/** * Prepare/validate middle part of the vertex pipeline. * NOTE: if you change this function, also look at the non-LLVM * function fetch_pipeline_prepare() for similar changes. */ static void llvm_middle_end_prepare( struct draw_pt_middle_end *middle, unsigned in_prim, unsigned opt, unsigned *max_vertices ) { struct llvm_middle_end *fpme = llvm_middle_end(middle); struct draw_context *draw = fpme->draw; struct draw_vertex_shader *vs = draw->vs.vertex_shader; struct draw_geometry_shader *gs = draw->gs.geometry_shader; const unsigned out_prim = gs ? gs->output_primitive : u_assembled_prim(in_prim); unsigned point_clip = draw->rasterizer->fill_front == PIPE_POLYGON_MODE_POINT || out_prim == PIPE_PRIM_POINTS; unsigned nr; fpme->input_prim = in_prim; fpme->opt = opt; draw_pt_post_vs_prepare( fpme->post_vs, draw->clip_xy, draw->clip_z, draw->clip_user, point_clip ? draw->guard_band_points_xy : draw->guard_band_xy, draw->identity_viewport, draw->rasterizer->clip_halfz, (draw->vs.edgeflag_output ? TRUE : FALSE) ); draw_pt_so_emit_prepare( fpme->so_emit, gs == NULL ); if (!(opt & PT_PIPELINE)) { draw_pt_emit_prepare( fpme->emit, out_prim, max_vertices ); *max_vertices = MAX2( *max_vertices, 4096 ); } else { /* limit max fetches by limiting max_vertices */ *max_vertices = 4096; } /* Get the number of float[4] attributes per vertex. * Note: this must be done after draw_pt_emit_prepare() since that * can effect the vertex size. */ nr = MAX2(vs->info.num_inputs, draw_total_vs_outputs(draw)); /* Always leave room for the vertex header whether we need it or * not. It's hard to get rid of it in particular because of the * viewport code in draw_pt_post_vs.c. */ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float); /* Get the number of float[4] attributes per vertex. * Note: this must be done after draw_pt_emit_prepare() since that * can effect the vertex size. */ nr = MAX2(vs->info.num_inputs, draw_total_vs_outputs(draw)); /* Always leave room for the vertex header whether we need it or * not. It's hard to get rid of it in particular because of the * viewport code in draw_pt_post_vs.c. */ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float); /* return even number */ *max_vertices = *max_vertices & ~1; /* Find/create the vertex shader variant */ { struct draw_llvm_variant_key *key; struct draw_llvm_variant *variant = NULL; struct draw_llvm_variant_list_item *li; struct llvm_vertex_shader *shader = llvm_vertex_shader(vs); char store[DRAW_LLVM_MAX_VARIANT_KEY_SIZE]; unsigned i; key = draw_llvm_make_variant_key(fpme->llvm, store); /* Search shader's list of variants for the key */ li = first_elem(&shader->variants); while (!at_end(&shader->variants, li)) { if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) { variant = li->base; break; } li = next_elem(li); } if (variant) { /* found the variant, move to head of global list (for LRU) */ move_to_head(&fpme->llvm->vs_variants_list, &variant->list_item_global); } else { /* Need to create new variant */ /* First check if we've created too many variants. If so, free * 25% of the LRU to avoid using too much memory. */ if (fpme->llvm->nr_variants >= DRAW_MAX_SHADER_VARIANTS) { /* * XXX: should we flush here ? */ for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) { struct draw_llvm_variant_list_item *item; if (is_empty_list(&fpme->llvm->vs_variants_list)) { break; } item = last_elem(&fpme->llvm->vs_variants_list); assert(item); assert(item->base); draw_llvm_destroy_variant(item->base); } } variant = draw_llvm_create_variant(fpme->llvm, nr, key); if (variant) { insert_at_head(&shader->variants, &variant->list_item_local); insert_at_head(&fpme->llvm->vs_variants_list, &variant->list_item_global); fpme->llvm->nr_variants++; shader->variants_cached++; } } fpme->current_variant = variant; } if (gs) { llvm_middle_end_prepare_gs(fpme); } }
