**********************************************************/
#include "draw/draw_context.h"
-#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 "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_debug.h"
+#include "svga_shader.h"
-static const struct tgsi_token *substitute_vs(
- unsigned shader_id,
- const struct tgsi_token *old_tokens )
+/**
+ * Substitute a debug shader.
+ */
+static const struct tgsi_token *
+substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
{
#if 0
if (shader_id == 12) {
static struct tgsi_token tokens[300];
- const char *text =
- "VERT1.1\n"
+ const char *text =
+ "VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL IN[2]\n"
" MOV OUT[0], TEMP[4]\n"
" END\n";
- if (!tgsi_text_translate( text,
+ if (!tgsi_text_translate(text,
tokens,
- Elements(tokens) ))
+ Elements(tokens)))
{
assert(0);
return NULL;
}
-/***********************************************************************
- * Vertex shaders
- */
-
static void *
svga_create_vs_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_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);
if (!vs)
return NULL;
vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
templ->tokens));
-
/* Collect basic info that we'll need later:
*/
tgsi_scan_shader(vs->base.tokens, &vs->base.info);
}
vs->base.id = svga->debug.shader_id++;
- vs->base.use_sm30 = svgascreen->use_vs30;
if (SVGA_DEBUG & DEBUG_TGSI || 0) {
debug_printf("%s id: %u, inputs: %u, outputs: %u\n",
return vs;
}
-static void svga_bind_vs_state(struct pipe_context *pipe, void *shader)
+
+static void
+svga_bind_vs_state(struct pipe_context *pipe, void *shader)
{
struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
struct svga_context *svga = svga_context(pipe);
}
-static void svga_delete_vs_state(struct pipe_context *pipe, void *shader)
+static void
+svga_delete_vs_state(struct pipe_context *pipe, void *shader)
{
struct svga_context *svga = svga_context(pipe);
struct svga_vertex_shader *vs = (struct svga_vertex_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);
draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
-
- for (result = vs->base.results; result; result = tmp ) {
- tmp = result->next;
-
- ret = SVGA3D_DestroyShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_VS );
- if(ret != PIPE_OK) {
- svga_context_flush(svga, NULL);
- ret = SVGA3D_DestroyShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_VS );
- assert(ret == PIPE_OK);
- }
-
- svga_destroy_shader_result( result );
+
+ for (variant = vs->base.variants; variant; variant = tmp) {
+ tmp = variant->next;
+
+ ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
+ (void) ret; /* PIPE_ERROR_ not handled yet */
+
+ /*
+ * 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.vs)
+ svga->state.hw_draw.vs = NULL;
}
FREE((void *)vs->base.tokens);
}
-void svga_init_vs_functions( struct svga_context *svga )
+void
+svga_init_vs_functions(struct svga_context *svga)
{
svga->pipe.create_vs_state = svga_create_vs_state;
svga->pipe.bind_vs_state = svga_bind_vs_state;