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-rw-r--r--src/gallium/drivers/cell/spu/spu_tri.c760
1 files changed, 310 insertions, 450 deletions
diff --git a/src/gallium/drivers/cell/spu/spu_tri.c b/src/gallium/drivers/cell/spu/spu_tri.c
index 8b93878192..322be1252e 100644
--- a/src/gallium/drivers/cell/spu/spu_tri.c
+++ b/src/gallium/drivers/cell/spu/spu_tri.c
@@ -35,6 +35,7 @@
#include "util/u_math.h"
#include "spu_colorpack.h"
#include "spu_main.h"
+#include "spu_shuffle.h"
#include "spu_texture.h"
#include "spu_tile.h"
#include "spu_tri.h"
@@ -43,11 +44,6 @@
/** Masks are uint[4] vectors with each element being 0 or 0xffffffff */
typedef vector unsigned int mask_t;
-typedef union
-{
- vector float v;
- float f[4];
-} float4;
/**
@@ -81,8 +77,13 @@ struct vertex_header {
* Triangle edge info
*/
struct edge {
- float dx; /**< X(v1) - X(v0), used only during setup */
- float dy; /**< Y(v1) - Y(v0), used only during setup */
+ union {
+ struct {
+ float dx; /**< X(v1) - X(v0), used only during setup */
+ float dy; /**< Y(v1) - Y(v0), used only during setup */
+ };
+ vec_float4 ds; /**< vector accessor for dx and dy */
+ };
float dxdy; /**< dx/dy */
float sx, sy; /**< first sample point coord */
int lines; /**< number of lines on this edge */
@@ -91,9 +92,9 @@ struct edge {
struct interp_coef
{
- float4 a0;
- float4 dadx;
- float4 dady;
+ vector float a0;
+ vector float dadx;
+ vector float dady;
};
@@ -107,34 +108,32 @@ struct setup_stage {
* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
*/
- const struct vertex_header *vmax;
- const struct vertex_header *vmid;
- const struct vertex_header *vmin;
- const struct vertex_header *vprovoke;
+ union {
+ struct {
+ const struct vertex_header *vmin;
+ const struct vertex_header *vmid;
+ const struct vertex_header *vmax;
+ const struct vertex_header *vprovoke;
+ };
+ qword vertex_headers;
+ };
struct edge ebot;
struct edge etop;
struct edge emaj;
- float oneoverarea;
+ float oneOverArea; /* XXX maybe make into vector? */
+
+ uint facing;
- uint tx, ty;
+ uint tx, ty; /**< position of current tile (x, y) */
int cliprect_minx, cliprect_maxx, cliprect_miny, cliprect_maxy;
-#if 0
- struct tgsi_interp_coef coef[PIPE_MAX_SHADER_INPUTS];
-#else
struct interp_coef coef[PIPE_MAX_SHADER_INPUTS];
-#endif
-
-#if 0
- struct quad_header quad;
-#endif
struct {
- int left[2]; /**< [0] = row0, [1] = row1 */
- int right[2];
+ vec_int4 quad; /**< [0] = row0, [1] = row1; {left[0],left[1],right[0],right[1]} */
int y;
unsigned y_flags;
unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */
@@ -142,118 +141,105 @@ struct setup_stage {
};
-
static struct setup_stage setup;
-
-
-#if 0
-/**
- * Basically a cast wrapper.
- */
-static INLINE struct setup_stage *setup_stage( struct draw_stage *stage )
-{
- return (struct setup_stage *)stage;
-}
-#endif
-
-#if 0
-/**
- * Clip setup.quad against the scissor/surface bounds.
- */
-static INLINE void
-quad_clip(struct setup_stage *setup)
-{
- const struct pipe_scissor_state *cliprect = &setup.softpipe->cliprect;
- const int minx = (int) cliprect->minx;
- const int maxx = (int) cliprect->maxx;
- const int miny = (int) cliprect->miny;
- const int maxy = (int) cliprect->maxy;
-
- if (setup.quad.x0 >= maxx ||
- setup.quad.y0 >= maxy ||
- setup.quad.x0 + 1 < minx ||
- setup.quad.y0 + 1 < miny) {
- /* totally clipped */
- setup.quad.mask = 0x0;
- return;
- }
- if (setup.quad.x0 < minx)
- setup.quad.mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT);
- if (setup.quad.y0 < miny)
- setup.quad.mask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT);
- if (setup.quad.x0 == maxx - 1)
- setup.quad.mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT);
- if (setup.quad.y0 == maxy - 1)
- setup.quad.mask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT);
-}
-#endif
-
-#if 0
-/**
- * Emit a quad (pass to next stage) with clipping.
- */
-static INLINE void
-clip_emit_quad(struct setup_stage *setup)
-{
- quad_clip(setup);
- if (setup.quad.mask) {
- struct softpipe_context *sp = setup.softpipe;
- sp->quad.first->run(sp->quad.first, &setup.quad);
- }
-}
-#endif
-
/**
* Evaluate attribute coefficients (plane equations) to compute
* attribute values for the four fragments in a quad.
