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/*
* (C) Copyright IBM Corporation 2008
* 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
* on 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
* AUTHORS, COPYRIGHT HOLDERS, AND/OR THEIR 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.
*/
/**
* \file cell_vertex_shader.c
* Vertex shader interface routines for Cell.
*
* \author Ian Romanick <idr@us.ibm.com>
*/
#include "pipe/p_defines.h"
#include "pipe/p_context.h"
#include "pipe/p_winsys.h"
#include "cell_context.h"
#include "cell_draw_arrays.h"
#include "cell_spu.h"
#include "cell_batch.h"
#include "cell/common.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
/**
* Run the vertex shader on all vertices in the vertex queue.
* Called by the draw module when the vertx cache needs to be flushed.
*/
void
cell_vertex_shader_queue_flush(struct draw_context *draw)
{
struct cell_context *const cell =
(struct cell_context *) draw->driver_private;
struct cell_command_vs *const vs = &cell_global.command[0].vs;
uint64_t *batch;
struct cell_array_info *array_info;
unsigned i, j;
assert(draw->vs.queue_nr != 0);
/* XXX: do this on statechange:
*/
draw_update_vertex_fetch(draw);
for (i = 0; i < draw->vertex_fetch.nr_attrs; i++) {
batch = cell_batch_alloc(cell, sizeof(batch[0]) + sizeof(*array_info));
batch[0] = CELL_CMD_STATE_VS_ARRAY_INFO;
array_info = (struct cell_array_info *) &batch[1];
assert(draw->vertex_fetch.src_ptr[i] != NULL);
array_info->base = (uintptr_t) draw->vertex_fetch.src_ptr[i];
array_info->attr = i;
array_info->pitch = draw->vertex_fetch.pitch[i];
array_info->format = draw->vertex_element[i].src_format;
}
batch = cell_batch_alloc(cell, sizeof(batch[0])
+ sizeof(struct pipe_viewport_state));
batch[0] = CELL_CMD_STATE_VIEWPORT;
(void) memcpy(&batch[1], &draw->viewport,
sizeof(struct pipe_viewport_state));
cell_batch_flush(cell);
vs->opcode = CELL_CMD_VS_EXECUTE;
vs->shader.num_outputs = draw->num_vs_outputs;
vs->shader.declarations = (uintptr_t) draw->machine.Declarations;
vs->shader.num_declarations = draw->machine.NumDeclarations;
vs->shader.instructions = (uintptr_t) draw->machine.Instructions;
vs->shader.num_instructions = draw->machine.NumInstructions;
vs->shader.uniforms = (uintptr_t) draw->user.constants;
vs->shader.immediates = (uintptr_t) draw->machine.Imms;
vs->shader.num_immediates = draw->machine.ImmLimit / 4;
vs->nr_attrs = draw->vertex_fetch.nr_attrs;
(void) memcpy(vs->plane, draw->plane, sizeof(draw->plane));
vs->nr_planes = draw->nr_planes;
for (i = 0; i < draw->vs.queue_nr; i += SPU_VERTS_PER_BATCH) {
const unsigned n = MIN2(SPU_VERTS_PER_BATCH, draw->vs.queue_nr - i);
for (j = 0; j < n; j++) {
vs->elts[j] = draw->vs.queue[i + j].elt;
vs->vOut[j] = (uintptr_t) draw->vs.queue[i + j].dest;
}
for (/* empty */; j < SPU_VERTS_PER_BATCH; j++) {
vs->elts[j] = vs->elts[0];
vs->vOut[j] = vs->vOut[0];
}
vs->num_elts = n;
send_mbox_message(cell_global.spe_contexts[0], CELL_CMD_VS_EXECUTE);
cell_flush_int(& cell->pipe, PIPE_FLUSH_WAIT);
}
draw->vs.queue_nr = 0;
}
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