Tizen 2.0 Release
[profile/ivi/osmesa.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 GLfloat twidth = (GLfloat) texImg->Width;                      \
131    const GLfloat theight = (GLfloat) texImg->Height;                    \
132    const GLint twidth_log2 = texImg->WidthLog2;                         \
133    const GLubyte *texture = (const GLubyte *) texImg->Data;             \
134    const GLint smask = texImg->Width - 1;                               \
135    const GLint tmask = texImg->Height - 1;                              \
136    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                     \
137    if (!rb || !texture) {                                               \
138       return;                                                           \
139    }
140
141 #define RENDER_SPAN( span )                                             \
142    GLuint i;                                                            \
143    GLubyte rgb[MAX_WIDTH][3];                                           \
144    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
145    span.intTex[1] -= FIXED_HALF;                                        \
146    for (i = 0; i < span.end; i++) {                                     \
147       GLint s = FixedToInt(span.intTex[0]) & smask;                     \
148       GLint t = FixedToInt(span.intTex[1]) & tmask;                     \
149       GLint pos = (t << twidth_log2) + s;                               \
150       pos = pos + pos + pos;  /* multiply by 3 */                       \
151       rgb[i][RCOMP] = texture[pos+2];                                   \
152       rgb[i][GCOMP] = texture[pos+1];                                   \
153       rgb[i][BCOMP] = texture[pos+0];                                   \
154       span.intTex[0] += span.intTexStep[0];                             \
155       span.intTex[1] += span.intTexStep[1];                             \
156    }                                                                    \
157    rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
158
159 #include "s_tritemp.h"
160
161
162
163 /*
164  * Render an RGB, GL_DECAL, textured triangle.
165  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
166  * perspective correction.
167  * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
168  *
169  * No fog.
170  */
171 #define NAME simple_z_textured_triangle
172 #define INTERP_Z 1
173 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
174 #define INTERP_INT_TEX 1
175 #define S_SCALE twidth
176 #define T_SCALE theight
177
178 #define SETUP_CODE                                                      \
179    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
180    const struct gl_texture_object *obj =                                \
181       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
182    const struct gl_texture_image *texImg =                              \
183        obj->Image[0][obj->BaseLevel];                                   \
184    const GLfloat twidth = (GLfloat) texImg->Width;                      \
185    const GLfloat theight = (GLfloat) texImg->Height;                    \
186    const GLint twidth_log2 = texImg->WidthLog2;                         \
187    const GLubyte *texture = (const GLubyte *) texImg->Data;             \
188    const GLint smask = texImg->Width - 1;                               \
189    const GLint tmask = texImg->Height - 1;                              \
190    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                     \
191    if (!rb || !texture) {                                               \
192       return;                                                           \
193    }
194
195 #define RENDER_SPAN( span )                                             \
196    GLuint i;                                                            \
197    GLubyte rgb[MAX_WIDTH][3];                                           \
198    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
199    span.intTex[1] -= FIXED_HALF;                                        \
200    for (i = 0; i < span.end; i++) {                                     \
201       const GLuint z = FixedToDepth(span.z);                            \
202       if (z < zRow[i]) {                                                \
203          GLint s = FixedToInt(span.intTex[0]) & smask;                  \
204          GLint t = FixedToInt(span.intTex[1]) & tmask;                  \
205          GLint pos = (t << twidth_log2) + s;                            \
206          pos = pos + pos + pos;  /* multiply by 3 */                    \
207          rgb[i][RCOMP] = texture[pos+2];                                \
208          rgb[i][GCOMP] = texture[pos+1];                                \
209          rgb[i][BCOMP] = texture[pos+0];                                \
210          zRow[i] = z;                                                   \
211          span.array->mask[i] = 1;                                       \
212       }                                                                 \
213       else {                                                            \
214          span.array->mask[i] = 0;                                       \
215       }                                                                 \
216       span.intTex[0] += span.intTexStep[0];                             \
217       span.intTex[1] += span.intTexStep[1];                             \
218       span.z += span.zStep;                                             \
219    }                                                                    \
220    rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
221
222 #include "s_tritemp.h"
223
224
225 #if CHAN_TYPE != GL_FLOAT
226
227 struct affine_info
228 {
229    GLenum filter;
230    GLenum format;
231    GLenum envmode;
232    GLint smask, tmask;
233    GLint twidth_log2;
234    const GLchan *texture;
235    GLfixed er, eg, eb, ea;
236    GLint tbytesline, tsize;
237 };
238
239
240 static INLINE GLint
241 ilerp(GLint t, GLint a, GLint b)
242 {
243    return a + ((t * (b - a)) >> FIXED_SHIFT);
244 }
245
246 static INLINE GLint
247 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
248 {
249    const GLint temp0 = ilerp(ia, v00, v10);
250    const GLint temp1 = ilerp(ia, v01, v11);
251    return ilerp(ib, temp0, temp1);
252 }
253
254
255 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
256  * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
257  * texture env modes.
