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diff --git a/src/gallium/drivers/llvmpipe/lp_setup.c b/src/gallium/drivers/llvmpipe/lp_setup.c
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+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+/**
+ * \brief Primitive rasterization/rendering (points, lines, triangles)
+ *
+ * \author Keith Whitwell <keith@tungstengraphics.com>
+ * \author Brian Paul
+ */
+
+#include "lp_context.h"
+#include "lp_prim_setup.h"
+#include "lp_quad.h"
+#include "lp_setup.h"
+#include "lp_state.h"
+#include "draw/draw_context.h"
+#include "draw/draw_private.h"
+#include "draw/draw_vertex.h"
+#include "pipe/p_shader_tokens.h"
+#include "pipe/p_thread.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
+#include "lp_tile_cache.h"
+#include "lp_tile_soa.h"
+
+
+#define DEBUG_VERTS 0
+#define DEBUG_FRAGS 0
+
+/**
+ * Triangle edge info
+ */
+struct edge {
+ float dx; /**< X(v1) - X(v0), used only during setup */
+ float dy; /**< Y(v1) - Y(v0), used only during setup */
+ float dxdy; /**< dx/dy */
+ float sx, sy; /**< first sample point coord */
+ int lines; /**< number of lines on this edge */
+};
+
+
+#define MAX_QUADS 16
+
+
+/**
+ * Triangle setup info (derived from draw_stage).
+ * Also used for line drawing (taking some liberties).
+ */
+struct setup_context {
+ struct llvmpipe_context *llvmpipe;
+
+ /* Vertices are just an array of floats making up each attribute in
+ * turn. Currently fixed at 4 floats, but should change in time.
+ * Codegen will help cope with this.
+ */
+ const float (*vmax)[4];
+ const float (*vmid)[4];
+ const float (*vmin)[4];
+ const float (*vprovoke)[4];
+
+ struct edge ebot;
+ struct edge etop;
+ struct edge emaj;
+
+ float oneoverarea;
+ int facing;
+
+ struct quad_header quad[MAX_QUADS];
+ struct quad_header *quad_ptrs[MAX_QUADS];
+ unsigned count;
+
+ struct quad_interp_coef coef;
+
+ struct {
+ int left[2]; /**< [0] = row0, [1] = row1 */
+ int right[2];
+ int y;
+ } span;
+
+#if DEBUG_FRAGS
+ uint numFragsEmitted; /**< per primitive */
+ uint numFragsWritten; /**< per primitive */
+#endif
+
+ unsigned winding; /* which winding to cull */
+};
+
+
+
+/**
+ * Execute fragment shader for the four fragments in the quad.
+ */
+static void
+shade_quads(struct llvmpipe_context *llvmpipe,
+ struct quad_header *quads[],
+ unsigned nr)
+{
+ struct lp_fragment_shader *fs = llvmpipe->fs;
+ struct quad_header *quad = quads[0];
+ const unsigned x = quad->input.x0;
+ const unsigned y = quad->input.y0;
+ uint8_t *tile = lp_get_cached_tile(llvmpipe->cbuf_cache[0], x, y);
+ uint8_t *color;
+ void *depth;
+ uint32_t ALIGN16_ATTRIB mask[4][NUM_CHANNELS];
+ unsigned chan_index;
+ unsigned q;
+
+ assert(fs->current);
+ if(!fs->current)
+ return;
+
+ /* Sanity checks */
+ assert(nr * QUAD_SIZE == TILE_VECTOR_HEIGHT * TILE_VECTOR_WIDTH);
+ assert(x % TILE_VECTOR_WIDTH == 0);
+ assert(y % TILE_VECTOR_HEIGHT == 0);
+ for (q = 0; q < nr; ++q) {
+ assert(quads[q]->input.x0 == x + q*2);
+ assert(quads[q]->input.y0 == y);
+ }
+
+ /* mask */
+ for (q = 0; q < 4; ++q)
+ for (chan_index = 0; chan_index < NUM_CHANNELS; ++chan_index)
+ mask[q][chan_index] = quads[q]->inout.mask & (1 << chan_index) ? ~0 : 0;
+
+ /* color buffer */
+ color = &TILE_PIXEL(tile, x & (TILE_SIZE-1), y & (TILE_SIZE-1), 0);
+
+ /* depth buffer */
+ if(llvmpipe->zsbuf_map) {
+ assert((x % 2) == 0);
+ assert((y % 2) == 0);
+ depth = llvmpipe->zsbuf_map +
+ y*llvmpipe->zsbuf_transfer->stride +
+ 2*x*llvmpipe->zsbuf_transfer->block.size;
+ }
+ else
+ depth = NULL;
+
+ /* TODO: blend color */
+
+ assert((((uintptr_t)mask) & 0xf) == 0);
+ assert((((uintptr_t)depth) & 0xf) == 0);
+ assert((((uintptr_t)color) & 0xf) == 0);
+ assert((((uintptr_t)llvmpipe->jit_context.blend_color) & 0xf) == 0);
+
+ /* run shader */
+ fs->current->jit_function( &llvmpipe->jit_context,
+ x, y,
+ quad->coef->a0,
+ quad->coef->dadx,
+ quad->coef->dady,
+ &mask[0][0],
+ color,
+ depth);
+}
+
+
+
+
+/**
+ * Do triangle cull test using tri determinant (sign indicates orientation)
+ * \return true if triangle is to be culled.
+ */
+static INLINE boolean
+cull_tri(const struct setup_context *setup, float det)
+{
+ if (det != 0) {
+ /* if (det < 0 then Z points toward camera and triangle is
+ * counter-clockwise winding.
+ */
+ unsigned winding = (det < 0) ? PIPE_WINDING_CCW : PIPE_WINDING_CW;
+
+ if ((winding & setup->winding) == 0)
+ return FALSE;
+ }
+
+ /* Culled:
+ */
+ return TRUE;
+}
+
+
+
+/**
+ * Clip setup->quad against the scissor/surface bounds.
