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 "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_format.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_bitmask.h"
32 #include "tgsi/tgsi_ureg.h"
34 #include "svga_context.h"
35 #include "svga_state.h"
37 #include "svga_shader.h"
38 #include "svga_resource_texture.h"
39 #include "svga_tgsi.h"
40 #include "svga_format.h"
42 #include "svga_hw_reg.h"
47 * If we fail to compile a fragment shader (because it uses too many
48 * registers, for example) we'll use a dummy/fallback shader that
49 * simply emits a constant color (red for debug, black for release).
50 * We hit this with the Unigine/Heaven demo when Shaders = High.
51 * With black, the demo still looks good.
53 static const struct tgsi_token
*
54 get_dummy_fragment_shader(void)
57 static const float color
[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
59 static const float color
[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
61 struct ureg_program
*ureg
;
62 const struct tgsi_token
*tokens
;
66 ureg
= ureg_create(PIPE_SHADER_FRAGMENT
);
70 dst
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
71 src
= ureg_DECL_immediate(ureg
, color
, 4);
72 ureg_MOV(ureg
, dst
, src
);
75 tokens
= ureg_get_tokens(ureg
, NULL
);
83 static struct svga_shader_variant
*
84 translate_fragment_program(struct svga_context
*svga
,
85 const struct svga_fragment_shader
*fs
,
86 const struct svga_compile_key
*key
)
88 if (svga_have_vgpu10(svga
)) {
89 return svga_tgsi_vgpu10_translate(svga
, &fs
->base
, key
,
90 PIPE_SHADER_FRAGMENT
);
93 return svga_tgsi_vgpu9_translate(svga
, &fs
->base
, key
,
94 PIPE_SHADER_FRAGMENT
);
100 * Replace the given shader's instruction with a simple constant-color
101 * shader. We use this when normal shader translation fails.
103 static struct svga_shader_variant
*
104 get_compiled_dummy_shader(struct svga_context
*svga
,
105 struct svga_fragment_shader
*fs
,
106 const struct svga_compile_key
*key
)
108 const struct tgsi_token
*dummy
= get_dummy_fragment_shader();
109 struct svga_shader_variant
*variant
;
115 FREE((void *) fs
->base
.tokens
);
116 fs
->base
.tokens
= dummy
;
118 tgsi_scan_shader(fs
->base
.tokens
, &fs
->base
.info
);
119 fs
->generic_inputs
= svga_get_generic_inputs_mask(&fs
->base
.info
);
120 svga_remap_generics(fs
->generic_inputs
, fs
->generic_remap_table
);
122 variant
= translate_fragment_program(svga
, fs
, key
);
128 * Translate TGSI shader into an svga shader variant.
130 static enum pipe_error
131 compile_fs(struct svga_context
*svga
,
132 struct svga_fragment_shader
*fs
,
133 const struct svga_compile_key
*key
,
134 struct svga_shader_variant
**out_variant
)
136 struct svga_shader_variant
*variant
;
137 enum pipe_error ret
= PIPE_ERROR
;
139 variant
= translate_fragment_program(svga
, fs
, key
);
140 if (variant
== NULL
) {
141 debug_printf("Failed to compile fragment shader,"
142 " using dummy shader instead.\n");
143 variant
= get_compiled_dummy_shader(svga
, fs
, key
);
145 else if (svga_shader_too_large(svga
, variant
)) {
146 /* too big, use dummy shader */
