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https://github.com/KolibriOS/kolibrios.git
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118 lines
3.7 KiB
C
118 lines
3.7 KiB
C
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/**************************************************************************
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*
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* Copyright 2010 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_screen.h"
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#include "draw_private.h"
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#include "draw_context.h"
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#include "draw_vs.h"
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#include "draw_llvm.h"
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#include "tgsi/tgsi_parse.h"
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#include "tgsi/tgsi_scan.h"
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static void
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vs_llvm_prepare(struct draw_vertex_shader *shader,
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struct draw_context *draw)
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{
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/*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
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}
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static void
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vs_llvm_run_linear( struct draw_vertex_shader *shader,
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const float (*input)[4],
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float (*output)[4],
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const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
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const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
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unsigned count,
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unsigned input_stride,
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unsigned output_stride )
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{
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/* we should never get here since the entire pipeline is
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* generated in draw_pt_fetch_shade_pipeline_llvm.c */
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debug_assert(0);
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}
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static void
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vs_llvm_delete( struct draw_vertex_shader *dvs )
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{
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struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs);
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struct draw_llvm_variant_list_item *li;
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li = first_elem(&shader->variants);
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while(!at_end(&shader->variants, li)) {
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struct draw_llvm_variant_list_item *next = next_elem(li);
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draw_llvm_destroy_variant(li->base);
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li = next;
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}
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assert(shader->variants_cached == 0);
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FREE((void*) dvs->state.tokens);
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FREE( dvs );
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}
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struct draw_vertex_shader *
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draw_create_vs_llvm(struct draw_context *draw,
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const struct pipe_shader_state *state)
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{
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struct llvm_vertex_shader *vs = CALLOC_STRUCT( llvm_vertex_shader );
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if (vs == NULL)
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return NULL;
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/* we make a private copy of the tokens */
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vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
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if (!vs->base.state.tokens) {
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FREE(vs);
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return NULL;
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}
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tgsi_scan_shader(state->tokens, &vs->base.info);
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vs->variant_key_size =
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draw_llvm_variant_key_size(
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vs->base.info.file_max[TGSI_FILE_INPUT]+1,
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MAX2(vs->base.info.file_max[TGSI_FILE_SAMPLER]+1,
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vs->base.info.file_max[TGSI_FILE_SAMPLER_VIEW]+1));
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vs->base.state.stream_output = state->stream_output;
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vs->base.draw = draw;
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vs->base.prepare = vs_llvm_prepare;
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vs->base.run_linear = vs_llvm_run_linear;
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vs->base.delete = vs_llvm_delete;
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vs->base.create_variant = draw_vs_create_variant_generic;
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make_empty_list(&vs->variants);
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return &vs->base;
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}
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