| /************************************************************************** |
| * |
| * Copyright 2010, VMware Inc. |
| * All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the |
| * "Software"), to deal in the Software without restriction, including |
| * without limitation the rights to use, copy, modify, merge, publish, |
| * distribute, sub license, and/or sell copies of the Software, and to |
| * permit persons to whom the Software is furnished to do so, subject to |
| * the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the |
| * next paragraph) shall be included in all copies or substantial portions |
| * of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. |
| * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR |
| * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| * |
| **************************************************************************/ |
| |
| /* |
| * Binning code for points |
| */ |
| |
| #include "lp_setup_context.h" |
| #include "util/u_math.h" |
| #include "util/u_memory.h" |
| #include "lp_perf.h" |
| #include "lp_rast.h" |
| #include "lp_state_fs.h" |
| #include "lp_state_setup.h" |
| #include "tgsi/tgsi_scan.h" |
| |
| #define NUM_CHANNELS 4 |
| |
| struct point_info { |
| /* x,y deltas */ |
| int dy01, dy12; |
| int dx01, dx12; |
| |
| const float (*v0)[4]; |
| |
| float (*a0)[4]; |
| float (*dadx)[4]; |
| float (*dady)[4]; |
| }; |
| |
| |
| /** |
| * Compute a0 for a constant-valued coefficient (GL_FLAT shading). |
| */ |
| static void |
| constant_coef(struct lp_setup_context *setup, |
| struct point_info *info, |
| unsigned slot, |
| const float value, |
| unsigned i) |
| { |
| info->a0[slot][i] = value; |
| info->dadx[slot][i] = 0.0f; |
| info->dady[slot][i] = 0.0f; |
| } |
| |
| |
| static void |
| point_persp_coeff(struct lp_setup_context *setup, |
| const struct point_info *info, |
| unsigned slot, |
| unsigned i) |
| { |
| /* |
| * Fragment shader expects pre-multiplied w for LP_INTERP_PERSPECTIVE. A |
| * better stratergy would be to take the primitive in consideration when |
| * generating the fragment shader key, and therefore avoid the per-fragment |
| * perspective divide. |
| */ |
| |
| float w0 = info->v0[0][3]; |
| |
| assert(i < 4); |
| |
| info->a0[slot][i] = info->v0[slot][i]*w0; |
| info->dadx[slot][i] = 0.0f; |
| info->dady[slot][i] = 0.0f; |
| } |
| |
| |
| /** |
| * Setup automatic texcoord coefficients (for sprite rendering). |
| * \param slot the vertex attribute slot to setup |
| * \param i the attribute channel in [0,3] |
| * \param sprite_coord_origin one of PIPE_SPRITE_COORD_x |
| * \param perspective does the shader expects pre-multiplied w, i.e., |
| * LP_INTERP_PERSPECTIVE is specified in the shader key |
| */ |
| static void |
| texcoord_coef(struct lp_setup_context *setup, |
| const struct point_info *info, |
| unsigned slot, |
| unsigned i, |
| unsigned sprite_coord_origin, |
| boolean perspective) |
| { |
| float w0 = info->v0[0][3]; |
| |
| assert(i < 4); |
| |
| if (i == 0) { |
| float dadx = FIXED_ONE / (float)info->dx12; |
| float dady = 0.0f; |
| float x0 = info->v0[0][0] - setup->pixel_offset; |
| float y0 = info->v0[0][1] - setup->pixel_offset; |
| |
| info->dadx[slot][0] = dadx; |
| info->dady[slot][0] = dady; |
| info->a0[slot][0] = 0.5 - (dadx * x0 + dady * y0); |
| |
| if (perspective) { |
| info->dadx[slot][0] *= w0; |
| info->dady[slot][0] *= w0; |
| info->a0[slot][0] *= w0; |
| } |
| } |
| else if (i == 1) { |
| float dadx = 0.0f; |
| float dady = FIXED_ONE / (float)info->dx12; |
| float x0 = info->v0[0][0] - setup->pixel_offset; |
| float y0 = info->v0[0][1] - setup->pixel_offset; |
| |
| if (sprite_coord_origin == PIPE_SPRITE_COORD_LOWER_LEFT) { |
| dady = -dady; |
| } |
| |
| info->dadx[slot][1] = dadx; |
| info->dady[slot][1] = dady; |
