コード例 #1
0
ファイル: svga_state_fs.c プロジェクト: Haifen/Mesa-3D
/**
 * Translate TGSI shader into an svga shader variant.
 */
static enum pipe_error
compile_fs(struct svga_context *svga,
           struct svga_fragment_shader *fs,
           const struct svga_fs_compile_key *key,
           struct svga_shader_variant **out_variant)
{
   struct svga_shader_variant *variant;
   enum pipe_error ret = PIPE_ERROR;

   variant = svga_translate_fragment_program( fs, key );
   if (variant == NULL) {
      debug_printf("Failed to compile fragment shader,"
                   " using dummy shader instead.\n");
      variant = get_compiled_dummy_shader(fs, key);
      if (!variant) {
         ret = PIPE_ERROR;
         goto fail;
      }
   }

   if (variant->nr_tokens * sizeof(variant->tokens[0])
       + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
       >= SVGA_CB_MAX_COMMAND_SIZE) {
      /* too big, use dummy shader */
      debug_printf("Shader too large (%lu bytes),"
                   " using dummy shader instead.\n",
                   (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0]));
      variant = get_compiled_dummy_shader(fs, key);
      if (!variant) {
         ret = PIPE_ERROR;
         goto fail;
      }
   }

   ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
   if (ret != PIPE_OK)
      goto fail;

   *out_variant = variant;

   /* insert variants at head of linked list */
   variant->next = fs->base.variants;
   fs->base.variants = variant;

   return PIPE_OK;

fail:
   if (variant) {
      svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
   }
   return ret;
}
コード例 #2
0
ファイル: svga_state_fs.c プロジェクト: BNieuwenhuizen/mesa
/**
 * Translate TGSI shader into an svga shader variant.
 */
static enum pipe_error
compile_fs(struct svga_context *svga,
           struct svga_fragment_shader *fs,
           const struct svga_compile_key *key,
           struct svga_shader_variant **out_variant)
{
   struct svga_shader_variant *variant;
   enum pipe_error ret = PIPE_ERROR;

   variant = translate_fragment_program(svga, fs, key);
   if (variant == NULL) {
      debug_printf("Failed to compile fragment shader,"
                   " using dummy shader instead.\n");
      variant = get_compiled_dummy_shader(svga, fs, key);
   }
   else if (svga_shader_too_large(svga, variant)) {
      /* too big, use dummy shader */
      debug_printf("Shader too large (%u bytes),"
                   " using dummy shader instead.\n",
                   (unsigned) (variant->nr_tokens
                               * sizeof(variant->tokens[0])));
      /* Free the too-large variant */
      svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
      /* Use simple pass-through shader instead */
      variant = get_compiled_dummy_shader(svga, fs, key);
   }

   if (!variant) {
      return PIPE_ERROR;
   }

   ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
   if (ret != PIPE_OK) {
      svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
      return ret;
   }

   *out_variant = variant;

   /* insert variant at head of linked list */
   variant->next = fs->base.variants;
   fs->base.variants = variant;

   return PIPE_OK;
}