/********************************************************** * 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_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 == NULL) { 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 ); } /** * 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. */ unsigned svga_get_generic_inputs_mask(const struct tgsi_shader_info *info) { unsigned i, 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 |= 1 << j; } } 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(unsigned 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 = ffs(generics_mask) - 1; remap_table[index] = count++; generics_mask &= ~(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]; } /* 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. */ static struct svga_shader_result * svga_tgsi_translate( const struct svga_shader *shader, struct svga_compile_key key, unsigned unit ) { struct svga_shader_result *result = 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.fkey.num_unnormalized_coords; if (unit == PIPE_SHADER_VERTEX) { emit.imm_start += key.vkey.need_prescale ? 2 : 0; emit.imm_start += key.vkey.num_zero_stride_vertex_elements; } 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) goto fail; emit.in_main_func = TRUE; if (!svga_shader_emit_header( &emit )) goto fail; if (!svga_shader_emit_instructions( &emit, shader->tokens )) goto fail; result = CALLOC_STRUCT(svga_shader_result); if (result == NULL) goto fail; result->shader = shader; result->tokens = (const unsigned *)emit.buf; result->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned); memcpy(&result->key, &key, sizeof key); result->id = UTIL_BITMASK_INVALID_INDEX; if (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( result->tokens, result->nr_tokens , FALSE ); } debug_printf( "#####################################\n" ); } return result; fail: FREE(result); FREE(emit.buf); return NULL; } struct svga_shader_result * svga_translate_fragment_program( const struct svga_fragment_shader *fs, const struct svga_fs_compile_key *fkey ) { struct svga_compile_key key; memcpy(&key.fkey, fkey, sizeof *fkey); memcpy(key.generic_remap_table, fs->generic_remap_table, sizeof(fs->generic_remap_table)); return svga_tgsi_translate( &fs->base, key, PIPE_SHADER_FRAGMENT ); } struct svga_shader_result * svga_translate_vertex_program( const struct svga_vertex_shader *vs, const struct svga_vs_compile_key *vkey ) { struct svga_compile_key key; memcpy(&key.vkey, vkey, sizeof *vkey); /* Note: we could alternately store the remap table in the vkey but * that would make it larger. We just regenerate it here instead. */ svga_remap_generics(vkey->fs_generic_inputs, key.generic_remap_table); return svga_tgsi_translate( &vs->base, key, PIPE_SHADER_VERTEX ); } void svga_destroy_shader_result( struct svga_shader_result *result ) { FREE((unsigned *)result->tokens); FREE(result); }