#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_ureg.h"
#include "util/u_memory.h"
+#include "util/u_prim.h"
#include "util/u_simple_shaders.h"
static void si_set_tesseval_regs(struct si_shader *shader,
shader->ls_rsrc1 = S_00B528_VGPRS((shader->num_vgprs - 1) / 4) |
S_00B528_SGPRS((num_sgprs - 1) / 8) |
- S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt);
+ S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
+ S_00B528_DX10_CLAMP(shader->dx10_clamp_mode);
shader->ls_rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs) |
S_00B52C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0);
}
si_pm4_set_reg(pm4, R_00B424_SPI_SHADER_PGM_HI_HS, va >> 40);
si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
S_00B428_VGPRS((shader->num_vgprs - 1) / 4) |
- S_00B428_SGPRS((num_sgprs - 1) / 8));
+ S_00B428_SGPRS((num_sgprs - 1) / 8) |
+ S_00B428_DX10_CLAMP(shader->dx10_clamp_mode));
si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
S_00B42C_USER_SGPR(num_user_sgprs) |
S_00B42C_SCRATCH_EN(shader->scratch_bytes_per_wave > 0));
if (shader->selector->type == PIPE_SHADER_VERTEX) {
vgpr_comp_cnt = shader->uses_instanceid ? 3 : 0;
- num_user_sgprs = SI_VS_NUM_USER_SGPR;
+ num_user_sgprs = SI_ES_NUM_USER_SGPR;
} else if (shader->selector->type == PIPE_SHADER_TESS_EVAL) {
vgpr_comp_cnt = 3; /* all components are needed for TES */
num_user_sgprs = SI_TES_NUM_USER_SGPR;
si_set_tesseval_regs(shader, pm4);
}
-static unsigned si_gs_get_max_stream(struct si_shader *shader)
-{
- struct pipe_stream_output_info *so = &shader->selector->so;
- unsigned max_stream = 0, i;
-
- if (so->num_outputs == 0)
- return 0;
-
- for (i = 0; i < so->num_outputs; i++) {
- if (so->output[i].stream > max_stream)
- max_stream = so->output[i].stream;
- }
- return max_stream;
-}
-
static void si_shader_gs(struct si_shader *shader)
{
- unsigned gs_vert_itemsize = shader->selector->info.num_outputs * 16;
+ unsigned gs_vert_itemsize = shader->selector->gsvs_vertex_size;
unsigned gs_max_vert_out = shader->selector->gs_max_out_vertices;
- unsigned gsvs_itemsize = (gs_vert_itemsize * gs_max_vert_out) >> 2;
+ unsigned gsvs_itemsize = shader->selector->max_gsvs_emit_size >> 2;
unsigned gs_num_invocations = shader->selector->gs_num_invocations;
unsigned cut_mode;
struct si_pm4_state *pm4;
unsigned num_sgprs, num_user_sgprs;
uint64_t va;
- unsigned max_stream = si_gs_get_max_stream(shader);
+ unsigned max_stream = shader->selector->max_gs_stream;
/* The GSVS_RING_ITEMSIZE register takes 15 bits */
assert(gsvs_itemsize < (1 << 15));
si_pm4_set_reg(pm4, R_028A68_VGT_GSVS_RING_OFFSET_3, gsvs_itemsize * ((max_stream >= 3) ? 3 : 1));
si_pm4_set_reg(pm4, R_028AAC_VGT_ESGS_RING_ITEMSIZE,
- util_bitcount64(shader->selector->inputs_read) * (16 >> 2));
+ shader->selector->esgs_itemsize / 4);
si_pm4_set_reg(pm4, R_028AB0_VGT_GSVS_RING_ITEMSIZE, gsvs_itemsize * (max_stream + 1));
si_pm4_set_reg(pm4, R_028B38_VGT_GS_MAX_VERT_OUT, gs_max_vert_out);
unsigned num_sgprs, num_user_sgprs;
unsigned spi_baryc_cntl = 0;
uint64_t va;
+ bool has_centroid;
pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
}
}
+ has_centroid = G_0286CC_PERSP_CENTROID_ENA(shader->spi_ps_input_ena) ||
+ G_0286CC_LINEAR_CENTROID_ENA(shader->spi_ps_input_ena);
+
spi_ps_in_control = S_0286D8_NUM_INTERP(shader->nparam) |
- S_0286D8_BC_OPTIMIZE_DISABLE(1);
+ S_0286D8_BC_OPTIMIZE_DISABLE(has_centroid);
si_pm4_set_reg(pm4, R_0286E0_SPI_BARYC_CNTL, spi_baryc_cntl);
si_pm4_set_reg(pm4, R_0286D8_SPI_PS_IN_CONTROL, spi_ps_in_control);
key->vs.instance_divisors[i] =
sctx->vertex_elements->elements[i].instance_divisor;
- if (sctx->tes_shader)
+ if (sctx->tes_shader.cso)
key->vs.as_ls = 1;
- else if (sctx->gs_shader) {
+ else if (sctx->gs_shader.cso) {
key->vs.as_es = 1;
- key->vs.es_enabled_outputs = sctx->gs_shader->inputs_read;
+ key->vs.es_enabled_outputs = sctx->gs_shader.cso->inputs_read;
}
- if (!sctx->gs_shader && sctx->ps_shader &&
- sctx->ps_shader->info.uses_primid)
+ if (!sctx->gs_shader.cso && sctx->ps_shader.cso &&
+ sctx->ps_shader.cso->info.uses_primid)
key->vs.export_prim_id = 1;
break;
case PIPE_SHADER_TESS_CTRL:
key->tcs.prim_mode =
- sctx->tes_shader->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
+ sctx->tes_shader.cso->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
break;
case PIPE_SHADER_TESS_EVAL:
- if (sctx->gs_shader) {
+ if (sctx->gs_shader.cso) {
key->tes.as_es = 1;
- key->tes.es_enabled_outputs = sctx->gs_shader->inputs_read;
- } else if (sctx->ps_shader && sctx->ps_shader->info.uses_primid)
+ key->tes.es_enabled_outputs = sctx->gs_shader.cso->inputs_read;
+ } else if (sctx->ps_shader.cso && sctx->ps_shader.cso->info.uses_primid)
key->tes.export_prim_id = 1;
break;
case PIPE_SHADER_GEOMETRY:
key->ps.poly_line_smoothing = ((is_poly && rs->poly_smooth) ||
