/************************************************************************** * * 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 "util/u_inlines.h" #include "draw/draw_context.h" #include "tgsi/tgsi_parse.h" #include "cell_context.h" #include "cell_state.h" #include "cell_gen_fp.h" #include "cell_texture.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_resource *constants) { struct cell_context *cell = cell_context(pipe); unsigned size = constants ? constants->width0 : 0; const void *data = constants ? cell_resource(constants)->data : NULL; assert(shader < PIPE_SHADER_TYPES); assert(index == 0); if (cell->constants[shader] == constants) return; draw_flush(cell->draw); /* note: reference counting */ pipe_resource_reference(&cell->constants[shader], constants); if(shader == PIPE_SHADER_VERTEX) { draw_set_mapped_constant_buffer(cell->draw, PIPE_SHADER_VERTEX, 0, data, size); } cell->mapped_constants[shader] = data; 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; }