tessellation: add shader building support for tess eval/ctrl. (v2)

This adds all the shader program building and dirtying for
tess shaders.

The big change is building the key so that we get the correct
tess input/output blocks.

It might be possible SSO could reduce some of that overheads

v2: fixup warnings

Tested-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
macos/master
Dave Airlie 7 years ago
parent 815024855a
commit d20856a664
  1. 159
      src/vrend_renderer.c

@ -864,7 +864,9 @@ static void set_stream_out_varyings(int prog_id, struct vrend_shader_info *sinfo
static struct vrend_linked_shader_program *add_shader_program(struct vrend_context *ctx, static struct vrend_linked_shader_program *add_shader_program(struct vrend_context *ctx,
struct vrend_shader *vs, struct vrend_shader *vs,
struct vrend_shader *fs, struct vrend_shader *fs,
struct vrend_shader *gs) struct vrend_shader *gs,
struct vrend_shader *tcs,
struct vrend_shader *tes)
{ {
struct vrend_linked_shader_program *sprog = CALLOC_STRUCT(vrend_linked_shader_program); struct vrend_linked_shader_program *sprog = CALLOC_STRUCT(vrend_linked_shader_program);
char name[64]; char name[64];
@ -880,7 +882,9 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
/* need to rewrite VS code to add interpolation params */ /* need to rewrite VS code to add interpolation params */
if (gs && gs->compiled_fs_id != fs->id) if (gs && gs->compiled_fs_id != fs->id)
do_patch = true; do_patch = true;
if (!gs && vs->compiled_fs_id != fs->id) if (!gs && tes && tes->compiled_fs_id != fs->id)
do_patch = true;
if (!gs && !tes && vs->compiled_fs_id != fs->id)
do_patch = true; do_patch = true;
if (do_patch) { if (do_patch) {
@ -890,24 +894,35 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
vrend_patch_vertex_shader_interpolants(&ctx->shader_cfg, gs->glsl_prog, vrend_patch_vertex_shader_interpolants(&ctx->shader_cfg, gs->glsl_prog,
&gs->sel->sinfo, &gs->sel->sinfo,
&fs->sel->sinfo, "gso", fs->key.flatshade); &fs->sel->sinfo, "gso", fs->key.flatshade);
else if (tes)
vrend_patch_vertex_shader_interpolants(&ctx->shader_cfg, tes->glsl_prog,
&tes->sel->sinfo,
&fs->sel->sinfo, "teo", fs->key.flatshade);
else else
vrend_patch_vertex_shader_interpolants(&ctx->shader_cfg, vs->glsl_prog, vrend_patch_vertex_shader_interpolants(&ctx->shader_cfg, vs->glsl_prog,
&vs->sel->sinfo, &vs->sel->sinfo,
&fs->sel->sinfo, "vso", fs->key.flatshade); &fs->sel->sinfo, "vso", fs->key.flatshade);
ret = vrend_compile_shader(ctx, gs ? gs : vs); ret = vrend_compile_shader(ctx, gs ? gs : (tes ? tes : vs));
if (ret == false) { if (ret == false) {
glDeleteShader(gs ? gs->id : vs->id); glDeleteShader(gs ? gs->id : (tes ? tes->id : vs->id));
free(sprog); free(sprog);
return NULL; return NULL;
} }
if (gs) if (gs)
gs->compiled_fs_id = fs->id; gs->compiled_fs_id = fs->id;
else if (tes)
tes->compiled_fs_id = fs->id;
else else
vs->compiled_fs_id = fs->id; vs->compiled_fs_id = fs->id;
} }
prog_id = glCreateProgram(); prog_id = glCreateProgram();
glAttachShader(prog_id, vs->id); glAttachShader(prog_id, vs->id);
if (tcs && tcs->id > 0)
glAttachShader(prog_id, tcs->id);
if (tes && tes->id > 0)
glAttachShader(prog_id, tes->id);
if (gs) { if (gs) {
if (gs->id > 0) if (gs->id > 0)
glAttachShader(prog_id, gs->id); glAttachShader(prog_id, gs->id);
@ -961,13 +976,19 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
sprog->ss[PIPE_SHADER_VERTEX] = vs; sprog->ss[PIPE_SHADER_VERTEX] = vs;
sprog->ss[PIPE_SHADER_FRAGMENT] = fs; sprog->ss[PIPE_SHADER_FRAGMENT] = fs;
sprog->ss[PIPE_SHADER_GEOMETRY] = gs; sprog->ss[PIPE_SHADER_GEOMETRY] = gs;
sprog->ss[PIPE_SHADER_TESS_CTRL] = tcs;
sprog->ss[PIPE_SHADER_TESS_EVAL] = tes;
list_add(&sprog->sl[PIPE_SHADER_VERTEX], &vs->programs); list_add(&sprog->sl[PIPE_SHADER_VERTEX], &vs->programs);
