pass arbitrary number of vertices to the shader execution cycle
This commit is contained in:

committed by
Keith Whitwell

parent
4f550ab821
commit
aadbb1d7fb
@@ -56,6 +56,8 @@ struct gallivm_cpu_engine;
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struct draw_pt_middle_end;
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struct draw_pt_front_end;
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#define MAX_SHADER_VERTICES 128
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/**
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* Basic vertex info.
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* Carry some useful information around with the vertices in the prim pipe.
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@@ -37,8 +37,6 @@
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#include "draw_context.h"
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#include "draw_vs.h"
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#define MAX_SHADER_VERTICES 4
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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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@@ -61,7 +59,7 @@ draw_vertex_shader_queue_flush(struct draw_context *draw)
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for (i = 0; i < draw->vs.queue_nr; i += MAX_SHADER_VERTICES) {
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struct vertex_header *dests[MAX_SHADER_VERTICES];
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unsigned elts[MAX_SHADER_VERTICES];
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int j, n = MIN2(MAX_SHADER_VERTICES, - i);
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int j, n = MIN2(MAX_SHADER_VERTICES, draw->vs.queue_nr - i);
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for (j = 0; j < n; j++) {
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elts[j] = draw->vs.queue[i + j].elt;
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@@ -40,6 +40,7 @@
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#include "tgsi/util/tgsi_parse.h"
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#define MAX_TGSI_VERTICES 4
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static void
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vs_exec_prepare( struct draw_vertex_shader *shader,
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@@ -71,14 +72,13 @@ vs_exec_run( struct draw_vertex_shader *shader,
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struct vertex_header *vOut[] )
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{
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struct tgsi_exec_machine *machine = &draw->machine;
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unsigned int j;
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unsigned int i, j;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(count <= 4);
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assert(draw->vertex_shader->info.output_semantic_name[0]
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== TGSI_SEMANTIC_POSITION);
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@@ -92,80 +92,82 @@ vs_exec_run( struct draw_vertex_shader *shader,
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machine->Outputs = ALIGN16_ASSIGN(outputs);
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}
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draw->vertex_fetch.fetch_func( draw, machine, elts, count );
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for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
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unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
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draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
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if (!draw->rasterizer->bypass_vs) {
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/* run interpreter */
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tgsi_exec_machine_run( machine );
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}
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/* store machine results */
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for (j = 0; j < count; j++) {
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unsigned slot;
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float x, y, z, w;
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/* Handle attr[0] (position) specially:
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*
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* XXX: Computing the clipmask should be done in the vertex
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* program as a set of DP4 instructions appended to the
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* user-provided code.
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*/
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x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
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y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
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z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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vOut[j]->clipmask = 0;
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}
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vOut[j]->edgeflag = 1;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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}
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else {
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vOut[j]->data[0][0] = x;
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vOut[j]->data[0][1] = y;
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vOut[j]->data[0][2] = z;
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vOut[j]->data[0][3] = w;
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if (!draw->rasterizer->bypass_vs) {
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/* run interpreter */
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tgsi_exec_machine_run( machine );
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
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vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
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vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
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vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
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}
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/* store machine results */
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for (j = 0; j < max_vertices; j++) {
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unsigned slot;
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float x, y, z, w;
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/* Handle attr[0] (position) specially:
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*
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* XXX: Computing the clipmask should be done in the vertex
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* program as a set of DP4 instructions appended to the
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* user-provided code.
