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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    tgsi_scan_shader(vs->base.tokens, &vs->base.info);
109    vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
110 
111    variant = translate_vertex_program(svga, vs, key);
112    return variant;
113 }
114 
115 
116 /**
117  * Translate TGSI shader into an svga shader variant.
118  */
119 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)120 compile_vs(struct svga_context *svga,
121            struct svga_vertex_shader *vs,
122            const struct svga_compile_key *key,
123            struct svga_shader_variant **out_variant)
124 {
125    struct svga_shader_variant *variant;
126    enum pipe_error ret = PIPE_ERROR;
127 
128    variant = translate_vertex_program(svga, vs, key);
129    if (variant == NULL) {
130       debug_printf("Failed to compile vertex shader,"
131                    " using dummy shader instead.\n");
132       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
133    }
134    else if (svga_shader_too_large(svga, variant)) {
135       /* too big, use dummy shader */
136       debug_printf("Shader too large (%u bytes),"
137                    " using dummy shader instead.\n",
138                    (unsigned) (variant->nr_tokens
139                                * sizeof(variant->tokens[0])));
140       /* Free the too-large variant */
141       svga_destroy_shader_variant(svga, variant);
142       /* Use simple pass-through shader instead */
143       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
144    }
145 
146    if (!variant) {
147       return PIPE_ERROR;
148    }
149 
150    ret = svga_define_shader(svga, variant);
151    if (ret != PIPE_OK) {
152       svga_destroy_shader_variant(svga, variant);
153       return ret;
154    }
155 
156    *out_variant = variant;
157 
158    return PIPE_OK;
159 }
160 
161 
162 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
163  */
164 static void
make_vs_key(struct svga_context * svga,struct svga_compile_key * key)165 make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
166 {
167    struct svga_vertex_shader *vs = svga->curr.vs;
168 
169    memset(key, 0, sizeof *key);
170 
171    if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
172       /* Set both of these flags, to match compile_passthrough_vs() */
173       key->vs.passthrough = 1;
174       key->vs.undo_viewport = 1;
175       return;
176    }
177 
178    if (svga_have_vgpu10(svga)) {
179       key->vs.need_vertex_id_bias = 1;
180    }
181 
182    /* SVGA_NEW_PRESCALE */
183    key->vs.need_prescale = svga->state.hw_clear.prescale[0].enabled &&
184                            (svga->curr.tes == NULL) &&
185                            (svga->curr.gs == NULL);
186 
187    /* SVGA_NEW_RAST */
188    key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
189 
190    /* SVGA_NEW_FS */
191    key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
192 
193    svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
194 
195    /* SVGA_NEW_VELEMENT */
196    key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
197    key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
198    key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
199    key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
200    key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
201    key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
202    key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
203    key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
204    key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
205 
206    /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
207    svga_init_shader_key_common(svga, PIPE_SHADER_VERTEX, &vs->base, key);
208 
209    /* SVGA_NEW_RAST */
210    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
211 
212    /* Determine if this shader is the last shader in the vertex
213     * processing stage.
214     */
215    key->last_vertex_stage = !(svga->curr.gs ||
216                               svga->curr.tcs || svga->curr.tes);
217 }
218 
219 
220 /**
221  * svga_reemit_vs_bindings - Reemit the vertex shader bindings
222  */
223 enum pipe_error
svga_reemit_vs_bindings(struct svga_context * svga)224 svga_reemit_vs_bindings(struct svga_context *svga)
225 {
226    enum pipe_error ret;
227    struct svga_winsys_gb_shader *gbshader = NULL;
228    SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
229 
230    assert(svga->rebind.flags.vs);
231    assert(svga_have_gb_objects(svga));
232 
233    if (svga->state.hw_draw.vs) {
234       gbshader = svga->state.hw_draw.vs->gb_shader;
235       shaderId = svga->state.hw_draw.vs->id;
236    }
237 
238    if (!svga_need_to_rebind_resources(svga)) {
239       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
240                                         SVGA_RELOC_READ);
241    }
242    else {
243       if (svga_have_vgpu10(svga))
244          ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
245                                        gbshader, shaderId);
246       else
247          ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
248    }
249 
250    if (ret != PIPE_OK)
251       return ret;
252 
253    svga->rebind.flags.vs = FALSE;
254    return PIPE_OK;
255 }
256 
257 
258 /**
259  * The current vertex shader is already executed by the 'draw'
260  * module, so we just need to generate a simple vertex shader
261  * to pass through all those VS outputs that will
262  * be consumed by the fragment shader.
263  * Used when we employ the 'draw' module.
264  */
265 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)266 compile_passthrough_vs(struct svga_context *svga,
267                        struct svga_vertex_shader *vs,
268                        struct svga_fragment_shader *fs,
269                        struct svga_shader_variant **out_variant)
270 {
271    struct svga_shader_variant *variant = NULL;
272    unsigned num_inputs;
273    unsigned i;
274    unsigned num_elements;
275    struct svga_vertex_shader new_vs;
276    struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
277    struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
278    struct ureg_program *ureg;
279    struct svga_compile_key key;
280    enum pipe_error ret;
281 
282    assert(svga_have_vgpu10(svga));
283    assert(fs);
284 
285    num_inputs = fs->base.info.num_inputs;
286 
287    ureg = ureg_create(PIPE_SHADER_VERTEX);
288    if (!ureg)
289       return PIPE_ERROR_OUT_OF_MEMORY;
290 
291    /* draw will always add position */
292    dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
293    src[0] = ureg_DECL_vs_input(ureg, 0);
294    num_elements = 1;
295 
296    /**
297     * swtnl backend redefines the input layout based on the
298     * fragment shader's inputs. So we only need to passthrough
299     * those inputs that will be consumed by the fragment shader.
