gallium/auxiliary: add the microsoft tessellator and a pipe wrapper.
[mesa.git] / src / gallium / auxiliary / tessellator / tessellator.hpp
1 /*
2 Copyright (c) Microsoft Corporation
3
4 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
5 associated documentation files (the "Software"), to deal in the Software without restriction,
6 including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
7 and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
8 subject to the following conditions:
9
10 The above copyright notice and this permission notice shall be included in all copies or substantial
11 portions of the Software.
12
13 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT
14 NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
15 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
16 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
17 SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
18 */
19
20 #pragma once
21 //=================================================================================================================================
22 // Microsoft D3D11 Fixed Function Tessellator Reference - May 7, 2012
23 // amar.patel@microsoft.com
24 //
25 // CHWTessellator demonstrates what is expected of hardware in the D3D11 fixed function Tessellator stage. Hardware
26 // implementers need only look at this class.
27 //
28 // CHLSLTessellator is a wrapper for CHWTessellator, representing the effect of shader code that will
29 // be autogenerated by HLSL in the Hull Shader, both for plumbing data around, and to precondition TessFactor values before they
30 // are passed to the hardware (such as deriving inside TessFactors from edge TessFactors). The algorithms used
31 // in CHLSLTessellator are subject to change, but since they represent shader code auto-generated by the HLSL compiler,
32 // CHLSLTessellator has no effect on hardware design at all. Note the HLSL compiler will expose all the raw hardware
33 // control illustrated by CHWTessellator for those who don't need the helper functionality illustrated by CHLSLTessellator.
34 //
35 // Usage: (1) Create either a CHLSLTessellator or CHWTessellator object, depending on which you want to verify.
36 // (2) Call C*Tessellator::Init()
37 // (3) Call C*Tessellator::Tessellate[IsoLine|Tri|Quad]Domain()
38 // - Here you pass in TessFactors (how much to tessellate)
39 // (4) Call C*Tessellator::GetPointCount(), C*Tessellator::GetIndexCount() to see how much data was generated.
40 // (5) Call C*Tessellator::GetPoints() and C*Tessellator::GetIndices() to get pointers to the data.
41 // The pointers are fixed for the lifetime of the object (storage for max tessellation),
42 // so if you ::Tessellate again, the data in the buffers is overwritten.
43 // (6) There are various other Get() methods to retrieve TessFactors that have been processed from
44 // what you passed in at step 3. You can retrieve separate TessFactors that the tessellator
45 // produced after clamping but before rounding, and also after rounding (say in pow2 mode).
46 // These numbers can be useful information if you are geomorphing displacement maps.
47 // (7) Goto Step 2 or 3 if you want to animate TessFactors or tessellate a different patch
48 //
49 // Code implementation details:
50 //
51 // There is lots of headroom to make this code run faster on CPUs. It was written merely as a reference for
52 // what results hardware should produce, with CPU performance not a consideration. It is nice that this implementation
53 // only generates the exact number of vertices needed (no duplicates) in the output vertex buffer. Also, the number
54 // of calculations done for each U/V domain coordinate is minimized by doing some precalculation of some patch or edge
55 // invariant numbers (see TESS_FACTOR_CONTEXT). All the vertex coordinate calculations could be computed with as much
56 // parallelism as you like. Similarly the calculation of connectivity itself is highly parallelizable, and can also
57 // be done independent of the vertex calculations.
