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1 /**********************************************************
2  * Copyright 2008-2012 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 #ifndef SVGA_SHADER_H
27 #define SVGA_SHADER_H
28 
29 #include "svga3d_reg.h"
30 #include "svga_context.h"
31 #include "svga_streamout.h"
32 
33 
34 /**
35  * We use a 64-bit mask to keep track of the generic indexes.
36  * This is the maximum semantic index for a TGSI GENERIC[i] register.
37  */
38 #define MAX_GENERIC_VARYING 64
39 
40 
41 struct svga_context;
42 
43 
44 struct svga_compile_key
45 {
46    /* vertex shader only */
47    struct {
48       uint64_t fs_generic_inputs;
49       unsigned passthrough:1;
50       unsigned need_prescale:1;
51       unsigned undo_viewport:1;
52       unsigned allow_psiz:1;
53       /** The following are all 32-bit bitmasks (per VS input) */
54       unsigned adjust_attrib_range;
55       unsigned attrib_is_pure_int;
56       unsigned adjust_attrib_w_1;
57       unsigned adjust_attrib_itof;
58       unsigned adjust_attrib_utof;
59       unsigned attrib_is_bgra;
60       unsigned attrib_puint_to_snorm;
61       unsigned attrib_puint_to_uscaled;
62       unsigned attrib_puint_to_sscaled;
63    } vs;
64 
65    /* geometry shader only */
66    struct {
67       uint64_t vs_generic_outputs;
68       unsigned need_prescale:1;
69       unsigned writes_psize:1;
70       unsigned wide_point:1;
71    } gs;
72 
73    /* fragment shader only */
74    struct {
75       uint64_t vs_generic_outputs;
76       uint64_t gs_generic_outputs;
77       unsigned light_twoside:1;
78       unsigned front_ccw:1;
79       unsigned white_fragments:1;
80       unsigned flatshade:1;
81       unsigned pstipple:1;
82       unsigned alpha_func:4;  /**< SVGA3D_CMP_x */
83       unsigned write_color0_to_n_cbufs:4;
84       unsigned aa_point:1;
85       int aa_point_coord_index;
86       float alpha_ref;
87    } fs;
88 
89    /* any shader type */
90    int8_t generic_remap_table[MAX_GENERIC_VARYING];
91    unsigned num_textures:8;
92    unsigned num_unnormalized_coords:8;
93    unsigned clip_plane_enable:PIPE_MAX_CLIP_PLANES;
94    unsigned sprite_origin_lower_left:1;
95    unsigned sprite_coord_enable;
96    struct {
97       unsigned compare_mode:1;
98       unsigned compare_func:3;
99       unsigned unnormalized:1;
100       unsigned width_height_idx:5; /**< texture unit */
101       unsigned is_array:1;
102       unsigned sprite_texgen:1;
103       unsigned swizzle_r:3;
104       unsigned swizzle_g:3;
105       unsigned swizzle_b:3;
106       unsigned swizzle_a:3;
107    } tex[PIPE_MAX_SAMPLERS];
108    /* Note: svga_compile_keys_equal() depends on the variable-size
109     * tex[] array being at the end of this structure.
110     */
111 };
112 
113 /* A key for a variant of token string of a shader */
114 struct svga_token_key {
115    struct {
116       unsigned sprite_coord_enable:24;
117       unsigned sprite_origin_upper_left:1;
118       unsigned point_pos_stream_out:1;
119       unsigned writes_psize:1;
120       unsigned aa_point:1;
121    } gs;
122 };
123 
124 /**
125  * A single TGSI shader may be compiled into different variants of
126  * SVGA3D shaders depending on the compile key.  Each user shader
127  * will have a linked list of these variants.
128  */
129 struct svga_shader_variant
130 {
131    const struct svga_shader *shader;
132 
133    /** Parameters used to generate this variant */
134    struct svga_compile_key key;
135 
136    /* Compiled shader tokens:
137     */
138    const unsigned *tokens;
139    unsigned nr_tokens;
140 
141    /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
142     * SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY.
143     */
144    unsigned id;
145 
146    /** Start of extra constants (number of float[4] constants) */
147    unsigned extra_const_start;
148 
149    /* GB object buffer containing the bytecode */
150    struct svga_winsys_gb_shader *gb_shader;
151 
152    boolean uses_flat_interp;   /** TRUE if flat interpolation qualifier is
153                                 *  applied to any of the varyings.
