1 /*
2  * Copyright (c) 2012-2015 Etnaviv Project
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sub license,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the
12  * next paragraph) shall be included in all copies or substantial portions
13  * of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  *
23  * Authors:
24  *    Wladimir J. van der Laan <laanwj@gmail.com>
25  */
26 
27 #include "etnaviv_shader.h"
28 
29 #include "etnaviv_compiler.h"
30 #include "etnaviv_context.h"
31 #include "etnaviv_debug.h"
32 #include "etnaviv_disasm.h"
33 #include "etnaviv_disk_cache.h"
34 #include "etnaviv_screen.h"
35 #include "etnaviv_util.h"
36 
37 #include "tgsi/tgsi_parse.h"
38 #include "nir/tgsi_to_nir.h"
39 #include "util/u_atomic.h"
40 #include "util/u_math.h"
41 #include "util/u_memory.h"
42 
43 /* Upload shader code to bo, if not already done */
etna_icache_upload_shader(struct etna_context * ctx,struct etna_shader_variant * v)44 static bool etna_icache_upload_shader(struct etna_context *ctx, struct etna_shader_variant *v)
45 {
46    if (v->bo)
47       return true;
48    v->bo = etna_bo_new(ctx->screen->dev, v->code_size*4, DRM_ETNA_GEM_CACHE_WC);
49    if (!v->bo)
50       return false;
51 
52    void *buf = etna_bo_map(v->bo);
53    etna_bo_cpu_prep(v->bo, DRM_ETNA_PREP_WRITE);
54    memcpy(buf, v->code, v->code_size*4);
55    etna_bo_cpu_fini(v->bo);
56    DBG("Uploaded %s of %u words to bo %p", v->stage == MESA_SHADER_FRAGMENT ? "fs":"vs", v->code_size, v->bo);
57    return true;
58 }
59 
60 extern const char *tgsi_swizzle_names[];
61 void
etna_dump_shader(const struct etna_shader_variant * shader)62 etna_dump_shader(const struct etna_shader_variant *shader)
63 {
64    if (shader->stage == MESA_SHADER_VERTEX)
65       printf("VERT\n");
66    else
67       printf("FRAG\n");
68 
69    etna_disasm(shader->code, shader->code_size, PRINT_RAW);
70 
71    printf("num loops: %i\n", shader->num_loops);
72    printf("num temps: %i\n", shader->num_temps);
73    printf("immediates:\n");
74    for (int idx = 0; idx < shader->uniforms.count; ++idx) {
75       printf(" [%i].%s = %f (0x%08x) (%d)\n",
76              idx / 4,
77              tgsi_swizzle_names[idx % 4],
78              *((float *)&shader->uniforms.data[idx]),
79              shader->uniforms.data[idx],
80              shader->uniforms.contents[idx]);
81    }
82    printf("inputs:\n");
83    for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
84       printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
85                (shader->stage == MESA_SHADER_VERTEX) ?
86                gl_vert_attrib_name(shader->infile.reg[idx].slot) :
87                gl_varying_slot_name_for_stage(shader->infile.reg[idx].slot, shader->stage),
88                shader->infile.reg[idx].num_components);
89    }
90    printf("outputs:\n");
91    for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
92       printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
93                (shader->stage == MESA_SHADER_VERTEX) ?
94                gl_varying_slot_name_for_stage(shader->outfile.reg[idx].slot, shader->stage) :
95                gl_frag_result_name(shader->outfile.reg[idx].slot),
96                shader->outfile.reg[idx].num_components);
97    }
98    printf("special:\n");
99    if (shader->stage == MESA_SHADER_VERTEX) {
100       printf("  vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
101       printf("  vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
102       printf("  vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
103    } else {
104       printf("  ps_color_out_reg=%i\n", shader->ps_color_out_reg);
105       printf("  ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
106    }
107    printf("  input_count_unk8=0x%08x\n", shader->input_count_unk8);
108 }
109 
110 /* Link vs and fs together: fill in shader_state from vs and fs
111  * as this function is called every time a new fs or vs is bound, the goal is to
112  * do little processing as possible here, and to precompute as much as possible in
113  * the vs/fs shader_object.
