コード例 #1
0
ファイル: draw_gs.c プロジェクト: DirectFB/mesa
void draw_delete_geometry_shader(struct draw_context *draw,
                                 struct draw_geometry_shader *dgs)
{
   if (!dgs) {
      return;
   }
#ifdef HAVE_LLVM
   if (draw_get_option_use_llvm()) {
      struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs);
      struct draw_gs_llvm_variant_list_item *li;

      li = first_elem(&shader->variants);
      while(!at_end(&shader->variants, li)) {
         struct draw_gs_llvm_variant_list_item *next = next_elem(li);
         draw_gs_llvm_destroy_variant(li->base);
         li = next;
      }

      assert(shader->variants_cached == 0);

      if (dgs->llvm_prim_lengths) {
         unsigned i;
         for (i = 0; i < dgs->max_out_prims; ++i) {
            align_free(dgs->llvm_prim_lengths[i]);
         }
         FREE(dgs->llvm_prim_lengths);
      }
      align_free(dgs->llvm_emitted_primitives);
      align_free(dgs->llvm_emitted_vertices);
      align_free(dgs->llvm_prim_ids);

      align_free(dgs->gs_input);
   }
#endif

   FREE(dgs->primitive_lengths);
   FREE((void*) dgs->state.tokens);
   FREE(dgs);
}
コード例 #2
0
static void
llvm_middle_end_prepare_gs(struct llvm_middle_end *fpme)
{
   struct draw_context *draw = fpme->draw;
   struct draw_geometry_shader *gs = draw->gs.geometry_shader;
   struct draw_gs_llvm_variant_key *key;
   struct draw_gs_llvm_variant *variant = NULL;
   struct draw_gs_llvm_variant_list_item *li;
   struct llvm_geometry_shader *shader = llvm_geometry_shader(gs);
   char store[DRAW_GS_LLVM_MAX_VARIANT_KEY_SIZE];
   unsigned i;

   key = draw_gs_llvm_make_variant_key(fpme->llvm, store);

   /* Search shader's list of variants for the key */
   li = first_elem(&shader->variants);
   while (!at_end(&shader->variants, li)) {
      if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) {
         variant = li->base;
         break;
      }
      li = next_elem(li);
   }

   if (variant) {
      /* found the variant, move to head of global list (for LRU) */
      move_to_head(&fpme->llvm->gs_variants_list,
                   &variant->list_item_global);
   }
   else {
      /* Need to create new variant */

      /* First check if we've created too many variants.  If so, free
       * 25% of the LRU to avoid using too much memory.
       */
      if (fpme->llvm->nr_gs_variants >= DRAW_MAX_SHADER_VARIANTS) {
         /*
          * XXX: should we flush here ?
          */
         for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) {
            struct draw_gs_llvm_variant_list_item *item;
            if (is_empty_list(&fpme->llvm->gs_variants_list)) {
               break;
            }
            item = last_elem(&fpme->llvm->gs_variants_list);
            assert(item);
            assert(item->base);
            draw_gs_llvm_destroy_variant(item->base);
         }
      }

      variant = draw_gs_llvm_create_variant(fpme->llvm, gs->info.num_outputs, key);

      if (variant) {
         insert_at_head(&shader->variants, &variant->list_item_local);
         insert_at_head(&fpme->llvm->gs_variants_list,
                        &variant->list_item_global);
         fpme->llvm->nr_gs_variants++;
         shader->variants_cached++;
      }
   }

   gs->current_variant = variant;
}