gallium: restructure vertex fetch code slightly

This commit is contained in:
Keith Whitwell 2008-01-24 11:19:06 +00:00 committed by José Fonseca
parent c3e4e9260d
commit 027983f585
3 changed files with 142 additions and 58 deletions

View file

@ -137,6 +137,13 @@ struct draw_vertex_shader {
#endif
};
/* Internal function for vertex fetch.
*/
typedef void (*fetch_func)(const void *ptr, float *attrib);
/**
* Private context for the drawing module.
*/
@ -196,6 +203,15 @@ struct draw_context
/** TGSI program interpreter runtime state */
struct tgsi_exec_machine machine;
/* Vertex fetch internal state
*/
struct {
const ubyte *src_ptr[PIPE_ATTRIB_MAX];
unsigned pitch[PIPE_ATTRIB_MAX];
fetch_func fetch[PIPE_ATTRIB_MAX];
unsigned nr_attrs;
} vertex_fetch;
/* Post-tnl vertex cache:
*/
struct {
@ -270,6 +286,7 @@ extern void draw_vertex_shader_queue_flush_llvm( struct draw_context *draw );
struct tgsi_exec_machine;
extern void draw_update_vertex_fetch( struct draw_context *draw );
extern void draw_vertex_fetch( struct draw_context *draw,
struct tgsi_exec_machine *machine,
const unsigned *elts,

