Leaked source code of windows server 2003
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//----------------------------------------------------------------------------
//
// setup.cpp
//
// PrimProcessor setup methods.
//
// Copyright (C) Microsoft Corporation, 1997.
//
//----------------------------------------------------------------------------
#include "rgb_pch.h"
#pragma hdrstop
#include "d3dutil.h"
#include "setup.hpp"
#include "attrs_mh.h"
#include "tstp_mh.h"
#include "walk_mh.h"
#include "rsdbg.hpp"
DBG_DECLARE_FILE();
//----------------------------------------------------------------------------
//
// MINMAX3
//
// Computes the min and max of three integer values.
//
//----------------------------------------------------------------------------
#define MINMAX3(iV0, iV1, iV2, iMin, iMax) \
if ((iV0) <= (iV1)) \
{ \
if ((iV1) <= (iV2)) \
{ \
(iMin) = (iV0); \
(iMax) = (iV2); \
} \
else if ((iV0) <= (iV2)) \
{ \
(iMin) = (iV0); \
(iMax) = (iV1); \
} \
else \
{ \
(iMin) = (iV2); \
(iMax) = (iV1); \
} \
} \
else if ((iV1) <= (iV2)) \
{ \
(iMin) = (iV1); \
if ((iV0) <= (iV2)) \
{ \
(iMax) = (iV2); \
} \
else \
{ \
(iMax) = (iV0); \
} \
} \
else \
{ \
(iMin) = (iV2); \
(iMax) = (iV0); \
}
// Determine whether any of the given values are less than zero or greater
// than one. Negative zero counts as less than zero so this check will
// produce some false positives but that's OK.
//
// ATTENTION Just wipe this out for now. Need a test for W too close to
// zero to avoid numerical problems.
//#define NEEDS_NORMALIZE3(fV0, fV1, fV2) \
// ((ASUINT32(fV0) | ASUINT32(fV1) | ASUINT32(fV2)) > INT32_FLOAT_ONE)
#define NEEDS_NORMALIZE3(fV0, fV1, fV2) \
(1)
//----------------------------------------------------------------------------
//
// PrimProcessor::NormalizeTriRHW
//
// D3DTLVERTEX.dvRHW can be anything, but our internal structures only
// allow for it being in the range [0, 1]. This function ensures that
// the RHWs are in the proper range by finding the largest one and
// scaling all of them down by it.
//
//----------------------------------------------------------------------------
void
PrimProcessor::NormalizeTriRHW(LPD3DTLVERTEX pV0, LPD3DTLVERTEX pV1,
LPD3DTLVERTEX pV2)
{
// Save original values.
m_dvV0RHW = pV0->dvRHW;
m_dvV1RHW = pV1->dvRHW;
m_dvV2RHW = pV2->dvRHW;
// Produce a warning when a value is out of the desired range.
#if DBG
if (FLOAT_LTZ(pV0->dvRHW) ||
FLOAT_LTZ(pV1->dvRHW) ||
FLOAT_LTZ(pV2->dvRHW))
{
RSDPF(("Triangle RHW out of range %f,%f,%f\n",
pV0->dvRHW, pV1->dvRHW, pV2->dvRHW));
}
#endif
// Find bounds and compute scale.
FLOAT fMax;
if (pV0->dvRHW < pV1->dvRHW)
{
if (pV1->dvRHW < pV2->dvRHW)
{
fMax = pV2->dvRHW;
}
else if (pV0->dvRHW < pV2->dvRHW)
{
fMax = pV1->dvRHW;
}
else
{
fMax = pV1->dvRHW;
}
}
else if (pV1->dvRHW < pV2->dvRHW)
{
if (pV0->dvRHW < pV2->dvRHW)
{
fMax = pV2->dvRHW;
}
else
{
fMax = pV0->dvRHW;
}
}
else
{
fMax = pV0->dvRHW;
}
FLOAT fRHWScale;
fRHWScale = NORMALIZED_RHW_MAX / fMax;
// Scale all values by scaling factor.
