From e9313a64c182701d22a5c6d2a82863c658e7424f Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 22 Mar 2001 04:54:08 +0000 Subject: clean-up in _swrast_choose_triangle() --- src/mesa/swrast/s_triangle.c | 132 +++++++++++++++++++++---------------------- 1 file changed, 64 insertions(+), 68 deletions(-) (limited to 'src/mesa') diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index 066cab2f16..e46a7963b5 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.20 2001/03/19 02:25:36 keithw Exp $ */ +/* $Id: s_triangle.c,v 1.21 2001/03/22 04:54:08 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -2250,14 +2250,27 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx, -#if 0 -# define dputs(s) puts(s) +#ifdef DEBUG + +/* record the current triangle function name */ +static const char *triFuncName = NULL; + +#define USE(triFunc) \ +do { \ + triFuncName = #triFunc; \ + /*printf("%s\n", triFuncName);*/ \ + swrast->Triangle = triFunc; \ +} while (0) + #else -# define dputs(s) + +#define USE(triFunc) swrast->Triangle = triFunc; + #endif + /* * Determine which triangle rendering function to use given the current * rendering context. @@ -2273,13 +2286,10 @@ _swrast_choose_triangle( GLcontext *ctx ) if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { - dputs("nodraw_triangle"); - swrast->Triangle = nodraw_triangle; + USE(nodraw_triangle); return; } - - if (ctx->RenderMode==GL_RENDER) { if (ctx->Polygon.SmoothFlag) { @@ -2300,74 +2310,68 @@ _swrast_choose_triangle( GLcontext *ctx ) ctx->Color.ColorMask[3] == 0) || (!rgbmode && ctx->Color.IndexMask == 0)) { - dputs("occlusion_test_triangle"); - swrast->Triangle = occlusion_zless_triangle; + USE(occlusion_zless_triangle); return; } } if (ctx->Texture._ReallyEnabled) { /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ - GLint format, filter; - const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].Current2D; - const struct gl_texture_image *image; + const struct gl_texture_object *texObj2D; + const struct gl_texture_image *texImg; + GLenum minFilter, magFilter, envMode, format; + texObj2D = ctx->Texture.Unit[0].Current2D; + texImg = texObj2D ? texObj2D->Image[texObj2D->BaseLevel] : NULL; + format = texImg ? texImg->Format : (GLenum) 0; + minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0; + magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0; + envMode = ctx->Texture.Unit[0].EnvMode; + /* First see if we can used an optimized 2-D texture function */ if (ctx->Texture._ReallyEnabled==TEXTURE0_2D - && current2Dtex->WrapS==GL_REPEAT - && current2Dtex->WrapT==GL_REPEAT - && ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */ - && image->Border==0 - && ((format = image->Format)==GL_RGB || format==GL_RGBA) - && image->Type == CHAN_TYPE - && (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter - /* ==> current2Dtex->MinFilter != GL_XXX_MIPMAP_XXX */ - && ctx->Light.Model.ColorControl==GL_SINGLE_COLOR - && ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) { - + && texObj2D->WrapS==GL_REPEAT + && texObj2D->WrapT==GL_REPEAT + && texImg->Border==0 + && (format == GL_RGB || format == GL_RGBA) + && texImg->Type == CHAN_TYPE + && minFilter == magFilter + && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR + && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) { if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) { - - if (filter==GL_NEAREST - && format==GL_RGB - && (ctx->Texture.Unit[0].EnvMode==GL_REPLACE - || ctx->Texture.Unit[0].EnvMode==GL_DECAL) - && ((swrast->_RasterMask==DEPTH_BIT - && ctx->Depth.Func==GL_LESS - && ctx->Depth.Mask==GL_TRUE) - || swrast->_RasterMask==0) - && ctx->Polygon.StippleFlag==GL_FALSE) { - + if (minFilter == GL_NEAREST + && format == GL_RGB + && (envMode == GL_REPLACE || envMode == GL_DECAL) + && ((swrast->_RasterMask == DEPTH_BIT + && ctx->Depth.Func == GL_LESS + && ctx->Depth.Mask == GL_TRUE) + || swrast->_RasterMask == 0) + && ctx->Polygon.StippleFlag == GL_FALSE) { if (swrast->_RasterMask==DEPTH_BIT) { - swrast->Triangle = simple_z_textured_triangle; - dputs("simple_z_textured_triangle"); + USE(simple_z_textured_triangle); } else { - swrast->Triangle = simple_textured_triangle; - dputs("simple_textured_triangle"); + USE(simple_textured_triangle); } } else { if (ctx->Texture.Unit[0].EnvMode==GL_ADD) { - swrast->Triangle = general_textured_triangle; - dputs("general_textured_triangle"); + USE(general_textured_triangle); } else { - swrast->Triangle = affine_textured_triangle; - dputs("affine_textured_triangle"); + USE(affine_textured_triangle); } } } else { #if 00 /* XXX these function have problems with texture coord interpolation */ if (filter==GL_NEAREST) { - swrast->Triangle = near_persp_textured_triangle; - dputs("near_persp_textured_triangle"); + USE(near_persp_textured_triangle); } else { - swrast->Triangle = lin_persp_textured_triangle; - dputs("lin_persp_textured_triangle"); + USE(lin_persp_textured_triangle); } #endif - swrast->Triangle = general_textured_triangle; + USE(general_textured_triangle); } } else { @@ -2380,62 +2384,54 @@ _swrast_choose_triangle( GLcontext *ctx ) else needLambda = GL_FALSE; if (swrast->_MultiTextureEnabled) { - swrast->Triangle = lambda_multitextured_triangle; - dputs("lambda_multitextured_triangle"); + USE(lambda_multitextured_triangle); } else if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) { /* separate specular color interpolation */ if (needLambda) { - swrast->Triangle = lambda_textured_spec_triangle; - dputs("lambda_textured_spec_triangle"); + USE(lambda_textured_spec_triangle); } else { - swrast->Triangle = general_textured_spec_triangle; - dputs("general_textured_spec_triangle"); + USE(general_textured_spec_triangle); } } else { if (needLambda) { - swrast->Triangle = lambda_textured_triangle; - dputs("lambda_textured_triangle"); + USE(lambda_textured_triangle); } else { - swrast->Triangle = general_textured_triangle; - dputs("general_textured_triangle"); + USE(general_textured_triangle); } } } } else { + ASSERT(!ctx->Texture._ReallyEnabled); if (ctx->Light.ShadeModel==GL_SMOOTH) { /* smooth shaded, no texturing, stippled or some raster ops */ if (rgbmode) { - dputs("smooth_rgba_triangle"); - swrast->Triangle = smooth_rgba_triangle; + USE(smooth_rgba_triangle); } else { - dputs("smooth_ci_triangle"); - swrast->Triangle = smooth_ci_triangle; + USE(smooth_ci_triangle); } } else { /* flat shaded, no texturing, stippled or some raster ops */ if (rgbmode) { - dputs("flat_rgba_triangle"); - swrast->Triangle = flat_rgba_triangle; + USE(flat_rgba_triangle); } else { - dputs("flat_ci_triangle"); - swrast->Triangle = flat_ci_triangle; + USE(flat_ci_triangle); } } } } else if (ctx->RenderMode==GL_FEEDBACK) { - swrast->Triangle = _mesa_feedback_triangle; + USE(_mesa_feedback_triangle); } else { /* GL_SELECT mode */ - swrast->Triangle = _mesa_select_triangle; + USE(_mesa_select_triangle); } } -- cgit v1.2.3