On Fri, 2010-08-13 at 08:09 -0700, Chia-I Wu wrote: > On Fri, Aug 13, 2010 at 10:51 PM, Keith Whitwell <kei...@vmware.com> wrote: > > On Fri, 2010-08-13 at 07:46 -0700, Chia-I Wu wrote: > >> On Fri, Aug 13, 2010 at 10:14 PM, Keith Whitwell <kei...@vmware.com> wrote: > >> > On Fri, 2010-08-13 at 07:04 -0700, Chia-I Wu wrote: > >> >> Hi, > >> >> > >> >> There are two primitive transformations in gallium draw module. In > >> >> varray, primitives are "split"ted. When a primitive has more vertices > >> >> than the middle end can handle, varray splits the primitive and calls > >> >> the middle end multiple times. > >> >> > >> >> In vcache, primitives are "decompose"d. More advanced primitives are > >> >> decomposed into one of point, line(_adj), or triangle(_adj). > >> >> Similarly, vcache may call the middle end multiple times to flush its > >> >> internal buffer. In some cases, vcache passes the primitves through > >> >> without decomposing nor splitting, as can be seen in vcache_check_run. > >> >> > >> >> The issue with vcache is that it has to decompose a primitive > >> >> differently depending on the provoking convention, as explained in > >> >> > >> >> http://lists.freedesktop.org/archives/mesa-dev/2010-August/001797.html > >> >> > >> >> It becomes a problem when GS is active. > >> >> > >> >> My proposal is to make vcache split instead of decompose. Because > >> >> varray only splits and vcache has a pass-through path, the rest of the > >> >> workflow already has to support all primitive types. Switching from > >> >> decompose to split does not require a big change to the rest of the > >> >> workflow. > >> >> > >> >> But then vcache will look a lot like varray, only with indexed > >> >> primitive support. It leads me to a new frontend that replaces both > >> >> varray and vcache: vsplit > >> >> > >> >> http://cgit.freedesktop.org/~olv/mesa/log/?h=draw-vsplit > >> >> > >> >> vsplit is based on varray. It uses some code from vcache to support > >> >> indexed primitives. When vcache decomposes, there are flags being set > >> >> to indicate that if the stipple counter should be reset or if some > >> >> edge of a triangle should be omitted in unfilled mode. The segments > >> >> of a splitted primitive have flags for similar purposes too: > >> >> > >> >> DRAW_SPLIT_AFTER More segments to come after this one > >> >> DRAW_SPLIT_BEFORE There are preceding segments > >> >> > >> >> These flags are set by vsplit and the middle ends pass them to the > >> >> other stages. Therefore, the run methods of middle ends are augmented > >> >> to take the flags. > >> >> > >> >> To summarize, vsplit > >> >> > >> >> - fixes GS when (flatshade && flatshade_first) is on > >> >> - never sends more vertices than the middle end claims to handle > >> >> - is faster than vcache: split instead of decompose, no get_elt > >> >> calls > >> >> - no longer uses the higher bits of draw_elts for stipple/edge flags > >> >> > >> >> Suggestions? > >> > > >> > > >> > Hi - I haven't looked at the patches yet, but a couple of questions: > >> > > >> > How does this interact with the draw_pipe_* code - which requires > >> > decomposed primitives? > >> draw_pipe.c decomposes the primitives. It is there before because it > >> has to support varray and vcache_check_run which do not decompose. > > > > OK. > > > >> > How does this cope with indexed rendering where the vertex buffers > >> > themselves are too large (for hardware or some other entity)? Eg. > >> > imagine the hardware could cope with up to 64k vertices, and you have a > >> > drawelements call randomly referencing vertices in range 0..128k ? > >> Vertex fetching happens in the middle end so the range of the indices > >> is not a problem. Though vsplit guarantees that it never calls the > >> middle end with more vertices than the middle end claims to support > >> (as returned by draw_pt_middle_end::prepare). The limit is usually > >> decidied by the size of the buffer for vertex emitting. > > > > I guess I'm wondering how it does this. If the middle end says it > > supports 64k vertices, and the vertex element looks like > > > > [0, 128k, 64k, 32k, 96k, 16k, 1, ... ] > > > > what gets sent? (Sorry, I still haven't looked at the code, you could > > well have addressed this). > I see. The frontend would set > > fetch_elts = [0, 128k, 64k, 32k, 96k, 16k, 1, ... ] > draw_elts = [0, 1, 2, 3, 4, 5, 6, ...] > > fetch_elts is processed by the middle end and it will fetch the given > vertices. draw_elts will be passed to draw_emit or the pipeline. It > is the new index buffer, which indexes into the fetched vertices. > > It is actual the same as vcache. So when fetch_elts is > > [0, 128k, 64k, 64k, 128k, 16k, ...], > > draw_elts would be set to > > [0, 1, 2, 2, 1, 3, ...] > > The number of elements to fetch (and shade) is minimized.
Thanks Chia-I, I've taken a look at the code & this makes sense - the fetch/draw cache is still there, but specialized into 4 versions for each element type. And it seems like you take some steps not to hit it unnecessarily. I'm coming up to speed on it though, so a couple more questions - for fan primitives, it seems like you always end up in the segment_cache code -- is that true, or is there a fastpath I missed? In particular, if the whole fan fits within the limits of the middle end, will it still end up going through the cache? Actually it looks like this happens in an early-out at the bottom of the patch: + /* no splitting required */ + if (count <= max_count_simple) { + SEGMENT_SIMPLE(0x0, start, count); + } where max_count_simple is either vsplit->max_vertices or vsplit->segment_size (for indexed primitives) These in turn are generated as: + middle->prepare(middle, vsplit->prim, opt, &vsplit->max_vertices); + + vsplit->segment_size = MIN2(SEGMENT_SIZE, vsplit->max_vertices); and SEGMENT_SIZE is 1024. So any indexed primitive where the number of vertices (or is it number of indices) exceeds 1024, will end up on the cache path? I know this used to be true as well -- just wondering if there is a way to improve on this... Keith _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev