Roland, that was great, you caught a lot of stuff, thanks!
----- Original Message ----- > Am 10.06.2013 16:31, schrieb Zack Rusin: > > Works similarly to clip distance. If the cull distance is negative > > for all vertices against a specific plane then the primitive > > is culled. > > > > Signed-off-by: Zack Rusin <za...@vmware.com> > > --- > > src/gallium/auxiliary/draw/draw_context.c | 17 ++++ > > src/gallium/auxiliary/draw/draw_gs.c | 6 ++ > > src/gallium/auxiliary/draw/draw_gs.h | 1 + > > src/gallium/auxiliary/draw/draw_pipe_cull.c | 124 > > ++++++++++++++++++----- > > src/gallium/auxiliary/draw/draw_pipe_validate.c | 11 +- > > src/gallium/auxiliary/draw/draw_private.h | 2 + > > src/gallium/auxiliary/draw/draw_vs.c | 5 + > > src/gallium/auxiliary/draw/draw_vs.h | 1 + > > 8 files changed, 137 insertions(+), 30 deletions(-) > > > > diff --git a/src/gallium/auxiliary/draw/draw_context.c > > b/src/gallium/auxiliary/draw/draw_context.c > > index e8480f6..470e7ac 100644 > > --- a/src/gallium/auxiliary/draw/draw_context.c > > +++ b/src/gallium/auxiliary/draw/draw_context.c > > @@ -751,6 +751,23 @@ draw_current_shader_num_written_clipdistances(const > > struct draw_context *draw) > > return draw->vs.vertex_shader->info.num_written_clipdistance; > > } > > > > + > > +uint > > +draw_current_shader_culldistance_output(const struct draw_context *draw, > > int index) > > +{ > > + if (draw->gs.geometry_shader) > > + return draw->gs.geometry_shader->culldistance_output[index]; > > + return draw->vs.vertex_shader->culldistance_output[index]; > > +} > > + > > +uint > > +draw_current_shader_num_written_culldistances(const struct draw_context > > *draw) > > +{ > > + if (draw->gs.geometry_shader) > > + return draw->gs.geometry_shader->info.num_written_culldistance; > > + return draw->vs.vertex_shader->info.num_written_culldistance; > > +} > > + > > /** > > * Return a pointer/handle for a driver/CSO rasterizer object which > > * disabled culling, stippling, unfilled tris, etc. > > diff --git a/src/gallium/auxiliary/draw/draw_gs.c > > b/src/gallium/auxiliary/draw/draw_gs.c > > index 74c6279..dc1298d 100644 > > --- a/src/gallium/auxiliary/draw/draw_gs.c > > +++ b/src/gallium/auxiliary/draw/draw_gs.c > > @@ -797,6 +797,12 @@ draw_create_geometry_shader(struct draw_context *draw, > > else > > gs->clipdistance_output[1] = i; > > } > > + if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) { > > + if (gs->info.output_semantic_index[i] == 0) > > + gs->culldistance_output[0] = i; > > + else > > + gs->culldistance_output[1] = i; > > + } > > } > > > > gs->machine = draw->gs.tgsi.machine; > > diff --git a/src/gallium/auxiliary/draw/draw_gs.h > > b/src/gallium/auxiliary/draw/draw_gs.h > > index 543b32d..05d666d 100644 > > --- a/src/gallium/auxiliary/draw/draw_gs.h > > +++ b/src/gallium/auxiliary/draw/draw_gs.h > > @@ -68,6 +68,7 @@ struct draw_geometry_shader { > > unsigned position_output; > > unsigned viewport_index_output; > > unsigned clipdistance_output[2]; > > + unsigned culldistance_output[2]; > > > > unsigned max_output_vertices; > > unsigned primitive_boundary; > > diff --git a/src/gallium/auxiliary/draw/draw_pipe_cull.c > > b/src/gallium/auxiliary/draw/draw_pipe_cull.c > > index 2f4d01d..2636ffb 100644 > > --- a/src/gallium/auxiliary/draw/draw_pipe_cull.c > > +++ b/src/gallium/auxiliary/draw/draw_pipe_cull.c > > @@ -33,6 +33,7 @@ > > */ > > > > > > +#include "util/u_math.h" > > #include "util/u_memory.h" > > #include "pipe/p_defines.h" > > #include "draw_pipe.h" > > @@ -51,42 +52,109 @@ static INLINE struct cull_stage *cull_stage( struct > > draw_stage *stage ) > > } > > > > > > + > > +static void cull_line( struct draw_stage *stage, > > + struct prim_header *header ) > > +{ > > + const unsigned num_written_culldistances = > > + draw_current_shader_num_written_culldistances(stage->draw); > > + > > + if (num_written_culldistances) { > > + unsigned i; > > + boolean culled = FALSE; > > + for (i = 0; i < num_written_culldistances; ++i) { > > + unsigned cull_idx = (i >= 4) ? 