1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_compiler.h"
25 #include "d3d12_context.h"
26 #include "d3d12_debug.h"
27 #include "d3d12_screen.h"
28
29 #include "nir.h"
30 #include "compiler/nir/nir_builder.h"
31 #include "compiler/nir/nir_builtin_builder.h"
32
33 #include "util/u_memory.h"
34 #include "util/u_simple_shaders.h"
35
36 static nir_ssa_def *
nir_cull_face(nir_builder * b,nir_variable * vertices,bool ccw)37 nir_cull_face(nir_builder *b, nir_variable *vertices, bool ccw)
38 {
39 nir_ssa_def *v0 =
40 nir_load_deref(b, nir_build_deref_array(b, nir_build_deref_var(b, vertices), nir_imm_int(b, 0)));
41 nir_ssa_def *v1 =
42 nir_load_deref(b, nir_build_deref_array(b, nir_build_deref_var(b, vertices), nir_imm_int(b, 1)));
43 nir_ssa_def *v2 =
44 nir_load_deref(b, nir_build_deref_array(b, nir_build_deref_var(b, vertices), nir_imm_int(b, 2)));
45
46 nir_ssa_def *dir = nir_fdot(b, nir_cross4(b, nir_fsub(b, v1, v0),
47 nir_fsub(b, v2, v0)),
48 nir_imm_vec4(b, 0.0, 0.0, -1.0, 0.0));
49 if (ccw)
50 return nir_fge(b, nir_imm_int(b, 0), dir);
51 else
52 return nir_flt(b, nir_imm_int(b, 0), dir);
53 }
54
55 static void
copy_vars(nir_builder * b,nir_deref_instr * dst,nir_deref_instr * src)56 copy_vars(nir_builder *b, nir_deref_instr *dst, nir_deref_instr *src)
57 {
58 assert(glsl_get_bare_type(dst->type) == glsl_get_bare_type(src->type));
59 if (glsl_type_is_struct(dst->type)) {
60 for (unsigned i = 0; i < glsl_get_length(dst->type); ++i) {
61 copy_vars(b, nir_build_deref_struct(b, dst, i), nir_build_deref_struct(b, src, i));
62 }
63 } else if (glsl_type_is_array_or_matrix(dst->type)) {
64 copy_vars(b, nir_build_deref_array_wildcard(b, dst), nir_build_deref_array_wildcard(b, src));
65 } else {
66 nir_copy_deref(b, dst, src);
67 }
68 }
69
70 static d3d12_shader_selector*
d3d12_make_passthrough_gs(struct d3d12_context * ctx,struct d3d12_gs_variant_key * key)71 d3d12_make_passthrough_gs(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key)
72 {
73 struct d3d12_shader_selector *gs;
74 uint64_t varyings = key->varyings.mask;
75 nir_shader *nir;
76 struct pipe_shader_state templ;
77
78 nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
79 &d3d12_screen(ctx->base.screen)->nir_options,
80 "passthrough");
81
82 nir = b.shader;
83 nir->info.inputs_read = varyings;
84 nir->info.outputs_written = varyings;
85 nir->info.gs.input_primitive = GL_POINTS;
86 nir->info.gs.output_primitive = GL_POINTS;
87 nir->info.gs.vertices_in = 1;
88 nir->info.gs.vertices_out = 1;
89 nir->info.gs.invocations = 1;
90 nir->info.gs.active_stream_mask = 1;
91
92 /* Copy inputs to outputs. */
93 while (varyings) {
94 char tmp[100];
95 const int i = u_bit_scan64(&varyings);
96
97 unsigned frac_slots = key->varyings.slots[i].location_frac_mask;
98 while (frac_slots) {
99 nir_variable *in, *out;
100 int j = u_bit_scan(&frac_slots);
101
102 snprintf(tmp, ARRAY_SIZE(tmp), "in_%d", key->varyings.slots[i].vars[j].driver_location);
103 in = nir_variable_create(nir,
104 nir_var_shader_in,
