gallium: Remove bypass_vs_clip_and_viewport from rasteriser state.

Needs testing.
This commit is contained in:
Michal Krol
2010-02-22 21:36:22 +01:00
parent 2467354842
commit 63cb6f59ea
25 changed files with 266 additions and 407 deletions

View File

@@ -120,174 +120,153 @@ static int emit_viewport( struct svga_context *svga,
float fb_width = svga->curr.framebuffer.width;
float fb_height = svga->curr.framebuffer.height;
float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
float fw = viewport->scale[0] * 2;
float fh = flip * viewport->scale[1] * 2;
memset( &prescale, 0, sizeof(prescale) );
if (svga->curr.rast->templ.bypass_vs_clip_and_viewport) {
/* Examine gallium viewport transformation and produce a screen
* rectangle and possibly vertex shader pre-transformation to
* get the same results.
*/
/* Avoid POSITIONT as it has a non trivial implementation outside the D3D
* API. Always generate a vertex shader.
*/
rect.x = 0;
rect.y = 0;
rect.w = svga->curr.framebuffer.width;
rect.h = svga->curr.framebuffer.height;
SVGA_DBG(DEBUG_VIEWPORT,
"\ninitial %f,%f %fx%f\n",
fx,
fy,
fw,
fh);
prescale.scale[0] = 2.0 / (float)rect.w;
prescale.scale[1] = - 2.0 / (float)rect.h;
prescale.scale[2] = 1.0;
prescale.scale[3] = 1.0;
prescale.translate[0] = -1.0f;
prescale.translate[1] = 1.0f;
prescale.translate[2] = 0;
prescale.translate[3] = 0;
prescale.enabled = TRUE;
} else {
/* Examine gallium viewport transformation and produce a screen
* rectangle and possibly vertex shader pre-transformation to
* get the same results.
*/
float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
float fw = viewport->scale[0] * 2;
float fh = flip * viewport->scale[1] * 2;
SVGA_DBG(DEBUG_VIEWPORT,
"\ninitial %f,%f %fx%f\n",
fx,
fy,
fw,
fh);
prescale.scale[0] = 1.0;
prescale.scale[1] = 1.0;
prescale.scale[2] = 1.0;
prescale.scale[3] = 1.0;
prescale.translate[0] = 0;
prescale.translate[1] = 0;
prescale.translate[2] = 0;
prescale.translate[3] = 0;
prescale.enabled = TRUE;
prescale.scale[0] = 1.0;
prescale.scale[1] = 1.0;
prescale.scale[2] = 1.0;
prescale.scale[3] = 1.0;
prescale.translate[0] = 0;
prescale.translate[1] = 0;
prescale.translate[2] = 0;
prescale.translate[3] = 0;
prescale.enabled = TRUE;
if (fw < 0) {
prescale.scale[0] *= -1.0;
prescale.translate[0] += -fw;
fw = -fw;
fx = viewport->scale[0] * 1.0 + viewport->translate[0];
}
if (fw < 0) {
prescale.scale[0] *= -1.0;
prescale.translate[0] += -fw;
fw = -fw;
fx = viewport->scale[0] * 1.0 + viewport->translate[0];
}
if (fh < 0) {
prescale.scale[1] *= -1.0;
prescale.translate[1] += -fh;
fh = -fh;
fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
}
if (fh < 0) {
prescale.scale[1] *= -1.0;
prescale.translate[1] += -fh;
fh = -fh;
fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
}
if (fx < 0) {
prescale.translate[0] += fx;
prescale.scale[0] *= fw / (fw + fx);
fw += fx;
fx = 0;
}
if (fx < 0) {
prescale.translate[0] += fx;
prescale.scale[0] *= fw / (fw + fx);
fw += fx;
fx = 0;
}
if (fy < 0) {
prescale.translate[1] += fy;
prescale.scale[1] *= fh / (fh + fy);
fh += fy;
fy = 0;
}
if (fy < 0) {
prescale.translate[1] += fy;
prescale.scale[1] *= fh / (fh + fy);
fh += fy;
fy = 0;
}
if (fx + fw > fb_width) {
prescale.scale[0] *= fw / (fb_width - fx);
prescale.translate[0] -= fx * (fw / (fb_width - fx));
prescale.translate[0] += fx;
fw = fb_width - fx;
}
if (fy + fh > fb_height) {
prescale.scale[1] *= fh / (fb_height - fy);
prescale.translate[1] -= fy * (fh / (fb_height - fy));
prescale.translate[1] += fy;
fh = fb_height - fy;
