1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * 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/imports.h"
35#include "main/macros.h"
36#include "main/mtypes.h"
37#include "main/state.h"
38#include "main/samplerobj.h"
39#include "main/stencil.h"
40#include "main/teximage.h"
41#include "program/prog_instruction.h"
42
43#include "s_aatriangle.h"
44#include "s_context.h"
45#include "s_feedback.h"
46#include "s_span.h"
47#include "s_triangle.h"
48
49
50/**
51 * Test if a triangle should be culled.  Used for feedback and selection mode.
52 * \return GL_TRUE if the triangle is to be culled, GL_FALSE otherwise.
53 */
54GLboolean
55_swrast_culltriangle( struct gl_context *ctx,
56                      const SWvertex *v0,
57                      const SWvertex *v1,
58                      const SWvertex *v2 )
59{
60   SWcontext *swrast = SWRAST_CONTEXT(ctx);
61   GLfloat ex = v1->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
62   GLfloat ey = v1->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
63   GLfloat fx = v2->attrib[VARYING_SLOT_POS][0] - v0->attrib[VARYING_SLOT_POS][0];
64   GLfloat fy = v2->attrib[VARYING_SLOT_POS][1] - v0->attrib[VARYING_SLOT_POS][1];
65   GLfloat c = ex*fy-ey*fx;
66
67   if (c * swrast->_BackfaceSign * swrast->_BackfaceCullSign <= 0.0F)
68      return GL_FALSE;
69
70   return GL_TRUE;
71}
72
73
74
75/*
76 * Render a flat-shaded RGBA triangle.
77 */
78#define NAME flat_rgba_triangle
79#define INTERP_Z 1
80#define SETUP_CODE				\
81   assert(ctx->Texture._EnabledCoordUnits == 0);\
82   assert(ctx->Light.ShadeModel==GL_FLAT);	\
83   span.interpMask |= SPAN_RGBA;		\
84   span.red = ChanToFixed(v2->color[0]);	\
85   span.green = ChanToFixed(v2->color[1]);	\
86   span.blue = ChanToFixed(v2->color[2]);	\
87   span.alpha = ChanToFixed(v2->color[3]);	\
88   span.redStep = 0;				\
89   span.greenStep = 0;				\
90   span.blueStep = 0;				\
91   span.alphaStep = 0;
92#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
93#include "s_tritemp.h"
94
95
96
97/*
98 * Render a smooth-shaded RGBA triangle.
99 */
100#define NAME smooth_rgba_triangle
101#define INTERP_Z 1
102#define INTERP_RGB 1
103#define INTERP_ALPHA 1
104#define SETUP_CODE				\
105   {						\
106      /* texturing must be off */		\
107      assert(ctx->Texture._EnabledCoordUnits == 0);	\
108      assert(ctx->Light.ShadeModel==GL_SMOOTH);	\
109   }
110#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
111#include "s_tritemp.h"
112
113
114
115/*
116 * Render an RGB, GL_DECAL, textured triangle.
117 * Interpolate S,T only w/out mipmapping or perspective correction.
118 *
119 * No fog.  No depth testing.