258  */
259 static INLINE void
260 affine_span(struct gl_context *ctx, SWspan *span,
261             struct affine_info *info)
262 {
263    GLchan sample[4];  /* the filtered texture sample */
264    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
265
266    /* Instead of defining a function for each mode, a test is done
267     * between the outer and inner loops. This is to reduce code size
268     * and complexity. Observe that an optimizing compiler kills
269     * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
270     */
271
272 #define NEAREST_RGB             \
273    sample[RCOMP] = tex00[2];    \
274    sample[GCOMP] = tex00[1];    \
275    sample[BCOMP] = tex00[0];    \
276    sample[ACOMP] = CHAN_MAX;
277
278 #define LINEAR_RGB                                                      \
279    sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
280    sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
281    sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
282    sample[ACOMP] = CHAN_MAX;
283
284 #define NEAREST_RGBA  \
285    sample[RCOMP] = tex00[3];    \
286    sample[GCOMP] = tex00[2];    \
287    sample[BCOMP] = tex00[1];    \
288    sample[ACOMP] = tex00[0];
289
290 #define LINEAR_RGBA                                                     \
291    sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
292    sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
293    sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
294    sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
295
296 #define MODULATE                                                          \
297    dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
298    dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
299    dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
300    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
301
302 #define DECAL                                                           \
303    dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +              \
304                ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))    \
305                >> (FIXED_SHIFT + 8);                                    \
306    dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +            \
307                ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))    \
308                >> (FIXED_SHIFT + 8);                                    \
309    dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +             \
310                ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))    \
311                >> (FIXED_SHIFT + 8);                                    \
312    dest[ACOMP] = FixedToInt(span->alpha)
313
314 #define BLEND                                                           \
315    dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red                \
316                + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);  \
317    dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green              \
318                + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);  \
319    dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue               \
320                + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);  \
321    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
322
323 #define REPLACE  COPY_CHAN4(dest, sample)
324
325 #define ADD                                                             \
326    {                                                                    \
327       GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];     \
328       GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];     \
329       GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];     \
330       dest[RCOMP] = MIN2(rSum, CHAN_MAX);                               \
331       dest[GCOMP] = MIN2(gSum, CHAN_MAX);                               \
332       dest[BCOMP] = MIN2(bSum, CHAN_MAX);                               \
333       dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
334   }
335
336 /* shortcuts */
337
338 #define NEAREST_RGB_REPLACE             \
339    NEAREST_RGB;                         \
340    dest[0] = sample[0];                 \
341    dest[1] = sample[1];                 \
342    dest[2] = sample[2];                 \
343    dest[3] = FixedToInt(span->alpha);
344
345 #define NEAREST_RGBA_REPLACE  \
346    dest[RCOMP] = tex00[3]; \
347    dest[GCOMP] = tex00[2]; \
348    dest[BCOMP] = tex00[1]; \
349    dest[ACOMP] = tex00[0]
350
351 #define SPAN_NEAREST(DO_TEX, COMPS)                                     \
352         for (i = 0; i < span->end; i++) {                               \
353            /* Isn't it necessary to use FixedFloor below?? */           \
354            GLint s = FixedToInt(span->intTex[0]) & info->smask;         \
355            GLint t = FixedToInt(span->intTex[1]) & info->tmask;         \
356            GLint pos = (t << info->twidth_log2) + s;                    \
357            const GLchan *tex00 = info->texture + COMPS * pos;           \
358            DO_TEX;                                                      \
359            span->red += span->redStep;                                  \
360            span->green += span->greenStep;                              \
361            span->blue += span->blueStep;                                \
362            span->alpha += span->alphaStep;                              \
363            span->intTex[0] += span->intTexStep[0];                      \
364            span->intTex[1] += span->intTexStep[1];                      \
365            dest += 4;                                                   \
366         }
367
368 #define SPAN_LINEAR(DO_TEX, COMPS)                                      \
369         for (i = 0; i < span->end; i++) {                               \
370            /* Isn't it necessary to use FixedFloor below?? */           \