list_add(&sprog->sl[PIPE_SHADER_FRAGMENT], &fs->programs); list_add(&sprog->sl[PIPE_SHADER_FRAGMENT], &fs->programs);
if (gs) if (gs)
list_add(&sprog->sl[PIPE_SHADER_GEOMETRY], &gs->programs); list_add(&sprog->sl[PIPE_SHADER_GEOMETRY], &gs->programs);
if (tcs)
list_add(&sprog->sl[PIPE_SHADER_TESS_CTRL], &tcs->programs);
if (tes)
list_add(&sprog->sl[PIPE_SHADER_TESS_EVAL], &tes->programs);
last_shader = gs ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT; last_shader = tes ? PIPE_SHADER_TESS_EVAL : (gs ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT);
sprog->id = prog_id; sprog->id = prog_id;
list_addtail(&sprog->head, &ctx->sub->programs); list_addtail(&sprog->head, &ctx->sub->programs);
@ -978,6 +999,8 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
sprog->fs_stipple_loc = -1; sprog->fs_stipple_loc = -1;
sprog->vs_ws_adjust_loc = glGetUniformLocation(prog_id, "winsys_adjust_y"); sprog->vs_ws_adjust_loc = glGetUniformLocation(prog_id, "winsys_adjust_y");
for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) { for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) {
if (!sprog->ss[id])
continue;
if (sprog->ss[id]->sel->sinfo.samplers_used_mask) { if (sprog->ss[id]->sel->sinfo.samplers_used_mask) {
uint32_t mask = sprog->ss[id]->sel->sinfo.samplers_used_mask; uint32_t mask = sprog->ss[id]->sel->sinfo.samplers_used_mask;
int nsamp = util_bitcount(sprog->ss[id]->sel->sinfo.samplers_used_mask); int nsamp = util_bitcount(sprog->ss[id]->sel->sinfo.samplers_used_mask);
@ -1020,6 +1043,8 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
} }
for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) { for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) {
if (!sprog->ss[id])
continue;
if (sprog->ss[id]->sel->sinfo.num_consts) { if (sprog->ss[id]->sel->sinfo.num_consts) {
sprog->const_locs[id] = calloc(sprog->ss[id]->sel->sinfo.num_consts, sizeof(uint32_t)); sprog->const_locs[id] = calloc(sprog->ss[id]->sel->sinfo.num_consts, sizeof(uint32_t));
if (sprog->const_locs[id]) { if (sprog->const_locs[id]) {
@ -1047,6 +1072,8 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
} }
for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) { for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) {
if (!sprog->ss[id])
continue;
if (sprog->ss[id]->sel->sinfo.num_ubos) { if (sprog->ss[id]->sel->sinfo.num_ubos) {
const char *prefix = pipe_shader_to_prefix(id); const char *prefix = pipe_shader_to_prefix(id);
@ -1077,6 +1104,8 @@ static struct vrend_linked_shader_program *lookup_shader_program(struct vrend_co
GLuint vs_id, GLuint vs_id,
GLuint fs_id, GLuint fs_id,
GLuint gs_id, GLuint gs_id,
GLuint tcs_id,
GLuint tes_id,
bool dual_src) bool dual_src)
{ {
struct vrend_linked_shader_program *ent; struct vrend_linked_shader_program *ent;
@ -1091,6 +1120,12 @@ static struct vrend_linked_shader_program *lookup_shader_program(struct vrend_co
if (ent->ss[PIPE_SHADER_GEOMETRY] && if (ent->ss[PIPE_SHADER_GEOMETRY] &&
ent->ss[PIPE_SHADER_GEOMETRY]->id != gs_id) ent->ss[PIPE_SHADER_GEOMETRY]->id != gs_id)
continue; continue;
if (ent->ss[PIPE_SHADER_TESS_CTRL] &&
ent->ss[PIPE_SHADER_TESS_CTRL]->id != tcs_id)
continue;
if (ent->ss[PIPE_SHADER_TESS_EVAL] &&
ent->ss[PIPE_SHADER_TESS_EVAL]->id != tes_id)
continue;
return ent; return ent;
} }
return NULL; return NULL;
@ -1102,7 +1137,7 @@ static void vrend_destroy_program(struct vrend_linked_shader_program *ent)
glDeleteProgram(ent->id); glDeleteProgram(ent->id);
list_del(&ent->head); list_del(&ent->head);
for (i = PIPE_SHADER_VERTEX; i <= PIPE_SHADER_GEOMETRY; i++) { for (i = PIPE_SHADER_VERTEX; i <= PIPE_SHADER_TESS_EVAL; i++) {
if (ent->ss[i]) if (ent->ss[i])
