Home | History | Annotate | Download | only in svga
      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_shader.h"
     41 #include "svga_tgsi.h"
     42 #include "svga_tgsi_emit.h"
     43 #include "svga_debug.h"
     44 
     45 #include "svga_hw_reg.h"
     46 #include "svga3d_shaderdefs.h"
     47 
     48 
     49 /* Sinkhole used only in error conditions.
     50  */
     51 static char err_buf[128];
     52 
     53 
     54 static boolean
     55 svga_shader_expand(struct svga_shader_emitter *emit)
     56 {
     57    char *new_buf;
     58    unsigned newsize = emit->size * 2;
     59 
     60    if (emit->buf != err_buf)
     61       new_buf = REALLOC(emit->buf, emit->size, newsize);
     62    else
     63       new_buf = NULL;
     64 
     65    if (!new_buf) {
     66       emit->ptr = err_buf;
     67       emit->buf = err_buf;
     68       emit->size = sizeof(err_buf);
     69       return FALSE;
     70    }
     71 
     72    emit->size = newsize;
     73    emit->ptr = new_buf + (emit->ptr - emit->buf);
     74    emit->buf = new_buf;
     75    return TRUE;
     76 }
     77 
     78 
     79 static inline boolean
     80 reserve(struct svga_shader_emitter *emit, unsigned nr_dwords)
     81 {
     82    if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) {
     83       if (!svga_shader_expand(emit)) {
     84          return FALSE;
     85       }
     86    }
     87 
     88    return TRUE;
     89 }
     90 
     91 
     92 boolean
     93 svga_shader_emit_dword(struct svga_shader_emitter * emit, unsigned dword)
     94 {
     95    if (!reserve(emit, 1))
     96       return FALSE;
     97 
     98    *(unsigned *) emit->ptr = dword;
     99    emit->ptr += sizeof dword;
    100    return TRUE;
    101 }
    102 
    103 
    104 boolean
    105 svga_shader_emit_dwords(struct svga_shader_emitter * emit,
    106                         const unsigned *dwords, unsigned nr)
    107 {
    108    if (!reserve(emit, nr))
    109       return FALSE;
    110 
    111    memcpy(emit->ptr, dwords, nr * sizeof *dwords);
    112    emit->ptr += nr * sizeof *dwords;
    113    return TRUE;
    114 }
    115 
    116 
    117 boolean
    118 svga_shader_emit_opcode(struct svga_shader_emitter * emit, unsigned opcode)
    119 {
    120    SVGA3dShaderInstToken *here;
    121 
    122    if (!reserve(emit, 1))
    123       return FALSE;
    124 
    125    here = (SVGA3dShaderInstToken *) emit->ptr;
    126    here->value = opcode;
    127 
    128    if (emit->insn_offset) {
    129       SVGA3dShaderInstToken *prev =
    130          (SVGA3dShaderInstToken *) (emit->buf + emit->insn_offset);
    131       prev->size = (here - prev) - 1;
    132    }
    133 
    134    emit->insn_offset = emit->ptr - emit->buf;
    135    emit->ptr += sizeof(unsigned);
    136    return TRUE;
    137 }
    138 
    139 
    140 static boolean
    141 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  * Parse TGSI shader and translate to SVGA/DX9 serialized
    162  * representation.
    163  *
    164  * In this function SVGA shader is emitted to an in-memory buffer that
    165  * can be dynamically grown.  Once we've finished and know how large
    166  * it is, it will be copied to a hardware buffer for upload.
    167  */
    168 struct svga_shader_variant *
    169 svga_tgsi_vgpu9_translate(struct svga_context *svga,
    170                           const struct svga_shader *shader,
    171                           const struct svga_compile_key *key, unsigned unit)
    172 {
    173    struct svga_shader_variant *variant = NULL;
    174    struct svga_shader_emitter emit;
    175 
    176    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_TGSIVGPU9TRANSLATE);
    177 
    178    memset(&emit, 0, sizeof(emit));
    179 
    180    emit.size = 1024;
    181    emit.buf = MALLOC(emit.size);
    182    if (emit.buf == NULL) {
    183       goto fail;
    184    }
    185 
    186    emit.ptr = emit.buf;
    187    emit.unit = unit;
    188    emit.key = *key;
    189 
    190    tgsi_scan_shader(shader->tokens, &emit.info);
    191 
    192    emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1;
    193 
    194    if (unit == PIPE_SHADER_FRAGMENT)
    195       emit.imm_start += key->num_unnormalized_coords;
    196 
    197    if (unit == PIPE_SHADER_VERTEX) {
    198       emit.imm_start += key->vs.need_prescale ? 2 : 0;
    199    }
    200 
    201    emit.nr_hw_float_const =
    202       (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1);
    203 
    204    emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1;
    205 
    206    if (emit.nr_hw_temp >= SVGA3D_TEMPREG_MAX) {
    207       debug_printf("svga: too many temporary registers (%u)\n",
    208                    emit.nr_hw_temp);
    209       goto fail;
    210    }
    211 
    212    emit.in_main_func = TRUE;
    213 
    214    if (!svga_shader_emit_header(&emit)) {
    215       debug_printf("svga: emit header failed\n");
    216       goto fail;
    217    }
    218 
    219    if (!svga_shader_emit_instructions(&emit, shader->tokens)) {
    220       debug_printf("svga: emit instructions failed\n");
    221       goto fail;
    222    }
    223 
    224    variant = svga_new_shader_variant(svga);
    225    if (!variant)
    226       goto fail;
    227 
    228    variant->shader = shader;
    229    variant->tokens = (const unsigned *) emit.buf;
    230    variant->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned);
    231    memcpy(&variant->key, key, sizeof(*key));
    232    variant->id = UTIL_BITMASK_INVALID_INDEX;
    233 
    234    variant->pstipple_sampler_unit = emit.pstipple_sampler_unit;
    235 
    236    /* If there was exactly one write to a fragment shader output register
    237     * and it came from a constant buffer, we know all fragments will have
    238     * the same color (except for blending).
    239     */
    240    variant->constant_color_output =
    241       emit.constant_color_output && emit.num_output_writes == 1;
    242 
    243 #if 0
    244    if (!svga_shader_verify(variant->tokens, variant->nr_tokens) ||
    245        SVGA_DEBUG & DEBUG_TGSI) {
    246       debug_printf("#####################################\n");
    247       debug_printf("Shader %u below\n", shader->id);
    248       tgsi_dump(shader->tokens, 0);
    249       if (SVGA_DEBUG & DEBUG_TGSI) {
    250          debug_printf("Shader %u compiled below\n", shader->id);
    251          svga_shader_dump(variant->tokens, variant->nr_tokens, FALSE);
    252       }
    253       debug_printf("#####################################\n");
    254    }
    255 #endif
    256 
    257    goto done;
    258 
    259 fail:
    260    FREE(variant);
    261    if (emit.buf != err_buf)
    262       FREE(emit.buf);
    263    variant = NULL;
    264 
    265 done:
    266    SVGA_STATS_TIME_POP(svga_sws(svga));
    267    return variant;
    268 }
    269