371            const GLint s = FixedToInt(span->intTex[0]) & info->smask;   \
372            const GLint t = FixedToInt(span->intTex[1]) & info->tmask;   \
373            const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;        \
374            const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;        \
375            const GLint pos = (t << info->twidth_log2) + s;              \
376            const GLchan *tex00 = info->texture + COMPS * pos;           \
377            const GLchan *tex10 = tex00 + info->tbytesline;              \
378            const GLchan *tex01 = tex00 + COMPS;                         \
379            const GLchan *tex11 = tex10 + COMPS;                         \
380            if (t == info->tmask) {                                      \
381               tex10 -= info->tsize;                                     \
382               tex11 -= info->tsize;                                     \
383            }                                                            \
384            if (s == info->smask) {                                      \
385               tex01 -= info->tbytesline;                                \
386               tex11 -= info->tbytesline;                                \
387            }                                                            \
388            DO_TEX;                                                      \
389            span->red += span->redStep;                                  \
390            span->green += span->greenStep;                              \
391            span->blue += span->blueStep;                                \
392            span->alpha += span->alphaStep;                              \
393            span->intTex[0] += span->intTexStep[0];                      \
394            span->intTex[1] += span->intTexStep[1];                      \
395            dest += 4;                                                   \
396         }
397
398
399    GLuint i;
400    GLchan *dest = span->array->rgba[0];
401
402    /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
403    ctx->Texture._EnabledCoordUnits = 0x0;
404
405    span->intTex[0] -= FIXED_HALF;
406    span->intTex[1] -= FIXED_HALF;
407    switch (info->filter) {
408    case GL_NEAREST:
409       switch (info->format) {
410       case MESA_FORMAT_RGB888:
411          switch (info->envmode) {
412          case GL_MODULATE:
413             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
414             break;
415          case GL_DECAL:
416          case GL_REPLACE:
417             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
418             break;
419          case GL_BLEND:
420             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
421             break;
422          case GL_ADD:
423             SPAN_NEAREST(NEAREST_RGB;ADD,3);
424             break;
425          default:
426             _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
427             return;
428          }
429          break;
430       case MESA_FORMAT_RGBA8888:
431          switch(info->envmode) {
432          case GL_MODULATE:
433             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
434             break;
435          case GL_DECAL:
436             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
437             break;
438          case GL_BLEND:
439             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
440             break;
441          case GL_ADD:
442             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
443             break;
444          case GL_REPLACE:
445             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
446             break;
447          default:
448             _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
449             return;
450          }
451          break;
452       }
453       break;
454
455    case GL_LINEAR:
456       span->intTex[0] -= FIXED_HALF;
457       span->intTex[1] -= FIXED_HALF;
458       switch (info->format) {
459       case MESA_FORMAT_RGB888:
460          switch (info->envmode) {
461          case GL_MODULATE:
462             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
463             break;
464          case GL_DECAL:
465          case GL_REPLACE:
466             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
467             break;
468          case GL_BLEND:
469             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
470             break;
471          case GL_ADD:
472             SPAN_LINEAR(LINEAR_RGB;ADD,3);
473             break;
474          default:
475             _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
476             return;
477          }
478          break;
479       case MESA_FORMAT_RGBA8888:
480          switch (info->envmode) {
481          case GL_MODULATE:
482             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
483             break;
484          case GL_DECAL:
485             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
486             break;
487          case GL_BLEND:
488             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
489             break;
490          case GL_ADD:
491             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
492             break;
493          case GL_REPLACE:
494             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
495             break;
496          default:
497             _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
498             return;
499          }
500          break;
501       }
502       break;
503    }
504    span->interpMask &= ~SPAN_RGBA;
505    ASSERT(span->arrayMask & SPAN_RGBA);
506
507    _swrast_write_rgba_span(ctx, span);
508
509    /* re-enable texture units */
510    ctx->Texture._EnabledCoordUnits = texEnableSave;
511
512 #undef SPAN_NEAREST
513 #undef SPAN_LINEAR
514 }
515
516
517
518 /*
519  * Render an RGB/RGBA textured triangle without perspective correction.
