#include "lp_perf.h"
#include "lp_setup_context.h"
#include "lp_rast.h"
+#include "lp_state_fs.h"
#define NUM_CHANNELS 4
/**
* Compute a0 for a constant-valued coefficient (GL_FLAT shading).
*/
-static void constant_coef( struct lp_rast_triangle *tri,
+static void constant_coef( struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
unsigned slot,
const float value,
unsigned i )
* Compute a0, dadx and dady for a linearly interpolated coefficient,
* for a triangle.
*/
-static void linear_coef( struct lp_rast_triangle *tri,
+static void linear_coef( struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
float oneoverarea,
unsigned slot,
const float (*v1)[4],
* instead - i'll switch to this later.
*/
tri->inputs.a0[slot][i] = (a1 -
- (dadx * (v1[0][0] - 0.5f) +
- dady * (v1[0][1] - 0.5f)));
+ (dadx * (v1[0][0] - setup->pixel_offset) +
+ dady * (v1[0][1] - setup->pixel_offset)));
}
* Later, when we compute the value at a particular fragment position we'll
* divide the interpolated value by the interpolated W at that fragment.
*/
-static void perspective_coef( struct lp_rast_triangle *tri,
+static void perspective_coef( struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
float oneoverarea,
unsigned slot,
const float (*v1)[4],
tri->inputs.dadx[slot][i] = dadx;
tri->inputs.dady[slot][i] = dady;
tri->inputs.a0[slot][i] = (a1 -
- (dadx * (v1[0][0] - 0.5f) +
- dady * (v1[0][1] - 0.5f)));
+ (dadx * (v1[0][0] - setup->pixel_offset) +
+ dady * (v1[0][1] - setup->pixel_offset)));
}
* We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
*/
static void
-setup_fragcoord_coef(struct lp_rast_triangle *tri,
+setup_fragcoord_coef(struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
float oneoverarea,
unsigned slot,
const float (*v1)[4],
const float (*v2)[4],
- const float (*v3)[4])
+ const float (*v3)[4],
+ unsigned usage_mask)
{
/*X*/
- tri->inputs.a0[slot][0] = 0.0;
- tri->inputs.dadx[slot][0] = 1.0;
- tri->inputs.dady[slot][0] = 0.0;
+ if (usage_mask & TGSI_WRITEMASK_X) {
+ tri->inputs.a0[slot][0] = 0.0;
+ tri->inputs.dadx[slot][0] = 1.0;
+ tri->inputs.dady[slot][0] = 0.0;
+ }
+
/*Y*/
- tri->inputs.a0[slot][1] = 0.0;
- tri->inputs.dadx[slot][1] = 0.0;
- tri->inputs.dady[slot][1] = 1.0;
+ if (usage_mask & TGSI_WRITEMASK_Y) {
+ tri->inputs.a0[slot][1] = 0.0;
+ tri->inputs.dadx[slot][1] = 0.0;
+ tri->inputs.dady[slot][1] = 1.0;
+ }
+
/*Z*/
- linear_coef(tri, oneoverarea, slot, v1, v2, v3, 0, 2);
+ if (usage_mask & TGSI_WRITEMASK_Z) {
+ linear_coef(setup, tri, oneoverarea, slot, v1, v2, v3, 0, 2);
+ }
+
/*W*/
- linear_coef(tri, oneoverarea, slot, v1, v2, v3, 0, 3);
+ if (usage_mask & TGSI_WRITEMASK_W) {
+ linear_coef(setup, tri, oneoverarea, slot, v1, v2, v3, 0, 3);
+ }
}
-static void setup_facing_coef( struct lp_rast_triangle *tri,
+/**
+ * Setup the fragment input attribute with the front-facing value.
+ * \param frontface is the triangle front facing?
+ */
+static void setup_facing_coef( struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
unsigned slot,
- boolean frontface )
+ boolean frontface,
+ unsigned usage_mask)
{
- constant_coef( tri, slot, 1.0f - frontface, 0 );
- constant_coef( tri, slot, 0.0f, 1 ); /* wasted */
- constant_coef( tri, slot, 0.0f, 2 ); /* wasted */
- constant_coef( tri, slot, 0.0f, 3 ); /* wasted */
+ /* convert TRUE to 1.0 and FALSE to -1.0 */
+ if (usage_mask & TGSI_WRITEMASK_X)
+ constant_coef( setup, tri, slot, 2.0f * frontface - 1.0f, 0 );
+
+ if (usage_mask & TGSI_WRITEMASK_Y)
+ constant_coef( setup, tri, slot, 0.0f, 1 ); /* wasted */
+
+ if (usage_mask & TGSI_WRITEMASK_Z)
+ constant_coef( setup, tri, slot, 0.0f, 2 ); /* wasted */
+
+ if (usage_mask & TGSI_WRITEMASK_W)
+ constant_coef( setup, tri, slot, 0.0f, 3 ); /* wasted */
}
/**
* Compute the tri->coef[] array dadx, dady, a0 values.
