From 5024d9b90e88cdc3d8aca14d45cf845efbfb8633 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Fri, 27 Aug 2010 17:51:21 +0100 Subject: [PATCH] llvmpipe: move whole-tile emit into a function --- src/gallium/drivers/llvmpipe/lp_rast.h | 1 + src/gallium/drivers/llvmpipe/lp_setup_tri.c | 49 +++++++++++++++++---- 2 files changed, 42 insertions(+), 8 deletions(-) diff --git a/src/gallium/drivers/llvmpipe/lp_rast.h b/src/gallium/drivers/llvmpipe/lp_rast.h index b4564ef33bd..ebe88182af4 100644 --- a/src/gallium/drivers/llvmpipe/lp_rast.h +++ b/src/gallium/drivers/llvmpipe/lp_rast.h @@ -79,6 +79,7 @@ struct lp_rast_state { */ struct lp_rast_shader_inputs { float facing; /** Positive for front-facing, negative for back-facing */ + boolean opaque:1; /** Is opaque */ float (*a0)[4]; float (*dadx)[4]; diff --git a/src/gallium/drivers/llvmpipe/lp_setup_tri.c b/src/gallium/drivers/llvmpipe/lp_setup_tri.c index 0180d95090f..e5aacbcbf63 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup_tri.c +++ b/src/gallium/drivers/llvmpipe/lp_setup_tri.c @@ -172,6 +172,44 @@ lp_rast_cmd lp_rast_tri_tab[9] = { lp_rast_triangle_8 }; + + +/** + * The primitive covers the whole tile- shade whole tile. + * + * \param tx, ty the tile position in tiles, not pixels + */ +static void +lp_setup_whole_tile(struct lp_setup_context *setup, + const struct lp_rast_shader_inputs *inputs, + int tx, int ty) +{ + struct lp_scene *scene = setup->scene; + + LP_COUNT(nr_fully_covered_64); + + /* if variant is opaque and scissor doesn't effect the tile */ + if (inputs->opaque) { + if (!scene->fb.zsbuf) { + /* + * All previous rendering will be overwritten so reset the bin. + */ + lp_scene_bin_reset( scene, tx, ty ); + } + + LP_COUNT(nr_shade_opaque_64); + lp_scene_bin_command( scene, tx, ty, + lp_rast_shade_tile_opaque, + lp_rast_arg_inputs(inputs) ); + } else { + LP_COUNT(nr_shade_64); + lp_scene_bin_command( scene, tx, ty, + lp_rast_shade_tile, + lp_rast_arg_inputs(inputs) ); + } +} + + /** * Do basic setup for triangle rasterization and determine which * framebuffer tiles are touched. Put the triangle in the scene's @@ -185,6 +223,7 @@ do_triangle_ccw(struct lp_setup_context *setup, boolean frontfacing ) { struct lp_scene *scene = lp_setup_get_current_scene(setup); + struct lp_fragment_shader_variant *variant = setup->fs.current.variant; struct lp_rast_triangle *tri; int x[3]; int y[3]; @@ -316,6 +355,7 @@ do_triangle_ccw(struct lp_setup_context *setup, lp_setup_tri_coef( setup, &tri->inputs, &info ); tri->inputs.facing = frontfacing ? 1.0F : -1.0F; + tri->inputs.opaque = variant->opaque; tri->inputs.state = setup->fs.stored; @@ -431,7 +471,6 @@ lp_setup_bin_triangle( struct lp_setup_context *setup, int nr_planes ) { struct lp_scene *scene = setup->scene; - struct lp_fragment_shader_variant *variant = setup->fs.current.variant; int ix0, ix1, iy0, iy1; int i; @@ -554,13 +593,7 @@ lp_setup_bin_triangle( struct lp_setup_context *setup, /* triangle covers the whole tile- shade whole tile */ LP_COUNT(nr_fully_covered_64); in = TRUE; - if (variant->opaque && - !setup->fb.zsbuf) { - lp_scene_bin_reset( scene, x, y ); - } - lp_scene_bin_command( scene, x, y, - lp_rast_shade_tile, - lp_rast_arg_inputs(&tri->inputs) ); + lp_setup_whole_tile(setup, &tri->inputs, x, y); } /* Iterate cx values across the region: -- 2.30.2