From 10f30eb43835c57c00783390a02d72daf4f78e26 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 17 Dec 2001 04:54:35 +0000 Subject: first checkpoint commit of Klaus's new span code (struct sw_span) --- src/mesa/swrast/s_texture.c | 298 +++++++++++++++++++++++++------------------- 1 file changed, 170 insertions(+), 128 deletions(-) (limited to 'src/mesa/swrast/s_texture.c') diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c index b849e19177..573888d727 100644 --- a/src/mesa/swrast/s_texture.c +++ b/src/mesa/swrast/s_texture.c @@ -1,4 +1,4 @@ -/* $Id: s_texture.c,v 1.43 2001/12/04 23:44:56 brianp Exp $ */ +/* $Id: s_texture.c,v 1.44 2001/12/17 04:54:35 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -495,17 +495,14 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx, static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLfloat texcoords[][3], const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[tObj->BaseLevel]; - (void) t; - (void) u; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; - (void) t; - (void) u; (void) lambda; for (i=0;i_MinMagThresh[texUnit]; GLuint i; - (void) t; - (void) u; - for (i=0;i MinMagThresh) { /* minification */ switch (tObj->MinFilter) { case GL_NEAREST: sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], rgba[i]); + texcoords[i][0], rgba[i]); break; case GL_LINEAR: sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], rgba[i]); + texcoords[i][0], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: - sample_1d_nearest_mipmap_nearest(ctx, tObj, lambda[i], s[i], + sample_1d_nearest_mipmap_nearest(ctx, tObj, lambda[i], texcoords[i][0], rgba[i]); break; case GL_LINEAR_MIPMAP_NEAREST: - sample_1d_linear_mipmap_nearest(ctx, tObj, s[i], lambda[i], + sample_1d_linear_mipmap_nearest(ctx, tObj, texcoords[i][0], lambda[i], rgba[i]); break; case GL_NEAREST_MIPMAP_LINEAR: - sample_1d_nearest_mipmap_linear(ctx, tObj, s[i], lambda[i], + sample_1d_nearest_mipmap_linear(ctx, tObj, texcoords[i][0], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_LINEAR: - sample_1d_linear_mipmap_linear(ctx, tObj, s[i], lambda[i], + sample_1d_linear_mipmap_linear(ctx, tObj, texcoords[i][0], lambda[i], rgba[i]); break; default: @@ -585,11 +575,11 @@ sample_lambda_1d( GLcontext *ctx, GLuint texUnit, switch (tObj->MagFilter) { case GL_NEAREST: sample_1d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], rgba[i]); + texcoords[i][0], rgba[i]); break; case GL_LINEAR: sample_1d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], rgba[i]); + texcoords[i][0], rgba[i]); break; default: _mesa_problem(NULL, "Bad mag filter in sample_1d_texture"); @@ -847,16 +837,15 @@ sample_2d_linear_mipmap_linear(GLcontext *ctx, static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], - GLchan rgba[][4] ) + GLfloat texcoords[][3], + const GLfloat lambda[], GLchan rgba[][4] ) { GLuint i; struct gl_texture_image *image = tObj->Image[tObj->BaseLevel]; - (void) u; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; - (void) u; (void) lambda; for (i=0;iImage[tObj->BaseLevel]; @@ -900,7 +888,6 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit, const GLint rowMask = img->Height - 1; const GLint shift = img->WidthLog2; GLuint k; - (void) u; (void) lambda; ASSERT(tObj->WrapS==GL_REPEAT); ASSERT(tObj->WrapT==GL_REPEAT); @@ -908,8 +895,8 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit, ASSERT(img->Format==GL_RGB); for (k=0; kData) + 3*pos; rgba[k][RCOMP] = texel[0]; @@ -929,8 +916,8 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit, static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, - GLuint n, const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLuint n, GLfloat texcoords[][3], + const GLfloat lambda[], GLchan rgba[][4] ) { const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel]; @@ -940,7 +927,6 @@ opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit, const GLint rowMask = img->Height - 1; const GLint shift = img->WidthLog2; GLuint i; - (void) u; (void) lambda; ASSERT(tObj->WrapS==GL_REPEAT); ASSERT(tObj->WrapT==GL_REPEAT); @@ -948,8 +934,8 @@ opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit, ASSERT(img->Format==GL_RGBA); for (i = 0; i < n; i++) { - const GLint col = IFLOOR(s[i] * width) & colMask; - const GLint row = IFLOOR(t[i] * height) & rowMask; + 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); @@ -986,14 +972,12 @@ span_is_monotonous (GLuint n, const GLfloat lambda[]) static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, - GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLuint n, GLfloat texcoords[][3], + const GLfloat lambda[], GLchan rgba[][4] ) { const GLfloat minMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit]; GLuint i; - (void) u; #ifdef DEBUG ASSERT (span_is_monotonous(n, lambda) == GL_TRUE); @@ -1009,25 +993,25 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit, img->Border == 0) { switch (img->Format) { case GL_RGB: - opt_sample_rgb_2d(ctx, texUnit, tObj, n, s, t, NULL, + opt_sample_rgb_2d(ctx, texUnit, tObj, n, texcoords, NULL, rgba); break; case GL_RGBA: - opt_sample_rgba_2d(ctx, texUnit, tObj, n, s, t, NULL, + opt_sample_rgba_2d(ctx, texUnit, tObj, n, texcoords, NULL, rgba); break; default: - sample_nearest_2d(ctx, texUnit, tObj, n, s, t, NULL, + sample_nearest_2d(ctx, texUnit, tObj, n, texcoords, NULL, rgba); } } else { - sample_nearest_2d(ctx, texUnit, tObj, n, s, t, NULL, + sample_nearest_2d(ctx, texUnit, tObj, n, texcoords, NULL, rgba); } break; case GL_LINEAR: - sample_linear_2d(ctx, texUnit, tObj, n, s, t, NULL, + sample_linear_2d(ctx, texUnit, tObj, n, texcoords, NULL, rgba); break; default: @@ -1041,26 +1025,26 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit, switch (tObj->MinFilter) { case GL_NEAREST: sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], rgba[i]); + texcoords[i][0], texcoords[i][1], rgba[i]); break; case GL_LINEAR: sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], rgba[i]); + texcoords[i][0], texcoords[i][1], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: - sample_2d_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], + sample_2d_nearest_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_NEAREST: - sample_2d_linear_mipmap_nearest(ctx,tObj, s[i], t[i], + sample_2d_linear_mipmap_nearest(ctx,tObj, texcoords[i][0], texcoords[i][1], lambda[i], rgba[i]); break; case GL_NEAREST_MIPMAP_LINEAR: - sample_2d_nearest_mipmap_linear(ctx,tObj, s[i], t[i], + sample_2d_nearest_mipmap_linear(ctx,tObj, texcoords[i][0], texcoords[i][1], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_LINEAR: - sample_2d_linear_mipmap_linear(ctx,tObj, s[i], t[i], + sample_2d_linear_mipmap_linear(ctx,tObj, texcoords[i][0], texcoords[i][1], lambda[i], rgba[i] ); break; default: @@ -1073,11 +1057,11 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit, switch (tObj->MagFilter) { case GL_NEAREST: sample_2d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], rgba[i]); + texcoords[i][0], texcoords[i][1], rgba[i]); break; case GL_LINEAR: sample_2d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], rgba[i] ); + texcoords[i][0], texcoords[i][1], rgba[i] ); break; default: _mesa_problem(NULL, "Bad mag filter in sample_2d_texture"); @@ -1402,15 +1386,14 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx, static void sample_nearest_3d(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLfloat texcoords[][3], 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;iMinFilter) { case GL_NEAREST: sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], u[i], rgba[i]); + texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]); break; case GL_LINEAR: sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], u[i], rgba[i]); + texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]); break; case GL_NEAREST_MIPMAP_NEAREST: - sample_3d_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], u[i], + sample_3d_nearest_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_NEAREST: - sample_3d_linear_mipmap_nearest(ctx, tObj, s[i], t[i], u[i], + sample_3d_linear_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; case GL_NEAREST_MIPMAP_LINEAR: - sample_3d_nearest_mipmap_linear(ctx, tObj, s[i], t[i], u[i], + sample_3d_nearest_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_LINEAR: - sample_3d_linear_mipmap_linear(ctx, tObj, s[i], t[i], u[i], + sample_3d_linear_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; default: @@ -1484,11 +1465,11 @@ sample_lambda_3d( GLcontext *ctx, GLuint texUnit, switch (tObj->MagFilter) { case GL_NEAREST: sample_3d_nearest(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], u[i], rgba[i]); + texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]); break; case GL_LINEAR: sample_3d_linear(ctx, tObj, tObj->Image[tObj->BaseLevel], - s[i], t[i], u[i], rgba[i]); + texcoords[i][0], texcoords[i][1], texcoords[i][2], rgba[i]); break; default: _mesa_problem(NULL, "Bad mag filter in sample_3d_texture"); @@ -1579,8 +1560,7 @@ choose_cube_face(const struct gl_texture_object *texObj, static void sample_nearest_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLfloat texcoords[][3], const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; @@ -1588,7 +1568,7 @@ sample_nearest_cube(GLcontext *ctx, GLuint texUnit, for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newS, newT; - images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); + images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], &newS, &newT); sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel], newS, newT, rgba[i]); } @@ -1598,16 +1578,15 @@ sample_nearest_cube(GLcontext *ctx, GLuint texUnit, static void sample_linear_cube(GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], - GLchan rgba[][4]) + GLfloat texcoords[][3], + const GLfloat lambda[], GLchan rgba[][4]) { GLuint i; (void) lambda; for (i = 0; i < n; i++) { const struct gl_texture_image **images; GLfloat newS, newT; - images = choose_cube_face(tObj, s[i], t[i], u[i], &newS, &newT); + images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], &newS, &newT); sample_2d_linear(ctx, tObj, images[tObj->BaseLevel], newS, newT, rgba[i]); } @@ -1711,8 +1690,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, static void sample_lambda_cube( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLfloat texcoords[][3], const GLfloat lambda[], GLchan rgba[][4]) { GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit]; @@ -1726,7 +1704,8 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit, { const struct gl_texture_image **images; GLfloat newS, newT; - images = choose_cube_face(tObj, s[i], t[i], u[i], + images = choose_cube_face(tObj, texcoords[i][0], + texcoords[i][1], texcoords[i][2], &newS, &newT); sample_2d_nearest(ctx, tObj, images[tObj->BaseLevel], newS, newT, rgba[i]); @@ -1736,26 +1715,26 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit, { const struct gl_texture_image **images; GLfloat newS, newT; - images = choose_cube_face(tObj, s[i], t[i], u[i], + images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], &newS, &newT); sample_2d_linear(ctx, tObj, images[tObj->BaseLevel], newS, newT, rgba[i]); } break; case GL_NEAREST_MIPMAP_NEAREST: - sample_cube_nearest_mipmap_nearest(ctx, tObj, s[i], t[i], u[i], + sample_cube_nearest_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_NEAREST: - sample_cube_linear_mipmap_nearest(ctx, tObj, s[i], t[i], u[i], + sample_cube_linear_mipmap_nearest(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; case GL_NEAREST_MIPMAP_LINEAR: - sample_cube_nearest_mipmap_linear(ctx, tObj, s[i], t[i], u[i], + sample_cube_nearest_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; case GL_LINEAR_MIPMAP_LINEAR: - sample_cube_linear_mipmap_linear(ctx, tObj, s[i], t[i], u[i], + sample_cube_linear_mipmap_linear(ctx, tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], lambda[i], rgba[i]); break; default: @@ -1766,7 +1745,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit, /* magnification */ const struct gl_texture_image **images; GLfloat newS, newT; - images = choose_cube_face(tObj, s[i], t[i], u[i], + images = choose_cube_face(tObj, texcoords[i][0], texcoords[i][1], texcoords[i][2], &newS, &newT); switch (tObj->MagFilter) { case GL_NEAREST: @@ -1788,8 +1767,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit, static void null_sample_func( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat u[], const GLfloat lambda[], + GLfloat texcoords[][3], const GLfloat lambda[], GLchan rgba[][4]) { } @@ -2711,8 +2689,7 @@ apply_texture( const GLcontext *ctx, static void sample_depth_texture(const GLcontext *ctx, const struct gl_texture_unit *texUnit, - GLuint n, - const GLfloat s[], const GLfloat t[], const GLfloat r[], + GLuint n, GLfloat texcoords[][3], GLchan texel[][4]) { const struct gl_texture_object *texObj = texUnit->_Current; @@ -2773,11 +2750,11 @@ sample_depth_texture(const GLcontext *ctx, for (i = 0; i < n; i++) { GLfloat depthSample; GLint col, row; - COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col); - COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row); + COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, texcoords[i][0], width, col); + COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, texcoords[i][1], height, row); depthSample = *((const GLfloat *) texImage->Data + row * width + col); - if ((r[i] <= depthSample && lequal) || - (r[i] >= depthSample && gequal)) { + if ((texcoords[i][2] <= depthSample && lequal) || + (texcoords[i][2] >= depthSample && gequal)) { result = CHAN_MAX; } else { @@ -2817,8 +2794,8 @@ sample_depth_texture(const GLcontext *ctx, GLfloat u, v; GLuint useBorderTexel; - COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, s[i], u, width, i0, i1); - COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, t[i], v, height,j0, j1); + COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapS, texcoords[i][0], u, width, i0, i1); + COMPUTE_LINEAR_TEXEL_LOCATIONS(texObj->WrapT, texcoords[i][1], v, height,j0, j1); useBorderTexel = 0; if (texImage->Border) { @@ -2870,8 +2847,8 @@ sample_depth_texture(const GLcontext *ctx, const GLfloat w11 = ( a) * ( b); const GLfloat depthSample = w00 * depth00 + w10 * depth10 + w01 * depth01 + w11 * depth11; - if ((depthSample <= r[i] && lequal) || - (depthSample >= r[i] && gequal)) { + if ((depthSample <= texcoords[i][2] && lequal) || + (depthSample >= texcoords[i][2] && gequal)) { result = ambient; } else { @@ -2886,16 +2863,16 @@ sample_depth_texture(const GLcontext *ctx, const GLfloat d = (CHAN_MAXF - (GLfloat) ambient) * 0.25F; GLfloat luminance = CHAN_MAXF; if (lequal) { - if (depth00 <= r[i]) luminance -= d; - if (depth01 <= r[i]) luminance -= d; - if (depth10 <= r[i]) luminance -= d; - if (depth11 <= r[i]) luminance -= d; + 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; } else { - if (depth00 >= r[i]) luminance -= d; - if (depth01 >= r[i]) luminance -= d; - if (depth10 >= r[i]) luminance -= d; - if (depth11 >= r[i]) luminance -= d; + 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; } @@ -2934,8 +2911,7 @@ sample_depth_texture(const GLcontext *ctx, static void sample_depth_texture2(const GLcontext *ctx, const struct gl_texture_unit *texUnit, - GLuint n, - const GLfloat s[], const GLfloat t[], const GLfloat r[], + GLuint n, GLfloat texcoords[][3], GLchan texel[][4]) { const struct gl_texture_object *texObj = texUnit->_Current; @@ -2981,8 +2957,10 @@ sample_depth_texture2(const GLcontext *ctx, GLint col, row, ii, jj, imin, imax, jmin, jmax, samples, count; GLfloat w; GLchan lum; - COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col); - COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row); + 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; @@ -3025,20 +3003,20 @@ sample_depth_texture2(const GLcontext *ctx, * Apply a unit of texture mapping to the incoming fragments. */ void -_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, - const GLfloat s[], const GLfloat t[], - const GLfloat r[], GLfloat lambda[], - CONST GLchan primary_rgba[][4], GLchan rgba[][4] ) +_old_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, + GLfloat texcoords[][3], GLfloat lambda[], + CONST GLchan primary_rgba[][4], + GLchan rgba[][4] ) { const GLuint mask = TEXTURE0_ANY << (texUnit * 4); if (ctx->Texture._ReallyEnabled & mask) { const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; - + if (textureUnit->_Current) { /* XXX need this? */ const struct gl_texture_object *curObj = textureUnit->_Current; GLchan texel[PB_SIZE][4]; - + if (textureUnit->LodBias != 0.0F) { /* apply LOD bias, but don't clamp yet */ GLuint i; @@ -3046,7 +3024,7 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, lambda[i] += textureUnit->LodBias; } } - + if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) && lambda) { /* apply LOD clamping to lambda */ @@ -3062,13 +3040,13 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, /* Sample the texture. */ if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) { /* depth texture */ - sample_depth_texture(ctx, textureUnit, n, s, t, r, texel); + sample_depth_texture(ctx, textureUnit, n, texcoords, texel); } else { /* color texture */ SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit, textureUnit->_Current, - n, s, t, r, + n, texcoords, lambda, texel ); } apply_texture( ctx, textureUnit, n, primary_rgba, @@ -3076,3 +3054,67 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n, } } } + + +/* + * Apply a unit of texture mapping to the incoming fragments. + */ +void +_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, + struct sw_span *span, + GLchan rgba[][4] ) +{ + const GLuint mask = TEXTURE0_ANY << (texUnit * 4); + + if (ctx->Texture._ReallyEnabled & mask) { + const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; + GLfloat *lambda = span->lambda[texUnit]; + + ASSERT(span->filledTex[texUnit] == GL_TRUE); + + if (textureUnit->_Current) { /* XXX need this? */ + const struct gl_texture_object *curObj = textureUnit->_Current; + GLchan texel[PB_SIZE][4]; + + if (textureUnit->LodBias != 0.0F) { + /* apply LOD bias, but don't clamp yet */ + GLuint i; + for (i=0;iend;i++) { + lambda[i] += textureUnit->LodBias; + } + } + + if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0) + && lambda) { + /* apply LOD clamping to lambda */ + const GLfloat min = curObj->MinLod; + const GLfloat max = curObj->MaxLod; + GLuint i; + for (i=0;iend;i++) { + GLfloat l = lambda[i]; + lambda[i] = CLAMP(l, min, max); + } + } + + /* Sample the texture. */ + if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) { + /* depth texture */ + sample_depth_texture(ctx, textureUnit, span->end, + span->texcoords[texUnit], texel); + } + else { + /* color texture */ + SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit, + textureUnit->_Current, + span->end, + span->texcoords[texUnit], + lambda, texel ); + } + apply_texture( ctx, textureUnit, span->end, + (CONST GLchan (*)[4])span->color.rgba, + (CONST GLchan (*)[4]) texel, rgba ); + } + } +} + + -- cgit v1.2.3