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Diffstat (limited to 'src/gallium/drivers/svga/svga_state_fs.c')
-rw-r--r--src/gallium/drivers/svga/svga_state_fs.c298
1 files changed, 164 insertions, 134 deletions
diff --git a/src/gallium/drivers/svga/svga_state_fs.c b/src/gallium/drivers/svga/svga_state_fs.c
index 8cdce742b3b..849319d3cf3 100644
--- a/src/gallium/drivers/svga/svga_state_fs.c
+++ b/src/gallium/drivers/svga/svga_state_fs.c
@@ -36,43 +36,12 @@
#include "svga_shader.h"
#include "svga_resource_texture.h"
#include "svga_tgsi.h"
+#include "svga_format.h"
#include "svga_hw_reg.h"
-static inline int
-compare_fs_keys(const struct svga_fs_compile_key *a,
- const struct svga_fs_compile_key *b)
-{
- unsigned keysize_a = svga_fs_key_size( a );
- unsigned keysize_b = svga_fs_key_size( b );
-
- if (keysize_a != keysize_b) {
- return (int)(keysize_a - keysize_b);
- }
- return memcmp( a, b, keysize_a );
-}
-
-
-/** Search for a fragment shader variant */
-static struct svga_shader_variant *
-search_fs_key(const struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *key)
-{
- struct svga_shader_variant *variant = fs->base.variants;
-
- assert(key);
-
- for ( ; variant; variant = variant->next) {
- if (compare_fs_keys( key, &variant->key.fkey ) == 0)
- return variant;
- }
-
- return NULL;
-}
-
-
/**
* If we fail to compile a fragment shader (because it uses too many
* registers, for example) we'll use a dummy/fallback shader that
@@ -111,13 +80,29 @@ get_dummy_fragment_shader(void)
}
+static struct svga_shader_variant *
+translate_fragment_program(struct svga_context *svga,
+ const struct svga_fragment_shader *fs,
+ const struct svga_compile_key *key)
+{
+ if (svga_have_vgpu10(svga)) {
+ return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
+ PIPE_SHADER_FRAGMENT);
+ }
+ else {
+ return svga_tgsi_vgpu9_translate(&fs->base, key, PIPE_SHADER_FRAGMENT);
+ }
+}
+
+
/**
* Replace the given shader's instruction with a simple constant-color
* shader. We use this when normal shader translation fails.
*/
static struct svga_shader_variant *
-get_compiled_dummy_shader(struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *key)
+get_compiled_dummy_shader(struct svga_context *svga,
+ struct svga_fragment_shader *fs,
+ const struct svga_compile_key *key)
{
const struct tgsi_token *dummy = get_dummy_fragment_shader();
struct svga_shader_variant *variant;
@@ -129,7 +114,7 @@ get_compiled_dummy_shader(struct svga_fragment_shader *fs,
FREE((void *) fs->base.tokens);
fs->base.tokens = dummy;
- variant = svga_translate_fragment_program(fs, key);
+ variant = translate_fragment_program(svga, fs, key);
return variant;
}
@@ -140,17 +125,17 @@ get_compiled_dummy_shader(struct svga_fragment_shader *fs,
static enum pipe_error
compile_fs(struct svga_context *svga,
struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *key,
+ const struct svga_compile_key *key,
struct svga_shader_variant **out_variant)
{
struct svga_shader_variant *variant;
enum pipe_error ret = PIPE_ERROR;
- variant = svga_translate_fragment_program( fs, key );
+ variant = translate_fragment_program(svga, fs, key);
if (variant == NULL) {
debug_printf("Failed to compile fragment shader,"
" using dummy shader instead.\n");
- variant = get_compiled_dummy_shader(fs, key);
+ variant = get_compiled_dummy_shader(svga, fs, key);
if (!variant) {
ret = PIPE_ERROR;
goto fail;
@@ -159,10 +144,11 @@ compile_fs(struct svga_context *svga,
if (svga_shader_too_large(svga, variant)) {
/* too big, use dummy shader */
- debug_printf("Shader too large (%lu bytes),"
+ debug_printf("Shader too large (%u bytes),"
" using dummy shader instead.\n",
- (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0]));
- variant = get_compiled_dummy_shader(fs, key);
+ (unsigned) (variant->nr_tokens
+ * sizeof(variant->tokens[0])));
+ variant = get_compiled_dummy_shader(svga, fs, key);
if (!variant) {
ret = PIPE_ERROR;
goto fail;
@@ -197,23 +183,45 @@ fail:
static enum pipe_error
make_fs_key(const struct svga_context *svga,
struct svga_fragment_shader *fs,
- struct svga_fs_compile_key *key)
+ struct svga_compile_key *key)
{
+ const unsigned shader = PIPE_SHADER_FRAGMENT;
unsigned i;
- int idx = 0;
memset(key, 0, sizeof *key);
+ memcpy(key->generic_remap_table, fs->generic_remap_table,
+ sizeof(fs->generic_remap_table));
+
+ /* SVGA_NEW_GS, SVGA_NEW_VS
+ */
+ if (svga->curr.gs) {
+ key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
+ } else {
+ key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
+ }
+
/* Only need fragment shader fixup for twoside lighting if doing
* hwtnl. Otherwise the draw module does the whole job for us.