+ */
+static INLINE void
+quad_clip( struct setup_context *setup, struct quad_header *quad )
+{
+ const struct pipe_scissor_state *cliprect = &setup->llvmpipe->cliprect;
+ const int minx = (int) cliprect->minx;
+ const int maxx = (int) cliprect->maxx;
+ const int miny = (int) cliprect->miny;
+ const int maxy = (int) cliprect->maxy;
+
+ if (quad->input.x0 >= maxx ||
+ quad->input.y0 >= maxy ||
+ quad->input.x0 + 1 < minx ||
+ quad->input.y0 + 1 < miny) {
+ /* totally clipped */
+ quad->inout.mask = 0x0;
+ return;
+ }
+ if (quad->input.x0 < minx)
+ quad->inout.mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT);
+ if (quad->input.y0 < miny)
+ quad->inout.mask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT);
+ if (quad->input.x0 == maxx - 1)
+ quad->inout.mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT);
+ if (quad->input.y0 == maxy - 1)
+ quad->inout.mask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT);
+}
+
+
+
+/**
+ * Given an X or Y coordinate, return the block/quad coordinate that it
+ * belongs to.
+ */
+static INLINE int block( int x )
+{
+ return x & ~(2-1);
+}
+
+static INLINE int block_x( int x )
+{
+ return x & ~(TILE_VECTOR_WIDTH - 1);
+}
+
+
+/**
+ * Emit a quad (pass to next stage) with clipping.
+ */
+static INLINE void
+clip_emit_quad( struct setup_context *setup, struct quad_header *quad )
+{
+ quad_clip( setup, quad );
+
+ if (quad->inout.mask) {
+ struct llvmpipe_context *lp = setup->llvmpipe;
+
+#if 1
+ /* XXX: The blender expects 4 quads. This is far from efficient, but
+ * until we codegenerate single-quad variants of the fragment pipeline
+ * we need this hack. */
+ const unsigned nr_quads = TILE_VECTOR_HEIGHT*TILE_VECTOR_WIDTH/QUAD_SIZE;
+ struct quad_header quads[nr_quads];
+ struct quad_header *quad_ptrs[nr_quads];
+ int x0 = block_x(quad->input.x0);
+ unsigned i;
+
+ for(i = 0; i < nr_quads; ++i) {
+ int x = x0 + 2*i;
+ if(x == quad->input.x0)
+ memcpy(&quads[i], quad, sizeof quads[i]);
+ else {
+ memset(&quads[i], 0, sizeof quads[i]);
+ quads[i].input.x0 = x;
+ quads[i].input.y0 = quad->input.y0;
+ quads[i].coef = quad->coef;
+ }
+ quad_ptrs[i] = &quads[i];
+ }
+
+ shade_quads( lp, quad_ptrs, nr_quads );
+#else
+ shade_quads( lp, &quad, 1 );
+#endif
+ }
+}
+
+
+/**
+ * Render a horizontal span of quads
+ */
+static void flush_spans( struct setup_context *setup )
+{
+ const int step = TILE_VECTOR_WIDTH;
+ const int xleft0 = setup->span.left[0];
+ const int xleft1 = setup->span.left[1];
+ const int xright0 = setup->span.right[0];
+ const int xright1 = setup->span.right[1];
+
+
+ int minleft = block_x(MIN2(xleft0, xleft1));
+ int maxright = MAX2(xright0, xright1);
+ int x;
+
+ for (x = minleft; x < maxright; x += step) {
+ unsigned skip_left0 = CLAMP(xleft0 - x, 0, step);
+ unsigned skip_left1 = CLAMP(xleft1 - x, 0, step);
+ unsigned skip_right0 = CLAMP(x + step - xright0, 0, step);
+ unsigned skip_right1 = CLAMP(x + step - xright1, 0, step);
+ unsigned lx = x;
+ const unsigned nr_quads = TILE_VECTOR_HEIGHT*TILE_VECTOR_WIDTH/QUAD_SIZE;
+ unsigned q = 0;
+
+ unsigned skipmask_left0 = (1U << skip_left0) - 1U;
+ unsigned skipmask_left1 = (1U << skip_left1) - 1U;
+
+ /* These calculations fail when step == 32 and skip_right == 0.
+ */
+ unsigned skipmask_right0 = ~0U << (unsigned)(step - skip_right0);
+ unsigned skipmask_right1 = ~0U << (unsigned)(step - skip_right1);
+
+ unsigned mask0 = ~skipmask_left0 & ~skipmask_right0;
+ unsigned mask1 = ~skipmask_left1 & ~skipmask_right1;
+
+ if (mask0 | mask1) {
+ for(q = 0; q < nr_quads; ++q) {
+ unsigned quadmask = (mask0 & 3) | ((mask1 & 3) << 2);
+ setup->quad[q].input.x0 = lx;
+ setup->quad[q].input.y0 = setup->span.y;
+ setup->quad[q].inout.mask = quadmask;
+ setup->quad_ptrs[q] = &setup->quad[q];
+ mask0 >>= 2;
+ mask1 >>= 2;
+ lx += 2;
+ }
+ assert(!(mask0 | mask1));
+
+ shade_quads(setup->llvmpipe, setup->quad_ptrs, nr_quads );
+ }
+ }
+
+
+ setup->span.y = 0;
+ setup->span.right[0] = 0;
+ setup->span.right[1] = 0;
+ setup->span.left[0] = 1000000; /* greater than right[0] */
+ setup->span.left[1] = 1000000; /* greater than right[1] */
+}
+
+
+#if DEBUG_VERTS
+static void print_vertex(const struct setup_context *setup,
+ const float (*v)[4])
+{
+ int i;
+ debug_printf(" Vertex: (%p)\n", v);
+ for (i = 0; i < setup->quad[0].nr_attrs; i++) {
+ debug_printf(" %d: %f %f %f %f\n", i,
+ v[i][0], v[i][1], v[i][2], v[i][3]);
+ if (util_is_inf_or_nan(v[i][0])) {
+ debug_printf(" NaN!\n");
+ }
+ }
+}
+#endif
+
+/**
+ * Sort the vertices from top to bottom order, setting up the triangle
+ * edge fields (ebot, emaj, etop).
