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/* clang --emit-llvm llvm_builtins.c |llvm-as |opt -std-compile-opts |llvm-dis */
/* clang --emit-llvm llvm_builtins.c |llvm-as |opt -std-compile-opts |llvm2cpp -for=Shader -gen-module -funcname=createBaseShader */
typedef __attribute__(( ocu_vector_type(4) )) float float4;
#if 0
//clang doesn't suppoer "struct->member" notation yet
struct vertex_header {
unsigned clipmask:12;
unsigned edgeflag:1;
unsigned pad:3;
unsigned vertex_id:16;
float clip[4];
float data[][4];
};
inline float
dot4(float4 a, float4 b)
{
float4 c = a*b;
return c.x + c.y + c.z + c.w;
}
inline unsigned
compute_clipmask(float4 clip, float4 (*plane), unsigned nr)
{
unsigned mask = 0;
unsigned i;
for (i = 0; i < nr; i++) {
if (dot4(clip, plane[i]) < 0)
mask |= (1<<i);
}
return mask;
}
inline void collect_results(float4 *results, struct vertex_header *vOut,
float4 *planes, int nr_planes,
float4 scale, float4 trans,
int num_attribs)
{
/* store results */
unsigned slot;
float x, y, z, w;
/* Handle attr[0] (position) specially:
*/
float4 res0 = results[0];
float *clip = vOut->clip;
x = clip[0] = res0.x;
y = clip[1] = res0.y;
z = clip[2] = res0.z;
w = clip[3] = res0.w;
vOut->clipmask = compute_clipmask(res0, planes, nr_planes);
vOut->edgeflag = 1;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
res0.x = x; res0.y = y; res0.z = z; res0.w = 1;
/* Viewport mapping */
res0 = res0 * scale + trans;
vOut->data[0][0] = res0.x;
vOut->data[0][1] = res0.y;
vOut->data[0][2] = res0.z;
vOut->data[0][3] = w;
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
* Skip 0 since we just did it above.
* Subtract two because of the VERTEX_HEADER, CLIP_POS attribs.
*/
for (slot = 1; slot < num_attribs - 2; slot++) {
float4 vec = results[slot];
vOut->data[slot][0] = vec.x;
vOut->data[slot][1] = vec.y;
vOut->data[slot][2] = vec.z;
vOut->data[slot][3] = vec.w;
printf("output %d: %f %f %f %f\n", slot,
vOut->data[slot][0],
vOut->data[slot][1],
vOut->data[slot][2],
vOut->data[slot][3]);
}
}
#endif
void from_array(float4 (*res)[32], float (*ainputs)[32][4],
int count, int num_attribs)
{
for (int i = 0; i < count; ++i) {
for (int j = 0; j < num_attribs; ++j) {
float4 vec;
vec.x = ainputs[i][j][0];
vec.y = ainputs[i][j][1];
vec.z = ainputs[i][j][2];
vec.w = ainputs[i][j][3];
res[i][j] = vec;
}
}
}
void from_consts(float4 *res, float (*ainputs)[4],
int count)
{
for (int i = 0; i < count; ++i) {
float4 vec;
vec.x = ainputs[i][0];
vec.y = ainputs[i][1];
vec.z = ainputs[i][2];
vec.w = ainputs[i][3];
res[i] = vec;
}
}
void to_array(float (*dests)[4], float4 *in, int num_attribs)
{
for (int i = 0; i < num_attribs; ++i) {
float *rd = dests[i];
float4 ri = in[i];
rd[0] = ri.x;
rd[1] = ri.y;
rd[2] = ri.z;
rd[3] = ri.w;
}
}
extern void execute_shader(float4 *dests, float4 *inputs,
float4 *consts);
void run_vertex_shader(float (*ainputs)[32][4],
float (*dests)[32][4],
float (*aconsts)[4],
int count,
int num_attribs)
{
float4 inputs[16*32*4][32];
float4 consts[32];
float4 results[16*32*4][32];
printf("XXXXXXXXXXX run_vertex_shader\n");
from_array(inputs, ainputs, count, num_attribs);
from_consts(consts, aconsts, 32);
for (int i = 0; i < count; ++i) {
float4 *in = inputs[i];
float4 *res = results[i];
to_array(dests[i], results[i], num_attribs);
execute_shader(res, in, consts);
}
}
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