1 /**********************************************************
2 * Copyright 2008-2012 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 "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "util/u_format.h"
29 #include "svga_context.h"
31 #include "svga_format.h"
32 #include "svga_shader.h"
33 #include "svga_resource_texture.h"
34 #include "svga3d_surfacedefs.h"
38 * This bit isn't really used anywhere. It only serves to help
39 * generate a unique "signature" for the vertex shader output bitmask.
40 * Shader input/output signatures are used to resolve shader linking
43 #define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
47 * Use the shader info to generate a bitmask indicating which generic
48 * inputs are used by the shader. A set bit indicates that GENERIC[i]
52 svga_get_generic_inputs_mask(const struct tgsi_shader_info
*info
)
57 for (i
= 0; i
< info
->num_inputs
; i
++) {
58 if (info
->input_semantic_name
[i
] == TGSI_SEMANTIC_GENERIC
) {
59 unsigned j
= info
->input_semantic_index
[i
];
60 assert(j
< sizeof(mask
) * 8);
61 mask
|= ((uint64_t) 1) << j
;
70 * Scan shader info to return a bitmask of written outputs.
73 svga_get_generic_outputs_mask(const struct tgsi_shader_info
*info
)
78 for (i
= 0; i
< info
->num_outputs
; i
++) {
79 switch (info
->output_semantic_name
[i
]) {
80 case TGSI_SEMANTIC_GENERIC
:
82 unsigned j
= info
->output_semantic_index
[i
];
83 assert(j
< sizeof(mask
) * 8);
84 mask
|= ((uint64_t) 1) << j
;
87 case TGSI_SEMANTIC_FOG
:
88 mask
|= FOG_GENERIC_BIT
;
99 * Given a mask of used generic variables (as returned by the above functions)
100 * fill in a table which maps those indexes to small integers.
101 * This table is used by the remap_generic_index() function in
102 * svga_tgsi_decl_sm30.c
103 * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
104 * GENERIC[3] are used. The remap_table will contain:
107 * The remaining table entries will be filled in with the next unused
108 * generic index (in this example, 2).
111 svga_remap_generics(uint64_t generics_mask
,
112 int8_t remap_table
[MAX_GENERIC_VARYING
])
114 /* Note texcoord[0] is reserved so start at 1 */
115 unsigned count
= 1, i
;
117 for (i
= 0; i
< MAX_GENERIC_VARYING
; i
++) {
121 /* for each bit set in generic_mask */
122 while (generics_mask
) {
123 unsigned index
= ffsll(generics_mask
) - 1;
124 remap_table
[index
] = count
++;
125 generics_mask
&= ~((uint64_t) 1 << index
);
131 * Use the generic remap table to map a TGSI generic varying variable
132 * index to a small integer. If the remapping table doesn't have a
133 * valid value for the given index (the table entry is -1) it means
134 * the fragment shader doesn't use that VS output. Just allocate
135 * the next free value in that case. Alternately, we could cull
136 * VS instructions that write to register, or replace the register
137 * with a dummy temp register.
138 * XXX TODO: we should do one of the later as it would save precious
139 * texcoord registers.
142 svga_remap_generic_index(int8_t remap_table
[MAX_GENERIC_VARYING
],
145 assert(generic_index
< MAX_GENERIC_VARYING
);
147 if (generic_index
>= MAX_GENERIC_VARYING
) {
148 /* just don't return a random/garbage value */
149 generic_index
= MAX_GENERIC_VARYING
- 1;
152 if (remap_table
[generic_index
] == -1) {
153 /* This is a VS output that has no matching PS input. Find a
157 for (i
= 0; i
< MAX_GENERIC_VARYING
; i
++) {
158 max
= MAX2(max
, remap_table
[i
]);
160 remap_table
[generic_index
] = max
+ 1;
163 return remap_table
[generic_index
];
168 * Initialize the shader-neutral fields of svga_compile_key from context
169 * state. This is basically the texture-related state.
172 svga_init_shader_key_common(const struct svga_context
*svga
,
173 enum pipe_shader_type shader
,
174 struct svga_compile_key
*key
)
178 assert(shader
< ARRAY_SIZE(svga
->curr
.num_sampler_views
));
180 /* In case the number of samplers and sampler_views doesn't match,
181 * loop over the lower of the two counts.
