draw: remove old vertex_shader->run() functions

This commit is contained in:
Keith Whitwell
2008-04-18 20:41:39 +01:00
parent 6689182642
commit dd903d83b3
5 changed files with 1 additions and 379 deletions

View File

@@ -74,7 +74,7 @@ draw_vertex_shader_queue_flush(struct draw_context *draw)
assert(n > 0);
assert(n <= MAX_SHADER_VERTICES);
shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
// shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
}
draw->vs.post_nr = draw->vs.queue_nr;

View File

@@ -55,13 +55,6 @@ struct draw_vertex_shader {
/* Run the shader - this interface will get cleaned up in the
* future:
*/
boolean (*run)( struct draw_vertex_shader *shader,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
void *out,
unsigned vertex_size);
void (*run_linear)( struct draw_vertex_shader *shader,
const float (*input)[4],
float (*output)[4],

View File

@@ -66,145 +66,9 @@ vs_exec_prepare( struct draw_vertex_shader *shader,
PIPE_MAX_SAMPLERS,
NULL /*samplers*/ );
draw_update_vertex_fetch( draw );
}
/**
* Transform vertices with the current vertex program/shader
* Up to four vertices can be shaded at a time.
* \param vbuffer the input vertex data
* \param elts indexes of four input vertices
* \param count number of vertices to shade [1..4]
* \param vOut array of pointers to four output vertices
*/
static boolean
vs_exec_run( struct draw_vertex_shader *shader,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
void *vOut,
unsigned vertex_size)
{
struct exec_vertex_shader *evs = exec_vertex_shader(shader);
struct tgsi_exec_machine *machine = evs->machine;
unsigned int i, j;
unsigned int clipped = 0;
struct tgsi_exec_vector *outputs = 0;
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
assert(shader->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
machine->Consts = (const float (*)[4]) draw->user.constants;
if (draw->rasterizer->bypass_vs) {
/* outputs are just the inputs */
outputs = machine->Inputs;
}
else {
outputs = machine->Outputs;
}
for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
#if 0
for (j = 0; j < max_vertices; j++) {
unsigned slot;
debug_printf("%d) Input vert:\n", i + j);
for (slot = 0; slot < shader->info.num_inputs; slot++) {
debug_printf("\t%d: %f %f %f %f\n", slot,
machine->Inputs[slot].xyzw[0].f[j],
machine->Inputs[slot].xyzw[1].f[j],
machine->Inputs[slot].xyzw[2].f[j],
machine->Inputs[slot].xyzw[3].f[j]);
}
}
#endif
if (!draw->rasterizer->bypass_vs) {
/* run interpreter */
tgsi_exec_machine_run( machine );
}
/* store machine results */
for (j = 0; j < max_vertices; j++) {
unsigned slot;
float x, y, z, w;
struct vertex_header *out =
draw_header_from_block(vOut, vertex_size, i + j);
/* Handle attr[0] (position) specially:
*
* XXX: Computing the clipmask should be done in the vertex
* program as a set of DP4 instructions appended to the
* user-provided code.
*/
x = out->clip[0] = outputs[0].xyzw[0].f[j];
y = out->clip[1] = outputs[0].xyzw[1].f[j];
z = out->clip[2] = outputs[0].xyzw[2].f[j];
w = out->clip[3] = outputs[0].xyzw[3].f[j];
if (!draw->rasterizer->bypass_clipping) {
out->clipmask = compute_clipmask(out->clip, draw->plane,
draw->nr_planes);
clipped += out->clipmask;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
}
else {
out->clipmask = 0;
}
out->edgeflag = 1;
out->vertex_id = UNDEFINED_VERTEX_ID;
if (!draw->identity_viewport) {
/* Viewport mapping */
out->data[0][0] = x * scale[0] + trans[0];
out->data[0][1] = y * scale[1] + trans[1];
out->data[0][2] = z * scale[2] + trans[2];
out->data[0][3] = w;
}
else
{
out->data[0][0] = x;
out->data[0][1] = y;
out->data[0][2] = z;
out->data[0][3] = w;
}
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; slot++) {
out->data[slot][0] = outputs[slot].xyzw[0].f[j];
out->data[slot][1] = outputs[slot].xyzw[1].f[j];
out->data[slot][2] = outputs[slot].xyzw[2].f[j];
out->data[slot][3] = outputs[slot].xyzw[3].f[j];
}
#if 0 /*DEBUG*/
printf("%d) Post xform vert:\n", i + j);
for (slot = 0; slot < draw->num_vs_outputs; slot++) {
printf("\t%d: %f %f %f %f\n", slot,
out->data[slot][0],
out->data[slot][1],
out->data[slot][2],
out->data[slot][3]);
}
#endif
} /* loop over vertices */
}
return clipped != 0;
}
/* Simplified vertex shader interface for the pt paths. Given the
@@ -312,7 +176,6 @@ draw_create_vs_exec(struct draw_context *draw,
vs->base.prepare = vs_exec_prepare;
vs->base.run = vs_exec_run;
vs->base.run_linear = vs_exec_run_linear;
vs->base.delete = vs_exec_delete;
vs->machine = &draw->machine;

