/************************************************************************** * * Copyright 2007-2018 VMware, Inc. * 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 VMWARE 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. * **************************************************************************/ /** * AA line stage: AA lines are converted triangles (with extra generic) * * Authors: Brian Paul */ #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_shader_tokens.h" #include "util/u_inlines.h" #include "util/format/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "tgsi/tgsi_transform.h" #include "tgsi/tgsi_dump.h" #include "draw_context.h" #include "draw_private.h" #include "draw_pipe.h" #include "nir.h" #include "nir/nir_draw_helpers.h" /** Approx number of new tokens for instructions in aa_transform_inst() */ #define NUM_NEW_TOKENS 53 /** * Subclass of pipe_shader_state to carry extra fragment shader info. */ struct aaline_fragment_shader { struct pipe_shader_state state; void *driver_fs; void *aaline_fs; int generic_attrib; /**< generic used for distance */ }; /** * Subclass of draw_stage */ struct aaline_stage { struct draw_stage stage; float half_line_width; /** For AA lines, this is the vertex attrib slot for new generic */ uint coord_slot; /** position, not necessarily output zero */ uint pos_slot; /* * Currently bound state */ struct aaline_fragment_shader *fs; /* * Driver interface/override functions */ void * (*driver_create_fs_state)(struct pipe_context *, const struct pipe_shader_state *); void (*driver_bind_fs_state)(struct pipe_context *, void *); void (*driver_delete_fs_state)(struct pipe_context *, void *); }; /** * Subclass of tgsi_transform_context, used for transforming the * user's fragment shader to add the special AA instructions. */ struct aa_transform_context { struct tgsi_transform_context base; uint64_t tempsUsed; /**< bitmask */ int colorOutput; /**< which output is the primary color */ int maxInput, maxGeneric; /**< max input index found */ int colorTemp, aaTemp; /**< temp registers */ }; /** * TGSI declaration transform callback. * Look for a free input attrib, and two free temp regs. */ static void aa_transform_decl(struct tgsi_transform_context *ctx, struct tgsi_full_declaration *decl) { struct aa_transform_context *aactx = (struct aa_transform_context *)ctx; if (decl->Declaration.File == TGSI_FILE_OUTPUT && decl->Semantic.Name == TGSI_SEMANTIC_COLOR && decl->Semantic.Index == 0) { aactx->colorOutput = decl->Range.First; } else if (decl->Declaration.File == TGSI_FILE_INPUT) { if ((int) decl->Range.Last > aactx->maxInput) aactx->maxInput = decl->Range.Last; if (decl->Semantic.Name == TGSI_SEMANTIC_GENERIC && (int) decl->Semantic.Index > aactx->maxGeneric) { aactx->maxGeneric = decl->Semantic.Index; } } else if (decl->Declaration.File == TGSI_FILE_TEMPORARY) { uint i; for (i = decl->Range.First; i <= decl->Range.Last; i++) { /* * XXX this bitfield doesn't really cut it... */ aactx->tempsUsed |= UINT64_C(1) << i; } } ctx->emit_declaration(ctx, decl); } /** * Find the lowest zero bit, or -1 if bitfield is all ones. */ static int free_bit(uint64_t bitfield) { return ffsll(~bitfield) - 1; } /** * TGSI transform prolog callback. */ static void aa_transform_prolog(struct tgsi_transform_context *ctx) { struct aa_transform_context *aactx = (struct aa_transform_context *) ctx; uint64_t usedTemps = aactx->tempsUsed; /* find two free temp regs */ aactx->colorTemp = free_bit(usedTemps); usedTemps |= UINT64_C(1) << aactx->colorTemp; aactx->aaTemp = free_bit(usedTemps); assert(aactx->colorTemp >= 0); assert(aactx->aaTemp >= 0); /* declare new generic input/texcoord */ tgsi_transform_input_decl(ctx, aactx->maxInput + 