ffvertex: don't touch tex coords if coord replace is enabled.
[mesa.git] / src / gallium / auxiliary / draw / draw_pipe_wide_point.c
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3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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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 if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
117 v->data[slot][1] = 1.0f - tc[1];
118 else
119 v->data[slot][1] = tc[1];
120 v->data[slot][2] = 0.0F;
121 v->data[slot][3] = 1.0F;
122 }
123 }
124
125
126 /* If there are lots of sprite points (and why wouldn't there be?) it
127 * would probably be more sensible to change hardware setup to
128 * optimize this rather than doing the whole thing in software like
129 * this.
130 */
131 static void widepoint_point( struct draw_stage *stage,
132 struct prim_header *header )
133 {
134 /* XXX should take point_quad_rasterization into account? */
135 const struct widepoint_stage *wide = widepoint_stage(stage);
136 const unsigned pos = draw_current_shader_position_output(stage->draw);
137 const boolean sprite = (boolean) stage->draw->rasterizer->sprite_coord_enable;
138 float half_size;
139 float left_adj, right_adj, bot_adj, top_adj;
140
141 struct prim_header tri;
142
143 /* four dups of original vertex */
144 struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
145 struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
146 struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
147 struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
148
149 float *pos0 = v0->data[pos];
150 float *pos1 = v1->data[pos];
151 float *pos2 = v2->data[pos];
152 float *pos3 = v3->data[pos];
153
154 /* point size is either per-vertex or fixed size */
155 if (wide->psize_slot >= 0) {
156 half_size = header->v[0]->data[wide->psize_slot][0];
157 half_size *= 0.5f;
158 }
159 else {
160 half_size = wide->half_point_size;
161 }
162
163 left_adj = -half_size + wide->xbias;
164 right_adj = half_size + wide->xbias;
165 bot_adj = half_size + wide->ybias;
166 top_adj = -half_size + wide->ybias;
167
168 pos0[0] += left_adj;
169 pos0[1] += top_adj;
170
171 pos1[0] += left_adj;
172 pos1[1] += bot_adj;
173
174 pos2[0] += right_adj;
175 pos2[1] += top_adj;
176
177 pos3[0] += right_adj;
178 pos3[1] += bot_adj;
179
180 if (sprite) {
181 static const float tex00[4] = { 0, 0, 0, 1 };
182 static const float tex01[4] = { 0, 1, 0, 1 };
183 static const float tex11[4] = { 1, 1, 0, 1 };
184 static const float tex10[4] = { 1, 0, 0, 1 };
185 set_texcoords( wide, v0, tex00 );
186 set_texcoords( wide, v1, tex01 );
187 set_texcoords( wide, v2, tex10 );
188 set_texcoords( wide, v3, tex11 );
189 }
190
191 tri.det = header->det; /* only the sign matters */
192 tri.v[0] = v0;
193 tri.v[1] = v2;
194 tri.v[2] = v3;
195 stage->next->tri( stage->next, &tri );
196
197 tri.v[0] = v0;
198 tri.v[1] = v3;
199 tri.v[2] = v1;
200 stage->next->tri( stage->next, &tri );
201 }
202
203
204 static int
205 find_pntc_input_attrib(struct draw_context *draw)
206 {
207 /* Scan the fragment program's input decls to find the pointcoord
208 * attribute. The xy components will store the point coord.
209 */
210 return 0; /* XXX fix this */
211 }
212
213
214 static void widepoint_first_point( struct draw_stage *stage,
215 struct prim_header *header )
216 {
217 struct widepoint_stage *wide = widepoint_stage(stage);
218 struct draw_context *draw = stage->draw;
219
220 wide->half_point_size = 0.5f * draw->rasterizer->point_size;
221 wide->xbias = 0.0;
222 wide->ybias = 0.0;
223
224 if (draw->rasterizer->gl_rasterization_rules) {
225 wide->xbias = 0.125;
226 }
227
228 /* XXX we won't know the real size if it's computed by the vertex shader! */
229 if ((draw->rasterizer->point_size > draw->pipeline.wide_point_threshold) ||
230 (draw->rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)) {
231 stage->point = widepoint_point;
232 }
233 else {
234 stage->point = draw_pipe_passthrough_point;
235 }
236
237 if (draw->rasterizer->sprite_coord_enable) {
238 /* find vertex shader texcoord outputs */
239 const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
240 uint i, j = 0;
241 wide->texcoord_mode = draw->rasterizer->sprite_coord_mode;
242 for (i = 0; i < vs->info.num_outputs; i++) {
243 if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
244 wide->texcoord_slot[j] = i;
245 wide->texcoord_enable[j] = (draw->rasterizer->sprite_coord_enable >> j) & 1;
246 j++;
247 }
248 }
249 wide->num_texcoords = j;
250
251 /* find fragment shader PointCoord input */
252 wide->point_coord_fs_input = find_pntc_input_attrib(draw);
253
254 /* setup extra vp output (point coord implemented as a texcoord) */
255 draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
256 draw->extra_shader_outputs.semantic_index = 0;
257 draw->extra_shader_outputs.slot = draw_current_shader_outputs(draw);
258 }
259 else {
260 wide->point_coord_fs_input = -1;
261 draw->extra_shader_outputs.slot = 0;
262 }
263
264 wide->psize_slot = -1;
265 if (draw->rasterizer->point_size_per_vertex) {
266 /* find PSIZ vertex output */
267 const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
268 uint i;
269 for (i = 0; i < vs->info.num_outputs; i++) {
270 if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
271 wide->psize_slot = i;
272 break;
273 }
274 }
275 }
276
277 stage->point( stage, header );
278 }
279
280
281 static void widepoint_flush( struct draw_stage *stage, unsigned flags )
282 {
283 stage->point = widepoint_first_point;
284 stage->next->flush( stage->next, flags );
285 stage->draw->extra_shader_outputs.slot = 0;
286 }
287
288
289 static void widepoint_reset_stipple_counter( struct draw_stage *stage )
290 {
291 stage->next->reset_stipple_counter( stage->next );
292 }
293
294
295 static void widepoint_destroy( struct draw_stage *stage )
296 {
297 draw_free_temp_verts( stage );
298 FREE( stage );
299 }
300
301
302 struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
303 {
304 struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
305 if (wide == NULL)
306 goto fail;
307
308 if (!draw_alloc_temp_verts( &wide->stage, 4 ))
309 goto fail;
310
311 wide->stage.draw = draw;
312 wide->stage.name = "wide-point";
313 wide->stage.next = NULL;
314 wide->stage.point = widepoint_first_point;
315 wide->stage.line = draw_pipe_passthrough_line;
316 wide->stage.tri = draw_pipe_passthrough_tri;
317 wide->stage.flush = widepoint_flush;
318 wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
319 wide->stage.destroy = widepoint_destroy;
320
321 return &wide->stage;
322
323 fail:
324 if (wide)
325 wide->stage.destroy( &wide->stage );
326
327 return NULL;
328 }