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-rw-r--r--src/gallium/drivers/llvmpipe/lp_rast_tri.c251
1 files changed, 251 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_rast_tri.c b/src/gallium/drivers/llvmpipe/lp_rast_tri.c
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+++ b/src/gallium/drivers/llvmpipe/lp_rast_tri.c
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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 <limits.h>
+#include "util/u_math.h"
+#include "lp_debug.h"
+#include "lp_perf.h"
+#include "lp_rast_priv.h"
+#include "lp_tile_soa.h"
+
+
+/**
+ * Map an index in [0,15] to an x,y position, multiplied by 4.
+ * This is used to get the position of each subtile in a 4x4
+ * grid of edge step values.
+ * Note: we can use some bit twiddling to compute these values instead
+ * of using a look-up table, but there's no measurable performance
+ * difference.
+ */
+static const int pos_table4[16][2] = {
+ { 0, 0 },
+ { 4, 0 },
+ { 0, 4 },
+ { 4, 4 },
+ { 8, 0 },
+ { 12, 0 },
+ { 8, 4 },
+ { 12, 4 },
+ { 0, 8 },
+ { 4, 8 },
+ { 0, 12 },
+ { 4, 12 },
+ { 8, 8 },
+ { 12, 8 },
+ { 8, 12 },
+ { 12, 12 }
+};
+
+
+static const int pos_table16[16][2] = {
+ { 0, 0 },
+ { 16, 0 },
+ { 0, 16 },
+ { 16, 16 },
+ { 32, 0 },
+ { 48, 0 },
+ { 32, 16 },
+ { 48, 16 },
+ { 0, 32 },
+ { 16, 32 },
+ { 0, 48 },
+ { 16, 48 },
+ { 32, 32 },
+ { 48, 32 },
+ { 32, 48 },
+ { 48, 48 }
+};
+
+
+/**
+ * Shade all pixels in a 4x4 block.
+ */
+static void
+block_full_4( struct lp_rasterizer_task *rast_task,
+ const struct lp_rast_triangle *tri,
+ int x, int y )
+{
+ lp_rast_shade_quads_all(rast_task->rast,
+ rast_task->thread_index,
+ &tri->inputs,
+ x, y);
+}
+
+
+/**
+ * Shade all pixels in a 16x16 block.
+ */
+static void
+block_full_16( struct lp_rasterizer_task *rast_task,
+ const struct lp_rast_triangle *tri,
+ int x, int y )
+{
+ unsigned ix, iy;
+ assert(x % 16 == 0);
+ assert(y % 16 == 0);
+ for (iy = 0; iy < 16; iy += 4)
+ for (ix = 0; ix < 16; ix += 4)
+ block_full_4(rast_task, tri, x + ix, y + iy);
+}
+
+
+/**
+ * Pass the 4x4 pixel block to the shader function.
+ * Determination of which of the 16 pixels lies inside the triangle
+ * will be done as part of the fragment shader.
+ */
+static void
+do_block_4( struct lp_rasterizer_task *rast_task,
+ const struct lp_rast_triangle *tri,
+ int x, int y,
+ int c1,
+ int c2,
+ int c3 )
+{
+ lp_rast_shade_quads(rast_task->rast,
+ rast_task->thread_index,
+ &tri->inputs,
+ x, y,
+ -c1, -c2, -c3);
+}
+
+
+/**
+ * Evaluate a 16x16 block of pixels to determine which 4x4 subblocks are in/out
+ * of the triangle's bounds.
+ */
+static void
+do_block_16( struct lp_rasterizer_task *rast_task,
+ const struct lp_rast_triangle *tri,
+ int x, int y,
+ int c1,
+ int c2,
+ int c3 )
+{
+ const int eo1 = tri->eo1 * 4;
+ const int eo2 = tri->eo2 * 4;
+ const int eo3 = tri->eo3 * 4;
+ const int *step0 = tri->inputs.step[0];
+ const int *step1 = tri->inputs.step[1];
+ const int *step2 = tri->inputs.step[2];
+ int i;
+
+ assert(x % 16 == 0);
+ assert(y % 16 == 0);
+
+ for (i = 0; i < 16; i++) {
+ int cx1 = c1 + step0[i] * 4;
+ int cx2 = c2 + step1[i] * 4;
+ int cx3 = c3 + step2[i] * 4;
+
+ if (cx1 + eo1 < 0 ||
+ cx2 + eo2 < 0 ||
+ cx3 + eo3 < 0) {
+ /* the block is completely outside the triangle - nop */
+ LP_COUNT(nr_empty_4);
+ }
+ else {
+ int px = x + pos_table4[i][0];
+ int py = y + pos_table4[i][1];
+ /* Don't bother testing if the 4x4 block is entirely in/out of
+ * the triangle. It's a little faster to do it in the jit code.
+ */
+ LP_COUNT(nr_non_empty_4);
+ do_block_4(rast_task, tri, px, py, cx1, cx2, cx3);
+ }
+ }
+}
+
+
+/**
+ * Scan the tile in chunks and figure out which pixels to rasterize
+ * for this triangle.
+ */
+void
+lp_rast_triangle( struct lp_rasterizer *rast,
+ unsigned thread_index,
+ const union lp_rast_cmd_arg arg )
+{
+ struct lp_rasterizer_task *rast_task = &rast->tasks[thread_index];
+ const struct lp_rast_triangle *tri = arg.triangle;
+
+ int x = rast_task->x;
+ int y = rast_task->y;
+ unsigned i;
+
+ int c1 = tri->c1 + tri->dx12 * y - tri->dy12 * x;
+ int c2 = tri->c2 + tri->dx23 * y - tri->dy23 * x;
+ int c3 = tri->c3 + tri->dx31 * y - tri->dy31 * x;
+
+ int ei1 = tri->ei1 * 16;
+ int ei2 = tri->ei2 * 16;
+ int ei3 = tri->ei3 * 16;
+
+ int eo1 = tri->eo1 * 16;
+ int eo2 = tri->eo2 * 16;
+ int eo3 = tri->eo3 * 16;
+
+ LP_DBG(DEBUG_RAST, "lp_rast_triangle\n");
+
+ /* Walk over the tile to build a list of 4x4 pixel blocks which will
+ * be filled/shaded. We do this at two granularities: 16x16 blocks
+ * and then 4x4 blocks.
+ */
+ for (i = 0; i < 16; i++) {
+ int cx1 = c1 + (tri->inputs.step[0][i] * 16);
+ int cx2 = c2 + (tri->inputs.step[1][i] * 16);
+ int cx3 = c3 + (tri->inputs.step[2][i] * 16);
+
+ if (cx1 + eo1 < 0 ||
+ cx2 + eo2 < 0 ||
+ cx3 + eo3 < 0) {
+ /* the block is completely outside the triangle - nop */
+ LP_COUNT(nr_empty_16);
+ }
+ else {
+ int px = x + pos_table16[i][0];
+ int py = y + pos_table16[i][1];
+
+ if (cx1 + ei1 > 0 &&
+ cx2 + ei2 > 0 &&
+ cx3 + ei3 > 0) {
+ /* the block is completely inside the triangle */
+ LP_COUNT(nr_fully_covered_16);
+ block_full_16(rast_task, tri, px, py);
+ }
+ else {
+ /* the block is partially in/out of the triangle */
+ LP_COUNT(nr_partially_covered_16);
+ do_block_16(rast_task, tri, px, py, cx1, cx2, cx3);
+ }
+ }
+ }
+}