[Mesa-dev] [PATCH] llvmpipe: Honour pipe_rasterizer::point_quad_rasterization.
Marek Olšák
maraeo at gmail.com
Wed Jan 8 10:48:33 PST 2014
On Wed, Jan 8, 2014 at 7:31 PM, Roland Scheidegger <sroland at vmware.com> wrote:
> Am 08.01.2014 19:12, schrieb Jose Fonseca:
>>
>>
>> ----- Original Message -----
>>> Am 08.01.2014 18:27, schrieb jfonseca at vmware.com:
>>>> From: José Fonseca <jfonseca at vmware.com>
>>>>
>>>> Commit eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd fixed the rasterization
>>>> of points for Direct3D but ended up breaking the rasterization of OpenGL
>>>> non-sprite points, in particular conform's pntrast.c test.
>>>>
>>>> The only way to get both working is to properly honour
>>>> pipe_rasterizer::point_quad_rasterization, and follow the weird OpenGL
>>>> rule when it is false.
>>>> ---
>>>> src/gallium/drivers/llvmpipe/lp_setup_point.c | 64
>>>> ++++++++++++++++++++++-----
>>>> 1 file changed, 54 insertions(+), 10 deletions(-)
>>>>
>>>> diff --git a/src/gallium/drivers/llvmpipe/lp_setup_point.c
>>>> b/src/gallium/drivers/llvmpipe/lp_setup_point.c
>>>> index 988e0c5..e5ce4ee 100644
>>>> --- a/src/gallium/drivers/llvmpipe/lp_setup_point.c
>>>> +++ b/src/gallium/drivers/llvmpipe/lp_setup_point.c
>>>> @@ -338,9 +338,13 @@ try_setup_point( struct lp_setup_context *setup,
>>>> int fixed_width = MAX2(FIXED_ONE,
>>>> (subpixel_snap(size) + FIXED_ONE/2 - 1) &
>>>> ~(FIXED_ONE-1));
>>>>
>>>> - const int x0 = subpixel_snap(v0[0][0] - setup->pixel_offset) -
>>>> fixed_width/2;
>>>> - const int y0 = subpixel_snap(v0[0][1] - setup->pixel_offset) -
>>>> fixed_width/2;
>>>> -
>>>> + /* Yes this is necessary to accurately calculate bounding boxes
>>>> + * with the two fill-conventions we support. GL (normally) ends
>>>> + * up needing a bottom-left fill convention, which requires
>>>> + * slightly different rounding.
>>>> + */
>>>> + int adj = (setup->bottom_edge_rule != 0) ? 1 : 0;
>>>> +
>>>> struct lp_scene *scene = setup->scene;
>>>> struct lp_rast_triangle *point;
>>>> unsigned bytes;
>>>> @@ -363,13 +367,14 @@ try_setup_point( struct lp_setup_context *setup,
>>>> print_point(setup, v0);
>>>>
>>>> /* Bounding rectangle (in pixels) */
>>>> - {
>>>> - /* Yes this is necessary to accurately calculate bounding boxes
>>>> - * with the two fill-conventions we support. GL (normally) ends
>>>> - * up needing a bottom-left fill convention, which requires
>>>> - * slightly different rounding.
>>>> + if (!lp_context->rasterizer ||
>>>> + lp_context->rasterizer->point_quad_rasterization) {
>>>> + /*
>>>> + * Rasterize points as quads.
>>>> */
>>>> - int adj = (setup->bottom_edge_rule != 0) ? 1 : 0;
>>>> +
>>>> + const int x0 = subpixel_snap(v0[0][0] - setup->pixel_offset) -
>>>> fixed_width/2;
>>>> + const int y0 = subpixel_snap(v0[0][1] - setup->pixel_offset) -
>>>> fixed_width/2;
>>>>
>>>> bbox.x0 = (x0 + (FIXED_ONE-1)) >> FIXED_ORDER;
>>>> bbox.x1 = (x0 + fixed_width + (FIXED_ONE-1)) >> FIXED_ORDER;
>>>> @@ -380,8 +385,47 @@ try_setup_point( struct lp_setup_context *setup,
>>>> */
>>>> bbox.x1--;
>>>> bbox.y1--;
>>>> + } else {
>>>> + /*
>>>> + * OpenGL rasterization rules for non-sprite points.
>>> Maybe add "legacy" here before OpenGL?
>>
>> Sure.
>>
>>>> + *
>>>> + * Per OpenGL 2.1 spec, section 3.3.1, "Basic Point Rasterization".
>>>> + */
>>>> +
>>>> + const int x0 = subpixel_snap(v0[0][0]);
>>>> + const int y0 = subpixel_snap(v0[0][1]) - adj;
>>>> +
>>>> + int int_width = fixed_width >> FIXED_ORDER;
>>>> +
>>>> + assert(setup->pixel_offset != 0);
>>>> +
>>>> + if (int_width == 1) {
>>>> + bbox.x0 = x0 >> FIXED_ORDER;
>>>> + bbox.y0 = y0 >> FIXED_ORDER;
>>>> + bbox.x1 = bbox.x0;
>>>> + bbox.y1 = bbox.y0;
>>>> + } else {
>>>> + if (int_width & 1) {
>>>> + /* Odd width */
>>>> + bbox.x0 = (x0 >> FIXED_ORDER) - (int_width - 1)/2;
>>>> + bbox.y0 = (y0 >> FIXED_ORDER) - (int_width - 1)/2;
>>>> + } else {
>>>> + /* Even width */
>>>> + bbox.x0 = ((x0 + FIXED_ONE/2) >> FIXED_ORDER) - int_width/2;
>>>> + bbox.y0 = ((y0 + FIXED_ONE/2) >> FIXED_ORDER) - int_width/2;
>>>> + }
>>>> +
>>>> + bbox.x1 = bbox.x0 + int_width - 1;
>>>> + bbox.y1 = bbox.y0 + int_width - 1;
>>>> + }
>>>> }
>>>> -
>>>> +
>>>> + if (0) {
>>>> + debug_printf(" bbox: (%i, %i) - (%i, %i)\n",
>>>> + bbox.x0, bbox.y0,
>>>> + bbox.x1, bbox.y1);
>>>> + }
>>>> +
>>>> if (!u_rect_test_intersection(&setup->draw_regions[viewport_index],
>>>> &bbox)) {
>>>> if (0) debug_printf("offscreen\n");
>>>> LP_COUNT(nr_culled_tris);
>>>>
>>>
>>> This looks good to me. Note though this type of point rasterization is
>>> only available in pre 3.0 contexts (or compatibilility contexts which we
>>> don't support) anyway.
>>
>> Oh really!? Argh.. It though it was still relevant nowadays, or I wouldn't have wasted my afternoon on trying to figure out the regression and the proper fix...
> Well it seems at least some hw (nvidia for one) still can follow these
> rules, so maybe there are apps out there which rely on it (radeonsi otoh
> ignores the state). At least conform relies on it apparently so it's not
> really a waste :-).
I have never understood what point_quad_rasterization means and how we
should use it. I think Radeons always rasterize points as axis-aligned
rectangles (width and height can be different) and there is no support
for round/smooth points as far as I know.
Marek
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