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This patch is a squash commit of a very long in-house patch series. Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Charmaine Lee <charmainel@vmware.com> Signed-off-by: Neha Bhende <bhenden@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5317>
690 lines
21 KiB
C
690 lines
21 KiB
C
/**********************************************************
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* Copyright 2008-2012 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_bitmask.h"
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#include "util/u_memory.h"
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#include "util/format/u_format.h"
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#include "svga_context.h"
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#include "svga_cmd.h"
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#include "svga_format.h"
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#include "svga_shader.h"
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#include "svga_resource_texture.h"
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/**
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* This bit isn't really used anywhere. It only serves to help
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* generate a unique "signature" for the vertex shader output bitmask.
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* Shader input/output signatures are used to resolve shader linking
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* issues.
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*/
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#define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
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/**
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* Use the shader info to generate a bitmask indicating which generic
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* inputs are used by the shader. A set bit indicates that GENERIC[i]
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* is used.
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*/
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uint64_t
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svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
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{
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unsigned i;
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uint64_t mask = 0x0;
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for (i = 0; i < info->num_inputs; i++) {
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if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
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unsigned j = info->input_semantic_index[i];
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assert(j < sizeof(mask) * 8);
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mask |= ((uint64_t) 1) << j;
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}
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}
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return mask;
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}
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/**
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* Scan shader info to return a bitmask of written outputs.
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*/
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uint64_t
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svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
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{
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unsigned i;
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uint64_t mask = 0x0;
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for (i = 0; i < info->num_outputs; i++) {
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switch (info->output_semantic_name[i]) {
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case TGSI_SEMANTIC_GENERIC:
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{
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unsigned j = info->output_semantic_index[i];
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assert(j < sizeof(mask) * 8);
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mask |= ((uint64_t) 1) << j;
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}
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break;
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case TGSI_SEMANTIC_FOG:
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mask |= FOG_GENERIC_BIT;
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break;
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}
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}
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return mask;
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}
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/**
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* Given a mask of used generic variables (as returned by the above functions)
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* fill in a table which maps those indexes to small integers.
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* This table is used by the remap_generic_index() function in
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* svga_tgsi_decl_sm30.c
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* Example: if generics_mask = binary(1010) it means that GENERIC[1] and
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* GENERIC[3] are used. The remap_table will contain:
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* table[1] = 0;
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* table[3] = 1;
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* The remaining table entries will be filled in with the next unused
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* generic index (in this example, 2).
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*/
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void
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svga_remap_generics(uint64_t generics_mask,
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int8_t remap_table[MAX_GENERIC_VARYING])
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{
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/* Note texcoord[0] is reserved so start at 1 */
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unsigned count = 1, i;
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for (i = 0; i < MAX_GENERIC_VARYING; i++) {
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remap_table[i] = -1;
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}
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/* for each bit set in generic_mask */
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while (generics_mask) {
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unsigned index = ffsll(generics_mask) - 1;
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remap_table[index] = count++;
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generics_mask &= ~((uint64_t) 1 << index);
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}
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}
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/**
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* Use the generic remap table to map a TGSI generic varying variable
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* index to a small integer. If the remapping table doesn't have a
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* valid value for the given index (the table entry is -1) it means
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* the fragment shader doesn't use that VS output. Just allocate
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* the next free value in that case. Alternately, we could cull
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* VS instructions that write to register, or replace the register
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* with a dummy temp register.
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* XXX TODO: we should do one of the later as it would save precious
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* texcoord registers.
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*/
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int
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svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
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int generic_index)
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{
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assert(generic_index < MAX_GENERIC_VARYING);
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if (generic_index >= MAX_GENERIC_VARYING) {
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/* just don't return a random/garbage value */
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generic_index = MAX_GENERIC_VARYING - 1;
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}
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if (remap_table[generic_index] == -1) {
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/* This is a VS output that has no matching PS input. Find a
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* free index.
