2
* Mesa 3-D graphics library
5
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
8
* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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* When the device driver doesn't implement triangle rasterization it
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* can hook in _swrast_Triangle, which eventually calls one of these
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* functions to draw triangles.
37
#include "texformat.h"
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#include "s_aatriangle.h"
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#include "s_context.h"
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#include "s_feedback.h"
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#include "s_triangle.h"
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* Just used for feedback mode.
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_swrast_culltriangle( GLcontext *ctx,
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GLfloat ex = v1->win[0] - v0->win[0];
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GLfloat ey = v1->win[1] - v0->win[1];
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GLfloat fx = v2->win[0] - v0->win[0];
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GLfloat fy = v2->win[1] - v0->win[1];
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GLfloat c = ex*fy-ey*fx;
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if (c * SWRAST_CONTEXT(ctx)->_BackfaceCullSign > 0)
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* Render a smooth or flat-shaded color index triangle.
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#define NAME ci_triangle
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#define INTERP_INDEX 1
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#define RENDER_SPAN( span ) _swrast_write_index_span(ctx, &span);
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#include "s_tritemp.h"
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* Render a flat-shaded RGBA triangle.
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#define NAME flat_rgba_triangle
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ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
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ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
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span.interpMask |= SPAN_RGBA; \
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span.red = ChanToFixed(v2->color[0]); \
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span.green = ChanToFixed(v2->color[1]); \
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span.blue = ChanToFixed(v2->color[2]); \
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span.alpha = ChanToFixed(v2->color[3]); \
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#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
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#include "s_tritemp.h"
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* Render a smooth-shaded RGBA triangle.
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#define NAME smooth_rgba_triangle
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#define INTERP_ALPHA 1
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/* texturing must be off */ \
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ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
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ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
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#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
119
#include "s_tritemp.h"
124
* Render an RGB, GL_DECAL, textured triangle.
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* Interpolate S,T only w/out mipmapping or perspective correction.
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* No fog. No depth testing.
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#define NAME simple_textured_triangle
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#define INTERP_INT_TEX 1
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#define S_SCALE twidth
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#define T_SCALE theight
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
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struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
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const GLint b = obj->BaseLevel; \
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const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
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const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
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const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
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const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
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const GLint smask = obj->Image[0][b]->Width - 1; \
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const GLint tmask = obj->Image[0][b]->Height - 1; \
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/* this shouldn't happen */ \
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#define RENDER_SPAN( span ) \
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GLchan rgb[MAX_WIDTH][3]; \
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span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
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span.intTex[1] -= FIXED_HALF; \
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for (i = 0; i < span.end; i++) { \
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GLint s = FixedToInt(span.intTex[0]) & smask; \
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GLint t = FixedToInt(span.intTex[1]) & tmask; \
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GLint pos = (t << twidth_log2) + s; \
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pos = pos + pos + pos; /* multiply by 3 */ \
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rgb[i][RCOMP] = texture[pos]; \
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rgb[i][GCOMP] = texture[pos+1]; \
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rgb[i][BCOMP] = texture[pos+2]; \
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span.intTex[0] += span.intTexStep[0]; \
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span.intTex[1] += span.intTexStep[1]; \
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rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
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#include "s_tritemp.h"
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* Render an RGB, GL_DECAL, textured triangle.
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* Interpolate S,T, GL_LESS depth test, w/out mipmapping or
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* perspective correction.
