#include "util/u_bitmask.h"
#include "util/u_memory.h"
+#include "util/u_format.h"
#include "svga_context.h"
#include "svga_cmd.h"
+#include "svga_format.h"
#include "svga_shader.h"
+#include "svga_resource_texture.h"
+/**
+ * This bit isn't really used anywhere. It only serves to help
+ * generate a unique "signature" for the vertex shader output bitmask.
+ * Shader input/output signatures are used to resolve shader linking
+ * issues.
+ */
+#define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
+
+
+/**
+ * Use the shader info to generate a bitmask indicating which generic
+ * inputs are used by the shader. A set bit indicates that GENERIC[i]
+ * is used.
+ */
+uint64_t
+svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
+{
+ unsigned i;
+ uint64_t mask = 0x0;
+
+ for (i = 0; i < info->num_inputs; i++) {
+ if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
+ unsigned j = info->input_semantic_index[i];
+ assert(j < sizeof(mask) * 8);
+ mask |= ((uint64_t) 1) << j;
+ }
+ }
+
+ return mask;
+}
+
+
+/**
+ * Scan shader info to return a bitmask of written outputs.
+ */
+uint64_t
+svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
+{
+ unsigned i;
+ uint64_t mask = 0x0;
+
+ for (i = 0; i < info->num_outputs; i++) {
+ switch (info->output_semantic_name[i]) {
+ case TGSI_SEMANTIC_GENERIC:
+ {
+ unsigned j = info->output_semantic_index[i];
+ assert(j < sizeof(mask) * 8);
+ mask |= ((uint64_t) 1) << j;
+ }
+ break;
+ case TGSI_SEMANTIC_FOG:
+ mask |= FOG_GENERIC_BIT;
+ break;
+ }
+ }
+
+ return mask;
+}
+
+
+
+/**
+ * Given a mask of used generic variables (as returned by the above functions)
+ * fill in a table which maps those indexes to small integers.
+ * This table is used by the remap_generic_index() function in
+ * svga_tgsi_decl_sm30.c
+ * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
+ * GENERIC[3] are used. The remap_table will contain:
+ * table[1] = 0;
+ * table[3] = 1;
+ * The remaining table entries will be filled in with the next unused
+ * generic index (in this example, 2).
+ */
+void
+svga_remap_generics(uint64_t generics_mask,
+ int8_t remap_table[MAX_GENERIC_VARYING])
+{
+ /* Note texcoord[0] is reserved so start at 1 */
+ unsigned count = 1, i;
+
+ for (i = 0; i < MAX_GENERIC_VARYING; i++) {
+ remap_table[i] = -1;
+ }
+
+ /* for each bit set in generic_mask */
+ while (generics_mask) {
+ unsigned index = ffsll(generics_mask) - 1;
+ remap_table[index] = count++;
+ generics_mask &= ~((uint64_t) 1 << index);
+ }
+}
+
+
+/**
+ * Use the generic remap table to map a TGSI generic varying variable
+ * index to a small integer. If the remapping table doesn't have a
+ * valid value for the given index (the table entry is -1) it means
+ * the fragment shader doesn't use that VS output. Just allocate
+ * the next free value in that case. Alternately, we could cull
+ * VS instructions that write to register, or replace the register
+ * with a dummy temp register.
+ * XXX TODO: we should do one of the later as it would save precious
+ * texcoord registers.
+ */
+int
+svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
+ int generic_index)
+{
+ assert(generic_index < MAX_GENERIC_VARYING);
+
+ if (generic_index >= MAX_GENERIC_VARYING) {
+ /* just don't return a random/garbage value */
+ generic_index = MAX_GENERIC_VARYING - 1;
+ }
+
+ if (remap_table[generic_index] == -1) {
+ /* This is a VS output that has no matching PS input. Find a
+ * free index.
+ */
+ int i, max = 0;
+ for (i = 0; i < MAX_GENERIC_VARYING; i++) {
+ max = MAX2(max, remap_table[i]);
+ }
+ remap_table[generic_index] = max + 1;
+ }
+
+ return remap_table[generic_index];
+}
+
+static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_Y,
+ PIPE_SWIZZLE_Z,
+ PIPE_SWIZZLE_W,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_NONE
+};
+
+static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_Y,
+ PIPE_SWIZZLE_Z,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_NONE
+};
+
+static const enum pipe_swizzle set_000X[PIPE_SWIZZLE_MAX] = {
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_NONE
+};
+
+static const enum pipe_swizzle set_XXXX[PIPE_SWIZZLE_MAX] = {
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_NONE
+};
+
+static const enum pipe_swizzle set_XXX1[PIPE_SWIZZLE_MAX] = {
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_NONE
+};
+
+static const enum pipe_swizzle set_XXXY[PIPE_SWIZZLE_MAX] = {
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_X,
+ PIPE_SWIZZLE_Y,
+ PIPE_SWIZZLE_0,
+ PIPE_SWIZZLE_1,
+ PIPE_SWIZZLE_NONE
+};
+
+
+/**
+ * Initialize the shader-neutral fields of svga_compile_key from context
+ * state. This is basically the texture-related state.
