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 * 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 56 ureg = ureg_create(PIPE_SHADER_VERTEX); 57 if (!ureg) 58 return NULL; 59 60 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); 61 src = ureg_DECL_immediate(ureg, zero, 4); 62 ureg_MOV(ureg, dst, src); 63 ureg_END(ureg); 64 65 tokens = ureg_get_tokens(ureg, NULL); 66 67 ureg_destroy(ureg); 68 69 return tokens; 70 } 71 72 73 static struct svga_shader_variant * 74 translate_vertex_program(struct svga_context *svga, 75 const struct svga_vertex_shader *vs, 76 const struct svga_compile_key *key) 77 { 78 if (svga_have_vgpu10(svga)) { 79 return svga_tgsi_vgpu10_translate(svga, &vs->base, key, 80 PIPE_SHADER_VERTEX); 81 } 82 else { 83 return svga_tgsi_vgpu9_translate(svga, &vs->base, key, 84 PIPE_SHADER_VERTEX); 85 } 86 } 87 88 89 /** 90 * Replace the given shader's instruction with a simple / dummy shader. 91 * We use this when normal shader translation fails. 92 */ 93 static struct svga_shader_variant * 94 get_compiled_dummy_vertex_shader(struct svga_context *svga, 95 struct svga_vertex_shader *vs, 96 const struct svga_compile_key *key) 97 { 98 const struct tgsi_token *dummy = get_dummy_vertex_shader(); 99 struct svga_shader_variant *variant; 100 101 if (!dummy) { 102 return NULL; 103 } 104 105 FREE((void *) vs->base.tokens); 106 vs->base.tokens = dummy; 107 108 variant = translate_vertex_program(svga, vs, key); 109 return variant; 110 } 111 112 113 /** 114 * Translate TGSI shader into an svga shader variant. 115 */ 116 static enum pipe_error 117 compile_vs(struct svga_context *svga, 118 struct svga_vertex_shader *vs, 119 const struct svga_compile_key *key, 120 struct svga_shader_variant **out_variant) 121 { 122 struct svga_shader_variant *variant; 123 enum pipe_error ret = PIPE_ERROR; 124 125 variant = translate_vertex_program(svga, vs, key); 126 if (variant == NULL) { 127 debug_printf("Failed to compile vertex shader," 128 " using dummy shader instead.\n"); 129 variant = get_compiled_dummy_vertex_shader(svga, vs, key); 130 } 131 else if (svga_shader_too_large(svga, variant)) { 132 /* too big, use dummy shader */ 133 debug_printf("Shader too large (%u bytes)," 134 " using dummy shader instead.\n", 135 (unsigned) (variant->nr_tokens 136 * sizeof(variant->tokens[0]))); 137 /* Free the too-large variant */ 138 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); 139 /* Use simple pass-through shader instead */ 140 variant = get_compiled_dummy_vertex_shader(svga, vs, key); 141 } 142 143 if (!variant) { 144 return PIPE_ERROR; 145 } 146 147 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant); 148 if (ret != PIPE_OK) { 149 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); 150 return ret; 151 } 152 153 *out_variant = variant; 154 155 return PIPE_OK; 156 } 157 158 159 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS 160 */ 161 static void 162 make_vs_key(struct svga_context *svga, struct svga_compile_key *key) 163 { 164 const enum pipe_shader_type shader = PIPE_SHADER_VERTEX; 165 166 memset(key, 0, sizeof *key); 167 168 if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) { 169 /* Set both of these flags, to match compile_passthrough_vs() */ 170 key->vs.passthrough = 1; 171 key->vs.undo_viewport = 1; 172 return; 173 } 174 175 /* SVGA_NEW_PRESCALE */ 176 key->vs.need_prescale = svga->state.hw_clear.prescale.enabled && 177 (svga->curr.gs == NULL); 178 179 /* SVGA_NEW_RAST */ 180 key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex; 181 182 /* SVGA_NEW_FS */ 183 key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs; 184 185 svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table); 186 187 /* SVGA_NEW_VELEMENT */ 188 key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range; 189 key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1; 190 key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int; 191 key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof; 192 key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof; 193 key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra; 194 key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm; 195 key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled; 196 key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled; 197 198 /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */ 199 svga_init_shader_key_common(svga, shader, key); 200 201 /* SVGA_NEW_RAST */ 202 key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable; 203 } 204 205 206 /** 207 * svga_reemit_vs_bindings - Reemit the vertex shader bindings 208 */ 209 enum pipe_error 210 svga_reemit_vs_bindings(struct svga_context *svga) 211 { 212 enum pipe_error ret; 213 struct svga_winsys_gb_shader *gbshader = NULL; 214 SVGA3dShaderId shaderId = SVGA3D_INVALID_ID; 215 216 assert(svga->rebind.flags.vs); 217 assert(svga_have_gb_objects(svga)); 218 219 if (svga->state.hw_draw.vs) { 220 gbshader = svga->state.hw_draw.vs->gb_shader; 221 shaderId = svga->state.hw_draw.vs->id; 222 } 223 224 if (!svga_need_to_rebind_resources(svga)) { 225 ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader, 226 SVGA_RELOC_READ); 227 goto out; 228 } 229 230 if (svga_have_vgpu10(svga)) 231 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, 232 gbshader, shaderId); 233 else 234 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); 235 236 out: 237 if (ret != PIPE_OK) 238 return ret; 239 240 svga->rebind.flags.vs = FALSE; 241 return PIPE_OK; 242 } 243 244 245 /** 246 * The current vertex shader is already executed by the 'draw' 247 * module, so we just need to generate a simple vertex shader 248 * to pass through all those VS outputs that will 249 * be consumed by the fragment shader. 250 * Used when we employ the 'draw' module. 251 */ 252 static enum pipe_error 253 compile_passthrough_vs(struct svga_context *svga, 254 struct svga_vertex_shader *vs, 255 struct svga_fragment_shader *fs, 256 struct svga_shader_variant **out_variant) 257 { 258 struct svga_shader_variant *variant = NULL; 259 unsigned num_inputs; 260 unsigned i; 261 unsigned num_elements; 262 struct svga_vertex_shader new_vs; 263 struct ureg_src src[PIPE_MAX_SHADER_INPUTS]; 264 struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS]; 265 struct ureg_program *ureg; 266 struct svga_compile_key key; 267 enum pipe_error ret; 268 269 assert(svga_have_vgpu10(svga)); 270 assert(fs); 271 272 num_inputs = fs->base.info.num_inputs; 273 274 ureg = ureg_create(PIPE_SHADER_VERTEX); 275 if (!ureg) 276 return PIPE_ERROR_OUT_OF_MEMORY; 277 278 /* draw will always add position */ 279 dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); 280 src[0] = ureg_DECL_vs_input(ureg, 0); 281 num_elements = 1; 282 283 /** 284 * swtnl backend redefines the input layout based on the 285 * fragment shader's inputs. So we only need to passthrough 286 * those inputs that will be consumed by the fragment shader. 287 * Note: DX10 requires the number of vertex elements 288 * specified in the input layout to be no less than the 289 * number of inputs to the vertex shader. 