114  *
115  * XXX we could cache the link result for a certain set of VS/PS; usually a pair
116  * of VS and PS will be used together anyway.
117  */
118 static bool
etna_link_shaders(struct etna_context * ctx,struct compiled_shader_state * cs,struct etna_shader_variant * vs,struct etna_shader_variant * fs)119 etna_link_shaders(struct etna_context *ctx, struct compiled_shader_state *cs,
120                   struct etna_shader_variant *vs, struct etna_shader_variant *fs)
121 {
122    struct etna_shader_link_info link = { };
123    bool failed;
124 
125    assert(vs->stage == MESA_SHADER_VERTEX);
126    assert(fs->stage == MESA_SHADER_FRAGMENT);
127 
128 #ifdef DEBUG
129    if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) {
130       etna_dump_shader(vs);
131       etna_dump_shader(fs);
132    }
133 #endif
134 
135    failed = etna_link_shader(&link, vs, fs);
136 
137    if (failed) {
138       /* linking failed: some fs inputs do not have corresponding
139        * vs outputs */
140       assert(0);
141 
142       return false;
143    }
144 
145    if (DBG_ENABLED(ETNA_DBG_LINKER_MSGS)) {
146       debug_printf("link result:\n");
147       debug_printf("  vs  -> fs  comps use     pa_attr\n");
148 
149       for (int idx = 0; idx < link.num_varyings; ++idx)
150          debug_printf("  t%-2u -> t%-2u %-5.*s %u,%u,%u,%u 0x%08x\n",
151                       link.varyings[idx].reg, idx + 1,
152                       link.varyings[idx].num_components, "xyzw",
153                       link.varyings[idx].use[0], link.varyings[idx].use[1],
154                       link.varyings[idx].use[2], link.varyings[idx].use[3],
155                       link.varyings[idx].pa_attributes);
156    }
157 
158    /* set last_varying_2x flag if the last varying has 1 or 2 components */
159    bool last_varying_2x = false;
160    if (link.num_varyings > 0 && link.varyings[link.num_varyings - 1].num_components <= 2)
161       last_varying_2x = true;
162 
163    cs->RA_CONTROL = VIVS_RA_CONTROL_UNK0 |
164                     COND(last_varying_2x, VIVS_RA_CONTROL_LAST_VARYING_2X);
165 
166    cs->PA_ATTRIBUTE_ELEMENT_COUNT = VIVS_PA_ATTRIBUTE_ELEMENT_COUNT_COUNT(link.num_varyings);
167    for (int idx = 0; idx < link.num_varyings; ++idx)
168       cs->PA_SHADER_ATTRIBUTES[idx] = link.varyings[idx].pa_attributes;
169 
170    cs->VS_END_PC = vs->code_size / 4;
171    cs->VS_OUTPUT_COUNT = 1 + link.num_varyings; /* position + varyings */
172 
173    /* vs outputs (varyings) */
174    DEFINE_ETNA_BITARRAY(vs_output, 16, 8) = {0};
175    int varid = 0;
176    etna_bitarray_set(vs_output, 8, varid++, vs->vs_pos_out_reg);
177    for (int idx = 0; idx < link.num_varyings; ++idx)
178       etna_bitarray_set(vs_output, 8, varid++, link.varyings[idx].reg);
179    if (vs->vs_pointsize_out_reg >= 0)
180       etna_bitarray_set(vs_output, 8, varid++, vs->vs_pointsize_out_reg); /* pointsize is last */
