struct llvmpipe_vbuf_render *cvbr = llvmpipe_vbuf_render(vbr);
struct setup_context *setup_ctx = cvbr->setup;
- llvmpipe_setup_prepare( setup_ctx );
+ llvmpipe_update_state( setup_ctx->llvmpipe );
cvbr->llvmpipe->reduced_prim = u_reduced_prim(prim);
cvbr->prim = prim;
--- /dev/null
+
+struct lp_rasterizer *lp_rast_create( void )
+{
+ return CALLOC_STRUCT(lp_rasterizer);
+}
+
+void lp_rast_bind_surfaces( struct lp_rasterizer *,
+ struct pipe_surface *color,
+ struct pipe_surface *zstencil,
+ const float *clear_color,
+ double clear_depth,
+ unsigned clear_stencil)
+{
+ pipe_surface_reference(&rast->state.color, color);
+ pipe_surface_reference(&rast->state.depth, depth);
+ rast->state.clear_color = util_pack_8888(clear_color);
+ rast->state.clear_depth = clear_depth * 0xffffffff;
+ rast->state.clear_stencil = clear_stencil;
+}
+
+/* Begining of each tile:
+ */
+void lp_rast_start_tile( struct lp_rasterizer *,
+ unsigned x,
+ unsigned y )
+{
+ rast->x = x;
+ rast->y = y;
+}
+
+void lp_rast_clear_color( struct lp_rasterizer *rast )
+{
+ const unsigned clear_color = rast->state.clear_color;
+ unsigned i, j;
+
+ for (i = 0; i < TILESIZE; i++)
+ for (j = 0; j < TILESIZE; j++)
+ rast->tile[i][j] = clear_color;
+}
+
+void lp_rast_clear_depth( struct lp_rasterizer *rast )
+{
+ const unsigned clear_depth = rast->state.clear_depth;
+ unsigned i, j;
+
+ for (i = 0; i < TILESIZE; i++)
+ for (j = 0; j < TILESIZE; j++)
+ rast->tile[i][j] = clear_depth;
+}
+
+void lp_rast_clear_stencil( struct lp_rasterizer *rast )
+{
+ const unsigned clear_stencil = rast->state.clear_stencil;
+
+ memset(rast->tile.stencil, clear_stencil, sizeof rast->tile.stencil );
+}
+
+void lp_rast_load_color( struct lp_rasterizer *rast )
+{
+ /* call u_tile func to load colors from surface */
+}
+
+void lp_rast_load_zstencil( struct lp_rasterizer *rast )
+{
+ /* call u_tile func to load depth (and stencil?) from surface */
+}
+
+/* Within a tile:
+ */
+void lp_rast_set_state( struct lp_rasterizer *rast,
+ const struct lp_rast_state *state )
+{
+ rast->shader_state = state;
+ lp->quad.first->begin( lp->quad.first );
+
+}
+
+
+void lp_rast_shade_tile( struct lp_rasterizer *rast,
+ const struct lp_rast_shader_inputs *inputs )
+{
+ /* Set up the silly quad coef pointers
+ */
+ for (i = 0; i < 4; i++) {
+ rast->quads[i].posCoef = &inputs->posCoef;
+ rast->quads[i].coef = inputs->coef;
+ }
+
+ /* Use the existing preference for 8x2 (four quads) shading:
+ */
+ for (i = 0; i < TILESIZE; i += 8) {
+ for (j = 0; j < TILESIZE; j += 2) {
+ rast->shader_state.shade( inputs->jc,
+ rast->x + i,
+ rast->y + j,
+ rast->quads, 4 );
+ }
+ }
+}
+
+/* End of tile:
+ */
+void lp_rast_store_color( struct lp_rasterizer *rast )
+{
+ /* call u_tile func to store colors to surface */
+}
+
+void lp_rast_store_zstencil( struct lp_rasterizer *rast )
+{
+ /* call u_tile func to store depth/stencil to surface */
+}
+
+/* Shutdown:
+ */
+void lp_rast_destroy( struct lp_rasterizer *rast )
+{
+ FREE(rast);
+}
+
--- /dev/null
+
+#ifndef LP_RAST_H
+#define LP_RAST_H
+
+/* Initially create and program a single rasterizer directly. Later
+ * will want multiple of these, one or two per core. At that stage
+ * will probably pass command buffers into the rasterizers rather than
+ * individual function calls like this.
