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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 "translate/translate.h"
#include "tgsi/tgsi_ureg.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
/**
* If we fail to compile a vertex shader we'll use a dummy/fallback shader
* that simply emits a (0,0,0,1) vertex position.
*/
static const struct tgsi_token *
get_dummy_vertex_shader(void)
{
static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
struct ureg_program *ureg;
const struct tgsi_token *tokens;
struct ureg_src src;
struct ureg_dst dst;
unsigned num_tokens;
ureg = ureg_create(PIPE_SHADER_VERTEX);
if (!ureg)
return NULL;
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
src = ureg_DECL_immediate(ureg, zero, 4);
ureg_MOV(ureg, dst, src);
ureg_END(ureg);
tokens = ureg_get_tokens(ureg, &num_tokens);
ureg_destroy(ureg);
return tokens;
}
static struct svga_shader_variant *
translate_vertex_program(struct svga_context *svga,
const struct svga_vertex_shader *vs,
const struct svga_compile_key *key)
{
if (svga_have_vgpu10(svga)) {
return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
PIPE_SHADER_VERTEX);
}
else {
return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
PIPE_SHADER_VERTEX);
}
}
/**
* Replace the given shader's instruction with a simple / dummy shader.
* We use this when normal shader translation fails.
*/
static struct svga_shader_variant *
get_compiled_dummy_vertex_shader(struct svga_context *svga,
struct svga_vertex_shader *vs,
const struct svga_compile_key *key)
{
const struct tgsi_token *dummy = get_dummy_vertex_shader();
struct svga_shader_variant *variant;
if (!dummy) {
return NULL;
}
FREE((void *) vs->base.tokens);
vs->base.tokens = dummy;
variant = translate_vertex_program(svga, vs, key);
return variant;
}
/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
compile_vs(struct svga_context *svga,
struct svga_vertex_shader *vs,
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_vertex_program(svga, vs, key);
if (variant == NULL) {
debug_printf("Failed to compile vertex shader,"
" using dummy shader instead.\n");
variant = get_compiled_dummy_vertex_shader(svga, vs, 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_VS, variant);
/* Use simple pass-through shader instead */
variant = get_compiled_dummy_vertex_shader(svga, vs, key);
}
if (!variant) {
return PIPE_ERROR;
}
ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
if (ret != PIPE_OK) {
svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
return ret;
}
*out_variant = variant;
return PIPE_OK;
}
/* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
*/
static void
make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
{
const unsigned shader = PIPE_SHADER_VERTEX;
memset(key, 0, sizeof *key);
if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
/* Set both of these flags, to match compile_passthrough_vs() */
key->vs.passthrough = 1;
key->vs.undo_viewport = 1;
return;
}
/* SVGA_NEW_PRESCALE */
key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
(svga->curr.gs == NULL);
/* SVGA_NEW_RAST */
key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
/* SVGA_NEW_FS */
key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
/* SVGA_NEW_VELEMENT */
key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
/* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
svga_init_shader_key_common(svga, shader, key);
/* SVGA_NEW_RAST */
key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
}
/**
* svga_reemit_vs_bindings - Reemit the vertex shader bindings
*/
enum pipe_error
svga_reemit_vs_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.vs);
assert(svga_have_gb_objects(svga));
if (svga->state.hw_draw.vs) {
gbshader = svga->state.hw_draw.vs->gb_shader;
shaderId = svga->state.hw_draw.vs->id;
}
if (!svga_need_to_rebind_resources(svga)) {
ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
SVGA_RELOC_READ);
goto out;
}
if (svga_have_vgpu10(svga))
ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
gbshader, shaderId);
else
ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
out:
if (ret != PIPE_OK)
return ret;
svga->rebind.flags.vs = FALSE;
return PIPE_OK;
}
/**
* The current vertex shader is already executed by the 'draw'
* module, so we just need to generate a simple vertex shader
* to pass through all those VS outputs that will
* be consumed by the fragment shader.
* Used when we employ the 'draw' module.
