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diff --git a/src/mesa/pipe/cell/spu/spu_tri.c b/src/mesa/pipe/cell/spu/spu_tri.c
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--- a/src/mesa/pipe/cell/spu/spu_tri.c
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@@ -1,926 +0,0 @@
-/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
- * 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, sub license, 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 (including the
- * next paragraph) 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 NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
- *
- **************************************************************************/
-
-/**
- * Triangle rendering within a tile.
- */
-
-#include "pipe/p_compiler.h"
-#include "pipe/p_format.h"
-#include "pipe/p_util.h"
-#include "spu_blend.h"
-#include "spu_colorpack.h"
-#include "spu_main.h"
-#include "spu_texture.h"
-#include "spu_tile.h"
-#include "spu_tri.h"
-
-#include "spu_ztest.h"
-
-
-/** 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;
-
-
-/**
- * Simplified types taken from other parts of Gallium
- */
-struct vertex_header {
- vector float data[1];
-};
-
-
-
-/* XXX fix this */
-#undef CEILF
-#define CEILF(X) ((float) (int) ((X) + 0.99999))
-
-
-#define QUAD_TOP_LEFT 0
-#define QUAD_TOP_RIGHT 1
-#define QUAD_BOTTOM_LEFT 2
-#define QUAD_BOTTOM_RIGHT 3
-#define MASK_TOP_LEFT (1 << QUAD_TOP_LEFT)
-#define MASK_TOP_RIGHT (1 << QUAD_TOP_RIGHT)
-#define MASK_BOTTOM_LEFT (1 << QUAD_BOTTOM_LEFT)
-#define MASK_BOTTOM_RIGHT (1 << QUAD_BOTTOM_RIGHT)
-#define MASK_ALL 0xf
-
-
-#define DEBUG_VERTS 0
-
-/**
- * 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 */
- float dxdy; /**< dx/dy */
- float sx, sy; /**< first sample point coord */
- int lines; /**< number of lines on this edge */
-};
-
-
-struct interp_coef
-{
- float4 a0;
- float4 dadx;
- float4 dady;
-};
-
-
-/**
- * Triangle setup info (derived from draw_stage).
- * Also used for line drawing (taking some liberties).
- */
-struct setup_stage {
-
- /* Vertices are just an array of floats making up each attribute in
- * 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;
-
- struct edge ebot;
- struct edge etop;
- struct edge emaj;
-
- float oneoverarea;
-
- uint tx, ty;
-
- 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];
- int y;
- unsigned y_flags;
- unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */
- } span;
-};
-
-
-
-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 compute.
- */
-static INLINE void
-eval_coeff(uint slot, float x, float y, vector float result[4])
-{
- switch (spu.vertex_info.interp_mode[slot]) {
- case INTERP_CONSTANT:
- result[QUAD_TOP_LEFT] =
- result[QUAD_TOP_RIGHT] =
- result[QUAD_BOTTOM_LEFT] =
- result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0.v;
- 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)));
-
- 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);
- }
- }
-}
-
-
-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 vector float topLeftv = spu_splats(topLeft);
- const vector float derivs = (vector float) { 0.0, dzdx, dzdy, dzdx + dzdy };
- return spu_add(topLeftv, derivs);
-}
-
-
-static INLINE mask_t
-do_depth_test(int x, int y, mask_t quadmask)
-{
- float4 zvals;
- mask_t mask;
-
- zvals.v = eval_z((float) x, (float) y);
-
- if (spu.fb.depth_format == PIPE_FORMAT_Z16_UNORM) {
- int ix = (x - setup.cliprect_minx) / 4;
- int iy = (y - setup.cliprect_miny) / 2;
- mask = spu_z16_test_less(zvals.v, &spu.ztile.us8[iy][ix], x>>1, quadmask);
- }
- else {
- int ix = (x - setup.cliprect_minx) / 2;
- int iy = (y - setup.cliprect_miny) / 2;
- mask = spu_z32_test_less(zvals.v, &spu.ztile.ui4[iy][ix], quadmask);
- }
-
- if (spu_extract(spu_orx(mask), 0))
- spu.cur_ztile_status = TILE_STATUS_DIRTY;
-
- return mask;
-}
-
-
-/**
- * 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
- * should be skipped. But adding the test for that slows things down
- * overall.
