1 /**********************************************************
2 * Copyright 2014 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 "util/u_simple_shaders.h"
30 #include "tgsi/tgsi_ureg.h"
31 #include "tgsi/tgsi_point_sprite.h"
32 #include "tgsi/tgsi_dump.h"
33
34 #include "svga_context.h"
35 #include "svga_shader.h"
36 #include "svga_tgsi.h"
37
38
39 /**
40 * Bind a new GS. This updates the derived current gs state, not the
41 * user-specified GS state.
42 */
43 static void
bind_gs_state(struct svga_context * svga,struct svga_geometry_shader * gs)44 bind_gs_state(struct svga_context *svga,
45 struct svga_geometry_shader *gs)
46 {
47 svga->curr.gs = gs;
48 svga->dirty |= SVGA_NEW_GS;
49 }
50
51
52 /**
53 * emulate_point_sprite searches the shader variants list to see it there is
54 * a shader variant with a token string that matches the emulation
55 * requirement. It there isn't, then it will use a tgsi utility
56 * tgsi_add_point_sprite to transform the original token string to support
57 * point sprite. A new geometry shader state will be created with the
58 * transformed token string and added to the shader variants list of the
59 * original geometry shader. The new geometry shader state will then be
60 * bound as the current geometry shader.
61 */
62 static struct svga_shader *
emulate_point_sprite(struct svga_context * svga,struct svga_shader * shader,const struct tgsi_token * tokens)63 emulate_point_sprite(struct svga_context *svga,
64 struct svga_shader *shader,
65 const struct tgsi_token *tokens)
66 {
67 struct svga_token_key key;
68 struct tgsi_token *new_tokens;
69 const struct tgsi_token *orig_tokens;
70 struct svga_geometry_shader *orig_gs = (struct svga_geometry_shader *)shader;
71 struct svga_geometry_shader *gs = NULL;
72 struct pipe_shader_state templ;
73 struct svga_stream_output *streamout = NULL;
74 int pos_out_index = -1;
75 int aa_point_coord_index = -1;
76
77 assert(tokens != NULL);
78
79 orig_tokens = tokens;
80
81 /* Create a token key */
82 memset(&key, 0, sizeof key);
83 key.gs.writes_psize = 1;
84 key.gs.sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
85
86 key.gs.sprite_origin_upper_left =
87 !(svga->curr.rast->templ.sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT);
88
89 key.gs.aa_point = svga->curr.rast->templ.point_smooth;
90
91 if (orig_gs) {
92
93 /* Check if the original geometry shader has stream output and
94 * if position is one of the outputs.
95 */
96 streamout = orig_gs->base.stream_output;
97 if (streamout) {
98 pos_out_index = streamout->pos_out_index;
99 key.gs.point_pos_stream_out = pos_out_index != -1;
100 }
101
102 /* Search the shader lists to see if there is a variant that matches
103 * this token key.
104 */
105 gs = (struct svga_geometry_shader *)
106 svga_search_shader_token_key(&orig_gs->base, &key);
107 }
108
109 /* If there isn't, then call the tgsi utility tgsi_add_point_sprite
110 * to transform the original tokens to support point sprite.
111 * Flip the sprite origin as SVGA3D device only supports an
112 * upper-left origin.
113 */
114 if (!gs) {
115 new_tokens = tgsi_add_point_sprite(orig_tokens,
116 key.gs.sprite_coord_enable,
117 key.gs.sprite_origin_upper_left,
118 key.gs.point_pos_stream_out,
119 key.gs.aa_point ?
120 &aa_point_coord_index : NULL);
121
122 if (!new_tokens) {
123 /* if no new tokens are generated for whatever reason, just return */
124 return NULL;
125 }
126
127 if (0) {
128 debug_printf("Before tgsi_add_point_sprite ---------------\n");
129 tgsi_dump(orig_tokens, 0);
130 debug_printf("After tgsi_add_point_sprite --------------\n");
131 tgsi_dump(new_tokens, 0);
132 }
133
134 templ.tokens = new_tokens;
135 templ.stream_output.num_outputs = 0;
136
137 if (streamout) {
138 templ.stream_output = streamout->info;
139 /* The tgsi_add_point_sprite utility adds an extra output
140 * for the original point position for stream output purpose.
141 * We need to replace the position output register index in the
142 * stream output declaration with the new register index.
143 */
144 if (pos_out_index != -1) {
145 assert(orig_gs != NULL);
146 templ.stream_output.output[pos_out_index].register_index =
147 orig_gs->base.info.num_outputs;
148 }
149 }
150
151 /* Create a new geometry shader state with the new tokens */
152 gs = svga->pipe.create_gs_state(&svga->pipe, &templ);
153
154 /* Don't need the token string anymore. There is a local copy
155 * in the shader state.
