#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_rect.h"
+#include "util/u_sse.h"
#include "lp_perf.h"
#include "lp_setup_context.h"
#include "lp_rast.h"
#include "lp_state_fs.h"
+#include "lp_state_setup.h"
+#include "lp_context.h"
-#define NUM_CHANNELS 4
-
-struct tri_info {
-
- float pixel_offset;
-
- /* fixed point vertex coordinates */
- int x[3];
- int y[3];
-
- /* float x,y deltas - all from the original coordinates
- */
- float dy01, dy20;
- float dx01, dx20;
- float oneoverarea;
-
- const float (*v0)[4];
- const float (*v1)[4];
- const float (*v2)[4];
-
- boolean frontfacing;
-};
-
-
-
-static const int step_scissor_minx[16] = {
- 0, 1, 0, 1,
- 2, 3, 2, 3,
- 0, 1, 0, 1,
- 2, 3, 2, 3
-};
-
-static const int step_scissor_maxx[16] = {
- 0, -1, 0, -1,
- -2, -3, -2, -3,
- 0, -1, 0, -1,
- -2, -3, -2, -3
-};
-
-static const int step_scissor_miny[16] = {
- 0, 0, 1, 1,
- 0, 0, 1, 1,
- 2, 2, 3, 3,
- 2, 2, 3, 3
-};
-
-static const int step_scissor_maxy[16] = {
- 0, 0, -1, -1,
- 0, 0, -1, -1,
- -2, -2, -3, -3,
- -2, -2, -3, -3
-};
+#include <inttypes.h>
+#define NUM_CHANNELS 4
+#if defined(PIPE_ARCH_SSE)
+#include <emmintrin.h>
+#endif
-
static INLINE int
subpixel_snap(float a)
{
static INLINE float
fixed_to_float(int a)
{
- return a * (1.0 / FIXED_ONE);
+ return a * (1.0f / FIXED_ONE);
}
+/* Position and area in fixed point coordinates */
+struct fixed_position {
+ int32_t x[4];
+ int32_t y[4];
+ int64_t area;
+ int32_t dx01;
+ int32_t dy01;
+ int32_t dx20;
+ int32_t dy20;
+};
+
/**
- * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
+ * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
+ * immediately after it.
+ * The memory is allocated from the per-scene pool, not per-tile.
+ * \param tri_size returns number of bytes allocated
+ * \param num_inputs number of fragment shader inputs
+ * \return pointer to triangle space
*/
-static void constant_coef( struct lp_rast_triangle *tri,
- unsigned slot,
- const float value,
- unsigned i )
+struct lp_rast_triangle *
+lp_setup_alloc_triangle(struct lp_scene *scene,
+ unsigned nr_inputs,
+ unsigned nr_planes,
+ unsigned *tri_size)
{
- tri->inputs.a0[slot][i] = value;
- tri->inputs.dadx[slot][i] = 0.0f;
- tri->inputs.dady[slot][i] = 0.0f;
-}
+ unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
+ unsigned plane_sz = nr_planes * sizeof(struct lp_rast_plane);
+ struct lp_rast_triangle *tri;
+ *tri_size = (sizeof(struct lp_rast_triangle) +
+ 3 * input_array_sz +
+ plane_sz);
+ tri = lp_scene_alloc_aligned( scene, *tri_size, 16 );
+ if (tri == NULL)
+ return NULL;
-static void linear_coef( struct lp_rast_triangle *tri,
- const struct tri_info *info,
- unsigned slot,
- unsigned vert_attr,
- unsigned i)
-{
- float a0 = info->v0[vert_attr][i];
- float a1 = info->v1[vert_attr][i];
- float a2 = info->v2[vert_attr][i];
+ tri->inputs.stride = input_array_sz;
- float da01 = a0 - a1;
- float da20 = a2 - a0;
- float dadx = (da01 * info->dy20 - info->dy01 * da20) * info->oneoverarea;
- float dady = (da20 * info->dx01 - info->dx20 * da01) * info->oneoverarea;
-
- tri->inputs.dadx[slot][i] = dadx;
- tri->inputs.dady[slot][i] = dady;
+ {
+ char *a = (char *)tri;
+ char *b = (char *)&GET_PLANES(tri)[nr_planes];
+ assert(b - a == *tri_size);
+ }
- /* calculate a0 as the value which would be sampled for the
- * fragment at (0,0), taking into account that we want to sample at
- * pixel centers, in other words (0.5, 0.5).
- *
- * this is neat but unfortunately not a good way to do things for
- * triangles with very large values of dadx or dady as it will
- * result in the subtraction and re-addition from a0 of a very
- * large number, which means we'll end up loosing a lot of the
- * fractional bits and precision from a0. the way to fix this is
- * to define a0 as the sample at a pixel center somewhere near vmin
- * instead - i'll switch to this later.
- */
- tri->inputs.a0[slot][i] = (a0 -
- (dadx * (info->v0[0][0] - info->pixel_offset) +
- dady * (info->v0[0][1] - info->pixel_offset)));
+ return tri;
}
-
-/**
- * Compute a0, dadx and dady for a perspective-corrected interpolant,
- * for a triangle.
- * We basically multiply the vertex value by 1/w before computing
- * the plane coefficients (a0, dadx, dady).
- * Later, when we compute the value at a particular fragment position we'll
- * divide the interpolated value by the interpolated W at that fragment.
- */
-static void perspective_coef( struct lp_rast_triangle *tri,
- const struct tri_info *info,
- unsigned slot,
- unsigned vert_attr,
- unsigned i)
+void
+lp_setup_print_vertex(struct lp_setup_context *setup,
+ const char *name,
+ const float (*v)[4])
{
- /* premultiply by 1/w (v[0][3] is always 1/w):
- */
- float a0 = info->v0[vert_attr][i] * info->v0[0][3];
- float a1 = info->v1[vert_attr][i] * info->v1[0][3];
- float a2 = info->v2[vert_attr][i] * info->v2[0][3];
- float da01 = a0 - a1;
- float da20 = a2 - a0;
- float dadx = (da01 * info->dy20 - info->dy01 * da20) * info->oneoverarea;
- float dady = (da20 * info->dx01 - info->dx20 * da01) * info->oneoverarea;
-
- tri->inputs.dadx[slot][i] = dadx;
- tri->inputs.dady[slot][i] = dady;
- tri->inputs.a0[slot][i] = (a0 -
- (dadx * (info->v0[0][0] - info->pixel_offset) +
- dady * (info->v0[0][1] - info->pixel_offset)));
-}
+ const struct lp_setup_variant_key *key = &setup->setup.variant->key;
+ int i, j;
+ debug_printf(" wpos (%s[0]) xyzw %f %f %f %f\n",
+ name,
+ v[0][0], v[0][1], v[0][2], v[0][3]);
-/**
- * Special coefficient setup for gl_FragCoord.
- * X and Y are trivial
- * Z and W are copied from position_coef which should have already been computed.
- * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
- */
-static void
-setup_fragcoord_coef(struct lp_rast_triangle *tri,
- const struct tri_info *info,
- unsigned slot,
- unsigned usage_mask)
-{
- /*X*/
- if (usage_mask & TGSI_WRITEMASK_X) {
- tri->inputs.a0[slot][0] = 0.0;
- tri->inputs.dadx[slot][0] = 1.0;
- tri->inputs.dady[slot][0] = 0.0;
- }
+ for (i = 0; i < key->num_inputs; i++) {
+ const float *in = v[key->inputs[i].src_index];
- /*Y*/
- if (usage_mask & TGSI_WRITEMASK_Y) {
- tri->inputs.a0[slot][1] = 0.0;
- tri->inputs.dadx[slot][1] = 0.0;
- tri->inputs.dady[slot][1] = 1.0;
- }
+ debug_printf(" in[%d] (%s[%d]) %s%s%s%s ",
+ i,
+ name, key->inputs[i].src_index,
+ (key->inputs[i].usage_mask & 0x1) ? "x" : " ",
+ (key->inputs[i].usage_mask & 0x2) ? "y" : " ",
+ (key->inputs[i].usage_mask & 0x4) ? "z" : " ",
+ (key->inputs[i].usage_mask & 0x8) ? "w" : " ");
- /*Z*/
- if (usage_mask & TGSI_WRITEMASK_Z) {
- linear_coef(tri, info, slot, 0, 2);
- }
+ for (j = 0; j < 4; j++)
+ if (key->inputs[i].usage_mask & (1<<j))
+ debug_printf("%.5f ", in[j]);
- /*W*/
- if (usage_mask & TGSI_WRITEMASK_W) {
- linear_coef(tri, info, slot, 0, 3);
+ debug_printf("\n");
}
}
/**
- * Setup the fragment input attribute with the front-facing value.
- * \param frontface is the triangle front facing?
- */
-static void setup_facing_coef( struct lp_rast_triangle *tri,
- unsigned slot,
- boolean frontface,
- unsigned usage_mask)
-{
- /* convert TRUE to 1.0 and FALSE to -1.0 */
- if (usage_mask & TGSI_WRITEMASK_X)
- constant_coef( tri, slot, 2.0f * frontface - 1.0f, 0 );
-
- if (usage_mask & TGSI_WRITEMASK_Y)
- constant_coef( tri, slot, 0.0f, 1 ); /* wasted */
-
- if (usage_mask & TGSI_WRITEMASK_Z)
- constant_coef( tri, slot, 0.0f, 2 ); /* wasted */
-
- if (usage_mask & TGSI_WRITEMASK_W)
- constant_coef( tri, slot, 0.0f, 3 ); /* wasted */
-}
-
-
-/**
- * Compute the tri->coef[] array dadx, dady, a0 values.
+ * Print triangle vertex attribs (for debug).
*/
-static void setup_tri_coefficients( struct lp_setup_context *setup,
- struct lp_rast_triangle *tri,
- const struct tri_info *info)
+void
+lp_setup_print_triangle(struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
{
- unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
- unsigned slot;
-
- /* setup interpolation for all the remaining attributes:
- */
- for (slot = 0; slot < setup->fs.nr_inputs; slot++) {
- unsigned vert_attr = setup->fs.input[slot].src_index;
- unsigned usage_mask = setup->fs.input[slot].usage_mask;
- unsigned i;
-
- switch (setup->fs.input[slot].interp) {
- case LP_INTERP_CONSTANT:
- if (setup->flatshade_first) {
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- constant_coef(tri, slot+1, info->v0[vert_attr][i], i);
- }
- else {
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- constant_coef(tri, slot+1, info->v2[vert_attr][i], i);
- }
- break;
-
- case LP_INTERP_LINEAR:
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- linear_coef(tri, info, slot+1, vert_attr, i);
- break;
-
- case LP_INTERP_PERSPECTIVE:
- for (i = 0; i < NUM_CHANNELS; i++)
- if (usage_mask & (1 << i))
- perspective_coef(tri, info, slot+1, vert_attr, i);
- fragcoord_usage_mask |= TGSI_WRITEMASK_W;
- break;
-
- case LP_INTERP_POSITION:
- /*
- * The generated pixel interpolators will pick up the coeffs from
- * slot 0, so all need to ensure that the usage mask is covers all
- * usages.
- */
- fragcoord_usage_mask |= usage_mask;
- break;
+ debug_printf("triangle\n");
- case LP_INTERP_FACING:
- setup_facing_coef(tri, slot+1, info->frontfacing, usage_mask);
- break;
-
- default:
- assert(0);
- }
+ {
+ const float ex = v0[0][0] - v2[0][0];
+ const float ey = v0[0][1] - v2[0][1];
+ const float fx = v1[0][0] - v2[0][0];
+ const float fy = v1[0][1] - v2[0][1];
+
+ /* det = cross(e,f).z */
+ const float det = ex * fy - ey * fx;
+ if (det < 0.0f)
+ debug_printf(" - ccw\n");
+ else if (det > 0.0f)
+ debug_printf(" - cw\n");
+ else
+ debug_printf(" - zero area\n");
}
- /* The internal position input is in slot zero:
- */
- setup_fragcoord_coef(tri, info, 0, fragcoord_usage_mask);
+ lp_setup_print_vertex(setup, "v0", v0);
+ lp_setup_print_vertex(setup, "v1", v1);
+ lp_setup_print_vertex(setup, "v2", v2);
}
+#define MAX_PLANES 8
+static unsigned
+lp_rast_tri_tab[MAX_PLANES+1] = {
+ 0, /* should be impossible */
+ LP_RAST_OP_TRIANGLE_1,
+ LP_RAST_OP_TRIANGLE_2,
+ LP_RAST_OP_TRIANGLE_3,
+ LP_RAST_OP_TRIANGLE_4,
+ LP_RAST_OP_TRIANGLE_5,
+ LP_RAST_OP_TRIANGLE_6,
+ LP_RAST_OP_TRIANGLE_7,
+ LP_RAST_OP_TRIANGLE_8
+};
+static unsigned
+lp_rast_32_tri_tab[MAX_PLANES+1] = {
+ 0, /* should be impossible */
+ LP_RAST_OP_TRIANGLE_32_1,
+ LP_RAST_OP_TRIANGLE_32_2,
+ LP_RAST_OP_TRIANGLE_32_3,
+ LP_RAST_OP_TRIANGLE_32_4,
+ LP_RAST_OP_TRIANGLE_32_5,
+ LP_RAST_OP_TRIANGLE_32_6,
+ LP_RAST_OP_TRIANGLE_32_7,
+ LP_RAST_OP_TRIANGLE_32_8
+};
/**
- * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
- * immediately after it.
- * The memory is allocated from the per-scene pool, not per-tile.
- * \param tri_size returns number of bytes allocated
- * \param nr_inputs number of fragment shader inputs
- * \return pointer to triangle space
- */
-static INLINE struct lp_rast_triangle *
-alloc_triangle(struct lp_scene *scene,
- unsigned nr_inputs,
- unsigned nr_planes,
- unsigned *tri_size)
-{
- unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
- struct lp_rast_triangle *tri;
- unsigned tri_bytes, bytes;
- char *inputs;
-
- tri_bytes = align(Offset(struct lp_rast_triangle, plane[nr_planes]), 16);
- bytes = tri_bytes + (3 * input_array_sz);
-
- tri = lp_scene_alloc_aligned( scene, bytes, 16 );
-
- if (tri) {
- inputs = ((char *)tri) + tri_bytes;
- tri->inputs.a0 = (float (*)[4]) inputs;
- tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz);
- tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz);
-
- *tri_size = bytes;
- }
-
- return tri;
-}
-
-
-/**
- * Print triangle vertex attribs (for debug).
+ * The primitive covers the whole tile- shade whole tile.
