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path: root/src/gallium/auxiliary/draw/draw_vs_llvm.c
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/**************************************************************************
 *
 * Copyright 2010 VMware, Inc.
 * 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 VMWARE 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 "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_shader_tokens.h"

#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
#include "draw_llvm.h"

#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_scan.h"

static void
vs_llvm_prepare(struct draw_vertex_shader *shader,
                struct draw_context *draw)
{
   /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
}

static void
vs_llvm_run_linear( struct draw_vertex_shader *shader,
		    const float (*input)[4],
		    float (*output)[4],
                    const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
                    const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
		    unsigned count,
		    unsigned input_stride,
		    unsigned output_stride )
{
   /* we should never get here since the entire pipeline is
    * generated in draw_pt_fetch_shade_pipeline_llvm.c */
   debug_assert(0);
}


static void
vs_llvm_delete( struct draw_vertex_shader *dvs )
{
   struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs);
   struct pipe_fence_handle *fence = NULL;
   struct draw_llvm_variant_list_item *li;
   struct pipe_context *pipe = dvs->draw->pipe;

   /*
    * XXX: This might be not neccessary at all.
    */
   pipe->flush(pipe, 0, &fence);
   if (fence) {
      pipe->screen->fence_finish(pipe->screen, fence, 0);
      pipe->screen->fence_reference(pipe->screen, &fence, NULL);
   }


   li = first_elem(&shader->variants);
   while(!at_end(&shader->variants, li)) {
      struct draw_llvm_variant_list_item *next = next_elem(li);
      draw_llvm_destroy_variant(li->base);
      li = next;
   }

   assert(shader->variants_cached == 0);
   FREE((void*) dvs->state.tokens);
   FREE( dvs );
}


struct draw_vertex_shader *
draw_create_vs_llvm(struct draw_context *draw,
		    const struct pipe_shader_state *state)
{
   struct llvm_vertex_shader *vs = CALLOC_STRUCT( llvm_vertex_shader );

   if (vs == NULL)
      return NULL;

   /* we make a private copy of the tokens */
   vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
   if (!vs->base.state.tokens) {
      FREE(vs);
      return NULL;
   }

   tgsi_scan_shader(state->tokens, &vs->base.info);

   vs->base.draw = draw;
   vs->base.prepare = vs_llvm_prepare;
   vs->base.run_linear = vs_llvm_run_linear;
   vs->base.delete = vs_llvm_delete;
   vs->base.create_varient = draw_vs_create_varient_generic;

   make_empty_list(&vs->variants);

   return &vs->base;
}