/************************************************************************** * * 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 4 /* Render a 4x4 unmasked block: */ static void block_full( struct lp_rasterizer *rast, const struct lp_rast_triangle *tri, int x, int y ) { unsigned mask = ~0; lp_rast_shade_quads(rast, &tri->inputs, x, y, 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, int c1, int c2, int c3 ) { int i; unsigned mask = 0; for (i = 0; i < 16; i++) mask |= (~(((c1 + tri->step[0][i]) | (c2 + tri->step[1][i]) | (c3 + tri->step[2][i])) >> 31)) & (1 << i); /* As we do trivial reject already, masks should rarely be all * zero: */ lp_rast_shade_quads(rast, &tri->inputs, x, y, mask ); } /* 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; const int step = BLOCKSIZE; int ei1 = tri->ei1 * step; int ei2 = tri->ei2 * step; int ei3 = tri->ei3 * step; int eo1 = tri->eo1 * step; int eo2 = tri->eo2 * step; int eo3 = tri->eo3 * step; int xstep1 = -step * tri->dy12; int xstep2 = -step * tri->dy23; int xstep3 = -step * tri->dy31; int ystep1 = step * tri->dx12; int ystep2 = step * tri->dx23; int ystep3 = step * tri->dx31; /* Clamp to tile dimensions: */ int minx = MAX2(tri->minx, rast->x); int miny = MAX2(tri->miny, rast->y); int maxx = MIN2(tri->maxx, rast->x + TILE_SIZE); int maxy = MIN2(tri->maxy, rast->y + TILE_SIZE); int x, y; int c1, c2, c3; debug_printf("%s\n", __FUNCTION__); if (miny == maxy || minx == maxx) { debug_printf("%s: non-intersecting triangle in bin\n", __FUNCTION__); return; } minx &= ~(BLOCKSIZE-1); miny &= ~(BLOCKSIZE-1); c1 = tri->c1 + tri->dx12 * miny - tri->dy12 * minx; c2 = tri->c2 + tri->dx23 * miny - tri->dy23 * minx; c3 = tri->c3 + tri->dx31 * miny - tri->dy31 * minx; for (y = miny; y < maxy; y += BLOCKSIZE) { int cx1 = c1; int cx2 = c2; int cx3 = c3; for (x = minx; x < maxx; x += BLOCKSIZE) { 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; } }