147 debug_printf("Shader too large (%u bytes),"
148 " using dummy shader instead.\n",
149 (unsigned) (variant
->nr_tokens
150 * sizeof(variant
->tokens
[0])));
151 /* Free the too-large variant */
152 svga_destroy_shader_variant(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
153 /* Use simple pass-through shader instead */
154 variant
= get_compiled_dummy_shader(svga
, fs
, key
);
161 ret
= svga_define_shader(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
162 if (ret
!= PIPE_OK
) {
163 svga_destroy_shader_variant(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
167 *out_variant
= variant
;
169 /* insert variant at head of linked list */
170 variant
->next
= fs
->base
.variants
;
171 fs
->base
.variants
= variant
;
177 /* SVGA_NEW_TEXTURE_BINDING
179 * SVGA_NEW_NEED_SWTNL
182 static enum pipe_error
183 make_fs_key(const struct svga_context
*svga
,
184 struct svga_fragment_shader
*fs
,
185 struct svga_compile_key
*key
)
187 const enum pipe_shader_type shader
= PIPE_SHADER_FRAGMENT
;
190 memset(key
, 0, sizeof *key
);
192 memcpy(key
->generic_remap_table
, fs
->generic_remap_table
,
193 sizeof(fs
->generic_remap_table
));
195 /* SVGA_NEW_GS, SVGA_NEW_VS
198 key
->fs
.gs_generic_outputs
= svga
->curr
.gs
->generic_outputs
;
200 key
->fs
.vs_generic_outputs
= svga
->curr
.vs
->generic_outputs
;
203 /* Only need fragment shader fixup for twoside lighting if doing
204 * hwtnl. Otherwise the draw module does the whole job for us.
208 if (!svga
->state
.sw
.need_swtnl
) {
209 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
211 key
->fs
.light_twoside
= svga
->curr
.rast
->templ
.light_twoside
;
212 key
->fs
.front_ccw
= svga
->curr
.rast
->templ
.front_ccw
;
213 key
->fs
.pstipple
= (svga
->curr
.rast
->templ
.poly_stipple_enable
&&
214 svga
->curr
.reduced_prim
== PIPE_PRIM_TRIANGLES
);
215 key
->fs
.aa_point
= (svga
->curr
.rast
->templ
.point_smooth
&&
216 svga
->curr
.reduced_prim
== PIPE_PRIM_POINTS
&&
217 (svga
->curr
.rast
->pointsize
> 1.0 ||
218 svga
->curr
.vs
->base
.info
.writes_psize
));
219 if (key
->fs
.aa_point
) {
220 assert(svga
->curr
.gs
!= NULL
);
221 assert(svga
->curr
.gs
->aa_point_coord_index
!= -1);
222 key
->fs
.aa_point_coord_index
= svga
->curr
.gs
->aa_point_coord_index
;
226 /* The blend workaround for simulating logicop xor behaviour
227 * requires that the incoming fragment color be white. This change
228 * achieves that by creating a variant of the current fragment
229 * shader that overrides all output colors with 1,1,1,1
231 * This will work for most shaders, including those containing
232 * TEXKIL and/or depth-write. However, it will break on the
233 * combination of xor-logicop plus alphatest.
235 * Ultimately, we could implement alphatest in the shader using
236 * texkil prior to overriding the outgoing fragment color.
240 key
->fs
.white_fragments
= svga
->curr
.blend
->need_white_fragments
;
242 key
->fs
.alpha_to_one
= svga
->curr
.blend
->alpha_to_one
;
246 * We expect a consistent set of samplers and sampler views.
247 * Do some debug checks/warnings here.
