s_triangle.c revision c1f859d4
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
39#include "s_aatriangle.h"
40#include "s_context.h"
41#include "s_feedback.h"
42#include "s_span.h"
43#include "s_triangle.h"
44
45
46/*
47 * Just used for feedback mode.
48 */
49GLboolean
50_swrast_culltriangle( GLcontext *ctx,
51                      const SWvertex *v0,
52                      const SWvertex *v1,
53                      const SWvertex *v2 )
54{
55   GLfloat ex = v1->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
56   GLfloat ey = v1->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
57   GLfloat fx = v2->attrib[FRAG_ATTRIB_WPOS][0] - v0->attrib[FRAG_ATTRIB_WPOS][0];
58   GLfloat fy = v2->attrib[FRAG_ATTRIB_WPOS][1] - v0->attrib[FRAG_ATTRIB_WPOS][1];
59   GLfloat c = ex*fy-ey*fx;
60
61   if (c * SWRAST_CONTEXT(ctx)->_BackfaceCullSign > 0)
62      return 0;
63
64   return 1;
65}
66
67
68
69/*
70 * Render a smooth or flat-shaded color index triangle.
71 */
72#define NAME ci_triangle
73#define INTERP_Z 1
74#define INTERP_ATTRIBS 1  /* just for fog */
75#define INTERP_INDEX 1
76#define RENDER_SPAN( span )  _swrast_write_index_span(ctx, &span);
77#include "s_tritemp.h"
78
79
80
81/*
82 * Render a flat-shaded RGBA triangle.
83 */
84#define NAME flat_rgba_triangle
85#define INTERP_Z 1
86#define SETUP_CODE				\
87   ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
88   ASSERT(ctx->Light.ShadeModel==GL_FLAT);	\
89   span.interpMask |= SPAN_RGBA;		\
90   span.red = ChanToFixed(v2->color[0]);	\
91   span.green = ChanToFixed(v2->color[1]);	\
92   span.blue = ChanToFixed(v2->color[2]);	\
93   span.alpha = ChanToFixed(v2->color[3]);	\
94   span.redStep = 0;				\
95   span.greenStep = 0;				\
96   span.blueStep = 0;				\
97   span.alphaStep = 0;
98#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
99#include "s_tritemp.h"
100
101
102
103/*
104 * Render a smooth-shaded RGBA triangle.
105 */
106#define NAME smooth_rgba_triangle
107#define INTERP_Z 1
108#define INTERP_RGB 1
109#define INTERP_ALPHA 1
110#define SETUP_CODE				\
111   {						\
112      /* texturing must be off */		\
113      ASSERT(ctx->Texture._EnabledCoordUnits == 0);	\
114      ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);	\
115   }
116#define RENDER_SPAN( span )  _swrast_write_rgba_span(ctx, &span);
117#include "s_tritemp.h"
118
119
120
121/*
122 * Render an RGB, GL_DECAL, textured triangle.
123 * Interpolate S,T only w/out mipmapping or perspective correction.
124 *
125 * No fog.  No depth testing.
126 */
127#define NAME simple_textured_triangle
128#define INTERP_INT_TEX 1
129#define S_SCALE twidth
130#define T_SCALE theight
131
132#define SETUP_CODE							\
133   struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];	\
134   struct gl_texture_object *obj = 					\
135      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
136   const GLint b = obj->BaseLevel;					\
137   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;		\
138   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;		\
139   const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;		\
140   const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;	\
141   const GLint smask = obj->Image[0][b]->Width - 1;			\
142   const GLint tmask = obj->Image[0][b]->Height - 1;			\
143   if (!rb || !texture) {						\
144      return;								\
145   }
146
147#define RENDER_SPAN( span )						\
148   GLuint i;								\
149   GLchan rgb[MAX_WIDTH][3];						\
150   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
151   span.intTex[1] -= FIXED_HALF;					\
152   for (i = 0; i < span.end; i++) {					\
153      GLint s = FixedToInt(span.intTex[0]) & smask;			\
154      GLint t = FixedToInt(span.intTex[1]) & tmask;			\
155      GLint pos = (t << twidth_log2) + s;				\
156      pos = pos + pos + pos;  /* multiply by 3 */			\
157      rgb[i][RCOMP] = texture[pos];					\
158      rgb[i][GCOMP] = texture[pos+1];					\
159      rgb[i][BCOMP] = texture[pos+2];					\
160      span.intTex[0] += span.intTexStep[0];				\
161      span.intTex[1] += span.intTexStep[1];				\
162   }									\
163   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, 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   struct gl_texture_object *obj = 					\
187      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
188   const GLint b = obj->BaseLevel;					\
189   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;		\
190   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;		\
191   const GLint twidth_log2 = obj->Image[0][b]->WidthLog2;		\
192   const GLchan *texture = (const GLchan *) obj->Image[0][b]->Data;	\
193   const GLint smask = obj->Image[0][b]->Width - 1;			\
194   const GLint tmask = obj->Image[0][b]->Height - 1;			\
195   if (!rb || !texture) {						\
196      return;								\
197   }
198
199#define RENDER_SPAN( span )						\
