/************************************************************************** * * 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 == NULL) 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, vs->base.info.file_max[TGSI_FILE_SAMPLER]+1); 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; }