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*/
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int i, max = 0;
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for (i = 0; i < MAX_GENERIC_VARYING; i++) {
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max = MAX2(max, remap_table[i]);
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}
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remap_table[generic_index] = max + 1;
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}
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return remap_table[generic_index];
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}
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static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_Y,
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PIPE_SWIZZLE_Z,
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PIPE_SWIZZLE_W,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_NONE
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};
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static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_Y,
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PIPE_SWIZZLE_Z,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_NONE
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};
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static const enum pipe_swizzle set_000X[PIPE_SWIZZLE_MAX] = {
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_NONE
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};
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static const enum pipe_swizzle set_XXXX[PIPE_SWIZZLE_MAX] = {
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_NONE
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};
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static const enum pipe_swizzle set_XXX1[PIPE_SWIZZLE_MAX] = {
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_NONE
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};
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static const enum pipe_swizzle set_XXXY[PIPE_SWIZZLE_MAX] = {
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_X,
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PIPE_SWIZZLE_Y,
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PIPE_SWIZZLE_0,
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PIPE_SWIZZLE_1,
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PIPE_SWIZZLE_NONE
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};
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/**
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* Initialize the shader-neutral fields of svga_compile_key from context
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* state. This is basically the texture-related state.
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*/
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void
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svga_init_shader_key_common(const struct svga_context *svga,
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enum pipe_shader_type shader_type,
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const struct svga_shader *shader,
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struct svga_compile_key *key)
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{
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unsigned i, idx = 0;
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assert(shader_type < ARRAY_SIZE(svga->curr.num_sampler_views));
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/* In case the number of samplers and sampler_views doesn't match,
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* loop over the lower of the two counts.
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*/
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key->num_textures = MAX2(svga->curr.num_sampler_views[shader_type],
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svga->curr.num_samplers[shader_type]);
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for (i = 0; i < key->num_textures; i++) {
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struct pipe_sampler_view *view = svga->curr.sampler_views[shader_type][i];
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const struct svga_sampler_state
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*sampler = svga->curr.sampler[shader_type][i];
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if (view) {
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assert(view->texture);
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assert(view->texture->target < (1 << 4)); /* texture_target:4 */
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/* 1D/2D array textures with one slice and cube map array textures
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* with one cube are treated as non-arrays by the SVGA3D device.
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* Set the is_array flag only if we know that we have more than 1
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* element. This will be used to select shader instruction/resource
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* types during shader translation.
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*/
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switch (view->texture->target) {
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case PIPE_TEXTURE_1D_ARRAY:
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case PIPE_TEXTURE_2D_ARRAY:
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key->tex[i].is_array = view->texture->array_size > 1;
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break;
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case PIPE_TEXTURE_CUBE_ARRAY:
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key->tex[i].is_array = view->texture->array_size > 6;
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break;
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default:
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; /* nothing / silence compiler warning */
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}
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assert(view->texture->nr_samples < (1 << 5)); /* 5-bit field */
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key->tex[i].num_samples = view->texture->nr_samples;
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const enum pipe_swizzle *swizzle_tab;
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if (view->texture->target == PIPE_BUFFER) {
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SVGA3dSurfaceFormat svga_format;
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unsigned tf_flags;
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/* Apply any special swizzle mask for the view format if needed */
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svga_translate_texture_buffer_view_format(view->format,
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&svga_format, &tf_flags);
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if (tf_flags & TF_000X)
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swizzle_tab = set_000X;
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else if (tf_flags & TF_XXXX)
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swizzle_tab = set_XXXX;
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else if (tf_flags & TF_XXX1)
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swizzle_tab = set_XXX1;
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else if (tf_flags & TF_XXXY)
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swizzle_tab = set_XXXY;
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else
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swizzle_tab = copy_alpha;
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}
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else {
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/* If we have a non-alpha view into an svga3d surface with an
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* alpha channel, then explicitly set the alpha channel to 1
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* when sampling. Note that we need to check the
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* actual device format to cover also imported surface cases.
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*/
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swizzle_tab =
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(!util_format_has_alpha(view->format) &&
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svga_texture_device_format_has_alpha(view->texture)) ?
