diff options
Diffstat (limited to 'src/gallium/drivers/softpipe/sp_setup.c')
-rw-r--r-- | src/gallium/drivers/softpipe/sp_setup.c | 1249 |
1 files changed, 1249 insertions, 0 deletions
diff --git a/src/gallium/drivers/softpipe/sp_setup.c b/src/gallium/drivers/softpipe/sp_setup.c new file mode 100644 index 00000000000..48617a66ed2 --- /dev/null +++ b/src/gallium/drivers/softpipe/sp_setup.c @@ -0,0 +1,1249 @@ +/************************************************************************** + * + * 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. + * + **************************************************************************/ + +/** + * \brief Primitive rasterization/rendering (points, lines, triangles) + * + * \author Keith Whitwell <[email protected]> + * \author Brian Paul + */ + +#include "sp_setup.h" + +#include "sp_context.h" +#include "sp_headers.h" +#include "sp_quad.h" +#include "sp_state.h" +#include "sp_prim_setup.h" +#include "draw/draw_private.h" +#include "draw/draw_vertex.h" +#include "pipe/p_util.h" +#include "pipe/p_shader_tokens.h" + +#define DEBUG_VERTS 0 +#define DEBUG_FRAGS 0 + +/** + * Triangle edge info + */ +struct edge { + float dx; /**< X(v1) - X(v0), used only during setup */ + float dy; /**< Y(v1) - Y(v0), used only during setup */ + float dxdy; /**< dx/dy */ + float sx, sy; /**< first sample point coord */ + int lines; /**< number of lines on this edge */ +}; + + +/** + * Triangle setup info (derived from draw_stage). + * Also used for line drawing (taking some liberties). + */ +struct setup_context { + struct softpipe_context *softpipe; + + /* 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. + */ + const float (*vmax)[4]; + const float (*vmid)[4]; + const float (*vmin)[4]; + const float (*vprovoke)[4]; + + struct edge ebot; + struct edge etop; + struct edge emaj; + + float oneoverarea; + + struct tgsi_interp_coef coef[PIPE_MAX_SHADER_INPUTS]; + struct tgsi_interp_coef posCoef; /* For Z, W */ + struct quad_header quad; + + struct { + int left[2]; /**< [0] = row0, [1] = row1 */ + int right[2]; + int y; + unsigned y_flags; + unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */ + } span; + +#if DEBUG_FRAGS + uint numFragsEmitted; /**< per primitive */ + uint numFragsWritten; /**< per primitive */ +#endif +}; + + + + + +/** + * Recalculate prim's determinant. + * XXX is this needed? + */ +static INLINE float +calc_det( 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 */ + return ex * fy - ey * fx; +} + +/** + * Clip setup->quad against the scissor/surface bounds. + */ +static INLINE void +quad_clip(struct setup_context *setup) +{ + const struct pipe_scissor_state *cliprect = &setup->softpipe->cliprect; + const int minx = (int) cliprect->minx; + const int maxx = (int) cliprect->maxx; + const int miny = (int) cliprect->miny; + const int maxy = (int) cliprect->maxy; + + if (setup->quad.x0 >= maxx || + setup->quad.y0 >= maxy || + setup->quad.x0 + 1 < minx || + setup->quad.y0 + 1 < miny) { + /* totally clipped */ + setup->quad.mask = 0x0; + return; + } + if (setup->quad.x0 < minx) + setup->quad.mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT); + if (setup->quad.y0 < miny) + setup->quad.mask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT); + if (setup->quad.x0 == maxx - 1) + setup->quad.mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT); + if (setup->quad.y0 == maxy - 1) + setup->quad.mask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT); +} + + +/** + * Emit a quad (pass to next stage) with clipping. + */ +static INLINE void +clip_emit_quad(struct setup_context *setup) +{ + quad_clip(setup); + if (setup->quad.mask) { + struct softpipe_context *sp = setup->softpipe; + sp->quad.first->run(sp->quad.first, &setup->quad); + } +} + + +/** + * Emit a quad (pass