pV0->dvRHW = pV0->dvRHW * fRHWScale;
pV1->dvRHW = pV1->dvRHW * fRHWScale;
pV2->dvRHW = pV2->dvRHW * fRHWScale;
#ifdef DBG_RHW_NORM
RSDPF(("%f,%f,%f - %f,%f,%f\n",
m_dvV0RHW, m_dvV1RHW, m_dvV2RHW,
pV0->dvRHW, pV1->dvRHW, pV2->dvRHW));
#endif
}
//----------------------------------------------------------------------------
//
// PrimProcessor::TriSetup
//
// Takes three vertices and does triangle setup, filling in both a
// primitive structure for the triangle and a span structure for the first
// span. All internal intermediates and DY values are computed.
//
// Uses the current D3DI_RASTPRIM and D3DI_RASTSPAN so these pointers must
// be valid before calling this routine.
//
// Returns whether the triangle was kept or not. Culled triangles return
// FALSE.
//
//----------------------------------------------------------------------------
BOOL
PrimProcessor::TriSetup(LPD3DTLVERTEX pV0,
LPD3DTLVERTEX pV1,
LPD3DTLVERTEX pV2)
{
// Preserve original first vertex for flat shading reference.
m_StpCtx.pFlatVtx = pV0;
//
// Sort vertices in Y.
// This can cause ordering changes from the original vertex set
// so track reversals.
//
// Determinant computation and culling could be done before this.
// Doing so causes headaches with computing deltas up front, though,
// because the edges may change during sorting.
//
LPD3DTLVERTEX pVTmp;
UINT uReversed;
uReversed = 0;
if (pV0->dvSY <= pV1->dvSY)
{
if (pV1->dvSY <= pV2->dvSY)
{
// Sorted.
}
else if (pV0->dvSY <= pV2->dvSY)
{
// Sorted order is 0 2 1.
pVTmp = pV1;
pV1 = pV2;
pV2 = pVTmp;
uReversed = 1;
}
else
{
// Sorted order is 2 0 1.
pVTmp = pV0;
pV0 = pV2;
pV2 = pV1;
pV1 = pVTmp;
}
}
else if (pV1->dvSY < pV2->dvSY)
{
if (pV0->dvSY <= pV2->dvSY)
{
// Sorted order is 1 0 2.
pVTmp = pV0;
pV0 = pV1;
pV1 = pVTmp;
uReversed = 1;
}
else
{
// Sorted order is 1 2 0.
pVTmp = pV0;
pV0 = pV1;
pV1 = pV2;
pV2 = pVTmp;
}
}
else
{
// Sorted order is 2 1 0.
pVTmp = pV0;
pV0 = pV2;
pV2 = pVTmp;
uReversed = 1;
}
FLOAT fX0 = pV0->dvSX;
FLOAT fX1 = pV1->dvSX;
FLOAT fX2 = pV2->dvSX;
FLOAT fY0 = pV0->dvSY;
FLOAT fY1 = pV1->dvSY;
FLOAT fY2 = pV2->dvSY;
//
// Compute x,y deltas.
//
m_StpCtx.fDX10 = fX1 - fX0;
m_StpCtx.fDX20 = fX2 - fX0;
m_StpCtx.fDY10 = fY1 - fY0;
m_StpCtx.fDY20 = fY2 - fY0;
//
// Compute determinant and do culling.
//
FLOAT fDet;
fDet = m_StpCtx.fDX20 * m_StpCtx.fDY10 - m_StpCtx.fDX10 * m_StpCtx.fDY20;
if (FLOAT_EQZ(fDet))
{
// No area, so bail out
return FALSE;
}
// Get sign of determinant.
UINT uDetCcw = FLOAT_GTZ(fDet) ? 1 : 0;
// If culling is off the cull sign to check against is set to a
// value that can't be matched so this single check is sufficient
// for all three culling cases.
