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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 "util/u_simple_shaders.h"
30 #include "tgsi/tgsi_point_sprite.h"
31 #include "tgsi/tgsi_dynamic_indexing.h"
32 #include "tgsi/tgsi_vpos.h"
33 #include "tgsi/tgsi_dump.h"
34 
35 #include "svga_context.h"
36 #include "svga_shader.h"
37 #include "svga_tgsi.h"
38 
39 
40 /**
41  * Bind a new GS.  This updates the derived current gs state, not the
42  * user-specified GS state.
43  */
44 static void
bind_gs_state(struct svga_context * svga,struct svga_geometry_shader * gs)45 bind_gs_state(struct svga_context *svga,
46               struct svga_geometry_shader *gs)
47 {
48    svga->curr.gs = gs;
49    svga->dirty |= SVGA_NEW_GS;
50 }
51 
52 
53 static void
insert_at_head(struct svga_shader * head,struct svga_shader * shader)54 insert_at_head(struct svga_shader *head, struct svga_shader *shader)
55 {
56    shader->parent = head;
57    shader->next = head->next;
58    head->next = shader;
59 }
60 
61 
62 /**
63  * Bind shader
64  */
65 static void
bind_shader(struct svga_context * svga,const enum pipe_shader_type shader_type,struct svga_shader * shader)66 bind_shader(struct svga_context *svga,
67             const enum pipe_shader_type shader_type,
68             struct svga_shader *shader)
69 {
70    switch (shader_type) {
71    case PIPE_SHADER_VERTEX:
72       svga->pipe.bind_vs_state(&svga->pipe, shader);
73       break;
74    case PIPE_SHADER_FRAGMENT:
75       /**
76        * Avoid pipe->bind_fs_state call because it goes through aapoint
77        * layer. We loose linked list of all transformed shaders if aapoint
78        * is used.
79        */
80       svga_bind_fs_state(&svga->pipe, shader);
81       break;
82    case PIPE_SHADER_GEOMETRY:
83       svga->pipe.bind_gs_state(&svga->pipe, shader);
84       break;
85    case PIPE_SHADER_TESS_CTRL:
86       svga->pipe.bind_tcs_state(&svga->pipe, shader);
87       break;
88    case PIPE_SHADER_TESS_EVAL:
89       svga->pipe.bind_tes_state(&svga->pipe, shader);
90       break;
91    default:
92       return;
93    }
94 }
95 
96 
97 
98 /**
99  * Create shader
100  */
101 static void *
create_shader(struct svga_context * svga,const enum pipe_shader_type shader_type,struct pipe_shader_state * state)102 create_shader(struct svga_context *svga,
103               const enum pipe_shader_type shader_type,
104               struct pipe_shader_state *state)
105 {
106    switch (shader_type) {
107    case PIPE_SHADER_VERTEX:
108       return svga->pipe.create_vs_state(&svga->pipe, state);
109    case PIPE_SHADER_FRAGMENT:
110       /**
111        * Avoid pipe->create_fs_state call because it goes through aapoint
112        * layer. We loose linked list of all transformed shaders if aapoint
113        * is used.
114        */
115       return svga_create_fs_state(&svga->pipe, state);
116    case PIPE_SHADER_GEOMETRY:
117       return svga->pipe.create_gs_state(&svga->pipe, state);
118    case PIPE_SHADER_TESS_CTRL:
119       return svga->pipe.create_tcs_state(&svga->pipe, state);
120    case PIPE_SHADER_TESS_EVAL:
121       return svga->pipe.create_tes_state(&svga->pipe, state);
122    default:
123       return NULL;
124    }
125 }
126 
127 
128 static void
write_vpos(struct svga_context * svga,struct svga_shader * shader)129 write_vpos(struct svga_context *svga,
130            struct svga_shader *shader)
131 {
132    struct svga_token_key key;
133    bool use_existing = false;
134    struct svga_shader *transform_shader;
135    const struct tgsi_shader_info *info = &shader->tgsi_info;
136 
137    /* Create a token key */
138    memset(&key, 0, sizeof key);
139    key.vs.write_position = 1;
140 
141    if (shader->next) {
142       transform_shader = svga_search_shader_token_key(shader->next, &key);
143       if (transform_shader) {
144          use_existing = true;
145       }
146    }
147 
148    if (!use_existing) {
149       struct pipe_shader_state state = {0};
150       struct tgsi_token *new_tokens = NULL;
151 
152       new_tokens = tgsi_write_vpos(shader->tokens,
153                                    info->immediate_count);
154       if (!new_tokens)
155          return;
156 
157       pipe_shader_state_from_tgsi(&state, new_tokens);
158 
159       transform_shader = create_shader(svga, info->processor, &state);
160       insert_at_head(shader, transform_shader);
161       FREE(new_tokens);
162    }
163    transform_shader->token_key = key;
164    bind_shader(svga, info->processor, transform_shader);
165 }
166 
167 
168 /**
169  * transform_dynamic_indexing searches shader variant list to see if
170  * we have transformed shader for dynamic indexing and reuse/bind it. If we
171  * don't have transformed shader, then it will create new shader from which
172  * dynamic indexing will be removed. It will also be added to the shader
173  * variant list and this new shader will be bind to current svga state.
