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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 "pipe/p_context.h"
56 #include "util/u_math.h"
57 #include "util/u_memory.h"
58 #include "pipe/p_defines.h"
59 #include "pipe/p_shader_tokens.h"
60 #include "draw_fs.h"
61 #include "draw_vs.h"
62 #include "draw_pipe.h"
63 
64 
65 struct widepoint_stage {
66    struct draw_stage stage;  /**< base class */
67 
68    float half_point_size;
69 
70    float xbias;
71    float ybias;
72 
73    /** for automatic texcoord generation/replacement */
74    uint num_texcoord_gen;
75    uint texcoord_gen_slot[PIPE_MAX_SHADER_OUTPUTS];
76 
77    int psize_slot;
78 };
79 
80 
81 
82 static INLINE struct widepoint_stage *
widepoint_stage(struct draw_stage * stage)83 widepoint_stage( struct draw_stage *stage )
84 {
85    return (struct widepoint_stage *)stage;
86 }
87 
88 
89 /**
90  * Set the vertex texcoords for sprite mode.
91  * Coords may be left untouched or set to a right-side-up or upside-down
92  * orientation.
93  */
set_texcoords(const struct widepoint_stage * wide,struct vertex_header * v,const float tc[4])94 static void set_texcoords(const struct widepoint_stage *wide,
95                           struct vertex_header *v, const float tc[4])
96 {
97    const struct draw_context *draw = wide->stage.draw;
98    const struct pipe_rasterizer_state *rast = draw->rasterizer;
99    const uint texcoord_mode = rast->sprite_coord_mode;
100    uint i;
101 
102    for (i = 0; i < wide->num_texcoord_gen; i++) {
103       const uint slot = wide->texcoord_gen_slot[i];
104       v->data[slot][0] = tc[0];
105       if (texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
106          v->data[slot][1] = 1.0f - tc[1];
107       else
108          v->data[slot][1] = tc[1];
109       v->data[slot][2] = tc[2];
110       v->data[slot][3] = tc[3];
111    }
112 }
113 
114 
115 /* If there are lots of sprite points (and why wouldn't there be?) it
116  * would probably be more sensible to change hardware setup to
117  * optimize this rather than doing the whole thing in software like
118  * this.
119  */
widepoint_point(struct draw_stage * stage,struct prim_header * header)120 static void widepoint_point( struct draw_stage *stage,
121                              struct prim_header *header )
122 {
123    const struct widepoint_stage *wide = widepoint_stage(stage);
124    const unsigned pos = draw_current_shader_position_output(stage->draw);
125    const boolean sprite = (boolean) stage->draw->rasterizer->point_quad_rasterization;
126    float half_size;
127    float left_adj, right_adj, bot_adj, top_adj;
128 
129    struct prim_header tri;
130 
131    /* four dups of original vertex */
132    struct vertex_header *v0 = dup_vert(stage, header->v[0], 0);
133    struct vertex_header *v1 = dup_vert(stage, header->v[0], 1);
134    struct vertex_header *v2 = dup_vert(stage, header->v[0], 2);
135    struct vertex_header *v3 = dup_vert(stage, header->v[0], 3);
136 
137    float *pos0 = v0->data[pos];
138    float *pos1 = v1->data[pos];
139    float *pos2 = v2->data[pos];
140    float *pos3 = v3->data[pos];
141 
142    /* point size is either per-vertex or fixed size */
143    if (wide->psize_slot >= 0) {
144       half_size = header->v[0]->data[wide->psize_slot][0];
145       half_size *= 0.5f;
146    }
147    else {
148       half_size = wide->half_point_size;
149    }
150 
151    left_adj = -half_size + wide->xbias;
152    right_adj = half_size + wide->xbias;
153    bot_adj = half_size + wide->ybias;
154    top_adj = -half_size + wide->ybias;
155 
156    pos0[0] += left_adj;
157    pos0[1] += top_adj;
158 
159    pos1[0] += left_adj;
160    pos1[1] += bot_adj;
161 
162    pos2[0] += right_adj;
163    pos2[1] += top_adj;
164 
165    pos3[0] += right_adj;
166    pos3[1] += bot_adj;
167 
168    if (sprite) {
169       static const float tex00[4] = { 0, 0, 0, 1 };
170       static const float tex01[4] = { 0, 1, 0, 1 };
171       static const float tex11[4] = { 1, 1, 0, 1 };
172       static const float tex10[4] = { 1, 0, 0, 1 };
173       set_texcoords( wide, v0, tex00 );
174       set_texcoords( wide, v1, tex01 );
175       set_texcoords( wide, v2, tex10 );
176       set_texcoords( wide, v3, tex11 );
177    }
178 
179    tri.det = header->det;  /* only the sign matters */
180    tri.v[0] = v0;
181    tri.v[1] = v2;
182    tri.v[2] = v3;
183    stage->next->tri( stage->next, &tri );
184 
185    tri.v[0] = v0;
186    tri.v[1] = v3;
187    tri.v[2] = v1;
188    stage->next->tri( stage->next, &tri );
189 }
190 
191 
192 static void
widepoint_first_point(struct draw_stage * stage,struct prim_header * header)193 widepoint_first_point(struct draw_stage *stage,
