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/**********************************************************
* Copyright 2009-2015 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
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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**********************************************************/
/**
* @file
* Shaders for VMware SVGA winsys.
*
* @author Jose Fonseca <jfonseca@vmware.com>
* @author Thomas Hellstrom <thellstrom@vmware.com>
*/
#ifndef VMW_SHADER_H_
#define VMW_SHADER_H_
#include "pipe/p_compiler.h"
#include "util/u_atomic.h"
#include "util/u_inlines.h"
struct vmw_svga_winsys_shader
{
int32_t validated;
struct pipe_reference refcnt;
struct vmw_winsys_screen *screen;
struct svga_winsys_buffer *buf;
uint32_t shid;
};
static inline struct svga_winsys_gb_shader *
svga_winsys_shader(struct vmw_svga_winsys_shader *shader)
{
assert(!shader || shader->shid != SVGA3D_INVALID_ID);
return (struct svga_winsys_gb_shader *)shader;
}
static inline struct vmw_svga_winsys_shader *
vmw_svga_winsys_shader(struct svga_winsys_gb_shader *shader)
{
return (struct vmw_svga_winsys_shader *)shader;
}
void
vmw_svga_winsys_shader_reference(struct vmw_svga_winsys_shader **pdst,
struct vmw_svga_winsys_shader *src);
struct vmw_svga_winsys_shader *
vmw_svga_shader_create(struct svga_winsys_screen *sws,
SVGA3dShaderType type,
const uint32 *bytecode,
uint32 bytecodeLen,
const SVGA3dDXShaderSignatureHeader *sgnInfo,
uint32 sgnLen);
#endif /* VMW_SHADER_H_ */