1 /**********************************************************
2 * Copyright 2008-2022 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_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_bitmask.h"
32 #include "tgsi/tgsi_parse.h"
33 #include "tgsi/tgsi_text.h"
34
35 #include "svga_context.h"
36 #include "svga_hw_reg.h"
37 #include "svga_cmd.h"
38 #include "svga_debug.h"
39 #include "svga_shader.h"
40 #include "svga_streamout.h"
41
42
43 static void *
svga_create_vs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)44 svga_create_vs_state(struct pipe_context *pipe,
45 const struct pipe_shader_state *templ)
46 {
47 struct svga_context *svga = svga_context(pipe);
48 struct svga_vertex_shader *vs;
49
50 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
51
52 vs = (struct svga_vertex_shader *)
53 svga_create_shader(pipe, templ, PIPE_SHADER_VERTEX,
54 sizeof(struct svga_vertex_shader));
55 if (!vs)
56 goto done;
57
58 vs->base.get_dummy_shader = svga_get_compiled_dummy_vertex_shader;
59
60 {
61 /* Need to do construct a new template in case we substituted a
62 * debug shader.
63 */
64 struct pipe_shader_state tmp2 = *templ;
65
66 /* shader IR has been converted to tgsi */
67 tmp2.type = PIPE_SHADER_IR_TGSI;
68 tmp2.tokens = vs->base.tokens;
69 vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
70 }
71
72 done:
73 SVGA_STATS_TIME_POP(svga_sws(svga));
74 return vs;
75 }
76
77
78 static void
svga_bind_vs_state(struct pipe_context * pipe,void * shader)79 svga_bind_vs_state(struct pipe_context *pipe, void *shader)
80 {
81 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
82 struct svga_context *svga = svga_context(pipe);
83
84 if (vs == svga->curr.vs)
85 return;
86
87 /* If the currently bound vertex shader has a generated geometry shader,
88 * then unbind the geometry shader before binding a new vertex shader.
89 * We need to unbind the geometry shader here because there is no
90 * pipe_shader associated with the generated geometry shader.
91 */
92 if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
93 svga->pipe.bind_gs_state(&svga->pipe, NULL);
94
95 svga->curr.vs = vs;
96 svga->dirty |= SVGA_NEW_VS;
97 }
98
99
100 static void
svga_delete_vs_state(struct pipe_context * pipe,void * shader)101 svga_delete_vs_state(struct pipe_context *pipe, void *shader)
102 {
103 struct svga_context *svga = svga_context(pipe);
104 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
105 struct svga_vertex_shader *next_vs;
106 struct svga_shader_variant *variant, *tmp;
107
108 svga_hwtnl_flush_retry(svga);
109
110 assert(vs->base.parent == NULL);
111
112 while (vs) {
113 next_vs = (struct svga_vertex_shader *)vs->base.next;
114
115 /* Check if there is a generated geometry shader to go with this
116 * vertex shader. If there is, then delete the geometry shader as well.
117 */
118 if (vs->gs != NULL) {
119 svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
120 }
121
122 if (vs->base.stream_output != NULL)
123 svga_delete_stream_output(svga, vs->base.stream_output);
124
125 draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
126
127 for (variant = vs->base.variants; variant; variant = tmp) {
128 tmp = variant->next;
129
130 /* Check if deleting currently bound shader */
131 if (variant == svga->state.hw_draw.vs) {
132 SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL));
133 svga->state.hw_draw.vs = NULL;
134 }
135
136 svga_destroy_shader_variant(svga, variant);
137 }
138
139 FREE((void *)vs->base.tokens);
140 FREE(vs);
141 vs = next_vs;
142 }
143 }
144
145
146 void
svga_init_vs_functions(struct svga_context * svga)147 svga_init_vs_functions(struct svga_context *svga)
148 {
149 svga->pipe.create_vs_state = svga_create_vs_state;
150 svga->pipe.bind_vs_state = svga_bind_vs_state;
151 svga->pipe.delete_vs_state = svga_delete_vs_state;
152 }
153
154