mesa/src/gallium/drivers/softpipe/sp_setup.c
Jakob Bornecrantz 862488075c Merge branch 'mesa_7_5_branch'
Conflicts:
	src/mesa/main/dlist.c
	src/mesa/vbo/vbo_save_api.c
2009-07-03 18:53:58 +02:00

1550 lines
44 KiB
C

/**************************************************************************
*
* 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.
*
**************************************************************************/
/**
* \brief Primitive rasterization/rendering (points, lines, triangles)
*
* \author Keith Whitwell <keith@tungstengraphics.com>
* \author Brian Paul
*/
#include "sp_context.h"
#include "sp_prim_setup.h"
#include "sp_quad.h"
#include "sp_quad_pipe.h"
#include "sp_setup.h"
#include "sp_state.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vertex.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_thread.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#define DEBUG_VERTS 0
#define DEBUG_FRAGS 0
/**
* Triangle edge info
*/
struct edge {
float dx; /**< X(v1) - X(v0), used only during setup */
float dy; /**< Y(v1) - Y(v0), used only during setup */
float dxdy; /**< dx/dy */
float sx, sy; /**< first sample point coord */
int lines; /**< number of lines on this edge */
};
#if SP_NUM_QUAD_THREADS > 1
/* Set to 1 if you want other threads to be instantly
* notified of pending jobs.
*/
#define INSTANT_NOTEMPTY_NOTIFY 0
struct thread_info
{
struct setup_context *setup;
uint id;
pipe_thread handle;
};
struct quad_job;
typedef void (* quad_job_routine)( struct setup_context *setup, uint thread, struct quad_job *job );
struct quad_job
{
struct quad_header_input input;
struct quad_header_inout inout;
quad_job_routine routine;
};
#define NUM_QUAD_JOBS 64
struct quad_job_que
{
struct quad_job jobs[NUM_QUAD_JOBS];
uint first;
uint last;
pipe_mutex que_mutex;
pipe_condvar que_notfull_condvar;
pipe_condvar que_notempty_condvar;
uint jobs_added;
uint jobs_done;
pipe_condvar que_done_condvar;
};
static void
add_quad_job( struct quad_job_que *que, struct quad_header *quad, quad_job_routine routine )
{
#if INSTANT_NOTEMPTY_NOTIFY
boolean empty;
#endif
/* Wait for empty slot, see if the que is empty.
*/
pipe_mutex_lock( que->que_mutex );
while ((que->last + 1) % NUM_QUAD_JOBS == que->first) {
#if !INSTANT_NOTEMPTY_NOTIFY
pipe_condvar_broadcast( que->que_notempty_condvar );
#endif
pipe_condvar_wait( que->que_notfull_condvar, que->que_mutex );
}
#if INSTANT_NOTEMPTY_NOTIFY
empty = que->last == que->first;
#endif
que->jobs_added++;
pipe_mutex_unlock( que->que_mutex );
/* Submit new job.
*/
que->jobs[que->last].input = quad->input;
que->jobs[que->last].inout = quad->inout;
que->jobs[que->last].routine = routine;
que->last = (que->last + 1) % NUM_QUAD_JOBS;
#if INSTANT_NOTEMPTY_NOTIFY
/* If the que was empty, notify consumers there's a job to be done.
*/
if (empty) {
pipe_mutex_lock( que->que_mutex );
pipe_condvar_broadcast( que->que_notempty_condvar );
pipe_mutex_unlock( que->que_mutex );
}
#endif
}
#endif
/**
* Triangle setup info (derived from draw_stage).
* Also used for line drawing (taking some liberties).
*/
struct setup_context {
struct softpipe_context *softpipe;
/* Vertices are just an array of floats making up each attribute in
* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
*/
const float (*vmax)[4];
const float (*vmid)[4];
const float (*vmin)[4];
const float (*vprovoke)[4];
struct edge ebot;
struct edge etop;
struct edge emaj;
float oneoverarea;
struct tgsi_interp_coef coef[PIPE_MAX_SHADER_INPUTS];
struct tgsi_interp_coef posCoef; /* For Z, W */
struct quad_header quad;
#if SP_NUM_QUAD_THREADS > 1
struct quad_job_que que;
struct thread_info threads[SP_NUM_QUAD_THREADS];
#endif
struct {
int left[2]; /**< [0] = row0, [1] = row1 */
int right[2];
int y;
unsigned y_flags;
unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */
} span;
#if DEBUG_FRAGS
uint numFragsEmitted; /**< per primitive */
uint numFragsWritten; /**< per primitive */
#endif
unsigned winding; /* which winding to cull */
};
#if SP_NUM_QUAD_THREADS > 1
static PIPE_THREAD_ROUTINE( quad_thread, param )
{
struct thread_info *info = (struct thread_info *) param;
struct quad_job_que *que = &info->setup->que;
for (;;) {
struct quad_job job;
boolean full;
/* Wait for an available job.
*/
pipe_mutex_lock( que->que_mutex );
while (que->last == que->first)
pipe_condvar_wait( que->que_notempty_condvar, que->que_mutex );
/* See if the que is full.
*/
full = (que->last + 1) % NUM_QUAD_JOBS == que->first;
/* Take a job and remove it from que.
*/
job = que->jobs[que->first];
que->first = (que->first + 1) % NUM_QUAD_JOBS;
/* Notify the producer if the que is not full.
*/
if (full)
pipe_condvar_signal( que->que_notfull_condvar );
pipe_mutex_unlock( que->que_mutex );
job.routine( info->setup, info->id, &job );
/* Notify the producer if that's the last finished job.
