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 #include "main/glheader.h"
28 #include "main/context.h"
29 #include "main/imports.h"
30 #include "main/macros.h"
31 #include "main/pixeltransfer.h"
32 #include "main/samplerobj.h"
33 #include "program/prog_instruction.h"
34
35 #include "s_context.h"
36 #include "s_texcombine.h"
37
38
39 /**
40 * Pointer to array of float[4]
41 * This type makes the code below more concise and avoids a lot of casting.
42 */
43 typedef float (*float4_array)[4];
44
45
46 /**
47 * Return array of texels for given unit.
48 */
49 static inline float4_array
get_texel_array(SWcontext * swrast,GLuint unit)50 get_texel_array(SWcontext *swrast, GLuint unit)
51 {
52 #ifdef _OPENMP
53 return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4 * omp_get_num_threads() + (SWRAST_MAX_WIDTH * 4 * omp_get_thread_num()));
54 #else
55 return (float4_array) (swrast->TexelBuffer + unit * SWRAST_MAX_WIDTH * 4);
56 #endif
57 }
58
59
60
61 /**
62 * Do texture application for:
63 * GL_EXT_texture_env_combine
64 * GL_ARB_texture_env_combine
65 * GL_EXT_texture_env_dot3
66 * GL_ARB_texture_env_dot3
67 * GL_ATI_texture_env_combine3
68 * GL_NV_texture_env_combine4
69 * conventional GL texture env modes
70 *
71 * \param ctx rendering context
72 * \param unit the texture combiner unit
73 * \param primary_rgba incoming fragment color array
74 * \param texelBuffer pointer to texel colors for all texture units
75 *
76 * \param span two fields are used in this function:
77 * span->end: number of fragments to process
78 * span->array->rgba: incoming/result fragment colors
79 */
80 static void
texture_combine(struct gl_context * ctx,GLuint unit,const float4_array primary_rgba,const GLfloat * texelBuffer,SWspan * span)81 texture_combine( struct gl_context *ctx, GLuint unit,
82 const float4_array primary_rgba,
83 const GLfloat *texelBuffer,
84 SWspan *span )
85 {
86 SWcontext *swrast = SWRAST_CONTEXT(ctx);
87 const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
88 const struct gl_tex_env_combine_state *combine = textureUnit->_CurrentCombine;
89 float4_array argRGB[MAX_COMBINER_TERMS];
90 float4_array argA[MAX_COMBINER_TERMS];
91 const GLfloat scaleRGB = (GLfloat) (1 << combine->ScaleShiftRGB);
92 const GLfloat scaleA = (GLfloat) (1 << combine->ScaleShiftA);
93 const GLuint numArgsRGB = combine->_NumArgsRGB;
94 const GLuint numArgsA = combine->_NumArgsA;
95 float4_array ccolor[4], rgba;
96 GLuint i, term;
97 GLuint n = span->end;
98 GLchan (*rgbaChan)[4] = span->array->rgba;
99
100 /* alloc temp pixel buffers */
101 rgba = malloc(4 * n * sizeof(GLfloat));
102 if (!rgba) {
103 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
104 return;
105 }
106
107 for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
108 ccolor[i] = malloc(4 * n * sizeof(GLfloat));
109 if (!ccolor[i]) {
110 while (i) {
111 free(ccolor[i]);
112 i--;
113 }
114 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
115 free(rgba);
116 return;
117 }
118 }
119
120 for (i = 0; i < n; i++) {
121 rgba[i][RCOMP] = CHAN_TO_FLOAT(rgbaChan[i][RCOMP]);
122 rgba[i][GCOMP] = CHAN_TO_FLOAT(rgbaChan[i][GCOMP]);
123 rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);
124 rgba[i][ACOMP] = CHAN_TO_FLOAT(rgbaChan[i][ACOMP]);
125 }
126
127 /*
128 printf("modeRGB 0x%x modeA 0x%x srcRGB1 0x%x srcA1 0x%x srcRGB2 0x%x srcA2 0x%x\n",
129 combine->ModeRGB,
130 combine->ModeA,
131 combine->SourceRGB[0],
132 combine->SourceA[0],
133 combine->SourceRGB[1],
134 combine->SourceA[1]);
135 */
136
137 /*
138 * Do operand setup for up to 4 operands. Loop over the terms.
