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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 "pipe/p_compiler.h"
#include "pipe/p_format.h"
#include "util/u_math.h"
#include "spu_colorpack.h"
#include "spu_main.h"
#include "spu_shuffle.h"
#include "spu_texture.h"
#include "spu_tile.h"
#include "spu_tri.h"
/** Masks are uint[4] vectors with each element being 0 or 0xffffffff */
typedef vector unsigned int mask_t;
/**
* 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) + 0.99999f))
#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 CHAN0 0
#define CHAN1 1
#define CHAN2 2
#define CHAN3 3
#define DEBUG_VERTS 0
/**
* Triangle edge info
*/
struct edge {
union {
struct {
float dx; /**< X(v1) - X(v0), used only during setup */
float dy; /**< Y(v1) - Y(v0), used only during setup */
};
vec_float4 ds; /**< vector accessor for dx and dy */
};
float dxdy; /**< dx/dy */
float sx, sy; /**< first sample point coord */
int lines; /**< number of lines on this edge */
};
struct interp_coef
{
vector float a0;
vector float dadx;
vector float 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.
*/
union {
struct {
const struct vertex_header *vmin;
const struct vertex_header *vmid;
const struct vertex_header *vmax;
const struct vertex_header *vprovoke;
};
qword vertex_headers;
};
struct edge ebot;
struct edge etop;
struct edge emaj;
float oneOverArea; /* XXX maybe make into vector? */
uint facing;
uint tx, ty; /**< position of current tile (x, y) */
int cliprect_minx, cliprect_maxx, cliprect_miny, cliprect_maxy;
struct interp_coef coef[PIPE_MAX_SHADER_INPUTS];
struct {
vec_int4 quad; /**< [0] = row0, [1] = row1; {left[0],left[1],right[0],right[1]} */
int y;
unsigned y_flags;
unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */
} span;
};
static struct setup_stage setup;
static INLINE vector float
splatx(vector float v)
{
return spu_splats(spu_extract(v, CHAN0));
}
static INLINE vector float
splaty(vector float v)
{
return spu_splats(spu_extract(v, CHAN1));
}
static INLINE vector float
splatz(vector float v)
{
return spu_splats(spu_extract(v, CHAN2));
}
static INLINE vector float
splatw(vector float v)
{
return spu_splats(spu_extract(v, CHAN3));
}
/**
* Setup fragment shader inputs by evaluating triangle's vertex
* attribute coefficient info.
* \param x quad x pos
* \param y quad y pos
* \param fragZ returns quad Z values
* \param fragInputs returns fragment program inputs
* Note: this code could be incorporated into the fragment program
* itself to avoid the loop and switch.
*/
static void
eval_inputs(float x, float y, vector float *fragZ, vector float fragInputs[])
{
static const vector float deltaX = (const vector float) {0, 1, 0, 1};
static const vector float deltaY = (const vector float) {0, 0, 1, 1};
const uint posSlot = 0;
const vector float pos = setup.coef[posSlot].a0;
const vector float dposdx = setup.coef[posSlot].dadx;
const vector float dposdy = setup.coef[posSlot].dady;
const vector float fragX = spu_splats(x) + deltaX;
const vector float fragY = spu_splats(y) + deltaY;
vector float fragW, wInv;
uint i;
*fragZ = splatz(pos) + fragX * splatz(dposdx) + fragY * splatz(dposdy);
fragW = splatw(pos) + fragX * splatw(dposdx) + fragY * splatw(dposdy);
wInv = spu_re(fragW); /* 1 / w */
/* loop over fragment program inputs */
for (i = 0; i < spu.vertex_info.num_attribs; i++) {
uint attr = i + 1;
enum interp_mode interp = spu.vertex_info.attrib[attr].interp_mode;
/* constant term */
vector float a0 = setup.coef[attr].a0;
vector float r0 = splatx(a0);
vector float r1 = splaty(a0);
vector float r2 = splatz(a0);
vector float r3 = splatw(a0);
if (interp == INTERP_LINEAR || interp == INTERP_PERSPECTIVE) {
/* linear term */
vector float dadx = setup.coef[attr].dadx;
vector float dady = setup.coef[attr].dady;
/* Use SPU intrinsics here to get slightly better code.
* originally: r0 += fragX * splatx(dadx) + fragY * splatx(dady);
*/
r0 = spu_madd(fragX, splatx(dadx), spu_madd(fragY, splatx(dady), r0));
r1 = spu_madd(fragX, splaty(dadx), spu_madd(fragY, splaty(dady), r1));
r2 = spu_madd(fragX, splatz(dadx), spu_madd(fragY, splatz(dady), r2));
r3 = spu_madd(fragX, splatw(dadx), spu_madd(fragY, splatw(dady), r3));
if (interp == INTERP_PERSPECTIVE) {
/* perspective term */
r0 *= wInv;
r1 *= wInv;
r2 *= wInv;
r3 *= wInv;
}
}
fragInputs[CHAN0] = r0;
fragInputs[CHAN1] = r1;
fragInputs[CHAN2] = r2;
fragInputs[CHAN3] = r3;
fragInputs += 4;
}
}
/**
* 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 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;
spu.cur_ctile_status = TILE_STATUS_DIRTY;
spu.cur_ztile_status = TILE_STATUS_DIRTY;
{
/*
* Run fragment shader, execute per-fragment ops, update fb/tile.