*/
pipe_mutex_lock( que->que_mutex );
que->jobs_done++;
if (que->jobs_added == que->jobs_done)
pipe_condvar_signal( que->que_done_condvar );
pipe_mutex_unlock( que->que_mutex );
}
return NULL;
}
#define WAIT_FOR_COMPLETION(setup) \
do {\
pipe_mutex_lock( setup->que.que_mutex );\
if (!INSTANT_NOTEMPTY_NOTIFY)\
pipe_condvar_broadcast( setup->que.que_notempty_condvar );\
while (setup->que.jobs_added != setup->que.jobs_done)\
pipe_condvar_wait( setup->que.que_done_condvar, setup->que.que_mutex );\
pipe_mutex_unlock( setup->que.que_mutex );\
} while (0)
#else
#define WAIT_FOR_COMPLETION(setup) ((void) 0)
#endif
/**
* Do triangle cull test using tri determinant (sign indicates orientation)
* \return true if triangle is to be culled.
*/
static INLINE boolean
cull_tri(const struct setup_context *setup, float det)
{
if (det != 0) {
/* if (det < 0 then Z points toward camera and triangle is
* counter-clockwise winding.
*/
unsigned winding = (det < 0) ? PIPE_WINDING_CCW : PIPE_WINDING_CW;
if ((winding & setup->winding) == 0)
return FALSE;
}
/* Culled:
*/
return TRUE;
}
/**
* Clip setup->quad against the scissor/surface bounds.
*/
static INLINE void
quad_clip( struct setup_context *setup, struct quad_header *quad )
{
const struct pipe_scissor_state *cliprect = &setup->softpipe->cliprect;
const int minx = (int) cliprect->minx;
const int maxx = (int) cliprect->maxx;
const int miny = (int) cliprect->miny;
const int maxy = (int) cliprect->maxy;
if (quad->input.x0 >= maxx ||
quad->input.y0 >= maxy ||
quad->input.x0 + 1 < minx ||
quad->input.y0 + 1 < miny) {
/* totally clipped */
quad->inout.mask = 0x0;
return;
}
if (quad->input.x0 < minx)
quad->inout.mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT);
if (quad->input.y0 < miny)
quad->inout.mask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT);
if (quad->input.x0 == maxx - 1)
quad->inout.mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT);
if (quad->input.y0 == maxy - 1)
quad->inout.mask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT);
}
/**
* Emit a quad (pass to next stage) with clipping.
*/
static INLINE void
clip_emit_quad( struct setup_context *setup, struct quad_header *quad, uint thread )
{
quad_clip( setup, quad );
if (quad->inout.mask) {
struct softpipe_context *sp = setup->softpipe;
sp->quad[thread].first->run( sp->quad[thread].first, quad );
}
}
#if SP_NUM_QUAD_THREADS > 1
static void
clip_emit_quad_job( struct setup_context *setup, uint thread, struct quad_job *job )
{
struct quad_header quad;
quad.input = job->input;
quad.inout = job->inout;
quad.coef = setup->quad.coef;
quad.posCoef = setup->quad.posCoef;
quad.nr_attrs = setup->quad.nr_attrs;
clip_emit_quad( setup, &quad, thread );
}
#define CLIP_EMIT_QUAD(setup) add_quad_job( &setup->que, &setup->quad, clip_emit_quad_job )
#else
#define CLIP_EMIT_QUAD(setup) clip_emit_quad( setup, &setup->quad, 0 )
#endif
/**
* Emit a quad (pass to next stage). No clipping is done.
*/
static INLINE void
emit_quad( struct setup_context *setup, struct quad_header *quad, uint thread )
{
struct softpipe_context *sp = setup->softpipe;
#if DEBUG_FRAGS
uint mask = quad->inout.mask;
#endif
#if DEBUG_FRAGS
if (mask & 1) setup->numFragsEmitted++;
if (mask & 2) setup->numFragsEmitted++;
if (mask & 4) setup->numFragsEmitted++;
if (mask & 8) setup->numFragsEmitted++;
#endif
sp->quad[thread].first->run( sp->quad[thread].first, quad );
#if DEBUG_FRAGS
mask = quad->inout.mask;
if (mask & 1) setup->numFragsWritten++;
if (mask & 2) setup->numFragsWritten++;
if (mask & 4) setup->numFragsWritten++;
if (mask & 8) setup->numFragsWritten++;
#endif
}
#if SP_NUM_QUAD_THREADS > 1
static void
emit_quad_job( struct setup_context *setup, uint thread, struct quad_job *job )
{
struct quad_header quad;
quad.input = job->input;
quad.inout = job->inout;
quad.coef = setup->quad.coef;
quad.posCoef = setup->quad.posCoef;
quad.nr_attrs = setup->quad.nr_attrs;
emit_quad( setup, &quad, thread );
}
#define EMIT_QUAD(setup,x,y,mask) do {\
setup->quad.input.x0 = x;\
setup->quad.input.y0 = y;\
setup->quad.inout.mask = mask;\
add_quad_job( &setup->que, &setup->quad, emit_quad_job );\
} while (0)
#else
#define EMIT_QUAD(setup,x,y,mask) do {\
setup->quad.input.x0 = x;\
setup->quad.input.y0 = y;\
setup->quad.inout.mask = mask;\
emit_quad( setup, &setup->quad, 0 );\
} while (0)
#endif
/**
* Given an X or Y coordinate, return the block/quad coordinate that it
* belongs to.
