gallium: improvements, or extensions at least, to the passthrough path

Passthrough is actually more tricky than you'd think...
This commit is contained in:
Keith Whitwell 2008-03-17 10:10:45 +00:00
parent 49a687882a
commit 9425a702be
4 changed files with 275 additions and 105 deletions

View file

@ -85,14 +85,52 @@ fetch_store_general( struct draw_context *draw,
const unsigned *pitch = draw->vertex_fetch.pitch;
const ubyte **src = draw->vertex_fetch.src_ptr;
for (i = start; i < count; i++) {
for (i = start; i < start + count; i++) {
for (j = 0; j < nr_attrs; j++) {
/* vinfo->src_index is the output of the vertex shader
* matching this hw-vertex component.
*
* In passthrough, we require a 1:1 mapping between vertex
* shader outputs and inputs, which in turn correspond to
* vertex elements in the state. So, this is the vertex
* element we're interested in...
*/
const uint jj = vinfo->src_index[j];
const enum pipe_format srcFormat = draw->vertex_element[jj].src_format;
const ubyte *from = src[jj] + i * pitch[jj];
float attrib[4];
/* Except... When we're not. Two cases EMIT_HEADER &
* EMIT_1F_PSIZE don't consume an input. Should have some
* method for indicating this, or change the logic here
* somewhat so it doesn't matter.
*
* Just hack this up now, do something better about it later.
*/
if (vinfo->emit[j] == EMIT_HEADER) {
memset(out, 0, sizeof(struct vertex_header));
out += sizeof(struct vertex_header) / 4;
continue;
}
else if (vinfo->emit[j] == EMIT_1F_PSIZE) {
out[0] = 1.0; /* xxx */
out += 1;
continue;
}
/* The normal fetch/emit code:
*/
switch (srcFormat) {
case PIPE_FORMAT_B8G8R8A8_UNORM:
{
ubyte *ub = (ubyte *) from;
attrib[0] = UBYTE_TO_FLOAT(ub[0]);
attrib[1] = UBYTE_TO_FLOAT(ub[1]);
attrib[2] = UBYTE_TO_FLOAT(ub[2]);
attrib[3] = UBYTE_TO_FLOAT(ub[3]);
}
break;
case PIPE_FORMAT_R32G32B32A32_FLOAT:
{
float *f = (float *) from;
@ -130,14 +168,21 @@ fetch_store_general( struct draw_context *draw,
}
break;
default:
abort();
assert(0);
}
/* XXX this will probably only work for softpipe */
debug_printf("attrib %d: %f %f %f %f\n", j,
attrib[0], attrib[1], attrib[2], attrib[3]);
switch (vinfo->emit[j]) {
case EMIT_HEADER:
memset(out, 0, sizeof(struct vertex_header));
out += sizeof(struct vertex_header) / 4;
case EMIT_1F:
out[0] = attrib[0];
out += 1;
break;
case EMIT_2F:
out[0] = attrib[0];
out[1] = attrib[1];
out += 2;
break;
case EMIT_4F:
out[0] = attrib[0];
@ -147,64 +192,15 @@ fetch_store_general( struct draw_context *draw,
out += 4;
break;
default:
abort();
assert(0);
}
}
debug_printf("\n");
}
}
/* Example of a fetch/emit passthrough shader which could be
* generated when bypass_clipping is enabled on a passthrough vertex
* shader.
*/
static void fetch_xyz_rgb_st( struct draw_context *draw,
float *out,
unsigned start,
unsigned count )
{
const unsigned *pitch = draw->vertex_fetch.pitch;
const ubyte **src = draw->vertex_fetch.src_ptr;
unsigned i;
const ubyte *xyzw = src[0] + start * pitch[0];
const ubyte *rgba = src[1] + start * pitch[1];
const ubyte *st = src[2] + start * pitch[2];
/* loop over vertex attributes (vertex shader inputs)
*/
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyzw; xyzw += pitch[0];
/* decode input, encode output. Assume both are float[4] */
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = in[3];
}
{
const float *in = (const float *)rgba; rgba += pitch[1];
/* decode input, encode output. Assume both are float[4] */
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = in[3];
}
{
const float *in = (const float *)st; st += pitch[2];
/* decode input, encode output. Assume both are float[2] */
out[8] = in[0];
out[9] = in[1];
}
out += 10;
}
}
static boolean update_shader( struct draw_context *draw )
{
const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render);
@ -229,70 +225,166 @@ static boolean update_shader( struct draw_context *draw )
draw->pt.hw_vertex_size = vinfo->size * 4;
/* Just trying to figure out how this would work:
*/
if (draw->rasterizer->bypass_vs ||
(nr_attrs == 3 && 0 /* some other tests */))
{
#if 0
draw->vertex_fetch.pt_fetch = fetch_xyz_rgb_st;
#else
draw->vertex_fetch.pt_fetch = fetch_store_general;
#endif
/*assert(vinfo->size == 10);*/
draw->vertex_fetch.pt_fetch = fetch_store_general;
return TRUE;
}
static boolean split_prim_inplace(unsigned prim, unsigned *first, unsigned *incr)
{
switch (prim) {
case PIPE_PRIM_POINTS:
*first = 1;
*incr = 1;
return TRUE;
case PIPE_PRIM_LINES:
*first = 2;
*incr = 2;
return TRUE;
case PIPE_PRIM_LINE_STRIP:
*first = 2;
*incr = 1;
return TRUE;
case PIPE_PRIM_TRIANGLES:
*first = 3;