139 */
140 for (term = 0; term < numArgsRGB; term++) {
141 const GLenum srcRGB = combine->SourceRGB[term];
142 const GLenum operandRGB = combine->OperandRGB[term];
143
144 switch (srcRGB) {
145 case GL_TEXTURE:
146 argRGB[term] = get_texel_array(swrast, unit);
147 break;
148 case GL_PRIMARY_COLOR:
149 argRGB[term] = primary_rgba;
150 break;
151 case GL_PREVIOUS:
152 argRGB[term] = rgba;
153 break;
154 case GL_CONSTANT:
155 {
156 float4_array c = ccolor[term];
157 GLfloat red = textureUnit->EnvColor[0];
158 GLfloat green = textureUnit->EnvColor[1];
159 GLfloat blue = textureUnit->EnvColor[2];
160 GLfloat alpha = textureUnit->EnvColor[3];
161 for (i = 0; i < n; i++) {
162 ASSIGN_4V(c[i], red, green, blue, alpha);
163 }
164 argRGB[term] = ccolor[term];
165 }
166 break;
167 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
168 */
169 case GL_ZERO:
170 {
171 float4_array c = ccolor[term];
172 for (i = 0; i < n; i++) {
173 ASSIGN_4V(c[i], 0.0F, 0.0F, 0.0F, 0.0F);
174 }
175 argRGB[term] = ccolor[term];
176 }
177 break;
178 case GL_ONE:
179 {
180 float4_array c = ccolor[term];
181 for (i = 0; i < n; i++) {
182 ASSIGN_4V(c[i], 1.0F, 1.0F, 1.0F, 1.0F);
183 }
184 argRGB[term] = ccolor[term];
185 }
186 break;
187 default:
188 /* ARB_texture_env_crossbar source */
189 {
190 const GLuint srcUnit = srcRGB - GL_TEXTURE0;
191 assert(srcUnit < ctx->Const.MaxTextureUnits);
192 if (!ctx->Texture.Unit[srcUnit]._Current)
193 goto end;
194 argRGB[term] = get_texel_array(swrast, srcUnit);
195 }
196 }
197
198 if (operandRGB != GL_SRC_COLOR) {
199 float4_array src = argRGB[term];
200 float4_array dst = ccolor[term];
201
202 /* point to new arg[term] storage */
203 argRGB[term] = ccolor[term];
204
205 switch (operandRGB) {
206 case GL_ONE_MINUS_SRC_COLOR:
207 for (i = 0; i < n; i++) {
208 dst[i][RCOMP] = 1.0F - src[i][RCOMP];
209 dst[i][GCOMP] = 1.0F - src[i][GCOMP];
210 dst[i][BCOMP] = 1.0F - src[i][BCOMP];
211 }
212 break;
213 case GL_SRC_ALPHA:
214 for (i = 0; i < n; i++) {
215 dst[i][RCOMP] =
216 dst[i][GCOMP] =
217 dst[i][BCOMP] = src[i][ACOMP];
218 }
219 break;
220 case GL_ONE_MINUS_SRC_ALPHA:
221 for (i = 0; i < n; i++) {
222 dst[i][RCOMP] =
223 dst[i][GCOMP] =
224 dst[i][BCOMP] = 1.0F - src[i][ACOMP];
225 }
226 break;
227 default:
228 _mesa_problem(ctx, "Bad operandRGB");
229 }
230 }
231 }
232
233 /*
234 * Set up the argA[term] pointers
235 */
236 for (term = 0; term < numArgsA; term++) {
237 const GLenum srcA = combine->SourceA[term];
238 const GLenum operandA = combine->OperandA[term];
239
240 switch (srcA) {
241 case GL_TEXTURE:
242 argA[term] = get_texel_array(swrast, unit);
243 break;
244 case GL_PRIMARY_COLOR:
245 argA[term] = primary_rgba;
246 break;
247 case GL_PREVIOUS:
248 argA[term] = rgba;
249 break;
250 case GL_CONSTANT:
251 {
252 float4_array c = ccolor[term];
253 GLfloat alpha = textureUnit->EnvColor[3];
254 for (i = 0; i < n; i++)
255 c[i][ACOMP] = alpha;
256 argA[term] = ccolor[term];
257 }
258 break;
259 /* GL_ATI_texture_env_combine3 allows GL_ZERO & GL_ONE as sources.
