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/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
*/
#include "pipe/p_util.h"
#include "draw_private.h"
#include "draw_context.h"
void draw_vertex_cache_invalidate( struct draw_context *draw )
{
assert(draw->pq.queue_nr == 0);
assert(draw->vs.queue_nr == 0);
assert(draw->vcache.referenced == 0);
/* There's an error somewhere in the vcache code that requires this
* memset. The bug is exposed in q3demo demo001, but probably
* elsewhere as well. Will track it down later.
*/
memset(draw->vcache.idx, ~0, sizeof(draw->vcache.idx));
}
/**
* Check if vertex is in cache, otherwise add it. It won't go through
* VS yet, not until there is a flush operation or the VS queue fills up.
*
* Note that cache entries are basically just two pointers: the first
* an index into the user's vertex arrays, the second a location in
* the vertex shader cache for the post-transformed vertex.
*
* \return pointer to location of (post-transformed) vertex header in the cache
*/
static struct vertex_header *get_vertex( struct draw_context *draw,
unsigned i )
{
unsigned slot = (i + (i>>5)) % VCACHE_SIZE;
assert(slot < 32); /* so we don't exceed the bitfield size below */
if (draw->vcache.referenced & (1<<slot))
{
/* Cache hit?
*/
if (draw->vcache.idx[slot].in == i) {
// _mesa_printf("HIT %d %d\n", slot, i);
assert(draw->vcache.idx[slot].out < draw->vs.queue_nr);
return draw->vs.queue[draw->vcache.idx[slot].out].vertex;
}
/* Otherwise a collision
*/
slot = VCACHE_SIZE + draw->vcache.overflow++;
// _mesa_printf("XXX %d --> %d\n", i, slot);
}
/* Deal with the cache miss:
*/
{
unsigned out;
assert(slot < Elements(draw->vcache.idx));
// _mesa_printf("NEW %d %d\n", slot, i);
draw->vcache.idx[slot].in = i;
draw->vcache.idx[slot].out = out = draw->vs.queue_nr++;
draw->vcache.referenced |= (1 << slot);
/* Add to vertex shader queue:
*/
assert(draw->vs.queue_nr < VS_QUEUE_LENGTH);
draw->vs.queue[out].elt = i;
draw->vs.queue[out].vertex->clipmask = 0;
draw->vs.queue[out].vertex->edgeflag = draw_get_edgeflag(draw, i);
draw->vs.queue[out].vertex->pad = 0;
draw->vs.queue[out].vertex->vertex_id = UNDEFINED_VERTEX_ID;
/* Need to set the vertex's edge flag here. If we're being called
* by do_ef_triangle(), that function needs edge flag info!
*/
return draw->vs.queue[draw->vcache.idx[slot].out].vertex;
}
}
static struct vertex_header *get_uint_elt_vertex( struct draw_context *draw,
unsigned i )
{
const unsigned *elts = (const unsigned *) draw->user.elts;
return get_vertex( draw, elts[i] );
}
static struct vertex_header *get_ushort_elt_vertex( struct draw_context *draw,
unsigned i )
{
const ushort *elts = (const ushort *) draw->user.elts;
return get_vertex( draw, elts[i] );
}
static struct vertex_header *get_ubyte_elt_vertex( struct draw_context *draw,
unsigned i )
{
const ubyte *elts = (const ubyte *) draw->user.elts;
return get_vertex( draw, elts[i] );
}
void draw_vertex_cache_reset_vertex_ids( struct draw_context *draw )
{
unsigned i;
for (i = 0; i < draw->vs.post_nr; i++)
draw->vs.queue[i].vertex->vertex_id = UNDEFINED_VERTEX_ID;
}
void draw_vertex_cache_unreference( struct draw_context *draw )
{
draw->vcache.referenced = 0;
draw->vcache.overflow = 0;
}
int draw_vertex_cache_check_space( struct draw_context *draw,
unsigned nr_verts )
{
if (draw->vcache.overflow + nr_verts < VCACHE_OVERFLOW) {
/* The vs queue is sized so that this can never happen:
*/
assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
return TRUE;
}
else
return FALSE;
}
/**
* Tell the drawing context about the index/element buffer to use
* (ala glDrawElements)
* If no element buffer is to be used (i.e. glDrawArrays) then this
* should be called with eltSize=0 and elements=NULL.
*
* \param draw the drawing context
* \param eltSize size of each element (1, 2 or 4 bytes)
* \param elements the element buffer ptr
*/
void
draw_set_mapped_element_buffer( struct draw_context *draw,
unsigned eltSize, void *elements )
{
// draw_statechange( draw );
/* choose the get_vertex() function to use */
switch (eltSize) {
case 0:
draw->vcache.get_vertex = get_vertex;
break;
case 1:
draw->vcache.get_vertex = get_ubyte_elt_vertex;
break;
case 2:
draw->vcache.get_vertex = get_ushort_elt_vertex;
break;
case 4:
draw->vcache.get_vertex = get_uint_elt_vertex;
break;
default:
assert(0);
}
draw->user.elts = elements;
draw->user.eltSize = eltSize;
}
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