list_del(&ent->sl[i]); list_del(&ent->sl[i]);
free(ent->shadow_samp_mask_locs[i]); free(ent->shadow_samp_mask_locs[i]);
@ -2170,11 +2205,73 @@ static inline void vrend_fill_shader_key(struct vrend_context *ctx,
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY]) if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY])
key->gs_present = true; key->gs_present = true;
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL])
key->tcs_present = true;
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL])
key->tes_present = true;
if ((type == PIPE_SHADER_GEOMETRY || type == PIPE_SHADER_FRAGMENT) && ctx->sub->shaders[PIPE_SHADER_VERTEX]) { int prev_type = -1;
key->prev_stage_pervertex_out = ctx->sub->shaders[PIPE_SHADER_VERTEX]->sinfo.has_pervertex_out;
key->prev_stage_num_clip_out = ctx->sub->shaders[PIPE_SHADER_VERTEX]->sinfo.num_clip_out; switch (type) {
key->prev_stage_num_cull_out = ctx->sub->shaders[PIPE_SHADER_VERTEX]->sinfo.num_cull_out; case PIPE_SHADER_GEOMETRY:
if (key->tcs_present || key->tes_present)
prev_type = PIPE_SHADER_TESS_EVAL;
else
prev_type = PIPE_SHADER_VERTEX;
break;
case PIPE_SHADER_FRAGMENT:
if (key->gs_present)
prev_type = PIPE_SHADER_GEOMETRY;
else if (key->tcs_present || key->tes_present)
prev_type = PIPE_SHADER_TESS_EVAL;
else
prev_type = PIPE_SHADER_VERTEX;
break;
case PIPE_SHADER_TESS_EVAL:
prev_type = PIPE_SHADER_TESS_CTRL;
break;
case PIPE_SHADER_TESS_CTRL:
prev_type = PIPE_SHADER_VERTEX;
break;
default:
break;
}
if (prev_type != -1 && ctx->sub->shaders[prev_type]) {
key->prev_stage_pervertex_out = ctx->sub->shaders[prev_type]->sinfo.has_pervertex_out;
key->prev_stage_num_clip_out = ctx->sub->shaders[prev_type]->sinfo.num_clip_out;
key->prev_stage_num_cull_out = ctx->sub->shaders[prev_type]->sinfo.num_cull_out;
key->num_indirect_generic_inputs = ctx->sub->shaders[prev_type]->sinfo.num_indirect_generic_outputs;
key->num_indirect_patch_inputs = ctx->sub->shaders[prev_type]->sinfo.num_indirect_patch_outputs;
}
int next_type = -1;
switch (type) {
case PIPE_SHADER_VERTEX:
if (key->tcs_present)
next_type = PIPE_SHADER_TESS_CTRL;
else if (key->gs_present)
next_type = PIPE_SHADER_GEOMETRY;
else
next_type = PIPE_SHADER_FRAGMENT;
break;
case PIPE_SHADER_TESS_CTRL:
next_type = PIPE_SHADER_TESS_EVAL;
break;
case PIPE_SHADER_GEOMETRY:
next_type = PIPE_SHADER_FRAGMENT;
break;
case PIPE_SHADER_TESS_EVAL:
if (key->gs_present)
next_type = PIPE_SHADER_GEOMETRY;
else
next_type = PIPE_SHADER_FRAGMENT;
default:
break;
}
if (next_type != -1 && ctx->sub->shaders[next_type]) {
key->num_indirect_generic_outputs = ctx->sub->shaders[next_type]->sinfo.num_indirect_generic_inputs;
key->num_indirect_patch_outputs = ctx->sub->shaders[next_type]->sinfo.num_indirect_patch_inputs;
} }
} }
@ -2313,7 +2410,12 @@ int vrend_create_shader(struct vrend_context *ctx,
bool finished = false; bool finished = false;
int ret; int ret;
if (type > PIPE_SHADER_GEOMETRY) if (type > PIPE_SHADER_TESS_EVAL)
return EINVAL;
if (!vrend_state.have_tessellation &&
(type == PIPE_SHADER_TESS_CTRL ||
type == PIPE_SHADER_TESS_EVAL))
return EINVAL; return EINVAL;
if (offlen & VIRGL_OBJ_SHADER_OFFSET_CONT) if (offlen & VIRGL_OBJ_SHADER_OFFSET_CONT)
@ -2440,7 +2542,7 @@ void vrend_bind_shader(struct vrend_context *ctx,
{ {
struct vrend_shader_selector *sel; struct vrend_shader_selector *sel;
if (type > PIPE_SHADER_GEOMETRY) if (type > PIPE_SHADER_TESS_EVAL)
return; return;
if (handle == 0) { if (handle == 0) {
@ -2988,7 +3090,7 @@ void vrend_draw_vbo(struct vrend_context *ctx,
if (ctx->sub->shader_dirty) { if (ctx->sub->shader_dirty) {
struct vrend_linked_shader_program *prog; struct vrend_linked_shader_program *prog;
bool fs_dirty, vs_dirty, gs_dirty; bool fs_dirty, vs_dirty, gs_dirty, tcs_dirty, tes_dirty;
