• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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    unsigned num_tokens;
56 
57    ureg = ureg_create(PIPE_SHADER_VERTEX);
58    if (!ureg)
59       return NULL;
60 
61    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
62    src = ureg_DECL_immediate(ureg, zero, 4);
63    ureg_MOV(ureg, dst, src);
64    ureg_END(ureg);
65 
66    tokens = ureg_get_tokens(ureg, &num_tokens);
67 
68    ureg_destroy(ureg);
69 
70    return tokens;
71 }
72 
73 
74 static struct svga_shader_variant *
translate_vertex_program(struct svga_context * svga,const struct svga_vertex_shader * vs,const struct svga_compile_key * key)75 translate_vertex_program(struct svga_context *svga,
76                          const struct svga_vertex_shader *vs,
77                          const struct svga_compile_key *key)
78 {
79    if (svga_have_vgpu10(svga)) {
80       return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
81                                         PIPE_SHADER_VERTEX);
82    }
83    else {
84       return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
85                                        PIPE_SHADER_VERTEX);
86    }
87 }
88 
89 
90 /**
91  * Replace the given shader's instruction with a simple / dummy shader.
92  * We use this when normal shader translation fails.
93  */
94 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)95 get_compiled_dummy_vertex_shader(struct svga_context *svga,
96                                  struct svga_vertex_shader *vs,
97                                  const struct svga_compile_key *key)
98 {
99    const struct tgsi_token *dummy = get_dummy_vertex_shader();
100    struct svga_shader_variant *variant;
101 
102    if (!dummy) {
103       return NULL;
104    }
105 
106    FREE((void *) vs->base.tokens);
107    vs->base.tokens = dummy;
108 
109    variant = translate_vertex_program(svga, vs, key);
110    return variant;
111 }
112 
113 
114 /**
115  * Translate TGSI shader into an svga shader variant.
116  */
117 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)118 compile_vs(struct svga_context *svga,
119            struct svga_vertex_shader *vs,
120            const struct svga_compile_key *key,
121            struct svga_shader_variant **out_variant)
122 {
123    struct svga_shader_variant *variant;
124    enum pipe_error ret = PIPE_ERROR;
125 
126    variant = translate_vertex_program(svga, vs, key);
127    if (variant == NULL) {
128       debug_printf("Failed to compile vertex shader,"
129                    " using dummy shader instead.\n");
130       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
131    }
132    else if (svga_shader_too_large(svga, variant)) {
133       /* too big, use dummy shader */
134       debug_printf("Shader too large (%u bytes),"
135                    " using dummy shader instead.\n",
136                    (unsigned) (variant->nr_tokens
137                                * sizeof(variant->tokens[0])));
138       /* Free the too-large variant */
139       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
140       /* Use simple pass-through shader instead */
141       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
142    }
143 
144    if (!variant) {
145       return PIPE_ERROR;
146    }
147 
148    ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
149    if (ret != PIPE_OK) {
150       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
151       return ret;
152    }
153 
154    *out_variant = variant;
155 
156    return PIPE_OK;
157 }
158 
159 
160 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
161  */
162 static void
make_vs_key(struct svga_context * svga,struct svga_compile_key * key)163 make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
164 {
165    const enum pipe_shader_type shader = PIPE_SHADER_VERTEX;
166 
167    memset(key, 0, sizeof *key);
168 
169    if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
170       /* Set both of these flags, to match compile_passthrough_vs() */
171       key->vs.passthrough = 1;
172       key->vs.undo_viewport = 1;
173       return;
174    }
175 
176    /* SVGA_NEW_PRESCALE */
177    key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
178                            (svga->curr.gs == NULL);
179 
180    /* SVGA_NEW_RAST */
181    key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
182 
183    /* SVGA_NEW_FS */
184    key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
185 
186    svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
187 
188    /* SVGA_NEW_VELEMENT */
189    key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
190    key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
191    key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
192    key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
193    key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
194    key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
195    key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
196    key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
197    key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
198 
199    /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
200    svga_init_shader_key_common(svga, shader, key);
201 
202    /* SVGA_NEW_RAST */
203    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
204 }
205 
206 
207 /**
208  * svga_reemit_vs_bindings - Reemit the vertex shader bindings
209  */
210 enum pipe_error
svga_reemit_vs_bindings(struct svga_context * svga)211 svga_reemit_vs_bindings(struct svga_context *svga)
212 {
213    enum pipe_error ret;
214    struct svga_winsys_gb_shader *gbshader = NULL;
215    SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
216 
217    assert(svga->rebind.flags.vs);
218    assert(svga_have_gb_objects(svga));
219 
220    if (svga->state.hw_draw.vs) {
221       gbshader = svga->state.hw_draw.vs->gb_shader;
222       shaderId = svga->state.hw_draw.vs->id;
223    }
224 
225    if (!svga_need_to_rebind_resources(svga)) {
226       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
227                                         SVGA_RELOC_READ);
228       goto out;
229    }
230 
231    if (svga_have_vgpu10(svga))
232       ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
233                                     gbshader, shaderId);
234    else
235       ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
236 
237  out:
238    if (ret != PIPE_OK)
239       return ret;
240 
241    svga->rebind.flags.vs = FALSE;
242    return PIPE_OK;
243 }
244 
245 
246 /**
247  * The current vertex shader is already executed by the 'draw'
248  * module, so we just need to generate a simple vertex shader
249  * to pass through all those VS outputs that will
250  * be consumed by the fragment shader.
251  * Used when we employ the 'draw' module.
