llvmpipe: move whole-tile emit into a function

This commit is contained in:
Keith Whitwell 2010-08-27 17:51:21 +01:00
parent 71e27ef21c
commit 5024d9b90e
2 changed files with 42 additions and 8 deletions

View file

@ -79,6 +79,7 @@ struct lp_rast_state {
*/
struct lp_rast_shader_inputs {
float facing; /** Positive for front-facing, negative for back-facing */
boolean opaque:1; /** Is opaque */
float (*a0)[4];
float (*dadx)[4];

View file

@ -172,6 +172,44 @@ lp_rast_cmd lp_rast_tri_tab[9] = {
lp_rast_triangle_8
};
/**
* The primitive covers the whole tile- shade whole tile.
*
* \param tx, ty the tile position in tiles, not pixels
*/
static void
lp_setup_whole_tile(struct lp_setup_context *setup,
const struct lp_rast_shader_inputs *inputs,
int tx, int ty)
{
struct lp_scene *scene = setup->scene;
LP_COUNT(nr_fully_covered_64);
/* if variant is opaque and scissor doesn't effect the tile */
if (inputs->opaque) {
if (!scene->fb.zsbuf) {
/*
* All previous rendering will be overwritten so reset the bin.
*/
lp_scene_bin_reset( scene, tx, ty );
}
LP_COUNT(nr_shade_opaque_64);
lp_scene_bin_command( scene, tx, ty,
lp_rast_shade_tile_opaque,
lp_rast_arg_inputs(inputs) );
} else {
LP_COUNT(nr_shade_64);
lp_scene_bin_command( scene, tx, ty,
lp_rast_shade_tile,
lp_rast_arg_inputs(inputs) );
}
}
/**
* Do basic setup for triangle rasterization and determine which
* framebuffer tiles are touched. Put the triangle in the scene's
@ -185,6 +223,7 @@ do_triangle_ccw(struct lp_setup_context *setup,
boolean frontfacing )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
struct lp_fragment_shader_variant *variant = setup->fs.current.variant;
struct lp_rast_triangle *tri;
int x[3];
int y[3];
@ -316,6 +355,7 @@ do_triangle_ccw(struct lp_setup_context *setup,
lp_setup_tri_coef( setup, &tri->inputs, &info );
tri->inputs.facing = frontfacing ? 1.0F : -1.0F;
tri->inputs.opaque = variant->opaque;
tri->inputs.state = setup->fs.stored;
@ -431,7 +471,6 @@ lp_setup_bin_triangle( struct lp_setup_context *setup,
int nr_planes )
{
struct lp_scene *scene = setup->scene;
struct lp_fragment_shader_variant *variant = setup->fs.current.variant;
int ix0, ix1, iy0, iy1;
int i;
@ -554,13 +593,7 @@ lp_setup_bin_triangle( struct lp_setup_context *setup,
/* triangle covers the whole tile- shade whole tile */
LP_COUNT(nr_fully_covered_64);
in = TRUE;
if (variant->opaque &&
!setup->fb.zsbuf) {
lp_scene_bin_reset( scene, x, y );
}
lp_scene_bin_command( scene, x, y,
lp_rast_shade_tile,
lp_rast_arg_inputs(&tri->inputs) );
lp_setup_whole_tile(setup, &tri->inputs, x, y);
}
/* Iterate cx values across the region: