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3770 Serge 1
/**************************************************************************
2
 *
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 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
13
 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
27
 
28
/* Authors:  Keith Whitwell 
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.
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 * Since we don't (yet) have geometry shaders, we have to handle this here
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 * in the draw module.
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 *
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 * For sprites, it also means that this is where we have to handle texcoords
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 * for the vertices of the quad.  OpenGL's GL_COORD_REPLACE state specifies
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 * if/how enabled texcoords are automatically generated for sprites.  We pass
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 * that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
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 * array.
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 *
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 * Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
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 * here as well.  This is basically an additional texture/generic attribute
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 * that varies .x from 0 to 1 horizontally across the point and varies .y
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 * vertically from 0 to 1 down the sprite.
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 *
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 * With geometry shaders, the state tracker could create a GS to do
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 * most/all of this.
52
 */
53
 
54
 
55
#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_shader_tokens.h"
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#include "draw_fs.h"
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#include "draw_vs.h"
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#include "draw_pipe.h"
64
 
65
 
66
struct widepoint_stage {
67
   struct draw_stage stage;  /**< base class */
68
 
69
   float half_point_size;
70
 
71
   float xbias;
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   float ybias;
73
 
74
   /** for automatic texcoord generation/replacement */
75
   uint num_texcoord_gen;
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   uint texcoord_gen_slot[PIPE_MAX_SHADER_OUTPUTS];
77
 
78
   /* TGSI_SEMANTIC to which sprite_coord_enable applies */
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   unsigned sprite_coord_semantic;
80
 
81
   int psize_slot;
82
};
83
 
84
 
85
 
86
static INLINE struct widepoint_stage *
87
widepoint_stage( struct draw_stage *stage )
88
{
89
   return (struct widepoint_stage *)stage;
90
}
91
 
92
 
93
/**
94
 * Set the vertex texcoords for sprite mode.
95
 * Coords may be left untouched or set to a right-side-up or upside-down
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 * orientation.
97
 */
98
static void set_texcoords(const struct widepoint_stage *wide,
99
                          struct vertex_header *v, const float tc[4])
100
{
101
   const struct draw_context *draw = wide->stage.draw;
102
   const struct pipe_rasterizer_state *rast = draw->rasterizer;
103
   const uint texcoord_mode = rast->sprite_coord_mode;
104
   uint i;
105
 
106
   for (i = 0; i < wide->num_texcoord_gen; i++) {
107
      const uint slot = wide->texcoord_gen_slot[i];
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      v->data[slot][0] = tc[0];
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      if (texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
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         v->data[slot][1] = 1.0f - tc[1];
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      else
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         v->data[slot][1] = tc[1];
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      v->data[slot][2] = tc[2];
114
      v->data[slot][3] = tc[3];
115
   }
116
}
117
 
118
 
119
/* If there are lots of sprite points (and why wouldn't there be?) it
120
 * would probably be more sensible to change hardware setup to
121
 * optimize this rather than doing the whole thing in software like
122
 * this.
123
 */
124
static void widepoint_point( struct draw_stage *stage,
125
                             struct prim_header *header )
126
{
127
   const struct widepoint_stage *wide = widepoint_stage(stage);
128
   const unsigned pos = draw_current_shader_position_output(stage->draw);
129
   const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization;
130
   float half_size;
131
   float left_adj, right_adj, bot_adj, top_adj;
132
 
133
   struct prim_header tri;
134
 
135
   /* four dups of original vertex */
136
   struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
137
   struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
138
   struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
139
   struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
140
 
141
   float *pos0 = v0->data[pos];
142
   float *pos1 = v1->data[pos];
143
   float *pos2 = v2->data[pos];
144
   float *pos3 = v3->data[pos];
145
 
146
   /* point size is either per-vertex or fixed size */
147
   if (wide->psize_slot >= 0) {
148
      half_size = header->v[0]->data[wide->psize_slot][0];
149
      half_size *= 0.5f;
150
   }
151
   else {
152
      half_size = wide->half_point_size;
153
   }
154
 
155
   left_adj = -half_size + wide->xbias;
156
   right_adj = half_size + wide->xbias;
157
   bot_adj = half_size + wide->ybias;
158
   top_adj = -half_size + wide->ybias;
159
 
160
   pos0[0] += left_adj;
161
   pos0[1] += top_adj;
162
 
163
   pos1[0] += left_adj;
164
   pos1[1] += bot_adj;
165
 
166
   pos2[0] += right_adj;
167
   pos2[1] += top_adj;
168
 
169
   pos3[0] += right_adj;
170
   pos3[1] += bot_adj;
171
 
172
   if (sprite) {
173
      static const float tex00[4] = { 0, 0, 0, 1 };
174
      static const float tex01[4] = { 0, 1, 0, 1 };
175
      static const float tex11[4] = { 1, 1, 0, 1 };
176
      static const float tex10[4] = { 1, 0, 0, 1 };
177
      set_texcoords( wide, v0, tex00 );
178
      set_texcoords( wide, v1, tex01 );
179
      set_texcoords( wide, v2, tex10 );
180
      set_texcoords( wide, v3, tex11 );
181
   }
182
 
183
   tri.det = header->det;  /* only the sign matters */
184
   tri.v[0] = v0;
185
   tri.v[1] = v2;
186
   tri.v[2] = v3;
187
   stage->next->tri( stage->next, &tri );
188
 
