xref: /aosp_15_r20/external/mesa3d/src/gallium/frontends/d3d10umd/Shader.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /**************************************************************************
2*61046927SAndroid Build Coastguard Worker  *
3*61046927SAndroid Build Coastguard Worker  * Copyright 2012-2021 VMware, Inc.
4*61046927SAndroid Build Coastguard Worker  * All Rights Reserved.
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7*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the
8*61046927SAndroid Build Coastguard Worker  * "Software"), to deal in the Software without restriction, including
9*61046927SAndroid Build Coastguard Worker  * without limitation the rights to use, copy, modify, merge, publish,
10*61046927SAndroid Build Coastguard Worker  * distribute, sub license, and/or sell copies of the Software, and to
11*61046927SAndroid Build Coastguard Worker  * permit persons to whom the Software is furnished to do so, subject to
12*61046927SAndroid Build Coastguard Worker  * the following conditions:
13*61046927SAndroid Build Coastguard Worker  *
14*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15*61046927SAndroid Build Coastguard Worker  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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19*61046927SAndroid Build Coastguard Worker  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
20*61046927SAndroid Build Coastguard Worker  * USE OR OTHER DEALINGS IN THE SOFTWARE.
21*61046927SAndroid Build Coastguard Worker  *
22*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice (including the
23*61046927SAndroid Build Coastguard Worker  * next paragraph) shall be included in all copies or substantial portions
24*61046927SAndroid Build Coastguard Worker  * of the Software.
25*61046927SAndroid Build Coastguard Worker  *
26*61046927SAndroid Build Coastguard Worker  **************************************************************************/
27*61046927SAndroid Build Coastguard Worker 
28*61046927SAndroid Build Coastguard Worker /*
29*61046927SAndroid Build Coastguard Worker  * Shader.cpp --
30*61046927SAndroid Build Coastguard Worker  *    Functions that manipulate shader resources.
31*61046927SAndroid Build Coastguard Worker  */
32*61046927SAndroid Build Coastguard Worker 
33*61046927SAndroid Build Coastguard Worker 
34*61046927SAndroid Build Coastguard Worker #include "Shader.h"
35*61046927SAndroid Build Coastguard Worker #include "ShaderParse.h"
36*61046927SAndroid Build Coastguard Worker #include "State.h"
37*61046927SAndroid Build Coastguard Worker #include "Query.h"
38*61046927SAndroid Build Coastguard Worker 
39*61046927SAndroid Build Coastguard Worker #include "Debug.h"
40*61046927SAndroid Build Coastguard Worker #include "Format.h"
41*61046927SAndroid Build Coastguard Worker 
42*61046927SAndroid Build Coastguard Worker #include "tgsi/tgsi_ureg.h"
43*61046927SAndroid Build Coastguard Worker #include "util/u_gen_mipmap.h"
44*61046927SAndroid Build Coastguard Worker #include "util/u_sampler.h"
45*61046927SAndroid Build Coastguard Worker #include "util/format/u_format.h"
46*61046927SAndroid Build Coastguard Worker 
47*61046927SAndroid Build Coastguard Worker 
48*61046927SAndroid Build Coastguard Worker /*
49*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
50*61046927SAndroid Build Coastguard Worker  *
51*61046927SAndroid Build Coastguard Worker  * CreateEmptyShader --
52*61046927SAndroid Build Coastguard Worker  *
53*61046927SAndroid Build Coastguard Worker  *    Update the driver's currently bound constant buffers.
54*61046927SAndroid Build Coastguard Worker  *
55*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
56*61046927SAndroid Build Coastguard Worker  */
57*61046927SAndroid Build Coastguard Worker 
58*61046927SAndroid Build Coastguard Worker void *
CreateEmptyShader(Device * pDevice,enum pipe_shader_type processor)59*61046927SAndroid Build Coastguard Worker CreateEmptyShader(Device *pDevice,
60*61046927SAndroid Build Coastguard Worker                   enum pipe_shader_type processor)
61*61046927SAndroid Build Coastguard Worker {
62*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
63*61046927SAndroid Build Coastguard Worker    struct ureg_program *ureg;
64*61046927SAndroid Build Coastguard Worker    const struct tgsi_token *tokens;
65*61046927SAndroid Build Coastguard Worker    uint nr_tokens;
66*61046927SAndroid Build Coastguard Worker 
67*61046927SAndroid Build Coastguard Worker    if (processor == PIPE_SHADER_GEOMETRY) {
68*61046927SAndroid Build Coastguard Worker       return NULL;
69*61046927SAndroid Build Coastguard Worker    }
70*61046927SAndroid Build Coastguard Worker 
71*61046927SAndroid Build Coastguard Worker    ureg = ureg_create(processor);
72*61046927SAndroid Build Coastguard Worker    if (!ureg)
73*61046927SAndroid Build Coastguard Worker       return NULL;
74*61046927SAndroid Build Coastguard Worker 
75*61046927SAndroid Build Coastguard Worker    ureg_END(ureg);
76*61046927SAndroid Build Coastguard Worker 
77*61046927SAndroid Build Coastguard Worker    tokens = ureg_get_tokens(ureg, &nr_tokens);
78*61046927SAndroid Build Coastguard Worker    if (!tokens)
79*61046927SAndroid Build Coastguard Worker       return NULL;
80*61046927SAndroid Build Coastguard Worker 
81*61046927SAndroid Build Coastguard Worker    ureg_destroy(ureg);
82*61046927SAndroid Build Coastguard Worker 
83*61046927SAndroid Build Coastguard Worker    struct pipe_shader_state state;
84*61046927SAndroid Build Coastguard Worker    memset(&state, 0, sizeof state);
85*61046927SAndroid Build Coastguard Worker    state.tokens = tokens;
86*61046927SAndroid Build Coastguard Worker 
87*61046927SAndroid Build Coastguard Worker    void *handle;
88*61046927SAndroid Build Coastguard Worker    switch (processor) {
89*61046927SAndroid Build Coastguard Worker    case PIPE_SHADER_FRAGMENT:
90*61046927SAndroid Build Coastguard Worker       handle = pipe->create_fs_state(pipe, &state);
91*61046927SAndroid Build Coastguard Worker       break;
92*61046927SAndroid Build Coastguard Worker    case PIPE_SHADER_VERTEX:
93*61046927SAndroid Build Coastguard Worker       handle = pipe->create_vs_state(pipe, &state);
94*61046927SAndroid Build Coastguard Worker       break;
95*61046927SAndroid Build Coastguard Worker    case PIPE_SHADER_GEOMETRY:
96*61046927SAndroid Build Coastguard Worker       handle = pipe->create_gs_state(pipe, &state);
97*61046927SAndroid Build Coastguard Worker       break;
98*61046927SAndroid Build Coastguard Worker    default:
99*61046927SAndroid Build Coastguard Worker       handle = NULL;
100*61046927SAndroid Build Coastguard Worker       assert(0);
101*61046927SAndroid Build Coastguard Worker    }
102*61046927SAndroid Build Coastguard Worker    assert(handle);
103*61046927SAndroid Build Coastguard Worker 
104*61046927SAndroid Build Coastguard Worker    ureg_free_tokens(tokens);
105*61046927SAndroid Build Coastguard Worker 
106*61046927SAndroid Build Coastguard Worker    return handle;
107*61046927SAndroid Build Coastguard Worker }
108*61046927SAndroid Build Coastguard Worker 
109*61046927SAndroid Build Coastguard Worker 
110*61046927SAndroid Build Coastguard Worker /*
111*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
112*61046927SAndroid Build Coastguard Worker  *
113*61046927SAndroid Build Coastguard Worker  * CreateEmptyShader --
114*61046927SAndroid Build Coastguard Worker  *
115*61046927SAndroid Build Coastguard Worker  *    Update the driver's currently bound constant buffers.
116*61046927SAndroid Build Coastguard Worker  *
117*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
118*61046927SAndroid Build Coastguard Worker  */
119*61046927SAndroid Build Coastguard Worker 
120*61046927SAndroid Build Coastguard Worker void
DeleteEmptyShader(Device * pDevice,enum pipe_shader_type processor,void * handle)121*61046927SAndroid Build Coastguard Worker DeleteEmptyShader(Device *pDevice,
122*61046927SAndroid Build Coastguard Worker                   enum pipe_shader_type processor, void *handle)
123*61046927SAndroid Build Coastguard Worker {
124*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
125*61046927SAndroid Build Coastguard Worker 
126*61046927SAndroid Build Coastguard Worker    if (processor == PIPE_SHADER_GEOMETRY) {
127*61046927SAndroid Build Coastguard Worker       assert(handle == NULL);
128*61046927SAndroid Build Coastguard Worker       return;
129*61046927SAndroid Build Coastguard Worker    }
130*61046927SAndroid Build Coastguard Worker 
131*61046927SAndroid Build Coastguard Worker    assert(handle != NULL);
132*61046927SAndroid Build Coastguard Worker    switch (processor) {
133*61046927SAndroid Build Coastguard Worker    case PIPE_SHADER_FRAGMENT:
134*61046927SAndroid Build Coastguard Worker       pipe->delete_fs_state(pipe, handle);
135*61046927SAndroid Build Coastguard Worker       break;
136*61046927SAndroid Build Coastguard Worker    case PIPE_SHADER_VERTEX:
137*61046927SAndroid Build Coastguard Worker       pipe->delete_vs_state(pipe, handle);
138*61046927SAndroid Build Coastguard Worker       break;
139*61046927SAndroid Build Coastguard Worker    case PIPE_SHADER_GEOMETRY:
140*61046927SAndroid Build Coastguard Worker       pipe->delete_gs_state(pipe, handle);
141*61046927SAndroid Build Coastguard Worker       break;
142*61046927SAndroid Build Coastguard Worker    default:
143*61046927SAndroid Build Coastguard Worker       assert(0);
144*61046927SAndroid Build Coastguard Worker    }
145*61046927SAndroid Build Coastguard Worker }
146*61046927SAndroid Build Coastguard Worker 
147*61046927SAndroid Build Coastguard Worker 
148*61046927SAndroid Build Coastguard Worker /*
149*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
150*61046927SAndroid Build Coastguard Worker  *
151*61046927SAndroid Build Coastguard Worker  * SetConstantBuffers --
152*61046927SAndroid Build Coastguard Worker  *
153*61046927SAndroid Build Coastguard Worker  *    Update the driver's currently bound constant buffers.
154*61046927SAndroid Build Coastguard Worker  *
155*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
156*61046927SAndroid Build Coastguard Worker  */
157*61046927SAndroid Build Coastguard Worker 
158*61046927SAndroid Build Coastguard Worker static void
SetConstantBuffers(enum pipe_shader_type shader_type,D3D10DDI_HDEVICE hDevice,UINT StartBuffer,UINT NumBuffers,const D3D10DDI_HRESOURCE * phBuffers)159*61046927SAndroid Build Coastguard Worker SetConstantBuffers(enum pipe_shader_type shader_type,    // IN
160*61046927SAndroid Build Coastguard Worker                    D3D10DDI_HDEVICE hDevice,             // IN
161*61046927SAndroid Build Coastguard Worker                    UINT StartBuffer,                     // IN
162*61046927SAndroid Build Coastguard Worker                    UINT NumBuffers,                      // IN
163*61046927SAndroid Build Coastguard Worker                    const D3D10DDI_HRESOURCE *phBuffers) // IN
164*61046927SAndroid Build Coastguard Worker {
165*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
166*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
167*61046927SAndroid Build Coastguard Worker 
168*61046927SAndroid Build Coastguard Worker    for (UINT i = 0; i < NumBuffers; i++) {
169*61046927SAndroid Build Coastguard Worker       struct pipe_constant_buffer cb;
170*61046927SAndroid Build Coastguard Worker       memset(&cb, 0, sizeof cb);
171*61046927SAndroid Build Coastguard Worker       cb.buffer = CastPipeResource(phBuffers[i]);
172*61046927SAndroid Build Coastguard Worker       cb.buffer_offset = 0;
173*61046927SAndroid Build Coastguard Worker       cb.buffer_size = cb.buffer ? cb.buffer->width0 : 0;
174*61046927SAndroid Build Coastguard Worker       pipe->set_constant_buffer(pipe,
175*61046927SAndroid Build Coastguard Worker                                 shader_type,
176*61046927SAndroid Build Coastguard Worker                                 StartBuffer + i,
177*61046927SAndroid Build Coastguard Worker                                 false,
178*61046927SAndroid Build Coastguard Worker                                 &cb);
179*61046927SAndroid Build Coastguard Worker    }
180*61046927SAndroid Build Coastguard Worker }
181*61046927SAndroid Build Coastguard Worker 
182*61046927SAndroid Build Coastguard Worker 
183*61046927SAndroid Build Coastguard Worker /*
184*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
185*61046927SAndroid Build Coastguard Worker  *
186*61046927SAndroid Build Coastguard Worker  * SetSamplers --
187*61046927SAndroid Build Coastguard Worker  *
188*61046927SAndroid Build Coastguard Worker  *    Update the driver's currently bound sampler state.
