/* * Copyright (c) 2008-2024 Broadcom. All Rights Reserved. * The term “Broadcom” refers to Broadcom Inc. * and/or its subsidiaries. * SPDX-License-Identifier: MIT */ #include "util/u_bitmask.h" #include "util/u_memory.h" #include "util/format/u_format.h" #include "svga_context.h" #include "svga_cmd.h" #include "svga_format.h" #include "svga_shader.h" #include "svga_tgsi.h" #include "svga_resource_texture.h" #include "VGPU10ShaderTokens.h" #include "compiler/nir/nir.h" #include "compiler/glsl/gl_nir.h" #include "nir/nir_to_tgsi.h" /** * This bit isn't really used anywhere. It only serves to help * generate a unique "signature" for the vertex shader output bitmask. * Shader input/output signatures are used to resolve shader linking * issues. */ #define FOG_GENERIC_BIT (((uint64_t) 1) << 63) /** * Use the shader info to generate a bitmask indicating which generic * inputs are used by the shader. A set bit indicates that GENERIC[i] * is used. */ uint64_t svga_get_generic_inputs_mask(const struct tgsi_shader_info *info) { unsigned i; uint64_t mask = 0x0; for (i = 0; i < info->num_inputs; i++) { if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) { unsigned j = info->input_semantic_index[i]; assert(j < sizeof(mask) * 8); mask |= ((uint64_t) 1) << j; } } return mask; } /** * Scan shader info to return a bitmask of written outputs. */ uint64_t svga_get_generic_outputs_mask(const struct tgsi_shader_info *info) { unsigned i; uint64_t mask = 0x0; for (i = 0; i < info->num_outputs; i++) { switch (info->output_semantic_name[i]) { case TGSI_SEMANTIC_GENERIC: { unsigned j = info->output_semantic_index[i]; assert(j < sizeof(mask) * 8); mask |= ((uint64_t) 1) << j; } break; case TGSI_SEMANTIC_FOG: mask |= FOG_GENERIC_BIT; break; } } return mask; } /** * Given a mask of used generic variables (as returned by the above functions) * fill in a table which maps those indexes to small integers. * This table is used by the remap_generic_index() function in * svga_tgsi_decl_sm30.c * Example: if generics_mask = binary(1010) it means that GENERIC[1] and * GENERIC[3] are used. The remap_table will contain: * table[1] = 0; * table[3] = 1; * The remaining table entries will be filled in with the next unused * generic index (in this example, 2). */ void svga_remap_generics(uint64_t generics_mask, int8_t remap_table[MAX_GENERIC_VARYING]) { /* Note texcoord[0] is reserved so start at 1 */ unsigned count = 1, i; for (i = 0; i < MAX_GENERIC_VARYING; i++) { remap_table[i] = -1; } /* for each bit set in generic_mask */ while (generics_mask) { unsigned index = ffsll(generics_mask) - 1; remap_table[index] = count++; generics_mask &= ~((uint64_t) 1 << index); } } /** * Use the generic remap table to map a TGSI generic varying variable * index to a small integer. If the remapping table doesn't have a * valid value for the given index (the table entry is -1) it means * the fragment shader doesn't use that VS output. Just allocate * the next free value in that case. Alternately, we could cull * VS instructions that write to register, or replace the register * with a dummy temp register. * XXX TODO: we should do one of the later as it would save precious * texcoord registers. */ int svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING], int generic_index) { assert(generic_index < MAX_GENERIC_VARYING); if (generic_index >= MAX_GENERIC_VARYING) { /* just don't return a random/garbage value */ generic_index = MAX_GENERIC_VARYING - 1; } if (remap_table[generic_index] == -1) { /* This is a VS output that has no matching PS input. Find a * free index. */ int i, max = 0; for (i = 0; i < MAX_GENERIC_VARYING; i++) { max = MAX2(max, remap_table[i]); } remap_table[generic_index] = max + 1; } return remap_table[generic_index]; } static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_X, PIPE_SWIZZLE_Y, PIPE_SWIZZLE_Z, PIPE_SWIZZLE_W, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_X, PIPE_SWIZZLE_Y, PIPE_SWIZZLE_Z, PIPE_SWIZZLE_1, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static const enum pipe_swizzle set_000X[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_0, PIPE_SWIZZLE_0, PIPE_SWIZZLE_0, PIPE_SWIZZLE_X, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static