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/**************************************************************************
*
* 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.
*
**************************************************************************/
/**
* Triangle rendering within a tile.
*/
#include <transpose_matrix4x4.h>
#include "pipe/p_compiler.h"
#include "pipe/p_format.h"
#include "pipe/p_util.h"
#include "spu_colorpack.h"
#include "spu_main.h"
#include "spu_texture.h"
#include "spu_tile.h"
#include "spu_tri.h"
#include "spu_per_fragment_op.h"
/** Masks are uint[4] vectors with each element being 0 or 0xffffffff */
typedef vector unsigned int mask_t;
typedef union
{
vector float v;
float f[4];
} float4;
/**
* Simplified types taken from other parts of Gallium
*/
struct vertex_header {
vector float data[1];
};
/* XXX fix this */
#undef CEILF
#define CEILF(X) ((float) (int) ((X) + 0.99999))
#define QUAD_TOP_LEFT 0
#define QUAD_TOP_RIGHT 1
#define QUAD_BOTTOM_LEFT 2
#define QUAD_BOTTOM_RIGHT 3
#define MASK_TOP_LEFT (1 << QUAD_TOP_LEFT)
#define MASK_TOP_RIGHT (1 << QUAD_TOP_RIGHT)
#define MASK_BOTTOM_LEFT (1 << QUAD_BOTTOM_LEFT)
#define MASK_BOTTOM_RIGHT (1 << QUAD_BOTTOM_RIGHT)
#define MASK_ALL 0xf
#define DEBUG_VERTS 0
/**
* Triangle edge info
*/
struct edge {
float dx; /**< X(v1) - X(v0), used only during setup */
float dy; /**< Y(v1) - Y(v0), used only during setup */
float dxdy; /**< dx/dy */
float sx, sy; /**< first sample point coord */
int lines; /**< number of lines on this edge */
};
struct interp_coef
{
float4 a0;
float4 dadx;
float4 dady;
};
/**
* Triangle setup info (derived from draw_stage).
* Also used for line drawing (taking some liberties).
*/
struct setup_stage {
/* Vertices are just an array of floats making up each attribute in
* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
*/
const struct vertex_header *vmax;
const struct vertex_header *vmid;
const struct vertex_header *vmin;
const struct vertex_header *vprovoke;
struct edge ebot;
struct edge etop;
struct edge emaj;
float oneoverarea;
uint tx, ty;
int cliprect_minx, cliprect_maxx, cliprect_miny, cliprect_maxy;
#if 0
struct tgsi_interp_coef coef[PIPE_MAX_SHADER_INPUTS];
#else
struct interp_coef coef[PIPE_MAX_SHADER_INPUTS];
#endif
#if 0
struct quad_header quad;
#endif
struct {
int left[2]; /**< [0] = row0, [1] = row1 */
int right[2];
int y;
unsigned y_flags;
unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */
} span;
};
static struct setup_stage setup;
#if 0
/**
* Basically a cast wrapper.
*/
static INLINE struct setup_stage *setup_stage( struct draw_stage *stage )
{
return (struct setup_stage *)stage;
}
#endif
#if 0
/**
* Clip setup.quad against the scissor/surface bounds.
*/
static INLINE void
quad_clip(struct setup_stage *setup)
{
const struct pipe_scissor_state *cliprect = &setup.softpipe->cliprect;
const int minx = (int) cliprect->minx;
const int maxx = (int) cliprect->maxx;
const int miny = (int) cliprect->miny;
const int maxy = (int) cliprect->maxy;
if (setup.quad.x0 >= maxx ||
setup.quad.y0 >= maxy ||
setup.quad.x0 + 1 < minx ||
setup.quad.y0 + 1 < miny) {
/* totally clipped */
setup.quad.mask = 0x0;
return;
}
if (setup.quad.x0 < minx)
setup.quad.mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT);
if (setup.quad.y0 < miny)
setup.quad.mask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT);
if (setup.quad.x0 == maxx - 1)
setup.quad.mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT);
if (setup.quad.y0 == maxy - 1)
setup.quad.mask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT);
}
#endif
#if 0
/**
* Emit a quad (pass to next stage) with clipping.
