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_format.h"
29#include "util/u_math.h"
30#include "util/u_memory.h"
31#include "util/u_bitmask.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_resource_texture.h"
39#include "svga_tgsi.h"
40#include "svga_format.h"
41
42#include "svga_hw_reg.h"
43
44
45
46/**
47 * If we fail to compile a fragment shader (because it uses too many
48 * registers, for example) we'll use a dummy/fallback shader that
49 * simply emits a constant color (red for debug, black for release).
50 * We hit this with the Unigine/Heaven demo when Shaders = High.
51 * With black, the demo still looks good.
52 */
53static const struct tgsi_token *
54get_dummy_fragment_shader(void)
55{
56#ifdef DEBUG
57   static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */
58#else
59   static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */
60#endif
61   struct ureg_program *ureg;
62   const struct tgsi_token *tokens;
63   struct ureg_src src;
64   struct ureg_dst dst;
65
66   ureg = ureg_create(PIPE_SHADER_FRAGMENT);
67   if (!ureg)
68      return NULL;
69
70   dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
71   src = ureg_DECL_immediate(ureg, color, 4);
72   ureg_MOV(ureg, dst, src);
73   ureg_END(ureg);
74
75   tokens = ureg_get_tokens(ureg, NULL);
76
77   ureg_destroy(ureg);
78
79   return tokens;
80}
81
82
83static struct svga_shader_variant *
84translate_fragment_program(struct svga_context *svga,
85                           const struct svga_fragment_shader *fs,
86                           const struct svga_compile_key *key)
87{
88   if (svga_have_vgpu10(svga)) {
89      return svga_tgsi_vgpu10_translate(svga, &fs->base, key,
90                                        PIPE_SHADER_FRAGMENT);
91   }
92   else {
93      return svga_tgsi_vgpu9_translate(svga, &fs->base, key,
94                                       PIPE_SHADER_FRAGMENT);
95   }
96}
97
98
99/**
100 * Replace the given shader's instruction with a simple constant-color
101 * shader.  We use this when normal shader translation fails.
102 */
103static struct svga_shader_variant *
104get_compiled_dummy_shader(struct svga_context *svga,
105                          struct svga_fragment_shader *fs,
106                          const struct svga_compile_key *key)
107{
108   const struct tgsi_token *dummy = get_dummy_fragment_shader();
109   struct svga_shader_variant *variant;
110
111   if (!dummy) {
112      return NULL;
113   }
114
115   FREE((void *) fs->base.tokens);
116   fs->base.tokens = dummy;
117
118   tgsi_scan_shader(fs->base.tokens, &fs->base.info);
119   fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);
120   svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);
121
122   variant = translate_fragment_program(svga, fs, key);
123   return variant;
124}
125
126
127/**
128 * Translate TGSI shader into an svga shader variant.
129 */
130static enum pipe_error
131compile_fs(struct svga_context *svga,
132           struct svga_fragment_shader *fs,
133           const struct svga_compile_key *key,
134           struct svga_shader_variant **out_variant)
135{
136   struct svga_shader_variant *variant;
137   enum pipe_error ret = PIPE_ERROR;
138
139   variant = translate_fragment_program(svga, fs, key);
140   if (variant == NULL) {
141      debug_printf("Failed to compile fragment shader,"
142                   " using dummy shader instead.\n");
143      variant = get_compiled_dummy_shader(svga, fs, key);
144   }
145   else if (svga_shader_too_large(svga, variant)) {
146      /* too big, use dummy shader */
147      debug_printf("Shader too large (%u bytes),"
148                   " using dummy shader instead.\n",
149                   (unsigned) (variant->nr_tokens
150                               * sizeof(variant->tokens[0])));
151      /* Free the too-large variant */
152      svga_destroy_shader_variant(svga, variant);
153      /* Use simple pass-through shader instead */
154      variant = get_compiled_dummy_shader(svga, fs, key);
155   }
156
157   if (!variant) {
158      return PIPE_ERROR;
159   }
160
161   ret = svga_define_shader(svga, variant);
162   if (ret != PIPE_OK) {
163      svga_destroy_shader_variant(svga, variant);
164      return ret;
165   }
166
167   *out_variant = variant;
168
169   /* insert variant at head of linked list */
170   variant->next = fs->base.variants;
171   fs->base.variants = variant;
172
173   return PIPE_OK;
174}
175
176
177/* SVGA_NEW_TEXTURE_BINDING
178 * SVGA_NEW_RAST
179 * SVGA_NEW_NEED_SWTNL
180 * SVGA_NEW_SAMPLER
181 */
182static enum pipe_error
183make_fs_key(const struct svga_context *svga,
184            struct svga_fragment_shader *fs,
185            struct svga_compile_key *key)
186{
187   const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT;
188   unsigned i;
189
190   memset(key, 0, sizeof *key);
191
192   memcpy(key->generic_remap_table, fs->generic_remap_table,
193          sizeof(fs->generic_remap_table));
194
195   /* SVGA_NEW_GS, SVGA_NEW_VS
196    */
197   if (svga->curr.gs) {
198      key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
199   } else {
200      key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
201   }
202
203   /* Only need fragment shader fixup for twoside lighting if doing
204    * hwtnl.  Otherwise the draw module does the whole job for us.
