X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_state_vs.c;h=492a929bd8f1fab8a33ddb5d608a8f432fc19dc7;hb=9b75061386ea52bcd1041fb7840e0121d5a883c5;hp=545c9d7420fa897f55bc73f5014b37d86251b80d;hpb=556a415033223108eb5706364604b3400f497c58;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_state_vs.c b/src/gallium/drivers/svga/svga_state_vs.c index 545c9d7420f..492a929bd8f 100644 --- a/src/gallium/drivers/svga/svga_state_vs.c +++ b/src/gallium/drivers/svga/svga_state_vs.c @@ -25,7 +25,6 @@ #include "util/u_inlines.h" #include "pipe/p_defines.h" -#include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_bitmask.h" @@ -41,33 +40,6 @@ #include "svga_hw_reg.h" -static INLINE int -compare_vs_keys(const struct svga_vs_compile_key *a, - const struct svga_vs_compile_key *b) -{ - unsigned keysize = svga_vs_key_size( a ); - return memcmp( a, b, keysize ); -} - - -/** Search for a vertex shader variant */ -static struct svga_shader_variant * -search_vs_key(const struct svga_vertex_shader *vs, - const struct svga_vs_compile_key *key) -{ - struct svga_shader_variant *variant = vs->base.variants; - - assert(key); - - for ( ; variant; variant = variant->next) { - if (compare_vs_keys( key, &variant->key.vkey ) == 0) - return variant; - } - - return NULL; -} - - /** * If we fail to compile a vertex shader we'll use a dummy/fallback shader * that simply emits a (0,0,0,1) vertex position. @@ -80,9 +52,8 @@ get_dummy_vertex_shader(void) const struct tgsi_token *tokens; struct ureg_src src; struct ureg_dst dst; - unsigned num_tokens; - ureg = ureg_create(TGSI_PROCESSOR_VERTEX); + ureg = ureg_create(PIPE_SHADER_VERTEX); if (!ureg) return NULL; @@ -91,7 +62,7 @@ get_dummy_vertex_shader(void) ureg_MOV(ureg, dst, src); ureg_END(ureg); - tokens = ureg_get_tokens(ureg, &num_tokens); + tokens = ureg_get_tokens(ureg, NULL); ureg_destroy(ureg); @@ -99,13 +70,30 @@ get_dummy_vertex_shader(void) } +static struct svga_shader_variant * +translate_vertex_program(struct svga_context *svga, + const struct svga_vertex_shader *vs, + const struct svga_compile_key *key) +{ + if (svga_have_vgpu10(svga)) { + return svga_tgsi_vgpu10_translate(svga, &vs->base, key, + PIPE_SHADER_VERTEX); + } + else { + return svga_tgsi_vgpu9_translate(svga, &vs->base, key, + PIPE_SHADER_VERTEX); + } +} + + /** * Replace the given shader's instruction with a simple / dummy shader. * We use this when normal shader translation fails. */ static struct svga_shader_variant * -get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs, - const struct svga_vs_compile_key *key) +get_compiled_dummy_vertex_shader(struct svga_context *svga, + struct svga_vertex_shader *vs, + const struct svga_compile_key *key) { const struct tgsi_token *dummy = get_dummy_vertex_shader(); struct svga_shader_variant *variant; @@ -117,7 +105,10 @@ get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs, FREE((void *) vs->base.tokens); vs->base.tokens = dummy; - variant = svga_translate_vertex_program(vs, key); + tgsi_scan_shader(vs->base.tokens, &vs->base.info); + vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info); + + variant = translate_vertex_program(svga, vs, key); return variant; } @@ -128,69 +119,101 @@ get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs, static enum pipe_error compile_vs(struct svga_context *svga, struct svga_vertex_shader *vs, - const struct svga_vs_compile_key *key, + const struct svga_compile_key *key, struct svga_shader_variant **out_variant) { struct svga_shader_variant *variant; enum pipe_error ret = PIPE_ERROR; - variant = svga_translate_vertex_program( vs, key ); + variant = translate_vertex_program(svga, vs, key); if (variant == NULL) { - /* some problem during translation, try the dummy shader */ - variant = get_compiled_dummy_vertex_shader(vs, key); - if (!variant) { - ret = PIPE_ERROR; - goto fail; - } + debug_printf("Failed to compile vertex shader," + " using dummy shader instead.\n"); + variant = get_compiled_dummy_vertex_shader(svga, vs, key); } - - if (svga_shader_too_large(svga, variant)) { + else if (svga_shader_too_large(svga, variant)) { /* too big, use dummy shader */ - debug_printf("Shader too large (%lu bytes)," + debug_printf("Shader too large (%u bytes)," " using dummy shader instead.