(is_line && rs->line_smooth)) &&
sctx->framebuffer.nr_samples <= 1;
+ key->ps.clamp_color = rs->clamp_fragment_color;
}
key->ps.alpha_func = PIPE_FUNC_ALWAYS;
/* Select the hw shader variant depending on the current state. */
static int si_shader_select(struct pipe_context *ctx,
- struct si_shader_selector *sel)
+ struct si_shader_ctx_state *state)
{
struct si_context *sctx = (struct si_context *)ctx;
+ struct si_shader_selector *sel = state->cso;
+ struct si_shader *current = state->current;
union si_shader_key key;
- struct si_shader * shader = NULL;
+ struct si_shader *iter, *shader = NULL;
int r;
si_shader_selector_key(ctx, sel, &key);
* This path is also used for most shaders that don't need multiple
* variants, it will cost just a computation of the key and this
* test. */
- if (likely(sel->current && memcmp(&sel->current->key, &key, sizeof(key)) == 0)) {
+ if (likely(current && memcmp(¤t->key, &key, sizeof(key)) == 0))
return 0;
- }
- /* lookup if we have other variants in the list */
- if (sel->num_shaders > 1) {
- struct si_shader *p = sel->current, *c = p->next_variant;
+ pipe_mutex_lock(sel->mutex);
- while (c && memcmp(&c->key, &key, sizeof(key)) != 0) {
- p = c;
- c = c->next_variant;
+ /* Find the shader variant. */
+ for (iter = sel->first_variant; iter; iter = iter->next_variant) {
+ /* Don't check the "current" shader. We checked it above. */
+ if (current != iter &&
+ memcmp(&iter->key, &key, sizeof(key)) == 0) {
+ state->current = iter;
+ pipe_mutex_unlock(sel->mutex);
+ return 0;
}
+ }
- if (c) {
- p->next_variant = c->next_variant;
- shader = c;
- }
+ /* Build a new shader. */
+ shader = CALLOC_STRUCT(si_shader);
+ if (!shader) {
+ pipe_mutex_unlock(sel->mutex);
+ return -ENOMEM;
}
+ shader->selector = sel;
+ shader->key = key;
+
+ r = si_shader_create(sctx->screen, sctx->tm, shader);
+ if (unlikely(r)) {
+ R600_ERR("Failed to build shader variant (type=%u) %d\n",
+ sel->type, r);
+ FREE(shader);
+ pipe_mutex_unlock(sel->mutex);
+ return r;
+ }
+ si_shader_init_pm4_state(shader);
- if (shader) {
- shader->next_variant = sel->current;
- sel->current = shader;
+ if (!sel->last_variant) {
+ sel->first_variant = shader;
+ sel->last_variant = shader;
} else {
- shader = CALLOC(1, sizeof(struct si_shader));
- shader->selector = sel;
- shader->key = key;
-
- shader->next_variant = sel->current;
- sel->current = shader;
- r = si_shader_create((struct si_screen*)ctx->screen, sctx->tm,
- shader);
- if (unlikely(r)) {
- R600_ERR("Failed to build shader variant (type=%u) %d\n",
- sel->type, r);
- sel->current = NULL;
- FREE(shader);
- return r;
- }
- si_shader_init_pm4_state(shader);
- sel->num_shaders++;
- p_atomic_inc(&sctx->screen->b.num_compilations);
+ sel->last_variant->next_variant = shader;
+ sel->last_variant = shader;
}
-
+ state->current = shader;
+ p_atomic_inc(&sctx->screen->b.num_compilations);
+ pipe_mutex_unlock(sel->mutex);
return 0;
}
-static void *si_create_shader_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state,
- unsigned pipe_shader_type)
+static void *si_create_shader_selector(struct pipe_context *ctx,
+ const struct pipe_shader_state *state)
{
struct si_screen *sscreen = (struct si_screen *)ctx->screen;
struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
if (!sel)
return NULL;
- sel->type = pipe_shader_type;
sel->tokens = tgsi_dup_tokens(state->tokens);
if (!sel->tokens) {
FREE(sel);
sel->so = state->stream_output;
tgsi_scan_shader(state->tokens, &sel->info);
+ sel->type = util_pipe_shader_from_tgsi_processor(sel->info.processor);
p_atomic_inc(&sscreen->b.num_shaders_created);
/* First set which opcode uses which (i,j) pair. */
sel->info.uses_linear_centroid +
sel->info.uses_linear_sample >= 2;
- switch (pipe_shader_type) {
+ switch (sel->type) {
case PIPE_SHADER_GEOMETRY:
sel->gs_output_prim =
sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
sel->info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
sel->gs_num_invocations =
sel->info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
- sel->gsvs_itemsize = sel->info.num_outputs * 16 *
- sel->gs_max_out_vertices;
+ sel->gsvs_vertex_size = sel->info.num_outputs * 16;
+ sel->max_gsvs_emit_size = sel->gsvs_vertex_size *
+ sel->gs_max_out_vertices;
+
+ sel->max_gs_stream = 0;
+ for (i = 0; i < sel->so.num_outputs; i++)
+ sel->max_gs_stream = MAX2(sel->max_gs_stream,
+ sel->so.output[i].stream);
+
+ sel->gs_input_verts_per_prim =
+ u_vertices_per_prim(sel->info.properties[TGSI_PROPERTY_GS_INPUT_PRIM]);
for (i = 0; i < sel->info.num_inputs; i++) {
unsigned name = sel->info.input_semantic_name[i];
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_TESS_CTRL:
+ case PIPE_SHADER_TESS_EVAL:
for (i = 0; i < sel->info.num_outputs; i++) {
unsigned name = sel->info.output_semantic_name[i];
unsigned index = sel->info.output_semantic_index[i];
