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-rw-r--r--src/mesa/pipe/cell/spu/tri.c892
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diff --git a/src/mesa/pipe/cell/spu/tri.c b/src/mesa/pipe/cell/spu/tri.c
deleted file mode 100644
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-/**************************************************************************
- *
- * 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 "main.h"
-#include "tile.h"
-#include "tri.h"
-
-
-
-/**
- * Simplified types taken from other parts of Gallium
- */
-
-struct vertex_header {
- float data[2][4]; /* pos and color */
-};
-
-struct prim_header {
- struct vertex_header *v[3];
-};
-
-
-
-
-#if 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 PIPE_MAX_SHADER_INPUTS 8 /* XXX temp */
-
-#endif
-
-
-#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
-{
- float a0[4];
- float dadx[4];
- float dady[4];
-};
-
-/**
- * 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;
-};
-
-
-#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( struct setup_stage *setup, uint slot,
- float x, float y, float result[4][4])
-{
- uint i;
- const float *dadx = setup->coef[slot].dadx;
- const float *dady = setup->coef[slot].dady;
-
- /* loop over XYZW comps */
- for (i = 0; i < 4; i++) {
- result[QUAD_TOP_LEFT][i] = setup->coef[slot].a0[i] + x * dadx[i] + y * dady[i];
- result[QUAD_TOP_RIGHT][i] = result[0][i] + dadx[i];
- result[QUAD_BOTTOM_LEFT][i] = result[0][i] + dady[i];
- result[QUAD_BOTTOM_RIGHT][i] = result[0][i] + dadx[i] + dady[i];
- }
-}
-
-
-static INLINE void
-eval_z( struct setup_stage *setup,
- float x, float y, float result[4])
-{
- uint slot = 0;
- uint i = 2;
- const float *dadx = setup->coef[slot].dadx;
- const float *dady = setup->coef[slot].dady;
-
- result[QUAD_TOP_LEFT] = setup->coef[slot].a0[i] + x * dadx[i] + y * dady[i];
- result[QUAD_TOP_RIGHT] = result[0] + dadx[i];
- result[QUAD_BOTTOM_LEFT] = result[0] + dady[i];
- result[QUAD_BOTTOM_RIGHT] = result[0] + dadx[i] + dady[i];
-}
-
-
-static INLINE uint
-pack_color(const float color[4])
-{
- uint r = (uint) (color[0] * 255.0);
- uint g = (uint) (color[1] * 255.0);
- uint b = (uint) (color[2] * 255.0);
- uint a = (uint) (color[3] * 255.0);
- switch (fb.color_format) {
- case PIPE_FORMAT_A8R8G8B8_UNORM:
- return (a << 24) | (r << 16) | (g << 8) | b;
- case PIPE_FORMAT_B8G8R8A8_UNORM:
- return (b << 24) | (g << 16) | (r << 8) | a;
- default:
- ASSERT(0);
- return 0;
- }
-}
-
-
-/**
- * Emit a quad (pass to next stage). No clipping is done.
- */
-static INLINE void
-emit_quad( struct setup_stage *setup, int x, int y, unsigned 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
- /* Cell: "write" quad fragments to the tile by setting prim color */
- int ix = x - setup->cliprect_minx;
- int iy = y - setup->cliprect_miny;
- float colors[4][4];
- uint z;
-
- eval_coeff(setup, 1, (float) x, (float) y, colors);
-
- if (fb.depth_format == PIPE_FORMAT_Z16_UNORM) {
- float zvals[4];
- eval_z(setup, (float) x, (float) y, zvals);
-
- if (tile_status_z[setup->ty][setup->tx] == TILE_STATUS_CLEAR) {
- /* now, _really_ clear the tile */
- clear_tile_z(ztile, fb.depth_clear_value);
- }
- else {
- /* make sure we've got the tile from main mem */
- wait_on_mask(1 << TAG_READ_TILE_Z);
- }
- tile_status_z[setup->ty][setup->tx] = TILE_STATUS_DIRTY;
-
- if (mask & MASK_TOP_LEFT) {
- z = (uint) (zvals[0] * 65535.0);
- if (z < ztile[iy][ix])
- ztile[iy][ix] = z;
- else
- mask &= ~MASK_TOP_LEFT;
- }
-
- if (mask & MASK_TOP_RIGHT) {
- z = (uint) (zvals[1] * 65535.0);
- if (z < ztile[iy][ix+1])
- ztile[iy][ix+1] = z;
- else
- mask &= ~MASK_TOP_RIGHT;
- }
-
- if (mask & MASK_BOTTOM_LEFT) {
- z = (uint) (zvals[2] * 65535.0);
- if (z < ztile[iy+1][ix])
- ztile[iy+1][ix] = z;
- else
- mask &= ~MASK_BOTTOM_LEFT;
- }
-
- if (mask & MASK_BOTTOM_RIGHT) {
- z = (uint) (zvals[3] * 65535.0);
- if (z < ztile[iy+1][ix+1])
- ztile[iy+1][ix+1] = z;
- else
- mask &= ~MASK_BOTTOM_RIGHT;
- }
- }
-
- if (mask) {
- if (tile_status[setup->ty][setup->tx] == TILE_STATUS_CLEAR) {
- /* now, _really_ clear the tile */
- clear_tile(ctile, fb.color_clear_value);
- }
- else {
- /* make sure we've got the tile from main mem */
- wait_on_mask(1 << TAG_READ_TILE_COLOR);
- }
- tile_status[setup->ty][setup->tx] = TILE_STATUS_DIRTY;
-
- if (mask & MASK_TOP_LEFT)
- ctile[iy][ix] = pack_color(colors[QUAD_TOP_LEFT]);
- if (mask & MASK_TOP_RIGHT)
- ctile[iy][ix+1] = pack_color(colors[QUAD_TOP_RIGHT]);
- if (mask & MASK_BOTTOM_LEFT)
- ctile[iy+1][ix] = pack_color(colors[QUAD_BOTTOM_LEFT]);
- if (mask & MASK_BOTTOM_RIGHT)
- ctile[iy+1][ix+1] = pack_color(colors[QUAD_BOTTOM_RIGHT]);
- }
-#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.
