Use SPUs for vertex shader processing
authorIan Romanick <idr@us.ibm.com>
Thu, 31 Jan 2008 04:12:00 +0000 (20:12 -0800)
committerBen Skeggs <skeggsb@gmail.com>
Fri, 15 Feb 2008 02:50:27 +0000 (13:50 +1100)
src/mesa/pipe/cell/ppu/Makefile
src/mesa/pipe/cell/ppu/cell_context.c
src/mesa/pipe/cell/ppu/cell_context.h
src/mesa/pipe/cell/ppu/cell_vertex_shader.c [new file with mode: 0644]

index e7f2562da755660834171dc7034aac09552cad92..50060f5cd30990525fbabd6384be72d2139544b1 100644 (file)
@@ -34,6 +34,7 @@ SOURCES = \
        cell_surface.c \
        cell_texture.c \
        cell_vbuf.c \
+       cell_vertex_shader.c \
        cell_winsys.c
 
 
index e8020a49bc3ebad69d593781d4da2b0f4352a1b3..4885cd0d2c755c454d2a6e5d99fdc7b8014ff348 100644 (file)
@@ -39,6 +39,7 @@
 #include "pipe/p_winsys.h"
 #include "pipe/cell/common.h"
 #include "pipe/draw/draw_context.h"
+#include "pipe/draw/draw_private.h"
 #include "cell_clear.h"
 #include "cell_context.h"
 #include "cell_draw_arrays.h"
@@ -156,6 +157,15 @@ cell_destroy_context( struct pipe_context *pipe )
 }
 
 
+static struct draw_context *
+cell_draw_create(struct cell_context *cell)
+{
+   struct draw_context *draw = draw_create();
+
+   draw->shader_queue_flush = cell_vertex_shader_queue_flush;
+   draw->driver_private = cell;
+   return draw;
+}
 
 
 struct pipe_context *
@@ -242,7 +252,7 @@ cell_create_context(struct pipe_winsys *winsys, struct cell_winsys *cws)
 
    cell_init_surface_functions(cell);
 
-   cell->draw = draw_create();
+   cell->draw = cell_draw_create(cell);
 
    cell_init_vbuf(cell);
    draw_set_rasterize_stage(cell->draw, cell->vbuf);
index 65b89518ada9c5fd48a4268d74b659d7605ecef7..3b63419b5eb9b840f47e4f8532bbe6f9a05c6350 100644 (file)
@@ -126,6 +126,8 @@ cell_context(struct pipe_context *pipe)
 extern struct pipe_context *
 cell_create_context(struct pipe_winsys *ws, struct cell_winsys *cws);
 
+extern void
+cell_vertex_shader_queue_flush(struct draw_context *draw);
 
 
 
diff --git a/src/mesa/pipe/cell/ppu/cell_vertex_shader.c b/src/mesa/pipe/cell/ppu/cell_vertex_shader.c
new file mode 100644 (file)
index 0000000..aef329a
--- /dev/null
@@ -0,0 +1,118 @@
+/*
+ * (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;
+}