--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * 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
+ * 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.
+ *
+ **************************************************************************/
+
+/* Authors: Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+/* Implement line stipple by cutting lines up into smaller lines.
+ * There are hundreds of ways to implement line stipple, this is one
+ * choice that should work in all situations, requires no state
+ * manipulations, but with a penalty in terms of large amounts of
+ * generated geometry.
+ */
+
+#include "imports.h"
+#include "macros.h"
+
+#define CLIP_PRIVATE
+#include "clip/clip_context.h"
+
+#define CLIP_PIPE_PRIVATE
+#include "clip/clip_pipe.h"
+
+
+
+struct stipple_stage {
+ struct clip_pipe_stage stage;
+
+ GLuint hw_data_offset;
+
+ GLfloat counter;
+ GLuint pattern;
+ GLuint factor;
+};
+
+
+
+
+static INLINE struct stipple_stage *stipple_stage( struct clip_pipe_stage *stage )
+{
+ return (struct stipple_stage *)stage;
+}
+
+
+
+
+static void interp_attr( const struct vf_attr *a,
+ GLubyte *vdst,
+ GLfloat t,
+ const GLubyte *vin,
+ const GLubyte *vout )
+{
+ GLuint offset = a->vertoffset;
+ GLfloat fin[4], fout[4], fdst[4];
+
+ a->extract( a, fin, vin + offset );
+ a->extract( a, fout, vout + offset );
+
+ fdst[0] = LINTERP( t, fout[0], fin[0] );
+ fdst[1] = LINTERP( t, fout[1], fin[1] );
+ fdst[2] = LINTERP( t, fout[2], fin[2] );
+ fdst[3] = LINTERP( t, fout[3], fin[3] );
+
+ a->insert[4-1]( a, vdst + offset, fdst );
+}
+
+
+
+
+/* Weird screen-space interpolation?? Otherwise do something special
+ * with pos.w or fix vertices to always have clip coords available.
+ */
+static void screen_interp( struct vertex_fetch *vf,
+ struct vertex_header *dst,
+ GLfloat t,
+ const struct vertex_header *out,
+ const struct vertex_header *in )
+{
+ GLubyte *vdst = (GLubyte *)dst;
+ const GLubyte *vin = (const GLubyte *)in;
+ const GLubyte *vout = (const GLubyte *)out;
+
+ const struct vf_attr *a = vf->attr;
+ const GLuint attr_count = vf->attr_count;
+ GLuint j;
+
+ /* Vertex header.
+ */
+ {
+ assert(a[0].attrib == VF_ATTRIB_VERTEX_HEADER);
+ dst->clipmask = 0;
+ dst->edgeflag = 0;
+ dst->pad = 0;
+ dst->index = 0xffff;
+ }
+
+
+ /* Other attributes
+ */
+ for (j = 1; j < attr_count; j++) {
+ interp_attr(&a[j], vdst, t, vin, vout);
+ }
+}
+
+
+
+/* Clip a line against the viewport and user clip planes.
+ */
+static void draw_line_segment( struct clip_pipe_stage *stage,
+ struct prim_header *header,
+ GLfloat t0,
+ GLfloat t1 )
+{
+ struct vertex_fetch *vf = stage->pipe->draw->vb.vf;
+ struct vertex_header *v0 = header->v[0];
+ struct vertex_header *v1 = header->v[1];
+
+ struct prim_header newprim = *header;
+ header = &newprim;
+
+ _mesa_printf("%s %f %f\n", __FUNCTION__, t0, t1);
+
+ if (t0 > 0.0) {
+ screen_interp( vf, stage->tmp[0], t0, v0, v1 );
+ header->v[0] = stage->tmp[0];
+ }
+
+ if (t1 < 1.0) {
+ screen_interp( vf, stage->tmp[1], t1, v0, v1 );
+ header->v[1] = stage->tmp[1];
+ }
+
+ stage->next->line( stage->next, header );
+}
+
+
+
+/* XXX: don't really want to iterate like this.
