43deaf47b96f1548d2048e69d5f619ca84922777
[profile/ivi/mesa.git] / src / mesa / swrast / s_triangle.c
1 /*
2  * Mesa 3-D graphics library
3  * Version:  7.3
4  *
5  * Copyright (C) 1999-2007  Brian Paul   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  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22  * CONNECTION WITH THE SOFTWARE OR THE USE OR 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/colormac.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/state.h"
39 #include "program/prog_instruction.h"
40
41 #include "s_aatriangle.h"
42 #include "s_context.h"
43 #include "s_feedback.h"
44 #include "s_span.h"
45 #include "s_triangle.h"
46
47
48 /**
49  * Test if a triangle should be culled.  Used for feedback and selection mode.
50  * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
51  */
52 GLboolean
53 _swrast_culltriangle( struct gl_context *ctx,
54                       const SWvertex *v0,
55                       const SWvertex *v1,
56                       const SWvertex *v2 )
57 {
58    SWcontext *swrast = SWRAST_CONTEXT(ctx);
59    GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
60    GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
61    GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
62    GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
63    GLfloat c = ex*fy-ey*fx;
64
65    if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
66       return GL_FALSE;
67
68    return GL_TRUE;
69 }
70
71
72
73 /*
74  * Render a flat-shaded RGBA triangle.
75  */
76 #define NAME flat_rgba_triangle
77 #define INTERP_Z 1
78 #define SETUP_CODE                              \
79    ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
80    ASSERT(ctx->Light.ShadeModel==GL_FLAT);      \
81    span.interpMask |= SPAN_RGBA;                \
82    span.red = ChanToFixed(v2->color[0]);        \
83    span.green = ChanToFixed(v2->color[1]);      \
84    span.blue = ChanToFixed(v2->color[2]);       \
85    span.alpha = ChanToFixed(v2->color[3]);      \
86    span.redStep = 0;                            \
87    span.greenStep = 0;                          \
88    span.blueStep = 0;                           \
89    span.alphaStep = 0;
90 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
91 #include "s_tritemp.h"
92
93
94
95 /*
96  * Render a smooth-shaded RGBA triangle.
97  */
98 #define NAME smooth_rgba_triangle
99 #define INTERP_Z 1
100 #define INTERP_RGB 1
101 #define INTERP_ALPHA 1
102 #define SETUP_CODE                              \
103    {                                            \
104       /* texturing must be off */               \
105       ASSERT(ctx->Texture._EnabledCoordUnits == 0);     \
106       ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
107    }
108 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
109 #include "s_tritemp.h"
110
111
112
113 /*
114  * Render an RGB, GL_DECAL, textured triangle.
115  * Interpolate S,T only w/out mipmapping or perspective correction.
116  *
117  * No fog.  No depth testing.
118  */
119 #define NAME simple_textured_triangle
120 #define INTERP_INT_TEX 1
121 #define S_SCALE twidth
122 #define T_SCALE theight
123
124 #define SETUP_CODE                                                      \
125    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
126    const struct gl_texture_object *obj =                                \
127       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
128    const struct gl_texture_image *texImg =                              \
129       obj->Image[0][obj->BaseLevel];                                    \
130    const struct swrast_texture_image *swImg =                           \
131       swrast_texture_image_const(texImg);                               \
132    const GLfloat twidth = (GLfloat) texImg->Width;                      \
133    const GLfloat theight = (GLfloat) texImg->Height;                    \
134    const GLint twidth_log2 = texImg->WidthLog2;                         \
135    const GLubyte *texture = (const GLubyte *) swImg->Data;              \
136    const GLint smask = texImg->Width - 1;                               \
137    const GLint tmask = texImg->Height - 1;                              \
138    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                     \
139    if (!rb || !texture) {                                               \
140       return;                                                           \
141    }
142
143 #define RENDER_SPAN( span )                                             \
144    GLuint i;                                                            \
145    GLubyte rgba[MAX_WIDTH][4];                                          \
146    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
147    span.intTex[1] -= FIXED_HALF;                                        \
148    for (i = 0; i < span.end; i++) {                                     \
149       GLint s = FixedToInt(span.intTex[0]) & smask;                     \
150       GLint t = FixedToInt(span.intTex[1]) & tmask;                     \
151       GLint pos = (t << twidth_log2) + s;                               \
152       pos = pos + pos + pos;  /* multiply by 3 */                       \
153       rgba[i][RCOMP] = texture[pos+2];                                  \
154       rgba[i][GCOMP] = texture[pos+1];                                  \
155       rgba[i][BCOMP] = texture[pos+0];                                  \
156       rgba[i][ACOMP] = 0xff;                                            \
157       span.intTex[0] += span.intTexStep[0];                             \
158       span.intTex[1] += span.intTexStep[1];                             \
159    }                                                                    \
160    rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, NULL);
161
162 #include "s_tritemp.h"
163
164
165
166 /*
167  * Render an RGB, GL_DECAL, textured triangle.
