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public:cs:rasterization_on_larrabee [2015/09/22 15:29] – [Tile assignment] oakfire | public:cs:rasterization_on_larrabee [2021/01/06 17:31] (当前版本) – [Tile assignment] oakfire | ||
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Once we've set up the equation for an edge (by calculating B and C, as discussed when we looked at Figure 1), the first thing we do is calculate its value at the trivial reject corner of each tile. The trivial reject corner is the corner at which an edge's equation is most negative within a tile; the selection of the trivial reject corner for a given edge is based on its slope, as we'll see shortly. We set things up so that negative means inside in order to allow us to generate masks directly from the sign bit, so you can think of the trivial reject corner as the point in the tile that's most inside the edge. If this point isn't inside the edge, no point in the tile can be inside the edge, and therefore the whole triangle can be ignored for that tile. | Once we've set up the equation for an edge (by calculating B and C, as discussed when we looked at Figure 1), the first thing we do is calculate its value at the trivial reject corner of each tile. The trivial reject corner is the corner at which an edge's equation is most negative within a tile; the selection of the trivial reject corner for a given edge is based on its slope, as we'll see shortly. We set things up so that negative means inside in order to allow us to generate masks directly from the sign bit, so you can think of the trivial reject corner as the point in the tile that's most inside the edge. If this point isn't inside the edge, no point in the tile can be inside the edge, and therefore the whole triangle can be ignored for that tile. | ||
- | 当我们建立三角形一条边的方程式后( 计算 B 和 C 系数, 如图例 1 我们所讨论的), | + | 当我们建立三角形一条边的方程式后( 计算 B 和 C 系数, 如图例 1 我们所讨论的), |
Figure 13 shows the trivial reject test in action. Tile 0 is trivially rejected for the black edge and can be ignored, because its trivial reject corner is positive, and therefore the whole tile must be positive and must lie outside the triangle, while the other three tiles must be investigated further. You can see here how the trivial reject corner is the corner of each tile most inside the black edge; that is, the point with the most negative value in the tile. | Figure 13 shows the trivial reject test in action. Tile 0 is trivially rejected for the black edge and can be ignored, because its trivial reject corner is positive, and therefore the whole tile must be positive and must lie outside the triangle, while the other three tiles must be investigated further. You can see here how the trivial reject corner is the corner of each tile most inside the black edge; that is, the point with the most negative value in the tile. | ||
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Intra-tile rasterization starts at the level of a whole tile. Tile size varies, depending on factors such as pixel size, but let's assume that we're working with a 64x64 tile. Given that starting size, we calculate the edge equation values at the 16 trivial reject and trivial accept corners of the 16x16 blocks that make up the tile, just as we did at the tile level - but now we do these calculations 16 at a time. Let's start with the trivial reject test. | Intra-tile rasterization starts at the level of a whole tile. Tile size varies, depending on factors such as pixel size, but let's assume that we're working with a 64x64 tile. Given that starting size, we calculate the edge equation values at the 16 trivial reject and trivial accept corners of the 16x16 blocks that make up the tile, just as we did at the tile level - but now we do these calculations 16 at a time. Let's start with the trivial reject test. | ||
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+ | 瓦片内光栅化先从整个瓦片级别开始. 瓦片尺寸是可变的, | ||
First, we calculate which corner of the tile is the trivial reject corner, calculate the value of the edge equation at that point, and set up a table containing the 16 steps of the edge equation from the value at the tile trivial reject corner to the trivial reject corners of the 16x16 blocks that make up the tile. The signs of the 16 values that result tell us which of the blocks are entirely outside the edge, and can therefore be ignored, and which are at least partially accepted, and therefore have to be evaluated further. | First, we calculate which corner of the tile is the trivial reject corner, calculate the value of the edge equation at that point, and set up a table containing the 16 steps of the edge equation from the value at the tile trivial reject corner to the trivial reject corners of the 16x16 blocks that make up the tile. The signs of the 16 values that result tell us which of the blocks are entirely outside the edge, and can therefore be ignored, and which are at least partially accepted, and therefore have to be evaluated further. | ||
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+ | 首先, 我们计算哪个角是瓦片的平凡拒绝角, | ||
In Figure 18, for example, we calculate the trivial reject values for the black edge, by stepping from the value we calculated earlier at the trivial reject corner of the tile, and eliminate five of the 16x16 blocks that make up the tile. The trivial reject corner for the tile is shown in red, and the 16 trivial reject corners for the blocks are shown in white. The gray blocks are the ones that are rejected against the black edge; you can see that their trivial reject corners all have positive edge equation values. The other 11 blocks have negative values at their trivial reject corners, so they' | In Figure 18, for example, we calculate the trivial reject values for the black edge, by stepping from the value we calculated earlier at the trivial reject corner of the tile, and eliminate five of the 16x16 blocks that make up the tile. The trivial reject corner for the tile is shown in red, and the 16 trivial reject corners for the blocks are shown in white. The gray blocks are the ones that are rejected against the black edge; you can see that their trivial reject corners all have positive edge equation values. The other 11 blocks have negative values at their trivial reject corners, so they' | ||
