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/Pipeline/VertexProgram.cpp b/src/Pipeline/VertexProgram.cpp index 647ff3a..e240e7f 100644 --- a/src/Pipeline/VertexProgram.cpp +++ b/src/Pipeline/VertexProgram.cpp
@@ -73,17 +73,23 @@ { } - void VertexProgram::program(UInt &index) + void VertexProgram::program(Pointer<UInt> &batch) { auto it = spirvShader->inputBuiltins.find(spv::BuiltInVertexIndex); if (it != spirvShader->inputBuiltins.end()) { assert(it->second.SizeInComponents == 1); + + Int4 indices; + indices = Insert(indices, As<Int>(batch[0]), 0); + indices = Insert(indices, As<Int>(batch[1]), 1); + indices = Insert(indices, As<Int>(batch[2]), 2); + indices = Insert(indices, As<Int>(batch[3]), 3); routine.getVariable(it->second.Id)[it->second.FirstComponent] = - As<Float4>(Int4(As<Int>(index) + *Pointer<Int>(data + OFFSET(DrawData, baseVertex))) + Int4(0, 1, 2, 3)); + As<Float4>(indices + Int4(*Pointer<Int>(data + OFFSET(DrawData, baseVertex)))); } - auto activeLaneMask = SIMD::Int(0xFFFFFFFF); // TODO: Control this. + auto activeLaneMask = SIMD::Int(0xFFFFFFFF); spirvShader->emit(&routine, activeLaneMask, descriptorSets); spirvShader->emitEpilog(&routine);