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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 "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 "tgsi/tgsi_ureg.h"
32 
33 #include "svga_context.h"
34 #include "svga_state.h"
35 #include "svga_cmd.h"
36 #include "svga_shader.h"
37 #include "svga_resource_texture.h"
38 #include "svga_tgsi.h"
39 #include "svga_format.h"
40 
41 #include "svga_hw_reg.h"
42 
43 
44 
45 /**
46  * If we fail to compile a fragment shader (because it uses too many
47  * registers, for example) we'll use a dummy/fallback shader that
48  * simply emits a constant color (red for debug, black for release).
49  * We hit this with the Unigine/Heaven demo when Shaders = High.
50  * With black, the demo still looks good.
51  */
52 static const struct tgsi_token *
get_dummy_fragment_shader(void)53 get_dummy_fragment_shader(void)
54 {
55 #ifdef DEBUG
56    static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
57 #else
58    static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
59 #endif
60    struct ureg_program *ureg;
61    const struct tgsi_token *tokens;
62    struct ureg_src src;
63    struct ureg_dst dst;
64    unsigned num_tokens;
65 
66    ureg = ureg_create(PIPE_SHADER_FRAGMENT);
67    if (!ureg)
68       return NULL;
69 
70    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
71    src = ureg_DECL_immediate(ureg, color, 4);
72    ureg_MOV(ureg, dst, src);
73    ureg_END(ureg);
74 
75    tokens = ureg_get_tokens(ureg, &num_tokens);
76 
77    ureg_destroy(ureg);
78 
79    return tokens;
80 }
81 
82 
83 static struct svga_shader_variant *
translate_fragment_program(struct svga_context * svga,const struct svga_fragment_shader * fs,const struct svga_compile_key * key)84 translate_fragment_program(struct svga_context *svga,
85                            const struct svga_fragment_shader *fs,
86                            const struct svga_compile_key *key)
87 {
88    if (svga_have_vgpu10(svga)) {
89       return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
90                                         PIPE_SHADER_FRAGMENT);
91    }
92    else {
93       return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
94                                        PIPE_SHADER_FRAGMENT);
95    }
96 }
97 
98 
99 /**
100  * Replace the given shader's instruction with a simple constant-color
101  * shader.  We use this when normal shader translation fails.
102  */
103 static struct svga_shader_variant *
get_compiled_dummy_shader(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_compile_key * key)104 get_compiled_dummy_shader(struct svga_context *svga,
105                           struct svga_fragment_shader *fs,
106                           const struct svga_compile_key *key)
107 {
108    const struct tgsi_token *dummy = get_dummy_fragment_shader();
109    struct svga_shader_variant *variant;
110 
111    if (!dummy) {
112       return NULL;
113    }
114 
115    FREE((void *) fs->base.tokens);
116    fs->base.tokens = dummy;
117 
118    variant = translate_fragment_program(svga, fs, key);
119    return variant;
120 }
121 
122 
123 /**
124  * Translate TGSI shader into an svga shader variant.
125  */
126 static enum pipe_error
compile_fs(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_compile_key * key,struct svga_shader_variant ** out_variant)127 compile_fs(struct svga_context *svga,
128            struct svga_fragment_shader *fs,
129            const struct svga_compile_key *key,
130            struct svga_shader_variant **out_variant)
131 {
132    struct svga_shader_variant *variant;
133    enum pipe_error ret = PIPE_ERROR;
134 
135    variant = translate_fragment_program(svga, fs, key);
136    if (variant == NULL) {
137       debug_printf("Failed to compile fragment shader,"
138                    " using dummy shader instead.\n");
139       variant = get_compiled_dummy_shader(svga, fs, key);
140    }
141    else if (svga_shader_too_large(svga, variant)) {
142       /* too big, use dummy shader */
143       debug_printf("Shader too large (%u bytes),"
144                    " using dummy shader instead.\n",
145                    (unsigned) (variant->nr_tokens
146                                * sizeof(variant->tokens[0])));
147       /* Free the too-large variant */
148       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
149       /* Use simple pass-through shader instead */
150       variant = get_compiled_dummy_shader(svga, fs, key);
151    }
152 
153    if (!variant) {
154       return PIPE_ERROR;
155    }
156 
157    ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
158    if (ret != PIPE_OK) {
159       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
160       return ret;
161    }
162 
163    *out_variant = variant;
164 
165    /* insert variant at head of linked list */
166    variant->next = fs->base.variants;
167    fs->base.variants = variant;
168 
169    return PIPE_OK;
170 }
171 
172 
173 /* SVGA_NEW_TEXTURE_BINDING
174  * SVGA_NEW_RAST
175  * SVGA_NEW_NEED_SWTNL
176  * SVGA_NEW_SAMPLER
177  */
178 static enum pipe_error
make_fs_key(const struct svga_context * svga,struct svga_fragment_shader * fs,struct svga_compile_key * key)179 make_fs_key(const struct svga_context *svga,
180             struct svga_fragment_shader *fs,
181             struct svga_compile_key *key)
182 {
183    const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
184    unsigned i;
185 
186    memset(key, 0, sizeof *key);
187 
188    memcpy(key->generic_remap_table, fs->generic_remap_table,
189           sizeof(fs->generic_remap_table));
190 
191    /* SVGA_NEW_GS, SVGA_NEW_VS
192     */
193    if (svga->curr.gs) {
194       key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
195    } else {
196       key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
197    }
198 
199    /* Only need fragment shader fixup for twoside lighting if doing
200     * hwtnl.  Otherwise the draw module does the whole job for us.
