/********************************************************** * 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 "util/u_format.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_string.h" #include "util/u_math.h" #include "svga_winsys.h" #include "svga_public.h" #include "svga_context.h" #include "svga_format.h" #include "svga_screen.h" #include "svga_tgsi.h" #include "svga_resource_texture.h" #include "svga_resource.h" #include "svga_debug.h" #include "svga3d_shaderdefs.h" #include "VGPU10ShaderTokens.h" /* NOTE: this constant may get moved into a svga3d*.h header file */ #define SVGA3D_DX_MAX_RESOURCE_SIZE (128 * 1024 * 1024) #ifdef DEBUG int SVGA_DEBUG = 0; static const struct debug_named_value svga_debug_flags[] = { { "dma", DEBUG_DMA, NULL }, { "tgsi", DEBUG_TGSI, NULL }, { "pipe", DEBUG_PIPE, NULL }, { "state", DEBUG_STATE, NULL }, { "screen", DEBUG_SCREEN, NULL }, { "tex", DEBUG_TEX, NULL }, { "swtnl", DEBUG_SWTNL, NULL }, { "const", DEBUG_CONSTS, NULL }, { "viewport", DEBUG_VIEWPORT, NULL }, { "views", DEBUG_VIEWS, NULL }, { "perf", DEBUG_PERF, NULL }, { "flush", DEBUG_FLUSH, NULL }, { "sync", DEBUG_SYNC, NULL }, { "cache", DEBUG_CACHE, NULL }, { "streamout", DEBUG_STREAMOUT, NULL }, { "query", DEBUG_QUERY, NULL }, DEBUG_NAMED_VALUE_END }; #endif static const char * svga_get_vendor( struct pipe_screen *pscreen ) { return "VMware, Inc."; } static const char * svga_get_name( struct pipe_screen *pscreen ) { const char *build = "", *llvm = "", *mutex = ""; static char name[100]; #ifdef DEBUG /* Only return internal details in the DEBUG version: */ build = "build: DEBUG;"; mutex = "mutex: " PIPE_ATOMIC ";"; #else build = "build: RELEASE;"; #endif #ifdef HAVE_LLVM llvm = "LLVM;"; #endif util_snprintf(name, sizeof(name), "SVGA3D; %s %s %s", build, mutex, llvm); return name; } /** Helper for querying float-valued device cap */ static float get_float_cap(struct svga_winsys_screen *sws, unsigned cap, float defaultVal) { SVGA3dDevCapResult result; if (sws->get_cap(sws, cap, &result)) return result.f; else return defaultVal; } /** Helper for querying uint-valued device cap */ static unsigned get_uint_cap(struct svga_winsys_screen *sws, unsigned cap, unsigned defaultVal) { SVGA3dDevCapResult result; if (sws->get_cap(sws, cap, &result)) return result.u; else return defaultVal; } /** Helper for querying boolean-valued device cap */ static boolean get_bool_cap(struct svga_winsys_screen *sws, unsigned cap, boolean defaultVal) { SVGA3dDevCapResult result; if (sws->get_cap(sws, cap, &result)) return result.b; else return defaultVal; } static float svga_get_paramf(struct pipe_screen *screen, enum pipe_capf param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; switch (param) { case PIPE_CAPF_MAX_LINE_WIDTH: return svgascreen->maxLineWidth; case PIPE_CAPF_MAX_LINE_WIDTH_AA: return svgascreen->maxLineWidthAA; case PIPE_CAPF_MAX_POINT_WIDTH: /* fall-through */ case PIPE_CAPF_MAX_POINT_WIDTH_AA: return svgascreen->maxPointSize; case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY: return (float) get_uint_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY, 4); case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS: return 15.0; case PIPE_CAPF_GUARD_BAND_LEFT: case PIPE_CAPF_GUARD_BAND_TOP: case PIPE_CAPF_GUARD_BAND_RIGHT: case PIPE_CAPF_GUARD_BAND_BOTTOM: return 0.0; } debug_printf("Unexpected PIPE_CAPF_ query %u\n", param); return 0; } static int svga_get_param(struct pipe_screen *screen, enum pipe_cap param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; SVGA3dDevCapResult result; switch (param) { case PIPE_CAP_NPOT_TEXTURES: case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES: return 1; case PIPE_CAP_TWO_SIDED_STENCIL: return 1; case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS: /* * "In virtually every OpenGL implementation and hardware, * GL_MAX_DUAL_SOURCE_DRAW_BUFFERS is 1" * http://www.opengl.org/wiki/Blending */ return sws->have_vgpu10 ? 