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set_alpha : copy_alpha;
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if (view->texture->format == PIPE_FORMAT_DXT1_RGB ||
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view->texture->format == PIPE_FORMAT_DXT1_SRGB)
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swizzle_tab = set_alpha;
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/* Save the compare function as we need to handle
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* depth compare in the shader.
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*/
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key->tex[i].compare_mode = sampler->compare_mode;
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key->tex[i].compare_func = sampler->compare_func;
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}
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key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
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key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
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key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
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key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
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}
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if (sampler) {
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if (!sampler->normalized_coords) {
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if (view) {
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assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
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key->tex[i].width_height_idx = idx++;
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}
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key->tex[i].unnormalized = TRUE;
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++key->num_unnormalized_coords;
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if (sampler->magfilter == SVGA3D_TEX_FILTER_NEAREST ||
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sampler->minfilter == SVGA3D_TEX_FILTER_NEAREST) {
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key->tex[i].texel_bias = TRUE;
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}
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}
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}
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}
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key->clamp_vertex_color = svga->curr.rast ?
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svga->curr.rast->templ.clamp_vertex_color : 0;
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}
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/** Search for a compiled shader variant with the same compile key */
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struct svga_shader_variant *
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svga_search_shader_key(const struct svga_shader *shader,
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const struct svga_compile_key *key)
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{
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struct svga_shader_variant *variant = shader->variants;
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assert(key);
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for ( ; variant; variant = variant->next) {
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if (svga_compile_keys_equal(key, &variant->key))
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return variant;
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}
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return NULL;
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}
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/** Search for a shader with the same token key */
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struct svga_shader *
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svga_search_shader_token_key(struct svga_shader *pshader,
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const struct svga_token_key *key)
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{
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struct svga_shader *shader = pshader;
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assert(key);
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for ( ; shader; shader = shader->next) {
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if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
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return shader;
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}
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return NULL;
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}
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/**
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* Helper function to define a gb shader for non-vgpu10 device
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*/
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static enum pipe_error
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define_gb_shader_vgpu9(struct svga_context *svga,
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struct svga_shader_variant *variant,
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unsigned codeLen)
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{
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struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
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enum pipe_error ret;
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/**
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* Create gb memory for the shader and upload the shader code.
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* Kernel module will allocate an id for the shader and issue
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* the DefineGBShader command.
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*/
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variant->gb_shader = sws->shader_create(sws, variant->type,
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variant->tokens, codeLen);
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svga->hud.shader_mem_used += codeLen;
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if (!variant->gb_shader)
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return PIPE_ERROR_OUT_OF_MEMORY;
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ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
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return ret;
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}
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/**
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* Helper function to define a gb shader for vgpu10 device
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*/
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static enum pipe_error
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define_gb_shader_vgpu10(struct svga_context *svga,
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struct svga_shader_variant *variant,
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unsigned codeLen)
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{
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struct svga_winsys_context *swc = svga->swc;
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enum pipe_error ret;
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unsigned len = codeLen + variant->signatureLen;
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/**
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* Shaders in VGPU10 enabled device reside in the device COTable.
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* SVGA driver will allocate an integer ID for the shader and
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* issue DXDefineShader and DXBindShader commands.
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*/
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variant->id = util_bitmask_add(svga->shader_id_bm);
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if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
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return PIPE_ERROR_OUT_OF_MEMORY;
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}
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/* Create gb memory for the shader and upload the shader code */
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variant->gb_shader = swc->shader_create(swc,
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variant->id, variant->type,
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variant->tokens, codeLen,
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variant->signature,
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variant->signatureLen);
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svga->hud.shader_mem_used += len;
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if (!variant->gb_shader) {
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/* Free the shader ID */
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assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
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goto fail_no_allocation;
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}
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/**
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* Since we don't want to do any flush within state emission to avoid
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* partial state in a command buffer, it's important to make sure that
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* there is enough room to send both the DXDefineShader & DXBindShader
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* commands in the same command buffer. So let's send both
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* commands in one command reservation. If it fails, we'll undo
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* the shader creation and return an error.
