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/format/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      key->fs.layer_to_zero = !svga->curr.gs->base.info.writes_layer;
200   } else {
201      key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
202      key->fs.layer_to_zero = 1;
203   }
204
205   /* Only need fragment shader fixup for twoside lighting if doing
206    * hwtnl.  Otherwise the draw module does the whole job for us.
207    *
208    * SVGA_NEW_SWTNL
209    */
210   if (!svga->state.sw.need_swtnl) {
211      /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
212       */
213      enum pipe_prim_type prim_mode;
214      struct svga_shader *shader;
215
216      /* Find the last shader in the vertex pipeline and the output primitive mode
217       * from that shader.
218       */
219      if (svga->curr.tes) {
220         shader = &svga->curr.tes->base;
221         prim_mode = shader->info.properties[TGSI_PROPERTY_TES_PRIM_MODE];
222      } else if (svga->curr.gs) {
223         shader = &svga->curr.gs->base;
224         prim_mode = shader->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
225      } else {
226         shader = &svga->curr.vs->base;
227         prim_mode = svga->curr.reduced_prim;
228      }
229
230      key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
231      key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
232      key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
233                          prim_mode == PIPE_PRIM_TRIANGLES);
234
235      key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
236                          prim_mode == PIPE_PRIM_POINTS &&
237                          (svga->curr.rast->pointsize > 1.0 ||
238                           shader->info.writes_psize));
239
240      if (key->fs.aa_point && svga->curr.gs) {
241         assert(svga->curr.gs->aa_point_coord_index != -1);
242         key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
243      }
244   }
245
246   /* The blend workaround for simulating logicop xor behaviour
247    * requires that the incoming fragment color be white.  This change
248    * achieves that by creating a variant of the current fragment
249    * shader that overrides all output colors with 1,1,1,1
250    *
251    * This will work for most shaders, including those containing
252    * TEXKIL and/or depth-write.  However, it will break on the
253    * combination of xor-logicop plus alphatest.
254    *
255    * Ultimately, we could implement alphatest in the shader using
256    * texkil prior to overriding the outgoing fragment color.
257    *
258    * SVGA_NEW_BLEND
259    */
260   key->fs.white_fragments = svga->curr.blend->need_white_fragments;
261
262   key->fs.alpha_to_one = svga->curr.blend->alpha_to_one;
263
264#ifdef DEBUG
265   /*
266    * We expect a consistent set of samplers and sampler views.
267    * Do some debug checks/warnings here.
268    */
269   {
270      static boolean warned = FALSE;
271      unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
272                           svga->curr.num_samplers[shader]);
273      /* Only warn once to prevent too much debug output */
274      if (!warned) {
275         if (svga->curr.num_sampler_views[shader] !=
276             svga->curr.num_samplers[shader]) {
277            debug_printf("svga: mismatched number of sampler views (%u) "
278                         "vs. samplers (%u)\n",
279                         svga->curr.num_sampler_views[shader],
280                         svga->curr.num_samplers[shader]);
281         }
282         for (i = 0; i < n; i++) {
283            if ((svga->curr.sampler_views[shader][i] == NULL) !=
284                (svga->curr.sampler[shader][i] == NULL))
285               debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
286                            i, svga->curr.sampler_views[shader][i],
287                            i, svga->curr.sampler[shader][i]);
288         }
289         warned = TRUE;
290      }
291   }
292#endif
293
294   /* XXX: want to limit this to the textures that the shader actually
295    * refers to.
296    *
297    * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
298    */
299   svga_init_shader_key_common(svga, shader, &fs->base, key);
300
301   for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
302      struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
303      const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
304      if (view) {
305         struct pipe_resource *tex = view->texture;
306         if (tex->target != PIPE_BUFFER) {
307            struct svga_texture *stex = svga_texture(tex);
308            SVGA3dSurfaceFormat format = stex->key.format;
309
310            if (!svga_have_vgpu10(svga) &&
311                (format == SVGA3D_Z_D16 ||
312                 format == SVGA3D_Z_D24X8 ||
313                 format == SVGA3D_Z_D24S8)) {
314               /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
315                * or SVGA3D_Z_D24S8 surface, we'll automatically get
316                * shadow comparison.  But we only get LEQUAL mode.
317                * Set TEX_COMPARE_NONE here so we don't emit the extra FS
318                * code for shadow comparison.
319                */
320               key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
321               key->tex[i].compare_func = PIPE_FUNC_NEVER;
322               /* These depth formats _only_ support comparison mode and
323                * not ordinary sampling so warn if the later is expected.