*/
-static void setup_tri_coefficients( struct setup_context *setup,
+static void setup_tri_coefficients( struct lp_setup_context *setup,
struct lp_rast_triangle *tri,
float oneoverarea,
const float (*v1)[4],
const float (*v3)[4],
boolean frontface)
{
+ unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
unsigned slot;
- /* The internal position input is in slot zero:
- */
- setup_fragcoord_coef(tri, oneoverarea, 0, v1, v2, v3);
-
/* setup interpolation for all the remaining attributes:
*/
for (slot = 0; slot < setup->fs.nr_inputs; slot++) {
unsigned vert_attr = setup->fs.input[slot].src_index;
+ unsigned usage_mask = setup->fs.input[slot].usage_mask;
unsigned i;
switch (setup->fs.input[slot].interp) {
case LP_INTERP_CONSTANT:
- for (i = 0; i < NUM_CHANNELS; i++)
- constant_coef(tri, slot+1, v3[vert_attr][i], i);
+ if (setup->flatshade_first) {
+ for (i = 0; i < NUM_CHANNELS; i++)
+ if (usage_mask & (1 << i))
+ constant_coef(setup, tri, slot+1, v1[vert_attr][i], i);
+ }
+ else {
+ for (i = 0; i < NUM_CHANNELS; i++)
+ if (usage_mask & (1 << i))
+ constant_coef(setup, tri, slot+1, v3[vert_attr][i], i);
+ }
break;
case LP_INTERP_LINEAR:
for (i = 0; i < NUM_CHANNELS; i++)
- linear_coef(tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i);
+ if (usage_mask & (1 << i))
+ linear_coef(setup, tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i);
break;
case LP_INTERP_PERSPECTIVE:
for (i = 0; i < NUM_CHANNELS; i++)
- perspective_coef(tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i);
+ if (usage_mask & (1 << i))
+ perspective_coef(setup, tri, oneoverarea, slot+1, v1, v2, v3, vert_attr, i);
+ fragcoord_usage_mask |= TGSI_WRITEMASK_W;
break;
case LP_INTERP_POSITION:
- /* XXX: fix me - duplicates the values in slot zero.
+ /*
+ * 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.
*/
- setup_fragcoord_coef(tri, oneoverarea, slot+1, v1, v2, v3);
+ fragcoord_usage_mask |= usage_mask;
break;
case LP_INTERP_FACING:
- setup_facing_coef(tri, slot+1, frontface);
+ setup_facing_coef(setup, tri, slot+1, frontface, usage_mask);
break;
default:
assert(0);
}
}
+
+ /* The internal position input is in slot zero:
+ */
+ setup_fragcoord_coef(setup, tri, oneoverarea, 0, v1, v2, v3,
+ fragcoord_usage_mask);
}
tri = lp_scene_alloc_aligned( scene, bytes, 16 );
- inputs = (char *) (tri + 1);
- tri->inputs.a0 = (float (*)[4]) inputs;
- tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz);
- tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz);
+ if (tri) {
+ inputs = (char *) (tri + 1);
+ tri->inputs.a0 = (float (*)[4]) inputs;
+ tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz);
+ tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz);
- *tri_size = bytes;
+ *tri_size = bytes;
+ }
return tri;
}
+/**
+ * Print triangle vertex attribs (for debug).
