/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 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. */ /** * \file swrast/s_span.c * \brief Span processing functions used by all rasterization functions. * This is where all the per-fragment tests are performed * \author Brian Paul */ #include "glheader.h" #include "colormac.h" #include "context.h" #include "macros.h" #include "imports.h" #include "s_alpha.h" #include "s_alphabuf.h" #include "s_blend.h" #include "s_context.h" #include "s_depth.h" #include "s_fog.h" #include "s_logic.h" #include "s_masking.h" #include "s_nvfragprog.h" #include "s_span.h" #include "s_stencil.h" #include "s_texture.h" /** * Init span's Z interpolation values to the RasterPos Z. * Used during setup for glDraw/CopyPixels. */ void _swrast_span_default_z( GLcontext *ctx, struct sw_span *span ) { if (ctx->Visual.depthBits <= 16) span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F); else span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F); span->zStep = 0; span->interpMask |= SPAN_Z; } /** * Init span's fog interpolation values to the RasterPos fog. * Used during setup for glDraw/CopyPixels. */ void _swrast_span_default_fog( GLcontext *ctx, struct sw_span *span ) { span->fog = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); span->fogStep = span->dfogdx = span->dfogdy = 0.0F; span->interpMask |= SPAN_FOG; } /** * Init span's color or index interpolation values to the RasterPos color. * Used during setup for glDraw/CopyPixels. */ void _swrast_span_default_color( GLcontext *ctx, struct sw_span *span ) { if (ctx->Visual.rgbMode) { GLchan r, g, b, a; UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterColor[0]); UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterColor[1]); UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterColor[2]); UNCLAMPED_FLOAT_TO_CHAN(a, ctx->Current.RasterColor[3]); #if CHAN_TYPE == GL_FLOAT span->red = r; span->green = g; span->blue = b; span->alpha = a; #else span->red = IntToFixed(r); span->green = IntToFixed(g); span->blue = IntToFixed(b); span->alpha = IntToFixed(a); #endif span->redStep = 0; span->greenStep = 0; span->blueStep = 0; span->alphaStep = 0; span->interpMask |= SPAN_RGBA; } else { span->index = IntToFixed(ctx->Current.RasterIndex); span->indexStep = 0; span->interpMask |= SPAN_INDEX; } } /** * Init span's texcoord interpolation values to the RasterPos texcoords. * Used during setup for glDraw/CopyPixels. */ void _swrast_span_default_texcoords( GLcontext *ctx, struct sw_span *span ) { GLuint i; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { COPY_4V(span->tex[i], ctx->Current.RasterTexCoords[i]); ASSIGN_4V(span->texStepX[i], 0.0F, 0.0F, 0.0F, 0.0F); ASSIGN_4V(span->texStepY[i], 0.0F, 0.0F, 0.0F, 0.0F); } span->interpMask |= SPAN_TEXTURE; } /* Fill in the span.color.rgba array from the interpolation values */ static void interpolate_colors(GLcontext *ctx, struct sw_span *span) { const GLuint n = span->end; GLchan (*rgba)[4] = span->array->rgba; GLuint i; ASSERT((span->interpMask & SPAN_RGBA) && !(span->arrayMask & SPAN_RGBA)); if (span->interpMask & SPAN_FLAT) { /* constant color */ GLchan color[4]; color[RCOMP] = FixedToChan(span->red); color[GCOMP] = FixedToChan(span->green); color[BCOMP] = FixedToChan(span->blue); color[ACOMP] = FixedToChan(span->alpha); for (i = 0; i < n; i++) { COPY_CHAN4(span->array->rgba[i], color); } } else { /* interpolate */ #if CHAN_TYPE == GL_FLOAT GLfloat r = span->red; GLfloat g = span->green; GLfloat b = span->blue; GLfloat a = span->alpha; const GLfloat dr = span->redStep; const GLfloat dg = span->greenStep; const GLfloat db = span->blueStep; const GLfloat da = span->alphaStep; #else GLfixed r = span->red; GLfixed g = span->green; GLfixed b = span->blue; GLfixed a = span->alpha; const GLint dr = span->redStep; const GLint dg = span->greenStep; const GLint db = span->blueStep; const GLint da = span->alphaStep; #endif for (i = 0; i < n; i++) { rgba[i][RCOMP] = FixedToChan(r); rgba[i][GCOMP] = FixedToChan(g); rgba[i][BCOMP] = FixedToChan(b); rgba[i][ACOMP] = FixedToChan(a); r += dr; g += dg; b += db; a += da; } } span->arrayMask |= SPAN_RGBA; } /* Fill in the span.color.index array from the interpolation values */ static void interpolate_indexes(GLcontext *ctx, struct sw_span *span) { GLfixed index = span->index; const GLint indexStep = span->indexStep; const GLuint n = span->end; GLuint *indexes = span->array->index; GLuint i; ASSERT((span->interpMask & SPAN_INDEX) && !