260 */
261 case GL_ZERO:
262 {
263 float4_array c = ccolor[term];
264 for (i = 0; i < n; i++)
265 c[i][ACOMP] = 0.0F;
266 argA[term] = ccolor[term];
267 }
268 break;
269 case GL_ONE:
270 {
271 float4_array c = ccolor[term];
272 for (i = 0; i < n; i++)
273 c[i][ACOMP] = 1.0F;
274 argA[term] = ccolor[term];
275 }
276 break;
277 default:
278 /* ARB_texture_env_crossbar source */
279 {
280 const GLuint srcUnit = srcA - GL_TEXTURE0;
281 assert(srcUnit < ctx->Const.MaxTextureUnits);
282 if (!ctx->Texture.Unit[srcUnit]._Current)
283 goto end;
284 argA[term] = get_texel_array(swrast, srcUnit);
285 }
286 }
287
288 if (operandA == GL_ONE_MINUS_SRC_ALPHA) {
289 float4_array src = argA[term];
290 float4_array dst = ccolor[term];
291 argA[term] = ccolor[term];
292 for (i = 0; i < n; i++) {
293 dst[i][ACOMP] = 1.0F - src[i][ACOMP];
294 }
295 }
296 }
297
298 /* RGB channel combine */
299 {
300 float4_array arg0 = argRGB[0];
301 float4_array arg1 = argRGB[1];
302 float4_array arg2 = argRGB[2];
303 float4_array arg3 = argRGB[3];
304
305 switch (combine->ModeRGB) {
306 case GL_REPLACE:
307 for (i = 0; i < n; i++) {
308 rgba[i][RCOMP] = arg0[i][RCOMP] * scaleRGB;
309 rgba[i][GCOMP] = arg0[i][GCOMP] * scaleRGB;
310 rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB;
311 }
312 break;
313 case GL_MODULATE:
314 for (i = 0; i < n; i++) {
315 rgba[i][RCOMP] = arg0[i][RCOMP] * arg1[i][RCOMP] * scaleRGB;
316 rgba[i][GCOMP] = arg0[i][GCOMP] * arg1[i][GCOMP] * scaleRGB;
317 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB;
318 }
319 break;
320 case GL_ADD:
321 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
322 /* (a * b) + (c * d) */
323 for (i = 0; i < n; i++) {
324 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
325 arg2[i][RCOMP] * arg3[i][RCOMP]) * scaleRGB;
326 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
327 arg2[i][GCOMP] * arg3[i][GCOMP]) * scaleRGB;
328 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
329 arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB;
330 }
331 }
332 else {
333 /* 2-term addition */
334 for (i = 0; i < n; i++) {
335 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP]) * scaleRGB;
336 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP]) * scaleRGB;
337 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB;
338 }
339 }
340 break;
341 case GL_ADD_SIGNED:
342 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
343 /* (a * b) + (c * d) - 0.5 */
344 for (i = 0; i < n; i++) {
345 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg1[i][RCOMP] +
346 arg2[i][RCOMP] * arg3[i][RCOMP] - 0.5F) * scaleRGB;
347 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg1[i][GCOMP] +
348 arg2[i][GCOMP] * arg3[i][GCOMP] - 0.5F) * scaleRGB;
349 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] +
350 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB;
351 }
352 }
353 else {
354 for (i = 0; i < n; i++) {
355 rgba[i][RCOMP] = (arg0[i][RCOMP] + arg1[i][RCOMP] - 0.5F) * scaleRGB;
356 rgba[i][GCOMP] = (arg0[i][GCOMP] + arg1[i][GCOMP] - 0.5F) * scaleRGB;
357 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB;
358 }
359 }
360 break;
361 case GL_INTERPOLATE:
362 for (i = 0; i < n; i++) {
363 rgba[i][RCOMP] = (arg0[i][RCOMP] * arg2[i][RCOMP] +
364 arg1[i][RCOMP] * (1.0F - arg2[i][RCOMP])) * scaleRGB;
365 rgba[i][GCOMP] = (arg0[i][GCOMP] * arg2[i][GCOMP] +
366 arg1[i][GCOMP] * (1.0F - arg2[i][GCOMP])) * scaleRGB;
367 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] +
368 arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB;