* Eg: four colors will be computed (in AoS format).
*/
static INLINE void
-eval_coeff(uint slot, float x, float y, vector float result[4])
+eval_coeff(uint slot, float x, float y, vector float w, vector float result[4])
{
- switch (spu.vertex_info.interp_mode[slot]) {
+ switch (spu.vertex_info.attrib[slot].interp_mode) {
case INTERP_CONSTANT:
result[QUAD_TOP_LEFT] =
result[QUAD_TOP_RIGHT] =
result[QUAD_BOTTOM_LEFT] =
- result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0.v;
+ result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0;
break;
-
case INTERP_LINEAR:
- /* fall-through, for now */
- default:
{
- register vector float dadx = setup.coef[slot].dadx.v;
- register vector float dady = setup.coef[slot].dady.v;
- register vector float topLeft
- = spu_add(setup.coef[slot].a0.v,
- spu_add(spu_mul(spu_splats(x), dadx),
- spu_mul(spu_splats(y), dady)));
+ vector float dadx = setup.coef[slot].dadx;
+ vector float dady = setup.coef[slot].dady;
+ vector float topLeft =
+ spu_add(setup.coef[slot].a0,
+ spu_add(spu_mul(spu_splats(x), dadx),
+ spu_mul(spu_splats(y), dady)));
result[QUAD_TOP_LEFT] = topLeft;
result[QUAD_TOP_RIGHT] = spu_add(topLeft, dadx);
result[QUAD_BOTTOM_LEFT] = spu_add(topLeft, dady);
result[QUAD_BOTTOM_RIGHT] = spu_add(spu_add(topLeft, dadx), dady);
}
+ break;
+ case INTERP_PERSPECTIVE:
+ {
+ vector float dadx = setup.coef[slot].dadx;
+ vector float dady = setup.coef[slot].dady;
+ vector float topLeft =
+ spu_add(setup.coef[slot].a0,
+ spu_add(spu_mul(spu_splats(x), dadx),
+ spu_mul(spu_splats(y), dady)));
+
+ vector float wInv = spu_re(w); /* 1.0 / w */
+
+ result[QUAD_TOP_LEFT] = spu_mul(topLeft, wInv);
+ result[QUAD_TOP_RIGHT] = spu_mul(spu_add(topLeft, dadx), wInv);
+ result[QUAD_BOTTOM_LEFT] = spu_mul(spu_add(topLeft, dady), wInv);
+ result[QUAD_BOTTOM_RIGHT] = spu_mul(spu_add(spu_add(topLeft, dadx), dady), wInv);
+ }
+ break;
+ case INTERP_POS:
+ case INTERP_NONE:
+ break;
+ default:
+ ASSERT(0);
}
}
+/**
+ * As above, but return 4 vectors in SOA format.
+ * XXX this will all be re-written someday.
+ */
+static INLINE void
+eval_coeff_soa(uint slot, float x, float y, vector float w, vector float result[4])
+{
+ eval_coeff(slot, x, y, w, result);
+ _transpose_matrix4x4(result, result);
+}
+
+
+/** Evalute coefficients to get Z for four pixels in a quad */
static INLINE vector float
eval_z(float x, float y)
{
const uint slot = 0;
- const float dzdx = setup.coef[slot].dadx.f[2];
- const float dzdy = setup.coef[slot].dady.f[2];
- const float topLeft = setup.coef[slot].a0.f[2] + x * dzdx + y * dzdy;
+ const float dzdx = spu_extract(setup.coef[slot].dadx, 2);
+ const float dzdy = spu_extract(setup.coef[slot].dady, 2);
+ const float topLeft = spu_extract(setup.coef[slot].a0, 2) + x * dzdx + y * dzdy;
const vector float topLeftv = spu_splats(topLeft);
const vector float derivs = (vector float) { 0.0, dzdx, dzdy, dzdx + dzdy };
return spu_add(topLeftv, derivs);
}
+/** Evalute coefficients to get W for four pixels in a quad */
+static INLINE vector float
+eval_w(float x, float y)
+{
+ const uint slot = 0;
+ const float dwdx = spu_extract(setup.coef[slot].dadx, 3);
+ const float dwdy = spu_extract(setup.coef[slot].dady, 3);
+ const float topLeft = spu_extract(setup.coef[slot].a0, 3) + x * dwdx + y * dwdy;
+ const vector float topLeftv = spu_splats(topLeft);
+ const vector float derivs = (vector float) { 0.0, dwdx, dwdy, dwdx + dwdy };
+ return spu_add(topLeftv, derivs);
+}
+
+
/**
* Emit a quad (pass to next stage). No clipping is done.
* Note: about 1/5 to 1/7 of the time, mask is zero and this function
@@ -261,120 +247,59 @@ eval_z(float x, float y)
* overall.