181 
182    for (int idx = 0; idx < ARRAY_SIZE(cs->VS_OUTPUT); ++idx)
183       cs->VS_OUTPUT[idx] = vs_output[idx];
184 
185    if (vs->vs_pointsize_out_reg != -1) {
186       /* vertex shader outputs point coordinate, provide extra output and make
187        * sure PA config is
188        * not masked */
189       cs->PA_CONFIG = ~0;
190       cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT + 1;
191    } else {
192       /* vertex shader does not output point coordinate, make sure thate
193        * POINT_SIZE_ENABLE is masked
194        * and no extra output is given */
195       cs->PA_CONFIG = ~VIVS_PA_CONFIG_POINT_SIZE_ENABLE;
196       cs->VS_OUTPUT_COUNT_PSIZE = cs->VS_OUTPUT_COUNT;
197    }
198 
199    /* if fragment shader doesn't read pointcoord, disable it */
200    if (link.pcoord_varying_comp_ofs == -1)
201       cs->PA_CONFIG &= ~VIVS_PA_CONFIG_POINT_SPRITE_ENABLE;
202 
203    cs->VS_LOAD_BALANCING = vs->vs_load_balancing;
204    cs->VS_START_PC = 0;
205 
206    cs->PS_END_PC = fs->code_size / 4;
207    cs->PS_OUTPUT_REG = fs->ps_color_out_reg;
208    cs->PS_INPUT_COUNT =
209       VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 1) | /* Number of inputs plus position */
210       VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
211    cs->PS_TEMP_REGISTER_CONTROL =
212       VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 1));
213    cs->PS_START_PC = 0;
214 
215    /* Precompute PS_INPUT_COUNT and TEMP_REGISTER_CONTROL in the case of MSAA
216     * mode, avoids some fumbling in sync_context. */
217    cs->PS_INPUT_COUNT_MSAA =
218       VIVS_PS_INPUT_COUNT_COUNT(link.num_varyings + 2) | /* MSAA adds another input */
219       VIVS_PS_INPUT_COUNT_UNK8(fs->input_count_unk8);
220    cs->PS_TEMP_REGISTER_CONTROL_MSAA =
221       VIVS_PS_TEMP_REGISTER_CONTROL_NUM_TEMPS(MAX2(fs->num_temps, link.num_varyings + 2));
222 
223    uint32_t total_components = 0;
224    DEFINE_ETNA_BITARRAY(num_components, ETNA_NUM_VARYINGS, 4) = {0};
225    DEFINE_ETNA_BITARRAY(component_use, 4 * ETNA_NUM_VARYINGS, 2) = {0};
226    for (int idx = 0; idx < link.num_varyings; ++idx) {
227       const struct etna_varying *varying = &link.varyings[idx];
228 
229       etna_bitarray_set(num_components, 4, idx, varying->num_components);
230       for (int comp = 0; comp < varying->num_components; ++comp) {
231          etna_bitarray_set(component_use, 2, total_components, varying->use[comp]);
232          total_components += 1;
233       }
234    }
235 
236    cs->GL_VARYING_TOTAL_COMPONENTS =
237       VIVS_GL_VARYING_TOTAL_COMPONENTS_NUM(align(total_components, 2));
238    cs->GL_VARYING_NUM_COMPONENTS[0] = num_components[0];
239    cs->GL_VARYING_NUM_COMPONENTS[1] = num_components[1];
240    cs->GL_VARYING_COMPONENT_USE[0] = component_use[0];
241    cs->GL_VARYING_COMPONENT_USE[1] = component_use[1];
