/**************************************************************************
- *
+ *
* 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
* 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.
* 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.
- *
+ *
**************************************************************************/
/*
* Brian Paul
*/
-#include "pipe/p_util.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 "tgsi/util/tgsi_parse.h"
+#include "tgsi/tgsi_parse.h"
#ifdef MESA_LLVM
struct draw_llvm_vertex_shader {
struct draw_vertex_shader base;
struct gallivm_prog *llvm_prog;
+ struct tgsi_exec_machine *machine;
};
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 boolean
-vs_llvm_run( struct draw_vertex_shader *base,
- struct draw_context *draw,
- const unsigned *elts,
- unsigned count,
- void *vOut )
-{
- struct draw_llvm_vertex_shader *shader =
- (struct draw_llvm_vertex_shader *)base;
-
- struct tgsi_exec_machine *machine = &draw->machine;
- unsigned int j;
- unsigned int clipped = 0;
-
- 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(base->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);
- clipped += vOut[j]->clipmask;
-
- /* divide by w */
- w = 1.0f / w;
- x *= w;
- y *= w;
- z *= w;
- }
- else {
- vOut[j]->clipmask = 0;
- }
- vOut[j]->edgeflag = 1;
- vOut[j]->vertex_id = UNDEFINED_VERTEX_ID;
-
- 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 */
- return clipped != 0;
}
struct draw_llvm_vertex_shader *shader =
(struct draw_llvm_vertex_shader *)base;
- struct tgsi_exec_machine *machine = &draw->machine;
- unsigned int j;
-
-
- for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
- unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
-
- /* Swizzle inputs.
- */
- for (j = 0; j < max_vertices; j++) {
- for (slot = 0; slot < draw->num_vs_inputs; slot++) {
- machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
- machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
- machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
- machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
- }
- }
-
- /* run shader */
- gallivm_cpu_vs_exec(shader->llvm_prog,
- machine->Inputs,
- machine->Outputs,
- (float (*)[4]) constants,
- machine->Temps);
-
-
- /* Unswizzle all output results
- */
- for (slot = 1; slot < draw->num_vs_outputs; slot++) {
- output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
- output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
- output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
- output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
- }
-
- /* Advance input, output pointers:
- */
- input = (const float (*)[4])((const char *)input + input_stride);
- output = (float (*)[4])((char *)output + output_stride);
- }
+ 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 *shader =
(struct draw_llvm_vertex_shader *)base;
/* Do something to free compiled shader:
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)
+ 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.state.tokens = tgsi_dup_tokens(templ->tokens);
+ if (!vs->base.state.tokens) {
+ FREE(vs);
+ return NULL;
+ }
- tgsi_scan_shader(shader->tokens, &vs->base.info);
+ tgsi_scan_shader(vs->base.state.tokens, &vs->base.info);
+ vs->base.draw = draw;
vs->base.prepare = vs_llvm_prepare;
- vs->base.run = vs_llvm_run;
+ 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);
+ 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();
+ 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->engine) {
- draw->engine = gallivm_cpu_engine_create(vs->llvm_prog);
+ if (!draw->vs.engine) {
+ draw->vs.engine = gallivm_cpu_engine_create(vs->llvm_prog);
}
else {
- gallivm_cpu_jit_compile(draw->engine, vs->llvm_prog);
+ gallivm_cpu_jit_compile(draw->vs.engine, vs->llvm_prog);
}
return &vs->base;