*/
static INLINE void
clip_emit_quad(struct setup_stage *setup)
{
quad_clip(setup);
if (setup.quad.mask) {
struct softpipe_context *sp = setup.softpipe;
sp->quad.first->run(sp->quad.first, &setup.quad);
}
}
#endif
/**
* Evaluate attribute coefficients (plane equations) to compute
* attribute values for the four fragments in a quad.
* Eg: four colors will be compute.
*/
static INLINE void
eval_coeff(uint slot, float x, float y, vector float result[4])
{
switch (spu.vertex_info.interp_mode[slot]) {
case INTERP_CONSTANT:
result[QUAD_TOP_LEFT] =
result[QUAD_TOP_RIGHT] =
result[QUAD_BOTTOM_LEFT] =
result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0.v;
break;
case INTERP_LINEAR:
/* fall-through, for now */
default:
{
register vector float dadx = setup.coef[slot].dadx.v;
register vector float dady = setup.coef[slot].dady.v;
register vector float topLeft
= spu_add(setup.coef[slot].a0.v,
spu_add(spu_mul(spu_splats(x), dadx),
spu_mul(spu_splats(y), dady)));
result[QUAD_TOP_LEFT] = topLeft;
result[QUAD_TOP_RIGHT] = spu_add(topLeft, dadx);
result[QUAD_BOTTOM_LEFT] = spu_add(topLeft, dady);
result[QUAD_BOTTOM_RIGHT] = spu_add(spu_add(topLeft, dadx), dady);
}
}
}
static INLINE vector float
eval_z(float x, float y)
{
const uint slot = 0;
const float dzdx = setup.coef[slot].dadx.f[2];
const float dzdy = setup.coef[slot].dady.f[2];
const float topLeft = setup.coef[slot].a0.f[2] + x * dzdx + y * dzdy;
const vector float topLeftv = spu_splats(topLeft);
const vector float derivs = (vector float) { 0.0, dzdx, dzdy, dzdx + dzdy };
return spu_add(topLeftv, derivs);
}
static INLINE mask_t
do_depth_test(int x, int y, mask_t quadmask)
{
float4 zvals;
mask_t mask;
if (spu.fb.depth_format == PIPE_FORMAT_NONE)
return quadmask;
zvals.v = eval_z((float) x, (float) y);
mask = (mask_t) spu_do_depth_stencil(x - setup.cliprect_minx,
y - setup.cliprect_miny,
(qword) quadmask,
(qword) zvals.v,
(qword) spu_splats((unsigned char) 0x0ffu),
(qword) spu_splats((unsigned int) 0x01u));
if (spu_extract(spu_orx(mask), 0))
spu.cur_ztile_status = TILE_STATUS_DIRTY;
return mask;
}
/**
* Emit a quad (pass to next stage). No clipping is done.
* Note: about 1/5 to 1/7 of the time, mask is zero and this function
* should be skipped. But adding the test for that slows things down
* overall.
*/
static INLINE void
emit_quad( int x, int y, mask_t mask )
{
#if 0
struct softpipe_context *sp = setup.softpipe;
setup.quad.x0 = x;
setup.quad.y0 = y;
setup.quad.mask = mask;
sp->quad.first->run(sp->quad.first, &setup.quad);
#else
if (spu.read_depth) {
mask = do_depth_test(x, y, mask);
}
/* If any bits in mask are set... */
if (spu_extract(spu_orx(mask), 0)) {
const int ix = x - setup.cliprect_minx;
const int iy = y - setup.cliprect_miny;
const vector unsigned char shuffle = spu.color_shuffle;
vector float colors[4];
spu.cur_ctile_status = TILE_STATUS_DIRTY;
if (spu.texture.start) {
/* texture mapping */
vector float texcoords[4];
eval_coeff(2, (float) x, (float) y, texcoords);
if (spu_extract(mask, 0))
colors[0] = spu.sample_texture(texcoords[0]);
if (spu_extract(mask, 1))
colors[1] = spu.sample_texture(texcoords[1]);
if (spu_extract(mask, 2))
colors[2] = spu.sample_texture(texcoords[2]);
if (spu_extract(mask, 3))
colors[3] = spu.sample_texture(texcoords[3]);
}
else {
/* simple shading */
eval_coeff(1, (float) x, (float) y, colors);
}
/* Read the current framebuffer values.
