svga: pass NULL to ureg_get_tokens()
[mesa.git] / src / gallium / drivers / svga / svga_state_vs.c
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4 * Permission is hereby granted, free of charge, to any person
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25
26 #include "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_math.h"
29 #include "util/u_memory.h"
30 #include "util/u_bitmask.h"
31 #include "translate/translate.h"
32 #include "tgsi/tgsi_ureg.h"
33
34 #include "svga_context.h"
35 #include "svga_state.h"
36 #include "svga_cmd.h"
37 #include "svga_shader.h"
38 #include "svga_tgsi.h"
39
40 #include "svga_hw_reg.h"
41
42
43 /**
44 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
45 * that simply emits a (0,0,0,1) vertex position.
46 */
47 static const struct tgsi_token *
48 get_dummy_vertex_shader(void)
49 {
50 static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
51 struct ureg_program *ureg;
52 const struct tgsi_token *tokens;
53 struct ureg_src src;
54 struct ureg_dst dst;
55
56 ureg = ureg_create(PIPE_SHADER_VERTEX);
57 if (!ureg)
58 return NULL;
59
60 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
61 src = ureg_DECL_immediate(ureg, zero, 4);
62 ureg_MOV(ureg, dst, src);
63 ureg_END(ureg);
64
65 tokens = ureg_get_tokens(ureg, NULL);
66
67 ureg_destroy(ureg);
68
69 return tokens;
70 }
71
72
73 static struct svga_shader_variant *
74 translate_vertex_program(struct svga_context *svga,
75 const struct svga_vertex_shader *vs,
76 const struct svga_compile_key *key)
77 {
78 if (svga_have_vgpu10(svga)) {
79 return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
80 PIPE_SHADER_VERTEX);
81 }
82 else {
83 return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
84 PIPE_SHADER_VERTEX);
85 }
86 }
87
88
89 /**
90 * Replace the given shader's instruction with a simple / dummy shader.
91 * We use this when normal shader translation fails.
92 */
93 static struct svga_shader_variant *
94 get_compiled_dummy_vertex_shader(struct svga_context *svga,
95 struct svga_vertex_shader *vs,
96 const struct svga_compile_key *key)
97 {
98 const struct tgsi_token *dummy = get_dummy_vertex_shader();
99 struct svga_shader_variant *variant;
100
101 if (!dummy) {
102 return NULL;
103 }
104
105 FREE((void *) vs->base.tokens);
106 vs->base.tokens = dummy;
107
108 variant = translate_vertex_program(svga, vs, key);
109 return variant;
110 }
111
112
113 /**
114 * Translate TGSI shader into an svga shader variant.
115 */
116 static enum pipe_error
117 compile_vs(struct svga_context *svga,
118 struct svga_vertex_shader *vs,
119 const struct svga_compile_key *key,
120 struct svga_shader_variant **out_variant)
121 {
122 struct svga_shader_variant *variant;
123 enum pipe_error ret = PIPE_ERROR;
124
125 variant = translate_vertex_program(svga, vs, key);
126 if (variant == NULL) {
127 debug_printf("Failed to compile vertex shader,"
128 " using dummy shader instead.\n");
129 variant = get_compiled_dummy_vertex_shader(svga, vs, key);
130 }
131 else if (svga_shader_too_large(svga, variant)) {
132 /* too big, use dummy shader */
133 debug_printf("Shader too large (%u bytes),"
134 " using dummy shader instead.\n",
135 (unsigned) (variant->nr_tokens
136 * sizeof(variant->tokens[0])));
137 /* Free the too-large variant */
138 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
139 /* Use simple pass-through shader instead */
140 variant = get_compiled_dummy_vertex_shader(svga, vs, key);
141 }
142
143 if (!variant) {
144 return PIPE_ERROR;
145 }
146
147 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
148 if (ret != PIPE_OK) {
149 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
150 return ret;
151 }
152
153 *out_variant = variant;
154
155 return PIPE_OK;
156 }
157
158
159 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
160 */
161 static void
162 make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
163 {
164 const enum pipe_shader_type shader = PIPE_SHADER_VERTEX;
165
