Use SPUs for vertex shader processing

This commit is contained in:
Ian Romanick
2008-01-30 20:12:00 -08:00
parent a89ee8a96d
commit 5a6fd93930
4 changed files with 132 additions and 1 deletions

View File

@@ -34,6 +34,7 @@ SOURCES = \
cell_surface.c \
cell_texture.c \
cell_vbuf.c \
cell_vertex_shader.c \
cell_winsys.c

View File

@@ -39,6 +39,7 @@
#include "pipe/p_winsys.h"
#include "pipe/cell/common.h"
#include "pipe/draw/draw_context.h"
#include "pipe/draw/draw_private.h"
#include "cell_clear.h"
#include "cell_context.h"
#include "cell_draw_arrays.h"
@@ -156,6 +157,15 @@ cell_destroy_context( struct pipe_context *pipe )
}
static struct draw_context *
cell_draw_create(struct cell_context *cell)
{
struct draw_context *draw = draw_create();
draw->shader_queue_flush = cell_vertex_shader_queue_flush;
draw->driver_private = cell;
return draw;
}
struct pipe_context *
@@ -242,7 +252,7 @@ cell_create_context(struct pipe_winsys *winsys, struct cell_winsys *cws)
cell_init_surface_functions(cell);
cell->draw = draw_create();
cell->draw = cell_draw_create(cell);
cell_init_vbuf(cell);
draw_set_rasterize_stage(cell->draw, cell->vbuf);

View File

@@ -126,6 +126,8 @@ cell_context(struct pipe_context *pipe)
extern struct pipe_context *
cell_create_context(struct pipe_winsys *ws, struct cell_winsys *cws);
extern void
cell_vertex_shader_queue_flush(struct draw_context *draw);

View File

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