Merge branch 'mesa_7_7_branch'
[mesa.git] / src / gallium / auxiliary / draw / draw_pipe_wide_point.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /* Authors: Keith Whitwell <keith@tungstengraphics.com>
29 */
30
31 /**
32 * Notes on wide points and sprite mode:
33 *
34 * In wide point/sprite mode we effectively need to convert each incoming
35 * vertex into four outgoing vertices specifying the corners of a quad.
36 * Since we don't (yet) have geometry shaders, we have to handle this here
37 * in the draw module.
38 *
39 * For sprites, it also means that this is where we have to handle texcoords
40 * for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
41 * if/how enabled texcoords are automatically generated for sprites. We pass
42 * that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
43 * array.
44 *
45 * Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
46 * here as well. This is basically an additional texture/generic attribute
47 * that varies .x from 0 to 1 horizontally across the point and varies .y
48 * vertically from 0 to 1 down the sprite.
49 *
50 * With geometry shaders, the state tracker could create a GS to do
51 * most/all of this.
52 */
53
54
55 #include "util/u_math.h"
56 #include "util/u_memory.h"
57 #include "pipe/p_defines.h"
58 #include "pipe/p_shader_tokens.h"
59 #include "draw_vs.h"
60 #include "draw_pipe.h"
61
62
63 struct widepoint_stage {
64 struct draw_stage stage;
65
66 float half_point_size;
67 float point_size_min;
68 float point_size_max;
69
70 float xbias;
71 float ybias;
72
73 uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS];
74 uint texcoord_mode[PIPE_MAX_SHADER_OUTPUTS];
75 uint num_texcoords;
76
77 int psize_slot;
78
79 int point_coord_fs_input; /**< input for pointcoord */
80 };
81
82
83
84 static INLINE struct widepoint_stage *
85 widepoint_stage( struct draw_stage *stage )
86 {
87 return (struct widepoint_stage *)stage;
88 }
89
90
91 /**
92 * Set the vertex texcoords for sprite mode.
93 * Coords may be left untouched or set to a right-side-up or upside-down
94 * orientation.
95 */
96 static void set_texcoords(const struct widepoint_stage *wide,
97 struct vertex_header *v, const float tc[4])
98 {
99 uint i;
100 for (i = 0; i < wide->num_texcoords; i++) {
101 if (wide->texcoord_mode[i] != PIPE_SPRITE_COORD_NONE) {
102 uint j = wide->texcoord_slot[i];
103 v->data[j][0] = tc[0];
104 if (wide->texcoord_mode[i] == PIPE_SPRITE_COORD_LOWER_LEFT)
105 v->data[j][1] = 1.0f - tc[1];
106 else
107 v->data[j][1] = tc[1];
108 v->data[j][2] = tc[2];
109 v->data[j][3] = tc[3];
110 }
111 }
112
113 if (wide->point_coord_fs_input >= 0) {
114 /* put gl_PointCoord into the extra vertex slot */
115 uint slot = wide->stage.draw->extra_shader_outputs.slot;
116 v->data[slot][0] = tc[0];
117 v->data[slot][1] = tc[1];
118 v->data[slot][2] = 0.0F;
119 v->data[slot][3] = 1.0F;
120 }
121 }
122
123
124 /* If there are lots of sprite points (and why wouldn't there be?) it
125 * would probably be more sensible to change hardware setup to
126 * optimize this rather than doing the whole thing in software like
127 * this.
128 */
129 static void widepoint_point( struct draw_stage *stage,
130 struct prim_header *header )
131 {
132 const struct widepoint_stage *wide = widepoint_stage(stage);
133 const unsigned pos = draw_current_shader_position_output(stage->draw);
134 const boolean sprite = (boolean) stage->draw->rasterizer->point_sprite;
135 float half_size;
136 float left_adj, right_adj, bot_adj, top_adj;
137
138 struct prim_header tri;
139
140 /* four dups of original vertex */
141 struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
142 struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
143 struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
144 struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
145
146 float *pos0 = v0->data[pos];
147 float *pos1 = v1->data[pos];
148 float *pos2 = v2->data[pos];
149 float *pos3 = v3->data[pos];
150
151 /* point size is either per-vertex or fixed size */
152 if (wide->psize_slot >= 0) {
153 half_size = header->v[0]->data[wide->psize_slot][0];
154
155 /* XXX: temporary -- do this in the vertex shader??
