Cell: replace float 4 with vector float in eval_coeff()

This commit is contained in:
Brian 2008-02-04 15:10:35 -07:00
parent 7a1d01f2a0
commit 168247d1ca

View file

@ -32,6 +32,7 @@
#include "pipe/p_compiler.h"
#include "pipe/p_format.h"
#include "pipe/p_util.h"
#include "spu_blend.h"
#include "spu_colorpack.h"
#include "spu_main.h"
#include "spu_texture.h"
@ -206,14 +207,14 @@ clip_emit_quad(struct setup_stage *setup)
* Eg: four colors will be compute.
*/
static INLINE void
eval_coeff(uint slot, float x, float y, float4 result[4])
eval_coeff(uint slot, float x, float y, vector float result[4])
{
switch (spu.vertex_info.interp_mode[slot]) {
case INTERP_CONSTANT:
result[QUAD_TOP_LEFT] =
result[QUAD_TOP_RIGHT] =
result[QUAD_BOTTOM_LEFT] =
result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0;
result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0.v;
break;
case INTERP_LINEAR:
@ -227,10 +228,10 @@ eval_coeff(uint slot, float x, float y, float4 result[4])
spu_add(spu_mul(spu_splats(x), dadx),
spu_mul(spu_splats(y), dady)));
result[QUAD_TOP_LEFT].v = topLeft;
result[QUAD_TOP_RIGHT].v = spu_add(topLeft, dadx);
result[QUAD_BOTTOM_LEFT].v = spu_add(topLeft, dady);
result[QUAD_BOTTOM_RIGHT].v = spu_add(spu_add(topLeft, dadx), dady);
result[QUAD_TOP_LEFT] = topLeft;
result[QUAD_TOP_RIGHT] = spu_add(topLeft, dadx);
result[QUAD_BOTTOM_LEFT] = spu_add(topLeft, dady);
result[QUAD_BOTTOM_RIGHT] = spu_add(spu_add(topLeft, dadx), dady);
}
}
}
@ -305,32 +306,32 @@ emit_quad( int x, int y, mask_t mask )
if (spu.texture.start) {
/* texture mapping */
float4 texcoords[4];
vector float texcoords[4];
eval_coeff(2, (float) x, (float) y, texcoords);
if (spu_extract(mask, 0))
spu.ctile.ui[iy][ix] = spu.sample_texture(texcoords[0].v);
spu.ctile.ui[iy][ix] = spu.sample_texture(texcoords[0]);
if (spu_extract(mask, 1))
spu.ctile.ui[iy][ix+1] = spu.sample_texture(texcoords[1].v);
spu.ctile.ui[iy][ix+1] = spu.sample_texture(texcoords[1]);
if (spu_extract(mask, 2))
spu.ctile.ui[iy+1][ix] = spu.sample_texture(texcoords[2].v);
spu.ctile.ui[iy+1][ix] = spu.sample_texture(texcoords[2]);
if (spu_extract(mask, 3))
spu.ctile.ui[iy+1][ix+1] = spu.sample_texture(texcoords[3].v);
spu.ctile.ui[iy+1][ix+1] = spu.sample_texture(texcoords[3]);
}
else {
/* simple shading */
const vector unsigned char shuffle = spu.color_shuffle;
float4 colors[4];
vector float colors[4];
eval_coeff(1, (float) x, (float) y, colors);
if (spu_extract(mask, 0))
spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0].v, shuffle);
spu.ctile.ui[iy][ix] = spu_pack_color_shuffle(colors[0], shuffle);
if (spu_extract(mask, 1))
spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1].v, shuffle);
spu.ctile.ui[iy][ix+1] = spu_pack_color_shuffle(colors[1], shuffle);
if (spu_extract(mask, 2))
spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2].v, shuffle);
spu.ctile.ui[iy+1][ix] = spu_pack_color_shuffle(colors[2], shuffle);
if (spu_extract(mask, 3))
spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3].v, shuffle);
spu.ctile.ui[iy+1][ix+1] = spu_pack_color_shuffle(colors[3], shuffle);
}
#if 0