+ * \return FALSE if coords are inf/nan (cull the tri), TRUE otherwise
+ */
+static boolean setup_sort_vertices( struct setup_context *setup,
+ float det,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4] )
+{
+ setup->vprovoke = v2;
+
+ /* determine bottom to top order of vertices */
+ {
+ float y0 = v0[0][1];
+ float y1 = v1[0][1];
+ float y2 = v2[0][1];
+ if (y0 <= y1) {
+ if (y1 <= y2) {
+ /* y0<=y1<=y2 */
+ setup->vmin = v0;
+ setup->vmid = v1;
+ setup->vmax = v2;
+ }
+ else if (y2 <= y0) {
+ /* y2<=y0<=y1 */
+ setup->vmin = v2;
+ setup->vmid = v0;
+ setup->vmax = v1;
+ }
+ else {
+ /* y0<=y2<=y1 */
+ setup->vmin = v0;
+ setup->vmid = v2;
+ setup->vmax = v1;
+ }
+ }
+ else {
+ if (y0 <= y2) {
+ /* y1<=y0<=y2 */
+ setup->vmin = v1;
+ setup->vmid = v0;
+ setup->vmax = v2;
+ }
+ else if (y2 <= y1) {
+ /* y2<=y1<=y0 */
+ setup->vmin = v2;
+ setup->vmid = v1;
+ setup->vmax = v0;
+ }
+ else {
+ /* y1<=y2<=y0 */
+ setup->vmin = v1;
+ setup->vmid = v2;
+ setup->vmax = v0;
+ }
+ }
+ }
+
+ setup->ebot.dx = setup->vmid[0][0] - setup->vmin[0][0];
+ setup->ebot.dy = setup->vmid[0][1] - setup->vmin[0][1];
+ setup->emaj.dx = setup->vmax[0][0] - setup->vmin[0][0];
+ setup->emaj.dy = setup->vmax[0][1] - setup->vmin[0][1];
+ setup->etop.dx = setup->vmax[0][0] - setup->vmid[0][0];
+ setup->etop.dy = setup->vmax[0][1] - setup->vmid[0][1];
+
+ /*
+ * Compute triangle's area. Use 1/area to compute partial
+ * derivatives of attributes later.
+ *
+ * The area will be the same as prim->det, but the sign may be
+ * different depending on how the vertices get sorted above.
+ *
+ * To determine whether the primitive is front or back facing we
+ * use the prim->det value because its sign is correct.
+ */
+ {
+ const float area = (setup->emaj.dx * setup->ebot.dy -
+ setup->ebot.dx * setup->emaj.dy);
+
+ setup->oneoverarea = 1.0f / area;
+
+ /*
+ debug_printf("%s one-over-area %f area %f det %f\n",
+ __FUNCTION__, setup->oneoverarea, area, det );
+ */
+ if (util_is_inf_or_nan(setup->oneoverarea))
+ return FALSE;
+ }
+
+ /* We need to know if this is a front or back-facing triangle for:
+ * - the GLSL gl_FrontFacing fragment attribute (bool)
+ * - two-sided stencil test
+ */
+ setup->facing =
+ ((det > 0.0) ^
+ (setup->llvmpipe->rasterizer->front_winding == PIPE_WINDING_CW));
+
+ return TRUE;
+}
+
+
+/**
+ * Compute a0, dadx and dady for a linearly interpolated coefficient,
+ * for a triangle.
+ */
+static void tri_pos_coeff( struct setup_context *setup,
+ uint vertSlot, unsigned i)
+{
+ float botda = setup->vmid[vertSlot][i] - setup->vmin[vertSlot][i];
+ float majda = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i];
+ float a = setup->ebot.dy * majda - botda * setup->emaj.dy;
+ float b = setup->emaj.dx * botda - majda * setup->ebot.dx;
+ float dadx = a * setup->oneoverarea;
+ float dady = b * setup->oneoverarea;
+
+ assert(i <= 3);
+
+ setup->coef.dadx[0][i] = dadx;
+ setup->coef.dady[0][i] = dady;
+
+ /* calculate a0 as the value which would be sampled for the
+ * fragment at (0,0), taking into account that we want to sample at
+ * pixel centers, in other words (0.5, 0.5).
+ *
+ * this is neat but unfortunately not a good way to do things for
+ * triangles with very large values of dadx or dady as it will
+ * result in the subtraction and re-addition from a0 of a very
+ * large number, which means we'll end up loosing a lot of the
+ * fractional bits and precision from a0. the way to fix this is
+ * to define a0 as the sample at a pixel center somewhere near vmin
+ * instead - i'll switch to this later.
+ */
+ setup->coef.a0[0][i] = (setup->vmin[vertSlot][i] -
+ (dadx * (setup->vmin[0][0] - 0.5f) +
+ dady * (setup->vmin[0][1] - 0.5f)));
+
+ /*
+ debug_printf("attr[%d].%c: %f dx:%f dy:%f\n",
+ slot, "xyzw"[i],
+ setup->coef[slot].a0[i],
+ setup->coef[slot].dadx[i],
+ setup->coef[slot].dady[i]);
+ */
+}
+
+
+/**
+ * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
+ * The value value comes from vertex[slot][i].
+ * The result will be put into setup->coef[slot].a0[i].
+ * \param slot which attribute slot
+ * \param i which component of the slot (0..3)
+ */
+static void const_pos_coeff( struct setup_context *setup,
+ uint vertSlot, unsigned i)
+{
+ setup->coef.dadx[0][i] = 0;
+ setup->coef.dady[0][i] = 0;
+
+ /* need provoking vertex info!
+ */
+ setup->coef.a0[0][i] = setup->vprovoke[vertSlot][i];
+}
+
+
+/**
+ * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
+ * The value value comes from vertex[slot][i].
+ * The result will be put into setup->coef[slot].a0[i].
+ * \param slot which attribute slot
+ * \param i which component of the slot (0..3)
+ */
+static void const_coeff( struct setup_context *setup,
+ unsigned attrib,
+ uint vertSlot)
+{
+ unsigned i;
+ for (i = 0; i < NUM_CHANNELS; ++i) {
+ setup->coef.dadx[1 + attrib][i] = 0;
+ setup->coef.dady[1 + attrib][i] = 0;
+
+ /* need provoking vertex info!
+ */
+ setup->coef.a0[1 + attrib][i] = setup->vprovoke[vertSlot][i];
+ }
+}
+
+
+/**
+ * Compute a0, dadx and dady for a linearly interpolated coefficient,
+ * for a triangle.
+ */
+static void tri_linear_coeff( struct setup_context *setup,
+ unsigned attrib,
+ uint vertSlot)
+{
+ unsigned i;
+ for (i = 0; i < NUM_CHANNELS; ++i) {
+ float botda = setup->vmid[vertSlot][i] - setup->vmin[vertSlot][i];
+ float majda = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i];
+ float a = setup->ebot.dy * majda - botda * setup->emaj.dy;
+ float b = setup->emaj.dx * botda - majda * setup->ebot.dx;
+ float dadx = a * setup->oneoverarea;
+ float dady = b * setup->oneoverarea;
+
+ assert(i <= 3);
+
+ setup->coef.dadx[1 + attrib][i] = dadx;
+ setup->coef.dady[1 + attrib][i] = dady;
+
+ /* calculate a0 as the value which would be sampled for the
+ * fragment at (0,0), taking into account that we want to sample at
+ * pixel centers, in other words (0.5, 0.5).
