svga_shader.h revision 01e04c3f
1/**********************************************************
2 * Copyright 2008-2012 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#ifndef SVGA_SHADER_H
27#define SVGA_SHADER_H
28
29#include "svga3d_reg.h"
30#include "svga_context.h"
31#include "svga_streamout.h"
32
33
34/**
35 * We use a 64-bit mask to keep track of the generic indexes.
36 * This is the maximum semantic index for a TGSI GENERIC[i] register.
37 */
38#define MAX_GENERIC_VARYING 64
39
40
41struct svga_context;
42
43
44struct svga_compile_key
45{
46   /* vertex shader only */
47   struct {
48      uint64_t fs_generic_inputs;
49      unsigned passthrough:1;
50      unsigned need_prescale:1;
51      unsigned undo_viewport:1;
52      unsigned allow_psiz:1;
53      /** The following are all 32-bit bitmasks (per VS input) */
54      unsigned adjust_attrib_range;
55      unsigned attrib_is_pure_int;
56      unsigned adjust_attrib_w_1;
57      unsigned adjust_attrib_itof;
58      unsigned adjust_attrib_utof;
59      unsigned attrib_is_bgra;
60      unsigned attrib_puint_to_snorm;
61      unsigned attrib_puint_to_uscaled;
62      unsigned attrib_puint_to_sscaled;
63   } vs;
64
65   /* geometry shader only */
66   struct {
67      uint64_t vs_generic_outputs;
68      unsigned need_prescale:1;
69      unsigned writes_psize:1;
70      unsigned wide_point:1;
71   } gs;
72
73   /* fragment shader only */
74   struct {
75      uint64_t vs_generic_outputs;
76      uint64_t gs_generic_outputs;
77      unsigned light_twoside:1;
78      unsigned front_ccw:1;
79      unsigned white_fragments:1;
80      unsigned alpha_to_one:1;
81      unsigned flatshade:1;
82      unsigned pstipple:1;
83      unsigned alpha_func:4;  /**< SVGA3D_CMP_x */
84      unsigned write_color0_to_n_cbufs:4;
85      unsigned aa_point:1;
86      int aa_point_coord_index;
87      float alpha_ref;
88   } fs;
89
90   /* any shader type */
91   int8_t generic_remap_table[MAX_GENERIC_VARYING];
92   unsigned num_textures:8;
93   unsigned num_unnormalized_coords:8;
94   unsigned clip_plane_enable:PIPE_MAX_CLIP_PLANES;
95   unsigned sprite_origin_lower_left:1;
96   uint16_t sprite_coord_enable;
97   struct {
98      unsigned compare_mode:1;
99      unsigned compare_func:3;
100      unsigned unnormalized:1;
101      unsigned texel_bias:1;
102      unsigned width_height_idx:5; /**< texture unit */
103      unsigned is_array:1;
104      unsigned swizzle_r:3;
105      unsigned swizzle_g:3;
106      unsigned swizzle_b:3;
107      unsigned swizzle_a:3;
108      unsigned num_samples:5;   /**< Up to 16 samples */
109   } tex[PIPE_MAX_SAMPLERS];
110   /* Note: svga_compile_keys_equal() depends on the variable-size
111    * tex[] array being at the end of this structure.
112    */
113};
114
115/* A key for a variant of token string of a shader */
116struct svga_token_key {
117   struct {
118      unsigned sprite_coord_enable:24;
119      unsigned sprite_origin_upper_left:1;
120      unsigned point_pos_stream_out:1;
121      unsigned writes_psize:1;
122      unsigned aa_point:1;
123   } gs;
124};
125
126/**
127 * A single TGSI shader may be compiled into different variants of
128 * SVGA3D shaders depending on the compile key.  Each user shader
129 * will have a linked list of these variants.
130 */
131struct svga_shader_variant
132{
133   const struct svga_shader *shader;
134
135   /** Parameters used to generate this variant */
136   struct svga_compile_key key;
137
138   /* Compiled shader tokens:
139    */
140   const unsigned *tokens;
141   unsigned nr_tokens;
142
143   /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
144    * SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY.
145    */
146   unsigned id;
147
148   /** Start of extra constants (number of float[4] constants) */
149   unsigned extra_const_start;
150
151   /* GB object buffer containing the bytecode */
152   struct svga_winsys_gb_shader *gb_shader;
153
154   boolean uses_flat_interp;   /** TRUE if flat interpolation qualifier is
155                                *  applied to any of the varyings.
156                                */
157
158   /** Is the color output just a constant value? (fragment shader only) */
159   boolean constant_color_output;
160
161   /** Bitmask indicating which texture units are doing the shadow
162    * comparison test in the shader rather than the sampler state.
