1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 23 * OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26 27 /** 28 * \file swrast/s_span.c 29 * \brief Span processing functions used by all rasterization functions. 30 * This is where all the per-fragment tests are performed 31 * \author Brian Paul 32 */ 33 34 #include "c99_math.h" 35 #include "main/glheader.h" 36 #include "main/format_pack.h" 37 #include "main/format_unpack.h" 38 #include "main/macros.h" 39 #include "main/imports.h" 40 #include "main/image.h" 41 #include "main/samplerobj.h" 42 #include "main/state.h" 43 #include "main/stencil.h" 44 #include "main/teximage.h" 45 46 #include "s_atifragshader.h" 47 #include "s_alpha.h" 48 #include "s_blend.h" 49 #include "s_context.h" 50 #include "s_depth.h" 51 #include "s_fog.h" 52 #include "s_logic.h" 53 #include "s_masking.h" 54 #include "s_fragprog.h" 55 #include "s_span.h" 56 #include "s_stencil.h" 57 #include "s_texcombine.h" 58 59 #include <stdbool.h> 60 61 /** 62 * Set default fragment attributes for the span using the 63 * current raster values. Used prior to glDraw/CopyPixels 64 * and glBitmap. 65 */ 66 void 67 _swrast_span_default_attribs(struct gl_context *ctx, SWspan *span) 68 { 69 GLchan r, g, b, a; 70 /* Z*/ 71 { 72 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; 73 if (ctx->DrawBuffer->Visual.depthBits <= 16) 74 span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F); 75 else { 76 GLfloat tmpf = ctx->Current.RasterPos[2] * depthMax; 77 tmpf = MIN2(tmpf, depthMax); 78 span->z = (GLint)tmpf; 79 } 80 span->zStep = 0; 81 span->interpMask |= SPAN_Z; 82 } 83 84 /* W (for perspective correction) */ 85 span->attrStart[VARYING_SLOT_POS][3] = 1.0; 86 span->attrStepX[VARYING_SLOT_POS][3] = 0.0; 87 span->attrStepY[VARYING_SLOT_POS][3] = 0.0; 88 89 /* primary color, or color index */ 90 UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterColor[0]); 91 UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterColor[1]); 92 UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterColor[2]); 93 UNCLAMPED_FLOAT_TO_CHAN(a, ctx->Current.RasterColor[3]); 94 #if CHAN_TYPE == GL_FLOAT 95 span->red = r; 96 span->green = g; 97 span->blue = b; 98 span->alpha = a; 99 #else 100 span->red = IntToFixed(r); 101 span->green = IntToFixed(g); 102 span->blue = IntToFixed(b); 103 span->alpha = IntToFixed(a); 104 #endif 105 span->redStep = 0; 106 span->greenStep = 0; 107 span->blueStep = 0; 108 span->alphaStep = 0; 109 span->interpMask |= SPAN_RGBA; 110 111 COPY_4V(span->attrStart[VARYING_SLOT_COL0], ctx->Current.RasterColor); 112 ASSIGN_4V(span->attrStepX[VARYING_SLOT_COL0], 0.0, 0.0, 0.0, 0.0); 113 ASSIGN_4V(span->attrStepY[VARYING_SLOT_COL0], 0.0, 0.0, 0.0, 0.0); 114 115 /* Secondary color */ 116 if (ctx->Light.Enabled || ctx->Fog.ColorSumEnabled) 117 { 118 COPY_4V(span->attrStart[VARYING_SLOT_COL1], ctx->Current.RasterSecondaryColor); 119 ASSIGN_4V(span->attrStepX[VARYING_SLOT_COL1], 0.0, 0.0, 0.0, 0.0); 120 ASSIGN_4V(span->attrStepY[VARYING_SLOT_COL1], 0.0, 0.0, 0.0, 0.0); 121 } 122 123 /* fog */ 124 { 125 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 126 GLfloat fogVal; /* a coord or a blend factor */ 127 if (swrast->_PreferPixelFog) { 128 /* fog blend factors will be computed from fog coordinates per pixel */ 129 fogVal = ctx->Current.RasterDistance; 130 } 131 else { 132 /* fog blend factor should be computed from fogcoord now */ 133 fogVal = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); 134 } 135 span->attrStart[VARYING_SLOT_FOGC][0] = fogVal; 136 span->attrStepX[VARYING_SLOT_FOGC][0] = 0.0; 137 span->attrStepY[VARYING_SLOT_FOGC][0] = 0.0; 138 } 139 140 /* texcoords */ 141 { 142 GLuint i; 143 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { 144 const GLuint attr = VARYING_SLOT_TEX0 + i; 145 const GLfloat *tc = ctx->Current.RasterTexCoords[i]; 146 if (_swrast_use_fragment_program(ctx) || 147 _mesa_ati_fragment_shader_enabled(ctx)) { 148 COPY_4V(span->attrStart[attr], tc); 149 } 150 else if (tc[3] > 0.0F) { 151 /* use (s/q, t/q, r/q, 1) */ 152 span->attrStart[attr][0] = tc[0] / tc[3]; 153 span->attrStart[attr][1] = tc[1] / tc[3]; 154 span->attrStart[attr][2] = tc[2] / tc[3]; 155 span->attrStart[attr][3] = 1.0; 156 } 157 else { 158 ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F); 159 } 160 ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F); 161 ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F); 162 } 163 } 164 } 165 166 167 /** 168 * Interpolate the active attributes (and'd with attrMask) to 169 * fill in span->array->attribs[]. 170 * Perspective correction will be done. The point/line/triangle function 171 * should have computed attrStart/Step values for VARYING_SLOT_POS[3]! 172 */ 173 static inline void 174 interpolate_active_attribs(struct gl_context *ctx, SWspan *span, 175 GLbitfield64 attrMask) 176 { 177 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 178 179 /* 180 * Don't overwrite existing array values, such as colors that may have 181 * been produced by glDraw/CopyPixels. 182 */ 183 attrMask &= ~span->arrayAttribs; 184 185 ATTRIB_LOOP_BEGIN 186 if (attrMask & BITFIELD64_BIT(attr)) { 187 const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3]; 188 GLfloat w = span->attrStart[VARYING_SLOT_POS][3]; 189 const GLfloat dv0dx = span->attrStepX[attr][0]; 190 const GLfloat dv1dx = span->attrStepX[attr][1]; 191 const GLfloat dv2dx = span->attrStepX[attr][2]; 192 const GLfloat dv3dx = span->attrStepX[attr][3]; 193 GLfloat v0 = span->attrStart[attr][0] + span->leftClip * dv0dx; 194 GLfloat v1 = span->attrStart[attr][1] + span->leftClip * dv1dx; 195 GLfloat v2 = span->attrStart[attr][2] + span->leftClip * dv2dx; 196 GLfloat v3 = span->attrStart[attr][3] + span->leftClip * dv3dx; 197 GLuint k; 198 for (k = 0; k < span->end; k++) { 199 const GLfloat invW = 1.0f / w; 200 span->array->attribs[attr][k][0] = v0 * invW; 201 span->array->attribs[attr][k][1] = v1 * invW; 202 span->array->attribs[attr][k][2] = v2 * invW; 203 span->array->attribs[attr][k][3] = v3 * invW; 204 v0 += dv0dx; 205 v1 += dv1dx; 206 v2 += dv2dx; 207 v3 += dv3dx; 208 w += dwdx; 209 } 210 assert((span->arrayAttribs & BITFIELD64_BIT(attr)) == 0); 211 span->arrayAttribs |= BITFIELD64_BIT(attr); 212 } 213 ATTRIB_LOOP_END 214 } 215 216 217 /** 218 * Interpolate primary colors to fill in the span->array->rgba8 (or rgb16) 219 * color array. 