(span->arrayMask & SPAN_INDEX)); if ((span->interpMask & SPAN_FLAT) || (indexStep == 0)) { /* constant color */ index = FixedToInt(index); for (i = 0; i < n; i++) { indexes[i] = index; } } else { /* interpolate */ for (i = 0; i < n; i++) { indexes[i] = FixedToInt(index); index += indexStep; } } span->arrayMask |= SPAN_INDEX; } /* Fill in the span.->array->spec array from the interpolation values */ static void interpolate_specular(GLcontext *ctx, struct sw_span *span) { if (span->interpMask & SPAN_FLAT) { /* constant color */ const GLchan r = FixedToChan(span->specRed); const GLchan g = FixedToChan(span->specGreen); const GLchan b = FixedToChan(span->specBlue); GLuint i; for (i = 0; i < span->end; i++) { span->array->spec[i][RCOMP] = r; span->array->spec[i][GCOMP] = g; span->array->spec[i][BCOMP] = b; } } else { /* interpolate */ #if CHAN_TYPE == GL_FLOAT GLfloat r = span->specRed; GLfloat g = span->specGreen; GLfloat b = span->specBlue; #else GLfixed r = span->specRed; GLfixed g = span->specGreen; GLfixed b = span->specBlue; #endif GLuint i; for (i = 0; i < span->end; i++) { span->array->spec[i][RCOMP] = FixedToChan(r); span->array->spec[i][GCOMP] = FixedToChan(g); span->array->spec[i][BCOMP] = FixedToChan(b); r += span->specRedStep; g += span->specGreenStep; b += span->specBlueStep; } } span->arrayMask |= SPAN_SPEC; } /* Fill in the span.zArray array from the interpolation values */ void _swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span ) { const GLuint n = span->end; GLuint i; ASSERT((span->interpMask & SPAN_Z) && !(span->arrayMask & SPAN_Z)); if (ctx->Visual.depthBits <= 16) { GLfixed zval = span->z; GLdepth *z = span->array->z; for (i = 0; i < n; i++) { z[i] = FixedToInt(zval); zval += span->zStep; } } else { /* Deep Z buffer, no fixed->int shift */ GLfixed zval = span->z; GLdepth *z = span->array->z; for (i = 0; i < n; i++) { z[i] = zval; zval += span->zStep; } } span->arrayMask |= SPAN_Z; } /* * This the ideal solution, as given in the OpenGL spec. */ #if 0 static GLfloat compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) { GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ); GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ); GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ); GLfloat x = SQRTF(dudx * dudx + dvdx * dvdx); GLfloat y = SQRTF(dudy * dudy + dvdy * dvdy); GLfloat rho = MAX2(x, y); GLfloat lambda = LOG2(rho); return lambda; } #endif /* * This is a faster approximation */ GLfloat _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) { GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ; GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ; GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ; GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ; GLfloat maxU, maxV, rho, lambda; dsdx2 = FABSF(dsdx2); dsdy2 = FABSF(dsdy2); dtdx2 = FABSF(dtdx2); dtdy2 = FABSF(dtdy2); maxU = MAX2(dsdx2, dsdy2) * texW; maxV = MAX2(dtdx2, dtdy2) * texH; rho = MAX2(maxU, maxV); lambda = LOG2(rho); return lambda; } /* * Fill in the span.texcoords array from the interpolation values. * XXX We could optimize here for the case when dq = 0. That would * usually be the case when using an orthographic projection. */ static void interpolate_texcoords(GLcontext *ctx, struct sw_span *span) { ASSERT(span->interpMask & SPAN_TEXTURE); ASSERT(!(span->arrayMask & SPAN_TEXTURE)); if (ctx->Texture._EnabledCoordUnits > 1) { /* multitexture */ GLuint u; span->arrayMask |= SPAN_TEXTURE; for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture._EnabledCoordUnits & (1 << u)) { const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current; GLfloat texW, texH; GLboolean needLambda; if (obj) { const struct gl_texture_image *img = obj->Image[obj->BaseLevel]; needLambda = (obj->MinFilter != obj->MagFilter) || ctx->FragmentProgram.Enabled; texW = img->WidthScale; texH = img->HeightScale; } else { texW = 1.0; texH = 1.0; needLambda = GL_FALSE; } if (needLambda) { GLfloat (*texcoord)[4] = span->array->texcoords[u]; GLfloat *lambda = span->array->lambda[u]; const GLfloat dsdx = span->texStepX[u][0]; const GLfloat dsdy = span->texStepY[u][0]; const GLfloat dtdx = span->texStepX[u][1]; const GLfloat dtdy = span->texStepY[u][1]; const GLfloat drdx = span->texStepX[u][2]; const GLfloat dqdx = span->texStepX[u][3]; const