#include "util/u_inlines.h"
#include "pipe/p_defines.h"
+#include "util/format/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
const struct tgsi_token *tokens;
struct ureg_src src;
struct ureg_dst dst;
- unsigned num_tokens;
- ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ ureg = ureg_create(PIPE_SHADER_FRAGMENT);
if (!ureg)
return NULL;
ureg_MOV(ureg, dst, src);
ureg_END(ureg);
- tokens = ureg_get_tokens(ureg, &num_tokens);
+ tokens = ureg_get_tokens(ureg, NULL);
ureg_destroy(ureg);
PIPE_SHADER_FRAGMENT);
}
else {
- return svga_tgsi_vgpu9_translate(&fs->base, key, PIPE_SHADER_FRAGMENT);
+ return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
+ PIPE_SHADER_FRAGMENT);
}
}
FREE((void *) fs->base.tokens);
fs->base.tokens = dummy;
+ tgsi_scan_shader(fs->base.tokens, &fs->base.info);
+ fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
+ svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
+
variant = translate_fragment_program(svga, fs, key);
return variant;
}
debug_printf("Failed to compile fragment shader,"
" using dummy shader instead.\n");
variant = get_compiled_dummy_shader(svga, fs, key);
- if (!variant) {
- ret = PIPE_ERROR;
- goto fail;
- }
}
-
- if (svga_shader_too_large(svga, variant)) {
+ else if (svga_shader_too_large(svga, variant)) {
/* too big, use dummy shader */
debug_printf("Shader too large (%u bytes),"
" using dummy shader instead.\n",
(unsigned) (variant->nr_tokens
* sizeof(variant->tokens[0])));
+ /* Free the too-large variant */
+ svga_destroy_shader_variant(svga, variant);
+ /* Use simple pass-through shader instead */
variant = get_compiled_dummy_shader(svga, fs, key);
- if (!variant) {
- ret = PIPE_ERROR;
- goto fail;
- }
}
- ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
- if (ret != PIPE_OK)
- goto fail;
+ if (!variant) {
+ return PIPE_ERROR;
+ }
+
+ ret = svga_define_shader(svga, variant);
+ if (ret != PIPE_OK) {
+ svga_destroy_shader_variant(svga, variant);
+ return ret;
+ }
*out_variant = variant;
- /* insert variants at head of linked list */
+ /* insert variant at head of linked list */
variant->next = fs->base.variants;
fs->base.variants = variant;
return PIPE_OK;
-
-fail:
- if (variant) {
- svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
- }
- return ret;
}
struct svga_fragment_shader *fs,
struct svga_compile_key *key)
{
- const unsigned shader = PIPE_SHADER_FRAGMENT;
+ const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
unsigned i;
memset(key, 0, sizeof *key);
*/
if (svga->curr.gs) {
key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
+ key->fs.layer_to_zero = !svga->curr.gs->base.info.writes_layer;
} else {
key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
+ key->fs.layer_to_zero = 1;
}
/* Only need fragment shader fixup for twoside lighting if doing
if (!svga->state.sw.need_swtnl) {
/* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
*/
+ enum pipe_prim_type prim_mode;
+ struct svga_shader *shader;
+
+ /* Find the last shader in the vertex pipeline and the output primitive mode
+ * from that shader.