220 */ 221 static inline void 222 interpolate_int_colors(struct gl_context *ctx, SWspan *span) 223 { 224 #if CHAN_BITS != 32 225 const GLuint n = span->end; 226 GLuint i; 227 228 assert(!(span->arrayMask & SPAN_RGBA)); 229 #endif 230 231 switch (span->array->ChanType) { 232 #if CHAN_BITS != 32 233 case GL_UNSIGNED_BYTE: 234 { 235 GLubyte (*rgba)[4] = span->array->rgba8; 236 if (span->interpMask & SPAN_FLAT) { 237 GLubyte color[4]; 238 color[RCOMP] = FixedToInt(span->red); 239 color[GCOMP] = FixedToInt(span->green); 240 color[BCOMP] = FixedToInt(span->blue); 241 color[ACOMP] = FixedToInt(span->alpha); 242 for (i = 0; i < n; i++) { 243 COPY_4UBV(rgba[i], color); 244 } 245 } 246 else { 247 GLfixed r = span->red; 248 GLfixed g = span->green; 249 GLfixed b = span->blue; 250 GLfixed a = span->alpha; 251 GLint dr = span->redStep; 252 GLint dg = span->greenStep; 253 GLint db = span->blueStep; 254 GLint da = span->alphaStep; 255 for (i = 0; i < n; i++) { 256 rgba[i][RCOMP] = FixedToChan(r); 257 rgba[i][GCOMP] = FixedToChan(g); 258 rgba[i][BCOMP] = FixedToChan(b); 259 rgba[i][ACOMP] = FixedToChan(a); 260 r += dr; 261 g += dg; 262 b += db; 263 a += da; 264 } 265 } 266 } 267 break; 268 case GL_UNSIGNED_SHORT: 269 { 270 GLushort (*rgba)[4] = span->array->rgba16; 271 if (span->interpMask & SPAN_FLAT) { 272 GLushort color[4]; 273 color[RCOMP] = FixedToInt(span->red); 274 color[GCOMP] = FixedToInt(span->green); 275 color[BCOMP] = FixedToInt(span->blue); 276 color[ACOMP] = FixedToInt(span->alpha); 277 for (i = 0; i < n; i++) { 278 COPY_4V(rgba[i], color); 279 } 280 } 281 else { 282 GLushort (*rgba)[4] = span->array->rgba16; 283 GLfixed r, g, b, a; 284 GLint dr, dg, db, da; 285 r = span->red; 286 g = span->green; 287 b = span->blue; 288 a = span->alpha; 289 dr = span->redStep; 290 dg = span->greenStep; 291 db = span->blueStep; 292 da = span->alphaStep; 293 for (i = 0; i < n; i++) { 294 rgba[i][RCOMP] = FixedToChan(r); 295 rgba[i][GCOMP] = FixedToChan(g); 296 rgba[i][BCOMP] = FixedToChan(b); 297 rgba[i][ACOMP] = FixedToChan(a); 298 r += dr; 299 g += dg; 300 b += db; 301 a += da; 302 } 303 } 304 } 305 break; 306 #endif 307 case GL_FLOAT: 308 interpolate_active_attribs(ctx, span, VARYING_BIT_COL0); 309 break; 310 default: 311 _mesa_problem(ctx, "bad datatype 0x%x in interpolate_int_colors", 312 span->array->ChanType); 313 } 314 span->arrayMask |= SPAN_RGBA; 315 } 316 317 318 /** 319 * Populate the VARYING_SLOT_COL0 array. 320 */ 321 static inline void 322 interpolate_float_colors(SWspan *span) 323 { 324 GLfloat (*col0)[4] = span->array->attribs[VARYING_SLOT_COL0]; 325 const GLuint n = span->end; 326 GLuint i; 327 328 assert(!(span->arrayAttribs & VARYING_BIT_COL0)); 329 330 if (span->arrayMask & SPAN_RGBA) { 331 /* convert array of int colors */ 332 for (i = 0; i < n; i++) { 333 col0[i][0] = UBYTE_TO_FLOAT(span->array->rgba8[i][0]); 334 col0[i][1] = UBYTE_TO_FLOAT(span->array->rgba8[i][1]); 335 col0[i][2] = UBYTE_TO_FLOAT(span->array->rgba8[i][2]); 336 col0[i][3] = UBYTE_TO_FLOAT(span->array->rgba8[i][3]); 337 } 338 } 339 else { 340 /* interpolate red/green/blue/alpha to get float colors */ 341 assert(span->interpMask & SPAN_RGBA); 342 if (span->interpMask & SPAN_FLAT) { 343 GLfloat r = FixedToFloat(span->red); 344 GLfloat g = FixedToFloat(span->green); 345 GLfloat b = FixedToFloat(span->blue); 346 GLfloat a = FixedToFloat(span->alpha); 347 for (i = 0; i < n; i++) { 348 ASSIGN_4V(col0[i], r, g, b, a); 349 } 350 } 351 else { 352 GLfloat r = FixedToFloat(span->red); 353 GLfloat g = FixedToFloat(span->green); 354 GLfloat b = FixedToFloat(span->blue); 355 GLfloat a = FixedToFloat(span->alpha); 356 GLfloat dr = FixedToFloat(span->redStep); 357 GLfloat dg = FixedToFloat(span->greenStep); 358 GLfloat db = FixedToFloat(span->blueStep); 359 GLfloat da = FixedToFloat(span->alphaStep); 360 for (i = 0; i < n; i++) { 361 col0[i][0] = r; 362 col0[i][1] = g; 363 col0[i][2] = b; 364 col0[i][3] = a; 365 r += dr; 366 g += dg; 367 b += db; 368 a += da; 369 } 370 } 371 } 372 373 span->arrayAttribs |= VARYING_BIT_COL0; 374 span->array->ChanType = GL_FLOAT; 375 } 376 377 378 379 /** 380 * Fill in the span.zArray array from the span->z, zStep values. 381 */ 382 void 383 _swrast_span_interpolate_z( const struct gl_context *ctx, SWspan *span ) 384 { 385 const GLuint n = span->end; 386 GLuint i; 387 388 assert(!(span->arrayMask & SPAN_Z)); 389 390 if (ctx->DrawBuffer->Visual.depthBits <= 16) { 391 GLfixed zval = span->z; 392 GLuint *z = span->array->z; 393 for (i = 0; i < n; i++) { 394 z[i] = FixedToInt(zval); 395 zval += span->zStep; 396 } 397 } 398 else { 399 /* Deep Z buffer, no fixed->int shift */ 400 GLuint zval = span->z; 401 GLuint *z = span->array->z; 402 for (i = 0; i < n; i++) { 403 z[i] = zval; 404 zval += span->zStep; 405 } 406 } 407 span->interpMask &= ~SPAN_Z; 408 span->arrayMask |= SPAN_Z; 409 } 410 411 412 /** 413 * Compute mipmap LOD from partial derivatives. 