//
// Fold in sign reversal here rather than in uDetCcw because
// we need the true sign later to determine whether the long edge is
// to the left or the right.
if ((uDetCcw ^ uReversed) == m_StpCtx.pCtx->uCullFaceSign)
{
return FALSE;
}
// Snap bounding vertex Y's to pixel centers and check for trivial reject.
m_StpCtx.iY = ICEILF(fY0);
m_iY2 = ICEILF(fY2);
if (m_StpCtx.iY >= m_StpCtx.pCtx->Clip.bottom ||
m_iY2 <= m_StpCtx.pCtx->Clip.top)
{
return FALSE;
}
INT iX0 = ICEILF(fX0);
INT iX1 = ICEILF(fX1);
INT iX2 = ICEILF(fX2);
// Start 2 - 0 edge DXDY divide so that it's overlapped with the
// integer processing done during X clip checking. The assumption
// is that it's nearly zero cost when overlapped so it's worth
// it to start it even when the clip check rejects the triangle.
FLOAT fDX20, fDY20, fDXDY20;
// Need to use stack variables so the assembly can understand the
// address.
fDX20 = m_StpCtx.fDX20;
fDY20 = m_StpCtx.fDY20;
FLD_BEGIN_DIVIDE(fDX20, fDY20, fDXDY20);
// Computing the X triangle bounds involves quite a few operations,
// but it allows for both trivial rejection and trivial acceptance.
// Given that guard band clipping can lead to a lot of trivial rejections
// and that there will usually be a lot of trivial acceptance cases,
// the work is worth it.
INT iMinX, iMaxX;
BOOL bXAccept;
MINMAX3(iX0, iX1, iX2, iMinX, iMaxX);
m_iXWidth = iMaxX - iMinX;
// Use X bounds for trivial reject and accept.
if (iMinX >= m_StpCtx.pCtx->Clip.right ||
iMaxX <= m_StpCtx.pCtx->Clip.left ||
m_iXWidth <= 0)
{
bXAccept = FALSE;
}
else
{
if (iMinX >= m_StpCtx.pCtx->Clip.left &&
iMaxX <= m_StpCtx.pCtx->Clip.right)
{
m_StpCtx.uFlags |= PRIMF_TRIVIAL_ACCEPT_X;
}
else
{
RSDPFM((RSM_XCLIP, "XClip bounds %5d - %5d, %5d\n",
iMinX, iMaxX, m_iXWidth));
}
bXAccept = TRUE;
}
// Complete divide.
FSTP_END_DIVIDE(fDXDY20);
if (!bXAccept)
{
return FALSE;
}
// Clamp triangle Y's to clip rect.
m_iY1 = ICEILF(fY1);
if (m_StpCtx.iY < m_StpCtx.pCtx->Clip.top)
{
RSDPFM((RSM_YCLIP, "YClip iY %d to %d\n",
m_StpCtx.iY, m_StpCtx.pCtx->Clip.top));
m_StpCtx.iY = m_StpCtx.pCtx->Clip.top;
if (m_iY1 < m_StpCtx.pCtx->Clip.top)
{
RSDPFM((RSM_YCLIP, "YClip iY1 %d to %d\n",
m_iY1, m_StpCtx.pCtx->Clip.top));
m_iY1 = m_StpCtx.pCtx->Clip.top;
}
}
if (m_iY1 > m_StpCtx.pCtx->Clip.bottom)
{
RSDPFM((RSM_YCLIP, "YClip iY1 %d, iY2 %d to %d\n",
m_iY1, m_iY2, m_StpCtx.pCtx->Clip.bottom));
m_iY1 = m_StpCtx.pCtx->Clip.bottom;
m_iY2 = m_StpCtx.pCtx->Clip.bottom;
}
else if (m_iY2 > m_StpCtx.pCtx->Clip.bottom)
{
RSDPFM((RSM_YCLIP, "YClip iY2 %d to %d\n",
m_iY2, m_StpCtx.pCtx->Clip.bottom));
m_iY2 = m_StpCtx.pCtx->Clip.bottom;
}
// Compute Y subpixel correction. This will include any Y
// offset due to clamping.
m_StpCtx.fDY = m_StpCtx.iY - fY0;
// Compute trapzeoid heights. These will be restricted to
// lie in the clip rect.
