diff options
Diffstat (limited to 'src/gallium/aux/draw/draw_wide_prims.c')
-rw-r--r-- | src/gallium/aux/draw/draw_wide_prims.c | 432 |
1 files changed, 432 insertions, 0 deletions
diff --git a/src/gallium/aux/draw/draw_wide_prims.c b/src/gallium/aux/draw/draw_wide_prims.c new file mode 100644 index 00000000000..655774b155f --- /dev/null +++ b/src/gallium/aux/draw/draw_wide_prims.c @@ -0,0 +1,432 @@ +/************************************************************************** + * + * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. + * 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 TUNGSTEN GRAPHICS 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. + * + **************************************************************************/ + +/* Authors: Keith Whitwell <[email protected]> + */ + +#include "pipe/p_util.h" +#include "pipe/p_defines.h" +#include "pipe/p_shader_tokens.h" +#include "draw_private.h" + + +struct wide_stage { + struct draw_stage stage; + + float half_line_width; + float half_point_size; + + uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS]; + uint texcoord_mode[PIPE_MAX_SHADER_OUTPUTS]; + uint num_texcoords; + + int psize_slot; +}; + + + +static INLINE struct wide_stage *wide_stage( struct draw_stage *stage ) +{ + return (struct wide_stage *)stage; +} + + +static void passthrough_point( struct draw_stage *stage, + struct prim_header *header ) +{ + stage->next->point( stage->next, header ); +} + +static void passthrough_line( struct draw_stage *stage, + struct prim_header *header ) +{ + stage->next->line(stage->next, header); +} + +static void passthrough_tri( struct draw_stage *stage, + struct prim_header *header ) +{ + stage->next->tri(stage->next, header); +} + + +/** + * Draw a wide line by drawing a quad (two triangles). + * XXX need to disable polygon stipple. + */ +static void wide_line( struct draw_stage *stage, + struct prim_header *header ) +{ + const struct wide_stage *wide = wide_stage(stage); + const float half_width = wide->half_line_width; + + struct prim_header tri; + + struct vertex_header *v0 = dup_vert(stage, header->v[0], 0); + struct vertex_header *v1 = dup_vert(stage, header->v[0], 1); + struct vertex_header *v2 = dup_vert(stage, header->v[1], 2); + struct vertex_header *v3 = dup_vert(stage, header->v[1], 3); + + float *pos0 = v0->data[0]; + float *pos1 = v1->data[0]; + float *pos2 = v2->data[0]; + float *pos3 = v3->data[0]; + + const float dx = FABSF(pos0[0] - pos2[0]); + const float dy = FABSF(pos0[1] - pos2[1]); + + /* + * Draw wide line as a quad (two tris) by "stretching" the line along + * X or Y. + * We need to tweak coords in several ways to be conformant here. + */ + + if (dx > dy) { + /* x-major line */ + pos0[1] = pos0[1] - half_width - 0.25f; + pos1[1] = pos1[1] + half_width - 0.25f; + pos2[1] = pos2[1] - half_width - 0.25f; + pos3[1] = pos3[1] + half_width - 0.25f; + if (pos0[0] < pos2[0]) { + /* left to right line */ + pos0[0] -= 0.5f; + pos1[0] -= 0.5f; + pos2[0] -= 0.5f; + pos3[0] -= 0.5f; + } + else { + /* right to left line */ + pos0[0] += 0.5f; + pos1[0] += 0.5f; + pos2[0] += 0.5f; + pos3[0] += 0.5f; + } + } + else { + /* y-major line */ + pos0[0] = pos0[0] - half_width + 0.25f; + pos1[0] = pos1[0] + half_width + 0.25f; + pos2[0] = pos2[0] - half_width + 0.25f; + pos3[0] = pos3[0] + half_width + 0.25f; + if (pos0[1] < pos2[1]) { + /* top to bottom line */ + pos0[1] -= 0.5f; + pos1[1] -= 0.5f; + pos2[1] -= 0.5f; + pos3[1] -= 0.5f; + } + else { + /* bottom to