--- /dev/null
+/**************************************************************************
+ *
+ * Copyright 2008 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.
+ *
+ **************************************************************************/
+
+
+
+/**
+ * Generate SPU per-fragment code (actually per-quad code).
+ * \author Brian Paul
+ */
+
+
+#include "pipe/p_defines.h"
+#include "pipe/p_state.h"
+#include "rtasm/rtasm_ppc_spe.h"
+#include "cell_context.h"
+#include "cell_gen_fragment.h"
+
+
+
+/** Do extra optimizations? */
+#define OPTIMIZATIONS 1
+
+
+/**
+ * Generate SPE code to perform Z/depth testing.
+ *
+ * \param dsa Gallium depth/stencil/alpha state to gen code for
+ * \param f SPE function to append instruction onto.
+ * \param mask_reg register containing quad/pixel "alive" mask (in/out)
+ * \param ifragZ_reg register containing integer fragment Z values (in)
+ * \param ifbZ_reg register containing integer frame buffer Z values (in/out)
+ * \param zmask_reg register containing result of Z test/comparison (out)
+ */
+static void
+gen_depth_test(const struct pipe_depth_stencil_alpha_state *dsa,
+ struct spe_function *f,
+ int mask_reg, int ifragZ_reg, int ifbZ_reg, int zmask_reg)
+{
+ ASSERT(dsa->depth.enabled);
+
+ switch (dsa->depth.func) {
+ case PIPE_FUNC_EQUAL:
+ /* zmask = (ifragZ == ref) */
+ spe_ceq(f, zmask_reg, ifragZ_reg, ifbZ_reg);
+ /* mask = (mask & zmask) */
+ spe_and(f, mask_reg, mask_reg, zmask_reg);
+ break;
+
+ case PIPE_FUNC_NOTEQUAL:
+ /* zmask = (ifragZ == ref) */
+ spe_ceq(f, zmask_reg, ifragZ_reg, ifbZ_reg);
+ /* mask = (mask & ~zmask) */
+ spe_andc(f, mask_reg, mask_reg, zmask_reg);
+ break;
+
+ case PIPE_FUNC_GREATER:
+ /* zmask = (ifragZ > ref) */
+ spe_cgt(f, zmask_reg, ifragZ_reg, ifbZ_reg);
+ /* mask = (mask & zmask) */
+ spe_and(f, mask_reg, mask_reg, zmask_reg);
+ break;
+
+ case PIPE_FUNC_LESS:
+ /* zmask = (ref > ifragZ) */
+ spe_cgt(f, zmask_reg, ifbZ_reg, ifragZ_reg);
+ /* mask = (mask & zmask) */
+ spe_and(f, mask_reg, mask_reg, zmask_reg);
+ break;
+
+ case PIPE_FUNC_LEQUAL:
+ /* zmask = (ifragZ > ref) */
+ spe_cgt(f, zmask_reg, ifragZ_reg, ifbZ_reg);
+ /* mask = (mask & ~zmask) */
+ spe_andc(f, mask_reg, mask_reg, zmask_reg);
+ break;
+
+ case PIPE_FUNC_GEQUAL:
+ /* zmask = (ref > ifragZ) */
+ spe_cgt(f, zmask_reg, ifbZ_reg, ifragZ_reg);
+ /* mask = (mask & ~zmask) */
+ spe_andc(f, mask_reg, mask_reg, zmask_reg);
+ break;
+
+ case PIPE_FUNC_NEVER:
+ spe_il(f, mask_reg, 0); /* mask = {0,0,0,0} */
+ spe_move(f, zmask_reg, mask_reg); /* zmask = mask */
+ break;
+
+ case PIPE_FUNC_ALWAYS:
+ /* mask unchanged */
+ spe_il(f, zmask_reg, ~0); /* zmask = {~0,~0,~0,~0} */
+ break;
+
+ default:
+ ASSERT(0);
+ break;
+ }
+
+ if (dsa->depth.writemask) {
+ /*
+ * If (ztest passed) {
+ * framebufferZ = fragmentZ;
+ * }
+ * OR,
+ * framebufferZ = (ztest_passed ? fragmentZ : framebufferZ;
+ */
+ spe_selb(f, ifbZ_reg, ifbZ_reg, ifragZ_reg, mask_reg);
+ }
+}
+
+
+/**
+ * Generate SPE code to perform alpha testing.