GLfloat dqdy = span->texStepY[u][3]; GLfloat s = span->tex[u][0]; GLfloat t = span->tex[u][1]; GLfloat r = span->tex[u][2]; GLfloat q = span->tex[u][3]; GLuint i; for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); texcoord[i][0] = s * invQ; texcoord[i][1] = t * invQ; texcoord[i][2] = r * invQ; texcoord[i][3] = q; lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, dqdx, dqdy, texW, texH, s, t, q, invQ); s += dsdx; t += dtdx; r += drdx; q += dqdx; } span->arrayMask |= SPAN_LAMBDA; } else { GLfloat (*texcoord)[4] = span->array->texcoords[u]; GLfloat *lambda = span->array->lambda[u]; const GLfloat dsdx = span->texStepX[u][0]; const GLfloat dtdx = span->texStepX[u][1]; const GLfloat drdx = span->texStepX[u][2]; const GLfloat dqdx = span->texStepX[u][3]; GLfloat s = span->tex[u][0]; GLfloat t = span->tex[u][1]; GLfloat r = span->tex[u][2]; GLfloat q = span->tex[u][3]; GLuint i; if (dqdx == 0.0) { /* Ortho projection or polygon's parallel to window X axis */ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); for (i = 0; i < span->end; i++) { texcoord[i][0] = s * invQ; texcoord[i][1] = t * invQ; texcoord[i][2] = r * invQ; texcoord[i][3] = q; lambda[i] = 0.0; s += dsdx; t += dtdx; r += drdx; } } else { for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); texcoord[i][0] = s * invQ; texcoord[i][1] = t * invQ; texcoord[i][2] = r * invQ; texcoord[i][3] = q; lambda[i] = 0.0; s += dsdx; t += dtdx; r += drdx; q += dqdx; } } } /* lambda */ } /* if */ } /* for */ } else { /* single texture */ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; GLfloat texW, texH; GLboolean needLambda; if (obj) { const struct gl_texture_image *img = obj->Image[obj->BaseLevel]; needLambda = (obj->MinFilter != obj->MagFilter) || ctx->FragmentProgram.Enabled; texW = (GLfloat) img->WidthScale; texH = (GLfloat) img->HeightScale; } else { needLambda = GL_FALSE; texW = texH = 1.0; } span->arrayMask |= SPAN_TEXTURE; if (needLambda) { /* just texture unit 0, with lambda */ GLfloat (*texcoord)[4] = span->array->texcoords[0]; GLfloat *lambda = span->array->lambda[0]; const GLfloat dsdx = span->texStepX[0][0]; const GLfloat dsdy = span->texStepY[0][0]; const GLfloat dtdx = span->texStepX[0][1]; const GLfloat dtdy = span->texStepY[0][1]; const GLfloat drdx = span->texStepX[0][2]; const GLfloat dqdx = span->texStepX[0][3]; const GLfloat dqdy = span->texStepY[0][3]; GLfloat s = span->tex[0][0]; GLfloat t = span->tex[0][1]; GLfloat r = span->tex[0][2]; GLfloat q = span->tex[0][3]; GLuint i; for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, dqdx, dqdy, texW, texH, s, t, q, invQ); texcoord[i][0] = s * invQ; texcoord[i][1] = t * invQ; texcoord[i][2] = r * invQ; texcoord[i][3] = q; s += dsdx; t += dtdx; r += drdx; q += dqdx; } span->arrayMask |= SPAN_LAMBDA; } else { /* just texture 0, without lambda */ GLfloat (*texcoord)[4] = span->array->texcoords[0]; const GLfloat dsdx = span->texStepX[0][0]; const GLfloat dtdx = span->texStepX[0][1]; const GLfloat drdx = span->texStepX[0][2]; const GLfloat dqdx = span->texStepX[0][3]; GLfloat s = span->tex[0][0]; GLfloat t = span->tex[0][1]; GLfloat r = span->tex[0][2]; GLfloat q = span->tex[0][3]; GLuint i; if (dqdx == 0.0) { /* Ortho projection or polygon's parallel to window X axis */ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); for (i = 0; i < span->end; i++) { texcoord[i][0] = s * invQ; texcoord[i][1] = t * invQ; texcoord[i][2] = r * invQ; s += dsdx; t += dtdx; r += drdx; } } else { for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); texcoord[i][0] = s * invQ; texcoord[i][1] = t * invQ; texcoord[i][2] = r * invQ; s += dsdx; t += dtdx; r += drdx; q += dqdx; } } } } } /** * Apply the current polygon stipple pattern to a span of pixels. */ static void stipple_polygon_span( GLcontext *ctx, struct sw_span *span ) { const GLuint highbit = 0x80000000; const GLuint stipple = ctx->PolygonStipple[span->y % 32]; GLubyte *mask = span->array->mask; GLuint i, m; ASSERT(ctx->Polygon.StippleFlag); ASSERT((span->arrayMask & SPAN_XY) == 0); m = highbit >> (GLuint) (span->x % 32); for (i = 0; i < span->end; i++) { if ((m & stipple) == 0) { mask[i] = 0; } m = m >> 1; if (m == 0) { m = highbit; } } span->writeAll = GL_FALSE; } /** * Clip a pixel span to the current buffer/window boundaries: * DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish * window clipping and scissoring. * Return: GL_TRUE some pixels still visible * GL_FALSE nothing visible */ static GLuint clip_span( GLcontext *ctx, struct sw_span *span ) { const GLint xmin = ctx->DrawBuffer->_Xmin; const GLint xmax = ctx->DrawBuffer->_Xmax; const GLint ymin = ctx->DrawBuffer->_Ymin; const GLint ymax = ctx->DrawBuffer->_Ymax; if (span->arrayMask & SPAN_XY) { /* arrays of x/y pixel coords */ const GLint *x = span->array->x; const GLint *y = span->array->y; const GLint n = span->end; GLubyte *mask = span->array->mask; GLint i; if (span->arrayMask & SPAN_MASK) { /* note: using & intead of && to reduce branches */ for (i = 0; i < n; i++) { mask[i] &= (x[i] >= xmin) & (x[i] < xmax) & (y[i] >= ymin) & (y[i] < ymax); } } else { /* note: using & intead of && to reduce branches */ for (i = 0; i < n; i++) { mask[i] = (x[i] >= xmin) & (x[i] < xmax) & (y[i] >= ymin) & (y[i] < ymax); } } return GL_TRUE; /* some pixels visible */ } else { /* horizontal span of pixels */ const GLint x = span->x; const GLint y = span->y; const GLint n = span->end; /* Trivial rejection tests */ if (y < ymin || y >= ymax || x + n <= xmin || x >= xmax) { span->end = 0; return GL_FALSE; /* all pixels clipped */ } /* Clip to the left */ if (x < xmin) { ASSERT(x + n > xmin); span->writeAll = GL_FALSE; _mesa_bzero(span->array->mask, (xmin - x) * sizeof(GLubyte)); } /* Clip to right */ if (x + n > xmax) { ASSERT(x < xmax); span->end = xmax - x; } return GL_TRUE; /* some pixels visible */ } } /** * Draw to more than one color buffer (or none). */ static void multi_write_index_span( GLcontext *ctx, struct sw_span *span ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint bufferBit; /* loop over four possible dest color buffers */ for (bufferBit = 1; bufferBit <= 8; bufferBit <<= 1) { if (bufferBit & ctx->Color._DrawDestMask) { GLuint indexTmp[MAX_WIDTH]; ASSERT(span->end < MAX_WIDTH); /* Set the current read/draw buffer */ swrast->CurrentBuffer = bufferBit; (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit); /* make copy of incoming indexes */ MEMCPY( indexTmp, span->array->index, span->end * sizeof(GLuint) ); if (ctx->Color.IndexLogicOpEnabled) { _swrast_logicop_ci_span(ctx, span, indexTmp); } if (ctx->Color.IndexMask != 0xffffffff) { _swrast_mask_index_span(ctx, span, indexTmp); } if (span->arrayMask & SPAN_XY) { /* array of pixel coords */ (*swrast->Driver.WriteCI32Pixels)(ctx, span->end, span->array->x, span->array->y, indexTmp, span->array->mask); } else { /* horizontal run of pixels */ (*swrast->Driver.WriteCI32Span)(ctx, span->end, span->x, span->y, indexTmp, span->array->mask); } } } /* restore default dest buffer */ _swrast_use_draw_buffer(ctx); } /** * Draw to more than one RGBA color buffer (or none). * All fragment operations, up to (but not) blending/logicop should * have been done first. */ static void multi_write_rgba_span( GLcontext *ctx, struct sw_span *span ) { const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); GLuint bufferBit; SWcontext *swrast = SWRAST_CONTEXT(ctx); ASSERT(colorMask != 0x0); if (ctx->Color.DrawBuffer == GL_NONE) return; /* loop over four possible dest color buffers */ for (bufferBit = 1; bufferBit <= 8; bufferBit <<= 1) { if (bufferBit & ctx->Color._DrawDestMask) { GLchan rgbaTmp[MAX_WIDTH][4]; ASSERT(span->end < MAX_WIDTH); /* Set the current read/draw buffer */ swrast->CurrentBuffer = bufferBit; (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit); /* make copy of incoming colors */ MEMCPY( rgbaTmp, span->array->rgba, 4 * span->end * sizeof(GLchan) ); if (ctx->Color.ColorLogicOpEnabled) { _swrast_logicop_rgba_span(ctx, span, rgbaTmp); } else if (ctx->Color.BlendEnabled) { _swrast_blend_span(ctx, span, rgbaTmp); } if (colorMask != 0xffffffff) { _swrast_mask_rgba_span(ctx, span, rgbaTmp); } if (span->arrayMask & SPAN_XY) { /* array of pixel coords */ (*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->array->x, span->array->y, (const GLchan (*)[4]) rgbaTmp, span->array->mask); if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) { _swrast_write_alpha_pixels(ctx, span->end, span->array->x, span->array->y, (const GLchan (*)[4]) rgbaTmp, span->array->mask); } } else { /* horizontal run of pixels */ (*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgbaTmp, span->array->mask); if (swrast->_RasterMask & ALPHABUF_BIT) { _swrast_write_alpha_span(ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgbaTmp, span->array->mask); } } } } /* restore