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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/texformat.h"
38 #include "shader/prog_instruction.h"
39
40 #include "s_aatriangle.h"
41 #include "s_context.h"
42 #include "s_feedback.h"
43 #include "s_span.h"
44 #include "s_triangle.h"
45
46
47 /*
48  * Just used for feedback mode.
49  */
50 GLboolean
51 _swrast_culltriangle( GLcontext *ctx,
52                       const SWvertex *v0,
53                       const SWvertex *v1,
54                       const SWvertex *v2 )
55 {
56    GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
57    GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
58    GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
59    GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
60    GLfloat c = ex*fy-ey*fx;
61
62    if (c * SWRAST_CONTEXT(ctx)->_BackfaceCullSign > 0)
63       return 0;
64
65    return 1;
66 }
67
68
69
70 /*
71  * Render a smooth or flat-shaded color index triangle.
72  */
73 #define NAME ci_triangle
74 #define INTERP_Z 1
75 #define INTERP_ATTRIBS 1  /* just for fog */
76 #define INTERP_INDEX 1
77 #define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
78 #include "s_tritemp.h"
79
80
81
82 /*
83  * Render a flat-shaded RGBA triangle.
84  */
85 #define NAME flat_rgba_triangle
86 #define INTERP_Z 1
87 #define SETUP_CODE                              \
88    ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
89    ASSERT(ctx->Light.ShadeModel==GL_FLAT);      \
90    span.interpMask |= SPAN_RGBA;                \
91    span.red = ChanToFixed(v2->color[0]);        \
92    span.green = ChanToFixed(v2->color[1]);      \
93    span.blue = ChanToFixed(v2->color[2]);       \
94    span.alpha = ChanToFixed(v2->color[3]);      \
95    span.redStep = 0;                            \
96    span.greenStep = 0;                          \
97    span.blueStep = 0;                           \
98    span.alphaStep = 0;
99 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
100 #include "s_tritemp.h"
101
102
103
104 /*
105  * Render a smooth-shaded RGBA triangle.
106  */
107 #define NAME smooth_rgba_triangle
108 #define INTERP_Z 1
109 #define INTERP_RGB 1
110 #define INTERP_ALPHA 1
111 #define SETUP_CODE                              \
112    {                                            \
113       /* texturing must be off */               \
114       ASSERT(ctx->Texture._EnabledCoordUnits == 0);     \
115       ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
116    }
117 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
118 #include "s_tritemp.h"
119
120
121
122 /*
123  * Render an RGB, GL_DECAL, textured triangle.
124  * Interpolate S,T only w/out mipmapping or perspective correction.
125  *
126  * No fog.  No depth testing.
127  */
128 #define NAME simple_textured_triangle
129 #define INTERP_INT_TEX 1
130 #define S_SCALE twidth
131 #define T_SCALE theight
132
133 #define SETUP_CODE                                                      \
134    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
135    struct gl_texture_object *obj =                                      \
136       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
137    const GLint b = obj->BaseLevel;                                      \
138    const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;            \
139    const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;          \
140    const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;               \
141    const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;     \
142    const GLint smask = obj->Image[0][b]->Width - 1;                     \
143    const GLint tmask = obj->Image[0][b]->Height - 1;                    \
144    if (!rb || !texture) {                                               \
145       return;                                                           \
146    }
147
148 #define RENDER_SPAN( span )                                             \
149    GLuint i;                                                            \
150    GLchan rgb[MAX_WIDTH][3];                                            \
151    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
152    span.intTex[1] -= FIXED_HALF;                                        \
153    for (i = 0; i < span.end; i++) {                                     \
154       GLint s = FixedToInt(span.intTex[0]) & smask;                     \
155       GLint t = FixedToInt(span.intTex[1]) & tmask;                     \
156       GLint pos = (t << twidth_log2) + s;                               \
157       pos = pos + pos + pos;  /* multiply by 3 */                       \
158       rgb[i][RCOMP] = texture[pos];                                     \
159       rgb[i][GCOMP] = texture[pos+1];                                   \
160       rgb[i][BCOMP] = texture[pos+2];                                   \
161       span.intTex[0] += span.intTexStep[0];                             \
162       span.intTex[1] += span.intTexStep[1];                             \
163    }                                                                    \
164    rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
165
166 #include "s_tritemp.h"
167
168
169
170 /*
171  * Render an RGB, GL_DECAL, textured triangle.
172  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
173  * perspective correction.
