On 30 June 2012 11:50, Olivier Galibert <galibert at pobox.com> wrote: > At this point all interpolation tests with fixed clipping work. > > Signed-off-by: Olivier Galibert <galibert at pobox.com> > --- > src/mesa/drivers/dri/i965/brw_clip.c | 9 ++ > src/mesa/drivers/dri/i965/brw_clip.h | 1 + > src/mesa/drivers/dri/i965/brw_clip_util.c | 133 > ++++++++++++++++++++++++++--- > 3 files changed, 132 insertions(+), 11 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_clip.c > b/src/mesa/drivers/dri/i965/brw_clip.c > index 952eb4a..6bfdf24 100644 > --- a/src/mesa/drivers/dri/i965/brw_clip.c > +++ b/src/mesa/drivers/dri/i965/brw_clip.c > @@ -234,6 +234,15 @@ brw_upload_clip_prog(struct brw_context *brw) > break; > } > } > + key.has_noperspective_shading = 0; > + for (i = 0; i < BRW_VERT_RESULT_MAX; i++) { > + if (brw_get_interpolation_mode(brw, i) == > INTERP_QUALIFIER_NOPERSPECTIVE && > + brw->vs.prog_data->vue_map.slot_to_vert_result[i] != > VERT_RESULT_HPOS) { > + key.has_noperspective_shading = 1; > + break; > + } > + } > + > key.pv_first = (ctx->Light.ProvokingVertex == > GL_FIRST_VERTEX_CONVENTION); > brw_copy_interpolation_modes(brw, key.interpolation_mode); > /* _NEW_TRANSFORM (also part of VUE map)*/ > diff --git a/src/mesa/drivers/dri/i965/brw_clip.h > b/src/mesa/drivers/dri/i965/brw_clip.h > index 0ea0394..2a7245a 100644 > --- a/src/mesa/drivers/dri/i965/brw_clip.h > +++ b/src/mesa/drivers/dri/i965/brw_clip.h > @@ -47,6 +47,7 @@ struct brw_clip_prog_key { > GLuint primitive:4; > GLuint nr_userclip:4; > GLuint has_flat_shading:1; > + GLuint has_noperspective_shading:1; > GLuint pv_first:1; > GLuint do_unfilled:1; > GLuint fill_cw:2; /* includes cull information */ > diff --git a/src/mesa/drivers/dri/i965/brw_clip_util.c > b/src/mesa/drivers/dri/i965/brw_clip_util.c > index 7b0205a..5bdcef8 100644 > --- a/src/mesa/drivers/dri/i965/brw_clip_util.c > +++ b/src/mesa/drivers/dri/i965/brw_clip_util.c > @@ -129,6 +129,8 @@ static void brw_clip_project_vertex( struct > brw_clip_compile *c, > > /* Interpolate between two vertices and put the result into a0.0. > * Increment a0.0 accordingly. > + * > + * Beware that dest_ptr can be equal to v0_ptr. > */ > void brw_clip_interp_vertex( struct brw_clip_compile *c, > struct brw_indirect dest_ptr, > @@ -138,8 +140,9 @@ void brw_clip_interp_vertex( struct brw_clip_compile > *c, > bool force_edgeflag) > { > struct brw_compile *p = &c->func; > - struct brw_reg tmp = get_tmp(c); > - GLuint slot; > + struct brw_context *brw = p->brw; > + struct brw_reg tmp, t_nopersp, v0_ndc_copy; > + GLuint slot, delta; > > /* Just copy the vertex header: > */ > @@ -148,13 +151,119 @@ void brw_clip_interp_vertex( struct > brw_clip_compile *c, > * back on Ironlake, so needn't change it > */ > brw_copy_indirect_to_indirect(p, dest_ptr, v0_ptr, 1); > - > - /* Iterate over each attribute (could be done in pairs?) > + > + /* > + * First handle the 3D and NDC positioning, in case we need > + * noperspective interpolation. Doing it early has no performance > + * impact in any case. > + */ > + > + /* Start by picking up the v0 NDC coordinates, because that vertex > + * may be shared with the destination. > + */ > + if (c->key.has_noperspective_shading) { > + v0_ndc_copy = get_tmp(c); > + brw_MOV(p, v0_ndc_copy, deref_4f(v0_ptr, > + > brw_vert_result_to_offset(&c->vue_map, > + > BRW_VERT_RESULT_NDC))); > + } > Style nit-pick: this is a lot of indentation. How about this instead: if (c->key.has_noperspective_shading) { unsigned offset = brw_vert_result_to_offset(&c->vue_map, BRW_VERT_RESULT_NDC); v0_ndc_copy = get_tmp(c); brw_MOV(p, v0_ndc_copy, deref_4f(v0_ptr, offset)); } > + > + /* > + * Compute the new 3D position > + */ > + > + delta = brw_vert_result_to_offset(&c->vue_map, VERT_RESULT_HPOS); > + tmp = get_tmp(c); > + brw_MUL(p, > + vec4(brw_null_reg()), > + deref_4f(v1_ptr, delta), > + t0); > + > + brw_MAC(p, > + tmp, > + negate(deref_4f(v0_ptr, delta)), > + t0); > + > + brw_ADD(p, > + deref_4f(dest_ptr, delta), > + deref_4f(v0_ptr, delta), > + tmp); > + release_tmp(c, tmp); > Since delta and tmp are used elsewhere in this function for other purposes, I would feel more comfortable if we created a local scope for them by enclosing this small chunk of code in curly braces, e.g.: { /* * Compute the new 3D position */ GLuint delta = brw_vert_result_to_offset(&c->vue_map, VERT_RESULT_HPOS); struct brw_reg tmp = get_tmp(c); brw_MUL(p, vec4(brw_null_reg()), deref_4f(v1_ptr, delta), t0); brw_MAC(p, tmp, negate(deref_4f(v0_ptr, delta)), t0); brw_ADD(p, deref_4f(dest_ptr, delta), deref_4f(v0_ptr, delta), tmp); release_tmp(c, tmp); } Also, it would be nice to have a comment above each small group of instructions showing what they compute as a formula. For example, above these three instructions we could say: /* dest_hpos = v0_hpos * (1 - t0) + v1_hpos * t0 */ > + > + /* Then recreate the projected (NDC) coordinate in the new vertex > + * header > */ > + brw_clip_project_vertex(c, dest_ptr); > + > + /* > + * If we have noperspective attributes, we now need to compute the > + * screen-space t. > + */ > + if (c->key.has_noperspective_shading) { > + delta = brw_vert_result_to_offset(&c->vue_map, BRW_VERT_RESULT_NDC); > + t_nopersp = get_tmp(c); > + tmp = get_tmp(c); > Along the same lines as my previous comment, I'd prefer to make these three variables local to this scope, e.g.: if (c->key.has_noperspective_shading) { GLuint delta = brw_vert_result_to_offset(&c->vue_map, BRW_VERT_RESULT_NDC); struct brw_reg t_nopersp = get_tmp(c); struct brw_reg tmp = get_tmp(c); > + > + /* Build a register with coordinates from the second and new > vertices */ > In the code below, I could really use some comments to clarify the computation you're doing. I'll insert some suggestions inline: /* t_nopersp = vec4(v1_ndc.xy, dest_ndc.xy) */ > + brw_MOV(p, t_nopersp, deref_4f(v1_ptr, delta)); > + brw_MOV(p, tmp, deref_4f(dest_ptr, delta)); > + brw_set_access_mode(p, BRW_ALIGN_16); > + brw_MOV(p, > + brw_writemask(t_nopersp, WRITEMASK_ZW), > + brw_swizzle(tmp, 0,1,0,1)); > + > + /* Subtract the coordinates of the first vertex */ > /* t_nopersp -= v0_ndc_copy.xyxy * Therefore t_nopersp = vec4(v1_ndc.xy - v0_ndc.xy, * dest_ndc.xy - v0_ndc.xy) */ > + brw_ADD(p, t_nopersp, t_nopersp, negate(brw_swizzle(v0_ndc_copy, > 0,1,0,1))); > + > + /* Add the absolute value of the X and Y deltas so that if the > + * points aren't in the same place on the screen we get non-zero > + * values to divide. > + * > + * After