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_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "tgsi/tgsi_ureg.h"
33 #include "svga_context.h"
34 #include "svga_state.h"
36 #include "svga_shader.h"
37 #include "svga_resource_texture.h"
38 #include "svga_tgsi.h"
39 #include "svga_format.h"
41 #include "svga_hw_reg.h"
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.
52 static const struct tgsi_token
*
53 get_dummy_fragment_shader(void)
56 static const float color
[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
58 static const float color
[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
60 struct ureg_program
*ureg
;
61 const struct tgsi_token
*tokens
;
66 ureg
= ureg_create(TGSI_PROCESSOR_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
, &num_tokens
);
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(&fs
->base
, key
, PIPE_SHADER_FRAGMENT
);
99 * Replace the given shader's instruction with a simple constant-color
100 * shader. We use this when normal shader translation fails.
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
)
107 const struct tgsi_token
*dummy
= get_dummy_fragment_shader();
108 struct svga_shader_variant
*variant
;
114 FREE((void *) fs
->base
.tokens
);
115 fs
->base
.tokens
= dummy
;
117 variant
= translate_fragment_program(svga
, fs
, key
);
123 * Translate TGSI shader into an svga shader variant.
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
)
131 struct svga_shader_variant
*variant
;
132 enum pipe_error ret
= PIPE_ERROR
;
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
);
145 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 variant
= get_compiled_dummy_shader(svga
, fs
, key
);
158 ret
= svga_define_shader(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
162 *out_variant
= variant
;
164 /* insert variants at head of linked list */
165 variant
->next
= fs
->base
.variants
;
166 fs
->base
.variants
= variant
;
172 svga_destroy_shader_variant(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
178 /* SVGA_NEW_TEXTURE_BINDING
180 * SVGA_NEW_NEED_SWTNL
183 static enum pipe_error
184 make_fs_key(const struct svga_context
*svga
,
185 struct svga_fragment_shader
*fs
,
186 struct svga_compile_key
*key
)
188 const unsigned shader
= PIPE_SHADER_FRAGMENT
;
191 memset(key
, 0, sizeof *key
);
193 memcpy(key
->generic_remap_table
, fs
->generic_remap_table
,
194 sizeof(fs
->generic_remap_table
));
196 /* SVGA_NEW_GS, SVGA_NEW_VS
199 key
->fs
.gs_generic_outputs
= svga
->curr
.gs
->generic_outputs
;
201 key
->fs
.vs_generic_outputs
= svga
->curr
.vs
->generic_outputs
;
204 /* Only need fragment shader fixup for twoside lighting if doing
205 * hwtnl. Otherwise the draw module does the whole job for us.
209 if (!svga
->state
.sw
.need_swtnl
) {
210 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
212 key
->fs
.light_twoside
= svga
->curr
.rast
->templ
.light_twoside
;
213 key
->fs
.front_ccw
= svga
->curr
.rast
->templ
.front_ccw
;
214 key
->fs
.pstipple
= (svga
->curr
.rast
->templ
.poly_stipple_enable
&&
215 svga
->curr
.reduced_prim
== PIPE_PRIM_TRIANGLES
);
216 key
->fs
.aa_point
= (svga
->curr
.rast
->templ
.point_smooth
&&
217 svga
->curr
.reduced_prim
== PIPE_PRIM_POINTS
&&
218 (svga
->curr
.rast
->pointsize
> 1.0 ||
219 svga
->curr
.vs
->base
.info
.writes_psize
));
220 if (key
->fs
.aa_point
) {
221 assert(svga
->curr
.gs
!= NULL
);
222 assert(svga
->curr
.gs
->aa_point_coord_index
!= -1);
223 key
->fs
.aa_point_coord_index
= svga
->curr
.gs
->aa_point_coord_index
;
227 /* The blend workaround for simulating logicop xor behaviour
228 * requires that the incoming fragment color be white. This change
229 * achieves that by creating a variant of the current fragment
230 * shader that overrides all output colors with 1,1,1,1
232 * This will work for most shaders, including those containing
233 * TEXKIL and/or depth-write. However, it will break on the
234 * combination of xor-logicop plus alphatest.