+ *
+ * \param tx, ty the tile position in tiles, not pixels
*/
-static void
-print_triangle(struct lp_setup_context *setup,
- const float (*v1)[4],
- const float (*v2)[4],
- const float (*v3)[4])
+static boolean
+lp_setup_whole_tile(struct lp_setup_context *setup,
+ const struct lp_rast_shader_inputs *inputs,
+ int tx, int ty)
{
- uint i;
+ 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) {
+ /* Several things prevent this optimization from working:
+ * - For layered rendering we can't determine if this covers the same layer
+ * as previous rendering (or in case of clears those actually always cover
+ * all layers so optimization is impossible). Need to use fb_max_layer and
+ * not setup->layer_slot to determine this since even if there's currently
+ * no slot assigned previous rendering could have used one.
+ * - If there were any Begin/End query commands in the scene then those
+ * would get removed which would be very wrong. Furthermore, if queries
+ * were just active we also can't do the optimization since to get
+ * accurate query results we unfortunately need to execute the rendering
+ * commands.
+ */
+ if (!scene->fb.zsbuf && scene->fb_max_layer == 0 && !scene->had_queries) {
+ /*
+ * All previous rendering will be overwritten so reset the bin.
+ */
+ lp_scene_bin_reset( scene, tx, ty );
+ }
- debug_printf("llvmpipe triangle\n");
- for (i = 0; i < 1 + setup->fs.nr_inputs; i++) {
- debug_printf(" v1[%d]: %f %f %f %f\n", i,
- v1[i][0], v1[i][1], v1[i][2], v1[i][3]);
- }
- for (i = 0; i < 1 + setup->fs.nr_inputs; i++) {
- debug_printf(" v2[%d]: %f %f %f %f\n", i,
- v2[i][0], v2[i][1], v2[i][2], v2[i][3]);
- }
- for (i = 0; i < 1 + setup->fs.nr_inputs; i++) {
- debug_printf(" v3[%d]: %f %f %f %f\n", i,
- v3[i][0], v3[i][1], v3[i][2], v3[i][3]);
+ LP_COUNT(nr_shade_opaque_64);
+ return lp_scene_bin_cmd_with_state( scene, tx, ty,
+ setup->fs.stored,
+ LP_RAST_OP_SHADE_TILE_OPAQUE,
+ lp_rast_arg_inputs(inputs) );
+ } else {
+ LP_COUNT(nr_shade_64);
+ return lp_scene_bin_cmd_with_state( scene, tx, ty,
+ setup->fs.stored,
+ LP_RAST_OP_SHADE_TILE,
+ lp_rast_arg_inputs(inputs) );
}
}
-lp_rast_cmd lp_rast_tri_tab[8] = {
- NULL, /* should be impossible */
- lp_rast_triangle_1,
- lp_rast_triangle_2,
- lp_rast_triangle_3,
- lp_rast_triangle_4,
- lp_rast_triangle_5,
- lp_rast_triangle_6,
- lp_rast_triangle_7
-};
-
/**
* Do basic setup for triangle rasterization and determine which
* framebuffer tiles are touched. Put the triangle in the scene's
* bins for the tiles which we overlap.
*/
-static void
+static boolean
do_triangle_ccw(struct lp_setup_context *setup,
- const float (*v1)[4],
- const float (*v2)[4],
- const float (*v3)[4],
- boolean frontfacing )
+ struct fixed_position* position,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4],
+ boolean frontfacing )
{
-
- struct lp_scene *scene = lp_setup_get_current_scene(setup);
- struct lp_fragment_shader_variant *variant = setup->fs.current.variant;
+ struct lp_scene *scene = setup->scene;
+ const struct lp_setup_variant_key *key = &setup->setup.variant->key;
struct lp_rast_triangle *tri;
- struct tri_info info;
- int area;
- int minx, maxx, miny, maxy;
- int ix0, ix1, iy0, iy1;
+ struct lp_rast_plane *plane;
+ struct u_rect bbox;
unsigned tri_bytes;
- int i;
int nr_planes = 3;
-
+ unsigned scissor_index = 0;
+ unsigned layer = 0;
+
+ /* Area should always be positive here */
+ assert(position->area > 0);
+
if (0)
- print_triangle(setup, v1, v2, v3);
+ lp_setup_print_triangle(setup, v0, v1, v2);
if (setup->scissor_test) {
nr_planes = 7;
+ if (setup->viewport_index_slot > 0) {
+ unsigned *udata = (unsigned*)v0[setup->viewport_index_slot];
+ scissor_index = lp_clamp_scissor_idx(*udata);
+ }
}
else {
nr_planes = 3;
}
-
-
- tri = alloc_triangle(scene,
- setup->fs.nr_inputs,
- nr_planes,
- &tri_bytes);
- if (!tri)
- return;
-
-#ifdef DEBUG
- tri->v[0][0] = v1[0][0];
- tri->v[1][0] = v2[0][0];
- tri->v[2][0] = v3[0][0];
- tri->v[0][1] = v1[0][1];
- tri->v[1][1] = v2[0][1];
- tri->v[2][1] = v3[0][1];
-#endif
-
- /* x/y positions in fixed point */
- info.x[0] = subpixel_snap(v1[0][0] - setup->pixel_offset);
- info.x[1] = subpixel_snap(v2[0][0] - setup->pixel_offset);
- info.x[2] = subpixel_snap(v3[0][0] - setup->pixel_offset);
- info.y[0] = subpixel_snap(v1[0][1] - setup->pixel_offset);
- info.y[1] = subpixel_snap(v2[0][1] - setup->pixel_offset);
- info.y[2] = subpixel_snap(v3[0][1] - setup->pixel_offset);
-
- tri->plane[0].dcdy = info.x[0] - info.x[1];
- tri->plane[1].dcdy = info.x[1] - info.x[2];
- tri->plane[2].dcdy = info.x[2] - info.x[0];
-
- tri->plane[0].dcdx = info.y[0] - info.y[1];
- tri->plane[1].dcdx = info.y[1] - info.y[2];
- tri->plane[2].dcdx = info.y[2] - info.y[0];
-
- area = (tri->plane[0].dcdy * tri->plane[2].dcdx -
- tri->plane[2].dcdy * tri->plane[0].dcdx);
-
- LP_COUNT(nr_tris);
-
- /* Cull non-ccw and zero-sized triangles.
- *
- * XXX: subject to overflow??
- */
- if (area <= 0) {
- lp_scene_putback_data( scene, tri_bytes );
- LP_COUNT(nr_culled_tris);
- return;
+ if (setup->layer_slot > 0) {
+ layer = *(unsigned*)v1[setup->layer_slot];
+ layer = MIN2(layer, scene->fb_max_layer);
}
/* Bounding rectangle (in pixels) */
*/
int adj = (setup->pixel_offset != 0) ? 1 : 0;
- minx = (MIN3(info.x[0], info.x[1], info.x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
- maxx = (MAX3(info.x[0], info.x[1], info.x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
- miny = (MIN3(info.y[0], info.y[1], info.y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
- maxy = (MAX3(info.y[0], info.y[1], info.y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
- }
+ /* Inclusive x0, exclusive x1 */
+ bbox.x0 = MIN3(position->x[0], position->x[1], position->x[2]) >> FIXED_ORDER;
+ bbox.x1 = (MAX3(position->x[0], position->x[1], position->x[2]) - 1) >> FIXED_ORDER;
- if (setup->scissor_test) {
- minx = MAX2(minx, setup->scissor.current.minx);
- maxx = MIN2(maxx, setup->scissor.current.maxx);
- miny = MAX2(miny, setup->scissor.current.miny);
- maxy = MIN2(maxy, setup->scissor.current.maxy);
- }
- else {
- minx = MAX2(minx, 0);
- miny = MAX2(miny, 0);
- maxx = MIN2(maxx, scene->fb.width);
- maxy = MIN2(maxy, scene->fb.height);
+ /* Inclusive / exclusive depending upon adj (bottom-left or top-right) */
+ bbox.y0 = (MIN3(position->y[0], position->y[1], position->y[2]) + adj) >> FIXED_ORDER;
+ bbox.y1 = (MAX3(position->y[0], position->y[1], position->y[2]) - 1 + adj) >> FIXED_ORDER;
}
+ if (bbox.x1 < bbox.x0 ||
+ bbox.y1 < bbox.y0) {
+ if (0) debug_printf("empty bounding box\n");
+ LP_COUNT(nr_culled_tris);
+ return TRUE;
+ }
- if (miny >= maxy || minx >= maxx) {
- lp_scene_putback_data( scene, tri_bytes );
+ if (!u_rect_test_intersection(&setup->draw_regions[scissor_index], &bbox)) {
+ if (0) debug_printf("offscreen\n");
LP_COUNT(nr_culled_tris);
- return;
+ return TRUE;
}
- /*
+ /* Can safely discard negative regions, but need to keep hold of
+ * information about when the triangle extends past screen
+ * boundaries. See trimmed_box in lp_setup_bin_triangle().
