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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 
     26 /*
     27  * When the device driver doesn't implement triangle rasterization it
     28  * can hook in _swrast_Triangle, which eventually calls one of these
     29  * functions to draw triangles.
     30  */
     31 
     32 #include "main/glheader.h"
     33 #include "main/context.h"
     34 #include "main/imports.h"
     35 #include "main/macros.h"
     36 #include "main/mtypes.h"
     37 #include "main/state.h"
     38 #include "main/samplerobj.h"
     39 #include "main/teximage.h"
     40 #include "program/prog_instruction.h"
     41 
     42 #include "s_aatriangle.h"
     43 #include "s_context.h"
     44 #include "s_feedback.h"
     45 #include "s_span.h"
     46 #include "s_triangle.h"
     47 
     48 
     49 /**
     50  * Test if a triangle should be culled.  Used for feedback and selection mode.
     51  * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
     52  */
     53 GLboolean
     54 _swrast_culltriangle( struct gl_context *ctx,
     55                       const SWvertex *v0,
     56                       const SWvertex *v1,
     57                       const SWvertex *v2 )
     58 {
     59    SWcontext *swrast = SWRAST_CONTEXT(ctx);
     60    GLfloat ex = v1->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
     61    GLfloat ey = v1->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
     62    GLfloat fx = v2->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
     63    GLfloat fy = v2->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
     64    GLfloat c = ex*fy-ey*fx;
     65 
     66    if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
     67       return GL_FALSE;
     68 
     69    return GL_TRUE;
     70 }
     71 
     72 
     73 
     74 /*
     75  * Render a flat-shaded RGBA triangle.
     76  */
     77 #define NAME flat_rgba_triangle
     78 #define INTERP_Z 1
     79 #define SETUP_CODE				\
     80    assert(ctx->Texture._EnabledCoordUnits == 0);\
     81    assert(ctx->Light.ShadeModel==GL_FLAT);	\
     82    span.interpMask |= SPAN_RGBA;		\
     83    span.red = ChanToFixed(v2->color[0]);	\
     84    span.green = ChanToFixed(v2->color[1]);	\
     85    span.blue = ChanToFixed(v2->color[2]);	\
     86    span.alpha = ChanToFixed(v2->color[3]);	\
     87    span.redStep = 0;				\
     88    span.greenStep = 0;				\
     89    span.blueStep = 0;				\
     90    span.alphaStep = 0;
     91 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
     92 #include "s_tritemp.h"
     93 
     94 
     95 
     96 /*
     97  * Render a smooth-shaded RGBA triangle.
     98  */
     99 #define NAME smooth_rgba_triangle
    100 #define INTERP_Z 1
    101 #define INTERP_RGB 1
    102 #define INTERP_ALPHA 1
    103 #define SETUP_CODE				\
    104    {						\
    105       /* texturing must be off */		\
    106       assert(ctx->Texture._EnabledCoordUnits == 0);	\
    107       assert(ctx->Light.ShadeModel==GL_SMOOTH);	\
    108    }
    109 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
    110 #include "s_tritemp.h"
    111 
    112 
    113 
    114 /*
    115  * Render an RGB, GL_DECAL, textured triangle.
    116  * Interpolate S,T only w/out mipmapping or perspective correction.
    117  *
    118  * No fog.  No depth testing.
    119  */
    120 #define NAME simple_textured_triangle
    121 #define INTERP_INT_TEX 1
    122 #define S_SCALE twidth
    123 #define T_SCALE theight
    124 
    125 #define SETUP_CODE							\
    126    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
    127    const struct gl_texture_object *obj = 				\
    128       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
    129    const struct gl_texture_image *texImg =				\
    130       _mesa_base_tex_image(obj);					\
    131    const struct swrast_texture_image *swImg =				\
    132       swrast_texture_image_const(texImg);				\
    133    const GLfloat twidth = (GLfloat) texImg->Width;			\
    134    const GLfloat theight = (GLfloat) texImg->Height;			\
    135    const GLint twidth_log2 = texImg->WidthLog2;				\
    136    const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0];	\
    137    const GLint smask = texImg->Width - 1;				\
    138    const GLint tmask = texImg->Height - 1;				\
    139    assert(texImg->TexFormat == MESA_FORMAT_BGR_UNORM8);			\
    140    if (!rb || !texture) {						\
    141       return;								\
    142    }
    143 
    144 #define RENDER_SPAN( span )						\
    145    GLuint i;								\
    146    GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
    147    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
    148    span.intTex[1] -= FIXED_HALF;					\
    149    for (i = 0; i < span.end; i++) {					\
    150       GLint s = FixedToInt(span.intTex[0]) & smask;			\
    151       GLint t = FixedToInt(span.intTex[1]) & tmask;			\
    152       GLint pos = (t << twidth_log2) + s;				\
    153       pos = pos + pos + pos;  /* multiply by 3 */			\
    154       rgba[i][RCOMP] = texture[pos+2];					\
    155       rgba[i][GCOMP] = texture[pos+1];					\
    156       rgba[i][BCOMP] = texture[pos+0];					\
    157       rgba[i][ACOMP] = 0xff;                                            \
    158       span.intTex[0] += span.intTexStep[0];				\
    159       span.intTex[1] += span.intTexStep[1];				\
    160    }									\
    161    _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end,                 \
    162                    span.x, span.y, rgba, NULL);
    163 
    164 #include "s_tritemp.h"
    165 
    166 
    167 
    168 /*
    169  * Render an RGB, GL_DECAL, textured triangle.
