--- /dev/null
+/**********************************************************
+ * Copyright 2018-2020 VMware, Inc. All rights reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person
+ * obtaining a copy of this software and associated documentation
+ * files (the "Software"), to deal in the Software without
+ * restriction, including without limitation the rights to use, copy,
+ * modify, merge, publish, distribute, sublicense, and/or sell copies
+ * of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
+ * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ **********************************************************/
+
+#include "util/u_inlines.h"
+#include "util/u_memory.h"
+#include "util/u_simple_shaders.h"
+
+#include "svga_context.h"
+#include "svga_cmd.h"
+#include "svga_tgsi.h"
+#include "svga_shader.h"
+
+
+/**
+ * Translate TGSI shader into an svga shader variant.
+ */
+static enum pipe_error
+compile_tcs(struct svga_context *svga,
+ struct svga_tcs_shader *tcs,
+ const struct svga_compile_key *key,
+ struct svga_shader_variant **out_variant)
+{
+ struct svga_shader_variant *variant;
+ enum pipe_error ret = PIPE_ERROR;
+
+ variant = svga_tgsi_vgpu10_translate(svga, &tcs->base, key,
+ PIPE_SHADER_TESS_CTRL);
+ 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;
+
+ return PIPE_OK;
+}
+
+
+static void
+make_tcs_key(struct svga_context *svga, struct svga_compile_key *key)
+{
+ struct svga_tcs_shader *tcs = svga->curr.tcs;
+
+ memset(key, 0, sizeof *key);
+
+ /*
+ * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
+ */
+ svga_init_shader_key_common(svga, PIPE_SHADER_TESS_CTRL, &tcs->base, key);
+
+ /* SVGA_NEW_TCS_PARAM */
+ key->tcs.vertices_per_patch = svga->curr.vertices_per_patch;
+
+ /* The tessellator parameters come from the layout section in the
+ * tessellation evaluation shader. Get these parameters from the
+ * current tessellation evaluation shader variant.
+ * Note: this requires the tessellation evaluation shader to be
+ * compiled first.
+ */
+ struct svga_tes_variant *tes = svga_tes_variant(svga->state.hw_draw.tes);
+ key->tcs.prim_mode = tes->prim_mode;
+ key->tcs.spacing = tes->spacing;
+ key->tcs.vertices_order_cw = tes->vertices_order_cw;
+ key->tcs.point_mode = tes->point_mode;
+
+ if (svga->tcs.passthrough)
+ key->tcs.passthrough = 1;
+
+ key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
+
+ /* tcs is always followed by tes */
+ key->last_vertex_stage = 0;
+}
+
+
+static enum pipe_error
+emit_hw_tcs(struct svga_context *svga, uint64_t dirty)
+{
+ struct svga_shader_variant *variant;
+ struct svga_tcs_shader *tcs = svga->curr.tcs;
+ enum pipe_error ret = PIPE_OK;
+ struct svga_compile_key key;
+
+ assert(svga_have_sm5(svga));
+
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITTCS);
+
+ if (!tcs) {
+ /* If there is no active tcs, then there should not be
+ * active tes either
+ */
+ assert(!svga->curr.tes);
+ if (svga->state.hw_draw.tcs != NULL) {
+
+ /** The previous tessellation control shader is made inactive.
+ * Needs to unbind the tessellation control shader.
