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1 /**********************************************************
2  * Copyright 2008-2012 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 "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "util/format/u_format.h"
29 #include "svga_context.h"
30 #include "svga_cmd.h"
31 #include "svga_format.h"
32 #include "svga_shader.h"
33 #include "svga_resource_texture.h"
34 
35 
36 /**
37  * This bit isn't really used anywhere.  It only serves to help
38  * generate a unique "signature" for the vertex shader output bitmask.
39  * Shader input/output signatures are used to resolve shader linking
40  * issues.
41  */
42 #define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
43 
44 
45 /**
46  * Use the shader info to generate a bitmask indicating which generic
47  * inputs are used by the shader.  A set bit indicates that GENERIC[i]
48  * is used.
49  */
50 uint64_t
svga_get_generic_inputs_mask(const struct tgsi_shader_info * info)51 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
52 {
53    unsigned i;
54    uint64_t mask = 0x0;
55 
56    for (i = 0; i < info->num_inputs; i++) {
57       if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
58          unsigned j = info->input_semantic_index[i];
59          assert(j < sizeof(mask) * 8);
60          mask |= ((uint64_t) 1) << j;
61       }
62    }
63 
64    return mask;
65 }
66 
67 
68 /**
69  * Scan shader info to return a bitmask of written outputs.
70  */
71 uint64_t
svga_get_generic_outputs_mask(const struct tgsi_shader_info * info)72 svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
73 {
74    unsigned i;
75    uint64_t mask = 0x0;
76 
77    for (i = 0; i < info->num_outputs; i++) {
78       switch (info->output_semantic_name[i]) {
79       case TGSI_SEMANTIC_GENERIC:
80          {
81             unsigned j = info->output_semantic_index[i];
82             assert(j < sizeof(mask) * 8);
83             mask |= ((uint64_t) 1) << j;
84          }
85          break;
86       case TGSI_SEMANTIC_FOG:
87          mask |= FOG_GENERIC_BIT;
88          break;
89       }
90    }
91 
92    return mask;
93 }
94 
95 
96 
97 /**
98  * Given a mask of used generic variables (as returned by the above functions)
99  * fill in a table which maps those indexes to small integers.
100  * This table is used by the remap_generic_index() function in
101  * svga_tgsi_decl_sm30.c
102  * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
103  * GENERIC[3] are used.  The remap_table will contain:
104  *   table[1] = 0;
105  *   table[3] = 1;
106  * The remaining table entries will be filled in with the next unused
107  * generic index (in this example, 2).
108  */
109 void
svga_remap_generics(uint64_t generics_mask,int8_t remap_table[MAX_GENERIC_VARYING])110 svga_remap_generics(uint64_t generics_mask,
111                     int8_t remap_table[MAX_GENERIC_VARYING])
112 {
113    /* Note texcoord[0] is reserved so start at 1 */
114    unsigned count = 1, i;
115 
116    for (i = 0; i < MAX_GENERIC_VARYING; i++) {
117       remap_table[i] = -1;
118    }
119 
120    /* for each bit set in generic_mask */
121    while (generics_mask) {
122       unsigned index = ffsll(generics_mask) - 1;
123       remap_table[index] = count++;
124       generics_mask &= ~((uint64_t) 1 << index);
125    }
126 }
127 
128 
129 /**
130  * Use the generic remap table to map a TGSI generic varying variable
131  * index to a small integer.  If the remapping table doesn't have a
132  * valid value for the given index (the table entry is -1) it means
133  * the fragment shader doesn't use that VS output.  Just allocate
134  * the next free value in that case.  Alternately, we could cull
135  * VS instructions that write to register, or replace the register
136  * with a dummy temp register.
137  * XXX TODO: we should do one of the later as it would save precious
138  * texcoord registers.
