svga: try blitting with copy region in more cases
[mesa.git] / src / gallium / drivers / svga / svga_shader.c
1 /**********************************************************
2 * Copyright 2008-2012 VMware, Inc. All rights reserved.
3 *
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:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
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
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #include "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "svga_context.h"
29 #include "svga_cmd.h"
30 #include "svga_format.h"
31 #include "svga_shader.h"
32
33
34 /**
35 * This bit isn't really used anywhere. It only serves to help
36 * generate a unique "signature" for the vertex shader output bitmask.
37 * Shader input/output signatures are used to resolve shader linking
38 * issues.
39 */
40 #define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
41
42
43 /**
44 * Use the shader info to generate a bitmask indicating which generic
45 * inputs are used by the shader. A set bit indicates that GENERIC[i]
46 * is used.
47 */
48 uint64_t
49 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
50 {
51 unsigned i;
52 uint64_t mask = 0x0;
53
54 for (i = 0; i < info->num_inputs; i++) {
55 if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
56 unsigned j = info->input_semantic_index[i];
57 assert(j < sizeof(mask) * 8);
58 mask |= ((uint64_t) 1) << j;
59 }
60 }
61
62 return mask;
63 }
64
65
66 /**
67 * Scan shader info to return a bitmask of written outputs.
68 */
69 uint64_t
70 svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
71 {
72 unsigned i;
73 uint64_t mask = 0x0;
74
75 for (i = 0; i < info->num_outputs; i++) {
76 switch (info->output_semantic_name[i]) {
77 case TGSI_SEMANTIC_GENERIC:
78 {
79 unsigned j = info->output_semantic_index[i];
80 assert(j < sizeof(mask) * 8);
81 mask |= ((uint64_t) 1) << j;
82 }
83 break;
84 case TGSI_SEMANTIC_FOG:
85 mask |= FOG_GENERIC_BIT;
86 break;
87 }
88 }
89
90 return mask;
91 }
92
93
94
95 /**
96 * Given a mask of used generic variables (as returned by the above functions)
97 * fill in a table which maps those indexes to small integers.
98 * This table is used by the remap_generic_index() function in
99 * svga_tgsi_decl_sm30.c
100 * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
101 * GENERIC[3] are used. The remap_table will contain:
102 * table[1] = 0;
103 * table[3] = 1;
104 * The remaining table entries will be filled in with the next unused
105 * generic index (in this example, 2).
106 */
107 void
108 svga_remap_generics(uint64_t generics_mask,
109 int8_t remap_table[MAX_GENERIC_VARYING])
110 {
111 /* Note texcoord[0] is reserved so start at 1 */
112 unsigned count = 1, i;
113
114 for (i = 0; i < MAX_GENERIC_VARYING; i++) {
115 remap_table[i] = -1;
116 }
117
118 /* for each bit set in generic_mask */
119 while (generics_mask) {
120 unsigned index = ffsll(generics_mask) - 1;
121 remap_table[index] = count++;
122 generics_mask &= ~((uint64_t) 1 << index);
123 }
124 }
125
126
127 /**
128 * Use the generic remap table to map a TGSI generic varying variable
129 * index to a small integer. If the remapping table doesn't have a
130 * valid value for the given index (the table entry is -1) it means
131 * the fragment shader doesn't use that VS output. Just allocate
132 * the next free value in that case. Alternately, we could cull
133 * VS instructions that write to register, or replace the register
134 * with a dummy temp register.
135 * XXX TODO: we should do one of the later as it would save precious
136 * texcoord registers.
137 */
138 int
139 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
140 int generic_index)
141 {
142 assert(generic_index < MAX_GENERIC_VARYING);
143
144 if (generic_index >= MAX_GENERIC_VARYING) {
145 /* just don't return a random/garbage value */
146 generic_index = MAX_GENERIC_VARYING - 1;
147 }
148
149 if (remap_table[generic_index] == -1) {
150 /* This is a VS output that has no matching PS input. Find a
151 * free index.
152 */
153 int i, max = 0;
154 for (i = 0; i < MAX_GENERIC_VARYING; i++) {
155 max = MAX2(max, remap_table[i]);
156 }
157 remap_table[generic_index] = max + 1;
158 }
159
160 return remap_table[generic_index];
161 }
162
163
164 /**
165 * Initialize the shader-neutral fields of svga_compile_key from context
166 * state. This is basically the texture-related state.
167 */
168 void
169 svga_init_shader_key_common(const struct svga_context *svga, unsigned shader,
170 struct svga_compile_key *key)
171 {
172 unsigned i, idx = 0;
173
174 assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
175
176 for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
177 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
178 if (view) {
179 assert(svga->curr.sampler[shader][i]);
180 assert(view->texture);
181 assert(view->texture->target < (1 << 4)); /* texture_target:4 */
182
183 /* 1D/2D array textures with one slice are treated as non-arrays
184 * by the SVGA3D device. Convert the texture type here so that
185 * we emit the right TEX/SAMPLE instruction in the shader.