120 */
121#define NAME simple_textured_triangle
122#define INTERP_INT_TEX 1
123#define S_SCALE twidth
124#define T_SCALE theight
125
126#define SETUP_CODE							\
127   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
128   const struct gl_texture_object *obj = 				\
129      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
130   const struct gl_texture_image *texImg =				\
131      _mesa_base_tex_image(obj);					\
132   const struct swrast_texture_image *swImg =				\
133      swrast_texture_image_const(texImg);				\
134   const GLfloat twidth = (GLfloat) texImg->Width;			\
135   const GLfloat theight = (GLfloat) texImg->Height;			\
136   const GLint twidth_log2 = texImg->WidthLog2;				\
137   const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0];	\
138   const GLint smask = texImg->Width - 1;				\
139   const GLint tmask = texImg->Height - 1;				\
140   assert(texImg->TexFormat == MESA_FORMAT_BGR_UNORM8);			\
141   if (!rb || !texture) {						\
142      return;								\
143   }
144
145#define RENDER_SPAN( span )						\
146   GLuint i;								\
147   GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
148   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
149   span.intTex[1] -= FIXED_HALF;					\
150   for (i = 0; i < span.end; i++) {					\
151      GLint s = FixedToInt(span.intTex[0]) & smask;			\
152      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
153      GLint pos = (t << twidth_log2) + s;				\
154      pos = pos + pos + pos;  /* multiply by 3 */			\
155      rgba[i][RCOMP] = texture[pos+2];					\
156      rgba[i][GCOMP] = texture[pos+1];					\
157      rgba[i][BCOMP] = texture[pos+0];					\
158      rgba[i][ACOMP] = 0xff;                                            \
159      span.intTex[0] += span.intTexStep[0];				\
160      span.intTex[1] += span.intTexStep[1];				\
161   }									\
162   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, span.end,                 \
163                   span.x, span.y, rgba, NULL);
164
165#include "s_tritemp.h"
166
167
168
169/*
170 * Render an RGB, GL_DECAL, textured triangle.
171 * Interpolate S,T, GL_LESS depth test, w/out mipmapping or
172 * perspective correction.
173 * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
174 *
175 * No fog.
176 */
177#define NAME simple_z_textured_triangle
178#define INTERP_Z 1
179#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
180#define INTERP_INT_TEX 1
181#define S_SCALE twidth
182#define T_SCALE theight
183
184#define SETUP_CODE							\
185   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
186   const struct gl_texture_object *obj = 				\
187      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
188   const struct gl_texture_image *texImg = 				\
189      _mesa_base_tex_image(obj);					\
190   const struct swrast_texture_image *swImg =				\
191      swrast_texture_image_const(texImg);				\
192   const GLfloat twidth = (GLfloat) texImg->Width;			\
193   const GLfloat theight = (GLfloat) texImg->Height;			\
194   const GLint twidth_log2 = texImg->WidthLog2;				\
195   const GLubyte *texture = (const GLubyte *) swImg->ImageSlices[0];	\
196   const GLint smask = texImg->Width - 1;				\
197   const GLint tmask = texImg->Height - 1;				\
198   assert(texImg->TexFormat == MESA_FORMAT_BGR_UNORM8);			\
199   if (!rb || !texture) {						\
200      return;								\
201   }
202
203#define RENDER_SPAN( span )						\
204   GLuint i;				    				\
205   GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8;			\
206   GLubyte *mask = swrast->SpanArrays->mask;                            \
207   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
208   span.intTex[1] -= FIXED_HALF;					\
209   for (i = 0; i < span.end; i++) {					\
210      const GLuint z = FixedToDepth(span.z);				\
211      if (z < zRow[i]) {						\
212         GLint s = FixedToInt(span.intTex[0]) & smask;			\
213         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
214         GLint pos = (t << twidth_log2) + s;				\
215         pos = pos + pos + pos;  /* multiply by 3 */			\
216         rgba[i][RCOMP] = texture[pos+2];				\
217         rgba[i][GCOMP] = texture[pos+1];				\
218         rgba[i][BCOMP] = texture[pos+0];				\
219         rgba[i][ACOMP] = 0xff;          				\
220         zRow[i] = z;							\
221         mask[i] = 1;							\
222      }									\
223      else {								\
224         mask[i] = 0;							\
225      }									\
226      span.intTex[0] += span.intTexStep[0];				\
227      span.intTex[1] += span.intTexStep[1];				\
228      span.z += span.zStep;						\
229   }									\
230   _swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE,                           \
231                   span.end, span.x, span.y, rgba, mask);
232
233#include "s_tritemp.h"
234
235
236#if CHAN_TYPE != GL_FLOAT
237
238struct 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
251static inline GLint
252ilerp(GLint t, GLint a, GLint b)
253{
254   return a + ((t * (b - a)) >> FIXED_SHIFT);
255}
256
257static inline GLint
258ilerp_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 */
270static inline void
