+++ /dev/null
-/**************************************************************************
- *
- * 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
- * without limitation the rights to use, copy, modify, merge, publish,
- * 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.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
- * 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.
- *
- **************************************************************************/
-
- /*
- * Authors:
- * Zack Rusin zack@tungstengraphics.com
- */
-
-/* clang --emit-llvm llvm_builtins.c |llvm-as |opt -std-compile-opts |llvm-dis */
-/* clang --emit-llvm llvm_builtins.c |llvm-as |opt -std-compile-opts |llvm2cpp -for=Shader -gen-module -funcname=createBaseShader */
-typedef __attribute__(( ocu_vector_type(4) )) float float4;
-
-#if 0
-//clang doesn't suppoer "struct->member" notation yet
-struct vertex_header {
- unsigned clipmask:12;
- unsigned edgeflag:1;
- unsigned pad:3;
- unsigned vertex_id:16;
-
- float clip[4];
-
- float data[][4];
-};
-
-inline float
-dot4(float4 a, float4 b)
-{
- float4 c = a*b;
- return c.x + c.y + c.z + c.w;
-}
-
-inline unsigned
-compute_clipmask(float4 clip, float4 (*plane), unsigned nr)
-{
- unsigned mask = 0;
- unsigned i;
-
- for (i = 0; i < nr; i++) {
- if (dot4(clip, plane[i]) < 0)
- mask |= (1<<i);
- }
-
- return mask;
-}
-
-inline void collect_results(float4 *results, struct vertex_header *vOut,
- float4 *planes, int nr_planes,
- float4 scale, float4 trans,
- int num_attribs)
-{
- /* store results */
- unsigned slot;
- float x, y, z, w;
-
- /* Handle attr[0] (position) specially:
- */
- float4 res0 = results[0];
- float *clip = vOut->clip;
- x = clip[0] = res0.x;
- y = clip[1] = res0.y;
- z = clip[2] = res0.z;
- w = clip[3] = res0.w;
-
- vOut->clipmask = compute_clipmask(res0, planes, nr_planes);
- vOut->edgeflag = 1;
-
- /* divide by w */
- w = 1.0f / w;
- x *= w;
- y *= w;
- z *= w;
- res0.x = x; res0.y = y; res0.z = z; res0.w = 1;
-
- /* Viewport mapping */
- res0 = res0 * scale + trans;
- vOut->data[0][0] = res0.x;
- vOut->data[0][1] = res0.y;
- vOut->data[0][2] = res0.z;
- vOut->data[0][3] = w;
-
- /* Remaining attributes are packed into sequential post-transform
- * vertex attrib slots.
- * Skip 0 since we just did it above.
- * Subtract two because of the VERTEX_HEADER, CLIP_POS attribs.
- */
- for (slot = 1; slot < num_attribs - 2; slot++) {
- float4 vec = results[slot];
- vOut->data[slot][0] = vec.x;
- vOut->data[slot][1] = vec.y;
- vOut->data[slot][2] = vec.z;
- vOut->data[slot][3] = vec.w;
-
- printf("output %d: %f %f %f %f\n", slot,
- vOut->data[slot][0],
- vOut->data[slot][1],
- vOut->data[slot][2],
- vOut->data[slot][3]);
- }
-}
-#endif
-
-void from_array(float4 (*res)[16], float (*ainputs)[16][4],
- int count, int num_attribs)
-{
- for (int i = 0; i < count; ++i) {
- for (int j = 0; j < num_attribs; ++j) {
- float4 vec;
- vec.x = ainputs[i][j][0];
- vec.y = ainputs[i][j][1];
- vec.z = ainputs[i][j][2];
- vec.w = ainputs[i][j][3];
- res[i][j] = vec;
- }
- }
-}
-
-void from_consts(float4 *res, float (*ainputs)[4],
- int count)
-{
- for (int i = 0; i < count; ++i) {
- float4 vec;
- vec.x = ainputs[i][0];
- vec.y = ainputs[i][1];
- vec.z = ainputs[i][2];
- vec.w = ainputs[i][3];
- res[i] = vec;
- }
-}
-
-void to_array(float (*dests)[4], float4 *in, int num_attribs)
-{
- for (int i = 0; i < num_attribs; ++i) {
- float *rd = dests[i];
- float4 ri = in[i];
- rd[0] = ri.x;
- rd[1] = ri.y;
- rd[2] = ri.z;
- rd[3] = ri.w;
- }
-}
-
-extern void execute_shader(float4 dests[16], float4 inputs[16],
- float4 consts[32], float4 temps[128]);
-
-void run_vertex_shader(float (*ainputs)[16][4],
- float (*dests)[16][4],
- float (*aconsts)[4],
- int num_vertices,
- int num_inputs,
- int num_attribs,
- int num_consts)
-{
- float4 inputs[16*32*4][16];
- float4 consts[32];
- float4 results[16*32*4][16];
- float4 temps[128];//MAX_PROGRAM_TEMPS
-
- /*printf("XXX LLVM run_vertex_shader vertices = %d, inputs = %d, attribs = %d, consts = %d\n",
- num_vertices, num_inputs, num_attribs, num_consts);*/
- from_array(inputs, ainputs, num_vertices, num_inputs);
- from_consts(consts, aconsts, num_consts);
- for (int i = 0; i < num_vertices; ++i) {
- float4 *in = inputs[i];
- float4 *res = results[i];
- execute_shader(res, in, consts, temps);
- to_array(dests[i], res, num_attribs);
- }
-}
--- /dev/null
+/* clang --emit-llvm llvm_builtins.c |llvm-as |opt -std-compile-opts |llvm2cpp -for=Shader -gen-module -funcname=createBaseShader */
+/**************************************************************************
+ *
+ * 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
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * 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.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * 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.