200   GLuint i;				    				\
201   GLchan rgb[MAX_WIDTH][3];						\
202   span.intTex[0] -= FIXED_HALF; /* off-by-one error? */		\
203   span.intTex[1] -= FIXED_HALF;					\
204   for (i = 0; i < span.end; i++) {					\
205      const GLuint z = FixedToDepth(span.z);				\
206      if (z < zRow[i]) {						\
207         GLint s = FixedToInt(span.intTex[0]) & smask;			\
208         GLint t = FixedToInt(span.intTex[1]) & tmask;			\
209         GLint pos = (t << twidth_log2) + s;				\
210         pos = pos + pos + pos;  /* multiply by 3 */			\
211         rgb[i][RCOMP] = texture[pos];					\
212         rgb[i][GCOMP] = texture[pos+1];				\
213         rgb[i][BCOMP] = texture[pos+2];				\
214         zRow[i] = z;							\
215         span.array->mask[i] = 1;					\
216      }									\
217      else {								\
218         span.array->mask[i] = 0;					\
219      }									\
220      span.intTex[0] += span.intTexStep[0];				\
221      span.intTex[1] += span.intTexStep[1];				\
222      span.z += span.zStep;						\
223   }									\
224   rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
225
226#include "s_tritemp.h"
227
228
229#if CHAN_TYPE != GL_FLOAT
230
231struct affine_info
232{
233   GLenum filter;
234   GLenum format;
235   GLenum envmode;
236   GLint smask, tmask;
237   GLint twidth_log2;
238   const GLchan *texture;
239   GLfixed er, eg, eb, ea;
240   GLint tbytesline, tsize;
241};
242
243
244static INLINE GLint
245ilerp(GLint t, GLint a, GLint b)
246{
247   return a + ((t * (b - a)) >> FIXED_SHIFT);
248}
249
250static INLINE GLint
251ilerp_2d(GLint ia, GLint ib, GLint v00, GLint v10, GLint v01, GLint v11)
252{
253   const GLint temp0 = ilerp(ia, v00, v10);
254   const GLint temp1 = ilerp(ia, v01, v11);
255   return ilerp(ib, temp0, temp1);
256}
257
258
259/* This function can handle GL_NEAREST or GL_LINEAR sampling of 2D RGB or RGBA
260 * textures with GL_REPLACE, GL_MODULATE, GL_BLEND, GL_DECAL or GL_ADD
261 * texture env modes.
262 */
263static INLINE void
264affine_span(GLcontext *ctx, SWspan *span,
265            struct affine_info *info)
266{
267   GLchan sample[4];  /* the filtered texture sample */
268   const GLuint texEnableSave = ctx->Texture._EnabledUnits;
269
270   /* Instead of defining a function for each mode, a test is done
271    * between the outer and inner loops. This is to reduce code size
272    * and complexity. Observe that an optimizing compiler kills
273    * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
274    */
275
276#define NEAREST_RGB			\
277   sample[RCOMP] = tex00[RCOMP];	\
278   sample[GCOMP] = tex00[GCOMP];	\
279   sample[BCOMP] = tex00[BCOMP];	\
280   sample[ACOMP] = CHAN_MAX
281
282#define LINEAR_RGB							\
283   sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
284   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
285   sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
286   sample[ACOMP] = CHAN_MAX;
287
288#define NEAREST_RGBA  COPY_CHAN4(sample, tex00)
289
290#define LINEAR_RGBA							\
291   sample[RCOMP] = ilerp_2d(sf, tf, tex00[0], tex01[0], tex10[0], tex11[0]);\
292   sample[GCOMP] = ilerp_2d(sf, tf, tex00[1], tex01[1], tex10[1], tex11[1]);\
293   sample[BCOMP] = ilerp_2d(sf, tf, tex00[2], tex01[2], tex10[2], tex11[2]);\
294   sample[ACOMP] = ilerp_2d(sf, tf, tex00[3], tex01[3], tex10[3], tex11[3])
295
296#define MODULATE							  \
297   dest[RCOMP] = span->red   * (sample[RCOMP] + 1u) >> (FIXED_SHIFT + 8); \
298   dest[GCOMP] = span->green * (sample[GCOMP] + 1u) >> (FIXED_SHIFT + 8); \
299   dest[BCOMP] = span->blue  * (sample[BCOMP] + 1u) >> (FIXED_SHIFT + 8); \
300   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1u) >> (FIXED_SHIFT + 8)
301
302#define DECAL								\
303   dest[RCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->red +		\
304               ((sample[ACOMP] + 1) * sample[RCOMP] << FIXED_SHIFT))	\
305               >> (FIXED_SHIFT + 8);					\
306   dest[GCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->green +		\
307               ((sample[ACOMP] + 1) * sample[GCOMP] << FIXED_SHIFT))	\
308               >> (FIXED_SHIFT + 8);					\
309   dest[BCOMP] = ((CHAN_MAX - sample[ACOMP]) * span->blue +		\
310               ((sample[ACOMP] + 1) * sample[BCOMP] << FIXED_SHIFT))	\
311               >> (FIXED_SHIFT + 8);					\
312   dest[ACOMP] = FixedToInt(span->alpha)
313
314#define BLEND								\
315   dest[RCOMP] = ((CHAN_MAX - sample[RCOMP]) * span->red		\
316               + (sample[RCOMP] + 1) * info->er) >> (FIXED_SHIFT + 8);	\
317   dest[GCOMP] = ((CHAN_MAX - sample[GCOMP]) * span->green		\
318               + (sample[GCOMP] + 1) * info->eg) >> (FIXED_SHIFT + 8);	\
319   dest[BCOMP] = ((CHAN_MAX - sample[BCOMP]) * span->blue		\
320               + (sample[BCOMP] + 1) * info->eb) >> (FIXED_SHIFT + 8);	\
321   dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8)