+ */
+struct lp_rasterizer;
+
+struct lp_rast_state {
+ /* State for the shader:
+ */
+ struct lp_jit_context jc;
+
+ /* The shader itself. Probably we also need to pass a pointer to
+ * the tile color/z/stencil data somehow:
+ */
+ void (*run)( struct lp_jit_context *jc,
+ struct quad_header **quads,
+ unsigned nr );
+};
+
+/* Coefficients necessary to run the shader at a given location:
+ */
+struct lp_rast_shader_inputs {
+
+ /* Current rasterizer state:
+ */
+ const struct lp_rast_state *state;
+
+ /* Attribute interpolation:
+ */
+ struct tgsi_interp_coef position_coef;
+ struct tgsi_interp_coef *coef;
+};
+
+
+/* Rasterization information for a triangle known to be in this bin,
+ * plus inputs to run the shader:
+ */
+struct lp_rast_triangle {
+ /* one-pixel sized trivial accept offsets for each plane */
+ float ei1;
+ float ei2;
+ float ei3;
+
+ /* one-pixel sized trivial reject offsets for each plane */
+ float eo1;
+ float eo2;
+ float eo3;
+
+ /* y deltas for vertex pairs */
+ float dy12;
+ float dy23;
+ float dy31;
+
+ /* x deltas for vertex pairs */
+ float dx12;
+ float dx23;
+ float dx31;
+
+ /* State to run the shader: */
+ struct lp_rast_shader_inputs inputs;
+};
+
+
+
+struct lp_rasterizer *lp_rast_create( void );
+
+void lp_rast_bind_surfaces( struct lp_rasterizer *,
+ struct pipe_surface *color,
+ struct pipe_surface *zstencil,
+ const float *clear_color,
+ double clear_depth,
+ unsigned clear_stencil);
+
+/* Begining of each tile:
+ */
+void lp_rast_start_tile( struct lp_rasterizer *,
+ unsigned x,
+ unsigned y );
+
+
+
+union lp_rast_cmd_arg {
+ const struct lp_rast_shader_inputs *shade_tile;
+ const struct lp_rast_triangle *triangle;
+ const struct lp_rast_state *set_state;
+};
+
+
+/* Binnable Commands:
+ */
+void lp_rast_clear_color( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg *);
+
+void lp_rast_clear_zstencil( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg *);
+
+void lp_rast_load_color( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg *);
+
+void lp_rast_load_zstencil( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg *);
+
+void lp_rast_set_state( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg * );
+
+void lp_rast_triangle( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg * );
+
+void lp_rast_shade_tile( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg * );
+
+void lp_rast_store_color( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg *);
+
+void lp_rast_store_zstencil( struct lp_rasterizer *,
+ const union lp_rast_cmd_arg *);
+
+
+/* Shutdown:
+ */
+void lp_rast_destroy( struct lp_rasterizer * );
+
+
+#endif
--- /dev/null
+#ifndef LP_RAST_PRIV_H
+#define LP_RAST_PRIV_H
+
+#include "lp_rast.h"
+
+struct lp_rasterizer {
+
+ /* We can choose whatever layout for the internal tile storage we
+ * prefer:
+ */
+ struct {
+ unsigned color[TILESIZE][TILESIZE];
+ unsigned depth[TILESIZE][TILESIZE];
+ char stencil[TILESIZE][TILESIZE];
+ } tile;
+
+
+ unsigned x;
+ unsigned y;
+
+
+ struct {
+ struct pipe_surface *color;
+ struct pipe_surface *zstencil;
+ unsigned clear_color;
+ unsigned clear_depth;
+ char clear_stencil;
+ } state;
+};
+
+#endif
--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+/*
+ * Rasterization for binned triangles within a tile
+ */
+
+#include "lp_context.h"
+#include "lp_quad.h"
+#include "lp_quad_pipe.h"
+#include "lp_setup.h"
+#include "lp_state.h"
+#include "draw/draw_context.h"
+#include "draw/draw_private.h"
+#include "draw/draw_vertex.h"
+#include "pipe/p_shader_tokens.h"
+#include "pipe/p_thread.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
+
+#define BLOCKSIZE 4
+
+
+/* Convert 8x8 block into four runs of quads and render each in turn.
