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[android-x86/external-mesa.git] / src / mesa / swrast / s_triangle.c
1 /*
2  * Mesa 3-D graphics library
3  * Version:  7.3
4  *
5  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23  */
24
25
26 /*
27  * When the device driver doesn't implement triangle rasterization it
28  * can hook in _swrast_Triangle, which eventually calls one of these
29  * functions to draw triangles.
30  */
31
32 #include "main/glheader.h"
33 #include "main/context.h"
34 #include "main/colormac.h"
35 #include "main/imports.h"
36 #include "main/macros.h"
37 #include "main/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  * Test if a triangle should be culled.  Used for feedback and selection mode.
49  * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
50  */
51 GLboolean
52 _swrast_culltriangle( GLcontext *ctx,
53                       const SWvertex *v0,
54                       const SWvertex *v1,
55                       const SWvertex *v2 )
56 {
57    SWcontext *swrast = SWRAST_CONTEXT(ctx);
58    GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
59    GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
60    GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
61    GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
62    GLfloat c = ex*fy-ey*fx;
63
64    if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
65       return GL_FALSE;
66
67    return GL_TRUE;
68 }
69
70
71
72 /*
73  * Render a smooth or flat-shaded color index triangle.
74  */
75 #define NAME ci_triangle
76 #define INTERP_Z 1
77 #define INTERP_ATTRIBS 1  /* just for fog */
78 #define INTERP_INDEX 1
79 #define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
80 #include "s_tritemp.h"
81
82
83
84 /*
85  * Render a flat-shaded RGBA triangle.
86  */
87 #define NAME flat_rgba_triangle
88 #define INTERP_Z 1
89 #define SETUP_CODE                              \
90    ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
91    ASSERT(ctx->Light.ShadeModel==GL_FLAT);      \
92    span.interpMask |= SPAN_RGBA;                \
93    span.red = ChanToFixed(v2->color[0]);        \
94    span.green = ChanToFixed(v2->color[1]);      \
95    span.blue = ChanToFixed(v2->color[2]);       \
96    span.alpha = ChanToFixed(v2->color[3]);      \
97    span.redStep = 0;                            \
98    span.greenStep = 0;                          \
99    span.blueStep = 0;                           \
100    span.alphaStep = 0;
101 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
102 #include "s_tritemp.h"
103
104
105
106 /*
107  * Render a smooth-shaded RGBA triangle.
108  */
109 #define NAME smooth_rgba_triangle
110 #define INTERP_Z 1
111 #define INTERP_RGB 1
112 #define INTERP_ALPHA 1
113 #define SETUP_CODE                              \
114    {                                            \
115       /* texturing must be off */               \
116       ASSERT(ctx->Texture._EnabledCoordUnits == 0);     \
117       ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
118    }
119 #define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
120 #include "s_tritemp.h"
121
122
123
124 /*
125  * Render an RGB, GL_DECAL, textured triangle.
126  * Interpolate S,T only w/out mipmapping or perspective correction.
127  *
128  * No fog.  No depth testing.
129  */
130 #define NAME simple_textured_triangle
131 #define INTERP_INT_TEX 1
132 #define S_SCALE twidth
133 #define T_SCALE theight
134
135 #define SETUP_CODE                                                      \
136    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
137    const struct gl_texture_object *obj =                                \
138       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
139    const struct gl_texture_image *texImg =                              \
140       obj->Image[0][obj->BaseLevel];                                    \
141    const GLfloat twidth = (GLfloat) texImg->Width;                      \
142    const GLfloat theight = (GLfloat) texImg->Height;                    \
143    const GLint twidth_log2 = texImg->WidthLog2;                         \
144    const GLubyte *texture = (const GLubyte *) texImg->Data;             \
145    const GLint smask = texImg->Width - 1;                               \
146    const GLint tmask = texImg->Height - 1;                              \
147    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                     \
148    if (!rb || !texture) {                                               \
149       return;                                                           \
150    }
151
152 #define RENDER_SPAN( span )                                             \
153    GLuint i;                                                            \
154    GLubyte rgb[MAX_WIDTH][3];                                           \
155    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
156    span.intTex[1] -= FIXED_HALF;                                        \
157    for (i = 0; i < span.end; i++) {                                     \
158       GLint s = FixedToInt(span.intTex[0]) & smask;                     \
159       GLint t = FixedToInt(span.intTex[1]) & tmask;                     \
160       GLint pos = (t << twidth_log2) + s;                               \
161       pos = pos + pos + pos;  /* multiply by 3 */                       \
162       rgb[i][RCOMP] = texture[pos+2];                                   \
163       rgb[i][GCOMP] = texture[pos+1];                                   \
164       rgb[i][BCOMP] = texture[pos+0];                                   \
165       span.intTex[0] += span.intTexStep[0];                             \
166       span.intTex[1] += span.intTexStep[1];                             \
167    }                                                                    \
168    rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
169
170 #include "s_tritemp.h"
171
172
173
174 /*
175  * Render an RGB, GL_DECAL, textured triangle.
176  * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
177  * perspective correction.
178  * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
179  *
180  * No fog.
181  */
182 #define NAME simple_z_textured_triangle
183 #define INTERP_Z 1
184 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
185 #define INTERP_INT_TEX 1
186 #define S_SCALE twidth
187 #define T_SCALE theight
188
189 #define SETUP_CODE                                                      \
190    struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];  \
191    const struct gl_texture_object *obj =                                \
192       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
193    const struct gl_texture_image *texImg =                              \
194        obj->Image[0][obj->BaseLevel];                                   \
195    const GLfloat twidth = (GLfloat) texImg->Width;                      \
196    const GLfloat theight = (GLfloat) texImg->Height;                    \
197    const GLint twidth_log2 = texImg->WidthLog2;                         \
198    const GLubyte *texture = (const GLubyte *) texImg->Data;             \
199    const GLint smask = texImg->Width - 1;                               \
200    const GLint tmask = texImg->Height - 1;                              \
201    ASSERT(texImg->TexFormat == MESA_FORMAT_RGB888);                     \
202    if (!rb || !texture) {                                               \
203       return;                                                           \
204    }
205
206 #define RENDER_SPAN( span )                                             \
207    GLuint i;                                                            \
208    GLubyte rgb[MAX_WIDTH][3];                                           \
209    span.intTex[0] -= FIXED_HALF; /* off-by-one error? */                \
210    span.intTex[1] -= FIXED_HALF;                                        \
211    for (i = 0; i < span.end; i++) {                                     \
212       const GLuint z = FixedToDepth(span.z);                            \
213       if (z < zRow[i]) {                                                \
214          GLint s = FixedToInt(span.intTex[0]) & smask;                  \
215          GLint t = FixedToInt(span.intTex[1]) & tmask;                  \
216          GLint pos = (t << twidth_log2) + s;                            \
217          pos = pos + pos + pos;  /* multiply by 3 */                    \
218          rgb[i][RCOMP] = texture[pos+2];                                \
219          rgb[i][GCOMP] = texture[pos+1];                                \
220          rgb[i][BCOMP] = texture[pos+0];                                \
221          zRow[i] = z;                                                   \
222          span.array->mask[i] = 1;                                       \
223       }                                                                 \
224       else {                                                            \
225          span.array->mask[i] = 0;                                       \
226       }                                                                 \
227       span.intTex[0] += span.intTexStep[0];                             \
228       span.intTex[1] += span.intTexStep[1];                             \
229       span.z += span.zStep;                                             \
230    }                                                                    \
231    rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
232
233 #include "s_tritemp.h"
234
235
236 #if CHAN_TYPE != GL_FLOAT
237
238 struct affine_info
239 {
240    GLenum filter;
241    GLenum format;
242    GLenum envmode;
243    GLint smask, tmask;
244    GLint twidth_log2;
245    const GLchan *texture;
246    GLfixed er, eg, eb, ea;
247    GLint tbytesline, tsize;
248 };
249
250
251 static INLINE GLint
252 ilerp(GLint t, GLint a, GLint b)
253 {
254    return a + ((t * (b - a)) >> FIXED_SHIFT);
255 }
256
257 static INLINE GLint
258 ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
259 {
260    const GLint temp0 = ilerp(ia, v00, v10);
261    const GLint temp1 = ilerp(ia, v01, v11);
262    return ilerp(ib, temp0, temp1);
263 }
264
265
266 /* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
267  * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
268  * texture env modes.
