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authorMichal Krol <michal@vmware.com>2010-02-22 21:36:22 +0100
committerMichal Krol <michal@vmware.com>2010-02-22 21:36:22 +0100
commit63cb6f59eac91ba34cf80ff3736568e40b094fe1 (patch)
treea5172db4e43c41654ed038079b745ca67474ddd8 /src/gallium/drivers/svga/svga_state_framebuffer.c
parent2467354842d7118efff73165ddaaf4c519b41e46 (diff)
gallium: Remove bypass_vs_clip_and_viewport from rasteriser state.
Needs testing.
Diffstat (limited to 'src/gallium/drivers/svga/svga_state_framebuffer.c')
-rw-r--r--src/gallium/drivers/svga/svga_state_framebuffer.c285
1 files changed, 132 insertions, 153 deletions
diff --git a/src/gallium/drivers/svga/svga_state_framebuffer.c b/src/gallium/drivers/svga/svga_state_framebuffer.c
index b4cafb8f219..4d0c06bd77e 100644
--- a/src/gallium/drivers/svga/svga_state_framebuffer.c
+++ b/src/gallium/drivers/svga/svga_state_framebuffer.c
@@ -120,174 +120,153 @@ static int emit_viewport( struct svga_context *svga,
float fb_width = svga->curr.framebuffer.width;
float fb_height = svga->curr.framebuffer.height;
- memset( &prescale, 0, sizeof(prescale) );
-
- if (svga->curr.rast->templ.bypass_vs_clip_and_viewport) {
-
- /* Avoid POSITIONT as it has a non trivial implementation outside the D3D
- * API. Always generate a vertex shader.
- */
- rect.x = 0;
- rect.y = 0;
- rect.w = svga->curr.framebuffer.width;
- rect.h = svga->curr.framebuffer.height;
-
- prescale.scale[0] = 2.0 / (float)rect.w;
- prescale.scale[1] = - 2.0 / (float)rect.h;
- prescale.scale[2] = 1.0;
- prescale.scale[3] = 1.0;
- prescale.translate[0] = -1.0f;
- prescale.translate[1] = 1.0f;
- prescale.translate[2] = 0;
- prescale.translate[3] = 0;
- prescale.enabled = TRUE;
- } else {
-
- /* Examine gallium viewport transformation and produce a screen
- * rectangle and possibly vertex shader pre-transformation to
- * get the same results.
- */
- float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
- float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
- float fw = viewport->scale[0] * 2;
- float fh = flip * viewport->scale[1] * 2;
-
- SVGA_DBG(DEBUG_VIEWPORT,
- "\ninitial %f,%f %fx%f\n",
- fx,
- fy,
- fw,
- fh);
-
- prescale.scale[0] = 1.0;
- prescale.scale[1] = 1.0;
- prescale.scale[2] = 1.0;
- prescale.scale[3] = 1.0;
- prescale.translate[0] = 0;
- prescale.translate[1] = 0;
- prescale.translate[2] = 0;
- prescale.translate[3] = 0;
- prescale.enabled = TRUE;
-
-
-
- if (fw < 0) {
- prescale.scale[0] *= -1.0;
- prescale.translate[0] += -fw;
- fw = -fw;
- fx = viewport->scale[0] * 1.0 + viewport->translate[0];
- }
+ float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
+ float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
+ float fw = viewport->scale[0] * 2;
+ float fh = flip * viewport->scale[1] * 2;
- if (fh < 0) {
- prescale.scale[1] *= -1.0;
- prescale.translate[1] += -fh;
- fh = -fh;
- fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
- }
+ memset( &prescale, 0, sizeof(prescale) );
- if (fx < 0) {
- prescale.translate[0] += fx;
- prescale.scale[0] *= fw / (fw + fx);
- fw += fx;
- fx = 0;
- }
+ /* Examine gallium viewport transformation and produce a screen
+ * rectangle and possibly vertex shader pre-transformation to
+ * get the same results.
+ */
- if (fy < 0) {
- prescale.translate[1] += fy;
- prescale.scale[1] *= fh / (fh + fy);
- fh += fy;
- fy = 0;
- }
+ SVGA_DBG(DEBUG_VIEWPORT,
+ "\ninitial %f,%f %fx%f\n",
+ fx,
+ fy,
+ fw,
+ fh);
+
+ prescale.scale[0] = 1.0;
+ prescale.scale[1] = 1.0;
+ prescale.scale[2] = 1.0;
+ prescale.scale[3] = 1.0;
+ prescale.translate[0] = 0;
+ prescale.translate[1] = 0;
+ prescale.translate[2] = 0;
+ prescale.translate[3] = 0;
+ prescale.enabled = TRUE;
+
+
+
+ if (fw < 0) {
+ prescale.scale[0] *= -1.0;
+ prescale.translate[0] += -fw;
+ fw = -fw;
+ fx = viewport->scale[0] * 1.0 + viewport->translate[0];
+ }
- if (fx + fw > fb_width) {
- prescale.scale[0] *= fw / (fb_width - fx);
- prescale.translate[0] -= fx * (fw / (fb_width - fx));
- prescale.translate[0] += fx;
- fw = fb_width - fx;
-
- }
+ if (fh < 0) {
+ prescale.scale[1] *= -1.0;
+ prescale.translate[1] += -fh;
+ fh = -fh;
+ fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
+ }
- if (fy + fh > fb_height) {
- prescale.scale[1] *= fh / (fb_height - fy);
- prescale.translate[1] -= fy * (fh / (fb_height - fy));
- prescale.translate[1] += fy;
- fh = fb_height - fy;
- }
+ if (fx < 0) {
+ prescale.translate[0] += fx;
+ prescale.scale[0] *= fw / (fw + fx);
+ fw += fx;
+ fx = 0;
+ }
- if (fw < 0 || fh < 0) {
- fw = fh = fx = fy = 0;
- degenerate = TRUE;
- goto out;
- }
+ if (fy < 0) {
+ prescale.translate[1] += fy;
+ prescale.scale[1] *= fh / (fh + fy);
+ fh += fy;
+ fy = 0;
+ }
+ if (fx + fw > fb_width) {
+ prescale.scale[0] *= fw / (fb_width - fx);
+ prescale.translate[0] -= fx * (fw / (fb_width - fx));
+ prescale.translate[0] += fx;
+ fw = fb_width - fx;
+
+ }
- /* D3D viewport is integer space. Convert fx,fy,etc. to
- * integers.
