/* * Copyright (c) 2008-2024 Broadcom. All Rights Reserved. * The term “Broadcom” refers to Broadcom Inc. * and/or its subsidiaries. * SPDX-License-Identifier: MIT */ #include "nir/nir_to_tgsi.h" #include "util/u_inlines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_bitmask.h" #include "draw/draw_context.h" #include "svga_context.h" #include "svga_hw_reg.h" #include "svga_cmd.h" #include "svga_debug.h" #include "svga_shader.h" void * svga_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct svga_context *svga = svga_context(pipe); struct svga_fragment_shader *fs; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS); fs = (struct svga_fragment_shader *) svga_create_shader(pipe, templ, PIPE_SHADER_FRAGMENT, sizeof(struct svga_fragment_shader)); if (!fs) goto done; /* Original shader IR could have been deleted if it is converted from * NIR to TGSI. So need to explicitly set the shader state type to TGSI * before passing it to draw. */ struct pipe_shader_state tmp = *templ; tmp.type = PIPE_SHADER_IR_TGSI; tmp.tokens = fs->base.tokens; fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.tgsi_info); fs->base.get_dummy_shader = svga_get_compiled_dummy_fragment_shader; svga_remap_generics(fs->base.info.generic_inputs_mask, fs->generic_remap_table); fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, &tmp); done: SVGA_STATS_TIME_POP(svga_sws(svga)); return fs; } void svga_bind_fs_state(struct pipe_context *pipe, void *shader) { struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader; struct svga_context *svga = svga_context(pipe); svga->curr.fs = fs; svga->dirty |= SVGA_NEW_FS; /* Check if shader uses samplers */ svga_set_curr_shader_use_samplers_flag(svga, PIPE_SHADER_FRAGMENT, svga_shader_use_samplers(&fs->base)); } static void svga_delete_fs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader; struct svga_fragment_shader *next_fs; struct svga_shader_variant *variant, *tmp; svga_hwtnl_flush_retry(svga); assert(fs->base.parent == NULL); while (fs) { next_fs = (struct svga_fragment_shader *) fs->base.next; draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader); for (variant = fs->base.variants; variant; variant = tmp) { tmp = variant->next; /* Check if deleting currently bound shader */ if (variant == svga->state.hw_draw.fs) { SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL)); svga->state.hw_draw.fs = NULL; } svga_destroy_shader_variant(svga, variant); } FREE((void *)fs->base.tokens); FREE(fs); fs = next_fs; } } void svga_init_fs_functions(struct svga_context *svga) { svga->pipe.create_fs_state = svga_create_fs_state; svga->pipe.bind_fs_state = svga_bind_fs_state; svga->pipe.delete_fs_state = svga_delete_fs_state; }