample_1d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; GLint i0, i1; GLfloat u; GLuint useBorderColor; COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); useBorderColor = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; } else { if (i0 < 0 || i0 >= width) useBorderColor |= I0BIT; if (i1 < 0 || i1 >= width) useBorderColor |= I1BIT; } { const GLfloat a = FRAC(u); #if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT const GLfloat w0 = (1.0F-a); const GLfloat w1 = a ; #else /* CHAN_BITS == 8 */ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ const GLint w0 = IROUND_POS((1.0F - a) * WEIGHT_SCALE); const GLint w1 = IROUND_POS( a * WEIGHT_SCALE); #endif GLchan t0[4], t1[4]; /* texels */ if (useBorderColor & I0BIT) { COPY_CHAN4(t0, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, 0, 0, (GLvoid *) t0); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t0[0], t0); } } if (useBorderColor & I1BIT) { COPY_CHAN4(t1, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, 0, 0, (GLvoid *) t1); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t1[0], t1); } } #if CHAN_TYPE == GL_FLOAT rgba[0] = w0 * t0[0] + w1 * t1[0]; rgba[1] = w0 * t0[1] + w1 * t1[1]; rgba[2] = w0 * t0[2] + w1 * t1[2]; rgba[3] = w0 * t0[3] + w1 * t1[3]; #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (w0 * t0[0] + w1 * t1[0] + 0.5); rgba[1] = (GLchan) (w0 * t0[1] + w1 * t1[1] + 0.5); rgba[2] = (GLchan) (w0 * t0[2] + w1 * t1[2] + 0.5); rgba[3] = (GLchan) (w0 * t0[3] + w1 * t1[3] + 0.5); #else /* CHAN_BITS == 8 */ rgba[0] = (GLchan) ((w0 * t0[0] + w1 * t1[0]) >> WEIGHT_SHIFT); rgba[1] = (GLchan) ((w0 * t0[1] + w1 * t1[1]) >> WEIGHT_SHIFT); rgba[2] = (GLchan) ((w0 * t0[2] + w1 * t1[2]) >> WEIGHT_SHIFT); rgba[3] = (GLchan) ((w0 * t0[3] + w1 * t1[3]) >> WEIGHT_SHIFT); #endif } } static void sample_1d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_1d_nearest(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]); } } static void sample_1d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_1d_linear(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]); } } /* * This is really just needed in order to prevent warnings with some compilers. */ #if CHAN_TYPE == GL_FLOAT #define CHAN_CAST #else #define CHAN_CAST (GLchan) (GLint) #endif static void sample_1d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_1d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_1d_nearest(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_1d_nearest(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_1d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_1d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_1d_linear(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_1d_linear(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[tObj->BaseLevel]; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; (void) lambda; for (i=0;i_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: sample_1d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_1d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_1d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_1d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_1d_texture"); return; } } if (magStart < magEnd) { /* do the magnified texels */ switch (tObj->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; default: _mesa_problem(ctx, "Bad mag filter in sample_1d_texture"); return; } } } /**********************************************************************/ /* 2-D Texture Sampling Functions */ /**********************************************************************/ /* * Return the texture sample for coordinate (s,t) using GL_NEAREST filter. */ static INLINE void sample_2d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ GLint i, j; COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoord[0], width, i); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoord[1], height, j); /* skip over the border, if any */ i += img->Border; j += img->Border; if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height) { /* Need this test for GL_CLAMP_TO_BORDER mode */ COPY_CHAN4(rgba, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i, j, 0, (GLvoid *) rgba); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, rgba[0], rgba); } } } /* * Return the texture sample for coordinate (s,t) using GL_LINEAR filter. * New sampling code contributed by Lynn Quam . */ static INLINE void sample_2d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[]) { const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; GLuint useBorderColor; GLfloat u, v; COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapS, texcoord[0], u, width, i0, i1); COMPUTE_LINEAR_TEXEL_LOCATIONS(tObj->WrapT, texcoord[1], v, height, j0, j1); useBorderColor = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; j0 += img->Border; j1 += img->Border; } else { 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; } { const GLfloat a = FRAC(u); const GLfloat b = FRAC(v); #if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT const GLfloat w00 = (1.0F-a) * (1.0F-b); const GLfloat w10 = a * (1.0F-b); const GLfloat w01 = (1.0F-a) * b ; const GLfloat w11 = a * b ; #else /* CHAN_BITS == 8 */ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE); const GLint w10 = IROUND_POS( a * (1.0F-b) * WEIGHT_SCALE); const GLint w01 = IROUND_POS((1.0F-a) * b * WEIGHT_SCALE); const GLint w11 = IROUND_POS( a * b * WEIGHT_SCALE); #endif GLchan t00[4]; GLchan t10[4]; GLchan t01[4]; GLchan t11[4]; if (useBorderColor & (I0BIT | J0BIT)) { COPY_CHAN4(t00, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, j0, 0, (GLvoid *) t00); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t00[0], t00); } } if (useBorderColor & (I1BIT | J0BIT)) { COPY_CHAN4(t10, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, j0, 0, (GLvoid *) t10); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t10[0], t10); } } if (useBorderColor & (I0BIT | J1BIT)) { COPY_CHAN4(t01, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, j1, 0, (GLvoid *) t01); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t01[0], t01); } } if (useBorderColor & (I1BIT | J1BIT)) { COPY_CHAN4(t11, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, j1, 0, (GLvoid *) t11); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t11[0], t11); } } #if CHAN_TYPE == GL_FLOAT rgba[0] = w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]; rgba[1] = w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]; rgba[2] = w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]; rgba[3] = w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]; #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0] + 0.5); rgba[1] = (GLchan) (w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1] + 0.5); rgba[2] = (GLchan) (w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2] + 0.5); rgba[3] = (GLchan) (w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3] + 0.5); #else /* CHAN_BITS == 8 */ rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT); rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT); rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT); rgba[3] = (GLchan) ((w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT); #endif } } /* * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT * and we're not using a paletted texture. */ static INLINE void sample_2d_linear_repeat(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[]) { const GLint width = img->Width2; const GLint height = img->Height2; GLint i0, j0, i1, j1; GLfloat u, v; ASSERT(tObj->WrapS == GL_REPEAT); ASSERT(tObj->WrapT == GL_REPEAT); ASSERT(img->Border == 0); ASSERT(img->Format != GL_COLOR_INDEX); COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[0], u, width, i0, i1); COMPUTE_LINEAR_REPEAT_TEXEL_LOCATION(texcoord[1], v, height, j0, j1); { const GLfloat a = FRAC(u); const