414 * This the ideal solution, as given in the OpenGL spec. 415 */ 416 GLfloat 417 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, 418 GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, 419 GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) 420 { 421 GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); 422 GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ); 423 GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ); 424 GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ); 425 GLfloat x = sqrtf(dudx * dudx + dvdx * dvdx); 426 GLfloat y = sqrtf(dudy * dudy + dvdy * dvdy); 427 GLfloat rho = MAX2(x, y); 428 GLfloat lambda = LOG2(rho); 429 return lambda; 430 } 431 432 433 /** 434 * Compute mipmap LOD from partial derivatives. 435 * This is a faster approximation than above function. 436 */ 437 #if 0 438 GLfloat 439 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, 440 GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, 441 GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) 442 { 443 GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ; 444 GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ; 445 GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ; 446 GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ; 447 GLfloat maxU, maxV, rho, lambda; 448 dsdx2 = fabsf(dsdx2); 449 dsdy2 = fabsf(dsdy2); 450 dtdx2 = fabsf(dtdx2); 451 dtdy2 = fabsf(dtdy2); 452 maxU = MAX2(dsdx2, dsdy2) * texW; 453 maxV = MAX2(dtdx2, dtdy2) * texH; 454 rho = MAX2(maxU, maxV); 455 lambda = LOG2(rho); 456 return lambda; 457 } 458 #endif 459 460 461 /** 462 * Fill in the span.array->attrib[VARYING_SLOT_TEXn] arrays from the 463 * using the attrStart/Step values. 464 * 465 * This function only used during fixed-function fragment processing. 466 * 467 * Note: in the places where we divide by Q (or mult by invQ) we're 468 * really doing two things: perspective correction and texcoord 469 * projection. Remember, for texcoord (s,t,r,q) we need to index 470 * texels with (s/q, t/q, r/q). 471 */ 472 static void 473 interpolate_texcoords(struct gl_context *ctx, SWspan *span) 474 { 475 const GLuint maxUnit 476 = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1; 477 GLuint u; 478 479 /* XXX CoordUnits vs. ImageUnits */ 480 for (u = 0; u < maxUnit; u++) { 481 if (ctx->Texture._EnabledCoordUnits & (1 << u)) { 482 const GLuint attr = VARYING_SLOT_TEX0 + u; 483 const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current; 484 GLfloat texW, texH; 485 GLboolean needLambda; 486 GLfloat (*texcoord)[4] = span->array->attribs[attr]; 487 GLfloat *lambda = span->array->lambda[u]; 488 const GLfloat dsdx = span->attrStepX[attr][0]; 489 const GLfloat dsdy = span->attrStepY[attr][0]; 490 const GLfloat dtdx = span->attrStepX[attr][1]; 491 const GLfloat dtdy = span->attrStepY[attr][1]; 492 const GLfloat drdx = span->attrStepX[attr][2]; 493 const GLfloat dqdx = span->attrStepX[attr][3]; 494 const GLfloat dqdy = span->attrStepY[attr][3]; 495 GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; 496 GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx; 497 GLfloat r = span->attrStart[attr][2] + span->leftClip * drdx; 498 GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx; 499 500 if (obj) { 501 const struct gl_texture_image *img = _mesa_base_tex_image(obj); 502 const struct swrast_texture_image *swImg = 503 swrast_texture_image_const(img); 504 const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, u); 505 506 needLambda = (samp->MinFilter != samp->MagFilter) 507 || _swrast_use_fragment_program(ctx); 508 /* LOD is calculated directly in the ansiotropic filter, we can 509 * skip the normal lambda function as the result is ignored. 510 */ 511 if (samp->MaxAnisotropy > 1.0F && 512 samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) { 513 needLambda = GL_FALSE; 514 } 515 texW = swImg->WidthScale; 516 texH = swImg->HeightScale; 517 } 518 else { 519 /* using a fragment program */ 520 texW = 1.0; 521 texH = 1.0; 522 needLambda = GL_FALSE; 523 } 524 525 if (needLambda) { 526 GLuint i; 527 if (_swrast_use_fragment_program(ctx) 528 || _mesa_ati_fragment_shader_enabled(ctx)) { 529 /* do perspective correction but don't divide s, t, r by q */ 530 const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3]; 531 GLfloat w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dwdx; 532 for (i = 0; i < span->end; i++) { 533 const GLfloat invW = 1.0F / w; 534 texcoord[i][0] = s * invW; 535 texcoord[i][1] = t * invW; 536 texcoord[i][2] = r * invW; 537 texcoord[i][3] = q * invW; 538 lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, 539 dqdx, dqdy, texW, texH, 540 s, t, q, invW); 541 s += dsdx; 542 t += dtdx; 543 r += drdx; 544 q += dqdx; 545 w += dwdx; 546 } 547 } 548 else { 549 for (i = 0; i < span->end; i++) { 550 const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); 551 texcoord[i][0] = s * invQ; 552 texcoord[i][1] = t * invQ; 553 texcoord[i][2] = r * invQ; 554 texcoord[i][3] = q; 555 lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, 556 dqdx, dqdy, texW, texH, 557 s, t, q, invQ); 558 s += dsdx; 559 t += dtdx; 560 r += drdx; 561 q += dqdx; 562 } 563 } 564 span->arrayMask |= SPAN_LAMBDA; 565 } 566 else { 567 GLuint i; 568 if (_swrast_use_fragment_program(ctx) || 569 _mesa_ati_fragment_shader_enabled(ctx)) { 570 /* do perspective correction but don't divide s, t, r by q */ 571 const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3]; 572 GLfloat w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dwdx; 573 for (i = 0; i < span->end; i++) { 574 const GLfloat invW = 1.0F / w; 575 texcoord[i][0] = s * invW; 576 texcoord[i][1] = t * invW; 577 texcoord[i][2] = r * invW; 578 texcoord[i][3] = q * invW; 579 lambda[i] = 0.0; 580 s += dsdx; 581 t += dtdx; 582 r += drdx; 583 q += dqdx; 584 w += dwdx; 585 } 586 } 587 else if (dqdx == 0.0F) { 588 /* Ortho projection or polygon's parallel to window X axis */ 589 const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); 590 for (i = 0; i < span->end; i++) { 591 texcoord[i][0] = s * invQ; 592 texcoord[i][1] = t * invQ; 593 texcoord[i][2] = r * invQ; 594 texcoord[i][3] = q; 595 lambda[i] = 0.0; 596 s += dsdx; 597 t += dtdx; 598 r += drdx; 599 } 600 } 601 else { 602 for (i = 0; i < span->end; i++) { 603 const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); 604 texcoord[i][0] = s * invQ; 605 texcoord[i][1] = t * invQ; 606 texcoord[i][2] = r * invQ; 607 texcoord[i][3] = q; 608 lambda[i] = 0.0; 609 s += dsdx; 610 t += dtdx; 611 r += drdx; 612 q += dqdx; 613 } 614 } 615 } /* lambda */ 616 } /* if */ 617 } /* for */ 618 } 619 620 621 /** 622 * Fill in the arrays->attribs[VARYING_SLOT_POS] array. 