- *
- * this is pretty nasty... may need to rework flush_spans again to
- * fix it, if possible.
- */
-static unsigned calculate_mask( struct setup_stage *setup, int x )
-{
- unsigned mask = 0x0;
-
- if (x >= setup->span.left[0] && x < setup->span.right[0])
- mask |= MASK_TOP_LEFT;
-
- if (x >= setup->span.left[1] && x < setup->span.right[1])
- mask |= MASK_BOTTOM_LEFT;
-
- if (x+1 >= setup->span.left[0] && x+1 < setup->span.right[0])
- mask |= MASK_TOP_RIGHT;
-
- if (x+1 >= setup->span.left[1] && x+1 < setup->span.right[1])
- mask |= MASK_BOTTOM_RIGHT;
-
- return mask;
-}
-
-
-/**
- * Render a horizontal span of quads
- */
-static void flush_spans( struct setup_stage *setup )
-{
- 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;
- }
-
- /* 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) {
- emit_quad( setup, x, setup->span.y,
- calculate_mask( setup, x ) );
- }
-
- 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 setup_stage *setup,
- 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( struct setup_stage *setup,
- const struct prim_header *prim )
-{
- const struct vertex_header *v0 = prim->v[0];
- const struct vertex_header *v1 = prim->v[1];
- const struct vertex_header *v2 = prim->v[2];
-
-#if DEBUG_VERTS
- fprintf(stderr, "Triangle:\n");
- print_vertex(setup, v0);
- print_vertex(setup, v1);
- print_vertex(setup, v2);
-#endif
-
- setup->vprovoke = v2;
-
- /* determine bottom to top order of vertices */
- {
- float y0 = v0->data[0][1];
- float y1 = v1->data[0][1];
- float y2 = 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 (setup->vmin->data[0][1] > setup->cliprect_maxy)
- return FALSE;
- if (setup->vmax->data[0][1] < setup->cliprect_miny)
- return FALSE;
- if (setup->vmin->data[0][0] < setup->cliprect_minx &&
- setup->vmid->data[0][0] < setup->cliprect_minx &&
- setup->vmax->data[0][0] < setup->cliprect_minx)
- return FALSE;
- if (setup->vmin->data[0][0] > setup->cliprect_maxx &&
- setup->vmid->data[0][0] > setup->cliprect_maxx &&
- setup->vmax->data[0][0] > setup->cliprect_maxx)
- return FALSE;
-
- setup->ebot.dx = setup->vmid->data[0][0] - setup->vmin->data[0][0];
- setup->ebot.dy = setup->vmid->data[0][1] - setup->vmin->data[0][1];
- setup->emaj.dx = setup->vmax->data[0][0] - setup->vmin->data[0][0];
- setup->emaj.dy = setup->vmax->data[0][1] - setup->vmin->data[0][1];
- setup->etop.dx = setup->vmax->data[0][0] - setup->vmid->data[0][0];
- setup->etop.dy = setup->vmax->data[0][1] - 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;
-}
-
-
-#if 0
-/**
- * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
- * The value value comes from vertex->data[slot][i].
- * The result will be put into setup->coef[slot].a0[i].
- * \param slot which attribute slot
- * \param i which component of the slot (0..3)
- */
-static void const_coeff( struct setup_stage *setup,
- unsigned slot,
- unsigned i )
-{
- assert(slot < PIPE_MAX_SHADER_INPUTS);
- assert(i <= 3);
-
- setup->coef[slot].dadx[i] = 0;
- setup->coef[slot].dady[i] = 0;
-
- /* need provoking vertex info!