271affine_span(struct gl_context *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_BGR_UNORM8:
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_A8B8G8R8_UNORM:
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_BGR_UNORM8:
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_A8B8G8R8_UNORM:
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_fixedfunc_texture_unit *unit = ctx->Texture.FixedFuncUnit+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      _mesa_base_tex_image(obj);					\
547   const struct swrast_texture_image *swImg =				\
548      swrast_texture_image_const(texImg);				\
549   const GLfloat twidth = (GLfloat) texImg->Width;			\
550   const GLfloat theight = (GLfloat) texImg->Height;			\
551   info.texture = (const GLchan *) swImg->ImageSlices[0];		\
552   info.twidth_log2 = texImg->WidthLog2;				\
553   info.smask = texImg->Width - 1;					\
554   info.tmask = texImg->Height - 1;					\
555   info.format = texImg->TexFormat;					\
556   info.filter = obj->Sampler.MinFilter;				\
557   info.envmode = unit->EnvMode;					\
558   info.er = 0;					\
559   info.eg = 0;					\
560   info.eb = 0;					\
561   span.arrayMask |= SPAN_RGBA;						\
562									\
563   if (info.envmode == GL_BLEND) {					\
564      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
565      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
566      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
567      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
568      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
569   }									\
570   if (!info.texture) {							\
571      /* this shouldn't happen */					\
572      return;								\
573   }									\
574									\
575   switch (info.format) {						\
576   case MESA_FORMAT_BGR_UNORM8:						\
577      info.tbytesline = texImg->Width * 3;				\
578      break;								\
579   case MESA_FORMAT_A8B8G8R8_UNORM:						\
580      info.tbytesline = texImg->Width * 4;				\
581      break;								\
582   default:								\
583      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
584      return;								\
585   }									\
586   info.tsize = texImg->Height * info.tbytesline;
587
588#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
589
590#include "s_tritemp.h"
591
592
593
594struct persp_info
595{
596   GLenum filter;
597   GLenum format;
598   GLenum envmode;
599   GLint smask, tmask;
600   GLint twidth_log2;
601   const GLchan *texture;
602   GLfixed er, eg, eb, ea;   /* texture env color */
603   GLint tbytesline, tsize;
604};
605
606
607static inline void
608fast_persp_span(struct gl_context *ctx, SWspan *span,
609		struct persp_info *info)
610{
611   GLchan sample[4];  /* the filtered texture sample */
612
613  /* Instead of defining a function for each mode, a test is done
614   * between the outer and inner loops. This is to reduce code size
615   * and complexity. Observe that an optimizing compiler kills
616   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
617   */
618#define SPAN_NEAREST(DO_TEX,COMP)					\
619	for (i = 0; i < span->end; i++) {				\
620           GLdouble invQ = tex_coord[2] ?				\
621                                 (1.0 / tex_coord[2]) : 1.0;            \
622           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
623           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
624           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
625           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
626           GLint pos = (t << info->twidth_log2) + s;			\
627           const GLchan *tex00 = info->texture + COMP * pos;		\
628           DO_TEX;							\
629           span->red += span->redStep;					\
630	   span->green += span->greenStep;				\
631           span->blue += span->blueStep;				\
632	   span->alpha += span->alphaStep;				\
633	   tex_coord[0] += tex_step[0];					\
634	   tex_coord[1] += tex_step[1];					\
635	   tex_coord[2] += tex_step[2];					\
636           dest += 4;							\
637	}
638
639#define SPAN_LINEAR(DO_TEX,COMP)					\
640	for (i = 0; i < span->end; i++) {				\
641           GLdouble invQ = tex_coord[2] ?				\
642                                 (1.0 / tex_coord[2]) : 1.0;            \
643           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
644           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
645           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
646           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
647           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
648           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
649           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
650           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
651           const GLint pos = (t << info->twidth_log2) + s;		\
652           const GLchan *tex00 = info->texture + COMP * pos;		\
653           const GLchan *tex10 = tex00 + info->tbytesline;		\
654           const GLchan *tex01 = tex00 + COMP;				\
655           const GLchan *tex11 = tex10 + COMP;				\
656           if (t == info->tmask) {					\
