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1 /**********************************************************
2  * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person
5  * obtaining a copy of this software and associated documentation
6  * files (the "Software"), to deal in the Software without
7  * restriction, including without limitation the rights to use, copy,
8  * modify, merge, publish, distribute, sublicense, and/or sell copies
9  * of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be
13  * included in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20  * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  *
24  **********************************************************/
25 
26 #include "util/u_inlines.h"
27 #include "util/u_math.h"
28 #include "util/u_memory.h"
29 #include "util/u_bitmask.h"
30 #include "tgsi/tgsi_parse.h"
31 #include "draw/draw_context.h"
32 
33 #include "svga_context.h"
34 #include "svga_tgsi.h"
35 #include "svga_hw_reg.h"
36 #include "svga_cmd.h"
37 #include "svga_debug.h"
38 
39 
40 /***********************************************************************
41  * Fragment shaders
42  */
43 
44 static void *
svga_create_fs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)45 svga_create_fs_state(struct pipe_context *pipe,
46                      const struct pipe_shader_state *templ)
47 {
48    struct svga_context *svga = svga_context(pipe);
49    struct svga_fragment_shader *fs;
50 
51    fs = CALLOC_STRUCT(svga_fragment_shader);
52    if (!fs)
53       return NULL;
54 
55    fs->base.tokens = tgsi_dup_tokens(templ->tokens);
56 
57    /* Collect basic info that we'll need later:
58     */
59    tgsi_scan_shader(fs->base.tokens, &fs->base.info);
60 
61    fs->base.id = svga->debug.shader_id++;
62 
63    fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
64 
65    svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
66 
67    fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, templ);
68 
69    if (SVGA_DEBUG & DEBUG_TGSI || 0) {
70       debug_printf("%s id: %u, inputs: %u, outputs: %u\n",
71                    __FUNCTION__, fs->base.id,
72                    fs->base.info.num_inputs, fs->base.info.num_outputs);
73    }
74 
75    return fs;
76 }
77 
78 static void
svga_bind_fs_state(struct pipe_context * pipe,void * shader)79 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
80 {
81    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
82    struct svga_context *svga = svga_context(pipe);
83 
84    svga->curr.fs = fs;
85    svga->dirty |= SVGA_NEW_FS;
86 }
87 
88 static
svga_delete_fs_state(struct pipe_context * pipe,void * shader)89 void svga_delete_fs_state(struct pipe_context *pipe, void *shader)
90 {
91    struct svga_context *svga = svga_context(pipe);
92    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
93    struct svga_shader_result *result, *tmp;
94    enum pipe_error ret;
95 
96    svga_hwtnl_flush_retry( svga );
97 
98    draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
99 
100    for (result = fs->base.results; result; result = tmp ) {
101       tmp = result->next;
102 
103       ret = SVGA3D_DestroyShader(svga->swc,
104                                  result->id,
105                                  SVGA3D_SHADERTYPE_PS );
106       if(ret != PIPE_OK) {
107          svga_context_flush(svga, NULL);
108          ret = SVGA3D_DestroyShader(svga->swc,
109                                     result->id,
110                                     SVGA3D_SHADERTYPE_PS );
111          assert(ret == PIPE_OK);
112       }
113 
114       util_bitmask_clear( svga->fs_bm, result->id );
115 
116       svga_destroy_shader_result( result );
117 
118       /*
119        * Remove stale references to this result to ensure a new result on the
120        * same address will be detected as a change.
121        */
122       if(result == svga->state.hw_draw.fs)
123          svga->state.hw_draw.fs = NULL;
124    }
125 
126    FREE((void *)fs->base.tokens);
127    FREE(fs);
128 }
129 
130 
svga_init_fs_functions(struct svga_context * svga)131 void svga_init_fs_functions( struct svga_context *svga )
132 {
133    svga->pipe.create_fs_state = svga_create_fs_state;
134    svga->pipe.bind_fs_state = svga_bind_fs_state;
135    svga->pipe.delete_fs_state = svga_delete_fs_state;
136 }
137 
138