*/
static INLINE int block( int x )
{
return x & ~1;
}
/**
* Render a horizontal span of quads
*/
static void flush_spans( struct setup_context *setup )
{
const int xleft0 = setup->span.left[0];
const int xleft1 = setup->span.left[1];
const int xright0 = setup->span.right[0];
const int xright1 = setup->span.right[1];
int minleft, maxright;
int x;
switch (setup->span.y_flags) {
case 0x3:
/* both odd and even lines written (both quad rows) */
minleft = block(MIN2(xleft0, xleft1));
maxright = block(MAX2(xright0, xright1));
for (x = minleft; x <= maxright; x += 2) {
/* determine which of the four pixels is inside the span bounds */
uint mask = 0x0;
if (x >= xleft0 && x < xright0)
mask |= MASK_TOP_LEFT;
if (x >= xleft1 && x < xright1)
mask |= MASK_BOTTOM_LEFT;
if (x+1 >= xleft0 && x+1 < xright0)
mask |= MASK_TOP_RIGHT;
if (x+1 >= xleft1 && x+1 < xright1)
mask |= MASK_BOTTOM_RIGHT;
if (mask)
EMIT_QUAD( setup, x, setup->span.y, mask );
}
break;
case 0x1:
/* only even line written (quad top row) */
minleft = block(xleft0);
maxright = block(xright0);
for (x = minleft; x <= maxright; x += 2) {
uint mask = 0x0;
if (x >= xleft0 && x < xright0)
mask |= MASK_TOP_LEFT;
if (x+1 >= xleft0 && x+1 < xright0)
mask |= MASK_TOP_RIGHT;
if (mask)
EMIT_QUAD( setup, x, setup->span.y, mask );
}
break;
case 0x2:
/* only odd line written (quad bottom row) */
minleft = block(xleft1);
maxright = block(xright1);
for (x = minleft; x <= maxright; x += 2) {
uint mask = 0x0;
if (x >= xleft1 && x < xright1)
mask |= MASK_BOTTOM_LEFT;
if (x+1 >= xleft1 && x+1 < xright1)
mask |= MASK_BOTTOM_RIGHT;
if (mask)
EMIT_QUAD( setup, x, setup->span.y, mask );
}
break;
default:
return;
}
setup->span.y = 0;
setup->span.y_flags = 0;
setup->span.right[0] = 0;
setup->span.right[1] = 0;
}
#if DEBUG_VERTS
static void print_vertex(const struct setup_context *setup,
const float (*v)[4])
{
int i;
debug_printf(" Vertex: (%p)\n", v);
for (i = 0; i < setup->quad.nr_attrs; i++) {
debug_printf(" %d: %f %f %f %f\n", i,
v[i][0], v[i][1], v[i][2], v[i][3]);
if (util_is_inf_or_nan(v[i][0])) {
debug_printf(" NaN!\n");
}
}
}
#endif
/**
* Sort the vertices from top to bottom order, setting up the triangle
* edge fields (ebot, emaj, etop).
* \return FALSE if coords are inf/nan (cull the tri), TRUE otherwise
*/
static boolean setup_sort_vertices( struct setup_context *setup,
float det,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
{
setup->vprovoke = v2;
/* determine bottom to top order of vertices */
{
float y0 = v0[0][1];
float y1 = v1[0][1];
float y2 = v2[0][1];
if (y0 <= y1) {
if (y1 <= y2) {
/* y0<=y1<=y2 */
setup->vmin = v0;
setup->vmid = v1;
setup->vmax = v2;
}
else if (y2 <= y0) {
/* y2<=y0<=y1 */
setup->vmin = v2;
setup->vmid = v0;
setup->vmax = v1;
}
else {
/* y0<=y2<=y1 */
setup->vmin = v0;
setup->vmid = v2;
setup->vmax = v1;
}
}
else {
if (y0 <= y2) {
/* y1<=y0<=y2 */
setup->vmin = v1;
setup->vmid = v0;
setup->vmax = v2;
}
else if (y2 <= y1) {
/* y2<=y1<=y0 */
setup->vmin = v2;
setup->vmid = v1;
setup->vmax = v0;
}
else {
/* y1<=y2<=y0 */
setup->vmin = v1;
setup->vmid = v2;
setup->vmax = v0;
}
}
}
setup->ebot.dx = setup->vmid[0][0] - setup->vmin[0][0];
setup->ebot.dy = setup->vmid[0][1] - setup->vmin[0][1];
setup->emaj.dx = setup->vmax[0][0] - setup->vmin[0][0];
setup->emaj.dy = setup->vmax[0][1] - setup->vmin[0][1];
setup->etop.dx = setup->vmax[0][0] - setup->vmid[0][0];
setup->etop.dy = setup->vmax[0][1] - setup->vmid[0][1];
/*
* Compute triangle's area. Use 1/area to compute partial
* derivatives of attributes later.
*
* The area will be the same as prim->det, but the sign may be
* different depending on how the vertices get sorted above.
*
* To determine whether the primitive is front or back facing we
* use the prim->det value because its sign is correct.
*/
{
const float area = (setup->emaj.dx * setup->ebot.dy -
setup->ebot.dx * setup->emaj.dy);
setup->oneoverarea = 1.0f / area;
/*
debug_printf("%s one-over-area %f area %f det %f\n",
__FUNCTION__, setup->oneoverarea, area, det );
*/
if (util_is_inf_or_nan(setup->oneoverarea))
return FALSE;
}
/* We need to know if this is a front or back-facing triangle for:
* - the GLSL gl_FrontFacing fragment attribute (bool)
* - two-sided stencil test
*/
setup->quad.input.facing = (det > 0.0) ^ (setup->softpipe->rasterizer->front_winding == PIPE_WINDING_CW);
return TRUE;
}
/**
* Compute a0 for a constant-valued coefficient (GL_FLAT shading).
* The value value comes from vertex[slot][i].
* The result will be put into setup->coef[slot].a0[i].
* \param slot which attribute slot
* \param i which component of the slot (0..3)
*/
static void const_coeff( struct setup_context *setup,
struct tgsi_interp_coef *coef,
uint vertSlot, uint i)
{
assert(i <= 3);
coef->dadx[i] = 0;
coef->dady[i] = 0;
/* need provoking vertex info!