+ */
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_HS, NULL);
+ if (ret != PIPE_OK)
+ goto done;
+ svga->state.hw_draw.tcs = NULL;
+ }
+ goto done;
+ }
+
+ make_tcs_key(svga, &key);
+
+ /* See if we already have a TCS variant that matches the key */
+ variant = svga_search_shader_key(&tcs->base, &key);
+
+ if (!variant) {
+ ret = compile_tcs(svga, tcs, &key, &variant);
+ if (ret != PIPE_OK)
+ goto done;
+
+ /* insert the new variant at head of linked list */
+ assert(variant);
+ variant->next = tcs->base.variants;
+ tcs->base.variants = variant;
+ }
+
+ if (variant != svga->state.hw_draw.tcs) {
+ /* Bind the new variant */
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_HS, variant);
+ if (ret != PIPE_OK)
+ goto done;
+
+ svga->rebind.flags.tcs = FALSE;
+ svga->dirty |= SVGA_NEW_TCS_VARIANT;
+ svga->state.hw_draw.tcs = variant;
+ }
+
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return ret;
+}
+
+
+struct svga_tracked_state svga_hw_tcs =
+{
+ "tessellation control shader (hwtnl)",
+ (SVGA_NEW_VS |
+ SVGA_NEW_TCS |
+ SVGA_NEW_TES |
+ SVGA_NEW_TEXTURE_BINDING |
+ SVGA_NEW_SAMPLER |
+ SVGA_NEW_RAST),
+ emit_hw_tcs
+};
+
+
+/**
+ * Translate TGSI shader into an svga shader variant.
+ */
+static enum pipe_error
+compile_tes(struct svga_context *svga,
+ struct svga_tes_shader *tes,
+ const struct svga_compile_key *key,
+ struct svga_shader_variant **out_variant)
+{
+ struct svga_shader_variant *variant;
+ enum pipe_error ret = PIPE_ERROR;
+
+ variant = svga_tgsi_vgpu10_translate(svga, &tes->base, key,
+ PIPE_SHADER_TESS_EVAL);
+ 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;
+
+ return PIPE_OK;
+}
+
+
+static void
+make_tes_key(struct svga_context *svga, struct svga_compile_key *key)
+{
+ struct svga_tes_shader *tes = svga->curr.tes;
+
+ memset(key, 0, sizeof *key);
+
+ /*
+ * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
+ */
+ svga_init_shader_key_common(svga, PIPE_SHADER_TESS_EVAL, &tes->base, key);
+
+ assert(svga->curr.tcs);
+ key->tes.vertices_per_patch =
+ svga->curr.tcs->base.info.properties[TGSI_PROPERTY_TCS_VERTICES_OUT];
+
+ key->tes.need_prescale = svga->state.hw_clear.prescale[0].enabled &&
+ (svga->curr.gs == NULL);
+
+ /* tcs emits tessellation factors as extra outputs.
+ * Since tes depends on them, save the tessFactor output index
+ * from tcs in the tes compile key, so that if a different
+ * tcs is bound and if the tessFactor index is different,
+ * a different tes variant will be generated.
+ */
+ key->tes.tessfactor_index = svga->curr.tcs->base.info.num_outputs;
+
+ key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
+
+ /* This is the last vertex stage if there is no geometry shader. */
+ key->last_vertex_stage = !svga->curr.gs;
+
+ key->tes.need_tessinner = 0;
+ key->tes.need_tessouter = 0;
+
+ for (int i = 0; i < svga->curr.tcs->base.info.num_outputs; i++) {
+ switch (svga->curr.tcs->base.info.output_semantic_name[i]) {
+ case TGSI_SEMANTIC_TESSOUTER:
+ key->tes.need_tessouter = 1;
+ break;
+ case TGSI_SEMANTIC_TESSINNER:
+ key->tes.need_tessinner = 1;
+ break;
+ default:
+ break;
+ }
+ }
+
+}
+
+
+static void
+get_passthrough_tcs(struct svga_context *svga)
+{
+ if (svga->tcs.passthrough_tcs &&
+ svga->tcs.vs == svga->curr.vs &&
+ svga->tcs.tes == svga->curr.tes &&
+ svga->tcs.vertices_per_patch == svga->curr.vertices_per_patch) {
+ svga->pipe.bind_tcs_state(&svga->pipe,
