edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
347 lines
10 KiB
C
347 lines
10 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/* Authors: Keith Whitwell <keith@tungstengraphics.com>
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*/
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/**
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* Notes on wide points and sprite mode:
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*
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* In wide point/sprite mode we effectively need to convert each incoming
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* vertex into four outgoing vertices specifying the corners of a quad.
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* Since we don't (yet) have geometry shaders, we have to handle this here
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* in the draw module.
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*
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* For sprites, it also means that this is where we have to handle texcoords
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* for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
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* if/how enabled texcoords are automatically generated for sprites. We pass
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* that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
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* array.
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*
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* Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
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* here as well. This is basically an additional texture/generic attribute
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* that varies .x from 0 to 1 horizontally across the point and varies .y
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* vertically from 0 to 1 down the sprite.
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*
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* With geometry shaders, the state tracker could create a GS to do
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* most/all of this.
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*/
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#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_shader_tokens.h"
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#include "draw_fs.h"
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#include "draw_vs.h"
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#include "draw_pipe.h"
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struct widepoint_stage {
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struct draw_stage stage; /**< base class */
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float half_point_size;
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float xbias;
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float ybias;
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/** for automatic texcoord generation/replacement */
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uint num_texcoord_gen;
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uint texcoord_gen_slot[PIPE_MAX_SHADER_OUTPUTS];
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/* TGSI_SEMANTIC to which sprite_coord_enable applies */
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unsigned sprite_coord_semantic;
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int psize_slot;
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};
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static INLINE struct widepoint_stage *
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widepoint_stage( struct draw_stage *stage )
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{
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return (struct widepoint_stage *)stage;
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}
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/**
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* Set the vertex texcoords for sprite mode.
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* Coords may be left untouched or set to a right-side-up or upside-down
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* orientation.
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*/
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static void set_texcoords(const struct widepoint_stage *wide,
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struct vertex_header *v, const float tc[4])
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{
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const struct draw_context *draw = wide->stage.draw;
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const struct pipe_rasterizer_state *rast = draw->rasterizer;
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const uint texcoord_mode = rast->sprite_coord_mode;
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uint i;
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for (i = 0; i < wide->num_texcoord_gen; i++) {
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const uint slot = wide->texcoord_gen_slot[i];
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v->data[slot][0] = tc[0];
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if (texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
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v->data[slot][1] = 1.0f - tc[1];
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else
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v->data[slot][1] = tc[1];
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v->data[slot][2] = tc[2];
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v->data[slot][3] = tc[3];
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}
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}
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/* If there are lots of sprite points (and why wouldn't there be?) it
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* would probably be more sensible to change hardware setup to
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* optimize this rather than doing the whole thing in software like
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* this.
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*/
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static void widepoint_point( struct draw_stage *stage,
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struct prim_header *header )
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{
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const struct widepoint_stage *wide = widepoint_stage(stage);
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const unsigned pos = draw_current_shader_position_output(stage->draw);
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const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization;
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float half_size;
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float left_adj, right_adj, bot_adj, top_adj;
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struct prim_header tri;
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/* four dups of original vertex */
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struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
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struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
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struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
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struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
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float *pos0 = v0->data[pos];
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float *pos1 = v1->data[pos];
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float *pos2 = v2->data[pos];
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float *pos3 = v3->data[pos];
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/* point size is either per-vertex or fixed size */
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if (wide->psize_slot >= 0) {
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half_size = header->v[0]->data[wide->psize_slot][0];
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half_size *= 0.5f;
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}
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else {
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half_size = wide->half_point_size;
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}
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left_adj = -half_size + wide->xbias;
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right_adj = half_size + wide->xbias;
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bot_adj = half_size + wide->ybias;
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top_adj = -half_size + wide->ybias;
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pos0[0] += left_adj;
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pos0[1] += top_adj;
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pos1[0] += left_adj;
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pos1[1] += bot_adj;
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pos2[0] += right_adj;
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pos2[1] += top_adj;
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pos3[0] += right_adj;
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pos3[1] += bot_adj;
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if (sprite) {
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static const float tex00[4] = { 0, 0, 0, 1 };
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static const float tex01[4] = { 0, 1, 0, 1 };
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static const float tex11[4] = { 1, 1, 0, 1 };
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static const float tex10[4] = { 1, 0, 0, 1 };
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set_texcoords( wide, v0, tex00 );
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set_texcoords( wide, v1, tex01 );
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set_texcoords( wide, v2, tex10 );
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set_texcoords( wide, v3, tex11 );
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}
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tri.det = header->det; /* only the sign matters */
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tri.v[0] = v0;