    170  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
    171  * perspective correction.
    172  * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
    173  *
    174  * No fog.
    175  */
    176 #define NAME simple_z_textured_triangle
    177 #define INTERP_Z 1
    178 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
    179 #define INTERP_INT_TEX 1
    180 #define S_SCALE twidth
    181 #define T_SCALE theight
    182 
    183 #define SETUP_CODE							\
    184    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
    185    const struct gl_texture_object *obj = 				\
    186       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
    187    const struct gl_texture_image *texImg = 				\
    188       _mesa_base_tex_image(obj);					\
    189    const struct swrast_texture_image *swImg =				\
    190       swrast_texture_image_const(texImg);				\
    191    const GLfloat twidth = (GLfloat) texImg->Width;			\
    192    const GLfloat theight = (GLfloat) texImg->Height;			\
    193    const GLint twidth_log2 = texImg->WidthLog2;				\
    194    const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0];	\
    195    const GLint smask = texImg->Width - 1;				\
    196    const GLint tmask = texImg->Height - 1;				\
    197    assert(texImg->TexFormat == MESA_FORMAT_BGR_UNORM8);			\
    198    if (!rb || !texture) {						\
    199       return;								\
    200    }
    201 
    202 #define RENDER_SPAN( span )						\
    203    GLuint i;				    				\
    204    GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
    205    GLubyte *mask = swrast->SpanArrays->mask;                            \
    206    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
    207    span.intTex[1] -= FIXED_HALF;					\
    208    for (i = 0; i < span.end; i++) {					\
    209       const GLuint z = FixedToDepth(span.z);				\
    210       if (z < zRow[i]) {						\
    211          GLint s = FixedToInt(span.intTex[0]) & smask;			\
    212          GLint t = FixedToInt(span.intTex[1]) & tmask;			\
    213          GLint pos = (t << twidth_log2) + s;				\
    214          pos = pos + pos + pos;  /* multiply by 3 */			\
    215          rgba[i][RCOMP] = texture[pos+2];				\
    216          rgba[i][GCOMP] = texture[pos+1];				\
    217          rgba[i][BCOMP] = texture[pos+0];				\
    218          rgba[i][ACOMP] = 0xff;          				\
    219          zRow[i] = z;							\
    220          mask[i] = 1;							\
    221       }									\
    222       else {								\
    223          mask[i] = 0;							\
    224       }									\
    225       span.intTex[0] += span.intTexStep[0];				\
    226       span.intTex[1] += span.intTexStep[1];				\
    227       span.z += span.zStep;						\
    228    }									\
    229    _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE,                           \
    230                    span.end, span.x, span.y, rgba, mask);
    231 
    232 #include "s_tritemp.h"
    233 
    234 
    235 #if CHAN_TYPE != GL_FLOAT
    236 
    237 struct affine_info
    238 {
    239    GLenum filter;
    240    GLenum format;
    241    GLenum envmode;
    242    GLint smask, tmask;
    243    GLint twidth_log2;
    244    const GLchan *texture;
    245    GLfixed er, eg, eb, ea;
    246    GLint tbytesline, tsize;
    247 };
    248 
    249 
    250 static inline GLint
    251 ilerp(GLint t, GLint a, GLint b)
    252 {
    253    return a + ((t * (b - a)) >> FIXED_SHIFT);
    254 }
    255 
    256 static inline GLint
    257 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
    258 {
    259    const GLint temp0 = ilerp(ia, v00, v10);
    260    const GLint temp1 = ilerp(ia, v01, v11);
    261    return ilerp(ib, temp0, temp1);
    262 }
    263 
    264 
    265 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
    266  * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
    267  * texture env modes.
