| /* |
| * Mesa 3-D graphics library |
| * Version: 7.5 |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * Copyright (C) 2009 VMware, Inc. 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 "main/glheader.h" |
| #include "main/colormac.h" |
| #include "main/context.h" |
| #include "main/macros.h" |
| #include "main/imports.h" |
| #include "main/image.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_fragprog.h" |
| #include "s_span.h" |
| #include "s_stencil.h" |
| #include "s_texcombine.h" |
| |
| |
| /** |
| * Set default fragment attributes for the span using the |
| * current raster values. Used prior to glDraw/CopyPixels |
| * and glBitmap. |
| */ |
| void |
| _swrast_span_default_attribs(GLcontext *ctx, SWspan *span) |
| { |
| GLchan r, g, b, a; |
| /* Z*/ |
| { |
| const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; |
| if (ctx->DrawBuffer->Visual.depthBits <= 16) |
| span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F); |
| else { |
| GLfloat tmpf = ctx->Current.RasterPos[2] * depthMax; |
| tmpf = MIN2(tmpf, depthMax); |
| span->z = (GLint)tmpf; |
| } |
| span->zStep = 0; |
| span->interpMask |= SPAN_Z; |
| } |
| |
| /* W (for perspective correction) */ |
| span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0; |
| span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0; |
| span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0; |
| |
| /* primary color, or color index */ |
| 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; |
| |
| COPY_4V(span->attrStart[FRAG_ATTRIB_COL0], ctx->Current.RasterColor); |
| ASSIGN_4V(span->attrStepX[FRAG_ATTRIB_COL0], 0.0, 0.0, 0.0, 0.0); |
| ASSIGN_4V(span->attrStepY[FRAG_ATTRIB_COL0], 0.0, 0.0, 0.0, 0.0); |
| |
| /* Secondary color */ |
| if (ctx->Light.Enabled || ctx->Fog.ColorSumEnabled) |
| { |
| COPY_4V(span->attrStart[FRAG_ATTRIB_COL1], ctx->Current.RasterSecondaryColor); |
| ASSIGN_4V(span->attrStepX[FRAG_ATTRIB_COL1], 0.0, 0.0, 0.0, 0.0); |
| ASSIGN_4V(span->attrStepY[FRAG_ATTRIB_COL1], 0.0, 0.0, 0.0, 0.0); |
| } |
| |
| /* fog */ |
| { |
| const SWcontext *swrast = SWRAST_CONTEXT(ctx); |
| GLfloat fogVal; /* a coord or a blend factor */ |
| if (swrast->_PreferPixelFog) { |
| /* fog blend factors will be computed from fog coordinates per pixel */ |
| fogVal = ctx->Current.RasterDistance; |
| } |
| else { |
| /* fog blend factor should be computed from fogcoord now */ |
| fogVal = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); |
| } |
| span->attrStart[FRAG_ATTRIB_FOGC][0] = fogVal; |
| span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0; |
| span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0; |
| } |
| |
| /* texcoords */ |
| { |
| GLuint i; |
| for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { |
| const GLuint attr = FRAG_ATTRIB_TEX0 + i; |
| const GLfloat *tc = ctx->Current.RasterTexCoords[i]; |
| if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) { |
| COPY_4V(span->attrStart[attr], tc); |
| } |
| else if (tc[3] > 0.0F) { |
| /* use (s/q, t/q, r/q, 1) */ |
| span->attrStart[attr][0] = tc[0] / tc[3]; |
| span->attrStart[attr][1] = tc[1] / tc[3]; |
| span->attrStart[attr][2] = tc[2] / tc[3]; |
| span->attrStart[attr][3] = 1.0; |
| } |
| else { |
| ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F); |
| } |
| ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F); |
| ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F); |
| } |
| } |
| } |
| |
| |
| /** |
| * Interpolate the active attributes (and'd with attrMask) to |
| * fill in span->array->attribs[]. |
| * Perspective correction will be done. The point/line/triangle function |
| * should have computed attrStart/Step values for FRAG_ATTRIB_WPOS[3]! |
| */ |
| static INLINE void |
| interpolate_active_attribs(GLcontext *ctx, SWspan *span, GLbitfield attrMask) |
| { |
| const SWcontext *swrast = SWRAST_CONTEXT(ctx); |
| |
| /* |
| * Don't overwrite existing array values, such as colors that may have |
| * been produced by glDraw/CopyPixels. |
| */ |
| attrMask &= ~span->arrayAttribs; |
| |
| ATTRIB_LOOP_BEGIN |
| if (attrMask & (1 << attr)) { |
| const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; |
| GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; |
| const GLfloat dv0dx = span->attrStepX[attr][0]; |
| const GLfloat dv1dx = span->attrStepX[attr][1]; |
