svga: fix texture buffer object regression
[mesa.git] / src / gallium / drivers / svga / svga_shader.c
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25
26 #include "util/u_bitmask.h"
27 #include "util/u_memory.h"
28 #include "util/u_format.h"
29 #include "svga_context.h"
30 #include "svga_cmd.h"
31 #include "svga_format.h"
32 #include "svga_shader.h"
33 #include "svga_resource_texture.h"
34
35
36 /**
37 * This bit isn't really used anywhere. It only serves to help
38 * generate a unique "signature" for the vertex shader output bitmask.
39 * Shader input/output signatures are used to resolve shader linking
40 * issues.
41 */
42 #define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
43
44
45 /**
46 * Use the shader info to generate a bitmask indicating which generic
47 * inputs are used by the shader. A set bit indicates that GENERIC[i]
48 * is used.
49 */
50 uint64_t
51 svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
52 {
53 unsigned i;
54 uint64_t mask = 0x0;
55
56 for (i = 0; i < info->num_inputs; i++) {
57 if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
58 unsigned j = info->input_semantic_index[i];
59 assert(j < sizeof(mask) * 8);
60 mask |= ((uint64_t) 1) << j;
61 }
62 }
63
64 return mask;
65 }
66
67
68 /**
69 * Scan shader info to return a bitmask of written outputs.
70 */
71 uint64_t
72 svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
73 {
74 unsigned i;
75 uint64_t mask = 0x0;
76
77 for (i = 0; i < info->num_outputs; i++) {
78 switch (info->output_semantic_name[i]) {
79 case TGSI_SEMANTIC_GENERIC:
80 {
81 unsigned j = info->output_semantic_index[i];
82 assert(j < sizeof(mask) * 8);
83 mask |= ((uint64_t) 1) << j;
84 }
85 break;
86 case TGSI_SEMANTIC_FOG:
87 mask |= FOG_GENERIC_BIT;
88 break;
89 }
90 }
91
92 return mask;
93 }
94
95
96
97 /**
98 * Given a mask of used generic variables (as returned by the above functions)
99 * fill in a table which maps those indexes to small integers.
100 * This table is used by the remap_generic_index() function in
101 * svga_tgsi_decl_sm30.c
102 * Example: if generics_mask = binary(1010) it means that GENERIC[1] and
103 * GENERIC[3] are used. The remap_table will contain:
104 * table[1] = 0;
105 * table[3] = 1;
106 * The remaining table entries will be filled in with the next unused
107 * generic index (in this example, 2).
108 */
109 void
110 svga_remap_generics(uint64_t generics_mask,
111 int8_t remap_table[MAX_GENERIC_VARYING])
112 {
113 /* Note texcoord[0] is reserved so start at 1 */
114 unsigned count = 1, i;
115
116 for (i = 0; i < MAX_GENERIC_VARYING; i++) {
117 remap_table[i] = -1;
118 }
119
120 /* for each bit set in generic_mask */
121 while (generics_mask) {
122 unsigned index = ffsll(generics_mask) - 1;
123 remap_table[index] = count++;
124 generics_mask &= ~((uint64_t) 1 << index);
125 }
126 }
127
128
129 /**
130 * Use the generic remap table to map a TGSI generic varying variable
131 * index to a small integer. If the remapping table doesn't have a
132 * valid value for the given index (the table entry is -1) it means
133 * the fragment shader doesn't use that VS output. Just allocate
134 * the next free value in that case. Alternately, we could cull
135 * VS instructions that write to register, or replace the register
136 * with a dummy temp register.
137 * XXX TODO: we should do one of the later as it would save precious
138 * texcoord registers.
139 */
140 int
141 svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
142 int generic_index)
143 {
144 assert(generic_index < MAX_GENERIC_VARYING);
145
146 if (generic_index >= MAX_GENERIC_VARYING) {
147 /* just don't return a random/garbage value */
148 generic_index = MAX_GENERIC_VARYING - 1;
149 }
150
151 if (remap_table[generic_index] == -1) {
152 /* This is a VS output that has no matching PS input. Find a
153 * free index.
