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 #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 "translate/translate.h"
     32 #include "tgsi/tgsi_ureg.h"
     33 
     34 #include "svga_context.h"
     35 #include "svga_state.h"
     36 #include "svga_cmd.h"
     37 #include "svga_shader.h"
     38 #include "svga_tgsi.h"
     39 
     40 #include "svga_hw_reg.h"
     41 
     42 
     43 /**
     44  * If we fail to compile a vertex shader we'll use a dummy/fallback shader
     45  * that simply emits a (0,0,0,1) vertex position.
     46  */
     47 static const struct tgsi_token *
     48 get_dummy_vertex_shader(void)
     49 {
     50    static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
     51    struct ureg_program *ureg;
     52    const struct tgsi_token *tokens;
     53    struct ureg_src src;
     54    struct ureg_dst dst;
     55    unsigned num_tokens;
     56 
     57    ureg = ureg_create(PIPE_SHADER_VERTEX);
     58    if (!ureg)
     59       return NULL;
     60 
     61    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
     62    src = ureg_DECL_immediate(ureg, zero, 4);
     63    ureg_MOV(ureg, dst, src);
     64    ureg_END(ureg);
     65 
     66    tokens = ureg_get_tokens(ureg, &num_tokens);
     67 
     68    ureg_destroy(ureg);
     69 
     70    return tokens;
     71 }
     72 
     73 
     74 static struct svga_shader_variant *
     75 translate_vertex_program(struct svga_context *svga,
     76                          const struct svga_vertex_shader *vs,
     77                          const struct svga_compile_key *key)
     78 {
     79    if (svga_have_vgpu10(svga)) {
     80       return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
     81                                         PIPE_SHADER_VERTEX);
     82    }
     83    else {
     84       return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
     85                                        PIPE_SHADER_VERTEX);
     86    }
     87 }
     88 
     89 
     90 /**
     91  * Replace the given shader's instruction with a simple / dummy shader.
     92  * We use this when normal shader translation fails.
     93  */
     94 static struct svga_shader_variant *
     95 get_compiled_dummy_vertex_shader(struct svga_context *svga,
     96                                  struct svga_vertex_shader *vs,
     97                                  const struct svga_compile_key *key)
     98 {
     99    const struct tgsi_token *dummy = get_dummy_vertex_shader();
    100    struct svga_shader_variant *variant;
    101 
    102    if (!dummy) {
    103       return NULL;
    104    }
    105 
    106    FREE((void *) vs->base.tokens);
    107    vs->base.tokens = dummy;
    108 
    109    variant = translate_vertex_program(svga, vs, key);
    110    return variant;
    111 }
    112 
    113 
    114 /**
    115  * Translate TGSI shader into an svga shader variant.
    116  */
    117 static enum pipe_error
    118 compile_vs(struct svga_context *svga,
    119            struct svga_vertex_shader *vs,
    120            const struct svga_compile_key *key,
    121            struct svga_shader_variant **out_variant)
    122 {
    123    struct svga_shader_variant *variant;
    124    enum pipe_error ret = PIPE_ERROR;
    125 
    126    variant = translate_vertex_program(svga, vs, key);
    127    if (variant == NULL) {
    128       debug_printf("Failed to compile vertex shader,"
    129                    " using dummy shader instead.\n");
    130       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
    131    }
    132    else if (svga_shader_too_large(svga, variant)) {
    133       /* too big, use dummy shader */
    134       debug_printf("Shader too large (%u bytes),"
    135                    " using dummy shader instead.\n",
    136                    (unsigned) (variant->nr_tokens
    137                                * sizeof(variant->tokens[0])));
    138       /* Free the too-large variant */
    139       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
    140       /* Use simple pass-through shader instead */
    141       variant = get_compiled_dummy_vertex_shader(svga, vs, key);
    142    }
    143 
    144    if (!variant) {
    145       return PIPE_ERROR;
    146    }
    147 
    148    ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
    149    if (ret != PIPE_OK) {
    150       svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
    151       return ret;
    152    }
    153 
    154    *out_variant = variant;
    155 
    156    return PIPE_OK;
    157 }
    158 
    159 
    160 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
    161  */
    162 static void
    163 make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
    164 {
    165    const enum pipe_shader_type shader = PIPE_SHADER_VERTEX;
    166 
    167    memset(key, 0, sizeof *key);
    168 
