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