| const GLfloat dv2dx = span->attrStepX[attr][2]; |
| const GLfloat dv3dx = span->attrStepX[attr][3]; |
| GLfloat v0 = span->attrStart[attr][0] + span->leftClip * dv0dx; |
| GLfloat v1 = span->attrStart[attr][1] + span->leftClip * dv1dx; |
| GLfloat v2 = span->attrStart[attr][2] + span->leftClip * dv2dx; |
| GLfloat v3 = span->attrStart[attr][3] + span->leftClip * dv3dx; |
| GLuint k; |
| for (k = 0; k < span->end; k++) { |
| const GLfloat invW = 1.0f / w; |
| span->array->attribs[attr][k][0] = v0 * invW; |
| span->array->attribs[attr][k][1] = v1 * invW; |
| span->array->attribs[attr][k][2] = v2 * invW; |
| span->array->attribs[attr][k][3] = v3 * invW; |
| v0 += dv0dx; |
| v1 += dv1dx; |
| v2 += dv2dx; |
| v3 += dv3dx; |
| w += dwdx; |
| } |
| ASSERT((span->arrayAttribs & (1 << attr)) == 0); |
| span->arrayAttribs |= (1 << attr); |
| } |
| ATTRIB_LOOP_END |
| } |
| |
| |
| /** |
| * Interpolate primary colors to fill in the span->array->rgba8 (or rgb16) |
| * color array. |
| */ |
| static INLINE void |
| interpolate_int_colors(GLcontext *ctx, SWspan *span) |
| { |
| const GLuint n = span->end; |
| GLuint i; |
| |
| #if CHAN_BITS != 32 |
| ASSERT(!(span->arrayMask & SPAN_RGBA)); |
| #endif |
| |
| switch (span->array->ChanType) { |
| #if CHAN_BITS != 32 |
| case GL_UNSIGNED_BYTE: |
| { |
| GLubyte (*rgba)[4] = span->array->rgba8; |
| if (span->interpMask & SPAN_FLAT) { |
| GLubyte color[4]; |
| color[RCOMP] = FixedToInt(span->red); |
| color[GCOMP] = FixedToInt(span->green); |
| color[BCOMP] = FixedToInt(span->blue); |
| color[ACOMP] = FixedToInt(span->alpha); |
| for (i = 0; i < n; i++) { |
| COPY_4UBV(rgba[i], color); |
| } |
| } |
| else { |
| GLfixed r = span->red; |
| GLfixed g = span->green; |
| GLfixed b = span->blue; |
| GLfixed a = span->alpha; |
| GLint dr = span->redStep; |
| GLint dg = span->greenStep; |
| GLint db = span->blueStep; |
| GLint da = span->alphaStep; |
| 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; |
| } |
| } |
| } |
| break; |
| case GL_UNSIGNED_SHORT: |
| { |
| GLushort (*rgba)[4] = span->array->rgba16; |
| if (span->interpMask & SPAN_FLAT) { |
| GLushort color[4]; |
| color[RCOMP] = FixedToInt(span->red); |
| color[GCOMP] = FixedToInt(span->green); |
| color[BCOMP] = FixedToInt(span->blue); |
| color[ACOMP] = FixedToInt(span->alpha); |
| for (i = 0; i < n; i++) { |
| COPY_4V(rgba[i], color); |
| } |
| } |
| else { |
| GLushort (*rgba)[4] = span->array->rgba16; |
| GLfixed r, g, b, a; |
| GLint dr, dg, db, da; |
| r = span->red; |
| g = span->green; |
| b = span->blue; |
| a = span->alpha; |
| dr = span->redStep; |
| dg = span->greenStep; |
| db = span->blueStep; |
| da = span->alphaStep; |
| 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; |
| } |
| } |
| } |
| break; |
| #endif |
| case GL_FLOAT: |
| interpolate_active_attribs(ctx, span, FRAG_BIT_COL0); |
| break; |
| default: |
| _mesa_problem(NULL, "bad datatype in interpolate_int_colors"); |
| } |
| span->arrayMask |= SPAN_RGBA; |
| } |
| |
| |
| /** |
| * Populate the FRAG_ATTRIB_COL0 array. |
| */ |
| static INLINE void |
| interpolate_float_colors(SWspan *span) |
| { |
| GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; |
| const GLuint n = span->end; |
| GLuint i; |
| |
| assert(!(span->arrayAttribs & FRAG_BIT_COL0)); |
| |
| if (span->arrayMask & SPAN_RGBA) { |
| /* convert array of int colors */ |
| for (i = 0; i < n; i++) { |
| col0[i][0] = UBYTE_TO_FLOAT(span->array->rgba8[i][0]); |
| col0[i][1] = UBYTE_TO_FLOAT(span->array->rgba8[i][1]); |
| col0[i][2] = UBYTE_TO_FLOAT(span->array->rgba8[i][2]); |
| col0[i][3] = UBYTE_TO_FLOAT(span->array->rgba8[i][3]); |
| } |
| } |
| else { |
| /* interpolate red/green/blue/alpha to get float colors */ |
| ASSERT(span->interpMask & SPAN_RGBA); |
| if (span->interpMask & SPAN_FLAT) { |
| GLfloat r = FixedToFloat(span->red); |
| GLfloat g = FixedToFloat(span->green); |
| GLfloat b = FixedToFloat(span->blue); |
| GLfloat a = FixedToFloat(span->alpha); |
| for (i = 0; i < n; i++) { |
| ASSIGN_4V(col0[i], r, g, b, a); |
| } |
| } |
| else { |
| GLfloat r = FixedToFloat(span->red); |
| GLfloat g = FixedToFloat(span->green); |
| GLfloat b = FixedToFloat(span->blue); |
| GLfloat a = FixedToFloat(span->alpha); |
| GLfloat dr = FixedToFloat(span->redStep); |
| GLfloat dg = FixedToFloat(span->greenStep); |