to next stage). No clipping is done. + */ +static INLINE void +emit_quad( struct setup_context *setup, int x, int y, unsigned mask ) +{ + struct softpipe_context *sp = setup->softpipe; + setup->quad.x0 = x; + setup->quad.y0 = y; + setup->quad.mask = mask; +#if DEBUG_FRAGS + if (mask & 1) setup->numFragsEmitted++; + if (mask & 2) setup->numFragsEmitted++; + if (mask & 4) setup->numFragsEmitted++; + if (mask & 8) setup->numFragsEmitted++; +#endif + sp->quad.first->run(sp->quad.first, &setup->quad); +#if DEBUG_FRAGS + mask = setup->quad.mask; + if (mask & 1) setup->numFragsWritten++; + if (mask & 2) setup->numFragsWritten++; + if (mask & 4) setup->numFragsWritten++; + if (mask & 8) setup->numFragsWritten++; +#endif +} + + +/** + * Given an X or Y coordinate, return the block/quad coordinate that it + * belongs to. + */ +static INLINE int block( int x ) +{ + return x & ~1; +} + + +/** + * Compute mask which indicates which pixels in the 2x2 quad are actually inside + * the triangle's bounds. + * + * this is pretty nasty... may need to rework flush_spans again to + * fix it, if possible. + */ +static unsigned calculate_mask( struct setup_context *setup, int x ) +{ + unsigned mask = 0x0; + + if (x >= setup->span.left[0] && x < setup->span.right[0]) + mask |= MASK_TOP_LEFT; + + if (x >= setup->span.left[1] && x < setup->span.right[1]) + mask |= MASK_BOTTOM_LEFT; + + if (x+1 >= setup->span.left[0] && x+1 < setup->span.right[0]) + mask |= MASK_TOP_RIGHT; + + if (x+1 >= setup->span.left[1] && x+1 < setup->span.right[1]) + mask |= MASK_BOTTOM_RIGHT; + + return mask; +} + + +/** + * Render a horizontal span of quads + */ +static void flush_spans( struct setup_context *setup ) +{ + int minleft, maxright; + int x; + + switch (setup->span.y_flags) { + case 0x3: + /* both odd and even lines written (both quad rows) */ + minleft = MIN2(setup->span.left[0], setup->span.left[1]); + maxright = MAX2(setup->span.right[0], setup->span.right[1]); + break; + + case 0x1: + /* only even line written (quad top row) */ + minleft = setup->span.left[0]; + maxright = setup->span.right[0]; + break; + + case 0x2: + /* only odd line written (quad bottom row) */ + minleft = setup->span.left[1]; + maxright = setup->span.right[1]; + break; + + default: + return; + } + + /* XXX this loop could be moved into the above switch cases and + * calculate_mask() could be simplified a bit... + */ + for (x = block(minleft); x <= block(maxright); x += 2) { + emit_quad( setup, x, setup->span.y, + calculate_mask( setup, x ) ); + } + + setup->span.y = 0; + setup->span.y_flags = 0; + setup->span.right[0] = 0; + setup->span.right[1] = 0; +} + +#if DEBUG_VERTS +static void print_vertex(const struct setup_context *setup, + const float (*v)[4]) +{ + int i; + debug_printf("Vertex: (%p)\n", v); + for (i = 0; i < setup->quad.nr_attrs; i++) { + debug_printf(" %d: %f %f %f %f\n", i, + v[i][0], v[i][1], v[i][2], v[i][3]); + } +} +#endif + +static boolean setup_sort_vertices( struct setup_context *setup, + float det, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4] ) +{ +#if DEBUG_VERTS + debug_printf("Triangle:\n"); + print_vertex(setup, v0); + print_vertex(setup, v1); + print_vertex(setup, v2); +#endif + + setup->vprovoke = v2; + + /* determine bottom to top order of vertices */ + { + float y0 = v0[0][1]; + float y1 = v1[0][1]; + float y2 = v2[0][1]; + if (y0 <= y1) { + if (y1 <= y2) { + /* y0<=y1<=y2 */ + setup->vmin = v0; + setup->vmid = v1; + setup->vmax = v2; + } + else if (y2 <= y0) { + /* y2<=y0<=y1 */ + setup->vmin = v2; + setup->vmid = v0; + setup->vmax = v1; + } + else { + /* y0<=y2<=y1 */ + setup->vmin = v0; + setup->vmid = v2; + setup->vmax = v1; + } + } + else { + if (y0 <= y2) { + /* y1<=y0<=y2 */ + setup->vmin = v1; + setup->vmid = v0; + setup->vmax = v2; + } + else if (y2 <= y1) { + /* y2<=y1<=y0 */ + setup->vmin = v2; + setup->vmid = v1; + setup->vmax = v0; + } + else { + /* y1<=y2<=y0 */ + setup->vmin = v1; + setup->vmid = v2; + setup->vmax = v0; + } + } + } + + setup->ebot.dx = setup->vmid[0][0] - setup->vmin[0][0]; + setup->ebot.dy = setup->vmid[0][1] - setup->vmin[0][1]; + setup->emaj.dx = setup->vmax[0][0] - setup->vmin[0][0]; + setup->emaj.dy = setup->vmax[0][1] - setup->vmin[0][1]; + setup->etop.dx = setup->vmax[0][0] - setup->vmid[0][0]; + setup->etop.dy = setup->vmax[0][1] - setup->vmid[0][1]; + + /* + * Compute triangle's area. Use 1/area to compute partial + * derivatives of attributes later. + * + * The area will be the same as prim->det, but the sign may be + * different depending on how the vertices get sorted above. + * + * To determine whether the primitive is front or back facing we + * use the prim->det value because its sign is correct. + */ + { + const float area = (setup->emaj.dx * setup->ebot.dy - + setup->ebot.dx * setup->emaj.dy); + + setup->oneoverarea = 1.0f / area; + /* + debug_printf("%s one-over-area %f area %f det %f\n", + __FUNCTION__, setup->oneoverarea, area, det ); + */ + } + + /* We need to know if this is a front or back-facing triangle for: + * - the GLSL gl_FrontFacing fragment attribute (bool) + * - two-sided stencil test + */ + setup->quad.facing = (det > 0.0) ^ (setup->softpipe->rasterizer->front_winding == PIPE_WINDING_CW); + + return TRUE; +} + + +/** + * Compute a0 for a constant-valued coefficient (GL_FLAT shading). + * The value value comes from vertex[slot][i]. + * The result will be put into setup->coef[slot].a0[i]. + * \param slot which attribute slot + * \param i which component of the slot (0..3) + */ +static void const_coeff( struct setup_context *setup, + struct tgsi_interp_coef *coef, + uint vertSlot, uint i) +{ + assert(i <= 3); + + coef->dadx[i] = 0; + coef->dady[i] = 0; + + /* need provoking vertex info! + */ + coef->a0[i] = setup->vprovoke[vertSlot][i]; +} + + +/** + * Compute a0, dadx and dady for a linearly interpolated coefficient, + * for a triangle. + */ +static void tri_linear_coeff( struct setup_context *setup, + struct tgsi_interp_coef *coef, + uint vertSlot, uint i) +{ + float botda = setup->vmid[vertSlot][i] - setup->vmin[vertSlot][i]; + float majda = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i]; + float a = setup->ebot.dy * majda - botda * setup->emaj.dy; + float b = setup->emaj.dx * botda - majda * setup->ebot.dx; + float dadx = a * setup->oneoverarea; + float dady = b * setup->oneoverarea; + + assert(i <= 3); + + coef->dadx[i] = dadx; + coef->dady[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. + */ + coef->a0[i] = (setup->vmin[vertSlot][i] - + (dadx * (setup->vmin[0][0] - 0.5f) + + dady * (setup->vmin[0][1] - 0.5f))); + + /* + debug_printf("attr[%d].%c: %f dx:%f dy:%f\n", + slot, "xyzw"[i], + setup->coef[slot].a0[i], + setup->coef[slot].dadx[i], + setup->coef[slot].dady[i]); + */ +} + + +/** + * 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 tri_persp_coeff( struct setup_context *setup, + struct tgsi_interp_coef *coef, + uint vertSlot, uint i) +{ + /* premultiply by 1/w (v[0][3] is always W): + */ + float mina = setup->vmin[vertSlot][i] * setup->vmin[0][3]; + float mida = setup->vmid[vertSlot][i] * setup->vmid[0][3]; + float maxa = setup->vmax[vertSlot][i] * setup->vmax[0][3]; + float botda = mida - mina; + float majda = maxa - mina; + float a = setup->ebot.dy * majda - botda * setup->emaj.dy; + float b = setup->emaj.dx * botda - majda * setup->ebot.dx; + float dadx = a * setup->oneoverarea; + float dady = b * setup->oneoverarea; + + /* + debug_printf("tri persp %d,%d: %f %f %f\n", vertSlot, i, + setup->vmin[vertSlot][i], + setup->vmid[vertSlot][i], + setup->vmax[vertSlot][i] + ); + */ + assert(i <= 3); + + coef->dadx[i] = dadx; + coef->dady[i] = dady; + coef->a0[i] = (mina - + (dadx * (setup->vmin[0][0] - 0.5f) + + dady * (setup->vmin[0][1] - 0.5f))); +} + + +/** + * Special coefficient setup for gl_FragCoord. + * X and Y are trivial, though Y has to be inverted for OpenGL. + * Z and W are copied from posCoef 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_coeff(struct setup_context *setup, uint slot) +{ + /*X*/ + setup->coef[slot].a0[0] = 0; + setup->coef[slot].dadx[0] = 1.0; + setup->coef[slot].dady[0] = 0.0; + /*Y*/ + if (setup->softpipe->rasterizer->origin_lower_left) { + /* y=0=bottom */ + const int winHeight = setup->softpipe->framebuffer.height; + setup->coef[slot].a0[1] = (float) (winHeight - 1); + setup->coef[slot].dady[1] = -1.0; + } + else { + /* y=0=top */ + setup->coef[slot].a0[1] = 0.0; + setup->coef[slot].dady[1] = 1.0; + } + setup->coef[slot].dadx[1] = 0.0; + /*Z*/ + setup->coef[slot].a0[2] = setup->posCoef.a0[2]; + setup->coef[slot].dadx[2] = setup->posCoef.dadx[2]; + setup->coef[slot].dady[2] = setup->posCoef.dady[2]; + /*W*/ + setup->coef[slot].a0[3] = setup->posCoef.a0[3]; + setup->coef[slot].dadx[3] = setup->posCoef.dadx[3]; + setup->coef[slot].dady[3] = setup->posCoef.dady[3]; +} + + + +/** + * Compute the setup->coef[] array dadx, dady, a0 values. + * Must be called after setup->vmin,vmid,vmax,vprovoke are initialized. + */ +static void setup_tri_coefficients( struct setup_context *setup ) +{ + struct softpipe_context *softpipe = setup->softpipe; + const struct sp_fragment_shader *spfs = softpipe->fs; + const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe); + uint fragSlot; + + /* z and w are done by linear interpolation: + */ + tri_linear_coeff(setup, &setup->posCoef, 0, 2); + tri_linear_coeff(setup, &setup->posCoef, 0, 3); + + /* setup interpolation for all the remaining attributes: + */ + for (fragSlot = 0; fragSlot < spfs->info.num_inputs; fragSlot++) { + const uint vertSlot = vinfo->src_index[fragSlot]; + uint j; + + switch (vinfo->interp_mode[fragSlot]) { + case INTERP_CONSTANT: + for (j = 0; j < NUM_CHANNELS; j++) + const_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_LINEAR: + for (j = 0; j < NUM_CHANNELS; j++) + tri_linear_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_PERSPECTIVE: + for (j = 0; j < NUM_CHANNELS; j++) + tri_persp_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_POS: + setup_fragcoord_coeff(setup, fragSlot); + break; + default: + assert(0); + } + + if (spfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FOG) { + /* FOG.y = front/back facing XXX fix this */ + setup->coef[fragSlot].a0[1] = 1.0f - setup->quad.facing; + setup->coef[fragSlot].dadx[1] = 0.0; + setup->coef[fragSlot].dady[1] = 0.0; + } + } +} + + + +static void setup_tri_edges( struct setup_context *setup ) +{ + float vmin_x = setup->vmin[0][0] + 0.5f; + float vmid_x = setup->vmid[0][0] + 0.5f; + + float vmin_y = setup->vmin[0][1] - 0.5f; + float vmid_y = setup->vmid[0][1] - 0.5f; + float vmax_y = setup->vmax[0][1] - 0.5f; + + setup->emaj.sy = CEILF(vmin_y); + setup->emaj.lines = (int) CEILF(vmax_y - setup->emaj.sy); + setup->emaj.dxdy = setup->emaj.dx / setup->emaj.dy; + setup->emaj.sx = vmin_x + (setup->emaj.sy - vmin_y) * setup->emaj.dxdy; + + setup->etop.sy = CEILF(vmid_y); + setup->etop.lines = (int) CEILF(vmax_y - setup->etop.sy); + setup->etop.dxdy = setup->etop.dx / setup->etop.dy; + setup->etop.sx = vmid_x + (setup->etop.sy - vmid_y) * setup->etop.dxdy; + + setup->ebot.sy = CEILF(vmin_y); + setup->ebot.lines = (int) CEILF(vmid_y - setup->ebot.sy); + setup->ebot.dxdy = setup->ebot.dx / setup->ebot.dy; + setup->ebot.sx = vmin_x + (setup->ebot.sy - vmin_y) * setup->ebot.dxdy; +} + + +/** + * Render the upper or lower half of a