Esempio n. 1
0
HRESULT WINAPI D3DAssemble(const void *data, SIZE_T datasize, const char *filename,
        const D3D_SHADER_MACRO *defines, ID3DInclude *include, UINT flags,
        ID3DBlob **shader, ID3DBlob **error_messages)
{
    HRESULT hr;

    TRACE("data %p, datasize %lu, filename %s, defines %p, include %p, sflags %#x,\n"
            "shader %p, error_messages %p\n",
            data, datasize, debugstr_a(filename), defines, include, flags, shader, error_messages);

    EnterCriticalSection(&wpp_mutex);

    /* TODO: flags */
    if (flags) FIXME("flags %x\n", flags);

    if (shader) *shader = NULL;
    if (error_messages) *error_messages = NULL;

    hr = preprocess_shader(data, datasize, filename, defines, include, error_messages);
    if (SUCCEEDED(hr))
        hr = assemble_shader(wpp_output, shader, error_messages);

    HeapFree(GetProcessHeap(), 0, wpp_output);
    LeaveCriticalSection(&wpp_mutex);
    return hr;
}
Esempio n. 2
0
static struct fd3_shader_stateobj *
create_shader(struct pipe_context *pctx, const struct pipe_shader_state *cso,
		enum shader_t type)
{
	struct fd3_shader_stateobj *so = CALLOC_STRUCT(fd3_shader_stateobj);
	int ret;

	if (!so)
		return NULL;

	so->type = type;

	if (fd_mesa_debug & FD_DBG_DISASM) {
		DBG("dump tgsi: type=%d", so->type);
		tgsi_dump(cso->tokens, 0);
	}

	if (type == SHADER_FRAGMENT) {
		/* we seem to get wrong colors (maybe swap/endianess or hw issue?)
		 * with full precision color reg.  And blob driver only seems to
		 * use half precision register for color output (that I can find
		 * so far), even with highp precision.  So for force half precision
		 * for frag shader:
		 */
		so->half_precision = true;
	}

	ret = fd3_compile_shader(so, cso->tokens);
	if (ret) {
		debug_error("compile failed!");
		goto fail;
	}

	assemble_shader(pctx, so);
	if (!so->bo) {
		debug_error("assemble failed!");
		goto fail;
	}

	if (type == SHADER_VERTEX)
		fixup_vp_regfootprint(so);

	if (fd_mesa_debug & FD_DBG_DISASM) {
		DBG("disassemble: type=%d", so->type);
		disasm_a3xx(fd_bo_map(so->bo), so->info.sizedwords, 0, so->type);
	}

	return so;

fail:
	delete_shader(so);
	return NULL;
}
Esempio n. 3
0
int _tmain(int argc, _TCHAR* argv[])
{
	int i;

	if (argc == 1)
		return assemble_stdin();

	for (i = 1; i < argc; i++)
		assemble_shader(argv[i]);

	return 0;
}
Esempio n. 4
0
/* once the compiler is good enough, we should construct TGSI in the
 * core freedreno driver, and then let the a2xx/a3xx parts compile
 * the internal shaders from TGSI the same as regular shaders.  This
 * would be the first step towards handling most of clear (and the
 * gmem<->mem blits) from the core via normal state changes and shader
 * state objects.
 *
 * (Well, there would still be some special bits, because there are
 * some registers that don't get set for normal draw, but this should
 * be relatively small and could be handled via callbacks from core
 * into a2xx/a3xx..)
 */
static struct fd3_shader_stateobj *
create_internal_shader(struct pipe_context *pctx, enum shader_t type,
		struct ir3_shader *ir)
{
	struct fd3_shader_stateobj *so = CALLOC_STRUCT(fd3_shader_stateobj);

	if (!so) {
		ir3_shader_destroy(ir);
		return NULL;
	}

	so->type = type;
	so->ir = ir;

	assemble_shader(pctx, so);
	assert(so->bo);

	return so;
}