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svga: add new svga_state_gs.c file
Signed-off-by: Brian Paul <brianp@vmware.com>
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1 changed files with 264 additions and 0 deletions
264
src/gallium/drivers/svga/svga_state_gs.c
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264
src/gallium/drivers/svga/svga_state_gs.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 "translate/translate.h"
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#include "tgsi/tgsi_ureg.h"
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#include "svga_context.h"
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#include "svga_cmd.h"
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#include "svga_shader.h"
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#include "svga_tgsi.h"
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#include "svga_streamout.h"
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#include "svga_format.h"
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/**
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* If we fail to compile a geometry shader we'll use a dummy/fallback shader
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* that simply emits the incoming vertices.
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*/
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static const struct tgsi_token *
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get_dummy_geometry_shader(void)
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{
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//XXX
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return NULL;
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}
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static struct svga_shader_variant *
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translate_geometry_program(struct svga_context *svga,
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const struct svga_geometry_shader *gs,
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const struct svga_compile_key *key)
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{
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if (svga_have_vgpu10(svga)) {
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return svga_tgsi_vgpu10_translate(svga, &gs->base, key,
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PIPE_SHADER_GEOMETRY);
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}
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else {
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return svga_tgsi_vgpu9_translate(&gs->base, key, PIPE_SHADER_GEOMETRY);
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}
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}
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/**
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* Translate TGSI shader into an svga shader variant.
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*/
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static enum pipe_error
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compile_gs(struct svga_context *svga,
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struct svga_geometry_shader *gs,
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const struct svga_compile_key *key,
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struct svga_shader_variant **out_variant)
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{
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struct svga_shader_variant *variant;
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enum pipe_error ret = PIPE_ERROR;
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variant = translate_geometry_program(svga, gs, key);
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if (variant == NULL) {
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/* some problem during translation, try the dummy shader */
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const struct tgsi_token *dummy = get_dummy_geometry_shader();
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if (!dummy) {
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ret = PIPE_ERROR_OUT_OF_MEMORY;
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goto fail;
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}
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debug_printf("Failed to compile geometry shader, using dummy shader instead.\n");
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FREE((void *) gs->base.tokens);
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gs->base.tokens = dummy;
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variant = translate_geometry_program(svga, gs, key);
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if (variant == NULL) {
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ret = PIPE_ERROR;
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goto fail;
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}
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}
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ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
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if (ret != PIPE_OK)
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goto fail;
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*out_variant = variant;
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return PIPE_OK;
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fail:
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if (variant) {
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svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
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}
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return ret;
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}
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static void
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make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
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{
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struct svga_geometry_shader *gs = svga->curr.gs;
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memset(key, 0, sizeof *key);
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/*
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* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
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*/
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svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, key);
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memcpy(key->generic_remap_table, gs->generic_remap_table,
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sizeof(gs->generic_remap_table));
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key->gs.vs_generic_outputs = svga->curr.vs->generic_outputs;
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key->gs.need_prescale = svga->state.hw_clear.prescale.enabled;
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key->gs.writes_psize = gs->base.info.writes_psize;
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key->gs.wide_point = gs->wide_point;
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key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
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key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
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== PIPE_SPRITE_COORD_LOWER_LEFT);
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/* SVGA_NEW_RAST */
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key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
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}
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/**
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* svga_reemit_gs_bindings - Reemit the geometry shader bindings
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*/
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enum pipe_error
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svga_reemit_gs_bindings(struct svga_context *svga)
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{
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enum pipe_error ret;
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struct svga_winsys_gb_shader *gbshader = NULL;
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SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
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assert(svga->rebind.flags.gs);
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assert(svga_have_gb_objects(svga));
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/* Geometry Shader is only supported in vgpu10 */
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assert(svga_have_vgpu10(svga));
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if (svga->state.hw_draw.gs) {
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gbshader = svga->state.hw_draw.gs->gb_shader;
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shaderId = svga->state.hw_draw.gs->id;
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}
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if (!svga_need_to_rebind_resources(svga)) {
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ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
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SVGA_RELOC_READ);
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goto out;
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}
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ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
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gbshader, shaderId);
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out:
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if (ret != PIPE_OK)
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return ret;
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svga->rebind.flags.gs = FALSE;
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return PIPE_OK;
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}
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static enum pipe_error
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emit_hw_gs(struct svga_context *svga, unsigned dirty)
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{
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struct svga_shader_variant *variant;
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struct svga_geometry_shader *gs = svga->curr.gs;
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enum pipe_error ret = PIPE_OK;
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struct svga_compile_key key;
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/* If there's a user-defined GS, we should have a pointer to a derived
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* GS. This should have been resolved in update_tgsi_transform().
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*/
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if (svga->curr.user_gs)
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assert(svga->curr.gs);
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if (gs == NULL) {
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if (svga->state.hw_draw.gs != NULL) {
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/** The previous geometry shader is made inactive.
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* Needs to unbind the geometry shader.
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*/
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ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
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svga->state.hw_draw.gs = NULL;
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}
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return ret;
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}
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/* If there is stream output info for this geometry shader, then use
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* it instead of the one from the vertex shader.
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*/
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if (svga_have_gs_streamout(svga)) {
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svga_set_stream_output(svga, gs->base.stream_output);
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}
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else if (!svga_have_vs_streamout(svga)) {
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/* turn off stream out */
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svga_set_stream_output(svga, NULL);
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}
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/* SVGA_NEW_NEED_SWTNL */
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if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
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/* No geometry shader is needed */
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variant = NULL;
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}
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else {
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make_gs_key(svga, &key);
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/* See if we already have a GS variant that matches the key */
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variant = svga_search_shader_key(&gs->base, &key);
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if (!variant) {
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ret = compile_gs(svga, gs, &key, &variant);
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if (ret != PIPE_OK)
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return ret;
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/* insert the new variant at head of linked list */
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assert(variant);
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variant->next = gs->base.variants;
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gs->base.variants = variant;
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}
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}
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if (variant != svga->state.hw_draw.gs) {
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/* Bind the new variant */
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ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
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if (ret != PIPE_OK)
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return ret;
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svga->rebind.flags.gs = FALSE;
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svga->dirty |= SVGA_NEW_GS_VARIANT;
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svga->state.hw_draw.gs = variant;
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}
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return PIPE_OK;
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}
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struct svga_tracked_state svga_hw_gs =
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{
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"geometry shader (hwtnl)",
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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_TEXTURE_BINDING |
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SVGA_NEW_SAMPLER |
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SVGA_NEW_RAST |
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SVGA_NEW_NEED_SWTNL),
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emit_hw_gs
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};
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