View File

@@ -60,113 +60,6 @@ vs_llvm_prepare( struct draw_vertex_shader *base,
/**
* Transform vertices with the current vertex program/shader
* Up to four vertices can be shaded at a time.
* \param vbuffer the input vertex data
* \param elts indexes of four input vertices
* \param count number of vertices to shade [1..4]
* \param vOut array of pointers to four output vertices
*/
static boolean
vs_llvm_run( struct draw_vertex_shader *base,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
void *vOut )
{
struct draw_llvm_vertex_shader *shader =
(struct draw_llvm_vertex_shader *)base;
struct tgsi_exec_machine *machine = shader->machine;
unsigned int j;
unsigned int clipped = 0;
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
assert(count <= 4);
assert(base->state->output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
/* Consts does not require 16 byte alignment. */
machine->Consts = (float (*)[4]) draw->user.constants;
if (draw->rasterizer->bypass_vs) {
/* outputs are just the inputs */
outputs = machine->Inputs;
}
else {
outputs = machine->Outputs;
}
draw->vertex_fetch.fetch_func( draw, machine, elts, count );
if (!draw->rasterizer->bypass_vs) {
/* run shader */
gallivm_cpu_vs_exec(shader->llvm_prog,
machine->Inputs,
machine->Outputs,
machine->Consts,
machine->Temps);
}
/* store machine results */
for (j = 0; j < count; j++) {
unsigned slot;
float x, y, z, w;
x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
if (!draw->rasterizer->bypass_clipping) {
vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane,
draw->nr_planes);
clipped += vOut[j]->clipmask;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
}
else {
vOut[j]->clipmask = 0;
}
vOut[j]->edgeflag = 1;
vOut[j]->vertex_id = UNDEFINED_VERTEX_ID;
if (!draw->identity_viewport) {
/* Viewport mapping */
vOut[j]->data[0][0] = x * scale[0] + trans[0];
vOut[j]->data[0][1] = y * scale[1] + trans[1];
vOut[j]->data[0][2] = z * scale[2] + trans[2];
vOut[j]->data[0][3] = w;
}
else {
vOut[j]->data[0][0] = x;
vOut[j]->data[0][1] = y;
vOut[j]->data[0][2] = z;
vOut[j]->data[0][3] = w;
}
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; slot++) {
vOut[j]->data[slot][0] = outputs[slot].xyzw[0].f[j];
vOut[j]->data[slot][1] = outputs[slot].xyzw[1].f[j];
vOut[j]->data[slot][2] = outputs[slot].xyzw[2].f[j];
vOut[j]->data[slot][3] = outputs[slot].xyzw[3].f[j];
}
} /* loop over vertices */
return clipped != 0;
}
static void
vs_llvm_run_linear( struct draw_vertex_shader *base,
@@ -256,7 +149,6 @@ draw_create_vs_llvm(struct draw_context *draw,
tgsi_scan_shader(shader->tokens, &vs->base.info);
vs->base.prepare = vs_llvm_prepare;
vs->base.run = vs_llvm_run;
vs->base.run_linear = vs_llvm_run_linear;
vs->base.delete = vs_llvm_delete;
vs->machine = &draw->machine;