- */
- setup->coef[slot].a0[i] = setup->vprovoke->data[slot][i];
-}
-#endif
-
-
-/**
- * Compute a0, dadx and dady for a linearly interpolated coefficient,
- * for a triangle.
- */
-static void tri_linear_coeff( struct setup_stage *setup,
- uint slot, uint firstComp, uint lastComp )
-{
- uint i;
- for (i = firstComp; i < lastComp; i++) {
- float botda = setup->vmid->data[slot][i] - setup->vmin->data[slot][i];
- float majda = setup->vmax->data[slot][i] - setup->vmin->data[slot][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[i] = a * setup->oneoverarea;
- setup->coef[slot].dady[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[i] = (setup->vmin->data[slot][i] -
- (setup->coef[slot].dadx[i] * (setup->vmin->data[0][0] - 0.5f) +
- setup->coef[slot].dady[i] * (setup->vmin->data[0][1] - 0.5f)));
- }
-
- /*
- _mesa_printf("attr[%d].%c: %f dx:%f dy:%f\n",
- slot, "xyzw"[i],
- setup->coef[slot].a0[i],
- setup->coef[slot].dadx[i],
- setup->coef[slot].dady[i]);
- */
-}
-
-
-#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( struct setup_stage *setup,
- 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[i] = a * setup->oneoverarea;
- setup->coef[slot].dady[i] = b * setup->oneoverarea;
- setup->coef[slot].a0[i] = (mina -
- (setup->coef[slot].dadx[i] * (setup->vmin->data[0][0] - 0.5f) +
- setup->coef[slot].dady[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( struct setup_stage *setup )
-{
-#if 0
- const enum interp_mode *interp = setup->softpipe->vertex_info.interp_mode;
- unsigned slot, j;
-
- /* z and w are done by linear interpolation:
- */
- tri_linear_coeff(setup, 0, 2);
- tri_linear_coeff(setup, 0, 3);
-
- /* setup interpolation for all the remaining attributes:
- */
- for (slot = 1; slot < setup->quad.nr_attrs; slot++) {
- switch (interp[slot]) {
- case INTERP_CONSTANT:
- for (j = 0; j < NUM_CHANNELS; j++)
- const_coeff(setup, slot, j);
- break;
-
- case INTERP_LINEAR:
- for (j = 0; j < NUM_CHANNELS; j++)
- tri_linear_coeff(setup, slot, j);
- break;
-
- case INTERP_PERSPECTIVE:
- for (j = 0; j < NUM_CHANNELS; j++)
- tri_persp_coeff(setup, slot, j);
- break;
-
- default:
- /* invalid interp mode */
- assert(0);
- }
- }
-#else
- tri_linear_coeff(setup, 0, 2, 3); /* slot 0, z */
- tri_linear_coeff(setup, 1, 0, 4); /* slot 1, color */
-#endif
-}
-
-
-static void setup_tri_edges( struct setup_stage *setup )
-{
- float vmin_x = setup->vmin->data[0][0] + 0.5f;
- float vmid_x = setup->vmid->data[0][0] + 0.5f;
-
- float vmin_y = setup->vmin->data[0][1] - 0.5f;
- float vmid_y = setup->vmid->data[0][1] - 0.5f;
- float vmax_y = 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 setup_stage *setup,
- 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);
- 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;
-}
-
-
-/**
- * Do setup for triangle rasterization, then render the triangle.
- */
-static void
-setup_tri(struct setup_stage *setup, struct prim_header *prim)
-{
- if (!setup_sort_vertices( setup, prim )) {
- return; /* totally clipped */
- }
-
- setup_tri_coefficients( setup );
- setup_tri_edges( setup );
-
-#if 0
- setup->quad.prim = PRIM_TRI;
-#endif
-
- 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, &setup->emaj, &setup->ebot, setup->ebot.lines );
- subtriangle( setup, &setup->emaj, &setup->etop, setup->etop.lines );
- }
- else {
- /* emaj on right:
- */
- subtriangle( setup, &setup->ebot, &setup->emaj, setup->ebot.lines );
- subtriangle( setup, &setup->etop, &setup->emaj, setup->etop.lines );
- }
-
- flush_spans( setup );
-}
-
-
-
-/**
- * Draw triangle into tile at (tx, ty) (tile coords)
- * The tile data should have already been fetched.
- */
-void
-tri_draw(const float *v0, const float *v1, const float *v2, uint tx, uint ty)
-{
- struct prim_header tri;
- struct setup_stage setup;
-
- tri.v[0] = (struct vertex_header *) v0;
- tri.v[1] = (struct vertex_header *) v1;
- tri.v[2] = (struct vertex_header *) v2;
-
- 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;
-
- setup_tri(&setup, &tri);
-}