/********************************************************** * 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) { assert(svga_have_vgpu10(svga)); return svga_tgsi_vgpu10_translate(svga, &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) { return PIPE_ERROR_OUT_OF_MEMORY; } 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) { return PIPE_ERROR; } } ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_GS, variant); if (ret != PIPE_OK) { svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant); return ret; } *out_variant = variant; return PIPE_OK; } 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 };