186 */
187 if (view->texture->target == PIPE_TEXTURE_1D_ARRAY ||
188 view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
189 if (view->texture->array_size == 1) {
190 key->tex[i].is_array = 0;
191 }
192 else {
193 assert(view->texture->array_size > 1);
194 key->tex[i].is_array = 1;
195 }
196 }
197
198 if (!svga->curr.sampler[shader][i]->normalized_coords) {
199 assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
200 key->tex[i].width_height_idx = idx++;
201 key->tex[i].unnormalized = TRUE;
202 ++key->num_unnormalized_coords;
203 }
204
205 key->tex[i].swizzle_r = view->swizzle_r;
206 key->tex[i].swizzle_g = view->swizzle_g;
207 key->tex[i].swizzle_b = view->swizzle_b;
208 key->tex[i].swizzle_a = view->swizzle_a;
209 }
210 }
211 key->num_textures = svga->curr.num_sampler_views[shader];
212 }
213
214
215 /** Search for a compiled shader variant with the same compile key */
216 struct svga_shader_variant *
217 svga_search_shader_key(const struct svga_shader *shader,
218 const struct svga_compile_key *key)
219 {
220 struct svga_shader_variant *variant = shader->variants;
221
222 assert(key);
223
224 for ( ; variant; variant = variant->next) {
225 if (svga_compile_keys_equal(key, &variant->key))
226 return variant;
227 }
228 return NULL;
229 }
230
231 /** Search for a shader with the same token key */
232 struct svga_shader *
233 svga_search_shader_token_key(struct svga_shader *pshader,
234 const struct svga_token_key *key)
235 {
236 struct svga_shader *shader = pshader;
237
238 assert(key);
239
240 for ( ; shader; shader = shader->next) {
241 if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
242 return shader;
243 }
244 return NULL;
245 }
246
247 /**
248 * Helper function to define a gb shader for non-vgpu10 device
249 */
250 static enum pipe_error
251 define_gb_shader_vgpu9(struct svga_context *svga,
252 SVGA3dShaderType type,
253 struct svga_shader_variant *variant,
254 unsigned codeLen)
255 {
256 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
257 enum pipe_error ret;
258
259 /**
260 * Create gb memory for the shader and upload the shader code.
261 * Kernel module will allocate an id for the shader and issue
262 * the DefineGBShader command.
263 */
264 variant->gb_shader = sws->shader_create(sws, type,
265 variant->tokens, codeLen);
266
267 if (!variant->gb_shader)
268 return PIPE_ERROR_OUT_OF_MEMORY;
269
270 ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
271
272 return ret;
273 }
274
275 /**
276 * Helper function to define a gb shader for vgpu10 device
277 */
278 static enum pipe_error
279 define_gb_shader_vgpu10(struct svga_context *svga,
280 SVGA3dShaderType type,
281 struct svga_shader_variant *variant,
282 unsigned codeLen)
283 {
284 struct svga_winsys_context *swc = svga->swc;
285 enum pipe_error ret;
286
287 /**
288 * Shaders in VGPU10 enabled device reside in the device COTable.
289 * SVGA driver will allocate an integer ID for the shader and
290 * issue DXDefineShader and DXBindShader commands.
291 */
292 variant->id = util_bitmask_add(svga->shader_id_bm);
293 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
294 return PIPE_ERROR_OUT_OF_MEMORY;
295 }
296
297 /* Create gb memory for the shader and upload the shader code */
298 variant->gb_shader = swc->shader_create(swc,
299 variant->id, type,
300 variant->tokens, codeLen);
301
302 if (!variant->gb_shader) {
303 /* Free the shader ID */
304 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
305 goto fail_no_allocation;
306 }
307
308 /**
309 * Since we don't want to do any flush within state emission to avoid
310 * partial state in a command buffer, it's important to make sure that
311 * there is enough room to send both the DXDefineShader & DXBindShader
312 * commands in the same command buffer. So let's send both
313 * commands in one command reservation. If it fails, we'll undo
314 * the shader creation and return an error.
315 */
316 ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
317 variant->id, type, codeLen);
318
319 if (ret != PIPE_OK)
320 goto fail;
321
322 return PIPE_OK;
323
324 fail:
325 swc->shader_destroy(swc, variant->gb_shader);
326 variant->gb_shader = NULL;
327
328 fail_no_allocation:
329 util_bitmask_clear(svga->shader_id_bm, variant->id);
330 variant->id = UTIL_BITMASK_INVALID_INDEX;
331
332 return PIPE_ERROR_OUT_OF_MEMORY;
333 }
334
335 /**
336 * Issue the SVGA3D commands to define a new shader.
337 * \param variant contains the shader tokens, etc. The result->id field will
338 * be set here.
