svga: Don't unnecessarily reemit BindGBShader commands v2
[mesa.git] / src / gallium / drivers / svga / svga_state_vs.c
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
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10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #include "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_format.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_bitmask.h"
32 #include "translate/translate.h"
33 #include "tgsi/tgsi_ureg.h"
34
35 #include "svga_context.h"
36 #include "svga_state.h"
37 #include "svga_cmd.h"
38 #include "svga_shader.h"
39 #include "svga_tgsi.h"
40
41 #include "svga_hw_reg.h"
42
43
44 static INLINE int
45 compare_vs_keys(const struct svga_vs_compile_key *a,
46 const struct svga_vs_compile_key *b)
47 {
48 unsigned keysize = svga_vs_key_size( a );
49 return memcmp( a, b, keysize );
50 }
51
52
53 /** Search for a vertex shader variant */
54 static struct svga_shader_variant *
55 search_vs_key(const struct svga_vertex_shader *vs,
56 const struct svga_vs_compile_key *key)
57 {
58 struct svga_shader_variant *variant = vs->base.variants;
59
60 assert(key);
61
62 for ( ; variant; variant = variant->next) {
63 if (compare_vs_keys( key, &variant->key.vkey ) == 0)
64 return variant;
65 }
66
67 return NULL;
68 }
69
70
71 /**
72 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
73 * that simply emits a (0,0,0,1) vertex position.
74 */
75 static const struct tgsi_token *
76 get_dummy_vertex_shader(void)
77 {
78 static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
79 struct ureg_program *ureg;
80 const struct tgsi_token *tokens;
81 struct ureg_src src;
82 struct ureg_dst dst;
83 unsigned num_tokens;
84
85 ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
86 if (!ureg)
87 return NULL;
88
89 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
90 src = ureg_DECL_immediate(ureg, zero, 4);
91 ureg_MOV(ureg, dst, src);
92 ureg_END(ureg);
93
94 tokens = ureg_get_tokens(ureg, &num_tokens);
95
96 ureg_destroy(ureg);
97
98 return tokens;
99 }
100
101
102 /**
103 * Replace the given shader's instruction with a simple / dummy shader.
104 * We use this when normal shader translation fails.
105 */
106 static struct svga_shader_variant *
107 get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs,
108 const struct svga_vs_compile_key *key)
109 {
110 const struct tgsi_token *dummy = get_dummy_vertex_shader();
111 struct svga_shader_variant *variant;
112
113 if (!dummy) {
114 return NULL;
115 }
116
117 FREE((void *) vs->base.tokens);
118 vs->base.tokens = dummy;
119
120 variant = svga_translate_vertex_program(vs, key);
121 return variant;
122 }
123
124
125 /**
126 * Translate TGSI shader into an svga shader variant.
127 */
128 static enum pipe_error
129 compile_vs(struct svga_context *svga,
130 struct svga_vertex_shader *vs,
131 const struct svga_vs_compile_key *key,
132 struct svga_shader_variant **out_variant)
133 {
134 struct svga_shader_variant *variant;
135 enum pipe_error ret = PIPE_ERROR;
136
137 variant = svga_translate_vertex_program( vs, key );
138 if (variant == NULL) {
139 /* some problem during translation, try the dummy shader */
140 variant = get_compiled_dummy_vertex_shader(vs, key);
141 if (!variant) {
142 ret = PIPE_ERROR;
143 goto fail;
144 }
145 }
146
147 if (svga_shader_too_large(svga, variant)) {
148 /* too big, use dummy shader */
149 debug_printf("Shader too large (%lu bytes),"
150 " using dummy shader instead.\n",
151 (unsigned long ) variant->nr_tokens
152 * sizeof(variant->tokens[0]));
153 variant = get_compiled_dummy_vertex_shader(vs, key);
154 if (!variant) {
155 ret = PIPE_ERROR;
156 goto fail;
157 }
158 }
159
160 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
161 if (ret != PIPE_OK)
162 goto fail;
163
164 *out_variant = variant;
165
166 /* insert variants at head of linked list */
167 variant->next = vs->base.variants;
168 vs->base.variants = variant;
169
170 return PIPE_OK;
171
172 fail:
173 if (variant) {
174 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
175 }
176 return ret;
177 }
178
179 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
180 */
181 static void
182 make_vs_key(struct svga_context *svga, struct svga_vs_compile_key *key)
183 {
184 memset(key, 0, sizeof *key);
185 key->need_prescale = svga->state.hw_clear.prescale.enabled;
186 key->allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
187
188 /* SVGA_NEW_FS */
189 key->fs_generic_inputs = svga->curr.fs->generic_inputs;
190
191 /* SVGA_NEW_VELEMENT */
192 key->adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
193 key->adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
194 }
195
196
197 /**
198 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
199 */
200 enum pipe_error
201 svga_reemit_vs_bindings(struct svga_context *svga)
202 {
203 enum pipe_error ret;
204 struct svga_winsys_gb_shader *gbshader =
205 svga->state.hw_draw.vs ? svga->state.hw_draw.vs->gb_shader : NULL;
206
207 assert(svga->rebind.vs);
208 assert(svga_have_gb_objects(svga));
209
210 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
211 if (ret != PIPE_OK)
212 return ret;
213
214 svga->rebind.vs = FALSE;
215 return PIPE_OK;
216 }
217
218
219 static enum pipe_error
220 emit_hw_vs(struct svga_context *svga, unsigned dirty)
221 {
222 struct svga_shader_variant *variant = NULL;
223 enum pipe_error ret = PIPE_OK;
224
225 /* SVGA_NEW_NEED_SWTNL */
226 if (!svga->state.sw.need_swtnl) {
227 struct svga_vertex_shader *vs = svga->curr.vs;
228 struct svga_vs_compile_key key;
229
230 make_vs_key( svga, &key );
231
232 variant = search_vs_key( vs, &key );
233 if (!variant) {
234 ret = compile_vs( svga, vs, &key, &variant );
235 if (ret != PIPE_OK)
236 return ret;
237 }
238
239 assert(variant);
240 }
241
242 if (variant != svga->state.hw_draw.vs) {
243 if (svga_have_gb_objects(svga)) {
244 struct svga_winsys_gb_shader *gbshader =
245 variant ? variant->gb_shader : NULL;
246 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
247 if (ret != PIPE_OK)
248 return ret;
249
250 svga->rebind.vs = FALSE;
251 }
252 else {
253 unsigned id = variant ? variant->id : SVGA_ID_INVALID;
254 ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, id);
255 if (ret != PIPE_OK)
256 return ret;
257 }
258
259 svga->dirty |= SVGA_NEW_VS_VARIANT;
260 svga->state.hw_draw.vs = variant;
261 }
262
263 return PIPE_OK;
264 }
265
266 struct svga_tracked_state svga_hw_vs =
267 {
268 "vertex shader (hwtnl)",
269 (SVGA_NEW_VS |
270 SVGA_NEW_FS |
271 SVGA_NEW_PRESCALE |
272 SVGA_NEW_VELEMENT |
273 SVGA_NEW_NEED_SWTNL),
274 emit_hw_vs
275 };