*/
coef->a0[i] = setup->vprovoke[vertSlot][i];
}
/**
* Compute a0, dadx and dady for a linearly interpolated coefficient,
* for a triangle.
*/
static void tri_linear_coeff( struct setup_context *setup,
struct tgsi_interp_coef *coef,
uint vertSlot, uint i)
{
float botda = setup->vmid[vertSlot][i] - setup->vmin[vertSlot][i];
float majda = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i];
float a = setup->ebot.dy * majda - botda * setup->emaj.dy;
float b = setup->emaj.dx * botda - majda * setup->ebot.dx;
float dadx = a * setup->oneoverarea;
float dady = b * setup->oneoverarea;
assert(i <= 3);
coef->dadx[i] = dadx;
coef->dady[i] = dady;
/* calculate a0 as the value which would be sampled for the
* fragment at (0,0), taking into account that we want to sample at
* pixel centers, in other words (0.5, 0.5).
*
* this is neat but unfortunately not a good way to do things for
* triangles with very large values of dadx or dady as it will
* result in the subtraction and re-addition from a0 of a very
* large number, which means we'll end up loosing a lot of the
* fractional bits and precision from a0. the way to fix this is
* to define a0 as the sample at a pixel center somewhere near vmin
* instead - i'll switch to this later.
*/
coef->a0[i] = (setup->vmin[vertSlot][i] -
(dadx * (setup->vmin[0][0] - 0.5f) +
dady * (setup->vmin[0][1] - 0.5f)));
/*
debug_printf("attr[%d].%c: %f dx:%f dy:%f\n",
slot, "xyzw"[i],
setup->coef[slot].a0[i],
setup->coef[slot].dadx[i],
setup->coef[slot].dady[i]);
*/
}
/**
* Compute a0, dadx and dady for a perspective-corrected interpolant,
* for a triangle.
* We basically multiply the vertex value by 1/w before computing
* the plane coefficients (a0, dadx, dady).
* Later, when we compute the value at a particular fragment position we'll
* divide the interpolated value by the interpolated W at that fragment.
*/
static void tri_persp_coeff( struct setup_context *setup,
struct tgsi_interp_coef *coef,
uint vertSlot, uint i)
{
/* premultiply by 1/w (v[0][3] is always W):
*/
float mina = setup->vmin[vertSlot][i] * setup->vmin[0][3];
float mida = setup->vmid[vertSlot][i] * setup->vmid[0][3];
float maxa = setup->vmax[vertSlot][i] * setup->vmax[0][3];
float botda = mida - mina;
float majda = maxa - mina;
float a = setup->ebot.dy * majda - botda * setup->emaj.dy;
float b = setup->emaj.dx * botda - majda * setup->ebot.dx;
float dadx = a * setup->oneoverarea;
float dady = b * setup->oneoverarea;
/*
debug_printf("tri persp %d,%d: %f %f %f\n", vertSlot, i,
setup->vmin[vertSlot][i],
setup->vmid[vertSlot][i],
setup->vmax[vertSlot][i]
);
*/
assert(i <= 3);
coef->dadx[i] = dadx;
coef->dady[i] = dady;
coef->a0[i] = (mina -
(dadx * (setup->vmin[0][0] - 0.5f) +
dady * (setup->vmin[0][1] - 0.5f)));
}
/**
* Special coefficient setup for gl_FragCoord.
* X and Y are trivial, though Y has to be inverted for OpenGL.
* Z and W are copied from posCoef which should have already been computed.
* We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
*/
static void
setup_fragcoord_coeff(struct setup_context *setup, uint slot)
{
/*X*/
setup->coef[slot].a0[0] = 0;
setup->coef[slot].dadx[0] = 1.0;
setup->coef[slot].dady[0] = 0.0;
/*Y*/
setup->coef[slot].a0[1] = 0.0;
setup->coef[slot].dadx[1] = 0.0;
setup->coef[slot].dady[1] = 1.0;
/*Z*/
setup->coef[slot].a0[2] = setup->posCoef.a0[2];
setup->coef[slot].dadx[2] = setup->posCoef.dadx[2];
setup->coef[slot].dady[2] = setup->posCoef.dady[2];
/*W*/
setup->coef[slot].a0[3] = setup->posCoef.a0[3];
setup->coef[slot].dadx[3] = setup->posCoef.dadx[3];
setup->coef[slot].dady[3] = setup->posCoef.dady[3];
}
/**
* Compute the setup->coef[] array dadx, dady, a0 values.
* Must be called after setup->vmin,vmid,vmax,vprovoke are initialized.