369 }
370 break;
371 case GL_SUBTRACT:
372 for (i = 0; i < n; i++) {
373 rgba[i][RCOMP] = (arg0[i][RCOMP] - arg1[i][RCOMP]) * scaleRGB;
374 rgba[i][GCOMP] = (arg0[i][GCOMP] - arg1[i][GCOMP]) * scaleRGB;
375 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB;
376 }
377 break;
378 case GL_DOT3_RGB_EXT:
379 case GL_DOT3_RGBA_EXT:
380 /* Do not scale the result by 1 2 or 4 */
381 for (i = 0; i < n; i++) {
382 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
383 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
384 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
385 * 4.0F;
386 dot = CLAMP(dot, 0.0F, 1.0F);
387 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
388 }
389 break;
390 case GL_DOT3_RGB:
391 case GL_DOT3_RGBA:
392 /* DO scale the result by 1 2 or 4 */
393 for (i = 0; i < n; i++) {
394 GLfloat dot = ((arg0[i][RCOMP] - 0.5F) * (arg1[i][RCOMP] - 0.5F) +
395 (arg0[i][GCOMP] - 0.5F) * (arg1[i][GCOMP] - 0.5F) +
396 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F))
397 * 4.0F * scaleRGB;
398 dot = CLAMP(dot, 0.0F, 1.0F);
399 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot;
400 }
401 break;
402 case GL_MODULATE_ADD_ATI:
403 for (i = 0; i < n; i++) {
404 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
405 arg1[i][RCOMP]) * scaleRGB;
406 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
407 arg1[i][GCOMP]) * scaleRGB;
408 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
409 arg1[i][BCOMP]) * scaleRGB;
410 }
411 break;
412 case GL_MODULATE_SIGNED_ADD_ATI:
413 for (i = 0; i < n; i++) {
414 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) +
415 arg1[i][RCOMP] - 0.5F) * scaleRGB;
416 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) +
417 arg1[i][GCOMP] - 0.5F) * scaleRGB;
418 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) +
419 arg1[i][BCOMP] - 0.5F) * scaleRGB;
420 }
421 break;
422 case GL_MODULATE_SUBTRACT_ATI:
423 for (i = 0; i < n; i++) {
424 rgba[i][RCOMP] = ((arg0[i][RCOMP] * arg2[i][RCOMP]) -
425 arg1[i][RCOMP]) * scaleRGB;
426 rgba[i][GCOMP] = ((arg0[i][GCOMP] * arg2[i][GCOMP]) -
427 arg1[i][GCOMP]) * scaleRGB;
428 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) -
429 arg1[i][BCOMP]) * scaleRGB;
430 }
431 break;
432 default:
433 _mesa_problem(ctx, "invalid combine mode");
434 }
435 }
436
437 /* Alpha channel combine */
438 {
439 float4_array arg0 = argA[0];
440 float4_array arg1 = argA[1];
441 float4_array arg2 = argA[2];
442 float4_array arg3 = argA[3];
443
444 switch (combine->ModeA) {
445 case GL_REPLACE:
446 for (i = 0; i < n; i++) {
447 rgba[i][ACOMP] = arg0[i][ACOMP] * scaleA;
448 }
449 break;
450 case GL_MODULATE:
451 for (i = 0; i < n; i++) {
452 rgba[i][ACOMP] = arg0[i][ACOMP] * arg1[i][ACOMP] * scaleA;
453 }
454 break;
455 case GL_ADD:
456 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
457 /* (a * b) + (c * d) */
458 for (i = 0; i < n; i++) {
459 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
460 arg2[i][ACOMP] * arg3[i][ACOMP]) * scaleA;
461 }
462 }
463 else {
464 /* two-term add */
465 for (i = 0; i < n; i++) {
466 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP]) * scaleA;
467 }
468 }
469 break;
470 case GL_ADD_SIGNED:
471 if (textureUnit->EnvMode == GL_COMBINE4_NV) {
472 /* (a * b) + (c * d) - 0.5 */
473 for (i = 0; i < n; i++) {
474 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg1[i][ACOMP] +
475 arg2[i][ACOMP] * arg3[i][ACOMP] -
476 0.5F) * scaleA;
477 }
478 }
479 else {
480 /* a + b - 0.5 */
