From 1165ff1af1853c9f1156221e1225ed5fb92a4507 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 25 Mar 2013 22:02:47 -0600 Subject: [PATCH] llvmpipe: use triangle subdivision to avoid fixed-point overflow issues MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit If we're drawing to a surface that's 2048 x 2048 pixels or larger there's danger of fixed-point overflow in the triangle rasterization code. That leads to various rendering glitches. Rather than implement some intricate changes to the rasterization code, simply subdivide triangles into smaller subtriangles to avoid the issue. Only do this when the drawing surface is larger than 2048 by 2048. Reviewed-by: José Fonseca --- src/gallium/drivers/llvmpipe/lp_setup.c | 10 + .../drivers/llvmpipe/lp_setup_context.h | 1 + src/gallium/drivers/llvmpipe/lp_setup_tri.c | 175 ++++++++++++++++++ 3 files changed, 186 insertions(+) diff --git a/src/gallium/drivers/llvmpipe/lp_setup.c b/src/gallium/drivers/llvmpipe/lp_setup.c index 299fd65ff06..c119395a9d6 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup.c +++ b/src/gallium/drivers/llvmpipe/lp_setup.c @@ -1010,6 +1010,16 @@ try_update_scene_state( struct lp_setup_context *setup ) u_rect_possible_intersection(&setup->scissor, &setup->draw_region); } + /* If the framebuffer is large we have to think about fixed-point + * integer overflow. For 2K by 2K images, coordinates need 15 bits + * (2^11 + 4 subpixel bits). The product of two such numbers would + * use 30 bits. Any larger and we could overflow a 32-bit int. + * + * To cope with this problem we check if triangles are large and + * subdivide them if needed. + */ + setup->subdivide_large_triangles = (setup->fb.width > 2048 && + setup->fb.height > 2048); } setup->dirty = 0; diff --git a/src/gallium/drivers/llvmpipe/lp_setup_context.h b/src/gallium/drivers/llvmpipe/lp_setup_context.h index 0e2de648a91..b72831bf0e4 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup_context.h +++ b/src/gallium/drivers/llvmpipe/lp_setup_context.h @@ -91,6 +91,7 @@ struct lp_setup_context struct lp_fence *last_fence; struct llvmpipe_query *active_query[PIPE_QUERY_TYPES]; + boolean subdivide_large_triangles; boolean flatshade_first; boolean ccw_is_frontface; boolean scissor_test; diff --git a/src/gallium/drivers/llvmpipe/lp_setup_tri.c b/src/gallium/drivers/llvmpipe/lp_setup_tri.c index 45ac6a79ada..cf3d536eb1d 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup_tri.c +++ b/src/gallium/drivers/llvmpipe/lp_setup_tri.c @@ -865,6 +865,166 @@ rotate_fixed_position_12( struct fixed_position* position ) } +typedef void (*triangle_func_t)(struct lp_setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4]); + + +/** + * Subdivide this triangle by bisecting edge (v0, v1). + * \param pv the provoking vertex (must = v0 or v1 or v2) + */ +static void +subdiv_tri(struct lp_setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4], + const float (*pv)[4], + triangle_func_t tri) +{ + unsigned n = setup->fs.current.variant->shader->info.base.num_inputs + 1; + const struct lp_shader_input *inputs = + setup->fs.current.variant->shader->inputs; + float vmid[PIPE_MAX_ATTRIBS][4]; + const float (*vm)[4] = (const float (*)[4]) vmid; + unsigned i; + float w0, w1, wm; + boolean flatshade = setup->fs.current.variant->key.flatshade; + + /* find position midpoint (attrib[0] = position) */ + vmid[0][0] = 0.5f * (v1[0][0] + v0[0][0]); + vmid[0][1] = 0.5f * (v1[0][1] + v0[0][1]); + vmid[0][2] = 0.5f * (v1[0][2] + v0[0][2]); + vmid[0][3] = 0.5f * (v1[0][3] + v0[0][3]); + + w0 = v0[0][3]; + w1 = v1[0][3]; + wm = vmid[0][3]; + + /* interpolate other attributes */ + for (i = 1; i < n; i++) { + if ((inputs[i - 1].interp == LP_INTERP_COLOR && flatshade) || + inputs[i - 1].interp == LP_INTERP_CONSTANT) { + /* copy the provoking vertex's attribute */ + vmid[i][0] = pv[i][0]; + vmid[i][1] = pv[i][1]; + vmid[i][2] = pv[i][2]; + vmid[i][3] = pv[i][3]; + } + else { + /* interpolate with perspective correction (for linear too) */ + vmid[i][0] = 0.5f * (v1[i][0] * w1 + v0[i][0] * w0) / wm; + vmid[i][1] = 0.5f * (v1[i][1] * w1 + v0[i][1] * w0) / wm; + vmid[i][2] = 0.5f * (v1[i][2] * w1 + v0[i][2] * w0) / wm; + vmid[i][3] = 0.5f * (v1[i][3] * w1 + v0[i][3] * w0) / wm; + } + } + + /* handling flat shading and first vs. last provoking vertex is a + * little tricky... + */ + if (pv == v0) { + if (setup->flatshade_first) { + /* first vertex must be v0 or vm */ + tri(setup, v0, vm, v2); + tri(setup, vm, v1, v2); + } + else { + /* last vertex must be v0 or vm */ + tri(setup, vm, v2, v0); + tri(setup, v1, v2, vm); + } + } + else if (pv == v1) { + if (setup->flatshade_first) { + tri(setup, vm, v2, v0); + tri(setup, v1, v2, vm); + } + else { + tri(setup, v2, v0, vm); + tri(setup, v2, vm, v1); + } + } + else { + if (setup->flatshade_first) { + tri(setup, v2, v0, vm); + tri(setup, v2, vm, v1); + } + else { + tri(setup, v0, vm, v2); + tri(setup, vm, v1, v2); + } + } +} + + +/** + * Check the lengths of the edges of the triangle. If any edge is too + * long, subdivide the longest edge and draw two sub-triangles. + * Note: this may be called recursively. + * \return TRUE if triangle was subdivided, FALSE otherwise + */ +static boolean +check_subdivide_triangle(struct lp_setup_context *setup, + const float (*v0)[4], + const float (*v1)[4], + const float (*v2)[4], + triangle_func_t tri) +{ + const float maxLen = 2048.0f; /* longest permissible edge, in pixels */ + float dx10, dy10, len10; + float dx21, dy21, len21; + float dx02, dy02, len02; + const float (*pv)[4] = setup->flatshade_first ? v0 : v2; + + /* compute lengths of triangle edges, squared */ + dx10 = v1[0][0] - v0[0][0]; + dy10 = v1[0][1] - v0[0][1]; + len10 = dx10 * dx10 + dy10 * dy10; + + dx21 = v2[0][0] - v1[0][0]; + dy21 = v2[0][1] - v1[0][1]; + len21 = dx21 * dx21 + dy21 * dy21; + + dx02 = v0[0][0] - v2[0][0]; + dy02 = v0[0][1] - v2[0][1]; + len02 = dx02 * dx02 + dy02 * dy02; + + /* Look for longest the edge that's longer than maxLen. If we find + * such an edge, split the triangle using the midpoint of that edge. + * Note: it's important to split the longest edge, not just any edge + * that's longer than maxLen. Otherwise, we can get into a degenerate + * situation and recurse indefinitely. + */ + if (len10 > maxLen * maxLen && + len10 >= len21 && + len10 >= len02) { + /* subdivide v0, v1 edge */ + subdiv_tri(setup, v0, v1, v2, pv, tri); + return TRUE; + } + + if (len21 > maxLen * maxLen && + len21 >= len10 && + len21 >= len02) { + /* subdivide v1, v2 edge */ + subdiv_tri(setup, v1, v2, v0, pv, tri); + return TRUE; + } + + if (len02 > maxLen * maxLen && + len02 >= len21 && + len02 >= len10) { + /* subdivide v2, v0 edge */ + subdiv_tri(setup, v2, v0, v1, pv, tri); + return TRUE; + } + + return FALSE; +} + + /** * Draw triangle if it's CW, cull otherwise. */ @@ -874,6 +1034,11 @@ static void triangle_cw( struct lp_setup_context *setup, const float (*v2)[4] ) { struct fixed_position position; + + if (setup->subdivide_large_triangles && + check_subdivide_triangle(setup, v0, v1, v2, triangle_cw)) + return; + calc_fixed_position(setup, &position, v0, v1, v2); if (position.area < 0) { @@ -894,6 +1059,11 @@ static void triangle_ccw( struct lp_setup_context *setup, const float (*v2)[4]) { struct fixed_position position; + + if (setup->subdivide_large_triangles && + check_subdivide_triangle(setup, v0, v1, v2, triangle_ccw)) + return; + calc_fixed_position(setup, &position, v0, v1, v2); if (position.area > 0) @@ -909,6 +1079,11 @@ static void triangle_both( struct lp_setup_context *setup, const float (*v2)[4] ) { struct fixed_position position; + + if (setup->subdivide_large_triangles && + check_subdivide_triangle(setup, v0, v1, v2, triangle_both)) + return; + calc_fixed_position(setup, &position, v0, v1, v2); if (0) { -- 2.30.2