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1 /**********************************************************
2  * Copyright 2008-2012 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_bitmask.h"
27 #include "util/u_memory.h"
28 #include "util/u_format.h"
29 #include "svga_context.h"
30 #include "svga_cmd.h"
31 #include "svga_format.h"
32 #include "svga_shader.h"
33 #include "svga_resource_texture.h"
34 
35 
36 /**
37  * This bit isn't really used anywhere.  It only serves to help
38  * generate a unique "signature" for the vertex shader output bitmask.
39  * Shader input/output signatures are used to resolve shader linking
40  * issues.
41  */
42 #define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
43 
44 
45 /**
46  * Use the shader info to generate a bitmask indicating which generic
47  * inputs are used by the shader.  A set bit indicates that GENERIC[i]
48  * is used.
49  */
50 uint64_t
svga_get_generic_inputs_mask(const struct tgsi_shader_info * info)51 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
52 {
53    unsigned i;
54    uint64_t mask = 0x0;
55 
56    for (i = 0; i < info->num_inputs; i++) {
57       if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
58          unsigned j = info->input_semantic_index[i];
59          assert(j < sizeof(mask) * 8);
60          mask |= ((uint64_t) 1) << j;
61       }
62    }
63 
64    return mask;
65 }
66 
67 
68 /**
69  * Scan shader info to return a bitmask of written outputs.
70  */
71 uint64_t
svga_get_generic_outputs_mask(const struct tgsi_shader_info * info)72 svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
73 {
74    unsigned i;
75    uint64_t mask = 0x0;
76 
77    for (i = 0; i < info->num_outputs; i++) {
78       switch (info->output_semantic_name[i]) {
79       case TGSI_SEMANTIC_GENERIC:
80          {
81             unsigned j = info->output_semantic_index[i];
82             assert(j < sizeof(mask) * 8);
83             mask |= ((uint64_t) 1) << j;
84          }
85          break;
86       case TGSI_SEMANTIC_FOG:
87          mask |= FOG_GENERIC_BIT;
88          break;
89       }
90    }
91 
92    return mask;
93 }
94 
95 
96 
97 /**
98  * Given a mask of used generic variables (as returned by the above functions)
99  * fill in a table which maps those indexes to small integers.
100  * This table is used by the remap_generic_index() function in
101  * svga_tgsi_decl_sm30.c
102  * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
103  * GENERIC[3] are used.  The remap_table will contain:
104  *   table[1] = 0;
105  *   table[3] = 1;
106  * The remaining table entries will be filled in with the next unused
107  * generic index (in this example, 2).
108  */
109 void
svga_remap_generics(uint64_t generics_mask,int8_t remap_table[MAX_GENERIC_VARYING])110 svga_remap_generics(uint64_t generics_mask,
111                     int8_t remap_table[MAX_GENERIC_VARYING])
112 {
113    /* Note texcoord[0] is reserved so start at 1 */
114    unsigned count = 1, i;
115 
116    for (i = 0; i < MAX_GENERIC_VARYING; i++) {
117       remap_table[i] = -1;
118    }
119 
120    /* for each bit set in generic_mask */
121    while (generics_mask) {
122       unsigned index = ffsll(generics_mask) - 1;
123       remap_table[index] = count++;
124       generics_mask &= ~((uint64_t) 1 << index);
125    }
126 }
127 
128 
129 /**
130  * Use the generic remap table to map a TGSI generic varying variable
131  * index to a small integer.  If the remapping table doesn't have a
132  * valid value for the given index (the table entry is -1) it means
133  * the fragment shader doesn't use that VS output.  Just allocate
134  * the next free value in that case.  Alternately, we could cull
135  * VS instructions that write to register, or replace the register
136  * with a dummy temp register.
137  * XXX TODO: we should do one of the later as it would save precious
138  * texcoord registers.
139  */
140 int
svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],int generic_index)141 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
142                          int generic_index)
143 {
144    assert(generic_index < MAX_GENERIC_VARYING);
145 
146    if (generic_index >= MAX_GENERIC_VARYING) {
147       /* just don't return a random/garbage value */
148       generic_index = MAX_GENERIC_VARYING - 1;
149    }
150 
151    if (remap_table[generic_index] == -1) {
152       /* This is a VS output that has no matching PS input.  Find a
153        * free index.
