svga: update texture code for GBS
[mesa.git] / src / gallium / drivers / svga / svga_state_vs.c
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
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
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9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
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
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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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
22 * SOFTWARE.
23 *
24 **********************************************************/
25
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 "translate/translate.h"
33 #include "tgsi/tgsi_ureg.h"
34
35 #include "svga_context.h"
36 #include "svga_state.h"
37 #include "svga_cmd.h"
38 #include "svga_shader.h"
39 #include "svga_tgsi.h"
40
41 #include "svga_hw_reg.h"
42
43
44 static INLINE int
45 compare_vs_keys(const struct svga_vs_compile_key *a,
46 const struct svga_vs_compile_key *b)
47 {
48 unsigned keysize = svga_vs_key_size( a );
49 return memcmp( a, b, keysize );
50 }
51
52
53 /** Search for a vertex shader variant */
54 static struct svga_shader_variant *
55 search_vs_key(const struct svga_vertex_shader *vs,
56 const struct svga_vs_compile_key *key)
57 {
58 struct svga_shader_variant *variant = vs->base.variants;
59
60 assert(key);
61
62 for ( ; variant; variant = variant->next) {
63 if (compare_vs_keys( key, &variant->key.vkey ) == 0)
64 return variant;
65 }
66
67 return NULL;
68 }
69
70
71 /**
72 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
73 * that simply emits a (0,0,0,1) vertex position.
74 */
75 static const struct tgsi_token *
76 get_dummy_vertex_shader(void)
77 {
78 static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
79 struct ureg_program *ureg;
80 const struct tgsi_token *tokens;
81 struct ureg_src src;
82 struct ureg_dst dst;
83 unsigned num_tokens;
84
85 ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
86 if (!ureg)
87 return NULL;
88
89 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
90 src = ureg_DECL_immediate(ureg, zero, 4);
91 ureg_MOV(ureg, dst, src);
92 ureg_END(ureg);
93
94 tokens = ureg_get_tokens(ureg, &num_tokens);
95
96 ureg_destroy(ureg);
97
98 return tokens;
99 }
100
101
102 /**
103 * Translate TGSI shader into an svga shader variant.
104 */
105 static enum pipe_error
106 compile_vs(struct svga_context *svga,
107 struct svga_vertex_shader *vs,
108 const struct svga_vs_compile_key *key,
109 struct svga_shader_variant **out_variant)
110 {
111 struct svga_shader_variant *variant;
112 enum pipe_error ret = PIPE_ERROR;
113
114 variant = svga_translate_vertex_program( vs, key );
115 if (variant == NULL) {
116 /* some problem during translation, try the dummy shader */
117 const struct tgsi_token *dummy = get_dummy_vertex_shader();
118 if (!dummy) {
119 ret = PIPE_ERROR_OUT_OF_MEMORY;
120 goto fail;
121 }
122 debug_printf("Failed to compile vertex shader, using dummy shader instead.\n");
123 FREE((void *) vs->base.tokens);
124 vs->base.tokens = dummy;
125 variant = svga_translate_vertex_program(vs, key);
126 if (variant == NULL) {
127 ret = PIPE_ERROR;
128 goto fail;
129 }
130 }
131
132 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
133 if (ret != PIPE_OK)
134 goto fail;
135
136 *out_variant = variant;
137
138 /* insert variants at head of linked list */
139 variant->next = vs->base.variants;
140 vs->base.variants = variant;
141
142 return PIPE_OK;
143
144 fail:
145 if (variant) {
146 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
147 }
148 return ret;
149 }
150
151 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
152 */
153 static void
154 make_vs_key(struct svga_context *svga, struct svga_vs_compile_key *key)
155 {
156 memset(key, 0, sizeof *key);
157 key->need_prescale = svga->state.hw_clear.prescale.enabled;
158 key->allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
159
160 /* SVGA_NEW_FS */
161 key->fs_generic_inputs = svga->curr.fs->generic_inputs;
162 }
163
164
165 /**
166 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
167 */
168 enum pipe_error
169 svga_reemit_vs_bindings(struct svga_context *svga)
170 {
171 enum pipe_error ret;
172 struct svga_winsys_gb_shader *gbshader =
173 svga->state.hw_draw.vs ? svga->state.hw_draw.vs->gb_shader : NULL;
174
175 assert(svga->rebind.vs);
176 assert(svga_have_gb_objects(svga));
177
178 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
179 if (ret != PIPE_OK)
180 return ret;
181
182 svga->rebind.vs = FALSE;
183 return PIPE_OK;
184 }
185
186
187 static enum pipe_error
188 emit_hw_vs(struct svga_context *svga, unsigned dirty)
189 {
190 struct svga_shader_variant *variant = NULL;
191 enum pipe_error ret = PIPE_OK;
192
193 /* SVGA_NEW_NEED_SWTNL */
194 if (!svga->state.sw.need_swtnl) {
195 struct svga_vertex_shader *vs = svga->curr.vs;
196 struct svga_vs_compile_key key;
197
198 make_vs_key( svga, &key );
199
200 variant = search_vs_key( vs, &key );
201 if (!variant) {
202 ret = compile_vs( svga, vs, &key, &variant );
203 if (ret != PIPE_OK)
204 return ret;
205 }
206
207 assert(variant);
208 }
209
210 if (variant != svga->state.hw_draw.vs) {
211 if (svga_have_gb_objects(svga)) {
212 struct svga_winsys_gb_shader *gbshader =
213 variant ? variant->gb_shader : NULL;
214
215 /*
216 * Bind is necessary here only because pipebuffer_fenced may move
217 * the shader contents around....
218 */
219 if (gbshader) {
220 ret = SVGA3D_BindGBShader(svga->swc, gbshader);
221 if (ret != PIPE_OK)
222 return ret;
223 }
224
225 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
226 if (ret != PIPE_OK)
227 return ret;
228
229 svga->rebind.vs = FALSE;
230 }
231 else {
232 unsigned id = variant ? variant->id : SVGA_ID_INVALID;
233 ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, id);
234 if (ret != PIPE_OK)
235 return ret;
236 }
237
238 svga->dirty |= SVGA_NEW_VS_VARIANT;
239 svga->state.hw_draw.vs = variant;
240 }
241
242 return PIPE_OK;
243 }
244
245 struct svga_tracked_state svga_hw_vs =
246 {
247 "vertex shader (hwtnl)",
248 (SVGA_NEW_VS |
249 SVGA_NEW_FS |
250 SVGA_NEW_PRESCALE |
251 SVGA_NEW_NEED_SWTNL),
252 emit_hw_vs
253 };