/********************************************************** * 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 "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" /** * 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; ureg = ureg_create(PIPE_SHADER_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, NULL); ureg_destroy(ureg); return tokens; } static struct svga_shader_variant * translate_vertex_program(struct svga_context *svga, const struct svga_vertex_shader *vs, const struct svga_compile_key *key) { if (svga_have_vgpu10(svga)) { return svga_tgsi_vgpu10_translate(svga, &vs->base, key, PIPE_SHADER_VERTEX); } else { return svga_tgsi_vgpu9_translate(svga, &vs->base, key, PIPE_SHADER_VERTEX); } } /** * 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_context *svga, struct svga_vertex_shader *vs, const struct svga_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; tgsi_scan_shader(vs->base.tokens, &vs->base.info); vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info); variant = translate_vertex_program(svga, 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_compile_key *key, struct svga_shader_variant **out_variant) { struct svga_shader_variant *variant; enum pipe_error ret = PIPE_ERROR; variant = translate_vertex_program(svga, vs, key); if (variant == NULL) { debug_printf("Failed to compile vertex shader," " using dummy shader instead.\n"); variant = get_compiled_dummy_vertex_shader(svga, vs, key); } else if (svga_shader_too_large(svga, variant)) { /* too big, use dummy shader */ debug_printf("Shader too large (%u bytes)," " using dummy shader instead.\n", (unsigned) (variant->nr_tokens * sizeof(variant->tokens[0]))); /* Free the too-large variant */ svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); /* Use simple pass-through shader instead */ variant = get_compiled_dummy_vertex_shader(svga, vs, key); } if (!variant) { return PIPE_ERROR; } ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant); if (ret != PIPE_OK) { svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); return ret; } *out_variant = variant; return PIPE_OK; } /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS */ static void make_vs_key(struct svga_context *svga, struct svga_compile_key *key) { const enum pipe_shader_type shader = PIPE_SHADER_VERTEX; memset(key, 0, sizeof *key); if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) { /* Set both of these flags, to match compile_passthrough_vs() */ key->vs.passthrough = 1; key->vs.undo_viewport = 1; return; } /* SVGA_NEW_PRESCALE */ key->vs.need_prescale = svga->state.hw_clear.prescale.enabled && (svga->curr.gs == NULL); /* SVGA_NEW_RAST */ key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex; /* SVGA_NEW_FS */ key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs; svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table); /* SVGA_NEW_VELEMENT */ key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range; key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1; key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int; key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof; key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof; key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra; key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm; key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled; key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled; /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */ svga_init_shader_key_common(svga, shader, key); /* SVGA_NEW_RAST */ key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable; } /** * 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 = NULL; SVGA3dShaderId shaderId = SVGA3D_INVALID_ID; assert(svga->rebind.flags.vs); assert(svga_have_gb_objects(svga)); if (svga->state.hw_draw.vs) { gbshader = svga->state.hw_draw.vs->gb_shader; shaderId = svga->state.hw_draw.vs->id; } if (!svga_need_to_rebind_resources(svga)) { ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader, SVGA_RELOC_READ); } else { if (svga_have_vgpu10(svga)) ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader, shaderId); else ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); } if (ret != PIPE_OK) return ret; svga->rebind.flags.vs = FALSE; return PIPE_OK; } /** * The current vertex shader is already executed by the 'draw' * module, so