RSASSERT(m_iY1 >= m_StpCtx.iY && m_iY2 >= m_iY1);
m_uHeight10 = m_iY1 - m_StpCtx.iY;
m_uHeight21 = m_iY2 - m_iY1;
m_uHeight20 = m_uHeight10 + m_uHeight21;
if (m_uHeight20 == 0)
{
// Triangle doesn't cover any pixels.
return FALSE;
}
RSDPFM((RSM_TRIS, "Tstp (%.4f,%.4f) (%.4f,%.4f) (%.4f,%.4f)\n",
fX0, fY0, fX1, fY1, fX2, fY2));
RSDPFM((RSM_TRIS, " (%.4f,%.4f : %.4f,%.4f) %d:%d det %.4f\n",
m_StpCtx.fDX10, m_StpCtx.fDY10,
m_StpCtx.fDX20, m_StpCtx.fDY20,
m_uHeight10, m_uHeight21, fDet));
RSDPFM((RSM_Z, " Z (%f) (%f) (%f)\n",
pV0->dvSZ, pV1->dvSZ, pV2->dvSZ));
RSDPFM((RSM_DIFF, " diff (0x%08X) (0x%08X) (0x%08X)\n",
pV0->dcColor, pV1->dcColor, pV2->dcColor));
RSDPFM((RSM_DIDX, " didx (0x%08X) (0x%08X) (0x%08X)\n",
pV0->dcColor, pV1->dcColor, pV2->dcColor));
RSDPFM((RSM_SPEC, " spec (0x%08X) (0x%08X) (0x%08X)\n",
pV0->dcSpecular & 0xffffff, pV1->dcSpecular & 0xffffff,
pV2->dcSpecular & 0xffffff));
RSDPFM((RSM_OOW, " OoW (%f) (%f) (%f)\n",
pV0->dvRHW, pV1->dvRHW, pV2->dvRHW));
RSDPFM((RSM_TEX1, " Tex1 (%f,%f) (%f,%f) (%f,%f)\n",
pV0->dvTU, pV0->dvTV, pV1->dvTU, pV1->dvTV,
pV2->dvTU, pV2->dvTV));
RSDPFM((RSM_FOG, " Fog (0x%02X) (0x%02X) (0x%02X)\n",
RGBA_GETALPHA(pV0->dcSpecular),
RGBA_GETALPHA(pV1->dcSpecular),
RGBA_GETALPHA(pV2->dcSpecular)));
// Compute dx/dy for edges and initial X's.
m_StpCtx.fDX = m_StpCtx.fDY * fDXDY20;
FLOAT fX20 = fX0 + m_StpCtx.fDX;
ComputeIntCarry(fX20, fDXDY20, &m_StpCtx.X20);
m_StpCtx.fX20NC = (FLOAT)m_StpCtx.X20.iNC;
m_StpCtx.fX20CY = (FLOAT)m_StpCtx.X20.iCY;
RSDPFM((RSM_TRIS, " edge20 %f dxdy %f\n", fX20, fDXDY20));
RSDPFM((RSM_TRIS, " (?.%d d %d nc %d cy %d)\n",
m_StpCtx.X20.iFrac,
m_StpCtx.X20.iDFrac, m_StpCtx.X20.iNC, m_StpCtx.X20.iCY));
if (m_uHeight10 > 0)
{
FLOAT fDXDY10;
FLOAT fX10;
#ifdef CHECK_VERTICAL
// This case probably doesn't occur enough to justify the code.