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tri.v[1] = v2;
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tri.v[2] = v3;
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stage->next->tri( stage->next, &tri );
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tri.v[0] = v0;
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tri.v[1] = v3;
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tri.v[2] = v1;
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stage->next->tri( stage->next, &tri );
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}
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static void
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widepoint_first_point(struct draw_stage *stage,
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struct prim_header *header)
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{
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struct widepoint_stage *wide = widepoint_stage(stage);
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struct draw_context *draw = stage->draw;
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struct pipe_context *pipe = draw->pipe;
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const struct pipe_rasterizer_state *rast = draw->rasterizer;
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void *r;
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wide->half_point_size = 0.5f * rast->point_size;
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wide->xbias = 0.0;
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wide->ybias = 0.0;
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if (rast->half_pixel_center) {
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wide->xbias = 0.125;
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wide->ybias = -0.125;
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}
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/* Disable triangle culling, stippling, unfilled mode etc. */
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r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade);
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draw->suspend_flushing = TRUE;
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pipe->bind_rasterizer_state(pipe, r);
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draw->suspend_flushing = FALSE;
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/* XXX we won't know the real size if it's computed by the vertex shader! */
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if ((rast->point_size > draw->pipeline.wide_point_threshold) ||
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(rast->point_quad_rasterization && draw->pipeline.point_sprite)) {
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stage->point = widepoint_point;
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}
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else {
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stage->point = draw_pipe_passthrough_point;
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}
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draw_remove_extra_vertex_attribs(draw);
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if (rast->point_quad_rasterization) {
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const struct draw_fragment_shader *fs = draw->fs.fragment_shader;
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uint i;
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assert(fs);
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wide->num_texcoord_gen = 0;
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/* Loop over fragment shader inputs looking for the PCOORD input or inputs
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* for which bit 'k' in sprite_coord_enable is set.
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*/
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for (i = 0; i < fs->info.num_inputs; i++) {
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int slot;
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const unsigned sn = fs->info.input_semantic_name[i];
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const unsigned si = fs->info.input_semantic_index[i];
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if (sn == wide->sprite_coord_semantic) {
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/* Note that sprite_coord_enable is a bitfield of 32 bits. */
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if (si >= 32 || !(rast->sprite_coord_enable & (1 << si)))
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continue;
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} else if (sn != TGSI_SEMANTIC_PCOORD) {
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continue;
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}
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/* OK, this generic attribute needs to be replaced with a
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* sprite coord (see above).
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*/
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slot = draw_alloc_extra_vertex_attrib(draw, sn, si);
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/* add this slot to the texcoord-gen list */
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wide->texcoord_gen_slot[wide->num_texcoord_gen++] = slot;
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}
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}
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wide->psize_slot = -1;
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if (rast->point_size_per_vertex) {
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/* find PSIZ vertex output */
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const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
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uint i;
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for (i = 0; i < vs->info.num_outputs; i++) {
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if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
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wide->psize_slot = i;
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break;
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}
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}
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}
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stage->point( stage, header );
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}
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static void widepoint_flush( struct draw_stage *stage, unsigned flags )
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{
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struct draw_context *draw = stage->draw;
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struct pipe_context *pipe = draw->pipe;
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stage->point = widepoint_first_point;
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stage->next->flush( stage->next, flags );
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draw_remove_extra_vertex_attribs(draw);
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/* restore original rasterizer state */
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if (draw->rast_handle) {
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draw->suspend_flushing = TRUE;
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pipe->bind_rasterizer_state(pipe, draw->rast_handle);
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draw->suspend_flushing = FALSE;
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}
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}
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static void widepoint_reset_stipple_counter( struct draw_stage *stage )
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{
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stage->next->reset_stipple_counter( stage->next );
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}
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static void widepoint_destroy( struct draw_stage *stage )
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{
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draw_free_temp_verts( stage );
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FREE( stage );
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}
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struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
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{
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struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
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if (wide == NULL)
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goto fail;
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wide->stage.draw = draw;
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wide->stage.name = "wide-point";
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wide->stage.next = NULL;
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wide->stage.point = widepoint_first_point;
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wide->stage.line = draw_pipe_passthrough_line;
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wide->stage.tri = draw_pipe_passthrough_tri;
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wide->stage.flush = widepoint_flush;
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wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
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wide->stage.destroy = widepoint_destroy;
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if (!draw_alloc_temp_verts( &wide->stage, 4 ))
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goto fail;
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wide->sprite_coord_semantic =
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draw->pipe->screen->get_param(draw->pipe->screen, PIPE_CAP_TGSI_TEXCOORD)
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?
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TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
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return &wide->stage;
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fail:
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if (wide)
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wide->stage.destroy( &wide->stage );
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return NULL;
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}
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