+ *
+ * \param dsa Gallium depth/stencil/alpha state to gen code for
+ * \param f SPE function to append instruction onto.
+ * \param mask_reg register containing quad/pixel "alive" mask (in/out)
+ * \param fragA_reg register containing four fragment alpha values (in)
+ */
+static void
+gen_alpha_test(const struct pipe_depth_stencil_alpha_state *dsa,
+ struct spe_function *f, int mask_reg, int fragA_reg)
+{
+ int ref_reg = spe_allocate_available_register(f);
+ int amask_reg = spe_allocate_available_register(f);
+
+ ASSERT(dsa->alpha.enabled);
+
+ if ((dsa->alpha.func != PIPE_FUNC_NEVER) &&
+ (dsa->alpha.func != PIPE_FUNC_ALWAYS)) {
+ /* load/splat the alpha reference float value */
+ spe_load_float(f, ref_reg, dsa->alpha.ref);
+ }
+
+ /* emit code to do the alpha comparison, updating 'mask' */
+ switch (dsa->alpha.func) {
+ case PIPE_FUNC_EQUAL:
+ /* amask = (fragA == ref) */
+ spe_fceq(f, amask_reg, fragA_reg, ref_reg);
+ /* mask = (mask & amask) */
+ spe_and(f, mask_reg, mask_reg, amask_reg);
+ break;
+
+ case PIPE_FUNC_NOTEQUAL:
+ /* amask = (fragA == ref) */
+ spe_fceq(f, amask_reg, fragA_reg, ref_reg);
+ /* mask = (mask & ~amask) */
+ spe_andc(f, mask_reg, mask_reg, amask_reg);
+ break;
+
+ case PIPE_FUNC_GREATER:
+ /* amask = (fragA > ref) */
+ spe_fcgt(f, amask_reg, fragA_reg, ref_reg);
+ /* mask = (mask & amask) */
+ spe_and(f, mask_reg, mask_reg, amask_reg);
+ break;
+
+ case PIPE_FUNC_LESS:
+ /* amask = (ref > fragA) */
+ spe_fcgt(f, amask_reg, ref_reg, fragA_reg);
+ /* mask = (mask & amask) */
+ spe_and(f, mask_reg, mask_reg, amask_reg);
+ break;
+
+ case PIPE_FUNC_LEQUAL:
+ /* amask = (fragA > ref) */
+ spe_fcgt(f, amask_reg, fragA_reg, ref_reg);
+ /* mask = (mask & ~amask) */
+ spe_andc(f, mask_reg, mask_reg, amask_reg);
+ break;
+
+ case PIPE_FUNC_GEQUAL:
+ /* amask = (ref > fragA) */
+ spe_fcgt(f, amask_reg, ref_reg, fragA_reg);
+ /* mask = (mask & ~amask) */
+ spe_andc(f, mask_reg, mask_reg, amask_reg);
+ break;
+
+ case PIPE_FUNC_NEVER:
+ spe_il(f, mask_reg, 0); /* mask = [0,0,0,0] */
+ break;
+
+ case PIPE_FUNC_ALWAYS:
+ /* no-op, mask unchanged */
+ break;
+
+ default:
+ ASSERT(0);
+ break;
+ }
+
+#if OPTIMIZATIONS
+ /* if mask == {0,0,0,0} we're all done, return */
+ {
+ /* re-use amask reg here */
+ int tmp_reg = amask_reg;
+ /* tmp[0] = (mask[0] | mask[1] | mask[2] | mask[3]) */
+ spe_orx(f, tmp_reg, mask_reg);
+ /* if tmp[0] == 0 then return from function call */
+ spe_biz(f, tmp_reg, SPE_REG_RA, 0, 0);
+ }
+#endif
+
+ spe_release_register(f, ref_reg);
+ spe_release_register(f, amask_reg);
+}
+
+
+
+/**
+ * Generate SPE code to implement the fragment operations (alpha test,
+ * depth test, stencil test, blending, colormask, and final
+ * framebuffer write) as specified by the current context state.
