/********************************************************** * Copyright 2008-2012 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ #ifndef SVGA_SHADER_H #define SVGA_SHADER_H #include "svga3d_reg.h" #include "svga_context.h" #include "svga_streamout.h" /** * We use a 64-bit mask to keep track of the generic indexes. * This is the maximum semantic index for a TGSI GENERIC[i] register. */ #define MAX_GENERIC_VARYING 64 struct svga_context; struct svga_compile_key { /* vertex shader only */ struct { uint64_t fs_generic_inputs; unsigned passthrough:1; unsigned need_prescale:1; unsigned undo_viewport:1; unsigned allow_psiz:1; unsigned need_vertex_id_bias:1; /** The following are all 32-bit bitmasks (per VS input) */ unsigned adjust_attrib_range; unsigned attrib_is_pure_int; unsigned adjust_attrib_w_1; unsigned adjust_attrib_itof; unsigned adjust_attrib_utof; unsigned attrib_is_bgra; unsigned attrib_puint_to_snorm; unsigned attrib_puint_to_uscaled; unsigned attrib_puint_to_sscaled; } vs; /* geometry shader only */ struct { uint64_t vs_generic_outputs; unsigned need_prescale:1; unsigned writes_psize:1; unsigned wide_point:1; unsigned writes_viewport_index:1; unsigned num_prescale:5; } gs; /* fragment shader only */ struct { uint64_t vs_generic_outputs; uint64_t gs_generic_outputs; unsigned light_twoside:1; unsigned front_ccw:1; unsigned white_fragments:1; unsigned alpha_to_one:1; unsigned flatshade:1; unsigned pstipple:1; unsigned alpha_func:4; /**< SVGA3D_CMP_x */ unsigned write_color0_to_n_cbufs:4; unsigned aa_point:1; unsigned layer_to_zero:1; int aa_point_coord_index; float alpha_ref; } fs; /* tessellation control shader */ struct { unsigned vertices_per_patch:8; unsigned vertices_out:8; enum pipe_prim_type prim_mode:8; enum pipe_tess_spacing spacing:3; unsigned vertices_order_cw:1; unsigned point_mode:1; unsigned passthrough:1; } tcs; /* tessellation evaluation shader */ struct { unsigned vertices_per_patch:8; unsigned tessfactor_index:8; unsigned need_prescale:1; unsigned need_tessouter:1; unsigned need_tessinner:1; } tes; /* compute shader */ struct { unsigned grid_size[3]; } cs; /* any shader type */ int8_t generic_remap_table[MAX_GENERIC_VARYING]; unsigned num_textures:8; unsigned num_unnormalized_coords:8; unsigned clip_plane_enable:PIPE_MAX_CLIP_PLANES; unsigned last_vertex_stage:1; unsigned clamp_vertex_color:1; unsigned sprite_origin_lower_left:1; uint16_t sprite_coord_enable; struct { unsigned compare_mode:1; unsigned compare_func:3; unsigned unnormalized:1; unsigned texel_bias:1; unsigned width_height_idx:5; /**< texture unit */ unsigned is_array:1; unsigned swizzle_r:3; unsigned swizzle_g:3; unsigned swizzle_b:3; unsigned swizzle_a:3; unsigned num_samples:5; /**< Up to 16 samples */ } tex[PIPE_MAX_SAMPLERS]; /* Note: svga_compile_keys_equal() depends on the variable-size * tex[] array being at the end of this structure. */ }; /* A key for a variant of token string of a shader */ struct svga_token_key { struct { unsigned sprite_coord_enable:24; unsigned sprite_origin_upper_left:1; unsigned point_pos_stream_out:1; unsigned writes_psize:1; unsigned aa_point:1; } gs; struct { unsigned write_position:1; } vs; unsigned dynamic_indexing:1; }; /** * A single TGSI shader may be compiled into different variants of * SVGA3D shaders depending on the compile key. Each user shader * will have a linked list of these variants. */ struct svga_shader_variant { const struct svga_shader *shader; /** Parameters used to generate this variant */ struct svga_compile_key key; /* svga shader type */ SVGA3dShaderType type; /* Compiled shader tokens: */ const unsigned *tokens; unsigned nr_tokens; /* shader signature */ unsigned signatureLen; SVGA3dDXShaderSignatureHeader *signature; /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE, * SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY. */ unsigned id; /** Start of extra constants (number of float[4] constants) */ unsigned extra_const_start; /* GB object buffer containing the bytecode */ struct svga_winsys_gb_shader *gb_shader; /** Next variant */ struct svga_shader_variant *next; }; /** * Shader variant for fragment shader */ struct svga_fs_variant { struct svga_shader_variant base; boolean uses_flat_interp; /** TRUE if flat interpolation qualifier is * applied to any of the varyings. */ /** Is the color output just a constant value? (fragment shader only) */ boolean constant_color_output; /** Bitmask indicating which texture units are doing the shadow * comparison test in the shader rather than the sampler state. */ unsigned fs_shadow_compare_units; /** For FS-based polygon stipple */ unsigned pstipple_sampler_unit; }; /** * Shader variant for geometry shader */ struct svga_gs_variant { struct svga_shader_variant base; }; /** * Shader variant for vertex shader */ struct svga_vs_variant { struct svga_shader_variant base; }; /** * Shader variant for tessellation evaluation shader */ struct svga_tes_variant { struct svga_shader_variant base; enum pipe_prim_type prim_mode:8; enum pipe_tess_spacing spacing:3; unsigned vertices_order_cw:1; unsigned point_mode:1; }; /** * Shader variant for tessellation control shader */ struct svga_tcs_variant { struct svga_shader_variant base; }; /** * Shader variant for compute shader */ struct svga_cs_variant { struct svga_shader_variant base; }; struct svga_shader { const struct tgsi_token *tokens; struct svga_token_key token_key; /* token