/************************************************************************** * * Copyright 2008 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. * **************************************************************************/ /** * Polygon stipple stage: implement polygon stipple with texture map and * fragment program. The fragment program samples the texture using the * fragment window coordinate register and does a fragment kill for the * stipple-failing fragments. * * 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/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_sampler.h" #include "tgsi/tgsi_transform.h" #include "tgsi/tgsi_dump.h" #include "draw_context.h" #include "draw_pipe.h" /** Approx number of new tokens for instructions in pstip_transform_inst() */ #define NUM_NEW_TOKENS 50 /** * Subclass of pipe_shader_state to carry extra fragment shader info. */ struct pstip_fragment_shader { struct pipe_shader_state state; void *driver_fs; void *pstip_fs; uint sampler_unit; }; /** * Subclass of draw_stage */ struct pstip_stage { struct draw_stage stage; void *sampler_cso; struct pipe_resource *texture; struct pipe_sampler_view *sampler_view; uint num_samplers; uint num_sampler_views; /* * Currently bound state */ struct pstip_fragment_shader *fs; struct { void *samplers[PIPE_MAX_SAMPLERS]; struct pipe_sampler_view *sampler_views[PIPE_MAX_SHADER_SAMPLER_VIEWS]; const struct pipe_poly_stipple *stipple; } state; /* * 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 *); void (*driver_bind_sampler_states)(struct pipe_context *, unsigned, unsigned, unsigned, void **); void (*driver_set_sampler_views)(struct pipe_context *, unsigned shader, unsigned start, unsigned count, struct pipe_sampler_view **); void (*driver_set_polygon_stipple)(struct pipe_context *, const struct pipe_poly_stipple *); struct pipe_context *pipe; }; /** * Subclass of tgsi_transform_context, used for transforming the * user's fragment shader to add the extra texture sample and fragment kill * instructions. */ struct pstip_transform_context { struct tgsi_transform_context base; uint tempsUsed; /**< bitmask */ int wincoordInput; int maxInput; uint samplersUsed; /**< bitfield of samplers used */ int freeSampler; /** an available sampler for the pstipple */ int texTemp; /**< temp registers */ int numImmed; boolean firstInstruction; }; /** * TGSI declaration transform callback. * Look for a free sampler, a free input attrib, and two free temp regs. */ static void pstip_transform_decl(struct tgsi_transform_context *ctx, struct tgsi_full_declaration *decl) { struct pstip_transform_context *pctx = (struct pstip_transform_context *) ctx; if (decl->Declaration.File == TGSI_FILE_SAMPLER) { uint i; for (i = decl->Range.First; i <= decl->Range.Last; i++) { pctx->samplersUsed |= 1 << i; } } else if (decl->Declaration.File == TGSI_FILE_INPUT) { pctx->maxInput = MAX2(pctx->maxInput, (int) decl->Range.Last); if (decl->Semantic.Name == TGSI_SEMANTIC_POSITION) pctx->wincoordInput = (int) decl->Range.First; } else if (decl->Declaration.File == TGSI_FILE_TEMPORARY) { uint i; for (i = decl->Range.First; i <= decl->Range.Last; i++) { pctx->tempsUsed |= (1 << i); } } ctx->emit_declaration(ctx, decl); } /** * TGSI immediate declaration transform callback. * We're just counting the number of immediates here. */ static void pstip_transform_immed(struct tgsi_transform_context *ctx, struct tgsi_full_immediate *immed) { struct pstip_transform_context *pctx = (struct pstip_transform_context *) ctx; ctx->emit_immediate(ctx, immed); /* emit to output shader */ pctx->numImmed++; } /** * Find the lowest zero bit in the given word, or -1 if bitfield is all ones. */ static int free_bit(uint bitfield) { return ffs(~bitfield) - 1; } /** * TGSI instruction transform callback. * Replace writes to result.color w/ a temp reg. * Upon END instruction, insert texture sampling code for antialiasing. */ static void pstip_transform_inst(struct tgsi_transform_context *ctx, struct