174  * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
175  *
176  * No fog.
177  */
178 #define NAME simple_z_textured_triangle
179 #define INTERP_Z 1
180 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
181 #define INTERP_INT_TEX 1
182 #define S_SCALE twidth
183 #define T_SCALE theight
184
185 #define SETUP_CODE                                                      \
186    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
187    struct gl_texture_object *obj =                                      \
188       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
189    const GLint b = obj->BaseLevel;                                      \
190    const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;            \
191    const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;          \
192    const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;               \
193    const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;     \
194    const GLint smask = obj->Image[0][b]->Width - 1;                     \
195    const GLint tmask = obj->Image[0][b]->Height - 1;                    \
196    if (!rb || !texture) {                                               \
197       return;                                                           \
198    }
199
200 #define RENDER_SPAN( span )                                             \
201    GLuint i;                                                            \
202    GLchan rgb[MAX_WIDTH][3];                                            \
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          rgb[i][RCOMP] = texture[pos];                                  \
213          rgb[i][GCOMP] = texture[pos+1];                                \
214          rgb[i][BCOMP] = texture[pos+2];                                \
215          zRow[i] = z;                                                   \
216          span.array->mask[i] = 1;                                       \
217       }                                                                 \
218       else {                                                            \
219          span.array->mask[i] = 0;                                       \
220       }                                                                 \
221       span.intTex[0] += span.intTexStep[0];                             \
222       span.intTex[1] += span.intTexStep[1];                             \
223       span.z += span.zStep;                                             \
224    }                                                                    \
225    rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
226
227 #include "s_tritemp.h"
228
229
230 #if CHAN_TYPE != GL_FLOAT
231
232 struct affine_info
233 {
234    GLenum filter;
235    GLenum format;
236    GLenum envmode;
237    GLint smask, tmask;
238    GLint twidth_log2;
239    const GLchan *texture;
240    GLfixed er, eg, eb, ea;
241    GLint tbytesline, tsize;
242 };
243
244
245 static INLINE GLint
246 ilerp(GLint t, GLint a, GLint b)
247 {
248    return a + ((t * (b - a)) >> FIXED_SHIFT);
249 }
250
251 static INLINE GLint
252 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
253 {
254    const GLint temp0 = ilerp(ia, v00, v10);
255    const GLint temp1 = ilerp(ia, v01, v11);
256    return ilerp(ib, temp0, temp1);
257 }
258
259
260 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
261  * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
262  * texture env modes.
263  */
264 static INLINE void
265 affine_span(GLcontext *ctx, SWspan *span,
266             struct affine_info *info)
267 {
268    GLchan sample[4];  /* the filtered texture sample */
269    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
270
271    /* Instead of defining a function for each mode, a test is done
272     * between the outer and inner loops. This is to reduce code size
273     * and complexity. Observe that an optimizing compiler kills
274     * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
275     */
276
277 #define NEAREST_RGB                     \
278    sample[RCOMP] = tex00[RCOMP];        \
279    sample[GCOMP] = tex00[GCOMP];        \
280    sample[BCOMP] = tex00[BCOMP];        \
281    sample[ACOMP] = CHAN_MAX
282
283 #define LINEAR_RGB                                                      \
284    sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
285    sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
286    sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
287    sample[ACOMP] = CHAN_MAX;
288
289 #define NEAREST_RGBA  COPY_CHAN4(sample, tex00)
290
291 #define LINEAR_RGBA                                                     \
292    sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
293    sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
294    sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
295    sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])
296
297 #define MODULATE                                                          \
298    dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
299    dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
300    dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
301    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
302
303 #define DECAL                                                           \
304    dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +              \
305                ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))    \
306                >> (FIXED_SHIFT + 8);                                    \
307    dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +            \
308                ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))    \
309                >> (FIXED_SHIFT + 8);                                    \
310    dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +             \
311                ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))    \
312                >> (FIXED_SHIFT + 8);                                    \
313    dest[ACOMP] = FixedToInt(span->alpha)
314
315 #define BLEND                                                           \
316    dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red                \
317                + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);  \
318    dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green              \
319                + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);  \
320    dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue               \
321                + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);  \
322    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
323
324 #define REPLACE  COPY_CHAN4(dest, sample)
325
326 #define ADD                                                             \
327    {                                                                    \
328       GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];     \
329       GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];     \