*/
- info.pixel_offset = setup->pixel_offset;
- info.v0 = v1;
- info.v1 = v2;
- info.v2 = v3;
- info.dx01 = info.v0[0][0] - info.v1[0][0];
- info.dx20 = info.v2[0][0] - info.v0[0][0];
- info.dy01 = info.v0[0][1] - info.v1[0][1];
- info.dy20 = info.v2[0][1] - info.v0[0][1];
- info.oneoverarea = 1.0 / (info.dx01 * info.dy20 - info.dx20 * info.dy01);
- info.frontfacing = frontfacing;
+ bbox.x0 = MAX2(bbox.x0, 0);
+ bbox.y0 = MAX2(bbox.y0, 0);
+
+ tri = lp_setup_alloc_triangle(scene,
+ key->num_inputs,
+ nr_planes,
+ &tri_bytes);
+ if (!tri)
+ return FALSE;
+
+#if 0
+ tri->v[0][0] = v0[0][0];
+ tri->v[1][0] = v1[0][0];
+ tri->v[2][0] = v2[0][0];
+ tri->v[0][1] = v0[0][1];
+ tri->v[1][1] = v1[0][1];
+ tri->v[2][1] = v2[0][1];
+#endif
+
+ LP_COUNT(nr_tris);
/* Setup parameter interpolants:
*/
- setup_tri_coefficients( setup, tri, &info );
+ setup->setup.variant->jit_function( v0,
+ v1,
+ v2,
+ frontfacing,
+ GET_A0(&tri->inputs),
+ GET_DADX(&tri->inputs),
+ GET_DADY(&tri->inputs) );
+
+ tri->inputs.frontfacing = frontfacing;
+ tri->inputs.disable = FALSE;
+ tri->inputs.opaque = setup->fs.current.variant->opaque;
+ tri->inputs.layer = layer;
- tri->inputs.facing = frontfacing ? 1.0F : -1.0F;
- tri->inputs.state = setup->fs.stored;
+ if (0)
+ lp_dump_setup_coef(&setup->setup.variant->key,
+ (const float (*)[4])GET_A0(&tri->inputs),
+ (const float (*)[4])GET_DADX(&tri->inputs),
+ (const float (*)[4])GET_DADY(&tri->inputs));
+
+ plane = GET_PLANES(tri);
+
+#if defined(PIPE_ARCH_SSE)
+ if (setup->fb.width <= MAX_FIXED_LENGTH32 &&
+ setup->fb.height <= MAX_FIXED_LENGTH32 &&
+ (bbox.x1 - bbox.x0) <= MAX_FIXED_LENGTH32 &&
+ (bbox.y1 - bbox.y0) <= MAX_FIXED_LENGTH32) {
+ __m128i vertx, verty;
+ __m128i shufx, shufy;
+ __m128i dcdx, dcdy, c;
+ __m128i unused;
+ __m128i dcdx_neg_mask;
+ __m128i dcdy_neg_mask;
+ __m128i dcdx_zero_mask;
+ __m128i top_left_flag;
+ __m128i c_inc_mask, c_inc;
+ __m128i eo, p0, p1, p2;
+ __m128i zero = _mm_setzero_si128();
+ PIPE_ALIGN_VAR(16) int32_t temp_vec[4];
+
+ vertx = _mm_loadu_si128((__m128i *)position->x); /* vertex x coords */
+ verty = _mm_loadu_si128((__m128i *)position->y); /* vertex y coords */
+
+ shufx = _mm_shuffle_epi32(vertx, _MM_SHUFFLE(3,0,2,1));
+ shufy = _mm_shuffle_epi32(verty, _MM_SHUFFLE(3,0,2,1));
+
+ dcdx = _mm_sub_epi32(verty, shufy);
+ dcdy = _mm_sub_epi32(vertx, shufx);
+
+ dcdx_neg_mask = _mm_srai_epi32(dcdx, 31);
+ dcdx_zero_mask = _mm_cmpeq_epi32(dcdx, zero);
+ dcdy_neg_mask = _mm_srai_epi32(dcdy, 31);
+
+ top_left_flag = _mm_set1_epi32((setup->bottom_edge_rule == 0) ? ~0 : 0);
+
+ c_inc_mask = _mm_or_si128(dcdx_neg_mask,
+ _mm_and_si128(dcdx_zero_mask,
+ _mm_xor_si128(dcdy_neg_mask,
+ top_left_flag)));
+
+ c_inc = _mm_srli_epi32(c_inc_mask, 31);
+
+ c = _mm_sub_epi32(mm_mullo_epi32(dcdx, vertx),
+ mm_mullo_epi32(dcdy, verty));
+
+ c = _mm_add_epi32(c, c_inc);
+
+ /* Scale up to match c:
+ */
+ dcdx = _mm_slli_epi32(dcdx, FIXED_ORDER);
+ dcdy = _mm_slli_epi32(dcdy, FIXED_ORDER);
+ /* Calculate trivial reject values:
+ */
+ eo = _mm_sub_epi32(_mm_andnot_si128(dcdy_neg_mask, dcdy),
+ _mm_and_si128(dcdx_neg_mask, dcdx));
-
- for (i = 0; i < 3; i++) {
- struct lp_rast_plane *plane = &tri->plane[i];
+ /* ei = _mm_sub_epi32(_mm_sub_epi32(dcdy, dcdx), eo); */
- /* half-edge constants, will be interated over the whole render
- * target.
+ /* Pointless transpose which gets undone immediately in
+ * rasterization:
*/
- plane->c = plane->dcdx * info.x[i] - plane->dcdy * info.y[i];
-
- /* correct for top-left vs. bottom-left fill convention.
- *
- * note that we're overloading gl_rasterization_rules to mean
- * both (0.5,0.5) pixel centers *and* bottom-left filling
- * convention.
- *
- * GL actually has a top-left filling convention, but GL's
- * notion of "top" differs from gallium's...
- *
- * Also, sometimes (in FBO cases) GL will render upside down
- * to its usual method, in which case it will probably want
- * to use the opposite, top-left convention.