+ *
+ * this is neat but unfortunately not a good way to do things for
+ * triangles with very large values of dadx or dady as it will
+ * result in the subtraction and re-addition from a0 of a very
+ * large number, which means we'll end up loosing a lot of the
+ * fractional bits and precision from a0. the way to fix this is
+ * to define a0 as the sample at a pixel center somewhere near vmin
+ * instead - i'll switch to this later.
+ */
+ setup->coef.a0[1 + attrib][i] = (setup->vmin[vertSlot][i] -
+ (dadx * (setup->vmin[0][0] - 0.5f) +
+ dady * (setup->vmin[0][1] - 0.5f)));
+
+ /*
+ debug_printf("attr[%d].%c: %f dx:%f dy:%f\n",
+ slot, "xyzw"[i],
+ setup->coef[slot].a0[i],
+ setup->coef[slot].dadx[i],
+ setup->coef[slot].dady[i]);
+ */
+ }
+}
+
+
+/**
+ * Compute a0, dadx and dady for a perspective-corrected interpolant,
+ * for a triangle.
+ * We basically multiply the vertex value by 1/w before computing
+ * the plane coefficients (a0, dadx, dady).
+ * Later, when we compute the value at a particular fragment position we'll
+ * divide the interpolated value by the interpolated W at that fragment.
+ */
+static void tri_persp_coeff( struct setup_context *setup,
+ unsigned attrib,
+ uint vertSlot)
+{
+ unsigned i;
+ for (i = 0; i < NUM_CHANNELS; ++i) {
+ /* premultiply by 1/w (v[0][3] is always W):
+ */
+ float mina = setup->vmin[vertSlot][i] * setup->vmin[0][3];
+ float mida = setup->vmid[vertSlot][i] * setup->vmid[0][3];
+ float maxa = setup->vmax[vertSlot][i] * setup->vmax[0][3];
+ float botda = mida - mina;
+ float majda = maxa - mina;
+ float a = setup->ebot.dy * majda - botda * setup->emaj.dy;
+ float b = setup->emaj.dx * botda - majda * setup->ebot.dx;
+ float dadx = a * setup->oneoverarea;
+ float dady = b * setup->oneoverarea;
+
+ /*
+ debug_printf("tri persp %d,%d: %f %f %f\n", vertSlot, i,
+ setup->vmin[vertSlot][i],
+ setup->vmid[vertSlot][i],
+ setup->vmax[vertSlot][i]
+ );
+ */
+ assert(i <= 3);
+
+ setup->coef.dadx[1 + attrib][i] = dadx;
+ setup->coef.dady[1 + attrib][i] = dady;
+ setup->coef.a0[1 + attrib][i] = (mina -
+ (dadx * (setup->vmin[0][0] - 0.5f) +
+ dady * (setup->vmin[0][1] - 0.5f)));
+ }
+}
+
+
+/**
+ * Special coefficient setup for gl_FragCoord.
+ * X and Y are trivial, though Y has to be inverted for OpenGL.
+ * Z and W are copied from posCoef which should have already been computed.
+ * We could do a bit less work if we'd examine gl_FragCoord's swizzle mask.
+ */
+static void
+setup_fragcoord_coeff(struct setup_context *setup, uint slot)
+{
+ /*X*/
+ setup->coef.a0[1 + slot][0] = 0;
+ setup->coef.dadx[1 + slot][0] = 1.0;
+ setup->coef.dady[1 + slot][0] = 0.0;
+ /*Y*/
+ setup->coef.a0[1 + slot][1] = 0.0;
+ setup->coef.dadx[1 + slot][1] = 0.0;
+ setup->coef.dady[1 + slot][1] = 1.0;
+ /*Z*/
+ setup->coef.a0[1 + slot][2] = setup->coef.a0[0][2];
+ setup->coef.dadx[1 + slot][2] = setup->coef.dadx[0][2];
+ setup->coef.dady[1 + slot][2] = setup->coef.dady[0][2];
+ /*W*/
+ setup->coef.a0[1 + slot][3] = setup->coef.a0[0][3];
+ setup->coef.dadx[1 + slot][3] = setup->coef.dadx[0][3];
+ setup->coef.dady[1 + slot][3] = setup->coef.dady[0][3];
+}
+
+
+
+/**
+ * Compute the setup->coef[] array dadx, dady, a0 values.
+ * Must be called after setup->vmin,vmid,vmax,vprovoke are initialized.
+ */
+static void setup_tri_coefficients( struct setup_context *setup )
+{
+ struct llvmpipe_context *llvmpipe = setup->llvmpipe;
+ const struct lp_fragment_shader *lpfs = llvmpipe->fs;
+ const struct vertex_info *vinfo = llvmpipe_get_vertex_info(llvmpipe);
+ uint fragSlot;
+
+ /* z and w are done by linear interpolation:
+ */
+ tri_pos_coeff(setup, 0, 2);
+ tri_pos_coeff(setup, 0, 3);
+
+ /* setup interpolation for all the remaining attributes:
+ */
+ for (fragSlot = 0; fragSlot < lpfs->info.num_inputs; fragSlot++) {
+ const uint vertSlot = vinfo->attrib[fragSlot].src_index;
+
+ switch (vinfo->attrib[fragSlot].interp_mode) {
+ case INTERP_CONSTANT:
+ const_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_LINEAR:
+ tri_linear_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_PERSPECTIVE:
+ tri_persp_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_POS:
+ setup_fragcoord_coeff(setup, fragSlot);
+ break;
+ default:
+ assert(0);
+ }
+
+ if (lpfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FACE) {
+ setup->coef.a0[1 + fragSlot][0] = 1.0f - setup->facing;
+ setup->coef.dadx[1 + fragSlot][0] = 0.0;
+ setup->coef.dady[1 + fragSlot][0] = 0.0;
+ }
+ }
+}
+
+
+
+static void setup_tri_edges( struct setup_context *setup )
+{
+ float vmin_x = setup->vmin[0][0] + 0.5f;
+ float vmid_x = setup->vmid[0][0] + 0.5f;
+
+ float vmin_y = setup->vmin[0][1] - 0.5f;
+ float vmid_y = setup->vmid[0][1] - 0.5f;
+ float vmax_y = setup->vmax[0][1] - 0.5f;
+
+ setup->emaj.sy = ceilf(vmin_y);
+ setup->emaj.lines = (int) ceilf(vmax_y - setup->emaj.sy);
+ setup->emaj.dxdy = setup->emaj.dx / setup->emaj.dy;
+ setup->emaj.sx = vmin_x + (setup->emaj.sy - vmin_y) * setup->emaj.dxdy;
+
+ setup->etop.sy = ceilf(vmid_y);
+ setup->etop.lines = (int) ceilf(vmax_y - setup->etop.sy);
+ setup->etop.dxdy = setup->etop.dx / setup->etop.dy;
+ setup->etop.sx = vmid_x + (setup->etop.sy - vmid_y) * setup->etop.dxdy;
+
+ setup->ebot.sy = ceilf(vmin_y);
+ setup->ebot.lines = (int) ceilf(vmid_y - setup->ebot.sy);
+ setup->ebot.dxdy = setup->ebot.dx / setup->ebot.dy;
+ setup->ebot.sx = vmin_x + (setup->ebot.sy - vmin_y) * setup->ebot.dxdy;
+}
+
+
+/**
+ * Render the upper or lower half of a triangle.
