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_resource_texture.h"
37 #include "svga_tgsi.h"
39 #include "svga_hw_reg.h"
44 compare_fs_keys(const struct svga_fs_compile_key
*a
,
45 const struct svga_fs_compile_key
*b
)
47 unsigned keysize_a
= svga_fs_key_size( a
);
48 unsigned keysize_b
= svga_fs_key_size( b
);
50 if (keysize_a
!= keysize_b
) {
51 return (int)(keysize_a
- keysize_b
);
53 return memcmp( a
, b
, keysize_a
);
57 /** Search for a fragment shader variant */
58 static struct svga_shader_variant
*
59 search_fs_key(const struct svga_fragment_shader
*fs
,
60 const struct svga_fs_compile_key
*key
)
62 struct svga_shader_variant
*variant
= fs
->base
.variants
;
66 for ( ; variant
; variant
= variant
->next
) {
67 if (compare_fs_keys( key
, &variant
->key
.fkey
) == 0)
76 * If we fail to compile a fragment shader (because it uses too many
77 * registers, for example) we'll use a dummy/fallback shader that
78 * simply emits a constant color.
80 static const struct tgsi_token
*
81 get_dummy_fragment_shader(void)
83 static const float red
[4] = { 1.0, 0.0, 0.0, 0.0 };
84 struct ureg_program
*ureg
;
85 const struct tgsi_token
*tokens
;
90 ureg
= ureg_create(TGSI_PROCESSOR_FRAGMENT
);
94 dst
= ureg_DECL_output(ureg
, TGSI_SEMANTIC_COLOR
, 0);
95 src
= ureg_DECL_immediate(ureg
, red
, 4);
96 ureg_MOV(ureg
, dst
, src
);
99 tokens
= ureg_get_tokens(ureg
, &num_tokens
);
108 * Translate TGSI shader into an svga shader variant.
110 static enum pipe_error
111 compile_fs(struct svga_context
*svga
,
112 struct svga_fragment_shader
*fs
,
113 const struct svga_fs_compile_key
*key
,
114 struct svga_shader_variant
**out_variant
)
116 struct svga_shader_variant
*variant
;
117 enum pipe_error ret
= PIPE_ERROR
;
119 variant
= svga_translate_fragment_program( fs
, key
);
120 if (variant
== NULL
) {
121 /* some problem during translation, try the dummy shader */
122 const struct tgsi_token
*dummy
= get_dummy_fragment_shader();
124 ret
= PIPE_ERROR_OUT_OF_MEMORY
;
127 debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
128 FREE((void *) fs
->base
.tokens
);
129 fs
->base
.tokens
= dummy
;
130 variant
= svga_translate_fragment_program(fs
, key
);
131 if (variant
== NULL
) {
137 variant
->id
= util_bitmask_add(svga
->fs_bm
);
138 if(variant
->id
== UTIL_BITMASK_INVALID_INDEX
) {
139 ret
= PIPE_ERROR_OUT_OF_MEMORY
;
143 ret
= SVGA3D_DefineShader(svga
->swc
,
145 SVGA3D_SHADERTYPE_PS
,
147 variant
->nr_tokens
* sizeof variant
->tokens
[0]);
151 *out_variant
= variant
;
152 variant
->next
= fs
->base
.variants
;
153 fs
->base
.variants
= variant
;
158 if (variant
->id
!= UTIL_BITMASK_INVALID_INDEX
)
159 util_bitmask_clear( svga
->fs_bm
, variant
->id
);
160 svga_destroy_shader_variant( variant
);
166 /* SVGA_NEW_TEXTURE_BINDING
168 * SVGA_NEW_NEED_SWTNL
171 static enum pipe_error
172 make_fs_key(const struct svga_context
*svga
,
173 struct svga_fragment_shader
*fs
,
174 struct svga_fs_compile_key
*key
)
179 memset(key
, 0, sizeof *key
);
181 /* Only need fragment shader fixup for twoside lighting if doing
182 * hwtnl. Otherwise the draw module does the whole job for us.
186 if (!svga
->state
.sw
.need_swtnl
) {
189 key
->light_twoside
= svga
->curr
.rast
->templ
.light_twoside
;
190 key
->front_ccw
= svga
->curr
.rast
->templ
.front_ccw
;
193 /* The blend workaround for simulating logicop xor behaviour
194 * requires that the incoming fragment color be white. This change
195 * achieves that by creating a variant of the current fragment
196 * shader that overrides all output colors with 1,1,1,1
198 * This will work for most shaders, including those containing
199 * TEXKIL and/or depth-write. However, it will break on the
200 * combination of xor-logicop plus alphatest.
202 * Ultimately, we could implement alphatest in the shader using
203 * texkil prior to overriding the outgoing fragment color.
