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|
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2005 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_atifragshader.h"
#include "s_alpha.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 )
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
if (ctx->Visual.depthBits <= 16)
span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F);
else
span->z = (GLint) (ctx->Current.RasterPos[2] * 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 rgba 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 = FloatToFixed(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++) {
const GLfloat *tc = ctx->Current.RasterTexCoords[i];
if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
COPY_4V(span->tex[i], tc);
}
else if (tc[3] > 0.0F) {
/* use (s/q, t/q, r/q, 1) */
span->tex[i][0] = tc[0] / tc[3];
span->tex[i][1] = tc[1] / tc[3];
span->tex[i][2] = tc[2] / tc[3];
span->tex[i][3] = 1.0;
}
else {
ASSIGN_4V(span->tex[i], 0.0F, 0.0F, 0.0F, 1.0F);
}
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;
(void) ctx;
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;
(void) ctx;
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;
span->interpMask &= ~SPAN_INDEX;
}
/* Fill in the span.->array->spec array from the interpolation values */
static void
interpolate_specular(GLcontext *ctx, struct sw_span *span)
{
(void) ctx;
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.array.fog values from the interpolation values */
static void
interpolate_fog(const GLcontext *ctx, struct sw_span *span)
{
GLfloat *fog = span->array->fog;
const GLfloat fogStep = span->fogStep;
GLfloat fogCoord = span->fog;
const GLuint haveW = (span->interpMask & SPAN_W);
const GLfloat wStep = haveW ? span->dwdx : 0.0F;
GLfloat w = haveW ? span->w : 1.0F;
GLuint i;
for (i = 0; i < span->end; i++) {
fog[i] = fogCoord / w;
fogCoord += fogStep;
w += wStep;
}
span->arrayMask |= SPAN_FOG;
}
/* 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.
* Note: in the places where we divide by Q (or mult by invQ) we're
* really doing two things: perspective correction and texcoord
* projection. Remember, for texcoord (s,t,r,q) we need to index
* texels with (s/q, t/q, r/q).
* If we're using a fragment program, we never do the division
* for texcoord projection. That's done by the TXP instruction
* or user-written code.
*/
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[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram._Active;
texW = img->WidthScale;
texH = img->HeightScale;
}
else {
/* using a fragment program */
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;
if (ctx->FragmentProgram._Active) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invW);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
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] = _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 (ctx->FragmentProgram._Active) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else if (dqdx == 0.0F) {
/* 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[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram._Active;
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;
if (ctx->FragmentProgram._Active) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invW);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else {
/* tex.c */
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 (ctx->FragmentProgram._Active) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else if (dqdx == 0.0F) {
/* 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;
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;
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 */
}
}
/**
* Apply all the per-fragment opertions to a span of color index fragments
* and write them to the enabled color drawbuffers.
* The 'span' parameter can be considered to be const. Note that
* 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)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLuint output = 0;
const GLuint origInterpMask = span->interpMask;
const GLuint origArrayMask = span->arrayMask;
GLuint buf;
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 {
_mesa_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
/* Make sure all fragments are within window bounds */
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);
}
/* Stencil and Z testing */
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->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
}
}
/* if we get here, something passed the depth test */
if (ctx->Depth.OcclusionTest) {
ctx->OcclusionResult = GL_TRUE;
}
#if FEATURE_ARB_occlusion_query
if (ctx->Occlusion.Active) {
/* update count of 'passed' fragments */
GLuint i;
for (i = 0; i < span->end; i++)
ctx->Occlusion.PassedCounter += span->array->mask[i];
}
#endif
/* 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 (ctx->Fog.Enabled ||
ctx->Color.IndexLogicOpEnabled ||
ctx->Color.IndexMask != 0xffffffff ||
(span->arrayMask & SPAN_COVERAGE)) {
if (span->interpMask & SPAN_INDEX) {
interpolate_indexes(ctx, span);
}
}
/* Fog */