| GLfloat db = FixedToFloat(span->blueStep); |
| GLfloat da = FixedToFloat(span->alphaStep); |
| for (i = 0; i < n; i++) { |
| col0[i][0] = r; |
| col0[i][1] = g; |
| col0[i][2] = b; |
| col0[i][3] = a; |
| r += dr; |
| g += dg; |
| b += db; |
| a += da; |
| } |
| } |
| } |
| |
| span->arrayAttribs |= FRAG_BIT_COL0; |
| span->array->ChanType = GL_FLOAT; |
| } |
| |
| |
| |
| /** |
| * Fill in the span.zArray array from the span->z, zStep values. |
| */ |
| void |
| _swrast_span_interpolate_z( const GLcontext *ctx, SWspan *span ) |
| { |
| const GLuint n = span->end; |
| GLuint i; |
| |
| ASSERT(!(span->arrayMask & SPAN_Z)); |
| |
| if (ctx->DrawBuffer->Visual.depthBits <= 16) { |
| GLfixed zval = span->z; |
| GLuint *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 */ |
| GLuint zval = span->z; |
| GLuint *z = span->array->z; |
| for (i = 0; i < n; i++) { |
| z[i] = zval; |
| zval += span->zStep; |
| } |
| } |
| span->interpMask &= ~SPAN_Z; |
| span->arrayMask |= SPAN_Z; |
| } |
| |
| |
| /** |
| * Compute mipmap LOD from partial derivatives. |
| * This the ideal solution, as given in the OpenGL spec. |
| */ |
| 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 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; |
| } |
| |
| |
| /** |
| * Compute mipmap LOD from partial derivatives. |
| * This is a faster approximation than above function. |
| */ |
| #if 0 |
| 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; |
| } |
| #endif |
| |
| |
| /** |
| * Fill in the span.array->attrib[FRAG_ATTRIB_TEXn] arrays from the |
| * using the attrStart/Step values. |
| * |
| * This function only used during fixed-function fragment processing. |
| * |
| * 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). |
| */ |
| static void |
| interpolate_texcoords(GLcontext *ctx, SWspan *span) |
| { |
| const GLuint maxUnit |
| = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1; |
| GLuint u; |
| |
| /* XXX CoordUnits vs. ImageUnits */ |
| for (u = 0; u < maxUnit; u++) { |
| if (ctx->Texture._EnabledCoordUnits & (1 << u)) { |
| const GLuint attr = FRAG_ATTRIB_TEX0 + u; |
| const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current; |
| GLfloat texW, texH; |
| GLboolean needLambda; |
| GLfloat (*texcoord)[4] = span->array->attribs[attr]; |
| GLfloat *lambda = span->array->lambda[u]; |
| const GLfloat dsdx = span->attrStepX[attr][0]; |
| const GLfloat dsdy = span->attrStepY[attr][0]; |
| const GLfloat dtdx = span->attrStepX[attr][1]; |
| const GLfloat dtdy = span->attrStepY[attr][1]; |
| const GLfloat drdx = span->attrStepX[attr][2]; |
| const GLfloat dqdx = span->attrStepX[attr][3]; |
| const GLfloat dqdy = span->attrStepY[attr][3]; |
| GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; |
| GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx; |
| GLfloat r = span->attrStart[attr][2] + span->leftClip * drdx; |
| GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx; |
| |
| if (obj) { |
| const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; |
| needLambda = (obj->MinFilter != obj->MagFilter) |
| || ctx->FragmentProgram._Current; |
| texW = img->WidthScale; |
| texH = img->HeightScale; |
| } |
| else { |
| /* using a fragment program */ |
| texW = 1.0; |
| texH = 1.0; |
| needLambda = GL_FALSE; |
| } |
| |
| if (needLambda) { |
| GLuint i; |
| if (ctx->FragmentProgram._Current |
| || ctx->ATIFragmentShader._Enabled) { |
| /* do perspective correction but don't divide s, t, r by q */ |
| const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; |
| GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dwdx; |
| 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 { |
| GLuint i; |
| if (ctx->FragmentProgram._Current || |
| ctx->ATIFragmentShader._Enabled) { |
| /* do perspective correction but don't divide s, t, r by q */ |
| const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; |
| GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dwdx; |
| 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 */ |
| } |
| |
| |
| /** |
| * Fill in the arrays->attribs[FRAG_ATTRIB_WPOS] array. |
| */ |
| static INLINE void |
| interpolate_wpos(GLcontext *ctx, SWspan *span) |
| { |
| GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS]; |
| GLuint i; |
| const GLfloat zScale = 1.0F / ctx->DrawBuffer->_DepthMaxF; |
| GLfloat w, dw; |
| |
| if (span->arrayMask & SPAN_XY) { |