GLfloat b = FRAC(v); #if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT const GLfloat w00 = (1.0F-a) * (1.0F-b); const GLfloat w10 = a * (1.0F-b); const GLfloat w01 = (1.0F-a) * b ; const GLfloat w11 = a * b ; #else /* CHAN_BITS == 8 */ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE); const GLint w10 = IROUND_POS( a * (1.0F-b) * WEIGHT_SCALE); const GLint w01 = IROUND_POS((1.0F-a) * b * WEIGHT_SCALE); const GLint w11 = IROUND_POS( a * b * WEIGHT_SCALE); #endif GLchan t00[4]; GLchan t10[4]; GLchan t01[4]; GLchan t11[4]; (*img->FetchTexel)(img, i0, j0, 0, (GLvoid *) t00); (*img->FetchTexel)(img, i1, j0, 0, (GLvoid *) t10); (*img->FetchTexel)(img, i0, j1, 0, (GLvoid *) t01); (*img->FetchTexel)(img, i1, j1, 0, (GLvoid *) t11); #if CHAN_TYPE == GL_FLOAT rgba[0] = w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]; rgba[1] = w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]; rgba[2] = w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]; rgba[3] = w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]; #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0] + 0.5); rgba[1] = (GLchan) (w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1] + 0.5); rgba[2] = (GLchan) (w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2] + 0.5); rgba[3] = (GLchan) (w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3] + 0.5); #else /* CHAN_BITS == 8 */ rgba[0] = (GLchan) ((w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]) >> WEIGHT_SHIFT); rgba[1] = (GLchan) ((w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]) >> WEIGHT_SHIFT); rgba[2] = (GLchan) ((w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]) >> WEIGHT_SHIFT); rgba[3] = (GLchan) ((w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]) >> WEIGHT_SHIFT); #endif } } static void sample_2d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_2d_nearest(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]); } } static void sample_2d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_2d_linear(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]); } } static void sample_2d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_2d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_nearest(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_2d_nearest(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } /* Trilinear filtering */ static void sample_2d_linear_mipmap_linear( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_2d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_linear(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_2d_linear(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; ASSERT(lambda != NULL); ASSERT(tObj->WrapS == GL_REPEAT); ASSERT(tObj->WrapT == GL_REPEAT); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_2d_linear_repeat(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_linear_repeat(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_2d_linear_repeat(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[tObj->BaseLevel]; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; const GLint colMask = img->Width - 1; const GLint rowMask = img->Height - 1; const GLint shift = img->WidthLog2; GLuint k; (void) lambda; ASSERT(tObj->WrapS==GL_REPEAT); ASSERT(tObj->WrapT==GL_REPEAT); ASSERT(img->Border==0); ASSERT(img->Format==GL_RGB); for (k=0; kData) + 3*pos; rgba[k][RCOMP] = texel[0]; rgba[k][GCOMP] = texel[1]; rgba[k][BCOMP] = texel[2]; } } /* * Optimized 2-D texture sampling: * S and T wrap mode == GL_REPEAT * GL_NEAREST min/mag filter * No border * RowStride == Width, * Format = GL_RGBA */ static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel]; const GLfloat width = (GLfloat) img->Width; const GLfloat height = (GLfloat) img->Height; const GLint colMask = img->Width - 1; const GLint rowMask = img->Height - 1; const GLint shift = img->WidthLog2; GLuint i; (void) lambda; ASSERT(tObj->WrapS==GL_REPEAT); ASSERT(tObj->WrapT==GL_REPEAT); ASSERT(img->Border==0); ASSERT(img->Format==GL_RGBA); for (i = 0; i < n; i++) { const GLint col = IFLOOR(texcoords[i][0] * width) & colMask; const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask; const GLint pos = (row << shift) | col; const GLchan *texel = ((GLchan *) img->Data) + (pos << 2); /* pos*4 */ COPY_CHAN4(rgba[i], texel); } } /* * Given an array of texture coordinate and lambda (level of detail) * values, return an array of texture sample. */ static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4] ) { const struct gl_texture_image *tImg = tObj->Image[tObj->BaseLevel]; GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ const GLboolean repeatNoBorder = (tObj->WrapS == GL_REPEAT) && (tObj->WrapT == GL_REPEAT) && (tImg->Border == 0 && (tImg->Width == tImg->RowStride)) && (tImg->Format != GL_COLOR_INDEX); ASSERT(lambda != NULL); compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: if (repeatNoBorder) { switch (tImg->Format) { case GL_RGB: opt_sample_rgb_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); break; case GL_RGBA: opt_sample_rgba_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); break; default: sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart ); } } else { sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); } break; case GL_LINEAR: sample_linear_2d(ctx, texUnit, tObj, m, texcoords + minStart, NULL, rgba + minStart); break; case GL_NEAREST_MIPMAP_NEAREST: sample_2d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_2d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_2d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: if (repeatNoBorder) sample_2d_linear_mipmap_linear_repeat(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); else sample_2d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_2d_texture"); return; } } if (magStart < magEnd) { /* do the magnified texels */ const GLuint m = magEnd - magStart; switch (tObj->MagFilter) { case GL_NEAREST: if (repeatNoBorder) { switch (tImg->Format) { case GL_RGB: opt_sample_rgb_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); break; case GL_RGBA: opt_sample_rgba_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); break; default: sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart ); } } else { sample_nearest_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); } break; case GL_LINEAR: sample_linear_2d(ctx, texUnit, tObj, m, texcoords + magStart, NULL, rgba + magStart); break; default: _mesa_problem(ctx, "Bad mag filter in sample_lambda_2d"); } } } /**********************************************************************/ /* 3-D Texture Sampling Functions */ /**********************************************************************/ /* * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter. */ static void sample_3d_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; /* without border, power of two */ const GLint height = img->Height2; /* without border, power of two */ const GLint depth = img->Depth2; /* without border, power of two */ GLint i, j, k; 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); if (i < 0 || i >= (GLint) img->Width || j < 0 || j >= (GLint) img->Height || k < 0 || k >= (GLint) img->Depth) { /* Need this test for GL_CLAMP_TO_BORDER mode */ COPY_CHAN4(rgba, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i, j, k, (GLvoid *) rgba); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, rgba[0], rgba); } } } /* * Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter. */ static void sample_3d_linear(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, const GLfloat texcoord[4], GLchan rgba[4]) { const GLint width = img->Width2; const GLint height = img->Height2; const GLint depth = img->Depth2; GLint i0, j0, k0, i1, j1, k1; GLuint useBorderColor; GLfloat u, v, w; 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); useBorderColor = 