168  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
169  * perspective correction.
170  * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
171  *
172  * No fog.
173  */
174 #define NAME simple_z_textured_triangle
175 #define INTERP_Z 1
176 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
177 #define INTERP_INT_TEX 1
178 #define S_SCALE twidth
179 #define T_SCALE theight
180
181 #define SETUP_CODE                                                      \
182    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
183    const struct gl_texture_object *obj =                                \
184       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
185    const struct gl_texture_image *texImg =                              \
186        obj->Image[0][obj->BaseLevel];                                   \
187    const struct swrast_texture_image *swImg =                           \
188       swrast_texture_image_const(texImg);                               \
189    const GLfloat twidth = (GLfloat) texImg->Width;                      \
190    const GLfloat theight = (GLfloat) texImg->Height;                    \
191    const GLint twidth_log2 = texImg->WidthLog2;                         \
192    const GLubyte *texture = (const GLubyte *) swImg->Data;              \
193    const GLint smask = texImg->Width - 1;                               \
194    const GLint tmask = texImg->Height - 1;                              \
195    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                     \
196    if (!rb || !texture) {                                               \
197       return;                                                           \
198    }
199
200 #define RENDER_SPAN( span )                                             \
201    GLuint i;                                                            \
202    GLubyte rgba[MAX_WIDTH][4];                                          \
203    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
204    span.intTex[1] -= FIXED_HALF;                                        \
205    for (i = 0; i < span.end; i++) {                                     \
206       const GLuint z = FixedToDepth(span.z);                            \
207       if (z < zRow[i]) {                                                \
208          GLint s = FixedToInt(span.intTex[0]) & smask;                  \
209          GLint t = FixedToInt(span.intTex[1]) & tmask;                  \
210          GLint pos = (t << twidth_log2) + s;                            \
211          pos = pos + pos + pos;  /* multiply by 3 */                    \
212          rgba[i][RCOMP] = texture[pos+2];                               \
213          rgba[i][GCOMP] = texture[pos+1];                               \
214          rgba[i][BCOMP] = texture[pos+0];                               \
215          rgba[i][ACOMP] = 0xff;                                         \
216          zRow[i] = z;                                                   \
217          span.array->mask[i] = 1;                                       \
218       }                                                                 \
219       else {                                                            \
220          span.array->mask[i] = 0;                                       \
221       }                                                                 \
222       span.intTex[0] += span.intTexStep[0];                             \
223       span.intTex[1] += span.intTexStep[1];                             \
224       span.z += span.zStep;                                             \
225    }                                                                    \
226    rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, span.array->mask);
227
228 #include "s_tritemp.h"
229
230
231 #if CHAN_TYPE != GL_FLOAT
232
233 struct affine_info
234 {
235    GLenum filter;
236    GLenum format;
237    GLenum envmode;
238    GLint smask, tmask;
239    GLint twidth_log2;
240    const GLchan *texture;
241    GLfixed er, eg, eb, ea;
242    GLint tbytesline, tsize;
243 };
244
245
246 static inline GLint
247 ilerp(GLint t, GLint a, GLint b)
248 {
249    return a + ((t * (b - a)) >> FIXED_SHIFT);
250 }
251
252 static inline GLint
253 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
254 {
255    const GLint temp0 = ilerp(ia, v00, v10);
256    const GLint temp1 = ilerp(ia, v01, v11);
257    return ilerp(ib, temp0, temp1);
258 }
259
260
261 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
262  * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
263  * texture env modes.
264  */
265 static inline void
266 affine_span(struct gl_context *ctx, SWspan *span,
267             struct affine_info *info)
268 {
269    GLchan sample[4];  /* the filtered texture sample */
270    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
271
272    /* 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).