154 */
155 int i, max = 0;
156 for (i = 0; i < MAX_GENERIC_VARYING; i++) {
157 max = MAX2(max, remap_table[i]);
158 }
159 remap_table[generic_index] = max + 1;
160 }
161
162 return remap_table[generic_index];
163 }
164
165 static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
166 PIPE_SWIZZLE_X,
167 PIPE_SWIZZLE_Y,
168 PIPE_SWIZZLE_Z,
169 PIPE_SWIZZLE_W,
170 PIPE_SWIZZLE_0,
171 PIPE_SWIZZLE_1,
172 PIPE_SWIZZLE_NONE
173 };
174
175 static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
176 PIPE_SWIZZLE_X,
177 PIPE_SWIZZLE_Y,
178 PIPE_SWIZZLE_Z,
179 PIPE_SWIZZLE_1,
180 PIPE_SWIZZLE_0,
181 PIPE_SWIZZLE_1,
182 PIPE_SWIZZLE_NONE
183 };
184
185 /**
186 * Initialize the shader-neutral fields of svga_compile_key from context
187 * state. This is basically the texture-related state.
188 */
189 void
190 svga_init_shader_key_common(const struct svga_context *svga,
191 enum pipe_shader_type shader,
192 struct svga_compile_key *key)
193 {
194 unsigned i, idx = 0;
195 const enum pipe_swizzle *swizzle_tab;
196
197 assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
198
199 /* In case the number of samplers and sampler_views doesn't match,
200 * loop over the lower of the two counts.
201 */
202 key->num_textures = MAX2(svga->curr.num_sampler_views[shader],
203 svga->curr.num_samplers[shader]);
204
205 for (i = 0; i < key->num_textures; i++) {
206 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
207 const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
208 if (view) {
209 assert(view->texture);
210 assert(view->texture->target < (1 << 4)); /* texture_target:4 */
211
212 /* 1D/2D array textures with one slice are treated as non-arrays
213 * by the SVGA3D device. Convert the texture type here so that
214 * we emit the right TEX/SAMPLE instruction in the shader.
215 */
216 if (view->texture->target == PIPE_TEXTURE_1D_ARRAY ||
217 view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
218 if (view->texture->array_size == 1) {
219 key->tex[i].is_array = 0;
220 }
221 else {
222 assert(view->texture->array_size > 1);
223 key->tex[i].is_array = 1;
224 }
225 }
226
227 swizzle_tab = (!util_format_has_alpha(view->format) &&
228 svga_texture_device_format_has_alpha(view->texture)) ?
229 set_alpha : copy_alpha;
230
231 /* If we have a non-alpha view into an svga3d surface with an
232 * alpha channel, then explicitly set the alpha channel to 1
233 * when sampling. Note that we need to check the
234 * actual device format to cover also imported surface cases.
235 */
236
237 key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
238 key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
239 key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
240 key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
241 }
242
243 if (sampler) {
244 if (!sampler->normalized_coords) {
245 assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
246 key->tex[i].width_height_idx = idx++;
247 key->tex[i].unnormalized = TRUE;
248 ++key->num_unnormalized_coords;
249 }
250 }
251 }
252 }
253
254
255 /** Search for a compiled shader variant with the same compile key */
256 struct svga_shader_variant *
257 svga_search_shader_key(const struct svga_shader *shader,
258 const struct svga_compile_key *key)
259 {
260 struct svga_shader_variant *variant = shader->variants;
261
262 assert(key);
263
264 for ( ; variant; variant = variant->next) {
265 if (svga_compile_keys_equal(key, &variant->key))
266 return variant;
267 }
268 return NULL;
269 }
270
271 /** Search for a shader with the same token key */
272 struct svga_shader *
273 svga_search_shader_token_key(struct svga_shader *pshader,
274 const struct svga_token_key *key)
275 {
276 struct svga_shader *shader = pshader;
277
278 assert(key);
279
280 for ( ; shader; shader = shader->next) {
281 if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
282 return shader;
283 }
284 return NULL;
285 }
286
287 /**
288 * Helper function to define a gb shader for non-vgpu10 device
289 */
290 static enum pipe_error
291 define_gb_shader_vgpu9(struct svga_context *svga,
292 SVGA3dShaderType type,
293 struct svga_shader_variant *variant,
294 unsigned codeLen)
295 {
296 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
297 enum pipe_error ret;
298
299 /**
300 * Create gb memory for the shader and upload the shader code.
