xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/svga/svga_pipe_vs.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright (c) 2008-2024 Broadcom. All Rights Reserved.
3  * The term “Broadcom” refers to Broadcom Inc.
4  * and/or its subsidiaries.
5  * SPDX-License-Identifier: MIT
6  */
7 
8 #include "draw/draw_context.h"
9 #include "nir/nir_to_tgsi.h"
10 #include "util/u_inlines.h"
11 #include "util/u_math.h"
12 #include "util/u_memory.h"
13 #include "util/u_bitmask.h"
14 
15 #include "svga_context.h"
16 #include "svga_hw_reg.h"
17 #include "svga_cmd.h"
18 #include "svga_debug.h"
19 #include "svga_shader.h"
20 #include "svga_streamout.h"
21 
22 
23 static void *
svga_create_vs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)24 svga_create_vs_state(struct pipe_context *pipe,
25                      const struct pipe_shader_state *templ)
26 {
27    struct svga_context *svga = svga_context(pipe);
28    struct svga_vertex_shader *vs;
29 
30    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
31 
32    vs = (struct svga_vertex_shader *)
33             svga_create_shader(pipe, templ, PIPE_SHADER_VERTEX,
34                                sizeof(struct svga_vertex_shader));
35    if (!vs)
36       goto done;
37 
38    vs->base.get_dummy_shader = svga_get_compiled_dummy_vertex_shader;
39 
40    {
41       /* Need to do construct a new template in case we substituted a
42        * debug shader.
43        */
44       struct pipe_shader_state tmp2 = *templ;
45 
46       /* shader IR has been converted to tgsi */
47       tmp2.type = PIPE_SHADER_IR_TGSI;
48       tmp2.tokens = vs->base.tokens;
49       vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
50    }
51 
52 done:
53    SVGA_STATS_TIME_POP(svga_sws(svga));
54    return vs;
55 }
56 
57 
58 static void
svga_bind_vs_state(struct pipe_context * pipe,void * shader)59 svga_bind_vs_state(struct pipe_context *pipe, void *shader)
60 {
61    struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
62    struct svga_context *svga = svga_context(pipe);
63 
64    if (vs == svga->curr.vs)
65       return;
66 
67    /* If the currently bound vertex shader has a generated geometry shader,
68     * then unbind the geometry shader before binding a new vertex shader.
69     * We need to unbind the geometry shader here because there is no
70     * pipe_shader associated with the generated geometry shader.
71     */
72    if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
73       svga->pipe.bind_gs_state(&svga->pipe, NULL);
74 
75    svga->curr.vs = vs;
76    svga->dirty |= SVGA_NEW_VS;
77 
78    /* Check if the shader uses samplers */
79    svga_set_curr_shader_use_samplers_flag(svga, PIPE_SHADER_VERTEX,
80                                           svga_shader_use_samplers(&vs->base));
81 }
82 
83 
84 static void
svga_delete_vs_state(struct pipe_context * pipe,void * shader)85 svga_delete_vs_state(struct pipe_context *pipe, void *shader)
86 {
87    struct svga_context *svga = svga_context(pipe);
88    struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
89    struct svga_vertex_shader *next_vs;
90    struct svga_shader_variant *variant, *tmp;
91 
92    svga_hwtnl_flush_retry(svga);
93 
94    assert(vs->base.parent == NULL);
95 
96    while (vs) {
97       next_vs = (struct svga_vertex_shader *)vs->base.next;
98 
99       /* Check if there is a generated geometry shader to go with this
100        * vertex shader. If there is, then delete the geometry shader as well.
101        */
102       if (vs->gs != NULL) {
103          svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
104       }
105 
106       if (vs->base.stream_output != NULL)
107          svga_delete_stream_output(svga, vs->base.stream_output);
108 
109       draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
110 
111       for (variant = vs->base.variants; variant; variant = tmp) {
112          tmp = variant->next;
113 
114          /* Check if deleting currently bound shader */
115          if (variant == svga->state.hw_draw.vs) {
116             SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL));
117             svga->state.hw_draw.vs = NULL;
118          }
119 
120          svga_destroy_shader_variant(svga, variant);
121       }
122 
123       FREE((void *)vs->base.tokens);
124       FREE(vs);
125       vs = next_vs;
126    }
127 }
128 
129 
130 void
svga_init_vs_functions(struct svga_context * svga)131 svga_init_vs_functions(struct svga_context *svga)
132 {
133    svga->pipe.create_vs_state = svga_create_vs_state;
134    svga->pipe.bind_vs_state = svga_bind_vs_state;
135    svga->pipe.delete_vs_state = svga_delete_vs_state;
136 }
137 
138