276     */
277
278 #define NEAREST_RGB             \
279    sample[RCOMP] = tex00[2];    \
280    sample[GCOMP] = tex00[1];    \
281    sample[BCOMP] = tex00[0];    \
282    sample[ACOMP] = CHAN_MAX;
283
284 #define LINEAR_RGB                                                      \
285    sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
286    sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
287    sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
288    sample[ACOMP] = CHAN_MAX;
289
290 #define NEAREST_RGBA  \
291    sample[RCOMP] = tex00[3];    \
292    sample[GCOMP] = tex00[2];    \
293    sample[BCOMP] = tex00[1];    \
294    sample[ACOMP] = tex00[0];
295
296 #define LINEAR_RGBA                                                     \
297    sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
298    sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
299    sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
300    sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
301
302 #define MODULATE                                                          \
303    dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
304    dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
305    dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
306    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
307
308 #define DECAL                                                           \
309    dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +              \
310                ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))    \
311                >> (FIXED_SHIFT + 8);                                    \
312    dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +            \
313                ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))    \
314                >> (FIXED_SHIFT + 8);                                    \
315    dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +             \
316                ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))    \
317                >> (FIXED_SHIFT + 8);                                    \
318    dest[ACOMP] = FixedToInt(span->alpha)
319
320 #define BLEND                                                           \
321    dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red                \
322                + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);  \
323    dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green              \
324                + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);  \
325    dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue               \
326                + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);  \
327    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
328
329 #define REPLACE  COPY_CHAN4(dest, sample)
330
331 #define ADD                                                             \
332    {                                                                    \
333       GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];     \
334       GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];     \
335       GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];     \
336       dest[RCOMP] = MIN2(rSum, CHAN_MAX);                               \
337       dest[GCOMP] = MIN2(gSum, CHAN_MAX);                               \
338       dest[BCOMP] = MIN2(bSum, CHAN_MAX);                               \
339       dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
340   }
341
342 /* shortcuts */
343
344 #define NEAREST_RGB_REPLACE             \
345    NEAREST_RGB;                         \
346    dest[0] = sample[0];                 \
347    dest[1] = sample[1];                 \
348    dest[2] = sample[2];                 \
349    dest[3] = FixedToInt(span->alpha);
350
351 #define NEAREST_RGBA_REPLACE  \
352    dest[RCOMP] = tex00[3]; \
353    dest[GCOMP] = tex00[2]; \
354    dest[BCOMP] = tex00[1]; \
355    dest[ACOMP] = tex00[0]
356
357 #define SPAN_NEAREST(DO_TEX, COMPS)                                     \
358         for (i = 0; i < span->end; i++) {                               \
359            /* Isn't it necessary to use FixedFloor below?? */           \
360            GLint s = FixedToInt(span->intTex[0]) & info->smask;         \
361            GLint t = FixedToInt(span->intTex[1]) & info->tmask;         \
362            GLint pos = (t << info->twidth_log2) + s;                    \
363            const GLchan *tex00 = info->texture + COMPS * pos;           \
364            DO_TEX;                                                      \
365            span->red += span->redStep;                                  \
366            span->green += span->greenStep;                              \
367            span->blue += span->blueStep;                                \
368            span->alpha += span->alphaStep;                              \
369            span->intTex[0] += span->intTexStep[0];                      \
370            span->intTex[1] += span->intTexStep[1];                      \
371            dest += 4;                                                   \
372         }
373
374 #define SPAN_LINEAR(DO_TEX, COMPS)                                      \
375         for (i = 0; i < span->end; i++) {                               \
376            /* Isn't it necessary to use FixedFloor below?? */           \
377            const GLint s = FixedToInt(span->intTex[0]) & info->smask;   \
378            const GLint t = FixedToInt(span->intTex[1]) & info->tmask;   \
379            const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;        \
380            const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;        \
381            const GLint pos = (t << info->twidth_log2) + s;              \
382            const GLchan *tex00 = info->texture + COMPS * pos;           \
383            const GLchan *tex10 = tex00 + info->tbytesline;              \
384            const GLchan *tex01 = tex00 + COMPS;                         \
385            const GLchan *tex11 = tex10 + COMPS;                         \
386            if (t == info->tmask) {                                      \
387               tex10 -= info->tsize;                                     \
388               tex11 -= info->tsize;                                     \
389            }                                                            \
390            if (s == info->smask) {                                      \
391               tex01 -= info->tbytesline;                                \
392               tex11 -= info->tbytesline;                                \
393            }                                                            \
394            DO_TEX;                                                      \
395            span->red += span->redStep;                                  \
396            span->green += span->greenStep;                              \
397            span->blue += span->blueStep;                                \
