diff options
author | Jonathan Gray <jsg@cvs.openbsd.org> | 2020-09-22 02:09:17 +0000 |
---|---|---|
committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2020-09-22 02:09:17 +0000 |
commit | 865c23c9c56f47f6cf8d73e8a6060a0c33a28b93 (patch) | |
tree | aeed22bc39ce87dd6f09ff173c8273beaef65fe7 /lib/mesa/src/gallium/auxiliary/tessellator | |
parent | 27e7bb02bd0f89f96d9e3b402b46c2c97ee4defe (diff) |
Merge Mesa 20.0.8
With Mesa 20.1 even after the kernel change to do wbinvd on all cpus
sthen@ reported that hard hangs still occurred on his Haswell system
with inteldrm.
Mark Kane also reported seeing hangs on Ivy Bridge on bugs@.
Some systems/workloads seem to be more prone to triggering this than
others as I have not seen any hangs on Ivy Bridge and the only hangs
I saw on Haswell when running piglit went away with the wbinvd change.
It seems something is wrong with drm memory attributes or coherency in
the kernel and newer Mesa versions expect behaviour we don't have.
Diffstat (limited to 'lib/mesa/src/gallium/auxiliary/tessellator')
4 files changed, 0 insertions, 3411 deletions
diff --git a/lib/mesa/src/gallium/auxiliary/tessellator/p_tessellator.cpp b/lib/mesa/src/gallium/auxiliary/tessellator/p_tessellator.cpp deleted file mode 100644 index 963806b7a..000000000 --- a/lib/mesa/src/gallium/auxiliary/tessellator/p_tessellator.cpp +++ /dev/null @@ -1,166 +0,0 @@ -/************************************************************************** - * - * Copyright 2020 Red Hat. - * All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - * - **************************************************************************/ - -#include "util/u_math.h" -#include "util/u_memory.h" -#include "pipe/p_defines.h" -#include "p_tessellator.h" -#include "tessellator.hpp" - -#include <new> - -namespace pipe_tessellator_wrap -{ - /// Wrapper class for the CHWTessellator reference tessellator from MSFT - /// This class will store data not originally stored in CHWTessellator - class pipe_ts : private CHWTessellator - { - private: - typedef CHWTessellator SUPER; - enum pipe_prim_type prim_mode; - PIPE_ALIGN_VAR(32) float domain_points_u[MAX_POINT_COUNT]; - PIPE_ALIGN_VAR(32) float domain_points_v[MAX_POINT_COUNT]; - uint32_t num_domain_points; - PIPE_ALIGN_VAR(32) uint32_t indices[3][MAX_INDEX_COUNT / 3]; - - public: - void Init(enum pipe_prim_type tes_prim_mode, - enum pipe_tess_spacing ts_spacing, - bool tes_vertex_order_cw, bool tes_point_mode) - { - static D3D11_TESSELLATOR_PARTITIONING CVT_TS_D3D_PARTITIONING[] = { - D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD, // PIPE_TESS_SPACING_ODD - D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN, // PIPE_TESS_SPACING_EVEN - D3D11_TESSELLATOR_PARTITIONING_INTEGER, // PIPE_TESS_SPACING_EQUAL - }; - - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE out_prim; - if (tes_point_mode) - out_prim = D3D11_TESSELLATOR_OUTPUT_POINT; - else if (tes_prim_mode == PIPE_PRIM_LINES) - out_prim = D3D11_TESSELLATOR_OUTPUT_LINE; - else if (tes_vertex_order_cw) - out_prim = D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW; - else - out_prim = D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW; - - SUPER::Init(CVT_TS_D3D_PARTITIONING[ts_spacing], - out_prim); - - prim_mode = tes_prim_mode; - num_domain_points = 0; - } - - void Tessellate(const struct pipe_tessellation_factors *tess_factors, - struct pipe_tessellator_data *tess_data) - { - switch (prim_mode) - { - case PIPE_PRIM_QUADS: - SUPER::TessellateQuadDomain( - tess_factors->outer_tf[0], - tess_factors->outer_tf[1], - tess_factors->outer_tf[2], - tess_factors->outer_tf[3], - tess_factors->inner_tf[0], - tess_factors->inner_tf[1]); - break; - - case PIPE_PRIM_TRIANGLES: - SUPER::TessellateTriDomain( - tess_factors->outer_tf[0], - tess_factors->outer_tf[1], - tess_factors->outer_tf[2], - tess_factors->inner_tf[0]); - break; - - case PIPE_PRIM_LINES: - SUPER::TessellateIsoLineDomain( - tess_factors->outer_tf[0], - tess_factors->outer_tf[1]); - break; - - default: - assert(0); - return; - } - - num_domain_points = (uint32_t)SUPER::GetPointCount(); - - DOMAIN_POINT *points = SUPER::GetPoints(); - for (uint32_t i = 0; i < num_domain_points; i++) { - domain_points_u[i] = points[i].u; - domain_points_v[i] = points[i].v; - } - tess_data->num_domain_points = num_domain_points; - tess_data->domain_points_u = &domain_points_u[0]; - tess_data->domain_points_v = &domain_points_v[0]; - - tess_data->num_indices = (uint32_t)SUPER::GetIndexCount(); - - tess_data->indices = (uint32_t*)SUPER::GetIndices(); - } - }; -} // namespace Tessellator - -/* allocate tessellator */ -struct pipe_tessellator * -p_tess_init(enum pipe_prim_type tes_prim_mode, - enum pipe_tess_spacing spacing, - bool tes_vertex_order_cw, bool tes_point_mode) -{ - void *mem; - using pipe_tessellator_wrap::pipe_ts; - - mem = align_malloc(sizeof(pipe_ts), 256); - - pipe_ts* tessellator = new (mem) pipe_ts(); - - tessellator->Init(tes_prim_mode, spacing, tes_vertex_order_cw, tes_point_mode); - - return (struct pipe_tessellator *)tessellator; -} - -/* destroy tessellator */ -void p_tess_destroy(struct pipe_tessellator *pipe_tess) -{ - using pipe_tessellator_wrap::pipe_ts; - pipe_ts *tessellator = (pipe_ts*)pipe_tess; - - tessellator->~pipe_ts(); - align_free(tessellator); -} - -/* perform tessellation */ -void p_tessellate(struct pipe_tessellator *pipe_tess, - const struct pipe_tessellation_factors *tess_factors, - struct pipe_tessellator_data *tess_data) -{ - using pipe_tessellator_wrap::pipe_ts; - pipe_ts *tessellator = (pipe_ts*)pipe_tess; - - tessellator->Tessellate(tess_factors, tess_data); -} - diff --git a/lib/mesa/src/gallium/auxiliary/tessellator/p_tessellator.h b/lib/mesa/src/gallium/auxiliary/tessellator/p_tessellator.h deleted file mode 100644 index 47abc2e4a..000000000 --- a/lib/mesa/src/gallium/auxiliary/tessellator/p_tessellator.h +++ /dev/null @@ -1,69 +0,0 @@ -/************************************************************************** - * - * Copyright 2020 Red Hat. - * All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - * - **************************************************************************/ -#ifndef PIPE_TESSELLATOR_H -#define PIPE_TESSELLATOR_H - -#include "pipe/p_defines.h" - -#ifdef __cplusplus -extern "C" { -#endif - -struct pipe_tessellator; -struct pipe_tessellation_factors -{ - float outer_tf[4]; - float inner_tf[2]; - float pad[2]; -}; - -struct pipe_tessellator_data -{ - uint32_t num_indices; - uint32_t num_domain_points; - - uint32_t *indices; - float *domain_points_u; - float *domain_points_v; - // For Tri: domain_points_w[i] = 1.0f - domain_points_u[i] - domain_points_v[i] -}; - -/// Allocate and initialize a new tessellation context -struct pipe_tessellator *p_tess_init(enum pipe_prim_type tes_prim_mode, - enum pipe_tess_spacing spacing, - bool tes_vertex_order_cw, bool tes_point_mode); -/// Destroy & de-allocate tessellation context -void p_tess_destroy(struct pipe_tessellator *pipe_ts); - - -/// Perform Tessellation -void p_tessellate(struct pipe_tessellator *pipe_ts, - const struct pipe_tessellation_factors *tess_factors, - struct pipe_tessellator_data *tess_data); - -#ifdef __cplusplus -} -#endif -#endif diff --git a/lib/mesa/src/gallium/auxiliary/tessellator/tessellator.cpp b/lib/mesa/src/gallium/auxiliary/tessellator/tessellator.cpp deleted file mode 100644 index ac16aabd0..000000000 --- a/lib/mesa/src/gallium/auxiliary/tessellator/tessellator.cpp +++ /dev/null @@ -1,2705 +0,0 @@ -/* - Copyright (c) Microsoft Corporation - - Permission is hereby granted, free of charge, to any person obtaining a copy of this software and - associated documentation files (the "Software"), to deal in the Software without restriction, - including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, - and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, - subject to the following conditions: - - The above copyright notice and this permission notice shall be included in all copies or substantial - portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT - NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. - IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, - WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -*/ - -#include "tessellator.hpp" -#if defined(__MINGW32__) || defined(__MINGW64__) -#include <cmath> -#elif defined(_WIN32) || defined(_WIN64) -#include <math.h> // ceil -#else -#include <cmath> -#endif -//#include <windows.h> // Just used for some commented out debug stat printing. -//#include <strsafe.h> // Ditto. -#define min(x,y) (x < y ? x : y) -#define max(x,y) (x > y ? x : y) - -//================================================================================================================================= -// Some D3D Compliant Float Math (reference rasterizer implements these in RefALU class) -//================================================================================================================================= -// -//--------------------------------------------------------------------------------------------------------------------------------- -// isNaN -//--------------------------------------------------------------------------------------------------------------------------------- - -union fiu { - float f; - int i; -}; - -static bool tess_isNaN( float a ) -{ - static const int exponentMask = 0x7f800000; - static const int mantissaMask = 0x007fffff; - union fiu fiu; - fiu.f = a; - return ( ( ( fiu.i & exponentMask ) == exponentMask ) && ( fiu.i & mantissaMask ) ); // NaN -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// flush (denorm) -//--------------------------------------------------------------------------------------------------------------------------------- -static float tess_flush( float a ) -{ - static const int minNormalizedFloat = 0x00800000; - static const int signBit = 0x80000000; - static const int signBitComplement = 0x7fffffff; - union fiu fiu, uif; - fiu.f = a; - int b = fiu.i & signBitComplement; // fabs() - if( b < minNormalizedFloat ) // UINT comparison. NaN/INF do test false here - { - b = signBit & (fiu.i); - uif.i = b; - return uif.f; - } - return a; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// IEEE754R min -//--------------------------------------------------------------------------------------------------------------------------------- -static float tess_fmin( float a, float b ) -{ - float _a = tess_flush( a ); - float _b = tess_flush( b ); - if( tess_isNaN( _b ) ) - { - return a; - } - else if( ( _a == 0 ) && ( _b == 0 ) ) - { - union fiu fiu; - fiu.f = _a; - return ( fiu.i & 0x80000000 ) ? a : b; - } - return _a < _b ? a : b; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// IEEE754R max -//--------------------------------------------------------------------------------------------------------------------------------- -static float tess_fmax( float a, float b ) -{ - float _a = tess_flush( a ); - float _b = tess_flush( b ); - - if( tess_isNaN( _b ) ) - { - return a; - } - else if( ( _a == 0 ) && ( _b == 0 ) ) - { - union fiu fiu; - fiu.f = _b; - return ( fiu.i & 0x80000000 ) ? a : b; - } - return _a >= _b ? a : b; -} - -//================================================================================================================================= -// Fixed Point Math -//================================================================================================================================= - -//----------------------------------------------------------------------------------------------------------------------------- -// floatToFixedPoint -// -// Convert 32-bit float to 32-bit fixed point integer, using only -// integer arithmetic + bitwise operations. -// -// c_uIBits: UINT8 : Width of i (aka. integer bits) -// c_uFBits: UINT8 : Width of f (aka. fractional bits) -// c_bSigned: bool : Whether the integer bits are a 2's complement signed value -// input: float : All values valid. -// output: INT32 : At most 24 bits from LSB are meaningful, depending -// on the fixed point bit representation chosen (see -// below). Extra bits are sign extended from the most -// meaningful bit. -// -//----------------------------------------------------------------------------------------------------------------------------- - -typedef unsigned char UINT8; -typedef int INT32; -template< const UINT8 c_uIBits, const UINT8 c_uFBits, const bool c_bSigned > -INT32 floatToIDotF( const float& input ) -{ - // ------------------------------------------------------------------------ - // output fixed point format - // 32-bit result: - // - // [sign-extend]i.f - // | | - // MSB(31)...LSB(0) - // - // f fractional part of the number, an unsigned - // value with _fxpFracBitCount bits (defined below) - // - // . implied decimal - // - // i integer part of the number, a 2's complement - // value with _fxpIntBitCount bits (defined below) - // - // [sign-extend] MSB of i conditionally replicated - // - // ------------------------------------------------------------------------ - // Define fixed point bit counts - // - - // Commenting out C_ASSERT below to minimise #includes: - // C_ASSERT( 2 <= c_uIBits && c_uIBits <= 32 && c_uFBits <= 32 && c_uIBits + c_uFBits <= 32 ); - - // Define most negative and most positive fixed point values - const INT32 c_iMinResult = (c_bSigned ? INT32( -1 ) << (c_uIBits + c_uFBits - 1) : 0); - const INT32 c_iMaxResult = ~c_iMinResult; - - // ------------------------------------------------------------------------ - // constant float properties - // ------------------------------------------------------------------------ - const UINT8 _fltMantissaBitCount = 23; - const UINT8 _fltExponentBitCount = 8; - const INT32 _fltExponentBias = (INT32( 1 ) << (_fltExponentBitCount - 1)) - 1; - const INT32 _fltHiddenBit = INT32( 1 ) << _fltMantissaBitCount; - const INT32 _fltMantissaMask = _fltHiddenBit - 1; - const INT32 _fltExponentMask = ((INT32( 1 ) << _fltExponentBitCount) - 1) << _fltMantissaBitCount; - const INT32 _fltSignBit = INT32( 1 ) << (_fltExponentBitCount + _fltMantissaBitCount); - - // ------------------------------------------------------------------------ - // define min and max values as floats (clamp to these bounds) - // ------------------------------------------------------------------------ - INT32 _fxpMaxPosValueFloat; - INT32 _fxpMaxNegValueFloat; - - if (c_bSigned) - { - // The maximum positive fixed point value is 2^(i-1) - 2^(-f). - // The following constructs the floating point bit pattern for this value, - // as long as i >= 2. - _fxpMaxPosValueFloat = (_fltExponentBias + c_uIBits - 1) <<_fltMantissaBitCount; - const INT32 iShift = _fltMantissaBitCount + 2 - c_uIBits - c_uFBits; - if (iShift >= 0) - { -// assert( iShift < 32 ); -#if defined(_WIN32) || defined(_WIN64) -#pragma warning( suppress : 4293 ) -#endif - _fxpMaxPosValueFloat -= INT32( 1 ) << iShift; - } - - // The maximum negative fixed point value is -2^(i-1). - // The following constructs the floating point bit pattern for this value, - // as long as i >= 2. - // We need this number without the sign bit - _fxpMaxNegValueFloat = (_fltExponentBias + c_uIBits - 1) << _fltMantissaBitCount; - } - else - { - // The maximum positive fixed point value is 2^(i) - 2^(-f). - // The following constructs the floating point bit pattern for this value, - // as long as i >= 2. - _fxpMaxPosValueFloat = (_fltExponentBias + c_uIBits) <<_fltMantissaBitCount; - const INT32 iShift = _fltMantissaBitCount + 1 - c_uIBits - c_uFBits; - if (iShift >= 0) - { -// assert( iShift < 32 ); -#if defined(_WIN32) || defined(_WIN64) -#pragma warning( suppress : 4293 ) -#endif - _fxpMaxPosValueFloat -= INT32( 1 ) << iShift; - } - - // The maximum negative fixed point value is 0. - _fxpMaxNegValueFloat = 0; - } - - // ------------------------------------------------------------------------ - // float -> fixed conversion - // ------------------------------------------------------------------------ - - // ------------------------------------------------------------------------ - // examine input float - // ------------------------------------------------------------------------ - INT32 output = *(INT32*)&input; - INT32 unbiasedExponent = ((output & _fltExponentMask) >> _fltMantissaBitCount) - _fltExponentBias; - INT32 isNegative = output & _fltSignBit; - - // ------------------------------------------------------------------------ - // nan - // ------------------------------------------------------------------------ - if (unbiasedExponent == (_fltExponentBias + 1) && (output & _fltMantissaMask)) - { - // nan converts to 0 - output = 0; - } - // ------------------------------------------------------------------------ - // too large positive - // ------------------------------------------------------------------------ - else if (!isNegative && output >= _fxpMaxPosValueFloat) // integer compare - { - output = c_iMaxResult; - } - // ------------------------------------------------------------------------ - // too large negative - // ------------------------------------------------------------------------ - // integer compare - else if (isNegative && (output & ~_fltSignBit) >= _fxpMaxNegValueFloat) - { - output = c_iMinResult; - } - // ------------------------------------------------------------------------ - // too small - // ------------------------------------------------------------------------ - else if (unbiasedExponent < -c_uFBits - 1) - { - // clamp to 0 - output = 0; - } - // ------------------------------------------------------------------------ - // within range - // ------------------------------------------------------------------------ - else - { - // copy mantissa, add hidden bit - output = (output & _fltMantissaMask) | _fltHiddenBit; - - INT32 extraBits = _fltMantissaBitCount - c_uFBits - unbiasedExponent; - if (extraBits >= 0) - { - // 2's complement if negative - if (isNegative) - { - output = ~output + 1; - } - - // From the range checks that led here, it is known that - // unbiasedExponent < c_uIBits. So, at most: - // (a) unbiasedExponent == c_uIBits - 1. - // - // From compile validation above, it is known that - // c_uIBits + c_uFBits <= _fltMantissaBitCount + 1). - // So, at minimum: - // (b) _fltMantissaBitCount == _fxtIntBitCount + c_uFBits - 1 - // - // Substituting (a) and (b) into extraBits calculation above: - // extraBits >= (_fxtIntBitCount + c_uFBits - 1) - // - c_uFBits - (c_uIBits - 1) - // extraBits >= 0 - // - // Thus we only have to worry about shifting right by 0 or more - // bits to get the decimal to the right place, and never have - // to shift left. - - INT32 LSB = 1 << extraBits; // last bit being kept - INT32 extraBitsMask = LSB - 1; - INT32 half = LSB >> 1; // round bias - - // round to nearest-even at LSB - if ((output & LSB) || (output & extraBitsMask) > half) - { - output += half; - } - - // shift off the extra bits (sign extending) - output >>= extraBits; - } - else - { - output <<= -extraBits; - - // 2's complement if negative - if (isNegative) - { - output = ~output + 1; - } - } - } - return output; -} -//----------------------------------------------------------------------------------------------------------------------------- - -#define FXP_INTEGER_BITS 15 -#define FXP_FRACTION_BITS 16 -#define FXP_FRACTION_MASK 0x0000ffff -#define FXP_INTEGER_MASK 0x7fff0000 -#define FXP_THREE (3<<FXP_FRACTION_BITS) -#define FXP_ONE (1<<FXP_FRACTION_BITS) -#define FXP_ONE_THIRD 0x00005555 -#define FXP_TWO_THIRDS 0x0000aaaa -#define FXP_ONE_HALF 0x00008000 - -#define FXP_MAX_INPUT_TESS_FACTOR_BEFORE_TRIPLE_AVERAGE 0x55540000 // 1/3 of max fixed point number - 1. Numbers less than - // or equal to this allows avg. reduction on a tri patch - // including rounding. - -#define FXP_MAX_INPUT_TESS_FACTOR_BEFORE_PAIR_AVERAGE 0x7FFF0000 // 1/2 of max fixed point number - 1. Numbers less than - // or equal to this allows avg. reduction on a quad patch - // including rounding. - -static const FXP s_fixedReciprocal[D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR+1] = -{ - 0xffffffff, // 1/0 is the first entry (unused) - 0x10000, 0x8000, 0x5555, 0x4000, - 0x3333, 0x2aab, 0x2492, 0x2000, - 0x1c72, 0x199a, 0x1746, 0x1555, - 0x13b1, 0x1249, 0x1111, 0x1000, - 0xf0f, 0xe39, 0xd79, 0xccd, - 0xc31, 0xba3, 0xb21, 0xaab, - 0xa3d, 0x9d9, 0x97b, 0x925, - 0x8d4, 0x889, 0x842, 0x800, - 0x7c2, 0x788, 0x750, 0x71c, - 0x6eb, 0x6bd, 0x690, 0x666, - 0x63e, 0x618, 0x5f4, 0x5d1, - 0x5b0, 0x591, 0x572, 0x555, - 0x539, 0x51f, 0x505, 0x4ec, - 0x4d5, 0x4be, 0x4a8, 0x492, - 0x47e, 0x46a, 0x457, 0x444, - 0x432, 0x421, 0x410, 0x400, // 1/64 is the last entry -}; - -#define FLOAT_THREE 3.0f -#define FLOAT_ONE 1.0f - -//--------------------------------------------------------------------------------------------------------------------------------- -// floatToFixed -//--------------------------------------------------------------------------------------------------------------------------------- -FXP floatToFixed(const float& input) -{ - return floatToIDotF< FXP_INTEGER_BITS, FXP_FRACTION_BITS, /*bSigned*/false >( input ); -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// fixedToFloat -//--------------------------------------------------------------------------------------------------------------------------------- -float fixedToFloat(const FXP& input) -{ - // not worrying about denorm flushing the float operations (the DX spec behavior for div), since the numbers will not be that small during tessellation. - return ((float)(input>>FXP_FRACTION_BITS) + (float)(input&FXP_FRACTION_MASK)/(1<<FXP_FRACTION_BITS)); -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// isEven -//--------------------------------------------------------------------------------------------------------------------------------- -bool isEven(const float& input) -{ - return (((int)input) & 1) ? false : true; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// fxpCeil -//--------------------------------------------------------------------------------------------------------------------------------- -FXP fxpCeil(const FXP& input) -{ - if( input & FXP_FRACTION_MASK ) - { - return (input & FXP_INTEGER_MASK) + FXP_ONE; - } - return input; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// fxpFloor -//--------------------------------------------------------------------------------------------------------------------------------- -FXP fxpFloor(const FXP& input) -{ - return (input & FXP_INTEGER_MASK); -} - -//================================================================================================================================= -// CHWTessellator -//================================================================================================================================= - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::CHWTessellator -//--------------------------------------------------------------------------------------------------------------------------------- -CHWTessellator::CHWTessellator() -{ - m_Point = 0; - m_Index = 0; - m_NumPoints = 0; - m_NumIndices = 0; - m_bUsingPatchedIndices = false; - m_bUsingPatchedIndices2 = false; -#ifdef ALLOW_XBOX_360_COMPARISON - m_bXBox360Mode = false; -#endif -} -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::~CHWTessellator -//--------------------------------------------------------------------------------------------------------------------------------- -CHWTessellator::~CHWTessellator() -{ - delete [] m_Point; - delete [] m_Index; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::Init -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::Init( - D3D11_TESSELLATOR_PARTITIONING partitioning, - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE outputPrimitive) -{ - if( 0 == m_Point ) - { - m_Point = new DOMAIN_POINT[MAX_POINT_COUNT]; - } - if( 0 == m_Index ) - { - m_Index = new int[MAX_INDEX_COUNT]; - } - m_partitioning = partitioning; - m_originalPartitioning = partitioning; - switch( partitioning ) - { - case D3D11_TESSELLATOR_PARTITIONING_INTEGER: - default: - break; - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: - m_parity = TESSELLATOR_PARITY_ODD; - break; - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: - m_parity = TESSELLATOR_PARITY_EVEN; - break; - } - m_originalParity = m_parity; - m_outputPrimitive = outputPrimitive; - m_NumPoints = 0; - m_NumIndices = 0; -} -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::TessellateQuadDomain -// User calls this -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::TessellateQuadDomain( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Ueq1, float tessFactor_Veq1, - float insideTessFactor_U, float insideTessFactor_V ) -{ - PROCESSED_TESS_FACTORS_QUAD processedTessFactors; - QuadProcessTessFactors(tessFactor_Ueq0,tessFactor_Veq0,tessFactor_Ueq1,tessFactor_Veq1,insideTessFactor_U,insideTessFactor_V,processedTessFactors); - - if( processedTessFactors.bPatchCulled ) - { - m_NumPoints = 0; - m_NumIndices = 0; - return; - } - else if( processedTessFactors.bJustDoMinimumTessFactor ) - { - DefinePoint(/*U*/0,/*V*/0,/*pointStorageOffset*/0); - DefinePoint(/*U*/FXP_ONE,/*V*/0,/*pointStorageOffset*/1); - DefinePoint(/*U*/FXP_ONE,/*V*/FXP_ONE,/*pointStorageOffset*/2); - DefinePoint(/*U*/0,/*V*/FXP_ONE,/*pointStorageOffset*/3); - m_NumPoints = 4; - - switch(m_outputPrimitive) - { - case D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW: - case D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW: - // function orients them CCW if needed - DefineClockwiseTriangle(0,1,3,/*indexStorageOffset*/0); - DefineClockwiseTriangle(1,2,3,/*indexStorageOffset*/3); - m_NumIndices = 6; - break; - case D3D11_TESSELLATOR_OUTPUT_POINT: - DumpAllPoints(); - break; - case D3D11_TESSELLATOR_OUTPUT_LINE: - DumpAllPointsAsInOrderLineList(); - break; - } - return; - } - - QuadGeneratePoints(processedTessFactors); - - if( m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_POINT ) - { - DumpAllPoints(); - return; - } - if( m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_LINE ) - { - DumpAllPointsAsInOrderLineList(); - return; - } - - QuadGenerateConnectivity(processedTessFactors); // can be done in parallel to QuadGeneratePoints() -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::QuadProcessTessFactors -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::QuadProcessTessFactors( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Ueq1, float tessFactor_Veq1, - float insideTessFactor_U, float insideTessFactor_V, PROCESSED_TESS_FACTORS_QUAD& processedTessFactors ) -{ - // Is the patch culled? - if( !(tessFactor_Ueq0 > 0) || // NaN will pass - !(tessFactor_Veq0 > 0) || - !(tessFactor_Ueq1 > 0) || - !(tessFactor_Veq1 > 0) ) - { - processedTessFactors.bPatchCulled = true; - return; - } - else - { - processedTessFactors.bPatchCulled = false; - } - - // Clamp edge TessFactors - float lowerBound = 0.0, upperBound = 0.0; - switch(m_originalPartitioning) - { - case D3D11_TESSELLATOR_PARTITIONING_INTEGER: - case D3D11_TESSELLATOR_PARTITIONING_POW2: // don�t care about pow2 distinction for validation, just treat as integer - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR; - break; - - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: - lowerBound = D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR; - break; - - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR; - break; - } - - tessFactor_Ueq0 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Ueq0 ) ); - tessFactor_Veq0 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Veq0 ) ); - tessFactor_Ueq1 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Ueq1 ) ); - tessFactor_Veq1 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Veq1 ) ); - - if( HWIntegerPartitioning()) // pow2 or integer, round to next int (hw doesn't care about pow2 distinction) - { - tessFactor_Ueq0 = ceil(tessFactor_Ueq0); - tessFactor_Veq0 = ceil(tessFactor_Veq0); - tessFactor_Ueq1 = ceil(tessFactor_Ueq1); - tessFactor_Veq1 = ceil(tessFactor_Veq1); - } - - // Clamp inside TessFactors - if(D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD == m_originalPartitioning) - { -#define EPSILON 0.0000152587890625f // 2^(-16), min positive fixed point fraction -#define MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON (D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR + EPSILON/2) - // If any TessFactor will end up > 1 after floatToFixed conversion later, - // then force the inside TessFactors to be > 1 so there is a picture frame. - if( (tessFactor_Ueq0 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (tessFactor_Veq0 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (tessFactor_Ueq1 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (tessFactor_Veq1 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (insideTessFactor_U > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (insideTessFactor_V > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) ) - { - // Force picture frame - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR + EPSILON; - } - } - - insideTessFactor_U = tess_fmin( upperBound, tess_fmax( lowerBound, insideTessFactor_U ) ); - insideTessFactor_V = tess_fmin( upperBound, tess_fmax( lowerBound, insideTessFactor_V ) ); - // Note the above clamps map NaN to lowerBound - - - if( HWIntegerPartitioning()) // pow2 or integer, round to next int (hw doesn't care about pow2 distinction) - { - insideTessFactor_U = ceil(insideTessFactor_U); - insideTessFactor_V = ceil(insideTessFactor_V); - } - - // Reset our vertex and index buffers. We have enough storage for the max tessFactor. - m_NumPoints = 0; - m_NumIndices = 0; - - // Process tessFactors - float outsideTessFactor[QUAD_EDGES] = {tessFactor_Ueq0, tessFactor_Veq0, tessFactor_Ueq1, tessFactor_Veq1}; - float insideTessFactor[QUAD_AXES] = {insideTessFactor_U,insideTessFactor_V}; - int edge, axis; - if( HWIntegerPartitioning() ) - { - for( edge = 0; edge < QUAD_EDGES; edge++ ) - { - int edgeEven = isEven(outsideTessFactor[edge]); - processedTessFactors.outsideTessFactorParity[edge] = edgeEven ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - for( axis = 0; axis < QUAD_AXES; axis++ ) - { - processedTessFactors.insideTessFactorParity[axis] = - (isEven(insideTessFactor[axis]) || (FLOAT_ONE == insideTessFactor[axis]) ) - ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - } - else - { - for( edge = 0; edge < QUAD_EDGES; edge++ ) - { - processedTessFactors.outsideTessFactorParity[edge] = m_originalParity; - } - processedTessFactors.insideTessFactorParity[U] = processedTessFactors.insideTessFactorParity[V] = m_originalParity; - } - - // Save fixed point TessFactors - for( edge = 0; edge < QUAD_EDGES; edge++ ) - { - processedTessFactors.outsideTessFactor[edge] = floatToFixed(outsideTessFactor[edge]); - } - for( axis = 0; axis < QUAD_AXES; axis++ ) - { - processedTessFactors.insideTessFactor[axis] = floatToFixed(insideTessFactor[axis]); - } - - if( HWIntegerPartitioning() || Odd() ) - { - // Special case if all TessFactors are 1 - if( (FXP_ONE == processedTessFactors.insideTessFactor[U]) && - (FXP_ONE == processedTessFactors.insideTessFactor[V]) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Ueq0]) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Veq0]) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Ueq1]) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Veq1]) ) - { - processedTessFactors.bJustDoMinimumTessFactor = true; - return; - } - } - processedTessFactors.bJustDoMinimumTessFactor = false; - - // Compute TessFactor-specific metadata - for(int edge = 0; edge < QUAD_EDGES; edge++ ) - { - SetTessellationParity(processedTessFactors.outsideTessFactorParity[edge]); - ComputeTessFactorContext(processedTessFactors.outsideTessFactor[edge], processedTessFactors.outsideTessFactorCtx[edge]); - } - - for(int axis = 0; axis < QUAD_AXES; axis++) - { - SetTessellationParity(processedTessFactors.insideTessFactorParity[axis]); - ComputeTessFactorContext(processedTessFactors.insideTessFactor[axis], processedTessFactors.insideTessFactorCtx[axis]); - } - - // Compute some initial data. - - // outside edge offsets and storage - for(int edge = 0; edge < QUAD_EDGES; edge++ ) - { - SetTessellationParity(processedTessFactors.outsideTessFactorParity[edge]); - processedTessFactors.numPointsForOutsideEdge[edge] = NumPointsForTessFactor(processedTessFactors.outsideTessFactor[edge]); - m_NumPoints += processedTessFactors.numPointsForOutsideEdge[edge]; - } - m_NumPoints -= 4; - - // inside edge offsets - for(int axis = 0; axis < QUAD_AXES; axis++) - { - SetTessellationParity(processedTessFactors.insideTessFactorParity[axis]); - processedTessFactors.numPointsForInsideTessFactor[axis] = NumPointsForTessFactor(processedTessFactors.insideTessFactor[axis]); - int pointCountMin = ( TESSELLATOR_PARITY_ODD == processedTessFactors.insideTessFactorParity[axis] ) ? 