+ *
+ * Logically, this code will be called after running the fragment
+ * shader. But under some circumstances we could run some of this
+ * code before the fragment shader to cull fragments/quads that are
+ * totally occluded/discarded.
+ *
+ * XXX we only support PIPE_FORMAT_Z24S8_UNORM z/stencil buffer right now.
+ *
+ * See the spu_default_fragment_ops() function to see how the per-fragment
+ * operations would be done with ordinary C code.
+ * The code we generate here though has no branches, is SIMD, etc and
+ * should be much faster.
+ *
+ * \param cell the rendering context (in)
+ * \param f the generated function (out)
+ */
+void
+gen_fragment_function(struct cell_context *cell, struct spe_function *f)
+{
+ const struct pipe_depth_stencil_alpha_state *dsa =
+ &cell->depth_stencil->base;
+ const struct pipe_blend_state *blend = &cell->blend->base;
+
+ /* For SPE function calls: reg $3 = first param, $4 = second param, etc. */
+ const int x_reg = 3; /* uint */
+ const int y_reg = 4; /* uint */
+ const int color_tile_reg = 5; /* tile_t * */
+ const int depth_tile_reg = 6; /* tile_t * */
+ const int fragZ_reg = 7; /* vector float */
+ const int fragR_reg = 8; /* vector float */
+ const int fragG_reg = 9; /* vector float */
+ const int fragB_reg = 10; /* vector float */
+ const int fragA_reg = 11; /* vector float */
+ const int mask_reg = 12; /* vector uint */
+
+ /* offset of quad from start of tile
+ * XXX assuming 4-byte pixels for color AND Z/stencil!!!!
+ */
+ int quad_offset_reg;
+
+ int fbRGBA_reg; /**< framebuffer's RGBA colors for quad */
+ int fbZS_reg; /**< framebuffer's combined z/stencil values for quad */
+
+ spe_init_func(f, SPU_MAX_FRAGMENT_OPS_INSTS * SPE_INST_SIZE);
+ spe_allocate_register(f, x_reg);
+ spe_allocate_register(f, y_reg);
+ spe_allocate_register(f, color_tile_reg);
+ spe_allocate_register(f, depth_tile_reg);
+ spe_allocate_register(f, fragZ_reg);
+ spe_allocate_register(f, fragR_reg);
+ spe_allocate_register(f, fragG_reg);
+ spe_allocate_register(f, fragB_reg);
+ spe_allocate_register(f, fragA_reg);
+ spe_allocate_register(f, mask_reg);
+
+ quad_offset_reg = spe_allocate_available_register(f);
+ fbRGBA_reg = spe_allocate_available_register(f);
+ fbZS_reg = spe_allocate_available_register(f);
+
+ /* compute offset of quad from start of tile, in bytes */
+ {
+ int x2_reg = spe_allocate_available_register(f);
+ int y2_reg = spe_allocate_available_register(f);
+
+ ASSERT(TILE_SIZE == 32);
+
+ spe_rotmi(f, x2_reg, x_reg, -1); /* x2 = x / 2 */
+ spe_rotmi(f, y2_reg, y_reg, -1); /* y2 = y / 2 */
+ spe_shli(f, y2_reg, y2_reg, 4); /* y2 *= 16 */
+ spe_a(f, quad_offset_reg, y2_reg, x2_reg); /* offset = y2 + x2 */
+ spe_shli(f, quad_offset_reg, quad_offset_reg, 4); /* offset *= 16 */
+
+ spe_release_register(f, x2_reg);