398            span->alpha += span->alphaStep;                              \
399            span->intTex[0] += span->intTexStep[0];                      \
400            span->intTex[1] += span->intTexStep[1];                      \
401            dest += 4;                                                   \
402         }
403
404
405    GLuint i;
406    GLchan *dest = span->array->rgba[0];
407
408    /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
409    ctx->Texture._EnabledCoordUnits = 0x0;
410
411    span->intTex[0] -= FIXED_HALF;
412    span->intTex[1] -= FIXED_HALF;
413    switch (info->filter) {
414    case GL_NEAREST:
415       switch (info->format) {
416       case MESA_FORMAT_RGB888:
417          switch (info->envmode) {
418          case GL_MODULATE:
419             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
420             break;
421          case GL_DECAL:
422          case GL_REPLACE:
423             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
424             break;
425          case GL_BLEND:
426             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
427             break;
428          case GL_ADD:
429             SPAN_NEAREST(NEAREST_RGB;ADD,3);
430             break;
431          default:
432             _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
433             return;
434          }
435          break;
436       case MESA_FORMAT_RGBA8888:
437          switch(info->envmode) {
438          case GL_MODULATE:
439             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
440             break;
441          case GL_DECAL:
442             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
443             break;
444          case GL_BLEND:
445             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
446             break;
447          case GL_ADD:
448             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
449             break;
450          case GL_REPLACE:
451             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
452             break;
453          default:
454             _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
455             return;
456          }
457          break;
458       }
459       break;
460
461    case GL_LINEAR:
462       span->intTex[0] -= FIXED_HALF;
463       span->intTex[1] -= FIXED_HALF;
464       switch (info->format) {
465       case MESA_FORMAT_RGB888:
466          switch (info->envmode) {
467          case GL_MODULATE:
468             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
469             break;
470          case GL_DECAL:
471          case GL_REPLACE:
472             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
473             break;
474          case GL_BLEND:
475             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
476             break;
477          case GL_ADD:
478             SPAN_LINEAR(LINEAR_RGB;ADD,3);
479             break;
480          default:
481             _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
482             return;
483          }
484          break;
485       case MESA_FORMAT_RGBA8888:
486          switch (info->envmode) {
487          case GL_MODULATE:
488             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
489             break;
490          case GL_DECAL:
491             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
492             break;
493          case GL_BLEND:
494             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
495             break;
496          case GL_ADD:
497             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
498             break;
499          case GL_REPLACE:
500             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
501             break;
502          default:
503             _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
504             return;
505          }
506          break;
507       }
508       break;
509    }
510    span->interpMask &= ~SPAN_RGBA;
511    ASSERT(span->arrayMask & SPAN_RGBA);
512
513    _swrast_write_rgba_span(ctx, span);
514
515    /* re-enable texture units */
516    ctx->Texture._EnabledCoordUnits = texEnableSave;
517
518 #undef SPAN_NEAREST
519 #undef SPAN_LINEAR
520 }
521
522
523
524 /*
525  * Render an RGB/RGBA textured triangle without perspective correction.
526  */
527 #define NAME affine_textured_triangle
528 #define INTERP_Z 1
529 #define INTERP_RGB 1
530 #define INTERP_ALPHA 1
531 #define INTERP_INT_TEX 1
532 #define S_SCALE twidth
533 #define T_SCALE theight
534
535 #define SETUP_CODE                                                      \
536    struct affine_info info;                                             \
537    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                  \
538    const struct gl_texture_object *obj =                                \
539       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
540    const struct gl_texture_image *texImg =                              \
541       obj->Image[0][obj->BaseLevel];                                    \
542    const struct swrast_texture_image *swImg =                           \
543       swrast_texture_image_const(texImg);                               \
544    const GLfloat twidth = (GLfloat) texImg->Width;                      \
545    const GLfloat theight = (GLfloat) texImg->Height;                    \
546    info.texture = (const GLchan *) swImg->Data;                         \
547    info.twidth_log2 = texImg->WidthLog2;                                \
548    info.smask = texImg->Width - 1;                                      \
549    info.tmask = texImg->Height - 1;                                     \
550    info.format = texImg->TexFormat;                                     \
551    info.filter = obj->Sampler.MinFilter;                                \
552    info.envmode = unit->EnvMode;                                        \
553    info.er = 0;                                 \
554    info.eg = 0;                                 \
555    info.eb = 0;                                 \
556    span.arrayMask |= SPAN_RGBA;                                         \
557                                                                         \
558    if (info.envmode == GL_BLEND) {                                      \
559       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
560       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
561       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
562       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
563       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
564    }                                                                    \
565    if (!info.texture) {                                                 \
566       /* this shouldn't happen */                                       \
567       return;                                                           \
568    }                                                                    \