*/
static void setup_tri_coefficients( struct setup_context *setup )
{
struct softpipe_context *softpipe = setup->softpipe;
const struct sp_fragment_shader *spfs = softpipe->fs;
const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe);
uint fragSlot;
/* z and w are done by linear interpolation:
*/
tri_linear_coeff(setup, &setup->posCoef, 0, 2);
tri_linear_coeff(setup, &setup->posCoef, 0, 3);
/* setup interpolation for all the remaining attributes:
*/
for (fragSlot = 0; fragSlot < spfs->info.num_inputs; fragSlot++) {
const uint vertSlot = vinfo->attrib[fragSlot].src_index;
uint j;
switch (vinfo->attrib[fragSlot].interp_mode) {
case INTERP_CONSTANT:
for (j = 0; j < NUM_CHANNELS; j++)
const_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_LINEAR:
for (j = 0; j < NUM_CHANNELS; j++)
tri_linear_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_PERSPECTIVE:
for (j = 0; j < NUM_CHANNELS; j++)
tri_persp_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_POS:
setup_fragcoord_coeff(setup, fragSlot);
break;
default:
assert(0);
}
if (spfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FACE) {
setup->coef[fragSlot].a0[0] = 1.0f - setup->quad.input.facing;
setup->coef[fragSlot].dadx[0] = 0.0;
setup->coef[fragSlot].dady[0] = 0.0;
}
}
}
static void setup_tri_edges( struct setup_context *setup )
{
float vmin_x = setup->vmin[0][0] + 0.5f;
float vmid_x = setup->vmid[0][0] + 0.5f;
float vmin_y = setup->vmin[0][1] - 0.5f;
float vmid_y = setup->vmid[0][1] - 0.5f;
float vmax_y = setup->vmax[0][1] - 0.5f;
setup->emaj.sy = ceilf(vmin_y);
setup->emaj.lines = (int) ceilf(vmax_y - setup->emaj.sy);
setup->emaj.dxdy = setup->emaj.dx / setup->emaj.dy;
setup->emaj.sx = vmin_x + (setup->emaj.sy - vmin_y) * setup->emaj.dxdy;
setup->etop.sy = ceilf(vmid_y);
setup->etop.lines = (int) ceilf(vmax_y - setup->etop.sy);
setup->etop.dxdy = setup->etop.dx / setup->etop.dy;
setup->etop.sx = vmid_x + (setup->etop.sy - vmid_y) * setup->etop.dxdy;
setup->ebot.sy = ceilf(vmin_y);
setup->ebot.lines = (int) ceilf(vmid_y - setup->ebot.sy);
setup->ebot.dxdy = setup->ebot.dx / setup->ebot.dy;
setup->ebot.sx = vmin_x + (setup->ebot.sy - vmin_y) * setup->ebot.dxdy;
}
/**
* Render the upper or lower half of a triangle.
* Scissoring/cliprect is applied here too.
*/
static void subtriangle( struct setup_context *setup,
struct edge *eleft,
struct edge *eright,
unsigned lines )
{
const struct pipe_scissor_state *cliprect = &setup->softpipe->cliprect;
const int minx = (int) cliprect->minx;
const int maxx = (int) cliprect->maxx;
const int miny = (int) cliprect->miny;
const int maxy = (int) cliprect->maxy;
int y, start_y, finish_y;
int sy = (int)eleft->sy;
assert((int)eleft->sy == (int) eright->sy);
/* clip top/bottom */
start_y = sy;
finish_y = sy + lines;
if (start_y < miny)
start_y = miny;
if (finish_y > maxy)
finish_y = maxy;
start_y -= sy;
finish_y -= sy;
/*
debug_printf("%s %d %d\n", __FUNCTION__, start_y, finish_y);
*/
for (y = start_y; y < finish_y; y++) {
/* avoid accumulating adds as floats don't have the precision to
* accurately iterate large triangle edges that way. luckily we
* can just multiply these days.
*
* this is all drowned out by the attribute interpolation anyway.
*/
int left = (int)(eleft->sx + y * eleft->dxdy);
int right = (int)(eright->sx + y * eright->dxdy);
/* clip left/right */
if (left < minx)
left = minx;
if (right > maxx)
right = maxx;
if (left < right) {
int _y = sy + y;
if (block(_y) != setup->span.y) {
flush_spans(setup);
setup->span.y = block(_y);
}
setup->span.left[_y&1] = left;
setup->span.right[_y&1] = right;
setup->span.y_flags |= 1<<(_y&1);
}
}
/* save the values so that emaj can be restarted:
*/
eleft->sx += lines * eleft->dxdy;
eright->sx += lines * eright->dxdy;
eleft->sy += lines;
eright->sy += lines;
}
/**
* Recalculate prim's determinant. This is needed as we don't have
* get this information through the vbuf_render interface & we must
* calculate it here.
*/
static float
calc_det( const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
{
/* edge vectors e = v0 - v2, f = v1 - v2 */
const float ex = v0[0][0] - v2[0][0];
const float ey = v0[0][1] - v2[0][1];
const float fx = v1[0][0] - v2[0][0];
const float fy = v1[0][1] - v2[0][1];
/* det = cross(e,f).z */
return ex * fy - ey * fx;
}
/**
* Do setup for triangle rasterization, then render the triangle.
*/
void setup_tri( struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
{
float det;
#if DEBUG_VERTS
debug_printf("Setup triangle:\n");
print_vertex(setup, v0);
print_vertex(setup, v1);
print_vertex(setup, v2);
#endif
if (setup->softpipe->no_rast)
return;
det = calc_det(v0, v1, v2);
/*
debug_printf("%s\n", __FUNCTION__ );
*/
#if DEBUG_FRAGS
setup->numFragsEmitted = 0;
setup->numFragsWritten = 0;
#endif
if (cull_tri( setup, det ))
return;
if (!setup_sort_vertices( setup, det, v0, v1, v2 ))
return;
setup_tri_coefficients( setup );
setup_tri_edges( setup );
setup->quad.input.prim = QUAD_PRIM_TRI;
setup->span.y = 0;
setup->span.y_flags = 0;
setup->span.right[0] = 0;
setup->span.right[1] = 0;
/* setup->span.z_mode = tri_z_mode( setup->ctx ); */
/* init_constant_attribs( setup ); */
if (setup->oneoverarea < 0.0) {
/* emaj on left:
*/
subtriangle( setup, &setup->emaj, &setup->ebot, setup->ebot.lines );
subtriangle( setup, &setup->emaj, &setup->etop, setup->etop.lines );
}
else {
/* emaj on right:
*/
subtriangle( setup, &setup->ebot, &setup->emaj, setup->ebot.lines );
subtriangle( setup, &setup->etop, &setup->emaj, setup->etop.lines );
}
flush_spans( setup );
WAIT_FOR_COMPLETION(setup);
#if DEBUG_FRAGS
printf("Tri: %u frags emitted, %u written\n",
setup->numFragsEmitted,
setup->numFragsWritten);
#endif
}
/**
* Compute a0, dadx and dady for a linearly interpolated coefficient,
* for a line.
