• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /**********************************************************
2  * Copyright 2008-2022 VMware, Inc.  All rights reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person
5  * obtaining a copy of this software and associated documentation
6  * files (the "Software"), to deal in the Software without
7  * restriction, including without limitation the rights to use, copy,
8  * modify, merge, publish, distribute, sublicense, and/or sell copies
9  * of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be
13  * included in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20  * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  *
24  **********************************************************/
25 
26 #include "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/format/u_format.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_bitmask.h"
32 #include "tgsi/tgsi_ureg.h"
33 
34 #include "svga_context.h"
35 #include "svga_state.h"
36 #include "svga_cmd.h"
37 #include "svga_shader.h"
38 #include "svga_resource_texture.h"
39 #include "svga_tgsi.h"
40 #include "svga_format.h"
41 
42 #include "svga_hw_reg.h"
43 
44 
45 
46 /**
47  * If we fail to compile a fragment shader (because it uses too many
48  * registers, for example) we'll use a dummy/fallback shader that
49  * simply emits a constant color (red for debug, black for release).
50  * We hit this with the Unigine/Heaven demo when Shaders = High.
51  * With black, the demo still looks good.
52  */
53 static const struct tgsi_token *
get_dummy_fragment_shader(void)54 get_dummy_fragment_shader(void)
55 {
56 #ifdef DEBUG
57    static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
58 #else
59    static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
60 #endif
61    struct ureg_program *ureg;
62    const struct tgsi_token *tokens;
63    struct ureg_src src;
64    struct ureg_dst dst;
65 
66    ureg = ureg_create(PIPE_SHADER_FRAGMENT);
67    if (!ureg)
68       return NULL;
69 
70    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
71    src = ureg_DECL_immediate(ureg, color, 4);
72    ureg_MOV(ureg, dst, src);
73    ureg_END(ureg);
74 
75    tokens = ureg_get_tokens(ureg, NULL);
76 
77    ureg_destroy(ureg);
78 
79    return tokens;
80 }
81 
82 
83 /**
84  * Replace the given shader's instruction with a simple constant-color
85  * shader.  We use this when normal shader translation fails.
86  */
87 struct svga_shader_variant *
svga_get_compiled_dummy_fragment_shader(struct svga_context * svga,struct svga_shader * shader,const struct svga_compile_key * key)88 svga_get_compiled_dummy_fragment_shader(struct svga_context *svga,
89                                         struct svga_shader *shader,
90                                         const struct svga_compile_key *key)
91 {
92    struct svga_fragment_shader *fs = (struct svga_fragment_shader *)shader;
93    const struct tgsi_token *dummy = get_dummy_fragment_shader();
94    struct svga_shader_variant *variant;
95 
96    if (!dummy) {
97       return NULL;
98    }
99 
100    FREE((void *) fs->base.tokens);
101    fs->base.tokens = dummy;
102 
103    svga_tgsi_scan_shader(&fs->base);
104    svga_remap_generics(fs->base.info.generic_inputs_mask,
105                        fs->generic_remap_table);
106 
107    variant = svga_tgsi_compile_shader(svga, shader, key);
108    return variant;
109 }
110 
111 
112 /* SVGA_NEW_TEXTURE_BINDING
113  * SVGA_NEW_RAST
114  * SVGA_NEW_NEED_SWTNL
115  * SVGA_NEW_SAMPLER
116  */
117 static enum pipe_error
make_fs_key(const struct svga_context * svga,struct svga_fragment_shader * fs,struct svga_compile_key * key)118 make_fs_key(const struct svga_context *svga,
119             struct svga_fragment_shader *fs,
120             struct svga_compile_key *key)
121 {
122    const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
123    unsigned i;
124 
125    memset(key, 0, sizeof *key);
126 
127    memcpy(key->generic_remap_table, fs->generic_remap_table,
128           sizeof(fs->generic_remap_table));
129 
130    /* SVGA_NEW_GS, SVGA_NEW_VS
131     */
132    struct svga_geometry_shader *gs = svga->curr.gs;
133    struct svga_vertex_shader *vs = svga->curr.vs;
134    if (gs) {
135       key->fs.gs_generic_outputs = gs->base.info.generic_outputs_mask;
136       key->fs.layer_to_zero = !gs->base.info.writes_layer;
137    } else {
138       key->fs.vs_generic_outputs = vs->base.info.generic_outputs_mask;
139       key->fs.layer_to_zero = 1;
140    }
141 
142    /* Only need fragment shader fixup for twoside lighting if doing
143     * hwtnl.  Otherwise the draw module does the whole job for us.
144     *
145     * SVGA_NEW_SWTNL
146     */
147    if (!svga->state.sw.need_swtnl) {
148       /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
149        */
150       enum pipe_prim_type prim_mode;
151       struct svga_shader *shader;
152 
153       /* Find the last shader in the vertex pipeline and the output primitive mode
154        * from that shader.
