Age | Commit message (Collapse) | Author |
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It was taking approximately 50 cycles to extract the vertex indices,
calculate the vertex_header pointers and call tri_draw() for each
three vertices - .
Unrolled, it takes less than 100 cycles to extract, unpack,
calculate pointers and call tri_draw() eight times. It does have a
nasty jump-tabled switch. I'm sure that there's a better way...
Code size of spu_render.o gets larger due to the extra constants and
work in the inner loop, there are extra stack saves and loads
because there are more registers in use, and an assert. spu_tri.o
gets a little smaller.
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Two definitive bugs in stenciling were fixed.
The first, reversed registers in the generated Select Bytes (selb)
instruction, caused the stenciling INCR and DECR operations to
fail dramatically, putting new values in where old values were
supposed to be and vice versa.
The second caused stencil tiles to not be read and written from
main memory by the SPUs. A per-spu flag, spu.read_depth, was used
to indicate whether the SPU should be reading depth tiles, and was set
only when depth was enabled. A second flag, spu.read_stencil, was
set when stenciling was enabled, but never referenced.
As stenciling and depth are in the same tiles on the Cell, and there
is no corresponding TAG_WRITE_TILE_STENCIL to complement
TAG_WRITE_TILE_COLOR and TAG_WRITE_TILE_Z, I fixed this by
eliminating the unused "spu.read_stencil", renaming "spu.read_depth"
to "spu.read_depth_stencil", and setting it if either stenciling or
depth is enabled.
I also added an optimization to the fragment ops generation code,
that avoids calculating stencil values and/or stencil writemask
when the stencil operations are all KEEP.
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Use the spu_write_decrementer() and spu_read_decrementer() functions to
measure time. Convert to milliseconds according to the system timebase value.
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This set of code changes are for stencil code generation
support. Both one-sided and two-sided stenciling are supported.
In addition to the raw code generation changes, these changes had
to be made elsewhere in the system:
- Added new "register set" feature to the SPE assembly generation.
A "register set" is a way to allocate multiple registers and free
them all at the same time, delegating register allocation management
to the spe_function unit. It's quite useful in complex register
allocation schemes (like stenciling).
- Added and improved SPE macro calculations.
These are operations between registers and unsigned integer
immediates. In many cases, the calculation can be performed
with a single instruction; the macros will generate the
single instruction if possible, or generate a register load
and register-to-register operation if not. These macro
functions are: spe_load_uint() (which has new ways to
load a value in a single instruction), spe_and_uint(),
spe_xor_uint(), spe_compare_equal_uint(), and spe_compare_greater_uint().
- Added facing to fragment generation. While rendering, the rasterizer
needs to be able to determine front- and back-facing fragments, in order
to correctly apply two-sided stencil. That requires these changes:
- Added front_winding field to the cell_command_render block, so that
the state tracker could communicate to the rasterizer what it
considered to be the front-facing direction.
- Added fragment facing as an input to the fragment function.
- Calculated facing is passed during emit_quad().
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Note that SPU vertex transformation is disabled at this time.
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Alpha test is currently broken because all per-fragment testing occurs
before alpha is calculated.
Stencil test is currently broken because the Z-clear code asserts if
there is a stencil buffer.
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Update the Makefiles and includes for the new paths.
Note that there hasn't been no separation of the Makefiles yet, and make is
jumping all over the place. That will be taken care shortly. But for now, make
should work. It was tested with linux and linux-dri. Linux-cell and linux-llvm
might require some minor tweaks.
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This is in a separate commit to ensure renames are properly preserved.
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