1llu << si_shader_io_get_unique_index(name, index);
}
}
+ sel->esgs_itemsize = util_last_bit64(sel->outputs_written) * 16;
break;
case PIPE_SHADER_FRAGMENT:
for (i = 0; i < sel->info.num_outputs; i++) {
break;
}
- if (sscreen->b.debug_flags & DBG_PRECOMPILE)
- if (si_shader_select(ctx, sel)) {
+ if (sscreen->b.debug_flags & DBG_PRECOMPILE) {
+ struct si_shader_ctx_state state = {sel};
+
+ if (si_shader_select(ctx, &state)) {
fprintf(stderr, "radeonsi: can't create a shader\n");
tgsi_free_tokens(sel->tokens);
FREE(sel);
return NULL;
}
+ }
+ pipe_mutex_init(sel->mutex);
return sel;
}
-static void *si_create_fs_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
-{
- return si_create_shader_state(ctx, state, PIPE_SHADER_FRAGMENT);
-}
-
-static void *si_create_gs_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
-{
- return si_create_shader_state(ctx, state, PIPE_SHADER_GEOMETRY);
-}
-
-static void *si_create_vs_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
-{
- return si_create_shader_state(ctx, state, PIPE_SHADER_VERTEX);
-}
-
-static void *si_create_tcs_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
-{
- return si_create_shader_state(ctx, state, PIPE_SHADER_TESS_CTRL);
-}
-
-static void *si_create_tes_state(struct pipe_context *ctx,
- const struct pipe_shader_state *state)
-{
- return si_create_shader_state(ctx, state, PIPE_SHADER_TESS_EVAL);
-}
-
/**
* Normally, we only emit 1 viewport and 1 scissor if no shader is using
* the VIEWPORT_INDEX output, and emitting the other viewports and scissors
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
- if (sctx->vs_shader == sel || !sel)
+ if (sctx->vs_shader.cso == sel)
return;
- sctx->vs_shader = sel;
+ sctx->vs_shader.cso = sel;
+ sctx->vs_shader.current = sel ? sel->first_variant : NULL;
si_mark_atom_dirty(sctx, &sctx->clip_regs);
si_update_viewports_and_scissors(sctx);
}
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
- bool enable_changed = !!sctx->gs_shader != !!sel;
+ bool enable_changed = !!sctx->gs_shader.cso != !!sel;
- if (sctx->gs_shader == sel)
+ if (sctx->gs_shader.cso == sel)
return;
- sctx->gs_shader = sel;
+ sctx->gs_shader.cso = sel;
+ sctx->gs_shader.current = sel ? sel->first_variant : NULL;
si_mark_atom_dirty(sctx, &sctx->clip_regs);
sctx->last_rast_prim = -1; /* reset this so that it gets updated */
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
- bool enable_changed = !!sctx->tcs_shader != !!sel;
+ bool enable_changed = !!sctx->tcs_shader.cso != !!sel;
- if (sctx->tcs_shader == sel)
+ if (sctx->tcs_shader.cso == sel)
return;
- sctx->tcs_shader = sel;
+ sctx->tcs_shader.cso = sel;
+ sctx->tcs_shader.current = sel ? sel->first_variant : NULL;
if (enable_changed)
sctx->last_tcs = NULL; /* invalidate derived tess state */
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
- bool enable_changed = !!sctx->tes_shader != !!sel;
+ bool enable_changed = !!sctx->tes_shader.cso != !!sel;
- if (sctx->tes_shader == sel)
+ if (sctx->tes_shader.cso == sel)
return;
- sctx->tes_shader = sel;
+ sctx->tes_shader.cso = sel;
+ sctx->tes_shader.current = sel ? sel->first_variant : NULL;
si_mark_atom_dirty(sctx, &sctx->clip_regs);
sctx->last_rast_prim = -1; /* reset this so that it gets updated */
si_update_viewports_and_scissors(sctx);
}
-static void si_make_dummy_ps(struct si_context *sctx)
-{
- if (!sctx->dummy_pixel_shader) {
- sctx->dummy_pixel_shader =
- util_make_fragment_cloneinput_shader(&sctx->b.b, 0,
- TGSI_SEMANTIC_GENERIC,
- TGSI_INTERPOLATE_CONSTANT);
- }
-}
-
static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
/* skip if supplied shader is one already in use */
- if (sctx->ps_shader == sel)
+ if (sctx->ps_shader.cso == sel)
return;
- /* use a dummy shader if binding a NULL shader */
- if (!sel) {
- si_make_dummy_ps(sctx);
- sel = sctx->dummy_pixel_shader;
- }
-
- sctx->ps_shader = sel;
+ sctx->ps_shader.cso = sel;
+ sctx->ps_shader.current = sel ? sel->first_variant : NULL;
si_mark_atom_dirty(sctx, &sctx->cb_target_mask);
}
-static void si_delete_shader_selector(struct pipe_context *ctx,
- struct si_shader_selector *sel)
+static void si_delete_shader_selector(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader *p = sel->current, *c;
+ struct si_shader_selector *sel = (struct si_shader_selector *)state;
+ struct si_shader *p = sel->first_variant, *c;
+ struct si_shader_ctx_state *current_shader[SI_NUM_SHADERS] = {
+ [PIPE_SHADER_VERTEX] = &sctx->vs_shader,
+ [PIPE_SHADER_TESS_CTRL] = &sctx->tcs_shader,
+ [PIPE_SHADER_TESS_EVAL] = &sctx->tes_shader,
+ [PIPE_SHADER_GEOMETRY] = &sctx->gs_shader,
+ [PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
+ };
+
+ if (current_shader[sel->type]->cso == sel) {
+ current_shader[sel->type]->cso = NULL;
+ current_shader[sel->type]->current = NULL;
+ }
while (p) {