- */
- if (plane->dcdx < 0) {
- /* both fill conventions want this - adjust for left edges */
- plane->c++;
- }
- else if (plane->dcdx == 0) {
- if (setup->pixel_offset == 0) {
- /* correct for top-left fill convention:
- */
- if (plane->dcdy > 0) plane->c++;
+ transpose4_epi32(&c, &dcdx, &dcdy, &eo,
+ &p0, &p1, &p2, &unused);
+
+#define STORE_PLANE(plane, vec) do { \
+ _mm_store_si128((__m128i *)&temp_vec, vec); \
+ plane.c = (int64_t)temp_vec[0]; \
+ plane.dcdx = temp_vec[1]; \
+ plane.dcdy = temp_vec[2]; \
+ plane.eo = temp_vec[3]; \
+ } while(0)
+
+ STORE_PLANE(plane[0], p0);
+ STORE_PLANE(plane[1], p1);
+ STORE_PLANE(plane[2], p2);
+#undef STORE_PLANE
+ } else
+#endif
+ {
+ int i;
+ plane[0].dcdy = position->dx01;
+ plane[1].dcdy = position->x[1] - position->x[2];
+ plane[2].dcdy = position->dx20;
+ plane[0].dcdx = position->dy01;
+ plane[1].dcdx = position->y[1] - position->y[2];
+ plane[2].dcdx = position->dy20;
+
+ for (i = 0; i < 3; i++) {
+ /* half-edge constants, will be interated over the whole render
+ * target.
+ */
+ plane[i].c = IMUL64(plane[i].dcdx, position->x[i]) -
+ IMUL64(plane[i].dcdy, position->y[i]);
+
+ /* correct for top-left vs. bottom-left fill convention.
+ */
+ if (plane[i].dcdx < 0) {
+ /* both fill conventions want this - adjust for left edges */
+ plane[i].c++;
}
- else {
- /* correct for bottom-left fill convention:
- */
- if (plane->dcdy < 0) plane->c++;
+ else if (plane[i].dcdx == 0) {
+ if (setup->bottom_edge_rule == 0){
+ /* correct for top-left fill convention:
+ */
+ if (plane[i].dcdy > 0) plane[i].c++;
+ }
+ else {
+ /* correct for bottom-left fill convention:
+ */
+ if (plane[i].dcdy < 0) plane[i].c++;
+ }
}
- }
- plane->dcdx *= FIXED_ONE;
- plane->dcdy *= FIXED_ONE;
-
- /* find trivial reject offsets for each edge for a single-pixel
- * sized block. These will be scaled up at each recursive level to
- * match the active blocksize. Scaling in this way works best if
- * the blocks are square.
- */
- plane->eo = 0;
- if (plane->dcdx < 0) plane->eo -= plane->dcdx;
- if (plane->dcdy > 0) plane->eo += plane->dcdy;
-
- /* Calculate trivial accept offsets from the above.
- */
- plane->ei = plane->dcdy - plane->dcdx - plane->eo;
-
- plane->step = tri->step[i];
+ /* Scale up to match c:
+ */
+ assert((plane[i].dcdx << FIXED_ORDER) >> FIXED_ORDER == plane[i].dcdx);
+ assert((plane[i].dcdy << FIXED_ORDER) >> FIXED_ORDER == plane[i].dcdy);
+ plane[i].dcdx <<= FIXED_ORDER;
+ plane[i].dcdy <<= FIXED_ORDER;
+
+ /* find trivial reject offsets for each edge for a single-pixel
+ * sized block. These will be scaled up at each recursive level to
+ * match the active blocksize. Scaling in this way works best if
+ * the blocks are square.
+ */
+ plane[i].eo = 0;
+ if (plane[i].dcdx < 0) plane[i].eo -= plane[i].dcdx;
+ if (plane[i].dcdy > 0) plane[i].eo += plane[i].dcdy;
+ }
+ }
- /* Fill in the inputs.step[][] arrays.
- * We've manually unrolled some loops here.
- */
-#define SETUP_STEP(j, x, y) \
- tri->step[i][j] = y * plane->dcdy - x * plane->dcdx
+ if (0) {
+ debug_printf("p0: %"PRIx64"/%08x/%08x/%"PRIx64"\n",
+ plane[0].c,
+ plane[0].dcdx,
+ plane[0].dcdy,
+ plane[0].eo);
+
+ debug_printf("p1: %"PRIx64"/%08x/%08x/%"PRIx64"\n",
+ plane[1].c,
+ plane[1].dcdx,
+ plane[1].dcdy,
+ plane[1].eo);
- SETUP_STEP(0, 0, 0);
- SETUP_STEP(1, 1, 0);
- SETUP_STEP(2, 0, 1);
- SETUP_STEP(3, 1, 1);
-
- SETUP_STEP(4, 2, 0);
- SETUP_STEP(5, 3, 0);
- SETUP_STEP(6, 2, 1);
- SETUP_STEP(7, 3, 1);
-
- SETUP_STEP(8, 0, 2);
- SETUP_STEP(9, 1, 2);
- SETUP_STEP(10, 0, 3);
- SETUP_STEP(11, 1, 3);
-
- SETUP_STEP(12, 2, 2);
- SETUP_STEP(13, 3, 2);
- SETUP_STEP(14, 2, 3);
- SETUP_STEP(15, 3, 3);
-#undef STEP
+ debug_printf("p2: %"PRIx64"/%08x/%08x/%"PRIx64"\n",
+ plane[2].c,
+ plane[2].dcdx,
+ plane[2].dcdy,
+ plane[2].eo);
}
* these planes elsewhere.
*/
if (nr_planes == 7) {
- tri->plane[3].step = step_scissor_minx;
- tri->plane[3].dcdx = -1;
- tri->plane[3].dcdy = 0;
- tri->plane[3].c = 1-minx;
- tri->plane[3].ei = 0;
- tri->plane[3].eo = 1;
-
- tri->plane[4].step = step_scissor_maxx;
- tri->plane[4].dcdx = 1;
- tri->plane[4].dcdy = 0;
- tri->plane[4].c = maxx;
- tri->plane[4].ei = -1;
- tri->plane[4].eo = 0;
-
- tri->plane[5].step = step_scissor_miny;
- tri->plane[5].dcdx = 0;
- tri->plane[5].dcdy = 1;
- tri->plane[5].c = 1-miny;
- tri->plane[5].ei = 0;
- tri->plane[5].eo = 1;
-
- tri->plane[6].step = step_scissor_maxy;
- tri->plane[6].dcdx = 0;
- tri->plane[6].dcdy = -1;
- tri->plane[6].c = maxy;
- tri->plane[6].ei = -1;
- tri->plane[6].eo = 0;
+ const struct u_rect *scissor = &setup->scissors[scissor_index];
+
+ plane[3].dcdx = -1;
+ plane[3].dcdy = 0;
+ plane[3].c = 1-scissor->x0;
+ plane[3].eo = 1;
+
+ plane[4].dcdx = 1;
+ plane[4].dcdy = 0;
+ plane[4].c = scissor->x1+1;
+ plane[4].eo = 0;
+
+ plane[5].dcdx = 0;
+ plane[5].dcdy = 1;
+ plane[5].c = 1-scissor->y0;
+ plane[5].eo = 1;
+
+ plane[6].dcdx = 0;
+ plane[6].dcdy = -1;
+ plane[6].c = scissor->y1+1;
+ plane[6].eo = 0;
}
+ return lp_setup_bin_triangle(setup, tri, &bbox, nr_planes, scissor_index);
+}
- /*
- * All fields of 'tri' are now set. The remaining code here is
- * concerned with binning.
- */
+/*
+ * Round to nearest less or equal power of two of the input.
+ *
+ * Undefined if no bit set exists, so code should check against 0 first.
