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5564 | serge | 1 | /********************************************************** |
2 | * Copyright 2008-2009 VMware, Inc. All rights reserved. |
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3 | * |
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4 | * Permission is hereby granted, free of charge, to any person |
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5 | * obtaining a copy of this software and associated documentation |
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6 | * files (the "Software"), to deal in the Software without |
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7 | * restriction, including without limitation the rights to use, copy, |
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8 | * modify, merge, publish, distribute, sublicense, and/or sell copies |
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9 | * of the Software, and to permit persons to whom the Software is |
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10 | * furnished to do so, subject to the following conditions: |
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11 | * |
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12 | * The above copyright notice and this permission notice shall be |
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13 | * included in all copies or substantial portions of the Software. |
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14 | * |
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15 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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16 | * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
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17 | * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
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18 | * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
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19 | * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
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20 | * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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21 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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22 | * SOFTWARE. |
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23 | * |
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24 | **********************************************************/ |
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25 | |||
26 | #include "util/u_inlines.h" |
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27 | #include "pipe/p_defines.h" |
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28 | #include "util/u_math.h" |
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29 | #include "util/u_memory.h" |
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30 | #include "util/u_bitmask.h" |
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31 | #include "tgsi/tgsi_ureg.h" |
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32 | |||
33 | #include "svga_context.h" |
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34 | #include "svga_state.h" |
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35 | #include "svga_cmd.h" |
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36 | #include "svga_shader.h" |
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37 | #include "svga_resource_texture.h" |
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38 | #include "svga_tgsi.h" |
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39 | |||
40 | #include "svga_hw_reg.h" |
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41 | |||
42 | |||
43 | |||
44 | static INLINE int |
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45 | compare_fs_keys(const struct svga_fs_compile_key *a, |
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46 | const struct svga_fs_compile_key *b) |
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47 | { |
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48 | unsigned keysize_a = svga_fs_key_size( a ); |
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49 | unsigned keysize_b = svga_fs_key_size( b ); |
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50 | |||
51 | if (keysize_a != keysize_b) { |
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52 | return (int)(keysize_a - keysize_b); |
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53 | } |
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54 | return memcmp( a, b, keysize_a ); |
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55 | } |
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56 | |||
57 | |||
58 | /** Search for a fragment shader variant */ |
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59 | static struct svga_shader_variant * |
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60 | search_fs_key(const struct svga_fragment_shader *fs, |
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61 | const struct svga_fs_compile_key *key) |
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62 | { |
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63 | struct svga_shader_variant *variant = fs->base.variants; |
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64 | |||
65 | assert(key); |
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66 | |||
67 | for ( ; variant; variant = variant->next) { |
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68 | if (compare_fs_keys( key, &variant->key.fkey ) == 0) |
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69 | return variant; |
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70 | } |
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71 | |||
72 | return NULL; |
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73 | } |
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74 | |||
75 | |||
76 | /** |
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77 | * If we fail to compile a fragment shader (because it uses too many |
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78 | * registers, for example) we'll use a dummy/fallback shader that |
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79 | * simply emits a constant color (red for debug, black for release). |
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80 | * We hit this with the Unigine/Heaven demo when Shaders = High. |
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81 | * With black, the demo still looks good. |
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82 | */ |
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83 | static const struct tgsi_token * |
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84 | get_dummy_fragment_shader(void) |
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85 | { |
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86 | #ifdef DEBUG |
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87 | static const float color[4] = { 1.0, 0.0, 0.0, 0.0 }; /* red */ |
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88 | #else |
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89 | static const float color[4] = { 0.0, 0.0, 0.0, 0.0 }; /* black */ |
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90 | #endif |
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91 | struct ureg_program *ureg; |
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92 | const struct tgsi_token *tokens; |
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93 | struct ureg_src src; |
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94 | struct ureg_dst dst; |
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95 | unsigned num_tokens; |
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96 | |||
97 | ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); |
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98 | if (!ureg) |
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99 | return NULL; |
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100 | |||
101 | dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); |
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102 | src = ureg_DECL_immediate(ureg, color, 4); |
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103 | ureg_MOV(ureg, dst, src); |
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104 | ureg_END(ureg); |
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105 | |||
106 | tokens = ureg_get_tokens(ureg, &num_tokens); |
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107 | |||
108 | ureg_destroy(ureg); |
