📄 brw_sf_emit.c
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if (allocate) alloc_regs(c); invert_det(c); copy_z_inv_w(c); do_front_facing(c); if (c->key.do_twoside_color) do_twoside_color(c); if (c->key.do_flat_shading) do_flatshade_triangle(c); for (i = 0; i < c->nr_setup_regs; i++) { /* Pair of incoming attributes: */ struct brw_reg a0 = offset(c->vert[0], i); struct brw_reg a1 = offset(c->vert[1], i); struct brw_reg a2 = offset(c->vert[2], i); GLushort pc, pc_persp, pc_linear; GLboolean last = calculate_masks(c, i, &pc, &pc_persp, &pc_linear); if (pc_persp) { brw_set_predicate_control_flag_value(p, pc_persp); brw_MUL(p, a0, a0, c->inv_w[0]); brw_MUL(p, a1, a1, c->inv_w[1]); brw_MUL(p, a2, a2, c->inv_w[2]); } /* Calculate coefficients for interpolated values: */ if (pc_linear) { brw_set_predicate_control_flag_value(p, pc_linear); brw_ADD(p, c->a1_sub_a0, a1, negate(a0)); brw_ADD(p, c->a2_sub_a0, a2, negate(a0)); /* calculate dA/dx */ brw_MUL(p, brw_null_reg(), c->a1_sub_a0, c->dy2); brw_MAC(p, c->tmp, c->a2_sub_a0, negate(c->dy0)); brw_MUL(p, c->m1Cx, c->tmp, c->inv_det); /* calculate dA/dy */ brw_MUL(p, brw_null_reg(), c->a2_sub_a0, c->dx0); brw_MAC(p, c->tmp, c->a1_sub_a0, negate(c->dx2)); brw_MUL(p, c->m2Cy, c->tmp, c->inv_det); } { brw_set_predicate_control_flag_value(p, pc); /* start point for interpolation */ brw_MOV(p, c->m3C0, a0); /* Copy m0..m3 to URB. m0 is implicitly copied from r0 in * the send instruction: */ brw_urb_WRITE(p, brw_null_reg(), 0, brw_vec8_grf(0, 0), /* r0, will be copied to m0 */ 0, /* allocate */ 1, /* used */ 4, /* msg len */ 0, /* response len */ last, /* eot */ last, /* writes complete */ i*4, /* offset */ BRW_URB_SWIZZLE_TRANSPOSE); /* XXX: Swizzle control "SF to windower" */ } }}void brw_emit_line_setup( struct brw_sf_compile *c, GLboolean allocate){ struct brw_compile *p = &c->func; GLuint i; c->nr_verts = 2; if (allocate) alloc_regs(c); invert_det(c); copy_z_inv_w(c); if (c->key.do_flat_shading) do_flatshade_line(c); for (i = 0; i < c->nr_setup_regs; i++) { /* Pair of incoming attributes: */ struct brw_reg a0 = offset(c->vert[0], i); struct brw_reg a1 = offset(c->vert[1], i); GLushort pc, pc_persp, pc_linear; GLboolean last = calculate_masks(c, i, &pc, &pc_persp, &pc_linear); if (pc_persp) { brw_set_predicate_control_flag_value(p, pc_persp); brw_MUL(p, a0, a0, c->inv_w[0]); brw_MUL(p, a1, a1, c->inv_w[1]); } /* Calculate coefficients for position, color: */ if (pc_linear) { brw_set_predicate_control_flag_value(p, pc_linear); brw_ADD(p, c->a1_sub_a0, a1, negate(a0)); brw_MUL(p, c->tmp, c->a1_sub_a0, c->dx0); brw_MUL(p, c->m1Cx, c->tmp, c->inv_det); brw_MUL(p, c->tmp, c->a1_sub_a0, c->dy0); brw_MUL(p, c->m2Cy, c->tmp, c->inv_det); } { brw_set_predicate_control_flag_value(p, pc); /* start point for interpolation */ brw_MOV(p, c->m3C0, a0); /* Copy