/********************************************************** * 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 (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_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; } #ifdef DEBUG /* * We expect a consistent set of samplers and sampler views. * Do some debug checks/warnings here. */ { static boolean warned = FALSE; unsigned i, n = MAX2(svga->curr.num_sampler_views, svga->curr.num_samplers); /* Only warn once to prevent too much debug output */ if (!warned) { if (svga->curr.num_sampler_views != svga->curr.num_samplers) { debug_printf("svga: mismatched number of sampler views (%u) " "vs. samplers (%u)\n", svga->curr.num_sampler_views, svga->curr.num_samplers); } for (i = 0; i < n; i++) { if ((svga->curr.sampler_views[i] == NULL) != (svga->curr.sampler[i] == NULL)) debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n", i, svga->curr.sampler_views[i], i, svga->curr.sampler[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 */ for (i = 0; i < svga->curr.num_sampler_views; i++) { if (svga->curr.sampler_views[i] && 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] && svga->curr.sampler[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 };