[Mesa-dev] [PATCH V3 4/5] i965 Gen4/5: clip: Add support for noperspective varyings

Chris Forbes chrisf at ijw.co.nz
Sun Jul 14 02:39:42 PDT 2013


Adds support for interpolating noperspective varyings linearly in screen
space when clipping.

Based on Olivier Galibert's patch from last year:
http://lists.freedesktop.org/archives/mesa-dev/2012-July/024341.html

At this point all -fixed and -vertex interpolation tests work.

[V1-2]: Signed-off-by: Olivier Galibert <galibert at pobox.com>
Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
---
 src/mesa/drivers/dri/i965/brw_clip.c      |   8 ++
 src/mesa/drivers/dri/i965/brw_clip.h      |   1 +
 src/mesa/drivers/dri/i965/brw_clip_util.c | 120 +++++++++++++++++++++++++++---
 3 files changed, 119 insertions(+), 10 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_clip.c b/src/mesa/drivers/dri/i965/brw_clip.c
index 7df4b18..6dd3759 100644
--- a/src/mesa/drivers/dri/i965/brw_clip.c
+++ b/src/mesa/drivers/dri/i965/brw_clip.c
@@ -211,6 +211,14 @@ brw_upload_clip_prog(struct brw_context *brw)
       }
    }
 
+   key.has_noperspective_shading = 0;
+   for (i = 0; i < brw->vue_map_geom_out.num_slots; i++) {
+      if (key.interpolation_mode[i] == INTERP_QUALIFIER_NOPERSPECTIVE) {
+         key.has_noperspective_shading = 1;
+         break;
+      }
+   }
+
    key.pv_first = (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION);
    /* _NEW_TRANSFORM (also part of VUE map)*/
    key.nr_userclip = _mesa_bitcount_64(ctx->Transform.ClipPlanesEnabled);
diff --git a/src/mesa/drivers/dri/i965/brw_clip.h b/src/mesa/drivers/dri/i965/brw_clip.h
index 656254b..90e3e33 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 8a21c1f..56c9ccd 100644
--- a/src/mesa/drivers/dri/i965/brw_clip_util.c
+++ b/src/mesa/drivers/dri/i965/brw_clip_util.c
@@ -128,6 +128,8 @@ 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,
@@ -137,7 +139,7 @@ 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);
+   struct brw_reg t_nopersp, v0_ndc_copy;
    GLuint slot;
 
    /* Just copy the vertex header:
@@ -148,12 +150,107 @@ void brw_clip_interp_vertex( struct brw_clip_compile *c,
     */
    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 interpolation, in case we
+    * need noperspective interpolation. Doing it early has no
+    * performance impact in any case.
+    */
+
+   /* Take a copy of the v0 NDC coordinates, in case dest == v0. */
+   if (c->key.has_noperspective_shading) {
+      GLuint offset = brw_varying_to_offset(&c->vue_map,
+                                                 BRW_VARYING_SLOT_NDC);
+      v0_ndc_copy = get_tmp(c);
+      brw_MOV(p, v0_ndc_copy, deref_4f(v0_ptr, offset));
+   }
+
+   /* Compute the new 3D position
+    *
+    * dest_hpos = v0_hpos * (1 - t0) + v1_hpos * t0
+    */
+   {
+      GLuint delta = brw_varying_to_offset(&c->vue_map, VARYING_SLOT_POS);
+      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);
+   }
+
+   /* Recreate the projected (NDC) coordinate in the new vertex header */
+   brw_clip_project_vertex(c, dest_ptr);
+
+   /* If we have noperspective attributes,
+    * we need to compute the screen-space t
+    */
+   if (c->key.has_noperspective_shading) {
+      GLuint delta = brw_varying_to_offset(&c->vue_map,
+                                                BRW_VARYING_SLOT_NDC);
+      struct brw_reg tmp = get_tmp(c);
+      t_nopersp = get_tmp(c);
+
+      /* t_nopersp = vec4(v1.xy, dest.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));
+
+      /* t_nopersp = vec4(v1.xy, dest.xy) - v0.xyxy */
+      brw_ADD(p, t_nopersp, t_nopersp,
+              negate(brw_swizzle(v0_ndc_copy, 0, 1, 0, 1)));
+
+      /* Add the absolute values of the X and Y deltas so that if
+       * the points aren't in the same place on the screen we get
+       * nonzero values to divide.
+       *
+       * After that, we have vert1 - vert0 in t_nopersp.x and
+       * vertnew - vert0 in t_nopersp.y
+       *
+       * t_nopersp = vec2(|v1.x  -v0.x| + |v1.y  -v0.y|,
+       *                  |dest.x-v0.x| + |dest.y-v0.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, just substitute a
+       * value to avoid divide-by-zero
+       */
+      brw_CMP(p, vec1(brw_null_reg()), BRW_CONDITIONAL_EQ,
+              vec1(t_nopersp),
+              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);
+
+      release_tmp(c, tmp);
+      release_tmp(c, v0_ndc_copy);
+   }
+
+   /* Now we can iterate over each attribute
+    * (could be done in pairs?)
     */
    for (slot = 0; slot < c->vue_map.num_slots; slot++) {
       int varying = c->vue_map.slot_to_varying[slot];
       GLuint delta = brw_vue_slot_to_offset(slot);
 
+      /* HPOS is already handled above */
+      if (varying == VARYING_SLOT_POS)
+         continue;
+
+
       if (varying == VARYING_SLOT_EDGE) {
 	 if (force_edgeflag) 
 	    brw_MOV(p, deref_4f(dest_ptr, delta), brw_imm_f(1));
@@ -173,20 +270,27 @@ void brw_clip_interp_vertex( struct brw_clip_compile *c,
 	  *
 	  *        New = attr0 + t*attr1 - t*attr0
 	  */
+         struct brw_reg tmp = get_tmp(c);
+         struct brw_reg t =
+            c->key.interpolation_mode[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), 
 		 deref_4f(v0_ptr, delta),
 		 tmp);
+
+         release_tmp(c, tmp);
       }
    }
 
@@ -196,12 +300,8 @@ void brw_clip_interp_vertex( struct brw_clip_compile *c,
       brw_MOV(p, deref_4f(dest_ptr, delta), brw_imm_f(0));
    }
 
-   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, 
-- 
1.8.3.2



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