svga: clean up the compile_vs/gs/fs() functions
[mesa.git] / src / gallium / drivers / svga / svga_state_fs.c
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
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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
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21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
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24 **********************************************************/
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 #include "svga_format.h"
40
41 #include "svga_hw_reg.h"
42
43
44
45 /**
46 * If we fail to compile a fragment shader (because it uses too many
47 * registers, for example) we'll use a dummy/fallback shader that
48 * simply emits a constant color (red for debug, black for release).
49 * We hit this with the Unigine/Heaven demo when Shaders = High.
50 * With black, the demo still looks good.
51 */
52 static const struct tgsi_token *
53 get_dummy_fragment_shader(void)
54 {
55 #ifdef DEBUG
56 static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
57 #else
58 static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
59 #endif
60 struct ureg_program *ureg;
61 const struct tgsi_token *tokens;
62 struct ureg_src src;
63 struct ureg_dst dst;
64 unsigned num_tokens;
65
66 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
67 if (!ureg)
68 return NULL;
69
70 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
71 src = ureg_DECL_immediate(ureg, color, 4);
72 ureg_MOV(ureg, dst, src);
73 ureg_END(ureg);
74
75 tokens = ureg_get_tokens(ureg, &num_tokens);
76
77 ureg_destroy(ureg);
78
79 return tokens;
80 }
81
82
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)
87 {
88 if (svga_have_vgpu10(svga)) {
89 return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
90 PIPE_SHADER_FRAGMENT);
91 }
92 else {
93 return svga_tgsi_vgpu9_translate(&fs->base, key, PIPE_SHADER_FRAGMENT);
94 }
95 }
96
97
98 /**
99 * Replace the given shader's instruction with a simple constant-color
100 * shader. We use this when normal shader translation fails.
101 */
102 static struct svga_shader_variant *
103 get_compiled_dummy_shader(struct svga_context *svga,
104 struct svga_fragment_shader *fs,
105 const struct svga_compile_key *key)
106 {
107 const struct tgsi_token *dummy = get_dummy_fragment_shader();
108 struct svga_shader_variant *variant;
109
110 if (!dummy) {
111 return NULL;
112 }
113
114 FREE((void *) fs->base.tokens);
115 fs->base.tokens = dummy;
116
117 variant = translate_fragment_program(svga, fs, key);
118 return variant;
119 }
120
121
122 /**
123 * Translate TGSI shader into an svga shader variant.
124 */
125 static enum pipe_error
126 compile_fs(struct svga_context *svga,
127 struct svga_fragment_shader *fs,
128 const struct svga_compile_key *key,
129 struct svga_shader_variant **out_variant)
130 {
131 struct svga_shader_variant *variant;
132 enum pipe_error ret = PIPE_ERROR;
133
134 variant = translate_fragment_program(svga, fs, key);
135 if (variant == NULL) {
136 debug_printf("Failed to compile fragment shader,"
137 " using dummy shader instead.\n");
138 variant = get_compiled_dummy_shader(svga, fs, key);
139 }
140 else if (svga_shader_too_large(svga, variant)) {
141 /* too big, use dummy shader */
142 debug_printf("Shader too large (%u bytes),"
143 " using dummy shader instead.\n",
144 (unsigned) (variant->nr_tokens
145 * sizeof(variant->tokens[0])));
146 /* Free the too-large variant */
147 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
148 /* Use simple pass-through shader instead */
149 variant = get_compiled_dummy_shader(svga, fs, key);
150 }
151
152 if (!variant) {
153 return PIPE_ERROR;
154 }
155
156 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
157 if (ret != PIPE_OK) {
158 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
159 return ret;
160 }
161
162 *out_variant = variant;
163
164 /* insert variant at head of linked list */
165 variant->next = fs->base.variants;
166 fs->base.variants = variant;
167
168 return PIPE_OK;
169 }
170
171
172 /* SVGA_NEW_TEXTURE_BINDING
173 * SVGA_NEW_RAST
174 * SVGA_NEW_NEED_SWTNL
175 * SVGA_NEW_SAMPLER
176 */
177 static enum pipe_error
178 make_fs_key(const struct svga_context *svga,
179 struct svga_fragment_shader *fs,
180 struct svga_compile_key *key)
181 {
182 const unsigned shader = PIPE_SHADER_FRAGMENT;
183 unsigned i;
184
185 memset(key, 0, sizeof *key);
186
187 memcpy(key->generic_remap_table, fs->generic_remap_table,
188 sizeof(fs->generic_remap_table));
189
190 /* SVGA_NEW_GS, SVGA_NEW_VS
191 */
192 if (svga->curr.gs) {
193 key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
194 } else {
195 key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
196 }
197
198 /* Only need fragment shader fixup for twoside lighting if doing
199 * hwtnl. Otherwise the draw module does the whole job for us.
