diff options
Diffstat (limited to 'src/gallium/drivers/svga/svga_shader.c')
-rw-r--r-- | src/gallium/drivers/svga/svga_shader.c | 463 |
1 files changed, 424 insertions, 39 deletions
diff --git a/src/gallium/drivers/svga/svga_shader.c b/src/gallium/drivers/svga/svga_shader.c index 46efa07df2d..d46e7ebbc38 100644 --- a/src/gallium/drivers/svga/svga_shader.c +++ b/src/gallium/drivers/svga/svga_shader.c @@ -27,14 +27,318 @@ #include "util/u_memory.h" #include "svga_context.h" #include "svga_cmd.h" +#include "svga_format.h" #include "svga_shader.h" +/** + * This bit isn't really used anywhere. It only serves to help + * generate a unique "signature" for the vertex shader output bitmask. + * Shader input/output signatures are used to resolve shader linking + * issues. + */ +#define FOG_GENERIC_BIT (((uint64_t) 1) << 63) + + +/** + * Use the shader info to generate a bitmask indicating which generic + * inputs are used by the shader. A set bit indicates that GENERIC[i] + * is used. + */ +uint64_t +svga_get_generic_inputs_mask(const struct tgsi_shader_info *info) +{ + unsigned i; + uint64_t mask = 0x0; + + for (i = 0; i < info->num_inputs; i++) { + if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) { + unsigned j = info->input_semantic_index[i]; + assert(j < sizeof(mask) * 8); + mask |= ((uint64_t) 1) << j; + } + } + + return mask; +} + + +/** + * Scan shader info to return a bitmask of written outputs. + */ +uint64_t +svga_get_generic_outputs_mask(const struct tgsi_shader_info *info) +{ + unsigned i; + uint64_t mask = 0x0; + + for (i = 0; i < info->num_outputs; i++) { + switch (info->output_semantic_name[i]) { + case TGSI_SEMANTIC_GENERIC: + { + unsigned j = info->output_semantic_index[i]; + assert(j < sizeof(mask) * 8); + mask |= ((uint64_t) 1) << j; + } + break; + case TGSI_SEMANTIC_FOG: + mask |= FOG_GENERIC_BIT; + break; + } + } + + return mask; +} + + + +/** + * Given a mask of used generic variables (as returned by the above functions) + * fill in a table which maps those indexes to small integers. + * This table is used by the remap_generic_index() function in + * svga_tgsi_decl_sm30.c + * Example: if generics_mask = binary(1010) it means that GENERIC[1] and + * GENERIC[3] are used. The remap_table will contain: + * table[1] = 0; + * table[3] = 1; + * The remaining table entries will be filled in with the next unused + * generic index (in this example, 2). + */ +void +svga_remap_generics(uint64_t generics_mask, + int8_t remap_table[MAX_GENERIC_VARYING]) +{ + /* Note texcoord[0] is reserved so start at 1 */ + unsigned count = 1, i; + + for (i = 0; i < MAX_GENERIC_VARYING; i++) { + remap_table[i] = -1; + } + + /* for each bit set in generic_mask */ + while (generics_mask) { + unsigned index = ffsll(generics_mask) - 1; + remap_table[index] = count++; + generics_mask &= ~((uint64_t) 1 << index); + } +} + + +/** + * Use the generic remap table to map a TGSI generic varying variable + * index to a small integer. If the remapping table doesn't have a + * valid value for the given index (the table entry is -1) it means + * the fragment shader doesn't use that VS output. Just allocate + * the next free value in that case. Alternately, we could cull + * VS instructions that write to register, or replace the register + * with a dummy temp register. + * XXX TODO: we should do one of the later as it would save precious + * texcoord registers. + */ +int +svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING], + int generic_index) +{ + assert(generic_index < MAX_GENERIC_VARYING); + + if (generic_index >= MAX_GENERIC_VARYING) { + /* just don't return a random/garbage value */ + generic_index = MAX_GENERIC_VARYING - 1; + } + + if (remap_table[generic_index] == -1) { + /* This is a VS output that has no matching PS input. Find a + * free index. + */ + int i, max = 0; + for (i = 0; i < MAX_GENERIC_VARYING; i++) { + max = MAX2(max, remap_table[i]); + } + remap_table[generic_index] = max + 1; + } + + return remap_table[generic_index]; +} + + +/** + * Initialize the shader-neutral fields of svga_compile_key from context + * state. This is basically the texture-related state. + */ +void +svga_init_shader_key_common(const struct svga_context *svga, unsigned shader, + struct svga_compile_key *key) +{ + unsigned i, idx = 0; + + assert(shader < Elements(svga->curr.num_sampler_views)); + + for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) { + struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i]; + if (view) { + assert(svga->curr.sampler[shader][i]); + assert(view->texture); + assert(view->texture->target < (1 << 4)); /* texture_target:4 */ + + key->tex[i].texture_target = view->texture->target; + + /* 1D/2D array textures with one slice are treated as non-arrays + * by the SVGA3D device. Convert the texture type here so that + * we emit the right TEX/SAMPLE