1 /**************************************************************************
3 * Copyright 2010, VMware Inc.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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 VMWARE 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.
26 **************************************************************************/
29 * Binning code for points
32 #include "lp_setup_context.h"
33 #include "util/u_math.h"
34 #include "util/u_memory.h"
36 #include "lp_setup_context.h"
38 #include "lp_state_fs.h"
39 #include "tgsi/tgsi_scan.h"
41 #define NUM_CHANNELS 4
53 * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
56 constant_coef(struct lp_setup_context
*setup
,
57 struct lp_rast_triangle
*point
,
62 point
->inputs
.a0
[slot
][i
] = value
;
63 point
->inputs
.dadx
[slot
][i
] = 0.0f
;
64 point
->inputs
.dady
[slot
][i
] = 0.0f
;
69 * Setup automatic texcoord coefficients (for sprite rendering).
70 * \param slot the vertex attribute slot to setup
71 * \param i the attribute channel in [0,3]
72 * \param sprite_coord_origin one of PIPE_SPRITE_COORD_x
73 * \param perspective_proj will the TEX instruction do a divide by Q?
76 texcoord_coef(struct lp_setup_context
*setup
,
77 struct lp_rast_triangle
*point
,
78 const struct point_info
*info
,
81 unsigned sprite_coord_origin
,
82 boolean perspective_proj
)
87 float dadx
= FIXED_ONE
/ (float)info
->dx12
;
89 float x0
= info
->v0
[0][0] - setup
->pixel_offset
;
90 float y0
= info
->v0
[0][1] - setup
->pixel_offset
;
92 point
->inputs
.dadx
[slot
][0] = dadx
;
93 point
->inputs
.dady
[slot
][0] = dady
;
94 point
->inputs
.a0
[slot
][0] = 0.5 - (dadx
* x0
+ dady
* y0
);
96 if (!perspective_proj
) {
97 /* Divide coefficients by vertex.w here.
99 * It would be clearer to always multiply by w0 above and
100 * then divide it out for perspective projection here, but
101 * doing it this way involves less algebra.
103 float w0
= info
->v0
[0][3];
104 point
->inputs
.dadx
[slot
][0] *= w0
;
105 point
->inputs
.dady
[slot
][0] *= w0
;
106 point
->inputs
.a0
[slot
][0] *= w0
;
111 float dady
= FIXED_ONE
/ (float)info
->dx12
;
112 float x0
= info
->v0
[0][0] - setup
->pixel_offset
;
113 float y0
= info
->v0
[0][1] - setup
->pixel_offset
;
115 if (sprite_coord_origin
== PIPE_SPRITE_COORD_LOWER_LEFT
) {
119 point
->inputs
.dadx
[slot
][1] = dadx
;
120 point
->inputs
.dady
[slot
][1] = dady
;
121 point
->inputs
.a0
[slot
][1] = 0.5 - (dadx
* x0
+ dady
* y0
);
123 if (!perspective_proj
) {
124 float w0
= info
->v0
[0][3];
125 point
->inputs
.dadx
[slot
][1] *= w0
;
126 point
->inputs
.dady
[slot
][1] *= w0
;
127 point
->inputs
.a0
[slot
][1] *= w0
;
131 point
->inputs
.a0
[slot
][2] = 0.0f
;
132 point
->inputs
.dadx
[slot
][2] = 0.0f
;
133 point
->inputs
.dady
[slot
][2] = 0.0f
;
136 point
->inputs
.a0
[slot
][3] = 1.0f
;
137 point
->inputs
.dadx
[slot
][3] = 0.0f
;
138 point
->inputs
.dady
[slot
][3] = 0.0f
;
144 * Special coefficient setup for gl_FragCoord.
145 * X and Y are trivial
146 * Z and W are copied from position_coef which should have already been computed.
