lp_setup_tri.c revision 9f6e8e1d6b8696a3ee96cba01b2466ba7a1a8ef6
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 "lp_perf.h" 36#include "lp_setup_context.h" 37#include "lp_setup_coef.h" 38#include "lp_rast.h" 39#include "lp_state_fs.h" 40 41#define NUM_CHANNELS 4 42 43 44 45static INLINE int 46subpixel_snap(float a) 47{ 48 return util_iround(FIXED_ONE * a); 49} 50 51static INLINE float 52fixed_to_float(int a) 53{ 54 return a * (1.0 / FIXED_ONE); 55} 56 57 58 59 60 61 62 63/** 64 * Alloc space for a new triangle plus the input.a0/dadx/dady arrays 65 * immediately after it. 66 * The memory is allocated from the per-scene pool, not per-tile. 67 * \param tri_size returns number of bytes allocated 68 * \param nr_inputs number of fragment shader inputs 69 * \return pointer to triangle space 70 */ 71struct lp_rast_triangle * 72lp_setup_alloc_triangle(struct lp_scene *scene, 73 unsigned nr_inputs, 74 unsigned nr_planes, 75 unsigned *tri_size) 76{ 77 unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float); 78 struct lp_rast_triangle *tri; 79 unsigned tri_bytes, bytes; 80 char *inputs; 81 82 tri_bytes = align(Offset(struct lp_rast_triangle, plane[nr_planes]), 16); 83 bytes = tri_bytes + (3 * input_array_sz); 84 85 tri = lp_scene_alloc_aligned( scene, bytes, 16 ); 86 87 if (tri) { 88 inputs = ((char *)tri) + tri_bytes; 89 tri->inputs.a0 = (float (*)[4]) inputs; 90 tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz); 91 tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz); 92 93 *tri_size = bytes; 94 } 95 96 return tri; 97} 98 99void 100lp_setup_print_vertex(struct lp_setup_context *setup, 101 const char *name, 102 const float (*v)[4]) 103{ 104 int i, j; 105 106 debug_printf(" wpos (%s[0]) xyzw %f %f %f %f\n", 107 name, 108 v[0][0], v[0][1], v[0][2], v[0][3]); 109 110 for (i = 0; i < setup->fs.nr_inputs; i++) { 111 const float *in = v[setup->fs.input[i].src_index]; 112 113 debug_printf(" in[%d] (%s[%d]) %s%s%s%s ", 114 i, 115 name, setup->fs.input[i].src_index, 116 (setup->fs.input[i].usage_mask & 0x1) ? "x" : " ", 117 (setup->fs.input[i].usage_mask & 0x2) ? "y" : " ", 118 (setup->fs.input[i].usage_mask & 0x4) ? "z" : " ", 119 (setup->fs.input[i].usage_mask & 0x8) ? "w" : " "); 120 121 for (j = 0; j < 4; j++) 122 if (setup->fs.input[i].usage_mask & (1<<j)) 123 debug_printf("%.5f ", in[j]); 124 125 debug_printf("\n"); 126 } 127} 128 129 130/** 131 * Print triangle vertex attribs (for debug). 132 */ 133void 134lp_setup_print_triangle(struct lp_setup_context *setup, 135 const float (*v0)[4], 136 const float (*v1)[4], 137 const float (*v2)[4]) 138{ 139 debug_printf("triangle\n"); 140 141 { 142 const float ex = v0[0][0] - v2[0][0]; 143 const float ey = v0[0][1] - v2[0][1]; 144 const float fx = v1[0][0] - v2[0][0]; 145 const float fy = v1[0][1] - v2[0][1]; 146 147 /* det = cross(e,f).z */ 148 const float det = ex * fy - ey * fx; 149 if (det < 0.0f) 150 debug_printf(" - ccw\n"); 151 else if (det > 0.0f) 152 