657              tex10 -= info->tsize;					\
658              tex11 -= info->tsize;					\
659           }								\
660           if (s == info->smask) {					\
661              tex01 -= info->tbytesline;				\
662              tex11 -= info->tbytesline;				\
663           }								\
664           DO_TEX;							\
665           span->red   += span->redStep;				\
666	   span->green += span->greenStep;				\
667           span->blue  += span->blueStep;				\
668	   span->alpha += span->alphaStep;				\
669	   tex_coord[0] += tex_step[0];					\
670	   tex_coord[1] += tex_step[1];					\
671	   tex_coord[2] += tex_step[2];					\
672           dest += 4;							\
673	}
674
675   GLuint i;
676   GLfloat tex_coord[3], tex_step[3];
677   GLchan *dest = span->array->rgba[0];
678
679   const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
680   ctx->Texture._EnabledCoordUnits = 0;
681
682   tex_coord[0] = span->attrStart[VARYING_SLOT_TEX0][0]  * (info->smask + 1);
683   tex_step[0] = span->attrStepX[VARYING_SLOT_TEX0][0] * (info->smask + 1);
684   tex_coord[1] = span->attrStart[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
685   tex_step[1] = span->attrStepX[VARYING_SLOT_TEX0][1] * (info->tmask + 1);
686   /* span->attrStart[VARYING_SLOT_TEX0][2] only if 3D-texturing, here only 2D */
687   tex_coord[2] = span->attrStart[VARYING_SLOT_TEX0][3];
688   tex_step[2] = span->attrStepX[VARYING_SLOT_TEX0][3];
689
690   switch (info->filter) {
691   case GL_NEAREST:
692      switch (info->format) {
693      case MESA_FORMAT_BGR_UNORM8:
694         switch (info->envmode) {
695         case GL_MODULATE:
696            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
697            break;
698         case GL_DECAL:
699         case GL_REPLACE:
700            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
701            break;
702         case GL_BLEND:
703            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
704            break;
705         case GL_ADD:
706            SPAN_NEAREST(NEAREST_RGB;ADD,3);
707            break;
708         default:
709            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
710            return;
711         }
712         break;
713      case MESA_FORMAT_A8B8G8R8_UNORM:
714         switch(info->envmode) {
715         case GL_MODULATE:
716            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
717            break;
718         case GL_DECAL:
719            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
720            break;
721         case GL_BLEND:
722            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
723            break;
724         case GL_ADD:
725            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
726            break;
727         case GL_REPLACE:
728            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
729            break;
730         default:
731            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
732            return;
733         }
734         break;
735      }
736      break;
737
738   case GL_LINEAR:
739      switch (info->format) {
740      case MESA_FORMAT_BGR_UNORM8:
741         switch (info->envmode) {
742         case GL_MODULATE:
743            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
744            break;
745         case GL_DECAL:
746         case GL_REPLACE:
747            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
748            break;
749         case GL_BLEND:
750            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
751            break;
752         case GL_ADD:
753            SPAN_LINEAR(LINEAR_RGB;ADD,3);
754            break;
755         default:
756            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
757            return;
758         }
759         break;
760      case MESA_FORMAT_A8B8G8R8_UNORM:
761         switch (info->envmode) {
762         case GL_MODULATE:
763            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
764            break;
765         case GL_DECAL:
766            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
767            break;
768         case GL_BLEND:
769            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
770            break;
771         case GL_ADD:
772            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
773            break;
774         case GL_REPLACE:
775            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
776            break;
777         default:
778            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
779            return;
780         }
781         break;
782      }
783      break;
784   }
785
786   assert(span->arrayMask & SPAN_RGBA);
787   _swrast_write_rgba_span(ctx, span);
788
789#undef SPAN_NEAREST
790#undef SPAN_LINEAR
791
792   /* restore state */
793   ctx->Texture._EnabledCoordUnits = texEnableSave;
794}
795
796
797/*
798 * Render an perspective corrected RGB/RGBA textured triangle.
799 * The Q (aka V in Mesa) coordinate must be zero such that the divide
800 * by interpolated Q/W comes out right.
