Merge remote branch 'origin/master' into lp-binning
[mesa.git] / src / gallium / auxiliary / draw / draw_vs_llvm.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Zack Rusin
31 * Keith Whitwell <keith@tungstengraphics.com>
32 * Brian Paul
33 */
34
35 #include "util/u_memory.h"
36 #include "pipe/p_shader_tokens.h"
37 #include "draw_private.h"
38 #include "draw_context.h"
39 #include "draw_vs.h"
40
41 #include "tgsi/tgsi_parse.h"
42
43 #ifdef MESA_LLVM
44
45 #include "gallivm/gallivm.h"
46
47 struct draw_llvm_vertex_shader {
48 struct draw_vertex_shader base;
49 struct gallivm_prog *llvm_prog;
50 struct tgsi_exec_machine *machine;
51 };
52
53
54 static void
55 vs_llvm_prepare( struct draw_vertex_shader *base,
56 struct draw_context *draw )
57 {
58 }
59
60
61
62
63 static void
64 vs_llvm_run_linear( struct draw_vertex_shader *base,
65 const float (*input)[4],
66 float (*output)[4],
67 const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
68 unsigned count,
69 unsigned input_stride,
70 unsigned output_stride )
71 {
72 struct draw_llvm_vertex_shader *shader =
73 (struct draw_llvm_vertex_shader *)base;
74
75 gallivm_cpu_vs_exec(shader->llvm_prog, shader->machine,
76 input, base->info.num_inputs, output, base->info.num_outputs,
77 (const float (*)[4])constants[0],
78 count, input_stride, output_stride);
79 }
80
81
82
83 static void
84 vs_llvm_delete( struct draw_vertex_shader *base )
85 {
86 struct draw_llvm_vertex_shader *shader =
87 (struct draw_llvm_vertex_shader *)base;
88
89 /* Do something to free compiled shader:
90 */
91
92 FREE( (void*) shader->base.state.tokens );
93 FREE( shader );
94 }
95
96
97
98
99 struct draw_vertex_shader *
100 draw_create_vs_llvm(struct draw_context *draw,
101 const struct pipe_shader_state *templ)
102 {
103 struct draw_llvm_vertex_shader *vs;
104
105 vs = CALLOC_STRUCT( draw_llvm_vertex_shader );
106 if (vs == NULL)
107 return NULL;
108
109 /* we make a private copy of the tokens */
110 vs->base.state.tokens = tgsi_dup_tokens(templ->tokens);
111 if (!vs->base.state.tokens) {
112 FREE(vs);
113 return NULL;
114 }
115
116 tgsi_scan_shader(vs->base.state.tokens, &vs->base.info);
117
118 vs->base.draw = draw;
119 vs->base.prepare = vs_llvm_prepare;
120 vs->base.create_varient = draw_vs_varient_generic;
121 vs->base.run_linear = vs_llvm_run_linear;
122 vs->base.delete = vs_llvm_delete;
123 vs->machine = draw->vs.machine;
124
125 {
126 struct gallivm_ir *ir = gallivm_ir_new(GALLIVM_VS);
127 gallivm_ir_set_layout(ir, GALLIVM_SOA);
128 gallivm_ir_set_components(ir, 4);
129 gallivm_ir_fill_from_tgsi(ir, vs->base.state.tokens);
130 vs->llvm_prog = gallivm_ir_compile(ir);
131 gallivm_ir_delete(ir);
132 }
133
134 draw->vs.engine = gallivm_global_cpu_engine();
135
136 /* XXX: Why are there two versions of this? Shouldn't creating the
137 * engine be a separate operation to compiling a shader?
138 */
139 if (!draw->vs.engine) {
140 draw->vs.engine = gallivm_cpu_engine_create(vs->llvm_prog);
141 }
142 else {
143 gallivm_cpu_jit_compile(draw->vs.engine, vs->llvm_prog);
144 }
145
146 return &vs->base;
147 }
148
149
150
151
152
153 #else
154
155 struct draw_vertex_shader *
156 draw_create_vs_llvm(struct draw_context *draw,
157 const struct pipe_shader_state *shader)
158 {
159 return NULL;
160 }
161
162 #endif