#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"
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 */
}
-/**
- * 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_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));
}
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;
}
}
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 */