+ */
+static INLINE unsigned
+stipple_test(int counter, ushort pattern, int factor)
+{
+ int b = (counter / factor) & 0xf;
+ return (1 << b) & pattern;
+}
+
+
+
+/* XXX: Need to have precalculated flatshading already.
+ */
+static void stipple_line( struct clip_pipe_stage *stage,
+ struct prim_header *header )
+{
+ struct stipple_stage *stipple = stipple_stage(stage);
+ GLuint hw_data_offset = stipple->hw_data_offset;
+ const GLfloat *pos0 = (GLfloat *)&(header->v[0]->data[hw_data_offset]);
+ const GLfloat *pos1 = (GLfloat *)&(header->v[1]->data[hw_data_offset]);
+ GLfloat start = 0;
+ int state = 0;
+
+ GLfloat x0 = (GLfloat)pos0[0];
+ GLfloat x1 = (GLfloat)pos1[0];
+ GLfloat y0 = (GLfloat)pos0[1];
+ GLfloat y1 = (GLfloat)pos1[1];
+
+ GLfloat dx = x0 > x1 ? x0 - x1 : x1 - x0;
+ GLfloat dy = y0 > y1 ? y0 - y1 : y1 - y0;
+
+ GLfloat length = MAX2(dx, dy);
+ GLint i;
+
+ if (header->reset_line_stipple)
+ stipple->counter = 0;
+
+ /* XXX: iterating like this is lame
+ */
+ for (i = 0; i < length; i++) {
+ int result = !!stipple_test( stipple->counter+i, stipple->pattern, stipple->factor );
+// _mesa_printf("%d %f %d\n", i, length, result);
+ if (result != state) {
+ if (state) {
+ if (start != i)
+ draw_line_segment( stage, header, start / length, i / length );
+ }
+ else {
+ start = i;
+ }
+ state = result;
+ }
+ }
+
+ if (state && start < length)
+ draw_line_segment( stage, header, start / length, 1.0 );
+
+ stipple->counter += length;
+}
+
+
+
+static void stipple_begin( struct clip_pipe_stage *stage )
+{
+ struct stipple_stage *stipple = stipple_stage(stage);
+ struct clip_context *draw = stage->pipe->draw;
+
+ if (stage->pipe->draw->vb_state.clipped_prims)
+ stipple->hw_data_offset = 16;
+ else
+ stipple->hw_data_offset = 0;
+
+ stipple->stage.tri = clip_passthrough_tri;
+ stipple->stage.point = clip_passthrough_point;
+
+ stipple->stage.line = stipple_line;
+ stipple->factor = draw->state.line_stipple_factor + 1;
+ stipple->pattern = draw->state.line_stipple_pattern;
+
+ stage->next->begin( stage->next );
+}
+
+
+
+static void stipple_end( struct clip_pipe_stage *stage )
+{
+ stage->next->end( stage->next );
+}
+
+struct clip_pipe_stage *clip_pipe_stipple( struct clip_pipeline *pipe )
+{
+ struct stipple_stage *stipple = CALLOC_STRUCT(stipple_stage);
+
+ clip_pipe_alloc_tmps( &stipple->stage, 4 );
+
+ stipple->stage.pipe = pipe;
+ stipple->stage.next = NULL;
+ stipple->stage.begin = stipple_begin;
+ stipple->stage.point = clip_passthrough_point;
+ stipple->stage.line = stipple_line;
+ stipple->stage.tri = clip_passthrough_tri;
+ stipple->stage.reset_tmps = clip_pipe_reset_tmps;
+ stipple->stage.end = stipple_end;
+
+ return &stipple->stage;
+}
--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * 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
+ * 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.
