llvmpipe: intrinsics version of triangle coeficient calculation

Looks nice, but makes almost no impact on performance - maybe
a percent or so in isosurf, nothing elsewhere.  May be of use
later on.
This commit is contained in:
Keith Whitwell 2010-08-22 10:57:12 +01:00
parent af8f037db2
commit 0be0ad5d58
5 changed files with 577 additions and 300 deletions

View file

@ -63,6 +63,8 @@ llvmpipe = env.ConvenienceLibrary(
'lp_setup_line.c',
'lp_setup_point.c',
'lp_setup_tri.c',
'lp_setup_coef.c',
'lp_setup_coef_intrin.c',
'lp_setup_vbuf.c',
'lp_state_blend.c',
'lp_state_clip.c',

View file

@ -0,0 +1,258 @@
/**************************************************************************
*
* Copyright 2010, VMware.
* 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 VMWARE 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.
*
**************************************************************************/
/*
* Binning code for triangles
*/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "lp_perf.h"
#include "lp_setup_context.h"
#include "lp_setup_coef.h"
#include "lp_rast.h"
#include "lp_state_fs.h"
#if !defined(PIPE_ARCH_SSE)
/**
* Compute a0 for a constant-valued coefficient (GL_FLAT shading).
*/
static void constant_coef( struct lp_rast_shader_inputs *inputs,
unsigned slot,
const float value,
unsigned i )
{
inputs->a0[slot][i] = value;
inputs->dadx[slot][i] = 0.0f;
inputs->dady[slot][i] = 0.0f;
}
static void linear_coef( struct lp_rast_shader_inputs *inputs,
const struct lp_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];
float da01 = a0 - a1;
float da20 = a2 - a0;
float dadx = (da01 * info->dy20_ooa - info->dy01_ooa * da20);
float dady = (da20 * info->dx01_ooa - info->dx20_ooa * da01);
inputs->dadx[slot][i] = dadx;
inputs->dady[slot][i] = dady;
/* 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.
*/
inputs->a0[slot][i] = a0 - (dadx * info->x0_center +
dady * info->y0_center);
}
/**
* 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_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot,
unsigned vert_attr,
unsigned i)
{
/* 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_ooa - info->dy01_ooa * da20;
float dady = da20 * info->dx01_ooa - info->dx20_ooa * da01;
inputs->dadx[slot][i] = dadx;
inputs->dady[slot][i] = dady;
inputs->a0[slot][i] = a0 - (dadx * info->x0_center +
dady * info->y0_center);
}
/**
* 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_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot,
unsigned usage_mask)
{
/*X*/
if (usage_mask & TGSI_WRITEMASK_X) {
inputs->a0[slot][0] = 0.0;
inputs->dadx[slot][0] = 1.0;
inputs->dady[slot][0] = 0.0;
}
/*Y*/
if (usage_mask & TGSI_WRITEMASK_Y) {
inputs->a0[slot][1] = 0.0;
inputs->dadx[slot][1] = 0.0;
inputs->dady[slot][1] = 1.0;
}
/*Z*/
if (usage_mask & TGSI_WRITEMASK_Z) {
linear_coef(inputs, info, slot, 0, 2);
}
/*W*/
if (usage_mask & TGSI_WRITEMASK_W) {
linear_coef(inputs, info, slot, 0, 3);
}
}
/**
* 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_shader_inputs *inputs,
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( inputs, slot, 2.0f * frontface - 1.0f, 0 );
if (usage_mask & TGSI_WRITEMASK_Y)
constant_coef( inputs, slot, 0.0f, 1 ); /* wasted */
if (usage_mask & TGSI_WRITEMASK_Z)
constant_coef( inputs, slot, 0.0f, 2 ); /* wasted */
if (usage_mask & TGSI_WRITEMASK_W)
constant_coef( inputs, slot, 0.0f, 3 ); /* wasted */
}
/**
* Compute the tri->coef[] array dadx, dady, a0 values.
*/
void lp_setup_tri_coef( struct lp_setup_context *setup,
struct lp_rast_shader_inputs *inputs,
const struct lp_tri_info *info)
{
unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
unsigned slot;
unsigned i;
/* 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;
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(inputs, slot+1, info->v0[vert_attr][i], i);
}
else {
for (i = 0; i < NUM_CHANNELS; i++)
if (usage_mask & (1 << i))
constant_coef(inputs, 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(inputs, 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(inputs, 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;
case LP_INTERP_FACING:
setup_facing_coef(inputs, slot+1, info->frontfacing, usage_mask);
break;
default:
assert(0);
}
}
/* The internal position input is in slot zero:
*/
setup_fragcoord_coef(inputs, info, 0, fragcoord_usage_mask);
}
#else
extern void lp_setup_coef_dummy(void);
void lp_setup_coef_dummy(void)
{
}
#endif

