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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 "util/u_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "tgsi/tgsi_ureg.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
#include "svga_shader.h"
#include "svga_resource_texture.h"
#include "svga_tgsi.h"
#include "svga_format.h"
#include "svga_hw_reg.h"
/**
* If we fail to compile a fragment shader (because it uses too many
* registers, for example) we'll use a dummy/fallback shader that
* simply emits a constant color (red for debug, black for release).
* We hit this with the Unigine/Heaven demo when Shaders = High.
* With black, the demo still looks good.
*/
static const struct tgsi_token *
get_dummy_fragment_shader(void)
{
#ifdef DEBUG
static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
#else
static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
#endif
struct ureg_program *ureg;
const struct tgsi_token *tokens;
struct ureg_src src;
struct ureg_dst dst;
ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (!ureg)
return NULL;
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
src = ureg_DECL_immediate(ureg, color, 4);
ureg_MOV(ureg, dst, src);
ureg_END(ureg);
tokens = ureg_get_tokens(ureg, NULL);
ureg_destroy(ureg);
return tokens;
}
static struct svga_shader_variant *
translate_fragment_program(struct svga_context *svga,
const struct svga_fragment_shader *fs,
const struct svga_compile_key *key)
{
if (svga_have_vgpu10(svga)) {
return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
PIPE_SHADER_FRAGMENT);
}
else {
return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
PIPE_SHADER_FRAGMENT);
}
}
/**
* Replace the given shader's instruction with a simple constant-color
* shader. We use this when normal shader translation fails.
*/
static struct svga_shader_variant *
get_compiled_dummy_shader(struct svga_context *svga,
struct svga_fragment_shader *fs,
const struct svga_compile_key *key)
{
const struct tgsi_token *dummy = get_dummy_fragment_shader();
struct svga_shader_variant *variant;
if (!dummy) {
return NULL;
}
FREE((void *) fs->base.tokens);
fs->base.tokens = dummy;
variant = translate_fragment_program(svga, fs, key);
return variant;
}
/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
compile_fs(struct svga_context *svga,
struct svga_fragment_shader *fs,
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_fragment_program(svga, fs, key);
if (variant == NULL) {
debug_printf("Failed to compile fragment shader,"
" using dummy shader instead.\n");
variant = get_compiled_dummy_shader(svga, fs, key);
}
else if (svga_shader_too_large(svga, variant)) {
/* too big, use dummy shader */
debug_printf("Shader too large (%u bytes),"
" using dummy shader instead.\n",
(unsigned) (variant->nr_tokens
* sizeof(variant->tokens[0])));
/* Free the too-large variant */
svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
/* Use simple pass-through shader instead */
variant = get_compiled_dummy_shader(svga, fs, key);
}
if (!variant) {
return PIPE_ERROR;
}
ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
if (ret != PIPE_OK) {
svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
return ret;
}
*out_variant = variant;
/* insert variant at head of linked list */
variant->next = fs->base.variants;
fs->base.variants = variant;
return PIPE_OK;
}
/* SVGA_NEW_TEXTURE_BINDING
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
*/
static enum pipe_error
make_fs_key(const struct svga_context *svga,
struct svga_fragment_shader *fs,
struct svga_compile_key *key)
{
const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
unsigned i;
memset(key, 0, sizeof *key);
memcpy(key->generic_remap_table, fs->generic_remap_table,
sizeof(fs->generic_remap_table));
/* SVGA_NEW_GS, SVGA_NEW_VS
*/
if (svga->curr.gs) {
key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
} else {
key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
}
/* 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, SVGA_NEW_REDUCED_PRIMITIVE
*/
key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
(svga->curr.rast->pointsize > 1.0 ||
svga->curr.vs->base.info.writes_psize));
if (key->fs.aa_point) {
assert(svga->curr.gs != NULL);
assert(svga->curr.gs->aa_point_coord_index != -1);
key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
}
}
/* The blend workaround for simulating logicop xor behaviour
* requires that the incoming fragment color be white. This change
* achieves that by creating a variant of the current fragment
* shader that overrides all output colors with 1,1,1,1
*
* This will work for most shaders, including those containing
* TEXKIL and/or depth-write. However, it will break on the
* combination of xor-logicop plus alphatest.
*
* Ultimately, we could implement alphatest in the shader using
* texkil prior to overriding the outgoing fragment color.
*
* SVGA_NEW_BLEND
*/
key->fs.white_fragments = svga->curr.blend->need_white_fragments;
#ifdef DEBUG
/*
* We expect a consistent set of samplers and sampler views.
* Do some debug checks/warnings here.
*/
{
static boolean warned = FALSE;
unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
svga->curr.num_samplers[shader]);
/* Only warn once to prevent too much debug output */
if (!warned) {
if (svga->curr.num_sampler_views[shader] !=
svga->curr.num_samplers[shader]) {
debug_printf("svga: mismatched number of sampler views (%u) "
"vs. samplers (%u)\n",
svga->curr.num_sampler_views[shader],
svga->curr.num_samplers[shader]);
}
for (i = 0; i < n; i++) {
if ((svga->curr.sampler_views[shader][i] == NULL) !=
(svga->curr.sampler[shader][i] == NULL))
debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
i, svga->curr.sampler_views[shader][i],
i, svga->curr.sampler[shader][i]);
}
warned = TRUE;
}
}
#endif
/* XXX: want to limit this to the textures that the shader actually
* refers to.
