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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_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;
};
static void
vs_llvm_prepare( struct draw_vertex_shader *base,
struct draw_context *draw )
{
draw_update_vertex_fetch( draw );
}
/**
* Transform vertices with the current vertex program/shader
* Up to four vertices can be shaded at a time.
* \param vbuffer the input vertex data
* \param elts indexes of four input vertices
* \param count number of vertices to shade [1..4]
* \param vOut array of pointers to four output vertices
*/
static void
vs_llvm_run( struct draw_vertex_shader *base,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
struct vertex_header *vOut[] )
{
struct draw_llvm_vertex_shader *shader =
(struct draw_llvm_vertex_shader *)base;
struct tgsi_exec_machine *machine = &draw->machine;
unsigned int j;
ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
assert(count <= 4);
assert(draw->vertex_shader->state->output_semantic_name[0]
== TGSI_SEMANTIC_POSITION);
/* Consts does not require 16 byte alignment. */
machine->Consts = (float (*)[4]) draw->user.constants;
machine->Inputs = ALIGN16_ASSIGN(inputs);
if (draw->rasterizer->bypass_vs) {
/* outputs are just the inputs */
machine->Outputs = machine->Inputs;
}
else {
machine->Outputs = ALIGN16_ASSIGN(outputs);
}
draw->vertex_fetch.fetch_func( draw, machine, elts, count );
if (!draw->rasterizer->bypass_vs) {
/* run shader */
gallivm_cpu_vs_exec(shader->llvm_prog,
machine->Inputs,
machine->Outputs,
machine->Consts,
machine->Temps);
}
/* store machine results */
for (j = 0; j < count; j++) {
unsigned slot;
float x, y, z, w;
x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
if (!draw->rasterizer->bypass_clipping) {
vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
}
else {
vOut[j]->clipmask = 0;
}
vOut[j]->edgeflag = 1;
if (!draw->identity_viewport) {
/* Viewport mapping */
vOut[j]->data[0][0] = x * scale[0] + trans[0];
vOut[j]->data[0][1] = y * scale[1] + trans[1];
vOut[j]->data[0][2] = z * scale[2] + trans[2];
vOut[j]->data[0][3] = w;
}
else {
vOut[j]->data[0][0] = x;
vOut[j]->data[0][1] = y;
vOut[j]->data[0][2] = z;
vOut[j]->data[0][3] = w;
}
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; slot++) {
vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
}
} /* loop over vertices */
}
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]));
vs->base.prepare = vs_llvm_prepare;
vs->base.run = vs_llvm_run;
vs->base.delete = vs_llvm_delete;
{
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
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