520  */
521 #define NAME affine_textured_triangle
522 #define INTERP_Z 1
523 #define INTERP_RGB 1
524 #define INTERP_ALPHA 1
525 #define INTERP_INT_TEX 1
526 #define S_SCALE twidth
527 #define T_SCALE theight
528
529 #define SETUP_CODE                                                      \
530    struct affine_info info;                                             \
531    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                  \
532    const struct gl_texture_object *obj =                                \
533       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
534    const struct gl_texture_image *texImg =                              \
535       obj->Image[0][obj->BaseLevel];                                    \
536    const GLfloat twidth = (GLfloat) texImg->Width;                      \
537    const GLfloat theight = (GLfloat) texImg->Height;                    \
538    info.texture = (const GLchan *) texImg->Data;                        \
539    info.twidth_log2 = texImg->WidthLog2;                                \
540    info.smask = texImg->Width - 1;                                      \
541    info.tmask = texImg->Height - 1;                                     \
542    info.format = texImg->TexFormat;                                     \
543    info.filter = obj->Sampler.MinFilter;                                \
544    info.envmode = unit->EnvMode;                                        \
545    info.er = 0;                                 \
546    info.eg = 0;                                 \
547    info.eb = 0;                                 \
548    span.arrayMask |= SPAN_RGBA;                                         \
549                                                                         \
550    if (info.envmode == GL_BLEND) {                                      \
551       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
552       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
553       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
554       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
555       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
556    }                                                                    \
557    if (!info.texture) {                                                 \
558       /* this shouldn't happen */                                       \
559       return;                                                           \
560    }                                                                    \
561                                                                         \
562    switch (info.format) {                                               \
563    case MESA_FORMAT_RGB888:                                             \
564       info.tbytesline = texImg->Width * 3;                              \
565       break;                                                            \
566    case MESA_FORMAT_RGBA8888:                                           \
567       info.tbytesline = texImg->Width * 4;                              \
568       break;                                                            \
569    default:                                                             \
570       _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
571       return;                                                           \
572    }                                                                    \
573    info.tsize = texImg->Height * info.tbytesline;
574
575 #define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
576
577 #include "s_tritemp.h"
578
579
580
581 struct persp_info
582 {
583    GLenum filter;
584    GLenum format;
585    GLenum envmode;
586    GLint smask, tmask;
587    GLint twidth_log2;
588    const GLchan *texture;
589    GLfixed er, eg, eb, ea;   /* texture env color */
590    GLint tbytesline, tsize;
591 };
592
593
594 static INLINE void
595 fast_persp_span(struct gl_context *ctx, SWspan *span,
596                 struct persp_info *info)
597 {
598    GLchan sample[4];  /* the filtered texture sample */
599
600   /* Instead of defining a function for each mode, a test is done
601    * between the outer and inner loops. This is to reduce code size
602    * and complexity. Observe that an optimizing compiler kills
603    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
604    */
605 #define SPAN_NEAREST(DO_TEX,COMP)                                       \
606         for (i = 0; i < span->end; i++) {                               \
607            GLdouble invQ = tex_coord[2] ?                               \
608                                  (1.0 / tex_coord[2]) : 1.0;            \
609            GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);             \
610            GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);             \
611            GLint s = IFLOOR(s_tmp) & info->smask;                       \
612            GLint t = IFLOOR(t_tmp) & info->tmask;                       \
613            GLint pos = (t << info->twidth_log2) + s;                    \
614            const GLchan *tex00 = info->texture + COMP * pos;            \
615            DO_TEX;                                                      \
616            span->red += span->redStep;                                  \
617            span->green += span->greenStep;                              \
618            span->blue += span->blueStep;                                \
619            span->alpha += span->alphaStep;                              \
620            tex_coord[0] += tex_step[0];                                 \
621            tex_coord[1] += tex_step[1];                                 \
622            tex_coord[2] += tex_step[2];                                 \
623            dest += 4;                                                   \
624         }
625
626 #define SPAN_LINEAR(DO_TEX,COMP)                                        \
627         for (i = 0; i < span->end; i++) {                               \
628            GLdouble invQ = tex_coord[2] ?                               \
629                                  (1.0 / tex_coord[2]) : 1.0;            \
630            const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);       \
631            const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);       \
632            const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;      \
