*
**********************************************************/
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_bitmask.h"
#include "tgsi/tgsi_parse.h"
-#include "tgsi/tgsi_text.h"
+#include "draw/draw_context.h"
-#include "svga_screen.h"
#include "svga_context.h"
-#include "svga_state.h"
-#include "svga_tgsi.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
-#include "svga_draw.h"
#include "svga_debug.h"
+#include "svga_shader.h"
-/***********************************************************************
- * Fragment shaders
- */
-
static void *
svga_create_fs_state(struct pipe_context *pipe,
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);
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:
tgsi_scan_shader(fs->base.tokens, &fs->base.info);
fs->base.id = svga->debug.shader_id++;
- fs->base.use_sm30 = svgascreen->use_ps30;
-
- 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);
- }
+ 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);
+
+ SVGA_STATS_TIME_POP(svga_sws(svga));
return fs;
}
+
static void
svga_bind_fs_state(struct pipe_context *pipe, void *shader)
{
svga->dirty |= SVGA_NEW_FS;
}
-static
-void svga_delete_fs_state(struct pipe_context *pipe, void *shader)
+
+static void
+svga_delete_fs_state(struct pipe_context *pipe, void *shader)
{
struct svga_context *svga = svga_context(pipe);
struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
- struct svga_shader_result *result, *tmp;
+ struct svga_shader_variant *variant, *tmp;
enum pipe_error ret;
- svga_hwtnl_flush_retry( svga );
+ svga_hwtnl_flush_retry(svga);
+
+ assert(fs->base.parent == NULL);
- for (result = fs->base.results; result; result = tmp ) {
- tmp = result->next;
+ draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
- ret = SVGA3D_DestroyShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_PS );
- if(ret != PIPE_OK) {
+ for (variant = fs->base.variants; variant; variant = tmp) {
+ tmp = variant->next;
+
+ /* 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;
+ }
+
+ ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
+ if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
- ret = SVGA3D_DestroyShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_PS );
+ ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
assert(ret == PIPE_OK);
}
-
- svga_destroy_shader_result( result );
}
FREE((void *)fs->base.tokens);
}
-void svga_init_fs_functions( struct svga_context *svga )
+void
+svga_init_fs_functions(struct svga_context *svga)
{
svga->pipe.create_fs_state = svga_create_fs_state;
svga->pipe.bind_fs_state = svga_bind_fs_state;
svga->pipe.delete_fs_state = svga_delete_fs_state;
}
-