tgsi_full_instruction *inst) { struct pstip_transform_context *pctx = (struct pstip_transform_context *) ctx; if (pctx->firstInstruction) { /* emit our new declarations before the first instruction */ struct tgsi_full_declaration decl; struct tgsi_full_instruction newInst; uint i; int wincoordInput; /* find free sampler */ pctx->freeSampler = free_bit(pctx->samplersUsed); if (pctx->freeSampler >= PIPE_MAX_SAMPLERS) pctx->freeSampler = PIPE_MAX_SAMPLERS - 1; if (pctx->wincoordInput < 0) wincoordInput = pctx->maxInput + 1; else wincoordInput = pctx->wincoordInput; /* find one free temp reg */ for (i = 0; i < 32; i++) { if ((pctx->tempsUsed & (1 << i)) == 0) { /* found a free temp */ if (pctx->texTemp < 0) pctx->texTemp = i; else break; } } assert(pctx->texTemp >= 0); if (pctx->wincoordInput < 0) { /* declare new position input reg */ decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_INPUT; decl.Declaration.Interpolate = 1; decl.Declaration.Semantic = 1; decl.Semantic.Name = TGSI_SEMANTIC_POSITION; decl.Semantic.Index = 0; decl.Range.First = decl.Range.Last = wincoordInput; decl.Interp.Interpolate = TGSI_INTERPOLATE_LINEAR; /* XXX? */ ctx->emit_declaration(ctx, &decl); } /* declare new sampler */ decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_SAMPLER; decl.Range.First = decl.Range.Last = pctx->freeSampler; ctx->emit_declaration(ctx, &decl); /* declare new temp regs */ decl = tgsi_default_full_declaration(); decl.Declaration.File = TGSI_FILE_TEMPORARY; decl.Range.First = decl.Range.Last = pctx->texTemp; ctx->emit_declaration(ctx, &decl); /* emit immediate = {1/32, 1/32, 1, 1} * The index/position of this immediate will be pctx->numImmed */ { static const float value[4] = { 1.0/32, 1.0/32, 1.0, 1.0 }; struct tgsi_full_immediate immed; uint size = 4; immed = tgsi_default_full_immediate(); immed.Immediate.NrTokens = 1 + size; /* one for the token itself */ immed.u[0].Float = value[0]; immed.u[1].Float = value[1]; immed.u[2].Float = value[2]; immed.u[3].Float = value[3]; ctx->emit_immediate(ctx, &immed); } pctx->firstInstruction = FALSE; /* * Insert new MUL/TEX/KILL_IF instructions at start of program * Take gl_FragCoord, divide by 32 (stipple size), sample the * texture and kill fragment if needed. * * We'd like to use non-normalized texcoords to index into a RECT * texture, but we can only use GL_REPEAT wrap mode with normalized * texcoords. Darn. */ /* MUL texTemp, INPUT[wincoord], 1/32; */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_MUL; newInst.Instruction.NumDstRegs = 1; newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Dst[0].Register.Index = pctx->texTemp; newInst.Instruction.NumSrcRegs = 2; newInst.Src[0].Register.File = TGSI_FILE_INPUT; newInst.Src[0].Register.Index = wincoordInput; newInst.Src[1].Register.File = TGSI_FILE_IMMEDIATE; newInst.Src[1].Register.Index = pctx->numImmed; ctx->emit_instruction(ctx, &newInst); /* TEX texTemp, texTemp, sampler; */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_TEX; newInst.Instruction.NumDstRegs = 1; newInst.Dst[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Dst[0].Register.Index = pctx->texTemp; newInst.Instruction.NumSrcRegs = 2; newInst.Instruction.Texture = TRUE; newInst.Texture.Texture = TGSI_TEXTURE_2D; newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Src[0].Register.Index = pctx->texTemp; newInst.Src[1].Register.File = TGSI_FILE_SAMPLER; newInst.Src[1].Register.Index = pctx->freeSampler; ctx->emit_instruction(ctx, &newInst); /* KILL_IF -texTemp; # if -texTemp < 0, KILL fragment */ newInst = tgsi_default_full_instruction(); newInst.Instruction.Opcode = TGSI_OPCODE_KILL_IF; newInst.Instruction.NumDstRegs = 0; newInst.Instruction.NumSrcRegs = 1; newInst.Src[0].Register.File = TGSI_FILE_TEMPORARY; newInst.Src[0].Register.Index = pctx->texTemp; newInst.Src[0].Register.Negate = 1; ctx->emit_instruction(ctx, &newInst); } /* emit this instruction */ ctx->emit_instruction(ctx, inst); } /** * Generate the frag shader