#include "util/u_inlines.h"
#include "pipe/p_defines.h"
-#include "util/u_format.h"
#include "util/u_math.h"
+#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "translate/translate.h"
+#include "tgsi/tgsi_ureg.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
+#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga_hw_reg.h"
-/***********************************************************************
+
+/**
+ * If we fail to compile a vertex shader we'll use a dummy/fallback shader
+ * that simply emits a (0,0,0,1) vertex position.
*/
+static const struct tgsi_token *
+get_dummy_vertex_shader(void)
+{
+ static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
+ struct ureg_program *ureg;
+ const struct tgsi_token *tokens;
+ struct ureg_src src;
+ struct ureg_dst dst;
+ ureg = ureg_create(PIPE_SHADER_VERTEX);
+ if (!ureg)
+ return NULL;
-static INLINE int compare_vs_keys( const struct svga_vs_compile_key *a,
- const struct svga_vs_compile_key *b )
-{
- unsigned keysize = svga_vs_key_size( a );
- return memcmp( a, b, keysize );
+ dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ src = ureg_DECL_immediate(ureg, zero, 4);
+ ureg_MOV(ureg, dst, src);
+ ureg_END(ureg);
+
+ tokens = ureg_get_tokens(ureg, NULL);
+
+ ureg_destroy(ureg);
+
+ return tokens;
}
-static struct svga_shader_result *search_vs_key( struct svga_vertex_shader *vs,
- const struct svga_vs_compile_key *key )
+static struct svga_shader_variant *
+translate_vertex_program(struct svga_context *svga,
+ const struct svga_vertex_shader *vs,
+ const struct svga_compile_key *key)
{
- struct svga_shader_result *result = vs->base.results;
+ if (svga_have_vgpu10(svga)) {
+ return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
+ PIPE_SHADER_VERTEX);
+ }
+ else {
+ return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
+ PIPE_SHADER_VERTEX);
+ }
+}
- assert(key);
- for ( ; result; result = result->next) {
- if (compare_vs_keys( key, &result->key.vkey ) == 0)
- return result;
+/**
+ * Replace the given shader's instruction with a simple / dummy shader.
+ * We use this when normal shader translation fails.
+ */
+static struct svga_shader_variant *
+get_compiled_dummy_vertex_shader(struct svga_context *svga,
+ struct svga_vertex_shader *vs,
+ const struct svga_compile_key *key)
+{
+ const struct tgsi_token *dummy = get_dummy_vertex_shader();
+ struct svga_shader_variant *variant;
+
+ if (!dummy) {
+ return NULL;
}
-
- return NULL;
+
+ FREE((void *) vs->base.tokens);
+ vs->base.tokens = dummy;
+
+ tgsi_scan_shader(vs->base.tokens, &vs->base.info);
+ vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
+
+ variant = translate_vertex_program(svga, vs, key);
+ return variant;
}
-static enum pipe_error compile_vs( struct svga_context *svga,
- struct svga_vertex_shader *vs,
- const struct svga_vs_compile_key *key,
- struct svga_shader_result **out_result )
+/**
+ * Translate TGSI shader into an svga shader variant.
