struct draw_pt_middle_end;
struct draw_pt_front_end;
+#define MAX_SHADER_VERTICES 128
+
/**
* Basic vertex info.
* Carry some useful information around with the vertices in the prim pipe.
#include "draw_context.h"
#include "draw_vs.h"
-#define MAX_SHADER_VERTICES 4
-
/**
* Run the vertex shader on all vertices in the vertex queue.
* Called by the draw module when the vertx cache needs to be flushed.
for (i = 0; i < draw->vs.queue_nr; i += MAX_SHADER_VERTICES) {
struct vertex_header *dests[MAX_SHADER_VERTICES];
unsigned elts[MAX_SHADER_VERTICES];
- int j, n = MIN2(MAX_SHADER_VERTICES, - i);
+ int j, n = MIN2(MAX_SHADER_VERTICES, draw->vs.queue_nr - i);
for (j = 0; j < n; j++) {
elts[j] = draw->vs.queue[i + j].elt;
#include "tgsi/util/tgsi_parse.h"
+#define MAX_TGSI_VERTICES 4
static void
vs_exec_prepare( struct draw_vertex_shader *shader,
struct vertex_header *vOut[] )
{
struct tgsi_exec_machine *machine = &draw->machine;
- unsigned int j;
+ unsigned int i, j;
ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
- assert(count <= 4);
assert(draw->vertex_shader->info.output_semantic_name[0]
== TGSI_SEMANTIC_POSITION);
machine->Outputs = ALIGN16_ASSIGN(outputs);
}
- draw->vertex_fetch.fetch_func( draw, machine, elts, count );
+ for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
+ unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
+ draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
- if (!draw->rasterizer->bypass_vs) {
- /* run interpreter */
- tgsi_exec_machine_run( machine );
- }
-
- /* store machine results */
- for (j = 0; j < count; j++) {
- unsigned slot;
- float x, y, z, w;
-
- /* Handle attr[0] (position) specially:
- *
- * XXX: Computing the clipmask should be done in the vertex
- * program as a set of DP4 instructions appended to the
- * user-provided code.
- */
- x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
- y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
- z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
- w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
-
- if (!draw->rasterizer->bypass_clipping) {
- vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
-
- /* divide by w */
- w = 1.0f / w;
- x *= w;
- y *= w;
- z *= w;
- }
- else {
- vOut[j]->clipmask = 0;
- }
- vOut[j]->edgeflag = 1;
-
- if (!draw->identity_viewport) {
- /* Viewport mapping */
- vOut[j]->data[0][0] = x * scale[0] + trans[0];
- vOut[j]->data[0][1] = y * scale[1] + trans[1];
- vOut[j]->data[0][2] = z * scale[2] + trans[2];
- vOut[j]->data[0][3] = w;
- }
- else {
- vOut[j]->data[0][0] = x;
- vOut[j]->data[0][1] = y;
- vOut[j]->data[0][2] = z;
- vOut[j]->data[0][3] = w;
+ if (!draw->rasterizer->bypass_vs) {
+ /* run interpreter */
+ tgsi_exec_machine_run( machine );
}
- /* Remaining attributes are packed into sequential post-transform
- * vertex attrib slots.
- */
- for (slot = 1; slot < draw->num_vs_outputs; slot++) {
- vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
- vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
- vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
- vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
- }
+ /* store machine results */
+ for (j = 0; j < max_vertices; j++) {
+ unsigned slot;
+ float x, y, z, w;
+
+ /* Handle attr[0] (position) specially:
+ *
+ * XXX: Computing the clipmask should be done in the vertex
+ * program as a set of DP4 instructions appended to the
+ * user-provided code.
+ */
+ x = vOut[i + j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
+ y = vOut[i + j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
+ z = vOut[i + j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
+ w = vOut[i + j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
+
+ if (!draw->rasterizer->bypass_clipping) {
+ vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
+ draw->nr_planes);
+
+ /* divide by w */
+ w = 1.0f / w;
+ x *= w;
+ y *= w;
+ z *= w;
+ }
+ else {
+ vOut[i + j]->clipmask = 0;
+ }
+ vOut[i + j]->edgeflag = 1;
+
+ if (!draw->identity_viewport) {
+ /* Viewport mapping */
+ vOut[i + j]->data[0][0] = x * scale[0] + trans[0];
+ vOut[i + j]->data[0][1] = y * scale[1] + trans[1];
+ vOut[i + j]->data[0][2] = z * scale[2] + trans[2];
+ vOut[i + j]->data[0][3] = w;
+ }
+ else {
+ vOut[i + j]->data[0][0] = x;
+ vOut[i + j]->data[0][1] = y;
+ vOut[i + j]->data[0][2] = z;
+ vOut[i + j]->data[0][3] = w;
+ }
+
+ /* Remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ */
+ for (slot = 1; slot < draw->num_vs_outputs; slot++) {
+ vOut[i + j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
+ vOut[i + j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
+ vOut[i + j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
+ vOut[i + j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+ }
#if 0 /*DEBUG*/
- printf("Post xform vert:\n");
- for (slot = 0; slot < draw->num_vs_outputs; slot++) {
- printf("%d: %f %f %f %f\n", slot,
- vOut[j]->data[slot][0],
- vOut[j]->data[slot][1],
- vOut[j]->data[slot][2],
- vOut[j]->data[slot][3]);
- }
-#endif
-
-
- } /* loop over vertices */
+ printf("%d) Post xform vert:\n", i + j);
+ for (slot = 0; slot < draw->num_vs_outputs; slot++) {
+ printf("\t%d: %f %f %f %f\n", slot,
+ vOut[i + j]->data[slot][0],
+ vOut[i + j]->data[slot][1],
+ vOut[i + j]->data[slot][2],
+ vOut[i + j]->data[slot][3]);
+ }
+#endif
+ } /* loop over vertices */
+ }
}
#include "tgsi/exec/tgsi_sse2.h"
#include "tgsi/util/tgsi_parse.h"
+#define SSE_MAX_VERTICES 4
typedef void (XSTDCALL *codegen_function) (
const struct tgsi_exec_vector *input,
{
struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
struct tgsi_exec_machine *machine = &draw->machine;
- unsigned int j;
+ unsigned int i, j;
ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
- assert(count <= 4);
assert(draw->vertex_shader->info.output_semantic_name[0]
== TGSI_SEMANTIC_POSITION);
machine->Outputs = ALIGN16_ASSIGN(outputs);
}
-
- /* Fetch vertices. This may at some point be integrated into the
- * compiled shader -- that would require a reorganization where
- * multiple versions of the compiled shader might exist,
- * specialized for each fetch state.