*incr = 3;
return TRUE;
case PIPE_PRIM_TRIANGLE_STRIP:
*first = 3;
*incr = 1;
return TRUE;
case PIPE_PRIM_QUADS:
*first = 4;
*incr = 4;
return TRUE;
case PIPE_PRIM_QUAD_STRIP:
*first = 4;
*incr = 2;
return TRUE;
default:
*first = 0;
*incr = 1; /* set to one so that count % incr works */
return FALSE;
}
return FALSE;
}
static boolean set_prim( struct draw_context *draw,
unsigned prim )
unsigned prim,
unsigned count )
{
assert(!draw->user.elts);
draw->pt.prim = prim;
switch (prim) {
case PIPE_PRIM_LINE_LOOP:
if (count > 1024)
return FALSE;
return draw->render->set_primitive( draw->render, PIPE_PRIM_LINE_STRIP );
case PIPE_PRIM_TRIANGLE_FAN:
case PIPE_PRIM_POLYGON:
if (count > 1024)
return FALSE;
return draw->render->set_primitive( draw->render, prim );
case PIPE_PRIM_QUADS:
case PIPE_PRIM_QUAD_STRIP:
return FALSE;
return draw->render->set_primitive( draw->render, PIPE_PRIM_TRIANGLES );
default:
draw->render->set_primitive( draw->render, prim );
return TRUE;
return draw->render->set_primitive( draw->render, prim );
break;
}
return TRUE;
}
boolean
draw_passthrough_arrays(struct draw_context *draw,
unsigned prim,
unsigned start,
unsigned count)
#define INDEX(i) (start + (i))
static void pt_draw_arrays( struct draw_context *draw,
unsigned start,
unsigned length )
{
float *hw_verts;
ushort *tmp = NULL;
unsigned i, j;
if (draw_need_pipeline(draw))
return FALSE;
switch (draw->pt.prim) {
case PIPE_PRIM_LINE_LOOP:
tmp = MALLOC( sizeof(ushort) * (length + 1) );
if (!set_prim(draw, prim))
return FALSE;
for (i = 0; i < length; i++)
tmp[i] = INDEX(i);
tmp[length] = 0;
if (!update_shader(draw))
return FALSE;
draw->render->draw( draw->render,
tmp,
length+1 );
break;
hw_verts = draw->render->allocate_vertices( draw->render,
draw->pt.hw_vertex_size,
count );
case PIPE_PRIM_QUAD_STRIP:
tmp = MALLOC( sizeof(ushort) * (length / 2 * 6) );
for (j = i = 0; i + 3 < length; i += 2, j += 6) {
tmp[j+0] = INDEX(i+0);
tmp[j+1] = INDEX(i+1);
tmp[j+2] = INDEX(i+3);
tmp[j+3] = INDEX(i+2);
tmp[j+4] = INDEX(i+0);
tmp[j+5] = INDEX(i+3);
}
if (j)
draw->render->draw( draw->render, tmp, j );
break;
case PIPE_PRIM_QUADS:
tmp = MALLOC( sizeof(int) * (length / 4 * 6) );
for (j = i = 0; i + 3 < length; i += 4, j += 6) {
tmp[j+0] = INDEX(i+0);
tmp[j+1] = INDEX(i+1);
tmp[j+2] = INDEX(i+3);
tmp[j+3] = INDEX(i+1);
tmp[j+4] = INDEX(i+2);
tmp[j+5] = INDEX(i+3);
}
if (j)
draw->render->draw( draw->render, tmp, j );
break;
default:
draw->render->draw_arrays( draw->render,
start,
length );
break;
}
if (tmp)
FREE(tmp);
}
static boolean do_draw( struct draw_context *draw,
unsigned start, unsigned count )
{
float *hw_verts =
draw->render->allocate_vertices( draw->render,
(ushort)draw->pt.hw_vertex_size,
(ushort)count );
if (!hw_verts)
return FALSE;
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping and viewport transformation are done on hardware.
/* Single routine to fetch vertices and emit HW verts.
*/
draw->vertex_fetch.pt_fetch( draw,
hw_verts,
@ -301,9 +393,9 @@ draw_passthrough_arrays(struct draw_context *draw,
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
draw->render->draw_arrays( draw->render,
start,
count );
pt_draw_arrays( draw,
0,
count );
draw->render->release_vertices( draw->render,
@ -314,3 +406,68 @@ draw_passthrough_arrays(struct draw_context *draw,
return TRUE;
}
boolean
draw_passthrough_arrays(struct draw_context *draw,
unsigned prim,
unsigned start,
unsigned count)
{
unsigned i = 0;
unsigned first, incr;
//debug_printf("%s prim %d start %d count %d\n", __FUNCTION__, prim, start, count);
split_prim_inplace(prim, &first, &incr);
count -= (count - first) % incr;
debug_printf("%s %d %d %d\n", __FUNCTION__, prim, start, count);
if (draw_need_pipeline(draw))
return FALSE;
debug_printf("%s AAA\n", __FUNCTION__);
if (!set_prim(draw, prim, count))
return FALSE;
/* XXX: need a single value that reflects the most recent call to
* driver->set_primitive:
*/
draw->pt.prim = prim;
debug_printf("%s BBB\n", __FUNCTION__);
if (!update_shader(draw))
return FALSE;
debug_printf("%s CCC\n", __FUNCTION__);
/* Chop this up into bite-sized pieces that a driver should be able
* to devour -- problem is we don't have a quick way to query the
* driver on the maximum size for this chunk in the current state.
*/
while (i + first <= count) {
int nr = MIN2( count - i, 1024 );
/* snap to prim boundary
*/
nr -= (nr - first) % incr;
if (!do_draw( draw, start + i, nr )) {
assert(0);
return FALSE;
}
/* increment allowing for repeated vertices
*/
i += nr - (first - incr);
}
debug_printf("%s DONE\n", __FUNCTION__);
return TRUE;
}