we'll use for doing polygon stipple. * This will be the user's shader prefixed with a TEX and KIL instruction. */ static boolean generate_pstip_fs(struct pstip_stage *pstip) { const struct pipe_shader_state *orig_fs = &pstip->fs->state; /*struct draw_context *draw = pstip->stage.draw;*/ struct pipe_shader_state pstip_fs; struct pstip_transform_context transform; const uint newLen = tgsi_num_tokens(orig_fs->tokens) + NUM_NEW_TOKENS; pstip_fs = *orig_fs; /* copy to init */ pstip_fs.tokens = tgsi_alloc_tokens(newLen); if (pstip_fs.tokens == NULL) return FALSE; memset(&transform, 0, sizeof(transform)); transform.wincoordInput = -1; transform.maxInput = -1; transform.texTemp = -1; transform.firstInstruction = TRUE; transform.base.transform_instruction = pstip_transform_inst; transform.base.transform_declaration = pstip_transform_decl; transform.base.transform_immediate = pstip_transform_immed; tgsi_transform_shader(orig_fs->tokens, (struct tgsi_token *) pstip_fs.tokens, newLen, &transform.base); #if 0 /* DEBUG */ tgsi_dump(orig_fs->tokens, 0); tgsi_dump(pstip_fs.tokens, 0); #endif assert(pstip->fs); pstip->fs->sampler_unit = transform.freeSampler; assert(pstip->fs->sampler_unit < PIPE_MAX_SAMPLERS); pstip->fs->pstip_fs = pstip->driver_create_fs_state(pstip->pipe, &pstip_fs); FREE((void *)pstip_fs.tokens); if (!pstip->fs->pstip_fs) return FALSE; return TRUE; } /** * Load texture image with current stipple pattern. */ static void pstip_update_texture(struct pstip_stage *pstip) { static const uint bit31 = 1 << 31; struct pipe_context *pipe = pstip->pipe; struct pipe_transfer *transfer; const uint *stipple = pstip->state.stipple->stipple; uint i, j; ubyte *data; data = pipe_transfer_map(pipe, pstip->texture, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, 32, 32, &transfer); /* * Load alpha texture. * Note: 0 means keep the fragment, 255 means kill it. * We'll negate the texel value and use KILL_IF which kills if value * is negative. */ for (i = 0; i < 32; i++) { for (j = 0; j < 32; j++) { if (stipple[i] & (bit31 >> j)) { /* fragment "on" */ data[i * transfer->stride + j] = 0; } else { /* fragment "off" */ data[i * transfer->stride + j] = 255; } } } /* unmap */ pipe_transfer_unmap(pipe, transfer); } /** * Create the texture map we'll use for stippling. */ static boolean pstip_create_texture(struct pstip_stage *pstip) { struct pipe_context *pipe = pstip->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_resource texTemp; struct pipe_sampler_view viewTempl; memset(&texTemp, 0, sizeof(texTemp)); texTemp.target = PIPE_TEXTURE_2D; texTemp.format = PIPE_FORMAT_A8_UNORM; /* XXX verify supported by driver! */ texTemp.last_level = 0; texTemp.width0 = 32; texTemp.height0 = 32; texTemp.depth0 = 1; texTemp.array_size = 1; texTemp.bind = PIPE_BIND_SAMPLER_VIEW; pstip->texture = screen->resource_create(screen, &texTemp); if (pstip->texture == NULL) return FALSE; u_sampler_view_default_template(&viewTempl, pstip->texture, pstip->texture->format); pstip->sampler_view = pipe->create_sampler_view(pipe, pstip->texture, &viewTempl); if (!pstip->sampler_view) { return FALSE; } return TRUE; } /** * Create the sampler CSO that'll be used for stippling. */ static boolean pstip_create_sampler(struct pstip_stage *pstip) { struct pipe_sampler_state sampler; struct pipe_context *pipe = pstip->pipe; memset(&sampler, 0, sizeof(sampler)); sampler.wrap_s = PIPE_TEX_WRAP_REPEAT; sampler.wrap_t = PIPE_TEX_WRAP_REPEAT; sampler.wrap_r = PIPE_TEX_WRAP_REPEAT; sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; sampler.normalized_coords = 1; sampler.min_lod = 0.0f; sampler.max_lod = 0.0f; pstip->sampler_cso = pipe->create_sampler_state(pipe, &sampler); if (pstip->sampler_cso == NULL) return FALSE; return TRUE; } /** * When we're about to draw our first stipple polygon in a batch, this function * is called to tell the driver to bind our modified fragment shader. */ static boolean bind_pstip_fragment_shader(struct pstip_stage *pstip) { struct