default dest buffer */ _swrast_use_draw_buffer(ctx); } /** * This function may modify any of the array values in the span. * span->interpMask and span->arrayMask may be changed but will be restored * to their original values before returning. */ void _swrast_write_index_span( GLcontext *ctx, struct sw_span *span) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLuint origInterpMask = span->interpMask; const GLuint origArrayMask = span->arrayMask; ASSERT(span->end <= MAX_WIDTH); ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE || span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); ASSERT((span->interpMask | span->arrayMask) & SPAN_INDEX); ASSERT((span->interpMask & span->arrayMask) == 0); if (span->arrayMask & SPAN_MASK) { /* mask was initialized by caller, probably glBitmap */ span->writeAll = GL_FALSE; } else { MEMSET(span->array->mask, 1, span->end); span->writeAll = GL_TRUE; } /* Clipping */ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) { if (!clip_span(ctx, span)) { return; } } /* Depth bounds test */ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) { if (!_swrast_depth_bounds_test(ctx, span)) { return; } } #ifdef DEBUG if (span->arrayMask & SPAN_XY) { GLuint i; for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin); assert(span->array->x[i] < ctx->DrawBuffer->_Xmax); assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin); assert(span->array->y[i] < ctx->DrawBuffer->_Ymax); } } } #endif /* Polygon Stippling */ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) { stipple_polygon_span(ctx, span); } /* Depth test and stencil */ if (ctx->Depth.Test || ctx->Stencil.Enabled) { if (span->interpMask & SPAN_Z) _swrast_span_interpolate_z(ctx, span); if (ctx->Stencil.Enabled) { if (!_swrast_stencil_and_ztest_span(ctx, span)) { span->arrayMask = origArrayMask; return; } } else { ASSERT(ctx->Depth.Test); if (!_swrast_depth_test_span(ctx, span)) { span->arrayMask = origArrayMask; return; } } } /* if we get here, something passed the depth test */ ctx->OcclusionResult = GL_TRUE; /* we have to wait until after occlusion to do this test */ if (ctx->Color.DrawBuffer == GL_NONE || ctx->Color.IndexMask == 0) { /* write no pixels */ span->arrayMask = origArrayMask; return; } /* Interpolate the color indexes if needed */ if (span->interpMask & SPAN_INDEX) { interpolate_indexes(ctx, span); /* clear the bit - this allows the WriteMonoCISpan optimization below */ span->interpMask &= ~SPAN_INDEX; } /* Fog */ if (ctx->Fog.Enabled) { _swrast_fog_ci_span(ctx, span); } /* Antialias coverage application */ if (span->arrayMask & SPAN_COVERAGE) { GLuint i; GLuint *index = span->array->index; GLfloat *coverage = span->array->coverage; for (i = 0; i < span->end; i++) { ASSERT(coverage[i] < 16); index[i] = (index[i] & ~0xf) | ((GLuint) coverage[i]); } } if (swrast->_RasterMask & MULTI_DRAW_BIT) { /* draw to zero or two or more buffers */ multi_write_index_span(ctx, span); } else { /* normal situation: draw to exactly one buffer */ if (ctx->Color.IndexLogicOpEnabled) { _swrast_logicop_ci_span(ctx, span, span->array->index); } if (ctx->Color.IndexMask != 0xffffffff) { _swrast_mask_index_span(ctx, span, span->array->index); } /* write pixels */ if (span->arrayMask & SPAN_XY) { /* array of pixel coords */ if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) { /* all pixels have same color index */ (*swrast->Driver.WriteMonoCIPixels)(ctx, span->end, span->array->x, span->array->y, FixedToInt(span->index), span->array->mask); } else { (*swrast->Driver.WriteCI32Pixels)(ctx, span->end, span->array->x, span->array->y, span->array->index, span->array->mask ); } } else { /* horizontal run of pixels */ if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) { /* all pixels have same color index */ (*swrast->Driver.WriteMonoCISpan)(ctx, span->end, span->x, span->y, FixedToInt(span->index), span->array->mask); } else { (*swrast->Driver.WriteCI32Span)(ctx, span->end, span->x, span->y, span->array->index, span->array->mask); } } } span->interpMask = origInterpMask; span->arrayMask = origArrayMask; } /** * This function may modify any of the array values in the span. * span->interpMask and span->arrayMask may be changed but will be restored * to their original values before returning. */ void _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); const GLuint origInterpMask = span->interpMask; const GLuint origArrayMask = span->arrayMask; GLboolean monoColor; ASSERT(span->end <= MAX_WIDTH); ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE || span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); ASSERT((span->interpMask & span->arrayMask) == 0); ASSERT((span->interpMask | span->arrayMask) & SPAN_RGBA); #ifdef DEBUG if (ctx->Fog.Enabled) ASSERT((span->interpMask | span->arrayMask) & SPAN_FOG); if (ctx->Depth.Test) ASSERT((span->interpMask | span->arrayMask) & SPAN_Z); #endif if (span->arrayMask & SPAN_MASK) { /* mask was initialized by caller, probably glBitmap */ span->writeAll = GL_FALSE; } else { MEMSET(span->array->mask, 1, span->end); span->writeAll = GL_TRUE; } /* Determine if we have mono-chromatic colors */ monoColor = (span->interpMask & SPAN_RGBA) && span->redStep == 0 && span->greenStep == 0 && span->blueStep == 0 && span->alphaStep == 0; /* Clipping */ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) { if (!clip_span(ctx, span)) { return; } } /* Depth bounds test */ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) { if (!_swrast_depth_bounds_test(ctx, span)) { return; } } #ifdef DEBUG if (span->arrayMask & SPAN_XY) { GLuint i; for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin); assert(span->array->x[i] < ctx->DrawBuffer->_Xmax); assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin); assert(span->array->y[i] < ctx->DrawBuffer->_Ymax); } } } #endif /* Polygon Stippling */ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) { stipple_polygon_span(ctx, span); } /* Fragment program */ if (ctx->FragmentProgram.Enabled) { /* Now we may need to interpolate the colors */ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) { interpolate_colors(ctx, span); span->interpMask &= ~SPAN_RGBA; } if (span->interpMask & SPAN_SPEC) { interpolate_specular(ctx, span); } _swrast_exec_nv_fragment_program(ctx, span); monoColor = GL_FALSE; } /* Do the alpha test */ if (ctx->Color.AlphaEnabled) { if (!_swrast_alpha_test(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } /* Stencil and Z testing */ if (ctx->Stencil.Enabled || ctx->Depth.Test) { if (span->interpMask & SPAN_Z) _swrast_span_interpolate_z(ctx, span); if (ctx->Stencil.Enabled) { if (!_swrast_stencil_and_ztest_span(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } else { ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); /* regular depth testing */ if (!_swrast_depth_test_span(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } } /* if we get here, something passed the depth test */ ctx->OcclusionResult = GL_TRUE; /* can't abort span-writing until after occlusion testing */ if (colorMask == 0x0) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } /* Now we may need to interpolate the colors */ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) { interpolate_colors(ctx, span); /* clear the bit - this allows the WriteMonoCISpan optimization below */ span->interpMask &= ~SPAN_RGBA; } /* Fog */ if (ctx->Fog.Enabled) { _swrast_fog_rgba_span(ctx, span); monoColor = GL_FALSE; } /* Antialias coverage application */ if (span->arrayMask & SPAN_COVERAGE) { GLchan (*rgba)[4] = span->array->rgba; GLfloat *coverage = span->array->coverage; GLuint i; for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]); } monoColor = GL_FALSE; } if (swrast->_RasterMask & MULTI_DRAW_BIT) { multi_write_rgba_span(ctx, span); } else { /* normal: write to exactly one buffer */ if (ctx->Color.ColorLogicOpEnabled) { _swrast_logicop_rgba_span(ctx, span, span->array->rgba); monoColor = GL_FALSE; } else if (ctx->Color.BlendEnabled) { _swrast_blend_span(ctx, span, span->array->rgba); monoColor = GL_FALSE; } /* Color component masking */ if (colorMask != 0xffffffff) { _swrast_mask_rgba_span(ctx, span, span->array->rgba); monoColor = GL_FALSE; } /* write pixels */ if (span->arrayMask & SPAN_XY) { /* array of pixel coords */ /* XXX test for mono color */ (*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->array->x, span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask); if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) { _swrast_write_alpha_pixels(ctx, span->end, span->array->x, span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask); } } else { /* horizontal run of pixels */ if (monoColor) { /* all pixels have same color */ GLchan