/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
+/**
+ * Notes on wide points and sprite mode:
+ *
+ * In wide point/sprite mode we effectively need to convert each incoming
+ * vertex into four outgoing vertices specifying the corners of a quad.
+ * Since we don't (yet) have geometry shaders, we have to handle this here
+ * in the draw module.
+ *
+ * For sprites, it also means that this is where we have to handle texcoords
+ * for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
+ * if/how enabled texcoords are automatically generated for sprites. We pass
+ * that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
+ * array.
+ *
+ * Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
+ * here as well. This is basically an additional texture/generic attribute
+ * that varies .x from 0 to 1 horizontally across the point and varies .y
+ * vertically from 0 to 1 down the sprite.
+ *
+ * With geometry shaders, the state tracker could create a GS to do
+ * most/all of this.
+ */
+
+
+#include "pipe/p_context.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_defines.h"
struct draw_stage stage;
float half_point_size;
- float point_size_min;
- float point_size_max;
float xbias;
float ybias;
uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS];
- uint texcoord_mode[PIPE_MAX_SHADER_OUTPUTS];
+ uint texcoord_enable[PIPE_MAX_SHADER_OUTPUTS];
uint num_texcoords;
+ uint texcoord_mode;
int psize_slot;
- int point_coord_fs_input; /**< input for pointcoord (and fog) */
+ int point_coord_fs_input; /**< input for pointcoord */
};
}
-
-
/**
* Set the vertex texcoords for sprite mode.
* Coords may be left untouched or set to a right-side-up or upside-down
{
uint i;
for (i = 0; i < wide->num_texcoords; i++) {
- if (wide->texcoord_mode[i] != PIPE_SPRITE_COORD_NONE) {
+ if (wide->texcoord_enable[i]) {
uint j = wide->texcoord_slot[i];
v->data[j][0] = tc[0];
- if (wide->texcoord_mode[i] == PIPE_SPRITE_COORD_LOWER_LEFT)
+ if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
v->data[j][1] = 1.0f - tc[1];
else
v->data[j][1] = tc[1];
}
if (wide->point_coord_fs_input >= 0) {
- /* put gl_PointCoord into extra vertex output's zw components */
- uint k = wide->stage.draw->extra_vp_outputs.slot;
- v->data[k][2] = tc[0];
- v->data[k][3] = tc[1];
+ /* put gl_PointCoord into the extra vertex slot */
+ uint slot = wide->stage.draw->extra_shader_outputs.slot;
+ v->data[slot][0] = tc[0];
+ if (wide->texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
+ v->data[slot][1] = 1.0f - tc[1];
+ else
+ v->data[slot][1] = tc[1];
+ v->data[slot][2] = 0.0F;
+ v->data[slot][3] = 1.0F;
}
}
static void widepoint_point( struct draw_stage *stage,
struct prim_header *header )
{
+ /* XXX should take point_quad_rasterization into account? */
const struct widepoint_stage *wide = widepoint_stage(stage);
- const unsigned pos = stage->draw->vs.position_output;
- const boolean sprite = (boolean) stage->draw->rasterizer->point_sprite;
+ const unsigned pos = draw_current_shader_position_output(stage->draw);
+ const boolean sprite = (boolean) stage->draw->rasterizer->sprite_coord_enable;
float half_size;
float left_adj, right_adj, bot_adj, top_adj;
/* point size is either per-vertex or fixed size */
if (wide->psize_slot >= 0) {
half_size = header->v[0]->data[wide->psize_slot][0];
-
- /* XXX: temporary -- do this in the vertex shader??
- */
- half_size = CLAMP(half_size,
- wide->point_size_min,
- wide->point_size_max);
-
half_size *= 0.5f;
}
else {
}
+static int
+find_pntc_input_attrib(struct draw_context *draw)
+{
+ /* Scan the fragment program's input decls to find the pointcoord
+ * attribute. The xy components will store the point coord.