debug_printf(" - cw\n"); 153 else 154 debug_printf(" - zero area\n"); 155 } 156 157 lp_setup_print_vertex(setup, "v0", v0); 158 lp_setup_print_vertex(setup, "v1", v1); 159 lp_setup_print_vertex(setup, "v2", v2); 160} 161 162 163static unsigned 164lp_rast_tri_tab[9] = { 165 0, /* should be impossible */ 166 LP_RAST_OP_TRIANGLE_1, 167 LP_RAST_OP_TRIANGLE_2, 168 LP_RAST_OP_TRIANGLE_3, 169 LP_RAST_OP_TRIANGLE_4, 170 LP_RAST_OP_TRIANGLE_5, 171 LP_RAST_OP_TRIANGLE_6, 172 LP_RAST_OP_TRIANGLE_7, 173 LP_RAST_OP_TRIANGLE_8 174}; 175 176 177 178/** 179 * The primitive covers the whole tile- shade whole tile. 180 * 181 * \param tx, ty the tile position in tiles, not pixels 182 */ 183static boolean 184lp_setup_whole_tile(struct lp_setup_context *setup, 185 const struct lp_rast_shader_inputs *inputs, 186 int tx, int ty) 187{ 188 struct lp_scene *scene = setup->scene; 189 190 LP_COUNT(nr_fully_covered_64); 191 192 /* if variant is opaque and scissor doesn't effect the tile */ 193 if (inputs->opaque) { 194 if (!scene->fb.zsbuf) { 195 /* 196 * All previous rendering will be overwritten so reset the bin. 197 */ 198 lp_scene_bin_reset( scene, tx, ty ); 199 } 200 201 LP_COUNT(nr_shade_opaque_64); 202 return lp_scene_bin_command( scene, tx, ty, 203 LP_RAST_OP_SHADE_TILE_OPAQUE, 204 lp_rast_arg_inputs(inputs) ); 205 } else { 206 LP_COUNT(nr_shade_64); 207 return lp_scene_bin_command( scene, tx, ty, 208 LP_RAST_OP_SHADE_TILE, 209 lp_rast_arg_inputs(inputs) ); 210 } 211} 212 213 214/** 215 * Do basic setup for triangle rasterization and determine which 216 * framebuffer tiles are touched. Put the triangle in the scene's 217 * bins for the tiles which we overlap. 218 */ 219static boolean 220do_triangle_ccw(struct lp_setup_context *setup, 221 const float (*v0)[4], 222 const float (*v1)[4], 223 const float (*v2)[4], 224 boolean frontfacing ) 225{ 226 struct lp_scene *scene = setup->scene; 227 struct lp_rast_triangle *tri; 228 int x[3]; 229 int y[3]; 230 float dy01, dy20; 231 float dx01, dx20; 232 float oneoverarea; 233 struct lp_tri_info info; 234 int area; 235 struct u_rect bbox; 236 unsigned tri_bytes; 237 int i; 238 int nr_planes = 3; 239 240 if (0) 241 lp_setup_print_triangle(setup, v0, v1, v2); 242 243 if (setup->scissor_test) { 244 nr_planes = 7; 245 } 246 else { 247 nr_planes = 3; 248 } 249 250 /* x/y positions in fixed point */ 251 x[0] = subpixel_snap(v0[0][0] - setup->pixel_offset); 252 x[1] = subpixel_snap(v1[0][0] - setup->pixel_offset); 253 x[2] = subpixel_snap(v2[0][0] - setup->pixel_offset); 254 y[0] = subpixel_snap(v0[0][1] - setup->pixel_offset); 255 y[1] = subpixel_snap(v1[0][1] - setup->pixel_offset); 256 y[2] = subpixel_snap(v2[0][1] - setup->pixel_offset); 257 258 259 /* Bounding rectangle (in pixels) */ 260 { 261 /* Yes this is necessary to accurately calculate bounding boxes 262 * with the two fill-conventions we support. GL (normally) ends 263 * up needing a bottom-left fill convention, which requires 264 * slightly different rounding. 