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-rw-r--r--src/gallium/drivers/svga/svga_state_gs.c264
1 files changed, 264 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_state_gs.c b/src/gallium/drivers/svga/svga_state_gs.c
new file mode 100644
index 00000000000..9f6885b95a2
--- /dev/null
+++ b/src/gallium/drivers/svga/svga_state_gs.c
@@ -0,0 +1,264 @@
+/**********************************************************
+ * 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 "translate/translate.h"
+#include "tgsi/tgsi_ureg.h"
+
+#include "svga_context.h"
+#include "svga_cmd.h"
+#include "svga_shader.h"
+#include "svga_tgsi.h"
+#include "svga_streamout.h"
+#include "svga_format.h"
+
+/**
+ * If we fail to compile a geometry shader we'll use a dummy/fallback shader
+ * that simply emits the incoming vertices.
+ */
+static const struct tgsi_token *
+get_dummy_geometry_shader(void)
+{
+ //XXX
+ return NULL;
+}
+
+
+static struct svga_shader_variant *
+translate_geometry_program(struct svga_context *svga,
+ const struct svga_geometry_shader *gs,
+ const struct svga_compile_key *key)
+{
+ if (svga_have_vgpu10(svga)) {
+ return svga_tgsi_vgpu10_translate(svga, &gs->base, key,
+ PIPE_SHADER_GEOMETRY);
+ }
+ else {
+ return svga_tgsi_vgpu9_translate(&gs->base, key, PIPE_SHADER_GEOMETRY);
+ }
+}
+
+
+/**
+ * Translate TGSI shader into an svga shader variant.
+ */
+static enum pipe_error
+compile_gs(struct svga_context *svga,
+ struct svga_geometry_shader *gs,
+ const struct svga_compile_key *key,
+ struct svga_shader_variant **out_variant)
+{
+ struct svga_shader_variant *variant;
+ enum pipe_error ret = PIPE_ERROR;
+
+ variant = translate_geometry_program(svga, gs, key);
+ if (variant == NULL) {
+ /* some problem during translation, try the dummy shader */
+ const struct tgsi_token *dummy = get_dummy_geometry_shader();
+ if (!dummy) {
+ ret = PIPE_ERROR_OUT_OF_MEMORY;
+ goto fail;
+ }
+ debug_printf("Failed to compile geometry shader, using dummy shader instead.\n");
+ FREE((void *) gs->base.tokens);
+ gs->base.tokens = dummy;
+ variant = translate_geometry_program(svga, gs, key);
+ if (variant == NULL) {
+ ret = PIPE_ERROR;
+ goto fail;
+ }
+ }
+
+ ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
+ if (ret != PIPE_OK)
+ goto fail;
+
+ *out_variant = variant;
+
+ return PIPE_OK;
+
+fail:
+ if (variant) {
+ svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
+ }
+ return ret;
+}
+
+static void
+make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
+{
+ struct svga_geometry_shader *gs = svga->curr.gs;
+
+ memset(key, 0, sizeof *key);
+
+ /*
+ * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
+ */
+ svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, key);
+
+ memcpy(key->generic_remap_table, gs->generic_remap_table,
+ sizeof(gs->generic_remap_table));
+
+ key->gs.vs_generic_outputs = svga->curr.vs->generic_outputs;
+
+ key->gs.need_prescale = svga->state.hw_clear.prescale.enabled;
+
+ key->gs.writes_psize = gs->base.info.writes_psize;
+ key->gs.wide_point = gs->wide_point;
+ key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
+ key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
+ == PIPE_SPRITE_COORD_LOWER_LEFT);
+
+ /* SVGA_NEW_RAST */
+ key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
+}
+
+
+/**
+ * svga_reemit_gs_bindings - Reemit the geometry shader bindings
+ */
+enum pipe_error
+svga_reemit_gs_bindings(struct svga_context *svga)
+{
+ enum pipe_error ret;
+ struct svga_winsys_gb_shader *gbshader = NULL;
+ SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
+
+ assert(svga->rebind.flags.gs);
+ assert(svga_have_gb_objects(svga));
+
+ /* Geometry Shader is only supported in vgpu10 */
+ assert(svga_have_vgpu10(svga));
+
+ if (svga->state.hw_draw.gs) {
+ gbshader = svga->state.hw_draw.gs->gb_shader;
+ shaderId = svga->state.hw_draw.gs->id;
+ }
+
+ if (!svga_need_to_rebind_resources(svga)) {
+ ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
+ SVGA_RELOC_READ);
+ goto out;
+ }
+
+ ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
+ gbshader, shaderId);
+
+ out:
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.flags.gs = FALSE;
+ return PIPE_OK;
+}
+
+static enum pipe_error
+emit_hw_gs(struct svga_context *svga, unsigned dirty)
+{
+ struct svga_shader_variant *variant;
+ struct svga_geometry_shader *gs = svga->curr.gs;
+ enum pipe_error ret = PIPE_OK;
+ struct svga_compile_key key;
+
+ /* If there's a user-defined GS, we should have a pointer to a derived
+ * GS. This should have been resolved in update_tgsi_transform().
+ */
+ if (svga->curr.user_gs)
+ assert(svga->curr.gs);
+
+ if (gs == NULL) {
+ if (svga->state.hw_draw.gs != NULL) {
+
+ /** The previous geometry shader is made inactive.
+ * Needs to unbind the geometry shader.
+ */
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
+ svga->state.hw_draw.gs = NULL;
+ }
+ return ret;
+ }
+
+ /* If there is stream output info for this geometry shader, then use
+ * it instead of the one from the vertex shader.
+ */
+ if (svga_have_gs_streamout(svga)) {
+ svga_set_stream_output(svga, gs->base.stream_output);
+ }
+ else if (!svga_have_vs_streamout(svga)) {
+ /* turn off stream out */
+ svga_set_stream_output(svga, NULL);
+ }
+
+ /* SVGA_NEW_NEED_SWTNL */
+ if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
+ /* No geometry shader is needed */
+ variant = NULL;
+ }
+ else {
+ make_gs_key(svga, &key);
+
+ /* See if we already have a GS variant that matches the key */
+ variant = svga_search_shader_key(&gs->base, &key);
+
+ if (!variant) {
+ ret = compile_gs(svga, gs, &key, &variant);
+ if (ret != PIPE_OK)
+ return ret;
+
+ /* insert the new variant at head of linked list */
+ assert(variant);
+ variant->next = gs->base.variants;
+ gs->base.variants = variant;
+ }
+ }
+
+ if (variant != svga->state.hw_draw.gs) {
+ /* Bind the new variant */
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.flags.gs = FALSE;
+ svga->dirty |= SVGA_NEW_GS_VARIANT;
+ svga->state.hw_draw.gs = variant;
+ }
+
+ return PIPE_OK;
+}
+
+struct svga_tracked_state svga_hw_gs =
+{
+ "geometry shader (hwtnl)",
+ (SVGA_NEW_VS |
+ SVGA_NEW_FS |
+ SVGA_NEW_GS |
+ SVGA_NEW_TEXTURE_BINDING |
+ SVGA_NEW_SAMPLER |
+ SVGA_NEW_RAST |
+ SVGA_NEW_NEED_SWTNL),
+ emit_hw_gs
+};