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1 /**********************************************************
2  * Copyright 2014-2022 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 
31 #include "svga_context.h"
32 #include "svga_cmd.h"
33 #include "svga_shader.h"
34 #include "svga_tgsi.h"
35 #include "svga_streamout.h"
36 #include "svga_format.h"
37 
38 /**
39  * If we fail to compile a geometry shader we'll use a dummy/fallback shader
40  * that simply emits the incoming vertices.
41  */
42 static const struct tgsi_token *
get_dummy_geometry_shader(void)43 get_dummy_geometry_shader(void)
44 {
45    //XXX
46    return NULL;
47 }
48 
49 
50 struct svga_shader_variant *
svga_get_compiled_dummy_geometry_shader(struct svga_context * svga,struct svga_shader * shader,const struct svga_compile_key * key)51 svga_get_compiled_dummy_geometry_shader(struct svga_context *svga,
52                                         struct svga_shader *shader,
53                                         const struct svga_compile_key *key)
54 {
55    const struct tgsi_token *dummy = get_dummy_geometry_shader();
56    struct svga_shader_variant *variant;
57    struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader;
58 
59    if (!dummy)
60       return NULL;
61 
62    FREE((void *) gs->base.tokens);
63    gs->base.tokens = dummy;
64    svga_tgsi_scan_shader(&gs->base);
65    variant = svga_tgsi_compile_shader(svga, shader, key);
66 
67    return variant;
68 }
69 
70 
71 static void
make_gs_key(struct svga_context * svga,struct svga_compile_key * key)72 make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
73 {
74    struct svga_geometry_shader *gs = svga->curr.gs;
75 
76    memset(key, 0, sizeof *key);
77 
78    /*
79     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
80     */
81    svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, &gs->base, key);
82 
83    memcpy(key->generic_remap_table, gs->generic_remap_table,
84           sizeof(gs->generic_remap_table));
85 
86    key->gs.vs_generic_outputs = svga->curr.vs->base.info.generic_outputs_mask;
87 
88    key->gs.need_prescale = svga->state.hw_clear.prescale[0].enabled;
89 
90    key->gs.writes_psize = gs->base.info.writes_psize;
91    key->gs.wide_point = gs->wide_point;
92    key->gs.writes_viewport_index = gs->base.info.writes_viewport_index;
93    if (key->gs.writes_viewport_index) {
94       key->gs.num_prescale = svga->state.hw_clear.num_prescale;
95    } else {
96       key->gs.num_prescale = 1;
97    }
98    key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
99    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
100                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
101 
102    /* SVGA_NEW_RAST */
103    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
104 
105    /* Mark this as the last shader in the vertex processing stage */
106    key->last_vertex_stage = 1;
107 }
108 
109 
110 static enum pipe_error
emit_hw_gs(struct svga_context * svga,uint64_t dirty)111 emit_hw_gs(struct svga_context *svga, uint64_t dirty)
112 {
113    struct svga_shader_variant *variant;
114    struct svga_geometry_shader *gs = svga->curr.gs;
115    enum pipe_error ret = PIPE_OK;
116    struct svga_compile_key key;
117 
118    assert(svga_have_vgpu10(svga));
119 
120    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITGS);
121 
122    /* If there's a user-defined GS, we should have a pointer to a derived
123     * GS.  This should have been resolved in update_tgsi_transform().
124     */
125    if (svga->curr.user_gs)
126       assert(svga->curr.gs);
127 
128    if (!gs) {
129       if (svga->state.hw_draw.gs != NULL) {
130 
131          /** The previous geometry shader is made inactive.
132           *  Needs to unbind the geometry shader.
133           */
134          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
135          if (ret != PIPE_OK)
136             goto done;
137          svga->state.hw_draw.gs = NULL;
138       }
139       goto done;
140    }
141 
142    /* If there is stream output info for this geometry shader, then use
143     * it instead of the one from the vertex shader.
144     */
145    if (svga_have_gs_streamout(svga)) {
146       ret = svga_set_stream_output(svga, gs->base.stream_output);
147       if (ret != PIPE_OK) {
148          goto done;
149       }
150    }
151    else if (!svga_have_vs_streamout(svga)) {
152       /* turn off stream out */
153       ret = svga_set_stream_output(svga, NULL);
154       if (ret != PIPE_OK) {
155          goto done;
156       }
157    }
158 
159    /* SVGA_NEW_NEED_SWTNL */
160    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
161       /* No geometry shader is needed */
162       variant = NULL;
163    }
164    else {
165       make_gs_key(svga, &key);
166 
167       /* See if we already have a GS variant that matches the key */
168       variant = svga_search_shader_key(&gs->base, &key);
169 
170       if (!variant) {
171          ret = svga_compile_shader(svga, &gs->base, &key, &variant);
172          if (ret != PIPE_OK)
173             goto done;
174       }
175    }
176 
177    if (variant != svga->state.hw_draw.gs) {
178       /* Bind the new variant */
179       ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
180       if (ret != PIPE_OK)
181          goto done;
182 
183       svga->rebind.flags.gs = false;
184       svga->dirty |= SVGA_NEW_GS_VARIANT;
185       svga->state.hw_draw.gs = variant;
186    }
187 
188 done:
189    SVGA_STATS_TIME_POP(svga_sws(svga));
190    return ret;
191 }
192 
193 struct svga_tracked_state svga_hw_gs =
194 {
195    "geometry shader (hwtnl)",
196    (SVGA_NEW_VS |
197     SVGA_NEW_FS |
198     SVGA_NEW_GS |
199     SVGA_NEW_TEXTURE_BINDING |
200     SVGA_NEW_SAMPLER |
201     SVGA_NEW_RAST |
202     SVGA_NEW_NEED_SWTNL |
203     SVGA_NEW_GS_RAW_BUFFER),
204    emit_hw_gs
205 };
206