c = p->next_variant;
break;
}
- si_shader_destroy(ctx, p);
+ si_shader_destroy(p);
free(p);
p = c;
}
+ pipe_mutex_destroy(sel->mutex);
free(sel->tokens);
free(sel);
}
-static void si_delete_vs_shader(struct pipe_context *ctx, void *state)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = (struct si_shader_selector *)state;
-
- if (sctx->vs_shader == sel) {
- sctx->vs_shader = NULL;
- }
-
- si_delete_shader_selector(ctx, sel);
-}
-
-static void si_delete_gs_shader(struct pipe_context *ctx, void *state)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = (struct si_shader_selector *)state;
-
- if (sctx->gs_shader == sel) {
- sctx->gs_shader = NULL;
- }
-
- si_delete_shader_selector(ctx, sel);
-}
-
-static void si_delete_ps_shader(struct pipe_context *ctx, void *state)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = (struct si_shader_selector *)state;
-
- if (sctx->ps_shader == sel) {
- sctx->ps_shader = NULL;
- }
-
- si_delete_shader_selector(ctx, sel);
-}
-
-static void si_delete_tcs_shader(struct pipe_context *ctx, void *state)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = (struct si_shader_selector *)state;
-
- if (sctx->tcs_shader == sel) {
- sctx->tcs_shader = NULL;
- }
-
- si_delete_shader_selector(ctx, sel);
-}
-
-static void si_delete_tes_shader(struct pipe_context *ctx, void *state)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- struct si_shader_selector *sel = (struct si_shader_selector *)state;
-
- if (sctx->tes_shader == sel) {
- sctx->tes_shader = NULL;
- }
-
- si_delete_shader_selector(ctx, sel);
-}
-
static void si_emit_spi_map(struct si_context *sctx, struct r600_atom *atom)
{
- struct radeon_winsys_cs *cs = sctx->b.rings.gfx.cs;
- struct si_shader *ps = sctx->ps_shader->current;
+ struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
+ struct si_shader *ps = sctx->ps_shader.current;
struct si_shader *vs = si_get_vs_state(sctx);
- struct tgsi_shader_info *psinfo = &ps->selector->info;
+ struct tgsi_shader_info *psinfo;
struct tgsi_shader_info *vsinfo = &vs->selector->info;
unsigned i, j, tmp, num_written = 0;
- if (!ps->nparam)
+ if (!ps || !ps->nparam)
return;
+ psinfo = &ps->selector->info;
+
radeon_set_context_reg_seq(cs, R_028644_SPI_PS_INPUT_CNTL_0, ps->nparam);
for (i = 0; i < psinfo->num_inputs; i++) {
static void si_emit_spi_ps_input(struct si_context *sctx, struct r600_atom *atom)
{
- struct radeon_winsys_cs *cs = sctx->b.rings.gfx.cs;
- struct si_shader *ps = sctx->ps_shader->current;
- unsigned input_ena = ps->spi_ps_input_ena;
+ struct radeon_winsys_cs *cs = sctx->b.gfx.cs;
+ struct si_shader *ps = sctx->ps_shader.current;
+ unsigned input_ena;
+
+ if (!ps)
+ return;
+
+ input_ena = ps->spi_ps_input_ena;
/* we need to enable at least one of them, otherwise we hang the GPU */
assert(G_0286CC_PERSP_SAMPLE_ENA(input_ena) ||
if (sctx->init_config_has_vgt_flush)
return;
+ /* VGT_FLUSH is required even if VGT is idle. It resets VGT pointers. */
si_pm4_cmd_begin(sctx->init_config, PKT3_EVENT_WRITE);
si_pm4_cmd_add(sctx->init_config, EVENT_TYPE(V_028A90_VGT_FLUSH) | EVENT_INDEX(0));
si_pm4_cmd_end(sctx->init_config, false);
}
/* Initialize state related to ESGS / GSVS ring buffers */
-static void si_init_gs_rings(struct si_context *sctx)
+static bool si_update_gs_ring_buffers(struct si_context *sctx)
{
- unsigned esgs_ring_size = 128 * 1024;
- unsigned gsvs_ring_size = 60 * 1024 * 1024;
+ struct si_shader_selector *es =
+ sctx->tes_shader.cso ? sctx->tes_shader.cso : sctx->vs_shader.cso;
+ struct si_shader_selector *gs = sctx->gs_shader.cso;
+ struct si_pm4_state *pm4;
- assert(!sctx->esgs_ring && !sctx->gsvs_ring);
+ /* Chip constants. */
+ unsigned num_se = sctx->screen->b.info.max_se;
+ unsigned wave_size = 64;
+ unsigned max_gs_waves = 32 * num_se; /* max 32 per SE on GCN */
+ unsigned gs_vertex_reuse = 16 * num_se; /* GS_VERTEX_REUSE register (per SE) */
+ unsigned alignment = 256 * num_se;
+ /* The maximum size is 63.999 MB per SE. */
+ unsigned max_size = ((unsigned)(63.999 * 1024 * 1024) & ~255) * num_se;
+
+ /* Calculate the minimum size. */
+ unsigned min_esgs_ring_size = align(es->esgs_itemsize * gs_vertex_reuse *
+ wave_size, alignment);
+
+ /* These are recommended sizes, not minimum sizes. */
+ unsigned esgs_ring_size = max_gs_waves * 2 * wave_size *
+ es->esgs_itemsize * gs->gs_input_verts_per_prim;
+ unsigned gsvs_ring_size = max_gs_waves * 2 * wave_size *
+ gs->max_gsvs_emit_size * (gs->max_gs_stream + 1);
+
+ min_esgs_ring_size = align(min_esgs_ring_size, alignment);
+ esgs_ring_size = align(esgs_ring_size, alignment);
+ gsvs_ring_size = align(gsvs_ring_size, alignment);
+
+ esgs_ring_size = CLAMP(esgs_ring_size, min_esgs_ring_size, max_size);
+ gsvs_ring_size = MIN2(gsvs_ring_size, max_size);
+
+ /* Some rings don't have to be allocated if shaders don't use them.