265 */ 266 int adj = (setup->pixel_offset != 0) ? 1 : 0; 267 268 bbox.x0 = (MIN3(x[0], x[1], x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER; 269 bbox.x1 = (MAX3(x[0], x[1], x[2]) + (FIXED_ONE-1)) >> FIXED_ORDER; 270 bbox.y0 = (MIN3(y[0], y[1], y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER; 271 bbox.y1 = (MAX3(y[0], y[1], y[2]) + (FIXED_ONE-1) + adj) >> FIXED_ORDER; 272 273 /* Inclusive coordinates: 274 */ 275 bbox.x1--; 276 bbox.y1--; 277 } 278 279 if (bbox.x1 < bbox.x0 || 280 bbox.y1 < bbox.y0) { 281 if (0) debug_printf("empty bounding box\n"); 282 LP_COUNT(nr_culled_tris); 283 return TRUE; 284 } 285 286 if (!u_rect_test_intersection(&setup->draw_region, &bbox)) { 287 if (0) debug_printf("offscreen\n"); 288 LP_COUNT(nr_culled_tris); 289 return TRUE; 290 } 291 292 u_rect_find_intersection(&setup->draw_region, &bbox); 293 294 tri = lp_setup_alloc_triangle(scene, 295 setup->fs.nr_inputs, 296 nr_planes, 297 &tri_bytes); 298 if (!tri) 299 return FALSE; 300 301#ifdef DEBUG 302 tri->v[0][0] = v0[0][0]; 303 tri->v[1][0] = v1[0][0]; 304 tri->v[2][0] = v2[0][0]; 305 tri->v[0][1] = v0[0][1]; 306 tri->v[1][1] = v1[0][1]; 307 tri->v[2][1] = v2[0][1]; 308#endif 309 310 tri->plane[0].dcdy = x[0] - x[1]; 311 tri->plane[1].dcdy = x[1] - x[2]; 312 tri->plane[2].dcdy = x[2] - x[0]; 313 314 tri->plane[0].dcdx = y[0] - y[1]; 315 tri->plane[1].dcdx = y[1] - y[2]; 316 tri->plane[2].dcdx = y[2] - y[0]; 317 318 area = (tri->plane[0].dcdy * tri->plane[2].dcdx - 319 tri->plane[2].dcdy * tri->plane[0].dcdx); 320 321 LP_COUNT(nr_tris); 322 323 /* Cull non-ccw and zero-sized triangles. 324 * 325 * XXX: subject to overflow?? 326 */ 327 if (area <= 0) { 328 lp_scene_putback_data( scene, tri_bytes ); 329 LP_COUNT(nr_culled_tris); 330 return TRUE; 331 } 332 333 334 /* 335 */ 336 dx01 = v0[0][0] - v1[0][0]; 337 dy01 = v0[0][1] - v1[0][1]; 338 dx20 = v2[0][0] - v0[0][0]; 339 dy20 = v2[0][1] - v0[0][1]; 340 oneoverarea = 1.0f / (dx01 * dy20 - dx20 * dy01); 341 342 info.v0 = v0; 343 info.v1 = v1; 344 info.v2 = v2; 345 info.frontfacing = frontfacing; 346 info.x0_center = v0[0][0] - setup->pixel_offset; 347 info.y0_center = v0[0][1] - setup->pixel_offset; 348 info.dx01_ooa = dx01 * oneoverarea; 349 info.dx20_ooa = dx20 * oneoverarea; 350 info.dy01_ooa = dy01 * oneoverarea; 351 info.dy20_ooa = dy20 * oneoverarea; 352 353 /* Setup parameter interpolants: 354 */ 355 lp_setup_tri_coef( setup, &tri->inputs, &info ); 356 357 tri->inputs.facing = frontfacing ? 1.0F : -1.0F; 358 tri->inputs.disable = FALSE; 359 tri->inputs.opaque = setup->fs.current.variant->opaque; 360 tri->inputs.state = setup->fs.stored; 361 362 363 for (i = 0; i < 3; i++) { 364 struct lp_rast_plane *plane = &tri->plane[i]; 365 366 /* half-edge constants, will be interated over the whole render 367 * target. 368 */ 369 plane->c = plane->dcdx * x[i] - plane->dcdy * y[i]; 370 371 /* correct for top-left vs. bottom-left fill convention. 