radeonsi: add code for creating, binding and destroying tessellation shaders

This doesn't do anything yet.

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Marek Olšák
2014-09-18 22:50:52 +02:00
parent c2670463fd
commit d1f43a7e5b
3 changed files with 74 additions and 0 deletions
+2
View File
@@ -57,6 +57,8 @@ static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op)
util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer);
util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader);
util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader);
util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader);
util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader);
util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader);
util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
if (sctx->queued.named.sample_mask) {
+2
View File
@@ -167,6 +167,8 @@ struct si_context {
struct si_shader_selector *ps_shader;
struct si_shader_selector *gs_shader;
struct si_shader_selector *vs_shader;
struct si_shader_selector *tcs_shader;
struct si_shader_selector *tes_shader;
struct si_cs_shader_state cs_shader_state;
struct si_shader_data shader_userdata;
/* shader information */
@@ -517,6 +517,18 @@ static void *si_create_vs_state(struct pipe_context *ctx,
return si_create_shader_state(ctx, state, PIPE_SHADER_VERTEX);
}
static void *si_create_tcs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_TESS_CTRL);
}
static void *si_create_tes_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_TESS_EVAL);
}
static void si_bind_vs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
@@ -546,6 +558,34 @@ static void si_bind_gs_shader(struct pipe_context *ctx, void *state)
si_shader_change_notify(sctx);
}
static void si_bind_tcs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
if (sctx->tcs_shader == sel)
return;
sctx->tcs_shader = sel;
}
static void si_bind_tes_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = state;
bool enable_changed = !!sctx->tes_shader != !!sel;
if (sctx->tes_shader == sel)
return;
sctx->tes_shader = sel;
sctx->clip_regs.dirty = true;
sctx->last_rast_prim = -1; /* reset this so that it gets updated */
if (enable_changed)
si_shader_change_notify(sctx);
}
static void si_make_dummy_ps(struct si_context *sctx)
{
if (!sctx->dummy_pixel_shader) {
@@ -643,6 +683,30 @@ static void si_delete_ps_shader(struct pipe_context *ctx, void *state)
si_delete_shader_selector(ctx, sel);
}
static void si_delete_tcs_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = (struct si_shader_selector *)state;
if (sctx->tcs_shader == sel) {
sctx->tcs_shader = NULL;
}
si_delete_shader_selector(ctx, sel);
}
static void si_delete_tes_shader(struct pipe_context *ctx, void *state)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_shader_selector *sel = (struct si_shader_selector *)state;
if (sctx->tes_shader == sel) {
sctx->tes_shader = NULL;
}
si_delete_shader_selector(ctx, sel);
}
static void si_update_spi_map(struct si_context *sctx)
{
struct si_shader *ps = sctx->ps_shader->current;
@@ -956,14 +1020,20 @@ void si_update_shaders(struct si_context *sctx)
void si_init_shader_functions(struct si_context *sctx)
{
sctx->b.b.create_vs_state = si_create_vs_state;
sctx->b.b.create_tcs_state = si_create_tcs_state;
sctx->b.b.create_tes_state = si_create_tes_state;
sctx->b.b.create_gs_state = si_create_gs_state;
sctx->b.b.create_fs_state = si_create_fs_state;
sctx->b.b.bind_vs_state = si_bind_vs_shader;
sctx->b.b.bind_tcs_state = si_bind_tcs_shader;
sctx->b.b.bind_tes_state = si_bind_tes_shader;
sctx->b.b.bind_gs_state = si_bind_gs_shader;
sctx->b.b.bind_fs_state = si_bind_ps_shader;
sctx->b.b.delete_vs_state = si_delete_vs_shader;
sctx->b.b.delete_tcs_state = si_delete_tcs_shader;
sctx->b.b.delete_tes_state = si_delete_tes_shader;
sctx->b.b.delete_gs_state = si_delete_gs_shader;
sctx->b.b.delete_fs_state = si_delete_ps_shader;
}