#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_scan.h"
+#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_bitmask.h"
-#include "svgadump/st_shader_dump.h"
+#include "svgadump/svga_shader_dump.h"
#include "svga_context.h"
#include "svga_tgsi.h"
static char err_buf[128];
#if 0
-static void svga_destroy_shader_emitter( struct svga_shader_emitter *emit )
+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 )
+static boolean
+svga_shader_expand(struct svga_shader_emitter *emit)
{
char *new_buf;
unsigned newsize = emit->size * 2;
- if(emit->buf != err_buf)
+ if (emit->buf != err_buf)
new_buf = REALLOC(emit->buf, emit->size, newsize);
else
new_buf = NULL;
emit->ptr = new_buf + (emit->ptr - emit->buf);
emit->buf = new_buf;
return TRUE;
-}
+}
-static INLINE boolean reserve( struct svga_shader_emitter *emit,
- unsigned nr_dwords )
+
+static inline boolean
+reserve(struct svga_shader_emitter *emit, unsigned nr_dwords)
{
if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) {
- if (!svga_shader_expand( emit ))
+ if (!svga_shader_expand(emit)) {
return FALSE;
+ }
}
return TRUE;
}
-boolean svga_shader_emit_dword( struct svga_shader_emitter *emit,
- unsigned dword )
+
+boolean
+svga_shader_emit_dword(struct svga_shader_emitter * emit, unsigned dword)
{
if (!reserve(emit, 1))
return FALSE;
- *(unsigned *)emit->ptr = dword;
+ *(unsigned *) emit->ptr = dword;
emit->ptr += sizeof dword;
return TRUE;
}
-boolean svga_shader_emit_dwords( struct svga_shader_emitter *emit,
- const unsigned *dwords,
- unsigned nr )
+
+boolean
+svga_shader_emit_dwords(struct svga_shader_emitter * emit,
+ const unsigned *dwords, unsigned nr)
{
if (!reserve(emit, nr))
return FALSE;
- memcpy( emit->ptr, dwords, nr * sizeof *dwords );
+ memcpy(emit->ptr, dwords, nr * sizeof *dwords);
emit->ptr += nr * sizeof *dwords;
return TRUE;
}
-boolean svga_shader_emit_opcode( struct svga_shader_emitter *emit,
- unsigned opcode )
+
+boolean
+svga_shader_emit_opcode(struct svga_shader_emitter * emit, unsigned opcode)
{
SVGA3dShaderInstToken *here;
if (!reserve(emit, 1))
return FALSE;
- here = (SVGA3dShaderInstToken *)emit->ptr;
+ here = (SVGA3dShaderInstToken *) emit->ptr;
here->value = opcode;
if (emit->insn_offset) {
- SVGA3dShaderInstToken *prev = (SVGA3dShaderInstToken *)(emit->buf +
- emit->insn_offset);
+ SVGA3dShaderInstToken *prev =
+ (SVGA3dShaderInstToken *) (emit->buf + emit->insn_offset);
prev->size = (here - prev) - 1;
}
-
+
emit->insn_offset = emit->ptr - emit->buf;
emit->ptr += sizeof(unsigned);
return TRUE;
}
-#define SVGA3D_PS_2X (SVGA3D_PS_20 | 1)
-#define SVGA3D_VS_2X (SVGA3D_VS_20 | 1)
-static boolean svga_shader_emit_header( struct svga_shader_emitter *emit )
+static boolean
+svga_shader_emit_header(struct svga_shader_emitter *emit)
{
SVGA3dShaderVersion header;
- memset( &header, 0, sizeof header );
+ memset(&header, 0, sizeof header);
switch (emit->unit) {
case PIPE_SHADER_FRAGMENT:
- header.value = emit->use_sm30 ? SVGA3D_PS_30 : SVGA3D_PS_2X;
+ header.value = SVGA3D_PS_30;
break;
case PIPE_SHADER_VERTEX:
- header.value = emit->use_sm30 ? SVGA3D_VS_30 : SVGA3D_VS_2X;
+ header.value = SVGA3D_VS_30;
break;
}
-
- return svga_shader_emit_dword( emit, header.value );
+
+ return svga_shader_emit_dword(emit, header.value);
}
+/**
+ * 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.
+/**
+ * Parse TGSI shader and translate to SVGA/DX9 serialized
+ * representation.
