[Mesa-dev] [PATCH 2/2] llvmpipe: Simplify vertex and geometry shaders.
Roland Scheidegger
sroland at vmware.com
Mon Mar 24 11:09:02 PDT 2014
Am 24.03.2014 16:31, schrieb jfonseca at vmware.com:
> From: José Fonseca <jfonseca at vmware.com>
>
> Eliminate lp_vertex_shader, as it added nothing over draw_vertex_shader.
>
> Simplify lp_geometry_shader, as most of the incoming state is unneeded.
> (We could also just use draw_geometry_shader if we were willing to peek
> inside the structure.)
> ---
> src/gallium/drivers/llvmpipe/lp_context.h | 4 +--
> src/gallium/drivers/llvmpipe/lp_draw_arrays.c | 8 ++---
> src/gallium/drivers/llvmpipe/lp_state.h | 13 ++------
> src/gallium/drivers/llvmpipe/lp_state_gs.c | 32 +++++++------------
> src/gallium/drivers/llvmpipe/lp_state_vs.c | 46 +++++++--------------------
> 5 files changed, 33 insertions(+), 70 deletions(-)
>
> diff --git a/src/gallium/drivers/llvmpipe/lp_context.h b/src/gallium/drivers/llvmpipe/lp_context.h
> index 05cdfe5..ee8033c 100644
> --- a/src/gallium/drivers/llvmpipe/lp_context.h
> +++ b/src/gallium/drivers/llvmpipe/lp_context.h
> @@ -46,8 +46,8 @@
> struct llvmpipe_vbuf_render;
> struct draw_context;
> struct draw_stage;
> +struct draw_vertex_shader;
> struct lp_fragment_shader;
> -struct lp_vertex_shader;
> struct lp_blend_state;
> struct lp_setup_context;
> struct lp_setup_variant;
> @@ -63,7 +63,7 @@ struct llvmpipe_context {
> const struct pipe_depth_stencil_alpha_state *depth_stencil;
> const struct pipe_rasterizer_state *rasterizer;
> struct lp_fragment_shader *fs;
> - const struct lp_vertex_shader *vs;
> + struct draw_vertex_shader *vs;
> const struct lp_geometry_shader *gs;
> const struct lp_velems_state *velems;
> const struct lp_so_state *so;
> diff --git a/src/gallium/drivers/llvmpipe/lp_draw_arrays.c b/src/gallium/drivers/llvmpipe/lp_draw_arrays.c
> index 3df0a5c..99e6d19 100644
> --- a/src/gallium/drivers/llvmpipe/lp_draw_arrays.c
> +++ b/src/gallium/drivers/llvmpipe/lp_draw_arrays.c
> @@ -112,11 +112,11 @@ llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
> llvmpipe_prepare_geometry_sampling(lp,
> lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
> lp->sampler_views[PIPE_SHADER_GEOMETRY]);
> - if (lp->gs && !lp->gs->shader.tokens) {
> + if (lp->gs && lp->gs->no_tokens) {
> /* we have an empty geometry shader with stream output, so
> attach the stream output info to the current vertex shader */
> if (lp->vs) {
> - draw_vs_attach_so(lp->vs->draw_data, &lp->gs->shader.stream_output);
> + draw_vs_attach_so(lp->vs, &lp->gs->stream_output);
> }
> }
> draw_collect_pipeline_statistics(draw,
> @@ -136,11 +136,11 @@ llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
> }
> draw_set_mapped_so_targets(draw, 0, NULL);
>
> - if (lp->gs && !lp->gs->shader.tokens) {
> + if (lp->gs && lp->gs->no_tokens) {
> /* we have attached stream output to the vs for rendering,
> now lets reset it */
> if (lp->vs) {
> - draw_vs_reset_so(lp->vs->draw_data);
> + draw_vs_reset_so(lp->vs);
> }
> }
>
> diff --git a/src/gallium/drivers/llvmpipe/lp_state.h b/src/gallium/drivers/llvmpipe/lp_state.h
> index 8635cf1..2da6caa 100644
> --- a/src/gallium/drivers/llvmpipe/lp_state.h
> +++ b/src/gallium/drivers/llvmpipe/lp_state.h
> @@ -65,17 +65,10 @@ struct llvmpipe_context;
>
>
>
> -/** Subclass of pipe_shader_state */
> -struct lp_vertex_shader
> -{
> - struct pipe_shader_state shader;
> - struct draw_vertex_shader *draw_data;
> -};
> -
> -/** Subclass of pipe_shader_state */
> struct lp_geometry_shader {
> - struct pipe_shader_state shader;
> - struct draw_geometry_shader *draw_data;
> + boolean no_tokens;
> + struct pipe_stream_output_info stream_output;
> + struct draw_geometry_shader *dgs;
> };
>
> /** Vertex element state */
> diff --git a/src/gallium/drivers/llvmpipe/lp_state_gs.c b/src/gallium/drivers/llvmpipe/lp_state_gs.c
> index 74cf992..c94afed 100644
> --- a/src/gallium/drivers/llvmpipe/lp_state_gs.c
> +++ b/src/gallium/drivers/llvmpipe/lp_state_gs.c
> @@ -48,7 +48,7 @@ llvmpipe_create_gs_state(struct pipe_context *pipe,
>
> state = CALLOC_STRUCT(lp_geometry_shader);
> if (state == NULL )
> - goto fail;
> + goto no_state;
>
> /* debug */