*/
static INLINE void
-emit_quad( int x, int y, mask_t mask )
+emit_quad( int x, int y, mask_t mask)
{
/* If any bits in mask are set... */
if (spu_extract(spu_orx(mask), 0)) {
const int ix = x - setup.cliprect_minx;
const int iy = y - setup.cliprect_miny;
- vector float colors[4];
spu.cur_ctile_status = TILE_STATUS_DIRTY;
spu.cur_ztile_status = TILE_STATUS_DIRTY;
- if (spu.texture[0].start) {
- /* texture mapping */
- const uint unit = 0;
- vector float texcoords[4];
- eval_coeff(2, (float) x, (float) y, texcoords);
-
- if (spu_extract(mask, 0))
- colors[0] = spu.sample_texture[unit](unit, texcoords[0]);
- if (spu_extract(mask, 1))
- colors[1] = spu.sample_texture[unit](unit, texcoords[1]);
- if (spu_extract(mask, 2))
- colors[2] = spu.sample_texture[unit](unit, texcoords[2]);
- if (spu_extract(mask, 3))
- colors[3] = spu.sample_texture[unit](unit, texcoords[3]);
-
-
- if (spu.texture[1].start) {
- /* multi-texture mapping */
- const uint unit = 1;
- vector float colors1[4];
-
- eval_coeff(2, (float) x, (float) y, texcoords);
-
- if (spu_extract(mask, 0))
- colors1[0] = spu.sample_texture[unit](unit, texcoords[0]);
- if (spu_extract(mask, 1))
- colors1[1] = spu.sample_texture[unit](unit, texcoords[1]);
- if (spu_extract(mask, 2))
- colors1[2] = spu.sample_texture[unit](unit, texcoords[2]);
- if (spu_extract(mask, 3))
- colors1[3] = spu.sample_texture[unit](unit, texcoords[3]);
-
- /* hack: modulate first texture by second */
- colors[0] = spu_mul(colors[0], colors1[0]);
- colors[1] = spu_mul(colors[1], colors1[1]);
- colors[2] = spu_mul(colors[2], colors1[2]);
- colors[3] = spu_mul(colors[3], colors1[3]);
- }
+ {
+ /*
+ * Run fragment shader, execute per-fragment ops, update fb/tile.
+ */
+ vector float inputs[4*4], outputs[2*4];
+ vector float fragZ = eval_z((float) x, (float) y);
+ vector float fragW = eval_w((float) x, (float) y);
+ vector unsigned int kill_mask;
- }
- else {
- /* simple shading */
+ /* setup inputs */
#if 0
- eval_coeff(1, (float) x, (float) y, colors);
-
+ eval_coeff_soa(1, (float) x, (float) y, fragW, inputs);
#else
- /* XXX new fragment program code */
-
- if (spu.fragment_program) {
- vector float inputs[4*4], outputs[2*4];
-
- /* setup inputs */
- eval_coeff(1, (float) x, (float) y, inputs);
-
- /* Execute the current fragment program */
- spu.fragment_program(inputs, outputs, spu.constants);
-
- /* Copy outputs */
- colors[0] = outputs[0*4+0];
- colors[1] = outputs[0*4+1];
- colors[2] = outputs[0*4+2];
- colors[3] = outputs[0*4+3];
-
- if (0 && spu.init.id==0 && y == 48) {
- printf("colors[0] = %f %f %f %f\n",
- spu_extract(colors[0], 0),
- spu_extract(colors[0], 1),
- spu_extract(colors[0], 2),
- spu_extract(colors[0], 3));
- printf("colors[1] = %f %f %f %f\n",
- spu_extract(colors[1], 0),
- spu_extract(colors[1], 1),
- spu_extract(colors[1], 2),
- spu_extract(colors[1], 3));
- }
-
+ uint i;
+ for (i = 0; i < spu.vertex_info.num_attribs; i++) {
+ eval_coeff_soa(i+1, (float) x, (float) y, fragW, inputs + i * 4);
}
#endif
- }
-
-
- {
- /* Convert fragment data from AoS to SoA format.
- * I.e. (RGBA,RGBA,RGBA,RGBA) -> (RRRR,GGGG,BBBB,AAAA)
- * This is temporary!
+ ASSERT(spu.fragment_program);
+ ASSERT(spu.fragment_ops);
+
+ /* Execute the current fragment program */
+ kill_mask = spu.fragment_program(inputs, outputs, spu.constants);
+
+ mask = spu_andc(mask, kill_mask);
+
+ /* Execute per-fragment/quad operations, including:
+ * alpha test, z test, stencil test, blend and framebuffer writing.
+ * Note that there are two different fragment operations functions
+ * that can be called, one for front-facing fragments, and one
+ * for back-facing fragments. (Often the two are the same;
+ * but in some cases, like two-sided stenciling, they can be
+ * very different.) So choose the correct function depending
+ * on the calculated facing.
*/
- vector float soa_frag[4];
- _transpose_matrix4x4(soa_frag, colors);
-
- float4 fragZ;
-
- fragZ.v = eval_z((float) x, (float) y);
-
- /* Do all per-fragment/quad operations here, including:
- * alpha test, z test, stencil test, blend and framebuffer writing.