const enum pipe_swizzle set_XXXX[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static const enum pipe_swizzle set_XXX1[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_1, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static const enum pipe_swizzle set_XXXY[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_X, PIPE_SWIZZLE_Y, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static const enum pipe_swizzle set_YYYY[PIPE_SWIZZLE_MAX] = { PIPE_SWIZZLE_Y, PIPE_SWIZZLE_Y, PIPE_SWIZZLE_Y, PIPE_SWIZZLE_Y, PIPE_SWIZZLE_0, PIPE_SWIZZLE_1, PIPE_SWIZZLE_NONE }; static VGPU10_RESOURCE_RETURN_TYPE vgpu10_return_type(enum pipe_format format) { if (util_format_is_unorm(format)) return VGPU10_RETURN_TYPE_UNORM; else if (util_format_is_snorm(format)) return VGPU10_RETURN_TYPE_SNORM; else if (util_format_is_pure_uint(format)) return VGPU10_RETURN_TYPE_UINT; else if (util_format_is_pure_sint(format)) return VGPU10_RETURN_TYPE_SINT; else if (util_format_is_float(format)) return VGPU10_RETURN_TYPE_FLOAT; else return VGPU10_RETURN_TYPE_MAX; } /** * A helper function to return TRUE if the specified format * is a supported format for sample_c instruction. */ static bool isValidSampleCFormat(enum pipe_format format) { return util_format_is_depth_or_stencil(format); } /** * Initialize the shader-neutral fields of svga_compile_key from context * state. This is basically the texture-related state. */ void svga_init_shader_key_common(const struct svga_context *svga, enum pipe_shader_type shader_type, const struct svga_shader *shader, struct svga_compile_key *key) { unsigned i, idx = 0; unsigned sampler_slots = 0; assert(shader_type < ARRAY_SIZE(svga->curr.num_sampler_views)); /* In case the number of samplers and sampler_views doesn't match, * loop over the upper of the two counts. */ key->num_textures = MAX2(svga->curr.num_sampler_views[shader_type], svga->curr.num_samplers[shader_type]); if (!shader->info.uses_samplers) key->num_textures = 0; key->num_samplers = 0; /* Set sampler_state_mapping only if GL43 is supported and * the number of samplers exceeds SVGA limit or the sampler state * mapping env is set. */ bool sampler_state_mapping = svga_use_sampler_state_mapping(svga, svga->curr.num_samplers[shader_type]); key->sampler_state_mapping = key->num_textures && sampler_state_mapping ? 1 : 0; for (i = 0; i < key->num_textures; i++) { struct pipe_sampler_view *view = svga->curr.sampler_views[shader_type][i]; const struct svga_sampler_state *sampler = svga->curr.sampler[shader_type][i]; if (view) { assert(view->texture); enum pipe_texture_target target = view->target; assert(target < (1 << 4)); /* texture_target:4 */ key->tex[i].target = target; key->tex[i].sampler_return_type = vgpu10_return_type(view->format); key->tex[i].sampler_view = 1; /* 1D/2D array textures with one slice and cube map array textures * with one cube are treated as non-arrays by the SVGA3D device. * Set the is_array flag only if we know that we have more than 1 * element. This will be used to select shader instruction/resource * types during shader translation. */ switch (target) { case PIPE_TEXTURE_1D_ARRAY: case PIPE_TEXTURE_2D_ARRAY: key->tex[i].is_array = view->texture->array_size > 1; break; case PIPE_TEXTURE_CUBE_ARRAY: key->tex[i].is_array = view->texture->array_size > 6; break; default: ; /* nothing / silence compiler warning */ } assert(view->texture->nr_samples < (1 << 5)); /* 5-bit field */ key->tex[i].num_samples = view->texture->nr_samples; const enum pipe_swizzle *swizzle_tab; if (target == PIPE_BUFFER) { SVGA3dSurfaceFormat svga_format; unsigned tf_flags; assert(view->texture->target == PIPE_BUFFER); /* Apply any special swizzle mask for the view format if needed */ svga_translate_texture_buffer_view_format(view->format, &svga_format, &tf_flags); if (tf_flags & TF_000X) swizzle_tab = set_000X; else if (tf_flags & TF_XXXX) swizzle_tab = set_XXXX; else if (tf_flags & TF_XXX1) swizzle_tab = set_XXX1; else if (tf_flags & TF_XXXY) swizzle_tab = set_XXXY; else swizzle_tab = copy_alpha; } else { /* If we have a non-alpha view into an svga3d surface