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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_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "translate/translate.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_tgsi.h"
39 
40 #include "svga_hw_reg.h"
41 
42 
43 /**
44  * If we fail to compile a vertex shader we'll use a dummy/fallback shader
45  * that simply emits a (0,0,0,1) vertex position.
46  */
47 static const struct tgsi_token *
get_dummy_vertex_shader(void)48 get_dummy_vertex_shader(void)
49 {
50    static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
51    struct ureg_program *ureg;
52    const struct tgsi_token *tokens;
53    struct ureg_src src;
54    struct ureg_dst dst;
55 
56    ureg = ureg_create(PIPE_SHADER_VERTEX);
57    if (!ureg)
58       return NULL;
59 
60    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
61    src = ureg_DECL_immediate(ureg, zero, 4);
62    ureg_MOV(ureg, dst, src);
63    ureg_END(ureg);
64 
65    tokens = ureg_get_tokens(ureg, NULL);
66 
67    ureg_destroy(ureg);
68 
69    return tokens;
70 }
71 
72 
73 static struct svga_shader_variant *
translate_vertex_program(struct svga_context * svga,const struct svga_vertex_shader * vs,const struct svga_compile_key * key)74 translate_vertex_program(struct svga_context *svga,
75                          const struct svga_vertex_shader *vs,
76                          const struct svga_compile_key *key)
77 {
78    if (svga_have_vgpu10(svga)) {
79       return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
80                                         PIPE_SHADER_VERTEX);
81    }
82    else {
83       return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
84                                        PIPE_SHADER_VERTEX);
85    }
86 }
87 
88 
89 /**
90  * Replace the given shader's instruction with a simple / dummy shader.
91  * We use this when normal shader translation fails.
92  */
93 static struct svga_shader_variant *
get_compiled_dummy_vertex_shader(struct svga_context * svga,struct svga_vertex_shader * vs,const struct svga_compile_key * key)94 get_compiled_dummy_vertex_shader(struct svga_context *svga,
95                                  struct svga_vertex_shader *vs,
96                                  const struct svga_compile_key *key)
97 {
98    const struct tgsi_token *dummy = get_dummy_vertex_shader();
99    struct svga_shader_variant *variant;
100 
101    if (!dummy) {
102       return NULL;
103    }
104 
105    FREE((void *) vs->base.tokens);
106    vs->base.tokens = dummy;
107 
108    variant = translate_vertex_program(svga, vs, key);
109    return variant;
110 }
111 
112 
113 /**
114  * Translate TGSI shader into an svga shader variant.
115  */
116 static enum pipe_error
compile_vs(struct svga_context * svga,struct svga_vertex_shader * vs,const struct svga_compile_key * key,struct svga_shader_variant ** out_variant)117 compile_vs(struct svga_context *svga,
118            struct svga_vertex_shader *vs,
119            const struct svga_compile_key *key,
120            struct svga_shader_variant **out_variant)
121 {
122    struct svga_shader_variant *variant;
123    enum pipe_error ret = PIPE_ERROR;
124 
125    variant = translate_vertex_program(svga, vs, key);
126    if (variant == NULL) {
127       debug_printf("Failed to compile vertex shader,"
128                    " using dummy shader instead.\n");
129       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
130    }
131    else if (svga_shader_too_large(svga, variant)) {
132       /* too big, use dummy shader */
133       debug_printf("Shader too large (%u bytes),"
134                    " using dummy shader instead.\n",
135                    (unsigned) (variant->nr_tokens
136                                * sizeof(variant->tokens[0])));
137       /* Free the too-large variant */
138       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
139       /* Use simple pass-through shader instead */
140       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
141    }
142 
143    if (!variant) {
144       return PIPE_ERROR;
145    }
146 
147    ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
148    if (ret != PIPE_OK) {
149       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
150       return ret;
151    }
152 
153    *out_variant = variant;
154 
155    return PIPE_OK;
156 }
157 
158 
159 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
160  */
161 static void
make_vs_key(struct svga_context * svga,struct svga_compile_key * key)162 make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
163 {
164    const enum pipe_shader_type shader = PIPE_SHADER_VERTEX;