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* Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
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#define NAME simple_z_textured_triangle
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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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#define INTERP_INT_TEX 1
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#define S_SCALE twidth
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#define T_SCALE theight
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];\
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struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
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const GLint b = obj->BaseLevel; \
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const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
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const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
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const GLint twidth_log2 = obj->Image[0][b]->WidthLog2; \
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const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data; \
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const GLint smask = obj->Image[0][b]->Width - 1; \
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const GLint tmask = obj->Image[0][b]->Height - 1; \
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/* this shouldn't happen */ \
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#define RENDER_SPAN( span ) \
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GLchan rgb[MAX_WIDTH][3]; \
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span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
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span.intTex[1] -= FIXED_HALF; \
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for (i = 0; i < span.end; i++) { \
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const GLuint z = FixedToDepth(span.z); \
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GLint s = FixedToInt(span.intTex[0]) & smask; \
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GLint t = FixedToInt(span.intTex[1]) & tmask; \
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GLint pos = (t << twidth_log2) + s; \
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pos = pos + pos + pos; /* multiply by 3 */ \
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rgb[i][RCOMP] = texture[pos]; \
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rgb[i][GCOMP] = texture[pos+1]; \
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rgb[i][BCOMP] = texture[pos+2]; \
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span.array->mask[i] = 1; \
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span.array->mask[i] = 0; \
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span.intTex[0] += span.intTexStep[0]; \
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span.intTex[1] += span.intTexStep[1]; \
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span.z += span.zStep; \
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rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
228
#include "s_tritemp.h"
232
#if CHAN_TYPE != GL_FLOAT
241
const GLchan *texture;
242
GLfixed er, eg, eb, ea;
243
GLint tbytesline, tsize;
248
ilerp(GLint t, GLint a, GLint b)
250
return a + ((t * (b - a)) >> FIXED_SHIFT);
254
ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
256
const GLint temp0 = ilerp(ia, v00, v10);
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const GLint temp1 = ilerp(ia, v01, v11);
258
return ilerp(ib, temp0, temp1);
262
/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
263
* textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
267
affine_span(GLcontext *ctx, SWspan *span,
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struct affine_info *info)
270
GLchan sample[4]; /* the filtered texture sample */
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/* Instead of defining a function for each mode, a test is done
273
* between the outer and inner loops. This is to reduce code size
274
* and complexity. Observe that an optimizing compiler kills
275
* unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
278
#define NEAREST_RGB \
279
sample[RCOMP] = tex00[RCOMP]; \
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sample[GCOMP] = tex00[GCOMP]; \
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sample[BCOMP] = tex00[BCOMP]; \
282
sample[ACOMP] = CHAN_MAX
285
sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
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sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
287
sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
288
sample[ACOMP] = CHAN_MAX;
290
#define NEAREST_RGBA COPY_CHAN4(sample, tex00)
292
#define LINEAR_RGBA \
293
sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
294
sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
295
sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
296
sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])
299
dest[RCOMP] = span->red * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
300
dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
301
dest[BCOMP] = span->blue * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
302
dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
305
dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red + \
306
((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT)) \
307
>> (FIXED_SHIFT + 8); \
308
dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green + \
309