4 : 3; - // max() allows degenerate transition regions when inside TessFactor == 1 - processedTessFactors.numPointsForInsideTessFactor[axis] = max(pointCountMin,processedTessFactors.numPointsForInsideTessFactor[axis]); - } - - processedTessFactors.insideEdgePointBaseOffset = m_NumPoints; - - // inside storage, including interior edges above - int numInteriorPoints = (processedTessFactors.numPointsForInsideTessFactor[U] - 2)*(processedTessFactors.numPointsForInsideTessFactor[V]-2); - m_NumPoints += numInteriorPoints; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::QuadGeneratePoints -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::QuadGeneratePoints( const PROCESSED_TESS_FACTORS_QUAD& processedTessFactors ) -{ - // Generate exterior ring edge points, clockwise from top-left - int pointOffset = 0; - int edge; - for(edge = 0; edge < QUAD_EDGES; edge++ ) - { - int parity = edge&0x1; - int startPoint = 0; - int endPoint = processedTessFactors.numPointsForOutsideEdge[edge] - 1; - for(int p = startPoint; p < endPoint; p++,pointOffset++) // don't include end, since next edge starts with it. - { - FXP fxpParam; - int q = ((edge==1)||(edge==2)) ? p : endPoint - p; // reverse order - SetTessellationParity(processedTessFactors.outsideTessFactorParity[edge]); - PlacePointIn1D(processedTessFactors.outsideTessFactorCtx[edge],q,fxpParam); - if( parity ) - { - DefinePoint(/*U*/fxpParam, - /*V*/(edge == 3) ? FXP_ONE : 0, - /*pointStorageOffset*/pointOffset); - } - else - { - DefinePoint(/*U*/(edge == 2) ? FXP_ONE : 0, - /*V*/fxpParam, - /*pointStorageOffset*/pointOffset); - } - } - } - - // Generate interior ring points, clockwise from (U==0,V==1) (bottom-left) spiralling toward center - static const int startRing = 1; - int minNumPointsForTessFactor = min(processedTessFactors.numPointsForInsideTessFactor[U],processedTessFactors.numPointsForInsideTessFactor[V]); - int numRings = (minNumPointsForTessFactor >> 1); // note for even tess we aren't counting center point here. - for(int ring = startRing; ring < numRings; ring++) - { - int startPoint = ring; - int endPoint[QUAD_AXES] = {processedTessFactors.numPointsForInsideTessFactor[U] - 1 - startPoint, - processedTessFactors.numPointsForInsideTessFactor[V] - 1 - startPoint}; - - for(edge = 0; edge < QUAD_EDGES; edge++ ) - { - int parity[QUAD_AXES] = {edge&0x1,((edge+1)&0x1)}; - int perpendicularAxisPoint = (edge < 2) ? startPoint : endPoint[parity[0]]; - FXP fxpPerpParam; - SetTessellationParity(processedTessFactors.insideTessFactorParity[parity[0]]); - PlacePointIn1D(processedTessFactors.insideTessFactorCtx[parity[0]],perpendicularAxisPoint,fxpPerpParam); - SetTessellationParity(processedTessFactors.insideTessFactorParity[parity[1]]); - for(int p = startPoint; p < endPoint[parity[1]]; p++, pointOffset++) // don't include end: next edge starts with it. - { - FXP fxpParam; - int q = ((edge == 1)||(edge==2)) ? p : endPoint[parity[1]] - (p - startPoint); - PlacePointIn1D(processedTessFactors.insideTessFactorCtx[parity[1]],q,fxpParam); - if( parity[1] ) - { - DefinePoint(/*U*/fxpPerpParam, - /*V*/fxpParam, - /*pointStorageOffset*/pointOffset); - } - else - { - DefinePoint(/*U*/fxpParam, - /*V*/fxpPerpParam, - /*pointStorageOffset*/pointOffset); - } - } - } - } - // For even tessellation, the inner "ring" is degenerate - a row of points - if( (processedTessFactors.numPointsForInsideTessFactor[U] > processedTessFactors.numPointsForInsideTessFactor[V]) && - (TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[V]) ) - { - int startPoint = numRings; - int endPoint = processedTessFactors.numPointsForInsideTessFactor[U] - 1 - startPoint; - SetTessellationParity(processedTessFactors.insideTessFactorParity[U]); - for( int p = startPoint; p <= endPoint; p++, pointOffset++ ) - { - FXP fxpParam; - PlacePointIn1D(processedTessFactors.insideTessFactorCtx[U],p,fxpParam); - DefinePoint(/*U*/fxpParam, - /*V*/FXP_ONE_HALF, // middle - /*pointStorageOffset*/pointOffset); - } - } - else if( (processedTessFactors.numPointsForInsideTessFactor[V] >= processedTessFactors.numPointsForInsideTessFactor[U]) && - (TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[U]) ) - { - int startPoint = numRings; - int endPoint; - FXP fxpParam; - endPoint = processedTessFactors.numPointsForInsideTessFactor[V] - 1 - startPoint; - SetTessellationParity(processedTessFactors.insideTessFactorParity[V]); - for( int p = endPoint; p >= startPoint; p--, pointOffset++ ) - { - PlacePointIn1D(processedTessFactors.insideTessFactorCtx[V],p,fxpParam); - DefinePoint(/*U*/FXP_ONE_HALF, // middle - /*V*/fxpParam, - /*pointStorageOffset*/pointOffset); - } - } -} -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::QuadGenerateConnectivity -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::QuadGenerateConnectivity( const PROCESSED_TESS_FACTORS_QUAD& processedTessFactors ) -{ - // Generate primitives for all the concentric rings, one side at a time for each ring - static const int startRing = 1; - int numPointRowsToCenter[QUAD_AXES] = {((processedTessFactors.numPointsForInsideTessFactor[U]+1) >> 1), - ((processedTessFactors.numPointsForInsideTessFactor[V]+1) >> 1)}; // +1 is so even tess includes the center point - int numRings = min(numPointRowsToCenter[U],numPointRowsToCenter[V]); - int degeneratePointRing[QUAD_AXES] = { // Even partitioning causes degenerate row of points, - // which results in exceptions to the point ordering conventions - // when travelling around the rings counterclockwise. - (TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[V]) ? numPointRowsToCenter[V] - 1 : -1, - (TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[U]) ? numPointRowsToCenter[U] - 1 : -1 }; - - const TESS_FACTOR_CONTEXT* outsideTessFactorCtx[QUAD_EDGES] = {&processedTessFactors.outsideTessFactorCtx[Ueq0], - &processedTessFactors.outsideTessFactorCtx[Veq0], - &processedTessFactors.outsideTessFactorCtx[Ueq1], - &processedTessFactors.outsideTessFactorCtx[Veq1]}; - TESSELLATOR_PARITY outsideTessFactorParity[QUAD_EDGES] = {processedTessFactors.outsideTessFactorParity[Ueq0], - processedTessFactors.outsideTessFactorParity[Veq0], - processedTessFactors.outsideTessFactorParity[Ueq1], - processedTessFactors.outsideTessFactorParity[Veq1]}; - int numPointsForOutsideEdge[QUAD_EDGES] = {processedTessFactors.numPointsForOutsideEdge[Ueq0], - processedTessFactors.numPointsForOutsideEdge[Veq0], - processedTessFactors.numPointsForOutsideEdge[Ueq1], - processedTessFactors.numPointsForOutsideEdge[Veq1]}; - - int insideEdgePointBaseOffset = processedTessFactors.insideEdgePointBaseOffset; - int outsideEdgePointBaseOffset = 0; - int edge; - for(int ring = startRing; ring < numRings; ring++) - { - int numPointsForInsideEdge[QUAD_AXES] = {processedTessFactors.numPointsForInsideTessFactor[U] - 2*ring, - processedTessFactors.numPointsForInsideTessFactor[V] - 2*ring}; - - int edge0InsidePointBaseOffset = insideEdgePointBaseOffset; - int edge0OutsidePointBaseOffset = outsideEdgePointBaseOffset; - - for(edge = 0; edge < QUAD_EDGES; edge++ ) - { - int parity = (edge+1)&0x1; - - int numTriangles = numPointsForInsideEdge[parity] + numPointsForOutsideEdge[edge] - 2; - int insideBaseOffset; - int outsideBaseOffset; - if( edge == 3 ) // We need to patch the indexing so Stitch() can think it sees - // 2 sequentially increasing rows of points, even though we have wrapped around - // to the end of the inner and outer ring's points, so the last point is really - // the first point for the ring. - // We make it so that when Stitch() calls AddIndex(), that function - // will do any necessary index adjustment. - { - if( ring == degeneratePointRing[parity] ) - { - m_IndexPatchContext2.baseIndexToInvert = insideEdgePointBaseOffset + 1; - m_IndexPatchContext2.cornerCaseBadValue = outsideEdgePointBaseOffset + numPointsForOutsideEdge[edge] - 1; - m_IndexPatchContext2.cornerCaseReplacementValue = edge0OutsidePointBaseOffset; - m_IndexPatchContext2.indexInversionEndPoint = (m_IndexPatchContext2.baseIndexToInvert << 1) - 1; - insideBaseOffset = m_IndexPatchContext2.baseIndexToInvert; - outsideBaseOffset = outsideEdgePointBaseOffset; - SetUsingPatchedIndices2(true); - } - else - { - m_IndexPatchContext.insidePointIndexDeltaToRealValue = insideEdgePointBaseOffset; - m_IndexPatchContext.insidePointIndexBadValue = numPointsForInsideEdge[parity] - 1; - m_IndexPatchContext.insidePointIndexReplacementValue = edge0InsidePointBaseOffset; - m_IndexPatchContext.outsidePointIndexPatchBase = m_IndexPatchContext.insidePointIndexBadValue+1; // past inside patched index range - m_IndexPatchContext.outsidePointIndexDeltaToRealValue = outsideEdgePointBaseOffset - - m_IndexPatchContext.outsidePointIndexPatchBase; - m_IndexPatchContext.outsidePointIndexBadValue = m_IndexPatchContext.outsidePointIndexPatchBase - + numPointsForOutsideEdge[edge] - 1; - m_IndexPatchContext.outsidePointIndexReplacementValue = edge0OutsidePointBaseOffset; - - insideBaseOffset = 0; - outsideBaseOffset = m_IndexPatchContext.outsidePointIndexPatchBase; - SetUsingPatchedIndices(true); - } - } - else if( (edge == 2) && (ring == degeneratePointRing[parity]) ) - { - m_IndexPatchContext2.baseIndexToInvert = insideEdgePointBaseOffset; - m_IndexPatchContext2.cornerCaseBadValue = -1; // unused - m_IndexPatchContext2.cornerCaseReplacementValue = -1; // unused - m_IndexPatchContext2.indexInversionEndPoint = m_IndexPatchContext2.baseIndexToInvert << 1; - insideBaseOffset = m_IndexPatchContext2.baseIndexToInvert; - outsideBaseOffset = outsideEdgePointBaseOffset; - SetUsingPatchedIndices2(true); - } - else - { - insideBaseOffset = insideEdgePointBaseOffset; - outsideBaseOffset = outsideEdgePointBaseOffset; - } - if( ring == startRing ) - { - StitchTransition(/*baseIndexOffset: */m_NumIndices, - insideBaseOffset,processedTessFactors.insideTessFactorCtx[parity].numHalfTessFactorPoints,processedTessFactors.insideTessFactorParity[parity], - outsideBaseOffset,outsideTessFactorCtx[edge]->numHalfTessFactorPoints,outsideTessFactorParity[edge]); - } - else - { - StitchRegular(/*bTrapezoid*/true, DIAGONALS_MIRRORED, - /*baseIndexOffset: */m_NumIndices, - numPointsForInsideEdge[parity], - insideBaseOffset,outsideBaseOffset); - } - SetUsingPatchedIndices(false); - SetUsingPatchedIndices2(false); - m_NumIndices += numTriangles*3; - outsideEdgePointBaseOffset += numPointsForOutsideEdge[edge] - 1; - if( (edge == 2) && (ring == degeneratePointRing[parity]) ) - { - insideEdgePointBaseOffset -= numPointsForInsideEdge[parity] - 1; - } - else - { - insideEdgePointBaseOffset += numPointsForInsideEdge[parity] - 1; - } - numPointsForOutsideEdge[edge] = numPointsForInsideEdge[parity]; - } - if( startRing == ring ) - { - for(edge = 0; edge < QUAD_EDGES; edge++ ) - { - outsideTessFactorCtx[edge] = &processedTessFactors.insideTessFactorCtx[edge&1]; - outsideTessFactorParity[edge] = processedTessFactors.insideTessFactorParity[edge&1]; - } - } - } - - // Triangulate center - a row of quads if odd - // This triangulation may be producing diagonals that are asymmetric about - // the center of the patch in this region. - if( (processedTessFactors.numPointsForInsideTessFactor[U] > processedTessFactors.numPointsForInsideTessFactor[V]) && - (TESSELLATOR_PARITY_ODD == processedTessFactors.insideTessFactorParity[V] ) ) - { - SetUsingPatchedIndices2(true); - int stripNumQuads = (((processedTessFactors.numPointsForInsideTessFactor[U]>>1) - (processedTessFactors.numPointsForInsideTessFactor[V]>>1))<<1)+ - ((TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[U] ) ? 2 : 1); - m_IndexPatchContext2.baseIndexToInvert = outsideEdgePointBaseOffset + stripNumQuads + 2; - m_IndexPatchContext2.cornerCaseBadValue = m_IndexPatchContext2.baseIndexToInvert; - m_IndexPatchContext2.cornerCaseReplacementValue = outsideEdgePointBaseOffset; - m_IndexPatchContext2.indexInversionEndPoint = m_IndexPatchContext2.baseIndexToInvert + - m_IndexPatchContext2.baseIndexToInvert + stripNumQuads; - StitchRegular(/*bTrapezoid*/false,DIAGONALS_INSIDE_TO_OUTSIDE, - /*baseIndexOffset: */m_NumIndices, /*numInsideEdgePoints:*/stripNumQuads+1, - /*insideEdgePointBaseOffset*/m_IndexPatchContext2.baseIndexToInvert, - outsideEdgePointBaseOffset+1); - SetUsingPatchedIndices2(false); - m_NumIndices += stripNumQuads*6; - } - else if((processedTessFactors.numPointsForInsideTessFactor[V] >= processedTessFactors.numPointsForInsideTessFactor[U]) && - (TESSELLATOR_PARITY_ODD == processedTessFactors.insideTessFactorParity[U]) ) - { - SetUsingPatchedIndices2(true); - int stripNumQuads = (((processedTessFactors.numPointsForInsideTessFactor[V]>>1) - (processedTessFactors.numPointsForInsideTessFactor[U]>>1))<<1)+ - ((TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[V] ) ? 2 : 1); - m_IndexPatchContext2.baseIndexToInvert = outsideEdgePointBaseOffset + stripNumQuads + 1; - m_IndexPatchContext2.cornerCaseBadValue = -1; // unused - m_IndexPatchContext2.indexInversionEndPoint = m_IndexPatchContext2.baseIndexToInvert + - m_IndexPatchContext2.baseIndexToInvert + stripNumQuads; - DIAGONALS diag = (TESSELLATOR_PARITY_EVEN == processedTessFactors.insideTessFactorParity[V]) ? - DIAGONALS_INSIDE_TO_OUTSIDE : DIAGONALS_INSIDE_TO_OUTSIDE_EXCEPT_MIDDLE; - StitchRegular(/*bTrapezoid*/false,diag, - /*baseIndexOffset: */m_NumIndices, /*numInsideEdgePoints:*/stripNumQuads+1, - /*insideEdgePointBaseOffset*/m_IndexPatchContext2.baseIndexToInvert, - outsideEdgePointBaseOffset); - SetUsingPatchedIndices2(false); - m_NumIndices += stripNumQuads*6; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::TessellateTriDomain -// User calls this -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::TessellateTriDomain( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Weq0, - float insideTessFactor ) -{ - PROCESSED_TESS_FACTORS_TRI processedTessFactors; - TriProcessTessFactors(tessFactor_Ueq0,tessFactor_Veq0,tessFactor_Weq0,insideTessFactor,processedTessFactors); - - if( processedTessFactors.bPatchCulled ) - { - m_NumPoints = 0; - m_NumIndices = 0; - return; - } - else if( processedTessFactors.bJustDoMinimumTessFactor ) - { - DefinePoint(/*U*/0,/*V*/FXP_ONE,/*pointStorageOffset*/0); //V=1 (beginning of Ueq0 edge VW) - DefinePoint(/*U*/0,/*V*/0,/*pointStorageOffset*/1); //W=1 (beginning of Veq0 edge WU) - DefinePoint(/*U*/FXP_ONE,/*V*/0,/*pointStorageOffset*/2); //U=1 (beginning of Weq0 edge UV) - m_NumPoints = 3; - - switch(m_outputPrimitive) - { - case D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW: - case D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW: - // function orients them CCW if needed - DefineClockwiseTriangle(0,1,2,/*indexStorageBaseOffset*/m_NumIndices); - m_NumIndices = 3; - break; - case D3D11_TESSELLATOR_OUTPUT_POINT: - DumpAllPoints(); - break; - case D3D11_TESSELLATOR_OUTPUT_LINE: - DumpAllPointsAsInOrderLineList(); - break; - } - return; - } - - TriGeneratePoints(processedTessFactors); - - if( m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_POINT ) - { - DumpAllPoints(); - return; - } - if( m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_LINE ) - { - DumpAllPointsAsInOrderLineList(); - return; - } - - TriGenerateConnectivity(processedTessFactors); // can be done in parallel to TriGeneratePoints() -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::TriProcessTessFactors -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::TriProcessTessFactors( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Weq0, - float insideTessFactor, PROCESSED_TESS_FACTORS_TRI& processedTessFactors ) -{ - // Is the patch culled? - if( !(tessFactor_Ueq0 > 0) || // NaN will pass - !(tessFactor_Veq0 > 0) || - !(tessFactor_Weq0 > 0) ) - { - processedTessFactors.bPatchCulled = true; - return; - } - else - { - processedTessFactors.bPatchCulled = false; - } - - // Clamp edge TessFactors - float lowerBound = 0.0, upperBound = 0.0; - switch(m_originalPartitioning) - { - case D3D11_TESSELLATOR_PARTITIONING_INTEGER: - case D3D11_TESSELLATOR_PARTITIONING_POW2: // don�t care about pow2 distinction for validation, just treat as integer - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR; - break; - - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: - lowerBound = D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR; - break; - - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR; - break; - } - - tessFactor_Ueq0 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Ueq0 ) ); - tessFactor_Veq0 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Veq0 ) ); - tessFactor_Weq0 = tess_fmin( upperBound, tess_fmax( lowerBound, tessFactor_Weq0 ) ); - - if( HWIntegerPartitioning()) // pow2 or integer, round to next int (hw doesn't care about pow2 distinction) - { - tessFactor_Ueq0 = ceil(tessFactor_Ueq0); - tessFactor_Veq0 = ceil(tessFactor_Veq0); - tessFactor_Weq0 = ceil(tessFactor_Weq0); - } - - // Clamp inside TessFactors - if(D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD == m_originalPartitioning) - { - if( (tessFactor_Ueq0 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (tessFactor_Veq0 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON) || - (tessFactor_Weq0 > MIN_ODD_TESSFACTOR_PLUS_HALF_EPSILON)) - // Don't need the same check for insideTessFactor for tri patches, - // since there is only one insideTessFactor, as opposed to quad - // patches which have 2 insideTessFactors. - { - // Force picture frame - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR + EPSILON; - } - } - - insideTessFactor = tess_fmin( upperBound, tess_fmax( lowerBound, insideTessFactor ) ); - // Note the above clamps map NaN to lowerBound - - if( HWIntegerPartitioning()) // pow2 or integer, round to next int (hw doesn't care about pow2 distinction) - { - insideTessFactor = ceil(insideTessFactor); - } - - // Reset our vertex and index buffers. We have enough storage for the max tessFactor. - m_NumPoints = 0; - m_NumIndices = 0; - - // Process tessFactors - float outsideTessFactor[TRI_EDGES] = {tessFactor_Ueq0, tessFactor_Veq0, tessFactor_Weq0}; - int edge; - if( HWIntegerPartitioning() ) - { - for( edge = 0; edge < TRI_EDGES; edge++ ) - { - int edgeEven = isEven(outsideTessFactor[edge]); - processedTessFactors.outsideTessFactorParity[edge] = edgeEven ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - processedTessFactors.insideTessFactorParity = (isEven(insideTessFactor) || (FLOAT_ONE == insideTessFactor)) - ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - else - { - for( edge = 0; edge < TRI_EDGES; edge++ ) - { - processedTessFactors.outsideTessFactorParity[edge] = m_originalParity; - } - processedTessFactors.insideTessFactorParity = m_originalParity; - } - - // Save fixed point TessFactors - for( edge = 0; edge < TRI_EDGES; edge++ ) - { - processedTessFactors.outsideTessFactor[edge] = floatToFixed(outsideTessFactor[edge]); - } - processedTessFactors.insideTessFactor = floatToFixed(insideTessFactor); - - if( HWIntegerPartitioning() || Odd() ) - { - // Special case if all TessFactors are 1 - if( (FXP_ONE == processedTessFactors.insideTessFactor) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Ueq0]) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Veq0]) && - (FXP_ONE == processedTessFactors.outsideTessFactor[Weq0]) ) - { - processedTessFactors.bJustDoMinimumTessFactor = true; - return; - } - } - processedTessFactors.bJustDoMinimumTessFactor = false; - - // Compute per-TessFactor metadata - for(edge = 0; edge < TRI_EDGES; edge++ ) - { - SetTessellationParity(processedTessFactors.outsideTessFactorParity[edge]); - ComputeTessFactorContext(processedTessFactors.outsideTessFactor[edge], processedTessFactors.outsideTessFactorCtx[edge]); - } - SetTessellationParity(processedTessFactors.insideTessFactorParity); - ComputeTessFactorContext(processedTessFactors.insideTessFactor, processedTessFactors.insideTessFactorCtx); - - // Compute some initial data. - - // outside edge offsets and storage - for(edge = 0; edge < TRI_EDGES; edge++ ) - { - SetTessellationParity(processedTessFactors.outsideTessFactorParity[edge]); - processedTessFactors.numPointsForOutsideEdge[edge] = NumPointsForTessFactor(processedTessFactors.outsideTessFactor[edge]); - m_NumPoints += processedTessFactors.numPointsForOutsideEdge[edge]; - } - m_NumPoints -= 3; - - // inside edge offsets - SetTessellationParity(processedTessFactors.insideTessFactorParity); - processedTessFactors.numPointsForInsideTessFactor = NumPointsForTessFactor(processedTessFactors.insideTessFactor); - { - int pointCountMin = Odd() ? 