200 *
201 * SVGA_NEW_SWTNL
202 */
203 if (!svga->state.sw.need_swtnl) {
204 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
205 */
206 key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
207 key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
208 key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
209 svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
210 key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
211 svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
212 (svga->curr.rast->pointsize > 1.0 ||
213 svga->curr.vs->base.info.writes_psize));
214 if (key->fs.aa_point) {
215 assert(svga->curr.gs != NULL);
216 assert(svga->curr.gs->aa_point_coord_index != -1);
217 key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
218 }
219 }
220
221 /* The blend workaround for simulating logicop xor behaviour
222 * requires that the incoming fragment color be white. This change
223 * achieves that by creating a variant of the current fragment
224 * shader that overrides all output colors with 1,1,1,1
225 *
226 * This will work for most shaders, including those containing
227 * TEXKIL and/or depth-write. However, it will break on the
228 * combination of xor-logicop plus alphatest.
229 *
230 * Ultimately, we could implement alphatest in the shader using
231 * texkil prior to overriding the outgoing fragment color.
232 *
233 * SVGA_NEW_BLEND
234 */
235 if (svga->curr.blend->need_white_fragments) {
236 key->fs.white_fragments = 1;
237 }
238
239 #ifdef DEBUG
240 /*
241 * We expect a consistent set of samplers and sampler views.
242 * Do some debug checks/warnings here.
243 */
244 {
245 static boolean warned = FALSE;
246 unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
247 svga->curr.num_samplers[shader]);
248 /* Only warn once to prevent too much debug output */
249 if (!warned) {
250 if (svga->curr.num_sampler_views[shader] !=
251 svga->curr.num_samplers[shader]) {
252 debug_printf("svga: mismatched number of sampler views (%u) "
253 "vs. samplers (%u)\n",
254 svga->curr.num_sampler_views[shader],
255 svga->curr.num_samplers[shader]);
256 }
257 for (i = 0; i < n; i++) {
258 if ((svga->curr.sampler_views[shader][i] == NULL) !=
259 (svga->curr.sampler[shader][i] == NULL))
260 debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
261 i, svga->curr.sampler_views[shader][i],
262 i, svga->curr.sampler[shader][i]);
263 }
264 warned = TRUE;
265 }
266 }
267 #endif
268
269 /* XXX: want to limit this to the textures that the shader actually
270 * refers to.
271 *
272 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
273 */
274 svga_init_shader_key_common(svga, shader, key);
275
276 for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
277 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
278 const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
279 if (view) {
280 struct pipe_resource *tex = view->texture;
281 if (tex->target != PIPE_BUFFER) {
282 struct svga_texture *stex = svga_texture(tex);
283 SVGA3dSurfaceFormat format = stex->key.format;
284
285 if (!svga_have_vgpu10(svga) &&
286 (format == SVGA3D_Z_D16 ||
287 format == SVGA3D_Z_D24X8 ||
288 format == SVGA3D_Z_D24S8)) {
289 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
290 * or SVGA3D_Z_D24S8 surface, we'll automatically get
291 * shadow comparison. But we only get LEQUAL mode.
292 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
293 * code for shadow comparison.
294 */
295 key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
296 key->tex[i].compare_func = PIPE_FUNC_NEVER;
297 /* These depth formats _only_ support comparison mode and
298 * not ordinary sampling so warn if the later is expected.
299 */
300 if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
301 debug_warn_once("Unsupported shadow compare mode");
302 }
303 /* The shader translation code can emit code to
304 * handle ALWAYS and NEVER compare functions
305 */
306 else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
307 sampler->compare_func == PIPE_FUNC_NEVER) {
308 key->tex[i].compare_mode = sampler->compare_mode;
309 key->tex[i].compare_func = sampler->compare_func;
310 }
311 else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
312 debug_warn_once("Unsupported shadow compare function");
313 }
314 }
315 else {
316 /* For other texture formats, just use the compare func/mode
317 * as-is. Should be no-ops for color textures. For depth
318 * textures, we do not get automatic depth compare. We have
319 * to do it ourselves in the shader. And we don't get PCF.
