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diff --git a/src/mesa/pipe/llvm/llvm_entry.c b/src/mesa/pipe/llvm/llvm_entry.c
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+/* 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 [email protected]
+ */
+
+/* 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);
+ }
+}