+ */
+static enum pipe_error
+compile_vs(struct svga_context *svga,
+ struct svga_vertex_shader *vs,
+ const struct svga_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_vertex_program( vs, key );
- if (result == NULL) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
- goto fail;
+ variant = translate_vertex_program(svga, vs, key);
+ if (variant == NULL) {
+ debug_printf("Failed to compile vertex shader,"
+ " using dummy shader instead.\n");
+ variant = get_compiled_dummy_vertex_shader(svga, vs, key);
}
-
- result->id = util_bitmask_add(svga->vs_bm);
- if(result->id == UTIL_BITMASK_INVALID_INDEX) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
- goto fail;
+ 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, SVGA3D_SHADERTYPE_VS, variant);
+ /* Use simple pass-through shader instead */
+ variant = get_compiled_dummy_vertex_shader(svga, vs, key);
}
- ret = SVGA3D_DefineShader(svga->swc,
- result->id,
- SVGA3D_SHADERTYPE_VS,
- result->tokens,
- result->nr_tokens * sizeof result->tokens[0]);
- if (ret)
- goto fail;
-
- *out_result = result;
- result->next = vs->base.results;
- vs->base.results = result;
- return PIPE_OK;
+ if (!variant) {
+ return PIPE_ERROR;
+ }
-fail:
- if (result) {
- if (result->id != UTIL_BITMASK_INVALID_INDEX)
- util_bitmask_clear( svga->vs_bm, result->id );
- svga_destroy_shader_result( result );
+ ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
+ if (ret != PIPE_OK) {
+ svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
+ return ret;
}
- return ret;
+
+ *out_variant = variant;
+
+ return PIPE_OK;
}
-/* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_ZERO_STRIDE
+
+/* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
*/
-static int make_vs_key( struct svga_context *svga,
- struct svga_vs_compile_key *key )
+static void
+make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
{
+ const enum pipe_shader_type shader = PIPE_SHADER_VERTEX;
+
memset(key, 0, sizeof *key);
- key->need_prescale = svga->state.hw_clear.prescale.enabled;
- key->allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
- key->zero_stride_vertex_elements =
- svga->curr.zero_stride_vertex_elements;
- key->num_zero_stride_vertex_elements =
- svga->curr.num_zero_stride_vertex_elements;
- return 0;
-}
+ if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
+ /* Set both of these flags, to match compile_passthrough_vs() */
+ key->vs.passthrough = 1;
+ key->vs.undo_viewport = 1;
+ return;
+ }
+ /* SVGA_NEW_PRESCALE */
+ key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
+ (svga->curr.gs == NULL);
-static int emit_hw_vs( struct svga_context *svga,
- unsigned dirty )
-{
- struct svga_shader_result *result = NULL;
- unsigned id = SVGA3D_INVALID_ID;
- int ret = 0;
+ /* SVGA_NEW_RAST */
+ key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
- /* SVGA_NEW_NEED_SWTNL */
- if (!svga->state.sw.need_swtnl) {
- struct svga_vertex_shader *vs = svga->curr.vs;
- struct svga_vs_compile_key key;
-
- ret = make_vs_key( svga, &key );
- if (ret)
- return ret;
-
- result = search_vs_key( vs, &key );
- if (!result) {
- ret = compile_vs( svga, vs, &key, &result );
- if (ret)
- return ret;
- }
+ /* SVGA_NEW_FS */
+ key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
- assert (result);
- id = result->id;
- }
+ svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
- if (result != svga->state.hw_draw.vs) {
- ret = SVGA3D_SetShader(svga->swc,
- SVGA3D_SHADERTYPE_VS,
- id );
- if (ret)
- return ret;
+ /* SVGA_NEW_VELEMENT */
+ key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
+ key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
+ key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
+ key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
+ key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
+ key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
+ key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
+ key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
+ key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
- svga->dirty |= SVGA_NEW_VS_RESULT;
- svga->state.hw_draw.vs = result;
- }
+ /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
+ svga_init_shader_key_common(svga, shader, key);
- return 0;
+ /* SVGA_NEW_RAST */
+ key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
}
-struct svga_tracked_state svga_hw_vs =
+
+/**
+ * svga_reemit_vs_bindings - Reemit the vertex shader bindings
+ */
+enum pipe_error
+svga_reemit_vs_bindings(struct svga_context *svga)
{
- "vertex shader (hwtnl)",
- (SVGA_NEW_VS |
- SVGA_NEW_PRESCALE |
- SVGA_NEW_NEED_SWTNL |
- SVGA_NEW_ZERO_STRIDE),
- emit_hw_vs
-};
+ enum pipe_error ret;
+ struct svga_winsys_gb_shader *gbshader = NULL;
+ SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
+
+ assert(svga->rebind.flags.vs);
+ assert(svga_have_gb_objects(svga));
+ if (svga->state.hw_draw.vs) {
+ gbshader = svga->state.hw_draw.vs->gb_shader;
+ shaderId = svga->state.hw_draw.vs->id;
+ }
+
+ if (!svga_need_to_rebind_resources(svga)) {
+ ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
+ SVGA_RELOC_READ);
+ }
+ else {
+ if (svga_have_vgpu10(svga))
+ ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
+ gbshader, shaderId);
+ else
+ ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
+ }
+
+ if (ret != PIPE_OK)
+ return ret;
-/***********************************************************************
+ svga->rebind.flags.vs = FALSE;
+ return PIPE_OK;
+}
+
+
+/**
+ * The current vertex shader is already executed by the 'draw'
+ * module, so we just need to generate a simple vertex shader
+ * to pass through all those VS outputs that will
+ * be consumed by the fragment shader.
