/** * Special coefficient setup for gl_FragCoord. * X and Y are trivial * Z and W are copied from position_coef 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_point_fragcoord_coef(struct lp_setup_context *setup, struct point_info *info, unsigned slot, unsigned usage_mask) { /*X*/ if (usage_mask & TGSI_WRITEMASK_X) { info->a0[slot][0] = 0.0; info->dadx[slot][0] = 1.0; info->dady[slot][0] = 0.0; } /*Y*/ if (usage_mask & TGSI_WRITEMASK_Y) { info->a0[slot][1] = 0.0; info->dadx[slot][1] = 0.0; info->dady[slot][1] = 1.0; } /*Z*/ if (usage_mask & TGSI_WRITEMASK_Z) { constant_coef(setup, info, slot, info->v0[0][2], 2); } /*W*/ if (usage_mask & TGSI_WRITEMASK_W) { constant_coef(setup, info, slot, info->v0[0][3], 3); } }
/** * Setup the fragment input attribute with the front-facing value. * \param frontface is the triangle front facing? */ static void setup_facing_coef( struct lp_rast_shader_inputs *inputs, unsigned slot, boolean frontface, unsigned usage_mask) { /* convert TRUE to 1.0 and FALSE to -1.0 */ if (usage_mask & TGSI_WRITEMASK_X) constant_coef( inputs, slot, 2.0f * frontface - 1.0f, 0 ); if (usage_mask & TGSI_WRITEMASK_Y) constant_coef( inputs, slot, 0.0f, 1 ); /* wasted */ if (usage_mask & TGSI_WRITEMASK_Z) constant_coef( inputs, slot, 0.0f, 2 ); /* wasted */ if (usage_mask & TGSI_WRITEMASK_W) constant_coef( inputs, slot, 0.0f, 3 ); /* wasted */ }
/** * Compute the tri->coef[] array dadx, dady, a0 values. */ static void setup_line_coefficients( struct lp_setup_context *setup, struct lp_line_info *info) { const struct lp_setup_variant_key *key = &setup->setup.variant->key; unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ; unsigned slot; /* setup interpolation for all the remaining attributes: */ for (slot = 0; slot < key->num_inputs; slot++) { unsigned vert_attr = key->inputs[slot].src_index; unsigned usage_mask = key->inputs[slot].usage_mask; unsigned i; switch (key->inputs[slot].interp) { case LP_INTERP_CONSTANT: if (key->flatshade_first) { for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) constant_coef(setup, info, slot+1, info->v1[vert_attr][i], i); } else { for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) constant_coef(setup, info, slot+1, info->v2[vert_attr][i], i); } break; case LP_INTERP_LINEAR: for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) linear_coef(setup, info, slot+1, vert_attr, i); break; case LP_INTERP_PERSPECTIVE: for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) perspective_coef(setup, info, slot+1, vert_attr, i); fragcoord_usage_mask |= TGSI_WRITEMASK_W; break; case LP_INTERP_POSITION: /* * The generated pixel interpolators will pick up the coeffs from * slot 0, so all need to ensure that the usage mask is covers all * usages. */ fragcoord_usage_mask |= usage_mask; break; case LP_INTERP_FACING: for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) constant_coef(setup, info, slot+1, info->frontfacing ? 1.0f : -1.0f, i); break; default: assert(0); } } /* The internal position input is in slot zero: */ setup_fragcoord_coef(setup, info, 0, fragcoord_usage_mask); }
/** * Compute the point->coef[] array dadx, dady, a0 values. */ static void setup_point_coefficients( struct lp_setup_context *setup, struct point_info *info) { const struct lp_setup_variant_key *key = &setup->setup.variant->key; const struct lp_fragment_shader *shader = setup->fs.current.variant->shader; unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ; unsigned slot; /* setup interpolation for all the remaining attributes: */ for (slot = 0; slot < key->num_inputs; slot++) { unsigned vert_attr = key->inputs[slot].src_index; unsigned usage_mask = key->inputs[slot].usage_mask; enum lp_interp interp = key->inputs[slot].interp; boolean perspective = !!