+ *
+ **************************************************************************/
+
+/* Authors: Keith Whitwell <keith@tungstengraphics.com>
+ */
+#include "pipe/p_util.h"
+#include "pipe/p_defines.h"
+#include "draw_private.h"
+
+
+
+struct wide_stage {
+ struct draw_stage stage;
+
+ unsigned hw_data_offset;
+
+ float half_line_width;
+ float half_point_size;
+};
+
+
+
+static INLINE struct wide_stage *wide_stage( struct draw_stage *stage )
+{
+ return (struct wide_stage *)stage;
+}
+
+
+
+
+
+static void tri( struct draw_stage *next,
+ struct vertex_header *v0,
+ struct vertex_header *v1,
+ struct vertex_header *v2 )
+{
+ struct prim_header tmp;
+
+ tmp.det = 1.0;
+ tmp.v[0] = v0;
+ tmp.v[1] = v1;
+ tmp.v[2] = v2;
+ next->tri( next, &tmp );
+}
+
+static void quad( struct draw_stage *next,
+ struct vertex_header *v0,
+ struct vertex_header *v1,
+ struct vertex_header *v2,
+ struct vertex_header *v3 )
+{
+ /* XXX: Need to disable tri-stipple
+ */
+ tri( next, v0, v1, v3 );
+ tri( next, v2, v0, v3 );
+}
+
+static void wide_line( struct draw_stage *stage,
+ struct prim_header *header )
+{
+ struct wide_stage *wide = wide_stage(stage);
+ unsigned hw_data_offset = wide->hw_data_offset;
+ float half_width = wide->half_line_width;
+
+ struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
+ struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
+ struct vertex_header *v2 = dup_vert(stage, header->v[1], 2);
+ struct vertex_header *v3 = dup_vert(stage, header->v[1], 3);
+
+ float *pos0 = (float *)&(v0->data[hw_data_offset]);
+ float *pos1 = (float *)&(v1->data[hw_data_offset]);
+ float *pos2 = (float *)&(v2->data[hw_data_offset]);
+ float *pos3 = (float *)&(v3->data[hw_data_offset]);
+
+ float dx = FABSF(pos0[0] - pos2[0]);
+ float dy = FABSF(pos0[1] - pos2[1]);
+
+ if (dx > dy) {
+ pos0[1] -= half_width;
+ pos1[1] += half_width;
+ pos2[1] -= half_width;
+ pos3[1] += half_width;
+ }
+ else {
+ pos0[0] -= half_width;
+ pos1[0] += half_width;
+ pos2[0] -= half_width;
+ pos3[0] += half_width;
+ }
+
+ quad( stage->next, v0, v1, v2, v3 );
+}
+
+
+static void make_wide_point( struct draw_stage *stage,
+ const struct vertex_header *vin,
+ struct vertex_header *v[] )
+{
+ struct wide_stage *wide = wide_stage(stage);
+ unsigned hw_data_offset = wide->hw_data_offset;
+ float half_size = wide->half_point_size;
+ float *pos[4];
+
+ v[0] = dup_vert(stage, vin, 0);
+ pos[0] = (float *)&(v[0]->data[hw_data_offset]);
+
+ /* Probably not correct:
+ */
+ pos[0][0] = pos[0][0];
+ pos[0][1] = pos[0][1] - .5;
+
+ v[1] = dup_vert(stage, v[0], 1);
+ v[2] = dup_vert(stage, v[0], 2);
+ v[3] = dup_vert(stage, v[0], 3);
+
+ pos[1] = (float *)&(v[1]->data[hw_data_offset]);
+ pos[2] = (float *)&(v[2]->data[hw_data_offset]);
+ pos[3] = (float *)&(v[3]->data[hw_data_offset]);
+
+ _mesa_printf("point %f %f, %f\n", pos[0][0], pos[0][1], half_size);
+
+ pos[0][0] -= half_size;
+ pos[0][1] -= half_size;
+
+ pos[1][0] -= half_size;
+ pos[1][1] += half_size;
+
+ pos[2][0] += half_size;
+ pos[2][1] -= half_size;
+
+ pos[3][0] += half_size;
+ pos[3][1] += half_size;
+
+// quad( stage->next, v[0], v[1], v[2], v[3] );
+}
+
+static void wide_point( struct draw_stage *stage,
+ struct prim_header *header )
+{
+ struct vertex_header *v[4];
+ make_wide_point(stage, header->v[0], v );
+ quad( stage->next, v[0], v[1], v[2], v[3] );
+}
+
+
+static void set_texcoord( struct vertex_fetch *vf,
+ struct vertex_header *v,
+ const float *val )
+{
+ GLubyte *dst = (GLubyte *)v;
+ const struct vf_attr *a = vf->attr;
+ const unsigned attr_count = vf->attr_count;
+ unsigned j;
+
+ /* XXX: precompute which attributes need to be set.