    268  */
    269 static inline void
    270 affine_span(struct gl_context *ctx, SWspan *span,
    271             struct affine_info *info)
    272 {
    273    GLchan sample[4];  /* the filtered texture sample */
    274    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
    275 
    276    /* Instead of defining a function for each mode, a test is done
    277     * between the outer and inner loops. This is to reduce code size
    278     * and complexity. Observe that an optimizing compiler kills
    279     * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
    280     */
    281 
    282 #define NEAREST_RGB		\
    283    sample[RCOMP] = tex00[2];	\
    284    sample[GCOMP] = tex00[1];	\
    285    sample[BCOMP] = tex00[0];	\
    286    sample[ACOMP] = CHAN_MAX;
    287 
    288 #define LINEAR_RGB							\
    289    sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
    290    sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
    291    sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
    292    sample[ACOMP] = CHAN_MAX;
    293 
    294 #define NEAREST_RGBA  \
    295    sample[RCOMP] = tex00[3];	\
    296    sample[GCOMP] = tex00[2];	\
    297    sample[BCOMP] = tex00[1];	\
    298    sample[ACOMP] = tex00[0];
    299 
    300 #define LINEAR_RGBA							\
    301    sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
    302    sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
    303    sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
    304    sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
    305 
    306 #define MODULATE							  \
    307    dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
    308    dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
    309    dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
    310    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
    311 
    312 #define DECAL								\
    313    dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
    314                ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
    315                >> (FIXED_SHIFT + 8);					\
    316    dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
    317                ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
    318                >> (FIXED_SHIFT + 8);					\
    319    dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
    320                ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
    321                >> (FIXED_SHIFT + 8);					\
    322    dest[ACOMP] = FixedToInt(span->alpha)
    323 
    324 #define BLEND								\
    325    dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
    326                + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
    327    dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
    328                + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
    329    dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
    330                + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
    331    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
    332 
    333 #define REPLACE  COPY_CHAN4(dest, sample)
    334 
    335 #define ADD								\
    336    {									\
    337       GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
    338       GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
    339       GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
    340       dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
    341       dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
    342       dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
    343       dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
    344   }
    345 
    346 /* shortcuts */
    347 
    348 #define NEAREST_RGB_REPLACE		\
    349    NEAREST_RGB;				\
    350    dest[0] = sample[0];			\
    351    dest[1] = sample[1];			\
    352    dest[2] = sample[2];			\
    353    dest[3] = FixedToInt(span->alpha);
    354 
    355 #define NEAREST_RGBA_REPLACE  \
    356    dest[RCOMP] = tex00[3]; \
    357    dest[GCOMP] = tex00[2]; \
    358    dest[BCOMP] = tex00[1]; \
    359    dest[ACOMP] = tex00[0]
    360 
    361 #define SPAN_NEAREST(DO_TEX, COMPS)					\
    362 	for (i = 0; i < span->end; i++) {				\
    363            /* Isn't it necessary to use FixedFloor below?? */		\
    364            GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
    365            GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
    366            GLint pos = (t << info->twidth_log2) + s;			\
    367            const GLchan *tex00 = info->texture + COMPS * pos;		\
    368            DO_TEX;							\
    369            span->red += span->redStep;					\
    370 	   span->green += span->greenStep;				\
    371            span->blue += span->blueStep;				\
    372 	   span->alpha += span->alphaStep;				\
    373 	   span->intTex[0] += span->intTexStep[0];			\
    374 	   span->intTex[1] += span->intTexStep[1];			\
    375            dest += 4;							\
    376 	}
    377 
    378 #define SPAN_LINEAR(DO_TEX, COMPS)					\
    379 	for (i = 0; i < span->end; i++) {				\
    380            /* Isn't it necessary to use FixedFloor below?? */		\
    381            const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
    382            const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
    383            const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
    384            const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
    385            const GLint pos = (t << info->twidth_log2) + s;		\
    386            const GLchan *tex00 = info->texture + COMPS * pos;		\
    387            const GLchan *tex10 = tex00 + info->tbytesline;		\
    388            const GLchan *tex01 = tex00 + COMPS;				\
    389            const GLchan *tex11 = tex10 + COMPS;				\
    390            if (t == info->tmask) {					\
    391               tex10 -= info->tsize;					\
    392               tex11 -= info->tsize;					\
    393            }								\
    394            if (s == info->smask) {					\
    395               tex01 -= info->tbytesline;				\
    396               tex11 -= info->tbytesline;				\
    397            }								\
    398            DO_TEX;							\
    399            span->red += span->redStep;					\
    400 	   span->green += span->greenStep;				\
    401            span->blue += span->blueStep;				\
    402 	   span->alpha += span->alphaStep;				\
    403 	   span->intTex[0] += span->intTexStep[0];			\
    404 	   span->intTex[1] += span->intTexStep[1];			\
    405            dest += 4;							\
    406 	}
    407 
    408 
    409    GLuint i;
    410    GLchan *dest = span->array->rgba[0];
    411 
    412    /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
    413    ctx->Texture._EnabledCoordUnits = 0x0;
    414 
    415    span->intTex[0] -= FIXED_HALF;
    416    span->intTex[1] -= FIXED_HALF;
    417    switch (info->filter) {
    418    case GL_NEAREST:
    419       switch (info->format) {
    420       case MESA_FORMAT_BGR_UNORM8:
    421          switch (info->envmode) {
    422          case GL_MODULATE:
    423             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
    424             break;
    425          case GL_DECAL:
    426          case GL_REPLACE:
    427             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
    428             break;
    429          case GL_BLEND:
    430             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
    431             break;
    432          case GL_ADD:
