1 /**********************************************************
2 * Copyright 2008-2009 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/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 static struct svga_shader_variant *
translate_fragment_program(struct svga_context * svga,const struct svga_fragment_shader * fs,const struct svga_compile_key * key)84 translate_fragment_program(struct svga_context *svga,
85 const struct svga_fragment_shader *fs,
86 const struct svga_compile_key *key)
87 {
88 if (svga_have_vgpu10(svga)) {
89 return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
90 PIPE_SHADER_FRAGMENT);
91 }
92 else {
93 return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
94 PIPE_SHADER_FRAGMENT);
95 }
96 }
97
98
99 /**
100 * Replace the given shader's instruction with a simple constant-color
101 * shader. We use this when normal shader translation fails.
102 */
103 static struct svga_shader_variant *
get_compiled_dummy_shader(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_compile_key * key)104 get_compiled_dummy_shader(struct svga_context *svga,
105 struct svga_fragment_shader *fs,
106 const struct svga_compile_key *key)
107 {
108 const struct tgsi_token *dummy = get_dummy_fragment_shader();
109 struct svga_shader_variant *variant;
110
111 if (!dummy) {
112 return NULL;
113 }
114
115 FREE((void *) fs->base.tokens);
116 fs->base.tokens = dummy;
117
118 variant = translate_fragment_program(svga, fs, key);
119 return variant;
120 }
121
122
123 /**
124 * Translate TGSI shader into an svga shader variant.
125 */
126 static enum pipe_error
compile_fs(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_compile_key * key,struct svga_shader_variant ** out_variant)127 compile_fs(struct svga_context *svga,
128 struct svga_fragment_shader *fs,
129 const struct svga_compile_key *key,
130 struct svga_shader_variant **out_variant)
131 {
132 struct svga_shader_variant *variant;
133 enum pipe_error ret = PIPE_ERROR;
134
135 variant = translate_fragment_program(svga, fs, key);
136 if (variant == NULL) {
137 debug_printf("Failed to compile fragment shader,"
138 " using dummy shader instead.\n");
139 variant = get_compiled_dummy_shader(svga, fs, key);
140 }
141 else if (svga_shader_too_large(svga, variant)) {
142 /* too big, use dummy shader */
143 debug_printf("Shader too large (%u bytes),"
144 " using dummy shader instead.\n",
145 (unsigned) (variant->nr_tokens
146 * sizeof(variant->tokens[0])));
147 /* Free the too-large variant */
148 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
149 /* Use simple pass-through shader instead */
150 variant = get_compiled_dummy_shader(svga, fs, key);
151 }
152
153 if (!variant) {
154 return PIPE_ERROR;
155 }
156
157 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
158 if (ret != PIPE_OK) {
159 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
160 return ret;
161 }
162
163 *out_variant = variant;
164
165 /* insert variant at head of linked list */
166 variant->next = fs->base.variants;
167 fs->base.variants = variant;
168
169 return PIPE_OK;
170 }
171
172
173 /* SVGA_NEW_TEXTURE_BINDING
174 * SVGA_NEW_RAST
175 * SVGA_NEW_NEED_SWTNL
176 * SVGA_NEW_SAMPLER
177 */
178 static enum pipe_error
make_fs_key(const struct svga_context * svga,struct svga_fragment_shader * fs,struct svga_compile_key * key)179 make_fs_key(const struct svga_context *svga,
180 struct svga_fragment_shader *fs,
181 struct svga_compile_key *key)
182 {
183 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
184 unsigned i;
185
186 memset(key, 0, sizeof *key);
187
188 memcpy(key->generic_remap_table, fs->generic_remap_table,
189 sizeof(fs->generic_remap_table));
190
191 /* SVGA_NEW_GS, SVGA_NEW_VS
192 */
193 if (svga->curr.gs) {
194 key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
195 } else {
196 key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
197 }
198
199 /* Only need fragment shader fixup for twoside lighting if doing
200 * hwtnl. Otherwise the draw module does the whole job for us.
201 *
202 * SVGA_NEW_SWTNL
203 */
204 if (!svga->state.sw.need_swtnl) {
205 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
206 */
207 key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
208 key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
209 key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
210 svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
211 key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
212 svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
213 (svga->curr.rast->pointsize > 1.0 ||
214 svga->curr.vs->base.info.writes_psize));
215 if (key->fs.aa_point) {
216 assert(svga->curr.gs != NULL);
217 assert(svga->curr.gs->aa_point_coord_index != -1);
218 key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
219 }
220 }
221
222 /* The blend workaround for simulating logicop xor behaviour
223 * requires that the incoming fragment color be white. This change
224 * achieves that by creating a variant of the current fragment
225 * shader that overrides all output colors with 1,1,1,1
226 *
227 * This will work for most shaders, including those containing
228 * TEXKIL and/or depth-write. However, it will break on the
229 * combination of xor-logicop plus alphatest.
230 *
231 * Ultimately, we could implement alphatest in the shader using
232 * texkil prior to overriding the outgoing fragment color.
233 *
234 * SVGA_NEW_BLEND
235 */
236 key->fs.white_fragments = svga->curr.blend->need_white_fragments;
237
238 key->fs.alpha_to_one = svga->curr.blend->alpha_to_one;
239
240 #ifdef DEBUG
241 /*
242 * We expect a consistent set of samplers and sampler views.
243 * Do some debug checks/warnings here.
244 */
245 {
246 static boolean warned = FALSE;
247 unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
248 svga->curr.num_samplers[shader]);
249 /* Only warn once to prevent too much debug output */
250 if (!warned) {
251 if (svga->curr.num_sampler_views[shader] !=
252 svga->curr.num_samplers[shader]) {
253 debug_printf("svga: mismatched number of sampler views (%u) "
254 "vs. samplers (%u)\n",
255 svga->curr.num_sampler_views[shader],
256 svga->curr.num_samplers[shader]);
257 }
258 for (i = 0; i < n; i++) {
259 if ((svga->curr.sampler_views[shader][i] == NULL) !=
260 (svga->curr.sampler[shader][i] == NULL))
261 debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
262 i, svga->curr.sampler_views[shader][i],
263 i, svga->curr.sampler[shader][i]);
264 }
265 warned = TRUE;
266 }
267 }
268 #endif
269
270 /* XXX: want to limit this to the textures that the shader actually
271 * refers to.
272 *
273 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
274 */
275 svga_init_shader_key_common(svga, shader, key);
276
277 for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
278 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
279 const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
280 if (view) {
281 struct pipe_resource *tex = view->texture;
282 if (tex->target != PIPE_BUFFER) {
283 struct svga_texture *stex = svga_texture(tex);
284 SVGA3dSurfaceFormat format = stex->key.format;
285
286 if (!svga_have_vgpu10(svga) &&
287 (format == SVGA3D_Z_D16 ||
288 format == SVGA3D_Z_D24X8 ||
289 format == SVGA3D_Z_D24S8)) {
290 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
291 * or SVGA3D_Z_D24S8 surface, we'll automatically get
292 * shadow comparison. But we only get LEQUAL mode.
293 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
294 * code for shadow comparison.
295 */
296 key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
297 key->tex[i].compare_func = PIPE_FUNC_NEVER;
298 /* These depth formats _only_ support comparison mode and
299 * not ordinary sampling so warn if the later is expected.
300 */
301 if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
302 debug_warn_once("Unsupported shadow compare mode");
303 }
304 /* The shader translation code can emit code to
305 * handle ALWAYS and NEVER compare functions
306 */
307 else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
308 sampler->compare_func == PIPE_FUNC_NEVER) {
309 key->tex[i].compare_mode = sampler->compare_mode;
310 key->tex[i].compare_func = sampler->compare_func;
311 }
312 else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
313 debug_warn_once("Unsupported shadow compare function");
314 }
315 }
316 else {
317 /* For other texture formats, just use the compare func/mode
318 * as-is. Should be no-ops for color textures. For depth
319 * textures, we do not get automatic depth compare. We have
320 * to do it ourselves in the shader. And we don't get PCF.
321 */
322 key->tex[i].compare_mode = sampler->compare_mode;
323 key->tex[i].compare_func = sampler->compare_func;
324 }
325 }
326 }
327 }
328
329 /* sprite coord gen state */
330 for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
331 key->tex[i].sprite_texgen =
332 svga->curr.rast->templ.sprite_coord_enable & (1 << i);
333 }
334
335 key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
336 == PIPE_SPRITE_COORD_LOWER_LEFT);
337
338 key->fs.flatshade = svga->curr.rast->templ.flatshade;
339
340 /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
341 if (svga_have_vgpu10(svga)) {
342 /* Alpha testing is not supported in integer-valued render targets. */
343 if (svga_has_any_integer_cbufs(svga)) {
344 key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
345 key->fs.alpha_ref = 0;
346 }
347 else {
348 key->fs.alpha_func = svga->curr.depth->alphafunc;
349 key->fs.alpha_ref = svga->curr.depth->alpharef;
350 }
351 }
352
353 /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
354 if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] ||
355 svga->curr.blend->need_white_fragments) {
356 /* Replicate color0 output (or white) to N colorbuffers */
357 key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
358 }
359
360 return PIPE_OK;
361 }
362
363
364 /**
365 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
366 */
367 enum pipe_error
svga_reemit_fs_bindings(struct svga_context * svga)368 svga_reemit_fs_bindings(struct svga_context *svga)
369 {
370 enum pipe_error ret;
371
372 assert(svga->rebind.flags.fs);
373 assert(svga_have_gb_objects(svga));
374
375 if (!svga->state.hw_draw.fs)
376 return PIPE_OK;
377
378 if (!svga_need_to_rebind_resources(svga)) {
379 ret = svga->swc->resource_rebind(svga->swc, NULL,
380 svga->state.hw_draw.fs->gb_shader,
381 SVGA_RELOC_READ);
382 goto out;
383 }
384
385 if (svga_have_vgpu10(svga))
386 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
387 svga->state.hw_draw.fs->gb_shader,
388 svga->state.hw_draw.fs->id);
389 else
390 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
391 svga->state.hw_draw.fs->gb_shader);
392
393 out:
394 if (ret != PIPE_OK)
395 return ret;
396
397 svga->rebind.flags.fs = FALSE;
398 return PIPE_OK;
399 }
400
401
402
403 static enum pipe_error
emit_hw_fs(struct svga_context * svga,unsigned dirty)404 emit_hw_fs(struct svga_context *svga, unsigned dirty)
405 {
406 struct svga_shader_variant *variant = NULL;
407 enum pipe_error ret = PIPE_OK;
408 struct svga_fragment_shader *fs = svga->curr.fs;
409 struct svga_compile_key key;
410
411 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
412
413 /* Disable rasterization if rasterizer_discard flag is set or
414 * vs/gs does not output position.
415 */
416 svga->disable_rasterizer =
417 svga->curr.rast->templ.rasterizer_discard ||
418 (svga->curr.gs && !svga->curr.gs->base.info.writes_position) ||
419 (!svga->curr.gs && !svga->curr.vs->base.info.writes_position);
420
421 /* Set FS to NULL when rasterization is to be disabled */
422 if (svga->disable_rasterizer) {
423 /* Set FS to NULL if it has not been done */
424 if (svga->state.hw_draw.fs) {
425 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
426 if (ret != PIPE_OK)
427 goto done;
428 }
429 svga->rebind.flags.fs = FALSE;
430 svga->state.hw_draw.fs = NULL;
431 goto done;
432 }
433
434 /* SVGA_NEW_BLEND
435 * SVGA_NEW_TEXTURE_BINDING
436 * SVGA_NEW_RAST
437 * SVGA_NEW_NEED_SWTNL
438 * SVGA_NEW_SAMPLER
439 * SVGA_NEW_FRAME_BUFFER
440 * SVGA_NEW_DEPTH_STENCIL_ALPHA
441 * SVGA_NEW_VS
442 */
443 ret = make_fs_key(svga, fs, &key);
444 if (ret != PIPE_OK)
445 goto done;
446
447 variant = svga_search_shader_key(&fs->base, &key);
448 if (!variant) {
449 ret = compile_fs(svga, fs, &key, &variant);
450 if (ret != PIPE_OK)
451 goto done;
452 }
453
454 assert(variant);
455
456 if (variant != svga->state.hw_draw.fs) {
457 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
458 if (ret != PIPE_OK)
459 goto done;
460
461 svga->rebind.flags.fs = FALSE;
462
463 svga->dirty |= SVGA_NEW_FS_VARIANT;
464 svga->state.hw_draw.fs = variant;
465 }
466
467 done:
468 SVGA_STATS_TIME_POP(svga_sws(svga));
469 return ret;
470 }
471
472 struct svga_tracked_state svga_hw_fs =
473 {
474 "fragment shader (hwtnl)",
475 (SVGA_NEW_FS |
476 SVGA_NEW_GS |
477 SVGA_NEW_VS |
478 SVGA_NEW_TEXTURE_BINDING |
479 SVGA_NEW_NEED_SWTNL |
480 SVGA_NEW_RAST |
481 SVGA_NEW_STIPPLE |
482 SVGA_NEW_REDUCED_PRIMITIVE |
483 SVGA_NEW_SAMPLER |
484 SVGA_NEW_FRAME_BUFFER |
485 SVGA_NEW_DEPTH_STENCIL_ALPHA |
486 SVGA_NEW_BLEND),
487 emit_hw_fs
488 };
489
490
491
492