diff options
-rw-r--r-- | src/gallium/drivers/cell/spu/spu_per_fragment_op.c | 107 |
1 files changed, 70 insertions, 37 deletions
diff --git a/src/gallium/drivers/cell/spu/spu_per_fragment_op.c b/src/gallium/drivers/cell/spu/spu_per_fragment_op.c index 3f0eabaa05..03dd547845 100644 --- a/src/gallium/drivers/cell/spu/spu_per_fragment_op.c +++ b/src/gallium/drivers/cell/spu/spu_per_fragment_op.c @@ -37,6 +37,8 @@ #include "spu_per_fragment_op.h" +#define LINEAR_QUAD_LAYOUT 1 + /** * Called by rasterizer for each quad after the shader has run. Do @@ -177,27 +179,28 @@ spu_fallback_fragment_ops(uint x, uint y, } if (spu.blend.blend_enable) { + /* blending terms, misc regs */ vector float term1r, term1g, term1b, term1a; vector float term2r, term2g, term2b, term2a; - - vector float fbRGBA[4]; - vector float one, tmp; - /* get colors from framebuffer */ + vector float fbRGBA[4]; /* current framebuffer colors */ + + /* get colors from framebuffer/tile */ { vector float fc[4]; uint c0, c1, c2, c3; -#if 0 - c0 = colorTile->ui[y+0][x+0]; - c1 = colorTile->ui[y+0][x+1]; - c2 = colorTile->ui[y+1][x+0]; - c3 = colorTile->ui[y+1][x+1]; -#else + +#if LINEAR_QUAD_LAYOUT /* See comments/diagram below */ c0 = colorTile->ui[y][x*2+0]; c1 = colorTile->ui[y][x*2+1]; c2 = colorTile->ui[y][x*2+2]; c3 = colorTile->ui[y][x*2+3]; +#else + c0 = colorTile->ui[y+0][x+0]; + c1 = colorTile->ui[y+0][x+1]; + c2 = colorTile->ui[y+1][x+0]; + c3 = colorTile->ui[y+1][x+1]; #endif switch (spu.fb.color_format) { case PIPE_FORMAT_B8G8R8A8_UNORM: @@ -360,18 +363,11 @@ spu_fallback_fragment_ops(uint x, uint y, } - /* XXX do colormask test here */ - - - if (spu_extract(spu_orx(mask), 0)) { - spu.cur_ctile_status = TILE_STATUS_DIRTY; - } - else { - return; - } - - /* convert RRRR,GGGG,BBBB,AAAA to RGBA,RGBA,RGBA,RGBA */ + /* + * Convert RRRR,GGGG,BBBB,AAAA to RGBA,RGBA,RGBA,RGBA. + */ #if 0 + /* original code */ { vector float frag_soa[4]; frag_soa[0] = fragR; @@ -387,6 +383,9 @@ spu_fallback_fragment_ops(uint x, uint y, (void) fragB; #endif + /* + * Pack float colors into 32-bit RGBA words. + */ switch (spu.fb.color_format) { case PIPE_FORMAT_A8R8G8B8_UNORM: c0 = spu_pack_A8R8G8B8(frag_aos[0]); @@ -406,24 +405,41 @@ spu_fallback_fragment_ops(uint x, uint y, ASSERT(0); } -#if 0 + /* - * Quad layout: - * +--+--+ - * |p0|p1| - * +--+--+ - * |p2|p3| - * +--+--+ + * Color masking */ - if (spu_extract(mask, 0)) - colorTile->ui[y+0][x+0] = c0; - if (spu_extract(mask, 1)) - colorTile->ui[y+0][x+1] = c1; - if (spu_extract(mask, 2)) - colorTile->ui[y+1][x+0] = c2; - if (spu_extract(mask, 3)) - colorTile->ui[y+1][x+1] = c3; -#else + if (spu.blend.colormask != 0xf) { + /* XXX to do */ + /* apply color mask to 32-bit packed colors */ + } + + + /* + * Logic Ops + */ + if (spu.blend.logicop_enable) { + /* XXX to do */ + /* apply logicop to 32-bit packed colors */ + } + + + /* + * If mask is non-zero, mark tile as dirty. + */ + if (spu_extract(spu_orx(mask), 0)) { + spu.cur_ctile_status = TILE_STATUS_DIRTY; + } + else { + return; + } + + + /* + * Write new quad colors to the framebuffer/tile. + * Only write pixels where the corresponding mask word is set. + */ +#if LINEAR_QUAD_LAYOUT /* * Quad layout: * +--+--+--+--+ @@ -438,5 +454,22 @@ spu_fallback_fragment_ops(uint x, uint y, colorTile->ui[y][x*2+2] = c2; if (spu_extract(mask, 3)) colorTile->ui[y][x*2+3] = c3; +#else + /* + * Quad layout: + * +--+--+ + * |p0|p1| + * +--+--+ + * |p2|p3| + * +--+--+ + */ + if (spu_extract(mask, 0)) + colorTile->ui[y+0][x+0] = c0; + if (spu_extract(mask, 1)) + colorTile->ui[y+0][x+1] = c1; + if (spu_extract(mask, 2)) + colorTile->ui[y+1][x+0] = c2; + if (spu_extract(mask, 3)) + colorTile->ui[y+1][x+1] = c3; #endif } |