205    *
206    * SVGA_NEW_SWTNL
207    */
208   if (!svga->state.sw.need_swtnl) {
209      /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
210       */
211      key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
212      key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
213      key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
214                          svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
215      key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
216                          svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
217                          (svga->curr.rast->pointsize > 1.0 ||
218                           svga->curr.vs->base.info.writes_psize));
219      if (key->fs.aa_point) {
220         assert(svga->curr.gs != NULL);
221         assert(svga->curr.gs->aa_point_coord_index != -1);
222         key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
223      }
224   }
225
226   /* The blend workaround for simulating logicop xor behaviour
227    * requires that the incoming fragment color be white.  This change
228    * achieves that by creating a variant of the current fragment
229    * shader that overrides all output colors with 1,1,1,1
230    *
231    * This will work for most shaders, including those containing
232    * TEXKIL and/or depth-write.  However, it will break on the
233    * combination of xor-logicop plus alphatest.
234    *
235    * Ultimately, we could implement alphatest in the shader using
236    * texkil prior to overriding the outgoing fragment color.
237    *
238    * SVGA_NEW_BLEND
239    */
240   key->fs.white_fragments = svga->curr.blend->need_white_fragments;
241
242   key->fs.alpha_to_one = svga->curr.blend->alpha_to_one;
243
244#ifdef DEBUG
245   /*
246    * We expect a consistent set of samplers and sampler views.
247    * Do some debug checks/warnings here.
248    */
249   {
250      static boolean warned = FALSE;
251      unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
252                           svga->curr.num_samplers[shader]);
253      /* Only warn once to prevent too much debug output */
254      if (!warned) {
255         if (svga->curr.num_sampler_views[shader] !=
256             svga->curr.num_samplers[shader]) {
257            debug_printf("svga: mismatched number of sampler views (%u) "
258                         "vs. samplers (%u)\n",
259                         svga->curr.num_sampler_views[shader],
260                         svga->curr.num_samplers[shader]);
261         }
262         for (i = 0; i < n; i++) {
263            if ((svga->curr.sampler_views[shader][i] == NULL) !=
264                (svga->curr.sampler[shader][i] == NULL))
265               debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
266                            i, svga->curr.sampler_views[shader][i],
267                            i, svga->curr.sampler[shader][i]);
268         }
269         warned = TRUE;
270      }
271   }
272#endif
273
274   /* XXX: want to limit this to the textures that the shader actually
275    * refers to.
276    *
277    * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
278    */
279   svga_init_shader_key_common(svga, shader, key);
280
281   for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
282      struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
283      const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
284      if (view) {
285         struct pipe_resource *tex = view->texture;
286         if (tex->target != PIPE_BUFFER) {
287            struct svga_texture *stex = svga_texture(tex);
288            SVGA3dSurfaceFormat format = stex->key.format;
289
290            if (!svga_have_vgpu10(svga) &&
291                (format == SVGA3D_Z_D16 ||
292                 format == SVGA3D_Z_D24X8 ||
293                 format == SVGA3D_Z_D24S8)) {
294               /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
295                * or SVGA3D_Z_D24S8 surface, we'll automatically get
296                * shadow comparison.  But we only get LEQUAL mode.
297                * Set TEX_COMPARE_NONE here so we don't emit the extra FS
298                * code for shadow comparison.
299                */
300               key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
301               key->tex[i].compare_func = PIPE_FUNC_NEVER;
302               /* These depth formats _only_ support comparison mode and
303                * not ordinary sampling so warn if the later is expected.
304                */
305               if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
306                  debug_warn_once("Unsupported shadow compare mode");
307               }
308               /* The shader translation code can emit code to
309                * handle ALWAYS and NEVER compare functions
310                */
311               else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
312                        sampler->compare_func == PIPE_FUNC_NEVER) {
313                  key->tex[i].compare_mode = sampler->compare_mode;
314                  key->tex[i].compare_func = sampler->compare_func;
315               }
316               else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
317                  debug_warn_once("Unsupported shadow compare function");
318               }
319            }
320            else {
321               /* For other texture formats, just use the compare func/mode
322                * as-is.  Should be no-ops for color textures.  For depth
323                * textures, we do not get automatic depth compare.  We have
324                * to do it ourselves in the shader.  And we don't get PCF.