633            const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
634            const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
635            const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
636            const GLfixed sf = s_fix & FIXED_FRAC_MASK;                  \
637            const GLfixed tf = t_fix & FIXED_FRAC_MASK;                  \
638            const GLint pos = (t << info->twidth_log2) + s;              \
639            const GLchan *tex00 = info->texture + COMP * pos;            \
640            const GLchan *tex10 = tex00 + info->tbytesline;              \
641            const GLchan *tex01 = tex00 + COMP;                          \
642            const GLchan *tex11 = tex10 + COMP;                          \
643            if (t == info->tmask) {                                      \
644               tex10 -= info->tsize;                                     \
645               tex11 -= info->tsize;                                     \
646            }                                                            \
647            if (s == info->smask) {                                      \
648               tex01 -= info->tbytesline;                                \
649               tex11 -= info->tbytesline;                                \
650            }                                                            \
651            DO_TEX;                                                      \
652            span->red   += span->redStep;                                \
653            span->green += span->greenStep;                              \
654            span->blue  += span->blueStep;                               \
655            span->alpha += span->alphaStep;                              \
656            tex_coord[0] += tex_step[0];                                 \
657            tex_coord[1] += tex_step[1];                                 \
658            tex_coord[2] += tex_step[2];                                 \
659            dest += 4;                                                   \
660         }
661
662    GLuint i;
663    GLfloat tex_coord[3], tex_step[3];
664    GLchan *dest = span->array->rgba[0];
665
666    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
667    ctx->Texture._EnabledCoordUnits = 0;
668
669    tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
670    tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
671    tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
672    tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
673    /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
674    tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
675    tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
676
677    switch (info->filter) {
678    case GL_NEAREST:
679       switch (info->format) {
680       case MESA_FORMAT_RGB888:
681          switch (info->envmode) {
682          case GL_MODULATE:
683             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
684             break;
685          case GL_DECAL:
686          case GL_REPLACE:
687             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
688             break;
689          case GL_BLEND:
690             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
691             break;
692          case GL_ADD:
693             SPAN_NEAREST(NEAREST_RGB;ADD,3);
694             break;
695          default:
696             _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
697             return;
698          }
699          break;
700       case MESA_FORMAT_RGBA8888:
701          switch(info->envmode) {
702          case GL_MODULATE:
703             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
704             break;
705          case GL_DECAL:
706             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
707             break;
708          case GL_BLEND:
709             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
710             break;
711          case GL_ADD:
712             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
713             break;
714          case GL_REPLACE:
715             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
716             break;
717          default:
718             _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
719             return;
720          }
721          break;
722       }
723       break;
724
725    case GL_LINEAR:
726       switch (info->format) {
727       case MESA_FORMAT_RGB888:
728          switch (info->envmode) {
729          case GL_MODULATE:
730             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
731             break;
732          case GL_DECAL:
733          case GL_REPLACE:
734             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
735             break;
736          case GL_BLEND:
737             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
738             break;
739          case GL_ADD:
740             SPAN_LINEAR(LINEAR_RGB;ADD,3);
741             break;
742          default:
743             _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
744             return;
745          }
746          break;
747       case MESA_FORMAT_RGBA8888:
748          switch (info->envmode) {
749          case GL_MODULATE:
750             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
751             break;
752          case GL_DECAL:
753             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
754             break;
755          case GL_BLEND:
756             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
757             break;
758          case GL_ADD:
759             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
760             break;
761          case GL_REPLACE:
762             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
763             break;
764          default:
765             _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
766             return;
767          }
768          break;
769       }
770       break;
771    }
772    
773    ASSERT(span->arrayMask & SPAN_RGBA);
774    _swrast_write_rgba_span(ctx, span);
775
776 #undef SPAN_NEAREST
777 #undef SPAN_LINEAR
778
779    /* restore state */
780    ctx->Texture._EnabledCoordUnits = texEnableSave;
781 }
782
783
784 /*
785  * Render an perspective corrected RGB/RGBA textured triangle.