0; if (img->Border) { i0 += img->Border; i1 += img->Border; j0 += img->Border; j1 += img->Border; k0 += img->Border; k1 += img->Border; } else { /* check if sampling texture border color */ 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; if (k0 < 0 || k0 >= depth) useBorderColor |= K0BIT; if (k1 < 0 || k1 >= depth) useBorderColor |= K1BIT; } { const GLfloat a = FRAC(u); const GLfloat b = FRAC(v); const GLfloat c = FRAC(w); #if CHAN_TYPE == GL_FLOAT || CHAN_TYPE == GL_UNSIGNED_SHORT /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ GLfloat w000 = (1.0F-a) * (1.0F-b) * (1.0F-c); GLfloat w100 = a * (1.0F-b) * (1.0F-c); GLfloat w010 = (1.0F-a) * b * (1.0F-c); GLfloat w110 = a * b * (1.0F-c); GLfloat w001 = (1.0F-a) * (1.0F-b) * c ; GLfloat w101 = a * (1.0F-b) * c ; GLfloat w011 = (1.0F-a) * b * c ; GLfloat w111 = a * b * c ; #else /* CHAN_BITS == 8 */ /* compute sample weights in fixed point in [0,WEIGHT_SCALE] */ GLint w000 = IROUND_POS((1.0F-a) * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE); GLint w100 = IROUND_POS( a * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE); GLint w010 = IROUND_POS((1.0F-a) * b * (1.0F-c) * WEIGHT_SCALE); GLint w110 = IROUND_POS( a * b * (1.0F-c) * WEIGHT_SCALE); GLint w001 = IROUND_POS((1.0F-a) * (1.0F-b) * c * WEIGHT_SCALE); GLint w101 = IROUND_POS( a * (1.0F-b) * c * WEIGHT_SCALE); GLint w011 = IROUND_POS((1.0F-a) * b * c * WEIGHT_SCALE); GLint w111 = IROUND_POS( a * b * c * WEIGHT_SCALE); #endif GLchan t000[4], t010[4], t001[4], t011[4]; GLchan t100[4], t110[4], t101[4], t111[4]; if (useBorderColor & (I0BIT | J0BIT | K0BIT)) { COPY_CHAN4(t000, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, j0, k0, (GLvoid *) t000); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t000[0], t000); } } if (useBorderColor & (I1BIT | J0BIT | K0BIT)) { COPY_CHAN4(t100, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, j0, k0, (GLvoid *) t100); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t100[0], t100); } } if (useBorderColor & (I0BIT | J1BIT | K0BIT)) { COPY_CHAN4(t010, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, j1, k0, (GLvoid *) t010); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t010[0], t010); } } if (useBorderColor & (I1BIT | J1BIT | K0BIT)) { COPY_CHAN4(t110, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, j1, k0, (GLvoid *) t110); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t110[0], t110); } } if (useBorderColor & (I0BIT | J0BIT | K1BIT)) { COPY_CHAN4(t001, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, j0, k1, (GLvoid *) t001); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t001[0], t001); } } if (useBorderColor & (I1BIT | J0BIT | K1BIT)) { COPY_CHAN4(t101, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, j0, k1, (GLvoid *) t101); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t101[0], t101); } } if (useBorderColor & (I0BIT | J1BIT | K1BIT)) { COPY_CHAN4(t011, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i0, j1, k1, (GLvoid *) t011); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t011[0], t011); } } if (useBorderColor & (I1BIT | J1BIT | K1BIT)) { COPY_CHAN4(t111, tObj->_BorderChan); } else { (*img->FetchTexel)(img, i1, j1, k1, (GLvoid *) t111); if (img->Format == GL_COLOR_INDEX) { palette_sample(ctx, tObj, t111[0], t111); } } #if CHAN_TYPE == GL_FLOAT rgba[0] = w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] + w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0]; rgba[1] = w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] + w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1]; rgba[2] = w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] + w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2]; rgba[3] = w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] + w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3]; #elif CHAN_TYPE == GL_UNSIGNED_SHORT rgba[0] = (GLchan) (w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] + w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] + 0.5); rgba[1] = (GLchan) (w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] + w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1] + 0.5); rgba[2] = (GLchan) (w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] + w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2] + 0.5); rgba[3] = (GLchan) (w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] + w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3] + 0.5); #else /* CHAN_BITS == 8 */ rgba[0] = (GLchan) ( (w000*t000[0] + w010*t010[0] + w001*t001[0] + w011*t011[0] + w100*t100[0] + w110*t110[0] + w101*t101[0] + w111*t111[0] ) >> WEIGHT_SHIFT); rgba[1] = (GLchan) ( (w000*t000[1] + w010*t010[1] + w001*t001[1] + w011*t011[1] + w100*t100[1] + w110*t110[1] + w101*t101[1] + w111*t111[1] ) >> WEIGHT_SHIFT); rgba[2] = (GLchan) ( (w000*t000[2] + w010*t010[2] + w001*t001[2] + w011*t011[2] + w100*t100[2] + w110*t110[2] + w101*t101[2] + w111*t111[2] ) >> WEIGHT_SHIFT); rgba[3] = (GLchan) ( (w000*t000[3] + w010*t010[3] + w001*t001[3] + w011*t011[3] + w100*t100[3] + w110*t110[3] + w101*t101[3] + w111*t111[3] ) >> WEIGHT_SHIFT); #endif } } static void sample_3d_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_3d_nearest(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]); } } static void sample_3d_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); sample_3d_linear(ctx, tObj, tObj->Image[level], texcoord[i], rgba[i]); } } static void sample_3d_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_3d_nearest(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_3d_nearest(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_3d_nearest(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_3d_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); if (level >= tObj->_MaxLevel) { sample_3d_linear(ctx, tObj, tObj->Image[tObj->_MaxLevel], texcoord[i], rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_3d_linear(ctx, tObj, tObj->Image[level ], texcoord[i], t0); sample_3d_linear(ctx, tObj, tObj->Image[level+1], texcoord[i], t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_nearest_3d(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; struct gl_texture_image *image = tObj->Image[tObj->BaseLevel]; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; (void) lambda; for (i=0;i_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: for (i = minStart; i < minEnd; i++) sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = minStart; i < minEnd; i++) sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: sample_3d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_3d_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_3d_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_3d_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_3d_texture"); return; } } if (magStart < magEnd) { /* do the magnified texels */ switch (tObj->MagFilter) { case GL_NEAREST: for (i = magStart; i < magEnd; i++) sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; case GL_LINEAR: for (i = magStart; i < magEnd; i++) sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], texcoords[i], rgba[i]); break; default: _mesa_problem(ctx, "Bad mag filter in sample_3d_texture"); return; } } } /**********************************************************************/ /* Texture Cube Map Sampling Functions */ /**********************************************************************/ /* * Choose one of six sides of a texture cube map given the texture * coord (rx,ry,rz). Return pointer to corresponding array of texture * images. */ static const struct gl_texture_image ** choose_cube_face(const struct gl_texture_object *texObj, const GLfloat texcoord[4], GLfloat newCoord[4]) { /* major axis direction target sc tc ma ---------- ------------------------------- --- --- --- +rx TEXTURE_CUBE_MAP_POSITIVE_X_EXT -rz -ry rx -rx TEXTURE_CUBE_MAP_NEGATIVE_X_EXT +rz -ry rx +ry TEXTURE_CUBE_MAP_POSITIVE_Y_EXT +rx +rz ry -ry TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT +rx -rz ry +rz TEXTURE_CUBE_MAP_POSITIVE_Z_EXT +rx -ry rz -rz TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT -rx -ry rz */ const GLfloat rx = texcoord[0]; const GLfloat ry = texcoord[1]; const GLfloat rz = texcoord[2]; const struct gl_texture_image **imgArray; const GLfloat arx = ABSF(rx), ary = ABSF(ry), arz = ABSF(rz); GLfloat sc, tc, ma; if (arx > ary && arx > arz) { if (rx >= 0.0F) { imgArray = (const struct gl_texture_image **) texObj->Image; sc = -rz; tc = -ry; ma = arx; } else { imgArray = (const struct gl_texture_image **) texObj->NegX; sc = rz; tc = -ry; ma = arx; } } else if (ary > arx && ary > arz) { if (ry >= 0.0F) { imgArray = (const struct gl_texture_image **) texObj->PosY; sc = rx; tc = rz; ma = ary; } else { imgArray = (const struct gl_texture_image **) texObj->NegY; sc = rx; tc = -rz; ma = ary; } } else { if (rz > 0.0F) { imgArray = (const struct gl_texture_image **) texObj->PosZ; sc = rx; tc = -ry; ma = arz; } else { imgArray = (const struct gl_texture_image **) texObj->NegZ; sc = -rx; tc = -ry; ma = arz; } } newCoord[0] = ( sc / ma + 1.0F ) * 0.5F; newCoord[1] = ( tc / ma + 1.0F ) * 0.5F; return imgArray; } static void sample_nearest_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; images = choose_cube_face(tObj, texcoords[i], newCoord); sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel], newCoord, rgba[i]); } } static void sample_linear_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; images = choose_cube_face(tObj, texcoords[i], newCoord); sample_2d_linear(ctx, tObj, images[tObj->BaseLevel], newCoord, rgba[i]); } } static void sample_cube_nearest_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); sample_2d_nearest(ctx, tObj, images[level], newCoord, rgba[i]); } } static void sample_cube_linear_mipmap_nearest(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_NEAREST_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); sample_2d_linear(ctx, tObj, images[level], newCoord, rgba[i]); } } static void sample_cube_nearest_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); if (level >= tObj->_MaxLevel) { sample_2d_nearest(ctx, tObj, images[tObj->_MaxLevel], newCoord, rgba[i]); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = FRAC(lambda[i]); sample_2d_nearest(ctx, tObj, images[level ], newCoord, t0); sample_2d_nearest(ctx, tObj, images[level+1], newCoord, t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_cube_linear_mipmap_linear(GLcontext *ctx, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoord[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; ASSERT(lambda != NULL); for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newCoord[4]; GLint level; COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda[i], level); images = choose_cube_face(tObj, texcoord[i], newCoord); if (level >= tObj->_MaxLevel) { sample_2d_linear(ctx, tObj, images[tObj->_MaxLevel], newCoord, rgba[i]); } else { GLchan t0[4], t1[4]; const GLfloat f = FRAC(lambda[i]); sample_2d_linear(ctx, tObj, images[level ], newCoord, t0); sample_2d_linear(ctx, tObj, images[level+1], newCoord, t1); rgba[i][RCOMP] = CHAN_CAST ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[i][GCOMP] = CHAN_CAST ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[i][BCOMP] = CHAN_CAST ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[i][ACOMP] = CHAN_CAST ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } } } static void sample_lambda_cube( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint minStart, minEnd; /* texels with minification */ GLuint magStart, magEnd; /* texels with magnification */ ASSERT(lambda != NULL); compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { /* do the minified texels */ const GLuint m = minEnd - minStart; switch (tObj->MinFilter) { case GL_NEAREST: sample_nearest_cube(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR: sample_linear_cube(ctx, texUnit, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_NEAREST: sample_cube_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_NEAREST: sample_cube_linear_mipmap_nearest(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_NEAREST_MIPMAP_LINEAR: sample_cube_nearest_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; case GL_LINEAR_MIPMAP_LINEAR: sample_cube_linear_mipmap_linear(ctx, tObj, m, texcoords + minStart, lambda + minStart, rgba + minStart); break; default: _mesa_problem(ctx, "Bad min filter in sample_lambda_cube"); } } if (magStart < magEnd) { /* do the magnified texels */ const GLuint m = magEnd - magStart; switch (tObj->MagFilter) { case GL_NEAREST: sample_nearest_cube(ctx, texUnit, tObj, m, texcoords + magStart, lambda + magStart, rgba + magStart); break; case GL_LINEAR: sample_linear_cube(ctx, texUnit, tObj, m, texcoords + magStart, lambda + magStart, rgba + magStart); break; default: _mesa_problem(ctx, "Bad mag filter in sample_lambda_cube"); } } } /**********************************************************************/ /* Texture Rectangle Sampling Functions */ /**********************************************************************/ static void sample_nearest_rect(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[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; GLuint i; (void) texUnit; (void) lambda; ASSERT(tObj->WrapS == GL_CLAMP || tObj->WrapS == GL_CLAMP_TO_EDGE || tObj->WrapS == GL_CLAMP_TO_BORDER); ASSERT(tObj->WrapT == GL_CLAMP || tObj->WrapT == GL_CLAMP_TO_EDGE || tObj->WrapT == GL_CLAMP_TO_BORDER); ASSERT(img->Format != GL_COLOR_INDEX); /* XXX move Wrap mode tests outside of loops for common cases */ for (i = 0; i < n; i++) { GLint row, col; /* NOTE: we DO NOT use [0, 1] texture coordinates! */ if (tObj->WrapS == GL_CLAMP) { col = IFLOOR( CLAMP(texcoords[i][0], 0.0F, width) ); } else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { col = IFLOOR( CLAMP(texcoords[i][0], 0.5F, width - 0.5F) ); } else { col = IFLOOR( CLAMP(texcoords[i][0], -0.5F, width + 0.5F) ); } if (tObj->WrapT == GL_CLAMP) { row = IFLOOR( CLAMP(texcoords[i][1], 0.0F, height) ); } else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { row = IFLOOR( CLAMP(texcoords[i][1], 0.5F, height - 0.5F) ); } else { row = IFLOOR( CLAMP(texcoords[i][1], -0.5F, height + 0.5F) ); } col = CLAMP(col, 0, width_minus_1); row = CLAMP(row, 0, height_minus_1); (*img->FetchTexel)(img, col, row, 0, (GLvoid *) rgba[i]); } } static void sample_linear_rect(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { const struct gl_texture_image *img = tObj->Image[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; GLuint i; (void) texUnit; (void) lambda; ASSERT(tObj->WrapS == GL_CLAMP || tObj->WrapS == GL_CLAMP_TO_EDGE || tObj->WrapS == GL_CLAMP_TO_BORDER); ASSERT(tObj->WrapT == GL_CLAMP || tObj->WrapT == GL_CLAMP_TO_EDGE || tObj->WrapT == GL_CLAMP_TO_BORDER); ASSERT(img->Format != GL_COLOR_INDEX); /* XXX lots of opportunity for optimization in this loop */ for (i = 0; i < n; i++) { GLfloat frow, fcol; GLint row0, col0, row1, col1; GLchan t00[4], t01[4], t10[4], t11[4]; GLfloat a, b, w00, w01, w10, w11; /* NOTE: we DO NOT use [0, 1] texture coordinates! */ if (tObj->WrapS == GL_CLAMP) { fcol = CLAMP(texcoords[i][0], 0.0F, width); } else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F); } else { fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F); } if (tObj->WrapT == GL_CLAMP) { frow = CLAMP(texcoords[i][1], 0.0F, height); } else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F); } else { frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F); } /* compute integer rows/columns */ col0 = IFLOOR(fcol); col1 = col0 + 1; col0 = CLAMP(col0, 0, width_minus_1); col1 = CLAMP(col1, 