156 */
157 half_size = CLAMP(half_size,
158 wide->point_size_min,
159 wide->point_size_max);
160
161 half_size *= 0.5f;
162 }
163 else {
164 half_size = wide->half_point_size;
165 }
166
167 left_adj = -half_size + wide->xbias;
168 right_adj = half_size + wide->xbias;
169 bot_adj = half_size + wide->ybias;
170 top_adj = -half_size + wide->ybias;
171
172 pos0[0] += left_adj;
173 pos0[1] += top_adj;
174
175 pos1[0] += left_adj;
176 pos1[1] += bot_adj;
177
178 pos2[0] += right_adj;
179 pos2[1] += top_adj;
180
181 pos3[0] += right_adj;
182 pos3[1] += bot_adj;
183
184 if (sprite) {
185 static const float tex00[4] = { 0, 0, 0, 1 };
186 static const float tex01[4] = { 0, 1, 0, 1 };
187 static const float tex11[4] = { 1, 1, 0, 1 };
188 static const float tex10[4] = { 1, 0, 0, 1 };
189 set_texcoords( wide, v0, tex00 );
190 set_texcoords( wide, v1, tex01 );
191 set_texcoords( wide, v2, tex10 );
192 set_texcoords( wide, v3, tex11 );
193 }
194
195 tri.det = header->det; /* only the sign matters */
196 tri.v[0] = v0;
197 tri.v[1] = v2;
198 tri.v[2] = v3;
199 stage->next->tri( stage->next, &tri );
200
201 tri.v[0] = v0;
202 tri.v[1] = v3;
203 tri.v[2] = v1;
204 stage->next->tri( stage->next, &tri );
205 }
206
207
208 static int
209 find_pntc_input_attrib(struct draw_context *draw)
210 {
211 /* Scan the fragment program's input decls to find the pointcoord
212 * attribute. The xy components will store the point coord.
213 */
214 return 0; /* XXX fix this */
215 }
216
217
218 static void widepoint_first_point( struct draw_stage *stage,
219 struct prim_header *header )
220 {
221 struct widepoint_stage *wide = widepoint_stage(stage);
222 struct draw_context *draw = stage->draw;
223
224 wide->half_point_size = 0.5f * draw->rasterizer->point_size;
225 wide->point_size_min = draw->rasterizer->point_size_min;
226 wide->point_size_max = draw->rasterizer->point_size_max;
227 wide->xbias = 0.0;
228 wide->ybias = 0.0;
229
230 if (draw->rasterizer->gl_rasterization_rules) {
231 wide->xbias = 0.125;
232 }
233
234 /* XXX we won't know the real size if it's computed by the vertex shader! */
235 if ((draw->rasterizer->point_size > draw->pipeline.wide_point_threshold) ||
236 (draw->rasterizer->point_sprite && draw->pipeline.point_sprite)) {
237 stage->point = widepoint_point;
238 }
239 else {
240 stage->point = draw_pipe_passthrough_point;
241 }
242
243 if (draw->rasterizer->point_sprite) {
244 /* find vertex shader texcoord outputs */
245 const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
246 uint i, j = 0;
247 for (i = 0; i < vs->info.num_outputs; i++) {
248 if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
249 wide->texcoord_slot[j] = i;
250 wide->texcoord_mode[j] = draw->rasterizer->sprite_coord_mode[j];
251 j++;
252 }
253 }
254 wide->num_texcoords = j;
255
256 /* find fragment shader PointCoord input */
257 wide->point_coord_fs_input = find_pntc_input_attrib(draw);
258
259 /* setup extra vp output (point coord implemented as a texcoord) */
260 draw->extra_shader_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
261 draw->extra_shader_outputs.semantic_index = 0;
262 draw->extra_shader_outputs.slot = draw_current_shader_outputs(draw);
263 }
264 else {
265 wide->point_coord_fs_input = -1;
266 draw->extra_shader_outputs.slot = 0;
267 }
268
269 wide->psize_slot = -1;
270 if (draw->rasterizer->point_size_per_vertex) {
271 /* find PSIZ vertex output */
272 const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
273 uint i;
274 for (i = 0; i < vs->info.num_outputs; i++) {
275 if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
276 wide->psize_slot = i;
277 break;
278 }
279 }
280 }
281
282 stage->point( stage, header );
283 }
284
285
286 static void widepoint_flush( struct draw_stage *stage, unsigned flags )
287 {
288 stage->point = widepoint_first_point;
289 stage->next->flush( stage->next, flags );
290 stage->draw->extra_shader_outputs.slot = 0;
291 }
292
293
294 static void widepoint_reset_stipple_counter( struct draw_stage *stage )
295 {
296 stage->next->reset_stipple_counter( stage->next );
297 }
298
299
300 static void widepoint_destroy( struct draw_stage *stage )
301 {
302 draw_free_temp_verts( stage );
303 FREE( stage );
304 }
305
306
307 struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
308 {
309 struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
310 if (wide == NULL)
311 goto fail;
312
313 if (!draw_alloc_temp_verts( &wide->stage, 4 ))
314 goto fail;
315
316 wide->stage.draw = draw;
317 wide->stage.name = "wide-point";
318 wide->stage.next = NULL;
319 wide->stage.point = widepoint_first_point;
320 wide->stage.line = draw_pipe_passthrough_line;
321 wide->stage.tri = draw_pipe_passthrough_tri;
322 wide->stage.flush = widepoint_flush;
323 wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
324 wide->stage.destroy = widepoint_destroy;
325
326 return &wide->stage;
327
328 fail:
329 if (wide)
330 wide->stage.destroy( &wide->stage );
331
332 return NULL;
333 }