m0..m3 to URB. */ brw_urb_WRITE(p, brw_null_reg(), 0, brw_vec8_grf(0, 0), 0, /* allocate */ 1, /* used */ 4, /* msg len */ 0, /* response len */ last, /* eot */ last, /* writes complete */ i*4, /* urb destination offset */ BRW_URB_SWIZZLE_TRANSPOSE); } } }void brw_emit_point_sprite_setup( struct brw_sf_compile *c, GLboolean allocate){ struct brw_compile *p = &c->func; GLuint i; c->nr_verts = 1; if (allocate) alloc_regs(c); copy_z_inv_w(c); for (i = 0; i < c->nr_setup_regs; i++) { struct brw_sf_point_tex *tex = &c->point_attrs[c->idx_to_attr[2*i]]; struct brw_reg a0 = offset(c->vert[0], i); GLushort pc, pc_persp, pc_linear; GLboolean last = calculate_masks(c, i, &pc, &pc_persp, &pc_linear); if (pc_persp) { if (!tex->CoordReplace) { brw_set_predicate_control_flag_value(p, pc_persp); brw_MUL(p, a0, a0, c->inv_w[0]); } } if (tex->CoordReplace) { /* Caculate 1.0/PointWidth */ brw_math(&c->func, c->tmp, BRW_MATH_FUNCTION_INV, BRW_MATH_SATURATE_NONE, 0, c->dx0, BRW_MATH_DATA_SCALAR, BRW_MATH_PRECISION_FULL); if (c->key.SpriteOrigin == GL_LOWER_LEFT) { brw_MUL(p, c->m1Cx, c->tmp, c->inv_w[0]); brw_MOV(p, vec1(suboffset(c->m1Cx, 1)), brw_imm_f(0.0)); brw_MUL(p, c->m2Cy, c->tmp, negate(c->inv_w[0])); brw_MOV(p, vec1(suboffset(c->m2Cy, 0)), brw_imm_f(0.0)); } else { brw_MUL(p, c->m1Cx, c->tmp, c->inv_w[0]); brw_MOV(p, vec1(suboffset(c->m1Cx, 1)), brw_imm_f(0.0)); brw_MUL(p, c->m2Cy, c->tmp, c->inv_w[0]); brw_MOV(p, vec1(suboffset(c->m2Cy, 0)), brw_imm_f(0.0)); } } else { brw_MOV(p, c->m1Cx, brw_imm_ud(0)); brw_MOV(p, c->m2Cy, brw_imm_ud(0)); } { brw_set_predicate_control_flag_value(p, pc); if (tex->CoordReplace) { if (c->key.SpriteOrigin == GL_LOWER_LEFT) { brw_MUL(p, c->m3C0, c->inv_w[0], brw_imm_f(1.0)); brw_MOV(p, vec1(suboffset(c->m3C0, 0)), brw_imm_f(0.0)); } else brw_MOV(p, c->m3C0, brw_imm_f(0.0)); } else { brw_MOV(p, c->m3C0, a0); /* constant value */ } /* Copy m0..m3 to URB. */ brw_urb_WRITE(p, brw_null_reg(), 0, brw_vec8_grf(0, 0), 0, /* allocate */ 1, /* used */ 4, /* msg len */ 0, /* response len */ last, /* eot */ last, /* writes complete */ i*4, /* urb destination offset */ BRW_URB_SWIZZLE_TRANSPOSE); } }}/* Points setup - several simplifications as all attributes are * constant across the face of the point (point sprites excluded!) */void brw_emit_point_setup( struct brw_sf_compile *c, GLboolean allocate){ struct brw_compile *p = &c->func; GLuint i; c->nr_verts = 1; if (allocate) alloc_regs(c); copy_z_inv_w(c); brw_MOV(p, c->m1Cx, brw_imm_ud(0)); /* zero - move out of loop */ brw_MOV(p, c->m2Cy, brw_imm_ud(0)); /* zero - move out of loop */ for (i = 0; i < c->nr_setup_regs; i++) { struct brw_reg a0 = offset(c->vert[0], i); GLushort pc, pc_persp, pc_linear; GLboolean last = calculate_masks(c, i, &pc, &pc_persp, &pc_linear); if (pc_persp) { /* This seems odd as the values