#define SVGA_SHADER_H
#include "svga3d_reg.h"
+#include "svga_context.h"
+#include "svga_streamout.h"
-struct svga_shader_variant;
+
+/**
+ * We use a 64-bit mask to keep track of the generic indexes.
+ * This is the maximum semantic index for a TGSI GENERIC[i] register.
+ */
+#define MAX_GENERIC_VARYING 64
+
+
+struct svga_context;
+
+
+struct svga_compile_key
+{
+ /* vertex shader only */
+ struct {
+ uint64_t fs_generic_inputs;
+ unsigned passthrough:1;
+ unsigned need_prescale:1;
+ unsigned undo_viewport:1;
+ unsigned allow_psiz:1;
+ /** The following are all 32-bit bitmasks (per VS input) */
+ unsigned adjust_attrib_range;
+ unsigned attrib_is_pure_int;
+ unsigned adjust_attrib_w_1;
+ unsigned adjust_attrib_itof;
+ unsigned adjust_attrib_utof;
+ unsigned attrib_is_bgra;
+ unsigned attrib_puint_to_snorm;
+ unsigned attrib_puint_to_uscaled;
+ unsigned attrib_puint_to_sscaled;
+ } vs;
+
+ /* geometry shader only */
+ struct {
+ uint64_t vs_generic_outputs;
+ unsigned need_prescale:1;
+ unsigned writes_psize:1;
+ unsigned wide_point:1;
+ } gs;
+
+ /* fragment shader only */
+ struct {
+ uint64_t vs_generic_outputs;
+ uint64_t gs_generic_outputs;
+ unsigned light_twoside:1;
+ unsigned front_ccw:1;
+ unsigned white_fragments:1;
+ unsigned alpha_to_one:1;
+ unsigned flatshade:1;
+ unsigned pstipple:1;
+ unsigned alpha_func:4; /**< SVGA3D_CMP_x */
+ unsigned write_color0_to_n_cbufs:4;
+ unsigned aa_point:1;
+ int aa_point_coord_index;
+ float alpha_ref;
+ } fs;
+
+ /* any shader type */
+ int8_t generic_remap_table[MAX_GENERIC_VARYING];
+ unsigned num_textures:8;
+ unsigned num_unnormalized_coords:8;
+ unsigned clip_plane_enable:PIPE_MAX_CLIP_PLANES;
+ unsigned sprite_origin_lower_left:1;
+ uint16_t sprite_coord_enable;
+ struct {
+ unsigned compare_mode:1;
+ unsigned compare_func:3;
+ unsigned unnormalized:1;
+ unsigned texel_bias:1;
+ unsigned width_height_idx:5; /**< texture unit */
+ unsigned is_array:1;
+ unsigned swizzle_r:3;
+ unsigned swizzle_g:3;
+ unsigned swizzle_b:3;
+ unsigned swizzle_a:3;
+ unsigned num_samples:5; /**< Up to 16 samples */
+ } tex[PIPE_MAX_SAMPLERS];
+ /* Note: svga_compile_keys_equal() depends on the variable-size
+ * tex[] array being at the end of this structure.
+ */
+};
+
+/* A key for a variant of token string of a shader */
+struct svga_token_key {
+ struct {
+ unsigned sprite_coord_enable:24;
+ unsigned sprite_origin_upper_left:1;
+ unsigned point_pos_stream_out:1;
+ unsigned writes_psize:1;
+ unsigned aa_point:1;
+ } gs;
+};
+
+/**
+ * A single TGSI shader may be compiled into different variants of
+ * SVGA3D shaders depending on the compile key. Each user shader
+ * will have a linked list of these variants.
+ */
+struct svga_shader_variant
+{
+ const struct svga_shader *shader;
+
+ /** Parameters used to generate this variant */
+ struct svga_compile_key key;
+
+ /* svga shader type */
+ SVGA3dShaderType type;
+
+ /* Compiled shader tokens:
+ */
+ const unsigned *tokens;
+ unsigned nr_tokens;
+
+ /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
+ * SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY.
+ */
+ unsigned id;
+
+ /** Start of extra constants (number of float[4] constants) */
+ unsigned extra_const_start;
+
+ /* GB object buffer containing the bytecode */
+ struct svga_winsys_gb_shader *gb_shader;
+
+ boolean uses_flat_interp; /** TRUE if flat interpolation qualifier is
+ * applied to any of the varyings.
+ */
+
+ /** Is the color output just a constant value? (fragment shader only) */
+ boolean constant_color_output;
+
+ /** Bitmask indicating which texture units are doing the shadow
+ * comparison test in the shader rather than the sampler state.
