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/**************************************************************************
*
* 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>
*/
/**
* Notes on wide points and sprite mode:
*
* In wide point/sprite mode we effectively need to convert each incoming
* vertex into four outgoing vertices specifying the corners of a quad.
* Since we don't (yet) have geometry shaders, we have to handle this here
* in the draw module.
*
* For sprites, it also means that this is where we have to handle texcoords
* for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
* if/how enabled texcoords are automatically generated for sprites. We pass
* that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
* array.
*
* Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
* here as well. This is basically an additional texture/generic attribute
* that varies .x from 0 to 1 horizontally across the point and varies .y
* vertically from 0 to 1 down the sprite.
*
* With geometry shaders, the state tracker could create a GS to do
* most/all of this.
*/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "draw_vs.h"
#include "draw_pipe.h"
struct widepoint_stage {
struct draw_stage stage;
float half_point_size;
float point_size_min;
float point_size_max;
float xbias;
float ybias;
uint texcoord_slot[PIPE_MAX_SHADER_OUTPUTS];
uint texcoord_mode[PIPE_MAX_SHADER_OUTPUTS];
uint num_texcoords;
int psize_slot;
int point_coord_fs_input; /**< input for pointcoord */
};
static INLINE struct widepoint_stage *
widepoint_stage( struct draw_stage *stage )
{
return (struct widepoint_stage *)stage;
}
/**
* Set the vertex texcoords for sprite mode.
* Coords may be left untouched or set to a right-side-up or upside-down
* orientation.
*/
static void set_texcoords(const struct widepoint_stage *wide,
struct vertex_header *v, const float tc[4])
{
uint i;
for (i = 0; i < wide->num_texcoords; i++) {
if (wide->texcoord_mode[i] != PIPE_SPRITE_COORD_NONE) {
uint j = wide->texcoord_slot[i];
v->data[j][0] = tc[0];
if (wide->texcoord_mode[i] == PIPE_SPRITE_COORD_LOWER_LEFT)
v->data[j][1] = 1.0f - tc[1];
else
v->data[j][1] = tc[1];
v->data[j][2] = tc[2];
v->data[j][3] = tc[3];
}
}
if (wide->point_coord_fs_input >= 0) {
/* put gl_PointCoord into the extra vertex slot */
uint slot = wide->stage.draw->extra_vp_outputs.slot;
v->data[slot][0] = tc[0];
v->data[slot][1] = tc[1];
v->data[slot][2] = 0.0F;
v->data[slot][3] = 1.0F;
}
}
/* 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 widepoint_point( struct draw_stage *stage,
struct prim_header *header )
{
const struct widepoint_stage *wide = widepoint_stage(stage);
const unsigned pos = stage->draw->vs.position_output;
const boolean sprite = (boolean) stage->draw->rasterizer->point_sprite;
float half_size;
float left_adj, right_adj, bot_adj, top_adj;
struct prim_header tri;
/* four dups of original vertex */
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[0], 2);
struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
float *pos0 = v0->data[pos];
float *pos1 = v1->data[pos];
float *pos2 = v2->data[pos];
float *pos3 = v3->data[pos];
/* point size is either per-vertex or fixed size */
if (wide->psize_slot >= 0) {
half_size = header->v[0]->data[wide->psize_slot][0];
/* XXX: temporary -- do this in the vertex shader??