4 : 3; - // max() allows degenerate transition regions when inside TessFactor == 1 - processedTessFactors.numPointsForInsideTessFactor = max(pointCountMin,processedTessFactors.numPointsForInsideTessFactor); - } - - processedTessFactors.insideEdgePointBaseOffset = m_NumPoints; - - // inside storage, including interior edges above - { - int numInteriorRings = (processedTessFactors.numPointsForInsideTessFactor >> 1) - 1; - int numInteriorPoints; - if( Odd() ) - { - numInteriorPoints = TRI_EDGES*(numInteriorRings*(numInteriorRings+1) - numInteriorRings); - } - else - { - numInteriorPoints = TRI_EDGES*(numInteriorRings*(numInteriorRings+1)) + 1; - } - m_NumPoints += numInteriorPoints; - } - -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::TriGeneratePoints -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::TriGeneratePoints( const PROCESSED_TESS_FACTORS_TRI& processedTessFactors ) -{ - // Generate exterior ring edge points, clockwise starting from point V (VW, the U==0 edge) - int pointOffset = 0; - int edge; - for(edge = 0; edge < TRI_EDGES; edge++ ) - { - int parity = edge&0x1; - int startPoint = 0; - int endPoint = processedTessFactors.numPointsForOutsideEdge[edge] - 1; - for(int p = startPoint; p < endPoint; p++, pointOffset++) // don't include end, since next edge starts with it. - { - FXP fxpParam; - int q = (parity) ? p : endPoint - p; // whether to reverse point order given we are defining V or U (W implicit): - // edge0, VW, has V decreasing, so reverse 1D points below - // edge1, WU, has U increasing, so don't reverse 1D points below - // edge2, UV, has U decreasing, so reverse 1D points below - SetTessellationParity(processedTessFactors.outsideTessFactorParity[edge]); - PlacePointIn1D(processedTessFactors.outsideTessFactorCtx[edge],q,fxpParam); - if( edge == 0 ) - { - DefinePoint(/*U*/0, - /*V*/fxpParam, - /*pointStorageOffset*/pointOffset); - } - else - { - DefinePoint(/*U*/fxpParam, - /*V*/(edge == 2) ? FXP_ONE - fxpParam : 0, - /*pointStorageOffset*/pointOffset); - } - } - } - - // Generate interior ring points, clockwise spiralling in - SetTessellationParity(processedTessFactors.insideTessFactorParity); - static const int startRing = 1; - int numRings = (processedTessFactors.numPointsForInsideTessFactor >> 1); - for(int ring = startRing; ring < numRings; ring++) - { - int startPoint = ring; - int endPoint = processedTessFactors.numPointsForInsideTessFactor - 1 - startPoint; - - for(edge = 0; edge < TRI_EDGES; edge++ ) - { - int parity = edge&0x1; - int perpendicularAxisPoint = startPoint; - FXP fxpPerpParam; - PlacePointIn1D(processedTessFactors.insideTessFactorCtx,perpendicularAxisPoint,fxpPerpParam); - fxpPerpParam *= FXP_TWO_THIRDS; // Map location to the right size in barycentric space. - // I (amarp) can draw a picture to explain. - // We know this fixed point math won't over/underflow - fxpPerpParam = (fxpPerpParam+FXP_ONE_HALF/*round*/)>>FXP_FRACTION_BITS; // get back to n.16 - for(int p = startPoint; p < endPoint; p++, pointOffset++) // don't include end: next edge starts with it. - { - FXP fxpParam; - int q = (parity) ? p : endPoint - (p - startPoint); // whether to reverse point given we are defining V or U (W implicit): - // edge0, VW, has V decreasing, so reverse 1D points below - // edge1, WU, has U increasing, so don't reverse 1D points below - // edge2, UV, has U decreasing, so reverse 1D points below - PlacePointIn1D(processedTessFactors.insideTessFactorCtx,q,fxpParam); - // edge0 VW, has perpendicular parameter U constant - // edge1 WU, has perpendicular parameter V constant - // edge2 UV, has perpendicular parameter W constant - const unsigned int deriv = 2; // reciprocal is the rate of change of edge-parallel parameters as they are pushed into the triangle - switch(edge) - { - case 0: - DefinePoint(/*U*/fxpPerpParam, - /*V*/fxpParam - (fxpPerpParam+1/*round*/)/deriv, // we know this fixed point math won't over/underflow - /*pointStorageOffset*/pointOffset); - break; - case 1: - DefinePoint(/*U*/fxpParam - (fxpPerpParam+1/*round*/)/deriv,// we know this fixed point math won't over/underflow - /*V*/fxpPerpParam, - /*pointStorageOffset*/pointOffset); - break; - case 2: - DefinePoint(/*U*/fxpParam - (fxpPerpParam+1/*round*/)/deriv,// we know this fixed point math won't over/underflow - /*V*/FXP_ONE - (fxpParam - (fxpPerpParam+1/*round*/)/deriv) - fxpPerpParam,// we know this fixed point math won't over/underflow - /*pointStorageOffset*/pointOffset); - break; - } - } - } - } - if( !Odd() ) - { - // Last point is the point at the center. - DefinePoint(/*U*/FXP_ONE_THIRD, - /*V*/FXP_ONE_THIRD, - /*pointStorageOffset*/pointOffset); - } -} -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::TriGenerateConnectivity -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::TriGenerateConnectivity( const PROCESSED_TESS_FACTORS_TRI& processedTessFactors ) -{ - // Generate primitives for all the concentric rings, one side at a time for each ring - static const int startRing = 1; - int numRings = ((processedTessFactors.numPointsForInsideTessFactor+1) >> 1); // +1 is so even tess includes the center point, which we want to now - const TESS_FACTOR_CONTEXT* outsideTessFactorCtx[TRI_EDGES] = {&processedTessFactors.outsideTessFactorCtx[Ueq0], - &processedTessFactors.outsideTessFactorCtx[Veq0], - &processedTessFactors.outsideTessFactorCtx[Weq0]}; - TESSELLATOR_PARITY outsideTessFactorParity[TRI_EDGES] = {processedTessFactors.outsideTessFactorParity[Ueq0], - processedTessFactors.outsideTessFactorParity[Veq0], - processedTessFactors.outsideTessFactorParity[Weq0]}; - int numPointsForOutsideEdge[TRI_EDGES] = {processedTessFactors.numPointsForOutsideEdge[Ueq0], - processedTessFactors.numPointsForOutsideEdge[Veq0], - processedTessFactors.numPointsForOutsideEdge[Weq0]}; - - int insideEdgePointBaseOffset = processedTessFactors.insideEdgePointBaseOffset; - int outsideEdgePointBaseOffset = 0; - int edge; - for(int ring = startRing; ring < numRings; ring++) - { - int numPointsForInsideEdge = processedTessFactors.numPointsForInsideTessFactor - 2*ring; - int edge0InsidePointBaseOffset = insideEdgePointBaseOffset; - int edge0OutsidePointBaseOffset = outsideEdgePointBaseOffset; - for(edge = 0; edge < TRI_EDGES; edge++ ) - { - int numTriangles = numPointsForInsideEdge + numPointsForOutsideEdge[edge] - 2; - - int insideBaseOffset; - int outsideBaseOffset; - if( edge == 2 ) - { - m_IndexPatchContext.insidePointIndexDeltaToRealValue = insideEdgePointBaseOffset; - m_IndexPatchContext.insidePointIndexBadValue = numPointsForInsideEdge - 1; - m_IndexPatchContext.insidePointIndexReplacementValue = edge0InsidePointBaseOffset; - m_IndexPatchContext.outsidePointIndexPatchBase = m_IndexPatchContext.insidePointIndexBadValue+1; // past inside patched index range - m_IndexPatchContext.outsidePointIndexDeltaToRealValue = outsideEdgePointBaseOffset - - m_IndexPatchContext.outsidePointIndexPatchBase; - m_IndexPatchContext.outsidePointIndexBadValue = m_IndexPatchContext.outsidePointIndexPatchBase - + numPointsForOutsideEdge[edge] - 1; - m_IndexPatchContext.outsidePointIndexReplacementValue = edge0OutsidePointBaseOffset; - SetUsingPatchedIndices(true); - insideBaseOffset = 0; - outsideBaseOffset = m_IndexPatchContext.outsidePointIndexPatchBase; - } - else - { - insideBaseOffset = insideEdgePointBaseOffset; - outsideBaseOffset = outsideEdgePointBaseOffset; - } - if( ring == startRing ) - { - StitchTransition(/*baseIndexOffset: */m_NumIndices, - insideBaseOffset,processedTessFactors.insideTessFactorCtx.numHalfTessFactorPoints,processedTessFactors.insideTessFactorParity, - outsideBaseOffset,outsideTessFactorCtx[edge]->numHalfTessFactorPoints,outsideTessFactorParity[edge]); - } - else - { - StitchRegular(/*bTrapezoid*/true, DIAGONALS_MIRRORED, - /*baseIndexOffset: */m_NumIndices, - numPointsForInsideEdge, - insideBaseOffset,outsideBaseOffset); - } - if( 2 == edge ) - { - SetUsingPatchedIndices(false); - } - m_NumIndices += numTriangles*3; - outsideEdgePointBaseOffset += numPointsForOutsideEdge[edge] - 1; - insideEdgePointBaseOffset += numPointsForInsideEdge - 1; - numPointsForOutsideEdge[edge] = numPointsForInsideEdge; - } - if( startRing == ring ) - { - for(edge = 0; edge < TRI_EDGES; edge++ ) - { - outsideTessFactorCtx[edge] = &processedTessFactors.insideTessFactorCtx; - outsideTessFactorParity[edge] = processedTessFactors.insideTessFactorParity; - } - } - } - if( Odd() ) - { - // Triangulate center (a single triangle) - DefineClockwiseTriangle(outsideEdgePointBaseOffset, outsideEdgePointBaseOffset+1, outsideEdgePointBaseOffset+2, - m_NumIndices); - m_NumIndices += 3; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::TessellateIsoLineDomain -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::TessellateIsoLineDomain( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail ) -{ - PROCESSED_TESS_FACTORS_ISOLINE processedTessFactors; - IsoLineProcessTessFactors(TessFactor_V_LineDensity,TessFactor_U_LineDetail,processedTessFactors); - if( processedTessFactors.bPatchCulled ) - { - m_NumPoints = 0; - m_NumIndices = 0; - return; - } - IsoLineGeneratePoints(processedTessFactors); - IsoLineGenerateConnectivity(processedTessFactors); // can be done in parallel to IsoLineGeneratePoints -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::IsoLineProcessTessFactors -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::IsoLineProcessTessFactors( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail, - PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors ) -{ - // Is the patch culled? - if( !(TessFactor_V_LineDensity > 0) || // NaN will pass - !(TessFactor_U_LineDetail > 0) ) - { - processedTessFactors.bPatchCulled = true; - return; - } - else - { - processedTessFactors.bPatchCulled = false; - } - - // Clamp edge TessFactors - float lowerBound = 0.0, upperBound = 0.0; - switch(m_originalPartitioning) - { - case D3D11_TESSELLATOR_PARTITIONING_INTEGER: - case D3D11_TESSELLATOR_PARTITIONING_POW2: // don�t care about pow2 distinction for validation, just treat as integer - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR; - break; - - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: - lowerBound = D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR; - break; - - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: - lowerBound = D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR; - upperBound = D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR; - break; - } - - TessFactor_V_LineDensity = tess_fmin( D3D11_TESSELLATOR_MAX_ISOLINE_DENSITY_TESSELLATION_FACTOR, - tess_fmax( D3D11_TESSELLATOR_MIN_ISOLINE_DENSITY_TESSELLATION_FACTOR, TessFactor_V_LineDensity ) ); - TessFactor_U_LineDetail = tess_fmin( upperBound, tess_fmax( lowerBound, TessFactor_U_LineDetail ) ); - - // Reset our vertex and index buffers. We have enough storage for the max tessFactor. - m_NumPoints = 0; - m_NumIndices = 0; - - // Process tessFactors - if( HWIntegerPartitioning() ) - { - TessFactor_U_LineDetail = ceil(TessFactor_U_LineDetail); - processedTessFactors.lineDetailParity = isEven(TessFactor_U_LineDetail) ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - else - { - processedTessFactors.lineDetailParity = m_originalParity; - } - - FXP fxpTessFactor_U_LineDetail = floatToFixed(TessFactor_U_LineDetail); - - SetTessellationParity(processedTessFactors.lineDetailParity); - - ComputeTessFactorContext(fxpTessFactor_U_LineDetail, processedTessFactors.lineDetailTessFactorCtx); - processedTessFactors.numPointsPerLine = NumPointsForTessFactor(fxpTessFactor_U_LineDetail); - - OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING_INTEGER); - - TessFactor_V_LineDensity = ceil(TessFactor_V_LineDensity); - processedTessFactors.lineDensityParity = isEven(TessFactor_V_LineDensity) ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - SetTessellationParity(processedTessFactors.lineDensityParity); - FXP fxpTessFactor_V_LineDensity = floatToFixed(TessFactor_V_LineDensity); - ComputeTessFactorContext(fxpTessFactor_V_LineDensity, processedTessFactors.lineDensityTessFactorCtx); - - processedTessFactors.numLines = NumPointsForTessFactor(fxpTessFactor_V_LineDensity) - 1; // don't draw last line at V == 1. - - RestorePartitioning(); - - // Compute some initial data. - - // outside edge offsets - m_NumPoints = processedTessFactors.numPointsPerLine * processedTessFactors.numLines; - if( m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_POINT ) - { - m_NumIndices = m_NumPoints; - } - else // line - { - m_NumIndices = processedTessFactors.numLines*(processedTessFactors.numPointsPerLine-1)*2; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::IsoLineGeneratePoints -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::IsoLineGeneratePoints( const PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors ) -{ - int line, pointOffset; - for(line = 0, pointOffset = 0; line < processedTessFactors.numLines; line++) - { - for(int point = 0; point < processedTessFactors.numPointsPerLine; point++) - { - FXP fxpU,fxpV; - SetTessellationParity(processedTessFactors.lineDensityParity); - PlacePointIn1D(processedTessFactors.lineDensityTessFactorCtx,line,fxpV); - - SetTessellationParity(processedTessFactors.lineDetailParity); - PlacePointIn1D(processedTessFactors.lineDetailTessFactorCtx,point,fxpU); - - DefinePoint(fxpU,fxpV,pointOffset++); - } - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::IsoLineGenerateConnectivity -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::IsoLineGenerateConnectivity( const PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors ) -{ - int line, pointOffset, indexOffset; - if( m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_POINT ) - { - for(line = 0, pointOffset = 0, indexOffset = 0; line < processedTessFactors.numLines; line++) - { - for(int point = 0; point < processedTessFactors.numPointsPerLine; point++) - { - DefineIndex(pointOffset++,indexOffset++); - } - } - } - else // line - { - for(line = 0, pointOffset = 0, indexOffset = 0; line < processedTessFactors.numLines; line++) - { - for(int point = 0; point < processedTessFactors.numPointsPerLine; point++) - { - if( point > 0 ) - { - DefineIndex(pointOffset-1,indexOffset++); - DefineIndex(pointOffset,indexOffset++); - } - pointOffset++; - } - } - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::GetPointCount -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -int CHWTessellator::GetPointCount() -{ - return m_NumPoints; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::GetIndexCount() -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -int CHWTessellator::GetIndexCount() -{ - return m_NumIndices; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::GetPoints() -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -DOMAIN_POINT* CHWTessellator::GetPoints() -{ - return