svga: use svga_shader_too_large() in compile_fs()
[mesa.git] / src / gallium / drivers / svga / svga_state_fs.c
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25
26 #include "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "tgsi/tgsi_ureg.h"
32
33 #include "svga_context.h"
34 #include "svga_state.h"
35 #include "svga_cmd.h"
36 #include "svga_shader.h"
37 #include "svga_resource_texture.h"
38 #include "svga_tgsi.h"
39
40 #include "svga_hw_reg.h"
41
42
43
44 static INLINE int
45 compare_fs_keys(const struct svga_fs_compile_key *a,
46 const struct svga_fs_compile_key *b)
47 {
48 unsigned keysize_a = svga_fs_key_size( a );
49 unsigned keysize_b = svga_fs_key_size( b );
50
51 if (keysize_a != keysize_b) {
52 return (int)(keysize_a - keysize_b);
53 }
54 return memcmp( a, b, keysize_a );
55 }
56
57
58 /** Search for a fragment shader variant */
59 static struct svga_shader_variant *
60 search_fs_key(const struct svga_fragment_shader *fs,
61 const struct svga_fs_compile_key *key)
62 {
63 struct svga_shader_variant *variant = fs->base.variants;
64
65 assert(key);
66
67 for ( ; variant; variant = variant->next) {
68 if (compare_fs_keys( key, &variant->key.fkey ) == 0)
69 return variant;
70 }
71
72 return NULL;
73 }
74
75
76 /**
77 * If we fail to compile a fragment shader (because it uses too many
78 * registers, for example) we'll use a dummy/fallback shader that
79 * simply emits a constant color (red for debug, black for release).
80 * We hit this with the Unigine/Heaven demo when Shaders = High.
81 * With black, the demo still looks good.
82 */
83 static const struct tgsi_token *
84 get_dummy_fragment_shader(void)
85 {
86 #ifdef DEBUG
87 static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
88 #else
89 static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
90 #endif
91 struct ureg_program *ureg;
92 const struct tgsi_token *tokens;
93 struct ureg_src src;
94 struct ureg_dst dst;
95 unsigned num_tokens;
96
97 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
98 if (!ureg)
99 return NULL;
100
101 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
102 src = ureg_DECL_immediate(ureg, color, 4);
103 ureg_MOV(ureg, dst, src);
104 ureg_END(ureg);
105
106 tokens = ureg_get_tokens(ureg, &num_tokens);
107
108 ureg_destroy(ureg);
109
110 return tokens;
111 }
112
113
114 /**
115 * Replace the given shader's instruction with a simple constant-color
116 * shader. We use this when normal shader translation fails.
117 */
118 static struct svga_shader_variant *
119 get_compiled_dummy_shader(struct svga_fragment_shader *fs,
120 const struct svga_fs_compile_key *key)
121 {
122 const struct tgsi_token *dummy = get_dummy_fragment_shader();
123 struct svga_shader_variant *variant;
124
125 if (!dummy) {
126 return NULL;
127 }
128
129 FREE((void *) fs->base.tokens);
130 fs->base.tokens = dummy;
131
132 variant = svga_translate_fragment_program(fs, key);
133 return variant;
134 }
135
136
137 /**
138 * Translate TGSI shader into an svga shader variant.
139 */
140 static enum pipe_error
141 compile_fs(struct svga_context *svga,
142 struct svga_fragment_shader *fs,
143 const struct svga_fs_compile_key *key,
144 struct svga_shader_variant **out_variant)
145 {
146 struct svga_shader_variant *variant;
147 enum pipe_error ret = PIPE_ERROR;
148
149 variant = svga_translate_fragment_program( fs, key );
150 if (variant == NULL) {
151 debug_printf("Failed to compile fragment shader,"
152 " using dummy shader instead.\n");
153 variant = get_compiled_dummy_shader(fs, key);
154 if (!variant) {
155 ret = PIPE_ERROR;
156 goto fail;
157 }
158 }
159
160 if (svga_shader_too_large(svga, variant)) {
161 /* too big, use dummy shader */
162 debug_printf("Shader too large (%lu bytes),"
163 " using dummy shader instead.\n",
164 (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0]));
165 variant = get_compiled_dummy_shader(fs, key);
166 if (!variant) {
167 ret = PIPE_ERROR;
168 goto fail;
169 }
170 }
171
172 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
173 if (ret != PIPE_OK)
174 goto fail;
175
176 *out_variant = variant;
177
178 /* insert variants at head of linked list */
179 variant->next = fs->base.variants;
180 fs->base.variants = variant;
181
182 return PIPE_OK;
183
184 fail:
185 if (variant) {
186 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
187 }
188 return ret;
189 }
190
191
192 /* SVGA_NEW_TEXTURE_BINDING
193 * SVGA_NEW_RAST
194 * SVGA_NEW_NEED_SWTNL
195 * SVGA_NEW_SAMPLER
196 */
197 static enum pipe_error
198 make_fs_key(const struct svga_context *svga,
199 struct svga_fragment_shader *fs,
200 struct svga_fs_compile_key *key)
201 {
202 unsigned i;
203 int idx = 0;
204
205 memset(key, 0, sizeof *key);
206
207 /* Only need fragment shader fixup for twoside lighting if doing
208 * hwtnl. Otherwise the draw module does the whole job for us.