166 memset(key, 0, sizeof *key);
167
168 if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
169 /* Set both of these flags, to match compile_passthrough_vs() */
170 key->vs.passthrough = 1;
171 key->vs.undo_viewport = 1;
172 return;
173 }
174
175 /* SVGA_NEW_PRESCALE */
176 key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
177 (svga->curr.gs == NULL);
178
179 /* SVGA_NEW_RAST */
180 key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
181
182 /* SVGA_NEW_FS */
183 key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
184
185 svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
186
187 /* SVGA_NEW_VELEMENT */
188 key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
189 key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
190 key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
191 key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
192 key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
193 key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
194 key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
195 key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
196 key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
197
198 /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
199 svga_init_shader_key_common(svga, shader, key);
200
201 /* SVGA_NEW_RAST */
202 key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
203 }
204
205
206 /**
207 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
208 */
209 enum pipe_error
210 svga_reemit_vs_bindings(struct svga_context *svga)
211 {
212 enum pipe_error ret;
213 struct svga_winsys_gb_shader *gbshader = NULL;
214 SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
215
216 assert(svga->rebind.flags.vs);
217 assert(svga_have_gb_objects(svga));
218
219 if (svga->state.hw_draw.vs) {
220 gbshader = svga->state.hw_draw.vs->gb_shader;
221 shaderId = svga->state.hw_draw.vs->id;
222 }
223
224 if (!svga_need_to_rebind_resources(svga)) {
225 ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
226 SVGA_RELOC_READ);
227 goto out;
228 }
229
230 if (svga_have_vgpu10(svga))
231 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
232 gbshader, shaderId);
233 else
234 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
235
236 out:
237 if (ret != PIPE_OK)
238 return ret;
239
240 svga->rebind.flags.vs = FALSE;
241 return PIPE_OK;
242 }
243
244
245 /**
246 * The current vertex shader is already executed by the 'draw'
247 * module, so we just need to generate a simple vertex shader
248 * to pass through all those VS outputs that will
249 * be consumed by the fragment shader.
250 * Used when we employ the 'draw' module.
251 */
252 static enum pipe_error
253 compile_passthrough_vs(struct svga_context *svga,
254 struct svga_vertex_shader *vs,
255 struct svga_fragment_shader *fs,
256 struct svga_shader_variant **out_variant)
257 {
258 struct svga_shader_variant *variant = NULL;
259 unsigned num_inputs;
260 unsigned i;
261 unsigned num_elements;
262 struct svga_vertex_shader new_vs;
263 struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
264 struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
265 struct ureg_program *ureg;
266 struct svga_compile_key key;
267 enum pipe_error ret;
268
269 assert(svga_have_vgpu10(svga));
270 assert(fs);
271
272 num_inputs = fs->base.info.num_inputs;
273
274 ureg = ureg_create(PIPE_SHADER_VERTEX);
275 if (!ureg)
276 return PIPE_ERROR_OUT_OF_MEMORY;
277
278 /* draw will always add position */
279 dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
280 src[0] = ureg_DECL_vs_input(ureg, 0);
281 num_elements = 1;
282
283 /**
284 * swtnl backend redefines the input layout based on the
285 * fragment shader's inputs. So we only need to passthrough
286 * those inputs that will be consumed by the fragment shader.
287 * Note: DX10 requires the number of vertex elements
288 * specified in the input layout to be no less than the
289 * number of inputs to the vertex shader.