183 key
->num_textures
= MIN2(svga
->curr
.num_sampler_views
[shader
],
184 svga
->curr
.num_samplers
[shader
]);
186 for (i
= 0; i
< key
->num_textures
; i
++) {
187 struct pipe_sampler_view
*view
= svga
->curr
.sampler_views
[shader
][i
];
188 const struct svga_sampler_state
*sampler
= svga
->curr
.sampler
[shader
][i
];
189 if (view
&& sampler
) {
190 assert(view
->texture
);
191 assert(view
->texture
->target
< (1 << 4)); /* texture_target:4 */
193 /* 1D/2D array textures with one slice are treated as non-arrays
194 * by the SVGA3D device. Convert the texture type here so that
195 * we emit the right TEX/SAMPLE instruction in the shader.
197 if (view
->texture
->target
== PIPE_TEXTURE_1D_ARRAY
||
198 view
->texture
->target
== PIPE_TEXTURE_2D_ARRAY
) {
199 if (view
->texture
->array_size
== 1) {
200 key
->tex
[i
].is_array
= 0;
203 assert(view
->texture
->array_size
> 1);
204 key
->tex
[i
].is_array
= 1;
208 if (!sampler
->normalized_coords
) {
209 assert(idx
< (1 << 5)); /* width_height_idx:5 bitfield */
210 key
->tex
[i
].width_height_idx
= idx
++;
211 key
->tex
[i
].unnormalized
= TRUE
;
212 ++key
->num_unnormalized_coords
;
215 key
->tex
[i
].swizzle_r
= view
->swizzle_r
;
216 key
->tex
[i
].swizzle_g
= view
->swizzle_g
;
217 key
->tex
[i
].swizzle_b
= view
->swizzle_b
;
218 key
->tex
[i
].swizzle_a
= view
->swizzle_a
;
220 /* If we have a non-alpha view into an svga3d surface with an
221 * alpha channel, then explicitly set the alpha channel to 1
222 * when sampling. Note that we need to check the svga3d format
223 * in the svga texture key, since the imported format is
224 * stored here and it may differ from the gallium format.
226 if (!util_format_has_alpha(view
->format
)) {
227 enum svga3d_block_desc block_desc
=
228 svga3dsurface_get_desc(svga_texture(view
->texture
)->key
.format
)->
231 if (block_desc
& SVGA3DBLOCKDESC_ALPHA
)
232 key
->tex
[i
].swizzle_a
= PIPE_SWIZZLE_1
;
239 /** Search for a compiled shader variant with the same compile key */
240 struct svga_shader_variant
*
241 svga_search_shader_key(const struct svga_shader
*shader
,
242 const struct svga_compile_key
*key
)
244 struct svga_shader_variant
*variant
= shader
->variants
;
248 for ( ; variant
; variant
= variant
->next
) {
249 if (svga_compile_keys_equal(key
, &variant
->key
))
255 /** Search for a shader with the same token key */
257 svga_search_shader_token_key(struct svga_shader
*pshader
,
258 const struct svga_token_key
*key
)
260 struct svga_shader
*shader
= pshader
;
264 for ( ; shader
; shader
= shader
->next
) {
265 if (memcmp(key
, &shader
->token_key
, sizeof(struct svga_token_key
)) == 0)
272 * Helper function to define a gb shader for non-vgpu10 device
274 static enum pipe_error
275 define_gb_shader_vgpu9(struct svga_context
*svga
,
276 SVGA3dShaderType type
,
277 struct svga_shader_variant
*variant
,
280 struct svga_winsys_screen
*sws
= svga_screen(svga
->pipe
.screen
)->sws
;
284 * Create gb memory for the shader and upload the shader code.
285 * Kernel module will allocate an id for the shader and issue
286 * the DefineGBShader command.
288 variant
->gb_shader
= sws
->shader_create(sws
, type
,
289 variant
->tokens
, codeLen
);
291 if (!variant
->gb_shader
)
292 return PIPE_ERROR_OUT_OF_MEMORY
;
294 ret
= SVGA3D_BindGBShader(svga
->swc
, variant
->gb_shader
);
300 * Helper function to define a gb shader for vgpu10 device
302 static enum pipe_error
303 define_gb_shader_vgpu10(struct svga_context
*svga
,
304 SVGA3dShaderType type
,
305 struct svga_shader_variant
*variant
,
308 struct svga_winsys_context
*swc
= svga
->swc
;
312 * Shaders in VGPU10 enabled device reside in the device COTable.