View file

@ -0,0 +1,61 @@
/**************************************************************************
*
* Copyright 2010 VMware, Inc.
* 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 VMWARE 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.
*
**************************************************************************/
/**
* The setup code is concerned with point/line/triangle setup and
* putting commands/data into the bins.
*/
#ifndef LP_SETUP_COEF_H
#define LP_SETUP_COEF_H
struct lp_tri_info {
float x0_center;
float y0_center;
/* turn these into an aligned float[4] */
float dy01_ooa;
float dy20_ooa;
float dx01_ooa;
float dx20_ooa;
const float (*v0)[4];
const float (*v1)[4];
const float (*v2)[4];
boolean frontfacing; /* remove eventually */
};
void lp_setup_tri_coef( struct lp_setup_context *setup,
struct lp_rast_shader_inputs *inputs,
const struct lp_tri_info *info);
#endif

View file

@ -0,0 +1,208 @@
/**************************************************************************
*
* Copyright 2010 VMware.
* 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 VMWARE 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.
*
**************************************************************************/
/*
* Binning code for triangles
*/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "lp_perf.h"
#include "lp_setup_context.h"
#include "lp_setup_coef.h"
#include "lp_rast.h"
#include "lp_state_fs.h"
#if defined(PIPE_ARCH_SSE)
#include <emmintrin.h>
static void constant_coef4( struct lp_rast_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot,
const float *attr)
{
*(__m128 *)inputs->a0[slot] = *(__m128 *)attr;
*(__m128 *)inputs->dadx[slot] = _mm_set1_ps(0.0);
*(__m128 *)inputs->dady[slot] = _mm_set1_ps(0.0);
}
/**
* 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_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot )
{
/* XXX: just pass frontface directly to the shader, don't bother
* treating it as an input.
*/
__m128 a0 = _mm_setr_ps(info->frontfacing ? 1.0 : -1.0,
0, 0, 0);
*(__m128 *)inputs->a0[slot] = a0;
*(__m128 *)inputs->dadx[slot] = _mm_set1_ps(0.0);
*(__m128 *)inputs->dady[slot] = _mm_set1_ps(0.0);
}
static void calc_coef4( struct lp_rast_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot,
__m128 a0,
__m128 a1,
__m128 a2)
{
__m128 da01 = _mm_sub_ps(a0, a1);
__m128 da20 = _mm_sub_ps(a2, a0);
__m128 da01_dy20_ooa = _mm_mul_ps(da01, _mm_set1_ps(info->dy20_ooa));
__m128 da20_dy01_ooa = _mm_mul_ps(da20, _mm_set1_ps(info->dy01_ooa));
__m128 dadx = _mm_sub_ps(da01_dy20_ooa, da20_dy01_ooa);
__m128 da01_dx20_ooa = _mm_mul_ps(da01, _mm_set1_ps(info->dx20_ooa));
__m128 da20_dx01_ooa = _mm_mul_ps(da20, _mm_set1_ps(info->dx01_ooa));
__m128 dady = _mm_sub_ps(da20_dx01_ooa, da01_dx20_ooa);
__m128 dadx_x0 = _mm_mul_ps(dadx, _mm_set1_ps(info->x0_center));
__m128 dady_y0 = _mm_mul_ps(dady, _mm_set1_ps(info->y0_center));
__m128 attr_v0 = _mm_add_ps(dadx_x0, dady_y0);
__m128 attr_0 = _mm_sub_ps(a0, attr_v0);
*(__m128 *)inputs->a0[slot] = attr_0;
*(__m128 *)inputs->dadx[slot] = dadx;
*(__m128 *)inputs->dady[slot] = dady;
}
static void linear_coef( struct lp_rast_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot,
unsigned vert_attr)
{
__m128 a0 = *(const __m128 *)info->v0[vert_attr];
__m128 a1 = *(const __m128 *)info->v1[vert_attr];
__m128 a2 = *(const __m128 *)info->v2[vert_attr];
calc_coef4(inputs, info, slot, a0, a1, a2);
}
/**
* 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_shader_inputs *inputs,
const struct lp_tri_info *info,
unsigned slot,
unsigned vert_attr)
{
/* premultiply by 1/w (v[0][3] is always 1/w):
*/
__m128 a0 = *(const __m128 *)info->v0[vert_attr];
__m128 a1 = *(const __m128 *)info->v1[vert_attr];
__m128 a2 = *(const __m128 *)info->v2[vert_attr];
__m128 a0_oow = _mm_mul_ps(a0, _mm_set1_ps(info->v0[0][3]));
__m128 a1_oow = _mm_mul_ps(a1, _mm_set1_ps(info->v1[0][3]));
__m128 a2_oow = _mm_mul_ps(a2, _mm_set1_ps(info->v2[0][3]));
calc_coef4(inputs, info, slot, a0_oow, a1_oow, a2_oow);
}
/**
* Compute the inputs-> dadx, dady, a0 values.
*/
void lp_setup_tri_coef( struct lp_setup_context *setup,
struct lp_rast_shader_inputs *inputs,
const struct lp_tri_info *info)
{
unsigned slot;
/* The internal position input is in slot zero:
*/
linear_coef(inputs, info, 0, 0);
/* 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;
switch (setup->fs.input[slot].interp) {
case LP_INTERP_CONSTANT:
if (setup->flatshade_first) {
constant_coef4(inputs, info, slot+1, info->v0[vert_attr]);
}
else {
constant_coef4(inputs, info, slot+1, info->v2[vert_attr]);
}
break;
case LP_INTERP_LINEAR:
linear_coef(inputs, info, slot+1, vert_attr);
break;
case LP_INTERP_PERSPECTIVE:
perspective_coef(inputs, info, slot+1, vert_attr);
break;
case LP_INTERP_POSITION:
/*
* The generated pixel interpolators will pick up the coeffs from
* slot 0.
*/
break;
case LP_INTERP_FACING:
setup_facing_coef(inputs, info, slot+1);
break;
default:
assert(0);
}
}
}
#else
extern void lp_setup_coef_dummy(void);
void lp_setup_coef_dummy(void)
{
}
#endif