if (FLOAT_EQZ(m_StpCtx.fDX10))
{
fDXDY10 = g_fZero;
fX10 = fX0;
}
else
#endif
{
fDXDY10 = m_StpCtx.fDX10 / m_StpCtx.fDY10;
fX10 = fX0 + m_StpCtx.fDY * fDXDY10;
}
m_StpCtx.X10.iV = ICEILF(fX10);
ComputeIntCarry(fX10, fDXDY10, &m_StpCtx.X10);
RSDPFM((RSM_TRIS, " edge10 %f dxdy %f\n", fX10, fDXDY10));
RSDPFM((RSM_TRIS, " (%d.%d d %d nc %d cy %d)\n",
m_StpCtx.X10.iV, m_StpCtx.X10.iFrac,
m_StpCtx.X10.iDFrac, m_StpCtx.X10.iNC, m_StpCtx.X10.iCY));
}
#if DBG
else
{
// Make it easier to detect when an invalid edge is used.
memset(&m_StpCtx.X10, 0, sizeof(m_StpCtx.X10));
}
#endif
if (m_uHeight21 > 0)
{
FLOAT fDXDY21;
FLOAT fX21;
#ifdef CHECK_VERTICAL
// This case probably doesn't occur enough to justify the code.
if (FLOAT_COMPARE(fX1, ==, fX2))
{
fDXDY21 = g_fZero;
fX21 = fX1;
}
else
#endif
{
fDXDY21 = (fX2 - fX1) / (fY2 - fY1);
fX21 = fX1 + (m_iY1 - fY1) * fDXDY21;
}
m_StpCtx.X21.iV = ICEILF(fX21);
ComputeIntCarry(fX21, fDXDY21, &m_StpCtx.X21);
RSDPFM((RSM_TRIS, " edge21 %f dxdy %f\n", fX21, fDXDY21));
RSDPFM((RSM_TRIS, " (%d.%d d %d nc %d cy %d)\n",
m_StpCtx.X21.iV, m_StpCtx.X21.iFrac,
m_StpCtx.X21.iDFrac, m_StpCtx.X21.iNC, m_StpCtx.X21.iCY));
}
#if DBG
else
{
// Make it easier to detect when an invalid edge is used.
memset(&m_StpCtx.X21, 0, sizeof(m_StpCtx.X21));
}
#endif
// The edge walker always walks the long edge so it may either
// be a left or a right edge. Determine what side the long edge
// is and perform appropriate snapping and subpixel adjustment
// computations.
//
// The clip-clamped initial X pixel position is also computed and
// any necessary offset added into the subpixel correction delta.
if (uDetCcw)
{
// Long edge (0-2) is to the right.
m_StpCtx.uFlags |= TRIF_X_DEC;
m_StpCtx.pPrim->uFlags = D3DI_RASTPRIM_X_DEC;
m_StpCtx.X20.iV = ICEILF(fX20) - 1;
// Other edges are left edges. Bias them back by one
// so that the span width computation can do R - L
// rather than R - L + 1.
m_StpCtx.X10.iV--;
m_StpCtx.X21.iV--;
// Clamp the initial X position.
if (m_StpCtx.X20.iV >= m_StpCtx.pCtx->Clip.right)
{
m_StpCtx.iX = m_StpCtx.pCtx->Clip.right - 1;
}
else
{
m_StpCtx.iX = m_StpCtx.X20.iV;
}
}
else
{
// Long edge (0-2) is to the left.
m_StpCtx.pPrim->uFlags = 0;
m_StpCtx.X20.iV = ICEILF(fX20);
// Other edges are right edges. The ICEILF snapping done
// already leaves them off by one so that R - L works.