301 * Kernel module will allocate an id for the shader and issue
302 * the DefineGBShader command.
303 */
304 variant->gb_shader = sws->shader_create(sws, type,
305 variant->tokens, codeLen);
306
307 if (!variant->gb_shader)
308 return PIPE_ERROR_OUT_OF_MEMORY;
309
310 ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
311
312 return ret;
313 }
314
315 /**
316 * Helper function to define a gb shader for vgpu10 device
317 */
318 static enum pipe_error
319 define_gb_shader_vgpu10(struct svga_context *svga,
320 SVGA3dShaderType type,
321 struct svga_shader_variant *variant,
322 unsigned codeLen)
323 {
324 struct svga_winsys_context *swc = svga->swc;
325 enum pipe_error ret;
326
327 /**
328 * Shaders in VGPU10 enabled device reside in the device COTable.
329 * SVGA driver will allocate an integer ID for the shader and
330 * issue DXDefineShader and DXBindShader commands.
331 */
332 variant->id = util_bitmask_add(svga->shader_id_bm);
333 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
334 return PIPE_ERROR_OUT_OF_MEMORY;
335 }
336
337 /* Create gb memory for the shader and upload the shader code */
338 variant->gb_shader = swc->shader_create(swc,
339 variant->id, type,
340 variant->tokens, codeLen);
341
342 if (!variant->gb_shader) {
343 /* Free the shader ID */
344 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
345 goto fail_no_allocation;
346 }
347
348 /**
349 * Since we don't want to do any flush within state emission to avoid
350 * partial state in a command buffer, it's important to make sure that
351 * there is enough room to send both the DXDefineShader & DXBindShader
352 * commands in the same command buffer. So let's send both
353 * commands in one command reservation. If it fails, we'll undo
354 * the shader creation and return an error.
355 */
356 ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
357 variant->id, type, codeLen);
358
359 if (ret != PIPE_OK)
360 goto fail;
361
362 return PIPE_OK;
363
364 fail:
365 swc->shader_destroy(swc, variant->gb_shader);
366 variant->gb_shader = NULL;
367
368 fail_no_allocation:
369 util_bitmask_clear(svga->shader_id_bm, variant->id);
370 variant->id = UTIL_BITMASK_INVALID_INDEX;
371
372 return PIPE_ERROR_OUT_OF_MEMORY;
373 }
374
375 /**
376 * Issue the SVGA3D commands to define a new shader.
377 * \param variant contains the shader tokens, etc. The result->id field will
378 * be set here.
379 */
380 enum pipe_error
381 svga_define_shader(struct svga_context *svga,
382 SVGA3dShaderType type,
383 struct svga_shader_variant *variant)
384 {
385 unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
386 enum pipe_error ret;
387
388 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
389
390 variant->id = UTIL_BITMASK_INVALID_INDEX;
391
392 if (svga_have_gb_objects(svga)) {
393 if (svga_have_vgpu10(svga))
394 ret = define_gb_shader_vgpu10(svga, type, variant, codeLen);
395 else
396 ret = define_gb_shader_vgpu9(svga, type, variant, codeLen);
397 }
398 else {
399 /* Allocate an integer ID for the shader */
400 variant->id = util_bitmask_add(svga->shader_id_bm);
401 if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
402 ret = PIPE_ERROR_OUT_OF_MEMORY;
403 goto done;
404 }
405
406 /* Issue SVGA3D device command to define the shader */
407 ret = SVGA3D_DefineShader(svga->swc,
408 variant->id,
409 type,
410 variant->tokens,
411 codeLen);
412 if (ret != PIPE_OK) {
413 /* free the ID */
414 assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
415 util_bitmask_clear(svga->shader_id_bm, variant->id);
416 variant->id = UTIL_BITMASK_INVALID_INDEX;
417 }
418 }
419
420 done:
421 SVGA_STATS_TIME_POP(svga_sws(svga));
422 return ret;
423 }
424
425
426 /**
427 * Issue the SVGA3D commands to set/bind a shader.