290 */
291 for (i = 0; i < num_inputs; i++) {
292 switch (fs->base.info.input_semantic_name[i]) {
293 case TGSI_SEMANTIC_COLOR:
294 case TGSI_SEMANTIC_GENERIC:
295 case TGSI_SEMANTIC_FOG:
296 dst[num_elements] = ureg_DECL_output(ureg,
297 fs->base.info.input_semantic_name[i],
298 fs->base.info.input_semantic_index[i]);
299 src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
300 num_elements++;
301 break;
302 default:
303 break;
304 }
305 }
306
307 for (i = 0; i < num_elements; i++) {
308 ureg_MOV(ureg, dst[i], src[i]);
309 }
310
311 ureg_END(ureg);
312
313 memset(&new_vs, 0, sizeof(new_vs));
314 new_vs.base.tokens = ureg_get_tokens(ureg, NULL);
315 tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
316
317 memset(&key, 0, sizeof(key));
318 key.vs.undo_viewport = 1;
319
320 ret = compile_vs(svga, &new_vs, &key, &variant);
321 if (ret != PIPE_OK)
322 return ret;
323
324 ureg_free_tokens(new_vs.base.tokens);
325 ureg_destroy(ureg);
326
327 /* Overwrite the variant key to indicate it's a pass-through VS */
328 memset(&variant->key, 0, sizeof(variant->key));
329 variant->key.vs.passthrough = 1;
330 variant->key.vs.undo_viewport = 1;
331
332 *out_variant = variant;
333
334 return PIPE_OK;
335 }
336
337
338 static enum pipe_error
339 emit_hw_vs(struct svga_context *svga, unsigned dirty)
340 {
341 struct svga_shader_variant *variant;
342 struct svga_vertex_shader *vs = svga->curr.vs;
343 struct svga_fragment_shader *fs = svga->curr.fs;
344 enum pipe_error ret = PIPE_OK;
345 struct svga_compile_key key;
346
347 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
348
349 /* If there is an active geometry shader, and it has stream output
350 * defined, then we will skip the stream output from the vertex shader
351 */
352 if (!svga_have_gs_streamout(svga)) {
353 /* No GS stream out */
354 if (svga_have_vs_streamout(svga)) {
355 /* Set VS stream out */
356 svga_set_stream_output(svga, vs->base.stream_output);
357 }
358 else {
359 /* turn off stream out */
360 svga_set_stream_output(svga, NULL);
361 }
362 }
363
364 /* SVGA_NEW_NEED_SWTNL */
365 if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
366 /* No vertex shader is needed */
367 variant = NULL;
368 }
369 else {
370 make_vs_key(svga, &key);
371
372 /* See if we already have a VS variant that matches the key */
373 variant = svga_search_shader_key(&vs->base, &key);
374
375 if (!variant) {
376 /* Create VS variant now */
377 if (key.vs.passthrough) {
378 ret = compile_passthrough_vs(svga, vs, fs, &variant);
379 }
380 else {
381 ret = compile_vs(svga, vs, &key, &variant);
382 }
383 if (ret != PIPE_OK)
384 goto done;
385
386 /* insert the new variant at head of linked list */
387 assert(variant);
388 variant->next = vs->base.variants;
389 vs->base.variants = variant;
390 }
391 }
392
393 if (variant != svga->state.hw_draw.vs) {
394 /* Bind the new variant */
395 if (variant) {
396 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
397 if (ret != PIPE_OK)
398 goto done;
399 svga->rebind.flags.vs = FALSE;
400 }
401
402 svga->dirty |= SVGA_NEW_VS_VARIANT;
403 svga->state.hw_draw.vs = variant;
404 }
405
406 done:
407 SVGA_STATS_TIME_POP(svga_sws(svga));
408 return ret;
409 }
410
411 struct svga_tracked_state svga_hw_vs =
412 {
413 "vertex shader (hwtnl)",
414 (SVGA_NEW_VS |
415 SVGA_NEW_FS |
416 SVGA_NEW_TEXTURE_BINDING |
417 SVGA_NEW_SAMPLER |
418 SVGA_NEW_RAST |
419 SVGA_NEW_PRESCALE |
420 SVGA_NEW_VELEMENT |
421 SVGA_NEW_NEED_SWTNL),
422 emit_hw_vs
423 };