| info->a0[slot][1] = 0.5 - (dadx * x0 + dady * y0); |
| |
| if (perspective) { |
| info->dadx[slot][1] *= w0; |
| info->dady[slot][1] *= w0; |
| info->a0[slot][1] *= w0; |
| } |
| } |
| else if (i == 2) { |
| info->a0[slot][2] = 0.0f; |
| info->dadx[slot][2] = 0.0f; |
| info->dady[slot][2] = 0.0f; |
| } |
| else { |
| info->a0[slot][3] = perspective ? w0 : 1.0f; |
| info->dadx[slot][3] = 0.0f; |
| info->dady[slot][3] = 0.0f; |
| } |
| } |
| |
| |
| /** |
| * Special coefficient setup for gl_FragCoord. |
| * X and Y are trivial |
| * Z and W are copied from position_coef which should have already been computed. |
| * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask. |
| */ |
| static void |
| setup_point_fragcoord_coef(struct lp_setup_context *setup, |
| struct point_info *info, |
| unsigned slot, |
| unsigned usage_mask) |
| { |
| /*X*/ |
| if (usage_mask & TGSI_WRITEMASK_X) { |
| info->a0[slot][0] = 0.0; |
| info->dadx[slot][0] = 1.0; |
| info->dady[slot][0] = 0.0; |
| } |
| |
| /*Y*/ |
| if (usage_mask & TGSI_WRITEMASK_Y) { |
| info->a0[slot][1] = 0.0; |
| info->dadx[slot][1] = 0.0; |
| info->dady[slot][1] = 1.0; |
| } |
| |
| /*Z*/ |
| if (usage_mask & TGSI_WRITEMASK_Z) { |
| constant_coef(setup, info, slot, info->v0[0][2], 2); |
| } |
| |
| /*W*/ |
| if (usage_mask & TGSI_WRITEMASK_W) { |
| constant_coef(setup, info, slot, info->v0[0][3], 3); |
| } |
| } |
| |
| |
| /** |
| * Compute the point->coef[] array dadx, dady, a0 values. |
| */ |
| static void |
| setup_point_coefficients( struct lp_setup_context *setup, |
| struct point_info *info) |
| { |
| const struct lp_setup_variant_key *key = &setup->setup.variant->key; |
| const struct lp_fragment_shader *shader = setup->fs.current.variant->shader; |
| unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ; |
| unsigned slot; |
| |
| /* setup interpolation for all the remaining attributes: |
| */ |
| for (slot = 0; slot < key->num_inputs; slot++) { |
| unsigned vert_attr = key->inputs[slot].src_index; |
| unsigned usage_mask = key->inputs[slot].usage_mask; |
| enum lp_interp interp = key->inputs[slot].interp; |
| boolean perspective = !!(interp == LP_INTERP_PERSPECTIVE); |
| unsigned i; |
| |
| if (perspective & usage_mask) { |
| fragcoord_usage_mask |= TGSI_WRITEMASK_W; |
| } |
| |
| switch (interp) { |
| case LP_INTERP_POSITION: |
| /* |
| * The generated pixel interpolators will pick up the coeffs from |
| * slot 0, so all need to ensure that the usage mask is covers all |
| * usages. |
| */ |
| fragcoord_usage_mask |= usage_mask; |
| break; |
| |
| case LP_INTERP_LINEAR: |
| /* Sprite tex coords may use linear interpolation someday */ |
| /* fall-through */ |
| case LP_INTERP_PERSPECTIVE: |
| /* check if the sprite coord flag is set for this attribute. |
| * If so, set it up so it up so x and y vary from 0 to 1. |
| */ |
| if (shader->info.base.input_semantic_name[slot] == TGSI_SEMANTIC_GENERIC) { |
| unsigned semantic_index = shader->info.base.input_semantic_index[slot]; |
| /* Note that sprite_coord enable is a bitfield of |
| * PIPE_MAX_SHADER_OUTPUTS bits. |
| */ |
| if (semantic_index < PIPE_MAX_SHADER_OUTPUTS && |
| (setup->sprite_coord_enable & (1 << semantic_index))) { |
| for (i = 0; i < NUM_CHANNELS; i++) { |
| if (usage_mask & (1 << i)) { |
| texcoord_coef(setup, info, slot + 1, i, |
| setup->sprite_coord_origin, |
| perspective); |
| } |
| } |
| break; |
| } |
| } |
| /* fall-through */ |
| case LP_INTERP_CONSTANT: |
| for (i = 0; i < NUM_CHANNELS; i++) { |
| if (usage_mask & (1 << i)) { |
| if (perspective) { |
| point_persp_coeff(setup, info, slot+1, i); |
| } |
| else { |
| constant_coef(setup, info, slot+1, info->v0[vert_attr][i], i); |
| } |
| } |
| } |
| break; |
| |
| case LP_INTERP_FACING: |
| for (i = 0; i < NUM_CHANNELS; i++) |
| if (usage_mask & (1 << i)) |