+ */
+ unsigned fs_shadow_compare_units;
+
+ /** For FS-based polygon stipple */
+ unsigned pstipple_sampler_unit;
+
+ /** Next variant */
+ struct svga_shader_variant *next;
+};
+
+
+struct svga_shader
+{
+ const struct tgsi_token *tokens;
+ struct svga_token_key token_key; /* token key for the token string */
+ struct tgsi_shader_info info;
+
+ /* List of shaders with tokens derived from the same token string */
+ struct svga_shader *next;
+ struct svga_shader *parent; /* shader with the original token string */
+
+ struct svga_stream_output *stream_output;
+
+ /** Head of linked list of compiled variants */
+ struct svga_shader_variant *variants;
+
+ unsigned id; /**< for debugging only */
+};
+
+
+struct svga_fragment_shader
+{
+ struct svga_shader base;
+
+ struct draw_fragment_shader *draw_shader;
+
+ /** Mask of which generic varying variables are read by this shader */
+ uint64_t generic_inputs;
+
+ /** Table mapping original TGSI generic indexes to low integers */
+ int8_t generic_remap_table[MAX_GENERIC_VARYING];
+};
+
+
+struct svga_vertex_shader
+{
+ struct svga_shader base;
+
+ struct draw_vertex_shader *draw_shader;
+
+ /** Mask of which generic varying variables are written by this shader */
+ uint64_t generic_outputs;
+
+ /** Generated geometry shader that goes with this vertex shader */
+ struct svga_geometry_shader *gs;
+};
+
+
+struct svga_geometry_shader
+{
+ struct svga_shader base;
+
+ struct draw_geometry_shader *draw_shader;
+
+ /** Table mapping original TGSI generic indexes to low integers */
+ int8_t generic_remap_table[MAX_GENERIC_VARYING];
+ uint64_t generic_outputs;
+
+ unsigned aa_point_coord_index; /* generic index for aa point coord */
+
+ unsigned wide_point:1; /* set if the shader emulates wide point */
+};
+
+
+static inline boolean
+svga_compile_keys_equal(const struct svga_compile_key *a,
+ const struct svga_compile_key *b)
+{
+ unsigned key_size =
+ (const char *) &a->tex[a->num_textures] - (const char *) a;
+
+ return memcmp(a, b, key_size) == 0;
+}
+
+
+uint64_t
+svga_get_generic_inputs_mask(const struct tgsi_shader_info *info);
+
+uint64_t
+svga_get_generic_outputs_mask(const struct tgsi_shader_info *info);
+
+void
+svga_remap_generics(uint64_t generics_mask,
+ int8_t remap_table[MAX_GENERIC_VARYING]);
+
+int
+svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
+ int generic_index);
+
+void
+svga_init_shader_key_common(const struct svga_context *svga,
+ enum pipe_shader_type shader,
+ struct svga_compile_key *key);
+
+struct svga_shader_variant *
+svga_search_shader_key(const struct svga_shader *shader,
+ const struct svga_compile_key *key);
+
+struct svga_shader *
+svga_search_shader_token_key(struct svga_shader *shader,
+ const struct svga_token_key *key);
enum pipe_error
svga_define_shader(struct svga_context *svga,
- SVGA3dShaderType type,
struct svga_shader_variant *variant);
enum pipe_error
+svga_set_shader(struct svga_context *svga,
+ SVGA3dShaderType type,
+ struct svga_shader_variant *variant);
+
+struct svga_shader_variant *
+svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type);
+
+void
svga_destroy_shader_variant(struct svga_context *svga,
- SVGA3dShaderType type,
struct svga_shader_variant *variant);
+enum pipe_error
+svga_rebind_shaders(struct svga_context *svga);
/**
* Check if a shader's bytecode exceeds the device limits.
}
+/**
+ * Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_*
+ */
+static inline SVGA3dShaderType
+svga_shader_type(enum pipe_shader_type shader)
+{
+ switch (shader) {
+ case PIPE_SHADER_VERTEX:
+ return SVGA3D_SHADERTYPE_VS;
+ case PIPE_SHADER_GEOMETRY:
+ return SVGA3D_SHADERTYPE_GS;
+ case PIPE_SHADER_FRAGMENT:
+ return SVGA3D_SHADERTYPE_PS;
+ default:
+ assert(!"Invalid shader type");
+ return SVGA3D_SHADERTYPE_VS;
+ }
+}
+
+
+/** Does the current VS have stream output? */
+static inline boolean
+svga_have_vs_streamout(const struct svga_context *svga)
+{
+ return svga->curr.vs != NULL && svga->curr.vs->base.stream_output != NULL;
+}
+
+
+/** Does the current GS have stream output? */
+static inline boolean
+svga_have_gs_streamout(const struct svga_context *svga)
+{
+ return svga->curr.gs != NULL && svga->curr.gs->base.stream_output != NULL;
+}
+
+
#endif /* SVGA_SHADER_H */