194                       struct prim_header *header)
195 {
196    struct widepoint_stage *wide = widepoint_stage(stage);
197    struct draw_context *draw = stage->draw;
198    struct pipe_context *pipe = draw->pipe;
199    const struct pipe_rasterizer_state *rast = draw->rasterizer;
200    void *r;
201 
202    wide->half_point_size = 0.5f * rast->point_size;
203    wide->xbias = 0.0;
204    wide->ybias = 0.0;
205 
206    if (rast->gl_rasterization_rules) {
207       wide->xbias = 0.125;
208       wide->ybias = -0.125;
209    }
210 
211    /* Disable triangle culling, stippling, unfilled mode etc. */
212    r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade);
213    draw->suspend_flushing = TRUE;
214    pipe->bind_rasterizer_state(pipe, r);
215    draw->suspend_flushing = FALSE;
216 
217    /* XXX we won't know the real size if it's computed by the vertex shader! */
218    if ((rast->point_size > draw->pipeline.wide_point_threshold) ||
219        (rast->point_quad_rasterization && draw->pipeline.point_sprite)) {
220       stage->point = widepoint_point;
221    }
222    else {
223       stage->point = draw_pipe_passthrough_point;
224    }
225 
226    draw_remove_extra_vertex_attribs(draw);
227 
228    if (rast->point_quad_rasterization) {
229       const struct draw_fragment_shader *fs = draw->fs.fragment_shader;
230       uint i;
231 
232       assert(fs);
233 
234       wide->num_texcoord_gen = 0;
235 
236       /* Loop over fragment shader inputs looking for generic inputs
237        * for which bit 'k' in sprite_coord_enable is set.
238        */
239       for (i = 0; i < fs->info.num_inputs; i++) {
240          if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
241             const int generic_index = fs->info.input_semantic_index[i];
242             /* Note that sprite_coord enable is a bitfield of
243              * PIPE_MAX_SHADER_OUTPUTS bits.
244              */
245             if (generic_index < PIPE_MAX_SHADER_OUTPUTS &&
246                 (rast->sprite_coord_enable & (1 << generic_index))) {
247                /* OK, this generic attribute needs to be replaced with a
248                 * texcoord (see above).
249                 */
250                int slot = draw_alloc_extra_vertex_attrib(draw,
251                                                          TGSI_SEMANTIC_GENERIC,
252                                                          generic_index);
253 
254                /* add this slot to the texcoord-gen list */
255                wide->texcoord_gen_slot[wide->num_texcoord_gen++] = slot;
256             }
257          }
258       }
259    }
260 
261    wide->psize_slot = -1;
262    if (rast->point_size_per_vertex) {
263       /* find PSIZ vertex output */
264       const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
265       uint i;
266       for (i = 0; i < vs->info.num_outputs; i++) {
267          if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
268             wide->psize_slot = i;
269             break;
270          }
271       }
272    }
273 
274    stage->point( stage, header );
275 }
276 
277 
widepoint_flush(struct draw_stage * stage,unsigned flags)278 static void widepoint_flush( struct draw_stage *stage, unsigned flags )
279 {
280    struct draw_context *draw = stage->draw;
281    struct pipe_context *pipe = draw->pipe;
282 
283    stage->point = widepoint_first_point;
284    stage->next->flush( stage->next, flags );
285 
286    draw_remove_extra_vertex_attribs(draw);
287 
288    /* restore original rasterizer state */
289    if (draw->rast_handle) {
290       draw->suspend_flushing = TRUE;
291       pipe->bind_rasterizer_state(pipe, draw->rast_handle);
292       draw->suspend_flushing = FALSE;
293    }
294 }
295 
296 
widepoint_reset_stipple_counter(struct draw_stage * stage)297 static void widepoint_reset_stipple_counter( struct draw_stage *stage )
298 {
299    stage->next->reset_stipple_counter( stage->next );
300 }
301 
302 
widepoint_destroy(struct draw_stage * stage)303 static void widepoint_destroy( struct draw_stage *stage )
304 {
305    draw_free_temp_verts( stage );
306    FREE( stage );
307 }
308 
309 
draw_wide_point_stage(struct draw_context * draw)310 struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
311 {
312    struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
313    if (wide == NULL)
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    if (!draw_alloc_temp_verts( &wide->stage, 4 ))
327       goto fail;
328 
329    return &wide->stage;
330 
331  fail:
332    if (wide)
333       wide->stage.destroy( &wide->stage );
334 
335    return NULL;
336 }
337