801 *
802 */
803#define NAME persp_textured_triangle
804#define INTERP_Z 1
805#define INTERP_RGB 1
806#define INTERP_ALPHA 1
807#define INTERP_ATTRIBS 1
808
809#define SETUP_CODE							\
810   struct persp_info info;						\
811   const struct gl_fixedfunc_texture_unit *unit = ctx->Texture.FixedFuncUnit+0; \
812   const struct gl_texture_object *obj = 				\
813      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
814   const struct gl_texture_image *texImg = 				\
815      _mesa_base_tex_image(obj);					\
816   const struct swrast_texture_image *swImg =				\
817      swrast_texture_image_const(texImg);				\
818   info.texture = (const GLchan *) swImg->ImageSlices[0];		\
819   info.twidth_log2 = texImg->WidthLog2;				\
820   info.smask = texImg->Width - 1;					\
821   info.tmask = texImg->Height - 1;					\
822   info.format = texImg->TexFormat;					\
823   info.filter = obj->Sampler.MinFilter;				\
824   info.envmode = unit->EnvMode;					\
825   info.er = 0;					\
826   info.eg = 0;					\
827   info.eb = 0;					\
828									\
829   if (info.envmode == GL_BLEND) {					\
830      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
831      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
832      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
833      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
834      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
835   }									\
836   if (!info.texture) {							\
837      /* this shouldn't happen */					\
838      return;								\
839   }									\
840									\
841   switch (info.format) {						\
842   case MESA_FORMAT_BGR_UNORM8:						\
843      info.tbytesline = texImg->Width * 3;				\
844      break;								\
845   case MESA_FORMAT_A8B8G8R8_UNORM:						\
846      info.tbytesline = texImg->Width * 4;				\
847      break;								\
848   default:								\
849      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
850      return;								\
851   }									\
852   info.tsize = texImg->Height * info.tbytesline;
853
854#define RENDER_SPAN( span )			\
855   span.interpMask &= ~SPAN_RGBA;		\
856   span.arrayMask |= SPAN_RGBA;			\
857   fast_persp_span(ctx, &span, &info);
858
859#include "s_tritemp.h"
860
861#endif /*CHAN_TYPE != GL_FLOAT*/
862
863
864
865/*
866 * Render an RGBA triangle with arbitrary attributes.
867 */
868#define NAME general_triangle
869#define INTERP_Z 1
870#define INTERP_RGB 1
871#define INTERP_ALPHA 1
872#define INTERP_ATTRIBS 1
873#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
874#include "s_tritemp.h"
875
876
877
878
879/*
880 * Special tri function for occlusion testing
881 */
882#define NAME occlusion_zless_16_triangle
883#define INTERP_Z 1
884#define SETUP_CODE							\
885   struct gl_renderbuffer *rb =                                         \
886      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;           \
887   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
888   assert(ctx->Depth.Test);						\
889   assert(!ctx->Depth.Mask);						\
890   assert(ctx->Depth.Func == GL_LESS);					\
891   assert(rb->Format == MESA_FORMAT_Z_UNORM16);                               \
892   if (!q) {								\
893      return;								\
894   }
895#define RENDER_SPAN( span )						\
896   {                                                                    \
897      GLuint i;								\
898      const GLushort *zRow = (const GLushort *)				\
899         _swrast_pixel_address(rb, span.x, span.y);                     \
900      for (i = 0; i < span.end; i++) {					\
901         GLuint z = FixedToDepth(span.z);				\
902         if (z < zRow[i]) {						\
903            q->Result++;						\
904         }								\
905         span.z += span.zStep;						\
906      }									\
907   }
908#include "s_tritemp.h"
909
910
911
912static void
913nodraw_triangle( struct gl_context *ctx,
914                 const SWvertex *v0,
915                 const SWvertex *v1,
916                 const SWvertex *v2 )
917{
918   (void) (ctx && v0 && v1 && v2);
919}
920
921
922/*
923 * This is used when separate specular color is enabled, but not
924 * texturing.  We add the specular color to the primary color,
925 * draw the triangle, then restore the original primary color.
926 * Inefficient, but seldom needed.