623 */ 624 static inline void 625 interpolate_wpos(struct gl_context *ctx, SWspan *span) 626 { 627 GLfloat (*wpos)[4] = span->array->attribs[VARYING_SLOT_POS]; 628 GLuint i; 629 const GLfloat zScale = 1.0F / ctx->DrawBuffer->_DepthMaxF; 630 GLfloat w, dw; 631 632 if (span->arrayMask & SPAN_XY) { 633 for (i = 0; i < span->end; i++) { 634 wpos[i][0] = (GLfloat) span->array->x[i]; 635 wpos[i][1] = (GLfloat) span->array->y[i]; 636 } 637 } 638 else { 639 for (i = 0; i < span->end; i++) { 640 wpos[i][0] = (GLfloat) span->x + i; 641 wpos[i][1] = (GLfloat) span->y; 642 } 643 } 644 645 dw = span->attrStepX[VARYING_SLOT_POS][3]; 646 w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dw; 647 for (i = 0; i < span->end; i++) { 648 wpos[i][2] = (GLfloat) span->array->z[i] * zScale; 649 wpos[i][3] = w; 650 w += dw; 651 } 652 } 653 654 655 /** 656 * Apply the current polygon stipple pattern to a span of pixels. 657 */ 658 static inline void 659 stipple_polygon_span(struct gl_context *ctx, SWspan *span) 660 { 661 GLubyte *mask = span->array->mask; 662 663 assert(ctx->Polygon.StippleFlag); 664 665 if (span->arrayMask & SPAN_XY) { 666 /* arrays of x/y pixel coords */ 667 GLuint i; 668 for (i = 0; i < span->end; i++) { 669 const GLint col = span->array->x[i] % 32; 670 const GLint row = span->array->y[i] % 32; 671 const GLuint stipple = ctx->PolygonStipple[row]; 672 if (((1 << col) & stipple) == 0) { 673 mask[i] = 0; 674 } 675 } 676 } 677 else { 678 /* horizontal span of pixels */ 679 const GLuint highBit = 1 << 31; 680 const GLuint stipple = ctx->PolygonStipple[span->y % 32]; 681 GLuint i, m = highBit >> (GLuint) (span->x % 32); 682 for (i = 0; i < span->end; i++) { 683 if ((m & stipple) == 0) { 684 mask[i] = 0; 685 } 686 m = m >> 1; 687 if (m == 0) { 688 m = highBit; 689 } 690 } 691 } 692 span->writeAll = GL_FALSE; 693 } 694 695 696 /** 697 * Clip a pixel span to the current buffer/window boundaries: 698 * DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish 699 * window clipping and scissoring. 700 * Return: GL_TRUE some pixels still visible 701 * GL_FALSE nothing visible 702 */ 703 static inline GLuint 704 clip_span( struct gl_context *ctx, SWspan *span ) 705 { 706 const GLint xmin = ctx->DrawBuffer->_Xmin; 707 const GLint xmax = ctx->DrawBuffer->_Xmax; 708 const GLint ymin = ctx->DrawBuffer->_Ymin; 709 const GLint ymax = ctx->DrawBuffer->_Ymax; 710 711 span->leftClip = 0; 712 713 if (span->arrayMask & SPAN_XY) { 714 /* arrays of x/y pixel coords */ 715 const GLint *x = span->array->x; 716 const GLint *y = span->array->y; 717 const GLint n = span->end; 718 GLubyte *mask = span->array->mask; 719 GLint i; 720 GLuint passed = 0; 721 if (span->arrayMask & SPAN_MASK) { 722 /* note: using & intead of && to reduce branches */ 723 for (i = 0; i < n; i++) { 724 mask[i] &= (x[i] >= xmin) & (x[i] < xmax) 725 & (y[i] >= ymin) & (y[i] < ymax); 726 passed += mask[i]; 727 } 728 } 729 else { 730 /* note: using & intead of && to reduce branches */ 731 for (i = 0; i < n; i++) { 732 mask[i] = (x[i] >= xmin) & (x[i] < xmax) 733 & (y[i] >= ymin) & (y[i] < ymax); 734 passed += mask[i]; 735 } 736 } 737 return passed > 0; 738 } 739 else { 740 /* horizontal span of pixels */ 741 const GLint x = span->x; 742 const GLint y = span->y; 743 GLint n = span->end; 744 745 /* Trivial rejection tests */ 746 if (y < ymin || y >= ymax || x + n <= xmin || x >= xmax) { 747 span->end = 0; 748 return GL_FALSE; /* all pixels clipped */ 749 } 750 751 /* Clip to right */ 752 if (x + n > xmax) { 753 assert(x < xmax); 754 n = span->end = xmax - x; 755 } 756 757 /* Clip to the left */ 758 if (x < xmin) { 759 const GLint leftClip = xmin - x; 760 GLuint i; 761 762 assert(leftClip > 0); 763 assert(x + n > xmin); 764 765 /* Clip 'leftClip' pixels from the left side. 766 * The span->leftClip field will be applied when we interpolate 767 * fragment attributes. 768 * For arrays of values, shift them left. 769 */ 770 for (i = 0; i < VARYING_SLOT_MAX; i++) { 771 if (span->interpMask & (1 << i)) { 772 GLuint j; 773 for (j = 0; j < 4; j++) { 774 span->attrStart[i][j] += leftClip * span->attrStepX[i][j]; 775 } 776 } 777 } 778 779 span->red += leftClip * span->redStep; 780 span->green += leftClip * span->greenStep; 781 span->blue += leftClip * span->blueStep; 782 span->alpha += leftClip * span->alphaStep; 783 span->index += leftClip * span->indexStep; 784 span->z += leftClip * span->zStep; 785 span->intTex[0] += leftClip * span->intTexStep[0]; 786 span->intTex[1] += leftClip * span->intTexStep[1]; 787 788 #define SHIFT_ARRAY(ARRAY, SHIFT, LEN) \ 789 memmove(ARRAY, ARRAY + (SHIFT), (LEN) * sizeof(ARRAY[0])) 790 791 for (i = 0; i < VARYING_SLOT_MAX; i++) { 792 if (span->arrayAttribs & BITFIELD64_BIT(i)) { 793 /* shift array elements left by 'leftClip' */ 794 SHIFT_ARRAY(span->array->attribs[i], leftClip, n - leftClip); 795 } 796 } 797 798 SHIFT_ARRAY(span->array->mask, leftClip, n - leftClip); 799 SHIFT_ARRAY(span->array->rgba8, leftClip, n - leftClip); 800 SHIFT_ARRAY(span->array->rgba16, leftClip, n - leftClip); 801 SHIFT_ARRAY(span->array->x, leftClip, n - leftClip); 802 SHIFT_ARRAY(span->array->y, leftClip, n - leftClip); 803 SHIFT_ARRAY(span->array->z, leftClip, n - leftClip); 804 SHIFT_ARRAY(span->array->index, leftClip, n - leftClip); 805 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { 806 SHIFT_ARRAY(span->array->lambda[i], leftClip, n - leftClip); 807 } 808 SHIFT_ARRAY(span->array->coverage, leftClip, n - leftClip); 809 810 #undef SHIFT_ARRAY 811 812 span->leftClip = leftClip; 813 span->x = xmin; 814 span->end -= leftClip; 815 span->writeAll = GL_FALSE; 816 } 817 818 assert(span->x >= xmin); 819 assert(span->x + span->end <= xmax); 820 assert(span->y >= ymin); 821 assert(span->y < ymax); 822 823 return GL_TRUE; /* some pixels visible */ 824 } 825 } 826 827 828 /** 829 * Add specular colors to primary colors. 