+ * (e.g. no varyings between ES and GS or GS and VS)
+ */
+ bool update_esgs = esgs_ring_size &&
+ (!sctx->esgs_ring ||
+ sctx->esgs_ring->width0 < esgs_ring_size);
+ bool update_gsvs = gsvs_ring_size &&
+ (!sctx->gsvs_ring ||
+ sctx->gsvs_ring->width0 < gsvs_ring_size);
- sctx->esgs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
- PIPE_USAGE_DEFAULT, esgs_ring_size);
- if (!sctx->esgs_ring)
- return;
+ if (!update_esgs && !update_gsvs)
+ return true;
- sctx->gsvs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
- PIPE_USAGE_DEFAULT, gsvs_ring_size);
- if (!sctx->gsvs_ring) {
+ if (update_esgs) {
pipe_resource_reference(&sctx->esgs_ring, NULL);
- return;
+ sctx->esgs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
+ PIPE_USAGE_DEFAULT,
+ esgs_ring_size);
+ if (!sctx->esgs_ring)
+ return false;
}
- si_init_config_add_vgt_flush(sctx);
+ if (update_gsvs) {
+ pipe_resource_reference(&sctx->gsvs_ring, NULL);
+ sctx->gsvs_ring = pipe_buffer_create(sctx->b.b.screen, PIPE_BIND_CUSTOM,
+ PIPE_USAGE_DEFAULT,
+ gsvs_ring_size);
+ if (!sctx->gsvs_ring)
+ return false;
+ }
+
+ /* Create the "init_config_gs_rings" state. */
+ pm4 = CALLOC_STRUCT(si_pm4_state);
+ if (!pm4)
+ return false;
- /* Append these registers to the init config state. */
if (sctx->b.chip_class >= CIK) {
- if (sctx->b.chip_class >= VI) {
- /* The maximum sizes are 63.999 MB on VI, because
- * the register fields only have 18 bits. */
- assert(esgs_ring_size / 256 < (1 << 18));
- assert(gsvs_ring_size / 256 < (1 << 18));
- }
- si_pm4_set_reg(sctx->init_config, R_030900_VGT_ESGS_RING_SIZE,
- esgs_ring_size / 256);
- si_pm4_set_reg(sctx->init_config, R_030904_VGT_GSVS_RING_SIZE,
- gsvs_ring_size / 256);
+ if (sctx->esgs_ring)
+ si_pm4_set_reg(pm4, R_030900_VGT_ESGS_RING_SIZE,
+ sctx->esgs_ring->width0 / 256);
+ if (sctx->gsvs_ring)
+ si_pm4_set_reg(pm4, R_030904_VGT_GSVS_RING_SIZE,
+ sctx->gsvs_ring->width0 / 256);
} else {
- si_pm4_set_reg(sctx->init_config, R_0088C8_VGT_ESGS_RING_SIZE,
- esgs_ring_size / 256);
- si_pm4_set_reg(sctx->init_config, R_0088CC_VGT_GSVS_RING_SIZE,
- gsvs_ring_size / 256);
+ if (sctx->esgs_ring)
+ si_pm4_set_reg(pm4, R_0088C8_VGT_ESGS_RING_SIZE,
+ sctx->esgs_ring->width0 / 256);
+ if (sctx->gsvs_ring)
+ si_pm4_set_reg(pm4, R_0088CC_VGT_GSVS_RING_SIZE,
+ sctx->gsvs_ring->width0 / 256);
}
- /* Flush the context to re-emit the init_config state.
- * This is done only once in a lifetime of a context.