draw_context *draw = pstip->stage.draw; if (!pstip->fs->pstip_fs && !generate_pstip_fs(pstip)) return FALSE; draw->suspend_flushing = TRUE; pstip->driver_bind_fs_state(pstip->pipe, pstip->fs->pstip_fs); draw->suspend_flushing = FALSE; return TRUE; } static INLINE struct pstip_stage * pstip_stage( struct draw_stage *stage ) { return (struct pstip_stage *) stage; } static void pstip_first_tri(struct draw_stage *stage, struct prim_header *header) { struct pstip_stage *pstip = pstip_stage(stage); struct pipe_context *pipe = pstip->pipe; struct draw_context *draw = stage->draw; uint num_samplers; assert(stage->draw->rasterizer->poly_stipple_enable); /* bind our fragprog */ if (!bind_pstip_fragment_shader(pstip)) { stage->tri = draw_pipe_passthrough_tri; stage->tri(stage, header); return; } /* how many samplers? */ /* we'll use sampler/texture[pstip->sampler_unit] for the stipple */ num_samplers = MAX2(pstip->num_sampler_views, pstip->num_samplers); num_samplers = MAX2(num_samplers, pstip->fs->sampler_unit + 1); /* plug in our sampler, texture */ pstip->state.samplers[pstip->fs->sampler_unit] = pstip->sampler_cso; pipe_sampler_view_reference(&pstip->state.sampler_views[pstip->fs->sampler_unit], pstip->sampler_view); assert(num_samplers <= PIPE_MAX_SAMPLERS); draw->suspend_flushing = TRUE; pstip->driver_bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers, pstip->state.samplers); pstip->driver_set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_samplers, pstip->state.sampler_views); draw->suspend_flushing = FALSE; /* now really draw first triangle */ stage->tri = draw_pipe_passthrough_tri; stage->tri(stage, header); } static void pstip_flush(struct draw_stage *stage, unsigned flags) { struct draw_context *draw = stage->draw; struct pstip_stage *pstip = pstip_stage(stage); struct pipe_context *pipe = pstip->pipe; stage->tri = pstip_first_tri; stage->next->flush( stage->next, flags ); /* restore original frag shader, texture, sampler state */ draw->suspend_flushing = TRUE; pstip->driver_bind_fs_state(pipe, pstip->fs ? pstip->fs->driver_fs : NULL); pstip->driver_bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, pstip->num_samplers, pstip->state.samplers); pstip->driver_set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, pstip->num_sampler_views, pstip->state.sampler_views); draw->suspend_flushing = FALSE; } static void pstip_reset_stipple_counter(struct draw_stage *stage) { stage->next->reset_stipple_counter( stage->next ); } static void pstip_destroy(struct draw_stage *stage) { struct pstip_stage *pstip = pstip_stage(stage); uint i; for (i = 0; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; i++) { pipe_sampler_view_reference(&pstip->state.sampler_views[i], NULL); } pstip->pipe->delete_sampler_state(pstip->pipe, pstip->sampler_cso); pipe_resource_reference(&pstip->texture, NULL); if (pstip->sampler_view) { pipe_sampler_view_reference(&pstip->sampler_view, NULL); } draw_free_temp_verts( stage ); FREE( stage ); } /** Create a new polygon stipple drawing stage object */ static struct pstip_stage * draw_pstip_stage(struct draw_context *draw, struct pipe_context *pipe) { struct pstip_stage *pstip = CALLOC_STRUCT(pstip_stage); if (pstip == NULL) goto fail; pstip->pipe = pipe; pstip->stage.draw = draw; pstip->stage.name = "pstip"; pstip->stage.next = NULL; pstip->stage.point = draw_pipe_passthrough_point; pstip->stage.line = draw_pipe_passthrough_line; pstip->stage.tri = pstip_first_tri; pstip->stage.flush = pstip_flush; pstip->stage.reset_stipple_counter = pstip_reset_stipple_counter; pstip->stage.destroy = pstip_destroy; if (!draw_alloc_temp_verts( &pstip->stage, 8 )) goto fail; return pstip; fail: if (pstip) pstip->stage.destroy( &pstip->stage ); return NULL; } static struct pstip_stage * pstip_stage_from_pipe(struct pipe_context *pipe) { struct draw_context *draw = (struct draw_context *) pipe->draw; return pstip_stage(draw->pipeline.pstipple); } /** * This function overrides the driver's