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/**********************************************************
* 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_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
#include "util/u_bitmask.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
static INLINE int compare_fs_keys( const struct svga_fs_compile_key *a,
const struct svga_fs_compile_key *b )
{
unsigned keysize = svga_fs_key_size( a );
return memcmp( a, b, keysize );
}
static struct svga_shader_result *search_fs_key( struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *key )
{
struct svga_shader_result *result = fs->base.results;
assert(key);
for ( ; result; result = result->next) {
if (compare_fs_keys( key, &result->key.fkey ) == 0)
return result;
}
return NULL;
}
static enum pipe_error compile_fs( struct svga_context *svga,
struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *key,
struct svga_shader_result **out_result )
{
struct svga_shader_result *result;
enum pipe_error ret;
result = svga_translate_fragment_program( fs, key );
if (result == NULL) {
ret = PIPE_ERROR_OUT_OF_MEMORY;
goto fail;
}
result->id = util_bitmask_add(svga->fs_bm);
if(result->id == UTIL_BITMASK_INVALID_INDEX)
goto fail;
ret = SVGA3D_DefineShader(svga->swc,
result->id,
SVGA3D_SHADERTYPE_PS,
result->tokens,
result->nr_tokens * sizeof result->tokens[0]);
if (ret)
goto fail;
*out_result = result;
result->next = fs->base.results;
fs->base.results = result;
return PIPE_OK;
fail:
if (result) {
if (result->id != UTIL_BITMASK_INVALID_INDEX)
util_bitmask_clear( svga->fs_bm, result->id );
svga_destroy_shader_result( result );
}
return ret;
}
/* The blend workaround for simulating logicop xor behaviour requires
* that the incoming fragment color be white. This change achieves
* that by hooking up a hard-wired fragment shader that just emits
* color 1,1,1,1
*
* This is a slightly incomplete solution as it assumes that the
* actual bound shader has no other effects beyond generating a
* fragment color. In particular shaders containing TEXKIL and/or
* depth-write will not have the correct behaviour, nor will those
* expecting to use alphatest.
*
* These are avoidable issues, but they are not much worse than the
* unavoidable ones associated with this technique, so it's not clear
* how much effort should be expended trying to resolve them - the
* ultimate result will still not be correct in most cases.
*
* Shader below was generated with:
* SVGA_DEBUG=tgsi ./mesa/progs/fp/fp-tri white.txt
*/
static int emit_white_fs( struct svga_context *svga )
{
int ret = PIPE_ERROR;
/* ps_3_0
* def c0, 1.000000, 0.000000, 0.000000, 1.000000
* mov oC0, c0.x
* end
*/
static const unsigned white_tokens[] = {
0xffff0300,
0x05000051,
0xa00f0000,
0x3f800000,
0x00000000,
0x00000000,
0x3f800000,
0x02000001,
0x800f0800,
0xa0000000,
0x0000ffff,
};
assert(SVGA3D_INVALID_ID == UTIL_BITMASK_INVALID_INDEX);
svga->state.white_fs_id = util_bitmask_add(svga->fs_bm);
if(svga->state.white_fs_id == SVGA3D_INVALID_ID)
goto no_fs_id;
ret = SVGA3D_DefineShader(svga->swc,
svga->state.white_fs_id,
SVGA3D_SHADERTYPE_PS,
white_tokens,
sizeof(white_tokens));
if (ret)
goto no_definition;
return 0;
no_definition:
util_bitmask_clear(svga->fs_bm, svga->state.white_fs_id);
svga->state.white_fs_id = SVGA3D_INVALID_ID;
no_fs_id:
return ret;
}
/* SVGA_NEW_TEXTURE_BINDING
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
*/
static int make_fs_key( const struct svga_context *svga,
struct svga_fs_compile_key *key )
{
int i;
int idx = 0;
memset(key, 0, sizeof *key);
/* Only need fragment shader fixup for twoside lighting if doing
* hwtnl. Otherwise the draw module does the whole job for us.
*
* SVGA_NEW_SWTNL
*/
if (!svga->state.sw.need_swtnl) {
/* SVGA_NEW_RAST
*/
key->light_twoside = svga->curr.rast->templ.light_twoside;
key->front_cw = (svga->curr.rast->templ.front_winding ==
PIPE_WINDING_CW);
}
/* XXX: want to limit this to the textures that the shader actually
* refers to.
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
for (i = 0; i < svga->curr.num_textures; i++) {
if (svga->curr.texture[i]) {
assert(svga->curr.sampler[i]);
key->tex[i].texture_target = svga->curr.texture[i]->target;
if (!svga->curr.sampler[i]->normalized_coords) {
key->tex[i].width_height_idx = idx++;
key->tex[i].unnormalized = TRUE;
++key->num_unnormalized_coords;
}
}
}
key->num_textures = svga->curr.num_textures;
idx = 0;
for (i = 0; i < svga->curr.num_samplers; ++i) {
if (svga->curr.sampler[i]) {
key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
}
}
return 0;
}
static int emit_hw_fs( struct svga_context *svga,
unsigned dirty )
{
struct svga_shader_result *result = NULL;
unsigned id = SVGA3D_INVALID_ID;
int ret = 0;
/* SVGA_NEW_BLEND
*/
if (svga->curr.blend->need_white_fragments) {
if (svga->state.white_fs_id == SVGA3D_INVALID_ID) {
ret = emit_white_fs( svga );
if (ret)
return ret;
}
id = svga->state.white_fs_id;
}
else {
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_fs_compile_key key;
/* SVGA_NEW_TEXTURE_BINDING
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
*/
ret = make_fs_key( svga, &key );
if (ret)
return ret;
result = search_fs_key( fs, &key );
if (!result) {
ret = compile_fs( svga, fs, &key, &result );
if (ret)
return ret;
}
assert (result);
id = result->id;
}
assert(id != SVGA3D_INVALID_ID);
if (result != svga->state.hw_draw.fs) {
if (id != svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT]) {
ret = SVGA3D_SetShader(svga->swc,
SVGA3D_SHADERTYPE_PS,
id );
if (ret)
return ret;
}
svga->dirty |= SVGA_NEW_FS_RESULT;
svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT] = id;
svga->state.hw_draw.fs = result;
}
return 0;
}
struct svga_tracked_state svga_hw_fs =
{
"fragment shader (hwtnl)",
(SVGA_NEW_FS |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_NEED_SWTNL |
SVGA_NEW_RAST |
SVGA_NEW_SAMPLER |
SVGA_NEW_BLEND),
emit_hw_fs
};
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