if (ctx->Fog.Enabled) {
_swrast_fog_ci_span(ctx, span);
}
/* Antialias coverage application */
if (span->arrayMask & SPAN_COVERAGE) {
const GLfloat *coverage = span->array->coverage;
GLuint *index = span->array->index;
GLuint i;
for (i = 0; i < span->end; i++) {
ASSERT(coverage[i] < 16);
index[i] = (index[i] & ~0xf) | ((GLuint) coverage[i]);
}
}
/* Loop over drawing buffers */
for (buf = 0; buf < fb->_NumColorDrawBuffers[output]; buf++) {
struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[output][buf];
GLuint indexTemp[MAX_WIDTH], *index32;
ASSERT(rb->_BaseFormat == GL_COLOR_INDEX);
if (ctx->Color.IndexLogicOpEnabled ||
ctx->Color.IndexMask != 0xffffffff) {
/* make copy of incoming indexes */
MEMCPY(indexTemp, span->array->index, span->end * sizeof(GLuint));
if (ctx->Color.IndexLogicOpEnabled) {
_swrast_logicop_ci_span(ctx, rb, span, indexTemp);
}
if (ctx->Color.IndexMask != 0xffffffff) {
_swrast_mask_ci_span(ctx, rb, span, indexTemp);
}
index32 = indexTemp;
}
else {
index32 = span->array->index;
}
if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) {
/* all fragments have same color index */
GLubyte index8;
GLushort index16;
GLuint index32;
void *value;
if (rb->DataType == GL_UNSIGNED_BYTE) {
index8 = FixedToInt(span->index);
value = &index8;
}
else if (rb->DataType == GL_UNSIGNED_SHORT) {
index16 = FixedToInt(span->index);
value = &index16;
}
else {
ASSERT(rb->DataType == GL_UNSIGNED_INT);
index32 = FixedToInt(span->index);
value = &index32;
}
if (span->arrayMask & SPAN_XY) {
rb->PutMonoValues(ctx, rb, span->end, span->array->x,
span->array->y, value, span->array->mask);
}
else {
rb->PutMonoRow(ctx, rb, span->end, span->x, span->y,
value, span->array->mask);
}
}
else {
/* each fragment is a different color */
GLubyte index8[MAX_WIDTH];
GLushort index16[MAX_WIDTH];
void *values;
if (rb->DataType == GL_UNSIGNED_BYTE) {
GLuint k;
for (k = 0; k < span->end; k++) {
index8[k] = (GLubyte) index32[k];
}
values = index8;
}
else if (rb->DataType == GL_UNSIGNED_SHORT) {
GLuint k;
for (k = 0; k < span->end; k++) {
index16[k] = (GLushort) index32[k];
}
values = index16;
}
else {
ASSERT(rb->DataType == GL_UNSIGNED_INT);
values = index32;
}
if (span->arrayMask & SPAN_XY) {
rb->PutValues(ctx, rb, span->end, span->array->x, span->array->y,
values, span->array->mask);
}
else {
rb->PutRow(ctx, rb, span->end, span->x, span->y,
values, span->array->mask);
}
}
}
#if OLD_RENDERBUFFER || NEW_RENDERBUFFER
/* restore default dest buffer */
_swrast_use_draw_buffer(ctx);
#endif
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
}
}
/**
* XXX merge this code into the _swrast_write_rgba_span() routine!
*
* 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 )
{
#if OLD_RENDERBUFFER || NEW_RENDERBUFFER
SWcontext *swrast = SWRAST_CONTEXT(ctx);
#endif
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLuint output = 0;
GLuint i;
ASSERT(span->end < MAX_WIDTH);
ASSERT(colorMask != 0x0);
for (i = 0; i < fb->_NumColorDrawBuffers[output]; i++) {
struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[output][i];
GLchan rgbaTmp[MAX_WIDTH][4];
#if OLD_RENDERBUFFER || NEW_RENDERBUFFER
/* obsolete code */
GLuint bufferBit = fb->_ColorDrawBit[output][i];
/* Set the current read/draw buffer */
swrast->CurrentBufferBit = bufferBit;
if (swrast->Driver.SetBuffer)
(*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);
#endif
/* make copy of incoming colors */
MEMCPY( rgbaTmp, span->array->rgba, 4 * span->end * sizeof(GLchan) );
if (ctx->Color._LogicOpEnabled) {
_swrast_logicop_rgba_span(ctx, rb, span, rgbaTmp);
}
else if (ctx->Color.BlendEnabled) {
_swrast_blend_span(ctx, rb, span, rgbaTmp);
}
if (colorMask != 0xffffffff) {
_swrast_mask_rgba_span(ctx, rb, span, rgbaTmp);
}
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
ASSERT(rb->PutValues);
rb->PutValues(ctx, rb, span->end, span->array->x,
span->array->y, rgbaTmp, span->array->mask);
}
else {
/* horizontal run of pixels */
ASSERT(rb->PutRow);
rb->PutRow(ctx, rb, span->end, span->x, span->y, rgbaTmp,
span->array->mask);
}
}
#if OLD_RENDERBUFFER || NEW_RENDERBUFFER
/* restore default dest buffer */
_swrast_use_draw_buffer(ctx);
#endif
}
/**
* Apply all the per-fragment operations to a span.
* This now includes texturing (_swrast_write_texture_span() is history).
* 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)
{
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);
/*
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 {
_mesa_memset(span->array->mask, 1, span->end);
span->writeAll = GL_TRUE;
}
/* Clip to window/scissor box */
if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) {
if (!clip_span(ctx, span)) {
return;
}
}
#ifdef DEBUG
/* Make sure all fragments are within window bounds */
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);
}
/* Interpolate texcoords? */
if (ctx->Texture._EnabledCoordUnits
&& (span->interpMask & SPAN_TEXTURE)
&& (span->arrayMask & SPAN_TEXTURE) == 0) {
interpolate_texcoords(ctx, span);
}
/* If the alpha test is enabled, we have to compute the fragment colors
* at this point and do the alpha test.
