ASSERT(TILE_SIZE == 32);
- spe_comment(f, 0, "Computing tile location in memory");
+ spe_comment(f, 0, "Compute quad offset within tile");
spe_rotmi(f, y2_reg, y_reg, -1); /* y2 = y / 2 */
spe_rotmi(f, x2_reg, x_reg, -1); /* x2 = x / 2 */
spe_shli(f, y2_reg, y2_reg, 4); /* y2 *= 16 */
boolean fbS_reg_set = false, fbZ_reg_set = false;
unsigned int fbS_reg, fbZ_reg = 0;
- spe_comment(f, 0, "Loading Z/stencil tile");
+ spe_comment(f, 0, "Fetch quad's Z/stencil values from tile");
/* fetch quad of depth/stencil values from tile at (x,y) */
/* Load: fbZS_reg = memory[depth_tile_reg + offset_reg] */
* fbZ_reg has four Z vals in bits [23..0] or bits [15..0].
* fbS_reg has four 8-bit Z values in bits [7..0].
*/
- spe_comment(f, 0, "Storing depth/stencil values");
+ spe_comment(f, 0, "Store quad's depth/stencil values in tile");
if (zs_format == PIPE_FORMAT_S8Z24_UNORM ||
zs_format == PIPE_FORMAT_X8Z24_UNORM) {
if (fbS_reg_set) {
* Note: if mask={~0,~0,~0,~0} and we're not blending or colormasking
* we could skip this load.
*/
+ spe_comment(f, 0, "Fetch quad colors from tile");
spe_lqx(f, fbRGBA_reg, color_tile_reg, quad_offset_reg);
if (blend->blend_enable) {
int rgba_reg = spe_allocate_available_register(f);
/* Pack four float colors as four 32-bit int colors */
- spe_comment(f, 0, "Convert fragment colors to framebuffer colors");
+ spe_comment(f, 0, "Convert float quad colors to packed int framebuffer colors");
gen_pack_colors(f, color_format,
fragR_reg, fragG_reg, fragB_reg, fragA_reg,
rgba_reg);
/* Store updated quad in tile:
* memory[color_tile + quad_offset] = rgba_reg;
*/
- spe_comment(f, 0, "Store framebuffer colors");
+ spe_comment(f, 0, "Store quad colors into color tile");
spe_stqx(f, rgba_reg, color_tile_reg, quad_offset_reg);
spe_release_register(f, rgba_reg);