- */
- spu.fragment_ops(ix, iy, &spu.ctile, &spu.ztile,
- fragZ.v,
- soa_frag[0], soa_frag[1],
- soa_frag[2], soa_frag[3],
+ spu.fragment_ops[setup.facing](ix, iy, &spu.ctile, &spu.ztile,
+ fragZ,
+ outputs[0*4+0],
+ outputs[0*4+1],
+ outputs[0*4+2],
+ outputs[0*4+3],
mask);
}
-
}
}
@@ -383,64 +308,49 @@ emit_quad( int x, int y, mask_t mask )
* Given an X or Y coordinate, return the block/quad coordinate that it
* belongs to.
*/
-static INLINE int block( int x )
+static INLINE int
+block(int x)
{
return x & ~1;
}
/**
- * Compute mask which indicates which pixels in the 2x2 quad are actually inside
- * the triangle's bounds.
- * The mask is a uint4 vector and each element will be 0 or 0xffffffff.
- */
-static INLINE mask_t calculate_mask( int x )
-{
- /* This is a little tricky.
- * Use & instead of && to avoid branches.
- * Use negation to convert true/false to ~0/0 values.
- */
- mask_t mask;
- mask = spu_insert(-((x >= setup.span.left[0]) & (x < setup.span.right[0])), mask, 0);
- mask = spu_insert(-((x+1 >= setup.span.left[0]) & (x+1 < setup.span.right[0])), mask, 1);
- mask = spu_insert(-((x >= setup.span.left[1]) & (x < setup.span.right[1])), mask, 2);
- mask = spu_insert(-((x+1 >= setup.span.left[1]) & (x+1 < setup.span.right[1])), mask, 3);
- return mask;
-}
-
-
-/**
* Render a horizontal span of quads
*/
-static void flush_spans( void )
+static void
+flush_spans(void)
{
int minleft, maxright;
- int x;
+
+ const int l0 = spu_extract(setup.span.quad, 0);
+ const int l1 = spu_extract(setup.span.quad, 1);
+ const int r0 = spu_extract(setup.span.quad, 2);
+ const int r1 = spu_extract(setup.span.quad, 3);
switch (setup.span.y_flags) {
case 0x3:
/* both odd and even lines written (both quad rows) */
- minleft = MIN2(setup.span.left[0], setup.span.left[1]);
- maxright = MAX2(setup.span.right[0], setup.span.right[1]);
+ minleft = MIN2(l0, l1);
+ maxright = MAX2(r0, r1);
break;
case 0x1:
/* only even line written (quad top row) */
- minleft = setup.span.left[0];
- maxright = setup.span.right[0];
+ minleft = l0;
+ maxright = r0;
break;
case 0x2:
/* only odd line written (quad bottom row) */
- minleft = setup.span.left[1];
- maxright = setup.span.right[1];
+ minleft = l1;
+ maxright = r1;
break;
default:
return;
}
-
/* OK, we're very likely to need the tile data now.
* clear or finish waiting if needed.
*/
@@ -457,7 +367,7 @@ static void flush_spans( void )
}
ASSERT(spu.cur_ctile_status != TILE_STATUS_DEFINED);
- if (spu.read_depth) {
+ if (spu.read_depth_stencil) {
if (spu.cur_ztile_status == TILE_STATUS_GETTING) {
/* wait for mfc_get() to complete */
//printf("SPU: %u: waiting for ztile\n", spu.init.id);
@@ -472,93 +382,119 @@ static void flush_spans( void )
ASSERT(spu.cur_ztile_status != TILE_STATUS_DEFINED);
}
- /* XXX this loop could be moved into the above switch cases and
- * calculate_mask() could be simplified a bit...
- */
- for (x = block(minleft); x <= block(maxright); x += 2) {
-#if 1
- emit_quad( x, setup.span.y, calculate_mask( x ) );
-#endif
+ /* XXX this loop could be moved into the above switch cases... */
+
+ /* Setup for mask calculation */
+ const vec_int4 quad_LlRr = setup.span.quad;
+ const vec_int4 quad_RrLl = spu_rlqwbyte(quad_LlRr, 8);
+ const vec_int4 quad_LLll = spu_shuffle(quad_LlRr, quad_LlRr, SHUFFLE4(A,A,B,B));
+ const vec_int4 quad_RRrr = spu_shuffle(quad_RrLl, quad_RrLl, SHUFFLE4(A,A,B,B));
+
+ const vec_int4 twos = spu_splats(2);
+
+ const int x = block(minleft);
+ vec_int4 xs = {x, x+1, x, x+1};
+
+ for (; spu_extract(xs, 0) <= block(maxright); xs += twos) {
+ /**
+ * Computes mask to indicate which pixels in the 2x2 quad are actually
+ * inside the triangle's bounds.
