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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.
*
**********************************************************/
#ifndef SVGA_TGSI_H
#define SVGA_TGSI_H
#include "pipe/p_state.h"
#include "svga_hw_reg.h"
/**
* We use a 32-bit mask to keep track of the generic indexes.
*/
#define MAX_GENERIC_VARYING 32
struct svga_fragment_shader;
struct svga_vertex_shader;
struct svga_shader;
struct tgsi_shader_info;
struct tgsi_token;
struct svga_vs_compile_key
{
unsigned fs_generic_inputs;
unsigned need_prescale:1;
unsigned allow_psiz:1;
unsigned adjust_attrib_range:16;
unsigned adjust_attrib_w_1:16;
};
struct svga_fs_compile_key
{
unsigned light_twoside:1;
unsigned front_ccw:1;
unsigned white_fragments:1;
unsigned write_color0_to_n_cbufs:3;
unsigned num_textures:8;
unsigned num_unnormalized_coords:8;
unsigned sprite_origin_lower_left:1;
struct {
unsigned compare_mode:1;
unsigned compare_func:3;
unsigned unnormalized:1;
unsigned width_height_idx:7;
unsigned texture_target:8;
unsigned sprite_texgen:1;
unsigned swizzle_r:3;
unsigned swizzle_g:3;
unsigned swizzle_b:3;
unsigned swizzle_a:3;
} tex[PIPE_MAX_SAMPLERS];
};
/**
* Key/index for identifying shader variants.
*/
struct svga_compile_key {
struct svga_vs_compile_key vkey;
struct svga_fs_compile_key fkey;
int8_t generic_remap_table[MAX_GENERIC_VARYING];
};
/**
* A single TGSI shader may be compiled into different variants of
* SVGA3D shaders depending on the compile key. Each user shader
* will have a linked list of these variants.
*/
struct svga_shader_variant
{
const struct svga_shader *shader;
/** Parameters used to generate this variant */
struct svga_compile_key key;
/* Compiled shader tokens:
*/
const unsigned *tokens;
unsigned nr_tokens;
/** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
* SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY.
*/
unsigned id;
/* GB object buffer containing the bytecode */
struct svga_winsys_gb_shader *gb_shader;
/** Next variant */
struct svga_shader_variant *next;
};
/* TGSI doesn't provide use with VS input semantics (they're actually
* pretty meaningless), so we just generate some plausible ones here.
* This is called both from within the TGSI translator and when
* building vdecls to ensure they match up.
*
* The real use of this information is matching vertex elements to
* fragment shader inputs in the case where vertex shader is disabled.
*/
static INLINE void svga_generate_vdecl_semantics( unsigned idx,
unsigned *usage,
unsigned *usage_index )
{
if (idx == 0) {
*usage = SVGA3D_DECLUSAGE_POSITION;
*usage_index = 0;
}
else {
*usage = SVGA3D_DECLUSAGE_TEXCOORD;
*usage_index = idx - 1;
}
}
static INLINE unsigned svga_vs_key_size( const struct svga_vs_compile_key *key )
{
return sizeof *key;
}
static INLINE unsigned svga_fs_key_size( const struct svga_fs_compile_key *key )
{
return (const char *)&key->tex[key->num_textures] - (const char *)key;
}
struct svga_shader_variant *
svga_translate_fragment_program( const struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *fkey );
struct svga_shader_variant *
svga_translate_vertex_program( const struct svga_vertex_shader *fs,
const struct svga_vs_compile_key *vkey );
unsigned
svga_get_generic_inputs_mask(const struct tgsi_shader_info *info);
unsigned
svga_get_generic_outputs_mask(const struct tgsi_shader_info *info);
void
svga_remap_generics(unsigned generics_mask,
int8_t remap_table[MAX_GENERIC_VARYING]);
int
svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
int generic_index);
#endif
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