154        */
155       int i, max = 0;
156       for (i = 0; i < MAX_GENERIC_VARYING; i++) {
157          max = MAX2(max, remap_table[i]);
158       }
159       remap_table[generic_index] = max + 1;
160    }
161 
162    return remap_table[generic_index];
163 }
164 
165 static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
166    PIPE_SWIZZLE_X,
167    PIPE_SWIZZLE_Y,
168    PIPE_SWIZZLE_Z,
169    PIPE_SWIZZLE_W,
170    PIPE_SWIZZLE_0,
171    PIPE_SWIZZLE_1,
172    PIPE_SWIZZLE_NONE
173 };
174 
175 static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
176    PIPE_SWIZZLE_X,
177    PIPE_SWIZZLE_Y,
178    PIPE_SWIZZLE_Z,
179    PIPE_SWIZZLE_1,
180    PIPE_SWIZZLE_0,
181    PIPE_SWIZZLE_1,
182    PIPE_SWIZZLE_NONE
183 };
184 
185 /**
186  * Initialize the shader-neutral fields of svga_compile_key from context
187  * state.  This is basically the texture-related state.
188  */
189 void
svga_init_shader_key_common(const struct svga_context * svga,enum pipe_shader_type shader,struct svga_compile_key * key)190 svga_init_shader_key_common(const struct svga_context *svga,
191                             enum pipe_shader_type shader,
192                             struct svga_compile_key *key)
193 {
194    unsigned i, idx = 0;
195 
196    assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
197 
198    /* In case the number of samplers and sampler_views doesn't match,
199     * loop over the lower of the two counts.
200     */
201    key->num_textures = MAX2(svga->curr.num_sampler_views[shader],
202                             svga->curr.num_samplers[shader]);
203 
204    for (i = 0; i < key->num_textures; i++) {
205       struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
206       const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
207       if (view) {
208          assert(view->texture);
209          assert(view->texture->target < (1 << 4)); /* texture_target:4 */
210 
211          /* 1D/2D array textures with one slice are treated as non-arrays
212           * by the SVGA3D device.  Convert the texture type here so that
213           * we emit the right TEX/SAMPLE instruction in the shader.
214           */
215          if (view->texture->target == PIPE_TEXTURE_1D_ARRAY ||
216              view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
217             if (view->texture->array_size == 1) {
218                key->tex[i].is_array = 0;
219             }
220             else {
221                assert(view->texture->array_size > 1);
222                key->tex[i].is_array = 1;
223             }
224          }
225 
226          /* If we have a non-alpha view into an svga3d surface with an
227           * alpha channel, then explicitly set the alpha channel to 1
228           * when sampling. Note that we need to check the
229           * actual device format to cover also imported surface cases.
230           */
231          const enum pipe_swizzle *swizzle_tab =
232             (view->texture->target != PIPE_BUFFER &&
233              !util_format_has_alpha(view->format) &&
234              svga_texture_device_format_has_alpha(view->texture)) ?
235             set_alpha : copy_alpha;
236 
237          key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
238          key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
239          key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
240          key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
241       }
242 
243       if (sampler) {
244          if (!sampler->normalized_coords) {
245             assert(idx < (1 << 5));  /* width_height_idx:5 bitfield */
246             key->tex[i].width_height_idx = idx++;
247             key->tex[i].unnormalized = TRUE;
248             ++key->num_unnormalized_coords;
249 
250             if (sampler->magfilter == SVGA3D_TEX_FILTER_NEAREST ||
251                 sampler->minfilter == SVGA3D_TEX_FILTER_NEAREST) {
252                 key->tex[i].texel_bias = TRUE;
253             }
254          }
255       }
256    }
257 }
258 
259 
260 /** Search for a compiled shader variant with the same compile key */
261 struct svga_shader_variant *
svga_search_shader_key(const struct svga_shader * shader,const struct svga_compile_key * key)262 svga_search_shader_key(const struct svga_shader *shader,
263                        const struct svga_compile_key *key)
264 {
265    struct svga_shader_variant *variant = shader->variants;
266 
267    assert(key);
268 
269    for ( ; variant; variant = variant->next) {
270       if (svga_compile_keys_equal(key, &variant->key))
271          return variant;
272    }
273    return NULL;
274 }
275 
276 /** Search for a shader with the same token key */
277 struct svga_shader *
svga_search_shader_token_key(struct svga_shader * pshader,const struct svga_token_key * key)278 svga_search_shader_token_key(struct svga_shader *pshader,
279                              const struct svga_token_key *key)
280 {
281    struct svga_shader *shader = pshader;
282 
283    assert(key);
284 
285    for ( ; shader; shader = shader->next) {
286       if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
287          return shader;
288    }
289    return NULL;
290 }
291 
292 /**
293  * Helper function to define a gb shader for non-vgpu10 device
294  */
295 static enum pipe_error
define_gb_shader_vgpu9(struct svga_context * svga,SVGA3dShaderType type,struct svga_shader_variant * variant,unsigned codeLen)296 define_gb_shader_vgpu9(struct svga_context *svga,
297                        SVGA3dShaderType type,
298                        struct svga_shader_variant *variant,
299                        unsigned codeLen)
300 {
301    struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
302    enum pipe_error ret;
303 
304    /**
305     * Create gb memory for the shader and upload the shader code.
