1/************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28/* 29 * Binning code for triangles 30 */ 31 32#include "util/u_math.h" 33#include "util/u_memory.h" 34#include "util/u_rect.h" 35#include "util/u_sse.h" 36#include "lp_perf.h" 37#include "lp_setup_context.h" 38#include "lp_rast.h" 39#include "lp_state_fs.h" 40#include "lp_state_setup.h" 41 42#define NUM_CHANNELS 4 43 44#if defined(PIPE_ARCH_SSE) 45#include <emmintrin.h> 46#endif 47 48static INLINE int 49subpixel_snap(float a) 50{ 51 return util_iround(FIXED_ONE * a); 52} 53 54static INLINE float 55fixed_to_float(int a) 56{ 57 return a * (1.0 / FIXED_ONE); 58} 59 60 61/* Position and area in fixed point coordinates */ 62struct fixed_position { 63 int x[4]; 64 int y[4]; 65 int area; 66 int dx01; 67 int dy01; 68 int dx20; 69 int dy20; 70}; 71 72 73/** 74 * Alloc space for a new triangle plus the input.a0/dadx/dady arrays 75 * immediately after it. 76 * The memory is allocated from the per-scene pool, not per-tile. 77 * \param tri_size returns number of bytes allocated 78 * \param num_inputs number of fragment shader inputs 79 * \return pointer to triangle space 80 */ 81struct lp_rast_triangle * 82lp_setup_alloc_triangle(struct lp_scene *scene, 83 unsigned nr_inputs, 84 unsigned nr_planes, 85 unsigned *tri_size) 86{ 87 unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float); 88 unsigned plane_sz = nr_planes * sizeof(struct lp_rast_plane); 89 struct lp_rast_triangle *tri; 90 91 *tri_size = (sizeof(struct lp_rast_triangle) + 92 3 * input_array_sz + 93 plane_sz); 94 95 tri = lp_scene_alloc_aligned( scene, *tri_size, 16 ); 96 if (tri == NULL) 97 return NULL; 98 99 tri->inputs.stride = input_array_sz; 100 101 { 102 char *a = (char *)tri; 103 char *b = (char *)&GET_PLANES(tri)[nr_planes]; 104 assert(b - a == *tri_size); 105 } 106 107 return tri; 108} 109 110void 111lp_setup_print_vertex(struct lp_setup_context *setup, 112 const char *name, 113 const float (*v)[4]) 114{ 115 const struct lp_setup_variant_key *key = &setup->setup.variant->key; 116 int i, j; 117 118 debug_printf(" wpos (%s[0]) xyzw %f %f %f %f\n", 119 name, 120 v[0][0], v[0][1], v[0][2], v[0][3]); 121 122 for (i = 0; i < key->num_inputs; i++) { 123 const float *in = v[key->inputs[i].src_index]; 124 125 debug_printf(" in[%d] (%s[%d]) %s%s%s%s ", 126 i, 127 name, key->inputs[i].src_index, 128 (key->inputs[i].usage_mask & 0x1) ? "x" : " ", 129 (key->inputs[i].usage_mask & 0x2) ? "y" : " ", 130 (key->inputs[i].usage_mask & 0x4) ? "z" : " ", 131 (key->inputs[i].usage_mask & 0x8) ? "w" : " "); 132 133 for (j = 0; j < 4; j++) 134 if (key->inputs[i].usage_mask & (1<<j)) 135 debug_printf("%.5f ", in[j]); 136 137 debug_printf("\n"); 138 } 139} 140 141 142/** 143 * Print triangle vertex attribs (for debug). 