Process independent vertex elements Previously, vertices would be processed in consecutive groups of four (for SSE/NEON). Now four indices are read from the index buffer. Reading the input was already a gather operation, but with constant stride. The vertex cache now performs a scatter. The vertices are written in reverse order so that the first vertex in a group is always present in the cache. Also use 2^32-1 as invalid vertex cache index (corresponds with the primitive restart index) instead of 0x80000000, since maxDrawIndexedIndexValue is UINT32_MAX. Bug: b/27351835 Test: dEQP-VK.glsl.loops.special.do_while_dynamic_iterations.dowhile_trap_vertex Change-Id: Ic69dbf53c67cbda50e44913ccae91aaca2b86e21 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/32609 Presubmit-Ready: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by: Nicolas Capens <nicolascapens@google.com> Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Device/VertexProcessor.hpp b/src/Device/VertexProcessor.hpp index 811ac32..a17e86a 100644 --- a/src/Device/VertexProcessor.hpp +++ b/src/Device/VertexProcessor.hpp
@@ -25,12 +25,16 @@ { struct DrawData; - struct VertexCache // FIXME: Variable size + // Basic direct mapped vertex cache. + struct VertexCache { + static constexpr uint32_t SIZE = 64; // TODO: Variable size? + static constexpr uint32_t TAG_MASK = SIZE - 1; // Size must be power of 2. + void clear(); - Vertex vertex[16][4]; - unsigned int tag[16]; + Vertex vertex[SIZE]; + uint32_t tag[SIZE]; int drawCall; };