+ * Scissoring/cliprect is applied here too.
+ */
+static void subtriangle( struct setup_context *setup,
+ struct edge *eleft,
+ struct edge *eright,
+ unsigned lines )
+{
+ const struct pipe_scissor_state *cliprect = &setup->llvmpipe->cliprect;
+ const int minx = (int) cliprect->minx;
+ const int maxx = (int) cliprect->maxx;
+ const int miny = (int) cliprect->miny;
+ const int maxy = (int) cliprect->maxy;
+ int y, start_y, finish_y;
+ int sy = (int)eleft->sy;
+
+ assert((int)eleft->sy == (int) eright->sy);
+
+ /* clip top/bottom */
+ start_y = sy;
+ if (start_y < miny)
+ start_y = miny;
+
+ finish_y = sy + lines;
+ if (finish_y > maxy)
+ finish_y = maxy;
+
+ start_y -= sy;
+ finish_y -= sy;
+
+ /*
+ debug_printf("%s %d %d\n", __FUNCTION__, start_y, finish_y);
+ */
+
+ for (y = start_y; y < finish_y; y++) {
+
+ /* avoid accumulating adds as floats don't have the precision to
+ * accurately iterate large triangle edges that way. luckily we
+ * can just multiply these days.
+ *
+ * this is all drowned out by the attribute interpolation anyway.
+ */
+ int left = (int)(eleft->sx + y * eleft->dxdy);
+ int right = (int)(eright->sx + y * eright->dxdy);
+
+ /* clip left/right */
+ if (left < minx)
+ left = minx;
+ if (right > maxx)
+ right = maxx;
+
+ if (left < right) {
+ int _y = sy + y;
+ if (block(_y) != setup->span.y) {
+ flush_spans(setup);
+ setup->span.y = block(_y);
+ }
+
+ setup->span.left[_y&1] = left;
+ setup->span.right[_y&1] = right;
+ }
+ }
+
+
+ /* save the values so that emaj can be restarted:
+ */
+ eleft->sx += lines * eleft->dxdy;
+ eright->sx += lines * eright->dxdy;
+ eleft->sy += lines;
+ eright->sy += lines;
+}
+
+
+/**
+ * Recalculate prim's determinant. This is needed as we don't have
+ * get this information through the vbuf_render interface & we must
+ * calculate it here.
+ */
+static float
+calc_det( const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4] )
+{
+ /* edge vectors e = v0 - v2, f = v1 - v2 */
+ const float ex = v0[0][0] - v2[0][0];
+ const float ey = v0[0][1] - v2[0][1];
+ const float fx = v1[0][0] - v2[0][0];
+ const float fy = v1[0][1] - v2[0][1];
+
+ /* det = cross(e,f).z */
+ return ex * fy - ey * fx;
+}
+
+
+/**
+ * Do setup for triangle rasterization, then render the triangle.
+ */
+void llvmpipe_setup_tri( struct setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4] )
+{
+ float det;
+
+#if DEBUG_VERTS
+ debug_printf("Setup triangle:\n");
+ print_vertex(setup, v0);
+ print_vertex(setup, v1);
+ print_vertex(setup, v2);
+#endif
+
+ if (setup->llvmpipe->no_rast)
+ return;
+
+ det = calc_det(v0, v1, v2);
+ /*
+ debug_printf("%s\n", __FUNCTION__ );
+ */
+
+#if DEBUG_FRAGS
+ setup->numFragsEmitted = 0;
+ setup->numFragsWritten = 0;
+#endif
+
+ if (cull_tri( setup, det ))
+ return;
+
+ if (!setup_sort_vertices( setup, det, v0, v1, v2 ))
+ return;
+ setup_tri_coefficients( setup );
+ setup_tri_edges( setup );
+
+ assert(setup->llvmpipe->reduced_prim == PIPE_PRIM_TRIANGLES);
+
+ setup->span.y = 0;
+ setup->span.right[0] = 0;
+ setup->span.right[1] = 0;
+ /* setup->span.z_mode = tri_z_mode( setup->ctx ); */
+
+ /* init_constant_attribs( setup ); */
+
+ if (setup->oneoverarea < 0.0) {
+ /* emaj on left:
+ */
+ subtriangle( setup, &setup->emaj, &setup->ebot, setup->ebot.lines );
+ subtriangle( setup, &setup->emaj, &setup->etop, setup->etop.lines );
+ }
+ else {
+ /* emaj on right:
+ */
+ subtriangle( setup, &setup->ebot, &setup->emaj, setup->ebot.lines );
+ subtriangle( setup, &setup->etop, &setup->emaj, setup->etop.lines );
+ }
+
+ flush_spans( setup );
+
+#if DEBUG_FRAGS
+ printf("Tri: %u frags emitted, %u written\n",
+ setup->numFragsEmitted,
+ setup->numFragsWritten);
+#endif
+}
+
+
+
+/**
+ * Compute a0, dadx and dady for a linearly interpolated coefficient,
+ * for a line.
+ */
+static void
+linear_pos_coeff(struct setup_context *setup,
+ uint vertSlot, uint i)
+{
+ const float da = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i];
+ const float dadx = da * setup->emaj.dx * setup->oneoverarea;
+ const float dady = da * setup->emaj.dy * setup->oneoverarea;
+ setup->coef.dadx[0][i] = dadx;
+ setup->coef.dady[0][i] = dady;
+ setup->coef.a0[0][i] = (setup->vmin[vertSlot][i] -
+ (dadx * (setup->vmin[0][0] - 0.5f) +
+ dady * (setup->vmin[0][1] - 0.5f)));
+}
+
+
+/**
+ * Compute a0, dadx and dady for a linearly interpolated coefficient,
+ * for a line.
+ */
+static void
+line_linear_coeff(struct setup_context *setup,
+ unsigned attrib,
+ uint vertSlot)
+{
+ unsigned i;
+ for (i = 0; i < NUM_CHANNELS; ++i) {
+ const float da = setup->vmax[vertSlot][i] - setup->vmin[vertSlot][i];
+ const float dadx = da * setup->emaj.dx * setup->oneoverarea;
+ const float dady = da * setup->emaj.dy * setup->oneoverarea;
+ setup->coef.dadx[1 + attrib][i] = dadx;
+ setup->coef.dady[1 + attrib][i] = dady;
+ setup->coef.a0[1 + attrib][i] = (setup->vmin[vertSlot][i] -
+ (dadx * (setup->vmin[0][0] - 0.5f) +
+ dady * (setup->vmin[0][1] - 0.5f)));
+ }
+}
+
+
+/**
+ * Compute a0, dadx and dady for a perspective-corrected interpolant,
+ * for a line.
+ */
+static void
+line_persp_coeff(struct setup_context *setup,
+ unsigned attrib,
+ uint vertSlot)
+{
+ unsigned i;
+ for (i = 0; i < NUM_CHANNELS; ++i) {
+ /* XXX double-check/verify this arithmetic */
+ const float a0 = setup->vmin[vertSlot][i] * setup->vmin[0][3];
+ const float a1 = setup->vmax[vertSlot][i] * setup->vmax[0][3];
+ const float da = a1 - a0;
+ const float dadx = da * setup->emaj.dx * setup->oneoverarea;
+ const float dady = da * setup->emaj.dy * setup->oneoverarea;
+ setup->coef.dadx[1 + attrib][i] = dadx;
+ setup->coef.dady[1 + attrib][i] = dady;
+ setup->coef.a0[1 + attrib][i] = (setup->vmin[vertSlot][i] -
+ (dadx * (setup->vmin[0][0] - 0.5f) +
+ dady * (setup->vmin[0][1] - 0.5f)));
+ }
+}
+
+
+/**
+ * Compute the setup->coef[] array dadx, dady, a0 values.
+ * Must be called after setup->vmin,vmax are initialized.
+ */
+static INLINE boolean
+setup_line_coefficients(struct setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4])
+{
+ struct llvmpipe_context *llvmpipe = setup->llvmpipe;
+ const struct lp_fragment_shader *lpfs = llvmpipe->fs;
+ const struct vertex_info *vinfo = llvmpipe_get_vertex_info(llvmpipe);
+ uint fragSlot;
+ float area;
+
+ /* use setup->vmin, vmax to point to vertices */
+ if (llvmpipe->rasterizer->flatshade_first)
+ setup->vprovoke = v0;
+ else
+ setup->vprovoke = v1;
+ setup->vmin = v0;
+ setup->vmax = v1;
+
+ setup->emaj.dx = setup->vmax[0][0] - setup->vmin[0][0];
+ setup->emaj.dy = setup->vmax[0][1] - setup->vmin[0][1];
+
+ /* NOTE: this is not really area but something proportional to it */
+ area = setup->emaj.dx * setup->emaj.dx + setup->emaj.dy * setup->emaj.dy;
+ if (area == 0.0f || util_is_inf_or_nan(area))
+ return FALSE;
+ setup->oneoverarea = 1.0f / area;
+
+ /* z and w are done by linear interpolation:
+ */
+ linear_pos_coeff(setup, 0, 2);
+ linear_pos_coeff(setup, 0, 3);
+
+ /* setup interpolation for all the remaining attributes:
+ */
+ for (fragSlot = 0; fragSlot < lpfs->info.num_inputs; fragSlot++) {
+ const uint vertSlot = vinfo->attrib[fragSlot].src_index;
+
+ switch (vinfo->attrib[fragSlot].interp_mode) {
+ case INTERP_CONSTANT:
+ const_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_LINEAR:
+ line_linear_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_PERSPECTIVE:
+ line_persp_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_POS:
+ setup_fragcoord_coeff(setup, fragSlot);
+ break;
+ default:
+ assert(0);
+ }
+
+ if (lpfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FACE) {
+ setup->coef.a0[1 + fragSlot][0] = 1.0f - setup->facing;
+ setup->coef.dadx[1 + fragSlot][0] = 0.0;
+ setup->coef.dady[1 + fragSlot][0] = 0.0;
+ }
+ }
+ return TRUE;
+}
+
+
+/**
+ * Plot a pixel in a line segment.
+ */
+static INLINE void
+plot(struct setup_context *setup, int x, int y)
+{
+ const int iy = y & 1;
+ const int ix = x & 1;
+ const int quadX = x - ix;
+ const int quadY = y - iy;
+ const int mask = (1 << ix) << (2 * iy);
+
+ if (quadX != setup->quad[0].input.x0 ||
+ quadY != setup->quad[0].input.y0)
+ {
+ /* flush prev quad, start new quad */
+
+ if (setup->quad[0].input.x0 != -1)
+ clip_emit_quad( setup, &setup->quad[0] );
+
+ setup->quad[0].input.x0 = quadX;
+ setup->quad[0].input.y0 = quadY;
+ setup->quad[0].inout.mask = 0x0;
+ }
+
+ setup->quad[0].inout.mask |= mask;
+}
+
+
+/**
+ * Do setup for line rasterization, then render the line.
+ * Single-pixel width, no stipple, etc. We rely on the 'draw' module
+ * to handle stippling and wide lines.
