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Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c249
1 files changed, 138 insertions, 111 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 44738acdad..97a8447c30 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.61 2002/04/19 00:38:27 brianp Exp $ */
+/* $Id: s_texture.c,v 1.62 2002/05/02 00:59:20 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -2394,6 +2394,9 @@ sample_depth_texture2(const GLcontext *ctx,
#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,
@@ -2404,12 +2407,7 @@ null_sample_func( GLcontext *ctx, GLuint texUnit,
-/**********************************************************************/
-/* Texture Sampling Setup */
-/**********************************************************************/
-
-
-/*
+/**
* Setup the texture sampling function for this texture object.
*/
void
@@ -2516,17 +2514,27 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
#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.
+ * Input:
+ * ctx - rendering context
+ * textureUnit - the texture unit to apply
+ * n - number of fragments to process (span width)
+ * primary_rgba - incoming fragment color array
+ * texelBuffer - pointer to texel colors for all texture units
+ * Input/Output:
+ * rgba - incoming colors, which get modified here
+ */
static INLINE void
-texture_combine(const GLcontext *ctx,
- const struct gl_texture_unit *textureUnit,
- GLuint n,
- CONST GLchan (*primary_rgba)[4],
- CONST GLchan (*texel)[4],
- GLchan (*rgba)[4])
+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];
- GLuint i, j;
const GLuint RGBshift = textureUnit->CombineScaleShiftRGB;
const GLuint Ashift = textureUnit->CombineScaleShiftA;
#if CHAN_TYPE == GL_FLOAT
@@ -2535,12 +2543,16 @@ texture_combine(const GLcontext *ctx,
#else
const GLint half = (CHAN_MAX + 1) / 2;
#endif
+ GLuint i, j;
+ /* 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",
@@ -2556,9 +2568,13 @@ texture_combine(const GLcontext *ctx,
* Do operand setup for up to 3 operands. Loop over the terms.
*/
for (j = 0; j < 3; j++) {
- switch (textureUnit->CombineSourceA[j]) {
+ const GLenum srcA = textureUnit->CombineSourceA[j];
+ const GLenum srcRGB = textureUnit->CombineSourceRGB[j];
+
+ switch (srcA) {
case GL_TEXTURE:
- argA[j] = texel;
+ argA[j] = (const GLchan (*)[4])
+ (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
break;
case GL_PRIMARY_COLOR_EXT:
argA[j] = primary_rgba;
@@ -2576,12 +2592,21 @@ texture_combine(const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "invalid combine source");
+ /* ARB_texture_env_crossbar source */
+ {
+ const GLuint srcUnit = srcA - GL_TEXTURE0_ARB;
+ ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ return;
+ argA[j] = (const GLchan (*)[4])
+ (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
+ }
}
- switch (textureUnit->CombineSourceRGB[j]) {
+ switch (srcRGB) {
case GL_TEXTURE:
- argRGB[j] = texel;
+ argRGB[j] = (const GLchan (*)[4])
+ (texelBuffer + unit * (n * 4 * sizeof(GLchan)));
break;
case GL_PRIMARY_COLOR_EXT:
argRGB[j] = primary_rgba;
@@ -2607,7 +2632,16 @@ texture_combine(const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "invalid combine source");
+ /* ARB_texture_env_crossbar source */
+ {
+ const GLuint srcUnit = srcRGB - GL_TEXTURE0_ARB;
+ ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
+ if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
+ return;
+ argRGB[j] = (const GLchan (*)[4])
+ (texelBuffer + srcUnit * (n * 4 * sizeof(GLchan)));
+ printf("unit %d from unit %d\n", unit, srcUnit);
+ }
}
if (textureUnit->CombineOperandRGB[j] != GL_SRC_COLOR) {
@@ -2991,14 +3025,23 @@ texture_combine(const GLcontext *ctx,
#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] )
+{
+}
-/**********************************************************************/
-/* Texture Application */
-/**********************************************************************/
-/*
- * Combine incoming fragment color with texel color to produce output color.
+/**
+ * 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
@@ -3008,7 +3051,7 @@ texture_combine(const GLcontext *ctx,
* according to the texture environment mode.