*
* In this function SVGA shader is emitted to an in-memory buffer that
* 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_result *
-svga_tgsi_translate( const struct svga_shader *shader,
- union svga_compile_key key,
- unsigned unit )
+static struct svga_shader_variant *
+svga_tgsi_translate(const struct svga_shader *shader,
+ const struct svga_compile_key *key, unsigned unit)
{
- struct svga_shader_result *result = NULL;
+ struct svga_shader_variant *variant = NULL;
struct svga_shader_emitter emit;
- int ret = 0;
memset(&emit, 0, sizeof(emit));
- emit.use_sm30 = shader->use_sm30;
emit.size = 1024;
emit.buf = MALLOC(emit.size);
if (emit.buf == NULL) {
- ret = PIPE_ERROR_OUT_OF_MEMORY;
goto fail;
}
emit.ptr = emit.buf;
emit.unit = unit;
- emit.key = key;
+ emit.key = *key;
- tgsi_scan_shader( shader->tokens, &emit.info);
+ tgsi_scan_shader(shader->tokens, &emit.info);
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->fkey.num_unnormalized_coords;
if (unit == PIPE_SHADER_VERTEX) {
- emit.imm_start += key.vkey.need_prescale ? 2 : 0;
- emit.imm_start += key.vkey.num_zero_stride_vertex_elements;
+ emit.imm_start += key->vkey.need_prescale ? 2 : 0;
}
- emit.nr_hw_const = (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1);
+ emit.nr_hw_float_const =
+ (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1);
emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1;
+
+ if (emit.nr_hw_temp >= SVGA3D_TEMPREG_MAX) {
+ debug_printf("svga: too many temporary registers (%u)\n",
+ emit.nr_hw_temp);
+ goto fail;
+ }
+
emit.in_main_func = TRUE;
- if (!svga_shader_emit_header( &emit ))
+ if (!svga_shader_emit_header(&emit)) {
+ debug_printf("svga: emit header failed\n");
goto fail;
+ }
- if (!svga_shader_emit_instructions( &emit, shader->tokens ))
+ if (!svga_shader_emit_instructions(&emit, shader->tokens)) {
+ debug_printf("svga: emit instructions failed\n");
goto fail;
-
- result = CALLOC_STRUCT(svga_shader_result);
- if (result == NULL)
+ }
+
+ variant = CALLOC_STRUCT(svga_shader_variant);
+ if (variant == NULL)
goto fail;
- result->shader = shader;
- result->tokens = (const unsigned *)emit.buf;
- result->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned);
- memcpy(&result->key, &key, sizeof key);
+ variant->shader = shader;
+ variant->tokens = (const unsigned *) emit.buf;
+ variant->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned);
+ memcpy(&variant->key, key, sizeof(*key));
+ variant->id = UTIL_BITMASK_INVALID_INDEX;
+
+ if (SVGA_DEBUG & DEBUG_TGSI) {
+ debug_printf("#####################################\n");
+ debug_printf("Shader %u below\n", shader->id);
+ tgsi_dump(shader->tokens, 0);
+ if (SVGA_DEBUG & DEBUG_TGSI) {
+ debug_printf("Shader %u compiled below\n", shader->id);
+ svga_shader_dump(variant->tokens, variant->nr_tokens, FALSE);
+ }
+ debug_printf("#####################################\n");
+ }
- return result;
+ return variant;
-fail:
- FREE(result);
+ 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));
-struct svga_shader_result *
-svga_translate_fragment_program( const struct svga_fragment_shader *fs,
- const struct svga_fs_compile_key *fkey )
-{
- union svga_compile_key key;
memcpy(&key.fkey, fkey, sizeof *fkey);
- return svga_tgsi_translate( &fs->base,
- key,
- PIPE_SHADER_FRAGMENT );
+ 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_result *
-svga_translate_vertex_program( const struct svga_vertex_shader *vs,
- const struct svga_vs_compile_key *vkey )
+
+struct svga_shader_variant *
+svga_translate_vertex_program(const struct svga_vertex_shader *vs,
+ const struct svga_vs_compile_key *vkey)
{
- union svga_compile_key key;
- memcpy(&key.vkey, vkey, sizeof *vkey);
+ struct svga_compile_key key;
- return svga_tgsi_translate( &vs->base,
- key,
- PIPE_SHADER_VERTEX );
-}
+ 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);
-void svga_destroy_shader_result( struct svga_shader_result *result )
-{
- FREE((unsigned *)result->tokens);
- FREE(result);
+ return svga_tgsi_translate(&vs->base, &key, PIPE_SHADER_VERTEX);
}
-