triangle. + * Scissoring/cliprect is applied here too. + */ +static void subtriangle( struct setup_context *setup, + struct edge *eleft, + struct edge *eright, + unsigned lines ) +{ + const struct pipe_scissor_state *cliprect = &setup->softpipe->cliprect; + const int minx = (int) cliprect->minx; + const int maxx = (int) cliprect->maxx; + const int miny = (int) cliprect->miny; + const int maxy = (int) cliprect->maxy; + int y, start_y, finish_y; + int sy = (int)eleft->sy; + + assert((int)eleft->sy == (int) eright->sy); + + /* clip top/bottom */ + start_y = sy; + finish_y = sy + lines; + + if (start_y < miny) + start_y = miny; + + if (finish_y > maxy) + finish_y = maxy; + + start_y -= sy; + finish_y -= sy; + + /* + debug_printf("%s %d %d\n", __FUNCTION__, start_y, finish_y); + */ + + for (y = start_y; y < finish_y; y++) { + + /* avoid accumulating adds as floats don't have the precision to + * accurately iterate large triangle edges that way. luckily we + * can just multiply these days. + * + * this is all drowned out by the attribute interpolation anyway. + */ + int left = (int)(eleft->sx + y * eleft->dxdy); + int right = (int)(eright->sx + y * eright->dxdy); + + /* clip left/right */ + if (left < minx) + left = minx; + if (right > maxx) + right = maxx; + + if (left < right) { + int _y = sy + y; + if (block(_y) != setup->span.y) { + flush_spans(setup); + setup->span.y = block(_y); + } + + setup->span.left[_y&1] = left; + setup->span.right[_y&1] = right; + setup->span.y_flags |= 1<<(_y&1); + } + } + + + /* save the values so that emaj can be restarted: + */ + eleft->sx += lines * eleft->dxdy; + eright->sx += lines * eright->dxdy; + eleft->sy += lines; + eright->sy += lines; +} + + +/** + * Do setup for triangle rasterization, then render the triangle. + */ +void setup_tri( struct setup_context *setup, + float det, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4] ) +{ + /* + debug_printf("%s\n", __FUNCTION__ ); + */ + +#if DEBUG_FRAGS + setup->numFragsEmitted = 0; + setup->numFragsWritten = 0; +#endif + + setup_sort_vertices( setup, calc_det(v0, v1, v2), + v0, v1, v2 ); + setup_tri_coefficients( setup ); + setup_tri_edges( setup ); + + setup->quad.prim = PRIM_TRI; + + setup->span.y = 0; + setup->span.y_flags = 0; + setup->span.right[0] = 0; + setup->span.right[1] = 0; + /* setup->span.z_mode = tri_z_mode( setup->ctx ); */ + + /* init_constant_attribs( setup ); */ + + if (setup->oneoverarea < 0.0) { + /* emaj on left: + */ + subtriangle( setup, &setup->emaj, &setup->ebot, setup->ebot.lines ); + subtriangle( setup, &setup->emaj, &setup->etop, setup->etop.lines ); + } + else { + /* emaj on right: + */ + subtriangle( setup, &setup->ebot, &setup->emaj, setup->ebot.lines ); + subtriangle( setup, &setup->etop, &setup->emaj, setup->etop.lines ); + } + + flush_spans( setup ); + +#if DEBUG_FRAGS + printf("Tri: %u frags emitted, %u written\n", + setup->numFragsEmitted, + setup->numFragsWritten); +#endif +} + + + +/** + * Compute a0, dadx and dady for a linearly interpolated coefficient, + * for a line. + */ +static void +line_linear_coeff(struct setup_context *setup, + struct tgsi_interp_coef *coef, + uint vertSlot, uint i) +{ + const float da = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i]; + const float dadx = da * setup->emaj.dx * setup->oneoverarea; + const float dady = da * setup->emaj.dy * setup->oneoverarea; + coef->dadx[i] = dadx; + coef->dady[i] = dady; + coef->a0[i] = (setup->vmin[vertSlot][i] - + (dadx * (setup->vmin[0][0] - 0.5f) + + dady * (setup->vmin[0][1] - 0.5f))); +} + + +/** + * Compute a0, dadx and dady for a perspective-corrected interpolant, + * for a line. + */ +static void +line_persp_coeff(struct setup_context *setup, + struct tgsi_interp_coef *coef, + uint vertSlot, uint i) +{ + /* XXX