#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
+#include "svga_shader.h"
+#include "svga_resource_texture.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
-static INLINE int compare_fs_keys( const struct svga_fs_compile_key *a,
- const struct svga_fs_compile_key *b )
+static inline int
+compare_fs_keys(const struct svga_fs_compile_key *a,
+ const struct svga_fs_compile_key *b)
{
unsigned keysize_a = svga_fs_key_size( a );
unsigned keysize_b = svga_fs_key_size( b );
}
-static struct svga_shader_result *search_fs_key( struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *key )
+/** Search for a fragment shader variant */
+static struct svga_shader_variant *
+search_fs_key(const struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key)
{
- struct svga_shader_result *result = fs->base.results;
+ struct svga_shader_variant *variant = fs->base.variants;
assert(key);
- for ( ; result; result = result->next) {
- if (compare_fs_keys( key, &result->key.fkey ) == 0)
- return result;
+ for ( ; variant; variant = variant->next) {
+ if (compare_fs_keys( key, &variant->key.fkey ) == 0)
+ return variant;
}
return NULL;
/**
* 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);
}
-static enum pipe_error compile_fs( struct svga_context *svga,
- struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *key,
- struct svga_shader_result **out_result )
+/**
+ * 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.
+ */
+static enum pipe_error
+compile_fs(struct svga_context *svga,
+ struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key,
+ struct svga_shader_variant **out_variant)
{
- struct svga_shader_result *result;
+ struct svga_shader_variant *variant;
enum pipe_error ret = PIPE_ERROR;
- result = svga_translate_fragment_program( fs, key );
- if (result == 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;
- 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) {
+ variant = svga_translate_fragment_program( fs, key );
+ if (variant == NULL) {
+ 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;
}
}
- result->id = util_bitmask_add(svga->fs_bm);
- if(result->id == UTIL_BITMASK_INVALID_INDEX) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
- goto fail;
+ if (svga_shader_too_large(svga, variant)) {
+ /* 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;
+ }
}
- ret = SVGA3D_DefineShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_PS,
- result->tokens,
- result->nr_tokens * sizeof result->tokens[0]);
+ ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
if (ret != PIPE_OK)
goto fail;
- *out_result = result;
- result->next = fs->base.results;
- fs->base.results = result;
+ *out_variant = variant;
+
+ /* insert variants at head of linked list */
+ variant->next = fs->base.variants;
+ fs->base.variants = variant;
+
return PIPE_OK;
fail:
- if (result) {
- if (result->id != UTIL_BITMASK_INVALID_INDEX)
- util_bitmask_clear( svga->fs_bm, result->id );
- svga_destroy_shader_result( result );
+ if (variant) {
+ svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant);
}
return ret;
}
struct svga_fragment_shader *fs,
struct svga_fs_compile_key *key)
{
- int i;
+ unsigned i;
int idx = 0;
memset(key, 0, sizeof *key);
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[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] && 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;
+
+ 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;
+ }
}
}
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 */
+ key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
+ }
+
+ return PIPE_OK;
+}
+
+
+/**
+ * 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_result *result = NULL;
- unsigned id = SVGA3D_INVALID_ID;
+ struct svga_shader_variant *variant = NULL;
enum pipe_error ret = PIPE_OK;
-
struct svga_fragment_shader *fs = svga->curr.fs;
struct svga_fs_compile_key key;
* SVGA_NEW_RAST
* SVGA_NEW_NEED_SWTNL
* SVGA_NEW_SAMPLER
+ * SVGA_NEW_FRAME_BUFFER
*/
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 );
+ variant = search_fs_key( fs, &key );
+ if (!variant) {
+ ret = compile_fs( svga, fs, &key, &variant );
if (ret != PIPE_OK)
return ret;
}
- assert (result);
- id = result->id;
+ assert(variant);
- assert(id != SVGA3D_INVALID_ID);
+ if (variant != svga->state.hw_draw.fs) {
+ if (svga_have_gb_objects(svga)) {
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
+ variant->gb_shader);
+ if (ret != PIPE_OK)
+ return ret;
- if (result != svga->state.hw_draw.fs) {
- ret = SVGA3D_SetShader(svga->swc,
- SVGA3D_SHADERTYPE_PS,
- id );
- 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_RESULT;
- svga->state.hw_draw.fs = result;
+ svga->dirty |= SVGA_NEW_FS_VARIANT;
+ svga->state.hw_draw.fs = variant;
}
return PIPE_OK;
SVGA_NEW_NEED_SWTNL |
SVGA_NEW_RAST |
SVGA_NEW_SAMPLER |
+ SVGA_NEW_FRAME_BUFFER |
SVGA_NEW_BLEND),
emit_hw_fs
};