+ spe_release_register(f, y2_reg);
+ }
+
+
+ if (dsa->alpha.enabled) {
+ gen_alpha_test(dsa, f, mask_reg, fragA_reg);
+ }
+
+ if (dsa->depth.enabled || dsa->stencil[0].enabled) {
+ const enum pipe_format zs_format = cell->framebuffer.zsbuf->format;
+ boolean write_depth_stencil;
+
+ int fbZ_reg = spe_allocate_available_register(f); /* Z values */
+ int fbS_reg = spe_allocate_available_register(f); /* Stencil values */
+
+ /* fetch quad of depth/stencil values from tile at (x,y) */
+ /* Load: fbZS_reg = memory[depth_tile_reg + offset_reg] */
+ spe_lqx(f, fbZS_reg, depth_tile_reg, quad_offset_reg);
+
+ if (dsa->depth.enabled) {
+ /* Extract Z bits from fbZS_reg into fbZ_reg */
+ if (zs_format == PIPE_FORMAT_S8Z24_UNORM ||
+ zs_format == PIPE_FORMAT_X8Z24_UNORM) {
+ int mask_reg = spe_allocate_available_register(f);
+ spe_fsmbi(f, mask_reg, 0x7777); /* mask[0,1,2,3] = 0x00ffffff */
+ spe_and(f, fbZ_reg, fbZS_reg, mask_reg); /* fbZ = fbZS & mask */
+ spe_release_register(f, mask_reg);
+ /* OK, fbZ_reg has four 24-bit Z values now */
+ }
+ else {
+ /* XXX handle other z/stencil formats */
+ ASSERT(0);
+ }
+
+ /* Convert fragZ values from float[4] to uint[4] */
+ if (zs_format == PIPE_FORMAT_S8Z24_UNORM ||
+ zs_format == PIPE_FORMAT_X8Z24_UNORM ||
+ zs_format == PIPE_FORMAT_Z24S8_UNORM ||
+ zs_format == PIPE_FORMAT_Z24X8_UNORM) {
+ /* 24-bit Z values */
+ int scale_reg = spe_allocate_available_register(f);
+
+ /* scale_reg[0,1,2,3] = float(2^24-1) */
+ spe_load_float(f, scale_reg, (float) 0xffffff);
+
+ /* XXX these two instructions might be combined */
+ spe_fm(f, fragZ_reg, fragZ_reg, scale_reg); /* fragZ *= scale */
+ spe_cfltu(f, fragZ_reg, fragZ_reg, 0); /* fragZ = (int) fragZ */
+
+ spe_release_register(f, scale_reg);
+ }
+ else {
+ /* XXX handle 16-bit Z format */
+ ASSERT(0);
+ }
+ }
+
+ if (dsa->stencil[0].enabled) {
+ /* Extract Stencil bit sfrom fbZS_reg into fbS_reg */
+ if (zs_format == PIPE_FORMAT_S8Z24_UNORM ||
+ zs_format == PIPE_FORMAT_X8Z24_UNORM) {
+ /* XXX extract with a shift */
+ ASSERT(0);
+ }
+ else if (zs_format == PIPE_FORMAT_Z24S8_UNORM ||
+ zs_format == PIPE_FORMAT_Z24X8_UNORM) {
+ /* XXX extract with a mask */
+ ASSERT(0);
+ }
+ }
+
+
+ if (dsa->stencil[0].enabled) {
+ /* XXX this may involve depth testing too */
+ // gen_stencil_test(dsa, f, ... );
+ ASSERT(0);
+ }
+ else if (dsa->depth.enabled) {
+ int zmask_reg = spe_allocate_available_register(f);
+ gen_depth_test(dsa, f, mask_reg, fragZ_reg, fbZ_reg, zmask_reg);
+ spe_release_register(f, zmask_reg);
+ }
+
+ /* do we need to write Z and/or Stencil back into framebuffer? */
+ write_depth_stencil = (dsa->depth.writemask |
+ dsa->stencil[0].write_mask |
+ dsa->stencil[1].write_mask);
+
+ if (write_depth_stencil) {
+ /* Merge latest Z and Stencil values into fbZS_reg.
