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/**********************************************************
* Copyright 2008-2012 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_bitmask.h"
#include "util/u_memory.h"
#include "svga_context.h"
#include "svga_cmd.h"
#include "svga_shader.h"
/**
* Issue the SVGA3D commands to define a new shader.
* \param result contains the shader tokens, etc. The result->id field will
* be set here.
*/
enum pipe_error
svga_define_shader(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant)
{
unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
if (svga_have_gb_objects(svga)) {
struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
enum pipe_error ret;
variant->gb_shader = sws->shader_create(sws, type,
variant->tokens, codeLen);
if (!variant->gb_shader)
return PIPE_ERROR_OUT_OF_MEMORY;
ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
if (ret != PIPE_OK) {
sws->shader_destroy(sws, variant->gb_shader);
variant->gb_shader = NULL;
}
return ret;
}
else {
enum pipe_error ret;
/* Allocate an integer ID for the shader */
variant->id = util_bitmask_add(svga->shader_id_bm);
if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
return PIPE_ERROR_OUT_OF_MEMORY;
}
/* Issue SVGA3D device command to define the shader */
ret = SVGA3D_DefineShader(svga->swc,
variant->id,
type,
variant->tokens,
codeLen);
if (ret != PIPE_OK) {
/* free the ID */
assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
util_bitmask_clear(svga->shader_id_bm, variant->id);
variant->id = UTIL_BITMASK_INVALID_INDEX;
return ret;
}
}
return PIPE_OK;
}
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant)
{
enum pipe_error ret = PIPE_OK;
if (svga_have_gb_objects(svga)) {
struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
sws->shader_destroy(sws, variant->gb_shader);
variant->gb_shader = NULL;
goto end;
}
/* first try */
if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
if (ret != PIPE_OK) {
/* flush and try again */
svga_context_flush(svga, NULL);
ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
assert(ret == PIPE_OK);
}
util_bitmask_clear(svga->shader_id_bm, variant->id);
}
end:
FREE((unsigned *)variant->tokens);
FREE(variant);
return ret;
}
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