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109 | |||
110 | return tokens; |
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111 | } |
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112 | |||
113 | |||
114 | /** |
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115 | * Replace the given shader's instruction with a simple constant-color |
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116 | * shader. We use this when normal shader translation fails. |
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117 | */ |
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118 | static struct svga_shader_variant * |
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119 | get_compiled_dummy_shader(struct svga_fragment_shader *fs, |
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120 | const struct svga_fs_compile_key *key) |
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121 | { |
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122 | const struct tgsi_token *dummy = get_dummy_fragment_shader(); |
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123 | struct svga_shader_variant *variant; |
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124 | |||
125 | if (!dummy) { |
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126 | return NULL; |
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127 | } |
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128 | |||
129 | FREE((void *) fs->base.tokens); |
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130 | fs->base.tokens = dummy; |
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131 | |||
132 | variant = svga_translate_fragment_program(fs, key); |
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133 | return variant; |
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134 | } |
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135 | |||
136 | |||
137 | /** |
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138 | * Translate TGSI shader into an svga shader variant. |
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139 | */ |
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140 | static enum pipe_error |
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141 | compile_fs(struct svga_context *svga, |
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142 | struct svga_fragment_shader *fs, |
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143 | const struct svga_fs_compile_key *key, |
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144 | struct svga_shader_variant **out_variant) |
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145 | { |
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146 | struct svga_shader_variant *variant; |
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147 | enum pipe_error ret = PIPE_ERROR; |
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148 | |||
149 | variant = svga_translate_fragment_program( fs, key ); |
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150 | if (variant == NULL) { |
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151 | debug_printf("Failed to compile fragment shader," |
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152 | " using dummy shader instead.\n"); |
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153 | variant = get_compiled_dummy_shader(fs, key); |
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154 | if (!variant) { |
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155 | ret = PIPE_ERROR; |
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156 | goto fail; |
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157 | } |
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158 | } |
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159 | |||
160 | if (svga_shader_too_large(svga, variant)) { |
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161 | /* too big, use dummy shader */ |
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162 | debug_printf("Shader too large (%lu bytes)," |
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163 | " using dummy shader instead.\n", |
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164 | (unsigned long ) variant->nr_tokens * sizeof(variant->tokens[0])); |
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165 | variant = get_compiled_dummy_shader(fs, key); |
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166 | if (!variant) { |
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167 | ret = PIPE_ERROR; |
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168 | goto fail; |
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169 | } |
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170 | } |
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171 | |||
172 | ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_PS, variant); |
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173 | if (ret != PIPE_OK) |
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174 | goto fail; |
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175 | |||
176 | *out_variant = variant; |
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177 | |||
178 | /* insert variants at head of linked list */ |
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179 | variant->next = fs->base.variants; |
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180 | fs->base.variants = variant; |
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181 | |||
182 | return PIPE_OK; |
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183 | |||
184 | fail: |
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185 | if (variant) { |
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186 | svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_PS, variant); |
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187 | } |
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188 | return ret; |
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189 | } |
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190 | |||
191 | |||
192 | /* SVGA_NEW_TEXTURE_BINDING |
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193 | * SVGA_NEW_RAST |
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194 | * SVGA_NEW_NEED_SWTNL |
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195 | * SVGA_NEW_SAMPLER |
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196 | */ |
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197 | static enum pipe_error |
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198 | make_fs_key(const struct svga_context *svga, |
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199 | struct svga_fragment_shader *fs, |
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200 | struct svga_fs_compile_key *key) |
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201 | { |
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202 | unsigned i; |
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203 | int idx = 0; |
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204 | |||
205 | memset(key, 0, sizeof *key); |
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206 | |||
207 | /* Only need fragment shader fixup for twoside lighting if doing |
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208 | * hwtnl. Otherwise the draw module does the whole job for us. |
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209 | * |
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210 | * SVGA_NEW_SWTNL |
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211 | */ |
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212 | if (!svga->state.sw.need_swtnl) { |
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213 | /* SVGA_NEW_RAST |
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214 | */ |
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215 | key->light_twoside = svga->curr.rast->templ.light_twoside; |
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216 | key->front_ccw = svga->curr.rast->templ.front_ccw; |
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217 | } |
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218 | |||
219 | /* The blend workaround for simulating logicop xor behaviour |
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220 | * requires that the incoming fragment color be white. This change |
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221 | * achieves that by creating a variant of the current fragment |
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222 | * shader that overrides all output colors with 1,1,1,1 |
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223 | * |
