Home | History | Annotate | Download | only in svga
      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 *
     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
     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
     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 
    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