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 "draw/draw_context.h"
27#include "util/u_inlines.h"
28#include "util/u_math.h"
29#include "util/u_memory.h"
30#include "util/u_bitmask.h"
31#include "tgsi/tgsi_parse.h"
32#include "tgsi/tgsi_text.h"
33
34#include "svga_context.h"
35#include "svga_hw_reg.h"
36#include "svga_cmd.h"
37#include "svga_debug.h"
38#include "svga_shader.h"
39#include "svga_streamout.h"
40
41
42/**
43 * Substitute a debug shader.
44 */
45static const struct tgsi_token *
46substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
47{
48#if 0
49   if (shader_id == 12) {
50   static struct tgsi_token tokens[300];
51
52   const char *text =
53      "VERT\n"
54      "DCL IN[0]\n"
55      "DCL IN[1]\n"
56      "DCL IN[2]\n"
57      "DCL OUT[0], POSITION\n"
58      "DCL TEMP[0..4]\n"
59      "IMM FLT32 {     1.0000,     1.0000,     1.0000,     1.0000 }\n"
60      "IMM FLT32 {     0.45,     1.0000,     1.0000,     1.0000 }\n"
61      "IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
62      "IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050  }\n"
63      "IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714  }\n"
64      "IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
65      "DCL CONST[0..7]\n"
66      "DCL CONST[9..16]\n"
67      "  MOV TEMP[2], IMM[0]\n"
68
69      "  MOV TEMP[2].xyz, IN[2]\n"
70      "  MOV TEMP[2].xyz, IN[0]\n"
71      "  MOV TEMP[2].xyz, IN[1]\n"
72
73      "  MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
74      "  MAD TEMP[3], IMM[2],  TEMP[2].xxxx, TEMP[1]\n"
75      "  MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
76      "  MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"
77
78      "  MOV OUT[0], TEMP[4]\n"
79      "  END\n";
80
81   if (!tgsi_text_translate(text,
82                             tokens,
83                             ARRAY_SIZE(tokens)))
84   {
85      assert(0);
86      return NULL;
87   }
88
89   return tokens;
90   }
91#endif
92
93   return old_tokens;
94}
95
96
97static void *
98svga_create_vs_state(struct pipe_context *pipe,
99                     const struct pipe_shader_state *templ)
100{
101   struct svga_context *svga = svga_context(pipe);
102   struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);
103
104   if (!vs)
105      return NULL;
106
107   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
108
109   /* substitute a debug shader?
110    */
111   vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
112                                                   templ->tokens));
113
114   /* Collect basic info that we'll need later:
115    */
116   tgsi_scan_shader(vs->base.tokens, &vs->base.info);
117
118   {
119      /* Need to do construct a new template in case we substitued a
120       * debug shader.
121       */
122      struct pipe_shader_state tmp2 = *templ;
123      tmp2.tokens = vs->base.tokens;
124      vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
125   }
126
127   vs->base.id = svga->debug.shader_id++;
128
129   vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
130
131   /* check for any stream output declarations */
132   if (templ->stream_output.num_outputs) {
133      vs->base.stream_output = svga_create_stream_output(svga, &vs->base,
134                                                         &templ->stream_output);
135   }
136
137   SVGA_STATS_TIME_POP(svga_sws(svga));
138   return vs;
139}
140
141
142static void
143svga_bind_vs_state(struct pipe_context *pipe, void *shader)
144{
145   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
146   struct svga_context *svga = svga_context(pipe);
147
148   if (vs == svga->curr.vs)
149      return;
150
151   /* If the currently bound vertex shader has a generated geometry shader,
152    * then unbind the geometry shader before binding a new vertex shader.
153    * We need to unbind the geometry shader here because there is no
154    * pipe_shader associated with the generated geometry shader.
155    */
156   if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
157      svga->pipe.bind_gs_state(&svga->pipe, NULL);
158
159   svga->curr.vs = vs;
160   svga->dirty |= SVGA_NEW_VS;
161}
162
163
164static void
165svga_delete_vs_state(struct pipe_context *pipe, void *shader)
166{
167   struct svga_context *svga = svga_context(pipe);
168   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
169   struct svga_shader_variant *variant, *tmp;
170   enum pipe_error ret;
171
172   svga_hwtnl_flush_retry(svga);
173
174   assert(vs->base.parent == NULL);
175
176   /* Check if there is a generated geometry shader to go with this
177    * vertex shader. If there is, then delete the geometry shader as well.
178    */
179   if (vs->gs != NULL) {
180      svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
181   }
182
183   if (vs->base.stream_output != NULL)
184      svga_delete_stream_output(svga, vs->base.stream_output);
185
186   draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
187
188   for (variant = vs->base.variants; variant; variant = tmp) {
189      tmp = variant->next;
190
191      /* Check if deleting currently bound shader */
192      if (variant == svga->state.hw_draw.vs) {
193         ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
194         if (ret != PIPE_OK) {
195            svga_context_flush(svga, NULL);
196            ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
197            assert(ret == PIPE_OK);
198         }
199         svga->state.hw_draw.vs = NULL;
200      }
201
202      svga_destroy_shader_variant(svga, variant);
203   }
204
205   FREE((void *)vs->base.tokens);
206   FREE(vs);
207}
208
209
210void
211svga_init_vs_functions(struct svga_context *svga)
212{
213   svga->pipe.create_vs_state = svga_create_vs_state;
214   svga->pipe.bind_vs_state = svga_bind_vs_state;
215   svga->pipe.delete_vs_state = svga_delete_vs_state;
216}
217
218