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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_memory.h"
#include "util/u_inlines.h"
#include "util/u_string.h"
#include "util/u_math.h"
#include "svga_winsys.h"
#include "svga_public.h"
#include "svga_context.h"
#include "svga_screen.h"
#include "svga_resource_texture.h"
#include "svga_resource.h"
#include "svga_debug.h"
#include "svga3d_shaderdefs.h"
#ifdef DEBUG
int SVGA_DEBUG = 0;
static const struct debug_named_value svga_debug_flags[] = {
{ "dma", DEBUG_DMA, NULL },
{ "tgsi", DEBUG_TGSI, NULL },
{ "pipe", DEBUG_PIPE, NULL },
{ "state", DEBUG_STATE, NULL },
{ "screen", DEBUG_SCREEN, NULL },
{ "tex", DEBUG_TEX, NULL },
{ "swtnl", DEBUG_SWTNL, NULL },
{ "const", DEBUG_CONSTS, NULL },
{ "viewport", DEBUG_VIEWPORT, NULL },
{ "views", DEBUG_VIEWS, NULL },
{ "perf", DEBUG_PERF, NULL },
{ "flush", DEBUG_FLUSH, NULL },
{ "sync", DEBUG_SYNC, NULL },
{ "cache", DEBUG_CACHE, NULL },
DEBUG_NAMED_VALUE_END
};
#endif
static const char *
svga_get_vendor( struct pipe_screen *pscreen )
{
return "VMware, Inc.";
}
static const char *
svga_get_name( struct pipe_screen *pscreen )
{
const char *build = "", *llvm = "", *mutex = "";
static char name[100];
#ifdef DEBUG
/* Only return internal details in the DEBUG version:
*/
build = "build: DEBUG;";
mutex = "mutex: " PIPE_ATOMIC ";";
#ifdef HAVE_LLVM
llvm = "LLVM;";
#endif
#else
build = "build: RELEASE;";
#endif
util_snprintf(name, sizeof(name), "SVGA3D; %s %s %s", build, mutex, llvm);
return name;
}
static float
svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param)
{
struct svga_screen *svgascreen = svga_screen(screen);
struct svga_winsys_screen *sws = svgascreen->sws;
SVGA3dDevCapResult result;
switch (param) {
case PIPE_CAP_MAX_LINE_WIDTH:
/* fall-through */
case PIPE_CAP_MAX_LINE_WIDTH_AA:
return 7.0;
case PIPE_CAP_MAX_POINT_WIDTH:
/* fall-through */
case PIPE_CAP_MAX_POINT_WIDTH_AA:
/* Keep this to a reasonable size to avoid failures in
* conform/pntaa.c:
*/
return SVGA_MAX_POINTSIZE;
case PIPE_CAP_MAX_TEXTURE_ANISOTROPY:
if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY, &result))
return 4.0;
return result.u;
case PIPE_CAP_MAX_TEXTURE_LOD_BIAS:
return 16.0;
case PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS:
return 16;
case PIPE_CAP_MAX_COMBINED_SAMPLERS:
return 16;
case PIPE_CAP_NPOT_TEXTURES:
return 1;
case PIPE_CAP_TWO_SIDED_STENCIL:
return 1;
case PIPE_CAP_GLSL:
return svgascreen->use_ps30 && svgascreen->use_vs30;
case PIPE_CAP_ANISOTROPIC_FILTER:
return 1;
case PIPE_CAP_POINT_SPRITE:
return 1;
case PIPE_CAP_MAX_RENDER_TARGETS:
if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_RENDER_TARGETS, &result))
return 1;
if(!result.u)
return 1;
return MIN2(result.u, PIPE_MAX_COLOR_BUFS);
case PIPE_CAP_OCCLUSION_QUERY:
return 1;
case PIPE_CAP_TIMER_QUERY:
return 0;
case PIPE_CAP_TEXTURE_SHADOW_MAP:
return 1;
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
{
unsigned levels = SVGA_MAX_TEXTURE_LEVELS;
if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH, &result))
levels = MIN2(util_logbase2(result.u) + 1, levels);
else
levels = 12 /* 2048x2048 */;
if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT, &result))
levels = MIN2(util_logbase2(result.u) + 1, levels);
else
levels = 12 /* 2048x2048 */;
return levels;
}
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VOLUME_EXTENT, &result))
return 8; /* max 128x128x128 */
return MIN2(util_logbase2(result.u) + 1, SVGA_MAX_TEXTURE_LEVELS);
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
/*
* No mechanism to query the host, and at least limited to 2048x2048 on
* certain hardware.