*/
static void
line_linear_coeff(const struct setup_context *setup,
struct tgsi_interp_coef *coef,
uint vertSlot, uint i)
{
const float da = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i];
const float dadx = da * setup->emaj.dx * setup->oneoverarea;
const float dady = da * setup->emaj.dy * setup->oneoverarea;
coef->dadx[i] = dadx;
coef->dady[i] = dady;
coef->a0[i] = (setup->vmin[vertSlot][i] -
(dadx * (setup->vmin[0][0] - 0.5f) +
dady * (setup->vmin[0][1] - 0.5f)));
}
/**
* Compute a0, dadx and dady for a perspective-corrected interpolant,
* for a line.
*/
static void
line_persp_coeff(const struct setup_context *setup,
struct tgsi_interp_coef *coef,
uint vertSlot, uint i)
{
/* XXX double-check/verify this arithmetic */
const float a0 = setup->vmin[vertSlot][i] * setup->vmin[0][3];
const float a1 = setup->vmax[vertSlot][i] * setup->vmax[0][3];
const float da = a1 - a0;
const float dadx = da * setup->emaj.dx * setup->oneoverarea;
const float dady = da * setup->emaj.dy * setup->oneoverarea;
coef->dadx[i] = dadx;
coef->dady[i] = dady;
coef->a0[i] = (setup->vmin[vertSlot][i] -
(dadx * (setup->vmin[0][0] - 0.5f) +
dady * (setup->vmin[0][1] - 0.5f)));
}
/**
* Compute the setup->coef[] array dadx, dady, a0 values.
* Must be called after setup->vmin,vmax are initialized.
*/
static INLINE boolean
setup_line_coefficients(struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4])
{
struct softpipe_context *softpipe = setup->softpipe;
const struct sp_fragment_shader *spfs = softpipe->fs;
const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe);
uint fragSlot;
float area;
/* use setup->vmin, vmax to point to vertices */
if (softpipe->rasterizer->flatshade_first)
setup->vprovoke = v0;
else
setup->vprovoke = v1;
setup->vmin = v0;
setup->vmax = v1;
setup->emaj.dx = setup->vmax[0][0] - setup->vmin[0][0];
setup->emaj.dy = setup->vmax[0][1] - setup->vmin[0][1];
/* NOTE: this is not really area but something proportional to it */
area = setup->emaj.dx * setup->emaj.dx + setup->emaj.dy * setup->emaj.dy;
if (area == 0.0f || util_is_inf_or_nan(area))
return FALSE;
setup->oneoverarea = 1.0f / area;
/* z and w are done by linear interpolation:
*/
line_linear_coeff(setup, &setup->posCoef, 0, 2);
line_linear_coeff(setup, &setup->posCoef, 0, 3);
/* setup interpolation for all the remaining attributes:
*/
for (fragSlot = 0; fragSlot < spfs->info.num_inputs; fragSlot++) {
const uint vertSlot = vinfo->attrib[fragSlot].src_index;
uint j;
switch (vinfo->attrib[fragSlot].interp_mode) {
case INTERP_CONSTANT:
for (j = 0; j < NUM_CHANNELS; j++)
const_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_LINEAR:
for (j = 0; j < NUM_CHANNELS; j++)
line_linear_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_PERSPECTIVE:
for (j = 0; j < NUM_CHANNELS; j++)
line_persp_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_POS:
setup_fragcoord_coeff(setup, fragSlot);
break;
default:
assert(0);
}
if (spfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FACE) {
setup->coef[fragSlot].a0[0] = 1.0f - setup->quad.input.facing;
setup->coef[fragSlot].dadx[0] = 0.0;
setup->coef[fragSlot].dady[0] = 0.0;
}
}
return TRUE;
}
/**
* Plot a pixel in a line segment.
*/
static INLINE void
plot(struct setup_context *setup, int x, int y)
{
const int iy = y & 1;
const int ix = x & 1;
const int quadX = x - ix;
const int quadY = y - iy;
const int mask = (1 << ix) << (2 * iy);
if (quadX != setup->quad.input.x0 ||
quadY != setup->quad.input.y0)
{
/* flush prev quad, start new quad */
if (setup->quad.input.x0 != -1)
CLIP_EMIT_QUAD(setup);
setup->quad.input.x0 = quadX;
setup->quad.input.y0 = quadY;
setup->quad.inout.mask = 0x0;
}
setup->quad.inout.mask |= mask;
}
/**
* Do setup for line rasterization, then render the line.
* Single-pixel width, no stipple, etc. We rely on the 'draw' module
* to handle stippling and wide lines.
*/
void
setup_line(struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4])
{
int x0 = (int) v0[0][0];
int x1 = (int) v1[0][0];
int y0 = (int) v0[0][1];
int y1 = (int) v1[0][1];
int dx = x1 - x0;
int dy = y1 - y0;
int xstep, ystep;
#if DEBUG_VERTS
debug_printf("Setup line:\n");
print_vertex(setup, v0);
print_vertex(setup, v1);
#endif
if (setup->softpipe->no_rast)
return;
if (dx == 0 && dy == 0)
return;
if (!setup_line_coefficients(setup, v0, v1))
return;
assert(v0[0][0] < 1.0e9);
assert(v0[0][1] < 1.0e9);
assert(v1[0][0] < 1.0e9);
assert(v1[0][1] < 1.0e9);
if (dx < 0) {
dx = -dx; /* make positive */
xstep = -1;
}
else {
xstep = 1;
}
if (dy < 0) {
dy = -dy; /* make positive */
ystep = -1;
}
else {
ystep = 1;
}
assert(dx >= 0);
assert(dy >= 0);
setup->quad.input.x0 = setup->quad.input.y0 = -1;
setup->quad.inout.mask = 0x0;
setup->quad.input.prim = QUAD_PRIM_LINE;
/* XXX temporary: set coverage to 1.0 so the line appears
* if AA mode happens to be enabled.