- */
- draw->vertex_fetch.fetch_func( draw, machine, elts, count );
-
-
- if (!draw->rasterizer->bypass_vs) {
- /* run compiled shader
- */
- shader->func(machine->Inputs,
- machine->Outputs,
- machine->Consts,
- machine->Temps,
- shader->immediates);
- }
-
-
- /* XXX: Computing the clipmask and emitting results should be done
- * in the vertex program as a set of instructions appended to
- * the user-provided code.
- */
- for (j = 0; j < count; j++) {
- unsigned slot;
- float x, y, z, w;
-
- x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
- y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
- z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
- w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
-
- if (!draw->rasterizer->bypass_clipping) {
- vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
-
- /* divide by w */
- w = 1.0f / w;
- x *= w;
- y *= w;
- z *= w;
- }
- else {
- vOut[j]->clipmask = 0;
- }
- vOut[j]->edgeflag = 1;
-
- if (!draw->identity_viewport) {
- /* Viewport mapping */
- vOut[j]->data[0][0] = x * scale[0] + trans[0];
- vOut[j]->data[0][1] = y * scale[1] + trans[1];
- vOut[j]->data[0][2] = z * scale[2] + trans[2];
- vOut[j]->data[0][3] = w;
- }
- else {
- vOut[j]->data[0][0] = x;
- vOut[j]->data[0][1] = y;
- vOut[j]->data[0][2] = z;
- vOut[j]->data[0][3] = w;
+ for (i = 0; i < count; i += SSE_MAX_VERTICES) {
+ unsigned int max_vertices = MIN2(SSE_MAX_VERTICES, count - i);
+ /* Fetch vertices. This may at some point be integrated into the
+ * compiled shader -- that would require a reorganization where
+ * multiple versions of the compiled shader might exist,
+ * specialized for each fetch state.
+ */
+ draw->vertex_fetch.fetch_func(draw, machine, &elts[i], max_vertices);
+
+ if (!draw->rasterizer->bypass_vs) {
+ /* run compiled shader
+ */
+ shader->func(machine->Inputs,
+ machine->Outputs,
+ machine->Consts,
+ machine->Temps,
+ shader->immediates);
}
- /* Remaining attributes are packed into sequential post-transform
- * vertex attrib slots.
+ /* XXX: Computing the clipmask and emitting results should be done
+ * in the vertex program as a set of instructions appended to
+ * the user-provided code.
*/
- for (slot = 1; slot < draw->num_vs_outputs; slot++) {
- vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
- vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
- vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
- vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+ for (j = 0; j < max_vertices; j++) {
+ unsigned slot;
+ float x, y, z, w;
+
+ x = vOut[i + j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
+ y = vOut[i + j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
+ z = vOut[i + j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
+ w = vOut[i + j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
+
+ if (!draw->rasterizer->bypass_clipping) {
+ vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
+ draw->nr_planes);
+
+ /* divide by w */
+ w = 1.0f / w;
+ x *= w;
+ y *= w;
+ z *= w;
+ }
+ else {
+ vOut[i + j]->clipmask = 0;
+ }
+ vOut[j]->edgeflag = 1;
+
+ if (!draw->identity_viewport) {
+ /* Viewport mapping */
+ vOut[i + j]->data[0][0] = x * scale[0] + trans[0];
+ vOut[i + j]->data[0][1] = y * scale[1] + trans[1];
+ vOut[i + j]->data[0][2] = z * scale[2] + trans[2];
+ vOut[i + j]->data[0][3] = w;
+ }
+ else {
+ vOut[i + j]->data[0][0] = x;
+ vOut[i + j]->data[0][1] = y;
+ vOut[i + j]->data[0][2] = z;
+ vOut[i + j]->data[0][3] = w;
+ }
+
+ /* Remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ */
+ for (slot = 1; slot < draw->num_vs_outputs; slot++) {
+ vOut[i + j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
+ vOut[i + j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
+ vOut[i + j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
+ vOut[i + j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+ }
}
- }
+ }
}