174  */
175 static void
transform_dynamic_indexing(struct svga_context * svga,struct svga_shader * shader)176 transform_dynamic_indexing(struct svga_context *svga,
177                            struct svga_shader *shader)
178 {
179    struct svga_token_key key;
180    bool use_existing = false;
181    struct svga_shader *transform_shader;
182    const struct tgsi_shader_info *info = &shader->tgsi_info;
183 
184    /* Create a token key */
185    memset(&key, 0, sizeof key);
186    key.dynamic_indexing = 1;
187 
188    if (shader->next) {
189       transform_shader = svga_search_shader_token_key(shader->next, &key);
190       if (transform_shader) {
191          use_existing = true;
192       }
193    }
194 
195    struct tgsi_token *new_tokens = NULL;
196 
197    if (!use_existing) {
198       struct pipe_shader_state state = {0};
199       new_tokens = tgsi_remove_dynamic_indexing(shader->tokens,
200                                                 info->const_buffers_declared,
201                                                 info->samplers_declared,
202                                                 info->immediate_count);
203       if (!new_tokens)
204          return;
205 
206       pipe_shader_state_from_tgsi(&state, new_tokens);
207 
208       transform_shader = create_shader(svga, info->processor, &state);
209       insert_at_head(shader, transform_shader);
210    }
211    transform_shader->token_key = key;
212    bind_shader(svga, info->processor, transform_shader);
213    if (new_tokens)
214       FREE(new_tokens);
215 }
216 
217 
218 /**
219  * emulate_point_sprite searches the shader variants list to see it there is
220  * a shader variant with a token string that matches the emulation
221  * requirement. It there isn't, then it will use a tgsi utility
222  * tgsi_add_point_sprite to transform the original token string to support
223  * point sprite. A new geometry shader state will be created with the
224  * transformed token string and added to the shader variants list of the
225  * original geometry shader. The new geometry shader state will then be
226  * bound as the current geometry shader.
227  */
228 static struct svga_shader *
emulate_point_sprite(struct svga_context * svga,struct svga_shader * shader,const struct tgsi_token * tokens)229 emulate_point_sprite(struct svga_context *svga,
230                      struct svga_shader *shader,
231                      const struct tgsi_token *tokens)
232 {
233    struct svga_token_key key;
234    struct tgsi_token *new_tokens;
235    const struct tgsi_token *orig_tokens;
236    struct svga_geometry_shader *orig_gs = (struct svga_geometry_shader *)shader;
237    struct svga_geometry_shader *gs = NULL;
238    struct pipe_shader_state templ = {0};
239    struct svga_stream_output *streamout = NULL;
240    int pos_out_index = -1;
241    int aa_point_coord_index = -1;
242    struct pipe_screen *screen = svga->pipe.screen;
243    bool has_texcoord_semantic =
244       screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
245 
246    assert(tokens != NULL);
247 
248    orig_tokens = tokens;
249 
250    /* Create a token key */
251    memset(&key, 0, sizeof key);
252    key.gs.writes_psize = 1;
253    key.gs.sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
254    if (has_texcoord_semantic)
255       key.gs.sprite_coord_enable |= 0x1;   /* For TGSI_SEMANTIC_PCOORD */
256 
257    key.gs.sprite_origin_upper_left =
258       !(svga->curr.rast->templ.sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT);
259 
260    key.gs.aa_point = svga->curr.rast->templ.point_smooth;
261 
262    if (orig_gs) {
263 
264       /* Check if the original geometry shader has stream output and
265        * if position is one of the outputs.
266        */
267       streamout = orig_gs->base.stream_output;
268       if (streamout) {
269          pos_out_index = streamout->pos_out_index;
270          key.gs.point_pos_stream_out = pos_out_index != -1;
271       }
272 
273       /* Search the shader lists to see if there is a variant that matches
274        * this token key.