+ */
+void
+svga_init_shader_key_common(const struct svga_context *svga,
+ enum pipe_shader_type shader,
+ struct svga_compile_key *key)
+{
+ unsigned i, idx = 0;
+
+ assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
+
+ /* In case the number of samplers and sampler_views doesn't match,
+ * loop over the lower of the two counts.
+ */
+ key->num_textures = MAX2(svga->curr.num_sampler_views[shader],
+ svga->curr.num_samplers[shader]);
+
+ for (i = 0; i < key->num_textures; i++) {
+ struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
+ const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
+ if (view) {
+ assert(view->texture);
+ assert(view->texture->target < (1 << 4)); /* texture_target:4 */
+
+ /* 1D/2D array textures with one slice and cube map array textures
+ * with one cube are treated as non-arrays by the SVGA3D device.
+ * Set the is_array flag only if we know that we have more than 1
+ * element. This will be used to select shader instruction/resource
+ * types during shader translation.
+ */
+ switch (view->texture->target) {
+ case PIPE_TEXTURE_1D_ARRAY:
+ case PIPE_TEXTURE_2D_ARRAY:
+ key->tex[i].is_array = view->texture->array_size > 1;
+ break;
+ case PIPE_TEXTURE_CUBE_ARRAY:
+ key->tex[i].is_array = view->texture->array_size > 6;
+ break;
+ default:
+ ; /* nothing / silence compiler warning */
+ }
+
+ assert(view->texture->nr_samples < (1 << 5)); /* 5-bit field */
+ key->tex[i].num_samples = view->texture->nr_samples;
+
+ const enum pipe_swizzle *swizzle_tab;
+ if (view->texture->target == PIPE_BUFFER) {
+ SVGA3dSurfaceFormat svga_format;
+ unsigned tf_flags;
+
+ /* Apply any special swizzle mask for the view format if needed */
+
+ svga_translate_texture_buffer_view_format(view->format,
+ &svga_format, &tf_flags);
+ if (tf_flags & TF_000X)
+ swizzle_tab = set_000X;
+ else if (tf_flags & TF_XXXX)
+ swizzle_tab = set_XXXX;
+ else if (tf_flags & TF_XXX1)
+ swizzle_tab = set_XXX1;
+ else if (tf_flags & TF_XXXY)
+ swizzle_tab = set_XXXY;
+ else
+ swizzle_tab = copy_alpha;
+ }
+ else {
+ /* If we have a non-alpha view into an svga3d surface with an
+ * alpha channel, then explicitly set the alpha channel to 1
+ * when sampling. Note that we need to check the
+ * actual device format to cover also imported surface cases.
+ */
+ swizzle_tab =
+ (!util_format_has_alpha(view->format) &&
+ svga_texture_device_format_has_alpha(view->texture)) ?
+ set_alpha : copy_alpha;
+
+ if (view->texture->format == PIPE_FORMAT_DXT1_RGB ||
+ view->texture->format == PIPE_FORMAT_DXT1_SRGB)
+ swizzle_tab = set_alpha;
+ }
+
+ key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
+ key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
+ key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
+ key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
+ }
+
+ if (sampler) {
+ if (!sampler->normalized_coords) {
+ assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
+ key->tex[i].width_height_idx = idx++;
+ key->tex[i].unnormalized = TRUE;
+ ++key->num_unnormalized_coords;
+
+ if (sampler->magfilter == SVGA3D_TEX_FILTER_NEAREST ||
+ sampler->minfilter == SVGA3D_TEX_FILTER_NEAREST) {
+ key->tex[i].texel_bias = TRUE;
+ }
+ }
+ }
+ }
+}
+
+
+/** Search for a compiled shader variant with the same compile key */
+struct svga_shader_variant *
+svga_search_shader_key(const struct svga_shader *shader,
+ const struct svga_compile_key *key)
+{
+ struct svga_shader_variant *variant = shader->variants;
+
+ assert(key);
+
+ for ( ; variant; variant = variant->next) {
+ if (svga_compile_keys_equal(key, &variant->key))
+ return variant;
+ }
+ return NULL;
+}
+
+/** Search for a shader with the same token key */
+struct svga_shader *
+svga_search_shader_token_key(struct svga_shader *pshader,
+ const struct svga_token_key *key)
+{
+ struct svga_shader *shader = pshader;
+
+ assert(key);
+
+ for ( ; shader; shader = shader->next) {
+ if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
+ return shader;
+ }
+ return NULL;
+}
+
+/**
+ * Helper function to define a gb shader for non-vgpu10 device
+ */
+static enum pipe_error
+define_gb_shader_vgpu9(struct svga_context *svga,
+ SVGA3dShaderType type,
+ struct svga_shader_variant *variant,
+ unsigned codeLen)
+{
+ struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
+ enum pipe_error ret;
+
+ /**
+ * Create gb memory for the shader and upload the shader code.