428 * \param result the shader to bind.
429 */
430 enum pipe_error
431 svga_set_shader(struct svga_context *svga,
432 SVGA3dShaderType type,
433 struct svga_shader_variant *variant)
434 {
435 enum pipe_error ret;
436 unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
437
438 assert(type == SVGA3D_SHADERTYPE_VS ||
439 type == SVGA3D_SHADERTYPE_GS ||
440 type == SVGA3D_SHADERTYPE_PS);
441
442 if (svga_have_gb_objects(svga)) {
443 struct svga_winsys_gb_shader *gbshader =
444 variant ? variant->gb_shader : NULL;
445
446 if (svga_have_vgpu10(svga))
447 ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
448 else
449 ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
450 }
451 else {
452 ret = SVGA3D_SetShader(svga->swc, type, id);
453 }
454
455 return ret;
456 }
457
458
459 struct svga_shader_variant *
460 svga_new_shader_variant(struct svga_context *svga)
461 {
462 svga->hud.num_shaders++;
463 return CALLOC_STRUCT(svga_shader_variant);
464 }
465
466
467 enum pipe_error
468 svga_destroy_shader_variant(struct svga_context *svga,
469 SVGA3dShaderType type,
470 struct svga_shader_variant *variant)
471 {
472 enum pipe_error ret = PIPE_OK;
473
474 if (svga_have_gb_objects(svga) && variant->gb_shader) {
475 if (svga_have_vgpu10(svga)) {
476 struct svga_winsys_context *swc = svga->swc;
477 swc->shader_destroy(swc, variant->gb_shader);
478 ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
479 if (ret != PIPE_OK) {
480 /* flush and try again */
481 svga_context_flush(svga, NULL);
482 ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
483 }
484 util_bitmask_clear(svga->shader_id_bm, variant->id);
485 }
486 else {
487 struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
488 sws->shader_destroy(sws, variant->gb_shader);
489 }
490 variant->gb_shader = NULL;
491 }
492 else {
493 if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
494 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
495 if (ret != PIPE_OK) {
496 /* flush and try again */
497 svga_context_flush(svga, NULL);
498 ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
499 assert(ret == PIPE_OK);
500 }
501 util_bitmask_clear(svga->shader_id_bm, variant->id);
502 }
503 }
504
505 FREE((unsigned *)variant->tokens);
506 FREE(variant);
507
508 svga->hud.num_shaders--;
509
510 return ret;
511 }
512
513 /*
514 * Rebind shaders.
515 * Called at the beginning of every new command buffer to ensure that
516 * shaders are properly paged-in. Instead of sending the SetShader
517 * command, this function sends a private allocation command to
518 * page in a shader. This avoids emitting redundant state to the device
519 * just to page in a resource.
520 */
521 enum pipe_error
522 svga_rebind_shaders(struct svga_context *svga)
523 {
524 struct svga_winsys_context *swc = svga->swc;
525 struct svga_hw_draw_state *hw = &svga->state.hw_draw;
526 enum pipe_error ret;
527
528 assert(svga_have_vgpu10(svga));
529
530 /**
531 * If the underlying winsys layer does not need resource rebinding,
532 * just clear the rebind flags and return.
533 */
534 if (swc->resource_rebind == NULL) {
535 svga->rebind.flags.vs = 0;
536 svga->rebind.flags.gs = 0;
537 svga->rebind.flags.fs = 0;
538
539 return PIPE_OK;
540 }
541
542 if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
543 ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
544 if (ret != PIPE_OK)
545 return ret;
546 }
547 svga->rebind.flags.vs = 0;
548
549 if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
550 ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
551 if (ret != PIPE_OK)
552 return ret;
553 }
554 svga->rebind.flags.gs = 0;
555
556 if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
557 ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
558 if (ret != PIPE_OK)
559 return ret;
560 }
561 svga->rebind.flags.fs = 0;
562
563 return PIPE_OK;
564 }