+ */
+ for (j = 1; j < attr_count; j++) {
+ if (a[j].attrib >= VF_ATTRIB_TEX0 &&
+ a[j].attrib <= VF_ATTRIB_TEX7)
+ a[j].insert[4-1]( &a[j], dst + a[j].vertoffset, val );
+ }
+}
+
+
+
+/* If there are lots of sprite points (and why wouldn't there be?) it
+ * would probably be more sensible to change hardware setup to
+ * optimize this rather than doing the whole thing in software like
+ * this.
+ */
+static void sprite_point( struct draw_stage *stage,
+ struct prim_header *header )
+{
+ struct vertex_header *v[4];
+ struct vertex_fetch *vf = stage->pipe->draw->vb.vf;
+
+ static const float tex00[4] = { 0, 0, 0, 1 };
+ static const float tex01[4] = { 0, 1, 0, 1 };
+ static const float tex11[4] = { 1, 1, 0, 1 };
+ static const float tex10[4] = { 1, 0, 0, 1 };
+
+ make_wide_point(stage, header->v[0], &v[0] );
+
+ set_texcoord( vf, v[0], tex00 );
+ set_texcoord( vf, v[1], tex01 );
+ set_texcoord( vf, v[2], tex10 );
+ set_texcoord( vf, v[3], tex11 );
+
+ quad( stage->next, v[0], v[1], v[2], v[3] );
+}
+
+
+
+static void wide_begin( struct draw_stage *stage )
+{
+ struct wide_stage *wide = wide_stage(stage);
+ struct clip_context *draw = stage->pipe->draw;
+
+ if (draw->vb_state.clipped_prims)
+ wide->hw_data_offset = 16;
+ else
+ wide->hw_data_offset = 0;
+
+ wide->half_point_size = draw->state.point_size / 2;
+ wide->half_line_width = draw->state.line_width / 2;
+
+ if (draw->state.line_width != 1.0) {
+ wide->stage.line = wide_line;
+ }
+ else {
+ wide->stage.line = clip_passthrough_line;
+ }
+
+ if (draw->state.point_sprite) {
+ wide->stage.point = sprite_point;
+ }
+ else if (draw->state.point_size != 1.0) {
+ wide->stage.point = wide_point;
+ }
+ else {
+ wide->stage.point = clip_passthrough_point;
+ }
+
+
+ stage->next->begin( stage->next );
+}
+
+
+
+static void wide_end( struct draw_stage *stage )
+{
+ stage->next->end( stage->next );
+}
+
+struct draw_stage *clip_pipe_wide( struct clip_pipeline *pipe )
+{
+ struct wide_stage *wide = CALLOC_STRUCT(wide_stage);
+
+ clip_pipe_alloc_tmps( &wide->stage, 4 );
+
+ wide->stage.pipe = pipe;
+ wide->stage.next = NULL;
+ wide->stage.begin = wide_begin;
+ wide->stage.point = wide_point;
+ wide->stage.line = wide_line;
+ wide->stage.tri = clip_passthrough_tri;
+ wide->stage.reset_tmps = clip_pipe_reset_tmps;
+ wide->stage.end = wide_end;
+
+ return &wide->stage;
+}