#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "tgsi/tgsi_parse.h"
+#include "draw/draw_context.h"
-#include "svga_screen.h"
#include "svga_context.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
const struct pipe_shader_state *templ)
{
struct svga_context *svga = svga_context(pipe);
- struct svga_screen *svgascreen = svga_screen(pipe->screen);
struct svga_fragment_shader *fs;
fs = CALLOC_STRUCT(svga_fragment_shader);
tgsi_scan_shader(fs->base.tokens, &fs->base.info);
fs->base.id = svga->debug.shader_id++;
- fs->base.use_sm30 = svgascreen->use_ps30;
+ fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
+
+ svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
+
+ 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,
svga_hwtnl_flush_retry( svga );
+ draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
+
for (result = fs->base.results; result; result = tmp ) {
tmp = result->next;