+ */
+#if (BLOCKSIZE == 8)
+static void block_full( struct triangle *tri, int x, int y )
+{
+ struct quad_header *ptrs[4];
+ int i;
+
+ tri->quad[0].input.x0 = x + 0;
+ tri->quad[1].input.x0 = x + 2;
+ tri->quad[2].input.x0 = x + 4;
+ tri->quad[3].input.x0 = x + 6;
+
+ for (i = 0; i < 4; i++, y += 2) {
+ tri->quad[0].inout.mask = 0xf;
+ tri->quad[1].inout.mask = 0xf;
+ tri->quad[2].inout.mask = 0xf;
+ tri->quad[3].inout.mask = 0xf;
+
+ tri->quad[0].input.y0 = y;
+ tri->quad[1].input.y0 = y;
+ tri->quad[2].input.y0 = y;
+ tri->quad[3].input.y0 = y;
+
+ /* XXX: don't bother with this ptrs business */
+ ptrs[0] = &tri->quad[0];
+ ptrs[1] = &tri->quad[1];
+ ptrs[2] = &tri->quad[2];
+ ptrs[3] = &tri->quad[3];
+
+ tri->llvmpipe->quad.first->run( tri->llvmpipe->quad.first, ptrs, 4 );
+ }
+}
+#else
+static void block_full( struct triangle *tri, int x, int y )
+{
+ struct quad_header *ptrs[4];
+ int iy;
+
+ tri->quad[0].input.x0 = x + 0;
+ tri->quad[1].input.x0 = x + 2;
+
+ for (iy = 0; iy < 4; iy += 2) {
+ tri->quad[0].inout.mask = 0xf;
+ tri->quad[1].inout.mask = 0xf;
+
+ tri->quad[0].input.y0 = y + iy;
+ tri->quad[1].input.y0 = y + iy;
+
+ /* XXX: don't bother with this ptrs business */
+ ptrs[0] = &tri->quad[0];
+ ptrs[1] = &tri->quad[1];
+
+ tri->llvmpipe->quad.first->run( tri->llvmpipe->quad.first, ptrs, 2 );
+ }
+}
+#endif
+
+static void
+do_quad( struct lp_rasterizer *rast,
+ int x, int y,
+ float c1, float c2, float c3 )
+{
+ struct triangle *tri = rast->tri;
+ struct quad_header *quad = &rast->quad[0];
+
+ float xstep1 = -tri->dy12;
+ float xstep2 = -tri->dy23;
+ float xstep3 = -tri->dy31;
+
+ float ystep1 = tri->dx12;
+ float ystep2 = tri->dx23;
+ float ystep3 = tri->dx31;
+
+ quad->input.x0 = x;
+ quad->input.y0 = y;
+ quad->inout.mask = 0;
+
+ if (c1 > 0 &&
+ c2 > 0 &&
+ c3 > 0)
+ quad->inout.mask |= 1;
+
+ if (c1 + xstep1 > 0 &&
+ c2 + xstep2 > 0 &&
+ c3 + xstep3 > 0)
+ quad->inout.mask |= 2;
+
+ if (c1 + ystep1 > 0 &&
+ c2 + ystep2 > 0 &&
+ c3 + ystep3 > 0)
+ quad->inout.mask |= 4;
+
+ if (c1 + ystep1 + xstep1 > 0 &&
+ c2 + ystep2 + xstep2 > 0 &&
+ c3 + ystep3 + xstep3 > 0)
+ quad->inout.mask |= 8;
+
+ if (quad->inout.mask)
