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_tgsi.h" 37 38 #include "svga_hw_reg.h" 39 40 41 42 static INLINE int compare_fs_keys( const struct svga_fs_compile_key *a, 43 const struct svga_fs_compile_key *b ) 44 { 45 unsigned keysize_a = svga_fs_key_size( a ); 46 unsigned keysize_b = svga_fs_key_size( b ); 47 48 if (keysize_a != keysize_b) { 49 return (int)(keysize_a - keysize_b); 50 } 51 return memcmp( a, b, keysize_a ); 52 } 53 54 55 static struct svga_shader_result *search_fs_key( struct svga_fragment_shader *fs, 56 const struct svga_fs_compile_key *key ) 57 { 58 struct svga_shader_result *result = fs->base.results; 59 60 assert(key); 61 62 for ( ; result; result = result->next) { 63 if (compare_fs_keys( key, &result->key.fkey ) == 0) 64 return result; 65 } 66 67 return NULL; 68 } 69 70 71 /** 72 * If we fail to compile a fragment shader (because it uses too many 73 * registers, for example) we'll use a dummy/fallback shader that 74 * simply emits a constant color. 75 */ 76 static const struct tgsi_token * 77 get_dummy_fragment_shader(void) 78 { 79 static const float red[4] = { 1.0, 0.0, 0.0, 0.0 }; 80 struct ureg_program *ureg; 81 const struct tgsi_token *tokens; 82 struct ureg_src src; 83 struct ureg_dst dst; 84 unsigned num_tokens; 85 86 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); 87 if (!ureg) 88 return NULL; 89 90 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); 91 src = ureg_DECL_immediate(ureg, red, 4); 92 ureg_MOV(ureg, dst, src); 93 ureg_END(ureg); 94 95 tokens = ureg_get_tokens(ureg, &num_tokens); 96 97 ureg_destroy(ureg); 98 99 return tokens; 100 } 101 102 103 static enum pipe_error compile_fs( struct svga_context *svga, 104 struct svga_fragment_shader *fs, 105 const struct svga_fs_compile_key *key, 106 struct svga_shader_result **out_result ) 107 { 108 struct svga_shader_result *result; 109 enum pipe_error ret = PIPE_ERROR; 110 111 result = svga_translate_fragment_program( fs, key ); 112 if (result == NULL) { 113 /* some problem during translation, try the dummy shader */ 114 const struct tgsi_token *dummy = get_dummy_fragment_shader(); 115 if (!dummy) { 116 ret = PIPE_ERROR_OUT_OF_MEMORY; 117 goto fail; 118 } 119 debug_printf("Failed to compile fragment shader, using dummy shader instead.\n"); 120 FREE((void *) fs->base.tokens); 121 fs->base.tokens = dummy; 122 result = svga_translate_fragment_program(fs, key); 123 if (result == NULL) { 124 ret = PIPE_ERROR; 125 goto fail; 126 } 127 } 128 129 result->id = util_bitmask_add(svga->fs_bm); 130 if(result->id == UTIL_BITMASK_INVALID_INDEX) { 131 ret = PIPE_ERROR_OUT_OF_MEMORY; 132 goto fail; 133 } 134 135 ret = SVGA3D_DefineShader(svga->swc, 136 result->id, 137 SVGA3D_SHADERTYPE_PS, 138 result->tokens, 139 result->nr_tokens * sizeof result->tokens[0]); 140 if (ret != PIPE_OK) 141 goto fail; 142 143 *out_result = result; 144 result->next = fs->base.results; 145 fs->base.results = result; 146 return PIPE_OK; 147 148 fail: 149 if (result) { 150 if (result->id != UTIL_BITMASK_INVALID_INDEX) 151 util_bitmask_clear( svga->fs_bm, result->id ); 152 svga_destroy_shader_result( result ); 153 } 154 return ret; 155 } 156 157 158 /* SVGA_NEW_TEXTURE_BINDING 159 * SVGA_NEW_RAST 160 * SVGA_NEW_NEED_SWTNL 161 * SVGA_NEW_SAMPLER 162 */ 163 static enum pipe_error 164 make_fs_key(const struct svga_context *svga, 165 struct svga_fragment_shader *fs, 166 struct svga_fs_compile_key *key) 167 { 168 int i; 169 int idx = 0; 170 171 memset(key, 0, sizeof *key); 172 173 /* Only need fragment shader fixup for twoside lighting if doing 174 * hwtnl. Otherwise the draw module does the whole job for us. 175 * 176 * SVGA_NEW_SWTNL 177 */ 178 if (!svga->state.sw.need_swtnl) { 179 /* SVGA_NEW_RAST 180 */ 181 key->light_twoside = svga->curr.rast->templ.light_twoside; 182 key->front_ccw = svga->curr.rast->templ.front_ccw; 183 } 184 185 /* The blend workaround for simulating logicop xor behaviour 186 * requires that the incoming fragment color be white. This change 187 * achieves that by creating a variant of the current fragment 188 * shader that overrides all output colors with 1,1,1,1 189 * 190 * This will work for most shaders, including those containing 191 * TEXKIL and/or depth-write. However, it will break on the 192 * combination of xor-logicop plus alphatest. 193 * 194 * Ultimately, we could implement alphatest in the shader using 195 * texkil prior to overriding the outgoing fragment color. 196 * 197 * SVGA_NEW_BLEND 198 */ 199 if (svga->curr.blend->need_white_fragments) { 200 key->white_fragments = 1; 201 } 202 203 /* XXX: want to limit this to the textures that the shader actually 204 * refers to. 205 * 206 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER 207 */ 208 for (i = 0; i < svga->curr.num_sampler_views; i++) { 209 if (svga->curr.sampler_views[i]) { 210 assert(svga->curr.sampler[i]); 211 assert(svga->curr.sampler_views[i]->texture); 212 key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target; 213 if (!svga->curr.sampler[i]->normalized_coords) { 214 key->tex[i].width_height_idx = idx++; 215 key->tex[i].unnormalized = TRUE; 216 ++key->num_unnormalized_coords; 217 } 218 219 key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r; 220 key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g; 221 key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b; 222 key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a; 223 } 224 } 225 key->num_textures = svga->curr.num_sampler_views; 226 227 idx = 0; 228 for (i = 0; i < svga->curr.num_samplers; ++i) { 229 if (svga->curr.sampler[i]) { 230 key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode; 231 key->tex[i].compare_func = svga->curr.sampler[i]->compare_func; 232 } 233 } 234 235 /* sprite coord gen state */ 236 for (i = 0; i < svga->curr.num_samplers; ++i) { 237 key->tex[i].sprite_texgen = 238 svga->curr.rast->templ.sprite_coord_enable & (1 << i); 239 } 240 241 key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode 242 == PIPE_SPRITE_COORD_LOWER_LEFT); 243 244 return PIPE_OK; 245 } 246 247 248 249 static enum pipe_error 250 emit_hw_fs(struct svga_context *svga, unsigned dirty) 251 { 252 struct svga_shader_result *result = NULL; 253 unsigned id = SVGA3D_INVALID_ID; 254 enum pipe_error ret = PIPE_OK; 255 256 struct svga_fragment_shader *fs = svga->curr.fs; 257 struct svga_fs_compile_key key; 258 259 /* SVGA_NEW_BLEND 260 * SVGA_NEW_TEXTURE_BINDING 261 * SVGA_NEW_RAST 262 * SVGA_NEW_NEED_SWTNL 263 * SVGA_NEW_SAMPLER 264 */ 265 ret = make_fs_key( svga, fs, &key ); 266 if (ret != PIPE_OK) 267 return ret; 268 269 result = search_fs_key( fs, &key ); 270 if (!result) { 271 ret = compile_fs( svga, fs, &key, &result ); 272 if (ret != PIPE_OK) 273 return ret; 274 } 275 276 assert (result); 277 id = result->id; 278 279 assert(id != SVGA3D_INVALID_ID); 280 281 if (result != svga->state.hw_draw.fs) { 282 ret = SVGA3D_SetShader(svga->swc, 283 SVGA3D_SHADERTYPE_PS, 284 id ); 285 if (ret != PIPE_OK) 286 return ret; 287 288 svga->dirty |= SVGA_NEW_FS_RESULT; 289 svga->state.hw_draw.fs = result; 290 } 291 292 return PIPE_OK; 293 } 294 295 struct svga_tracked_state svga_hw_fs = 296 { 297 "fragment shader (hwtnl)", 298 (SVGA_NEW_FS | 299 SVGA_NEW_TEXTURE_BINDING | 300 SVGA_NEW_NEED_SWTNL | 301 SVGA_NEW_RAST | 302 SVGA_NEW_SAMPLER | 303 SVGA_NEW_BLEND), 304 emit_hw_fs 305 }; 306 307 308 309