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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "pipe/p_defines.h"
#include "util/u_memory.h"
#include "pipe/p_inlines.h"
#include "pipe/internal/p_winsys_screen.h"
#include "draw/draw_context.h"
#include "tgsi/tgsi_parse.h"
#include "cell_context.h"
#include "cell_state.h"
#include "cell_gen_fp.h"
/** cast wrapper */
static INLINE struct cell_fragment_shader_state *
cell_fragment_shader_state(void *shader)
{
return (struct cell_fragment_shader_state *) shader;
}
/** cast wrapper */
static INLINE struct cell_vertex_shader_state *
cell_vertex_shader_state(void *shader)
{
return (struct cell_vertex_shader_state *) shader;
}
/**
* Create fragment shader state.
* Called via pipe->create_fs_state()
*/
static void *
cell_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct cell_context *cell = cell_context(pipe);
struct cell_fragment_shader_state *cfs;
cfs = CALLOC_STRUCT(cell_fragment_shader_state);
if (!cfs)
return NULL;
cfs->shader.tokens = tgsi_dup_tokens(templ->tokens);
if (!cfs->shader.tokens) {
FREE(cfs);
return NULL;
}
tgsi_scan_shader(templ->tokens, &cfs->info);
cell_gen_fragment_program(cell, cfs->shader.tokens, &cfs->code);
return cfs;
}
/**
* Called via pipe->bind_fs_state()
*/
static void
cell_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct cell_context *cell = cell_context(pipe);
cell->fs = cell_fragment_shader_state(fs);
cell->dirty |= CELL_NEW_FS;
}
/**
* Called via pipe->delete_fs_state()
*/
static void
cell_delete_fs_state(struct pipe_context *pipe, void *fs)
{
struct cell_fragment_shader_state *cfs = cell_fragment_shader_state(fs);
spe_release_func(&cfs->code);
FREE((void *) cfs->shader.tokens);
FREE(cfs);
}
/**
* Create vertex shader state.
* Called via pipe->create_vs_state()
*/
static void *
cell_create_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct cell_context *cell = cell_context(pipe);
struct cell_vertex_shader_state *cvs;
cvs = CALLOC_STRUCT(cell_vertex_shader_state);
if (!cvs)
return NULL;
cvs->shader.tokens = tgsi_dup_tokens(templ->tokens);
if (!cvs->shader.tokens) {
FREE(cvs);
return NULL;
}
tgsi_scan_shader(templ->tokens, &cvs->info);
cvs->draw_data = draw_create_vertex_shader(cell->draw, &cvs->shader);
if (cvs->draw_data == NULL) {
FREE( (void *) cvs->shader.tokens );
FREE( cvs );
return NULL;
}
return cvs;
}
/**
* Called via pipe->bind_vs_state()
*/
static void
cell_bind_vs_state(struct pipe_context *pipe, void *vs)
{
struct cell_context *cell = cell_context(pipe);
cell->vs = cell_vertex_shader_state(vs);
draw_bind_vertex_shader(cell->draw,
(cell->vs ? cell->vs->draw_data : NULL));
cell->dirty |= CELL_NEW_VS;
}
/**
* Called via pipe->delete_vs_state()
*/
static void
cell_delete_vs_state(struct pipe_context *pipe, void *vs)
{
struct cell_context *cell = cell_context(pipe);
struct cell_vertex_shader_state *cvs = cell_vertex_shader_state(vs);
draw_delete_vertex_shader(cell->draw, cvs->draw_data);
FREE( (void *) cvs->shader.tokens );
FREE( cvs );
}
/**
* Called via pipe->set_constant_buffer()
*/
static void
cell_set_constant_buffer(struct pipe_context *pipe,
uint shader, uint index,
struct pipe_buffer *buf)
{
struct cell_context *cell = cell_context(pipe);
assert(shader < PIPE_SHADER_TYPES);
assert(index == 0);
draw_flush(cell->draw);
/* note: reference counting */
pipe_buffer_reference(&cell->constants[shader], buf);
if (shader == PIPE_SHADER_VERTEX)
cell->dirty |= CELL_NEW_VS_CONSTANTS;
else if (shader == PIPE_SHADER_FRAGMENT)
cell->dirty |= CELL_NEW_FS_CONSTANTS;
}
void
cell_init_shader_functions(struct cell_context *cell)
{
cell->pipe.create_fs_state = cell_create_fs_state;
cell->pipe.bind_fs_state = cell_bind_fs_state;
cell->pipe.delete_fs_state = cell_delete_fs_state;
cell->pipe.create_vs_state = cell_create_vs_state;
cell->pipe.bind_vs_state = cell_bind_vs_state;
cell->pipe.delete_vs_state = cell_delete_vs_state;
cell->pipe.set_constant_buffer = cell_set_constant_buffer;
}
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