blob: 2a323613ea8661c858993bf996c8d2af5ba75f87 [file] [log] [blame]
/*
* 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.
*/
#include "main/glheader.h"
#include "main/context.h"
#include "main/colormac.h"
#include "main/imports.h"
#include "main/pixeltransfer.h"
#include "main/samplerobj.h"
#include "program/prog_instruction.h"
#include "s_context.h"
#include "s_texcombine.h"
/**
* Pointer to array of float[4]
* This type makes the code below more concise and avoids a lot of casting.
*/
typedef float (*float4_array)[4];
/**
* Return array of texels for given unit.
*/
static inline float4_array
get_texel_array(SWcontext *swrast, GLuint unit)
{
#ifdef _OPENMP
return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4 * omp_get_num_threads() + (SWRAST_MAX_WIDTH * 4 * omp_get_thread_num()));
#else
return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4);
#endif
}
/**
* Do texture application for:
* GL_EXT_texture_env_combine
* GL_ARB_texture_env_combine
* GL_EXT_texture_env_dot3
* GL_ARB_texture_env_dot3
* GL_ATI_texture_env_combine3
* GL_NV_texture_env_combine4
* conventional GL texture env modes
*
* \param ctx rendering context
* \param unit the texture combiner unit
* \param primary_rgba incoming fragment color array
* \param texelBuffer pointer to texel colors for all texture units
*
* \param span two fields are used in this function:
* span->end: number of fragments to process
* span->array->rgba: incoming/result fragment colors
*/
static void
texture_combine( struct gl_context *ctx, GLuint unit,
const float4_array primary_rgba,
const GLfloat *texelBuffer,
SWspan *span )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine;
float4_array argRGB[MAX_COMBINER_TERMS];
float4_array argA[MAX_COMBINER_TERMS];
const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB);
const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA);
const GLuint numArgsRGB = combine->_NumArgsRGB;
const GLuint numArgsA = combine->_NumArgsA;
float4_array ccolor[4], rgba;
GLuint i, term;
GLuint n = span->end;
GLchan (*rgbaChan)[4] = span->array->rgba;
/* alloc temp pixel buffers */
rgba = (float4_array) malloc(4 * n * sizeof(GLfloat));
if (!rgba) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
return;
}
for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
ccolor[i] = (float4_array) malloc(4 * n * sizeof(GLfloat));
if (!ccolor[i]) {
while (i) {
free(ccolor[i]);
i--;
}
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
free(rgba);
return;
}
}
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);
rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]);
}
/*
printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
combine->ModeRGB,
combine->ModeA,
combine->SourceRGB[0],
combine->SourceA[0],
combine->SourceRGB[1],
combine->SourceA[1]);
*/
/*
* Do operand setup for up to 4 operands. Loop over the terms.
*/
for (term = 0; term < numArgsRGB; term++) {
const GLenum srcRGB = combine->SourceRGB[term];
const GLenum operandRGB = combine->OperandRGB[term];
switch (srcRGB) {
case GL_TEXTURE:
argRGB[term] = get_texel_array(swrast, unit);
break;
case GL_PRIMARY_COLOR:
argRGB[term] = primary_rgba;
break;
case GL_PREVIOUS:
argRGB[term] = rgba;
break;
case GL_CONSTANT:
{
float4_array c = ccolor[term];
GLfloat red = textureUnit->EnvColor[0];
GLfloat green = textureUnit->EnvColor[1];
GLfloat blue = textureUnit->EnvColor[2];
GLfloat alpha = textureUnit->EnvColor[3];
for (i = 0; i < n; i++) {
ASSIGN_4V(c[i], red, green, blue, alpha);
}
argRGB[term] = ccolor[term];
}
break;
/* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
*/
case GL_ZERO:
{
float4_array c = ccolor[term];
for (i = 0; i < n; i++) {
ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F);
}
argRGB[term] = ccolor[term];
}
break;
case GL_ONE:
{
float4_array c = ccolor[term];
for (i = 0; i < n; i++) {
ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F);
}
argRGB[term] = ccolor[term];
}
break;
default:
/* ARB_texture_env_crossbar source */
{
const GLuint srcUnit = srcRGB - GL_TEXTURE0;
ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
goto end;
argRGB[term] = get_texel_array(swrast, srcUnit);
}
}
if (operandRGB != GL_SRC_COLOR) {
float4_array src = argRGB[term];
float4_array dst = ccolor[term];
/* point to new arg[term] storage */
argRGB[term] = ccolor[term];
switch (operandRGB) {
case GL_ONE_MINUS_SRC_COLOR:
for (i = 0; i < n; i++) {
dst[i][RCOMP] = 1.0F - src[i][RCOMP];
dst[i][GCOMP] = 1.0F - src[i][GCOMP];
