--- /dev/null
+/*
+ * (C) Copyright IBM Corporation 2008
+ * 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
+ * on 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
+ * AUTHORS, COPYRIGHT HOLDERS, AND/OR THEIR 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.
+ */
+
+/**
+ * \file cell_vertex_shader.c
+ * Vertex shader interface routines for Cell.
+ *
+ * \author Ian Romanick <idr@us.ibm.com>
+ */
+
+#include "pipe/p_defines.h"
+#include "pipe/p_context.h"
+#include "pipe/p_winsys.h"
+
+#include "cell_context.h"
+#include "cell_draw_arrays.h"
+#include "cell_spu.h"
+#include "cell_batch.h"
+
+#include "pipe/cell/common.h"
+#include "pipe/draw/draw_context.h"
+#include "pipe/draw/draw_private.h"
+
+/**
+ * Run the vertex shader on all vertices in the vertex queue.
+ * Called by the draw module when the vertx cache needs to be flushed.
+ */
+void
+cell_vertex_shader_queue_flush(struct draw_context *draw)
+{
+ struct cell_context *const cell =
+ (struct cell_context *) draw->driver_private;
+ struct cell_command_vs *const vs = &cell_global.command[0].vs;
+ unsigned *batch;
+ struct cell_array_info array_info;
+ unsigned i, j;
+
+ assert(draw->vs.queue_nr != 0);
+
+ /* XXX: do this on statechange:
+ */
+ draw_update_vertex_fetch(draw);
+
+ for (i = 0; i < draw->vertex_fetch.nr_attrs; i++) {
+ array_info.opcode = CELL_CMD_STATE_VS_ARRAY_INFO;
+ assert(draw->vertex_fetch.src_ptr[i] != NULL);
+ array_info.base = (uintptr_t) draw->vertex_fetch.src_ptr[i];
+ array_info.attr = i;
+ array_info.pitch = draw->vertex_fetch.pitch[i];
+ array_info.format = draw->vertex_element[i].src_format;
+
+ cell_batch_append(cell, & array_info, sizeof(array_info));
+ }
+
+ batch = cell_batch_alloc(cell, sizeof(unsigned)
+ + sizeof(struct pipe_viewport_state));
+ batch[0] = CELL_CMD_STATE_VIEWPORT;
+ (void) memcpy(&batch[1], &draw->viewport,
+ sizeof(struct pipe_viewport_state));
+
+ cell_batch_flush(cell);
+
+ vs->opcode = CELL_CMD_VS_EXECUTE;
+ vs->shader.num_outputs = draw->num_vs_outputs;
+ vs->shader.declarations = (uintptr_t) draw->machine.Declarations;
+ vs->shader.num_declarations = draw->machine.NumDeclarations;
+ vs->shader.instructions = (uintptr_t) draw->machine.Instructions;
+ vs->shader.num_instructions = draw->machine.NumInstructions;
+ vs->shader.uniforms = (uintptr_t) draw->user.constants;
+ vs->shader.immediates = (uintptr_t) draw->machine.Imms;
+ vs->shader.num_immediates = draw->machine.ImmLimit / 4;
+ vs->nr_attrs = draw->vertex_fetch.nr_attrs;
+
+ (void) memcpy(vs->plane, draw->plane, sizeof(draw->plane));
+ vs->nr_planes = draw->nr_planes;
+
+ for (i = 0; i < draw->vs.queue_nr; i += SPU_VERTS_PER_BATCH) {
+ const unsigned n = MIN2(SPU_VERTS_PER_BATCH, draw->vs.queue_nr - i);
+
+ for (j = 0; j < n; j++) {
+ vs->elts[j] = draw->vs.queue[i + j].elt;
+ vs->vOut[j] = (uintptr_t) draw->vs.queue[i + j].dest;
+ }
+
+ for (/* empty */; j < SPU_VERTS_PER_BATCH; j++) {
+ vs->elts[j] = vs->elts[0];
+ vs->vOut[j] = vs->vOut[0];
+ }
+
+ vs->num_elts = n;
+ send_mbox_message(cell_global.spe_contexts[0], CELL_CMD_VS_EXECUTE);
+
+ cell_flush_int(& cell->pipe, PIPE_FLUSH_WAIT);
+ }
+
+ draw->vs.queue_nr = 0;
+}