llvmpipe: comments, reformatting and assertions in tri rast code

This commit is contained in:
Brian Paul 2009-12-01 15:43:01 -07:00
parent 344a2a9abb
commit 63b1f23b3e

View file

@ -37,12 +37,16 @@
#define BLOCKSIZE 4
/* Render a 4x4 unmasked block:
/**
* Add a 4x4 block of pixels to the block list.
* All pixels are known to be inside the triangle's bounds.
*/
static void block_full_4( struct lp_rasterizer *rast,
int x, int y )
static void
block_full_4( struct lp_rasterizer *rast, int x, int y )
{
int i = rast->nr_blocks;
assert(x % 4 == 0);
assert(y % 4 == 0);
rast->blocks[i].x = x;
rast->blocks[i].y = y;
rast->blocks[i].mask = ~0;
@ -50,20 +54,26 @@ static void block_full_4( struct lp_rasterizer *rast,
}
static void block_full_16( struct lp_rasterizer *rast,
int x, int y )
/**
* Add a 16x16 block of pixels to the block list.
* All pixels are known to be inside the triangle's bounds.
*/
static void
block_full_16( struct lp_rasterizer *rast, int x, int y )
{
unsigned ix, iy;
for (iy = 0; iy < 16; iy+=4)
for (ix = 0; ix < 16; ix+=4)
assert(x % 16 == 0);
assert(y % 16 == 0);
for (iy = 0; iy < 16; iy += 4)
for (ix = 0; ix < 16; ix += 4)
block_full_4(rast, x + ix, y + iy);
}
/* Evaluate each pixel in a block, generate a mask and possibly render
* the quad:
/**
* Evaluate each pixel in a 4x4 block to determine if it lies within
* the triangle's bounds.
* Generate a mask of in/out flags and add the block to the blocks list.
*/
static void
do_block_4( struct lp_rasterizer *rast,
@ -76,13 +86,15 @@ do_block_4( struct lp_rasterizer *rast,
int i;
unsigned mask = 0;
assert(x % 4 == 0);
assert(y % 4 == 0);
for (i = 0; i < 16; i++)
mask |= (~(((c1 + tri->step[0][i]) |
(c2 + tri->step[1][i]) |
(c3 + tri->step[2][i])) >> 31)) & (1 << i);
/* As we do trivial reject already, masks should rarely be all
* zero:
/* As we do trivial reject already, masks should rarely be all zero:
*/
if (mask) {
int i = rast->nr_blocks;
@ -93,15 +105,20 @@ do_block_4( struct lp_rasterizer *rast,
}
}
/**
* Evaluate a 16x16 block of pixels to determine which 4x4 subblocks are in/out
* of the triangle's bounds.
*/
static void
do_block_16( struct lp_rasterizer *rast,
const struct lp_rast_triangle *tri,
int x, int y,
int c1,
int c2,
int c3 )
const struct lp_rast_triangle *tri,
int x, int y,
int c1,
int c2,
int c3 )
{
int ix,iy,i = 0;
int ix, iy, i = 0;
int ei1 = tri->ei1 << 2;
int ei2 = tri->ei2 << 2;
@ -111,44 +128,48 @@ do_block_16( struct lp_rasterizer *rast,
int eo2 = tri->eo2 << 2;
int eo3 = tri->eo3 << 2;
for (iy = 0; iy < 16; iy+=4)
{
for (ix = 0; ix < 16; ix+=4, i++)
{
assert(x % 16 == 0);
assert(y % 16 == 0);
for (iy = 0; iy < 16; iy+=4) {
for (ix = 0; ix < 16; ix+=4, i++) {
int cx1 = c1 + (tri->step[0][i] << 2);
int cx2 = c2 + (tri->step[1][i] << 2);
int cx3 = c3 + (tri->step[2][i] << 2);
if (cx1 + eo1 < 0 ||
cx2 + eo2 < 0 ||
cx3 + eo3 < 0)
{
cx3 + eo3 < 0) {
/* the block is completely outside the triangle - nop */
}
else if (cx1 + ei1 > 0 &&
cx2 + ei2 > 0 &&
cx3 + ei3 > 0)
{
block_full_4(rast, x+ix, y+iy); /* trivial accept */
cx3 + ei3 > 0) {
/* the block is completely inside the triangle */
block_full_4(rast, x+ix, y+iy);
}
else
{
else {
/* the block is partially in/out of the triangle */
do_block_4(rast, tri, x+ix, y+iy, cx1, cx2, cx3);
}
}
}
}
/* Scan the tile in chunks and figure out which pixels to rasterize
* for this triangle:
/**
* Scan the tile in chunks and figure out which pixels to rasterize
* for this triangle.
*/
void lp_rast_triangle( struct lp_rasterizer *rast,
const union lp_rast_cmd_arg arg )
void
lp_rast_triangle( struct lp_rasterizer *rast,
const union lp_rast_cmd_arg arg )
{
const struct lp_rast_triangle *tri = arg.triangle;
int x = rast->x;
int y = rast->y;
int ix,iy,i = 0;
int ix, iy, i = 0;
int c1 = tri->c1 + tri->dx12 * y - tri->dy12 * x;
int c2 = tri->c2 + tri->dx23 * y - tri->dy23 * x;
@ -166,36 +187,38 @@ void lp_rast_triangle( struct lp_rasterizer *rast,
rast->nr_blocks = 0;
for (iy = 0; iy < 64; iy+=16)
{
for (ix = 0; ix < 64; ix+=16, i++)
{
/* Walk over the tile to build a list of 4x4 pixel blocks which will
* be filled/shaded. We do this at two granularities: 16x16 blocks
* and then 4x4 blocks.
*/
for (iy = 0; iy < TILE_SIZE; iy += 16) {
for (ix = 0; ix < TILE_SIZE; ix += 16, i++) {
int cx1 = c1 + (tri->step[0][i] << 4);
int cx2 = c2 + (tri->step[1][i] << 4);
int cx3 = c3 + (tri->step[2][i] << 4);
if (cx1 + eo1 < 0 ||
cx2 + eo2 < 0 ||
cx3 + eo3 < 0)
{
cx3 + eo3 < 0) {
/* the block is completely outside the triangle - nop */
}
else if (cx1 + ei1 > 0 &&
cx2 + ei2 > 0 &&
cx3 + ei3 > 0)
{
block_full_16(rast, x+ix, y+iy); /* trivial accept */
cx3 + ei3 > 0) {
/* the block is completely inside the triangle */
block_full_16(rast, x+ix, y+iy);
}
else
{
else {
/* the block is partially in/out of the triangle */
do_block_16(rast, tri, x+ix, y+iy, cx1, cx2, cx3);
}
}
}
/* Shade the 4x4 pixel blocks */
for (i = 0; i < rast->nr_blocks; i++)
lp_rast_shade_quads(rast, &tri->inputs,
rast->blocks[i].x,
rast->blocks[i].y,
rast->blocks[i].mask);
}