330       GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];     \
331       dest[RCOMP] = MIN2(rSum, CHAN_MAX);                               \
332       dest[GCOMP] = MIN2(gSum, CHAN_MAX);                               \
333       dest[BCOMP] = MIN2(bSum, CHAN_MAX);                               \
334       dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
335   }
336
337 /* shortcuts */
338
339 #define NEAREST_RGB_REPLACE             \
340    NEAREST_RGB;                         \
341    dest[0] = sample[0];                 \
342    dest[1] = sample[1];                 \
343    dest[2] = sample[2];                 \
344    dest[3] = FixedToInt(span->alpha);
345
346 #define NEAREST_RGBA_REPLACE  COPY_CHAN4(dest, tex00)
347
348 #define SPAN_NEAREST(DO_TEX, COMPS)                                     \
349         for (i = 0; i < span->end; i++) {                               \
350            /* Isn't it necessary to use FixedFloor below?? */           \
351            GLint s = FixedToInt(span->intTex[0]) & info->smask;         \
352            GLint t = FixedToInt(span->intTex[1]) & info->tmask;         \
353            GLint pos = (t << info->twidth_log2) + s;                    \
354            const GLchan *tex00 = info->texture + COMPS * pos;           \
355            DO_TEX;                                                      \
356            span->red += span->redStep;                                  \
357            span->green += span->greenStep;                              \
358            span->blue += span->blueStep;                                \
359            span->alpha += span->alphaStep;                              \
360            span->intTex[0] += span->intTexStep[0];                      \
361            span->intTex[1] += span->intTexStep[1];                      \
362            dest += 4;                                                   \
363         }
364
365 #define SPAN_LINEAR(DO_TEX, COMPS)                                      \
366         for (i = 0; i < span->end; i++) {                               \
367            /* Isn't it necessary to use FixedFloor below?? */           \
368            const GLint s = FixedToInt(span->intTex[0]) & info->smask;   \
369            const GLint t = FixedToInt(span->intTex[1]) & info->tmask;   \
370            const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;        \
371            const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;        \
372            const GLint pos = (t << info->twidth_log2) + s;              \
373            const GLchan *tex00 = info->texture + COMPS * pos;           \
374            const GLchan *tex10 = tex00 + info->tbytesline;              \
375            const GLchan *tex01 = tex00 + COMPS;                         \
376            const GLchan *tex11 = tex10 + COMPS;                         \
377            if (t == info->tmask) {                                      \
378               tex10 -= info->tsize;                                     \
379               tex11 -= info->tsize;                                     \
380            }                                                            \
381            if (s == info->smask) {                                      \
382               tex01 -= info->tbytesline;                                \
383               tex11 -= info->tbytesline;                                \
384            }                                                            \
385            DO_TEX;                                                      \
386            span->red += span->redStep;                                  \
387            span->green += span->greenStep;                              \
388            span->blue += span->blueStep;                                \
389            span->alpha += span->alphaStep;                              \
390            span->intTex[0] += span->intTexStep[0];                      \
391            span->intTex[1] += span->intTexStep[1];                      \
392            dest += 4;                                                   \
393         }
394
395
396    GLuint i;
397    GLchan *dest = span->array->rgba[0];
398
399    /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
400    ctx->Texture._EnabledCoordUnits = 0x0;
401
402    span->intTex[0] -= FIXED_HALF;
403    span->intTex[1] -= FIXED_HALF;
404    switch (info->filter) {
405    case GL_NEAREST:
406       switch (info->format) {
407       case GL_RGB:
408          switch (info->envmode) {
409          case GL_MODULATE:
410             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
411             break;
412          case GL_DECAL:
413          case GL_REPLACE:
414             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
415             break;
416          case GL_BLEND:
417             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
418             break;
419          case GL_ADD:
420             SPAN_NEAREST(NEAREST_RGB;ADD,3);
421             break;
422          default:
423             _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
424             return;
425          }
426          break;
427       case GL_RGBA:
428          switch(info->envmode) {
429          case GL_MODULATE:
430             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
431             break;
432          case GL_DECAL:
433             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
434             break;
435          case GL_BLEND:
436             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
437             break;
438          case GL_ADD:
439             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
440             break;
441          case GL_REPLACE:
442             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
443             break;
444          default:
445             _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
446             return;
447          }
448          break;
449       }
450       break;
451
452    case GL_LINEAR:
453       span->intTex[0] -= FIXED_HALF;
454       span->intTex[1] -= FIXED_HALF;
455       switch (info->format) {
456       case GL_RGB:
457          switch (info->envmode) {
458          case GL_MODULATE:
459             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
460             break;
461          case GL_DECAL:
462          case GL_REPLACE:
463             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
464             break;
465          case GL_BLEND:
466             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
467             break;
468          case GL_ADD:
469             SPAN_LINEAR(LINEAR_RGB;ADD,3);
470             break;
471          default:
472             _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
473             return;
474          }
475          break;
476       case GL_RGBA:
477          switch (info->envmode) {
478          case GL_MODULATE:
479             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
480             break;
481          case GL_DECAL:
482             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
483             break;
484          case GL_BLEND:
485             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
486             break;
487          case GL_ADD:
488             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
489             break;
490          case GL_REPLACE:
491             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
492             break;
493          default:
494             _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
495             return;
496          }
497          break;
498       }
499       break;
500    }
501    span->interpMask &= ~SPAN_RGBA;
502    ASSERT(span->arrayMask & SPAN_RGBA);
503
504    _swrast_write_rgba_span(ctx, span);
505
506    /* re-enable texture units */
507    ctx->Texture._EnabledCoordUnits = texEnableSave;
508
509 #undef SPAN_NEAREST
510 #undef SPAN_LINEAR
511 }
512
513
514
515 /*
516  * Render an RGB/RGBA textured triangle without perspective correction.
517  */
518 #define NAME affine_textured_triangle
519 #define INTERP_Z 1
520 #define INTERP_RGB 1
521 #define INTERP_ALPHA 1
522 #define INTERP_INT_TEX 1
523 #define S_SCALE twidth
524 #define T_SCALE theight
525
526 #define SETUP_CODE                                                      \
527    struct affine_info info;                                             \
528    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                  \
529    struct gl_texture_object *obj =                                      \
530       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
531    const GLint b = obj->BaseLevel;                                      \
532    const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;            \
533    const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;          \
534    info.texture = (const GLchan *) obj->Image[0][b]->Data;              \
535    info.twidth_log2 = obj->Image[0][b]->WidthLog2;                      \
536    info.smask = obj->Image[0][b]->Width - 1;                            \
537    info.tmask = obj->Image[0][b]->Height - 1;                           \
538    info.format = obj->Image[0][b]->_BaseFormat;                         \
539    info.filter = obj->MinFilter;                                        \
540    info.envmode = unit->EnvMode;                                        \
541    span.arrayMask |= SPAN_RGBA;                                         \
542                                                                         \
543    if (info.envmode == GL_BLEND) {                                      \
544       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
545       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
546       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
547       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
548       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
549    }                                                                    \
550    if (!info.texture) {                                                 \
551       /* this shouldn't happen */                                       \
552       return;                                                           \
553    }                                                                    \
554                                                                         \
555    switch (info.format) {                                               \
556    case GL_ALPHA:                                                       \
557    case GL_LUMINANCE:                                                   \
558    case GL_INTENSITY:                                                   \
559       info.tbytesline = obj->Image[0][b]->Width;                        \
560       break;                                                            \
561    case GL_LUMINANCE_ALPHA:                                             \
562       info.tbytesline = obj->Image[0][b]->Width * 2;                    \
563       break;                                                            \
564    case GL_RGB:                                                         \
565       info.tbytesline = obj->Image[0][b]->Width * 3;                    \
566       break;                                                            \
567    case GL_RGBA:                                                        \
568       info.tbytesline = obj->Image[0][b]->Width * 4;                    \
569       break;                                                            \
570    default:                                                             \
571       _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
572       return;                                                           \
573    }                                                                    \
574    info.tsize = obj->Image[0][b]->Height * info.tbytesline;
575
576 #define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
577
578 #include "s_tritemp.h"
579
580
581
582 struct persp_info
583 {
584    GLenum filter;
585    GLenum format;
586    GLenum envmode;
587    GLint smask, tmask;
588    GLint twidth_log2;
589    const GLchan *texture;
590    GLfixed er, eg, eb, ea;   /* texture env color */
591    GLint tbytesline, tsize;
592 };
593
594
595 static INLINE void
596 fast_persp_span(GLcontext *ctx, SWspan *span,
597                 struct persp_info *info)
598 {
599    GLchan sample[4];  /* the filtered texture sample */
600
601   /* Instead of defining a function for each mode, a test is done
602    * between the outer and inner loops. This is to reduce code size
603    * and complexity. Observe that an optimizing compiler kills
604    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
605    */
606 #define SPAN_NEAREST(DO_TEX,COMP)                                       \
607         for (i = 0; i < span->end; i++) {                               \
608            GLdouble invQ = tex_coord[2] ?                               \
609                                  (1.0 / tex_coord[2]) : 1.0;            \
610            GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);             \
611            GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);             \
612            GLint s = IFLOOR(s_tmp) & info->smask;                       \
613            GLint t = IFLOOR(t_tmp) & info->tmask;                       \
614            GLint pos = (t << info->twidth_log2) + s;                    \
615            const GLchan *tex00 = info->texture + COMP * pos;            \
616            DO_TEX;                                                      \
617            span->red += span->redStep;                                  \
618            span->green += span->greenStep;                              \
619            span->blue += span->blueStep;                                \
620            span->alpha += span->alphaStep;                              \
621            tex_coord[0] += tex_step[0];                                 \
622            tex_coord[1] += tex_step[1];                                 \