105 glsl_array_type(key->varyings.slots[i].types[j], 1, false),
106 tmp);
107 in->data.location = i;
108 in->data.location_frac = j;
109 in->data.driver_location = key->varyings.slots[i].vars[j].driver_location;
110 in->data.interpolation = key->varyings.slots[i].vars[j].interpolation;
111 in->data.compact = key->varyings.slots[i].vars[j].compact;
112
113 snprintf(tmp, ARRAY_SIZE(tmp), "out_%d", key->varyings.slots[i].vars[j].driver_location);
114 out = nir_variable_create(nir,
115 nir_var_shader_out,
116 key->varyings.slots[i].types[j],
117 tmp);
118 out->data.location = i;
119 out->data.location_frac = j;
120 out->data.driver_location = key->varyings.slots[i].vars[j].driver_location;
121 out->data.interpolation = key->varyings.slots[i].vars[j].interpolation;
122 out->data.compact = key->varyings.slots[i].vars[j].compact;
123
124 nir_deref_instr *in_value = nir_build_deref_array(&b, nir_build_deref_var(&b, in),
125 nir_imm_int(&b, 0));
126 copy_vars(&b, nir_build_deref_var(&b, out), in_value);
127 }
128 }
129
130 nir_emit_vertex(&b, 0);
131 nir_end_primitive(&b, 0);
132
133 NIR_PASS_V(nir, nir_lower_var_copies);
134 nir_validate_shader(nir, "in d3d12_create_passthrough_gs");
135
136 templ.type = PIPE_SHADER_IR_NIR;
137 templ.ir.nir = nir;
138 templ.stream_output.num_outputs = 0;
139
140 gs = d3d12_create_shader(ctx, PIPE_SHADER_GEOMETRY, &templ);
141
142 return gs;
143 }
144
145 struct emit_primitives_context
146 {
147 struct d3d12_context *ctx;
148 nir_builder b;
149
150 unsigned num_vars;
151 nir_variable *in[VARYING_SLOT_MAX];
152 nir_variable *out[VARYING_SLOT_MAX];
153 nir_variable *front_facing_var;
154
155 nir_loop *loop;
156 nir_deref_instr *loop_index_deref;
157 nir_ssa_def *loop_index;
158 nir_ssa_def *edgeflag_cmp;
159 nir_ssa_def *front_facing;
160 };
161
162 static bool
d3d12_begin_emit_primitives_gs(struct emit_primitives_context * emit_ctx,struct d3d12_context * ctx,struct d3d12_gs_variant_key * key,uint16_t output_primitive,unsigned vertices_out)163 d3d12_begin_emit_primitives_gs(struct emit_primitives_context *emit_ctx,
164 struct d3d12_context *ctx,
165 struct d3d12_gs_variant_key *key,
166 uint16_t output_primitive,
167 unsigned vertices_out)
168 {
169 nir_builder *b = &emit_ctx->b;
170 nir_variable *edgeflag_var = NULL;
171 nir_variable *pos_var = NULL;
172 uint64_t varyings = key->varyings.mask;
173
174 emit_ctx->ctx = ctx;
175
176 emit_ctx->b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
177 &d3d12_screen(ctx->base.screen)->nir_options,
178 "edgeflags");
179
180 nir_shader *nir = b->shader;
181 nir->info.inputs_read = varyings;
182 nir->info.outputs_written = varyings;
183 nir->info.gs.input_primitive = GL_TRIANGLES;
184 nir->info.gs.output_primitive = output_primitive;
185 nir->info.gs.vertices_in = 3;
186 nir->info.gs.vertices_out = vertices_out;
187 nir->info.gs.invocations = 1;
188 nir->info.gs.active_stream_mask = 1;
189
190 while (varyings) {
191 char tmp[100];
192 const int i = u_bit_scan64(&varyings);
193
194 unsigned frac_slots = key->varyings.slots[i].location_frac_mask;