*
* SVGA_NEW_SWTNL
*/
if (!svga->state.sw.need_swtnl) {
- /* SVGA_NEW_RAST
+ /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
*/
- key->light_twoside = svga->curr.rast->templ.light_twoside;
- key->front_ccw = svga->curr.rast->templ.front_ccw;
+ key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
+ key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
+ key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
+ svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
+ key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
+ svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
+ (svga->curr.rast->pointsize > 1.0 ||
+ svga->curr.vs->base.info.writes_psize));
+ if (key->fs.aa_point) {
+ assert(svga->curr.gs != NULL);
+ assert(svga->curr.gs->aa_point_coord_index != -1);
+ key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
+ }
}
/* The blend workaround for simulating logicop xor behaviour
@@ -231,7 +239,7 @@ make_fs_key(const struct svga_context *svga,
* SVGA_NEW_BLEND
*/
if (svga->curr.blend->need_white_fragments) {
- key->white_fragments = 1;
+ key->fs.white_fragments = 1;
}
#ifdef DEBUG
@@ -241,22 +249,23 @@ make_fs_key(const struct svga_context *svga,
*/
{
static boolean warned = FALSE;
- unsigned i, n = MAX2(svga->curr.num_sampler_views,
- svga->curr.num_samplers);
+ unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
+ svga->curr.num_samplers[shader]);
/* Only warn once to prevent too much debug output */
if (!warned) {
- if (svga->curr.num_sampler_views != svga->curr.num_samplers) {
+ if (svga->curr.num_sampler_views[shader] !=
+ svga->curr.num_samplers[shader]) {
debug_printf("svga: mismatched number of sampler views (%u) "
"vs. samplers (%u)\n",
- svga->curr.num_sampler_views,
- svga->curr.num_samplers);
+ svga->curr.num_sampler_views[shader],
+ svga->curr.num_samplers[shader]);
}
for (i = 0; i < n; i++) {
- if ((svga->curr.sampler_views[i] == NULL) !=
- (svga->curr.sampler[i] == NULL))
+ if ((svga->curr.sampler_views[shader][i] == NULL) !=
+ (svga->curr.sampler[shader][i] == NULL))
debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
- i, svga->curr.sampler_views[i],
- i, svga->curr.sampler[i]);
+ i, svga->curr.sampler_views[shader][i],
+ i, svga->curr.sampler[shader][i]);
}
warned = TRUE;
}
@@ -268,68 +277,62 @@ make_fs_key(const struct svga_context *svga,
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
- for (i = 0; i < svga->curr.num_sampler_views; i++) {
- if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
- assert(svga->curr.sampler_views[i]->texture);
- key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
- if (!svga->curr.sampler[i]->normalized_coords) {
- key->tex[i].width_height_idx = idx++;
- key->tex[i].unnormalized = TRUE;
- ++key->num_unnormalized_coords;
- }
-
- key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r;
- key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g;
- key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b;
- key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a;
- }
- }
- key->num_textures = svga->curr.num_sampler_views;
-
- idx = 0;
- for (i = 0; i < svga->curr.num_samplers; ++i) {
- if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
- struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
- struct svga_texture *stex = svga_texture(tex);
- SVGA3dSurfaceFormat format = stex->key.format;
-
- if (format == SVGA3D_Z_D16 ||
- format == SVGA3D_Z_D24X8 ||
- format == SVGA3D_Z_D24S8) {
- /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
- * or SVGA3D_Z_D24S8 surface, we'll automatically get
- * shadow comparison. But we only get LEQUAL mode.