*/
vector float inputs[4*4], outputs[2*4];
vector unsigned int kill_mask;
vector float fragZ;
eval_inputs((float) x, (float) y, &fragZ, inputs);
ASSERT(spu.fragment_program);
ASSERT(spu.fragment_ops);
/* Execute the current fragment program */
kill_mask = spu.fragment_program(inputs, outputs, spu.constants);
mask = spu_andc(mask, kill_mask);
/* Execute per-fragment/quad operations, including:
* alpha test, z test, stencil test, blend and framebuffer writing.
* Note that there are two different fragment operations functions
* that can be called, one for front-facing fragments, and one
* for back-facing fragments. (Often the two are the same;
* but in some cases, like two-sided stenciling, they can be
* very different.) So choose the correct function depending
* on the calculated facing.
*/
spu.fragment_ops[setup.facing](ix, iy, &spu.ctile, &spu.ztile,
fragZ,
outputs[0*4+0],
outputs[0*4+1],
outputs[0*4+2],
outputs[0*4+3],
mask);
}
}
}
/**
* Given an X or Y coordinate, return the block/quad coordinate that it
* belongs to.
*/
static INLINE int
block(int x)
{
return x & ~1;
}
/**
* Render a horizontal span of quads
*/
static void
flush_spans(void)
{
int minleft, maxright;
const int l0 = spu_extract(setup.span.quad, 0);
const int l1 = spu_extract(setup.span.quad, 1);
const int r0 = spu_extract(setup.span.quad, 2);
const int r1 = spu_extract(setup.span.quad, 3);
switch (setup.span.y_flags) {
case 0x3:
/* both odd and even lines written (both quad rows) */
minleft = MIN2(l0, l1);
maxright = MAX2(r0, r1);
break;
case 0x1:
/* only even line written (quad top row) */
minleft = l0;
maxright = r0;
break;
case 0x2:
/* only odd line written (quad bottom row) */
minleft = l1;
maxright = r1;
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_stencil) {
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... */
/* Setup for mask calculation */
const vec_int4 quad_LlRr = setup.span.quad;
const vec_int4 quad_RrLl = spu_rlqwbyte(quad_LlRr, 8);
const vec_int4 quad_LLll = spu_shuffle(quad_LlRr, quad_LlRr, SHUFFLE4(A,A,B,B));
const vec_int4 quad_RRrr = spu_shuffle(quad_RrLl, quad_RrLl, SHUFFLE4(A,A,B,B));
const vec_int4 twos = spu_splats(2);
const int x = block(minleft);
vec_int4 xs = {x, x+1, x, x+1};
for (; spu_extract(xs, 0) <= block(maxright); xs += twos) {
/**
* Computes mask to indicate which pixels in the 2x2 quad are actually
* inside the triangle's bounds.
*/
/* Calculate ({x,x+1,x,x+1} >= {l[0],l[0],l[1],l[1]}) */
const mask_t gt_LLll_xs = spu_cmpgt(quad_LLll, xs);
const mask_t gte_xs_LLll = spu_nand(gt_LLll_xs, gt_LLll_xs);
/* Calculate ({r[0],r[0],r[1],r[1]} > {x,x+1,x,x+1}) */
const mask_t gt_RRrr_xs = spu_cmpgt(quad_RRrr, xs);
/* Combine results to create mask */
const mask_t mask = spu_and(gte_xs_LLll, gt_RRrr_xs);
emit_quad(spu_extract(xs, 0), setup.span.y, mask);
}
setup.span.y = 0;
setup.span.y_flags = 0;
/* Zero right elements */
setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
}
#if DEBUG_VERTS
static void
print_vertex(const struct vertex_header *v)
{
uint i;
fprintf(stderr, " Vertex: (%p)\n", v);
for (i = 0; i < spu.vertex_info.num_attribs; i++) {
fprintf(stderr, " %d: %f %f %f %f\n", i,
spu_extract(v->data[i], 0),
spu_extract(v->data[i], 1),
spu_extract(v->data[i], 2),
spu_extract(v->data[i], 3));
}
}
#endif
/**
* Sort vertices from top to bottom.
* Compute area and determine front vs. back facing.
* Do coarse clip test against tile bounds
* \return FALSE if tri is totally outside tile, TRUE otherwise
*/
static boolean
setup_sort_vertices(const struct vertex_header *v0,
const struct vertex_header *v1,
const struct vertex_header *v2)
{
float area, sign;
#if DEBUG_VERTS
if (spu.init.id==0) {
fprintf(stderr, "SPU %u: Triangle:\n", spu.init.id);
print_vertex(v0);
print_vertex(v1);
print_vertex(v2);
}
#endif
/* determine bottom to top order of vertices */
{
/* A table of shuffle patterns for putting vertex_header pointers into
correct order. Quite magical. */
const vec_uchar16 sort_order_patterns[] = {
SHUFFLE4(A,B,C,C),
SHUFFLE4(C,A,B,C),
SHUFFLE4(A,C,B,C),
SHUFFLE4(B,C,A,C),
SHUFFLE4(B,A,C,C),
SHUFFLE4(C,B,A,C) };
/* The vertex_header pointers, packed for easy shuffling later */
const vec_uint4 vs = {(unsigned)v0, (unsigned)v1, (unsigned)v2};
/* Collate y values into two vectors for comparison.
