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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_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.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);
}
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