View file

@ -34,33 +34,12 @@
#include "util/u_rect.h"
#include "lp_perf.h"
#include "lp_setup_context.h"
#include "lp_setup_coef.h"
#include "lp_rast.h"
#include "lp_state_fs.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 INLINE int
@ -77,247 +56,6 @@ fixed_to_float(int a)
/**
* Compute a0 for a constant-valued coefficient (GL_FLAT shading).
*/
static void constant_coef( struct lp_rast_triangle *tri,
unsigned slot,
const float value,
unsigned i )
{
tri->inputs.a0[slot][i] = value;
tri->inputs.dadx[slot][i] = 0.0f;
tri->inputs.dady[slot][i] = 0.0f;
}
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];
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;
/* 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)));
}
/**
* 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)
{
/* 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)));
}
/**
* 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;
}
/*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;
}
/*Z*/
if (usage_mask & TGSI_WRITEMASK_Z) {
linear_coef(tri, info, slot, 0, 2);
}
/*W*/
if (usage_mask & TGSI_WRITEMASK_W) {
linear_coef(tri, info, slot, 0, 3);
}
}
/**
* 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.
*/
static void setup_tri_coefficients( struct lp_setup_context *setup,
struct lp_rast_triangle *tri,
const struct tri_info *info)
{
unsigned fragcoord_usage_mask = TGSI_WRITEMASK_XYZ;
unsigned slot;
unsigned i;
/* 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;
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;
case LP_INTERP_FACING:
setup_facing_coef(tri, slot+1, info->frontfacing, usage_mask);
break;
default:
assert(0);
}
}
/* The internal position input is in slot zero:
*/
setup_fragcoord_coef(tri, info, 0, fragcoord_usage_mask);
if (0) {
for (i = 0; i < NUM_CHANNELS; i++) {
float a0 = tri->inputs.a0 [0][i];
float dadx = tri->inputs.dadx[0][i];
float dady = tri->inputs.dady[0][i];
debug_printf("POS.%c: a0 = %f, dadx = %f, dady = %f\n",
"xyzw"[i],
a0, dadx, dady);
}
for (slot = 0; slot < setup->fs.nr_inputs; slot++) {
unsigned usage_mask = setup->fs.input[slot].usage_mask;
for (i = 0; i < NUM_CHANNELS; i++) {
if (usage_mask & (1 << i)) {
float a0 = tri->inputs.a0 [1 + slot][i];
float dadx = tri->inputs.dadx[1 + slot][i];
float dady = tri->inputs.dady[1 + slot][i];
debug_printf("IN[%u].%c: a0 = %f, dadx = %f, dady = %f\n",
slot,
"xyzw"[i],
a0, dadx, dady);
}
}
}
}
}
@ -440,16 +178,21 @@ lp_rast_cmd lp_rast_tri_tab[8] = {
*/
static void
do_triangle_ccw(struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4],
const float (*v3)[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_rast_triangle *tri;
struct tri_info info;
int x[3];
int y[3];
float dy01, dy20;
float dx01, dx20;
float oneoverarea;
struct lp_tri_info info;
int area;
struct u_rect bbox;
int ix0, ix1, iy0, iy1;
@ -458,7 +201,7 @@ do_triangle_ccw(struct lp_setup_context *setup,
int nr_planes = 3;
if (0)
lp_setup_print_triangle(setup, v1, v2, v3);
lp_setup_print_triangle(setup, v0, v1, v2);
if (setup->scissor_test) {
nr_planes = 7;
@ -468,13 +211,12 @@ do_triangle_ccw(struct lp_setup_context *setup,