+ */
+
+ /* Calculate ({x,x+1,x,x+1} >= {l[0],l[0],l[1],l[1]}) */
+ const mask_t gt_LLll_xs = spu_cmpgt(quad_LLll, xs);
+ const mask_t gte_xs_LLll = spu_nand(gt_LLll_xs, gt_LLll_xs);
+
+ /* Calculate ({r[0],r[0],r[1],r[1]} > {x,x+1,x,x+1}) */
+ const mask_t gt_RRrr_xs = spu_cmpgt(quad_RRrr, xs);
+
+ /* Combine results to create mask */
+ const mask_t mask = spu_and(gte_xs_LLll, gt_RRrr_xs);
+
+ emit_quad(spu_extract(xs, 0), setup.span.y, mask);
}
setup.span.y = 0;
setup.span.y_flags = 0;
- setup.span.right[0] = 0;
- setup.span.right[1] = 0;
+ /* Zero right elements */
+ setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
}
+
#if DEBUG_VERTS
-static void print_vertex(const struct vertex_header *v)
+static void
+print_vertex(const struct vertex_header *v)
{
- int i;
- fprintf(stderr, "Vertex: (%p)\n", v);
- for (i = 0; i < setup.quad.nr_attrs; i++) {
- fprintf(stderr, " %d: %f %f %f %f\n", i,
- v->data[i][0], v->data[i][1], v->data[i][2], v->data[i][3]);
+ uint i;
+ fprintf(stderr, " Vertex: (%p)\n", v);
+ for (i = 0; i < spu.vertex_info.num_attribs; i++) {
+ fprintf(stderr, " %d: %f %f %f %f\n", i,
+ spu_extract(v->data[i], 0),
+ spu_extract(v->data[i], 1),
+ spu_extract(v->data[i], 2),
+ spu_extract(v->data[i], 3));
}
}
#endif
-static boolean setup_sort_vertices(const struct vertex_header *v0,
- const struct vertex_header *v1,
- const struct vertex_header *v2)
+/**
+ * Sort vertices from top to bottom.
+ * Compute area and determine front vs. back facing.
+ * Do coarse clip test against tile bounds
+ * \return FALSE if tri is totally outside tile, TRUE otherwise
+ */
+static boolean
+setup_sort_vertices(const struct vertex_header *v0,
+ const struct vertex_header *v1,
+ const struct vertex_header *v2)
{
+ float area, sign;
#if DEBUG_VERTS
- fprintf(stderr, "Triangle:\n");
- print_vertex(v0);
- print_vertex(v1);
- print_vertex(v2);
+ if (spu.init.id==0) {
+ fprintf(stderr, "SPU %u: Triangle:\n", spu.init.id);
+ print_vertex(v0);
+ print_vertex(v1);
+ print_vertex(v2);
+ }
#endif
- setup.vprovoke = v2;
-
/* determine bottom to top order of vertices */
{
- float y0 = spu_extract(v0->data[0], 1);
- float y1 = spu_extract(v1->data[0], 1);
- float y2 = spu_extract(v2->data[0], 1);
- if (y0 <= y1) {
- if (y1 <= y2) {
- /* y0<=y1<=y2 */
- setup.vmin = v0;
- setup.vmid = v1;
- setup.vmax = v2;
- }
- else if (y2 <= y0) {
- /* y2<=y0<=y1 */
- setup.vmin = v2;
- setup.vmid = v0;
- setup.vmax = v1;
- }
- else {
- /* y0<=y2<=y1 */
- setup.vmin = v0;
- setup.vmid = v2;
- setup.vmax = v1;
- }
- }
- else {
- if (y0 <= y2) {
- /* y1<=y0<=y2 */
- setup.vmin = v1;
- setup.vmid = v0;
- setup.vmax = v2;
- }
- else if (y2 <= y1) {
- /* y2<=y1<=y0 */
- setup.vmin = v2;
- setup.vmid = v1;
- setup.vmax = v0;
- }
- else {
- /* y1<=y2<=y0 */
- setup.vmin = v1;
- setup.vmid = v2;
- setup.vmax = v0;
- }
- }
+ /* A table of shuffle patterns for putting vertex_header pointers into
+ correct order. Quite magical. */
+ const vec_uchar16 sort_order_patterns[] = {
+ SHUFFLE4(A,B,C,C),
+ SHUFFLE4(C,A,B,C),
+ SHUFFLE4(A,C,B,C),
+ SHUFFLE4(B,C,A,C),
+ SHUFFLE4(B,A,C,C),
+ SHUFFLE4(C,B,A,C) };
+
+ /* The vertex_header pointers, packed for easy shuffling later */
+ const vec_uint4 vs = {(unsigned)v0, (unsigned)v1, (unsigned)v2};
+
+ /* Collate y values into two vectors for comparison.
+ Using only one shuffle constant! ;) */
+ const vec_float4 y_02_ = spu_shuffle(v0->data[0], v2->data[0], SHUFFLE4(0,B,b,C));
+ const vec_float4 y_10_ = spu_shuffle(v1->data[0], v0->data[0], SHUFFLE4(0,B,b,C));
+ const vec_float4 y_012 = spu_shuffle(y_02_, v1->data[0], SHUFFLE4(0,B,b,C));
+ const vec_float4 y_120 = spu_shuffle(y_10_, v2->data[0], SHUFFLE4(0,B,b,C));
+
+ /* Perform comparison: {y0,y1,y2} > {y1,y2,y0} */
+ const vec_uint4 compare = spu_cmpgt(y_012, y_120);
+ /* Compress the result of the comparison into 4 bits */
+ const vec_uint4 gather = spu_gather(compare);
+ /* Subtract one to attain the index into the LUT. Magical. */
+ const unsigned int index = spu_extract(gather, 0) - 1;
+
+ /* Load the appropriate pattern and construct the desired vector. */
+ setup.vertex_headers = (qword)spu_shuffle(vs, vs, sort_order_patterns[index]);
+
+ /* Using the result of the comparison, set sign.