189*61046927SAndroid Build Coastguard Worker  *
190*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
191*61046927SAndroid Build Coastguard Worker  */
192*61046927SAndroid Build Coastguard Worker 
193*61046927SAndroid Build Coastguard Worker static void
SetSamplers(enum pipe_shader_type shader_type,D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumSamplers,const D3D10DDI_HSAMPLER * phSamplers)194*61046927SAndroid Build Coastguard Worker SetSamplers(enum pipe_shader_type shader_type,     // IN
195*61046927SAndroid Build Coastguard Worker             D3D10DDI_HDEVICE hDevice,              // IN
196*61046927SAndroid Build Coastguard Worker             UINT Offset,                          // IN
197*61046927SAndroid Build Coastguard Worker             UINT NumSamplers,                       // IN
198*61046927SAndroid Build Coastguard Worker             const D3D10DDI_HSAMPLER *phSamplers)  // IN
199*61046927SAndroid Build Coastguard Worker {
200*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
201*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
202*61046927SAndroid Build Coastguard Worker 
203*61046927SAndroid Build Coastguard Worker    void **samplers = pDevice->samplers[shader_type];
204*61046927SAndroid Build Coastguard Worker    for (UINT i = 0; i < NumSamplers; i++) {
205*61046927SAndroid Build Coastguard Worker       assert(Offset + i < PIPE_MAX_SAMPLERS);
206*61046927SAndroid Build Coastguard Worker       samplers[Offset + i] = CastPipeSamplerState(phSamplers[i]);
207*61046927SAndroid Build Coastguard Worker    }
208*61046927SAndroid Build Coastguard Worker 
209*61046927SAndroid Build Coastguard Worker    pipe->bind_sampler_states(pipe, shader_type, 0, PIPE_MAX_SAMPLERS, samplers);
210*61046927SAndroid Build Coastguard Worker }
211*61046927SAndroid Build Coastguard Worker 
212*61046927SAndroid Build Coastguard Worker 
213*61046927SAndroid Build Coastguard Worker /*
214*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
215*61046927SAndroid Build Coastguard Worker  *
216*61046927SAndroid Build Coastguard Worker  * SetSamplers --
217*61046927SAndroid Build Coastguard Worker  *
218*61046927SAndroid Build Coastguard Worker  *    Update the driver's currently bound sampler state.
219*61046927SAndroid Build Coastguard Worker  *
220*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
221*61046927SAndroid Build Coastguard Worker  */
222*61046927SAndroid Build Coastguard Worker 
223*61046927SAndroid Build Coastguard Worker static void
SetShaderResources(enum pipe_shader_type shader_type,D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumViews,const D3D10DDI_HSHADERRESOURCEVIEW * phShaderResourceViews)224*61046927SAndroid Build Coastguard Worker SetShaderResources(enum pipe_shader_type shader_type,                  // IN
225*61046927SAndroid Build Coastguard Worker                    D3D10DDI_HDEVICE hDevice,                                   // IN
226*61046927SAndroid Build Coastguard Worker                    UINT Offset,                                                // IN
227*61046927SAndroid Build Coastguard Worker                    UINT NumViews,                                              // IN
228*61046927SAndroid Build Coastguard Worker                    const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews)  // IN
229*61046927SAndroid Build Coastguard Worker {
230*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
231*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
232*61046927SAndroid Build Coastguard Worker 
233*61046927SAndroid Build Coastguard Worker    assert(Offset + NumViews <= D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
234*61046927SAndroid Build Coastguard Worker 
235*61046927SAndroid Build Coastguard Worker    struct pipe_sampler_view **sampler_views = pDevice->sampler_views[shader_type];
236*61046927SAndroid Build Coastguard Worker    for (UINT i = 0; i < NumViews; i++) {
237*61046927SAndroid Build Coastguard Worker       struct pipe_sampler_view *sampler_view =
238*61046927SAndroid Build Coastguard Worker             CastPipeShaderResourceView(phShaderResourceViews[i]);
239*61046927SAndroid Build Coastguard Worker       if (Offset + i < PIPE_MAX_SHADER_SAMPLER_VIEWS) {
240*61046927SAndroid Build Coastguard Worker          sampler_views[Offset + i] = sampler_view;
241*61046927SAndroid Build Coastguard Worker       } else {
242*61046927SAndroid Build Coastguard Worker          if (sampler_view) {
243*61046927SAndroid Build Coastguard Worker             LOG_UNSUPPORTED(true);
244*61046927SAndroid Build Coastguard Worker             break;
245*61046927SAndroid Build Coastguard Worker          }
246*61046927SAndroid Build Coastguard Worker       }
247*61046927SAndroid Build Coastguard Worker    }
248*61046927SAndroid Build Coastguard Worker 
249*61046927SAndroid Build Coastguard Worker    /*
250*61046927SAndroid Build Coastguard Worker     * XXX: Now that the semantics are actually the same in gallium, should
251*61046927SAndroid Build Coastguard Worker     * probably think about not updating all always... It should just work.
252*61046927SAndroid Build Coastguard Worker     */
253*61046927SAndroid Build Coastguard Worker    pipe->set_sampler_views(pipe, shader_type, 0, PIPE_MAX_SHADER_SAMPLER_VIEWS,
254*61046927SAndroid Build Coastguard Worker                            0, false, sampler_views);
255*61046927SAndroid Build Coastguard Worker }
256*61046927SAndroid Build Coastguard Worker 
257*61046927SAndroid Build Coastguard Worker 
258*61046927SAndroid Build Coastguard Worker /*
259*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
260*61046927SAndroid Build Coastguard Worker  *
261*61046927SAndroid Build Coastguard Worker  * CalcPrivateShaderSize --
262*61046927SAndroid Build Coastguard Worker  *
263*61046927SAndroid Build Coastguard Worker  *    The CalcPrivateShaderSize function determines the size of
264*61046927SAndroid Build Coastguard Worker  *    the user-mode display driver's private region of memory
265*61046927SAndroid Build Coastguard Worker  *    (that is, the size of internal driver structures, not the
266*61046927SAndroid Build Coastguard Worker  *    size of the resource video memory) for a shader.
267*61046927SAndroid Build Coastguard Worker  *
268*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
269*61046927SAndroid Build Coastguard Worker  */
270*61046927SAndroid Build Coastguard Worker 
271*61046927SAndroid Build Coastguard Worker SIZE_T APIENTRY
CalcPrivateShaderSize(D3D10DDI_HDEVICE hDevice,__in_ecount (pShaderCode[1])const UINT * pShaderCode,__in const D3D10DDIARG_STAGE_IO_SIGNATURES * pSignatures)272*61046927SAndroid Build Coastguard Worker CalcPrivateShaderSize(D3D10DDI_HDEVICE hDevice,                                  // IN
273*61046927SAndroid Build Coastguard Worker                       __in_ecount (pShaderCode[1]) const UINT *pShaderCode,      // IN
274*61046927SAndroid Build Coastguard Worker                       __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures)   // IN
275*61046927SAndroid Build Coastguard Worker {
276*61046927SAndroid Build Coastguard Worker    return sizeof(Shader);
277*61046927SAndroid Build Coastguard Worker }
278*61046927SAndroid Build Coastguard Worker 
279*61046927SAndroid Build Coastguard Worker 
280*61046927SAndroid Build Coastguard Worker /*
281*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
282*61046927SAndroid Build Coastguard Worker  *
283*61046927SAndroid Build Coastguard Worker  * DestroyShader --
284*61046927SAndroid Build Coastguard Worker  *
285*61046927SAndroid Build Coastguard Worker  *    The DestroyShader function destroys the specified shader object.
286*61046927SAndroid Build Coastguard Worker  *    The shader object can be destoyed only if it is not currently
287*61046927SAndroid Build Coastguard Worker  *    bound to a display device.
288*61046927SAndroid Build Coastguard Worker  *
289*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
290*61046927SAndroid Build Coastguard Worker  */
291*61046927SAndroid Build Coastguard Worker 
292*61046927SAndroid Build Coastguard Worker void APIENTRY
DestroyShader(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADER hShader)293*61046927SAndroid Build Coastguard Worker DestroyShader(D3D10DDI_HDEVICE hDevice,   // IN
294*61046927SAndroid Build Coastguard Worker               D3D10DDI_HSHADER hShader)   // IN
295*61046927SAndroid Build Coastguard Worker {
296*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
297*61046927SAndroid Build Coastguard Worker 
298*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
299*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
300*61046927SAndroid Build Coastguard Worker 
301*61046927SAndroid Build Coastguard Worker    if (pShader->handle) {
302*61046927SAndroid Build Coastguard Worker       switch (pShader->type) {
303*61046927SAndroid Build Coastguard Worker       case PIPE_SHADER_FRAGMENT:
304*61046927SAndroid Build Coastguard Worker          pipe->delete_fs_state(pipe, pShader->handle);
305*61046927SAndroid Build Coastguard Worker          break;
306*61046927SAndroid Build Coastguard Worker       case PIPE_SHADER_VERTEX:
307*61046927SAndroid Build Coastguard Worker          pipe->delete_vs_state(pipe, pShader->handle);
308*61046927SAndroid Build Coastguard Worker          break;
309*61046927SAndroid Build Coastguard Worker       case PIPE_SHADER_GEOMETRY:
310*61046927SAndroid Build Coastguard Worker          pipe->delete_gs_state(pipe, pShader->handle);
311*61046927SAndroid Build Coastguard Worker          break;
312*61046927SAndroid Build Coastguard Worker       default:
313*61046927SAndroid Build Coastguard Worker          assert(0);
314*61046927SAndroid Build Coastguard Worker       }
315*61046927SAndroid Build Coastguard Worker    }
316*61046927SAndroid Build Coastguard Worker 
317*61046927SAndroid Build Coastguard Worker    if (pShader->state.tokens) {
318*61046927SAndroid Build Coastguard Worker       ureg_free_tokens(pShader->state.tokens);
319*61046927SAndroid Build Coastguard Worker    }
320*61046927SAndroid Build Coastguard Worker }
321*61046927SAndroid Build Coastguard Worker 
322*61046927SAndroid Build Coastguard Worker 
323*61046927SAndroid Build Coastguard Worker /*
324*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
325*61046927SAndroid Build Coastguard Worker  *
326*61046927SAndroid Build Coastguard Worker  * CalcPrivateSamplerSize --
327*61046927SAndroid Build Coastguard Worker  *
328*61046927SAndroid Build Coastguard Worker  *    The CalcPrivateSamplerSize function determines the size of the
329*61046927SAndroid Build Coastguard Worker  *    user-mode display driver's private region of memory (that is,
330*61046927SAndroid Build Coastguard Worker  *    the size of internal driver structures, not the size of the
331*61046927SAndroid Build Coastguard Worker  *    resource video memory) for a sampler.
332*61046927SAndroid Build Coastguard Worker  *
333*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
334*61046927SAndroid Build Coastguard Worker  */
335*61046927SAndroid Build Coastguard Worker 
336*61046927SAndroid Build Coastguard Worker SIZE_T APIENTRY
CalcPrivateSamplerSize(D3D10DDI_HDEVICE hDevice,__in const D3D10_DDI_SAMPLER_DESC * pSamplerDesc)337*61046927SAndroid Build Coastguard Worker CalcPrivateSamplerSize(D3D10DDI_HDEVICE hDevice,                        // IN
338*61046927SAndroid Build Coastguard Worker                        __in const D3D10_DDI_SAMPLER_DESC *pSamplerDesc) // IN
339*61046927SAndroid Build Coastguard Worker {
340*61046927SAndroid Build Coastguard Worker    return sizeof(SamplerState);
341*61046927SAndroid Build Coastguard Worker }
342*61046927SAndroid Build Coastguard Worker 
343*61046927SAndroid Build Coastguard Worker 
344*61046927SAndroid Build Coastguard Worker static uint
translate_address_mode(D3D10_DDI_TEXTURE_ADDRESS_MODE AddressMode)345*61046927SAndroid Build Coastguard Worker translate_address_mode(D3D10_DDI_TEXTURE_ADDRESS_MODE AddressMode)
346*61046927SAndroid Build Coastguard Worker {
347*61046927SAndroid Build Coastguard Worker    switch (AddressMode) {
348*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_TEXTURE_ADDRESS_WRAP:
349*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_WRAP_REPEAT;
350*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_TEXTURE_ADDRESS_MIRROR:
351*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_WRAP_MIRROR_REPEAT;
352*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_TEXTURE_ADDRESS_CLAMP:
353*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
354*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_TEXTURE_ADDRESS_BORDER:
355*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
356*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_TEXTURE_ADDRESS_MIRRORONCE:
357*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
358*61046927SAndroid Build Coastguard Worker    default:
359*61046927SAndroid Build Coastguard Worker       assert(0);
360*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_WRAP_REPEAT;
361*61046927SAndroid Build Coastguard Worker    }
362*61046927SAndroid Build Coastguard Worker }
363*61046927SAndroid Build Coastguard Worker 
364*61046927SAndroid Build Coastguard Worker static uint
translate_comparison(D3D10_DDI_COMPARISON_FUNC Func)365*61046927SAndroid Build Coastguard Worker translate_comparison(D3D10_DDI_COMPARISON_FUNC Func)
366*61046927SAndroid Build Coastguard Worker {
367*61046927SAndroid Build Coastguard Worker    switch (Func) {
368*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_NEVER:
369*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_NEVER;
370*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_LESS:
371*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_LESS;
372*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_EQUAL:
373*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_EQUAL;
374*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_LESS_EQUAL:
375*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_LEQUAL;
376*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_GREATER:
377*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_GREATER;
378*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_NOT_EQUAL:
379*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_NOTEQUAL;
380*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_GREATER_EQUAL:
381*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_GEQUAL;
382*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_COMPARISON_ALWAYS:
383*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_ALWAYS;
384*61046927SAndroid Build Coastguard Worker    default:
385*61046927SAndroid Build Coastguard Worker       assert(0);
386*61046927SAndroid Build Coastguard Worker       return PIPE_FUNC_ALWAYS;
387*61046927SAndroid Build Coastguard Worker    }
388*61046927SAndroid Build Coastguard Worker }
389*61046927SAndroid Build Coastguard Worker 
390*61046927SAndroid Build Coastguard Worker static uint
translate_filter(D3D10_DDI_FILTER_TYPE Filter)391*61046927SAndroid Build Coastguard Worker translate_filter(D3D10_DDI_FILTER_TYPE Filter)
392*61046927SAndroid Build Coastguard Worker {
393*61046927SAndroid Build Coastguard Worker    switch (Filter) {
394*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_FILTER_TYPE_POINT:
395*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_FILTER_NEAREST;
396*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_FILTER_TYPE_LINEAR:
397*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_FILTER_LINEAR;
398*61046927SAndroid Build Coastguard Worker    default:
399*61046927SAndroid Build Coastguard Worker       assert(0);
400*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_FILTER_NEAREST;
401*61046927SAndroid Build Coastguard Worker    }
402*61046927SAndroid Build Coastguard Worker }
403*61046927SAndroid Build Coastguard Worker 
404*61046927SAndroid Build Coastguard Worker static uint
translate_min_filter(D3D10_DDI_FILTER Filter)405*61046927SAndroid Build Coastguard Worker translate_min_filter(D3D10_DDI_FILTER Filter)
406*61046927SAndroid Build Coastguard Worker {
407*61046927SAndroid Build Coastguard Worker    return translate_filter(D3D10_DDI_DECODE_MIN_FILTER(Filter));
408*61046927SAndroid Build Coastguard Worker }
409*61046927SAndroid Build Coastguard Worker 
410*61046927SAndroid Build Coastguard Worker static uint
translate_mag_filter(D3D10_DDI_FILTER Filter)411*61046927SAndroid Build Coastguard Worker translate_mag_filter(D3D10_DDI_FILTER Filter)
412*61046927SAndroid Build Coastguard Worker {
413*61046927SAndroid Build Coastguard Worker    return translate_filter(D3D10_DDI_DECODE_MAG_FILTER(Filter));
414*61046927SAndroid Build Coastguard Worker }
415*61046927SAndroid Build Coastguard Worker 
416*61046927SAndroid Build Coastguard Worker /* Gallium uses a different enum for mipfilters, to accomodate the GL
417*61046927SAndroid Build Coastguard Worker  * MIPFILTER_NONE mode.