| for (i = 0; i < span->end; i++) { |
| wpos[i][0] = (GLfloat) span->array->x[i]; |
| wpos[i][1] = (GLfloat) span->array->y[i]; |
| } |
| } |
| else { |
| for (i = 0; i < span->end; i++) { |
| wpos[i][0] = (GLfloat) span->x + i; |
| wpos[i][1] = (GLfloat) span->y; |
| } |
| } |
| |
| dw = span->attrStepX[FRAG_ATTRIB_WPOS][3]; |
| w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dw; |
| for (i = 0; i < span->end; i++) { |
| wpos[i][2] = (GLfloat) span->array->z[i] * zScale; |
| wpos[i][3] = w; |
| w += dw; |
| } |
| } |
| |
| |
| /** |
| * Apply the current polygon stipple pattern to a span of pixels. |
| */ |
| static INLINE void |
| stipple_polygon_span(GLcontext *ctx, SWspan *span) |
| { |
| GLubyte *mask = span->array->mask; |
| |
| ASSERT(ctx->Polygon.StippleFlag); |
| |
| if (span->arrayMask & SPAN_XY) { |
| /* arrays of x/y pixel coords */ |
| GLuint i; |
| for (i = 0; i < span->end; i++) { |
| const GLint col = span->array->x[i] % 32; |
| const GLint row = span->array->y[i] % 32; |
| const GLuint stipple = ctx->PolygonStipple[row]; |
| if (((1 << col) & stipple) == 0) { |
| mask[i] = 0; |
| } |
| } |
| } |
| else { |
| /* horizontal span of pixels */ |
| const GLuint highBit = 1 << 31; |
| const GLuint stipple = ctx->PolygonStipple[span->y % 32]; |
| GLuint i, 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 INLINE GLuint |
| clip_span( GLcontext *ctx, SWspan *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; |
| |
| span->leftClip = 0; |
| |
| 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; |
| 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 right */ |
| if (x + n > xmax) { |
| ASSERT(x < xmax); |
| n = span->end = xmax - x; |
| } |
| |
| /* Clip to the left */ |
| if (x < xmin) { |
| const GLint leftClip = xmin - x; |
| GLuint i; |
| |
| ASSERT(leftClip > 0); |
| ASSERT(x + n > xmin); |
| |
| /* Clip 'leftClip' pixels from the left side. |
| * The span->leftClip field will be applied when we interpolate |
| * fragment attributes. |
| * For arrays of values, shift them left. |
| */ |
| for (i = 0; i < FRAG_ATTRIB_MAX; i++) { |
| if (span->interpMask & (1 << i)) { |
| GLuint j; |
| for (j = 0; j < 4; j++) { |
| span->attrStart[i][j] += leftClip * span->attrStepX[i][j]; |
| } |
| } |
| } |
| |
| span->red += leftClip * span->redStep; |
| span->green += leftClip * span->greenStep; |
| span->blue += leftClip * span->blueStep; |
| span->alpha += leftClip * span->alphaStep; |
| span->index += leftClip * span->indexStep; |
| span->z += leftClip * span->zStep; |
| span->intTex[0] += leftClip * span->intTexStep[0]; |
| span->intTex[1] += leftClip * span->intTexStep[1]; |
| |
| #define SHIFT_ARRAY(ARRAY, SHIFT, LEN) \ |
| memcpy(ARRAY, ARRAY + (SHIFT), (LEN) * sizeof(ARRAY[0])) |
| |
| for (i = 0; i < FRAG_ATTRIB_MAX; i++) { |
| if (span->arrayAttribs & (1 << i)) { |
| /* shift array elements left by 'leftClip' */ |
| SHIFT_ARRAY(span->array->attribs[i], leftClip, n - leftClip); |
| } |
| } |
| |
| SHIFT_ARRAY(span->array->mask, leftClip, n - leftClip); |
| SHIFT_ARRAY(span->array->rgba8, leftClip, n - leftClip); |
| SHIFT_ARRAY(span->array->rgba16, leftClip, n - leftClip); |
| SHIFT_ARRAY(span->array->x, leftClip, n - leftClip); |
| SHIFT_ARRAY(span->array->y, leftClip, n - leftClip); |
| SHIFT_ARRAY(span->array->z, leftClip, n - leftClip); |
| SHIFT_ARRAY(span->array->index, leftClip, n - leftClip); |
| for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { |
| SHIFT_ARRAY(span->array->lambda[i], leftClip, n - leftClip); |
| } |
| SHIFT_ARRAY(span->array->coverage, leftClip, n - leftClip); |
| |
| #undef SHIFT_ARRAY |
| |
| span->leftClip = leftClip; |
| span->x = xmin; |
| span->end -= leftClip; |
| span->writeAll = GL_FALSE; |
| } |
| |
| ASSERT(span->x >= xmin); |
| ASSERT(span->x + span->end <= xmax); |
| ASSERT(span->y >= ymin); |
| ASSERT(span->y < ymax); |
| |
| return GL_TRUE; /* some pixels visible */ |
| } |
| } |
| |
| |
| /** |
| * Add specular colors to primary colors. |
| * Only called during fixed-function operation. |
| * Result is float color array (FRAG_ATTRIB_COL0). |
| */ |
| static INLINE void |
| add_specular(GLcontext *ctx, SWspan *span) |
| { |
| const SWcontext *swrast = SWRAST_CONTEXT(ctx); |
| const GLubyte *mask = span->array->mask; |
| GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; |