    433             SPAN_NEAREST(NEAREST_RGB;ADD,3);
    434             break;
    435          default:
    436             _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
    437             return;
    438          }
    439          break;
    440       case MESA_FORMAT_A8B8G8R8_UNORM:
    441          switch(info->envmode) {
    442          case GL_MODULATE:
    443             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
    444             break;
    445          case GL_DECAL:
    446             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
    447             break;
    448          case GL_BLEND:
    449             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
    450             break;
    451          case GL_ADD:
    452             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
    453             break;
    454          case GL_REPLACE:
    455             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
    456             break;
    457          default:
    458             _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
    459             return;
    460          }
    461          break;
    462       }
    463       break;
    464 
    465    case GL_LINEAR:
    466       span->intTex[0] -= FIXED_HALF;
    467       span->intTex[1] -= FIXED_HALF;
    468       switch (info->format) {
    469       case MESA_FORMAT_BGR_UNORM8:
    470          switch (info->envmode) {
    471          case GL_MODULATE:
    472             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
    473             break;
    474          case GL_DECAL:
    475          case GL_REPLACE:
    476             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
    477             break;
    478          case GL_BLEND:
    479             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
    480             break;
    481          case GL_ADD:
    482             SPAN_LINEAR(LINEAR_RGB;ADD,3);
    483             break;
    484          default:
    485             _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
    486             return;
    487          }
    488          break;
    489       case MESA_FORMAT_A8B8G8R8_UNORM:
    490          switch (info->envmode) {
    491          case GL_MODULATE:
    492             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
    493             break;
    494          case GL_DECAL:
    495             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
    496             break;
    497          case GL_BLEND:
    498             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
    499             break;
    500          case GL_ADD:
    501             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
    502             break;
    503          case GL_REPLACE:
    504             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
    505             break;
    506          default:
    507             _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
    508             return;
    509          }
    510          break;
    511       }
    512       break;
    513    }
    514    span->interpMask &= ~SPAN_RGBA;
    515    assert(span->arrayMask & SPAN_RGBA);
    516 
    517    _swrast_write_rgba_span(ctx, span);
    518 
    519    /* re-enable texture units */
    520    ctx->Texture._EnabledCoordUnits = texEnableSave;
    521 
    522 #undef SPAN_NEAREST
    523 #undef SPAN_LINEAR
    524 }
    525 
    526 
    527 
    528 /*
    529  * Render an RGB/RGBA textured triangle without perspective correction.
    530  */
    531 #define NAME affine_textured_triangle
    532 #define INTERP_Z 1
    533 #define INTERP_RGB 1
    534 #define INTERP_ALPHA 1
    535 #define INTERP_INT_TEX 1
    536 #define S_SCALE twidth
    537 #define T_SCALE theight
    538 
    539 #define SETUP_CODE							\
    540    struct affine_info info;						\
    541    struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
    542    const struct gl_texture_object *obj = 				\
    543       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
    544    const struct gl_texture_image *texImg = 				\
    545       _mesa_base_tex_image(obj);					\
    546    const struct swrast_texture_image *swImg =				\
    547       swrast_texture_image_const(texImg);				\
    548    const GLfloat twidth = (GLfloat) texImg->Width;			\
    549    const GLfloat theight = (GLfloat) texImg->Height;			\
    550    info.texture = (const GLchan *) swImg->ImageSlices[0];		\
    551    info.twidth_log2 = texImg->WidthLog2;				\
    552    info.smask = texImg->Width - 1;					\
    553    info.tmask = texImg->Height - 1;					\
    554    info.format = texImg->TexFormat;					\
    555    info.filter = obj->Sampler.MinFilter;				\
    556    info.envmode = unit->EnvMode;					\
    557    info.er = 0;					\
    558    info.eg = 0;					\
    559    info.eb = 0;					\
    560    span.arrayMask |= SPAN_RGBA;						\
    561 									\
    562    if (info.envmode == GL_BLEND) {					\
    563       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
    564       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
    565       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
    566       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
    567       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
    568    }									\
    569    if (!info.texture) {							\
    570       /* this shouldn't happen */					\
    571       return;								\
    572    }									\
    573 									\
    574    switch (info.format) {						\
    575    case MESA_FORMAT_BGR_UNORM8:						\
    576       info.tbytesline = texImg->Width * 3;				\
    577       break;								\
    578    case MESA_FORMAT_A8B8G8R8_UNORM:						\
    579       info.tbytesline = texImg->Width * 4;				\
    580       break;								\
    581    default:								\
    582       _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
    583       return;								\
    584    }									\
    585    info.tsize = texImg->Height * info.tbytesline;
    586 
    587 #define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
    588 
    589 #include "s_tritemp.h"
    590 
    591 
    592 
    593 struct persp_info
    594 {
    595    GLenum filter;
    596    GLenum format;
    597    GLenum envmode;
    598    GLint smask, tmask;
    599    GLint twidth_log2;
    600    const GLchan *texture;
    601    GLfixed er, eg, eb, ea;   /* texture env color */
    602    GLint tbytesline, tsize;
    603 };
    604 
    605 
    606 static inline void
    607 fast_persp_span(struct gl_context *ctx, SWspan *span,
    608 		struct persp_info *info)
    609 {
    610    GLchan sample[4];  /* the filtered texture sample */
    611 
    612   /* Instead of defining a function for each mode, a test is done
    613    * between the outer and inner loops. This is to reduce code size
    614    * and complexity. Observe that an optimizing compiler kills
    615    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
    616    */
    617 #define SPAN_NEAREST(DO_TEX,COMP)					\
    618 	for (i = 0; i < span->end; i++) {				\
    619            GLdouble invQ = tex_coord[2] ?				\
    620                                  (1.0 / tex_coord[2]) : 1.0;            \
    621            GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
    622            GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
    623            GLint s = IFLOOR(s_tmp) & info->smask;	        	\