165 
166    memset(key, 0, sizeof *key);
167 
168    if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
169       /* Set both of these flags, to match compile_passthrough_vs() */
170       key->vs.passthrough = 1;
171       key->vs.undo_viewport = 1;
172       return;
173    }
174 
175    /* SVGA_NEW_PRESCALE */
176    key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
177                            (svga->curr.gs == NULL);
178 
179    /* SVGA_NEW_RAST */
180    key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
181 
182    /* SVGA_NEW_FS */
183    key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
184 
185    svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
186 
187    /* SVGA_NEW_VELEMENT */
188    key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
189    key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
190    key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
191    key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
192    key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
193    key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
194    key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
195    key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
196    key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
197 
198    /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
199    svga_init_shader_key_common(svga, shader, key);
200 
201    /* SVGA_NEW_RAST */
202    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
203 }
204 
205 
206 /**
207  * svga_reemit_vs_bindings - Reemit the vertex shader bindings
208  */
209 enum pipe_error
svga_reemit_vs_bindings(struct svga_context * svga)210 svga_reemit_vs_bindings(struct svga_context *svga)
211 {
212    enum pipe_error ret;
213    struct svga_winsys_gb_shader *gbshader = NULL;
214    SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
215 
216    assert(svga->rebind.flags.vs);
217    assert(svga_have_gb_objects(svga));
218 
219    if (svga->state.hw_draw.vs) {
220       gbshader = svga->state.hw_draw.vs->gb_shader;
221       shaderId = svga->state.hw_draw.vs->id;
222    }
223 
224    if (!svga_need_to_rebind_resources(svga)) {
225       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
226                                         SVGA_RELOC_READ);
227       goto out;
228    }
229 
230    if (svga_have_vgpu10(svga))
231       ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
232                                     gbshader, shaderId);
233    else
234       ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
235 
236  out:
237    if (ret != PIPE_OK)
238       return ret;
239 
240    svga->rebind.flags.vs = FALSE;
241    return PIPE_OK;
242 }
243 
244 
245 /**
246  * The current vertex shader is already executed by the 'draw'
247  * module, so we just need to generate a simple vertex shader
248  * to pass through all those VS outputs that will
249  * be consumed by the fragment shader.
250  * Used when we employ the 'draw' module.
251  */
252 static enum pipe_error
compile_passthrough_vs(struct svga_context * svga,struct svga_vertex_shader * vs,struct svga_fragment_shader * fs,struct svga_shader_variant ** out_variant)253 compile_passthrough_vs(struct svga_context *svga,
254                        struct svga_vertex_shader *vs,
255                        struct svga_fragment_shader *fs,
256                        struct svga_shader_variant **out_variant)
257 {
258    struct svga_shader_variant *variant = NULL;
259    unsigned num_inputs;
260    unsigned i;
261    unsigned num_elements;
262    struct svga_vertex_shader new_vs;
263    struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
264    struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
265    struct ureg_program *ureg;
266    struct svga_compile_key key;
267    enum pipe_error ret;
268 
269    assert(svga_have_vgpu10(svga));
270    assert(fs);
271 
272    num_inputs = fs->base.info.num_inputs;
273 
274    ureg = ureg_create(PIPE_SHADER_VERTEX);
275    if (!ureg)
276       return PIPE_ERROR_OUT_OF_MEMORY;
277 
278    /* draw will always add position */
279    dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
280    src[0] = ureg_DECL_vs_input(ureg, 0);
281    num_elements = 1;
282 
283    /**
284     * swtnl backend redefines the input layout based on the
285     * fragment shader's inputs. So we only need to passthrough
286     * those inputs that will be consumed by the fragment shader.
287     * Note: DX10 requires the number of vertex elements
288     * specified in the input layout to be no less than the
289     * number of inputs to the vertex shader.