1 : 0; > > + unsigned out_idx = > > + draw_current_shader_culldistance_output(stage->draw, > > cull_idx); > > + unsigned idx = i % 4; > > + float cull1 = header->v[0]->data[out_idx][idx]; > > + float cull2 = header->v[1]->data[out_idx][idx]; > > + boolean vert1_out = (cull1 < 0) || util_is_inf_or_nan(cull1); > > + boolean vert2_out = (cull2 < 0) || util_is_inf_or_nan(cull2); > > + if (vert1_out && vert2_out) > > + culled = TRUE; > > + } > > + if (!culled) > > + stage->next->line( stage->next, header ); > > + } > > +} > > + > > static void cull_tri( struct draw_stage *stage, > > struct prim_header *header ) > > { > > - const unsigned pos = draw_current_shader_position_output(stage->draw); > > - > > - /* Window coords: */ > > - const float *v0 = header->v[0]->data[pos]; > > - const float *v1 = header->v[1]->data[pos]; > > - const float *v2 = header->v[2]->data[pos]; > > - > > - /* edge vectors: e = v0 - v2, f = v1 - v2 */ > > - const float ex = v0[0] - v2[0]; > > - const float ey = v0[1] - v2[1]; > > - const float fx = v1[0] - v2[0]; > > - const float fy = v1[1] - v2[1]; > > + const unsigned num_written_culldistances = > > + draw_current_shader_num_written_culldistances(stage->draw); > > + > > + if (num_written_culldistances) { > > + unsigned i; > > + boolean culled = FALSE; > > + for (i = 0; i < num_written_culldistances; ++i) { > > + unsigned cull_idx = (i >= 4) ? 1 : 0; > > + unsigned out_idx = > > + draw_current_shader_culldistance_output(stage->draw, > > cull_idx); > > + unsigned idx = i % 4; > > + float cull1 = header->v[0]->data[out_idx][idx]; > > + float cull2 = header->v[1]->data[out_idx][idx]; > > + float cull3 = header->v[2]->data[out_idx][idx]; > > + boolean vert1_out = (cull1 < 0) || util_is_inf_or_nan(cull1); > > + boolean vert2_out = (cull2 < 0) || util_is_inf_or_nan(cull2); > > + boolean vert3_out = (cull3 < 0) || util_is_inf_or_nan(cull3); > > + if (vert1_out && vert2_out && vert3_out) > > + culled = TRUE; > > + } > > + if (!culled) > > + stage->next->line( stage->next, header ); > I think this should be stage->next->tri here. > > > + } else { > I can't see why using culldistance would disable front/backface culling? > > > + const unsigned pos = > > draw_current_shader_position_output(stage->draw); > > + /* Window coords: */ > > + const float *v0 = header->v[0]->data[pos]; > > + const float *v1 = header->v[1]->data[pos]; > > + const float *v2 = header->v[2]->data[pos]; > > + > > + /* edge vectors: e = v0 - v2, f = v1 - v2 */ > > + const float ex = v0[0] - v2[0]; > > + const float ey = v0[1] - v2[1]; > > + const float fx = v1[0] - v2[0]; > > + const float fy = v1[1] - v2[1]; > > + > > > > - /* det = cross(e,f).z */ > > - header->det = ex * fy - ey * fx; > > - > > - if (header->det != 0) { > > - /* if det < 0 then Z points toward the camera and the triangle is > > - * counter-clockwise winding. > > - */ > > - unsigned ccw = (header->det < 0); > > - unsigned face = ((ccw == cull_stage(stage)->front_ccw) ? > > - PIPE_FACE_FRONT : > > - PIPE_FACE_BACK); > > - > > - if ((face & cull_stage(stage)->cull_face) == 0) { > > - /* triangle is not culled, pass to next stage */ > > - stage->next->tri( stage->next, header ); > > + /* det = cross(e,f).z */ > > + header->det = ex * fy - ey * fx; > > + > > + if (header->det != 0) { > > + /* if det < 0 then Z points toward the camera and the triangle is > > + * counter-clockwise winding. > > + */ > > + unsigned ccw = (header->det < 0); > > + unsigned face = ((ccw == cull_stage(stage)->front_ccw) ? > > + PIPE_FACE_FRONT : > > + PIPE_FACE_BACK); > > + > > + if ((face & cull_stage(stage)->cull_face) == 0) { > > + /* triangle is not culled, pass to next stage */ > > + stage->next->tri( stage->next, header ); > > + } > > } > > } > > } > > > > > > + > > +static void cull_first_line( struct draw_stage *stage, > > + struct prim_header *header ) > > +{ > > + const unsigned num_written_culldistances = > > + draw_current_shader_num_written_culldistances(stage->draw); > > + > > + if (num_written_culldistances) { > > + stage->line = cull_line; > > + stage->line( stage, header ); > > + } else { > > + stage->line = draw_pipe_passthrough_line; > > + stage->line( stage, header ); > > + } > > +} > > + > > static void cull_first_tri( struct draw_stage *stage, > > struct prim_header *header ) > > { > > @@ -133,7 +201,7 @@ struct draw_stage *draw_cull_stage( struct