*
* Ignore read_fb for now. In the future we can use this to avoid
* reading the framebuffer if read_fb is false and the fragment mask is
* all 0xffffffff. This is the common case, so it is probably worth
* the effort. We'll have to profile to determine whether or not the
* extra conditional branches hurt overall performance.
*/
vec_float4 aos_pix[4] = {
spu_unpack_A8R8G8B8(spu.ctile.ui[iy+0][ix+0]),
spu_unpack_A8R8G8B8(spu.ctile.ui[iy+0][ix+1]),
spu_unpack_A8R8G8B8(spu.ctile.ui[iy+1][ix+0]),
spu_unpack_A8R8G8B8(spu.ctile.ui[iy+1][ix+1]),
};
qword soa_pix[4];
qword soa_frag[4];
/* Convert pixel and fragment data from AoS to SoA format.
*/
_transpose_matrix4x4((vec_float4 *) soa_pix, aos_pix);
_transpose_matrix4x4((vec_float4 *) soa_frag, colors);
const struct spu_blend_results result =
(*spu.blend)(soa_frag[0], soa_frag[1], soa_frag[2], soa_frag[3],
soa_pix[0], soa_pix[1], soa_pix[2], soa_pix[3],
(qword) mask);
/* Convert final pixel data from SoA to AoS format.
*/
_transpose_matrix4x4(aos_pix, (const vec_float4 *) &result);
spu.ctile.ui[iy+0][ix+0] = spu_pack_color_shuffle(aos_pix[0], shuffle);
spu.ctile.ui[iy+0][ix+1] = spu_pack_color_shuffle(aos_pix[1], shuffle);
spu.ctile.ui[iy+1][ix+0] = spu_pack_color_shuffle(aos_pix[2], shuffle);
spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(aos_pix[3], shuffle);
}
#endif
}
/**
* Given an X or Y coordinate, return the block/quad coordinate that it
* belongs to.
*/
static INLINE int block( int x )
{
return x & ~1;
}
/**
* Compute mask which indicates which pixels in the 2x2 quad are actually inside
* the triangle's bounds.
* The mask is a uint4 vector and each element will be 0 or 0xffffffff.
*/
static INLINE mask_t calculate_mask( int x )
{
/* This is a little tricky.
* Use & instead of && to avoid branches.
* Use negation to convert true/false to ~0/0 values.
*/
mask_t mask;
mask = spu_insert(-((x >= setup.span.left[0]) & (x < setup.span.right[0])), mask, 0);
mask = spu_insert(-((x+1 >= setup.span.left[0]) & (x+1 < setup.span.right[0])), mask, 1);
mask = spu_insert(-((x >= setup.span.left[1]) & (x < setup.span.right[1])), mask, 2);
mask = spu_insert(-((x+1 >= setup.span.left[1]) & (x+1 < setup.span.right[1])), mask, 3);
return mask;
}
/**
* Render a horizontal span of quads
*/
static void flush_spans( void )
{
int minleft, maxright;
int x;
switch (setup.span.y_flags) {
case 0x3:
/* both odd and even lines written (both quad rows) */
minleft = MIN2(setup.span.left[0], setup.span.left[1]);
maxright = MAX2(setup.span.right[0], setup.span.right[1]);
break;
case 0x1:
/* only even line written (quad top row) */
minleft = setup.span.left[0];
maxright = setup.span.right[0];
break;
case 0x2:
/* only odd line written (quad bottom row) */
minleft = setup.span.left[1];
maxright = setup.span.right[1];
break;
default:
return;
}
/* OK, we're very likely to need the tile data now.
* clear or finish waiting if needed.