    169    if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
    170       /* Set both of these flags, to match compile_passthrough_vs() */
    171       key->vs.passthrough = 1;
    172       key->vs.undo_viewport = 1;
    173       return;
    174    }
    175 
    176    /* SVGA_NEW_PRESCALE */
    177    key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
    178                            (svga->curr.gs == NULL);
    179 
    180    /* SVGA_NEW_RAST */
    181    key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
    182 
    183    /* SVGA_NEW_FS */
    184    key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
    185 
    186    svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
    187 
    188    /* SVGA_NEW_VELEMENT */
    189    key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
    190    key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
    191    key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
    192    key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
    193    key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
    194    key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
    195    key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
    196    key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
    197    key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
    198 
    199    /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
    200    svga_init_shader_key_common(svga, shader, key);
    201 
    202    /* SVGA_NEW_RAST */
    203    key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
    204 }
    205 
    206 
    207 /**
    208  * svga_reemit_vs_bindings - Reemit the vertex shader bindings
    209  */
    210 enum pipe_error
    211 svga_reemit_vs_bindings(struct svga_context *svga)
    212 {
    213    enum pipe_error ret;
    214    struct svga_winsys_gb_shader *gbshader = NULL;
    215    SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
    216 
    217    assert(svga->rebind.flags.vs);
    218    assert(svga_have_gb_objects(svga));
    219 
    220    if (svga->state.hw_draw.vs) {
    221       gbshader = svga->state.hw_draw.vs->gb_shader;
    222       shaderId = svga->state.hw_draw.vs->id;
    223    }
    224 
    225    if (!svga_need_to_rebind_resources(svga)) {
    226       ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
    227                                         SVGA_RELOC_READ);
    228       goto out;
    229    }
    230 
    231    if (svga_have_vgpu10(svga))
    232       ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
    233                                     gbshader, shaderId);
    234    else
    235       ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
    236 
    237  out:
    238    if (ret != PIPE_OK)
    239       return ret;
    240 
    241    svga->rebind.flags.vs = FALSE;
    242    return PIPE_OK;
    243 }
    244 
    245 
    246 /**
    247  * The current vertex shader is already executed by the 'draw'
    248  * module, so we just need to generate a simple vertex shader
    249  * to pass through all those VS outputs that will
    250  * be consumed by the fragment shader.
    251  * Used when we employ the 'draw' module.
    252  */
    253 static enum pipe_error
    254 compile_passthrough_vs(struct svga_context *svga,
    255                        struct svga_vertex_shader *vs,
    256                        struct svga_fragment_shader *fs,
    257                        struct svga_shader_variant **out_variant)
    258 {
    259    struct svga_shader_variant *variant = NULL;
    260    unsigned num_inputs;
    261    unsigned i;
    262    unsigned num_elements;
    263    struct svga_vertex_shader new_vs;
    264    struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
    265    struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
    266    struct ureg_program *ureg;
    267    unsigned num_tokens;
    268    struct svga_compile_key key;
    269    enum pipe_error ret;
    270 
    271    assert(svga_have_vgpu10(svga));
    272    assert(fs);
    273 
    274    num_inputs = fs->base.info.num_inputs;
    275 
    276    ureg = ureg_create(PIPE_SHADER_VERTEX);
    277    if (!ureg)
    278       return PIPE_ERROR_OUT_OF_MEMORY;
    279 
    280    /* draw will always add position */
    281    dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
    282    src[0] = ureg_DECL_vs_input(ureg, 0);
    283    num_elements = 1;
    284 
    285    /**
    286     * swtnl backend redefines the input layout based on the
    287     * fragment shader's inputs. So we only need to passthrough
    288     * those inputs that will be consumed by the fragment shader.
    289     * Note: DX10 requires the number of vertex elements
    290     * specified in the input layout to be no less than the
    291     * number of inputs to the vertex shader.
