**********************************************************/
#include "draw/draw_context.h"
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_bitmask.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_text.h"
-#include "svga_screen.h"
#include "svga_context.h"
-#include "svga_state.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"
-static const struct tgsi_token *substitute_vs(
- unsigned shader_id,
- const struct tgsi_token *old_tokens )
+/**
+ * Substitute a debug shader.
+ */
+static const struct tgsi_token *
+substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
{
#if 0
if (shader_id == 12) {
static struct tgsi_token tokens[300];
- const char *text =
- "VERT1.1\n"
+ const char *text =
+ "VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL IN[2]\n"
" MOV OUT[0], TEMP[4]\n"
" END\n";
- if (!tgsi_text_translate( text,
+ if (!tgsi_text_translate(text,
tokens,
- Elements(tokens) ))
+ ARRAY_SIZE(tokens)))
{
assert(0);
return NULL;
}
-/***********************************************************************
- * Vertex shaders
- */
-
static void *
svga_create_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct svga_context *svga = svga_context(pipe);
- struct svga_screen *svgascreen = svga_screen(pipe->screen);
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,
templ->tokens));
-
/* Collect basic info that we'll need later:
*/
tgsi_scan_shader(vs->base.tokens, &vs->base.info);
}
vs->base.id = svga->debug.shader_id++;
- vs->base.use_sm30 = svgascreen->use_vs30;
- 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;
}
-static void svga_bind_vs_state(struct pipe_context *pipe, void *shader)
+
+static void
+svga_bind_vs_state(struct pipe_context *pipe, void *shader)
{
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;
}
-static void svga_delete_vs_state(struct pipe_context *pipe, void *shader)
+static void
+svga_delete_vs_state(struct pipe_context *pipe, void *shader)
{
struct svga_context *svga = svga_context(pipe);
struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
- struct svga_shader_result *result, *tmp;
+ struct svga_shader_variant *variant, *tmp;
enum pipe_error ret;
- svga_hwtnl_flush_retry( svga );
+ svga_hwtnl_flush_retry(svga);
+
+ assert(vs->base.parent == NULL);
+
+ /* 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);
+ }
+
+ if (vs->base.stream_output != NULL)
+ svga_delete_stream_output(svga, vs->base.stream_output);
draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
-
- for (result = vs->base.results; result; result = tmp ) {
- tmp = result->next;
-
- ret = SVGA3D_DestroyShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_VS );
- if(ret != PIPE_OK) {
+
+ for (variant = vs->base.variants; variant; variant = tmp) {
+ tmp = variant->next;
+
+ /* Check if deleting currently bound shader */
+ if (variant == svga->state.hw_draw.vs) {
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
+ assert(ret == PIPE_OK);
+ }
+ svga->state.hw_draw.vs = NULL;
+ }
+
+ ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
+ if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
- ret = SVGA3D_DestroyShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_VS );
+ ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
assert(ret == PIPE_OK);
}
-
- svga_destroy_shader_result( result );
}
FREE((void *)vs->base.tokens);
}
-void svga_init_vs_functions( struct svga_context *svga )
+void
+svga_init_vs_functions(struct svga_context *svga)
{
svga->pipe.create_vs_state = svga_create_vs_state;
svga->pipe.bind_vs_state = svga_bind_vs_state;