+ svga->tcs.passthrough_tcs);
+ }
+ else {
+ struct svga_tcs_shader *new_tcs;
+
+ /* delete older passthrough shader*/
+ if (svga->tcs.passthrough_tcs) {
+ svga->pipe.delete_tcs_state(&svga->pipe,
+ svga->tcs.passthrough_tcs);
+ }
+
+ new_tcs = (struct svga_tcs_shader *)
+ util_make_tess_ctrl_passthrough_shader(&svga->pipe,
+ svga->curr.vs->base.info.num_outputs,
+ svga->curr.tes->base.info.num_inputs,
+ svga->curr.vs->base.info.output_semantic_name,
+ svga->curr.vs->base.info.output_semantic_index,
+ svga->curr.tes->base.info.input_semantic_name,
+ svga->curr.tes->base.info.input_semantic_index,
+ svga->curr.vertices_per_patch);
+ svga->pipe.bind_tcs_state(&svga->pipe, new_tcs);
+ svga->tcs.passthrough_tcs = new_tcs;
+ svga->tcs.vs = svga->curr.vs;
+ svga->tcs.tes = svga->curr.tes;
+ svga->tcs.vertices_per_patch = svga->curr.vertices_per_patch;
+ }
+
+ struct pipe_constant_buffer cb;
+
+ cb.buffer = NULL;
+ cb.user_buffer = (void *) svga->curr.default_tesslevels;
+ cb.buffer_offset = 0;
+ cb.buffer_size = 2 * 4 * sizeof(float);
+ svga->pipe.set_constant_buffer(&svga->pipe, PIPE_SHADER_TESS_CTRL, 0, &cb);
+}
+
+
+static enum pipe_error
+emit_hw_tes(struct svga_context *svga, uint64_t dirty)
+{
+ struct svga_shader_variant *variant;
+ struct svga_tes_shader *tes = svga->curr.tes;
+ enum pipe_error ret = PIPE_OK;
+ struct svga_compile_key key;
+
+ assert(svga_have_sm5(svga));
+
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITTES);
+
+ if (!tes) {
+ /* The GL spec implies that TES is optional when there's a TCS,
+ * but that's apparently a spec error. Assert if we have a TCS
+ * but no TES.
+ */
+ assert(!svga->curr.tcs);
+ if (svga->state.hw_draw.tes != NULL) {
+
+ /** The previous tessellation evaluation shader is made inactive.
+ * Needs to unbind the tessellation evaluation shader.
+ */
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_DS, NULL);
+ if (ret != PIPE_OK)
+ goto done;
+ svga->state.hw_draw.tes = NULL;
+ }
+ goto done;
+ }
+
+ if (!svga->curr.tcs) {
+ /* TES state is processed before the TCS
+ * shader and that's why we're checking for and creating the
+ * passthough TCS in the emit_hw_tes() function.
+ */
+ get_passthrough_tcs(svga);
+ svga->tcs.passthrough = TRUE;
+ }
+ else {
+ svga->tcs.passthrough = FALSE;
+ }
+
+ make_tes_key(svga, &key);
+
+ /* See if we already have a TES variant that matches the key */
+ variant = svga_search_shader_key(&tes->base, &key);
+
+ if (!variant) {
+ ret = compile_tes(svga, tes, &key, &variant);
+ if (ret != PIPE_OK)
+ goto done;
+
+ /* insert the new variant at head of linked list */
+ assert(variant);
+ variant->next = tes->base.variants;
+ tes->base.variants = variant;
+ }
+
+ if (variant != svga->state.hw_draw.tes) {
+ /* Bind the new variant */
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_DS, variant);
+ if (ret != PIPE_OK)
+ goto done;
+
+ svga->rebind.flags.tes = FALSE;
+ svga->dirty |= SVGA_NEW_TES_VARIANT;
+ svga->state.hw_draw.tes = variant;
+ }
+
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return ret;
+}
+
+
+struct svga_tracked_state svga_hw_tes =
+{
+ "tessellation evaluation shader (hwtnl)",
+ /* TBD SVGA_NEW_VS/SVGA_NEW_FS/SVGA_NEW_GS are required or not*/
+ (SVGA_NEW_VS |
+ SVGA_NEW_FS |
+ SVGA_NEW_GS |
+ SVGA_NEW_TCS |
+ SVGA_NEW_TES |
+ SVGA_NEW_TEXTURE_BINDING |
+ SVGA_NEW_SAMPLER |
+ SVGA_NEW_RAST),
+ emit_hw_tes
+};