Merge remote-tracking branch 'jekstrand/wip/i965-uniforms' into vulkan
[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
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
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_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 unsigned num_tokens;
56
57 ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
58 if (!ureg)
59 return NULL;
60
61 dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
62 src = ureg_DECL_immediate(ureg, zero, 4);
63 ureg_MOV(ureg, dst, src);
64 ureg_END(ureg);
65
66 tokens = ureg_get_tokens(ureg, &num_tokens);
67
68 ureg_destroy(ureg);
69
70 return tokens;
71 }
72
73
74 static struct svga_shader_variant *
75 translate_vertex_program(struct svga_context *svga,
76 const struct svga_vertex_shader *vs,
77 const struct svga_compile_key *key)
78 {
79 if (svga_have_vgpu10(svga)) {
80 return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
81 PIPE_SHADER_VERTEX);
82 }
83 else {
84 return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
85 PIPE_SHADER_VERTEX);
86 }
87 }
88
89
90 /**
91 * Replace the given shader's instruction with a simple / dummy shader.
92 * We use this when normal shader translation fails.
93 */
94 static struct svga_shader_variant *
95 get_compiled_dummy_vertex_shader(struct svga_context *svga,
96 struct svga_vertex_shader *vs,
97 const struct svga_compile_key *key)
98 {
99 const struct tgsi_token *dummy = get_dummy_vertex_shader();
100 struct svga_shader_variant *variant;
101
102 if (!dummy) {
103 return NULL;
104 }
105
106 FREE((void *) vs->base.tokens);
107 vs->base.tokens = dummy;
108
109 variant = translate_vertex_program(svga, vs, key);
110 return variant;
111 }
112
113
114 /**
115 * Translate TGSI shader into an svga shader variant.
116 */
117 static enum pipe_error
118 compile_vs(struct svga_context *svga,
119 struct svga_vertex_shader *vs,
120 const struct svga_compile_key *key,
121 struct svga_shader_variant **out_variant)
122 {
123 struct svga_shader_variant *variant;
124 enum pipe_error ret = PIPE_ERROR;
125
126 variant = translate_vertex_program(svga, vs, key);
127 if (variant == NULL) {
128 debug_printf("Failed to compile vertex shader,"
129 " using dummy shader instead.\n");
130 variant = get_compiled_dummy_vertex_shader(svga, vs, key);
131 }
132 else if (svga_shader_too_large(svga, variant)) {
133 /* too big, use dummy shader */
134 debug_printf("Shader too large (%u bytes),"
135 " using dummy shader instead.\n",
136 (unsigned) (variant->nr_tokens
137 * sizeof(variant->tokens[0])));
138 /* Free the too-large variant */
139 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
140 /* Use simple pass-through shader instead */
141 variant = get_compiled_dummy_vertex_shader(svga, vs, key);
142 }
143
144 if (!variant) {
145 return PIPE_ERROR;
146 }
147
148 ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
149 if (ret != PIPE_OK) {
150 svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
151 return ret;
152 }
153
154 *out_variant = variant;
155
156 return PIPE_OK;
157 }
158
159
160 /* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
161 */
162 static void
163 make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
164 {
165 const unsigned shader = PIPE_SHADER_VERTEX;
166
167 memset(key, 0, sizeof *key);
168
169 if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
170 /* Set both of these flags, to match compile_passthrough_vs() */
171 key->vs.passthrough = 1;
172 key->vs.undo_viewport = 1;
173 return;
174 }
175
176 /* SVGA_NEW_PRESCALE */
177 key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
178 (svga->curr.gs == NULL);
179
180 /* SVGA_NEW_RAST */
181 key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
182
183 /* SVGA_NEW_FS */
184 key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
185
186 svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
187
188 /* SVGA_NEW_VELEMENT */
189 key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
190 key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
191 key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
192 key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
193 key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
194 key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
195 key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
196 key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
197 key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
198
199 /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
200 svga_init_shader_key_common(svga, shader, key);
201
202 /* SVGA_NEW_RAST */
203 key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
204 }
205
206
207 /**
208 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
209 */
210 enum pipe_error
211 svga_reemit_vs_bindings(struct svga_context *svga)
212 {
213 enum pipe_error ret;
214 struct svga_winsys_gb_shader *gbshader = NULL;
215 SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
216
217 assert(svga->rebind.flags.vs);
218 assert(svga_have_gb_objects(svga));
219
220 if (svga->state.hw_draw.vs) {
221 gbshader = svga->state.hw_draw.vs->gb_shader;
222 shaderId = svga->state.hw_draw.vs->id;
223 }
224
225 if (!svga_need_to_rebind_resources(svga)) {
226 ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
227 SVGA_RELOC_READ);
228 goto out;
229 }
230
231 if (svga_have_vgpu10(svga))
232 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
233 gbshader, shaderId);
234 else
235 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
236
237 out:
238 if (ret != PIPE_OK)
239 return ret;
240
241 svga->rebind.flags.vs = FALSE;
242 return PIPE_OK;
243 }
244
245
246 /**
247 * The current vertex shader is already executed by the 'draw'
248 * module, so we just need to generate a simple vertex shader
249 * to pass through all those VS outputs that will
250 * be consumed by the fragment shader.