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*/
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x = vOut[i + j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
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y = vOut[i + j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
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z = vOut[i + j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[i + j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
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draw->nr_planes);
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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vOut[i + j]->clipmask = 0;
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}
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vOut[i + j]->edgeflag = 1;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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vOut[i + j]->data[0][0] = x * scale[0] + trans[0];
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vOut[i + j]->data[0][1] = y * scale[1] + trans[1];
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vOut[i + j]->data[0][2] = z * scale[2] + trans[2];
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vOut[i + j]->data[0][3] = w;
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}
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else {
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vOut[i + j]->data[0][0] = x;
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vOut[i + j]->data[0][1] = y;
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vOut[i + j]->data[0][2] = z;
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vOut[i + j]->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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vOut[i + j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
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vOut[i + j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
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vOut[i + j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
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vOut[i + j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
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}
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#if 0 /*DEBUG*/
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printf("Post xform vert:\n");
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for (slot = 0; slot < draw->num_vs_outputs; slot++) {
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printf("%d: %f %f %f %f\n", slot,
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vOut[j]->data[slot][0],
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vOut[j]->data[slot][1],
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vOut[j]->data[slot][2],
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vOut[j]->data[slot][3]);
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}
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#endif
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} /* loop over vertices */
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printf("%d) Post xform vert:\n", i + j);
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for (slot = 0; slot < draw->num_vs_outputs; slot++) {
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printf("\t%d: %f %f %f %f\n", slot,
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vOut[i + j]->data[slot][0],
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vOut[i + j]->data[slot][1],
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vOut[i + j]->data[slot][2],
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vOut[i + j]->data[slot][3]);
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}
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#endif
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} /* loop over vertices */
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}
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}
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@@ -45,6 +45,7 @@
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#include "tgsi/exec/tgsi_sse2.h"
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#include "tgsi/util/tgsi_parse.h"
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#define SSE_MAX_VERTICES 4
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typedef void (XSTDCALL *codegen_function) (
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const struct tgsi_exec_vector *input,
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@@ -86,14 +87,13 @@ vs_sse_run( struct draw_vertex_shader *base,
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{
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struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
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struct tgsi_exec_machine *machine = &draw->machine;
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unsigned int j;
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unsigned int i, j;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(count <= 4);
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assert(draw->vertex_shader->info.output_semantic_name[0]
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== TGSI_SEMANTIC_POSITION);
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@@ -108,77 +108,78 @@ vs_sse_run( struct draw_vertex_shader *base,
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machine->Outputs = ALIGN16_ASSIGN(outputs);
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}
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/* Fetch vertices. This may at some point be integrated into the
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* compiled shader -- that would require a reorganization where
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* multiple versions of the compiled shader might exist,
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* specialized for each fetch state.
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*/
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draw->vertex_fetch.fetch_func( draw, machine, elts, count );
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if (!draw->rasterizer->bypass_vs) {
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/* run compiled shader
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*/
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shader->func(machine->Inputs,
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machine->Outputs,
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machine->Consts,
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machine->Temps,
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shader->immediates);
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}
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/* XXX: Computing the clipmask and emitting results should be done
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* in the vertex program as a set of instructions appended to
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* the user-provided code.
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*/
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for (j = 0; j < count; j++) {
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unsigned slot;
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float x, y, z, w;
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x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
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y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
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z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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vOut[j]->clipmask = 0;
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}
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vOut[j]->edgeflag = 1;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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}
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else {
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vOut[j]->data[0][0] = x;
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vOut[j]->data[0][1] = y;
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vOut[j]->data[0][2] = z;
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vOut[j]->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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for (i = 0; i < count; i += SSE_MAX_VERTICES) {
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unsigned int max_vertices = MIN2(SSE_MAX_VERTICES, count - i);
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/* Fetch vertices. This may at some point be integrated into the
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* compiled shader -- that would require a reorganization where
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* multiple versions of the compiled shader might exist,
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* specialized for each fetch state.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
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vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
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vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
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vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
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draw->vertex_fetch.fetch_func(draw, machine, &elts[i], max_vertices);
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if (!draw->rasterizer->bypass_vs) {
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/* run compiled shader
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*/
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shader->func(machine->Inputs,
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machine->Outputs,
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machine->Consts,
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machine->Temps,
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shader->immediates);
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}
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}
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/* XXX: Computing the clipmask and emitting results should be done
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* in the vertex program as a set of instructions appended to
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* the user-provided code.
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*/
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for (j = 0; j < max_vertices; j++) {
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unsigned slot;
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float x, y, z, w;
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x = vOut[i + j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
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y = vOut[i + j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
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z = vOut[i + j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
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w = vOut[i + j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
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if (!draw->rasterizer->bypass_clipping) {
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vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
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draw->nr_planes);
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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}
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else {
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vOut[i + j]->clipmask = 0;
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}
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vOut[j]->edgeflag = 1;
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if (!draw->identity_viewport) {
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/* Viewport mapping */
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vOut[i + j]->data[0][0] = x * scale[0] + trans[0];
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vOut[i + j]->data[0][1] = y * scale[1] + trans[1];
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vOut[i + j]->data[0][2] = z * scale[2] + trans[2];
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vOut[i + j]->data[0][3] = w;
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}
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else {
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vOut[i + j]->data[0][0] = x;
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vOut[i + j]->data[0][1] = y;
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vOut[i + j]->data[0][2] = z;
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vOut[i + j]->data[0][3] = w;
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}
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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vOut[i + j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
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vOut[i + j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
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vOut[i + j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
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vOut[i + j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
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}
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}
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}
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}
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