195 while (frac_slots) {
196 int j = u_bit_scan(&frac_slots);
197 snprintf(tmp, ARRAY_SIZE(tmp), "in_%d", emit_ctx->num_vars);
198 emit_ctx->in[emit_ctx->num_vars] = nir_variable_create(nir,
199 nir_var_shader_in,
200 glsl_array_type(key->varyings.slots[i].types[j], 3, 0),
201 tmp);
202 emit_ctx->in[emit_ctx->num_vars]->data.location = i;
203 emit_ctx->in[emit_ctx->num_vars]->data.location_frac = j;
204 emit_ctx->in[emit_ctx->num_vars]->data.driver_location = key->varyings.slots[i].vars[j].driver_location;
205 emit_ctx->in[emit_ctx->num_vars]->data.interpolation = key->varyings.slots[i].vars[j].interpolation;
206 emit_ctx->in[emit_ctx->num_vars]->data.compact = key->varyings.slots[i].vars[j].compact;
207
208 /* Don't create an output for the edge flag variable */
209 if (i == VARYING_SLOT_EDGE) {
210 edgeflag_var = emit_ctx->in[emit_ctx->num_vars];
211 continue;
212 } else if (i == VARYING_SLOT_POS) {
213 pos_var = emit_ctx->in[emit_ctx->num_vars];
214 }
215
216 snprintf(tmp, ARRAY_SIZE(tmp), "out_%d", emit_ctx->num_vars);
217 emit_ctx->out[emit_ctx->num_vars] = nir_variable_create(nir,
218 nir_var_shader_out,
219 key->varyings.slots[i].types[j],
220 tmp);
221 emit_ctx->out[emit_ctx->num_vars]->data.location = i;
222 emit_ctx->out[emit_ctx->num_vars]->data.location_frac = j;
223 emit_ctx->out[emit_ctx->num_vars]->data.driver_location = key->varyings.slots[i].vars[j].driver_location;
224 emit_ctx->out[emit_ctx->num_vars]->data.interpolation = key->varyings.slots[i].vars[j].interpolation;
225 emit_ctx->out[emit_ctx->num_vars]->data.compact = key->varyings.slots[i].vars[j].compact;
226
227 emit_ctx->num_vars++;
228 }
229 }
230
231 if (key->has_front_face) {
232 emit_ctx->front_facing_var = nir_variable_create(nir,
233 nir_var_shader_out,
234 glsl_uint_type(),
235 "gl_FrontFacing");
236 emit_ctx->front_facing_var->data.location = VARYING_SLOT_VAR12;
237 emit_ctx->front_facing_var->data.driver_location = emit_ctx->num_vars;
238 emit_ctx->front_facing_var->data.interpolation = INTERP_MODE_FLAT;
239 }
240
241 /* Temporary variable "loop_index" to loop over input vertices */
242 nir_function_impl *impl = nir_shader_get_entrypoint(nir);
243 nir_variable *loop_index_var =
244 nir_local_variable_create(impl, glsl_uint_type(), "loop_index");
245 emit_ctx->loop_index_deref = nir_build_deref_var(b, loop_index_var);
246 nir_store_deref(b, emit_ctx->loop_index_deref, nir_imm_int(b, 0), 1);
247
248 nir_ssa_def *diagonal_vertex = NULL;
249 if (key->edge_flag_fix) {
250 nir_ssa_def *prim_id = nir_load_primitive_id(b);
251 nir_ssa_def *odd = nir_build_alu(b, nir_op_imod,
252 prim_id,
253 nir_imm_int(b, 2),
254 NULL, NULL);
255 diagonal_vertex = nir_bcsel(b, nir_i2b(b, odd),
256 nir_imm_int(b, 2),
257 nir_imm_int(b, 1));
258 }
259
260 if (key->cull_mode != PIPE_FACE_NONE || key->has_front_face) {
261 if (key->cull_mode == PIPE_FACE_BACK)
262 emit_ctx->edgeflag_cmp = nir_cull_face(b, pos_var, key->front_ccw);
263 else if (key->cull_mode == PIPE_FACE_FRONT)
264 emit_ctx->edgeflag_cmp = nir_cull_face(b, pos_var, !key->front_ccw);
