/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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 <keithw@vmware.com> */ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_shader_tokens.h" #include "draw_vs.h" #include "draw_fs.h" #include "draw_pipe.h" /** subclass of draw_stage */ struct flat_stage { struct draw_stage stage; uint num_flat_attribs; uint flat_attribs[PIPE_MAX_SHADER_OUTPUTS]; /* flatshaded attribs */ }; static inline struct flat_stage * flat_stage(struct draw_stage *stage) { return (struct flat_stage *) stage; } /** Copy all the constant attributes from 'src' vertex to 'dst' vertex */ static inline void copy_flats( struct draw_stage *stage, struct vertex_header *dst, const struct vertex_header *src ) { const struct flat_stage *flat = flat_stage(stage); uint i; for (i = 0; i < flat->num_flat_attribs; i++) { const uint attr = flat->flat_attribs[i]; COPY_4FV(dst->data[attr], src->data[attr]); } } /** Copy all the color attributes from src vertex to dst0 & dst1 vertices */ static inline void copy_flats2( struct draw_stage *stage, struct vertex_header *dst0, struct vertex_header *dst1, const struct vertex_header *src ) { const struct flat_stage *flat = flat_stage(stage); uint i; for (i = 0; i < flat->num_flat_attribs; i++) { const uint attr = flat->flat_attribs[i]; COPY_4FV(dst0->data[attr], src->data[attr]); COPY_4FV(dst1->data[attr], src->data[attr]); } } /** * Flatshade tri. Not required for clipping which handles this on its own, * but required for unfilled tris and other primitive-changing stages * (like widelines). If no such stages are active, handled by hardware. */ static void flatshade_tri_0( struct draw_stage *stage, struct prim_header *header ) { struct prim_header tmp; tmp.det = header->det; tmp.flags = header->flags; tmp.pad = header->pad; tmp.v[0] = header->v[0]; tmp.v[1] = dup_vert(stage, header->v[1], 0); tmp.v[2] = dup_vert(stage, header->v[2], 1); copy_flats2(stage, tmp.v[1], tmp.v[2], tmp.v[0]); stage->next->tri( stage->next, &tmp ); } static void flatshade_tri_2( struct draw_stage *stage, struct prim_header *header ) { struct prim_header tmp; tmp.det = header->det; tmp.flags = header->flags; tmp.pad = header->pad; tmp.v[0] = dup_vert(stage, header->v[0], 0); tmp.v[1] = dup_vert(stage, header->v[1], 1); tmp.v[2] = header->v[2]; copy_flats2(stage, tmp.v[0], tmp.v[1], tmp.v[2]); stage->next->tri( stage->next, &tmp ); } /** * Flatshade line. */ static void flatshade_line_0( struct draw_stage *stage, struct prim_header *header ) { struct prim_header tmp; tmp.det = header->det; tmp.flags = header->flags; tmp.pad = header->pad; tmp.v[0] = header->v[0]; tmp.v[1] = dup_vert(stage, header->v[1], 0); copy_flats(stage, tmp.v[1], tmp.v[0]); stage->next->line( stage->next, &tmp ); } static void flatshade_line_1( struct draw_stage *stage, struct prim_header *header ) { struct prim_header tmp; tmp.det = header->det; tmp.flags = header->flags; tmp.pad = header->pad; tmp.v[0] = dup_vert(stage, header->v[0], 0); tmp.v[1] = header->v[1]; copy_flats(stage, tmp.v[0], tmp.v[1]); stage->next->line( stage->next, &tmp ); } static int find_interp(const struct draw_fragment_shader *fs, int *indexed_interp, uint semantic_name, uint semantic_index) { int interp; /* If it's gl_{Front,Back}{,Secondary}Color, pick up the mode * from the array we've filled before. */ if ((semantic_name == TGSI_SEMANTIC_COLOR || semantic_name == TGSI_SEMANTIC_BCOLOR) && semantic_index < 2) { interp = indexed_interp[semantic_index]; } else { /* Otherwise, search in the FS inputs, with a decent default * if we don't find it. */ uint j; interp = TGSI_INTERPOLATE_PERSPECTIVE; if (fs) { for (j = 0; j < fs->info.num_inputs; j++) { if (semantic_name == fs->info.input_semantic_name[j] && semantic_index == fs->info.input_semantic_index[j]) { interp = fs->info.input_interpolate[j]; break; } } } } return interp; } static void