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+ | 图例 18 中, 举个例子, | ||
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**Figure 18**: The trivial reject tests for the 16 16x16 blocks in the tile. | **Figure 18**: The trivial reject tests for the 16 16x16 blocks in the tile. | ||
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+ | 图例 18 : 瓦片 16x16 个块的平凡拒绝角的测验. | ||
To make this process clearer, in Figure 19 the arrows represent the 16 steps that are added to the black edge's tile trivial reject value. Each of these steps is just an add, and we can do 16 adds with a single vector instruction, | To make this process clearer, in Figure 19 the arrows represent the 16 steps that are added to the black edge's tile trivial reject value. Each of these steps is just an add, and we can do 16 adds with a single vector instruction, | ||
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+ | 为了让这个过程更为清晰, | ||
{{: | {{: | ||
**Figure 19**: The steps from the tile trivial reject corner for the black edge to the trivial reject corners of the 16 16x16 blocks for the black edge. | **Figure 19**: The steps from the tile trivial reject corner for the black edge to the trivial reject corners of the 16 16x16 blocks for the black edge. | ||
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+ | 图例 19: | ||
All this comes down to just setting up the right values, then doing one vector add and one vector compare. Remember that the edge equation is of the form Bx + Cy; therefore, to step a distance across the tile, we just set x and y to the horizontal and vertical components of that distance, evaluate the equation, and add that to the starting value. So all we're doing in Figure 19 is adding the 16 values that step the edge equation to the 16 trivial reject corners. For example, to get the edge equation value at the trivial reject corner of the upper-left block, we'd start with the value at the tile trivial reject corner, and add the amount that the edge equation changes for a step of -48 pixels in x and -48 pixels in y, as shown by the yellow arrow in Figure 20. To get the edge equation value at the trivial reject corner of the lower-left block, we'd instead add the amount that the edge equation changes for a step of -48 pixels in x only, as shown by the purple arrow. And that's really all there is to the Larrabee rasterizer - it's just a matter of stepping the edge equation values around the tile so as to determine what blocks and pixels are inside and outside the edges. | All this comes down to just setting up the right values, then doing one vector add and one vector compare. Remember that the edge equation is of the form Bx + Cy; therefore, to step a distance across the tile, we just set x and y to the horizontal and vertical components of that distance, evaluate the equation, and add that to the starting value. So all we're doing in Figure 19 is adding the 16 values that step the edge equation to the 16 trivial reject corners. For example, to get the edge equation value at the trivial reject corner of the upper-left block, we'd start with the value at the tile trivial reject corner, and add the amount that the edge equation changes for a step of -48 pixels in x and -48 pixels in y, as shown by the yellow arrow in Figure 20. To get the edge equation value at the trivial reject corner of the lower-left block, we'd instead add the amount that the edge equation changes for a step of -48 pixels in x only, as shown by the purple arrow. And that's really all there is to the Larrabee rasterizer - it's just a matter of stepping the edge equation values around the tile so as to determine what blocks and pixels are inside and outside the edges. | ||
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+ | 所有这些归结为只要建立对应的值, | ||
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**Figure 20**: Examples of stepping the edge equation Bx + Cy. | **Figure 20**: Examples of stepping the edge equation Bx + Cy. | ||
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+ | 图例 20 : | ||
Once again, we'll do trivial accept tests as well as trivial reject tests. In Figure 21 we've calculated the trivial accept values, and determined that 6 of the 16x16 blocks are trivially accepted for the black edge, and 10 of them are not trivially accepted. We know this because the values of the equation of the black edge at the trivial accept corners of the 6 pink blocks are negative, so those blocks are entirely inside the edge, while the values at the trivial accept corners of the other 10 blocks are positive, so those blocks are not entirely inside the black edge. The trivial accept values for the blocks can be calculated by stepping in any of several different ways: from the tile trivial accept corner, from the tile trivial reject corner, or from the 16 trivial reject values for the blocks. Regardless, it again takes only one vector instruction to step and one vector instruction to test the results. Combined with the results of the trivial reject test, we also know that 5 blocks are partially accepted. | Once again, we'll do trivial accept tests as well as trivial reject tests. In Figure 21 we've calculated the trivial accept values, and determined that 6 of the 16x16 blocks are trivially accepted for the black edge, and 10 of them are not trivially accepted. We know this because the values of the equation of the black edge at the trivial accept corners of the 6 pink blocks are negative, so those blocks are entirely inside the edge, while the values at the trivial accept corners of the other 10 blocks are positive, so those blocks are not entirely inside the black edge. The trivial accept values for the blocks can be calculated by stepping in any of several different ways: from the tile trivial accept corner, from the tile trivial reject corner, or from the 16 trivial reject values for the blocks. Regardless, it again takes only one vector instruction to step and one vector instruction to test the results. Combined with the results of the trivial reject test, we also know that 5 blocks are partially accepted. | ||