269  */
270 static INLINE void
271 affine_span(GLcontext *ctx, SWspan *span,
272             struct affine_info *info)
273 {
274    GLchan sample[4];  /* the filtered texture sample */
275    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
276
277    /* Instead of defining a function for each mode, a test is done
278     * between the outer and inner loops. This is to reduce code size
279     * and complexity. Observe that an optimizing compiler kills
280     * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
281     */
282
283 #define NEAREST_RGB             \
284    sample[RCOMP] = tex00[2];    \
285    sample[GCOMP] = tex00[1];    \
286    sample[BCOMP] = tex00[0];    \
287    sample[ACOMP] = CHAN_MAX;
288
289 #define LINEAR_RGB                                                      \
290    sample[RCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
291    sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
292    sample[BCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
293    sample[ACOMP] = CHAN_MAX;
294
295 #define NEAREST_RGBA  \
296    sample[RCOMP] = tex00[3];    \
297    sample[GCOMP] = tex00[2];    \
298    sample[BCOMP] = tex00[1];    \
299    sample[ACOMP] = tex00[0];
300
301 #define LINEAR_RGBA                                                     \
302    sample[RCOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3]);\
303    sample[GCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
304    sample[BCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
305    sample[ACOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0])
306
307 #define MODULATE                                                          \
308    dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
309    dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
310    dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
311    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
312
313 #define DECAL                                                           \
314    dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +              \
315                ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))    \
316                >> (FIXED_SHIFT + 8);                                    \
317    dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +            \
318                ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))    \
319                >> (FIXED_SHIFT + 8);                                    \
320    dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +             \
321                ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))    \
322                >> (FIXED_SHIFT + 8);                                    \
323    dest[ACOMP] = FixedToInt(span->alpha)
324
325 #define BLEND                                                           \
326    dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red                \
327                + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);  \
328    dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green              \
329                + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);  \
330    dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue               \
331                + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);  \
332    dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
333
334 #define REPLACE  COPY_CHAN4(dest, sample)
335
336 #define ADD                                                             \
337    {                                                                    \
338       GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];     \
339       GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];     \
340       GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];     \
341       dest[RCOMP] = MIN2(rSum, CHAN_MAX);                               \
342       dest[GCOMP] = MIN2(gSum, CHAN_MAX);                               \
343       dest[BCOMP] = MIN2(bSum, CHAN_MAX);                               \
344       dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
345   }
346
347 /* shortcuts */
348
349 #define NEAREST_RGB_REPLACE             \
350    NEAREST_RGB;                         \
351    dest[0] = sample[0];                 \
352    dest[1] = sample[1];                 \
353    dest[2] = sample[2];                 \
354    dest[3] = FixedToInt(span->alpha);
355
356 #define NEAREST_RGBA_REPLACE  \
357    dest[RCOMP] = tex00[3]; \
358    dest[GCOMP] = tex00[2]; \
359    dest[BCOMP] = tex00[1]; \
360    dest[ACOMP] = tex00[0]
361
362 #define SPAN_NEAREST(DO_TEX, COMPS)                                     \
363         for (i = 0; i < span->end; i++) {                               \
364            /* Isn't it necessary to use FixedFloor below?? */           \
365            GLint s = FixedToInt(span->intTex[0]) & info->smask;         \
366            GLint t = FixedToInt(span->intTex[1]) & info->tmask;         \
367            GLint pos = (t << info->twidth_log2) + s;                    \
368            const GLchan *tex00 = info->texture + COMPS * pos;           \
369            DO_TEX;                                                      \
370            span->red += span->redStep;                                  \
371            span->green += span->greenStep;                              \
372            span->blue += span->blueStep;                                \
373            span->alpha += span->alphaStep;                              \
374            span->intTex[0] += span->intTexStep[0];                      \
375            span->intTex[1] += span->intTexStep[1];                      \
376            dest += 4;                                                   \
377         }
378
379 #define SPAN_LINEAR(DO_TEX, COMPS)                                      \
380         for (i = 0; i < span->end; i++) {                               \
381            /* Isn't it necessary to use FixedFloor below?? */           \
382            const GLint s = FixedToInt(span->intTex[0]) & info->smask;   \
383            const GLint t = FixedToInt(span->intTex[1]) & info->tmask;   \
384            const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;        \
385            const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;        \
386            const GLint pos = (t << info->twidth_log2) + s;              \
387            const GLchan *tex00 = info->texture + COMPS * pos;           \
388            const GLchan *tex10 = tex00 + info->tbytesline;              \
389            const GLchan *tex01 = tex00 + COMPS;                         \
390            const GLchan *tex11 = tex10 + COMPS;                         \
391            if (t == info->tmask) {                                      \
392               tex10 -= info->tsize;                                     \
393               tex11 -= info->tsize;                                     \
394            }                                                            \
395            if (s == info->smask) {                                      \
396               tex01 -= info->tbytesline;                                \
