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Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c163
1 files changed, 72 insertions, 91 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 3b7960bf80..c255545217 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -52,10 +52,10 @@ _swrast_culltriangle( GLcontext *ctx,
const SWvertex *v1,
const SWvertex *v2 )
{
- GLfloat ex = v1->win[0] - v0->win[0];
- GLfloat ey = v1->win[1] - v0->win[1];
- GLfloat fx = v2->win[0] - v0->win[0];
- GLfloat fy = v2->win[1] - v0->win[1];
+ GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+ GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
+ GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
GLfloat c = ex*fy-ey*fx;
if (c * SWRAST_CONTEXT(ctx)->_BackfaceSign > 0)
@@ -67,26 +67,11 @@ _swrast_culltriangle( GLcontext *ctx,
/*
- * Render a flat-shaded color index triangle.
+ * Render a smooth or flat-shaded color index triangle.
*/
-#define NAME flat_ci_triangle
+#define NAME ci_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
-#define SETUP_CODE \
- span.interpMask |= SPAN_INDEX; \
- span.index = FloatToFixed(v2->index);\
- span.indexStep = 0;
-#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
-#include "s_tritemp.h"
-
-
-
-/*
- * Render a smooth-shaded color index triangle.
- */
-#define NAME smooth_ci_triangle
-#define INTERP_Z 1
-#define INTERP_FOG 1
+#define INTERP_ATTRIBS 1 /* just for fog */
#define INTERP_INDEX 1
#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
#include "s_tritemp.h"
@@ -98,7 +83,6 @@ _swrast_culltriangle( GLcontext *ctx,
*/
#define NAME flat_rgba_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
#define SETUP_CODE \
ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
@@ -121,7 +105,6 @@ _swrast_culltriangle( GLcontext *ctx,
*/
#define NAME smooth_rgba_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define SETUP_CODE \
@@ -139,7 +122,7 @@ _swrast_culltriangle( GLcontext *ctx,
* Render an RGB, GL_DECAL, textured triangle.
* Interpolate S,T only w/out mipmapping or perspective correction.
*
- * No fog.
+ * No fog. No depth testing.
*/
#define NAME simple_textured_triangle
#define INTERP_INT_TEX 1
@@ -243,7 +226,6 @@ _swrast_culltriangle( GLcontext *ctx,
#include "s_tritemp.h"
-
#if CHAN_TYPE != GL_FLOAT
struct affine_info
@@ -526,7 +508,6 @@ affine_span(GLcontext *ctx, SWspan *span,
*/
#define NAME affine_textured_triangle
#define INTERP_Z 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_INT_TEX 1
@@ -799,11 +780,9 @@ fast_persp_span(GLcontext *ctx, SWspan *span,
*/
#define NAME persp_textured_triangle
#define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
#define SETUP_CODE \
struct persp_info info; \
@@ -858,23 +837,18 @@ fast_persp_span(GLcontext *ctx, SWspan *span,
#include "s_tritemp.h"
+#endif /*CHAN_TYPE != GL_FLOAT*/
-#endif /* CHAN_BITS != GL_FLOAT */
-
-
/*
- * Render a smooth-shaded, textured, RGBA triangle.
+ * Render an RGBA triangle with arbitrary attributes.
*/
-#define NAME general_textured_triangle
+#define NAME general_triangle
#define INTERP_Z 1
-#define INTERP_W 1
-#define INTERP_FOG 1
#define INTERP_RGB 1
-#define INTERP_SPEC 1
#define INTERP_ALPHA 1
-#define INTERP_TEX 1
+#define INTERP_ATTRIBS 1
#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
#include "s_tritemp.h"
@@ -939,51 +913,47 @@ nodraw_triangle( GLcontext *ctx,
* draw the triangle, then restore the original primary color.
* Inefficient, but seldom needed.