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+ | 再次, 我们会像平凡拒绝角那样来做平凡接受角测验. 在图例 21 中我们已经计算出这些平凡接受角的值, | ||
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**Figure 21**: The trivial accept tests for the 16 16x16 blocks in the tile. | **Figure 21**: The trivial accept tests for the 16 16x16 blocks in the tile. | ||
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+ | 图例 21 : 瓦片上 16 个 16x16 的块的平凡接受角测验. | ||
The 16 trivial reject and trivial accept values can be calculated with a total of just two vector adds per edge, using tables generated at triangle set-up time, and can be tested with two vector compares, which generate mask registers describing which blocks are trivially rejected and which are trivially accepted. We do this for the three edges, ANDing the results to create masks for the triangle, do some bit manipulation on the masks so they describe trivial and partial accept, and bit-scan through the results to find the trivially and partially accepted blocks. Each 16x16 that's trivially accepted against all three edges becomes one bin command; again, no further rasterization is needed for pixels in trivially accepted blocks. | The 16 trivial reject and trivial accept values can be calculated with a total of just two vector adds per edge, using tables generated at triangle set-up time, and can be tested with two vector compares, which generate mask registers describing which blocks are trivially rejected and which are trivially accepted. We do this for the three edges, ANDing the results to create masks for the triangle, do some bit manipulation on the masks so they describe trivial and partial accept, and bit-scan through the results to find the trivially and partially accepted blocks. Each 16x16 that's trivially accepted against all three edges becomes one bin command; again, no further rasterization is needed for pixels in trivially accepted blocks. | ||
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+ | 通过三角形建立时生成的表, | ||
This is not obvious stuff, so let's take a moment to visualize the process. First, let's just look at one edge and trivial accept. | This is not obvious stuff, so let's take a moment to visualize the process. First, let's just look at one edge and trivial accept. | ||
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+ | 这并不怎么明显, | ||
For a given edge, say edge number 1, we take the edge equation value at the tile trivial accept corner, broadcast it out to a vector, and vector add it to the precalculated values of the 16 steps to the trivial accept corners of the 16x16 blocks. This gives us the edge 1 values at the trivial accept corners of the 16 blocks, as shown in Figure 22. (The values shown are illustrative, | For a given edge, say edge number 1, we take the edge equation value at the tile trivial accept corner, broadcast it out to a vector, and vector add it to the precalculated values of the 16 steps to the trivial accept corners of the 16x16 blocks. This gives us the edge 1 values at the trivial accept corners of the 16 blocks, as shown in Figure 22. (The values shown are illustrative, | ||
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+ | 对给定边, | ||
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**Figure 22**: Edge 1 trivial accept tests for the 16 16x16 blocks. | **Figure 22**: Edge 1 trivial accept tests for the 16 16x16 blocks. | ||
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+ | 图 22 : 16 个 16x16 块的边 1 的平凡接受测验. | ||
The step values shown on the second line in Figure 22 are computed when the triangle is set up, using a vector multiply and a vector multiply-add. At the top level of the rasterizer - testing the 16x16 blocks that make up the tile, as shown in Figure 22 - those set-up instructions are just direct additional rasterization costs, since the top level only gets executed once per triangle, so it would be accurate to add 6 instructions to the cost of the 16x16 code we'll look at shortly in Listings 1 and 2. However, as the hierarchy is descended, the tables for the lower levels (16x16-to-4x4 and 4x4-to-mask) get reused multiple times. For example, when descending from 16x16 to 4x4 blocks, the same table is used for all partial 16x16 blocks in the tile. Likewise, there is only one table for generating masks for partial 4x4 blocks, so the additional cost per iteration in Listing 3 due to table set-up would be 2 instructions divided by the number of partial 4x4 blocks in the tile. This is generally much less than 1 instruction per 4x4 block per edge, although it gets higher the smaller the triangle is. | The step values shown on the second line in Figure 22 are computed when the triangle is set up, using a vector multiply and a vector multiply-add. At the top level of the rasterizer - testing the 16x16 blocks that make up the tile, as shown in Figure 22 - those set-up instructions are just direct additional rasterization costs, since the top level only gets executed once per triangle, so it would be accurate to add 6 instructions to the cost of the 16x16 code we'll look at shortly in Listings 1 and 2. However, as the hierarchy is descended, the tables for the lower levels (16x16-to-4x4 and 4x4-to-mask) get reused multiple times. For example, when descending from 16x16 to 4x4 blocks, the same table is used for all partial 16x16 blocks in the tile. Likewise, there is only one table for generating masks for partial 4x4 blocks, so the additional cost per iteration in Listing 3 due to table set-up would be 2 instructions divided by the number of partial 4x4 blocks in the tile. This is generally much less than 1 instruction per 4x4 block per edge, although it gets higher the smaller the triangle is. |