*/
setup->quad.input.coverage[0] =
setup->quad.input.coverage[1] =
setup->quad.input.coverage[2] =
setup->quad.input.coverage[3] = 1.0;
if (dx > dy) {
/*** X-major line ***/
int i;
const int errorInc = dy + dy;
int error = errorInc - dx;
const int errorDec = error - dx;
for (i = 0; i < dx; i++) {
plot(setup, x0, y0);
x0 += xstep;
if (error < 0) {
error += errorInc;
}
else {
error += errorDec;
y0 += ystep;
}
}
}
else {
/*** Y-major line ***/
int i;
const int errorInc = dx + dx;
int error = errorInc - dy;
const int errorDec = error - dy;
for (i = 0; i < dy; i++) {
plot(setup, x0, y0);
y0 += ystep;
if (error < 0) {
error += errorInc;
}
else {
error += errorDec;
x0 += xstep;
}
}
}
/* draw final quad */
if (setup->quad.inout.mask) {
CLIP_EMIT_QUAD(setup);
}
WAIT_FOR_COMPLETION(setup);
}
static void
point_persp_coeff(const struct setup_context *setup,
const float (*vert)[4],
struct tgsi_interp_coef *coef,
uint vertSlot, uint i)
{
assert(i <= 3);
coef->dadx[i] = 0.0F;
coef->dady[i] = 0.0F;
coef->a0[i] = vert[vertSlot][i] * vert[0][3];
}
/**
* Do setup for point rasterization, then render the point.
* Round or square points...
* XXX could optimize a lot for 1-pixel points.
*/
void
setup_point( struct setup_context *setup,
const float (*v0)[4] )
{
struct softpipe_context *softpipe = setup->softpipe;
const struct sp_fragment_shader *spfs = softpipe->fs;
const int sizeAttr = setup->softpipe->psize_slot;
const float size
= sizeAttr > 0 ? v0[sizeAttr][0]
: setup->softpipe->rasterizer->point_size;
const float halfSize = 0.5F * size;
const boolean round = (boolean) setup->softpipe->rasterizer->point_smooth;
const float x = v0[0][0]; /* Note: data[0] is always position */
const float y = v0[0][1];
const struct vertex_info *vinfo = softpipe_get_vertex_info(softpipe);
uint fragSlot;
#if DEBUG_VERTS
debug_printf("Setup point:\n");
print_vertex(setup, v0);
#endif
if (softpipe->no_rast)
return;
/* For points, all interpolants are constant-valued.
* However, for point sprites, we'll need to setup texcoords appropriately.
* XXX: which coefficients are the texcoords???
* We may do point sprites as textured quads...
*
* KW: We don't know which coefficients are texcoords - ultimately
* the choice of what interpolation mode to use for each attribute
* should be determined by the fragment program, using
* per-attribute declaration statements that include interpolation
* mode as a parameter. So either the fragment program will have
* to be adjusted for pointsprite vs normal point behaviour, or
* otherwise a special interpolation mode will have to be defined
* which matches the required behaviour for point sprites. But -
* the latter is not a feature of normal hardware, and as such
* probably should be ruled out on that basis.
*/
setup->vprovoke = v0;
/* setup Z, W */
const_coeff(setup, &setup->posCoef, 0, 2);
const_coeff(setup, &setup->posCoef, 0, 3);
for (fragSlot = 0; fragSlot < spfs->info.num_inputs; fragSlot++) {
const uint vertSlot = vinfo->attrib[fragSlot].src_index;
uint j;
switch (vinfo->attrib[fragSlot].interp_mode) {
case INTERP_CONSTANT:
/* fall-through */
case INTERP_LINEAR:
for (j = 0; j < NUM_CHANNELS; j++)
const_coeff(setup, &setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_PERSPECTIVE:
for (j = 0; j < NUM_CHANNELS; j++)
point_persp_coeff(setup, setup->vprovoke,
&setup->coef[fragSlot], vertSlot, j);
break;
case INTERP_POS:
setup_fragcoord_coeff(setup, fragSlot);
break;
default:
assert(0);
}
if (spfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FACE) {
setup->coef[fragSlot].a0[0] = 1.0f - setup->quad.input.facing;
setup->coef[fragSlot].dadx[0] = 0.0;
setup->coef[fragSlot].dady[0] = 0.0;
}
}
setup->quad.input.prim = QUAD_PRIM_POINT;
if (halfSize <= 0.5 && !round) {
/* special case for 1-pixel points */
const int ix = ((int) x) & 1;
const int iy = ((int) y) & 1;
setup->quad.input.x0 = (int) x - ix;
setup->quad.input.y0 = (int) y - iy;
setup->quad.inout.mask = (1 << ix) << (2 * iy);
CLIP_EMIT_QUAD(setup);
}
else {
if (round) {
/* rounded points */
const int ixmin = block((int) (x - halfSize));
const int ixmax = block((int) (x + halfSize));
const int iymin = block((int) (y - halfSize));
const int iymax = block((int) (y + halfSize));
