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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_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
};
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