1, TGSI_SEMANTIC_GENERIC, aactx->maxGeneric + 1, TGSI_INTERPOLATE_LINEAR); /* declare new temp regs */ tgsi_transform_temp_decl(ctx, aactx->aaTemp); tgsi_transform_temp_decl(ctx, aactx->colorTemp); } /** * TGSI transform epilog callback. */ static void aa_transform_epilog(struct tgsi_transform_context *ctx) { struct aa_transform_context *aactx = (struct aa_transform_context *) ctx; if (aactx->colorOutput != -1) { struct tgsi_full_instruction inst; /* insert distance-based coverage code for antialiasing. */ /* saturate(linewidth - fabs(interpx), linelength - fabs(interpz) */ inst = tgsi_default_full_instruction(); inst.Instruction.Saturate = true; inst.Instruction.Opcode = TGSI_OPCODE_ADD; inst.Instruction.NumDstRegs = 1; tgsi_transform_dst_reg(&inst.Dst[0], TGSI_FILE_TEMPORARY, aactx->aaTemp, TGSI_WRITEMASK_XZ); inst.Instruction.NumSrcRegs = 2; tgsi_transform_src_reg(&inst.Src[1], TGSI_FILE_INPUT, aactx->maxInput + 1, TGSI_SWIZZLE_X, TGSI_SWIZZLE_X, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z); tgsi_transform_src_reg(&inst.Src[0], TGSI_FILE_INPUT, aactx->maxInput + 1, TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Y, TGSI_SWIZZLE_W, TGSI_SWIZZLE_W); inst.Src[1].Register.Absolute = true; inst.Src[1].Register.Negate = true; ctx->emit_instruction(ctx, &inst); /* MUL width / height alpha */ tgsi_transform_op2_swz_inst(ctx, TGSI_OPCODE_MUL, TGSI_FILE_TEMPORARY, aactx->aaTemp, TGSI_WRITEMASK_W, TGSI_FILE_TEMPORARY, aactx->aaTemp, TGSI_SWIZZLE_X, TGSI_FILE_TEMPORARY, aactx->aaTemp, TGSI_SWIZZLE_Z, false); /* MOV rgb */ tgsi_transform_op1_inst(ctx, TGSI_OPCODE_MOV, TGSI_FILE_OUTPUT, aactx->colorOutput, TGSI_WRITEMASK_XYZ, TGSI_FILE_TEMPORARY, aactx->colorTemp); /* MUL alpha */ tgsi_transform_op2_inst(ctx, TGSI_OPCODE_MUL, TGSI_FILE_OUTPUT, aactx->colorOutput, TGSI_WRITEMASK_W, TGSI_FILE_TEMPORARY, aactx->colorTemp, TGSI_FILE_TEMPORARY, aactx->aaTemp, false); } } /** * TGSI instruction transform callback. * Replace writes to result.color w/ a temp reg. */ static void aa_transform_inst(struct tgsi_transform_context *ctx, struct tgsi_full_instruction *inst) { struct aa_transform_context *aactx = (struct aa_transform_context *) ctx; uint i; /* * Look for writes to result.color and replace with colorTemp reg. */ for (i = 0; i < inst->Instruction.NumDstRegs; i++) { struct tgsi_full_dst_register *dst = &inst->Dst[i]; if (dst->Register.File == TGSI_FILE_OUTPUT && dst->Register.Index == aactx->colorOutput) { dst->Register.File = TGSI_FILE_TEMPORARY; dst->Register.Index = aactx->colorTemp; } } ctx->emit_instruction(ctx, inst); } /** * Generate the frag shader we'll use for drawing AA lines. * This will be the user's shader plus some arithmetic instructions. */ static boolean generate_aaline_fs(struct aaline_stage *aaline) { struct pipe_context *pipe = aaline->stage.draw->pipe; const struct pipe_shader_state *orig_fs = &aaline->fs->state; struct pipe_shader_state aaline_fs; struct aa_transform_context transform; const uint newLen = tgsi_num_tokens(orig_fs->tokens) + NUM_NEW_TOKENS; aaline_fs = *orig_fs; /* copy to init */ aaline_fs.tokens = tgsi_alloc_tokens(newLen); if (aaline_fs.tokens == NULL) return FALSE; memset(&transform, 0, sizeof(transform)); transform.colorOutput = -1; transform.maxInput = -1; transform.maxGeneric = -1; transform.colorTemp = -1; transform.aaTemp = -1; transform.base.prolog = aa_transform_prolog; transform.base.epilog = aa_transform_epilog; transform.base.transform_instruction = aa_transform_inst; transform.base.transform_declaration = aa_transform_decl; tgsi_transform_shader(orig_fs->tokens, (struct tgsi_token *) aaline_fs.tokens, newLen, &transform.base); #if 0 /* DEBUG */ debug_printf("draw_aaline, orig shader:\n"); tgsi_dump(orig_fs->tokens, 