m_Point; -} -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::GetIndices() -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -int* CHWTessellator::GetIndices() -{ - return m_Index; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::DefinePoint() -//--------------------------------------------------------------------------------------------------------------------------------- -int CHWTessellator::DefinePoint(FXP fxpU, FXP fxpV, int pointStorageOffset) -{ -// WCHAR foo[80]; -// StringCchPrintf(foo,80,L"off:%d, uv=(%f,%f)\n",pointStorageOffset,fixedToFloat(fxpU),fixedToFloat(fxpV)); -// OutputDebugString(foo); - m_Point[pointStorageOffset].u = fixedToFloat(fxpU); - m_Point[pointStorageOffset].v = fixedToFloat(fxpV); - return pointStorageOffset; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::DefineIndex() -//-------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::DefineIndex(int index, int indexStorageOffset) -{ - index = PatchIndexValue(index); -// WCHAR foo[80]; -// StringCchPrintf(foo,80,L"off:%d, idx=%d, uv=(%f,%f)\n",indexStorageOffset,index,m_Point[index].u,m_Point[index].v); -// OutputDebugString(foo); - m_Index[indexStorageOffset] = index; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::DefineClockwiseTriangle() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::DefineClockwiseTriangle(int index0, int index1, int index2, int indexStorageBaseOffset) -{ - // inputs a clockwise triangle, stores a CW or CCW triangle depending on the state - DefineIndex(index0,indexStorageBaseOffset); - bool bWantClockwise = (m_outputPrimitive == D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW) ? true : false; - if( bWantClockwise ) - { - DefineIndex(index1,indexStorageBaseOffset+1); - DefineIndex(index2,indexStorageBaseOffset+2); - } - else - { - DefineIndex(index2,indexStorageBaseOffset+1); - DefineIndex(index1,indexStorageBaseOffset+2); - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::DumpAllPoints() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::DumpAllPoints() -{ - for( int p = 0; p < m_NumPoints; p++ ) - { - DefineIndex(p,m_NumIndices++); - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::DumpAllPointsAsInOrderLineList() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::DumpAllPointsAsInOrderLineList() -{ - for( int p = 1; p < m_NumPoints; p++ ) - { - DefineIndex(p-1,m_NumIndices++); - DefineIndex(p,m_NumIndices++); - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// RemoveMSB -//--------------------------------------------------------------------------------------------------------------------------------- -int RemoveMSB(int val) -{ - int check; - if( val <= 0x0000ffff ) { check = ( val <= 0x000000ff ) ? 0x00000080 : 0x00008000; } - else { check = ( val <= 0x00ffffff ) ? 0x00800000 : 0x80000000; } - for( int i = 0; i < 8; i++, check >>= 1 ) { if( val & check ) return (val & ~check); } - return 0; -} -//--------------------------------------------------------------------------------------------------------------------------------- -// GetMSB -//--------------------------------------------------------------------------------------------------------------------------------- -int GetMSB(int val) -{ - int check; - if( val <= 0x0000ffff ) { check = ( val <= 0x000000ff ) ? 0x00000080 : 0x00008000; } - else { check = ( val <= 0x00ffffff ) ? 0x00800000 : 0x80000000; } - for( int i = 0; i < 8; i++, check >>= 1 ) { if( val & check ) return check; } - return 0; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::CleanseParameter() -//--------------------------------------------------------------------------------------------------------------------------------- -/* NOTHING TO DO FOR FIXED POINT ARITHMETIC! -void CHWTessellator::CleanseParameter(float& parameter) -{ - // Clean up [0..1] parameter to guarantee that (1 - (1 - parameter)) == parameter. - parameter = 1.0f - parameter; - parameter = 1.0f - parameter; - -} -*/ -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::NumPointsForTessFactor() -//--------------------------------------------------------------------------------------------------------------------------------- -int CHWTessellator::NumPointsForTessFactor( FXP fxpTessFactor ) -{ - int numPoints; - if( Odd() ) - { - numPoints = (fxpCeil(FXP_ONE_HALF + (fxpTessFactor+1/*round*/)/2)*2)>>FXP_FRACTION_BITS; - } - else - { - numPoints = ((fxpCeil((fxpTessFactor+1/*round*/)/2)*2)>>FXP_FRACTION_BITS)+1; - } - return numPoints; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::ComputeTessFactorContext() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::ComputeTessFactorContext( FXP fxpTessFactor, TESS_FACTOR_CONTEXT& TessFactorCtx ) -{ - FXP fxpHalfTessFactor = (fxpTessFactor+1/*round*/)/2; - if( Odd() || (fxpHalfTessFactor == FXP_ONE_HALF)) // fxpHalfTessFactor == 1/2 if TessFactor is 1, but we're pretending we are even. - { - fxpHalfTessFactor += FXP_ONE_HALF; - } - FXP fxpFloorHalfTessFactor = fxpFloor(fxpHalfTessFactor); - FXP fxpCeilHalfTessFactor = fxpCeil(fxpHalfTessFactor); - TessFactorCtx.fxpHalfTessFactorFraction = fxpHalfTessFactor - fxpFloorHalfTessFactor; - //CleanseParameter(TessFactorCtx.fxpHalfTessFactorFraction); - TessFactorCtx.numHalfTessFactorPoints = (fxpCeilHalfTessFactor>>FXP_FRACTION_BITS); // for EVEN, we don't include the point always fixed at the midpoint of the TessFactor - if( fxpCeilHalfTessFactor == fxpFloorHalfTessFactor ) - { - TessFactorCtx.splitPointOnFloorHalfTessFactor = /*pick value to cause this to be ignored*/ TessFactorCtx.numHalfTessFactorPoints+1; - } - else if( Odd() ) - { - if( fxpFloorHalfTessFactor == FXP_ONE ) - { - TessFactorCtx.splitPointOnFloorHalfTessFactor = 0; - } - else - { -#ifdef ALLOW_XBOX_360_COMPARISON - if( m_bXBox360Mode ) - TessFactorCtx.splitPointOnFloorHalfTessFactor = TessFactorCtx.numHalfTessFactorPoints-2; - else -#endif - TessFactorCtx.splitPointOnFloorHalfTessFactor = (RemoveMSB((fxpFloorHalfTessFactor>>FXP_FRACTION_BITS)-1)<<1) + 1; - } - } - else - { -#ifdef ALLOW_XBOX_360_COMPARISON - if( m_bXBox360Mode ) - TessFactorCtx.splitPointOnFloorHalfTessFactor = TessFactorCtx.numHalfTessFactorPoints-1; - else -#endif - TessFactorCtx.splitPointOnFloorHalfTessFactor = (RemoveMSB(fxpFloorHalfTessFactor>>FXP_FRACTION_BITS)<<1) + 1; - } - int numFloorSegments = (fxpFloorHalfTessFactor * 2)>>FXP_FRACTION_BITS; - int numCeilSegments = (fxpCeilHalfTessFactor * 2)>>FXP_FRACTION_BITS; - if( Odd() ) - { - numFloorSegments -= 1; - numCeilSegments -= 1; - } - TessFactorCtx.fxpInvNumSegmentsOnFloorTessFactor = s_fixedReciprocal[numFloorSegments]; - TessFactorCtx.fxpInvNumSegmentsOnCeilTessFactor = s_fixedReciprocal[numCeilSegments]; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::PlacePointIn1D() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::PlacePointIn1D( const TESS_FACTOR_CONTEXT& TessFactorCtx, int point, FXP& fxpLocation ) -{ - bool bFlip; - if( point >= TessFactorCtx.numHalfTessFactorPoints ) - { - point = (TessFactorCtx.numHalfTessFactorPoints << 1) - point; - if( Odd() ) - { - point -= 1; - } - bFlip = true; - } - else - { - bFlip = false; - } - if( point == TessFactorCtx.numHalfTessFactorPoints ) - { - fxpLocation = FXP_ONE_HALF; // special casing middle since 16 bit fixed math below can't reproduce 0.5 exactly - return; - } - unsigned int indexOnCeilHalfTessFactor = point; - unsigned int indexOnFloorHalfTessFactor = indexOnCeilHalfTessFactor; - if( point > TessFactorCtx.splitPointOnFloorHalfTessFactor ) - { - indexOnFloorHalfTessFactor -= 1; - } - // For the fixed point multiplies below, we know the results are <= 16 bits because - // the locations on the halfTessFactor are <= half the number of segments for the total TessFactor. - // So a number divided by a number that is at least twice as big will give - // a result no bigger than 0.5 (which in fixed point is 16 bits in our case) - FXP fxpLocationOnFloorHalfTessFactor = indexOnFloorHalfTessFactor * TessFactorCtx.fxpInvNumSegmentsOnFloorTessFactor; - FXP fxpLocationOnCeilHalfTessFactor = indexOnCeilHalfTessFactor * TessFactorCtx.fxpInvNumSegmentsOnCeilTessFactor; - - // Since we know the numbers calculated above are <= fixed point 0.5, and the equation - // below is just lerping between two values <= fixed point 0.5 (0x00008000), then we know - // that the final result before shifting by 16 bits is no larger than 0x80000000. Once we - // shift that down by 16, we get the result of lerping 2 numbers <= 0.5, which is obviously - // at most 0.5 (0x00008000) - fxpLocation = fxpLocationOnFloorHalfTessFactor * (FXP_ONE - TessFactorCtx.fxpHalfTessFactorFraction) + - fxpLocationOnCeilHalfTessFactor * (TessFactorCtx.fxpHalfTessFactorFraction); - fxpLocation = (fxpLocation + FXP_ONE_HALF/*round*/) >> FXP_FRACTION_BITS; // get back to n.16 - /* Commenting out floating point version. Note the parameter cleansing it does is not needed in fixed point. - if( bFlip ) - location = 1.0f - location; // complement produces cleansed result. - else - CleanseParameter(location); - */ - if( bFlip ) - { - fxpLocation = FXP_ONE - fxpLocation; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::StitchRegular -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::StitchRegular(bool bTrapezoid,DIAGONALS diagonals, - int baseIndexOffset, int numInsideEdgePoints, - int insideEdgePointBaseOffset, int outsideEdgePointBaseOffset) -{ - int insidePoint = insideEdgePointBaseOffset; - int outsidePoint = outsideEdgePointBaseOffset; - if( bTrapezoid ) - { - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; outsidePoint++; - } - int p; - switch( diagonals ) - { - case DIAGONALS_INSIDE_TO_OUTSIDE: - // Diagonals pointing from inside edge forward towards outside edge - for( p = 0; p < numInsideEdgePoints-1; p++ ) - { - DefineClockwiseTriangle(insidePoint,outsidePoint,outsidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - - DefineClockwiseTriangle(insidePoint,outsidePoint+1,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; outsidePoint++; - } - break; - case DIAGONALS_INSIDE_TO_OUTSIDE_EXCEPT_MIDDLE: // Assumes ODD tessellation - // Diagonals pointing from outside edge forward towards inside edge - - // First half - for( p = 0; p < numInsideEdgePoints/2-1; p++ ) - { - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; - DefineClockwiseTriangle(insidePoint,outsidePoint+1,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; outsidePoint++; - } - - // Middle - DefineClockwiseTriangle(outsidePoint,insidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; outsidePoint++; p+=2; - - // Second half - for( ; p < numInsideEdgePoints; p++ ) - { - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; - DefineClockwiseTriangle(insidePoint,outsidePoint+1,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; outsidePoint++; - } - break; - case DIAGONALS_MIRRORED: - // First half, diagonals pointing from outside of outside edge to inside of inside edge - for( p = 0; p < numInsideEdgePoints/2; p++ ) - { - DefineClockwiseTriangle(outsidePoint,insidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; outsidePoint++; - } - // Second half, diagonals pointing from inside of inside edge to outside of outside edge - for( ; p < numInsideEdgePoints-1; p++ ) - { - DefineClockwiseTriangle(insidePoint,outsidePoint,outsidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - DefineClockwiseTriangle(insidePoint,outsidePoint+1,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; outsidePoint++; - } - break; - } - if( bTrapezoid ) - { - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::StitchTransition() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHWTessellator::StitchTransition(int baseIndexOffset, - int insideEdgePointBaseOffset, int insideNumHalfTessFactorPoints, - TESSELLATOR_PARITY insideEdgeTessFactorParity, - int outsideEdgePointBaseOffset, int outsideNumHalfTessFactorPoints, - TESSELLATOR_PARITY outsideTessFactorParity -) -{ - -#ifdef ALLOW_XBOX_360_COMPARISON - // Tables to assist in the stitching of 2 rows of points having arbitrary TessFactors. - // The stitching order is governed by Ruler Function vertex split ordering (see external documentation). - // - // The contents of the finalPointPositionTable are where vertex i [0..32] ends up on the half-edge - // at the max tessellation amount given ruler-function split order. - // Recall the other half of an edge is mirrored, so we only need to deal with one half. - // This table is used to decide when to advance a point on the interior or exterior. - // It supports odd TessFactor up to 65 and even TessFactor up to 64. - static const int _finalPointPositionTable[33] = - { 0, 32, 16, 8, 17, 4, 18, 9, 19, 2, 20, 10, 21, 5, 22, 11, 23, - 1, 24, 12, 25, 6, 26, 13, 27, 3, 28, 14, 29, 7, 30, 15, 31 }; - // The loopStart and loopEnd tables below just provide optimal loop bounds for the - // stitching algorithm further below, for any given halfTssFactor. - // There is probably a better way to encode this... - - // loopStart[halfTessFactor] encodes the FIRST entry other that [0] in finalPointPositionTable[] above which is - // less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop. - static const int _loopStart[33] = - {1,1,17,9,9,5,5,5,5,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}; - // loopStart[halfTessFactor] encodes the LAST entry in finalPointPositionTable[] above which is - // less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop. - static const int _loopEnd[33] = - {0,0,17,17,25,25,25,25,29,29,29,29,29,29,29,29,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,32}; - const int* finalPointPositionTable; - const int* loopStart; - const int* loopEnd; - if( m_bXBox360Mode ) - { - // The XBox360 vertex introduction order is always from the center of the edge. - // So the final positions of points on the half-edge are this trivial table. - static const int XBOXfinalPointPositionTable[33] = - { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, - 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32 }; - // loopStart and loopEnd (meaning described above) also become trivial for XBox360 splitting. - static const int XBOXloopStart[33] = - {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}; - static const int XBOXloopEnd[33] = - {0,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31}; - - finalPointPositionTable = XBOXfinalPointPositionTable; - loopStart = XBOXloopStart; - loopEnd = XBOXloopEnd; - } - else - { - finalPointPositionTable = _finalPointPositionTable; - loopStart = _loopStart; - loopEnd =_loopEnd; - } -#else - // Tables to assist in the stitching of 2 rows of points having arbitrary TessFactors. - // The stitching order is governed by Ruler Function vertex split ordering (see external documentation). - // - // The contents of the finalPointPositionTable are where vertex i [0..33] ends up on the half-edge - // at the max tessellation amount given ruler-function split order. - // Recall the other half of an edge is mirrored, so we only need to deal with one half. - // This table is used to decide when to advance a point on the interior or exterior. - // It supports odd TessFactor up to 65 and even TessFactor up to 64. - static const int finalPointPositionTable[33] = - { 0, 32, 16, 8, 17, 4, 18, 9, 19, 2, 20, 10, 21, 5, 22, 11, 23, - 1, 24, 12, 25, 6, 26, 13, 27, 3, 28, 14, 29, 7, 30, 15, 31 }; - - // The loopStart and loopEnd tables below just provide optimal loop bounds for the - // stitching algorithm further below, for any given halfTssFactor. - // There is probably a better way to encode this... - - // loopStart[halfTessFactor] encodes the FIRST entry in finalPointPositionTable[] above which is - // less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop. - static const int loopStart[33] = - {1,1,17,9,9,5,5,5,5,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}; - // loopStart[halfTessFactor] encodes the LAST entry in finalPointPositionTable[] above which is - // less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop. - static const int loopEnd[33] = - {0,0,17,17,25,25,25,25,29,29,29,29,29,29,29,29,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,32}; -#endif - if( TESSELLATOR_PARITY_ODD == insideEdgeTessFactorParity ) - { - insideNumHalfTessFactorPoints -= 1; - } - if( TESSELLATOR_PARITY_ODD == outsideTessFactorParity ) - { - outsideNumHalfTessFactorPoints -= 1; - } - // Walk first half - int outsidePoint = outsideEdgePointBaseOffset; - int insidePoint = insideEdgePointBaseOffset; - - // iStart,iEnd are a small optimization so the loop below doesn't have to go from 0 up to 31 - int iStart = min(loopStart[insideNumHalfTessFactorPoints],loopStart[outsideNumHalfTessFactorPoints]); - int iEnd = max(loopEnd[insideNumHalfTessFactorPoints],loopEnd[outsideNumHalfTessFactorPoints]); - - if( finalPointPositionTable[0] < outsideNumHalfTessFactorPoints ) // since we dont' start the loop at 0 below, we need a special case. - { - // Advance outside - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; outsidePoint++; - } - - for(int i = iStart; i <= iEnd; i++) - { - if( /*(i>0) && <-- not