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path: root/src/gallium/auxiliary/draw/draw_vs_sse.c
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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>
  *   Brian Paul
  */

#include "draw_vs.h"

#if defined(__i386__) || defined(__386__)

#include "pipe/p_util.h"
#include "pipe/p_shader_tokens.h"

#include "draw_private.h"
#include "draw_context.h"

#include "rtasm/rtasm_x86sse.h"
#include "tgsi/exec/tgsi_sse2.h"
#include "tgsi/util/tgsi_parse.h"

#define SSE_MAX_VERTICES 4

typedef void (XSTDCALL *codegen_function) (
   const struct tgsi_exec_vector *input,
   struct tgsi_exec_vector *output,
   float (*constant)[4],
   struct tgsi_exec_vector *temporary,
   float (*immediates)[4] );


struct draw_sse_vertex_shader {
   struct draw_vertex_shader base;
   struct x86_function sse2_program;

   codegen_function func;
   
   struct tgsi_exec_machine *machine;

   float immediates[TGSI_EXEC_NUM_IMMEDIATES][4];
};


static void
vs_sse_prepare( struct draw_vertex_shader *base,
		struct draw_context *draw )
{
   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 = &draw->machine;
   unsigned int i, j;
   unsigned int clipped = 0;

   ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
   ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
   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;
   machine->Inputs = ALIGN16_ASSIGN(inputs);
   if (draw->rasterizer->bypass_vs) {
      /* outputs are just the inputs */
      machine->Outputs = machine->Inputs;
   }
   else {
      machine->Outputs = ALIGN16_ASSIGN(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] = machine->Outputs[0].xyzw[0].f[j];
         y = out->clip[1] = machine->Outputs[0].xyzw[1].f[j];
         z = out->clip[2] = machine->Outputs[0].xyzw[2].f[j];
         w = out->clip[3] = machine->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] = machine->Outputs[slot].xyzw[0].f[j];
            out->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
            out->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
            out->data[slot][3] = machine->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
 * 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 float (*constants)[4],
		   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, j;
   unsigned slot;

   for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
      unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);

      /* Swizzle inputs.  
       */
      for (j = 0; j < max_vertices; j++) {
         for (slot = 0; slot < base->info.num_inputs; slot++) {
            machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
            machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
            machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
            machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
         }
      } 

      /* run compiled shader
       */
      shader->func(machine->Inputs,
		   machine->Outputs,
		   (float (*)[4])constants,
		   machine->Temps,
		   shader->immediates);


      /* Unswizzle all output results.  
       */
      for (j = 0; j < max_vertices; j++) {
         for (slot = 0; slot < base->info.num_outputs; slot++) {
            output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
            output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
            output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
            output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
         }
      } 

      /* Advance input, output pointers: 
       */
      input = (const float (*)[4])((const char *)input + input_stride);
      output = (float (*)[4])((char *)output + output_stride);
   }
}




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 );

   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;
   uint nt = tgsi_num_tokens(templ->tokens);

   if (!draw->use_sse) 
      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 = mem_dup(templ->tokens, nt * sizeof(templ->tokens[0]));

   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;
   
   x86_init_func( &vs->sse2_program );

   if (!tgsi_emit_sse2( (struct tgsi_token *) vs->base.state.tokens,
			&vs->sse2_program, vs->immediates )) 
      goto fail;
      
   vs->func = (codegen_function) x86_get_func( &vs->sse2_program );
   
   return &vs->base;

fail:
   fprintf(stderr, "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