144 */ 145void 146lp_setup_print_triangle(struct lp_setup_context *setup, 147 const float (*v0)[4], 148 const float (*v1)[4], 149 const float (*v2)[4]) 150{ 151 debug_printf("triangle\n"); 152 153 { 154 const float ex = v0[0][0] - v2[0][0]; 155 const float ey = v0[0][1] - v2[0][1]; 156 const float fx = v1[0][0] - v2[0][0]; 157 const float fy = v1[0][1] - v2[0][1]; 158 159 /* det = cross(e,f).z */ 160 const float det = ex * fy - ey * fx; 161 if (det < 0.0f) 162 debug_printf(" - ccw\n"); 163 else if (det > 0.0f) 164 debug_printf(" - cw\n"); 165 else 166 debug_printf(" - zero area\n"); 167 } 168 169 lp_setup_print_vertex(setup, "v0", v0); 170 lp_setup_print_vertex(setup, "v1", v1); 171 lp_setup_print_vertex(setup, "v2", v2); 172} 173 174 175#define MAX_PLANES 8 176static unsigned 177lp_rast_tri_tab[MAX_PLANES+1] = { 178 0, /* should be impossible */ 179 LP_RAST_OP_TRIANGLE_1, 180 LP_RAST_OP_TRIANGLE_2, 181 LP_RAST_OP_TRIANGLE_3, 182 LP_RAST_OP_TRIANGLE_4, 183 LP_RAST_OP_TRIANGLE_5, 184 LP_RAST_OP_TRIANGLE_6, 185 LP_RAST_OP_TRIANGLE_7, 186 LP_RAST_OP_TRIANGLE_8 187}; 188 189 190 191/** 192 * The primitive covers the whole tile- shade whole tile. 193 * 194 * \param tx, ty the tile position in tiles, not pixels 195 */ 196static boolean 197lp_setup_whole_tile(struct lp_setup_context *setup, 198 const struct lp_rast_shader_inputs *inputs, 199 int tx, int ty) 200{ 201 struct lp_scene *scene = setup->scene; 202 203 LP_COUNT(nr_fully_covered_64); 204 205 /* if variant is opaque and scissor doesn't effect the tile */ 206 if (inputs->opaque) { 207 if (!scene->fb.zsbuf) { 208 /* 209 * All previous rendering will be overwritten so reset the bin. 210 */ 211 lp_scene_bin_reset( scene, tx, ty ); 212 } 213 214 LP_COUNT(nr_shade_opaque_64); 215 return lp_scene_bin_cmd_with_state( scene, tx, ty, 216 setup->fs.stored, 217 LP_RAST_OP_SHADE_TILE_OPAQUE, 218 lp_rast_arg_inputs(inputs) ); 219 } else { 220 LP_COUNT(nr_shade_64); 221 return lp_scene_bin_cmd_with_state( scene, tx, ty, 222 setup->fs.stored, 223 LP_RAST_OP_SHADE_TILE, 224 lp_rast_arg_inputs(inputs) ); 225 } 226} 227 228 229/** 230 * Do basic setup for triangle rasterization and determine which 231 * framebuffer tiles are touched. Put the triangle in the scene's 232 * bins for the tiles which we overlap. 233 */ 234static boolean 235do_triangle_ccw(struct lp_setup_context *setup, 236 struct fixed_position* position, 237 const float (*v0)[4], 238 const float (*v1)[4], 239 const float (*v2)[4], 240 boolean frontfacing ) 241{ 242 struct lp_scene *scene = setup->scene; 243 const struct lp_setup_variant_key *key = &setup->setup.variant->key; 244 struct lp_rast_triangle *tri; 245 struct lp_rast_plane *plane; 246 struct u_rect bbox; 247 unsigned tri_bytes; 248 int nr_planes = 3; 249 250 /* Area should always be positive here */ 251 assert(position->area > 0); 252 253 if (0) 254 lp_setup_print_triangle(setup, v0, v1, v2); 255 256 if (setup->scissor_test) { 257 nr_planes = 7; 258 } 259 else { 260 nr_planes = 3; 261 } 262 263 /* Bounding rectangle (in pixels) */ 264 { 265 /* Yes this is necessary to accurately calculate bounding boxes 266 * with the two fill-conventions we support. GL (normally) ends 267 * up needing a bottom-left fill convention, which requires 268 * slightly different rounding. 269 */ 270 int adj = (setup->pixel_offset != 0) ? 