draw_context > > *draw ) > > cull->stage.name = "cull"; > > cull->stage.next = NULL; > > cull->stage.point = draw_pipe_passthrough_point; > > - cull->stage.line = draw_pipe_passthrough_line; > > + cull->stage.line = cull_first_line; > > cull->stage.tri = cull_first_tri; > > cull->stage.flush = cull_flush; > > cull->stage.reset_stipple_counter = cull_reset_stipple_counter; > > diff --git a/src/gallium/auxiliary/draw/draw_pipe_validate.c > > b/src/gallium/auxiliary/draw/draw_pipe_validate.c > > index 4b0ed14..2dbb95c 100644 > > --- a/src/gallium/auxiliary/draw/draw_pipe_validate.c > > +++ b/src/gallium/auxiliary/draw/draw_pipe_validate.c > > @@ -93,6 +93,9 @@ draw_need_pipeline(const struct draw_context *draw, > > /* AA lines */ > > if (rasterizer->line_smooth && draw->pipeline.aaline) > > return TRUE; > > + > > + if (draw_current_shader_num_written_culldistances(draw)) > > + return TRUE; > > } > > > > if (points(prim)) > > @@ -136,6 +139,9 @@ draw_need_pipeline(const struct draw_context *draw, > > /* two-side lighting */ > > if (rasterizer->light_twoside) > > return TRUE; > > + > > + if (draw_current_shader_num_written_culldistances(draw)) > > + return TRUE; > > } > > > > /* polygon cull - this is difficult - hardware can cull just fine > > @@ -145,7 +151,7 @@ draw_need_pipeline(const struct draw_context *draw, > > * > > if (rasterizer->cull_mode) > > return TRUE; > > - */ > > + */ > > > > return FALSE; > > } > > @@ -260,7 +266,8 @@ static struct draw_stage *validate_pipeline( struct > > draw_stage *stage ) > > * to less work emitting vertices, smaller vertex buffers, etc. > > * It's difficult to say whether this will be true in general. > > */ > > - if (need_det || rast->cull_face != PIPE_FACE_NONE) { > > + if (need_det || rast->cull_face != PIPE_FACE_NONE || > > + draw_current_shader_num_written_culldistances(draw)) { > > draw->pipeline.cull->next = next; > > next = draw->pipeline.cull; > > } > > diff --git a/src/gallium/auxiliary/draw/draw_private.h > > b/src/gallium/auxiliary/draw/draw_private.h > > index fa0b19b..351bd2b 100644 > > --- a/src/gallium/auxiliary/draw/draw_private.h > > +++ b/src/gallium/auxiliary/draw/draw_private.h > > @@ -390,6 +390,8 @@ uint draw_current_shader_viewport_index_output(const > > struct draw_context *draw); > > uint draw_current_shader_clipvertex_output(const struct draw_context > > *draw); > > uint draw_current_shader_clipdistance_output(const struct draw_context > > *draw, int index); > > uint draw_current_shader_num_written_clipdistances(const struct > > draw_context *draw); > > +uint draw_current_shader_culldistance_output(const struct draw_context > > *draw, int index); > > +uint draw_current_shader_num_written_culldistances(const struct > > draw_context *draw); > > int draw_alloc_extra_vertex_attrib(struct draw_context *draw, > > uint semantic_name, uint > > semantic_index); > > void draw_remove_extra_vertex_attribs(struct draw_context *draw); > > diff --git a/src/gallium/auxiliary/draw/draw_vs.c > > b/src/gallium/auxiliary/draw/draw_vs.c > > index 95f678a..44845ff 100644 > > --- a/src/gallium/auxiliary/draw/draw_vs.c > > +++ b/src/gallium/auxiliary/draw/draw_vs.c > > @@ -90,6 +90,11 @@ draw_create_vertex_shader(struct draw_context *draw, > > vs->clipdistance_output[0] = i; > > else > > vs->clipdistance_output[1] = i; > > + } else if (vs->info.output_semantic_name[i] == > > TGSI_SEMANTIC_CULLDIST) { > > + if (vs->info.output_semantic_index[i] == 0) > > + vs->culldistance_output[0] = i; > > + else > > + vs->culldistance_output[1] = i; > > } > > } > > if (!found_clipvertex) > > diff --git a/src/gallium/auxiliary/draw/draw_vs.h > > b/src/gallium/auxiliary/draw/draw_vs.h > > index 798b004..7635aba 100644 > > --- a/src/gallium/auxiliary/draw/draw_vs.h > > +++ b/src/gallium/auxiliary/draw/draw_vs.h > > @@ -113,6 +113,7 @@ struct draw_vertex_shader { > > unsigned edgeflag_output; > > unsigned clipvertex_output; > > unsigned clipdistance_output[2]; > > + unsigned culldistance_output[2]; > > /* Extracted from shader: > > */ > > const float (*immediates)[4]; > > > > Couldn't this also affect points? > > Otherwise the series looks good. > > Roland > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev