/**
* If we fail to compile a fragment shader (because it uses too many
* registers, for example) we'll use a dummy/fallback shader that
- * simply emits a constant color.
+ * simply emits a constant color (red for debug, black for release).
+ * We hit this with the Unigine/Heaven demo when Shaders = High.
+ * With black, the demo still looks good.
*/
static const struct tgsi_token *
get_dummy_fragment_shader(void)
{
- static const float red[4] = { 1.0, 0.0, 0.0, 0.0 };
+#ifdef DEBUG
+ static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
+#else
+ static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
+#endif
struct ureg_program *ureg;
const struct tgsi_token *tokens;
struct ureg_src src;
return NULL;
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
- src = ureg_DECL_immediate(ureg, red, 4);
+ src = ureg_DECL_immediate(ureg, color, 4);
ureg_MOV(ureg, dst, src);
ureg_END(ureg);
}
+/**
+ * Replace the given shader's instruction with a simple constant-color
+ * shader. We use this when normal shader translation fails.
+ */
+static struct svga_shader_variant *
+get_compiled_dummy_shader(struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key)
+{
+ const struct tgsi_token *dummy = get_dummy_fragment_shader();
+ struct svga_shader_variant *variant;
+
+ if (!dummy) {
+ return NULL;
+ }
+
+ FREE((void *) fs->base.tokens);
+ fs->base.tokens = dummy;
+
+ variant = svga_translate_fragment_program(fs, key);
+ return variant;
+}
+
+
/**
* Translate TGSI shader into an svga shader variant.
*/
variant = svga_translate_fragment_program( fs, key );
if (variant == NULL) {
- /* some problem during translation, try the dummy shader */
- const struct tgsi_token *dummy = get_dummy_fragment_shader();
- if (!dummy) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
+ debug_printf("Failed to compile fragment shader,"
+ " using dummy shader instead.\n");
+ variant = get_compiled_dummy_shader(fs, key);
+ if (!variant) {
+ ret = PIPE_ERROR;
goto fail;
}
- debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
- FREE((void *) fs->base.tokens);
- fs->base.tokens = dummy;
- variant = svga_translate_fragment_program(fs, key);
- if (variant == NULL) {
+ }
+
+ if (variant->nr_tokens * sizeof(variant->tokens[0])
+ + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
+ >= SVGA_CB_MAX_COMMAND_SIZE) {
+ /* too big, use dummy shader */
+ debug_printf("Shader too large (%lu bytes),"
+ " using dummy shader instead.\n",
+ (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0]));
+ variant = get_compiled_dummy_shader(fs, key);
+ if (!variant) {
ret = PIPE_ERROR;
goto fail;
}