diff options
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_setup_tri.c')
-rw-r--r-- | src/gallium/drivers/llvmpipe/lp_setup_tri.c | 618 |
1 files changed, 618 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_setup_tri.c b/src/gallium/drivers/llvmpipe/lp_setup_tri.c new file mode 100644 index 00000000000..9e59a6602cc --- /dev/null +++ b/src/gallium/drivers/llvmpipe/lp_setup_tri.c @@ -0,0 +1,618 @@ +/************************************************************************** + * + * 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. + * + **************************************************************************/ + +/* + * Binning code for triangles + */ + +#include "util/u_math.h" +#include "util/u_memory.h" +#include "lp_perf.h" +#include "lp_setup_context.h" +#include "lp_rast.h" + +#define NUM_CHANNELS 4 + + +/** + * Compute a0 for a constant-valued coefficient (GL_FLAT shading). + */ +static void constant_coef( struct lp_rast_triangle *tri, + unsigned slot, + const float value, + unsigned i ) +{ + tri->inputs.a0[slot][i] = value; + tri->inputs.dadx[slot][i] = 0.0f; + tri->inputs.dady[slot][i] = 0.0f; +} + + +/** + * Compute a0, dadx and dady for a linearly interpolated coefficient, + * for a triangle. + */ +static void linear_coef( struct lp_rast_triangle *tri, + float oneoverarea, + unsigned slot, + const float (*v1)[4], + const float (*v2)[4], + const float (*v3)[4], + unsigned vert_attr, + unsigned i) +{ + float a1 = v1[vert_attr][i]; + float a2 = v2[vert_attr][i]; + float a3 = v3[vert_attr][i]; + + float da12 = a1 - a2; + float da31 = a3 - a1; + float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * oneoverarea; + float dady = (da31 * tri->dx12 - tri->dx31 * da12) * oneoverarea; + + tri->inputs.dadx[slot][i] = dadx; + tri->inputs.dady[slot][i] = dady; + + /* calculate a0 as the value which would be sampled for the + * fragment at (0,0), taking into account that we want to sample at + * pixel centers, in other words (0.5, 0.5). + * + * this is neat but unfortunately not a good way to do things for + * triangles with very large values of dadx or dady as it will + * result in the subtraction and re-addition from a0 of a very + * large number, which means we'll end up loosing a lot of the + * fractional bits and precision from a0. the way to fix this is + * to define a0 as the sample at a pixel center somewhere near vmin + * instead - i'll switch to this later. + */ + tri->inputs.a0[slot][i] = (a1 - + (dadx * (v1[0][0] - 0.5f) + + dady * (v1[0][1] - 0.5f))); +} + + +/** + * Compute a0, dadx and dady for a perspective-corrected interpolant, + * for a triangle. + * We basically multiply the vertex value by 1/w before computing + * the plane coefficients (a0, dadx, dady). + * Later, when we compute the value at a particular fragment position we'll + * divide the interpolated value by the interpolated W at that fragment. + */ +static void perspective_coef( struct lp_rast_triangle *tri, + float oneoverarea, + unsigned slot, + const float (*v1)[4], + const float (*v2)[4], + const float (*v3)[4], + unsigned vert_attr, + unsigned i) +{ + /* premultiply by 1/w (v[0][3] is always 1/w): + */ + float a1 = v1[vert_attr][i] * v1[0][3]; + float a2 = v2[vert_attr][i] * v2[0][3]; + float a3 = v3[vert_attr][i] * v3[0][3]; + float da12 = a1 - a2; + float da31 = a3 - a1; + float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * oneoverarea; + float dady = (da31 * tri->dx12 - tri->dx31 * da12) * oneoverarea; + + tri->inputs.dadx[slot][i] = dadx; + tri->inputs.dady[slot][i] = dady; + tri->inputs.a0[slot][i] = (a1 - + (dadx * (v1[0][0] - 0.5f) + + dady * (v1[0][1] - 0.5f))); +} + + +/** + * 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_fragcoord_coef(struct lp_rast_triangle *tri, + float oneoverarea, + unsigned slot, + const float (*v1)[4], + const float (*v2)[4], + const float (*v3)[4]) +{ + /*X*/ + tri->inputs.a0[slot][0] = 0.0; + tri->inputs.dadx[slot][0] = 1.0; + tri->inputs.dady[slot][0] = 0.0; + /*Y*/ + tri->inputs.a0[slot][1] = 0.0; + tri->inputs.dadx[slot][1] = 0.0; + tri->inputs.dady[slot][1] = 1.0; + /*Z*/ + linear_coef(tri, oneoverarea, slot, v1, v2, v3, 0, 2); + /*W*/ + linear_coef(tri, oneoverarea, slot, v1, v2, v3, 0, 3); +} + + +static void setup_facing_coef( struct lp_rast_triangle *tri, + unsigned slot, + boolean frontface ) +{ + constant_coef( tri, slot, 1.0f - frontface, 0 ); + constant_coef( tri, slot, 0.0f, 1 ); /* wasted */ + constant_coef( tri, slot, 0.0f, 2 ); /* wasted */ + constant_coef( tri, slot, 0.0f, 3 ); /* wasted */ +} + + +/** + * Compute the tri->coef[] array dadx, dady, a0 values. + */ +static void setup_tri_coefficients( struct setup_context *setup, + struct lp_rast_triangle *tri, + float oneoverarea, + const float (*v1)[4], + const float (*v2)[4], + const float (*v3)[4], + boolean frontface) +{ + unsigned slot; + + /* The internal position input is in slot zero: + */ + setup_fragcoord_coef(tri, oneoverarea, 0, v1, v2, v3); + + /* setup interpolation for all the remaining attributes: + */ + for (slot = 0; slot < setup->fs.nr_inputs; slot++) { + unsigned vert_attr = setup->fs.input[slot].src_index; + unsigned i; + + switch (setup->fs.input[slot].interp) { + case LP_INTERP_CONSTANT: + for (i = 0; i < NUM_CHANNELS; i++) + constant_coef(tri, slot+1, v3[vert_attr][i], i); + break; + + case LP_INTERP_LINEAR: + for (i = 0; i < NUM_CHANNELS; i++) + linear_coef(tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i); + break; + + case LP_INTERP_PERSPECTIVE: + for (i = 0; i < NUM_CHANNELS; i++) + perspective_coef(tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i); + break; + + case LP_INTERP_POSITION: + /* XXX: fix me - duplicates the values in slot zero. + */ + setup_fragcoord_coef(tri, oneoverarea, slot+1, v1, v2, v3); + break; + + case LP_INTERP_FACING: + setup_facing_coef(tri, slot+1, frontface); + break; + + default: + assert(0); + } + } +} + + + +static INLINE int subpixel_snap( float a ) +{ + return util_iround(FIXED_ONE * a - (FIXED_ONE / 2)); +} + + + +/** + * Alloc space for a new triangle plus the input.a0/dadx/dady arrays + * immediately after it. + * The memory is allocated from the per-scene pool, not per-tile. + * \param tri_size returns number of bytes allocated + * \param nr_inputs number of fragment shader inputs + * \return pointer to triangle space + */ +static INLINE struct lp_rast_triangle * +alloc_triangle(struct lp_scene *scene, unsigned nr_inputs, unsigned *tri_size) +{ + unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float); + struct lp_rast_triangle *tri; + unsigned bytes; + char *inputs; + + assert(sizeof(*tri) % 16 == 0); + + bytes = sizeof(*tri) + (3 * input_array_sz); + + tri = lp_scene_alloc_aligned( scene, bytes, 16 ); + + inputs = (char *) (tri + 1); + tri->inputs.a0 = (float (*)[4]) inputs; + tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz); + tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz); + + *tri_size = bytes; + + return tri; +} + + + +/** + * Do basic setup for triangle rasterization and determine which + * framebuffer tiles are touched. Put the triangle in the scene's + * bins for the tiles which we overlap. + */ +static void +do_triangle_ccw(struct setup_context *setup, + const float (*v1)[4], + const float (*v2)[4], + const float (*v3)[4], + boolean frontfacing ) +{ + /* x/y positions in fixed point */ + const int x1 = subpixel_snap(v1[0][0]); + const int x2 = subpixel_snap(v2[0][0]); + const int x3 = subpixel_snap(v3[0][0]); + const int y1 = subpixel_snap(v1[0][1]); + const int y2 = subpixel_snap(v2[0][1]); + const int y3 = subpixel_snap(v3[0][1]); + + struct lp_scene *scene = lp_setup_get_current_scene(setup); + struct lp_rast_triangle *tri; + int area; + float oneoverarea; + int