*/
return MIN2(screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
12.0 /* 2048x2048 */);
case PIPE_CAP_TEXTURE_MIRROR_REPEAT: /* req. for GL 1.4 */
return 1;
case PIPE_CAP_BLEND_EQUATION_SEPARATE: /* req. for GL 1.5 */
return 1;
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
return 1;
case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
return 0;
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
return 1;
case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
return 0;
default:
return 0;
}
}
/* This is a fairly pointless interface
*/
static int
svga_get_param(struct pipe_screen *screen, enum pipe_cap param)
{
return (int) svga_get_paramf( screen, param );
}
static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param)
{
struct svga_screen *svgascreen = svga_screen(screen);
struct svga_winsys_screen *sws = svgascreen->sws;
SVGA3dDevCapResult result;
switch (shader)
{
case PIPE_SHADER_FRAGMENT:
switch (param)
{
case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
return svgascreen->use_ps30 ? 512 : 96;
case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
return SVGA3D_MAX_NESTING_LEVEL;
case PIPE_SHADER_CAP_MAX_INPUTS:
return 10;
case PIPE_SHADER_CAP_MAX_CONSTS:
return svgascreen->use_ps30 ? 224 : 16;
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return 1;
case PIPE_SHADER_CAP_MAX_TEMPS:
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result))
return svgascreen->use_ps30 ? 32 : 12;
return result.u;
case PIPE_SHADER_CAP_MAX_ADDRS:
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
/*
* Although PS 3.0 has some addressing abilities it can only represent
* loops that can be statically determined and unrolled. Given we can
* only handle a subset of the cases that the state tracker already
* does it is better to defer loop unrolling to the state tracker.
*/
return 0;
case PIPE_SHADER_CAP_MAX_PREDS:
return svgascreen->use_ps30 ? 1 : 0;
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
return 1;
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
return 0;
case PIPE_SHADER_CAP_SUBROUTINES:
return 0;
case PIPE_SHADER_CAP_INTEGERS:
return 0;
}
break;
case PIPE_SHADER_VERTEX:
switch (param)
{
case PIPE_SHADER_CAP_MAX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS:
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result))
return svgascreen->use_vs30 ? 512 : 256;
return result.u;
case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS:
case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS:
/* XXX: until we have vertex texture support */
return 0;
case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH:
return SVGA3D_MAX_NESTING_LEVEL;
case PIPE_SHADER_CAP_MAX_INPUTS:
return 16;
case PIPE_SHADER_CAP_MAX_CONSTS:
return 256;
case PIPE_SHADER_CAP_MAX_CONST_BUFFERS:
return 1;
case PIPE_SHADER_CAP_MAX_TEMPS:
if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result))
return svgascreen->use_vs30 ? 32 : 12;
return result.u;
case PIPE_SHADER_CAP_MAX_ADDRS:
return svgascreen->use_vs30 ? 1 : 0;
case PIPE_SHADER_CAP_MAX_PREDS:
return svgascreen->use_vs30 ? 1 : 0;
case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED:
return 1;
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
return svgascreen->use_vs30 ? 1 : 0;
case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
return 0;
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
return 1;
case PIPE_SHADER_CAP_SUBROUTINES:
return 0;
case PIPE_SHADER_CAP_INTEGERS:
return 0;
default:
break;
}
break;
default:
break;
}
return 0;
}
static INLINE SVGA3dDevCapIndex
svga_translate_format_cap(enum pipe_format format)
{
switch(format) {
case PIPE_FORMAT_B8G8R8A8_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8;
case PIPE_FORMAT_B8G8R8X8_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8;
case PIPE_FORMAT_B5G6R5_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_R5G6B5;
case PIPE_FORMAT_B5G5R5A1_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5;
case PIPE_FORMAT_B4G4R4A4_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4;
case PIPE_FORMAT_A8_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_ALPHA8;
case PIPE_FORMAT_L8_UNORM:
return SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8;
case PIPE_FORMAT_DXT1_RGB:
case PIPE_FORMAT_DXT1_RGBA:
return SVGA3D_DEVCAP_SURFACEFMT_DXT1;
case PIPE_FORMAT_DXT3_RGBA:
return SVGA3D_DEVCAP_SURFACEFMT_DXT3;
case PIPE_FORMAT_DXT5_RGBA:
return SVGA3D_DEVCAP_SURFACEFMT_DXT5;
default:
return SVGA3D_DEVCAP_MAX;
}
}
static boolean
svga_is_format_supported( struct pipe_screen *screen,
enum pipe_format format,
enum pipe_texture_target target,
unsigned sample_count,
unsigned tex_usage)
{
struct svga_screen *ss = svga_screen(screen);
struct svga_winsys_screen *sws = ss->sws;
SVGA3dDevCapIndex index;
SVGA3dDevCapResult result;
assert(tex_usage);
if (sample_count > 1)
return FALSE;
/* Override host capabilities */
if (tex_usage & PIPE_BIND_RENDER_TARGET) {
switch(format) {
/* Often unsupported/problematic. This means we end up with the same
* visuals for all virtual hardware implementations.
