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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 
     27 #include "pipe/p_compiler.h"
     28 #include "pipe/p_shader_tokens.h"
     29 #include "pipe/p_defines.h"
     30 #include "tgsi/tgsi_parse.h"
     31 #include "tgsi/tgsi_dump.h"
     32 #include "tgsi/tgsi_scan.h"
     33 #include "util/u_math.h"
     34 #include "util/u_memory.h"
     35 #include "util/u_bitmask.h"
     36 
     37 #include "svgadump/svga_shader_dump.h"
     38 
     39 #include "svga_context.h"
     40 #include "svga_tgsi.h"
     41 #include "svga_tgsi_emit.h"
     42 #include "svga_debug.h"
     43 
     44 #include "svga_hw_reg.h"
     45 #include "svga3d_shaderdefs.h"
     46 
     47 
     48 /* Sinkhole used only in error conditions.
     49  */
     50 static char err_buf[128];
     51 
     52 #if 0
     53 static void svga_destroy_shader_emitter( struct svga_shader_emitter *emit )
     54 {
     55    if (emit->buf != err_buf)
     56       FREE(emit->buf);
     57 }
     58 #endif
     59 
     60 
     61 static boolean svga_shader_expand( struct svga_shader_emitter *emit )
     62 {
     63    char *new_buf;
     64    unsigned newsize = emit->size * 2;
     65 
     66    if(emit->buf != err_buf)
     67       new_buf = REALLOC(emit->buf, emit->size, newsize);
     68    else
     69       new_buf = NULL;
     70 
     71    if (new_buf == NULL) {
     72       emit->ptr = err_buf;
     73       emit->buf = err_buf;
     74       emit->size = sizeof(err_buf);
     75       return FALSE;
     76    }
     77 
     78    emit->size = newsize;
     79    emit->ptr = new_buf + (emit->ptr - emit->buf);
     80    emit->buf = new_buf;
     81    return TRUE;
     82 }
     83 
     84 static INLINE boolean reserve(  struct svga_shader_emitter *emit,
     85                                 unsigned nr_dwords )
     86 {
     87    if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) {
     88       if (!svga_shader_expand( emit ))
     89          return FALSE;
     90    }
     91 
     92    return TRUE;
     93 }
     94 
     95 boolean svga_shader_emit_dword( struct svga_shader_emitter *emit,
     96                                 unsigned dword )
     97 {
     98    if (!reserve(emit, 1))
     99       return FALSE;
    100 
    101    *(unsigned *)emit->ptr = dword;
    102    emit->ptr += sizeof dword;
    103    return TRUE;
    104 }
    105 
    106 boolean svga_shader_emit_dwords( struct svga_shader_emitter *emit,
    107                                  const unsigned *dwords,
    108                                  unsigned nr )
    109 {
    110    if (!reserve(emit, nr))
    111       return FALSE;
    112 
    113    memcpy( emit->ptr, dwords, nr * sizeof *dwords );
    114    emit->ptr += nr * sizeof *dwords;
    115    return TRUE;
    116 }
    117 
    118 boolean svga_shader_emit_opcode( struct svga_shader_emitter *emit,
    119                                  unsigned opcode )
    120 {
    121    SVGA3dShaderInstToken *here;
    122 
    123    if (!reserve(emit, 1))
    124       return FALSE;
    125 
    126    here = (SVGA3dShaderInstToken *)emit->ptr;
    127    here->value = opcode;
    128 
    129    if (emit->insn_offset) {
    130       SVGA3dShaderInstToken *prev = (SVGA3dShaderInstToken *)(emit->buf +
    131                                                               emit->insn_offset);
    132       prev->size = (here - prev) - 1;
    133    }
    134 
    135    emit->insn_offset = emit->ptr - emit->buf;
    136    emit->ptr += sizeof(unsigned);
    137    return TRUE;
    138 }
    139 
    140 
    141 static boolean svga_shader_emit_header( struct svga_shader_emitter *emit )
    142 {
    143    SVGA3dShaderVersion header;
    144 
    145    memset( &header, 0, sizeof header );
    146 
    147    switch (emit->unit) {
    148    case PIPE_SHADER_FRAGMENT:
    149       header.value = SVGA3D_PS_30;
    150       break;
    151    case PIPE_SHADER_VERTEX:
    152       header.value = SVGA3D_VS_30;
    153       break;
    154    }
    155 
    156    return svga_shader_emit_dword( emit, header.value );
    157 }
    158 
    159 
    160 /**
    161  * Use the shader info to generate a bitmask indicating which generic
    162  * inputs are used by the shader.  A set bit indicates that GENERIC[i]
    163  * is used.
