diff options
-rw-r--r-- | src/gallium/drivers/cell/spu/spu_tri.c | 112 |
1 files changed, 56 insertions, 56 deletions
diff --git a/src/gallium/drivers/cell/spu/spu_tri.c b/src/gallium/drivers/cell/spu/spu_tri.c index 8b938781920..b7faae6d60c 100644 --- a/src/gallium/drivers/cell/spu/spu_tri.c +++ b/src/gallium/drivers/cell/spu/spu_tri.c @@ -241,6 +241,19 @@ eval_coeff(uint slot, float x, float y, vector float result[4]) } +/** + * As above, but return 4 vectors in SOA format. + * XXX this will all be re-written someday. + */ +static INLINE void +eval_coeff_soa(uint slot, float x, float y, vector float result[4]) +{ + eval_coeff(slot, x, y, result); + _transpose_matrix4x4(result, result); +} + + + static INLINE vector float eval_z(float x, float y) { @@ -267,14 +280,17 @@ emit_quad( int x, int y, mask_t mask ) if (spu_extract(spu_orx(mask), 0)) { const int ix = x - setup.cliprect_minx; const int iy = y - setup.cliprect_miny; - vector float colors[4]; spu.cur_ctile_status = TILE_STATUS_DIRTY; spu.cur_ztile_status = TILE_STATUS_DIRTY; if (spu.texture[0].start) { - /* texture mapping */ + /* + * Temporary texture mapping path + * This will go away when fragment programs support TEX inst. + */ const uint unit = 0; + vector float colors[4]; vector float texcoords[4]; eval_coeff(2, (float) x, (float) y, texcoords); @@ -311,70 +327,54 @@ emit_quad( int x, int y, mask_t mask ) colors[3] = spu_mul(colors[3], colors1[3]); } - } - else { - /* simple shading */ -#if 0 - eval_coeff(1, (float) x, (float) y, colors); - -#else - /* XXX new fragment program code */ - - if (spu.fragment_program) { - vector float inputs[4*4], outputs[2*4]; - - /* setup inputs */ - eval_coeff(1, (float) x, (float) y, inputs); - - /* Execute the current fragment program */ - spu.fragment_program(inputs, outputs, spu.constants); - - /* Copy outputs */ - colors[0] = outputs[0*4+0]; - colors[1] = outputs[0*4+1]; - colors[2] = outputs[0*4+2]; - colors[3] = outputs[0*4+3]; - - if (0 && spu.init.id==0 && y == 48) { - printf("colors[0] = %f %f %f %f\n", - spu_extract(colors[0], 0), - spu_extract(colors[0], 1), - spu_extract(colors[0], 2), - spu_extract(colors[0], 3)); - printf("colors[1] = %f %f %f %f\n", - spu_extract(colors[1], 0), - spu_extract(colors[1], 1), - spu_extract(colors[1], 2), - spu_extract(colors[1], 3)); - } - + { + /* Convert fragment data from AoS to SoA format. + * I.e. (RGBA,RGBA,RGBA,RGBA) -> (RRRR,GGGG,BBBB,AAAA) + * This is temporary! + */ + vector float soa_frag[4]; + _transpose_matrix4x4(soa_frag, colors); + + vector float fragZ = eval_z((float) x, (float) y); + + /* Do all per-fragment/quad operations here, including: + * alpha test, z test, stencil test, blend and framebuffer writing. + */ + spu.fragment_ops(ix, iy, &spu.ctile, &spu.ztile, + fragZ, + soa_frag[0], soa_frag[1], + soa_frag[2], soa_frag[3], + mask); } -#endif - } - - { - /* Convert fragment data from AoS to SoA format. - * I.e. (RGBA,RGBA,RGBA,RGBA) -> (RRRR,GGGG,BBBB,AAAA) - * This is temporary! + } + else { + /* + * Run fragment shader, execute per-fragment ops, update fb/tile. */ - vector float soa_frag[4]; - _transpose_matrix4x4(soa_frag, colors); + vector float inputs[4*4], outputs[2*4]; + vector float fragZ = eval_z((float) x, (float) y); - float4 fragZ; + /* setup inputs */ + eval_coeff_soa(1, (float) x, (float) y, inputs); - fragZ.v = eval_z((float) x, (float) y); + ASSERT(spu.fragment_program); + ASSERT(spu.fragment_ops); - /* Do all per-fragment/quad operations here, including: - * alpha test, z test, stencil test, blend and framebuffer writing. + /* Execute the current fragment program */ + spu.fragment_program(inputs, outputs, spu.constants); + + /* Execute per-fragment/quad operations, including: + * alpha test, z test, stencil test, blend and framebuffer writing. */ spu.fragment_ops(ix, iy, &spu.ctile, &spu.ztile, - fragZ.v, - soa_frag[0], soa_frag[1], - soa_frag[2], soa_frag[3], + fragZ, + outputs[0*4+0], + outputs[0*4+1], + outputs[0*4+2], + outputs[0*4+3], mask); } - } } |