svga: Always set the alpha value to 1 when sampling using an XRGB view
[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
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24 **********************************************************/
25
26 #include "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "util/u_format.h"
29 #include "svga_context.h"
30 #include "svga_cmd.h"
31 #include "svga_format.h"
32 #include "svga_shader.h"
33 #include "svga_resource_texture.h"
34
35
36 /**
37 * This bit isn't really used anywhere. It only serves to help
38 * generate a unique "signature" for the vertex shader output bitmask.
39 * Shader input/output signatures are used to resolve shader linking
40 * issues.
41 */
42 #define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
43
44
45 /**
46 * Use the shader info to generate a bitmask indicating which generic
47 * inputs are used by the shader. A set bit indicates that GENERIC[i]
48 * is used.
49 */
50 uint64_t
51 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
52 {
53 unsigned i;
54 uint64_t mask = 0x0;
55
56 for (i = 0; i < info->num_inputs; i++) {
57 if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
58 unsigned j = info->input_semantic_index[i];
59 assert(j < sizeof(mask) * 8);
60 mask |= ((uint64_t) 1) << j;
61 }
62 }
63
64 return mask;
65 }
66
67
68 /**
69 * Scan shader info to return a bitmask of written outputs.
70 */
71 uint64_t
72 svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
73 {
74 unsigned i;
75 uint64_t mask = 0x0;
76
77 for (i = 0; i < info->num_outputs; i++) {
78 switch (info->output_semantic_name[i]) {
79 case TGSI_SEMANTIC_GENERIC:
80 {
81 unsigned j = info->output_semantic_index[i];
82 assert(j < sizeof(mask) * 8);
83 mask |= ((uint64_t) 1) << j;
84 }
85 break;
86 case TGSI_SEMANTIC_FOG:
87 mask |= FOG_GENERIC_BIT;
88 break;
89 }
90 }
91
92 return mask;
93 }
94
95
96
97 /**
98 * Given a mask of used generic variables (as returned by the above functions)
99 * fill in a table which maps those indexes to small integers.
100 * This table is used by the remap_generic_index() function in
101 * svga_tgsi_decl_sm30.c
102 * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
103 * GENERIC[3] are used. The remap_table will contain:
104 * table[1] = 0;
105 * table[3] = 1;
106 * The remaining table entries will be filled in with the next unused
107 * generic index (in this example, 2).
108 */
109 void
110 svga_remap_generics(uint64_t generics_mask,
111 int8_t remap_table[MAX_GENERIC_VARYING])
112 {
113 /* Note texcoord[0] is reserved so start at 1 */
114 unsigned count = 1, i;
115
116 for (i = 0; i < MAX_GENERIC_VARYING; i++) {
117 remap_table[i] = -1;
118 }
119
120 /* for each bit set in generic_mask */
121 while (generics_mask) {
122 unsigned index = ffsll(generics_mask) - 1;
123 remap_table[index] = count++;
124 generics_mask &= ~((uint64_t) 1 << index);
125 }
126 }
127
128
129 /**
130 * Use the generic remap table to map a TGSI generic varying variable
131 * index to a small integer. If the remapping table doesn't have a
132 * valid value for the given index (the table entry is -1) it means
133 * the fragment shader doesn't use that VS output. Just allocate
134 * the next free value in that case. Alternately, we could cull
135 * VS instructions that write to register, or replace the register
136 * with a dummy temp register.
137 * XXX TODO: we should do one of the later as it would save precious
138 * texcoord registers.
139 */
140 int
141 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
142 int generic_index)
143 {
144 assert(generic_index < MAX_GENERIC_VARYING);
145
146 if (generic_index >= MAX_GENERIC_VARYING) {
147 /* just don't return a random/garbage value */
148 generic_index = MAX_GENERIC_VARYING - 1;
149 }
150
151 if (remap_table[generic_index] == -1) {
152 /* This is a VS output that has no matching PS input. Find a
153 * free index.
154 */
155 int i, max = 0;
156 for (i = 0; i < MAX_GENERIC_VARYING; i++) {
157 max = MAX2(max, remap_table[i]);
158 }
159 remap_table[generic_index] = max + 1;
160 }
161
162 return remap_table[generic_index];
163 }
164
165 static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
166 PIPE_SWIZZLE_X,
167 PIPE_SWIZZLE_Y,
168 PIPE_SWIZZLE_Z,
169 PIPE_SWIZZLE_W,
170 PIPE_SWIZZLE_0,
171 PIPE_SWIZZLE_1,
172 PIPE_SWIZZLE_NONE
173 };
174
175 static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
176 PIPE_SWIZZLE_X,
177 PIPE_SWIZZLE_Y,
178 PIPE_SWIZZLE_Z,
179 PIPE_SWIZZLE_1,
180 PIPE_SWIZZLE_0,
181 PIPE_SWIZZLE_1,
182 PIPE_SWIZZLE_NONE
183 };
184
185 /**
186 * Initialize the shader-neutral fields of svga_compile_key from context
187 * state. This is basically the texture-related state.
188 */
189 void
190 svga_init_shader_key_common(const struct svga_context *svga,
191 enum pipe_shader_type shader,
192 struct svga_compile_key *key)
193 {
194 unsigned i, idx = 0;
195 const enum pipe_swizzle *swizzle_tab;
196
197 assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
198
199 /* In case the number of samplers and sampler_views doesn't match,
200 * loop over the lower of the two counts.
201 */
202 key->num_textures = MIN2(svga->curr.num_sampler_views[shader],
203 svga->curr.num_samplers[shader]);
204
205 for (i = 0; i < key->num_textures; i++) {
206 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
207 const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
208 if (view && sampler) {
209 assert(view->texture);
210 assert(view->texture->target < (1 << 4)); /* texture_target:4 */
211
212 /* 1D/2D array textures with one slice are treated as non-arrays
213 * by the SVGA3D device. Convert the texture type here so that
214 * we emit the right TEX/SAMPLE instruction in the shader.
215 */
216 if (view->texture->target == PIPE_TEXTURE_1D_ARRAY ||
217 view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
218 if (view->texture->array_size == 1) {
219 key->tex[i].is_array = 0;
220 }
221 else {
222 assert(view->texture->array_size > 1);
223 key->tex[i].is_array = 1;
224 }
225 }
226
227 if (!sampler->normalized_coords) {
228 assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
229 key->tex[i].width_height_idx = idx++;
230 key->tex[i].unnormalized = TRUE;
231 ++key->num_unnormalized_coords;
232 }
233
234 swizzle_tab = (!util_format_has_alpha(view->format) &&
235 svga_texture_device_format_has_alpha(view->texture)) ?
236 set_alpha : copy_alpha;
237
238 /* If we have a non-alpha view into an svga3d surface with an
239 * alpha channel, then explicitly set the alpha channel to 1
240 * when sampling. Note that we need to check the
241 * actual device format to cover also imported surface cases.
242 */
243
244 key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
245 key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
246 key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
247 key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
248 }
249 }
250 }
251
252
253 /** Search for a compiled shader variant with the same compile key */
254 struct svga_shader_variant *
255 svga_search_shader_key(const struct svga_shader *shader,
256 const struct svga_compile_key *key)
257 {
258 struct svga_shader_variant *variant = shader->variants;
259
260 assert(key);
261
262 for ( ; variant; variant = variant->next) {
263 if (svga_compile_keys_equal(key, &variant->key))
264 return variant;
265 }
266 return NULL;
267 }
268
269 /** Search for a shader with the same token key */
270 struct svga_shader *
271 svga_search_shader_token_key(struct svga_shader *pshader,
272 const struct svga_token_key *key)
273 {
274 struct svga_shader *shader = pshader;
275
276 assert(key);
277
278 for ( ; shader; shader = shader->next) {
279 if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
280 return shader;
281 }
282 return NULL;
283 }
284
285 /**
286 * Helper function to define a gb shader for non-vgpu10 device
287 */
288 static enum pipe_error
289 define_gb_shader_vgpu9(struct svga_context *svga,
290 SVGA3dShaderType type,
291 struct svga_shader_variant *variant,
292 unsigned codeLen)
293 {
294 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
295 enum pipe_error ret;
296
297 /**
298 * Create gb memory for the shader and upload the shader code.
