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/**************************************************************************
*
* 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;
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;
/* 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;
float x0, y0;
float 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 &= ~(step-1);
miny &= ~(step-1);
x0 = (float)minx;
y0 = (float)miny;
c1 = tri->c1 + tri->dx12 * y0 - tri->dy12 * x0;
c2 = tri->c2 + tri->dx23 * y0 - tri->dy23 * x0;
c3 = tri->c3 + tri->dx31 * y0 - tri->dy31 * x0;
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;
}
}
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