- */
-static INLINE void
-emit_quad( int x, int y, mask_t mask )
-{
-#if 0
- struct softpipe_context *sp = setup.softpipe;
- setup.quad.x0 = x;
- setup.quad.y0 = y;
- setup.quad.mask = mask;
- sp->quad.first->run(sp->quad.first, &setup.quad);
-#else
-
- if (spu.depth_stencil.depth.enabled) {
- mask = do_depth_test(x, y, 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;
- const vector unsigned char shuffle = spu.color_shuffle;
- vector float colors[4];
-
- spu.cur_ctile_status = TILE_STATUS_DIRTY;
-
- if (spu.texture.start) {
- /* texture mapping */
- vector float texcoords[4];
- eval_coeff(2, (float) x, (float) y, texcoords);
-
- if (spu_extract(mask, 0))
- colors[0] = spu.sample_texture(texcoords[0]);
- if (spu_extract(mask, 1))
- colors[1] = spu.sample_texture(texcoords[1]);
- if (spu_extract(mask, 2))
- colors[2] = spu.sample_texture(texcoords[2]);
- if (spu_extract(mask, 3))
- colors[3] = spu.sample_texture(texcoords[3]);
- }
- else {
- /* simple shading */
- eval_coeff(1, (float) x, (float) y, colors);
- }
-
-#if 1
- if (spu.blend.blend_enable)
- blend_quad(ix % TILE_SIZE, iy % TILE_SIZE, colors);
-#endif
-
- if (spu_extract(mask, 0))
- spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle);
- if (spu_extract(mask, 1))
- spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle);
- if (spu_extract(mask, 2))
- spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle);
- if (spu_extract(mask, 3))
- spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle);
-
-#if 0
- /* SIMD_Z with swizzled color buffer (someday) */
- vector unsigned int uicolors = *((vector unsigned int *) &colors);
- spu.ctile.ui4[iy/2][ix/2] = spu_sel(spu.ctile.ui4[iy/2][ix/2], uicolors, mask);
-#endif
- }
-
-#endif
-}
-
-
-/**
- * Given an X or Y coordinate, return the block/quad coordinate that it
- * belongs to.
- */
-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 )
-{
- int minleft, maxright;
- int x;
-
- 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]);
- break;
-
- case 0x1:
- /* only even line written (quad top row) */
- minleft = setup.span.left[0];
- maxright = setup.span.right[0];
- break;
-
- case 0x2:
- /* only odd line written (quad bottom row) */
- minleft = setup.span.left[1];
- maxright = setup.span.right[1];
- break;
-
- default:
- return;
- }
-
-
- /* OK, we're very likely to need the tile data now.
- * clear or finish waiting if needed.
