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-rw-r--r--src/gallium/drivers/llvmpipe/lp_setup_tri.c206
1 files changed, 103 insertions, 103 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_setup_tri.c b/src/gallium/drivers/llvmpipe/lp_setup_tri.c
index efd91124a0..382a52e951 100644
--- a/src/gallium/drivers/llvmpipe/lp_setup_tri.c
+++ b/src/gallium/drivers/llvmpipe/lp_setup_tri.c
@@ -29,23 +29,23 @@
* Binning code for triangles
*/
-#include "lp_setup.h"
-#include "lp_state.h"
+#include "lp_setup_context.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+#define NUM_CHANNELS 4
/**
* Compute a0 for a constant-valued coefficient (GL_FLAT shading).
*/
static void constant_coef( struct lp_rast_triangle *tri,
- const float (*v3)[4],
- unsigned vert_attr,
- unsigned i )
+ unsigned slot,
+ const float value,
+ unsigned i )
{
- tri->inputs.a0[i] = v3[vert_attr][i];
- tri->inputs.dadx[i] = 0;
- tri->inputs.dady[i] = 0;
+ tri->inputs.a0[slot][i] = value;
+ tri->inputs.dadx[slot][i] = 0;
+ tri->inputs.dady[slot][i] = 0;
}
/**
@@ -53,45 +53,40 @@ static void constant_coef( struct lp_rast_triangle *tri,
* for a triangle.
*/
static void linear_coef( struct lp_rast_triangle *tri,
- unsigned input,
- const float (*v1)[4],
- const float (*v2)[4],
- const float (*v3)[4],
- unsigned vert_attr)
+ unsigned slot,
+ const float (*v1)[4],
+ const float (*v2)[4],
+ const float (*v3)[4],
+ unsigned vert_attr,
+ unsigned i)
{
- unsigned i;
-
- input *= 4;
-
- for (i = 0; i < NUM_CHANNELS; i++) {
- float a1 = v1[vert_attr][i];
- float a2 = v2[vert_attr][i];
- float a3 = v3[vert_attr][i];
-
- float da12 = a1 - a2;
- float da31 = a3 - a1;
- float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * tri->oneoverarea;
- float dady = (da31 * tri->dx12 - tri->dx31 * da12) * tri->oneoverarea;
-
- tri->inputs.dadx[input+i] = dadx;
- tri->inputs.dady[input+i] = dady;
-
- /* 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.
- */
- tri->inputs.a0[input+i] = (v1[vert_attr][i] -
- (dadx * (v1[0][0] - 0.5f) +
- dady * (v1[0][1] - 0.5f)));
- }
+ float a1 = v1[vert_attr][i];
+ float a2 = v2[vert_attr][i];
+ float a3 = v3[vert_attr][i];
+
+ float da12 = a1 - a2;
+ float da31 = a3 - a1;
+ float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * tri->oneoverarea;
+ float dady = (da31 * tri->dx12 - tri->dx31 * da12) * tri->oneoverarea;
+
+ tri->inputs.dadx[slot][i] = dadx;
+ tri->inputs.dady[slot][i] = dady;
+
+ /* 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.
+ */
+ tri->inputs.a0[slot][i] = (v1[vert_attr][i] -
+ (dadx * (v1[0][0] - 0.5f) +
+ dady * (v1[0][1] - 0.5f)));
}
@@ -104,34 +99,29 @@ static void linear_coef( struct lp_rast_triangle *tri,
* divide the interpolated value by the interpolated W at that fragment.
*/
static void perspective_coef( struct lp_rast_triangle *tri,
+ unsigned slot,
const float (*v1)[4],
const float (*v2)[4],
const float (*v3)[4],
unsigned vert_attr,
- unsigned i)
+ unsigned i)
{
- unsigned i;
-
- input *= 4;
-
- for (i = 0; i < NUM_CHANNELS; i++) {
- /* premultiply by 1/w (v[0][3] is always 1/w):
- */
- float a1 = v1[vert_attr][i] * v1[0][3];
- float a2 = v2[vert_attr][i] * v2[0][3];
- float a3 = v3[vert_attr][i] * v3[0][3];
- float da12 = a1 - a2;
- float da31 = a3 - a1;
- float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * tri->oneoverarea;
- float dady = (da31 * tri->dx12 - tri->dx31 * da12) * tri->oneoverarea;
-
-
- tri->inputs.dadx[input+i] = dadx;
- tri->inputs.dady[input+i] = dady;
- tri->inputs.a0[input+i] = (a1 -
- (dadx * (v1[0][0] - 0.5f) +
- dady * (v1[0][1] - 0.5f)));
- }
+ /* premultiply by 1/w (v[0][3] is always 1/w):
+ */
+ float a1 = v1[vert_attr][i] * v1[0][3];
+ float a2 = v2[vert_attr][i] * v2[0][3];
+ float a3 = v3[vert_attr][i] * v3[0][3];
+ float da12 = a1 - a2;
+ float da31 = a3 - a1;
+ float dadx = (da12 * tri->dy31 - tri->dy12 * da31) * tri->oneoverarea;
+ float dady = (da31 * tri->dx12 - tri->dx31 * da12) * tri->oneoverarea;
+
+
+ tri->inputs.dadx[slot][i] = dadx;
+ tri->inputs.dady[slot][i] = dady;
+ tri->inputs.a0[slot][i] = (a1 -
+ (dadx * (v1[0][0] - 0.5f) +
+ dady * (v1[0][1] - 0.5f)));
}