569                                                                         \
570    switch (info.format) {                                               \
571    case MESA_FORMAT_RGB888:                                             \
572       info.tbytesline = texImg->Width * 3;                              \
573       break;                                                            \
574    case MESA_FORMAT_RGBA8888:                                           \
575       info.tbytesline = texImg->Width * 4;                              \
576       break;                                                            \
577    default:                                                             \
578       _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
579       return;                                                           \
580    }                                                                    \
581    info.tsize = texImg->Height * info.tbytesline;
582
583 #define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
584
585 #include "s_tritemp.h"
586
587
588
589 struct persp_info
590 {
591    GLenum filter;
592    GLenum format;
593    GLenum envmode;
594    GLint smask, tmask;
595    GLint twidth_log2;
596    const GLchan *texture;
597    GLfixed er, eg, eb, ea;   /* texture env color */
598    GLint tbytesline, tsize;
599 };
600
601
602 static inline void
603 fast_persp_span(struct gl_context *ctx, SWspan *span,
604                 struct persp_info *info)
605 {
606    GLchan sample[4];  /* the filtered texture sample */
607
608   /* Instead of defining a function for each mode, a test is done
609    * between the outer and inner loops. This is to reduce code size
610    * and complexity. Observe that an optimizing compiler kills
611    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
612    */
613 #define SPAN_NEAREST(DO_TEX,COMP)                                       \
614         for (i = 0; i < span->end; i++) {                               \
615            GLdouble invQ = tex_coord[2] ?                               \
616                                  (1.0 / tex_coord[2]) : 1.0;            \
617            GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);             \
618            GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);             \
619            GLint s = IFLOOR(s_tmp) & info->smask;                       \
620            GLint t = IFLOOR(t_tmp) & info->tmask;                       \
621            GLint pos = (t << info->twidth_log2) + s;                    \
622            const GLchan *tex00 = info->texture + COMP * pos;            \
623            DO_TEX;                                                      \
624            span->red += span->redStep;                                  \
625            span->green += span->greenStep;                              \
626            span->blue += span->blueStep;                                \
627            span->alpha += span->alphaStep;                              \
628            tex_coord[0] += tex_step[0];                                 \
629            tex_coord[1] += tex_step[1];                                 \
630            tex_coord[2] += tex_step[2];                                 \
631            dest += 4;                                                   \
632         }
633
634 #define SPAN_LINEAR(DO_TEX,COMP)                                        \
635         for (i = 0; i < span->end; i++) {                               \
636            GLdouble invQ = tex_coord[2] ?                               \
637                                  (1.0 / tex_coord[2]) : 1.0;            \
638            const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);       \
639            const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);       \
640            const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;      \
641            const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
642            const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
643            const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
644            const GLfixed sf = s_fix & FIXED_FRAC_MASK;                  \
645            const GLfixed tf = t_fix & FIXED_FRAC_MASK;                  \
646            const GLint pos = (t << info->twidth_log2) + s;              \
647            const GLchan *tex00 = info->texture + COMP * pos;            \
648            const GLchan *tex10 = tex00 + info->tbytesline;              \
649            const GLchan *tex01 = tex00 + COMP;                          \
650            const GLchan *tex11 = tex10 + COMP;                          \
651            if (t == info->tmask) {                                      \
652               tex10 -= info->tsize;                                     \
653               tex11 -= info->tsize;                                     \
654            }                                                            \
655            if (s == info->smask) {                                      \
656               tex01 -= info->tbytesline;                                \
657               tex11 -= info->tbytesline;                                \
658            }                                                            \
659            DO_TEX;                                                      \
660            span->red   += span->redStep;                                \
661            span->green += span->greenStep;                              \
662            span->blue  += span->blueStep;                               \
663            span->alpha += span->alphaStep;                              \
664            tex_coord[0] += tex_step[0];                                 \
665            tex_coord[1] += tex_step[1];                                 \
666            tex_coord[2] += tex_step[2];                                 \
667            dest += 4;                                                   \
668         }
669
670    GLuint i;
671    GLfloat tex_coord[3], tex_step[3];
672    GLchan *dest = span->array->rgba[0];
673
674    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
675    ctx->Texture._EnabledCoordUnits = 0;
676
677    tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
678    tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
679    tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
680    tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
681    /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
682    tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
683    tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
684
685    switch (info->filter) {
686    case GL_NEAREST:
687       switch (info->format) {
688       case MESA_FORMAT_RGB888:
689          switch (info->envmode) {
690          case GL_MODULATE:
691             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
692             break;
693          case GL_DECAL:
694          case GL_REPLACE:
695             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
696             break;
