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-rw-r--r--src/mesa/softpipe/generic/g_prim_setup.c272
1 files changed, 240 insertions, 32 deletions
diff --git a/src/mesa/softpipe/generic/g_prim_setup.c b/src/mesa/softpipe/generic/g_prim_setup.c
index 614fc16c7c5..125d361b926 100644
--- a/src/mesa/softpipe/generic/g_prim_setup.c
+++ b/src/mesa/softpipe/generic/g_prim_setup.c
@@ -36,6 +36,9 @@
#include "g_tile.h"
+/**
+ * Triangle edge info
+ */
struct edge {
GLfloat dx; /* X(v1) - X(v0), used only during setup */
GLfloat dy; /* Y(v1) - Y(v0), used only during setup */
@@ -46,9 +49,13 @@ struct edge {
};
+/**
+ * Triangle setup info (derived from prim_stage).
+ * Also used for line drawing (taking some liberties).
+ */
struct setup_stage {
- struct prim_stage stage;
-
+ struct prim_stage stage; /**< This must be first */
+
/* Vertices are just an array of floats making up each attribute in
* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
@@ -57,7 +64,7 @@ struct setup_stage {
const struct vertex_header *vmid;
const struct vertex_header *vmin;
const struct vertex_header *vprovoke;
-
+
struct edge ebot;
struct edge etop;
struct edge emaj;
@@ -190,20 +197,9 @@ static void flush_spans( struct setup_stage *setup )
}
-/**
- * Do setup for line rasterization, then render the line.
- */
-static void
-setup_line( struct prim_stage *stage,
- struct prim_header *header )
-{
-}
-
-
static GLboolean setup_sort_vertices( struct setup_stage *setup,
const struct prim_header *prim )
{
-
const struct vertex_header *v0 = prim->v[0];
const struct vertex_header *v1 = prim->v[1];
const struct vertex_header *v2 = prim->v[2];
@@ -310,11 +306,12 @@ static void const_coeff( struct setup_stage *setup,
/**
- * Compute a0, dadx and dady for a linearly interpolated coefficient.
+ * Compute a0, dadx and dady for a linearly interpolated coefficient,
+ * for a triangle.
*/
-static void linear_coeff( struct setup_stage *setup,
- GLuint slot,
- GLuint i)
+static void tri_linear_coeff( struct setup_stage *setup,
+ GLuint slot,
+ GLuint i)
{
GLfloat botda = setup->vmid->data[slot][i] - setup->vmin->data[slot][i];
GLfloat majda = setup->vmax->data[slot][i] - setup->vmin->data[slot][i];
@@ -349,11 +346,12 @@ static void linear_coeff( struct setup_stage *setup,
/**
- * Compute a0, dadx and dady for a perspective-corrected interpolant.
+ * Compute a0, dadx and dady for a perspective-corrected interpolant,
+ * for a triangle.
*/
-static void persp_coeff( struct setup_stage *setup,
- GLuint slot,
- GLuint i )
+static void tri_persp_coeff( struct setup_stage *setup,
+ GLuint slot,
+ GLuint i )
{
/* premultiply by 1/w:
*/
@@ -379,15 +377,15 @@ static void persp_coeff( struct setup_stage *setup,
* Compute the setup->coef[] array dadx, dady, a0 values.
* Must be called after setup->vmin,vmid,vmax,vprovoke are initialized.