58 //
59 //=================================================================================================================================
60
61 #define D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR 1
62 #define D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR 63
63 #define D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR 2
64 #define D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR 64
65
66 #define D3D11_TESSELLATOR_MIN_ISOLINE_DENSITY_TESSELLATION_FACTOR 1
67 #define D3D11_TESSELLATOR_MAX_ISOLINE_DENSITY_TESSELLATION_FACTOR 64
68
69 #define D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR 64 // max of even and odd tessFactors
70
71 #define MAX_POINT_COUNT ((D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR+1)*(D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR+1))
72 #define MAX_INDEX_COUNT (D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR*D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR*2*3)
73
74 //=================================================================================================================================
75 // Data types for the caller
76 //=================================================================================================================================
77 enum D3D11_TESSELLATOR_PARTITIONING
78 {
79 D3D11_TESSELLATOR_PARTITIONING_INTEGER,
80 D3D11_TESSELLATOR_PARTITIONING_POW2,
81 D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD,
82 D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
83 };
84
85 enum D3D11_TESSELLATOR_REDUCTION
86 {
87 D3D11_TESSELLATOR_REDUCTION_MIN,
88 D3D11_TESSELLATOR_REDUCTION_MAX,
89 D3D11_TESSELLATOR_REDUCTION_AVERAGE
90 };
91
92 enum D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS
93 {
94 D3D11_TESSELLATOR_QUAD_REDUCTION_1_AXIS,
95 D3D11_TESSELLATOR_QUAD_REDUCTION_2_AXIS
96 };
97
98 enum D3D11_TESSELLATOR_OUTPUT_PRIMITIVE
99 {
100 D3D11_TESSELLATOR_OUTPUT_POINT,
101 D3D11_TESSELLATOR_OUTPUT_LINE,
102 D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW,
103 D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW,
104 };
105
106 typedef struct DOMAIN_POINT
107 {
108 float u;
109 float v; // for tri, w = 1 - u - v;
110 } DOMAIN_POINT;
111
112 //=================================================================================================================================
113 // CHWTessellator: D3D11 Tessellation Fixed Function Hardware Reference
114 //=================================================================================================================================
115 typedef unsigned int FXP; // fixed point number
116
117 class CHWTessellator
118 {
119
120 //---------------------------------------------------------------------------------------------------------------------------------
121 public:
122 void Init( D3D11_TESSELLATOR_PARTITIONING partitioning,
123 D3D11_TESSELLATOR_OUTPUT_PRIMITIVE outputPrimitive);
124
125 void TessellateIsoLineDomain( float TessFactor_V_LineDensity,
126 float TessFactor_U_LineDetail );
127
128 void TessellateTriDomain( float TessFactor_Ueq0,
129 float TessFactor_Veq0,
130 float TessFactor_Weq0,
131 float TessFactor_Inside );
132
133 void TessellateQuadDomain( float TessFactor_Ueq0,
134 float TessFactor_Veq0,
135 float TessFactor_Ueq1,
136 float TessFactor_Veq1,
137 float TessFactor_InsideU,
138 float TessFactor_InsideV );
139
140 int GetPointCount();
141 int GetIndexCount();
142
143 DOMAIN_POINT* GetPoints(); // Get CHWTessellator owned pointer to vertices (UV values).
144 // Pointer is fixed for lifetime of CHWTessellator object.
145 int* GetIndices(); // Get CHWTessellator owned pointer to vertex indices.
146 // Pointer is fixed for lifetime of CHWTessellator object.
147
148 #define ALLOW_XBOX_360_COMPARISON // Different vertex splitting order. This is NOT D3D11 behavior, just available here for comparison.
149 // Setting this define true just allows the XBox split style to be enabled via
150 // SetXBox360Mode() below, but by default this XBox360 mode still always starts off DISABLED.
151 // The XBox360 always splits from the center of an edge (D3D11 uses ruler function). Splitting
152 // from the center causes sliver triangles in transition areas, which cause numerous problems.
153 // Note the XBox360 only supports adaptive tessellation via fractional_even partitioning,
154 // though this #define lets you try the XBox vertex splitting order with any of the
155 // partitioning modes: even, odd, integer or pow2.
156 #ifdef ALLOW_XBOX_360_COMPARISON
157 void SetXBox360Mode(bool bXboxMode) {m_bXBox360Mode = bXboxMode;}
158 #endif
159 CHWTessellator();
160 ~CHWTessellator();
161 //---------------------------------------------------------------------------------------------------------------------------------
162 //=============================================================================================================================
163 // Some defines so that numbers are usually self commenting
164 //=============================================================================================================================
165 static const int U = 0; // points on a tri patch
166 static const int V = 1;
167 static const int W = 2;
168 static const int Ueq0 = 0; // edges on a tri patch
169 static const int Veq0 = 1;
170 static const int Weq0 = 2;
171
172 static const int Ueq1 = 2; // edges on a quad patch: Ueq0, Veq0, Ueq1, Veq1
173 static const int Veq1 = 3;
174
175 static const int QUAD_AXES = 2;
176 static const int QUAD_EDGES = 4;
177 static const int TRI_EDGES = 3;
178 //=============================================================================================================================
179
180 enum TESSELLATOR_PARITY // derived from D3D11_TESSELLATOR_PARTITIONING
181 { // (note: for integer tessellation, both parities are used)
182 TESSELLATOR_PARITY_EVEN,
183 TESSELLATOR_PARITY_ODD
184 };
185 private:
186 TESSELLATOR_PARITY m_originalParity; // user chosen parity
187 TESSELLATOR_PARITY m_parity; // current parity: if allowing mix of even/odd during discrete
188 // tessellation, this can vary from the user defined parity
189 D3D11_TESSELLATOR_PARTITIONING m_originalPartitioning; // user chosen partitioning
190 D3D11_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides for line density
191 D3D11_TESSELLATOR_OUTPUT_PRIMITIVE m_outputPrimitive;
192 DOMAIN_POINT* m_Point; // array where we will store u/v's for the points we generate
193 int* m_Index; // array where we will store index topology
194 int m_NumPoints;
195 int m_NumIndices;
196 #ifdef ALLOW_XBOX_360_COMPARISON
197 bool m_bXBox360Mode;
198 #endif
199 // PlacePointIn1D below is the workhorse for all position placement.
