/********************************************************** * 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 "pipe/p_compiler.h" #include "pipe/p_shader_tokens.h" #include "pipe/p_defines.h" #include "tgsi/tgsi_parse.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_scan.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_bitmask.h" #include "svgadump/svga_shader_dump.h" #include "svga_context.h" #include "svga_shader.h" #include "svga_tgsi.h" #include "svga_tgsi_emit.h" #include "svga_debug.h" #include "svga_hw_reg.h" #include "svga3d_shaderdefs.h" /* Sinkhole used only in error conditions. */ static char err_buf[128]; #if 0 static void svga_destroy_shader_emitter(struct svga_shader_emitter *emit) { if (emit->buf != err_buf) FREE(emit->buf); } #endif static boolean svga_shader_expand(struct svga_shader_emitter *emit) { char *new_buf; unsigned newsize = emit->size * 2; if (emit->buf != err_buf) new_buf = REALLOC(emit->buf, emit->size, newsize); else new_buf = NULL; if (!new_buf) { emit->ptr = err_buf; emit->buf = err_buf; emit->size = sizeof(err_buf); return FALSE; } emit->size = newsize; emit->ptr = new_buf + (emit->ptr - emit->buf); emit->buf = new_buf; return TRUE; } static inline boolean reserve(struct svga_shader_emitter *emit, unsigned nr_dwords) { if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) { if (!svga_shader_expand(emit)) { return FALSE; } } return TRUE; } boolean svga_shader_emit_dword(struct svga_shader_emitter * emit, unsigned dword) { if (!reserve(emit, 1)) return FALSE; *(unsigned *) emit->ptr = dword; emit->ptr += sizeof dword; return TRUE; } boolean svga_shader_emit_dwords(struct svga_shader_emitter * emit, const unsigned *dwords, unsigned nr) { if (!reserve(emit, nr)) return FALSE; memcpy(emit->ptr, dwords, nr * sizeof *dwords); emit->ptr += nr * sizeof *dwords; return TRUE; } boolean svga_shader_emit_opcode(struct svga_shader_emitter * emit, unsigned opcode) { SVGA3dShaderInstToken *here; if (!reserve(emit, 1)) return FALSE; here = (SVGA3dShaderInstToken *) emit->ptr; here->value = opcode; if (emit->insn_offset) { SVGA3dShaderInstToken *prev = (SVGA3dShaderInstToken *) (emit->buf + emit->insn_offset); prev->size = (here - prev) - 1; } emit->insn_offset = emit->ptr - emit->buf; emit->ptr += sizeof(unsigned); return TRUE; } static boolean svga_shader_emit_header(struct svga_shader_emitter *emit) { SVGA3dShaderVersion header; memset(&header, 0, sizeof header); switch (emit->unit) { case PIPE_SHADER_FRAGMENT: header.value = SVGA3D_PS_30; break; case PIPE_SHADER_VERTEX: header.value = SVGA3D_VS_30; break; } return svga_shader_emit_dword(emit, header.value); } /** * Parse TGSI shader and translate to SVGA/DX9 serialized * representation. * * In this function SVGA shader is emitted to an in-memory buffer that * can be dynamically grown. Once we've finished and know how large * it is, it will be copied to a hardware buffer for upload. */ struct svga_shader_variant * svga_tgsi_vgpu9_translate(struct svga_context *svga, const struct svga_shader *shader, const struct svga_compile_key *key, unsigned unit) { struct svga_shader_variant *variant = NULL; struct svga_shader_emitter emit; memset(&emit, 0, sizeof(emit)); emit.size = 1024; emit.buf = MALLOC(emit.size); if (emit.buf == NULL) { goto fail; } emit.ptr = emit.buf; emit.unit = unit; emit.key = *key; tgsi_scan_shader(shader->tokens, &emit.info); emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1; if (unit == PIPE_SHADER_FRAGMENT) emit.imm_start += key->num_unnormalized_coords; if (unit == PIPE_SHADER_VERTEX) { emit.imm_start += key->vs.need_prescale ? 2 : 0; } emit.nr_hw_float_const = (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1); emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1; if (emit.nr_hw_temp >= SVGA3D_TEMPREG_MAX) { debug_printf("svga: too many temporary registers (%u)\n", emit.nr_hw_temp); goto fail; } emit.in_main_func = TRUE; if (!svga_shader_emit_header(&emit)) { debug_printf("svga: emit header failed\n"); goto fail; } if (!svga_shader_emit_instructions(&emit, shader->tokens)) { debug_printf("svga: emit instructions failed\n"); goto fail; } variant = svga_new_shader_variant(svga); if (!variant) goto fail; variant->shader = shader; variant->tokens = (const unsigned *) emit.buf; variant->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned); memcpy(&variant->key, key, sizeof(*key)); variant->id = UTIL_BITMASK_INVALID_INDEX; variant->pstipple_sampler_unit = emit.pstipple_sampler_unit; /* If there was exactly one write to a fragment shader output register * and it came from a constant buffer, we know all fragments will have * the same color (except for blending). */ variant->constant_color_output = emit.constant_color_output && emit.num_output_writes == 1; #if 0 if (!svga_shader_verify(variant->tokens, variant->nr_tokens) || SVGA_DEBUG & DEBUG_TGSI) { debug_printf("#####################################\n"); debug_printf("Shader %u below\n", shader->id); tgsi_dump(shader->tokens, 0); if (SVGA_DEBUG & DEBUG_TGSI) { debug_printf("Shader %u compiled below\n", shader->id); svga_shader_dump(variant->tokens, variant->nr_tokens, FALSE); } debug_printf("#####################################\n"); } #endif return variant; fail: FREE(variant); FREE(emit.buf); return NULL; }