    624            GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
    625            GLint pos = (t << info->twidth_log2) + s;			\
    626            const GLchan *tex00 = info->texture + COMP * pos;		\
    627            DO_TEX;							\
    628            span->red += span->redStep;					\
    629 	   span->green += span->greenStep;				\
    630            span->blue += span->blueStep;				\
    631 	   span->alpha += span->alphaStep;				\
    632 	   tex_coord[0] += tex_step[0];					\
    633 	   tex_coord[1] += tex_step[1];					\
    634 	   tex_coord[2] += tex_step[2];					\
    635            dest += 4;							\
    636 	}
    637 
    638 #define SPAN_LINEAR(DO_TEX,COMP)					\
    639 	for (i = 0; i < span->end; i++) {				\
    640            GLdouble invQ = tex_coord[2] ?				\
    641                                  (1.0 / tex_coord[2]) : 1.0;            \
    642            const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
    643            const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
    644            const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
    645            const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
    646            const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
    647            const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
    648            const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
    649            const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
    650            const GLint pos = (t << info->twidth_log2) + s;		\
    651            const GLchan *tex00 = info->texture + COMP * pos;		\
    652            const GLchan *tex10 = tex00 + info->tbytesline;		\
    653            const GLchan *tex01 = tex00 + COMP;				\
    654            const GLchan *tex11 = tex10 + COMP;				\
    655            if (t == info->tmask) {					\
    656               tex10 -= info->tsize;					\
    657               tex11 -= info->tsize;					\
    658            }								\
    659            if (s == info->smask) {					\
    660               tex01 -= info->tbytesline;				\
    661               tex11 -= info->tbytesline;				\
    662            }								\
    663            DO_TEX;							\
    664            span->red   += span->redStep;				\
    665 	   span->green += span->greenStep;				\
    666            span->blue  += span->blueStep;				\
    667 	   span->alpha += span->alphaStep;				\
    668 	   tex_coord[0] += tex_step[0];					\
    669 	   tex_coord[1] += tex_step[1];					\
    670 	   tex_coord[2] += tex_step[2];					\
    671            dest += 4;							\
    672 	}
    673 
    674    GLuint i;
    675    GLfloat tex_coord[3], tex_step[3];
    676    GLchan *dest = span->array->rgba[0];
    677 
    678    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
    679    ctx->Texture._EnabledCoordUnits = 0;
    680 
    681    tex_coord[0] = span->attrStart[VARYING_SLOT_TEX0][0]  * (info->smask + 1);
    682    tex_step[0] = span->attrStepX[VARYING_SLOT_TEX0][0] * (info->smask + 1);
    683    tex_coord[1] = span->attrStart[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
    684    tex_step[1] = span->attrStepX[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
    685    /* span->attrStart[VARYING_SLOT_TEX0][2] only if 3D-texturing, here only 2D */
    686    tex_coord[2] = span->attrStart[VARYING_SLOT_TEX0][3];
    687    tex_step[2] = span->attrStepX[VARYING_SLOT_TEX0][3];
    688 
    689    switch (info->filter) {
    690    case GL_NEAREST:
    691       switch (info->format) {
    692       case MESA_FORMAT_BGR_UNORM8:
    693          switch (info->envmode) {
    694          case GL_MODULATE:
    695             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
    696             break;
    697          case GL_DECAL:
    698          case GL_REPLACE:
    699             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
    700             break;
    701          case GL_BLEND:
    702             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
    703             break;
    704          case GL_ADD:
    705             SPAN_NEAREST(NEAREST_RGB;ADD,3);
    706             break;
    707          default:
    708             _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
    709             return;
    710          }
    711          break;
    712       case MESA_FORMAT_A8B8G8R8_UNORM:
    713          switch(info->envmode) {
    714          case GL_MODULATE:
    715             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
    716             break;
    717          case GL_DECAL:
    718             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
    719             break;
    720          case GL_BLEND:
    721             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
    722             break;
    723          case GL_ADD:
    724             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
    725             break;
    726          case GL_REPLACE:
    727             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
    728             break;
    729          default:
    730             _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
    731             return;
    732          }
    733          break;
    734       }
    735       break;
    736 
    737    case GL_LINEAR:
    738       switch (info->format) {
    739       case MESA_FORMAT_BGR_UNORM8:
    740          switch (info->envmode) {
    741          case GL_MODULATE:
    742             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
    743             break;
    744          case GL_DECAL:
    745          case GL_REPLACE:
    746             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
    747             break;
    748          case GL_BLEND:
    749             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
    750             break;
    751          case GL_ADD:
    752             SPAN_LINEAR(LINEAR_RGB;ADD,3);
    753             break;
    754          default:
    755             _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
    756             return;
    757          }
    758          break;
    759       case MESA_FORMAT_A8B8G8R8_UNORM:
    760          switch (info->envmode) {
    761          case GL_MODULATE:
    762             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
    763             break;
    764          case GL_DECAL:
    765             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
    766             break;
    767          case GL_BLEND:
    768             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
    769             break;
    770          case GL_ADD:
    771             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
    772             break;
    773          case GL_REPLACE:
    774             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
    775             break;
    776          default:
    777             _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
    778             return;
    779          }
    780          break;
    781       }
    782       break;
    783    }
    784 
    785    assert(span->arrayMask & SPAN_RGBA);
    786    _swrast_write_rgba_span(ctx, span);
    787 
    788 #undef SPAN_NEAREST
    789 #undef SPAN_LINEAR
    790 
    791    /* restore state */
    792    ctx->Texture._EnabledCoordUnits = texEnableSave;
    793 }
    794 
    795 
    796 /*
    797  * Render an perspective corrected RGB/RGBA textured triangle.