207 if (svga
->curr
.blend
->need_white_fragments
) {
208 key
->white_fragments
= 1;
211 /* XXX: want to limit this to the textures that the shader actually
214 * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
216 for (i
= 0; i
< svga
->curr
.num_sampler_views
; i
++) {
217 if (svga
->curr
.sampler_views
[i
]) {
218 assert(svga
->curr
.sampler
[i
]);
219 assert(svga
->curr
.sampler_views
[i
]->texture
);
220 key
->tex
[i
].texture_target
= svga
->curr
.sampler_views
[i
]->texture
->target
;
221 if (!svga
->curr
.sampler
[i
]->normalized_coords
) {
222 key
->tex
[i
].width_height_idx
= idx
++;
223 key
->tex
[i
].unnormalized
= TRUE
;
224 ++key
->num_unnormalized_coords
;
227 key
->tex
[i
].swizzle_r
= svga
->curr
.sampler_views
[i
]->swizzle_r
;
228 key
->tex
[i
].swizzle_g
= svga
->curr
.sampler_views
[i
]->swizzle_g
;
229 key
->tex
[i
].swizzle_b
= svga
->curr
.sampler_views
[i
]->swizzle_b
;
230 key
->tex
[i
].swizzle_a
= svga
->curr
.sampler_views
[i
]->swizzle_a
;
233 key
->num_textures
= svga
->curr
.num_sampler_views
;
236 for (i
= 0; i
< svga
->curr
.num_samplers
; ++i
) {
237 if (svga
->curr
.sampler_views
[i
]) {
238 struct pipe_resource
*tex
= svga
->curr
.sampler_views
[i
]->texture
;
239 struct svga_texture
*stex
= svga_texture(tex
);
240 SVGA3dSurfaceFormat format
= stex
->key
.format
;
242 if (format
== SVGA3D_Z_D16
||
243 format
== SVGA3D_Z_D24X8
||
244 format
== SVGA3D_Z_D24S8
) {
245 /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
246 * or SVGA3D_Z_D24S8 surface, we'll automatically get
247 * shadow comparison. But we only get LEQUAL mode.
248 * Set TEX_COMPARE_NONE here so we don't emit the extra FS
249 * code for shadow comparison.
251 key
->tex
[i
].compare_mode
= PIPE_TEX_COMPARE_NONE
;
252 key
->tex
[i
].compare_func
= PIPE_FUNC_NEVER
;
253 /* These depth formats _only_ support comparison mode and
254 * not ordinary sampling so warn if the later is expected.
256 if (svga
->curr
.sampler
[i
]->compare_mode
!=
257 PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
258 debug_warn_once("Unsupported shadow compare mode");
260 /* The only supported comparison mode is LEQUAL */
261 if (svga
->curr
.sampler
[i
]->compare_func
!= PIPE_FUNC_LEQUAL
) {
262 debug_warn_once("Unsupported shadow compare function");
266 /* For other texture formats, just use the compare func/mode
267 * as-is. Should be no-ops for color textures. For depth
268 * textures, we do not get automatic depth compare. We have
269 * to do it ourselves in the shader. And we don't get PCF.
271 key
->tex
[i
].compare_mode
= svga
->curr
.sampler
[i
]->compare_mode
;
272 key
->tex
[i
].compare_func
= svga
->curr
.sampler
[i
]->compare_func
;
277 /* sprite coord gen state */
278 for (i
= 0; i
< svga
->curr
.num_samplers
; ++i
) {
279 key
->tex
[i
].sprite_texgen
=
280 svga
->curr
.rast
->templ
.sprite_coord_enable
& (1 << i
);
283 key
->sprite_origin_lower_left
= (svga
->curr
.rast
->templ
.sprite_coord_mode
284 == PIPE_SPRITE_COORD_LOWER_LEFT
);
286 /* SVGA_NEW_FRAME_BUFFER */
287 if (fs
->base
.info
.color0_writes_all_cbufs
) {
288 /* Replicate color0 output to N colorbuffers */
289 key
->write_color0_to_n_cbufs
= svga
->curr
.framebuffer
.nr_cbufs
;
296 static enum pipe_error
297 emit_hw_fs(struct svga_context
*svga
, unsigned dirty
)
299 struct svga_shader_variant
*variant
= NULL
;
300 unsigned id
= SVGA3D_INVALID_ID
;
301 enum pipe_error ret
= PIPE_OK
;
303 struct svga_fragment_shader
*fs
= svga
->curr
.fs
;
304 struct svga_fs_compile_key key
;
307 * SVGA_NEW_TEXTURE_BINDING
309 * SVGA_NEW_NEED_SWTNL
311 * SVGA_NEW_FRAME_BUFFER
313 ret
= make_fs_key( svga
, fs
, &key
);
317 variant
= search_fs_key( fs
, &key
);
319 ret
= compile_fs( svga
, fs
, &key
, &variant
);
327 assert(id
!= SVGA3D_INVALID_ID
);
329 if (variant
!= svga
->state
.hw_draw
.fs
) {
330 ret
= SVGA3D_SetShader(svga
->swc
,
331 SVGA3D_SHADERTYPE_PS
,
336 svga
->dirty
|= SVGA_NEW_FS_VARIANT
;
337 svga
->state
.hw_draw
.fs
= variant
;
343 struct svga_tracked_state svga_hw_fs
=
345 "fragment shader (hwtnl)",
347 SVGA_NEW_TEXTURE_BINDING
|
348 SVGA_NEW_NEED_SWTNL
|
351 SVGA_NEW_FRAME_BUFFER
|