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Vectorize vertex puller

tags/mesa_20090313
Ian Romanick 17 years ago
parent
commit
490a7b1c73
2 changed files with 61 additions and 129 deletions
  1. 58
    128
      src/mesa/pipe/cell/spu/spu_vertex_fetch.c
  2. 3
    1
      src/mesa/pipe/cell/spu/spu_vertex_shader.h

+ 58
- 128
src/mesa/pipe/cell/spu/spu_vertex_fetch.c View File

@@ -42,6 +42,8 @@
#define DRAW_DBG 0


static const vec_float4 defaults = { 0.0, 0.0, 0.0, 1.0 };

/**
* Fetch a float[4] vertex attribute from memory, doing format/type
* conversion as needed.
@@ -50,19 +52,16 @@
* conversion, texture sampling etc.
*/
#define FETCH_ATTRIB( NAME, SZ, CVT ) \
static void \
fetch_##NAME(const void *ptr, float *attrib) \
static qword \
fetch_##NAME(const void *ptr) \
{ \
static const float defaults[4] = { 0,0,0,1 }; \
vec_float4 attrib = defaults; \
int i; \
\
for (i = 0; i < SZ; i++) { \
attrib[i] = CVT; \
} \
\
for (; i < 4; i++) { \
attrib[i] = defaults[i]; \
attrib = spu_insert(CVT, attrib, i); \
} \
return (qword) attrib; \
}

#define CVT_64_FLOAT (float) ((double *) ptr)[i]
@@ -309,106 +308,59 @@ static spu_fetch_func get_fetch_func( enum pipe_format format )
}


static void
transpose_4x4( float *out, const float *in )
{
/* This can be achieved in 12 sse instructions, plus the final
* stores I guess. This is probably a bit more than that - maybe
* 32 or so?
*/
out[0] = in[0]; out[1] = in[4]; out[2] = in[8]; out[3] = in[12];
out[4] = in[1]; out[5] = in[5]; out[6] = in[9]; out[7] = in[13];
out[8] = in[2]; out[9] = in[6]; out[10] = in[10]; out[11] = in[14];
out[12] = in[3]; out[13] = in[7]; out[14] = in[11]; out[15] = in[15];
}



static void fetch_xyz_rgb( struct spu_vs_context *draw,
struct spu_exec_machine *machine,
const unsigned *elts,
unsigned count )
void
spu_transpose_4x4(qword *out, const qword *in)
{
assert(count <= 4);

// _mesa_printf("%s\n", __FUNCTION__);

/* loop over vertex attributes (vertex shader inputs)
*/

const unsigned *pitch = draw->vertex_fetch.pitch;
const ubyte **src = draw->vertex_fetch.src_ptr;
int i;

for (i = 0; i < 4; i++) {
static const qword masks[8] = {
{
const float *in = (const float *)(src[0] + elts[i] * pitch[0]);
float *out = &machine->Inputs[0].xyzw[0].f[i];
out[0] = in[0];
out[4] = in[1];
out[8] = in[2];
out[12] = 1.0f;
}

0x00, 0x01, 0x02, 0x03, 0x10, 0x11, 0x12, 0x13,
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
},
{
const float *in = (const float *)(src[1] + elts[i] * pitch[1]);
float *out = &machine->Inputs[1].xyzw[0].f[i];
out[0] = in[0];
out[4] = in[1];
out[8] = in[2];
out[12] = 1.0f;
}
}
}




static void fetch_xyz_rgb_st( struct spu_vs_context *draw,
struct spu_exec_machine *machine,
const unsigned *elts,
unsigned count )
{
assert(count <= 4);

/* loop over vertex attributes (vertex shader inputs)
*/

const unsigned *pitch = draw->vertex_fetch.pitch;
const ubyte **src = draw->vertex_fetch.src_ptr;
int i;

for (i = 0; i < 4; i++) {
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
0x00, 0x01, 0x02, 0x03, 0x10, 0x11, 0x12, 0x13,
},

{
0x04, 0x05, 0x06, 0x07, 0x14, 0x15, 0x16, 0x17,
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
},
{
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
0x04, 0x05, 0x06, 0x07, 0x14, 0x15, 0x16, 0x17,
},

{
0x08, 0x09, 0x0a, 0x0b, 0x18, 0x19, 0x1a, 0x1b,
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
},
{
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
0x08, 0x09, 0x0a, 0x0b, 0x18, 0x19, 0x1a, 0x1b,
},

{
0x0c, 0x0d, 0x0e, 0x0f, 0x1c, 0x1d, 0x1e, 0x1f,
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
},
{
const float *in = (const float *)(src[0] + elts[i] * pitch[0]);
float *out = &machine->Inputs[0].xyzw[0].f[i];
out[0] = in[0];
out[4] = in[1];
out[8] = in[2];
out[12] = 1.0f;
}
0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
0x0c, 0x0d, 0x0e, 0x0f, 0x1c, 0x1d, 0x1e, 0x1f,
},
};