    164  */
    165 unsigned
    166 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
    167 {
    168    unsigned i, mask = 0x0;
    169 
    170    for (i = 0; i < info->num_inputs; i++) {
    171       if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
    172          unsigned j = info->input_semantic_index[i];
    173          assert(j < sizeof(mask) * 8);
    174          mask |= 1 << j;
    175       }
    176    }
    177 
    178    return mask;
    179 }
    180 
    181 
    182 /**
    183  * Given a mask of used generic variables (as returned by the above functions)
    184  * fill in a table which maps those indexes to small integers.
    185  * This table is used by the remap_generic_index() function in
    186  * svga_tgsi_decl_sm30.c
    187  * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
    188  * GENERIC[3] are used.  The remap_table will contain:
    189  *   table[1] = 0;
    190  *   table[3] = 1;
    191  * The remaining table entries will be filled in with the next unused
    192  * generic index (in this example, 2).
    193  */
    194 void
    195 svga_remap_generics(unsigned generics_mask,
    196                     int8_t remap_table[MAX_GENERIC_VARYING])
    197 {
    198    /* Note texcoord[0] is reserved so start at 1 */
    199    unsigned count = 1, i;
    200 
    201    for (i = 0; i < MAX_GENERIC_VARYING; i++) {
    202       remap_table[i] = -1;
    203    }
    204 
    205    /* for each bit set in generic_mask */
    206    while (generics_mask) {
    207       unsigned index = ffs(generics_mask) - 1;
    208       remap_table[index] = count++;
    209       generics_mask &= ~(1 << index);
    210    }
    211 }
    212 
    213 
    214 /**
    215  * Use the generic remap table to map a TGSI generic varying variable
    216  * index to a small integer.  If the remapping table doesn't have a
    217  * valid value for the given index (the table entry is -1) it means
    218  * the fragment shader doesn't use that VS output.  Just allocate
    219  * the next free value in that case.  Alternately, we could cull
    220  * VS instructions that write to register, or replace the register
    221  * with a dummy temp register.
    222  * XXX TODO: we should do one of the later as it would save precious
    223  * texcoord registers.
    224  */
    225 int
    226 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
    227                          int generic_index)
    228 {
    229    assert(generic_index < MAX_GENERIC_VARYING);
    230 
    231    if (generic_index >= MAX_GENERIC_VARYING) {
    232       /* just don't return a random/garbage value */
    233       generic_index = MAX_GENERIC_VARYING - 1;
    234    }
    235 
    236    if (remap_table[generic_index] == -1) {
    237       /* This is a VS output that has no matching PS input.  Find a
    238        * free index.
    239        */
    240       int i, max = 0;
    241       for (i = 0; i < MAX_GENERIC_VARYING; i++) {
    242          max = MAX2(max, remap_table[i]);
    243       }
    244       remap_table[generic_index] = max + 1;
    245    }
    246 
    247    return remap_table[generic_index];
    248 }
    249 
    250 
    251 /* Parse TGSI shader and translate to SVGA/DX9 serialized
    252  * representation.
    253  *
    254  * In this function SVGA shader is emitted to an in-memory buffer that
    255  * can be dynamically grown.  Once we've finished and know how large
    256  * it is, it will be copied to a hardware buffer for upload.