bool dual_src = util_blend_state_is_dual(&ctx->sub->blend_state, 0); bool dual_src = util_blend_state_is_dual(&ctx->sub->blend_state, 0);
bool same_prog; bool same_prog;
if (!ctx->sub->shaders[PIPE_SHADER_VERTEX] || !ctx->sub->shaders[PIPE_SHADER_FRAGMENT]) { if (!ctx->sub->shaders[PIPE_SHADER_VERTEX] || !ctx->sub->shaders[PIPE_SHADER_FRAGMENT]) {
@ -3000,10 +3102,16 @@ void vrend_draw_vbo(struct vrend_context *ctx,
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_VERTEX], &vs_dirty); vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_VERTEX], &vs_dirty);
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY]) if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY])
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_GEOMETRY], &gs_dirty); vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_GEOMETRY], &gs_dirty);
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL])
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_TESS_CTRL], &tcs_dirty);
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL])
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_TESS_EVAL], &tes_dirty);
if (!ctx->sub->shaders[PIPE_SHADER_VERTEX]->current || if (!ctx->sub->shaders[PIPE_SHADER_VERTEX]->current ||
!ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current || !ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current ||
(ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && !ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current)) { (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && !ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current) ||
(ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] && !ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current) ||
(ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] && !ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current)) {
fprintf(stderr, "failure to compile shader variants: %s\n", ctx->debug_name); fprintf(stderr, "failure to compile shader variants: %s\n", ctx->debug_name);
return; return;
} }
@ -3016,23 +3124,31 @@ void vrend_draw_vbo(struct vrend_context *ctx,
same_prog = false; same_prog = false;
if (ctx->sub->prog && ctx->sub->prog->dual_src_linked != dual_src) if (ctx->sub->prog && ctx->sub->prog->dual_src_linked != dual_src)
same_prog = false; same_prog = false;
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] && ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_TESS_CTRL])
same_prog = false;
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] && ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_TESS_EVAL])
same_prog = false;
if (!same_prog) { if (!same_prog) {
prog = lookup_shader_program(ctx, prog = lookup_shader_program(ctx,
ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id, ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id,
ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id, ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id,
ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id : 0, ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id : 0,
ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] ? ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current->id : 0,
ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] ? ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current->id : 0,
dual_src); dual_src);
if (!prog) { if (!prog) {
prog = add_shader_program(ctx, prog = add_shader_program(ctx,
ctx->sub->shaders[PIPE_SHADER_VERTEX]->current, ctx->sub->shaders[PIPE_SHADER_VERTEX]->current,
ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current, ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current,
ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current : NULL); ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current : NULL,
ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] ? ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current : NULL,
ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] ? ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current : NULL);
if (!prog) if (!prog)
return; return;
} }
ctx->sub->last_shader_idx = ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT; ctx->sub->last_shader_idx = ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] ? PIPE_SHADER_TESS_EVAL : (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT);
} else } else
prog = ctx->sub->prog; prog = ctx->sub->prog;
if (ctx->sub->prog != prog) { if (ctx->sub->prog != prog) {
@ -3041,6 +3157,10 @@ void vrend_draw_vbo(struct vrend_context *ctx,
ctx->sub->prog_ids[PIPE_SHADER_FRAGMENT] = ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id; ctx->sub->prog_ids[PIPE_SHADER_FRAGMENT] = ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id;
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY]) if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY])
ctx->sub->prog_ids[PIPE_SHADER_GEOMETRY] = ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id; ctx->sub->prog_ids[PIPE_SHADER_GEOMETRY] = ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id;
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL])
ctx->sub->prog_ids[PIPE_SHADER_TESS_CTRL] = ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current->id;
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL])
ctx->sub->prog_ids[PIPE_SHADER_TESS_EVAL] = ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current->id;
ctx->sub->prog = prog; ctx->sub->prog = prog;
} }
} }
@ -3131,6 +3251,9 @@ void vrend_draw_vbo(struct vrend_context *ctx,
else else
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0); glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
if (info->vertices_per_patch && vrend_state.have_tessellation)
glPatchParameteri(GL_PATCH_VERTICES, info->vertices_per_patch);
/* set the vertex state up now on a delay */ /* set the vertex state up now on a delay */
if (!info->indexed) { if (!info->indexed) {
GLenum mode = info->mode; GLenum mode = info->mode;
@ -4395,6 +4518,8 @@ static void vrend_destroy_sub_context(struct vrend_sub_context *sub)
vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_VERTEX], NULL); vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_VERTEX], NULL);
vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_FRAGMENT], NULL); vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_FRAGMENT], NULL);
vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_GEOMETRY], NULL); vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_GEOMETRY], NULL);
vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_TESS_CTRL], NULL);
vrend_shader_state_reference(&sub->shaders[PIPE_SHADER_TESS_EVAL], NULL);
vrend_free_programs(sub); vrend_free_programs(sub);
for (i = 0; i < PIPE_SHADER_TYPES; i++) { for (i = 0; i < PIPE_SHADER_TYPES; i++) {
@ -4446,6 +4571,8 @@ bool vrend_destroy_context(struct vrend_context *ctx)
vrend_set_num_sampler_views(ctx, PIPE_SHADER_VERTEX, 0, 0); vrend_set_num_sampler_views(ctx, PIPE_SHADER_VERTEX, 0, 0);
vrend_set_num_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 0); vrend_set_num_sampler_views(ctx, PIPE_SHADER_FRAGMENT, 0, 0);
vrend_set_num_sampler_views(ctx, PIPE_SHADER_GEOMETRY, 0, 0); vrend_set_num_sampler_views(ctx, PIPE_SHADER_GEOMETRY, 0, 0);
vrend_set_num_sampler_views(ctx, PIPE_SHADER_TESS_CTRL, 0, 0);
vrend_set_num_sampler_views(ctx, PIPE_SHADER_TESS_EVAL, 0, 0);
vrend_set_streamout_targets(ctx, 0, 0, NULL); vrend_set_streamout_targets(ctx, 0, 0, NULL);
vrend_set_num_vbo(ctx, 0); vrend_set_num_vbo(ctx, 0);

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