((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT)) \
310
>> (FIXED_SHIFT + 8); \
311
dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue + \
312
((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT)) \
313
>> (FIXED_SHIFT + 8); \
314
dest[ACOMP] = FixedToInt(span->alpha)
317
dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red \
318
+ (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8); \
319
dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green \
320
+ (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8); \
321
dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue \
322
+ (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8); \
323
dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
325
#define REPLACE COPY_CHAN4(dest, sample)
329
GLint rSum = FixedToInt(span->red) + (GLint) sample[RCOMP]; \
330
GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP]; \
331
GLint bSum = FixedToInt(span->blue) + (GLint) sample[BCOMP]; \
332
dest[RCOMP] = MIN2(rSum, CHAN_MAX); \
333
dest[GCOMP] = MIN2(gSum, CHAN_MAX); \
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dest[BCOMP] = MIN2(bSum, CHAN_MAX); \
335
dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
340
#define NEAREST_RGB_REPLACE \
342
dest[0] = sample[0]; \
343
dest[1] = sample[1]; \
344
dest[2] = sample[2]; \
345
dest[3] = FixedToInt(span->alpha);
347
#define NEAREST_RGBA_REPLACE COPY_CHAN4(dest, tex00)
349
#define SPAN_NEAREST(DO_TEX, COMPS) \
350
for (i = 0; i < span->end; i++) { \
351
/* Isn't it necessary to use FixedFloor below?? */ \
352
GLint s = FixedToInt(span->intTex[0]) & info->smask; \
353
GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
354
GLint pos = (t << info->twidth_log2) + s; \
355
const GLchan *tex00 = info->texture + COMPS * pos; \
357
span->red += span->redStep; \
358
span->green += span->greenStep; \
359
span->blue += span->blueStep; \
360
span->alpha += span->alphaStep; \
361
span->intTex[0] += span->intTexStep[0]; \
362
span->intTex[1] += span->intTexStep[1]; \
366
#define SPAN_LINEAR(DO_TEX, COMPS) \
367
for (i = 0; i < span->end; i++) { \
368
/* Isn't it necessary to use FixedFloor below?? */ \
369
const GLint s = FixedToInt(span->intTex[0]) & info->smask; \
370
const GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
371
const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK; \
372
const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK; \
373
const GLint pos = (t << info->twidth_log2) + s; \
374
const GLchan *tex00 = info->texture + COMPS * pos; \
375
const GLchan *tex10 = tex00 + info->tbytesline; \
376
const GLchan *tex01 = tex00 + COMPS; \
377
const GLchan *tex11 = tex10 + COMPS; \
378
if (t == info->tmask) { \
379
tex10 -= info->tsize; \
380
tex11 -= info->tsize; \
382
if (s == info->smask) { \
383
tex01 -= info->tbytesline; \
384
tex11 -= info->tbytesline; \
387
span->red += span->redStep; \
388
span->green += span->greenStep; \
389
span->blue += span->blueStep; \
390
span->alpha += span->alphaStep; \
391
span->intTex[0] += span->intTexStep[0]; \
392
span->intTex[1] += span->intTexStep[1]; \
398
GLchan *dest = span->array->rgba[0];
400
span->intTex[0] -= FIXED_HALF;
401
span->intTex[1] -= FIXED_HALF;
402
switch (info->filter) {
404
switch (info->format) {
406
switch (info->envmode) {
408
SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
412
SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
415
SPAN_NEAREST(NEAREST_RGB;BLEND,3);
418
SPAN_NEAREST(NEAREST_RGB;ADD,3);
421
_mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
426
switch(info->envmode) {
428
SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
431
SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
434
SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
437
SPAN_NEAREST(NEAREST_RGBA;ADD,4);
440
SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
443
_mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
451
span->intTex[0] -= FIXED_HALF;
452
span->intTex[1] -= FIXED_HALF;
453
switch (info->format) {
455
switch (info->envmode) {
457
SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
461
SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
464
SPAN_LINEAR(LINEAR_RGB;BLEND,3);
467
SPAN_LINEAR(LINEAR_RGB;ADD,3);
470
_mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
475
switch (info->envmode) {
477
SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
480
SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
483
SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
486
SPAN_LINEAR(LINEAR_RGBA;ADD,4);
489
SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
492
_mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
499
span->interpMask &= ~SPAN_RGBA;
500
ASSERT(span->arrayMask & SPAN_RGBA);
501
_swrast_write_rgba_span(ctx, span);
510
* Render an RGB/RGBA textured triangle without perspective correction.
512
#define NAME affine_textured_triangle
516
#define INTERP_ALPHA 1
517
#define INTERP_INT_TEX 1
518
#define S_SCALE twidth
519
#define T_SCALE theight
522
struct affine_info info; \
523
struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
524
struct gl_texture_object *obj = unit->Current2D; \
525
const GLint b = obj->BaseLevel; \
526
const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width; \
527
const GLfloat theight = (GLfloat) obj->Image[0][b]->Height; \
528
info.texture = (const GLchan *) obj->Image[0][b]->Data; \
529
info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
530
info.smask = obj->Image[0][b]->Width - 1; \
531
info.tmask = obj->Image[0][b]->Height - 1; \
532
info.format = obj->Image[0][b]->_BaseFormat; \
533
info.filter = obj->MinFilter; \
534
info.envmode = unit->EnvMode; \
535
span.arrayMask |= SPAN_RGBA; \
537