key for the token string */ struct tgsi_shader_info info; /* List of shaders with tokens derived from the same token string */ struct svga_shader *next; struct svga_shader *parent; /* shader with the original token string */ struct svga_stream_output *stream_output; /** Head of linked list of compiled variants */ struct svga_shader_variant *variants; unsigned id; /**< for debugging only */ }; struct svga_fragment_shader { struct svga_shader base; struct draw_fragment_shader *draw_shader; /** Mask of which generic varying variables are read by this shader */ uint64_t generic_inputs; /** Table mapping original TGSI generic indexes to low integers */ int8_t generic_remap_table[MAX_GENERIC_VARYING]; }; struct svga_vertex_shader { struct svga_shader base; struct draw_vertex_shader *draw_shader; /** Mask of which generic varying variables are written by this shader */ uint64_t generic_outputs; /** Generated geometry shader that goes with this vertex shader */ struct svga_geometry_shader *gs; }; struct svga_geometry_shader { struct svga_shader base; struct draw_geometry_shader *draw_shader; /** Table mapping original TGSI generic indexes to low integers */ int8_t generic_remap_table[MAX_GENERIC_VARYING]; uint64_t generic_outputs; unsigned aa_point_coord_index; /* generic index for aa point coord */ unsigned wide_point:1; /* set if the shader emulates wide point */ }; struct svga_tcs_shader { struct svga_shader base; /** Mask of which generic varying variables are written by this shader */ uint64_t generic_outputs; }; struct svga_tes_shader { struct svga_shader base; /** Mask of which generic varying variables are written by this shader */ uint64_t generic_inputs; }; struct svga_compute_shader { struct svga_shader base; }; static inline boolean svga_compile_keys_equal(const struct svga_compile_key *a, const struct svga_compile_key *b) { unsigned key_size = (const char *) &a->tex[a->num_textures] - (const char *) a; return memcmp(a, b, key_size) == 0; } uint64_t svga_get_generic_inputs_mask(const struct tgsi_shader_info *info); uint64_t svga_get_generic_outputs_mask(const struct tgsi_shader_info *info); void svga_remap_generics(uint64_t generics_mask, int8_t remap_table[MAX_GENERIC_VARYING]); int svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING], int generic_index); void svga_init_shader_key_common(const struct svga_context *svga, enum pipe_shader_type shader_type, const struct svga_shader *shader, struct svga_compile_key *key); struct svga_shader_variant * svga_search_shader_key(const struct svga_shader *shader, const struct svga_compile_key *key); struct svga_shader * svga_search_shader_token_key(struct svga_shader *shader, const struct svga_token_key *key); enum pipe_error svga_define_shader(struct svga_context *svga, struct svga_shader_variant *variant); enum pipe_error svga_set_shader(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant); struct svga_shader_variant * svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type); void svga_destroy_shader_variant(struct svga_context *svga, struct svga_shader_variant *variant); enum pipe_error svga_rebind_shaders(struct svga_context *svga); /** * Check if a shader's bytecode exceeds the device limits. */ static inline boolean svga_shader_too_large(const struct svga_context *svga, const struct svga_shader_variant *variant) { if (svga_have_gb_objects(svga)) { return FALSE; } if (variant->nr_tokens * sizeof(variant->tokens[0]) + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader) < SVGA_CB_MAX_COMMAND_SIZE) { return FALSE; } return TRUE; } /** * Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_* */ static inline SVGA3dShaderType svga_shader_type(enum pipe_shader_type shader) { switch (shader) { case PIPE_SHADER_VERTEX: return SVGA3D_SHADERTYPE_VS; case PIPE_SHADER_GEOMETRY: return SVGA3D_SHADERTYPE_GS; case PIPE_SHADER_FRAGMENT: return SVGA3D_SHADERTYPE_PS; case PIPE_SHADER_TESS_CTRL: return SVGA3D_SHADERTYPE_HS; case PIPE_SHADER_TESS_EVAL: return SVGA3D_SHADERTYPE_DS; case PIPE_SHADER_COMPUTE: return SVGA3D_SHADERTYPE_CS; default: assert(!"Invalid shader type"); return SVGA3D_SHADERTYPE_VS; } } /** Does the current VS have stream output? */ static inline boolean svga_have_vs_streamout(const struct svga_context *svga) { return svga->curr.vs != NULL && svga->curr.vs->base.stream_output != NULL; } /** Does the current GS have stream output? */ static inline boolean svga_have_gs_streamout(const struct svga_context *svga) { return svga->curr.gs != NULL && svga->curr.gs->base.stream_output != NULL; } static inline struct svga_fs_variant * svga_fs_variant(struct svga_shader_variant *variant) { assert(!variant || variant->type == SVGA3D_SHADERTYPE_PS); return (struct svga_fs_variant *)variant; } static inline struct svga_tes_variant * svga_tes_variant(struct svga_shader_variant *variant) { assert(!variant || variant->type == SVGA3D_SHADERTYPE_DS); return (struct svga_tes_variant *)variant; } static inline struct svga_cs_variant * svga_cs_variant(struct svga_shader_variant *variant) { assert(!variant || variant->type == SVGA3D_SHADERTYPE_CS); return (struct svga_cs_variant *)variant; } /* Returns TRUE if we are currently using flat shading. */ static inline boolean svga_is_using_flat_shading(const struct svga_context *svga) { return svga->state.hw_draw.fs ? svga_fs_variant(svga->state.hw_draw.fs)->uses_flat_interp : FALSE; } #endif /* SVGA_SHADER_H */