+ */
+static void
+print_triangle(struct lp_setup_context *setup,
+ const float (*v1)[4],
+ const float (*v2)[4],
+ const float (*v3)[4])
+{
+ uint i;
+
+ debug_printf("llvmpipe triangle\n");
+ for (i = 0; i < setup->fs.nr_inputs; i++) {
+ debug_printf(" v1[%d]: %f %f %f %f\n", i,
+ v1[i][0], v1[i][1], v1[i][2], v1[i][3]);
+ }
+ for (i = 0; i < setup->fs.nr_inputs; i++) {
+ debug_printf(" v2[%d]: %f %f %f %f\n", i,
+ v2[i][0], v2[i][1], v2[i][2], v2[i][3]);
+ }
+ for (i = 0; i < setup->fs.nr_inputs; i++) {
+ debug_printf(" v3[%d]: %f %f %f %f\n", i,
+ v3[i][0], v3[i][1], v3[i][2], v3[i][3]);
+ }
+}
+
/**
* Do basic setup for triangle rasterization and determine which
* bins for the tiles which we overlap.
*/
static void
-do_triangle_ccw(struct setup_context *setup,
+do_triangle_ccw(struct lp_setup_context *setup,
const float (*v1)[4],
const float (*v2)[4],
const float (*v3)[4],
boolean frontfacing )
{
/* x/y positions in fixed point */
- const int x1 = subpixel_snap(v1[0][0]);
- const int x2 = subpixel_snap(v2[0][0]);
- const int x3 = subpixel_snap(v3[0][0]);
- const int y1 = subpixel_snap(v1[0][1]);
- const int y2 = subpixel_snap(v2[0][1]);
- const int y3 = subpixel_snap(v3[0][1]);
+ const int x1 = subpixel_snap(v1[0][0] + 0.5 - setup->pixel_offset);
+ const int x2 = subpixel_snap(v2[0][0] + 0.5 - setup->pixel_offset);
+ const int x3 = subpixel_snap(v3[0][0] + 0.5 - setup->pixel_offset);
+ const int y1 = subpixel_snap(v1[0][1] + 0.5 - setup->pixel_offset);
+ const int y2 = subpixel_snap(v2[0][1] + 0.5 - setup->pixel_offset);
+ const int y3 = subpixel_snap(v3[0][1] + 0.5 - setup->pixel_offset);
struct lp_scene *scene = lp_setup_get_current_scene(setup);
struct lp_rast_triangle *tri;
int minx, maxx, miny, maxy;
unsigned tri_bytes;
+ if (0)
+ print_triangle(setup, v1, v2, v3);
+
tri = alloc_triangle(scene, setup->fs.nr_inputs, &tri_bytes);
+ if (!tri)
+ return;
#ifdef DEBUG
tri->v[0][0] = v1[0][0];
*/
setup_tri_coefficients( setup, tri, oneoverarea, v1, v2, v3, frontfacing );
+ tri->inputs.facing = frontfacing ? 1.0F : -1.0F;
+
/* half-edge constants, will be interated over the whole render target.
*/
tri->c1 = tri->dy12 * x1 - tri->dx12 * y1;
/* triangle covers the whole tile- shade whole tile */
LP_COUNT(nr_fully_covered_64);
in = TRUE;
- if(setup->fs.current.opaque) {
+ if (setup->fs.current.variant->opaque &&
+ !setup->fb.zsbuf) {
lp_scene_bin_reset( scene, x, y );
lp_scene_bin_command( scene, x, y,
lp_rast_set_state,
}
-static void triangle_cw( struct setup_context *setup,
+/**
+ * Draw triangle if it's CW, cull otherwise.
+ */
+static void triangle_cw( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
}
-static void triangle_ccw( struct setup_context *setup,
+/**
+ * Draw triangle if it's CCW, cull otherwise.
+ */
+static void triangle_ccw( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
}
-static void triangle_both( struct setup_context *setup,
+
+/**
+ * Draw triangle whether it's CW or CCW.
+ */
+static void triangle_both( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
}
-static void triangle_nop( struct setup_context *setup,
+static void triangle_nop( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
void
-lp_setup_choose_triangle( struct setup_context *setup )
+lp_setup_choose_triangle( struct lp_setup_context *setup )
{
switch (setup->cullmode) {
- case PIPE_WINDING_NONE:
+ case PIPE_FACE_NONE:
setup->triangle = triangle_both;
break;
- case PIPE_WINDING_CCW:
- setup->triangle = triangle_cw;
+ case PIPE_FACE_BACK:
+ setup->triangle = setup->ccw_is_frontface ? triangle_ccw : triangle_cw;
break;
- case PIPE_WINDING_CW:
- setup->triangle = triangle_ccw;
+ case PIPE_FACE_FRONT:
+ setup->triangle = setup->ccw_is_frontface ? triangle_cw : triangle_ccw;
break;
default:
setup->triangle = triangle_nop;