200 // It is code that could run as preamble in a Domain Shader, so the tessellator itself
201 // doesn't necessarily need to have floating point.
202 // Some per-TessFactor fixed context is needed, and that can be computed wherever
203 // the TessFactor reduction is done, perhaps as Hull Shader postamble - this is shared
204 // for all point evaluation.
205 typedef struct TESS_FACTOR_CONTEXT
206 {
207 FXP fxpInvNumSegmentsOnFloorTessFactor;
208 FXP fxpInvNumSegmentsOnCeilTessFactor;
209 FXP fxpHalfTessFactorFraction;
210 int numHalfTessFactorPoints;
211 int splitPointOnFloorHalfTessFactor;
212 } TESS_FACTOR_CONTEXT;
213 void ComputeTessFactorContext( FXP fxpTessFactor, TESS_FACTOR_CONTEXT& TessFactorCtx );
214 void PlacePointIn1D( const TESS_FACTOR_CONTEXT& TessFactorCtx, int point, FXP& fxpLocation );
215
216 int NumPointsForTessFactor(FXP fxpTessFactor);
217
218 // Tessellation parity control
219 bool Odd() {return (m_parity == TESSELLATOR_PARITY_ODD) ? true : false;}
220 void SetTessellationParity(TESSELLATOR_PARITY parity) {m_parity = parity;}
221
222 // HWIntegerPartitioning() - hardware doesn't care about what pow2 partitioning is - the query below is true for
223 // both integer and pow2.
224 bool HWIntegerPartitioning() {return ((m_partitioning == D3D11_TESSELLATOR_PARTITIONING_INTEGER)||
225 (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_POW2)) ? true : false;}
226
227 // Tesselation Partitioning control
228 void RestorePartitioning() {m_partitioning = m_originalPartitioning;};
229 void OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partitioning;} //isoline uses this for density
230
231 // Call these to generate new points and indices. Max TessFactor storage is already allocated.
232 int DefinePoint(FXP u, FXP v, int pointStorageOffset);
233 void DefineIndex(int index, int indexStorageOffset);
234 void DefineClockwiseTriangle(int index0, int index1, int index2, int indexStorageBaseOffset);
235
236 // Couple of trivial ways to generate index data just given points and no other connectivity.
237 void DumpAllPoints(); // Make point indices for point rendering mode -
238 // redundant, but just here for orthogonality.
239 void DumpAllPointsAsInOrderLineList(); // A debug visualization of all the points connected
240 // in the order they were generated.
