/************************************************************************** * * 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 * Brian Paul */ #include "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #include "draw_vs.h" #include "tgsi/util/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; struct tgsi_exec_machine *machine = shader->machine; unsigned int i, j; unsigned slot; for (i = 0; i < count; i += MAX_TGSI_VERTICES) { unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); /* Swizzle inputs. */ for (j = 0; j < max_vertices; j++) { for (slot = 0; slot < base->info.num_inputs; slot++) { machine->Inputs[slot].xyzw[0].f[j] = input[slot][0]; machine->Inputs[slot].xyzw[1].f[j] = input[slot][1]; machine->Inputs[slot].xyzw[2].f[j] = input[slot][2]; machine->Inputs[slot].xyzw[3].f[j] = input[slot][3]; } input = (const float (*)[4])((const char *)input + input_stride); } /* run shader */ gallivm_cpu_vs_exec(shader->llvm_prog, machine->Inputs, machine->Outputs, (float (*)[4]) constants, machine->Temps); /* Unswizzle all output results */ for (j = 0; j < max_vertices; j++) { for (slot = 0; slot < base->info.num_outputs; slot++) { output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; output[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; output[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; } output = (float (*)[4])((char *)output + 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; uint nt = tgsi_num_tokens(templ->tokens); vs = CALLOC_STRUCT( draw_llvm_vertex_shader ); if (vs == NULL) return NULL; /* we make a private copy of the tokens */ vs->base.state.tokens = mem_dup(templ->tokens, nt * sizeof(templ->tokens[0])); tgsi_scan_shader(vs->base.state.tokens, &vs->base.info); vs->base.prepare = vs_llvm_prepare; vs->base.run_linear = vs_llvm_run_linear; vs->base.delete = vs_llvm_delete; vs->machine = &draw->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->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->engine) { draw->engine = gallivm_cpu_engine_create(vs->llvm_prog); } else { gallivm_cpu_jit_compile(draw->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