#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_rect.h"
+#include "util/u_sse.h"
#include "lp_perf.h"
#include "lp_setup_context.h"
#include "lp_rast.h"
#include "lp_state_fs.h"
+#include "lp_state_setup.h"
#define NUM_CHANNELS 4
-struct tri_info {
-
- float pixel_offset;
-
- /* fixed point vertex coordinates */
- int x[3];
- int y[3];
-
- /* float x,y deltas - all from the original coordinates
- */
- float dy01, dy20;
- float dx01, dx20;
- float oneoverarea;
-
- const float (*v0)[4];
- const float (*v1)[4];
- const float (*v2)[4];
-
- boolean frontfacing;
-};
-
-
-
-static const int step_scissor_minx[16] = {
- 0, 1, 0, 1,
- 2, 3, 2, 3,
- 0, 1, 0, 1,
- 2, 3, 2, 3
-};
-
-static const int step_scissor_maxx[16] = {
- 0, -1, 0, -1,
- -2, -3, -2, -3,
- 0, -1, 0, -1,
- -2, -3, -2, -3
-};
-
-static const int step_scissor_miny[16] = {
- 0, 0, 1, 1,
- 0, 0, 1, 1,
- 2, 2, 3, 3,
- 2, 2, 3, 3
-};
-
-static const int step_scissor_maxy[16] = {
- 0, 0, -1, -1,
- 0, 0, -1, -1,
- -2, -2, -3, -3,
- -2, -2, -3, -3
-};
-
-
-
+#if defined(PIPE_ARCH_SSE)
+#include <emmintrin.h>
+#endif
static INLINE int
subpixel_snap(float a)
-/**
- * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
- */
-static void constant_coef( struct lp_rast_triangle *tri,
- unsigned slot,
- const float value,
- unsigned i )
-{
- tri->inputs.a0[slot][i] = value;
- tri->inputs.dadx[slot][i] = 0.0f;
- tri->inputs.dady[slot][i] = 0.0f;
-}
-static void linear_coef( struct lp_rast_triangle *tri,
- const struct tri_info *info,
- unsigned slot,
- unsigned vert_attr,
- unsigned i)
-{
- float a0 = info->v0[vert_attr][i];
- float a1 = info->v1[vert_attr][i];
- float a2 = info->v2[vert_attr][i];
-
- float da01 = a0 - a1;
- float da20 = a2 - a0;
- float dadx = (da01 * info->dy20 - info->dy01 * da20) * info->oneoverarea;
- float dady = (da20 * info->dx01 - info->dx20 * da01) * info->oneoverarea;
-
- tri->inputs.dadx[slot][i] = dadx;
- tri->inputs.dady[slot][i] = dady;
-
- /* calculate a0 as the value which would be sampled for the
- * fragment at (0,0), taking into account that we want to sample at
- * pixel centers, in other words (0.5, 0.5).
- *
- * this is neat but unfortunately not a good way to do things for
- * triangles with very large values of dadx or dady as it will
- * result in the subtraction and re-addition from a0 of a very
- * large number, which means we'll end up loosing a lot of the
- * fractional bits and precision from a0. the way to fix this is
- * to define a0 as the sample at a pixel center somewhere near vmin
- * instead - i'll switch to this later.
- */
- tri->inputs.a0[slot][i] = (a0 -
- (dadx * (info->v0[0][0] - info->pixel_offset) +
- dady * (info->v0[0][1] - info->pixel_offset)));
-}
-
/**
- * 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.
+ * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
+ * immediately after it.
+ * The memory is allocated from the per-scene pool, not per-tile.
+ * \param tri_size returns number of bytes allocated
+ * \param num_inputs number of fragment shader inputs
+ * \return pointer to triangle space
*/
-static void perspective_coef( struct lp_rast_triangle *tri,
- const struct tri_info *info,
- unsigned slot,
- unsigned vert_attr,
- unsigned i)
+struct lp_rast_triangle *
+lp_setup_alloc_triangle(struct lp_scene *scene,
+ unsigned nr_inputs,
+ unsigned nr_planes,
+ unsigned *tri_size)
{
- /* premultiply by 1/w (v[0][3] is always 1/w):
- */
- float a0 = info->v0[vert_attr][i] * info->v0[0][3];
- float a1 = info->v1[vert_attr][i] * info->v1[0][3];
- float a2 = info->v2[vert_attr][i] * info->v2[0][3];
- float da01 = a0 - a1;
- float da20 = a2 - a0;
- float dadx = (da01 * info->dy20 - info->dy01 * da20) * info->oneoverarea;
- float dady = (da20 * info->dx01 - info->dx20 * da01) * info->oneoverarea;
-
- tri->inputs.dadx[slot][i] = dadx;
- tri->inputs.dady[slot][i] = dady;
- tri->inputs.a0[slot][i] = (a0 -
- (dadx * (info->v0[0][0] - info->pixel_offset) +
- dady * (info->v0[0][1] - info->pixel_offset)));
-}
+ unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
+ unsigned plane_sz = nr_planes * sizeof(struct lp_rast_plane);
+ struct lp_rast_triangle *tri;
+ *tri_size = (sizeof(struct lp_rast_triangle) +
+ 3 * input_array_sz +
+ plane_sz);
-/**
- * Special coefficient setup for gl_FragCoord.
- * X and Y are trivial
- * Z and W are copied from position_coef which should have already been computed.
- * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
- */
-static void
-setup_fragcoord_coef(struct lp_rast_triangle *tri,
- const struct tri_info *info,
- unsigned slot,
- unsigned usage_mask)
-{
- /*X*/
- if (usage_mask & TGSI_WRITEMASK_X) {
- tri->inputs.a0[slot][0] = 0.0;
- tri->inputs.dadx[slot][0] = 1.0;
- tri->inputs.dady[slot][0] = 0.0;
- }
+ tri = lp_scene_alloc_aligned( scene, *tri_size, 16 );
+ if (tri == NULL)
+ return NULL;
- /*Y*/
- if (usage_mask & TGSI_WRITEMASK_Y) {
- tri->inputs.a0[slot][1] = 0.0;
- tri->inputs.dadx[slot][1] = 0.0;
- tri->inputs.dady[slot][1] = 1.0;
- }
+ tri->inputs.stride = input_array_sz;
- /*Z*/
- if (usage_mask & TGSI_WRITEMASK_Z) {
- linear_coef(tri, info, slot, 0, 2);
+ {
+ char *a = (char *)tri;
+ char *b = (char *)&GET_PLANES(tri)[nr_planes];
+ assert(b - a == *tri_size);
}
- /*W*/
- if (usage_mask & TGSI_WRITEMASK_W) {
- linear_coef(tri, info, slot, 0, 3);
- }
+ return tri;
}
-
-/**
- * Setup the fragment input attribute with the front-facing value.
- * \param frontface is the triangle front facing?
- */
-static void setup_facing_coef( struct lp_rast_triangle *tri,
- unsigned slot,
- boolean frontface,
- unsigned usage_mask)
+void
+lp_setup_print_vertex(struct lp_setup_context *setup,
+ const char *name,
+ const float (*v)[4])
{
- /* convert TRUE to 1.0 and FALSE to -1.0 */
- if (usage_mask & TGSI_WRITEMASK_X)
- constant_coef( tri, slot, 2.0f * frontface - 1.0f, 0 );
+ const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+ int i, j;
+
+ debug_printf(" wpos (%s[0]) xyzw %f %f %f %f\n",
+ name,
+ v[0][0], v[0][1], v[0][2], v[0][3]);
+
+ for (i = 0; i < key->num_inputs; i++) {
+ const float *in = v[key->inputs[i].src_index];
- if (usage_mask & TGSI_WRITEMASK_Y)
- constant_coef( tri, slot, 0.0f, 1 ); /* wasted */
+ debug_printf(" in[%d] (%s[%d]) %s%s%s%s ",
+ i,
+ name, key->inputs[i].src_index,
+ (key->inputs[i].usage_mask & 0x1) ? "x" : " ",
+ (key->inputs[i].usage_mask & 0x2) ? "y" : " ",
+ (key->inputs[i].usage_mask & 0x4) ? "z" : " ",
+ (key->inputs[i].usage_mask & 0x8) ? "w" : " ");
- if (usage_mask & TGSI_WRITEMASK_Z)
- constant_coef( tri, slot, 0.0f, 2 ); /* wasted */
+ for (j = 0; j < 4; j++)
+ if (key->inputs[i].usage_mask & (1<<j))
+ debug_printf("%.5f ", in[j]);
- if (usage_mask & TGSI_WRITEMASK_W)
- constant_coef( tri, slot, 0.0f, 3 ); /* wasted */
+ debug_printf("\n");
+ }
}
/**
- * Compute the tri->coef[] array dadx, dady, a0 values.
+ * Print triangle vertex attribs (for debug).
*/
-static void setup_tri_coefficients( struct lp_setup_context *setup,
- struct lp_rast_triangle *tri,
- const struct tri_info *info)
+void
+lp_setup_print_triangle(struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
{
- unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
- unsigned slot;
-
- /* setup interpolation for all the remaining attributes:
- */
- for (slot = 0; slot < setup->fs.nr_inputs; slot++) {
- unsigned vert_attr = setup->fs.input[slot].src_index;
- unsigned usage_mask = setup->fs.input[slot].usage_mask;
- unsigned i;
-
- switch (setup->fs.input[slot].interp) {
- case LP_INTERP_CONSTANT:
- if (setup->flatshade_first) {
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- constant_coef(tri, slot+1, info->v0[vert_attr][i], i);
- }
- else {
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- constant_coef(tri, slot+1, info->v2[vert_attr][i], i);
- }
- break;
-
- case LP_INTERP_LINEAR:
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- linear_coef(tri, info, slot+1, vert_attr, i);
- break;
-
- case LP_INTERP_PERSPECTIVE:
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- perspective_coef(tri, info, slot+1, vert_attr, i);
- fragcoord_usage_mask |= TGSI_WRITEMASK_W;
- break;
-
- case LP_INTERP_POSITION:
- /*
- * The generated pixel interpolators will pick up the coeffs from
- * slot 0, so all need to ensure that the usage mask is covers all
- * usages.