/** * Prepare/validate middle part of the vertex pipeline. * NOTE: if you change this function, also look at the LLVM * function llvm_middle_end_prepare() for similar changes. */ static void fetch_pipeline_prepare( struct draw_pt_middle_end *middle, unsigned prim, unsigned opt, unsigned *max_vertices ) { struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle; struct draw_context *draw = fpme->draw; struct draw_vertex_shader *vs = draw->vs.vertex_shader; struct draw_geometry_shader *gs = draw->gs.geometry_shader; unsigned i; unsigned instance_id_index = ~0; unsigned gs_out_prim = (gs ? gs->output_primitive : prim); /* Add one to num_outputs because the pipeline occasionally tags on * an additional texcoord, eg for AA lines. */ unsigned nr = MAX2( vs->info.num_inputs, vs->info.num_outputs + 1 ); if (gs) { nr = MAX2(nr, gs->info.num_outputs + 1); } /* Scan for instanceID system value. */ for (i = 0; i < vs->info.num_inputs; i++) { if (vs->info.input_semantic_name[i] == TGSI_SEMANTIC_INSTANCEID) { instance_id_index = i; break; } } fpme->input_prim = prim; fpme->opt = opt; /* Always leave room for the vertex header whether we need it or * not. It's hard to get rid of it in particular because of the * viewport code in draw_pt_post_vs.c. */ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float); draw_pt_fetch_prepare( fpme->fetch, vs->info.num_inputs, fpme->vertex_size, instance_id_index ); /* XXX: it's not really gl rasterization rules we care about here, * but gl vs dx9 clip spaces. */ draw_pt_post_vs_prepare( fpme->post_vs, draw->clip_xy, draw->clip_z, draw->clip_user, draw->guard_band_xy, draw->identity_viewport, (boolean)draw->rasterizer->gl_rasterization_rules, (draw->vs.edgeflag_output ? TRUE : FALSE) ); draw_pt_so_emit_prepare( fpme->so_emit, FALSE ); if (!(opt & PT_PIPELINE)) { draw_pt_emit_prepare( fpme->emit, gs_out_prim, max_vertices ); *max_vertices = MAX2( *max_vertices, 4096 ); } else { /* limit max fetches by limiting max_vertices */ *max_vertices = 4096; } /* No need to prepare the shader. */ vs->prepare(vs, draw); }
static void llvm_middle_end_prepare( struct draw_pt_middle_end *middle, unsigned in_prim, unsigned opt, unsigned *max_vertices ) { struct llvm_middle_end *fpme = (struct llvm_middle_end *)middle; struct draw_context *draw = fpme->draw; struct llvm_vertex_shader *shader = llvm_vertex_shader(draw->vs.vertex_shader); char store[DRAW_LLVM_MAX_VARIANT_KEY_SIZE]; struct draw_llvm_variant_key *key; struct draw_llvm_variant *variant = NULL; struct draw_llvm_variant_list_item *li; unsigned i; unsigned instance_id_index = ~0; const unsigned out_prim = (draw->gs.geometry_shader ? draw->gs.geometry_shader->output_primitive : in_prim); /* Add one to num_outputs because the pipeline occasionally tags on * an additional texcoord, eg for AA lines. */ const unsigned nr = MAX2( shader->base.info.num_inputs, shader->base.info.num_outputs + 1 ); /* Scan for instanceID system value. * XXX but we never use instance_id_index?! */ for (i = 0; i < shader->base.info.num_inputs; i++) { if (shader->base.info.input_semantic_name[i] == TGSI_SEMANTIC_INSTANCEID) { instance_id_index = i; break; } } fpme->input_prim = in_prim; fpme->opt = opt; /* Always leave room for the vertex header whether we need it or * not. It's hard to get rid of it in particular because of the * viewport code in draw_pt_post_vs.c. */ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float); /* XXX: it's not really gl rasterization rules we care about here, * but gl vs dx9 clip spaces. */ draw_pt_post_vs_prepare( fpme->post_vs, draw->clip_xy, draw->clip_z, draw->clip_user, draw->identity_viewport, (boolean)draw->rasterizer->gl_rasterization_rules, (draw->vs.edgeflag_output ? TRUE : FALSE) ); draw_pt_so_emit_prepare( fpme->so_emit ); if (!