250 static boolean warned
= FALSE
;
251 unsigned i
, n
= MAX2(svga
->curr
.num_sampler_views
[shader
],
252 svga
->curr
.num_samplers
[shader
]);
253 /* Only warn once to prevent too much debug output */
255 if (svga
->curr
.num_sampler_views
[shader
] !=
256 svga
->curr
.num_samplers
[shader
]) {
257 debug_printf("svga: mismatched number of sampler views (%u) "
258 "vs. samplers (%u)\n",
259 svga
->curr
.num_sampler_views
[shader
],
260 svga
->curr
.num_samplers
[shader
]);
262 for (i
= 0; i
< n
; i
++) {
263 if ((svga
->curr
.sampler_views
[shader
][i
] == NULL
) !=
264 (svga
->curr
.sampler
[shader
][i
] == NULL
))
265 debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
266 i
, svga
->curr
.sampler_views
[shader
][i
],
267 i
, svga
->curr
.sampler
[shader
][i
]);
274 /* XXX: want to limit this to the textures that the shader actually
277 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
279 svga_init_shader_key_common(svga
, shader
, key
);
281 for (i
= 0; i
< svga
->curr
.num_samplers
[shader
]; ++i
) {
282 struct pipe_sampler_view
*view
= svga
->curr
.sampler_views
[shader
][i
];
283 const struct svga_sampler_state
*sampler
= svga
->curr
.sampler
[shader
][i
];
285 struct pipe_resource
*tex
= view
->texture
;
286 if (tex
->target
!= PIPE_BUFFER
) {
287 struct svga_texture
*stex
= svga_texture(tex
);
288 SVGA3dSurfaceFormat format
= stex
->key
.format
;
290 if (!svga_have_vgpu10(svga
) &&
291 (format
== SVGA3D_Z_D16
||
292 format
== SVGA3D_Z_D24X8
||
293 format
== SVGA3D_Z_D24S8
)) {
294 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
295 * or SVGA3D_Z_D24S8 surface, we'll automatically get
296 * shadow comparison. But we only get LEQUAL mode.
297 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
298 * code for shadow comparison.
300 key
->tex
[i
].compare_mode
= PIPE_TEX_COMPARE_NONE
;
301 key
->tex
[i
].compare_func
= PIPE_FUNC_NEVER
;
302 /* These depth formats _only_ support comparison mode and
303 * not ordinary sampling so warn if the later is expected.
305 if (sampler
->compare_mode
!= PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
306 debug_warn_once("Unsupported shadow compare mode");
308 /* The shader translation code can emit code to
309 * handle ALWAYS and NEVER compare functions
311 else if (sampler
->compare_func
== PIPE_FUNC_ALWAYS
||
312 sampler
->compare_func
== PIPE_FUNC_NEVER
) {
313 key
->tex
[i
].compare_mode
= sampler
->compare_mode
;
314 key
->tex
[i
].compare_func
= sampler
->compare_func
;
316 else if (sampler
->compare_func
!= PIPE_FUNC_LEQUAL
) {
317 debug_warn_once("Unsupported shadow compare function");
321 /* For other texture formats, just use the compare func/mode
322 * as-is. Should be no-ops for color textures. For depth
323 * textures, we do not get automatic depth compare. We have
324 * to do it ourselves in the shader. And we don't get PCF.
326 key
->tex
[i
].compare_mode
= sampler
->compare_mode
;
327 key
->tex
[i
].compare_func
= sampler
->compare_func
;
333 /* sprite coord gen state */
334 key
->sprite_coord_enable
= svga
->curr
.rast
->templ
.sprite_coord_enable
;
336 key
->sprite_origin_lower_left
= (svga
->curr
.rast
->templ
.sprite_coord_mode
337 == PIPE_SPRITE_COORD_LOWER_LEFT
);
339 key
->fs
.flatshade
= svga
->curr
.rast
->templ