189
   tri.v[0] = v0;
190
   tri.v[1] = v3;
191
   tri.v[2] = v1;
192
   stage->next->tri( stage->next, &tri );
193
}
194
 
195
 
196
static void
197
widepoint_first_point(struct draw_stage *stage,
198
                      struct prim_header *header)
199
{
200
   struct widepoint_stage *wide = widepoint_stage(stage);
201
   struct draw_context *draw = stage->draw;
202
   struct pipe_context *pipe = draw->pipe;
203
   const struct pipe_rasterizer_state *rast = draw->rasterizer;
204
   void *r;
205
 
206
   wide->half_point_size = 0.5f * rast->point_size;
207
   wide->xbias = 0.0;
208
   wide->ybias = 0.0;
209
 
210
   if (rast->half_pixel_center) {
211
      wide->xbias = 0.125;
212
      wide->ybias = -0.125;
213
   }
214
 
215
   /* Disable triangle culling, stippling, unfilled mode etc. */
216
   r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade);
217
   draw->suspend_flushing = TRUE;
218
   pipe->bind_rasterizer_state(pipe, r);
219
   draw->suspend_flushing = FALSE;
220
 
221
   /* XXX we won't know the real size if it's computed by the vertex shader! */
222
   if ((rast->point_size > draw->pipeline.wide_point_threshold) ||
223
       (rast->point_quad_rasterization && draw->pipeline.point_sprite)) {
224
      stage->point = widepoint_point;
225
   }
226
   else {
227
      stage->point = draw_pipe_passthrough_point;
228
   }
229
 
230
   draw_remove_extra_vertex_attribs(draw);
231
 
232
   if (rast->point_quad_rasterization) {
233
      const struct draw_fragment_shader *fs = draw->fs.fragment_shader;
234
      uint i;
235
 
236
      assert(fs);
237
 
238
      wide->num_texcoord_gen = 0;
239
 
240
      /* Loop over fragment shader inputs looking for the PCOORD input or inputs
241
       * for which bit 'k' in sprite_coord_enable is set.
242
       */
243
      for (i = 0; i < fs->info.num_inputs; i++) {
244
         int slot;
245
         const unsigned sn = fs->info.input_semantic_name[i];
246
         const unsigned si = fs->info.input_semantic_index[i];
247
 
248
         if (sn == wide->sprite_coord_semantic) {
249
            /* Note that sprite_coord_enable is a bitfield of 32 bits. */
250
            if (si >= 32 || !(rast->sprite_coord_enable & (1 << si)))
251
               continue;
252
         } else if (sn != TGSI_SEMANTIC_PCOORD) {
253
            continue;
254
         }
255
 
256
         /* OK, this generic attribute needs to be replaced with a
257
          * sprite coord (see above).
258
          */
259
         slot = draw_alloc_extra_vertex_attrib(draw, sn, si);
260
 
261
         /* add this slot to the texcoord-gen list */
262
         wide->texcoord_gen_slot[wide->num_texcoord_gen++] = slot;
263
      }
264
   }
265
 
266
   wide->psize_slot = -1;
267
   if (rast->point_size_per_vertex) {
268
      /* find PSIZ vertex output */
269
      const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
270
      uint i;
271
      for (i = 0; i < vs->info.num_outputs; i++) {
272
         if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
273
            wide->psize_slot = i;
274
            break;
275
         }
276
      }
277
   }
278
 
279
   stage->point( stage, header );
280
}
281
 
282
 
283
static void widepoint_flush( struct draw_stage *stage, unsigned flags )
284
{
285
   struct draw_context *draw = stage->draw;
286
   struct pipe_context *pipe = draw->pipe;
287
 
288
   stage->point = widepoint_first_point;
289
   stage->next->flush( stage->next, flags );
290
 
291
   draw_remove_extra_vertex_attribs(draw);
292
 
293
   /* restore original rasterizer state */
294
   if (draw->rast_handle) {
295
      draw->suspend_flushing = TRUE;
296
      pipe->bind_rasterizer_state(pipe, draw->rast_handle);
297
      draw->suspend_flushing = FALSE;
298
   }
299
}
300
 
301
 
302
static void widepoint_reset_stipple_counter( struct draw_stage *stage )
303
{
304
   stage->next->reset_stipple_counter( stage->next );
305
}
306
 
307
 
308
static void widepoint_destroy( struct draw_stage *stage )
309
{
310
   draw_free_temp_verts( stage );
311
   FREE( stage );
312
}
313
 
314
 
315
struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
316
{
317
   struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
318
   if (wide == NULL)
319
      goto fail;
320
 
321
   wide->stage.draw = draw;
322
   wide->stage.name = "wide-point";
323
   wide->stage.next = NULL;
324
   wide->stage.point = widepoint_first_point;
325
   wide->stage.line = draw_pipe_passthrough_line;
326
   wide->stage.tri = draw_pipe_passthrough_tri;
327
   wide->stage.flush = widepoint_flush;
328
   wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
329
   wide->stage.destroy = widepoint_destroy;
330
 
331
   if (!draw_alloc_temp_verts( &wide->stage, 4 ))
332
      goto fail;
333
 
334
   wide->sprite_coord_semantic =
335
      draw->pipe->screen->get_param(draw->pipe->screen, PIPE_CAP_TGSI_TEXCOORD)
336
      ?
337
      TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
338
 
339
   return &wide->stage;
340
 
341
 fail:
342
   if (wide)
343
      wide->stage.destroy( &wide->stage );
344
 
345
   return NULL;
346
}