0); debug_printf("draw_aaline, new shader:\n"); tgsi_dump(aaline_fs.tokens, 0); #endif aaline->fs->aaline_fs = aaline->driver_create_fs_state(pipe, &aaline_fs); if (aaline->fs->aaline_fs == NULL) goto fail; aaline->fs->generic_attrib = transform.maxGeneric + 1; FREE((void *)aaline_fs.tokens); return TRUE; fail: FREE((void *)aaline_fs.tokens); return FALSE; } static boolean generate_aaline_fs_nir(struct aaline_stage *aaline) { #ifdef LLVM_AVAILABLE struct pipe_context *pipe = aaline->stage.draw->pipe; const struct pipe_shader_state *orig_fs = &aaline->fs->state; struct pipe_shader_state aaline_fs; aaline_fs = *orig_fs; /* copy to init */ aaline_fs.ir.nir = nir_shader_clone(NULL, orig_fs->ir.nir); if (!aaline_fs.ir.nir) return FALSE; nir_lower_aaline_fs(aaline_fs.ir.nir, &aaline->fs->generic_attrib); aaline->fs->aaline_fs = aaline->driver_create_fs_state(pipe, &aaline_fs); if (aaline->fs->aaline_fs == NULL) goto fail; return TRUE; fail: #endif return FALSE; } /** * When we're about to draw our first AA line in a batch, this function is * called to tell the driver to bind our modified fragment shader. */ static boolean bind_aaline_fragment_shader(struct aaline_stage *aaline) { struct draw_context *draw = aaline->stage.draw; struct pipe_context *pipe = draw->pipe; if (!aaline->fs->aaline_fs) { if (aaline->fs->state.type == PIPE_SHADER_IR_NIR) { if (!generate_aaline_fs_nir(aaline)) return FALSE; } else if (!generate_aaline_fs(aaline)) return FALSE; } draw->suspend_flushing = TRUE; aaline->driver_bind_fs_state(pipe, aaline->fs->aaline_fs); draw->suspend_flushing = FALSE; return TRUE; } static inline struct aaline_stage * aaline_stage(struct draw_stage *stage) { return (struct aaline_stage *) stage; } /** * Draw a wide line by drawing a quad, using geometry which will * fullfill GL's antialiased line requirements. */ static void aaline_line(struct draw_stage *stage, struct prim_header *header) { const struct aaline_stage *aaline = aaline_stage(stage); const float half_width = aaline->half_line_width; struct prim_header tri; struct vertex_header *v[8]; uint coordPos = aaline->coord_slot; uint posPos = aaline->pos_slot; float *pos, *tex; float dx = header->v[1]->data[posPos][0] - header->v[0]->data[posPos][0]; float dy = header->v[1]->data[posPos][1] - header->v[0]->data[posPos][1]; float a = atan2f(dy, dx); float c_a = cosf(a), s_a = sinf(a); float half_length; float t_l, t_w; uint i; half_length = 0.5f * sqrtf(dx * dx + dy * dy); if (half_length < 0.5f) { /* * The logic we use for "normal" sized segments is incorrect * for very short segments (basically because we only have * one value to interpolate, not a distance to each endpoint). * Therefore, we calculate half_length differently, so that for * original line length (near) 0, we get alpha 0 - otherwise * max alpha would still be 0.5. This also prevents us from * artifacts due to degenerated lines (the endpoints being * identical, which would still receive anywhere from alpha * 0-0.5 otherwise) (at least the pstipple stage may generate * such lines due to float inaccuracies if line length is very * close to a integer). * Might not be fully accurate neither (because the "strength" of * the line is going to be determined by how close to the pixel * center those 1 or 2 fragments are) but it's probably the best * we can do. */ half_length = 2.0f * half_length; } else { half_length = half_length + 0.5f; } t_w = half_width; t_l = 0.5f; /* allocate/dup new verts */ for (i = 0; i < 4; i++) { v[i] = dup_vert(stage, header->v[i/2], i); } /* * Quad strip for line from v0 to v1 (*=endpoints): * * 1 3 * +-----------------------------+ * | | * | *v0 v1* | * | | * +-----------------------------+ * 0 2 */ /* * We increase