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  1. /**********************************************************
  2.  * Copyright 2008-2012 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
  7.  * restriction, including without limitation the rights to use, copy,
  8.  * modify, merge, publish, distribute, sublicense, and/or sell copies
  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
  18.  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
  19.  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
  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 "util/u_bitmask.h"
  27. #include "util/u_memory.h"
  28. #include "svga_context.h"
  29. #include "svga_cmd.h"
  30. #include "svga_shader.h"
  31.  
  32.  
  33.  
  34. /**
  35.  * Issue the SVGA3D commands to define a new shader.
  36.  * \param result  contains the shader tokens, etc.  The result->id field will
  37.  *                be set here.
  38.  */
  39. enum pipe_error
  40. svga_define_shader(struct svga_context *svga,
  41.                    SVGA3dShaderType type,
  42.                    struct svga_shader_variant *variant)
  43. {
  44.    unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
  45.  
  46.    if (svga_have_gb_objects(svga)) {
  47.       struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
  48.       enum pipe_error ret;
  49.  
  50.       variant->gb_shader = sws->shader_create(sws, type,
  51.                                               variant->tokens, codeLen);
  52.       if (!variant->gb_shader)
  53.          return PIPE_ERROR_OUT_OF_MEMORY;
  54.  
  55.       ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
  56.       if (ret != PIPE_OK) {
  57.          sws->shader_destroy(sws, variant->gb_shader);
  58.          variant->gb_shader = NULL;
  59.       }
  60.  
  61.       return ret;
  62.    }
  63.    else {
  64.       enum pipe_error ret;
  65.  
  66.       /* Allocate an integer ID for the shader */
  67.       variant->id = util_bitmask_add(svga->shader_id_bm);
  68.       if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
  69.          return PIPE_ERROR_OUT_OF_MEMORY;
  70.       }
  71.  
  72.       /* Issue SVGA3D device command to define the shader */
  73.       ret = SVGA3D_DefineShader(svga->swc,
  74.                                 variant->id,
  75.                                 type,
  76.                                 variant->tokens,
  77.                                 codeLen);
  78.       if (ret != PIPE_OK) {
  79.          /* free the ID */
  80.          assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
  81.          util_bitmask_clear(svga->shader_id_bm, variant->id);
  82.          variant->id = UTIL_BITMASK_INVALID_INDEX;
  83.          return ret;
  84.       }
  85.    }
  86.  
  87.    return PIPE_OK;
  88. }
  89.  
  90.  
  91.  
  92. enum pipe_error
  93. svga_destroy_shader_variant(struct svga_context *svga,
  94.                             SVGA3dShaderType type,
  95.                             struct svga_shader_variant *variant)
  96. {
  97.    enum pipe_error ret = PIPE_OK;
  98.  
  99.    if (svga_have_gb_objects(svga)) {
  100.       struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
  101.  
  102.       sws->shader_destroy(sws, variant->gb_shader);
  103.       variant->gb_shader = NULL;
  104.       goto end;
  105.    }
  106.  
  107.    /* first try */
  108.    if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
  109.       ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
  110.  
  111.       if (ret != PIPE_OK) {
  112.          /* flush and try again */
  113.          svga_context_flush(svga, NULL);
  114.  
  115.          ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
  116.          assert(ret == PIPE_OK);
  117.       }
  118.  
  119.       util_bitmask_clear(svga->shader_id_bm, variant->id);
  120.    }
  121.  
  122. end:
  123.    FREE((unsigned *)variant->tokens);
  124.    FREE(variant);
  125.  
  126.    return ret;
  127. }
  128.