/********************************************************** * 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 "svga_screen.h" #include "svga_context.h" #include "svga_tgsi.h" #include "svga_hw_reg.h" #include "svga_cmd.h" #include "svga_debug.h" /*********************************************************************** * Fragment shaders */ 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_screen *svgascreen = svga_screen(pipe->screen); struct svga_fragment_shader *fs; fs = CALLOC_STRUCT(svga_fragment_shader); if (!fs) return NULL; 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->base.use_sm30 = svgascreen->use_ps30; if (SVGA_DEBUG & DEBUG_TGSI || 0) { debug_printf("%s id: %u, inputs: %u, outputs: %u\n", __FUNCTION__, fs->base.id, fs->base.info.num_inputs, fs->base.info.num_outputs); } 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_result *result, *tmp; enum pipe_error ret; svga_hwtnl_flush_retry( svga ); for (result = fs->base.results; result; result = tmp ) { tmp = result->next; ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_PS ); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_PS ); assert(ret == PIPE_OK); } util_bitmask_clear( svga->fs_bm, result->id ); svga_destroy_shader_result( result ); /* * Remove stale references to this result to ensure a new result on the * same address will be detected as a change. */ if(result == svga->state.hw_draw.fs) svga->state.hw_draw.fs = NULL; } 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; }