+ * Used when we employ the 'draw' module.
*/
-static int update_zero_stride( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+compile_passthrough_vs(struct svga_context *svga,
+ struct svga_vertex_shader *vs,
+ struct svga_fragment_shader *fs,
+ struct svga_shader_variant **out_variant)
{
+ struct svga_shader_variant *variant = NULL;
+ unsigned num_inputs;
unsigned i;
+ unsigned num_elements;
+ struct svga_vertex_shader new_vs;
+ struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
+ struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
+ struct ureg_program *ureg;
+ struct svga_compile_key key;
+ enum pipe_error ret;
+
+ assert(svga_have_vgpu10(svga));
+ assert(fs);
+
+ num_inputs = fs->base.info.num_inputs;
+
+ ureg = ureg_create(PIPE_SHADER_VERTEX);
+ if (!ureg)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ /* draw will always add position */
+ dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
+ src[0] = ureg_DECL_vs_input(ureg, 0);
+ num_elements = 1;
+
+ /**
+ * swtnl backend redefines the input layout based on the
+ * fragment shader's inputs. So we only need to passthrough
+ * those inputs that will be consumed by the fragment shader.
+ * Note: DX10 requires the number of vertex elements
+ * specified in the input layout to be no less than the
+ * number of inputs to the vertex shader.
+ */
+ for (i = 0; i < num_inputs; i++) {
+ switch (fs->base.info.input_semantic_name[i]) {
+ case TGSI_SEMANTIC_COLOR:
+ case TGSI_SEMANTIC_GENERIC:
+ case TGSI_SEMANTIC_FOG:
+ dst[num_elements] = ureg_DECL_output(ureg,
+ fs->base.info.input_semantic_name[i],
+ fs->base.info.input_semantic_index[i]);
+ src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
+ num_elements++;
+ break;
+ default:
+ break;
+ }
+ }
- svga->curr.zero_stride_vertex_elements = 0;
- svga->curr.num_zero_stride_vertex_elements = 0;
-
- for (i = 0; i < svga->curr.velems->count; i++) {
- const struct pipe_vertex_element *vel = &svga->curr.velems->velem[i];
- const struct pipe_vertex_buffer *vbuffer = &svga->curr.vb[
- vel->vertex_buffer_index];
-
- if (vbuffer->stride == 0) {
- unsigned const_idx =
- svga->curr.num_zero_stride_vertex_elements;
- struct pipe_transfer *transfer;
- struct translate *translate;
- struct translate_key key;
- void *mapped_buffer;
-
- svga->curr.zero_stride_vertex_elements |= (1 << i);
- ++svga->curr.num_zero_stride_vertex_elements;
-
- key.output_stride = 4 * sizeof(float);
- key.nr_elements = 1;
- key.element[0].type = TRANSLATE_ELEMENT_NORMAL;
- key.element[0].input_format = vel->src_format;
- key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- key.element[0].input_buffer = vel->vertex_buffer_index;
- key.element[0].input_offset = vel->src_offset;
- key.element[0].instance_divisor = vel->instance_divisor;
- key.element[0].output_offset = const_idx * 4 * sizeof(float);
-
- translate_key_sanitize(&key);
- /* translate_generic_create is technically private but
- * we don't want to code-generate, just want generic
- * translation */
- translate = translate_generic_create(&key);
-
- assert(vel->src_offset == 0);
-
- mapped_buffer = pipe_buffer_map_range(&svga->pipe,
- vbuffer->buffer,
- vel->src_offset,
- util_format_get_blocksize(vel->src_format),
- PIPE_TRANSFER_READ,
- &transfer);
-
- translate->set_buffer(translate, vel->vertex_buffer_index,
