#include <llvm-c/Analysis.h>
+#include <llvm-c/BitWriter.h>
static unsigned fs_no = 0;
* \param partial_mask if 1, do mask_input testing
*/
static void
-generate_fs(struct llvmpipe_context *lp,
- struct lp_fragment_shader *shader,
+generate_fs(struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key,
LLVMBuilderRef builder,
struct lp_type type,
LLVMValueRef z;
LLVMValueRef zs_value = NULL;
LLVMValueRef stencil_refs[2];
- struct lp_build_flow_context *flow;
struct lp_build_mask_context mask;
- boolean simple_shader = (shader->info.file_count[TGSI_FILE_SAMPLER] == 0 &&
- shader->info.num_inputs < 3 &&
- shader->info.num_instructions < 8);
+ boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
+ shader->info.base.num_inputs < 3 &&
+ shader->info.base.num_instructions < 8);
unsigned attrib;
unsigned chan;
unsigned cbuf;
zs_format_desc = util_format_description(key->zsbuf_format);
assert(zs_format_desc);
- if (!shader->info.writes_z) {
- if (key->alpha.enabled || shader->info.uses_kill)
+ if (!shader->info.base.writes_z) {
+ if (key->alpha.enabled || shader->info.base.uses_kill)
/* With alpha test and kill, can do the depth test early
* and hopefully eliminate some quads. But need to do a
* special deferred depth write once the final mask value
consts_ptr = lp_jit_context_constants(builder, context_ptr);
- flow = lp_build_flow_create(builder);
-
memset(outputs, 0, sizeof outputs);
- lp_build_flow_scope_begin(flow);
-
/* Declare the color and z variables */
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
for(chan = 0; chan < NUM_CHANNELS; ++chan) {
}
/* 'mask' will control execution based on quad's pixel alive/killed state */
- lp_build_mask_begin(&mask, flow, type, *pmask);
+ lp_build_mask_begin(&mask, builder, type, *pmask);
if (!(depth_mode & EARLY_DEPTH_TEST) && !simple_shader)
lp_build_mask_check(&mask);
&zs_value,
!simple_shader);
- if (depth_mode & EARLY_DEPTH_WRITE)
- LLVMBuildStore(builder, zs_value, depth_ptr);
+ if (depth_mode & EARLY_DEPTH_WRITE) {
+ lp_build_depth_write(builder, zs_format_desc, depth_ptr, zs_value);
+ }
}
lp_build_interp_soa_update_inputs(interp, i);
/* Build the actual shader */
lp_build_tgsi_soa(builder, tokens, type, &mask,
consts_ptr, interp->pos, interp->inputs,
- outputs, sampler, &shader->info);
+ outputs, sampler, &shader->info.base);
/* Alpha test */
if (key->alpha.enabled) {
- int color0 = find_output_by_semantic(&shader->info,
+ int color0 = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_COLOR,
0);
- if (color0 != -1) {
+ if (color0 != -1 && outputs[color0][3]) {
LLVMValueRef alpha = LLVMBuildLoad(builder, outputs[color0][3], "alpha");
LLVMValueRef alpha_ref_value;
/* Late Z test */
if (depth_mode & LATE_DEPTH_TEST) {
- int pos0 = find_output_by_semantic(&shader->info,
+ int pos0 = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_POSITION,
0);
- if (pos0 != -1) {
- z = LLVMBuildLoad(builder, outputs[pos0][2], "z");
- lp_build_name(z, "output%u.%u.%c", i, pos0, "xyzw"[chan]);
+ if (pos0 != -1 && outputs[pos0][2]) {
+ z = LLVMBuildLoad(builder, outputs[pos0][2], "output.z");
}
lp_build_depth_stencil_test(builder,
&zs_value,
!simple_shader);
/* Late Z write */
- if (depth_mode & LATE_DEPTH_WRITE)
- LLVMBuildStore(builder, zs_value, depth_ptr);
+ if (depth_mode & LATE_DEPTH_WRITE) {
+ lp_build_depth_write(builder, zs_format_desc, depth_ptr, zs_value);
+ }
}
else if ((depth_mode & EARLY_DEPTH_TEST) &&
(depth_mode & LATE_DEPTH_WRITE))
/* Color write */
- for (attrib = 0; attrib < shader->info.num_outputs; ++attrib)
+ for (attrib = 0; attrib < shader->info.base.num_outputs; ++attrib)
{
- if (shader->info.output_semantic_name[attrib] == TGSI_SEMANTIC_COLOR)
+ if (shader->info.base.output_semantic_name[attrib] == TGSI_SEMANTIC_COLOR &&
+ shader->info.base.output_semantic_index[attrib] < key->nr_cbufs)
{
- unsigned cbuf = shader->info.output_semantic_index[attrib];
- for(chan = 0; chan < NUM_CHANNELS; ++chan)
- {
- /* XXX: just initialize outputs to point at colors[] and
- * skip this.
