xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/svga/svga_pipe_fs.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 "nir/nir_to_tgsi.h"
9 #include "util/u_inlines.h"
10 #include "util/u_math.h"
11 #include "util/u_memory.h"
12 #include "util/u_bitmask.h"
13 #include "draw/draw_context.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 
21 
22 void *
svga_create_fs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)23 svga_create_fs_state(struct pipe_context *pipe,
24                      const struct pipe_shader_state *templ)
25 {
26    struct svga_context *svga = svga_context(pipe);
27    struct svga_fragment_shader *fs;
28 
29    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEFS);
30 
31    fs = (struct svga_fragment_shader *)
32             svga_create_shader(pipe, templ, PIPE_SHADER_FRAGMENT,
33                                sizeof(struct svga_fragment_shader));
34    if (!fs)
35       goto done;
36 
37    /* Original shader IR could have been deleted if it is converted from
38     * NIR to TGSI. So need to explicitly set the shader state type to TGSI
39     * before passing it to draw.
40     */
41    struct pipe_shader_state tmp = *templ;
42    tmp.type = PIPE_SHADER_IR_TGSI;
43    tmp.tokens = fs->base.tokens;
44 
45    fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.tgsi_info);
46 
47    fs->base.get_dummy_shader = svga_get_compiled_dummy_fragment_shader;
48 
49    svga_remap_generics(fs->base.info.generic_inputs_mask,
50                        fs->generic_remap_table);
51 
52    fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, &tmp);
53 
54 done:
55    SVGA_STATS_TIME_POP(svga_sws(svga));
56    return fs;
57 }
58 
59 
60 void
svga_bind_fs_state(struct pipe_context * pipe,void * shader)61 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
62 {
63    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
64    struct svga_context *svga = svga_context(pipe);
65 
66    svga->curr.fs = fs;
67    svga->dirty |= SVGA_NEW_FS;
68 
69    /* Check if shader uses samplers */
70    svga_set_curr_shader_use_samplers_flag(svga, PIPE_SHADER_FRAGMENT,
71                                           svga_shader_use_samplers(&fs->base));
72 }
73 
74 
75 static void
svga_delete_fs_state(struct pipe_context * pipe,void * shader)76 svga_delete_fs_state(struct pipe_context *pipe, void *shader)
77 {
78    struct svga_context *svga = svga_context(pipe);
79    struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
80    struct svga_fragment_shader *next_fs;
81    struct svga_shader_variant *variant, *tmp;
82 
83    svga_hwtnl_flush_retry(svga);
84 
85    assert(fs->base.parent == NULL);
86 
87    while (fs) {
88       next_fs = (struct svga_fragment_shader *) fs->base.next;
89 
90       draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader);
91 
92       for (variant = fs->base.variants; variant; variant = tmp) {
93          tmp = variant->next;
94 
95          /* Check if deleting currently bound shader */
96          if (variant == svga->state.hw_draw.fs) {
97             SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL));
98             svga->state.hw_draw.fs = NULL;
99          }
100 
101          svga_destroy_shader_variant(svga, variant);
102       }
103 
104       FREE((void *)fs->base.tokens);
105       FREE(fs);
106       fs = next_fs;
107    }
108 }
109 
110 
111 void
svga_init_fs_functions(struct svga_context * svga)112 svga_init_fs_functions(struct svga_context *svga)
113 {
114    svga->pipe.create_fs_state = svga_create_fs_state;
115    svga->pipe.bind_fs_state = svga_bind_fs_state;
116    svga->pipe.delete_fs_state = svga_delete_fs_state;
117 }
118