(opt & PT_PIPELINE)) { draw_pt_emit_prepare( fpme->emit, out_prim, max_vertices ); *max_vertices = MAX2( *max_vertices, 4096 ); } else { /* limit max fetches by limiting max_vertices */ *max_vertices = 4096; } /* return even number */ *max_vertices = *max_vertices & ~1; key = draw_llvm_make_variant_key(fpme->llvm, store); /* Search shader's list of variants for the key */ li = first_elem(&shader->variants); while (!at_end(&shader->variants, li)) { if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) { variant = li->base; break; } li = next_elem(li); } if (variant) { /* found the variant, move to head of global list (for LRU) */ move_to_head(&fpme->llvm->vs_variants_list, &variant->list_item_global); } else { /* Need to create new variant */ unsigned i; /* First check if we've created too many variants. If so, free * 25% of the LRU to avoid using too much memory. */ if (fpme->llvm->nr_variants >= DRAW_MAX_SHADER_VARIANTS) { /* * XXX: should we flush here ? */ for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) { struct draw_llvm_variant_list_item *item = last_elem(&fpme->llvm->vs_variants_list); draw_llvm_destroy_variant(item->base); } } variant = draw_llvm_create_variant(fpme->llvm, nr, key); if (variant) { insert_at_head(&shader->variants, &variant->list_item_local); insert_at_head(&fpme->llvm->vs_variants_list, &variant->list_item_global); fpme->llvm->nr_variants++; shader->variants_cached++; } } fpme->current_variant = variant; /*XXX we only support one constant buffer */ fpme->llvm->jit_context.vs_constants = draw->pt.user.vs_constants[0]; fpme->llvm->jit_context.gs_constants = draw->pt.user.gs_constants[0]; fpme->llvm->jit_context.planes = (float (*) [12][4]) draw->pt.user.planes[0]; fpme->llvm->jit_context.viewport = (float *)draw->viewport.scale; }
static void fetch_pipeline_prepare( struct draw_pt_middle_end *middle, unsigned prim, unsigned opt, unsigned *max_vertices ) { struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle; struct draw_context *draw = fpme->draw; struct draw_vertex_shader *vs = draw->vs.vertex_shader; unsigned i; unsigned instance_id_index = ~0; /* Add one to num_outputs because the pipeline occasionally tags on * an additional texcoord, eg for AA lines. */ unsigned nr = MAX2( vs->info.num_inputs, vs->info.num_outputs + 1 ); /* Scan for instanceID system value. */ for (i = 0; i < vs->info.num_inputs; i++) { if (vs->info.input_semantic_name[i] == TGSI_SEMANTIC_INSTANCEID) { instance_id_index = i; break; } } fpme->prim = prim; fpme->opt = opt; /* Always leave room for the vertex header whether we need it or * not. It's hard to get rid of it in particular because of the * viewport code in draw_pt_post_vs.c. */ fpme->vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float); draw_pt_fetch_prepare( fpme->fetch, vs->info.num_inputs, fpme->vertex_size, instance_id_index ); /* XXX: it's not really gl rasterization rules we care about here, * but gl vs dx9 clip spaces. */ draw_pt_post_vs_prepare( fpme->post_vs, (boolean)draw->bypass_clipping, (boolean)draw->identity_viewport, (boolean)draw->rasterizer->gl_rasterization_rules, (draw->vs.edgeflag_output ? true : false) ); if (!(opt & PT_PIPELINE)) { draw_pt_emit_prepare( fpme->emit, prim, max_vertices ); *max_vertices = MAX2( *max_vertices, DRAW_PIPE_MAX_VERTICES ); } else { *max_vertices = DRAW_PIPE_MAX_VERTICES; } /* return even number */ *max_vertices = *max_vertices & ~1; /* No need to prepare the shader. */ vs->prepare(vs, draw); }