shithub: gpufs

ref: 2ea9cb1ccca882e47c316cde52302cd108310649
dir: /vm.c/

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#include <u.h>
#include <libc.h>
#include "vm.h"
#include "ops.h"
#include "objects.h"

extern int debug;

static char *Einvalid = "invalid id %lld";
static char *Ewrongtype = "wrong object type %lld != %s";

#define IDVALID(c) (c < numobjects)

Frame *stack = nil;

u32int
runinst(u32int *ptr)
{
	u32int len, opcode;
	void (*func)(Frame*,u32int);
	
	opcode = (*ptr) & 0x0000ffff;
	len = ((*ptr) & 0xffff0000) >> 16;
	
	if (oplookup(opcode, &func)) {
		func(stack, len);
		
		// if (func) changes pc, ignore it
		if (ptr == stack->pc) {
			stack->pc += len;
		}
		return len;
	}
	fprint(2, "error: %r\n");
	return 0;
}

void
runstack(u32int *ptr)
{
	Frame *n = malloc(sizeof(Frame));
	
	n->next = stack;
	stack = n;
	stack->pc = ptr;
	
	while (runinst(stack->pc)) {
		;
	}
}

void
retstack(void)
{
	Frame *p, *c;
	
	p = stack->next;
	c = stack;
	
	if (!p)
		goto fin;
	
	stack = p;

fin:
	free(c);
}

void
vmrun(u32int *ptr)
{
	stack = nil; // TODO clean stack
	runstack(ptr);
}

int compile = 0;

typedef struct Object Object;
struct Object {
	int id;
	char type;
	char *info;
	union {
		Shader s;
		Buffer b;
	};
};

Object objects[256];
int numobjects = 0;

DescPool descpools[8];
int numdescpools = 0;

static char* typenames[] = {
	"BUFFER",
	"SHADER",
};

int
validate(vlong id, int type)
{
	if (!IDVALID(id)) {
		werrstr(Einvalid, id);
		return 0;
	}
	if (objects[id].type != type) {
		werrstr(Ewrongtype, id, typenames[type]);
		return 0;
	}
	return 1;
}

void
updateinfostring(vlong id)
{
	switch (objects[id].type) {
	case SHADER:
		if (objects[id].info)
			free(objects[id].info);
		objects[id].info = smprint(
			"DescriptorPool %d\n",
			objects[id].s.descpool
		);
		break;
	case BUFFER:
		if (objects[id].info)
			free(objects[id].info);
		objects[id].info = smprint(
			"Length %ld\n",
			objects[id].b.len
		);
		break;
	}
}

vlong
genshader(void)
{
	vlong id;
	if (numobjects >= 256) {
		werrstr("not enough free objects!");
		return -1;
	}
	id = numobjects++;
	objects[id].id = id;
	objects[id].type = SHADER;
	objects[id].s.buffer = nil;
	objects[id].s.len = -1;
	updateinfostring(id);
	return id;
}

vlong
genbuffer(long size)
{
	vlong id;
	if (numobjects >= 256) {
		werrstr("not enough free objects!");
		return -1;
	}
	id = numobjects++;
	objects[id].id = id;
	objects[id].type = BUFFER;
	objects[id].b.len = size;
	objects[id].b.buffer = malloc(size);
	if (!objects[id].b.buffer) {
		werrstr("cannot allocate memory: %r");
		return -1;
	}
	updateinfostring(id);
	return id;
}

vlong
getnumobjects()
{
	return numobjects;
}

long
getbufferlength(vlong id)
{
	if (objects[id].type != BUFFER) {
		werrstr("invalid object type!");
		return -1;
	}
	return objects[id].b.len;
}

long
getshaderlength(vlong id)
{
	long len;
	if (objects[id].type != SHADER) {
		werrstr("invalid object type!");
		return -1;
	}
	len = objects[id].s.len;
	return len < 0 ? 0 : len;
}

int
getobjecttype(vlong id)
{
	return objects[id].type;
}

vlong
getobjectid(vlong num)
{
	if (num >= numobjects) {
		werrstr("invalid object number: %lld", num);
		return -1;
	}
	return objects[num].id;
}

int
writeshader(vlong id, void *data, long n, long offset)
{
	char *buf;
	