786  * The Q (aka V in Mesa) coordinate must be zero such that the divide
787  * by interpolated Q/W comes out right.
788  *
789  */
790 #define NAME persp_textured_triangle
791 #define INTERP_Z 1
792 #define INTERP_RGB 1
793 #define INTERP_ALPHA 1
794 #define INTERP_ATTRIBS 1
795
796 #define SETUP_CODE                                                      \
797    struct persp_info info;                                              \
798    const struct gl_texture_unit *unit = ctx->Texture.Unit+0;            \
799    const struct gl_texture_object *obj =                                \
800       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
801    const struct gl_texture_image *texImg =                              \
802       obj->Image[0][obj->BaseLevel];                                    \
803    info.texture = (const GLchan *) texImg->Data;                        \
804    info.twidth_log2 = texImg->WidthLog2;                                \
805    info.smask = texImg->Width - 1;                                      \
806    info.tmask = texImg->Height - 1;                                     \
807    info.format = texImg->TexFormat;                                     \
808    info.filter = obj->Sampler.MinFilter;                                \
809    info.envmode = unit->EnvMode;                                        \
810    info.er = 0;                                 \
811    info.eg = 0;                                 \
812    info.eb = 0;                                 \
813                                                                         \
814    if (info.envmode == GL_BLEND) {                                      \
815       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
816       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
817       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
818       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
819       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
820    }                                                                    \
821    if (!info.texture) {                                                 \
822       /* this shouldn't happen */                                       \
823       return;                                                           \
824    }                                                                    \
825                                                                         \
826    switch (info.format) {                                               \
827    case MESA_FORMAT_RGB888:                                             \
828       info.tbytesline = texImg->Width * 3;                              \
829       break;                                                            \
830    case MESA_FORMAT_RGBA8888:                                           \
831       info.tbytesline = texImg->Width * 4;                              \
832       break;                                                            \
833    default:                                                             \
834       _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
835       return;                                                           \
836    }                                                                    \
837    info.tsize = texImg->Height * info.tbytesline;
838
839 #define RENDER_SPAN( span )                     \
840    span.interpMask &= ~SPAN_RGBA;               \
841    span.arrayMask |= SPAN_RGBA;                 \
842    fast_persp_span(ctx, &span, &info);
843
844 #include "s_tritemp.h"
845
846 #endif /*CHAN_TYPE != GL_FLOAT*/
847
848
849
850 /*
851  * Render an RGBA triangle with arbitrary attributes.
852  */
853 #define NAME general_triangle
854 #define INTERP_Z 1
855 #define INTERP_RGB 1
856 #define INTERP_ALPHA 1
857 #define INTERP_ATTRIBS 1
858 #define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
859 #include "s_tritemp.h"
860
861
862
863
864 /*
865  * Special tri function for occlusion testing
866  */
867 #define NAME occlusion_zless_triangle
868 #define INTERP_Z 1
869 #define SETUP_CODE                                                      \
870    struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;          \
871    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;       \
872    ASSERT(ctx->Depth.Test);                                             \
873    ASSERT(!ctx->Depth.Mask);                                            \
874    ASSERT(ctx->Depth.Func == GL_LESS);                                  \
875    if (!q) {                                                            \
876       return;                                                           \
877    }
878 #define RENDER_SPAN( span )                                             \
879    if (rb->Format == MESA_FORMAT_Z16) {                                 \
880       GLuint i;                                                         \
881       const GLushort *zRow = (const GLushort *)                         \
882          rb->GetPointer(ctx, rb, span.x, span.y);                       \
883       for (i = 0; i < span.end; i++) {                                  \
884          GLuint z = FixedToDepth(span.z);                               \
885          if (z < zRow[i]) {                                             \
886             q->Result++;                                                \
887          }                                                              \
888          span.z += span.zStep;                                          \
889       }                                                                 \
890    }                                                                    \
891    else {                                                               \
892       GLuint i;                                                         \
893       const GLuint *zRow = (const GLuint *)                             \
894          rb->GetPointer(ctx, rb, span.x, span.y);                       \
895       for (i = 0; i < span.end; i++) {                                  \
896          if ((GLuint)span.z < zRow[i]) {                                \
897             q->Result++;                                                \
898          }                                                              \
899          span.z += span.zStep;                                          \
900       }                                                                 \
901    }
902 #include "s_tritemp.h"
903
904
905
906 static void
907 nodraw_triangle( struct gl_context *ctx,
908                  const SWvertex *v0,
909                  const SWvertex *v1,
910                  const SWvertex *v2 )
911 {
912    (void) (ctx && v0 && v1 && v2);
913 }
914
915
916 /*
917  * This is used when separate specular color is enabled, but not
918  * texturing.  We add the specular color to the primary color,
919  * draw the triangle, then restore the original primary color.
