X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_pipe_vs.c;h=b94576f78d63796b79b59b3d495f5371a7ea4ee6;hb=a03d17ede778610f2c66099d0d5342cf09ef12a2;hp=fd132ebf28012ce63ac38628fc4b4a5dc6fb56d2;hpb=2a30379dcdb9f643d97ba48811fddf90484a84f2;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_pipe_vs.c b/src/gallium/drivers/svga/svga_pipe_vs.c index fd132ebf280..b94576f78d6 100644 --- a/src/gallium/drivers/svga/svga_pipe_vs.c +++ b/src/gallium/drivers/svga/svga_pipe_vs.c @@ -32,10 +32,11 @@ #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" /** @@ -79,7 +80,7 @@ substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens) if (!tgsi_text_translate(text, tokens, - Elements(tokens))) + ARRAY_SIZE(tokens))) { assert(0); return NULL; @@ -99,9 +100,12 @@ svga_create_vs_state(struct pipe_context *pipe, { 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, @@ -122,12 +126,15 @@ svga_create_vs_state(struct pipe_context *pipe, 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; } @@ -138,6 +145,17 @@ 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; } @@ -148,38 +166,44 @@ 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_vertex_shader *next_vs; struct svga_shader_variant *variant, *tmp; - enum pipe_error ret; svga_hwtnl_flush_retry(svga); - draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); + assert(vs->base.parent == NULL); - for (variant = vs->base.variants; variant; variant = tmp) { - tmp = variant->next; + while (vs) { + next_vs = (struct svga_vertex_shader *)vs->base.next; - ret = SVGA3D_DestroyShader(svga->swc, variant->id, SVGA3D_SHADERTYPE_VS); - if (ret != PIPE_OK) { - svga_context_flush(svga, NULL); - ret = SVGA3D_DestroyShader(svga->swc, variant->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, variant->id); + if (vs->base.stream_output != NULL) + svga_delete_stream_output(svga, vs->base.stream_output); - svga_destroy_shader_variant(variant); + draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); - /* - * Remove stale references to this variant to ensure a new variant on the - * same address will be detected as a change. - */ - if (variant == 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; + } }