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author | Marek Olšák <marek.olsak@amd.com> | 2015-03-02 16:32:25 +0100 |
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committer | Marek Olšák <marek.olsak@amd.com> | 2015-05-16 14:51:22 +0200 |
commit | 2a7da1bddbee2be09ae6c2276a04c658807720b0 (patch) | |
tree | c793a85568842b16b54d0af3ff2a3255a646f802 /src/gallium/auxiliary/cso_cache/cso_context.c | |
parent | 267ad27ab64956dff857b8584c4862da2e7dfc78 (diff) | |
download | external_mesa3d-2a7da1bddbee2be09ae6c2276a04c658807720b0.zip external_mesa3d-2a7da1bddbee2be09ae6c2276a04c658807720b0.tar.gz external_mesa3d-2a7da1bddbee2be09ae6c2276a04c658807720b0.tar.bz2 |
gallium/cso: add support for tessellation shaders
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
Diffstat (limited to 'src/gallium/auxiliary/cso_cache/cso_context.c')
-rw-r--r-- | src/gallium/auxiliary/cso_cache/cso_context.c | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/cso_cache/cso_context.c b/src/gallium/auxiliary/cso_cache/cso_context.c index 31ffa7d..b352909 100644 --- a/src/gallium/auxiliary/cso_cache/cso_context.c +++ b/src/gallium/auxiliary/cso_cache/cso_context.c @@ -82,6 +82,7 @@ struct cso_context { struct u_vbuf *vbuf; boolean has_geometry_shader; + boolean has_tessellation; boolean has_streamout; struct sampler_info samplers[PIPE_SHADER_TYPES]; @@ -108,6 +109,8 @@ struct cso_context { void *fragment_shader, *fragment_shader_saved; void *vertex_shader, *vertex_shader_saved; void *geometry_shader, *geometry_shader_saved; + void *tessctrl_shader, *tessctrl_shader_saved; + void *tesseval_shader, *tesseval_shader_saved; void *velements, *velements_saved; struct pipe_query *render_condition, *render_condition_saved; uint render_condition_mode, render_condition_mode_saved; @@ -273,6 +276,10 @@ struct cso_context *cso_create_context( struct pipe_context *pipe ) PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) { ctx->has_geometry_shader = TRUE; } + if (pipe->screen->get_shader_param(pipe->screen, PIPE_SHADER_TESS_CTRL, + PIPE_SHADER_CAP_MAX_INSTRUCTIONS) > 0) { + ctx->has_tessellation = TRUE; + } if (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS) != 0) { ctx->has_streamout = TRUE; @@ -812,6 +819,92 @@ void cso_restore_geometry_shader(struct cso_context *ctx) ctx->geometry_shader_saved = NULL; } +void cso_set_tessctrl_shader_handle(struct cso_context *ctx, void *handle) +{ + assert(ctx->has_tessellation || !handle); + + if (ctx->has_tessellation && ctx->tessctrl_shader != handle) { + ctx->tessctrl_shader = handle; + ctx->pipe->bind_tcs_state(ctx->pipe, handle); + } +} + +void cso_delete_tessctrl_shader(struct cso_context *ctx, void *handle) +{ + if (handle == ctx->tessctrl_shader) { + /* unbind before deleting */ + ctx->pipe->bind_tcs_state(ctx->pipe, NULL); + ctx->tessctrl_shader = NULL; + } + ctx->pipe->delete_tcs_state(ctx->pipe, handle); +} + +void cso_save_tessctrl_shader(struct cso_context *ctx) +{ + if (!ctx->has_tessellation) { + return; + } + + assert(!ctx->tessctrl_shader_saved); + ctx->tessctrl_shader_saved = ctx->tessctrl_shader; +} + +void cso_restore_tessctrl_shader(struct cso_context *ctx) +{ + if (!ctx->has_tessellation) { + return; + } + + if (ctx->tessctrl_shader_saved != ctx->tessctrl_shader) { + ctx->pipe->bind_tcs_state(ctx->pipe, ctx->tessctrl_shader_saved); + ctx->tessctrl_shader = ctx->tessctrl_shader_saved; + } + ctx->tessctrl_shader_saved = NULL; +} + +void cso_set_tesseval_shader_handle(struct cso_context *ctx, void *handle) +{ + assert(ctx->has_tessellation || !handle); + + if (ctx->has_tessellation && ctx->tesseval_shader != handle) { + ctx->tesseval_shader = handle; + ctx->pipe->bind_tes_state(ctx->pipe, handle); + } +} + +void cso_delete_tesseval_shader(struct cso_context *ctx, void *handle) +{ + if (handle == ctx->tesseval_shader) { + /* unbind before deleting */ + ctx->pipe->bind_tes_state(ctx->pipe, NULL); + ctx->tesseval_shader = NULL; + } + ctx->pipe->delete_tes_state(ctx->pipe, handle); +} + +void cso_save_tesseval_shader(struct cso_context *ctx) +{ + if (!ctx->has_tessellation) { + return; + } + + assert(!ctx->tesseval_shader_saved); + ctx->tesseval_shader_saved = ctx->tesseval_shader; +} + +void cso_restore_tesseval_shader(struct cso_context *ctx) +{ + if (!ctx->has_tessellation) { + return; + } + + if (ctx->tesseval_shader_saved != ctx->tesseval_shader) { + ctx->pipe->bind_tes_state(ctx->pipe, ctx->tesseval_shader_saved); + ctx->tesseval_shader = ctx->tesseval_shader_saved; + } + ctx->tesseval_shader_saved = NULL; +} + /* clip state */ static INLINE void |