/********************************************************** * Copyright 2008-2012 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ #include "util/u_bitmask.h" #include "util/u_memory.h" #include "svga_context.h" #include "svga_cmd.h" #include "svga_shader.h" /** * Issue the SVGA3D commands to define a new shader. * \param result contains the shader tokens, etc. The result->id field will * be set here. */ enum pipe_error svga_define_shader(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant) { unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]); if (svga_have_gb_objects(svga)) { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; variant->gb_shader = sws->shader_create(sws, type, variant->tokens, codeLen); if (!variant->gb_shader) return PIPE_ERROR_OUT_OF_MEMORY; return PIPE_OK; } else { enum pipe_error ret; /* Allocate an integer ID for the shader */ variant->id = util_bitmask_add(svga->shader_id_bm); if (variant->id == UTIL_BITMASK_INVALID_INDEX) { return PIPE_ERROR_OUT_OF_MEMORY; } /* Issue SVGA3D device command to define the shader */ ret = SVGA3D_DefineShader(svga->swc, variant->id, type, variant->tokens, codeLen); if (ret != PIPE_OK) { /* free the ID */ assert(variant->id != UTIL_BITMASK_INVALID_INDEX); util_bitmask_clear(svga->shader_id_bm, variant->id); variant->id = UTIL_BITMASK_INVALID_INDEX; return ret; } } return PIPE_OK; } enum pipe_error svga_destroy_shader_variant(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant) { enum pipe_error ret = PIPE_OK; if (svga_have_gb_objects(svga)) { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; sws->shader_destroy(sws, variant->gb_shader); variant->gb_shader = NULL; goto end; } /* first try */ if (variant->id != UTIL_BITMASK_INVALID_INDEX) { ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); if (ret != PIPE_OK) { /* flush and try again */ svga_context_flush(svga, NULL); ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); assert(ret == PIPE_OK); } util_bitmask_clear(svga->shader_id_bm, variant->id); } end: FREE((unsigned *)variant->tokens); FREE(variant); return ret; }