+ *
+ **************************************************************************/
+
+ /*
+ * Authors:
+ * Zack Rusin zack@tungstengraphics.com
+ */
+
+/* clang --emit-llvm llvm_builtins.c |llvm-as |opt -std-compile-opts |llvm-dis */
+typedef __attribute__(( ocu_vector_type(4) )) float float4;
+
+#if 0
+//clang doesn't suppoer "struct->member" notation yet
+struct vertex_header {
+ unsigned clipmask:12;
+ unsigned edgeflag:1;
+ unsigned pad:3;
+ unsigned vertex_id:16;
+
+ float clip[4];
+
+ float data[][4];
+};
+
+inline float
+dot4(float4 a, float4 b)
+{
+ float4 c = a*b;
+ return c.x + c.y + c.z + c.w;
+}
+
+inline unsigned
+compute_clipmask(float4 clip, float4 (*plane), unsigned nr)
+{
+ unsigned mask = 0;
+ unsigned i;
+
+ for (i = 0; i < nr; i++) {
+ if (dot4(clip, plane[i]) < 0)
+ mask |= (1<<i);
+ }
+
+ return mask;
+}
+
+inline void collect_results(float4 *results, struct vertex_header *vOut,
+ float4 *planes, int nr_planes,
+ float4 scale, float4 trans,
+ int num_attribs)
+{
+ /* store results */
+ unsigned slot;
+ float x, y, z, w;
+
+ /* Handle attr[0] (position) specially:
+ */
+ float4 res0 = results[0];
+ float *clip = vOut->clip;
+ x = clip[0] = res0.x;
+ y = clip[1] = res0.y;
+ z = clip[2] = res0.z;
+ w = clip[3] = res0.w;
+
+ vOut->clipmask = compute_clipmask(res0, planes, nr_planes);
+ vOut->edgeflag = 1;
+
+ /* divide by w */
+ w = 1.0f / w;
+ x *= w;
+ y *= w;
+ z *= w;
+ res0.x = x; res0.y = y; res0.z = z; res0.w = 1;
+
+ /* Viewport mapping */
+ res0 = res0 * scale + trans;
+ vOut->data[0][0] = res0.x;
+ vOut->data[0][1] = res0.y;
+ vOut->data[0][2] = res0.z;
+ vOut->data[0][3] = w;
+
+ /* Remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ * Skip 0 since we just did it above.
+ * Subtract two because of the VERTEX_HEADER, CLIP_POS attribs.
+ */
+ for (slot = 1; slot < num_attribs - 2; slot++) {
+ float4 vec = results[slot];
+ vOut->data[slot][0] = vec.x;
+ vOut->data[slot][1] = vec.y;
+ vOut->data[slot][2] = vec.z;
+ vOut->data[slot][3] = vec.w;
+
+ printf("output %d: %f %f %f %f\n", slot,
+ vOut->data[slot][0],
+ vOut->data[slot][1],
+ vOut->data[slot][2],
+ vOut->data[slot][3]);
+ }
+}
+#endif
+
+void from_array(float4 (*res)[16], float (*ainputs)[16][4],
+ int count, int num_attribs)
+{
+ for (int i = 0; i < count; ++i) {
+ for (int j = 0; j < num_attribs; ++j) {
+ float4 vec;
+ vec.x = ainputs[i][j][0];
+ vec.y = ainputs[i][j][1];
+ vec.z = ainputs[i][j][2];
+ vec.w = ainputs[i][j][3];
+ res[i][j] = vec;
+ }
+ }
+}
+
+void from_consts(float4 *res, float (*ainputs)[4],
+ int count)
+{
+ for (int i = 0; i < count; ++i) {
+ float4 vec;
+ vec.x = ainputs[i][0];
+ vec.y = ainputs[i][1];
+ vec.z = ainputs[i][2];
+ vec.w = ainputs[i][3];
+ res[i] = vec;
+ }
+}
+
+void to_array(float (*dests)[4], float4 *in, int num_attribs)
+{
+ for (int i = 0; i < num_attribs; ++i) {
+ float *rd = dests[i];
+ float4 ri = in[i];
+ rd[0] = ri.x;
+ rd[1] = ri.y;
+ rd[2] = ri.z;
+ rd[3] = ri.w;
+ }
+}
+
+extern void execute_shader(float4 dests[16], float4 inputs[16],
+ float4 consts[32], float4 temps[128]);
+
+void run_vertex_shader(float (*ainputs)[16][4],
+ float (*dests)[16][4],
+ float (*aconsts)[4],
+ int num_vertices,
+ int num_inputs,
+ int num_attribs,
+ int num_consts)
+{
+ float4 inputs[16*32*4][16];
+ float4 consts[32];
+ float4 results[16*32*4][16];
+ float4 temps[128];//MAX_PROGRAM_TEMPS
+
+ /*printf("XXX LLVM run_vertex_shader vertices = %d, inputs = %d, attribs = %d, consts = %d\n",
+ num_vertices, num_inputs, num_attribs, num_consts);*/
+ from_array(inputs, ainputs, num_vertices, num_inputs);
+ from_consts(consts, aconsts, num_consts);
+ for (int i = 0; i < num_vertices; ++i) {
+ float4 *in = inputs[i];
+ float4 *res = results[i];
+ execute_shader(res, in, consts, temps);
+ to_array(dests[i], res, num_attribs);
+ }
+}