dst[i][BCOMP] = 1.0F - src[i][BCOMP];
}
break;
case GL_SRC_ALPHA:
for (i = 0; i < n; i++) {
dst[i][RCOMP] =
dst[i][GCOMP] =
dst[i][BCOMP] = src[i][ACOMP];
}
break;
case GL_ONE_MINUS_SRC_ALPHA:
for (i = 0; i < n; i++) {
dst[i][RCOMP] =
dst[i][GCOMP] =
dst[i][BCOMP] = 1.0F - src[i][ACOMP];
}
break;
default:
_mesa_problem(ctx, "Bad operandRGB");
}
}
}
/*
* Set up the argA[term] pointers
*/
for (term = 0; term < numArgsA; term++) {
const GLenum srcA = combine->SourceA[term];
const GLenum operandA = combine->OperandA[term];
switch (srcA) {
case GL_TEXTURE:
argA[term] = get_texel_array(swrast, unit);
break;
case GL_PRIMARY_COLOR:
argA[term] = primary_rgba;
break;
case GL_PREVIOUS:
argA[term] = rgba;
break;
case GL_CONSTANT:
{
float4_array c = ccolor[term];
GLfloat alpha = textureUnit->EnvColor[3];
for (i = 0; i < n; i++)
c[i][ACOMP] = alpha;
argA[term] = ccolor[term];
}
break;
/* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
*/
case GL_ZERO:
{
float4_array c = ccolor[term];
for (i = 0; i < n; i++)
c[i][ACOMP] = 0.0F;
argA[term] = ccolor[term];
}
break;
case GL_ONE:
{
float4_array c = ccolor[term];
for (i = 0; i < n; i++)
c[i][ACOMP] = 1.0F;
argA[term] = ccolor[term];
}
break;
default:
/* ARB_texture_env_crossbar source */
{
const GLuint srcUnit = srcA - GL_TEXTURE0;
ASSERT(srcUnit < ctx->Const.MaxTextureUnits);
if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
goto end;
argA[term] = get_texel_array(swrast, srcUnit);
}
}
if (operandA == GL_ONE_MINUS_SRC_ALPHA) {
float4_array src = argA[term];
float4_array dst = ccolor[term];
argA[term] = ccolor[term];
for (i = 0; i < n; i++) {
dst[i][ACOMP] = 1.0F - src[i][ACOMP];
}
}
}
/* RGB channel combine */
{
float4_array arg0 = argRGB[0];
float4_array arg1 = argRGB[1];
float4_array arg2 = argRGB[2];
float4_array arg3 = argRGB[3];
switch (combine->ModeRGB) {
case GL_REPLACE:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB;
rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB;
rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB;
}
break;
case GL_MODULATE:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB;
rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB;
rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB;
}
break;
case GL_ADD:
if (textureUnit->EnvMode == GL_COMBINE4_NV) {
/* (a * b) + (c * d) */
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB;
rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB;
rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB;
}
}
else {
/* 2-term addition */
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB;
rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB;
rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB;
}
}
break;
case GL_ADD_SIGNED:
if (textureUnit->EnvMode == GL_COMBINE4_NV) {
/* (a * b) + (c * d) - 0.5 */
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB;
rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB;
rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB;
}
}
else {
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB;
rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB;
rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB;
}
}
break;
case GL_INTERPOLATE:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB;
rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB;
rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB;
}
break;
case GL_SUBTRACT:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB;
rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB;
rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB;
}
break;
case GL_DOT3_RGB_EXT:
case GL_DOT3_RGBA_EXT:
/* Do not scale the result by 1 2 or 4 */
for (i = 0; i < n; i++) {
GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
(arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
(arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
* 4.0F;
dot = CLAMP(dot, 0.0F, 1.0F);
rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
}
break;
case GL_DOT3_RGB:
case GL_DOT3_RGBA:
/* DO scale the result by 1 2 or 4 */
for (i = 0; i < n; i++) {
GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
(arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
(arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
* 4.0F * scaleRGB;
dot = CLAMP(dot, 0.0F, 1.0F);
rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
}
break;
case GL_MODULATE_ADD_ATI:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
arg1[i][RCOMP]) * scaleRGB;
rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
arg1[i][GCOMP]) * scaleRGB;
rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
arg1[i][BCOMP]) * scaleRGB;
}
break;
case GL_MODULATE_SIGNED_ADD_ATI:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
arg1[i][RCOMP] - 0.5F) * scaleRGB;
rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
arg1[i][GCOMP] - 0.5F) * scaleRGB;
rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
arg1[i][BCOMP] - 0.5F) * scaleRGB;
}
break;
case GL_MODULATE_SUBTRACT_ATI:
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) -
arg1[i][RCOMP]) * scaleRGB;
rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) -
arg1[i][GCOMP]) * scaleRGB;
rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) -
arg1[i][BCOMP]) * scaleRGB;
}
break;
case GL_BUMP_ENVMAP_ATI:
/* this produces a fixed rgba color, and the coord calc is done elsewhere */
for (i = 0; i < n; i++) {
/* rgba result is 0,0,0,1 */
rgba[i][RCOMP] = 0.0;
rgba[i][GCOMP] = 0.0;
rgba[i][BCOMP] = 0.0;
rgba[i][ACOMP] = 1.0;
}
goto end; /* no alpha processing */
default:
_mesa_problem(ctx, "invalid combine mode");
}
}
/* Alpha channel combine */
{
float4_array arg0 = argA[0];
float4_array arg1 = argA[1];
float4_array arg2 = argA[2];
float4_array arg3 = argA[3];
switch (combine->ModeA) {
case GL_REPLACE:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA;
}
break;
case GL_MODULATE:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA;
}
break;
case GL_ADD:
if (textureUnit->EnvMode == GL_COMBINE4_NV) {
/* (a * b) + (c * d) */
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA;
}
}
else {
/* two-term add */
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA;
}
}
break;
case GL_ADD_SIGNED:
if (textureUnit->EnvMode == GL_COMBINE4_NV) {
/* (a * b) + (c * d) - 0.5 */
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
arg2[i][ACOMP] * arg3[i][ACOMP] -
0.5F) * scaleA;
}
}
else {
/* a + b - 0.5 */
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA;
}
}
break;
case GL_INTERPOLATE:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP]))
* scaleA;
}
break;
case GL_SUBTRACT:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA;
}
break;
case GL_MODULATE_ADD_ATI:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
+ arg1[i][ACOMP]) * scaleA;
}
break;
case GL_MODULATE_SIGNED_ADD_ATI:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) +
arg1[i][ACOMP] - 0.5F) * scaleA;
}
break;
case GL_MODULATE_SUBTRACT_ATI:
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
- arg1[i][ACOMP]) * scaleA;
}
break;
default:
_mesa_problem(ctx, "invalid combine mode");
}
}
/* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
* This is kind of a kludge. It would have been better if the spec
* were written such that the GL_COMBINE_ALPHA value could be set to
* GL_DOT3.
*/
if (combine->ModeRGB == GL_DOT3_RGBA_EXT ||
combine->ModeRGB == GL_DOT3_RGBA) {
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = rgba[i][RCOMP];
}
}
for (i = 0; i < n; i++) {
UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
}
/* The span->array->rgba values are of CHAN type so set
* span->array->ChanType field accordingly.
*/
span->array->ChanType = CHAN_TYPE;
end:
for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
free(ccolor[i]);
}
free(rgba);
}
/**
* Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
* See GL_EXT_texture_swizzle.
*/
static void
swizzle_texels(GLuint swizzle, GLuint count, float4_array texels)
{
const GLuint swzR = GET_SWZ(swizzle, 0);
const GLuint swzG = GET_SWZ(swizzle, 1);
const GLuint swzB = GET_SWZ(swizzle, 2);
const GLuint swzA = GET_SWZ(swizzle, 3);
GLfloat vector[6];
GLuint i;
vector[SWIZZLE_ZERO] = 0;
vector[SWIZZLE_ONE] = 1.0F;
for (i = 0; i < count; i++) {
vector[SWIZZLE_X] = texels[i][0];
vector[SWIZZLE_Y] = texels[i][1];
vector[SWIZZLE_Z] = texels[i][2];
vector[SWIZZLE_W] = texels[i][3];
texels[i][RCOMP] = vector[swzR];
texels[i][GCOMP] = vector[swzG];
texels[i][BCOMP] = vector[swzB];
texels[i][ACOMP] = vector[swzA];
}
}
/**
* Apply texture mapping to a span of fragments.
*/
void
_swrast_texture_span( struct gl_context *ctx, SWspan *span )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
float4_array primary_rgba;
GLuint unit;
if (!swrast->TexelBuffer) {
#ifdef _OPENMP
const GLint maxThreads = omp_get_max_threads();
#else
const GLint maxThreads = 1;
#endif
/* TexelBuffer is also global and normally shared by all SWspan
* instances; when running with multiple threads, create one per
* thread.