322
323#define REPLACE  COPY_CHAN4(dest, sample)
324
325#define ADD								\
326   {									\
327      GLint rSum = FixedToInt(span->red)   + (GLint) sample[RCOMP];	\
328      GLint gSum = FixedToInt(span->green) + (GLint) sample[GCOMP];	\
329      GLint bSum = FixedToInt(span->blue)  + (GLint) sample[BCOMP];	\
330      dest[RCOMP] = MIN2(rSum, CHAN_MAX);				\
331      dest[GCOMP] = MIN2(gSum, CHAN_MAX);				\
332      dest[BCOMP] = MIN2(bSum, CHAN_MAX);				\
333      dest[ACOMP] = span->alpha * (sample[ACOMP] + 1) >> (FIXED_SHIFT + 8); \
334  }
335
336/* shortcuts */
337
338#define NEAREST_RGB_REPLACE		\
339   NEAREST_RGB;				\
340   dest[0] = sample[0];			\
341   dest[1] = sample[1];			\
342   dest[2] = sample[2];			\
343   dest[3] = FixedToInt(span->alpha);
344
345#define NEAREST_RGBA_REPLACE  COPY_CHAN4(dest, tex00)
346
347#define SPAN_NEAREST(DO_TEX, COMPS)					\
348	for (i = 0; i < span->end; i++) {				\
349           /* Isn't it necessary to use FixedFloor below?? */		\
350           GLint s = FixedToInt(span->intTex[0]) & info->smask;		\
351           GLint t = FixedToInt(span->intTex[1]) & info->tmask;		\
352           GLint pos = (t << info->twidth_log2) + s;			\
353           const GLchan *tex00 = info->texture + COMPS * pos;		\
354           DO_TEX;							\
355           span->red += span->redStep;					\
356	   span->green += span->greenStep;				\
357           span->blue += span->blueStep;				\
358	   span->alpha += span->alphaStep;				\
359	   span->intTex[0] += span->intTexStep[0];			\
360	   span->intTex[1] += span->intTexStep[1];			\
361           dest += 4;							\
362	}
363
364#define SPAN_LINEAR(DO_TEX, COMPS)					\
365	for (i = 0; i < span->end; i++) {				\
366           /* Isn't it necessary to use FixedFloor below?? */		\
367           const GLint s = FixedToInt(span->intTex[0]) & info->smask;	\
368           const GLint t = FixedToInt(span->intTex[1]) & info->tmask;	\
369           const GLfixed sf = span->intTex[0] & FIXED_FRAC_MASK;	\
370           const GLfixed tf = span->intTex[1] & FIXED_FRAC_MASK;	\
371           const GLint pos = (t << info->twidth_log2) + s;		\
372           const GLchan *tex00 = info->texture + COMPS * pos;		\
373           const GLchan *tex10 = tex00 + info->tbytesline;		\
374           const GLchan *tex01 = tex00 + COMPS;				\
375           const GLchan *tex11 = tex10 + COMPS;				\
376           if (t == info->tmask) {					\
377              tex10 -= info->tsize;					\
378              tex11 -= info->tsize;					\
379           }								\
380           if (s == info->smask) {					\
381              tex01 -= info->tbytesline;				\
382              tex11 -= info->tbytesline;				\
383           }								\
384           DO_TEX;							\
385           span->red += span->redStep;					\
386	   span->green += span->greenStep;				\
387           span->blue += span->blueStep;				\
388	   span->alpha += span->alphaStep;				\
389	   span->intTex[0] += span->intTexStep[0];			\
390	   span->intTex[1] += span->intTexStep[1];			\
391           dest += 4;							\
392	}
393
394
395   GLuint i;
396   GLchan *dest = span->array->rgba[0];
397
398   /* Disable tex units so they're not re-applied in swrast_write_rgba_span */
399   ctx->Texture._EnabledUnits = 0x0;
400
401   span->intTex[0] -= FIXED_HALF;
402   span->intTex[1] -= FIXED_HALF;
403   switch (info->filter) {
404   case GL_NEAREST:
405      switch (info->format) {
406      case GL_RGB:
407         switch (info->envmode) {
408         case GL_MODULATE:
409            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
410            break;
411         case GL_DECAL:
412         case GL_REPLACE:
413            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
414            break;
415         case GL_BLEND:
416            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
417            break;
418         case GL_ADD:
419            SPAN_NEAREST(NEAREST_RGB;ADD,3);
420            break;
421         default:
422            _mesa_problem(ctx, "bad tex env mode in SPAN_LINEAR");
423            return;
424         }
425         break;
426      case GL_RGBA:
427         switch(info->envmode) {
428         case GL_MODULATE:
429            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
430            break;
431         case GL_DECAL:
432            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
433            break;
434         case GL_BLEND:
435            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
436            break;
437         case GL_ADD:
438            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
439            break;
440         case GL_REPLACE:
441            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
442            break;
443         default:
444            _mesa_problem(ctx, "bad tex env mode (2) in SPAN_LINEAR");