156 */
157 FREE(new_tokens);
158
159 if (!gs) {
160 return NULL;
161 }
162
163 gs->wide_point = TRUE;
164 gs->aa_point_coord_index = aa_point_coord_index;
165 gs->base.token_key = key;
166 gs->base.parent = &orig_gs->base;
167 gs->base.next = NULL;
168
169 /* Add the new geometry shader to the head of the shader list
170 * pointed to by the original geometry shader.
171 */
172 if (orig_gs) {
173 gs->base.next = orig_gs->base.next;
174 orig_gs->base.next = &gs->base;
175 }
176 }
177
178 /* Bind the new geometry shader state */
179 bind_gs_state(svga, gs);
180
181 return &gs->base;
182 }
183
184 /**
185 * Generate a geometry shader that emits a wide point by drawing a quad.
186 * This function first creates a passthrough geometry shader and then
187 * calls emulate_point_sprite() to transform the geometry shader to
188 * support point sprite.
189 */
190 static struct svga_shader *
add_point_sprite_shader(struct svga_context * svga)191 add_point_sprite_shader(struct svga_context *svga)
192 {
193 struct svga_vertex_shader *vs = svga->curr.vs;
194 struct svga_geometry_shader *orig_gs = vs->gs;
195 struct svga_geometry_shader *new_gs;
196 const struct tgsi_token *tokens;
197
198 if (orig_gs == NULL) {
199
200 /* If this is the first time adding a geometry shader to this
201 * vertex shader to support point sprite, then create
202 * a passthrough geometry shader first.
203 */
204 orig_gs = (struct svga_geometry_shader *)
205 util_make_geometry_passthrough_shader(
206 &svga->pipe, vs->base.info.num_outputs,
207 vs->base.info.output_semantic_name,
208 vs->base.info.output_semantic_index);
209
210 if (!orig_gs)
211 return NULL;
212 }
213 else {
214 if (orig_gs->base.parent)
215 orig_gs = (struct svga_geometry_shader *)orig_gs->base.parent;
216 }
217 tokens = orig_gs->base.tokens;
218
219 /* Call emulate_point_sprite to find or create a transformed
220 * geometry shader for supporting point sprite.
221 */
222 new_gs = (struct svga_geometry_shader *)
223 emulate_point_sprite(svga, &orig_gs->base, tokens);
224
225 /* If this is the first time creating a geometry shader to
226 * support vertex point size, then add the new geometry shader
227 * to the vertex shader.
228 */
229 if (vs->gs == NULL) {
230 vs->gs = new_gs;
231 }
232
233 return &new_gs->base;
234 }
235
236 /* update_tgsi_transform provides a hook to transform a shader if needed.
237 */
238 static enum pipe_error
update_tgsi_transform(struct svga_context * svga,unsigned dirty)239 update_tgsi_transform(struct svga_context *svga, unsigned dirty)
240 {
241 struct svga_geometry_shader *gs = svga->curr.user_gs; /* current gs */
242 struct svga_vertex_shader *vs = svga->curr.vs; /* currently bound vs */
243 struct svga_shader *orig_gs; /* original gs */
244 struct svga_shader *new_gs; /* new gs */
245
246 if (!svga_have_vgpu10(svga))
247 return PIPE_OK;
248
249 if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
250 /* If the current prim type is POINTS and the current geometry shader
251 * emits wide points, transform the shader to emulate wide points using
252 * quads. NOTE: we don't do emulation of wide points in GS when
253 * transform feedback is enabled.
254 */
255 if (gs != NULL && !gs->base.stream_output &&
256 (gs->base.info.writes_psize || gs->wide_point)) {
257 orig_gs = gs->base.parent ? gs->base.parent : &gs->base;
258 new_gs = emulate_point_sprite(svga, orig_gs, orig_gs->tokens);
259 }
260
261 /* If there is not an active geometry shader and the current vertex
262 * shader emits wide point then create a new geometry shader to emulate
263 * wide point.
264 */
265 else if (gs == NULL && !vs->base.stream_output &&
266 (svga->curr.rast->pointsize > 1.0 ||
267 vs->base.info.writes_psize)) {
268 new_gs = add_point_sprite_shader(svga);
269 }
270 else {
271 /* use the user's GS */
272 bind_gs_state(svga, svga->curr.user_gs);
273 }
274 }
275 else if (svga->curr.gs != svga->curr.user_gs) {
276 /* If current primitive type is not POINTS, then make sure
277 * we don't bind to any of the generated geometry shader
278 */
279 bind_gs_state(svga, svga->curr.user_gs);
280 }
281 (void) new_gs; /* silence the unused var warning */
282
283 return PIPE_OK;
284 }
285
286 struct svga_tracked_state svga_need_tgsi_transform =
287 {
288 "transform shader for optimization",
289 (SVGA_NEW_VS |
290 SVGA_NEW_FS |
291 SVGA_NEW_GS |
292 SVGA_NEW_REDUCED_PRIMITIVE |
293 SVGA_NEW_RAST),
294 update_tgsi_transform
295 };
296