/************************************************************************** * * 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 * \author Brian Paul */ #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 /** * 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_stage { struct draw_stage stage; /**< This must be first (base class) */ 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 struct vertex_header *vmax; const struct vertex_header *vmid; const struct vertex_header *vmin; const struct vertex_header *vprovoke; 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; }; /** * Basically a cast wrapper. */ static INLINE struct setup_stage *setup_stage( struct draw_stage *stage ) { return (struct setup_stage *)stage; } /** * Clip setup->quad against the scissor/surface bounds. */ static INLINE void quad_clip(struct setup_stage *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_stage *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_stage *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; sp->quad.first->run(sp->quad.first, &setup->quad); } /** * 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_stage *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_stage *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_stage *setup, const struct vertex_header *v) { 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->data[i][0], v->data[i][1], v->data[i][2], v->data[i][3]); } } #endif static boolean setup_sort_vertices( struct setup_stage *setup, const struct prim_header *prim ) { const struct vertex_header *v0 = prim->v[0]; const struct vertex_header *v1 = prim->v[1]; const struct vertex_header *v2 = prim->v[2]; #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->data[0][1]; float y1 = v1->data[0][1]; float y2 = v2->data[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->data[0][0] - setup->vmin->data[0][0]; setup->ebot.dy = setup->vmid->data[0][1] - setup->vmin->data[0][1]; setup->emaj.dx = setup->vmax->data[0][0] - setup->vmin->data[0][0]; setup->emaj.dy = setup->vmax->data[0][1] - setup->vmin->data[0][1]; setup->etop.dx = setup->vmax->data[0][0] - setup->vmid->data[0][0]; setup->etop.dy = setup->vmax->data[0][1] - setup->vmid->data[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, prim->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 = (prim->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->data[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_stage *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->data[vertSlot][i]; } /** * Compute a0, dadx and dady for a linearly interpolated coefficient, * for a triangle. */ static void tri_linear_coeff( struct setup_stage *setup, struct tgsi_interp_coef *coef, uint vertSlot, uint i) { float botda = setup->vmid->data[vertSlot][i] - setup->vmin->data[vertSlot][i]; float majda = setup->vmax->data[vertSlot][i] - setup->vmin->data[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->data[vertSlot][i] - (dadx * (setup->vmin->data[0][0] - 0.5f) + dady * (setup->vmin->data[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_stage *setup, struct tgsi_interp_coef *coef, uint vertSlot, uint i) { /* premultiply by 1/w (v->data[0][3] is always W): */ float mina = setup->vmin->data[vertSlot][i] * setup->vmin->data[0][3]; float mida = setup->vmid->data[vertSlot][i] * setup->vmid->data[0][3]; float maxa = setup->vmax->data[vertSlot][i] * setup->vmax->data[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->data[vertSlot][i], setup->vmid->data[vertSlot][i], setup->vmax->data[vertSlot][i] ); */ assert(i <= 3); coef->dadx[i] = dadx; coef->dady[i] = dady; coef->a0[i] = (mina - (dadx * (setup->vmin->data[0][0] - 0.5f) + dady * (setup->vmin->data[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_stage *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.cbufs[0]->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_stage *setup ) { struct softpipe_context *softpipe = setup->softpipe; const struct pipe_shader_state *fs = &softpipe->fs->shader; 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 < fs->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 (fs->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_stage *setup ) { float vmin_x = setup->vmin->data[0][0] + 0.5f; float vmid_x = setup->vmid->data[0][0] + 0.5f; float vmin_y = setup->vmin->data[0][1] - 0.5f; float vmid_y = setup->vmid->data[0][1] - 0.5f; float vmax_y = setup->vmax->data[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_stage *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. */ static void setup_tri( struct draw_stage *stage, struct prim_header *prim ) { struct setup_stage *setup = setup_stage( stage ); /* debug_printf("%s\n", __FUNCTION__ ); */ setup_sort_vertices( setup, prim ); 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 ); } /** * Compute a0, dadx and dady for a linearly interpolated coefficient, * for a line. */ static void line_linear_coeff(struct setup_stage *setup, struct tgsi_interp_coef *coef, uint vertSlot, uint i) { const float da = setup->vmax->data[vertSlot][i] - setup->vmin->data[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->data[vertSlot][i] - (dadx * (setup->vmin->data[0][0] - 0.5f) + dady * (setup->vmin->data[0][1] - 0.5f))); } /** * Compute a0, dadx and dady for a perspective-corrected interpolant, * for a line. */ static void line_persp_coeff(struct setup_stage *setup, struct tgsi_interp_coef *coef, uint vertSlot, uint i) { /* XXX double-check/verify this arithmetic */ const float a0 = setup->vmin->data[vertSlot][i] * setup->vmin->data[0][3]; const float a1 = setup->vmax->data[vertSlot][i] * setup->vmax->data[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->data[vertSlot][i] - (dadx * (setup->vmin->data[0][0] - 0.5f) + dady * (setup->vmin->data[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_stage *setup, struct prim_header *prim) { struct softpipe_context *softpipe = setup->softpipe; const struct pipe_shader_state *fs = &setup->softpipe->fs->shader; const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe); uint fragSlot; /* use setup->vmin, vmax to point to vertices */ setup->vprovoke = prim->v[1]; setup->vmin = prim->v[0]; setup->vmax = prim->v[1]; setup->emaj.dx = setup->vmax->data[0][0] - setup->vmin->data[0][0]; setup->emaj.dy = setup->vmax->data[0][1] - setup->vmin->data[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 < fs->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 (fs->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_stage *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. */ static void setup_line(struct draw_stage *stage, struct prim_header *prim) { const struct vertex_header *v0 = prim->v[0]; const struct vertex_header *v1 = prim->v[1]; struct setup_stage *setup = setup_stage( stage ); int x0 = (int) v0->data[0][0]; int x1 = (int) v1->data[0][0]; int y0 = (int) v0->data[0][1]; int y1 = (int) v1->data[0][1]; int dx = x1 - x0; int dy = y1 - y0; int xstep, ystep; if (dx == 0 && dy == 0) return; setup_line_coefficients(setup, prim); 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_stage *setup, const struct vertex_header *vert, 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->data[vertSlot][i] * vert->data[0][3]; } /** * Do setup for point rasterization, then render the point. * Round or square points... * XXX could optimize a lot for 1-pixel points. */ static void setup_point(struct draw_stage *stage, struct prim_header *prim) { struct setup_stage *setup = setup_stage( stage ); struct softpipe_context *softpipe = setup->softpipe; const struct pipe_shader_state *fs = &softpipe->fs->shader; const struct vertex_header *v0 = prim->v[0]; const int sizeAttr = setup->softpipe->psize_slot; const float size = sizeAttr > 0 ? v0->data[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->data[0][0]; /* Note: data[0] is always position */ const float y = v0->data[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 = prim->v[0]; /* setup Z, W */ const_coeff(setup, &setup->posCoef, 0, 2); const_coeff(setup, &setup->posCoef, 0, 3); for (fragSlot = 0; fragSlot < fs->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 (fs->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); } } } } } static void setup_begin( struct draw_stage *stage ) { struct setup_stage *setup = setup_stage(stage); struct softpipe_context *sp = setup->softpipe; const struct pipe_shader_state *fs = &setup->softpipe->fs->shader; setup->quad.nr_attrs = fs->num_inputs; sp->quad.first->begin(sp->quad.first); stage->point = setup_point; stage->line = setup_line; stage->tri = setup_tri; } static void setup_first_point( struct draw_stage *stage, struct prim_header *header ) { setup_begin(stage); stage->point( stage, header ); } static void setup_first_line( struct draw_stage *stage, struct prim_header *header ) { setup_begin(stage); stage->line( stage, header ); } static void setup_first_tri( struct draw_stage *stage, struct prim_header *header ) { setup_begin(stage); stage->tri( stage, header ); } static void setup_flush( struct draw_stage *stage, unsigned flags ) { stage->point = setup_first_point; stage->line = setup_first_line; stage->tri = setup_first_tri; } static void reset_stipple_counter( struct draw_stage *stage ) { } static void render_destroy( struct draw_stage *stage ) { FREE( stage ); } /** * Create a new primitive setup/render stage. */ struct draw_stage *sp_draw_render_stage( struct softpipe_context *softpipe ) { struct setup_stage *setup = CALLOC_STRUCT(setup_stage); setup->softpipe = softpipe; setup->stage.draw = softpipe->draw; setup->stage.point = setup_first_point; setup->stage.line = setup_first_line; setup->stage.tri = setup_first_tri; setup->stage.flush = setup_flush; setup->stage.reset_stipple_counter = reset_stipple_counter; setup->stage.destroy = render_destroy; setup->quad.coef = setup->coef; setup->quad.posCoef = &setup->posCoef; return &setup->stage; }