(interp == LP_INTERP_PERSPECTIVE); unsigned i; if (perspective & usage_mask) { fragcoord_usage_mask |= TGSI_WRITEMASK_W; } switch (interp) { case LP_INTERP_POSITION: /* * The generated pixel interpolators will pick up the coeffs from * slot 0, so all need to ensure that the usage mask is covers all * usages. */ fragcoord_usage_mask |= usage_mask; break; case LP_INTERP_LINEAR: /* Sprite tex coords may use linear interpolation someday */ /* fall-through */ case LP_INTERP_PERSPECTIVE: /* check if the sprite coord flag is set for this attribute. * If so, set it up so it up so x and y vary from 0 to 1. */ if (shader->info.base.input_semantic_name[slot] == TGSI_SEMANTIC_GENERIC) { unsigned semantic_index = shader->info.base.input_semantic_index[slot]; /* Note that sprite_coord enable is a bitfield of * PIPE_MAX_SHADER_OUTPUTS bits. */ if (semantic_index < PIPE_MAX_SHADER_OUTPUTS && (setup->sprite_coord_enable & (1 << semantic_index))) { for (i = 0; i < NUM_CHANNELS; i++) { if (usage_mask & (1 << i)) { texcoord_coef(setup, info, slot + 1, i, setup->sprite_coord_origin, perspective); } } break; } } /* fall-through */ case LP_INTERP_CONSTANT: for (i = 0; i < NUM_CHANNELS; i++) { if (usage_mask & (1 << i)) { if (perspective) { point_persp_coeff(setup, info, slot+1, i); } else { constant_coef(setup, info, slot+1, info->v0[vert_attr][i], i); } } } break; case LP_INTERP_FACING: for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) constant_coef(setup, info, slot+1, 1.0, i); break; default: assert(0); break; } } /* The internal position input is in slot zero: */ setup_point_fragcoord_coef(setup, info, 0, fragcoord_usage_mask); }
/** * Compute the tri->coef[] array dadx, dady, a0 values. */ void lp_setup_tri_coef( struct lp_setup_context *setup, struct lp_rast_shader_inputs *inputs, const float (*v0)[4], const float (*v1)[4], const float (*v2)[4], boolean frontfacing) { unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ; unsigned slot; unsigned i; struct lp_tri_info info; float dx01 = v0[0][0] - v1[0][0]; float dy01 = v0[0][1] - v1[0][1]; float dx20 = v2[0][0] - v0[0][0]; float dy20 = v2[0][1] - v0[0][1]; float oneoverarea = 1.0f / (dx01 * dy20 - dx20 * dy01); info.v0 = v0; info.v1 = v1; info.v2 = v2; info.frontfacing = frontfacing; info.x0_center = v0[0][0] - setup->pixel_offset; info.y0_center = v0[0][1] - setup->pixel_offset; info.dx01_ooa = dx01 * oneoverarea; info.dx20_ooa = dx20 * oneoverarea; info.dy01_ooa = dy01 * oneoverarea; info.dy20_ooa = dy20 * oneoverarea; /* setup interpolation for all the remaining attributes: */ for (slot = 0; slot < setup->fs.nr_inputs; slot++) { unsigned vert_attr = setup->fs.input[slot].src_index; unsigned usage_mask = setup->fs.input[slot].usage_mask; switch (setup->fs.input[slot].interp) { case LP_INTERP_CONSTANT: if (setup->flatshade_first) { for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) constant_coef(inputs, slot+1, info.v0[vert_attr][i], i); } else { for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) constant_coef(inputs, slot+1, info.v2[vert_attr][i], i); } break; case LP_INTERP_LINEAR: for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) linear_coef(inputs, &info, slot+1, vert_attr, i); break; case LP_INTERP_PERSPECTIVE: for (i = 0; i < NUM_CHANNELS; i++) if (usage_mask & (1 << i)) perspective_coef(inputs, &info, slot+1, vert_attr, i); fragcoord_usage_mask |= TGSI_WRITEMASK_W; break; case LP_INTERP_POSITION: /* * The generated pixel interpolators will pick up the coeffs from * slot 0, so all need to ensure that the usage mask is covers all * usages. */ fragcoord_usage_mask |= usage_mask; break; case LP_INTERP_FACING: setup_facing_coef(inputs, slot+1, info.frontfacing, usage_mask); break; default: assert(0); } } /* The internal position input is in slot zero: */ setup_fragcoord_coef(inputs, &info, 0, fragcoord_usage_mask); }