if (info.envmode == GL_BLEND) { \
538
/* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
539
info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
540
info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
541
info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
542
info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
544
if (!info.texture) { \
545
/* this shouldn't happen */ \
549
switch (info.format) { \
553
info.tbytesline = obj->Image[0][b]->Width; \
555
case GL_LUMINANCE_ALPHA: \
556
info.tbytesline = obj->Image[0][b]->Width * 2; \
559
info.tbytesline = obj->Image[0][b]->Width * 3; \
562
info.tbytesline = obj->Image[0][b]->Width * 4; \
565
_mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
568
info.tsize = obj->Image[0][b]->Height * info.tbytesline;
570
#define RENDER_SPAN( span ) affine_span(ctx, &span, &info);
572
#include "s_tritemp.h"
583
const GLchan *texture;
584
GLfixed er, eg, eb, ea; /* texture env color */
585
GLint tbytesline, tsize;
590
fast_persp_span(GLcontext *ctx, SWspan *span,
591
struct persp_info *info)
593
GLchan sample[4]; /* the filtered texture sample */
595
/* Instead of defining a function for each mode, a test is done
596
* between the outer and inner loops. This is to reduce code size
597
* and complexity. Observe that an optimizing compiler kills
598
* unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
600
#define SPAN_NEAREST(DO_TEX,COMP) \
601
for (i = 0; i < span->end; i++) { \
602
GLdouble invQ = tex_coord[2] ? \
603
(1.0 / tex_coord[2]) : 1.0; \
604
GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
605
GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
606
GLint s = IFLOOR(s_tmp) & info->smask; \
607
GLint t = IFLOOR(t_tmp) & info->tmask; \
608
GLint pos = (t << info->twidth_log2) + s; \
609
const GLchan *tex00 = info->texture + COMP * pos; \
611
span->red += span->redStep; \
612
span->green += span->greenStep; \
613
span->blue += span->blueStep; \
614
span->alpha += span->alphaStep; \
615
tex_coord[0] += tex_step[0]; \
616
tex_coord[1] += tex_step[1]; \
617
tex_coord[2] += tex_step[2]; \
621
#define SPAN_LINEAR(DO_TEX,COMP) \
622
for (i = 0; i < span->end; i++) { \
623
GLdouble invQ = tex_coord[2] ? \
624
(1.0 / tex_coord[2]) : 1.0; \
625
const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ); \
626
const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ); \
627
const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF; \
628
const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF; \
629
const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
630
const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
631
const GLfixed sf = s_fix & FIXED_FRAC_MASK; \
632
const GLfixed tf = t_fix & FIXED_FRAC_MASK; \
633
const GLint pos = (t << info->twidth_log2) + s; \
634
const GLchan *tex00 = info->texture + COMP * pos; \
635
const GLchan *tex10 = tex00 + info->tbytesline; \
636
const GLchan *tex01 = tex00 + COMP; \
637
const GLchan *tex11 = tex10 + COMP; \
638
if (t == info->tmask) { \
639
tex10 -= info->tsize; \
640
tex11 -= info->tsize; \
642
if (s == info->smask) { \
643
tex01 -= info->tbytesline; \
644
tex11 -= info->tbytesline; \
647
span->red += span->redStep; \
648
span->green += span->greenStep; \
649
span->blue += span->blueStep; \
650
span->alpha += span->alphaStep; \
651
tex_coord[0] += tex_step[0]; \
652
tex_coord[1] += tex_step[1]; \
653
tex_coord[2] += tex_step[2]; \
658
GLfloat tex_coord[3], tex_step[3];
659
GLchan *dest = span->array->rgba[0];
661
const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
662
ctx->Texture._EnabledUnits = 0;
664
tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
665
tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
666
tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
667
tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
668
/* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
669
tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
670
tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
672
switch (info->filter) {
674
switch (info->format) {
676
switch (info->envmode) {
678
SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
682
SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
685
SPAN_NEAREST(NEAREST_RGB;BLEND,3);
688
SPAN_NEAREST(NEAREST_RGB;ADD,3);
691
_mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
696
switch(info->envmode) {
698
SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
701
SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
704
SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
707
SPAN_NEAREST(NEAREST_RGBA;ADD,4);
710
SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
713
_mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
721
switch (info->format) {
723
switch (info->envmode) {
725
SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
729
SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
732
SPAN_LINEAR(LINEAR_RGB;BLEND,3);
735
SPAN_LINEAR(LINEAR_RGB;ADD,3);
738
_mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
743
switch (info->envmode) {
745
SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
748
SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
751
SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
754
SPAN_LINEAR(LINEAR_RGBA;ADD,4);
757
SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
760
_mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
768
ASSERT(span->arrayMask & SPAN_RGBA);
769
_swrast_write_rgba_span(ctx, span);
775
ctx->Texture._EnabledUnits = savedTexEnable;
780
* Render an perspective corrected RGB/RGBA textured triangle.
781
* The Q (aka V in Mesa) coordinate must be zero such that the divide
782
* by interpolated Q/W comes out right.
