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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