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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/svga/svga_pipe_vs.c
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/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "draw/draw_context.h"
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#include "util/u_inlines.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_bitmask.h"
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#include "tgsi/tgsi_parse.h"
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#include "tgsi/tgsi_text.h"
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#include "svga_context.h"
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#include "svga_hw_reg.h"
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#include "svga_cmd.h"
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#include "svga_debug.h"
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#include "svga_shader.h"
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#include "svga_streamout.h"
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/**
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* Substitute a debug shader.
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*/
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static const struct tgsi_token *
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substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
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{
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#if 0
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if (shader_id == 12) {
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static struct tgsi_token tokens[300];
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const char *text =
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"VERT\n"
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"DCL IN[0]\n"
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"DCL IN[1]\n"
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"DCL IN[2]\n"
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"DCL OUT[0], POSITION\n"
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"DCL TEMP[0..4]\n"
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"IMM FLT32 { 1.0000, 1.0000, 1.0000, 1.0000 }\n"
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"IMM FLT32 { 0.45, 1.0000, 1.0000, 1.0000 }\n"
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"IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
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"IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050 }\n"
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"IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714 }\n"
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"IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
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"DCL CONST[0..7]\n"
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"DCL CONST[9..16]\n"
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" MOV TEMP[2], IMM[0]\n"
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" MOV TEMP[2].xyz, IN[2]\n"
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" MOV TEMP[2].xyz, IN[0]\n"
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" MOV TEMP[2].xyz, IN[1]\n"
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" MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
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" MAD TEMP[3], IMM[2], TEMP[2].xxxx, TEMP[1]\n"
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" MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
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" MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"
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" MOV OUT[0], TEMP[4]\n"
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" END\n";
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if (!tgsi_text_translate(text,
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tokens,
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ARRAY_SIZE(tokens)))
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{
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assert(0);
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return NULL;
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}
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return tokens;
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}
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#endif
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return old_tokens;
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}
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static void *
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svga_create_vs_state(struct pipe_context *pipe,
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const struct pipe_shader_state *templ)
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{
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struct svga_context *svga = svga_context(pipe);
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struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);
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if (!vs)
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return NULL;
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SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
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/* substitute a debug shader?
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*/
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vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
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templ->tokens));
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/* Collect basic info that we'll need later:
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*/
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tgsi_scan_shader(vs->base.tokens, &vs->base.info);
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{
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/* Need to do construct a new template in case we substituted a
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* debug shader.
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*/
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struct pipe_shader_state tmp2 = *templ;
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tmp2.tokens = vs->base.tokens;
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vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
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}
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vs->base.id = svga->debug.shader_id++;
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vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
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/* check for any stream output declarations */
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if (templ->stream_output.num_outputs) {
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vs->base.stream_output = svga_create_stream_output(svga, &vs->base,
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&templ->stream_output);
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}
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SVGA_STATS_TIME_POP(svga_sws(svga));
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return vs;
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}
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static void
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svga_bind_vs_state(struct pipe_context *pipe, void *shader)
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{
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struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
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struct svga_context *svga = svga_context(pipe);
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if (vs == svga->curr.vs)
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return;
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/* If the currently bound vertex shader has a generated geometry shader,
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* then unbind the geometry shader before binding a new vertex shader.
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* We need to unbind the geometry shader here because there is no
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* pipe_shader associated with the generated geometry shader.
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*/
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if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
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svga->pipe.bind_gs_state(&svga->pipe, NULL);
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svga->curr.vs = vs;
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svga->dirty |= SVGA_NEW_VS;
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}
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static void
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svga_delete_vs_state(struct pipe_context *pipe, void *shader)
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{
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struct svga_context *svga = svga_context(pipe);
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struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
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struct svga_vertex_shader *next_vs;
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struct svga_shader_variant *variant, *tmp;
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svga_hwtnl_flush_retry(svga);
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assert(vs->base.parent == NULL);
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while (vs) {
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next_vs = (struct svga_vertex_shader *)vs->base.next;
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/* Check if there is a generated geometry shader to go with this
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* vertex shader. If there is, then delete the geometry shader as well.
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*/
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if (vs->gs != NULL) {
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svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
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}
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if (vs->base.stream_output != NULL)
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svga_delete_stream_output(svga, vs->base.stream_output);
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draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
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for (variant = vs->base.variants; variant; variant = tmp) {
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tmp = variant->next;
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/* Check if deleting currently bound shader */
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if (variant == svga->state.hw_draw.vs) {
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SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL));
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svga->state.hw_draw.vs = NULL;
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}
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svga_destroy_shader_variant(svga, variant);
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}
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FREE((void *)vs->base.tokens);
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FREE(vs);
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vs = next_vs;
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}
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}
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void
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svga_init_vs_functions(struct svga_context *svga)
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{
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svga->pipe.create_vs_state = svga_create_vs_state;
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svga->pipe.bind_vs_state = svga_bind_vs_state;
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svga->pipe.delete_vs_state = svga_delete_vs_state;
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}
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