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=6ec38ed3e455aa8d951dea636b9f69688cb6b5e9;hpb=0d4a05445c6b47b93269a3829afbe509ffec4817;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_state_fs.c b/src/gallium/drivers/svga/svga_state_fs.c index 6ec38ed3e45..7931528c661 100644 --- a/src/gallium/drivers/svga/svga_state_fs.c +++ b/src/gallium/drivers/svga/svga_state_fs.c @@ -23,130 +23,171 @@ * **********************************************************/ -#include "pipe/p_inlines.h" +#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 = svga_fs_key_size( a ); - return memcmp( a, b, keysize ); + unsigned keysize_a = svga_fs_key_size( a ); + unsigned keysize_b = svga_fs_key_size( b ); + + if (keysize_a != keysize_b) { + return (int)(keysize_a - keysize_b); + } + return memcmp( a, b, keysize_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) { - struct svga_shader_result *result; - enum pipe_error ret; +#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; +} - result = svga_translate_fragment_program( fs, key ); - if (result == NULL) { - ret = PIPE_ERROR_OUT_OF_MEMORY; - goto fail; - } +/** + * 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; - ret = SVGA3D_DefineShader(svga->swc, - svga->state.next_fs_id, - SVGA3D_SHADERTYPE_PS, - result->tokens, - result->nr_tokens * sizeof result->tokens[0]); - if (ret) - goto fail; + if (!dummy) { + return NULL; + } - *out_result = result; - result->id = svga->state.next_fs_id++; - result->next = fs->base.results; - fs->base.results = result; - return PIPE_OK; + FREE((void *) fs->base.tokens); + fs->base.tokens = dummy; -fail: - if (result) - svga_destroy_shader_result( result ); - return ret; + variant = svga_translate_fragment_program(fs, key); + return variant; } -/* The blend workaround for simulating logicop xor behaviour requires - * that the incoming fragment color be white. This change achieves - * that by hooking up a hard-wired fragment shader that just emits - * color 1,1,1,1 - * - * This is a slightly incomplete solution as it assumes that the - * actual bound shader has no other effects beyond generating a - * fragment color. In particular shaders containing TEXKIL and/or - * depth-write will not have the correct behaviour, nor will those - * expecting to use alphatest. - * - * These are avoidable issues, but they are not much worse than the - * unavoidable ones associated with this technique, so it's not clear - * how much effort should be expended trying to resolve them - the - * ultimate result will still not be correct in most cases. - * - * Shader below was generated with: - * SVGA_DEBUG=tgsi ./mesa/progs/fp/fp-tri white.txt + +/** + * Translate TGSI shader into an svga shader variant. */ -static int emit_white_fs( struct svga_context *svga ) +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) { - int ret; + struct svga_shader_variant *variant; + enum pipe_error ret = PIPE_ERROR; + + 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; + } + } - /* ps_3_0 - * def c0, 1.000000, 0.000000, 0.000000, 1.000000 - * mov oC0, c0.x - * end - */ - static const unsigned white_tokens[] = { - 0xffff0300, - 0x05000051, - 0xa00f0000, - 0x3f800000, - 0x00000000, - 0x00000000, - 0x3f800000, - 0x02000001, - 0x800f0800, - 0xa0000000, - 0x0000ffff, - }; - - ret = SVGA3D_DefineShader(svga->swc, - svga->state.next_fs_id, - SVGA3D_SHADERTYPE_PS, - white_tokens, - sizeof(white_tokens)); - if (ret) - return ret; + 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 = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant); + if (ret != PIPE_OK) + goto fail; - svga->state.white_fs_id = svga->state.next_fs_id++; - return 0; + *out_variant = variant; + + /* insert variants at head of linked list */ + variant->next = fs->base.variants; + fs->base.variants = variant; + + return PIPE_OK; + +fail: + if (variant) { + svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant); + } + return ret; } @@ -155,10 +196,12 @@ static int emit_white_fs( struct svga_context *svga ) * 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); @@ -172,98 +215,221 @@ 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 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 + * TEXKIL and/or depth-write. However, it will break on the + * combination of xor-logicop plus alphatest. + * + * Ultimately, we could implement alphatest in the shader using + * texkil prior to overriding the outgoing fragment color. + * + * SVGA_NEW_BLEND + */ + 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_textures; i++) { - if (svga->curr.texture[i]) { - assert(svga->curr.sampler[i]); - key->tex[i].texture_target = svga->curr.texture[i]->target; + for (i = 0; i < svga->curr.num_sampler_views; 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) { key->tex[i].width_height_idx = idx++; 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_textures; + 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; } +/** + * svga_reemit_fs_bindings - Reemit the fragment shader bindings + */ +enum pipe_error +svga_reemit_fs_bindings(struct svga_context *svga) +{ + 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 int emit_hw_fs( struct svga_context *svga, - unsigned dirty ) + + +static enum pipe_error +emit_hw_fs(struct svga_context *svga, unsigned dirty) { - struct svga_shader_result *result = NULL; - unsigned id = SVGA3D_INVALID_ID; - int ret = 0; + 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; /* SVGA_NEW_BLEND + * SVGA_NEW_TEXTURE_BINDING + * SVGA_NEW_RAST + * SVGA_NEW_NEED_SWTNL + * SVGA_NEW_SAMPLER + * SVGA_NEW_FRAME_BUFFER */ - if (svga->curr.blend->need_white_fragments) { - if (svga->state.white_fs_id == SVGA3D_INVALID_ID) { - ret = emit_white_fs( svga ); - if (ret) - return ret; - } - id = svga->state.white_fs_id; - } - else { - struct svga_fragment_shader *fs = svga->curr.fs; - struct svga_fs_compile_key key; - - /* SVGA_NEW_TEXTURE_BINDING - * SVGA_NEW_RAST - * SVGA_NEW_NEED_SWTNL - * SVGA_NEW_SAMPLER - */ - ret = make_fs_key( svga, &key ); - if (ret) + ret = make_fs_key( svga, fs, &key ); + if (ret != PIPE_OK) + return ret; + + variant = search_fs_key( fs, &key ); + if (!variant) { + ret = compile_fs( svga, fs, &key, &variant ); + if (ret != PIPE_OK) return ret; + } - result = search_fs_key( fs, &key ); - if (!result) { - ret = compile_fs( svga, fs, &key, &result ); - if (ret) - return ret; - } + assert(variant); - assert (result); - id = result->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; - assert(id != SVGA3D_INVALID_ID); + ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS, + variant->gb_shader); + if (ret != PIPE_OK) + return ret; - if (id != svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT]) { - ret = SVGA3D_SetShader(svga->swc, - SVGA3D_SHADERTYPE_PS, - id ); - if (ret) - return ret; + 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_RESULT; - svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT] = id; - svga->state.hw_draw.fs = result; + svga->dirty |= SVGA_NEW_FS_VARIANT; + svga->state.hw_draw.fs = variant; } - return 0; + return PIPE_OK; } struct svga_tracked_state svga_hw_fs = @@ -274,6 +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 };