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->machine;
+ vs->machine = &draw->vs.machine;
{
struct gallivm_ir *ir = gallivm_ir_new(GALLIVM_VS);
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;
llvm::Value *lit(llvm::Value *in);
llvm::Value *lg2(llvm::Value *in);
llvm::Value *madd(llvm::Value *in1, llvm::Value *in2,
- llvm::Value *in2);
+ llvm::Value *in3);
llvm::Value *min(llvm::Value *in1, llvm::Value *in2);
llvm::Value *max(llvm::Value *in1, llvm::Value *in2);
llvm::Value *mul(llvm::Value *in1, llvm::Value *in2);