- */
- LLVMValueRef out = LLVMBuildLoad(builder, outputs[attrib][chan], "");
- lp_build_name(out, "color%u.%u.%c", i, attrib, "rgba"[chan]);
- LLVMBuildStore(builder, out, color[cbuf][chan]);
+ unsigned cbuf = shader->info.base.output_semantic_index[attrib];
+ for(chan = 0; chan < NUM_CHANNELS; ++chan) {
+ if(outputs[attrib][chan]) {
+ /* XXX: just initialize outputs to point at colors[] and
+ * skip this.
+ */
+ LLVMValueRef out = LLVMBuildLoad(builder, outputs[attrib][chan], "");
+ lp_build_name(out, "color%u.%u.%c", i, attrib, "rgba"[chan]);
+ LLVMBuildStore(builder, out, color[cbuf][chan]);
+ }
}
}
}
if (counter)
- lp_build_occlusion_count(builder, type, mask.value, counter);
-
- lp_build_mask_end(&mask);
-
- lp_build_flow_scope_end(flow);
-
- lp_build_flow_destroy(flow);
-
- *pmask = mask.value;
+ lp_build_occlusion_count(builder, type,
+ lp_build_mask_value(&mask), counter);
+ *pmask = lp_build_mask_end(&mask);
}
boolean do_branch)
{
struct lp_build_context bld;
- struct lp_build_flow_context *flow;
struct lp_build_mask_context mask_ctx;
LLVMTypeRef vec_type;
LLVMValueRef const_ptr;
lp_build_context_init(&bld, builder, type);
- flow = lp_build_flow_create(builder);
- lp_build_mask_begin(&mask_ctx, flow, type, mask);
+ lp_build_mask_begin(&mask_ctx, builder, type, mask);
if (do_branch)
lp_build_mask_check(&mask_ctx);
}
lp_build_mask_end(&mask_ctx);
- lp_build_flow_destroy(flow);
}
* 2x2 pixels.
*/
static void
-generate_fragment(struct llvmpipe_context *lp,
+generate_fragment(struct llvmpipe_screen *screen,
struct lp_fragment_shader *shader,
struct lp_fragment_shader_variant *variant,
unsigned partial_mask)
{
- struct llvmpipe_screen *screen = llvmpipe_screen(lp->pipe.screen);
const struct lp_fragment_shader_variant_key *key = &variant->key;
+ struct lp_shader_input inputs[PIPE_MAX_SHADER_INPUTS];
char func_name[256];
struct lp_type fs_type;
struct lp_type blend_type;
LLVMValueRef blend_mask;
LLVMValueRef function;
LLVMValueRef facing;
+ const struct util_format_description *zs_format_desc;
unsigned num_fs;
unsigned i;
unsigned chan;
unsigned cbuf;
+ /* Adjust color input interpolation according to flatshade state:
+ */
+ memcpy(inputs, shader->inputs, shader->info.base.num_inputs * sizeof inputs[0]);
+ for (i = 0; i < shader->info.base.num_inputs; i++) {
+ if (inputs[i].interp == LP_INTERP_COLOR) {
+ if (key->flatshade)
+ inputs[i].interp = LP_INTERP_CONSTANT;
+ else
+ inputs[i].interp = LP_INTERP_LINEAR;
+ }
+ }
+
/* TODO: actually pick these based on the fs and color buffer
* characteristics. */
arg_types[0] = screen->context_ptr_type; /* context */
arg_types[1] = LLVMInt32Type(); /* x */
arg_types[2] = LLVMInt32Type(); /* y */
- arg_types[3] = LLVMFloatType(); /* facing */
+ arg_types[3] = LLVMInt32Type(); /* facing */
arg_types[4] = LLVMPointerType(fs_elem_type, 0); /* a0 */
arg_types[5] = LLVMPointerType(fs_elem_type, 0); /* dadx */
arg_types[6] = LLVMPointerType(fs_elem_type, 0); /* dady */
arg_types[7] = LLVMPointerType(LLVMPointerType(blend_vec_type, 0), 0); /* color */
- arg_types[8] = LLVMPointerType(fs_int_vec_type, 0); /* depth */
+ arg_types[8] = LLVMPointerType(LLVMInt8Type(), 0); /* depth */
arg_types[9] = LLVMInt32Type(); /* mask_input */
arg_types[10] = LLVMPointerType(LLVMInt32Type(), 0);/* counter */
variant->function[partial_mask] = function;
-
/* XXX: need to propagate noalias down into color param now we are
* passing a pointer-to-pointer?