241 // Asking to draw line topology on a tri or quad patch will do this
242
243
244 // The structures below define the data that is derived given input TessFactors and which
245 // is used by point generation and connectivity generation steps (each of which are independent)
246 typedef struct PROCESSED_TESS_FACTORS_ISOLINE
247 {
248 TESSELLATOR_PARITY lineDensityParity;
249 TESSELLATOR_PARITY lineDetailParity;
250 TESS_FACTOR_CONTEXT lineDensityTessFactorCtx;
251 TESS_FACTOR_CONTEXT lineDetailTessFactorCtx;
252 bool bPatchCulled;
253 int numPointsPerLine;
254 int numLines;
255 } PROCESSED_TESS_FACTORS_ISOLINE;
256 typedef struct PROCESSED_TESS_FACTORS_TRI
257 {
258 FXP outsideTessFactor[TRI_EDGES];
259 FXP insideTessFactor;
260 TESSELLATOR_PARITY outsideTessFactorParity[TRI_EDGES];
261 TESSELLATOR_PARITY insideTessFactorParity;
262 TESS_FACTOR_CONTEXT outsideTessFactorCtx[TRI_EDGES];
263 TESS_FACTOR_CONTEXT insideTessFactorCtx;
264 bool bJustDoMinimumTessFactor;
265 bool bPatchCulled;
266 // Stuff below is just specific to the traversal order
267 // this code happens to use to generate points/lines
268 int numPointsForOutsideEdge[TRI_EDGES];
269 int numPointsForInsideTessFactor;
270 int insideEdgePointBaseOffset;
271 } PROCESSED_TESS_FACTORS_TRI;
272 typedef struct PROCESSED_TESS_FACTORS_QUAD
273 {
274 FXP outsideTessFactor[QUAD_EDGES];
275 FXP insideTessFactor[QUAD_AXES];
276 TESSELLATOR_PARITY outsideTessFactorParity[QUAD_EDGES];
277 TESSELLATOR_PARITY insideTessFactorParity[QUAD_AXES];
278 TESS_FACTOR_CONTEXT outsideTessFactorCtx[QUAD_EDGES];
279 TESS_FACTOR_CONTEXT insideTessFactorCtx[QUAD_AXES];
280 bool bJustDoMinimumTessFactor;
281 bool bPatchCulled;
282 // Stuff below is just specific to the traversal order
283 // this code happens to use to generate points/lines
284 int numPointsForOutsideEdge[QUAD_EDGES];
285 int numPointsForInsideTessFactor[QUAD_AXES];
286 int insideEdgePointBaseOffset;
287 } PROCESSED_TESS_FACTORS_QUAD;
288
289 // These are the workhorse functions for tessellation:
290 // (1) Process input TessFactors
291 // (2) Generate points
292 // (3) Generate connectivity (can be done in parallel to (2))
293 void IsoLineProcessTessFactors( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail, PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors );
294 void IsoLineGeneratePoints( const PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors );
295 void IsoLineGenerateConnectivity( const PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors );
296 void TriProcessTessFactors( float tessFactor_Ueq0, float TessFactor_Veq0, float TessFactor_Weq0, float insideTessFactor, PROCESSED_TESS_FACTORS_TRI& processedTessFactors );
297 void TriGeneratePoints( const PROCESSED_TESS_FACTORS_TRI& processedTessFactors );
298 void TriGenerateConnectivity( const PROCESSED_TESS_FACTORS_TRI& processedTessFactors );
299 void QuadProcessTessFactors( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Ueq1, float tessFactor_Veq1,
300 float insideTessFactor_U, float insideTessFactor_V, PROCESSED_TESS_FACTORS_QUAD& processedTessFactors );
301 void QuadGeneratePoints( const PROCESSED_TESS_FACTORS_QUAD& processedTessFactors );
302 void QuadGenerateConnectivity( const PROCESSED_TESS_FACTORS_QUAD& processedTessFactors );
303
304 // Stitching
305 // ---------
306 // Given pointers to the beginning of 2 parallel rows of points, and TessFactors for each, stitch them.
307 // The assumption is the stitch is symmetric.
308 void StitchTransition(int baseIndexOffset, int insideEdgePointBaseOffset, int insideNumHalfTessFactorPoints,
309 TESSELLATOR_PARITY insideEdgeTessFactorParity,
310 int outsideEdgePointBaseOffset, int outsideNumHalfTessFactorPoints,
311 TESSELLATOR_PARITY outsideEdgeTessFactorParity );
312 // The interior can just use a simpler stitch.
313 enum DIAGONALS
314 {
315 DIAGONALS_INSIDE_TO_OUTSIDE,
316 DIAGONALS_INSIDE_TO_OUTSIDE_EXCEPT_MIDDLE,
317 DIAGONALS_MIRRORED
318 };
319
320 void StitchRegular(bool bTrapezoid, DIAGONALS diagonals, int baseIndexOffset, int numInsideEdgePoints,
321 int insideEdgePointBaseOffset, int outsideEdgePointBaseOffset);
322
323 //---------------------------------------------------------------------------------------------------------------------------------
324 // Index Patching
325 // --------------
326 // The code below patches index values produces during triangulation, so triangulation doesn't have to know
327 // where points should go. I happened to never produce duplicate vertices, but the patching would
328 // be simpler if some duplicate vertices were introduced in practice. During point rendering mode however,
329 // it is not permitted for duplicate points to show up.
330
331 // Since the points are generated in concentric rings, most of the time, the point locations are
332 // sequentially increasing in memory for each side of a ring, which the stitch can take advantage of.