927 */
928void
929_swrast_add_spec_terms_triangle(struct gl_context *ctx, const SWvertex *v0,
930                                const SWvertex *v1, const SWvertex *v2)
931{
932   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
933   SWvertex *ncv1 = (SWvertex *)v1;
934   SWvertex *ncv2 = (SWvertex *)v2;
935   GLfloat rSum, gSum, bSum;
936   GLchan cSave[3][4];
937
938   /* save original colors */
939   COPY_CHAN4( cSave[0], ncv0->color );
940   COPY_CHAN4( cSave[1], ncv1->color );
941   COPY_CHAN4( cSave[2], ncv2->color );
942   /* sum v0 */
943   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0];
944   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1];
945   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2];
946   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
947   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
948   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
949   /* sum v1 */
950   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[VARYING_SLOT_COL1][0];
951   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[VARYING_SLOT_COL1][1];
952   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[VARYING_SLOT_COL1][2];
953   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
954   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
955   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
956   /* sum v2 */
957   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[VARYING_SLOT_COL1][0];
958   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[VARYING_SLOT_COL1][1];
959   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[VARYING_SLOT_COL1][2];
960   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
961   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
962   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
963   /* draw */
964   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
965   /* restore original colors */
966   COPY_CHAN4( ncv0->color, cSave[0] );
967   COPY_CHAN4( ncv1->color, cSave[1] );
968   COPY_CHAN4( ncv2->color, cSave[2] );
969}
970
971
972
973#ifdef DEBUG
974
975/* record the current triangle function name */
976const char *_mesa_triFuncName = NULL;
977
978#define USE(triFunc)				\
979do {						\
980    _mesa_triFuncName = #triFunc;		\
981    /*printf("%s\n", _mesa_triFuncName);*/	\
982    swrast->Triangle = triFunc;			\
983} while (0)
984
985#else
986
987#define USE(triFunc)  swrast->Triangle = triFunc;
988
989#endif
990
991
992
993
994/*
995 * Determine which triangle rendering function to use given the current
996 * rendering context.
997 *
998 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
999 * remove tests to this code.
1000 */
1001void
1002_swrast_choose_triangle( struct gl_context *ctx )
1003{
1004   SWcontext *swrast = SWRAST_CONTEXT(ctx);
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      struct gl_renderbuffer *depthRb =
1014         ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
1015
1016      if (ctx->Polygon.SmoothFlag) {
1017         _swrast_set_aa_triangle_function(ctx);
1018         assert(swrast->Triangle);
1019         return;
1020      }
1021
1022      /* special case for occlusion testing */
1023      if (ctx->Query.CurrentOcclusionObject &&
1024          ctx->Depth.Test &&
1025          ctx->Depth.Mask == GL_FALSE &&
1026          ctx->Depth.Func == GL_LESS &&
1027          !_mesa_stencil_is_enabled(ctx) &&
1028          depthRb &&
1029          depthRb->Format == MESA_FORMAT_Z_UNORM16) {
1030         if (GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 0) == 0 &&
1031	     GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 1) == 0 &&
1032	     GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 2) == 0 &&
1033	     GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3) == 0) {
1034            USE(occlusion_zless_16_triangle);
1035            return;
1036         }
1037      }
1038
1039      /*
1040       * XXX should examine swrast->_ActiveAttribMask to determine what
1041       * needs to be interpolated.
