#include "pipe/draw/draw_vbuf.h"
-/** Allow render indexes to be inlined after RENDER command */
-#define ALLOW_INLINING 1
+/** Allow prim indexes, verts to be inlined after RENDER command */
+#define ALLOW_INLINE_INDEXES 1
+#define ALLOW_INLINE_VERTS 1
/**
printf("cell_vbuf_draw() nr_indices = %u nr_verts = %u indexes = [%u %u %u ...]\n",
nr_indices, nr_vertices,
indices[0], indices[1], indices[2]);
- printf("ind space = %u, space = %u\n",
- nr_indices * 2, cell_batch_free_space(cell));
+ printf("ind space = %u, vert space = %u, space = %u\n",
+ nr_indices * 2,
+ nr_vertices * 4 * cell->vertex_info.size,
+ cell_batch_free_space(cell));
#endif
/* compute x/y bounding box */
/* build/insert batch RENDER command */
{
- const uint index_bytes = (nr_indices * 2 + 3) & ~0x3;
+ const uint index_bytes = ROUNDUP4(nr_indices * 2);
+ const uint vertex_bytes = nr_vertices * 4 * cell->vertex_info.size;
struct cell_command_render *render
= (struct cell_command_render *)
render->opcode = CELL_CMD_RENDER;
render->prim_type = cvbr->prim;
- render->num_verts = nr_vertices;
- render->vertex_size = 4 * cell->vertex_info.size;
- render->vertex_data = vertices;
- ASSERT_ALIGN16(render->vertex_data);
-
render->num_indexes = nr_indices;
-
- if (ALLOW_INLINING &&
+ if (ALLOW_INLINE_INDEXES &&
index_bytes <= cell_batch_free_space(cell)) {
/* indices inlined, right after render cmd */
void *dst = cell_batch_alloc(cell, index_bytes);
ASSERT_ALIGN16(render->index_data);
}
+ render->vertex_size = 4 * cell->vertex_info.size;
+ render->num_verts = nr_vertices;
+ if (ALLOW_INLINE_VERTS &&
+ render->inline_indexes &&
+ vertex_bytes <= cell_batch_free_space(cell)) {
+ /* vertex data inlined, after indices */
+ void *dst = cell_batch_alloc(cell, vertex_bytes);
+ memcpy(dst, vertices, vertex_bytes);
+ render->inline_verts = TRUE;
+ render->vertex_data = NULL;
+ }
+ else {
+ render->inline_verts = FALSE;
+ render->vertex_data = vertices;
+ ASSERT_ALIGN16(render->vertex_data);
+ }
+
+
render->xmin = xmin;
render->ymin = ymin;
render->xmax = xmax;
ubyte vertex_data[CELL_MAX_VBUF_SIZE] ALIGN16_ATTRIB;
ushort index_data[CELL_MAX_VBUF_INDEXES] ALIGN16_ATTRIB;
const uint vertex_size = render->vertex_size; /* in bytes */
+ const uint total_vertex_bytes = render->num_verts * vertex_size;
+ const ubyte *vertices;
const ushort *indexes;
+ uint mask;
uint i, j;
if (Debug) {
- printf("SPU %u: RENDER prim %u, num_vert=%u num_ind=%u inlined=%u\n",
+ printf("SPU %u: RENDER prim %u, num_vert=%u num_ind=%u "
+ "inline_vert=%u inline_ind=%u\n",
spu.init.id,
render->prim_type,
render->num_verts,
render->num_indexes,
+ render->inline_verts,
render->inline_indexes);
/*
render->index_data, render->vertex_data);
}
+ ASSERT(sizeof(*render) % 4 == 0);
ASSERT_ALIGN16(render->vertex_data);
ASSERT_ALIGN16(render->index_data);
/**
- ** Get vertices
+ ** Get vertex, index buffers if not inlined
**/
- {
- const uint total_vertex_bytes = render->num_verts * vertex_size;
-
+ if (!render->inline_verts) {
ASSERT(total_vertex_bytes % 16 == 0);
- /* get vertex data from main memory */
mfc_get(vertex_data, /* dest */
(unsigned int) render->vertex_data, /* src */
total_vertex_bytes, /* size */
TAG_VERTEX_BUFFER,
0, /* tid */
0 /* rid */);
- }
-
- /**
- ** Get indexes
- **/
- if (render->inline_indexes) {
- /* indexes are right after the render command in the batch buffer */
- ASSERT(sizeof(*render) % 4 == 0);
- indexes = (ushort *) (render + 1);
-
- *pos_incr = (render->num_indexes * 2 + 3) / 4;
-
- /* wait for vertex data */
- wait_on_mask_all(1 << TAG_VERTEX_BUFFER);
+ vertices = vertex_data;
}
- else {
- /* indexes are in separate buffer */
+
+ if (!render->inline_indexes) {
uint total_index_bytes;
*pos_incr = 0;
TAG_INDEX_BUFFER,
0, /* tid */
0 /* rid */);
+ }
+
+
+ /**
+ ** Get pointers to inlined indexes, verts, if present
+ **/
+ if (render->inline_indexes) {
+ /* indexes are right after the render command in the batch buffer */
+ indexes = (ushort *) (render + 1);
+ *pos_incr = (render->num_indexes * 2 + 3) / 4;
- wait_on_mask_all((1 << TAG_VERTEX_BUFFER) |
- (1 << TAG_INDEX_BUFFER));
+ if (render->inline_verts) {
+ /* vertices are after indexes, if inlined */
+ vertices = (const ubyte *) (render + 1) + *pos_incr * 4;
+ *pos_incr = *pos_incr + total_vertex_bytes / 4;
+ }
}
+ /* wait for vertex and/or index buffers if not inlined */
+ mask = 0x0;
+ if (!render->inline_verts)
+ mask |= (1 << TAG_VERTEX_BUFFER);
+ if (!render->inline_indexes)
+ mask |= (1 << TAG_INDEX_BUFFER);
+ wait_on_mask_all(mask);
+
+
/**
** find tiles which intersect the prim bounding box
**/
for (j = 0; j < render->num_indexes; j += 3) {
const float *v0, *v1, *v2;
- v0 = (const float *) (vertex_data + indexes[j+0] * vertex_size);
- v1 = (const float *) (vertex_data + indexes[j+1] * vertex_size);
- v2 = (const float *) (vertex_data + indexes[j+2] * vertex_size);
+ v0 = (const float *) (vertices + indexes[j+0] * vertex_size);
+ v1 = (const float *) (vertices + indexes[j+1] * vertex_size);
+ v2 = (const float *) (vertices + indexes[j+2] * vertex_size);
tri_draw(v0, v1, v2, tx, ty);
}