*/
void
svga_init_shader_key_common(const struct svga_context *svga,
- enum pipe_shader_type shader,
+ enum pipe_shader_type shader_type,
+ const struct svga_shader *shader,
struct svga_compile_key *key)
{
unsigned i, idx = 0;
- assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
+ assert(shader_type < ARRAY_SIZE(svga->curr.num_sampler_views));
/* In case the number of samplers and sampler_views doesn't match,
* loop over the lower of the two counts.
*/
- key->num_textures = MAX2(svga->curr.num_sampler_views[shader],
- svga->curr.num_samplers[shader]);
+ key->num_textures = MAX2(svga->curr.num_sampler_views[shader_type],
+ svga->curr.num_samplers[shader_type]);
for (i = 0; i < key->num_textures; i++) {
- struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
- const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
+ struct pipe_sampler_view *view = svga->curr.sampler_views[shader_type][i];
+ const struct svga_sampler_state
+ *sampler = svga->curr.sampler[shader_type][i];
+
if (view) {
assert(view->texture);
assert(view->texture->target < (1 << 4)); /* texture_target:4 */
if (view->texture->format == PIPE_FORMAT_DXT1_RGB ||
view->texture->format == PIPE_FORMAT_DXT1_SRGB)
swizzle_tab = set_alpha;
+
+ /* Save the compare function as we need to handle
+ * depth compare in the shader.
+ */
+ key->tex[i].compare_mode = sampler->compare_mode;
+ key->tex[i].compare_func = sampler->compare_func;
}
key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
if (sampler) {
if (!sampler->normalized_coords) {
- assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
- key->tex[i].width_height_idx = idx++;
+ if (view) {
+ assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
+ key->tex[i].width_height_idx = idx++;
+ }
key->tex[i].unnormalized = TRUE;
++key->num_unnormalized_coords;
}
}
}
+
+ key->clamp_vertex_color = svga->curr.rast ?
+ svga->curr.rast->templ.clamp_vertex_color : 0;
}
variant->gb_shader = sws->shader_create(sws, variant->type,
variant->tokens, codeLen);
+ svga->hud.shader_mem_used += codeLen;
+
if (!variant->gb_shader)
return PIPE_ERROR_OUT_OF_MEMORY;
{
struct svga_winsys_context *swc = svga->swc;
enum pipe_error ret;
+ unsigned len = codeLen + variant->signatureLen;
/**
* Shaders in VGPU10 enabled device reside in the device COTable.
/* Create gb memory for the shader and upload the shader code */
variant->gb_shader = swc->shader_create(swc,
variant->id, variant->type,
- variant->tokens, codeLen);
+ variant->tokens, codeLen,
+ variant->signature,
+ variant->signatureLen);
+
+ svga->hud.shader_mem_used += len;
if (!variant->gb_shader) {
/* Free the shader ID */
* the shader creation and return an error.
*/
ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
- variant->id, variant->type, codeLen);
+ variant->id, variant->type,
+ len);
if (ret != PIPE_OK)
goto fail;
assert(type == SVGA3D_SHADERTYPE_VS ||
type == SVGA3D_SHADERTYPE_GS ||
- type == SVGA3D_SHADERTYPE_PS);
+ 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 =
struct svga_shader_variant *
svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type)
{
- struct svga_shader_variant *variant = CALLOC_STRUCT(svga_shader_variant);
+ 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_destroy_shader_variant(struct svga_context *svga,
struct svga_shader_variant *variant)
{
- enum pipe_error ret = PIPE_OK;
-
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);
- ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
- if (ret != PIPE_OK) {
- /* flush and try again */
- svga_context_flush(svga, NULL);
- ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
- assert(ret == PIPE_OK);
- }
+ SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id));
util_bitmask_clear(svga->shader_id_bm, variant->id);
}
else {
}
else {
if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
- ret = SVGA3D_DestroyShader(svga->swc, variant->id, variant->type);
- if (ret != PIPE_OK) {
- /* flush and try again */
- svga_context_flush(svga, NULL);
- ret = SVGA3D_DestroyShader(svga->swc, variant->id, variant->type);
- assert(ret == PIPE_OK);
- }
+ 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->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;
}
}
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;
}