{
const float *in = (const float *)(src[1] + elts[i] * pitch[1]);
float *out = &machine->Inputs[1].xyzw[0].f[i];
out[0] = in[0];
out[4] = in[1];
out[8] = in[2];
out[12] = 1.0f;
}
out[0] = si_shufb(in[0], in[1], masks[0]);
out[0] = si_or(out[0], si_shufb(in[2], in[3], masks[1]));

{
const float *in = (const float *)(src[2] + elts[i] * pitch[2]);
float *out = &machine->Inputs[1].xyzw[0].f[i];
out[0] = in[0];
out[4] = in[1];
out[8] = 0.0f;
out[12] = 1.0f;
}
}
}
out[1] = si_shufb(in[0], in[1], masks[2]);
out[1] = si_or(out[1], si_shufb(in[2], in[3], masks[3]));

out[2] = si_shufb(in[0], in[1], masks[4]);
out[2] = si_or(out[2], si_shufb(in[2], in[3], masks[5]));

out[3] = si_shufb(in[0], in[1], masks[6]);
out[3] = si_or(out[3], si_shufb(in[2], in[3], masks[7]));
}


/**
@@ -435,7 +387,7 @@ static void generic_vertex_fetch(struct spu_vs_context *draw,
const uint64_t src = draw->vertex_fetch.src_ptr[attr];
const spu_fetch_func fetch = draw->vertex_fetch.fetch[attr];
unsigned i;
float p[4][4];
qword p[4];


/* Fetch four attributes for four vertices.
@@ -452,17 +404,15 @@ static void generic_vertex_fetch(struct spu_vs_context *draw,
mfc_get(buffer, addr & ~0x0f, size, TAG_VERTEX_BUFFER, 0, 0);
wait_on_mask(1 << TAG_VERTEX_BUFFER);

memmove(& buffer, buffer + (addr & 0x0f), 16);

fetch(buffer, p[i]);
p[i] = (*fetch)(buffer + (addr & 0x0f));
}

/* Be nice and zero out any missing vertices:
*/
for (/* empty */; i < 4; i++)
p[i][0] = p[i][1] = p[i][2] = p[i][3] = 0;
/* Transpose/swizzle into sse-friendly format. Currently
p[i] = si_xor(p[i], p[i]);
/* Transpose/swizzle into vector-friendly format. Currently
* assuming that all vertex shader inputs are float[4], but this
* isn't true -- if the vertex shader only wants tex0.xy, we
* could optimize for that.
@@ -471,7 +421,7 @@ static void generic_vertex_fetch(struct spu_vs_context *draw,
* excessive number of fetch functions, but we could at least
* minimize the transpose step:
*/
transpose_4x4( (float *)&machine->Inputs[attr].xyzw[0].f[0], (float *)p );
spu_transpose_4x4(&machine->Inputs[attr].xyzw[0].q, p);
}
}

@@ -487,24 +437,4 @@ void spu_update_vertex_fetch( struct spu_vs_context *draw )
}

draw->vertex_fetch.fetch_func = generic_vertex_fetch;

/* Disable the fast path because they don't use mfc_get yet.
*/
#if 0
switch (draw->vertex_fetch.nr_attrs) {
case 2:
if (draw->vertex_fetch.format[0] == PIPE_FORMAT_R32G32B32_FLOAT &&
draw->vertex_fetch.format[1] == PIPE_FORMAT_R32G32B32_FLOAT)
draw->vertex_fetch.fetch_func = fetch_xyz_rgb;
break;
case 3:
if (draw->vertex_fetch.format[0] == PIPE_FORMAT_R32G32B32_FLOAT &&
draw->vertex_fetch.format[1] == PIPE_FORMAT_R32G32B32_FLOAT &&
draw->vertex_fetch.format[2] == PIPE_FORMAT_R32G32_FLOAT)
draw->vertex_fetch.fetch_func = fetch_xyz_rgb_st;
break;
default:
break;
}
#endif
}

+ 3
- 1
src/mesa/pipe/cell/spu/spu_vertex_shader.h View File

@@ -6,7 +6,7 @@

struct spu_vs_context;

typedef void (*spu_fetch_func)(const void *ptr, float *attrib);
typedef qword (*spu_fetch_func)(const void *ptr);
typedef void (*spu_full_fetch_func)( struct spu_vs_context *draw,
struct spu_exec_machine *machine,
const unsigned *elts,
@@ -39,6 +39,8 @@ struct spu_vs_context {

extern void spu_update_vertex_fetch(struct spu_vs_context *draw);

extern void spu_transpose_4x4(qword *out, const qword *in);

static INLINE void spu_vertex_fetch(struct spu_vs_context *draw,
struct spu_exec_machine *machine,
const unsigned *elts,

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