* Triangle rendering within a tile.
*/
-#include <transpose_matrix4x4.h>
#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;
-typedef union
-{
- vector float v;
- float f[4];
-} float4;
/**
/* XXX fix this */
#undef CEILF
-#define CEILF(X) ((float) (int) ((X) + 0.99999))
+#define CEILF(X) ((float) (int) ((X) + 0.99999f))
#define QUAD_TOP_LEFT 0
#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 {
- float dx; /**< X(v1) - X(v0), used only during setup */
- float dy; /**< Y(v1) - Y(v0), used only during setup */
+ 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
{
- float4 a0;
- float4 dadx;
- float4 dady;
+ vector float a0;
+ vector float dadx;
+ vector float dady;
};
* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
*/
- const struct vertex_header *vmax;
- const struct vertex_header *vmid;
- const struct vertex_header *vmin;
- const struct vertex_header *vprovoke;
+ 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;
+ 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;
+ union {
+ struct {
+ int cliprect_minx;
+ int cliprect_miny;
+ int cliprect_maxx;
+ int cliprect_maxy;
+ };
+ qword cliprect;
+ };
struct interp_coef coef[PIPE_MAX_SHADER_INPUTS];
struct {
- int left[2]; /**< [0] = row0, [1] = row1 */
- int right[2];
+ 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 */
static struct setup_stage setup;
-/**
- * Evaluate attribute coefficients (plane equations) to compute
- * attribute values for the four fragments in a quad.
- * Eg: four colors will be computed (in AoS format).
- */
-static INLINE void
-eval_coeff(uint slot, float x, float y, vector float w, vector float result[4])
+static INLINE vector float
+splatx(vector float v)
{
- switch (spu.vertex_info.attrib[slot].interp_mode) {
- case INTERP_CONSTANT:
- result[QUAD_TOP_LEFT] =
- result[QUAD_TOP_RIGHT] =
- result[QUAD_BOTTOM_LEFT] =
- result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0.v;
- break;
- case INTERP_LINEAR:
- {
- vector float dadx = setup.coef[slot].dadx.v;
- vector float dady = setup.coef[slot].dady.v;
- vector float topLeft =
- spu_add(setup.coef[slot].a0.v,
- spu_add(spu_mul(spu_splats(x), dadx),
- spu_mul(spu_splats(y), dady)));
-
- result[QUAD_TOP_LEFT] = topLeft;
- result[QUAD_TOP_RIGHT] = spu_add(topLeft, dadx);
- result[QUAD_BOTTOM_LEFT] = spu_add(topLeft, dady);
- result[QUAD_BOTTOM_RIGHT] = spu_add(spu_add(topLeft, dadx), dady);
- }
- break;
- case INTERP_PERSPECTIVE:
- {
- vector float dadx = setup.coef[slot].dadx.v;
- vector float dady = setup.coef[slot].dady.v;
- vector float topLeft =
- spu_add(setup.coef[slot].a0.v,
- spu_add(spu_mul(spu_splats(x), dadx),
- spu_mul(spu_splats(y), dady)));
-
- vector float wInv = spu_re(w); /* 1.0 / w */
-
- result[QUAD_TOP_LEFT] = spu_mul(topLeft, wInv);
- result[QUAD_TOP_RIGHT] = spu_mul(spu_add(topLeft, dadx), wInv);
- result[QUAD_BOTTOM_LEFT] = spu_mul(spu_add(topLeft, dady), wInv);
- result[QUAD_BOTTOM_RIGHT] = spu_mul(spu_add(spu_add(topLeft, dadx), dady), wInv);
- }
- break;
- case INTERP_POS:
- case INTERP_NONE:
- break;
- default:
- ASSERT(0);
- }
+ return spu_splats(spu_extract(v, CHAN0));
}
-
-/**
- * As above, but return 4 vectors in SOA format.
- * XXX this will all be re-written someday.
- */
-static INLINE void
-eval_coeff_soa(uint slot, float x, float y, vector float w, vector float result[4])
+static INLINE vector float
+splaty(vector float v)
{
- eval_coeff(slot, x, y, w, result);
- _transpose_matrix4x4(result, result);
+ return spu_splats(spu_extract(v, CHAN1));
}
+static INLINE vector float
+splatz(vector float v)
+{
+ return spu_splats(spu_extract(v, CHAN2));
+}
-/** Evalute coefficients to get Z for four pixels in a quad */
static INLINE vector float
-eval_z(float x, float y)
+splatw(vector float v)
{
- const uint slot = 0;
- const float dzdx = setup.coef[slot].dadx.f[2];
- const float dzdy = setup.coef[slot].dady.f[2];
- const float topLeft = setup.coef[slot].a0.f[2] + x * dzdx + y * dzdy;
- const vector float topLeftv = spu_splats(topLeft);
- const vector float derivs = (vector float) { 0.0, dzdx, dzdy, dzdx + dzdy };
- return spu_add(topLeftv, derivs);
+ return spu_splats(spu_extract(v, CHAN3));
}
-/** Evalute coefficients to get W for four pixels in a quad */
-static INLINE vector float
-eval_w(float x, float y)
+/**
+ * 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[])
{
- const uint slot = 0;
- const float dwdx = setup.coef[slot].dadx.f[3];
- const float dwdy = setup.coef[slot].dady.f[3];
- const float topLeft = setup.coef[slot].a0.f[3] + x * dwdx + y * dwdy;
- const vector float topLeftv = spu_splats(topLeft);
- const vector float derivs = (vector float) { 0.0, dwdx, dwdy, dwdx + dwdy };
- return spu_add(topLeftv, derivs);
+ 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;
+ }
}
* Run fragment shader, execute per-fragment ops, update fb/tile.
*/
vector float inputs[4*4], outputs[2*4];
- vector float fragZ = eval_z((float) x, (float) y);
- vector float fragW = eval_w((float) x, (float) y);
-
- /* setup inputs */
-#if 0
- eval_coeff_soa(1, (float) x, (float) y, fragW, inputs);
-#else
- uint i;
- for (i = 0; i < spu.vertex_info.num_attribs; i++) {
- eval_coeff_soa(i+1, (float) x, (float) y, fragW, inputs + i * 4);
- }
-#endif
+ 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 */
- spu.fragment_program(inputs, outputs, spu.constants);
+ 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(ix, iy, &spu.ctile, &spu.ztile,
+ 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,
- setup.facing);
+ mask);
}
}
}
}
-/**
- * Compute mask which indicates which pixels in the 2x2 quad are actually inside
- * the triangle's bounds.
- * The mask is a uint4 vector and each element will be 0 or 0xffffffff.
- */
-static INLINE mask_t
-calculate_mask(int x)
-{
- /* This is a little tricky.
- * Use & instead of && to avoid branches.
- * Use negation to convert true/false to ~0/0 values.
- */
- mask_t mask;
- mask = spu_insert(-((x >= setup.span.left[0]) & (x < setup.span.right[0])), mask, 0);
- mask = spu_insert(-((x+1 >= setup.span.left[0]) & (x+1 < setup.span.right[0])), mask, 1);
- mask = spu_insert(-((x >= setup.span.left[1]) & (x < setup.span.right[1])), mask, 2);
- mask = spu_insert(-((x+1 >= setup.span.left[1]) & (x+1 < setup.span.right[1])), mask, 3);
- return mask;
-}
-
-
/**
* Render a horizontal span of quads
*/
flush_spans(void)
{
int minleft, maxright;
- int x;
+
+ 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(setup.span.left[0], setup.span.left[1]);
- maxright = MAX2(setup.span.right[0], setup.span.right[1]);
+ minleft = MIN2(l0, l1);
+ maxright = MAX2(r0, r1);
break;
case 0x1:
/* only even line written (quad top row) */
- minleft = setup.span.left[0];
- maxright = setup.span.right[0];
+ minleft = l0;
+ maxright = r0;
break;
case 0x2:
/* only odd line written (quad bottom row) */
- minleft = setup.span.left[1];
- maxright = setup.span.right[1];
+ minleft = l1;
+ maxright = r1;
break;
default:
}
ASSERT(spu.cur_ctile_status != TILE_STATUS_DEFINED);
- if (spu.read_depth) {
+ 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);
ASSERT(spu.cur_ztile_status != TILE_STATUS_DEFINED);
}
- /* XXX this loop could be moved into the above switch cases and
- * calculate_mask() could be simplified a bit...
- */
- for (x = block(minleft); x <= block(maxright); x += 2) {
- emit_quad( x, setup.span.y, calculate_mask( x ));
+ /* 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;
- setup.span.right[0] = 0;
- setup.span.right[1] = 0;
+ /* Zero right elements */
+ setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
}
}
#endif
+/* Returns the minimum of each slot of two vec_float4s as qwords.
+ * i.e. return[n] = min(q0[n],q1[n]);
+ */
+static qword
+minfq(qword q0, qword q1)
+{
+ const qword q0q1m = si_fcgt(q0, q1);
+ return si_selb(q0, q1, q0q1m);
+}
+
+/* Returns the minimum of each slot of three vec_float4s as qwords.
+ * i.e. return[n] = min(q0[n],q1[n],q2[n]);
+ */
+static qword
+min3fq(qword q0, qword q1, qword q2)
+{
+ return minfq(minfq(q0, q1), q2);
+}
+
+/* Returns the maximum of each slot of two vec_float4s as qwords.