* Else, if alpha test is not enabled, we'll try to defer fragment
* color computation (by interpolation, texture mapping, fragment program)
* until after the Z/stencil tests in the hope that many fragments will
* get culled, leaving less work to do.
*/
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 (span->interpMask & SPAN_FOG)
interpolate_fog(ctx, span);
/* Compute fragment colors with fragment program or texture lookups */
if (ctx->FragmentProgram._Active)
/* XXX interpolate depth values here??? */
_swrast_exec_fragment_program( ctx, span );
else if (ctx->ATIFragmentShader._Enabled)
_swrast_exec_fragment_shader( ctx, span );
else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE))
_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 && ctx->DrawBuffer->Visual.stencilBits > 0) {
/* Combined Z/stencil tests */
if (!_swrast_stencil_and_ztest_span(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
}
else if (ctx->DrawBuffer->Visual.depthBits > 0) {
/* Just regular depth testing */
ASSERT(ctx->Depth.Test);
ASSERT(span->arrayMask & SPAN_Z);
if (!_swrast_depth_test_span(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
}
}
/* if we get here, some fragments passed the depth test */
if (ctx->Depth.OcclusionTest) {
ctx->OcclusionResult = GL_TRUE;
}
#if FEATURE_ARB_occlusion_query
if (ctx->Occlusion.Active) {
/* update count of 'passed' fragments */
GLuint i;
for (i = 0; i < span->end; i++)
ctx->Occlusion.PassedCounter += span->array->mask[i];
}
#endif
/* We had to wait until now to check for glColorMask(0,0,0,0) because of
* the occlusion test.
*/
if (colorMask == 0x0) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
/* If the alpha test isn't enabled, we're able to defer computing fragment
* colors (by interpolation, texturing, fragment program) until now.
* Hopefully, Z/stencil tests culled many of the fragments!
*/
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 (span->interpMask & SPAN_FOG)
interpolate_fog(ctx, span);
if (ctx->FragmentProgram._Active)
_swrast_exec_fragment_program( ctx, span );
else if (ctx->ATIFragmentShader._Enabled)
_swrast_exec_fragment_shader( ctx, span );
else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE))
_swrast_texture_span( ctx, span );
}
ASSERT(span->arrayMask & SPAN_RGBA);
if (!ctx->FragmentProgram._Enabled) {
/* 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);
}
if (span->arrayMask & SPAN_SPEC) {
add_colors( span->end, span->array->rgba, span->array->spec );
}
else {
/* We probably added the base/specular colors during the
* vertex stage!
*/
}
}
}
/* Fog */
if (swrast->_FogEnabled) {
_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) {
/* need to do blend/logicop separately for each color buffer */
multi_write_rgba_span(ctx, span);
}
else {
/* normal: write to exactly one buffer */
struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];
if (ctx->Color._LogicOpEnabled) {
_swrast_logicop_rgba_span(ctx, rb, span, span->array->rgba);
}
else if (ctx->Color.BlendEnabled) {
_swrast_blend_span(ctx, rb, span, span->array->rgba);
}
/* Color component masking */
if (colorMask != 0xffffffff) {
_swrast_mask_rgba_span(ctx, rb, span, span->array->rgba);
}
/* Finally, write the pixels to a color buffer */
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
ASSERT(rb->PutValues);
ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA);
/* XXX check datatype */
rb->PutValues(ctx, rb, span->end, span->array->x, span->array->y,
span->array->rgba, span->array->mask);
}
else {
/* horizontal run of pixels */
ASSERT(rb->PutRow);
ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA);
/* XXX check datatype */
rb->PutRow(ctx, rb, span->end, span->x, span->y, 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, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLchan rgba[][4] )
{
const GLint bufWidth = (GLint) rb->Width;
const GLint bufHeight = (GLint) rb->Height;
if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
/* completely above, below, or right */
/* XXX maybe leave rgba values 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;
}
ASSERT(rb);
ASSERT(rb->GetRow);
ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA);
ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
rb->GetRow(ctx, rb, 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, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLuint index[] )
{
const GLint bufWidth = (GLint) rb->Width;
const GLint bufHeight = (GLint) rb->Height;
if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
/* completely above, below, or right */
_mesa_bzero(index, 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;
}
ASSERT(rb->GetRow);
ASSERT(rb->_BaseFormat == GL_COLOR_INDEX);
if (rb->DataType == GL_UNSIGNED_BYTE) {
GLubyte index8[MAX_WIDTH];
GLint i;
rb->GetRow(ctx, rb, length, x + skip, y, index8);
for (i = 0; i < length; i++)
index[skip + i] = index8[i];
}
else if (rb->DataType == GL_UNSIGNED_SHORT) {
GLushort index16[MAX_WIDTH];
GLint i;
rb->GetRow(ctx, rb, length, x + skip, y, index16);
for (i = 0; i < length; i++)
index[skip + i] = index16[i];
}
else if (rb->DataType == GL_UNSIGNED_INT) {
rb->GetRow(ctx, rb, length, x + skip, y, index + skip);
}
}
}
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