/**
* 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.
+ * simply emits a constant color (red for debug, black for release).
+ * We hit this with the Unigine/Heaven demo when Shaders = High.
+ * With black, the demo still looks good.
*/
static const struct tgsi_token *
get_dummy_fragment_shader(void)
{
- static const float red[4] = { 1.0, 0.0, 0.0, 0.0 };
+#ifdef DEBUG
+ static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
+#else
+ static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
+#endif
struct ureg_program *ureg;
const struct tgsi_token *tokens;
struct ureg_src src;
return NULL;
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
- src = ureg_DECL_immediate(ureg, red, 4);
+ src = ureg_DECL_immediate(ureg, color, 4);
ureg_MOV(ureg, dst, src);
ureg_END(ureg);
}
+/**
+ * Replace the given shader's instruction with a simple constant-color
+ * shader. We use this when normal shader translation fails.
+ */
+static struct svga_shader_variant *
+get_compiled_dummy_shader(struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key)
+{
+ const struct tgsi_token *dummy = get_dummy_fragment_shader();
+ struct svga_shader_variant *variant;
+
+ if (!dummy) {
+ return NULL;
+ }
+
+ FREE((void *) fs->base.tokens);
+ fs->base.tokens = dummy;
+
+ variant = svga_translate_fragment_program(fs, key);
+ return variant;
+}
+
+
/**
* Translate TGSI shader into an svga shader variant.
*/
variant = svga_translate_fragment_program( fs, key );
if (variant == NULL) {
- /* 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;
+ debug_printf("Failed to compile fragment shader,"
+ " using dummy shader instead.\n");
+ variant = get_compiled_dummy_shader(fs, key);
+ if (!variant) {
+ ret = PIPE_ERROR;
goto fail;
}
- debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
- FREE((void *) fs->base.tokens);
- fs->base.tokens = dummy;
- variant = svga_translate_fragment_program(fs, key);
- if (variant == NULL) {
+ }
+
+ if (variant->nr_tokens * sizeof(variant->tokens[0])
+ + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
+ >= SVGA_CB_MAX_COMMAND_SIZE) {
+ /* too big, use dummy shader */
+ debug_printf("Shader too large (%lu bytes),"
+ " using dummy shader instead.\n",
+ (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0]));
+ variant = get_compiled_dummy_shader(fs, key);
+ if (!variant) {
ret = PIPE_ERROR;
goto fail;
}
if (svga->curr.blend->need_white_fragments) {
key->white_fragments = 1;
}
-
+
+#ifdef DEBUG
+ /*
+ * We expect a consistent set of samplers and sampler views.
+ * Do some debug checks/warnings here.
+ */
+ {
+ static boolean warned = FALSE;
+ unsigned i, n = MAX2(svga->curr.num_sampler_views,
+ svga->curr.num_samplers);
+ /* Only warn once to prevent too much debug output */
+ if (!warned) {
+ if (svga->curr.num_sampler_views != svga->curr.num_samplers) {
+ debug_printf("svga: mismatched number of sampler views (%u) "
+ "vs. samplers (%u)\n",
+ svga->curr.num_sampler_views,
+ svga->curr.num_samplers);
+ }
+ for (i = 0; i < n; i++) {
+ if ((svga->curr.sampler_views[i] == NULL) !=
+ (svga->curr.sampler[i] == NULL))
+ debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
+ i, svga->curr.sampler_views[i],
+ i, svga->curr.sampler[i]);
+ }
+ warned = TRUE;
+ }
+ }
+#endif
+
/* XXX: want to limit this to the textures that the shader actually
* refers to.
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
for (i = 0; i < svga->curr.num_sampler_views; i++) {
- if (svga->curr.sampler_views[i]) {
- assert(svga->curr.sampler[i]);
+ if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
assert(svga->curr.sampler_views[i]->texture);
key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
if (!svga->curr.sampler[i]->normalized_coords) {
idx = 0;
for (i = 0; i < svga->curr.num_samplers; ++i) {
- if (svga->curr.sampler_views[i]) {
+ if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
struct svga_texture *stex = svga_texture(tex);
SVGA3dSurfaceFormat format = stex->key.format;
}
+/**
+ * svga_reemit_fs_bindings - Reemit the fragment shader bindings
+ */
+enum pipe_error
+svga_reemit_fs_bindings(struct svga_context *svga)
+{
+ enum pipe_error ret;
+
+ assert(svga->rebind.fs);
+ assert(svga_have_gb_objects(svga));
+
+ if (!svga->state.hw_draw.fs)
+ return PIPE_OK;
+
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ svga->state.hw_draw.fs->gb_shader);
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.fs = FALSE;
+ return PIPE_OK;
+}
+
+
+
static enum pipe_error
emit_hw_fs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_variant *variant = NULL;
- unsigned id = SVGA3D_INVALID_ID;
enum pipe_error ret = PIPE_OK;
-
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_fs_compile_key key;
return ret;
}
- assert (variant);
- id = variant->id;
-
- assert(id != SVGA3D_INVALID_ID);
+ assert(variant);
if (variant != svga->state.hw_draw.fs) {
- ret = SVGA3D_SetShader(svga->swc,
- SVGA3D_SHADERTYPE_PS,
- id );
- if (ret != PIPE_OK)
- return ret;
+ if (svga_have_gb_objects(svga)) {
+ /*
+ * Bind is necessary here only because pipebuffer_fenced may move
+ * the shader contents around....
+ */
+ ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
+ if (ret != PIPE_OK)
+ return ret;
+
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ variant->gb_shader);
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->rebind.fs = FALSE;
+ }
+ else {
+ ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, variant->id);
+ if (ret != PIPE_OK)
+ return ret;
+ }
svga->dirty |= SVGA_NEW_FS_VARIANT;
svga->state.hw_draw.fs = variant;