+ rast->state->run( rast->state->state, &quad, 1 );
+}
+
+/* Evaluate each pixel in a block, generate a mask and possibly render
+ * the quad:
+ */
+static void
+do_block( struct triangle *tri,
+ int x, int y,
+ float c1,
+ float c2,
+ float c3 )
+{
+ const int step = 2;
+
+ float xstep1 = -step * tri->dy12;
+ float xstep2 = -step * tri->dy23;
+ float xstep3 = -step * tri->dy31;
+
+ float ystep1 = step * tri->dx12;
+ float ystep2 = step * tri->dx23;
+ float ystep3 = step * tri->dx31;
+
+ int ix, iy;
+
+ for (iy = 0; iy < BLOCKSIZE; iy += 2) {
+ float cx1 = c1;
+ float cx2 = c2;
+ float cx3 = c3;
+
+ for (ix = 0; ix < BLOCKSIZE; ix += 2) {
+
+ do_quad(tri, x+ix, y+iy, cx1, cx2, cx3);
+
+ cx1 += xstep1;
+ cx2 += xstep2;
+ cx3 += xstep3;
+ }
+
+ c1 += ystep1;
+ c2 += ystep2;
+ c3 += ystep3;
+ }
+}
+
+
+
+/* Scan the tile in chunks and figure out which pixels to rasterize
+ * for this triangle:
+ */
+void lp_rast_triangle( struct lp_rasterizer *rast,
+ const struct lp_rast_triangle *tri )
+{
+ int minx, maxx, miny, maxy;
+
+ /* Clamp to tile dimensions:
+ */
+ minx = MAX2(tri->maxx, rast->x);
+ miny = MAX2(tri->miny, rast->y);
+ maxx = MIN2(tri->maxx, rast->x + TILESIZE);
+ maxy = MIN2(tri->maxy, rast->y + TILESIZE);
+
+ if (miny == maxy ||
+ minx == maxx) {
+ debug_printf("%s: non-intersecting triangle in bin\n", __FUNCTION__);
+ //assert(0);
+ return;
+ }
+
+ /* Bind parameter interpolants:
+ */
+ for (i = 0; i < Elements(rast->quad); i++) {
+ rast->quad[i].coef = tri->coef;
+ rast->quad[i].posCoef = &tri->position_coef;
+ }
+
+ /* Small area?
+ */
+ if (miny + 16 > maxy &&
+ minx + 16 > maxx)
+ {
+ const int step = 2;
+
+ float xstep1 = -step * tri->dy12;
+ float xstep2 = -step * tri->dy23;
+ float xstep3 = -step * tri->dy31;
+
+ float ystep1 = step * tri->dx12;
+ float ystep2 = step * tri->dx23;
+ float ystep3 = step * tri->dx31;
+
+ float eo1 = tri->eo1 * step;
+ float eo2 = tri->eo2 * step;
+ float eo3 = tri->eo3 * step;
+
+ int x, y;
+
+ minx &= ~(step-1);
+ maxx &= ~(step-1);
+
+ /* Subdivide space into NxM blocks, where each block is square and
+ * power-of-four in dimension.
+ *
+ * Trivially accept or reject blocks, else jump to per-pixel
+ * examination above.
