#include "util/u_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
+#include "util/u_memory.h"
#include "util/u_bitmask.h"
+#include "tgsi/tgsi_ureg.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
+#include "svga_resource_texture.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
}
+/**
+ * If we fail to compile a fragment shader (because it uses too many
+ * registers, for example) we'll use a dummy/fallback shader that
+ * simply emits a constant color.
+ */
+static const struct tgsi_token *
+get_dummy_fragment_shader(void)
+{
+ static const float red[4] = { 1.0, 0.0, 0.0, 0.0 };
+ struct ureg_program *ureg;
+ const struct tgsi_token *tokens;
+ struct ureg_src src;
+ struct ureg_dst dst;
+ unsigned num_tokens;
+
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+ src = ureg_DECL_immediate(ureg, red, 4);
+ ureg_MOV(ureg, dst, src);
+ ureg_END(ureg);
+
+ tokens = ureg_get_tokens(ureg, &num_tokens);
+
+ ureg_destroy(ureg);
+
+ return tokens;
+}
+
+
static enum pipe_error compile_fs( struct svga_context *svga,
struct svga_fragment_shader *fs,
const struct svga_fs_compile_key *key,
result = svga_translate_fragment_program( fs, key );
if (result == NULL) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
- goto fail;
+ /* some problem during translation, try the dummy shader */
+ const struct tgsi_token *dummy = get_dummy_fragment_shader();
+ if (!dummy) {
+ ret = PIPE_ERROR_OUT_OF_MEMORY;
+ goto fail;
+ }
+ debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
+ FREE((void *) fs->base.tokens);
+ fs->base.tokens = dummy;
+ result = svga_translate_fragment_program(fs, key);
+ if (result == NULL) {
+ ret = PIPE_ERROR;
+ goto fail;
+ }
}
result->id = util_bitmask_add(svga->fs_bm);
SVGA3D_SHADERTYPE_PS,
result->tokens,
result->nr_tokens * sizeof result->tokens[0]);
- if (ret)
+ if (ret != PIPE_OK)
goto fail;
*out_result = result;
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
*/
-static int make_fs_key( const struct svga_context *svga,
- struct svga_fs_compile_key *key )
+static enum pipe_error
+make_fs_key(const struct svga_context *svga,
+ struct svga_fragment_shader *fs,
+ struct svga_fs_compile_key *key)
{
- int i;
+ unsigned i;
int idx = 0;
memset(key, 0, sizeof *key);
key->tex[i].unnormalized = TRUE;
++key->num_unnormalized_coords;
}
+
+ key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r;
+ key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g;
+ key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b;
+ key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a;
}
}
key->num_textures = svga->curr.num_sampler_views;
idx = 0;
for (i = 0; i < svga->curr.num_samplers; ++i) {
- if (svga->curr.sampler[i]) {
- key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
- key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
+ if (svga->curr.sampler_views[i]) {
+ struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
+ struct svga_texture *stex = svga_texture(tex);
+ SVGA3dSurfaceFormat format = stex->key.format;
+
+ if (format == SVGA3D_Z_D16 ||
+ format == SVGA3D_Z_D24X8 ||
+ format == SVGA3D_Z_D24S8) {
+ /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
+ * or SVGA3D_Z_D24S8 surface, we'll automatically get
+ * shadow comparison. But we only get LEQUAL mode.
+ * Set TEX_COMPARE_NONE here so we don't emit the extra FS
+ * code for shadow comparison.
+ */
+ key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
+ key->tex[i].compare_func = PIPE_FUNC_NEVER;
+ /* These depth formats _only_ support comparison mode and
+ * not ordinary sampling so warn if the later is expected.
+ */
+ if (svga->curr.sampler[i]->compare_mode !=
+ PIPE_TEX_COMPARE_R_TO_TEXTURE) {
+ debug_warn_once("Unsupported shadow compare mode");
+ }
+ /* The only supported comparison mode is LEQUAL */
+ if (svga->curr.sampler[i]->compare_func != PIPE_FUNC_LEQUAL) {
+ debug_warn_once("Unsupported shadow compare function");
+ }
+ }
+ else {
+ /* For other texture formats, just use the compare func/mode
+ * as-is. Should be no-ops for color textures. For depth
+ * textures, we do not get automatic depth compare. We have
+ * to do it ourselves in the shader. And we don't get PCF.
+ */
+ key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
+ key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
+ }
}
}
- return 0;
+ /* sprite coord gen state */
+ for (i = 0; i < svga->curr.num_samplers; ++i) {
+ key->tex[i].sprite_texgen =
+ svga->curr.rast->templ.sprite_coord_enable & (1 << i);
+ }
+
+ key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
+ == PIPE_SPRITE_COORD_LOWER_LEFT);
+
+ return PIPE_OK;
}
-static int emit_hw_fs( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+emit_hw_fs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_result *result = NULL;
unsigned id = SVGA3D_INVALID_ID;
- int ret = 0;
+ enum pipe_error ret = PIPE_OK;
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_fs_compile_key key;
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
*/
- ret = make_fs_key( svga, &key );
- if (ret)
+ ret = make_fs_key( svga, fs, &key );
+ if (ret != PIPE_OK)
return ret;
result = search_fs_key( fs, &key );
if (!result) {
ret = compile_fs( svga, fs, &key, &result );
- if (ret)
+ if (ret != PIPE_OK)
return ret;
}
ret = SVGA3D_SetShader(svga->swc,
SVGA3D_SHADERTYPE_PS,
id );
- if (ret)
+ if (ret != PIPE_OK)
return ret;
svga->dirty |= SVGA_NEW_FS_RESULT;
svga->state.hw_draw.fs = result;
}
- return 0;
+ return PIPE_OK;
}
struct svga_tracked_state svga_hw_fs =