* turn. Currently fixed at 4 floats, but should change in time.
* Codegen will help cope with this.
*/
- const struct vertex_header *vmax;
- const struct vertex_header *vmid;
- const struct vertex_header *vmin;
- const struct vertex_header *vprovoke;
+ union {
+ struct {
+ const struct vertex_header *vmin;
+ const struct vertex_header *vmid;
+ const struct vertex_header *vmax;
+ const struct vertex_header *vprovoke;
+ };
+ qword vertex_headers;
+ };
struct edge ebot;
struct edge etop;
/* determine bottom to top order of vertices */
{
- float y0 = spu_extract(v0->data[0], 1);
- float y1 = spu_extract(v1->data[0], 1);
- float y2 = spu_extract(v2->data[0], 1);
- if (y0 <= y1) {
- if (y1 <= y2) {
- /* y0<=y1<=y2 */
- setup.vmin = v0;
- setup.vmid = v1;
- setup.vmax = v2;
- sign = -1.0f;
- }
- else if (y2 <= y0) {
- /* y2<=y0<=y1 */
- setup.vmin = v2;
- setup.vmid = v0;
- setup.vmax = v1;
- sign = -1.0f;
- }
- else {
- /* y0<=y2<=y1 */
- setup.vmin = v0;
- setup.vmid = v2;
- setup.vmax = v1;
- sign = 1.0f;
- }
- }
- else {
- if (y0 <= y2) {
- /* y1<=y0<=y2 */
- setup.vmin = v1;
- setup.vmid = v0;
- setup.vmax = v2;
- sign = 1.0f;
- }
- else if (y2 <= y1) {
- /* y2<=y1<=y0 */
- setup.vmin = v2;
- setup.vmid = v1;
- setup.vmax = v0;
- sign = 1.0f;
- }
- else {
- /* y1<=y2<=y0 */
- setup.vmin = v1;
- setup.vmid = v2;
- setup.vmax = v0;
- sign = -1.0f;
- }
- }
+ /* A table of shuffle patterns for putting vertex_header pointers into
+ correct order. Quite magical. */
+ const vec_uchar16 sort_order_patterns[] = {
+ SHUFFLE4(A,B,C,C),
+ SHUFFLE4(C,A,B,C),
+ SHUFFLE4(A,C,B,C),
+ SHUFFLE4(B,C,A,C),
+ SHUFFLE4(B,A,C,C),
+ SHUFFLE4(C,B,A,C) };
+
+ /* The vertex_header pointers, packed for easy shuffling later */
+ const vec_uint4 vs = {(unsigned)v0, (unsigned)v1, (unsigned)v2};
+
+ /* Collate y values into two vectors for comparison.
+ Using only one shuffle constant! ;) */
+ const vec_float4 y_02_ = spu_shuffle(v0->data[0], v2->data[0], SHUFFLE4(0,B,b,C));
+ const vec_float4 y_10_ = spu_shuffle(v1->data[0], v0->data[0], SHUFFLE4(0,B,b,C));
+ const vec_float4 y_012 = spu_shuffle(y_02_, v1->data[0], SHUFFLE4(0,B,b,C));
+ const vec_float4 y_120 = spu_shuffle(y_10_, v2->data[0], SHUFFLE4(0,B,b,C));
+
+ /* Perform comparison: {y0,y1,y2} > {y1,y2,y0} */
+ const vec_uint4 compare = spu_cmpgt(y_012, y_120);
+ /* Compress the result of the comparison into 4 bits */
+ const vec_uint4 gather = spu_gather(compare);
+ /* Subtract one to attain the index into the LUT. Magical. */
+ const unsigned int index = spu_extract(gather, 0) - 1;
+
+ /* Load the appropriate pattern and construct the desired vector. */
+ setup.vertex_headers = (qword)spu_shuffle(vs, vs, sort_order_patterns[index]);
+
+ /* Using the result of the comparison, set sign.
+ Very magical. */
+ sign = ((si_to_uint(si_cntb((qword)gather)) == 2) ? 1.0f : -1.0f);
}
/* Check if triangle is completely outside the tile bounds */
setup.facing = (area * sign > 0.0f)
^ (spu.rasterizer.front_winding == PIPE_WINDING_CW);
- setup.vprovoke = v2;
-
return TRUE;
}