+ */
+ for (y = miny; y < maxy; y += step)
+ {
+ float cx1 = c1;
+ float cx2 = c2;
+ float cx3 = c3;
+
+ for (x = minx; x < maxx; x += step)
+ {
+ if (cx1 + eo1 < 0 ||
+ cx2 + eo2 < 0 ||
+ cx3 + eo3 < 0)
+ {
+ }
+ else
+ {
+ do_quad(&tri, x, y, cx1, cx2, cx3);
+ }
+
+ /* Iterate cx values across the region:
+ */
+ cx1 += xstep1;
+ cx2 += xstep2;
+ cx3 += xstep3;
+ }
+
+ /* Iterate c values down the region:
+ */
+ c1 += ystep1;
+ c2 += ystep2;
+ c3 += ystep3;
+ }
+ }
+ else
+ {
+ const int step = BLOCKSIZE;
+
+ float ei1 = tri->ei1 * step;
+ float ei2 = tri->ei2 * step;
+ float ei3 = tri->ei3 * step;
+
+ float eo1 = tri->eo1 * step;
+ float eo2 = tri->eo2 * step;
+ float eo3 = tri->eo3 * step;
+
+ float xstep1 = -step * tri->dy12;
+ float xstep2 = -step * tri->dy23;
+ float xstep3 = -step * tri->dy31;
+
+ float ystep1 = step * tri->dx12;
+ float ystep2 = step * tri->dx23;
+ float ystep3 = step * tri->dx31;
+ int x, y;
+
+ minx &= ~(step-1);
+ miny &= ~(step-1);
+
+ for (y = miny; y < maxy; y += step)
+ {
+ float cx1 = c1;
+ float cx2 = c2;
+ float cx3 = c3;
+
+ for (x = minx; x < maxx; x += step)
+ {
+ if (cx1 + eo1 < 0 ||
+ cx2 + eo2 < 0 ||
+ cx3 + eo3 < 0)
+ {
+ }
+ else if (cx1 + ei1 > 0 &&
+ cx2 + ei2 > 0 &&
+ cx3 + ei3 > 0)
+ {
+ block_full(&tri, x, y); /* trivial accept */
+ }
+ else
+ {
+ do_block(&tri, x, y, cx1, cx2, cx3);
+ }
+
+ /* Iterate cx values across the region:
+ */
+ cx1 += xstep1;
+ cx2 += xstep2;
+ cx3 += xstep3;
+ }
+
+ /* Iterate c values down the region:
+ */
+ c1 += ystep1;
+ c2 += ystep2;
+ c3 += ystep3;
+ }
+ }
+}
+
+++ /dev/null
-
-struct lp_rasterizer {
-
- /* We can choose whatever layout for the internal tile storage we
- * prefer:
- */
- struct {
- unsigned color[TILESIZE][TILESIZE];
- unsigned depth[TILESIZE][TILESIZE];
- char stencil[TILESIZE][TILESIZE];
- } tile;
-
-
- unsigned x;
- unsigned y;
-
-
- struct {
- struct pipe_surface *color;
- struct pipe_surface *zstencil;
- unsigned clear_color;
- unsigned clear_depth;
- char clear_stencil;
- } state;
-};
-
-struct lp_rasterizer *lp_rast_create( void )
-{
- return CALLOC_STRUCT(lp_rasterizer);
-}
-
-void lp_rast_bind_surfaces( struct lp_rasterizer *,
- struct pipe_surface *color,
- struct pipe_surface *zstencil,
- const float *clear_color,
- double clear_depth,
- unsigned clear_stencil)
-{
- pipe_surface_reference(&rast->state.color, color);
- pipe_surface_reference(&rast->state.depth, depth);
- rast->state.clear_color = util_pack_8888(clear_color);
- rast->state.clear_depth = clear_depth * 0xffffffff;
- rast->state.clear_stencil = clear_stencil;
-}
-
-/* Begining of each tile:
- */
-void lp_rast_start_tile( struct lp_rasterizer *,
