/************************************************************************** * * 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. * **************************************************************************/ /* * Rasterization for binned triangles within a tile */ #include "lp_context.h" #include "lp_quad.h" #include "lp_quad_pipe.h" #include "lp_setup.h" #include "lp_state.h" #include "draw/draw_context.h" #include "draw/draw_private.h" #include "draw/draw_vertex.h" #include "pipe/p_shader_tokens.h" #include "pipe/p_thread.h" #include "util/u_math.h" #include "util/u_memory.h" #define BLOCKSIZE 4 /* Convert 8x8 block into four runs of quads and render each in turn. */ #if (BLOCKSIZE == 8) static void block_full( struct triangle *tri, int x, int y ) { struct quad_header *ptrs[4]; int i; tri->quad[0].input.x0 = x + 0; tri->quad[1].input.x0 = x + 2; tri->quad[2].input.x0 = x + 4; tri->quad[3].input.x0 = x + 6; for (i = 0; i < 4; i++, y += 2) { tri->quad[0].inout.mask = 0xf; tri->quad[1].inout.mask = 0xf; tri->quad[2].inout.mask = 0xf; tri->quad[3].inout.mask = 0xf; tri->quad[0].input.y0 = y; tri->quad[1].input.y0 = y; tri->quad[2].input.y0 = y; tri->quad[3].input.y0 = y; /* XXX: don't bother with this ptrs business */ ptrs[0] = &tri->quad[0]; ptrs[1] = &tri->quad[1]; ptrs[2] = &tri->quad[2]; ptrs[3] = &tri->quad[3]; tri->llvmpipe->quad.first->run( tri->llvmpipe->quad.first, ptrs, 4 ); } } #else static void block_full( struct triangle *tri, int x, int y ) { struct quad_header *ptrs[4]; int iy; tri->quad[0].input.x0 = x + 0; tri->quad[1].input.x0 = x + 2; for (iy = 0; iy < 4; iy += 2) { tri->quad[0].inout.mask = 0xf; tri->quad[1].inout.mask = 0xf; tri->quad[0].input.y0 = y + iy; tri->quad[1].input.y0 = y + iy; /* XXX: don't bother with this ptrs business */ ptrs[0] = &tri->quad[0]; ptrs[1] = &tri->quad[1]; tri->llvmpipe->quad.first->run( tri->llvmpipe->quad.first, ptrs, 2 ); } } #endif static void do_quad( struct lp_rasterizer *rast, int x, int y, float c1, float c2, float c3 ) { struct triangle *tri = rast->tri; struct quad_header *quad = &rast->quad[0]; float xstep1 = -tri->dy12; float xstep2 = -tri->dy23; float xstep3 = -tri->dy31; float ystep1 = tri->dx12; float ystep2 = tri->dx23; float ystep3 = tri->dx31; quad->input.x0 = x; quad->input.y0 = y; quad->inout.mask = 0; if (c1 > 0 && c2 > 0 && c3 > 0) quad->inout.mask |= 1; if (c1 + xstep1 > 0 && c2 + xstep2 > 0 && c3 + xstep3 > 0) quad->inout.mask |= 2; if (c1 + ystep1 > 0 && c2 + ystep2 > 0 && c3 + ystep3 > 0) quad->inout.mask |= 4; if (c1 + ystep1 + xstep1 > 0 && c2 + ystep2 + xstep2 > 0 && c3 + ystep3 + xstep3 > 0) quad->inout.mask |= 8; if (quad->inout.mask) rast->state->run( rast->state->state, &quad, 1 ); } /* Evaluate each pixel in a block, generate a mask and possibly render * the quad: */ static void do_block( struct 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; for (ix = 0; ix < BLOCKSIZE; ix += 2) { do_quad(tri, x+ix, y+iy, cx1, cx2, cx3); cx1 += xstep1; cx2 += xstep2; cx3 += xstep3; } 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 struct lp_rast_triangle *tri ) { 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 + TILESIZE); maxy = MIN2(tri->maxy, rast->y + TILESIZE); if (miny == maxy || minx == maxx) { debug_printf("%s: non-intersecting triangle in bin\n", __FUNCTION__); //assert(0); return; } /* Bind parameter interpolants: */ for (i = 0; i < Elements(rast->quad); i++) { rast->quad[i].coef = tri->coef; rast->quad[i].posCoef = &tri->position_coef; } /* Small area? */ if (miny + 16 > maxy && minx + 16 > maxx) { 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; float eo1 = tri->eo1 * step; float eo2 = tri->eo2 * step; float eo3 = tri->eo3 * step; int x, y; minx &= ~(step-1); maxx &= ~(step-1); /* Subdivide space into NxM blocks, where each block is square and * power-of-four in dimension. * * Trivially accept or reject blocks, else jump to per-pixel * examination above. */ 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 { do_quad(&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; } } else { 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(&tri, x, y); /* trivial accept */ } else { do_block(&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; } } }