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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 "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 )
{
}
/* 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;
/* 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,
constants,
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_varient = draw_vs_varient_aos_sse;
else
vs->base.create_varient = draw_vs_varient_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:
debug_error("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
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