306     * Kernel module will allocate an id for the shader and issue
307     * the DefineGBShader command.
308     */
309    variant->gb_shader = sws->shader_create(sws, type,
310                                            variant->tokens, codeLen);
311 
312    if (!variant->gb_shader)
313       return PIPE_ERROR_OUT_OF_MEMORY;
314 
315    ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
316 
317    return ret;
318 }
319 
320 /**
321  * Helper function to define a gb shader for vgpu10 device
322  */
323 static enum pipe_error
define_gb_shader_vgpu10(struct svga_context * svga,SVGA3dShaderType type,struct svga_shader_variant * variant,unsigned codeLen)324 define_gb_shader_vgpu10(struct svga_context *svga,
325                         SVGA3dShaderType type,
326                         struct svga_shader_variant *variant,
327                         unsigned codeLen)
328 {
329    struct svga_winsys_context *swc = svga->swc;
330    enum pipe_error ret;
331 
332    /**
333     * Shaders in VGPU10 enabled device reside in the device COTable.
334     * SVGA driver will allocate an integer ID for the shader and
335     * issue DXDefineShader and DXBindShader commands.
336     */
337    variant->id = util_bitmask_add(svga->shader_id_bm);
338    if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
339       return PIPE_ERROR_OUT_OF_MEMORY;
340    }
341 
342    /* Create gb memory for the shader and upload the shader code */
343    variant->gb_shader = swc->shader_create(swc,
344                                            variant->id, type,
345                                            variant->tokens, codeLen);
346 
347    if (!variant->gb_shader) {
348       /* Free the shader ID */
349       assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
350       goto fail_no_allocation;
351    }
352 
353    /**
354     * Since we don't want to do any flush within state emission to avoid
355     * partial state in a command buffer, it's important to make sure that
356     * there is enough room to send both the DXDefineShader & DXBindShader
357     * commands in the same command buffer. So let's send both
358     * commands in one command reservation. If it fails, we'll undo
359     * the shader creation and return an error.
360     */
361    ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
362                                            variant->id, type, codeLen);
363 
364    if (ret != PIPE_OK)
365       goto fail;
366 
367    return PIPE_OK;
368 
369 fail:
370    swc->shader_destroy(swc, variant->gb_shader);
371    variant->gb_shader = NULL;
372 
373 fail_no_allocation:
374    util_bitmask_clear(svga->shader_id_bm, variant->id);
375    variant->id = UTIL_BITMASK_INVALID_INDEX;
376 
377    return PIPE_ERROR_OUT_OF_MEMORY;
378 }
379 
380 /**
381  * Issue the SVGA3D commands to define a new shader.
382  * \param variant  contains the shader tokens, etc.  The result->id field will
383  *                 be set here.
384  */
385 enum pipe_error
svga_define_shader(struct svga_context * svga,SVGA3dShaderType type,struct svga_shader_variant * variant)386 svga_define_shader(struct svga_context *svga,
387                    SVGA3dShaderType type,
388                    struct svga_shader_variant *variant)
389 {
390    unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
391    enum pipe_error ret;
392 
393    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
394 
395    variant->id = UTIL_BITMASK_INVALID_INDEX;
396 
397    if (svga_have_gb_objects(svga)) {
398       if (svga_have_vgpu10(svga))
399          ret = define_gb_shader_vgpu10(svga, type, variant, codeLen);
400       else
401          ret = define_gb_shader_vgpu9(svga, type, variant, codeLen);
402    }
403    else {
404       /* Allocate an integer ID for the shader */
405       variant->id = util_bitmask_add(svga->shader_id_bm);
406       if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
407          ret = PIPE_ERROR_OUT_OF_MEMORY;
408          goto done;
409       }
410 
411       /* Issue SVGA3D device command to define the shader */
412       ret = SVGA3D_DefineShader(svga->swc,
413                                 variant->id,
414                                 type,
415                                 variant->tokens,
416                                 codeLen);
417       if (ret != PIPE_OK) {
418          /* free the ID */
419          assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
420          util_bitmask_clear(svga->shader_id_bm, variant->id);
421          variant->id = UTIL_BITMASK_INVALID_INDEX;
422       }
423    }
424 
425 done:
426    SVGA_STATS_TIME_POP(svga_sws(svga));
427    return ret;
428 }
429 
430 
431 /**
432  * Issue the SVGA3D commands to set/bind a shader.