920  * Inefficient, but seldom needed.
921  */
922 void
923 _swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
924                                 const SWvertex *v1, const SWvertex *v2)
925 {
926    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
927    SWvertex *ncv1 = (SWvertex *)v1;
928    SWvertex *ncv2 = (SWvertex *)v2;
929    GLfloat rSum, gSum, bSum;
930    GLchan cSave[3][4];
931
932    /* save original colors */
933    COPY_CHAN4( cSave[0], ncv0->color );
934    COPY_CHAN4( cSave[1], ncv1->color );
935    COPY_CHAN4( cSave[2], ncv2->color );
936    /* sum v0 */
937    rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
938    gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
939    bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
940    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
941    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
942    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
943    /* sum v1 */
944    rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
945    gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
946    bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
947    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
948    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
949    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
950    /* sum v2 */
951    rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
952    gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
953    bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
954    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
955    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
956    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
957    /* draw */
958    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
959    /* restore original colors */
960    COPY_CHAN4( ncv0->color, cSave[0] );
961    COPY_CHAN4( ncv1->color, cSave[1] );
962    COPY_CHAN4( ncv2->color, cSave[2] );
963 }
964
965
966
967 #ifdef DEBUG
968
969 /* record the current triangle function name */
970 const char *_mesa_triFuncName = NULL;
971
972 #define USE(triFunc)                            \
973 do {                                            \
974     _mesa_triFuncName = #triFunc;               \
975     /*printf("%s\n", _mesa_triFuncName);*/      \
976     swrast->Triangle = triFunc;                 \
977 } while (0)
978
979 #else
980
981 #define USE(triFunc)  swrast->Triangle = triFunc;
982
983 #endif
984
985
986
987
988 /*
989  * Determine which triangle rendering function to use given the current
990  * rendering context.
991  *
992  * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
993  * remove tests to this code.
994  */
995 void
996 _swrast_choose_triangle( struct gl_context *ctx )
997 {
998    SWcontext *swrast = SWRAST_CONTEXT(ctx);
999
1000    if (ctx->Polygon.CullFlag &&
1001        ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1002       USE(nodraw_triangle);
1003       return;
1004    }
1005
1006    if (ctx->RenderMode==GL_RENDER) {
1007
1008       if (ctx->Polygon.SmoothFlag) {
1009          _swrast_set_aa_triangle_function(ctx);
1010          ASSERT(swrast->Triangle);
1011          return;
1012       }
1013
1014       /* special case for occlusion testing */
1015       if (ctx->Query.CurrentOcclusionObject &&
1016           ctx->Depth.Test &&
1017           ctx->Depth.Mask == GL_FALSE &&
1018           ctx->Depth.Func == GL_LESS &&
1019           !ctx->Stencil._Enabled) {
1020          if (ctx->Color.ColorMask[0][0] == 0 &&
1021              ctx->Color.ColorMask[0][1] == 0 &&
1022              ctx->Color.ColorMask[0][2] == 0 &&
1023              ctx->Color.ColorMask[0][3] == 0) {
1024             USE(occlusion_zless_triangle);
1025             return;
1026          }
1027       }
1028
1029       /*
1030        * XXX should examine swrast->_ActiveAttribMask to determine what
1031        * needs to be interpolated.