623            tex_coord[2] += tex_step[2];                                 \
624            dest += 4;                                                   \
625         }
626
627 #define SPAN_LINEAR(DO_TEX,COMP)                                        \
628         for (i = 0; i < span->end; i++) {                               \
629            GLdouble invQ = tex_coord[2] ?                               \
630                                  (1.0 / tex_coord[2]) : 1.0;            \
631            const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);       \
632            const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);       \
633            const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;      \
634            const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
635            const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
636            const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
637            const GLfixed sf = s_fix & FIXED_FRAC_MASK;                  \
638            const GLfixed tf = t_fix & FIXED_FRAC_MASK;                  \
639            const GLint pos = (t << info->twidth_log2) + s;              \
640            const GLchan *tex00 = info->texture + COMP * pos;            \
641            const GLchan *tex10 = tex00 + info->tbytesline;              \
642            const GLchan *tex01 = tex00 + COMP;                          \
643            const GLchan *tex11 = tex10 + COMP;                          \
644            if (t == info->tmask) {                                      \
645               tex10 -= info->tsize;                                     \
646               tex11 -= info->tsize;                                     \
647            }                                                            \
648            if (s == info->smask) {                                      \
649               tex01 -= info->tbytesline;                                \
650               tex11 -= info->tbytesline;                                \
651            }                                                            \
652            DO_TEX;                                                      \
653            span->red   += span->redStep;                                \
654            span->green += span->greenStep;                              \
655            span->blue  += span->blueStep;                               \
656            span->alpha += span->alphaStep;                              \
657            tex_coord[0] += tex_step[0];                                 \
658            tex_coord[1] += tex_step[1];                                 \
659            tex_coord[2] += tex_step[2];                                 \
660            dest += 4;                                                   \
661         }
662
663    GLuint i;
664    GLfloat tex_coord[3], tex_step[3];
665    GLchan *dest = span->array->rgba[0];
666
667    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
668    ctx->Texture._EnabledCoordUnits = 0;
669
670    tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
671    tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
672    tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
673    tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
674    /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
675    tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
676    tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
677
678    switch (info->filter) {
679    case GL_NEAREST:
680       switch (info->format) {
681       case GL_RGB:
682          switch (info->envmode) {
683          case GL_MODULATE:
684             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
685             break;
686          case GL_DECAL:
687          case GL_REPLACE:
688             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
689             break;
690          case GL_BLEND:
691             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
692             break;
693          case GL_ADD:
694             SPAN_NEAREST(NEAREST_RGB;ADD,3);
695             break;
696          default:
697             _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
698             return;
699          }
700          break;
701       case GL_RGBA:
702          switch(info->envmode) {
703          case GL_MODULATE:
704             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
705             break;
706          case GL_DECAL:
707             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
708             break;
709          case GL_BLEND:
710             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
711             break;
712          case GL_ADD:
713             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
714             break;
715          case GL_REPLACE:
716             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
717             break;
718          default:
719             _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
720             return;
721          }
722          break;
723       }
724       break;
725
726    case GL_LINEAR:
727       switch (info->format) {
728       case GL_RGB:
729          switch (info->envmode) {
730          case GL_MODULATE:
731             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
732             break;
733          case GL_DECAL:
734          case GL_REPLACE:
735             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
736             break;
737          case GL_BLEND:
738             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
739             break;
740          case GL_ADD:
741             SPAN_LINEAR(LINEAR_RGB;ADD,3);
742             break;
743          default:
744             _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
745             return;
746          }
747          break;
748       case GL_RGBA:
749          switch (info->envmode) {
750          case GL_MODULATE:
751             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
752             break;
753          case GL_DECAL:
754             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
755             break;
756          case GL_BLEND:
757             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
758             break;
759          case GL_ADD:
760             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
761             break;
762          case GL_REPLACE:
763             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
764             break;
765          default:
766             _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
767             return;
768          }
769          break;
770       }
771       break;
772    }
773    
774    ASSERT(span->arrayMask & SPAN_RGBA);
775    _swrast_write_rgba_span(ctx, span);
776
777 #undef SPAN_NEAREST
778 #undef SPAN_LINEAR
779
780    /* restore state */
781    ctx->Texture._EnabledCoordUnits = texEnableSave;
782 }
783
784
785 /*
786  * Render an perspective corrected RGB/RGBA textured triangle.