*/
case PIPE_FORMAT_B4G4R4A4_UNORM:
case PIPE_FORMAT_B5G5R5A1_UNORM:
return FALSE;
default:
break;
}
}
/* Try to query the host */
index = svga_translate_format_cap(format);
if( index < SVGA3D_DEVCAP_MAX &&
sws->get_cap(sws, index, &result) )
{
SVGA3dSurfaceFormatCaps mask;
mask.value = 0;
if (tex_usage & PIPE_BIND_RENDER_TARGET)
mask.offscreenRenderTarget = 1;
if (tex_usage & PIPE_BIND_DEPTH_STENCIL)
mask.zStencil = 1;
if (tex_usage & PIPE_BIND_SAMPLER_VIEW)
mask.texture = 1;
if ((result.u & mask.value) == mask.value)
return TRUE;
else
return FALSE;
}
/* Use our translate functions directly rather than relying on a
* duplicated list of supported formats which is prone to getting
* out of sync:
*/
if(tex_usage & (PIPE_BIND_RENDER_TARGET | PIPE_BIND_DEPTH_STENCIL))
return svga_translate_format_render(ss, format) != SVGA3D_FORMAT_INVALID;
else
return svga_translate_format(ss, format) != SVGA3D_FORMAT_INVALID;
}
static void
svga_fence_reference(struct pipe_screen *screen,
struct pipe_fence_handle **ptr,
struct pipe_fence_handle *fence)
{
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
sws->fence_reference(sws, ptr, fence);
}
static boolean
svga_fence_signalled(struct pipe_screen *screen,
struct pipe_fence_handle *fence)
{
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
return sws->fence_signalled(sws, fence, 0) == 0;
}
static boolean
svga_fence_finish(struct pipe_screen *screen,
struct pipe_fence_handle *fence,
uint64_t timeout)
{
struct svga_winsys_screen *sws = svga_screen(screen)->sws;
SVGA_DBG(DEBUG_DMA|DEBUG_PERF, "%s fence_ptr %p\n",
__FUNCTION__, fence);
return sws->fence_finish(sws, fence, 0) == 0;
}
static void
svga_destroy_screen( struct pipe_screen *screen )
{
struct svga_screen *svgascreen = svga_screen(screen);
svga_screen_cache_cleanup(svgascreen);
pipe_mutex_destroy(svgascreen->swc_mutex);
pipe_mutex_destroy(svgascreen->tex_mutex);
svgascreen->sws->destroy(svgascreen->sws);
FREE(svgascreen);
}
/**
* Create a new svga_screen object
*/
struct pipe_screen *
svga_screen_create(struct svga_winsys_screen *sws)
{
struct svga_screen *svgascreen;
struct pipe_screen *screen;
SVGA3dDevCapResult result;
#ifdef DEBUG
SVGA_DEBUG = debug_get_flags_option("SVGA_DEBUG", svga_debug_flags, 0 );
#endif
svgascreen = CALLOC_STRUCT(svga_screen);
if (!svgascreen)
goto error1;
svgascreen->debug.force_level_surface_view =
debug_get_bool_option("SVGA_FORCE_LEVEL_SURFACE_VIEW", FALSE);
svgascreen->debug.force_surface_view =
debug_get_bool_option("SVGA_FORCE_SURFACE_VIEW", FALSE);
svgascreen->debug.force_sampler_view =
debug_get_bool_option("SVGA_FORCE_SAMPLER_VIEW", FALSE);
svgascreen->debug.no_surface_view =
debug_get_bool_option("SVGA_NO_SURFACE_VIEW", FALSE);
svgascreen->debug.no_sampler_view =
debug_get_bool_option("SVGA_NO_SAMPLER_VIEW", FALSE);
screen = &svgascreen->screen;
screen->destroy = svga_destroy_screen;
screen->get_name = svga_get_name;
