if (spu_extract(spu_orx(mask), 0)) {
const int ix = x - setup.cliprect_minx;
const int iy = y - setup.cliprect_miny;
- const vector unsigned char shuffle = spu.color_shuffle;
vector float colors[4];
spu.cur_ctile_status = TILE_STATUS_DIRTY;
- if (spu.texture.start) {
+ if (spu.texture[0].start) {
/* texture mapping */
vector float texcoords[4];
eval_coeff(2, (float) x, (float) y, texcoords);
}
+ /* Convert fragment data from AoS to SoA format.
+ */
+ qword soa_frag[4];
+ _transpose_matrix4x4((vec_float4 *) soa_frag, colors);
+
/* Read the current framebuffer values.
- *
- * Ignore read_fb for now. In the future we can use this to avoid
- * reading the framebuffer if read_fb is false and the fragment mask is
- * all 0xffffffff. This is the common case, so it is probably worth
- * the effort. We'll have to profile to determine whether or not the
- * extra conditional branches hurt overall performance.
*/
- vec_float4 aos_pix[4] = {
- spu_unpack_A8R8G8B8(spu.ctile.ui[iy+0][ix+0]),
- spu_unpack_A8R8G8B8(spu.ctile.ui[iy+0][ix+1]),
- spu_unpack_A8R8G8B8(spu.ctile.ui[iy+1][ix+0]),
- spu_unpack_A8R8G8B8(spu.ctile.ui[iy+1][ix+1]),
+ const qword pix[4] = {
+ (qword) spu_splats(spu.ctile.ui[iy+0][ix+0]),
+ (qword) spu_splats(spu.ctile.ui[iy+0][ix+1]),
+ (qword) spu_splats(spu.ctile.ui[iy+1][ix+0]),
+ (qword) spu_splats(spu.ctile.ui[iy+1][ix+1]),
};
qword soa_pix[4];
- qword soa_frag[4];
- /* Convert pixel and fragment data from AoS to SoA format.
- */
- _transpose_matrix4x4((vec_float4 *) soa_pix, aos_pix);
- _transpose_matrix4x4((vec_float4 *) soa_frag, colors);
+ if (spu.read_fb) {
+ /* Convert pixel data from AoS to SoA format.
+ */
+ vec_float4 aos_pix[4] = {
+ spu_unpack_A8R8G8B8(spu.ctile.ui[iy+0][ix+0]),
+ spu_unpack_A8R8G8B8(spu.ctile.ui[iy+0][ix+1]),
+ spu_unpack_A8R8G8B8(spu.ctile.ui[iy+1][ix+0]),
+ spu_unpack_A8R8G8B8(spu.ctile.ui[iy+1][ix+1]),
+ };
+
+ _transpose_matrix4x4((vec_float4 *) soa_pix, aos_pix);
+ }
- const struct spu_blend_results result =
+
+ struct spu_blend_results result =
(*spu.blend)(soa_frag[0], soa_frag[1], soa_frag[2], soa_frag[3],
soa_pix[0], soa_pix[1], soa_pix[2], soa_pix[3],
spu.const_blend_color[0], spu.const_blend_color[1],
- spu.const_blend_color[2], spu.const_blend_color[3],
- (qword) mask);
+ spu.const_blend_color[2], spu.const_blend_color[3]);
/* Convert final pixel data from SoA to AoS format.
*/
- _transpose_matrix4x4(aos_pix, (const vec_float4 *) &result);
-
- spu.ctile.ui[iy+0][ix+0] = spu_pack_color_shuffle(aos_pix[0], shuffle);
- spu.ctile.ui[iy+0][ix+1] = spu_pack_color_shuffle(aos_pix[1], shuffle);
- spu.ctile.ui[iy+1][ix+0] = spu_pack_color_shuffle(aos_pix[2], shuffle);
- spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(aos_pix[3], shuffle);
+ result = (*spu.logicop)(pix[0], pix[1], pix[2], pix[3],
+ result.r, result.g, result.b, result.a,
+ (qword) mask);
+
+ spu.ctile.ui[iy+0][ix+0] = spu_extract((vec_uint4) result.r, 0);
+ spu.ctile.ui[iy+0][ix+1] = spu_extract((vec_uint4) result.g, 0);
+ spu.ctile.ui[iy+1][ix+0] = spu_extract((vec_uint4) result.b, 0);
+ spu.ctile.ui[iy+1][ix+1] = spu_extract((vec_uint4) result.a, 0);
}
#endif
}