209 *
210 * SVGA_NEW_SWTNL
211 */
212 if (!svga->state.sw.need_swtnl) {
213 /* SVGA_NEW_RAST
214 */
215 key->light_twoside = svga->curr.rast->templ.light_twoside;
216 key->front_ccw = svga->curr.rast->templ.front_ccw;
217 }
218
219 /* The blend workaround for simulating logicop xor behaviour
220 * requires that the incoming fragment color be white. This change
221 * achieves that by creating a variant of the current fragment
222 * shader that overrides all output colors with 1,1,1,1
223 *
224 * This will work for most shaders, including those containing
225 * TEXKIL and/or depth-write. However, it will break on the
226 * combination of xor-logicop plus alphatest.
227 *
228 * Ultimately, we could implement alphatest in the shader using
229 * texkil prior to overriding the outgoing fragment color.
230 *
231 * SVGA_NEW_BLEND
232 */
233 if (svga->curr.blend->need_white_fragments) {
234 key->white_fragments = 1;
235 }
236
237 #ifdef DEBUG
238 /*
239 * We expect a consistent set of samplers and sampler views.
240 * Do some debug checks/warnings here.
241 */
242 {
243 static boolean warned = FALSE;
244 unsigned i, n = MAX2(svga->curr.num_sampler_views,
245 svga->curr.num_samplers);
246 /* Only warn once to prevent too much debug output */
247 if (!warned) {
248 if (svga->curr.num_sampler_views != svga->curr.num_samplers) {
249 debug_printf("svga: mismatched number of sampler views (%u) "
250 "vs. samplers (%u)\n",
251 svga->curr.num_sampler_views,
252 svga->curr.num_samplers);
253 }
254 for (i = 0; i < n; i++) {
255 if ((svga->curr.sampler_views[i] == NULL) !=
256 (svga->curr.sampler[i] == NULL))
257 debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
258 i, svga->curr.sampler_views[i],
259 i, svga->curr.sampler[i]);
260 }
261 warned = TRUE;
262 }
263 }
264 #endif
265
266 /* XXX: want to limit this to the textures that the shader actually
267 * refers to.
268 *
269 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
270 */
271 for (i = 0; i < svga->curr.num_sampler_views; i++) {
272 if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
273 assert(svga->curr.sampler_views[i]->texture);
274 key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
275 if (!svga->curr.sampler[i]->normalized_coords) {
276 key->tex[i].width_height_idx = idx++;
277 key->tex[i].unnormalized = TRUE;
278 ++key->num_unnormalized_coords;
279 }
280
281 key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r;
282 key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g;
283 key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b;
284 key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a;
285 }
286 }
287 key->num_textures = svga->curr.num_sampler_views;
288
289 idx = 0;
290 for (i = 0; i < svga->curr.num_samplers; ++i) {
291 if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
292 struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
293 struct svga_texture *stex = svga_texture(tex);
294 SVGA3dSurfaceFormat format = stex->key.format;
295
296 if (format == SVGA3D_Z_D16 ||
297 format == SVGA3D_Z_D24X8 ||
298 format == SVGA3D_Z_D24S8) {
299 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
300 * or SVGA3D_Z_D24S8 surface, we'll automatically get
301 * shadow comparison. But we only get LEQUAL mode.
302 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
303 * code for shadow comparison.