.flatshade
;
341 /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
342 if (svga_have_vgpu10(svga
)) {
343 /* Alpha testing is not supported in integer-valued render targets. */
344 if (svga_has_any_integer_cbufs(svga
)) {
345 key
->fs
.alpha_func
= SVGA3D_CMP_ALWAYS
;
346 key
->fs
.alpha_ref
= 0;
349 key
->fs
.alpha_func
= svga
->curr
.depth
->alphafunc
;
350 key
->fs
.alpha_ref
= svga
->curr
.depth
->alpharef
;
354 /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
355 if (fs
->base
.info
.properties
[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS
] ||
356 svga
->curr
.blend
->need_white_fragments
) {
357 /* Replicate color0 output (or white) to N colorbuffers */
358 key
->fs
.write_color0_to_n_cbufs
= svga
->curr
.framebuffer
.nr_cbufs
;
366 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
369 svga_reemit_fs_bindings(struct svga_context
*svga
)
373 assert(svga
->rebind
.flags
.fs
);
374 assert(svga_have_gb_objects(svga
));
376 if (!svga
->state
.hw_draw
.fs
)
379 if (!svga_need_to_rebind_resources(svga
)) {
380 ret
= svga
->swc
->resource_rebind(svga
->swc
, NULL
,
381 svga
->state
.hw_draw
.fs
->gb_shader
,
385 if (svga_have_vgpu10(svga
))
386 ret
= SVGA3D_vgpu10_SetShader(svga
->swc
, SVGA3D_SHADERTYPE_PS
,
387 svga
->state
.hw_draw
.fs
->gb_shader
,
388 svga
->state
.hw_draw
.fs
->id
);
390 ret
= SVGA3D_SetGBShader(svga
->swc
, SVGA3D_SHADERTYPE_PS
,
391 svga
->state
.hw_draw
.fs
->gb_shader
);
397 svga
->rebind
.flags
.fs
= FALSE
;
403 static enum pipe_error
404 emit_hw_fs(struct svga_context
*svga
, unsigned dirty
)
406 struct svga_shader_variant
*variant
= NULL
;
407 enum pipe_error ret
= PIPE_OK
;
408 struct svga_fragment_shader
*fs
= svga
->curr
.fs
;
409 struct svga_compile_key key
;
411 SVGA_STATS_TIME_PUSH(svga_sws(svga
), SVGA_STATS_TIME_EMITFS
);
413 /* Disable rasterization if rasterizer_discard flag is set or
414 * vs/gs does not output position.
416 svga
->disable_rasterizer
=
417 svga
->curr
.rast
->templ
.rasterizer_discard
||
418 (svga
->curr
.gs
&& !svga
->curr
.gs
->base
.info
.writes_position
) ||
419 (!svga
->curr
.gs
&& !svga
->curr
.vs
->base
.info
.writes_position
);
421 /* Set FS to NULL when rasterization is to be disabled */
422 if (svga
->disable_rasterizer
) {
423 /* Set FS to NULL if it has not been done */
424 if (svga
->state
.hw_draw
.fs
) {
425 ret
= svga_set_shader(svga
, SVGA3D_SHADERTYPE_PS
, NULL
);
429 svga
->rebind
.flags
.fs
= FALSE
;
430 svga
->state
.hw_draw
.fs
= NULL
;
435 * SVGA_NEW_TEXTURE_BINDING
437 * SVGA_NEW_NEED_SWTNL
439 * SVGA_NEW_FRAME_BUFFER
440 * SVGA_NEW_DEPTH_STENCIL_ALPHA
443 ret
= make_fs_key(svga
, fs
, &key
);
447 variant
= svga_search_shader_key(&fs
->base
, &key
);
449 ret
= compile_fs(svga
, fs
, &key
, &variant
);
456 if (variant
!= svga
->state
.hw_draw
.fs
) {
457 ret
= svga_set_shader(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
461 svga
->rebind
.flags
.fs
= FALSE
;
463 svga
->dirty
|= SVGA_NEW_FS_VARIANT
;
464 svga
->state
.hw_draw
.fs
= variant
;
468 SVGA_STATS_TIME_POP(svga_sws(svga
));
472 struct svga_tracked_state svga_hw_fs
=
474 "fragment shader (hwtnl)",
478 SVGA_NEW_TEXTURE_BINDING
|
479 SVGA_NEW_NEED_SWTNL
|
482 SVGA_NEW_REDUCED_PRIMITIVE
|
484 SVGA_NEW_FRAME_BUFFER
|
485 SVGA_NEW_DEPTH_STENCIL_ALPHA
|