- */
- fragcoord_usage_mask |= usage_mask;
- break;
-
- case LP_INTERP_FACING:
- setup_facing_coef(tri, slot+1, info->frontfacing, usage_mask);
- break;
+ debug_printf("triangle\n");
- default:
- assert(0);
- }
+ {
+ const float ex = v0[0][0] - v2[0][0];
+ const float ey = v0[0][1] - v2[0][1];
+ const float fx = v1[0][0] - v2[0][0];
+ const float fy = v1[0][1] - v2[0][1];
+
+ /* det = cross(e,f).z */
+ const float det = ex * fy - ey * fx;
+ if (det < 0.0f)
+ debug_printf(" - ccw\n");
+ else if (det > 0.0f)
+ debug_printf(" - cw\n");
+ else
+ debug_printf(" - zero area\n");
}
- /* The internal position input is in slot zero:
- */
- setup_fragcoord_coef(tri, info, 0, fragcoord_usage_mask);
+ lp_setup_print_vertex(setup, "v0", v0);
+ lp_setup_print_vertex(setup, "v1", v1);
+ lp_setup_print_vertex(setup, "v2", v2);
}
-
+#define MAX_PLANES 8
+static unsigned
+lp_rast_tri_tab[MAX_PLANES+1] = {
+ 0, /* should be impossible */
+ LP_RAST_OP_TRIANGLE_1,
+ LP_RAST_OP_TRIANGLE_2,
+ LP_RAST_OP_TRIANGLE_3,
+ LP_RAST_OP_TRIANGLE_4,
+ LP_RAST_OP_TRIANGLE_5,
+ LP_RAST_OP_TRIANGLE_6,
+ LP_RAST_OP_TRIANGLE_7,
+ LP_RAST_OP_TRIANGLE_8
+};
/**
- * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
- * immediately after it.
- * The memory is allocated from the per-scene pool, not per-tile.
- * \param tri_size returns number of bytes allocated
- * \param nr_inputs number of fragment shader inputs
- * \return pointer to triangle space
+ * The primitive covers the whole tile- shade whole tile.
+ *
+ * \param tx, ty the tile position in tiles, not pixels
*/
-static INLINE struct lp_rast_triangle *
-alloc_triangle(struct lp_scene *scene,
- unsigned nr_inputs,
- unsigned nr_planes,
- unsigned *tri_size)
+static boolean
+lp_setup_whole_tile(struct lp_setup_context *setup,
+ const struct lp_rast_shader_inputs *inputs,
+ int tx, int ty)
{
- unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
- struct lp_rast_triangle *tri;
- unsigned tri_bytes, bytes;
- char *inputs;
-
- assert(sizeof(*tri) % 16 == 0);
-
- tri_bytes = align(Offset(struct lp_rast_triangle, plane[nr_planes]), 16);
- bytes = tri_bytes + (3 * input_array_sz);
-
- tri = lp_scene_alloc_aligned( scene, bytes, 16 );
-
- if (tri) {
- inputs = ((char *)tri) + tri_bytes;
- tri->inputs.a0 = (float (*)[4]) inputs;
- tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz);
- tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz);
-
- *tri_size = bytes;
- }
-
- return tri;
-}
+ struct lp_scene *scene = setup->scene;
+ LP_COUNT(nr_fully_covered_64);
-/**
- * Print triangle vertex attribs (for debug).
- */
-static void
-print_triangle(struct lp_setup_context *setup,
- const float (*v1)[4],
- const float (*v2)[4],
- const float (*v3)[4])
-{
- uint i;
+ /* if variant is opaque and scissor doesn't effect the tile */
+ if (inputs->opaque) {
+ if (!scene->fb.zsbuf) {
+ /*
+ * All previous rendering will be overwritten so reset the bin.
+ */
+ lp_scene_bin_reset( scene, tx, ty );
+ }
- debug_printf("llvmpipe triangle\n");
- for (i = 0; i < 1 + setup->fs.nr_inputs; i++) {
- debug_printf(" v1[%d]: %f %f %f %f\n", i,
- v1[i][0], v1[i][1], v1[i][2], v1[i][3]);
- }
- for (i = 0; i < 1 + setup->fs.nr_inputs; i++) {
- debug_printf(" v2[%d]: %f %f %f %f\n", i,
- v2[i][0], v2[i][1], v2[i][2], v2[i][3]);
- }
- for (i = 0; i < 1 + setup->fs.nr_inputs; i++) {
- debug_printf(" v3[%d]: %f %f %f %f\n", i,
- v3[i][0], v3[i][1], v3[i][2], v3[i][3]);
+ LP_COUNT(nr_shade_opaque_64);
+ return lp_scene_bin_cmd_with_state( scene, tx, ty,
+ setup->fs.stored,
+ LP_RAST_OP_SHADE_TILE_OPAQUE,
+ lp_rast_arg_inputs(inputs) );
+ } else {
+ LP_COUNT(nr_shade_64);
+ return lp_scene_bin_cmd_with_state( scene, tx, ty,
+ setup->fs.stored,
+ LP_RAST_OP_SHADE_TILE,
+ lp_rast_arg_inputs(inputs) );
}
}
-lp_rast_cmd lp_rast_tri_tab[8] = {
- NULL, /* should be impossible */
- lp_rast_triangle_1,
- lp_rast_triangle_2,
- lp_rast_triangle_3,
- lp_rast_triangle_4,
- lp_rast_triangle_5,
- lp_rast_triangle_6,
- lp_rast_triangle_7
-};
-
/**
* Do basic setup for triangle rasterization and determine which
* framebuffer tiles are touched. Put the triangle in the scene's
* bins for the tiles which we overlap.