201     *
202     * SVGA_NEW_SWTNL
203     */
204    if (!svga->state.sw.need_swtnl) {
205       /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
206        */
207       key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
208       key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
209       key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
210                           svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
211       key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
212                           svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
213                           (svga->curr.rast->pointsize > 1.0 ||
214                            svga->curr.vs->base.info.writes_psize));
215       if (key->fs.aa_point) {
216          assert(svga->curr.gs != NULL);
217          assert(svga->curr.gs->aa_point_coord_index != -1);
218          key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
219       }
220    }
221 
222    /* The blend workaround for simulating logicop xor behaviour
223     * requires that the incoming fragment color be white.  This change
224     * achieves that by creating a variant of the current fragment
225     * shader that overrides all output colors with 1,1,1,1
226     *
227     * This will work for most shaders, including those containing
228     * TEXKIL and/or depth-write.  However, it will break on the
229     * combination of xor-logicop plus alphatest.
230     *
231     * Ultimately, we could implement alphatest in the shader using
232     * texkil prior to overriding the outgoing fragment color.
233     *
234     * SVGA_NEW_BLEND
235     */
236    if (svga->curr.blend->need_white_fragments) {
237       key->fs.white_fragments = 1;
238    }
239 
240 #ifdef DEBUG
241    /*
242     * We expect a consistent set of samplers and sampler views.
243     * Do some debug checks/warnings here.
244     */
245    {
246       static boolean warned = FALSE;
247       unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
248                            svga->curr.num_samplers[shader]);
249       /* Only warn once to prevent too much debug output */
250       if (!warned) {
251          if (svga->curr.num_sampler_views[shader] !=
252              svga->curr.num_samplers[shader]) {
253             debug_printf("svga: mismatched number of sampler views (%u) "
254                          "vs. samplers (%u)\n",
255                          svga->curr.num_sampler_views[shader],
256                          svga->curr.num_samplers[shader]);
257          }
258          for (i = 0; i < n; i++) {
259             if ((svga->curr.sampler_views[shader][i] == NULL) !=
260                 (svga->curr.sampler[shader][i] == NULL))
261                debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
262                             i, svga->curr.sampler_views[shader][i],
263                             i, svga->curr.sampler[shader][i]);
264          }
265          warned = TRUE;
266       }
267    }
268 #endif
269 
270    /* XXX: want to limit this to the textures that the shader actually
271     * refers to.
272     *
273     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
274     */
275    svga_init_shader_key_common(svga, shader, key);
276 
277    for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
278       struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
279       const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
280       if (view) {
281          struct pipe_resource *tex = view->texture;
282          if (tex->target != PIPE_BUFFER) {
283             struct svga_texture *stex = svga_texture(tex);
284             SVGA3dSurfaceFormat format = stex->key.format;
285 
286             if (!svga_have_vgpu10(svga) &&
287                 (format == SVGA3D_Z_D16 ||
288                  format == SVGA3D_Z_D24X8 ||
289                  format == SVGA3D_Z_D24S8)) {
290                /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
291                 * or SVGA3D_Z_D24S8 surface, we'll automatically get
292                 * shadow comparison.  But we only get LEQUAL mode.
293                 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
294                 * code for shadow comparison.
295                 */
296                key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
297                key->tex[i].compare_func = PIPE_FUNC_NEVER;
298                /* These depth formats _only_ support comparison mode and
299                 * not ordinary sampling so warn if the later is expected.
300                 */
301                if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
302                   debug_warn_once("Unsupported shadow compare mode");
303                }
304                /* The shader translation code can emit code to
305                 * handle ALWAYS and NEVER compare functions
306                 */
307                else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
308                         sampler->compare_func == PIPE_FUNC_NEVER) {
309                   key->tex[i].compare_mode = sampler->compare_mode;
310                   key->tex[i].compare_func = sampler->compare_func;
311                }
312                else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
313                   debug_warn_once("Unsupported shadow compare function");
314                }
315             }
316             else {
317                /* For other texture formats, just use the compare func/mode
318                 * as-is.  Should be no-ops for color textures.  For depth
319                 * textures, we do not get automatic depth compare.  We have
320                 * to do it ourselves in the shader.  And we don't get PCF.
