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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 "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_shader.h"
     37 #include "svga_resource_texture.h"
     38 #include "svga_tgsi.h"
     39 #include "svga_format.h"
     40 
     41 #include "svga_hw_reg.h"
     42 
     43 
     44 
     45 /**
     46  * If we fail to compile a fragment shader (because it uses too many
     47  * registers, for example) we'll use a dummy/fallback shader that
     48  * simply emits a constant color (red for debug, black for release).
     49  * We hit this with the Unigine/Heaven demo when Shaders = High.
     50  * With black, the demo still looks good.
     51  */
     52 static const struct tgsi_token *
     53 get_dummy_fragment_shader(void)
     54 {
     55 #ifdef DEBUG
     56    static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
     57 #else
     58    static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
     59 #endif
     60    struct ureg_program *ureg;
     61    const struct tgsi_token *tokens;
     62    struct ureg_src src;
     63    struct ureg_dst dst;
     64    unsigned num_tokens;
     65 
     66    ureg = ureg_create(PIPE_SHADER_FRAGMENT);
     67    if (!ureg)
     68       return NULL;
     69 
     70    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
     71    src = ureg_DECL_immediate(ureg, color, 4);
     72    ureg_MOV(ureg, dst, src);
     73    ureg_END(ureg);
     74 
     75    tokens = ureg_get_tokens(ureg, &num_tokens);
     76 
     77    ureg_destroy(ureg);
     78 
     79    return tokens;
     80 }
     81 
     82 
     83 static struct svga_shader_variant *
     84 translate_fragment_program(struct svga_context *svga,
     85                            const struct svga_fragment_shader *fs,
     86                            const struct svga_compile_key *key)
     87 {
     88    if (svga_have_vgpu10(svga)) {
     89       return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
     90                                         PIPE_SHADER_FRAGMENT);
     91    }
     92    else {
     93       return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
     94                                        PIPE_SHADER_FRAGMENT);
     95    }
     96 }
     97 
     98 
     99 /**
    100  * Replace the given shader's instruction with a simple constant-color
    101  * shader.  We use this when normal shader translation fails.
    102  */
    103 static struct svga_shader_variant *
    104 get_compiled_dummy_shader(struct svga_context *svga,
    105                           struct svga_fragment_shader *fs,
    106                           const struct svga_compile_key *key)
    107 {
    108    const struct tgsi_token *dummy = get_dummy_fragment_shader();
    109    struct svga_shader_variant *variant;
    110 
    111    if (!dummy) {
    112       return NULL;
    113    }
    114 
    115    FREE((void *) fs->base.tokens);
    116    fs->base.tokens = dummy;
    117 
    118    variant = translate_fragment_program(svga, fs, key);
    119    return variant;
    120 }
    121 
    122 
    123 /**
    124  * Translate TGSI shader into an svga shader variant.
    125  */
    126 static enum pipe_error
    127 compile_fs(struct svga_context *svga,
    128            struct svga_fragment_shader *fs,
    129            const struct svga_compile_key *key,
    130            struct svga_shader_variant **out_variant)
    131 {
    132    struct svga_shader_variant *variant;
    133    enum pipe_error ret = PIPE_ERROR;
    134 
    135    variant = translate_fragment_program(svga, fs, key);
    136    if (variant == NULL) {
    137       debug_printf("Failed to compile fragment shader,"
    138                    " using dummy shader instead.\n");
    139       variant = get_compiled_dummy_shader(svga, fs, key);
    140    }
    141    else if (svga_shader_too_large(svga, variant)) {
    142       /* too big, use dummy shader */
    143       debug_printf("Shader too large (%u bytes),"
    144                    " using dummy shader instead.\n",
    145                    (unsigned) (variant->nr_tokens
    146                                * sizeof(variant->tokens[0])));
    147       /* Free the too-large variant */
    148       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
    149       /* Use simple pass-through shader instead */
    150       variant = get_compiled_dummy_shader(svga, fs, key);
    151    }
    152 
    153    if (!variant) {
    154       return PIPE_ERROR;
    155    }
    156 
    157    ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
    158    if (ret != PIPE_OK) {
    159       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
    160       return ret;
    161    }
    162 
    163    *out_variant = variant;
    164 
    165    /* insert variant at head of linked list */
    166    variant->next = fs->base.variants;
    167    fs->base.variants = variant;
    168 
    169    return PIPE_OK;
    170 }
    171 
    172 
    173 /* SVGA_NEW_TEXTURE_BINDING
    174  * SVGA_NEW_RAST
    175  * SVGA_NEW_NEED_SWTNL
    176  * SVGA_NEW_SAMPLER
    177  */
    178 static enum pipe_error
    179 make_fs_key(const struct svga_context *svga,
    180             struct svga_fragment_shader *fs,
    181             struct svga_compile_key *key)
    182 {
    183    const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
    184    unsigned i;
    185 
    186    memset(key, 0, sizeof *key);
    187 
    188    memcpy(key->generic_remap_table, fs->generic_remap_table,
    189           sizeof(fs->generic_remap_table));
    190 
    191    /* SVGA_NEW_GS, SVGA_NEW_VS
    192     */
    193    if (svga->curr.gs) {
    194       key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
    195    } else {
    196       key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
    197    }
    198 
    199    /* Only need fragment shader fixup for twoside lighting if doing
    200     * hwtnl.  Otherwise the draw module does the whole job for us.