304 */
305 key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
306 key->tex[i].compare_func = PIPE_FUNC_NEVER;
307 /* These depth formats _only_ support comparison mode and
308 * not ordinary sampling so warn if the later is expected.
309 */
310 if (svga->curr.sampler[i]->compare_mode !=
311 PIPE_TEX_COMPARE_R_TO_TEXTURE) {
312 debug_warn_once("Unsupported shadow compare mode");
313 }
314 /* The only supported comparison mode is LEQUAL */
315 if (svga->curr.sampler[i]->compare_func != PIPE_FUNC_LEQUAL) {
316 debug_warn_once("Unsupported shadow compare function");
317 }
318 }
319 else {
320 /* For other texture formats, just use the compare func/mode
321 * as-is. Should be no-ops for color textures. For depth
322 * textures, we do not get automatic depth compare. We have
323 * to do it ourselves in the shader. And we don't get PCF.
324 */
325 key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
326 key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
327 }
328 }
329 }
330
331 /* sprite coord gen state */
332 for (i = 0; i < svga->curr.num_samplers; ++i) {
333 key->tex[i].sprite_texgen =
334 svga->curr.rast->templ.sprite_coord_enable & (1 << i);
335 }
336
337 key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
338 == PIPE_SPRITE_COORD_LOWER_LEFT);
339
340 /* SVGA_NEW_FRAME_BUFFER */
341 if (fs->base.info.color0_writes_all_cbufs) {
342 /* Replicate color0 output to N colorbuffers */
343 key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
344 }
345
346 return PIPE_OK;
347 }
348
349
350 /**
351 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
352 */
353 enum pipe_error
354 svga_reemit_fs_bindings(struct svga_context *svga)
355 {
356 enum pipe_error ret;
357
358 assert(svga->rebind.fs);
359 assert(svga_have_gb_objects(svga));
360
361 if (!svga->state.hw_draw.fs)
362 return PIPE_OK;
363
364 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
365 svga->state.hw_draw.fs->gb_shader);
366 if (ret != PIPE_OK)
367 return ret;
368
369 svga->rebind.fs = FALSE;
370 return PIPE_OK;
371 }
372
373
374
375 static enum pipe_error
376 emit_hw_fs(struct svga_context *svga, unsigned dirty)
377 {
378 struct svga_shader_variant *variant = NULL;
379 enum pipe_error ret = PIPE_OK;
380 struct svga_fragment_shader *fs = svga->curr.fs;
381 struct svga_fs_compile_key key;
382
383 /* SVGA_NEW_BLEND
384 * SVGA_NEW_TEXTURE_BINDING
385 * SVGA_NEW_RAST
386 * SVGA_NEW_NEED_SWTNL
387 * SVGA_NEW_SAMPLER
388 * SVGA_NEW_FRAME_BUFFER
389 */
390 ret = make_fs_key( svga, fs, &key );
391 if (ret != PIPE_OK)
392 return ret;
393
394 variant = search_fs_key( fs, &key );
395 if (!variant) {
396 ret = compile_fs( svga, fs, &key, &variant );
397 if (ret != PIPE_OK)
398 return ret;
399 }
400
401 assert(variant);
402
403 if (variant != svga->state.hw_draw.fs) {
404 if (svga_have_gb_objects(svga)) {
405 /*
406 * Bind is necessary here only because pipebuffer_fenced may move
407 * the shader contents around....
408 */
409 ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
410 if (ret != PIPE_OK)
411 return ret;
412
413 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
414 variant->gb_shader);
415 if (ret != PIPE_OK)
416 return ret;
417
418 svga->rebind.fs = FALSE;
419 }
420 else {
421 ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, variant->id);
422 if (ret != PIPE_OK)
423 return ret;
424 }
425
426 svga->dirty |= SVGA_NEW_FS_VARIANT;
427 svga->state.hw_draw.fs = variant;
428 }
429
430 return PIPE_OK;
431 }
432
433 struct svga_tracked_state svga_hw_fs =
434 {
435 "fragment shader (hwtnl)",
436 (SVGA_NEW_FS |
437 SVGA_NEW_TEXTURE_BINDING |
438 SVGA_NEW_NEED_SWTNL |
439 SVGA_NEW_RAST |
440 SVGA_NEW_SAMPLER |
441 SVGA_NEW_FRAME_BUFFER |
442 SVGA_NEW_BLEND),
443 emit_hw_fs
444 };
445
446
447