flatshade_init_state( struct draw_stage *stage ) { struct flat_stage *flat = flat_stage(stage); const struct draw_context *draw = stage->draw; const struct draw_fragment_shader *fs = draw->fs.fragment_shader; const struct tgsi_shader_info *info = draw_get_shader_info(draw); uint i, j; /* Find which vertex shader outputs need constant interpolation, make a list */ /* XXX: this code is a near exact copy of the one in clip_init_state. * The latter also cares about perspective though. */ /* First pick up the interpolation mode for * gl_Color/gl_SecondaryColor, with the correct default. */ int indexed_interp[2]; indexed_interp[0] = indexed_interp[1] = draw->rasterizer->flatshade ? TGSI_INTERPOLATE_CONSTANT : TGSI_INTERPOLATE_PERSPECTIVE; if (fs) { for (i = 0; i < fs->info.num_inputs; i++) { if (fs->info.input_semantic_name[i] == TGSI_SEMANTIC_COLOR && fs->info.input_semantic_index[i] < 2) { if (fs->info.input_interpolate[i] != TGSI_INTERPOLATE_COLOR) indexed_interp[fs->info.input_semantic_index[i]] = fs->info.input_interpolate[i]; } } } /* Then resolve the interpolation mode for every output attribute. * * Given how the rest of the code, the most efficient way is to * have a vector of flat-mode attributes. */ flat->num_flat_attribs = 0; for (i = 0; i < info->num_outputs; i++) { /* Find the interpolation mode for a specific attribute */ int interp = find_interp(fs, indexed_interp, info->output_semantic_name[i], info->output_semantic_index[i]); /* If it's flat, add it to the flat vector. */ if (interp == TGSI_INTERPOLATE_CONSTANT || (interp == TGSI_INTERPOLATE_COLOR && draw->rasterizer->flatshade)) { flat->flat_attribs[flat->num_flat_attribs] = i; flat->num_flat_attribs++; } } /* Search the extra vertex attributes */ for (j = 0; j < draw->extra_shader_outputs.num; j++) { /* Find the interpolation mode for a specific attribute */ int interp = find_interp(fs, indexed_interp, draw->extra_shader_outputs.semantic_name[j], draw->extra_shader_outputs.semantic_index[j]); /* If it's flat, add it to the flat vector. */ if (interp == TGSI_INTERPOLATE_CONSTANT) { flat->flat_attribs[flat->num_flat_attribs] = i + j; flat->num_flat_attribs++; } } /* Choose flatshade routine according to provoking vertex: */ if (draw->rasterizer->flatshade_first) { stage->line = flatshade_line_0; stage->tri = flatshade_tri_0; } else { stage->line = flatshade_line_1; stage->tri = flatshade_tri_2; } } static void flatshade_first_tri( struct draw_stage *stage, struct prim_header *header ) { flatshade_init_state( stage ); stage->tri( stage, header ); } static void flatshade_first_line( struct draw_stage *stage, struct prim_header *header ) { flatshade_init_state( stage ); stage->line( stage, header ); } static void flatshade_flush( struct draw_stage *stage, unsigned flags ) { stage->tri = flatshade_first_tri; stage->line = flatshade_first_line; stage->next->flush( stage->next, flags ); } static void flatshade_reset_stipple_counter( struct draw_stage *stage ) { stage->next->reset_stipple_counter( stage->next ); } static void flatshade_destroy( struct draw_stage *stage ) { draw_free_temp_verts( stage ); FREE( stage ); } /** * Create flatshading drawing stage. */ struct draw_stage *draw_flatshade_stage( struct draw_context *draw ) { struct flat_stage *flatshade = CALLOC_STRUCT(flat_stage); if (!flatshade) goto fail; flatshade->stage.draw = draw; flatshade->stage.name = "flatshade"; flatshade->stage.next = NULL; flatshade->stage.point = draw_pipe_passthrough_point; flatshade->stage.line = flatshade_first_line; flatshade->stage.tri = flatshade_first_tri; flatshade->stage.flush = flatshade_flush; flatshade->stage.reset_stipple_counter = flatshade_reset_stipple_counter; flatshade->stage.destroy = flatshade_destroy; if (!draw_alloc_temp_verts( &flatshade->stage, 2 )) goto fail; return &flatshade->stage; fail: if (flatshade) flatshade->stage.destroy( &flatshade->stage ); return NULL; }