\n", - (unsigned long ) variant->nr_tokens - * sizeof(variant->tokens[0])); - variant = get_compiled_dummy_vertex_shader(vs, key); - if (!variant) { - ret = PIPE_ERROR; - goto fail; - } + (unsigned) (variant->nr_tokens + * sizeof(variant->tokens[0]))); + /* Free the too-large variant */ + svga_destroy_shader_variant(svga, variant); + /* Use simple pass-through shader instead */ + variant = get_compiled_dummy_vertex_shader(svga, vs, key); } - ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant); - if (ret != PIPE_OK) - goto fail; + if (!variant) { + return PIPE_ERROR; + } - *out_variant = variant; + ret = svga_define_shader(svga, variant); + if (ret != PIPE_OK) { + svga_destroy_shader_variant(svga, variant); + return ret; + } - /* insert variants at head of linked list */ - variant->next = vs->base.variants; - vs->base.variants = variant; + *out_variant = variant; return PIPE_OK; - -fail: - if (variant) { - svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); - } - return ret; } + /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS */ static void -make_vs_key(struct svga_context *svga, struct svga_vs_compile_key *key) +make_vs_key(struct svga_context *svga, struct svga_compile_key *key) { + struct svga_vertex_shader *vs = svga->curr.vs; + memset(key, 0, sizeof *key); - key->need_prescale = svga->state.hw_clear.prescale.enabled; - key->allow_psiz = svga->curr.rast->templ.point_size_per_vertex; + + if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) { + /* Set both of these flags, to match compile_passthrough_vs() */ + key->vs.passthrough = 1; + key->vs.undo_viewport = 1; + return; + } + + if (svga_have_vgpu10(svga)) { + key->vs.need_vertex_id_bias = 1; + } + + /* SVGA_NEW_PRESCALE */ + key->vs.need_prescale = svga->state.hw_clear.prescale[0].enabled && + (svga->curr.tes == NULL) && + (svga->curr.gs == NULL); + + /* SVGA_NEW_RAST */ + key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex; /* SVGA_NEW_FS */ - key->fs_generic_inputs = svga->curr.fs->generic_inputs; + key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs; + + svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table); /* SVGA_NEW_VELEMENT */ - key->adjust_attrib_range = svga->curr.velems->adjust_attrib_range; - key->adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1; + key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range; + key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1; + key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int; + key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof; + key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof; + key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra; + key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm; + key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled; + key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled; + + /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */ + svga_init_shader_key_common(svga, PIPE_SHADER_VERTEX, &vs->base, key); + + /* SVGA_NEW_RAST */ + key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable; + + /* Determine if this shader is the last shader in the vertex + * processing stage. + */ + key->last_vertex_stage = !(svga->curr.gs || + svga->curr.tcs || svga->curr.tes); } @@ -201,66 +224,204 @@ enum pipe_error svga_reemit_vs_bindings(struct svga_context *svga) { enum pipe_error ret; - struct svga_winsys_gb_shader *gbshader = - svga->state.hw_draw.vs ? svga->state.hw_draw.vs->gb_shader : NULL; + struct svga_winsys_gb_shader *gbshader = NULL; + SVGA3dShaderId shaderId = SVGA3D_INVALID_ID; - assert(svga->rebind.vs); + assert(svga->rebind.flags.vs); assert(svga_have_gb_objects(svga)); - ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); + if (svga->state.hw_draw.vs) { + gbshader = svga->state.hw_draw.vs->gb_shader; + shaderId = svga->state.hw_draw.vs->id; + } + + if (!svga_need_to_rebind_resources(svga)) { + ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader, + SVGA_RELOC_READ); + } + else { + if (svga_have_vgpu10(svga)) + ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, + gbshader, shaderId); + else + ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); + } + if (ret != PIPE_OK) return ret; - svga->rebind.vs = FALSE; + svga->rebind.flags.vs = FALSE; return PIPE_OK; } +/** + * The current vertex shader is already executed by the 'draw' + * module, so we just need to generate a simple vertex shader + * to pass through all those VS outputs that will + * be consumed by the fragment shader. + * Used when we employ the 'draw' module. + */ static enum pipe_error -emit_hw_vs(struct svga_context *svga, unsigned dirty) +compile_passthrough_vs(struct svga_context *svga, + struct svga_vertex_shader *vs, + struct svga_fragment_shader *fs, + struct svga_shader_variant **out_variant) { struct svga_shader_variant *variant = NULL; + unsigned num_inputs; + unsigned i; + unsigned num_elements; + struct svga_vertex_shader new_vs; + struct ureg_src src[PIPE_MAX_SHADER_INPUTS]; + struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS]; + struct ureg_program *ureg; + struct svga_compile_key key; + enum