- */
- si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
+ /* Set the state. */
+ if (sctx->init_config_gs_rings)
+ si_pm4_free_state(sctx, sctx->init_config_gs_rings, ~0);
+ sctx->init_config_gs_rings = pm4;
+
+ if (!sctx->init_config_has_vgt_flush) {
+ si_init_config_add_vgt_flush(sctx);
+ si_pm4_upload_indirect_buffer(sctx, sctx->init_config);
+ }
+
+ /* Flush the context to re-emit both init_config states. */
sctx->b.initial_gfx_cs_size = 0; /* force flush */
si_context_gfx_flush(sctx, RADEON_FLUSH_ASYNC, NULL);
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_ESGS,
- sctx->esgs_ring, 0, esgs_ring_size,
- true, true, 4, 64, 0);
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_ESGS,
- sctx->esgs_ring, 0, esgs_ring_size,
- false, false, 0, 0, 0);
- si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_GSVS,
- sctx->gsvs_ring, 0, gsvs_ring_size,
- false, false, 0, 0, 0);
+ /* Set ring bindings. */
+ if (sctx->esgs_ring) {
+ si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_ESGS,
+ sctx->esgs_ring, 0, sctx->esgs_ring->width0,
+ true, true, 4, 64, 0);
+ si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_GEOMETRY, SI_RING_ESGS,
+ sctx->esgs_ring, 0, sctx->esgs_ring->width0,
+ false, false, 0, 0, 0);
+ }
+ if (sctx->gsvs_ring)
+ si_set_ring_buffer(&sctx->b.b, PIPE_SHADER_VERTEX, SI_RING_GSVS,
+ sctx->gsvs_ring, 0, sctx->gsvs_ring->width0,
+ false, false, 0, 0, 0);
+ return true;
}
-static void si_update_gs_rings(struct si_context *sctx)
+static void si_update_gsvs_ring_bindings(struct si_context *sctx)
{
- unsigned gsvs_itemsize = sctx->gs_shader->gsvs_itemsize;
+ unsigned gsvs_itemsize = sctx->gs_shader.cso->max_gsvs_emit_size;
uint64_t offset;
- if (gsvs_itemsize == sctx->last_gsvs_itemsize)
+ if (!sctx->gsvs_ring || gsvs_itemsize == sctx->last_gsvs_itemsize)
return;
sctx->last_gsvs_itemsize = gsvs_itemsize;
* < 0 if there was a failure
*/
static int si_update_scratch_buffer(struct si_context *sctx,
- struct si_shader_selector *sel)
+ struct si_shader *shader)
{
- struct si_shader *shader;
uint64_t scratch_va = sctx->scratch_buffer->gpu_address;
int r;
- if (!sel)
+ if (!shader)
return 0;
- shader = sel->current;
-
/* This shader doesn't need a scratch buffer */
if (shader->scratch_bytes_per_wave == 0)
return 0;
static unsigned si_get_current_scratch_buffer_size(struct si_context *sctx)
{
- if (!sctx->scratch_buffer)
- return 0;
-
- return sctx->scratch_buffer->b.b.width0;
+ return sctx->scratch_buffer ? sctx->scratch_buffer->b.b.width0 : 0;
}
-static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_context *sctx,
- struct si_shader_selector *sel)
+static unsigned si_get_scratch_buffer_bytes_per_wave(struct si_shader *shader)
{
- if (!sel)
- return 0;
-
- return sel->current->scratch_bytes_per_wave;
+ return shader ? shader->scratch_bytes_per_wave : 0;
}
static unsigned si_get_max_scratch_bytes_per_wave(struct si_context *sctx)
{
unsigned bytes = 0;
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->ps_shader));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->gs_shader));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->vs_shader));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->tcs_shader));
- bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx, sctx->tes_shader));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->ps_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->gs_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->vs_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tcs_shader.current));
+ bytes = MAX2(bytes, si_get_scratch_buffer_bytes_per_wave(sctx->tes_shader.current));
return bytes;
}
int r;
if (scratch_needed_size > 0) {
-
if (scratch_needed_size > current_scratch_buffer_size) {
/* Create a bigger scratch buffer */
pipe_resource_reference(
* last used, so we still need to try to update them, even if
* they require scratch buffers smaller than the current size.
*/
- r = si_update_scratch_buffer(sctx, sctx->ps_shader);
+ r = si_update_scratch_buffer(sctx, sctx->ps_shader.current);
if (r < 0)
return false;
if (r == 1)
- si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
+ si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
- r = si_update_scratch_buffer(sctx, sctx->gs_shader);
+ r = si_update_scratch_buffer(sctx, sctx->gs_shader.current);
if (r < 0)
return false;
if (r == 1)
- si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
+ si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
- r = si_update_scratch_buffer(sctx, sctx->tcs_shader);
+ r = si_update_scratch_buffer(sctx, sctx->tcs_shader.current);
if (r < 0)
return false;
if (r == 1)
- si_pm4_bind_state(sctx, hs, sctx->tcs_shader->current->pm4);
+ si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
/* VS can be bound as LS, ES, or VS. */
- if (sctx->tes_shader) {
- r = si_update_scratch_buffer(sctx, sctx->vs_shader);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, ls, sctx->vs_shader->current->pm4);
- } else if (sctx->gs_shader) {
- r = si_update_scratch_buffer(sctx, sctx->vs_shader);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
- } else {
- r = si_update_scratch_buffer(sctx, sctx->vs_shader);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
+ r = si_update_scratch_buffer(sctx, sctx->vs_shader.current);
+ if (r < 0)
+ return false;
+ if (r == 1) {
+ if (sctx->tes_shader.current)
+ si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
+ else if (sctx->gs_shader.current)
+ si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
+ else
+ si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
}
/* TES can be bound as ES or VS. */
- if (sctx->gs_shader) {
- r = si_update_scratch_buffer(sctx, sctx->tes_shader);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, es, sctx->tes_shader->current->pm4);
- } else {
- r = si_update_scratch_buffer(sctx, sctx->tes_shader);
- if (r < 0)
- return false;
- if (r == 1)
- si_pm4_bind_state(sctx, vs, sctx->tes_shader->current->pm4);
+ r = si_update_scratch_buffer(sctx, sctx->tes_shader.current);
+ if (r < 0)
+ return false;
+ if (r == 1) {
+ if (sctx->gs_shader.current)
+ si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
+ else
+ si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
}
}
if (!ureg)
return; /* if we get here, we're screwed */
- assert(!sctx->fixed_func_tcs_shader);
+ assert(!sctx->fixed_func_tcs_shader.cso);
ureg_DECL_constant2D(ureg, 0, 1, SI_DRIVER_STATE_CONST_BUF);
const0 = ureg_src_dimension(ureg_src_register(TGSI_FILE_CONSTANT, 0),
ureg_MOV(ureg, tessinner, const1);
ureg_END(ureg);
- sctx->fixed_func_tcs_shader =
+ sctx->fixed_func_tcs_shader.cso =
ureg_create_shader_and_destroy(ureg, &sctx->b.b);
}
{
/* Calculate the index of the config.