*/
half_size = CLAMP(half_size,
wide->point_size_min,
wide->point_size_max);
half_size *= 0.5f;
}
else {
half_size = wide->half_point_size;
}
left_adj = -half_size + wide->xbias;
right_adj = half_size + wide->xbias;
bot_adj = half_size + wide->ybias;
top_adj = -half_size + wide->ybias;
pos0[0] += left_adj;
pos0[1] += top_adj;
pos1[0] += left_adj;
pos1[1] += bot_adj;
pos2[0] += right_adj;
pos2[1] += top_adj;
pos3[0] += right_adj;
pos3[1] += bot_adj;
if (sprite) {
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 };
set_texcoords( wide, v0, tex00 );
set_texcoords( wide, v1, tex01 );
set_texcoords( wide, v2, tex10 );
set_texcoords( wide, v3, tex11 );
}
tri.det = header->det; /* only the sign matters */
tri.v[0] = v0;
tri.v[1] = v2;
tri.v[2] = v3;
stage->next->tri( stage->next, &tri );
tri.v[0] = v0;
tri.v[1] = v3;
tri.v[2] = v1;
stage->next->tri( stage->next, &tri );
}
static int
find_pntc_input_attrib(struct draw_context *draw)
{
/* Scan the fragment program's input decls to find the pointcoord
* attribute. The xy components will store the point coord.
*/
return 0; /* XXX fix this */
}
static void widepoint_first_point( struct draw_stage *stage,
struct prim_header *header )
{
struct widepoint_stage *wide = widepoint_stage(stage);
struct draw_context *draw = stage->draw;
wide->half_point_size = 0.5f * draw->rasterizer->point_size;
wide->point_size_min = draw->rasterizer->point_size_min;
wide->point_size_max = draw->rasterizer->point_size_max;
wide->xbias = 0.0;
wide->ybias = 0.0;
if (draw->rasterizer->gl_rasterization_rules) {
wide->xbias = 0.125;
}
/* XXX we won't know the real size if it's computed by the vertex shader! */
if ((draw->rasterizer->point_size > draw->pipeline.wide_point_threshold) ||
(draw->rasterizer->point_sprite && draw->pipeline.point_sprite)) {
stage->point = widepoint_point;
}
else {
stage->point = draw_pipe_passthrough_point;
}
if (draw->rasterizer->point_sprite) {
/* find vertex shader texcoord outputs */
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
uint i, j = 0;
for (i = 0; i < vs->info.num_outputs; i++) {
if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
wide->texcoord_slot[j] = i;
wide->texcoord_mode[j] = draw->rasterizer->sprite_coord_mode[j];
j++;
}
}
wide->num_texcoords = j;
/* find fragment shader PointCoord input */
wide->point_coord_fs_input = find_pntc_input_attrib(draw);
/* setup extra vp output (point coord implemented as a texcoord) */
draw->extra_vp_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;
draw->extra_vp_outputs.semantic_index = 0;
draw->extra_vp_outputs.slot = draw->vs.num_vs_outputs;
}
else {
wide->point_coord_fs_input = -1;
draw->extra_vp_outputs.slot = 0;
}
wide->psize_slot = -1;
if (draw->rasterizer->point_size_per_vertex) {
/* find PSIZ vertex output */
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
uint i;
for (i = 0; i < vs->info.num_outputs; i++) {
if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
wide->psize_slot = i;
break;
}
}
}
stage->point( stage, header );
}
static void widepoint_flush( struct draw_stage *stage, unsigned flags )
{
stage->point = widepoint_first_point;
stage->next->flush( stage->next, flags );
stage->draw->extra_vp_outputs.slot = 0;
}
static void widepoint_reset_stipple_counter( struct draw_stage *stage )
{
stage->next->reset_stipple_counter( stage->next );
}
static void widepoint_destroy( struct draw_stage *stage )
{
draw_free_temp_verts( stage );
FREE( stage );
}
struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
{
struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
if (wide == NULL)
goto fail;
if (!draw_alloc_temp_verts( &wide->stage, 4 ))
goto fail;
wide->stage.draw = draw;
wide->stage.name = "wide-point";
wide->stage.next = NULL;
wide->stage.point = widepoint_first_point;
wide->stage.line = draw_pipe_passthrough_line;
wide->stage.tri = draw_pipe_passthrough_tri;
wide->stage.flush = widepoint_flush;
wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
wide->stage.destroy = widepoint_destroy;
return &wide->stage;
fail:
if (wide)
wide->stage.destroy( &wide->stage );
return NULL;
}