372 * 373 * note that we're overloading gl_rasterization_rules to mean 374 * both (0.5,0.5) pixel centers *and* bottom-left filling 375 * convention. 376 * 377 * GL actually has a top-left filling convention, but GL's 378 * notion of "top" differs from gallium's... 379 * 380 * Also, sometimes (in FBO cases) GL will render upside down 381 * to its usual method, in which case it will probably want 382 * to use the opposite, top-left convention. 383 */ 384 if (plane->dcdx < 0) { 385 /* both fill conventions want this - adjust for left edges */ 386 plane->c++; 387 } 388 else if (plane->dcdx == 0) { 389 if (setup->pixel_offset == 0) { 390 /* correct for top-left fill convention: 391 */ 392 if (plane->dcdy > 0) plane->c++; 393 } 394 else { 395 /* correct for bottom-left fill convention: 396 */ 397 if (plane->dcdy < 0) plane->c++; 398 } 399 } 400 401 plane->dcdx *= FIXED_ONE; 402 plane->dcdy *= FIXED_ONE; 403 404 /* find trivial reject offsets for each edge for a single-pixel 405 * sized block. These will be scaled up at each recursive level to 406 * match the active blocksize. Scaling in this way works best if 407 * the blocks are square. 408 */ 409 plane->eo = 0; 410 if (plane->dcdx < 0) plane->eo -= plane->dcdx; 411 if (plane->dcdy > 0) plane->eo += plane->dcdy; 412 413 /* Calculate trivial accept offsets from the above. 414 */ 415 plane->ei = plane->dcdy - plane->dcdx - plane->eo; 416 } 417 418 419 /* 420 * When rasterizing scissored tris, use the intersection of the 421 * triangle bounding box and the scissor rect to generate the 422 * scissor planes. 423 * 424 * This permits us to cut off the triangle "tails" that are present 425 * in the intermediate recursive levels caused when two of the 426 * triangles edges don't diverge quickly enough to trivially reject 427 * exterior blocks from the triangle. 428 * 429 * It's not really clear if it's worth worrying about these tails, 430 * but since we generate the planes for each scissored tri, it's 431 * free to trim them in this case. 432 * 433 * Note that otherwise, the scissor planes only vary in 'C' value, 434 * and even then only on state-changes. Could alternatively store 435 * these planes elsewhere. 436 */ 437 if (nr_planes == 7) { 438 tri->plane[3].dcdx = -1; 439 tri->plane[3].dcdy = 0; 440 tri->plane[3].c = 1-bbox.x0; 441 tri->plane[3].ei = 0; 442 tri->plane[3].eo = 1; 443 444 tri->plane[4].dcdx = 1; 445 tri->plane[4].dcdy = 0; 446 tri->plane[4].c = bbox.x1+1; 447 tri->plane[4].ei = -1; 448 tri->plane[4].eo = 0; 449 450 tri->plane[5].dcdx = 0; 451 tri->plane[5].dcdy = 1; 452 tri->plane[5].c = 1-bbox.y0; 453 tri->plane[5].ei = 0; 454 tri->plane[5].eo = 1; 455 456 tri->plane[6].dcdx = 0; 457 tri->plane[6].dcdy = -1; 458 tri->plane[6].c = bbox.y1+1; 459 tri->plane[6].ei = -1; 460 tri->plane[6].eo = 0; 461 } 462 463 return lp_setup_bin_triangle( setup, tri, &bbox, nr_planes ); 464} 465 466 467boolean 468lp_setup_bin_triangle( struct lp_setup_context *setup, 469 struct lp_rast_triangle *tri, 470 const struct u_rect *bbox, 471 int nr_planes ) 472{ 473 struct lp_scene *scene = setup->scene; 474 int ix0, ix1, iy0, iy1; 475 int i; 476 477 /* 478 * All fields of 'tri' are now set. The remaining code here is 479 * concerned with binning. 