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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 "draw/draw_context.h"
27 #include "util/u_inlines.h"
28 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "tgsi/tgsi_parse.h"
32 #include "tgsi/tgsi_text.h"
33 
34 #include "svga_context.h"
35 #include "svga_hw_reg.h"
36 #include "svga_cmd.h"
37 #include "svga_debug.h"
38 #include "svga_shader.h"
39 #include "svga_streamout.h"
40 
41 
42 /**
43  * Substitute a debug shader.
44  */
45 static const struct tgsi_token *
substitute_vs(unsigned shader_id,const struct tgsi_token * old_tokens)46 substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
47 {
48 #if 0
49    if (shader_id == 12) {
50    static struct tgsi_token tokens[300];
51 
52    const char *text =
53       "VERT\n"
54       "DCL IN[0]\n"
55       "DCL IN[1]\n"
56       "DCL IN[2]\n"
57       "DCL OUT[0], POSITION\n"
58       "DCL TEMP[0..4]\n"
59       "IMM FLT32 {     1.0000,     1.0000,     1.0000,     1.0000 }\n"
60       "IMM FLT32 {     0.45,     1.0000,     1.0000,     1.0000 }\n"
61       "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
62       "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050  }\n"
63       "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714  }\n"
64       "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
65       "DCL CONST[0..7]\n"
66       "DCL CONST[9..16]\n"
67       "  MOV TEMP[2], IMM[0]\n"
68 
69       "  MOV TEMP[2].xyz, IN[2]\n"
70       "  MOV TEMP[2].xyz, IN[0]\n"
71       "  MOV TEMP[2].xyz, IN[1]\n"
72 
73       "  MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
74       "  MAD TEMP[3], IMM[2],  TEMP[2].xxxx, TEMP[1]\n"
75       "  MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
76       "  MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"
77 
78       "  MOV OUT[0], TEMP[4]\n"
79       "  END\n";
80 
81    if (!tgsi_text_translate(text,
82                              tokens,
83                              ARRAY_SIZE(tokens)))
84    {
85       assert(0);
86       return NULL;
87    }
88 
89    return tokens;
90    }
91 #endif
92 
93    return old_tokens;
94 }
95 
96 
97 static void *
svga_create_vs_state(struct pipe_context * pipe,const struct pipe_shader_state * templ)98 svga_create_vs_state(struct pipe_context *pipe,
99                      const struct pipe_shader_state *templ)
100 {
101    struct svga_context *svga = svga_context(pipe);
102    struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);
103 
104    if (!vs)
105       return NULL;
106 
107    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
108 
109    /* substitute a debug shader?
110     */
111    vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
112                                                    templ->tokens));
113 
114    /* Collect basic info that we'll need later:
115     */
116    tgsi_scan_shader(vs->base.tokens, &vs->base.info);
117 
118    {
119       /* Need to do construct a new template in case we substitued a
120        * debug shader.
121        */
122       struct pipe_shader_state tmp2 = *templ;
123       tmp2.tokens = vs->base.tokens;
124       vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
125    }
126 
127    vs->base.id = svga->debug.shader_id++;
128 
129    vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
130 
131    /* check for any stream output declarations */
132    if (templ->stream_output.num_outputs) {
133       vs->base.stream_output = svga_create_stream_output(svga, &vs->base,
134                                                          &templ->stream_output);
135    }
136 
137    SVGA_STATS_TIME_POP(svga_sws(svga));
138    return vs;
139 }
140 
141 
142 static void
svga_bind_vs_state(struct pipe_context * pipe,void * shader)143 svga_bind_vs_state(struct pipe_context *pipe, void *shader)
144 {
145    struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
146    struct svga_context *svga = svga_context(pipe);
147 
148    if (vs == svga->curr.vs)
149       return;
150 
151    /* If the currently bound vertex shader has a generated geometry shader,
152     * then unbind the geometry shader before binding a new vertex shader.
153     * We need to unbind the geometry shader here because there is no
154     * pipe_shader associated with the generated geometry shader.
155     */
156    if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
157       svga->pipe.bind_gs_state(&svga->pipe, NULL);
158 
159    svga->curr.vs = vs;
160    svga->dirty |= SVGA_NEW_VS;
161 }
162 
163 
164 static void
svga_delete_vs_state(struct pipe_context * pipe,void * shader)165 svga_delete_vs_state(struct pipe_context *pipe, void *shader)
166 {
167    struct svga_context *svga = svga_context(pipe);
168    struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
169    struct svga_vertex_shader *next_vs;
170    struct svga_shader_variant *variant, *tmp;
171 
172    svga_hwtnl_flush_retry(svga);
173 
174    assert(vs->base.parent == NULL);
175 
176    while (vs) {
177       next_vs = (struct svga_vertex_shader *)vs->base.next;
178 
179       /* Check if there is a generated geometry shader to go with this
180        * vertex shader. If there is, then delete the geometry shader as well.
181        */
182       if (vs->gs != NULL) {
183          svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
184       }
185 
186       if (vs->base.stream_output != NULL)
187          svga_delete_stream_output(svga, vs->base.stream_output);
188 
189       draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
190 
191       for (variant = vs->base.variants; variant; variant = tmp) {
192          tmp = variant->next;
193 
194          /* Check if deleting currently bound shader */
195          if (variant == svga->state.hw_draw.vs) {
196             SVGA_RETRY(svga, svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL));
197             svga->state.hw_draw.vs = NULL;
198          }
199 
200          svga_destroy_shader_variant(svga, variant);
201       }
202 
203       FREE((void *)vs->base.tokens);
204       FREE(vs);
205       vs = next_vs;
206    }
207 }
208 
209 
210 void
svga_init_vs_functions(struct svga_context * svga)211 svga_init_vs_functions(struct svga_context *svga)
212 {
213    svga->pipe.create_vs_state = svga_create_vs_state;
214    svga->pipe.bind_vs_state = svga_bind_vs_state;
215    svga->pipe.delete_vs_state = svga_delete_vs_state;
216 }
217 
218