line length by 0.5 pixels (at each endpoint), * and calculate the tri endpoints by moving them half-width * distance away perpendicular to the line. * XXX: since we change line endpoints (by 0.5 pixel), should * actually re-interpolate all other values? */ /* new verts */ pos = v[0]->data[posPos]; pos[0] += (-t_l * c_a - t_w * s_a); pos[1] += (-t_l * s_a + t_w * c_a); pos = v[1]->data[posPos]; pos[0] += (-t_l * c_a - -t_w * s_a); pos[1] += (-t_l * s_a + -t_w * c_a); pos = v[2]->data[posPos]; pos[0] += (t_l * c_a - t_w * s_a); pos[1] += (t_l * s_a + t_w * c_a); pos = v[3]->data[posPos]; pos[0] += (t_l * c_a - -t_w * s_a); pos[1] += (t_l * s_a + -t_w * c_a); /* new texcoords */ tex = v[0]->data[coordPos]; ASSIGN_4V(tex, -half_width, half_width, -half_length, half_length); tex = v[1]->data[coordPos]; ASSIGN_4V(tex, half_width, half_width, -half_length, half_length); tex = v[2]->data[coordPos]; ASSIGN_4V(tex, -half_width, half_width, half_length, half_length); tex = v[3]->data[coordPos]; ASSIGN_4V(tex, half_width, half_width, half_length, half_length); 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); } static void aaline_first_line(struct draw_stage *stage, struct prim_header *header) { auto struct aaline_stage *aaline = aaline_stage(stage); struct draw_context *draw = stage->draw; struct pipe_context *pipe = draw->pipe; const struct pipe_rasterizer_state *rast = draw->rasterizer; void *r; assert(draw->rasterizer->line_smooth); if (draw->rasterizer->line_width <= 1.0) aaline->half_line_width = 1.0; else aaline->half_line_width = 0.5f * draw->rasterizer->line_width + 0.5f; if (!draw->rasterizer->half_pixel_center) /* * The tex coords probably would need adjustments? */ debug_printf("aa lines without half pixel center may be wrong\n"); /* * Bind (generate) our fragprog */ if (!bind_aaline_fragment_shader(aaline)) { stage->line = draw_pipe_passthrough_line; stage->line(stage, header); return; } draw_aaline_prepare_outputs(draw, draw->pipeline.aaline); draw->suspend_flushing = TRUE; /* Disable triangle culling, stippling, unfilled mode etc. */ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade); pipe->bind_rasterizer_state(pipe, r); draw->suspend_flushing = FALSE; /* now really draw first line */ stage->line = aaline_line; stage->line(stage, header); } static void aaline_flush(struct draw_stage *stage, unsigned flags) { struct draw_context *draw = stage->draw; struct aaline_stage *aaline = aaline_stage(stage); struct pipe_context *pipe = draw->pipe; stage->line = aaline_first_line; stage->next->flush(stage->next, flags); /* restore original frag shader */ draw->suspend_flushing = TRUE; aaline->driver_bind_fs_state(pipe, aaline->fs ? aaline->fs->driver_fs : NULL); /* restore original rasterizer state */ if (draw->rast_handle) { pipe->bind_rasterizer_state(pipe, draw->rast_handle); } draw->suspend_flushing = FALSE; draw_remove_extra_vertex_attribs(draw); } static void aaline_reset_stipple_counter(struct draw_stage *stage) { stage->next->reset_stipple_counter(stage->next); } static void aaline_destroy(struct draw_stage *stage) { struct aaline_stage *aaline = aaline_stage(stage); struct pipe_context *pipe = stage->draw->pipe; draw_free_temp_verts(stage); /* restore the old entry points */ pipe->create_fs_state = aaline->driver_create_fs_state; pipe->bind_fs_state = aaline->driver_bind_fs_state; pipe->delete_fs_state = aaline->driver_delete_fs_state; FREE(stage); } static struct aaline_stage * draw_aaline_stage(struct draw_context *draw) { struct aaline_stage *aaline = CALLOC_STRUCT(aaline_stage); if (!aaline) return NULL; aaline->stage.draw = draw; aaline->stage.name = "aaline"; aaline->stage.next = NULL; aaline->stage.point = draw_pipe_passthrough_point; aaline->stage.line = aaline_first_line; aaline->stage.tri = draw_pipe_passthrough_tri; aaline->stage.flush = aaline_flush; aaline->stage.reset_stipple_counter = aaline_reset_stipple_counter; aaline->stage.destroy = aaline_destroy; if (!draw_alloc_temp_verts(&aaline->stage, 8)) goto fail; return aaline; fail: aaline->stage.destroy(&aaline->stage); return NULL; } static struct aaline_stage * aaline_stage_from_pipe(struct pipe_context *pipe) { struct draw_context *draw = (struct draw_context *) pipe->draw; if (draw) { return aaline_stage(draw->pipeline.aaline); } else { return NULL; } } /** * This function overrides the driver's create_fs_state() function and * will typically be called by the state tracker. */ static void * aaline_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *fs) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); struct aaline_fragment_shader *aafs = NULL; if (!aaline) return NULL; aafs = CALLOC_STRUCT(aaline_fragment_shader); if (!aafs) return NULL; aafs->state.type = fs->type; if (fs->type == PIPE_SHADER_IR_TGSI) aafs->state.tokens = tgsi_dup_tokens(fs->tokens); #ifdef LLVM_AVAILABLE else aafs->state.ir.nir = nir_shader_clone(NULL, fs->ir.nir); #endif /* pass-through */ aafs->driver_fs = aaline->driver_create_fs_state(pipe, fs); return aafs; } static void aaline_bind_fs_state(struct pipe_context *pipe, void *fs) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); struct aaline_fragment_shader *aafs = (struct aaline_fragment_shader *) fs; if (!aaline) { return; } /* save current */ aaline->fs = aafs; /* pass-through */ aaline->driver_bind_fs_state(pipe, (aafs ? aafs->driver_fs : NULL)); } static void aaline_delete_fs_state(struct pipe_context *pipe, void *fs) { struct aaline_stage *aaline = aaline_stage_from_pipe(pipe); struct aaline_fragment_shader *aafs = (struct aaline_fragment_shader *) fs; if (!aafs) { return; } if (aaline) { /* pass-through */ aaline->driver_delete_fs_state(pipe, aafs->driver_fs); if (aafs->aaline_fs) aaline->driver_delete_fs_state(pipe, aafs->aaline_fs); } if (aafs->state.type == PIPE_SHADER_IR_TGSI) FREE((void*)aafs->state.tokens); else ralloc_free(aafs->state.ir.nir); FREE(aafs); } void draw_aaline_prepare_outputs(struct draw_context *draw, struct draw_stage *stage) { struct aaline_stage *aaline = aaline_stage(stage); const struct pipe_rasterizer_state *rast = draw->rasterizer; /* update vertex attrib info */ aaline->pos_slot = draw_current_shader_position_output(draw); if (!rast->line_smooth) return; /* allocate the extra post-transformed vertex attribute */ if (aaline->fs->aaline_fs) aaline->coord_slot = draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC, aaline->fs->generic_attrib); else aaline->coord_slot = -1; } /** * Called by drivers that want to install this AA line prim stage * into the draw module's pipeline. This will not be used if the * hardware has native support for AA lines. */ boolean draw_install_aaline_stage(struct draw_context *draw, struct pipe_context *pipe) { struct aaline_stage *aaline; pipe->draw = (void *) draw; /* * Create / install AA line drawing / prim stage */ aaline = draw_aaline_stage(draw); if (!aaline) goto fail; /* save original driver functions */ aaline->driver_create_fs_state = pipe->create_fs_state; aaline->driver_bind_fs_state = pipe->bind_fs_state; aaline->driver_delete_fs_state = pipe->delete_fs_state; /* override the driver's functions */ pipe->create_fs_state = aaline_create_fs_state; pipe->bind_fs_state = aaline_bind_fs_state; pipe->delete_fs_state = aaline_delete_fs_state; /* Install once everything is known to be OK: */ draw->pipeline.aaline = &aaline->stage; return TRUE; fail: if (aaline) aaline->stage.destroy(&aaline->stage); return FALSE; }