}
/* 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);
x[0] = subpixel_snap(v0[0][0] - setup->pixel_offset);
x[1] = subpixel_snap(v1[0][0] - setup->pixel_offset);
x[2] = subpixel_snap(v2[0][0] - setup->pixel_offset);
y[0] = subpixel_snap(v0[0][1] - setup->pixel_offset);
y[1] = subpixel_snap(v1[0][1] - setup->pixel_offset);
y[2] = subpixel_snap(v2[0][1] - setup->pixel_offset);
/* Bounding rectangle (in pixels) */
@ -486,10 +228,10 @@ do_triangle_ccw(struct lp_setup_context *setup,
*/
int adj = (setup->pixel_offset != 0) ? 1 : 0;
bbox.x0 = (MIN3(info.x[0], info.x[1], info.x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
bbox.x1 = (MAX3(info.x[0], info.x[1], info.x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
bbox.y0 = (MIN3(info.y[0], info.y[1], info.y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
bbox.y1 = (MAX3(info.y[0], info.y[1], info.y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
bbox.x0 = (MIN3(x[0], x[1], x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
bbox.x1 = (MAX3(x[0], x[1], x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER;
bbox.y0 = (MIN3(y[0], y[1], y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
bbox.y1 = (MAX3(y[0], y[1], y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER;
/* Inclusive coordinates:
*/
@ -520,21 +262,21 @@ do_triangle_ccw(struct lp_setup_context *setup,
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];
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
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].dcdy = x[0] - x[1];
tri->plane[1].dcdy = x[1] - x[2];
tri->plane[2].dcdy = x[2] - 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];
tri->plane[0].dcdx = y[0] - y[1];
tri->plane[1].dcdx = y[1] - y[2];
tri->plane[2].dcdx = y[2] - y[0];
area = (tri->plane[0].dcdy * tri->plane[2].dcdx -
tri->plane[2].dcdy * tri->plane[0].dcdx);
@ -554,20 +296,26 @@ do_triangle_ccw(struct lp_setup_context *setup,
/*
*/
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 = 1.0f / (info.dx01 * info.dy20 - info.dx20 * info.dy01);
dx01 = v0[0][0] - v1[0][0];
dy01 = v0[0][1] - v1[0][1];
dx20 = v2[0][0] - v0[0][0];
dy20 = v2[0][1] - v0[0][1];
oneoverarea = 1.0f / (dx01 * dy20 - dx20 * dy01);
info.v0 = v0;
info.v1 = v1;
info.v2 = v2;
info.frontfacing = frontfacing;
info.x0_center = v0[0][0] - setup->pixel_offset;
info.y0_center = v0[0][1] - setup->pixel_offset;
info.dx01_ooa = dx01 * oneoverarea;
info.dx20_ooa = dx20 * oneoverarea;
info.dy01_ooa = dy01 * oneoverarea;
info.dy20_ooa = dy20 * oneoverarea;
/* Setup parameter interpolants:
*/
setup_tri_coefficients( setup, tri, &info );
lp_setup_tri_coef( setup, &tri->inputs, &info );
tri->inputs.facing = frontfacing ? 1.0F : -1.0F;
tri->inputs.state = setup->fs.stored;
@ -580,7 +328,7 @@ do_triangle_ccw(struct lp_setup_context *setup,
/* half-edge constants, will be interated over the whole render
* target.
*/
plane->c = plane->dcdx * info.x[i] - plane->dcdy * info.y[i];
plane->c = plane->dcdx * x[i] - plane->dcdy * y[i];
/* correct for top-left vs. bottom-left fill convention.
*