llvmpipe->vertex_tex_cache[i] = lp_create_tex_tile_cache(screen);
- /* vertex shader samplers */
- for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
- llvmpipe->tgsi.vert_samplers[i].base.get_samples = lp_get_samples;
- llvmpipe->tgsi.vert_samplers[i].processor = TGSI_PROCESSOR_VERTEX;
- llvmpipe->tgsi.vert_samplers[i].cache = llvmpipe->vertex_tex_cache[i];
- llvmpipe->tgsi.vert_samplers_list[i] = &llvmpipe->tgsi.vert_samplers[i];
- }
-
- /* fragment shader samplers */
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
- llvmpipe->tgsi.frag_samplers[i].processor = TGSI_PROCESSOR_FRAGMENT;
- llvmpipe->tgsi.frag_samplers[i].cache = llvmpipe->tex_cache[i];
- llvmpipe->tgsi.frag_samplers_list[i] = &llvmpipe->tgsi.frag_samplers[i];
- }
-
/*
* Create drawing context and plug our rendering stage into it.
*/
if (!llvmpipe->draw)
goto fail;
- draw_texture_samplers(llvmpipe->draw,
- PIPE_MAX_VERTEX_SAMPLERS,
- (struct tgsi_sampler **)
- llvmpipe->tgsi.vert_samplers_list);
+ /* FIXME: devise alternative to draw_texture_samplers */
if (debug_get_bool_option( "LP_NO_RAST", FALSE ))
llvmpipe->no_rast = TRUE;
unsigned line_stipple_counter;
- /** TGSI exec things */
- struct {
- struct lp_shader_sampler vert_samplers[PIPE_MAX_SAMPLERS];
- struct lp_shader_sampler *vert_samplers_list[PIPE_MAX_SAMPLERS];
- struct lp_shader_sampler frag_samplers[PIPE_MAX_SAMPLERS];
- struct lp_shader_sampler *frag_samplers_list[PIPE_MAX_SAMPLERS];
- } tgsi;
-
/** The primitive drawing context */
struct draw_context *draw;
screen->context_ptr_type = LLVMPointerType(context_type, 0);
}
- /* fetch_texel
- */
- {
- LLVMTypeRef ret_type;
- LLVMTypeRef arg_types[3];
- LLVMValueRef fetch_texel;
-
- ret_type = LLVMVoidType();
- arg_types[0] = LLVMPointerType(LLVMInt8Type(), 0); /* samplers */
- arg_types[1] = LLVMInt32Type(); /* unit */
- arg_types[2] = LLVMPointerType(LLVMVectorType(LLVMFloatType(), 4), 0); /* store */
-
- fetch_texel = lp_declare_intrinsic(screen->module, "fetch_texel",
- ret_type, arg_types, Elements(arg_types));
-
- LLVMAddGlobalMapping(screen->engine, fetch_texel, lp_fetch_texel_soa);
- }
-
#ifdef DEBUG
LLVMDumpModule(screen->module);
#endif
void *color,
void *depth);
-void PIPE_CDECL
-lp_fetch_texel_soa( struct tgsi_sampler **samplers,
- uint32_t unit,
- float *store );
-
-
void
lp_jit_screen_cleanup(struct llvmpipe_screen *screen);
}
-static void
-update_tgsi_samplers( struct llvmpipe_context *llvmpipe )
-{
- unsigned i;
-
- /* vertex shader samplers */
- for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
- llvmpipe->tgsi.vert_samplers[i].sampler = llvmpipe->vertex_samplers[i];
- llvmpipe->tgsi.vert_samplers[i].texture = llvmpipe->vertex_textures[i];
- llvmpipe->tgsi.vert_samplers[i].base.get_samples = lp_get_samples;
- }
-
- for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
- lp_tex_tile_cache_validate_texture( llvmpipe->vertex_tex_cache[i] );
- }
-
- /* fragment shader samplers */
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- llvmpipe->tgsi.frag_samplers[i].sampler = llvmpipe->sampler[i];
- llvmpipe->tgsi.frag_samplers[i].texture = llvmpipe->texture[i];
- llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
- }
-
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- lp_tex_tile_cache_validate_texture( llvmpipe->tex_cache[i] );
- }
-
- llvmpipe->jit_context.samplers = (struct tgsi_sampler **)llvmpipe->tgsi.frag_samplers_list;
-}
-
/* Hopefully this will remain quite simple, otherwise need to pull in
* something like the state tracker mechanism.
*/
}
if (llvmpipe->dirty & (LP_NEW_SAMPLER |
- LP_NEW_TEXTURE))
- update_tgsi_samplers( llvmpipe );
+ LP_NEW_TEXTURE)) {
+ /* TODO */
+ }
if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
LP_NEW_FS |
#include <llvm-c/Core.h>
-#include "tgsi/tgsi_exec.h"
-
-struct llvmpipe_tex_tile_cache;
struct lp_sampler_static_state;
-/**
- * Subclass of tgsi_sampler
- */
-struct lp_shader_sampler
-{
- struct tgsi_sampler base; /**< base class */
-
- unsigned processor;
-
- /* For lp_get_samples_2d_linear_POT:
- */
- unsigned xpot;
- unsigned ypot;
- unsigned level;
-
- const struct pipe_texture *texture;
- const struct pipe_sampler_state *sampler;
-
- struct llvmpipe_tex_tile_cache *cache;
-};
-
-
-
-static INLINE struct lp_shader_sampler *
-lp_shader_sampler(const struct tgsi_sampler *sampler)
-{
- return (struct lp_shader_sampler *) sampler;
-}
-
-
-
-extern void
-lp_get_samples(struct tgsi_sampler *tgsi_sampler,
- const float s[QUAD_SIZE],
- const float t[QUAD_SIZE],
- const float p[QUAD_SIZE],
- float lodbias,
- float rgba[NUM_CHANNELS][QUAD_SIZE]);
-
-
/**
* Pure-LLVM texture sampling code generator.
*