1 : 0; case PIPE_CAP_ANISOTROPIC_FILTER: return 1; case PIPE_CAP_POINT_SPRITE: return 1; case PIPE_CAP_TGSI_TEXCOORD: return 0; case PIPE_CAP_MAX_RENDER_TARGETS: return svgascreen->max_color_buffers; case PIPE_CAP_OCCLUSION_QUERY: return 1; case PIPE_CAP_QUERY_TIME_ELAPSED: return 0; case PIPE_CAP_TEXTURE_BUFFER_OBJECTS: return sws->have_vgpu10; case PIPE_CAP_TEXTURE_SHADOW_MAP: return 1; case PIPE_CAP_TEXTURE_SWIZZLE: return 1; case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK: return 0; case PIPE_CAP_USER_VERTEX_BUFFERS: case PIPE_CAP_USER_INDEX_BUFFERS: return 0; case PIPE_CAP_USER_CONSTANT_BUFFERS: return 1; case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT: return 256; case PIPE_CAP_MAX_TEXTURE_2D_LEVELS: { unsigned levels = SVGA_MAX_TEXTURE_LEVELS; if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH, &result)) levels = MIN2(util_logbase2(result.u) + 1, levels); else levels = 12 /* 2048x2048 */; if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT, &result)) levels = MIN2(util_logbase2(result.u) + 1, levels); else levels = 12 /* 2048x2048 */; return levels; } case PIPE_CAP_MAX_TEXTURE_3D_LEVELS: if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VOLUME_EXTENT, &result)) return 8; /* max 128x128x128 */ return MIN2(util_logbase2(result.u) + 1, SVGA_MAX_TEXTURE_LEVELS); case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS: /* * No mechanism to query the host, and at least limited to 2048x2048 on * certain hardware. */ return MIN2(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS), 12 /* 2048x2048 */); case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS: return sws->have_vgpu10 ? SVGA3D_MAX_SURFACE_ARRAYSIZE : 0; case PIPE_CAP_BLEND_EQUATION_SEPARATE: /* req. for GL 1.5 */ return 1; case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT: return 1; case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER: return sws->have_vgpu10; case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT: return 0; case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER: return !sws->have_vgpu10; case PIPE_CAP_VERTEX_COLOR_UNCLAMPED: return 1; /* The color outputs of vertex shaders are not clamped */ case PIPE_CAP_VERTEX_COLOR_CLAMPED: return 0; /* The driver can't clamp vertex colors */ case PIPE_CAP_FRAGMENT_COLOR_CLAMPED: return 0; /* The driver can't clamp fragment colors */ case PIPE_CAP_MIXED_COLORBUFFER_FORMATS: return 1; /* expected for GL_ARB_framebuffer_object */ case PIPE_CAP_GLSL_FEATURE_LEVEL: return sws->have_vgpu10 ? 330 : 120; case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER: return 0; case PIPE_CAP_SM3: return 1; case PIPE_CAP_DEPTH_CLIP_DISABLE: case PIPE_CAP_INDEP_BLEND_ENABLE: case PIPE_CAP_CONDITIONAL_RENDER: case PIPE_CAP_QUERY_TIMESTAMP: case PIPE_CAP_TGSI_INSTANCEID: case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR: case PIPE_CAP_SEAMLESS_CUBE_MAP: case PIPE_CAP_FAKE_SW_MSAA: return sws->have_vgpu10; case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS: return sws->have_vgpu10 ? SVGA3D_DX_MAX_SOTARGETS : 0; case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS: return sws->have_vgpu10 ? 4 : 0; case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS: return sws->have_vgpu10 ? SVGA3D_MAX_STREAMOUT_DECLS : 0; case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME: return 0; case PIPE_CAP_TEXTURE_MULTISAMPLE: return svgascreen->ms_samples ? 1 : 0; case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE: return SVGA3D_DX_MAX_RESOURCE_SIZE; case PIPE_CAP_MIN_TEXEL_OFFSET: return sws->have_vgpu10 ? VGPU10_MIN_TEXEL_FETCH_OFFSET : 0; case PIPE_CAP_MAX_TEXEL_OFFSET: return sws->have_vgpu10 ? VGPU10_MAX_TEXEL_FETCH_OFFSET : 0; case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET: case PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET: return 0; case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES: return sws->have_vgpu10 ? 