View File

@@ -74,131 +74,6 @@ vs_sse_prepare( struct draw_vertex_shader *base,
draw_update_vertex_fetch( draw );
}
/**
* Transform vertices with the current vertex program/shader
* Up to four vertices can be shaded at a time.
* \param vbuffer the input vertex data
* \param elts indexes of four input vertices
* \param count number of vertices to shade [1..4]
* \param vOut array of pointers to four output vertices
*/
static boolean
vs_sse_run( struct draw_vertex_shader *base,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
void *vOut,
unsigned vertex_size )
{
struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
struct tgsi_exec_machine *machine = shader->machine;
unsigned int i, j;
unsigned int clipped = 0;
struct tgsi_exec_vector *outputs = 0;
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
assert(base->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
/* Consts does not require 16 byte alignment. */
machine->Consts = (const float (*)[4]) draw->user.constants;
if (draw->rasterizer->bypass_vs) {
/* outputs are just the inputs */
outputs = machine->Inputs;
}
else {
outputs = machine->Outputs;
}
for (i = 0; i < count; i += SSE_MAX_VERTICES) {
unsigned int max_vertices = MIN2(SSE_MAX_VERTICES, count - i);
/* Fetch vertices. This may at some point be integrated into the
* compiled shader -- that would require a reorganization where
* multiple versions of the compiled shader might exist,
* specialized for each fetch state.
*/
draw->vertex_fetch.fetch_func(draw, machine, &elts[i], max_vertices);
if (!draw->rasterizer->bypass_vs) {
/* run compiled shader
*/
shader->func(machine->Inputs,
machine->Outputs,
(float (*)[4])machine->Consts,
machine->Temps,
shader->immediates);
}
/* XXX: Computing the clipmask and emitting results should be done
* in the vertex program as a set of instructions appended to
* the user-provided code.
*/
for (j = 0; j < max_vertices; j++) {
unsigned slot;
float x, y, z, w;
struct vertex_header *out =
draw_header_from_block(vOut, vertex_size, i + j);
x = out->clip[0] = outputs[0].xyzw[0].f[j];
y = out->clip[1] = outputs[0].xyzw[1].f[j];
z = out->clip[2] = outputs[0].xyzw[2].f[j];
w = out->clip[3] = outputs[0].xyzw[3].f[j];
if (!draw->rasterizer->bypass_clipping) {
out->clipmask = compute_clipmask(out->clip, draw->plane,
draw->nr_planes);
clipped += out->clipmask;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
}
else {
out->clipmask = 0;
}
out->edgeflag = 1;
out->vertex_id = UNDEFINED_VERTEX_ID;
if (!draw->identity_viewport) {
/* Viewport mapping */
out->data[0][0] = x * scale[0] + trans[0];
out->data[0][1] = y * scale[1] + trans[1];
out->data[0][2] = z * scale[2] + trans[2];
out->data[0][3] = w;
}
else {
out->data[0][0] = x;
out->data[0][1] = y;
out->data[0][2] = z;
out->data[0][3] = w;
}
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; slot++) {
out->data[slot][0] = outputs[slot].xyzw[0].f[j];
out->data[slot][1] = outputs[slot].xyzw[1].f[j];
out->data[slot][2] = outputs[slot].xyzw[2].f[j];
out->data[slot][3] = outputs[slot].xyzw[3].f[j];
}
#if 0 /*DEBUG*/
printf("%d) Post xform vert:\n", i + j);
for (slot = 0; slot < draw->num_vs_outputs; slot++) {
printf("\t%d: %f %f %f %f\n", slot,
out->data[slot][0],
out->data[slot][1],
out->data[slot][2],
out->data[slot][3]);
}
#endif
}
}
return clipped != 0;
}
/* Simplified vertex shader interface for the pt paths. Given the
@@ -294,7 +169,6 @@ draw_create_vs_sse(struct draw_context *draw,
tgsi_scan_shader(templ->tokens, &vs->base.info);
vs->base.prepare = vs_sse_prepare;
vs->base.run = vs_sse_run;
vs->base.run_linear = vs_sse_run_linear;
vs->base.delete = vs_sse_delete;
vs->machine = &draw->machine;