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/**************************************************************************
*
* Copyright 2010 VMware, Inc.
* 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 VMWARE 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.
*
**************************************************************************/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_screen.h"
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
#include "draw_llvm.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_scan.h"
static void
vs_llvm_prepare(struct draw_vertex_shader *shader,
struct draw_context *draw)
{
/*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
}
static void
vs_llvm_run_linear( struct draw_vertex_shader *shader,
const float (*input)[4],
float (*output)[4],
const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
unsigned count,
unsigned input_stride,
unsigned output_stride )
{
/* we should never get here since the entire pipeline is
* generated in draw_pt_fetch_shade_pipeline_llvm.c */
debug_assert(0);
}
static void
vs_llvm_delete( struct draw_vertex_shader *dvs )
{
struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs);
struct draw_llvm_variant_list_item *li;
li = first_elem(&shader->variants);
while(!at_end(&shader->variants, li)) {
struct draw_llvm_variant_list_item *next = next_elem(li);
draw_llvm_destroy_variant(li->base);
li = next;
}
assert(shader->variants_cached == 0);
FREE((void*) dvs->state.tokens);
FREE( dvs );
}
struct draw_vertex_shader *
draw_create_vs_llvm(struct draw_context *draw,
const struct pipe_shader_state *state)
{
struct llvm_vertex_shader *vs = CALLOC_STRUCT( llvm_vertex_shader );
if (!vs)
return NULL;
/* we make a private copy of the tokens */
vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
if (!vs->base.state.tokens) {
FREE(vs);
return NULL;
}
tgsi_scan_shader(state->tokens, &vs->base.info);
vs->variant_key_size =
draw_llvm_variant_key_size(
vs->base.info.file_max[TGSI_FILE_INPUT]+1,
MAX2(vs->base.info.file_max[TGSI_FILE_SAMPLER]+1,
vs->base.info.file_max[TGSI_FILE_SAMPLER_VIEW]+1));
vs->base.state.stream_output = state->stream_output;
vs->base.draw = draw;
vs->base.prepare = vs_llvm_prepare;
vs->base.run_linear = vs_llvm_run_linear;
vs->base.delete = vs_llvm_delete;
vs->base.create_variant = draw_vs_create_variant_generic;
make_empty_list(&vs->variants);
return &vs->base;
}
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