445            return;
446         }
447         break;
448      }
449      break;
450
451   case GL_LINEAR:
452      span->intTex[0] -= FIXED_HALF;
453      span->intTex[1] -= FIXED_HALF;
454      switch (info->format) {
455      case GL_RGB:
456         switch (info->envmode) {
457         case GL_MODULATE:
458            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
459            break;
460         case GL_DECAL:
461         case GL_REPLACE:
462            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
463            break;
464         case GL_BLEND:
465            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
466            break;
467         case GL_ADD:
468            SPAN_LINEAR(LINEAR_RGB;ADD,3);
469            break;
470         default:
471            _mesa_problem(ctx, "bad tex env mode (3) in SPAN_LINEAR");
472            return;
473         }
474         break;
475      case GL_RGBA:
476         switch (info->envmode) {
477         case GL_MODULATE:
478            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
479            break;
480         case GL_DECAL:
481            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
482            break;
483         case GL_BLEND:
484            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
485            break;
486         case GL_ADD:
487            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
488            break;
489         case GL_REPLACE:
490            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
491            break;
492         default:
493            _mesa_problem(ctx, "bad tex env mode (4) in SPAN_LINEAR");
494            return;
495         }
496         break;
497      }
498      break;
499   }
500   span->interpMask &= ~SPAN_RGBA;
501   ASSERT(span->arrayMask & SPAN_RGBA);
502
503   _swrast_write_rgba_span(ctx, span);
504
505   /* re-enable texture units */
506   ctx->Texture._EnabledUnits = texEnableSave;
507
508#undef SPAN_NEAREST
509#undef SPAN_LINEAR
510}
511
512
513
514/*
515 * Render an RGB/RGBA textured triangle without perspective correction.
516 */
517#define NAME affine_textured_triangle
518#define INTERP_Z 1
519#define INTERP_RGB 1
520#define INTERP_ALPHA 1
521#define INTERP_INT_TEX 1
522#define S_SCALE twidth
523#define T_SCALE theight
524
525#define SETUP_CODE							\
526   struct affine_info info;						\
527   struct gl_texture_unit *unit = ctx->Texture.Unit+0;			\
528   struct gl_texture_object *obj = 					\
529      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
530   const GLint b = obj->BaseLevel;					\
531   const GLfloat twidth = (GLfloat) obj->Image[0][b]->Width;		\
532   const GLfloat theight = (GLfloat) obj->Image[0][b]->Height;		\
533   info.texture = (const GLchan *) obj->Image[0][b]->Data;		\
534   info.twidth_log2 = obj->Image[0][b]->WidthLog2;			\
535   info.smask = obj->Image[0][b]->Width - 1;				\
536   info.tmask = obj->Image[0][b]->Height - 1;				\
537   info.format = obj->Image[0][b]->_BaseFormat;				\
538   info.filter = obj->MinFilter;					\
539   info.envmode = unit->EnvMode;					\
540   span.arrayMask |= SPAN_RGBA;						\
541									\
542   if (info.envmode == GL_BLEND) {					\
543      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
544      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
545      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
546      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
547      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
548   }									\
549   if (!info.texture) {							\
550      /* this shouldn't happen */					\
551      return;								\
552   }									\
553									\
554   switch (info.format) {						\
555   case GL_ALPHA:							\
556   case GL_LUMINANCE:							\
557   case GL_INTENSITY:							\
558      info.tbytesline = obj->Image[0][b]->Width;			\
559      break;								\
560   case GL_LUMINANCE_ALPHA:						\
561      info.tbytesline = obj->Image[0][b]->Width * 2;			\
562      break;								\
563   case GL_RGB:								\
564      info.tbytesline = obj->Image[0][b]->Width * 3;			\
565      break;								\
566   case GL_RGBA:							\
567      info.tbytesline = obj->Image[0][b]->Width * 4;			\
568      break;								\
569   default:								\
570      _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
571      return;								\
572   }									\
573   info.tsize = obj->Image[0][b]->Height * info.tbytesline;
574
575#define RENDER_SPAN( span )   affine_span(ctx, &span, &info);
576
577#include "s_tritemp.h"
578
579
580
581struct persp_info
582{
583   GLenum filter;
584   GLenum format;
585   GLenum envmode;
586   GLint smask, tmask;
587   GLint twidth_log2;
588   const GLchan *texture;
589   GLfixed er, eg, eb, ea;   /* texture env color */
590   GLint tbytesline, tsize;
591};
592
593
594static INLINE void
