draw llvm: hook up the generated function into the draw elts path

we were only using the jited function in the linear case, now drawelts
correctly uses the same path. it results in a significant gain in
real world apps (openarena went from 23fps to 29fps)
This commit is contained in:
Zack Rusin
2010-04-08 10:53:21 -04:00
parent 3ceafcf143
commit 074084d563

View File

@@ -314,8 +314,6 @@ llvm_middle_end_linear_run_elts( struct draw_pt_middle_end *middle,
{
struct llvm_middle_end *fpme = (struct llvm_middle_end *)middle;
struct draw_context *draw = fpme->draw;
struct draw_vertex_shader *shader = draw->vs.vertex_shader;
struct draw_geometry_shader *geometry_shader = draw->gs.geometry_shader;
unsigned opt = fpme->opt;
unsigned alloc_count = align( count, 4 );
@@ -325,37 +323,13 @@ llvm_middle_end_linear_run_elts( struct draw_pt_middle_end *middle,
if (!pipeline_verts)
return FALSE;
/* Fetch into our vertex buffer
*/
draw_pt_fetch_run_linear( fpme->fetch,
start,
count,
(char *)pipeline_verts );
/* Run the shader, note that this overwrites the data[] parts of
* the pipeline verts. If there is no shader, ie if
* bypass_vs_clip_and_viewport, then the inputs == outputs, and are
* already in the correct place.
*/
if (opt & PT_SHADE)
{
shader->run_linear(shader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
draw->pt.user.vs_constants,
count,
fpme->vertex_size,
fpme->vertex_size);
if (geometry_shader)
draw_geometry_shader_run(geometry_shader,
(const float (*)[4])pipeline_verts->data,
( float (*)[4])pipeline_verts->data,
draw->pt.user.gs_constants,
count,
fpme->vertex_size,
fpme->vertex_size);
}
fpme->current_variant->jit_func( &fpme->llvm->jit_context,
pipeline_verts,
(const char **)draw->pt.user.vbuffer,
start,
count,
fpme->vertex_size,
draw->pt.vertex_buffer );
if (draw_pt_post_vs_run( fpme->post_vs,
pipeline_verts,