| constant_coef(setup, info, slot+1, 1.0, i); |
| break; |
| |
| default: |
| assert(0); |
| break; |
| } |
| } |
| |
| /* The internal position input is in slot zero: |
| */ |
| setup_point_fragcoord_coef(setup, info, 0, |
| fragcoord_usage_mask); |
| } |
| |
| |
| static INLINE int |
| subpixel_snap(float a) |
| { |
| return util_iround(FIXED_ONE * a); |
| } |
| |
| |
| static boolean |
| try_setup_point( struct lp_setup_context *setup, |
| const float (*v0)[4] ) |
| { |
| /* x/y positions in fixed point */ |
| const struct lp_setup_variant_key *key = &setup->setup.variant->key; |
| const int sizeAttr = setup->psize; |
| const float size |
| = (setup->point_size_per_vertex && sizeAttr > 0) ? v0[sizeAttr][0] |
| : setup->point_size; |
| |
| /* Point size as fixed point integer, remove rounding errors |
| * and gives minimum width for very small points |
| */ |
| int fixed_width = MAX2(FIXED_ONE, |
| (subpixel_snap(size) + FIXED_ONE/2 - 1) & ~(FIXED_ONE-1)); |
| |
| const int x0 = subpixel_snap(v0[0][0] - setup->pixel_offset) - fixed_width/2; |
| const int y0 = subpixel_snap(v0[0][1] - setup->pixel_offset) - fixed_width/2; |
| |
| struct lp_scene *scene = setup->scene; |
| struct lp_rast_triangle *point; |
| unsigned bytes; |
| struct u_rect bbox; |
| unsigned nr_planes = 4; |
| struct point_info info; |
| |
| |
| /* Bounding rectangle (in pixels) */ |
| { |
| /* Yes this is necessary to accurately calculate bounding boxes |
| * with the two fill-conventions we support. GL (normally) ends |
| * up needing a bottom-left fill convention, which requires |
| * slightly different rounding. |
| */ |
| int adj = (setup->pixel_offset != 0) ? 1 : 0; |
| |
| bbox.x0 = (x0 + (FIXED_ONE-1) + adj) >> FIXED_ORDER; |
| bbox.x1 = (x0 + fixed_width + (FIXED_ONE-1) + adj) >> FIXED_ORDER; |
| bbox.y0 = (y0 + (FIXED_ONE-1)) >> FIXED_ORDER; |
| bbox.y1 = (y0 + fixed_width + (FIXED_ONE-1)) >> FIXED_ORDER; |
| |
| /* Inclusive coordinates: |
| */ |
| bbox.x1--; |
| bbox.y1--; |
| } |
| |
| if (!u_rect_test_intersection(&setup->draw_region, &bbox)) { |
| if (0) debug_printf("offscreen\n"); |
| LP_COUNT(nr_culled_tris); |
| return TRUE; |
| } |
| |
| u_rect_find_intersection(&setup->draw_region, &bbox); |
| |
| point = lp_setup_alloc_triangle(scene, |
| key->num_inputs, |
| nr_planes, |
| &bytes); |
| if (!point) |
| return FALSE; |
| |
| #ifdef DEBUG |
| point->v[0][0] = v0[0][0]; |
| point->v[0][1] = v0[0][1]; |
| #endif |
| |
| info.v0 = v0; |
| info.dx01 = 0; |
| info.dx12 = fixed_width; |
| info.dy01 = fixed_width; |
| info.dy12 = 0; |
| info.a0 = GET_A0(&point->inputs); |
| info.dadx = GET_DADX(&point->inputs); |
| info.dady = GET_DADY(&point->inputs); |
| |
| /* Setup parameter interpolants: |
| */ |
| setup_point_coefficients(setup, &info); |
| |
| point->inputs.frontfacing = TRUE; |
| point->inputs.disable = FALSE; |
| point->inputs.opaque = FALSE; |
| |
| { |
| struct lp_rast_plane *plane = GET_PLANES(point); |
| |
| plane[0].dcdx = -1; |
| plane[0].dcdy = 0; |
| plane[0].c = 1-bbox.x0; |
| plane[0].eo = 1; |
| |
| plane[1].dcdx = 1; |
| plane[1].dcdy = 0; |
| plane[1].c = bbox.x1+1; |
| plane[1].eo = 0; |
| |
| plane[2].dcdx = 0; |
| plane[2].dcdy = 1; |
| plane[2].c = 1-bbox.y0; |
| plane[2].eo = 1; |
| |
| plane[3].dcdx = 0; |
| plane[3].dcdy = -1; |
| plane[3].c = bbox.y1+1; |
| plane[3].eo = 0; |
| } |
| |
| return lp_setup_bin_triangle(setup, point, &bbox, nr_planes); |
| } |
| |
| |
| static void |
| lp_setup_point(struct lp_setup_context *setup, |
| const float (*v0)[4]) |
| { |
| if (!try_setup_point( setup, v0 )) |
| { |
| if (!lp_setup_flush_and_restart(setup)) |
| return; |
| |
| if (!try_setup_point( setup, v0 )) |
| return; |
| } |
| } |
| |
| |
| void |
| lp_setup_choose_point( struct lp_setup_context *setup ) |
| { |
| setup->point = lp_setup_point; |
| } |
| |
| |