595fast_persp_span(GLcontext *ctx, SWspan *span,
596		struct persp_info *info)
597{
598   GLchan sample[4];  /* the filtered texture sample */
599
600  /* Instead of defining a function for each mode, a test is done
601   * between the outer and inner loops. This is to reduce code size
602   * and complexity. Observe that an optimizing compiler kills
603   * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
604   */
605#define SPAN_NEAREST(DO_TEX,COMP)					\
606	for (i = 0; i < span->end; i++) {				\
607           GLdouble invQ = tex_coord[2] ?				\
608                                 (1.0 / tex_coord[2]) : 1.0;            \
609           GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);		\
610           GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);		\
611           GLint s = IFLOOR(s_tmp) & info->smask;	        	\
612           GLint t = IFLOOR(t_tmp) & info->tmask;	        	\
613           GLint pos = (t << info->twidth_log2) + s;			\
614           const GLchan *tex00 = info->texture + COMP * pos;		\
615           DO_TEX;							\
616           span->red += span->redStep;					\
617	   span->green += span->greenStep;				\
618           span->blue += span->blueStep;				\
619	   span->alpha += span->alphaStep;				\
620	   tex_coord[0] += tex_step[0];					\
621	   tex_coord[1] += tex_step[1];					\
622	   tex_coord[2] += tex_step[2];					\
623           dest += 4;							\
624	}
625
626#define SPAN_LINEAR(DO_TEX,COMP)					\
627	for (i = 0; i < span->end; i++) {				\
628           GLdouble invQ = tex_coord[2] ?				\
629                                 (1.0 / tex_coord[2]) : 1.0;            \
630           const GLfloat s_tmp = (GLfloat) (tex_coord[0] * invQ);	\
631           const GLfloat t_tmp = (GLfloat) (tex_coord[1] * invQ);	\
632           const GLfixed s_fix = FloatToFixed(s_tmp) - FIXED_HALF;	\
633           const GLfixed t_fix = FloatToFixed(t_tmp) - FIXED_HALF;      \
634           const GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask;	\
635           const GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask;	\
636           const GLfixed sf = s_fix & FIXED_FRAC_MASK;			\
637           const GLfixed tf = t_fix & FIXED_FRAC_MASK;			\
638           const GLint pos = (t << info->twidth_log2) + s;		\
639           const GLchan *tex00 = info->texture + COMP * pos;		\
640           const GLchan *tex10 = tex00 + info->tbytesline;		\
641           const GLchan *tex01 = tex00 + COMP;				\
642           const GLchan *tex11 = tex10 + COMP;				\
643           if (t == info->tmask) {					\
644              tex10 -= info->tsize;					\
645              tex11 -= info->tsize;					\
646           }								\
647           if (s == info->smask) {					\
648              tex01 -= info->tbytesline;				\
649              tex11 -= info->tbytesline;				\
650           }								\
651           DO_TEX;							\
652           span->red   += span->redStep;				\
653	   span->green += span->greenStep;				\
654           span->blue  += span->blueStep;				\
655	   span->alpha += span->alphaStep;				\
656	   tex_coord[0] += tex_step[0];					\
657	   tex_coord[1] += tex_step[1];					\
658	   tex_coord[2] += tex_step[2];					\
659           dest += 4;							\
660	}
661
662   GLuint i;
663   GLfloat tex_coord[3], tex_step[3];
664   GLchan *dest = span->array->rgba[0];
665
666   const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
667   ctx->Texture._EnabledUnits = 0;
668
669   tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0]  * (info->smask + 1);
670   tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
671   tex_coord[1] = span->attrStart[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
672   tex_step[1] = span->attrStepX[FRAG_ATTRIB_TEX0][1] * (info->tmask + 1);
673   /* span->attrStart[FRAG_ATTRIB_TEX0][2] only if 3D-texturing, here only 2D */
674   tex_coord[2] = span->attrStart[FRAG_ATTRIB_TEX0][3];
675   tex_step[2] = span->attrStepX[FRAG_ATTRIB_TEX0][3];
676
677   switch (info->filter) {
678   case GL_NEAREST:
679      switch (info->format) {
680      case GL_RGB:
681         switch (info->envmode) {
682         case GL_MODULATE:
683            SPAN_NEAREST(NEAREST_RGB;MODULATE,3);
684            break;
685         case GL_DECAL:
686         case GL_REPLACE:
687            SPAN_NEAREST(NEAREST_RGB_REPLACE,3);
688            break;
689         case GL_BLEND:
690            SPAN_NEAREST(NEAREST_RGB;BLEND,3);
691            break;
692         case GL_ADD:
693            SPAN_NEAREST(NEAREST_RGB;ADD,3);
694            break;
695         default:
696            _mesa_problem(ctx, "bad tex env mode (5) in SPAN_LINEAR");
697            return;
698         }
699         break;
700      case GL_RGBA:
701         switch(info->envmode) {
702         case GL_MODULATE:
703            SPAN_NEAREST(NEAREST_RGBA;MODULATE,4);
704            break;
705         case GL_DECAL:
