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authorRobert Ellison <papillo@tungstengraphics.com>2008-09-18 01:29:41 -0600
committerRobert Ellison <papillo@tungstengraphics.com>2008-09-18 01:29:41 -0600
commitf8bba34d4e12ef4c620cac881a4b697a1e668377 (patch)
tree5bc0c7927202e26b5566bdbd479f51ff573e4c37 /bin
parentf631093ce76ad14dee63293761d7da7b7b42fc6d (diff)
CELL: finish fragment ops blending (except for unusual D3D modes)
- Added new "macro" functions spe_float_min() and spe_float_max() to rtasm_ppc_spe.{ch}. These emit instructions that cause the minimum or maximum of each element in a vector of floats to be saved in the destination register. - Major changes to cell_gen_fragment.c to implement all the blending modes (except for the mysterious D3D-based PIPE_BLENDFACTOR_SRC1_COLOR, PIPE_BLENDFACTOR_SRC1_ALPHA, PIPE_BLENDFACTOR_INV_SRC1_COLOR, and PIPE_BLENDFACTOR_INV_SRC1_ALPHA). - Some revamping of code in cell_gen_fragment.c: use the new spe_float_min() and spe_float_max() functions (instead of expanding these calculations inline via macros); create and use an inline utility function for handling "optional" register allocation (for the {1,1,1,1} vector, and the blend color vectors) instead of expanding with macros; use the Float Multiply and Subtract (fnms) instruction to simplify and optimize many blending calculations.
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