*/
-void _swrast_add_spec_terms_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+void
+_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
{
SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
SWvertex *ncv1 = (SWvertex *)v1;
SWvertex *ncv2 = (SWvertex *)v2;
-#if CHAN_TYPE == GL_FLOAT
GLfloat rSum, gSum, bSum;
-#else
- GLint rSum, gSum, bSum;
-#endif
- GLchan c[3][4];
+ GLchan cSave[3][4];
+
/* save original colors */
- COPY_CHAN4( c[0], ncv0->color );
- COPY_CHAN4( c[1], ncv1->color );
- COPY_CHAN4( c[2], ncv2->color );
+ COPY_CHAN4( cSave[0], ncv0->color );
+ COPY_CHAN4( cSave[1], ncv1->color );
+ COPY_CHAN4( cSave[2], ncv2->color );
/* sum v0 */
- rSum = ncv0->color[0] + ncv0->specular[0];
- gSum = ncv0->color[1] + ncv0->specular[1];
- bSum = ncv0->color[2] + ncv0->specular[2];
- ncv0->color[0] = MIN2(rSum, CHAN_MAX);
- ncv0->color[1] = MIN2(gSum, CHAN_MAX);
- ncv0->color[2] = MIN2(bSum, CHAN_MAX);
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
/* sum v1 */
- rSum = ncv1->color[0] + ncv1->specular[0];
- gSum = ncv1->color[1] + ncv1->specular[1];
- bSum = ncv1->color[2] + ncv1->specular[2];
- ncv1->color[0] = MIN2(rSum, CHAN_MAX);
- ncv1->color[1] = MIN2(gSum, CHAN_MAX);
- ncv1->color[2] = MIN2(bSum, CHAN_MAX);
+ rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
/* sum v2 */
- rSum = ncv2->color[0] + ncv2->specular[0];
- gSum = ncv2->color[1] + ncv2->specular[1];
- bSum = ncv2->color[2] + ncv2->specular[2];
- ncv2->color[0] = MIN2(rSum, CHAN_MAX);
- ncv2->color[1] = MIN2(gSum, CHAN_MAX);
- ncv2->color[2] = MIN2(bSum, CHAN_MAX);
+ rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
+ UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
/* draw */
SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
/* restore original colors */
- COPY_CHAN4( ncv0->color, c[0] );
- COPY_CHAN4( ncv1->color, c[1] );
- COPY_CHAN4( ncv2->color, c[2] );
+ COPY_CHAN4( ncv0->color, cSave[0] );
+ COPY_CHAN4( ncv1->color, cSave[1] );
+ COPY_CHAN4( ncv2->color, cSave[2] );
}
@@ -1054,9 +1024,20 @@ _swrast_choose_triangle( GLcontext *ctx )
}
}
+ if (!rgbmode) {
+ USE(ci_triangle);
+ return;
+ }
+
+ /*
+ * XXX should examine swrast->_ActiveAttribMask to determine what
+ * needs to be interpolated.
+ */
if (ctx->Texture._EnabledCoordUnits ||
ctx->FragmentProgram._Current ||
- ctx->ATIFragmentShader._Enabled) {
+ ctx->ATIFragmentShader._Enabled ||
+ NEED_SECONDARY_COLOR(ctx) ||
+ swrast->_FogEnabled) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
const struct gl_texture_object *texObj2D;
const struct gl_texture_image *texImg;
@@ -1082,6 +1063,7 @@ _swrast_choose_triangle( GLcontext *ctx )
&& (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
&& minFilter == magFilter
&& ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
+ && !swrast->_FogEnabled
&& ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
if (minFilter == GL_NEAREST
@@ -1101,16 +1083,16 @@ _swrast_choose_triangle( GLcontext *ctx )
}
}
else {
-#if (CHAN_BITS == 16 || CHAN_BITS == 32)
- USE(general_textured_triangle);
+#if CHAN_BITS != 8
+ USE(general_triangle);
#else
USE(affine_textured_triangle);
#endif
}
}
else {
-#if (CHAN_BITS == 16 || CHAN_BITS == 32)
- USE(general_textured_triangle);
+#if CHAN_BITS != 8
+ USE(general_triangle);
#else
USE(persp_textured_triangle);
#endif
@@ -1118,28 +1100,27 @@ _swrast_choose_triangle( GLcontext *ctx )
}
else {
/* general case textured triangles */
- USE(general_textured_triangle);
+ USE(general_triangle);
}
}
else {
- ASSERT(!ctx->Texture._EnabledCoordUnits);
+ ASSERT(!swrast->_FogEnabled);
+ ASSERT(!NEED_SECONDARY_COLOR(ctx));
if (ctx->Light.ShadeModel==GL_SMOOTH) {
/* smooth shaded, no texturing, stippled or some raster ops */
- if (rgbmode) {
- USE(smooth_rgba_triangle);
- }
- else {
- USE(smooth_ci_triangle);
- }
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(smooth_rgba_triangle);
+#endif
}
else {
/* flat shaded, no texturing, stippled or some raster ops */
- if (rgbmode) {
- USE(flat_rgba_triangle);
- }
- else {
- USE(flat_ci_triangle);
- }
+#if CHAN_BITS != 8
+ USE(general_triangle);
+#else
+ USE(flat_rgba_triangle);
+#endif
}
}
}