color[4]; color[RCOMP] = FixedToChan(span->red); color[GCOMP] = FixedToChan(span->green); color[BCOMP] = FixedToChan(span->blue); color[ACOMP] = FixedToChan(span->alpha); (*swrast->Driver.WriteMonoRGBASpan)(ctx, span->end, span->x, span->y, color, span->array->mask); if (swrast->_RasterMask & ALPHABUF_BIT) { _swrast_write_mono_alpha_span(ctx, span->end, span->x, span->y, color[ACOMP], span->writeAll ? ((const GLubyte *) NULL) : span->array->mask); } } else { /* each pixel is a different color */ (*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y, (const GLchan (*)[4]) span->array->rgba, span->writeAll ? ((const GLubyte *) NULL) : span->array->mask); if (swrast->_RasterMask & ALPHABUF_BIT) { _swrast_write_alpha_span(ctx, span->end, span->x, span->y, (const GLchan (*)[4]) span->array->rgba, span->writeAll ? ((const GLubyte *) NULL) : span->array->mask); } } } } span->interpMask = origInterpMask; span->arrayMask = origArrayMask; } /** * Add specular color to base color. This is used only when * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR. */ static void add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] ) { GLuint i; for (i = 0; i < n; i++) { #if CHAN_TYPE == GL_FLOAT /* no clamping */ rgba[i][RCOMP] += specular[i][RCOMP]; rgba[i][GCOMP] += specular[i][GCOMP]; rgba[i][BCOMP] += specular[i][BCOMP]; #else GLint r = rgba[i][RCOMP] + specular[i][RCOMP]; GLint g = rgba[i][GCOMP] + specular[i][GCOMP]; GLint b = rgba[i][BCOMP] + specular[i][BCOMP]; 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 } } /** * This function may modify any of the array values in the span. * span->interpMask and span->arrayMask may be changed but will be restored * to their original values before returning. */ void _swrast_write_texture_span( GLcontext *ctx, struct sw_span *span) { const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLuint origInterpMask = span->interpMask; const GLuint origArrayMask = span->arrayMask; ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE || span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); ASSERT(span->end <= MAX_WIDTH); ASSERT((span->interpMask & span->arrayMask) == 0); ASSERT(ctx->Texture._EnabledCoordUnits); /* printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask); */ if (span->arrayMask & SPAN_MASK) { /* mask was initialized by caller, probably glBitmap */ span->writeAll = GL_FALSE; } else { MEMSET(span->array->mask, 1, span->end); span->writeAll = GL_TRUE; } /* Clipping */ if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) { if (!clip_span(ctx, span)) { return; } } #ifdef DEBUG if (span->arrayMask & SPAN_XY) { GLuint i; for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin); assert(span->array->x[i] < ctx->DrawBuffer->_Xmax); assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin); assert(span->array->y[i] < ctx->DrawBuffer->_Ymax); } } } #endif /* Polygon Stippling */ if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) { stipple_polygon_span(ctx, span); } /* Need texture coordinates now */ if ((span->interpMask & SPAN_TEXTURE) && (span->arrayMask & SPAN_TEXTURE) == 0) interpolate_texcoords(ctx, span); /* Texture with alpha test */ if (ctx->Color.AlphaEnabled) { /* Now we need the rgba array, fill it in if needed */ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) interpolate_colors(ctx, span); if (span->interpMask & SPAN_SPEC) { interpolate_specular(ctx, span); } /* Texturing without alpha is done after depth-testing which * gives a potential speed-up. */ if (ctx->FragmentProgram.Enabled) _swrast_exec_nv_fragment_program( ctx, span ); else _swrast_texture_span( ctx, span ); /* Do the alpha test */ if (!_swrast_alpha_test(ctx, span)) { span->arrayMask = origArrayMask; return; } } /* Stencil and Z testing */ if (ctx->Stencil.Enabled || ctx->Depth.Test) { if (span->interpMask & SPAN_Z) _swrast_span_interpolate_z(ctx, span); if (ctx->Stencil.Enabled) { if (!_swrast_stencil_and_ztest_span(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } else { ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); /* regular depth testing */ if (!