139  */
140 int
svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],int generic_index)141 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
142                          int generic_index)
143 {
144    assert(generic_index < MAX_GENERIC_VARYING);
145 
146    if (generic_index >= MAX_GENERIC_VARYING) {
147       /* just don't return a random/garbage value */
148       generic_index = MAX_GENERIC_VARYING - 1;
149    }
150 
151    if (remap_table[generic_index] == -1) {
152       /* This is a VS output that has no matching PS input.  Find a
153        * free index.
154        */
155       int i, max = 0;
156       for (i = 0; i < MAX_GENERIC_VARYING; i++) {
157          max = MAX2(max, remap_table[i]);
158       }
159       remap_table[generic_index] = max + 1;
160    }
161 
162    return remap_table[generic_index];
163 }
164 
165 static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
166    PIPE_SWIZZLE_X,
167    PIPE_SWIZZLE_Y,
168    PIPE_SWIZZLE_Z,
169    PIPE_SWIZZLE_W,
170    PIPE_SWIZZLE_0,
171    PIPE_SWIZZLE_1,
172    PIPE_SWIZZLE_NONE
173 };
174 
175 static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
176    PIPE_SWIZZLE_X,
177    PIPE_SWIZZLE_Y,
178    PIPE_SWIZZLE_Z,
179    PIPE_SWIZZLE_1,
180    PIPE_SWIZZLE_0,
181    PIPE_SWIZZLE_1,
182    PIPE_SWIZZLE_NONE
183 };
184 
185 static const enum pipe_swizzle set_000X[PIPE_SWIZZLE_MAX] = {
186    PIPE_SWIZZLE_0,
187    PIPE_SWIZZLE_0,
188    PIPE_SWIZZLE_0,
189    PIPE_SWIZZLE_X,
190    PIPE_SWIZZLE_0,
191    PIPE_SWIZZLE_1,
192    PIPE_SWIZZLE_NONE
193 };
194 
195 static const enum pipe_swizzle set_XXXX[PIPE_SWIZZLE_MAX] = {
196    PIPE_SWIZZLE_X,
197    PIPE_SWIZZLE_X,
198    PIPE_SWIZZLE_X,
199    PIPE_SWIZZLE_X,
200    PIPE_SWIZZLE_0,
201    PIPE_SWIZZLE_1,
202    PIPE_SWIZZLE_NONE
203 };
204 
205 static const enum pipe_swizzle set_XXX1[PIPE_SWIZZLE_MAX] = {
206    PIPE_SWIZZLE_X,
207    PIPE_SWIZZLE_X,
208    PIPE_SWIZZLE_X,
209    PIPE_SWIZZLE_1,
210    PIPE_SWIZZLE_0,
211    PIPE_SWIZZLE_1,
212    PIPE_SWIZZLE_NONE
213 };
214 
215 static const enum pipe_swizzle set_XXXY[PIPE_SWIZZLE_MAX] = {
216    PIPE_SWIZZLE_X,
217    PIPE_SWIZZLE_X,
218    PIPE_SWIZZLE_X,
219    PIPE_SWIZZLE_Y,
220    PIPE_SWIZZLE_0,
221    PIPE_SWIZZLE_1,
222    PIPE_SWIZZLE_NONE
223 };
224 
225 
226 /**
227  * Initialize the shader-neutral fields of svga_compile_key from context
228  * state.  This is basically the texture-related state.
229  */
230 void
svga_init_shader_key_common(const struct svga_context * svga,enum pipe_shader_type shader_type,const struct svga_shader * shader,struct svga_compile_key * key)231 svga_init_shader_key_common(const struct svga_context *svga,
232                             enum pipe_shader_type shader_type,
233                             const struct svga_shader *shader,
234                             struct svga_compile_key *key)
235 {
236    unsigned i, idx = 0;
237 
238    assert(shader_type < ARRAY_SIZE(svga->curr.num_sampler_views));
239 
240    /* In case the number of samplers and sampler_views doesn't match,
241     * loop over the lower of the two counts.
