/************************************************************************** * * Copyright 2007 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 "sp_context.h" #include "sp_state.h" #include "sp_fs.h" #include "sp_texture.h" #include "pipe/p_defines.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_pstipple.h" #include "draw/draw_context.h" #include "draw/draw_vs.h" #include "draw/draw_gs.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_scan.h" #include "tgsi/tgsi_parse.h" /** * Create a new fragment shader variant. */ static struct sp_fragment_shader_variant * create_fs_variant(struct softpipe_context *softpipe, struct sp_fragment_shader *fs, const struct sp_fragment_shader_variant_key *key) { struct sp_fragment_shader_variant *var; struct pipe_shader_state *curfs = &fs->shader; /* codegen, create variant object */ var = softpipe_create_fs_variant_exec(softpipe); if (var) { var->key = *key; #if DO_PSTIPPLE_IN_HELPER_MODULE if (key->polygon_stipple) { /* get new shader that implements polygon stippling */ var->tokens = util_pstipple_create_fragment_shader(curfs->tokens, &var->stipple_sampler_unit, 0); } else #endif { var->tokens = tgsi_dup_tokens(curfs->tokens); var->stipple_sampler_unit = 0; } tgsi_scan_shader(var->tokens, &var->info); /* See comments elsewhere about draw fragment shaders */ #if 0 /* draw's fs state */ var->draw_shader = draw_create_fragment_shader(softpipe->draw, &fs->shader); if (!var->draw_shader) { var->delete(var); FREE((void *) var->tokens); return NULL; } #endif /* insert variant into linked list */ var->next = fs->variants; fs->variants = var; } return var; } struct sp_fragment_shader_variant * softpipe_find_fs_variant(struct softpipe_context *sp, struct sp_fragment_shader *fs, const struct sp_fragment_shader_variant_key *key) { struct sp_fragment_shader_variant *var; for (var = fs->variants; var; var = var->next) { if (memcmp(&var->key, key, sizeof(*key)) == 0) { /* found it */ return var; } } return create_fs_variant(sp, fs, key); } static void * softpipe_create_fs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_fragment_shader *state = CALLOC_STRUCT(sp_fragment_shader); /* debug */ if (softpipe->dump_fs) tgsi_dump(templ->tokens, 0); /* we need to keep a local copy of the tokens */ state->shader.tokens = tgsi_dup_tokens(templ->tokens); /* draw's fs state */ state->draw_shader = draw_create_fragment_shader(softpipe->draw, &state->shader); if (!state->draw_shader) { tgsi_free_tokens(state->shader.tokens); FREE(state); return NULL; } return state; } static void softpipe_bind_fs_state(struct pipe_context *pipe, void *fs) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_fragment_shader *state = (struct sp_fragment_shader *) fs; if (softpipe->fs == fs) return; draw_flush(softpipe->draw); softpipe->fs = fs; /* This depends on the current fragment shader and must always be * re-validated before use. */ softpipe->fs_variant = NULL; if (state) draw_bind_fragment_shader(softpipe->draw, state->draw_shader); else draw_bind_fragment_shader(softpipe->draw, NULL); softpipe->dirty |= SP_NEW_FS; } static void softpipe_delete_fs_state(struct pipe_context *pipe, void *fs) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_fragment_shader *state = fs; struct sp_fragment_shader_variant *var, *next_var; assert(fs != softpipe->fs); /* delete variants */ for (var = state->variants; var; var = next_var) { next_var = var->next; assert(var != softpipe->fs_variant); /* See comments elsewhere about draw fragment shaders */ #if 0 draw_delete_fragment_shader(softpipe->draw, var->draw_shader); #endif var->delete(var, softpipe->fs_machine); } draw_delete_fragment_shader(softpipe->draw, state->draw_shader); tgsi_free_tokens(state->shader.tokens); FREE(state); } static void * softpipe_create_vs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_vertex_shader *state; state = CALLOC_STRUCT(sp_vertex_shader); if (state == NULL ) goto fail; /* copy shader tokens, the ones passed in will go away. */ state->shader.tokens = tgsi_dup_tokens(templ->tokens); if (state->shader.tokens == NULL) goto fail; state->draw_data = draw_create_vertex_shader(softpipe->draw, templ); if (state->draw_data == NULL) goto fail; state->max_sampler = state->draw_data->info.file_max[TGSI_FILE_SAMPLER]; return state; fail: if (state) { tgsi_free_tokens(state->shader.tokens); FREE( state->draw_data ); FREE( state ); } return NULL; } static void softpipe_bind_vs_state(struct pipe_context *pipe, void *vs) { struct softpipe_context *softpipe = softpipe_context(pipe); softpipe->vs = (struct sp_vertex_shader *) vs; draw_bind_vertex_shader(softpipe->draw, (softpipe->vs ? softpipe->vs->draw_data : NULL)); softpipe->dirty |= SP_NEW_VS; } static void softpipe_delete_vs_state(struct pipe_context *pipe, void *vs) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_vertex_shader *state = (struct sp_vertex_shader *) vs; draw_delete_vertex_shader(softpipe->draw, state->draw_data); tgsi_free_tokens(state->shader.tokens); FREE( state ); } static void * softpipe_create_gs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_geometry_shader *state; state = CALLOC_STRUCT(sp_geometry_shader); if (state == NULL ) goto fail; state->shader = *templ; if (templ->tokens) { /* debug */ if (softpipe->dump_gs) tgsi_dump(templ->tokens, 0); /* copy shader tokens, the ones passed in will go away. */ state->shader.tokens = tgsi_dup_tokens(templ->tokens); if (state->shader.tokens == NULL) goto fail; state->draw_data = draw_create_geometry_shader(softpipe->draw, templ); if (state->draw_data == NULL) goto fail; state->max_sampler = state->draw_data->info.file_max[TGSI_FILE_SAMPLER]; } return state; fail: if (state) { tgsi_free_tokens(state->shader.tokens); FREE( state->draw_data ); FREE( state ); } return NULL; } static void softpipe_bind_gs_state(struct pipe_context *pipe, void *gs) { struct softpipe_context *softpipe = softpipe_context(pipe); softpipe->gs = (struct sp_geometry_shader *)gs; draw_bind_geometry_shader(softpipe->draw, (softpipe->gs ? softpipe->gs->draw_data : NULL)); softpipe->dirty |= SP_NEW_GS; } static void softpipe_delete_gs_state(struct pipe_context *pipe, void *gs) { struct softpipe_context *softpipe = softpipe_context(pipe); struct sp_geometry_shader *state = (struct sp_geometry_shader *)gs; draw_delete_geometry_shader(softpipe->draw, (state) ? state->draw_data : 0); tgsi_free_tokens(state->shader.tokens); FREE(state); } static void softpipe_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_constant_buffer *cb) { struct softpipe_context *softpipe = softpipe_context(pipe); struct pipe_resource *constants = cb ? cb->buffer : NULL; unsigned size; const void *data; assert(shader < PIPE_SHADER_TYPES); if (cb && cb->user_buffer) { constants = softpipe_user_buffer_create(pipe->screen, (void *) cb->user_buffer, cb->buffer_size, PIPE_BIND_CONSTANT_BUFFER); } size = cb ? cb->buffer_size : 0; data = constants ? softpipe_resource_data(constants) : NULL; if (data) data = (const char *) data + cb->buffer_offset; draw_flush(softpipe->draw); /* note: reference counting */ pipe_resource_reference(&softpipe->constants[shader][index], constants); if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) { draw_set_mapped_constant_buffer(softpipe->draw, shader, index, data, size); } softpipe->mapped_constants[shader][index] = data; softpipe->const_buffer_size[shader][index] = size; softpipe->dirty |= SP_NEW_CONSTANTS; if (cb && cb->user_buffer) { pipe_resource_reference(&constants, NULL); } } void softpipe_init_shader_funcs(struct pipe_context *pipe) { pipe->create_fs_state = softpipe_create_fs_state; pipe->bind_fs_state = softpipe_bind_fs_state; pipe->delete_fs_state = softpipe_delete_fs_state; pipe->create_vs_state = softpipe_create_vs_state; pipe->bind_vs_state = softpipe_bind_vs_state; pipe->delete_vs_state = softpipe_delete_vs_state; pipe->create_gs_state = softpipe_create_gs_state; pipe->bind_gs_state = softpipe_bind_gs_state; pipe->delete_gs_state = softpipe_delete_gs_state; pipe->set_constant_buffer = softpipe_set_constant_buffer; }