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224 | * This will work for most shaders, including those containing |
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225 | * TEXKIL and/or depth-write. However, it will break on the |
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226 | * combination of xor-logicop plus alphatest. |
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227 | * |
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228 | * Ultimately, we could implement alphatest in the shader using |
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229 | * texkil prior to overriding the outgoing fragment color. |
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230 | * |
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231 | * SVGA_NEW_BLEND |
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232 | */ |
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233 | if (svga->curr.blend->need_white_fragments) { |
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234 | key->white_fragments = 1; |
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235 | } |
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236 | |||
237 | #ifdef DEBUG |
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238 | /* |
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239 | * We expect a consistent set of samplers and sampler views. |
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240 | * Do some debug checks/warnings here. |
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241 | */ |
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242 | { |
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243 | static boolean warned = FALSE; |
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244 | unsigned i, n = MAX2(svga->curr.num_sampler_views, |
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245 | svga->curr.num_samplers); |
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246 | /* Only warn once to prevent too much debug output */ |
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247 | if (!warned) { |
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248 | if (svga->curr.num_sampler_views != svga->curr.num_samplers) { |
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249 | debug_printf("svga: mismatched number of sampler views (%u) " |
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250 | "vs. samplers (%u)\n", |
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251 | svga->curr.num_sampler_views, |
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252 | svga->curr.num_samplers); |
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253 | } |
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254 | for (i = 0; i < n; i++) { |
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255 | if ((svga->curr.sampler_views[i] == NULL) != |
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256 | (svga->curr.sampler[i] == NULL)) |
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257 | debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n", |
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258 | i, svga->curr.sampler_views[i], |
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259 | i, svga->curr.sampler[i]); |
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260 | } |
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261 | warned = TRUE; |
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262 | } |
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263 | } |
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264 | #endif |
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265 | |||
266 | /* XXX: want to limit this to the textures that the shader actually |
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267 | * refers to. |
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268 | * |
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269 | * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER |
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270 | */ |
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271 | for (i = 0; i < svga->curr.num_sampler_views; i++) { |
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272 | if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) { |
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273 | assert(svga->curr.sampler_views[i]->texture); |
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274 | key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target; |
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275 | if (!svga->curr.sampler[i]->normalized_coords) { |
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276 | key->tex[i].width_height_idx = idx++; |
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277 | key->tex[i].unnormalized = TRUE; |
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278 | ++key->num_unnormalized_coords; |
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279 | } |
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280 | |||
281 | key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r; |
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282 | key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g; |
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283 | key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b; |
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284 | key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a; |
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285 | } |
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286 | } |
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287 | key->num_textures = svga->curr.num_sampler_views; |
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288 | |||
289 | idx = 0; |
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290 | for (i = 0; i < svga->curr.num_samplers; ++i) { |
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291 | if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) { |
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292 | struct pipe_resource *tex = svga->curr.sampler_views[i]->texture; |
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293 | struct svga_texture *stex = svga_texture(tex); |
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294 | SVGA3dSurfaceFormat format = stex->key.format; |
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295 | |||
296 | if (format == SVGA3D_Z_D16 || |
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297 | format == SVGA3D_Z_D24X8 || |
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298 | format == SVGA3D_Z_D24S8) { |
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299 | /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8, |
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300 | * or SVGA3D_Z_D24S8 surface, we'll automatically get |
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301 | * shadow comparison. But we only get LEQUAL mode. |
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302 | * Set TEX_COMPARE_NONE here so we don't emit the extra FS |
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303 | * code for shadow comparison. |
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304 | */ |
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305 | key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE; |
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306 | key->tex[i].compare_func = PIPE_FUNC_NEVER; |
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307 | /* These depth formats _only_ support comparison mode and |
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308 | * not ordinary sampling so warn if the later is expected. |
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309 | */ |
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310 | if (svga->curr.sampler[i]->compare_mode != |
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311 | PIPE_TEX_COMPARE_R_TO_TEXTURE) { |
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312 | debug_warn_once("Unsupported shadow compare mode"); |
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313 | } |
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314 | /* The only supported comparison mode is LEQUAL */ |
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315 | if (svga->curr.sampler[i]->compare_func != PIPE_FUNC_LEQUAL) { |
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316 | debug_warn_once("Unsupported shadow compare function"); |
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317 | } |
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318 | } |
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319 | else { |