*/
static void
-apply_texture( const GLcontext *ctx,
+texture_apply( const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
GLuint n,
CONST GLchan primary_rgba[][4], CONST GLchan texel[][4],
@@ -3087,7 +3130,7 @@ apply_texture( const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_REPLACE) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_REPLACE) in texture_apply");
return;
}
break;
@@ -3153,7 +3196,7 @@ apply_texture( const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_MODULATE) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_MODULATE) in texture_apply");
return;
}
break;
@@ -3186,7 +3229,7 @@ apply_texture( const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_DECAL) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_DECAL) in texture_apply");
return;
}
break;
@@ -3256,7 +3299,7 @@ apply_texture( const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_BLEND) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_BLEND) in texture_apply");
return;
}
break;
@@ -3333,63 +3376,57 @@ apply_texture( const GLcontext *ctx,
}
break;
default:
- _mesa_problem(ctx, "Bad format (GL_ADD) in apply_texture");
+ _mesa_problem(ctx, "Bad format (GL_ADD) in texture_apply");
return;
}
break;
- case GL_COMBINE_EXT:
- texture_combine(ctx, texUnit, n, primary_rgba, texel, rgba);
- break;
-
default:
- _mesa_problem(ctx, "Bad env mode in apply_texture");
+ _mesa_problem(ctx, "Bad env mode in texture_apply");
return;
}
}
-/*
- * Apply a unit of texture mapping to the incoming fragments.
+/**
+ * Apply texture mapping to a span of fragments.
*/
void
-_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit,
- struct sw_span *span,
- CONST GLchan primary_rgba[][4])
+_swrast_texture_span( GLcontext *ctx, struct sw_span *span )
{
- const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
- GLfloat (*texcoords)[4] = span->texcoords[texUnit];
- GLfloat *lambda = span->lambda[texUnit];
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLchan primary_rgba[MAX_WIDTH][4];
+ GLuint unit;
+ ASSERT(span->end < MAX_WIDTH);
+ ASSERT(span->arrayMask & SPAN_TEXTURE);
- if (ctx->Texture._ReallyEnabled & mask) {
- const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
+ /*
+ * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
+ */
+ if (swrast->_AnyTextureCombine)
+ MEMCPY(primary_rgba, span->color.rgba, 4 * span->end * sizeof(GLchan));
- ASSERT(span->arrayMask & SPAN_TEXTURE);
-
- if (textureUnit->_Current) { /* XXX need this? */
- const struct gl_texture_object *curObj = textureUnit->_Current;
- GLchan texel[MAX_WIDTH][4];
-
+ /*
+ * 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->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 0
- float min, max;
- int i;
- min = max = lambda[0];
- for (i = 1; i < span->end; i++) {
- if (lambda[i] > max)
- max = lambda[i];
- if (lambda[i] < min)
- min = lambda[i];
- }
- printf("min/max %g / %g\n", min, max);
-#endif
- if (textureUnit->LodBias != 0.0F) {
+ if (texUnit->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
GLuint i;
- for (i=0;i<span->end;i++) {
- lambda[i] += textureUnit->LodBias;
+ for (i = 0; i < span->end; i++) {
+ lambda[i] += texUnit->LodBias;
}
}
@@ -3398,60 +3435,50 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit,
const GLfloat min = curObj->MinLod;
const GLfloat max = curObj->MaxLod;
GLuint i;
- for (i=0;i<span->end;i++) {
+ for (i = 0; i < span->end; i++) {
GLfloat l = lambda[i];
lambda[i] = CLAMP(l, min, max);
}
}
}
- /* Sample the texture for n fragments */
- SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
- textureUnit->_Current,
- span->end, texcoords,
- lambda, texel );
-
- apply_texture( ctx, textureUnit, span->end, primary_rgba,
- (const GLchan (*)[4]) texel, span->color.rgba );
+ /* Sample the texture (span->end fragments) */
+ swrast->TextureSample[unit]( ctx, unit, texUnit->_Current,
+ span->end, span->texcoords[unit],
+ lambda, texels );
}
}
-}
-
-/*
- * Apply multiple texture stages (or just unit 0) to the span.
- * At some point in the future we'll probably modify this so that
- * texels from any texture unit are available in any combiner unit.
- * That'll require doing all the texture sampling first, and then
- * all the application (blending) afterward.
- */
-void
-_swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span )
-{
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- /* multitexture */
- GLchan primary_rgba[MAX_WIDTH][4];
- GLuint unit;
-
- ASSERT(span->end < MAX_WIDTH);
- ASSERT(span->arrayMask & SPAN_TEXTURE);
-
- /* save copy of the span colors (the GL_PRIMARY_COLOR) */
- MEMCPY(primary_rgba, span->color.rgba, 4 * span->end * sizeof(GLchan));
-
- /* loop over texture units, modifying the span->color.rgba values */
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- _swrast_texture_fragments( ctx, unit, span,
- (CONST GLchan (*)[4]) primary_rgba);
+ /*
+ * 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_EXT) {
+ /* GL_ARB/EXT_texture_env_combine */
+ texture_combine( ctx, unit, span->end,
+ (CONST GLchan (*)[4]) primary_rgba,
+ swrast->TexelBuffer,
+ span->color.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->color.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->color.rgba );
}
}
}
- else {
- /* Just unit 0 enabled */
- ASSERT(ctx->Texture._ReallyEnabled & TEXTURE0_ANY);
-
- _swrast_texture_fragments( ctx, 0, span,
- (CONST GLchan (*)[4]) span->color.rgba);
- }
}