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Diffstat (limited to 'src/mesa/pipe/cell/spu/tri.c')
-rw-r--r-- | src/mesa/pipe/cell/spu/tri.c | 892 |
1 files changed, 0 insertions, 892 deletions
diff --git a/src/mesa/pipe/cell/spu/tri.c b/src/mesa/pipe/cell/spu/tri.c deleted file mode 100644 index a4fcb71d20..0000000000 --- a/src/mesa/pipe/cell/spu/tri.c +++ /dev/null @@ -1,892 +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 "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); -} |