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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 "pipe/p_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_text.h"
#include "svga_screen.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
#include "svga_draw.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);
}
svga_destroy_shader_result( result );
}
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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