draw_vs_llvm.c revision 7c99d7fe60e7bb0b7cf103a851aeef4614278ca6
1/************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28 /* 29 * Authors: 30 * Zack Rusin 31 * Keith Whitwell <keith@tungstengraphics.com> 32 * Brian Paul 33 */ 34 35#include "pipe/p_util.h" 36#include "pipe/p_shader_tokens.h" 37#include "draw_private.h" 38#include "draw_context.h" 39#include "draw_vs.h" 40 41#include "tgsi/util/tgsi_parse.h" 42 43#ifdef MESA_LLVM 44 45#include "gallivm/gallivm.h" 46 47struct draw_llvm_vertex_shader { 48 struct draw_vertex_shader base; 49 struct gallivm_prog *llvm_prog; 50 struct tgsi_exec_machine *machine; 51}; 52 53 54static void 55vs_llvm_prepare( struct draw_vertex_shader *base, 56 struct draw_context *draw ) 57{ 58} 59 60 61 62 63static void 64vs_llvm_run_linear( struct draw_vertex_shader *base, 65 const float (*input)[4], 66 float (*output)[4], 67 const float (*constants)[4], 68 unsigned count, 69 unsigned input_stride, 70 unsigned output_stride ) 71{ 72 struct draw_llvm_vertex_shader *shader = 73 (struct draw_llvm_vertex_shader *)base; 74 75 gallivm_cpu_vs_exec(shader->llvm_prog, shader->machine, 76 input, base->info.num_inputs, output, base->info.num_outputs, 77 constants, count, input_stride, output_stride); 78} 79 80 81 82static void 83vs_llvm_delete( struct draw_vertex_shader *base ) 84{ 85 struct draw_llvm_vertex_shader *shader = 86 (struct draw_llvm_vertex_shader *)base; 87 88 /* Do something to free compiled shader: 89 */ 90 91 FREE( (void*) shader->base.state.tokens ); 92 FREE( shader ); 93} 94 95 96 97 98struct draw_vertex_shader * 99draw_create_vs_llvm(struct draw_context *draw, 100 const struct pipe_shader_state *templ) 101{ 102 struct draw_llvm_vertex_shader *vs; 103 104 vs = CALLOC_STRUCT( draw_llvm_vertex_shader ); 105 if (vs == NULL) 106 return NULL; 107 108 /* we make a private copy of the tokens */ 109 vs->base.state.tokens = tgsi_dup_tokens(templ->tokens); 110 if (!vs->base.state.tokens) { 111 FREE(vs); 112 return NULL; 113 } 114 115 tgsi_scan_shader(vs->base.state.tokens, &vs->base.info); 116 117 vs->base.draw = draw; 118 vs->base.prepare = vs_llvm_prepare; 119 vs->base.create_varient = draw_vs_varient_generic; 120 vs->base.run_linear = vs_llvm_run_linear; 121 vs->base.delete = vs_llvm_delete; 122 vs->machine = &draw->machine; 123 124 { 125 struct gallivm_ir *ir = gallivm_ir_new(GALLIVM_VS); 126 gallivm_ir_set_layout(ir, GALLIVM_SOA); 127 gallivm_ir_set_components(ir, 4); 128 gallivm_ir_fill_from_tgsi(ir, vs->base.state.tokens); 129 vs->llvm_prog = gallivm_ir_compile(ir); 130 gallivm_ir_delete(ir); 131 } 132 133 draw->engine = gallivm_global_cpu_engine(); 134 135 /* XXX: Why are there two versions of this? Shouldn't creating the 136 * engine be a separate operation to compiling a shader? 137 */ 138 if (!draw->engine) { 139 draw->engine = gallivm_cpu_engine_create(vs->llvm_prog); 140 } 141 else { 142 gallivm_cpu_jit_compile(draw->engine, vs->llvm_prog); 143 } 144 145 return &vs->base; 146} 147 148 149 150 151 152#else 153 154struct draw_vertex_shader * 155draw_create_vs_llvm(struct draw_context *draw, 156 const struct pipe_shader_state *shader) 157{ 158 return NULL; 159} 160 161#endif 162