// Clamp the initial X position.
if (m_StpCtx.X20.iV < m_StpCtx.pCtx->Clip.left)
{
m_StpCtx.iX = m_StpCtx.pCtx->Clip.left;
}
else
{
m_StpCtx.iX = m_StpCtx.X20.iV;
}
}
// Update X subpixel correction. This delta includes any
// offseting due to clamping of the initial pixel position.
m_StpCtx.fDX += m_StpCtx.iX - fX20;
RSDPFM((RSM_TRIS, " subp %f,%f\n", m_StpCtx.fDX, m_StpCtx.fDY));
// Compute span-to-span steps for buffer pointers.
m_StpCtx.DAttrNC.ipSurface = m_StpCtx.pCtx->iSurfaceStride +
m_StpCtx.X20.iNC * m_StpCtx.pCtx->iSurfaceStep;
m_StpCtx.DAttrNC.ipZ = m_StpCtx.pCtx->iZStride +
m_StpCtx.X20.iNC * m_StpCtx.pCtx->iZStep;
// Start one over determinant divide. Done after the multiplies
// since integer multiplies require some of the FP unit.
FLOAT fOoDet;
FLD_BEGIN_DIVIDE(g_fOne, fDet, fOoDet);
if (m_StpCtx.X20.iCY > m_StpCtx.X20.iNC)
{
m_StpCtx.DAttrCY.ipSurface = m_StpCtx.DAttrNC.ipSurface +
m_StpCtx.pCtx->iSurfaceStep;
m_StpCtx.DAttrCY.ipZ = m_StpCtx.DAttrNC.ipZ + m_StpCtx.pCtx->iZStep;
}
else
{
m_StpCtx.DAttrCY.ipSurface = m_StpCtx.DAttrNC.ipSurface -
m_StpCtx.pCtx->iSurfaceStep;
m_StpCtx.DAttrCY.ipZ = m_StpCtx.DAttrNC.ipZ - m_StpCtx.pCtx->iZStep;
}
//
// Compute attribute functions.
//
// Set pure X/Y step deltas for surface and Z so that DX, DY, CY and NC all
// have complete information and can be used interchangeably.
if (m_StpCtx.uFlags & TRIF_X_DEC)
{
m_StpCtx.DAttrDX.ipSurface = -m_StpCtx.pCtx->iSurfaceStep;
m_StpCtx.DAttrDX.ipZ = -m_StpCtx.pCtx->iZStep;
}
else
{
m_StpCtx.DAttrDX.ipSurface = m_StpCtx.pCtx->iSurfaceStep;
m_StpCtx.DAttrDX.ipZ = m_StpCtx.pCtx->iZStep;
}
m_StpCtx.DAttrDY.ipSurface = m_StpCtx.pCtx->iSurfaceStride;
m_StpCtx.DAttrDY.ipZ = m_StpCtx.pCtx->iZStride;
// Finish overlapped divide.
FSTP_END_DIVIDE(fOoDet);
m_StpCtx.fOoDet = fOoDet;
// The PrimProcessor is created zeroed out so the initial
// state is FP clean. Later uses may put FP values in slots but
// they should still be valid, so the optional computations here
// should never result in FP garbage. It should therefore be
// OK to use any mixture of attribute handlers since there should
// never be any case where FP garbage will creep in.
BOOL bNorm;
// USED checks cannot be combined since TEX_USED is a multibit check.
if ((m_StpCtx.uFlags & PRIMSF_TEX_USED) &&
(m_StpCtx.uFlags & PRIMSF_PERSP_USED) &&
(m_uPpFlags & PPF_NORMALIZE_RHW) &&
NEEDS_NORMALIZE3(pV0->dvRHW, pV1->dvRHW, pV2->dvRHW))
{
NormalizeTriRHW(pV0, pV1, pV2);
bNorm = TRUE;
}
else
{
bNorm = FALSE;
}
TriSetup_Start(&m_StpCtx, pV0, pV1, pV2);
if (bNorm)
{
pV0->dvRHW = m_dvV0RHW;
pV1->dvRHW = m_dvV1RHW;
pV2->dvRHW = m_dvV2RHW;
}
return TRUE;
}