- */
- if (spu.cur_ctile_status == TILE_STATUS_GETTING) {
- /* wait for mfc_get() to complete */
- //printf("SPU: %u: waiting for ctile\n", spu.init.id);
- wait_on_mask(1 << TAG_READ_TILE_COLOR);
- spu.cur_ctile_status = TILE_STATUS_CLEAN;
- }
- else if (spu.cur_ctile_status == TILE_STATUS_CLEAR) {
- //printf("SPU %u: clearing C tile %u, %u\n", spu.init.id, setup.tx, setup.ty);
- clear_c_tile(&spu.ctile);
- spu.cur_ctile_status = TILE_STATUS_DIRTY;
- }
- ASSERT(spu.cur_ctile_status != TILE_STATUS_DEFINED);
-
- if (spu.depth_stencil.depth.enabled) {
- if (spu.cur_ztile_status == TILE_STATUS_GETTING) {
- /* wait for mfc_get() to complete */
- //printf("SPU: %u: waiting for ztile\n", spu.init.id);
- wait_on_mask(1 << TAG_READ_TILE_Z);
- spu.cur_ztile_status = TILE_STATUS_CLEAN;
- }
- else if (spu.cur_ztile_status == TILE_STATUS_CLEAR) {
- //printf("SPU %u: clearing Z tile %u, %u\n", spu.init.id, setup.tx, setup.ty);
- clear_z_tile(&spu.ztile);
- spu.cur_ztile_status = TILE_STATUS_DIRTY;
- }
- 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
- }
-
- setup.span.y = 0;
- setup.span.y_flags = 0;
- setup.span.right[0] = 0;
- setup.span.right[1] = 0;
-}
-
-#if DEBUG_VERTS
-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]);
- }
-}
-#endif
-
-
-static boolean setup_sort_vertices(const struct vertex_header *v0,
- const struct vertex_header *v1,
- const struct vertex_header *v2)
-{
-
-#if DEBUG_VERTS
- fprintf(stderr, "Triangle:\n");
- 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;
- }
- }
- }
-
- /* Check if triangle is completely outside the tile bounds */
- if (spu_extract(setup.vmin->data[0], 1) > setup.cliprect_maxy)
- return FALSE;
- if (spu_extract(setup.vmax->data[0], 1) < setup.cliprect_miny)
- return FALSE;
- if (spu_extract(setup.vmin->data[0], 0) < setup.cliprect_minx &&
- spu_extract(setup.vmid->data[0], 0) < setup.cliprect_minx &&
- spu_extract(setup.vmax->data[0], 0) < setup.cliprect_minx)
- return FALSE;
- if (spu_extract(setup.vmin->data[0], 0) > setup.cliprect_maxx &&
- spu_extract(setup.vmid->data[0], 0) > setup.cliprect_maxx &&
- 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);
-
- /*
- * 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 );
- */
- }
-
-#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.quad.facing = (prim->det > 0.0) ^ (setup.softpipe->rasterizer->front_winding == PIPE_WINDING_CW);
-#endif
-
- return TRUE;
-}
-
-
-/**
- * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
- * The value value comes from vertex->data[slot].
- * The result will be put into setup.coef[slot].a0.
- * \param slot which attribute slot
- */
-static INLINE void
-const_coeff(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]);
- */
-}
-
-
-/**
- * As above, but interp setup all four vector components.
- */
-static INLINE void
-tri_linear_coeff4(uint slot)
-{
- const vector float vmin_d = setup.vmin->data[slot];
- const vector float vmid_d = setup.vmid->data[slot];
- const vector float vmax_d = setup.vmax->data[slot];
- 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);
-
- 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.v = spu_mul(a, spu_splats(setup.oneoverarea));
- setup.coef[slot].dady.v = 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);
-
- setup.coef[slot].a0.v = spu_sub(vmin_d, spu_add(tempx, tempy));
-}
-
-
-
-#if 0
-/**
- * Compute a0, dadx and dady for a perspective-corrected interpolant,
- * for a triangle.
- * We basically multiply the vertex value by 1/w before computing
- * the plane coefficients (a0, dadx, dady).