+ * fbZ_reg has four Z vals in bits [23..0] or bits [15..0].
+ * fbS_reg has four 8-bit Z values in bits [7..0].
+ */
+ if (zs_format == PIPE_FORMAT_S8Z24_UNORM ||
+ zs_format == PIPE_FORMAT_X8Z24_UNORM) {
+ spe_shli(f, fbS_reg, fbS_reg, 24); /* fbS = fbS << 24 */
+ spe_or(f, fbZS_reg, fbS_reg, fbZ_reg); /* fbZS = fbS | fbZ */
+ }
+ else if (zs_format == PIPE_FORMAT_S8Z24_UNORM ||
+ zs_format == PIPE_FORMAT_X8Z24_UNORM) {
+ /* XXX to do */
+ ASSERT(0);
+ }
+ else if (zs_format == PIPE_FORMAT_Z16_UNORM) {
+ /* XXX to do */
+ ASSERT(0);
+ }
+ else if (zs_format == PIPE_FORMAT_S8_UNORM) {
+ /* XXX to do */
+ ASSERT(0);
+ }
+ else {
+ /* bad zs_format */
+ ASSERT(0);
+ }
+
+ /* Store: memory[depth_tile_reg + quad_offset_reg] = fbZS */
+ spe_stqx(f, fbZS_reg, depth_tile_reg, quad_offset_reg);
+ }
+
+ spe_release_register(f, fbZ_reg);
+ spe_release_register(f, fbS_reg);
+ }
+
+
+ /* Get framebuffer quad/colors. We'll need these for blending,
+ * color masking, and to obey the quad/pixel mask.
+ * Load: fbRGBA_reg = memory[color_tile + quad_offset]
+ * Note: if mask={~0,~0,~0,~0} and we're not blending or colormasking
+ * we could skip this load.
+ */
+ spe_lqx(f, fbRGBA_reg, color_tile_reg, quad_offset_reg);
+
+
+ if (blend->blend_enable) {
+ /* convert packed tile colors in fbRGBA_reg to float[4] vectors */
+
+ // gen_blend_code(blend, f, mask_reg, ... );
+
+ }
+
+
+
+ /*
+ * Write fragment colors to framebuffer/tile.
+ * This involves converting the fragment colors from float[4] to the
+ * tile's specific format and obeying the quad/pixel mask.
+ */
+ {
+ const enum pipe_format color_format = cell->framebuffer.cbufs[0]->format;
+ int rgba_reg = spe_allocate_available_register(f);
+
+ /* Convert float[4] in [0.0,1.0] to int[4] in [0,~0], with clamping */
+ spe_cfltu(f, fragR_reg, fragR_reg, 32);
+ spe_cfltu(f, fragG_reg, fragG_reg, 32);
+ spe_cfltu(f, fragB_reg, fragB_reg, 32);
+ spe_cfltu(f, fragA_reg, fragA_reg, 32);
+
+ /* Shift most the significant bytes to least the significant positions.
+ * I.e.: reg = reg >> 24
+ */
+ spe_rotmi(f, fragR_reg, fragR_reg, -24);
+ spe_rotmi(f, fragG_reg, fragG_reg, -24);
+ spe_rotmi(f, fragB_reg, fragB_reg, -24);
+ spe_rotmi(f, fragA_reg, fragA_reg, -24);
+
+ /* Shift the color bytes according to the surface format */
+ if (color_format == PIPE_FORMAT_A8R8G8B8_UNORM) {
+ spe_roti(f, fragG_reg, fragG_reg, 8); /* green <<= 8 */
+ spe_roti(f, fragR_reg, fragR_reg, 16); /* red <<= 16 */
+ spe_roti(f, fragA_reg, fragA_reg, 24); /* alpha <<= 24 */
+ }
+ else if (color_format == PIPE_FORMAT_B8G8R8A8_UNORM) {
+ spe_roti(f, fragR_reg, fragR_reg, 8); /* red <<= 8 */
+ spe_roti(f, fragG_reg, fragG_reg, 16); /* green <<= 16 */
+ spe_roti(f, fragB_reg, fragB_reg, 24); /* blue <<= 24 */
+ }
+ else {
+ ASSERT(0);
+ }
+
+ /* Merge red, green, blue, alpha registers to make packed RGBA colors.
