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-rw-r--r--src/gallium/auxiliary/draw/draw_vs_sse.c226
1 files changed, 226 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_vs_sse.c b/src/gallium/auxiliary/draw/draw_vs_sse.c
new file mode 100644
index 00000000000..77ba5152f9f
--- /dev/null
+++ b/src/gallium/auxiliary/draw/draw_vs_sse.c
@@ -0,0 +1,226 @@
+/**************************************************************************
+ *
+ * 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 <[email protected]>
+ * 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"
+
+#define SSE_MAX_VERTICES 4
+
+typedef void (PIPE_CDECL *codegen_function) (
+ const struct tgsi_exec_vector *input, /* 1 */
+ struct tgsi_exec_vector *output, /* 2 */
+ float (*constant)[4], /* 3 */
+ struct tgsi_exec_vector *temporary, /* 4 */
+ float (*immediates)[4], /* 5 */
+ const float (*aos_input)[4], /* 6 */
+ uint num_inputs, /* 7 */
+ uint input_stride, /* 8 */
+ float (*aos_output)[4], /* 9 */
+ uint num_outputs, /* 10 */
+ uint output_stride ); /* 11 */
+
+struct draw_sse_vertex_shader {
+ struct draw_vertex_shader base;
+ struct x86_function sse2_program;
+
+ codegen_function 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->Inputs,
+ machine->Outputs,
+ (float (*)[4])constants,
+ machine->Temps,
+ (float (*)[4])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 = (codegen_function) 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
+