299 * Kernel module will allocate an id for the shader and issue
300 * the DefineGBShader command.
301 */
302 variant->gb_shader = sws->shader_create(sws, type,
303 variant->tokens, codeLen);
304
305 if (!variant->gb_shader)
306 return PIPE_ERROR_OUT_OF_MEMORY;
307
308 ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
309
310 return ret;
311 }
312
313 /**
314 * Helper function to define a gb shader for vgpu10 device
315 */
316 static enum pipe_error
317 define_gb_shader_vgpu10(struct svga_context *svga,
318 SVGA3dShaderType type,
319 struct svga_shader_variant *variant,
320 unsigned codeLen)
321 {
322 struct svga_winsys_context *swc = svga->swc;
323 enum pipe_error ret;
324
325 /**
326 * Shaders in VGPU10 enabled device reside in the device COTable.
327 * SVGA driver will allocate an integer ID for the shader and
328 * issue DXDefineShader and DXBindShader commands.
329 */
330 variant->id = util_bitmask_add(svga->shader_id_bm);
331 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
332 return PIPE_ERROR_OUT_OF_MEMORY;
333 }
334
335 /* Create gb memory for the shader and upload the shader code */
336 variant->gb_shader = swc->shader_create(swc,
337 variant->id, type,
338 variant->tokens, codeLen);
339
340 if (!variant->gb_shader) {
341 /* Free the shader ID */
342 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
343 goto fail_no_allocation;
344 }
345
346 /**
347 * Since we don't want to do any flush within state emission to avoid
348 * partial state in a command buffer, it's important to make sure that
349 * there is enough room to send both the DXDefineShader & DXBindShader
350 * commands in the same command buffer. So let's send both
351 * commands in one command reservation. If it fails, we'll undo
352 * the shader creation and return an error.
353 */
354 ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
355 variant->id, type, codeLen);
356
357 if (ret != PIPE_OK)
358 goto fail;
359
360 return PIPE_OK;
361
362 fail:
363 swc->shader_destroy(swc, variant->gb_shader);
364 variant->gb_shader = NULL;
365
366 fail_no_allocation:
367 util_bitmask_clear(svga->shader_id_bm, variant->id);
368 variant->id = UTIL_BITMASK_INVALID_INDEX;
369
370 return PIPE_ERROR_OUT_OF_MEMORY;
371 }
372
373 /**
374 * Issue the SVGA3D commands to define a new shader.
375 * \param variant contains the shader tokens, etc. The result->id field will
376 * be set here.
377 */
378 enum pipe_error
379 svga_define_shader(struct svga_context *svga,
380 SVGA3dShaderType type,
381 struct svga_shader_variant *variant)
382 {
383 unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
384 enum pipe_error ret;
385
386 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
387
388 variant->id = UTIL_BITMASK_INVALID_INDEX;
389
390 if (svga_have_gb_objects(svga)) {
391 if (svga_have_vgpu10(svga))
392 ret = define_gb_shader_vgpu10(svga, type, variant, codeLen);
393 else
394 ret = define_gb_shader_vgpu9(svga, type, variant, codeLen);
395 }
396 else {
397 /* Allocate an integer ID for the shader */
398 variant->id = util_bitmask_add(svga->shader_id_bm);
399 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
400 ret = PIPE_ERROR_OUT_OF_MEMORY;
401 goto done;
402 }
403
404 /* Issue SVGA3D device command to define the shader */
405 ret = SVGA3D_DefineShader(svga->swc,
406 variant->id,
407 type,
408 variant->tokens,
409 codeLen);
410 if (ret != PIPE_OK) {
411 /* free the ID */
412 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
413 util_bitmask_clear(svga->shader_id_bm, variant->id);
414 variant->id = UTIL_BITMASK_INVALID_INDEX;
415 }
416 }
417
418 done:
419 SVGA_STATS_TIME_POP(svga_sws(svga));
420 return ret;
421 }
422
423
424 /**
425 * Issue the SVGA3D commands to set/bind a shader.