706            SPAN_NEAREST(NEAREST_RGBA;DECAL,4);
707            break;
708         case GL_BLEND:
709            SPAN_NEAREST(NEAREST_RGBA;BLEND,4);
710            break;
711         case GL_ADD:
712            SPAN_NEAREST(NEAREST_RGBA;ADD,4);
713            break;
714         case GL_REPLACE:
715            SPAN_NEAREST(NEAREST_RGBA_REPLACE,4);
716            break;
717         default:
718            _mesa_problem(ctx, "bad tex env mode (6) in SPAN_LINEAR");
719            return;
720         }
721         break;
722      }
723      break;
724
725   case GL_LINEAR:
726      switch (info->format) {
727      case GL_RGB:
728         switch (info->envmode) {
729         case GL_MODULATE:
730            SPAN_LINEAR(LINEAR_RGB;MODULATE,3);
731            break;
732         case GL_DECAL:
733         case GL_REPLACE:
734            SPAN_LINEAR(LINEAR_RGB;REPLACE,3);
735            break;
736         case GL_BLEND:
737            SPAN_LINEAR(LINEAR_RGB;BLEND,3);
738            break;
739         case GL_ADD:
740            SPAN_LINEAR(LINEAR_RGB;ADD,3);
741            break;
742         default:
743            _mesa_problem(ctx, "bad tex env mode (7) in SPAN_LINEAR");
744            return;
745         }
746         break;
747      case GL_RGBA:
748         switch (info->envmode) {
749         case GL_MODULATE:
750            SPAN_LINEAR(LINEAR_RGBA;MODULATE,4);
751            break;
752         case GL_DECAL:
753            SPAN_LINEAR(LINEAR_RGBA;DECAL,4);
754            break;
755         case GL_BLEND:
756            SPAN_LINEAR(LINEAR_RGBA;BLEND,4);
757            break;
758         case GL_ADD:
759            SPAN_LINEAR(LINEAR_RGBA;ADD,4);
760            break;
761         case GL_REPLACE:
762            SPAN_LINEAR(LINEAR_RGBA;REPLACE,4);
763            break;
764         default:
765            _mesa_problem(ctx, "bad tex env mode (8) in SPAN_LINEAR");
766            return;
767         }
768         break;
769      }
770      break;
771   }
772
773   ASSERT(span->arrayMask & SPAN_RGBA);
774   _swrast_write_rgba_span(ctx, span);
775
776#undef SPAN_NEAREST
777#undef SPAN_LINEAR
778
779   /* restore state */
780   ctx->Texture._EnabledUnits = savedTexEnable;
781}
782
783
784/*
785 * Render an perspective corrected RGB/RGBA textured triangle.
786 * The Q (aka V in Mesa) coordinate must be zero such that the divide
787 * by interpolated Q/W comes out right.
788 *
789 */
790#define NAME persp_textured_triangle
791#define INTERP_Z 1
792#define INTERP_RGB 1
793#define INTERP_ALPHA 1
794#define INTERP_ATTRIBS 1
795
796#define SETUP_CODE							\
797   struct persp_info info;						\
798   const struct gl_texture_unit *unit = ctx->Texture.Unit+0;		\
799   struct gl_texture_object *obj = 					\
800      ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];		\
801   const GLint b = obj->BaseLevel;					\
802   info.texture = (const GLchan *) obj->Image[0][b]->Data;		\
803   info.twidth_log2 = obj->Image[0][b]->WidthLog2;			\
804   info.smask = obj->Image[0][b]->Width - 1;				\
805   info.tmask = obj->Image[0][b]->Height - 1;				\
806   info.format = obj->Image[0][b]->_BaseFormat;				\
807   info.filter = obj->MinFilter;					\
808   info.envmode = unit->EnvMode;					\
809									\
810   if (info.envmode == GL_BLEND) {					\
811      /* potential off-by-one error here? (1.0f -> 2048 -> 0) */	\
812      info.er = FloatToFixed(unit->EnvColor[RCOMP] * CHAN_MAXF);	\
813      info.eg = FloatToFixed(unit->EnvColor[GCOMP] * CHAN_MAXF);	\
814      info.eb = FloatToFixed(unit->EnvColor[BCOMP] * CHAN_MAXF);	\
815      info.ea = FloatToFixed(unit->EnvColor[ACOMP] * CHAN_MAXF);	\
816   }									\
817   if (!info.texture) {							\
818      /* this shouldn't happen */					\
819      return;								\
820   }									\
821									\
822   switch (info.format) {						\
823   case GL_ALPHA:							\
824   case GL_LUMINANCE:							\
825   case GL_INTENSITY:							\
826      info.tbytesline = obj->Image[0][b]->Width;			\
827      break;								\
828   case GL_LUMINANCE_ALPHA:						\
829      info.tbytesline = obj->Image[0][b]->Width * 2;			\
830      break;								\
831   case GL_RGB:								\
832      info.tbytesline = obj->Image[0][b]->Width * 3;			\
833      break;								\
834   case GL_RGBA:							\
835      info.tbytesline = obj->Image[0][b]->Width * 4;			\
836      break;								\
837   default:								\
838      _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
839      return;								\
840   }									\
841   info.tsize = obj->Image[0][b]->Height * info.tbytesline;
842
843#define RENDER_SPAN( span )			\
844   span.interpMask &= ~SPAN_RGBA;		\
845   span.arrayMask |= SPAN_RGBA;			\
846   fast_persp_span(ctx, &span, &info);
847
848#include "s_tritemp.h"
849
850#endif /*CHAN_TYPE != GL_FLOAT*/
851
852
853
854/*
855 * Render an RGBA triangle with arbitrary attributes.
