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authorBrian Paul <[email protected]>2014-05-29 13:56:48 -0600
committerBrian Paul <[email protected]>2014-05-31 06:25:36 -0600
commit3b66029dd372f54c1e0e14a036668404d11fbcfb (patch)
tree7d0f6780077825d17db4cdbda39ec6ca46111de3 /src/gallium
parent3bb18eab726ff0399a6ecaf572f27fa8271c5305 (diff)
svga: use svga_shader_too_large() in compile_vs()
And rework the dummy shader code to match the fragment shader case. Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/svga/svga_state_vs.c44
1 files changed, 36 insertions, 8 deletions
diff --git a/src/gallium/drivers/svga/svga_state_vs.c b/src/gallium/drivers/svga/svga_state_vs.c
index 64dd7c99c34..125903b386a 100644
--- a/src/gallium/drivers/svga/svga_state_vs.c
+++ b/src/gallium/drivers/svga/svga_state_vs.c
@@ -100,6 +100,29 @@ get_dummy_vertex_shader(void)
/**
+ * Replace the given shader's instruction with a simple / dummy shader.
+ * We use this when normal shader translation fails.
+ */
+static struct svga_shader_variant *
+get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs,
+ const struct svga_vs_compile_key *key)
+{
+ const struct tgsi_token *dummy = get_dummy_vertex_shader();
+ struct svga_shader_variant *variant;
+
+ if (!dummy) {
+ return NULL;
+ }
+
+ FREE((void *) vs->base.tokens);
+ vs->base.tokens = dummy;
+
+ variant = svga_translate_vertex_program(vs, key);
+ return variant;
+}
+
+
+/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
@@ -114,16 +137,21 @@ compile_vs(struct svga_context *svga,
variant = svga_translate_vertex_program( vs, key );
if (variant == NULL) {
/* some problem during translation, try the dummy shader */
- const struct tgsi_token *dummy = get_dummy_vertex_shader();
- if (!dummy) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
+ variant = get_compiled_dummy_vertex_shader(vs, key);
+ if (!variant) {
+ ret = PIPE_ERROR;
goto fail;
}
- debug_printf("Failed to compile vertex shader, using dummy shader instead.\n");
- FREE((void *) vs->base.tokens);
- vs->base.tokens = dummy;
- variant = svga_translate_vertex_program(vs, key);
- if (variant == NULL) {
+ }
+
+ if (svga_shader_too_large(svga, variant)) {
+ /* too big, use dummy shader */
+ debug_printf("Shader too large (%lu bytes),"
+ " using dummy shader instead.\n",
+ (unsigned long ) variant->nr_tokens
+ * sizeof(variant->tokens[0]));
+ variant = get_compiled_dummy_vertex_shader(vs, key);
+ if (!variant) {
ret = PIPE_ERROR;
goto fail;
}