785
#define NAME persp_textured_triangle
790
#define INTERP_ALPHA 1
791
#define INTERP_ATTRIBS 1
794
struct persp_info info; \
795
const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
796
const struct gl_texture_object *obj = unit->Current2D; \
797
const GLint b = obj->BaseLevel; \
798
info.texture = (const GLchan *) obj->Image[0][b]->Data; \
799
info.twidth_log2 = obj->Image[0][b]->WidthLog2; \
800
info.smask = obj->Image[0][b]->Width - 1; \
801
info.tmask = obj->Image[0][b]->Height - 1; \
802
info.format = obj->Image[0][b]->_BaseFormat; \
803
info.filter = obj->MinFilter; \
804
info.envmode = unit->EnvMode; \
806
if (info.envmode == GL_BLEND) { \
807
/* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
808
info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF); \
809
info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF); \
810
info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF); \
811
info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF); \
813
if (!info.texture) { \
814
/* this shouldn't happen */ \
818
switch (info.format) { \
822
info.tbytesline = obj->Image[0][b]->Width; \
824
case GL_LUMINANCE_ALPHA: \
825
info.tbytesline = obj->Image[0][b]->Width * 2; \
828
info.tbytesline = obj->Image[0][b]->Width * 3; \
831
info.tbytesline = obj->Image[0][b]->Width * 4; \
834
_mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
837
info.tsize = obj->Image[0][b]->Height * info.tbytesline;
839
#define RENDER_SPAN( span ) \
840
span.interpMask &= ~SPAN_RGBA; \
841
span.arrayMask |= SPAN_RGBA; \
842
fast_persp_span(ctx, &span, &info);
844
#include "s_tritemp.h"
847
#endif /* CHAN_BITS != GL_FLOAT */
853
* Render an RGBA triangle with arbitrary attributes.
855
#define NAME general_triangle
860
#define INTERP_SPEC 1
861
#define INTERP_ALPHA 1
862
#define INTERP_ATTRIBS 1
863
#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
864
#include "s_tritemp.h"
870
* Special tri function for occlusion testing
872
#define NAME occlusion_zless_triangle
875
struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \
876
struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \
877
ASSERT(ctx->Depth.Test); \
878
ASSERT(!ctx->Depth.Mask); \
879
ASSERT(ctx->Depth.Func == GL_LESS); \
883
#define RENDER_SPAN( span ) \
884
if (rb->DepthBits <= 16) { \
886
const GLushort *zRow = (const GLushort *) \
887
rb->GetPointer(ctx, rb, span.x, span.y); \
888
for (i = 0; i < span.end; i++) { \
889
GLuint z = FixedToDepth(span.z); \
893
span.z += span.zStep; \
898
const GLuint *zRow = (const GLuint *) \
899
rb->GetPointer(ctx, rb, span.x, span.y); \
900
for (i = 0; i < span.end; i++) { \
901
if ((GLuint)span.z < zRow[i]) { \
904
span.z += span.zStep; \
907
#include "s_tritemp.h"
912
nodraw_triangle( GLcontext *ctx,
917
(void) (ctx && v0 && v1 && v2);
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.
927
void _swrast_add_spec_terms_triangle( GLcontext *ctx,
932
SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
933
SWvertex *ncv1 = (SWvertex *)v1;
934
SWvertex *ncv2 = (SWvertex *)v2;
935
#if CHAN_TYPE == GL_FLOAT
936
GLfloat rSum, gSum, bSum;
938
GLint rSum, gSum, bSum;
941
/* save original colors */
942
COPY_CHAN4( c[0], ncv0->color );
943
COPY_CHAN4( c[1], ncv1->color );
944
COPY_CHAN4( c[2], ncv2->color );
946
rSum = ncv0->color[0] + ncv0->specular[0];
947
gSum = ncv0->color[1] + ncv0->specular[1];
948
bSum = ncv0->color[2] + ncv0->specular[2];
949
ncv0->color[0] = MIN2(rSum, CHAN_MAX);
950
ncv0->color[1] = MIN2(gSum, CHAN_MAX);
951
ncv0->color[2] = MIN2(bSum, CHAN_MAX);
953
rSum = ncv1->color[0] + ncv1->specular[0];
954
gSum = ncv1->color[1] + ncv1->specular[1];
955
bSum = ncv1->color[2] + ncv1->specular[2];
956
ncv1->color[0] = MIN2(rSum, CHAN_MAX);
957
ncv1->color[1] = MIN2(gSum, CHAN_MAX);
958
ncv1->color[2] = MIN2(bSum, CHAN_MAX);
960
rSum = ncv2->color[0] + ncv2->specular[0];
961
gSum = ncv2->color[1] + ncv2->specular[1];
962
bSum = ncv2->color[2] + ncv2->specular[2];
963
ncv2->color[0] = MIN2(rSum, CHAN_MAX);
964
ncv2->color[1] = MIN2(gSum, CHAN_MAX);
965
ncv2->color[2] = MIN2(bSum, CHAN_MAX);
967
SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
968
/* restore original colors */
969
COPY_CHAN4( ncv0->color, c[0] );
970
COPY_CHAN4( ncv1->color, c[1] );
971
COPY_CHAN4( ncv2->color, c[2] );
978
/* record the current triangle function name */
979
const char *_mesa_triFuncName = NULL;
981
#define USE(triFunc) \
983
_mesa_triFuncName = #triFunc; \
984
/*printf("%s\n", _mesa_triFuncName);*/ \
985
swrast->Triangle = triFunc; \
990
#define USE(triFunc) swrast->Triangle = triFunc;
998
* Determine which triangle rendering function to use given the current
1001
* Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1002
* remove tests to this code.