163    */
164   unsigned fs_shadow_compare_units;
165
166   /** For FS-based polygon stipple */
167   unsigned pstipple_sampler_unit;
168
169   /** Next variant */
170   struct svga_shader_variant *next;
171};
172
173
174struct svga_shader
175{
176   const struct tgsi_token *tokens;
177   struct svga_token_key token_key;     /* token key for the token string */
178   struct tgsi_shader_info info;
179
180   /* List of shaders with tokens derived from the same token string */
181   struct svga_shader *next;
182   struct svga_shader *parent;   /* shader with the original token string */
183
184   struct svga_stream_output *stream_output;
185
186   /** Head of linked list of compiled variants */
187   struct svga_shader_variant *variants;
188
189   unsigned id;  /**< for debugging only */
190};
191
192
193struct svga_fragment_shader
194{
195   struct svga_shader base;
196
197   struct draw_fragment_shader *draw_shader;
198
199   /** Mask of which generic varying variables are read by this shader */
200   uint64_t generic_inputs;
201
202   /** Table mapping original TGSI generic indexes to low integers */
203   int8_t generic_remap_table[MAX_GENERIC_VARYING];
204};
205
206
207struct svga_vertex_shader
208{
209   struct svga_shader base;
210
211   struct draw_vertex_shader *draw_shader;
212
213   /** Mask of which generic varying variables are written by this shader */
214   uint64_t generic_outputs;
215
216   /** Generated geometry shader that goes with this vertex shader */
217   struct svga_geometry_shader *gs;
218};
219
220
221struct svga_geometry_shader
222{
223   struct svga_shader base;
224
225   struct draw_geometry_shader *draw_shader;
226
227   /** Table mapping original TGSI generic indexes to low integers */
228   int8_t generic_remap_table[MAX_GENERIC_VARYING];
229   uint64_t generic_outputs;
230
231   unsigned aa_point_coord_index; /* generic index for aa point coord */
232
233   unsigned wide_point:1;      /* set if the shader emulates wide point */
234};
235
236
237static inline boolean
238svga_compile_keys_equal(const struct svga_compile_key *a,
239                        const struct svga_compile_key *b)
240{
241   unsigned key_size =
242      (const char *) &a->tex[a->num_textures] - (const char *) a;
243
244   return memcmp(a, b, key_size) == 0;
245}
246
247
248uint64_t
249svga_get_generic_inputs_mask(const struct tgsi_shader_info *info);
250
251uint64_t
252svga_get_generic_outputs_mask(const struct tgsi_shader_info *info);
253
254void
255svga_remap_generics(uint64_t generics_mask,
256                    int8_t remap_table[MAX_GENERIC_VARYING]);
257
258int
259svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
260                         int generic_index);
261
262void
263svga_init_shader_key_common(const struct svga_context *svga,
264                            enum pipe_shader_type shader,
265                            struct svga_compile_key *key);
266
267struct svga_shader_variant *
268svga_search_shader_key(const struct svga_shader *shader,
269                       const struct svga_compile_key *key);
270
271struct svga_shader *
272svga_search_shader_token_key(struct svga_shader *shader,
273                             const struct svga_token_key *key);
274
275enum pipe_error
276svga_define_shader(struct svga_context *svga,
277                   SVGA3dShaderType type,
278                   struct svga_shader_variant *variant);
279
280enum pipe_error
281svga_set_shader(struct svga_context *svga,
282                SVGA3dShaderType type,
283                struct svga_shader_variant *variant);
284
285struct svga_shader_variant *
286svga_new_shader_variant(struct svga_context *svga);
287
288void
289svga_destroy_shader_variant(struct svga_context *svga,
290                            SVGA3dShaderType type,
291                            struct svga_shader_variant *variant);
292
293enum pipe_error
294svga_rebind_shaders(struct svga_context *svga);
295
296/**
297 * Check if a shader's bytecode exceeds the device limits.
298 */
299static inline boolean
300svga_shader_too_large(const struct svga_context *svga,
301                      const struct svga_shader_variant *variant)
302{
303   if (svga_have_gb_objects(svga)) {
304      return FALSE;
305   }
306
307   if (variant->nr_tokens * sizeof(variant->tokens[0])
308       + sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
309       < SVGA_CB_MAX_COMMAND_SIZE) {
310      return FALSE;
311   }
312
313   return TRUE;
314}
315
316
317/**
318 * Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_*
319 */
320static inline SVGA3dShaderType
321svga_shader_type(enum pipe_shader_type shader)
322{
323   switch (shader) {
324   case PIPE_SHADER_VERTEX:
325      return SVGA3D_SHADERTYPE_VS;
326   case PIPE_SHADER_GEOMETRY:
327      return SVGA3D_SHADERTYPE_GS;
328   case PIPE_SHADER_FRAGMENT:
329      return SVGA3D_SHADERTYPE_PS;
330   default:
331      assert(!"Invalid shader type");
332      return SVGA3D_SHADERTYPE_VS;
333   }
334}
335
336
337/** Does the current VS have stream output? */
338static inline boolean
339svga_have_vs_streamout(const struct svga_context *svga)
340{
341   return svga->curr.vs != NULL && svga->curr.vs->base.stream_output != NULL;
342}
343
344
345/** Does the current GS have stream output? */
346static inline boolean
347svga_have_gs_streamout(const struct svga_context *svga)
348{
349   return svga->curr.gs != NULL && svga->curr.gs->base.stream_output != NULL;
350}
351
352
353#endif /* SVGA_SHADER_H */
354