+ */
+static INLINE uint32_t
+floor_pot(uint32_t n)
+{
+#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
+ if (n == 0)
+ return 0;
+
+ __asm__("bsr %1,%0"
+ : "=r" (n)
+ : "rm" (n));
+ return 1 << n;
+#else
+ n |= (n >> 1);
+ n |= (n >> 2);
+ n |= (n >> 4);
+ n |= (n >> 8);
+ n |= (n >> 16);
+ return n - (n >> 1);
+#endif
+}
- /* Convert to tile coordinates, and inclusive ranges:
+
+boolean
+lp_setup_bin_triangle( struct lp_setup_context *setup,
+ struct lp_rast_triangle *tri,
+ const struct u_rect *bbox,
+ int nr_planes,
+ unsigned scissor_index )
+{
+ struct lp_scene *scene = setup->scene;
+ struct u_rect trimmed_box = *bbox;
+ int i;
+ /* What is the largest power-of-two boundary this triangle crosses:
*/
- ix0 = minx / TILE_SIZE;
- iy0 = miny / TILE_SIZE;
- ix1 = (maxx-1) / TILE_SIZE;
- iy1 = (maxy-1) / TILE_SIZE;
+ int dx = floor_pot((bbox->x0 ^ bbox->x1) |
+ (bbox->y0 ^ bbox->y1));
- /*
- * Clamp to framebuffer size
+ /* The largest dimension of the rasterized area of the triangle
+ * (aligned to a 4x4 grid), rounded down to the nearest power of two:
+ */
+ int max_sz = ((bbox->x1 - (bbox->x0 & ~3)) |
+ (bbox->y1 - (bbox->y0 & ~3)));
+ int sz = floor_pot(max_sz);
+ boolean use_32bits = max_sz <= MAX_FIXED_LENGTH32;
+
+ /* Now apply scissor, etc to the bounding box. Could do this
+ * earlier, but it confuses the logic for tri-16 and would force
+ * the rasterizer to also respect scissor, etc, just for the rare
+ * cases where a small triangle extends beyond the scissor.
*/
- assert(ix0 == MAX2(ix0, 0));
- assert(iy0 == MAX2(iy0, 0));
- assert(ix1 == MIN2(ix1, scene->tiles_x - 1));
- assert(iy1 == MIN2(iy1, scene->tiles_y - 1));
+ u_rect_find_intersection(&setup->draw_regions[scissor_index],
+ &trimmed_box);
/* Determine which tile(s) intersect the triangle's bounding box
*/
- if (iy0 == iy1 && ix0 == ix1)
+ if (dx < TILE_SIZE)
{
+ int ix0 = bbox->x0 / TILE_SIZE;
+ int iy0 = bbox->y0 / TILE_SIZE;
+ unsigned px = bbox->x0 & 63 & ~3;
+ unsigned py = bbox->y0 & 63 & ~3;
+
+ assert(iy0 == bbox->y1 / TILE_SIZE &&
+ ix0 == bbox->x1 / TILE_SIZE);
+
+ if (nr_planes == 3) {
+ if (sz < 4)
+ {
+ /* Triangle is contained in a single 4x4 stamp:
+ */
+ assert(px + 4 <= TILE_SIZE);
+ assert(py + 4 <= TILE_SIZE);
+ return lp_scene_bin_cmd_with_state( scene, ix0, iy0,
+ setup->fs.stored,
+ use_32bits ?
+ LP_RAST_OP_TRIANGLE_32_3_4 :
+ LP_RAST_OP_TRIANGLE_3_4,
+ lp_rast_arg_triangle_contained(tri, px, py) );
+ }
+
+ if (sz < 16)
+ {
+ /* Triangle is contained in a single 16x16 block:
+ */
+
+ /*
+ * The 16x16 block is only 4x4 aligned, and can exceed the tile
+ * dimensions if the triangle is 16 pixels in one dimension but 4
+ * in the other. So budge the 16x16 back inside the tile.
+ */
+ px = MIN2(px, TILE_SIZE - 16);
+ py = MIN2(py, TILE_SIZE - 16);
+
+ assert(px + 16 <= TILE_SIZE);
+ assert(py + 16 <= TILE_SIZE);
+
+ return lp_scene_bin_cmd_with_state( scene, ix0, iy0,
+ setup->fs.stored,
+ use_32bits ?
+ LP_RAST_OP_TRIANGLE_32_3_16 :
+ LP_RAST_OP_TRIANGLE_3_16,
+ lp_rast_arg_triangle_contained(tri, px, py) );
+ }
+ }
+ else if (nr_planes == 4 && sz < 16)
+ {
+ px = MIN2(px, TILE_SIZE - 16);
+ py = MIN2(py, TILE_SIZE - 16);
+
+ assert(px + 16 <= TILE_SIZE);
+ assert(py + 16 <= TILE_SIZE);
+
+ return lp_scene_bin_cmd_with_state(scene, ix0, iy0,
+ setup->fs.stored,
+ use_32bits ?
+ LP_RAST_OP_TRIANGLE_32_4_16 :
+ LP_RAST_OP_TRIANGLE_4_16,
+ lp_rast_arg_triangle_contained(tri, px, py));
+ }
+
+
/* Triangle is contained in a single tile:
*/
- lp_scene_bin_command( scene, ix0, iy0,
- lp_rast_tri_tab[nr_planes],
- lp_rast_arg_triangle(tri, (1<<nr_planes)-1) );
+ return lp_scene_bin_cmd_with_state(
+ scene, ix0, iy0, setup->fs.stored,
+ use_32bits ? lp_rast_32_tri_tab[nr_planes] : lp_rast_tri_tab[nr_planes],
+ lp_rast_arg_triangle(tri, (1<<nr_planes)-1));
}
else
{
- int c[7];
- int ei[7];
- int eo[7];
- int xstep[7];
- int ystep[7];
+ struct lp_rast_plane *plane = GET_PLANES(tri);
+ int64_t c[MAX_PLANES];
+ int64_t ei[MAX_PLANES];
+
+ int64_t eo[MAX_PLANES];
+ int64_t xstep[MAX_PLANES];
+ int64_t ystep[MAX_PLANES];
int x, y;
+
+ int ix0 = trimmed_box.x0 / TILE_SIZE;
+ int iy0 = trimmed_box.y0 / TILE_SIZE;
+ int ix1 = trimmed_box.x1 / TILE_SIZE;
+ int iy1 = trimmed_box.y1 / TILE_SIZE;
for (i = 0; i < nr_planes; i++) {
- c[i] = (tri->plane[i].c +
- tri->plane[i].dcdy * iy0 * TILE_SIZE -
- tri->plane[i].dcdx * ix0 * TILE_SIZE);
-
- ei[i] = tri->plane[i].ei << TILE_ORDER;
- eo[i] = tri->plane[i].eo << TILE_ORDER;
- xstep[i] = -(tri->plane[i].dcdx << TILE_ORDER);
- ystep[i] = tri->plane[i].dcdy << TILE_ORDER;
+ c[i] = (plane[i].c +
+ IMUL64(plane[i].dcdy, iy0) * TILE_SIZE -
+ IMUL64(plane[i].dcdx, ix0) * TILE_SIZE);
+
+ ei[i] = (plane[i].dcdy -
+ plane[i].dcdx -
+ plane[i].eo) << TILE_ORDER;
+
+ eo[i] = plane[i].eo << TILE_ORDER;
+ xstep[i] = -(((int64_t)plane[i].dcdx) << TILE_ORDER);
+ ystep[i] = ((int64_t)plane[i].dcdy) << TILE_ORDER;
}
*/
for (y = iy0; y <= iy1; y++)
{
- boolean in = FALSE; /* are we inside the triangle? */
- int cx[7];
+ boolean in = FALSE; /* are we inside the triangle? */
+ int64_t cx[MAX_PLANES];
for (i = 0; i < nr_planes; i++)
cx[i] = c[i];
- for (x = ix0; x <= ix1; x++)
- {
+ for (x = ix0; x <= ix1; x++)
+ {
int out = 0;
int partial = 0;
for (i = 0; i < nr_planes; i++) {
- int planeout = cx[i] + eo[i];
- int planepartial = cx[i] + ei[i] - 1;
- out |= (planeout >> 31);
- partial |= (planepartial >> 31) & (1<<i);
+ int64_t planeout = cx[i] + eo[i];
+ int64_t planepartial = cx[i] + ei[i] - 1;
+ out |= (planeout >> 63);
+ partial |= (planepartial >> 63) & (1<<i);
}
if (out) {
LP_COUNT(nr_empty_64);
}
else if (partial) {
- /* Not trivially accepted by at least one plane -
+ /* Not trivially accepted by at least one plane -
* rasterize/shade partial tile
*/
int count = util_bitcount(partial);
in = TRUE;
- lp_scene_bin_command( scene, x, y,
- lp_rast_tri_tab[count],
- lp_rast_arg_triangle(tri, partial) );
+
+ if (!lp_scene_bin_cmd_with_state( scene, x, y,
+ setup->fs.stored,
+ use_32bits ?
