Fixed bug in MinMagThresh computation.

Renamed gl_texture_pixels() to _swrast_texture_fragments()
This commit is contained in:
Brian Paul 2001-01-05 21:28:31 +00:00
parent 2d7e25c9ff
commit 8cbc573eae
5 changed files with 144 additions and 122 deletions

View file

@ -1,4 +1,4 @@
/* $Id: s_copypix.c,v 1.8 2000/12/26 05:09:32 keithw Exp $ */
/* $Id: s_copypix.c,v 1.9 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -247,8 +247,8 @@ copy_conv_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
_mesa_pixeltexgen(ctx, width, (const GLchan (*)[4]) rgba,
s, t, r, q);
gl_texture_pixels(ctx, unit, width, s, t, r, NULL,
primary_rgba, rgba);
_swrast_texture_fragments(ctx, unit, width, s, t, r, NULL,
primary_rgba, rgba);
}
}
@ -493,8 +493,8 @@ copy_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
_mesa_pixeltexgen(ctx, width, (const GLchan (*)[4]) rgba,
s, t, r, q);
gl_texture_pixels(ctx, unit, width, s, t, r, NULL,
primary_rgba, rgba);
_swrast_texture_fragments(ctx, unit, width, s, t, r, NULL,
primary_rgba, rgba);
}
}

View file

@ -1,4 +1,4 @@
/* $Id: s_drawpix.c,v 1.6 2001/01/03 15:59:30 brianp Exp $ */
/* $Id: s_drawpix.c,v 1.7 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -810,8 +810,8 @@ draw_rgba_pixels( GLcontext *ctx, GLint x, GLint y,
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
_mesa_pixeltexgen(ctx, width, (const GLchan (*)[4]) rgba,
s, t, r, q);
gl_texture_pixels(ctx, unit, width, s, t, r, NULL,
primary_rgba, rgba);
_swrast_texture_fragments(ctx, unit, width, s, t, r, NULL,
primary_rgba, rgba);
}
}
}

View file

@ -1,4 +1,4 @@
/* $Id: s_span.c,v 1.5 2000/12/12 00:27:51 brianp Exp $ */
/* $Id: s_span.c,v 1.6 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -818,7 +818,7 @@ void gl_write_texture_span( GLcontext *ctx,
/* Texturing without alpha is done after depth-testing which
gives a potential speed-up. */
ASSERT(ctx->Texture._ReallyEnabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
_swrast_texture_fragments( ctx, 0, n, s, t, u, lambda, rgba, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
@ -851,7 +851,7 @@ void gl_write_texture_span( GLcontext *ctx,
/* Texture without alpha test */
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
_swrast_texture_fragments( ctx, 0, n, s, t, u, lambda, rgba, rgba );
}
/* Add base and specular colors */
@ -965,7 +965,8 @@ gl_write_multitexture_span( GLcontext *ctx,
*/
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
_swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i],
lambda[i], rgbaIn, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
@ -999,8 +1000,8 @@ gl_write_multitexture_span( GLcontext *ctx,
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i],
lambda[i], rgbaIn, rgba );
_swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i],
lambda[i], rgbaIn, rgba );
}
/* Add base and specular colors */