697          case GL_BLEND:
698             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
699             break;
700          case GL_ADD:
701             SPAN_NEAREST(NEAREST_RGB;ADD,3);
702             break;
703          default:
704             _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
705             return;
706          }
707          break;
708       case MESA_FORMAT_RGBA8888:
709          switch(info->envmode) {
710          case GL_MODULATE:
711             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
712             break;
713          case GL_DECAL:
714             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
715             break;
716          case GL_BLEND:
717             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
718             break;
719          case GL_ADD:
720             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
721             break;
722          case GL_REPLACE:
723             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
724             break;
725          default:
726             _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
727             return;
728          }
729          break;
730       }
731       break;
732
733    case GL_LINEAR:
734       switch (info->format) {
735       case MESA_FORMAT_RGB888:
736          switch (info->envmode) {
737          case GL_MODULATE:
738             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
739             break;
740          case GL_DECAL:
741          case GL_REPLACE:
742             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
743             break;
744          case GL_BLEND:
745             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
746             break;
747          case GL_ADD:
748             SPAN_LINEAR(LINEAR_RGB;ADD,3);
749             break;
750          default:
751             _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
752             return;
753          }
754          break;
755       case MESA_FORMAT_RGBA8888:
756          switch (info->envmode) {
757          case GL_MODULATE:
758             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
759             break;
760          case GL_DECAL:
761             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
762             break;
763          case GL_BLEND:
764             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
765             break;
766          case GL_ADD:
767             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
768             break;
769          case GL_REPLACE:
770             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
771             break;
772          default:
773             _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
774             return;
775          }
776          break;
777       }
778       break;
779    }
780    
781    ASSERT(span->arrayMask & SPAN_RGBA);
782    _swrast_write_rgba_span(ctx, span);
783
784 #undef SPAN_NEAREST
785 #undef SPAN_LINEAR
786
787    /* restore state */
788    ctx->Texture._EnabledCoordUnits = texEnableSave;
789 }
790
791
792 /*
793  * Render an perspective corrected RGB/RGBA textured triangle.
794  * The Q (aka V in Mesa) coordinate must be zero such that the divide
795  * by interpolated Q/W comes out right.
796  *
797  */
798 #define NAME persp_textured_triangle
799 #define INTERP_Z 1
800 #define INTERP_RGB 1
801 #define INTERP_ALPHA 1
802 #define INTERP_ATTRIBS 1
803
804 #define SETUP_CODE                                                      \
805    struct persp_info info;                                              \
806    const struct gl_texture_unit *unit = ctx->Texture.Unit+0;            \
807    const struct gl_texture_object *obj =                                \
808       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
809    const struct gl_texture_image *texImg =                              \
810       obj->Image[0][obj->BaseLevel];                                    \
811    const struct swrast_texture_image *swImg =                           \
812       swrast_texture_image_const(texImg);                               \
813    info.texture = (const GLchan *) swImg->Data;                         \
814    info.twidth_log2 = texImg->WidthLog2;                                \
815    info.smask = texImg->Width - 1;                                      \
816    info.tmask = texImg->Height - 1;                                     \
817    info.format = texImg->TexFormat;                                     \
818    info.filter = obj->Sampler.MinFilter;                                \
819    info.envmode = unit->EnvMode;                                        \
820    info.er = 0;                                 \
821    info.eg = 0;                                 \
822    info.eb = 0;                                 \
823                                                                         \
824    if (info.envmode == GL_BLEND) {                                      \
825       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
826       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
827       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
828       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
829       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
830    }                                                                    \
831    if (!info.texture) {                                                 \
832       /* this shouldn't happen */                                       \
833       return;                                                           \
834    }                                                                    \
835                                                                         \
836    switch (info.format) {                                               \
837    case MESA_FORMAT_RGB888:                                             \
838       info.tbytesline = texImg->Width * 3;                              \
839       break;                                                            \
840    case MESA_FORMAT_RGBA8888:                                           \
841       info.tbytesline = texImg->Width * 4;                              \
842       break;                                                            \
843    default:                                                             \
844       _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
845       return;                                                           \
846    }                                                                    \
847    info.tsize = texImg->Height * info.tbytesline;
848
849 #define RENDER_SPAN( span )                     \
850    span.interpMask &= ~SPAN_RGBA;               \
851    span.arrayMask |= SPAN_RGBA;                 \
852    fast_persp_span(ctx, &span, &info);
853
854 #include "s_tritemp.h"
855
856 #endif /*CHAN_TYPE != GL_FLOAT*/
857
858
859
860 /*
861  * Render an RGBA triangle with arbitrary attributes.