256 : 0; case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: return sws->have_vgpu10 ? 1024 : 0; case PIPE_CAP_PRIMITIVE_RESTART: return 1; /* may be a sw fallback, depending on restart index */ /* Unsupported features */ case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION: case PIPE_CAP_TEXTURE_MIRROR_CLAMP: case PIPE_CAP_SHADER_STENCIL_EXPORT: case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE: case PIPE_CAP_INDEP_BLEND_FUNC: case PIPE_CAP_TEXTURE_BARRIER: case PIPE_CAP_MAX_VERTEX_STREAMS: case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS: case PIPE_CAP_COMPUTE: case PIPE_CAP_START_INSTANCE: case PIPE_CAP_CUBE_MAP_ARRAY: case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT: case PIPE_CAP_QUERY_PIPELINE_STATISTICS: case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT: case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS: case PIPE_CAP_TEXTURE_GATHER_SM5: case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT: case PIPE_CAP_TEXTURE_QUERY_LOD: case PIPE_CAP_SAMPLE_SHADING: case PIPE_CAP_TEXTURE_GATHER_OFFSETS: case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION: case PIPE_CAP_DRAW_INDIRECT: case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE: case PIPE_CAP_CONDITIONAL_RENDER_INVERTED: case PIPE_CAP_SAMPLER_VIEW_TARGET: case PIPE_CAP_CLIP_HALFZ: case PIPE_CAP_VERTEXID_NOBASE: case PIPE_CAP_POLYGON_OFFSET_CLAMP: case PIPE_CAP_MULTISAMPLE_Z_RESOLVE: return 0; case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT: return 64; case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY: case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY: case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY: return 1; /* need 4-byte alignment for all offsets and strides */ case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE: return 2048; case PIPE_CAP_MAX_VIEWPORTS: return 1; case PIPE_CAP_ENDIANNESS: return PIPE_ENDIAN_LITTLE; case PIPE_CAP_VENDOR_ID: return 0x15ad; /* VMware Inc. */ case PIPE_CAP_DEVICE_ID: return 0x0405; /* assume SVGA II */ case PIPE_CAP_ACCELERATED: return 0; /* XXX: */ case PIPE_CAP_VIDEO_MEMORY: /* XXX: Query the host ? */ return 1; case PIPE_CAP_UMA: case PIPE_CAP_RESOURCE_FROM_USER_MEMORY: case PIPE_CAP_DEVICE_RESET_STATUS_QUERY: case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS: case PIPE_CAP_TEXTURE_FLOAT_LINEAR: case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR: case PIPE_CAP_DEPTH_BOUNDS_TEST: case PIPE_CAP_TGSI_TXQS: case PIPE_CAP_FORCE_PERSAMPLE_INTERP: case PIPE_CAP_SHAREABLE_SHADERS: return 0; } debug_printf("Unexpected PIPE_CAP_ query %u\n", param); return 0; } static int vgpu9_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; unsigned val; assert(!sws->have_vgpu10); switch (shader) { case PIPE_SHADER_FRAGMENT: switch (param) { case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: return 512; case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: return SVGA3D_MAX_NESTING_LEVEL; case PIPE_SHADER_CAP_MAX_INPUTS: return 10; case PIPE_SHADER_CAP_MAX_OUTPUTS: return svgascreen->max_color_buffers; case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE: return 224 * sizeof(float[4]); case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: return 1; case PIPE_SHADER_CAP_MAX_TEMPS: val = get_uint_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, 32); return MIN2(val, SVGA3D_TEMPREG_MAX); case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: /* * Although PS 3.0 has some addressing abilities it can only represent * loops that can be statically determined and unrolled. Given we can * only handle a subset of the cases that the state tracker already * does it is better to defer loop unrolling to the state tracker. */ return 0; case PIPE_SHADER_CAP_MAX_PREDS: return 1; case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: return 0; case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED: return 0; case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: return 0; case PIPE_SHADER_CAP_SUBROUTINES: return 0; case PIPE_SHADER_CAP_INTEGERS: return 0; case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS: case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS: return 16; case PIPE_SHADER_CAP_PREFERRED_IR: return PIPE_SHADER_IR_TGSI; case PIPE_SHADER_CAP_DOUBLES: case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED: case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED: case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED: case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE: return 0; case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT: return 32; } /* If we get here, we failed to handle a cap above */ debug_printf("Unexpected fragment shader query %u\n", param); return 0; case PIPE_SHADER_VERTEX: switch (param) { case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: return get_uint_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, 512); case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: /* XXX: until we have vertex texture support */ return 0; case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: return SVGA3D_MAX_NESTING_LEVEL; case PIPE_SHADER_CAP_MAX_INPUTS: return 16; case PIPE_SHADER_CAP_MAX_OUTPUTS: return 10; case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE: return 256 * sizeof(float[4]); case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: return 1; case PIPE_SHADER_CAP_MAX_TEMPS: val = get_uint_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, 32); return MIN2(val, SVGA3D_TEMPREG_MAX); case PIPE_SHADER_CAP_MAX_PREDS: return 1; case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: return 0; case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED: return 0; case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: return 1; case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: return 0; case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: return 1; case PIPE_SHADER_CAP_SUBROUTINES: return 0; case PIPE_SHADER_CAP_INTEGERS: return 0; case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS: case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS: return 0; case PIPE_SHADER_CAP_PREFERRED_IR: return PIPE_SHADER_IR_TGSI; case PIPE_SHADER_CAP_DOUBLES: case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED: case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED: case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED: case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE: return 0; case PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT: return 32; } /* If we get here, we failed to handle a cap above */ debug_printf("Unexpected vertex shader query %u\n", param); return 0; case PIPE_SHADER_GEOMETRY: case PIPE_SHADER_COMPUTE: case PIPE_SHADER_TESS_CTRL: case PIPE_SHADER_TESS_EVAL: /* no support for geometry, tess or compute shaders at this time */ return 0; default: debug_printf("Unexpected shader type (%u) query\n", shader); return 0; } return 0; } static int vgpu10_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; assert(sws->have_vgpu10); (void) sws; /* silence unused var warnings in non-debug builds */ /* Only VS, GS, FS supported */ if (shader != PIPE_SHADER_VERTEX && shader != PIPE_SHADER_GEOMETRY && shader != PIPE_SHADER_FRAGMENT) { return 0; } /* NOTE: we do not query the device for any caps/limits at this time */ /* Generally the same limits for vertex, geometry and fragment shaders */ switch (param) { case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: return 64 * 1024; case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: return 64; case PIPE_SHADER_CAP_MAX_INPUTS: if (shader == PIPE_SHADER_FRAGMENT) return VGPU10_MAX_FS_INPUTS; else if (shader == PIPE_SHADER_GEOMETRY) return VGPU10_MAX_GS_INPUTS; else return VGPU10_MAX_VS_INPUTS; case PIPE_SHADER_CAP_MAX_OUTPUTS: if (shader == PIPE_SHADER_FRAGMENT) return VGPU10_MAX_FS_OUTPUTS; else if (shader == PIPE_SHADER_GEOMETRY) return VGPU10_MAX_GS_OUTPUTS; else return VGPU10_MAX_VS_OUTPUTS; case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE: return VGPU10_MAX_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]); case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: return svgascreen->max_const_buffers; case PIPE_SHADER_CAP_MAX_TEMPS: return VGPU10_MAX_TEMPS; case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: return TRUE; /* XXX verify */ case PIPE_SHADER_CAP_MAX_PREDS: return 0; case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: case PIPE_SHADER_CAP_TGSI_SQRT_SUPPORTED: case PIPE_SHADER_CAP_SUBROUTINES: case PIPE_SHADER_CAP_INTEGERS: return TRUE; case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS: case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS: return SVGA3D_DX_MAX_SAMPLERS; case PIPE_SHADER_CAP_PREFERRED_IR: return PIPE_SHADER_IR_TGSI; case PIPE_SHADER_CAP_DOUBLES: case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED: case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED: case PIPE_SHADER_CAP_TGSI_FMA_SUPPORTED: case PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE: return 0; default: debug_printf("Unexpected vgpu10 shader query %u\n", param); return 0; } return 0; } static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; if (sws->have_vgpu10) { return vgpu10_get_shader_param(screen, shader, param); } else { return vgpu9_get_shader_param(screen, shader, param); } } /** * Implement pipe_screen::is_format_supported(). * \param bindings bitmask of PIPE_BIND_x flags */ static boolean svga_is_format_supported( struct pipe_screen *screen, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, unsigned bindings) { struct svga_screen *ss = svga_screen(screen); SVGA3dSurfaceFormat svga_format; SVGA3dSurfaceFormatCaps caps; SVGA3dSurfaceFormatCaps mask; assert(bindings); if (sample_count > 1) { /* In ms_samples, if bit N is set it means that we support * multisample with N+1 samples per pixel. */ if ((ss->ms_samples & (1 << (sample_count - 1))) == 0) { return FALSE; } } svga_format = svga_translate_format(ss, format, bindings); if (svga_format == SVGA3D_FORMAT_INVALID) { return FALSE; } /* we don't support sRGB rendering into display targets */ if (util_format_is_srgb(format) && (bindings & PIPE_BIND_DISPLAY_TARGET)) { return FALSE; } /* * For VGPU10 vertex formats, skip querying host capabilities */ if (ss->sws->have_vgpu10 && (bindings & PIPE_BIND_VERTEX_BUFFER)) { SVGA3dSurfaceFormat svga_format; unsigned flags; svga_translate_vertex_format_vgpu10(format, &svga_format, &flags); return svga_format != SVGA3D_FORMAT_INVALID; } /* * Override host capabilities, so that we end up with the same * visuals for all virtual hardware implementations. */ if (bindings & PIPE_BIND_DISPLAY_TARGET) { switch (svga_format) { case SVGA3D_A8R8G8B8: case SVGA3D_X8R8G8B8: case SVGA3D_R5G6B5: break; /* VGPU10 formats */ case SVGA3D_B8G8R8A8_UNORM: case SVGA3D_B8G8R8X8_UNORM: case SVGA3D_B5G6R5_UNORM: break; /* Often unsupported/problematic. This means we end up with the same * visuals for all virtual hardware implementations. */ case SVGA3D_A4R4G4B4: case SVGA3D_A1R5G5B5: return FALSE; default: return FALSE; } } /* * Query the host capabilities. */ svga_get_format_cap(ss, svga_format, &caps); if (bindings & PIPE_BIND_RENDER_TARGET) { /* Check that the color surface is blendable, unless it's an * integer format. */ if (!svga_format_is_integer(svga_format) && (caps.value & SVGA3DFORMAT_OP_NOALPHABLEND)) { return FALSE; } } mask.value = 0; if (bindings & PIPE_BIND_RENDER_TARGET) { mask.value |= SVGA3DFORMAT_OP_OFFSCREEN_RENDERTARGET; } if (bindings & PIPE_BIND_DEPTH_STENCIL) { mask.value |= SVGA3DFORMAT_OP_ZSTENCIL; } if (bindings & PIPE_BIND_SAMPLER_VIEW) { mask.value |= SVGA3DFORMAT_OP_TEXTURE; } if (target == PIPE_TEXTURE_CUBE) { mask.value |= SVGA3DFORMAT_OP_CUBETEXTURE; } else if (target == PIPE_TEXTURE_3D) { mask.value |= SVGA3DFORMAT_OP_VOLUMETEXTURE; } return (caps.value & mask.value) == mask.value; } static void svga_fence_reference(struct pipe_screen *screen, struct pipe_fence_handle **ptr, struct pipe_fence_handle *fence) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; sws->fence_reference(sws, ptr, fence); } static boolean svga_fence_finish(struct pipe_screen *screen, struct pipe_fence_handle *fence, uint64_t timeout) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; if (!timeout) return sws->fence_signalled(sws, fence, 0) == 0; SVGA_DBG(DEBUG_DMA|DEBUG_PERF, "%s fence_ptr %p\n", __FUNCTION__, fence); return sws->fence_finish(sws, fence, 0) == 0; } static int svga_get_driver_query_info(struct pipe_screen *screen, unsigned index, struct pipe_driver_query_info *info) { static const struct pipe_driver_query_info queries[] = { /* per-frame counters */ {"num-draw-calls", SVGA_QUERY_NUM_DRAW_CALLS, {0}}, {"num-fallbacks", SVGA_QUERY_NUM_FALLBACKS, {0}}, {"num-flushes", SVGA_QUERY_NUM_FLUSHES, {0}}, {"num-validations", SVGA_QUERY_NUM_VALIDATIONS, {0}}, {"map-buffer-time", SVGA_QUERY_MAP_BUFFER_TIME, {0}, PIPE_DRIVER_QUERY_TYPE_MICROSECONDS}, {"num-resources-mapped", SVGA_QUERY_NUM_RESOURCES_MAPPED, {0}}, /* running total counters */ {"memory-used", SVGA_QUERY_MEMORY_USED, {0}, PIPE_DRIVER_QUERY_TYPE_BYTES}, {"num-shaders", SVGA_QUERY_NUM_SHADERS, {0}}, {"num-resources", SVGA_QUERY_NUM_RESOURCES, {0}}, {"num-state-objects", SVGA_QUERY_NUM_STATE_OBJECTS, {0}}, {"num-surface-views", SVGA_QUERY_NUM_SURFACE_VIEWS, {0}}, }; if (!info) return Elements(queries); if (index >= Elements(queries)) return 0; *info = queries[index]; return 1; } static void svga_destroy_screen( struct pipe_screen *screen ) { struct svga_screen *svgascreen = svga_screen(screen); svga_screen_cache_cleanup(svgascreen); pipe_mutex_destroy(svgascreen->swc_mutex); pipe_mutex_destroy(svgascreen->tex_mutex); svgascreen->sws->destroy(svgascreen->sws); FREE(svgascreen); } /** * Create a new svga_screen object */ struct pipe_screen * svga_screen_create(struct svga_winsys_screen *sws) { struct svga_screen *svgascreen; struct pipe_screen *screen; #ifdef DEBUG SVGA_DEBUG = debug_get_flags_option("SVGA_DEBUG", svga_debug_flags, 0 ); #endif svgascreen = CALLOC_STRUCT(svga_screen); if (!svgascreen) goto error1; svgascreen->debug.force_level_surface_view = debug_get_bool_option("SVGA_FORCE_LEVEL_SURFACE_VIEW", FALSE); svgascreen->debug.force_surface_view = debug_get_bool_option("SVGA_FORCE_SURFACE_VIEW", FALSE); svgascreen->debug.force_sampler_view = debug_get_bool_option("SVGA_FORCE_SAMPLER_VIEW", FALSE); svgascreen->debug.no_surface_view = debug_get_bool_option("SVGA_NO_SURFACE_VIEW", FALSE); svgascreen->debug.no_sampler_view = debug_get_bool_option("SVGA_NO_SAMPLER_VIEW", FALSE); screen = &svgascreen->screen; screen->destroy = svga_destroy_screen; screen->get_name = svga_get_name; screen->get_vendor = svga_get_vendor; screen->get_device_vendor = svga_get_vendor; // TODO actual device vendor screen->get_param = svga_get_param; screen->get_shader_param = svga_get_shader_param; screen->get_paramf = svga_get_paramf; screen->get_timestamp = NULL; screen->is_format_supported = svga_is_format_supported; screen->context_create = svga_context_create; screen->fence_reference = svga_fence_reference; screen->fence_finish = svga_fence_finish; screen->get_driver_query_info = svga_get_driver_query_info; svgascreen->sws = sws; svga_init_screen_resource_functions(svgascreen); if (sws->get_hw_version) { svgascreen->hw_version = sws->get_hw_version(sws); } else { svgascreen->hw_version = SVGA3D_HWVERSION_WS65_B1; } /* * The D16, D24X8, and D24S8 formats always