236 * Ultimately, we could implement alphatest in the shader using
237 * texkil prior to overriding the outgoing fragment color.
241 if (svga
->curr
.blend
->need_white_fragments
) {
242 key
->fs
.white_fragments
= 1;
247 * We expect a consistent set of samplers and sampler views.
248 * Do some debug checks/warnings here.
251 static boolean warned
= FALSE
;
252 unsigned i
, n
= MAX2(svga
->curr
.num_sampler_views
[shader
],
253 svga
->curr
.num_samplers
[shader
]);
254 /* Only warn once to prevent too much debug output */
256 if (svga
->curr
.num_sampler_views
[shader
] !=
257 svga
->curr
.num_samplers
[shader
]) {
258 debug_printf("svga: mismatched number of sampler views (%u) "
259 "vs. samplers (%u)\n",
260 svga
->curr
.num_sampler_views
[shader
],
261 svga
->curr
.num_samplers
[shader
]);
263 for (i
= 0; i
< n
; i
++) {
264 if ((svga
->curr
.sampler_views
[shader
][i
] == NULL
) !=
265 (svga
->curr
.sampler
[shader
][i
] == NULL
))
266 debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
267 i
, svga
->curr
.sampler_views
[shader
][i
],
268 i
, svga
->curr
.sampler
[shader
][i
]);
275 /* XXX: want to limit this to the textures that the shader actually
278 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
280 svga_init_shader_key_common(svga
, shader
, key
);
282 for (i
= 0; i
< svga
->curr
.num_samplers
[shader
]; ++i
) {
283 struct pipe_sampler_view
*view
= svga
->curr
.sampler_views
[shader
][i
];
284 const struct svga_sampler_state
*sampler
= svga
->curr
.sampler
[shader
][i
];
286 struct pipe_resource
*tex
= view
->texture
;
287 if (tex
->target
!= PIPE_BUFFER
) {
288 struct svga_texture
*stex
= svga_texture(tex
);
289 SVGA3dSurfaceFormat format
= stex
->key
.format
;
291 if (!svga_have_vgpu10(svga
) &&
292 (format
== SVGA3D_Z_D16
||
293 format
== SVGA3D_Z_D24X8
||
294 format
== SVGA3D_Z_D24S8
)) {
295 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
296 * or SVGA3D_Z_D24S8 surface, we'll automatically get
297 * shadow comparison. But we only get LEQUAL mode.
298 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
299 * code for shadow comparison.
301 key
->tex
[i
].compare_mode
= PIPE_TEX_COMPARE_NONE
;
302 key
->tex
[i
].compare_func
= PIPE_FUNC_NEVER
;
303 /* These depth formats _only_ support comparison mode and
304 * not ordinary sampling so warn if the later is expected.
306 if (sampler
->compare_mode
!= PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
307 debug_warn_once("Unsupported shadow compare mode");
309 /* The shader translation code can emit code to
310 * handle ALWAYS and NEVER compare functions
312 else if (sampler
->compare_func
== PIPE_FUNC_ALWAYS
||
313 sampler
->compare_func
== PIPE_FUNC_NEVER
) {
314 key
->tex
[i
].compare_mode
= sampler
->compare_mode
;
315 key
->tex
[i
].compare_func
= sampler
->compare_func
;
317 else if (sampler
->compare_func
!= PIPE_FUNC_LEQUAL
) {
318 debug_warn_once("Unsupported shadow compare function");
322 /* For other texture formats, just use the compare func/mode
323 * as-is. Should be no-ops for color textures. For depth
324 * textures, we do not get automatic depth compare. We have
325 * to do it ourselves in the shader. And we don't get PCF.