+ Very magical. */
+ sign = ((si_to_uint(si_cntb((qword)gather)) == 2) ? 1.0f : -1.0f);
}
/* Check if triangle is completely outside the tile bounds */
@@ -575,41 +511,28 @@ static boolean setup_sort_vertices(const struct vertex_header *v0,
spu_extract(setup.vmax->data[0], 0) > setup.cliprect_maxx)
return FALSE;
- setup.ebot.dx = spu_extract(setup.vmid->data[0], 0) - spu_extract(setup.vmin->data[0], 0);
- setup.ebot.dy = spu_extract(setup.vmid->data[0], 1) - spu_extract(setup.vmin->data[0], 1);
- setup.emaj.dx = spu_extract(setup.vmax->data[0], 0) - spu_extract(setup.vmin->data[0], 0);
- setup.emaj.dy = spu_extract(setup.vmax->data[0], 1) - spu_extract(setup.vmin->data[0], 1);
- setup.etop.dx = spu_extract(setup.vmax->data[0], 0) - spu_extract(setup.vmid->data[0], 0);
- setup.etop.dy = spu_extract(setup.vmax->data[0], 1) - spu_extract(setup.vmid->data[0], 1);
+ setup.ebot.ds = spu_sub(setup.vmid->data[0], setup.vmin->data[0]);
+ setup.emaj.ds = spu_sub(setup.vmax->data[0], setup.vmin->data[0]);
+ setup.etop.ds = spu_sub(setup.vmax->data[0], setup.vmid->data[0]);
/*
* Compute triangle's area. Use 1/area to compute partial
* derivatives of attributes later.
- *
- * The area will be the same as prim->det, but the sign may be
- * different depending on how the vertices get sorted above.
- *
- * To determine whether the primitive is front or back facing we
- * use the prim->det value because its sign is correct.
*/
- {
- const float area = (setup.emaj.dx * setup.ebot.dy -
- setup.ebot.dx * setup.emaj.dy);
-
- setup.oneoverarea = 1.0f / area;
- /*
- _mesa_printf("%s one-over-area %f area %f det %f\n",
- __FUNCTION__, setup.oneoverarea, area, prim->det );
- */
- }
+ area = setup.emaj.dx * setup.ebot.dy - setup.ebot.dx * setup.emaj.dy;
-#if 0
- /* We need to know if this is a front or back-facing triangle for:
- * - the GLSL gl_FrontFacing fragment attribute (bool)
- * - two-sided stencil test
+ setup.oneOverArea = 1.0f / area;
+
+ /* The product of area * sign indicates front/back orientation (0/1).
+ * Just in case someone gets the bright idea of switching the front
+ * and back constants without noticing that we're assuming their
+ * values in this operation, also assert that the values are
+ * what we think they are.
*/
- setup.quad.facing = (prim->det > 0.0) ^ (setup.softpipe->rasterizer->front_winding == PIPE_WINDING_CW);
-#endif
+ ASSERT(CELL_FACING_FRONT == 0);
+ ASSERT(CELL_FACING_BACK == 1);
+ setup.facing = (area * sign > 0.0f)
+ ^ (spu.rasterizer.front_winding == PIPE_WINDING_CW);
return TRUE;
}
@@ -622,63 +545,11 @@ static boolean setup_sort_vertices(const struct vertex_header *v0,
* \param slot which attribute slot
*/
static INLINE void
-const_coeff(uint slot)
+const_coeff4(uint slot)
{
- setup.coef[slot].dadx.v = (vector float) {0.0, 0.0, 0.0, 0.0};
- setup.coef[slot].dady.v = (vector float) {0.0, 0.0, 0.0, 0.0};
- setup.coef[slot].a0.v = setup.vprovoke->data[slot];
-}
-
-
-/**
- * Compute a0, dadx and dady for a linearly interpolated coefficient,
- * for a triangle.
- */
-static INLINE void
-tri_linear_coeff(uint slot, uint firstComp, uint lastComp)
-{
- uint i;
- const float *vmin_d = (float *) &setup.vmin->data[slot];
- const float *vmid_d = (float *) &setup.vmid->data[slot];
- const float *vmax_d = (float *) &setup.vmax->data[slot];
- const float x = spu_extract(setup.vmin->data[0], 0) - 0.5f;
- const float y = spu_extract(setup.vmin->data[0], 1) - 0.5f;
-
- for (i = firstComp; i < lastComp; i++) {
- float botda = vmid_d[i] - vmin_d[i];
- float majda = vmax_d[i] - vmin_d[i];
- float a = setup.ebot.dy * majda - botda * setup.emaj.dy;
- float b = setup.emaj.dx * botda - majda * setup.ebot.dx;
-
- ASSERT(slot < PIPE_MAX_SHADER_INPUTS);
-
- setup.coef[slot].dadx.f[i] = a * setup.oneoverarea;
- setup.coef[slot].dady.f[i] = b * setup.oneoverarea;
-
- /* calculate a0 as the value which would be sampled for the
- * fragment at (0,0), taking into account that we want to sample at
- * pixel centers, in other words (0.5, 0.5).