double-check/verify this arithmetic */ + const float a0 = setup->vmin[vertSlot][i] * setup->vmin[0][3]; + const float a1 = setup->vmax[vertSlot][i] * setup->vmax[0][3]; + const float da = a1 - a0; + const float dadx = da * setup->emaj.dx * setup->oneoverarea; + const float dady = da * setup->emaj.dy * setup->oneoverarea; + coef->dadx[i] = dadx; + coef->dady[i] = dady; + coef->a0[i] = (setup->vmin[vertSlot][i] - + (dadx * (setup->vmin[0][0] - 0.5f) + + dady * (setup->vmin[0][1] - 0.5f))); +} + + +/** + * 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_context *setup, + const float (*v0)[4], + const float (*v1)[4]) +{ + struct softpipe_context *softpipe = setup->softpipe; + const struct sp_fragment_shader *spfs = softpipe->fs; + const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe); + uint fragSlot; + + /* use setup->vmin, vmax to point to vertices */ + setup->vprovoke = v1; + setup->vmin = v0; + setup->vmax = v1; + + setup->emaj.dx = setup->vmax[0][0] - setup->vmin[0][0]; + setup->emaj.dy = setup->vmax[0][1] - setup->vmin[0][1]; + /* NOTE: this is not really 1/area */ + setup->oneoverarea = 1.0f / (setup->emaj.dx * setup->emaj.dx + + setup->emaj.dy * setup->emaj.dy); + + /* z and w are done by linear interpolation: + */ + line_linear_coeff(setup, &setup->posCoef, 0, 2); + line_linear_coeff(setup, &setup->posCoef, 0, 3); + + /* setup interpolation for all the remaining attributes: + */ + for (fragSlot = 0; fragSlot < spfs->info.num_inputs; fragSlot++) { + const uint vertSlot = vinfo->src_index[fragSlot]; + uint j; + + switch (vinfo->interp_mode[fragSlot]) { + case INTERP_CONSTANT: + for (j = 0; j < NUM_CHANNELS; j++) + const_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_LINEAR: + for (j = 0; j < NUM_CHANNELS; j++) + line_linear_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_PERSPECTIVE: + for (j = 0; j < NUM_CHANNELS; j++) + line_persp_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_POS: + setup_fragcoord_coeff(setup, fragSlot); + break; + default: + assert(0); + } + + if (spfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FOG) { + /* FOG.y = front/back facing XXX fix this */ + setup->coef[fragSlot].a0[1] = 1.0f - setup->quad.facing; + setup->coef[fragSlot].dadx[1] = 0.0; + setup->coef[fragSlot].dady[1] = 0.0; + } + } +} + + +/** + * Plot a pixel in a line segment. + */ +static INLINE void +plot(struct setup_context *setup, int x, int y) +{ + const int iy = y & 1; + const int ix = x & 1; + const int quadX = x - ix; + const int quadY = y - iy; + const int mask = (1 << ix) << (2 * iy); + + if (quadX != setup->quad.x0 || + quadY != setup->quad.y0) + { + /* flush prev quad, start new quad */ + + if (setup->quad.x0 != -1) + clip_emit_quad(setup); + + setup->quad.x0 = quadX; + setup->quad.y0 = quadY; + setup->quad.mask = 0x0; + } + + setup->quad.mask |= mask; +} + + +/** + * Do setup for line rasterization, then render the line. + * Single-pixel width, no stipple, etc. We rely on the 'draw' module + * to handle stippling and wide lines. + */ +void +setup_line(struct setup_context *setup, + const float (*v0)[4], + const float (*v1)[4]) +{ + int x0 = (int) v0[0][0]; + int x1 = (int) v1[0][0]; + int y0 = (int) v0[0][1]; + int y1 = (int) v1[0][1]; + int dx = x1 - x0; + int dy = y1 - y0; + int xstep, ystep; + + if (dx == 0 && dy == 0) + return; + + setup_line_coefficients(setup, v0, v1); + + 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; + setup->quad.prim = PRIM_LINE; + /* XXX temporary: set coverage to 1.0 so the line appears + * if AA mode happens to be enabled. + */ + setup->quad.coverage[0] = + setup->quad.coverage[1] = + setup->quad.coverage[2] = + setup->quad.coverage[3] = 1.0; + + if (dx > dy) { + /*** X-major line ***/ + int i; + const int errorInc = dy + dy; + int error = errorInc - dx; + const int 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 ***/ + int i; + const int errorInc = dx + dx; + int error = errorInc - dy; + const int 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) { + clip_emit_quad(setup); + } +} + + +static void +point_persp_coeff(struct setup_context *setup, + const float (*vert)[4], + struct tgsi_interp_coef *coef, + uint vertSlot, uint i) +{ + assert(i <= 3); + coef->dadx[i] = 0.0F; + coef->dady[i] = 0.0F; + coef->a0[i] = vert[vertSlot][i] * vert[0][3]; +} + + +/** + * Do setup for point rasterization, then render the point. + * Round or square points... + * XXX could optimize a lot for 1-pixel points. + */ +void +setup_point( struct setup_context *setup, + const float (*v0)[4] ) +{ + struct softpipe_context *softpipe = setup->softpipe; + const struct sp_fragment_shader *spfs = softpipe->fs; + const int sizeAttr = setup->softpipe->psize_slot; + const float size + = sizeAttr > 0 ? v0[sizeAttr][0] + : setup->softpipe->rasterizer->point_size; + const float halfSize = 0.5F * size; + const boolean round = (boolean) setup->softpipe->rasterizer->point_smooth; + const float x = v0[0][0]; /* Note: data[0] is always position */ + const float y = v0[0][1]; + const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe); + uint fragSlot; + + /* For points, all interpolants are constant-valued. + * However, for point sprites, we'll need to setup texcoords appropriately. + * XXX: which coefficients are the texcoords??? + * We may do point sprites as textured quads... + * + * KW: We don't know which coefficients are texcoords - ultimately + * the choice of what interpolation mode to use for each attribute + * should be determined by the fragment program, using + * per-attribute declaration statements that include interpolation + * mode as a parameter. So either the fragment program will have + * to be adjusted for pointsprite vs normal point behaviour, or + * otherwise a special interpolation mode will have to be defined + * which matches the required behaviour for point sprites. But - + * the latter is not a feature of normal hardware, and as such + * probably should be ruled out on that basis. + */ + setup->vprovoke = v0; + + /* setup Z, W */ + const_coeff(setup, &setup->posCoef, 0, 2); + const_coeff(setup, &setup->posCoef, 0, 3); + + for (fragSlot = 0; fragSlot < spfs->info.num_inputs; fragSlot++) { + const uint vertSlot = vinfo->src_index[fragSlot]; + uint j; + + switch (vinfo->interp_mode[fragSlot]) { + case INTERP_CONSTANT: + /* fall-through */ + case INTERP_LINEAR: + for (j = 0; j < NUM_CHANNELS; j++) + const_coeff(setup, &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_PERSPECTIVE: + for (j = 0; j < NUM_CHANNELS; j++) + point_persp_coeff(setup, setup->vprovoke, + &setup->coef[fragSlot], vertSlot, j); + break; + case INTERP_POS: + setup_fragcoord_coeff(setup, fragSlot); + break; + default: + assert(0); + } + + if (spfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FOG) { + /* FOG.y = front/back facing XXX fix this */ + setup->coef[fragSlot].a0[1] = 1.0f - setup->quad.facing; + setup->coef[fragSlot].dadx[1] = 0.0; + setup->coef[fragSlot].dady[1] = 0.0; + } + } + + setup->quad.prim = PRIM_POINT; + + if (halfSize <= 0.5 && !round) { + /* special case for 1-pixel points */ + const int ix = ((int) x) & 1; + const int iy = ((int) y) & 1; + setup->quad.x0 = (int) x - ix; + setup->quad.y0 = (int) y - iy; + setup->quad.mask = (1 << ix) << (2 * iy); + clip_emit_quad(setup); + } + else { + if (round) { + /* rounded points */ + const int ixmin = block((int) (x - halfSize)); + const int ixmax = block((int) (x + halfSize)); + const int iymin = block((int) (y - halfSize)); + const int iymax = block((int) (y + halfSize)); + const float rmin = halfSize - 0.7071F; /* 0.7071 = sqrt(2)/2 */ + const float rmax = halfSize + 0.7071F; + const float rmin2 = MAX2(0.0F, rmin * rmin); + const float rmax2 = rmax * rmax; + const float cscale = 1.0F / (rmax2 - rmin2); + int ix, iy; + + for (iy = iymin; iy <= iymax; iy += 2) { + for (ix = ixmin; ix <= ixmax; ix += 2) { + float dx, dy, dist2, cover; + + setup->quad.mask = 0x0; + + dx = (ix + 0.5f) - x; + dy = (iy + 0.5f) - y; + dist2 = dx * dx + dy * dy; + if (dist2 <= rmax2) { + cover = 1.0F - (dist2 - rmin2) * cscale; + setup->quad.coverage[QUAD_TOP_LEFT] = MIN2(cover, 1.0f); + setup->quad.mask |= MASK_TOP_LEFT; + } + + dx = (ix + 1.5f) - x; + dy = (iy + 0.5f) - y; + dist2 = dx * dx + dy * dy; + if (dist2 <= rmax2) { + cover = 1.0F - (dist2 - rmin2) * cscale; + setup->quad.coverage[QUAD_TOP_RIGHT] = MIN2(cover, 1.0f); + setup->quad.mask |= MASK_TOP_RIGHT; + } + + dx = (ix + 0.5f) - x; + dy = (iy + 1.5f) - y; + dist2 = dx * dx + dy * dy; + if (dist2 <= rmax2) { + cover = 1.0F - (dist2 - rmin2) * cscale; + setup->quad.coverage[QUAD_BOTTOM_LEFT] = MIN2(cover, 1.0f); + setup->quad.mask |= MASK_BOTTOM_LEFT; + } + + dx = (ix + 1.5f) - x; + dy = (iy + 1.5f) - y; + dist2 = dx * dx + dy * dy; + if (dist2 <= rmax2) { + cover = 1.0F - (dist2 - rmin2) * cscale; + setup->quad.coverage[QUAD_BOTTOM_RIGHT] = MIN2(cover, 1.0f); + setup->quad.mask |= MASK_BOTTOM_RIGHT; + } + + if (setup->quad.mask) { + setup->quad.x0 = ix; + setup->quad.y0 = iy; + clip_emit_quad(setup); + } + } + } + } + else { + /* square points */ + const int xmin = (int) (x + 0.75 - halfSize); + const int ymin = (int) (y + 0.25 - halfSize); + const int xmax = xmin + (int) size; + const int ymax = ymin + (int) size; + /* XXX could apply scissor to xmin,ymin,xmax,ymax now */ + const int ixmin = block(xmin); + const int ixmax = block(xmax - 1); + const int iymin = block(ymin); + const int iymax = block(ymax - 1); + int ix, iy; + + /* + debug_printf("(%f, %f) -> X:%d..%d Y:%d..%d\n", x, y, xmin, xmax,ymin,ymax); + */ + for (iy = iymin; iy <= iymax; iy += 2) { + uint rowMask = 0xf; + if (iy < ymin) { + /* above the top edge */ + rowMask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT); + } + if (iy + 1 >= ymax) { + /* below the bottom edge */ + rowMask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT); + } + + for (ix = ixmin; ix <= ixmax; ix += 2) { + uint mask = rowMask; + + if (ix < xmin) { + /* fragment is past left edge of point, turn off left bits */ + mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT); + } + if (ix + 1 >= xmax) { + /* past the right edge */ + mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT); + } + + setup->quad.mask = mask; + setup->quad.x0 = ix; + setup->quad.y0 = iy; + clip_emit_quad(setup); + } + } + } + } +} + +void setup_prepare( struct setup_context *setup ) +{ + struct softpipe_context *sp = setup->softpipe; + unsigned i; + + if (sp->dirty) { + softpipe_update_derived(sp); + } + + /* Mark surfaces as defined now */ + for (i = 0; i < sp->framebuffer.num_cbufs; i++){ + if (sp->framebuffer.cbufs[i]) { + sp->framebuffer.cbufs[i]->status = PIPE_SURFACE_STATUS_DEFINED; + } + } + if (sp->framebuffer.zsbuf) { + sp->framebuffer.zsbuf->status = PIPE_SURFACE_STATUS_DEFINED; + } + + { + const struct sp_fragment_shader *fs = setup->softpipe->fs; + setup->quad.nr_attrs = fs->info.num_inputs; + sp->quad.first->begin(sp->quad.first); + } +} + + + +void setup_destroy_context( struct setup_context *setup ) +{ + FREE( setup ); +} + + +/** + * Create a new primitive setup/render stage. + */ +struct setup_context *setup_create_context( struct softpipe_context *softpipe ) +{ + struct setup_context *setup = CALLOC_STRUCT(setup_context); + + setup->softpipe = softpipe; + + setup->quad.coef = setup->coef; + setup->quad.posCoef = &setup->posCoef; + + return setup; +} |