481 for (i = 0; i < n; i++) {
482 rgba[i][ACOMP] = (arg0[i][ACOMP] + arg1[i][ACOMP] - 0.5F) * scaleA;
483 }
484 }
485 break;
486 case GL_INTERPOLATE:
487 for (i = 0; i < n; i++) {
488 rgba[i][ACOMP] = (arg0[i][ACOMP] * arg2[i][ACOMP] +
489 arg1[i][ACOMP] * (1.0F - arg2[i][ACOMP]))
490 * scaleA;
491 }
492 break;
493 case GL_SUBTRACT:
494 for (i = 0; i < n; i++) {
495 rgba[i][ACOMP] = (arg0[i][ACOMP] - arg1[i][ACOMP]) * scaleA;
496 }
497 break;
498 case GL_MODULATE_ADD_ATI:
499 for (i = 0; i < n; i++) {
500 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
501 + arg1[i][ACOMP]) * scaleA;
502 }
503 break;
504 case GL_MODULATE_SIGNED_ADD_ATI:
505 for (i = 0; i < n; i++) {
506 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP]) +
507 arg1[i][ACOMP] - 0.5F) * scaleA;
508 }
509 break;
510 case GL_MODULATE_SUBTRACT_ATI:
511 for (i = 0; i < n; i++) {
512 rgba[i][ACOMP] = ((arg0[i][ACOMP] * arg2[i][ACOMP])
513 - arg1[i][ACOMP]) * scaleA;
514 }
515 break;
516 default:
517 _mesa_problem(ctx, "invalid combine mode");
518 }
519 }
520
521 /* Fix the alpha component for GL_DOT3_RGBA_EXT/ARB combining.
522 * This is kind of a kludge. It would have been better if the spec
523 * were written such that the GL_COMBINE_ALPHA value could be set to
524 * GL_DOT3.
525 */
526 if (combine->ModeRGB == GL_DOT3_RGBA_EXT ||
527 combine->ModeRGB == GL_DOT3_RGBA) {
528 for (i = 0; i < n; i++) {
529 rgba[i][ACOMP] = rgba[i][RCOMP];
530 }
531 }
532
533 for (i = 0; i < n; i++) {
534 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][RCOMP], rgba[i][RCOMP]);
535 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][GCOMP], rgba[i][GCOMP]);
536 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]);
537 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][ACOMP], rgba[i][ACOMP]);
538 }
539 /* The span->array->rgba values are of CHAN type so set
540 * span->array->ChanType field accordingly.
541 */
542 span->array->ChanType = CHAN_TYPE;
543
544 end:
545 for (i = 0; i < numArgsRGB || i < numArgsA; i++) {
546 free(ccolor[i]);
547 }
548 free(rgba);
549 }
550
551
552 /**
553 * Apply X/Y/Z/W/0/1 swizzle to an array of colors/texels.
554 * See GL_EXT_texture_swizzle.
555 */
556 static void
swizzle_texels(GLuint swizzle,GLuint count,float4_array texels)557 swizzle_texels(GLuint swizzle, GLuint count, float4_array texels)
558 {
559 const GLuint swzR = GET_SWZ(swizzle, 0);
560 const GLuint swzG = GET_SWZ(swizzle, 1);
561 const GLuint swzB = GET_SWZ(swizzle, 2);
562 const GLuint swzA = GET_SWZ(swizzle, 3);
563 GLfloat vector[6];
564 GLuint i;
565
566 vector[SWIZZLE_ZERO] = 0;
567 vector[SWIZZLE_ONE] = 1.0F;
568
569 for (i = 0; i < count; i++) {
570 vector[SWIZZLE_X] = texels[i][0];
571 vector[SWIZZLE_Y] = texels[i][1];
572 vector[SWIZZLE_Z] = texels[i][2];
573 vector[SWIZZLE_W] = texels[i][3];
574 texels[i][RCOMP] = vector[swzR];
575 texels[i][GCOMP] = vector[swzG];
576 texels[i][BCOMP] = vector[swzB];
577 texels[i][ACOMP] = vector[swzA];
578 }
579 }
580
581
582 /**
583 * Apply texture mapping to a span of fragments.
584 */
585 void
_swrast_texture_span(struct gl_context * ctx,SWspan * span)586 _swrast_texture_span( struct gl_context *ctx, SWspan *span )
587 {
588 SWcontext *swrast = SWRAST_CONTEXT(ctx);
589 float4_array primary_rgba;
590 GLuint unit;
591
592 if (!swrast->TexelBuffer) {
593 #ifdef _OPENMP
594 const GLint maxThreads = omp_get_max_threads();
595
596 /* TexelBuffer memory allocation needs to be done in a critical section
597 * as this code runs in a parallel loop.