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*/
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ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
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variant->id, variant->type,
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len);
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if (ret != PIPE_OK)
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goto fail;
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return PIPE_OK;
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fail:
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swc->shader_destroy(swc, variant->gb_shader);
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variant->gb_shader = NULL;
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fail_no_allocation:
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util_bitmask_clear(svga->shader_id_bm, variant->id);
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variant->id = UTIL_BITMASK_INVALID_INDEX;
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return PIPE_ERROR_OUT_OF_MEMORY;
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}
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/**
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* Issue the SVGA3D commands to define a new shader.
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* \param variant contains the shader tokens, etc. The result->id field will
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* be set here.
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*/
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enum pipe_error
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svga_define_shader(struct svga_context *svga,
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struct svga_shader_variant *variant)
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{
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unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
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enum pipe_error ret;
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SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
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variant->id = UTIL_BITMASK_INVALID_INDEX;
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if (svga_have_gb_objects(svga)) {
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if (svga_have_vgpu10(svga))
|
|
ret = define_gb_shader_vgpu10(svga, variant, codeLen);
|
|
else
|
|
ret = define_gb_shader_vgpu9(svga, variant, codeLen);
|
|
}
|
|
else {
|
|
/* Allocate an integer ID for the shader */
|
|
variant->id = util_bitmask_add(svga->shader_id_bm);
|
|
if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
|
|
ret = PIPE_ERROR_OUT_OF_MEMORY;
|
|
goto done;
|
|
}
|
|
|
|
/* Issue SVGA3D device command to define the shader */
|
|
ret = SVGA3D_DefineShader(svga->swc,
|
|
variant->id,
|
|
variant->type,
|
|
variant->tokens,
|
|
codeLen);
|
|
if (ret != PIPE_OK) {
|
|
/* free the ID */
|
|
assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
|
|
util_bitmask_clear(svga->shader_id_bm, variant->id);
|
|
variant->id = UTIL_BITMASK_INVALID_INDEX;
|
|
}
|
|
}
|
|
|
|
done:
|
|
SVGA_STATS_TIME_POP(svga_sws(svga));
|
|
return ret;
|
|
}
|
|
|
|
|
|
/**
|
|
* Issue the SVGA3D commands to set/bind a shader.
|
|
* \param result the shader to bind.
|
|
*/
|
|
enum pipe_error
|
|
svga_set_shader(struct svga_context *svga,
|
|
SVGA3dShaderType type,
|
|
struct svga_shader_variant *variant)
|
|
{
|
|
enum pipe_error ret;
|
|
unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
|
|
|
|
assert(type == SVGA3D_SHADERTYPE_VS ||
|
|
type == SVGA3D_SHADERTYPE_GS ||
|
|
type == SVGA3D_SHADERTYPE_PS ||
|
|
type == SVGA3D_SHADERTYPE_HS ||
|
|
type == SVGA3D_SHADERTYPE_DS ||
|
|
type == SVGA3D_SHADERTYPE_CS);
|
|
|
|
if (svga_have_gb_objects(svga)) {
|
|
struct svga_winsys_gb_shader *gbshader =
|
|
variant ? variant->gb_shader : NULL;
|