- * 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 )
-{
- /* 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]
- );
- */
-
- assert(slot < PIPE_MAX_SHADER_INPUTS);
- assert(i <= 3);
-
- 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)));
-}
-#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)
-{
-#if 1
- uint i;
-
- for (i = 0; i < spu.vertex_info.num_attribs; i++) {
- switch (spu.vertex_info.interp_mode[i]) {
- 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);
- break;
- case INTERP_LINEAR:
- tri_linear_coeff4(i);
- break;
- case INTERP_PERSPECTIVE:
- tri_linear_coeff4(i); /* temporary */
- 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)
-{
- float vmin_x = spu_extract(setup.vmin->data[0], 0) + 0.5f;
- float vmid_x = spu_extract(setup.vmid->data[0], 0) + 0.5f;
-
- float vmin_y = spu_extract(setup.vmin->data[0], 1) - 0.5f;
- float vmid_y = spu_extract(setup.vmid->data[0], 1) - 0.5f;
- float vmax_y = spu_extract(setup.vmax->data[0], 1) - 0.5f;
-
- setup.emaj.sy = CEILF(vmin_y);
- setup.emaj.lines = (int) CEILF(vmax_y - setup.emaj.sy);
- setup.emaj.dxdy = setup.emaj.dx / setup.emaj.dy;
- setup.emaj.sx = vmin_x + (setup.emaj.sy - vmin_y) * setup.emaj.dxdy;
-
- setup.etop.sy = CEILF(vmid_y);
- setup.etop.lines = (int) CEILF(vmax_y - setup.etop.sy);
- setup.etop.dxdy = setup.etop.dx / setup.etop.dy;
- setup.etop.sx = vmid_x + (setup.etop.sy - vmid_y) * setup.etop.dxdy;
-
- setup.ebot.sy = CEILF(vmin_y);
- setup.ebot.lines = (int) CEILF(vmid_y - setup.ebot.sy);
- setup.ebot.dxdy = setup.ebot.dx / setup.ebot.dy;
- setup.ebot.sx = vmin_x + (setup.ebot.sy - vmin_y) * setup.ebot.dxdy;
-}
-
-
-/**
- * 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 )
-{
- const int minx = setup.cliprect_minx;
- const int maxx = setup.cliprect_maxx;
- const int miny = setup.cliprect_miny;
- const int maxy = setup.cliprect_maxy;
- int y, start_y, finish_y;
- int sy = (int)eleft->sy;
-
- ASSERT((int)eleft->sy == (int) eright->sy);
-
- /* clip top/bottom */
- start_y = sy;
- finish_y = sy + lines;
-
- if (start_y < miny)
- start_y = miny;
-
- if (finish_y > maxy)
- finish_y = maxy;
-
- start_y -= sy;
- finish_y -= sy;
-
- /*
- _mesa_printf("%s %d %d\n", __FUNCTION__, start_y, finish_y);
- */
-
- for (y = start_y; y < finish_y; y++) {
-
- /* avoid accumulating adds as floats don't have the precision to
- * accurately iterate large triangle edges that way. luckily we
- * can just multiply these days.
- *
- * this is all drowned out by the attribute interpolation anyway.
- */
- int left = (int)(eleft->sx + y * eleft->dxdy);
- int right = (int)(eright->sx + y * eright->dxdy);
-
- /* clip left/right */
- if (left < minx)
- left = minx;
- if (right > maxx)
- right = maxx;
-
- if (left < right) {
- int _y = sy + y;
- if (block(_y) != setup.span.y) {
- flush_spans();
- setup.span.y = block(_y);
- }
-
- setup.span.left[_y&1] = left;
- setup.span.right[_y&1] = right;
- setup.span.y_flags |= 1<<(_y&1);
- }
- }
-
-
- /* save the values so that emaj can be restarted:
- */
- eleft->sx += lines * eleft->dxdy;
- eright->sx += lines * eright->dxdy;
- eleft->sy += lines;
- eright->sy += lines;
-}
-
-
-/**
- * Draw triangle into tile at (tx, ty) (tile coords)
- * The tile data should have already been fetched.
- */
-boolean
-tri_draw(const float *v0, const float *v1, const float *v2, uint tx, uint ty)
-{
- setup.tx = tx;
- setup.ty = ty;
-
- /* set clipping bounds to tile bounds */
- setup.cliprect_minx = tx * TILE_SIZE;
- setup.cliprect_miny = ty * TILE_SIZE;
- setup.cliprect_maxx = (tx + 1) * TILE_SIZE;
- setup.cliprect_maxy = (ty + 1) * TILE_SIZE;
-
- if (!setup_sort_vertices((struct vertex_header *) v0,
- (struct vertex_header *) v1,
- (struct vertex_header *) v2)) {
- return FALSE; /* totally clipped */
- }
-
- setup_tri_coefficients();
- setup_tri_edges();
-
- 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 ); */
-
- /* init_constant_attribs( setup ); */
-
- 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:
- */
- subtriangle( &setup.ebot, &setup.emaj, setup.ebot.lines );
- subtriangle( &setup.etop, &setup.emaj, setup.etop.lines );
- }
-
- flush_spans();
-
- return TRUE;
-}