mesa: Add "shader/" path to #include statements in shader parser/lexer sources
[mesa.git] / src / gallium / drivers / svga / svga_pipe_fs.c
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
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9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #include "pipe/p_inlines.h"
27 #include "util/u_math.h"
28 #include "util/u_memory.h"
29 #include "util/u_bitmask.h"
30 #include "tgsi/tgsi_parse.h"
31 #include "tgsi/tgsi_text.h"
32
33 #include "svga_screen.h"
34 #include "svga_context.h"
35 #include "svga_state.h"
36 #include "svga_tgsi.h"
37 #include "svga_hw_reg.h"
38 #include "svga_cmd.h"
39 #include "svga_draw.h"
40 #include "svga_debug.h"
41
42
43 /***********************************************************************
44 * Fragment shaders
45 */
46
47 static void *
48 svga_create_fs_state(struct pipe_context *pipe,
49 const struct pipe_shader_state *templ)
50 {
51 struct svga_context *svga = svga_context(pipe);
52 struct svga_screen *svgascreen = svga_screen(pipe->screen);
53 struct svga_fragment_shader *fs;
54
55 fs = CALLOC_STRUCT(svga_fragment_shader);
56 if (!fs)
57 return NULL;
58
59 fs->base.tokens = tgsi_dup_tokens(templ->tokens);
60
61 /* Collect basic info that we'll need later:
62 */
63 tgsi_scan_shader(fs->base.tokens, &fs->base.info);
64
65 fs->base.id = svga->debug.shader_id++;
66 fs->base.use_sm30 = svgascreen->use_ps30;
67
68 if (SVGA_DEBUG & DEBUG_TGSI || 0) {
69 debug_printf("%s id: %u, inputs: %u, outputs: %u\n",
70 __FUNCTION__, fs->base.id,
71 fs->base.info.num_inputs, fs->base.info.num_outputs);
72 }
73
74 return fs;
75 }
76
77 static void
78 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
79 {
80 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
81 struct svga_context *svga = svga_context(pipe);
82
83 svga->curr.fs = fs;
84 svga->dirty |= SVGA_NEW_FS;
85 }
86
87 static
88 void svga_delete_fs_state(struct pipe_context *pipe, void *shader)
89 {
90 struct svga_context *svga = svga_context(pipe);
91 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
92 struct svga_shader_result *result, *tmp;
93 enum pipe_error ret;
94
95 svga_hwtnl_flush_retry( svga );
96
97 for (result = fs->base.results; result; result = tmp ) {
98 tmp = result->next;
99
100 ret = SVGA3D_DestroyShader(svga->swc,
101 result->id,
102 SVGA3D_SHADERTYPE_PS );
103 if(ret != PIPE_OK) {
104 svga_context_flush(svga, NULL);
105 ret = SVGA3D_DestroyShader(svga->swc,
106 result->id,
107 SVGA3D_SHADERTYPE_PS );
108 assert(ret == PIPE_OK);
109 }
110
111 util_bitmask_clear( svga->fs_bm, result->id );
112
113 svga_destroy_shader_result( result );
114
115 /*
116 * Remove stale references to this result to ensure a new result on the
117 * same address will be detected as a change.
118 */
119 if(result == svga->state.hw_draw.fs)
120 svga->state.hw_draw.fs = NULL;
121 }
122
123 FREE((void *)fs->base.tokens);
124 FREE(fs);
125 }
126
127
128 void svga_init_fs_functions( struct svga_context *svga )
129 {
130 svga->pipe.create_fs_state = svga_create_fs_state;
131 svga->pipe.bind_fs_state = svga_bind_fs_state;
132 svga->pipe.delete_fs_state = svga_delete_fs_state;
133 }
134