svga: rename shader_result -> variant
[mesa.git] / src / gallium / drivers / svga / svga_pipe_fs.c
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4 * Permission is hereby granted, free of charge, to any person
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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 static void *
41 svga_create_fs_state(struct pipe_context *pipe,
42 const struct pipe_shader_state *templ)
43 {
44 struct svga_context *svga = svga_context(pipe);
45 struct svga_fragment_shader *fs;
46
47 fs = CALLOC_STRUCT(svga_fragment_shader);
48 if (!fs)
49 return NULL;
50
51 fs->base.tokens = tgsi_dup_tokens(templ->tokens);
52
53 /* Collect basic info that we'll need later:
54 */
55 tgsi_scan_shader(fs->base.tokens, &fs->base.info);
56
57 fs->base.id = svga->debug.shader_id++;
58
59 fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
60
61 svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
62
63 fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, templ);
64
65 if (SVGA_DEBUG & DEBUG_TGSI || 0) {
66 debug_printf("%s id: %u, inputs: %u, outputs: %u\n",
67 __FUNCTION__, fs->base.id,
68 fs->base.info.num_inputs, fs->base.info.num_outputs);
69 }
70
71 return fs;
72 }
73
74
75 static void
76 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
77 {
78 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
79 struct svga_context *svga = svga_context(pipe);
80
81 svga->curr.fs = fs;
82 svga->dirty |= SVGA_NEW_FS;
83 }
84
85
86 static void
87 svga_delete_fs_state(struct pipe_context *pipe, void *shader)
88 {
89 struct svga_context *svga = svga_context(pipe);
90 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
91 struct svga_shader_variant *variant, *tmp;
92 enum pipe_error ret;
93
94 svga_hwtnl_flush_retry(svga);
95
96 draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
97
98 for (variant = fs->base.variants; variant; variant = tmp) {
99 tmp = variant->next;
100
101 ret = SVGA3D_DestroyShader(svga->swc, variant->id, SVGA3D_SHADERTYPE_PS);
102 if (ret != PIPE_OK) {
103 svga_context_flush(svga, NULL);
104 ret = SVGA3D_DestroyShader(svga->swc, variant->id,
105 SVGA3D_SHADERTYPE_PS);
106 assert(ret == PIPE_OK);
107 }
108
109 util_bitmask_clear(svga->fs_bm, variant->id);
110
111 svga_destroy_shader_variant(variant);
112
113 /*
114 * Remove stale references to this variant to ensure a new variant on the
115 * same address will be detected as a change.
116 */
117 if (variant == svga->state.hw_draw.fs)
118 svga->state.hw_draw.fs = NULL;
119 }
120
121 FREE((void *)fs->base.tokens);
122 FREE(fs);
123 }
124
125
126 void
127 svga_init_fs_functions(struct svga_context *svga)
128 {
129 svga->pipe.create_fs_state = svga_create_fs_state;
130 svga->pipe.bind_fs_state = svga_bind_fs_state;
131 svga->pipe.delete_fs_state = svga_delete_fs_state;
132 }