275        */
276       gs = (struct svga_geometry_shader *)
277               svga_search_shader_token_key(&orig_gs->base, &key);
278    }
279 
280    /* If there isn't, then call the tgsi utility tgsi_add_point_sprite
281     * to transform the original tokens to support point sprite.
282     * Flip the sprite origin as SVGA3D device only supports an
283     * upper-left origin.
284     */
285    if (!gs) {
286       new_tokens = tgsi_add_point_sprite(orig_tokens,
287                                          key.gs.sprite_coord_enable,
288                                          key.gs.sprite_origin_upper_left,
289                                          key.gs.point_pos_stream_out,
290 					 has_texcoord_semantic,
291                                          key.gs.aa_point ?
292                                             &aa_point_coord_index : NULL);
293 
294       if (!new_tokens) {
295          /* if no new tokens are generated for whatever reason, just return */
296          return NULL;
297       }
298 
299       if (0) {
300          debug_printf("Before tgsi_add_point_sprite ---------------\n");
301          tgsi_dump(orig_tokens, 0);
302          debug_printf("After tgsi_add_point_sprite --------------\n");
303          tgsi_dump(new_tokens, 0);
304       }
305 
306       pipe_shader_state_from_tgsi(&templ, new_tokens);
307       templ.stream_output.num_outputs = 0;
308 
309       if (streamout) {
310          templ.stream_output = streamout->info;
311          /* The tgsi_add_point_sprite utility adds an extra output
312           * for the original point position for stream output purpose.
313           * We need to replace the position output register index in the
314           * stream output declaration with the new register index.
315           */
316          if (pos_out_index != -1) {
317             assert(orig_gs != NULL);
318             templ.stream_output.output[pos_out_index].register_index =
319                orig_gs->base.tgsi_info.num_outputs;
320          }
321       }
322 
323       /* Create a new geometry shader state with the new tokens */
324       gs = svga->pipe.create_gs_state(&svga->pipe, &templ);
325 
326       /* Don't need the token string anymore. There is a local copy
327        * in the shader state.
328        */
329       FREE(new_tokens);
330 
331       if (!gs) {
332          return NULL;
333       }
334 
335       gs->wide_point = true;
336       gs->aa_point_coord_index = aa_point_coord_index;
337       gs->base.token_key = key;
338       gs->base.parent = &orig_gs->base;
339       gs->base.next = NULL;
340 
341       /* Add the new geometry shader to the head of the shader list
342        * pointed to by the original geometry shader.
343        */
344       if (orig_gs) {
345          gs->base.next = orig_gs->base.next;
346          orig_gs->base.next = &gs->base;
347       }
348    }
349 
350    /* Bind the new geometry shader state */
351    bind_gs_state(svga, gs);
352 
353    return &gs->base;
354 }
355 
356 /**
357  * Generate a geometry shader that emits a wide point by drawing a quad.
358  * This function first creates a passthrough geometry shader and then
359  * calls emulate_point_sprite() to transform the geometry shader to
360  * support point sprite.
361  */
362 static struct svga_shader *
add_point_sprite_shader(struct svga_context * svga)363 add_point_sprite_shader(struct svga_context *svga)
364 {
365    struct svga_vertex_shader *vs = svga->curr.vs;
366    struct svga_geometry_shader *orig_gs = vs->gs;
367    struct svga_geometry_shader *new_gs;
368    const struct tgsi_token *tokens;
369 
370    if (orig_gs == NULL) {
371 
372       /* If this is the first time adding a geometry shader to this
373        * vertex shader to support point sprite, then create
374        * a passthrough geometry shader first.
375        */
376       orig_gs = (struct svga_geometry_shader *)
377                    util_make_geometry_passthrough_shader(
378                       &svga->pipe, vs->base.tgsi_info.num_outputs,
379                       vs->base.tgsi_info.output_semantic_name,
380                       vs->base.tgsi_info.output_semantic_index);
381 
382       if (!orig_gs)
383          return NULL;
384    }
385    else {
386       if (orig_gs->base.parent)
387          orig_gs = (struct svga_geometry_shader *)orig_gs->base.parent;
388    }
389    tokens = orig_gs->base.tokens;
390 
391    /* Call emulate_point_sprite to find or create a transformed
392     * geometry shader for supporting point sprite.