top line */ + pos0[1] += 0.5f; + pos1[1] += 0.5f; + pos2[1] += 0.5f; + pos3[1] += 0.5f; + } + } + + tri.det = header->det; /* only the sign matters */ + tri.v[0] = v0; + tri.v[1] = v2; + tri.v[2] = v3; + stage->next->tri( stage->next, &tri ); + + tri.v[0] = v0; + tri.v[1] = v3; + tri.v[2] = v1; + stage->next->tri( stage->next, &tri ); +} + + +/** + * Draw a wide line by drawing a quad, using geometry which will + * fullfill GL's antialiased line requirements. + */ +static void wide_line_aa(struct draw_stage *stage, + struct prim_header *header) +{ + const struct wide_stage *wide = wide_stage(stage); + const float half_width = wide->half_line_width; + struct prim_header tri; + struct vertex_header *v[4]; + float *pos; + float dx = header->v[1]->data[0][0] - header->v[0]->data[0][0]; + float dy = header->v[1]->data[0][1] - header->v[0]->data[0][1]; + const float len = (float) sqrt(dx * dx + dy * dy); + uint i; + + dx = dx * half_width / len; + dy = dy * half_width / len; + + /* allocate/dup new verts */ + for (i = 0; i < 4; i++) { + v[i] = dup_vert(stage, header->v[i/2], i); + } + + /* + * Quad for line from v0 to v1: + * + * 1 3 + * +-------------------------+ + * | | + * *v0 v1* + * | | + * +-------------------------+ + * 0 2 + */ + + pos = v[0]->data[0]; + pos[0] += dy; + pos[1] -= dx; + + pos = v[1]->data[0]; + pos[0] -= dy; + pos[1] += dx; + + pos = v[2]->data[0]; + pos[0] += dy; + pos[1] -= dx; + + pos = v[3]->data[0]; + pos[0] -= dy; + pos[1] += dx; + + tri.det = header->det; /* only the sign matters */ + + tri.v[0] = v[2]; tri.v[1] = v[1]; tri.v[2] = v[0]; + stage->next->tri( stage->next, &tri ); + + tri.v[0] = v[3]; tri.v[1] = v[1]; tri.v[2] = v[2]; + stage->next->tri( stage->next, &tri ); + +} + + +/** + * Set the vertex texcoords for sprite mode. + * Coords may be left untouched or set to a right-side-up or upside-down + * orientation. + */ +static void set_texcoords(const struct wide_stage *wide, + struct vertex_header *v, const float tc[4]) +{ + uint i; + for (i = 0; i < wide->num_texcoords; i++) { + if (wide->texcoord_mode[i] != PIPE_SPRITE_COORD_NONE) { + uint j = wide->texcoord_slot[i]; + v->data[j][0] = tc[0]; + if (wide->texcoord_mode[i] == PIPE_SPRITE_COORD_LOWER_LEFT) + v->data[j][1] = 1.0f - tc[1]; + else + v->data[j][1] = tc[1]; + v->data[j][2] = tc[2]; + v->data[j][3] = tc[3]; + } + } +} + + +/* If there are lots of sprite points (and why wouldn't there be?) it + * would probably be more sensible to change hardware setup to + * optimize this rather than doing the whole thing in software like + * this. + */ +static void wide_point( struct draw_stage *stage, + struct prim_header *header ) +{ + const struct wide_stage *wide = wide_stage(stage); + const boolean sprite = (boolean) stage->draw->rasterizer->point_sprite; + float half_size; + float left_adj, right_adj; + + struct prim_header tri; + + /* four dups of original vertex */ + struct vertex_header *v0 = dup_vert(stage, header->v[0], 0); + struct vertex_header *v1 = dup_vert(stage, header->v[0], 1); + struct vertex_header *v2 = dup_vert(stage, header->v[0], 2); + struct vertex_header *v3 = dup_vert(stage, header->v[0], 3); + + float *pos0 = v0->data[0]; + float *pos1 = v1->data[0]; + float *pos2 = v2->data[0]; + float *pos3 = v3->data[0]; + + /* point size is either per-vertex or fixed size */ + if (wide->psize_slot >= 0) { + half_size = 0.5f * header->v[0]->data[wide->psize_slot][0]; + } + else { + half_size = wide->half_point_size; + } + + left_adj = -half_size + 0.25f; + right_adj = half_size + 0.25f; + + pos0[0] += left_adj; + pos0[1] -= half_size; + + pos1[0] += left_adj; + pos1[1] += half_size; + + pos2[0] += right_adj; + pos2[1] -= half_size; + + pos3[0] += right_adj; + pos3[1] += half_size; + + if (sprite) { + static const float tex00[4] = { 0, 0, 0, 1 }; + static const float tex01[4] = { 0, 1, 0, 1 }; + static const float tex11[4] = { 1, 1, 0, 1 }; + static const float tex10[4] = { 1, 0, 0, 1 }; + set_texcoords( wide, v0, tex00 ); + set_texcoords( wide, v1, tex01 ); + set_texcoords( wide, v2, tex10 ); + set_texcoords( wide, v3, tex11 ); + } + + tri.det = header->det; /* only the sign matters */ + tri.v[0] = v0; + tri.v[1] = v2; + tri.v[2] = v3; + stage->next->tri( stage->next, &tri ); + + tri.v[0] = v0; + tri.v[1] = v3; + tri.v[2] = v1; + stage->next->tri( stage->next, &tri ); +} + + +static void wide_first_point( struct draw_stage *stage, + struct prim_header *header ) +{ + struct wide_stage *wide = wide_stage(stage); + struct draw_context *draw = stage->draw; + + wide->half_point_size = 0.5f * draw->rasterizer->point_size; + + if (draw->rasterizer->point_size != 1.0) { + stage->point = wide_point; + } + else { + stage->point = passthrough_point; + } + + if (draw->rasterizer->point_sprite) { + /* find vertex shader texcoord outputs */ + const struct draw_vertex_shader *vs = draw->vertex_shader; + uint i, j = 0; + for (i = 0; i < vs->state->num_outputs; i++) { + if (vs->state->output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) { + wide->texcoord_slot[j] = i; + wide->texcoord_mode[j] = draw->rasterizer->sprite_coord_mode[j]; + j++; + } + } + wide->num_texcoords = j; + } + + wide->psize_slot = -1; + + if (draw->rasterizer->point_size_per_vertex) { + /* find PSIZ vertex output */ + const struct draw_vertex_shader *vs = draw->vertex_shader; + uint i; + for (i = 0; i < vs->state->num_outputs; i++) { + if (vs->state->output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) { + wide->psize_slot = i; + break; + } + } + } + + stage->point( stage, header ); +} + + + +static void wide_first_line( struct draw_stage *stage, + struct prim_header *header ) +{ + struct wide_stage *wide = wide_stage(stage); + struct draw_context *draw = stage->draw; + + wide->half_line_width = 0.5f * draw->rasterizer->line_width; + + if (draw->rasterizer->line_width != 1.0) { + if (draw->rasterizer->line_smooth) + wide->stage.line = wide_line_aa; + else + wide->stage.line = wide_line; + } + else { + wide->stage.line = passthrough_line; + } + + stage->line( stage, header ); +} + + +static void wide_flush( struct draw_stage *stage, unsigned flags ) +{ + stage->line = wide_first_line; + stage->point = wide_first_point; + stage->next->flush( stage->next, flags ); +} + + +static void wide_reset_stipple_counter( struct draw_stage *stage ) +{ + stage->next->reset_stipple_counter( stage->next ); +} + + +static void wide_destroy( struct draw_stage *stage ) +{ + draw_free_temp_verts( stage ); + FREE( stage ); +} + + +struct draw_stage *draw_wide_stage( struct draw_context *draw ) +{ + struct wide_stage *wide = CALLOC_STRUCT(wide_stage); + + draw_alloc_temp_verts( &wide->stage, 4 ); + + wide->stage.draw = draw; + wide->stage.next = NULL; + wide->stage.point = wide_first_point; + wide->stage.line = wide_first_line; + wide->stage.tri = passthrough_tri; + wide->stage.flush = wide_flush; + wide->stage.reset_stipple_counter = wide_reset_stipple_counter; + wide->stage.destroy = wide_destroy; + + return &wide->stage; +} |