View file

@ -42,56 +42,111 @@
/**
* Fetch a float[4] vertex attribute from memory, doing format/type
* conversion as needed.
* XXX this might be a temporary thing.
*
* This is probably needed/dupliocated elsewhere, eg format
* conversion, texture sampling etc.
*/
static void
fetch_attrib4(const void *ptr, enum pipe_format format, float attrib[4])
#define FETCH_ATTRIB( NAME, SZ, CVT ) \
static void \
fetch_##NAME(const void *ptr, float *attrib) \
{ \
static const float defaults[4] = { 0,0,0,1 }; \
int i; \
\
for (i = 0; i < SZ; i++) { \
attrib[i] = CVT; \
} \
\
for (; i < 4; i++) { \
attrib[i] = defaults[i]; \
} \
}
#define CVT_32_FLOAT ((float *) ptr)[i]
#define CVT_32_SSCALED (float) ((int *) ptr)[i]
#define CVT_8_UNORM (float) ((unsigned char *) ptr)[i] / 255.0f
FETCH_ATTRIB( R32G32B32A32_FLOAT, 4, CVT_32_FLOAT )
FETCH_ATTRIB( R32G32B32_FLOAT, 3, CVT_32_FLOAT )
FETCH_ATTRIB( R32G32_FLOAT, 2, CVT_32_FLOAT )
FETCH_ATTRIB( R32_FLOAT, 1, CVT_32_FLOAT )
FETCH_ATTRIB( R32G32B32A32_SSCALED, 4, CVT_32_SSCALED )
FETCH_ATTRIB( R32G32B32_SSCALED, 3, CVT_32_SSCALED )
FETCH_ATTRIB( R32G32_SSCALED, 2, CVT_32_SSCALED )
FETCH_ATTRIB( R32_SSCALED, 1, CVT_32_SSCALED )
FETCH_ATTRIB( A8R8G8B8_UNORM, 4, CVT_8_UNORM )
FETCH_ATTRIB( R8G8B8A8_UNORM, 4, CVT_8_UNORM )
static fetch_func get_fetch_func( unsigned format )
{
/* defaults */
attrib[1] = 0.0;
attrib[2] = 0.0;
attrib[3] = 1.0;
switch (format) {
case PIPE_FORMAT_R32G32B32A32_FLOAT:
attrib[3] = ((float *) ptr)[3];
/* fall-through */
return fetch_R32G32B32A32_FLOAT;
case PIPE_FORMAT_R32G32B32_FLOAT:
attrib[2] = ((float *) ptr)[2];
/* fall-through */
return fetch_R32G32B32_FLOAT;
case PIPE_FORMAT_R32G32_FLOAT:
attrib[1] = ((float *) ptr)[1];
/* fall-through */
return fetch_R32G32_FLOAT;
case PIPE_FORMAT_R32_FLOAT:
attrib[0] = ((float *) ptr)[0];
break;
return fetch_R32_FLOAT;
case PIPE_FORMAT_R32G32B32A32_SSCALED:
attrib[3] = (float) ((int *) ptr)[3];
/* fall-through */
return fetch_R32G32B32A32_SSCALED;
case PIPE_FORMAT_R32G32B32_SSCALED:
attrib[2] = (float) ((int *) ptr)[2];
/* fall-through */
return fetch_R32G32B32_SSCALED;
case PIPE_FORMAT_R32G32_SSCALED:
attrib[1] = (float) ((int *) ptr)[1];
/* fall-through */
return fetch_R32G32_SSCALED;
case PIPE_FORMAT_R32_SSCALED:
attrib[0] = (float) ((int *) ptr)[0];
break;
return fetch_R32_SSCALED;
case PIPE_FORMAT_A8R8G8B8_UNORM:
return fetch_A8R8G8B8_UNORM;
case PIPE_FORMAT_R8G8B8A8_UNORM:
attrib[0] = (float) ((unsigned char *) ptr)[2] / 255.0f;
attrib[1] = (float) ((unsigned char *) ptr)[1] / 255.0f;
attrib[2] = (float) ((unsigned char *) ptr)[0] / 255.0f;
attrib[3] = (float) ((unsigned char *) ptr)[3] / 255.0f;
break;
return fetch_R8G8B8A8_UNORM;
default:
/* Lots of missing cases! */
assert(0);
return NULL;
}
}
static void
transpose_4x4( float *out, const float *in )
{
/* This can be achieved in 12 sse instructions, plus the final
* stores I guess. This is probably a bit more than that - maybe
* 32 or so?
*/
out[0] = in[0]; out[1] = in[4]; out[2] = in[8]; out[3] = in[12];
out[4] = in[1]; out[5] = in[5]; out[6] = in[9]; out[7] = in[13];
out[8] = in[2]; out[9] = in[6]; out[10] = in[10]; out[11] = in[14];
out[12] = in[3]; out[13] = in[7]; out[14] = in[11]; out[15] = in[15];
}
void draw_update_vertex_fetch( struct draw_context *draw )
{
//unsigned nr_attrs = draw->vertex_element_count;
unsigned nr_attrs = draw->vertex_shader->state->num_inputs;
unsigned i;
for (i = 0; i < nr_attrs; i++) {
unsigned buf = draw->vertex_element[i].vertex_buffer_index;
unsigned format = draw->vertex_element[i].src_format;
draw->vertex_fetch.src_ptr[i] = (const ubyte *) (draw->user.vbuffer[buf] +
draw->vertex_buffer[buf].buffer_offset +
draw->vertex_element[i].src_offset );
draw->vertex_fetch.pitch[i] = draw->vertex_buffer[buf].pitch;
draw->vertex_fetch.fetch[i] = get_fetch_func( format );
}
draw->vertex_fetch.nr_attrs = nr_attrs;
}
/**
* Fetch vertex attributes for 'count' vertices.
*/
@ -100,40 +155,48 @@ void draw_vertex_fetch( struct draw_context *draw,
const unsigned *elts,
unsigned count )
{
unsigned j;
unsigned nr_attrs = draw->vertex_fetch.nr_attrs;
unsigned attr;
/* loop over vertices */
for (j = 0; j < count; j++) {
uint attr;
assert(count <= 4);
#if DRAW_DBG
printf("fetch vertex %u: \n", j);
#endif
// _mesa_printf("%s %d\n", __FUNCTION__, count);
/* loop over vertex attributes (vertex shader inputs) */
for (attr = 0; attr < draw->vertex_shader->state->num_inputs; attr++) {
/* loop over vertex attributes (vertex shader inputs)
*/
for (attr = 0; attr < nr_attrs; attr++) {
unsigned buf = draw->vertex_element[attr].vertex_buffer_index;
const void *src
= (const void *) ((const ubyte *) draw->user.vbuffer[buf]
+ draw->vertex_buffer[buf].buffer_offset
+ draw->vertex_element[attr].src_offset
+ elts[j] * draw->vertex_buffer[buf].pitch);
float p[4];
const unsigned pitch = draw->vertex_fetch.pitch[attr];
const ubyte *src = draw->vertex_fetch.src_ptr[attr];
const fetch_func fetch = draw->vertex_fetch.fetch[attr];
unsigned i;
float p[4][4];
fetch_attrib4(src, draw->vertex_element[attr].src_format, p);
#if DRAW_DBG
printf(" %u: %f %f %f %f\n", attr, p[0], p[1], p[2], p[3]);
#endif
/* Fetch four attributes for four vertices.
*
* Could fetch directly into AOS format, but this is meant to be
* a prototype for an sse implementation, which would have
* difficulties doing that.
*/
for (i = 0; i < count; i++)
fetch( src + elts[i] * pitch, p[i] );
/* Transform to AoS xxxx/yyyy/zzzz/wwww representation:
*/
machine->Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/
machine->Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/
machine->Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/
machine->Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/
}
/* Be nice and zero out any missing vertices:
*/
for ( ; i < 4; i++)
p[i][0] = p[i][1] = p[i][2] = p[i][3] = 0;
/* Transpose/swizzle into sse-friendly format. Currently
* assuming that all vertex shader inputs are float[4], but this
* isn't true -- if the vertex shader only wants tex0.xy, we
* could optimize for that.
*
* To do so fully without codegen would probably require an
* excessive number of fetch functions, but we could at least
* minimize the transpose step:
*/
transpose_4x4( (float *)&machine->Inputs[attr].xyzw[0].f[0], (float *)p );
}
}

View file

@ -201,6 +201,10 @@ draw_vertex_shader_queue_flush(struct draw_context *draw)
{
unsigned i, j;
/* XXX: do this on statechange:
*/
draw_update_vertex_fetch( draw );
// fprintf(stderr, " q(%d) ", draw->vs.queue_nr );
#ifdef MESA_LLVM
if (draw->vertex_shader->llvm_prog) {