X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_state_fs.c;h=7931528c661421f97fdd48ec32f3edd36a6e0468;hb=52381a7ffba908410f7a53855f082401fca7293a;hp=1310fd9825fa8a71d7f686cf0107fce422b331c7;hpb=47bfbd452c93e6a8db013fb90d9f42210cf24889;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_state_fs.c b/src/gallium/drivers/svga/svga_state_fs.c index 1310fd9825f..7931528c661 100644 --- a/src/gallium/drivers/svga/svga_state_fs.c +++ b/src/gallium/drivers/svga/svga_state_fs.c @@ -26,19 +26,24 @@ #include "util/u_inlines.h" #include "pipe/p_defines.h" #include "util/u_math.h" +#include "util/u_memory.h" #include "util/u_bitmask.h" +#include "tgsi/tgsi_ureg.h" #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 ); @@ -50,60 +55,137 @@ static INLINE int compare_fs_keys( const struct svga_fs_compile_key *a, } -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; } -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 ) +/** + * 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 (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) +{ +#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; + struct ureg_dst dst; + unsigned num_tokens; + + ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); + if (!ureg) + return NULL; + + dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); + src = ureg_DECL_immediate(ureg, color, 4); + ureg_MOV(ureg, dst, src); + ureg_END(ureg); + + tokens = ureg_get_tokens(ureg, &num_tokens); + + ureg_destroy(ureg); + + return tokens; +} + + +/** + * 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) { - ret = PIPE_ERROR_OUT_OF_MEMORY; - goto fail; + 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 (variant->nr_tokens * sizeof(variant->tokens[0]) + + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader) + >= SVGA_CB_MAX_COMMAND_SIZE) { + /* 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]); - if (ret) + 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; } @@ -114,10 +196,12 @@ fail: * SVGA_NEW_NEED_SWTNL * SVGA_NEW_SAMPLER */ -static int make_fs_key( const struct svga_context *svga, - struct svga_fs_compile_key *key ) +static enum pipe_error +make_fs_key(const struct svga_context *svga, + struct svga_fragment_shader *fs, + struct svga_fs_compile_key *key) { - int i; + unsigned i; int idx = 0; memset(key, 0, sizeof *key); @@ -131,13 +215,12 @@ static int make_fs_key( const struct svga_context *svga, /* SVGA_NEW_RAST */ key->light_twoside = svga->curr.rast->templ.light_twoside; - key->front_cw = (svga->curr.rast->templ.front_winding == - PIPE_WINDING_CW); + key->front_ccw = svga->curr.rast->templ.front_ccw; } /* The blend workaround for simulating logicop xor behaviour * requires that the incoming fragment color be white. This change - * achieves that by creating a varient of the current fragment + * achieves that by creating a variant of the current fragment * shader that overrides all output colors with 1,1,1,1 * * This will work for most shaders, including those containing @@ -152,15 +235,43 @@ static int make_fs_key( const struct svga_context *svga, 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) { @@ -168,30 +279,106 @@ static int make_fs_key( const struct svga_context *svga, key->tex[i].unnormalized = TRUE; ++key->num_unnormalized_coords; } + + key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r; + key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g; + key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b; + key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a; } } key->num_textures = svga->curr.num_sampler_views; 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; + } } } - return 0; -} + /* sprite coord gen state */ + for (i = 0; i < svga->curr.num_samplers; ++i) { + key->tex[i].sprite_texgen = + svga->curr.rast->templ.sprite_coord_enable & (1 << i); + } + 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.color0_writes_all_cbufs) { + /* Replicate color0 output to N colorbuffers */ + key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs; + } + + return PIPE_OK; +} -static int emit_hw_fs( struct svga_context *svga, - unsigned dirty ) + +/** + * svga_reemit_fs_bindings - Reemit the fragment shader bindings + */ +enum pipe_error +svga_reemit_fs_bindings(struct svga_context *svga) { - struct svga_shader_result *result = NULL; - unsigned id = SVGA3D_INVALID_ID; - int ret = 0; + 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_variant *variant = NULL; + enum pipe_error ret = PIPE_OK; struct svga_fragment_shader *fs = svga->curr.fs; struct svga_fs_compile_key key; @@ -200,35 +387,49 @@ static int emit_hw_fs( struct svga_context *svga, * SVGA_NEW_RAST * SVGA_NEW_NEED_SWTNL * SVGA_NEW_SAMPLER + * SVGA_NEW_FRAME_BUFFER */ - ret = make_fs_key( svga, &key ); - if (ret) + 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 ); - if (ret) + 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)) { + /* + * Bind is necessary here only because pipebuffer_fenced may move + * the shader contents around.... + */ + ret = SVGA3D_BindGBShader(svga->swc, 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) - return ret; + ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS, + variant->gb_shader); + if (ret != PIPE_OK) + return ret; - svga->dirty |= SVGA_NEW_FS_RESULT; - svga->state.hw_draw.fs = result; + 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_VARIANT; + svga->state.hw_draw.fs = variant; } - return 0; + return PIPE_OK; } struct svga_tracked_state svga_hw_fs = @@ -239,6 +440,7 @@ struct svga_tracked_state svga_hw_fs = SVGA_NEW_NEED_SWTNL | SVGA_NEW_RAST | SVGA_NEW_SAMPLER | + SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND), emit_hw_fs };