const struct svga_geometry_shader *gs,
const struct svga_compile_key *key)
{
- if (svga_have_vgpu10(svga)) {
- return svga_tgsi_vgpu10_translate(svga, &gs->base, key,
- PIPE_SHADER_GEOMETRY);
- }
- else {
- return svga_tgsi_vgpu9_translate(&gs->base, key, PIPE_SHADER_GEOMETRY);
- }
+ assert(svga_have_vgpu10(svga));
+ return svga_tgsi_vgpu10_translate(svga, &gs->base, key,
+ PIPE_SHADER_GEOMETRY);
}
enum pipe_error ret = PIPE_ERROR;
variant = translate_geometry_program(svga, gs, key);
- if (variant == NULL) {
+ if (!variant) {
/* some problem during translation, try the dummy shader */
const struct tgsi_token *dummy = get_dummy_geometry_shader();
if (!dummy) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
- goto fail;
+ return PIPE_ERROR_OUT_OF_MEMORY;
}
debug_printf("Failed to compile geometry shader, using dummy shader instead.\n");
FREE((void *) gs->base.tokens);
gs->base.tokens = dummy;
variant = translate_geometry_program(svga, gs, key);
- if (variant == NULL) {
- ret = PIPE_ERROR;
- goto fail;
+ if (!variant) {
+ return PIPE_ERROR;
}
}
- ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
- if (ret != PIPE_OK)
- goto fail;
+ ret = svga_define_shader(svga, variant);
+ if (ret != PIPE_OK) {
+ svga_destroy_shader_variant(svga, variant);
+ return ret;
+ }
*out_variant = variant;
return PIPE_OK;
-
-fail:
- if (variant) {
- svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
- }
- return ret;
}
+
static void
make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
{
/*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
- svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, key);
+ svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, &gs->base, key);
memcpy(key->generic_remap_table, gs->generic_remap_table,
sizeof(gs->generic_remap_table));
key->gs.vs_generic_outputs = svga->curr.vs->generic_outputs;
- key->gs.need_prescale = svga->state.hw_clear.prescale.enabled;
+ key->gs.need_prescale = svga->state.hw_clear.prescale[0].enabled;
key->gs.writes_psize = gs->base.info.writes_psize;
key->gs.wide_point = gs->wide_point;
+ key->gs.writes_viewport_index = gs->base.info.writes_viewport_index;
+ if (key->gs.writes_viewport_index) {
+ key->gs.num_prescale = svga->state.hw_clear.num_prescale;
+ } else {
+ key->gs.num_prescale = 1;
+ }
key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
== PIPE_SPRITE_COORD_LOWER_LEFT);
/* SVGA_NEW_RAST */
key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
-}
-
-
-/**
- * svga_reemit_gs_bindings - Reemit the geometry shader bindings
- */
-enum pipe_error
-svga_reemit_gs_bindings(struct svga_context *svga)
-{
- enum pipe_error ret;
- struct svga_winsys_gb_shader *gbshader = NULL;
- SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
- assert(svga->rebind.flags.gs);
- assert(svga_have_gb_objects(svga));
-
- /* Geometry Shader is only supported in vgpu10 */
- assert(svga_have_vgpu10(svga));
-
- if (svga->state.hw_draw.gs) {
- gbshader = svga->state.hw_draw.gs->gb_shader;
- shaderId = svga->state.hw_draw.gs->id;
- }
-
- if (!svga_need_to_rebind_resources(svga)) {
- ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
- SVGA_RELOC_READ);
- goto out;
- }
-
- ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
- gbshader, shaderId);
-
- out:
- if (ret != PIPE_OK)
- return ret;
-
- svga->rebind.flags.gs = FALSE;
- return PIPE_OK;
+ /* Mark this as the last shader in the vertex processing stage */
+ key->last_vertex_stage = 1;
}
+
static enum pipe_error
-emit_hw_gs(struct svga_context *svga, unsigned dirty)
+emit_hw_gs(struct svga_context *svga, uint64_t dirty)
{
struct svga_shader_variant *variant;
struct svga_geometry_shader *gs = svga->curr.gs;
enum pipe_error ret = PIPE_OK;
struct svga_compile_key key;
+ assert(svga_have_vgpu10(svga));
+
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITGS);
+
/* If there's a user-defined GS, we should have a pointer to a derived
* GS. This should have been resolved in update_tgsi_transform().
*/
if (svga->curr.user_gs)
assert(svga->curr.gs);
- if (gs == NULL) {
+ if (!gs) {
if (svga->state.hw_draw.gs != NULL) {
/** The previous geometry shader is made inactive.
* Needs to unbind the geometry shader.
*/
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
+ if (ret != PIPE_OK)
+ goto done;
svga->state.hw_draw.gs = NULL;
}
- return ret;
+ goto done;
}
/* If there is stream output info for this geometry shader, then use
* it instead of the one from the vertex shader.
*/
if (svga_have_gs_streamout(svga)) {
- svga_set_stream_output(svga, gs->base.stream_output);
+ ret = svga_set_stream_output(svga, gs->base.stream_output);
+ if (ret != PIPE_OK) {
+ goto done;
+ }
}
else if (!svga_have_vs_streamout(svga)) {
/* turn off stream out */
- svga_set_stream_output(svga, NULL);
+ ret = svga_set_stream_output(svga, NULL);
+ if (ret != PIPE_OK) {
+ goto done;
+ }
}
/* SVGA_NEW_NEED_SWTNL */
if (!variant) {
ret = compile_gs(svga, gs, &key, &variant);
if (ret != PIPE_OK)
- return ret;
+ goto done;
/* insert the new variant at head of linked list */
assert(variant);
/* Bind the new variant */
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
if (ret != PIPE_OK)
- return ret;
+ goto done;
svga->rebind.flags.gs = FALSE;
svga->dirty |= SVGA_NEW_GS_VARIANT;
svga->state.hw_draw.gs = variant;
}
- return PIPE_OK;
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return ret;
}
struct svga_tracked_state svga_hw_gs =