313 * SVGA driver will allocate an integer ID for the shader and
314 * issue DXDefineShader and DXBindShader commands.
316 variant
->id
= util_bitmask_add(svga
->shader_id_bm
);
317 if (variant
->id
== UTIL_BITMASK_INVALID_INDEX
) {
318 return PIPE_ERROR_OUT_OF_MEMORY
;
321 /* Create gb memory for the shader and upload the shader code */
322 variant
->gb_shader
= swc
->shader_create(swc
,
324 variant
->tokens
, codeLen
);
326 if (!variant
->gb_shader
) {
327 /* Free the shader ID */
328 assert(variant
->id
!= UTIL_BITMASK_INVALID_INDEX
);
329 goto fail_no_allocation
;
333 * Since we don't want to do any flush within state emission to avoid
334 * partial state in a command buffer, it's important to make sure that
335 * there is enough room to send both the DXDefineShader & DXBindShader
336 * commands in the same command buffer. So let's send both
337 * commands in one command reservation. If it fails, we'll undo
338 * the shader creation and return an error.
340 ret
= SVGA3D_vgpu10_DefineAndBindShader(swc
, variant
->gb_shader
,
341 variant
->id
, type
, codeLen
);
349 swc
->shader_destroy(swc
, variant
->gb_shader
);
350 variant
->gb_shader
= NULL
;
353 util_bitmask_clear(svga
->shader_id_bm
, variant
->id
);
354 variant
->id
= UTIL_BITMASK_INVALID_INDEX
;
356 return PIPE_ERROR_OUT_OF_MEMORY
;
360 * Issue the SVGA3D commands to define a new shader.
361 * \param variant contains the shader tokens, etc. The result->id field will
365 svga_define_shader(struct svga_context
*svga
,
366 SVGA3dShaderType type
,
367 struct svga_shader_variant
*variant
)
369 unsigned codeLen
= variant
->nr_tokens
* sizeof(variant
->tokens
[0]);
372 SVGA_STATS_TIME_PUSH(svga_sws(svga
), SVGA_STATS_TIME_DEFINESHADER
);
374 variant
->id
= UTIL_BITMASK_INVALID_INDEX
;
376 if (svga_have_gb_objects(svga
)) {
377 if (svga_have_vgpu10(svga
))
378 ret
= define_gb_shader_vgpu10(svga
, type
, variant
, codeLen
);
380 ret
= define_gb_shader_vgpu9(svga
, type
, variant
, codeLen
);
383 /* Allocate an integer ID for the shader */
384 variant
->id
= util_bitmask_add(svga
->shader_id_bm
);
385 if (variant
->id
== UTIL_BITMASK_INVALID_INDEX
) {
386 ret
= PIPE_ERROR_OUT_OF_MEMORY
;
390 /* Issue SVGA3D device command to define the shader */
391 ret
= SVGA3D_DefineShader(svga
->swc
,
396 if (ret
!= PIPE_OK
) {
398 assert(variant
->id
!= UTIL_BITMASK_INVALID_INDEX
);
399 util_bitmask_clear(svga
->shader_id_bm
, variant
->id
);
400 variant
->id
= UTIL_BITMASK_INVALID_INDEX
;
405 SVGA_STATS_TIME_POP(svga_sws(svga
));
411 * Issue the SVGA3D commands to set/bind a shader.
412 * \param result the shader to bind.