needed since iStart is never 0*/(finalPointPositionTable[i] < insideNumHalfTessFactorPoints)) - { - // Advance inside - DefineClockwiseTriangle(insidePoint,outsidePoint,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; insidePoint++; - } - if((finalPointPositionTable[i] < outsideNumHalfTessFactorPoints)) - { - // Advance outside - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; outsidePoint++; - } - } - - if( (insideEdgeTessFactorParity != outsideTessFactorParity) || (insideEdgeTessFactorParity == TESSELLATOR_PARITY_ODD)) - { - if( insideEdgeTessFactorParity == outsideTessFactorParity ) - { - // Quad in the middle - DefineClockwiseTriangle(insidePoint,outsidePoint,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - DefineClockwiseTriangle(insidePoint+1,outsidePoint,outsidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; - outsidePoint++; - } - else if( TESSELLATOR_PARITY_EVEN == insideEdgeTessFactorParity ) - { - // Triangle pointing inside - DefineClockwiseTriangle(insidePoint,outsidePoint,outsidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - outsidePoint++; - } - else - { - // Triangle pointing outside - DefineClockwiseTriangle(insidePoint,outsidePoint,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; - insidePoint++; - } - } - - // Walk second half. - for(int i = iEnd; i >= iStart; i--) - { - if((finalPointPositionTable[i] < outsideNumHalfTessFactorPoints)) - { - // Advance outside - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; outsidePoint++; - } - if( /*(i>0) && <-- not needed since iStart is never 0*/ (finalPointPositionTable[i] < insideNumHalfTessFactorPoints)) - { - // Advance inside - DefineClockwiseTriangle(insidePoint,outsidePoint,insidePoint+1,baseIndexOffset); - baseIndexOffset += 3; insidePoint++; - } - } - // Below case is not needed if we didn't optimize loop above and made it run from 31 down to 0. - if((finalPointPositionTable[0] < outsideNumHalfTessFactorPoints)) - { - DefineClockwiseTriangle(outsidePoint,outsidePoint+1,insidePoint,baseIndexOffset); - baseIndexOffset += 3; outsidePoint++; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHWTessellator::PatchIndexValue() -//-------------------------------------------------------------------------------------------------------------------------------- -int CHWTessellator::PatchIndexValue(int index) -{ - if( m_bUsingPatchedIndices ) - { - if( index >= m_IndexPatchContext.outsidePointIndexPatchBase ) // assumed remapped outide indices are > remapped inside vertices - { - if( index == m_IndexPatchContext.outsidePointIndexBadValue ) - index = m_IndexPatchContext.outsidePointIndexReplacementValue; - else - index += m_IndexPatchContext.outsidePointIndexDeltaToRealValue; - } - else - { - if( index == m_IndexPatchContext.insidePointIndexBadValue ) - index = m_IndexPatchContext.insidePointIndexReplacementValue; - else - index += m_IndexPatchContext.insidePointIndexDeltaToRealValue; - } - } - else if( m_bUsingPatchedIndices2 ) - { - if( index >= m_IndexPatchContext2.baseIndexToInvert ) - { - if( index == m_IndexPatchContext2.cornerCaseBadValue ) - { - index = m_IndexPatchContext2.cornerCaseReplacementValue; - } - else - { - index = m_IndexPatchContext2.indexInversionEndPoint - index; - } - } - else if( index == m_IndexPatchContext2.cornerCaseBadValue ) - { - index = m_IndexPatchContext2.cornerCaseReplacementValue; - } - } - return index; -} - - -//================================================================================================================================= -// CHLSLTessellator -//================================================================================================================================= - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::CHLSLTessellator -//--------------------------------------------------------------------------------------------------------------------------------- -CHLSLTessellator::CHLSLTessellator() -{ - m_LastComputedTessFactors[0] = m_LastComputedTessFactors[1] = m_LastComputedTessFactors[2] = - m_LastComputedTessFactors[3] = m_LastComputedTessFactors[4] = m_LastComputedTessFactors[5] = 0; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::Init -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::Init( - D3D11_TESSELLATOR_PARTITIONING partitioning, - D3D11_TESSELLATOR_REDUCTION insideTessFactorReduction, - D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS quadInsideTessFactorReductionAxis, - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE outputPrimitive) -{ - CHWTessellator::Init(partitioning,outputPrimitive); - m_LastComputedTessFactors[0] = m_LastComputedTessFactors[1] = m_LastComputedTessFactors[2] = - m_LastComputedTessFactors[3] = m_LastComputedTessFactors[4] = m_LastComputedTessFactors[5] = 0; - m_partitioning = partitioning; - m_originalPartitioning = partitioning; - switch( partitioning ) - { - case D3D11_TESSELLATOR_PARTITIONING_INTEGER: - default: - break; - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: - m_parity = TESSELLATOR_PARITY_ODD; - break; - case D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: - m_parity = TESSELLATOR_PARITY_EVEN; - break; - } - m_originalParity = m_parity; - m_outputPrimitive = outputPrimitive; - m_insideTessFactorReduction = insideTessFactorReduction; - m_quadInsideTessFactorReductionAxis = quadInsideTessFactorReductionAxis; -} -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::TessellateQuadDomain -// User calls this -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::TessellateQuadDomain( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Ueq1, float tessFactor_Veq1, - float insideTessFactorScaleU, float insideTessFactorScaleV ) -{ - QuadHLSLProcessTessFactors(tessFactor_Ueq0,tessFactor_Veq0,tessFactor_Ueq1,tessFactor_Veq1,insideTessFactorScaleU,insideTessFactorScaleV); - - CHWTessellator::TessellateQuadDomain(m_LastComputedTessFactors[0],m_LastComputedTessFactors[1],m_LastComputedTessFactors[2],m_LastComputedTessFactors[3], - m_LastComputedTessFactors[4],m_LastComputedTessFactors[5]); -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::QuadHLSLProcessTessFactors -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::QuadHLSLProcessTessFactors( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Ueq1, float tessFactor_Veq1, - float insideTessFactorScaleU, float insideTessFactorScaleV ) -{ - if( !(tessFactor_Ueq0 > 0) ||// NaN will pass - !(tessFactor_Veq0 > 0) || - !(tessFactor_Ueq1 > 0) || - !(tessFactor_Veq1 > 0) ) - { - m_LastUnRoundedComputedTessFactors[0] = tessFactor_Ueq0; - m_LastUnRoundedComputedTessFactors[1] = tessFactor_Veq0; - m_LastUnRoundedComputedTessFactors[2] = tessFactor_Ueq1; - m_LastUnRoundedComputedTessFactors[3] = tessFactor_Veq1; - m_LastUnRoundedComputedTessFactors[4] = 0; - m_LastUnRoundedComputedTessFactors[5] = 0; - m_LastComputedTessFactors[0] = - m_LastComputedTessFactors[1] = - m_LastComputedTessFactors[2] = - m_LastComputedTessFactors[3] = - m_LastComputedTessFactors[4] = - m_LastComputedTessFactors[5] = 0; - return; - } - - CleanupFloatTessFactor(tessFactor_Ueq0);// clamp to [1.0f..INF], NaN->1.0f - CleanupFloatTessFactor(tessFactor_Veq0); - CleanupFloatTessFactor(tessFactor_Ueq1); - CleanupFloatTessFactor(tessFactor_Veq1); - - // Save off tessFactors so they can be returned to app - m_LastUnRoundedComputedTessFactors[0] = tessFactor_Ueq0; - m_LastUnRoundedComputedTessFactors[1] = tessFactor_Veq0; - m_LastUnRoundedComputedTessFactors[2] = tessFactor_Ueq1; - m_LastUnRoundedComputedTessFactors[3] = tessFactor_Veq1; - - // Process outside tessFactors - float outsideTessFactor[QUAD_EDGES] = {tessFactor_Ueq0, tessFactor_Veq0, tessFactor_Ueq1, tessFactor_Veq1}; - int edge, axis; - TESSELLATOR_PARITY insideTessFactorParity[QUAD_AXES]; - if( Pow2Partitioning() || IntegerPartitioning() ) - { - for( edge = 0; edge < QUAD_EDGES; edge++ ) - { - RoundUpTessFactor(outsideTessFactor[edge]); - ClampTessFactor(outsideTessFactor[edge]); // clamp unbounded user input based on tessellation mode - } - } - else - { - SetTessellationParity(m_originalParity); // ClampTessFactor needs it - for( edge = 0; edge < QUAD_EDGES; edge++ ) - { - ClampTessFactor(outsideTessFactor[edge]); // clamp unbounded user input based on tessellation mode - } - } - - // Compute inside TessFactors - float insideTessFactor[QUAD_AXES]; - if( m_quadInsideTessFactorReductionAxis == D3D11_TESSELLATOR_QUAD_REDUCTION_1_AXIS ) - { - switch( m_insideTessFactorReduction ) - { - case D3D11_TESSELLATOR_REDUCTION_MIN: - insideTessFactor[U] = tess_fmin(tess_fmin(tessFactor_Veq0,tessFactor_Veq1),tess_fmin(tessFactor_Ueq0,tessFactor_Ueq1)); - break; - case D3D11_TESSELLATOR_REDUCTION_MAX: - insideTessFactor[U] = tess_fmax(tess_fmax(tessFactor_Veq0,tessFactor_Veq1),tess_fmax(tessFactor_Ueq0,tessFactor_Ueq1)); - break; - case D3D11_TESSELLATOR_REDUCTION_AVERAGE: - insideTessFactor[U] = (tessFactor_Veq0 + tessFactor_Veq1 + tessFactor_Ueq0 + tessFactor_Ueq1) / 4; - break; - } - // Scale inside tessFactor based on user scale factor. - - ClampFloatTessFactorScale(insideTessFactorScaleU); // clamp scale value to [0..1], NaN->0 - insideTessFactor[U] = insideTessFactor[U]*insideTessFactorScaleU; - - // Compute inside parity - if( Pow2Partitioning() || IntegerPartitioning() ) - { - ClampTessFactor(insideTessFactor[U]); // clamp reduction + scale result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[4] = m_LastUnRoundedComputedTessFactors[5] = insideTessFactor[U]; // Save off TessFactors so they can be returned to app - RoundUpTessFactor(insideTessFactor[U]); - insideTessFactorParity[U] = - insideTessFactorParity[V] = - (isEven(insideTessFactor[U]) || (FLOAT_ONE == insideTessFactor[U]) ) - ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - else - { - ClampTessFactor(insideTessFactor[U]); // clamp reduction + scale result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[4] = m_LastUnRoundedComputedTessFactors[5] = insideTessFactor[U]; // Save off TessFactors so they can be returned to app - // no parity changes for fractional tessellation - just use what the user requested - insideTessFactorParity[U] = insideTessFactorParity[V] = m_originalParity; - } - - // To prevent snapping on edges, the "picture frame" comes - // in using avg or max (and ignore inside TessFactor scaling) until it is at least 3. - if( (TESSELLATOR_PARITY_ODD == insideTessFactorParity[U]) && - (insideTessFactor[U] < FLOAT_THREE) ) - { - if(D3D11_TESSELLATOR_REDUCTION_MAX == m_insideTessFactorReduction) - { - insideTessFactor[U] = tess_fmin(FLOAT_THREE,tess_fmax(tess_fmax(tessFactor_Veq0,tessFactor_Veq1),tess_fmax(tessFactor_Ueq0,tessFactor_Ueq1))); - } - else - { - insideTessFactor[U] = tess_fmin(FLOAT_THREE,(tessFactor_Veq0 + tessFactor_Veq1 + tessFactor_Ueq0 + tessFactor_Ueq1) / 4); - } - ClampTessFactor(insideTessFactor[U]); // clamp reduction result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[4] = m_LastUnRoundedComputedTessFactors[5] = insideTessFactor[U]; // Save off TessFactors so they can be returned to app - if( IntegerPartitioning()) - { - RoundUpTessFactor(insideTessFactor[U]); - insideTessFactorParity[U] = - insideTessFactorParity[V] = isEven(insideTessFactor[U]) ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - } - insideTessFactor[V] = insideTessFactor[U]; - } - else - { - switch( m_insideTessFactorReduction ) - { - case D3D11_TESSELLATOR_REDUCTION_MIN: - insideTessFactor[U] = tess_fmin(tessFactor_Veq0,tessFactor_Veq1); - insideTessFactor[V] = tess_fmin(tessFactor_Ueq0,tessFactor_Ueq1); - break; - case D3D11_TESSELLATOR_REDUCTION_MAX: - insideTessFactor[U] = tess_fmax(tessFactor_Veq0,tessFactor_Veq1); - insideTessFactor[V] = tess_fmax(tessFactor_Ueq0,tessFactor_Ueq1); - break; - case D3D11_TESSELLATOR_REDUCTION_AVERAGE: - insideTessFactor[U] = (tessFactor_Veq0 + tessFactor_Veq1) / 2; - insideTessFactor[V] = (tessFactor_Ueq0 + tessFactor_Ueq1) / 2; - break; - } - // Scale inside tessFactors based on user scale factor. - - ClampFloatTessFactorScale(insideTessFactorScaleU); // clamp scale value to [0..1], NaN->0 - ClampFloatTessFactorScale(insideTessFactorScaleV); - insideTessFactor[U] = insideTessFactor[U]*insideTessFactorScaleU; - insideTessFactor[V] = insideTessFactor[V]*insideTessFactorScaleV; - - // Compute inside parity - if( Pow2Partitioning() || IntegerPartitioning() ) - { - for( axis = 0; axis < QUAD_AXES; axis++ ) - { - ClampTessFactor(insideTessFactor[axis]); // clamp reduction + scale result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[4+axis] = insideTessFactor[axis]; // Save off TessFactors so they can be returned to app - RoundUpTessFactor(insideTessFactor[axis]); - insideTessFactorParity[axis] = - (isEven(insideTessFactor[axis]) || (FLOAT_ONE == insideTessFactor[axis]) ) - ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - } - else - { - ClampTessFactor(insideTessFactor[U]); // clamp reduction + scale result that is based on unbounded user input - ClampTessFactor(insideTessFactor[V]); // clamp reduction + scale result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[4] = insideTessFactor[U]; // Save off TessFactors so they can be returned to app - m_LastUnRoundedComputedTessFactors[5] = insideTessFactor[V]; // Save off TessFactors so they can be returned to app - // no parity changes for fractional tessellation - just use what the user requested - insideTessFactorParity[U] = insideTessFactorParity[V] = m_originalParity; - } - - // To prevent snapping on edges, the "picture frame" comes - // in using avg or max (and ignore inside TessFactor scaling) until it is at least 3. - if( (TESSELLATOR_PARITY_ODD == insideTessFactorParity[U]) && - (insideTessFactor[U] < FLOAT_THREE) ) - { - if(D3D11_TESSELLATOR_REDUCTION_MAX == m_insideTessFactorReduction) - { - insideTessFactor[U] = tess_fmin(FLOAT_THREE,tess_fmax(tessFactor_Veq0,tessFactor_Veq1)); - } - else - { - insideTessFactor[U] = tess_fmin(FLOAT_THREE,(tessFactor_Veq0 + tessFactor_Veq1) / 2); - } - ClampTessFactor(insideTessFactor[U]); // clamp reduction result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[4] = insideTessFactor[U]; // Save off TessFactors so they can be returned to app - if( IntegerPartitioning()) - { - RoundUpTessFactor(insideTessFactor[U]); - insideTessFactorParity[U] = isEven(insideTessFactor[U]) ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - } - - if( (TESSELLATOR_PARITY_ODD == insideTessFactorParity[V]) && - (insideTessFactor[V] < FLOAT_THREE) ) - { - if(D3D11_TESSELLATOR_REDUCTION_MAX == m_insideTessFactorReduction) - { - insideTessFactor[V] = tess_fmin(FLOAT_THREE,tess_fmax(tessFactor_Ueq0,tessFactor_Ueq1)); - } - else - { - insideTessFactor[V] = tess_fmin(FLOAT_THREE,(tessFactor_Ueq0 + tessFactor_Ueq1) / 2); - } - ClampTessFactor(insideTessFactor[V]);// clamp reduction result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[5] = insideTessFactor[V]; // Save off TessFactors so they can be returned to app - if( IntegerPartitioning()) - { - RoundUpTessFactor(insideTessFactor[V]); - insideTessFactorParity[V] = isEven(insideTessFactor[V]) ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - } - - for( axis = 0; axis < QUAD_AXES; axis++ ) - { - if( TESSELLATOR_PARITY_ODD == insideTessFactorParity[axis] ) - { - // Ensure the first ring ("picture frame") interpolates in on all sides - // as much as the side with the minimum TessFactor. Prevents snapping to edge. - if( (insideTessFactor[axis] < FLOAT_THREE) && (insideTessFactor[axis] < insideTessFactor[(axis+1)&0x1])) - { - insideTessFactor[axis] = tess_fmin(insideTessFactor[(axis+1)&0x1],FLOAT_THREE); - m_LastUnRoundedComputedTessFactors[4+axis] = insideTessFactor[axis]; // Save off TessFactors so they can be returned to app - } - } - } - } - - // Save off TessFactors so they can be returned to app - m_LastComputedTessFactors[0] = outsideTessFactor[Ueq0]; - m_LastComputedTessFactors[1] = outsideTessFactor[Veq0]; - m_LastComputedTessFactors[2] = outsideTessFactor[Ueq1]; - m_LastComputedTessFactors[3] = outsideTessFactor[Veq1]; - m_LastComputedTessFactors[4] = insideTessFactor[U]; - m_LastComputedTessFactors[5] = insideTessFactor[V]; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::TessellateTriDomain -// User calls this -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::TessellateTriDomain( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Weq0, - float insideTessFactorScale ) -{ - TriHLSLProcessTessFactors(tessFactor_Ueq0,tessFactor_Veq0,tessFactor_Weq0,insideTessFactorScale); - - CHWTessellator::TessellateTriDomain(m_LastComputedTessFactors[0],m_LastComputedTessFactors[1],m_LastComputedTessFactors[2],m_LastComputedTessFactors[3]); -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::TriHLSLProcessTessFactors -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::TriHLSLProcessTessFactors( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Weq0, - float insideTessFactorScale ) -{ - if( !(tessFactor_Ueq0 > 0) || // NaN will pass - !(tessFactor_Veq0 > 0) || - !