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1 /**********************************************************
2  * Copyright 2014-2022 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 "util/u_memory.h"
28 #include "util/u_bitmask.h"
29 #include "translate/translate.h"
30 #include "tgsi/tgsi_ureg.h"
31 
32 #include "svga_context.h"
33 #include "svga_cmd.h"
34 #include "svga_shader.h"
35 #include "svga_tgsi.h"
36 #include "svga_streamout.h"
37 #include "svga_format.h"
38 
39 /**
40  * If we fail to compile a geometry shader we'll use a dummy/fallback shader
41  * that simply emits the incoming vertices.
42  */
43 static const struct tgsi_token *
get_dummy_geometry_shader(void)44 get_dummy_geometry_shader(void)
45 {
46    //XXX
47    return NULL;
48 }
49 
50 
51 struct svga_shader_variant *
svga_get_compiled_dummy_geometry_shader(struct svga_context * svga,struct svga_shader * shader,const struct svga_compile_key * key)52 svga_get_compiled_dummy_geometry_shader(struct svga_context *svga,
53                                         struct svga_shader *shader,
54                                         const struct svga_compile_key *key)
55 {
56    const struct tgsi_token *dummy = get_dummy_geometry_shader();
57    struct svga_shader_variant *variant;
58    struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader;
59 
60    if (!dummy)
61       return NULL;
62 
63    FREE((void *) gs->base.tokens);
64    gs->base.tokens = dummy;
65    svga_tgsi_scan_shader(&gs->base);
66    variant = svga_tgsi_compile_shader(svga, shader, key);
67 
68    return variant;
69 }
70 
71 
72 static void
make_gs_key(struct svga_context * svga,struct svga_compile_key * key)73 make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
74 {
75    struct svga_geometry_shader *gs = svga->curr.gs;
76 
77    memset(key, 0, sizeof *key);
78 
79    /*
80     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
81     */
82    svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, &gs->base, key);
83 
84    memcpy(key->generic_remap_table, gs->generic_remap_table,
85           sizeof(gs->generic_remap_table));
86 
87    key->gs.vs_generic_outputs = svga->curr.vs->base.info.generic_outputs_mask;
88 
89    key->gs.need_prescale = svga->state.hw_clear.prescale[0].enabled;
90 
91    key->gs.writes_psize = gs->base.info.writes_psize;
92    key->gs.wide_point = gs->wide_point;
93    key->gs.writes_viewport_index = gs->base.info.writes_viewport_index;
94    if (key->gs.writes_viewport_index) {
95       key->gs.num_prescale = svga->state.hw_clear.num_prescale;
96    } else {
97       key->gs.num_prescale = 1;
98    }
99    key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
100    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
101                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
102 
103    /* SVGA_NEW_RAST */
104    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
105 
106    /* Mark this as the last shader in the vertex processing stage */
107    key->last_vertex_stage = 1;
108 }
109 
110 
111 static enum pipe_error
emit_hw_gs(struct svga_context * svga,uint64_t dirty)112 emit_hw_gs(struct svga_context *svga, uint64_t dirty)
113 {
114    struct svga_shader_variant *variant;
115    struct svga_geometry_shader *gs = svga->curr.gs;
116    enum pipe_error ret = PIPE_OK;
117    struct svga_compile_key key;
118 
119    assert(svga_have_vgpu10(svga));
120 
121    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITGS);
122 
123    /* If there's a user-defined GS, we should have a pointer to a derived
124     * GS.  This should have been resolved in update_tgsi_transform().
125     */
126    if (svga->curr.user_gs)
127       assert(svga->curr.gs);
128 
129    if (!gs) {
130       if (svga->state.hw_draw.gs != NULL) {
131 
132          /** The previous geometry shader is made inactive.
133           *  Needs to unbind the geometry shader.
134           */
135          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
136          if (ret != PIPE_OK)
137             goto done;
138          svga->state.hw_draw.gs = NULL;
139       }
140       goto done;
141    }
142 
143    /* If there is stream output info for this geometry shader, then use
144     * it instead of the one from the vertex shader.
145     */
146    if (svga_have_gs_streamout(svga)) {
147       ret = svga_set_stream_output(svga, gs->base.stream_output);
148       if (ret != PIPE_OK) {
149          goto done;
150       }
151    }
152    else if (!svga_have_vs_streamout(svga)) {
153       /* turn off stream out */
154       ret = svga_set_stream_output(svga, NULL);
155       if (ret != PIPE_OK) {
156          goto done;
157       }
158    }
159 
160    /* SVGA_NEW_NEED_SWTNL */
161    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
162       /* No geometry shader is needed */
163       variant = NULL;
164    }
165    else {
166       make_gs_key(svga, &key);
167 
168       /* See if we already have a GS variant that matches the key */
169       variant = svga_search_shader_key(&gs->base, &key);
170 
171       if (!variant) {
172          ret = svga_compile_shader(svga, &gs->base, &key, &variant);
173          if (ret != PIPE_OK)
174             goto done;
175       }
176    }
177 
178    if (variant != svga->state.hw_draw.gs) {
179       /* Bind the new variant */
180       ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
181       if (ret != PIPE_OK)
182          goto done;
183 
184       svga->rebind.flags.gs = FALSE;
185       svga->dirty |= SVGA_NEW_GS_VARIANT;
186       svga->state.hw_draw.gs = variant;
187    }
188 
189 done:
190    SVGA_STATS_TIME_POP(svga_sws(svga));
191    return ret;
192 }
193 
194 struct svga_tracked_state svga_hw_gs =
195 {
196    "geometry shader (hwtnl)",
197    (SVGA_NEW_VS |
198     SVGA_NEW_FS |
199     SVGA_NEW_GS |
200     SVGA_NEW_TEXTURE_BINDING |
201     SVGA_NEW_SAMPLER |
202     SVGA_NEW_RAST |
203     SVGA_NEW_NEED_SWTNL |
204     SVGA_NEW_GS_RAW_BUFFER),
205    emit_hw_gs
206 };
207