333 // However, there are exceptions where the points are not sequentially increasing, such as
334 // the 4th row in a given ring, where the last point on the outside of each row is actually the beginning
335 // point.
336 // So we let the stitching code think it sees sequential vertices, and when it emits a vertex index,
337 // we patch it to be the real location.
338 int PatchIndexValue(int index);
339 typedef struct INDEX_PATCH_CONTEXT
340 {
341 int insidePointIndexDeltaToRealValue;
342 int insidePointIndexBadValue;
343 int insidePointIndexReplacementValue;
344 int outsidePointIndexPatchBase;
345 int outsidePointIndexDeltaToRealValue;
346 int outsidePointIndexBadValue;
347 int outsidePointIndexReplacementValue;
348 } INDEX_PATCH_CONTEXT;
349 void SetUsingPatchedIndices(bool bUsingPatchedIndices) {m_bUsingPatchedIndices = bUsingPatchedIndices;}
350
351 // A second index patch we have to do handles the leftover strip of quads in the middle of an odd quad patch after
352 // finishing all the concentric rings.
353 // This also handles the leftover strip of points in the middle of an even quad
354 // patch, when stitching the row of triangles up the left side (V major quad) or bottom (U major quad) of the
355 // inner ring
356 typedef struct INDEX_PATCH_CONTEXT2
357 {
358 int baseIndexToInvert;
359 int indexInversionEndPoint;
360 int cornerCaseBadValue;
361 int cornerCaseReplacementValue;
362 } INDEX_PATCH_CONTEXT2;
363 void SetUsingPatchedIndices2(bool bUsingPatchedIndices) {m_bUsingPatchedIndices2 = bUsingPatchedIndices;}
364 bool m_bUsingPatchedIndices;
365 bool m_bUsingPatchedIndices2;
366 INDEX_PATCH_CONTEXT m_IndexPatchContext;
367 INDEX_PATCH_CONTEXT2 m_IndexPatchContext2;
368
369 };
370
371 //=================================================================================================================================
372 // CHLSLTessellator: D3D11 Tessellation HLSL Tessellator Interface
373 // Demonstrates TessFactor preconditioning code auto-generated by HLSL. Subject to change, but this
374 // just represents the effect of shader code the HLSL compiler will generate in the Hull Shader,
375 // so it does not affect hardware design at all.
376 //=================================================================================================================================
377 class CHLSLTessellator : public CHWTessellator
378 {
379 public:
380 void Init( D3D11_TESSELLATOR_PARTITIONING partitioning,
381 D3D11_TESSELLATOR_REDUCTION insideTessFactorReduction,
382 D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS quadInsideTessFactorReductionAxis,
383 D3D11_TESSELLATOR_OUTPUT_PRIMITIVE outputPrimitive);
384
385 void TessellateIsoLineDomain( float TessFactor_V_LineDensity,
386 float TessFactor_U_LineDetail );
387
388 void TessellateTriDomain( float tessFactor_Ueq0,
389 float TessFactor_Veq0,
390 float TessFactor_Weq0,
391 float insideTessFactorScale /*[0..1]*/ );
392
393 void TessellateQuadDomain( float TessFactorUeq0,
394 float TessFactorVeq0,
395 float TessFactorUeq1,
396 float TessFactorVeq1,
397 float insideTessFactorScaleU /*[0..1]*/,
398 float insideTessFactorScaleV /*[0..1]*/ );
399
400 int GetPointCount() {return CHWTessellator::GetPointCount();};
401 int GetIndexCount() {return CHWTessellator::GetIndexCount();}
402
403 DOMAIN_POINT* GetPoints() {return CHWTessellator::GetPoints();} // Get CHLSLTessellator owned pointer to vertices (UV values).
404 // Pointer is fixed for lifetime of CHLSLTessellator object.
405 int* GetIndices() {return CHWTessellator::GetIndices();} // Get CHLSLTessellator owned pointer to vertex indices.
406 // Pointer is fixed for lifetime of CHLSLTessellator object.
407
408 // Retrieve TessFactors actually used by the "hardware"
409 // This includes clamping to valid range, and more interestingly
410 // if integer or pow2 partitioning is being done, the rounded TessFactors can be retrieved.
411 // Getting the rounded TessFactors can be useful for geomorphing of displacement maps.