327 key
->tex
[i
].compare_mode
= sampler
->compare_mode
;
328 key
->tex
[i
].compare_func
= sampler
->compare_func
;
334 /* sprite coord gen state */
335 for (i
= 0; i
< svga
->curr
.num_samplers
[shader
]; ++i
) {
336 key
->tex
[i
].sprite_texgen
=
337 svga
->curr
.rast
->templ
.sprite_coord_enable
& (1 << i
);
340 key
->sprite_origin_lower_left
= (svga
->curr
.rast
->templ
.sprite_coord_mode
341 == PIPE_SPRITE_COORD_LOWER_LEFT
);
343 key
->fs
.flatshade
= svga
->curr
.rast
->templ
.flatshade
;
345 /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
346 if (svga_have_vgpu10(svga
)) {
347 /* Alpha testing is not supported in integer-valued render targets. */
348 if (svga_has_any_integer_cbufs(svga
)) {
349 key
->fs
.alpha_func
= SVGA3D_CMP_ALWAYS
;
350 key
->fs
.alpha_ref
= 0;
353 key
->fs
.alpha_func
= svga
->curr
.depth
->alphafunc
;
354 key
->fs
.alpha_ref
= svga
->curr
.depth
->alpharef
;
358 /* SVGA_NEW_FRAME_BUFFER */
359 if (fs
->base
.info
.properties
[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS
]) {
360 /* Replicate color0 output to N colorbuffers */
361 key
->fs
.write_color0_to_n_cbufs
= svga
->curr
.framebuffer
.nr_cbufs
;
369 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
372 svga_reemit_fs_bindings(struct svga_context
*svga
)
376 assert(svga
->rebind
.flags
.fs
);
377 assert(svga_have_gb_objects(svga
));
379 if (!svga
->state
.hw_draw
.fs
)
382 if (!svga_need_to_rebind_resources(svga
)) {
383 ret
= svga
->swc
->resource_rebind(svga
->swc
, NULL
,
384 svga
->state
.hw_draw
.fs
->gb_shader
,
389 if (svga_have_vgpu10(svga
))
390 ret
= SVGA3D_vgpu10_SetShader(svga
->swc
, SVGA3D_SHADERTYPE_PS
,
391 svga
->state
.hw_draw
.fs
->gb_shader
,
392 svga
->state
.hw_draw
.fs
->id
);
394 ret
= SVGA3D_SetGBShader(svga
->swc
, SVGA3D_SHADERTYPE_PS
,
395 svga
->state
.hw_draw
.fs
->gb_shader
);
401 svga
->rebind
.flags
.fs
= FALSE
;
407 static enum pipe_error
408 emit_hw_fs(struct svga_context
*svga
, unsigned dirty
)
410 struct svga_shader_variant
*variant
= NULL
;
411 enum pipe_error ret
= PIPE_OK
;
412 struct svga_fragment_shader
*fs
= svga
->curr
.fs
;
413 struct svga_compile_key key
;
416 * SVGA_NEW_TEXTURE_BINDING
418 * SVGA_NEW_NEED_SWTNL
420 * SVGA_NEW_FRAME_BUFFER
421 * SVGA_NEW_DEPTH_STENCIL_ALPHA
424 ret
= make_fs_key(svga
, fs
, &key
);
428 variant
= svga_search_shader_key(&fs
->base
, &key
);
430 ret
= compile_fs(svga
, fs
, &key
, &variant
);
437 if (variant
!= svga
->state
.hw_draw
.fs
) {
438 ret
= svga_set_shader(svga
, SVGA3D_SHADERTYPE_PS
, variant
);
442 svga
->rebind
.flags
.fs
= FALSE
;
444 svga
->dirty
|= SVGA_NEW_FS_VARIANT
;
445 svga
->state
.hw_draw
.fs
= variant
;
451 struct svga_tracked_state svga_hw_fs
=
453 "fragment shader (hwtnl)",
457 SVGA_NEW_TEXTURE_BINDING
|
458 SVGA_NEW_NEED_SWTNL
|
460 SVGA_NEW_REDUCED_PRIMITIVE
|
462 SVGA_NEW_FRAME_BUFFER
|
463 SVGA_NEW_DEPTH_STENCIL_ALPHA
|