that we have vert1-vert0 in t_nopersp.x and vertnew-vert0 > in t_nopersp.y. > + */ > /* t_nopersp.xy = |t_nopersp.xz| + |t_nopersp.yw| * Therefore: * t_nopersp = vec4(|v1_ndc.x - v0_ndc.x| + |v1_ndc.y - v0_ndc.y|, * |dest_ndc.x - v0_ndc.x| + |dest_ndc.y - v0_ndc.y|, * <don't care>, <don't care>) */ > + brw_ADD(p, > + brw_writemask(t_nopersp, WRITEMASK_XY), > + brw_abs(brw_swizzle(t_nopersp, 0,2,0,0)), > + brw_abs(brw_swizzle(t_nopersp, 1,3,0,0))); > + brw_set_access_mode(p, BRW_ALIGN_1); > + > + /* If the points are in the same place (vert1-vert0 == 0), just > + * substitute a value that will ensure that we don't divide by > + * 0. > + */ > + brw_CMP(p, vec1(brw_null_reg()), BRW_CONDITIONAL_EQ, > + vec1(t_nopersp), > + brw_imm_f(1)); > Shouldn't this be brw_imm_f(0)? > + brw_IF(p, BRW_EXECUTE_1); > + brw_MOV(p, t_nopersp, brw_imm_vf4(VF_ONE, VF_ZERO, VF_ZERO, > VF_ZERO)); > + brw_ENDIF(p); > + > + /* Now compute t_nopersp = t_nopersp.y/t_nopersp.x and broadcast it > */ > + brw_math_invert(p, get_element(t_nopersp, 0), > get_element(t_nopersp, 0)); > + brw_MUL(p, > + vec1(t_nopersp), > + vec1(t_nopersp), > + vec1(suboffset(t_nopersp, 1))); > + brw_set_access_mode(p, BRW_ALIGN_16); > + brw_MOV(p, t_nopersp, brw_swizzle(t_nopersp, 0,0,0,0)); > + brw_set_access_mode(p, BRW_ALIGN_1); > That was a very clever computation. Well done. > + > + release_tmp(c, tmp); > + release_tmp(c, v0_ndc_copy); > + } > + > + /* Now we can iterate over each attribute > + * (could be done in pairs?) > + */ > + tmp = get_tmp(c); > for (slot = 0; slot < c->vue_map.num_slots; slot++) { > int vert_result = c->vue_map.slot_to_vert_result[slot]; > GLuint delta = brw_vue_slot_to_offset(slot); > > + /* HPOS is already handled */ > + if(vert_result == VERT_RESULT_HPOS) > + continue; > + > if (vert_result == VERT_RESULT_EDGE) { > if (force_edgeflag) > brw_MOV(p, deref_4f(dest_ptr, delta), brw_imm_f(1)); > @@ -174,15 +283,20 @@ void brw_clip_interp_vertex( struct brw_clip_compile > *c, > * > * New = attr0 + t*attr1 - t*attr0 > */ > + > + struct brw_reg t = > + brw_get_interpolation_mode(brw, slot) == > INTERP_QUALIFIER_NOPERSPECTIVE ? > + t_nopersp : t0; > + > brw_MUL(p, > vec4(brw_null_reg()), > deref_4f(v1_ptr, delta), > - t0); > + t); > > brw_MAC(p, > tmp, > negate(deref_4f(v0_ptr, delta)), > - t0); > + t); > > brw_ADD(p, > deref_4f(dest_ptr, delta), > @@ -198,11 +312,8 @@ void brw_clip_interp_vertex( struct brw_clip_compile > *c, > } > > release_tmp(c, tmp); > - > - /* Recreate the projected (NDC) coordinate in the new vertex > - * header: > - */ > - brw_clip_project_vertex(c, dest_ptr ); > + if (c->key.has_noperspective_shading) > + release_tmp(c, t_nopersp); > } > > void brw_clip_emit_vue(struct brw_clip_compile *c, > -- > 1.7.10.rc3.1.gb306 > > _______________________________________________ > mesa-dev mailing list > mesa-dev at lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > With the exception of my question about brw_imm_f(0), all of my comments on this patch are stylistic suggestions. So assuming we get the brw_imm_f(0) thing figured out, this patch is: Reviewed-by: Paul Berry <stereotype441 at gmail.com> -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/intel-gfx/attachments/20120717/31b7a115/attachment.html>