#include "tgsi/tgsi_text.h"
#include "svga_context.h"
-#include "svga_tgsi.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
#include "svga_debug.h"
+#include "svga_shader.h"
+#include "svga_streamout.h"
/**
if (!tgsi_text_translate(text,
tokens,
- Elements(tokens)))
+ ARRAY_SIZE(tokens)))
{
assert(0);
return NULL;
{
struct svga_context *svga = svga_context(pipe);
struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);
+
if (!vs)
return NULL;
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
+
/* substitute a debug shader?
*/
vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
vs->base.id = svga->debug.shader_id++;
- if (SVGA_DEBUG & DEBUG_TGSI || 0) {
- debug_printf("%s id: %u, inputs: %u, outputs: %u\n",
- __FUNCTION__, vs->base.id,
- vs->base.info.num_inputs, vs->base.info.num_outputs);
+ vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
+
+ /* check for any stream output declarations */
+ if (templ->stream_output.num_outputs) {
+ vs->base.stream_output = svga_create_stream_output(svga, &vs->base,
+ &templ->stream_output);
}
+ SVGA_STATS_TIME_POP(svga_sws(svga));
return vs;
}
struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
struct svga_context *svga = svga_context(pipe);
+ if (vs == svga->curr.vs)
+ return;
+
+ /* If the currently bound vertex shader has a generated geometry shader,
+ * then unbind the geometry shader before binding a new vertex shader.
+ * We need to unbind the geometry shader here because there is no
+ * pipe_shader associated with the generated geometry shader.
+ */
+ if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
+ svga->pipe.bind_gs_state(&svga->pipe, NULL);
+
svga->curr.vs = vs;
svga->dirty |= SVGA_NEW_VS;
}
{
struct svga_context *svga = svga_context(pipe);
struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
- struct svga_shader_result *result, *tmp;
- enum pipe_error ret;
+ struct svga_vertex_shader *next_vs;
+ struct svga_shader_variant *variant, *tmp;
svga_hwtnl_flush_retry(svga);
- draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
+ assert(vs->base.parent == NULL);
- for (result = vs->base.results; result; result = tmp) {
- tmp = result->next;
+ while (vs) {
+ next_vs = (struct svga_vertex_shader *)vs->base.next;
- ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_VS);
- if (ret != PIPE_OK) {
- svga_context_flush(svga, NULL);
- ret = SVGA3D_DestroyShader(svga->swc, result->id,
- SVGA3D_SHADERTYPE_VS);
- assert(ret == PIPE_OK);
+ /* Check if there is a generated geometry shader to go with this
+ * vertex shader. If there is, then delete the geometry shader as well.
+ */
+ if (vs->gs != NULL) {
+ svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
}
- util_bitmask_clear(svga->vs_bm, result->id);
+ if (vs->base.stream_output != NULL)
+ svga_delete_stream_output(svga, vs->base.stream_output);
- svga_destroy_shader_result(result);
+ draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
- /*
- * Remove stale references to this result to ensure a new result on the
- * same address will be detected as a change.
- */
- if (result == svga->state.hw_draw.vs)
- svga->state.hw_draw.vs = NULL;
- }
+ for (variant = vs->base.variants; variant; variant = tmp) {
+ tmp = variant->next;
+
+ /* Check if deleting currently bound shader */
+ if (variant == svga->state.hw_draw.vs) {
+ SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL));
+ svga->state.hw_draw.vs = NULL;
+ }
- FREE((void *)vs->base.tokens);
- FREE(vs);
+ svga_destroy_shader_variant(svga, variant);
+ }
+
+ FREE((void *)vs->base.tokens);
+ FREE(vs);
+ vs = next_vs;
+ }
}