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Cell: start to SIMD-ize triangle attribute interpolation
Using the spu_add(), etc intrinsics. About a 15% speed-up with some tests.
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4 changed files with 78 additions and 61 deletions
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@ -36,6 +36,13 @@
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#include "pipe/p_state.h"
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typedef union
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{
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vector float v;
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float f[4];
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} float4;
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struct spu_framebuffer {
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void *color_start; /**< addr of color surface in main memory */
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void *depth_start; /**< addr of depth surface in main memory */
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@ -128,11 +128,11 @@ get_tex_tile(uint i, uint j)
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* XXX this is extremely primitive for now.
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*/
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uint
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sample_texture(const float *texcoord)
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sample_texture(float4 texcoord)
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{
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/* wrap/repeat */
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uint i = (uint) (texcoord[0] * spu.texture.width) % spu.texture.width;
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uint j = (uint) (texcoord[1] * spu.texture.height) % spu.texture.height;
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uint i = (uint) (texcoord.f[0] * spu.texture.width) % spu.texture.width;
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uint j = (uint) (texcoord.f[1] * spu.texture.height) % spu.texture.height;
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uint pos = get_tex_tile(i, j);
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uint texel = tex_tiles[pos].t32[j % TILE_SIZE][i % TILE_SIZE];
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return texel;
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@ -37,7 +37,7 @@ invalidate_tex_cache(void);
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extern uint
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sample_texture(const float *texcoord);
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sample_texture(float4 texcoord);
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#endif /* SPU_TEXTURE_H */
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@ -81,9 +81,9 @@ struct edge {
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struct interp_coef
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{
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float a0[4];
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float dadx[4];
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float dady[4];
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float4 a0;
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float4 dadx;
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float4 dady;
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};
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@ -201,36 +201,31 @@ clip_emit_quad(struct setup_stage *setup)
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* Eg: four colors will be compute.
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*/
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static INLINE void
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eval_coeff(uint slot, float x, float y, float result[4][4])
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eval_coeff(uint slot, float x, float y, float4 result[4])
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{
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switch (spu.vertex_info.interp_mode[slot]) {
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case INTERP_CONSTANT:
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{
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uint i;
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for (i = 0; i < 4; i++) {
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result[QUAD_TOP_LEFT][i] =
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result[QUAD_TOP_RIGHT][i] =
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result[QUAD_BOTTOM_LEFT][i] =
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result[QUAD_BOTTOM_RIGHT][i] = setup.coef[slot].a0[i];
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}
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}
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result[QUAD_TOP_LEFT] =
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result[QUAD_TOP_RIGHT] =
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result[QUAD_BOTTOM_LEFT] =
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result[QUAD_BOTTOM_RIGHT] = setup.coef[slot].a0;
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break;
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case INTERP_LINEAR:
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/* fall-through, for now */
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default:
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{
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uint i;
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const float *dadx = setup.coef[slot].dadx;
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const float *dady = setup.coef[slot].dady;
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register vector float dadx = setup.coef[slot].dadx.v;
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register vector float dady = setup.coef[slot].dady.v;
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register vector float topLeft
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= spu_add(setup.coef[slot].a0.v,
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spu_add(spu_mul(spu_splats(x), dadx),
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spu_mul(spu_splats(y), dady)));
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/* loop over XYZW comps */
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for (i = 0; i < 4; i++) {
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result[QUAD_TOP_LEFT][i] = setup.coef[slot].a0[i] + x * dadx[i] + y * dady[i];
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result[QUAD_TOP_RIGHT][i] = result[0][i] + dadx[i];
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result[QUAD_BOTTOM_LEFT][i] = result[0][i] + dady[i];
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result[QUAD_BOTTOM_RIGHT][i] = result[0][i] + dadx[i] + dady[i];
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}
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result[QUAD_TOP_LEFT].v = topLeft;
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result[QUAD_TOP_RIGHT].v = spu_add(topLeft, dadx);
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result[QUAD_BOTTOM_LEFT].v = spu_add(topLeft, dady);
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result[QUAD_BOTTOM_RIGHT].v = spu_add(spu_add(topLeft, dadx), dady);
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}
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}
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}
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@ -240,28 +235,46 @@ static INLINE void