418*61046927SAndroid Build Coastguard Worker  */
419*61046927SAndroid Build Coastguard Worker static uint
translate_mip_filter(D3D10_DDI_FILTER Filter)420*61046927SAndroid Build Coastguard Worker translate_mip_filter(D3D10_DDI_FILTER Filter)
421*61046927SAndroid Build Coastguard Worker {
422*61046927SAndroid Build Coastguard Worker    switch (D3D10_DDI_DECODE_MIP_FILTER(Filter)) {
423*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_FILTER_TYPE_POINT:
424*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_MIPFILTER_NEAREST;
425*61046927SAndroid Build Coastguard Worker    case D3D10_DDI_FILTER_TYPE_LINEAR:
426*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_MIPFILTER_LINEAR;
427*61046927SAndroid Build Coastguard Worker    default:
428*61046927SAndroid Build Coastguard Worker       assert(0);
429*61046927SAndroid Build Coastguard Worker       return PIPE_TEX_MIPFILTER_NEAREST;
430*61046927SAndroid Build Coastguard Worker    }
431*61046927SAndroid Build Coastguard Worker }
432*61046927SAndroid Build Coastguard Worker 
433*61046927SAndroid Build Coastguard Worker /*
434*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
435*61046927SAndroid Build Coastguard Worker  *
436*61046927SAndroid Build Coastguard Worker  * CreateSampler --
437*61046927SAndroid Build Coastguard Worker  *
438*61046927SAndroid Build Coastguard Worker  *    The CreateSampler function creates a sampler.
439*61046927SAndroid Build Coastguard Worker  *
440*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
441*61046927SAndroid Build Coastguard Worker  */
442*61046927SAndroid Build Coastguard Worker 
443*61046927SAndroid Build Coastguard Worker void APIENTRY
CreateSampler(D3D10DDI_HDEVICE hDevice,__in const D3D10_DDI_SAMPLER_DESC * pSamplerDesc,D3D10DDI_HSAMPLER hSampler,D3D10DDI_HRTSAMPLER hRTSampler)444*61046927SAndroid Build Coastguard Worker CreateSampler(D3D10DDI_HDEVICE hDevice,                        // IN
445*61046927SAndroid Build Coastguard Worker               __in const D3D10_DDI_SAMPLER_DESC *pSamplerDesc, // IN
446*61046927SAndroid Build Coastguard Worker               D3D10DDI_HSAMPLER hSampler,                      // IN
447*61046927SAndroid Build Coastguard Worker               D3D10DDI_HRTSAMPLER hRTSampler)                  // IN
448*61046927SAndroid Build Coastguard Worker {
449*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
450*61046927SAndroid Build Coastguard Worker 
451*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
452*61046927SAndroid Build Coastguard Worker    SamplerState *pSamplerState = CastSamplerState(hSampler);
453*61046927SAndroid Build Coastguard Worker 
454*61046927SAndroid Build Coastguard Worker    struct pipe_sampler_state state;
455*61046927SAndroid Build Coastguard Worker 
456*61046927SAndroid Build Coastguard Worker    memset(&state, 0, sizeof state);
457*61046927SAndroid Build Coastguard Worker 
458*61046927SAndroid Build Coastguard Worker    /* d3d10 has seamless cube filtering always enabled */
459*61046927SAndroid Build Coastguard Worker    state.seamless_cube_map = 1;
460*61046927SAndroid Build Coastguard Worker 
461*61046927SAndroid Build Coastguard Worker    /* Wrapping modes. */
462*61046927SAndroid Build Coastguard Worker    state.wrap_s = translate_address_mode(pSamplerDesc->AddressU);
463*61046927SAndroid Build Coastguard Worker    state.wrap_t = translate_address_mode(pSamplerDesc->AddressV);
464*61046927SAndroid Build Coastguard Worker    state.wrap_r = translate_address_mode(pSamplerDesc->AddressW);
465*61046927SAndroid Build Coastguard Worker 
466*61046927SAndroid Build Coastguard Worker    /* Filtering */
467*61046927SAndroid Build Coastguard Worker    state.min_img_filter = translate_min_filter(pSamplerDesc->Filter);
468*61046927SAndroid Build Coastguard Worker    state.mag_img_filter = translate_mag_filter(pSamplerDesc->Filter);
469*61046927SAndroid Build Coastguard Worker    state.min_mip_filter = translate_mip_filter(pSamplerDesc->Filter);
470*61046927SAndroid Build Coastguard Worker 
471*61046927SAndroid Build Coastguard Worker    if (D3D10_DDI_DECODE_IS_ANISOTROPIC_FILTER(pSamplerDesc->Filter)) {
472*61046927SAndroid Build Coastguard Worker       state.max_anisotropy = pSamplerDesc->MaxAnisotropy;
473*61046927SAndroid Build Coastguard Worker    }
474*61046927SAndroid Build Coastguard Worker 
475*61046927SAndroid Build Coastguard Worker    /* XXX: Handle the following bit.
476*61046927SAndroid Build Coastguard Worker     */
477*61046927SAndroid Build Coastguard Worker    LOG_UNSUPPORTED(D3D10_DDI_DECODE_IS_TEXT_1BIT_FILTER(pSamplerDesc->Filter));
478*61046927SAndroid Build Coastguard Worker 
479*61046927SAndroid Build Coastguard Worker    /* Comparison. */
480*61046927SAndroid Build Coastguard Worker    if (D3D10_DDI_DECODE_IS_COMPARISON_FILTER(pSamplerDesc->Filter)) {
481*61046927SAndroid Build Coastguard Worker       state.compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
482*61046927SAndroid Build Coastguard Worker       state.compare_func = translate_comparison(pSamplerDesc->ComparisonFunc);
483*61046927SAndroid Build Coastguard Worker    }
484*61046927SAndroid Build Coastguard Worker 
485*61046927SAndroid Build Coastguard Worker    /* Level of detail. */
486*61046927SAndroid Build Coastguard Worker    state.lod_bias = pSamplerDesc->MipLODBias;
487*61046927SAndroid Build Coastguard Worker    state.min_lod = pSamplerDesc->MinLOD;
488*61046927SAndroid Build Coastguard Worker    state.max_lod = pSamplerDesc->MaxLOD;
489*61046927SAndroid Build Coastguard Worker 
490*61046927SAndroid Build Coastguard Worker    /* Border color. */
491*61046927SAndroid Build Coastguard Worker    state.border_color.f[0] = pSamplerDesc->BorderColor[0];
492*61046927SAndroid Build Coastguard Worker    state.border_color.f[1] = pSamplerDesc->BorderColor[1];
493*61046927SAndroid Build Coastguard Worker    state.border_color.f[2] = pSamplerDesc->BorderColor[2];
494*61046927SAndroid Build Coastguard Worker    state.border_color.f[3] = pSamplerDesc->BorderColor[3];
495*61046927SAndroid Build Coastguard Worker 
496*61046927SAndroid Build Coastguard Worker    pSamplerState->handle = pipe->create_sampler_state(pipe, &state);
497*61046927SAndroid Build Coastguard Worker }
498*61046927SAndroid Build Coastguard Worker 
499*61046927SAndroid Build Coastguard Worker 
500*61046927SAndroid Build Coastguard Worker /*
501*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
502*61046927SAndroid Build Coastguard Worker  *
503*61046927SAndroid Build Coastguard Worker  * DestroySampler --
504*61046927SAndroid Build Coastguard Worker  *
505*61046927SAndroid Build Coastguard Worker  *    The DestroySampler function destroys the specified sampler object.
506*61046927SAndroid Build Coastguard Worker  *    The sampler object can be destoyed only if it is not currently
507*61046927SAndroid Build Coastguard Worker  *    bound to a display device.
508*61046927SAndroid Build Coastguard Worker  *
509*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
510*61046927SAndroid Build Coastguard Worker  */
511*61046927SAndroid Build Coastguard Worker 
512*61046927SAndroid Build Coastguard Worker void APIENTRY
DestroySampler(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSAMPLER hSampler)513*61046927SAndroid Build Coastguard Worker DestroySampler(D3D10DDI_HDEVICE hDevice,     // IN
514*61046927SAndroid Build Coastguard Worker                D3D10DDI_HSAMPLER hSampler)   // IN
515*61046927SAndroid Build Coastguard Worker {
516*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
517*61046927SAndroid Build Coastguard Worker 
518*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
519*61046927SAndroid Build Coastguard Worker    SamplerState *pSamplerState = CastSamplerState(hSampler);
520*61046927SAndroid Build Coastguard Worker 
521*61046927SAndroid Build Coastguard Worker    pipe->delete_sampler_state(pipe, pSamplerState->handle);
522*61046927SAndroid Build Coastguard Worker }
523*61046927SAndroid Build Coastguard Worker 
524*61046927SAndroid Build Coastguard Worker 
525*61046927SAndroid Build Coastguard Worker /*
526*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
527*61046927SAndroid Build Coastguard Worker  *
528*61046927SAndroid Build Coastguard Worker  * CreateVertexShader --
529*61046927SAndroid Build Coastguard Worker  *
530*61046927SAndroid Build Coastguard Worker  *    The CreateVertexShader function creates a vertex shader.
531*61046927SAndroid Build Coastguard Worker  *
532*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
533*61046927SAndroid Build Coastguard Worker  */
534*61046927SAndroid Build Coastguard Worker 
535*61046927SAndroid Build Coastguard Worker void APIENTRY
CreateVertexShader(D3D10DDI_HDEVICE hDevice,__in_ecount (pShaderCode[1])const UINT * pCode,D3D10DDI_HSHADER hShader,D3D10DDI_HRTSHADER hRTShader,__in const D3D10DDIARG_STAGE_IO_SIGNATURES * pSignatures)536*61046927SAndroid Build Coastguard Worker CreateVertexShader(D3D10DDI_HDEVICE hDevice,                                  // IN
537*61046927SAndroid Build Coastguard Worker                    __in_ecount (pShaderCode[1]) const UINT *pCode,            // IN
538*61046927SAndroid Build Coastguard Worker                    D3D10DDI_HSHADER hShader,                                  // IN
539*61046927SAndroid Build Coastguard Worker                    D3D10DDI_HRTSHADER hRTShader,                              // IN
540*61046927SAndroid Build Coastguard Worker                    __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures)   // IN
541*61046927SAndroid Build Coastguard Worker {
542*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
543*61046927SAndroid Build Coastguard Worker 
544*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
545*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
546*61046927SAndroid Build Coastguard Worker 
547*61046927SAndroid Build Coastguard Worker    pShader->type = PIPE_SHADER_VERTEX;
548*61046927SAndroid Build Coastguard Worker    pShader->output_resolved = true;
549*61046927SAndroid Build Coastguard Worker 
550*61046927SAndroid Build Coastguard Worker    memset(&pShader->state, 0, sizeof pShader->state);
551*61046927SAndroid Build Coastguard Worker    pShader->state.tokens = Shader_tgsi_translate(pCode, pShader->output_mapping);
552*61046927SAndroid Build Coastguard Worker 
553*61046927SAndroid Build Coastguard Worker    pShader->handle = pipe->create_vs_state(pipe, &pShader->state);
554*61046927SAndroid Build Coastguard Worker 
555*61046927SAndroid Build Coastguard Worker }
556*61046927SAndroid Build Coastguard Worker 
557*61046927SAndroid Build Coastguard Worker 
558*61046927SAndroid Build Coastguard Worker /*
559*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
560*61046927SAndroid Build Coastguard Worker  *
561*61046927SAndroid Build Coastguard Worker  * VsSetShader --
562*61046927SAndroid Build Coastguard Worker  *
563*61046927SAndroid Build Coastguard Worker  *    The VsSetShader function sets the vertex shader code so that all
564*61046927SAndroid Build Coastguard Worker  *    of the subsequent drawing operations use that code.