	if (!validate(id, SHADER)) {
		return 0;
	}
	
	buf = (char*)objects[id].s.buffer;
	if (!buf) {
		objects[id].s.len = n+offset;
		objects[id].s.buffer = malloc(objects[id].s.len);
		buf = (char*)objects[id].s.buffer;
	}
	if (!buf) {
		sysfatal("out of memory");
		return 0;
	}
	if (offset+n > objects[id].s.len) {
		objects[id].s.len = n+offset;
		objects[id].s.buffer = realloc(objects[id].s.buffer, objects[id].s.len);
		buf = (char*)objects[id].s.buffer;
	}
	if (!buf) {
		sysfatal("out of memory!");
		return 0;
	}
	buf += offset;
	memcpy(buf, data, n);
	updateinfostring(id);
	return n;
}

int
writebuffer(vlong id, void *data, long n, long offset)
{
	char *buf;
	
	if (!validate(id, BUFFER)) {
		return 0;
	}
	
	if (offset+n > objects[id].b.len) {
		return -1;
	}
	
	buf = &objects[id].b.buffer[offset];
	memcpy(buf, data, n);
	updateinfostring(id);
	return n;
}

int
compileshader(vlong id)
{
	werrstr("not implemented!");
	return 0;
}

int
readshader(vlong id, void *data, long n, long offset)
{
	char *buf;
	
	if (!validate(id, SHADER)) {
		return 0;
	}
	
	buf = (char*)objects[id].s.buffer;
	
	if (!buf) {
		werrstr("shader is empty");
		return 0;
	}
	
	if (offset+n > objects[id].b.len) {
		n = objects[id].s.len - offset;
	}
	if (n <= 0)
		return 0;
	
	buf = &buf[offset];
	memcpy(data, buf, n);
	return n;
}

int readbuffer(vlong id, void *data, long n, long offset)
{
	char *buf;
	
	if (!validate(id, BUFFER)) {
		return 0;
	}
	
	if (offset+n > objects[id].b.len) {
		n = objects[id].b.len - offset;
	}
	if (n <= 0)
		return 0;
	
	buf = &objects[id].b.buffer[offset];
	memcpy(data, buf, n);
	return n;
}

int
gendescpool(int numsets)
{
	int id;
	if (numdescpools >= 8) {
		werrstr("not enough pools reserved");
		return -1;
	}
	
	id = numdescpools++;
	descpools[id].sets = malloc(sizeof(DescSet)*numsets);
	if (!descpools[id].sets) {
		sysfatal("out of memory");
		return -1;
	}
	descpools[id].numsets = numsets;
	memset(descpools[id].sets, 0, sizeof(DescSet)*numsets);
	
	return id;
}

int
allocdescset(int pool, int set, int numbindings)
{
	if (pool >= numdescpools) {
		werrstr("invalid pool id %d", pool);
		return 0;
	}
	
	if (set >= descpools[pool].numsets) {
		werrstr("invalid set id %d", pool);
		return 0;
	}
	
	descpools[pool].sets[set].bindings = malloc(sizeof(vlong)*numbindings);
	if (!descpools[pool].sets[set].bindings) {
		sysfatal("out of memory");
		return 0;
	}
	for (int i = 0; i < numbindings; i++) {
		descpools[pool].sets[set].bindings[i] = -1;
	}
	descpools[pool].sets[set].numbindings = numbindings;
	return 1;
}

int
binduniform(vlong id, int pool, int set, int binding)
{
	if (!validate(id, BUFFER)) {
		return 0;
	}
	
	if (pool >= numdescpools) {
		werrstr("invalid pool id %d", pool);
		return 0;
	}
	
	if (set >= descpools[pool].numsets) {
		werrstr("pool has not enough sets");
		return 0;
	}
	
	if (binding >= descpools[pool].sets[set].numbindings) {
		werrstr("set has not enough bindings");
		return 0;
	}
	
	descpools[pool].sets[set].bindings[binding] = id;
	return 1;
}

int
bindshader(vlong id, int pool)
{
	if (!validate(id, SHADER)) {
		return 0;
	}
	
	objects[id].s.descpool = pool;
	updateinfostring(id);
	return 1;
}

char*
getobjectinfo(vlong id)
{
	if (!IDVALID(id)) {
		werrstr(Einvalid, id);
		return nil;
	}
	return objects[id].info;
}