787  * The Q (aka V in Mesa) coordinate must be zero such that the divide
788  * by interpolated Q/W comes out right.
789  *
790  */
791 #define NAME persp_textured_triangle
792 #define INTERP_Z 1
793 #define INTERP_RGB 1
794 #define INTERP_ALPHA 1
795 #define INTERP_ATTRIBS 1
796
797 #define SETUP_CODE                                                      \
798    struct persp_info info;                                              \
799    const struct gl_texture_unit *unit = ctx->Texture.Unit+0;            \
800    struct gl_texture_object *obj =                                      \
801       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
802    const GLint b = obj->BaseLevel;                                      \
803    info.texture = (const GLchan *) obj->Image[0][b]->Data;              \
804    info.twidth_log2 = obj->Image[0][b]->WidthLog2;                      \
805    info.smask = obj->Image[0][b]->Width - 1;                            \
806    info.tmask = obj->Image[0][b]->Height - 1;                           \
807    info.format = obj->Image[0][b]->_BaseFormat;                         \
808    info.filter = obj->MinFilter;                                        \
809    info.envmode = unit->EnvMode;                                        \
810                                                                         \
811    if (info.envmode == GL_BLEND) {                                      \
812       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
813       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
814       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
815       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
816       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
817    }                                                                    \
818    if (!info.texture) {                                                 \
819       /* this shouldn't happen */                                       \
820       return;                                                           \
821    }                                                                    \
822                                                                         \
823    switch (info.format) {                                               \
824    case GL_ALPHA:                                                       \
825    case GL_LUMINANCE:                                                   \
826    case GL_INTENSITY:                                                   \
827       info.tbytesline = obj->Image[0][b]->Width;                        \
828       break;                                                            \
829    case GL_LUMINANCE_ALPHA:                                             \
830       info.tbytesline = obj->Image[0][b]->Width * 2;                    \
831       break;                                                            \
832    case GL_RGB:                                                         \
833       info.tbytesline = obj->Image[0][b]->Width * 3;                    \
834       break;                                                            \
835    case GL_RGBA:                                                        \
836       info.tbytesline = obj->Image[0][b]->Width * 4;                    \
837       break;                                                            \
838    default:                                                             \
839       _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
840       return;                                                           \
841    }                                                                    \
842    info.tsize = obj->Image[0][b]->Height * info.tbytesline;
843
844 #define RENDER_SPAN( span )                     \
845    span.interpMask &= ~SPAN_RGBA;               \
846    span.arrayMask |= SPAN_RGBA;                 \
847    fast_persp_span(ctx, &span, &info);
848
849 #include "s_tritemp.h"
850
851 #endif /*CHAN_TYPE != GL_FLOAT*/
852
853
854
855 /*
856  * Render an RGBA triangle with arbitrary attributes.