*/
-static void setup_coefficients( struct setup_stage *setup )
+static void setup_tri_coefficients( struct setup_stage *setup )
{
const enum interp_mode *interp = setup->stage.generic->interp;
GLuint slot, j;
/* z and w are done by linear interpolation:
*/
- linear_coeff(setup, 0, 2);
- linear_coeff(setup, 0, 3);
+ tri_linear_coeff(setup, 0, 2);
+ tri_linear_coeff(setup, 0, 3);
/* setup interpolation for all the remaining attributes:
*/
@@ -400,12 +398,12 @@ static void setup_coefficients( struct setup_stage *setup )
case INTERP_LINEAR:
for (j = 0; j < NUM_CHANNELS; j++)
- linear_coeff(setup, slot, j);
+ tri_linear_coeff(setup, slot, j);
break;
case INTERP_PERSPECTIVE:
for (j = 0; j < NUM_CHANNELS; j++)
- persp_coeff(setup, slot, j);
+ tri_persp_coeff(setup, slot, j);
break;
}
}
@@ -413,7 +411,7 @@ static void setup_coefficients( struct setup_stage *setup )
-static void setup_edges( struct setup_stage *setup )
+static void setup_tri_edges( struct setup_stage *setup )
{
GLfloat vmin_x = setup->vmin->data[0][0] + 0.5;
GLfloat vmid_x = setup->vmid->data[0][0] + 0.5;
@@ -531,8 +529,8 @@ static void setup_tri( struct prim_stage *stage,
_mesa_printf("%s\n", __FUNCTION__ );
setup_sort_vertices( setup, prim );
- setup_coefficients( setup );
- setup_edges( setup );
+ setup_tri_coefficients( setup );
+ setup_tri_edges( setup );
setup->span.y = 0;
setup->span.y_flags = 0;
@@ -559,14 +557,224 @@ static void setup_tri( struct prim_stage *stage,
}
+
+/**
+ * Compute a0, dadx and dady for a linearly interpolated coefficient,
+ * for a line.
+ */
+static void
+line_linear_coeff(struct setup_stage *setup, GLuint slot, GLuint i)
+{
+ const GLfloat dz = setup->vmax->data[slot][i] - setup->vmin->data[slot][i];
+ const GLfloat dadx = dz * setup->emaj.dx * setup->oneoverarea;
+ const GLfloat dady = dz * setup->emaj.dy * setup->oneoverarea;
+ setup->coef[slot].dadx[i] = dadx;
+ setup->coef[slot].dady[i] = dady;
+ setup->coef[slot].a0[i]
+ = (setup->vmin->data[slot][i] -
+ (dadx * (setup->vmin->data[0][0] - 0.5) +
+ dady * (setup->vmin->data[0][1] - 0.5)));
+}
+
+
+/**
+ * Compute a0, dadx and dady for a perspective-corrected interpolant,
+ * for a line.
+ */
+static void
+line_persp_coeff(struct setup_stage *setup, GLuint slot, GLuint i)
+{
+ /* XXX to do */
+ line_linear_coeff(setup, slot, i); /* XXX temporary */
+}
+
+
+/**
+ * Compute the setup->coef[] array dadx, dady, a0 values.
+ * Must be called after setup->vmin,vmax are initialized.
+ */
+static INLINE void
+setup_line_coefficients(struct setup_stage *setup, struct prim_header *prim)
+{
+ const enum interp_mode *interp = setup->stage.generic->interp;
+ GLuint slot, j;
+
+ /* use setup->vmin, vmax to point to vertices */
+ setup->vprovoke = prim->v[1];
+ setup->vmin = prim->v[0];
+ setup->vmax = prim->v[1];
+
+ setup->emaj.dx = setup->vmax->data[0][0] - setup->vmin->data[0][0];
+ setup->emaj.dy = setup->vmax->data[0][1] - setup->vmin->data[0][1];
+ /* NOTE: this is not really 1/area */
+ setup->oneoverarea = 1.0 / (setup->emaj.dx * setup->emaj.dx +
+ setup->emaj.dy * setup->emaj.dy);
+
+ /* z and w are done by linear interpolation:
+ */
+ line_linear_coeff(setup, 0, 2);
+ line_linear_coeff(setup, 0, 3);
+
+ /* setup interpolation for all the remaining attributes:
+ */
+ for (slot = 1; slot < setup->quad.nr_attrs; slot++) {
+ switch (interp[slot]) {
+ case INTERP_CONSTANT:
+ for (j = 0; j < NUM_CHANNELS; j++)
+ const_coeff(setup, slot, j);
+ break;
+
+ case INTERP_LINEAR:
+ for (j = 0; j < NUM_CHANNELS; j++)
+ line_linear_coeff(setup, slot, j);
+ break;
+
+ case INTERP_PERSPECTIVE:
+ for (j = 0; j < NUM_CHANNELS; j++)
+ line_persp_coeff(setup, slot, j);
+ break;
+ }
+ }
+}
+
+
+/**
+ * Plot a pixel in a line segment.