    798  * The Q (aka V in Mesa) coordinate must be zero such that the divide
    799  * by interpolated Q/W comes out right.
    800  *
    801  */
    802 #define NAME persp_textured_triangle
    803 #define INTERP_Z 1
    804 #define INTERP_RGB 1
    805 #define INTERP_ALPHA 1
    806 #define INTERP_ATTRIBS 1
    807 
    808 #define SETUP_CODE							\
    809    struct persp_info info;						\
    810    const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
    811    const struct gl_texture_object *obj = 				\
    812       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
    813    const struct gl_texture_image *texImg = 				\
    814       _mesa_base_tex_image(obj);					\
    815    const struct swrast_texture_image *swImg =				\
    816       swrast_texture_image_const(texImg);				\
    817    info.texture = (const GLchan *) swImg->ImageSlices[0];		\
    818    info.twidth_log2 = texImg->WidthLog2;				\
    819    info.smask = texImg->Width - 1;					\
    820    info.tmask = texImg->Height - 1;					\
    821    info.format = texImg->TexFormat;					\
    822    info.filter = obj->Sampler.MinFilter;				\
    823    info.envmode = unit->EnvMode;					\
    824    info.er = 0;					\
    825    info.eg = 0;					\
    826    info.eb = 0;					\
    827 									\
    828    if (info.envmode == GL_BLEND) {					\
    829       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
    830       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
    831       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
    832       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
    833       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
    834    }									\
    835    if (!info.texture) {							\
    836       /* this shouldn't happen */					\
    837       return;								\
    838    }									\
    839 									\
    840    switch (info.format) {						\
    841    case MESA_FORMAT_BGR_UNORM8:						\
    842       info.tbytesline = texImg->Width * 3;				\
    843       break;								\
    844    case MESA_FORMAT_A8B8G8R8_UNORM:						\
    845       info.tbytesline = texImg->Width * 4;				\
    846       break;								\
    847    default:								\
    848       _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
    849       return;								\
    850    }									\
    851    info.tsize = texImg->Height * info.tbytesline;
    852 
    853 #define RENDER_SPAN( span )			\
    854    span.interpMask &= ~SPAN_RGBA;		\
    855    span.arrayMask |= SPAN_RGBA;			\
    856    fast_persp_span(ctx, &span, &info);
    857 
    858 #include "s_tritemp.h"
    859 
    860 #endif /*CHAN_TYPE != GL_FLOAT*/
    861 
    862 
    863 
    864 /*
    865  * Render an RGBA triangle with arbitrary attributes.
    866  */
    867 #define NAME general_triangle
    868 #define INTERP_Z 1
    869 #define INTERP_RGB 1
    870 #define INTERP_ALPHA 1
    871 #define INTERP_ATTRIBS 1
    872 #define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
    873 #include "s_tritemp.h"
    874 
    875 
    876 
    877 
    878 /*
    879  * Special tri function for occlusion testing
    880  */
    881 #define NAME occlusion_zless_16_triangle
    882 #define INTERP_Z 1
    883 #define SETUP_CODE							\
    884    struct gl_renderbuffer *rb =                                         \
    885       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
    886    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
    887    assert(ctx->Depth.Test);						\
    888    assert(!ctx->Depth.Mask);						\
    889    assert(ctx->Depth.Func == GL_LESS);					\
    890    assert(rb->Format == MESA_FORMAT_Z_UNORM16);                               \
    891    if (!q) {								\
    892       return;								\
    893    }
    894 #define RENDER_SPAN( span )						\
    895    {                                                                    \
    896       GLuint i;								\
    897       const GLushort *zRow = (const GLushort *)				\
    898          _swrast_pixel_address(rb, span.x, span.y);                     \
    899       for (i = 0; i < span.end; i++) {					\
    900          GLuint z = FixedToDepth(span.z);				\
    901          if (z < zRow[i]) {						\
    902             q->Result++;						\
    903          }								\
    904          span.z += span.zStep;						\
    905       }									\
    906    }
    907 #include "s_tritemp.h"
    908 
    909 
    910 
    911 static void
    912 nodraw_triangle( struct gl_context *ctx,
    913                  const SWvertex *v0,
    914                  const SWvertex *v1,
    915                  const SWvertex *v2 )
    916 {
    917    (void) (ctx && v0 && v1 && v2);
    918 }
    919 
    920 
    921 /*
    922  * This is used when separate specular color is enabled, but not
    923  * texturing.  We add the specular color to the primary color,
    924  * draw the triangle, then restore the original primary color.