View file

@ -1,4 +1,4 @@
/* $Id: s_texture.c,v 1.6 2001/01/03 15:59:30 brianp Exp $ */
/* $Id: s_texture.c,v 1.7 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -46,8 +46,9 @@
* index - the palette index (8-bit only)
* Output: red, green, blue, alpha - the texel color
*/
static void palette_sample(const struct gl_texture_object *tObj,
GLint index, GLchan rgba[4] )
static void
palette_sample(const struct gl_texture_object *tObj,
GLint index, GLchan rgba[4] )
{
GLcontext *ctx = _mesa_get_current_context(); /* THIS IS A HACK */
const GLchan *palette;
@ -219,9 +220,10 @@ static void palette_sample(const struct gl_texture_object *tObj,
* Given 1-D texture image and an (i) texel column coordinate, return the
* texel color.
*/
static void get_1d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img, GLint i,
GLchan rgba[4] )
static void
get_1d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img, GLint i,
GLchan rgba[4] )
{
const GLchan *texel;
@ -274,9 +276,10 @@ static void get_1d_texel( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
static void sample_1d_nearest( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLchan rgba[4] )
static void
sample_1d_nearest( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLchan rgba[4] )
{
const GLint width = img->Width2; /* without border, power of two */
const GLchan *texel;
@ -330,10 +333,10 @@ static void sample_1d_nearest( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
static void sample_1d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s,
GLchan rgba[4] )
static void
sample_1d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLchan rgba[4] )
{
const GLint width = img->Width2;
GLint i0, i1;
@ -456,11 +459,12 @@ sample_1d_linear_mipmap_linear( const struct gl_texture_object *tObj,
static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@ -474,11 +478,12 @@ static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
static void sample_linear_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_linear_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@ -496,11 +501,12 @@ static void sample_linear_1d( GLcontext *ctx, GLuint texUnit,
* return a texture sample.
*
*/
static void sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
@ -564,9 +570,10 @@ static void sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
* Given a texture image and an (i,j) integer texel coordinate, return the
* texel color.
*/
static void get_2d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img, GLint i, GLint j,
GLchan rgba[4] )
static void
get_2d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img, GLint i, GLint j,
GLchan rgba[4] )
{
const GLint width = img->Width; /* includes border */
const GLchan *texel;
@ -621,10 +628,11 @@ static void get_2d_texel( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
static void sample_2d_nearest( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t,
GLchan rgba[] )
static void
sample_2d_nearest( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t,
GLchan rgba[] )
{
const GLint imgWidth = img->Width; /* includes border */
const GLint width = img->Width2; /* without border, power of two */
@ -682,10 +690,11 @@ static void sample_2d_nearest( const struct gl_texture_object *tObj,
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
static void sample_2d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t,
GLchan rgba[] )
static void
sample_2d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t,
GLchan rgba[] )
{
const GLint width = img->Width2;
const GLint height = img->Height2;
@ -834,11 +843,12 @@ sample_2d_linear_mipmap_linear( const struct gl_texture_object *tObj,
static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@ -851,11 +861,12 @@ static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
static void sample_linear_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_linear_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@ -871,12 +882,13 @@ static void sample_linear_2d( GLcontext *ctx, GLuint texUnit,
* Given an (s,t) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
@ -932,11 +944,12 @@ static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
* No border
* Format = GL_RGB
*/
static void opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
@ -974,11 +987,12 @@ static void opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
* No border
* Format = GL_RGBA
*/
static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
const GLfloat width = (GLfloat) img->Width;
@ -1019,10 +1033,11 @@ static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
* Given a texture image and an (i,j,k) integer texel coordinate, return the
* texel color.
*/
static void get_3d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLint i, GLint j, GLint k,
GLchan rgba[4] )
static void
get_3d_texel( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLint i, GLint j, GLint k,
GLchan rgba[4] )
{
const GLint width = img->Width; /* includes border */
const GLint height = img->Height; /* includes border */
@ -1080,10 +1095,11 @@ static void get_3d_texel( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
static void sample_3d_nearest( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t, GLfloat r,
GLchan rgba[4] )
static void
sample_3d_nearest( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t, GLfloat r,
GLchan rgba[4] )
{
const GLint imgWidth = img->Width; /* includes border, if any */
const GLint imgHeight = img->Height; /* includes border, if any */
@ -1140,10 +1156,11 @@ static void sample_3d_nearest( const struct gl_texture_object *tObj,
/*
* Return the texture sample for coordinate (s,t,r) using GL_LINEAR filter.
*/
static void sample_3d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t, GLfloat r,
GLchan rgba[4] )
static void
sample_3d_linear( const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat s, GLfloat t, GLfloat r,
GLchan rgba[4] )
{
const GLint width = img->Width2;
const GLint height = img->Height2;
@ -1335,11 +1352,12 @@ sample_3d_linear_mipmap_linear( const struct gl_texture_object *tObj,
}
static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@ -1351,11 +1369,12 @@ static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
static void sample_linear_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_linear_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
struct gl_texture_image *image = tObj->Image[tObj->BaseLevel];
@ -1370,11 +1389,12 @@ static void sample_linear_3d( GLcontext *ctx, GLuint texUnit,
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
static void sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
static void
sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
@ -1734,9 +1754,9 @@ _swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
if (needLambda) {
/* Compute min/mag filter threshold */
if (t->MagFilter==GL_LINEAR
&& (t->MinFilter==GL_NEAREST_MIPMAP_NEAREST ||
t->MinFilter==GL_LINEAR_MIPMAP_NEAREST)) {
if (t->MagFilter == GL_LINEAR
&& (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
swrast->_MinMagThresh[texUnit] = 0.5F;
}
else {
@ -2500,10 +2520,11 @@ apply_texture( const GLcontext *ctx,
/*
* Apply a unit of texture mapping to the incoming fragments.
*/
void gl_texture_pixels( GLcontext *ctx, GLuint texUnit, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat r[], GLfloat lambda[],
GLchan primary_rgba[][4], GLchan rgba[][4] )
void
_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat r[], GLfloat lambda[],
GLchan primary_rgba[][4], GLchan rgba[][4] )
{
const GLuint mask = TEXTURE0_ANY << (texUnit * 4);

View file

@ -1,4 +1,4 @@
/* $Id: s_texture.h,v 1.3 2000/11/22 07:32:18 joukj Exp $ */
/* $Id: s_texture.h,v 1.4 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -25,9 +25,6 @@
*/
#ifndef S_TEXTURE_H
#define S_TEXTURE_H
@ -36,15 +33,18 @@
#include "swrast.h"
extern void gl_texture_pixels( GLcontext *ctx, GLuint texSet, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat r[], GLfloat lambda[],
GLchan primary_rgba[][4], GLchan rgba[][4] );
extern void
_swrast_choose_texture_sample_func( GLcontext *ctx,
GLuint texUnit,
const struct gl_texture_object *tObj );
extern void
_swrast_texture_fragments( GLcontext *ctx, GLuint texSet, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat r[], GLfloat lambda[],
GLchan primary_rgba[][4], GLchan rgba[][4] );
#endif