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320 | /* For other texture formats, just use the compare func/mode |
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321 | * as-is. Should be no-ops for color textures. For depth |
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322 | * textures, we do not get automatic depth compare. We have |
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323 | * to do it ourselves in the shader. And we don't get PCF. |
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324 | */ |
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325 | key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode; |
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326 | key->tex[i].compare_func = svga->curr.sampler[i]->compare_func; |
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327 | } |
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328 | } |
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329 | } |
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330 | |||
331 | /* sprite coord gen state */ |
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332 | for (i = 0; i < svga->curr.num_samplers; ++i) { |
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333 | key->tex[i].sprite_texgen = |
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334 | svga->curr.rast->templ.sprite_coord_enable & (1 << i); |
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335 | } |
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336 | |||
337 | key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode |
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338 | == PIPE_SPRITE_COORD_LOWER_LEFT); |
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339 | |||
340 | /* SVGA_NEW_FRAME_BUFFER */ |
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341 | if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) { |
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342 | /* Replicate color0 output to N colorbuffers */ |
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343 | key->write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs; |
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344 | } |
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345 | |||
346 | return PIPE_OK; |
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347 | } |
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348 | |||
349 | |||
350 | /** |
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351 | * svga_reemit_fs_bindings - Reemit the fragment shader bindings |
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352 | */ |
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353 | enum pipe_error |
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354 | svga_reemit_fs_bindings(struct svga_context *svga) |
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355 | { |
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356 | enum pipe_error ret; |
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357 | |||
358 | assert(svga->rebind.fs); |
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359 | assert(svga_have_gb_objects(svga)); |
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360 | |||
361 | if (!svga->state.hw_draw.fs) |
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362 | return PIPE_OK; |
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363 | |||
364 | ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS, |
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365 | svga->state.hw_draw.fs->gb_shader); |
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366 | if (ret != PIPE_OK) |
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367 | return ret; |
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368 | |||
369 | svga->rebind.fs = FALSE; |
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370 | return PIPE_OK; |
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371 | } |
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372 | |||
373 | |||
374 | |||
375 | static enum pipe_error |
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376 | emit_hw_fs(struct svga_context *svga, unsigned dirty) |
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377 | { |
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378 | struct svga_shader_variant *variant = NULL; |
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379 | enum pipe_error ret = PIPE_OK; |
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380 | struct svga_fragment_shader *fs = svga->curr.fs; |
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381 | struct svga_fs_compile_key key; |
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382 | |||
383 | /* SVGA_NEW_BLEND |
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384 | * SVGA_NEW_TEXTURE_BINDING |
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385 | * SVGA_NEW_RAST |
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386 | * SVGA_NEW_NEED_SWTNL |
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387 | * SVGA_NEW_SAMPLER |
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388 | * SVGA_NEW_FRAME_BUFFER |
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389 | */ |
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390 | ret = make_fs_key( svga, fs, &key ); |
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391 | if (ret != PIPE_OK) |
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392 | return ret; |
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393 | |||
394 | variant = search_fs_key( fs, &key ); |
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395 | if (!variant) { |
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396 | ret = compile_fs( svga, fs, &key, &variant ); |
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397 | if (ret != PIPE_OK) |
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398 | return ret; |
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399 | } |
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400 | |||
401 | assert(variant); |
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402 | |||
403 | if (variant != svga->state.hw_draw.fs) { |
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404 | if (svga_have_gb_objects(svga)) { |
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405 | ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_PS, |
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406 | variant->gb_shader); |
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407 | if (ret != PIPE_OK) |
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408 | return ret; |
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409 | |||
410 | svga->rebind.fs = FALSE; |
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411 | } |
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412 | else { |
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413 | ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_PS, variant->id); |
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414 | if (ret != PIPE_OK) |
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415 | return ret; |
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416 | } |
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417 | |||
418 | svga->dirty |= SVGA_NEW_FS_VARIANT; |
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419 | svga->state.hw_draw.fs = variant; |
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420 | } |
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421 | |||
422 | return PIPE_OK; |
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423 | } |
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424 | |||
425 | struct svga_tracked_state svga_hw_fs = |
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426 | { |
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427 | "fragment shader (hwtnl)", |
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428 | (SVGA_NEW_FS | |
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429 | SVGA_NEW_TEXTURE_BINDING | |
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430 | SVGA_NEW_NEED_SWTNL | |
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431 | SVGA_NEW_RAST | |
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432 | SVGA_NEW_SAMPLER | |
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433 | SVGA_NEW_FRAME_BUFFER | |
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434 | SVGA_NEW_BLEND), |
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435 | emit_hw_fs |
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436 | };><>>>>> |
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437 |