[PATCH 5/5] intel gen4-5: Make noperspective clipping work.

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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)));
+   }      
+
+   /*
+    * 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);
+
+   /* 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);
+
+      /* Build a register with coordinates from the second and new vertices */
+      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 */
+      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.
+       */
+      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));
+      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);
+
+      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



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