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_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 */
47static const struct tgsi_token *
48get_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
56   ureg = ureg_create(PIPE_SHADER_VERTEX);
57   if (!ureg)
58      return NULL;
59
60   dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
61   src = ureg_DECL_immediate(ureg, zero, 4);
62   ureg_MOV(ureg, dst, src);
63   ureg_END(ureg);
64
65   tokens = ureg_get_tokens(ureg, NULL);
66
67   ureg_destroy(ureg);
68
69   return tokens;
70}
71
72
73static struct svga_shader_variant *
74translate_vertex_program(struct svga_context *svga,
75                         const struct svga_vertex_shader *vs,
76                         const struct svga_compile_key *key)
77{
78   if (svga_have_vgpu10(svga)) {
79      return svga_tgsi_vgpu10_translate(svga, &vs->base, key,
80                                        PIPE_SHADER_VERTEX);
81   }
82   else {
83      return svga_tgsi_vgpu9_translate(svga, &vs->base, key,
84                                       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 */
93static struct svga_shader_variant *
94get_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   tgsi_scan_shader(vs->base.tokens, &vs->base.info);
109   vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
110
111   variant = translate_vertex_program(svga, vs, key);
112   return variant;
113}
114
115
116/**
117 * Translate TGSI shader into an svga shader variant.
118 */
119static enum pipe_error
120compile_vs(struct svga_context *svga,
121           struct svga_vertex_shader *vs,
122           const struct svga_compile_key *key,
123           struct svga_shader_variant **out_variant)
124{
125   struct svga_shader_variant *variant;
126   enum pipe_error ret = PIPE_ERROR;
127
128   variant = translate_vertex_program(svga, vs, key);
129   if (variant == NULL) {
130      debug_printf("Failed to compile vertex shader,"
131                   " using dummy shader instead.\n");
132      variant = get_compiled_dummy_vertex_shader(svga, vs, key);
133   }
134   else if (svga_shader_too_large(svga, variant)) {
135      /* too big, use dummy shader */
136      debug_printf("Shader too large (%u bytes),"
137                   " using dummy shader instead.\n",
138                   (unsigned) (variant->nr_tokens
139                               * sizeof(variant->tokens[0])));
140      /* Free the too-large variant */
141      svga_destroy_shader_variant(svga, variant);
142      /* Use simple pass-through shader instead */
143      variant = get_compiled_dummy_vertex_shader(svga, vs, key);
144   }
145
146   if (!variant) {
147      return PIPE_ERROR;
148   }
149
150   ret = svga_define_shader(svga, variant);
151   if (ret != PIPE_OK) {
152      svga_destroy_shader_variant(svga, variant);
153      return ret;
154   }
155
156   *out_variant = variant;
157
158   return PIPE_OK;
159}
160
161
162/* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
163 */
164static void
165make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
166{
167   struct svga_vertex_shader *vs = svga->curr.vs;
168
169   memset(key, 0, sizeof *key);
170
171   if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
172      /* Set both of these flags, to match compile_passthrough_vs() */
173      key->vs.passthrough = 1;
174      key->vs.undo_viewport = 1;
175      return;
176   }
177
178   if (svga_have_vgpu10(svga)) {
179      key->vs.need_vertex_id_bias = 1;
180   }
181
182   /* SVGA_NEW_PRESCALE */
183   key->vs.need_prescale = svga->state.hw_clear.prescale[0].enabled &&
184                           (svga->curr.tes == NULL) &&
185                           (svga->curr.gs == NULL);
186
187   /* SVGA_NEW_RAST */
188   key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
189
190   /* SVGA_NEW_FS */
191   key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;
192
193   svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);
194
195   /* SVGA_NEW_VELEMENT */
196   key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
197   key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
198   key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
199   key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
200   key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
201   key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
202   key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
203   key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
204   key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;
205
206   /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
207   svga_init_shader_key_common(svga, PIPE_SHADER_VERTEX, &vs->base, key);
208
209   /* SVGA_NEW_RAST */
210   key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
211
212   /* Determine if this shader is the last shader in the vertex
213    * processing stage.
214    */
215   key->last_vertex_stage = !(svga->curr.gs ||
216                              svga->curr.tcs || svga->curr.tes);
217}
218
219
220/**
221 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
222 */
223enum pipe_error
224svga_reemit_vs_bindings(struct svga_context *svga)
225{
226   enum pipe_error ret;
227   struct svga_winsys_gb_shader *gbshader = NULL;
228   SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
229
230   assert(svga->rebind.flags.vs);
231   assert(svga_have_gb_objects(svga));
232
233   if (svga->state.hw_draw.vs) {
234      gbshader = svga->state.hw_draw.vs->gb_shader;
235      shaderId = svga->state.hw_draw.vs->id;
236   }
237
238   if (!svga_need_to_rebind_resources(svga)) {
239      ret =  svga->swc->resource_rebind(svga->swc, NULL, gbshader,
240                                        SVGA_RELOC_READ);
241   }
242   else {
243      if (svga_have_vgpu10(svga))
244         ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS,
245                                       gbshader, shaderId);
246      else
247         ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
248   }
249
250   if (ret != PIPE_OK)
251      return ret;
252
253   svga->rebind.flags.vs = FALSE;
254   return PIPE_OK;
255}
256
257
258/**
259 * The current vertex shader is already executed by the 'draw'
260 * module, so we just need to generate a simple vertex shader
261 * to pass through all those VS outputs that will
262 * be consumed by the fragment shader.
263 * Used when we employ the 'draw' module.