*/
if (spu.cur_ctile_status == TILE_STATUS_GETTING) {
/* wait for mfc_get() to complete */
//printf("SPU: %u: waiting for ctile\n", spu.init.id);
wait_on_mask(1 << TAG_READ_TILE_COLOR);
spu.cur_ctile_status = TILE_STATUS_CLEAN;
}
else if (spu.cur_ctile_status == TILE_STATUS_CLEAR) {
//printf("SPU %u: clearing C tile %u, %u\n", spu.init.id, setup.tx, setup.ty);
clear_c_tile(&spu.ctile);
spu.cur_ctile_status = TILE_STATUS_DIRTY;
}
ASSERT(spu.cur_ctile_status != TILE_STATUS_DEFINED);
if (spu.read_depth) {
if (spu.cur_ztile_status == TILE_STATUS_GETTING) {
/* wait for mfc_get() to complete */
//printf("SPU: %u: waiting for ztile\n", spu.init.id);
wait_on_mask(1 << TAG_READ_TILE_Z);
spu.cur_ztile_status = TILE_STATUS_CLEAN;
}
else if (spu.cur_ztile_status == TILE_STATUS_CLEAR) {
//printf("SPU %u: clearing Z tile %u, %u\n", spu.init.id, setup.tx, setup.ty);
clear_z_tile(&spu.ztile);
spu.cur_ztile_status = TILE_STATUS_DIRTY;
}
ASSERT(spu.cur_ztile_status != TILE_STATUS_DEFINED);
}
/* XXX this loop could be moved into the above switch cases and
* calculate_mask() could be simplified a bit...
*/
for (x = block(minleft); x <= block(maxright); x += 2) {
#if 1
emit_quad( x, setup.span.y, calculate_mask( x ) );
#endif
}
setup.span.y = 0;
setup.span.y_flags = 0;
setup.span.right[0] = 0;
setup.span.right[1] = 0;
}
#if DEBUG_VERTS
static void print_vertex(const struct vertex_header *v)
{
int i;
fprintf(stderr, "Vertex: (%p)\n", v);
for (i = 0; i < setup.quad.nr_attrs; i++) {
fprintf(stderr, " %d: %f %f %f %f\n", i,
v->data[i][0], v->data[i][1], v->data[i][2], v->data[i][3]);
}
}
#endif
static boolean setup_sort_vertices(const struct vertex_header *v0,
const struct vertex_header *v1,
const struct vertex_header *v2)
{
#if DEBUG_VERTS
fprintf(stderr, "Triangle:\n");
print_vertex(v0);
print_vertex(v1);
print_vertex(v2);
#endif
setup.vprovoke = v2;
/* determine bottom to top order of vertices */
{
float y0 = spu_extract(v0->data[0], 1);
float y1 = spu_extract(v1->data[0], 1);
float y2 = spu_extract(v2->data[0], 1);
if (y0 <= y1) {
if (y1 <= y2) {
/* y0<=y1<=y2 */
setup.vmin = v0;
setup.vmid = v1;
setup.vmax = v2;
}
else if (y2 <= y0) {
/* y2<=y0<=y1 */
setup.vmin = v2;
setup.vmid = v0;
setup.vmax = v1;
}
else {
/* y0<=y2<=y1 */
setup.vmin = v0;
setup.vmid = v2;
setup.vmax = v1;
}
}
else {
if (y0 <= y2) {
/* y1<=y0<=y2 */
setup.vmin = v1;
setup.vmid = v0;
setup.vmax = v2;
}
else if (y2 <= y1) {
/* y2<=y1<=y0 */
setup.vmin = v2;
setup.vmid = v1;
setup.vmax = v0;
}
else {
/* y1<=y2<=y0 */
setup.vmin = v1;
setup.vmid = v2;
setup.vmax = v0;
}
}
}
/* Check if triangle is completely outside the tile bounds */
if (spu_extract(setup.vmin->data[0], 1) > setup.cliprect_maxy)
return FALSE;
if (spu_extract(setup.vmax->data[0], 1) < setup.cliprect_miny)
return FALSE;
if (spu_extract(setup.vmin->data[0], 0) < setup.cliprect_minx &&
spu_extract(setup.vmid->data[0], 0) < setup.cliprect_minx &&
spu_extract(setup.vmax->data[0], 0) < setup.cliprect_minx)
return FALSE;
if (spu_extract(setup.vmin->data[0], 0) > setup.cliprect_maxx &&
spu_extract(setup.vmid->data[0], 0) > setup.cliprect_maxx &&
spu_extract(setup.vmax->data[0], 0) > setup.cliprect_maxx)
return FALSE;
setup.ebot.dx = spu_extract(setup.vmid->data[0], 0) - spu_extract(setup.vmin->data[0], 0);
setup.ebot.dy = spu_extract(setup.vmid->data[0], 1) - spu_extract(setup.vmin->data[0], 1);
setup.emaj.dx = spu_extract(setup.vmax->data[0], 0) - spu_extract(setup.vmin->data[0], 0);
setup.emaj.dy = spu_extract(setup.vmax->data[0], 1) - spu_extract(setup.vmin->data[0], 1);
setup.etop.dx = spu_extract(setup.vmax->data[0], 0) - spu_extract(setup.vmid->data[0], 0);
setup.etop.dy = spu_extract(setup.vmax->data[0], 1) - spu_extract(setup.vmid->data[0], 1);
/*
* Compute triangle's area. Use 1/area to compute partial
* derivatives of attributes later.