1 : 0; 271 272 /* Inclusive x0, exclusive x1 */ 273 bbox.x0 = MIN3(position->x[0], position->x[1], position->x[2]) >> FIXED_ORDER; 274 bbox.x1 = (MAX3(position->x[0], position->x[1], position->x[2]) - 1) >> FIXED_ORDER; 275 276 /* Inclusive / exclusive depending upon adj (bottom-left or top-right) */ 277 bbox.y0 = (MIN3(position->y[0], position->y[1], position->y[2]) + adj) >> FIXED_ORDER; 278 bbox.y1 = (MAX3(position->y[0], position->y[1], position->y[2]) - 1 + adj) >> FIXED_ORDER; 279 } 280 281 if (bbox.x1 < bbox.x0 || 282 bbox.y1 < bbox.y0) { 283 if (0) debug_printf("empty bounding box\n"); 284 LP_COUNT(nr_culled_tris); 285 return TRUE; 286 } 287 288 if (!u_rect_test_intersection(&setup->draw_region, &bbox)) { 289 if (0) debug_printf("offscreen\n"); 290 LP_COUNT(nr_culled_tris); 291 return TRUE; 292 } 293 294 /* Can safely discard negative regions, but need to keep hold of 295 * information about when the triangle extends past screen 296 * boundaries. See trimmed_box in lp_setup_bin_triangle(). 297 */ 298 bbox.x0 = MAX2(bbox.x0, 0); 299 bbox.y0 = MAX2(bbox.y0, 0); 300 301 tri = lp_setup_alloc_triangle(scene, 302 key->num_inputs, 303 nr_planes, 304 &tri_bytes); 305 if (!tri) 306 return FALSE; 307 308#if 0 309 tri->v[0][0] = v0[0][0]; 310 tri->v[1][0] = v1[0][0]; 311 tri->v[2][0] = v2[0][0]; 312 tri->v[0][1] = v0[0][1]; 313 tri->v[1][1] = v1[0][1]; 314 tri->v[2][1] = v2[0][1]; 315#endif 316 317 LP_COUNT(nr_tris); 318 319 /* Setup parameter interpolants: 320 */ 321 setup->setup.variant->jit_function( v0, 322 v1, 323 v2, 324 frontfacing, 325 GET_A0(&tri->inputs), 326 GET_DADX(&tri->inputs), 327 GET_DADY(&tri->inputs) ); 328 329 tri->inputs.frontfacing = frontfacing; 330 tri->inputs.disable = FALSE; 331 tri->inputs.opaque = setup->fs.current.variant->opaque; 332 333 if (0) 334 lp_dump_setup_coef(&setup->setup.variant->key, 335 (const float (*)[4])GET_A0(&tri->inputs), 336 (const float (*)[4])GET_DADX(&tri->inputs), 337 (const float (*)[4])GET_DADY(&tri->inputs)); 338 339 plane = GET_PLANES(tri); 340 341#if defined(PIPE_ARCH_SSE) 342 { 343 __m128i vertx, verty; 344 __m128i shufx, shufy; 345 __m128i dcdx, dcdy, c; 346 __m128i unused; 347 __m128i dcdx_neg_mask; 348 __m128i dcdy_neg_mask; 349 __m128i dcdx_zero_mask; 350 __m128i top_left_flag; 351 __m128i c_inc_mask, c_inc; 352 __m128i eo, p0, p1, p2; 353 __m128i zero = _mm_setzero_si128(); 354 355 vertx = _mm_loadu_si128((__m128i *)position->x); /* vertex x coords */ 356 verty = _mm_loadu_si128((__m128i *)position->y); /* vertex y coords */ 357 358 shufx = _mm_shuffle_epi32(vertx, _MM_SHUFFLE(3,0,2,1)); 359 shufy = _mm_shuffle_epi32(verty, _MM_SHUFFLE(3,0,2,1)); 360 361 dcdx = _mm_sub_epi32(verty, shufy); 362 dcdy = _mm_sub_epi32(vertx, shufx); 363 364 dcdx_neg_mask = _mm_srai_epi32(dcdx, 31); 365 dcdx_zero_mask = _mm_cmpeq_epi32(dcdx, zero); 366 dcdy_neg_mask = _mm_srai_epi32(dcdy, 31); 367 368 top_left_flag = _mm_set1_epi32((setup->pixel_offset == 0) ? ~0 : 0); 369 370 c_inc_mask = _mm_or_si128(dcdx_neg_mask, 371 _mm_and_si128(dcdx_zero_mask, 372 _mm_xor_si128(dcdy_neg_mask, 373 top_left_flag))); 374 375 c_inc = _mm_srli_epi32(c_inc_mask, 31); 376 377 c = _mm_sub_epi32(mm_mullo_epi32(dcdx, vertx), 378 mm_mullo_epi32(dcdy, verty)); 379 380 c = _mm_add_epi32(c, c_inc); 381 382 /* Scale up to match c: 383 */ 384 dcdx = _mm_slli_epi32(dcdx, FIXED_ORDER); 385 dcdy = _mm_slli_epi32(dcdy, FIXED_ORDER); 386 387 /* Calculate trivial reject values: 388 */ 389 eo = _mm_sub_epi32(_mm_andnot_si128(dcdy_neg_mask, dcdy), 390 _mm_and_si128(dcdx_neg_mask, dcdx)); 391 392 /* ei = _mm_sub_epi32(_mm_sub_epi32(dcdy, dcdx), eo); */ 393 394 /* Pointless transpose which gets undone immediately in 395 * rasterization: 396 */ 397 transpose4_epi32(&c, &dcdx, &dcdy, &eo, 398 &p0, &p1, &p2, &unused); 399 400 _mm_store_si128((__m128i *)&plane[0], p0); 401 _mm_store_si128((__m128i *)&plane[1], p1); 402 _mm_store_si128((__m128i *)&plane[2], p2); 403 } 404#else 405 { 406 int i; 407 plane[0].dcdy = position->dx01; 408 plane[1].dcdy = position->x[1] - position->x[2]; 409 plane[2].dcdy = position->dx20; 410 plane[0].dcdx = position->dy01; 411 plane[1].dcdx = position->y[1] - position->y[2]; 412 plane[2].dcdx = position->dy20; 413 414 for (i = 0; i < 3; i++) { 415 /* half-edge constants, will be interated over the whole render 416 * target. 417 */ 418 plane[i].c = plane[i].dcdx * position->x[i] - plane[i].dcdy * position->y[i]; 419 420 /* correct for top-left vs. bottom-left fill convention. 421 * 422 * note that we're overloading gl_rasterization_rules to mean 423 * both (0.5,0.5) pixel centers *and* bottom-left filling 424 * convention. 425 * 426 * GL actually has a top-left filling convention, but GL's 427 * notion of "top" differs from gallium's... 428 * 429 * Also, sometimes (in FBO cases) GL will render upside down 430 * to its usual method, in which case it will probably want 431 * to use the opposite, top-left convention. 432 */ 433 if (plane[i].dcdx < 0) { 434 /* both fill conventions want this - adjust for left edges */ 435 plane[i].c++; 436 } 437 else if (plane[i].dcdx == 0) { 438 if (setup->pixel_offset == 0) { 439 /* correct for top-left fill convention: 440 */ 441 if (plane[i].dcdy > 0) plane[i].c++; 442 } 443 else { 444 /* correct for bottom-left fill convention: 445 */ 446 if (plane[i].dcdy < 0) plane[i].c++; 447 } 448 } 449 450 plane[i].dcdx *= FIXED_ONE; 451 plane[i].dcdy *= FIXED_ONE; 452 453 /* find trivial reject offsets for each edge for a single-pixel 454 * sized block. These will be scaled up at each recursive level to 455 * match the active blocksize. Scaling in this way works best if 456 * the blocks are square. 457 */ 458 plane[i].eo = 0; 459 if (plane[i].dcdx < 0) plane[i].eo -= plane[i].dcdx; 460 if (plane[i].dcdy > 0) plane[i].eo += plane[i].dcdy; 461 } 462 } 463#endif 464 465 if (0) { 466 debug_printf("p0: %08x/%08x/%08x/%08x\n", 467 plane[0].c, 468 plane[0].dcdx, 469 plane[0].dcdy, 470 plane[0].eo); 471 472 debug_printf("p1: %08x/%08x/%08x/%08x\n", 473 plane[1].c, 474 plane[1].dcdx, 475 plane[1].dcdy, 476 plane[1].eo); 477 478 debug_printf("p0: %08x/%08x/%08x/%08x\n", 479 plane[2].c, 480 plane[2].dcdx, 481 plane[2].dcdy, 482 plane[2].eo); 483 } 484 485 486 /* 487 * When rasterizing scissored tris, use the intersection of the 488 * triangle bounding box and the scissor rect to generate the 489 * scissor planes. 490 * 491 * This permits us to cut off the triangle "tails" that are present 492 * in the intermediate recursive levels caused when two of the 493 * triangles edges don't diverge quickly enough to trivially reject 494 * exterior blocks from the triangle. 