*/
swrast->TexelBuffer =
(GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits * maxThreads *
SWRAST_MAX_WIDTH * 4 * sizeof(GLfloat));
if (!swrast->TexelBuffer) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
return;
}
}
primary_rgba = (float4_array) malloc(span->end * 4 * sizeof(GLfloat));
if (!primary_rgba) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span");
return;
}
ASSERT(span->end <= SWRAST_MAX_WIDTH);
/*
* Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
*/
if (swrast->_TextureCombinePrimary) {
GLuint i;
for (i = 0; i < span->end; i++) {
primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
}
}
/* First must sample all bump maps */
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
if (texUnit->_ReallyEnabled &&
texUnit->_CurrentCombine->ModeRGB == GL_BUMP_ENVMAP_ATI) {
const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
float4_array targetcoords =
span->array->attribs[FRAG_ATTRIB_TEX0 +
ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
GLfloat *lambda = span->array->lambda[unit];
float4_array texels = get_texel_array(swrast, unit);
GLuint i;
GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0];
GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1];
GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2];
GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3];
/* adjust texture lod (lambda) */
if (span->arrayMask & SPAN_LAMBDA) {
if (texUnit->LodBias + samp->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
const GLfloat bias = CLAMP(texUnit->LodBias + samp->LodBias,
-ctx->Const.MaxTextureLodBias,
ctx->Const.MaxTextureLodBias);
GLuint i;
for (i = 0; i < span->end; i++) {
lambda[i] += bias;
}
}
if (samp->MinLod != -1000.0 ||
samp->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
const GLfloat min = samp->MinLod;
const GLfloat max = samp->MaxLod;
GLuint i;
for (i = 0; i < span->end; i++) {
GLfloat l = lambda[i];
lambda[i] = CLAMP(l, min, max);
}
}
}
/* Sample the texture (span->end = number of fragments) */
swrast->TextureSample[unit]( ctx, samp,
ctx->Texture.Unit[unit]._Current,
span->end, texcoords, lambda, texels );
/* manipulate the span values of the bump target
not sure this can work correctly even ignoring
the problem that channel is unsigned */
for (i = 0; i < span->end; i++) {
targetcoords[i][0] += (texels[i][0] * rotMatrix00 + texels[i][1] *
rotMatrix01) / targetcoords[i][3];
targetcoords[i][1] += (texels[i][0] * rotMatrix10 + texels[i][1] *
rotMatrix11) / targetcoords[i][3];
}
}
}
/*
* Must do all texture sampling before combining in order to
* accomodate GL_ARB_texture_env_crossbar.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
if (texUnit->_ReallyEnabled &&
texUnit->_CurrentCombine->ModeRGB != GL_BUMP_ENVMAP_ATI) {
const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
span->array->attribs[FRAG_ATTRIB_TEX0 + unit];
const struct gl_texture_object *curObj = texUnit->_Current;
const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
GLfloat *lambda = span->array->lambda[unit];
float4_array texels = get_texel_array(swrast, unit);
/* adjust texture lod (lambda) */
if (span->arrayMask & SPAN_LAMBDA) {
if (texUnit->LodBias + samp->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
const GLfloat bias = CLAMP(texUnit->LodBias + samp->LodBias,
-ctx->Const.MaxTextureLodBias,
ctx->Const.MaxTextureLodBias);
GLuint i;
for (i = 0; i < span->end; i++) {
lambda[i] += bias;
}
}
if (samp->MinLod != -1000.0 ||
samp->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
const GLfloat min = samp->MinLod;
const GLfloat max = samp->MaxLod;
GLuint i;
for (i = 0; i < span->end; i++) {
GLfloat l = lambda[i];
lambda[i] = CLAMP(l, min, max);
}
}
}
else if (samp->MaxAnisotropy > 1.0 &&
samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
/* sample_lambda_2d_aniso is beeing used as texture_sample_func,
* it requires the current SWspan *span as an additional parameter.
* In order to keep the same function signature, the unused lambda
* parameter will be modified to actually contain the SWspan pointer.
* This is a Hack. To make it right, the texture_sample_func
* signature and all implementing functions need to be modified.
*/
/* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */
lambda = (GLfloat *)span;
}
/* Sample the texture (span->end = number of fragments) */
swrast->TextureSample[unit]( ctx, samp,
ctx->Texture.Unit[unit]._Current,
span->end, texcoords, lambda, texels );
/* GL_EXT_texture_swizzle */
if (curObj->_Swizzle != SWIZZLE_NOOP) {
swizzle_texels(curObj->_Swizzle, span->end, texels);
}
}
}
/*
* OK, now apply the texture (aka texture combine/blend).
* We modify the span->color.rgba values.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled)
texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span);
}
free(primary_rgba);
}