/********************************************************** * Copyright 2008-2009 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 "draw/draw_context.h" #include "util/u_inlines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_bitmask.h" #include "tgsi/tgsi_parse.h" #include "tgsi/tgsi_text.h" #include "svga_context.h" #include "svga_hw_reg.h" #include "svga_cmd.h" #include "svga_debug.h" #include "svga_shader.h" #include "svga_streamout.h" /** * Substitute a debug shader. */ static const struct tgsi_token * substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens) { #if 0 if (shader_id == 12) { static struct tgsi_token tokens[300]; const char *text = "VERT\n" "DCL IN[0]\n" "DCL IN[1]\n" "DCL IN[2]\n" "DCL OUT[0], POSITION\n" "DCL TEMP[0..4]\n" "IMM FLT32 { 1.0000, 1.0000, 1.0000, 1.0000 }\n" "IMM FLT32 { 0.45, 1.0000, 1.0000, 1.0000 }\n" "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n" "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050 }\n" "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714 }\n" "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n" "DCL CONST[0..7]\n" "DCL CONST[9..16]\n" " MOV TEMP[2], IMM[0]\n" " MOV TEMP[2].xyz, IN[2]\n" " MOV TEMP[2].xyz, IN[0]\n" " MOV TEMP[2].xyz, IN[1]\n" " MUL TEMP[1], IMM[3], TEMP[2].yyyy\n" " MAD TEMP[3], IMM[2], TEMP[2].xxxx, TEMP[1]\n" " MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n" " MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n" " MOV OUT[0], TEMP[4]\n" " END\n"; if (!tgsi_text_translate(text, tokens, ARRAY_SIZE(tokens))) { assert(0); return NULL; } return tokens; } #endif return old_tokens; } static void * svga_create_vs_state(struct pipe_context *pipe, const struct pipe_shader_state *templ) { struct svga_context *svga = svga_context(pipe); struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader); if (!vs) return NULL; /* substitute a debug shader? */ vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id, templ->tokens)); /* Collect basic info that we'll need later: */ tgsi_scan_shader(vs->base.tokens, &vs->base.info); { /* Need to do construct a new template in case we substitued a * debug shader. */ struct pipe_shader_state tmp2 = *templ; tmp2.tokens = vs->base.tokens; vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2); } vs->base.id = svga->debug.shader_id++; vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info); /* check for any stream output declarations */ if (templ->stream_output.num_outputs) { vs->base.stream_output = svga_create_stream_output(svga, &vs->base, &templ->stream_output); } return vs; } static void svga_bind_vs_state(struct pipe_context *pipe, void *shader) { struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; struct svga_context *svga = svga_context(pipe); if (vs == svga->curr.vs) return; /* If the currently bound vertex shader has a generated geometry shader, * then unbind the geometry shader before binding a new vertex shader. * We need to unbind the geometry shader here because there is no * pipe_shader associated with the generated geometry shader. */ if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL) svga->pipe.bind_gs_state(&svga->pipe, NULL); svga->curr.vs = vs; svga->dirty |= SVGA_NEW_VS; } static void svga_delete_vs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; struct svga_shader_variant *variant, *tmp; enum pipe_error ret; svga_hwtnl_flush_retry(svga); assert(vs->base.parent == NULL); /* Check if there is a generated geometry shader to go with this * vertex shader. If there is, then delete the geometry shader as well. */ if (vs->gs != NULL) { svga->pipe.delete_gs_state(&svga->pipe, vs->gs); } if (vs->base.stream_output != NULL) svga_delete_stream_output(svga, vs->base.stream_output); draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); for (variant = vs->base.variants; variant; variant = tmp) { tmp = variant->next; /* Check if deleting currently bound shader */ if (variant == svga->state.hw_draw.vs) { ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL); assert(ret == PIPE_OK); } svga->state.hw_draw.vs = NULL; } ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); assert(ret == PIPE_OK); } } FREE((void *)vs->base.tokens); FREE(vs); } void svga_init_vs_functions(struct svga_context *svga) { svga->pipe.create_vs_state = svga_create_vs_state; svga->pipe.bind_vs_state = svga_bind_vs_state; svga->pipe.delete_vs_state = svga_delete_vs_state; }