1042       */
1043      if (ctx->Texture._EnabledCoordUnits ||
1044	  _swrast_use_fragment_program(ctx) ||
1045          _mesa_ati_fragment_shader_enabled(ctx) ||
1046          _mesa_need_secondary_color(ctx) ||
1047          swrast->_FogEnabled) {
1048         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1049         const struct gl_texture_object *texObj2D;
1050         const struct gl_sampler_object *samp;
1051         const struct gl_texture_image *texImg;
1052         const struct swrast_texture_image *swImg;
1053         GLenum minFilter, magFilter, envMode;
1054         mesa_format format;
1055         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1056         if (ctx->Texture.Unit[0].Sampler)
1057            samp = ctx->Texture.Unit[0].Sampler;
1058         else if (texObj2D)
1059            samp = &texObj2D->Sampler;
1060         else
1061            samp = NULL;
1062
1063         texImg = texObj2D ? _mesa_base_tex_image(texObj2D) : NULL;
1064         swImg = swrast_texture_image_const(texImg);
1065
1066         format = texImg ? texImg->TexFormat : MESA_FORMAT_NONE;
1067         minFilter = texObj2D ? samp->MinFilter : GL_NONE;
1068         magFilter = texObj2D ? samp->MagFilter : GL_NONE;
1069         envMode = ctx->Texture.FixedFuncUnit[0].EnvMode;
1070
1071         /* First see if we can use an optimized 2-D texture function */
1072         if (ctx->Texture._EnabledCoordUnits == 0x1
1073             && !_swrast_use_fragment_program(ctx)
1074             && !_mesa_ati_fragment_shader_enabled(ctx)
1075             && ctx->Texture._MaxEnabledTexImageUnit == 0
1076             && ctx->Texture.Unit[0]._Current->Target == GL_TEXTURE_2D
1077             && samp->WrapS == GL_REPEAT
1078             && samp->WrapT == GL_REPEAT
1079             && texObj2D->_Swizzle == SWIZZLE_NOOP
1080             && swImg->_IsPowerOfTwo
1081             && texImg->Border == 0
1082             && (_mesa_format_row_stride(format, texImg->Width) ==
1083                 swImg->RowStride)
1084             && (format == MESA_FORMAT_BGR_UNORM8 || format == MESA_FORMAT_A8B8G8R8_UNORM)
1085             && minFilter == magFilter
1086             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1087             && !swrast->_FogEnabled
1088             && ctx->Texture.FixedFuncUnit[0].EnvMode != GL_COMBINE_EXT
1089             && ctx->Texture.FixedFuncUnit[0].EnvMode != GL_COMBINE4_NV) {
1090	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1091	       if (minFilter == GL_NEAREST
1092		   && format == MESA_FORMAT_BGR_UNORM8
1093		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1094		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1095			&& ctx->Depth.Func == GL_LESS
1096			&& ctx->Depth.Mask == GL_TRUE)
1097		       || swrast->_RasterMask == TEXTURE_BIT)
1098		   && ctx->Polygon.StippleFlag == GL_FALSE
1099                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1100		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1101		     USE(simple_z_textured_triangle);
1102		  }
1103		  else {
1104		     USE(simple_textured_triangle);
1105		  }
1106	       }
1107	       else {
1108#if CHAN_BITS != 8
1109                  USE(general_triangle);
1110#else
1111                  if (format == MESA_FORMAT_A8B8G8R8_UNORM && !_mesa_little_endian()) {
1112                     /* We only handle RGBA8888 correctly on little endian
1113                      * in the optimized code above.
1114                      */
1115                     USE(general_triangle);
1116                  }
1117                  else {
1118                     USE(affine_textured_triangle);
1119                 }
1120#endif
1121	       }
1122	    }
1123	    else {
1124#if CHAN_BITS != 8
1125               USE(general_triangle);
1126#else
1127               USE(persp_textured_triangle);
1128#endif
1129	    }
1130	 }
1131         else {
1132            /* general case textured triangles */
1133            USE(general_triangle);
1134         }
1135      }
1136      else {
1137         assert(!swrast->_FogEnabled);
1138         assert(!_mesa_need_secondary_color(ctx));
1139	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1140	    /* smooth shaded, no texturing, stippled or some raster ops */
1141#if CHAN_BITS != 8
1142               USE(general_triangle);
1143#else
1144               USE(smooth_rgba_triangle);
1145#endif
1146	 }
1147	 else {
1148	    /* flat shaded, no texturing, stippled or some raster ops */
1149#if CHAN_BITS != 8
1150            USE(general_triangle);
1151#else
1152            USE(flat_rgba_triangle);
1153#endif
1154	 }
1155      }
1156   }
1157   else if (ctx->RenderMode==GL_FEEDBACK) {
1158      USE(_swrast_feedback_triangle);
1159   }
1160   else {
1161      /* GL_SELECT mode */
1162      USE(_swrast_select_triangle);
1163   }
1164}
1165