265
266 if (key->has_front_face) {
267 if (key->cull_mode == PIPE_FACE_BACK)
268 emit_ctx->front_facing = emit_ctx->edgeflag_cmp;
269 else
270 emit_ctx->front_facing = nir_cull_face(b, pos_var, key->front_ccw);
271 emit_ctx->front_facing = nir_i2i32(b, emit_ctx->front_facing);
272 }
273 }
274
275 /**
276 * while {
277 * if (loop_index >= 3)
278 * break;
279 */
280 emit_ctx->loop = nir_push_loop(b);
281
282 emit_ctx->loop_index = nir_load_deref(b, emit_ctx->loop_index_deref);
283 nir_ssa_def *cmp = nir_ige(b, emit_ctx->loop_index,
284 nir_imm_int(b, 3));
285 nir_if *loop_check = nir_push_if(b, cmp);
286 nir_jump(b, nir_jump_break);
287 nir_pop_if(b, loop_check);
288
289 if (edgeflag_var) {
290 nir_ssa_def *edge_flag =
291 nir_load_deref(b, nir_build_deref_array(b, nir_build_deref_var(b, edgeflag_var), emit_ctx->loop_index));
292 nir_ssa_def *is_edge = nir_feq(b, nir_channel(b, edge_flag, 0), nir_imm_float(b, 1.0));
293 if (emit_ctx->edgeflag_cmp)
294 emit_ctx->edgeflag_cmp = nir_iand(b, emit_ctx->edgeflag_cmp, is_edge);
295 else
296 emit_ctx->edgeflag_cmp = is_edge;
297 }
298
299 if (key->edge_flag_fix) {
300 nir_ssa_def *is_edge = nir_ine(b, emit_ctx->loop_index, diagonal_vertex);
301 if (emit_ctx->edgeflag_cmp)
302 emit_ctx->edgeflag_cmp = nir_iand(b, emit_ctx->edgeflag_cmp, is_edge);
303 else
304 emit_ctx->edgeflag_cmp = is_edge;
305 }
306
307 return true;
308 }
309
310 static struct d3d12_shader_selector *
d3d12_finish_emit_primitives_gs(struct emit_primitives_context * emit_ctx,bool end_primitive)311 d3d12_finish_emit_primitives_gs(struct emit_primitives_context *emit_ctx, bool end_primitive)
312 {
313 struct pipe_shader_state templ;
314 nir_builder *b = &emit_ctx->b;
315 nir_shader *nir = b->shader;
316
317 /**
318 * loop_index++;
319 * }
320 */
321 nir_store_deref(b, emit_ctx->loop_index_deref, nir_iadd_imm(b, emit_ctx->loop_index, 1), 1);
322 nir_pop_loop(b, emit_ctx->loop);
323
324 if (end_primitive)
325 nir_end_primitive(b, 0);
326
327 nir_validate_shader(nir, "in d3d12_lower_edge_flags");
328
329 NIR_PASS_V(nir, nir_lower_var_copies);
330
331 templ.type = PIPE_SHADER_IR_NIR;
332 templ.ir.nir = nir;
333 templ.stream_output.num_outputs = 0;
334
335 return d3d12_create_shader(emit_ctx->ctx, PIPE_SHADER_GEOMETRY, &templ);
336 }
337
338 static d3d12_shader_selector*
d3d12_emit_points(struct d3d12_context * ctx,struct d3d12_gs_variant_key * key)339 d3d12_emit_points(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key)
340 {
341 struct emit_primitives_context emit_ctx = {0};
342 nir_builder *b = &emit_ctx.b;
343
344 d3d12_begin_emit_primitives_gs(&emit_ctx, ctx, key, GL_POINTS, 3);
345
346 /**
347 * if (edge_flag)
348 * out_position = in_position;
349 * else
350 * out_position = vec4(-2.0, -2.0, 0.0, 1.0); // Invalid position
351 *
352 * [...] // Copy other variables
353 *
354 * EmitVertex();
355 */
356 for (unsigned i = 0; i < emit_ctx.num_vars; ++i) {
357 nir_ssa_def *index = (key->flat_varyings & (1ull << emit_ctx.in[i]->data.location)) ?