minx, maxx, miny, maxy; + unsigned tri_bytes; + + tri = alloc_triangle(scene, setup->fs.nr_inputs, &tri_bytes); + + tri->dx12 = x1 - x2; + tri->dx23 = x2 - x3; + tri->dx31 = x3 - x1; + + tri->dy12 = y1 - y2; + tri->dy23 = y2 - y3; + tri->dy31 = y3 - y1; + + area = (tri->dx12 * tri->dy31 - tri->dx31 * tri->dy12); + + LP_COUNT(nr_tris); + + /* Cull non-ccw and zero-sized triangles. + * + * XXX: subject to overflow?? + */ + if (area <= 0) { + lp_scene_putback_data( scene, tri_bytes ); + LP_COUNT(nr_culled_tris); + return; + } + + /* Bounding rectangle (in pixels) */ + minx = (MIN3(x1, x2, x3) + (FIXED_ONE-1)) >> FIXED_ORDER; + maxx = (MAX3(x1, x2, x3) + (FIXED_ONE-1)) >> FIXED_ORDER; + miny = (MIN3(y1, y2, y3) + (FIXED_ONE-1)) >> FIXED_ORDER; + maxy = (MAX3(y1, y2, y3) + (FIXED_ONE-1)) >> FIXED_ORDER; + + if (setup->scissor_test) { + minx = MAX2(minx, setup->scissor.current.minx); + maxx = MIN2(maxx, setup->scissor.current.maxx); + miny = MAX2(miny, setup->scissor.current.miny); + maxy = MIN2(maxy, setup->scissor.current.maxy); + } + + if (miny == maxy || + minx == maxx) { + lp_scene_putback_data( scene, tri_bytes ); + LP_COUNT(nr_culled_tris); + return; + } + + /* + */ + oneoverarea = ((float)FIXED_ONE) / (float)area; + + /* Setup parameter interpolants: + */ + setup_tri_coefficients( setup, tri, oneoverarea, v1, v2, v3, frontfacing ); + + /* half-edge constants, will be interated over the whole render target. + */ + tri->c1 = tri->dy12 * x1 - tri->dx12 * y1; + tri->c2 = tri->dy23 * x2 - tri->dx23 * y2; + tri->c3 = tri->dy31 * x3 - tri->dx31 * y3; + + /* correct for top-left fill convention: + */ + if (tri->dy12 < 0 || (tri->dy12 == 0 && tri->dx12 > 0)) tri->c1++; + if (tri->dy23 < 0 || (tri->dy23 == 0 && tri->dx23 > 0)) tri->c2++; + if (tri->dy31 < 0 || (tri->dy31 == 0 && tri->dx31 > 0)) tri->c3++; + + tri->dy12 *= FIXED_ONE; + tri->dy23 *= FIXED_ONE; + tri->dy31 *= FIXED_ONE; + + tri->dx12 *= FIXED_ONE; + tri->dx23 *= FIXED_ONE; + tri->dx31 *= FIXED_ONE; + + /* find trivial reject offsets for each edge for a single-pixel + * sized block. These will be scaled up at each recursive level to + * match the active blocksize. Scaling in this way works best if + * the blocks are square. + */ + tri->eo1 = 0; + if (tri->dy12 < 0) tri->eo1 -= tri->dy12; + if (tri->dx12 > 0) tri->eo1 += tri->dx12; + + tri->eo2 = 0; + if (tri->dy23 < 0) tri->eo2 -= tri->dy23; + if (tri->dx23 > 0) tri->eo2 += tri->dx23; + + tri->eo3 = 0; + if (tri->dy31 < 0) tri->eo3 -= tri->dy31; + if (tri->dx31 > 0) tri->eo3 += tri->dx31; + + /* Calculate trivial accept offsets from the above. + */ + tri->ei1 = tri->dx12 - tri->dy12 - tri->eo1; + tri->ei2 = tri->dx23 - tri->dy23 - tri->eo2; + tri->ei3 = tri->dx31 - tri->dy31 - tri->eo3; + + /* Fill in the inputs.step[][] arrays. + * We've manually unrolled some loops here. + */ + { + const int xstep1 = -tri->dy12; + const int xstep2 = -tri->dy23; + const int xstep3 = -tri->dy31; + const int ystep1 = tri->dx12; + const int ystep2 = tri->dx23; + const int ystep3 = tri->dx31; + +#define SETUP_STEP(i, x, y) \ + do { \ + tri->inputs.step[0][i] = x * xstep1 + y * ystep1; \ + tri->inputs.step[1][i] = x * xstep2 + y * ystep2; \ + tri->inputs.step[2][i] = x * xstep3 + y * ystep3; \ + } while (0) + + SETUP_STEP(0, 0, 0); + SETUP_STEP(1, 1, 0); + SETUP_STEP(2, 0, 1); + SETUP_STEP(3, 1, 1); + + SETUP_STEP(4, 2, 0); + SETUP_STEP(5, 3, 0); + SETUP_STEP(6, 2, 1); + SETUP_STEP(7, 3, 1); + + SETUP_STEP(8, 0, 2); + SETUP_STEP(9, 1, 2); + SETUP_STEP(10, 0, 3); + SETUP_STEP(11, 1, 3); + + SETUP_STEP(12, 2, 2); + SETUP_STEP(13, 3, 2); + SETUP_STEP(14, 2, 3); + SETUP_STEP(15, 3, 3); +#undef STEP + } + + /* + * All fields of 'tri' are now set. The remaining code here is + * concerned with binning. + */ + + /* Convert to tile coordinates: + */ + minx = minx / TILE_SIZE; + miny = miny / TILE_SIZE; + maxx = maxx / TILE_SIZE; + maxy = maxy / TILE_SIZE; + + /* Clamp maxx, maxy to framebuffer size + */ + maxx = MIN2(maxx, scene->tiles_x - 1); + maxy = MIN2(maxy, scene->tiles_y - 1); + + /* Determine which tile(s) intersect the triangle's bounding box + */ + if (miny == maxy && minx == maxx) + { + /* Triangle is contained in a single tile: + */ + lp_scene_bin_command( scene, minx, miny, lp_rast_triangle, + lp_rast_arg_triangle(tri) ); + } + else + { + int c1 = (tri->c1 + + tri->dx12 * miny * TILE_SIZE - + tri->dy12 * minx * TILE_SIZE); + int c2 = (tri->c2 + + tri->dx23 * miny * TILE_SIZE - + tri->dy23 * minx * TILE_SIZE); + int c3 = (tri->c3 + + tri->dx31 * miny * TILE_SIZE - + tri->dy31 * minx * TILE_SIZE); + + int ei1 = tri->ei1 << TILE_ORDER; + int ei2 = tri->ei2 << TILE_ORDER; + int ei3 = tri->ei3 << TILE_ORDER; + + int eo1 = tri->eo1 << TILE_ORDER; + int eo2 = tri->eo2 << TILE_ORDER; + int eo3 = tri->eo3 << TILE_ORDER; + + int xstep1 = -(tri->dy12 << TILE_ORDER); + int xstep2 = -(tri->dy23 << TILE_ORDER); + int xstep3 = -(tri->dy31 << TILE_ORDER); + + int ystep1 = tri->dx12 << TILE_ORDER; + int ystep2 = tri->dx23 << TILE_ORDER; + int ystep3 = tri->dx31 << TILE_ORDER; + int x, y; + + + /* Test tile-sized blocks against the triangle. + * Discard blocks fully outside the tri. If the block is fully + * contained inside the tri, bin an lp_rast_shade_tile command. + * Else, bin a lp_rast_triangle command. + */ + for (y = miny; y <= maxy; y++) + { + int cx1 = c1; + int cx2 = c2; + int cx3 = c3; + boolean in = FALSE; /* are we inside the triangle? */ + + for (x = minx; x <= maxx; x++) + { + if (cx1 + eo1 < 0 || + cx2 + eo2 < 0 || + cx3 + eo3 < 0) + { + /* do nothing */ + LP_COUNT(nr_empty_64); + if (in) + break; /* exiting triangle, all done with this row */ + } + else if (cx1 + ei1 > 0 && + cx2 + ei2 > 0 && + cx3 + ei3 > 0) + { + /* triangle covers the whole tile- shade whole tile */ + LP_COUNT(nr_fully_covered_64); + in = TRUE; + if(setup->fs.current.opaque) { + lp_scene_bin_reset( scene, x, y ); + lp_scene_bin_command( scene, x, y, + lp_rast_set_state, + lp_rast_arg_state(setup->fs.stored) ); + } + lp_scene_bin_command( scene, x, y, + lp_rast_shade_tile, + lp_rast_arg_inputs(&tri->inputs) ); + } + else + { + /* rasterizer/shade partial tile */ + LP_COUNT(nr_partially_covered_64); + in = TRUE; + lp_scene_bin_command( scene, x, y, + lp_rast_triangle, + lp_rast_arg_triangle(tri) ); + } + + /* Iterate cx values across the region: + */ + cx1 += xstep1; + cx2 += xstep2; + cx3 += xstep3; + } + + /* Iterate c values down the region: + */ + c1 += ystep1; + c2 += ystep2; + c3 += ystep3; + } + } +} + + +static void triangle_cw( struct setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4] ) +{ + do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface ); +} + + +static void triangle_ccw( struct setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4] ) +{ + do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface ); +} + + +static void triangle_both( struct setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4] ) +{ + /* edge vectors e = v0 - v2, f = v1 - v2 */ + const float ex = v0[0][0] - v2[0][0]; + const float ey = v0[0][1] - v2[0][1]; + const float fx = v1[0][0] - v2[0][0]; + const float fy = v1[0][1] - v2[0][1]; + + /* det = cross(e,f).z */ + if (ex * fy - ey * fx < 0.0f) + triangle_ccw( setup, v0, v1, v2 ); + else + triangle_cw( setup, v0, v1, v2 ); +} + + +static void triangle_nop( struct setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4] ) +{ +} + + +void +lp_setup_choose_triangle( struct setup_context *setup ) +{ + switch (setup->cullmode) { + case PIPE_WINDING_NONE: + setup->triangle = triangle_both; + break; + case PIPE_WINDING_CCW: + setup->triangle = triangle_cw; + break; + case PIPE_WINDING_CW: + setup->triangle = triangle_ccw; + break; + default: + setup->triangle = triangle_nop; + break; + } +} |