290     */
291    for (i = 0; i < num_inputs; i++) {
292       switch (fs->base.info.input_semantic_name[i]) {
293       case TGSI_SEMANTIC_COLOR:
294       case TGSI_SEMANTIC_GENERIC:
295       case TGSI_SEMANTIC_FOG:
296          dst[num_elements] = ureg_DECL_output(ureg,
297                                 fs->base.info.input_semantic_name[i],
298                                 fs->base.info.input_semantic_index[i]);
299          src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
300          num_elements++;
301          break;
302       default:
303          break;
304       }
305    }
306 
307    for (i = 0; i < num_elements; i++) {
308       ureg_MOV(ureg, dst[i], src[i]);
309    }
310 
311    ureg_END(ureg);
312 
313    memset(&new_vs, 0, sizeof(new_vs));
314    new_vs.base.tokens = ureg_get_tokens(ureg, NULL);
315    tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
316 
317    memset(&key, 0, sizeof(key));
318    key.vs.undo_viewport = 1;
319 
320    ret = compile_vs(svga, &new_vs, &key, &variant);
321    if (ret != PIPE_OK)
322       return ret;
323 
324    ureg_free_tokens(new_vs.base.tokens);
325    ureg_destroy(ureg);
326 
327    /* Overwrite the variant key to indicate it's a pass-through VS */
328    memset(&variant->key, 0, sizeof(variant->key));
329    variant->key.vs.passthrough = 1;
330    variant->key.vs.undo_viewport = 1;
331 
332    *out_variant = variant;
333 
334    return PIPE_OK;
335 }
336 
337 
338 static enum pipe_error
emit_hw_vs(struct svga_context * svga,unsigned dirty)339 emit_hw_vs(struct svga_context *svga, unsigned dirty)
340 {
341    struct svga_shader_variant *variant;
342    struct svga_vertex_shader *vs = svga->curr.vs;
343    struct svga_fragment_shader *fs = svga->curr.fs;
344    enum pipe_error ret = PIPE_OK;
345    struct svga_compile_key key;
346 
347    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
348 
349    /* If there is an active geometry shader, and it has stream output
350     * defined, then we will skip the stream output from the vertex shader
351     */
352    if (!svga_have_gs_streamout(svga)) {
353       /* No GS stream out */
354       if (svga_have_vs_streamout(svga)) {
355          /* Set VS stream out */
356          ret = svga_set_stream_output(svga, vs->base.stream_output);
357       }
358       else {
359          /* turn off stream out */
360          ret = svga_set_stream_output(svga, NULL);
361       }
362       if (ret != PIPE_OK) {
363          goto done;
364       }
365    }
366 
367    /* SVGA_NEW_NEED_SWTNL */
368    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
369       /* No vertex shader is needed */
370       variant = NULL;
371    }
372    else {
373       make_vs_key(svga, &key);
374 
375       /* See if we already have a VS variant that matches the key */
376       variant = svga_search_shader_key(&vs->base, &key);
377 
378       if (!variant) {
379          /* Create VS variant now */
380          if (key.vs.passthrough) {
381             ret = compile_passthrough_vs(svga, vs, fs, &variant);
382          }
383          else {
384             ret = compile_vs(svga, vs, &key, &variant);
385          }
386          if (ret != PIPE_OK)
387             goto done;
388 
389          /* insert the new variant at head of linked list */
390          assert(variant);
391          variant->next = vs->base.variants;
392          vs->base.variants = variant;
393       }
394    }
395 
396    if (variant != svga->state.hw_draw.vs) {
397       /* Bind the new variant */
398       if (variant) {
399          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
400          if (ret != PIPE_OK)
401             goto done;
402          svga->rebind.flags.vs = FALSE;
403       }
404 
405       svga->dirty |= SVGA_NEW_VS_VARIANT;
406       svga->state.hw_draw.vs = variant;
407    }
408 
409 done:
410    SVGA_STATS_TIME_POP(svga_sws(svga));
411    return ret;
412 }
413 
414 struct svga_tracked_state svga_hw_vs =
415 {
416    "vertex shader (hwtnl)",
417    (SVGA_NEW_VS |
418     SVGA_NEW_FS |
419     SVGA_NEW_TEXTURE_BINDING |
420     SVGA_NEW_SAMPLER |
421     SVGA_NEW_RAST |
422     SVGA_NEW_PRESCALE |
423     SVGA_NEW_VELEMENT |
424     SVGA_NEW_NEED_SWTNL),
425    emit_hw_vs
426 };
427