242 
243    cs->GL_HALTI5_SH_SPECIALS =
244       0x7f7f0000 | /* unknown bits, probably other PS inputs */
245       /* pointsize is last (see above) */
246       VIVS_GL_HALTI5_SH_SPECIALS_VS_PSIZE_OUT((vs->vs_pointsize_out_reg != -1) ?
247                                               cs->VS_OUTPUT_COUNT * 4 : 0x00) |
248       VIVS_GL_HALTI5_SH_SPECIALS_PS_PCOORD_IN((link.pcoord_varying_comp_ofs != -1) ?
249                                               link.pcoord_varying_comp_ofs : 0x7f);
250 
251    cs->writes_z = fs->ps_depth_out_reg >= 0;
252    cs->uses_discard = fs->uses_discard;
253 
254    /* reference instruction memory */
255    cs->vs_inst_mem_size = vs->code_size;
256    cs->VS_INST_MEM = vs->code;
257 
258    cs->ps_inst_mem_size = fs->code_size;
259    cs->PS_INST_MEM = fs->code;
260 
261    if (vs->needs_icache || fs->needs_icache) {
262       /* If either of the shaders needs ICACHE, we use it for both. It is
263        * either switched on or off for the entire shader processor.
264        */
265       if (!etna_icache_upload_shader(ctx, vs) ||
266           !etna_icache_upload_shader(ctx, fs)) {
267          assert(0);
268          return false;
269       }
270 
271       cs->VS_INST_ADDR.bo = vs->bo;
272       cs->VS_INST_ADDR.offset = 0;
273       cs->VS_INST_ADDR.flags = ETNA_RELOC_READ;
274       cs->PS_INST_ADDR.bo = fs->bo;
275       cs->PS_INST_ADDR.offset = 0;
276       cs->PS_INST_ADDR.flags = ETNA_RELOC_READ;
277    } else {
278       /* clear relocs */
279       memset(&cs->VS_INST_ADDR, 0, sizeof(cs->VS_INST_ADDR));
280       memset(&cs->PS_INST_ADDR, 0, sizeof(cs->PS_INST_ADDR));
281    }
282 
283    return true;
284 }
285 
286 bool
etna_shader_link(struct etna_context * ctx)287 etna_shader_link(struct etna_context *ctx)
288 {
289    if (!ctx->shader.vs || !ctx->shader.fs)
290       return false;
291 
292    /* re-link vs and fs if needed */
293    return etna_link_shaders(ctx, &ctx->shader_state, ctx->shader.vs, ctx->shader.fs);
294 }
295 
296 void
etna_destroy_shader(struct etna_shader_variant * shader)297 etna_destroy_shader(struct etna_shader_variant *shader)
298 {
299    assert(shader);
300 
301    FREE(shader->code);
302    FREE(shader->uniforms.data);
303    FREE(shader->uniforms.contents);
304    FREE(shader);
305 }
306 
307 static bool
etna_shader_update_vs_inputs(struct compiled_shader_state * cs,const struct etna_shader_variant * vs,const struct compiled_vertex_elements_state * ves)308 etna_shader_update_vs_inputs(struct compiled_shader_state *cs,
309                              const struct etna_shader_variant *vs,
310                              const struct compiled_vertex_elements_state *ves)
311 {
312    unsigned num_temps, cur_temp, num_vs_inputs;
313 
314    if (!vs)
315       return false;
316 
317    /* Number of vertex elements determines number of VS inputs. Otherwise,
318     * the GPU crashes. Allocate any unused vertex elements to VS temporary
319     * registers. */
320    num_vs_inputs = MAX2(ves->num_elements, vs->infile.num_reg);
321    if (num_vs_inputs != ves->num_elements) {
322       BUG("Number of elements %u does not match the number of VS inputs %zu",
323           ves->num_elements, vs->infile.num_reg);
324       return false;
325    }
326 
327    cur_temp = vs->num_temps;
328    num_temps = num_vs_inputs - vs->infile.num_reg + cur_temp;
329 
330    cs->VS_INPUT_COUNT = VIVS_VS_INPUT_COUNT_COUNT(num_vs_inputs) |
