1 /**********************************************************
2 * Copyright 2008-2012 VMware, Inc. All rights reserved.
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:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
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
24 **********************************************************/
26 #include "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "svga_context.h"
30 #include "svga_shader.h"
35 * Issue the SVGA3D commands to define a new shader.
36 * \param result contains the shader tokens, etc. The result->id field will
40 svga_define_shader(struct svga_context *svga,
41 SVGA3dShaderType type,
42 struct svga_shader_variant *variant)
44 unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
46 if (svga_have_gb_objects(svga)) {
47 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
49 variant->gb_shader = sws->shader_create(sws, type,
50 variant->tokens, codeLen);
51 if (!variant->gb_shader)
52 return PIPE_ERROR_OUT_OF_MEMORY;
59 /* Allocate an integer ID for the shader */
60 variant->id = util_bitmask_add(svga->shader_id_bm);
61 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
62 return PIPE_ERROR_OUT_OF_MEMORY;
65 /* Issue SVGA3D device command to define the shader */
66 ret = SVGA3D_DefineShader(svga->swc,
73 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
74 util_bitmask_clear(svga->shader_id_bm, variant->id);
75 variant->id = UTIL_BITMASK_INVALID_INDEX;
86 svga_destroy_shader_variant(struct svga_context *svga,
87 SVGA3dShaderType type,
88 struct svga_shader_variant *variant)
90 enum pipe_error ret = PIPE_OK;
92 if (svga_have_gb_objects(svga)) {
93 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
95 sws->shader_destroy(sws, variant->gb_shader);
96 variant->gb_shader = NULL;
101 if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
102 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
104 if (ret != PIPE_OK) {
105 /* flush and try again */
106 svga_context_flush(svga, NULL);
108 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
109 assert(ret == PIPE_OK);
112 util_bitmask_clear(svga->shader_id_bm, variant->id);
116 FREE((unsigned *)variant->tokens);