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/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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**********************************************************/
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#include "util/u_inlines.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_bitmask.h"
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#include "tgsi/tgsi_parse.h"
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#include "draw/draw_context.h"
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#include "svga_context.h"
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#include "svga_hw_reg.h"
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#include "svga_debug.h"
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#include "svga_shader.h"
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svga_create_fs_state(struct pipe_context *pipe,
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const struct pipe_shader_state *templ)
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struct svga_context *svga = svga_context(pipe);
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struct svga_fragment_shader *fs;
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fs = CALLOC_STRUCT(svga_fragment_shader);
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SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS);
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fs->base.tokens = tgsi_dup_tokens(templ->tokens);
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/* Collect basic info that we'll need later:
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tgsi_scan_shader(fs->base.tokens, &fs->base.info);
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fs->base.id = svga->debug.shader_id++;
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fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
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svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
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fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, templ);
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SVGA_STATS_TIME_POP(svga_sws(svga));
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svga_bind_fs_state(struct pipe_context *pipe, void *shader)
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struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
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struct svga_context *svga = svga_context(pipe);
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svga->dirty |= SVGA_NEW_FS;
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svga_delete_fs_state(struct pipe_context *pipe, void *shader)
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struct svga_context *svga = svga_context(pipe);
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struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
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struct svga_fragment_shader *next_fs;
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struct svga_shader_variant *variant, *tmp;
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svga_hwtnl_flush_retry(svga);
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assert(fs->base.parent == NULL);
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next_fs = (struct svga_fragment_shader *) fs->base.next;
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draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
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for (variant = fs->base.variants; variant; variant = tmp) {
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/* Check if deleting currently bound shader */
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if (variant == svga->state.hw_draw.fs) {
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SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL));
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svga->state.hw_draw.fs = NULL;
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svga_destroy_shader_variant(svga, variant);
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FREE((void *)fs->base.tokens);
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svga_init_fs_functions(struct svga_context *svga)
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svga->pipe.create_fs_state = svga_create_fs_state;
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svga->pipe.bind_fs_state = svga_bind_fs_state;
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svga->pipe.delete_fs_state = svga_delete_fs_state;