358 nir_imm_int(b, (key->flatshade_first ? 0 : 2)) : emit_ctx.loop_index;
359 nir_deref_instr *in_value = nir_build_deref_array(b, nir_build_deref_var(b, emit_ctx.in[i]), index);
360 if (emit_ctx.in[i]->data.location == VARYING_SLOT_POS && emit_ctx.edgeflag_cmp) {
361 nir_if *edge_check = nir_push_if(b, emit_ctx.edgeflag_cmp);
362 copy_vars(b, nir_build_deref_var(b, emit_ctx.out[i]), in_value);
363 nir_if *edge_else = nir_push_else(b, edge_check);
364 nir_store_deref(b, nir_build_deref_var(b, emit_ctx.out[i]),
365 nir_imm_vec4(b, -2.0, -2.0, 0.0, 1.0), 0xf);
366 nir_pop_if(b, edge_else);
367 } else {
368 copy_vars(b, nir_build_deref_var(b, emit_ctx.out[i]), in_value);
369 }
370 }
371 if (key->has_front_face)
372 nir_store_var(b, emit_ctx.front_facing_var, emit_ctx.front_facing, 0x1);
373 nir_emit_vertex(b, 0);
374
375 return d3d12_finish_emit_primitives_gs(&emit_ctx, false);
376 }
377
378 static d3d12_shader_selector*
d3d12_emit_lines(struct d3d12_context * ctx,struct d3d12_gs_variant_key * key)379 d3d12_emit_lines(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key)
380 {
381 struct emit_primitives_context emit_ctx = {0};
382 nir_builder *b = &emit_ctx.b;
383
384 d3d12_begin_emit_primitives_gs(&emit_ctx, ctx, key, GL_LINE_STRIP, 6);
385
386 nir_ssa_def *next_index = nir_imod(b, nir_iadd_imm(b, emit_ctx.loop_index, 1), nir_imm_int(b, 3));
387
388 /* First vertex */
389 for (unsigned i = 0; i < emit_ctx.num_vars; ++i) {
390 nir_ssa_def *index = (key->flat_varyings & (1ull << emit_ctx.in[i]->data.location)) ?
391 nir_imm_int(b, (key->flatshade_first ? 0 : 2)) : emit_ctx.loop_index;
392 nir_deref_instr *in_value = nir_build_deref_array(b, nir_build_deref_var(b, emit_ctx.in[i]), index);
393 copy_vars(b, nir_build_deref_var(b, emit_ctx.out[i]), in_value);
394 }
395 if (key->has_front_face)
396 nir_store_var(b, emit_ctx.front_facing_var, emit_ctx.front_facing, 0x1);
397 nir_emit_vertex(b, 0);
398
399 /* Second vertex. If not an edge, use same position as first vertex */
400 for (unsigned i = 0; i < emit_ctx.num_vars; ++i) {
401 nir_ssa_def *index = next_index;
402 if (emit_ctx.in[i]->data.location == VARYING_SLOT_POS)
403 index = nir_bcsel(b, emit_ctx.edgeflag_cmp, next_index, emit_ctx.loop_index);
404 else if (key->flat_varyings & (1ull << emit_ctx.in[i]->data.location))
405 index = nir_imm_int(b, 2);
406 copy_vars(b, nir_build_deref_var(b, emit_ctx.out[i]),
407 nir_build_deref_array(b, nir_build_deref_var(b, emit_ctx.in[i]), index));
408 }
409 if (key->has_front_face)
410 nir_store_var(b, emit_ctx.front_facing_var, emit_ctx.front_facing, 0x1);
411 nir_emit_vertex(b, 0);
412
413 nir_end_primitive(b, 0);
414
415 return d3d12_finish_emit_primitives_gs(&emit_ctx, false);
416 }
417
418 static d3d12_shader_selector*
d3d12_emit_triangles(struct d3d12_context * ctx,struct d3d12_gs_variant_key * key)419 d3d12_emit_triangles(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key)
420 {
421 struct emit_primitives_context emit_ctx = {0};
422 nir_builder *b = &emit_ctx.b;
423
424 d3d12_begin_emit_primitives_gs(&emit_ctx, ctx, key, GL_TRIANGLE_STRIP, 3);
425
426 /**
427 * [...] // Copy variables
428 *
429 * EmitVertex();
