#include "draw/draw_context.h"
#include "svga_context.h"
-#include "svga_tgsi.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
#include "svga_debug.h"
+#include "svga_shader.h"
static void *
if (!fs)
return NULL;
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS);
+
fs->base.tokens = tgsi_dup_tokens(templ->tokens);
/* Collect basic info that we'll need later:
fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, templ);
- if (SVGA_DEBUG & DEBUG_TGSI || 0) {
- debug_printf("%s id: %u, inputs: %u, outputs: %u\n",
- __FUNCTION__, fs->base.id,
- fs->base.info.num_inputs, fs->base.info.num_outputs);
- }
-
+ SVGA_STATS_TIME_POP(svga_sws(svga));
return fs;
}
svga_hwtnl_flush_retry(svga);
+ assert(fs->base.parent == NULL);
+
draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
for (variant = fs->base.variants; variant; variant = tmp) {
tmp = variant->next;
- ret = SVGA3D_DestroyShader(svga->swc, variant->id, SVGA3D_SHADERTYPE_PS);
- if (ret != PIPE_OK) {
- svga_context_flush(svga, NULL);
- ret = SVGA3D_DestroyShader(svga->swc, variant->id,
- SVGA3D_SHADERTYPE_PS);
- assert(ret == PIPE_OK);
+ /* Check if deleting currently bound shader */
+ if (variant == svga->state.hw_draw.fs) {
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
+ assert(ret == PIPE_OK);
+ }
+ svga->state.hw_draw.fs = NULL;
}
- util_bitmask_clear(svga->fs_bm, variant->id);
-
- svga_destroy_shader_variant(variant);
-
- /*
- * Remove stale references to this variant to ensure a new variant on the
- * same address will be detected as a change.
- */
- if (variant == svga->state.hw_draw.fs)
- svga->state.hw_draw.fs = NULL;
+ svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
}
FREE((void *)fs->base.tokens);