*/
-static void
+static boolean
do_triangle_ccw(struct lp_setup_context *setup,
+ const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4],
- const float (*v3)[4],
boolean frontfacing )
{
-
- struct lp_scene *scene = lp_setup_get_current_scene(setup);
- struct lp_fragment_shader_variant *variant = setup->fs.current.variant;
+ struct lp_scene *scene = setup->scene;
+ const struct lp_setup_variant_key *key = &setup->setup.variant->key;
struct lp_rast_triangle *tri;
- struct tri_info info;
- int area;
- int minx, maxx, miny, maxy;
- int ix0, ix1, iy0, iy1;
+ struct lp_rast_plane *plane;
+ int x[4];
+ int y[4];
+ struct u_rect bbox;
unsigned tri_bytes;
- int i;
int nr_planes = 3;
-
+
if (0)
- print_triangle(setup, v1, v2, v3);
+ lp_setup_print_triangle(setup, v0, v1, v2);
if (setup->scissor_test) {
nr_planes = 7;
nr_planes = 3;
}
-
- tri = alloc_triangle(scene,
- setup->fs.nr_inputs,
- nr_planes,
- &tri_bytes);
- if (!tri)
- return;
-
-#ifdef DEBUG
- tri->v[0][0] = v1[0][0];
- tri->v[1][0] = v2[0][0];
- tri->v[2][0] = v3[0][0];
- tri->v[0][1] = v1[0][1];
- tri->v[1][1] = v2[0][1];
- tri->v[2][1] = v3[0][1];
-#endif
-
/* x/y positions in fixed point */
- info.x[0] = subpixel_snap(v1[0][0] - setup->pixel_offset);
- info.x[1] = subpixel_snap(v2[0][0] - setup->pixel_offset);
- info.x[2] = subpixel_snap(v3[0][0] - setup->pixel_offset);
- info.y[0] = subpixel_snap(v1[0][1] - setup->pixel_offset);
- info.y[1] = subpixel_snap(v2[0][1] - setup->pixel_offset);
- info.y[2] = subpixel_snap(v3[0][1] - setup->pixel_offset);
-
- tri->plane[0].dcdy = info.x[0] - info.x[1];
- tri->plane[1].dcdy = info.x[1] - info.x[2];
- tri->plane[2].dcdy = info.x[2] - info.x[0];
-
- tri->plane[0].dcdx = info.y[0] - info.y[1];
- tri->plane[1].dcdx = info.y[1] - info.y[2];
- tri->plane[2].dcdx = info.y[2] - info.y[0];
-
- area = (tri->plane[0].dcdy * tri->plane[2].dcdx -
- tri->plane[2].dcdy * tri->plane[0].dcdx);
-
- LP_COUNT(nr_tris);
-
- /* Cull non-ccw and zero-sized triangles.
- *
- * XXX: subject to overflow??
- */
- if (area <= 0) {
- lp_scene_putback_data( scene, tri_bytes );
- LP_COUNT(nr_culled_tris);
- return;
- }
+ x[0] = subpixel_snap(v0[0][0] - setup->pixel_offset);
+ x[1] = subpixel_snap(v1[0][0] - setup->pixel_offset);
+ x[2] = subpixel_snap(v2[0][0] - setup->pixel_offset);
+ x[3] = 0;
+ y[0] = subpixel_snap(v0[0][1] - setup->pixel_offset);
+ y[1] = subpixel_snap(v1[0][1] - setup->pixel_offset);
+ y[2] = subpixel_snap(v2[0][1] - setup->pixel_offset);
+ y[3] = 0;
+
/* Bounding rectangle (in pixels) */
{
*/
int adj = (setup->pixel_offset != 0) ? 1 : 0;
- minx = (MIN3(info.x[0], info.x[1], info.x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
- maxx = (MAX3(info.x[0], info.x[1], info.x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
- miny = (MIN3(info.y[0], info.y[1], info.y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
- maxy = (MAX3(info.y[0], info.y[1], info.y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
- }
+ bbox.x0 = (MIN3(x[0], x[1], x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
+ bbox.x1 = (MAX3(x[0], x[1], x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
+ bbox.y0 = (MIN3(y[0], y[1], y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
+ bbox.y1 = (MAX3(y[0], y[1], y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
- if (setup->scissor_test) {
- minx = MAX2(minx, setup->scissor.current.minx);
- maxx = MIN2(maxx, setup->scissor.current.maxx);
- miny = MAX2(miny, setup->scissor.current.miny);
- maxy = MIN2(maxy, setup->scissor.current.maxy);
- }
- else {
- minx = MAX2(minx, 0);
- miny = MAX2(miny, 0);
- maxx = MIN2(maxx, scene->fb.width);
- maxy = MIN2(maxy, scene->fb.height);
+ /* Inclusive coordinates:
+ */
+ bbox.x1--;
+ bbox.y1--;
}
+ if (bbox.x1 < bbox.x0 ||
+ bbox.y1 < bbox.y0) {
+ if (0) debug_printf("empty bounding box\n");
+ LP_COUNT(nr_culled_tris);
+ return TRUE;
+ }
- if (miny >= maxy || minx >= maxx) {
- lp_scene_putback_data( scene, tri_bytes );
+ if (!u_rect_test_intersection(&setup->draw_region, &bbox)) {
+ if (0) debug_printf("offscreen\n");
LP_COUNT(nr_culled_tris);
- return;
+ return TRUE;
}
- /*
- */
- info.pixel_offset = setup->pixel_offset;