495 * 496 * It's not really clear if it's worth worrying about these tails, 497 * but since we generate the planes for each scissored tri, it's 498 * free to trim them in this case. 499 * 500 * Note that otherwise, the scissor planes only vary in 'C' value, 501 * and even then only on state-changes. Could alternatively store 502 * these planes elsewhere. 503 */ 504 if (nr_planes == 7) { 505 const struct u_rect *scissor = &setup->scissor; 506 507 plane[3].dcdx = -1; 508 plane[3].dcdy = 0; 509 plane[3].c = 1-scissor->x0; 510 plane[3].eo = 1; 511 512 plane[4].dcdx = 1; 513 plane[4].dcdy = 0; 514 plane[4].c = scissor->x1+1; 515 plane[4].eo = 0; 516 517 plane[5].dcdx = 0; 518 plane[5].dcdy = 1; 519 plane[5].c = 1-scissor->y0; 520 plane[5].eo = 1; 521 522 plane[6].dcdx = 0; 523 plane[6].dcdy = -1; 524 plane[6].c = scissor->y1+1; 525 plane[6].eo = 0; 526 } 527 528 return lp_setup_bin_triangle( setup, tri, &bbox, nr_planes ); 529} 530 531/* 532 * Round to nearest less or equal power of two of the input. 533 * 534 * Undefined if no bit set exists, so code should check against 0 first. 535 */ 536static INLINE uint32_t 537floor_pot(uint32_t n) 538{ 539#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86) 540 if (n == 0) 541 return 0; 542 543 __asm__("bsr %1,%0" 544 : "=r" (n) 545 : "rm" (n)); 546 return 1 << n; 547#else 548 n |= (n >> 1); 549 n |= (n >> 2); 550 n |= (n >> 4); 551 n |= (n >> 8); 552 n |= (n >> 16); 553 return n - (n >> 1); 554#endif 555} 556 557 558boolean 559lp_setup_bin_triangle( struct lp_setup_context *setup, 560 struct lp_rast_triangle *tri, 561 const struct u_rect *bbox, 562 int nr_planes ) 563{ 564 struct lp_scene *scene = setup->scene; 565 struct u_rect trimmed_box = *bbox; 566 int i; 567 568 /* What is the largest power-of-two boundary this triangle crosses: 569 */ 570 int dx = floor_pot((bbox->x0 ^ bbox->x1) | 571 (bbox->y0 ^ bbox->y1)); 572 573 /* The largest dimension of the rasterized area of the triangle 574 * (aligned to a 4x4 grid), rounded down to the nearest power of two: 575 */ 576 int sz = floor_pot((bbox->x1 - (bbox->x0 & ~3)) | 577 (bbox->y1 - (bbox->y0 & ~3))); 578 579 /* Now apply scissor, etc to the bounding box. Could do this 580 * earlier, but it confuses the logic for tri-16 and would force 581 * the rasterizer to also respect scissor, etc, just for the rare 582 * cases where a small triangle extends beyond the scissor. 583 */ 584 u_rect_find_intersection(&setup->draw_region, &trimmed_box); 585 586 /* Determine which tile(s) intersect the triangle's bounding box 587 */ 588 if (dx < TILE_SIZE) 589 { 590 int ix0 = bbox->x0 / TILE_SIZE; 591 int iy0 = bbox->y0 / TILE_SIZE; 592 unsigned px = bbox->x0 & 63 & ~3; 593 unsigned py = bbox->y0 & 63 & ~3; 594 595 assert(iy0 == bbox->y1 / TILE_SIZE && 596 ix0 == bbox->x1 / TILE_SIZE); 597 598 if (nr_planes == 3) { 599 if (sz < 4) 600 { 601 /* Triangle is contained in a single 4x4 stamp: 602 */ 603 assert(px + 4 <= TILE_SIZE); 604 assert(py + 4 <= TILE_SIZE); 605 return lp_scene_bin_cmd_with_state( scene, ix0, iy0, 606 setup->fs.stored, 607 