/************************************************************************** * * 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. * **************************************************************************/ #include "pipe/p_defines.h" #include "pipe/p_util.h" #include "pipe/p_winsys.h" #if 0 #include "pipe/draw/draw_context.h" #include "pipe/p_shader_tokens.h" #include "pipe/llvm/gallivm.h" #include "pipe/tgsi/util/tgsi_dump.h" #include "pipe/tgsi/exec/tgsi_sse2.h" #endif #include "cell_context.h" #include "cell_state.h" void * cell_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct cell_context *cell = cell_context(pipe); return malloc(5); /* XXX temp */ #if 0 /* Decide whether we'll be codegenerating this shader and if so do * that now. */ struct sp_fragment_shader_state *state = MALLOC( sizeof(struct sp_fragment_shader_state) ); state->shader = *templ; if( cell->dump_fs ) { tgsi_dump( state->shader.tokens, 0 ); } #if defined(__i386__) || defined(__386__) if (cell->use_sse) { x86_init_func( &state->sse2_program ); tgsi_emit_sse2_fs( state->shader.tokens, &state->sse2_program ); } #endif #ifdef MESA_LLVM state->llvm_prog = gallivm_from_tgsi(state->shader.tokens, GALLIVM_FS); if (!gallivm_global_cpu_engine()) { gallivm_cpu_engine_create(state->llvm_prog); } else gallivm_cpu_jit_compile(gallivm_global_cpu_engine(), state->llvm_prog); #endif return state; #endif } void cell_bind_fs_state(struct pipe_context *pipe, void *fs) { struct cell_context *cell = cell_context(pipe); #if 0 cell->fs = (struct sp_fragment_shader_state *) fs; cell->dirty |= SP_NEW_FS; #endif } void cell_delete_fs_state(struct pipe_context *pipe, void *shader) { #if 0 struct sp_fragment_shader_state *state = shader; #if defined(__i386__) || defined(__386__) x86_release_func( &state->sse2_program ); #endif FREE( state ); #endif } void * cell_create_vs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { return malloc(5); /* XXX */ #if 0 struct cell_context *cell = cell_context(pipe); struct sp_vertex_shader_state *state; state = MALLOC( sizeof(struct sp_vertex_shader_state) ); if (state == NULL ) { return NULL; } state->state = MALLOC( sizeof(struct pipe_shader_state) ); if (state->state == NULL) { FREE( state ); return NULL; } memcpy( state->state, templ, sizeof(struct pipe_shader_state) ); state->draw_data = draw_create_vertex_shader(cell->draw, state->state); if (state->draw_data == NULL) { FREE( state->state ); FREE( state ); return NULL; } return state; #endif } void cell_bind_vs_state(struct pipe_context *pipe, void *vs) { #if 0 struct cell_context *cell = cell_context(pipe); cell->vs = (const struct sp_vertex_shader_state *)vs; draw_bind_vertex_shader(cell->draw, cell->vs->draw_data); cell->dirty |= SP_NEW_VS; #endif } void cell_delete_vs_state(struct pipe_context *pipe, void *vs) { #if 0 struct cell_context *cell = cell_context(pipe); struct sp_vertex_shader_state *state = (struct sp_vertex_shader_state *)vs; draw_delete_vertex_shader(cell->draw, state->draw_data); FREE( state->state ); FREE( state ); #endif } void cell_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, const struct pipe_constant_buffer *buf) { #if 0 struct cell_context *cell = cell_context(pipe); struct pipe_winsys *ws = pipe->winsys; assert(shader < PIPE_SHADER_TYPES); assert(index == 0); /* note: reference counting */ ws->buffer_reference(ws, &cell->constants[shader].buffer, buf->buffer); cell->constants[shader].size = buf->size; cell->dirty |= SP_NEW_CONSTANTS; #endif }