*
* The area will be the same as prim->det, but the sign may be
* different depending on how the vertices get sorted above.
*
* To determine whether the primitive is front or back facing we
* use the prim->det value because its sign is correct.
*/
{
const float area = (setup.emaj.dx * setup.ebot.dy -
setup.ebot.dx * setup.emaj.dy);
setup.oneoverarea = 1.0f / area;
/*
_mesa_printf("%s one-over-area %f area %f det %f\n",
__FUNCTION__, setup.oneoverarea, area, prim->det );
*/
}
#if 0
/* We need to know if this is a front or back-facing triangle for:
* - the GLSL gl_FrontFacing fragment attribute (bool)
* - two-sided stencil test
*/
setup.quad.facing = (prim->det > 0.0) ^ (setup.softpipe->rasterizer->front_winding == PIPE_WINDING_CW);
#endif
return TRUE;
}
/**
* Compute a0 for a constant-valued coefficient (GL_FLAT shading).
* The value value comes from vertex->data[slot].
* The result will be put into setup.coef[slot].a0.
* \param slot which attribute slot
*/
static INLINE void
const_coeff(uint slot)
{
setup.coef[slot].dadx.v = (vector float) {0.0, 0.0, 0.0, 0.0};
setup.coef[slot].dady.v = (vector float) {0.0, 0.0, 0.0, 0.0};
setup.coef[slot].a0.v = setup.vprovoke->data[slot];
}
/**
* Compute a0, dadx and dady for a linearly interpolated coefficient,
* for a triangle.
*/
static INLINE void
tri_linear_coeff(uint slot, uint firstComp, uint lastComp)
{
uint i;
const float *vmin_d = (float *) &setup.vmin->data[slot];
const float *vmid_d = (float *) &setup.vmid->data[slot];
const float *vmax_d = (float *) &setup.vmax->data[slot];
const float x = spu_extract(setup.vmin->data[0], 0) - 0.5f;
const float y = spu_extract(setup.vmin->data[0], 1) - 0.5f;
for (i = firstComp; i < lastComp; i++) {
float botda = vmid_d[i] - vmin_d[i];
float majda = vmax_d[i] - vmin_d[i];
float a = setup.ebot.dy * majda - botda * setup.emaj.dy;
float b = setup.emaj.dx * botda - majda * setup.ebot.dx;
ASSERT(slot < PIPE_MAX_SHADER_INPUTS);
setup.coef[slot].dadx.f[i] = a * setup.oneoverarea;
setup.coef[slot].dady.f[i] = b * setup.oneoverarea;
/* 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.
*/
setup.coef[slot].a0.f[i] = (vmin_d[i] -
(setup.coef[slot].dadx.f[i] * x +
setup.coef[slot].dady.f[i] * y));
}
/*
_mesa_printf("attr[%d].%c: %f dx:%f dy:%f\n",
slot, "xyzw"[i],
setup.coef[slot].a0[i],
setup.coef[slot].dadx.f[i],
setup.coef[slot].dady.f[i]);
*/
}
/**
* As above, but interp setup all four vector components.
*/
static INLINE void
tri_linear_coeff4(uint slot)
{
const vector float vmin_d = setup.vmin->data[slot];
const vector float vmid_d = setup.vmid->data[slot];
const vector float vmax_d = setup.vmax->data[slot];
const vector float xxxx = spu_splats(spu_extract(setup.vmin->data[0], 0) - 0.5f);
const vector float yyyy = spu_splats(spu_extract(setup.vmin->data[0], 1) - 0.5f);
vector float botda = vmid_d - vmin_d;
vector float majda = vmax_d - vmin_d;
vector float a = spu_sub(spu_mul(spu_splats(setup.ebot.dy), majda),
spu_mul(botda, spu_splats(setup.emaj.dy)));
vector float b = spu_sub(spu_mul(spu_splats(setup.emaj.dx), botda),
spu_mul(majda, spu_splats(setup.ebot.dx)));
setup.coef[slot].dadx.v = spu_mul(a, spu_splats(setup.oneoverarea));
setup.coef[slot].dady.v = spu_mul(b, spu_splats(setup.oneoverarea));
vector float tempx = spu_mul(setup.coef[slot].dadx.v, xxxx);
vector float tempy = spu_mul(setup.coef[slot].dady.v, yyyy);
setup.coef[slot].a0.v = spu_sub(vmin_d, spu_add(tempx, tempy));
}
#if 0
/**
* Compute a0, dadx and dady for a perspective-corrected interpolant,
* for a triangle.
* We basically multiply the vertex value by 1/w before computing
* the plane coefficients (a0, dadx, dady).
* Later, when we compute the value at a particular fragment position we'll
* divide the interpolated value by the interpolated W at that fragment.
*/
static void tri_persp_coeff( unsigned slot,
unsigned i )
{
/* premultiply by 1/w:
*/
float mina = setup.vmin->data[slot][i] * setup.vmin->data[0][3];
float mida = setup.vmid->data[slot][i] * setup.vmid->data[0][3];
float maxa = setup.vmax->data[slot][i] * setup.vmax->data[0][3];
float botda = mida - mina;
float majda = maxa - mina;
float a = setup.ebot.dy * majda - botda * setup.emaj.dy;
float b = setup.emaj.dx * botda - majda * setup.ebot.dx;
/*
printf("tri persp %d,%d: %f %f %f\n", slot, i,
setup.vmin->data[slot][i],
setup.vmid->data[slot][i],
setup.vmax->data[slot][i]
);
*/
assert(slot < PIPE_MAX_SHADER_INPUTS);
assert(i <= 3);
setup.coef[slot].dadx.f[i] = a * setup.oneoverarea;
setup.coef[slot].dady.f[i] = b * setup.oneoverarea;
setup.coef[slot].a0.f[i] = (mina -
(setup.coef[slot].dadx.f[i] * (setup.vmin->data[0][0] - 0.5f) +
setup.coef[slot].dady.f[i] * (setup.vmin->data[0][1] - 0.5f)));
}
#endif
/**
* Compute the setup.coef[] array dadx, dady, a0 values.
* Must be called after setup.vmin,vmid,vmax,vprovoke are initialized.
*/
static void setup_tri_coefficients(void)
{
#if 1
uint i;
for (i = 0; i < spu.vertex_info.num_attribs; i++) {
switch (spu.vertex_info.interp_mode[i]) {
case INTERP_NONE:
break;
case INTERP_POS:
/*tri_linear_coeff(i, 2, 3);*/
/* XXX interp W if PERSPECTIVE... */
tri_linear_coeff4(i);
break;
case INTERP_CONSTANT:
const_coeff(i);
break;
case INTERP_LINEAR:
tri_linear_coeff4(i);
break;
case INTERP_PERSPECTIVE:
tri_linear_coeff4(i); /* temporary */
break;
default:
ASSERT(0);
}
}
#else
ASSERT(spu.vertex_info.interp_mode[0] == INTERP_POS);
ASSERT(spu.vertex_info.interp_mode[1] == INTERP_LINEAR ||
spu.vertex_info.interp_mode[1] == INTERP_CONSTANT);
tri_linear_coeff(0, 2, 3); /* slot 0, z */
tri_linear_coeff(1, 0, 4); /* slot 1, color */
#endif
}
static void setup_tri_edges(void)
{
float vmin_x = spu_extract(setup.vmin->data[0], 0) + 0.5f;
float vmid_x = spu_extract(setup.vmid->data[0], 0) + 0.5f;
float vmin_y = spu_extract(setup.vmin->data[0], 1) - 0.5f;
float vmid_y = spu_extract(setup.vmid->data[0], 1) - 0.5f;
float vmax_y = spu_extract(setup.vmax->data[0], 1) - 0.5f;
setup.emaj.sy = CEILF(vmin_y);
setup.emaj.lines = (int) CEILF(vmax_y - setup.emaj.sy);
setup.emaj.dxdy = setup.emaj.dx / setup.emaj.dy;
setup.emaj.sx = vmin_x + (setup.emaj.sy - vmin_y) * setup.emaj.dxdy;
setup.etop.sy = CEILF(vmid_y);
setup.etop.lines = (int) CEILF(vmax_y - setup.etop.sy);
setup.etop.dxdy = setup.etop.dx / setup.etop.dy;
setup.etop.sx = vmid_x + (setup.etop.sy - vmid_y) * setup.etop.dxdy;
setup.ebot.sy = CEILF(vmin_y);
setup.ebot.lines = (int) CEILF(vmid_y - setup.ebot.sy);
setup.ebot.dxdy = setup.ebot.dx / setup.ebot.dy;
setup.ebot.sx = vmin_x + (setup.ebot.sy - vmin_y) * setup.ebot.dxdy;
}
/**
* Render the upper or lower half of a triangle.