LP_RAST_OP_TRIANGLE_3_4, 608 lp_rast_arg_triangle_contained(tri, px, py) ); 609 } 610 611 if (sz < 16) 612 { 613 /* Triangle is contained in a single 16x16 block: 614 */ 615 616 /* 617 * The 16x16 block is only 4x4 aligned, and can exceed the tile 618 * dimensions if the triangle is 16 pixels in one dimension but 4 619 * in the other. So budge the 16x16 back inside the tile. 620 */ 621 px = MIN2(px, TILE_SIZE - 16); 622 py = MIN2(py, TILE_SIZE - 16); 623 624 assert(px + 16 <= TILE_SIZE); 625 assert(py + 16 <= TILE_SIZE); 626 627 return lp_scene_bin_cmd_with_state( scene, ix0, iy0, 628 setup->fs.stored, 629 LP_RAST_OP_TRIANGLE_3_16, 630 lp_rast_arg_triangle_contained(tri, px, py) ); 631 } 632 } 633 else if (nr_planes == 4 && sz < 16) 634 { 635 px = MIN2(px, TILE_SIZE - 16); 636 py = MIN2(py, TILE_SIZE - 16); 637 638 assert(px + 16 <= TILE_SIZE); 639 assert(py + 16 <= TILE_SIZE); 640 641 return lp_scene_bin_cmd_with_state(scene, ix0, iy0, 642 setup->fs.stored, 643 LP_RAST_OP_TRIANGLE_4_16, 644 lp_rast_arg_triangle_contained(tri, px, py)); 645 } 646 647 648 /* Triangle is contained in a single tile: 649 */ 650 return lp_scene_bin_cmd_with_state( scene, ix0, iy0, setup->fs.stored, 651 lp_rast_tri_tab[nr_planes], 652 lp_rast_arg_triangle(tri, (1<<nr_planes)-1) ); 653 } 654 else 655 { 656 struct lp_rast_plane *plane = GET_PLANES(tri); 657 int c[MAX_PLANES]; 658 int ei[MAX_PLANES]; 659 660 int eo[MAX_PLANES]; 661 int xstep[MAX_PLANES]; 662 int ystep[MAX_PLANES]; 663 int x, y; 664 665 int ix0 = trimmed_box.x0 / TILE_SIZE; 666 int iy0 = trimmed_box.y0 / TILE_SIZE; 667 int ix1 = trimmed_box.x1 / TILE_SIZE; 668 int iy1 = trimmed_box.y1 / TILE_SIZE; 669 670 for (i = 0; i < nr_planes; i++) { 671 c[i] = (plane[i].c + 672 plane[i].dcdy * iy0 * TILE_SIZE - 673 plane[i].dcdx * ix0 * TILE_SIZE); 674 675 ei[i] = (plane[i].dcdy - 676 plane[i].dcdx - 677 plane[i].eo) << TILE_ORDER; 678 679 eo[i] = plane[i].eo << TILE_ORDER; 680 xstep[i] = -(plane[i].dcdx << TILE_ORDER); 681 ystep[i] = plane[i].dcdy << TILE_ORDER; 682 } 683 684 685 686 /* Test tile-sized blocks against the triangle. 687 * Discard blocks fully outside the tri. If the block is fully 688 * contained inside the tri, bin an lp_rast_shade_tile command. 689 * Else, bin a lp_rast_triangle command. 690 */ 691 for (y = iy0; y <= iy1; y++) 692 { 693 boolean in = FALSE; /* are we inside the triangle? */ 694 int cx[MAX_PLANES]; 695 696 for (i = 0; i < nr_planes; i++) 697 cx[i] = c[i]; 698 699 for (x = ix0; x <= ix1; x++) 700 { 701 int out = 0; 702 int partial = 0; 703 704 for (i = 0; i < nr_planes; i++) { 705 int planeout = cx[i] + eo[i]; 706 int planepartial = cx[i] + ei[i] - 1; 707 out |= (planeout >> 31); 708 partial |= (planepartial >> 31) & (1<<i); 709 } 710 711 if (out) { 712 /* do nothing */ 713 if (in) 714 break; /* exiting triangle, all done with this row */ 715 LP_COUNT(nr_empty_64); 716 } 717 else if (partial) { 718 /* Not trivially accepted by at least one plane - 719 * rasterize/shade partial tile 720 */ 721 int count = util_bitcount(partial); 722 in = TRUE; 723 724 if (!lp_scene_bin_cmd_with_state( scene, x, y, 725 setup->fs.stored, 726 lp_rast_tri_tab[count], 