*/
* already included in the shader key.
*/
lp_build_interp_soa_init(&interp,
- lp->num_inputs,
- lp->inputs,
+ shader->info.base.num_inputs,
+ inputs,
builder, fs_type,
a0_ptr, dadx_ptr, dady_ptr,
x, y);
sampler = lp_llvm_sampler_soa_create(key->sampler, context_ptr);
/* loop over quads in the block */
+ zs_format_desc = util_format_description(key->zsbuf_format);
+
for(i = 0; i < num_fs; ++i) {
- LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), i, 0);
+ LLVMValueRef depth_offset = LLVMConstInt(LLVMInt32Type(),
+ i*fs_type.length*zs_format_desc->block.bits/8,
+ 0);
LLVMValueRef out_color[PIPE_MAX_COLOR_BUFS][NUM_CHANNELS];
LLVMValueRef depth_ptr_i;
- depth_ptr_i = LLVMBuildGEP(builder, depth_ptr, &index, 1, "");
+ depth_ptr_i = LLVMBuildGEP(builder, depth_ptr, &depth_offset, 1, "");
- generate_fs(lp, shader, key,
+ generate_fs(shader, key,
builder,
fs_type,
context_ptr,
*/
boolean do_branch = ((key->depth.enabled || key->stencil[0].enabled) &&
!key->alpha.enabled &&
- !shader->info.uses_kill);
+ !shader->info.base.uses_kill);
generate_blend(&key->blend,
rt,
}
}
-#ifdef PIPE_ARCH_X86
- /* Avoid corrupting the FPU stack on 32bit OSes. */
- lp_build_intrinsic(builder, "llvm.x86.mmx.emms", LLVMVoidType(), NULL, 0);
-#endif
-
LLVMBuildRetVoid(builder);
LLVMDisposeBuilder(builder);
debug_printf("\n");
}
+ /* Dump byte code to a file */
+ if (0) {
+ LLVMWriteBitcodeToFile(lp_build_module, "llvmpipe.bc");
+ }
+
/*
* Translate the LLVM IR into machine code.
