#include "pipe/p_inlines.h"
#include "pipe/p_util.h"
#include "pipe/p_shader_tokens.h"
+#include "cso_cache/cso_context.h"
#include "util/u_draw_quad.h"
#include "util/p_tile.h"
-#include "cso_cache/cso_context.h"
+#include "tgsi/util/tgsi_text.h"
+#include "tgsi/util/tgsi_dump.h"
#include "st_device.h"
cso_set_depth_stencil_alpha($self->cso, state);
}
-
- void * create_fs( const struct pipe_shader_state *state ) {
- return $self->pipe->create_fs_state($self->pipe, state);
- }
-
- void bind_fs( void *state_obj ) {
- $self->pipe->bind_fs_state($self->pipe, state_obj);
- }
-
- void delete_fs( void *state_obj ) {
- $self->pipe->delete_fs_state($self->pipe, state_obj);
- }
+ void set_fragment_shader( const struct pipe_shader_state *state ) {
+ void *fs;
+
+ fs = $self->pipe->create_fs_state($self->pipe, state);
+ if(!fs)
+ return;
+
+ if(cso_set_fragment_shader_handle($self->cso, fs) != PIPE_OK)
+ return;
- void * create_vs( const struct pipe_shader_state *state ) {
- return $self->pipe->create_vs_state($self->pipe, state);
- }
-
- void bind_vs( void *state_obj ) {
- $self->pipe->bind_vs_state($self->pipe, state_obj);
+ cso_delete_fragment_shader($self->cso, $self->fs);
+ $self->fs = fs;
}
-
- void delete_vs( void *state_obj ) {
- $self->pipe->delete_vs_state($self->pipe, state_obj);
+
+ void set_vertex_shader( const struct pipe_shader_state *state ) {
+ void *vs;
+
+ vs = $self->pipe->create_vs_state($self->pipe, state);
+ if(!vs)
+ return;
+
+ if(cso_set_vertex_shader_handle($self->cso, vs) != PIPE_OK)
+ return;
+
+ cso_delete_vertex_shader($self->cso, $self->vs);
+ $self->vs = vs;
}
/*
}
};
+
+
+%extend pipe_shader_state {
+
+ pipe_shader_state(const char *text, unsigned num_tokens = 1024) {
+ struct tgsi_token *tokens;
+ struct pipe_shader_state *shader;
+
+ tokens = MALLOC(num_tokens * sizeof(struct tgsi_token));
+ if(!tokens)
+ goto error1;
+
+ if(tgsi_text_translate(text, tokens, num_tokens ) != TRUE)
+ goto error2;
+
+ shader = CALLOC_STRUCT(pipe_shader_state);
+ if(!shader)
+ goto error3;
+
+ shader->tokens = tokens;
+
+ return shader;
+
+error3:
+error2:
+ FREE(tokens);
+error1:
+ return NULL;
+ }
+
+ ~pipe_shader_state() {
+ FREE((void*)$self->tokens);
+ FREE($self);
+ }
+
+ void dump(unsigned flags = 0) {
+ tgsi_dump($self->tokens, flags);
+ }
+}
\ No newline at end of file
ctx.set_sampler(0, sampler)
# texture
- texture = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM, width, height, usage=PIPE_TEXTURE_USAGE_RENDER_TARGET)
+ texture = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM,
+ width, height,
+ usage=PIPE_TEXTURE_USAGE_RENDER_TARGET)
ctx.set_sampler_texture(0, texture)
# drawing dest
ctx.set_framebuffer(fb)
# vertex shader
- # vs = Shader()
- #ctx.set_vertex_shader(vs)
+ vs = Shader('''
+ VERT1.1
+ DCL IN[0], POSITION, CONSTANT
+ DCL IN[1], GENERIC[0], CONSTANT
+ DCL OUT[0], POSITION, CONSTANT
+ DCL OUT[1], GENERIC[0], CONSTANT
+ 0:MOV OUT[0], IN[0]
+ 1:MOV OUT[1], IN[1]
+ 2:END
+ ''')
+ #vs.dump()
+ ctx.set_vertex_shader(vs)
# fragment shader
- #fs = Shader()
- #ctx.set_fragment_shader(fs)
+ fs = Shader('''
+ FRAG1.1
+ DCL IN[0], COLOR, CONSTANT
+ DCL OUT[0], COLOR, CONSTANT
+ 0:MOV OUT[0], IN[0]
+ 1:END
+ ''')
+ #fs.dump()
+ ctx.set_fragment_shader(fs)
if 0:
nverts = 4
if(st_ctx) {
struct st_device *st_dev = st_ctx->st_dev;
- if(st_ctx->vs) {
- st_ctx->pipe->bind_vs_state(st_ctx->pipe, NULL);
- st_ctx->pipe->delete_vs_state(st_ctx->pipe, st_ctx->vs);
- }
-
- if(st_ctx->fs) {
- st_ctx->pipe->bind_fs_state(st_ctx->pipe, NULL);
- st_ctx->pipe->delete_fs_state(st_ctx->pipe, st_ctx->fs);
- }
-
- if(st_ctx->cso)
+ if(st_ctx->cso) {
+ cso_delete_vertex_shader(st_ctx->cso, st_ctx->vs);
+ cso_delete_fragment_shader(st_ctx->cso, st_ctx->fs);
+
cso_destroy_context(st_ctx->cso);
+ }
if(st_ctx->pipe)
st_ctx->st_dev->st_ws->context_destroy(st_ctx->pipe);
st_ctx->fs = util_make_fragment_passthrough_shader(st_ctx->pipe,
&st_ctx->frag_shader);
- st_ctx->pipe->bind_fs_state(st_ctx->pipe, st_ctx->fs);
- st_ctx->pipe->bind_vs_state(st_ctx->pipe, st_ctx->vs);
+ cso_set_fragment_shader_handle(st_ctx->cso, st_ctx->fs);
+ cso_set_vertex_shader_handle(st_ctx->cso, st_ctx->vs);
return st_ctx;
}