-static INLINE int
+static inline int
compare_fs_keys(const struct svga_fs_compile_key *a,
const struct svga_fs_compile_key *b)
{
}
}
- if (variant->nr_tokens * sizeof(variant->tokens[0])
- + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
- >= SVGA_CB_MAX_COMMAND_SIZE) {
+ if (svga_shader_too_large(svga, variant)) {
/* too big, use dummy shader */
debug_printf("Shader too large (%lu bytes),"
" using dummy shader instead.\n",
if (svga->curr.blend->need_white_fragments) {
key->white_fragments = 1;
}
-
+
+#ifdef DEBUG
+ /*
+ * We expect a consistent set of samplers and sampler views.
+ * Do some debug checks/warnings here.
+ */
+ {
+ static boolean warned = FALSE;
+ unsigned i, n = MAX2(svga->curr.num_sampler_views,
+ svga->curr.num_samplers);
+ /* Only warn once to prevent too much debug output */
+ if (!warned) {
+ if (svga->curr.num_sampler_views != svga->curr.num_samplers) {
+ debug_printf("svga: mismatched number of sampler views (%u) "
+ "vs. samplers (%u)\n",
+ svga->curr.num_sampler_views,
+ svga->curr.num_samplers);
+ }
+ for (i = 0; i < n; i++) {
+ if ((svga->curr.sampler_views[i] == NULL) !=
+ (svga->curr.sampler[i] == NULL))
+ debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
+ i, svga->curr.sampler_views[i],
+ i, svga->curr.sampler[i]);
+ }
+ warned = TRUE;
+ }
+ }
+#endif
+
/* XXX: want to limit this to the textures that the shader actually
* refers to.
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
for (i = 0; i < svga->curr.num_sampler_views; i++) {
- if (svga->curr.sampler_views[i]) {
- assert(svga->curr.sampler[i]);
+ if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
assert(svga->curr.sampler_views[i]->texture);
key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
if (!svga->curr.sampler[i]->normalized_coords) {
idx = 0;
for (i = 0; i < svga->curr.num_samplers; ++i) {
- if (svga->curr.sampler_views[i]) {
+ if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
struct svga_texture *stex = svga_texture(tex);
SVGA3dSurfaceFormat format = stex->key.format;
== PIPE_SPRITE_COORD_LOWER_LEFT);
/* SVGA_NEW_FRAME_BUFFER */
- if (fs->base.info.color0_writes_all_cbufs) {
+ if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
/* Replicate color0 output to N colorbuffers */
key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
}
}
+/**
+ * svga_reemit_fs_bindings - Reemit the fragment shader bindings
+ */
+enum pipe_error
+svga_reemit_fs_bindings(struct svga_context *svga)
+{
+ enum pipe_error ret;
+
+ assert(svga->rebind.fs);
+ assert(svga_have_gb_objects(svga));
+
+ if (!svga->state.hw_draw.fs)
+ return PIPE_OK;
+
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ svga->state.hw_draw.fs->gb_shader);
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.fs = FALSE;
+ return PIPE_OK;
+}
+
+
+
static enum pipe_error
emit_hw_fs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_variant *variant = NULL;
- unsigned id = SVGA3D_INVALID_ID;
enum pipe_error ret = PIPE_OK;
-
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_fs_compile_key key;
return ret;
}
- assert (variant);
- id = variant->id;
-
- assert(id != SVGA3D_INVALID_ID);
+ assert(variant);
if (variant != svga->state.hw_draw.fs) {
- ret = SVGA3D_SetShader(svga->swc,
- SVGA3D_SHADERTYPE_PS,
- id );
- if (ret != PIPE_OK)
- return ret;
+ if (svga_have_gb_objects(svga)) {
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ variant->gb_shader);
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.fs = FALSE;
+ }
+ else {
+ ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, variant->id);
+ if (ret != PIPE_OK)
+ return ret;
+ }
svga->dirty |= SVGA_NEW_FS_VARIANT;
svga->state.hw_draw.fs = variant;