View file

@ -74,9 +74,11 @@ struct vbuf_render {
/**
* Notify the renderer of the current primitive when it changes.
* Prim is restricted to TRIANGLES, LINES and POINTS.
* Must succeed for TRIANGLES, LINES and POINTS. Other prims at
* the discretion of the driver, for the benefit of the passthrough
* path.
*/
void (*set_primitive)( struct vbuf_render *, unsigned prim );
boolean (*set_primitive)( struct vbuf_render *, unsigned prim );
/**
* DrawElements, note indices are ushort:

View file

@ -116,7 +116,7 @@ i915_vbuf_render_allocate_vertices( struct vbuf_render *render,
}
static void
static boolean
i915_vbuf_render_set_primitive( struct vbuf_render *render,
unsigned prim )
{
@ -125,15 +125,17 @@ i915_vbuf_render_set_primitive( struct vbuf_render *render,
switch(prim) {
case PIPE_PRIM_POINTS:
i915_render->hwprim = PRIM3D_POINTLIST;
break;
return TRUE;
case PIPE_PRIM_LINES:
i915_render->hwprim = PRIM3D_LINELIST;
break;
return TRUE;
case PIPE_PRIM_TRIANGLES:
i915_render->hwprim = PRIM3D_TRILIST;
break;
return TRUE;
default:
assert(0);
/* Actually, can handle a lot more just fine... Fixme.
*/
return FALSE;
}
}

View file

@ -101,11 +101,20 @@ sp_vbuf_release_vertices(struct vbuf_render *vbr, void *vertices,
}
static void
static boolean
sp_vbuf_set_primitive(struct vbuf_render *vbr, unsigned prim)
{
struct softpipe_vbuf_render *cvbr = softpipe_vbuf_render(vbr);
cvbr->prim = prim;
if (prim == PIPE_PRIM_TRIANGLES ||
prim == PIPE_PRIM_LINES ||
prim == PIPE_PRIM_POINTS) {
cvbr->prim = prim;
return TRUE;
}
else {
return FALSE;
}
}