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29 * Rasterization for binned triangles within a tile
33 #include "util/u_math.h"
36 #include "lp_rast_priv.h"
37 #include "lp_tile_soa.h"
41 * Map an index in [0,15] to an x,y position, multiplied by 4.
42 * This is used to get the position of each subtile in a 4x4
43 * grid of edge step values.
44 * Note: we can use some bit twiddling to compute these values instead
45 * of using a look-up table, but there's no measurable performance
48 static const int pos_table4
[16][2] = {
68 static const int pos_table16
[16][2] = {
89 * Shade all pixels in a 4x4 block.
92 block_full_4( struct lp_rasterizer_task
*rast_task
,
93 const struct lp_rast_triangle
*tri
,
96 lp_rast_shade_quads_all(rast_task
->rast
,
97 rast_task
->thread_index
,
104 * Shade all pixels in a 16x16 block.
107 block_full_16( struct lp_rasterizer_task
*rast_task
,
108 const struct lp_rast_triangle
*tri
,
114 for (iy
= 0; iy
< 16; iy
+= 4)
115 for (ix
= 0; ix
< 16; ix
+= 4)
116 block_full_4(rast_task
, tri
, x
+ ix
, y
+ iy
);
121 * Pass the 4x4 pixel block to the shader function.
122 * Determination of which of the 16 pixels lies inside the triangle
123 * will be done as part of the fragment shader.
126 do_block_4( struct lp_rasterizer_task
*rast_task
,
127 const struct lp_rast_triangle
*tri
,
133 lp_rast_shade_quads(rast_task
->rast
,
134 rast_task
->thread_index
,
142 * Evaluate a 16x16 block of pixels to determine which 4x4 subblocks are in/out
143 * of the triangle's bounds.
146 do_block_16( struct lp_rasterizer_task
*rast_task
,
147 const struct lp_rast_triangle
*tri
,
161 eo
[0] = tri
->eo1
* 4;
162 eo
[1] = tri
->eo2
* 4;
163 eo
[2] = tri
->eo3
* 4;
169 for (j
= 0; j
< 3; j
++) {
170 const int *step
= tri
->inputs
.step
[j
];
174 /* Mask has bits set whenever we are outside any of the edges.
176 for (i
= 0; i
< 16; i
++) {
177 int out
= cx
+ step
[i
] * 4 + eox
;
178 mask
|= (out
>> 31) & (1 << i
);
182 mask
= ~mask
& 0xffff;
184 int i
= ffs(mask
) - 1;
185 int px
= x
+ pos_table4
[i
][0];
186 int py
= y
+ pos_table4
[i
][1];
187 int cx1
= c0
+ tri
->inputs
.step
[0][i
] * 4;
188 int cx2
= c1
+ tri
->inputs
.step
[1][i
] * 4;
189 int cx3
= c2
+ tri
->inputs
.step
[2][i
] * 4;
193 /* Don't bother testing if the 4x4 block is entirely in/out of
194 * the triangle. It's a little faster to do it in the jit code.
196 LP_COUNT(nr_non_empty_4
);
197 do_block_4(rast_task
, tri
, px
, py
, cx1
, cx2
, cx3
);
203 * Scan the tile in chunks and figure out which pixels to rasterize
207 lp_rast_triangle( struct lp_rasterizer
*rast
,
208 unsigned thread_index
,
209 const union lp_rast_cmd_arg arg
)
211 struct lp_rasterizer_task
*rast_task
= &rast
->tasks
[thread_index
];
212 const struct lp_rast_triangle
*tri
= arg
.triangle
;
214 int x
= rast_task
->x
;
215 int y
= rast_task
->y
;
218 int c1
= tri
->c1
+ tri
->dx12
* y
- tri
->dy12
* x
;
219 int c2
= tri
->c2
+ tri
->dx23
* y
- tri
->dy23
* x
;
220 int c3
= tri
->c3
+ tri
->dx31
* y
- tri
->dy31
* x
;
222 int ei1
= tri
->ei1
* 16;
223 int ei2
= tri
->ei2
* 16;
224 int ei3
= tri
->ei3
* 16;
226 int eo1
= tri
->eo1
* 16;
227 int eo2
= tri
->eo2
* 16;
228 int eo3
= tri
->eo3
* 16;
230 LP_DBG(DEBUG_RAST
, "lp_rast_triangle\n");
232 /* Walk over the tile to build a list of 4x4 pixel blocks which will
233 * be filled/shaded. We do this at two granularities: 16x16 blocks
234 * and then 4x4 blocks.
236 for (i
= 0; i
< 16; i
++) {
237 int cx1
= c1
+ (tri
->inputs
.step
[0][i
] * 16);
238 int cx2
= c2
+ (tri
->inputs
.step
[1][i
] * 16);
239 int cx3
= c3
+ (tri
->inputs
.step
[2][i
] * 16);
244 /* the block is completely outside the triangle - nop */
245 LP_COUNT(nr_empty_16
);
248 int px
= x
+ pos_table16
[i
][0];
249 int py
= y
+ pos_table16
[i
][1];
254 /* the block is completely inside the triangle */
255 LP_COUNT(nr_fully_covered_16
);
256 block_full_16(rast_task
, tri
, px
, py
);
259 /* the block is partially in/out of the triangle */
260 LP_COUNT(nr_partially_covered_16
);
261 do_block_16(rast_task
, tri
, px
, py
, cx1
, cx2
, cx3
);