Using only one shuffle constant! ;) */
const vec_float4 y_02_ = spu_shuffle(v0->data[0], v2->data[0], SHUFFLE4(0,B,b,C));
const vec_float4 y_10_ = spu_shuffle(v1->data[0], v0->data[0], SHUFFLE4(0,B,b,C));
const vec_float4 y_012 = spu_shuffle(y_02_, v1->data[0], SHUFFLE4(0,B,b,C));
const vec_float4 y_120 = spu_shuffle(y_10_, v2->data[0], SHUFFLE4(0,B,b,C));
/* Perform comparison: {y0,y1,y2} > {y1,y2,y0} */
const vec_uint4 compare = spu_cmpgt(y_012, y_120);
/* Compress the result of the comparison into 4 bits */
const vec_uint4 gather = spu_gather(compare);
/* Subtract one to attain the index into the LUT. Magical. */
const unsigned int index = spu_extract(gather, 0) - 1;
/* Load the appropriate pattern and construct the desired vector. */
setup.vertex_headers = (qword)spu_shuffle(vs, vs, sort_order_patterns[index]);
/* Using the result of the comparison, set sign.
Very magical. */
sign = ((si_to_uint(si_cntb((qword)gather)) == 2) ? 1.0f : -1.0f);
}
/* 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.ds = spu_sub(setup.vmid->data[0], setup.vmin->data[0]);
setup.emaj.ds = spu_sub(setup.vmax->data[0], setup.vmin->data[0]);
setup.etop.ds = spu_sub(setup.vmax->data[0], setup.vmid->data[0]);
/*
* Compute triangle's area. Use 1/area to compute partial
* derivatives of attributes later.
*/
area = setup.emaj.dx * setup.ebot.dy - setup.ebot.dx * setup.emaj.dy;
setup.oneOverArea = 1.0f / area;
/* The product of area * sign indicates front/back orientation (0/1).
* Just in case someone gets the bright idea of switching the front
* and back constants without noticing that we're assuming their
* values in this operation, also assert that the values are
* what we think they are.
*/
ASSERT(CELL_FACING_FRONT == 0);
ASSERT(CELL_FACING_BACK == 1);
setup.facing = (area * sign > 0.0f)
^ (spu.rasterizer.front_winding == PIPE_WINDING_CW);
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_coeff4(uint slot)
{
setup.coef[slot].dadx = (vector float) {0.0, 0.0, 0.0, 0.0};
setup.coef[slot].dady = (vector float) {0.0, 0.0, 0.0, 0.0};
setup.coef[slot].a0 = setup.vprovoke->data[slot];
}
/**
* 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 = spu_mul(a, spu_splats(setup.oneOverArea));
setup.coef[slot].dady = spu_mul(b, spu_splats(setup.oneOverArea));
vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
}
/**
* 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_coeff4(uint 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);
const vector float vmin_w = spu_splats(spu_extract(setup.vmin->data[0], 3));
const vector float vmid_w = spu_splats(spu_extract(setup.vmid->data[0], 3));
const vector float vmax_w = spu_splats(spu_extract(setup.vmax->data[0], 3));
vector float vmin_d = setup.vmin->data[slot];
vector float vmid_d = setup.vmid->data[slot];
vector float vmax_d = setup.vmax->data[slot];
vmin_d = spu_mul(vmin_d, vmin_w);
vmid_d = spu_mul(vmid_d, vmid_w);
vmax_d = spu_mul(vmax_d, vmax_w);
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 = spu_mul(a, spu_splats(setup.oneOverArea));
setup.coef[slot].dady = spu_mul(b, spu_splats(setup.oneOverArea));
vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
}
/**
* 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)
{
uint i;
for (i = 0; i < spu.vertex_info.num_attribs; i++) {
switch (spu.vertex_info.attrib[i].interp_mode) {
case INTERP_NONE:
break;
case INTERP_CONSTANT:
const_coeff4(i);
break;
case INTERP_POS:
/* fall-through */
case INTERP_LINEAR:
tri_linear_coeff4(i);
break;
case INTERP_PERSPECTIVE:
tri_persp_coeff4(i);
break;
default:
ASSERT(0);
}
}
}
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);
}
int offset = _y&1;
vec_int4 quad_LlRr = {left, left, right, right};
/* Store left and right in 0 or 1 row of quad based on offset */
setup.span.quad = spu_sel(quad_LlRr, setup.span.quad, spu_maskw(5<<offset));
setup.span.y_flags |= 1<<offset;
}
}
/* 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;
/* Zero right elements */
setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
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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