242     */
243    key->num_textures = MAX2(svga->curr.num_sampler_views[shader_type],
244                             svga->curr.num_samplers[shader_type]);
245 
246    for (i = 0; i < key->num_textures; i++) {
247       struct pipe_sampler_view *view = svga->curr.sampler_views[shader_type][i];
248       const struct svga_sampler_state
249          *sampler = svga->curr.sampler[shader_type][i];
250 
251       if (view) {
252          assert(view->texture);
253          assert(view->texture->target < (1 << 4)); /* texture_target:4 */
254 
255          /* 1D/2D array textures with one slice and cube map array textures
256           * with one cube are treated as non-arrays by the SVGA3D device.
257           * Set the is_array flag only if we know that we have more than 1
258           * element.  This will be used to select shader instruction/resource
259           * types during shader translation.
260           */
261          switch (view->texture->target) {
262          case PIPE_TEXTURE_1D_ARRAY:
263          case PIPE_TEXTURE_2D_ARRAY:
264             key->tex[i].is_array = view->texture->array_size > 1;
265             break;
266          case PIPE_TEXTURE_CUBE_ARRAY:
267             key->tex[i].is_array = view->texture->array_size > 6;
268             break;
269          default:
270             ; /* nothing / silence compiler warning */
271          }
272 
273          assert(view->texture->nr_samples < (1 << 5)); /* 5-bit field */
274          key->tex[i].num_samples = view->texture->nr_samples;
275 
276          const enum pipe_swizzle *swizzle_tab;
277          if (view->texture->target == PIPE_BUFFER) {
278             SVGA3dSurfaceFormat svga_format;
279             unsigned tf_flags;
280 
281             /* Apply any special swizzle mask for the view format if needed */
282 
283             svga_translate_texture_buffer_view_format(view->format,
284                                                       &svga_format, &tf_flags);
285             if (tf_flags & TF_000X)
286                swizzle_tab = set_000X;
287             else if (tf_flags & TF_XXXX)
288                swizzle_tab = set_XXXX;
289             else if (tf_flags & TF_XXX1)
290                swizzle_tab = set_XXX1;
291             else if (tf_flags & TF_XXXY)
292                swizzle_tab = set_XXXY;
293             else
294                swizzle_tab = copy_alpha;
295          }
296          else {
297             /* If we have a non-alpha view into an svga3d surface with an
298              * alpha channel, then explicitly set the alpha channel to 1
299              * when sampling. Note that we need to check the
300              * actual device format to cover also imported surface cases.
301              */
302             swizzle_tab =
303                (!util_format_has_alpha(view->format) &&
304                 svga_texture_device_format_has_alpha(view->texture)) ?
305                 set_alpha : copy_alpha;
306 
307             if (view->texture->format == PIPE_FORMAT_DXT1_RGB ||
308                 view->texture->format == PIPE_FORMAT_DXT1_SRGB)
309                swizzle_tab = set_alpha;
310 
311             /* Save the compare function as we need to handle
312              * depth compare in the shader.
313              */
314             key->tex[i].compare_mode = sampler->compare_mode;
315             key->tex[i].compare_func = sampler->compare_func;
316          }
317 
318          key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
319          key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
320          key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
321          key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
322       }
323 
324       if (sampler) {
325          if (!sampler->normalized_coords) {
326             if (view) {
327                assert(idx < (1 << 5));  /* width_height_idx:5 bitfield */
328                key->tex[i].width_height_idx = idx++;
329 	    }
330             key->tex[i].unnormalized = TRUE;
331             ++key->num_unnormalized_coords;
332 
333             if (sampler->magfilter == SVGA3D_TEX_FILTER_NEAREST ||
334                 sampler->minfilter == SVGA3D_TEX_FILTER_NEAREST) {
335                 key->tex[i].texel_bias = TRUE;
336             }
337          }
338       }
339    }
340 
341    key->clamp_vertex_color = svga->curr.rast ?
