/************************************************************************** * * Copyright 2007-2009 VMware, Inc. * 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 VMWARE 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. * **************************************************************************/ /* * Rasterization for binned triangles within a tile */ #include "util/u_math.h" #include "lp_rast_priv.h" #include "lp_tile_soa.h" #define BLOCKSIZE 8 /* Convert 8x8 block into four runs of quads and render each in turn. */ #if (BLOCKSIZE == 8) static void block_full( struct lp_rasterizer *rast, const struct lp_rast_triangle *tri, int x, int y ) { const unsigned masks[4] = {~0, ~0, ~0, ~0}; int iy; for (iy = 0; iy < 8; iy += 2) lp_rast_shade_quads(rast, tri->inputs, x, y + iy, masks); } #else static void block_full( struct lp_rasterizer *rast, const struct lp_rast_triangle *tri, int x, int y ) { const unsigned masks[4] = {~0, ~0, 0, 0}; /* FIXME: Wasting quads!!! */ int iy; for (iy = 0; iy < 4; iy += 2) lp_rast_shade_quads(rast, tri->inputs, x, y + iy, masks); } #endif static INLINE unsigned do_quad( const struct lp_rast_triangle *tri, int x, int y, float c1, float c2, float c3 ) { float xstep1 = -tri->dy12; float xstep2 = -tri->dy23; float xstep3 = -tri->dy31; float ystep1 = tri->dx12; float ystep2 = tri->dx23; float ystep3 = tri->dx31; unsigned mask = 0; if (c1 > 0 && c2 > 0 && c3 > 0) mask |= 1; if (c1 + xstep1 > 0 && c2 + xstep2 > 0 && c3 + xstep3 > 0) mask |= 2; if (c1 + ystep1 > 0 && c2 + ystep2 > 0 && c3 + ystep3 > 0) mask |= 4; if (c1 + ystep1 + xstep1 > 0 && c2 + ystep2 + xstep2 > 0 && c3 + ystep3 + xstep3 > 0) mask |= 8; return mask; } /* Evaluate each pixel in a block, generate a mask and possibly render * the quad: */ static void do_block( struct lp_rasterizer *rast, const struct lp_rast_triangle *tri, int x, int y, float c1, float c2, float c3 ) { const int step = 2; float xstep1 = -step * tri->dy12; float xstep2 = -step * tri->dy23; float xstep3 = -step * tri->dy31; float ystep1 = step * tri->dx12; float ystep2 = step * tri->dx23; float ystep3 = step * tri->dx31; int ix, iy; for (iy = 0; iy < BLOCKSIZE; iy += 2) { float cx1 = c1; float cx2 = c2; float cx3 = c3; unsigned masks[4] = {0, 0, 0, 0}; for (ix = 0; ix < BLOCKSIZE; ix += 2) { masks[ix >> 1] = do_quad(tri, x + ix, y + iy, cx1, cx2, cx3); cx1 += xstep1; cx2 += xstep2; cx3 += xstep3; } lp_rast_shade_quads(rast, tri->inputs, x, y + iy, masks); c1 += ystep1; c2 += ystep2; c3 += ystep3; } } /* Scan the tile in chunks and figure out which pixels to rasterize * for this triangle: */ void lp_rast_triangle( struct lp_rasterizer *rast, const union lp_rast_cmd_arg *arg ) { const struct lp_rast_triangle *tri = arg->triangle; int minx, maxx, miny, maxy; /* Clamp to tile dimensions: */ minx = MAX2(tri->maxx, rast->x); miny = MAX2(tri->miny, rast->y); maxx = MIN2(tri->maxx, rast->x + TILE_SIZE); maxy = MIN2(tri->maxy, rast->y + TILE_SIZE); if (miny == maxy || minx == maxx) { debug_printf("%s: non-intersecting triangle in bin\n", __FUNCTION__); //assert(0); return; } const int step = BLOCKSIZE; float ei1 = tri->ei1 * step; float ei2 = tri->ei2 * step; float ei3 = tri->ei3 * step; float eo1 = tri->eo1 * step; float eo2 = tri->eo2 * step; float eo3 = tri->eo3 * step; float xstep1 = -step * tri->dy12; float xstep2 = -step * tri->dy23; float xstep3 = -step * tri->dy31; float ystep1 = step * tri->dx12; float ystep2 = step * tri->dx23; float ystep3 = step * tri->dx31; int x, y; minx &= ~(step-1); miny &= ~(step-1); for (y = miny; y < maxy; y += step) { float cx1 = c1; float cx2 = c2; float cx3 = c3; for (x = minx; x < maxx; x += step) { if (cx1 + eo1 < 0 || cx2 + eo2 < 0 || cx3 + eo3 < 0) { } else if (cx1 + ei1 > 0 && cx2 + ei2 > 0 && cx3 + ei3 > 0) { block_full(rast, tri, x, y); /* trivial accept */ } else { do_block(rast, tri, x, y, cx1, cx2, cx3); } /* Iterate cx values across the region: */ cx1 += xstep1; cx2 += xstep2; cx3 += xstep3; } /* Iterate c values down the region: */ c1 += ystep1; c2 += ystep2; c3 += ystep3; } }