- *
- * this is neat but unfortunately not a good way to do things for
- * triangles with very large values of dadx or dady as it will
- * result in the subtraction and re-addition from a0 of a very
- * large number, which means we'll end up loosing a lot of the
- * fractional bits and precision from a0. the way to fix this is
- * to define a0 as the sample at a pixel center somewhere near vmin
- * instead - i'll switch to this later.
- */
- setup.coef[slot].a0.f[i] = (vmin_d[i] -
- (setup.coef[slot].dadx.f[i] * x +
- setup.coef[slot].dady.f[i] * y));
- }
-
- /*
- _mesa_printf("attr[%d].%c: %f dx:%f dy:%f\n",
- slot, "xyzw"[i],
- setup.coef[slot].a0[i],
- setup.coef[slot].dadx.f[i],
- setup.coef[slot].dady.f[i]);
- */
+ setup.coef[slot].dadx = (vector float) {0.0, 0.0, 0.0, 0.0};
+ setup.coef[slot].dady = (vector float) {0.0, 0.0, 0.0, 0.0};
+ setup.coef[slot].a0 = setup.vprovoke->data[slot];
}
@@ -702,18 +573,16 @@ tri_linear_coeff4(uint slot)
vector float b = spu_sub(spu_mul(spu_splats(setup.emaj.dx), botda),
spu_mul(majda, spu_splats(setup.ebot.dx)));
- setup.coef[slot].dadx.v = spu_mul(a, spu_splats(setup.oneoverarea));
- setup.coef[slot].dady.v = spu_mul(b, spu_splats(setup.oneoverarea));
+ setup.coef[slot].dadx = spu_mul(a, spu_splats(setup.oneOverArea));
+ setup.coef[slot].dady = spu_mul(b, spu_splats(setup.oneOverArea));
- vector float tempx = spu_mul(setup.coef[slot].dadx.v, xxxx);
- vector float tempy = spu_mul(setup.coef[slot].dady.v, yyyy);
+ vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
+ vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
- setup.coef[slot].a0.v = spu_sub(vmin_d, spu_add(tempx, tempy));
+ setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
}
-
-#if 0
/**
* Compute a0, dadx and dady for a perspective-corrected interpolant,
* for a triangle.
@@ -722,82 +591,76 @@ tri_linear_coeff4(uint slot)
* Later, when we compute the value at a particular fragment position we'll
* divide the interpolated value by the interpolated W at that fragment.
*/
-static void tri_persp_coeff( unsigned slot,
- unsigned i )
+static void
+tri_persp_coeff4(uint slot)
{
- /* premultiply by 1/w:
- */
- float mina = setup.vmin->data[slot][i] * setup.vmin->data[0][3];
- float mida = setup.vmid->data[slot][i] * setup.vmid->data[0][3];
- float maxa = setup.vmax->data[slot][i] * setup.vmax->data[0][3];
-
- float botda = mida - mina;
- float majda = maxa - mina;
- float a = setup.ebot.dy * majda - botda * setup.emaj.dy;
- float b = setup.emaj.dx * botda - majda * setup.ebot.dx;
-
- /*
- printf("tri persp %d,%d: %f %f %f\n", slot, i,
- setup.vmin->data[slot][i],
- setup.vmid->data[slot][i],
- setup.vmax->data[slot][i]
- );
- */
+ const vector float xxxx = spu_splats(spu_extract(setup.vmin->data[0], 0) - 0.5f);
+ const vector float yyyy = spu_splats(spu_extract(setup.vmin->data[0], 1) - 0.5f);
+
+ const vector float vmin_w = spu_splats(spu_extract(setup.vmin->data[0], 3));
+ const vector float vmid_w = spu_splats(spu_extract(setup.vmid->data[0], 3));
+ const vector float vmax_w = spu_splats(spu_extract(setup.vmax->data[0], 3));
+
+ vector float vmin_d = setup.vmin->data[slot];
+ vector float vmid_d = setup.vmid->data[slot];
+ vector float vmax_d = setup.vmax->data[slot];
- assert(slot < PIPE_MAX_SHADER_INPUTS);
- assert(i <= 3);
+ vmin_d = spu_mul(vmin_d, vmin_w);
+ vmid_d = spu_mul(vmid_d, vmid_w);
+ vmax_d = spu_mul(vmax_d, vmax_w);
- setup.coef[slot].dadx.f[i] = a * setup.oneoverarea;
- setup.coef[slot].dady.f[i] = b * setup.oneoverarea;
- setup.coef[slot].a0.f[i] = (mina -
- (setup.coef[slot].dadx.f[i] * (setup.vmin->data[0][0] - 0.5f) +
- setup.coef[slot].dady.f[i] * (setup.vmin->data[0][1] - 0.5f)));
+ vector float botda = vmid_d - vmin_d;
+ vector float majda = vmax_d - vmin_d;
+
+ vector float a = spu_sub(spu_mul(spu_splats(setup.ebot.dy), majda),
+ spu_mul(botda, spu_splats(setup.emaj.dy)));
+ vector float b = spu_sub(spu_mul(spu_splats(setup.emaj.dx), botda),
+ spu_mul(majda, spu_splats(setup.ebot.dx)));
+
+ setup.coef[slot].dadx = spu_mul(a, spu_splats(setup.oneOverArea));
+ setup.coef[slot].dady = spu_mul(b, spu_splats(setup.oneOverArea));
+
+ vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
+ vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
+
+ setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
}
-#endif
+
/**
* Compute the setup.coef[] array dadx, dady, a0 values.
