/* * 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_inlines.h" #include "pipe/p_defines.h" #include "util/format/u_format.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_format.h" #include "svga_hw_reg.h" /** * 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) { #if MESA_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; ureg = ureg_create(PIPE_SHADER_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, NULL); 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. */ struct svga_shader_variant * svga_get_compiled_dummy_fragment_shader(struct svga_context *svga, struct svga_shader *shader, const struct svga_compile_key *key) { struct svga_fragment_shader *fs = (struct svga_fragment_shader *)shader; 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; svga_tgsi_scan_shader(&fs->base); svga_remap_generics(fs->base.info.generic_inputs_mask, fs->generic_remap_table); variant = svga_tgsi_compile_shader(svga, shader, key); return variant; } /* 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_compile_key *key) { const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; unsigned i; memset(key, 0, sizeof *key); memcpy(key->generic_remap_table, fs->generic_remap_table, sizeof(fs->generic_remap_table)); /* SVGA_NEW_GS, SVGA_NEW_VS */ struct svga_geometry_shader *gs = svga->curr.gs; struct svga_vertex_shader *vs = svga->curr.vs; if (gs) { key->fs.gs_generic_outputs = gs->base.info.generic_outputs_mask; key->fs.layer_to_zero = !gs->base.info.writes_layer; } else { key->fs.vs_generic_outputs = vs->base.info.generic_outputs_mask; key->fs.layer_to_zero = 1; } /* 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, SVGA_NEW_REDUCED_PRIMITIVE */ enum mesa_prim prim_mode; struct svga_shader *shader; /* Find the last shader in the vertex pipeline and the output primitive mode * from that shader. */ if (svga->curr.tes) { shader = &svga->curr.tes->base; prim_mode = shader->info.tes.prim_mode; } else if (svga->curr.gs) { shader = &svga->curr.gs->base; prim_mode = shader->info.gs.out_prim; } else { shader = &svga->curr.vs->base; prim_mode = svga->curr.reduced_prim; } key->fs.light_twoside = svga->curr.rast->templ.light_twoside; key->fs.front_ccw = svga->curr.rast->templ.front_ccw; key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable && prim_mode == MESA_PRIM_TRIANGLES); if (svga->curr.gs) { key->fs.aa_point = (svga->curr.rast->templ.point_smooth && shader->info.gs.in_prim == MESA_PRIM_POINTS && (svga->curr.rast->pointsize > 1.0 || shader->info.writes_psize)); if (key->fs.aa_point) { assert(svga->curr.gs->aa_point_coord_index != -1); key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index; } } } /* 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 */ key->fs.white_fragments = svga->curr.blend->need_white_fragments; key->fs.alpha_to_one = svga->curr.blend->alpha_to_one; #if MESA_DEBUG /* * We expect a consistent set of samplers and sampler views. * Do some debug checks/warnings here. */ { static bool warned = false; unsigned i, n = MAX2(svga->curr.num_sampler_views[shader], svga->curr.num_samplers[shader]); /* Only warn once to prevent too much debug output */ if (!warned) { if (svga->curr.num_sampler_views[shader] != svga->curr.num_samplers[shader]) { debug_printf("svga: mismatched number of sampler views (%u) " "vs. samplers (%u)\n", svga->curr.num_sampler_views[shader], svga->curr.num_samplers[shader]); } for (i = 0; i < n; i++) { if ((svga->curr.sampler_views[shader][i] == NULL) != (svga->curr.sampler[shader][i] == NULL)) debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n", i, svga->curr.sampler_views[shader][i], i, svga->curr.sampler[shader][i]); } warned = true; } } #endif /* XXX: want to limit this to the textures that the shader actually * refers to. * * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */ svga_init_shader_key_common(svga, shader, &fs->base, key); for (i = 0; i < svga->curr.num_samplers[shader]; ++i) { struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i]; const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i]; if (view) { struct pipe_resource *tex = view->texture; if (tex->target != PIPE_BUFFER) { struct svga_texture *stex = svga_texture(tex); SVGA3dSurfaceFormat format = stex->key.format; if (!svga_have_vgpu10(svga) && (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 (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) { debug_warn_once("Unsupported shadow compare mode"); } /* The shader translation code can emit code to * handle ALWAYS and NEVER compare functions */ else if (sampler->compare_func == PIPE_FUNC_ALWAYS || sampler->compare_func == PIPE_FUNC_NEVER) { key->tex[i].compare_mode = sampler->compare_mode; key->tex[i].compare_func = sampler->compare_func; } else if (sampler->compare_func != PIPE_FUNC_LEQUAL) { debug_warn_once("Unsupported shadow compare function"); } } } } } /* sprite coord gen state */ key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable; key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT); key->fs.flatshade = svga->curr.rast->templ.flatshade; /* SVGA_NEW_DEPTH_STENCIL_ALPHA */ if (svga_have_vgpu10(svga)) { /* Alpha testing is not supported in integer-valued render targets. */ if (svga_has_any_integer_cbufs(svga)) { key->fs.alpha_func = SVGA3D_CMP_ALWAYS; key->fs.alpha_ref = 0; } else { key->fs.alpha_func = svga->curr.depth->alphafunc; key->fs.alpha_ref = svga->curr.depth->alpharef; } } /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */ if (fs->base.info.fs.color0_writes_all_cbufs || svga->curr.blend->need_white_fragments) { /* Replicate color0 output (or white) to N colorbuffers */ key->fs.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.flags.fs); assert(svga_have_gb_objects(svga)); if (!svga->state.hw_draw.fs) return PIPE_OK; if (!svga_need_to_rebind_resources(svga)) { ret = svga->swc->resource_rebind(svga->swc, NULL, svga->state.hw_draw.fs->gb_shader, SVGA_RELOC_READ); } else { if (svga_have_vgpu10(svga)) ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, svga->state.hw_draw.fs->gb_shader, svga->state.hw_draw.fs->id); else ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS, svga->state.hw_draw.fs->gb_shader); } if (ret != PIPE_OK) return ret; svga->rebind.flags.fs = false; return PIPE_OK; } static enum pipe_error emit_hw_fs(struct svga_context *svga, uint64_t dirty) { struct svga_shader_variant *variant = NULL; enum pipe_error ret = PIPE_OK; struct svga_fragment_shader *fs = svga->curr.fs; struct svga_compile_key key; struct svga_shader *prevShader = NULL; /* shader in the previous stage */ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS); prevShader = svga->curr.gs ? &svga->curr.gs->base : (svga->curr.tes ? &svga->curr.tes->base : &svga->curr.vs->base); /* Disable rasterization if rasterizer_discard flag is set or * vs/gs does not output position. */ svga->disable_rasterizer = svga->curr.rast->templ.rasterizer_discard || !prevShader->info.writes_position; /* Set FS to NULL when rasterization is to be disabled */ if (svga->disable_rasterizer) { /* Set FS to NULL if it has not been done */ if (svga->state.hw_draw.fs) { ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL); if (ret != PIPE_OK) goto done; } svga->rebind.flags.fs = false; svga->state.hw_draw.fs = NULL; goto done; } /* SVGA_NEW_BLEND * SVGA_NEW_TEXTURE_BINDING * SVGA_NEW_RAST * SVGA_NEW_NEED_SWTNL * SVGA_NEW_SAMPLER * SVGA_NEW_FRAME_BUFFER * SVGA_NEW_DEPTH_STENCIL_ALPHA * SVGA_NEW_VS */ ret = make_fs_key(svga, fs, &key); if (ret != PIPE_OK) goto done; variant = svga_search_shader_key(&fs->base, &key); if (!variant) { ret = svga_compile_shader(svga, &fs->base, &key, &variant); if (ret != PIPE_OK) goto done; } assert(variant); if (variant != svga->state.hw_draw.fs) { ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant); if (ret != PIPE_OK) goto done; svga->rebind.flags.fs = false; svga->dirty |= SVGA_NEW_FS_VARIANT; svga->state.hw_draw.fs = variant; } done: SVGA_STATS_TIME_POP(svga_sws(svga)); return ret; } struct svga_tracked_state svga_hw_fs = { "fragment shader (hwtnl)", (SVGA_NEW_FS | SVGA_NEW_GS | SVGA_NEW_VS | SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_NEED_SWTNL | SVGA_NEW_RAST | SVGA_NEW_STIPPLE | SVGA_NEW_REDUCED_PRIMITIVE | SVGA_NEW_SAMPLER | SVGA_NEW_FRAME_BUFFER | SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_BLEND | SVGA_NEW_FS_RAW_BUFFER), emit_hw_fs };