do an implicit shadow compare * when sampled from, where as the DF16, DF24, and D24S8_INT do not. So * we prefer the later when available. * * This mimics hardware vendors extensions for D3D depth sampling. See also * http://aras-p.info/texts/D3D9GPUHacks.html */ { boolean has_df16, has_df24, has_d24s8_int; SVGA3dSurfaceFormatCaps caps; SVGA3dSurfaceFormatCaps mask; mask.value = 0; mask.zStencil = 1; mask.texture = 1; svgascreen->depth.z16 = SVGA3D_Z_D16; svgascreen->depth.x8z24 = SVGA3D_Z_D24X8; svgascreen->depth.s8z24 = SVGA3D_Z_D24S8; svga_get_format_cap(svgascreen, SVGA3D_Z_DF16, &caps); has_df16 = (caps.value & mask.value) == mask.value; svga_get_format_cap(svgascreen, SVGA3D_Z_DF24, &caps); has_df24 = (caps.value & mask.value) == mask.value; svga_get_format_cap(svgascreen, SVGA3D_Z_D24S8_INT, &caps); has_d24s8_int = (caps.value & mask.value) == mask.value; /* XXX: We might want some other logic here. * Like if we only have d24s8_int we should * emulate the other formats with that. */ if (has_df16) { svgascreen->depth.z16 = SVGA3D_Z_DF16; } if (has_df24) { svgascreen->depth.x8z24 = SVGA3D_Z_DF24; } if (has_d24s8_int) { svgascreen->depth.s8z24 = SVGA3D_Z_D24S8_INT; } } /* Query device caps */ if (sws->have_vgpu10) { svgascreen->haveProvokingVertex = get_bool_cap(sws, SVGA3D_DEVCAP_DX_PROVOKING_VERTEX, FALSE); svgascreen->haveLineSmooth = TRUE; svgascreen->maxPointSize = 80.0F; svgascreen->max_color_buffers = SVGA3D_DX_MAX_RENDER_TARGETS; /* Multisample samples per pixel */ svgascreen->ms_samples = get_uint_cap(sws, SVGA3D_DEVCAP_MULTISAMPLE_MASKABLESAMPLES, 0); /* Maximum number of constant buffers */ svgascreen->max_const_buffers = get_uint_cap(sws, SVGA3D_DEVCAP_DX_MAX_CONSTANT_BUFFERS, 1); assert(svgascreen->max_const_buffers <= SVGA_MAX_CONST_BUFS); } else { /* VGPU9 */ unsigned vs_ver = get_uint_cap(sws, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION, SVGA3DVSVERSION_NONE); unsigned fs_ver = get_uint_cap(sws, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION, SVGA3DPSVERSION_NONE); /* we require Shader model 3.0 or later */ if (fs_ver < SVGA3DPSVERSION_30 || vs_ver < SVGA3DVSVERSION_30) { goto error2; } svgascreen->haveProvokingVertex = FALSE; svgascreen->haveLineSmooth = get_bool_cap(sws, SVGA3D_DEVCAP_LINE_AA, FALSE); svgascreen->maxPointSize = get_float_cap(sws, SVGA3D_DEVCAP_MAX_POINT_SIZE, 1.0f); /* Keep this to a reasonable size to avoid failures in conform/pntaa.c */ svgascreen->maxPointSize = MIN2(svgascreen->maxPointSize, 80.0f); /* The SVGA3D device always supports 4 targets at this time, regardless * of what querying SVGA3D_DEVCAP_MAX_RENDER_TARGETS might return. */ svgascreen->max_color_buffers = 4; /* Only support one constant buffer */ svgascreen->max_const_buffers = 1; /* No multisampling */ svgascreen->ms_samples = 0; } /* common VGPU9 / VGPU10 caps */ svgascreen->haveLineStipple = get_bool_cap(sws, SVGA3D_DEVCAP_LINE_STIPPLE, FALSE); svgascreen->maxLineWidth = get_float_cap(sws, SVGA3D_DEVCAP_MAX_LINE_WIDTH, 1.0f); svgascreen->maxLineWidthAA = get_float_cap(sws, SVGA3D_DEVCAP_MAX_AA_LINE_WIDTH, 1.0f); if (0) { debug_printf("svga: haveProvokingVertex %u\n", svgascreen->haveProvokingVertex); debug_printf("svga: haveLineStip %u " "haveLineSmooth %u maxLineWidth %f\n", svgascreen->haveLineStipple, svgascreen->haveLineSmooth, svgascreen->maxLineWidth); debug_printf("svga: maxPointSize %g\n", svgascreen->maxPointSize); } pipe_mutex_init(svgascreen->tex_mutex); pipe_mutex_init(svgascreen->swc_mutex); svga_screen_cache_init(svgascreen); return screen; error2: FREE(svgascreen); error1: return NULL; } struct svga_winsys_screen * svga_winsys_screen(struct pipe_screen *screen) { return svga_screen(screen)->sws; } #ifdef DEBUG struct svga_screen * svga_screen(struct pipe_screen *screen) { assert(screen); assert(screen->destroy == svga_destroy_screen); return (struct svga_screen *)screen; } #endif