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 43static void * 44svga_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 72done: 73 SVGA_STATS_TIME_POP(svga_sws(svga)); 74 return vs; 75} 76 77 78static void 79svga_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 100static void 101svga_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 146void 147svga_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