Example #1
0
static void
svga_delete_gs_state(struct pipe_context *pipe, void *shader)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader;
   struct svga_geometry_shader *next_gs;
   struct svga_shader_variant *variant, *tmp;
   enum pipe_error ret;

   svga_hwtnl_flush_retry(svga);

   /* Start deletion from the original geometry shader state */
   if (gs->base.parent != NULL)
      gs = (struct svga_geometry_shader *)gs->base.parent;

   /* Free the list of geometry shaders */
   while (gs) {
      next_gs = (struct svga_geometry_shader *)gs->base.next;

      if (gs->base.stream_output != NULL)
         svga_delete_stream_output(svga, gs->base.stream_output);

      draw_delete_geometry_shader(svga->swtnl.draw, gs->draw_shader);

      for (variant = gs->base.variants; variant; variant = tmp) {
         tmp = variant->next;

         /* Check if deleting currently bound shader */
         if (variant == svga->state.hw_draw.gs) {
            ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
            if (ret != PIPE_OK) {
               svga_context_flush(svga, NULL);
               ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
               assert(ret == PIPE_OK);
            }
            svga->state.hw_draw.gs = NULL;
         }

         ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
         if (ret != PIPE_OK) {
            svga_context_flush(svga, NULL);
            ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS,
                                              variant);
            assert(ret == PIPE_OK);
         }
      }

      FREE((void *)gs->base.tokens);
      FREE(gs);
      gs = next_gs;
   }
}
Example #2
0
static void
svga_delete_vs_state(struct pipe_context *pipe, void *shader)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
   struct svga_shader_variant *variant, *tmp;
   enum pipe_error ret;

   svga_hwtnl_flush_retry(svga);

   assert(vs->base.parent == NULL);

   /* Check if there is a generated geometry shader to go with this
    * vertex shader. If there is, then delete the geometry shader as well.
    */
   if (vs->gs != NULL) {
      svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
   }

   if (vs->base.stream_output != NULL)
      svga_delete_stream_output(svga, vs->base.stream_output);

   draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);

   for (variant = vs->base.variants; variant; variant = tmp) {
      tmp = variant->next;

      /* Check if deleting currently bound shader */
      if (variant == svga->state.hw_draw.vs) {
         ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
         if (ret != PIPE_OK) {
            svga_context_flush(svga, NULL);
            ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
            assert(ret == PIPE_OK);
         }
         svga->state.hw_draw.vs = NULL;
      }

      ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
      if (ret != PIPE_OK) {
         svga_context_flush(svga, NULL);
         ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
         assert(ret == PIPE_OK);
      }
   }

   FREE((void *)vs->base.tokens);
   FREE(vs);
}