Use SPUs for vertex shader processing
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@@ -34,6 +34,7 @@ SOURCES = \
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cell_surface.c \
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cell_texture.c \
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cell_vbuf.c \
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cell_vertex_shader.c \
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cell_winsys.c
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@@ -39,6 +39,7 @@
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#include "pipe/p_winsys.h"
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#include "pipe/cell/common.h"
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#include "pipe/draw/draw_context.h"
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#include "pipe/draw/draw_private.h"
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#include "cell_clear.h"
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#include "cell_context.h"
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#include "cell_draw_arrays.h"
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@@ -156,6 +157,15 @@ cell_destroy_context( struct pipe_context *pipe )
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}
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static struct draw_context *
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cell_draw_create(struct cell_context *cell)
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{
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struct draw_context *draw = draw_create();
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draw->shader_queue_flush = cell_vertex_shader_queue_flush;
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draw->driver_private = cell;
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return draw;
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}
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struct pipe_context *
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@@ -242,7 +252,7 @@ cell_create_context(struct pipe_winsys *winsys, struct cell_winsys *cws)
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cell_init_surface_functions(cell);
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cell->draw = draw_create();
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cell->draw = cell_draw_create(cell);
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cell_init_vbuf(cell);
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draw_set_rasterize_stage(cell->draw, cell->vbuf);
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@@ -126,6 +126,8 @@ cell_context(struct pipe_context *pipe)
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extern struct pipe_context *
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cell_create_context(struct pipe_winsys *ws, struct cell_winsys *cws);
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extern void
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cell_vertex_shader_queue_flush(struct draw_context *draw);
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118
src/mesa/pipe/cell/ppu/cell_vertex_shader.c
Normal file
118
src/mesa/pipe/cell/ppu/cell_vertex_shader.c
Normal file
@@ -0,0 +1,118 @@
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/*
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* (C) Copyright IBM Corporation 2008
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* AUTHORS, COPYRIGHT HOLDERS, AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file cell_vertex_shader.c
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* Vertex shader interface routines for Cell.
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*
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* \author Ian Romanick <idr@us.ibm.com>
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*/
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#include "pipe/p_defines.h"
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#include "pipe/p_context.h"
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#include "pipe/p_winsys.h"
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#include "cell_context.h"
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#include "cell_draw_arrays.h"
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#include "cell_spu.h"
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#include "cell_batch.h"
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#include "pipe/cell/common.h"
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#include "pipe/draw/draw_context.h"
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#include "pipe/draw/draw_private.h"
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/**
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* Run the vertex shader on all vertices in the vertex queue.
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* Called by the draw module when the vertx cache needs to be flushed.
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*/
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void
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cell_vertex_shader_queue_flush(struct draw_context *draw)
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{
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struct cell_context *const cell =
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(struct cell_context *) draw->driver_private;
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struct cell_command_vs *const vs = &cell_global.command[0].vs;
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unsigned *batch;
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struct cell_array_info array_info;
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unsigned i, j;
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assert(draw->vs.queue_nr != 0);
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/* XXX: do this on statechange:
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*/
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draw_update_vertex_fetch(draw);
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for (i = 0; i < draw->vertex_fetch.nr_attrs; i++) {
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array_info.opcode = CELL_CMD_STATE_VS_ARRAY_INFO;
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assert(draw->vertex_fetch.src_ptr[i] != NULL);
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array_info.base = (uintptr_t) draw->vertex_fetch.src_ptr[i];
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array_info.attr = i;
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array_info.pitch = draw->vertex_fetch.pitch[i];
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array_info.format = draw->vertex_element[i].src_format;
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cell_batch_append(cell, & array_info, sizeof(array_info));
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}
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batch = cell_batch_alloc(cell, sizeof(unsigned)
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+ sizeof(struct pipe_viewport_state));
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batch[0] = CELL_CMD_STATE_VIEWPORT;
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(void) memcpy(&batch[1], &draw->viewport,
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sizeof(struct pipe_viewport_state));
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cell_batch_flush(cell);
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vs->opcode = CELL_CMD_VS_EXECUTE;
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vs->shader.num_outputs = draw->num_vs_outputs;
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vs->shader.declarations = (uintptr_t) draw->machine.Declarations;
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vs->shader.num_declarations = draw->machine.NumDeclarations;
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vs->shader.instructions = (uintptr_t) draw->machine.Instructions;
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vs->shader.num_instructions = draw->machine.NumInstructions;
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vs->shader.uniforms = (uintptr_t) draw->user.constants;
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vs->shader.immediates = (uintptr_t) draw->machine.Imms;
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vs->shader.num_immediates = draw->machine.ImmLimit / 4;
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vs->nr_attrs = draw->vertex_fetch.nr_attrs;
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(void) memcpy(vs->plane, draw->plane, sizeof(draw->plane));
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vs->nr_planes = draw->nr_planes;
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for (i = 0; i < draw->vs.queue_nr; i += SPU_VERTS_PER_BATCH) {
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const unsigned n = MIN2(SPU_VERTS_PER_BATCH, draw->vs.queue_nr - i);
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for (j = 0; j < n; j++) {
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vs->elts[j] = draw->vs.queue[i + j].elt;
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vs->vOut[j] = (uintptr_t) draw->vs.queue[i + j].dest;
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}
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for (/* empty */; j < SPU_VERTS_PER_BATCH; j++) {
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vs->elts[j] = vs->elts[0];
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vs->vOut[j] = vs->vOut[0];
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}
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vs->num_elts = n;
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send_mbox_message(cell_global.spe_contexts[0], CELL_CMD_VS_EXECUTE);
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cell_flush_int(& cell->pipe, PIPE_FLUSH_WAIT);
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}
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draw->vs.queue_nr = 0;
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}
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