* 0 = VS, 1 = VS+GS, 2 = VS+Tess, 3 = VS+Tess+GS */
- unsigned index = 2*!!sctx->tes_shader + !!sctx->gs_shader;
+ unsigned index = 2*!!sctx->tes_shader.cso + !!sctx->gs_shader.cso;
struct si_pm4_state **pm4 = &sctx->vgt_shader_config[index];
if (!*pm4) {
*pm4 = CALLOC_STRUCT(si_pm4_state);
- if (sctx->tes_shader) {
+ if (sctx->tes_shader.cso) {
stages |= S_028B54_LS_EN(V_028B54_LS_STAGE_ON) |
S_028B54_HS_EN(1);
- if (sctx->gs_shader)
+ if (sctx->gs_shader.cso)
stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_DS) |
S_028B54_GS_EN(1) |
S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
else
stages |= S_028B54_VS_EN(V_028B54_VS_STAGE_DS);
- } else if (sctx->gs_shader) {
+ } else if (sctx->gs_shader.cso) {
stages |= S_028B54_ES_EN(V_028B54_ES_STAGE_REAL) |
S_028B54_GS_EN(1) |
S_028B54_VS_EN(V_028B54_VS_STAGE_COPY_SHADER);
int r;
/* Update stages before GS. */
- if (sctx->tes_shader) {
+ if (sctx->tes_shader.cso) {
if (!sctx->tf_ring) {
si_init_tess_factor_ring(sctx);
if (!sctx->tf_ring)
}
/* VS as LS */
- r = si_shader_select(ctx, sctx->vs_shader);
+ r = si_shader_select(ctx, &sctx->vs_shader);
if (r)
return false;
- si_pm4_bind_state(sctx, ls, sctx->vs_shader->current->pm4);
+ si_pm4_bind_state(sctx, ls, sctx->vs_shader.current->pm4);
- if (sctx->tcs_shader) {
- r = si_shader_select(ctx, sctx->tcs_shader);
+ if (sctx->tcs_shader.cso) {
+ r = si_shader_select(ctx, &sctx->tcs_shader);
if (r)
return false;
- si_pm4_bind_state(sctx, hs, sctx->tcs_shader->current->pm4);
+ si_pm4_bind_state(sctx, hs, sctx->tcs_shader.current->pm4);
} else {
- if (!sctx->fixed_func_tcs_shader) {
+ if (!sctx->fixed_func_tcs_shader.cso) {
si_generate_fixed_func_tcs(sctx);
- if (!sctx->fixed_func_tcs_shader)
+ if (!sctx->fixed_func_tcs_shader.cso)
return false;
}
- r = si_shader_select(ctx, sctx->fixed_func_tcs_shader);
+ r = si_shader_select(ctx, &sctx->fixed_func_tcs_shader);
if (r)
return false;
si_pm4_bind_state(sctx, hs,
- sctx->fixed_func_tcs_shader->current->pm4);
+ sctx->fixed_func_tcs_shader.current->pm4);
}
- r = si_shader_select(ctx, sctx->tes_shader);
+ r = si_shader_select(ctx, &sctx->tes_shader);
if (r)
return false;
- if (sctx->gs_shader) {
+ if (sctx->gs_shader.cso) {
/* TES as ES */
- si_pm4_bind_state(sctx, es, sctx->tes_shader->current->pm4);
+ si_pm4_bind_state(sctx, es, sctx->tes_shader.current->pm4);
} else {
/* TES as VS */
- si_pm4_bind_state(sctx, vs, sctx->tes_shader->current->pm4);
- si_update_so(sctx, sctx->tes_shader);
+ si_pm4_bind_state(sctx, vs, sctx->tes_shader.current->pm4);
+ si_update_so(sctx, sctx->tes_shader.cso);
}
- } else if (sctx->gs_shader) {
+ } else if (sctx->gs_shader.cso) {
/* VS as ES */
- r = si_shader_select(ctx, sctx->vs_shader);
+ r = si_shader_select(ctx, &sctx->vs_shader);
if (r)
return false;
- si_pm4_bind_state(sctx, es, sctx->vs_shader->current->pm4);
+ si_pm4_bind_state(sctx, es, sctx->vs_shader.current->pm4);
} else {
/* VS as VS */
- r = si_shader_select(ctx, sctx->vs_shader);
+ r = si_shader_select(ctx, &sctx->vs_shader);
if (r)
return false;
- si_pm4_bind_state(sctx, vs, sctx->vs_shader->current->pm4);
- si_update_so(sctx, sctx->vs_shader);
+ si_pm4_bind_state(sctx, vs, sctx->vs_shader.current->pm4);
+ si_update_so(sctx, sctx->vs_shader.cso);
}
/* Update GS. */
- if (sctx->gs_shader) {
- r = si_shader_select(ctx, sctx->gs_shader);
+ if (sctx->gs_shader.cso) {
+ r = si_shader_select(ctx, &sctx->gs_shader);
if (r)
return false;
- si_pm4_bind_state(sctx, gs, sctx->gs_shader->current->pm4);
- si_pm4_bind_state(sctx, vs, sctx->gs_shader->current->gs_copy_shader->pm4);
- si_update_so(sctx, sctx->gs_shader);
+ si_pm4_bind_state(sctx, gs, sctx->gs_shader.current->pm4);
+ si_pm4_bind_state(sctx, vs, sctx->gs_shader.current->gs_copy_shader->pm4);
+ si_update_so(sctx, sctx->gs_shader.cso);
- if (!sctx->gsvs_ring) {
- si_init_gs_rings(sctx);
- if (!sctx->gsvs_ring)
- return false;
- }
+ if (!si_update_gs_ring_buffers(sctx))
+ return false;
- si_update_gs_rings(sctx);
+ si_update_gsvs_ring_bindings(sctx);
} else {