251 * Used when we employ the 'draw' module.
252 */
253 static enum pipe_error
254 compile_passthrough_vs(struct svga_context *svga,
255 struct svga_vertex_shader *vs,
256 struct svga_fragment_shader *fs,
257 struct svga_shader_variant **out_variant)
258 {
259 struct svga_shader_variant *variant = NULL;
260 unsigned num_inputs;
261 unsigned i;
262 unsigned num_elements;
263 struct svga_vertex_shader new_vs;
264 struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
265 struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
266 struct ureg_program *ureg;
267 unsigned num_tokens;
268 struct svga_compile_key key;
269 enum pipe_error ret;
270
271 assert(svga_have_vgpu10(svga));
272 assert(fs);
273
274 num_inputs = fs->base.info.num_inputs;
275
276 ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
277 if (!ureg)
278 return PIPE_ERROR_OUT_OF_MEMORY;
279
280 /* draw will always add position */
281 dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
282 src[0] = ureg_DECL_vs_input(ureg, 0);
283 num_elements = 1;
284
285 /**
286 * swtnl backend redefines the input layout based on the
287 * fragment shader's inputs. So we only need to passthrough
288 * those inputs that will be consumed by the fragment shader.
289 * Note: DX10 requires the number of vertex elements
290 * specified in the input layout to be no less than the
291 * number of inputs to the vertex shader.
292 */
293 for (i = 0; i < num_inputs; i++) {
294 switch (fs->base.info.input_semantic_name[i]) {
295 case TGSI_SEMANTIC_COLOR:
296 case TGSI_SEMANTIC_GENERIC:
297 case TGSI_SEMANTIC_FOG:
298 dst[num_elements] = ureg_DECL_output(ureg,
299 fs->base.info.input_semantic_name[i],
300 fs->base.info.input_semantic_index[i]);
301 src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
302 num_elements++;
303 break;
304 default:
305 break;
306 }
307 }
308
309 for (i = 0; i < num_elements; i++) {
310 ureg_MOV(ureg, dst[i], src[i]);
311 }
312
313 ureg_END(ureg);
314
315 memset(&new_vs, 0, sizeof(new_vs));
316 new_vs.base.tokens = ureg_get_tokens(ureg, &num_tokens);
317 tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
318
319 memset(&key, 0, sizeof(key));
320 key.vs.undo_viewport = 1;
321
322 ret = compile_vs(svga, &new_vs, &key, &variant);
323 if (ret != PIPE_OK)
324 return ret;
325
326 ureg_free_tokens(new_vs.base.tokens);
327 ureg_destroy(ureg);
328
329 /* Overwrite the variant key to indicate it's a pass-through VS */
330 memset(&variant->key, 0, sizeof(variant->key));
331 variant->key.vs.passthrough = 1;
332 variant->key.vs.undo_viewport = 1;
333
334 *out_variant = variant;
335
336 return PIPE_OK;
337 }
338
339
340 static enum pipe_error
341 emit_hw_vs(struct svga_context *svga, unsigned dirty)
342 {
343 struct svga_shader_variant *variant;
344 struct svga_vertex_shader *vs = svga->curr.vs;
345 struct svga_fragment_shader *fs = svga->curr.fs;
346 enum pipe_error ret = PIPE_OK;
347 struct svga_compile_key key;
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 return ret;
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 return ret;
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 return PIPE_OK;
407 }
408
409 struct svga_tracked_state svga_hw_vs =
410 {
411 "vertex shader (hwtnl)",
412 (SVGA_NEW_VS |
413 SVGA_NEW_FS |
414 SVGA_NEW_TEXTURE_BINDING |
415 SVGA_NEW_SAMPLER |
416 SVGA_NEW_RAST |
417 SVGA_NEW_PRESCALE |
418 SVGA_NEW_VELEMENT |
419 SVGA_NEW_NEED_SWTNL),
420 emit_hw_vs
421 };