- * Set TEX_COMPARE_NONE here so we don't emit the extra FS
- * code for shadow comparison.
- */
- key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
- key->tex[i].compare_func = PIPE_FUNC_NEVER;
- /* These depth formats _only_ support comparison mode and
- * not ordinary sampling so warn if the later is expected.
- */
- if (svga->curr.sampler[i]->compare_mode !=
- PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- debug_warn_once("Unsupported shadow compare mode");
- }
- /* The only supported comparison mode is LEQUAL */
- if (svga->curr.sampler[i]->compare_func != PIPE_FUNC_LEQUAL) {
- debug_warn_once("Unsupported shadow compare function");
+ svga_init_shader_key_common(svga, shader, key);
+
+ for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
+ struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
+ const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
+ if (view) {
+ struct pipe_resource *tex = view->texture;
+ if (tex->target != PIPE_BUFFER) {
+ struct svga_texture *stex = svga_texture(tex);
+ SVGA3dSurfaceFormat format = stex->key.format;
+
+ if (!svga_have_vgpu10(svga) &&
+ (format == SVGA3D_Z_D16 ||
+ format == SVGA3D_Z_D24X8 ||
+ format == SVGA3D_Z_D24S8)) {
+ /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
+ * or SVGA3D_Z_D24S8 surface, we'll automatically get
+ * shadow comparison. But we only get LEQUAL mode.
+ * Set TEX_COMPARE_NONE here so we don't emit the extra FS
+ * code for shadow comparison.
+ */
+ key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
+ key->tex[i].compare_func = PIPE_FUNC_NEVER;
+ /* These depth formats _only_ support comparison mode and
+ * not ordinary sampling so warn if the later is expected.
+ */
+ if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
+ debug_warn_once("Unsupported shadow compare mode");
+ }
+ /* The shader translation code can emit code to
+ * handle ALWAYS and NEVER compare functions
+ */
+ else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
+ sampler->compare_func == PIPE_FUNC_NEVER) {
+ key->tex[i].compare_mode = sampler->compare_mode;
+ key->tex[i].compare_func = sampler->compare_func;
+ }
+ else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
+ debug_warn_once("Unsupported shadow compare function");
+ }
+ }
+ else {
+ /* For other texture formats, just use the compare func/mode
+ * as-is. Should be no-ops for color textures. For depth
+ * textures, we do not get automatic depth compare. We have
+ * to do it ourselves in the shader. And we don't get PCF.
+ */
+ key->tex[i].compare_mode = sampler->compare_mode;
+ key->tex[i].compare_func = sampler->compare_func;
}
- }
- else {
- /* For other texture formats, just use the compare func/mode
- * as-is. Should be no-ops for color textures. For depth
- * textures, we do not get automatic depth compare. We have
- * to do it ourselves in the shader. And we don't get PCF.
