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
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 #include "svga_streamout.h"
39
40
41 static void *
svga_create_vs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)42 svga_create_vs_state(struct pipe_context *pipe,
43 const struct pipe_shader_state *templ)
44 {
45 struct svga_context *svga = svga_context(pipe);
46 struct svga_vertex_shader *vs;
47
48 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
49
50 vs = (struct svga_vertex_shader *)
51 svga_create_shader(pipe, templ, PIPE_SHADER_VERTEX,
52 sizeof(struct svga_vertex_shader));
53 if (!vs)
54 goto done;
55
56 vs->base.get_dummy_shader = svga_get_compiled_dummy_vertex_shader;
57
58 {
59 /* Need to do construct a new template in case we substituted a
60 * debug shader.
61 */
62 struct pipe_shader_state tmp2 = *templ;
63
64 /* shader IR has been converted to tgsi */
65 tmp2.type = PIPE_SHADER_IR_TGSI;
66 tmp2.tokens = vs->base.tokens;
67 vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
68 }
69
70 done:
71 SVGA_STATS_TIME_POP(svga_sws(svga));
72 return vs;
73 }
74
75
76 static void
svga_bind_vs_state(struct pipe_context * pipe,void * shader)77 svga_bind_vs_state(struct pipe_context *pipe, void *shader)
78 {
79 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
80 struct svga_context *svga = svga_context(pipe);
81
82 if (vs == svga->curr.vs)
83 return;
84
85 /* If the currently bound vertex shader has a generated geometry shader,
86 * then unbind the geometry shader before binding a new vertex shader.
87 * We need to unbind the geometry shader here because there is no
88 * pipe_shader associated with the generated geometry shader.
89 */
90 if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
91 svga->pipe.bind_gs_state(&svga->pipe, NULL);
92
93 svga->curr.vs = vs;
94 svga->dirty |= SVGA_NEW_VS;
95
96 /* Check if the shader uses samplers */
97 svga_set_curr_shader_use_samplers_flag(svga, PIPE_SHADER_VERTEX,
98 svga_shader_use_samplers(&vs->base));
99 }
100
101
102 static void
svga_delete_vs_state(struct pipe_context * pipe,void * shader)103 svga_delete_vs_state(struct pipe_context *pipe, void *shader)
104 {
105 struct svga_context *svga = svga_context(pipe);
106 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
107 struct svga_vertex_shader *next_vs;
108 struct svga_shader_variant *variant, *tmp;
109
110 svga_hwtnl_flush_retry(svga);
111
112 assert(vs->base.parent == NULL);
113
114 while (vs) {
115 next_vs = (struct svga_vertex_shader *)vs->base.next;
116
117 /* Check if there is a generated geometry shader to go with this
118 * vertex shader. If there is, then delete the geometry shader as well.
119 */
120 if (vs->gs != NULL) {
121 svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
122 }
123
124 if (vs->base.stream_output != NULL)
125 svga_delete_stream_output(svga, vs->base.stream_output);
126
127 draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
128
129 for (variant = vs->base.variants; variant; variant = tmp) {
130 tmp = variant->next;
131
132 /* Check if deleting currently bound shader */
133 if (variant == svga->state.hw_draw.vs) {
134 SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL));
135 svga->state.hw_draw.vs = NULL;
136 }
137
138 svga_destroy_shader_variant(svga, variant);
139 }
140
141 FREE((void *)vs->base.tokens);
142 FREE(vs);
143 vs = next_vs;
144 }
145 }
146
147
148 void
svga_init_vs_functions(struct svga_context * svga)149 svga_init_vs_functions(struct svga_context *svga)
150 {
151 svga->pipe.create_vs_state = svga_create_vs_state;
152 svga->pipe.bind_vs_state = svga_bind_vs_state;
153 svga->pipe.delete_vs_state = svga_delete_vs_state;
154 }
155
156