565*61046927SAndroid Build Coastguard Worker  *
566*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
567*61046927SAndroid Build Coastguard Worker  */
568*61046927SAndroid Build Coastguard Worker 
569*61046927SAndroid Build Coastguard Worker void APIENTRY
VsSetShader(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADER hShader)570*61046927SAndroid Build Coastguard Worker VsSetShader(D3D10DDI_HDEVICE hDevice,  // IN
571*61046927SAndroid Build Coastguard Worker             D3D10DDI_HSHADER hShader)  // IN
572*61046927SAndroid Build Coastguard Worker {
573*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
574*61046927SAndroid Build Coastguard Worker 
575*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
576*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
577*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
578*61046927SAndroid Build Coastguard Worker    void *state = CastPipeShader(hShader);
579*61046927SAndroid Build Coastguard Worker 
580*61046927SAndroid Build Coastguard Worker    pDevice->bound_vs = pShader;
581*61046927SAndroid Build Coastguard Worker    if (!state) {
582*61046927SAndroid Build Coastguard Worker       state = pDevice->empty_vs;
583*61046927SAndroid Build Coastguard Worker    }
584*61046927SAndroid Build Coastguard Worker 
585*61046927SAndroid Build Coastguard Worker    pipe->bind_vs_state(pipe, state);
586*61046927SAndroid Build Coastguard Worker }
587*61046927SAndroid Build Coastguard Worker 
588*61046927SAndroid Build Coastguard Worker 
589*61046927SAndroid Build Coastguard Worker /*
590*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
591*61046927SAndroid Build Coastguard Worker  *
592*61046927SAndroid Build Coastguard Worker  * VsSetShaderResources --
593*61046927SAndroid Build Coastguard Worker  *
594*61046927SAndroid Build Coastguard Worker  *    The VsSetShaderResources function sets resources for a
595*61046927SAndroid Build Coastguard Worker  *    vertex shader.
596*61046927SAndroid Build Coastguard Worker  *
597*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
598*61046927SAndroid Build Coastguard Worker  */
599*61046927SAndroid Build Coastguard Worker 
600*61046927SAndroid Build Coastguard Worker void APIENTRY
VsSetShaderResources(D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumViews,__in_ecount (NumViews)const D3D10DDI_HSHADERRESOURCEVIEW * phShaderResourceViews)601*61046927SAndroid Build Coastguard Worker VsSetShaderResources(D3D10DDI_HDEVICE hDevice,                                   // IN
602*61046927SAndroid Build Coastguard Worker                      UINT Offset,                                                // IN
603*61046927SAndroid Build Coastguard Worker                      UINT NumViews,                                              // IN
604*61046927SAndroid Build Coastguard Worker                      __in_ecount (NumViews)
605*61046927SAndroid Build Coastguard Worker                      const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews)  // IN
606*61046927SAndroid Build Coastguard Worker {
607*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
608*61046927SAndroid Build Coastguard Worker 
609*61046927SAndroid Build Coastguard Worker    SetShaderResources(PIPE_SHADER_VERTEX, hDevice, Offset, NumViews, phShaderResourceViews);
610*61046927SAndroid Build Coastguard Worker 
611*61046927SAndroid Build Coastguard Worker }
612*61046927SAndroid Build Coastguard Worker 
613*61046927SAndroid Build Coastguard Worker 
614*61046927SAndroid Build Coastguard Worker /*
615*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
616*61046927SAndroid Build Coastguard Worker  *
617*61046927SAndroid Build Coastguard Worker  * VsSetConstantBuffers --
618*61046927SAndroid Build Coastguard Worker  *
619*61046927SAndroid Build Coastguard Worker  *    The VsSetConstantBuffers function sets constant buffers
620*61046927SAndroid Build Coastguard Worker  *    for a vertex shader.
621*61046927SAndroid Build Coastguard Worker  *
622*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
623*61046927SAndroid Build Coastguard Worker  */
624*61046927SAndroid Build Coastguard Worker 
625*61046927SAndroid Build Coastguard Worker void APIENTRY
VsSetConstantBuffers(D3D10DDI_HDEVICE hDevice,UINT StartBuffer,UINT NumBuffers,__in_ecount (NumBuffers)const D3D10DDI_HRESOURCE * phBuffers)626*61046927SAndroid Build Coastguard Worker VsSetConstantBuffers(D3D10DDI_HDEVICE hDevice,                                      // IN
627*61046927SAndroid Build Coastguard Worker                      UINT StartBuffer,                                              // IN
628*61046927SAndroid Build Coastguard Worker                      UINT NumBuffers,                                               // IN
629*61046927SAndroid Build Coastguard Worker                      __in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers)  // IN
630*61046927SAndroid Build Coastguard Worker {
631*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
632*61046927SAndroid Build Coastguard Worker 
633*61046927SAndroid Build Coastguard Worker    SetConstantBuffers(PIPE_SHADER_VERTEX,
634*61046927SAndroid Build Coastguard Worker                       hDevice, StartBuffer, NumBuffers, phBuffers);
635*61046927SAndroid Build Coastguard Worker }
636*61046927SAndroid Build Coastguard Worker 
637*61046927SAndroid Build Coastguard Worker 
638*61046927SAndroid Build Coastguard Worker /*
639*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
640*61046927SAndroid Build Coastguard Worker  *
641*61046927SAndroid Build Coastguard Worker  * VsSetSamplers --
642*61046927SAndroid Build Coastguard Worker  *
643*61046927SAndroid Build Coastguard Worker  *    The VsSetSamplers function sets samplers for a vertex shader.
644*61046927SAndroid Build Coastguard Worker  *
645*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
646*61046927SAndroid Build Coastguard Worker  */
647*61046927SAndroid Build Coastguard Worker 
648*61046927SAndroid Build Coastguard Worker void APIENTRY
VsSetSamplers(D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumSamplers,__in_ecount (NumSamplers)const D3D10DDI_HSAMPLER * phSamplers)649*61046927SAndroid Build Coastguard Worker VsSetSamplers(D3D10DDI_HDEVICE hDevice,                                       // IN
650*61046927SAndroid Build Coastguard Worker               UINT Offset,                                                    // IN
651*61046927SAndroid Build Coastguard Worker               UINT NumSamplers,                                               // IN
652*61046927SAndroid Build Coastguard Worker               __in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers)  // IN
653*61046927SAndroid Build Coastguard Worker {
654*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
655*61046927SAndroid Build Coastguard Worker 
656*61046927SAndroid Build Coastguard Worker    SetSamplers(PIPE_SHADER_VERTEX, hDevice, Offset, NumSamplers, phSamplers);
657*61046927SAndroid Build Coastguard Worker 
658*61046927SAndroid Build Coastguard Worker }
659*61046927SAndroid Build Coastguard Worker 
660*61046927SAndroid Build Coastguard Worker 
661*61046927SAndroid Build Coastguard Worker /*
662*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
663*61046927SAndroid Build Coastguard Worker  *
664*61046927SAndroid Build Coastguard Worker  * CreateGeometryShader --
665*61046927SAndroid Build Coastguard Worker  *
666*61046927SAndroid Build Coastguard Worker  *    The CreateGeometryShader function creates a geometry shader.
667*61046927SAndroid Build Coastguard Worker  *
668*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
669*61046927SAndroid Build Coastguard Worker  */
670*61046927SAndroid Build Coastguard Worker 
671*61046927SAndroid Build Coastguard Worker void APIENTRY
CreateGeometryShader(D3D10DDI_HDEVICE hDevice,__in_ecount (pShaderCode[1])const UINT * pShaderCode,D3D10DDI_HSHADER hShader,D3D10DDI_HRTSHADER hRTShader,__in const D3D10DDIARG_STAGE_IO_SIGNATURES * pSignatures)672*61046927SAndroid Build Coastguard Worker CreateGeometryShader(D3D10DDI_HDEVICE hDevice,                                // IN
673*61046927SAndroid Build Coastguard Worker                      __in_ecount (pShaderCode[1]) const UINT *pShaderCode,    // IN
674*61046927SAndroid Build Coastguard Worker                      D3D10DDI_HSHADER hShader,                                // IN
675*61046927SAndroid Build Coastguard Worker                      D3D10DDI_HRTSHADER hRTShader,                            // IN
676*61046927SAndroid Build Coastguard Worker                      __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures) // IN
677*61046927SAndroid Build Coastguard Worker {
678*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
679*61046927SAndroid Build Coastguard Worker 
680*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
681*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
682*61046927SAndroid Build Coastguard Worker 
683*61046927SAndroid Build Coastguard Worker    pShader->type = PIPE_SHADER_GEOMETRY;
684*61046927SAndroid Build Coastguard Worker    pShader->output_resolved = true;
685*61046927SAndroid Build Coastguard Worker 
686*61046927SAndroid Build Coastguard Worker    memset(&pShader->state, 0, sizeof pShader->state);
687*61046927SAndroid Build Coastguard Worker    pShader->state.tokens = Shader_tgsi_translate(pShaderCode, pShader->output_mapping);
688*61046927SAndroid Build Coastguard Worker 
689*61046927SAndroid Build Coastguard Worker    pShader->handle = pipe->create_gs_state(pipe, &pShader->state);
690*61046927SAndroid Build Coastguard Worker }
691*61046927SAndroid Build Coastguard Worker 
692*61046927SAndroid Build Coastguard Worker 
693*61046927SAndroid Build Coastguard Worker /*
694*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
695*61046927SAndroid Build Coastguard Worker  *
696*61046927SAndroid Build Coastguard Worker  * GsSetShader --
697*61046927SAndroid Build Coastguard Worker  *
698*61046927SAndroid Build Coastguard Worker  *    The GsSetShader function sets the geometry shader code so that
699*61046927SAndroid Build Coastguard Worker  *    all of the subsequent drawing operations use that code.
700*61046927SAndroid Build Coastguard Worker  *
701*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
702*61046927SAndroid Build Coastguard Worker  */
703*61046927SAndroid Build Coastguard Worker 
704*61046927SAndroid Build Coastguard Worker void APIENTRY
GsSetShader(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADER hShader)705*61046927SAndroid Build Coastguard Worker GsSetShader(D3D10DDI_HDEVICE hDevice,  // IN
706*61046927SAndroid Build Coastguard Worker             D3D10DDI_HSHADER hShader)  // IN
707*61046927SAndroid Build Coastguard Worker {
708*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
709*61046927SAndroid Build Coastguard Worker 
710*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
711*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
712*61046927SAndroid Build Coastguard Worker    void *state = CastPipeShader(hShader);
713*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
714*61046927SAndroid Build Coastguard Worker 
715*61046927SAndroid Build Coastguard Worker    assert(pipe->bind_gs_state);
716*61046927SAndroid Build Coastguard Worker 
717*61046927SAndroid Build Coastguard Worker    if (pShader && !pShader->state.tokens) {
718*61046927SAndroid Build Coastguard Worker       pDevice->bound_empty_gs = pShader;
719*61046927SAndroid Build Coastguard Worker    } else {
720*61046927SAndroid Build Coastguard Worker       pDevice->bound_empty_gs = NULL;
721*61046927SAndroid Build Coastguard Worker       pipe->bind_gs_state(pipe, state);
722*61046927SAndroid Build Coastguard Worker    }
723*61046927SAndroid Build Coastguard Worker }
724*61046927SAndroid Build Coastguard Worker 
725*61046927SAndroid Build Coastguard Worker 
726*61046927SAndroid Build Coastguard Worker /*
727*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
728*61046927SAndroid Build Coastguard Worker  *
729*61046927SAndroid Build Coastguard Worker  * GsSetShaderResources --
730*61046927SAndroid Build Coastguard Worker  *
731*61046927SAndroid Build Coastguard Worker  *    The GsSetShaderResources function sets resources for a
732*61046927SAndroid Build Coastguard Worker  *    geometry shader.