300     * Note: DX10 requires the number of vertex elements
301     * specified in the input layout to be no less than the
302     * number of inputs to the vertex shader.
303     */
304    for (i = 0; i < num_inputs; i++) {
305       switch (fs->base.info.input_semantic_name[i]) {
306       case TGSI_SEMANTIC_COLOR:
307       case TGSI_SEMANTIC_GENERIC:
308       case TGSI_SEMANTIC_FOG:
309          dst[num_elements] = ureg_DECL_output(ureg,
310                                 fs->base.info.input_semantic_name[i],
311                                 fs->base.info.input_semantic_index[i]);
312          src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
313          num_elements++;
314          break;
315       default:
316          break;
317       }
318    }
319 
320    for (i = 0; i < num_elements; i++) {
321       ureg_MOV(ureg, dst[i], src[i]);
322    }
323 
324    ureg_END(ureg);
325 
326    memset(&new_vs, 0, sizeof(new_vs));
327    new_vs.base.tokens = ureg_get_tokens(ureg, NULL);
328    tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
329 
330    memset(&key, 0, sizeof(key));
331    key.vs.undo_viewport = 1;
332 
333    ret = compile_vs(svga, &new_vs, &key, &variant);
334    if (ret != PIPE_OK)
335       return ret;
336 
337    ureg_free_tokens(new_vs.base.tokens);
338    ureg_destroy(ureg);
339 
340    /* Overwrite the variant key to indicate it's a pass-through VS */
341    memset(&variant->key, 0, sizeof(variant->key));
342    variant->key.vs.passthrough = 1;
343    variant->key.vs.undo_viewport = 1;
344 
345    *out_variant = variant;
346 
347    return PIPE_OK;
348 }
349 
350 
351 static enum pipe_error
emit_hw_vs(struct svga_context * svga,uint64_t dirty)352 emit_hw_vs(struct svga_context *svga, uint64_t dirty)
353 {
354    struct svga_shader_variant *variant;
355    struct svga_vertex_shader *vs = svga->curr.vs;
356    struct svga_fragment_shader *fs = svga->curr.fs;
357    enum pipe_error ret = PIPE_OK;
358    struct svga_compile_key key;
359 
360    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
361 
362    /* If there is an active geometry shader, and it has stream output
363     * defined, then we will skip the stream output from the vertex shader
364     */
365    if (!svga_have_gs_streamout(svga)) {
366       /* No GS stream out */
367       if (svga_have_vs_streamout(svga)) {
368          /* Set VS stream out */
369          ret = svga_set_stream_output(svga, vs->base.stream_output);
370       }
371       else {
372          /* turn off stream out */
373          ret = svga_set_stream_output(svga, NULL);
374       }
375       if (ret != PIPE_OK) {
376          goto done;
377       }
378    }
379 
380    /* SVGA_NEW_NEED_SWTNL */
381    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
382       /* No vertex shader is needed */
383       variant = NULL;
384    }
385    else {
386       make_vs_key(svga, &key);
387 
388       /* See if we already have a VS variant that matches the key */
389       variant = svga_search_shader_key(&vs->base, &key);
390 
391       if (!variant) {
392          /* Create VS variant now */
393          if (key.vs.passthrough) {
394             ret = compile_passthrough_vs(svga, vs, fs, &variant);
395          }
396          else {
397             ret = compile_vs(svga, vs, &key, &variant);
398          }
399          if (ret != PIPE_OK)
400             goto done;
401 
402          /* insert the new variant at head of linked list */
403          assert(variant);
404          variant->next = vs->base.variants;
405          vs->base.variants = variant;
406       }
407    }
408 
409    if (variant != svga->state.hw_draw.vs) {
410       /* Bind the new variant */
411       if (variant) {
412          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
413          if (ret != PIPE_OK)
414             goto done;
415          svga->rebind.flags.vs = FALSE;
416       }
417 
418       svga->dirty |= SVGA_NEW_VS_VARIANT;
419       svga->state.hw_draw.vs = variant;
420    }
421 
422 done:
423    SVGA_STATS_TIME_POP(svga_sws(svga));
424    return ret;
425 }
426 
427 struct svga_tracked_state svga_hw_vs =
428 {
429    "vertex shader (hwtnl)",
430    (SVGA_NEW_VS |
431     SVGA_NEW_FS |
432     SVGA_NEW_TEXTURE_BINDING |
433     SVGA_NEW_SAMPLER |
434     SVGA_NEW_RAST |
435     SVGA_NEW_PRESCALE |
436     SVGA_NEW_VELEMENT |
437     SVGA_NEW_NEED_SWTNL),
438    emit_hw_vs
439 };
440