+ */
+ return 0; /* XXX fix this */
+}
+
+
static void widepoint_first_point( struct draw_stage *stage,
struct prim_header *header )
{
struct widepoint_stage *wide = widepoint_stage(stage);
struct draw_context *draw = stage->draw;
+ struct pipe_context *pipe = draw->pipe;
+ const struct pipe_rasterizer_state *rast = draw->rasterizer;
+ void *r;
- wide->half_point_size = 0.5f * draw->rasterizer->point_size;
- wide->point_size_min = draw->rasterizer->point_size_min;
- wide->point_size_max = draw->rasterizer->point_size_max;
+ wide->half_point_size = 0.5f * rast->point_size;
wide->xbias = 0.0;
wide->ybias = 0.0;
- if (draw->rasterizer->gl_rasterization_rules) {
+ if (rast->gl_rasterization_rules) {
wide->xbias = 0.125;
}
+ /* Disable triangle culling, stippling, unfilled mode etc. */
+ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade);
+ draw->suspend_flushing = TRUE;
+ pipe->bind_rasterizer_state(pipe, r);
+ draw->suspend_flushing = FALSE;
+
/* XXX we won't know the real size if it's computed by the vertex shader! */
- if ((draw->rasterizer->point_size > draw->pipeline.wide_point_threshold) ||
- (draw->rasterizer->point_sprite && draw->pipeline.point_sprite)) {
+ if ((rast->point_size > draw->pipeline.wide_point_threshold) ||
+ (rast->sprite_coord_enable && draw->pipeline.point_sprite)) {
stage->point = widepoint_point;
}
else {
stage->point = draw_pipe_passthrough_point;
}
- if (draw->rasterizer->point_sprite) {
+ if (rast->sprite_coord_enable) {
/* find vertex shader texcoord outputs */
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
uint i, j = 0;
+ wide->texcoord_mode = rast->sprite_coord_mode;
for (i = 0; i < vs->info.num_outputs; i++) {
if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
wide->texcoord_slot[j] = i;
- wide->texcoord_mode[j] = draw->rasterizer->sprite_coord_mode[j];
+ wide->texcoord_enable[j] = (rast->sprite_coord_enable >> j) & 1;
j++;
}
}
wide->num_texcoords = j;
- /* find fragment shader PointCoord/Fog input */
- wide->point_coord_fs_input = 0; /* XXX fix this! */
+ /* find fragment shader PointCoord input */
+ wide->point_coord_fs_input = find_pntc_input_attrib(draw);
/* setup extra vp output (point coord implemented as a texcoord) */
- draw->extra_vp_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
- draw->extra_vp_outputs.semantic_index = 0;
- draw->extra_vp_outputs.slot = draw->vs.num_vs_outputs;
+ draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
+ draw->extra_shader_outputs.semantic_index = 0;
+ draw->extra_shader_outputs.slot = draw_current_shader_outputs(draw);
}
else {
wide->point_coord_fs_input = -1;
- draw->extra_vp_outputs.slot = 0;
+ draw->extra_shader_outputs.slot = 0;
}
wide->psize_slot = -1;
- if (draw->rasterizer->point_size_per_vertex) {
+ if (rast->point_size_per_vertex) {
/* find PSIZ vertex output */
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
uint i;
static void widepoint_flush( struct draw_stage *stage, unsigned flags )
{
+ struct draw_context *draw = stage->draw;
+ struct pipe_context *pipe = draw->pipe;
+
stage->point = widepoint_first_point;
stage->next->flush( stage->next, flags );
+ stage->draw->extra_shader_outputs.slot = 0;
+
+ /* restore original rasterizer state */
+ if (draw->rast_handle) {
+ draw->suspend_flushing = TRUE;
+ pipe->bind_rasterizer_state(pipe, draw->rast_handle);
+ draw->suspend_flushing = FALSE;
+ }
}
goto fail;
wide->stage.draw = draw;
+ wide->stage.name = "wide-point";
wide->stage.next = NULL;
wide->stage.point = widepoint_first_point;
wide->stage.line = draw_pipe_passthrough_line;