fdabce7d443d11a57347f4778ecc4e10f7614c6a
[mesa.git] / src / gallium / auxiliary / draw / draw_pipe_wide_point.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /* Authors: Keith Whitwell <keith@tungstengraphics.com>
29 */
30
31 /**
32 * Notes on wide points and sprite mode:
33 *
34 * In wide point/sprite mode we effectively need to convert each incoming
35 * vertex into four outgoing vertices specifying the corners of a quad.
36 * Since we don't (yet) have geometry shaders, we have to handle this here
37 * in the draw module.
38 *
39 * For sprites, it also means that this is where we have to handle texcoords
40 * for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
41 * if/how enabled texcoords are automatically generated for sprites. We pass
42 * that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
43 * array.
44 *
45 * Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
46 * here as well. This is basically an additional texture/generic attribute
47 * that varies .x from 0 to 1 horizontally across the point and varies .y
48 * vertically from 0 to 1 down the sprite.
49 *
50 * With geometry shaders, the state tracker could create a GS to do
51 * most/all of this.
52 */
53
54
55 #include "util/u_math.h"
56 #include "util/u_memory.h"
57 #include "pipe/p_defines.h"
58 #include "pipe/p_shader_tokens.h"
59 #include "draw_vs.h"
60 #include "draw_pipe.h"
61
62
63 struct widepoint_stage {
64 struct draw_stage stage;
65
66 float half_point_size;
67
68 float xbias;
69 float ybias;
70
71 uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS];
72 uint texcoord_enable[PIPE_MAX_SHADER_OUTPUTS];
73 uint num_texcoords;
74 uint texcoord_mode;
75
76 int psize_slot;
77
78 int point_coord_fs_input; /**< input for pointcoord */
79 };
80
81
82
83 static INLINE struct widepoint_stage *
84 widepoint_stage( struct draw_stage *stage )
85 {
86 return (struct widepoint_stage *)stage;
87 }
88
89
90 /**
91 * Set the vertex texcoords for sprite mode.
92 * Coords may be left untouched or set to a right-side-up or upside-down
93 * orientation.
94 */
95 static void set_texcoords(const struct widepoint_stage *wide,
96 struct vertex_header *v, const float tc[4])
97 {
98 uint i;
99 for (i = 0; i < wide->num_texcoords; i++) {
100 if (wide->texcoord_enable[i]) {
101 uint j = wide->texcoord_slot[i];
102 v->data[j][0] = tc[0];
103 if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
104 v->data[j][1] = 1.0f - tc[1];
105 else
106 v->data[j][1] = tc[1];
107 v->data[j][2] = tc[2];
108 v->data[j][3] = tc[3];
109 }
110 }
111
112 if (wide->point_coord_fs_input >= 0) {
113 /* put gl_PointCoord into the extra vertex slot */
114 uint slot = wide->stage.draw->extra_shader_outputs.slot;
115 v->data[slot][0] = tc[0];
116 v->data[slot][1] = tc[1];
117 v->data[slot][2] = 0.0F;
118 v->data[slot][3] = 1.0F;
119 }
120 }
121
122
123 /* If there are lots of sprite points (and why wouldn't there be?) it
124 * would probably be more sensible to change hardware setup to
125 * optimize this rather than doing the whole thing in software like
126 * this.
127 */
128 static void widepoint_point( struct draw_stage *stage,
129 struct prim_header *header )
130 {
131 /* XXX should take point_quad_rasterization into account? */
132 const struct widepoint_stage *wide = widepoint_stage(stage);
133 const unsigned pos = draw_current_shader_position_output(stage->draw);
134 const boolean sprite = (boolean) stage->draw->rasterizer->sprite_coord_enable;
135 float half_size;
136 float left_adj, right_adj, bot_adj, top_adj;
137
138 struct prim_header tri;
139
140 /* four dups of original vertex */
141 struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
142 struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
143 struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
144 struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
145
146 float *pos0 = v0->data[pos];
147 float *pos1 = v1->data[pos];
148 float *pos2 = v2->data[pos];
149 float *pos3 = v3->data[pos];
150
151 /* point size is either per-vertex or fixed size */
152 if (wide->psize_slot >= 0) {
153 half_size = header->v[0]->data[wide->psize_slot][0];
154 half_size *= 0.5f;
155 }
156 else {
157 half_size = wide->half_point_size;
158 }
159
160 left_adj = -half_size + wide->xbias;
161 right_adj = half_size + wide->xbias;
162 bot_adj = half_size + wide->ybias;
163 top_adj = -half_size + wide->ybias;
164
165 pos0[0] += left_adj;
166 pos0[1] += top_adj;
167
168 pos1[0] += left_adj;
169 pos1[1] += bot_adj;
170
171 pos2[0] += right_adj;
172 pos2[1] += top_adj;
173
174 pos3[0] += right_adj;
175 pos3[1] += bot_adj;
176
177 if (sprite) {
178 static const float tex00[4] = { 0, 0, 0, 1 };
179 static const float tex01[4] = { 0, 1, 0, 1 };
180 static const float tex11[4] = { 1, 1, 0, 1 };
181 static const float tex10[4] = { 1, 0, 0, 1 };
182 set_texcoords( wide, v0, tex00 );
183 set_texcoords( wide, v1, tex01 );
184 set_texcoords( wide, v2, tex10 );
185 set_texcoords( wide, v3, tex11 );
186 }
187
188 tri.det = header->det; /* only the sign matters */
189 tri.v[0] = v0;
190 tri.v[1] = v2;
191 tri.v[2] = v3;
192 stage->next->tri( stage->next, &tri );
193
194 tri.v[0] = v0;
195 tri.v[1] = v3;
196 tri.v[2] = v1;
197 stage->next->tri( stage->next, &tri );
198 }
199
200
201 static int
202 find_pntc_input_attrib(struct draw_context *draw)
203 {
204 /* Scan the fragment program's input decls to find the pointcoord
205 * attribute. The xy components will store the point coord.