with an * alpha channel, then explicitly set the alpha channel to 1 * when sampling. Note that we need to check the * actual device format to cover also imported surface cases. */ swizzle_tab = (!util_format_has_alpha(view->format) && svga_texture_device_format_has_alpha(view->texture)) ? set_alpha : copy_alpha; if (view->texture->format == PIPE_FORMAT_DXT1_RGB || view->texture->format == PIPE_FORMAT_DXT1_SRGB) swizzle_tab = set_alpha; if (view->format == PIPE_FORMAT_X24S8_UINT || view->format == PIPE_FORMAT_X32_S8X24_UINT) swizzle_tab = set_YYYY; /* Save the compare function as we need to handle * depth compare in the shader. */ key->tex[i].compare_mode = sampler->compare_mode; key->tex[i].compare_func = sampler->compare_func; /* Set the compare_in_shader bit if the view format * is not a supported format for shadow compare. * In this case, we'll do the comparison in the shader. */ if ((sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) && !isValidSampleCFormat(view->format)) { key->tex[i].compare_in_shader = true; } } key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r]; key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g]; key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b]; key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a]; } else { key->tex[i].sampler_view = 0; } if (sampler) { if (!sampler->normalized_coords) { if (view) { assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */ key->tex[i].width_height_idx = idx++; } key->tex[i].unnormalized = true; ++key->num_unnormalized_coords; if (sampler->magfilter == SVGA3D_TEX_FILTER_NEAREST || sampler->minfilter == SVGA3D_TEX_FILTER_NEAREST) { key->tex[i].texel_bias = true; } } if (!sampler_state_mapping) { /* Use the same index if sampler state mapping is not supported */ key->tex[i].sampler_index = i; key->num_samplers = i + 1; } else { /* The current samplers list can have redundant entries. * In order to allow the number of bound samplers within the * max limit supported by SVGA, we'll recreate the list with * unique sampler state objects only. */ /* Check to see if this sampler is already on the list. * If so, set the sampler index of this sampler to the * same sampler index. */ for (unsigned j = 0; j <= i; j++) { if (svga->curr.sampler[shader_type][j] == sampler) { if (!(sampler_slots & (1 << j))) { /* if this sampler is not added to the new list yet, * set its sampler index to the next sampler index, * increment the sampler count, and mark this * sampler as added to the list. */ unsigned next_index = MIN2(key->num_samplers, SVGA3D_DX_MAX_SAMPLERS-1); key->tex[i].sampler_index = next_index; key->num_samplers = next_index + 1; if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { /* reserve one slot for the alternate sampler */ key->num_samplers++; } sampler_slots |= (1 << j); } else { key->tex[i].sampler_index = key->tex[j].sampler_index; } break; } } } } } if (svga_have_gl43(svga)) { /* Save info about which constant buffers are to be viewed * as srv raw buffers in the shader key. */ if (shader->info.const_buffers_declared & svga->state.raw_constbufs[shader_type]) { key->raw_constbufs = svga->state.raw_constbufs[shader_type] & shader->info.const_buffers_declared; } /* beginning index for srv for raw constant buffers */ key->srv_raw_constbuf_index = PIPE_MAX_SAMPLERS; if (shader->info.uses_images || shader->info.uses_hw_atomic || shader->info.uses_shader_buffers) { /* Save the uavSpliceIndex which is the index used for the first uav * in the draw pipeline. For compute, uavSpliceIndex is always 0. */ if (shader_type != PIPE_SHADER_COMPUTE) key->uav_splice_index = svga->state.hw_draw.uavSpliceIndex; unsigned uav_splice_index = key->uav_splice_index; /* Also get the texture data type to be used in the uav declaration */ const struct svga_image_view *cur_image_view = &svga->curr.image_views[shader_type][0]; for (unsigned i = 0; i < ARRAY_SIZE(svga->curr.image_views[shader_type]); i++, cur_image_view++) { struct pipe_resource *resource = cur_image_view->desc.resource; if (resource) { key->images[i].return_type = svga_get_texture_datatype(cur_image_view->desc.format); key->images[i].is_array = resource->array_size > 1; /* Save the image resource target in the shader key because * for single layer image view, the resource target in the * tgsi shader is changed to a different texture target. */ key->images[i].resource_target = resource->target; if (resource->target == PIPE_TEXTURE_3D || resource->target == PIPE_TEXTURE_1D_ARRAY || resource->target == PIPE_TEXTURE_2D_ARRAY || resource->target == PIPE_TEXTURE_CUBE || resource->target == PIPE_TEXTURE_CUBE_ARRAY) { key->images[i].is_single_layer = cur_image_view->desc.u.tex.first_layer == cur_image_view->desc.u.tex.last_layer; } key->images[i].uav_index = cur_image_view->uav_index + uav_splice_index; } else key->images[i].uav_index = SVGA3D_INVALID_ID; } const struct svga_shader_buffer *cur_sbuf = &svga->curr.shader_buffers[shader_type][0]; /* Save info about which shader buffers are to be viewed * as srv raw buffers in the shader key. */ if (shader->info.shader_buffers_declared & svga->state.raw_shaderbufs[shader_type]) { key->raw_shaderbufs = svga->state.raw_shaderbufs[shader_type] & shader->info.shader_buffers_declared; key->srv_raw_shaderbuf_index = key->srv_raw_constbuf_index + SVGA_MAX_CONST_BUFS; } for (unsigned i = 0; i < ARRAY_SIZE(svga->curr.shader_buffers[shader_type]); i++, cur_sbuf++) { if (cur_sbuf->resource && (!(key->raw_shaderbufs & (1 << i)))) key->shader_buf_uav_index[i] = cur_sbuf->uav_index + uav_splice_index; else key->shader_buf_uav_index[i] = SVGA3D_INVALID_ID; } const struct svga_shader_buffer *cur_buf = &svga->curr.atomic_buffers[0]; for (unsigned i = 0; i < ARRAY_SIZE(svga->curr.atomic_buffers); i++, cur_buf++) { if (cur_buf->resource) key->atomic_buf_uav_index[i] = cur_buf->uav_index + uav_splice_index; else key->atomic_buf_uav_index[i] = SVGA3D_INVALID_ID; } key->image_size_used = shader->info.uses_image_size; } } key->clamp_vertex_color = svga->curr.rast ? svga->curr.rast->templ.clamp_vertex_color : 0; } /** Search for a compiled shader variant with the same compile key */ struct svga_shader_variant * svga_search_shader_key(const struct svga_shader *shader, const struct svga_compile_key *key) { struct svga_shader_variant *variant = shader->variants; assert(key); for ( ; variant; variant = variant->next) { if (svga_compile_keys_equal(key, &variant->key)) return variant; } return NULL; } /** Search for a shader with the same token key */ struct svga_shader * svga_search_shader_token_key(struct svga_shader *pshader, const struct svga_token_key *key) { struct svga_shader *shader = pshader; assert(key); for ( ; shader; shader = shader->next) { if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0) return shader; } return NULL; } /** * Helper function to define a gb shader for non-vgpu10 device */ static enum pipe_error define_gb_shader_vgpu9(struct svga_context *svga, struct svga_shader_variant *variant, unsigned codeLen) { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; enum pipe_error ret; /** * Create gb memory for the shader and upload the shader code. * Kernel module will allocate an id for the shader and issue * the DefineGBShader command. */ variant->gb_shader = sws->shader_create(sws, variant->type, variant->tokens, codeLen); svga->hud.shader_mem_used += codeLen; if (!variant->gb_shader) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader); return ret; } /** * Helper function to define a gb shader for vgpu10 device */ static enum pipe_error define_gb_shader_vgpu10(struct svga_context *svga, struct svga_shader_variant *variant, unsigned codeLen) { struct svga_winsys_context *swc = svga->swc; enum pipe_error ret; unsigned len = codeLen + variant->signatureLen; /** * Shaders in VGPU10 enabled device reside in the device COTable. * SVGA driver will allocate an integer ID for the shader and * issue DXDefineShader and DXBindShader commands. */ variant->id = util_bitmask_add(svga->shader_id_bm); if (variant->id == UTIL_BITMASK_INVALID_INDEX) { return PIPE_ERROR_OUT_OF_MEMORY; } /* Create gb memory for the shader and upload the shader code */ variant->gb_shader = swc->shader_create(swc, variant->id, variant->type, variant->tokens, codeLen, variant->signature, variant->signatureLen); svga->hud.shader_mem_used += len; if (!variant->gb_shader) { /* Free the shader ID */ assert(variant->id != UTIL_BITMASK_INVALID_INDEX); goto fail_no_allocation; } /** * Since we don't want to do any flush within state emission to avoid * partial state in a command buffer, it's important to make sure that * there is enough room to send both the DXDefineShader & DXBindShader * commands in the same command buffer. So let's send both * commands in one command reservation. If it fails, we'll undo * the shader creation and return an error. */ ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader, variant->id, variant->type, len); if (ret != PIPE_OK) goto fail; return PIPE_OK; fail: swc->shader_destroy(swc, variant->gb_shader); variant->gb_shader = NULL; fail_no_allocation: util_bitmask_clear(svga->shader_id_bm, variant->id); variant->id = UTIL_BITMASK_INVALID_INDEX; return PIPE_ERROR_OUT_OF_MEMORY; } /** * Issue the SVGA3D commands to define a new shader. * \param variant contains the shader tokens, etc. The result->id field will * be set here. */ enum pipe_error svga_define_shader(struct svga_context *svga, struct svga_shader_variant *variant) { unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]); enum pipe_error ret; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER); variant->id = UTIL_BITMASK_INVALID_INDEX; if (svga_have_gb_objects(svga)) { if (svga_have_vgpu10(svga)) ret = define_gb_shader_vgpu10(svga, variant, codeLen); else ret = define_gb_shader_vgpu9(svga, variant, codeLen); } else { /* Allocate an integer ID for the shader */ variant->id = util_bitmask_add(svga->shader_id_bm); if (variant->id == UTIL_BITMASK_INVALID_INDEX) { ret = PIPE_ERROR_OUT_OF_MEMORY; goto done; } /* Issue SVGA3D device command to define the shader */ ret = SVGA3D_DefineShader(svga->swc, variant->id, variant->type, variant->tokens, codeLen); if (ret != PIPE_OK) { /* free the ID */ assert(variant->id != UTIL_BITMASK_INVALID_INDEX); util_bitmask_clear(svga->shader_id_bm, variant->id); variant->id = UTIL_BITMASK_INVALID_INDEX; } } done: SVGA_STATS_TIME_POP(svga_sws(svga)); return ret; } /** * Issue the SVGA3D commands to set/bind a shader. * \param result the shader to bind. */ enum pipe_error svga_set_shader(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant) { enum pipe_error ret; unsigned id = variant ? variant->id : SVGA3D_INVALID_ID; assert(type == SVGA3D_SHADERTYPE_VS || type == SVGA3D_SHADERTYPE_GS || type == SVGA3D_SHADERTYPE_PS || type == SVGA3D_SHADERTYPE_HS || type == SVGA3D_SHADERTYPE_DS || type == SVGA3D_SHADERTYPE_CS); if (svga_have_gb_objects(svga)) { struct svga_winsys_gb_shader *gbshader = variant ? variant->gb_shader : NULL; if (svga_have_vgpu10(svga)) ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id); else ret = SVGA3D_SetGBShader(svga->swc, type, gbshader); } else { ret = SVGA3D_SetShader(svga->swc, type, id); } return ret; } struct svga_shader_variant * svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type) { struct svga_shader_variant *variant; switch (type) { case PIPE_SHADER_FRAGMENT: variant = CALLOC(1, sizeof(struct svga_fs_variant)); break; case PIPE_SHADER_GEOMETRY: variant = CALLOC(1, sizeof(struct svga_gs_variant)); break; case PIPE_SHADER_VERTEX: variant = CALLOC(1, sizeof(struct svga_vs_variant)); break; case PIPE_SHADER_TESS_EVAL: variant = CALLOC(1, sizeof(struct svga_tes_variant)); break; case PIPE_SHADER_TESS_CTRL: variant = CALLOC(1, sizeof(struct svga_tcs_variant)); break; case PIPE_SHADER_COMPUTE: variant = CALLOC(1, sizeof(struct svga_cs_variant)); break; default: return NULL; } if (variant) { variant->type = svga_shader_type(type); svga->hud.num_shaders++; } return variant; } void svga_destroy_shader_variant(struct svga_context *svga, struct svga_shader_variant *variant) { if (svga_have_gb_objects(svga) && variant->gb_shader) { if (svga_have_vgpu10(svga)) { struct svga_winsys_context *swc = svga->swc; swc->shader_destroy(swc, variant->gb_shader); SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id)); util_bitmask_clear(svga->shader_id_bm, variant->id); } else { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; sws->shader_destroy(sws, variant->gb_shader); } variant->gb_shader = NULL; } else { if (variant->id != UTIL_BITMASK_INVALID_INDEX) { SVGA_RETRY(svga, SVGA3D_DestroyShader(svga->swc, variant->id, variant->type)); util_bitmask_clear(svga->shader_id_bm, variant->id); } } FREE(variant->signature); FREE((unsigned *)variant->tokens); FREE(variant); svga->hud.num_shaders--; } /* * Rebind shaders. * Called at the beginning of every new command buffer to ensure that * shaders are properly paged-in. Instead of sending the SetShader * command, this function sends a private allocation command to * page in a shader. This avoids emitting redundant state to the device * just to page in a resource. */ enum pipe_error svga_rebind_shaders(struct svga_context *svga) { struct svga_winsys_context *swc = svga->swc; struct svga_hw_draw_state *hw = &svga->state.hw_draw; enum pipe_error ret; assert(svga_have_vgpu10(svga)); /** * If the underlying winsys layer does not need resource rebinding, * just clear the rebind flags and return. */ if (swc->resource_rebind == NULL) { svga->rebind.flags.vs = 0; svga->rebind.flags.gs = 0; svga->rebind.flags.fs = 0; svga->rebind.flags.tcs = 0; svga->rebind.flags.tes = 0; return PIPE_OK; } if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.vs = 0; if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.gs = 0; if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.fs = 0; if (svga->rebind.flags.tcs && hw->tcs && hw->tcs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->tcs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.tcs = 0; if (svga->rebind.flags.tes && hw->tes && hw->tes->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->tes->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.tes = 0; return PIPE_OK; } /** * Helper function to create a shader object. */ struct svga_shader * svga_create_shader(struct pipe_context *pipe, const struct pipe_shader_state *templ, enum pipe_shader_type stage, unsigned shader_structlen) { struct svga_context *svga = svga_context(pipe); struct svga_shader *shader = CALLOC(1, shader_structlen); nir_shader *nir = (nir_shader *)templ->ir.nir; if (shader == NULL) return NULL; shader->id = svga->debug.shader_id++; shader->stage = stage; if (templ->type == PIPE_SHADER_IR_NIR) { /* nir_to_tgsi requires lowered images */ NIR_PASS_V(nir, gl_nir_lower_images, false); } shader->tokens = pipe_shader_state_to_tgsi_tokens(pipe->screen, templ); shader->type = PIPE_SHADER_IR_TGSI; /* Collect basic info of the shader */ svga_tgsi_scan_shader(shader); /* check for any stream output declarations */ if (templ->stream_output.num_outputs) { shader->stream_output = svga_create_stream_output(svga, shader, &templ->stream_output); } return shader; } /** * Helper function to compile a shader. * Depending on the shader IR type, it calls the corresponding * compile shader function. */ enum pipe_error svga_compile_shader(struct svga_context *svga, struct svga_shader *shader, const struct svga_compile_key *key, struct svga_shader_variant **out_variant) { struct svga_shader_variant *variant = NULL; enum pipe_error ret = PIPE_ERROR; if (shader->type == PIPE_SHADER_IR_TGSI) { variant = svga_tgsi_compile_shader(svga, shader, key); } else { debug_printf("Unexpected nir shader\n"); assert(0); } if (variant == NULL) { if (shader->get_dummy_shader != NULL) { debug_printf("Failed to compile shader, using dummy shader.\n"); variant = shader->get_dummy_shader(svga, shader, key); } } else if (svga_shader_too_large(svga, variant)) { /* too big, use shader */ if (shader->get_dummy_shader != NULL) { debug_printf("Shader too large (%u bytes), using dummy shader.\n", (unsigned)(variant->nr_tokens * sizeof(variant->tokens[0]))); /* Free the too-large variant */ svga_destroy_shader_variant(svga, variant); /* Use simple pass-through shader instead */ variant = shader->get_dummy_shader(svga, shader, key); } } if (variant == NULL) return PIPE_ERROR; ret = svga_define_shader(svga, variant); if (ret != PIPE_OK) { svga_destroy_shader_variant(svga, variant); return ret; } *out_variant = variant; /* insert variant at head of linked list */ variant->next = shader->variants; shader->variants = variant; return PIPE_OK; }