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authorBrian Paul <[email protected]>2010-01-21 19:04:53 -0700
committerBrian Paul <[email protected]>2010-01-21 19:04:55 -0700
commite24ea786faad502da63cc4d59b0c30e3f1915c45 (patch)
tree452d1aa96ad9a882c5126bd49141406811e88d0e /src/gallium/drivers
parent798a9d3f942df1953a538073c85d6a6fed3775db (diff)
llvmpipe: consolidate lp_scene_alloc_aligned() calls
Use just one call instead of four. Good for a few more fps.
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_setup_tri.c54
1 files changed, 41 insertions, 13 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_setup_tri.c b/src/gallium/drivers/llvmpipe/lp_setup_tri.c
index 15534756c4a..e5e64c3e5c8 100644
--- a/src/gallium/drivers/llvmpipe/lp_setup_tri.c
+++ b/src/gallium/drivers/llvmpipe/lp_setup_tri.c
@@ -181,18 +181,8 @@ static void setup_tri_coefficients( struct setup_context *setup,
const float (*v3)[4],
boolean frontface)
{
- struct lp_scene *scene = lp_setup_get_current_scene(setup);
unsigned slot;
- /* Allocate space for the a0, dadx and dady arrays
- */
- {
- unsigned bytes = (setup->fs.nr_inputs + 1) * 4 * sizeof(float);
- tri->inputs.a0 = lp_scene_alloc_aligned( scene, bytes, 16 );
- tri->inputs.dadx = lp_scene_alloc_aligned( scene, bytes, 16 );
- tri->inputs.dady = lp_scene_alloc_aligned( scene, bytes, 16 );
- }
-
/* The internal position input is in slot zero:
*/
setup_fragcoord_coef(tri, oneoverarea, 0, v1, v2, v3);
@@ -243,6 +233,41 @@ static inline int subpixel_snap( float a )
}
+
+/**
+ * Alloc space for a new triangle plus the input.a0/dadx/dady arrays
+ * immediately after it.
+ * The memory is allocated from the per-scene pool, not per-tile.
+ * \param tri_size returns number of bytes allocated
+ * \param nr_inputs number of fragment shader inputs
+ * \return pointer to triangle space
+ */
+static INLINE struct lp_rast_triangle *
+alloc_triangle(struct lp_scene *scene, unsigned nr_inputs, unsigned *tri_size)
+{
+ unsigned input_array_sz = NUM_CHANNELS * (nr_inputs + 1) * sizeof(float);
+ struct lp_rast_triangle *tri;
+ unsigned bytes;
+ char *inputs;
+
+ assert(sizeof(*tri) % 16 == 0);
+
+ bytes = sizeof(*tri) + (3 * input_array_sz);
+
+ tri = lp_scene_alloc_aligned( scene, bytes, 16 );
+
+ inputs = (char *) (tri + 1);
+ tri->inputs.a0 = (float (*)[4]) inputs;
+ tri->inputs.dadx = (float (*)[4]) (inputs + input_array_sz);
+ tri->inputs.dady = (float (*)[4]) (inputs + 2 * input_array_sz);
+
+ *tri_size = bytes;
+
+ return tri;
+}
+
+
+
/**
* Do basic setup for triangle rasterization and determine which
* framebuffer tiles are touched. Put the triangle in the scene's
@@ -264,10 +289,13 @@ do_triangle_ccw(struct setup_context *setup,
const int y3 = subpixel_snap(v3[0][1]);
struct lp_scene *scene = lp_setup_get_current_scene(setup);
- struct lp_rast_triangle *tri = lp_scene_alloc_aligned( scene, sizeof *tri, 16 );
+ struct lp_rast_triangle *tri;
int area;
float oneoverarea;
int minx, maxx, miny, maxy;
+ unsigned tri_bytes;
+
+ tri = alloc_triangle(scene, setup->fs.nr_inputs, &tri_bytes);
tri->dx12 = x1 - x2;
tri->dx23 = x2 - x3;
@@ -286,7 +314,7 @@ do_triangle_ccw(struct setup_context *setup,
* XXX: subject to overflow??
*/
if (area <= 0) {
- lp_scene_putback_data( scene, sizeof *tri );
+ lp_scene_putback_data( scene, tri_bytes );
LP_COUNT(nr_culled_tris);
return;
}
@@ -306,7 +334,7 @@ do_triangle_ccw(struct setup_context *setup,
if (miny == maxy ||
minx == maxx) {
- lp_scene_putback_data( scene, sizeof *tri );
+ lp_scene_putback_data( scene, tri_bytes );
LP_COUNT(nr_culled_tris);
return;
}