- unsigned x,
- unsigned y )
-{
- rast->x = x;
- rast->y = y;
-}
-
-void lp_rast_clear_color( struct lp_rasterizer *rast )
-{
- const unsigned clear_color = rast->state.clear_color;
- unsigned i, j;
-
- for (i = 0; i < TILESIZE; i++)
- for (j = 0; j < TILESIZE; j++)
- rast->tile[i][j] = clear_color;
-}
-
-void lp_rast_clear_depth( struct lp_rasterizer *rast )
-{
- const unsigned clear_depth = rast->state.clear_depth;
- unsigned i, j;
-
- for (i = 0; i < TILESIZE; i++)
- for (j = 0; j < TILESIZE; j++)
- rast->tile[i][j] = clear_depth;
-}
-
-void lp_rast_clear_stencil( struct lp_rasterizer *rast )
-{
- const unsigned clear_stencil = rast->state.clear_stencil;
-
- memset(rast->tile.stencil, clear_stencil, sizeof rast->tile.stencil );
-}
-
-void lp_rast_load_color( struct lp_rasterizer *rast )
-{
- /* call u_tile func to load colors from surface */
-}
-
-void lp_rast_load_zstencil( struct lp_rasterizer *rast )
-{
- /* call u_tile func to load depth (and stencil?) from surface */
-}
-
-/* Within a tile:
- */
-void lp_rast_set_state( struct lp_rasterizer *rast,
- const struct lp_rast_state *state )
-{
- rast->shader_state = state;
-}
-
-void lp_rast_triangle( struct lp_rasterizer *rast,
- const struct lp_rast_triangle *inputs )
-{
- /* Set up the silly quad coef pointers
- */
- for (i = 0; i < 4; i++) {
- rast->quads[i].posCoef = inputs->posCoef;
- rast->quads[i].coef = inputs->coef;
- }
-
- /* Scan the tile in 4x4 chunks (?) and figure out which bits to
- * rasterize:
- */
-
-}
-
-void lp_rast_shade_tile( struct lp_rasterizer *rast,
- const struct lp_rast_shader_inputs *inputs )
-{
- /* Set up the silly quad coef pointers
- */
- for (i = 0; i < 4; i++) {
- rast->quads[i].posCoef = inputs->posCoef;
- rast->quads[i].coef = inputs->coef;
- }
-
- /* Use the existing preference for 8x2 (four quads) shading:
- */
- for (i = 0; i < TILESIZE; i += 8) {
- for (j = 0; j < TILESIZE; j += 2) {
- rast->shader_state.shade( inputs->jc,
- rast->x + i,
- rast->y + j,
- rast->quads, 4 );
- }
- }
-}
-
-/* End of tile:
- */
-void lp_rast_store_color( struct lp_rasterizer *rast )
-{
- /* call u_tile func to store colors to surface */
-}
-
-void lp_rast_store_zstencil( struct lp_rasterizer *rast )
-{
- /* call u_tile func to store depth/stencil to surface */
-}
-
-/* Shutdown:
- */
-void lp_rast_destroy( struct lp_rasterizer *rast )
-{
- FREE(rast);
-}
-
+++ /dev/null
-
-/* Initially create and program a single rasterizer directly. Later
- * will want multiple of these, one or two per core. At that stage
- * will probably pass command buffers into the rasterizers rather than
- * individual function calls like this.
