*/
-#include "pipe/p_util.h"
+#include "util/u_memory.h"
+#include "util/u_math.h"
+
#include "pipe/p_shader_tokens.h"
#include "draw_vs.h"
-struct clipper {
+struct clip_stage {
struct draw_stage stage; /**< base class */
/* Basically duplicate some of the flatshading logic here:
/* This is a bit confusing:
*/
-static INLINE struct clipper *clipper_stage( struct draw_stage *stage )
+static INLINE struct clip_stage *clip_stage( struct draw_stage *stage )
{
- return (struct clipper *)stage;
+ return (struct clip_stage *)stage;
}
fdst[3] = LINTERP( t, fout[3], fin[3] );
}
+
static void copy_colors( struct draw_stage *stage,
struct vertex_header *dst,
const struct vertex_header *src )
{
- const struct clipper *clipper = clipper_stage(stage);
+ const struct clip_stage *clipper = clip_stage(stage);
uint i;
for (i = 0; i < clipper->num_color_attribs; i++) {
const uint attr = clipper->color_attribs[i];
/* Interpolate between two vertices to produce a third.
*/
-static void interp( const struct clipper *clip,
+static void interp( const struct clip_stage *clip,
struct vertex_header *dst,
float t,
const struct vertex_header *out,
const struct vertex_header *in )
{
- const unsigned nr_attrs = clip->stage.draw->num_vs_outputs;
+ const unsigned nr_attrs = draw_current_shader_outputs(clip->stage.draw);
+ const unsigned pos_attr = draw_current_shader_position_output(clip->stage.draw);
unsigned j;
/* Vertex header.
const float *trans = clip->stage.draw->viewport.translate;
const float oow = 1.0f / pos[3];
- dst->data[0][0] = pos[0] * oow * scale[0] + trans[0];
- dst->data[0][1] = pos[1] * oow * scale[1] + trans[1];
- dst->data[0][2] = pos[2] * oow * scale[2] + trans[2];
- dst->data[0][3] = oow;
+ dst->data[pos_attr][0] = pos[0] * oow * scale[0] + trans[0];
+ dst->data[pos_attr][1] = pos[1] * oow * scale[1] + trans[1];
+ dst->data[pos_attr][2] = pos[2] * oow * scale[2] + trans[2];
+ dst->data[pos_attr][3] = oow;
}
/* Other attributes
- * Note: start at 1 to skip winpos (data[0]) since we just computed
- * it above.
*/
- for (j = 1; j < nr_attrs; j++) {
- interp_attr(dst->data[j], t, in->data[j], out->data[j]);
+ for (j = 0; j < nr_attrs; j++) {
+ if (j != pos_attr)
+ interp_attr(dst->data[j], t, in->data[j], out->data[j]);
}
}
header.flags = DRAW_PIPE_RESET_STIPPLE | edge_first | edge_middle;
header.pad = 0;
- for (i = 2; i < n; i++, header.flags = 0) {
+ for (i = 2; i < n; i++, header.flags = edge_middle) {
header.v[0] = inlist[i-1];
header.v[1] = inlist[i];
header.v[2] = inlist[0]; /* keep in v[2] for flatshading */
if (i == n-1)
- header.flags |= edge_last;
+ header.flags |= edge_last;
if (0) {
- const struct draw_vertex_shader *vs = stage->draw->vertex_shader;
+ const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader;
uint j, k;
debug_printf("Clipped tri:\n");
for (j = 0; j < 3; j++) {
}
}
+
static INLINE float
dot4(const float *a, const float *b)
{
- return (a[0]*b[0] +
- a[1]*b[1] +
- a[2]*b[2] +
- a[3]*b[3]);
+ return (a[0] * b[0] +
+ a[1] * b[1] +
+ a[2] * b[2] +
+ a[3] * b[3]);
}
struct prim_header *header,
unsigned clipmask )
{
- struct clipper *clipper = clipper_stage( stage );
+ struct clip_stage *clipper = clip_stage( stage );
struct vertex_header *a[MAX_CLIPPED_VERTICES];
struct vertex_header *b[MAX_CLIPPED_VERTICES];
struct vertex_header **inlist = a;
dp_prev = dp;
}
+ /* swap in/out lists */
{
struct vertex_header **tmp = inlist;
inlist = outlist;
/* If flat-shading, copy color to new provoking vertex.
*/
if (clipper->flat && inlist[0] != header->v[2]) {
- if (1) {
- inlist[0] = dup_vert(stage, inlist[0], tmpnr++);
- }
+ inlist[0] = dup_vert(stage, inlist[0], tmpnr++);
copy_colors(stage, inlist[0], header->v[2]);
}
-
-
/* Emit the polygon as triangles to the setup stage:
*/
if (n >= 3)
struct prim_header *header,
unsigned clipmask )
{
- const struct clipper *clipper = clipper_stage( stage );
+ const struct clip_stage *clipper = clip_stage( stage );
struct vertex_header *v0 = header->v[0];
struct vertex_header *v1 = header->v[1];
const float *pos0 = v0->clip;
}
}
+
/* Update state. Could further delay this until we hit the first
* primitive that really requires clipping.
*/
static void
clip_init_state( struct draw_stage *stage )
{
- struct clipper *clipper = clipper_stage( stage );
+ struct clip_stage *clipper = clip_stage( stage );
clipper->flat = stage->draw->rasterizer->flatshade ? TRUE : FALSE;
if (clipper->flat) {
- const struct draw_vertex_shader *vs = stage->draw->vertex_shader;
+ const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader;
uint i;
clipper->num_color_attribs = 0;
*/
struct draw_stage *draw_clip_stage( struct draw_context *draw )
{
- struct clipper *clipper = CALLOC_STRUCT(clipper);
+ struct clip_stage *clipper = CALLOC_STRUCT(clip_stage);
if (clipper == NULL)
goto fail;
goto fail;
clipper->stage.draw = draw;
+ clipper->stage.name = "clipper";
clipper->stage.point = clip_point;
clipper->stage.line = clip_first_line;
clipper->stage.tri = clip_first_tri;