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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 "draw/draw_context.h"
32 
33 #include "svga_context.h"
34 #include "svga_hw_reg.h"
35 #include "svga_cmd.h"
36 #include "svga_debug.h"
37 #include "svga_shader.h"
38 
39 
40 void *
svga_create_fs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)41 svga_create_fs_state(struct pipe_context *pipe,
42                      const struct pipe_shader_state *templ)
43 {
44    struct svga_context *svga = svga_context(pipe);
45    struct svga_fragment_shader *fs;
46 
47    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS);
48 
49    fs = (struct svga_fragment_shader *)
50             svga_create_shader(pipe, templ, PIPE_SHADER_FRAGMENT,
51                                sizeof(struct svga_fragment_shader));
52    if (!fs)
53       goto done;
54 
55    /* Original shader IR could have been deleted if it is converted from
56     * NIR to TGSI. So need to explicitly set the shader state type to TGSI
57     * before passing it to draw.
58     */
59    struct pipe_shader_state tmp = *templ;
60    tmp.type = PIPE_SHADER_IR_TGSI;
61    tmp.tokens = fs->base.tokens;
62 
63    fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.tgsi_info);
64 
65    fs->base.get_dummy_shader = svga_get_compiled_dummy_fragment_shader;
66 
67    svga_remap_generics(fs->base.info.generic_inputs_mask,
68                        fs->generic_remap_table);
69 
70    fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, &tmp);
71 
72 done:
73    SVGA_STATS_TIME_POP(svga_sws(svga));
74    return fs;
75 }
76 
77 
78 void
svga_bind_fs_state(struct pipe_context * pipe,void * shader)79 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
80 {
81    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
82    struct svga_context *svga = svga_context(pipe);
83 
84    svga->curr.fs = fs;
85    svga->dirty |= SVGA_NEW_FS;
86 
87    /* Check if shader uses samplers */
88    svga_set_curr_shader_use_samplers_flag(svga, PIPE_SHADER_FRAGMENT,
89                                           svga_shader_use_samplers(&fs->base));
90 }
91 
92 
93 static void
svga_delete_fs_state(struct pipe_context * pipe,void * shader)94 svga_delete_fs_state(struct pipe_context *pipe, void *shader)
95 {
96    struct svga_context *svga = svga_context(pipe);
97    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
98    struct svga_fragment_shader *next_fs;
99    struct svga_shader_variant *variant, *tmp;
100 
101    svga_hwtnl_flush_retry(svga);
102 
103    assert(fs->base.parent == NULL);
104 
105    while (fs) {
106       next_fs = (struct svga_fragment_shader *) fs->base.next;
107 
108       draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
109 
110       for (variant = fs->base.variants; variant; variant = tmp) {
111          tmp = variant->next;
112 
113          /* Check if deleting currently bound shader */
114          if (variant == svga->state.hw_draw.fs) {
115             SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL));
116             svga->state.hw_draw.fs = NULL;
117          }
118 
119          svga_destroy_shader_variant(svga, variant);
120       }
121 
122       FREE((void *)fs->base.tokens);
123       FREE(fs);
124       fs = next_fs;
125    }
126 }
127 
128 
129 void
svga_init_fs_functions(struct svga_context * svga)130 svga_init_fs_functions(struct svga_context *svga)
131 {
132    svga->pipe.create_fs_state = svga_create_fs_state;
133    svga->pipe.bind_fs_state = svga_bind_fs_state;
134    svga->pipe.delete_fs_state = svga_delete_fs_state;
135 }
136