324                */
325               if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
326                  debug_warn_once("Unsupported shadow compare mode");
327               }
328               /* The shader translation code can emit code to
329                * handle ALWAYS and NEVER compare functions
330                */
331               else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
332                        sampler->compare_func == PIPE_FUNC_NEVER) {
333                  key->tex[i].compare_mode = sampler->compare_mode;
334                  key->tex[i].compare_func = sampler->compare_func;
335               }
336               else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
337                  debug_warn_once("Unsupported shadow compare function");
338               }
339            }
340         }
341      }
342   }
343
344   /* sprite coord gen state */
345   key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
346
347   key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
348                                    == PIPE_SPRITE_COORD_LOWER_LEFT);
349
350   key->fs.flatshade = svga->curr.rast->templ.flatshade;
351
352   /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
353   if (svga_have_vgpu10(svga)) {
354      /* Alpha testing is not supported in integer-valued render targets. */
355      if (svga_has_any_integer_cbufs(svga)) {
356         key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
357         key->fs.alpha_ref = 0;
358      }
359      else {
360         key->fs.alpha_func = svga->curr.depth->alphafunc;
361         key->fs.alpha_ref = svga->curr.depth->alpharef;
362      }
363   }
364
365   /* SVGA_NEW_FRAME_BUFFER | SVGA_NEW_BLEND */
366   if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS] ||
367       svga->curr.blend->need_white_fragments) {
368      /* Replicate color0 output (or white) to N colorbuffers */
369      key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
370   }
371
372   return PIPE_OK;
373}
374
375
376/**
377 * svga_reemit_fs_bindings - Reemit the fragment shader bindings
378 */
379enum pipe_error
380svga_reemit_fs_bindings(struct svga_context *svga)
381{
382   enum pipe_error ret;
383
384   assert(svga->rebind.flags.fs);
385   assert(svga_have_gb_objects(svga));
386
387   if (!svga->state.hw_draw.fs)
388      return PIPE_OK;
389
390   if (!svga_need_to_rebind_resources(svga)) {
391      ret =  svga->swc->resource_rebind(svga->swc, NULL,
392                                        svga->state.hw_draw.fs->gb_shader,
393                                        SVGA_RELOC_READ);
394   }
395   else {
396      if (svga_have_vgpu10(svga))
397         ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS,
398                                       svga->state.hw_draw.fs->gb_shader,
399                                       svga->state.hw_draw.fs->id);
400      else
401         ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS,
402                                  svga->state.hw_draw.fs->gb_shader);
403   }
404
405   if (ret != PIPE_OK)
406      return ret;
407
408   svga->rebind.flags.fs = FALSE;
409   return PIPE_OK;
410}
411
412
413
414static enum pipe_error
415emit_hw_fs(struct svga_context *svga, uint64_t dirty)
416{
417   struct svga_shader_variant *variant = NULL;
418   enum pipe_error ret = PIPE_OK;
419   struct svga_fragment_shader *fs = svga->curr.fs;
420   struct svga_compile_key key;
421   struct svga_shader *prevShader = NULL;   /* shader in the previous stage */
422
423   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITFS);
424
425   prevShader = svga->curr.gs ?
426      &svga->curr.gs->base : (svga->curr.tes ?
427      &svga->curr.tes->base : &svga->curr.vs->base);
428
429   /* Disable rasterization if rasterizer_discard flag is set or
430    * vs/gs does not output position.
431    */
432   svga->disable_rasterizer =
433      svga->curr.rast->templ.rasterizer_discard ||
434      !prevShader->info.writes_position;
435
436   /* Set FS to NULL when rasterization is to be disabled */
437   if (svga->disable_rasterizer) {
438      /* Set FS to NULL if it has not been done */
439      if (svga->state.hw_draw.fs) {
440         ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, NULL);
441         if (ret != PIPE_OK)
442            goto done;
443      }
444      svga->rebind.flags.fs = FALSE;
445      svga->state.hw_draw.fs = NULL;
446      goto done;
447   }
448
449   /* SVGA_NEW_BLEND
450    * SVGA_NEW_TEXTURE_BINDING
451    * SVGA_NEW_RAST
452    * SVGA_NEW_NEED_SWTNL
453    * SVGA_NEW_SAMPLER
454    * SVGA_NEW_FRAME_BUFFER
455    * SVGA_NEW_DEPTH_STENCIL_ALPHA
456    * SVGA_NEW_VS
457    */
458   ret = make_fs_key(svga, fs, &key);
459   if (ret != PIPE_OK)
460      goto done;
461
462   variant = svga_search_shader_key(&fs->base, &key);
463   if (!variant) {
464      ret = compile_fs(svga, fs, &key, &variant);
465      if (ret != PIPE_OK)
466         goto done;
467   }
468
469   assert(variant);
470
471   if (variant != svga->state.hw_draw.fs) {
472      ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_PS, variant);
473      if (ret != PIPE_OK)
474         goto done;
475
476      svga->rebind.flags.fs = FALSE;
477
478      svga->dirty |= SVGA_NEW_FS_VARIANT;
479      svga->state.hw_draw.fs = variant;
480   }
481
482done:
483   SVGA_STATS_TIME_POP(svga_sws(svga));
484   return ret;
485}
486
487struct svga_tracked_state svga_hw_fs =
488{
489   "fragment shader (hwtnl)",
490   (SVGA_NEW_FS |
491    SVGA_NEW_GS |
492    SVGA_NEW_VS |
493    SVGA_NEW_TEXTURE_BINDING |
494    SVGA_NEW_NEED_SWTNL |
495    SVGA_NEW_RAST |
496    SVGA_NEW_STIPPLE |
497    SVGA_NEW_REDUCED_PRIMITIVE |
498    SVGA_NEW_SAMPLER |
499    SVGA_NEW_FRAME_BUFFER |
500    SVGA_NEW_DEPTH_STENCIL_ALPHA |
501    SVGA_NEW_BLEND),
502   emit_hw_fs
503};
504
505
506
507