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5564 serge 1
/**********************************************************
2
 * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3
 *
4
 * Permission is hereby granted, free of charge, to any person
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 * 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,
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 * modify, merge, publish, distribute, sublicense, and/or sell copies
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 * 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
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 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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 * 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
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 * SOFTWARE.
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 *
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 **********************************************************/
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26
#include "util/u_inlines.h"
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#include "pipe/p_defines.h"
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#include "util/u_format.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_bitmask.h"
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#include "translate/translate.h"
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#include "tgsi/tgsi_ureg.h"
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#include "svga_context.h"
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#include "svga_state.h"
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#include "svga_cmd.h"
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#include "svga_shader.h"
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#include "svga_tgsi.h"
40
 
41
#include "svga_hw_reg.h"
42
 
43
 
44
static INLINE int
45
compare_vs_keys(const struct svga_vs_compile_key *a,
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                const struct svga_vs_compile_key *b)
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{
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   unsigned keysize = svga_vs_key_size( a );
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   return memcmp( a, b, keysize );
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}
51
 
52
 
53
/** Search for a vertex shader variant */
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static struct svga_shader_variant *
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search_vs_key(const struct svga_vertex_shader *vs,
56
              const struct svga_vs_compile_key *key)
57
{
58
   struct svga_shader_variant *variant = vs->base.variants;
59
 
60
   assert(key);
61
 
62
   for ( ; variant; variant = variant->next) {
63
      if (compare_vs_keys( key, &variant->key.vkey ) == 0)
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         return variant;
65
   }
66
 
67
   return NULL;
68
}
69
 
70
 
71
/**
72
 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
73
 * that simply emits a (0,0,0,1) vertex position.
74
 */
75
static const struct tgsi_token *
76
get_dummy_vertex_shader(void)
77
{
78
   static const float zero[4] = { 0.0, 0.0, 0.0, 1.0 };
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   struct ureg_program *ureg;
80
   const struct tgsi_token *tokens;
81
   struct ureg_src src;
82
   struct ureg_dst dst;
83
   unsigned num_tokens;
84
 
85
   ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
86
   if (!ureg)
87
      return NULL;
88
 
89
   dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
90
   src = ureg_DECL_immediate(ureg, zero, 4);
91
   ureg_MOV(ureg, dst, src);
92
   ureg_END(ureg);
93
 
94
   tokens = ureg_get_tokens(ureg, &num_tokens);
95
 
96
   ureg_destroy(ureg);
97
 
98
   return tokens;
99
}
100
 
101
 
102
/**
103
 * Replace the given shader's instruction with a simple / dummy shader.
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 * We use this when normal shader translation fails.
105
 */
106
static struct svga_shader_variant *
107
get_compiled_dummy_vertex_shader(struct svga_vertex_shader *vs,
108
                                 const struct svga_vs_compile_key *key)
109
{
110
   const struct tgsi_token *dummy = get_dummy_vertex_shader();
111
   struct svga_shader_variant *variant;
112
 
113
   if (!dummy) {
114
      return NULL;
115
   }
116
 
117
   FREE((void *) vs->base.tokens);
118
   vs->base.tokens = dummy;
119
 
120
   variant = svga_translate_vertex_program(vs, key);
121
   return variant;
122
}
123
 
124
 
125
/**
126
 * Translate TGSI shader into an svga shader variant.
127
 */
128
static enum pipe_error
129
compile_vs(struct svga_context *svga,
130
           struct svga_vertex_shader *vs,
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           const struct svga_vs_compile_key *key,
132
           struct svga_shader_variant **out_variant)
133
{
134
   struct svga_shader_variant *variant;
135
   enum pipe_error ret = PIPE_ERROR;
136
 
137
   variant = svga_translate_vertex_program( vs, key );
138
   if (variant == NULL) {
139
      /* some problem during translation, try the dummy shader */
140
      variant = get_compiled_dummy_vertex_shader(vs, key);
141
      if (!variant) {
142
         ret = PIPE_ERROR;
143
         goto fail;
144
      }
145
   }
146
 
