/************************************************************************** * * 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: * Keith Whitwell * Brian Paul */ #include "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #include "draw_vs.h" struct draw_vertex_shader * draw_create_vertex_shader(struct draw_context *draw, const struct pipe_shader_state *shader) { struct draw_vertex_shader *vs; vs = draw_create_vs_llvm( draw, shader ); if (!vs) { vs = draw_create_vs_sse( draw, shader ); if (!vs) { vs = draw_create_vs_exec( draw, shader ); } } assert(vs); return vs; } void draw_bind_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); if (dvs) { draw->vs.vertex_shader = dvs; draw->vs.num_vs_outputs = dvs->info.num_outputs; dvs->prepare( dvs, draw ); } else { draw->vs.vertex_shader = NULL; draw->vs.num_vs_outputs = 0; } } void draw_delete_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { dvs->delete( dvs ); } boolean draw_vs_init( struct draw_context *draw ) { tgsi_exec_machine_init(&draw->vs.machine); /* FIXME: give this machine thing a proper constructor: */ draw->vs.machine.Inputs = align_malloc(PIPE_MAX_ATTRIBS * sizeof(struct tgsi_exec_vector), 16); draw->vs.machine.Outputs = align_malloc(PIPE_MAX_ATTRIBS * sizeof(struct tgsi_exec_vector), 16); return TRUE; } void draw_vs_destroy( struct draw_context *draw ) { if (draw->vs.machine.Inputs) align_free(draw->vs.machine.Inputs); if (draw->vs.machine.Outputs) align_free(draw->vs.machine.Outputs); tgsi_exec_machine_free_data(&draw->vs.machine); }