From: Brian Paul Date: Fri, 7 Dec 2012 19:15:28 +0000 (-0700) Subject: draw: rearrange code in llvm_middle_end_prepare() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a506ccd89fed8e4942ad5cd034b16b2aa9e873a7;p=mesa.git draw: rearrange code in llvm_middle_end_prepare() To clean it up and make it look more like the non-LLVM fetch_pipeline_prepare() function. Reviewed-by: Jose Fonseca --- diff --git a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c index 507c1586947..9b8d343041c 100644 --- a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c +++ b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c @@ -65,23 +65,15 @@ llvm_middle_end_prepare( struct draw_pt_middle_end *middle, { struct llvm_middle_end *fpme = (struct llvm_middle_end *)middle; struct draw_context *draw = fpme->draw; - struct llvm_vertex_shader *shader = - llvm_vertex_shader(draw->vs.vertex_shader); - char store[DRAW_LLVM_MAX_VARIANT_KEY_SIZE]; - struct draw_llvm_variant_key *key; - struct draw_llvm_variant *variant = NULL; - struct draw_llvm_variant_list_item *li; - const unsigned out_prim = (draw->gs.geometry_shader ? - draw->gs.geometry_shader->output_primitive : - in_prim); + struct draw_vertex_shader *vs = draw->vs.vertex_shader; + struct draw_geometry_shader *gs = draw->gs.geometry_shader; + const unsigned out_prim = gs ? gs->output_primitive : in_prim; /* Add one to num_outputs because the pipeline occasionally tags on * an additional texcoord, eg for AA lines. */ - const unsigned nr = MAX2( shader->base.info.num_inputs, - shader->base.info.num_outputs + 1 ); - - unsigned i; + const unsigned nr = MAX2( vs->info.num_inputs, + vs->info.num_outputs + 1 ); fpme->input_prim = in_prim; fpme->opt = opt; @@ -121,70 +113,86 @@ llvm_middle_end_prepare( struct draw_pt_middle_end *middle, /* return even number */ *max_vertices = *max_vertices & ~1; - - key = draw_llvm_make_variant_key(fpme->llvm, store); - - /* Search shader's list of variants for the key */ - li = first_elem(&shader->variants); - while (!at_end(&shader->variants, li)) { - if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) { - variant = li->base; - break; + + /* Find/create the vertex shader variant */ + { + struct draw_llvm_variant_key *key; + struct draw_llvm_variant *variant = NULL; + struct draw_llvm_variant_list_item *li; + struct llvm_vertex_shader *shader = llvm_vertex_shader(vs); + char store[DRAW_LLVM_MAX_VARIANT_KEY_SIZE]; + unsigned i; + + key = draw_llvm_make_variant_key(fpme->llvm, store); + + /* Search shader's list of variants for the key */ + li = first_elem(&shader->variants); + while (!at_end(&shader->variants, li)) { + if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) { + variant = li->base; + break; + } + li = next_elem(li); } - li = next_elem(li); - } - if (variant) { - /* found the variant, move to head of global list (for LRU) */ - move_to_head(&fpme->llvm->vs_variants_list, &variant->list_item_global); - } - else { - /* Need to create new variant */ - - /* First check if we've created too many variants. If so, free - * 25% of the LRU to avoid using too much memory. - */ - if (fpme->llvm->nr_variants >= DRAW_MAX_SHADER_VARIANTS) { - /* - * XXX: should we flush here ? + if (variant) { + /* found the variant, move to head of global list (for LRU) */ + move_to_head(&fpme->llvm->vs_variants_list, + &variant->list_item_global); + } + else { + /* Need to create new variant */ + + /* First check if we've created too many variants. If so, free + * 25% of the LRU to avoid using too much memory. */ - for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) { - struct draw_llvm_variant_list_item *item; - if (is_empty_list(&fpme->llvm->vs_variants_list)) { - break; + if (fpme->llvm->nr_variants >= DRAW_MAX_SHADER_VARIANTS) { + /* + * XXX: should we flush here ? + */ + for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) { + struct draw_llvm_variant_list_item *item; + if (is_empty_list(&fpme->llvm->vs_variants_list)) { + break; + } + item = last_elem(&fpme->llvm->vs_variants_list); + assert(item); + assert(item->base); + draw_llvm_destroy_variant(item->base); } - item = last_elem(&fpme->llvm->vs_variants_list); - assert(item); - assert(item->base); - draw_llvm_destroy_variant(item->base); } - } - variant = draw_llvm_create_variant(fpme->llvm, nr, key); + variant = draw_llvm_create_variant(fpme->llvm, nr, key); - if (variant) { - insert_at_head(&shader->variants, &variant->list_item_local); - insert_at_head(&fpme->llvm->vs_variants_list, &variant->list_item_global); - fpme->llvm->nr_variants++; - shader->variants_cached++; + if (variant) { + insert_at_head(&shader->variants, &variant->list_item_local); + insert_at_head(&fpme->llvm->vs_variants_list, + &variant->list_item_global); + fpme->llvm->nr_variants++; + shader->variants_cached++; + } } + + fpme->current_variant = variant; } - fpme->current_variant = variant; + /* Bind the VS and GS input constants, clip planes and viewport */ + { + unsigned i; - for (i = 0; i < Elements(fpme->llvm->jit_context.vs_constants); ++i) { - fpme->llvm->jit_context.vs_constants[i] = - draw->pt.user.vs_constants[i]; - } - for (i = 0; i < Elements(fpme->llvm->jit_context.gs_constants); ++i) { - fpme->llvm->jit_context.gs_constants[i] = - draw->pt.user.gs_constants[i]; - } - fpme->llvm->jit_context.planes = - (float (*) [DRAW_TOTAL_CLIP_PLANES][4]) draw->pt.user.planes[0]; - fpme->llvm->jit_context.viewport = - (float *)draw->viewport.scale; - + for (i = 0; i < Elements(fpme->llvm->jit_context.vs_constants); ++i) { + fpme->llvm->jit_context.vs_constants[i] = + draw->pt.user.vs_constants[i]; + } + for (i = 0; i < Elements(fpme->llvm->jit_context.gs_constants); ++i) { + fpme->llvm->jit_context.gs_constants[i] = + draw->pt.user.gs_constants[i]; + } + fpme->llvm->jit_context.planes = + (float (*) [DRAW_TOTAL_CLIP_PLANES][4]) draw->pt.user.planes[0]; + fpme->llvm->jit_context.viewport = + (float *) draw->viewport.scale; + } }