727 lp_rast_arg_triangle(tri, partial) )) 728 goto fail; 729 730 LP_COUNT(nr_partially_covered_64); 731 } 732 else { 733 /* triangle covers the whole tile- shade whole tile */ 734 LP_COUNT(nr_fully_covered_64); 735 in = TRUE; 736 if (!lp_setup_whole_tile(setup, &tri->inputs, x, y)) 737 goto fail; 738 } 739 740 /* Iterate cx values across the region: 741 */ 742 for (i = 0; i < nr_planes; i++) 743 cx[i] += xstep[i]; 744 } 745 746 /* Iterate c values down the region: 747 */ 748 for (i = 0; i < nr_planes; i++) 749 c[i] += ystep[i]; 750 } 751 } 752 753 return TRUE; 754 755fail: 756 /* Need to disable any partially binned triangle. This is easier 757 * than trying to locate all the triangle, shade-tile, etc, 758 * commands which may have been binned. 759 */ 760 tri->inputs.disable = TRUE; 761 return FALSE; 762} 763 764 765/** 766 * Try to draw the triangle, restart the scene on failure. 767 */ 768static void retry_triangle_ccw( struct lp_setup_context *setup, 769 struct fixed_position* position, 770 const float (*v0)[4], 771 const float (*v1)[4], 772 const float (*v2)[4], 773 boolean front) 774{ 775 if (!do_triangle_ccw( setup, position, v0, v1, v2, front )) 776 { 777 if (!lp_setup_flush_and_restart(setup)) 778 return; 779 780 if (!do_triangle_ccw( setup, position, v0, v1, v2, front )) 781 return; 782 } 783} 784 785 786/** 787 * Calculate fixed position data for a triangle 788 */ 789static INLINE void 790calc_fixed_position( struct lp_setup_context *setup, 791 struct fixed_position* position, 792 const float (*v0)[4], 793 const float (*v1)[4], 794 const float (*v2)[4]) 795{ 796 position->x[0] = subpixel_snap(v0[0][0] - setup->pixel_offset); 797 position->x[1] = subpixel_snap(v1[0][0] - setup->pixel_offset); 798 position->x[2] = subpixel_snap(v2[0][0] - setup->pixel_offset); 799 position->x[3] = 0; 800 801 position->y[0] = subpixel_snap(v0[0][1] - setup->pixel_offset); 802 position->y[1] = subpixel_snap(v1[0][1] - setup->pixel_offset); 803 position->y[2] = subpixel_snap(v2[0][1] - setup->pixel_offset); 804 position->y[3] = 0; 805 806 position->dx01 = position->x[0] - position->x[1]; 807 position->dy01 = position->y[0] - position->y[1]; 808 809 position->dx20 = position->x[2] - position->x[0]; 810 position->dy20 = position->y[2] - position->y[0]; 811 812 position->area = position->dx01 * position->dy20 - position->dx20 * position->dy01; 813} 814 815 816/** 817 * Rotate a triangle, flipping its clockwise direction, 818 * Swaps values for xy[0] and xy[1] 819 */ 820static INLINE void 821rotate_fixed_position_01( struct fixed_position* position ) 822{ 823 int x, y; 824 825 x = position->x[1]; 826 y = position->y[1]; 827 position->x[1] = position->x[0]; 828 position->y[1] = position->y[0]; 829 position->x[0] = x; 830 position->y[0] = y; 831 832 position->dx01 = -position->dx01; 833 position->dy01 = -position->dy01; 834 position->dx20 = position->x[2] - position->x[0]; 835 position->dy20 = position->y[2] - position->y[0]; 836 837 position->area = -position->area; 838} 839 840 841/** 842 * Rotate a triangle, flipping its clockwise direction, 843 * Swaps values for xy[1] and xy[2] 844 */ 845static INLINE void 