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path: root/src/gallium/drivers/svga/svga_tgsi.c
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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 "pipe/p_compiler.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_defines.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_scan.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"

#include "svgadump/svga_shader_dump.h"

#include "svga_context.h"
#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga_tgsi_emit.h"
#include "svga_debug.h"

#include "svga_hw_reg.h"
#include "svga3d_shaderdefs.h"


/* Sinkhole used only in error conditions.
 */
static char err_buf[128];


static boolean
svga_shader_expand(struct svga_shader_emitter *emit)
{
   char *new_buf;
   unsigned newsize = emit->size * 2;

   if (emit->buf != err_buf)
      new_buf = REALLOC(emit->buf, emit->size, newsize);
   else
      new_buf = NULL;

   if (!new_buf) {
      emit->ptr = err_buf;
      emit->buf = err_buf;
      emit->size = sizeof(err_buf);
      return FALSE;
   }

   emit->size = newsize;
   emit->ptr = new_buf + (emit->ptr - emit->buf);
   emit->buf = new_buf;
   return TRUE;
}


static inline boolean
reserve(struct svga_shader_emitter *emit, unsigned nr_dwords)
{
   if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) {
      if (!svga_shader_expand(emit)) {
         return FALSE;
      }
   }

   return TRUE;
}


boolean
svga_shader_emit_dword(struct svga_shader_emitter * emit, unsigned dword)
{
   if (!reserve(emit, 1))
      return FALSE;

   *(unsigned *) emit->ptr = dword;
   emit->ptr += sizeof dword;
   return TRUE;
}


boolean
svga_shader_emit_dwords(struct svga_shader_emitter * emit,
                        const unsigned *dwords, unsigned nr)
{
   if (!reserve(emit, nr))
      return FALSE;

   memcpy(emit->ptr, dwords, nr * sizeof *dwords);
   emit->ptr += nr * sizeof *dwords;
   return TRUE;
}


boolean
svga_shader_emit_opcode(struct svga_shader_emitter * emit, unsigned opcode)
{
   SVGA3dShaderInstToken *here;

   if (!reserve(emit, 1))
      return FALSE;

   here = (SVGA3dShaderInstToken *) emit->ptr;
   here->value = opcode;

   if (emit->insn_offset) {
      SVGA3dShaderInstToken *prev =
         (SVGA3dShaderInstToken *) (emit->buf + emit->insn_offset);
      prev->size = (here - prev) - 1;
   }

   emit->insn_offset = emit->ptr - emit->buf;
   emit->ptr += sizeof(unsigned);
   return TRUE;
}


static boolean
svga_shader_emit_header(struct svga_shader_emitter *emit)
{
   SVGA3dShaderVersion header;

   memset(&header, 0, sizeof header);

   switch (emit->unit) {
   case PIPE_SHADER_FRAGMENT:
      header.value = SVGA3D_PS_30;
      break;
   case PIPE_SHADER_VERTEX:
      header.value = SVGA3D_VS_30;
      break;
   }

   return svga_shader_emit_dword(emit, header.value);
}


/**
 * Parse TGSI shader and translate to SVGA/DX9 serialized
 * representation.
 *
 * In this function SVGA shader is emitted to an in-memory buffer that
 * can be dynamically grown.  Once we've finished and know how large
 * it is, it will be copied to a hardware buffer for upload.
 */
struct svga_shader_variant *
svga_tgsi_vgpu9_translate(struct svga_context *svga,
                          const struct svga_shader *shader,
                          const struct svga_compile_key *key, unsigned unit)
{
   struct svga_shader_variant *variant = NULL;
   struct svga_shader_emitter emit;

   memset(&emit, 0, sizeof(emit));

   emit.size = 1024;
   emit.buf = MALLOC(emit.size);
   if (emit.buf == NULL) {
      goto fail;
   }

   emit.ptr = emit.buf;
   emit.unit = unit;
   emit.key = *key;

   tgsi_scan_shader(shader->tokens, &emit.info);

   emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1;

   if (unit == PIPE_SHADER_FRAGMENT)
      emit.imm_start += key->num_unnormalized_coords;

   if (unit == PIPE_SHADER_VERTEX) {
      emit.imm_start += key->vs.need_prescale ? 2 : 0;
   }

   emit.nr_hw_float_const =
      (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1);

   emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1;

   if (emit.nr_hw_temp >= SVGA3D_TEMPREG_MAX) {
      debug_printf("svga: too many temporary registers (%u)\n",
                   emit.nr_hw_temp);
      goto fail;
   }

   emit.in_main_func = TRUE;

   if (!svga_shader_emit_header(&emit)) {
      debug_printf("svga: emit header failed\n");
      goto fail;
   }

   if (!svga_shader_emit_instructions(&emit, shader->tokens)) {
      debug_printf("svga: emit instructions failed\n");
      goto fail;
   }

   variant = svga_new_shader_variant(svga);
   if (!variant)
      goto fail;

   variant->shader = shader;
   variant->tokens = (const unsigned *) emit.buf;
   variant->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned);
   memcpy(&variant->key, key, sizeof(*key));
   variant->id = UTIL_BITMASK_INVALID_INDEX;

   variant->pstipple_sampler_unit = emit.pstipple_sampler_unit;

   /* If there was exactly one write to a fragment shader output register
    * and it came from a constant buffer, we know all fragments will have
    * the same color (except for blending).
    */
   variant->constant_color_output =
      emit.constant_color_output && emit.num_output_writes == 1;

#if 0
   if (!svga_shader_verify(variant->tokens, variant->nr_tokens) ||
       SVGA_DEBUG & DEBUG_TGSI) {
      debug_printf("#####################################\n");
      debug_printf("Shader %u below\n", shader->id);
      tgsi_dump(shader->tokens, 0);
      if (SVGA_DEBUG & DEBUG_TGSI) {
         debug_printf("Shader %u compiled below\n", shader->id);
         svga_shader_dump(variant->tokens, variant->nr_tokens, FALSE);
      }
      debug_printf("#####################################\n");
   }
#endif

   return variant;

 fail:
   FREE(variant);
   if (emit.buf != err_buf)
      FREE(emit.buf);
   return NULL;
}