    925  * Inefficient, but seldom needed.
    926  */
    927 void
    928 _swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
    929                                 const SWvertex *v1, const SWvertex *v2)
    930 {
    931    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
    932    SWvertex *ncv1 = (SWvertex *)v1;
    933    SWvertex *ncv2 = (SWvertex *)v2;
    934    GLfloat rSum, gSum, bSum;
    935    GLchan cSave[3][4];
    936 
    937    /* save original colors */
    938    COPY_CHAN4( cSave[0], ncv0->color );
    939    COPY_CHAN4( cSave[1], ncv1->color );
    940    COPY_CHAN4( cSave[2], ncv2->color );
    941    /* sum v0 */
    942    rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0];
    943    gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1];
    944    bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2];
    945    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
    946    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
    947    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
    948    /* sum v1 */
    949    rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[VARYING_SLOT_COL1][0];
    950    gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[VARYING_SLOT_COL1][1];
    951    bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[VARYING_SLOT_COL1][2];
    952    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
    953    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
    954    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
    955    /* sum v2 */
    956    rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[VARYING_SLOT_COL1][0];
    957    gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[VARYING_SLOT_COL1][1];
    958    bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[VARYING_SLOT_COL1][2];
    959    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
    960    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
    961    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
    962    /* draw */
    963    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
    964    /* restore original colors */
    965    COPY_CHAN4( ncv0->color, cSave[0] );
    966    COPY_CHAN4( ncv1->color, cSave[1] );
    967    COPY_CHAN4( ncv2->color, cSave[2] );
    968 }
    969 
    970 
    971 
    972 #ifdef DEBUG
    973 
    974 /* record the current triangle function name */
    975 const char *_mesa_triFuncName = NULL;
    976 
    977 #define USE(triFunc)				\
    978 do {						\
    979     _mesa_triFuncName = #triFunc;		\
    980     /*printf("%s\n", _mesa_triFuncName);*/	\
    981     swrast->Triangle = triFunc;			\
    982 } while (0)
    983 
    984 #else
    985 
    986 #define USE(triFunc)  swrast->Triangle = triFunc;
    987 
    988 #endif
    989 
    990 
    991 
    992 
    993 /*
    994  * Determine which triangle rendering function to use given the current
    995  * rendering context.
    996  *
    997  * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
    998  * remove tests to this code.
    999  */
   1000 void
   1001 _swrast_choose_triangle( struct gl_context *ctx )
   1002 {
   1003    SWcontext *swrast = SWRAST_CONTEXT(ctx);
   1004 
   1005    if (ctx->Polygon.CullFlag &&
   1006        ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
   1007       USE(nodraw_triangle);
   1008       return;
   1009    }
   1010 
   1011    if (ctx->RenderMode==GL_RENDER) {
   1012       struct gl_renderbuffer *depthRb =
   1013          ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
   1014 
   1015       if (ctx->Polygon.SmoothFlag) {
   1016          _swrast_set_aa_triangle_function(ctx);
   1017          assert(swrast->Triangle);
   1018          return;
   1019       }
   1020 
   1021       /* special case for occlusion testing */
   1022       if (ctx->Query.CurrentOcclusionObject &&
   1023           ctx->Depth.Test &&
   1024           ctx->Depth.Mask == GL_FALSE &&
   1025           ctx->Depth.Func == GL_LESS &&
   1026           !ctx->Stencil._Enabled &&
   1027           depthRb &&
   1028           depthRb->Format == MESA_FORMAT_Z_UNORM16) {
   1029          if (ctx->Color.ColorMask[0][0] == 0 &&
   1030 	     ctx->Color.ColorMask[0][1] == 0 &&
   1031 	     ctx->Color.ColorMask[0][2] == 0 &&
   1032 	     ctx->Color.ColorMask[0][3] == 0) {
   1033             USE(occlusion_zless_16_triangle);
   1034             return;
   1035          }
   1036       }
   1037 
   1038       /*
   1039        * XXX should examine swrast->_ActiveAttribMask to determine what
   1040        * needs to be interpolated.