- mapped_buffer,
- vbuffer->stride);
- translate->run(translate, 0, 1, 0,
- svga->curr.zero_stride_constants);
-
- pipe_buffer_unmap(&svga->pipe,
- vbuffer->buffer,
- transfer);
-
- translate->release(translate);
+ for (i = 0; i < num_elements; i++) {
+ ureg_MOV(ureg, dst[i], src[i]);
+ }
+
+ ureg_END(ureg);
+
+ memset(&new_vs, 0, sizeof(new_vs));
+ new_vs.base.tokens = ureg_get_tokens(ureg, NULL);
+ tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
+
+ memset(&key, 0, sizeof(key));
+ key.vs.undo_viewport = 1;
+
+ ret = compile_vs(svga, &new_vs, &key, &variant);
+ if (ret != PIPE_OK)
+ return ret;
+
+ ureg_free_tokens(new_vs.base.tokens);
+ ureg_destroy(ureg);
+
+ /* Overwrite the variant key to indicate it's a pass-through VS */
+ memset(&variant->key, 0, sizeof(variant->key));
+ variant->key.vs.passthrough = 1;
+ variant->key.vs.undo_viewport = 1;
+
+ *out_variant = variant;
+
+ return PIPE_OK;
+}
+
+
+static enum pipe_error
+emit_hw_vs(struct svga_context *svga, unsigned dirty)
+{
+ struct svga_shader_variant *variant;
+ struct svga_vertex_shader *vs = svga->curr.vs;
+ struct svga_fragment_shader *fs = svga->curr.fs;
+ enum pipe_error ret = PIPE_OK;
+ struct svga_compile_key key;
+
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
+
+ /* If there is an active geometry shader, and it has stream output
+ * defined, then we will skip the stream output from the vertex shader
+ */
+ if (!svga_have_gs_streamout(svga)) {
+ /* No GS stream out */
+ if (svga_have_vs_streamout(svga)) {
+ /* Set VS stream out */
+ ret = svga_set_stream_output(svga, vs->base.stream_output);
+ }
+ else {
+ /* turn off stream out */
+ ret = svga_set_stream_output(svga, NULL);
+ }
+ if (ret != PIPE_OK) {
+ goto done;
+ }
+ }
+
+ /* SVGA_NEW_NEED_SWTNL */
+ if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
+ /* No vertex shader is needed */
+ variant = NULL;
+ }
+ else {
+ make_vs_key(svga, &key);
+
+ /* See if we already have a VS variant that matches the key */
+ variant = svga_search_shader_key(&vs->base, &key);
+
+ if (!variant) {
+ /* Create VS variant now */
+ if (key.vs.passthrough) {
+ ret = compile_passthrough_vs(svga, vs, fs, &variant);
+ }
+ else {
+ ret = compile_vs(svga, vs, &key, &variant);
+ }
+ if (ret != PIPE_OK)
+ goto done;
+
+ /* insert the new variant at head of linked list */
+ assert(variant);
+ variant->next = vs->base.variants;
+ vs->base.variants = variant;
}
}
- if (svga->curr.num_zero_stride_vertex_elements)
- svga->dirty |= SVGA_NEW_ZERO_STRIDE;
+ if (variant != svga->state.hw_draw.vs) {
+ /* Bind the new variant */
+ if (variant) {
+ ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
+ if (ret != PIPE_OK)
+ goto done;
+ svga->rebind.flags.vs = FALSE;
+ }
- return 0;
+ svga->dirty |= SVGA_NEW_VS_VARIANT;
+ svga->state.hw_draw.vs = variant;
+ }
+
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return ret;
}
-struct svga_tracked_state svga_hw_update_zero_stride =
+struct svga_tracked_state svga_hw_vs =
{
- "update zero_stride",
- ( SVGA_NEW_VELEMENT |
- SVGA_NEW_VBUFFER ),
- update_zero_stride
+ "vertex shader (hwtnl)",
+ (SVGA_NEW_VS |
+ SVGA_NEW_FS |
+ SVGA_NEW_TEXTURE_BINDING |
+ SVGA_NEW_SAMPLER |
+ SVGA_NEW_RAST |
+ SVGA_NEW_PRESCALE |
+ SVGA_NEW_VELEMENT |
+ SVGA_NEW_NEED_SWTNL),
+ emit_hw_vs
};