| GLfloat (*col1)[4] = span->array->attribs[FRAG_ATTRIB_COL1]; |
| GLuint i; |
| |
| ASSERT(!ctx->FragmentProgram._Current); |
| ASSERT(span->arrayMask & SPAN_RGBA); |
| ASSERT(swrast->_ActiveAttribMask & FRAG_BIT_COL1); |
| (void) swrast; /* silence warning */ |
| |
| if (span->array->ChanType == GL_FLOAT) { |
| if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { |
| interpolate_active_attribs(ctx, span, FRAG_BIT_COL0); |
| } |
| } |
| else { |
| /* need float colors */ |
| if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { |
| interpolate_float_colors(span); |
| } |
| } |
| |
| if ((span->arrayAttribs & FRAG_BIT_COL1) == 0) { |
| /* XXX could avoid this and interpolate COL1 in the loop below */ |
| interpolate_active_attribs(ctx, span, FRAG_BIT_COL1); |
| } |
| |
| ASSERT(span->arrayAttribs & FRAG_BIT_COL0); |
| ASSERT(span->arrayAttribs & FRAG_BIT_COL1); |
| |
| for (i = 0; i < span->end; i++) { |
| if (mask[i]) { |
| col0[i][0] += col1[i][0]; |
| col0[i][1] += col1[i][1]; |
| col0[i][2] += col1[i][2]; |
| } |
| } |
| |
| span->array->ChanType = GL_FLOAT; |
| } |
| |
| |
| /** |
| * Apply antialiasing coverage value to alpha values. |
| */ |
| static INLINE void |
| apply_aa_coverage(SWspan *span) |
| { |
| const GLfloat *coverage = span->array->coverage; |
| GLuint i; |
| if (span->array->ChanType == GL_UNSIGNED_BYTE) { |
| GLubyte (*rgba)[4] = span->array->rgba8; |
| for (i = 0; i < span->end; i++) { |
| const GLfloat a = rgba[i][ACOMP] * coverage[i]; |
| rgba[i][ACOMP] = (GLubyte) CLAMP(a, 0.0, 255.0); |
| ASSERT(coverage[i] >= 0.0); |
| ASSERT(coverage[i] <= 1.0); |
| } |
| } |
| else if (span->array->ChanType == GL_UNSIGNED_SHORT) { |
| GLushort (*rgba)[4] = span->array->rgba16; |
| for (i = 0; i < span->end; i++) { |
| const GLfloat a = rgba[i][ACOMP] * coverage[i]; |
| rgba[i][ACOMP] = (GLushort) CLAMP(a, 0.0, 65535.0); |
| } |
| } |
| else { |
| GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; |
| for (i = 0; i < span->end; i++) { |
| rgba[i][ACOMP] = rgba[i][ACOMP] * coverage[i]; |
| /* clamp later */ |
| } |
| } |
| } |
| |
| |
| /** |
| * Clamp span's float colors to [0,1] |
| */ |
| static INLINE void |
| clamp_colors(SWspan *span) |
| { |
| GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; |
| GLuint i; |
| ASSERT(span->array->ChanType == GL_FLOAT); |
| for (i = 0; i < span->end; i++) { |
| rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F); |
| rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F); |
| rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F); |
| rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F); |
| } |
| } |
| |
| |
| /** |
| * Convert the span's color arrays to the given type. |
| * The only way 'output' can be greater than zero is when we have a fragment |
| * program that writes to gl_FragData[1] or higher. |
| * \param output which fragment program color output is being processed |
| */ |
| static INLINE void |
| convert_color_type(SWspan *span, GLenum newType, GLuint output) |
| { |
| GLvoid *src, *dst; |
| |
| if (output > 0 || span->array->ChanType == GL_FLOAT) { |
| src = span->array->attribs[FRAG_ATTRIB_COL0 + output]; |
| span->array->ChanType = GL_FLOAT; |
| } |
| else if (span->array->ChanType == GL_UNSIGNED_BYTE) { |
| src = span->array->rgba8; |
| } |
| else { |
| ASSERT(span->array->ChanType == GL_UNSIGNED_SHORT); |
| src = span->array->rgba16; |
| } |
| |
| if (newType == GL_UNSIGNED_BYTE) { |
| dst = span->array->rgba8; |
| } |
| else if (newType == GL_UNSIGNED_SHORT) { |
| dst = span->array->rgba16; |
| } |
| else { |
| dst = span->array->attribs[FRAG_ATTRIB_COL0]; |
| } |
| |
| _mesa_convert_colors(span->array->ChanType, src, |
| newType, dst, |
| span->end, span->array->mask); |
| |
| span->array->ChanType = newType; |
| span->array->rgba = dst; |
| } |
| |
| |
| |
| /** |
| * Apply fragment shader, fragment program or normal texturing to span. |
| */ |
| static INLINE void |
| shade_texture_span(GLcontext *ctx, SWspan *span) |
| { |
| GLbitfield inputsRead; |
| |
| /* Determine which fragment attributes are actually needed */ |
| if (ctx->FragmentProgram._Current) { |
| inputsRead = ctx->FragmentProgram._Current->Base.InputsRead; |
| } |
| else { |
| /* XXX we could be a bit smarter about this */ |
| inputsRead = ~0; |
| } |
| |
| if (ctx->FragmentProgram._Current || |
| ctx->ATIFragmentShader._Enabled) { |
| /* programmable shading */ |
| if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) { |
| convert_color_type(span, GL_FLOAT, 0); |
| } |
| if (span->primitive != GL_POINT || |
| (span->interpMask & SPAN_RGBA) || |
| ctx->Point.PointSprite) { |
| /* for single-pixel points, we populated the arrays already */ |
| interpolate_active_attribs(ctx, span, ~0); |
| } |
| span->array->ChanType = GL_FLOAT; |
| |
| if (!(span->arrayMask & SPAN_Z)) |
| _swrast_span_interpolate_z (ctx, span); |
| |
| #if 0 |
| if (inputsRead & FRAG_BIT_WPOS) |
| #else |
| /* XXX always interpolate wpos so that DDX/DDY work */ |
| #endif |
| interpolate_wpos(ctx, span); |
| |
| /* Run fragment program/shader now */ |
| if (ctx->FragmentProgram._Current) { |
| _swrast_exec_fragment_program(ctx, span); |
| } |
| else { |
| ASSERT(ctx->ATIFragmentShader._Enabled); |
| _swrast_exec_fragment_shader(ctx, span); |
| } |
| } |
| else if (ctx->Texture._EnabledCoordUnits) { |
| /* conventional texturing */ |
| |
| #if CHAN_BITS == 32 |
| if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { |
| interpolate_int_colors(ctx, span); |
| } |
| #else |
| if (!(span->arrayMask & SPAN_RGBA)) |
| interpolate_int_colors(ctx, span); |
| #endif |
| if ((span->arrayAttribs & FRAG_BITS_TEX_ANY) == 0x0) |
| interpolate_texcoords(ctx, span); |
| |
| _swrast_texture_span(ctx, span); |
| } |
| } |
| |
| |
| |
| /** |
| * 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, SWspan *span) |
| { |
| const SWcontext *swrast = SWRAST_CONTEXT(ctx); |
| const GLuint *colorMask = (GLuint *) ctx->Color.ColorMask; |
| const GLbitfield origInterpMask = span->interpMask; |
| const GLbitfield origArrayMask = span->arrayMask; |
| const GLbitfield origArrayAttribs = span->arrayAttribs; |
| const GLenum origChanType = span->array->ChanType; |
| void * const origRgba = span->array->rgba; |
| const GLboolean shader = (ctx->FragmentProgram._Current |
| || ctx->ATIFragmentShader._Enabled); |
| const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits; |
| struct gl_framebuffer *fb = ctx->DrawBuffer; |
| |
| /* |
| printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, |
| span->interpMask, span->arrayMask); |
| */ |
| |
| ASSERT(span->primitive == GL_POINT || |
| span->primitive == GL_LINE || |
| span->primitive == GL_POLYGON || |
| span->primitive == GL_BITMAP); |
| |
| /* Fragment write masks */ |
| 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; |
| } |
| |
| /* Clip to window/scissor box */ |
| if (!clip_span(ctx, span)) { |
| return; |
| } |
| |
| ASSERT(span->end <= MAX_WIDTH); |
| |
| /* Depth bounds test */ |
| if (ctx->Depth.BoundsTest && fb->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) { |
| /* array of pixel locations */ |
| GLuint i; |
| for (i = 0; i < span->end; i++) { |
| if (span->array->mask[i]) { |
| assert(span->array->x[i] >= fb->_Xmin); |
| assert(span->array->x[i] < fb->_Xmax); |
| assert(span->array->y[i] >= fb->_Ymin); |
| assert(span->array->y[i] < fb->_Ymax); |
| } |
| } |
| } |
| #endif |
| |
| /* Polygon Stippling */ |
| if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) { |
| stipple_polygon_span(ctx, span); |
| } |
| |
| /* This is the normal place to compute the fragment color/Z |
| * from texturing or shading. |
| */ |
| if (shaderOrTexture && !swrast->_DeferredTexture) { |
| shade_texture_span(ctx, span); |
| } |
| |
| /* Do the alpha test */ |
| if (ctx->Color.AlphaEnabled) { |
| if (!_swrast_alpha_test(ctx, span)) { |
| /* all fragments failed test */ |
| goto end; |
| } |
| } |
| |
| /* Stencil and Z testing */ |
| if (ctx->Stencil._Enabled || ctx->Depth.Test) { |
| if (!(span->arrayMask & SPAN_Z)) |
| _swrast_span_interpolate_z(ctx, span); |
| |
| if (ctx->Transform.DepthClamp) |
| _swrast_depth_clamp_span(ctx, span); |
| |
| if (ctx->Stencil._Enabled) { |
| /* Combined Z/stencil tests */ |
| if (!_swrast_stencil_and_ztest_span(ctx, span)) { |
| /* all fragments failed test */ |
| goto end; |
| } |
| } |
| else if (fb->Visual.depthBits > 0) { |
| /* Just regular depth testing */ |
| ASSERT(ctx->Depth.Test); |
| ASSERT(span->arrayMask & SPAN_Z); |
| if (!_swrast_depth_test_span(ctx, span)) { |
| /* all fragments failed test */ |
| goto end; |
| } |
| } |
| } |
| |
| if (ctx->Query.CurrentOcclusionObject) { |