857  */
858 #define NAME general_triangle
859 #define INTERP_Z 1
860 #define INTERP_RGB 1
861 #define INTERP_ALPHA 1
862 #define INTERP_ATTRIBS 1
863 #define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
864 #include "s_tritemp.h"
865
866
867
868
869 /*
870  * Special tri function for occlusion testing
871  */
872 #define NAME occlusion_zless_triangle
873 #define INTERP_Z 1
874 #define SETUP_CODE                                                      \
875    struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;          \
876    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;       \
877    ASSERT(ctx->Depth.Test);                                             \
878    ASSERT(!ctx->Depth.Mask);                                            \
879    ASSERT(ctx->Depth.Func == GL_LESS);                                  \
880    if (!q) {                                                            \
881       return;                                                           \
882    }
883 #define RENDER_SPAN( span )                                             \
884    if (rb->DepthBits <= 16) {                                           \
885       GLuint i;                                                         \
886       const GLushort *zRow = (const GLushort *)                         \
887          rb->GetPointer(ctx, rb, span.x, span.y);                       \
888       for (i = 0; i < span.end; i++) {                                  \
889          GLuint z = FixedToDepth(span.z);                               \
890          if (z < zRow[i]) {                                             \
891             q->Result++;                                                \
892          }                                                              \
893          span.z += span.zStep;                                          \
894       }                                                                 \
895    }                                                                    \
896    else {                                                               \
897       GLuint i;                                                         \
898       const GLuint *zRow = (const GLuint *)                             \
899          rb->GetPointer(ctx, rb, span.x, span.y);                       \
900       for (i = 0; i < span.end; i++) {                                  \
901          if ((GLuint)span.z < zRow[i]) {                                \
902             q->Result++;                                                \
903          }                                                              \
904          span.z += span.zStep;                                          \
905       }                                                                 \
906    }
907 #include "s_tritemp.h"
908
909
910
911 static void
912 nodraw_triangle( GLcontext *ctx,
913                  const SWvertex *v0,
914                  const SWvertex *v1,
915                  const SWvertex *v2 )
916 {
917    (void) (ctx && v0 && v1 && v2);
918 }
919
920
921 /*
922  * This is used when separate specular color is enabled, but not
923  * texturing.  We add the specular color to the primary color,
924  * draw the triangle, then restore the original primary color.
925  * Inefficient, but seldom needed.
926  */
927 void
928 _swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
929                                 const SWvertex *v1, const SWvertex *v2)
930 {
931    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
932    SWvertex *ncv1 = (SWvertex *)v1;
933    SWvertex *ncv2 = (SWvertex *)v2;
934    GLfloat rSum, gSum, bSum;
935    GLchan cSave[3][4];
936
937    /* save original colors */
938    COPY_CHAN4( cSave[0], ncv0->color );
939    COPY_CHAN4( cSave[1], ncv1->color );
940    COPY_CHAN4( cSave[2], ncv2->color );
941    /* sum v0 */
942    rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
943    gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
944    bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
945    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
946    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
947    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
948    /* sum v1 */
949    rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
950    gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
951    bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
952    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
953    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
954    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
955    /* sum v2 */
956    rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
957    gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
958    bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
959    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
960    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
961    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
962    /* draw */
963    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
964    /* restore original colors */
965    COPY_CHAN4( ncv0->color, cSave[0] );
966    COPY_CHAN4( ncv1->color, cSave[1] );
967    COPY_CHAN4( ncv2->color, cSave[2] );
968 }
969
970
971
972 #ifdef DEBUG
973
974 /* record the current triangle function name */
975 const char *_mesa_triFuncName = NULL;
976
977 #define USE(triFunc)                            \
978 do {                                            \
979     _mesa_triFuncName = #triFunc;               \
980     /*printf("%s\n", _mesa_triFuncName);*/      \
981     swrast->Triangle = triFunc;                 \
982 } while (0)
983
984 #else
985
986 #define USE(triFunc)  swrast->Triangle = triFunc;
987
988 #endif
989
990
991
992
993 /*
994  * Determine which triangle rendering function to use given the current
995  * rendering context.
996  *
997  * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
998  * remove tests to this code.
999  */
1000 void
1001 _swrast_choose_triangle( GLcontext *ctx )
1002 {
1003    SWcontext *swrast = SWRAST_CONTEXT(ctx);
1004    const GLboolean rgbmode = ctx->Visual.rgbMode;
1005
1006    if (ctx->Polygon.CullFlag &&
1007        ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1008       USE(nodraw_triangle);
1009       return;
1010    }
1011
1012    if (ctx->RenderMode==GL_RENDER) {
1013
1014       if (ctx->Polygon.SmoothFlag) {
1015          _swrast_set_aa_triangle_function(ctx);
1016          ASSERT(swrast->Triangle);
1017          return;
1018       }
1019
1020       /* special case for occlusion testing */
1021       if (ctx->Query.CurrentOcclusionObject &&
1022           ctx->Depth.Test &&
1023           ctx->Depth.Mask == GL_FALSE &&
1024           ctx->Depth.Func == GL_LESS &&
1025           !ctx->Stencil._Enabled) {
1026          if ((rgbmode &&
1027               ctx->Color.ColorMask[0] == 0 &&
1028               ctx->Color.ColorMask[1] == 0 &&
1029               ctx->Color.ColorMask[2] == 0 &&
1030               ctx->Color.ColorMask[3] == 0)
1031              ||
1032              (!rgbmode && ctx->Color.IndexMask == 0)) {
1033             USE(occlusion_zless_triangle);
1034             return;
1035          }
1036       }
1037
1038       if (!rgbmode) {
1039          USE(ci_triangle);
1040          return;
1041       }
1042
1043       /*
1044        * XXX should examine swrast->_ActiveAttribMask to determine what
1045        * needs to be interpolated.
