svga: clean up the compile_vs/gs/fs() functions
[mesa.git] / src / gallium / drivers / svga / svga_state_vs.c
1 /**********************************************************
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4 * Permission is hereby granted, free of charge, to any person
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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(&vs->base, key, 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 unsigned 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 key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
176 (svga->curr.gs == NULL);
177 key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
178
179 /* SVGA_NEW_FS */
180 key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
181
182 svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
183
184 /* SVGA_NEW_VELEMENT */
185 key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
186 key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
187 key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
188 key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
189 key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
190 key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
191 key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
192 key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
193 key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
194
195 /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
196 svga_init_shader_key_common(svga, shader, key);
197
198 /* SVGA_NEW_RAST */
199 key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
200 }
201
202
203 /**
204 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
205 */
206 enum pipe_error
207 svga_reemit_vs_bindings(struct svga_context *svga)
208 {
209 enum pipe_error ret;
210 struct svga_winsys_gb_shader *gbshader = NULL;
211 SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
212
213 assert(svga->rebind.flags.vs);
214 assert(svga_have_gb_objects(svga));
215
216 if (svga->state.hw_draw.vs) {
217 gbshader = svga->state.hw_draw.vs->gb_shader;
218 shaderId = svga->state.hw_draw.vs->id;
219 }
220
221 if (!svga_need_to_rebind_resources(svga)) {
222 ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
223 SVGA_RELOC_READ);
224 goto out;
225 }
226
227 if (svga_have_vgpu10(svga))
228 ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
229 gbshader, shaderId);
230 else
231 ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
232
233 out:
234 if (ret != PIPE_OK)
235 return ret;
236
237 svga->rebind.flags.vs = FALSE;
238 return PIPE_OK;
239 }
240
241
242 /**
243 * The current vertex shader is already executed by the 'draw'
244 * module, so we just need to generate a simple vertex shader
245 * to pass through all those VS outputs that will
246 * be consumed by the fragment shader.
247 * Used when we employ the 'draw' module.
248 */
249 static enum pipe_error
250 compile_passthrough_vs(struct svga_context *svga,
251 struct svga_vertex_shader *vs,
252 struct svga_fragment_shader *fs,
253 struct svga_shader_variant **out_variant)
254 {
255 struct svga_shader_variant *variant = NULL;
256 unsigned num_inputs;
257 unsigned i;
258 unsigned num_elements;
259 struct svga_vertex_shader new_vs;
260 struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
261 struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
262 struct ureg_program *ureg;
263 unsigned num_tokens;
264 struct svga_compile_key key;
265 enum pipe_error ret;
266
267 assert(svga_have_vgpu10(svga));
268 assert(fs);
269
270 num_inputs = fs->base.info.num_inputs;
271
272 ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
273 if (!ureg)
274 return PIPE_ERROR_OUT_OF_MEMORY;
275
276 /* draw will always add position */
277 dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
278 src[0] = ureg_DECL_vs_input(ureg, 0);
279 num_elements = 1;
280
281 /**
282 * swtnl backend redefines the input layout based on the
283 * fragment shader's inputs. So we only need to passthrough
284 * those inputs that will be consumed by the fragment shader.
285 * Note: DX10 requires the number of vertex elements
286 * specified in the input layout to be no less than the
287 * number of inputs to the vertex shader.
288 */
289 for (i = 0; i < num_inputs; i++) {
290 switch (fs->base.info.input_semantic_name[i]) {
291 case TGSI_SEMANTIC_COLOR:
292 case TGSI_SEMANTIC_GENERIC:
293 case TGSI_SEMANTIC_FOG:
294 dst[num_elements] = ureg_DECL_output(ureg,
295 fs->base.info.input_semantic_name[i],
296 fs->base.info.input_semantic_index[i]);
297 src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
298 num_elements++;
299 break;
300 default:
301 break;
302 }
303 }
304
305 for (i = 0; i < num_elements; i++) {
306 ureg_MOV(ureg, dst[i], src[i]);
307 }
308
309 ureg_END(ureg);
310
311 memset(&new_vs, 0, sizeof(new_vs));
312 new_vs.base.tokens = ureg_get_tokens(ureg, &num_tokens);
313 tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
314
315 memset(&key, 0, sizeof(key));
316 key.vs.undo_viewport = 1;
317
318 ret = compile_vs(svga, &new_vs, &key, &variant);
319 if (ret != PIPE_OK)
320 return ret;
321
322 ureg_free_tokens(new_vs.base.tokens);
323 ureg_destroy(ureg);
324
325 /* Overwrite the variant key to indicate it's a pass-through VS */
326 memset(&variant->key, 0, sizeof(variant->key));
327 variant->key.vs.passthrough = 1;
328 variant->key.vs.undo_viewport = 1;
329
330 *out_variant = variant;
331
332 return PIPE_OK;
333 }
334
335
336 static enum pipe_error
337 emit_hw_vs(struct svga_context *svga, unsigned dirty)
338 {
339 struct svga_shader_variant *variant;
340 struct svga_vertex_shader *vs = svga->curr.vs;
341 struct svga_fragment_shader *fs = svga->curr.fs;
342 enum pipe_error ret = PIPE_OK;
343 struct svga_compile_key key;
344
345 /* If there is an active geometry shader, and it has stream output
346 * defined, then we will skip the stream output from the vertex shader
347 */
348 if (!svga_have_gs_streamout(svga)) {
349 /* No GS stream out */
350 if (svga_have_vs_streamout(svga)) {
351 /* Set VS stream out */
352 svga_set_stream_output(svga, vs->base.stream_output);
353 }
354 else {
355 /* turn off stream out */
356 svga_set_stream_output(svga, NULL);
357 }
358 }
359
360 /* SVGA_NEW_NEED_SWTNL */
361 if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
362 /* No vertex shader is needed */
363 variant = NULL;
364 }
365 else {
366 make_vs_key(svga, &key);
367
368 /* See if we already have a VS variant that matches the key */
369 variant = svga_search_shader_key(&vs->base, &key);
370
371 if (!variant) {
372 /* Create VS variant now */
373 if (key.vs.passthrough) {
374 ret = compile_passthrough_vs(svga, vs, fs, &variant);
375 }
376 else {
377 ret = compile_vs(svga, vs, &key, &variant);
378 }
379 if (ret != PIPE_OK)
380 return ret;
381
382 /* insert the new variant at head of linked list */
383 assert(variant);
384 variant->next = vs->base.variants;
385 vs->base.variants = variant;
386 }
387 }
388
389 if (variant != svga->state.hw_draw.vs) {
390 /* Bind the new variant */
391 if (variant) {
392 ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
393 if (ret != PIPE_OK)
394 return ret;
395 svga->rebind.flags.vs = FALSE;
396 }
397
398 svga->dirty |= SVGA_NEW_VS_VARIANT;
399 svga->state.hw_draw.vs = variant;
400 }
401
402 return PIPE_OK;
403 }
404
405 struct svga_tracked_state svga_hw_vs =
406 {
407 "vertex shader (hwtnl)",
408 (SVGA_NEW_VS |
409 SVGA_NEW_FS |
410 SVGA_NEW_TEXTURE_BINDING |
411 SVGA_NEW_SAMPLER |
412 SVGA_NEW_RAST |
413 SVGA_NEW_PRESCALE |
414 SVGA_NEW_VELEMENT |
415 SVGA_NEW_NEED_SWTNL),
416 emit_hw_vs
417 };