+ lp_rast_32_tri_tab[count] :
+ lp_rast_tri_tab[count],
+ lp_rast_arg_triangle(tri, partial) ))
+ goto fail;
LP_COUNT(nr_partially_covered_64);
}
/* 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) );
+ if (!lp_setup_whole_tile(setup, &tri->inputs, x, y))
+ goto fail;
}
- /* Iterate cx values across the region:
- */
+ /* Iterate cx values across the region: */
for (i = 0; i < nr_planes; i++)
cx[i] += xstep[i];
- }
-
- /* Iterate c values down the region:
- */
+ }
+
+ /* Iterate c values down the region: */
for (i = 0; i < nr_planes; i++)
c[i] += ystep[i];
}
}
+
+ return TRUE;
+
+fail:
+ /* Need to disable any partially binned triangle. This is easier
+ * than trying to locate all the triangle, shade-tile, etc,
+ * commands which may have been binned.
+ */
+ tri->inputs.disable = TRUE;
+ return FALSE;
}
/**
- * Draw triangle if it's CW, cull otherwise.
+ * Try to draw the triangle, restart the scene on failure.
*/
-static void triangle_cw( struct lp_setup_context *setup,
- const float (*v0)[4],
- const float (*v1)[4],
- const float (*v2)[4] )
+static void retry_triangle_ccw( struct lp_setup_context *setup,
+ struct fixed_position* position,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4],
+ boolean front)
+{
+ if (!do_triangle_ccw( setup, position, v0, v1, v2, front ))
+ {
+ if (!lp_setup_flush_and_restart(setup))
+ return;
+
+ if (!do_triangle_ccw( setup, position, v0, v1, v2, front ))
+ return;
+ }
+}
+
+/**
+ * Calculate fixed position data for a triangle
+ */
+static INLINE void
+calc_fixed_position( struct lp_setup_context *setup,
+ struct fixed_position* position,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
{
- do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface );
+ position->x[0] = subpixel_snap(v0[0][0] - setup->pixel_offset);
+ position->x[1] = subpixel_snap(v1[0][0] - setup->pixel_offset);
+ position->x[2] = subpixel_snap(v2[0][0] - setup->pixel_offset);
+ position->x[3] = 0;
+
+ position->y[0] = subpixel_snap(v0[0][1] - setup->pixel_offset);
+ position->y[1] = subpixel_snap(v1[0][1] - setup->pixel_offset);
+ position->y[2] = subpixel_snap(v2[0][1] - setup->pixel_offset);
+ position->y[3] = 0;
+
+ position->dx01 = position->x[0] - position->x[1];
+ position->dy01 = position->y[0] - position->y[1];
+
+ position->dx20 = position->x[2] - position->x[0];
+ position->dy20 = position->y[2] - position->y[0];
+
+ position->area = IMUL64(position->dx01, position->dy20) -
+ IMUL64(position->dx20, position->dy01);
}
/**
- * Draw triangle if it's CCW, cull otherwise.
+ * Rotate a triangle, flipping its clockwise direction,
+ * Swaps values for xy[0] and xy[1]
*/
-static void triangle_ccw( struct lp_setup_context *setup,
+static INLINE void
+rotate_fixed_position_01( struct fixed_position* position )
+{
+ int x, y;
+
+ x = position->x[1];
+ y = position->y[1];
+ position->x[1] = position->x[0];
+ position->y[1] = position->y[0];
+ position->x[0] = x;
+ position->y[0] = y;
+
+ position->dx01 = -position->dx01;
+ position->dy01 = -position->dy01;
+ position->dx20 = position->x[2] - position->x[0];
+ position->dy20 = position->y[2] - position->y[0];
+
+ position->area = -position->area;
+}
+
+
+/**
+ * Rotate a triangle, flipping its clockwise direction,
+ * Swaps values for xy[1] and xy[2]
+ */
+static INLINE void
+rotate_fixed_position_12( struct fixed_position* position )
+{
+ int x, y;
+
+ x = position->x[2];
+ y = position->y[2];
+ position->x[2] = position->x[1];
+ position->y[2] = position->y[1];
+ position->x[1] = x;
+ position->y[1] = y;
+
+ x = position->dx01;
+ y = position->dy01;
+ position->dx01 = -position->dx20;
+ position->dy01 = -position->dy20;
+ position->dx20 = -x;
+ position->dy20 = -y;
+
+ position->area = -position->area;
+}
+
+
+typedef void (*triangle_func_t)(struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4]);
+
+
+/**
+ * Subdivide this triangle by bisecting edge (v0, v1).
+ * \param pv the provoking vertex (must = v0 or v1 or v2)
+ * TODO: should probably think about non-overflowing arithmetic elsewhere.
+ * This will definitely screw with pipeline counters for instance.
+ */
+static void
+subdiv_tri(struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4],
+ const float (*pv)[4],
+ triangle_func_t tri)
+{
+ unsigned n = setup->fs.current.variant->shader->info.base.num_inputs + 1;
+ const struct lp_shader_input *inputs =
+ setup->fs.current.variant->shader->inputs;
+ PIPE_ALIGN_VAR(LP_MIN_VECTOR_ALIGN) float vmid[PIPE_MAX_ATTRIBS][4];
+ const float (*vm)[4] = (const float (*)[4]) vmid;
+ unsigned i;
+ float w0, w1, wm;
+ boolean flatshade = setup->fs.current.variant->key.flatshade;
+
+ /* find position midpoint (attrib[0] = position) */
+ vmid[0][0] = 0.5f * (v1[0][0] + v0[0][0]);
+ vmid[0][1] = 0.5f * (v1[0][1] + v0[0][1]);
+ vmid[0][2] = 0.5f * (v1[0][2] + v0[0][2]);
+ vmid[0][3] = 0.5f * (v1[0][3] + v0[0][3]);
+
+ w0 = v0[0][3];
+ w1 = v1[0][3];
+ wm = vmid[0][3];
+
+ /* interpolate other attributes */
+ for (i = 1; i < n; i++) {
+ if ((inputs[i - 1].interp == LP_INTERP_COLOR && flatshade) ||
+ inputs[i - 1].interp == LP_INTERP_CONSTANT) {
+ /* copy the provoking vertex's attribute */
+ vmid[i][0] = pv[i][0];
+ vmid[i][1] = pv[i][1];
+ vmid[i][2] = pv[i][2];
+ vmid[i][3] = pv[i][3];
+ }
+ else {
+ /* interpolate with perspective correction (for linear too) */
+ vmid[i][0] = 0.5f * (v1[i][0] * w1 + v0[i][0] * w0) / wm;
+ vmid[i][1] = 0.5f * (v1[i][1] * w1 + v0[i][1] * w0) / wm;
+ vmid[i][2] = 0.5f * (v1[i][2] * w1 + v0[i][2] * w0) / wm;
+ vmid[i][3] = 0.5f * (v1[i][3] * w1 + v0[i][3] * w0) / wm;
+ }
+ }
+
+ /* handling flat shading and first vs. last provoking vertex is a
+ * little tricky...
