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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 "util/u_memory.h"
#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
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