856 */
857#define NAME general_triangle
858#define INTERP_Z 1
859#define INTERP_RGB 1
860#define INTERP_ALPHA 1
861#define INTERP_ATTRIBS 1
862#define RENDER_SPAN( span )   _swrast_write_rgba_span(ctx, &span);
863#include "s_tritemp.h"
864
865
866
867
868/*
869 * Special tri function for occlusion testing
870 */
871#define NAME occlusion_zless_triangle
872#define INTERP_Z 1
873#define SETUP_CODE							\
874   struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer;		\
875   struct gl_query_object *q = ctx->Query.CurrentOcclusionObject;	\
876   ASSERT(ctx->Depth.Test);						\
877   ASSERT(!ctx->Depth.Mask);						\
878   ASSERT(ctx->Depth.Func == GL_LESS);					\
879   if (!q) {								\
880      return;								\
881   }
882#define RENDER_SPAN( span )						\
883   if (rb->DepthBits <= 16) {						\
884      GLuint i;								\
885      const GLushort *zRow = (const GLushort *)				\
886         rb->GetPointer(ctx, rb, span.x, span.y);			\
887      for (i = 0; i < span.end; i++) {					\
888         GLuint z = FixedToDepth(span.z);				\
889         if (z < zRow[i]) {						\
890            q->Result++;						\
891         }								\
892         span.z += span.zStep;						\
893      }									\
894   }									\
895   else {								\
896      GLuint i;								\
897      const GLuint *zRow = (const GLuint *)				\
898         rb->GetPointer(ctx, rb, span.x, span.y);			\
899      for (i = 0; i < span.end; i++) {					\
900         if ((GLuint)span.z < zRow[i]) {				\
901            q->Result++;						\
902         }								\
903         span.z += span.zStep;						\
904      }									\
905   }
906#include "s_tritemp.h"
907
908
909
910static void
911nodraw_triangle( GLcontext *ctx,
912                 const SWvertex *v0,
913                 const SWvertex *v1,
914                 const SWvertex *v2 )
915{
916   (void) (ctx && v0 && v1 && v2);
917}
918
919
920/*
921 * This is used when separate specular color is enabled, but not
922 * texturing.  We add the specular color to the primary color,
923 * draw the triangle, then restore the original primary color.
924 * Inefficient, but seldom needed.
925 */
926void
927_swrast_add_spec_terms_triangle(GLcontext *ctx, const SWvertex *v0,
928                                const SWvertex *v1, const SWvertex *v2)
929{
930   SWvertex *ncv0 = (SWvertex *)v0; /* drop const qualifier */
931   SWvertex *ncv1 = (SWvertex *)v1;
932   SWvertex *ncv2 = (SWvertex *)v2;
933   GLfloat rSum, gSum, bSum;
934   GLchan cSave[3][4];
935
936   /* save original colors */
937   COPY_CHAN4( cSave[0], ncv0->color );
938   COPY_CHAN4( cSave[1], ncv1->color );
939   COPY_CHAN4( cSave[2], ncv2->color );
940   /* sum v0 */
941   rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
942   gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
943   bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
944   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
945   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
946   UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);
947   /* sum v1 */
948   rSum = CHAN_TO_FLOAT(ncv1->color[0]) + ncv1->attrib[FRAG_ATTRIB_COL1][0];
949   gSum = CHAN_TO_FLOAT(ncv1->color[1]) + ncv1->attrib[FRAG_ATTRIB_COL1][1];
950   bSum = CHAN_TO_FLOAT(ncv1->color[2]) + ncv1->attrib[FRAG_ATTRIB_COL1][2];
951   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[0], rSum);
952   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[1], gSum);
953   UNCLAMPED_FLOAT_TO_CHAN(ncv1->color[2], bSum);
954   /* sum v2 */
955   rSum = CHAN_TO_FLOAT(ncv2->color[0]) + ncv2->attrib[FRAG_ATTRIB_COL1][0];
956   gSum = CHAN_TO_FLOAT(ncv2->color[1]) + ncv2->attrib[FRAG_ATTRIB_COL1][1];
957   bSum = CHAN_TO_FLOAT(ncv2->color[2]) + ncv2->attrib[FRAG_ATTRIB_COL1][2];
958   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[0], rSum);
959   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[1], gSum);
960   UNCLAMPED_FLOAT_TO_CHAN(ncv2->color[2], bSum);
961   /* draw */
962   SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
963   /* restore original colors */
964   COPY_CHAN4( ncv0->color, cSave[0] );
965   COPY_CHAN4( ncv1->color, cSave[1] );
966   COPY_CHAN4( ncv2->color, cSave[2] );
967}
968
969
970
971#ifdef DEBUG
972
973/* record the current triangle function name */
974const char *_mesa_triFuncName = NULL;
975
976#define USE(triFunc)				\
977do {						\
978    _mesa_triFuncName = #triFunc;		\
979    /*printf("%s\n", _mesa_triFuncName);*/	\
980    swrast->Triangle = triFunc;			\
981} while (0)
982
983#else
984
985#define USE(triFunc)  swrast->Triangle = triFunc;
986
987#endif
988
989
990
991
992/*
993 * Determine which triangle rendering function to use given the current
994 * rendering context.
995 *
996 * Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
997 * remove tests to this code.