321                 */
322                key->tex[i].compare_mode = sampler->compare_mode;
323                key->tex[i].compare_func = sampler->compare_func;
324             }
325          }
326       }
327    }
328 
329    /* sprite coord gen state */
330    for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
331       key->tex[i].sprite_texgen =
332          svga->curr.rast->templ.sprite_coord_enable & (1 << i);
333    }
334 
335    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
336                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
337 
338    key->fs.flatshade = svga->curr.rast->templ.flatshade;
339 
340    /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
341    if (svga_have_vgpu10(svga)) {
342       /* Alpha testing is not supported in integer-valued render targets. */
343       if (svga_has_any_integer_cbufs(svga)) {
344          key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
345          key->fs.alpha_ref = 0;
346       }
347       else {
348          key->fs.alpha_func = svga->curr.depth->alphafunc;
349          key->fs.alpha_ref = svga->curr.depth->alpharef;
350       }
351    }
352 
353    /* SVGA_NEW_FRAME_BUFFER */
354    if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
355       /* Replicate color0 output to N colorbuffers */
356       key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
357    }
358 
359    return PIPE_OK;
360 }
361 
362 
363 /**
364  * svga_reemit_fs_bindings - Reemit the fragment shader bindings
365  */
366 enum pipe_error
svga_reemit_fs_bindings(struct svga_context * svga)367 svga_reemit_fs_bindings(struct svga_context *svga)
368 {
369    enum pipe_error ret;
370 
371    assert(svga->rebind.flags.fs);
372    assert(svga_have_gb_objects(svga));
373 
374    if (!svga->state.hw_draw.fs)
375       return PIPE_OK;
376 
377    if (!svga_need_to_rebind_resources(svga)) {
378       ret =  svga->swc->resource_rebind(svga->swc, NULL,
379                                         svga->state.hw_draw.fs->gb_shader,
380                                         SVGA_RELOC_READ);
381       goto out;
382    }
383 
384    if (svga_have_vgpu10(svga))
385       ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
386                                     svga->state.hw_draw.fs->gb_shader,
387                                     svga->state.hw_draw.fs->id);
388    else
389       ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
390                                svga->state.hw_draw.fs->gb_shader);
391 
392  out:
393    if (ret != PIPE_OK)
394       return ret;
395 
396    svga->rebind.flags.fs = FALSE;
397    return PIPE_OK;
398 }
399 
400 
401 
402 static enum pipe_error
emit_hw_fs(struct svga_context * svga,unsigned dirty)403 emit_hw_fs(struct svga_context *svga, unsigned dirty)
404 {
405    struct svga_shader_variant *variant = NULL;
406    enum pipe_error ret = PIPE_OK;
407    struct svga_fragment_shader *fs = svga->curr.fs;
408    struct svga_compile_key key;
409 
410    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
411 
412    /* SVGA_NEW_BLEND
413     * SVGA_NEW_TEXTURE_BINDING
414     * SVGA_NEW_RAST
415     * SVGA_NEW_NEED_SWTNL
416     * SVGA_NEW_SAMPLER
417     * SVGA_NEW_FRAME_BUFFER
418     * SVGA_NEW_DEPTH_STENCIL_ALPHA
419     * SVGA_NEW_VS
420     */
421    ret = make_fs_key(svga, fs, &key);
422    if (ret != PIPE_OK)
423       goto done;
424 
425    variant = svga_search_shader_key(&fs->base, &key);
426    if (!variant) {
427       ret = compile_fs(svga, fs, &key, &variant);
428       if (ret != PIPE_OK)
429          goto done;
430    }
431 
432    assert(variant);
433 
434    if (variant != svga->state.hw_draw.fs) {
435       ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
436       if (ret != PIPE_OK)
437          goto done;
438 
439       svga->rebind.flags.fs = FALSE;
440 
441       svga->dirty |= SVGA_NEW_FS_VARIANT;
442       svga->state.hw_draw.fs = variant;
443    }
444 
445 done:
446    SVGA_STATS_TIME_POP(svga_sws(svga));
447    return ret;
448 }
449 
450 struct svga_tracked_state svga_hw_fs =
451 {
452    "fragment shader (hwtnl)",
453    (SVGA_NEW_FS |
454     SVGA_NEW_GS |
455     SVGA_NEW_VS |
456     SVGA_NEW_TEXTURE_BINDING |
457     SVGA_NEW_NEED_SWTNL |
458     SVGA_NEW_RAST |
459     SVGA_NEW_STIPPLE |
460     SVGA_NEW_REDUCED_PRIMITIVE |
461     SVGA_NEW_SAMPLER |
462     SVGA_NEW_FRAME_BUFFER |
463     SVGA_NEW_DEPTH_STENCIL_ALPHA |
464     SVGA_NEW_BLEND),
465    emit_hw_fs
466 };
467 
468 
469 
470