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eval_z(float x, float y, float result[4])
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{
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const uint slot = 0;
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const uint i = 2;
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const float *dadx = setup.coef[slot].dadx;
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const float *dady = setup.coef[slot].dady;
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result[QUAD_TOP_LEFT] = setup.coef[slot].a0[i] + x * dadx[i] + y * dady[i];
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result[QUAD_TOP_RIGHT] = result[0] + dadx[i];
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result[QUAD_BOTTOM_LEFT] = result[0] + dady[i];
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result[QUAD_BOTTOM_RIGHT] = result[0] + dadx[i] + dady[i];
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const float dzdx = setup.coef[slot].dadx.f[2];
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const float dzdy = setup.coef[slot].dady.f[2];
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const float topLeft = setup.coef[slot].a0.f[2] + x * dzdx + y * dzdy;
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#if 1
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result[QUAD_TOP_LEFT] = topLeft;
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result[QUAD_TOP_RIGHT] = topLeft + dzdx;
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result[QUAD_BOTTOM_LEFT] = topLeft + dzdy;
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result[QUAD_BOTTOM_RIGHT] = topLeft + dzdx + dzdy;
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#else
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/* XXX vectorize */
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const vector float topLeftv = spu_splats(topLeft);
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const vector float derivs
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= (vector float) { 0.0, dzdx, dzdy, dzdx + dzdy };
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vector float *res = (vector float *) result;
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*res = spu_add(topLeftv, derivs);
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#endif
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}
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static INLINE uint
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pack_color(const float color[4])
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static INLINE void
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pack_colors(uint uicolors[4], const float4 fcolors[4])
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{
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/* XXX grab the code for _pack_rgba8() and use the shuffle
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* command to do the swizzling seen here.
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*/
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switch (spu.fb.color_format) {
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case PIPE_FORMAT_A8R8G8B8_UNORM:
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return _pack_rgba8(color[3], color[0], color[1], color[2]);
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uicolors[0] = _pack_rgba8(fcolors[0].f[3], fcolors[0].f[0], fcolors[0].f[1], fcolors[0].f[2]);
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uicolors[1] = _pack_rgba8(fcolors[1].f[3], fcolors[1].f[0], fcolors[1].f[1], fcolors[1].f[2]);
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uicolors[2] = _pack_rgba8(fcolors[2].f[3], fcolors[2].f[0], fcolors[2].f[1], fcolors[2].f[2]);
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uicolors[3] = _pack_rgba8(fcolors[3].f[3], fcolors[0].f[0], fcolors[3].f[1], fcolors[3].f[2]);
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break;
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case PIPE_FORMAT_B8G8R8A8_UNORM:
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return _pack_rgba8(color[2], color[1], color[0], color[3]);
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uicolors[0] = _pack_rgba8(fcolors[0].f[2], fcolors[0].f[1], fcolors[0].f[0], fcolors[0].f[3]);
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uicolors[1] = _pack_rgba8(fcolors[1].f[2], fcolors[1].f[1], fcolors[1].f[0], fcolors[1].f[3]);
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uicolors[2] = _pack_rgba8(fcolors[2].f[2], fcolors[2].f[1], fcolors[2].f[0], fcolors[2].f[3]);
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uicolors[3] = _pack_rgba8(fcolors[3].f[2], fcolors[3].f[1], fcolors[3].f[0], fcolors[3].f[3]);
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break;
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default:
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ASSERT(0);
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return 0;
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}
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}
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@ -379,7 +392,7 @@ emit_quad( int x, int y, unsigned mask )
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uint colors[4]; /* indexed by QUAD_x */
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if (spu.texture.start) {
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float texcoords[4][4];
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float4 texcoords[4];
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uint i;
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eval_coeff(2, (float) x, (float) y, texcoords);
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for (i = 0; i < 4; i++) {
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@ -387,12 +400,9 @@ emit_quad( int x, int y, unsigned mask )
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}
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}
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else {
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float fcolors[4][4];
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float4 fcolors[4];
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eval_coeff(1, (float) x, (float) y, fcolors);
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colors[QUAD_TOP_LEFT] = pack_color(fcolors[QUAD_TOP_LEFT]);
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colors[QUAD_TOP_RIGHT] = pack_color(fcolors[QUAD_TOP_RIGHT]);
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colors[QUAD_BOTTOM_LEFT] = pack_color(fcolors[QUAD_BOTTOM_LEFT]);
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colors[QUAD_BOTTOM_RIGHT] = pack_color(fcolors[QUAD_BOTTOM_RIGHT]);
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pack_colors(colors, fcolors);
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}
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if (spu.depth_stencil.depth.enabled) {
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@ -645,12 +655,12 @@ static void const_coeff(uint slot)
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ASSERT(slot < PIPE_MAX_SHADER_INPUTS);
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for (i = 0; i < 4; i++) {
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setup.coef[slot].dadx[i] = 0;
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setup.coef[slot].dady[i] = 0;
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setup.coef[slot].dadx.f[i] = 0;
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setup.coef[slot].dady.f[i] = 0;
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/* need provoking vertex info!