@@ -142,29 +132,37 @@ static void perspective_coef( struct lp_rast_triangle *tri,
* We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
*/
static void
-setup_fragcoord_coef(struct lp_rast_triangle *tri, unsigned slot)
+setup_fragcoord_coef(struct lp_rast_triangle *tri,
+ unsigned slot,
+ const float (*v1)[4],
+ const float (*v2)[4],
+ const float (*v3)[4])
{
- slot *= 4;
-
/*X*/
- tri->inputs.a0[slot+0] = 0.0;
- tri->inputs.dadx[slot+0] = 1.0;
- tri->inputs.dady[slot+0] = 0.0;
+ tri->inputs.a0[slot][0] = 0.0;
+ tri->inputs.dadx[slot][0] = 1.0;
+ tri->inputs.dady[slot][0] = 0.0;
/*Y*/
- tri->inputs.a0[slot+1] = 0.0;
- tri->inputs.dadx[slot+1] = 0.0;
- tri->inputs.dady[slot+1] = 1.0;
+ tri->inputs.a0[slot][1] = 0.0;
+ tri->inputs.dadx[slot][1] = 0.0;
+ tri->inputs.dady[slot][1] = 1.0;
/*Z*/
- tri->inputs.a0[slot+2] = tri->inputs.a0[2];
- tri->inputs.dadx[slot+2] = tri->inputs.dadx[2];
- tri->inputs.dady[slot+2] = tri->inputs.dady[2];
+ linear_coef(tri, slot, v1, v2, v3, 0, 2);
/*W*/
- tri->inputs.a0[slot+3] = tri->inputs.a0[3];
- tri->inputs.dadx[slot+3] = tri->inputs.dadx[3];
- tri->inputs.dady[slot+3] = tri->inputs.dady[3];
+ linear_coef(tri, slot, v1, v2, v3, 0, 3);
}
+static void setup_facing_coef( struct lp_rast_triangle *tri,
+ unsigned slot,
+ boolean frontface )
+{
+ constant_coef( tri, slot, 1.0f - frontface, 0 );
+ constant_coef( tri, slot, 0.0f, 1 ); /* wasted */
+ constant_coef( tri, slot, 0.0f, 2 ); /* wasted */
+ constant_coef( tri, slot, 0.0f, 3 ); /* wasted */
+}
+
/**
* Compute the tri->coef[] array dadx, dady, a0 values.
@@ -176,40 +174,42 @@ static void setup_tri_coefficients( struct setup_context *setup,
const float (*v3)[4],
boolean frontface )
{
- unsigned input;
+ unsigned slot;
- /* z and w are done by linear interpolation:
+ /* The internal position input is in slot zero:
*/
- setup_fragcoord_coef(tri, 0);
- linear_coef(tri, input, v1, v2, v3, vert_attr, i);
+ setup_fragcoord_coef(tri, 0, v1, v2, v3);
/* setup interpolation for all the remaining attrbutes:
*/
- for (input = 0; input < setup->fs.nr_inputs; input++) {
- unsigned vert_attr = setup->fs.input[input].src_index;
+ for (slot = 0; slot < setup->fs.nr_inputs; slot++) {
+ unsigned vert_attr = setup->fs.input[slot].src_index;
unsigned i;
- switch (setup->fs.input[input].interp_mode) {
+ switch (setup->fs.input[slot].interp) {
case LP_INTERP_CONSTANT:
- constant_coef(tri, input, v3, vert_attr, i);
+ for (i = 0; i < NUM_CHANNELS; i++)
+ constant_coef(tri, slot+1, v3[vert_attr][i], i);
break;
case LP_INTERP_LINEAR:
- linear_coef(tri, input, v1, v2, v3, vert_attr, i);
+ for (i = 0; i < NUM_CHANNELS; i++)
+ linear_coef(tri, slot+1, v1, v2, v3, vert_attr, i);
break;
case LP_INTERP_PERSPECTIVE:
- perspective_coef(tri, input, v1, v2, v3, vert_attr, i);
+ for (i = 0; i < NUM_CHANNELS; i++)
+ perspective_coef(tri, slot+1, v1, v2, v3, vert_attr, i);
break;
- case LP_INTERP_POS:
- setup_fragcoord_coef(tri, input);
+ case LP_INTERP_POSITION:
+ /* XXX: fix me - duplicates the values in slot zero.
+ */
+ setup_fragcoord_coef(tri, slot+1, v1, v2, v3);
break;
case LP_INTERP_FACING:
- tri->inputs.a0[input*4+0] = 1.0f - frontface;
- tri->inputs.dadx[input*4+0] = 0.0;
- tri->da[input].dady[0] = 0.0;
+ setup_facing_coef(tri, slot+1, frontface);
break;
default:
@@ -246,14 +246,14 @@ static inline float subpixel_snap( float a )
#define MAX3(a,b,c) MAX2(MAX2(a,b),c)
static void
-do_triangle_ccw(struct lp_setup *setup,
+do_triangle_ccw(struct setup_context *setup,
const float (*v1)[4],
const float (*v2)[4],
const float (*v3)[4],
boolean frontfacing )
{
- const int rt_width = setup->framebuffer.cbufs[0]->width;
- const int rt_height = setup->framebuffer.cbufs[0]->height;
+ const int rt_width = setup->fb.width;
+ const int rt_height = setup->fb.height;
const float y1 = subpixel_snap(v1[0][1]);
const float y2 = subpixel_snap(v2[0][1]);
@@ -263,7 +263,7 @@ do_triangle_ccw(struct lp_setup *setup,
const float x2 = subpixel_snap(v2[0][0]);
const float x3 = subpixel_snap(v3[0][0]);
- struct lp_setup_triangle *tri = lp_setup_alloc_data( setup, sizeof *tri );
+ struct lp_setup_triangle *tri = get_data( setup, sizeof *tri );
float area;
float c1, c2, c3;
int i;