342                              svga->curr.rast->templ.clamp_vertex_color : 0;
343 }
344 
345 
346 /** Search for a compiled shader variant with the same compile key */
347 struct svga_shader_variant *
svga_search_shader_key(const struct svga_shader * shader,const struct svga_compile_key * key)348 svga_search_shader_key(const struct svga_shader *shader,
349                        const struct svga_compile_key *key)
350 {
351    struct svga_shader_variant *variant = shader->variants;
352 
353    assert(key);
354 
355    for ( ; variant; variant = variant->next) {
356       if (svga_compile_keys_equal(key, &variant->key))
357          return variant;
358    }
359    return NULL;
360 }
361 
362 /** Search for a shader with the same token key */
363 struct svga_shader *
svga_search_shader_token_key(struct svga_shader * pshader,const struct svga_token_key * key)364 svga_search_shader_token_key(struct svga_shader *pshader,
365                              const struct svga_token_key *key)
366 {
367    struct svga_shader *shader = pshader;
368 
369    assert(key);
370 
371    for ( ; shader; shader = shader->next) {
372       if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
373          return shader;
374    }
375    return NULL;
376 }
377 
378 /**
379  * Helper function to define a gb shader for non-vgpu10 device
380  */
381 static enum pipe_error
define_gb_shader_vgpu9(struct svga_context * svga,struct svga_shader_variant * variant,unsigned codeLen)382 define_gb_shader_vgpu9(struct svga_context *svga,
383                        struct svga_shader_variant *variant,
384                        unsigned codeLen)
385 {
386    struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
387    enum pipe_error ret;
388 
389    /**
390     * Create gb memory for the shader and upload the shader code.
391     * Kernel module will allocate an id for the shader and issue
392     * the DefineGBShader command.
393     */
394    variant->gb_shader = sws->shader_create(sws, variant->type,
395                                            variant->tokens, codeLen);
396 
397    svga->hud.shader_mem_used += codeLen;
398 
399    if (!variant->gb_shader)
400       return PIPE_ERROR_OUT_OF_MEMORY;
401 
402    ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
403 
404    return ret;
405 }
406 
407 /**
408  * Helper function to define a gb shader for vgpu10 device
409  */
410 static enum pipe_error
define_gb_shader_vgpu10(struct svga_context * svga,struct svga_shader_variant * variant,unsigned codeLen)411 define_gb_shader_vgpu10(struct svga_context *svga,
412                         struct svga_shader_variant *variant,
413                         unsigned codeLen)
414 {
415    struct svga_winsys_context *swc = svga->swc;
416    enum pipe_error ret;
417    unsigned len = codeLen + variant->signatureLen;
418 
419    /**
420     * Shaders in VGPU10 enabled device reside in the device COTable.
421     * SVGA driver will allocate an integer ID for the shader and
422     * issue DXDefineShader and DXBindShader commands.
423     */
424    variant->id = util_bitmask_add(svga->shader_id_bm);
425    if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
426       return PIPE_ERROR_OUT_OF_MEMORY;
427    }
428 
429    /* Create gb memory for the shader and upload the shader code */
430    variant->gb_shader = swc->shader_create(swc,
431                                            variant->id, variant->type,
432                                            variant->tokens, codeLen,
433                                            variant->signature,
434                                            variant->signatureLen);
435 
436    svga->hud.shader_mem_used += len;
437 
438    if (!variant->gb_shader) {
439       /* Free the shader ID */
440       assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
441       goto fail_no_allocation;
442    }
443 
444    /**
445     * Since we don't want to do any flush within state emission to avoid
446     * partial state in a command buffer, it's important to make sure that
447     * there is enough room to send both the DXDefineShader & DXBindShader
448     * commands in the same command buffer. So let's send both
449     * commands in one command reservation. If it fails, we'll undo
450     * the shader creation and return an error.