- *
- * TODO: adjust pretranslate correct for any subpixel error
- * introduced converting to integers.
- */
- rect.x = fx;
- rect.y = fy;
- rect.w = fw;
- rect.h = fh;
+ if (fy + fh > fb_height) {
+ prescale.scale[1] *= fh / (fb_height - fy);
+ prescale.translate[1] -= fy * (fh / (fb_height - fy));
+ prescale.translate[1] += fy;
+ fh = fb_height - fy;
+ }
- SVGA_DBG(DEBUG_VIEWPORT,
- "viewport error %f,%f %fx%f\n",
- fabs((float)rect.x - fx),
- fabs((float)rect.y - fy),
- fabs((float)rect.w - fw),
- fabs((float)rect.h - fh));
+ if (fw < 0 || fh < 0) {
+ fw = fh = fx = fy = 0;
+ degenerate = TRUE;
+ goto out;
+ }
- SVGA_DBG(DEBUG_VIEWPORT,
- "viewport %d,%d %dx%d\n",
- rect.x,
- rect.y,
- rect.w,
- rect.h);
-
- /* Finally, to get GL rasterization rules, need to tweak the
- * screen-space coordinates slightly relative to D3D which is
- * what hardware implements natively.
- */
- if (svga->curr.rast->templ.gl_rasterization_rules) {
- float adjust_x = 0.0;
- float adjust_y = 0.0;
-
- switch (svga->curr.reduced_prim) {
- case PIPE_PRIM_LINES:
- adjust_x = -0.5;
- adjust_y = 0;
- break;
- case PIPE_PRIM_POINTS:
- case PIPE_PRIM_TRIANGLES:
- adjust_x = -0.375;
- adjust_y = -0.5;
- break;
- }
-
- prescale.translate[0] += adjust_x;
- prescale.translate[1] += adjust_y;
- prescale.translate[2] = 0.5; /* D3D clip space */
- prescale.scale[2] = 0.5; /* D3D clip space */
+ /* D3D viewport is integer space. Convert fx,fy,etc. to
+ * integers.
+ *
+ * TODO: adjust pretranslate correct for any subpixel error
+ * introduced converting to integers.
+ */
+ rect.x = fx;
+ rect.y = fy;
+ rect.w = fw;
+ rect.h = fh;
+
+ SVGA_DBG(DEBUG_VIEWPORT,
+ "viewport error %f,%f %fx%f\n",
+ fabs((float)rect.x - fx),
+ fabs((float)rect.y - fy),
+ fabs((float)rect.w - fw),
+ fabs((float)rect.h - fh));
+
+ SVGA_DBG(DEBUG_VIEWPORT,
+ "viewport %d,%d %dx%d\n",
+ rect.x,
+ rect.y,
+ rect.w,
+ rect.h);
+
+
+ /* Finally, to get GL rasterization rules, need to tweak the
+ * screen-space coordinates slightly relative to D3D which is
+ * what hardware implements natively.
+ */
+ if (svga->curr.rast->templ.gl_rasterization_rules) {
+ float adjust_x = 0.0;
+ float adjust_y = 0.0;
+
+ switch (svga->curr.reduced_prim) {
+ case PIPE_PRIM_LINES:
+ adjust_x = -0.5;
+ adjust_y = 0;
+ break;
+ case PIPE_PRIM_POINTS:
+ case PIPE_PRIM_TRIANGLES:
+ adjust_x = -0.375;
+ adjust_y = -0.5;
+ break;
}
+ prescale.translate[0] += adjust_x;
+ prescale.translate[1] += adjust_y;
+ prescale.translate[2] = 0.5; /* D3D clip space */
+ prescale.scale[2] = 0.5; /* D3D clip space */
+ }
- range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
- range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
- /* D3D (and by implication SVGA) doesn't like dealing with zmax
- * less than zmin. Detect that case, flip the depth range and
- * invert our z-scale factor to achieve the same effect.
- */
- if (range_min > range_max) {
- float range_tmp;
- range_tmp = range_min;
- range_min = range_max;
- range_max = range_tmp;
- prescale.scale[2] = -prescale.scale[2];
- }
+ range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
+ range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
+
+ /* D3D (and by implication SVGA) doesn't like dealing with zmax
+ * less than zmin. Detect that case, flip the depth range and
+ * invert our z-scale factor to achieve the same effect.
+ */
+ if (range_min > range_max) {
+ float range_tmp;
+ range_tmp = range_min;
+ range_min = range_max;
+ range_max = range_tmp;
+ prescale.scale[2] = -prescale.scale[2];
}
if (prescale.enabled) {