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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 #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