- */
-struct lp_rasterizer;
-
-struct lp_rast_state {
- /* State:
- */
- struct lp_jit_context jc;
-
- /* Shader itself:
- */
-};
-
-/* Coefficients necessary to run the shader at a given location:
- */
-struct lp_rast_shader_inputs {
-
- /* Current rasterizer state:
- */
- const struct lp_rast_state *state;
-
- /* Attribute interpolation:
- */
- float oneoverarea;
- float x1;
- float y1;
-
- struct tgsi_interp_coef position_coef;
- struct tgsi_interp_coef *coef;
-};
-
-
-/* Rasterization information for a triangle known to be in this bin,
- * plus inputs to run the shader:
- */
-struct lp_rast_triangle {
- /* one-pixel sized trivial accept offsets for each plane */
- float ei1;
- float ei2;
- float ei3;
-
- /* one-pixel sized trivial reject offsets for each plane */
- float eo1;
- float eo2;
- float eo3;
-
- /* y deltas for vertex pairs */
- float dy12;
- float dy23;
- float dy31;
-
- /* x deltas for vertex pairs */
- float dx12;
- float dx23;
- float dx31;
-
- /* State to run the shader: */
- struct lp_rast_shader_inputs inputs;
-};
-
-
-
-struct lp_rasterizer *lp_rast_create( void );
-
-void lp_rast_bind_surfaces( struct lp_rasterizer *,
- struct pipe_surface *color,
- struct pipe_surface *zstencil,
- const float *clear_color,
- double clear_depth,
- unsigned clear_stencil);
-
-/* Begining of each tile:
- */
-void lp_rast_start_tile( struct lp_rasterizer *,
- unsigned x,
- unsigned y );
-
-void lp_rast_clear_color( struct lp_rasterizer * );
-
-void lp_rast_clear_zstencil( struct lp_rasterizer * );
-
-void lp_rast_load_color( struct lp_rasterizer * );
-
-void lp_rast_load_zstencil( struct lp_rasterizer * );
-
-
-/* Within a tile:
- */
-void lp_rast_set_state( struct lp_rasterizer *,
- const struct lp_rast_state * );
-
-void lp_rast_triangle( struct lp_rasterizer *,
- const struct lp_rast_triangle * );
-
-void lp_rast_shade_tile( struct lp_rasterizer *,
- const struct lp_rast_shader_inputs * );
-
-/* End of tile:
- */
-void lp_rast_store_color( struct lp_rasterizer * );
-
-void lp_rast_store_zstencil( struct lp_rasterizer * );
-
-
-/* Shutdown:
- */
-void lp_rast_destroy( struct lp_rasterizer * );
-
#define DEBUG_VERTS 0
+
+void
+llvmpipe_setup_flush()
+{
+}
+
+void
+llvmpipe_setup_bind_framebuffer()
+{
+}
+
+void
+llvmpipe_setup_clear()
+{
+}
+
+
/* Stubs for lines & points for now:
*/
void
void
-rasterize( struct llvmpipe_context *llvmpipe,
- struct binned_scene *scene )
+lp_setup_rasterize( struct llvmpipe_context *llvmpipe,
+ struct binned_scene *scene )
{
-
+ lp_rast_bind_surfaces( rast, scene->framebuffer );
+
+ for (i = 0; i < scene->tiles_x; i++) {
+ for (j = 0; j < scene->tiles_y; j++) {
+
+ lp_rast_start_tile( rast, i * TILESIZE, j * TILESIZE );
+
+ for (block = scene->tile[i][j].first; block; block = block->next) {
+ for (k = 0; k < block->nr_cmds; k++) {
+ block->cmd[k].func( rast, block->cmd[k].arg );
+ }
+ }
+ }
+ }
}
{
}
-/**
- * Do setup for triangle rasterization, then render the triangle.
- */
+
+
+
void setup_prepare_tri( struct llvmpipe_context *llvmpipe )
{
llvmpipe->ccw_is_frontface = (llvmpipe->rasterizer->front_winding ==
llvmpipe->jit_context.samplers = (struct tgsi_sampler **)llvmpipe->tgsi.frag_samplers_list;
}
+static void
+update_culling()
+{
+ if (lp->reduced_api_prim == PIPE_PRIM_TRIANGLES &&
+ lp->rasterizer->fill_cw == PIPE_POLYGON_MODE_FILL &&
+ lp->rasterizer->fill_ccw == PIPE_POLYGON_MODE_FILL) {
+ /* we'll do culling */
+ setup->winding = lp->rasterizer->cull_mode;
+ }
+ else {
+ /* 'draw' will do culling */
+ setup->winding = PIPE_WINDING_NONE;
+ }
+}
+
+
/* Hopefully this will remain quite simple, otherwise need to pull in
* something like the state tracker mechanism.
*/
llvmpipe->dirty = 0;
}
+
+
+void llvmpipe_prepare( )
+{
+ struct llvmpipe_context *lp = setup->llvmpipe;
+
+ if (lp->dirty) {
+ llvmpipe_update_derived(lp);
+ }
+
+}