415 svga_set_shader(struct svga_context
*svga
,
416 SVGA3dShaderType type
,
417 struct svga_shader_variant
*variant
)
420 unsigned id
= variant
? variant
->id
: SVGA3D_INVALID_ID
;
422 assert(type
== SVGA3D_SHADERTYPE_VS
||
423 type
== SVGA3D_SHADERTYPE_GS
||
424 type
== SVGA3D_SHADERTYPE_PS
);
426 if (svga_have_gb_objects(svga
)) {
427 struct svga_winsys_gb_shader
*gbshader
=
428 variant
? variant
->gb_shader
: NULL
;
430 if (svga_have_vgpu10(svga
))
431 ret
= SVGA3D_vgpu10_SetShader(svga
->swc
, type
, gbshader
, id
);
433 ret
= SVGA3D_SetGBShader(svga
->swc
, type
, gbshader
);
436 ret
= SVGA3D_SetShader(svga
->swc
, type
, id
);
443 struct svga_shader_variant
*
444 svga_new_shader_variant(struct svga_context
*svga
)
446 svga
->hud
.num_shaders
++;
447 return CALLOC_STRUCT(svga_shader_variant
);
452 svga_destroy_shader_variant(struct svga_context
*svga
,
453 SVGA3dShaderType type
,
454 struct svga_shader_variant
*variant
)
456 enum pipe_error ret
= PIPE_OK
;
458 if (svga_have_gb_objects(svga
) && variant
->gb_shader
) {
459 if (svga_have_vgpu10(svga
)) {
460 struct svga_winsys_context
*swc
= svga
->swc
;
461 swc
->shader_destroy(swc
, variant
->gb_shader
);
462 ret
= SVGA3D_vgpu10_DestroyShader(svga
->swc
, variant
->id
);
463 if (ret
!= PIPE_OK
) {
464 /* flush and try again */
465 svga_context_flush(svga
, NULL
);
466 ret
= SVGA3D_vgpu10_DestroyShader(svga
->swc
, variant
->id
);
468 util_bitmask_clear(svga
->shader_id_bm
, variant
->id
);
471 struct svga_winsys_screen
*sws
= svga_screen(svga
->pipe
.screen
)->sws
;
472 sws
->shader_destroy(sws
, variant
->gb_shader
);
474 variant
->gb_shader
= NULL
;
477 if (variant
->id
!= UTIL_BITMASK_INVALID_INDEX
) {
478 ret
= SVGA3D_DestroyShader(svga
->swc
, variant
->id
, type
);
479 if (ret
!= PIPE_OK
) {
480 /* flush and try again */
481 svga_context_flush(svga
, NULL
);
482 ret
= SVGA3D_DestroyShader(svga
->swc
, variant
->id
, type
);
483 assert(ret
== PIPE_OK
);
485 util_bitmask_clear(svga
->shader_id_bm
, variant
->id
);
489 FREE((unsigned *)variant
->tokens
);
492 svga
->hud
.num_shaders
--;
499 * Called at the beginning of every new command buffer to ensure that
500 * shaders are properly paged-in. Instead of sending the SetShader
501 * command, this function sends a private allocation command to
502 * page in a shader. This avoids emitting redundant state to the device
503 * just to page in a resource.
506 svga_rebind_shaders(struct svga_context
*svga
)
508 struct svga_winsys_context
*swc
= svga
->swc
;
509 struct svga_hw_draw_state
*hw
= &svga
->state
.hw_draw
;
512 assert(svga_have_vgpu10(svga
));
515 * If the underlying winsys layer does not need resource rebinding,
516 * just clear the rebind flags and return.
518 if (swc
->resource_rebind
== NULL
) {
519 svga
->rebind
.flags
.vs
= 0;
520 svga
->rebind
.flags
.gs
= 0;
521 svga
->rebind
.flags
.fs
= 0;
526 if (svga
->rebind
.flags
.vs
&& hw
->vs
&& hw
->vs
->gb_shader
) {
527 ret
= swc
->resource_rebind(swc
, NULL
, hw
->vs
->gb_shader
, SVGA_RELOC_READ
);
531 svga
->rebind
.flags
.vs
= 0;
533 if (svga
->rebind
.flags
.gs
&& hw
->gs
&& hw
->gs
->gb_shader
) {
534 ret
= swc
->resource_rebind(swc
, NULL
, hw
->gs
->gb_shader
, SVGA_RELOC_READ
);
538 svga
->rebind
.flags
.gs
= 0;
540 if (svga
->rebind
.flags
.fs
&& hw
->fs
&& hw
->fs
->gb_shader
) {
541 ret
= swc
->resource_rebind(swc
, NULL
, hw
->fs
->gb_shader
, SVGA_RELOC_READ
);
545 svga
->rebind
.flags
.fs
= 0;