0, width_minus_1); row0 = IFLOOR(frow); row1 = row0 + 1; row0 = CLAMP(row0, 0, height_minus_1); row1 = CLAMP(row1, 0, height_minus_1); /* get four texel samples */ (*img->FetchTexel)(img, col0, row0, 0, (GLvoid *) t00); (*img->FetchTexel)(img, col1, row0, 0, (GLvoid *) t10); (*img->FetchTexel)(img, col0, row1, 0, (GLvoid *) t01); (*img->FetchTexel)(img, col1, row1, 0, (GLvoid *) t11); /* compute sample weights */ a = FRAC(fcol); b = FRAC(frow); w00 = (1.0F-a) * (1.0F-b); w10 = a * (1.0F-b); w01 = (1.0F-a) * b ; w11 = a * b ; /* compute weighted average of samples */ rgba[i][0] = (GLchan) (w00 * t00[0] + w10 * t10[0] + w01 * t01[0] + w11 * t11[0]); rgba[i][1] = (GLchan) (w00 * t00[1] + w10 * t10[1] + w01 * t01[1] + w11 * t11[1]); rgba[i][2] = (GLchan) (w00 * t00[2] + w10 * t10[2] + w01 * t01[2] + w11 * t11[2]); rgba[i][3] = (GLchan) (w00 * t00[3] + w10 * t10[3] + w01 * t01[3] + w11 * t11[3]); } } static void sample_lambda_rect( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { GLuint minStart, minEnd, magStart, magEnd; /* We only need lambda to decide between minification and magnification. * There is no mipmapping with rectangular textures. */ compute_min_mag_ranges(SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit], n, lambda, &minStart, &minEnd, &magStart, &magEnd); if (minStart < minEnd) { if (tObj->MinFilter == GL_NEAREST) { sample_nearest_rect( ctx, texUnit, tObj, minEnd - minStart, texcoords + minStart, NULL, rgba + minStart); } else { sample_linear_rect( ctx, texUnit, tObj, minEnd - minStart, texcoords + minStart, NULL, rgba + minStart); } } if (magStart < magEnd) { if (tObj->MagFilter == GL_NEAREST) { sample_nearest_rect( ctx, texUnit, tObj, magEnd - magStart, texcoords + magStart, NULL, rgba + magStart); } else { sample_linear_rect( ctx, texUnit, tObj, magEnd - magStart, texcoords + magStart, NULL, rgba + magStart); } } } /* * Sample a shadow/depth texture. */ static void sample_depth_texture( GLcontext *ctx, GLuint unit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan texel[][4] ) { const GLint baseLevel = tObj->BaseLevel; const struct gl_texture_image *texImage = tObj->Image[baseLevel]; const GLuint width = texImage->Width; const GLuint height = texImage->Height; GLchan ambient; GLenum function; GLchan result; (void) unit; ASSERT(tObj->Image[tObj->BaseLevel]->Format == GL_DEPTH_COMPONENT); ASSERT(tObj->Target == GL_TEXTURE_1D || tObj->Target == GL_TEXTURE_2D || tObj->Target == GL_TEXTURE_RECTANGLE_NV); UNCLAMPED_FLOAT_TO_CHAN(ambient, tObj->ShadowAmbient); /* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */ /* XXX this could be precomputed and saved in the texture object */ if (tObj->CompareFlag) { /* GL_SGIX_shadow */ if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { function = GL_LEQUAL; } else { ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX); function = GL_GEQUAL; } } else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { /* GL_ARB_shadow */ function = tObj->CompareFunc; } else { function = GL_NONE; /* pass depth through as grayscale */ } if (tObj->MagFilter == GL_NEAREST) { GLuint i; for (i = 0; i < n; i++) { GLfloat depthSample; GLint col, row; /* XXX fix for texture rectangle! */ COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapS, texcoords[i][0], width, col); COMPUTE_NEAREST_TEXEL_LOCATION(tObj->WrapT, texcoords[i][1], height, row); depthSample = *((const GLfloat *) texImage->Data + row * width + col); switch (function) { case GL_LEQUAL: result = (texcoords[i][2] <= depthSample) ? CHAN_MAX : ambient; break; case GL_GEQUAL: result = (texcoords[i][2] >= depthSample) ? CHAN_MAX : ambient; break; case GL_LESS: result = (texcoords[i][2] < depthSample) ? CHAN_MAX : ambient; break; case GL_GREATER: result = (texcoords[i][2] > depthSample) ? CHAN_MAX : ambient; break; case GL_EQUAL: result = (texcoords[i][2] == depthSample) ? CHAN_MAX : ambient; break; case GL_NOTEQUAL: result = (texcoords[i][2] != depthSample) ? CHAN_MAX : ambient; break; case GL_ALWAYS: result = CHAN_MAX; break; case GL_NEVER: result = ambient; break; case GL_NONE: CLAMPED_FLOAT_TO_CHAN(result, depthSample); break; default: _mesa_problem(ctx, "Bad compare func in sample_depth_texture"); return; } switch (tObj->DepthMode) { case GL_LUMINANCE: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = CHAN_MAX; break; case GL_INTENSITY: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = result; break; case GL_ALPHA: texel[i][RCOMP] = 0; texel[i][GCOMP] = 0; texel[i][BCOMP] = 0; texel[i][ACOMP] = result; break; default: _mesa_problem(ctx, "Bad depth texture mode"); } } } else { GLuint i; ASSERT(tObj->MagFilter == GL_LINEAR); for (i = 0; i < n; i++) { GLfloat depth00, depth01, depth10, depth11; GLint i0, i1, j0, j1; GLfloat u, v; GLuint useBorderTexel; /* XXX fix for texture rectangle! */ 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); useBorderTexel = 0; if (texImage->Border) { i0 += texImage->Border; i1 += texImage->Border; j0 += texImage->Border; j1 += texImage->Border; } else { if (i0 < 0 || i0 >= (GLint) width) useBorderTexel |= I0BIT; if (i1 < 0 || i1 >= (GLint) width) useBorderTexel |= I1BIT; if (j0 < 0 || j0 >= (GLint) height) useBorderTexel |= J0BIT; if (j1 < 0 || j1 >= (GLint) height) useBorderTexel |= J1BIT; } /* get four depth samples from the texture */ if (useBorderTexel & (I0BIT | J0BIT)) { depth00 = 1.0; } else { depth00 = *((const GLfloat *) texImage->Data + j0 * width + i0); } if (useBorderTexel & (I1BIT | J0BIT)) { depth10 = 1.0; } else { depth10 = *((const GLfloat *) texImage->Data + j0 * width + i1); } if (useBorderTexel & (I0BIT | J1BIT)) { depth01 = 1.0; } else { depth01 = *((const GLfloat *) texImage->Data + j1 * width + i0); } if (useBorderTexel & (I1BIT | J1BIT)) { depth11 = 1.0; } else { depth11 = *((const GLfloat *) texImage->Data + j1 * width + i1); } 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 w00 = (1.0F - a) * (1.0F - b); const GLfloat w10 = ( a) * (1.0F - b); const GLfloat w01 = (1.0F - a) * ( b); const GLfloat w11 = ( a) * ( b); const GLfloat depthSample = w00 * depth00 + w10 * depth10 + w01 * depth01 + w11 * depth11; if ((depthSample <= texcoords[i][2] && function == GL_LEQUAL) || (depthSample >= texcoords[i][2] && function == GL_GEQUAL)) { result = ambient; } else { result = CHAN_MAX; } } else { /* Do four depth/R comparisons and compute a weighted result. * If this touches on somebody's I.P., I'll remove this code * upon request. */ const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F; GLfloat luminance = CHAN_MAXF; switch (function) { case GL_LEQUAL: if (depth00 <= texcoords[i][2]) luminance -= d; if (depth01 <= texcoords[i][2]) luminance -= d; if (depth10 <= texcoords[i][2]) luminance -= d; if (depth11 <= texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_GEQUAL: if (depth00 >= texcoords[i][2]) luminance -= d; if (depth01 >= texcoords[i][2]) luminance -= d; if (depth10 >= texcoords[i][2]) luminance -= d; if (depth11 >= texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_LESS: if (depth00 < texcoords[i][2]) luminance -= d; if (depth01 < texcoords[i][2]) luminance -= d; if (depth10 < texcoords[i][2]) luminance -= d; if (depth11 < texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_GREATER: if (depth00 > texcoords[i][2]) luminance -= d; if (depth01 > texcoords[i][2]) luminance -= d; if (depth10 > texcoords[i][2]) luminance -= d; if (depth11 > texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_EQUAL: if (depth00 == texcoords[i][2]) luminance -= d; if (depth01 == texcoords[i][2]) luminance -= d; if (depth10 == texcoords[i][2]) luminance -= d; if (depth11 == texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_NOTEQUAL: if (depth00 != texcoords[i][2]) luminance -= d; if (depth01 != texcoords[i][2]) luminance -= d; if (depth10 != texcoords[i][2]) luminance -= d; if (depth11 != texcoords[i][2]) luminance -= d; result = (GLchan) luminance; break; case GL_ALWAYS: result = 0; break; case GL_NEVER: result = CHAN_MAX; break; case GL_NONE: /* ordinary bilinear filtering */ { const GLfloat a = FRAC(u + 1.0F); const GLfloat b = FRAC(v + 1.0F); const GLfloat w00 = (1.0F - a) * (1.0F - b); const GLfloat w10 = ( a) * (1.0F - b); const GLfloat w01 = (1.0F - a) * ( b); const GLfloat w11 = ( a) * ( b); const GLfloat depthSample = w00 * depth00 + w10 * depth10 + w01 * depth01 + w11 * depth11; CLAMPED_FLOAT_TO_CHAN(result, depthSample); } break; default: _mesa_problem(ctx, "Bad compare func in sample_depth_texture"); return; } } switch (tObj->DepthMode) { case GL_LUMINANCE: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = CHAN_MAX; break; case GL_INTENSITY: texel[i][RCOMP] = result; texel[i][GCOMP] = result; texel[i][BCOMP] = result; texel[i][ACOMP] = result; break; case GL_ALPHA: texel[i][RCOMP] = 0; texel[i][GCOMP] = 0; texel[i][BCOMP] = 0; texel[i][ACOMP] = result; break; default: _mesa_problem(ctx, "Bad depth texture mode"); } } /* for */ } /* if filter */ } #if 0 /* * Experimental depth texture sampling function. */ static void sample_depth_texture2(const GLcontext *ctx, const struct gl_texture_unit *texUnit, GLuint n, 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[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->Format != 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 = *((const GLfloat *) texImage->Data + jj * width + ii); 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. */ static void null_sample_func( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, GLfloat texcoords[][4], const GLfloat lambda[], GLchan rgba[][4]) { } /** * Setup the texture sampling function for this texture object. */ void _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *t ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (!t->Complete) { swrast->TextureSample[texUnit] = null_sample_func; } else { const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter); const GLenum format = t->Image[t->BaseLevel]->Format; if (needLambda) { /* Compute min/mag filter threshold */ if (t->MagFilter == GL_LINEAR && (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST || t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) { swrast->_MinMagThresh[texUnit] = 0.5F; } else { swrast->_MinMagThresh[texUnit] = 0.0F; } } switch (t->Target) { case GL_TEXTURE_1D: if (format == GL_DEPTH_COMPONENT) { swrast->TextureSample[texUnit] = sample_depth_texture; } else if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_1d; } else if (t->MinFilter == GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_1d; } else { ASSERT(t->MinFilter == GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_1d; } break; case GL_TEXTURE_2D: if (format == GL_DEPTH_COMPONENT) { swrast->TextureSample[texUnit] = sample_depth_texture; } else if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_2d; } else if (t->MinFilter == GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_2d; } else { GLint baseLevel = t->BaseLevel; ASSERT(t->MinFilter == GL_NEAREST); if (t->WrapS == GL_REPEAT && t->WrapT == GL_REPEAT && t->Image[baseLevel]->Border == 0 && t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) { swrast->TextureSample[texUnit] = opt_sample_rgb_2d; } else if (t->WrapS == GL_REPEAT && t->WrapT == GL_REPEAT && t->Image[baseLevel]->Border == 0 && t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) { swrast->TextureSample[texUnit] = opt_sample_rgba_2d; } else swrast->TextureSample[texUnit] = sample_nearest_2d; } break; case GL_TEXTURE_3D: if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_3d; } else if (t->MinFilter == GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_3d; } else { ASSERT(t->MinFilter == GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_3d; } break; case GL_TEXTURE_CUBE_MAP: if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_cube; } else if (t->MinFilter == GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_cube; } else { ASSERT(t->MinFilter == GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_cube; } break; case GL_TEXTURE_RECTANGLE_NV: if (needLambda) { swrast->TextureSample[texUnit] = sample_lambda_rect; } else if (t->MinFilter == GL_LINEAR) { swrast->TextureSample[texUnit] = sample_linear_rect; } else { ASSERT(t->MinFilter == GL_NEAREST); swrast->TextureSample[texUnit] = sample_nearest_rect; } break; default: _mesa_problem(ctx, "invalid target in _swrast_choose_texture_sample_func"); } } } #define PROD(A,B) ( (GLuint)(A) * ((GLuint)(B)+1) ) #define S_PROD(A,B) ( (GLint)(A) * ((GLint)(B)+1) ) /** * Do texture application for GL_ARB/EXT_texture_env_combine. * This function also supports GL_{EXT,ARB}_texture_env_dot3 and * GL_ATI_texture_env_combine3 * * \param ctx rendering context * \param textureUnit the texture unit to apply * \param n number of fragments to process (span width) * \param primary_rgba incoming fragment color array * \param texelBuffer pointer to texel colors for all texture units * * \param rgba incoming colors, which get modified here */ static INLINE void texture_combine( const GLcontext *ctx, GLuint unit, GLuint n, CONST GLchan (*primary_rgba)[4], CONST GLchan *texelBuffer, 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->CombineScaleShiftRGB; const GLuint Ashift = textureUnit->CombineScaleShiftA; #if CHAN_TYPE == GL_FLOAT const GLchan RGBmult = (GLfloat) (1 << RGBshift); const GLchan Amult = (GLfloat) (1 << Ashift); static const GLchan one[4] = { 1.0, 1.0, 1.0, 1.0 }; static const GLchan zero[4] = { 0.0, 0.0, 0.0, 0.0 }; #else const GLint half = (CHAN_MAX + 1) / 2; static const GLchan one[4] = { CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX }; static const GLchan zero[4] = { 0, 0, 0, 0 }; #endif GLuint i, j; GLuint numColorArgs; GLuint numAlphaArgs; /* GLchan ccolor[3][4]; */ DEFMNARRAY(GLchan, ccolor, 3, 3 * MAX_WIDTH, 4); /* mac 32k limitation */ CHECKARRAY(ccolor, return); /* mac 32k limitation */ ASSERT(ctx->Extensions.EXT_texture_env_combine || ctx->Extensions.ARB_texture_env_combine); ASSERT(SWRAST_CONTEXT(ctx)->_AnyTextureCombine); /* printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n", textureUnit->CombineModeRGB, textureUnit->CombineModeA, textureUnit->CombineSourceRGB[0], textureUnit->CombineSourceA[0], textureUnit->CombineSourceRGB[1], textureUnit->CombineSourceA[1]); */ /* * Do operand setup for up to 3 operands. Loop over the terms. */ switch (textureUnit->CombineModeRGB) { case GL_REPLACE: numColorArgs = 1; break; case GL_MODULATE: case GL_ADD: case GL_ADD_SIGNED: case GL_SUBTRACT: case GL_DOT3_RGB: case GL_DOT3_RGBA: case GL_DOT3_RGB_EXT: case GL_DOT3_RGBA_EXT: numColorArgs = 2; break; case GL_INTERPOLATE: case GL_MODULATE_ADD_ATI: case GL_MODULATE_SIGNED_ADD_ATI: case GL_MODULATE_SUBTRACT_ATI: numColorArgs = 3; break; default: numColorArgs = 0; ASSERT(0); break; } switch (textureUnit->CombineModeA) { case GL_REPLACE: numAlphaArgs = 1; break; case GL_MODULATE: case GL_ADD: case GL_ADD_SIGNED: case GL_SUBTRACT: numAlphaArgs = 2; break; case GL_INTERPOLATE: case GL_MODULATE_ADD_ATI: case GL_MODULATE_SIGNED_ADD_ATI: case GL_MODULATE_SUBTRACT_ATI: numAlphaArgs = 3; break; default: numAlphaArgs = 0; ASSERT(0); break; } for (j = 0; j < numColorArgs; j++) { const GLenum srcRGB = textureUnit->CombineSourceRGB[j]; switch (srcRGB) { case GL_TEXTURE: argRGB[j] = (const GLchan (*)[4]) (texelBuffer + unit * (n * 4 * sizeof(GLchan))); break; case GL_PRIMARY_COLOR: argRGB[j] = primary_rgba; break; case GL_PREVIOUS: argRGB[j] = (const GLchan (*)[4]) rgba; break; case GL_CONSTANT: { GLchan (*c)[4] = ccolor[j]; GLchan red, green, blue, alpha; UNCLAMPED_FLOAT_TO_CHAN(red, textureUnit->EnvColor[0]); UNCLAMPED_FLOAT_TO_CHAN(green, textureUnit->EnvColor[1]); UNCLAMPED_FLOAT_TO_CHAN(blue, textureUnit->EnvColor[2]); UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]); for (i = 0; i < n; i++) { c[i][RCOMP] = red; c[i][GCOMP] = green; c[i][BCOMP] = blue; c[i][ACOMP] = alpha; } argRGB[j] = (const GLchan (*)[4]) ccolor[j]; } break; /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. */ case GL_ZERO: argRGB[j] = & zero; break; case GL_ONE: argRGB[j] = & one; break; default: /* ARB_texture_env_crossbar source */ { const GLuint srcUnit = srcRGB - GL_TEXTURE0; ASSERT(srcUnit < ctx->Const.MaxTextureUnits); if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) return; argRGB[j] = (const GLchan (*)[4]) (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan))); } } if (textureUnit->CombineOperandRGB[j] != GL_SRC_COLOR) { const GLchan (*src)[4] = argRGB[j]; GLchan (*dst)[4] = ccolor[j]; /* point to new arg[j] storage */ argRGB[j] = (const GLchan (*)[4]) ccolor[j]; if (textureUnit->CombineOperandRGB[j] == GL_ONE_MINUS_SRC_COLOR) { for (i = 0; i < n; i++) { dst[i][RCOMP] = CHAN_MAX - src[i][RCOMP]; dst[i][GCOMP] = CHAN_MAX - src[i][GCOMP]; dst[i][BCOMP] = CHAN_MAX - src[i][BCOMP]; } } else if (textureUnit->CombineOperandRGB[j] == GL_SRC_ALPHA) { for (i = 0; i < n; i++) { dst[i][RCOMP] = src[i][ACOMP]; dst[i][GCOMP] = src[i][ACOMP]; dst[i][BCOMP] = src[i][ACOMP]; } } else { ASSERT(textureUnit->CombineOperandRGB[j] ==GL_ONE_MINUS_SRC_ALPHA); for (i = 0; i < n; i++) { dst[i][RCOMP] = CHAN_MAX - src[i][ACOMP]; dst[i][GCOMP] = CHAN_MAX - src[i][ACOMP]; dst[i][BCOMP] = CHAN_MAX - src[i][ACOMP]; } } } } for (j = 0; j < numAlphaArgs; j++) { const GLenum srcA = textureUnit->CombineSourceA[j]; switch (srcA) { case GL_TEXTURE: argA[j] = (const GLchan (*)[4]) (texelBuffer + unit * (n * 4 * sizeof(GLchan))); break; case GL_PRIMARY_COLOR: argA[j] = primary_rgba; break; case GL_PREVIOUS: argA[j] = (const GLchan (*)[4]) rgba; break; case GL_CONSTANT: { GLchan alpha, (*c)[4] = ccolor[j]; UNCLAMPED_FLOAT_TO_CHAN(alpha, textureUnit->EnvColor[3]); for (i = 0; i < n; i++) c[i][ACOMP] = alpha; argA[j] = (const GLchan (*)[4]) ccolor[j]; } break; /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources. */ case GL_ZERO: argA[j] = & zero; break; case GL_ONE: argA[j] = & one; break; default: /* ARB_texture_env_crossbar source */ { const GLuint srcUnit = srcA - GL_TEXTURE0; ASSERT(srcUnit < ctx->Const.MaxTextureUnits); if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled) return; argA[j] = (const GLchan (*)[4]) (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan))); } } if (textureUnit->CombineOperandA[j] == GL_ONE_MINUS_SRC_ALPHA) { const GLchan (*src)[4] = argA[j]; GLchan (*dst)[4] = ccolor[j]; argA[j] = (const GLchan (*)[4]) ccolor[j]; for (i = 0; i < n; i++) { dst[i][ACOMP] = CHAN_MAX - src[i][ACOMP]; } } } /* * Do the texture combine. */ switch (textureUnit->CombineModeRGB) { case GL_REPLACE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; if (RGBshift) { for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = arg0[i][RCOMP] * RGBmult; rgba[i][GCOMP] = arg0[i][GCOMP] * RGBmult; rgba[i][BCOMP] = arg0[i][BCOMP] * RGBmult; #else GLuint r = (GLuint) arg0[i][RCOMP] << RGBshift; GLuint g = (GLuint) arg0[i][GCOMP] << RGBshift; GLuint b = (GLuint) arg0[i][BCOMP] << RGBshift; rgba[i][RCOMP] = MIN2(r, CHAN_MAX); rgba[i][GCOMP] = MIN2(g, CHAN_MAX); rgba[i][BCOMP] = MIN2(b, CHAN_MAX); #endif } } else { for (i = 0; i < n; i++) { rgba[i][RCOMP] = arg0[i][RCOMP]; rgba[i][GCOMP] = arg0[i][GCOMP]; rgba[i][BCOMP] = arg0[i][BCOMP]; } } } break; case GL_MODULATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * RGBmult; rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * RGBmult; rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * RGBmult; #else GLuint r = PROD(arg0[i][RCOMP], arg1[i][RCOMP]) >> shift; GLuint g = PROD(arg0[i][GCOMP], arg1[i][GCOMP]) >> shift; GLuint b = PROD(arg0[i][BCOMP], arg1[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 } } break; case GL_ADD: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * RGBmult; #else GLint r = ((GLint) arg0[i][RCOMP] + (GLint) arg1[i][RCOMP]) << RGBshift; GLint g = ((GLint) arg0[i][GCOMP] + (GLint) arg1[i][GCOMP]) << RGBshift; GLint b = ((GLint) arg0[i][BCOMP] + (GLint) arg1[i][BCOMP]) << RGBshift; 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 } } break; case GL_ADD_SIGNED: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5) * RGBmult; 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; r = (r < 0) ? 0 : r << RGBshift; g = (g < 0) ? 0 : g << RGBshift; b = (b < 0) ? 0 : b << RGBshift; 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 } } break; case GL_INTERPOLATE: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] + arg1[i][RCOMP] * (CHAN_MAXF - arg2[i][RCOMP])) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] + arg1[i][GCOMP] * (CHAN_MAXF - arg2[i][GCOMP])) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + arg1[i][BCOMP] * (CHAN_MAXF - arg2[i][BCOMP])) * RGBmult; #else GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + PROD(arg1[i][RCOMP], CHAN_MAX - arg2[i][RCOMP])) >> shift; GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + PROD(arg1[i][GCOMP], CHAN_MAX - arg2[i][GCOMP])) >> shift; GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + PROD(arg1[i][BCOMP], CHAN_MAX - arg2[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 } } break; case GL_SUBTRACT: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * RGBmult; #else GLint r = ((GLint) arg0[i][RCOMP] - (GLint) arg1[i][RCOMP]) << RGBshift; GLint g = ((GLint) arg0[i][GCOMP] - (GLint) arg1[i][GCOMP]) << RGBshift; GLint b = ((GLint) arg0[i][BCOMP] - (GLint) arg1[i][BCOMP]) << 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 } } break; case GL_DOT3_RGB_EXT: case GL_DOT3_RGBA_EXT: { /* Do not scale the result by 1 2 or 4 */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) + (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) + (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F)) * 4.0F; dot = CLAMP(dot, 0.0F, CHAN_MAXF); #else GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half, (GLint)arg1[i][RCOMP] - half) + S_PROD((GLint)arg0[i][GCOMP] - half, (GLint)arg1[i][GCOMP] - half) + S_PROD((GLint)arg0[i][BCOMP] - half, (GLint)arg1[i][BCOMP] - half)) >> 6; dot = CLAMP(dot, 0, CHAN_MAX); #endif rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot; } } break; case GL_DOT3_RGB: case GL_DOT3_RGBA: { /* DO scale the result by 1 2 or 4 */ const GLchan (*arg0)[4] = (const GLchan (*)[4]) argRGB[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argRGB[1]; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT GLchan dot = ((arg0[i][RCOMP]-0.5F) * (arg1[i][RCOMP]-0.5F) + (arg0[i][GCOMP]-0.5F) * (arg1[i][GCOMP]-0.5F) + (arg0[i][BCOMP]-0.5F) * (arg1[i][BCOMP]-0.5F)) * 4.0F * RGBmult; dot = CLAMP(dot, 0.0, CHAN_MAXF); #else GLint dot = (S_PROD((GLint)arg0[i][RCOMP] - half, (GLint)arg1[i][RCOMP] - half) + S_PROD((GLint)arg0[i][GCOMP] - half, (GLint)arg1[i][GCOMP] - half) + S_PROD((GLint)arg0[i][BCOMP] - half, (GLint)arg1[i][BCOMP] - half)) >> 6; dot <<= RGBshift; dot = CLAMP(dot, 0, CHAN_MAX); #endif rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = (GLchan) dot; } } break; case GL_MODULATE_ADD_ATI: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP]) * RGBmult; #else GLuint r = (PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + ((GLuint) arg1[i][RCOMP] << CHAN_BITS)) >> shift; GLuint g = (PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + ((GLuint) arg1[i][GCOMP] << CHAN_BITS)) >> shift; GLuint b = (PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + ((GLuint) arg1[i][BCOMP] << CHAN_BITS)) >> 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 } } break; case GL_MODULATE_SIGNED_ADD_ATI: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) + arg1[i][RCOMP] - 