+ * Kernel module will allocate an id for the shader and issue
+ * the DefineGBShader command.
+ */
+ variant->gb_shader = sws->shader_create(sws, type,
+ variant->tokens, codeLen);
+
+ if (!variant->gb_shader)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
+
+ return ret;
+}
+
+/**
+ * Helper function to define a gb shader for vgpu10 device
+ */
+static enum pipe_error
+define_gb_shader_vgpu10(struct svga_context *svga,
+ SVGA3dShaderType type,
+ struct svga_shader_variant *variant,
+ unsigned codeLen)
+{
+ struct svga_winsys_context *swc = svga->swc;
+ enum pipe_error ret;
+
+ /**
+ * Shaders in VGPU10 enabled device reside in the device COTable.
+ * SVGA driver will allocate an integer ID for the shader and
+ * issue DXDefineShader and DXBindShader commands.
+ */
+ variant->id = util_bitmask_add(svga->shader_id_bm);
+ if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
+ return PIPE_ERROR_OUT_OF_MEMORY;
+ }
+
+ /* Create gb memory for the shader and upload the shader code */
+ variant->gb_shader = swc->shader_create(swc,
+ variant->id, type,
+ variant->tokens, codeLen);
+
+ if (!variant->gb_shader) {
+ /* Free the shader ID */
+ assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
+ goto fail_no_allocation;
+ }
+
+ /**
+ * Since we don't want to do any flush within state emission to avoid
+ * partial state in a command buffer, it's important to make sure that
+ * there is enough room to send both the DXDefineShader & DXBindShader
+ * commands in the same command buffer. So let's send both
+ * commands in one command reservation. If it fails, we'll undo
+ * the shader creation and return an error.
+ */
+ ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
+ variant->id, type, codeLen);
+
+ if (ret != PIPE_OK)
+ goto fail;
+
+ return PIPE_OK;
+
+fail:
+ swc->shader_destroy(swc, variant->gb_shader);
+ variant->gb_shader = NULL;
+
+fail_no_allocation:
+ util_bitmask_clear(svga->shader_id_bm, variant->id);
+ variant->id = UTIL_BITMASK_INVALID_INDEX;
+
+ return PIPE_ERROR_OUT_OF_MEMORY;
+}
/**
* Issue the SVGA3D commands to define a new shader.
- * \param result contains the shader tokens, etc. The result->id field will
- * be set here.
+ * \param variant contains the shader tokens, etc. The result->id field will
+ * be set here.
*/
enum pipe_error
svga_define_shader(struct svga_context *svga,
struct svga_shader_variant *variant)
{
unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
+ enum pipe_error ret;
- if (svga_have_gb_objects(svga)) {
- struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
- variant->gb_shader = sws->shader_create(sws, type,
- variant->tokens, codeLen);
- if (!variant->gb_shader)
- return PIPE_ERROR_OUT_OF_MEMORY;
+ variant->id = UTIL_BITMASK_INVALID_INDEX;
- return PIPE_OK;
+ if (svga_have_gb_objects(svga)) {
+ if (svga_have_vgpu10(svga))
+ ret = define_gb_shader_vgpu10(svga, type, variant, codeLen);
+ else
+ ret = define_gb_shader_vgpu9(svga, type, variant, codeLen);
}
else {
- enum pipe_error ret;
-
/* Allocate an integer ID for the shader */
variant->id = util_bitmask_add(svga->shader_id_bm);
if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
- return PIPE_ERROR_OUT_OF_MEMORY;
+ ret = PIPE_ERROR_OUT_OF_MEMORY;
+ goto done;
}
/* Issue SVGA3D device command to define the shader */
assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
util_bitmask_clear(svga->shader_id_bm, variant->id);
variant->id = UTIL_BITMASK_INVALID_INDEX;
- return ret;
}
}
- return PIPE_OK;
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return ret;
}
-
+/**
+ * Issue the SVGA3D commands to set/bind a shader.