830 * Only called during fixed-function operation. 831 * Result is float color array (VARYING_SLOT_COL0). 832 */ 833 static inline void 834 add_specular(struct gl_context *ctx, SWspan *span) 835 { 836 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 837 const GLubyte *mask = span->array->mask; 838 GLfloat (*col0)[4] = span->array->attribs[VARYING_SLOT_COL0]; 839 GLfloat (*col1)[4] = span->array->attribs[VARYING_SLOT_COL1]; 840 GLuint i; 841 842 assert(!_swrast_use_fragment_program(ctx)); 843 assert(span->arrayMask & SPAN_RGBA); 844 assert(swrast->_ActiveAttribMask & VARYING_BIT_COL1); 845 (void) swrast; /* silence warning */ 846 847 if (span->array->ChanType == GL_FLOAT) { 848 if ((span->arrayAttribs & VARYING_BIT_COL0) == 0) { 849 interpolate_active_attribs(ctx, span, VARYING_BIT_COL0); 850 } 851 } 852 else { 853 /* need float colors */ 854 if ((span->arrayAttribs & VARYING_BIT_COL0) == 0) { 855 interpolate_float_colors(span); 856 } 857 } 858 859 if ((span->arrayAttribs & VARYING_BIT_COL1) == 0) { 860 /* XXX could avoid this and interpolate COL1 in the loop below */ 861 interpolate_active_attribs(ctx, span, VARYING_BIT_COL1); 862 } 863 864 assert(span->arrayAttribs & VARYING_BIT_COL0); 865 assert(span->arrayAttribs & VARYING_BIT_COL1); 866 867 for (i = 0; i < span->end; i++) { 868 if (mask[i]) { 869 col0[i][0] += col1[i][0]; 870 col0[i][1] += col1[i][1]; 871 col0[i][2] += col1[i][2]; 872 } 873 } 874 875 span->array->ChanType = GL_FLOAT; 876 } 877 878 879 /** 880 * Apply antialiasing coverage value to alpha values. 881 */ 882 static inline void 883 apply_aa_coverage(SWspan *span) 884 { 885 const GLfloat *coverage = span->array->coverage; 886 GLuint i; 887 if (span->array->ChanType == GL_UNSIGNED_BYTE) { 888 GLubyte (*rgba)[4] = span->array->rgba8; 889 for (i = 0; i < span->end; i++) { 890 const GLfloat a = rgba[i][ACOMP] * coverage[i]; 891 rgba[i][ACOMP] = (GLubyte) CLAMP(a, 0.0F, 255.0F); 892 assert(coverage[i] >= 0.0F); 893 assert(coverage[i] <= 1.0F); 894 } 895 } 896 else if (span->array->ChanType == GL_UNSIGNED_SHORT) { 897 GLushort (*rgba)[4] = span->array->rgba16; 898 for (i = 0; i < span->end; i++) { 899 const GLfloat a = rgba[i][ACOMP] * coverage[i]; 900 rgba[i][ACOMP] = (GLushort) CLAMP(a, 0.0F, 65535.0F); 901 } 902 } 903 else { 904 GLfloat (*rgba)[4] = span->array->attribs[VARYING_SLOT_COL0]; 905 for (i = 0; i < span->end; i++) { 906 rgba[i][ACOMP] = rgba[i][ACOMP] * coverage[i]; 907 /* clamp later */ 908 } 909 } 910 } 911 912 913 /** 914 * Clamp span's float colors to [0,1] 915 */ 916 static inline void 917 clamp_colors(SWspan *span) 918 { 919 GLfloat (*rgba)[4] = span->array->attribs[VARYING_SLOT_COL0]; 920 GLuint i; 921 assert(span->array->ChanType == GL_FLOAT); 922 for (i = 0; i < span->end; i++) { 923 rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F); 924 rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F); 925 rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F); 926 rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F); 927 } 928 } 929 930 931 /** 932 * Convert the span's color arrays to the given type. 933 * The only way 'output' can be greater than zero is when we have a fragment 934 * program that writes to gl_FragData[1] or higher. 935 * \param output which fragment program color output is being processed 936 */ 937 static inline void 938 convert_color_type(SWspan *span, GLenum srcType, GLenum newType, GLuint output) 939 { 940 GLvoid *src, *dst; 941 942 if (output > 0 || srcType == GL_FLOAT) { 943 src = span->array->attribs[VARYING_SLOT_COL0 + output]; 944 span->array->ChanType = GL_FLOAT; 945 } 946 else if (srcType == GL_UNSIGNED_BYTE) { 947 src = span->array->rgba8; 948 } 949 else { 950 assert(srcType == GL_UNSIGNED_SHORT); 951 src = span->array->rgba16; 952 } 953 954 if (newType == GL_UNSIGNED_BYTE) { 955 dst = span->array->rgba8; 956 } 957 else if (newType == GL_UNSIGNED_SHORT) { 958 dst = span->array->rgba16; 959 } 960 else { 961 dst = span->array->attribs[VARYING_SLOT_COL0]; 962 } 963 964 _mesa_convert_colors(span->array->ChanType, src, 965 newType, dst, 966 span->end, span->array->mask); 967 968 span->array->ChanType = newType; 969 span->array->rgba = dst; 970 } 971 972 973 974 /** 975 * Apply fragment shader, fragment program or normal texturing to span. 976 */ 977 static inline void 978 shade_texture_span(struct gl_context *ctx, SWspan *span) 979 { 980 if (_swrast_use_fragment_program(ctx) || 981 _mesa_ati_fragment_shader_enabled(ctx)) { 982 /* programmable shading */ 983 if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) { 984 convert_color_type(span, span->array->ChanType, GL_FLOAT, 0); 985 } 986 else { 987 span->array->rgba = (void *) span->array->attribs[VARYING_SLOT_COL0]; 988 } 989 990 if (span->primitive != GL_POINT || 991 (span->interpMask & SPAN_RGBA) || 992 ctx->Point.PointSprite) { 993 /* for single-pixel points, we populated the arrays already */ 994 interpolate_active_attribs(ctx, span, ~0); 995 } 996 span->array->ChanType = GL_FLOAT; 997 998 if (!