diff options
author | Olivier Galibert <[email protected]> | 2012-06-19 20:51:19 +0200 |
---|---|---|
committer | Brian Paul <[email protected]> | 2012-06-19 14:40:44 -0600 |
commit | 4625a9b1adf7a30c56e2bbeb41573fbba4465851 (patch) | |
tree | 8cd525253000a4f8a8328ce6b54a22a805ae31b5 /src | |
parent | cfc5b3094163bc5c945594903d90f21873bb5d66 (diff) |
draw: fix flat shading and screen-space linear interpolation in clipper
This includes:
- picking up correctly which attributes are flatshaded and which are
noperspective
- copying the flatshaded attributes when needed, including the
non-built-in ones
- correctly interpolating the noperspective attributes in screen-space
instead than in a 3d-correct fashion.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/auxiliary/draw/draw_pipe_clip.c | 144 |
1 files changed, 113 insertions, 31 deletions
diff --git a/src/gallium/auxiliary/draw/draw_pipe_clip.c b/src/gallium/auxiliary/draw/draw_pipe_clip.c index 4da4d653d99..2d36eb3ddca 100644 --- a/src/gallium/auxiliary/draw/draw_pipe_clip.c +++ b/src/gallium/auxiliary/draw/draw_pipe_clip.c @@ -39,6 +39,7 @@ #include "draw_vs.h" #include "draw_pipe.h" +#include "draw_fs.h" #ifndef IS_NEGATIVE @@ -56,11 +57,12 @@ struct clip_stage { struct draw_stage stage; /**< base class */ - /* Basically duplicate some of the flatshading logic here: - */ - boolean flat; - uint num_color_attribs; - uint color_attribs[4]; /* front/back primary/secondary colors */ + /* List of the attributes to be flatshaded. */ + uint num_flat_attribs; + uint flat_attribs[PIPE_MAX_SHADER_OUTPUTS]; + + /* Mask of attributes in noperspective mode */ + boolean noperspective_attribs[PIPE_MAX_SHADER_OUTPUTS]; float (*plane)[4]; }; @@ -91,17 +93,16 @@ static void interp_attr( float dst[4], /** - * Copy front/back, primary/secondary colors from src vertex to dst vertex. - * Used when flat shading. + * Copy flat shaded attributes src vertex to dst vertex. */ -static void copy_colors( struct draw_stage *stage, - struct vertex_header *dst, - const struct vertex_header *src ) +static void copy_flat( struct draw_stage *stage, + struct vertex_header *dst, + const struct vertex_header *src ) { const struct clip_stage *clipper = clip_stage(stage); uint i; - for (i = 0; i < clipper->num_color_attribs; i++) { - const uint attr = clipper->color_attribs[i]; + for (i = 0; i < clipper->num_flat_attribs; i++) { + const uint attr = clipper->flat_attribs[i]; COPY_4FV(dst->data[attr], src->data[attr]); } } @@ -120,6 +121,7 @@ static void interp( const struct clip_stage *clip, const unsigned pos_attr = draw_current_shader_position_output(clip->stage.draw); const unsigned clip_attr = draw_current_shader_clipvertex_output(clip->stage.draw); unsigned j; + float t_nopersp; /* Vertex header. */ @@ -148,12 +150,36 @@ static void interp( const struct clip_stage *clip, dst->data[pos_attr][2] = pos[2] * oow * scale[2] + trans[2]; dst->data[pos_attr][3] = oow; } + + /** + * Compute the t in screen-space instead of 3d space to use + * for noperspective interpolation. + * + * The points can be aligned with the X axis, so in that case try + * the Y. When both points are at the same screen position, we can + * pick whatever value (the interpolated point won't be in front + * anyway), so just use the 3d t. + */ + { + int k; + t_nopersp = t; + for (k = 0; k < 2; k++) + if (in->data[pos_attr][k] != out->data[pos_attr][k]) { + t_nopersp = (dst->data[pos_attr][k] - out->data[pos_attr][k]) / + (in->data[pos_attr][k] - out->data[pos_attr][k]); + break; + } + } /* Other attributes */ for (j = 0; j < nr_attrs; j++) { - if (j != pos_attr && j != clip_attr) - interp_attr(dst->data[j], t, in->data[j], out->data[j]); + if (j != pos_attr && j != clip_attr) { + if (clip->noperspective_attribs[j]) + interp_attr(dst->data[j], t_nopersp, in->data[j], out->data[j]); + else + interp_attr(dst->data[j], t, in->data[j], out->data[j]); + } } } @@ -406,14 +432,14 @@ do_clip_tri( struct draw_stage *stage, /* If flat-shading, copy provoking vertex color to polygon vertex[0] */ if (n >= 3) { - if (clipper->flat) { + if (clipper->num_flat_attribs) { if (stage->draw->rasterizer->flatshade_first) { if (inlist[0] != header->v[0]) { assert(tmpnr < MAX_CLIPPED_VERTICES + 1); if (tmpnr >= MAX_CLIPPED_VERTICES + 1) return; inlist[0] = dup_vert(stage, inlist[0], tmpnr++); - copy_colors(stage, inlist[0], header->v[0]); + copy_flat(stage, inlist[0], header->v[0]); } } else { @@ -422,7 +448,7 @@ do_clip_tri( struct draw_stage *stage, if (tmpnr >= MAX_CLIPPED_VERTICES + 1) return; inlist[0] = dup_vert(stage, inlist[0], tmpnr++); - copy_colors(stage, inlist[0], header->v[2]); + copy_flat(stage, inlist[0], header->v[2]); } } } @@ -471,10 +497,7 @@ do_clip_line( struct draw_stage *stage, if (v0->clipmask) { interp( clipper, stage->tmp[0], t0, v0, v1 ); - - if (clipper->flat) - copy_colors(stage, stage->tmp[0], v0); - + copy_flat(stage, stage->tmp[0], v0); newprim.v[0] = stage->tmp[0]; } else { @@ -548,20 +571,79 @@ static void clip_init_state( struct draw_stage *stage ) { struct clip_stage *clipper = clip_stage( stage ); + const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; + const struct draw_fragment_shader *fs = stage->draw->fs.fragment_shader; + uint i; - clipper->flat = stage->draw->rasterizer->flatshade ? TRUE : FALSE; + /* We need to know for each attribute what kind of interpolation is + * done on it (flat, smooth or noperspective). But the information + * is not directly accessible for outputs, only for inputs. So we + * have to match semantic name and index between the VS (or GS/ES) + * outputs and the FS inputs to get to the interpolation mode. + * + * The only hitch is with gl_FrontColor/gl_BackColor which map to + * gl_Color, and their Secondary versions. First there are (up to) + * two outputs for one input, so we tuck the information in a + * specific array. Second if they don't have qualifiers, the + * default value has to be picked from the global shade mode. + */ - if (clipper->flat) { - const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; - uint i; + /* First pick up the interpolation mode for + * gl_Color/gl_SecondaryColor, with the correct default. + */ + int indexed_interp[2]; + indexed_interp[0] = indexed_interp[1] = stage->draw->rasterizer->flatshade ? + TGSI_INTERPOLATE_CONSTANT : TGSI_INTERPOLATE_PERSPECTIVE; + + for (i = 0; i < fs->info.num_inputs; i++) { + if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR) { + if (fs->info.input_interpolate[i] != TGSI_INTERPOLATE_COLOR) + indexed_interp[fs->info.input_semantic_index[i]] = fs->info.input_interpolate[i]; + } + } - clipper->num_color_attribs = 0; - for (i = 0; i < vs->info.num_outputs; i++) { - if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_COLOR || - vs->info.output_semantic_name[i] == TGSI_SEMANTIC_BCOLOR) { - clipper->color_attribs[clipper->num_color_attribs++] = i; - } + /* Then resolve the interpolation mode for every output attribute. + * + * Given how the rest of the code, the most efficient way is to + * have a vector of flat-mode attributes, and a mask for + * noperspective attributes. + */ + + clipper->num_flat_attribs = 0; + memset(clipper->noperspective_attribs, 0, sizeof(clipper->noperspective_attribs)); + for (i = 0; i < vs->info.num_outputs; i++) { + /* Find the interpolation mode for a specific attribute + */ + int interp; + + /* If it's gl_{Front,Back}{,Secondary}Color, pick up the mode + * from the array we've filled before. */ + if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_COLOR || + vs->info.output_semantic_name[i] == TGSI_SEMANTIC_BCOLOR) { + interp = indexed_interp[vs->info.output_semantic_index[i]]; + } else { + /* Otherwise, search in the FS inputs, with a decent default + * if we don't find it. + */ + uint j; + interp = TGSI_INTERPOLATE_PERSPECTIVE; + for (j = 0; j < fs->info.num_inputs; j++) { + if (vs->info.output_semantic_name[i] == fs->info.input_semantic_name[j] && + vs->info.output_semantic_index[i] == fs->info.input_semantic_index[j]) { + interp = fs->info.input_interpolate[j]; + break; + } + } } + + /* If it's flat, add it to the flat vector. Otherwise update + * the noperspective mask. + */ + if (interp == TGSI_INTERPOLATE_CONSTANT) { + clipper->flat_attribs[clipper->num_flat_attribs] = i; + clipper->num_flat_attribs++; + } else + clipper->noperspective_attribs[i] = interp == TGSI_INTERPOLATE_LINEAR; } stage->tri = clip_tri; |