*/
static enum pipe_error
compile_passthrough_vs(struct svga_context *svga,
struct svga_vertex_shader *vs,
struct svga_fragment_shader *fs,
struct svga_shader_variant **out_variant)
{
struct svga_shader_variant *variant = NULL;
unsigned num_inputs;
unsigned i;
unsigned num_elements;
struct svga_vertex_shader new_vs;
struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
struct ureg_program *ureg;
unsigned num_tokens;
struct svga_compile_key key;
enum pipe_error ret;
assert(svga_have_vgpu10(svga));
assert(fs);
num_inputs = fs->base.info.num_inputs;
ureg = ureg_create(PIPE_SHADER_VERTEX);
if (!ureg)
return PIPE_ERROR_OUT_OF_MEMORY;
/* draw will always add position */
dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
src[0] = ureg_DECL_vs_input(ureg, 0);
num_elements = 1;
/**
* swtnl backend redefines the input layout based on the
* fragment shader's inputs. So we only need to passthrough
* those inputs that will be consumed by the fragment shader.
* Note: DX10 requires the number of vertex elements
* specified in the input layout to be no less than the
* number of inputs to the vertex shader.
*/
for (i = 0; i < num_inputs; i++) {
switch (fs->base.info.input_semantic_name[i]) {
case TGSI_SEMANTIC_COLOR:
case TGSI_SEMANTIC_GENERIC:
case TGSI_SEMANTIC_FOG:
dst[num_elements] = ureg_DECL_output(ureg,
fs->base.info.input_semantic_name[i],
fs->base.info.input_semantic_index[i]);
src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
num_elements++;
break;
default:
break;
}
}
for (i = 0; i < num_elements; i++) {
ureg_MOV(ureg, dst[i], src[i]);
}
ureg_END(ureg);
memset(&new_vs, 0, sizeof(new_vs));
new_vs.base.tokens = ureg_get_tokens(ureg, &num_tokens);
tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
memset(&key, 0, sizeof(key));
key.vs.undo_viewport = 1;
ret = compile_vs(svga, &new_vs, &key, &variant);
if (ret != PIPE_OK)
return ret;
ureg_free_tokens(new_vs.base.tokens);
ureg_destroy(ureg);
/* Overwrite the variant key to indicate it's a pass-through VS */
memset(&variant->key, 0, sizeof(variant->key));
variant->key.vs.passthrough = 1;
variant->key.vs.undo_viewport = 1;
*out_variant = variant;
return PIPE_OK;
}
static enum pipe_error
emit_hw_vs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_variant *variant;
struct svga_vertex_shader *vs = svga->curr.vs;
struct svga_fragment_shader *fs = svga->curr.fs;
enum pipe_error ret = PIPE_OK;
struct svga_compile_key key;
/* If there is an active geometry shader, and it has stream output
* defined, then we will skip the stream output from the vertex shader
*/
if (!svga_have_gs_streamout(svga)) {
/* No GS stream out */
if (svga_have_vs_streamout(svga)) {
/* Set VS stream out */
svga_set_stream_output(svga, vs->base.stream_output);
}
else {
/* 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 vertex shader is needed */
variant = NULL;
}
else {
make_vs_key(svga, &key);
/* See if we already have a VS variant that matches the key */
variant = svga_search_shader_key(&vs->base, &key);
if (!variant) {
/* Create VS variant now */
if (key.vs.passthrough) {
ret = compile_passthrough_vs(svga, vs, fs, &variant);
}
else {
ret = compile_vs(svga, vs, &key, &variant);
}
if (ret != PIPE_OK)
return ret;
/* insert the new variant at head of linked list */
assert(variant);
variant->next = vs->base.variants;
vs->base.variants = variant;
}
}
if (variant != svga->state.hw_draw.vs) {
/* Bind the new variant */
if (variant) {
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
if (ret != PIPE_OK)
return ret;
svga->rebind.flags.vs = FALSE;
}
svga->dirty |= SVGA_NEW_VS_VARIANT;
svga->state.hw_draw.vs = variant;
}
return PIPE_OK;
}
struct svga_tracked_state svga_hw_vs =
{
"vertex shader (hwtnl)",
(SVGA_NEW_VS |
SVGA_NEW_FS |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_SAMPLER |
SVGA_NEW_RAST |
SVGA_NEW_PRESCALE |
SVGA_NEW_VELEMENT |
SVGA_NEW_NEED_SWTNL),
emit_hw_vs
};
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