+ * Eg: after shifting according to color_format we might have:
+ * R = {0x00ff0000, 0x00110000, 0x00220000, 0x00330000}
+ * G = {0x0000ff00, 0x00004400, 0x00005500, 0x00006600}
+ * B = {0x000000ff, 0x00000077, 0x00000088, 0x00000099}
+ * A = {0xff000000, 0xaa000000, 0xbb000000, 0xcc000000}
+ * OR-ing all those together gives us four packed colors:
+ * RGBA = {0xffffffff, 0xaa114477, 0xbb225588, 0xcc336699}
+ */
+ spe_or(f, rgba_reg, fragR_reg, fragG_reg);
+ spe_or(f, rgba_reg, rgba_reg, fragB_reg);
+ spe_or(f, rgba_reg, rgba_reg, fragA_reg);
+
+ /* Mix fragment colors with framebuffer colors using the quad/pixel mask:
+ * if (mask[i])
+ * rgba[i] = rgba[i];
+ * else
+ * rgba[i] = framebuffer[i];
+ */
+ spe_selb(f, rgba_reg, fbRGBA_reg, rgba_reg, mask_reg);
+
+ /* Store updated quad in tile:
+ * memory[color_tile + quad_offset] = rgba_reg;
+ */
+ spe_stqx(f, rgba_reg, color_tile_reg, quad_offset_reg);
+
+ spe_release_register(f, rgba_reg);
+ }
+
+ printf("gen_fragment_ops nr instructions: %u\n", f->num_inst);
+
+ spe_bi(f, SPE_REG_RA, 0, 0); /* return from function call */
+
+
+ spe_release_register(f, fbRGBA_reg);
+ spe_release_register(f, fbZS_reg);
+ spe_release_register(f, quad_offset_reg);
+}
+
* \author Ian Romanick <idr@us.ibm.com>
*/
+
+#include <transpose_matrix4x4.h>
#include "pipe/p_format.h"
#include "spu_main.h"
+#include "spu_colorpack.h"
#include "spu_per_fragment_op.h"
#define ZERO 0x80
break;
}
- case PIPE_FORMAT_S8Z24_UNORM: {
+ case PIPE_FORMAT_S8Z24_UNORM:
+ case PIPE_FORMAT_X8Z24_UNORM: {
qword *ptr = (qword *) &tile->ui4[iy][ix];
*depth = si_and(*ptr, si_fsmbi(0x7777));
break;
}
- case PIPE_FORMAT_S8Z24_UNORM: {
+ case PIPE_FORMAT_S8Z24_UNORM:
+ case PIPE_FORMAT_X8Z24_UNORM: {
qword *ptr = (qword *) &buffer->ui4[iy][ix];
/* form select mask = 0111,0111,0111,0111 */
qword mask = si_fsmbi(0x7777);
return result.mask;
}
+
+
+
+
+/**
+ * Called by rasterizer for each quad after the shader has run. This
+ * is a fallback/debug function. In reality we'll use a generated
+ * function produced by the PPU. But this function is useful for
+ * debug/validation.