155        */
156       if (svga->curr.tes) {
157          shader = &svga->curr.tes->base;
158          prim_mode = shader->info.tes.prim_mode;
159       } else if (svga->curr.gs) {
160          shader = &svga->curr.gs->base;
161          prim_mode = shader->info.gs.out_prim;
162       } else {
163          shader = &svga->curr.vs->base;
164          prim_mode = svga->curr.reduced_prim;
165       }
166 
167       key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
168       key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
169       key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
170                           prim_mode == PIPE_PRIM_TRIANGLES);
171 
172       if (svga->curr.gs) {
173          key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
174 			     shader->info.gs.in_prim == PIPE_PRIM_POINTS &&
175                              (svga->curr.rast->pointsize > 1.0 ||
176                               shader->info.writes_psize));
177 
178          if (key->fs.aa_point) {
179             assert(svga->curr.gs->aa_point_coord_index != -1);
180             key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
181 	 }
182       }
183    }
184 
185    /* The blend workaround for simulating logicop xor behaviour
186     * requires that the incoming fragment color be white.  This change
187     * achieves that by creating a variant of the current fragment
188     * shader that overrides all output colors with 1,1,1,1
189     *
190     * This will work for most shaders, including those containing
191     * TEXKIL and/or depth-write.  However, it will break on the
192     * combination of xor-logicop plus alphatest.
193     *
194     * Ultimately, we could implement alphatest in the shader using
195     * texkil prior to overriding the outgoing fragment color.
196     *
197     * SVGA_NEW_BLEND
198     */
199    key->fs.white_fragments = svga->curr.blend->need_white_fragments;
200 
201    key->fs.alpha_to_one = svga->curr.blend->alpha_to_one;
202 
203 #ifdef DEBUG
204    /*
205     * We expect a consistent set of samplers and sampler views.
206     * Do some debug checks/warnings here.
207     */
208    {
209       static boolean warned = FALSE;
210       unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
211                            svga->curr.num_samplers[shader]);
212       /* Only warn once to prevent too much debug output */
213       if (!warned) {
214          if (svga->curr.num_sampler_views[shader] !=
215              svga->curr.num_samplers[shader]) {
216             debug_printf("svga: mismatched number of sampler views (%u) "
217                          "vs. samplers (%u)\n",
218                          svga->curr.num_sampler_views[shader],
219                          svga->curr.num_samplers[shader]);
220          }
221          for (i = 0; i < n; i++) {
222             if ((svga->curr.sampler_views[shader][i] == NULL) !=
223                 (svga->curr.sampler[shader][i] == NULL))
224                debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
225                             i, svga->curr.sampler_views[shader][i],
226                             i, svga->curr.sampler[shader][i]);
227          }
228          warned = TRUE;
229       }
230    }
231 #endif
232 
233    /* XXX: want to limit this to the textures that the shader actually
234     * refers to.
235     *
236     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
237     */
238    svga_init_shader_key_common(svga, shader, &fs->base, key);
239 
240    for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
241       struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
242       const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
243       if (view) {
244          struct pipe_resource *tex = view->texture;
245          if (tex->target != PIPE_BUFFER) {
246             struct svga_texture *stex = svga_texture(tex);
247             SVGA3dSurfaceFormat format = stex->key.format;
248 
249             if (!svga_have_vgpu10(svga) &&
250                 (format == SVGA3D_Z_D16 ||
251                  format == SVGA3D_Z_D24X8 ||
252                  format == SVGA3D_Z_D24S8)) {
253                /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
254                 * or SVGA3D_Z_D24S8 surface, we'll automatically get
255                 * shadow comparison.  But we only get LEQUAL mode.
256                 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
257                 * code for shadow comparison.
258                 */
259                key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
260                key->tex[i].compare_func = PIPE_FUNC_NEVER;
261                /* These depth formats _only_ support comparison mode and
262                 * not ordinary sampling so warn if the later is expected.
