* state. This is basically the texture-related state.
*/
void
-svga_init_shader_key_common(const struct svga_context *svga, unsigned shader,
+svga_init_shader_key_common(const struct svga_context *svga,
+ enum pipe_shader_type shader,
struct svga_compile_key *key)
{
unsigned i, idx = 0;
- assert(shader < Elements(svga->curr.num_sampler_views));
+ assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
- for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
+ /* In case the number of samplers and sampler_views doesn't match,
+ * loop over the lower of the two counts.
+ */
+ key->num_textures = MIN2(svga->curr.num_sampler_views[shader],
+ svga->curr.num_samplers[shader]);
+
+ for (i = 0; i < key->num_textures; i++) {
struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
- if (view) {
- assert(svga->curr.sampler[shader][i]);
+ const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
+ if (view && sampler) {
assert(view->texture);
assert(view->texture->target < (1 << 4)); /* texture_target:4 */
- key->tex[i].texture_target = view->texture->target;
-
/* 1D/2D array textures with one slice are treated as non-arrays
* by the SVGA3D device. Convert the texture type here so that
* we emit the right TEX/SAMPLE instruction in the shader.
*/
- if (view->texture->array_size == 1) {
- if (view->texture->target == PIPE_TEXTURE_1D_ARRAY) {
- key->tex[i].texture_target = PIPE_TEXTURE_1D;
+ if (view->texture->target == PIPE_TEXTURE_1D_ARRAY ||
+ view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
+ if (view->texture->array_size == 1) {
+ key->tex[i].is_array = 0;
}
- else if (view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
- key->tex[i].texture_target = PIPE_TEXTURE_2D;
+ else {
+ assert(view->texture->array_size > 1);
+ key->tex[i].is_array = 1;
}
}
- key->tex[i].texture_msaa = view->texture->nr_samples > 1;
- if (!svga->curr.sampler[shader][i]->normalized_coords) {
+ if (!sampler->normalized_coords) {
assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
key->tex[i].width_height_idx = idx++;
key->tex[i].unnormalized = TRUE;
key->tex[i].swizzle_g = view->swizzle_g;
key->tex[i].swizzle_b = view->swizzle_b;
key->tex[i].swizzle_a = view->swizzle_a;
-
- key->tex[i].return_type = svga_get_texture_datatype(view->format);
}
}
- key->num_textures = svga->curr.num_sampler_views[shader];
}
unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
enum pipe_error ret;
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
+
variant->id = UTIL_BITMASK_INVALID_INDEX;
if (svga_have_gb_objects(svga)) {
if (svga_have_vgpu10(svga))
- return define_gb_shader_vgpu10(svga, type, variant, codeLen);
+ ret = define_gb_shader_vgpu10(svga, type, variant, codeLen);
else
- return define_gb_shader_vgpu9(svga, type, variant, codeLen);
+ ret = define_gb_shader_vgpu9(svga, type, variant, codeLen);
}
else {
/* Allocate an integer ID for the shader */
variant->id = util_bitmask_add(svga->shader_id_bm);
if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
- return PIPE_ERROR_OUT_OF_MEMORY;
+ ret = PIPE_ERROR_OUT_OF_MEMORY;
+ goto done;
}
/* Issue SVGA3D device command to define the shader */
}
}
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
return ret;
}
}
+struct svga_shader_variant *
+svga_new_shader_variant(struct svga_context *svga)
+{
+ svga->hud.num_shaders++;
+ return CALLOC_STRUCT(svga_shader_variant);
+}
+
+
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,
FREE((unsigned *)variant->tokens);
FREE(variant);
+ svga->hud.num_shaders--;
+
return ret;
}