320 */
321 key->tex[i].compare_mode = sampler->compare_mode;
322 key->tex[i].compare_func = sampler->compare_func;
323 }
324 }
325 }
326 }
327
328 /* sprite coord gen state */
329 for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
330 key->tex[i].sprite_texgen =
331 svga->curr.rast->templ.sprite_coord_enable & (1 << i);
332 }
333
334 key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
335 == PIPE_SPRITE_COORD_LOWER_LEFT);
336
337 key->fs.flatshade = svga->curr.rast->templ.flatshade;
338
339 /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
340 if (svga_have_vgpu10(svga)) {
341 /* Alpha testing is not supported in integer-valued render targets. */
342 if (svga_has_any_integer_cbufs(svga)) {
343 key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
344 key->fs.alpha_ref = 0;
345 }
346 else {
347 key->fs.alpha_func = svga->curr.depth->alphafunc;
348 key->fs.alpha_ref = svga->curr.depth->alpharef;
349 }
350 }
351
352 /* SVGA_NEW_FRAME_BUFFER */
353 if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
354 /* Replicate color0 output to N colorbuffers */
355 key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
356 }
357
358 return PIPE_OK;
359 }
360
361
362 /**
363 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
364 */
365 enum pipe_error
366 svga_reemit_fs_bindings(struct svga_context *svga)
367 {
368 enum pipe_error ret;
369
370 assert(svga->rebind.flags.fs);
371 assert(svga_have_gb_objects(svga));
372
373 if (!svga->state.hw_draw.fs)
374 return PIPE_OK;
375
376 if (!svga_need_to_rebind_resources(svga)) {
377 ret = svga->swc->resource_rebind(svga->swc, NULL,
378 svga->state.hw_draw.fs->gb_shader,
379 SVGA_RELOC_READ);
380 goto out;
381 }
382
383 if (svga_have_vgpu10(svga))
384 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
385 svga->state.hw_draw.fs->gb_shader,
386 svga->state.hw_draw.fs->id);
387 else
388 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
389 svga->state.hw_draw.fs->gb_shader);
390
391 out:
392 if (ret != PIPE_OK)
393 return ret;
394
395 svga->rebind.flags.fs = FALSE;
396 return PIPE_OK;
397 }
398
399
400
401 static enum pipe_error
402 emit_hw_fs(struct svga_context *svga, unsigned dirty)
403 {
404 struct svga_shader_variant *variant = NULL;
405 enum pipe_error ret = PIPE_OK;
406 struct svga_fragment_shader *fs = svga->curr.fs;
407 struct svga_compile_key key;
408
409 /* SVGA_NEW_BLEND
410 * SVGA_NEW_TEXTURE_BINDING
411 * SVGA_NEW_RAST
412 * SVGA_NEW_NEED_SWTNL
413 * SVGA_NEW_SAMPLER
414 * SVGA_NEW_FRAME_BUFFER
415 * SVGA_NEW_DEPTH_STENCIL_ALPHA
416 * SVGA_NEW_VS
417 */
418 ret = make_fs_key(svga, fs, &key);
419 if (ret != PIPE_OK)
420 return ret;
421
422 variant = svga_search_shader_key(&fs->base, &key);
423 if (!variant) {
424 ret = compile_fs(svga, fs, &key, &variant);
425 if (ret != PIPE_OK)
426 return ret;
427 }
428
429 assert(variant);
430
431 if (variant != svga->state.hw_draw.fs) {
432 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
433 if (ret != PIPE_OK)
434 return ret;
435
436 svga->rebind.flags.fs = FALSE;
437
438 svga->dirty |= SVGA_NEW_FS_VARIANT;
439 svga->state.hw_draw.fs = variant;
440 }
441
442 return PIPE_OK;
443 }
444
445 struct svga_tracked_state svga_hw_fs =
446 {
447 "fragment shader (hwtnl)",
448 (SVGA_NEW_FS |
449 SVGA_NEW_GS |
450 SVGA_NEW_VS |
451 SVGA_NEW_TEXTURE_BINDING |
452 SVGA_NEW_NEED_SWTNL |
453 SVGA_NEW_RAST |
454 SVGA_NEW_REDUCED_PRIMITIVE |
455 SVGA_NEW_SAMPLER |
456 SVGA_NEW_FRAME_BUFFER |
457 SVGA_NEW_DEPTH_STENCIL_ALPHA |
458 SVGA_NEW_BLEND),
459 emit_hw_fs
460 };
461
462
463