    292     */
    293    for (i = 0; i < num_inputs; i++) {
    294       switch (fs->base.info.input_semantic_name[i]) {
    295       case TGSI_SEMANTIC_COLOR:
    296       case TGSI_SEMANTIC_GENERIC:
    297       case TGSI_SEMANTIC_FOG:
    298          dst[num_elements] = ureg_DECL_output(ureg,
    299                                 fs->base.info.input_semantic_name[i],
    300                                 fs->base.info.input_semantic_index[i]);
    301          src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
    302          num_elements++;
    303          break;
    304       default:
    305          break;
    306       }
    307    }
    308 
    309    for (i = 0; i < num_elements; i++) {
    310       ureg_MOV(ureg, dst[i], src[i]);
    311    }
    312 
    313    ureg_END(ureg);
    314 
    315    memset(&new_vs, 0, sizeof(new_vs));
    316    new_vs.base.tokens = ureg_get_tokens(ureg, &num_tokens);
    317    tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
    318 
    319    memset(&key, 0, sizeof(key));
    320    key.vs.undo_viewport = 1;
    321 
    322    ret = compile_vs(svga, &new_vs, &key, &variant);
    323    if (ret != PIPE_OK)
    324       return ret;
    325 
    326    ureg_free_tokens(new_vs.base.tokens);
    327    ureg_destroy(ureg);
    328 
    329    /* Overwrite the variant key to indicate it's a pass-through VS */
    330    memset(&variant->key, 0, sizeof(variant->key));
    331    variant->key.vs.passthrough = 1;
    332    variant->key.vs.undo_viewport = 1;
    333 
    334    *out_variant = variant;
    335 
    336    return PIPE_OK;
    337 }
    338 
    339 
    340 static enum pipe_error
    341 emit_hw_vs(struct svga_context *svga, unsigned dirty)
    342 {
    343    struct svga_shader_variant *variant;
    344    struct svga_vertex_shader *vs = svga->curr.vs;
    345    struct svga_fragment_shader *fs = svga->curr.fs;
    346    enum pipe_error ret = PIPE_OK;
    347    struct svga_compile_key key;
    348 
    349    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
    350 
    351    /* If there is an active geometry shader, and it has stream output
    352     * defined, then we will skip the stream output from the vertex shader
    353     */
    354    if (!svga_have_gs_streamout(svga)) {
    355       /* No GS stream out */
    356       if (svga_have_vs_streamout(svga)) {
    357          /* Set VS stream out */
    358          svga_set_stream_output(svga, vs->base.stream_output);
    359       }
    360       else {
    361          /* turn off stream out */
    362          svga_set_stream_output(svga, NULL);
    363       }
    364    }
    365 
    366    /* SVGA_NEW_NEED_SWTNL */
    367    if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
    368       /* No vertex shader is needed */
    369       variant = NULL;
    370    }
    371    else {
    372       make_vs_key(svga, &key);
    373 
    374       /* See if we already have a VS variant that matches the key */
    375       variant = svga_search_shader_key(&vs->base, &key);
    376 
    377       if (!variant) {
    378          /* Create VS variant now */
    379          if (key.vs.passthrough) {
    380             ret = compile_passthrough_vs(svga, vs, fs, &variant);
    381          }
    382          else {
    383             ret = compile_vs(svga, vs, &key, &variant);
    384          }
    385          if (ret != PIPE_OK)
    386             goto done;
    387 
    388          /* insert the new variant at head of linked list */
    389          assert(variant);
    390          variant->next = vs->base.variants;
    391          vs->base.variants = variant;
    392       }
    393    }
    394 
    395    if (variant != svga->state.hw_draw.vs) {
    396       /* Bind the new variant */
    397       if (variant) {
    398          ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
    399          if (ret != PIPE_OK)
    400             goto done;
    401          svga->rebind.flags.vs = FALSE;
    402       }
    403 
    404       svga->dirty |= SVGA_NEW_VS_VARIANT;
    405       svga->state.hw_draw.vs = variant;
    406    }
    407 
    408 done:
    409    SVGA_STATS_TIME_POP(svga_sws(svga));
    410    return ret;
    411 }
    412 
    413 struct svga_tracked_state svga_hw_vs =
    414 {
    415    "vertex shader (hwtnl)",
    416    (SVGA_NEW_VS |
    417     SVGA_NEW_FS |
    418     SVGA_NEW_TEXTURE_BINDING |
    419     SVGA_NEW_SAMPLER |
    420     SVGA_NEW_RAST |
    421     SVGA_NEW_PRESCALE |
    422     SVGA_NEW_VELEMENT |
    423     SVGA_NEW_NEED_SWTNL),
    424    emit_hw_vs
    425 };
    426