0.5) * RGBmult; rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) + arg1[i][GCOMP] - 0.5) * RGBmult; rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + arg1[i][BCOMP] - 0.5) * RGBmult; #else GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP]) + (((GLint) arg1[i][RCOMP] - half) << CHAN_BITS)) >> shift; GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP]) + (((GLint) arg1[i][GCOMP] - half) << CHAN_BITS)) >> shift; GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP]) + (((GLint) arg1[i][BCOMP] - half) << CHAN_BITS)) >> shift; 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 } } break; case GL_MODULATE_SUBTRACT_ATI: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - RGBshift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) - arg1[i][RCOMP]) * RGBmult; rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) - arg1[i][GCOMP]) * RGBmult; rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - arg1[i][BCOMP]) * RGBmult; #else GLint r = (S_PROD(arg0[i][RCOMP], arg2[i][RCOMP]) - ((GLint) arg1[i][RCOMP] << CHAN_BITS)) >> shift; GLint g = (S_PROD(arg0[i][GCOMP], arg2[i][GCOMP]) - ((GLint) arg1[i][GCOMP] << CHAN_BITS)) >> shift; GLint b = (S_PROD(arg0[i][BCOMP], arg2[i][BCOMP]) - ((GLint) arg1[i][BCOMP] << CHAN_BITS)) >> shift; 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 } } break; default: _mesa_problem(ctx, "invalid combine mode"); } switch (textureUnit->CombineModeA) { case GL_REPLACE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; if (Ashift) { for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT GLchan a = arg0[i][ACOMP] * Amult; #else GLuint a = (GLuint) arg0[i][ACOMP] << Ashift; #endif rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); } } else { for (i = 0; i < n; i++) { rgba[i][ACOMP] = arg0[i][ACOMP]; } } } break; case GL_MODULATE: { const GLchan (*arg0)[4] = (const GLchan (*)[4]) argA[0]; const GLchan (*arg1)[4] = (const GLchan (*)[4]) argA[1]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * Amult; #else GLuint a = (PROD(arg0[i][ACOMP], arg1[i][ACOMP]) >> shift); rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_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; #else GLint a = ((GLint) arg0[i][ACOMP] + arg1[i][ACOMP]) << Ashift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_ADD_SIGNED: { 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] - 0.5F) * Amult; #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); #endif } } break; case GL_INTERPOLATE: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i=0; i> shift; rgba[i][ACOMP] = (GLchan) MIN2(a, CHAN_MAX); #endif } } break; case GL_SUBTRACT: { 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; #else GLint a = ((GLint) arg0[i][ACOMP] - (GLint) arg1[i][ACOMP]) << Ashift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_ADD_ATI: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP]) * Amult; #else GLuint a = (PROD(arg0[i][ACOMP], arg2[i][ACOMP]) + ((GLuint) arg1[i][ACOMP] << CHAN_BITS)) >> shift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_SIGNED_ADD_ATI: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) + arg1[i][ACOMP] - 0.5F) * Amult; #else GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP]) + (((GLint) arg1[i][ACOMP] - half) << CHAN_BITS)) >> shift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; case GL_MODULATE_SUBTRACT_ATI: { 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]; #if CHAN_TYPE != GL_FLOAT const GLint shift = CHAN_BITS - Ashift; #endif for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) - arg1[i][ACOMP]) * Amult; #else GLint a = (S_PROD(arg0[i][ACOMP], arg2[i][ACOMP]) - ((GLint) arg1[i][ACOMP] << CHAN_BITS)) >> shift; rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX); #endif } } break; default: _mesa_problem(ctx, "invalid combine mode"); } /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining. * This is kind of a kludge. It would have been better if the spec * were written such that the GL_COMBINE_ALPHA value could be set to * GL_DOT3. */ if (textureUnit->CombineModeRGB == GL_DOT3_RGBA_EXT || textureUnit->CombineModeRGB == GL_DOT3_RGBA) { for (i = 0; i < n; i++) { rgba[i][ACOMP] = rgba[i][RCOMP]; } } UNDEFARRAY(ccolor); /* mac 32k limitation */ } #undef PROD /** * Implement NVIDIA's GL_NV_texture_env_combine4 extension when * texUnit->EnvMode == GL_COMBINE4_NV. */ static INLINE void texture_combine4( const GLcontext *ctx, GLuint unit, GLuint n, CONST GLchan (*primary_rgba)[4], CONST GLchan *texelBuffer, GLchan (*rgba)[4] ) { } /** * 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 * format - base internal texture format * n - number of fragments * primary_rgba - primary colors (may alias rgba for single texture) * texels - array of texel colors * InOut: rgba - incoming fragment colors modified by texel colors * according to the texture environment mode. */ static void texture_apply( const GLcontext *ctx, const struct gl_texture_unit *texUnit, GLuint n, CONST GLchan primary_rgba[][4], CONST GLchan texel[][4], GLchan rgba[][4] ) { GLint baseLevel; GLuint i; GLint Rc, Gc, Bc, Ac; GLenum format; ASSERT(texUnit); ASSERT(texUnit->_Current); baseLevel = texUnit->_Current->BaseLevel; ASSERT(texUnit->_Current->Image[baseLevel]); format = texUnit->_Current->Image[baseLevel]->Format; if (format == GL_COLOR_INDEX || format == GL_DEPTH_COMPONENT || format == GL_YCBCR_MESA) { format = GL_RGBA; /* a bit of a hack */ } switch (texUnit->EnvMode) { case GL_REPLACE: switch (format) { case GL_ALPHA: for (i=0;iEnvColor[0] * CHAN_MAXF); Gc = (GLint) (texUnit->EnvColor[1] * CHAN_MAXF); Bc = (GLint) (texUnit->EnvColor[2] * CHAN_MAXF); Ac = (GLint) (texUnit->EnvColor[3] * CHAN_MAXF); switch (format) { case GL_ALPHA: for (i=0;iend < MAX_WIDTH); ASSERT(span->arrayMask & SPAN_TEXTURE); /* * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR) */ if (swrast->_AnyTextureCombine) MEMCPY(primary_rgba, span->array->rgba, 4 * span->end * sizeof(GLchan)); /* * Must do all texture sampling before combining in order to * accomodate GL_ARB_texture_env_crossbar. */ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { if (ctx->Texture.Unit[unit]._ReallyEnabled) { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; const struct gl_texture_object *curObj = texUnit->_Current; GLfloat *lambda = span->array->lambda[unit]; GLchan (*texels)[4] = (GLchan (*)[4]) (swrast->TexelBuffer + unit * (span->end * 4 * sizeof(GLchan))); /* adjust texture lod (lambda) */ if (span->arrayMask | SPAN_LAMBDA) { if (texUnit->LodBias != 0.0F) { /* apply LOD bias, but don't clamp yet */ GLuint i; for (i = 0; i < span->end; i++) { lambda[i] += texUnit->LodBias; } } if (curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) { /* apply LOD clamping to lambda */ const GLfloat min = curObj->MinLod; const GLfloat max = curObj->MaxLod; GLuint i; for (i = 0; i < span->end; i++) { GLfloat l = lambda[i]; lambda[i] = CLAMP(l, min, max); } } } /* Sample the texture (span->end fragments) */ swrast->TextureSample[unit]( ctx, unit, texUnit->_Current, span->end, span->array->texcoords[unit], lambda, texels ); } } /* * OK, now apply the texture (aka texture combine/blend). * We modify the span->color.rgba values. */ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { if (ctx->Texture.Unit[unit]._ReallyEnabled) { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; if (texUnit->EnvMode == GL_COMBINE) { /* GL_ARB/EXT_texture_env_combine */ texture_combine( ctx, unit, span->end, (CONST GLchan (*)[4]) primary_rgba, swrast->TexelBuffer, span->array->rgba ); } else if (texUnit->EnvMode == GL_COMBINE4_NV) { /* GL_NV_texture_env_combine4 */ texture_combine4( ctx, unit, span->end, (CONST GLchan (*)[4]) primary_rgba, swrast->TexelBuffer, span->array->rgba ); } else { /* conventional texture blend */ 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 ); } } } }