/********************************************************** * Copyright 2008-2012 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_bitmask.h" #include "util/u_memory.h" #include "svga_context.h" #include "svga_cmd.h" #include "svga_format.h" #include "svga_shader.h" /** * This bit isn't really used anywhere. It only serves to help * generate a unique "signature" for the vertex shader output bitmask. * Shader input/output signatures are used to resolve shader linking * issues. */ #define FOG_GENERIC_BIT (((uint64_t) 1) << 63) /** * Use the shader info to generate a bitmask indicating which generic * inputs are used by the shader. A set bit indicates that GENERIC[i] * is used. */ uint64_t svga_get_generic_inputs_mask(const struct tgsi_shader_info *info) { unsigned i; uint64_t mask = 0x0; for (i = 0; i < info->num_inputs; i++) { if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) { unsigned j = info->input_semantic_index[i]; assert(j < sizeof(mask) * 8); mask |= ((uint64_t) 1) << j; } } return mask; } /** * Scan shader info to return a bitmask of written outputs. */ uint64_t svga_get_generic_outputs_mask(const struct tgsi_shader_info *info) { unsigned i; uint64_t mask = 0x0; for (i = 0; i < info->num_outputs; i++) { switch (info->output_semantic_name[i]) { case TGSI_SEMANTIC_GENERIC: { unsigned j = info->output_semantic_index[i]; assert(j < sizeof(mask) * 8); mask |= ((uint64_t) 1) << j; } break; case TGSI_SEMANTIC_FOG: mask |= FOG_GENERIC_BIT; break; } } return mask; } /** * Given a mask of used generic variables (as returned by the above functions) * fill in a table which maps those indexes to small integers. * This table is used by the remap_generic_index() function in * svga_tgsi_decl_sm30.c * Example: if generics_mask = binary(1010) it means that GENERIC[1] and * GENERIC[3] are used. The remap_table will contain: * table[1] = 0; * table[3] = 1; * The remaining table entries will be filled in with the next unused * generic index (in this example, 2). */ void svga_remap_generics(uint64_t generics_mask, int8_t remap_table[MAX_GENERIC_VARYING]) { /* Note texcoord[0] is reserved so start at 1 */ unsigned count = 1, i; for (i = 0; i < MAX_GENERIC_VARYING; i++) { remap_table[i] = -1; } /* for each bit set in generic_mask */ while (generics_mask) { unsigned index = ffsll(generics_mask) - 1; remap_table[index] = count++; generics_mask &= ~((uint64_t) 1 << index); } } /** * Use the generic remap table to map a TGSI generic varying variable * index to a small integer. If the remapping table doesn't have a * valid value for the given index (the table entry is -1) it means * the fragment shader doesn't use that VS output. Just allocate * the next free value in that case. Alternately, we could cull * VS instructions that write to register, or replace the register * with a dummy temp register. * XXX TODO: we should do one of the later as it would save precious * texcoord registers. */ int svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING], int generic_index) { assert(generic_index < MAX_GENERIC_VARYING); if (generic_index >= MAX_GENERIC_VARYING) { /* just don't return a random/garbage value */ generic_index = MAX_GENERIC_VARYING - 1; } if (remap_table[generic_index] == -1) { /* This is a VS output that has no matching PS input. Find a * free index. */ int i, max = 0; for (i = 0; i < MAX_GENERIC_VARYING; i++) { max = MAX2(max, remap_table[i]); } remap_table[generic_index] = max + 1; } return remap_table[generic_index]; } /** * Initialize the shader-neutral fields of svga_compile_key from context * state. This is basically the texture-related state. */ void svga_init_shader_key_common(const struct svga_context *svga, unsigned shader, struct svga_compile_key *key) { unsigned i, idx = 0; assert(shader < Elements(svga->curr.num_sampler_views)); for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) { struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i]; if (view) { assert(svga->curr.sampler[shader][i]); assert(view->texture); assert(view->texture->target < (1 << 4)); /* texture_target:4 */ key->tex[i].texture_target = view->texture->target; /* 1D/2D array textures with one slice are treated as non-arrays * by the SVGA3D device. Convert the texture type here so that * we emit the right TEX/SAMPLE instruction in the shader. */ if (view->texture->array_size == 1) { if (view->texture->target == PIPE_TEXTURE_1D_ARRAY) { key->tex[i].texture_target = PIPE_TEXTURE_1D; } else if (view->texture->target == PIPE_TEXTURE_2D_ARRAY) { key->tex[i].texture_target = PIPE_TEXTURE_2D; } } key->tex[i].texture_msaa = view->texture->nr_samples > 1; if (!svga->curr.sampler[shader][i]->normalized_coords) { assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */ key->tex[i].width_height_idx = idx++; key->tex[i].unnormalized = TRUE; ++key->num_unnormalized_coords; } key->tex[i].swizzle_r = view->swizzle_r; key->tex[i].swizzle_g = view->swizzle_g; key->tex[i].swizzle_b = view->swizzle_b; key->tex[i].swizzle_a = view->swizzle_a; key->tex[i].return_type = svga_get_texture_datatype(view->format); } } key->num_textures = svga->curr.num_sampler_views[shader]; } /** Search for a compiled shader variant with the same compile key */ struct svga_shader_variant * svga_search_shader_key(const struct svga_shader *shader, const struct svga_compile_key *key) { struct svga_shader_variant *variant = shader->variants; assert(key); for ( ; variant; variant = variant->next) { if (svga_compile_keys_equal(key, &variant->key)) return variant; } return NULL; } /** Search for a shader with the same token key */ struct svga_shader * svga_search_shader_token_key(struct svga_shader *pshader, const struct svga_token_key *key) { struct svga_shader *shader = pshader; assert(key); for ( ; shader; shader = shader->next) { if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0) return shader; } return NULL; } /** * Helper function to define a gb shader for non-vgpu10 device */ static enum pipe_error define_gb_shader_vgpu9(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant, unsigned codeLen) { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; enum pipe_error ret; /** * Create gb memory for the shader and upload the shader code. * Kernel module will allocate an id for the shader and issue * the DefineGBShader command. */ variant->gb_shader = sws->shader_create(sws, type, variant->tokens, codeLen); if (!variant->gb_shader) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader); return ret; } /** * Helper function to define a gb shader for vgpu10 device */ static enum pipe_error define_gb_shader_vgpu10(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant, unsigned codeLen) { struct svga_winsys_context *swc = svga->swc; enum pipe_error ret; /** * Shaders in VGPU10 enabled device reside in the device COTable. * SVGA driver will allocate an integer ID for the shader and * issue DXDefineShader and DXBindShader commands. */ variant->id = util_bitmask_add(svga->shader_id_bm); if (variant->id == UTIL_BITMASK_INVALID_INDEX) { return PIPE_ERROR_OUT_OF_MEMORY; } /* Create gb memory for the shader and upload the shader code */ variant->gb_shader = swc->shader_create(swc, variant->id, type, variant->tokens, codeLen); if (!variant->gb_shader) { /* Free the shader ID */ assert(variant->id != UTIL_BITMASK_INVALID_INDEX); goto fail_no_allocation; } /** * Since we don't want to do any flush within state emission to avoid * partial state in a command buffer, it's important to make sure that * there is enough room to send both the DXDefineShader & DXBindShader * commands in the same command buffer. So let's send both * commands in one command reservation. If it fails, we'll undo * the shader creation and return an error. */ ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader, variant->id, type, codeLen); if (ret != PIPE_OK) goto fail; return PIPE_OK; fail: swc->shader_destroy(swc, variant->gb_shader); variant->gb_shader = NULL; fail_no_allocation: util_bitmask_clear(svga->shader_id_bm, variant->id); variant->id = UTIL_BITMASK_INVALID_INDEX; return PIPE_ERROR_OUT_OF_MEMORY; } /** * Issue the SVGA3D commands to define a new shader. * \param variant contains the