+ */
+static INLINE void
+plot(struct setup_stage *setup, GLint x, GLint y)
+{
+ const GLint quadX = block(x);
+ const GLint quadY = block(y);
+
+ if ((quadX != setup->quad.x0 || quadY != setup->quad.y0)
+ && setup->quad.x0 != -1) {
+ /* flush prev quad, start new quad */
+ quad_shade(setup->stage.generic, &setup->quad);
+ setup->quad.mask = 0x0;
+ }
+ setup->quad.x0 = quadX;
+ setup->quad.y0 = quadY;
+
+ if (x & 1) {
+ if (y & 1)
+ setup->quad.mask |= MASK_TOP_RIGHT;
+ else
+ setup->quad.mask |= MASK_BOTTOM_RIGHT;
+ }
+ else {
+ if (y & 1)
+ setup->quad.mask |= MASK_TOP_LEFT;
+ else
+ setup->quad.mask |= MASK_BOTTOM_LEFT;
+ }
+}
+
+
+
+/**
+ * Do setup for line rasterization, then render the line.
+ * XXX single-pixel width, no stipple, etc
+ * XXX no scissoring yet.
+ */
+static void
+setup_line(struct prim_stage *stage, struct prim_header *prim)
+{
+ const struct vertex_header *v0 = prim->v[0];
+ const struct vertex_header *v1 = prim->v[1];
+ struct setup_stage *setup = setup_stage( stage );
+
+ GLint x0 = (GLint) v0->data[0][0];
+ GLint x1 = (GLint) v1->data[0][0];
+ GLint y0 = (GLint) v0->data[0][1];
+ GLint y1 = (GLint) v1->data[0][1];
+ GLint dx = x1 - x0;
+ GLint dy = y1 - y0;
+ GLint xstep, ystep;
+
+ if (dx == 0 && dy == 0)
+ return;
+
+ setup_line_coefficients(setup, prim);
+
+ if (dx < 0) {
+ dx = -dx; /* make positive */
+ xstep = -1;
+ }
+ else {
+ xstep = 1;
+ }
+
+ if (dy < 0) {
+ dy = -dy; /* make positive */
+ ystep = -1;
+ }
+ else {
+ ystep = 1;
+ }
+
+ assert(dx >= 0);
+ assert(dy >= 0);
+
+ setup->quad.x0 = setup->quad.y0 = -1;
+ setup->quad.mask = 0x0;
+
+ if (dx > dy) {
+ /*** X-major line ***/
+ GLint i;
+ const GLint errorInc = dy + dy;
+ GLint error = errorInc - dx;
+ const GLint errorDec = error - dx;
+
+ for (i = 0; i < dx; i++) {
+ plot(setup, x0, y0);
+
+ x0 += xstep;
+ if (error < 0) {
+ error += errorInc;
+ }
+ else {
+ error += errorDec;
+ y0 += ystep;
+ }
+ }
+ }
+ else {
+ /*** Y-major line ***/
+ GLint i;
+ const GLint errorInc = dx + dx;
+ GLint error = errorInc - dy;
+ const GLint errorDec = error - dy;
+
+ for (i = 0; i < dy; i++) {
+ plot(setup, x0, y0);
+
+ y0 += ystep;
+
+ if (error < 0) {
+ error += errorInc;
+ }
+ else {
+ error += errorDec;
+ x0 += xstep;
+ }
+ }
+ }
+
+ /* draw final quad */
+ if (setup->quad.mask) {
+ quad_shade(setup->stage.generic, &setup->quad);
+ }
+}
+
+
/**
* Do setup for point rasterization, then render the point.
* Round or square points...
* XXX could optimize a lot for 1-pixel points.
*/
static void
-setup_point( struct prim_stage *stage,
- struct prim_header *prim )
+setup_point(struct prim_stage *stage, struct prim_header *prim)
{
struct setup_stage *setup = setup_stage( stage );
GLfloat halfSize = 7.3; /*XXX this is a vertex attrib */