#include "x86/rtasm/x86sse.h"
+#ifdef MESA_LLVM
#include "pipe/llvm/gallivm.h"
+#endif
#include "sp_context.h"
#include "sp_state.h"
struct tgsi_exec_machine machine;
struct tgsi_exec_vector *inputs, *outputs;
int colorOutSlot, depthOutSlot;
+#ifdef MESA_LLVM
struct gallivm_prog *llvm_prog;
+#endif
};
else
#endif
{
-#ifdef MESA_LLVM
- /*ga_llvm_prog_exec(softpipe->fs->llvm_prog);*/
-#endif
quad->mask &= tgsi_exec_machine_run( machine );
}
}
}
+#ifdef MESA_LLVM
#define DLLVM 0
static void
shade_quad_llvm(struct quad_stage *qs,
qs->next->run( qs->next, quad );
}
}
+#endif /*MESA_LLVM*/
/**
* Per-primitive (or per-begin?) setup
qss->samplers[i].texture = softpipe->texture[i];
}
+#ifdef MESA_LLVM
qss->llvm_prog = softpipe->fs->llvm_prog;
+#endif
/* XXX only do this if the fragment shader changes... */
tgsi_exec_machine_init(&qss->machine,
softpipe->fs->shader.tokens,
#endif
#ifdef MESA_LLVM
- fprintf(stderr, "+++++++++++++++++++++++++++++++++++++++++++++++++\n");
state->llvm_prog = gallivm_from_tgsi(state->shader.tokens, GALLIVM_FS);
if (!gallivm_global_cpu_engine()) {
gallivm_cpu_engine_create(state->llvm_prog);
}
else
gallivm_cpu_jit_compile(gallivm_global_cpu_engine(), state->llvm_prog);
- fprintf(stderr, "+++++++++++++++++++++++++++++++++++++++++++++++++\n");
#endif
return state;