+ */
+ if (pv == v0) {
+ if (setup->flatshade_first) {
+ /* first vertex must be v0 or vm */
+ tri(setup, v0, vm, v2);
+ tri(setup, vm, v1, v2);
+ }
+ else {
+ /* last vertex must be v0 or vm */
+ tri(setup, vm, v2, v0);
+ tri(setup, v1, v2, vm);
+ }
+ }
+ else if (pv == v1) {
+ if (setup->flatshade_first) {
+ tri(setup, vm, v2, v0);
+ tri(setup, v1, v2, vm);
+ }
+ else {
+ tri(setup, v2, v0, vm);
+ tri(setup, v2, vm, v1);
+ }
+ }
+ else {
+ if (setup->flatshade_first) {
+ tri(setup, v2, v0, vm);
+ tri(setup, v2, vm, v1);
+ }
+ else {
+ tri(setup, v0, vm, v2);
+ tri(setup, vm, v1, v2);
+ }
+ }
+}
+
+
+/**
+ * Check the lengths of the edges of the triangle. If any edge is too
+ * long, subdivide the longest edge and draw two sub-triangles.
+ * Note: this may be called recursively.
+ * \return TRUE if triangle was subdivided, FALSE otherwise
+ */
+static boolean
+check_subdivide_triangle(struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4],
+ triangle_func_t tri)
+{
+ const float maxLen = (float) MAX_FIXED_LENGTH; /* longest permissible edge, in pixels */
+ float dx10, dy10, len10;
+ float dx21, dy21, len21;
+ float dx02, dy02, len02;
+ const float (*pv)[4] = setup->flatshade_first ? v0 : v2;
+
+ /* compute lengths of triangle edges, squared */
+ dx10 = v1[0][0] - v0[0][0];
+ dy10 = v1[0][1] - v0[0][1];
+ len10 = dx10 * dx10 + dy10 * dy10;
+
+ dx21 = v2[0][0] - v1[0][0];
+ dy21 = v2[0][1] - v1[0][1];
+ len21 = dx21 * dx21 + dy21 * dy21;
+
+ dx02 = v0[0][0] - v2[0][0];
+ dy02 = v0[0][1] - v2[0][1];
+ len02 = dx02 * dx02 + dy02 * dy02;
+
+ /* Look for longest the edge that's longer than maxLen. If we find
+ * such an edge, split the triangle using the midpoint of that edge.
+ * Note: it's important to split the longest edge, not just any edge
+ * that's longer than maxLen. Otherwise, we can get into a degenerate
+ * situation and recurse indefinitely.
+ */
+ if (len10 > maxLen * maxLen &&
+ len10 >= len21 &&
+ len10 >= len02) {
+ /* subdivide v0, v1 edge */
+ subdiv_tri(setup, v0, v1, v2, pv, tri);
+ return TRUE;
+ }
+
+ if (len21 > maxLen * maxLen &&
+ len21 >= len10 &&
+ len21 >= len02) {
+ /* subdivide v1, v2 edge */
+ subdiv_tri(setup, v1, v2, v0, pv, tri);
+ return TRUE;
+ }
+
+ if (len02 > maxLen * maxLen &&
+ len02 >= len21 &&
+ len02 >= len10) {
+ /* subdivide v2, v0 edge */
+ subdiv_tri(setup, v2, v0, v1, pv, tri);
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+
+/**
+ * Draw triangle if it's CW, cull otherwise.
+ */
+static void triangle_cw( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
{
- do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface );
+ struct fixed_position position;
+
+ if (setup->subdivide_large_triangles &&
+ check_subdivide_triangle(setup, v0, v1, v2, triangle_cw))
+ return;
+
+ calc_fixed_position(setup, &position, v0, v1, v2);
+
+ if (position.area < 0) {
+ if (setup->flatshade_first) {
+ rotate_fixed_position_12(&position);
+ retry_triangle_ccw(setup, &position, v0, v2, v1, !setup->ccw_is_frontface);
+ } else {
+ rotate_fixed_position_01(&position);
+ retry_triangle_ccw(setup, &position, v1, v0, v2, !setup->ccw_is_frontface);
+ }
+ }
}
+static void triangle_ccw( struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
+{
+ struct fixed_position position;
+
+ if (setup->subdivide_large_triangles &&
+ check_subdivide_triangle(setup, v0, v1, v2, triangle_ccw))
+ return;
+
+ calc_fixed_position(setup, &position, v0, v1, v2);
+
+ if (position.area > 0)
+ retry_triangle_ccw(setup, &position, v0, v1, v2, setup->ccw_is_frontface);
+}
/**
* Draw triangle whether it's CW or CCW.
const float (*v1)[4],
const float (*v2)[4] )
{
- /* edge vectors e = v0 - v2, f = v1 - v2 */
- const float ex = v0[0][0] - v2[0][0];
- const float ey = v0[0][1] - v2[0][1];
- const float fx = v1[0][0] - v2[0][0];
- const float fy = v1[0][1] - v2[0][1];
-
- /* det = cross(e,f).z */
- if (ex * fy - ey * fx < 0.0f)
- triangle_ccw( setup, v0, v1, v2 );
- else
- triangle_cw( setup, v0, v1, v2 );
+ struct fixed_position position;
+ struct llvmpipe_context *lp_context = (struct llvmpipe_context *)setup->pipe;
+
+ if (setup->subdivide_large_triangles &&
+ check_subdivide_triangle(setup, v0, v1, v2, triangle_both))
+ return;
+
+ if (lp_context->active_statistics_queries &&
+ !llvmpipe_rasterization_disabled(lp_context)) {
+ lp_context->pipeline_statistics.c_primitives++;
+ }
+
+ calc_fixed_position(setup, &position, v0, v1, v2);
+
+ if (0) {
+ assert(!util_is_inf_or_nan(v0[0][0]));
+ assert(!util_is_inf_or_nan(v0[0][1]));
+ assert(!util_is_inf_or_nan(v1[0][0]));
+ assert(!util_is_inf_or_nan(v1[0][1]));
+ assert(!util_is_inf_or_nan(v2[0][0]));
+ assert(!util_is_inf_or_nan(v2[0][1]));
+ }
+
+ if (position.area > 0)
+ retry_triangle_ccw( setup, &position, v0, v1, v2, setup->ccw_is_frontface );
+ else if (position.area < 0) {
+ if (setup->flatshade_first) {
+ rotate_fixed_position_12( &position );
+ retry_triangle_ccw( setup, &position, v0, v2, v1, !setup->ccw_is_frontface );
+ } else {
+ rotate_fixed_position_01( &position );
+ retry_triangle_ccw( setup, &position, v1, v0, v2, !setup->ccw_is_frontface );
+ }
+ }
}