+ */
+void
+llvmpipe_setup_line(struct setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4])
+{
+ int x0 = (int) v0[0][0];
+ int x1 = (int) v1[0][0];
+ int y0 = (int) v0[0][1];
+ int y1 = (int) v1[0][1];
+ int dx = x1 - x0;
+ int dy = y1 - y0;
+ int xstep, ystep;
+
+#if DEBUG_VERTS
+ debug_printf("Setup line:\n");
+ print_vertex(setup, v0);
+ print_vertex(setup, v1);
+#endif
+
+ if (setup->llvmpipe->no_rast)
+ return;
+
+ if (dx == 0 && dy == 0)
+ return;
+
+ if (!setup_line_coefficients(setup, v0, v1))
+ return;
+
+ assert(v0[0][0] < 1.0e9);
+ assert(v0[0][1] < 1.0e9);
+ assert(v1[0][0] < 1.0e9);
+ assert(v1[0][1] < 1.0e9);
+
+ if (dx < 0) {
+ dx = -dx; /* make positive */
+ xstep = -1;
+ }
+ else {
+ xstep = 1;
+ }
+
+ if (dy < 0) {
+ dy = -dy; /* make positive */
+ ystep = -1;
+ }
+ else {
+ ystep = 1;
+ }
+
+ assert(dx >= 0);
+ assert(dy >= 0);
+ assert(setup->llvmpipe->reduced_prim == PIPE_PRIM_LINES);
+
+ setup->quad[0].input.x0 = setup->quad[0].input.y0 = -1;
+ setup->quad[0].inout.mask = 0x0;
+
+ /* XXX temporary: set coverage to 1.0 so the line appears
+ * if AA mode happens to be enabled.
+ */
+ setup->quad[0].input.coverage[0] =
+ setup->quad[0].input.coverage[1] =
+ setup->quad[0].input.coverage[2] =
+ setup->quad[0].input.coverage[3] = 1.0;
+
+ if (dx > dy) {
+ /*** X-major line ***/
+ int i;
+ const int errorInc = dy + dy;
+ int error = errorInc - dx;
+ const int errorDec = error - dx;
+
+ for (i = 0; i < dx; i++) {
+ plot(setup, x0, y0);
+
+ x0 += xstep;
+ if (error < 0) {
+ error += errorInc;
+ }
+ else {
+ error += errorDec;
+ y0 += ystep;
+ }
+ }
+ }
+ else {
+ /*** Y-major line ***/
+ int i;
+ const int errorInc = dx + dx;
+ int error = errorInc - dy;
+ const int errorDec = error - dy;
+
+ for (i = 0; i < dy; i++) {
+ plot(setup, x0, y0);
+
+ y0 += ystep;
+ if (error < 0) {
+ error += errorInc;
+ }
+ else {
+ error += errorDec;
+ x0 += xstep;
+ }
+ }
+ }
+
+ /* draw final quad */
+ if (setup->quad[0].inout.mask) {
+ clip_emit_quad( setup, &setup->quad[0] );
+ }
+}
+
+
+static void
+point_persp_coeff(struct setup_context *setup,
+ const float (*vert)[4],
+ unsigned attrib,
+ uint vertSlot)
+{
+ unsigned i;
+ for(i = 0; i < NUM_CHANNELS; ++i) {
+ setup->coef.dadx[1 + attrib][i] = 0.0F;
+ setup->coef.dady[1 + attrib][i] = 0.0F;
+ setup->coef.a0[1 + attrib][i] = vert[vertSlot][i] * vert[0][3];
+ }
+}
+
+
+/**
+ * Do setup for point rasterization, then render the point.
+ * Round or square points...
+ * XXX could optimize a lot for 1-pixel points.
+ */
+void
+llvmpipe_setup_point( struct setup_context *setup,
+ const float (*v0)[4] )
+{
+ struct llvmpipe_context *llvmpipe = setup->llvmpipe;
+ const struct lp_fragment_shader *lpfs = llvmpipe->fs;
+ const int sizeAttr = setup->llvmpipe->psize_slot;
+ const float size
+ = sizeAttr > 0 ? v0[sizeAttr][0]
+ : setup->llvmpipe->rasterizer->point_size;
+ const float halfSize = 0.5F * size;
+ const boolean round = (boolean) setup->llvmpipe->rasterizer->point_smooth;
+ const float x = v0[0][0]; /* Note: data[0] is always position */
+ const float y = v0[0][1];
+ const struct vertex_info *vinfo = llvmpipe_get_vertex_info(llvmpipe);
+ uint fragSlot;
+
+#if DEBUG_VERTS
+ debug_printf("Setup point:\n");
+ print_vertex(setup, v0);
+#endif
+
+ if (llvmpipe->no_rast)
+ return;
+
+ assert(setup->llvmpipe->reduced_prim == PIPE_PRIM_POINTS);
+
+ /* For points, all interpolants are constant-valued.
+ * However, for point sprites, we'll need to setup texcoords appropriately.
+ * XXX: which coefficients are the texcoords???
+ * We may do point sprites as textured quads...
+ *
+ * KW: We don't know which coefficients are texcoords - ultimately
+ * the choice of what interpolation mode to use for each attribute
+ * should be determined by the fragment program, using
+ * per-attribute declaration statements that include interpolation
+ * mode as a parameter. So either the fragment program will have
+ * to be adjusted for pointsprite vs normal point behaviour, or
+ * otherwise a special interpolation mode will have to be defined
+ * which matches the required behaviour for point sprites. But -
+ * the latter is not a feature of normal hardware, and as such
+ * probably should be ruled out on that basis.