- */
- key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
- key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
}
}
}
/* sprite coord gen state */
- for (i = 0; i < svga->curr.num_samplers; ++i) {
+ for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
key->tex[i].sprite_texgen =
svga->curr.rast->templ.sprite_coord_enable & (1 << i);
}
@@ -337,10 +340,25 @@ make_fs_key(const struct svga_context *svga,
key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
== PIPE_SPRITE_COORD_LOWER_LEFT);
+ key->fs.flatshade = svga->curr.rast->templ.flatshade;
+
+ /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
+ if (svga_have_vgpu10(svga)) {
+ /* Alpha testing is not supported in integer-valued render targets. */
+ if (svga_has_any_integer_cbufs(svga)) {
+ key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
+ key->fs.alpha_ref = 0;
+ }
+ else {
+ key->fs.alpha_func = svga->curr.depth->alphafunc;
+ key->fs.alpha_ref = svga->curr.depth->alpharef;
+ }
+ }
+
/* SVGA_NEW_FRAME_BUFFER */
if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
/* Replicate color0 output to N colorbuffers */
- key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
+ key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
}
return PIPE_OK;
@@ -355,18 +373,32 @@ svga_reemit_fs_bindings(struct svga_context *svga)
{
enum pipe_error ret;
- assert(svga->rebind.fs);
+ assert(svga->rebind.flags.fs);
assert(svga_have_gb_objects(svga));
if (!svga->state.hw_draw.fs)
return PIPE_OK;
- ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
- svga->state.hw_draw.fs->gb_shader);
+ if (!svga_need_to_rebind_resources(svga)) {
+ ret = svga->swc->resource_rebind(svga->swc, NULL,
+ svga->state.hw_draw.fs->gb_shader,
+ SVGA_RELOC_READ);
+ goto out;
+ }
+
+ if (svga_have_vgpu10(svga))
+ ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ svga->state.hw_draw.fs->gb_shader,
+ svga->state.hw_draw.fs->id);
+ else
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ svga->state.hw_draw.fs->gb_shader);
+
+ out:
if (ret != PIPE_OK)
return ret;
- svga->rebind.fs = FALSE;
+ svga->rebind.flags.fs = FALSE;
return PIPE_OK;
}
@@ -378,7 +410,7 @@ emit_hw_fs(struct svga_context *svga, unsigned dirty)
struct svga_shader_variant *variant = NULL;
enum pipe_error ret = PIPE_OK;
struct svga_fragment_shader *fs = svga->curr.fs;
- struct svga_fs_compile_key key;
+ struct svga_compile_key key;
/* SVGA_NEW_BLEND
* SVGA_NEW_TEXTURE_BINDING
@@ -386,14 +418,16 @@ emit_hw_fs(struct svga_context *svga, unsigned dirty)
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
* SVGA_NEW_FRAME_BUFFER
+ * SVGA_NEW_DEPTH_STENCIL_ALPHA
+ * SVGA_NEW_VS
*/
- ret = make_fs_key( svga, fs, &key );
+ ret = make_fs_key(svga, fs, &key);
if (ret != PIPE_OK)
return ret;
- variant = search_fs_key( fs, &key );
+ variant = svga_search_shader_key(&fs->base, &key);
if (!variant) {
- ret = compile_fs( svga, fs, &key, &variant );
+ ret = compile_fs(svga, fs, &key, &variant);
if (ret != PIPE_OK)
return ret;
}
@@ -401,22 +435,14 @@ emit_hw_fs(struct svga_context *svga, unsigned dirty)
assert(variant);
if (variant != svga->state.hw_draw.fs) {
- if (svga_have_gb_objects(svga)) {
- ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
- variant->gb_shader);
- if (ret != PIPE_OK)
- return ret;
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
+ if (ret != PIPE_OK)
+ return ret;
- svga->rebind.fs = FALSE;
- }
- else {
- ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, variant->id);
- if (ret != PIPE_OK)
- return ret;
- }
+ svga->rebind.flags.fs = FALSE;
svga->dirty |= SVGA_NEW_FS_VARIANT;
- svga->state.hw_draw.fs = variant;
+ svga->state.hw_draw.fs = variant;
}
return PIPE_OK;
@@ -426,11 +452,15 @@ struct svga_tracked_state svga_hw_fs =
{
"fragment shader (hwtnl)",
(SVGA_NEW_FS |
+ SVGA_NEW_GS |
+ SVGA_NEW_VS |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_NEED_SWTNL |
SVGA_NEW_RAST |
+ SVGA_NEW_REDUCED_PRIMITIVE |
SVGA_NEW_SAMPLER |
SVGA_NEW_FRAME_BUFFER |
+ SVGA_NEW_DEPTH_STENCIL_ALPHA |
SVGA_NEW_BLEND),
emit_hw_fs
};