393     */
394    new_gs = (struct svga_geometry_shader *)
395                emulate_point_sprite(svga, &orig_gs->base, tokens);
396 
397    /* If this is the first time creating a geometry shader to
398     * support vertex point size, then add the new geometry shader
399     * to the vertex shader.
400     */
401    if (vs->gs == NULL) {
402       vs->gs = new_gs;
403    }
404 
405    return &new_gs->base;
406 }
407 
408 
409 static bool
has_dynamic_indexing(const struct tgsi_shader_info * info)410 has_dynamic_indexing(const struct tgsi_shader_info *info)
411 {
412    return (info->dim_indirect_files & (1u << TGSI_FILE_CONSTANT)) ||
413       (info->indirect_files & (1u << TGSI_FILE_SAMPLER));
414 }
415 
416 
417 /* update_tgsi_transform provides a hook to transform a shader if needed.
418  */
419 static enum pipe_error
update_tgsi_transform(struct svga_context * svga,uint64_t dirty)420 update_tgsi_transform(struct svga_context *svga, uint64_t dirty)
421 {
422    struct svga_geometry_shader *gs = svga->curr.user_gs;   /* current gs */
423    struct svga_vertex_shader *vs = svga->curr.vs;     /* currently bound vs */
424    struct svga_fragment_shader *fs = svga->curr.fs;   /* currently bound fs */
425    struct svga_tcs_shader *tcs = svga->curr.tcs;      /* currently bound tcs */
426    struct svga_tes_shader *tes = svga->curr.tes;      /* currently bound tes */
427    struct svga_shader *orig_gs;                       /* original gs */
428    struct svga_shader *new_gs;                        /* new gs */
429 
430    assert(svga_have_vgpu10(svga));
431 
432    if (vs->base.tgsi_info.num_outputs == 0) {
433       write_vpos(svga, &vs->base);
434    }
435 
436    if (vs && has_dynamic_indexing(&vs->base.tgsi_info)) {
437       transform_dynamic_indexing(svga, &vs->base);
438    }
439    if (fs && has_dynamic_indexing(&fs->base.tgsi_info)) {
440       transform_dynamic_indexing(svga, &fs->base);
441    }
442    if (gs && has_dynamic_indexing(&gs->base.tgsi_info)) {
443       transform_dynamic_indexing(svga, &gs->base);
444    }
445    if (tcs && has_dynamic_indexing(&tcs->base.tgsi_info)) {
446       transform_dynamic_indexing(svga, &tcs->base);
447    }
448    if (tes && has_dynamic_indexing(&tes->base.tgsi_info)) {
449       transform_dynamic_indexing(svga, &tes->base);
450    }
451 
452    if (svga->curr.reduced_prim == MESA_PRIM_POINTS) {
453       /* If the current prim type is POINTS and the current geometry shader
454        * emits wide points, transform the shader to emulate wide points using
455        * quads. NOTE: we don't do emulation of wide points in GS when
456        * transform feedback is enabled.
457        */
458       if (gs != NULL && !gs->base.stream_output &&
459           (gs->base.tgsi_info.writes_psize || gs->wide_point)) {
460          orig_gs = gs->base.parent ? gs->base.parent : &gs->base;
461          new_gs = emulate_point_sprite(svga, orig_gs, orig_gs->tokens);
462       }
463 
464       /* If there is not an active geometry shader and the current vertex
465        * shader emits wide point then create a new geometry shader to emulate
466        * wide point.
467        */
468       else if (gs == NULL && !vs->base.stream_output &&
469                (svga->curr.rast->pointsize > 1.0 ||
470                 vs->base.tgsi_info.writes_psize)) {
471          new_gs = add_point_sprite_shader(svga);
472       }
473       else {
474          /* use the user's GS */
475          bind_gs_state(svga, svga->curr.user_gs);
476       }
477    }
478    else if (svga->curr.gs != svga->curr.user_gs) {
479       /* If current primitive type is not POINTS, then make sure
480        * we don't bind to any of the generated geometry shader
481        */
482       bind_gs_state(svga, svga->curr.user_gs);
483    }
484    (void) new_gs;    /* silence the unused var warning */
485 
486    return PIPE_OK;
487 }
488 
489 struct svga_tracked_state svga_need_tgsi_transform =
490 {
491    "transform shader for optimization",
492    (SVGA_NEW_VS |
493     SVGA_NEW_FS |
494     SVGA_NEW_GS |
495     SVGA_NEW_REDUCED_PRIMITIVE |
496     SVGA_NEW_RAST),
497    update_tgsi_transform
498 };
499