   1041        */
   1042       if (ctx->Texture._EnabledCoordUnits ||
   1043 	  _swrast_use_fragment_program(ctx) ||
   1044           ctx->ATIFragmentShader._Enabled ||
   1045           _mesa_need_secondary_color(ctx) ||
   1046           swrast->_FogEnabled) {
   1047          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
   1048          const struct gl_texture_object *texObj2D;
   1049          const struct gl_sampler_object *samp;
   1050          const struct gl_texture_image *texImg;
   1051          const struct swrast_texture_image *swImg;
   1052          GLenum minFilter, magFilter, envMode;
   1053          mesa_format format;
   1054          texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
   1055          if (ctx->Texture.Unit[0].Sampler)
   1056             samp = ctx->Texture.Unit[0].Sampler;
   1057          else if (texObj2D)
   1058             samp = &texObj2D->Sampler;
   1059          else
   1060             samp = NULL;
   1061 
   1062          texImg = texObj2D ? _mesa_base_tex_image(texObj2D) : NULL;
   1063          swImg = swrast_texture_image_const(texImg);
   1064 
   1065          format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
   1066          minFilter = texObj2D ? samp->MinFilter : GL_NONE;
   1067          magFilter = texObj2D ? samp->MagFilter : GL_NONE;
   1068          envMode = ctx->Texture.Unit[0].EnvMode;
   1069 
   1070          /* First see if we can use an optimized 2-D texture function */
   1071          if (ctx->Texture._EnabledCoordUnits == 0x1
   1072              && !_swrast_use_fragment_program(ctx)
   1073              && !ctx->ATIFragmentShader._Enabled
   1074              && ctx->Texture._MaxEnabledTexImageUnit == 0
   1075              && ctx->Texture.Unit[0]._Current->Target == GL_TEXTURE_2D
   1076              && samp->WrapS == GL_REPEAT
   1077              && samp->WrapT == GL_REPEAT
   1078              && texObj2D->_Swizzle == SWIZZLE_NOOP
   1079              && swImg->_IsPowerOfTwo
   1080              && texImg->Border == 0
   1081              && (_mesa_format_row_stride(format, texImg->Width) ==
   1082                  swImg->RowStride)
   1083              && (format == MESA_FORMAT_BGR_UNORM8 || format == MESA_FORMAT_A8B8G8R8_UNORM)
   1084              && minFilter == magFilter
   1085              && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
   1086              && !swrast->_FogEnabled
   1087              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
   1088              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
   1089 	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
   1090 	       if (minFilter == GL_NEAREST
   1091 		   && format == MESA_FORMAT_BGR_UNORM8
   1092 		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
   1093 		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
   1094 			&& ctx->Depth.Func == GL_LESS
   1095 			&& ctx->Depth.Mask == GL_TRUE)
   1096 		       || swrast->_RasterMask == TEXTURE_BIT)
   1097 		   && ctx->Polygon.StippleFlag == GL_FALSE
   1098                    && ctx->DrawBuffer->Visual.depthBits <= 16) {
   1099 		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
   1100 		     USE(simple_z_textured_triangle);
   1101 		  }
   1102 		  else {
   1103 		     USE(simple_textured_triangle);
   1104 		  }
   1105 	       }
   1106 	       else {
   1107 #if CHAN_BITS != 8
   1108                   USE(general_triangle);
   1109 #else
   1110                   if (format == MESA_FORMAT_A8B8G8R8_UNORM && !_mesa_little_endian()) {
   1111                      /* We only handle RGBA8888 correctly on little endian
   1112                       * in the optimized code above.
   1113                       */
   1114                      USE(general_triangle);
   1115                   }
   1116                   else {
   1117                      USE(affine_textured_triangle);
   1118                  }
   1119 #endif
   1120 	       }
   1121 	    }
   1122 	    else {
   1123 #if CHAN_BITS != 8
   1124                USE(general_triangle);
   1125 #else
   1126                USE(persp_textured_triangle);
   1127 #endif
   1128 	    }
   1129 	 }
   1130          else {
   1131             /* general case textured triangles */
   1132             USE(general_triangle);
   1133          }
   1134       }
   1135       else {
   1136          assert(!swrast->_FogEnabled);
   1137          assert(!_mesa_need_secondary_color(ctx));
   1138 	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
   1139 	    /* smooth shaded, no texturing, stippled or some raster ops */
   1140 #if CHAN_BITS != 8
   1141                USE(general_triangle);
   1142 #else
   1143                USE(smooth_rgba_triangle);
   1144 #endif
   1145 	 }
   1146 	 else {
   1147 	    /* flat shaded, no texturing, stippled or some raster ops */
   1148 #if CHAN_BITS != 8
   1149             USE(general_triangle);
   1150 #else
   1151             USE(flat_rgba_triangle);
   1152 #endif
   1153 	 }
   1154       }
   1155    }
   1156    else if (ctx->RenderMode==GL_FEEDBACK) {
   1157       USE(_swrast_feedback_triangle);
   1158    }
   1159    else {
   1160       /* GL_SELECT mode */
   1161       USE(_swrast_select_triangle);
   1162    }
   1163 }
   1164