846rotate_fixed_position_12( struct fixed_position* position ) 847{ 848 int x, y; 849 850 x = position->x[2]; 851 y = position->y[2]; 852 position->x[2] = position->x[1]; 853 position->y[2] = position->y[1]; 854 position->x[1] = x; 855 position->y[1] = y; 856 857 x = position->dx01; 858 y = position->dy01; 859 position->dx01 = -position->dx20; 860 position->dy01 = -position->dy20; 861 position->dx20 = -x; 862 position->dy20 = -y; 863 864 position->area = -position->area; 865} 866 867 868/** 869 * Draw triangle if it's CW, cull otherwise. 870 */ 871static void triangle_cw( struct lp_setup_context *setup, 872 const float (*v0)[4], 873 const float (*v1)[4], 874 const float (*v2)[4] ) 875{ 876 struct fixed_position position; 877 calc_fixed_position(setup, &position, v0, v1, v2); 878 879 if (position.area < 0) { 880 if (setup->flatshade_first) { 881 rotate_fixed_position_12(&position); 882 retry_triangle_ccw(setup, &position, v0, v2, v1, !setup->ccw_is_frontface); 883 } else { 884 rotate_fixed_position_01(&position); 885 retry_triangle_ccw(setup, &position, v1, v0, v2, !setup->ccw_is_frontface); 886 } 887 } 888} 889 890 891static void triangle_ccw( struct lp_setup_context *setup, 892 const float (*v0)[4], 893 const float (*v1)[4], 894 const float (*v2)[4]) 895{ 896 struct fixed_position position; 897 calc_fixed_position(setup, &position, v0, v1, v2); 898 899 if (position.area > 0) 900 retry_triangle_ccw(setup, &position, v0, v1, v2, setup->ccw_is_frontface); 901} 902 903/** 904 * Draw triangle whether it's CW or CCW. 905 */ 906static void triangle_both( struct lp_setup_context *setup, 907 const float (*v0)[4], 908 const float (*v1)[4], 909 const float (*v2)[4] ) 910{ 911 struct fixed_position position; 912 calc_fixed_position(setup, &position, v0, v1, v2); 913 914 if (0) { 915 assert(!util_is_inf_or_nan(v0[0][0])); 916 assert(!util_is_inf_or_nan(v0[0][1])); 917 assert(!util_is_inf_or_nan(v1[0][0])); 918 assert(!util_is_inf_or_nan(v1[0][1])); 919 assert(!util_is_inf_or_nan(v2[0][0])); 920 assert(!util_is_inf_or_nan(v2[0][1])); 921 } 922 923 if (position.area > 0) 924 retry_triangle_ccw( setup, &position, v0, v1, v2, setup->ccw_is_frontface ); 925 else if (position.area < 0) { 926 if (setup->flatshade_first) { 927 rotate_fixed_position_12( &position ); 928 retry_triangle_ccw( setup, &position, v0, v2, v1, !setup->ccw_is_frontface ); 929 } else { 930 rotate_fixed_position_01( &position ); 931 retry_triangle_ccw( setup, &position, v1, v0, v2, !setup->ccw_is_frontface ); 932 } 933 } 934} 935 936 937static void triangle_nop( struct lp_setup_context *setup, 938 const float (*v0)[4], 939 const float (*v1)[4], 940 const float (*v2)[4] ) 941{ 942} 943 944 945void 946lp_setup_choose_triangle( struct lp_setup_context *setup ) 947{ 948 switch (setup->cullmode) { 949 case PIPE_FACE_NONE: 950 setup->triangle = triangle_both; 951 break; 952 case PIPE_FACE_BACK: 953 setup->triangle = setup->ccw_is_frontface ? triangle_ccw : triangle_cw; 954 break; 955 case PIPE_FACE_FRONT: 956 setup->triangle = setup->ccw_is_frontface ? triangle_cw : triangle_ccw; 957 break; 958 default: 959 setup->triangle = triangle_nop; 960 break; 961 } 962} 963