- info.v0 = v1;
- info.v1 = v2;
- info.v2 = v3;
- info.dx01 = info.v0[0][0] - info.v1[0][0];
- info.dx20 = info.v2[0][0] - info.v0[0][0];
- info.dy01 = info.v0[0][1] - info.v1[0][1];
- info.dy20 = info.v2[0][1] - info.v0[0][1];
- info.oneoverarea = 1.0 / (info.dx01 * info.dy20 - info.dx20 * info.dy01);
- info.frontfacing = frontfacing;
+ u_rect_find_intersection(&setup->draw_region, &bbox);
+
+ tri = lp_setup_alloc_triangle(scene,
+ key->num_inputs,
+ nr_planes,
+ &tri_bytes);
+ if (!tri)
+ return FALSE;
+
+#if 0
+ tri->v[0][0] = v0[0][0];
+ tri->v[1][0] = v1[0][0];
+ tri->v[2][0] = v2[0][0];
+ tri->v[0][1] = v0[0][1];
+ tri->v[1][1] = v1[0][1];
+ tri->v[2][1] = v2[0][1];
+#endif
+
+ LP_COUNT(nr_tris);
/* Setup parameter interpolants:
*/
- setup_tri_coefficients( setup, tri, &info );
+ setup->setup.variant->jit_function( v0,
+ v1,
+ v2,
+ frontfacing,
+ GET_A0(&tri->inputs),
+ GET_DADX(&tri->inputs),
+ GET_DADY(&tri->inputs) );
+
+ tri->inputs.frontfacing = frontfacing;
+ tri->inputs.disable = FALSE;
+ tri->inputs.opaque = setup->fs.current.variant->opaque;
- tri->inputs.facing = frontfacing ? 1.0F : -1.0F;
- tri->inputs.state = setup->fs.stored;
+ if (0)
+ lp_dump_setup_coef(&setup->setup.variant->key,
+ (const float (*)[4])GET_A0(&tri->inputs),
+ (const float (*)[4])GET_DADX(&tri->inputs),
+ (const float (*)[4])GET_DADY(&tri->inputs));
+ plane = GET_PLANES(tri);
-
- for (i = 0; i < 3; i++) {
- struct lp_rast_plane *plane = &tri->plane[i];
+#if defined(PIPE_ARCH_SSE)
+ {
+ __m128i vertx, verty;
+ __m128i shufx, shufy;
+ __m128i dcdx, dcdy, c;
+ __m128i unused;
+ __m128i dcdx_neg_mask;
+ __m128i dcdy_neg_mask;
+ __m128i dcdx_zero_mask;
+ __m128i top_left_flag;
+ __m128i c_inc_mask, c_inc;
+ __m128i eo, p0, p1, p2;
+ __m128i zero = _mm_setzero_si128();
- /* half-edge constants, will be interated over the whole render
- * target.
- */
- plane->c = plane->dcdx * info.x[i] - plane->dcdy * info.y[i];
-
- /* correct for top-left vs. bottom-left fill convention.
- *
- * note that we're overloading gl_rasterization_rules to mean
- * both (0.5,0.5) pixel centers *and* bottom-left filling
- * convention.
- *
- * GL actually has a top-left filling convention, but GL's
- * notion of "top" differs from gallium's...
- *
- * Also, sometimes (in FBO cases) GL will render upside down
- * to its usual method, in which case it will probably want
- * to use the opposite, top-left convention.
- */
- if (plane->dcdx < 0) {
- /* both fill conventions want this - adjust for left edges */
- plane->c++;
- }
- else if (plane->dcdx == 0) {
- if (setup->pixel_offset == 0) {
- /* correct for top-left fill convention:
- */
- if (plane->dcdy > 0) plane->c++;
- }
- else {
- /* correct for bottom-left fill convention:
- */
- if (plane->dcdy < 0) plane->c++;
- }
- }
+ vertx = _mm_loadu_si128((__m128i *)x); /* vertex x coords */
+ verty = _mm_loadu_si128((__m128i *)y); /* vertex y coords */
+
+ shufx = _mm_shuffle_epi32(vertx, _MM_SHUFFLE(3,0,2,1));
+ shufy = _mm_shuffle_epi32(verty, _MM_SHUFFLE(3,0,2,1));
+
+ dcdx = _mm_sub_epi32(verty, shufy);
+ dcdy = _mm_sub_epi32(vertx, shufx);
+
+ dcdx_neg_mask = _mm_srai_epi32(dcdx, 31);
+ dcdx_zero_mask = _mm_cmpeq_epi32(dcdx, zero);
+ dcdy_neg_mask = _mm_srai_epi32(dcdy, 31);
- plane->dcdx *= FIXED_ONE;
- plane->dcdy *= FIXED_ONE;
+ top_left_flag = _mm_set1_epi32((setup->pixel_offset == 0) ? ~0 : 0);
- /* find trivial reject offsets for each edge for a single-pixel
- * sized block. These will be scaled up at each recursive level to
- * match the active blocksize. Scaling in this way works best if
- * the blocks are square.
+ c_inc_mask = _mm_or_si128(dcdx_neg_mask,
+ _mm_and_si128(dcdx_zero_mask,
+ _mm_xor_si128(dcdy_neg_mask,
+ top_left_flag)));
+
+ c_inc = _mm_srli_epi32(c_inc_mask, 31);
+
+ c = _mm_sub_epi32(mm_mullo_epi32(dcdx, vertx),
+ mm_mullo_epi32(dcdy, verty));
+
+ c = _mm_add_epi32(c, c_inc);
+
+ /* Scale up to match c:
*/
- plane->eo = 0;
- if (plane->dcdx < 0) plane->eo -= plane->dcdx;
- if (plane->dcdy > 0) plane->eo += plane->dcdy;
+ dcdx = _mm_slli_epi32(dcdx, FIXED_ORDER);
+ dcdy = _mm_slli_epi32(dcdy, FIXED_ORDER);
- /* Calculate trivial accept offsets from the above.