si_pm4_bind_state(sctx, gs, NULL);
si_pm4_bind_state(sctx, es, NULL);
si_update_vgt_shader_config(sctx);
- r = si_shader_select(ctx, sctx->ps_shader);
- if (r)
- return false;
- si_pm4_bind_state(sctx, ps, sctx->ps_shader->current->pm4);
-
- if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
- sctx->sprite_coord_enable != rs->sprite_coord_enable ||
- sctx->flatshade != rs->flatshade) {
- sctx->sprite_coord_enable = rs->sprite_coord_enable;
- sctx->flatshade = rs->flatshade;
- si_mark_atom_dirty(sctx, &sctx->spi_map);
- }
+ if (sctx->ps_shader.cso) {
+ r = si_shader_select(ctx, &sctx->ps_shader);
+ if (r)
+ return false;
+ si_pm4_bind_state(sctx, ps, sctx->ps_shader.current->pm4);
+
+ if (si_pm4_state_changed(sctx, ps) || si_pm4_state_changed(sctx, vs) ||
+ sctx->sprite_coord_enable != rs->sprite_coord_enable ||
+ sctx->flatshade != rs->flatshade) {
+ sctx->sprite_coord_enable = rs->sprite_coord_enable;
+ sctx->flatshade = rs->flatshade;
+ si_mark_atom_dirty(sctx, &sctx->spi_map);
+ }
+
+ if (si_pm4_state_changed(sctx, ps) ||
+ sctx->force_persample_interp != rs->force_persample_interp) {
+ sctx->force_persample_interp = rs->force_persample_interp;
+ si_mark_atom_dirty(sctx, &sctx->spi_ps_input);
+ }
- if (si_pm4_state_changed(sctx, ps) ||
- sctx->force_persample_interp != rs->force_persample_interp) {
- sctx->force_persample_interp = rs->force_persample_interp;
- si_mark_atom_dirty(sctx, &sctx->spi_ps_input);
+ if (sctx->ps_db_shader_control != sctx->ps_shader.current->db_shader_control) {
+ sctx->ps_db_shader_control = sctx->ps_shader.current->db_shader_control;
+ si_mark_atom_dirty(sctx, &sctx->db_render_state);
+ }
+
+ if (sctx->smoothing_enabled != sctx->ps_shader.current->key.ps.poly_line_smoothing) {
+ sctx->smoothing_enabled = sctx->ps_shader.current->key.ps.poly_line_smoothing;
+ si_mark_atom_dirty(sctx, &sctx->msaa_config);
+
+ if (sctx->b.chip_class == SI)
+ si_mark_atom_dirty(sctx, &sctx->db_render_state);
+ }
}
if (si_pm4_state_changed(sctx, ls) ||
if (!si_update_spi_tmpring_size(sctx))
return false;
}
-
- if (sctx->ps_db_shader_control != sctx->ps_shader->current->db_shader_control) {
- sctx->ps_db_shader_control = sctx->ps_shader->current->db_shader_control;
- si_mark_atom_dirty(sctx, &sctx->db_render_state);
- }
-
- if (sctx->smoothing_enabled != sctx->ps_shader->current->key.ps.poly_line_smoothing) {
- sctx->smoothing_enabled = sctx->ps_shader->current->key.ps.poly_line_smoothing;
- si_mark_atom_dirty(sctx, &sctx->msaa_config);
-
- if (sctx->b.chip_class == SI)
- si_mark_atom_dirty(sctx, &sctx->db_render_state);
- }
return true;
}
si_init_atom(sctx, &sctx->spi_map, &sctx->atoms.s.spi_map, si_emit_spi_map);
si_init_atom(sctx, &sctx->spi_ps_input, &sctx->atoms.s.spi_ps_input, si_emit_spi_ps_input);
- sctx->b.b.create_vs_state = si_create_vs_state;
- sctx->b.b.create_tcs_state = si_create_tcs_state;
- sctx->b.b.create_tes_state = si_create_tes_state;
- sctx->b.b.create_gs_state = si_create_gs_state;
- sctx->b.b.create_fs_state = si_create_fs_state;
+ sctx->b.b.create_vs_state = si_create_shader_selector;
+ sctx->b.b.create_tcs_state = si_create_shader_selector;
+ sctx->b.b.create_tes_state = si_create_shader_selector;
+ sctx->b.b.create_gs_state = si_create_shader_selector;
+ sctx->b.b.create_fs_state = si_create_shader_selector;
sctx->b.b.bind_vs_state = si_bind_vs_shader;
sctx->b.b.bind_tcs_state = si_bind_tcs_shader;
sctx->b.b.bind_gs_state = si_bind_gs_shader;
sctx->b.b.bind_fs_state = si_bind_ps_shader;
- sctx->b.b.delete_vs_state = si_delete_vs_shader;
- sctx->b.b.delete_tcs_state = si_delete_tcs_shader;
- sctx->b.b.delete_tes_state = si_delete_tes_shader;
- sctx->b.b.delete_gs_state = si_delete_gs_shader;
- sctx->b.b.delete_fs_state = si_delete_ps_shader;
+ sctx->b.b.delete_vs_state = si_delete_shader_selector;
+ sctx->b.b.delete_tcs_state = si_delete_shader_selector;
+ sctx->b.b.delete_tes_state = si_delete_shader_selector;
+ sctx->b.b.delete_gs_state = si_delete_shader_selector;
+ sctx->b.b.delete_fs_state = si_delete_shader_selector;
}