263                 */
264                if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
265                   debug_warn_once("Unsupported shadow compare mode");
266                }
267                /* The shader translation code can emit code to
268                 * handle ALWAYS and NEVER compare functions
269                 */
270                else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
271                         sampler->compare_func == PIPE_FUNC_NEVER) {
272                   key->tex[i].compare_mode = sampler->compare_mode;
273                   key->tex[i].compare_func = sampler->compare_func;
274                }
275                else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
276                   debug_warn_once("Unsupported shadow compare function");
277                }
278             }
279          }
280       }
281    }
282 
283    /* sprite coord gen state */
284    key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
285 
286    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
287                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
288 
289    key->fs.flatshade = svga->curr.rast->templ.flatshade;
290 
291    /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
292    if (svga_have_vgpu10(svga)) {
293       /* Alpha testing is not supported in integer-valued render targets. */
294       if (svga_has_any_integer_cbufs(svga)) {
295          key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
296          key->fs.alpha_ref = 0;
297       }
298       else {
299          key->fs.alpha_func = svga->curr.depth->alphafunc;
300          key->fs.alpha_ref = svga->curr.depth->alpharef;
301       }
302    }
303 
304    /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
305    if (fs->base.info.fs.color0_writes_all_cbufs ||
306        svga->curr.blend->need_white_fragments) {
307       /* Replicate color0 output (or white) to N colorbuffers */
308       key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
309    }
310 
311    return PIPE_OK;
312 }
313 
314 
315 /**
316  * svga_reemit_fs_bindings - Reemit the fragment shader bindings
317  */
318 enum pipe_error
svga_reemit_fs_bindings(struct svga_context * svga)319 svga_reemit_fs_bindings(struct svga_context *svga)
320 {
321    enum pipe_error ret;
322 
323    assert(svga->rebind.flags.fs);
324    assert(svga_have_gb_objects(svga));
325 
326    if (!svga->state.hw_draw.fs)
327       return PIPE_OK;
328 
329    if (!svga_need_to_rebind_resources(svga)) {
330       ret =  svga->swc->resource_rebind(svga->swc, NULL,
331                                         svga->state.hw_draw.fs->gb_shader,
332                                         SVGA_RELOC_READ);
333    }
334    else {
335       if (svga_have_vgpu10(svga))
336          ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
337                                        svga->state.hw_draw.fs->gb_shader,
338                                        svga->state.hw_draw.fs->id);
339       else
340          ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
341                                   svga->state.hw_draw.fs->gb_shader);
342    }
343 
344    if (ret != PIPE_OK)
345       return ret;
346 
347    svga->rebind.flags.fs = FALSE;
348    return PIPE_OK;
349 }
350 
351 
352 
353 static enum pipe_error
emit_hw_fs(struct svga_context * svga,uint64_t dirty)354 emit_hw_fs(struct svga_context *svga, uint64_t dirty)
355 {
356    struct svga_shader_variant *variant = NULL;
357    enum pipe_error ret = PIPE_OK;
358    struct svga_fragment_shader *fs = svga->curr.fs;
359    struct svga_compile_key key;
360    struct svga_shader *prevShader = NULL;   /* shader in the previous stage */
361 
362    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
363 
364    prevShader = svga->curr.gs ?
365       &svga->curr.gs->base : (svga->curr.tes ?
366       &svga->curr.tes->base : &svga->curr.vs->base);
367 
368    /* Disable rasterization if rasterizer_discard flag is set or
369     * vs/gs does not output position.
370     */
371    svga->disable_rasterizer =
372       svga->curr.rast->templ.rasterizer_discard ||
373       !prevShader->info.writes_position;
374 
375    /* Set FS to NULL when rasterization is to be disabled */
376    if (svga->disable_rasterizer) {
377       /* Set FS to NULL if it has not been done */
378       if (svga->state.hw_draw.fs) {
379          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
380          if (ret != PIPE_OK)
381             goto done;
382       }
383       svga->rebind.flags.fs = FALSE;
384       svga->state.hw_draw.fs = NULL;
385       goto done;
386    }
387 
388    /* SVGA_NEW_BLEND
389     * SVGA_NEW_TEXTURE_BINDING
390     * SVGA_NEW_RAST
391     * SVGA_NEW_NEED_SWTNL
392     * SVGA_NEW_SAMPLER
393     * SVGA_NEW_FRAME_BUFFER
394     * SVGA_NEW_DEPTH_STENCIL_ALPHA
395     * SVGA_NEW_VS
396     */
397    ret = make_fs_key(svga, fs, &key);
398    if (ret != PIPE_OK)
399       goto done;
400 
401    variant = svga_search_shader_key(&fs->base, &key);
402    if (!variant) {
403       ret = svga_compile_shader(svga, &fs->base, &key, &variant);
404       if (ret != PIPE_OK)
405          goto done;
406    }
407 
408    assert(variant);
409 
410    if (variant != svga->state.hw_draw.fs) {
411       ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
412       if (ret != PIPE_OK)
413          goto done;
414 
415       svga->rebind.flags.fs = FALSE;
416 
417       svga->dirty |= SVGA_NEW_FS_VARIANT;
418       svga->state.hw_draw.fs = variant;
419    }
420 
421 done:
422    SVGA_STATS_TIME_POP(svga_sws(svga));
423    return ret;
424 }
425 
426 struct svga_tracked_state svga_hw_fs =
427 {
428    "fragment shader (hwtnl)",
429    (SVGA_NEW_FS |
430     SVGA_NEW_GS |
431     SVGA_NEW_VS |
432     SVGA_NEW_TEXTURE_BINDING |
433     SVGA_NEW_NEED_SWTNL |
434     SVGA_NEW_RAST |
435     SVGA_NEW_STIPPLE |
436     SVGA_NEW_REDUCED_PRIMITIVE |
437     SVGA_NEW_SAMPLER |
438     SVGA_NEW_FRAME_BUFFER |
439     SVGA_NEW_DEPTH_STENCIL_ALPHA |
440     SVGA_NEW_BLEND |
441     SVGA_NEW_FS_RAW_BUFFER),
442    emit_hw_fs
443 };
444 
445 
446 
447