+ /* Calculate trivial reject values:
*/
- plane->ei = plane->dcdy - plane->dcdx - plane->eo;
+ eo = _mm_sub_epi32(_mm_andnot_si128(dcdy_neg_mask, dcdy),
+ _mm_and_si128(dcdx_neg_mask, dcdx));
- plane->step = tri->step[i];
+ /* ei = _mm_sub_epi32(_mm_sub_epi32(dcdy, dcdx), eo); */
- /* Fill in the inputs.step[][] arrays.
- * We've manually unrolled some loops here.
+ /* Pointless transpose which gets undone immediately in
+ * rasterization:
*/
-#define SETUP_STEP(j, x, y) \
- tri->step[i][j] = y * plane->dcdy - x * plane->dcdx
+ transpose4_epi32(&c, &dcdx, &dcdy, &eo,
+ &p0, &p1, &p2, &unused);
+
+ _mm_store_si128((__m128i *)&plane[0], p0);
+ _mm_store_si128((__m128i *)&plane[1], p1);
+ _mm_store_si128((__m128i *)&plane[2], p2);
+ }
+#else
+ {
+ int i;
+ plane[0].dcdy = x[0] - x[1];
+ plane[1].dcdy = x[1] - x[2];
+ plane[2].dcdy = x[2] - x[0];
+ plane[0].dcdx = y[0] - y[1];
+ plane[1].dcdx = y[1] - y[2];
+ plane[2].dcdx = y[2] - y[0];
+
+ for (i = 0; i < 3; i++) {
+ /* half-edge constants, will be interated over the whole render
+ * target.
+ */
+ plane[i].c = plane[i].dcdx * x[i] - plane[i].dcdy * y[i];
+
+ /* correct for top-left vs. bottom-left fill convention.
+ *
+ * note that we're overloading gl_rasterization_rules to mean
+ * both (0.5,0.5) pixel centers *and* bottom-left filling
+ * convention.
+ *
+ * GL actually has a top-left filling convention, but GL's
+ * notion of "top" differs from gallium's...
+ *
+ * Also, sometimes (in FBO cases) GL will render upside down
+ * to its usual method, in which case it will probably want
+ * to use the opposite, top-left convention.
+ */
+ if (plane[i].dcdx < 0) {
+ /* both fill conventions want this - adjust for left edges */
+ plane[i].c++;
+ }
+ else if (plane[i].dcdx == 0) {
+ if (setup->pixel_offset == 0) {
+ /* correct for top-left fill convention:
+ */
+ if (plane[i].dcdy > 0) plane[i].c++;
+ }
+ else {
+ /* correct for bottom-left fill convention:
+ */
+ if (plane[i].dcdy < 0) plane[i].c++;
+ }
+ }
+
+ plane[i].dcdx *= FIXED_ONE;
+ plane[i].dcdy *= FIXED_ONE;
+
+ /* find trivial reject offsets for each edge for a single-pixel
+ * sized block. These will be scaled up at each recursive level to
+ * match the active blocksize. Scaling in this way works best if
+ * the blocks are square.
+ */
+ plane[i].eo = 0;
+ if (plane[i].dcdx < 0) plane[i].eo -= plane[i].dcdx;
+ if (plane[i].dcdy > 0) plane[i].eo += plane[i].dcdy;
+ }
+ }
+#endif
+
+ if (0) {
+ debug_printf("p0: %08x/%08x/%08x/%08x\n",
+ plane[0].c,
+ plane[0].dcdx,
+ plane[0].dcdy,
+ plane[0].eo);
+
+ debug_printf("p1: %08x/%08x/%08x/%08x\n",
+ plane[1].c,
+ plane[1].dcdx,
+ plane[1].dcdy,
+ plane[1].eo);
- SETUP_STEP(0, 0, 0);
- SETUP_STEP(1, 1, 0);
- SETUP_STEP(2, 0, 1);
- SETUP_STEP(3, 1, 1);
-
- SETUP_STEP(4, 2, 0);
- SETUP_STEP(5, 3, 0);
- SETUP_STEP(6, 2, 1);
- SETUP_STEP(7, 3, 1);
-
- SETUP_STEP(8, 0, 2);
- SETUP_STEP(9, 1, 2);
- SETUP_STEP(10, 0, 3);
- SETUP_STEP(11, 1, 3);
-
- SETUP_STEP(12, 2, 2);
- SETUP_STEP(13, 3, 2);
- SETUP_STEP(14, 2, 3);
- SETUP_STEP(15, 3, 3);
-#undef STEP
+ debug_printf("p0: %08x/%08x/%08x/%08x\n",
+ plane[2].c,
+ plane[2].dcdx,
+ plane[2].dcdy,
+ plane[2].eo);
}
* these planes elsewhere.