+ * \param result the shader to bind.
+ */
enum pipe_error
-svga_destroy_shader_variant(struct svga_context *svga,
- SVGA3dShaderType type,
- struct svga_shader_variant *variant)
+svga_set_shader(struct svga_context *svga,
+ SVGA3dShaderType type,
+ struct svga_shader_variant *variant)
{
- enum pipe_error ret = PIPE_OK;
+ enum pipe_error ret;
+ unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
+
+ assert(type == SVGA3D_SHADERTYPE_VS ||
+ type == SVGA3D_SHADERTYPE_GS ||
+ type == SVGA3D_SHADERTYPE_PS);
if (svga_have_gb_objects(svga)) {
- struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
+ struct svga_winsys_gb_shader *gbshader =
+ variant ? variant->gb_shader : NULL;
- sws->shader_destroy(sws, variant->gb_shader);
- variant->gb_shader = NULL;
- goto end;
+ if (svga_have_vgpu10(svga))
+ ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
+ else
+ ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
+ }
+ else {
+ ret = SVGA3D_SetShader(svga->swc, type, id);
}
- /* first try */
- if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
- ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
+ return ret;
+}
- if (ret != PIPE_OK) {
- /* flush and try again */
- svga_context_flush(svga, NULL);
+struct svga_shader_variant *
+svga_new_shader_variant(struct svga_context *svga)
+{
+ svga->hud.num_shaders++;
+ return CALLOC_STRUCT(svga_shader_variant);
+}
+
+
+void
+svga_destroy_shader_variant(struct svga_context *svga,
+ SVGA3dShaderType type,
+ struct svga_shader_variant *variant)
+{
+ enum pipe_error ret = PIPE_OK;
+
+ if (svga_have_gb_objects(svga) && variant->gb_shader) {
+ if (svga_have_vgpu10(svga)) {
+ struct svga_winsys_context *swc = svga->swc;
+ swc->shader_destroy(swc, variant->gb_shader);
+ ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
+ if (ret != PIPE_OK) {
+ /* flush and try again */
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
+ assert(ret == PIPE_OK);
+ }
+ util_bitmask_clear(svga->shader_id_bm, variant->id);
+ }
+ else {
+ struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
+ sws->shader_destroy(sws, variant->gb_shader);
+ }
+ variant->gb_shader = NULL;
+ }
+ else {
+ if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
- assert(ret == PIPE_OK);
+ if (ret != PIPE_OK) {
+ /* flush and try again */
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
+ assert(ret == PIPE_OK);
+ }
+ util_bitmask_clear(svga->shader_id_bm, variant->id);
}
-
- util_bitmask_clear(svga->shader_id_bm, variant->id);
}
-end:
FREE((unsigned *)variant->tokens);
FREE(variant);
- return ret;
+ svga->hud.num_shaders--;
+}
+
+/*
+ * Rebind shaders.
+ * Called at the beginning of every new command buffer to ensure that
+ * shaders are properly paged-in. Instead of sending the SetShader
+ * command, this function sends a private allocation command to
+ * page in a shader. This avoids emitting redundant state to the device
+ * just to page in a resource.
+ */
+enum pipe_error
+svga_rebind_shaders(struct svga_context *svga)
+{
+ struct svga_winsys_context *swc = svga->swc;
+ struct svga_hw_draw_state *hw = &svga->state.hw_draw;
+ enum pipe_error ret;
+
+ assert(svga_have_vgpu10(svga));
+
+ /**
+ * If the underlying winsys layer does not need resource rebinding,
+ * just clear the rebind flags and return.
+ */
+ if (swc->resource_rebind == NULL) {
+ svga->rebind.flags.vs = 0;
+ svga->rebind.flags.gs = 0;
+ svga->rebind.flags.fs = 0;
+
+ return PIPE_OK;
+ }
+
+ if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
+ ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ svga->rebind.flags.vs = 0;
+
+ if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
+ ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ svga->rebind.flags.gs = 0;
+
+ if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
+ ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ svga->rebind.flags.fs = 0;
+
+ return PIPE_OK;
}