/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 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 TUNGSTEN GRAPHICS AND/OR ITS 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. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_config.h" #include "draw_vs.h" #if defined(PIPE_ARCH_X86) #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #include "rtasm/rtasm_cpu.h" #include "rtasm/rtasm_x86sse.h" #include "tgsi/tgsi_sse2.h" #include "tgsi/tgsi_parse.h" #include "tgsi/tgsi_exec.h" #define SSE_MAX_VERTICES 4 struct draw_sse_vertex_shader { struct draw_vertex_shader base; struct x86_function sse2_program; tgsi_sse2_vs_func func; struct tgsi_exec_machine *machine; }; static void vs_sse_prepare( struct draw_vertex_shader *base, struct draw_context *draw ) { struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base; struct tgsi_exec_machine *machine = shader->machine; machine->Samplers = draw->vs.samplers; if (base->info.uses_instanceid) { unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID]; assert(i < Elements(machine->SystemValue)); machine->SystemValue[i][0] = base->draw->instance_id; } } /* Simplified vertex shader interface for the pt paths. Given the * complexity of code-generating all the above operations together, * it's time to try doing all the other stuff separately. */ static void vs_sse_run_linear( struct draw_vertex_shader *base, const float (*input)[4], float (*output)[4], const void *constants[PIPE_MAX_CONSTANT_BUFFERS], const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS], unsigned count, unsigned input_stride, unsigned output_stride ) { struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base; struct tgsi_exec_machine *machine = shader->machine; unsigned int i; /* By default, execute all channels. XXX move this inside the loop * below when we support shader conditionals/loops. */ tgsi_set_exec_mask(machine, 1, 1, 1, 1); for (i = 0; i < count; i += MAX_TGSI_VERTICES) { unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); if (max_vertices < 4) { /* disable the unused execution channels */ tgsi_set_exec_mask(machine, 1, max_vertices > 1, max_vertices > 2, 0); } /* run compiled shader */ shader->func(machine, (const float (*)[4])constants[0], shader->base.immediates, input, base->info.num_inputs, input_stride, output, base->info.num_outputs, output_stride ); input = (const float (*)[4])((const char *)input + input_stride * max_vertices); output = (float (*)[4])((char *)output + output_stride * max_vertices); } } static void vs_sse_delete( struct draw_vertex_shader *base ) { struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base; x86_release_func( &shader->sse2_program ); align_free( (void *) shader->base.immediates ); FREE( (void*) shader->base.state.tokens ); FREE( shader ); } struct draw_vertex_shader * draw_create_vs_sse(struct draw_context *draw, const struct pipe_shader_state *templ) { struct draw_sse_vertex_shader *vs; if (!rtasm_cpu_has_sse2()) return NULL; vs = CALLOC_STRUCT( draw_sse_vertex_shader ); if (vs == NULL) return NULL; /* we make a private copy of the tokens */ vs->base.state.tokens = tgsi_dup_tokens(templ->tokens); if (!vs->base.state.tokens) goto fail; tgsi_scan_shader(templ->tokens, &vs->base.info); vs->base.draw = draw; if (1) vs->base.create_variant = draw_vs_create_variant_aos_sse; else vs->base.create_variant = draw_vs_create_variant_generic; vs->base.prepare = vs_sse_prepare; vs->base.run_linear = vs_sse_run_linear; vs->base.delete = vs_sse_delete; vs->base.immediates = align_malloc(TGSI_EXEC_NUM_IMMEDIATES * 4 * sizeof(float), 16); vs->machine = draw->vs.machine; x86_init_func( &vs->sse2_program ); if (!tgsi_emit_sse2( (struct tgsi_token *) vs->base.state.tokens, &vs->sse2_program, (float (*)[4])vs->base.immediates, TRUE )) goto fail; vs->func = (tgsi_sse2_vs_func) x86_get_func( &vs->sse2_program ); if (!vs->func) { goto fail; } return &vs->base; fail: if (0) debug_warning("tgsi_emit_sse2() failed, falling back to interpreter\n"); x86_release_func( &vs->sse2_program ); FREE(vs); return NULL; } #else struct draw_vertex_shader * draw_create_vs_sse( struct draw_context *draw, const struct pipe_shader_state *templ ) { return (void *) 0; } #endif