(tessFactor_Weq0 > 0) ) - { - m_LastUnRoundedComputedTessFactors[0] = tessFactor_Ueq0; - m_LastUnRoundedComputedTessFactors[1] = tessFactor_Veq0; - m_LastUnRoundedComputedTessFactors[2] = tessFactor_Weq0; - m_LastUnRoundedComputedTessFactors[3] = - m_LastComputedTessFactors[0] = - m_LastComputedTessFactors[1] = - m_LastComputedTessFactors[2] = - m_LastComputedTessFactors[3] = 0; - return; - } - - CleanupFloatTessFactor(tessFactor_Ueq0); // clamp to [1.0f..INF], NaN->1.0f - CleanupFloatTessFactor(tessFactor_Veq0); - CleanupFloatTessFactor(tessFactor_Weq0); - - // Save off TessFactors so they can be returned to app - m_LastUnRoundedComputedTessFactors[0] = tessFactor_Ueq0; - m_LastUnRoundedComputedTessFactors[1] = tessFactor_Veq0; - m_LastUnRoundedComputedTessFactors[2] = tessFactor_Weq0; - - // Process outside TessFactors - float outsideTessFactor[TRI_EDGES] = {tessFactor_Ueq0, tessFactor_Veq0, tessFactor_Weq0}; - int edge; - if( Pow2Partitioning() || IntegerPartitioning() ) - { - for( edge = 0; edge < TRI_EDGES; edge++ ) - { - RoundUpTessFactor(outsideTessFactor[edge]); // for pow2 this rounds to pow2 - ClampTessFactor(outsideTessFactor[edge]); // clamp unbounded user input based on tessellation mode - } - } - else - { - for( edge = 0; edge < TRI_EDGES; edge++ ) - { - ClampTessFactor(outsideTessFactor[edge]); // clamp unbounded user input based on tessellation mode - } - } - - // Compute inside TessFactor - float insideTessFactor; - switch( m_insideTessFactorReduction ) - { - case D3D11_TESSELLATOR_REDUCTION_MIN: - insideTessFactor = tess_fmin(tess_fmin(tessFactor_Ueq0,tessFactor_Veq0),tessFactor_Weq0); - break; - case D3D11_TESSELLATOR_REDUCTION_MAX: - insideTessFactor = tess_fmax(tess_fmax(tessFactor_Ueq0,tessFactor_Veq0),tessFactor_Weq0); - break; - case D3D11_TESSELLATOR_REDUCTION_AVERAGE: - insideTessFactor = (tessFactor_Ueq0 + tessFactor_Veq0 + tessFactor_Weq0) / 3; - break; - } - - // Scale inside TessFactor based on user scale factor. - ClampFloatTessFactorScale(insideTessFactorScale); // clamp scale value to [0..1], NaN->0 - insideTessFactor = insideTessFactor*tess_fmin(FLOAT_ONE,insideTessFactorScale); - - ClampTessFactor(insideTessFactor); // clamp reduction + scale result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[3] = insideTessFactor;// Save off TessFactors so they can be returned to app - TESSELLATOR_PARITY parity; - if( Pow2Partitioning() || IntegerPartitioning() ) - { - RoundUpTessFactor(insideTessFactor); - parity = (isEven(insideTessFactor) || (FLOAT_ONE == insideTessFactor)) - ? TESSELLATOR_PARITY_EVEN : TESSELLATOR_PARITY_ODD; - } - else - { - parity = m_originalParity; - } - - if( (TESSELLATOR_PARITY_ODD == parity) && - (insideTessFactor < FLOAT_THREE)) - { - // To prevent snapping on edges, the "picture frame" comes - // in using avg or max (and ignore inside TessFactor scaling) until it is at least 3. - if(D3D11_TESSELLATOR_REDUCTION_MAX == m_insideTessFactorReduction) - { - insideTessFactor = tess_fmin(FLOAT_THREE,tess_fmax(tessFactor_Ueq0,tess_fmax(tessFactor_Veq0,tessFactor_Weq0))); - } - else - { - insideTessFactor = tess_fmin(FLOAT_THREE,(tessFactor_Ueq0 + tessFactor_Veq0 + tessFactor_Weq0) / 3); - } - ClampTessFactor(insideTessFactor); // clamp reduction result that is based on unbounded user input - m_LastUnRoundedComputedTessFactors[3] = insideTessFactor;// Save off TessFactors so they can be returned to app - if( IntegerPartitioning()) - { - RoundUpTessFactor(insideTessFactor); - } - } - - // Save off TessFactors so they can be returned to app - m_LastComputedTessFactors[0] = outsideTessFactor[Ueq0]; - m_LastComputedTessFactors[1] = outsideTessFactor[Veq0]; - m_LastComputedTessFactors[2] = outsideTessFactor[Weq0]; - m_LastComputedTessFactors[3] = insideTessFactor; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::TessellateIsoLineDomain -// User calls this. -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::TessellateIsoLineDomain( float TessFactor_U_LineDetail, float TessFactor_V_LineDensity ) -{ - IsoLineHLSLProcessTessFactors(TessFactor_V_LineDensity,TessFactor_U_LineDetail); - CHWTessellator::TessellateIsoLineDomain(m_LastComputedTessFactors[0],m_LastComputedTessFactors[1]); -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::IsoLineHLSLProcessTessFactors -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::IsoLineHLSLProcessTessFactors( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail ) -{ - if( !(TessFactor_V_LineDensity > 0) || // NaN will pass - !(TessFactor_U_LineDetail > 0) ) - { - m_LastUnRoundedComputedTessFactors[0] = TessFactor_V_LineDensity; - m_LastUnRoundedComputedTessFactors[1] = TessFactor_U_LineDetail; - m_LastComputedTessFactors[0] = - m_LastComputedTessFactors[1] = 0; - return; - } - - CleanupFloatTessFactor(TessFactor_V_LineDensity); // clamp to [1.0f..INF], NaN->1.0f - CleanupFloatTessFactor(TessFactor_U_LineDetail); // clamp to [1.0f..INF], NaN->1.0f - - ClampTessFactor(TessFactor_U_LineDetail); // clamp unbounded user input based on tessellation mode - - m_LastUnRoundedComputedTessFactors[1] = TessFactor_U_LineDetail; // Save off TessFactors so they can be returned to app - - if(Pow2Partitioning()||IntegerPartitioning()) - { - RoundUpTessFactor(TessFactor_U_LineDetail); - } - - OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING_INTEGER); - - ClampTessFactor(TessFactor_V_LineDensity); // Clamp unbounded user input to integer - m_LastUnRoundedComputedTessFactors[0] = TessFactor_V_LineDensity; // Save off TessFactors so they can be returned to app - - RoundUpTessFactor(TessFactor_V_LineDensity); - - RestorePartitioning(); - - // Save off TessFactors so they can be returned to app - m_LastComputedTessFactors[0] = TessFactor_V_LineDensity; - m_LastComputedTessFactors[1] = TessFactor_U_LineDetail; -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::ClampTessFactor() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::ClampTessFactor(float& TessFactor) -{ - if( Pow2Partitioning() ) - { - TessFactor = tess_fmin( D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR, tess_fmax( TessFactor, D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR) ); - } - else if( IntegerPartitioning() ) - { - TessFactor = tess_fmin( D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR, tess_fmax( TessFactor, D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR) ); - } - else if( Odd() ) - { - TessFactor = tess_fmin( D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR, tess_fmax( TessFactor, D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR) ); - } - else // even - { - TessFactor = tess_fmin( D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR, tess_fmax( TessFactor, D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR) ); - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::CleanupFloatTessFactor() -//--------------------------------------------------------------------------------------------------------------------------------- -static const int exponentMask = 0x7f800000; -static const int mantissaMask = 0x007fffff; -void CHLSLTessellator::CleanupFloatTessFactor(float& input) -{ - // If input is < 1.0f or NaN, clamp to 1.0f. - // In other words, clamp input to [1.0f...+INF] - int bits = *(int*)&input; - if( ( ( ( bits & exponentMask ) == exponentMask ) && ( bits & mantissaMask ) ) ||// nan? - (input < 1.0f) ) - { - input = 1; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::ClampFloatTessFactorScale() -//--------------------------------------------------------------------------------------------------------------------------------- -void CHLSLTessellator::ClampFloatTessFactorScale(float& input) -{ - // If input is < 0.0f or NaN, clamp to 0.0f. > 1 clamps to 1. - // In other words, clamp input to [0.0f...1.0f] - int bits = *(int*)&input; - if( ( ( ( bits & exponentMask ) == exponentMask ) && ( bits & mantissaMask ) ) ||// nan? - (input < 0.0f) ) - { - input = 0; - } - else if( input > 1 ) - { - input = 1; - } -} - -//--------------------------------------------------------------------------------------------------------------------------------- -// CHLSLTessellator::RoundUpTessFactor() -//--------------------------------------------------------------------------------------------------------------------------------- -static const int exponentLSB = 0x00800000; -void CHLSLTessellator::RoundUpTessFactor(float& TessFactor) -{ - // Assume TessFactor is in [1.0f..+INF] - if( Pow2Partitioning() ) - { - int bits = *(int*)&TessFactor; - if( bits & mantissaMask ) - { - *(int*)&TessFactor = (bits & exponentMask) + exponentLSB; - } - } - else if( IntegerPartitioning() ) - { - TessFactor = ceil(TessFactor); - } -} diff --git a/lib/mesa/src/gallium/auxiliary/tessellator/tessellator.hpp b/lib/mesa/src/gallium/auxiliary/tessellator/tessellator.hpp deleted file mode 100644 index 459c1093d..000000000 --- a/lib/mesa/src/gallium/auxiliary/tessellator/tessellator.hpp +++ /dev/null @@ -1,471 +0,0 @@ -/* - Copyright (c) Microsoft Corporation - - Permission is hereby granted, free of charge, to any person obtaining a copy of this software and - associated documentation files (the "Software"), to deal in the Software without restriction, - including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, - and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, - subject to the following conditions: - - The above copyright notice and this permission notice shall be included in all copies or substantial - portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT - NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. - IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, - WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -*/ - -#pragma once -//================================================================================================================================= -// Microsoft D3D11 Fixed Function Tessellator Reference - May 7, 2012 -// amar.patel@microsoft.com -// -// CHWTessellator demonstrates what is expected of hardware in the D3D11 fixed function Tessellator stage. Hardware -// implementers need only look at this class. -// -// CHLSLTessellator is a wrapper for CHWTessellator, representing the effect of shader code that will -// be autogenerated by HLSL in the Hull Shader, both for plumbing data around, and to precondition TessFactor values before they -// are passed to the hardware (such as deriving inside TessFactors from edge TessFactors). The algorithms used -// in CHLSLTessellator are subject to change, but since they represent shader code auto-generated by the HLSL compiler, -// CHLSLTessellator has no effect on hardware design at all. Note the HLSL compiler will expose all the raw hardware -// control illustrated by CHWTessellator for those who don't need the helper functionality illustrated by CHLSLTessellator. -// -// Usage: (1) Create either a CHLSLTessellator or CHWTessellator object, depending on which you want to verify. -// (2) Call C*Tessellator::Init() -// (3) Call C*Tessellator::Tessellate[IsoLine|Tri|Quad]Domain() -// - Here you pass in TessFactors (how much to tessellate) -// (4) Call C*Tessellator::GetPointCount(), C*Tessellator::GetIndexCount() to see how much data was generated. -// (5) Call C*Tessellator::GetPoints() and C*Tessellator::GetIndices() to get pointers to the data. -// The pointers are fixed for the lifetime of the object (storage for max tessellation), -// so if you ::Tessellate again, the data in the buffers is overwritten. -// (6) There are various other Get() methods to retrieve TessFactors that have been processed from -// what you passed in at step 3. You can retrieve separate TessFactors that the tessellator -// produced after clamping but before rounding, and also after rounding (say in pow2 mode). -// These numbers can be useful information if you are geomorphing displacement maps. -// (7) Goto Step 2 or 3 if you want to animate TessFactors or tessellate a different patch -// -// Code implementation details: -// -// There is lots of headroom to make this code run faster on CPUs. It was written merely as a reference for -// what results hardware should produce, with CPU performance not a consideration. It is nice that this implementation -// only generates the exact number of vertices needed (no duplicates) in the output vertex buffer. Also, the number -// of calculations done for each U/V domain coordinate is minimized by doing some precalculation of some patch or edge -// invariant numbers (see TESS_FACTOR_CONTEXT). All the vertex coordinate calculations could be computed with as much -// parallelism as you like. Similarly the calculation of connectivity itself is highly parallelizable, and can also -// be done independent of the vertex calculations. -// -//================================================================================================================================= - -#define D3D11_TESSELLATOR_MIN_ODD_TESSELLATION_FACTOR 1 -#define D3D11_TESSELLATOR_MAX_ODD_TESSELLATION_FACTOR 63 -#define D3D11_TESSELLATOR_MIN_EVEN_TESSELLATION_FACTOR 2 -#define D3D11_TESSELLATOR_MAX_EVEN_TESSELLATION_FACTOR 64 - -#define D3D11_TESSELLATOR_MIN_ISOLINE_DENSITY_TESSELLATION_FACTOR 1 -#define D3D11_TESSELLATOR_MAX_ISOLINE_DENSITY_TESSELLATION_FACTOR 64 - -#define D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR 64 // max of even and odd tessFactors - -#define MAX_POINT_COUNT ((D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR+1)*(D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR+1)) -#define MAX_INDEX_COUNT (D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR*D3D11_TESSELLATOR_MAX_TESSELLATION_FACTOR*2*3) - -//================================================================================================================================= -// Data types for the caller -//================================================================================================================================= -enum D3D11_TESSELLATOR_PARTITIONING -{ - D3D11_TESSELLATOR_PARTITIONING_INTEGER, - D3D11_TESSELLATOR_PARTITIONING_POW2, - D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD, - D3D11_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN -}; - -enum D3D11_TESSELLATOR_REDUCTION -{ - D3D11_TESSELLATOR_REDUCTION_MIN, - D3D11_TESSELLATOR_REDUCTION_MAX, - D3D11_TESSELLATOR_REDUCTION_AVERAGE -}; - -enum D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS -{ - D3D11_TESSELLATOR_QUAD_REDUCTION_1_AXIS, - D3D11_TESSELLATOR_QUAD_REDUCTION_2_AXIS -}; - -enum D3D11_TESSELLATOR_OUTPUT_PRIMITIVE -{ - D3D11_TESSELLATOR_OUTPUT_POINT, - D3D11_TESSELLATOR_OUTPUT_LINE, - D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CW, - D3D11_TESSELLATOR_OUTPUT_TRIANGLE_CCW, -}; - -typedef struct DOMAIN_POINT -{ - float u; - float v; // for tri, w = 1 - u - v; -} DOMAIN_POINT; - -//================================================================================================================================= -// CHWTessellator: D3D11 Tessellation Fixed Function Hardware Reference -//================================================================================================================================= -typedef unsigned int FXP; // fixed point number - -class CHWTessellator -{ - -//--------------------------------------------------------------------------------------------------------------------------------- -public: - void Init( D3D11_TESSELLATOR_PARTITIONING partitioning, - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE outputPrimitive); - - void TessellateIsoLineDomain( float TessFactor_V_LineDensity, - float TessFactor_U_LineDetail ); - - void TessellateTriDomain( float TessFactor_Ueq0, - float TessFactor_Veq0, - float TessFactor_Weq0, - float TessFactor_Inside ); - - void TessellateQuadDomain( float TessFactor_Ueq0, - float TessFactor_Veq0, - float TessFactor_Ueq1, - float TessFactor_Veq1, - float TessFactor_InsideU, - float TessFactor_InsideV ); - - int GetPointCount(); - int GetIndexCount(); - - DOMAIN_POINT* GetPoints(); // Get CHWTessellator owned pointer to vertices (UV values). - // Pointer is fixed for lifetime of CHWTessellator object. - int* GetIndices(); // Get CHWTessellator owned pointer to vertex indices. - // Pointer is fixed for lifetime of CHWTessellator object. - -#define ALLOW_XBOX_360_COMPARISON // Different vertex splitting order. This is NOT D3D11 behavior, just available here for comparison. - // Setting this define true just allows the XBox split style to be enabled via - // SetXBox360Mode() below, but by default this XBox360 mode still always starts off DISABLED. - // The XBox360 always splits from the center of an edge (D3D11 uses ruler function). Splitting - // from the center causes sliver triangles in transition areas, which cause numerous problems. - // Note the XBox360 only supports adaptive tessellation via fractional_even partitioning, - // though this #define lets you try the XBox vertex splitting order with any of the - // partitioning modes: even, odd, integer or pow2. -#ifdef ALLOW_XBOX_360_COMPARISON - void SetXBox360Mode(bool bXboxMode) {m_bXBox360Mode = bXboxMode;} -#endif - CHWTessellator(); - ~CHWTessellator(); -//--------------------------------------------------------------------------------------------------------------------------------- - //============================================================================================================================= - // Some defines so that numbers are usually self commenting - //============================================================================================================================= - static const int U = 0; // points on a tri patch - static const int V = 1; - static const int W = 2; - static const int Ueq0 = 0; // edges on a tri patch - static const int Veq0 = 1; - static const int Weq0 = 2; - - static const int Ueq1 = 2; // edges on a quad patch: Ueq0, Veq0, Ueq1, Veq1 - static const int Veq1 = 3; - - static const int QUAD_AXES = 2; - static const int QUAD_EDGES = 4; - static const int TRI_EDGES = 3; - //============================================================================================================================= - - enum TESSELLATOR_PARITY // derived from D3D11_TESSELLATOR_PARTITIONING - { // (note: for integer tessellation, both parities are used) - TESSELLATOR_PARITY_EVEN, - TESSELLATOR_PARITY_ODD - }; -private: - TESSELLATOR_PARITY m_originalParity; // user chosen parity - TESSELLATOR_PARITY m_parity; // current parity: if allowing mix of even/odd during discrete - // tessellation, this can vary from the user defined parity - D3D11_TESSELLATOR_PARTITIONING m_originalPartitioning; // user chosen partitioning - D3D11_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides for line density - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE m_outputPrimitive; - DOMAIN_POINT* m_Point; // array where we will store u/v's for the points we generate - int* m_Index; // array where we will store index topology - int m_NumPoints; - int m_NumIndices; -#ifdef ALLOW_XBOX_360_COMPARISON - bool m_bXBox360Mode; -#endif - // PlacePointIn1D below is the workhorse for all position placement. - // It is code that could run as preamble in a Domain Shader, so the tessellator itself - // doesn't necessarily need to have floating point. - // Some per-TessFactor fixed context is needed, and that can be computed wherever - // the TessFactor reduction is done, perhaps as Hull Shader postamble - this is shared - // for all point evaluation. - typedef struct TESS_FACTOR_CONTEXT - { - FXP fxpInvNumSegmentsOnFloorTessFactor; - FXP fxpInvNumSegmentsOnCeilTessFactor; - FXP fxpHalfTessFactorFraction; - int numHalfTessFactorPoints; - int splitPointOnFloorHalfTessFactor; - } TESS_FACTOR_CONTEXT; - void ComputeTessFactorContext( FXP fxpTessFactor, TESS_FACTOR_CONTEXT& TessFactorCtx ); - void PlacePointIn1D( const TESS_FACTOR_CONTEXT& TessFactorCtx, int point, FXP& fxpLocation ); - - int NumPointsForTessFactor(FXP fxpTessFactor); - - // Tessellation parity control - bool Odd() {return (m_parity == TESSELLATOR_PARITY_ODD) ? true : false;} - void SetTessellationParity(TESSELLATOR_PARITY parity) {m_parity = parity;} - - // HWIntegerPartitioning() - hardware doesn't care about what pow2 partitioning is - the query below is true for - // both integer and pow2. - bool HWIntegerPartitioning() {return ((m_partitioning == D3D11_TESSELLATOR_PARTITIONING_INTEGER)|| - (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_POW2)) ? true : false;} - - // Tesselation Partitioning control - void RestorePartitioning() {m_partitioning = m_originalPartitioning;}; - void OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partitioning;} //isoline uses this for density - - // Call these to generate new points and indices. Max TessFactor storage is already allocated. - int DefinePoint(FXP u, FXP v, int pointStorageOffset); - void DefineIndex(int index, int indexStorageOffset); - void DefineClockwiseTriangle(int index0, int index1, int index2, int indexStorageBaseOffset); - - // Couple of trivial ways to generate index data just given points and no other connectivity. - void DumpAllPoints(); // Make point indices for point rendering mode - - // redundant, but just here for orthogonality. - void DumpAllPointsAsInOrderLineList(); // A debug visualization of all the points connected - // in the order they were generated. - // Asking to draw line topology on a tri or quad patch will do this - - - // The structures below define the data that is derived given input TessFactors and which - // is used by point generation and connectivity generation steps (each of which are independent) - typedef struct PROCESSED_TESS_FACTORS_ISOLINE - { - TESSELLATOR_PARITY lineDensityParity; - TESSELLATOR_PARITY lineDetailParity; - TESS_FACTOR_CONTEXT lineDensityTessFactorCtx; - TESS_FACTOR_CONTEXT lineDetailTessFactorCtx; - bool bPatchCulled; - int numPointsPerLine; - int numLines; - } PROCESSED_TESS_FACTORS_ISOLINE; - typedef struct PROCESSED_TESS_FACTORS_TRI - { - FXP outsideTessFactor[TRI_EDGES]; - FXP insideTessFactor; - TESSELLATOR_PARITY outsideTessFactorParity[TRI_EDGES]; - TESSELLATOR_PARITY insideTessFactorParity; - TESS_FACTOR_CONTEXT outsideTessFactorCtx[TRI_EDGES]; - TESS_FACTOR_CONTEXT insideTessFactorCtx; - bool bJustDoMinimumTessFactor; - bool bPatchCulled; - // Stuff below is just specific to the traversal order - // this code happens to use to generate points/lines - int numPointsForOutsideEdge[TRI_EDGES]; - int numPointsForInsideTessFactor; - int insideEdgePointBaseOffset; - } PROCESSED_TESS_FACTORS_TRI; - typedef struct PROCESSED_TESS_FACTORS_QUAD - { - FXP outsideTessFactor[QUAD_EDGES]; - FXP insideTessFactor[QUAD_AXES]; - TESSELLATOR_PARITY outsideTessFactorParity[QUAD_EDGES]; - TESSELLATOR_PARITY insideTessFactorParity[QUAD_AXES]; - TESS_FACTOR_CONTEXT outsideTessFactorCtx[QUAD_EDGES]; - TESS_FACTOR_CONTEXT insideTessFactorCtx[QUAD_AXES]; - bool bJustDoMinimumTessFactor; - bool bPatchCulled; - // Stuff below is just specific to the traversal order - // this code happens to use to generate points/lines - int numPointsForOutsideEdge[QUAD_EDGES]; - int numPointsForInsideTessFactor[QUAD_AXES]; - int insideEdgePointBaseOffset; - } PROCESSED_TESS_FACTORS_QUAD; - - // These are the workhorse functions for tessellation: - // (1) Process input TessFactors - // (2) Generate points - // (3) Generate connectivity (can be done in parallel to (2)) - void IsoLineProcessTessFactors( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail, PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors ); - void IsoLineGeneratePoints( const PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors ); - void IsoLineGenerateConnectivity( const PROCESSED_TESS_FACTORS_ISOLINE& processedTessFactors ); - void TriProcessTessFactors( float tessFactor_Ueq0, float TessFactor_Veq0, float TessFactor_Weq0, float insideTessFactor, PROCESSED_TESS_FACTORS_TRI& processedTessFactors ); - void TriGeneratePoints( const PROCESSED_TESS_FACTORS_TRI& processedTessFactors ); - void TriGenerateConnectivity( const PROCESSED_TESS_FACTORS_TRI& processedTessFactors ); - void QuadProcessTessFactors( float tessFactor_Ueq0, float tessFactor_Veq0, float tessFactor_Ueq1, float tessFactor_Veq1, - float insideTessFactor_U, float insideTessFactor_V, PROCESSED_TESS_FACTORS_QUAD& processedTessFactors ); - void QuadGeneratePoints( const PROCESSED_TESS_FACTORS_QUAD& processedTessFactors ); - void QuadGenerateConnectivity( const PROCESSED_TESS_FACTORS_QUAD& processedTessFactors ); - - // Stitching - // --------- - // Given pointers to the beginning of 2 parallel rows of points, and TessFactors for each, stitch them. - // The assumption is the stitch is symmetric. - void StitchTransition(int baseIndexOffset, int insideEdgePointBaseOffset, int insideNumHalfTessFactorPoints, - TESSELLATOR_PARITY insideEdgeTessFactorParity, - int outsideEdgePointBaseOffset, int outsideNumHalfTessFactorPoints, - TESSELLATOR_PARITY outsideEdgeTessFactorParity ); - // The interior can just use a simpler stitch. - enum DIAGONALS - { - DIAGONALS_INSIDE_TO_OUTSIDE, - DIAGONALS_INSIDE_TO_OUTSIDE_EXCEPT_MIDDLE, - DIAGONALS_MIRRORED - }; - - void StitchRegular(bool bTrapezoid, DIAGONALS diagonals, int baseIndexOffset, int numInsideEdgePoints, - int insideEdgePointBaseOffset, int outsideEdgePointBaseOffset); - -//--------------------------------------------------------------------------------------------------------------------------------- - // Index Patching - // -------------- - // The code below patches index values produces during triangulation, so triangulation doesn't have to know - // where points should go. I happened to never produce duplicate vertices, but the patching would - // be simpler if some duplicate vertices were introduced in practice. During point rendering mode however, - // it is not permitted for duplicate points to show up. - - // Since the points are generated in concentric rings, most of the time, the point locations are - // sequentially increasing in memory for each side of a ring, which the stitch can take advantage of. - // However, there are exceptions where the points are not sequentially increasing, such as - // the 4th row in a given ring, where the last point on the outside of each row is actually the beginning - // point. - // So we let the stitching code think it sees sequential vertices, and when it emits a vertex index, - // we patch it to be the real location. - int PatchIndexValue(int index); - typedef struct INDEX_PATCH_CONTEXT - { - int insidePointIndexDeltaToRealValue; - int insidePointIndexBadValue; - int insidePointIndexReplacementValue; - int outsidePointIndexPatchBase; - int outsidePointIndexDeltaToRealValue; - int outsidePointIndexBadValue; - int outsidePointIndexReplacementValue; - } INDEX_PATCH_CONTEXT; - void SetUsingPatchedIndices(bool bUsingPatchedIndices) {m_bUsingPatchedIndices = bUsingPatchedIndices;} - - // A second index patch we have to do handles the leftover strip of quads in the middle of an odd quad patch after - // finishing all the concentric rings. - // This also handles the leftover strip of points in the middle of an even quad - // patch, when stitching the row of triangles up the left side (V major quad) or bottom (U major quad) of the - // inner ring - typedef struct INDEX_PATCH_CONTEXT2 - { - int baseIndexToInvert; - int indexInversionEndPoint; - int cornerCaseBadValue; - int cornerCaseReplacementValue; - } INDEX_PATCH_CONTEXT2; - void SetUsingPatchedIndices2(bool bUsingPatchedIndices) {m_bUsingPatchedIndices2 = bUsingPatchedIndices;} - bool m_bUsingPatchedIndices; - bool m_bUsingPatchedIndices2; - INDEX_PATCH_CONTEXT m_IndexPatchContext; - INDEX_PATCH_CONTEXT2 m_IndexPatchContext2; - -}; - -//================================================================================================================================= -// CHLSLTessellator: D3D11 Tessellation HLSL Tessellator Interface -// Demonstrates TessFactor preconditioning code auto-generated by HLSL. Subject to change, but this -// just represents the effect of shader code the HLSL compiler will generate in the Hull Shader, -// so it does not affect hardware design at all. -//================================================================================================================================= -class CHLSLTessellator : public CHWTessellator -{ -public: - void Init( D3D11_TESSELLATOR_PARTITIONING partitioning, - D3D11_TESSELLATOR_REDUCTION insideTessFactorReduction, - D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS quadInsideTessFactorReductionAxis, - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE outputPrimitive); - - void TessellateIsoLineDomain( float TessFactor_V_LineDensity, - float TessFactor_U_LineDetail ); - - void TessellateTriDomain( float tessFactor_Ueq0, - float TessFactor_Veq0, - float TessFactor_Weq0, - float insideTessFactorScale /*[0..1]*/ ); - - void TessellateQuadDomain( float TessFactorUeq0, - float TessFactorVeq0, - float TessFactorUeq1, - float TessFactorVeq1, - float insideTessFactorScaleU /*[0..1]*/, - float insideTessFactorScaleV /*[0..1]*/ ); - - int GetPointCount() {return CHWTessellator::GetPointCount();}; - int GetIndexCount() {return CHWTessellator::GetIndexCount();} - - DOMAIN_POINT* GetPoints() {return CHWTessellator::GetPoints();} // Get CHLSLTessellator owned pointer to vertices (UV values). - // Pointer is fixed for lifetime of CHLSLTessellator object. - int* GetIndices() {return CHWTessellator::GetIndices();} // Get CHLSLTessellator owned pointer to vertex indices. - // Pointer is fixed for lifetime of CHLSLTessellator object. - - // Retrieve TessFactors actually used by the "hardware" - // This includes clamping to valid range, and more interestingly - // if integer or pow2 partitioning is being done, the rounded TessFactors can be retrieved. - // Getting the rounded TessFactors can be useful for geomorphing of displacement maps. - float GetIsoLineDensityTessFactor() {return m_LastComputedTessFactors[0];} - float GetIsoLineDetailTessFactor() {return m_LastComputedTessFactors[1];} - float GetTriUeq0TessFactor() {return m_LastComputedTessFactors[0];} - float GetTriVeq0TessFactor() {return m_LastComputedTessFactors[1];} - float GetTriWeq0TessFactor() {return m_LastComputedTessFactors[2];} - float GetTriInsideTessFactor() {return m_LastComputedTessFactors[3];} - float GetQuadUeq0TessFactor() {return m_LastComputedTessFactors[0];} - float GetQuadVeq0TessFactor() {return m_LastComputedTessFactors[1];} - float GetQuadUeq1TessFactor() {return m_LastComputedTessFactors[2];} - float GetQuadVeq1TessFactor() {return m_LastComputedTessFactors[3];} - float GetQuadInsideUTessFactor() {return m_LastComputedTessFactors[4];} - float GetQuadInsideVTessFactor() {return m_LastComputedTessFactors[5];} - float GetUnRoundedIsoLineDensityTessFactor() {return m_LastUnRoundedComputedTessFactors[0];} - float GetUnRoundedIsoLineDetailTessFactor() {return m_LastUnRoundedComputedTessFactors[1];} - float GetUnRoundedTriUeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[0];} - float GetUnRoundedTriVeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[1];} - float GetUnRoundedTriWeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[2];} - float GetUnRoundedTriInsideTessFactor() {return m_LastUnRoundedComputedTessFactors[3];} - float GetUnRoundedQuadUeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[0];} - float GetUnRoundedQuadVeq0TessFactor() {return m_LastUnRoundedComputedTessFactors[1];} - float GetUnRoundedQuadUeq1TessFactor() {return m_LastUnRoundedComputedTessFactors[2];} - float GetUnRoundedQuadVeq1TessFactor() {return m_LastUnRoundedComputedTessFactors[3];} - float GetUnRoundedQuadInsideUTessFactor() {return m_LastUnRoundedComputedTessFactors[4];} - float GetUnRoundedQuadInsideVTessFactor() {return m_LastUnRoundedComputedTessFactors[5];} - - CHLSLTessellator(); -//--------------------------------------------------------------------------------------------------------------------------------- -private: - TESSELLATOR_PARITY m_originalParity; // user chosen parity - TESSELLATOR_PARITY m_parity; // current parity: if allowing mix of even/odd during discrete - // tessellation, this can vary from the user defined parity - D3D11_TESSELLATOR_PARTITIONING m_originalPartitioning; // user chosen partitioning - D3D11_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides for line density - D3D11_TESSELLATOR_OUTPUT_PRIMITIVE m_outputPrimitive; - D3D11_TESSELLATOR_REDUCTION m_insideTessFactorReduction; - D3D11_TESSELLATOR_QUAD_REDUCTION_AXIS m_quadInsideTessFactorReductionAxis; - float m_LastComputedTessFactors[6]; // TessFactors used for last tessellation - float m_LastUnRoundedComputedTessFactors[6]; // TessFactors used for last tessellation (before they were rounded) - bool IntegerPartitioning() {return (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_INTEGER) ? true : false;} - bool Pow2Partitioning() {return (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_POW2)? true : false;} - void ClampTessFactor(float& TessFactor); - void RoundUpTessFactor(float& TessFactor); - void CleanupFloatTessFactor(float& input); // clamp float to [1.0f... +INF] (incl NaN->1.0f) - void ClampFloatTessFactorScale(float& input); // clamp float to [0.0f... +INF] (incl NaN->0.0f) - - // Tessellation parity control - bool Odd() {return (m_parity == TESSELLATOR_PARITY_ODD) ? true : false;} - void SetTessellationParity(TESSELLATOR_PARITY parity) {m_parity = parity;} - - // Tesselation Partitioning control - void RestorePartitioning() {m_partitioning = m_originalPartitioning;}; - void OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partitioning;} //isoline uses this for density - - void IsoLineHLSLProcessTessFactors( float TessFactor_V_LineDensity, float TessFactor_U_LineDetail ); - void TriHLSLProcessTessFactors( float tessFactor_Ueq0, float TessFactor_Veq0, float TessFactor_Weq0, float insideTessFactor ); - void QuadHLSLProcessTessFactors( float TessFactor_Ueq0, float TessFactor_Veq0, float TessFactor_Ueq1, float TessFactor_Veq1, - float insideTessFactor_U, float insideTessFactor_V ); - -}; - |