147 * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
150 setup_point_fragcoord_coef(struct lp_setup_context
*setup
,
151 struct lp_rast_triangle
*point
,
152 const struct point_info
*info
,
157 if (usage_mask
& TGSI_WRITEMASK_X
) {
158 point
->inputs
.a0
[slot
][0] = 0.0;
159 point
->inputs
.dadx
[slot
][0] = 1.0;
160 point
->inputs
.dady
[slot
][0] = 0.0;
164 if (usage_mask
& TGSI_WRITEMASK_Y
) {
165 point
->inputs
.a0
[slot
][1] = 0.0;
166 point
->inputs
.dadx
[slot
][1] = 0.0;
167 point
->inputs
.dady
[slot
][1] = 1.0;
171 if (usage_mask
& TGSI_WRITEMASK_Z
) {
172 constant_coef(setup
, point
, slot
, info
->v0
[0][2], 2);
176 if (usage_mask
& TGSI_WRITEMASK_W
) {
177 constant_coef(setup
, point
, slot
, info
->v0
[0][3], 3);
183 * Compute the point->coef[] array dadx, dady, a0 values.
186 setup_point_coefficients( struct lp_setup_context
*setup
,
187 struct lp_rast_triangle
*point
,
188 const struct point_info
*info
)
190 const struct lp_fragment_shader
*shader
= setup
->fs
.current
.variant
->shader
;
191 unsigned fragcoord_usage_mask
= TGSI_WRITEMASK_XYZ
;
194 /* setup interpolation for all the remaining attributes:
196 for (slot
= 0; slot
< setup
->fs
.nr_inputs
; slot
++) {
197 unsigned vert_attr
= setup
->fs
.input
[slot
].src_index
;
198 unsigned usage_mask
= setup
->fs
.input
[slot
].usage_mask
;
201 switch (setup
->fs
.input
[slot
].interp
) {
202 case LP_INTERP_POSITION
:
204 * The generated pixel interpolators will pick up the coeffs from
205 * slot 0, so all need to ensure that the usage mask is covers all
208 fragcoord_usage_mask
|= usage_mask
;
211 case LP_INTERP_LINEAR
:
212 /* Sprite tex coords may use linear interpolation someday */
215 case LP_INTERP_PERSPECTIVE
:
216 /* check if the sprite coord flag is set for this attribute.
217 * If so, set it up so it up so x and y vary from 0 to 1.
219 if (shader
->info
.input_semantic_name
[slot
] == TGSI_SEMANTIC_GENERIC
) {
220 const int index
= shader
->info
.input_semantic_index
[slot
];
221 /* Note that sprite_coord enable is a bitfield of
222 * PIPE_MAX_SHADER_OUTPUTS bits.
224 if (index
< PIPE_MAX_SHADER_OUTPUTS
&&
225 (setup
->sprite_coord_enable
& (1 << index
))) {
226 for (i
= 0; i
< NUM_CHANNELS
; i
++)
227 if (usage_mask
& (1 << i
))
228 texcoord_coef(setup
, point
, info
, slot
+ 1, i
,
229 setup
->sprite_coord_origin
,
230 (usage_mask
& TGSI_WRITEMASK_W
));
231 fragcoord_usage_mask
|= TGSI_WRITEMASK_W
;
236 /* Otherwise fallthrough */
238 for (i
= 0; i
< NUM_CHANNELS
; i
++) {
239 if (usage_mask
& (1 << i
))
240 constant_coef(setup
, point
, slot
+1, info
->v0
[vert_attr
][i
], i
);
245 /* The internal position input is in slot zero:
247 setup_point_fragcoord_coef(setup
, point
, info
, 0,
248 fragcoord_usage_mask
);
253 subpixel_snap(float a
)
255 return util_iround(FIXED_ONE
* a
);
260 try_setup_point( struct lp_setup_context
*setup
,
261 const float (*v0
)[4] )
263 /* x/y positions in fixed point */
264 const int sizeAttr
= setup
->psize
;
266 = (setup
->point_size_per_vertex
&& sizeAttr
> 0) ? v0
[sizeAttr
][0]
269 /* Point size as fixed point integer, remove rounding errors
270 * and gives minimum width for very small points
272 int fixed_width
= MAX2(FIXED_ONE
,
273 (subpixel_snap(size
) + FIXED_ONE
/2 - 1) & ~(FIXED_ONE
-1));
275 const int x0
= subpixel_snap(v0
[0][0] - setup
->pixel_offset
) - fixed_width
/2;
276 const int y0
= subpixel_snap(v0
[0][1] - setup
->pixel_offset
) - fixed_width
/2;
278 struct lp_scene
*scene
= setup
->scene
;
279 struct lp_rast_triangle
*point
;
282 unsigned nr_planes
= 4;
283 struct point_info info
;
286 /* Bounding rectangle (in pixels) */
288 /* Yes this is necessary to accurately calculate bounding boxes
289 * with the two fill-conventions we support. GL (normally) ends
290 * up needing a bottom-left fill convention, which requires
291 * slightly different rounding.