331                         VIVS_VS_INPUT_COUNT_UNK8(vs->input_count_unk8);
332    cs->VS_TEMP_REGISTER_CONTROL =
333       VIVS_VS_TEMP_REGISTER_CONTROL_NUM_TEMPS(num_temps);
334 
335    /* vs inputs (attributes) */
336    DEFINE_ETNA_BITARRAY(vs_input, 16, 8) = {0};
337    for (int idx = 0; idx < num_vs_inputs; ++idx) {
338       if (idx < vs->infile.num_reg)
339          etna_bitarray_set(vs_input, 8, idx, vs->infile.reg[idx].reg);
340       else
341          etna_bitarray_set(vs_input, 8, idx, cur_temp++);
342    }
343 
344    if (vs->vs_id_in_reg >= 0) {
345       cs->VS_INPUT_COUNT = VIVS_VS_INPUT_COUNT_COUNT(num_vs_inputs + 1) |
346                            VIVS_VS_INPUT_COUNT_UNK8(vs->input_count_unk8) |
347                            VIVS_VS_INPUT_COUNT_ID_ENABLE;
348 
349       etna_bitarray_set(vs_input, 8, num_vs_inputs, vs->vs_id_in_reg);
350 
351       cs->FE_HALTI5_ID_CONFIG =
352          VIVS_FE_HALTI5_ID_CONFIG_VERTEX_ID_ENABLE |
353          VIVS_FE_HALTI5_ID_CONFIG_INSTANCE_ID_ENABLE |
354          VIVS_FE_HALTI5_ID_CONFIG_VERTEX_ID_REG(vs->vs_id_in_reg * 4) |
355          VIVS_FE_HALTI5_ID_CONFIG_INSTANCE_ID_REG(vs->vs_id_in_reg * 4 + 1);
356    }
357 
358    for (int idx = 0; idx < ARRAY_SIZE(cs->VS_INPUT); ++idx)
359       cs->VS_INPUT[idx] = vs_input[idx];
360 
361    return true;
362 }
363 
364 static inline const char *
etna_shader_stage(struct etna_shader_variant * shader)365 etna_shader_stage(struct etna_shader_variant *shader)
366 {
367    switch (shader->stage) {
368    case MESA_SHADER_VERTEX:     return "VERT";
369    case MESA_SHADER_FRAGMENT:   return "FRAG";
370    case MESA_SHADER_COMPUTE:    return "CL";
371    default:
372       unreachable("invalid type");
373       return NULL;
374    }
375 }
376 
377 static void
dump_shader_info(struct etna_shader_variant * v,struct pipe_debug_callback * debug)378 dump_shader_info(struct etna_shader_variant *v, struct pipe_debug_callback *debug)
379 {
380    if (!unlikely(etna_mesa_debug & ETNA_DBG_SHADERDB))
381       return;
382 
383    pipe_debug_message(debug, SHADER_INFO,
384          "%s shader: %u instructions, %u temps, "
385          "%u immediates, %u loops",
386          etna_shader_stage(v),
387          v->code_size,
388          v->num_temps,
389          v->uniforms.count,
390          v->num_loops);
391 }
392 
393 bool
etna_shader_update_vertex(struct etna_context * ctx)394 etna_shader_update_vertex(struct etna_context *ctx)
395 {
396    return etna_shader_update_vs_inputs(&ctx->shader_state, ctx->shader.vs,
397                                        ctx->vertex_elements);
398 }
399 
400 static struct etna_shader_variant *
create_variant(struct etna_shader * shader,struct etna_shader_key key)401 create_variant(struct etna_shader *shader, struct etna_shader_key key)
402 {
403    struct etna_shader_variant *v = CALLOC_STRUCT(etna_shader_variant);
404    int ret;
405 
406    if (!v)
407       return NULL;
408 
409    v->shader = shader;
410    v->key = key;
411    v->id = ++shader->variant_count;
412 
413    if (etna_disk_cache_retrieve(shader->compiler, v))
414       return v;
415 
416    ret = etna_compile_shader(v);
417    if (!ret) {
418       debug_error("compile failed!");
419       goto fail;
420    }
421 
422    etna_disk_cache_store(shader->compiler, v);
423 
424    return v;
425 
426 fail:
427    FREE(v);
428    return NULL;
429 }
430 
431 struct etna_shader_variant *