290 */ 291 for (i = 0; i < num_inputs; i++) { 292 switch (fs->base.info.input_semantic_name[i]) { 293 case TGSI_SEMANTIC_COLOR: 294 case TGSI_SEMANTIC_GENERIC: 295 case TGSI_SEMANTIC_FOG: 296 dst[num_elements] = ureg_DECL_output(ureg, 297 fs->base.info.input_semantic_name[i], 298 fs->base.info.input_semantic_index[i]); 299 src[num_elements] = ureg_DECL_vs_input(ureg, num_elements); 300 num_elements++; 301 break; 302 default: 303 break; 304 } 305 } 306 307 for (i = 0; i < num_elements; i++) { 308 ureg_MOV(ureg, dst[i], src[i]); 309 } 310 311 ureg_END(ureg); 312 313 memset(&new_vs, 0, sizeof(new_vs)); 314 new_vs.base.tokens = ureg_get_tokens(ureg, NULL); 315 tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info); 316 317 memset(&key, 0, sizeof(key)); 318 key.vs.undo_viewport = 1; 319 320 ret = compile_vs(svga, &new_vs, &key, &variant); 321 if (ret != PIPE_OK) 322 return ret; 323 324 ureg_free_tokens(new_vs.base.tokens); 325 ureg_destroy(ureg); 326 327 /* Overwrite the variant key to indicate it's a pass-through VS */ 328 memset(&variant->key, 0, sizeof(variant->key)); 329 variant->key.vs.passthrough = 1; 330 variant->key.vs.undo_viewport = 1; 331 332 *out_variant = variant; 333 334 return PIPE_OK; 335 } 336 337 338 static enum pipe_error 339 emit_hw_vs(struct svga_context *svga, unsigned dirty) 340 { 341 struct svga_shader_variant *variant; 342 struct svga_vertex_shader *vs = svga->curr.vs; 343 struct svga_fragment_shader *fs = svga->curr.fs; 344 enum pipe_error ret = PIPE_OK; 345 struct svga_compile_key key; 346 347 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS); 348 349 /* If there is an active geometry shader, and it has stream output 350 * defined, then we will skip the stream output from the vertex shader 351 */ 352 if (!svga_have_gs_streamout(svga)) { 353 /* No GS stream out */ 354 if (svga_have_vs_streamout(svga)) { 355 /* Set VS stream out */ 356 ret = svga_set_stream_output(svga, vs->base.stream_output); 357 } 358 else { 359 /* turn off stream out */ 360 ret = svga_set_stream_output(svga, NULL); 361 } 362 if (ret != PIPE_OK) { 363 goto done; 364 } 365 } 366 367 /* SVGA_NEW_NEED_SWTNL */ 368 if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) { 369 /* No vertex shader is needed */ 370 variant = NULL; 371 } 372 else { 373 make_vs_key(svga, &key); 374 375 /* See if we already have a VS variant that matches the key */ 376 variant = svga_search_shader_key(&vs->base, &key); 377 378 if (!variant) { 379 /* Create VS variant now */ 380 if (key.vs.passthrough) { 381 ret = compile_passthrough_vs(svga, vs, fs, &variant); 382 } 383 else { 384 ret = compile_vs(svga, vs, &key, &variant); 385 } 386 if (ret != PIPE_OK) 387 goto done; 388 389 /* insert the new variant at head of linked list */ 390 assert(variant); 391 variant->next = vs->base.variants; 392 vs->base.variants = variant; 393 } 394 } 395 396 if (variant != svga->state.hw_draw.vs) { 397 /* Bind the new variant */ 398 if (variant) { 399 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant); 400 if (ret != PIPE_OK) 401 goto done; 402 svga->rebind.flags.vs = FALSE; 403 } 404 405 svga->dirty |= SVGA_NEW_VS_VARIANT; 406 svga->state.hw_draw.vs = variant; 407 } 408 409 done: 410 SVGA_STATS_TIME_POP(svga_sws(svga)); 411 return ret; 412 } 413 414 struct svga_tracked_state svga_hw_vs = 415 { 416 "vertex shader (hwtnl)", 417 (SVGA_NEW_VS | 418 SVGA_NEW_FS | 419 SVGA_NEW_TEXTURE_BINDING | 420 SVGA_NEW_SAMPLER | 421 SVGA_NEW_RAST | 422 SVGA_NEW_PRESCALE | 423 SVGA_NEW_VELEMENT | 424 SVGA_NEW_NEED_SWTNL), 425 emit_hw_vs 426 }; 427