create_fs_state() function and * will typically be called by the state tracker. */ static void * pstip_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *fs) { struct pstip_stage *pstip = pstip_stage_from_pipe(pipe); struct pstip_fragment_shader *pstipfs = CALLOC_STRUCT(pstip_fragment_shader); if (pstipfs) { pstipfs->state = *fs; /* pass-through */ pstipfs->driver_fs = pstip->driver_create_fs_state(pstip->pipe, fs); } return pstipfs; } static void pstip_bind_fs_state(struct pipe_context *pipe, void *fs) { struct pstip_stage *pstip = pstip_stage_from_pipe(pipe); struct pstip_fragment_shader *pstipfs = (struct pstip_fragment_shader *) fs; /* save current */ pstip->fs = pstipfs; /* pass-through */ pstip->driver_bind_fs_state(pstip->pipe, (pstipfs ? pstipfs->driver_fs : NULL)); } static void pstip_delete_fs_state(struct pipe_context *pipe, void *fs) { struct pstip_stage *pstip = pstip_stage_from_pipe(pipe); struct pstip_fragment_shader *pstipfs = (struct pstip_fragment_shader *) fs; /* pass-through */ pstip->driver_delete_fs_state(pstip->pipe, pstipfs->driver_fs); if (pstipfs->pstip_fs) pstip->driver_delete_fs_state(pstip->pipe, pstipfs->pstip_fs); FREE(pstipfs); } static void pstip_bind_sampler_states(struct pipe_context *pipe, unsigned shader, unsigned start, unsigned num, void **sampler) { struct pstip_stage *pstip = pstip_stage_from_pipe(pipe); uint i; assert(start == 0); if (shader == PIPE_SHADER_FRAGMENT) { /* save current */ memcpy(pstip->state.samplers, sampler, num * sizeof(void *)); for (i = num; i < PIPE_MAX_SAMPLERS; i++) { pstip->state.samplers[i] = NULL; } pstip->num_samplers = num; } /* pass-through */ pstip->driver_bind_sampler_states(pstip->pipe, shader, start, num, sampler); } static void pstip_set_sampler_views(struct pipe_context *pipe, unsigned shader, unsigned start, unsigned num, struct pipe_sampler_view **views) { struct pstip_stage *pstip = pstip_stage_from_pipe(pipe); uint i; if (shader == PIPE_SHADER_FRAGMENT) { /* save current */ for (i = 0; i < num; i++) { pipe_sampler_view_reference(&pstip->state.sampler_views[start + i], views[i]); } pstip->num_sampler_views = num; } /* pass-through */ pstip->driver_set_sampler_views(pstip->pipe, shader, start, num, views); } static void pstip_set_polygon_stipple(struct pipe_context *pipe, const struct pipe_poly_stipple *stipple) { struct pstip_stage *pstip = pstip_stage_from_pipe(pipe); /* save current */ pstip->state.stipple = stipple; /* pass-through */ pstip->driver_set_polygon_stipple(pstip->pipe, stipple); pstip_update_texture(pstip); } /** * Called by drivers that want to install this polygon stipple stage * into the draw module's pipeline. This will not be used if the * hardware has native support for polygon stipple. */ boolean draw_install_pstipple_stage(struct draw_context *draw, struct pipe_context *pipe) { struct pstip_stage *pstip; pipe->draw = (void *) draw; /* * Create / install pgon stipple drawing / prim stage */ pstip = draw_pstip_stage( draw, pipe ); if (pstip == NULL) goto fail; draw->pipeline.pstipple = &pstip->stage; /* create special texture, sampler state */ if (!pstip_create_texture(pstip)) goto fail; if (!pstip_create_sampler(pstip)) goto fail; /* save original driver functions */ pstip->driver_create_fs_state = pipe->create_fs_state; pstip->driver_bind_fs_state = pipe->bind_fs_state; pstip->driver_delete_fs_state = pipe->delete_fs_state; pstip->driver_bind_sampler_states = pipe->bind_sampler_states; pstip->driver_set_sampler_views = pipe->set_sampler_views; pstip->driver_set_polygon_stipple = pipe->set_polygon_stipple; /* override the driver's functions */ pipe->create_fs_state = pstip_create_fs_state; pipe->bind_fs_state = pstip_bind_fs_state; pipe->delete_fs_state = pstip_delete_fs_state; pipe->bind_sampler_states = pstip_bind_sampler_states; pipe->set_sampler_views = pstip_set_sampler_views; pipe->set_polygon_stipple = pstip_set_polygon_stipple; return TRUE; fail: if (pstip) pstip->stage.destroy( &pstip->stage ); return FALSE; }