293 int adj
= (setup
->pixel_offset
!= 0) ? 1 : 0;
295 bbox
.x0
= (x0
+ (FIXED_ONE
-1) + adj
) >> FIXED_ORDER
;
296 bbox
.x1
= (x0
+ fixed_width
+ (FIXED_ONE
-1) + adj
) >> FIXED_ORDER
;
297 bbox
.y0
= (y0
+ (FIXED_ONE
-1)) >> FIXED_ORDER
;
298 bbox
.y1
= (y0
+ fixed_width
+ (FIXED_ONE
-1)) >> FIXED_ORDER
;
300 /* Inclusive coordinates:
306 if (!u_rect_test_intersection(&setup
->draw_region
, &bbox
)) {
307 if (0) debug_printf("offscreen\n");
308 LP_COUNT(nr_culled_tris
);
312 u_rect_find_intersection(&setup
->draw_region
, &bbox
);
314 point
= lp_setup_alloc_triangle(scene
,
322 point
->v
[0][0] = v0
[0][0];
323 point
->v
[0][1] = v0
[0][1];
328 info
.dx12
= fixed_width
;
329 info
.dy01
= fixed_width
;
332 /* Setup parameter interpolants:
334 setup_point_coefficients(setup
, point
, &info
);
336 point
->inputs
.facing
= 1.0F
;
337 point
->inputs
.state
= setup
->fs
.stored
;
338 point
->inputs
.disable
= FALSE
;
339 point
->inputs
.opaque
= FALSE
;
342 point
->plane
[0].dcdx
= -1;
343 point
->plane
[0].dcdy
= 0;
344 point
->plane
[0].c
= 1-bbox
.x0
;
345 point
->plane
[0].ei
= 0;
346 point
->plane
[0].eo
= 1;
348 point
->plane
[1].dcdx
= 1;
349 point
->plane
[1].dcdy
= 0;
350 point
->plane
[1].c
= bbox
.x1
+1;
351 point
->plane
[1].ei
= -1;
352 point
->plane
[1].eo
= 0;
354 point
->plane
[2].dcdx
= 0;
355 point
->plane
[2].dcdy
= 1;
356 point
->plane
[2].c
= 1-bbox
.y0
;
357 point
->plane
[2].ei
= 0;
358 point
->plane
[2].eo
= 1;
360 point
->plane
[3].dcdx
= 0;
361 point
->plane
[3].dcdy
= -1;
362 point
->plane
[3].c
= bbox
.y1
+1;
363 point
->plane
[3].ei
= -1;
364 point
->plane
[3].eo
= 0;
367 return lp_setup_bin_triangle(setup
, point
, &bbox
, nr_planes
);
372 lp_setup_point(struct lp_setup_context
*setup
,
373 const float (*v0
)[4])
375 if (!try_setup_point( setup
, v0
))
377 lp_setup_flush_and_restart(setup
);
379 if (!try_setup_point( setup
, v0
))
386 lp_setup_choose_point( struct lp_setup_context
*setup
)
388 setup
->point
= lp_setup_point
;