pipe_error ret; + + assert(svga_have_vgpu10(svga)); + assert(fs); + + num_inputs = fs->base.info.num_inputs; + + ureg = ureg_create(PIPE_SHADER_VERTEX); + if (!ureg) + return PIPE_ERROR_OUT_OF_MEMORY; + + /* draw will always add position */ + dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0); + src[0] = ureg_DECL_vs_input(ureg, 0); + num_elements = 1; + + /** + * swtnl backend redefines the input layout based on the + * fragment shader's inputs. So we only need to passthrough + * those inputs that will be consumed by the fragment shader. + * Note: DX10 requires the number of vertex elements + * specified in the input layout to be no less than the + * number of inputs to the vertex shader. + */ + for (i = 0; i < num_inputs; i++) { + switch (fs->base.info.input_semantic_name[i]) { + case TGSI_SEMANTIC_COLOR: + case TGSI_SEMANTIC_GENERIC: + case TGSI_SEMANTIC_FOG: + dst[num_elements] = ureg_DECL_output(ureg, + fs->base.info.input_semantic_name[i], + fs->base.info.input_semantic_index[i]); + src[num_elements] = ureg_DECL_vs_input(ureg, num_elements); + num_elements++; + break; + default: + break; + } + } + + for (i = 0; i < num_elements; i++) { + ureg_MOV(ureg, dst[i], src[i]); + } + + ureg_END(ureg); + + memset(&new_vs, 0, sizeof(new_vs)); + new_vs.base.tokens = ureg_get_tokens(ureg, NULL); + tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info); + + memset(&key, 0, sizeof(key)); + key.vs.undo_viewport = 1; + + ret = compile_vs(svga, &new_vs, &key, &variant); + if (ret != PIPE_OK) + return ret; + + ureg_free_tokens(new_vs.base.tokens); + ureg_destroy(ureg); + + /* Overwrite the variant key to indicate it's a pass-through VS */ + memset(&variant->key, 0, sizeof(variant->key)); + variant->key.vs.passthrough = 1; + variant->key.vs.undo_viewport = 1; + + *out_variant = variant; + + return PIPE_OK; +} + + +static enum pipe_error +emit_hw_vs(struct svga_context *svga, uint64_t dirty) +{ + struct svga_shader_variant *variant; + struct svga_vertex_shader *vs = svga->curr.vs; + struct svga_fragment_shader *fs = svga->curr.fs; enum pipe_error ret = PIPE_OK; + struct svga_compile_key key; + + SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS); + + /* If there is an active geometry shader, and it has stream output + * defined, then we will skip the stream output from the vertex shader + */ + if (!svga_have_gs_streamout(svga)) { + /* No GS stream out */ + if (svga_have_vs_streamout(svga)) { + /* Set VS stream out */ + ret = svga_set_stream_output(svga, vs->base.stream_output); + } + else { + /* turn off stream out */ + ret = svga_set_stream_output(svga, NULL); + } + if (ret != PIPE_OK) { + goto done; + } + } /* SVGA_NEW_NEED_SWTNL */ - if (!svga->state.sw.need_swtnl) { - struct svga_vertex_shader *vs = svga->curr.vs; - struct svga_vs_compile_key key; + if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) { + /* No vertex shader is needed */ + variant = NULL; + } + else { + make_vs_key(svga, &key); - make_vs_key( svga, &key ); + /* See if we already have a VS variant that matches the key */ + variant = svga_search_shader_key(&vs->base, &key); - variant = search_vs_key( vs, &key ); if (!variant) { - ret = compile_vs( svga, vs, &key, &variant ); + /* Create VS variant now */ + if (key.vs.passthrough) { + ret = compile_passthrough_vs(svga, vs, fs, &variant); + } + else { + ret = compile_vs(svga, vs, &key, &variant); + } if (ret != PIPE_OK) - return ret; - } + goto done; - assert(variant); + /* insert the new variant at head of linked list */ + assert(variant); + variant->next = vs->base.variants; + vs->base.variants = variant; + } } if (variant != svga->state.hw_draw.vs) { - if (svga_have_gb_objects(svga)) { - struct svga_winsys_gb_shader *gbshader = - variant ? variant->gb_shader : NULL; - ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader); + /* Bind the new variant */ + if (variant) { + ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant); if (ret != PIPE_OK) - return ret; - - svga->rebind.vs = FALSE; - } - else { - unsigned id = variant ? variant->id : SVGA_ID_INVALID; - ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, id); - if (ret != PIPE_OK) - return ret; + goto done; + svga->rebind.flags.vs = FALSE; } svga->dirty |= SVGA_NEW_VS_VARIANT; - svga->state.hw_draw.vs = variant; + svga->state.hw_draw.vs = variant; } - return PIPE_OK; +done: + SVGA_STATS_TIME_POP(svga_sws(svga)); + return ret; } struct svga_tracked_state svga_hw_vs = @@ -268,6 +429,9 @@ struct svga_tracked_state svga_hw_vs = "vertex shader (hwtnl)", (SVGA_NEW_VS | SVGA_NEW_FS | + SVGA_NEW_TEXTURE_BINDING | + SVGA_NEW_SAMPLER | + SVGA_NEW_RAST | SVGA_NEW_PRESCALE | SVGA_NEW_VELEMENT | SVGA_NEW_NEED_SWTNL),