#include "svgadump/svga_shader_dump.h"
#include "svga_context.h"
+#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga_tgsi_emit.h"
#include "svga_debug.h"
*/
static char err_buf[128];
-#if 0
-static void
-svga_destroy_shader_emitter(struct svga_shader_emitter *emit)
-{
- if (emit->buf != err_buf)
- FREE(emit->buf);
-}
-#endif
-
static boolean
svga_shader_expand(struct svga_shader_emitter *emit)
else
new_buf = NULL;
- if (new_buf == NULL) {
+ if (!new_buf) {
emit->ptr = err_buf;
emit->buf = err_buf;
emit->size = sizeof(err_buf);
}
-static INLINE boolean
+static inline boolean
reserve(struct svga_shader_emitter *emit, unsigned nr_dwords)
{
if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) {
}
-/**
- * Use the shader info to generate a bitmask indicating which generic
- * inputs are used by the shader. A set bit indicates that GENERIC[i]
- * is used.
- */
-unsigned
-svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
-{
- unsigned i, mask = 0x0;
-
- for (i = 0; i < info->num_inputs; i++) {
- if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
- unsigned j = info->input_semantic_index[i];
- assert(j < sizeof(mask) * 8);
- mask |= 1 << j;
- }
- }
-
- return mask;
-}
-
-
-/**
- * Given a mask of used generic variables (as returned by the above functions)
- * fill in a table which maps those indexes to small integers.
- * This table is used by the remap_generic_index() function in
- * svga_tgsi_decl_sm30.c
- * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
- * GENERIC[3] are used. The remap_table will contain:
- * table[1] = 0;
- * table[3] = 1;
- * The remaining table entries will be filled in with the next unused
- * generic index (in this example, 2).
- */
-void
-svga_remap_generics(unsigned generics_mask,
- int8_t remap_table[MAX_GENERIC_VARYING])
-{
- /* Note texcoord[0] is reserved so start at 1 */
- unsigned count = 1, i;
-
- for (i = 0; i < MAX_GENERIC_VARYING; i++) {
- remap_table[i] = -1;
- }
-
- /* for each bit set in generic_mask */
- while (generics_mask) {
- unsigned index = ffs(generics_mask) - 1;
- remap_table[index] = count++;
- generics_mask &= ~(1 << index);
- }
-}
-
-
-/**
- * Use the generic remap table to map a TGSI generic varying variable
- * index to a small integer. If the remapping table doesn't have a
- * valid value for the given index (the table entry is -1) it means
- * the fragment shader doesn't use that VS output. Just allocate
- * the next free value in that case. Alternately, we could cull
- * VS instructions that write to register, or replace the register
- * with a dummy temp register.
- * XXX TODO: we should do one of the later as it would save precious
- * texcoord registers.
- */
-int
-svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
- int generic_index)
-{
- assert(generic_index < MAX_GENERIC_VARYING);
-
- if (generic_index >= MAX_GENERIC_VARYING) {
- /* just don't return a random/garbage value */
- generic_index = MAX_GENERIC_VARYING - 1;
- }
-
- if (remap_table[generic_index] == -1) {
- /* This is a VS output that has no matching PS input. Find a
- * free index.
- */
- int i, max = 0;
- for (i = 0; i < MAX_GENERIC_VARYING; i++) {
- max = MAX2(max, remap_table[i]);
- }
- remap_table[generic_index] = max + 1;
- }
-
- return remap_table[generic_index];
-}
-
-
/**
* Parse TGSI shader and translate to SVGA/DX9 serialized
* representation.
* can be dynamically grown. Once we've finished and know how large
* it is, it will be copied to a hardware buffer for upload.
*/
-static struct svga_shader_variant *
-svga_tgsi_translate(const struct svga_shader *shader,
- const struct svga_compile_key *key, unsigned unit)
+struct svga_shader_variant *
+svga_tgsi_vgpu9_translate(struct svga_context *svga,
+ const struct svga_shader *shader,
+ const struct svga_compile_key *key, unsigned unit)
{
struct svga_shader_variant *variant = NULL;
struct svga_shader_emitter emit;
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_TGSIVGPU9TRANSLATE);
+
memset(&emit, 0, sizeof(emit));
emit.size = 1024;
emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1;
if (unit == PIPE_SHADER_FRAGMENT)
- emit.imm_start += key->fkey.num_unnormalized_coords;
+ emit.imm_start += key->num_unnormalized_coords;
if (unit == PIPE_SHADER_VERTEX) {
- emit.imm_start += key->vkey.need_prescale ? 2 : 0;
+ emit.imm_start += key->vs.need_prescale ? 2 : 0;
}
emit.nr_hw_float_const =
goto fail;
}
+ if (emit.info.indirect_files & (1 << TGSI_FILE_TEMPORARY)) {
+ debug_printf(
+ "svga: indirect indexing of temporary registers is not supported.\n");
+ goto fail;
+ }
+
emit.in_main_func = TRUE;
if (!svga_shader_emit_header(&emit)) {
goto fail;
}
- variant = CALLOC_STRUCT(svga_shader_variant);
- if (variant == NULL)
+ variant = svga_new_shader_variant(svga);
+ if (!variant)
goto fail;
variant->shader = shader;
memcpy(&variant->key, key, sizeof(*key));
variant->id = UTIL_BITMASK_INVALID_INDEX;
- if (SVGA_DEBUG & DEBUG_TGSI) {
+ variant->pstipple_sampler_unit = emit.pstipple_sampler_unit;
+
+ /* If there was exactly one write to a fragment shader output register
+ * and it came from a constant buffer, we know all fragments will have
+ * the same color (except for blending).
+ */
+ variant->constant_color_output =
+ emit.constant_color_output && emit.num_output_writes == 1;
+
+#if 0
+ if (!svga_shader_verify(variant->tokens, variant->nr_tokens) ||
+ SVGA_DEBUG & DEBUG_TGSI) {
debug_printf("#####################################\n");
debug_printf("Shader %u below\n", shader->id);
tgsi_dump(shader->tokens, 0);
}
debug_printf("#####################################\n");
}
+#endif
- return variant;
+ goto done;
- fail:
+fail:
FREE(variant);
- FREE(emit.buf);
- return NULL;
-}
-
-
-struct svga_shader_variant *
-svga_translate_fragment_program(const struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *fkey)
-{
- struct svga_compile_key key;
-
- memset(&key, 0, sizeof(key));
+ if (emit.buf != err_buf)
+ FREE(emit.buf);
+ variant = NULL;
- memcpy(&key.fkey, fkey, sizeof *fkey);
-
- memcpy(key.generic_remap_table, fs->generic_remap_table,
- sizeof(fs->generic_remap_table));
-
- return svga_tgsi_translate(&fs->base, &key, PIPE_SHADER_FRAGMENT);
-}
-
-
-struct svga_shader_variant *
-svga_translate_vertex_program(const struct svga_vertex_shader *vs,
- const struct svga_vs_compile_key *vkey)
-{
- struct svga_compile_key key;
-
- memset(&key, 0, sizeof(key));
-
- memcpy(&key.vkey, vkey, sizeof *vkey);
-
- /* Note: we could alternately store the remap table in the vkey but
- * that would make it larger. We just regenerate it here instead.
- */
- svga_remap_generics(vkey->fs_generic_inputs, key.generic_remap_table);
-
- return svga_tgsi_translate(&vs->base, &key, PIPE_SHADER_VERTEX);
-}
-
-
-void
-svga_destroy_shader_variant(struct svga_shader_variant *variant)
-{
- FREE((unsigned *) variant->tokens);
- FREE(variant);
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
+ return variant;
}