we just need to generate a simple vertex shader * to pass through all those VS outputs that will * be consumed by the fragment shader. * Used when we employ the 'draw' module. */ static enum pipe_error compile_passthrough_vs(struct svga_context *svga, struct svga_vertex_shader *vs, struct svga_fragment_shader *fs, struct svga_shader_variant **out_variant) { struct svga_shader_variant *variant = NULL; unsigned num_inputs; unsigned i; unsigned num_elements; struct svga_vertex_shader new_vs; struct ureg_src src[PIPE_MAX_SHADER_INPUTS]; struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS]; struct ureg_program *ureg; struct svga_compile_key key; enum pipe_error ret; assert(svga_have_vgpu10(svga)); assert(fs); num_inputs = fs->base.info.num_inputs; ureg = ureg_create(PIPE_SHADER_VERTEX); if (!ureg) return PIPE_ERROR_OUT_OF_MEMORY; /* draw will always add position */ dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); src[0] = ureg_DECL_vs_input(ureg, 0); num_elements = 1; /** * swtnl backend redefines the input layout based on the * fragment shader's inputs. So we only need to passthrough * those inputs that will be consumed by the fragment shader. * Note: DX10 requires the number of vertex elements * specified in the input layout to be no less than the * number of inputs to the vertex shader. */ for (i = 0; i < num_inputs; i++) { switch (fs->base.info.input_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: case TGSI_SEMANTIC_GENERIC: case TGSI_SEMANTIC_FOG: dst[num_elements] = ureg_DECL_output(ureg, fs->base.info.input_semantic_name[i], fs->base.info.input_semantic_index[i]); src[num_elements] = ureg_DECL_vs_input(ureg, num_elements); num_elements++; break; default: break; } } for (i = 0; i < num_elements; i++) { ureg_MOV(ureg, dst[i], src[i]); } ureg_END(ureg); memset(&new_vs, 0, sizeof(new_vs)); new_vs.base.tokens = ureg_get_tokens(ureg, NULL); tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info); memset(&key, 0, sizeof(key)); key.vs.undo_viewport = 1; ret = compile_vs(svga, &new_vs, &key, &variant); if (ret != PIPE_OK) return ret; ureg_free_tokens(new_vs.base.tokens); ureg_destroy(ureg); /* Overwrite the variant key to indicate it's a pass-through VS */ memset(&variant->key, 0, sizeof(variant->key)); variant->key.vs.passthrough = 1; variant->key.vs.undo_viewport = 1; *out_variant = variant; return PIPE_OK; } static enum pipe_error emit_hw_vs(struct svga_context *svga, unsigned dirty) { struct svga_shader_variant *variant; struct svga_vertex_shader *vs = svga->curr.vs; struct svga_fragment_shader *fs = svga->curr.fs; enum pipe_error ret = PIPE_OK; struct svga_compile_key key; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS); /* If there is an active geometry shader, and it has stream output * defined, then we will skip the stream output from the vertex shader */ if (!svga_have_gs_streamout(svga)) { /* No GS stream out */ if (svga_have_vs_streamout(svga)) { /* Set VS stream out */ ret = svga_set_stream_output(svga, vs->base.stream_output); } else { /* turn off stream out */ ret = svga_set_stream_output(svga, NULL); } if (ret != PIPE_OK) { goto done; } } /* SVGA_NEW_NEED_SWTNL */ if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) { /* No vertex shader is needed */ variant = NULL; } else { make_vs_key(svga, &key); /* See if we already have a VS variant that matches the key */ variant = svga_search_shader_key(&vs->base, &key); if (!variant) { /* Create VS variant now */ if (key.vs.passthrough) { ret = compile_passthrough_vs(svga, vs, fs, &variant); } else { ret = compile_vs(svga, vs, &key, &variant); } if (ret != PIPE_OK) goto done; /* insert the new variant at head of linked list */ assert(variant); variant->next = vs->base.variants; vs->base.variants = variant; } } if (variant != svga->state.hw_draw.vs) { /* Bind the new variant */ if (variant) { ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant); if (ret != PIPE_OK) goto done; svga->rebind.flags.vs = FALSE; } svga->dirty |= SVGA_NEW_VS_VARIANT; svga->state.hw_draw.vs = variant; } done: SVGA_STATS_TIME_POP(svga_sws(svga)); return ret; } struct svga_tracked_state svga_hw_vs = { "vertex shader (hwtnl)", (SVGA_NEW_VS | SVGA_NEW_FS | SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER | SVGA_NEW_RAST | SVGA_NEW_PRESCALE | SVGA_NEW_VELEMENT | SVGA_NEW_NEED_SWTNL), emit_hw_vs };