1032        */
1033       if (ctx->Texture._EnabledCoordUnits ||
1034           ctx->FragmentProgram._Current ||
1035           ctx->ATIFragmentShader._Enabled ||
1036           _mesa_need_secondary_color(ctx) ||
1037           swrast->_FogEnabled) {
1038          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1039          const struct gl_texture_object *texObj2D;
1040          const struct gl_texture_image *texImg;
1041          GLenum minFilter, magFilter, envMode;
1042          gl_format format;
1043          texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1044
1045          texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1046          format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1047          minFilter = texObj2D ? texObj2D->Sampler.MinFilter : GL_NONE;
1048          magFilter = texObj2D ? texObj2D->Sampler.MagFilter : GL_NONE;
1049          envMode = ctx->Texture.Unit[0].EnvMode;
1050
1051          /* First see if we can use an optimized 2-D texture function */
1052          if (ctx->Texture._EnabledCoordUnits == 0x1
1053              && !ctx->FragmentProgram._Current
1054              && !ctx->ATIFragmentShader._Enabled
1055              && ctx->Texture._EnabledUnits == 0x1
1056              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1057              && texObj2D->Sampler.WrapS == GL_REPEAT
1058              && texObj2D->Sampler.WrapT == GL_REPEAT
1059              && texObj2D->_Swizzle == SWIZZLE_NOOP
1060              && texImg->_IsPowerOfTwo
1061              && texImg->Border == 0
1062              && texImg->Width == texImg->RowStride
1063              && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1064              && minFilter == magFilter
1065              && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1066              && !swrast->_FogEnabled
1067              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1068              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1069             if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1070                if (minFilter == GL_NEAREST
1071                    && format == MESA_FORMAT_RGB888
1072                    && (envMode == GL_REPLACE || envMode == GL_DECAL)
1073                    && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1074                         && ctx->Depth.Func == GL_LESS
1075                         && ctx->Depth.Mask == GL_TRUE)
1076                        || swrast->_RasterMask == TEXTURE_BIT)
1077                    && ctx->Polygon.StippleFlag == GL_FALSE
1078                    && ctx->DrawBuffer->Visual.depthBits <= 16) {
1079                   if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1080                      USE(simple_z_textured_triangle);
1081                   }
1082                   else {
1083                      USE(simple_textured_triangle);
1084                   }
1085                }
1086                else {
1087 #if CHAN_BITS != 8
1088                   USE(general_triangle);
1089 #else
1090                   if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1091                      /* We only handle RGBA8888 correctly on little endian
1092                       * in the optimized code above.
1093                       */
1094                      USE(general_triangle);
1095                   }
1096                   else {
1097                      USE(affine_textured_triangle);
1098                  }
1099 #endif
1100                }
1101             }
1102             else {
1103 #if CHAN_BITS != 8
1104                USE(general_triangle);
1105 #else
1106                USE(persp_textured_triangle);
1107 #endif
1108             }
1109          }
1110          else {
1111             /* general case textured triangles */
1112             USE(general_triangle);
1113          }
1114       }
1115       else {
1116          ASSERT(!swrast->_FogEnabled);
1117          ASSERT(!_mesa_need_secondary_color(ctx));
1118          if (ctx->Light.ShadeModel==GL_SMOOTH) {
1119             /* smooth shaded, no texturing, stippled or some raster ops */
1120 #if CHAN_BITS != 8
1121                USE(general_triangle);
1122 #else
1123                USE(smooth_rgba_triangle);
1124 #endif
1125          }
1126          else {
1127             /* flat shaded, no texturing, stippled or some raster ops */
1128 #if CHAN_BITS != 8
1129             USE(general_triangle);
1130 #else
1131             USE(flat_rgba_triangle);
1132 #endif
1133          }
1134       }
1135    }
1136    else if (ctx->RenderMode==GL_FEEDBACK) {
1137       USE(_swrast_feedback_triangle);
1138    }
1139    else {
1140       /* GL_SELECT mode */
1141       USE(_swrast_select_triangle);
1142    }
1143 }