/************************************************************************** * * 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; }