*/
if (nr_planes == 7) {
- tri->plane[3].step = step_scissor_minx;
- tri->plane[3].dcdx = -1;
- tri->plane[3].dcdy = 0;
- tri->plane[3].c = 1-minx;
- tri->plane[3].ei = 0;
- tri->plane[3].eo = 1;
-
- tri->plane[4].step = step_scissor_maxx;
- tri->plane[4].dcdx = 1;
- tri->plane[4].dcdy = 0;
- tri->plane[4].c = maxx;
- tri->plane[4].ei = -1;
- tri->plane[4].eo = 0;
-
- tri->plane[5].step = step_scissor_miny;
- tri->plane[5].dcdx = 0;
- tri->plane[5].dcdy = 1;
- tri->plane[5].c = 1-miny;
- tri->plane[5].ei = 0;
- tri->plane[5].eo = 1;
-
- tri->plane[6].step = step_scissor_maxy;
- tri->plane[6].dcdx = 0;
- tri->plane[6].dcdy = -1;
- tri->plane[6].c = maxy;
- tri->plane[6].ei = -1;
- tri->plane[6].eo = 0;
+ plane[3].dcdx = -1;
+ plane[3].dcdy = 0;
+ plane[3].c = 1-bbox.x0;
+ plane[3].eo = 1;
+
+ plane[4].dcdx = 1;
+ plane[4].dcdy = 0;
+ plane[4].c = bbox.x1+1;
+ plane[4].eo = 0;
+
+ plane[5].dcdx = 0;
+ plane[5].dcdy = 1;
+ plane[5].c = 1-bbox.y0;
+ plane[5].eo = 1;
+
+ plane[6].dcdx = 0;
+ plane[6].dcdy = -1;
+ plane[6].c = bbox.y1+1;
+ plane[6].eo = 0;
}
+ return lp_setup_bin_triangle( setup, tri, &bbox, nr_planes );
+}
+
+/*
+ * Round to nearest less or equal power of two of the input.
+ *
+ * Undefined if no bit set exists, so code should check against 0 first.
+ */
+static INLINE uint32_t
+floor_pot(uint32_t n)
+{
+#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
+ if (n == 0)
+ return 0;
+
+ __asm__("bsr %1,%0"
+ : "=r" (n)
+ : "rm" (n));
+ return 1 << n;
+#else
+ n |= (n >> 1);
+ n |= (n >> 2);
+ n |= (n >> 4);
+ n |= (n >> 8);
+ n |= (n >> 16);
+ return n - (n >> 1);
+#endif
+}
- /*
- * All fields of 'tri' are now set. The remaining code here is
- * concerned with binning.
- */
- /* Convert to tile coordinates, and inclusive ranges:
+boolean
+lp_setup_bin_triangle( struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
+ const struct u_rect *bbox,
+ int nr_planes )
+{
+ struct lp_scene *scene = setup->scene;
+ int i;
+
+ /* What is the largest power-of-two boundary this triangle crosses:
*/
- ix0 = minx / TILE_SIZE;
- iy0 = miny / TILE_SIZE;
- ix1 = (maxx-1) / TILE_SIZE;
- iy1 = (maxy-1) / TILE_SIZE;
+ int dx = floor_pot((bbox->x0 ^ bbox->x1) |
+ (bbox->y0 ^ bbox->y1));
- /*
- * Clamp to framebuffer size
+ /* The largest dimension of the rasterized area of the triangle
+ * (aligned to a 4x4 grid), rounded down to the nearest power of two:
*/
- assert(ix0 == MAX2(ix0, 0));
- assert(iy0 == MAX2(iy0, 0));
- assert(ix1 == MIN2(ix1, scene->tiles_x - 1));
- assert(iy1 == MIN2(iy1, scene->tiles_y - 1));
+ int sz = floor_pot((bbox->x1 - (bbox->x0 & ~3)) |
+ (bbox->y1 - (bbox->y0 & ~3)));
/* Determine which tile(s) intersect the triangle's bounding box
*/
- if (iy0 == iy1 && ix0 == ix1)
+ if (dx < TILE_SIZE)
{
+ int ix0 = bbox->x0 / TILE_SIZE;
+ int iy0 = bbox->y0 / TILE_SIZE;
+ int px = bbox->x0 & 63 & ~3;
+ int py = bbox->y0 & 63 & ~3;
+ int mask = px | (py << 8);
+
+ assert(iy0 == bbox->y1 / TILE_SIZE &&
+ ix0 == bbox->x1 / TILE_SIZE);
+
+ if (nr_planes == 3) {
+ if (sz < 4)
+ {
+ /* Triangle is contained in a single 4x4 stamp:
+ */
+ return lp_scene_bin_cmd_with_state( scene, ix0, iy0,
+ setup->fs.stored,
+ LP_RAST_OP_TRIANGLE_3_4,
+ lp_rast_arg_triangle(tri, mask) );
+ }
+
+ if (sz < 16)
+ {
+ /* Triangle is contained in a single 16x16 block:
+ */
+ return lp_scene_bin_cmd_with_state( scene, ix0, iy0,
+ setup->fs.stored,
+ LP_RAST_OP_TRIANGLE_3_16,
+ lp_rast_arg_triangle(tri, mask) );
+ }
+ }
+ else if (nr_planes == 4 && sz < 16)
+ {
+ return lp_scene_bin_cmd_with_state(scene, ix0, iy0,
+ setup->fs.stored,
+ LP_RAST_OP_TRIANGLE_4_16,
+ lp_rast_arg_triangle(tri, mask) );
+ }
+
+
/* Triangle is contained in a single tile:
*/
- lp_scene_bin_command( scene, ix0, iy0,
- lp_rast_tri_tab[nr_planes],
- lp_rast_arg_triangle(tri, (1<<nr_planes)-1) );
+ return lp_scene_bin_cmd_with_state( scene, ix0, iy0, setup->fs.stored,
+ lp_rast_tri_tab[nr_planes],
+ lp_rast_arg_triangle(tri, (1<<nr_planes)-1) );
}
else
{
- int c[7];
- int ei[7];
- int eo[7];
- int xstep[7];
- int ystep[7];
+ struct lp_rast_plane *plane = GET_PLANES(tri);
+ int c[MAX_PLANES];
+ int ei[MAX_PLANES];
+ int eo[MAX_PLANES];