screen->get_vendor = svga_get_vendor;
screen->get_param = svga_get_param;
screen->get_shader_param = svga_get_shader_param;
screen->get_paramf = svga_get_paramf;
screen->is_format_supported = svga_is_format_supported;
screen->context_create = svga_context_create;
screen->fence_reference = svga_fence_reference;
screen->fence_signalled = svga_fence_signalled;
screen->fence_finish = svga_fence_finish;
svgascreen->sws = sws;
svga_init_screen_resource_functions(svgascreen);
if (sws->get_hw_version) {
svgascreen->hw_version = sws->get_hw_version(sws);
} else {
svgascreen->hw_version = SVGA3D_HWVERSION_WS65_B1;
}
svgascreen->use_ps30 =
sws->get_cap(sws, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION, &result) &&
result.u >= SVGA3DPSVERSION_30 ? TRUE : FALSE;
svgascreen->use_vs30 =
sws->get_cap(sws, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION, &result) &&
result.u >= SVGA3DVSVERSION_30 ? TRUE : FALSE;
{
SVGA3dSurfaceFormatCaps mask;
mask.value = 0;
mask.zStencil = 1;
mask.texture = 1;
svgascreen->depth.z16 =
sws->get_cap(sws, SVGA3D_DEVCAP_SURFACEFMT_Z_D16, &result) &&
(result.u & mask.value) == mask.value ?
SVGA3D_Z_D16 : SVGA3D_FORMAT_INVALID;
svgascreen->depth.z16 =
sws->get_cap(sws, SVGA3D_DEVCAP_SURFACEFMT_Z_DF16, &result) &&
(result.u & mask.value) == mask.value ?
SVGA3D_Z_DF16 : svgascreen->depth.z16;
svgascreen->depth.x8z24 =
sws->get_cap(sws, SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8, &result) &&
(result.u & mask.value) == mask.value ?
SVGA3D_Z_D24X8 : SVGA3D_FORMAT_INVALID;
svgascreen->depth.x8z24 =
sws->get_cap(sws, SVGA3D_DEVCAP_SURFACEFMT_Z_DF24, &result) &&
(result.u & mask.value) == mask.value ?
SVGA3D_Z_DF24 : svgascreen->depth.x8z24;
svgascreen->depth.s8z24 =
sws->get_cap(sws, SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8, &result) &&
(result.u & mask.value) == mask.value ?
SVGA3D_Z_D24S8 : SVGA3D_FORMAT_INVALID;
svgascreen->depth.s8z24 =
sws->get_cap(sws, SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8_INT, &result) &&
(result.u & mask.value) == mask.value ?
SVGA3D_Z_D24S8_INT : svgascreen->depth.s8z24;
}
#if 1
/* Shader model 2.0 is unsupported at the moment. */
if(!svgascreen->use_ps30 || !svgascreen->use_vs30)
goto error2;
#else
if(debug_get_bool_option("SVGA_NO_SM30", FALSE))
svgascreen->use_vs30 = svgascreen->use_ps30 = FALSE;
#endif
pipe_mutex_init(svgascreen->tex_mutex);
pipe_mutex_init(svgascreen->swc_mutex);
svga_screen_cache_init(svgascreen);
return screen;
error2:
FREE(svgascreen);
error1:
return NULL;
}
struct svga_winsys_screen *
svga_winsys_screen(struct pipe_screen *screen)
{
return svga_screen(screen)->sws;
}
#ifdef DEBUG
struct svga_screen *
svga_screen(struct pipe_screen *screen)
{
assert(screen);
assert(screen->destroy == svga_destroy_screen);
return (struct svga_screen *)screen;
}
#endif
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