325                */
326               key->tex[i].compare_mode = sampler->compare_mode;
327               key->tex[i].compare_func = sampler->compare_func;
328            }
329         }
330      }
331   }
332
333   /* sprite coord gen state */
334   key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
335
336   key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
337                                    == PIPE_SPRITE_COORD_LOWER_LEFT);
338
339   key->fs.flatshade = svga->curr.rast->templ.flatshade;
340
341   /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
342   if (svga_have_vgpu10(svga)) {
343      /* Alpha testing is not supported in integer-valued render targets. */
344      if (svga_has_any_integer_cbufs(svga)) {
345         key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
346         key->fs.alpha_ref = 0;
347      }
348      else {
349         key->fs.alpha_func = svga->curr.depth->alphafunc;
350         key->fs.alpha_ref = svga->curr.depth->alpharef;
351      }
352   }
353
354   /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
355   if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] ||
356       svga->curr.blend->need_white_fragments) {
357      /* Replicate color0 output (or white) to N colorbuffers */
358      key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
359   }
360
361   return PIPE_OK;
362}
363
364
365/**
366 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
367 */
368enum pipe_error
369svga_reemit_fs_bindings(struct svga_context *svga)
370{
371   enum pipe_error ret;
372
373   assert(svga->rebind.flags.fs);
374   assert(svga_have_gb_objects(svga));
375
376   if (!svga->state.hw_draw.fs)
377      return PIPE_OK;
378
379   if (!svga_need_to_rebind_resources(svga)) {
380      ret =  svga->swc->resource_rebind(svga->swc, NULL,
381                                        svga->state.hw_draw.fs->gb_shader,
382                                        SVGA_RELOC_READ);
383   }
384   else {
385      if (svga_have_vgpu10(svga))
386         ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
387                                       svga->state.hw_draw.fs->gb_shader,
388                                       svga->state.hw_draw.fs->id);
389      else
390         ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
391                                  svga->state.hw_draw.fs->gb_shader);
392   }
393
394   if (ret != PIPE_OK)
395      return ret;
396
397   svga->rebind.flags.fs = FALSE;
398   return PIPE_OK;
399}
400
401
402
403static enum pipe_error
404emit_hw_fs(struct svga_context *svga, unsigned dirty)
405{
406   struct svga_shader_variant *variant = NULL;
407   enum pipe_error ret = PIPE_OK;
408   struct svga_fragment_shader *fs = svga->curr.fs;
409   struct svga_compile_key key;
410
411   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
412
413   /* Disable rasterization if rasterizer_discard flag is set or
414    * vs/gs does not output position.
415    */
416   svga->disable_rasterizer =
417      svga->curr.rast->templ.rasterizer_discard ||
418      (svga->curr.gs && !svga->curr.gs->base.info.writes_position) ||
419      (!svga->curr.gs && !svga->curr.vs->base.info.writes_position);
420
421   /* Set FS to NULL when rasterization is to be disabled */
422   if (svga->disable_rasterizer) {
423      /* Set FS to NULL if it has not been done */
424      if (svga->state.hw_draw.fs) {
425         ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
426         if (ret != PIPE_OK)
427            goto done;
428      }
429      svga->rebind.flags.fs = FALSE;
430      svga->state.hw_draw.fs = NULL;
431      goto done;
432   }
433
434   /* SVGA_NEW_BLEND
435    * SVGA_NEW_TEXTURE_BINDING
436    * SVGA_NEW_RAST
437    * SVGA_NEW_NEED_SWTNL
438    * SVGA_NEW_SAMPLER
439    * SVGA_NEW_FRAME_BUFFER
440    * SVGA_NEW_DEPTH_STENCIL_ALPHA
441    * SVGA_NEW_VS
442    */
443   ret = make_fs_key(svga, fs, &key);
444   if (ret != PIPE_OK)
445      goto done;
446
447   variant = svga_search_shader_key(&fs->base, &key);
448   if (!variant) {
449      ret = compile_fs(svga, fs, &key, &variant);
450      if (ret != PIPE_OK)
451         goto done;
452   }
453
454   assert(variant);
455
456   if (variant != svga->state.hw_draw.fs) {
457      ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
458      if (ret != PIPE_OK)
459         goto done;
460
461      svga->rebind.flags.fs = FALSE;
462
463      svga->dirty |= SVGA_NEW_FS_VARIANT;
464      svga->state.hw_draw.fs = variant;
465   }
466
467done:
468   SVGA_STATS_TIME_POP(svga_sws(svga));
469   return ret;
470}
471
472struct svga_tracked_state svga_hw_fs =
473{
474   "fragment shader (hwtnl)",
475   (SVGA_NEW_FS |
476    SVGA_NEW_GS |
477    SVGA_NEW_VS |
478    SVGA_NEW_TEXTURE_BINDING |
479    SVGA_NEW_NEED_SWTNL |
480    SVGA_NEW_RAST |
481    SVGA_NEW_STIPPLE |
482    SVGA_NEW_REDUCED_PRIMITIVE |
483    SVGA_NEW_SAMPLER |
484    SVGA_NEW_FRAME_BUFFER |
485    SVGA_NEW_DEPTH_STENCIL_ALPHA |
486    SVGA_NEW_BLEND),
487   emit_hw_fs
488};
489
490
491
492