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-rw-r--r-- | src/gallium/drivers/svga/svga_state_tgsi_transform.c | 293 |
1 files changed, 293 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_state_tgsi_transform.c b/src/gallium/drivers/svga/svga_state_tgsi_transform.c new file mode 100644 index 00000000000..023c5862d27 --- /dev/null +++ b/src/gallium/drivers/svga/svga_state_tgsi_transform.c @@ -0,0 +1,293 @@ +/********************************************************** + * Copyright 2014 VMware, Inc. All rights reserved. + * + * Permission is hereby granted, free of charge, to any person + * obtaining a copy of this software and associated documentation + * files (the "Software"), to deal in the Software without + * restriction, including without limitation the rights to use, copy, + * modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be + * included in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS + * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN + * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + * + **********************************************************/ + +#include "util/u_inlines.h" +#include "util/u_memory.h" +#include "util/u_bitmask.h" +#include "util/u_simple_shaders.h" +#include "tgsi/tgsi_ureg.h" +#include "tgsi/tgsi_point_sprite.h" +#include "tgsi/tgsi_dump.h" + +#include "svga_context.h" +#include "svga_shader.h" +#include "svga_tgsi.h" + + +/** + * Bind a new GS. This updates the derived current gs state, not the + * user-specified GS state. + */ +static void +bind_gs_state(struct svga_context *svga, + struct svga_geometry_shader *gs) +{ + svga->curr.gs = gs; + svga->dirty |= SVGA_NEW_GS; +} + + +/** + * emulate_point_sprite searches the shader variants list to see it there is + * a shader variant with a token string that matches the emulation + * requirement. It there isn't, then it will use a tgsi utility + * tgsi_add_point_sprite to transform the original token string to support + * point sprite. A new geometry shader state will be created with the + * transformed token string and added to the shader variants list of the + * original geometry shader. The new geometry shader state will then be + * bound as the current geometry shader. + */ +static struct svga_shader * +emulate_point_sprite(struct svga_context *svga, + struct svga_shader *shader, + const struct tgsi_token *tokens) +{ + struct svga_token_key key; + struct tgsi_token *new_tokens; + const struct tgsi_token *orig_tokens; + struct svga_geometry_shader *orig_gs = (struct svga_geometry_shader *)shader; + struct svga_geometry_shader *gs = NULL; + struct pipe_shader_state templ; + struct svga_stream_output *streamout = NULL; + int pos_out_index = -1; + int aa_point_coord_index = -1; + + assert(tokens != NULL); + + orig_tokens = tokens; + + /* Create a token key */ + memset(&key, 0, sizeof key); + key.gs.writes_psize = 1; + key.gs.sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable; + + key.gs.sprite_origin_upper_left = + !(svga->curr.rast->templ.sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT); + + key.gs.aa_point = svga->curr.rast->templ.point_smooth; + + if (orig_gs != NULL) { + + /* Check if the original geometry shader has stream output and + * if position is one of the outputs. + */ + streamout = orig_gs->base.stream_output; + if (streamout != NULL) { + pos_out_index = streamout->pos_out_index; + key.gs.point_pos_stream_out = pos_out_index != -1; + } + + /* Search the shader lists to see if there is a variant that matches + * this token key. + */ + gs = (struct svga_geometry_shader *) + svga_search_shader_token_key(&orig_gs->base, &key); + } + + /* If there isn't, then call the tgsi utility tgsi_add_point_sprite + * to transform the original tokens to support point sprite. + * Flip the sprite origin as SVGA3D device only supports an + * upper-left origin. + */ + if (!gs) { + new_tokens = tgsi_add_point_sprite(orig_tokens, + key.gs.sprite_coord_enable, + key.gs.sprite_origin_upper_left, + key.gs.point_pos_stream_out, + key.gs.aa_point ? + &aa_point_coord_index : NULL); + + if (new_tokens == NULL) { + /* if no new tokens are generated for whatever reason, just return */ + return NULL; + } + + if (0) { + debug_printf("Before tgsi_add_point_sprite ---------------\n"); + tgsi_dump(orig_tokens, 0); + debug_printf("After tgsi_add_point_sprite --------------\n"); + tgsi_dump(new_tokens, 0); + } + + templ.tokens = new_tokens; + templ.stream_output.num_outputs = 0; + + if (streamout != NULL) { + templ.stream_output = streamout->info; + /* The tgsi_add_point_sprite utility adds an extra output + * for the original point position for stream output purpose. + * We need to replace the position output register index in the + * stream output declaration with the new register index. + */ + if (pos_out_index != -1) { + assert(orig_gs != NULL); + templ.stream_output.output[pos_out_index].register_index = + orig_gs->base.info.num_outputs; + } + } + + /* Create a new geometry shader state with the new tokens */ + gs = svga->pipe.create_gs_state(&svga->pipe, &templ); + + /* Don't need the token string anymore. There is a local copy + * in the shader state. + */ + FREE(new_tokens); + + if (!gs) { + return NULL; + } + + gs->wide_point = TRUE; + gs->aa_point_coord_index = aa_point_coord_index; + gs->base.token_key = key; + gs->base.parent = &orig_gs->base; + gs->base.next = NULL; + + /* Add the new geometry shader to the head of the shader list + * pointed to by the original geometry shader. + */ + if (orig_gs != NULL) { + gs->base.next = orig_gs->base.next; + orig_gs->base.next = &gs->base; + } + } + + /* Bind the new geometry shader state */ + bind_gs_state(svga, gs); + + return &gs->base; +} + +/** + * Generate a geometry shader that emits a wide point by drawing a quad. + * This function first creates a passthrough geometry shader and then + * calls emulate_point_sprite() to transform the geometry shader to + * support point sprite. + */ +static struct svga_shader * +add_point_sprite_shader(struct svga_context *svga) +{ + struct svga_vertex_shader *vs = svga->curr.vs; + struct svga_geometry_shader *orig_gs = vs->gs; + struct svga_geometry_shader *new_gs; + const struct tgsi_token *tokens; + + if (orig_gs == NULL) { + + /* If this is the first time adding a geometry shader to this + * vertex shader to support point sprite, then create + * a passthrough geometry shader first. + */ + orig_gs = (struct svga_geometry_shader *) + util_make_geometry_passthrough_shader( + &svga->pipe, vs->base.info.num_outputs, + vs->base.info.output_semantic_name, + vs->base.info.output_semantic_index); + + if (orig_gs == NULL) + return NULL; + } + else { + if (orig_gs->base.parent) + orig_gs = (struct svga_geometry_shader *)orig_gs->base.parent; + } + tokens = orig_gs->base.tokens; + + /* Call emulate_point_sprite to find or create a transformed + * geometry shader for supporting point sprite. + */ + new_gs = (struct svga_geometry_shader *) + emulate_point_sprite(svga, &orig_gs->base, tokens); + + /* If this is the first time creating a geometry shader to + * support vertex point size, then add the new geometry shader + * to the vertex shader. + */ + if (vs->gs == NULL) { + vs->gs = new_gs; + } + + return &new_gs->base; +} + +/* update_tgsi_transform provides a hook to transform a shader if needed. + */ +static enum pipe_error +update_tgsi_transform(struct svga_context *svga, unsigned dirty) +{ + struct svga_geometry_shader *gs = svga->curr.user_gs; /* current gs */ + struct svga_vertex_shader *vs = svga->curr.vs; /* currently bound vs */ + struct svga_shader *orig_gs; /* original gs */ + struct svga_shader *new_gs; /* new gs */ + + if (!svga_have_vgpu10(svga)) + return PIPE_OK; + + if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) { + /* If the current prim type is POINTS and the current geometry shader + * emits wide points, transform the shader to emulate wide points using + * quads. + */ + if (gs != NULL && (gs->base.info.writes_psize || gs->wide_point)) { + orig_gs = gs->base.parent ? gs->base.parent : &gs->base; + new_gs = emulate_point_sprite(svga, orig_gs, orig_gs->tokens); + } + + /* If there is not an active geometry shader and the current vertex + * shader emits wide point then create a new geometry shader to emulate + * wide point. + */ + else if (gs == NULL && + (svga->curr.rast->pointsize > 1.0 || + vs->base.info.writes_psize)) { + new_gs = add_point_sprite_shader(svga); + } + else { + /* use the user's GS */ + bind_gs_state(svga, svga->curr.user_gs); + } + } + else if (svga->curr.gs != svga->curr.user_gs) { + /* If current primitive type is not POINTS, then make sure + * we don't bind to any of the generated geometry shader + */ + bind_gs_state(svga, svga->curr.user_gs); + } + (void) new_gs; /* silence the unused var warning */ + + return PIPE_OK; +} + +struct svga_tracked_state svga_need_tgsi_transform = +{ + "transform shader for optimization", + (SVGA_NEW_VS | + SVGA_NEW_FS | + SVGA_NEW_GS | + SVGA_NEW_REDUCED_PRIMITIVE | + SVGA_NEW_RAST), + update_tgsi_transform +}; |