+ * i.e. return[n] = min(q0[n],q1[n],q2[n]);
+ */
+static qword
+maxfq(qword q0, qword q1) {
+ const qword q0q1m = si_fcgt(q0, q1);
+ return si_selb(q1, q0, q0q1m);
+}
+
+/* Returns the maximum of each slot of three vec_float4s as qwords.
+ * i.e. return[n] = min(q0[n],q1[n],q2[n]);
+ */
+static qword
+max3fq(qword q0, qword q1, qword q2) {
+ return maxfq(maxfq(q0, q1), q2);
+}
+/**
+ * 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)
+setup_sort_vertices(const qword vs)
{
+ float area, sign;
+
#if DEBUG_VERTS
if (spu.init.id==0) {
fprintf(stderr, "SPU %u: Triangle:\n", spu.init.id);
}
#endif
- setup.vprovoke = v2;
-
- /* determine bottom to top order of vertices */
{
- float y0 = spu_extract(v0->data[0], 1);
- float y1 = spu_extract(v1->data[0], 1);
- float y2 = spu_extract(v2->data[0], 1);
- if (y0 <= y1) {
- if (y1 <= y2) {
- /* y0<=y1<=y2 */
- setup.vmin = v0;
- setup.vmid = v1;
- setup.vmax = v2;
- }
- else if (y2 <= y0) {
- /* y2<=y0<=y1 */
- setup.vmin = v2;
- setup.vmid = v0;
- setup.vmax = v1;
- }
- else {
- /* y0<=y2<=y1 */
- setup.vmin = v0;
- setup.vmid = v2;
- setup.vmax = v1;
- }
- }
- else {
- if (y0 <= y2) {
- /* y1<=y0<=y2 */
- setup.vmin = v1;
- setup.vmid = v0;
- setup.vmax = v2;
- }
- else if (y2 <= y1) {
- /* y2<=y1<=y0 */
- setup.vmin = v2;
- setup.vmid = v1;
- setup.vmax = v0;
- }
- else {
- /* y1<=y2<=y0 */
- setup.vmin = v1;
- setup.vmid = v2;
- setup.vmax = v0;
- }
- }
+ /* Load the float values for various processing... */
+ const qword f0 = (qword)(((const struct vertex_header*)si_to_ptr(vs))->data[0]);
+ const qword f1 = (qword)(((const struct vertex_header*)si_to_ptr(si_rotqbyi(vs, 4)))->data[0]);
+ const qword f2 = (qword)(((const struct vertex_header*)si_to_ptr(si_rotqbyi(vs, 8)))->data[0]);
+
+ /* Check if triangle is completely outside the tile bounds
+ * Find the min and max x and y positions of the three poits */
+ const qword minf = min3fq(f0, f1, f2);
+ const qword maxf = max3fq(f0, f1, f2);
+
+ /* Compare min and max against cliprect vals */
+ const qword maxsmins = si_shufb(maxf, minf, SHUFB4(A,B,a,b));
+ const qword outside = si_fcgt(maxsmins, si_csflt(setup.cliprect, 0));
+
+ /* Use a little magic to work out of the tri is visible or not */
+ if(si_to_uint(si_xori(si_gb(outside), 0xc))) return FALSE;
+
+ /* determine bottom to top order of vertices */
+ /* A table of shuffle patterns for putting vertex_header pointers into
+ correct order. Quite magical. */
+ const qword sort_order_patterns[] = {
+ SHUFB4(A,B,C,C),
+ SHUFB4(C,A,B,C),
+ SHUFB4(A,C,B,C),
+ SHUFB4(B,C,A,C),
+ SHUFB4(B,A,C,C),
+ SHUFB4(C,B,A,C) };
+
+ /* Collate y values into two vectors for comparison.
+ Using only one shuffle constant! ;) */
+ const qword y_02_ = si_shufb(f0, f2, SHUFB4(0,B,b,C));
+ const qword y_10_ = si_shufb(f1, f0, SHUFB4(0,B,b,C));
+ const qword y_012 = si_shufb(y_02_, f1, SHUFB4(0,B,b,C));
+ const qword y_120 = si_shufb(y_10_, f2, SHUFB4(0,B,b,C));
+
+ /* Perform comparison: {y0,y1,y2} > {y1,y2,y0} */
+ const qword compare = si_fcgt(y_012, y_120);
+ /* Compress the result of the comparison into 4 bits */
+ const qword gather = si_gb(compare);
+ /* Subtract one to attain the index into the LUT. Magical. */
+ const unsigned int index = si_to_uint(gather) - 1;
+
+ /* Load the appropriate pattern and construct the desired vector. */
+ setup.vertex_headers = si_shufb(vs, vs, sort_order_patterns[index]);
+
+ /* Using the result of the comparison, set sign.
