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authorJosé Fonseca <[email protected]>2009-08-14 10:27:32 +0100
committerJosé Fonseca <[email protected]>2009-08-29 09:21:32 +0100
commit73af91e938eb27b001404f11195fb06ff9b08903 (patch)
tree055a4a79134ac662bb8c3874a31787d335c12ca2 /src/gallium/drivers/llvmpipe/lp_state.h
parent95f38dd67c7dfeb3172ef9723c6f8e4c33de0754 (diff)
llvmpipe: Eliminate non-LLVM fs execution paths.
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_state.h')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state.h31
1 files changed, 19 insertions, 12 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_state.h b/src/gallium/drivers/llvmpipe/lp_state.h
index 6b757a6ba71..8638732b51f 100644
--- a/src/gallium/drivers/llvmpipe/lp_state.h
+++ b/src/gallium/drivers/llvmpipe/lp_state.h
@@ -59,29 +59,36 @@ struct tgsi_exec_machine;
struct vertex_info;
+typedef void
+(*lp_shader_fs_func)(void *pos,
+ void *a0,
+ void *dadx,
+ void *dady,
+ void *consts,
+ void *outputs,
+ struct tgsi_sampler **samplers);
+
/**
* Subclass of pipe_shader_state (though it doesn't really need to be).
*
* This is starting to look an awful lot like a quad pipeline stage...
*/
-struct lp_fragment_shader {
- struct pipe_shader_state shader;
+struct lp_fragment_shader
+{
+ struct pipe_shader_state base;
struct tgsi_shader_info info;
- void (*prepare)( const struct lp_fragment_shader *shader,
- struct tgsi_exec_machine *machine,
- struct tgsi_sampler **samplers);
+ struct llvmpipe_screen *screen;
- /* Run the shader - this interface will get cleaned up in the
- * future:
- */
- unsigned (*run)( const struct lp_fragment_shader *shader,
- struct tgsi_exec_machine *machine,
- struct quad_header *quad );
+ LLVMValueRef function;
+ lp_shader_fs_func jit_function;
- void (*delete)( struct lp_fragment_shader * );
+ union tgsi_exec_channel ALIGN16_ATTRIB pos[NUM_CHANNELS];
+ union tgsi_exec_channel ALIGN16_ATTRIB a0[PIPE_MAX_SHADER_INPUTS][NUM_CHANNELS];
+ union tgsi_exec_channel ALIGN16_ATTRIB dadx[PIPE_MAX_SHADER_INPUTS][NUM_CHANNELS];
+ union tgsi_exec_channel ALIGN16_ATTRIB dady[PIPE_MAX_SHADER_INPUTS][NUM_CHANNELS];
};