* Scissoring/cliprect is applied here too.
*/
static void subtriangle( struct edge *eleft,
struct edge *eright,
unsigned lines )
{
const int minx = setup.cliprect_minx;
const int maxx = setup.cliprect_maxx;
const int miny = setup.cliprect_miny;
const int maxy = setup.cliprect_maxy;
int y, start_y, finish_y;
int sy = (int)eleft->sy;
ASSERT((int)eleft->sy == (int) eright->sy);
/* clip top/bottom */
start_y = sy;
finish_y = sy + lines;
if (start_y < miny)
start_y = miny;
if (finish_y > maxy)
finish_y = maxy;
start_y -= sy;
finish_y -= sy;
/*
_mesa_printf("%s %d %d\n", __FUNCTION__, start_y, finish_y);
*/
for (y = start_y; y < finish_y; y++) {
/* avoid accumulating adds as floats don't have the precision to
* accurately iterate large triangle edges that way. luckily we
* can just multiply these days.
*
* this is all drowned out by the attribute interpolation anyway.
*/
int left = (int)(eleft->sx + y * eleft->dxdy);
int right = (int)(eright->sx + y * eright->dxdy);
/* clip left/right */
if (left < minx)
left = minx;
if (right > maxx)
right = maxx;
if (left < right) {
int _y = sy + y;
if (block(_y) != setup.span.y) {
flush_spans();
setup.span.y = block(_y);
}
setup.span.left[_y&1] = left;
setup.span.right[_y&1] = right;
setup.span.y_flags |= 1<<(_y&1);
}
}
/* save the values so that emaj can be restarted:
*/
eleft->sx += lines * eleft->dxdy;
eright->sx += lines * eright->dxdy;
eleft->sy += lines;
eright->sy += lines;
}
/**
* Draw triangle into tile at (tx, ty) (tile coords)
* The tile data should have already been fetched.
*/
boolean
tri_draw(const float *v0, const float *v1, const float *v2, uint tx, uint ty)
{
setup.tx = tx;
setup.ty = ty;
/* set clipping bounds to tile bounds */
setup.cliprect_minx = tx * TILE_SIZE;
setup.cliprect_miny = ty * TILE_SIZE;
setup.cliprect_maxx = (tx + 1) * TILE_SIZE;
setup.cliprect_maxy = (ty + 1) * TILE_SIZE;
if (!setup_sort_vertices((struct vertex_header *) v0,
(struct vertex_header *) v1,
(struct vertex_header *) v2)) {
return FALSE; /* totally clipped */
}
setup_tri_coefficients();
setup_tri_edges();
setup.span.y = 0;
setup.span.y_flags = 0;
setup.span.right[0] = 0;
setup.span.right[1] = 0;
/* setup.span.z_mode = tri_z_mode( setup.ctx ); */
/* init_constant_attribs( setup ); */
if (setup.oneoverarea < 0.0) {
/* emaj on left:
*/
subtriangle( &setup.emaj, &setup.ebot, setup.ebot.lines );
subtriangle( &setup.emaj, &setup.etop, setup.etop.lines );
}
else {
/* emaj on right:
*/
subtriangle( &setup.ebot, &setup.emaj, setup.ebot.lines );
subtriangle( &setup.etop, &setup.emaj, setup.etop.lines );
}
flush_spans();
return TRUE;
}
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