1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
26 #include "draw/draw_context.h"
27 #include "util/u_inlines.h"
28 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "tgsi/tgsi_parse.h"
32 #include "tgsi/tgsi_text.h"
34 #include "svga_context.h"
35 #include "svga_hw_reg.h"
37 #include "svga_debug.h"
38 #include "svga_shader.h"
39 #include "svga_streamout.h"
43 * Substitute a debug shader.
45 static const struct tgsi_token
*
46 substitute_vs(unsigned shader_id
, const struct tgsi_token
*old_tokens
)
49 if (shader_id
== 12) {
50 static struct tgsi_token tokens
[300];
57 "DCL OUT[0], POSITION\n"
59 "IMM FLT32 { 1.0000, 1.0000, 1.0000, 1.0000 }\n"
60 "IMM FLT32 { 0.45, 1.0000, 1.0000, 1.0000 }\n"
61 "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
62 "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050 }\n"
63 "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714 }\n"
64 "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
67 " MOV TEMP[2], IMM[0]\n"
69 " MOV TEMP[2].xyz, IN[2]\n"
70 " MOV TEMP[2].xyz, IN[0]\n"
71 " MOV TEMP[2].xyz, IN[1]\n"
73 " MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
74 " MAD TEMP[3], IMM[2], TEMP[2].xxxx, TEMP[1]\n"
75 " MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
76 " MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"
78 " MOV OUT[0], TEMP[4]\n"
81 if (!tgsi_text_translate(text
,
98 svga_create_vs_state(struct pipe_context
*pipe
,
99 const struct pipe_shader_state
*templ
)
101 struct svga_context
*svga
= svga_context(pipe
);
102 struct svga_vertex_shader
*vs
= CALLOC_STRUCT(svga_vertex_shader
);
107 SVGA_STATS_TIME_PUSH(svga_sws(svga
), SVGA_STATS_TIME_CREATEVS
);
109 /* substitute a debug shader?
111 vs
->base
.tokens
= tgsi_dup_tokens(substitute_vs(svga
->debug
.shader_id
,
114 /* Collect basic info that we'll need later:
116 tgsi_scan_shader(vs
->base
.tokens
, &vs
->base
.info
);
119 /* Need to do construct a new template in case we substitued a
122 struct pipe_shader_state tmp2
= *templ
;
123 tmp2
.tokens
= vs
->base
.tokens
;
124 vs
->draw_shader
= draw_create_vertex_shader(svga
->swtnl
.draw
, &tmp2
);
127 vs
->base
.id
= svga
->debug
.shader_id
++;
129 vs
->generic_outputs
= svga_get_generic_outputs_mask(&vs
->base
.info
);
131 /* check for any stream output declarations */
132 if (templ
->stream_output
.num_outputs
) {
133 vs
->base
.stream_output
= svga_create_stream_output(svga
, &vs
->base
,
134 &templ
->stream_output
);
137 SVGA_STATS_TIME_POP(svga_sws(svga
));
143 svga_bind_vs_state(struct pipe_context
*pipe
, void *shader
)
145 struct svga_vertex_shader
*vs
= (struct svga_vertex_shader
*)shader
;
146 struct svga_context
*svga
= svga_context(pipe
);
148 if (vs
== svga
->curr
.vs
)
151 /* If the currently bound vertex shader has a generated geometry shader,
152 * then unbind the geometry shader before binding a new vertex shader.
153 * We need to unbind the geometry shader here because there is no
154 * pipe_shader associated with the generated geometry shader.
156 if (svga
->curr
.vs
!= NULL
&& svga
->curr
.vs
->gs
!= NULL
)
157 svga
->pipe
.bind_gs_state(&svga
->pipe
, NULL
);
160 svga
->dirty
|= SVGA_NEW_VS
;
165 svga_delete_vs_state(struct pipe_context
*pipe
, void *shader
)
167 struct svga_context
*svga
= svga_context(pipe
);
168 struct svga_vertex_shader
*vs
= (struct svga_vertex_shader
*)shader
;
169 struct svga_shader_variant
*variant
, *tmp
;
172 svga_hwtnl_flush_retry(svga
);
174 assert(vs
->base
.parent
== NULL
);
176 /* Check if there is a generated geometry shader to go with this
177 * vertex shader. If there is, then delete the geometry shader as well.
179 if (vs
->gs
!= NULL
) {
180 svga
->pipe
.delete_gs_state(&svga
->pipe
, vs
->gs
);
183 if (vs
->base
.stream_output
!= NULL
)
184 svga_delete_stream_output(svga
, vs
->base
.stream_output
);
186 draw_delete_vertex_shader(svga
->swtnl
.draw
, vs
->draw_shader
);
188 for (variant
= vs
->base
.variants
; variant
; variant
= tmp
) {
191 /* Check if deleting currently bound shader */
192 if (variant
== svga
->state
.hw_draw
.vs
) {
193 ret
= svga_set_shader(svga
, SVGA3D_SHADERTYPE_VS
, NULL
);
194 if (ret
!= PIPE_OK
) {
195 svga_context_flush(svga
, NULL
);
196 ret
= svga_set_shader(svga
, SVGA3D_SHADERTYPE_VS
, NULL
);
197 assert(ret
== PIPE_OK
);
199 svga
->state
.hw_draw
.vs
= NULL
;
202 svga_destroy_shader_variant(svga
, variant
);
205 FREE((void *)vs
->base
.tokens
);
211 svga_init_vs_functions(struct svga_context
*svga
)
213 svga
->pipe
.create_vs_state
= svga_create_vs_state
;
214 svga
->pipe
.bind_vs_state
= svga_bind_vs_state
;
215 svga
->pipe
.delete_vs_state
= svga_delete_vs_state
;