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diff --git a/src/gallium/auxiliary/draw/draw_vs_llvm.c b/src/gallium/auxiliary/draw/draw_vs_llvm.c
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+++ b/src/gallium/auxiliary/draw/draw_vs_llvm.c
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+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+ /*
+ * Authors:
+ * Zack Rusin
+ * Keith Whitwell <keith@tungstengraphics.com>
+ * Brian Paul
+ */
+
+#include "pipe/p_shader_tokens.h"
+#include "draw_private.h"
+#include "draw_context.h"
+#include "draw_vs.h"
+
+#include "tgsi/tgsi_parse.h"
+
+#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;
+};
+
+
+static void
+vs_llvm_prepare( struct draw_vertex_shader *base,
+ struct draw_context *draw )
+{
+}
+
+
+
+
+static void
+vs_llvm_run_linear( struct draw_vertex_shader *base,
+ const float (*input)[4],
+ float (*output)[4],
+ const float (*constants)[4],
+ unsigned count,
+ unsigned input_stride,
+ unsigned output_stride )
+{
+ 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,
+ constants, count, input_stride, output_stride);
+}
+
+
+
+static void
+vs_llvm_delete( struct draw_vertex_shader *base )
+{
+ struct draw_llvm_vertex_shader *shader =
+ (struct draw_llvm_vertex_shader *)base;
+
+ /* Do something to free compiled shader:
+ */
+
+ FREE( (void*) shader->base.state.tokens );
+ FREE( shader );
+}
+
+
+
+
+struct draw_vertex_shader *
+draw_create_vs_llvm(struct draw_context *draw,
+ const struct pipe_shader_state *templ)
+{
+ struct draw_llvm_vertex_shader *vs;
+
+ vs = CALLOC_STRUCT( draw_llvm_vertex_shader );
+ if (vs == NULL)
+ return NULL;
+
+ /* we make a private copy of the tokens */
+ vs->base.state.tokens = tgsi_dup_tokens(templ->tokens);
+ if (!vs->base.state.tokens) {
+ FREE(vs);
+ return NULL;
+ }
+
+ tgsi_scan_shader(vs->base.state.tokens, &vs->base.info);
+
+ vs->base.draw = draw;
+ vs->base.prepare = vs_llvm_prepare;
+ vs->base.create_varient = draw_vs_varient_generic;
+ vs->base.run_linear = vs_llvm_run_linear;
+ 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;
+}
+
+
+
+
+
+#else
+
+struct draw_vertex_shader *
+draw_create_vs_llvm(struct draw_context *draw,
+ const struct pipe_shader_state *shader)
+{
+ return NULL;
+}
+
+#endif