397               tex11 -= info->tbytesline;                                \
398            }                                                            \
399            DO_TEX;                                                      \
400            span->red += span->redStep;                                  \
401            span->green += span->greenStep;                              \
402            span->blue += span->blueStep;                                \
403            span->alpha += span->alphaStep;                              \
404            span->intTex[0] += span->intTexStep[0];                      \
405            span->intTex[1] += span->intTexStep[1];                      \
406            dest += 4;                                                   \
407         }
408
409
410    GLuint i;
411    GLchan *dest = span->array->rgba[0];
412
413    /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
414    ctx->Texture._EnabledCoordUnits = 0x0;
415
416    span->intTex[0] -= FIXED_HALF;
417    span->intTex[1] -= FIXED_HALF;
418    switch (info->filter) {
419    case GL_NEAREST:
420       switch (info->format) {
421       case MESA_FORMAT_RGB888:
422          switch (info->envmode) {
423          case GL_MODULATE:
424             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
425             break;
426          case GL_DECAL:
427          case GL_REPLACE:
428             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
429             break;
430          case GL_BLEND:
431             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
432             break;
433          case GL_ADD:
434             SPAN_NEAREST(NEAREST_RGB;ADD,3);
435             break;
436          default:
437             _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
438             return;
439          }
440          break;
441       case MESA_FORMAT_RGBA8888:
442          switch(info->envmode) {
443          case GL_MODULATE:
444             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
445             break;
446          case GL_DECAL:
447             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
448             break;
449          case GL_BLEND:
450             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
451             break;
452          case GL_ADD:
453             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
454             break;
455          case GL_REPLACE:
456             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
457             break;
458          default:
459             _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
460             return;
461          }
462          break;
463       }
464       break;
465
466    case GL_LINEAR:
467       span->intTex[0] -= FIXED_HALF;
468       span->intTex[1] -= FIXED_HALF;
469       switch (info->format) {
470       case MESA_FORMAT_RGB888:
471          switch (info->envmode) {
472          case GL_MODULATE:
473             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
474             break;
475          case GL_DECAL:
476          case GL_REPLACE:
477             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
478             break;
479          case GL_BLEND:
480             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
481             break;
482          case GL_ADD:
483             SPAN_LINEAR(LINEAR_RGB;ADD,3);
484             break;
485          default:
486             _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
487             return;
488          }
489          break;
490       case MESA_FORMAT_RGBA8888:
491          switch (info->envmode) {
492          case GL_MODULATE:
493             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
494             break;
495          case GL_DECAL:
496             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
497             break;
498          case GL_BLEND:
499             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
500             break;
501          case GL_ADD:
502             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
503             break;
504          case GL_REPLACE:
505             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
506             break;
507          default:
508             _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
509             return;
510          }
511          break;
512       }
513       break;
514    }
515    span->interpMask &= ~SPAN_RGBA;
516    ASSERT(span->arrayMask & SPAN_RGBA);
517
518    _swrast_write_rgba_span(ctx, span);
519
520    /* re-enable texture units */
521    ctx->Texture._EnabledCoordUnits = texEnableSave;
522
523 #undef SPAN_NEAREST
524 #undef SPAN_LINEAR
525 }
526
527
528
529 /*
530  * Render an RGB/RGBA textured triangle without perspective correction.
531  */
532 #define NAME affine_textured_triangle
533 #define INTERP_Z 1
534 #define INTERP_RGB 1
535 #define INTERP_ALPHA 1
536 #define INTERP_INT_TEX 1
537 #define S_SCALE twidth
538 #define T_SCALE theight
539
540 #define SETUP_CODE                                                      \
541    struct affine_info info;                                             \
542    struct gl_texture_unit *unit = ctx->Texture.Unit+0;                  \
543    const struct gl_texture_object *obj =                                \
544       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
545    const struct gl_texture_image *texImg =                              \
546       obj->Image[0][obj->BaseLevel];                                    \
547    const GLfloat twidth = (GLfloat) texImg->Width;                      \
548    const GLfloat theight = (GLfloat) texImg->Height;                    \
549    info.texture = (const GLchan *) texImg->Data;                        \
550    info.twidth_log2 = texImg->WidthLog2;                                \
551    info.smask = texImg->Width - 1;                                      \
552    info.tmask = texImg->Height - 1;                                     \
553    info.format = texImg->TexFormat;                                     \
554    info.filter = obj->MinFilter;                                        \
555    info.envmode = unit->EnvMode;                                        \
556    info.er = 0;                                 \
557    info.eg = 0;                                 \
558    info.eb = 0;                                 \
559    span.arrayMask |= SPAN_RGBA;                                         \
560                                                                         \
561    if (info.envmode == GL_BLEND) {                                      \
562       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
563       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
564       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
565       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
566       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
567    }                                                                    \
568    if (!info.texture) {                                                 \