154                                 */
155 
156    /** Is the color output just a constant value? (fragment shader only) */
157    boolean constant_color_output;
158 
159    /** For FS-based polygon stipple */
160    unsigned pstipple_sampler_unit;
161 
162    /** Next variant */
163    struct svga_shader_variant *next;
164 };
165 
166 
167 struct svga_shader
168 {
169    const struct tgsi_token *tokens;
170    struct svga_token_key token_key;     /* token key for the token string */
171    struct tgsi_shader_info info;
172 
173    /* List of shaders with tokens derived from the same token string */
174    struct svga_shader *next;
175    struct svga_shader *parent;   /* shader with the original token string */
176 
177    struct svga_stream_output *stream_output;
178 
179    /** Head of linked list of compiled variants */
180    struct svga_shader_variant *variants;
181 
182    unsigned id;  /**< for debugging only */
183 };
184 
185 
186 struct svga_fragment_shader
187 {
188    struct svga_shader base;
189 
190    struct draw_fragment_shader *draw_shader;
191 
192    /** Mask of which generic varying variables are read by this shader */
193    uint64_t generic_inputs;
194 
195    /** Table mapping original TGSI generic indexes to low integers */
196    int8_t generic_remap_table[MAX_GENERIC_VARYING];
197 };
198 
199 
200 struct svga_vertex_shader
201 {
202    struct svga_shader base;
203 
204    struct draw_vertex_shader *draw_shader;
205 
206    /** Mask of which generic varying variables are written by this shader */
207    uint64_t generic_outputs;
208 
209    /** Generated geometry shader that goes with this vertex shader */
210    struct svga_geometry_shader *gs;
211 };
212 
213 
214 struct svga_geometry_shader
215 {
216    struct svga_shader base;
217 
218    struct draw_geometry_shader *draw_shader;
219 
220    /** Table mapping original TGSI generic indexes to low integers */
221    int8_t generic_remap_table[MAX_GENERIC_VARYING];
222    uint64_t generic_outputs;
223 
224    unsigned aa_point_coord_index; /* generic index for aa point coord */
225 
226    unsigned wide_point:1;      /* set if the shader emulates wide point */
227 };
228 
229 
230 static inline boolean
svga_compile_keys_equal(const struct svga_compile_key * a,const struct svga_compile_key * b)231 svga_compile_keys_equal(const struct svga_compile_key *a,
232                         const struct svga_compile_key *b)
233 {
234    unsigned key_size =
235       (const char *) &a->tex[a->num_textures] - (const char *) a;
236 
237    return memcmp(a, b, key_size) == 0;
238 }
239 
240 
241 uint64_t
242 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info);
243 
244 uint64_t
245 svga_get_generic_outputs_mask(const struct tgsi_shader_info *info);
246 
247 void
248 svga_remap_generics(uint64_t generics_mask,
249                     int8_t remap_table[MAX_GENERIC_VARYING]);
250 
251 int
252 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
253                          int generic_index);
254 
255 void
256 svga_init_shader_key_common(const struct svga_context *svga,
257                             enum pipe_shader_type shader,
258                             struct svga_compile_key *key);
259 
260 struct svga_shader_variant *
261 svga_search_shader_key(const struct svga_shader *shader,
262                        const struct svga_compile_key *key);
263 
264 struct svga_shader *
265 svga_search_shader_token_key(struct svga_shader *shader,
266                              const struct svga_token_key *key);
267 
268 enum pipe_error
269 svga_define_shader(struct svga_context *svga,
270                    SVGA3dShaderType type,
271                    struct svga_shader_variant *variant);
272 
273 enum pipe_error
274 svga_set_shader(struct svga_context *svga,
275                 SVGA3dShaderType type,
276                 struct svga_shader_variant *variant);
277 
278 struct svga_shader_variant *
279 svga_new_shader_variant(struct svga_context *svga);
280 
281 enum pipe_error
282 svga_destroy_shader_variant(struct svga_context *svga,
283                             SVGA3dShaderType type,
284                             struct svga_shader_variant *variant);
285 
286 enum pipe_error
287 svga_rebind_shaders(struct svga_context *svga);
288 
289 /**
290  * Check if a shader's bytecode exceeds the device limits.
291  */
292 static inline boolean
svga_shader_too_large(const struct svga_context * svga,const struct svga_shader_variant * variant)293 svga_shader_too_large(const struct svga_context *svga,
294                       const struct svga_shader_variant *variant)
295 {
296    if (svga_have_gb_objects(svga)) {
297       return FALSE;
298    }
299 
300    if (variant->nr_tokens * sizeof(variant->tokens[0])
301        + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
302        < SVGA_CB_MAX_COMMAND_SIZE) {
303       return FALSE;
304    }
305 
306    return TRUE;
307 }
308 
309 
310 /**
311  * Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_*
312  */
313 static inline SVGA3dShaderType
svga_shader_type(enum pipe_shader_type shader)314 svga_shader_type(enum pipe_shader_type shader)
315 {
316    switch (shader) {
317    case PIPE_SHADER_VERTEX:
318       return SVGA3D_SHADERTYPE_VS;
319    case PIPE_SHADER_GEOMETRY:
320       return SVGA3D_SHADERTYPE_GS;
321    case PIPE_SHADER_FRAGMENT:
322       return SVGA3D_SHADERTYPE_PS;
323    default:
324       assert(!"Invalid shader type");
325       return SVGA3D_SHADERTYPE_VS;
326    }
327 }
328 
329 
330 /** Does the current VS have stream output? */
331 static inline boolean
svga_have_vs_streamout(const struct svga_context * svga)332 svga_have_vs_streamout(const struct svga_context *svga)
333 {
334    return svga->curr.vs != NULL && svga->curr.vs->base.stream_output != NULL;
335 }
336 
337 
338 /** Does the current GS have stream output? */
339 static inline boolean
svga_have_gs_streamout(const struct svga_context * svga)340 svga_have_gs_streamout(const struct svga_context *svga)
341 {
342    return svga->curr.gs != NULL && svga->curr.gs->base.stream_output != NULL;
343 }
344 
345 
346 #endif /* SVGA_SHADER_H */
347