+ int xstep[MAX_PLANES];
+ int ystep[MAX_PLANES];
int x, y;
+
+ int ix0 = bbox->x0 / TILE_SIZE;
+ int iy0 = bbox->y0 / TILE_SIZE;
+ int ix1 = bbox->x1 / TILE_SIZE;
+ int iy1 = bbox->y1 / TILE_SIZE;
for (i = 0; i < nr_planes; i++) {
- c[i] = (tri->plane[i].c +
- tri->plane[i].dcdy * iy0 * TILE_SIZE -
- tri->plane[i].dcdx * ix0 * TILE_SIZE);
-
- ei[i] = tri->plane[i].ei << TILE_ORDER;
- eo[i] = tri->plane[i].eo << TILE_ORDER;
- xstep[i] = -(tri->plane[i].dcdx << TILE_ORDER);
- ystep[i] = tri->plane[i].dcdy << TILE_ORDER;
+ c[i] = (plane[i].c +
+ plane[i].dcdy * iy0 * TILE_SIZE -
+ plane[i].dcdx * ix0 * TILE_SIZE);
+
+ ei[i] = (plane[i].dcdy -
+ plane[i].dcdx -
+ plane[i].eo) << TILE_ORDER;
+
+ eo[i] = plane[i].eo << TILE_ORDER;
+ xstep[i] = -(plane[i].dcdx << TILE_ORDER);
+ ystep[i] = plane[i].dcdy << TILE_ORDER;
}
for (y = iy0; y <= iy1; y++)
{
boolean in = FALSE; /* are we inside the triangle? */
- int cx[7];
+ int cx[MAX_PLANES];
for (i = 0; i < nr_planes; i++)
cx[i] = c[i];
*/
int count = util_bitcount(partial);
in = TRUE;
- lp_scene_bin_command( scene, x, y,
- lp_rast_tri_tab[count],
- lp_rast_arg_triangle(tri, partial) );
+
+ if (!lp_scene_bin_cmd_with_state( scene, x, y,
+ setup->fs.stored,
+ lp_rast_tri_tab[count],
+ lp_rast_arg_triangle(tri, partial) ))
+ goto fail;
LP_COUNT(nr_partially_covered_64);
}
/* triangle covers the whole tile- shade whole tile */
LP_COUNT(nr_fully_covered_64);
in = TRUE;
- if (variant->opaque &&
- !setup->fb.zsbuf) {
- lp_scene_bin_reset( scene, x, y );
- }
- lp_scene_bin_command( scene, x, y,
- lp_rast_shade_tile,
- lp_rast_arg_inputs(&tri->inputs) );
+ if (!lp_setup_whole_tile(setup, &tri->inputs, x, y))
+ goto fail;
}
/* Iterate cx values across the region:
c[i] += ystep[i];
}
}
+
+ return TRUE;
+
+fail:
+ /* Need to disable any partially binned triangle. This is easier
+ * than trying to locate all the triangle, shade-tile, etc,
+ * commands which may have been binned.
+ */
+ tri->inputs.disable = TRUE;
+ return FALSE;
}
/**
- * Draw triangle if it's CW, cull otherwise.
+ * Try to draw the triangle, restart the scene on failure.
*/
-static void triangle_cw( struct lp_setup_context *setup,
- const float (*v0)[4],
- const float (*v1)[4],
- const float (*v2)[4] )
+static void retry_triangle_ccw( struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4],
+ boolean front)
{
- do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface );
+ if (!do_triangle_ccw( setup, v0, v1, v2, front ))
+ {
+ if (!lp_setup_flush_and_restart(setup))
+ return;
+
+ if (!do_triangle_ccw( setup, v0, v1, v2, front ))
+ return;
+ }
+}
+
+static INLINE float
+calc_area(const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
+{
+ float dx01 = v0[0][0] - v1[0][0];
+ float dy01 = v0[0][1] - v1[0][1];
+ float dx20 = v2[0][0] - v0[0][0];
+ float dy20 = v2[0][1] - v0[0][1];
+ return dx01 * dy20 - dx20 * dy01;
}
/**
- * Draw triangle if it's CCW, cull otherwise.
+ * Draw triangle if it's CW, cull otherwise.
*/
-static void triangle_ccw( struct lp_setup_context *setup,
+static void triangle_cw( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
{
- do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface );
+ float area = calc_area(v0, v1, v2);
+
+ if (area < 0.0f)
+ retry_triangle_ccw(setup, v0, v2, v1, !setup->ccw_is_frontface);
}
+static void triangle_ccw( struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
+{
+ float area = calc_area(v0, v1, v2);
+
+ if (area > 0.0f)
+ retry_triangle_ccw(setup, v0, v1, v2, setup->ccw_is_frontface);
+}
/**
* Draw triangle whether it's CW or CCW.
const float (*v1)[4],
const float (*v2)[4] )
{
- /* edge vectors e = v0 - v2, f = v1 - v2 */
- const float ex = v0[0][0] - v2[0][0];
- const float ey = v0[0][1] - v2[0][1];
- const float fx = v1[0][0] - v2[0][0];
- const float fy = v1[0][1] - v2[0][1];
-
- /* det = cross(e,f).z */
- if (ex * fy - ey * fx < 0.0f)
- triangle_ccw( setup, v0, v1, v2 );
- else
- triangle_cw( setup, v0, v1, v2 );
+ float area = calc_area(v0, v1, v2);
+
+ if (area > 0.0f)
+ retry_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface );
+ else if (area < 0.0f)
+ retry_triangle_ccw( setup, v0, v2, v1, !setup->ccw_is_frontface );
}