• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 "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 static struct svga_shader_variant *
translate_geometry_program(struct svga_context * svga,const struct svga_geometry_shader * gs,const struct svga_compile_key * key)52 translate_geometry_program(struct svga_context *svga,
53                            const struct svga_geometry_shader *gs,
54                            const struct svga_compile_key *key)
55 {
56    assert(svga_have_vgpu10(svga));
57    return svga_tgsi_vgpu10_translate(svga, &gs->base, key,
58                                      PIPE_SHADER_GEOMETRY);
59 }
60 
61 
62 /**
63  * Translate TGSI shader into an svga shader variant.
64  */
65 static enum pipe_error
compile_gs(struct svga_context * svga,struct svga_geometry_shader * gs,const struct svga_compile_key * key,struct svga_shader_variant ** out_variant)66 compile_gs(struct svga_context *svga,
67            struct svga_geometry_shader *gs,
68            const struct svga_compile_key *key,
69            struct svga_shader_variant **out_variant)
70 {
71    struct svga_shader_variant *variant;
72    enum pipe_error ret = PIPE_ERROR;
73 
74    variant = translate_geometry_program(svga, gs, key);
75    if (!variant) {
76       /* some problem during translation, try the dummy shader */
77       const struct tgsi_token *dummy = get_dummy_geometry_shader();
78       if (!dummy) {
79          return PIPE_ERROR_OUT_OF_MEMORY;
80       }
81       debug_printf("Failed to compile geometry shader, using dummy shader instead.\n");
82       FREE((void *) gs->base.tokens);
83       gs->base.tokens = dummy;
84       variant = translate_geometry_program(svga, gs, key);
85       if (!variant) {
86          return PIPE_ERROR;
87       }
88    }
89 
90    ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
91    if (ret != PIPE_OK) {
92       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
93       return ret;
94    }
95 
96    *out_variant = variant;
97 
98    return PIPE_OK;
99 }
100 
101 
102 static void
make_gs_key(struct svga_context * svga,struct svga_compile_key * key)103 make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
104 {
105    struct svga_geometry_shader *gs = svga->curr.gs;
106 
107    memset(key, 0, sizeof *key);
108 
109    /*
110     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
111     */
112    svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, key);
113 
114    memcpy(key->generic_remap_table, gs->generic_remap_table,
115           sizeof(gs->generic_remap_table));
116 
117    key->gs.vs_generic_outputs = svga->curr.vs->generic_outputs;
118 
119    key->gs.need_prescale = svga->state.hw_clear.prescale.enabled;
120 
121    key->gs.writes_psize = gs->base.info.writes_psize;
122    key->gs.wide_point = gs->wide_point;
123    key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
124    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
125                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
126 
127    /* SVGA_NEW_RAST */
128    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
129 }
130 
131 
132 /**
133  * svga_reemit_gs_bindings - Reemit the geometry shader bindings
134  */
135 enum pipe_error
svga_reemit_gs_bindings(struct svga_context * svga)136 svga_reemit_gs_bindings(struct svga_context *svga)
137 {
138    enum pipe_error ret;
139    struct svga_winsys_gb_shader *gbshader = NULL;
140    SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
141 
142    assert(svga->rebind.flags.gs);
143    assert(svga_have_gb_objects(svga));
144 
145    /* Geometry Shader is only supported in vgpu10 */
146    assert(svga_have_vgpu10(svga));
147 
148    if (svga->state.hw_draw.gs) {
149       gbshader = svga->state.hw_draw.gs->gb_shader;
150       shaderId = svga->state.hw_draw.gs->id;
151    }
152 
153    if (!svga_need_to_rebind_resources(svga)) {
154       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
155                                         SVGA_RELOC_READ);
156       goto out;
157    }
158 
159    ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
160                                  gbshader, shaderId);
161 
162  out:
163    if (ret != PIPE_OK)
164       return ret;
165 
166    svga->rebind.flags.gs = FALSE;
167    return PIPE_OK;
168 }
169 
170 static enum pipe_error
emit_hw_gs(struct svga_context * svga,unsigned dirty)171 emit_hw_gs(struct svga_context *svga, unsigned dirty)
172 {
173    struct svga_shader_variant *variant;
174    struct svga_geometry_shader *gs = svga->curr.gs;
175    enum pipe_error ret = PIPE_OK;
176    struct svga_compile_key key;
177 
178    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITGS);
179 
180    /* If there's a user-defined GS, we should have a pointer to a derived
181     * GS.  This should have been resolved in update_tgsi_transform().
182     */
183    if (svga->curr.user_gs)
184       assert(svga->curr.gs);
185 
186    if (!gs) {
187       if (svga->state.hw_draw.gs != NULL) {
188 
189          /** The previous geometry shader is made inactive.
190           *  Needs to unbind the geometry shader.
191           */
192          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
193          if (ret != PIPE_OK)
194             goto done;
195          svga->state.hw_draw.gs = NULL;
196       }
197       goto done;
198    }
199 
200    /* If there is stream output info for this geometry shader, then use
201     * it instead of the one from the vertex shader.
202     */
203    if (svga_have_gs_streamout(svga)) {
204       ret = svga_set_stream_output(svga, gs->base.stream_output);
205       if (ret != PIPE_OK) {
206          goto done;
207       }
208    }
209    else if (!svga_have_vs_streamout(svga)) {
210       /* turn off stream out */
211       ret = svga_set_stream_output(svga, NULL);
212       if (ret != PIPE_OK) {
213          goto done;
214       }
215    }
216 
217    /* SVGA_NEW_NEED_SWTNL */
218    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
219       /* No geometry shader is needed */
220       variant = NULL;
221    }
222    else {
223       make_gs_key(svga, &key);
224 
225       /* See if we already have a GS variant that matches the key */
226       variant = svga_search_shader_key(&gs->base, &key);
227 
228       if (!variant) {
229          ret = compile_gs(svga, gs, &key, &variant);
230          if (ret != PIPE_OK)
231             goto done;
232 
233          /* insert the new variant at head of linked list */
234          assert(variant);
235          variant->next = gs->base.variants;
236          gs->base.variants = variant;
237       }
238    }
239 
240    if (variant != svga->state.hw_draw.gs) {
241       /* Bind the new variant */
242       ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
243       if (ret != PIPE_OK)
244          goto done;
245 
246       svga->rebind.flags.gs = FALSE;
247       svga->dirty |= SVGA_NEW_GS_VARIANT;
248       svga->state.hw_draw.gs = variant;
249    }
250 
251 done:
252    SVGA_STATS_TIME_POP(svga_sws(svga));
253    return ret;
254 }
255 
256 struct svga_tracked_state svga_hw_gs =
257 {
258    "geometry shader (hwtnl)",
259    (SVGA_NEW_VS |
260     SVGA_NEW_FS |
261     SVGA_NEW_GS |
262     SVGA_NEW_TEXTURE_BINDING |
263     SVGA_NEW_SAMPLER |
264     SVGA_NEW_RAST |
265     SVGA_NEW_NEED_SWTNL),
266    emit_hw_gs
267 };
268