/* * Copyright (c) 2008-2024 Broadcom. All Rights Reserved. * The term “Broadcom” refers to Broadcom Inc. * and/or its subsidiaries. * SPDX-License-Identifier: MIT */ #include "draw/draw_context.h" #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 "svga_context.h" #include "svga_hw_reg.h" #include "svga_cmd.h" #include "svga_debug.h" #include "svga_shader.h" #include "svga_streamout.h" static void * svga_create_vs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct svga_context *svga = svga_context(pipe); struct svga_vertex_shader *vs; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS); vs = (struct svga_vertex_shader *) svga_create_shader(pipe, templ, PIPE_SHADER_VERTEX, sizeof(struct svga_vertex_shader)); if (!vs) goto done; vs->base.get_dummy_shader = svga_get_compiled_dummy_vertex_shader; { /* Need to do construct a new template in case we substituted a * debug shader. */ struct pipe_shader_state tmp2 = *templ; /* shader IR has been converted to tgsi */ tmp2.type = PIPE_SHADER_IR_TGSI; tmp2.tokens = vs->base.tokens; vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2); } done: SVGA_STATS_TIME_POP(svga_sws(svga)); return vs; } static void svga_bind_vs_state(struct pipe_context *pipe, void *shader) { struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; struct svga_context *svga = svga_context(pipe); if (vs == svga->curr.vs) return; /* If the currently bound vertex shader has a generated geometry shader, * then unbind the geometry shader before binding a new vertex shader. * We need to unbind the geometry shader here because there is no * pipe_shader associated with the generated geometry shader. */ if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL) svga->pipe.bind_gs_state(&svga->pipe, NULL); svga->curr.vs = vs; svga->dirty |= SVGA_NEW_VS; /* Check if the shader uses samplers */ svga_set_curr_shader_use_samplers_flag(svga, PIPE_SHADER_VERTEX, svga_shader_use_samplers(&vs->base)); } static void svga_delete_vs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; struct svga_vertex_shader *next_vs; struct svga_shader_variant *variant, *tmp; svga_hwtnl_flush_retry(svga); assert(vs->base.parent == NULL); while (vs) { next_vs = (struct svga_vertex_shader *)vs->base.next; /* Check if there is a generated geometry shader to go with this * vertex shader. If there is, then delete the geometry shader as well. */ if (vs->gs != NULL) { svga->pipe.delete_gs_state(&svga->pipe, vs->gs); } if (vs->base.stream_output != NULL) svga_delete_stream_output(svga, vs->base.stream_output); draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); for (variant = vs->base.variants; variant; variant = tmp) { tmp = variant->next; /* Check if deleting currently bound shader */ if (variant == svga->state.hw_draw.vs) { SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL)); svga->state.hw_draw.vs = NULL; } svga_destroy_shader_variant(svga, variant); } FREE((void *)vs->base.tokens); FREE(vs); vs = next_vs; } } void svga_init_vs_functions(struct svga_context *svga) { svga->pipe.create_vs_state = svga_create_vs_state; svga->pipe.bind_vs_state = svga_bind_vs_state; svga->pipe.delete_vs_state = svga_delete_vs_state; }