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/**********************************************************
* Copyright 2008-2009 VMware, Inc. 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, sublicense, 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 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
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* 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 "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "tgsi/tgsi_parse.h"
#include "draw/draw_context.h"
#include "svga_context.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
#include "svga_debug.h"
#include "svga_shader.h"
static void *
svga_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct svga_context *svga = svga_context(pipe);
struct svga_fragment_shader *fs;
fs = CALLOC_STRUCT(svga_fragment_shader);
if (!fs)
return NULL;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS);
fs->base.tokens = tgsi_dup_tokens(templ->tokens);
/* Collect basic info that we'll need later:
*/
tgsi_scan_shader(fs->base.tokens, &fs->base.info);
fs->base.id = svga->debug.shader_id++;
fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, templ);
SVGA_STATS_TIME_POP(svga_sws(svga));
return fs;
}
static void
svga_bind_fs_state(struct pipe_context *pipe, void *shader)
{
struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
struct svga_context *svga = svga_context(pipe);
svga->curr.fs = fs;
svga->dirty |= SVGA_NEW_FS;
}
static void
svga_delete_fs_state(struct pipe_context *pipe, void *shader)
{
struct svga_context *svga = svga_context(pipe);
struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
struct svga_shader_variant *variant, *tmp;
enum pipe_error ret;
svga_hwtnl_flush_retry(svga);
assert(fs->base.parent == NULL);
draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
for (variant = fs->base.variants; variant; variant = tmp) {
tmp = variant->next;
/* Check if deleting currently bound shader */
if (variant == svga->state.hw_draw.fs) {
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
assert(ret == PIPE_OK);
}
svga->state.hw_draw.fs = NULL;
}
ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
assert(ret == PIPE_OK);
}
}
FREE((void *)fs->base.tokens);
FREE(fs);
}
void
svga_init_fs_functions(struct svga_context *svga)
{
svga->pipe.create_fs_state = svga_create_fs_state;
svga->pipe.bind_fs_state = svga_bind_fs_state;
svga->pipe.delete_fs_state = svga_delete_fs_state;
}
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