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
svga_init_shader_key_common(svga, shader, key);
for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
if (view) {
struct pipe_resource *tex = view->texture;
if (tex->target != PIPE_BUFFER) {
struct svga_texture *stex = svga_texture(tex);
SVGA3dSurfaceFormat format = stex->key.format;
if (!svga_have_vgpu10(svga) &&
(format == SVGA3D_Z_D16 ||
format == SVGA3D_Z_D24X8 ||
format == SVGA3D_Z_D24S8)) {
/* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
* or SVGA3D_Z_D24S8 surface, we'll automatically get
* shadow comparison. But we only get LEQUAL mode.
* Set TEX_COMPARE_NONE here so we don't emit the extra FS
* code for shadow comparison.
*/
key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
key->tex[i].compare_func = PIPE_FUNC_NEVER;
/* These depth formats _only_ support comparison mode and
* not ordinary sampling so warn if the later is expected.
*/
if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
debug_warn_once("Unsupported shadow compare mode");
}
/* The shader translation code can emit code to
* handle ALWAYS and NEVER compare functions
*/
else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
sampler->compare_func == PIPE_FUNC_NEVER) {
key->tex[i].compare_mode = sampler->compare_mode;
key->tex[i].compare_func = sampler->compare_func;
}
else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
debug_warn_once("Unsupported shadow compare function");
}
}
else {
/* For other texture formats, just use the compare func/mode
* as-is. Should be no-ops for color textures. For depth
* textures, we do not get automatic depth compare. We have
* to do it ourselves in the shader. And we don't get PCF.
*/
key->tex[i].compare_mode = sampler->compare_mode;
key->tex[i].compare_func = sampler->compare_func;
}
}
}
}
/* sprite coord gen state */
for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
key->tex[i].sprite_texgen =
svga->curr.rast->templ.sprite_coord_enable & (1 << i);
}
key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
== PIPE_SPRITE_COORD_LOWER_LEFT);
key->fs.flatshade = svga->curr.rast->templ.flatshade;
/* SVGA_NEW_DEPTH_STENCIL_ALPHA */
if (svga_have_vgpu10(svga)) {
/* Alpha testing is not supported in integer-valued render targets. */
if (svga_has_any_integer_cbufs(svga)) {
key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
key->fs.alpha_ref = 0;
}
else {
key->fs.alpha_func = svga->curr.depth->alphafunc;
key->fs.alpha_ref = svga->curr.depth->alpharef;
}
}
/* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] ||
svga->curr.blend->need_white_fragments) {
/* Replicate color0 output (or white) to N colorbuffers */
key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
}
return PIPE_OK;
}
/**
* svga_reemit_fs_bindings - Reemit the fragment shader bindings
*/
enum pipe_error
svga_reemit_fs_bindings(struct svga_context *svga)
{
enum pipe_error ret;
assert(svga->rebind.flags.fs);
assert(svga_have_gb_objects(svga));
if (!svga->state.hw_draw.fs)
return PIPE_OK;
if (!svga_need_to_rebind_resources(svga)) {
ret = svga->swc->resource_rebind(svga->swc, NULL,
svga->state.hw_draw.fs->gb_shader,
SVGA_RELOC_READ);
goto out;
}
if (svga_have_vgpu10(svga))
ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
svga->state.hw_draw.fs->gb_shader,
svga->state.hw_draw.fs->id);
else
ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
svga->state.hw_draw.fs->gb_shader);
out:
if (ret != PIPE_OK)
return ret;
svga->rebind.flags.fs = FALSE;
return PIPE_OK;
}
static enum pipe_error
emit_hw_fs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_variant *variant = NULL;
enum pipe_error ret = PIPE_OK;
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_compile_key key;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
/* Disable rasterization if rasterizer_discard flag is set or
* vs/gs does not output position.
*/
svga->disable_rasterizer =
svga->curr.rast->templ.rasterizer_discard ||
(svga->curr.gs && !svga->curr.gs->base.info.writes_position) ||
(!svga->curr.gs && !svga->curr.vs->base.info.writes_position);
/* Set FS to NULL when rasterization is to be disabled */
if (svga->disable_rasterizer) {
/* Set FS to NULL if it has not been done */
if (svga->state.hw_draw.fs) {
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
if (ret != PIPE_OK)
goto done;
}
svga->rebind.flags.fs = FALSE;
svga->state.hw_draw.fs = NULL;
goto done;
}
/* SVGA_NEW_BLEND
* SVGA_NEW_TEXTURE_BINDING
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
* SVGA_NEW_FRAME_BUFFER
* SVGA_NEW_DEPTH_STENCIL_ALPHA
* SVGA_NEW_VS
*/
ret = make_fs_key(svga, fs, &key);
if (ret != PIPE_OK)
goto done;
variant = svga_search_shader_key(&fs->base, &key);
if (!variant) {
ret = compile_fs(svga, fs, &key, &variant);
if (ret != PIPE_OK)
goto done;
}
assert(variant);
if (variant != svga->state.hw_draw.fs) {
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
if (ret != PIPE_OK)
goto done;
svga->rebind.flags.fs = FALSE;
svga->dirty |= SVGA_NEW_FS_VARIANT;
svga->state.hw_draw.fs = variant;
}
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
return ret;
}
struct svga_tracked_state svga_hw_fs =
{
"fragment shader (hwtnl)",
(SVGA_NEW_FS |
SVGA_NEW_GS |
SVGA_NEW_VS |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_NEED_SWTNL |
SVGA_NEW_RAST |
SVGA_NEW_STIPPLE |
SVGA_NEW_REDUCED_PRIMITIVE |
SVGA_NEW_SAMPLER |
SVGA_NEW_FRAME_BUFFER |
SVGA_NEW_DEPTH_STENCIL_ALPHA |
SVGA_NEW_BLEND),
emit_hw_fs
};
|