    201     *
    202     * SVGA_NEW_SWTNL
    203     */
    204    if (!svga->state.sw.need_swtnl) {
    205       /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
    206        */
    207       key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
    208       key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
    209       key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
    210                           svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
    211       key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
    212                           svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
    213                           (svga->curr.rast->pointsize > 1.0 ||
    214                            svga->curr.vs->base.info.writes_psize));
    215       if (key->fs.aa_point) {
    216          assert(svga->curr.gs != NULL);
    217          assert(svga->curr.gs->aa_point_coord_index != -1);
    218          key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
    219       }
    220    }
    221 
    222    /* The blend workaround for simulating logicop xor behaviour
    223     * requires that the incoming fragment color be white.  This change
    224     * achieves that by creating a variant of the current fragment
    225     * shader that overrides all output colors with 1,1,1,1
    226     *
    227     * This will work for most shaders, including those containing
    228     * TEXKIL and/or depth-write.  However, it will break on the
    229     * combination of xor-logicop plus alphatest.
    230     *
    231     * Ultimately, we could implement alphatest in the shader using
    232     * texkil prior to overriding the outgoing fragment color.
    233     *
    234     * SVGA_NEW_BLEND
    235     */
    236    if (svga->curr.blend->need_white_fragments) {
    237       key->fs.white_fragments = 1;
    238    }
    239 
    240 #ifdef DEBUG
    241    /*
    242     * We expect a consistent set of samplers and sampler views.
    243     * Do some debug checks/warnings here.
    244     */
    245    {
    246       static boolean warned = FALSE;
    247       unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
    248                            svga->curr.num_samplers[shader]);
    249       /* Only warn once to prevent too much debug output */
    250       if (!warned) {
    251          if (svga->curr.num_sampler_views[shader] !=
    252              svga->curr.num_samplers[shader]) {
    253             debug_printf("svga: mismatched number of sampler views (%u) "
    254                          "vs. samplers (%u)\n",
    255                          svga->curr.num_sampler_views[shader],
    256                          svga->curr.num_samplers[shader]);
    257          }
    258          for (i = 0; i < n; i++) {
    259             if ((svga->curr.sampler_views[shader][i] == NULL) !=
    260                 (svga->curr.sampler[shader][i] == NULL))
    261                debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
    262                             i, svga->curr.sampler_views[shader][i],
    263                             i, svga->curr.sampler[shader][i]);
    264          }
    265          warned = TRUE;
    266       }
    267    }
    268 #endif
    269 
    270    /* XXX: want to limit this to the textures that the shader actually
    271     * refers to.
    272     *
    273     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
    274     */
    275    svga_init_shader_key_common(svga, shader, key);
    276 
    277    for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
    278       struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
    279       const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
    280       if (view) {
    281          struct pipe_resource *tex = view->texture;
    282          if (tex->target != PIPE_BUFFER) {
    283             struct svga_texture *stex = svga_texture(tex);
    284             SVGA3dSurfaceFormat format = stex->key.format;
    285 
    286             if (!svga_have_vgpu10(svga) &&
    287                 (format == SVGA3D_Z_D16 ||
    288                  format == SVGA3D_Z_D24X8 ||
    289                  format == SVGA3D_Z_D24S8)) {
    290                /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
    291                 * or SVGA3D_Z_D24S8 surface, we'll automatically get
    292                 * shadow comparison.  But we only get LEQUAL mode.
    293                 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
    294                 * code for shadow comparison.
    295                 */
    296                key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
    297                key->tex[i].compare_func = PIPE_FUNC_NEVER;
    298                /* These depth formats _only_ support comparison mode and
    299                 * not ordinary sampling so warn if the later is expected.
    300                 */
    301                if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
    302                   debug_warn_once("Unsupported shadow compare mode");
    303                }
    304                /* The shader translation code can emit code to
    305                 * handle ALWAYS and NEVER compare functions
    306                 */
    307                else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
    308                         sampler->compare_func == PIPE_FUNC_NEVER) {
    309                   key->tex[i].compare_mode = sampler->compare_mode;
    310                   key->tex[i].compare_func = sampler->compare_func;
    311                }
    312                else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
    313                   debug_warn_once("Unsupported shadow compare function");
    314                }
    315             }
    316             else {
    317                /* For other texture formats, just use the compare func/mode
    318                 * as-is.  Should be no-ops for color textures.  For depth
    319                 * textures, we do not get automatic depth compare.  We have
    320                 * to do it ourselves in the shader.  And we don't get PCF.
    321                 */
    322                key->tex[i].compare_mode = sampler->compare_mode;
    323                key->tex[i].compare_func = sampler->compare_func;
    324             }
    325          }
    326       }
    327    }
    328 
    329    /* sprite coord gen state */
    330    for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
    331       key->tex[i].sprite_texgen =
    332          svga->curr.rast->templ.sprite_coord_enable & (1 << i);
    333    }
    334 
    335    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
    336                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
    337 
    338    key->fs.flatshade = svga->curr.rast->templ.flatshade;
    339 
    340    /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
    341    if (svga_have_vgpu10(svga)) {
    342       /* Alpha testing is not supported in integer-valued render targets. */
    343       if (svga_has_any_integer_cbufs(svga)) {
    344          key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
    345          key->fs.alpha_ref = 0;
    346       }
    347       else {
    348          key->fs.alpha_func = svga->curr.depth->alphafunc;
    349          key->fs.alpha_ref = svga->curr.depth->alpharef;
    350       }
    351    }
    352 
    353    /* SVGA_NEW_FRAME_BUFFER */
    354    if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
    355       /* Replicate color0 output to N colorbuffers */
    356       key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
    357    }
    358 
    359    return PIPE_OK;
    360 }
    361 
    362 
    363 /**
    364  * svga_reemit_fs_bindings - Reemit the fragment shader bindings
    365  */
    366 enum pipe_error
    367 svga_reemit_fs_bindings(struct svga_context *svga)
    368 {
    369    enum pipe_error ret;
    370 
    371    assert(svga->rebind.flags.fs);
    372    assert(svga_have_gb_objects(svga));
    373 
    374    if (!svga->state.hw_draw.fs)
    375       return PIPE_OK;
    376 
    377    if (!svga_need_to_rebind_resources(svga)) {
    378       ret =  svga->swc->resource_rebind(svga->swc, NULL,
    379                                         svga->state.hw_draw.fs->gb_shader,
    380                                         SVGA_RELOC_READ);
    381       goto out;
    382    }
    383 
    384    if (svga_have_vgpu10(svga))
    385       ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
    386                                     svga->state.hw_draw.fs->gb_shader,
    387                                     svga->state.hw_draw.fs->id);
    388    else
    389       ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
    390                                svga->state.hw_draw.fs->gb_shader);
    391 
    392  out:
    393    if (ret != PIPE_OK)
    394       return ret;
    395 
    396    svga->rebind.flags.fs = FALSE;
    397    return PIPE_OK;
    398 }
    399 
    400 
    401 
    402 static enum pipe_error
    403 emit_hw_fs(struct svga_context *svga, unsigned dirty)
    404 {
    405    struct svga_shader_variant *variant = NULL;
    406    enum pipe_error ret = PIPE_OK;
    407    struct svga_fragment_shader *fs = svga->curr.fs;
    408    struct svga_compile_key key;
    409 
    410    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
    411 
    412    /* SVGA_NEW_BLEND
    413     * SVGA_NEW_TEXTURE_BINDING
    414     * SVGA_NEW_RAST
    415     * SVGA_NEW_NEED_SWTNL
    416     * SVGA_NEW_SAMPLER
    417     * SVGA_NEW_FRAME_BUFFER
    418     * SVGA_NEW_DEPTH_STENCIL_ALPHA
    419     * SVGA_NEW_VS
    420     */
    421    ret = make_fs_key(svga, fs, &key);
    422    if (ret != PIPE_OK)
    423       goto done;
    424 
    425    variant = svga_search_shader_key(&fs->base, &key);
    426    if (!variant) {
    427       ret = compile_fs(svga, fs, &key, &variant);
    428       if (ret != PIPE_OK)
    429          goto done;
    430    }
    431 
    432    assert(variant);
    433 
    434    if (variant != svga->state.hw_draw.fs) {
    435       ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
    436       if (ret != PIPE_OK)
    437          goto done;
    438 
    439       svga->rebind.flags.fs = FALSE;
    440 
    441       svga->dirty |= SVGA_NEW_FS_VARIANT;
    442       svga->state.hw_draw.fs = variant;
    443    }
    444 
    445 done:
    446    SVGA_STATS_TIME_POP(svga_sws(svga));
    447    return ret;
    448 }
    449 
    450 struct svga_tracked_state svga_hw_fs =
    451 {
    452    "fragment shader (hwtnl)",
    453    (SVGA_NEW_FS |
    454     SVGA_NEW_GS |
    455     SVGA_NEW_VS |
    456     SVGA_NEW_TEXTURE_BINDING |
    457     SVGA_NEW_NEED_SWTNL |
    458     SVGA_NEW_RAST |
    459     SVGA_NEW_STIPPLE |
    460     SVGA_NEW_REDUCED_PRIMITIVE |
    461     SVGA_NEW_SAMPLER |
    462     SVGA_NEW_FRAME_BUFFER |
    463     SVGA_NEW_DEPTH_STENCIL_ALPHA |
    464     SVGA_NEW_BLEND),
    465    emit_hw_fs
    466 };
    467 
    468 
    469 
    470