shader tokens, etc. The result->id field will * be set here. */ enum pipe_error svga_define_shader(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant) { unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]); enum pipe_error ret; variant->id = UTIL_BITMASK_INVALID_INDEX; if (svga_have_gb_objects(svga)) { if (svga_have_vgpu10(svga)) return define_gb_shader_vgpu10(svga, type, variant, codeLen); else return define_gb_shader_vgpu9(svga, type, variant, codeLen); } else { /* Allocate an integer ID for the shader */ variant->id = util_bitmask_add(svga->shader_id_bm); if (variant->id == UTIL_BITMASK_INVALID_INDEX) { return PIPE_ERROR_OUT_OF_MEMORY; } /* Issue SVGA3D device command to define the shader */ ret = SVGA3D_DefineShader(svga->swc, variant->id, type, variant->tokens, codeLen); if (ret != PIPE_OK) { /* free the ID */ assert(variant->id != UTIL_BITMASK_INVALID_INDEX); util_bitmask_clear(svga->shader_id_bm, variant->id); variant->id = UTIL_BITMASK_INVALID_INDEX; } } return ret; } /** * Issue the SVGA3D commands to set/bind a shader. * \param result the shader to bind. */ enum pipe_error svga_set_shader(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant) { enum pipe_error ret; unsigned id = variant ? variant->id : SVGA3D_INVALID_ID; assert(type == SVGA3D_SHADERTYPE_VS || type == SVGA3D_SHADERTYPE_GS || type == SVGA3D_SHADERTYPE_PS); if (svga_have_gb_objects(svga)) { struct svga_winsys_gb_shader *gbshader = variant ? variant->gb_shader : NULL; if (svga_have_vgpu10(svga)) ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id); else ret = SVGA3D_SetGBShader(svga->swc, type, gbshader); } else { ret = SVGA3D_SetShader(svga->swc, type, id); } return ret; } struct svga_shader_variant * svga_new_shader_variant(struct svga_context *svga) { svga->hud.num_shaders++; return CALLOC_STRUCT(svga_shader_variant); } enum pipe_error svga_destroy_shader_variant(struct svga_context *svga, SVGA3dShaderType type, struct svga_shader_variant *variant) { enum pipe_error ret = PIPE_OK; if (svga_have_gb_objects(svga) && variant->gb_shader) { if (svga_have_vgpu10(svga)) { struct svga_winsys_context *swc = svga->swc; swc->shader_destroy(swc, variant->gb_shader); ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id); if (ret != PIPE_OK) { /* flush and try again */ svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id); } util_bitmask_clear(svga->shader_id_bm, variant->id); } else { struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws; sws->shader_destroy(sws, variant->gb_shader); } variant->gb_shader = NULL; } else { if (variant->id != UTIL_BITMASK_INVALID_INDEX) { ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); if (ret != PIPE_OK) { /* flush and try again */ svga_context_flush(svga, NULL); ret = SVGA3D_DestroyShader(svga->swc, variant->id, type); assert(ret == PIPE_OK); } util_bitmask_clear(svga->shader_id_bm, variant->id); } } FREE((unsigned *)variant->tokens); FREE(variant); svga->hud.num_shaders--; return ret; } /* * Rebind shaders. * Called at the beginning of every new command buffer to ensure that * shaders are properly paged-in. Instead of sending the SetShader * command, this function sends a private allocation command to * page in a shader. This avoids emitting redundant state to the device * just to page in a resource. */ enum pipe_error svga_rebind_shaders(struct svga_context *svga) { struct svga_winsys_context *swc = svga->swc; struct svga_hw_draw_state *hw = &svga->state.hw_draw; enum pipe_error ret; assert(svga_have_vgpu10(svga)); /** * If the underlying winsys layer does not need resource rebinding, * just clear the rebind flags and return. */ if (swc->resource_rebind == NULL) { svga->rebind.flags.vs = 0; svga->rebind.flags.gs = 0; svga->rebind.flags.fs = 0; return PIPE_OK; } if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.vs = 0; if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.gs = 0; if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) { ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ); if (ret != PIPE_OK) return ret; } svga->rebind.flags.fs = 0; return PIPE_OK; }