    257  */
    258 static struct svga_shader_result *
    259 svga_tgsi_translate( const struct svga_shader *shader,
    260                      struct svga_compile_key key,
    261                      unsigned unit )
    262 {
    263    struct svga_shader_result *result = NULL;
    264    struct svga_shader_emitter emit;
    265 
    266    memset(&emit, 0, sizeof(emit));
    267 
    268    emit.size = 1024;
    269    emit.buf = MALLOC(emit.size);
    270    if (emit.buf == NULL) {
    271       goto fail;
    272    }
    273 
    274    emit.ptr = emit.buf;
    275    emit.unit = unit;
    276    emit.key = key;
    277 
    278    tgsi_scan_shader( shader->tokens, &emit.info);
    279 
    280    emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1;
    281 
    282    if (unit == PIPE_SHADER_FRAGMENT)
    283       emit.imm_start += key.fkey.num_unnormalized_coords;
    284 
    285    if (unit == PIPE_SHADER_VERTEX) {
    286       emit.imm_start += key.vkey.need_prescale ? 2 : 0;
    287    }
    288 
    289    emit.nr_hw_float_const = (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1);
    290 
    291    emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1;
    292 
    293    if (emit.nr_hw_temp >= SVGA3D_TEMPREG_MAX) {
    294       debug_printf("svga: too many temporary registers (%u)\n", emit.nr_hw_temp);
    295       goto fail;
    296    }
    297 
    298    emit.in_main_func = TRUE;
    299 
    300    if (!svga_shader_emit_header( &emit )) {
    301       debug_printf("svga: emit header failed\n");
    302       goto fail;
    303    }
    304 
    305    if (!svga_shader_emit_instructions( &emit, shader->tokens )) {
    306       debug_printf("svga: emit instructions failed\n");
    307       goto fail;
    308    }
    309 
    310    result = CALLOC_STRUCT(svga_shader_result);
    311    if (result == NULL)
    312       goto fail;
    313 
    314    result->shader = shader;
    315    result->tokens = (const unsigned *)emit.buf;
    316    result->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned);
    317    memcpy(&result->key, &key, sizeof key);
    318    result->id = UTIL_BITMASK_INVALID_INDEX;
    319 
    320    if (SVGA_DEBUG & DEBUG_TGSI)
    321    {
    322       debug_printf( "#####################################\n" );
    323       debug_printf( "Shader %u below\n", shader->id );
    324       tgsi_dump( shader->tokens, 0 );
    325       if (SVGA_DEBUG & DEBUG_TGSI) {
    326          debug_printf( "Shader %u compiled below\n", shader->id );
    327          svga_shader_dump( result->tokens,
    328                            result->nr_tokens ,
    329                            FALSE );
    330       }
    331       debug_printf( "#####################################\n" );
    332    }
    333 
    334    return result;
    335 
    336 fail:
    337    FREE(result);
    338    FREE(emit.buf);
    339    return NULL;
    340 }
    341 
    342 
    343 
    344 
    345 struct svga_shader_result *
    346 svga_translate_fragment_program( const struct svga_fragment_shader *fs,
    347                                  const struct svga_fs_compile_key *fkey )
    348 {
    349    struct svga_compile_key key;
    350 
    351    memset(&key, 0, sizeof(key));
    352 
    353    memcpy(&key.fkey, fkey, sizeof *fkey);
    354 
    355    memcpy(key.generic_remap_table, fs->generic_remap_table,
    356           sizeof(fs->generic_remap_table));
    357 
    358    return svga_tgsi_translate( &fs->base,
    359                                key,
    360                                PIPE_SHADER_FRAGMENT );
    361 }
    362 
    363 struct svga_shader_result *
    364 svga_translate_vertex_program( const struct svga_vertex_shader *vs,
    365                                const struct svga_vs_compile_key *vkey )
    366 {
    367    struct svga_compile_key key;
    368 
    369    memset(&key, 0, sizeof(key));
    370 
    371    memcpy(&key.vkey, vkey, sizeof *vkey);
    372 
    373    /* Note: we could alternately store the remap table in the vkey but
    374     * that would make it larger.  We just regenerate it here instead.
    375     */
    376    svga_remap_generics(vkey->fs_generic_inputs, key.generic_remap_table);
    377 
    378    return svga_tgsi_translate( &vs->base,
    379                                key,
    380                                PIPE_SHADER_VERTEX );
    381 }
    382 
    383 
    384 void svga_destroy_shader_result( struct svga_shader_result *result )
    385 {
    386    FREE((unsigned *)result->tokens);
    387    FREE(result);
    388 }
    389 
    390