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authorZack Rusin <zackr@vmware.com>2010-02-08 18:05:22 -0500
committerZack Rusin <zackr@vmware.com>2010-02-08 18:22:11 -0500
commitc61bf363937f40624a5632745630d4f2b9907082 (patch)
treebb2388269117d6783400e17957ff8b0a68dfb5b5 /src/gallium/auxiliary/draw/draw_vs_llvm.c
parent74d23546c79fe8c8d87588fa423040e3b19a8fc6 (diff)
llvmpipe: export the tgsi translation code to a common layer
the llvmpipe tgsi translation is a lot more complete than what was in gallivm so replacing the latter with the former. this is needed since the draw llvm paths will use the same code. effectively the proven llvmpipe code becomes gallivm.
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_vs_llvm.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_vs_llvm.c31
1 files changed, 0 insertions, 31 deletions
diff --git a/src/gallium/auxiliary/draw/draw_vs_llvm.c b/src/gallium/auxiliary/draw/draw_vs_llvm.c
index fd9166fda5..5f7a645f5d 100644
--- a/src/gallium/auxiliary/draw/draw_vs_llvm.c
+++ b/src/gallium/auxiliary/draw/draw_vs_llvm.c
@@ -42,11 +42,8 @@
#ifdef MESA_LLVM
-#include "gallivm/gallivm.h"
-
struct draw_llvm_vertex_shader {
struct draw_vertex_shader base;
- struct gallivm_prog *llvm_prog;
struct tgsi_exec_machine *machine;
};
@@ -58,8 +55,6 @@ vs_llvm_prepare( struct draw_vertex_shader *base,
}
-
-
static void
vs_llvm_run_linear( struct draw_vertex_shader *base,
const float (*input)[4],
@@ -71,11 +66,6 @@ vs_llvm_run_linear( struct draw_vertex_shader *base,
{
struct draw_llvm_vertex_shader *shader =
(struct draw_llvm_vertex_shader *)base;
-
- gallivm_cpu_vs_exec(shader->llvm_prog, shader->machine,
- input, base->info.num_inputs, output, base->info.num_outputs,
- (const float (*)[4])constants[0],
- count, input_stride, output_stride);
}
@@ -122,27 +112,6 @@ draw_create_vs_llvm(struct draw_context *draw,
vs->base.delete = vs_llvm_delete;
vs->machine = draw->vs.machine;
- {
- struct gallivm_ir *ir = gallivm_ir_new(GALLIVM_VS);
- gallivm_ir_set_layout(ir, GALLIVM_SOA);
- gallivm_ir_set_components(ir, 4);
- gallivm_ir_fill_from_tgsi(ir, vs->base.state.tokens);
- vs->llvm_prog = gallivm_ir_compile(ir);
- gallivm_ir_delete(ir);
- }
-
- draw->vs.engine = gallivm_global_cpu_engine();
-
- /* XXX: Why are there two versions of this? Shouldn't creating the
- * engine be a separate operation to compiling a shader?
- */
- if (!draw->vs.engine) {
- draw->vs.engine = gallivm_cpu_engine_create(vs->llvm_prog);
- }
- else {
- gallivm_cpu_jit_compile(draw->vs.engine, vs->llvm_prog);
- }
-
return &vs->base;
}