1 /**********************************************************
2 * Copyright 2008-2012 VMware, Inc. All rights reserved.
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:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
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
24 **********************************************************/
26 #include "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "svga_context.h"
30 #include "svga_shader.h"
35 * Issue the SVGA3D commands to define a new shader.
36 * \param result contains the shader tokens, etc. The result->id field will
40 svga_define_shader(struct svga_context
*svga
,
41 SVGA3dShaderType type
,
42 struct svga_shader_variant
*variant
)
44 unsigned codeLen
= variant
->nr_tokens
* sizeof(variant
->tokens
[0]);
46 if (svga_have_gb_objects(svga
)) {
47 struct svga_winsys_screen
*sws
= svga_screen(svga
->pipe
.screen
)->sws
;
50 variant
->gb_shader
= sws
->shader_create(sws
, type
,
51 variant
->tokens
, codeLen
);
52 if (!variant
->gb_shader
)
53 return PIPE_ERROR_OUT_OF_MEMORY
;
55 ret
= SVGA3D_BindGBShader(svga
->swc
, variant
->gb_shader
);
57 sws
->shader_destroy(sws
, variant
->gb_shader
);
58 variant
->gb_shader
= NULL
;
66 /* Allocate an integer ID for the shader */
67 variant
->id
= util_bitmask_add(svga
->shader_id_bm
);
68 if (variant
->id
== UTIL_BITMASK_INVALID_INDEX
) {
69 return PIPE_ERROR_OUT_OF_MEMORY
;
72 /* Issue SVGA3D device command to define the shader */
73 ret
= SVGA3D_DefineShader(svga
->swc
,
80 assert(variant
->id
!= UTIL_BITMASK_INVALID_INDEX
);
81 util_bitmask_clear(svga
->shader_id_bm
, variant
->id
);
82 variant
->id
= UTIL_BITMASK_INVALID_INDEX
;
93 svga_destroy_shader_variant(struct svga_context
*svga
,
94 SVGA3dShaderType type
,
95 struct svga_shader_variant
*variant
)
97 enum pipe_error ret
= PIPE_OK
;
99 if (svga_have_gb_objects(svga
)) {
100 struct svga_winsys_screen
*sws
= svga_screen(svga
->pipe
.screen
)->sws
;
102 sws
->shader_destroy(sws
, variant
->gb_shader
);
103 variant
->gb_shader
= NULL
;
108 if (variant
->id
!= UTIL_BITMASK_INVALID_INDEX
) {
109 ret
= SVGA3D_DestroyShader(svga
->swc
, variant
->id
, type
);
111 if (ret
!= PIPE_OK
) {
112 /* flush and try again */
113 svga_context_flush(svga
, NULL
);
115 ret
= SVGA3D_DestroyShader(svga
->swc
, variant
->id
, type
);
116 assert(ret
== PIPE_OK
);
119 util_bitmask_clear(svga
->shader_id_bm
, variant
->id
);
123 FREE((unsigned *)variant
->tokens
);