|
|
|
if (svga_have_vgpu10(svga))
|
|
ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
|
|
else
|
|
ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
|
|
}
|
|
else {
|
|
ret = SVGA3D_SetShader(svga->swc, type, id);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
struct svga_shader_variant *
|
|
svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type)
|
|
{
|
|
struct svga_shader_variant *variant;
|
|
|
|
switch (type) {
|
|
case PIPE_SHADER_FRAGMENT:
|
|
variant = CALLOC(1, sizeof(struct svga_fs_variant));
|
|
break;
|
|
case PIPE_SHADER_GEOMETRY:
|
|
variant = CALLOC(1, sizeof(struct svga_gs_variant));
|
|
break;
|
|
case PIPE_SHADER_VERTEX:
|
|
variant = CALLOC(1, sizeof(struct svga_vs_variant));
|
|
break;
|
|
case PIPE_SHADER_TESS_EVAL:
|
|
variant = CALLOC(1, sizeof(struct svga_tes_variant));
|
|
break;
|
|
case PIPE_SHADER_TESS_CTRL:
|
|
variant = CALLOC(1, sizeof(struct svga_tcs_variant));
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
if (variant) {
|
|
variant->type = svga_shader_type(type);
|
|
svga->hud.num_shaders++;
|
|
}
|
|
return variant;
|
|
}
|
|
|
|
|
|
void
|
|
svga_destroy_shader_variant(struct svga_context *svga,
|
|
struct svga_shader_variant *variant)
|
|
{
|
|
if (svga_have_gb_objects(svga) && variant->gb_shader) {
|
|
if (svga_have_vgpu10(svga)) {
|
|
struct svga_winsys_context *swc = svga->swc;
|
|
swc->shader_destroy(swc, variant->gb_shader);
|
|
SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id));
|
|
util_bitmask_clear(svga->shader_id_bm, variant->id);
|
|
}
|
|
else {
|
|
struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
|
|
sws->shader_destroy(sws, variant->gb_shader);
|
|
}
|
|
variant->gb_shader = NULL;
|
|
}
|
|
else {
|
|
if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
|
|
SVGA_RETRY(svga, SVGA3D_DestroyShader(svga->swc, variant->id,
|
|
variant->type));
|
|
util_bitmask_clear(svga->shader_id_bm, variant->id);
|
|
}
|
|
}
|
|
|
|
FREE(variant->signature);
|
|
FREE((unsigned *)variant->tokens);
|
|
FREE(variant);
|
|
|
|
svga->hud.num_shaders--;
|
|
}
|
|
|
|
/*
|
|
* Rebind shaders.
|
|
* Called at the beginning of every new command buffer to ensure that
|
|
* shaders are properly paged-in. Instead of sending the SetShader
|
|
* command, this function sends a private allocation command to
|
|
* page in a shader. This avoids emitting redundant state to the device
|
|
* just to page in a resource.
|
|
*/
|
|
enum pipe_error
|
|
svga_rebind_shaders(struct svga_context *svga)
|
|
{
|
|
struct svga_winsys_context *swc = svga->swc;
|
|
struct svga_hw_draw_state *hw = &svga->state.hw_draw;
|
|
enum pipe_error ret;
|
|
|
|
assert(svga_have_vgpu10(svga));
|
|
|
|
/**
|
|
* If the underlying winsys layer does not need resource rebinding,
|
|
* just clear the rebind flags and return.
|
|
*/
|
|
if (swc->resource_rebind == NULL) {
|
|
svga->rebind.flags.vs = 0;
|
|
svga->rebind.flags.gs = 0;
|
|
svga->rebind.flags.fs = 0;
|
|
svga->rebind.flags.tcs = 0;
|
|
svga->rebind.flags.tes = 0;
|
|
|
|
return PIPE_OK;
|
|
}
|
|
|
|
if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
|
|
ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
svga->rebind.flags.vs = 0;
|
|
|
|
if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
|
|
ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
svga->rebind.flags.gs = 0;
|
|
|
|
if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
|
|
ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
svga->rebind.flags.fs = 0;
|
|
|
|
if (svga->rebind.flags.tcs && hw->tcs && hw->tcs->gb_shader) {
|
|
ret = swc->resource_rebind(swc, NULL, hw->tcs->gb_shader, SVGA_RELOC_READ);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
svga->rebind.flags.tcs = 0;
|
|
|
|
if (svga->rebind.flags.tes && hw->tes && hw->tes->gb_shader) {
|
|
ret = swc->resource_rebind(swc, NULL, hw->tes->gb_shader, SVGA_RELOC_READ);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
svga->rebind.flags.tes = 0;
|
|
|
|
return PIPE_OK;
|
|
}
|