llvmpipe: skip 4x4 in/out test code

It's a litte faster to just do the in/out testing in the shader
jit code.
This commit is contained in:
Brian Paul
2010-01-15 11:35:28 -07:00
parent 12ba9e99db
commit 47fee14687
+4 -14
View File
@@ -149,10 +149,6 @@ do_block_16( struct lp_rasterizer_task *rast_task,
int c2,
int c3 )
{
const int ei1 = tri->ei1 * 4;
const int ei2 = tri->ei2 * 4;
const int ei3 = tri->ei3 * 4;
const int eo1 = tri->eo1 * 4;
const int eo2 = tri->eo2 * 4;
const int eo3 = tri->eo3 * 4;
@@ -175,16 +171,10 @@ do_block_16( struct lp_rasterizer_task *rast_task,
else {
int px = x + pos_table4[i][0];
int py = y + pos_table4[i][1];
if (cx1 + ei1 > 0 &&
cx2 + ei2 > 0 &&
cx3 + ei3 > 0) {
/* the block is completely inside the triangle */
block_full_4(rast_task, tri, px, py);
}
else {
/* the block is partially in/out of the triangle */
do_block_4(rast_task, tri, px, py, cx1, cx2, cx3);
}
/* Don't bother testing if the 4x4 block is entirely in/out of
* the triangle. It's a little faster to do it in the jit code.
*/
do_block_4(rast_task, tri, px, py, cx1, cx2, cx3);
}
}
}