+ */
+void
+spu_fallback_fragment_ops(uint x, uint y,
+ tile_t *colorTile,
+ tile_t *depthStencilTile,
+ vector float fragZ,
+ vector float fragRed,
+ vector float fragGreen,
+ vector float fragBlue,
+ vector float fragAlpha,
+ vector unsigned int mask)
+{
+ vector float frag_soa[4], frag_aos[4];
+ unsigned int c0, c1, c2, c3;
+
+ /* do alpha test */
+ if (spu.depth_stencil_alpha.alpha.enabled) {
+ vector float ref = spu_splats(spu.depth_stencil_alpha.alpha.ref);
+ vector unsigned int amask;
+
+ switch (spu.depth_stencil_alpha.alpha.func) {
+ case PIPE_FUNC_LESS:
+ amask = spu_cmpgt(ref, fragAlpha); /* mask = (fragAlpha < ref) */
+ break;
+ case PIPE_FUNC_GREATER:
+ amask = spu_cmpgt(fragAlpha, ref); /* mask = (fragAlpha > ref) */
+ break;
+ case PIPE_FUNC_GEQUAL:
+ amask = spu_cmpgt(ref, fragAlpha);
+ amask = spu_nor(amask, amask);
+ break;
+ case PIPE_FUNC_LEQUAL:
+ amask = spu_cmpgt(fragAlpha, ref);
+ amask = spu_nor(amask, amask);
+ break;
+ case PIPE_FUNC_EQUAL:
+ amask = spu_cmpeq(ref, fragAlpha);
+ break;
+ case PIPE_FUNC_NOTEQUAL:
+ amask = spu_cmpeq(ref, fragAlpha);
+ amask = spu_nor(amask, amask);
+ break;
+ case PIPE_FUNC_ALWAYS:
+ amask = spu_splats(0xffffffffU);
+ break;
+ case PIPE_FUNC_NEVER:
+ amask = spu_splats( 0x0U);
+ break;
+ default:
+ ;
+ }
+
+ mask = spu_and(mask, amask);
+ }
+
+ /* Z and/or stencil testing... */
+ if (spu.depth_stencil_alpha.depth.enabled ||
+ spu.depth_stencil_alpha.stencil[0].enabled) {
+
+ /* get four Z/Stencil values from tile */
+ vector unsigned int mask24 = spu_splats((unsigned int)0x00ffffffU);
+ vector unsigned int ifbZS = depthStencilTile->ui4[y/2][x/2];
+ vector unsigned int ifbZ = spu_and(ifbZS, mask24);
+ vector unsigned int ifbS = spu_andc(ifbZS, mask24);
+
+ if (spu.depth_stencil_alpha.stencil[0].enabled) {
+ /* do stencil test */
+ ASSERT(spu.fb.depth_format == PIPE_FORMAT_S8Z24_UNORM);
+
+ }
+ else if (spu.depth_stencil_alpha.depth.enabled) {
+ /* do depth test */
+
+ ASSERT(spu.fb.depth_format == PIPE_FORMAT_S8Z24_UNORM ||
+ spu.fb.depth_format == PIPE_FORMAT_X8Z24_UNORM);
+
+ vector unsigned int ifragZ;
+ vector unsigned int zmask;
+
+ /* convert four fragZ from float to uint */
+ fragZ = spu_mul(fragZ, spu_splats((float) 0xffffff));
+ ifragZ = spu_convtu(fragZ, 0);
+
+ /* do depth comparison, setting zmask with results */
+ switch (spu.depth_stencil_alpha.depth.func) {
+ case PIPE_FUNC_LESS:
+ zmask = spu_cmpgt(ifbZ, ifragZ); /* mask = (ifragZ < ifbZ) */
+ break;
+ case PIPE_FUNC_GREATER:
+ zmask = spu_cmpgt(ifragZ, ifbZ); /* mask = (ifbZ > ifragZ) */
+ break;
+ case PIPE_FUNC_GEQUAL:
+ zmask = spu_cmpgt(ifbZ, ifragZ);