const float rmin = halfSize - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const float rmax = halfSize + 0.7071F;
const float rmin2 = MAX2(0.0F, rmin * rmin);
const float rmax2 = rmax * rmax;
const float cscale = 1.0F / (rmax2 - rmin2);
int ix, iy;
for (iy = iymin; iy <= iymax; iy += 2) {
for (ix = ixmin; ix <= ixmax; ix += 2) {
float dx, dy, dist2, cover;
setup->quad.inout.mask = 0x0;
dx = (ix + 0.5f) - x;
dy = (iy + 0.5f) - y;
dist2 = dx * dx + dy * dy;
if (dist2 <= rmax2) {
cover = 1.0F - (dist2 - rmin2) * cscale;
setup->quad.input.coverage[QUAD_TOP_LEFT] = MIN2(cover, 1.0f);
setup->quad.inout.mask |= MASK_TOP_LEFT;
}
dx = (ix + 1.5f) - x;
dy = (iy + 0.5f) - y;
dist2 = dx * dx + dy * dy;
if (dist2 <= rmax2) {
cover = 1.0F - (dist2 - rmin2) * cscale;
setup->quad.input.coverage[QUAD_TOP_RIGHT] = MIN2(cover, 1.0f);
setup->quad.inout.mask |= MASK_TOP_RIGHT;
}
dx = (ix + 0.5f) - x;
dy = (iy + 1.5f) - y;
dist2 = dx * dx + dy * dy;
if (dist2 <= rmax2) {
cover = 1.0F - (dist2 - rmin2) * cscale;
setup->quad.input.coverage[QUAD_BOTTOM_LEFT] = MIN2(cover, 1.0f);
setup->quad.inout.mask |= MASK_BOTTOM_LEFT;
}
dx = (ix + 1.5f) - x;
dy = (iy + 1.5f) - y;
dist2 = dx * dx + dy * dy;
if (dist2 <= rmax2) {
cover = 1.0F - (dist2 - rmin2) * cscale;
setup->quad.input.coverage[QUAD_BOTTOM_RIGHT] = MIN2(cover, 1.0f);
setup->quad.inout.mask |= MASK_BOTTOM_RIGHT;
}
if (setup->quad.inout.mask) {
setup->quad.input.x0 = ix;
setup->quad.input.y0 = iy;
CLIP_EMIT_QUAD(setup);
}
}
}
}
else {
/* square points */
const int xmin = (int) (x + 0.75 - halfSize);
const int ymin = (int) (y + 0.25 - halfSize);
const int xmax = xmin + (int) size;
const int ymax = ymin + (int) size;
/* XXX could apply scissor to xmin,ymin,xmax,ymax now */
const int ixmin = block(xmin);
const int ixmax = block(xmax - 1);
const int iymin = block(ymin);
const int iymax = block(ymax - 1);
int ix, iy;
/*
debug_printf("(%f, %f) -> X:%d..%d Y:%d..%d\n", x, y, xmin, xmax,ymin,ymax);
*/
for (iy = iymin; iy <= iymax; iy += 2) {
uint rowMask = 0xf;
if (iy < ymin) {
/* above the top edge */
rowMask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT);
}
if (iy + 1 >= ymax) {
/* below the bottom edge */
rowMask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT);
}
for (ix = ixmin; ix <= ixmax; ix += 2) {
uint mask = rowMask;
if (ix < xmin) {
/* fragment is past left edge of point, turn off left bits */
mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT);
}
if (ix + 1 >= xmax) {
/* past the right edge */
mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT);
}
setup->quad.inout.mask = mask;
setup->quad.input.x0 = ix;
setup->quad.input.y0 = iy;
CLIP_EMIT_QUAD(setup);
}
}
}
}
WAIT_FOR_COMPLETION(setup);
}
void setup_prepare( struct setup_context *setup )
{
struct softpipe_context *sp = setup->softpipe;
unsigned i;
if (sp->dirty) {
softpipe_update_derived(sp);
}
/* Note: nr_attrs is only used for debugging (vertex printing) */
setup->quad.nr_attrs = draw_num_vs_outputs(sp->draw);
for (i = 0; i < SP_NUM_QUAD_THREADS; i++) {
sp->quad[i].first->begin( sp->quad[i].first );
}
if (sp->reduced_api_prim == PIPE_PRIM_TRIANGLES &&
sp->rasterizer->fill_cw == PIPE_POLYGON_MODE_FILL &&
sp->rasterizer->fill_ccw == PIPE_POLYGON_MODE_FILL) {
/* we'll do culling */
setup->winding = sp->rasterizer->cull_mode;
}
else {
/* 'draw' will do culling */
setup->winding = PIPE_WINDING_NONE;
}
}
void setup_destroy_context( struct setup_context *setup )
{
FREE( setup );
}
/**
* Create a new primitive setup/render stage.
*/
struct setup_context *setup_create_context( struct softpipe_context *softpipe )
{
struct setup_context *setup = CALLOC_STRUCT(setup_context);
#if SP_NUM_QUAD_THREADS > 1
uint i;
#endif
setup->softpipe = softpipe;
setup->quad.coef = setup->coef;
setup->quad.posCoef = &setup->posCoef;
#if SP_NUM_QUAD_THREADS > 1
setup->que.first = 0;
setup->que.last = 0;
pipe_mutex_init( setup->que.que_mutex );
pipe_condvar_init( setup->que.que_notfull_condvar );
pipe_condvar_init( setup->que.que_notempty_condvar );
setup->que.jobs_added = 0;
setup->que.jobs_done = 0;
pipe_condvar_init( setup->que.que_done_condvar );
for (i = 0; i < SP_NUM_QUAD_THREADS; i++) {
setup->threads[i].setup = setup;
setup->threads[i].id = i;
setup->threads[i].handle = pipe_thread_create( quad_thread, &setup->threads[i] );
}
#endif
return setup;
}