433  * \param result  the shader to bind.
434  */
435 enum pipe_error
svga_set_shader(struct svga_context * svga,SVGA3dShaderType type,struct svga_shader_variant * variant)436 svga_set_shader(struct svga_context *svga,
437                 SVGA3dShaderType type,
438                 struct svga_shader_variant *variant)
439 {
440    enum pipe_error ret;
441    unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
442 
443    assert(type == SVGA3D_SHADERTYPE_VS ||
444           type == SVGA3D_SHADERTYPE_GS ||
445           type == SVGA3D_SHADERTYPE_PS);
446 
447    if (svga_have_gb_objects(svga)) {
448       struct svga_winsys_gb_shader *gbshader =
449          variant ? variant->gb_shader : NULL;
450 
451       if (svga_have_vgpu10(svga))
452          ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
453       else
454          ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
455    }
456    else {
457       ret = SVGA3D_SetShader(svga->swc, type, id);
458    }
459 
460    return ret;
461 }
462 
463 
464 struct svga_shader_variant *
svga_new_shader_variant(struct svga_context * svga)465 svga_new_shader_variant(struct svga_context *svga)
466 {
467    svga->hud.num_shaders++;
468    return CALLOC_STRUCT(svga_shader_variant);
469 }
470 
471 
472 enum pipe_error
svga_destroy_shader_variant(struct svga_context * svga,SVGA3dShaderType type,struct svga_shader_variant * variant)473 svga_destroy_shader_variant(struct svga_context *svga,
474                             SVGA3dShaderType type,
475                             struct svga_shader_variant *variant)
476 {
477    enum pipe_error ret = PIPE_OK;
478 
479    if (svga_have_gb_objects(svga) && variant->gb_shader) {
480       if (svga_have_vgpu10(svga)) {
481          struct svga_winsys_context *swc = svga->swc;
482          swc->shader_destroy(swc, variant->gb_shader);
483          ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
484          if (ret != PIPE_OK) {
485             /* flush and try again */
486             svga_context_flush(svga, NULL);
487             ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
488          }
489          util_bitmask_clear(svga->shader_id_bm, variant->id);
490       }
491       else {
492          struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
493          sws->shader_destroy(sws, variant->gb_shader);
494       }
495       variant->gb_shader = NULL;
496    }
497    else {
498       if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
499          ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
500          if (ret != PIPE_OK) {
501             /* flush and try again */
502             svga_context_flush(svga, NULL);
503             ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
504             assert(ret == PIPE_OK);
505          }
506          util_bitmask_clear(svga->shader_id_bm, variant->id);
507       }
508    }
509 
510    FREE((unsigned *)variant->tokens);
511    FREE(variant);
512 
513    svga->hud.num_shaders--;
514 
515    return ret;
516 }
517 
518 /*
519  * Rebind shaders.
520  * Called at the beginning of every new command buffer to ensure that
521  * shaders are properly paged-in. Instead of sending the SetShader
522  * command, this function sends a private allocation command to
523  * page in a shader. This avoids emitting redundant state to the device
524  * just to page in a resource.
525  */
526 enum pipe_error
svga_rebind_shaders(struct svga_context * svga)527 svga_rebind_shaders(struct svga_context *svga)
528 {
529    struct svga_winsys_context *swc = svga->swc;
530    struct svga_hw_draw_state *hw = &svga->state.hw_draw;
531    enum pipe_error ret;
532 
533    assert(svga_have_vgpu10(svga));
534 
535    /**
536     * If the underlying winsys layer does not need resource rebinding,
537     * just clear the rebind flags and return.
538     */
539    if (swc->resource_rebind == NULL) {
540       svga->rebind.flags.vs = 0;
541       svga->rebind.flags.gs = 0;
542       svga->rebind.flags.fs = 0;
543 
544       return PIPE_OK;
545    }
546 
547    if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
548       ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
549       if (ret != PIPE_OK)
550          return ret;
551    }
552    svga->rebind.flags.vs = 0;
553 
554    if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
555       ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
556       if (ret != PIPE_OK)
557          return ret;
558    }
559    svga->rebind.flags.gs = 0;
560 
561    if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
562       ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
563       if (ret != PIPE_OK)
564          return ret;
565    }
566    svga->rebind.flags.fs = 0;
567 
568    return PIPE_OK;
569 }
570