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1 /**********************************************************
2  * Copyright 2014-2022 VMware, Inc.  All rights reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person
5  * obtaining a copy of this software and associated documentation
6  * files (the "Software"), to deal in the Software without
7  * restriction, including without limitation the rights to use, copy,
8  * modify, merge, publish, distribute, sublicense, and/or sell copies
9  * of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be
13  * included in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20  * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  *
24  **********************************************************/
25 
26 #include "draw/draw_context.h"
27 #include "nir/nir_to_tgsi.h"
28 #include "util/u_inlines.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "tgsi/tgsi_parse.h"
32 #include "tgsi/tgsi_text.h"
33 
34 #include "svga_context.h"
35 #include "svga_cmd.h"
36 #include "svga_debug.h"
37 #include "svga_shader.h"
38 #include "svga_streamout.h"
39 
40 static void *
svga_create_gs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)41 svga_create_gs_state(struct pipe_context *pipe,
42                      const struct pipe_shader_state *templ)
43 {
44    struct svga_context *svga = svga_context(pipe);
45    struct svga_geometry_shader *gs;
46 
47    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEGS);
48 
49    gs = (struct svga_geometry_shader *)
50             svga_create_shader(pipe, templ, PIPE_SHADER_GEOMETRY,
51                                sizeof(struct svga_geometry_shader));
52 
53    if (!gs)
54       goto done;
55 
56    /* Original shader IR could have been deleted if it is converted from
57     * NIR to TGSI. So need to explicitly set the shader state type to TGSI
58     * before passing it to draw.
59     */
60    struct pipe_shader_state tmp = *templ;
61    tmp.type = PIPE_SHADER_IR_TGSI;
62    tmp.tokens = gs->base.tokens;
63 
64    gs->base.get_dummy_shader = svga_get_compiled_dummy_geometry_shader;
65    gs->draw_shader = draw_create_geometry_shader(svga->swtnl.draw, &tmp);
66 
67 done:
68    SVGA_STATS_TIME_POP(svga_sws(svga));
69    return gs;
70 }
71 
72 
73 static void
svga_bind_gs_state(struct pipe_context * pipe,void * shader)74 svga_bind_gs_state(struct pipe_context *pipe, void *shader)
75 {
76    struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader;
77    struct svga_context *svga = svga_context(pipe);
78 
79    svga->curr.user_gs = gs;
80    svga->dirty |= SVGA_NEW_GS;
81 }
82 
83 
84 static void
svga_delete_gs_state(struct pipe_context * pipe,void * shader)85 svga_delete_gs_state(struct pipe_context *pipe, void *shader)
86 {
87    struct svga_context *svga = svga_context(pipe);
88    struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader;
89    struct svga_geometry_shader *next_gs;
90    struct svga_shader_variant *variant, *tmp;
91 
92    svga_hwtnl_flush_retry(svga);
93 
94    /* Start deletion from the original geometry shader state */
95    if (gs->base.parent != NULL)
96       gs = (struct svga_geometry_shader *)gs->base.parent;
97 
98    /* Free the list of geometry shaders */
99    while (gs) {
100       next_gs = (struct svga_geometry_shader *)gs->base.next;
101 
102       if (gs->base.stream_output != NULL)
103          svga_delete_stream_output(svga, gs->base.stream_output);
104 
105       draw_delete_geometry_shader(svga->swtnl.draw, gs->draw_shader);
106 
107       for (variant = gs->base.variants; variant; variant = tmp) {
108          tmp = variant->next;
109 
110          /* Check if deleting currently bound shader */
111          if (variant == svga->state.hw_draw.gs) {
112             SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL));
113             svga->state.hw_draw.gs = NULL;
114          }
115 
116          svga_destroy_shader_variant(svga, variant);
117       }
118 
119       FREE((void *)gs->base.tokens);
120       FREE(gs);
121       gs = next_gs;
122    }
123 }
124 
125 
126 void
svga_init_gs_functions(struct svga_context * svga)127 svga_init_gs_functions(struct svga_context *svga)
128 {
129    svga->pipe.create_gs_state = svga_create_gs_state;
130    svga->pipe.bind_gs_state = svga_bind_gs_state;
131    svga->pipe.delete_gs_state = svga_delete_gs_state;
132 }
133