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struct lp_rasterizer *lp_rast_create( void )
{
return CALLOC_STRUCT(lp_rasterizer);
}
void lp_rast_bind_surfaces( struct lp_rasterizer *,
struct pipe_surface *color,
struct pipe_surface *zstencil,
const float *clear_color,
double clear_depth,
unsigned clear_stencil)
{
pipe_surface_reference(&rast->state.color, color);
pipe_surface_reference(&rast->state.depth, depth);
rast->state.clear_color = util_pack_8888(clear_color);
rast->state.clear_depth = clear_depth * 0xffffffff;
rast->state.clear_stencil = clear_stencil;
}
/* Begining of each tile:
*/
void lp_rast_start_tile( struct lp_rasterizer *,
unsigned x,
unsigned y )
{
rast->x = x;
rast->y = y;
}
void lp_rast_clear_color( struct lp_rasterizer *rast )
{
const unsigned clear_color = rast->state.clear_color;
unsigned i, j;
for (i = 0; i < TILESIZE; i++)
for (j = 0; j < TILESIZE; j++)
rast->tile[i][j] = clear_color;
}
void lp_rast_clear_depth( struct lp_rasterizer *rast )
{
const unsigned clear_depth = rast->state.clear_depth;
unsigned i, j;
for (i = 0; i < TILESIZE; i++)
for (j = 0; j < TILESIZE; j++)
rast->tile[i][j] = clear_depth;
}
void lp_rast_clear_stencil( struct lp_rasterizer *rast )
{
const unsigned clear_stencil = rast->state.clear_stencil;
memset(rast->tile.stencil, clear_stencil, sizeof rast->tile.stencil );
}
void lp_rast_load_color( struct lp_rasterizer *rast )
{
/* call u_tile func to load colors from surface */
}
void lp_rast_load_zstencil( struct lp_rasterizer *rast )
{
/* call u_tile func to load depth (and stencil?) from surface */
}
/* Within a tile:
*/
void lp_rast_set_state( struct lp_rasterizer *rast,
const struct lp_rast_state *state )
{
rast->shader_state = state;
lp->quad.first->begin( lp->quad.first );
}
void lp_rast_shade_tile( struct lp_rasterizer *rast,
const struct lp_rast_shader_inputs *inputs )
{
/* Set up the silly quad coef pointers
*/
for (i = 0; i < 4; i++) {
rast->quads[i].posCoef = &inputs->posCoef;
rast->quads[i].coef = inputs->coef;
}
/* Use the existing preference for 8x2 (four quads) shading:
*/
for (i = 0; i < TILESIZE; i += 8) {
for (j = 0; j < TILESIZE; j += 2) {
rast->shader_state.shade( inputs->jc,
rast->x + i,
rast->y + j,
rast->quads, 4 );
}
}
}
void lp_rast_shade_quads( const struct lp_rast_state *state,
struct lp_rast_tile *tile,
struct quad_header **quads,
unsigned nr )
{
struct lp_fragment_shader *fs = llvmpipe->fs;
struct quad_header *quad = quads[0];
const unsigned x = quad->input.x0;
const unsigned y = quad->input.y0;
uint8_t *color;
uint8_t *depth;
uint32_t ALIGN16_ATTRIB mask[4][NUM_CHANNELS];
unsigned chan_index;
unsigned q;
/* Sanity checks */
assert(nr * QUAD_SIZE == TILE_VECTOR_HEIGHT * TILE_VECTOR_WIDTH);
assert(x % TILE_VECTOR_WIDTH == 0);
assert(y % TILE_VECTOR_HEIGHT == 0);
for (q = 0; q < nr; ++q) {
assert(quads[q]->input.x0 == x + q*2);
assert(quads[q]->input.y0 == y);
}
/* mask */
for (q = 0; q < 4; ++q)
for (chan_index = 0; chan_index < NUM_CHANNELS; ++chan_index)
mask[q][chan_index] = quads[q]->inout.mask & (1 << chan_index) ? ~0 : 0;
/* color buffer */
color = &TILE_PIXEL(tile->color, x, y, 0);
/* depth buffer */
assert((x % 2) == 0);
assert((y % 2) == 0);
depth = (uint8_t)*tile->depth + y*TILE_SIZE*4 + 2*x*4;
/* XXX: This will most likely fail on 32bit x86 without -mstackrealign */
assert(lp_check_alignment(mask, 16));
assert(lp_check_alignment(depth, 16));
assert(lp_check_alignment(color, 16));
assert(lp_check_alignment(state->jc.blend_color, 16));
/* run shader */
state->jit_function( &state->jc,
x, y,
quad->coef->a0,
quad->coef->dadx,
quad->coef->dady,
&mask[0][0],
color,
depth);
}
/* End of tile:
*/
void lp_rast_store_color( struct lp_rasterizer *rast )
{
/* call u_tile func to store colors to surface */
}
void lp_rast_store_zstencil( struct lp_rasterizer *rast )
{
/* call u_tile func to store depth/stencil to surface */
}
/* Shutdown:
*/
void lp_rast_destroy( struct lp_rasterizer *rast )
{
FREE(rast);
}
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