598 * When entering the section, first check if TexelBuffer has been
599 * initialized already by another thread while this thread was waiting.
600 */
601 #pragma omp critical
602 if (!swrast->TexelBuffer) {
603 #else
604 const GLint maxThreads = 1;
605 #endif
606
607 /* TexelBuffer is also global and normally shared by all SWspan
608 * instances; when running with multiple threads, create one per
609 * thread.
610 */
611 swrast->TexelBuffer =
612 malloc(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits * maxThreads *
613 SWRAST_MAX_WIDTH * 4 * sizeof(GLfloat));
614 #ifdef _OPENMP
615 } /* critical section */
616 #endif
617
618 if (!swrast->TexelBuffer) {
619 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_combine");
620 return;
621 }
622 }
623
624 primary_rgba = malloc(span->end * 4 * sizeof(GLfloat));
625
626 if (!primary_rgba) {
627 _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture_span");
628 return;
629 }
630
631 assert(span->end <= SWRAST_MAX_WIDTH);
632
633 /*
634 * Save copy of the incoming fragment colors (the GL_PRIMARY_COLOR)
635 */
636 if (swrast->_TextureCombinePrimary) {
637 GLuint i;
638 for (i = 0; i < span->end; i++) {
639 primary_rgba[i][RCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
640 primary_rgba[i][GCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
641 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
642 primary_rgba[i][ACOMP] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
643 }
644 }
645
646 /*
647 * Must do all texture sampling before combining in order to
648 * accommodate GL_ARB_texture_env_crossbar.
649 */
650 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
651 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
652 if (texUnit->_Current) {
653 const GLfloat (*texcoords)[4] = (const GLfloat (*)[4])
654 span->array->attribs[VARYING_SLOT_TEX0 + unit];
655 const struct gl_texture_object *curObj = texUnit->_Current;
656 const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
657 GLfloat *lambda = span->array->lambda[unit];
658 float4_array texels = get_texel_array(swrast, unit);
659
660 /* adjust texture lod (lambda) */
661 if (span->arrayMask & SPAN_LAMBDA) {
662 if (texUnit->LodBias + samp->LodBias != 0.0F) {
663 /* apply LOD bias, but don't clamp yet */
664 const GLfloat bias = CLAMP(texUnit->LodBias + samp->LodBias,
665 -ctx->Const.MaxTextureLodBias,
666 ctx->Const.MaxTextureLodBias);
667 GLuint i;
668 for (i = 0; i < span->end; i++) {
669 lambda[i] += bias;
670 }
671 }
672
673 if (samp->MinLod != -1000.0F ||
674 samp->MaxLod != 1000.0F) {
675 /* apply LOD clamping to lambda */
676 const GLfloat min = samp->MinLod;
677 const GLfloat max = samp->MaxLod;
678 GLuint i;
679 for (i = 0; i < span->end; i++) {
680 GLfloat l = lambda[i];
681 lambda[i] = CLAMP(l, min, max);
682 }
683 }
684 }
685 else if (samp->MaxAnisotropy > 1.0F &&
686 samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
687 /* sample_lambda_2d_aniso is beeing used as texture_sample_func,
688 * it requires the current SWspan *span as an additional parameter.
689 * In order to keep the same function signature, the unused lambda
690 * parameter will be modified to actually contain the SWspan pointer.
691 * This is a Hack. To make it right, the texture_sample_func
692 * signature and all implementing functions need to be modified.
693 */
694 /* "hide" SWspan struct; cast to (GLfloat *) to suppress warning */
695 lambda = (GLfloat *)span;
696 }
697
698 /* Sample the texture (span->end = number of fragments) */
699 swrast->TextureSample[unit]( ctx, samp,
700 ctx->Texture.Unit[unit]._Current,
701 span->end, texcoords, lambda, texels );
702
703 /* GL_EXT_texture_swizzle */
704 if (curObj->_Swizzle != SWIZZLE_NOOP) {
705 swizzle_texels(curObj->_Swizzle, span->end, texels);
706 }
707 }
708 }
709
710 /*
711 * OK, now apply the texture (aka texture combine/blend).
712 * We modify the span->color.rgba values.
713 */
714 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
715 if (ctx->Texture.Unit[unit]._Current)
716 texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span);
717 }
718
719 free(primary_rgba);
720 }
721