> if (LP_DEBUG & DEBUG_TGSI) {
> @@ -57,26 +57,19 @@ llvmpipe_create_gs_state(struct pipe_context *pipe,
> }
>
> /* copy stream output info */
> - state->shader = *templ;
> - if (templ->tokens) {
> - /* copy shader tokens, the ones passed in will go away. */
> - state->shader.tokens = tgsi_dup_tokens(templ->tokens);
> - if (state->shader.tokens == NULL)
> - goto fail;
> -
> - state->draw_data = draw_create_geometry_shader(llvmpipe->draw, templ);
> - if (state->draw_data == NULL)
> - goto fail;
> + state->no_tokens = !templ->tokens;
> + memcpy(&state->stream_output, &templ->stream_output, sizeof state->stream_output);
> +
> + state->dgs = draw_create_geometry_shader(llvmpipe->draw, templ);
> + if (state->dgs == NULL) {
> + goto no_dgs;
> }
>
> return state;
>
> -fail:
> - if (state) {
> - FREE( (void *)state->shader.tokens );
> - FREE( state->draw_data );
> - FREE( state );
> - }
> +no_dgs:
> + FREE( state );
> +no_state:
> return NULL;
> }
>
> @@ -89,7 +82,7 @@ llvmpipe_bind_gs_state(struct pipe_context *pipe, void *gs)
> llvmpipe->gs = (struct lp_geometry_shader *)gs;
>
> draw_bind_geometry_shader(llvmpipe->draw,
> - (llvmpipe->gs ? llvmpipe->gs->draw_data : NULL));
> + (llvmpipe->gs ? llvmpipe->gs->dgs : NULL));
>
> llvmpipe->dirty |= LP_NEW_GS;
> }
> @@ -107,8 +100,7 @@ llvmpipe_delete_gs_state(struct pipe_context *pipe, void *gs)
> return;
> }
>
> - draw_delete_geometry_shader(llvmpipe->draw, state->draw_data);
> - FREE( (void *)state->shader.tokens );
> + draw_delete_geometry_shader(llvmpipe->draw, state->dgs);
> FREE(state);
> }
>
> diff --git a/src/gallium/drivers/llvmpipe/lp_state_vs.c b/src/gallium/drivers/llvmpipe/lp_state_vs.c
> index 7efb81b..826ee5b 100644
> --- a/src/gallium/drivers/llvmpipe/lp_state_vs.c
> +++ b/src/gallium/drivers/llvmpipe/lp_state_vs.c
> @@ -43,36 +43,19 @@ llvmpipe_create_vs_state(struct pipe_context *pipe,
> const struct pipe_shader_state *templ)
> {
> struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
> - struct lp_vertex_shader *state;
> + struct draw_vertex_shader *vs;
>
> - state = CALLOC_STRUCT(lp_vertex_shader);
> - if (state == NULL )
> - goto fail;
> -
> - /* copy shader tokens, the ones passed in will go away.
> - */
> - state->shader.tokens = tgsi_dup_tokens(templ->tokens);
> - if (state->shader.tokens == NULL)
> - goto fail;
> -
> - state->draw_data = draw_create_vertex_shader(llvmpipe->draw, templ);
> - if (state->draw_data == NULL)
> - goto fail;
> + vs = draw_create_vertex_shader(llvmpipe->draw, templ);
> + if (vs == NULL) {
> + return NULL;
> + }
>
> if (LP_DEBUG & DEBUG_TGSI) {
> - debug_printf("llvmpipe: Create vertex shader %p:\n", (void *) state);
> + debug_printf("llvmpipe: Create vertex shader %p:\n", (void *) vs);
> tgsi_dump(templ->tokens, 0);
> }
>
> - return state;
> -
> -fail:
> - if (state) {
> - FREE( (void *)state->shader.tokens );
> - FREE( state->draw_data );
> - FREE( state );
> - }
> - return NULL;
> + return vs;
> }
>
>
> @@ -80,13 +63,12 @@ static void
> llvmpipe_bind_vs_state(struct pipe_context *pipe, void *_vs)
> {
> struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
> - const struct lp_vertex_shader *vs = (const struct lp_vertex_shader *)_vs;
> + struct draw_vertex_shader *vs = (struct draw_vertex_shader *)_vs;
>
> if (llvmpipe->vs == vs)
> return;
>
> - draw_bind_vertex_shader(llvmpipe->draw,
> - vs ? vs->draw_data : NULL);
> + draw_bind_vertex_shader(llvmpipe->draw, vs);
>
> llvmpipe->vs = vs;
>
> @@ -95,16 +77,12 @@ llvmpipe_bind_vs_state(struct pipe_context *pipe, void *_vs)
>
>
> static void
> -llvmpipe_delete_vs_state(struct pipe_context *pipe, void *vs)
> +llvmpipe_delete_vs_state(struct pipe_context *pipe, void *_vs)
> {
> struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
> + struct draw_vertex_shader *vs = (struct draw_vertex_shader *)_vs;
>
> - struct lp_vertex_shader *state =
> - (struct lp_vertex_shader *)vs;
> -
> - draw_delete_vertex_shader(llvmpipe->draw, state->draw_data);
> - FREE( (void *)state->shader.tokens );
> - FREE( state );
> + draw_delete_vertex_shader(llvmpipe->draw, vs);
> }
>
>
>
Series looks good to me.
Roland
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