412 float GetIsoLineDensityTessFactor() {return m_LastComputedTessFactors[0];}
413 float GetIsoLineDetailTessFactor() {return m_LastComputedTessFactors[1];}
414 float GetTriUeq0TessFactor() {return m_LastComputedTessFactors[0];}
415 float GetTriVeq0TessFactor() {return m_LastComputedTessFactors[1];}
416 float GetTriWeq0TessFactor() {return m_LastComputedTessFactors[2];}
417 float GetTriInsideTessFactor() {return m_LastComputedTessFactors[3];}
418 float GetQuadUeq0TessFactor() {return m_LastComputedTessFactors[0];}
419 float GetQuadVeq0TessFactor() {return m_LastComputedTessFactors[1];}
420 float GetQuadUeq1TessFactor() {return m_LastComputedTessFactors[2];}
421 float GetQuadVeq1TessFactor() {return m_LastComputedTessFactors[3];}
422 float GetQuadInsideUTessFactor() {return m_LastComputedTessFactors[4];}
423 float GetQuadInsideVTessFactor() {return m_LastComputedTessFactors[5];}
424 float GetUnRoundedIsoLineDensityTessFactor() {return m_LastUnRoundedComputedTessFactors[0];}
425 float GetUnRoundedIsoLineDetailTessFactor() {return m_LastUnRoundedComputedTessFactors[1];}
426 float GetUnRoundedTriUeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[0];}
427 float GetUnRoundedTriVeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[1];}
428 float GetUnRoundedTriWeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[2];}
429 float GetUnRoundedTriInsideTessFactor() {return m_LastUnRoundedComputedTessFactors[3];}
430 float GetUnRoundedQuadUeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[0];}
431 float GetUnRoundedQuadVeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[1];}
432 float GetUnRoundedQuadUeq1TessFactor() {return m_LastUnRoundedComputedTessFactors[2];}
433 float GetUnRoundedQuadVeq1TessFactor() {return m_LastUnRoundedComputedTessFactors[3];}
434 float GetUnRoundedQuadInsideUTessFactor() {return m_LastUnRoundedComputedTessFactors[4];}
435 float GetUnRoundedQuadInsideVTessFactor() {return m_LastUnRoundedComputedTessFactors[5];}
436
437 CHLSLTessellator();
438 //---------------------------------------------------------------------------------------------------------------------------------
439 private:
440 TESSELLATOR_PARITY m_originalParity; // user chosen parity
441 TESSELLATOR_PARITY m_parity; // current parity: if allowing mix of even/odd during discrete
442 // tessellation, this can vary from the user defined parity
443 D3D11_TESSELLATOR_PARTITIONING m_originalPartitioning; // user chosen partitioning
444 D3D11_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides for line density
445 D3D11_TESSELLATOR_OUTPUT_PRIMITIVE m_outputPrimitive;
446 D3D11_TESSELLATOR_REDUCTION m_insideTessFactorReduction;
447 D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS m_quadInsideTessFactorReductionAxis;
448 float m_LastComputedTessFactors[6]; // TessFactors used for last tessellation
449 float m_LastUnRoundedComputedTessFactors[6]; // TessFactors used for last tessellation (before they were rounded)
450 bool IntegerPartitioning() {return (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_INTEGER) ? true : false;}
451 bool Pow2Partitioning() {return (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_POW2)? true : false;}
452 void ClampTessFactor(float& TessFactor);
453 void RoundUpTessFactor(float& TessFactor);
454 void CleanupFloatTessFactor(float& input); // clamp float to [1.0f... +INF] (incl NaN->1.0f)
455 void ClampFloatTessFactorScale(float& input); // clamp float to [0.0f... +INF] (incl NaN->0.0f)
456
457 // Tessellation parity control
458 bool Odd() {return (m_parity == TESSELLATOR_PARITY_ODD) ? true : false;}
459 void SetTessellationParity(TESSELLATOR_PARITY parity) {m_parity = parity;}
460
461 // Tesselation Partitioning control
462 void RestorePartitioning() {m_partitioning = m_originalPartitioning;};
463 void OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partitioning;} //isoline uses this for density
464
465 void IsoLineHLSLProcessTessFactors( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail );
466 void TriHLSLProcessTessFactors( float tessFactor_Ueq0, float TessFactor_Veq0, float TessFactor_Weq0, float insideTessFactor );
467 void QuadHLSLProcessTessFactors( float TessFactor_Ueq0, float TessFactor_Veq0, float TessFactor_Ueq1, float TessFactor_Veq1,
468 float insideTessFactor_U, float insideTessFactor_V );
469
470 };
471