733*61046927SAndroid Build Coastguard Worker  *
734*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
735*61046927SAndroid Build Coastguard Worker  */
736*61046927SAndroid Build Coastguard Worker 
737*61046927SAndroid Build Coastguard Worker void APIENTRY
GsSetShaderResources(D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumViews,__in_ecount (NumViews)const D3D10DDI_HSHADERRESOURCEVIEW * phShaderResourceViews)738*61046927SAndroid Build Coastguard Worker GsSetShaderResources(D3D10DDI_HDEVICE hDevice,                                   // IN
739*61046927SAndroid Build Coastguard Worker                      UINT Offset,                                                // IN
740*61046927SAndroid Build Coastguard Worker                      UINT NumViews,                                              // IN
741*61046927SAndroid Build Coastguard Worker                      __in_ecount (NumViews)
742*61046927SAndroid Build Coastguard Worker                      const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews)  // IN
743*61046927SAndroid Build Coastguard Worker {
744*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
745*61046927SAndroid Build Coastguard Worker 
746*61046927SAndroid Build Coastguard Worker    SetShaderResources(PIPE_SHADER_GEOMETRY, hDevice, Offset, NumViews, phShaderResourceViews);
747*61046927SAndroid Build Coastguard Worker }
748*61046927SAndroid Build Coastguard Worker 
749*61046927SAndroid Build Coastguard Worker 
750*61046927SAndroid Build Coastguard Worker /*
751*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
752*61046927SAndroid Build Coastguard Worker  *
753*61046927SAndroid Build Coastguard Worker  * GsSetConstantBuffers --
754*61046927SAndroid Build Coastguard Worker  *
755*61046927SAndroid Build Coastguard Worker  *    The GsSetConstantBuffers function sets constant buffers for
756*61046927SAndroid Build Coastguard Worker  *    a geometry shader.
757*61046927SAndroid Build Coastguard Worker  *
758*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
759*61046927SAndroid Build Coastguard Worker  */
760*61046927SAndroid Build Coastguard Worker 
761*61046927SAndroid Build Coastguard Worker void APIENTRY
GsSetConstantBuffers(D3D10DDI_HDEVICE hDevice,UINT StartBuffer,UINT NumBuffers,__in_ecount (NumBuffers)const D3D10DDI_HRESOURCE * phBuffers)762*61046927SAndroid Build Coastguard Worker GsSetConstantBuffers(D3D10DDI_HDEVICE hDevice,                                      // IN
763*61046927SAndroid Build Coastguard Worker                      UINT StartBuffer,                                              // IN
764*61046927SAndroid Build Coastguard Worker                      UINT NumBuffers,                                               // IN
765*61046927SAndroid Build Coastguard Worker                      __in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers)  // IN
766*61046927SAndroid Build Coastguard Worker {
767*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
768*61046927SAndroid Build Coastguard Worker 
769*61046927SAndroid Build Coastguard Worker    SetConstantBuffers(PIPE_SHADER_GEOMETRY,
770*61046927SAndroid Build Coastguard Worker                       hDevice, StartBuffer, NumBuffers, phBuffers);
771*61046927SAndroid Build Coastguard Worker }
772*61046927SAndroid Build Coastguard Worker 
773*61046927SAndroid Build Coastguard Worker 
774*61046927SAndroid Build Coastguard Worker /*
775*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
776*61046927SAndroid Build Coastguard Worker  *
777*61046927SAndroid Build Coastguard Worker  * GsSetSamplers --
778*61046927SAndroid Build Coastguard Worker  *
779*61046927SAndroid Build Coastguard Worker  *    The GsSetSamplers function sets samplers for a geometry shader.
780*61046927SAndroid Build Coastguard Worker  *
781*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
782*61046927SAndroid Build Coastguard Worker  */
783*61046927SAndroid Build Coastguard Worker 
784*61046927SAndroid Build Coastguard Worker void APIENTRY
GsSetSamplers(D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumSamplers,__in_ecount (NumSamplers)const D3D10DDI_HSAMPLER * phSamplers)785*61046927SAndroid Build Coastguard Worker GsSetSamplers(D3D10DDI_HDEVICE hDevice,                                       // IN
786*61046927SAndroid Build Coastguard Worker               UINT Offset,                                                    // IN
787*61046927SAndroid Build Coastguard Worker               UINT NumSamplers,                                               // IN
788*61046927SAndroid Build Coastguard Worker               __in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers)  // IN
789*61046927SAndroid Build Coastguard Worker {
790*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
791*61046927SAndroid Build Coastguard Worker 
792*61046927SAndroid Build Coastguard Worker    SetSamplers(PIPE_SHADER_GEOMETRY, hDevice, Offset, NumSamplers, phSamplers);
793*61046927SAndroid Build Coastguard Worker }
794*61046927SAndroid Build Coastguard Worker 
795*61046927SAndroid Build Coastguard Worker 
796*61046927SAndroid Build Coastguard Worker /*
797*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
798*61046927SAndroid Build Coastguard Worker  *
799*61046927SAndroid Build Coastguard Worker  * CalcPrivateGeometryShaderWithStreamOutput --
800*61046927SAndroid Build Coastguard Worker  *
801*61046927SAndroid Build Coastguard Worker  *    The CalcPrivateGeometryShaderWithStreamOutput function determines
802*61046927SAndroid Build Coastguard Worker  *    the size of the user-mode display driver's private region of memory
803*61046927SAndroid Build Coastguard Worker  *    (that is, the size of internal driver structures, not the size of
804*61046927SAndroid Build Coastguard Worker  *    the resource video memory) for a geometry shader with stream output.
805*61046927SAndroid Build Coastguard Worker  *
806*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
807*61046927SAndroid Build Coastguard Worker  */
808*61046927SAndroid Build Coastguard Worker 
809*61046927SAndroid Build Coastguard Worker SIZE_T APIENTRY
CalcPrivateGeometryShaderWithStreamOutput(D3D10DDI_HDEVICE hDevice,__in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT * pCreateGeometryShaderWithStreamOutput,__in const D3D10DDIARG_STAGE_IO_SIGNATURES * pSignatures)810*61046927SAndroid Build Coastguard Worker CalcPrivateGeometryShaderWithStreamOutput(
811*61046927SAndroid Build Coastguard Worker    D3D10DDI_HDEVICE hDevice,                                                                             // IN
812*61046927SAndroid Build Coastguard Worker    __in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT *pCreateGeometryShaderWithStreamOutput,   // IN
813*61046927SAndroid Build Coastguard Worker    __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures)                                              // IN
814*61046927SAndroid Build Coastguard Worker {
815*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
816*61046927SAndroid Build Coastguard Worker    return sizeof(Shader);
817*61046927SAndroid Build Coastguard Worker }
818*61046927SAndroid Build Coastguard Worker 
819*61046927SAndroid Build Coastguard Worker 
820*61046927SAndroid Build Coastguard Worker /*
821*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
822*61046927SAndroid Build Coastguard Worker  *
823*61046927SAndroid Build Coastguard Worker  * CreateGeometryShaderWithStreamOutput --
824*61046927SAndroid Build Coastguard Worker  *
825*61046927SAndroid Build Coastguard Worker  *    The CreateGeometryShaderWithStreamOutput function creates a
826*61046927SAndroid Build Coastguard Worker  *    geometry shader with stream output.
827*61046927SAndroid Build Coastguard Worker  *
828*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
829*61046927SAndroid Build Coastguard Worker  */
830*61046927SAndroid Build Coastguard Worker 
831*61046927SAndroid Build Coastguard Worker void APIENTRY
CreateGeometryShaderWithStreamOutput(D3D10DDI_HDEVICE hDevice,__in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT * pData,D3D10DDI_HSHADER hShader,D3D10DDI_HRTSHADER hRTShader,__in const D3D10DDIARG_STAGE_IO_SIGNATURES * pSignatures)832*61046927SAndroid Build Coastguard Worker CreateGeometryShaderWithStreamOutput(
833*61046927SAndroid Build Coastguard Worker    D3D10DDI_HDEVICE hDevice,                                                                             // IN
834*61046927SAndroid Build Coastguard Worker    __in const D3D10DDIARG_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT *pData,   // IN
835*61046927SAndroid Build Coastguard Worker    D3D10DDI_HSHADER hShader,                                                                             // IN
836*61046927SAndroid Build Coastguard Worker    D3D10DDI_HRTSHADER hRTShader,                                                                         // IN
837*61046927SAndroid Build Coastguard Worker    __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures)                                              // IN
838*61046927SAndroid Build Coastguard Worker {
839*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
840*61046927SAndroid Build Coastguard Worker 
841*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
842*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
843*61046927SAndroid Build Coastguard Worker    int total_components[PIPE_MAX_SO_BUFFERS] = {0};
844*61046927SAndroid Build Coastguard Worker    unsigned num_holes = 0;
845*61046927SAndroid Build Coastguard Worker    bool all_slot_zero = true;
846*61046927SAndroid Build Coastguard Worker 
847*61046927SAndroid Build Coastguard Worker    pShader->type = PIPE_SHADER_GEOMETRY;
848*61046927SAndroid Build Coastguard Worker 
849*61046927SAndroid Build Coastguard Worker    memset(&pShader->state, 0, sizeof pShader->state);
850*61046927SAndroid Build Coastguard Worker    if (pData->pShaderCode) {
851*61046927SAndroid Build Coastguard Worker       pShader->state.tokens = Shader_tgsi_translate(pData->pShaderCode,
852*61046927SAndroid Build Coastguard Worker                                                     pShader->output_mapping);
853*61046927SAndroid Build Coastguard Worker    }
854*61046927SAndroid Build Coastguard Worker    pShader->output_resolved = (pShader->state.tokens != NULL);
855*61046927SAndroid Build Coastguard Worker 
856*61046927SAndroid Build Coastguard Worker    for (unsigned i = 0; i < pData->NumEntries; ++i) {
857*61046927SAndroid Build Coastguard Worker       CONST D3D10DDIARG_STREAM_OUTPUT_DECLARATION_ENTRY* pOutputStreamDecl =
858*61046927SAndroid Build Coastguard Worker             &pData->pOutputStreamDecl[i];
859*61046927SAndroid Build Coastguard Worker       BYTE RegisterMask = pOutputStreamDecl->RegisterMask;
860*61046927SAndroid Build Coastguard Worker       unsigned start_component = 0;
861*61046927SAndroid Build Coastguard Worker       unsigned num_components = 0;
862*61046927SAndroid Build Coastguard Worker       if (RegisterMask) {
863*61046927SAndroid Build Coastguard Worker          while ((RegisterMask & 1) == 0) {
864*61046927SAndroid Build Coastguard Worker             ++start_component;
865*61046927SAndroid Build Coastguard Worker             RegisterMask >>= 1;
866*61046927SAndroid Build Coastguard Worker          }
867*61046927SAndroid Build Coastguard Worker          while (RegisterMask) {
868*61046927SAndroid Build Coastguard Worker             ++num_components;
869*61046927SAndroid Build Coastguard Worker             RegisterMask >>= 1;
870*61046927SAndroid Build Coastguard Worker          }
871*61046927SAndroid Build Coastguard Worker          assert(start_component < 4);
872*61046927SAndroid Build Coastguard Worker          assert(1 <= num_components && num_components <= 4);
873*61046927SAndroid Build Coastguard Worker          LOG_UNSUPPORTED(((1 << num_components) - 1) << start_component !=
874*61046927SAndroid Build Coastguard Worker                          pOutputStreamDecl->RegisterMask);
875*61046927SAndroid Build Coastguard Worker       }
876*61046927SAndroid Build Coastguard Worker 
877*61046927SAndroid Build Coastguard Worker       if (pOutputStreamDecl->RegisterIndex == 0xffffffff) {
878*61046927SAndroid Build Coastguard Worker          ++num_holes;
879*61046927SAndroid Build Coastguard Worker       } else {
880*61046927SAndroid Build Coastguard Worker          unsigned idx = i - num_holes;
881*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.output[idx].start_component =
882*61046927SAndroid Build Coastguard Worker             start_component;
883*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.output[idx].num_components =
884*61046927SAndroid Build Coastguard Worker             num_components;
885*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.output[idx].output_buffer =
886*61046927SAndroid Build Coastguard Worker             pOutputStreamDecl->OutputSlot;
887*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.output[idx].register_index =
888*61046927SAndroid Build Coastguard Worker             ShaderFindOutputMapping(pShader, pOutputStreamDecl->RegisterIndex);
889*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.output[idx].dst_offset =
890*61046927SAndroid Build Coastguard Worker             total_components[pOutputStreamDecl->OutputSlot];
891*61046927SAndroid Build Coastguard Worker          if (pOutputStreamDecl->OutputSlot != 0)
892*61046927SAndroid Build Coastguard Worker             all_slot_zero = false;
893*61046927SAndroid Build Coastguard Worker       }
894*61046927SAndroid Build Coastguard Worker       total_components[pOutputStreamDecl->OutputSlot] += num_components;
895*61046927SAndroid Build Coastguard Worker    }
896*61046927SAndroid Build Coastguard Worker    pShader->state.stream_output.num_outputs = pData->NumEntries - num_holes;
897*61046927SAndroid Build Coastguard Worker    for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; ++i) {
898*61046927SAndroid Build Coastguard Worker       /* stream_output.stride[i] is in dwords */
899*61046927SAndroid Build Coastguard Worker       if (all_slot_zero) {
900*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.stride[i] =
901*61046927SAndroid Build Coastguard Worker             pData->StreamOutputStrideInBytes / sizeof(float);
902*61046927SAndroid Build Coastguard Worker       } else {
903*61046927SAndroid Build Coastguard Worker          pShader->state.stream_output.stride[i] = total_components[i];
904*61046927SAndroid Build Coastguard Worker       }
905*61046927SAndroid Build Coastguard Worker    }
906*61046927SAndroid Build Coastguard Worker 
907*61046927SAndroid Build Coastguard Worker    pShader->handle = pipe->create_gs_state(pipe, &pShader->state);
908*61046927SAndroid Build Coastguard Worker }
909*61046927SAndroid Build Coastguard Worker 
910*61046927SAndroid Build Coastguard Worker 
911*61046927SAndroid Build Coastguard Worker /*
912*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
913*61046927SAndroid Build Coastguard Worker  *
914*61046927SAndroid Build Coastguard Worker  * SoSetTargets --
915*61046927SAndroid Build Coastguard Worker  *
916*61046927SAndroid Build Coastguard Worker  *    The SoSetTargets function sets stream output target resources.