264 */
265static enum pipe_error
266compile_passthrough_vs(struct svga_context *svga,
267                       struct svga_vertex_shader *vs,
268                       struct svga_fragment_shader *fs,
269                       struct svga_shader_variant **out_variant)
270{
271   struct svga_shader_variant *variant = NULL;
272   unsigned num_inputs;
273   unsigned i;
274   unsigned num_elements;
275   struct svga_vertex_shader new_vs;
276   struct ureg_src src[PIPE_MAX_SHADER_INPUTS];
277   struct ureg_dst dst[PIPE_MAX_SHADER_OUTPUTS];
278   struct ureg_program *ureg;
279   struct svga_compile_key key;
280   enum pipe_error ret;
281
282   assert(svga_have_vgpu10(svga));
283   assert(fs);
284
285   num_inputs = fs->base.info.num_inputs;
286
287   ureg = ureg_create(PIPE_SHADER_VERTEX);
288   if (!ureg)
289      return PIPE_ERROR_OUT_OF_MEMORY;
290
291   /* draw will always add position */
292   dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
293   src[0] = ureg_DECL_vs_input(ureg, 0);
294   num_elements = 1;
295
296   /**
297    * swtnl backend redefines the input layout based on the
298    * fragment shader's inputs. So we only need to passthrough
299    * those inputs that will be consumed by the fragment shader.
300    * Note: DX10 requires the number of vertex elements
301    * specified in the input layout to be no less than the
302    * number of inputs to the vertex shader.
303    */
304   for (i = 0; i < num_inputs; i++) {
305      switch (fs->base.info.input_semantic_name[i]) {
306      case TGSI_SEMANTIC_COLOR:
307      case TGSI_SEMANTIC_GENERIC:
308      case TGSI_SEMANTIC_FOG:
309         dst[num_elements] = ureg_DECL_output(ureg,
310                                fs->base.info.input_semantic_name[i],
311                                fs->base.info.input_semantic_index[i]);
312         src[num_elements] = ureg_DECL_vs_input(ureg, num_elements);
313         num_elements++;
314         break;
315      default:
316         break;
317      }
318   }
319
320   for (i = 0; i < num_elements; i++) {
321      ureg_MOV(ureg, dst[i], src[i]);
322   }
323
324   ureg_END(ureg);
325
326   memset(&new_vs, 0, sizeof(new_vs));
327   new_vs.base.tokens = ureg_get_tokens(ureg, NULL);
328   tgsi_scan_shader(new_vs.base.tokens, &new_vs.base.info);
329
330   memset(&key, 0, sizeof(key));
331   key.vs.undo_viewport = 1;
332
333   ret = compile_vs(svga, &new_vs, &key, &variant);
334   if (ret != PIPE_OK)
335      return ret;
336
337   ureg_free_tokens(new_vs.base.tokens);
338   ureg_destroy(ureg);
339
340   /* Overwrite the variant key to indicate it's a pass-through VS */
341   memset(&variant->key, 0, sizeof(variant->key));
342   variant->key.vs.passthrough = 1;
343   variant->key.vs.undo_viewport = 1;
344
345   *out_variant = variant;
346
347   return PIPE_OK;
348}
349
350
351static enum pipe_error
352emit_hw_vs(struct svga_context *svga, uint64_t dirty)
353{
354   struct svga_shader_variant *variant;
355   struct svga_vertex_shader *vs = svga->curr.vs;
356   struct svga_fragment_shader *fs = svga->curr.fs;
357   enum pipe_error ret = PIPE_OK;
358   struct svga_compile_key key;
359
360   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITVS);
361
362   /* If there is an active geometry shader, and it has stream output
363    * defined, then we will skip the stream output from the vertex shader
364    */
365   if (!svga_have_gs_streamout(svga)) {
366      /* No GS stream out */
367      if (svga_have_vs_streamout(svga)) {
368         /* Set VS stream out */
369         ret = svga_set_stream_output(svga, vs->base.stream_output);
370      }
371      else {
372         /* turn off stream out */
373         ret = svga_set_stream_output(svga, NULL);
374      }
375      if (ret != PIPE_OK) {
376         goto done;
377      }
378   }
379
380   /* SVGA_NEW_NEED_SWTNL */
381   if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
382      /* No vertex shader is needed */
383      variant = NULL;
384   }
385   else {
386      make_vs_key(svga, &key);
387
388      /* See if we already have a VS variant that matches the key */
389      variant = svga_search_shader_key(&vs->base, &key);
390
391      if (!variant) {
392         /* Create VS variant now */
393         if (key.vs.passthrough) {
394            ret = compile_passthrough_vs(svga, vs, fs, &variant);
395         }
396         else {
397            ret = compile_vs(svga, vs, &key, &variant);
398         }
399         if (ret != PIPE_OK)
400            goto done;
401
402         /* insert the new variant at head of linked list */
403         assert(variant);
404         variant->next = vs->base.variants;
405         vs->base.variants = variant;
406      }
407   }
408
409   if (variant != svga->state.hw_draw.vs) {
410      /* Bind the new variant */
411      if (variant) {
412         ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
413         if (ret != PIPE_OK)
414            goto done;
415         svga->rebind.flags.vs = FALSE;
416      }
417
418      svga->dirty |= SVGA_NEW_VS_VARIANT;
419      svga->state.hw_draw.vs = variant;
420   }
421
422done:
423   SVGA_STATS_TIME_POP(svga_sws(svga));
424   return ret;
425}
426
427struct svga_tracked_state svga_hw_vs =
428{
429   "vertex shader (hwtnl)",
430   (SVGA_NEW_VS |
431    SVGA_NEW_FS |
432    SVGA_NEW_TEXTURE_BINDING |
433    SVGA_NEW_SAMPLER |
434    SVGA_NEW_RAST |
435    SVGA_NEW_PRESCALE |
436    SVGA_NEW_VELEMENT |
437    SVGA_NEW_NEED_SWTNL),
438   emit_hw_vs
439};
440