| /* update count of 'passed' fragments */ |
| struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; |
| GLuint i; |
| for (i = 0; i < span->end; i++) |
| q->Result += span->array->mask[i]; |
| } |
| |
| /* We had to wait until now to check for glColorMask(0,0,0,0) because of |
| * the occlusion test. |
| */ |
| if (fb->_NumColorDrawBuffers == 1 && colorMask[0] == 0x0) { |
| /* no colors to write */ |
| goto end; |
| } |
| |
| /* If we were able to defer fragment color computation to now, there's |
| * a good chance that many fragments will have already been killed by |
| * Z/stencil testing. |
| */ |
| if (shaderOrTexture && swrast->_DeferredTexture) { |
| shade_texture_span(ctx, span); |
| } |
| |
| #if CHAN_BITS == 32 |
| if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { |
| interpolate_active_attribs(ctx, span, FRAG_BIT_COL0); |
| } |
| #else |
| if ((span->arrayMask & SPAN_RGBA) == 0) { |
| interpolate_int_colors(ctx, span); |
| } |
| #endif |
| |
| ASSERT(span->arrayMask & SPAN_RGBA); |
| |
| if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) { |
| /* Add primary and specular (diffuse + specular) colors */ |
| if (!shader) { |
| if (ctx->Fog.ColorSumEnabled || |
| (ctx->Light.Enabled && |
| ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { |
| add_specular(ctx, span); |
| } |
| } |
| } |
| |
| /* Fog */ |
| if (swrast->_FogEnabled) { |
| _swrast_fog_rgba_span(ctx, span); |
| } |
| |
| /* Antialias coverage application */ |
| if (span->arrayMask & SPAN_COVERAGE) { |
| apply_aa_coverage(span); |
| } |
| |
| /* Clamp color/alpha values over the range [0.0, 1.0] before storage */ |
| if (ctx->Color.ClampFragmentColor == GL_TRUE && |
| span->array->ChanType == GL_FLOAT) { |
| clamp_colors(span); |
| } |
| |
| /* |
| * Write to renderbuffers. |
| * Depending on glDrawBuffer() state and the which color outputs are |
| * written by the fragment shader, we may either replicate one color to |
| * all renderbuffers or write a different color to each renderbuffer. |
| * multiFragOutputs=TRUE for the later case. |
| */ |
| { |
| const GLuint numBuffers = fb->_NumColorDrawBuffers; |
| const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; |
| const GLboolean multiFragOutputs = |
| (fp && fp->Base.OutputsWritten >= (1 << FRAG_RESULT_DATA0)); |
| GLuint buf; |
| |
| for (buf = 0; buf < numBuffers; buf++) { |
| struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf]; |
| |
| /* color[fragOutput] will be written to buffer[buf] */ |
| |
| if (rb) { |
| GLchan rgbaSave[MAX_WIDTH][4]; |
| const GLuint fragOutput = multiFragOutputs ? buf : 0; |
| |
| if (rb->DataType != span->array->ChanType || fragOutput > 0) { |
| convert_color_type(span, rb->DataType, fragOutput); |
| } |
| |
| if (!multiFragOutputs && numBuffers > 1) { |
| /* save colors for second, third renderbuffer writes */ |
| memcpy(rgbaSave, span->array->rgba, |
| 4 * span->end * sizeof(GLchan)); |
| } |
| |
| ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB); |
| |
| if (ctx->Color._LogicOpEnabled) { |
| _swrast_logicop_rgba_span(ctx, rb, span); |
| } |
| else if ((ctx->Color.BlendEnabled >> buf) & 1) { |
| _swrast_blend_span(ctx, rb, span); |
| } |
| |
| if (colorMask[buf] != 0xffffffff) { |
| _swrast_mask_rgba_span(ctx, rb, span, buf); |
| } |
| |
| if (span->arrayMask & SPAN_XY) { |
| /* array of pixel coords */ |
| ASSERT(rb->PutValues); |
| 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); |
| rb->PutRow(ctx, rb, span->end, span->x, span->y, |
| span->array->rgba, |
| span->writeAll ? NULL: span->array->mask); |
| } |
| |
| if (!multiFragOutputs && numBuffers > 1) { |
| /* restore original span values */ |
| memcpy(span->array->rgba, rgbaSave, |
| 4 * span->end * sizeof(GLchan)); |
| } |
| |
| } /* if rb */ |
| } /* for buf */ |
| } |
| |
| end: |
| /* restore these values before returning */ |
| span->interpMask = origInterpMask; |
| span->arrayMask = origArrayMask; |
| span->arrayAttribs = origArrayAttribs; |
| span->array->ChanType = origChanType; |
| span->array->rgba = origRgba; |
| } |
| |
| |
| /** |
| * Read RGBA pixels from a renderbuffer. Clipping will be done to prevent |
| * reading ouside the buffer's boundaries. |
| * \param dstType datatype for returned colors |
| * \param rgba the returned colors |
| */ |
| void |