917*61046927SAndroid Build Coastguard Worker  *
918*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
919*61046927SAndroid Build Coastguard Worker  */
920*61046927SAndroid Build Coastguard Worker 
921*61046927SAndroid Build Coastguard Worker void APIENTRY
SoSetTargets(D3D10DDI_HDEVICE hDevice,UINT SOTargets,UINT ClearTargets,__in_ecount (SOTargets)const D3D10DDI_HRESOURCE * phResource,__in_ecount (SOTargets)const UINT * pOffsets)922*61046927SAndroid Build Coastguard Worker SoSetTargets(D3D10DDI_HDEVICE hDevice,                                     // IN
923*61046927SAndroid Build Coastguard Worker              UINT SOTargets,                                               // IN
924*61046927SAndroid Build Coastguard Worker              UINT ClearTargets,                                            // IN
925*61046927SAndroid Build Coastguard Worker              __in_ecount (SOTargets) const D3D10DDI_HRESOURCE *phResource, // IN
926*61046927SAndroid Build Coastguard Worker              __in_ecount (SOTargets) const UINT *pOffsets)                 // IN
927*61046927SAndroid Build Coastguard Worker {
928*61046927SAndroid Build Coastguard Worker    unsigned i;
929*61046927SAndroid Build Coastguard Worker 
930*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
931*61046927SAndroid Build Coastguard Worker 
932*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
933*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
934*61046927SAndroid Build Coastguard Worker 
935*61046927SAndroid Build Coastguard Worker    assert(SOTargets + ClearTargets <= PIPE_MAX_SO_BUFFERS);
936*61046927SAndroid Build Coastguard Worker 
937*61046927SAndroid Build Coastguard Worker    for (i = 0; i < SOTargets; ++i) {
938*61046927SAndroid Build Coastguard Worker       Resource *resource = CastResource(phResource[i]);
939*61046927SAndroid Build Coastguard Worker       struct pipe_resource *buffer = CastPipeResource(phResource[i]);
940*61046927SAndroid Build Coastguard Worker       struct pipe_stream_output_target *so_target =
941*61046927SAndroid Build Coastguard Worker          resource ? resource->so_target : NULL;
942*61046927SAndroid Build Coastguard Worker 
943*61046927SAndroid Build Coastguard Worker       if (buffer) {
944*61046927SAndroid Build Coastguard Worker          unsigned buffer_size = buffer->width0;
945*61046927SAndroid Build Coastguard Worker 
946*61046927SAndroid Build Coastguard Worker          if (!so_target ||
947*61046927SAndroid Build Coastguard Worker              so_target->buffer != buffer ||
948*61046927SAndroid Build Coastguard Worker              so_target->buffer_size != buffer_size) {
949*61046927SAndroid Build Coastguard Worker             if (so_target) {
950*61046927SAndroid Build Coastguard Worker                pipe_so_target_reference(&so_target, NULL);
951*61046927SAndroid Build Coastguard Worker             }
952*61046927SAndroid Build Coastguard Worker             so_target = pipe->create_stream_output_target(pipe, buffer,
953*61046927SAndroid Build Coastguard Worker                                                           0,/*buffer offset*/
954*61046927SAndroid Build Coastguard Worker                                                           buffer_size);
955*61046927SAndroid Build Coastguard Worker             resource->so_target = so_target;
956*61046927SAndroid Build Coastguard Worker          }
957*61046927SAndroid Build Coastguard Worker       }
958*61046927SAndroid Build Coastguard Worker       pDevice->so_targets[i] = so_target;
959*61046927SAndroid Build Coastguard Worker    }
960*61046927SAndroid Build Coastguard Worker 
961*61046927SAndroid Build Coastguard Worker    for (i = 0; i < ClearTargets; ++i) {
962*61046927SAndroid Build Coastguard Worker       pDevice->so_targets[SOTargets + i] = NULL;
963*61046927SAndroid Build Coastguard Worker    }
964*61046927SAndroid Build Coastguard Worker 
965*61046927SAndroid Build Coastguard Worker    if (!pipe->set_stream_output_targets) {
966*61046927SAndroid Build Coastguard Worker       LOG_UNSUPPORTED(pipe->set_stream_output_targets);
967*61046927SAndroid Build Coastguard Worker       return;
968*61046927SAndroid Build Coastguard Worker    }
969*61046927SAndroid Build Coastguard Worker 
970*61046927SAndroid Build Coastguard Worker    pipe->set_stream_output_targets(pipe, SOTargets, pDevice->so_targets,
971*61046927SAndroid Build Coastguard Worker                                    pOffsets);
972*61046927SAndroid Build Coastguard Worker }
973*61046927SAndroid Build Coastguard Worker 
974*61046927SAndroid Build Coastguard Worker 
975*61046927SAndroid Build Coastguard Worker /*
976*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
977*61046927SAndroid Build Coastguard Worker  *
978*61046927SAndroid Build Coastguard Worker  * CreatePixelShader --
979*61046927SAndroid Build Coastguard Worker  *
980*61046927SAndroid Build Coastguard Worker  *    The CreatePixelShader function converts pixel shader code into a
981*61046927SAndroid Build Coastguard Worker  *    hardware-specific format and associates this code with a
982*61046927SAndroid Build Coastguard Worker  *    shader handle.
983*61046927SAndroid Build Coastguard Worker  *
984*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
985*61046927SAndroid Build Coastguard Worker  */
986*61046927SAndroid Build Coastguard Worker 
987*61046927SAndroid Build Coastguard Worker void APIENTRY
CreatePixelShader(D3D10DDI_HDEVICE hDevice,__in_ecount (pShaderCode[1])const UINT * pShaderCode,D3D10DDI_HSHADER hShader,D3D10DDI_HRTSHADER hRTShader,__in const D3D10DDIARG_STAGE_IO_SIGNATURES * pSignatures)988*61046927SAndroid Build Coastguard Worker CreatePixelShader(D3D10DDI_HDEVICE hDevice,                                // IN
989*61046927SAndroid Build Coastguard Worker                   __in_ecount (pShaderCode[1]) const UINT *pShaderCode,    // IN
990*61046927SAndroid Build Coastguard Worker                   D3D10DDI_HSHADER hShader,                                // IN
991*61046927SAndroid Build Coastguard Worker                   D3D10DDI_HRTSHADER hRTShader,                            // IN
992*61046927SAndroid Build Coastguard Worker                   __in const D3D10DDIARG_STAGE_IO_SIGNATURES *pSignatures) // IN
993*61046927SAndroid Build Coastguard Worker {
994*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
995*61046927SAndroid Build Coastguard Worker 
996*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
997*61046927SAndroid Build Coastguard Worker    Shader *pShader = CastShader(hShader);
998*61046927SAndroid Build Coastguard Worker 
999*61046927SAndroid Build Coastguard Worker    pShader->type = PIPE_SHADER_FRAGMENT;
1000*61046927SAndroid Build Coastguard Worker    pShader->output_resolved = true;
1001*61046927SAndroid Build Coastguard Worker 
1002*61046927SAndroid Build Coastguard Worker    memset(&pShader->state, 0, sizeof pShader->state);
1003*61046927SAndroid Build Coastguard Worker    pShader->state.tokens = Shader_tgsi_translate(pShaderCode,
1004*61046927SAndroid Build Coastguard Worker                                                  pShader->output_mapping);
1005*61046927SAndroid Build Coastguard Worker 
1006*61046927SAndroid Build Coastguard Worker    pShader->handle = pipe->create_fs_state(pipe, &pShader->state);
1007*61046927SAndroid Build Coastguard Worker 
1008*61046927SAndroid Build Coastguard Worker }
1009*61046927SAndroid Build Coastguard Worker 
1010*61046927SAndroid Build Coastguard Worker 
1011*61046927SAndroid Build Coastguard Worker /*
1012*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1013*61046927SAndroid Build Coastguard Worker  *
1014*61046927SAndroid Build Coastguard Worker  * PsSetShader --
1015*61046927SAndroid Build Coastguard Worker  *
1016*61046927SAndroid Build Coastguard Worker  *    The PsSetShader function sets a pixel shader to be used
1017*61046927SAndroid Build Coastguard Worker  *    in all drawing operations.
1018*61046927SAndroid Build Coastguard Worker  *
1019*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1020*61046927SAndroid Build Coastguard Worker  */
1021*61046927SAndroid Build Coastguard Worker 
1022*61046927SAndroid Build Coastguard Worker void APIENTRY
PsSetShader(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADER hShader)1023*61046927SAndroid Build Coastguard Worker PsSetShader(D3D10DDI_HDEVICE hDevice,  // IN
1024*61046927SAndroid Build Coastguard Worker             D3D10DDI_HSHADER hShader)  // IN
1025*61046927SAndroid Build Coastguard Worker {
1026*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1027*61046927SAndroid Build Coastguard Worker 
1028*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
1029*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
1030*61046927SAndroid Build Coastguard Worker    void *state = CastPipeShader(hShader);
1031*61046927SAndroid Build Coastguard Worker 
1032*61046927SAndroid Build Coastguard Worker    if (!state) {
1033*61046927SAndroid Build Coastguard Worker       state = pDevice->empty_fs;
1034*61046927SAndroid Build Coastguard Worker    }
1035*61046927SAndroid Build Coastguard Worker 
1036*61046927SAndroid Build Coastguard Worker    pipe->bind_fs_state(pipe, state);
1037*61046927SAndroid Build Coastguard Worker }
1038*61046927SAndroid Build Coastguard Worker 
1039*61046927SAndroid Build Coastguard Worker 
1040*61046927SAndroid Build Coastguard Worker /*
1041*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1042*61046927SAndroid Build Coastguard Worker  *
1043*61046927SAndroid Build Coastguard Worker  * PsSetShaderResources --
1044*61046927SAndroid Build Coastguard Worker  *
1045*61046927SAndroid Build Coastguard Worker  *    The PsSetShaderResources function sets resources for a pixel shader.
1046*61046927SAndroid Build Coastguard Worker  *
1047*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1048*61046927SAndroid Build Coastguard Worker  */
1049*61046927SAndroid Build Coastguard Worker 
1050*61046927SAndroid Build Coastguard Worker void APIENTRY
PsSetShaderResources(D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumViews,__in_ecount (NumViews)const D3D10DDI_HSHADERRESOURCEVIEW * phShaderResourceViews)1051*61046927SAndroid Build Coastguard Worker PsSetShaderResources(D3D10DDI_HDEVICE hDevice,                                   // IN
1052*61046927SAndroid Build Coastguard Worker                      UINT Offset,                                                // IN
1053*61046927SAndroid Build Coastguard Worker                      UINT NumViews,                                              // IN
1054*61046927SAndroid Build Coastguard Worker                      __in_ecount (NumViews)
1055*61046927SAndroid Build Coastguard Worker                      const D3D10DDI_HSHADERRESOURCEVIEW *phShaderResourceViews)  // IN
1056*61046927SAndroid Build Coastguard Worker {
1057*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1058*61046927SAndroid Build Coastguard Worker 
1059*61046927SAndroid Build Coastguard Worker    SetShaderResources(PIPE_SHADER_FRAGMENT, hDevice, Offset, NumViews, phShaderResourceViews);
1060*61046927SAndroid Build Coastguard Worker }
1061*61046927SAndroid Build Coastguard Worker 
1062*61046927SAndroid Build Coastguard Worker 
1063*61046927SAndroid Build Coastguard Worker /*
1064*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1065*61046927SAndroid Build Coastguard Worker  *
1066*61046927SAndroid Build Coastguard Worker  * PsSetConstantBuffers --
1067*61046927SAndroid Build Coastguard Worker  *
1068*61046927SAndroid Build Coastguard Worker  *    The PsSetConstantBuffers function sets constant buffers for
1069*61046927SAndroid Build Coastguard Worker  *    a pixel shader.