862  */
863 #define NAME general_triangle
864 #define INTERP_Z 1
865 #define INTERP_RGB 1
866 #define INTERP_ALPHA 1
867 #define INTERP_ATTRIBS 1
868 #define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
869 #include "s_tritemp.h"
870
871
872
873
874 /*
875  * Special tri function for occlusion testing
876  */
877 #define NAME occlusion_zless_16_triangle
878 #define INTERP_Z 1
879 #define SETUP_CODE                                                      \
880    struct gl_renderbuffer *rb =                                         \
881       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
882    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;       \
883    ASSERT(ctx->Depth.Test);                                             \
884    ASSERT(!ctx->Depth.Mask);                                            \
885    ASSERT(ctx->Depth.Func == GL_LESS);                                  \
886    assert(rb->Format == MESA_FORMAT_Z16);                               \
887    if (!q) {                                                            \
888       return;                                                           \
889    }
890 #define RENDER_SPAN( span )                                             \
891    {                                                                    \
892       GLuint i;                                                         \
893       const GLushort *zRow = (const GLushort *)                         \
894          _swrast_pixel_address(rb, span.x, span.y);                     \
895       for (i = 0; i < span.end; i++) {                                  \
896          GLuint z = FixedToDepth(span.z);                               \
897          if (z < zRow[i]) {                                             \
898             q->Result++;                                                \
899          }                                                              \
900          span.z += span.zStep;                                          \
901       }                                                                 \
902    }
903 #include "s_tritemp.h"
904
905
906
907 static void
908 nodraw_triangle( struct gl_context *ctx,
909                  const SWvertex *v0,
910                  const SWvertex *v1,
911                  const SWvertex *v2 )
912 {
913    (void) (ctx && v0 && v1 && v2);
914 }
915
916
917 /*
918  * This is used when separate specular color is enabled, but not
919  * texturing.  We add the specular color to the primary color,
920  * draw the triangle, then restore the original primary color.
921  * Inefficient, but seldom needed.
922  */
923 void
924 _swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
925                                 const SWvertex *v1, const SWvertex *v2)
926 {
927    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
928    SWvertex *ncv1 = (SWvertex *)v1;
929    SWvertex *ncv2 = (SWvertex *)v2;
930    GLfloat rSum, gSum, bSum;
931    GLchan cSave[3][4];
932
933    /* save original colors */
934    COPY_CHAN4( cSave[0], ncv0->color );
935    COPY_CHAN4( cSave[1], ncv1->color );
936    COPY_CHAN4( cSave[2], ncv2->color );
937    /* sum v0 */
938    rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
939    gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
940    bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
941    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
942    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
943    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
944    /* sum v1 */
945    rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
946    gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
947    bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
948    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
949    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
950    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
951    /* sum v2 */
952    rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
953    gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
954    bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
955    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
956    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
957    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
958    /* draw */
959    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
960    /* restore original colors */
961    COPY_CHAN4( ncv0->color, cSave[0] );
962    COPY_CHAN4( ncv1->color, cSave[1] );
963    COPY_CHAN4( ncv2->color, cSave[2] );
964 }
965
966
967
968 #ifdef DEBUG
969
970 /* record the current triangle function name */
971 const char *_mesa_triFuncName = NULL;
972
973 #define USE(triFunc)                            \
974 do {                                            \
975     _mesa_triFuncName = #triFunc;               \
976     /*printf("%s\n", _mesa_triFuncName);*/      \
977     swrast->Triangle = triFunc;                 \
978 } while (0)
979
980 #else
981
982 #define USE(triFunc)  swrast->Triangle = triFunc;
983
984 #endif
985
986
987
988
989 /*
990  * Determine which triangle rendering function to use given the current
991  * rendering context.
992  *
993  * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
994  * remove tests to this code.
995  */
996 void
997 _swrast_choose_triangle( struct gl_context *ctx )
998 {
999    SWcontext *swrast = SWRAST_CONTEXT(ctx);
1000
1001    if (ctx->Polygon.CullFlag &&
1002        ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1003       USE(nodraw_triangle);
1004       return;
1005    }
1006
1007    if (ctx->RenderMode==GL_RENDER) {
1008       struct gl_renderbuffer *depthRb =
1009          ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
1010
1011       if (ctx->Polygon.SmoothFlag) {
1012          _swrast_set_aa_triangle_function(ctx);
1013          ASSERT(swrast->Triangle);
1014          return;
1015       }
1016
1017       /* special case for occlusion testing */
1018       if (ctx->Query.CurrentOcclusionObject &&
1019           ctx->Depth.Test &&
1020           ctx->Depth.Mask == GL_FALSE &&
1021           ctx->Depth.Func == GL_LESS &&
1022           !ctx->Stencil._Enabled &&
1023           depthRb &&
1024           depthRb->Format == MESA_FORMAT_Z16) {
1025          if (ctx->Color.ColorMask[0][0] == 0 &&
1026              ctx->Color.ColorMask[0][1] == 0 &&
1027              ctx->Color.ColorMask[0][2] == 0 &&
1028              ctx->Color.ColorMask[0][3] == 0) {
1029             USE(occlusion_zless_16_triangle);
1030             return;
1031          }
1032       }
1033
1034       /*
1035        * XXX should examine swrast->_ActiveAttribMask to determine what
1036        * needs to be interpolated.