| _swrast_read_rgba_span( GLcontext *ctx, struct gl_renderbuffer *rb, |
| GLuint n, GLint x, GLint y, GLenum dstType, |
| GLvoid *rgba) |
| { |
| 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? */ |
| memset(rgba, 0, 4 * n * sizeof(GLchan)); |
| } |
| else { |
| GLint skip, length; |
| if (x < 0) { |
| /* left edge clipping */ |
| 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); |
| |
| if (rb->DataType == dstType) { |
| rb->GetRow(ctx, rb, length, x + skip, y, |
| (GLubyte *) rgba + skip * RGBA_PIXEL_SIZE(rb->DataType)); |
| } |
| else { |
| GLuint temp[MAX_WIDTH * 4]; |
| rb->GetRow(ctx, rb, length, x + skip, y, temp); |
| _mesa_convert_colors(rb->DataType, temp, |
| dstType, (GLubyte *) rgba + skip * RGBA_PIXEL_SIZE(dstType), |
| length, NULL); |
| } |
| } |
| } |
| |
| |
| /** |
| * Wrapper for gl_renderbuffer::GetValues() which does clipping to avoid |
| * reading values outside the buffer bounds. |
| * We can use this for reading any format/type of renderbuffer. |
| * \param valueSize is the size in bytes of each value (pixel) put into the |
| * values array. |
| */ |
| void |
| _swrast_get_values(GLcontext *ctx, struct gl_renderbuffer *rb, |
| GLuint count, const GLint x[], const GLint y[], |
| void *values, GLuint valueSize) |
| { |
| GLuint i, inCount = 0, inStart = 0; |
| |
| for (i = 0; i < count; i++) { |
| if (x[i] >= 0 && y[i] >= 0 && |
| x[i] < (GLint) rb->Width && y[i] < (GLint) rb->Height) { |
| /* inside */ |
| if (inCount == 0) |
| inStart = i; |
| inCount++; |
| } |
| else { |
| if (inCount > 0) { |
| /* read [inStart, inStart + inCount) */ |
| rb->GetValues(ctx, rb, inCount, x + inStart, y + inStart, |
| (GLubyte *) values + inStart * valueSize); |
| inCount = 0; |
| } |
| } |
| } |
| if (inCount > 0) { |
| /* read last values */ |
| rb->GetValues(ctx, rb, inCount, x + inStart, y + inStart, |
| (GLubyte *) values + inStart * valueSize); |
| } |
| } |
| |
| |
| /** |
| * Wrapper for gl_renderbuffer::PutRow() which does clipping. |
| * \param valueSize size of each value (pixel) in bytes |
| */ |
| void |
| _swrast_put_row(GLcontext *ctx, struct gl_renderbuffer *rb, |
| GLuint count, GLint x, GLint y, |
| const GLvoid *values, GLuint valueSize) |
| { |
| GLint skip = 0; |
| |
| if (y < 0 || y >= (GLint) rb->Height) |
| return; /* above or below */ |
| |
| if (x + (GLint) count <= 0 || x >= (GLint) rb->Width) |
| return; /* entirely left or right */ |
| |
| if ((GLint) (x + count) > (GLint) rb->Width) { |
| /* right clip */ |
| GLint clip = x + count - rb->Width; |
| count -= clip; |
| } |
| |
| if (x < 0) { |
| /* left clip */ |
| skip = -x; |
| x = 0; |
| count -= skip; |
| } |
| |
| rb->PutRow(ctx, rb, count, x, y, |
| (const GLubyte *) values + skip * valueSize, NULL); |
| } |
| |
| |
| /** |
| * Wrapper for gl_renderbuffer::GetRow() which does clipping. |
| * \param valueSize size of each value (pixel) in bytes |
| */ |
| void |
| _swrast_get_row(GLcontext *ctx, struct gl_renderbuffer *rb, |
| GLuint count, GLint x, GLint y, |
| GLvoid *values, GLuint valueSize) |
| { |
| GLint skip = 0; |
| |
| if (y < 0 || y >= (GLint) rb->Height) |
| return; /* above or below */ |
| |
| if (x + (GLint) count <= 0 || x >= (GLint) rb->Width) |
| return; /* entirely left or right */ |
| |
| if (x + count > rb->Width) { |
| /* right clip */ |
| GLint clip = x + count - rb->Width; |
| count -= clip; |
| } |
| |
| if (x < 0) { |
| /* left clip */ |
| skip = -x; |
| x = 0; |
| count -= skip; |
| } |
| |
| rb->GetRow(ctx, rb, count, x, y, (GLubyte *) values + skip * valueSize); |
| } |
| |
| |
| /** |
| * Get RGBA pixels from the given renderbuffer. |
| * Used by blending, logicop and masking functions. |
| * \return pointer to the colors we read. |
| */ |
| void * |
| _swrast_get_dest_rgba(GLcontext *ctx, struct gl_renderbuffer *rb, |
| SWspan *span) |
| { |
| const GLuint pixelSize = RGBA_PIXEL_SIZE(span->array->ChanType); |
| void *rbPixels; |
| |
| /* Point rbPixels to a temporary space */ |
| rbPixels = span->array->attribs[FRAG_ATTRIB_MAX - 1]; |
| |
| /* Get destination values from renderbuffer */ |
| if (span->arrayMask & SPAN_XY) { |
| _swrast_get_values(ctx, rb, span->end, span->array->x, span->array->y, |
| rbPixels, pixelSize); |
| } |
| else { |
| _swrast_get_row(ctx, rb, span->end, span->x, span->y, |
| rbPixels, pixelSize); |
| } |
| |
| return rbPixels; |
| } |