}
if (fw < 0 || fh < 0) {
fw = fh = fx = fy = 0;
degenerate = TRUE;
goto out;
}
/* D3D viewport is integer space. Convert fx,fy,etc. to
* integers.
*
* TODO: adjust pretranslate correct for any subpixel error
* introduced converting to integers.
*/
rect.x = fx;
rect.y = fy;
rect.w = fw;
rect.h = fh;
SVGA_DBG(DEBUG_VIEWPORT,
"viewport error %f,%f %fx%f\n",
fabs((float)rect.x - fx),
fabs((float)rect.y - fy),
fabs((float)rect.w - fw),
fabs((float)rect.h - fh));
SVGA_DBG(DEBUG_VIEWPORT,
"viewport %d,%d %dx%d\n",
rect.x,
rect.y,
rect.w,
rect.h);
if (fx + fw > fb_width) {
prescale.scale[0] *= fw / (fb_width - fx);
prescale.translate[0] -= fx * (fw / (fb_width - fx));
prescale.translate[0] += fx;
fw = fb_width - fx;
}
/* Finally, to get GL rasterization rules, need to tweak the
* screen-space coordinates slightly relative to D3D which is
* what hardware implements natively.
*/
if (svga->curr.rast->templ.gl_rasterization_rules) {
float adjust_x = 0.0;
float adjust_y = 0.0;
if (fy + fh > fb_height) {
prescale.scale[1] *= fh / (fb_height - fy);
prescale.translate[1] -= fy * (fh / (fb_height - fy));
prescale.translate[1] += fy;
fh = fb_height - fy;
}
switch (svga->curr.reduced_prim) {
case PIPE_PRIM_LINES:
adjust_x = -0.5;
adjust_y = 0;
break;
case PIPE_PRIM_POINTS:
case PIPE_PRIM_TRIANGLES:
adjust_x = -0.375;
adjust_y = -0.5;
break;
}
if (fw < 0 || fh < 0) {
fw = fh = fx = fy = 0;
degenerate = TRUE;
goto out;
}
prescale.translate[0] += adjust_x;
prescale.translate[1] += adjust_y;
prescale.translate[2] = 0.5; /* D3D clip space */
prescale.scale[2] = 0.5; /* D3D clip space */
/* D3D viewport is integer space. Convert fx,fy,etc. to
* integers.
*
* TODO: adjust pretranslate correct for any subpixel error
* introduced converting to integers.
*/
rect.x = fx;
rect.y = fy;
rect.w = fw;
rect.h = fh;
SVGA_DBG(DEBUG_VIEWPORT,
"viewport error %f,%f %fx%f\n",
fabs((float)rect.x - fx),
fabs((float)rect.y - fy),
fabs((float)rect.w - fw),
fabs((float)rect.h - fh));
SVGA_DBG(DEBUG_VIEWPORT,
"viewport %d,%d %dx%d\n",
rect.x,
rect.y,
rect.w,
rect.h);
/* Finally, to get GL rasterization rules, need to tweak the
* screen-space coordinates slightly relative to D3D which is
* what hardware implements natively.
*/
if (svga->curr.rast->templ.gl_rasterization_rules) {
float adjust_x = 0.0;
float adjust_y = 0.0;
switch (svga->curr.reduced_prim) {
case PIPE_PRIM_LINES:
adjust_x = -0.5;
adjust_y = 0;
break;
case PIPE_PRIM_POINTS:
case PIPE_PRIM_TRIANGLES:
adjust_x = -0.375;
adjust_y = -0.5;
break;
}
prescale.translate[0] += adjust_x;
prescale.translate[1] += adjust_y;
prescale.translate[2] = 0.5; /* D3D clip space */
prescale.scale[2] = 0.5; /* D3D clip space */
}
range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
/* D3D (and by implication SVGA) doesn't like dealing with zmax
* less than zmin. Detect that case, flip the depth range and
* invert our z-scale factor to achieve the same effect.
*/
if (range_min > range_max) {
float range_tmp;
range_tmp = range_min;
range_min = range_max;
range_max = range_tmp;
prescale.scale[2] = -prescale.scale[2];
}
range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
/* D3D (and by implication SVGA) doesn't like dealing with zmax
* less than zmin. Detect that case, flip the depth range and
* invert our z-scale factor to achieve the same effect.
*/
if (range_min > range_max) {
float range_tmp;
range_tmp = range_min;
range_min = range_max;
range_max = range_tmp;
prescale.scale[2] = -prescale.scale[2];
}
if (prescale.enabled) {