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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 "nir/nir_to_tgsi.h"
27 #include "util/u_inlines.h"
28 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "tgsi/tgsi_parse.h"
32 #include "draw/draw_context.h"
33 
34 #include "svga_context.h"
35 #include "svga_hw_reg.h"
36 #include "svga_cmd.h"
37 #include "svga_debug.h"
38 #include "svga_shader.h"
39 
40 
41 void *
svga_create_fs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)42 svga_create_fs_state(struct pipe_context *pipe,
43                      const struct pipe_shader_state *templ)
44 {
45    struct svga_context *svga = svga_context(pipe);
46    struct svga_fragment_shader *fs;
47 
48    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS);
49 
50    fs = (struct svga_fragment_shader *)
51             svga_create_shader(pipe, templ, PIPE_SHADER_FRAGMENT,
52                                sizeof(struct svga_fragment_shader));
53    if (!fs)
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 = fs->base.tokens;
63 
64    fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.tgsi_info);
65 
66    fs->base.get_dummy_shader = svga_get_compiled_dummy_fragment_shader;
67 
68    svga_remap_generics(fs->base.info.generic_inputs_mask,
69                        fs->generic_remap_table);
70 
71    fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, &tmp);
72 
73 done:
74    SVGA_STATS_TIME_POP(svga_sws(svga));
75    return fs;
76 }
77 
78 
79 void
svga_bind_fs_state(struct pipe_context * pipe,void * shader)80 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
81 {
82    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
83    struct svga_context *svga = svga_context(pipe);
84 
85    svga->curr.fs = fs;
86    svga->dirty |= SVGA_NEW_FS;
87 }
88 
89 
90 static void
svga_delete_fs_state(struct pipe_context * pipe,void * shader)91 svga_delete_fs_state(struct pipe_context *pipe, void *shader)
92 {
93    struct svga_context *svga = svga_context(pipe);
94    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
95    struct svga_fragment_shader *next_fs;
96    struct svga_shader_variant *variant, *tmp;
97 
98    svga_hwtnl_flush_retry(svga);
99 
100    assert(fs->base.parent == NULL);
101 
102    while (fs) {
103       next_fs = (struct svga_fragment_shader *) fs->base.next;
104 
105       draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
106 
107       for (variant = fs->base.variants; variant; variant = tmp) {
108          tmp = variant->next;
109 
110          /* Check if deleting currently bound shader */
111          if (variant == svga->state.hw_draw.fs) {
112             SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL));
113             svga->state.hw_draw.fs = NULL;
114          }
115 
116          svga_destroy_shader_variant(svga, variant);
117       }
118 
119       FREE((void *)fs->base.tokens);
120       FREE(fs);
121       fs = next_fs;
122    }
123 }
124 
125 
126 void
svga_init_fs_functions(struct svga_context * svga)127 svga_init_fs_functions(struct svga_context *svga)
128 {
129    svga->pipe.create_fs_state = svga_create_fs_state;
130    svga->pipe.bind_fs_state = svga_bind_fs_state;
131    svga->pipe.delete_fs_state = svga_delete_fs_state;
132 }
133