569       /* this shouldn't happen */                                       \
570       return;                                                           \
571    }                                                                    \
572                                                                         \
573    switch (info.format) {                                               \
574    case MESA_FORMAT_RGB888:                                             \
575       info.tbytesline = texImg->Width * 3;                              \
576       break;                                                            \
577    case MESA_FORMAT_RGBA8888:                                           \
578       info.tbytesline = texImg->Width * 4;                              \
579       break;                                                            \
580    default:                                                             \
581       _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
582       return;                                                           \
583    }                                                                    \
584    info.tsize = texImg->Height * info.tbytesline;
585
586 #define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
587
588 #include "s_tritemp.h"
589
590
591
592 struct persp_info
593 {
594    GLenum filter;
595    GLenum format;
596    GLenum envmode;
597    GLint smask, tmask;
598    GLint twidth_log2;
599    const GLchan *texture;
600    GLfixed er, eg, eb, ea;   /* texture env color */
601    GLint tbytesline, tsize;
602 };
603
604
605 static INLINE void
606 fast_persp_span(GLcontext *ctx, SWspan *span,
607                 struct persp_info *info)
608 {
609    GLchan sample[4];  /* the filtered texture sample */
610
611   /* Instead of defining a function for each mode, a test is done
612    * between the outer and inner loops. This is to reduce code size
613    * and complexity. Observe that an optimizing compiler kills
614    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
615    */
616 #define SPAN_NEAREST(DO_TEX,COMP)                                       \
617         for (i = 0; i < span->end; i++) {                               \
618            GLdouble invQ = tex_coord[2] ?                               \
619                                  (1.0 / tex_coord[2]) : 1.0;            \
620            GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);             \
621            GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);             \
622            GLint s = IFLOOR(s_tmp) & info->smask;                       \
623            GLint t = IFLOOR(t_tmp) & info->tmask;                       \
624            GLint pos = (t << info->twidth_log2) + s;                    \
625            const GLchan *tex00 = info->texture + COMP * pos;            \
626            DO_TEX;                                                      \
627            span->red += span->redStep;                                  \
628            span->green += span->greenStep;                              \
629            span->blue += span->blueStep;                                \
630            span->alpha += span->alphaStep;                              \
631            tex_coord[0] += tex_step[0];                                 \
632            tex_coord[1] += tex_step[1];                                 \
633            tex_coord[2] += tex_step[2];                                 \
634            dest += 4;                                                   \
635         }
636
637 #define SPAN_LINEAR(DO_TEX,COMP)                                        \
638         for (i = 0; i < span->end; i++) {                               \
639            GLdouble invQ = tex_coord[2] ?                               \
640                                  (1.0 / tex_coord[2]) : 1.0;            \
641            const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);       \
642            const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);       \
643            const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;      \
644            const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
645            const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
646            const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
647            const GLfixed sf = s_fix & FIXED_FRAC_MASK;                  \
648            const GLfixed tf = t_fix & FIXED_FRAC_MASK;                  \
649            const GLint pos = (t << info->twidth_log2) + s;              \
650            const GLchan *tex00 = info->texture + COMP * pos;            \
651            const GLchan *tex10 = tex00 + info->tbytesline;              \
652            const GLchan *tex01 = tex00 + COMP;                          \
653            const GLchan *tex11 = tex10 + COMP;                          \
654            if (t == info->tmask) {                                      \
655               tex10 -= info->tsize;                                     \
656               tex11 -= info->tsize;                                     \
657            }                                                            \
658            if (s == info->smask) {                                      \
659               tex01 -= info->tbytesline;                                \
660               tex11 -= info->tbytesline;                                \
661            }                                                            \
662            DO_TEX;                                                      \
663            span->red   += span->redStep;                                \
664            span->green += span->greenStep;                              \
665            span->blue  += span->blueStep;                               \
666            span->alpha += span->alphaStep;                              \
667            tex_coord[0] += tex_step[0];                                 \
668            tex_coord[1] += tex_step[1];                                 \
669            tex_coord[2] += tex_step[2];                                 \
670            dest += 4;                                                   \
671         }
672
673    GLuint i;
674    GLfloat tex_coord[3], tex_step[3];
675    GLchan *dest = span->array->rgba[0];
676
677    const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
678    ctx->Texture._EnabledCoordUnits = 0;
679
680    tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
681    tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
682    tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
683    tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
684    /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
685    tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
686    tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
687
688    switch (info->filter) {
689    case GL_NEAREST:
690       switch (info->format) {
691       case MESA_FORMAT_RGB888:
692          switch (info->envmode) {
693          case GL_MODULATE:
694             SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
695             break;
696          case GL_DECAL:
697          case GL_REPLACE:
698             SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
699             break;
700          case GL_BLEND:
701             SPAN_NEAREST(NEAREST_RGB;BLEND,3);
702             break;
703          case GL_ADD:
704             SPAN_NEAREST(NEAREST_RGB;ADD,3);
705             break;
706          default:
707             _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
708             return;
709          }
710          break;
711       case MESA_FORMAT_RGBA8888:
712          switch(info->envmode) {
713          case GL_MODULATE:
714             SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
715             break;
716          case GL_DECAL:
717             SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
718             break;
719          case GL_BLEND:
720             SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
721             break;
722          case GL_ADD:
723             SPAN_NEAREST(NEAREST_RGBA;ADD,4);
724             break;
725          case GL_REPLACE:
726             SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
727             break;
728          default:
729             _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
730             return;
731          }
732          break;
733       }
734       break;
735
736    case GL_LINEAR:
737       switch (info->format) {
738       case MESA_FORMAT_RGB888:
739          switch (info->envmode) {
740          case GL_MODULATE:
741             SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
742             break;
743          case GL_DECAL:
744          case GL_REPLACE:
745             SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
746             break;
747          case GL_BLEND:
748             SPAN_LINEAR(LINEAR_RGB;BLEND,3);
749             break;
750          case GL_ADD:
751             SPAN_LINEAR(LINEAR_RGB;ADD,3);
752             break;
753          default:
754             _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
755             return;
756          }
757          break;
758       case MESA_FORMAT_RGBA8888:
759          switch (info->envmode) {
760          case GL_MODULATE:
761             SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
762             break;
763          case GL_DECAL:
764             SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
765             break;
766          case GL_BLEND:
767             SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
768             break;
769          case GL_ADD:
770             SPAN_LINEAR(LINEAR_RGBA;ADD,4);
771             break;
772          case GL_REPLACE:
773             SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
774             break;
775          default:
776             _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
777             return;
778          }
779          break;
780       }
781       break;
782    }
783    
784    ASSERT(span->arrayMask & SPAN_RGBA);
785    _swrast_write_rgba_span(ctx, span);
786
787 #undef SPAN_NEAREST
788 #undef SPAN_LINEAR
789
790    /* restore state */
791    ctx->Texture._EnabledCoordUnits = texEnableSave;
792 }
793
794
795 /*
796  * Render an perspective corrected RGB/RGBA textured triangle.
797  * The Q (aka V in Mesa) coordinate must be zero such that the divide
798  * by interpolated Q/W comes out right.
799  *
800  */
801 #define NAME persp_textured_triangle
802 #define INTERP_Z 1
803 #define INTERP_RGB 1
804 #define INTERP_ALPHA 1
805 #define INTERP_ATTRIBS 1
806
807 #define SETUP_CODE                                                      \
808    struct persp_info info;                                              \
809    const struct gl_texture_unit *unit = ctx->Texture.Unit+0;            \
810    const struct gl_texture_object *obj =                                \
811       ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];                \
812    const struct gl_texture_image *texImg =                              \
813       obj->Image[0][obj->BaseLevel];                                    \
814    info.texture = (const GLchan *) texImg->Data;                        \
815    info.twidth_log2 = texImg->WidthLog2;                                \
816    info.smask = texImg->Width - 1;                                      \
817    info.tmask = texImg->Height - 1;                                     \
818    info.format = texImg->TexFormat;                                     \
819    info.filter = obj->MinFilter;                                        \
820    info.envmode = unit->EnvMode;                                        \
821    info.er = 0;                                 \
822    info.eg = 0;                                 \
823    info.eb = 0;                                 \
824                                                                         \
825    if (info.envmode == GL_BLEND) {                                      \
826       /* potential off-by-one error here? (1.0f -> 2048 -> 0) */        \
827       info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);        \
828       info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);        \
829       info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);        \
830       info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);        \
831    }                                                                    \
832    if (!info.texture) {                                                 \
833       /* this shouldn't happen */                                       \
834       return;                                                           \
835    }                                                                    \
836                                                                         \
837    switch (info.format) {                                               \
838    case MESA_FORMAT_RGB888:                                             \
839       info.tbytesline = texImg->Width * 3;                              \
840       break;                                                            \
841    case MESA_FORMAT_RGBA8888:                                           \
842       info.tbytesline = texImg->Width * 4;                              \
843       break;                                                            \
844    default:                                                             \
845       _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
846       return;                                                           \
847    }                                                                    \
848    info.tsize = texImg->Height * info.tbytesline;
849
850 #define RENDER_SPAN( span )                     \
851    span.interpMask &= ~SPAN_RGBA;               \
852    span.arrayMask |= SPAN_RGBA;                 \
853    fast_persp_span(ctx, &span, &info);
854
855 #include "s_tritemp.h"
856
857 #endif /*CHAN_TYPE != GL_FLOAT*/
858
859
860
861 /*
862  * Render an RGBA triangle with arbitrary attributes.