(span->arrayMask & SPAN_Z)) 999 _swrast_span_interpolate_z (ctx, span); 1000 1001 #if 0 1002 if (inputsRead & VARYING_BIT_POS) 1003 #else 1004 /* XXX always interpolate wpos so that DDX/DDY work */ 1005 #endif 1006 interpolate_wpos(ctx, span); 1007 1008 /* Run fragment program/shader now */ 1009 if (_swrast_use_fragment_program(ctx)) { 1010 _swrast_exec_fragment_program(ctx, span); 1011 } 1012 else { 1013 assert(_mesa_ati_fragment_shader_enabled(ctx)); 1014 _swrast_exec_fragment_shader(ctx, span); 1015 } 1016 } 1017 else if (ctx->Texture._EnabledCoordUnits) { 1018 /* conventional texturing */ 1019 1020 #if CHAN_BITS == 32 1021 if ((span->arrayAttribs & VARYING_BIT_COL0) == 0) { 1022 interpolate_int_colors(ctx, span); 1023 } 1024 #else 1025 if (!(span->arrayMask & SPAN_RGBA)) 1026 interpolate_int_colors(ctx, span); 1027 #endif 1028 if ((span->arrayAttribs & VARYING_BITS_TEX_ANY) == 0x0) 1029 interpolate_texcoords(ctx, span); 1030 1031 _swrast_texture_span(ctx, span); 1032 } 1033 } 1034 1035 1036 /** Put colors at x/y locations into a renderbuffer */ 1037 static void 1038 put_values(struct gl_context *ctx, struct gl_renderbuffer *rb, 1039 GLenum datatype, 1040 GLuint count, const GLint x[], const GLint y[], 1041 const void *values, const GLubyte *mask) 1042 { 1043 gl_pack_ubyte_rgba_func pack_ubyte = NULL; 1044 gl_pack_float_rgba_func pack_float = NULL; 1045 GLuint i; 1046 1047 if (datatype == GL_UNSIGNED_BYTE) 1048 pack_ubyte = _mesa_get_pack_ubyte_rgba_function(rb->Format); 1049 else 1050 pack_float = _mesa_get_pack_float_rgba_function(rb->Format); 1051 1052 for (i = 0; i < count; i++) { 1053 if (mask[i]) { 1054 GLubyte *dst = _swrast_pixel_address(rb, x[i], y[i]); 1055 1056 if (datatype == GL_UNSIGNED_BYTE) { 1057 pack_ubyte((const GLubyte *) values + 4 * i, dst); 1058 } 1059 else { 1060 assert(datatype == GL_FLOAT); 1061 pack_float((const GLfloat *) values + 4 * i, dst); 1062 } 1063 } 1064 } 1065 } 1066 1067 1068 /** Put row of colors into renderbuffer */ 1069 void 1070 _swrast_put_row(struct gl_context *ctx, struct gl_renderbuffer *rb, 1071 GLenum datatype, 1072 GLuint count, GLint x, GLint y, 1073 const void *values, const GLubyte *mask) 1074 { 1075 GLubyte *dst = _swrast_pixel_address(rb, x, y); 1076 1077 if (!mask) { 1078 if (datatype == GL_UNSIGNED_BYTE) { 1079 _mesa_pack_ubyte_rgba_row(rb->Format, count, 1080 (const GLubyte (*)[4]) values, dst); 1081 } 1082 else { 1083 assert(datatype == GL_FLOAT); 1084 _mesa_pack_float_rgba_row(rb->Format, count, 1085 (const GLfloat (*)[4]) values, dst); 1086 } 1087 } 1088 else { 1089 const GLuint bpp = _mesa_get_format_bytes(rb->Format); 1090 GLuint i, runLen, runStart; 1091 /* We can't pass a 'mask' array to the _mesa_pack_rgba_row() functions 1092 * so look for runs where mask=1... 1093 */ 1094 runLen = runStart = 0; 1095 for (i = 0; i < count; i++) { 1096 if (mask[i]) { 1097 if (runLen == 0) 1098 runStart = i; 1099 runLen++; 1100 } 1101 1102 if (!mask[i] || i == count - 1) { 1103 /* might be the end of a run of pixels */ 1104 if (runLen > 0) { 1105 if (datatype == GL_UNSIGNED_BYTE) { 1106 _mesa_pack_ubyte_rgba_row(rb->Format, runLen, 1107 (const GLubyte (*)[4]) values + runStart, 1108 dst + runStart * bpp); 1109 } 1110 else { 1111 assert(datatype == GL_FLOAT); 1112 _mesa_pack_float_rgba_row(rb->Format, runLen, 1113 (const GLfloat (*)[4]) values + runStart, 1114 dst + runStart * bpp); 1115 } 1116 runLen = 0; 1117 } 1118 } 1119 } 1120 } 1121 } 1122 1123 1124 1125 /** 1126 * Apply all the per-fragment operations to a span. 1127 * This now includes texturing (_swrast_write_texture_span() is history). 1128 * This function may modify any of the array values in the span. 1129 * span->interpMask and span->arrayMask may be changed but will be restored 1130 * to their original values before returning. 1131 */ 1132 void 1133 _swrast_write_rgba_span( struct gl_context *ctx, SWspan *span) 1134 { 1135 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 1136 const GLuint *colorMask = (GLuint *) ctx->Color.ColorMask; 1137 const GLbitfield origInterpMask = span->interpMask; 1138 const GLbitfield origArrayMask = span->arrayMask; 1139 const GLbitfield64 origArrayAttribs = span->arrayAttribs; 1140 const GLenum origChanType = span->array->ChanType; 1141 void * const origRgba = span->array->rgba; 1142 const GLboolean shader = (_swrast_use_fragment_program(ctx) 1143 || _mesa_ati_fragment_shader_enabled(ctx)); 1144 const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits; 1145 struct gl_framebuffer *fb = ctx->DrawBuffer; 1146 1147 /* 1148 printf("%s() interp 0x%x array 0x%x\n", __func__, 1149 span->interpMask, span->arrayMask); 1150 */ 1151 1152 assert(span->primitive == GL_POINT || 1153 span->primitive == GL_LINE || 1154 span->primitive == GL_POLYGON || 1155 span->primitive == GL_BITMAP); 1156 1157 /* Fragment write masks */ 1158 if (span->arrayMask & SPAN_MASK) { 1159 /* mask was initialized by caller, probably glBitmap */ 1160 span->writeAll = GL_FALSE; 1161 } 1162 else { 1163 memset(span->array->mask, 1, span->end); 1164 span->writeAll = GL_TRUE; 1165 } 1166 1167 /* Clip to window/scissor box */ 1168 if (!clip_span(ctx, span)) { 1169 return; 1170 } 1171 1172 assert(span->end <= SWRAST_MAX_WIDTH); 1173 1174 /* Depth bounds test */ 1175 if (ctx->Depth.BoundsTest && fb->Visual.depthBits > 0) { 1176 if (!_swrast_depth_bounds_test(ctx, span)) { 1177 return; 1178 } 1179 } 1180 1181 #ifdef DEBUG 1182 /* Make sure all fragments are within window bounds */ 1183 if (span->arrayMask & SPAN_XY) { 1184 /* array of pixel locations */ 1185 GLuint i; 1186 for (i = 0; i < span->end; i++) { 1187 if (span->array->mask[i]) { 1188 assert(span->array->x[i] >= fb->_Xmin); 1189 assert(span->array->x[i] < fb->_Xmax); 1190 assert(span->array->y[i] >= fb->_Ymin); 1191 assert(span->array->y[i] < fb->_Ymax); 1192 } 1193 } 1194 } 1195 #endif 1196 1197 /* Polygon Stippling */ 1198 if (ctx->Polygon.StippleFlag && span->primitive == GL_POLYGON) { 1199 stipple_polygon_span(ctx, span); 1200 } 1201 1202 /* This is the normal place to compute the fragment color/Z 1203 * from texturing or shading. 