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*/
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setup.coef[slot].a0[i] = setup.vprovoke->data[slot][i];
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setup.coef[slot].a0.f[i] = setup.vprovoke->data[slot][i];
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}
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}
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@ -670,8 +680,8 @@ static void tri_linear_coeff( uint slot, uint firstComp, uint lastComp )
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ASSERT(slot < PIPE_MAX_SHADER_INPUTS);
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setup.coef[slot].dadx[i] = a * setup.oneoverarea;
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setup.coef[slot].dady[i] = b * setup.oneoverarea;
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setup.coef[slot].dadx.f[i] = a * setup.oneoverarea;
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setup.coef[slot].dady.f[i] = b * setup.oneoverarea;
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/* calculate a0 as the value which would be sampled for the
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* fragment at (0,0), taking into account that we want to sample at
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@ -685,17 +695,17 @@ static void tri_linear_coeff( uint slot, uint firstComp, uint lastComp )
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* to define a0 as the sample at a pixel center somewhere near vmin
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* instead - i'll switch to this later.
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*/
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setup.coef[slot].a0[i] = (setup.vmin->data[slot][i] -
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(setup.coef[slot].dadx[i] * (setup.vmin->data[0][0] - 0.5f) +
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setup.coef[slot].dady[i] * (setup.vmin->data[0][1] - 0.5f)));
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setup.coef[slot].a0.f[i] = (setup.vmin->data[slot][i] -
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(setup.coef[slot].dadx.f[i] * (setup.vmin->data[0][0] - 0.5f) +
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setup.coef[slot].dady.f[i] * (setup.vmin->data[0][1] - 0.5f)));
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}
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/*
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_mesa_printf("attr[%d].%c: %f dx:%f dy:%f\n",
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slot, "xyzw"[i],
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setup.coef[slot].a0[i],
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setup.coef[slot].dadx[i],
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setup.coef[slot].dady[i]);
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setup.coef[slot].dadx.f[i],
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setup.coef[slot].dady.f[i]);
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*/
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}
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@ -734,11 +744,11 @@ static void tri_persp_coeff( unsigned slot,
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assert(slot < PIPE_MAX_SHADER_INPUTS);
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assert(i <= 3);
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setup.coef[slot].dadx[i] = a * setup.oneoverarea;
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setup.coef[slot].dady[i] = b * setup.oneoverarea;
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setup.coef[slot].a0[i] = (mina -
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(setup.coef[slot].dadx[i] * (setup.vmin->data[0][0] - 0.5f) +
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setup.coef[slot].dady[i] * (setup.vmin->data[0][1] - 0.5f)));
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setup.coef[slot].dadx.f[i] = a * setup.oneoverarea;
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setup.coef[slot].dady.f[i] = b * setup.oneoverarea;
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setup.coef[slot].a0.f[i] = (mina -
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(setup.coef[slot].dadx.f[i] * (setup.vmin->data[0][0] - 0.5f) +
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setup.coef[slot].dady.f[i] * (setup.vmin->data[0][1] - 0.5f)));
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}
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#endif
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