863  */
864 #define NAME general_triangle
865 #define INTERP_Z 1
866 #define INTERP_RGB 1
867 #define INTERP_ALPHA 1
868 #define INTERP_ATTRIBS 1
869 #define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
870 #include "s_tritemp.h"
871
872
873
874
875 /*
876  * Special tri function for occlusion testing
877  */
878 #define NAME occlusion_zless_triangle
879 #define INTERP_Z 1
880 #define SETUP_CODE                                                      \
881    struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;          \
882    struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;       \
883    ASSERT(ctx->Depth.Test);                                             \
884    ASSERT(!ctx->Depth.Mask);                                            \
885    ASSERT(ctx->Depth.Func == GL_LESS);                                  \
886    if (!q) {                                                            \
887       return;                                                           \
888    }
889 #define RENDER_SPAN( span )                                             \
890    if (rb->Format == MESA_FORMAT_Z16) {                                 \
891       GLuint i;                                                         \
892       const GLushort *zRow = (const GLushort *)                         \
893          rb->GetPointer(ctx, rb, span.x, span.y);                       \
894       for (i = 0; i < span.end; i++) {                                  \
895          GLuint z = FixedToDepth(span.z);                               \
896          if (z < zRow[i]) {                                             \
897             q->Result++;                                                \
898          }                                                              \
899          span.z += span.zStep;                                          \
900       }                                                                 \
901    }                                                                    \
902    else {                                                               \
903       GLuint i;                                                         \
904       const GLuint *zRow = (const GLuint *)                             \
905          rb->GetPointer(ctx, rb, span.x, span.y);                       \
906       for (i = 0; i < span.end; i++) {                                  \
907          if ((GLuint)span.z < zRow[i]) {                                \
908             q->Result++;                                                \
909          }                                                              \
910          span.z += span.zStep;                                          \
911       }                                                                 \
912    }
913 #include "s_tritemp.h"
914
915
916
917 static void
918 nodraw_triangle( GLcontext *ctx,
919                  const SWvertex *v0,
920                  const SWvertex *v1,
921                  const SWvertex *v2 )
922 {
923    (void) (ctx && v0 && v1 && v2);
924 }
925
926
927 /*
928  * This is used when separate specular color is enabled, but not
929  * texturing.  We add the specular color to the primary color,
930  * draw the triangle, then restore the original primary color.
931  * Inefficient, but seldom needed.
932  */
933 void
934 _swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
935                                 const SWvertex *v1, const SWvertex *v2)
936 {
937    SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
938    SWvertex *ncv1 = (SWvertex *)v1;
939    SWvertex *ncv2 = (SWvertex *)v2;
940    GLfloat rSum, gSum, bSum;
941    GLchan cSave[3][4];
942
943    /* save original colors */
944    COPY_CHAN4( cSave[0], ncv0->color );
945    COPY_CHAN4( cSave[1], ncv1->color );
946    COPY_CHAN4( cSave[2], ncv2->color );
947    /* sum v0 */
948    rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
949    gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
950    bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
951    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
952    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
953    UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
954    /* sum v1 */
955    rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
956    gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
957    bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
958    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
959    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
960    UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
961    /* sum v2 */
962    rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
963    gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
964    bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
965    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
966    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
967    UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
968    /* draw */
969    SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
970    /* restore original colors */
971    COPY_CHAN4( ncv0->color, cSave[0] );
972    COPY_CHAN4( ncv1->color, cSave[1] );
973    COPY_CHAN4( ncv2->color, cSave[2] );
974 }
975
976
977
978 #ifdef DEBUG
979
980 /* record the current triangle function name */
981 const char *_mesa_triFuncName = NULL;
982
983 #define USE(triFunc)                            \
984 do {                                            \
985     _mesa_triFuncName = #triFunc;               \
986     /*printf("%s\n", _mesa_triFuncName);*/      \
987     swrast->Triangle = triFunc;                 \
988 } while (0)
989
990 #else
991
992 #define USE(triFunc)  swrast->Triangle = triFunc;
993
994 #endif
995
996
997
998
999 /*
1000  * Determine which triangle rendering function to use given the current
1001  * rendering context.
1002  *
1003  * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
1004  * remove tests to this code.
1005  */
1006 void
1007 _swrast_choose_triangle( GLcontext *ctx )
1008 {
1009    SWcontext *swrast = SWRAST_CONTEXT(ctx);
1010    const GLboolean rgbmode = ctx->Visual.rgbMode;
1011
1012    if (ctx->Polygon.CullFlag &&
1013        ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1014       USE(nodraw_triangle);
1015       return;
1016    }
1017
1018    if (ctx->RenderMode==GL_RENDER) {
1019
1020       if (ctx->Polygon.SmoothFlag) {
1021          _swrast_set_aa_triangle_function(ctx);
1022          ASSERT(swrast->Triangle);
1023          return;
1024       }
1025
1026       /* special case for occlusion testing */
1027       if (ctx->Query.CurrentOcclusionObject &&
1028           ctx->Depth.Test &&
1029           ctx->Depth.Mask == GL_FALSE &&
1030           ctx->Depth.Func == GL_LESS &&
1031           !ctx->Stencil._Enabled) {
1032          if ((rgbmode &&
1033               ctx->Color.ColorMask[0][0] == 0 &&
1034               ctx->Color.ColorMask[0][1] == 0 &&
1035               ctx->Color.ColorMask[0][2] == 0 &&
1036               ctx->Color.ColorMask[0][3] == 0)
1037              ||
1038              (!rgbmode && ctx->Color.IndexMask == 0)) {
1039             USE(occlusion_zless_triangle);
1040             return;
1041          }
1042       }
1043
1044       if (!rgbmode) {
1045          USE(ci_triangle);
1046          return;
1047       }
1048
1049       /*
1050        * XXX should examine swrast->_ActiveAttribMask to determine what
1051        * needs to be interpolated.
