+ if (svga->state.hw_draw.vs) {
+ gbshader = svga->state.hw_draw.vs->gb_shader;
+ shaderId = svga->state.hw_draw.vs->id;
+ }
+
+ if (!svga_need_to_rebind_resources(svga)) {
+ ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
+ SVGA_RELOC_READ);
+ }
+ else {
+ if (svga_have_vgpu10(svga))
+ ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
+ gbshader, shaderId);
+ else
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
+ }
+
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.flags.vs = FALSE;
+ return PIPE_OK;
+}
+
+
+/**
+ * The current vertex shader is already executed by the 'draw'
+ * module, so we just need to generate a simple vertex shader
+ * to pass through all those VS outputs that will
+ * be consumed by the fragment shader.
+ * Used when we employ the 'draw' module.
+ */
+static enum pipe_error
+compile_passthrough_vs(struct svga_context *svga,
+ struct svga_vertex_shader *vs,
+ struct svga_fragment_shader *fs,
+ struct svga_shader_variant **out_variant)
+{
+ struct svga_shader_variant *variant = NULL;
+ unsigned num_inputs;
+ unsigned i;
+ unsigned num_elements;
+ struct svga_vertex_shader new_vs;
+ struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
+ struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
+ struct ureg_program *ureg;
+ struct svga_compile_key key;
+ enum pipe_error ret;
+
+ assert(svga_have_vgpu10(svga));
+ assert(fs);
+
+ num_inputs = fs->base.info.num_inputs;
+
+ ureg = ureg_create(PIPE_SHADER_VERTEX);
+ if (!ureg)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ /* draw will always add position */
+ dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ src[0] = ureg_DECL_vs_input(ureg, 0);
+ num_elements = 1;
+
+ /**
+ * swtnl backend redefines the input layout based on the
+ * fragment shader's inputs. So we only need to passthrough
+ * those inputs that will be consumed by the fragment shader.
+ * Note: DX10 requires the number of vertex elements
+ * specified in the input layout to be no less than the
+ * number of inputs to the vertex shader.
+ */
+ for (i = 0; i < num_inputs; i++) {
+ switch (fs->base.info.input_semantic_name[i]) {
+ case TGSI_SEMANTIC_COLOR:
+ case TGSI_SEMANTIC_GENERIC:
+ case TGSI_SEMANTIC_FOG:
+ dst[num_elements] = ureg_DECL_output(ureg,
+ fs->base.info.input_semantic_name[i],
+ fs->base.info.input_semantic_index[i]);
+ src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
+ num_elements++;
+ break;
+ default:
+ break;
+ }
+ }
+
+ for (i = 0; i < num_elements; i++) {
+ ureg_MOV(ureg, dst[i], src[i]);
+ }
+
+ ureg_END(ureg);
+
+ memset(&new_vs, 0, sizeof(new_vs));
+ new_vs.base.tokens = ureg_get_tokens(ureg, NULL);
+ tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
+
+ memset(&key, 0, sizeof(key));
+ key.vs.undo_viewport = 1;
+
+ ret = compile_vs(svga, &new_vs, &key, &variant);