clover: Wrap event::wait_count in a method taking care of the required locking.
[mesa.git] / src / gallium / drivers / llvmpipe / lp_setup_point.c
index 9f69e6c5ce2d83d56229e60277a8adb743c1d9ba..8cb6b83f9164e9313fd2d3102f4cd1afb79dd3d7 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2010, VMware Inc.
  * All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
@@ -18,7 +18,7 @@
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  * Binning code for points
  */
 
+#include "util/u_math.h"
+#include "util/u_memory.h"
 #include "lp_setup_context.h"
+#include "lp_perf.h"
+#include "lp_rast.h"
+#include "lp_state_fs.h"
+#include "lp_state_setup.h"
+#include "lp_context.h"
+#include "tgsi/tgsi_scan.h"
+#include "draw/draw_context.h"
 
-static void point_nop( struct lp_setup_context *setup,
-                       const float (*v0)[4] )
+#define NUM_CHANNELS 4
+
+struct point_info {
+   /* x,y deltas */
+   int dy01, dy12;
+   int dx01, dx12;
+
+   const float (*v0)[4];
+
+   float (*a0)[4];
+   float (*dadx)[4];
+   float (*dady)[4];
+
+   boolean frontfacing;
+};   
+
+
+/**
+ * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
+ */
+static void
+constant_coef(struct lp_setup_context *setup,
+              struct point_info *info,
+              unsigned slot,
+              const float value,
+              unsigned i)
+{
+   info->a0[slot][i] = value;
+   info->dadx[slot][i] = 0.0f;
+   info->dady[slot][i] = 0.0f;
+}
+
+
+static void
+point_persp_coeff(struct lp_setup_context *setup,
+                  const struct point_info *info,
+                  unsigned slot,
+                  unsigned i)
+{
+   /*
+    * Fragment shader expects pre-multiplied w for LP_INTERP_PERSPECTIVE. A
+    * better stratergy would be to take the primitive in consideration when
+    * generating the fragment shader key, and therefore avoid the per-fragment
+    * perspective divide.
+    */
+
+   float w0 = info->v0[0][3];
+
+   assert(i < 4);
+
+   info->a0[slot][i] = info->v0[slot][i]*w0;
+   info->dadx[slot][i] = 0.0f;
+   info->dady[slot][i] = 0.0f;
+}
+
+
+/**
+ * Setup automatic texcoord coefficients (for sprite rendering).
+ * \param slot  the vertex attribute slot to setup
+ * \param i  the attribute channel in [0,3]
+ * \param sprite_coord_origin  one of PIPE_SPRITE_COORD_x
+ * \param perspective  does the shader expects pre-multiplied w, i.e.,
+ *    LP_INTERP_PERSPECTIVE is specified in the shader key
+ */
+static void
+texcoord_coef(struct lp_setup_context *setup,
+              const struct point_info *info,
+              unsigned slot,
+              unsigned i,
+              unsigned sprite_coord_origin,
+              boolean perspective)
+{
+   float w0 = info->v0[0][3];
+
+   assert(i < 4);
+
+   if (i == 0) {
+      float dadx = FIXED_ONE / (float)info->dx12;
+      float dady =  0.0f;
+      float x0 = info->v0[0][0] - setup->pixel_offset;
+      float y0 = info->v0[0][1] - setup->pixel_offset;
+
+      info->dadx[slot][0] = dadx;
+      info->dady[slot][0] = dady;
+      info->a0[slot][0] = 0.5 - (dadx * x0 + dady * y0);
+
+      if (perspective) {
+         info->dadx[slot][0] *= w0;
+         info->dady[slot][0] *= w0;
+         info->a0[slot][0] *= w0;
+      }
+   }
+   else if (i == 1) {
+      float dadx = 0.0f;
+      float dady = FIXED_ONE / (float)info->dx12;
+      float x0 = info->v0[0][0] - setup->pixel_offset;
+      float y0 = info->v0[0][1] - setup->pixel_offset;
+
+      if (sprite_coord_origin == PIPE_SPRITE_COORD_LOWER_LEFT) {
+         dady = -dady;
+      }
+
+      info->dadx[slot][1] = dadx;
+      info->dady[slot][1] = dady;
+      info->a0[slot][1] = 0.5 - (dadx * x0 + dady * y0);
+
+      if (perspective) {
+         info->dadx[slot][1] *= w0;
+         info->dady[slot][1] *= w0;
+         info->a0[slot][1] *= w0;
+      }
+   }
+   else if (i == 2) {
+      info->a0[slot][2] = 0.0f;
+      info->dadx[slot][2] = 0.0f;
+      info->dady[slot][2] = 0.0f;
+   }
+   else {
+      info->a0[slot][3] = perspective ? w0 : 1.0f;
+      info->dadx[slot][3] = 0.0f;
+      info->dady[slot][3] = 0.0f;
+   }
+}
+
+
+/**
+ * Special coefficient setup for gl_FragCoord.