430 */
431
432 nir_ssa_def *incr = NULL;
433
434 if (key->provoking_vertex > 0)
435 incr = nir_imm_int(b, key->provoking_vertex);
436 else
437 incr = nir_imm_int(b, 3);
438
439 if (key->alternate_tri) {
440 nir_ssa_def *odd = nir_imod(b, nir_load_primitive_id(b), nir_imm_int(b, 2));
441 incr = nir_isub(b, incr, odd);
442 }
443
444 assert(incr != NULL);
445 nir_ssa_def *index = nir_imod(b, nir_iadd(b, emit_ctx.loop_index, incr), nir_imm_int(b, 3));
446 for (unsigned i = 0; i < emit_ctx.num_vars; ++i) {
447 nir_deref_instr *in_value = nir_build_deref_array(b, nir_build_deref_var(b, emit_ctx.in[i]), index);
448 copy_vars(b, nir_build_deref_var(b, emit_ctx.out[i]), in_value);
449 }
450 nir_emit_vertex(b, 0);
451
452 return d3d12_finish_emit_primitives_gs(&emit_ctx, true);
453 }
454
455 static uint32_t
hash_gs_variant_key(const void * key)456 hash_gs_variant_key(const void *key)
457 {
458 return _mesa_hash_data(key, sizeof(struct d3d12_gs_variant_key));
459 }
460
461 static bool
equals_gs_variant_key(const void * a,const void * b)462 equals_gs_variant_key(const void *a, const void *b)
463 {
464 return memcmp(a, b, sizeof(struct d3d12_gs_variant_key)) == 0;
465 }
466
467 void
d3d12_gs_variant_cache_init(struct d3d12_context * ctx)468 d3d12_gs_variant_cache_init(struct d3d12_context *ctx)
469 {
470 ctx->gs_variant_cache = _mesa_hash_table_create(NULL, NULL, equals_gs_variant_key);
471 }
472
473 static void
delete_entry(struct hash_entry * entry)474 delete_entry(struct hash_entry *entry)
475 {
476 d3d12_shader_free((d3d12_shader_selector *)entry->data);
477 }
478
479 void
d3d12_gs_variant_cache_destroy(struct d3d12_context * ctx)480 d3d12_gs_variant_cache_destroy(struct d3d12_context *ctx)
481 {
482 _mesa_hash_table_destroy(ctx->gs_variant_cache, delete_entry);
483 }
484
485 static struct d3d12_shader_selector *
create_geometry_shader_variant(struct d3d12_context * ctx,struct d3d12_gs_variant_key * key)486 create_geometry_shader_variant(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key)
487 {
488 d3d12_shader_selector *gs = NULL;
489
490 if (key->passthrough)
491 gs = d3d12_make_passthrough_gs(ctx, key);
492 else if (key->provoking_vertex > 0 || key->alternate_tri)
493 gs = d3d12_emit_triangles(ctx, key);
494 else if (key->fill_mode == PIPE_POLYGON_MODE_POINT)
495 gs = d3d12_emit_points(ctx, key);
496 else if (key->fill_mode == PIPE_POLYGON_MODE_LINE)
497 gs = d3d12_emit_lines(ctx, key);
498
499 if (gs) {
500 gs->is_variant = true;
501 gs->gs_key = *key;
502 }
503
504 return gs;
505 }
506
507 d3d12_shader_selector *
d3d12_get_gs_variant(struct d3d12_context * ctx,struct d3d12_gs_variant_key * key)508 d3d12_get_gs_variant(struct d3d12_context *ctx, struct d3d12_gs_variant_key *key)
509 {
510 uint32_t hash = hash_gs_variant_key(key);
511 struct hash_entry *entry = _mesa_hash_table_search_pre_hashed(ctx->gs_variant_cache,
512 hash, key);
513 if (!entry) {
514 d3d12_shader_selector *gs = create_geometry_shader_variant(ctx, key);
515 entry = _mesa_hash_table_insert_pre_hashed(ctx->gs_variant_cache,
516 hash, &gs->gs_key, gs);
517 assert(entry);
518 }
519
520 return (d3d12_shader_selector *)entry->data;
521 }
522