cell: combine eval_z(), eval_w() functions

This commit is contained in:
Brian Paul 2009-02-15 09:25:22 -07:00
parent 484858ae48
commit 96b19195ec

View file

@ -212,31 +212,37 @@ eval_coeff_soa(uint slot, float x, float y, vector float w, vector float result[
}
/** Evalute coefficients to get Z for four pixels in a quad */
static INLINE vector float
eval_z(float x, float y)
splatz(vector float v)
{
const uint slot = 0;
const float dzdx = spu_extract(setup.coef[slot].dadx, 2);
const float dzdy = spu_extract(setup.coef[slot].dady, 2);
const float topLeft = spu_extract(setup.coef[slot].a0, 2) + x * dzdx + y * dzdy;
const vector float topLeftv = spu_splats(topLeft);
const vector float derivs = (vector float) { 0.0, dzdx, dzdy, dzdx + dzdy };
return spu_add(topLeftv, derivs);
return spu_splats(spu_extract(v, 2));
}
/** Evalute coefficients to get W for four pixels in a quad */
static INLINE vector float
eval_w(float x, float y)
splatw(vector float v)
{
const uint slot = 0;
const float dwdx = spu_extract(setup.coef[slot].dadx, 3);
const float dwdy = spu_extract(setup.coef[slot].dady, 3);
const float topLeft = spu_extract(setup.coef[slot].a0, 3) + x * dwdx + y * dwdy;
const vector float topLeftv = spu_splats(topLeft);
const vector float derivs = (vector float) { 0.0, dwdx, dwdy, dwdx + dwdy };
return spu_add(topLeftv, derivs);
return spu_splats(spu_extract(v, 3));
}
/**
* Compute quad's Z and W vectors for the quad at (x,y).
*/
static INLINE void
eval_zw(float x, float y, vector float *zOut, vector float *wOut)
{
static const vector float fragX = (const vector float) { 0.0, 1.0, 0.0, 1.0 };
static const vector float fragY = (const vector float) { 0.0, 0.0, 1.0, 1.0 };
const uint slot = 0; /* vertex position attribute */
const vector float pos = setup.coef[slot].a0;
const vector float dposdx = setup.coef[slot].dadx;
const vector float dposdy = setup.coef[slot].dady;
const vector float xVec = spu_splats(x) + fragX;
const vector float yVec = spu_splats(y) + fragY;
*zOut = splatz(pos) + xVec * splatz(dposdx) + yVec * splatz(dposdy);
*wOut = splatw(pos) + xVec * splatw(dposdx) + yVec * splatw(dposdy);
}
@ -262,10 +268,11 @@ emit_quad( int x, int y, mask_t mask)
* Run fragment shader, execute per-fragment ops, update fb/tile.
*/
vector float inputs[4*4], outputs[2*4];
vector float fragZ = eval_z((float) x, (float) y);
vector float fragW = eval_w((float) x, (float) y);
vector float fragZ, fragW;
vector unsigned int kill_mask;
eval_zw((float) x, (float) y, &fragZ, &fragW);
/* setup inputs */
#if 0
eval_coeff_soa(1, (float) x, (float) y, fragW, inputs);