+ * X and Y are trivial
+ * Z and W are copied from position_coef which should have already been computed.
+ * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
+ */
+static void
+setup_point_fragcoord_coef(struct lp_setup_context *setup,
+                           struct point_info *info,
+                           unsigned slot,
+                           unsigned usage_mask)
+{
+   /*X*/
+   if (usage_mask & TGSI_WRITEMASK_X) {
+      info->a0[slot][0] = 0.0;
+      info->dadx[slot][0] = 1.0;
+      info->dady[slot][0] = 0.0;
+   }
+
+   /*Y*/
+   if (usage_mask & TGSI_WRITEMASK_Y) {
+      info->a0[slot][1] = 0.0;
+      info->dadx[slot][1] = 0.0;
+      info->dady[slot][1] = 1.0;
+   }
+
+   /*Z*/
+   if (usage_mask & TGSI_WRITEMASK_Z) {
+      constant_coef(setup, info, slot, info->v0[0][2], 2);
+   }
+
+   /*W*/
+   if (usage_mask & TGSI_WRITEMASK_W) {
+      constant_coef(setup, info, slot, info->v0[0][3], 3);
+   }
+}
+
+
+/**
+ * Compute the point->coef[] array dadx, dady, a0 values.
+ */
+static void   
+setup_point_coefficients( struct lp_setup_context *setup,
+                          struct point_info *info)
+{
+   const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+   const struct lp_fragment_shader *shader = setup->fs.current.variant->shader;
+   unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
+   unsigned slot;
+
+   /* setup interpolation for all the remaining attributes:
+    */
+   for (slot = 0; slot < key->num_inputs; slot++) {
+      unsigned vert_attr = key->inputs[slot].src_index;
+      unsigned usage_mask = key->inputs[slot].usage_mask;
+      enum lp_interp interp = key->inputs[slot].interp;
+      boolean perspective = !!(interp == LP_INTERP_PERSPECTIVE);
+      unsigned i;
+
+      if (perspective & usage_mask) {
+         fragcoord_usage_mask |= TGSI_WRITEMASK_W;
+      }
+      
+      switch (interp) {
+      case LP_INTERP_POSITION:
+         /*
+          * The generated pixel interpolators will pick up the coeffs from
+          * slot 0, so all need to ensure that the usage mask is covers all
+          * usages.
+          */
+         fragcoord_usage_mask |= usage_mask;
+         break;
+
+      case LP_INTERP_LINEAR:
+         /* Sprite tex coords may use linear interpolation someday */
+         /* fall-through */
+      case LP_INTERP_PERSPECTIVE:
+         /* check if the sprite coord flag is set for this attribute.
+          * If so, set it up so it up so x and y vary from 0 to 1.
+          */
+         if (shader->info.base.input_semantic_name[slot] == TGSI_SEMANTIC_GENERIC) {
+            unsigned semantic_index = shader->info.base.input_semantic_index[slot];
+            /* Note that sprite_coord enable is a bitfield of
+             * PIPE_MAX_SHADER_OUTPUTS bits.
+             */
+            if (semantic_index < PIPE_MAX_SHADER_OUTPUTS &&
+                (setup->sprite_coord_enable & (1 << semantic_index))) {
+               for (i = 0; i < NUM_CHANNELS; i++) {
+                  if (usage_mask & (1 << i)) {
+                     texcoord_coef(setup, info, slot + 1, i,
+                                   setup->sprite_coord_origin,
+                                   perspective);
+                  }
+               }
+               break;
+            }
+         }
+         /* fall-through */
+      case LP_INTERP_CONSTANT:
+         for (i = 0; i < NUM_CHANNELS; i++) {
+            if (usage_mask & (1 << i)) {
+               if (perspective) {
+                  point_persp_coeff(setup, info, slot+1, i);
+               }
+               else {
+                  constant_coef(setup, info, slot+1, info->v0[vert_attr][i], i);
+               }
+            }
+         }
+         break;
+
+      case LP_INTERP_FACING:
+         for (i = 0; i < NUM_CHANNELS; i++)
+            if (usage_mask & (1 << i))
+               constant_coef(setup, info, slot+1,
+                             info->frontfacing ? 1.0f : -1.0f, i);
+         break;
+
+      default:
+         assert(0);
+         break;
+      }
+   }
+
+   /* The internal position input is in slot zero:
+    */
+   setup_point_fragcoord_coef(setup, info, 0,
+                              fragcoord_usage_mask);
+}
+
+
+static inline int
+subpixel_snap(float a)
+{
+   return util_iround(FIXED_ONE * a);
+}
+
+/**
+ * Print point vertex attribs (for debug).
