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1 /**************************************************************************
2  *
3  * Copyright 2010 VMware, Inc.
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 VMWARE 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 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "pipe/p_shader_tokens.h"
31 #include "pipe/p_screen.h"
32 
33 #include "draw_private.h"
34 #include "draw_context.h"
35 #include "draw_vs.h"
36 #include "draw_llvm.h"
37 
38 #include "tgsi/tgsi_parse.h"
39 #include "tgsi/tgsi_scan.h"
40 #include "nir/nir_to_tgsi_info.h"
41 #include "nir.h"
42 
43 static void
vs_llvm_prepare(struct draw_vertex_shader * shader,struct draw_context * draw)44 vs_llvm_prepare(struct draw_vertex_shader *shader,
45                 struct draw_context *draw)
46 {
47    /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
48 }
49 
50 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,const unsigned * elts)51 vs_llvm_run_linear( struct draw_vertex_shader *shader,
52 		    const float (*input)[4],
53 		    float (*output)[4],
54                     const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
55                     const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
56 		    unsigned count,
57 		    unsigned input_stride,
58 		    unsigned output_stride,
59 		    const unsigned *elts)
60 {
61    /* we should never get here since the entire pipeline is
62     * generated in draw_pt_fetch_shade_pipeline_llvm.c */
63    debug_assert(0);
64 }
65 
66 
67 static void
vs_llvm_delete(struct draw_vertex_shader * dvs)68 vs_llvm_delete( struct draw_vertex_shader *dvs )
69 {
70    struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs);
71    struct draw_llvm_variant_list_item *li;
72 
73    li = first_elem(&shader->variants);
74    while(!at_end(&shader->variants, li)) {
75       struct draw_llvm_variant_list_item *next = next_elem(li);
76       draw_llvm_destroy_variant(li->base);
77       li = next;
78    }
79 
80    assert(shader->variants_cached == 0);
81    if (dvs->state.ir.nir)
82       ralloc_free(dvs->state.ir.nir);
83    FREE((void*) dvs->state.tokens);
84    FREE( dvs );
85 }
86 
87 
88 struct draw_vertex_shader *
draw_create_vs_llvm(struct draw_context * draw,const struct pipe_shader_state * state)89 draw_create_vs_llvm(struct draw_context *draw,
90 		    const struct pipe_shader_state *state)
91 {
92    struct llvm_vertex_shader *vs = CALLOC_STRUCT( llvm_vertex_shader );
93 
94    if (!vs)
95       return NULL;
96 
97    /* due to some bugs in the feedback state tracker we have to check
98       for ir.nir & PIPE_SHADER_IR_NIR here. */
99    if (state->ir.nir && state->type == PIPE_SHADER_IR_NIR) {
100       vs->base.state.ir.nir = state->ir.nir;
101       nir_shader *nir = (nir_shader *)state->ir.nir;
102       if (!nir->options->lower_uniforms_to_ubo)
103          NIR_PASS_V(state->ir.nir, nir_lower_uniforms_to_ubo, 16);
104       nir_tgsi_scan_shader(state->ir.nir, &vs->base.info, true);
105    } else {
106       /* we make a private copy of the tokens */
107       vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
108       if (!vs->base.state.tokens) {
109          FREE(vs);
110          return NULL;
111       }
112 
113       tgsi_scan_shader(state->tokens, &vs->base.info);
114    }
115 
116    vs->variant_key_size =
117       draw_llvm_variant_key_size(
118          vs->base.info.file_max[TGSI_FILE_INPUT]+1,
119          MAX2(vs->base.info.file_max[TGSI_FILE_SAMPLER]+1,
120               vs->base.info.file_max[TGSI_FILE_SAMPLER_VIEW]+1),
121          vs->base.info.file_max[TGSI_FILE_IMAGE]+1);
122 
123    vs->base.state.type = state->type;
124    vs->base.state.stream_output = state->stream_output;
125    vs->base.draw = draw;
126    vs->base.prepare = vs_llvm_prepare;
127    vs->base.run_linear = vs_llvm_run_linear;
128    vs->base.delete = vs_llvm_delete;
129    vs->base.create_variant = draw_vs_create_variant_generic;
130 
131    make_empty_list(&vs->variants);
132 
133    return &vs->base;
134 }
135