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 "draw/draw_context.h" 27 #include "util/u_inlines.h" 28 #include "util/u_math.h" 29 #include "util/u_memory.h" 30 #include "util/u_bitmask.h" 31 #include "tgsi/tgsi_parse.h" 32 #include "tgsi/tgsi_text.h" 33 34 #include "svga_context.h" 35 #include "svga_hw_reg.h" 36 #include "svga_cmd.h" 37 #include "svga_debug.h" 38 #include "svga_shader.h" 39 #include "svga_streamout.h" 40 41 42 /** 43 * Substitute a debug shader. 44 */ 45 static const struct tgsi_token * 46 substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens) 47 { 48 #if 0 49 if (shader_id == 12) { 50 static struct tgsi_token tokens[300]; 51 52 const char *text = 53 "VERT\n" 54 "DCL IN[0]\n" 55 "DCL IN[1]\n" 56 "DCL IN[2]\n" 57 "DCL OUT[0], POSITION\n" 58 "DCL TEMP[0..4]\n" 59 "IMM FLT32 { 1.0000, 1.0000, 1.0000, 1.0000 }\n" 60 "IMM FLT32 { 0.45, 1.0000, 1.0000, 1.0000 }\n" 61 "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n" 62 "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050 }\n" 63 "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714 }\n" 64 "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n" 65 "DCL CONST[0..7]\n" 66 "DCL CONST[9..16]\n" 67 " MOV TEMP[2], IMM[0]\n" 68 69 " MOV TEMP[2].xyz, IN[2]\n" 70 " MOV TEMP[2].xyz, IN[0]\n" 71 " MOV TEMP[2].xyz, IN[1]\n" 72 73 " MUL TEMP[1], IMM[3], TEMP[2].yyyy\n" 74 " MAD TEMP[3], IMM[2], TEMP[2].xxxx, TEMP[1]\n" 75 " MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n" 76 " MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n" 77 78 " MOV OUT[0], TEMP[4]\n" 79 " END\n"; 80 81 if (!tgsi_text_translate(text, 82 tokens, 83 ARRAY_SIZE(tokens))) 84 { 85 assert(0); 86 return NULL; 87 } 88 89 return tokens; 90 } 91 #endif 92 93 return old_tokens; 94 } 95 96 97 static void * 98 svga_create_vs_state(struct pipe_context *pipe, 99 const struct pipe_shader_state *templ) 100 { 101 struct svga_context *svga = svga_context(pipe); 102 struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader); 103 104 if (!vs) 105 return NULL; 106 107 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS); 108 109 /* substitute a debug shader? 110 */ 111 vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id, 112 templ->tokens)); 113 114 /* Collect basic info that we'll need later: 115 */ 116 tgsi_scan_shader(vs->base.tokens, &vs->base.info); 117 118 { 119 /* Need to do construct a new template in case we substitued a 120 * debug shader. 121 */ 122 struct pipe_shader_state tmp2 = *templ; 123 tmp2.tokens = vs->base.tokens; 124 vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2); 125 } 126 127 vs->base.id = svga->debug.shader_id++; 128 129 vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info); 130 131 /* check for any stream output declarations */ 132 if (templ->stream_output.num_outputs) { 133 vs->base.stream_output = svga_create_stream_output(svga, &vs->base, 134 &templ->stream_output); 135 } 136 137 SVGA_STATS_TIME_POP(svga_sws(svga)); 138 return vs; 139 } 140 141 142 static void 143 svga_bind_vs_state(struct pipe_context *pipe, void *shader) 144 { 145 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; 146 struct svga_context *svga = svga_context(pipe); 147 148 if (vs == svga->curr.vs) 149 return; 150 151 /* If the currently bound vertex shader has a generated geometry shader, 152 * then unbind the geometry shader before binding a new vertex shader. 153 * We need to unbind the geometry shader here because there is no 154 * pipe_shader associated with the generated geometry shader. 155 */ 156 if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL) 157 svga->pipe.bind_gs_state(&svga->pipe, NULL); 158 159 svga->curr.vs = vs; 160 svga->dirty |= SVGA_NEW_VS; 161 } 162 163 164 static void 165 svga_delete_vs_state(struct pipe_context *pipe, void *shader) 166 { 167 struct svga_context *svga = svga_context(pipe); 168 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; 169 struct svga_shader_variant *variant, *tmp; 170 enum pipe_error ret; 171 172 svga_hwtnl_flush_retry(svga); 173 174 assert(vs->base.parent == NULL); 175 176 /* Check if there is a generated geometry shader to go with this 177 * vertex shader. If there is, then delete the geometry shader as well. 178 */ 179 if (vs->gs != NULL) { 180 svga->pipe.delete_gs_state(&svga->pipe, vs->gs); 181 } 182 183 if (vs->base.stream_output != NULL) 184 svga_delete_stream_output(svga, vs->base.stream_output); 185 186 draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); 187 188 for (variant = vs->base.variants; variant; variant = tmp) { 189 tmp = variant->next; 190 191 /* Check if deleting currently bound shader */ 192 if (variant == svga->state.hw_draw.vs) { 193 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL); 194 if (ret != PIPE_OK) { 195 svga_context_flush(svga, NULL); 196 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL); 197 assert(ret == PIPE_OK); 198 } 199 svga->state.hw_draw.vs = NULL; 200 } 201 202 ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); 203 if (ret != PIPE_OK) { 204 svga_context_flush(svga, NULL); 205 ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); 206 assert(ret == PIPE_OK); 207 } 208 } 209 210 FREE((void *)vs->base.tokens); 211 FREE(vs); 212 } 213 214 215 void 216 svga_init_vs_functions(struct svga_context *svga) 217 { 218 svga->pipe.create_vs_state = svga_create_vs_state; 219 svga->pipe.bind_vs_state = svga_bind_vs_state; 220 svga->pipe.delete_vs_state = svga_delete_vs_state; 221 } 222 223