are all constant, but the * fragment shader will be expecting it: */ brw_set_predicate_control_flag_value(p, pc_persp); brw_MUL(p, a0, a0, c->inv_w[0]); } /* The delta values are always zero, just send the starting * coordinate. Again, this is to fit in with the interpolation * code in the fragment shader. */ { brw_set_predicate_control_flag_value(p, pc); brw_MOV(p, c->m3C0, a0); /* constant value */ /* Copy m0..m3 to URB. */ brw_urb_WRITE(p, brw_null_reg(), 0, brw_vec8_grf(0, 0), 0, /* allocate */ 1, /* used */ 4, /* msg len */ 0, /* response len */ last, /* eot */ last, /* writes complete */ i*4, /* urb destination offset */ BRW_URB_SWIZZLE_TRANSPOSE); } }}void brw_emit_anyprim_setup( struct brw_sf_compile *c ){ struct brw_compile *p = &c->func; struct brw_reg ip = brw_ip_reg(); struct brw_reg payload_prim = brw_uw1_reg(BRW_GENERAL_REGISTER_FILE, 1, 0); struct brw_reg payload_attr = get_element_ud(brw_vec1_reg(BRW_GENERAL_REGISTER_FILE, 1, 0), 0); struct brw_reg primmask; struct brw_instruction *jmp; struct brw_reg v1_null_ud = vec1(retype(brw_null_reg(), BRW_REGISTER_TYPE_UD)); GLuint saveflag; c->nr_verts = 3; alloc_regs(c); primmask = retype(get_element(c->tmp, 0), BRW_REGISTER_TYPE_UD); brw_MOV(p, primmask, brw_imm_ud(1)); brw_SHL(p, primmask, primmask, payload_prim); brw_set_conditionalmod(p, BRW_CONDITIONAL_Z); brw_AND(p, v1_null_ud, primmask, brw_imm_ud((1<<_3DPRIM_TRILIST) | (1<<_3DPRIM_TRISTRIP) | (1<<_3DPRIM_TRIFAN) | (1<<_3DPRIM_TRISTRIP_REVERSE) | (1<<_3DPRIM_POLYGON) | (1<<_3DPRIM_RECTLIST) | (1<<_3DPRIM_TRIFAN_NOSTIPPLE))); jmp = brw_JMPI(p, ip, ip, brw_imm_w(0)); { saveflag = p->flag_value; brw_push_insn_state(p); brw_emit_tri_setup( c, GL_FALSE ); brw_pop_insn_state(p); p->flag_value = saveflag; /* note - thread killed in subroutine, so must * restore the flag which is changed when building * the subroutine. fix #13240 */ } brw_land_fwd_jump(p, jmp); brw_set_conditionalmod(p, BRW_CONDITIONAL_Z); brw_AND(p, v1_null_ud, primmask, brw_imm_ud((1<<_3DPRIM_LINELIST) | (1<<_3DPRIM_LINESTRIP) | (1<<_3DPRIM_LINELOOP) | (1<<_3DPRIM_LINESTRIP_CONT) | (1<<_3DPRIM_LINESTRIP_BF) | (1<<_3DPRIM_LINESTRIP_CONT_BF))); jmp = brw_JMPI(p, ip, ip, brw_imm_w(0)); { saveflag = p->flag_value; brw_push_insn_state(p); brw_emit_line_setup( c, GL_FALSE ); brw_pop_insn_state(p); p->flag_value = saveflag; /* note - thread killed in subroutine */ } brw_land_fwd_jump(p, jmp); brw_set_conditionalmod(p, BRW_CONDITIONAL_Z); brw_AND(p, v1_null_ud, payload_attr, brw_imm_ud(1<<BRW_SPRITE_POINT_ENABLE)); jmp = brw_JMPI(p, ip, ip, brw_imm_w(0)); { saveflag = p->flag_value; brw_push_insn_state(p); brw_emit_point_sprite_setup( c, GL_FALSE ); brw_pop_insn_state(p); p->flag_value = saveflag; } brw_land_fwd_jump(p, jmp); brw_emit_point_setup( c, GL_FALSE );}
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