*/
}
static struct lp_fragment_shader_variant *
-generate_variant(struct llvmpipe_context *lp,
+generate_variant(struct llvmpipe_screen *screen,
struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key)
{
!key->stencil[0].enabled &&
!key->alpha.enabled &&
!key->depth.enabled &&
- !shader->info.uses_kill
+ !shader->info.base.uses_kill
? TRUE : FALSE;
lp_debug_fs_variant(variant);
}
- generate_fragment(lp, shader, variant, RAST_EDGE_TEST);
+ generate_fragment(screen, shader, variant, RAST_EDGE_TEST);
if (variant->opaque) {
/* Specialized shader, which doesn't need to read the color buffer. */
- generate_fragment(lp, shader, variant, RAST_WHOLE);
+ generate_fragment(screen, shader, variant, RAST_WHOLE);
} else {
variant->jit_function[RAST_WHOLE] = variant->jit_function[RAST_EDGE_TEST];
}
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
struct lp_fragment_shader *shader;
int nr_samplers;
+ int i;
shader = CALLOC_STRUCT(lp_fragment_shader);
if (!shader)
make_empty_list(&shader->variants);
/* get/save the summary info for this shader */
- tgsi_scan_shader(templ->tokens, &shader->info);
+ lp_build_tgsi_info(templ->tokens, &shader->info);
/* we need to keep a local copy of the tokens */
shader->base.tokens = tgsi_dup_tokens(templ->tokens);
return NULL;
}
- nr_samplers = shader->info.file_max[TGSI_FILE_SAMPLER] + 1;
+ nr_samplers = shader->info.base.file_max[TGSI_FILE_SAMPLER] + 1;
shader->variant_key_size = Offset(struct lp_fragment_shader_variant_key,
sampler[nr_samplers]);
+ for (i = 0; i < shader->info.base.num_inputs; i++) {
+ shader->inputs[i].usage_mask = shader->info.base.input_usage_mask[i];
+
+ switch (shader->info.base.input_interpolate[i]) {
+ case TGSI_INTERPOLATE_CONSTANT:
+ shader->inputs[i].interp = LP_INTERP_CONSTANT;
+ break;
+ case TGSI_INTERPOLATE_LINEAR:
+ shader->inputs[i].interp = LP_INTERP_LINEAR;
+ break;
+ case TGSI_INTERPOLATE_PERSPECTIVE:
+ shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ switch (shader->info.base.input_semantic_name[i]) {
+ case TGSI_SEMANTIC_COLOR:
+ /* Colors may be either linearly or constant interpolated in
+ * the fragment shader, but that information isn't available
+ * here. Mark color inputs and fix them up later.
+ */
+ shader->inputs[i].interp = LP_INTERP_COLOR;
+ break;
+ case TGSI_SEMANTIC_FACE:
+ shader->inputs[i].interp = LP_INTERP_FACING;
+ break;
+ case TGSI_SEMANTIC_POSITION:
+ /* Position was already emitted above
+ */
+ shader->inputs[i].interp = LP_INTERP_POSITION;
+ shader->inputs[i].src_index = 0;
+ continue;
+ }
+
+ shader->inputs[i].src_index = i+1;
+ }
+
if (LP_DEBUG & DEBUG_TGSI) {
unsigned attrib;
debug_printf("llvmpipe: Create fragment shader #%u %p:\n", shader->no, (void *) shader);
tgsi_dump(templ->tokens, 0);
debug_printf("usage masks:\n");
- for (attrib = 0; attrib < shader->info.num_inputs; ++attrib) {
- unsigned usage_mask = shader->info.input_usage_mask[attrib];
+ for (attrib = 0; attrib < shader->info.base.num_inputs; ++attrib) {
+ unsigned usage_mask = shader->info.base.input_usage_mask[attrib];
debug_printf(" IN[%u].%s%s%s%s\n",
attrib,
usage_mask & TGSI_WRITEMASK_X ? "x" : "",
draw_flush(llvmpipe->draw);
+ llvmpipe->fs = (struct lp_fragment_shader *) fs;
+
draw_bind_fragment_shader(llvmpipe->draw,
(llvmpipe->fs ? llvmpipe->fs->draw_data : NULL));
- llvmpipe->fs = fs;
-
llvmpipe->dirty |= LP_NEW_FS;
}
/* This value will be the same for all the variants of a given shader:
*/
- key->nr_samplers = shader->info.file_max[TGSI_FILE_SAMPLER] + 1;
+ key->nr_samplers = shader->info.base.file_max[TGSI_FILE_SAMPLER] + 1;
for(i = 0; i < key->nr_samplers; ++i) {
- if(shader->info.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) {
+ if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) {
lp_sampler_static_state(&key->sampler[i],
lp->fragment_sampler_views[i],
lp->sampler[i]);
void
llvmpipe_update_fs(struct llvmpipe_context *lp)
{
+ struct llvmpipe_screen *screen = llvmpipe_screen(lp->pipe.screen);
struct lp_fragment_shader *shader = lp->fs;
struct lp_fragment_shader_variant_key key;
struct lp_fragment_shader_variant *variant = NULL;
}
t0 = os_time_get();
- variant = generate_variant(lp, shader, &key);
+ variant = generate_variant(screen, shader, &key);
t1 = os_time_get();
dt = t1 - t0;
+
+
+
+
void
llvmpipe_init_fs_funcs(struct llvmpipe_context *llvmpipe)
{