#include "pipe/p_compiler.h"
#include "pipe/p_format.h"
#include "pipe/p_util.h"
+#include "spu_blend.h"
#include "spu_colorpack.h"
#include "spu_main.h"
#include "spu_texture.h"
* Eg: four colors will be compute.
*/
static INLINE void
-eval_coeff(uint slot, float x, float y, float4 result[4])
+eval_coeff(uint slot, float x, float y, vector float result[4])
{
switch (spu.vertex_info.interp_mode[slot]) {
case INTERP_CONSTANT:
result[QUAD_TOP_LEFT] =
result[QUAD_TOP_RIGHT] =
result[QUAD_BOTTOM_LEFT] =
- result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0;
+ result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0.v;
break;
case INTERP_LINEAR:
spu_add(spu_mul(spu_splats(x), dadx),
spu_mul(spu_splats(y), dady)));
- result[QUAD_TOP_LEFT].v = topLeft;
- result[QUAD_TOP_RIGHT].v = spu_add(topLeft, dadx);
- result[QUAD_BOTTOM_LEFT].v = spu_add(topLeft, dady);
- result[QUAD_BOTTOM_RIGHT].v = spu_add(spu_add(topLeft, dadx), 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);
}
}
}
if (spu.texture.start) {
/* texture mapping */
- float4 texcoords[4];
+ vector float texcoords[4];
eval_coeff(2, (float) x, (float) y, texcoords);
if (spu_extract(mask, 0))
- spu.ctile.ui[iy][ix] = spu.sample_texture(texcoords[0].v);
+ spu.ctile.ui[iy][ix] = spu.sample_texture(texcoords[0]);
if (spu_extract(mask, 1))
- spu.ctile.ui[iy][ix+1] = spu.sample_texture(texcoords[1].v);
+ spu.ctile.ui[iy][ix+1] = spu.sample_texture(texcoords[1]);
if (spu_extract(mask, 2))
- spu.ctile.ui[iy+1][ix] = spu.sample_texture(texcoords[2].v);
+ spu.ctile.ui[iy+1][ix] = spu.sample_texture(texcoords[2]);
if (spu_extract(mask, 3))
- spu.ctile.ui[iy+1][ix+1] = spu.sample_texture(texcoords[3].v);
+ spu.ctile.ui[iy+1][ix+1] = spu.sample_texture(texcoords[3]);
}
else {
/* simple shading */
const vector unsigned char shuffle = spu.color_shuffle;
- float4 colors[4];
+ vector float colors[4];
eval_coeff(1, (float) x, (float) y, colors);
if (spu_extract(mask, 0))
- spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0].v, shuffle);
+ spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle);
if (spu_extract(mask, 1))
- spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1].v, shuffle);
+ spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle);
if (spu_extract(mask, 2))
- spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2].v, shuffle);
+ spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle);
if (spu_extract(mask, 3))
- spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3].v, shuffle);
+ spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle);
}
#if 0