* Must be called after setup.vmin,vmid,vmax,vprovoke are initialized.
*/
-static void setup_tri_coefficients(void)
+static void
+setup_tri_coefficients(void)
{
-#if 1
uint i;
for (i = 0; i < spu.vertex_info.num_attribs; i++) {
- switch (spu.vertex_info.interp_mode[i]) {
+ switch (spu.vertex_info.attrib[i].interp_mode) {
case INTERP_NONE:
break;
- case INTERP_POS:
- /*tri_linear_coeff(i, 2, 3);*/
- /* XXX interp W if PERSPECTIVE... */
- tri_linear_coeff4(i);
- break;
case INTERP_CONSTANT:
- const_coeff(i);
+ const_coeff4(i);
break;
+ case INTERP_POS:
+ /* fall-through */
case INTERP_LINEAR:
tri_linear_coeff4(i);
break;
case INTERP_PERSPECTIVE:
- tri_linear_coeff4(i); /* temporary */
+ tri_persp_coeff4(i);
break;
default:
ASSERT(0);
}
}
-#else
- ASSERT(spu.vertex_info.interp_mode[0] == INTERP_POS);
- ASSERT(spu.vertex_info.interp_mode[1] == INTERP_LINEAR ||
- spu.vertex_info.interp_mode[1] == INTERP_CONSTANT);
- tri_linear_coeff(0, 2, 3); /* slot 0, z */
- tri_linear_coeff(1, 0, 4); /* slot 1, color */
-#endif
}
-static void setup_tri_edges(void)
+static void
+setup_tri_edges(void)
{
float vmin_x = spu_extract(setup.vmin->data[0], 0) + 0.5f;
float vmid_x = spu_extract(setup.vmid->data[0], 0) + 0.5f;
@@ -827,9 +690,8 @@ static void setup_tri_edges(void)
* Render the upper or lower half of a triangle.
* Scissoring/cliprect is applied here too.
*/
-static void subtriangle( struct edge *eleft,
- struct edge *eright,
- unsigned lines )
+static void
+subtriangle(struct edge *eleft, struct edge *eright, unsigned lines)
{
const int minx = setup.cliprect_minx;
const int maxx = setup.cliprect_maxx;
@@ -881,9 +743,11 @@ static void subtriangle( struct edge *eleft,
setup.span.y = block(_y);
}
- setup.span.left[_y&1] = left;
- setup.span.right[_y&1] = right;
- setup.span.y_flags |= 1<<(_y&1);
+ int offset = _y&1;
+ vec_int4 quad_LlRr = {left, left, right, right};
+ /* Store left and right in 0 or 1 row of quad based on offset */
+ setup.span.quad = spu_sel(quad_LlRr, setup.span.quad, spu_maskw(5<<offset));
+ setup.span.y_flags |= 1<<offset;
}
}
@@ -902,7 +766,8 @@ static void subtriangle( struct edge *eleft,
* The tile data should have already been fetched.
*/
boolean
-tri_draw(const float *v0, const float *v1, const float *v2, uint tx, uint ty)
+tri_draw(const float *v0, const float *v1, const float *v2,
+ uint tx, uint ty)
{
setup.tx = tx;
setup.ty = ty;
@@ -924,21 +789,16 @@ tri_draw(const float *v0, const float *v1, const float *v2, uint tx, uint ty)
setup.span.y = 0;
setup.span.y_flags = 0;
- setup.span.right[0] = 0;
- setup.span.right[1] = 0;
- /* setup.span.z_mode = tri_z_mode( setup.ctx ); */
+ /* Zero right elements */
+ setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
- /* init_constant_attribs( setup ); */
-
- if (setup.oneoverarea < 0.0) {
- /* emaj on left:
- */
+ if (setup.oneOverArea < 0.0) {
+ /* emaj on left */
subtriangle( &setup.emaj, &setup.ebot, setup.ebot.lines );
subtriangle( &setup.emaj, &setup.etop, setup.etop.lines );
}
else {
- /* emaj on right:
- */
+ /* emaj on right */
subtriangle( &setup.ebot, &setup.emaj, setup.ebot.lines );
subtriangle( &setup.etop, &setup.emaj, setup.etop.lines );
}