480 */ 481 482 /* Convert to tile coordinates, and inclusive ranges: 483 */ 484 if (nr_planes == 3) { 485 int ix0 = bbox->x0 / 16; 486 int iy0 = bbox->y0 / 16; 487 int ix1 = bbox->x1 / 16; 488 int iy1 = bbox->y1 / 16; 489 490 if (iy0 == iy1 && ix0 == ix1) 491 { 492 493 /* Triangle is contained in a single 16x16 block: 494 */ 495 int mask = (ix0 & 3) | ((iy0 & 3) << 4); 496 497 return lp_scene_bin_command( scene, ix0/4, iy0/4, 498 LP_RAST_OP_TRIANGLE_3_16, 499 lp_rast_arg_triangle(tri, mask) ); 500 } 501 } 502 503 ix0 = bbox->x0 / TILE_SIZE; 504 iy0 = bbox->y0 / TILE_SIZE; 505 ix1 = bbox->x1 / TILE_SIZE; 506 iy1 = bbox->y1 / TILE_SIZE; 507 508 /* 509 * Clamp to framebuffer size 510 */ 511 assert(ix0 == MAX2(ix0, 0)); 512 assert(iy0 == MAX2(iy0, 0)); 513 assert(ix1 == MIN2(ix1, scene->tiles_x - 1)); 514 assert(iy1 == MIN2(iy1, scene->tiles_y - 1)); 515 516 /* Determine which tile(s) intersect the triangle's bounding box 517 */ 518 if (iy0 == iy1 && ix0 == ix1) 519 { 520 /* Triangle is contained in a single tile: 521 */ 522 return lp_scene_bin_command( scene, ix0, iy0, 523 lp_rast_tri_tab[nr_planes], 524 lp_rast_arg_triangle(tri, (1<<nr_planes)-1) ); 525 } 526 else 527 { 528 int c[7]; 529 int ei[7]; 530 int eo[7]; 531 int xstep[7]; 532 int ystep[7]; 533 int x, y; 534 535 for (i = 0; i < nr_planes; i++) { 536 c[i] = (tri->plane[i].c + 537 tri->plane[i].dcdy * iy0 * TILE_SIZE - 538 tri->plane[i].dcdx * ix0 * TILE_SIZE); 539 540 ei[i] = tri->plane[i].ei << TILE_ORDER; 541 eo[i] = tri->plane[i].eo << TILE_ORDER; 542 xstep[i] = -(tri->plane[i].dcdx << TILE_ORDER); 543 ystep[i] = tri->plane[i].dcdy << TILE_ORDER; 544 } 545 546 547 548 /* Test tile-sized blocks against the triangle. 549 * Discard blocks fully outside the tri. If the block is fully 550 * contained inside the tri, bin an lp_rast_shade_tile command. 551 * Else, bin a lp_rast_triangle command. 552 */ 553 for (y = iy0; y <= iy1; y++) 554 { 555 boolean in = FALSE; /* are we inside the triangle? */ 556 int cx[7]; 557 558 for (i = 0; i < nr_planes; i++) 559 cx[i] = c[i]; 560 561 for (x = ix0; x <= ix1; x++) 562 { 563 int out = 0; 564 int partial = 0; 565 566 for (i = 0; i < nr_planes; i++) { 567 int planeout = cx[i] + eo[i]; 568 int planepartial = cx[i] + ei[i] - 1; 569 out |= (planeout >> 31); 570 partial |= (planepartial >> 31) & (1<<i); 571 } 572 573 if (out) { 574 /* do nothing */ 575 if (in) 576 break; /* exiting triangle, all done with this row */ 577 LP_COUNT(nr_empty_64); 578 } 579 else if (partial) { 580 /* Not trivially accepted by at least one plane - 581 * rasterize/shade partial tile 582 */ 583 int count = util_bitcount(partial); 584 in = TRUE; 585 if (!lp_scene_bin_command( scene, x, y, 586 lp_rast_tri_tab[count], 