+ zmask = spu_nor(zmask, zmask);
+ break;
+ case PIPE_FUNC_LEQUAL:
+ zmask = spu_cmpgt(ifragZ, ifbZ);
+ zmask = spu_nor(zmask, zmask);
+ break;
+ case PIPE_FUNC_EQUAL:
+ zmask = spu_cmpeq(ifbZ, ifragZ);
+ break;
+ case PIPE_FUNC_NOTEQUAL:
+ zmask = spu_cmpeq(ifbZ, ifragZ);
+ zmask = spu_nor(zmask, zmask);
+ break;
+ case PIPE_FUNC_ALWAYS:
+ zmask = spu_splats(0xffffffffU);
+ break;
+ case PIPE_FUNC_NEVER:
+ zmask = spu_splats( 0x0U);
+ break;
+ default:
+ ;
+ }
+
+ mask = spu_and(mask, zmask);
+
+ /* merge framebuffer Z and fragment Z according to the mask */
+ ifbZ = spu_or(spu_and(ifragZ, mask),
+ spu_andc(ifbZ, mask));
+ }
+
+ if (spu_extract(spu_orx(mask), 0)) {
+ /* put new fragment Z/Stencil values back into Z/Stencil tile */
+ depthStencilTile->ui4[y/2][x/2] = spu_or(ifbZ, ifbS);
+
+ spu.cur_ztile_status = TILE_STATUS_DIRTY;
+ }
+ }
+
+ /* XXX do blending here */
+
+ /* XXX do colormask test here */
+
+
+ if (spu_extract(spu_orx(mask), 0)) {
+ spu.cur_ctile_status = TILE_STATUS_DIRTY;
+ }
+ else {
+ return;
+ }
+
+ /* convert RRRR,GGGG,BBBB,AAAA to RGBA,RGBA,RGBA,RGBA */
+#if 0
+ {
+ vector float frag_soa[4];
+ frag_soa[0] = fragRed;
+ frag_soa[1] = fragGreen;
+ frag_soa[2] = fragBlue;
+ frag_soa[3] = fragAlpha;
+ _transpose_matrix4x4(frag_aos, frag_soa);
+ }
+#else
+ /* short-cut relying on function parameter layout: */
+ _transpose_matrix4x4(frag_aos, &fragRed);
+ (void) fragGreen;
+ (void) fragBlue;
+#endif
+
+ switch (spu.fb.color_format) {
+ case PIPE_FORMAT_A8R8G8B8_UNORM:
+ c0 = spu_pack_A8R8G8B8(frag_aos[0]);
+ c1 = spu_pack_A8R8G8B8(frag_aos[1]);
+ c2 = spu_pack_A8R8G8B8(frag_aos[2]);
+ c3 = spu_pack_A8R8G8B8(frag_aos[3]);
+ break;
+
+ case PIPE_FORMAT_B8G8R8A8_UNORM:
+ c0 = spu_pack_B8G8R8A8(frag_aos[0]);
+ c1 = spu_pack_B8G8R8A8(frag_aos[1]);
+ c2 = spu_pack_B8G8R8A8(frag_aos[2]);
+ c3 = spu_pack_B8G8R8A8(frag_aos[3]);
+ break;
+ default:
+ fprintf(stderr, "SPU: Bad pixel format in spu_default_fragment_ops\n");
+ ASSERT(0);
+ }
+
+#if 0
+ /*
+ * Quad layout:
+ * +--+--+
+ * |p0|p1|
+ * +--+--+
+ * |p2|p3|
+ * +--+--+
+ */
+ if (spu_extract(mask, 0))
+ colorTile->ui[y+0][x+0] = c0;
+ if (spu_extract(mask, 1))
+ colorTile->ui[y+0][x+1] = c1;
+ if (spu_extract(mask, 2))
+ colorTile->ui[y+1][x+0] = c2;
+ if (spu_extract(mask, 3))
+ colorTile->ui[y+1][x+1] = c3;
+#else
+ /*
+ * Quad layout:
+ * +--+--+--+--+
+ * |p0|p1|p2|p3|
+ * +--+--+--+--+
+ */
+ if (spu_extract(mask, 0))
+ colorTile->ui[y][x*2] = c0;
+ if (spu_extract(mask, 1))
+ colorTile->ui[y][x*2+1] = c1;
+ if (spu_extract(mask, 2))
+ colorTile->ui[y][x*2+2] = c2;
+ if (spu_extract(mask, 3))
+ colorTile->ui[y][x*2+3] = c3;
+#endif
+}