1070*61046927SAndroid Build Coastguard Worker  *
1071*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1072*61046927SAndroid Build Coastguard Worker  */
1073*61046927SAndroid Build Coastguard Worker 
1074*61046927SAndroid Build Coastguard Worker void APIENTRY
PsSetConstantBuffers(D3D10DDI_HDEVICE hDevice,UINT StartBuffer,UINT NumBuffers,__in_ecount (NumBuffers)const D3D10DDI_HRESOURCE * phBuffers)1075*61046927SAndroid Build Coastguard Worker PsSetConstantBuffers(D3D10DDI_HDEVICE hDevice,                                      // IN
1076*61046927SAndroid Build Coastguard Worker                      UINT StartBuffer,                                              // IN
1077*61046927SAndroid Build Coastguard Worker                      UINT NumBuffers,                                               // IN
1078*61046927SAndroid Build Coastguard Worker                      __in_ecount (NumBuffers) const D3D10DDI_HRESOURCE *phBuffers)  // IN
1079*61046927SAndroid Build Coastguard Worker {
1080*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1081*61046927SAndroid Build Coastguard Worker 
1082*61046927SAndroid Build Coastguard Worker    SetConstantBuffers(PIPE_SHADER_FRAGMENT,
1083*61046927SAndroid Build Coastguard Worker                       hDevice, StartBuffer, NumBuffers, phBuffers);
1084*61046927SAndroid Build Coastguard Worker }
1085*61046927SAndroid Build Coastguard Worker 
1086*61046927SAndroid Build Coastguard Worker /*
1087*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1088*61046927SAndroid Build Coastguard Worker  *
1089*61046927SAndroid Build Coastguard Worker  * PsSetSamplers --
1090*61046927SAndroid Build Coastguard Worker  *
1091*61046927SAndroid Build Coastguard Worker  *    The PsSetSamplers function sets samplers for a pixel shader.
1092*61046927SAndroid Build Coastguard Worker  *
1093*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1094*61046927SAndroid Build Coastguard Worker  */
1095*61046927SAndroid Build Coastguard Worker 
1096*61046927SAndroid Build Coastguard Worker void APIENTRY
PsSetSamplers(D3D10DDI_HDEVICE hDevice,UINT Offset,UINT NumSamplers,__in_ecount (NumSamplers)const D3D10DDI_HSAMPLER * phSamplers)1097*61046927SAndroid Build Coastguard Worker PsSetSamplers(D3D10DDI_HDEVICE hDevice,                                       // IN
1098*61046927SAndroid Build Coastguard Worker               UINT Offset,                                                    // IN
1099*61046927SAndroid Build Coastguard Worker               UINT NumSamplers,                                               // IN
1100*61046927SAndroid Build Coastguard Worker               __in_ecount (NumSamplers) const D3D10DDI_HSAMPLER *phSamplers)  // IN
1101*61046927SAndroid Build Coastguard Worker {
1102*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1103*61046927SAndroid Build Coastguard Worker 
1104*61046927SAndroid Build Coastguard Worker    SetSamplers(PIPE_SHADER_FRAGMENT, hDevice, Offset, NumSamplers, phSamplers);
1105*61046927SAndroid Build Coastguard Worker }
1106*61046927SAndroid Build Coastguard Worker 
1107*61046927SAndroid Build Coastguard Worker 
1108*61046927SAndroid Build Coastguard Worker /*
1109*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1110*61046927SAndroid Build Coastguard Worker  *
1111*61046927SAndroid Build Coastguard Worker  * ShaderResourceViewReadAfterWriteHazard --
1112*61046927SAndroid Build Coastguard Worker  *
1113*61046927SAndroid Build Coastguard Worker  *    The ShaderResourceViewReadAfterWriteHazard function informs
1114*61046927SAndroid Build Coastguard Worker  *    the usermode display driver that the specified resource was
1115*61046927SAndroid Build Coastguard Worker  *    used as an output from the graphics processing unit (GPU)
1116*61046927SAndroid Build Coastguard Worker  *    and that the resource will be used as an input to the GPU.
1117*61046927SAndroid Build Coastguard Worker  *    A shader resource view is also provided to indicate which
1118*61046927SAndroid Build Coastguard Worker  *    view caused the hazard.
1119*61046927SAndroid Build Coastguard Worker  *
1120*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1121*61046927SAndroid Build Coastguard Worker  */
1122*61046927SAndroid Build Coastguard Worker 
1123*61046927SAndroid Build Coastguard Worker void APIENTRY
ShaderResourceViewReadAfterWriteHazard(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,D3D10DDI_HRESOURCE hResource)1124*61046927SAndroid Build Coastguard Worker ShaderResourceViewReadAfterWriteHazard(D3D10DDI_HDEVICE hDevice,                          // IN
1125*61046927SAndroid Build Coastguard Worker                                        D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,  // IN
1126*61046927SAndroid Build Coastguard Worker                                        D3D10DDI_HRESOURCE hResource)                      // IN
1127*61046927SAndroid Build Coastguard Worker {
1128*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1129*61046927SAndroid Build Coastguard Worker 
1130*61046927SAndroid Build Coastguard Worker    /* Not actually necessary */
1131*61046927SAndroid Build Coastguard Worker }
1132*61046927SAndroid Build Coastguard Worker 
1133*61046927SAndroid Build Coastguard Worker 
1134*61046927SAndroid Build Coastguard Worker /*
1135*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1136*61046927SAndroid Build Coastguard Worker  *
1137*61046927SAndroid Build Coastguard Worker  * CalcPrivateShaderResourceViewSize --
1138*61046927SAndroid Build Coastguard Worker  *
1139*61046927SAndroid Build Coastguard Worker  *    The CalcPrivateShaderResourceViewSize function determines the size
1140*61046927SAndroid Build Coastguard Worker  *    of the usermode display driver's private region of memory
1141*61046927SAndroid Build Coastguard Worker  *    (that is, the size of internal driver structures, not the size of
1142*61046927SAndroid Build Coastguard Worker  *    the resource video memory) for a shader resource view.
1143*61046927SAndroid Build Coastguard Worker  *
1144*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1145*61046927SAndroid Build Coastguard Worker  */
1146*61046927SAndroid Build Coastguard Worker 
1147*61046927SAndroid Build Coastguard Worker SIZE_T APIENTRY
CalcPrivateShaderResourceViewSize(D3D10DDI_HDEVICE hDevice,__in const D3D10DDIARG_CREATESHADERRESOURCEVIEW * pCreateSRView)1148*61046927SAndroid Build Coastguard Worker CalcPrivateShaderResourceViewSize(
1149*61046927SAndroid Build Coastguard Worker    D3D10DDI_HDEVICE hDevice,                                                     // IN
1150*61046927SAndroid Build Coastguard Worker    __in const D3D10DDIARG_CREATESHADERRESOURCEVIEW *pCreateSRView)   // IN
1151*61046927SAndroid Build Coastguard Worker {
1152*61046927SAndroid Build Coastguard Worker    return sizeof(ShaderResourceView);
1153*61046927SAndroid Build Coastguard Worker }
1154*61046927SAndroid Build Coastguard Worker 
1155*61046927SAndroid Build Coastguard Worker 
1156*61046927SAndroid Build Coastguard Worker /*
1157*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1158*61046927SAndroid Build Coastguard Worker  *
1159*61046927SAndroid Build Coastguard Worker  * CalcPrivateShaderResourceViewSize --
1160*61046927SAndroid Build Coastguard Worker  *
1161*61046927SAndroid Build Coastguard Worker  *    The CalcPrivateShaderResourceViewSize function determines the size
1162*61046927SAndroid Build Coastguard Worker  *    of the usermode display driver's private region of memory
1163*61046927SAndroid Build Coastguard Worker  *    (that is, the size of internal driver structures, not the size of
1164*61046927SAndroid Build Coastguard Worker  *    the resource video memory) for a shader resource view.
1165*61046927SAndroid Build Coastguard Worker  *
1166*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1167*61046927SAndroid Build Coastguard Worker  */
1168*61046927SAndroid Build Coastguard Worker 
1169*61046927SAndroid Build Coastguard Worker SIZE_T APIENTRY
CalcPrivateShaderResourceViewSize1(D3D10DDI_HDEVICE hDevice,__in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW * pCreateSRView)1170*61046927SAndroid Build Coastguard Worker CalcPrivateShaderResourceViewSize1(
1171*61046927SAndroid Build Coastguard Worker    D3D10DDI_HDEVICE hDevice,                                                     // IN
1172*61046927SAndroid Build Coastguard Worker    __in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW *pCreateSRView)   // IN
1173*61046927SAndroid Build Coastguard Worker {
1174*61046927SAndroid Build Coastguard Worker    return sizeof(ShaderResourceView);
1175*61046927SAndroid Build Coastguard Worker }
1176*61046927SAndroid Build Coastguard Worker 
1177*61046927SAndroid Build Coastguard Worker 
1178*61046927SAndroid Build Coastguard Worker /*
1179*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1180*61046927SAndroid Build Coastguard Worker  *
1181*61046927SAndroid Build Coastguard Worker  * CreateShaderResourceView --
1182*61046927SAndroid Build Coastguard Worker  *
1183*61046927SAndroid Build Coastguard Worker  *    The CreateShaderResourceView function creates a shader
1184*61046927SAndroid Build Coastguard Worker  *    resource view.
1185*61046927SAndroid Build Coastguard Worker  *
1186*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1187*61046927SAndroid Build Coastguard Worker  */
1188*61046927SAndroid Build Coastguard Worker 
1189*61046927SAndroid Build Coastguard Worker void APIENTRY
CreateShaderResourceView(D3D10DDI_HDEVICE hDevice,__in const D3D10DDIARG_CREATESHADERRESOURCEVIEW * pCreateSRView,D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView)1190*61046927SAndroid Build Coastguard Worker CreateShaderResourceView(
1191*61046927SAndroid Build Coastguard Worker    D3D10DDI_HDEVICE hDevice,                                                     // IN
1192*61046927SAndroid Build Coastguard Worker    __in const D3D10DDIARG_CREATESHADERRESOURCEVIEW *pCreateSRView,   // IN
1193*61046927SAndroid Build Coastguard Worker    D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,                             // IN
1194*61046927SAndroid Build Coastguard Worker    D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView)                         // IN
1195*61046927SAndroid Build Coastguard Worker {
1196*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1197*61046927SAndroid Build Coastguard Worker 
1198*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
1199*61046927SAndroid Build Coastguard Worker    ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView);
1200*61046927SAndroid Build Coastguard Worker    struct pipe_resource *resource;
1201*61046927SAndroid Build Coastguard Worker    enum pipe_format format;
1202*61046927SAndroid Build Coastguard Worker 
1203*61046927SAndroid Build Coastguard Worker    struct pipe_sampler_view desc;
1204*61046927SAndroid Build Coastguard Worker    memset(&desc, 0, sizeof desc);
1205*61046927SAndroid Build Coastguard Worker    resource = CastPipeResource(pCreateSRView->hDrvResource);
1206*61046927SAndroid Build Coastguard Worker    format = FormatTranslate(pCreateSRView->Format, false);
1207*61046927SAndroid Build Coastguard Worker 
1208*61046927SAndroid Build Coastguard Worker    u_sampler_view_default_template(&desc,
1209*61046927SAndroid Build Coastguard Worker                                    resource,
1210*61046927SAndroid Build Coastguard Worker                                    format);
1211*61046927SAndroid Build Coastguard Worker 
1212*61046927SAndroid Build Coastguard Worker    switch (pCreateSRView->ResourceDimension) {
1213*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_BUFFER: {
1214*61046927SAndroid Build Coastguard Worker          const struct util_format_description *fdesc = util_format_description(format);
1215*61046927SAndroid Build Coastguard Worker          desc.u.buf.offset = pCreateSRView->Buffer.FirstElement *
1216*61046927SAndroid Build Coastguard Worker                              (fdesc->block.bits / 8) * fdesc->block.width;
1217*61046927SAndroid Build Coastguard Worker          desc.u.buf.size = pCreateSRView->Buffer.NumElements *
1218*61046927SAndroid Build Coastguard Worker                              (fdesc->block.bits / 8) * fdesc->block.width;
1219*61046927SAndroid Build Coastguard Worker       }
1220*61046927SAndroid Build Coastguard Worker       break;
1221*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURE1D:
1222*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->Tex1D.MostDetailedMip;
1223*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->Tex1D.MipLevels - 1 + desc.u.tex.first_level;
1224*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_layer = pCreateSRView->Tex1D.FirstArraySlice;
1225*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_layer = pCreateSRView->Tex1D.ArraySize - 1 + desc.u.tex.first_layer;
1226*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex1D.MipLevels != 0 && pCreateSRView->Tex1D.MipLevels != (UINT)-1);
1227*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex1D.ArraySize != 0 && pCreateSRView->Tex1D.ArraySize != (UINT)-1);
1228*61046927SAndroid Build Coastguard Worker       break;
1229*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURE2D:
1230*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->Tex2D.MostDetailedMip;
1231*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->Tex2D.MipLevels - 1 + desc.u.tex.first_level;
1232*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_layer = pCreateSRView->Tex2D.FirstArraySlice;
1233*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_layer = pCreateSRView->Tex2D.ArraySize - 1 + desc.u.tex.first_layer;
1234*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex2D.MipLevels != 0 && pCreateSRView->Tex2D.MipLevels != (UINT)-1);
1235*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex2D.ArraySize != 0 && pCreateSRView->Tex2D.ArraySize != (UINT)-1);
1236*61046927SAndroid Build Coastguard Worker       break;
1237*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURE3D:
1238*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->Tex3D.MostDetailedMip;
1239*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->Tex3D.MipLevels - 1 + desc.u.tex.first_level;
1240*61046927SAndroid Build Coastguard Worker       /* layer info filled in by default_template */
1241*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex3D.MipLevels != 0 && pCreateSRView->Tex3D.MipLevels != (UINT)-1);
1242*61046927SAndroid Build Coastguard Worker       break;
1243*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURECUBE:
1244*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->TexCube.MostDetailedMip;
1245*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->TexCube.MipLevels - 1 + desc.u.tex.first_level;
1246*61046927SAndroid Build Coastguard Worker       /* layer info filled in by default_template */
1247*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->TexCube.MipLevels != 0 && pCreateSRView->TexCube.MipLevels != (UINT)-1);
1248*61046927SAndroid Build Coastguard Worker       break;
1249*61046927SAndroid Build Coastguard Worker    default:
1250*61046927SAndroid Build Coastguard Worker       assert(0);
1251*61046927SAndroid Build Coastguard Worker       return;
1252*61046927SAndroid Build Coastguard Worker    }
1253*61046927SAndroid Build Coastguard Worker 
1254*61046927SAndroid Build Coastguard Worker    pSRView->handle = pipe->create_sampler_view(pipe, resource, &desc);
1255*61046927SAndroid Build Coastguard Worker }
1256*61046927SAndroid Build Coastguard Worker 
1257*61046927SAndroid Build Coastguard Worker 
1258*61046927SAndroid Build Coastguard Worker /*
1259*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1260*61046927SAndroid Build Coastguard Worker  *
1261*61046927SAndroid Build Coastguard Worker  * CreateShaderResourceView1 --
1262*61046927SAndroid Build Coastguard Worker  *
1263*61046927SAndroid Build Coastguard Worker  *    The CreateShaderResourceView function creates a shader
1264*61046927SAndroid Build Coastguard Worker  *    resource view.
