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/**********************************************************
* 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_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "tgsi/tgsi_ureg.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
#include "svga_shader.h"
#include "svga_resource_texture.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
static INLINE int
compare_fs_keys(const struct svga_fs_compile_key *a,
const struct svga_fs_compile_key *b)
{
unsigned keysize_a = svga_fs_key_size( a );
unsigned keysize_b = svga_fs_key_size( b );
if (keysize_a != keysize_b) {
return (int)(keysize_a - keysize_b);
}
return memcmp( a, b, keysize_a );
}
/** Search for a fragment shader variant */
static struct svga_shader_variant *
search_fs_key(const struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *key)
{
struct svga_shader_variant *variant = fs->base.variants;
assert(key);
for ( ; variant; variant = variant->next) {
if (compare_fs_keys( key, &variant->key.fkey ) == 0)
return variant;
}
return NULL;
}
/**
* If we fail to compile a fragment shader (because it uses too many
* registers, for example) we'll use a dummy/fallback shader that
* simply emits a constant color (red for debug, black for release).
* We hit this with the Unigine/Heaven demo when Shaders = High.
* With black, the demo still looks good.
*/
static const struct tgsi_token *
get_dummy_fragment_shader(void)
{
#ifdef DEBUG
static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
#else
static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
#endif
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_FRAGMENT);
if (!ureg)
return NULL;
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
src = ureg_DECL_immediate(ureg, color, 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 constant-color
* shader. We use this when normal shader translation fails.
*/
static struct svga_shader_variant *
get_compiled_dummy_shader(struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *key)
{
const struct tgsi_token *dummy = get_dummy_fragment_shader();
struct svga_shader_variant *variant;
if (!dummy) {
return NULL;
}
FREE((void *) fs->base.tokens);
fs->base.tokens = dummy;
variant = svga_translate_fragment_program(fs, key);
return variant;
}
/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
compile_fs(struct svga_context *svga,
struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *key,
struct svga_shader_variant **out_variant)
{
struct svga_shader_variant *variant;
enum pipe_error ret = PIPE_ERROR;
variant = svga_translate_fragment_program( fs, key );
if (variant == NULL) {
debug_printf("Failed to compile fragment shader,"
" using dummy shader instead.\n");
variant = get_compiled_dummy_shader(fs, key);
if (!variant) {
ret = PIPE_ERROR;
goto fail;
}
}
if (variant->nr_tokens * sizeof(variant->tokens[0])
+ sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
>= SVGA_CB_MAX_COMMAND_SIZE) {
/* 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_shader(fs, key);
if (!variant) {
ret = PIPE_ERROR;
goto fail;
}
}
ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
if (ret != PIPE_OK)
goto fail;
*out_variant = variant;
/* insert variants at head of linked list */
variant->next = fs->base.variants;
fs->base.variants = variant;
return PIPE_OK;
fail:
if (variant) {
svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
}
return ret;
}
/* SVGA_NEW_TEXTURE_BINDING
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
*/
static enum pipe_error
make_fs_key(const struct svga_context *svga,
struct svga_fragment_shader *fs,
struct svga_fs_compile_key *key)
{
unsigned i;
int idx = 0;
memset(key, 0, sizeof *key);
/* Only need fragment shader fixup for twoside lighting if doing
* hwtnl. Otherwise the draw module does the whole job for us.
*
* SVGA_NEW_SWTNL
*/
if (!svga->state.sw.need_swtnl) {
/* SVGA_NEW_RAST
*/
key->light_twoside = svga->curr.rast->templ.light_twoside;
key->front_ccw = svga->curr.rast->templ.front_ccw;
}
/* The blend workaround for simulating logicop xor behaviour
* requires that the incoming fragment color be white. This change
* achieves that by creating a variant of the current fragment
* shader that overrides all output colors with 1,1,1,1
*
* This will work for most shaders, including those containing
* TEXKIL and/or depth-write. However, it will break on the
* combination of xor-logicop plus alphatest.
*
* Ultimately, we could implement alphatest in the shader using
* texkil prior to overriding the outgoing fragment color.
*
* SVGA_NEW_BLEND
*/
if (svga->curr.blend->need_white_fragments) {
key->white_fragments = 1;
}
/* XXX: want to limit this to the textures that the shader actually
* refers to.