instruction in the shader. + */ + if (view->texture->array_size == 1) { + if (view->texture->target == PIPE_TEXTURE_1D_ARRAY) { + key->tex[i].texture_target = PIPE_TEXTURE_1D; + } + else if (view->texture->target == PIPE_TEXTURE_2D_ARRAY) { + key->tex[i].texture_target = PIPE_TEXTURE_2D; + } + } + + key->tex[i].texture_msaa = view->texture->nr_samples > 1; + if (!svga->curr.sampler[shader][i]->normalized_coords) { + assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */ + key->tex[i].width_height_idx = idx++; + key->tex[i].unnormalized = TRUE; + ++key->num_unnormalized_coords; + } + + key->tex[i].swizzle_r = view->swizzle_r; + key->tex[i].swizzle_g = view->swizzle_g; + key->tex[i].swizzle_b = view->swizzle_b; + key->tex[i].swizzle_a = view->swizzle_a; + + key->tex[i].return_type = svga_get_texture_datatype(view->format); + } + } + key->num_textures = svga->curr.num_sampler_views[shader]; +} + + +/** Search for a compiled shader variant with the same compile key */ +struct svga_shader_variant * +svga_search_shader_key(const struct svga_shader *shader, + const struct svga_compile_key *key) +{ + struct svga_shader_variant *variant = shader->variants; + + assert(key); + + for ( ; variant; variant = variant->next) { + if (svga_compile_keys_equal(key, &variant->key)) + return variant; + } + return NULL; +} + +/** Search for a shader with the same token key */ +struct svga_shader * +svga_search_shader_token_key(struct svga_shader *pshader, + const struct svga_token_key *key) +{ + struct svga_shader *shader = pshader; + + assert(key); + + for ( ; shader; shader = shader->next) { + if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0) + return shader; + } + return NULL; +} + +/** + * Helper function to define a gb shader for non-vgpu10 device + */ +static enum pipe_error +define_gb_shader_vgpu9(struct svga_context *svga, + SVGA3dShaderType type, + struct svga_shader_variant *variant, + unsigned codeLen) +{ + struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; + enum pipe_error ret; + + /** + * Create gb memory for the shader and upload the shader code. + * Kernel module will allocate an id for the shader and issue + * the DefineGBShader command. + */ + variant->gb_shader = sws->shader_create(sws, type, + variant->tokens, codeLen); + + if (!variant->gb_shader) + return PIPE_ERROR_OUT_OF_MEMORY; + + ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader); + + return ret; +} + +/** + * Helper function to define a gb shader for vgpu10 device + */ +static enum pipe_error +define_gb_shader_vgpu10(struct svga_context *svga, + SVGA3dShaderType type, + struct svga_shader_variant *variant, + unsigned codeLen) +{ + struct svga_winsys_context *swc = svga->swc; + enum pipe_error ret; + + /** + * Shaders in VGPU10 enabled device reside in the device COTable. + * SVGA driver will allocate an integer ID for the shader and + * issue DXDefineShader and DXBindShader commands. + */ + variant->id = util_bitmask_add(svga->shader_id_bm); + if (variant->id == UTIL_BITMASK_INVALID_INDEX) { + return PIPE_ERROR_OUT_OF_MEMORY; + } + + /* Create gb memory for the shader and upload the shader code */ + variant->gb_shader = swc->shader_create(swc, + variant->id, type, + variant->tokens, codeLen); + + if (!variant->gb_shader) { + /* Free the shader ID */ + assert(variant->id != UTIL_BITMASK_INVALID_INDEX); + goto fail_no_allocation; + } + + /** + * Since we don't want to do any flush within state emission to avoid + * partial state in a command buffer, it's important to make sure that + * there is enough room to send both the DXDefineShader & DXBindShader + * commands in the same command buffer. So let's send both + * commands in one command reservation. If it fails, we'll undo + * the shader creation and return an error. + */ + ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader, + variant->id, type, codeLen); + + if (ret != PIPE_OK) + goto fail; + + return PIPE_OK; + +fail: + swc->shader_destroy(swc, variant->gb_shader); + variant->gb_shader = NULL; + +fail_no_allocation: + util_bitmask_clear(svga->shader_id_bm, variant->id); + variant->id = UTIL_BITMASK_INVALID_INDEX; + + return PIPE_ERROR_OUT_OF_MEMORY; +} /** * Issue the SVGA3D commands to define a new shader. - * \param result contains the shader tokens, etc. The result->id field will - * be set here. + * \param variant contains the shader tokens, etc. The result->id field will + * be set here. */ enum pipe_error svga_define_shader(struct svga_context *svga, @@ -42,27 +346,17 @@ svga_define_shader(struct svga_context *svga, struct svga_shader_variant *variant) { unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]); + enum pipe_error ret; - if (svga_have_gb_objects(svga)) { - struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; - enum pipe_error ret; - - variant->gb_shader = sws->shader_create(sws, type, - variant->tokens, codeLen); - if (!variant->gb_shader) - return PIPE_ERROR_OUT_OF_MEMORY; - - ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader); - if (ret != PIPE_OK) { - sws->shader_destroy(sws, variant->gb_shader); - variant->gb_shader = NULL; - } + variant->id = UTIL_BITMASK_INVALID_INDEX; - return ret; + if (svga_have_gb_objects(svga)) { + if (svga_have_vgpu10(svga)) + return define_gb_shader_vgpu10(svga, type, variant, codeLen); + else + return define_gb_shader_vgpu9(svga, type, variant, codeLen); } else { - enum pipe_error ret; - /* Allocate an integer ID for the shader */ variant->id = util_bitmask_add(svga->shader_id_bm); if (variant->id == UTIL_BITMASK_INVALID_INDEX) { @@ -80,14 +374,45 @@ svga_define_shader(struct svga_context *svga, assert(variant->id != UTIL_BITMASK_INVALID_INDEX); util_bitmask_clear(svga->shader_id_bm, variant->id); variant->id = UTIL_BITMASK_INVALID_INDEX; - return ret; } } - return PIPE_OK; + return ret; } +/** + * Issue the SVGA3D commands to set/bind a shader. + * \param result the shader to bind. + */ +enum pipe_error +svga_set_shader(struct svga_context *svga, + SVGA3dShaderType type, + struct svga_shader_variant *variant) +{ + enum pipe_error ret; + unsigned id = variant ? variant->id : SVGA3D_INVALID_ID; + + assert(type == SVGA3D_SHADERTYPE_VS || + type == SVGA3D_SHADERTYPE_GS || + type == SVGA3D_SHADERTYPE_PS); + + if (svga_have_gb_objects(svga)) { + struct svga_winsys_gb_shader *gbshader = + variant ? variant->gb_shader : NULL; + + if (svga_have_vgpu10(svga)) + ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id); + else + ret = SVGA3D_SetGBShader(svga->swc, type, gbshader); + } + else { + ret = SVGA3D_SetShader(svga->swc, type, id); + } + + return ret; +} + enum pipe_error svga_destroy_shader_variant(struct svga_context *svga, @@ -96,32 +421,92 @@ svga_destroy_shader_variant(struct svga_context *svga, { enum pipe_error ret = PIPE_OK; - if (svga_have_gb_objects(svga)) { - struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; - - sws->shader_destroy(sws, variant->gb_shader); + if (svga_have_gb_objects(svga) && variant->gb_shader) { + if (svga_have_vgpu10(svga)) { + struct svga_winsys_context *swc = svga->swc; + swc->shader_destroy(swc, variant->gb_shader); + ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id); + if (ret != PIPE_OK) { + /* flush and try again */ + svga_context_flush(svga, NULL); + ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id); + } + util_bitmask_clear(svga->shader_id_bm, variant->id); + } + else { + struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; + sws->shader_destroy(sws, variant->gb_shader); + } variant->gb_shader = NULL; - goto end; } - - /* first try */ - if (variant->id != UTIL_BITMASK_INVALID_INDEX) { - ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); - - if (ret != PIPE_OK) { - /* flush and try again */ - svga_context_flush(svga, NULL); - + else { + if (variant->id != UTIL_BITMASK_INVALID_INDEX) { ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); - assert(ret == PIPE_OK); + if (ret != PIPE_OK) { + /* flush and try again */ + svga_context_flush(svga, NULL); + ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); + assert(ret == PIPE_OK); + } + util_bitmask_clear(svga->shader_id_bm, variant->id); } - - util_bitmask_clear(svga->shader_id_bm, variant->id); } -end: FREE((unsigned *)variant->tokens); FREE(variant); return ret; } + +/* + * Rebind shaders. + * Called at the beginning of every new command buffer to ensure that + * shaders are properly paged-in. Instead of sending the SetShader + * command, this function sends a private allocation command to + * page in a shader. This avoids emitting redundant state to the device + * just to page in a resource. + */ +enum pipe_error +svga_rebind_shaders(struct svga_context *svga) +{ + struct svga_winsys_context *swc = svga->swc; + struct svga_hw_draw_state *hw = &svga->state.hw_draw; + enum pipe_error ret; + + assert(svga_have_vgpu10(svga)); + + /** + * If the underlying winsys layer does not need resource rebinding, + * just clear the rebind flags and return. + */ + if (swc->resource_rebind == NULL) { + svga->rebind.flags.vs = 0; + svga->rebind.flags.gs = 0; + svga->rebind.flags.fs = 0; + + return PIPE_OK; + } + + if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) { + ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ); + if (ret != PIPE_OK) + return ret; + } + svga->rebind.flags.vs = 0; + + if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) { + ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ); + if (ret != PIPE_OK) + return ret; + } + svga->rebind.flags.gs = 0; + + if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) { + ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ); + if (ret != PIPE_OK) + return ret; + } + svga->rebind.flags.fs = 0; + + return PIPE_OK; +} |