339 */
340 enum pipe_error
341 svga_define_shader(struct svga_context *svga,
342 SVGA3dShaderType type,
343 struct svga_shader_variant *variant)
344 {
345 unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
346 enum pipe_error ret;
347
348 variant->id = UTIL_BITMASK_INVALID_INDEX;
349
350 if (svga_have_gb_objects(svga)) {
351 if (svga_have_vgpu10(svga))
352 return define_gb_shader_vgpu10(svga, type, variant, codeLen);
353 else
354 return define_gb_shader_vgpu9(svga, type, variant, codeLen);
355 }
356 else {
357 /* Allocate an integer ID for the shader */
358 variant->id = util_bitmask_add(svga->shader_id_bm);
359 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
360 return PIPE_ERROR_OUT_OF_MEMORY;
361 }
362
363 /* Issue SVGA3D device command to define the shader */
364 ret = SVGA3D_DefineShader(svga->swc,
365 variant->id,
366 type,
367 variant->tokens,
368 codeLen);
369 if (ret != PIPE_OK) {
370 /* free the ID */
371 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
372 util_bitmask_clear(svga->shader_id_bm, variant->id);
373 variant->id = UTIL_BITMASK_INVALID_INDEX;
374 }
375 }
376
377 return ret;
378 }
379
380
381 /**
382 * Issue the SVGA3D commands to set/bind a shader.
383 * \param result the shader to bind.
384 */
385 enum pipe_error
386 svga_set_shader(struct svga_context *svga,
387 SVGA3dShaderType type,
388 struct svga_shader_variant *variant)
389 {
390 enum pipe_error ret;
391 unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
392
393 assert(type == SVGA3D_SHADERTYPE_VS ||
394 type == SVGA3D_SHADERTYPE_GS ||
395 type == SVGA3D_SHADERTYPE_PS);
396
397 if (svga_have_gb_objects(svga)) {
398 struct svga_winsys_gb_shader *gbshader =
399 variant ? variant->gb_shader : NULL;
400
401 if (svga_have_vgpu10(svga))
402 ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
403 else
404 ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
405 }
406 else {
407 ret = SVGA3D_SetShader(svga->swc, type, id);
408 }
409
410 return ret;
411 }
412
413
414 struct svga_shader_variant *
415 svga_new_shader_variant(struct svga_context *svga)
416 {
417 svga->hud.num_shaders++;
418 return CALLOC_STRUCT(svga_shader_variant);
419 }
420
421
422 enum pipe_error
423 svga_destroy_shader_variant(struct svga_context *svga,
424 SVGA3dShaderType type,
425 struct svga_shader_variant *variant)
426 {
427 enum pipe_error ret = PIPE_OK;
428
429 if (svga_have_gb_objects(svga) && variant->gb_shader) {
430 if (svga_have_vgpu10(svga)) {
431 struct svga_winsys_context *swc = svga->swc;
432 swc->shader_destroy(swc, variant->gb_shader);
433 ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
434 if (ret != PIPE_OK) {
435 /* flush and try again */
436 svga_context_flush(svga, NULL);
437 ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
438 }
439 util_bitmask_clear(svga->shader_id_bm, variant->id);
440 }
441 else {
442 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
443 sws->shader_destroy(sws, variant->gb_shader);
444 }
445 variant->gb_shader = NULL;
446 }
447 else {
448 if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
449 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
450 if (ret != PIPE_OK) {
451 /* flush and try again */
452 svga_context_flush(svga, NULL);
453 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
454 assert(ret == PIPE_OK);
455 }
456 util_bitmask_clear(svga->shader_id_bm, variant->id);
457 }
458 }
459
460 FREE((unsigned *)variant->tokens);
461 FREE(variant);
462
463 svga->hud.num_shaders--;
464
465 return ret;
466 }
467
468 /*
469 * Rebind shaders.
470 * Called at the beginning of every new command buffer to ensure that
471 * shaders are properly paged-in. Instead of sending the SetShader
472 * command, this function sends a private allocation command to
473 * page in a shader. This avoids emitting redundant state to the device
474 * just to page in a resource.
475 */
476 enum pipe_error
477 svga_rebind_shaders(struct svga_context *svga)
478 {
479 struct svga_winsys_context *swc = svga->swc;
480 struct svga_hw_draw_state *hw = &svga->state.hw_draw;
481 enum pipe_error ret;
482
483 assert(svga_have_vgpu10(svga));
484
485 /**
486 * If the underlying winsys layer does not need resource rebinding,
487 * just clear the rebind flags and return.
488 */
489 if (swc->resource_rebind == NULL) {
490 svga->rebind.flags.vs = 0;
491 svga->rebind.flags.gs = 0;
492 svga->rebind.flags.fs = 0;
493
494 return PIPE_OK;
495 }
496
497 if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
498 ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
499 if (ret != PIPE_OK)
500 return ret;
501 }
502 svga->rebind.flags.vs = 0;
503
504 if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
505 ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
506 if (ret != PIPE_OK)
507 return ret;
508 }
509 svga->rebind.flags.gs = 0;
510
511 if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
512 ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
513 if (ret != PIPE_OK)
514 return ret;
515 }
516 svga->rebind.flags.fs = 0;
517
518 return PIPE_OK;
519 }