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
for (i = 0; i < svga->curr.num_sampler_views; i++) {
if (svga->curr.sampler_views[i]) {
assert(svga->curr.sampler[i]);
assert(svga->curr.sampler_views[i]->texture);
key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
if (!svga->curr.sampler[i]->normalized_coords) {
key->tex[i].width_height_idx = idx++;
key->tex[i].unnormalized = TRUE;
++key->num_unnormalized_coords;
}
key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r;
key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g;
key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b;
key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a;
}
}
key->num_textures = svga->curr.num_sampler_views;
idx = 0;
for (i = 0; i < svga->curr.num_samplers; ++i) {
if (svga->curr.sampler_views[i]) {
struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
struct svga_texture *stex = svga_texture(tex);
SVGA3dSurfaceFormat format = stex->key.format;
if (format == SVGA3D_Z_D16 ||
format == SVGA3D_Z_D24X8 ||
format == SVGA3D_Z_D24S8) {
/* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
* or SVGA3D_Z_D24S8 surface, we'll automatically get
* shadow comparison. But we only get LEQUAL mode.
* Set TEX_COMPARE_NONE here so we don't emit the extra FS
* code for shadow comparison.
*/
key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
key->tex[i].compare_func = PIPE_FUNC_NEVER;
/* These depth formats _only_ support comparison mode and
* not ordinary sampling so warn if the later is expected.
*/
if (svga->curr.sampler[i]->compare_mode !=
PIPE_TEX_COMPARE_R_TO_TEXTURE) {
debug_warn_once("Unsupported shadow compare mode");
}
/* The only supported comparison mode is LEQUAL */
if (svga->curr.sampler[i]->compare_func != PIPE_FUNC_LEQUAL) {
debug_warn_once("Unsupported shadow compare function");
}
}
else {
/* For other texture formats, just use the compare func/mode
* as-is. Should be no-ops for color textures. For depth
* textures, we do not get automatic depth compare. We have
* to do it ourselves in the shader. And we don't get PCF.
*/
key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
}
}
}
/* sprite coord gen state */
for (i = 0; i < svga->curr.num_samplers; ++i) {
key->tex[i].sprite_texgen =
svga->curr.rast->templ.sprite_coord_enable & (1 << i);
}
key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
== PIPE_SPRITE_COORD_LOWER_LEFT);
/* SVGA_NEW_FRAME_BUFFER */
if (fs->base.info.color0_writes_all_cbufs) {
/* Replicate color0 output to N colorbuffers */
key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
}
return PIPE_OK;
}
/**
* svga_reemit_fs_bindings - Reemit the fragment shader bindings
*/
enum pipe_error
svga_reemit_fs_bindings(struct svga_context *svga)
{
enum pipe_error ret;
assert(svga->rebind.fs);
assert(svga_have_gb_objects(svga));
if (!svga->state.hw_draw.fs)
return PIPE_OK;
ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
svga->state.hw_draw.fs->gb_shader);
if (ret != PIPE_OK)
return ret;
svga->rebind.fs = FALSE;
return PIPE_OK;
}
static enum pipe_error
emit_hw_fs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_variant *variant = NULL;
enum pipe_error ret = PIPE_OK;
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_fs_compile_key key;
/* SVGA_NEW_BLEND
* SVGA_NEW_TEXTURE_BINDING
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
* SVGA_NEW_FRAME_BUFFER
*/
ret = make_fs_key( svga, fs, &key );
if (ret != PIPE_OK)
return ret;
variant = search_fs_key( fs, &key );
if (!variant) {
ret = compile_fs( svga, fs, &key, &variant );
if (ret != PIPE_OK)
return ret;
}
assert(variant);
if (variant != svga->state.hw_draw.fs) {
if (svga_have_gb_objects(svga)) {
/*
* Bind is necessary here only because pipebuffer_fenced may move
* the shader contents around....
*/
ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
if (ret != PIPE_OK)
return ret;
ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
variant->gb_shader);
if (ret != PIPE_OK)
return ret;
svga->rebind.fs = FALSE;
}
else {
ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, variant->id);
if (ret != PIPE_OK)
return ret;
}
svga->dirty |= SVGA_NEW_FS_VARIANT;
svga->state.hw_draw.fs = variant;
}
return PIPE_OK;
}
struct svga_tracked_state svga_hw_fs =
{
"fragment shader (hwtnl)",
(SVGA_NEW_FS |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_NEED_SWTNL |
SVGA_NEW_RAST |
SVGA_NEW_SAMPLER |
SVGA_NEW_FRAME_BUFFER |
SVGA_NEW_BLEND),
emit_hw_fs
};
|