998 */
999void
1000_swrast_choose_triangle( GLcontext *ctx )
1001{
1002   SWcontext *swrast = SWRAST_CONTEXT(ctx);
1003   const GLboolean rgbmode = ctx->Visual.rgbMode;
1004
1005   if (ctx->Polygon.CullFlag &&
1006       ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
1007      USE(nodraw_triangle);
1008      return;
1009   }
1010
1011   if (ctx->RenderMode==GL_RENDER) {
1012
1013      if (ctx->Polygon.SmoothFlag) {
1014         _swrast_set_aa_triangle_function(ctx);
1015         ASSERT(swrast->Triangle);
1016         return;
1017      }
1018
1019      /* special case for occlusion testing */
1020      if (ctx->Query.CurrentOcclusionObject &&
1021          ctx->Depth.Test &&
1022          ctx->Depth.Mask == GL_FALSE &&
1023          ctx->Depth.Func == GL_LESS &&
1024          !ctx->Stencil.Enabled) {
1025         if ((rgbmode &&
1026              ctx->Color.ColorMask[0] == 0 &&
1027              ctx->Color.ColorMask[1] == 0 &&
1028              ctx->Color.ColorMask[2] == 0 &&
1029              ctx->Color.ColorMask[3] == 0)
1030             ||
1031             (!rgbmode && ctx->Color.IndexMask == 0)) {
1032            USE(occlusion_zless_triangle);
1033            return;
1034         }
1035      }
1036
1037      if (!rgbmode) {
1038         USE(ci_triangle);
1039         return;
1040      }
1041
1042      /*
1043       * XXX should examine swrast->_ActiveAttribMask to determine what
1044       * needs to be interpolated.
1045       */
1046      if (ctx->Texture._EnabledCoordUnits ||
1047          ctx->FragmentProgram._Current ||
1048          ctx->ATIFragmentShader._Enabled ||
1049          NEED_SECONDARY_COLOR(ctx) ||
1050          swrast->_FogEnabled) {
1051         /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
1052         const struct gl_texture_object *texObj2D;
1053         const struct gl_texture_image *texImg;
1054         GLenum minFilter, magFilter, envMode;
1055         GLint format;
1056         texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1057
1058         texImg = texObj2D ? texObj2D->Image[0][texObj2D->BaseLevel] : NULL;
1059         format = texImg ? texImg->TexFormat->MesaFormat : -1;
1060         minFilter = texObj2D ? texObj2D->MinFilter : (GLenum) 0;
1061         magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
1062         envMode = ctx->Texture.Unit[0].EnvMode;
1063
1064         /* First see if we can use an optimized 2-D texture function */
1065         if (ctx->Texture._EnabledCoordUnits == 0x1
1066             && !ctx->FragmentProgram._Current
1067             && !ctx->ATIFragmentShader._Enabled
1068             && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1069             && texObj2D->WrapS == GL_REPEAT
1070             && texObj2D->WrapT == GL_REPEAT
1071             && texImg->_IsPowerOfTwo
1072             && texImg->Border == 0
1073             && texImg->Width == texImg->RowStride
1074             && (format == MESA_FORMAT_RGB || format == MESA_FORMAT_RGBA)
1075             && minFilter == magFilter
1076             && ctx->Light.Model.ColorControl == GL_SINGLE_COLOR
1077             && !swrast->_FogEnabled
1078             && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
1079	    if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
1080	       if (minFilter == GL_NEAREST
1081		   && format == MESA_FORMAT_RGB
1082		   && (envMode == GL_REPLACE || envMode == GL_DECAL)
1083		   && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
1084			&& ctx->Depth.Func == GL_LESS
1085			&& ctx->Depth.Mask == GL_TRUE)
1086		       || swrast->_RasterMask == TEXTURE_BIT)
1087		   && ctx->Polygon.StippleFlag == GL_FALSE
1088                   && ctx->DrawBuffer->Visual.depthBits <= 16) {
1089		  if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
1090		     USE(simple_z_textured_triangle);
1091		  }
1092		  else {
1093		     USE(simple_textured_triangle);
1094		  }
1095	       }
1096	       else {
1097#if CHAN_BITS != 8
1098                  USE(general_triangle);
1099#else
1100                  USE(affine_textured_triangle);
1101#endif
1102	       }
1103	    }
1104	    else {
1105#if CHAN_BITS != 8
1106               USE(general_triangle);
1107#else
1108               USE(persp_textured_triangle);
1109#endif
1110	    }
1111	 }
1112         else {
1113            /* general case textured triangles */
1114            USE(general_triangle);
1115         }
1116      }
1117      else {
1118         ASSERT(!swrast->_FogEnabled);
1119         ASSERT(!NEED_SECONDARY_COLOR(ctx));
1120	 if (ctx->Light.ShadeModel==GL_SMOOTH) {
1121	    /* smooth shaded, no texturing, stippled or some raster ops */
1122#if CHAN_BITS != 8
1123               USE(general_triangle);
1124#else
1125               USE(smooth_rgba_triangle);
1126#endif
1127	 }
1128	 else {
1129	    /* flat shaded, no texturing, stippled or some raster ops */
1130#if CHAN_BITS != 8
1131            USE(general_triangle);
1132#else
1133            USE(flat_rgba_triangle);
1134#endif
1135	 }
1136      }
1137   }
1138   else if (ctx->RenderMode==GL_FEEDBACK) {
1139      USE(_swrast_feedback_triangle);
1140   }
1141   else {
1142      /* GL_SELECT mode */
1143      USE(_swrast_select_triangle);
1144   }
1145}
1146