1052        */
1053       if (ctx->Texture._EnabledCoordUnits ||
1054           ctx->FragmentProgram._Current ||
1055           ctx->ATIFragmentShader._Enabled ||
1056           NEED_SECONDARY_COLOR(ctx) ||
1057           swrast->_FogEnabled) {
1058          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1059          const struct gl_texture_object *texObj2D;
1060          const struct gl_texture_image *texImg;
1061          GLenum minFilter, magFilter, envMode;
1062          gl_format format;
1063          texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1064
1065          texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1066          format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1067          minFilter = texObj2D ? texObj2D->MinFilter : GL_NONE;
1068          magFilter = texObj2D ? texObj2D->MagFilter : GL_NONE;
1069          envMode = ctx->Texture.Unit[0].EnvMode;
1070
1071          /* First see if we can use an optimized 2-D texture function */
1072          if (ctx->Texture._EnabledCoordUnits == 0x1
1073              && !ctx->FragmentProgram._Current
1074              && !ctx->ATIFragmentShader._Enabled
1075              && ctx->Texture._EnabledUnits == 0x1
1076              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1077              && texObj2D->WrapS == GL_REPEAT
1078              && texObj2D->WrapT == GL_REPEAT
1079              && texObj2D->_Swizzle == SWIZZLE_NOOP
1080              && texImg->_IsPowerOfTwo
1081              && texImg->Border == 0
1082              && texImg->Width == texImg->RowStride
1083              && (format == MESA_FORMAT_RGB888 || format == MESA_FORMAT_RGBA8888)
1084              && minFilter == magFilter
1085              && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1086              && !swrast->_FogEnabled
1087              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1088              && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {
1089             if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1090                if (minFilter == GL_NEAREST
1091                    && format == MESA_FORMAT_RGB888
1092                    && (envMode == GL_REPLACE || envMode == GL_DECAL)
1093                    && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1094                         && ctx->Depth.Func == GL_LESS
1095                         && ctx->Depth.Mask == GL_TRUE)
1096                        || swrast->_RasterMask == TEXTURE_BIT)
1097                    && ctx->Polygon.StippleFlag == GL_FALSE
1098                    && ctx->DrawBuffer->Visual.depthBits <= 16) {
1099                   if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1100                      USE(simple_z_textured_triangle);
1101                   }
1102                   else {
1103                      USE(simple_textured_triangle);
1104                   }
1105                }
1106                else {
1107 #if CHAN_BITS != 8
1108                   USE(general_triangle);
1109 #else
1110                   if (format == MESA_FORMAT_RGBA8888 && !_mesa_little_endian()) {
1111                      /* We only handle RGBA8888 correctly on little endian
1112                       * in the optimized code above.
1113                       */
1114                      USE(general_triangle);
1115                   }
1116                   else {
1117                      USE(affine_textured_triangle);
1118                  }
1119 #endif
1120                }
1121             }
1122             else {
1123 #if CHAN_BITS != 8
1124                USE(general_triangle);
1125 #else
1126                USE(persp_textured_triangle);
1127 #endif
1128             }
1129          }
1130          else {
1131             /* general case textured triangles */
1132             USE(general_triangle);
1133          }
1134       }
1135       else {
1136          ASSERT(!swrast->_FogEnabled);
1137          ASSERT(!NEED_SECONDARY_COLOR(ctx));
1138          if (ctx->Light.ShadeModel==GL_SMOOTH) {
1139             /* smooth shaded, no texturing, stippled or some raster ops */
1140 #if CHAN_BITS != 8
1141                USE(general_triangle);
1142 #else
1143                USE(smooth_rgba_triangle);
1144 #endif
1145          }
1146          else {
1147             /* flat shaded, no texturing, stippled or some raster ops */
1148 #if CHAN_BITS != 8
1149             USE(general_triangle);
1150 #else
1151             USE(flat_rgba_triangle);
1152 #endif
1153          }
1154       }
1155    }
1156    else if (ctx->RenderMode==GL_FEEDBACK) {
1157       USE(_swrast_feedback_triangle);
1158    }
1159    else {
1160       /* GL_SELECT mode */
1161       USE(_swrast_select_triangle);
1162    }
1163 }