451     */
452    ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
453                                            variant->id, variant->type,
454                                            len);
455 
456    if (ret != PIPE_OK)
457       goto fail;
458 
459    return PIPE_OK;
460 
461 fail:
462    swc->shader_destroy(swc, variant->gb_shader);
463    variant->gb_shader = NULL;
464 
465 fail_no_allocation:
466    util_bitmask_clear(svga->shader_id_bm, variant->id);
467    variant->id = UTIL_BITMASK_INVALID_INDEX;
468 
469    return PIPE_ERROR_OUT_OF_MEMORY;
470 }
471 
472 /**
473  * Issue the SVGA3D commands to define a new shader.
474  * \param variant  contains the shader tokens, etc.  The result->id field will
475  *                 be set here.
476  */
477 enum pipe_error
svga_define_shader(struct svga_context * svga,struct svga_shader_variant * variant)478 svga_define_shader(struct svga_context *svga,
479                    struct svga_shader_variant *variant)
480 {
481    unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
482    enum pipe_error ret;
483 
484    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
485 
486    variant->id = UTIL_BITMASK_INVALID_INDEX;
487 
488    if (svga_have_gb_objects(svga)) {
489       if (svga_have_vgpu10(svga))
490          ret = define_gb_shader_vgpu10(svga, variant, codeLen);
491       else
492          ret = define_gb_shader_vgpu9(svga, variant, codeLen);
493    }
494    else {
495       /* Allocate an integer ID for the shader */
496       variant->id = util_bitmask_add(svga->shader_id_bm);
497       if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
498          ret = PIPE_ERROR_OUT_OF_MEMORY;
499          goto done;
500       }
501 
502       /* Issue SVGA3D device command to define the shader */
503       ret = SVGA3D_DefineShader(svga->swc,
504                                 variant->id,
505                                 variant->type,
506                                 variant->tokens,
507                                 codeLen);
508       if (ret != PIPE_OK) {
509          /* free the ID */
510          assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
511          util_bitmask_clear(svga->shader_id_bm, variant->id);
512          variant->id = UTIL_BITMASK_INVALID_INDEX;
513       }
514    }
515 
516 done:
517    SVGA_STATS_TIME_POP(svga_sws(svga));
518    return ret;
519 }
520 
521 
522 /**
523  * Issue the SVGA3D commands to set/bind a shader.
524  * \param result  the shader to bind.
525  */
526 enum pipe_error
svga_set_shader(struct svga_context * svga,SVGA3dShaderType type,struct svga_shader_variant * variant)527 svga_set_shader(struct svga_context *svga,
528                 SVGA3dShaderType type,
529                 struct svga_shader_variant *variant)
530 {
531    enum pipe_error ret;
532    unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
533 
534    assert(type == SVGA3D_SHADERTYPE_VS ||
535           type == SVGA3D_SHADERTYPE_GS ||
536           type == SVGA3D_SHADERTYPE_PS ||
537           type == SVGA3D_SHADERTYPE_HS ||
538           type == SVGA3D_SHADERTYPE_DS ||
539           type == SVGA3D_SHADERTYPE_CS);
540 
541    if (svga_have_gb_objects(svga)) {
542       struct svga_winsys_gb_shader *gbshader =
543          variant ? variant->gb_shader : NULL;
544 
545       if (svga_have_vgpu10(svga))
546          ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
547       else
548          ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
549    }
550    else {
551       ret = SVGA3D_SetShader(svga->swc, type, id);
552    }
553 
554    return ret;
555 }
556 
557 
558 struct svga_shader_variant *
svga_new_shader_variant(struct svga_context * svga,enum pipe_shader_type type)559 svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type)
560 {
561    struct svga_shader_variant *variant;
562 
563    switch (type) {
564    case PIPE_SHADER_FRAGMENT:
565       variant = CALLOC(1, sizeof(struct svga_fs_variant));
566       break;
567    case PIPE_SHADER_GEOMETRY:
568       variant = CALLOC(1, sizeof(struct svga_gs_variant));
569       break;
570    case PIPE_SHADER_VERTEX:
571       variant = CALLOC(1, sizeof(struct svga_vs_variant));
572       break;
573    case PIPE_SHADER_TESS_EVAL:
574       variant = CALLOC(1, sizeof(struct svga_tes_variant));
575       break;
576    case PIPE_SHADER_TESS_CTRL:
577       variant = CALLOC(1, sizeof(struct svga_tcs_variant));
578       break;
579    default:
580       return NULL;
581    }
582 
583    if (variant) {
584       variant->type = svga_shader_type(type);
585       svga->hud.num_shaders++;
586    }
587    return variant;
588 }
589 
590 
591 void
svga_destroy_shader_variant(struct svga_context * svga,struct svga_shader_variant * variant)592 svga_destroy_shader_variant(struct svga_context *svga,
593                             struct svga_shader_variant *variant)
594 {
595    if (svga_have_gb_objects(svga) && variant->gb_shader) {
596       if (svga_have_vgpu10(svga)) {
597          struct svga_winsys_context *swc = svga->swc;
598          swc->shader_destroy(swc, variant->gb_shader);
599          SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id));
600          util_bitmask_clear(svga->shader_id_bm, variant->id);
601       }
602       else {
603          struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
604          sws->shader_destroy(sws, variant->gb_shader);
605       }
606       variant->gb_shader = NULL;
607    }
608    else {
609       if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
610          SVGA_RETRY(svga, SVGA3D_DestroyShader(svga->swc, variant->id,
611                                                variant->type));
612          util_bitmask_clear(svga->shader_id_bm, variant->id);
613       }
614    }
615 
616    FREE(variant->signature);
617    FREE((unsigned *)variant->tokens);
618    FREE(variant);
619 
620    svga->hud.num_shaders--;
621 }
622 
623 /*
624  * Rebind shaders.
625  * Called at the beginning of every new command buffer to ensure that
626  * shaders are properly paged-in. Instead of sending the SetShader
627  * command, this function sends a private allocation command to
628  * page in a shader. This avoids emitting redundant state to the device
629  * just to page in a resource.
630  */
631 enum pipe_error
svga_rebind_shaders(struct svga_context * svga)632 svga_rebind_shaders(struct svga_context *svga)
633 {
634    struct svga_winsys_context *swc = svga->swc;
635    struct svga_hw_draw_state *hw = &svga->state.hw_draw;
636    enum pipe_error ret;
637 
638    assert(svga_have_vgpu10(svga));
639 
640    /**
641     * If the underlying winsys layer does not need resource rebinding,
642     * just clear the rebind flags and return.
643     */
644    if (swc->resource_rebind == NULL) {
645       svga->rebind.flags.vs = 0;
646       svga->rebind.flags.gs = 0;
647       svga->rebind.flags.fs = 0;
648       svga->rebind.flags.tcs = 0;
649       svga->rebind.flags.tes = 0;
650 
651       return PIPE_OK;
652    }
653 
654    if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
655       ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
656       if (ret != PIPE_OK)
657          return ret;
658    }
659    svga->rebind.flags.vs = 0;
660 
661    if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
662       ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
663       if (ret != PIPE_OK)
664          return ret;
665    }
666    svga->rebind.flags.gs = 0;
667 
668    if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
669       ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
670       if (ret != PIPE_OK)
671          return ret;
672    }
673    svga->rebind.flags.fs = 0;
674 
675    if (svga->rebind.flags.tcs && hw->tcs && hw->tcs->gb_shader) {
676       ret = swc->resource_rebind(swc, NULL, hw->tcs->gb_shader, SVGA_RELOC_READ);
677       if (ret != PIPE_OK)
678          return ret;
679    }
680    svga->rebind.flags.tcs = 0;
681 
682    if (svga->rebind.flags.tes && hw->tes && hw->tes->gb_shader) {
683       ret = swc->resource_rebind(swc, NULL, hw->tes->gb_shader, SVGA_RELOC_READ);
684       if (ret != PIPE_OK)
685          return ret;
686    }
687    svga->rebind.flags.tes = 0;
688 
689    return PIPE_OK;
690 }
691