252  */
253 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)254 compile_passthrough_vs(struct svga_context *svga,
255                        struct svga_vertex_shader *vs,
256                        struct svga_fragment_shader *fs,
257                        struct svga_shader_variant **out_variant)
258 {
259    struct svga_shader_variant *variant = NULL;
260    unsigned num_inputs;
261    unsigned i;
262    unsigned num_elements;
263    struct svga_vertex_shader new_vs;
264    struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
265    struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
266    struct ureg_program *ureg;
267    unsigned num_tokens;
268    struct svga_compile_key key;
269    enum pipe_error ret;
270 
271    assert(svga_have_vgpu10(svga));
272    assert(fs);
273 
274    num_inputs = fs->base.info.num_inputs;
275 
276    ureg = ureg_create(PIPE_SHADER_VERTEX);
277    if (!ureg)
278       return PIPE_ERROR_OUT_OF_MEMORY;
279 
280    /* draw will always add position */
281    dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
282    src[0] = ureg_DECL_vs_input(ureg, 0);
283    num_elements = 1;
284 
285    /**
286     * swtnl backend redefines the input layout based on the
287     * fragment shader's inputs. So we only need to passthrough
288     * those inputs that will be consumed by the fragment shader.
289     * Note: DX10 requires the number of vertex elements
290     * specified in the input layout to be no less than the
291     * number of inputs to the vertex shader.
292     */
293    for (i = 0; i < num_inputs; i++) {
294       switch (fs->base.info.input_semantic_name[i]) {
295       case TGSI_SEMANTIC_COLOR:
296       case TGSI_SEMANTIC_GENERIC:
297       case TGSI_SEMANTIC_FOG:
298          dst[num_elements] = ureg_DECL_output(ureg,
299                                 fs->base.info.input_semantic_name[i],
300                                 fs->base.info.input_semantic_index[i]);
301          src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
302          num_elements++;
303          break;
304       default:
305          break;
306       }
307    }
308 
309    for (i = 0; i < num_elements; i++) {
310       ureg_MOV(ureg, dst[i], src[i]);
311    }
312 
313    ureg_END(ureg);
314 
315    memset(&new_vs, 0, sizeof(new_vs));
316    new_vs.base.tokens = ureg_get_tokens(ureg, &num_tokens);
317    tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
318 
319    memset(&key, 0, sizeof(key));
320    key.vs.undo_viewport = 1;
321 
322    ret = compile_vs(svga, &new_vs, &key, &variant);
323    if (ret != PIPE_OK)
324       return ret;
325 
326    ureg_free_tokens(new_vs.base.tokens);
327    ureg_destroy(ureg);
328 
329    /* Overwrite the variant key to indicate it's a pass-through VS */
330    memset(&variant->key, 0, sizeof(variant->key));
331    variant->key.vs.passthrough = 1;
332    variant->key.vs.undo_viewport = 1;
333 
334    *out_variant = variant;
335 
336    return PIPE_OK;
337 }
338 
339 
340 static enum pipe_error
emit_hw_vs(struct svga_context * svga,unsigned dirty)341 emit_hw_vs(struct svga_context *svga, unsigned dirty)
342 {
343    struct svga_shader_variant *variant;
344    struct svga_vertex_shader *vs = svga->curr.vs;
345    struct svga_fragment_shader *fs = svga->curr.fs;
346    enum pipe_error ret = PIPE_OK;
347    struct svga_compile_key key;
348 
349    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
350 
351    /* If there is an active geometry shader, and it has stream output
352     * defined, then we will skip the stream output from the vertex shader
353     */
354    if (!svga_have_gs_streamout(svga)) {
355       /* No GS stream out */
356       if (svga_have_vs_streamout(svga)) {
357          /* Set VS stream out */
358          svga_set_stream_output(svga, vs->base.stream_output);
359       }
360       else {
361          /* turn off stream out */
362          svga_set_stream_output(svga, NULL);
363       }
364    }
365 
366    /* SVGA_NEW_NEED_SWTNL */
367    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
368       /* No vertex shader is needed */
369       variant = NULL;
370    }
371    else {
372       make_vs_key(svga, &key);
373 
374       /* See if we already have a VS variant that matches the key */
375       variant = svga_search_shader_key(&vs->base, &key);
376 
377       if (!variant) {
378          /* Create VS variant now */
379          if (key.vs.passthrough) {
380             ret = compile_passthrough_vs(svga, vs, fs, &variant);
381          }
382          else {
383             ret = compile_vs(svga, vs, &key, &variant);
384          }
385          if (ret != PIPE_OK)
386             goto done;
387 
388          /* insert the new variant at head of linked list */
389          assert(variant);
390          variant->next = vs->base.variants;
391          vs->base.variants = variant;
392       }
393    }
394 
395    if (variant != svga->state.hw_draw.vs) {
396       /* Bind the new variant */
397       if (variant) {
398          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
399          if (ret != PIPE_OK)
400             goto done;
401          svga->rebind.flags.vs = FALSE;
402       }
403 
404       svga->dirty |= SVGA_NEW_VS_VARIANT;
405       svga->state.hw_draw.vs = variant;
406    }
407 
408 done:
409    SVGA_STATS_TIME_POP(svga_sws(svga));
410    return ret;
411 }
412 
413 struct svga_tracked_state svga_hw_vs =
414 {
415    "vertex shader (hwtnl)",
416    (SVGA_NEW_VS |
417     SVGA_NEW_FS |
418     SVGA_NEW_TEXTURE_BINDING |
419     SVGA_NEW_SAMPLER |
420     SVGA_NEW_RAST |
421     SVGA_NEW_PRESCALE |
422     SVGA_NEW_VELEMENT |
423     SVGA_NEW_NEED_SWTNL),
424    emit_hw_vs
425 };
426