426 * \param result the shader to bind.
427 */
428 enum pipe_error
429 svga_set_shader(struct svga_context *svga,
430 SVGA3dShaderType type,
431 struct svga_shader_variant *variant)
432 {
433 enum pipe_error ret;
434 unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
435
436 assert(type == SVGA3D_SHADERTYPE_VS ||
437 type == SVGA3D_SHADERTYPE_GS ||
438 type == SVGA3D_SHADERTYPE_PS);
439
440 if (svga_have_gb_objects(svga)) {
441 struct svga_winsys_gb_shader *gbshader =
442 variant ? variant->gb_shader : NULL;
443
444 if (svga_have_vgpu10(svga))
445 ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
446 else
447 ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
448 }
449 else {
450 ret = SVGA3D_SetShader(svga->swc, type, id);
451 }
452
453 return ret;
454 }
455
456
457 struct svga_shader_variant *
458 svga_new_shader_variant(struct svga_context *svga)
459 {
460 svga->hud.num_shaders++;
461 return CALLOC_STRUCT(svga_shader_variant);
462 }
463
464
465 enum pipe_error
466 svga_destroy_shader_variant(struct svga_context *svga,
467 SVGA3dShaderType type,
468 struct svga_shader_variant *variant)
469 {
470 enum pipe_error ret = PIPE_OK;
471
472 if (svga_have_gb_objects(svga) && variant->gb_shader) {
473 if (svga_have_vgpu10(svga)) {
474 struct svga_winsys_context *swc = svga->swc;
475 swc->shader_destroy(swc, variant->gb_shader);
476 ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
477 if (ret != PIPE_OK) {
478 /* flush and try again */
479 svga_context_flush(svga, NULL);
480 ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
481 }
482 util_bitmask_clear(svga->shader_id_bm, variant->id);
483 }
484 else {
485 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
486 sws->shader_destroy(sws, variant->gb_shader);
487 }
488 variant->gb_shader = NULL;
489 }
490 else {
491 if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
492 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
493 if (ret != PIPE_OK) {
494 /* flush and try again */
495 svga_context_flush(svga, NULL);
496 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
497 assert(ret == PIPE_OK);
498 }
499 util_bitmask_clear(svga->shader_id_bm, variant->id);
500 }
501 }
502
503 FREE((unsigned *)variant->tokens);
504 FREE(variant);
505
506 svga->hud.num_shaders--;
507
508 return ret;
509 }
510
511 /*
512 * Rebind shaders.
513 * Called at the beginning of every new command buffer to ensure that
514 * shaders are properly paged-in. Instead of sending the SetShader
515 * command, this function sends a private allocation command to
516 * page in a shader. This avoids emitting redundant state to the device
517 * just to page in a resource.
518 */
519 enum pipe_error
520 svga_rebind_shaders(struct svga_context *svga)
521 {
522 struct svga_winsys_context *swc = svga->swc;
523 struct svga_hw_draw_state *hw = &svga->state.hw_draw;
524 enum pipe_error ret;
525
526 assert(svga_have_vgpu10(svga));
527
528 /**
529 * If the underlying winsys layer does not need resource rebinding,
530 * just clear the rebind flags and return.
531 */
532 if (swc->resource_rebind == NULL) {
533 svga->rebind.flags.vs = 0;
534 svga->rebind.flags.gs = 0;
535 svga->rebind.flags.fs = 0;
536
537 return PIPE_OK;
538 }
539
540 if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
541 ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
542 if (ret != PIPE_OK)
543 return ret;
544 }
545 svga->rebind.flags.vs = 0;
546
547 if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
548 ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
549 if (ret != PIPE_OK)
550 return ret;
551 }
552 svga->rebind.flags.gs = 0;
553
554 if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
555 ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
556 if (ret != PIPE_OK)
557 return ret;
558 }
559 svga->rebind.flags.fs = 0;
560
561 return PIPE_OK;
562 }