1046        */
1047       if (ctx->Texture._EnabledCoordUnits ||
1048           ctx->FragmentProgram._Current ||
1049           ctx->ATIFragmentShader._Enabled ||
1050           NEED_SECONDARY_COLOR(ctx) ||
1051           swrast->_FogEnabled) {
1052          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1053          const struct gl_texture_object *texObj2D;
1054          const struct gl_texture_image *texImg;
1055          GLenum minFilter, magFilter, envMode;
1056          GLint format;
1057          texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1058
1059          texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1060          format = texImg ? texImg->TexFormat->MesaFormat : -1;
1061          minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1062          magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1063          envMode = ctx->Texture.Unit[0].EnvMode;
1064
1065          /* First see if we can use an optimized 2-D texture function */
1066          if (ctx->Texture._EnabledCoordUnits == 0x1
1067              && !ctx->FragmentProgram._Current
1068              && !ctx->ATIFragmentShader._Enabled
1069              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1070              && texObj2D->WrapS == GL_REPEAT
1071              && texObj2D->WrapT == GL_REPEAT
1072              && texObj2D->_Swizzle == SWIZZLE_NOOP
1073              && texImg->_IsPowerOfTwo
1074              && texImg->Border == 0
1075              && texImg->Width == texImg->RowStride
1076              && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1077              && minFilter == magFilter
1078              && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1079              && !swrast->_FogEnabled
1080              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1081              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1082             if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1083                if (minFilter == GL_NEAREST
1084                    && format == MESA_FORMAT_RGB
1085                    && (envMode == GL_REPLACE || envMode == GL_DECAL)
1086                    && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1087                         && ctx->Depth.Func == GL_LESS
1088                         && ctx->Depth.Mask == GL_TRUE)
1089                        || swrast->_RasterMask == TEXTURE_BIT)
1090                    && ctx->Polygon.StippleFlag == GL_FALSE
1091                    && ctx->DrawBuffer->Visual.depthBits <= 16) {
1092                   if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1093                      USE(simple_z_textured_triangle);
1094                   }
1095                   else {
1096                      USE(simple_textured_triangle);
1097                   }
1098                }
1099                else {
1100 #if CHAN_BITS != 8
1101                   USE(general_triangle);
1102 #else
1103                   USE(affine_textured_triangle);
1104 #endif
1105                }
1106             }
1107             else {
1108 #if CHAN_BITS != 8
1109                USE(general_triangle);
1110 #else
1111                USE(persp_textured_triangle);
1112 #endif
1113             }
1114          }
1115          else {
1116             /* general case textured triangles */
1117             USE(general_triangle);
1118          }
1119       }
1120       else {
1121          ASSERT(!swrast->_FogEnabled);
1122          ASSERT(!NEED_SECONDARY_COLOR(ctx));
1123          if (ctx->Light.ShadeModel==GL_SMOOTH) {
1124             /* smooth shaded, no texturing, stippled or some raster ops */
1125 #if CHAN_BITS != 8
1126                USE(general_triangle);
1127 #else
1128                USE(smooth_rgba_triangle);
1129 #endif
1130          }
1131          else {
1132             /* flat shaded, no texturing, stippled or some raster ops */
1133 #if CHAN_BITS != 8
1134             USE(general_triangle);
1135 #else
1136             USE(flat_rgba_triangle);
1137 #endif
1138          }
1139       }
1140    }
1141    else if (ctx->RenderMode==GL_FEEDBACK) {
1142       USE(_swrast_feedback_triangle);
1143    }
1144    else {
1145       /* GL_SELECT mode */
1146       USE(_swrast_select_triangle);
1147    }
1148 }