_swrast_depth_test_span(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } } /* if we get here, some fragments passed the depth test */ ctx->OcclusionResult = GL_TRUE; /* We had to wait until now to check for glColorMask(F,F,F,F) because of * the occlusion test. */ if (colorMask == 0x0) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } /* Texture without alpha test */ if (!ctx->Color.AlphaEnabled) { /* Now we need the rgba array, fill it in if needed */ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) interpolate_colors(ctx, span); if (span->interpMask & SPAN_SPEC) { interpolate_specular(ctx, span); } if (ctx->FragmentProgram.Enabled) _swrast_exec_nv_fragment_program( ctx, span ); else _swrast_texture_span( ctx, span ); } ASSERT(span->arrayMask & SPAN_RGBA); /* Add base and specular colors */ if (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { if (span->interpMask & SPAN_SPEC) { interpolate_specular(ctx, span); } ASSERT(span->arrayMask & SPAN_SPEC); add_colors( span->end, span->array->rgba, span->array->spec ); } /* Fog */ if (ctx->Fog.Enabled) { _swrast_fog_rgba_span(ctx, span); } /* Antialias coverage application */ if (span->arrayMask & SPAN_COVERAGE) { GLchan (*rgba)[4] = span->array->rgba; GLfloat *coverage = span->array->coverage; GLuint i; for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]); } } if (swrast->_RasterMask & MULTI_DRAW_BIT) { multi_write_rgba_span(ctx, span); } else { /* normal: write to exactly one buffer */ if (ctx->Color.ColorLogicOpEnabled) { _swrast_logicop_rgba_span(ctx, span, span->array->rgba); } else if (ctx->Color.BlendEnabled) { _swrast_blend_span(ctx, span, span->array->rgba); } /* Color component masking */ if (colorMask != 0xffffffff) { _swrast_mask_rgba_span(ctx, span, span->array->rgba); } /* write pixels */ if (span->arrayMask & SPAN_XY) { /* array of pixel coords */ (*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->array->x, span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask); if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) { _swrast_write_alpha_pixels(ctx, span->end, span->array->x, span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask); } } else { /* horizontal run of pixels */ (*swrast->Driver.WriteRGBASpan)(ctx, span->end, span->x, span->y, (const GLchan (*)[4]) span->array->rgba, span->writeAll ? NULL : span->array->mask); if (swrast->_RasterMask & ALPHABUF_BIT) { _swrast_write_alpha_span(ctx, span->end, span->x, span->y, (const GLchan (*)[4]) span->array->rgba, span->writeAll ? NULL : span->array->mask); } } } span->interpMask = origInterpMask; span->arrayMask = origArrayMask; } /** * Read RGBA pixels from frame buffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */ void _swrast_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer, GLuint n, GLint x, GLint y, GLchan rgba[][4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLint bufWidth = (GLint) buffer->Width; const GLint bufHeight = (GLint) buffer->Height; if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) { /* completely above, below, or right */ /* XXX maybe leave undefined? */ _mesa_bzero(rgba, 4 * n * sizeof(GLchan)); } else { GLint skip, length; if (x < 0) { /* left edge clippping */ skip = -x; length = (GLint) n - skip; if (length < 0) { /* completely left of window */ return; } if (length > bufWidth) { length = bufWidth; } } else if ((GLint) (x + n) > bufWidth) { /* right edge clipping */ skip = 0; length = bufWidth - x; if (length < 0) { /* completely to right of window */ return; } } else { /* no clipping */ skip = 0; length = (GLint) n; } (*swrast->Driver.ReadRGBASpan)( ctx, length, x + skip, y, rgba + skip ); if (buffer->UseSoftwareAlphaBuffers) { _swrast_read_alpha_span(ctx, length, x + skip, y, rgba + skip); } } } /** * Read CI pixels from frame buffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */ void _swrast_read_index_span( GLcontext *ctx, GLframebuffer *buffer, GLuint n, GLint x, GLint y, GLuint indx[] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLint bufWidth = (GLint) buffer->Width; const GLint bufHeight = (GLint) buffer->Height; if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) { /* completely above, below, or right */ _mesa_bzero(indx, n * sizeof(GLuint)); } else { GLint skip, length; if (x < 0) { /* left edge clippping */ skip = -x; length = (GLint) n - skip; if (length < 0) { /* completely left of window */ return; } if (length > bufWidth) { length = bufWidth; } } else if ((GLint) (x + n) > bufWidth) { /* right edge clipping */ skip = 0; length = bufWidth - x; if (length < 0) { /* completely to right of window */ return; } } else { /* no clipping */ skip = 0; length = (GLint) n; } (*swrast->Driver.ReadCI32Span)( ctx, length, skip + x, y, indx + skip ); } }