#include "brw_util.h"
#include "brw_clip.h"
-static struct brw_reg get_tmp( struct brw_clip_compile *c )
-{
- struct brw_reg tmp = brw_vec4_grf(c->last_tmp, 0);
-
- if (++c->last_tmp > c->prog_data.total_grf)
- c->prog_data.total_grf = c->last_tmp;
-
- return tmp;
-}
-
static void release_tmps( struct brw_clip_compile *c )
{
c->last_tmp = c->first_tmp;
struct brw_reg v2 = byte_offset(c->reg.vertex[2], c->offset[VERT_RESULT_HPOS]);
+ struct brw_reg v0n = get_tmp(c);
+ struct brw_reg v1n = get_tmp(c);
+ struct brw_reg v2n = get_tmp(c);
+
+ /* Convert to NDC.
+ * NOTE: We can't modify the original vertex coordinates,
+ * as it may impact further operations.
+ * So, we have to keep normalized coordinates in temp registers.
+ *
+ * TBD-KC
+ * Try to optimize unnecessary MOV's.
+ */
+ brw_MOV(p, v0n, v0);
+ brw_MOV(p, v1n, v1);
+ brw_MOV(p, v2n, v2);
+
+ brw_clip_project_position(c, v0n);
+ brw_clip_project_position(c, v1n);
+ brw_clip_project_position(c, v2n);
+
/* Calculate the vectors of two edges of the triangle:
*/
- brw_ADD(p, e, v0, negate(v2));
- brw_ADD(p, f, v1, negate(v2));
+ brw_ADD(p, e, v0n, negate(v2n));
+ brw_ADD(p, f, v1n, negate(v2n));
/* Take their crossproduct:
*/
-
-static struct brw_reg get_tmp( struct brw_clip_compile *c )
+struct brw_reg get_tmp( struct brw_clip_compile *c )
{
struct brw_reg tmp = brw_vec4_grf(c->last_tmp, 0);
/* Project 'pos' to screen space (or back again), overwrite with results:
*/
-static void brw_clip_project_position(struct brw_clip_compile *c, struct brw_reg pos )
+void brw_clip_project_position(struct brw_clip_compile *c, struct brw_reg pos )
{
struct brw_compile *p = &c->func;