206 */
207 return 0; /* XXX fix this */
208 }
209
210
211 static void widepoint_first_point( struct draw_stage *stage,
212 struct prim_header *header )
213 {
214 struct widepoint_stage *wide = widepoint_stage(stage);
215 struct draw_context *draw = stage->draw;
216
217 wide->half_point_size = 0.5f * draw->rasterizer->point_size;
218 wide->xbias = 0.0;
219 wide->ybias = 0.0;
220
221 if (draw->rasterizer->gl_rasterization_rules) {
222 wide->xbias = 0.125;
223 }
224
225 /* XXX we won't know the real size if it's computed by the vertex shader! */
226 if ((draw->rasterizer->point_size > draw->pipeline.wide_point_threshold) ||
227 (draw->rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)) {
228 stage->point = widepoint_point;
229 }
230 else {
231 stage->point = draw_pipe_passthrough_point;
232 }
233
234 if (draw->rasterizer->sprite_coord_enable) {
235 /* find vertex shader texcoord outputs */
236 const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
237 uint i, j = 0;
238 wide->texcoord_mode = draw->rasterizer->sprite_coord_mode;
239 for (i = 0; i < vs->info.num_outputs; i++) {
240 if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
241 wide->texcoord_slot[j] = i;
242 wide->texcoord_enable[j] = (draw->rasterizer->sprite_coord_enable >> j) & 1;
243 j++;
244 }
245 }
246 wide->num_texcoords = j;
247
248 /* find fragment shader PointCoord input */
249 wide->point_coord_fs_input = find_pntc_input_attrib(draw);
250
251 /* setup extra vp output (point coord implemented as a texcoord) */
252 draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
253 draw->extra_shader_outputs.semantic_index = 0;
254 draw->extra_shader_outputs.slot = draw_current_shader_outputs(draw);
255 }
256 else {
257 wide->point_coord_fs_input = -1;
258 draw->extra_shader_outputs.slot = 0;
259 }
260
261 wide->psize_slot = -1;
262 if (draw->rasterizer->point_size_per_vertex) {
263 /* find PSIZ vertex output */
264 const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
265 uint i;
266 for (i = 0; i < vs->info.num_outputs; i++) {
267 if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
268 wide->psize_slot = i;
269 break;
270 }
271 }
272 }
273
274 stage->point( stage, header );
275 }
276
277
278 static void widepoint_flush( struct draw_stage *stage, unsigned flags )
279 {
280 stage->point = widepoint_first_point;
281 stage->next->flush( stage->next, flags );
282 stage->draw->extra_shader_outputs.slot = 0;
283 }
284
285
286 static void widepoint_reset_stipple_counter( struct draw_stage *stage )
287 {
288 stage->next->reset_stipple_counter( stage->next );
289 }
290
291
292 static void widepoint_destroy( struct draw_stage *stage )
293 {
294 draw_free_temp_verts( stage );
295 FREE( stage );
296 }
297
298
299 struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
300 {
301 struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
302 if (wide == NULL)
303 goto fail;
304
305 if (!draw_alloc_temp_verts( &wide->stage, 4 ))
306 goto fail;
307
308 wide->stage.draw = draw;
309 wide->stage.name = "wide-point";
310 wide->stage.next = NULL;
311 wide->stage.point = widepoint_first_point;
312 wide->stage.line = draw_pipe_passthrough_line;
313 wide->stage.tri = draw_pipe_passthrough_tri;
314 wide->stage.flush = widepoint_flush;
315 wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
316 wide->stage.destroy = widepoint_destroy;
317
318 return &wide->stage;
319
320 fail:
321 if (wide)
322 wide->stage.destroy( &wide->stage );
323
324 return NULL;
325 }