+ */
+ setup->vprovoke = v0;
+
+ /* setup Z, W */
+ const_pos_coeff(setup, 0, 2);
+ const_pos_coeff(setup, 0, 3);
+
+ for (fragSlot = 0; fragSlot < lpfs->info.num_inputs; fragSlot++) {
+ const uint vertSlot = vinfo->attrib[fragSlot].src_index;
+
+ switch (vinfo->attrib[fragSlot].interp_mode) {
+ case INTERP_CONSTANT:
+ /* fall-through */
+ case INTERP_LINEAR:
+ const_coeff(setup, fragSlot, vertSlot);
+ break;
+ case INTERP_PERSPECTIVE:
+ point_persp_coeff(setup, setup->vprovoke, fragSlot, vertSlot);
+ break;
+ case INTERP_POS:
+ setup_fragcoord_coeff(setup, fragSlot);
+ break;
+ default:
+ assert(0);
+ }
+
+ if (lpfs->info.input_semantic_name[fragSlot] == TGSI_SEMANTIC_FACE) {
+ setup->coef.a0[1 + fragSlot][0] = 1.0f - setup->facing;
+ setup->coef.dadx[1 + fragSlot][0] = 0.0;
+ setup->coef.dady[1 + fragSlot][0] = 0.0;
+ }
+ }
+
+
+ if (halfSize <= 0.5 && !round) {
+ /* special case for 1-pixel points */
+ const int ix = ((int) x) & 1;
+ const int iy = ((int) y) & 1;
+ setup->quad[0].input.x0 = (int) x - ix;
+ setup->quad[0].input.y0 = (int) y - iy;
+ setup->quad[0].inout.mask = (1 << ix) << (2 * iy);
+ clip_emit_quad( setup, &setup->quad[0] );
+ }
+ else {
+ if (round) {
+ /* rounded points */
+ const int ixmin = block((int) (x - halfSize));
+ const int ixmax = block((int) (x + halfSize));
+ const int iymin = block((int) (y - halfSize));
+ const int iymax = block((int) (y + halfSize));
+ const float rmin = halfSize - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ const float rmax = halfSize + 0.7071F;
+ const float rmin2 = MAX2(0.0F, rmin * rmin);
+ const float rmax2 = rmax * rmax;
+ const float cscale = 1.0F / (rmax2 - rmin2);
+ int ix, iy;
+
+ for (iy = iymin; iy <= iymax; iy += 2) {
+ for (ix = ixmin; ix <= ixmax; ix += 2) {
+ float dx, dy, dist2, cover;
+
+ setup->quad[0].inout.mask = 0x0;
+
+ dx = (ix + 0.5f) - x;
+ dy = (iy + 0.5f) - y;
+ dist2 = dx * dx + dy * dy;
+ if (dist2 <= rmax2) {
+ cover = 1.0F - (dist2 - rmin2) * cscale;
+ setup->quad[0].input.coverage[QUAD_TOP_LEFT] = MIN2(cover, 1.0f);
+ setup->quad[0].inout.mask |= MASK_TOP_LEFT;
+ }
+
+ dx = (ix + 1.5f) - x;
+ dy = (iy + 0.5f) - y;
+ dist2 = dx * dx + dy * dy;
+ if (dist2 <= rmax2) {
+ cover = 1.0F - (dist2 - rmin2) * cscale;
+ setup->quad[0].input.coverage[QUAD_TOP_RIGHT] = MIN2(cover, 1.0f);
+ setup->quad[0].inout.mask |= MASK_TOP_RIGHT;
+ }
+
+ dx = (ix + 0.5f) - x;
+ dy = (iy + 1.5f) - y;
+ dist2 = dx * dx + dy * dy;
+ if (dist2 <= rmax2) {
+ cover = 1.0F - (dist2 - rmin2) * cscale;
+ setup->quad[0].input.coverage[QUAD_BOTTOM_LEFT] = MIN2(cover, 1.0f);
+ setup->quad[0].inout.mask |= MASK_BOTTOM_LEFT;
+ }
+
+ dx = (ix + 1.5f) - x;
+ dy = (iy + 1.5f) - y;
+ dist2 = dx * dx + dy * dy;
+ if (dist2 <= rmax2) {
+ cover = 1.0F - (dist2 - rmin2) * cscale;
+ setup->quad[0].input.coverage[QUAD_BOTTOM_RIGHT] = MIN2(cover, 1.0f);
+ setup->quad[0].inout.mask |= MASK_BOTTOM_RIGHT;
+ }
+
+ if (setup->quad[0].inout.mask) {
+ setup->quad[0].input.x0 = ix;
+ setup->quad[0].input.y0 = iy;
+ clip_emit_quad( setup, &setup->quad[0] );
+ }
+ }
+ }
+ }
+ else {
+ /* square points */
+ const int xmin = (int) (x + 0.75 - halfSize);
+ const int ymin = (int) (y + 0.25 - halfSize);
+ const int xmax = xmin + (int) size;
+ const int ymax = ymin + (int) size;
+ /* XXX could apply scissor to xmin,ymin,xmax,ymax now */
+ const int ixmin = block(xmin);
+ const int ixmax = block(xmax - 1);
+ const int iymin = block(ymin);
+ const int iymax = block(ymax - 1);
+ int ix, iy;
+
+ /*
+ debug_printf("(%f, %f) -> X:%d..%d Y:%d..%d\n", x, y, xmin, xmax,ymin,ymax);
+ */
+ for (iy = iymin; iy <= iymax; iy += 2) {
+ uint rowMask = 0xf;
+ if (iy < ymin) {
+ /* above the top edge */
+ rowMask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT);
+ }
+ if (iy + 1 >= ymax) {
+ /* below the bottom edge */
+ rowMask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT);
+ }
+
+ for (ix = ixmin; ix <= ixmax; ix += 2) {
+ uint mask = rowMask;
+
+ if (ix < xmin) {
+ /* fragment is past left edge of point, turn off left bits */
+ mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT);
+ }
+ if (ix + 1 >= xmax) {
+ /* past the right edge */
+ mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT);
+ }
+
+ setup->quad[0].inout.mask = mask;
+ setup->quad[0].input.x0 = ix;
+ setup->quad[0].input.y0 = iy;
+ clip_emit_quad( setup, &setup->quad[0] );
+ }
+ }
+ }
+ }
+}
+
+void llvmpipe_setup_prepare( struct setup_context *setup )
+{
+ struct llvmpipe_context *lp = setup->llvmpipe;
+
+ if (lp->dirty) {
+ llvmpipe_update_derived(lp);
+ }
+
+ if (lp->reduced_api_prim == PIPE_PRIM_TRIANGLES &&
+ lp->rasterizer->fill_cw == PIPE_POLYGON_MODE_FILL &&
+ lp->rasterizer->fill_ccw == PIPE_POLYGON_MODE_FILL) {
+ /* we'll do culling */
+ setup->winding = lp->rasterizer->cull_mode;
+ }
+ else {
+ /* 'draw' will do culling */
+ setup->winding = PIPE_WINDING_NONE;
+ }
+}
+
+
+
+void llvmpipe_setup_destroy_context( struct setup_context *setup )
+{
+ align_free( setup );
+}
+
+
+/**
+ * Create a new primitive setup/render stage.
+ */
+struct setup_context *llvmpipe_setup_create_context( struct llvmpipe_context *llvmpipe )
+{
+ struct setup_context *setup;
+ unsigned i;
+
+ setup = align_malloc(sizeof(struct setup_context), 16);
+ if (!setup)
+ return NULL;
+
+ memset(setup, 0, sizeof *setup);
+ setup->llvmpipe = llvmpipe;
+
+ for (i = 0; i < MAX_QUADS; i++) {
+ setup->quad[i].coef = &setup->coef;
+ }
+
+ setup->span.left[0] = 1000000; /* greater than right[0] */
+ setup->span.left[1] = 1000000; /* greater than right[1] */
+
+ return setup;
+}
+