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authorMarius Predut <[email protected]>2015-02-25 09:49:45 -0700
committerBrian Paul <[email protected]>2015-02-25 16:35:49 -0700
commit1a93e7690dc90211164082d6a2d26d93da8127ef (patch)
tree85dea0aa989370fbd767eec2b243e37c8892b6b5 /src/mesa/vbo/vbo_exec_api.c
parent47053464630888f819ef8cc44278f1a1220159b9 (diff)
mesa: use fi_type in vertex attribute code
For 32-bit builds, floating point operations use x86 FPU registers, not SSE registers. If we're actually storing an integer in a float variable, the value might get modified when written to memory. This patch changes the VBO code to use the fi_type (float/int union) to store/copy vertex attributes. Also, this can improve performance on x86 because moving floats with integer registers instead of FP registers is faster. Neil Roberts review: - include changes on all places that are storing attribute values. - check with and without -O3 compiler flag. Brian Paul review: - use fi_type type instead gl_constant_value type - fix a bunch of nit-picks. - fix compiler warnings Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82668 Signed-off-by: Marius Predut <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/vbo/vbo_exec_api.c')
-rw-r--r--src/mesa/vbo/vbo_exec_api.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c
index 7a734874701..2a17ff54110 100644
--- a/src/mesa/vbo/vbo_exec_api.c
+++ b/src/mesa/vbo/vbo_exec_api.c
@@ -115,7 +115,7 @@ static void vbo_exec_wrap_buffers( struct vbo_exec_context *exec )
*/
void vbo_exec_vtx_wrap( struct vbo_exec_context *exec )
{
- GLfloat *data = exec->vtx.copied.buffer;
+ fi_type *data = exec->vtx.copied.buffer;
GLuint i;
/* Run pipeline on current vertices, copy wrapped vertices
@@ -159,9 +159,9 @@ static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
* ctx->Current.Attrib and ctx->Light.Material.Attrib arrays.
*/
GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
- GLfloat tmp[4];
+ fi_type tmp[4];
- COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
+ COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
exec->vtx.attrsz[i],
exec->vtx.attrptr[i],
exec->vtx.attrtype[i]);
@@ -214,7 +214,7 @@ vbo_exec_copy_from_current(struct vbo_exec_context *exec)
GLint i;
for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
- const GLfloat *current = (GLfloat *) vbo->currval[i].Ptr;
+ const fi_type *current = (fi_type *) vbo->currval[i].Ptr;
switch (exec->vtx.attrsz[i]) {
case 4: exec->vtx.attrptr[i][3] = current[3];
case 3: exec->vtx.attrptr[i][2] = current[2];
@@ -240,7 +240,7 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec,
struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
const GLint lastcount = exec->vtx.vert_count;
- GLfloat *old_attrptr[VBO_ATTRIB_MAX];
+ fi_type *old_attrptr[VBO_ATTRIB_MAX];
const GLuint old_vtx_size = exec->vtx.vertex_size; /* floats per vertex */
const GLuint oldSize = exec->vtx.attrsz[attr];
GLuint i;
@@ -287,7 +287,7 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec,
if (unlikely(oldSize)) {
/* Size changed, recalculate all the attrptr[] values
*/
- GLfloat *tmp = exec->vtx.vertex;
+ fi_type *tmp = exec->vtx.vertex;
for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
if (exec->vtx.attrsz[i]) {
@@ -306,7 +306,7 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec,
else {
/* Just have to append the new attribute at the end */
exec->vtx.attrptr[attr] = exec->vtx.vertex +
- exec->vtx.vertex_size - newSize;
+ exec->vtx.vertex_size - newSize;
}
/* Replay stored vertices to translate them
@@ -315,8 +315,8 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec,
* -- No need to replay - just copy piecewise
*/
if (unlikely(exec->vtx.copied.nr)) {
- GLfloat *data = exec->vtx.copied.buffer;
- GLfloat *dest = exec->vtx.buffer_ptr;
+ fi_type *data = exec->vtx.copied.buffer;
+ fi_type *dest = exec->vtx.buffer_ptr;
GLuint j;
assert(exec->vtx.buffer_ptr == exec->vtx.buffer_map);
@@ -331,13 +331,13 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec,
if (j == attr) {
if (oldSize) {
- GLfloat tmp[4];
- COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp, oldSize,
+ fi_type tmp[4];
+ COPY_CLEAN_4V_TYPE_AS_UNION(tmp, oldSize,
data + old_offset,
exec->vtx.attrtype[j]);
COPY_SZ_4V(dest + new_offset, newSize, tmp);
} else {
- GLfloat *current = (GLfloat *)vbo->currval[j].Ptr;
+ fi_type *current = (fi_type *)vbo->currval[j].Ptr;
COPY_SZ_4V(dest + new_offset, sz, current);
}
}
@@ -376,14 +376,14 @@ vbo_exec_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint newSize)
}
else if (newSize < exec->vtx.active_sz[attr]) {
GLuint i;
- const GLfloat *id =
- vbo_get_default_vals_as_float(exec->vtx.attrtype[attr]);
+ const fi_type *id =
+ vbo_get_default_vals_as_union(exec->vtx.attrtype[attr]);
/* New size is smaller - just need to fill in some
* zeros. Don't need to flush or wrap.
*/
for (i = newSize; i <= exec->vtx.attrsz[attr]; i++)
- exec->vtx.attrptr[attr][i-1] = id[i-1];
+ exec->vtx.attrptr[attr][i-1] = id[i-1];
}
exec->vtx.active_sz[attr] = newSize;
@@ -401,7 +401,7 @@ vbo_exec_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint newSize)
* This macro is used to implement all the glVertex, glColor, glTexCoord,
* glVertexAttrib, etc functions.
*/
-#define ATTR( A, N, T, V0, V1, V2, V3 ) \
+#define ATTR_UNION( A, N, T, V0, V1, V2, V3 ) \
do { \
struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \
\
@@ -412,12 +412,12 @@ do { \
vbo_exec_fixup_vertex(ctx, A, N); \
\
{ \
- GLfloat *dest = exec->vtx.attrptr[A]; \
+ fi_type *dest = exec->vtx.attrptr[A]; \
if (N>0) dest[0] = V0; \
if (N>1) dest[1] = V1; \
if (N>2) dest[2] = V2; \
if (N>3) dest[3] = V3; \
- exec->vtx.attrtype[A] = T; \
+ exec->vtx.attrtype[A] = T; \
} \
\
if ((A) == 0) { \