+ Very magical. */
+ sign = ((si_to_uint(si_cntb(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.dx = spu_extract(setup.vmid->data[0], 0) - spu_extract(setup.vmin->data[0], 0);
- setup.ebot.dy = spu_extract(setup.vmid->data[0], 1) - spu_extract(setup.vmin->data[0], 1);
- setup.emaj.dx = spu_extract(setup.vmax->data[0], 0) - spu_extract(setup.vmin->data[0], 0);
- setup.emaj.dy = spu_extract(setup.vmax->data[0], 1) - spu_extract(setup.vmin->data[0], 1);
- setup.etop.dx = spu_extract(setup.vmax->data[0], 0) - spu_extract(setup.vmid->data[0], 0);
- setup.etop.dy = spu_extract(setup.vmax->data[0], 1) - spu_extract(setup.vmid->data[0], 1);
+ 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.
- *
- * The area will be the same as prim->det, but the sign may be
- * different depending on how the vertices get sorted above.
- *
- * To determine whether the primitive is front or back facing we
- * use the prim->det value because its sign is correct.
*/
- {
- const float area = (setup.emaj.dx * setup.ebot.dy -
- setup.ebot.dx * setup.emaj.dy);
-
- setup.oneOverArea = 1.0f / area;
- /*
- _mesa_printf("%s one-over-area %f area %f det %f\n",
- __FUNCTION__, setup.oneOverArea, area, prim->det );
- */
- }
+ area = setup.emaj.dx * setup.ebot.dy - setup.ebot.dx * setup.emaj.dy;
+
+ setup.oneOverArea = 1.0f / area;
-#if 0
- /* We need to know if this is a front or back-facing triangle for:
- * - the GLSL gl_FrontFacing fragment attribute (bool)
- * - two-sided stencil test
+ /* 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.
*/
- setup.quad.facing = (prim->det > 0.0) ^ (setup.softpipe->rasterizer->front_winding == PIPE_WINDING_CW);
-#endif
+ 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;
}
static INLINE void
const_coeff4(uint slot)
{
- setup.coef[slot].dadx.v = (vector float) {0.0, 0.0, 0.0, 0.0};
- setup.coef[slot].dady.v = (vector float) {0.0, 0.0, 0.0, 0.0};
- setup.coef[slot].a0.v = setup.vprovoke->data[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];
}
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.v = spu_mul(a, spu_splats(setup.oneOverArea));
- setup.coef[slot].dady.v = spu_mul(b, spu_splats(setup.oneOverArea));
+ 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.v, xxxx);
- vector float tempy = spu_mul(setup.coef[slot].dady.v, yyyy);
+ vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
+ vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
- setup.coef[slot].a0.v = spu_sub(vmin_d, spu_add(tempx, tempy));
+ setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
}
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.v = spu_mul(a, spu_splats(setup.oneOverArea));
- setup.coef[slot].dady.v = spu_mul(b, spu_splats(setup.oneOverArea));
+ 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.v, xxxx);
- vector float tempy = spu_mul(setup.coef[slot].dady.v, yyyy);
+ vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
+ vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
- setup.coef[slot].a0.v = spu_sub(vmin_d, spu_add(tempx, tempy));
+ setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
}
setup.span.y = block(_y);
}
- setup.span.left[_y&1] = left;
- setup.span.right[_y&1] = right;
- setup.span.y_flags |= 1<<(_y&1);
+ 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;
}
}
}
-static float
-determinant(const float *v0, const float *v1, const float *v2)
-{
- /* edge vectors e = v0 - v2, f = v1 - v2 */
- const float ex = v0[0] - v2[0];
- const float ey = v0[1] - v2[1];
- const float fx = v1[0] - v2[0];
- const float fy = v1[1] - v2[1];
-
- /* det = cross(e,f).z */
- return ex * fy - ey * fx;
-}
-
-
/**
* 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, uint front_winding)
+tri_draw(const qword vs,
+ 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;
-
- /* Before we sort vertices, determine the facing of the triangle,
- * which will be needed for front/back-face stencil application
- */
- float det = determinant(v0, v1, v2);
- setup.facing = (det > 0.0) ^ (front_winding == PIPE_WINDING_CW);
+ const qword clipbase = (qword)((vec_uint4){tx, ty});
+ const qword clipmin = si_mpyui(clipbase, TILE_SIZE);
+ const qword clipmax = si_ai(clipmin, TILE_SIZE);
+ setup.cliprect = si_shufb(clipmin, clipmax, SHUFB4(A,B,a,b));
- if (!setup_sort_vertices((struct vertex_header *) v0,
- (struct vertex_header *) v1,
- (struct vertex_header *) v2)) {
+ if(!setup_sort_vertices(vs)) {
return FALSE; /* totally clipped */
}
setup.span.y = 0;
setup.span.y_flags = 0;
- setup.span.right[0] = 0;
- setup.span.right[1] = 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 */