587 lp_rast_arg_triangle(tri, partial) )) 588 goto fail; 589 590 LP_COUNT(nr_partially_covered_64); 591 } 592 else { 593 /* triangle covers the whole tile- shade whole tile */ 594 LP_COUNT(nr_fully_covered_64); 595 in = TRUE; 596 if (!lp_setup_whole_tile(setup, &tri->inputs, x, y)) 597 goto fail; 598 } 599 600 /* Iterate cx values across the region: 601 */ 602 for (i = 0; i < nr_planes; i++) 603 cx[i] += xstep[i]; 604 } 605 606 /* Iterate c values down the region: 607 */ 608 for (i = 0; i < nr_planes; i++) 609 c[i] += ystep[i]; 610 } 611 } 612 613 return TRUE; 614 615fail: 616 /* Need to disable any partially binned triangle. This is easier 617 * than trying to locate all the triangle, shade-tile, etc, 618 * commands which may have been binned. 619 */ 620 tri->inputs.disable = TRUE; 621 return FALSE; 622} 623 624 625/** 626 * Draw triangle if it's CW, cull otherwise. 627 */ 628static void triangle_cw( struct lp_setup_context *setup, 629 const float (*v0)[4], 630 const float (*v1)[4], 631 const float (*v2)[4] ) 632{ 633 if (!do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface )) 634 { 635 lp_setup_flush_and_restart(setup); 636 637 if (!do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface )) 638 assert(0); 639 } 640} 641 642 643/** 644 * Draw triangle if it's CCW, cull otherwise. 645 */ 646static void triangle_ccw( struct lp_setup_context *setup, 647 const float (*v0)[4], 648 const float (*v1)[4], 649 const float (*v2)[4] ) 650{ 651 if (!do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface )) 652 { 653 lp_setup_flush_and_restart(setup); 654 if (!do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface )) 655 assert(0); 656 } 657} 658 659 660 661/** 662 * Draw triangle whether it's CW or CCW. 663 */ 664static void triangle_both( struct lp_setup_context *setup, 665 const float (*v0)[4], 666 const float (*v1)[4], 667 const float (*v2)[4] ) 668{ 669 /* edge vectors e = v0 - v2, f = v1 - v2 */ 670 const float ex = v0[0][0] - v2[0][0]; 671 const float ey = v0[0][1] - v2[0][1]; 672 const float fx = v1[0][0] - v2[0][0]; 673 const float fy = v1[0][1] - v2[0][1]; 674 675 /* det = cross(e,f).z */ 676 const float det = ex * fy - ey * fx; 677 if (det < 0.0f) 678 triangle_ccw( setup, v0, v1, v2 ); 679 else if (det > 0.0f) 680 triangle_cw( setup, v0, v1, v2 ); 681} 682 683 684static void triangle_nop( struct lp_setup_context *setup, 685 const float (*v0)[4], 686 const float (*v1)[4], 687 const float (*v2)[4] ) 688{ 689} 690 691 692void 693lp_setup_choose_triangle( struct lp_setup_context *setup ) 694{ 695 switch (setup->cullmode) { 696 case PIPE_FACE_NONE: 697 setup->triangle = triangle_both; 698 break; 699 case PIPE_FACE_BACK: 700 setup->triangle = setup->ccw_is_frontface ? triangle_ccw : triangle_cw; 701 break; 702 case PIPE_FACE_FRONT: 703 setup->triangle = setup->ccw_is_frontface ? triangle_cw : triangle_ccw; 704 break; 705 default: 706 setup->triangle = triangle_nop; 707 break; 708 } 709} 710