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svga: add new svga_state_tgsi_transform.c file
Signed-off-by: Brian Paul <brianp@vmware.com>
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1 changed files with 293 additions and 0 deletions
293
src/gallium/drivers/svga/svga_state_tgsi_transform.c
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293
src/gallium/drivers/svga/svga_state_tgsi_transform.c
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/**********************************************************
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* Copyright 2014 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "util/u_inlines.h"
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#include "util/u_memory.h"
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#include "util/u_bitmask.h"
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#include "util/u_simple_shaders.h"
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#include "tgsi/tgsi_ureg.h"
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#include "tgsi/tgsi_point_sprite.h"
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#include "tgsi/tgsi_dump.h"
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#include "svga_context.h"
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#include "svga_shader.h"
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#include "svga_tgsi.h"
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/**
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* Bind a new GS. This updates the derived current gs state, not the
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* user-specified GS state.
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*/
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static void
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bind_gs_state(struct svga_context *svga,
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struct svga_geometry_shader *gs)
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{
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svga->curr.gs = gs;
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svga->dirty |= SVGA_NEW_GS;
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}
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/**
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* emulate_point_sprite searches the shader variants list to see it there is
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* a shader variant with a token string that matches the emulation
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* requirement. It there isn't, then it will use a tgsi utility
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* tgsi_add_point_sprite to transform the original token string to support
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* point sprite. A new geometry shader state will be created with the
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* transformed token string and added to the shader variants list of the
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* original geometry shader. The new geometry shader state will then be
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* bound as the current geometry shader.
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*/
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static struct svga_shader *
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emulate_point_sprite(struct svga_context *svga,
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struct svga_shader *shader,
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const struct tgsi_token *tokens)
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{
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struct svga_token_key key;
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struct tgsi_token *new_tokens;
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const struct tgsi_token *orig_tokens;
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struct svga_geometry_shader *orig_gs = (struct svga_geometry_shader *)shader;
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struct svga_geometry_shader *gs = NULL;
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struct pipe_shader_state templ;
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struct svga_stream_output *streamout = NULL;
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int pos_out_index = -1;
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int aa_point_coord_index = -1;
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assert(tokens != NULL);
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orig_tokens = tokens;
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/* Create a token key */
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memset(&key, 0, sizeof key);
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key.gs.writes_psize = 1;
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key.gs.sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
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key.gs.sprite_origin_upper_left =
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!(svga->curr.rast->templ.sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT);
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key.gs.aa_point = svga->curr.rast->templ.point_smooth;
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if (orig_gs != NULL) {
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/* Check if the original geometry shader has stream output and
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* if position is one of the outputs.
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*/
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streamout = orig_gs->base.stream_output;
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if (streamout != NULL) {
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pos_out_index = streamout->pos_out_index;
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key.gs.point_pos_stream_out = pos_out_index != -1;
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}
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/* Search the shader lists to see if there is a variant that matches
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* this token key.
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*/
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gs = (struct svga_geometry_shader *)
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svga_search_shader_token_key(&orig_gs->base, &key);
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}
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/* If there isn't, then call the tgsi utility tgsi_add_point_sprite
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* to transform the original tokens to support point sprite.
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* Flip the sprite origin as SVGA3D device only supports an
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* upper-left origin.
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*/
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if (!gs) {
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new_tokens = tgsi_add_point_sprite(orig_tokens,
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key.gs.sprite_coord_enable,
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key.gs.sprite_origin_upper_left,
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key.gs.point_pos_stream_out,
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key.gs.aa_point ?
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&aa_point_coord_index : NULL);
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if (new_tokens == NULL) {
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/* if no new tokens are generated for whatever reason, just return */
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return NULL;
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}
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if (0) {
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debug_printf("Before tgsi_add_point_sprite ---------------\n");
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tgsi_dump(orig_tokens, 0);
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debug_printf("After tgsi_add_point_sprite --------------\n");
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tgsi_dump(new_tokens, 0);
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}
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templ.tokens = new_tokens;
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templ.stream_output.num_outputs = 0;
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if (streamout != NULL) {
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templ.stream_output = streamout->info;
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/* The tgsi_add_point_sprite utility adds an extra output
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* for the original point position for stream output purpose.
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* We need to replace the position output register index in the
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* stream output declaration with the new register index.
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*/
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if (pos_out_index != -1) {
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assert(orig_gs != NULL);
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templ.stream_output.output[pos_out_index].register_index =
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orig_gs->base.info.num_outputs;
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}
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}
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/* Create a new geometry shader state with the new tokens */
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gs = svga->pipe.create_gs_state(&svga->pipe, &templ);
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/* Don't need the token string anymore. There is a local copy
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* in the shader state.