+ */
+ if (svga->curr.tes) {
+ shader = &svga->curr.tes->base;
+ prim_mode = shader->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
+ } else if (svga->curr.gs) {
+ shader = &svga->curr.gs->base;
+ prim_mode = shader->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
+ } else {
+ shader = &svga->curr.vs->base;
+ prim_mode = svga->curr.reduced_prim;
+ }
+
key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
- svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
+ prim_mode == PIPE_PRIM_TRIANGLES);
+
key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
- svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
+ prim_mode == PIPE_PRIM_POINTS &&
(svga->curr.rast->pointsize > 1.0 ||
- svga->curr.vs->base.info.writes_psize));
- if (key->fs.aa_point) {
- assert(svga->curr.gs != NULL);
+ shader->info.writes_psize));
+
+ if (key->fs.aa_point && svga->curr.gs) {
assert(svga->curr.gs->aa_point_coord_index != -1);
key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
}
*
* SVGA_NEW_BLEND
*/
- if (svga->curr.blend->need_white_fragments) {
- key->fs.white_fragments = 1;
- }
+ key->fs.white_fragments = svga->curr.blend->need_white_fragments;
+
+ key->fs.alpha_to_one = svga->curr.blend->alpha_to_one;
#ifdef DEBUG
/*
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
- svga_init_shader_key_common(svga, shader, key);
+ svga_init_shader_key_common(svga, shader, &fs->base, key);
for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
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 = sampler->compare_mode;
- key->tex[i].compare_func = sampler->compare_func;
- }
}
}
}
/* sprite coord gen state */
- for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
- key->tex[i].sprite_texgen =
- svga->curr.rast->templ.sprite_coord_enable & (1 << i);
- }
+ key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
== PIPE_SPRITE_COORD_LOWER_LEFT);
}
}
- /* SVGA_NEW_FRAME_BUFFER */
- if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
- /* Replicate color0 output to N colorbuffers */
+ /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
+ if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] ||
+ svga->curr.blend->need_white_fragments) {
+ /* Replicate color0 output (or white) to N colorbuffers */
key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
}
ret = svga->swc->resource_rebind(svga->swc, NULL,
svga->state.hw_draw.fs->gb_shader,
SVGA_RELOC_READ);
- goto out;
+ }
+ else {
+ if (svga_have_vgpu10(svga))
+ ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ svga->state.hw_draw.fs->gb_shader,
+ svga->state.hw_draw.fs->id);
+ else
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ svga->state.hw_draw.fs->gb_shader);
}
- if (svga_have_vgpu10(svga))
- ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
- svga->state.hw_draw.fs->gb_shader,
- svga->state.hw_draw.fs->id);
- else
- ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
- svga->state.hw_draw.fs->gb_shader);
-
- out:
if (ret != PIPE_OK)
return ret;
static enum pipe_error
-emit_hw_fs(struct svga_context *svga, unsigned dirty)
+emit_hw_fs(struct svga_context *svga, uint64_t dirty)
{
struct svga_shader_variant *variant = NULL;
enum pipe_error ret = PIPE_OK;
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_compile_key key;
+ struct svga_shader *prevShader = NULL; /* shader in the previous stage */
+
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
+
+ prevShader = svga->curr.gs ?
+ &svga->curr.gs->base : (svga->curr.tes ?
+ &svga->curr.tes->base : &svga->curr.vs->base);
+
+ /* Disable rasterization if rasterizer_discard flag is set or
+ * vs/gs does not output position.
+ */
+ svga->disable_rasterizer =
+ svga->curr.rast->templ.rasterizer_discard ||
+ !prevShader->info.writes_position;
+
+ /* Set FS to NULL when rasterization is to be disabled */
+ if (svga->disable_rasterizer) {
+ /* Set FS to NULL if it has not been done */
+ if (svga->state.hw_draw.fs) {
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
+ if (ret != PIPE_OK)
+ goto done;
+ }
+ svga->rebind.flags.fs = FALSE;
+ svga->state.hw_draw.fs = NULL;
+ goto done;
+ }
/* SVGA_NEW_BLEND
* SVGA_NEW_TEXTURE_BINDING
*/
ret = make_fs_key(svga, fs, &key);
if (ret != PIPE_OK)
- return ret;
+ goto done;
variant = svga_search_shader_key(&fs->base, &key);
if (!variant) {
ret = compile_fs(svga, fs, &key, &variant);
if (ret != PIPE_OK)
- return ret;
+ goto done;
}
assert(variant);
if (variant != svga->state.hw_draw.fs) {
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
if (ret != PIPE_OK)
- return ret;
+ goto done;
svga->rebind.flags.fs = FALSE;
svga->state.hw_draw.fs = variant;
}
- return PIPE_OK;
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return ret;
}
struct svga_tracked_state svga_hw_fs =
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_NEED_SWTNL |
SVGA_NEW_RAST |
+ SVGA_NEW_STIPPLE |
SVGA_NEW_REDUCED_PRIMITIVE |
SVGA_NEW_SAMPLER |
SVGA_NEW_FRAME_BUFFER |