1204 */ 1205 if (shaderOrTexture && !swrast->_DeferredTexture) { 1206 shade_texture_span(ctx, span); 1207 } 1208 1209 /* Do the alpha test */ 1210 if (ctx->Color.AlphaEnabled) { 1211 if (!_swrast_alpha_test(ctx, span)) { 1212 /* all fragments failed test */ 1213 goto end; 1214 } 1215 } 1216 1217 /* Stencil and Z testing */ 1218 if (_mesa_stencil_is_enabled(ctx) || ctx->Depth.Test) { 1219 if (!(span->arrayMask & SPAN_Z)) 1220 _swrast_span_interpolate_z(ctx, span); 1221 1222 if (ctx->Transform.DepthClamp) 1223 _swrast_depth_clamp_span(ctx, span); 1224 1225 if (_mesa_stencil_is_enabled(ctx)) { 1226 /* Combined Z/stencil tests */ 1227 if (!_swrast_stencil_and_ztest_span(ctx, span)) { 1228 /* all fragments failed test */ 1229 goto end; 1230 } 1231 } 1232 else if (fb->Visual.depthBits > 0) { 1233 /* Just regular depth testing */ 1234 assert(ctx->Depth.Test); 1235 assert(span->arrayMask & SPAN_Z); 1236 if (!_swrast_depth_test_span(ctx, span)) { 1237 /* all fragments failed test */ 1238 goto end; 1239 } 1240 } 1241 } 1242 1243 if (ctx->Query.CurrentOcclusionObject) { 1244 /* update count of 'passed' fragments */ 1245 struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; 1246 GLuint i; 1247 for (i = 0; i < span->end; i++) 1248 q->Result += span->array->mask[i]; 1249 } 1250 1251 /* We had to wait until now to check for glColorMask(0,0,0,0) because of 1252 * the occlusion test. 1253 */ 1254 if (fb->_NumColorDrawBuffers == 1 && colorMask[0] == 0x0) { 1255 /* no colors to write */ 1256 goto end; 1257 } 1258 1259 /* If we were able to defer fragment color computation to now, there's 1260 * a good chance that many fragments will have already been killed by 1261 * Z/stencil testing. 1262 */ 1263 if (shaderOrTexture && swrast->_DeferredTexture) { 1264 shade_texture_span(ctx, span); 1265 } 1266 1267 #if CHAN_BITS == 32 1268 if ((span->arrayAttribs & VARYING_BIT_COL0) == 0) { 1269 interpolate_active_attribs(ctx, span, VARYING_BIT_COL0); 1270 } 1271 #else 1272 if ((span->arrayMask & SPAN_RGBA) == 0) { 1273 interpolate_int_colors(ctx, span); 1274 } 1275 #endif 1276 1277 assert(span->arrayMask & SPAN_RGBA); 1278 1279 if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) { 1280 /* Add primary and specular (diffuse + specular) colors */ 1281 if (!shader) { 1282 if (ctx->Fog.ColorSumEnabled || 1283 (ctx->Light.Enabled && 1284 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { 1285 add_specular(ctx, span); 1286 } 1287 } 1288 } 1289 1290 /* Fog */ 1291 if (swrast->_FogEnabled) { 1292 _swrast_fog_rgba_span(ctx, span); 1293 } 1294 1295 /* Antialias coverage application */ 1296 if (span->arrayMask & SPAN_COVERAGE) { 1297 apply_aa_coverage(span); 1298 } 1299 1300 /* Clamp color/alpha values over the range [0.0, 1.0] before storage */ 1301 if (ctx->Color.ClampFragmentColor == GL_TRUE && 1302 span->array->ChanType == GL_FLOAT) { 1303 clamp_colors(span); 1304 } 1305 1306 /* 1307 * Write to renderbuffers. 1308 * Depending on glDrawBuffer() state and the which color outputs are 1309 * written by the fragment shader, we may either replicate one color to 1310 * all renderbuffers or write a different color to each renderbuffer. 1311 * multiFragOutputs=TRUE for the later case. 1312 */ 1313 { 1314 const GLuint numBuffers = fb->_NumColorDrawBuffers; 1315 const struct gl_program *fp = ctx->FragmentProgram._Current; 1316 const GLboolean multiFragOutputs = 1317 _swrast_use_fragment_program(ctx) 1318 && fp->info.outputs_written >= (1 << FRAG_RESULT_DATA0); 1319 /* Save srcColorType because convert_color_type() can change it */ 1320 const GLenum srcColorType = span->array->ChanType; 1321 GLuint buf; 1322 1323 for (buf = 0; buf < numBuffers; buf++) { 1324 struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf]; 1325 1326 /* color[fragOutput] will be written to buffer[buf] */ 1327 1328 if (rb) { 1329 /* re-use one of the attribute array buffers for rgbaSave */ 1330 GLchan (*rgbaSave)[4] = (GLchan (*)[4]) span->array->attribs[0]; 1331 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb); 1332 const GLenum dstColorType = srb->ColorType; 1333 1334 assert(dstColorType == GL_UNSIGNED_BYTE || 1335 dstColorType == GL_FLOAT); 1336 1337 /* set span->array->rgba to colors for renderbuffer's datatype */ 1338 if (srcColorType != dstColorType) { 1339 convert_color_type(span, srcColorType, dstColorType, 1340 multiFragOutputs ? buf : 0); 1341 } 1342 else { 1343 if (srcColorType == GL_UNSIGNED_BYTE) { 1344 span->array->rgba = span->array->rgba8; 1345 } 1346 else { 1347 span->array->rgba = (void *) 1348 span->array->attribs[VARYING_SLOT_COL0]; 1349 } 1350 } 1351 1352 if (!multiFragOutputs && numBuffers > 1) { 1353 /* save colors for second, third renderbuffer writes */ 1354 memcpy(rgbaSave, span->array->rgba, 1355 4 * span->end * sizeof(GLchan)); 1356 } 1357 1358 assert(rb->_BaseFormat == GL_RGBA || 1359 rb->_BaseFormat == GL_RGB || 1360 rb->_BaseFormat == GL_RED || 1361 rb->_BaseFormat == GL_RG || 1362 rb->_BaseFormat == GL_ALPHA); 1363 1364 if (ctx->Color.ColorLogicOpEnabled) { 1365 _swrast_logicop_rgba_span(ctx, rb, span); 1366 } 1367 else if ((ctx->Color.BlendEnabled >> buf) & 1) { 1368 _swrast_blend_span(ctx, rb, span); 1369 } 1370 1371 if (colorMask[buf] != 0xffffffff) { 1372 _swrast_mask_rgba_span(ctx, rb, span, buf); 1373 } 1374 1375 if (span->arrayMask & SPAN_XY) { 1376 /* array of pixel coords */ 1377 put_values(ctx, rb, 1378 span->array->ChanType, span->end, 1379 span->array->x, span->array->y, 1380 