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=860a0c8e0cf9e98ac31421169b8d52f9109b3f8e;hpb=4686f610b18a04bc6213ccadf7be1176bbda3e34;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_state_fs.c b/src/gallium/drivers/svga/svga_state_fs.c index 860a0c8e0cf..7931528c661 100644 --- a/src/gallium/drivers/svga/svga_state_fs.c +++ b/src/gallium/drivers/svga/svga_state_fs.c @@ -76,12 +76,18 @@ search_fs_key(const struct svga_fragment_shader *fs, /** * 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. + * 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) { - static const float red[4] = { 1.0, 0.0, 0.0, 0.0 }; +#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; @@ -93,7 +99,7 @@ get_dummy_fragment_shader(void) return NULL; dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); - src = ureg_DECL_immediate(ureg, red, 4); + src = ureg_DECL_immediate(ureg, color, 4); ureg_MOV(ureg, dst, src); ureg_END(ureg); @@ -105,6 +111,29 @@ get_dummy_fragment_shader(void) } +/** + * 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. */ @@ -119,17 +148,24 @@ compile_fs(struct svga_context *svga, variant = svga_translate_fragment_program( fs, key ); if (variant == NULL) { - /* some problem during translation, try the dummy shader */ - const struct tgsi_token *dummy = get_dummy_fragment_shader(); - if (!dummy) { - ret = PIPE_ERROR_OUT_OF_MEMORY; + 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; } - debug_printf("Failed to compile fragment shader, using dummy shader instead.\n"); - FREE((void *) fs->base.tokens); - fs->base.tokens = dummy; - variant = svga_translate_fragment_program(fs, key); - if (variant == NULL) { + } + + 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; } @@ -199,15 +235,43 @@ 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) { @@ -226,7 +290,7 @@ make_fs_key(const struct svga_context *svga, idx = 0; for (i = 0; i < svga->curr.num_samplers; ++i) { - if (svga->curr.sampler_views[i]) { + 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; @@ -285,13 +349,36 @@ make_fs_key(const struct svga_context *svga, } +/** + * 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 enum pipe_error emit_hw_fs(struct svga_context *svga, unsigned dirty) { struct svga_shader_variant *variant = NULL; - unsigned id = SVGA3D_INVALID_ID; enum pipe_error ret = PIPE_OK; - struct svga_fragment_shader *fs = svga->curr.fs; struct svga_fs_compile_key key; @@ -313,17 +400,30 @@ emit_hw_fs(struct svga_context *svga, unsigned dirty) return ret; } - assert (variant); - id = variant->id; - - assert(id != SVGA3D_INVALID_ID); + assert(variant); if (variant != svga->state.hw_draw.fs) { - ret = SVGA3D_SetShader(svga->swc, - SVGA3D_SHADERTYPE_PS, - id ); - if (ret != PIPE_OK) - return ret; + 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; + + ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS, + variant->gb_shader); + if (ret != PIPE_OK) + 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_VARIANT; svga->state.hw_draw.fs = variant;