1005
_swrast_choose_triangle( GLcontext *ctx )
1007
SWcontext *swrast = SWRAST_CONTEXT(ctx);
1008
const GLboolean rgbmode = ctx->Visual.rgbMode;
1010
if (ctx->Polygon.CullFlag &&
1011
ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1012
USE(nodraw_triangle);
1016
if (ctx->RenderMode==GL_RENDER) {
1018
if (ctx->Polygon.SmoothFlag) {
1019
_swrast_set_aa_triangle_function(ctx);
1020
ASSERT(swrast->Triangle);
1024
/* special case for occlusion testing */
1025
if (ctx->Query.CurrentOcclusionObject &&
1027
ctx->Depth.Mask == GL_FALSE &&
1028
ctx->Depth.Func == GL_LESS &&
1029
!ctx->Stencil.Enabled) {
1031
ctx->Color.ColorMask[0] == 0 &&
1032
ctx->Color.ColorMask[1] == 0 &&
1033
ctx->Color.ColorMask[2] == 0 &&
1034
ctx->Color.ColorMask[3] == 0)
1036
(!rgbmode && ctx->Color.IndexMask == 0)) {
1037
USE(occlusion_zless_triangle);
1047
if (ctx->Texture._EnabledCoordUnits ||
1048
ctx->FragmentProgram._Current ||
1049
ctx->ATIFragmentShader._Enabled) {
1050
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1051
const struct gl_texture_object *texObj2D;
1052
const struct gl_texture_image *texImg;
1053
GLenum minFilter, magFilter, envMode;
1055
texObj2D = ctx->Texture.Unit[0].Current2D;
1056
texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1057
format = texImg ? texImg->TexFormat->MesaFormat : -1;
1058
minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1059
magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1060
envMode = ctx->Texture.Unit[0].EnvMode;
1062
/* First see if we can use an optimized 2-D texture function */
1063
if (ctx->Texture._EnabledCoordUnits == 0x1
1064
&& !ctx->FragmentProgram._Current
1065
&& !ctx->ATIFragmentShader._Enabled
1066
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1067
&& texObj2D->WrapS == GL_REPEAT
1068
&& texObj2D->WrapT == GL_REPEAT
1069
&& texImg->_IsPowerOfTwo
1070
&& texImg->Border == 0
1071
&& texImg->Width == texImg->RowStride
1072
&& (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1073
&& minFilter == magFilter
1074
&& ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1075
&& ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1076
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1077
if (minFilter == GL_NEAREST
1078
&& format == MESA_FORMAT_RGB
1079
&& (envMode == GL_REPLACE || envMode == GL_DECAL)
1080
&& ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1081
&& ctx->Depth.Func == GL_LESS
1082
&& ctx->Depth.Mask == GL_TRUE)
1083
|| swrast->_RasterMask == TEXTURE_BIT)
1084
&& ctx->Polygon.StippleFlag == GL_FALSE
1085
&& ctx->DrawBuffer->Visual.depthBits <= 16) {
1086
if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1087
USE(simple_z_textured_triangle);
1090
USE(simple_textured_triangle);
1094
#if (CHAN_BITS == 16 || CHAN_BITS == 32)
1095
USE(general_triangle);
1097
USE(affine_textured_triangle);
1102
#if (CHAN_BITS == 16 || CHAN_BITS == 32)
1103
USE(general_triangle);
1105
USE(persp_textured_triangle);
1110
/* general case textured triangles */
1111
USE(general_triangle);
1115
ASSERT(!ctx->Texture._EnabledCoordUnits);
1116
if (ctx->Light.ShadeModel==GL_SMOOTH) {
1117
/* smooth shaded, no texturing, stippled or some raster ops */
1118
USE(smooth_rgba_triangle);
1121
/* flat shaded, no texturing, stippled or some raster ops */
1122
USE(flat_rgba_triangle);
1126
else if (ctx->RenderMode==GL_FEEDBACK) {
1127
USE(_swrast_feedback_triangle);
1130
/* GL_SELECT mode */
1131
USE(_swrast_select_triangle);