span->array->rgba, span->array->mask); 1381 } 1382 else { 1383 /* horizontal run of pixels */ 1384 _swrast_put_row(ctx, rb, 1385 span->array->ChanType, 1386 span->end, span->x, span->y, 1387 span->array->rgba, 1388 span->writeAll ? NULL: span->array->mask); 1389 } 1390 1391 if (!multiFragOutputs && numBuffers > 1) { 1392 /* restore original span values */ 1393 memcpy(span->array->rgba, rgbaSave, 1394 4 * span->end * sizeof(GLchan)); 1395 } 1396 1397 } /* if rb */ 1398 } /* for buf */ 1399 } 1400 1401 end: 1402 /* restore these values before returning */ 1403 span->interpMask = origInterpMask; 1404 span->arrayMask = origArrayMask; 1405 span->arrayAttribs = origArrayAttribs; 1406 span->array->ChanType = origChanType; 1407 span->array->rgba = origRgba; 1408 } 1409 1410 1411 /** 1412 * Read float RGBA pixels from a renderbuffer. Clipping will be done to 1413 * prevent reading ouside the buffer's boundaries. 1414 * \param rgba the returned colors 1415 */ 1416 void 1417 _swrast_read_rgba_span( struct gl_context *ctx, struct gl_renderbuffer *rb, 1418 GLuint n, GLint x, GLint y, 1419 GLvoid *rgba) 1420 { 1421 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb); 1422 GLenum dstType = GL_FLOAT; 1423 const GLint bufWidth = (GLint) rb->Width; 1424 const GLint bufHeight = (GLint) rb->Height; 1425 1426 if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) { 1427 /* completely above, below, or right */ 1428 /* XXX maybe leave rgba values undefined? */ 1429 memset(rgba, 0, 4 * n * sizeof(GLchan)); 1430 } 1431 else { 1432 GLint skip, length; 1433 GLubyte *src; 1434 1435 if (x < 0) { 1436 /* left edge clipping */ 1437 skip = -x; 1438 length = (GLint) n - skip; 1439 if (length < 0) { 1440 /* completely left of window */ 1441 return; 1442 } 1443 if (length > bufWidth) { 1444 length = bufWidth; 1445 } 1446 } 1447 else if ((GLint) (x + n) > bufWidth) { 1448 /* right edge clipping */ 1449 skip = 0; 1450 length = bufWidth - x; 1451 if (length < 0) { 1452 /* completely to right of window */ 1453 return; 1454 } 1455 } 1456 else { 1457 /* no clipping */ 1458 skip = 0; 1459 length = (GLint) n; 1460 } 1461 1462 assert(rb); 1463 assert(rb->_BaseFormat == GL_RGBA || 1464 rb->_BaseFormat == GL_RGB || 1465 rb->_BaseFormat == GL_RG || 1466 rb->_BaseFormat == GL_RED || 1467 rb->_BaseFormat == GL_LUMINANCE || 1468 rb->_BaseFormat == GL_INTENSITY || 1469 rb->_BaseFormat == GL_LUMINANCE_ALPHA || 1470 rb->_BaseFormat == GL_ALPHA); 1471 1472 assert(srb->Map); 1473 (void) srb; /* silence unused var warning */ 1474 1475 src = _swrast_pixel_address(rb, x + skip, y); 1476 1477 if (dstType == GL_UNSIGNED_BYTE) { 1478 _mesa_unpack_ubyte_rgba_row(rb->Format, length, src, 1479 (GLubyte (*)[4]) rgba + skip); 1480 } 1481 else if (dstType == GL_FLOAT) { 1482 _mesa_unpack_rgba_row(rb->Format, length, src, 1483 (GLfloat (*)[4]) rgba + skip); 1484 } 1485 else { 1486 _mesa_problem(ctx, "unexpected type in _swrast_read_rgba_span()"); 1487 } 1488 } 1489 } 1490 1491 1492 /** 1493 * Get colors at x/y positions with clipping. 1494 * \param type type of values to return 1495 */ 1496 static void 1497 get_values(struct gl_context *ctx, struct gl_renderbuffer *rb, 1498 GLuint count, const GLint x[], const GLint y[], 1499 void *values, GLenum type) 1500 { 1501 GLuint i; 1502 1503 for (i = 0; i < count; i++) { 1504 if (x[i] >= 0 && y[i] >= 0 && 1505 x[i] < (GLint) rb->Width && y[i] < (GLint) rb->Height) { 1506 /* inside */ 1507 const GLubyte *src = _swrast_pixel_address(rb, x[i], y[i]); 1508 1509 if (type == GL_UNSIGNED_BYTE) { 1510 _mesa_unpack_ubyte_rgba_row(rb->Format, 1, src, 1511 (GLubyte (*)[4]) values + i); 1512 } 1513 else if (type == GL_FLOAT) { 1514 _mesa_unpack_rgba_row(rb->Format, 1, src, 1515 (GLfloat (*)[4]) values + i); 1516 } 1517 else { 1518 _mesa_problem(ctx, "unexpected type in get_values()"); 1519 } 1520 } 1521 } 1522 } 1523 1524 1525 /** 1526 * Get row of colors with clipping. 1527 * \param type type of values to return 1528 */ 1529 static void 1530 get_row(struct gl_context *ctx, struct gl_renderbuffer *rb, 1531 GLuint count, GLint x, GLint y, 1532 GLvoid *values, GLenum type) 1533 { 1534 GLint skip = 0; 1535 GLubyte *src; 1536 1537 if (y < 0 || y >= (GLint) rb->Height) 1538 return; /* above or below */ 1539 1540 if (x + (GLint) count <= 0 || x >= (GLint) rb->Width) 1541 return; /* entirely left or right */ 1542 1543 if (x + count > rb->Width) { 1544 /* right clip */ 1545 GLint clip = x + count - rb->Width; 1546 count -= clip; 1547 } 1548 1549 if (x < 0) { 1550 /* left clip */ 1551 skip = -x; 1552 x = 0; 1553 count -= skip; 1554 } 1555 1556 src = _swrast_pixel_address(rb, x, y); 1557 1558 if (type == GL_UNSIGNED_BYTE) { 1559 _mesa_unpack_ubyte_rgba_row(rb->Format, count, src, 1560 (GLubyte (*)[4]) values + skip); 1561 } 1562 else if (type == GL_FLOAT) { 1563 _mesa_unpack_rgba_row(rb->Format, count, src, 1564 (GLfloat (*)[4]) values + skip); 1565 } 1566 else { 1567 _mesa_problem(ctx, "unexpected type in get_row()"); 1568 } 1569 } 1570 1571 1572 /** 1573 * Get RGBA pixels from the given renderbuffer. 1574 * Used by blending, logicop and masking functions. 1575 * \return pointer to the colors we read. 1576 */ 1577 void * 1578 _swrast_get_dest_rgba(struct gl_context *ctx, struct gl_renderbuffer *rb, 1579 SWspan *span) 1580 { 1581 void *rbPixels; 1582 1583 /* Point rbPixels to a temporary space */ 1584 rbPixels = span->array->attribs[VARYING_SLOT_MAX - 1]; 1585 1586 /* Get destination values from renderbuffer */ 1587 if (span->arrayMask & SPAN_XY) { 1588 get_values(ctx, rb, span->end, span->array->x, span->array->y, 1589 rbPixels, span->array->ChanType); 1590 } 1591 else { 1592 get_row(ctx, rb, span->end, span->x, span->y, 1593 rbPixels, span->array->ChanType); 1594 } 1595 1596 return rbPixels; 1597 } 1598