+ */
+static void
+print_point(struct lp_setup_context *setup,
+            const float (*v0)[4],
+            const float size)
+{
+   const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+   uint i;
+
+   debug_printf("llvmpipe point, width %f\n", size);
+   for (i = 0; i < 1 + key->num_inputs; i++) {
+      debug_printf("  v0[%d]:  %f %f %f %f\n", i,
+                   v0[i][0], v0[i][1], v0[i][2], v0[i][3]);
+   }
+}
+
+
+static boolean
+try_setup_point( struct lp_setup_context *setup,
+                 const float (*v0)[4] )
+{
+   struct llvmpipe_context *lp_context = (struct llvmpipe_context *)setup->pipe;
+   /* x/y positions in fixed point */
+   const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+   const int sizeAttr = setup->psize_slot;
+   const float size
+      = (setup->point_size_per_vertex && sizeAttr > 0) ? v0[sizeAttr][0]
+      : setup->point_size;
+
+   /* Yes this is necessary to accurately calculate bounding boxes
+    * with the two fill-conventions we support.  GL (normally) ends
+    * up needing a bottom-left fill convention, which requires
+    * slightly different rounding.
+    */
+   int adj = (setup->bottom_edge_rule != 0) ? 1 : 0;
+
+   struct lp_scene *scene = setup->scene;
+   struct lp_rast_triangle *point;
+   unsigned bytes;
+   struct u_rect bbox;
+   unsigned nr_planes = 4;
+   struct point_info info;
+   unsigned viewport_index = 0;
+   unsigned layer = 0;
+   int fixed_width;
+
+   if (setup->viewport_index_slot > 0) {
+      unsigned *udata = (unsigned*)v0[setup->viewport_index_slot];
+      viewport_index = lp_clamp_viewport_idx(*udata);
+   }
+   if (setup->layer_slot > 0) {
+      layer = *(unsigned*)v0[setup->layer_slot];
+      layer = MIN2(layer, scene->fb_max_layer);
+   }
+
+   if (0)
+      print_point(setup, v0, size);
+
+   /* Bounding rectangle (in pixels) */
+   if (!lp_context->rasterizer ||
+       lp_context->rasterizer->point_quad_rasterization) {
+      /*
+       * Rasterize points as quads.
+       */
+      int x0, y0;
+      /* Point size as fixed point integer, remove rounding errors
+       * and gives minimum width for very small points.
+       */
+      fixed_width = MAX2(FIXED_ONE, subpixel_snap(size));
+
+      x0 = subpixel_snap(v0[0][0] - setup->pixel_offset) - fixed_width/2;
+      y0 = subpixel_snap(v0[0][1] - setup->pixel_offset) - fixed_width/2;
+
+      bbox.x0 = (x0 + (FIXED_ONE-1)) >> FIXED_ORDER;
+      bbox.x1 = (x0 + fixed_width + (FIXED_ONE-1)) >> FIXED_ORDER;
+      bbox.y0 = (y0 + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
+      bbox.y1 = (y0 + fixed_width + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
+
+      /* Inclusive coordinates:
+       */
+      bbox.x1--;
+      bbox.y1--;
+   } else {
+      /*
+       * OpenGL legacy rasterization rules for non-sprite points.
+       *
+       * Per OpenGL 2.1 spec, section 3.3.1, "Basic Point Rasterization".
+       *
+       * This type of point rasterization is only available in pre 3.0 contexts
+       * (or compatibilility contexts which we don't support) anyway.
+       */
+
+      const int x0 = subpixel_snap(v0[0][0]);
+      const int y0 = subpixel_snap(v0[0][1]) - adj;
+
+      int int_width;
+      /* Point size as fixed point integer. For GL legacy points
+       * the point size is always a whole integer.
+       */
+      fixed_width = MAX2(FIXED_ONE,
+                         (subpixel_snap(size) + FIXED_ONE/2 - 1) & ~(FIXED_ONE-1));
+      int_width = fixed_width >> FIXED_ORDER;
+
+      assert(setup->pixel_offset != 0);
+
+      if (int_width == 1) {
+         bbox.x0 = x0 >> FIXED_ORDER;
+         bbox.y0 = y0 >> FIXED_ORDER;
+         bbox.x1 = bbox.x0;
+         bbox.y1 = bbox.y0;
+      } else {
+         if (int_width & 1) {
+            /* Odd width */
+            bbox.x0 = (x0 >> FIXED_ORDER) - (int_width - 1)/2;
+            bbox.y0 = (y0 >> FIXED_ORDER) - (int_width - 1)/2;
+         } else {
+            /* Even width */
+            bbox.x0 = ((x0 + FIXED_ONE/2) >> FIXED_ORDER) - int_width/2;
+            bbox.y0 = ((y0 + FIXED_ONE/2) >> FIXED_ORDER) - int_width/2;
+         }
+
+         bbox.x1 = bbox.x0 + int_width - 1;
+         bbox.y1 = bbox.y0 + int_width - 1;
+      }
+   }
+
+   if (0) {
+      debug_printf("  bbox: (%i, %i) - (%i, %i)\n",
+                   bbox.x0, bbox.y0,
+                   bbox.x1, bbox.y1);
+   }
+
+   if (!u_rect_test_intersection(&setup->draw_regions[viewport_index], &bbox)) {
+      if (0) debug_printf("offscreen\n");
+      LP_COUNT(nr_culled_tris);
+      return TRUE;
+   }
+
+   u_rect_find_intersection(&setup->draw_regions[viewport_index], &bbox);
+
+   point = lp_setup_alloc_triangle(scene,
+                                   key->num_inputs,
+                                   nr_planes,
+                                   &bytes);
+   if (!point)
+      return FALSE;
+
+#ifdef DEBUG
+   point->v[0][0] = v0[0][0];
+   point->v[0][1] = v0[0][1];
+#endif
+
+   LP_COUNT(nr_tris);
+
+   if (lp_context->active_statistics_queries &&
+       !llvmpipe_rasterization_disabled(lp_context)) {
+      lp_context->pipeline_statistics.c_primitives++;
+   }
+
+   if (draw_will_inject_frontface(lp_context->draw) &&
+       setup->face_slot > 0) {
+      point->inputs.frontfacing = v0[setup->face_slot][0];
+   } else {
+      point->inputs.frontfacing = TRUE;
+   }
+
+   info.v0 = v0;
+   info.dx01 = 0;
+   info.dx12 = fixed_width;
+   info.dy01 = fixed_width;
+   info.dy12 = 0;
+   info.a0 = GET_A0(&point->inputs);
+   info.dadx = GET_DADX(&point->inputs);
+   info.dady = GET_DADY(&point->inputs);
+   info.frontfacing = point->inputs.frontfacing;
+   
+   /* Setup parameter interpolants:
+    */
+   setup_point_coefficients(setup, &info);
+
+   point->inputs.disable = FALSE;
+   point->inputs.opaque = FALSE;
+   point->inputs.layer = layer;
+   point->inputs.viewport_index = viewport_index;
+
+   {
+      struct lp_rast_plane *plane = GET_PLANES(point);
+
+      plane[0].dcdx = -1 << 8;
+      plane[0].dcdy = 0;
+      plane[0].c = (1-bbox.x0) << 8;
+      plane[0].eo = 1 << 8;
+
+      plane[1].dcdx = 1 << 8;
+      plane[1].dcdy = 0;
+      plane[1].c = (bbox.x1+1) << 8;
+      plane[1].eo = 0;
+
+      plane[2].dcdx = 0;
+      plane[2].dcdy = 1 << 8;
+      plane[2].c = (1-bbox.y0) << 8;
+      plane[2].eo = 1 << 8;
+
+      plane[3].dcdx = 0;
+      plane[3].dcdy = -1 << 8;
+      plane[3].c = (bbox.y1+1) << 8;
+      plane[3].eo = 0;
+   }
+
+   return lp_setup_bin_triangle(setup, point, &bbox, &bbox, nr_planes, viewport_index);
+}
+
+
+static void 
+lp_setup_point(struct lp_setup_context *setup,
+               const float (*v0)[4])
 {
+   if (!try_setup_point( setup, v0 ))
+   {
+      if (!lp_setup_flush_and_restart(setup))
+         return;
+
+      if (!try_setup_point( setup, v0 ))
+         return;
+   }
 }
 
 
 void 
 lp_setup_choose_point( struct lp_setup_context *setup )
 {
-   setup->point = point_nop;
+   setup->point = lp_setup_point;
 }