147
   if (svga_shader_too_large(svga, variant)) {
148
      /* too big, use dummy shader */
149
      debug_printf("Shader too large (%lu bytes),"
150
                   " using dummy shader instead.\n",
151
                   (unsigned long ) variant->nr_tokens
152
                   * sizeof(variant->tokens[0]));
153
      variant = get_compiled_dummy_vertex_shader(vs, key);
154
      if (!variant) {
155
         ret = PIPE_ERROR;
156
         goto fail;
157
      }
158
   }
159
 
160
   ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
161
   if (ret != PIPE_OK)
162
      goto fail;
163
 
164
   *out_variant = variant;
165
 
166
   /* insert variants at head of linked list */
167
   variant->next = vs->base.variants;
168
   vs->base.variants = variant;
169
 
170
   return PIPE_OK;
171
 
172
fail:
173
   if (variant) {
174
      svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
175
   }
176
   return ret;
177
}
178
 
179
/* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
180
 */
181
static void
182
make_vs_key(struct svga_context *svga, struct svga_vs_compile_key *key)
183
{
184
   memset(key, 0, sizeof *key);
185
   key->need_prescale = svga->state.hw_clear.prescale.enabled;
186
   key->allow_psiz = svga->curr.rast->templ.point_size_per_vertex;
187
 
188
   /* SVGA_NEW_FS */
189
   key->fs_generic_inputs = svga->curr.fs->generic_inputs;
190
 
191
   /* SVGA_NEW_VELEMENT */
192
   key->adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
193
   key->adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
194
}
195
 
196
 
197
/**
198
 * svga_reemit_vs_bindings - Reemit the vertex shader bindings
199
 */
200
enum pipe_error
201
svga_reemit_vs_bindings(struct svga_context *svga)
202
{
203
   enum pipe_error ret;
204
   struct svga_winsys_gb_shader *gbshader =
205
      svga->state.hw_draw.vs ? svga->state.hw_draw.vs->gb_shader : NULL;
206
 
207
   assert(svga->rebind.vs);
208
   assert(svga_have_gb_objects(svga));
209
 
210
   ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
211
   if (ret != PIPE_OK)
212
      return ret;
213
 
214
   svga->rebind.vs = FALSE;
215
   return PIPE_OK;
216
}
217
 
218
 
219
static enum pipe_error
220
emit_hw_vs(struct svga_context *svga, unsigned dirty)
221
{
222
   struct svga_shader_variant *variant = NULL;
223
   enum pipe_error ret = PIPE_OK;
224
 
225
   /* SVGA_NEW_NEED_SWTNL */
226
   if (!svga->state.sw.need_swtnl) {
227
      struct svga_vertex_shader *vs = svga->curr.vs;
228
      struct svga_vs_compile_key key;
229
 
230
      make_vs_key( svga, &key );
231
 
232
      variant = search_vs_key( vs, &key );
233
      if (!variant) {
234
         ret = compile_vs( svga, vs, &key, &variant );
235
         if (ret != PIPE_OK)
236
            return ret;
237
      }
238
 
239
      assert(variant);
240
   }
241
 
242
   if (variant != svga->state.hw_draw.vs) {
243
      if (svga_have_gb_objects(svga)) {
244
         struct svga_winsys_gb_shader *gbshader =
245
            variant ? variant->gb_shader : NULL;
246
         ret = SVGA3D_SetGBShader(svga->swc, SVGA3D_SHADERTYPE_VS, gbshader);
247
         if (ret != PIPE_OK)
248
            return ret;
249
 
250
         svga->rebind.vs = FALSE;
251
      }
252
      else {
253
         unsigned id = variant ? variant->id : SVGA_ID_INVALID;
254
         ret = SVGA3D_SetShader(svga->swc, SVGA3D_SHADERTYPE_VS, id);
255
         if (ret != PIPE_OK)
256
            return ret;
257
      }
258
 
259
      svga->dirty |= SVGA_NEW_VS_VARIANT;
260
      svga->state.hw_draw.vs = variant;
261
   }
262
 
263
   return PIPE_OK;
264
}
265
 
266
struct svga_tracked_state svga_hw_vs =
267
{
268
   "vertex shader (hwtnl)",
269
   (SVGA_NEW_VS |
270
    SVGA_NEW_FS |
271
    SVGA_NEW_PRESCALE |
272
    SVGA_NEW_VELEMENT |
273
    SVGA_NEW_NEED_SWTNL),
274
   emit_hw_vs
275
};