/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ #include "util/u_inlines.h" #include "pipe/p_defines.h" #include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_bitmask.h" #include "translate/translate.h" #include "tgsi/tgsi_ureg.h" #include "svga_context.h" #include "svga_state.h" #include "svga_cmd.h" #include "svga_shader.h" #include "svga_tgsi.h" #include "svga_hw_reg.h" static INLINE int compare_vs_keys(const struct svga_vs_compile_key *a, const struct svga_vs_compile_key *b) { unsigned keysize = svga_vs_key_size( a ); return memcmp( a, b, keysize ); } /** Search for a vertex shader variant */ static struct svga_shader_variant * search_vs_key(const struct svga_vertex_shader *vs, const struct svga_vs_compile_key *key) { struct svga_shader_variant *variant = vs->base.variants; assert(key); for ( ; variant; variant = variant->next) { if (compare_vs_keys( key, &variant->key.vkey ) == 0) return variant; } return NULL; } /** * If we fail to compile a vertex shader we'll use a dummy/fallback shader * that simply emits a (0,0,0,1) vertex position. */ static const struct tgsi_token * get_dummy_vertex_shader(void) { static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 }; struct ureg_program *ureg; const struct tgsi_token *tokens; struct ureg_src src; struct ureg_dst dst; unsigned num_tokens; ureg = ureg_create(TGSI_PROCESSOR_VERTEX); if (!ureg) return NULL; dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); src = ureg_DECL_immediate(ureg, zero, 4); ureg_MOV(ureg, dst, src); ureg_END(ureg); tokens = ureg_get_tokens(ureg, &num_tokens); ureg_destroy(ureg); return tokens; } /** * Replace the given shader's instruction with a simple / dummy shader. * We use this when normal shader translation fails. */ static struct svga_shader_variant * get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs, const struct svga_vs_compile_key *key) { const struct tgsi_token *dummy = get_dummy_vertex_shader(); struct svga_shader_variant *variant; if (!dummy) { return NULL; } FREE((void *) vs->base.tokens); vs->base.tokens = dummy; variant = svga_translate_vertex_program(vs, key); return variant; } /** * Translate TGSI shader into an svga shader variant. */ static enum pipe_error compile_vs(struct svga_context *svga, struct svga_vertex_shader *vs, const struct svga_vs_compile_key *key, struct svga_shader_variant **out_variant) { struct svga_shader_variant *variant; enum pipe_error ret = PIPE_ERROR; variant = svga_translate_vertex_program( vs, key ); if (variant == NULL) { /* some problem during translation, try the dummy shader */ variant = get_compiled_dummy_vertex_shader(vs, key); if (!variant) { ret = PIPE_ERROR; goto fail; } } if (svga_shader_too_large(svga, variant)) { /* too big, use dummy shader */ debug_printf("Shader too large (%lu bytes)," " using dummy shader instead.\n", (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0])); variant = get_compiled_dummy_vertex_shader(vs, key); if (!variant) { ret = PIPE_ERROR; goto fail; } } ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant); if (ret != PIPE_OK) goto fail; *out_variant = variant; /* insert variants at head of linked list */ variant->next = vs->base.variants; vs->base.variants = variant; return PIPE_OK; fail: if (variant) { svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); } return ret; } /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS */ static void make_vs_key(struct svga_context *svga, struct svga_vs_compile_key *key) { memset(key, 0, sizeof *key); key->need_prescale = svga->state.hw_clear.prescale.enabled; key->allow_psiz = svga->curr.rast->templ.point_size_per_vertex; /* SVGA_NEW_FS */ key->fs_generic_inputs = svga->curr.fs->generic_inputs; /* SVGA_NEW_VELEMENT */ key->adjust_attrib_range = svga->curr.velems->adjust_attrib_range; key->adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1; } /** * svga_reemit_vs_bindings - Reemit the vertex shader bindings */ enum pipe_error svga_reemit_vs_bindings(struct svga_context *svga) { enum pipe_error ret; struct svga_winsys_gb_shader *gbshader = svga->state.hw_draw.vs ? svga->state.hw_draw.vs->gb_shader : NULL; assert(svga->rebind.vs); assert(svga_have_gb_objects(svga)); ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); if (ret != PIPE_OK) return ret; svga->rebind.vs = FALSE; return PIPE_OK; } static enum pipe_error emit_hw_vs(struct svga_context *svga, unsigned dirty) { struct svga_shader_variant *variant = NULL; enum pipe_error ret = PIPE_OK; /* SVGA_NEW_NEED_SWTNL */ if (!svga->state.sw.need_swtnl) { struct svga_vertex_shader *vs = svga->curr.vs; struct svga_vs_compile_key key; make_vs_key( svga, &key ); variant = search_vs_key( vs, &key ); if (!variant) { ret = compile_vs( svga, vs, &key, &variant ); if (ret != PIPE_OK) return ret; } assert(variant); } if (variant != svga->state.hw_draw.vs) { if (svga_have_gb_objects(svga)) { struct svga_winsys_gb_shader *gbshader = variant ? variant->gb_shader : NULL; /* * Bind is necessary here only because pipebuffer_fenced may move * the shader contents around.... */ if (gbshader) { ret = SVGA3D_BindGBShader(svga->swc, gbshader); if (ret != PIPE_OK) return ret; } ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); if (ret != PIPE_OK) return ret; svga->rebind.vs = FALSE; } else { unsigned id = variant ? variant->id : SVGA_ID_INVALID; ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, id); if (ret != PIPE_OK) return ret; } svga->dirty |= SVGA_NEW_VS_VARIANT; svga->state.hw_draw.vs = variant; } return PIPE_OK; } struct svga_tracked_state svga_hw_vs = { "vertex shader (hwtnl)", (SVGA_NEW_VS | SVGA_NEW_FS | SVGA_NEW_PRESCALE | SVGA_NEW_VELEMENT | SVGA_NEW_NEED_SWTNL), emit_hw_vs };