1/**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
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 VMWARE 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 <keithw@vmware.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 gallium frontends could create a GS to do
51 * most/all of this.
52 */
53
54
55#include "pipe/p_screen.h"
56#include "pipe/p_context.h"
57#include "util/u_math.h"
58#include "util/u_memory.h"
59#include "pipe/p_defines.h"
60#include "pipe/p_shader_tokens.h"
61#include "draw_fs.h"
62#include "draw_vs.h"
63#include "draw_pipe.h"
64
65
66struct widepoint_stage {
67   struct draw_stage stage;  /**< base class */
68
69   float half_point_size;
70
71   float xbias;
72   float ybias;
73
74   /** for automatic texcoord generation/replacement */
75   uint num_texcoord_gen;
76   uint texcoord_gen_slot[PIPE_MAX_SHADER_OUTPUTS];
77
78   /* TGSI_SEMANTIC to which sprite_coord_enable applies */
79   enum tgsi_semantic sprite_coord_semantic;
80
81   int psize_slot;
82};
83
84
85
86static inline struct widepoint_stage *
87widepoint_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
96 * orientation.
97 */
98static 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];
108      v->data[slot][0] = tc[0];
109      if (texcoord_mode == PIPE_SPRITE_COORD_LOWER_LEFT)
110         v->data[slot][1] = 1.0f - tc[1];
111      else
112         v->data[slot][1] = tc[1];
113      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 */
124static 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
196static void
197widepoint_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);
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 enum tgsi_semantic 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      wide->psize_slot = draw_find_shader_output(draw, TGSI_SEMANTIC_PSIZE, 0);
270   }
271
272   stage->point( stage, header );
273}
274
275
276static void widepoint_flush( struct draw_stage *stage, unsigned flags )
277{
278   struct draw_context *draw = stage->draw;
279   struct pipe_context *pipe = draw->pipe;
280
281   stage->point = widepoint_first_point;
282   stage->next->flush( stage->next, flags );
283
284   draw_remove_extra_vertex_attribs(draw);
285
286   /* restore original rasterizer state */
287   if (draw->rast_handle) {
288      draw->suspend_flushing = TRUE;
289      pipe->bind_rasterizer_state(pipe, draw->rast_handle);
290      draw->suspend_flushing = FALSE;
291   }
292}
293
294
295static void widepoint_reset_stipple_counter( struct draw_stage *stage )
296{
297   stage->next->reset_stipple_counter( stage->next );
298}
299
300
301static void widepoint_destroy( struct draw_stage *stage )
302{
303   draw_free_temp_verts( stage );
304   FREE( stage );
305}
306
307
308struct draw_stage *draw_wide_point_stage( struct draw_context *draw )
309{
310   struct widepoint_stage *wide = CALLOC_STRUCT(widepoint_stage);
311   if (!wide)
312      goto fail;
313
314   wide->stage.draw = draw;
315   wide->stage.name = "wide-point";
316   wide->stage.next = NULL;
317   wide->stage.point = widepoint_first_point;
318   wide->stage.line = draw_pipe_passthrough_line;
319   wide->stage.tri = draw_pipe_passthrough_tri;
320   wide->stage.flush = widepoint_flush;
321   wide->stage.reset_stipple_counter = widepoint_reset_stipple_counter;
322   wide->stage.destroy = widepoint_destroy;
323
324   if (!draw_alloc_temp_verts( &wide->stage, 4 ))
325      goto fail;
326
327   wide->sprite_coord_semantic =
328      draw->pipe->screen->get_param(draw->pipe->screen, PIPE_CAP_TGSI_TEXCOORD)
329      ?
330      TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
331
332   return &wide->stage;
333
334 fail:
335   if (wide)
336      wide->stage.destroy( &wide->stage );
337
338   return NULL;
339}
340