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*/
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FREE(new_tokens);
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if (!gs) {
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return NULL;
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}
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gs->wide_point = TRUE;
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gs->aa_point_coord_index = aa_point_coord_index;
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gs->base.token_key = key;
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gs->base.parent = &orig_gs->base;
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gs->base.next = NULL;
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/* Add the new geometry shader to the head of the shader list
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* pointed to by the original geometry shader.
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*/
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if (orig_gs != NULL) {
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gs->base.next = orig_gs->base.next;
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orig_gs->base.next = &gs->base;
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}
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}
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/* Bind the new geometry shader state */
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bind_gs_state(svga, gs);
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return &gs->base;
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}
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/**
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* Generate a geometry shader that emits a wide point by drawing a quad.
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* This function first creates a passthrough geometry shader and then
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* calls emulate_point_sprite() to transform the geometry shader to
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* support point sprite.
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*/
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static struct svga_shader *
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add_point_sprite_shader(struct svga_context *svga)
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{
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struct svga_vertex_shader *vs = svga->curr.vs;
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struct svga_geometry_shader *orig_gs = vs->gs;
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struct svga_geometry_shader *new_gs;
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const struct tgsi_token *tokens;
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if (orig_gs == NULL) {
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/* If this is the first time adding a geometry shader to this
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* vertex shader to support point sprite, then create
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* a passthrough geometry shader first.
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*/
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orig_gs = (struct svga_geometry_shader *)
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util_make_geometry_passthrough_shader(
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&svga->pipe, vs->base.info.num_outputs,
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vs->base.info.output_semantic_name,
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vs->base.info.output_semantic_index);
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if (orig_gs == NULL)
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return NULL;
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}
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else {
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if (orig_gs->base.parent)
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orig_gs = (struct svga_geometry_shader *)orig_gs->base.parent;
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}
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tokens = orig_gs->base.tokens;
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/* Call emulate_point_sprite to find or create a transformed
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* geometry shader for supporting point sprite.
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*/
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new_gs = (struct svga_geometry_shader *)
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emulate_point_sprite(svga, &orig_gs->base, tokens);
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/* If this is the first time creating a geometry shader to
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* support vertex point size, then add the new geometry shader
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* to the vertex shader.
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*/
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if (vs->gs == NULL) {
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vs->gs = new_gs;
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}
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return &new_gs->base;
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}
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/* update_tgsi_transform provides a hook to transform a shader if needed.
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*/
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static enum pipe_error
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update_tgsi_transform(struct svga_context *svga, unsigned dirty)
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{
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struct svga_geometry_shader *gs = svga->curr.user_gs; /* current gs */
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struct svga_vertex_shader *vs = svga->curr.vs; /* currently bound vs */
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struct svga_shader *orig_gs; /* original gs */
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struct svga_shader *new_gs; /* new gs */
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if (!svga_have_vgpu10(svga))
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return PIPE_OK;
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if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
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/* If the current prim type is POINTS and the current geometry shader
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* emits wide points, transform the shader to emulate wide points using
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* quads.
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*/
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if (gs != NULL && (gs->base.info.writes_psize || gs->wide_point)) {
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orig_gs = gs->base.parent ? gs->base.parent : &gs->base;
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new_gs = emulate_point_sprite(svga, orig_gs, orig_gs->tokens);
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}
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/* If there is not an active geometry shader and the current vertex
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* shader emits wide point then create a new geometry shader to emulate
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* wide point.
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*/
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else if (gs == NULL &&
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(svga->curr.rast->pointsize > 1.0 ||
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vs->base.info.writes_psize)) {
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new_gs = add_point_sprite_shader(svga);
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}
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else {
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/* use the user's GS */
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bind_gs_state(svga, svga->curr.user_gs);
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}
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}
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else if (svga->curr.gs != svga->curr.user_gs) {
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/* If current primitive type is not POINTS, then make sure
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* we don't bind to any of the generated geometry shader
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*/
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bind_gs_state(svga, svga->curr.user_gs);
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}
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(void) new_gs; /* silence the unused var warning */
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return PIPE_OK;
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}
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struct svga_tracked_state svga_need_tgsi_transform =
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{
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"transform shader for optimization",
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(SVGA_NEW_VS |
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SVGA_NEW_FS |
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SVGA_NEW_GS |
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SVGA_NEW_REDUCED_PRIMITIVE |
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SVGA_NEW_RAST),
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update_tgsi_transform
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};
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