/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2010 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* 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
+ * 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.
*
**************************************************************************/
- /*
- * Authors:
- * Zack Rusin
- * Keith Whitwell <keith@tungstengraphics.com>
- * Brian Paul
- */
-
+#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_shader_tokens.h"
+#include "pipe/p_screen.h"
+
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
+#include "draw_llvm.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;
-};
-
+#include "tgsi/tgsi_scan.h"
static void
-vs_llvm_prepare( struct draw_vertex_shader *base,
- struct draw_context *draw )
+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 *base,
- const float (*input)[4],
- float (*output)[4],
- const float (*constants)[4],
- unsigned count,
- unsigned input_stride,
- unsigned output_stride )
+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,
+ const unsigned *elts)
{
- 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);
+ /* 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 *base )
+vs_llvm_delete( struct draw_vertex_shader *dvs )
{
- struct draw_llvm_vertex_shader *shader =
- (struct draw_llvm_vertex_shader *)base;
-
- /* Do something to free compiled shader:
- */
+ struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs);
+ struct draw_llvm_variant_list_item *li;
+
+ 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;
+ }
- FREE( (void*) shader->base.state.tokens );
- FREE( shader );
+ 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 *templ)
+ const struct pipe_shader_state *state)
{
- struct draw_llvm_vertex_shader *vs;
+ struct llvm_vertex_shader *vs = CALLOC_STRUCT( llvm_vertex_shader );
- vs = CALLOC_STRUCT( draw_llvm_vertex_shader );
- if (vs == NULL)
+ if (!vs)
return NULL;
/* we make a private copy of the tokens */
- vs->base.state.tokens = tgsi_dup_tokens(templ->tokens);
+ vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
if (!vs->base.state.tokens) {
FREE(vs);
return NULL;
}
- tgsi_scan_shader(vs->base.state.tokens, &vs->base.info);
+ tgsi_scan_shader(state->tokens, &vs->base.info);
+
+ vs->variant_key_size =
+ draw_llvm_variant_key_size(
+ vs->base.info.file_max[TGSI_FILE_INPUT]+1,
+ MAX2(vs->base.info.file_max[TGSI_FILE_SAMPLER]+1,
+ vs->base.info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
+ vs->base.info.file_max[TGSI_FILE_IMAGE]+1);
+ vs->base.state.stream_output = state->stream_output;
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();
+ vs->base.create_variant = draw_vs_create_variant_generic;
- /* 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);
- }
+ make_empty_list(&vs->variants);
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