1265*61046927SAndroid Build Coastguard Worker  *
1266*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1267*61046927SAndroid Build Coastguard Worker  */
1268*61046927SAndroid Build Coastguard Worker 
1269*61046927SAndroid Build Coastguard Worker void APIENTRY
CreateShaderResourceView1(D3D10DDI_HDEVICE hDevice,__in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW * pCreateSRView,D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView)1270*61046927SAndroid Build Coastguard Worker CreateShaderResourceView1(
1271*61046927SAndroid Build Coastguard Worker    D3D10DDI_HDEVICE hDevice,                                                     // IN
1272*61046927SAndroid Build Coastguard Worker    __in const D3D10_1DDIARG_CREATESHADERRESOURCEVIEW *pCreateSRView,   // IN
1273*61046927SAndroid Build Coastguard Worker    D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView,                             // IN
1274*61046927SAndroid Build Coastguard Worker    D3D10DDI_HRTSHADERRESOURCEVIEW hRTShaderResourceView)                         // IN
1275*61046927SAndroid Build Coastguard Worker {
1276*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1277*61046927SAndroid Build Coastguard Worker 
1278*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = CastPipeContext(hDevice);
1279*61046927SAndroid Build Coastguard Worker    ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView);
1280*61046927SAndroid Build Coastguard Worker    struct pipe_resource *resource;
1281*61046927SAndroid Build Coastguard Worker    enum pipe_format format;
1282*61046927SAndroid Build Coastguard Worker 
1283*61046927SAndroid Build Coastguard Worker    struct pipe_sampler_view desc;
1284*61046927SAndroid Build Coastguard Worker    memset(&desc, 0, sizeof desc);
1285*61046927SAndroid Build Coastguard Worker    resource = CastPipeResource(pCreateSRView->hDrvResource);
1286*61046927SAndroid Build Coastguard Worker    format = FormatTranslate(pCreateSRView->Format, false);
1287*61046927SAndroid Build Coastguard Worker 
1288*61046927SAndroid Build Coastguard Worker    u_sampler_view_default_template(&desc,
1289*61046927SAndroid Build Coastguard Worker                                    resource,
1290*61046927SAndroid Build Coastguard Worker                                    format);
1291*61046927SAndroid Build Coastguard Worker 
1292*61046927SAndroid Build Coastguard Worker    switch (pCreateSRView->ResourceDimension) {
1293*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_BUFFER: {
1294*61046927SAndroid Build Coastguard Worker          const struct util_format_description *fdesc = util_format_description(format);
1295*61046927SAndroid Build Coastguard Worker          desc.u.buf.offset = pCreateSRView->Buffer.FirstElement *
1296*61046927SAndroid Build Coastguard Worker                              (fdesc->block.bits / 8) * fdesc->block.width;
1297*61046927SAndroid Build Coastguard Worker          desc.u.buf.size = pCreateSRView->Buffer.NumElements *
1298*61046927SAndroid Build Coastguard Worker                              (fdesc->block.bits / 8) * fdesc->block.width;
1299*61046927SAndroid Build Coastguard Worker       }
1300*61046927SAndroid Build Coastguard Worker       break;
1301*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURE1D:
1302*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->Tex1D.MostDetailedMip;
1303*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->Tex1D.MipLevels - 1 + desc.u.tex.first_level;
1304*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_layer = pCreateSRView->Tex1D.FirstArraySlice;
1305*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_layer = pCreateSRView->Tex1D.ArraySize - 1 + desc.u.tex.first_layer;
1306*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex1D.MipLevels != 0 && pCreateSRView->Tex1D.MipLevels != (UINT)-1);
1307*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex1D.ArraySize != 0 && pCreateSRView->Tex1D.ArraySize != (UINT)-1);
1308*61046927SAndroid Build Coastguard Worker       break;
1309*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURE2D:
1310*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->Tex2D.MostDetailedMip;
1311*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->Tex2D.MipLevels - 1 + desc.u.tex.first_level;
1312*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_layer = pCreateSRView->Tex2D.FirstArraySlice;
1313*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_layer = pCreateSRView->Tex2D.ArraySize - 1 + desc.u.tex.first_layer;
1314*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex2D.MipLevels != 0 && pCreateSRView->Tex2D.MipLevels != (UINT)-1);
1315*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex2D.ArraySize != 0 && pCreateSRView->Tex2D.ArraySize != (UINT)-1);
1316*61046927SAndroid Build Coastguard Worker       break;
1317*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURE3D:
1318*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->Tex3D.MostDetailedMip;
1319*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->Tex3D.MipLevels - 1 + desc.u.tex.first_level;
1320*61046927SAndroid Build Coastguard Worker       /* layer info filled in by default_template */
1321*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->Tex3D.MipLevels != 0 && pCreateSRView->Tex3D.MipLevels != (UINT)-1);
1322*61046927SAndroid Build Coastguard Worker       break;
1323*61046927SAndroid Build Coastguard Worker    case D3D10DDIRESOURCE_TEXTURECUBE:
1324*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_level = pCreateSRView->TexCube.MostDetailedMip;
1325*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_level = pCreateSRView->TexCube.MipLevels - 1 + desc.u.tex.first_level;
1326*61046927SAndroid Build Coastguard Worker       desc.u.tex.first_layer = pCreateSRView->TexCube.First2DArrayFace;
1327*61046927SAndroid Build Coastguard Worker       desc.u.tex.last_layer = 6*pCreateSRView->TexCube.NumCubes - 1 +
1328*61046927SAndroid Build Coastguard Worker                               pCreateSRView->TexCube.First2DArrayFace;
1329*61046927SAndroid Build Coastguard Worker       assert(pCreateSRView->TexCube.MipLevels != 0 && pCreateSRView->TexCube.MipLevels != (UINT)-1);
1330*61046927SAndroid Build Coastguard Worker       break;
1331*61046927SAndroid Build Coastguard Worker    default:
1332*61046927SAndroid Build Coastguard Worker       assert(0);
1333*61046927SAndroid Build Coastguard Worker       return;
1334*61046927SAndroid Build Coastguard Worker    }
1335*61046927SAndroid Build Coastguard Worker 
1336*61046927SAndroid Build Coastguard Worker    pSRView->handle = pipe->create_sampler_view(pipe, resource, &desc);
1337*61046927SAndroid Build Coastguard Worker }
1338*61046927SAndroid Build Coastguard Worker 
1339*61046927SAndroid Build Coastguard Worker 
1340*61046927SAndroid Build Coastguard Worker /*
1341*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1342*61046927SAndroid Build Coastguard Worker  *
1343*61046927SAndroid Build Coastguard Worker  * DestroyShaderResourceView --
1344*61046927SAndroid Build Coastguard Worker  *
1345*61046927SAndroid Build Coastguard Worker  *    The DestroyShaderResourceView function destroys the specified
1346*61046927SAndroid Build Coastguard Worker  *    shader resource view object. The shader resource view object
1347*61046927SAndroid Build Coastguard Worker  *    can be destoyed only if it is not currently bound to a
1348*61046927SAndroid Build Coastguard Worker  *    display device.
1349*61046927SAndroid Build Coastguard Worker  *
1350*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1351*61046927SAndroid Build Coastguard Worker  */
1352*61046927SAndroid Build Coastguard Worker 
1353*61046927SAndroid Build Coastguard Worker void APIENTRY
DestroyShaderResourceView(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView)1354*61046927SAndroid Build Coastguard Worker DestroyShaderResourceView(D3D10DDI_HDEVICE hDevice,                           // IN
1355*61046927SAndroid Build Coastguard Worker                           D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView)   // IN
1356*61046927SAndroid Build Coastguard Worker {
1357*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1358*61046927SAndroid Build Coastguard Worker 
1359*61046927SAndroid Build Coastguard Worker    ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView);
1360*61046927SAndroid Build Coastguard Worker 
1361*61046927SAndroid Build Coastguard Worker    pipe_sampler_view_reference(&pSRView->handle, NULL);
1362*61046927SAndroid Build Coastguard Worker }
1363*61046927SAndroid Build Coastguard Worker 
1364*61046927SAndroid Build Coastguard Worker 
1365*61046927SAndroid Build Coastguard Worker /*
1366*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1367*61046927SAndroid Build Coastguard Worker  *
1368*61046927SAndroid Build Coastguard Worker  * GenMips --
1369*61046927SAndroid Build Coastguard Worker  *
1370*61046927SAndroid Build Coastguard Worker  *    The GenMips function generates the lower MIP-map levels
1371*61046927SAndroid Build Coastguard Worker  *    on the specified shader-resource view.
1372*61046927SAndroid Build Coastguard Worker  *
1373*61046927SAndroid Build Coastguard Worker  * ----------------------------------------------------------------------
1374*61046927SAndroid Build Coastguard Worker  */
1375*61046927SAndroid Build Coastguard Worker 
1376*61046927SAndroid Build Coastguard Worker void APIENTRY
GenMips(D3D10DDI_HDEVICE hDevice,D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView)1377*61046927SAndroid Build Coastguard Worker GenMips(D3D10DDI_HDEVICE hDevice,                           // IN
1378*61046927SAndroid Build Coastguard Worker         D3D10DDI_HSHADERRESOURCEVIEW hShaderResourceView)   // IN
1379*61046927SAndroid Build Coastguard Worker {
1380*61046927SAndroid Build Coastguard Worker    LOG_ENTRYPOINT();
1381*61046927SAndroid Build Coastguard Worker 
1382*61046927SAndroid Build Coastguard Worker    Device *pDevice = CastDevice(hDevice);
1383*61046927SAndroid Build Coastguard Worker    if (!CheckPredicate(pDevice)) {
1384*61046927SAndroid Build Coastguard Worker       return;
1385*61046927SAndroid Build Coastguard Worker    }
1386*61046927SAndroid Build Coastguard Worker 
1387*61046927SAndroid Build Coastguard Worker    struct pipe_context *pipe = pDevice->pipe;
1388*61046927SAndroid Build Coastguard Worker    struct pipe_sampler_view *sampler_view = CastPipeShaderResourceView(hShaderResourceView);
1389*61046927SAndroid Build Coastguard Worker 
1390*61046927SAndroid Build Coastguard Worker    util_gen_mipmap(pipe,
1391*61046927SAndroid Build Coastguard Worker                    sampler_view->texture,
1392*61046927SAndroid Build Coastguard Worker                    sampler_view->format,
1393*61046927SAndroid Build Coastguard Worker                    sampler_view->u.tex.first_level,
1394*61046927SAndroid Build Coastguard Worker                    sampler_view->u.tex.last_level,
1395*61046927SAndroid Build Coastguard Worker                    sampler_view->u.tex.first_layer,
1396*61046927SAndroid Build Coastguard Worker                    sampler_view->u.tex.last_layer,
1397*61046927SAndroid Build Coastguard Worker                    PIPE_TEX_FILTER_LINEAR);
1398*61046927SAndroid Build Coastguard Worker }
1399*61046927SAndroid Build Coastguard Worker 
1400*61046927SAndroid Build Coastguard Worker 
1401*61046927SAndroid Build Coastguard Worker unsigned
ShaderFindOutputMapping(Shader * shader,unsigned registerIndex)1402*61046927SAndroid Build Coastguard Worker ShaderFindOutputMapping(Shader *shader, unsigned registerIndex)
1403*61046927SAndroid Build Coastguard Worker {
1404*61046927SAndroid Build Coastguard Worker    if (!shader || !shader->state.tokens)
1405*61046927SAndroid Build Coastguard Worker       return registerIndex;
1406*61046927SAndroid Build Coastguard Worker 
1407*61046927SAndroid Build Coastguard Worker    for (unsigned i = 0; i < PIPE_MAX_SHADER_OUTPUTS; ++i) {
1408*61046927SAndroid Build Coastguard Worker       if (shader->output_mapping[i] == registerIndex)
1409*61046927SAndroid Build Coastguard Worker          return i;
1410*61046927SAndroid Build Coastguard Worker    }
1411*61046927SAndroid Build Coastguard Worker    return registerIndex;
1412*61046927SAndroid Build Coastguard Worker }
1413