1037        */
1038       if (ctx->Texture._EnabledCoordUnits ||
1039           ctx->FragmentProgram._Current ||
1040           ctx->ATIFragmentShader._Enabled ||
1041           _mesa_need_secondary_color(ctx) ||
1042           swrast->_FogEnabled) {
1043          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1044          const struct gl_texture_object *texObj2D;
1045          const struct gl_texture_image *texImg;
1046          const struct swrast_texture_image *swImg;
1047          GLenum minFilter, magFilter, envMode;
1048          gl_format format;
1049          texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1050
1051          texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1052          swImg = swrast_texture_image_const(texImg);
1053
1054          format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1055          minFilter = texObj2D ? texObj2D->Sampler.MinFilter : GL_NONE;
1056          magFilter = texObj2D ? texObj2D->Sampler.MagFilter : GL_NONE;
1057          envMode = ctx->Texture.Unit[0].EnvMode;
1058
1059          /* First see if we can use an optimized 2-D texture function */
1060          if (ctx->Texture._EnabledCoordUnits == 0x1
1061              && !ctx->FragmentProgram._Current
1062              && !ctx->ATIFragmentShader._Enabled
1063              && ctx->Texture._EnabledUnits == 0x1
1064              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1065              && texObj2D->Sampler.WrapS == GL_REPEAT
1066              && texObj2D->Sampler.WrapT == GL_REPEAT
1067              && texObj2D->_Swizzle == SWIZZLE_NOOP
1068              && swImg->_IsPowerOfTwo
1069              && texImg->Border == 0
1070              && texImg->Width == swImg->RowStride
1071              && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1072              && minFilter == magFilter
1073              && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1074              && !swrast->_FogEnabled
1075              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1076              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1077             if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1078                if (minFilter == GL_NEAREST
1079                    && format == MESA_FORMAT_RGB888
1080                    && (envMode == GL_REPLACE || envMode == GL_DECAL)
1081                    && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1082                         && ctx->Depth.Func == GL_LESS
1083                         && ctx->Depth.Mask == GL_TRUE)
1084                        || swrast->_RasterMask == TEXTURE_BIT)
1085                    && ctx->Polygon.StippleFlag == GL_FALSE
1086                    && ctx->DrawBuffer->Visual.depthBits <= 16) {
1087                   if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1088                      USE(simple_z_textured_triangle);
1089                   }
1090                   else {
1091                      USE(simple_textured_triangle);
1092                   }
1093                }
1094                else {
1095 #if CHAN_BITS != 8
1096                   USE(general_triangle);
1097 #else
1098                   if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1099                      /* We only handle RGBA8888 correctly on little endian
1100                       * in the optimized code above.
1101                       */
1102                      USE(general_triangle);
1103                   }
1104                   else {
1105                      USE(affine_textured_triangle);
1106                  }
1107 #endif
1108                }
1109             }
1110             else {
1111 #if CHAN_BITS != 8
1112                USE(general_triangle);
1113 #else
1114                USE(persp_textured_triangle);
1115 #endif
1116             }
1117          }
1118          else {
1119             /* general case textured triangles */
1120             USE(general_triangle);
1121          }
1122       }
1123       else {
1124          ASSERT(!swrast->_FogEnabled);
1125          ASSERT(!_mesa_need_secondary_color(ctx));
1126          if (ctx->Light.ShadeModel==GL_SMOOTH) {
1127             /* smooth shaded, no texturing, stippled or some raster ops */
1128 #if CHAN_BITS != 8
1129                USE(general_triangle);
1130 #else
1131                USE(smooth_rgba_triangle);
1132 #endif
1133          }
1134          else {
1135             /* flat shaded, no texturing, stippled or some raster ops */
1136 #if CHAN_BITS != 8
1137             USE(general_triangle);
1138 #else
1139             USE(flat_rgba_triangle);
1140 #endif
1141          }
1142       }
1143    }
1144    else if (ctx->RenderMode==GL_FEEDBACK) {
1145       USE(_swrast_feedback_triangle);
1146    }
1147    else {
1148       /* GL_SELECT mode */
1149       USE(_swrast_select_triangle);
1150    }
1151 }