etna_shader_variant(struct etna_shader * shader,struct etna_shader_key key,struct pipe_debug_callback * debug)432 etna_shader_variant(struct etna_shader *shader, struct etna_shader_key key,
433                    struct pipe_debug_callback *debug)
434 {
435    struct etna_shader_variant *v;
436 
437    for (v = shader->variants; v; v = v->next)
438       if (etna_shader_key_equal(&key, &v->key))
439          return v;
440 
441    /* compile new variant if it doesn't exist already */
442    v = create_variant(shader, key);
443    if (v) {
444       v->next = shader->variants;
445       shader->variants = v;
446       dump_shader_info(v, debug);
447    }
448 
449    return v;
450 }
451 
452 static void *
etna_create_shader_state(struct pipe_context * pctx,const struct pipe_shader_state * pss)453 etna_create_shader_state(struct pipe_context *pctx,
454                          const struct pipe_shader_state *pss)
455 {
456    struct etna_context *ctx = etna_context(pctx);
457    struct etna_screen *screen = ctx->screen;
458    struct etna_compiler *compiler = screen->compiler;
459    struct etna_shader *shader = CALLOC_STRUCT(etna_shader);
460 
461    if (!shader)
462       return NULL;
463 
464    shader->id = p_atomic_inc_return(&compiler->shader_count);
465    shader->specs = &screen->specs;
466    shader->compiler = screen->compiler;
467 
468    shader->nir = (pss->type == PIPE_SHADER_IR_NIR) ? pss->ir.nir :
469                   tgsi_to_nir(pss->tokens, pctx->screen, false);
470 
471    etna_disk_cache_init_shader_key(compiler, shader);
472 
473    if (etna_mesa_debug & ETNA_DBG_SHADERDB) {
474       /* if shader-db run, create a standard variant immediately
475        * (as otherwise nothing will trigger the shader to be
476        * actually compiled).
477        */
478       struct etna_shader_key key = {};
479       etna_shader_variant(shader, key, &ctx->debug);
480    }
481 
482    return shader;
483 }
484 
485 static void
etna_delete_shader_state(struct pipe_context * pctx,void * ss)486 etna_delete_shader_state(struct pipe_context *pctx, void *ss)
487 {
488    struct etna_shader *shader = ss;
489    struct etna_shader_variant *v, *t;
490 
491    v = shader->variants;
492    while (v) {
493       t = v;
494       v = v->next;
495       if (t->bo)
496          etna_bo_del(t->bo);
497 
498       etna_destroy_shader(t);
499    }
500 
501    tgsi_free_tokens(shader->tokens);
502    ralloc_free(shader->nir);
503    FREE(shader);
504 }
505 
506 static void
etna_bind_fs_state(struct pipe_context * pctx,void * hwcso)507 etna_bind_fs_state(struct pipe_context *pctx, void *hwcso)
508 {
509    struct etna_context *ctx = etna_context(pctx);
510 
511    ctx->shader.bind_fs = hwcso;
512    ctx->dirty |= ETNA_DIRTY_SHADER;
513 }
514 
515 static void
etna_bind_vs_state(struct pipe_context * pctx,void * hwcso)516 etna_bind_vs_state(struct pipe_context *pctx, void *hwcso)
517 {
518    struct etna_context *ctx = etna_context(pctx);
519 
520    ctx->shader.bind_vs = hwcso;
521    ctx->dirty |= ETNA_DIRTY_SHADER;
522 }
523 
524 void
etna_shader_init(struct pipe_context * pctx)525 etna_shader_init(struct pipe_context *pctx)
526 {
527    pctx->create_fs_state = etna_create_shader_state;
528    pctx->bind_fs_state = etna_bind_fs_state;
529    pctx->delete_fs_state = etna_delete_shader_state;
530    pctx->create_vs_state = etna_create_shader_state;
531    pctx->bind_vs_state = etna_bind_vs_state;
532    pctx->delete_vs_state = etna_delete_shader_state;
533 }
534