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 "tgsi/tgsi_ureg.h"
32 
33 #include "svga_context.h"
34 #include "svga_state.h"
35 #include "svga_cmd.h"
36 #include "svga_tgsi.h"
37 
38 #include "svga_hw_reg.h"
39 
40 
41 
compare_fs_keys(const struct svga_fs_compile_key * a,const struct svga_fs_compile_key * b)42 static INLINE int compare_fs_keys( const struct svga_fs_compile_key *a,
43                                    const struct svga_fs_compile_key *b )
44 {
45    unsigned keysize_a = svga_fs_key_size( a );
46    unsigned keysize_b = svga_fs_key_size( b );
47 
48    if (keysize_a != keysize_b) {
49       return (int)(keysize_a - keysize_b);
50    }
51    return memcmp( a, b, keysize_a );
52 }
53 
54 
search_fs_key(struct svga_fragment_shader * fs,const struct svga_fs_compile_key * key)55 static struct svga_shader_result *search_fs_key( struct svga_fragment_shader *fs,
56                                                  const struct svga_fs_compile_key *key )
57 {
58    struct svga_shader_result *result = fs->base.results;
59 
60    assert(key);
61 
62    for ( ; result; result = result->next) {
63       if (compare_fs_keys( key, &result->key.fkey ) == 0)
64          return result;
65    }
66 
67    return NULL;
68 }
69 
70 
71 /**
72  * If we fail to compile a fragment shader (because it uses too many
73  * registers, for example) we'll use a dummy/fallback shader that
74  * simply emits a constant color.
75  */
76 static const struct tgsi_token *
get_dummy_fragment_shader(void)77 get_dummy_fragment_shader(void)
78 {
79    static const float red[4] = { 1.0, 0.0, 0.0, 0.0 };
80    struct ureg_program *ureg;
81    const struct tgsi_token *tokens;
82    struct ureg_src src;
83    struct ureg_dst dst;
84    unsigned num_tokens;
85 
86    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
87    if (!ureg)
88       return NULL;
89 
90    dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
91    src = ureg_DECL_immediate(ureg, red, 4);
92    ureg_MOV(ureg, dst, src);
93    ureg_END(ureg);
94 
95    tokens = ureg_get_tokens(ureg, &num_tokens);
96 
97    ureg_destroy(ureg);
98 
99    return tokens;
100 }
101 
102 
compile_fs(struct svga_context * svga,struct svga_fragment_shader * fs,const struct svga_fs_compile_key * key,struct svga_shader_result ** out_result)103 static enum pipe_error compile_fs( struct svga_context *svga,
104                                    struct svga_fragment_shader *fs,
105                                    const struct svga_fs_compile_key *key,
106                                    struct svga_shader_result **out_result )
107 {
108    struct svga_shader_result *result;
109    enum pipe_error ret = PIPE_ERROR;
110 
111    result = svga_translate_fragment_program( fs, key );
112    if (result == NULL) {
113       /* some problem during translation, try the dummy shader */
114       const struct tgsi_token *dummy = get_dummy_fragment_shader();
115       if (!dummy) {
116          ret = PIPE_ERROR_OUT_OF_MEMORY;
117          goto fail;
118       }
119       debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
120       FREE((void *) fs->base.tokens);
121       fs->base.tokens = dummy;
122       result = svga_translate_fragment_program(fs, key);
123       if (result == NULL) {
124          ret = PIPE_ERROR;
125          goto fail;
126       }
127    }
128 
129    result->id = util_bitmask_add(svga->fs_bm);
130    if(result->id == UTIL_BITMASK_INVALID_INDEX) {
131       ret = PIPE_ERROR_OUT_OF_MEMORY;
132       goto fail;
133    }
134 
135    ret = SVGA3D_DefineShader(svga->swc,
136                              result->id,
137                              SVGA3D_SHADERTYPE_PS,
138                              result->tokens,
139                              result->nr_tokens * sizeof result->tokens[0]);
140    if (ret != PIPE_OK)
141       goto fail;
142 
143    *out_result = result;
144    result->next = fs->base.results;
145    fs->base.results = result;
146    return PIPE_OK;
147 
148 fail:
149    if (result) {
150       if (result->id != UTIL_BITMASK_INVALID_INDEX)
151          util_bitmask_clear( svga->fs_bm, result->id );
152       svga_destroy_shader_result( result );
153    }
154    return ret;
155 }
156 
157 
158 /* SVGA_NEW_TEXTURE_BINDING
159  * SVGA_NEW_RAST
160  * SVGA_NEW_NEED_SWTNL
161  * SVGA_NEW_SAMPLER
162  */
163 static enum pipe_error
make_fs_key(const struct svga_context * svga,struct svga_fragment_shader * fs,struct svga_fs_compile_key * key)164 make_fs_key(const struct svga_context *svga,
165             struct svga_fragment_shader *fs,
166             struct svga_fs_compile_key *key)
167 {
168    int i;
169    int idx = 0;
170 
171    memset(key, 0, sizeof *key);
172 
173    /* Only need fragment shader fixup for twoside lighting if doing
174     * hwtnl.  Otherwise the draw module does the whole job for us.
175     *
176     * SVGA_NEW_SWTNL
177     */
178    if (!svga->state.sw.need_swtnl) {
179       /* SVGA_NEW_RAST
180        */
181       key->light_twoside = svga->curr.rast->templ.light_twoside;
182       key->front_ccw = svga->curr.rast->templ.front_ccw;
183    }
184 
185    /* The blend workaround for simulating logicop xor behaviour
186     * requires that the incoming fragment color be white.  This change
187     * achieves that by creating a variant of the current fragment
188     * shader that overrides all output colors with 1,1,1,1
189     *
190     * This will work for most shaders, including those containing
191     * TEXKIL and/or depth-write.  However, it will break on the
192     * combination of xor-logicop plus alphatest.
193     *
194     * Ultimately, we could implement alphatest in the shader using
195     * texkil prior to overriding the outgoing fragment color.
196     *
197     * SVGA_NEW_BLEND
198     */
199    if (svga->curr.blend->need_white_fragments) {
200       key->white_fragments = 1;
201    }
202 
203    /* XXX: want to limit this to the textures that the shader actually
204     * refers to.
205     *
206     * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
207     */
208    for (i = 0; i < svga->curr.num_sampler_views; i++) {
209       if (svga->curr.sampler_views[i]) {
210          assert(svga->curr.sampler[i]);
211          assert(svga->curr.sampler_views[i]->texture);
212          key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
213          if (!svga->curr.sampler[i]->normalized_coords) {
214             key->tex[i].width_height_idx = idx++;
215             key->tex[i].unnormalized = TRUE;
216             ++key->num_unnormalized_coords;
217          }
218 
219          key->tex[i].swizzle_r = svga->curr.sampler_views[i]->swizzle_r;
220          key->tex[i].swizzle_g = svga->curr.sampler_views[i]->swizzle_g;
221          key->tex[i].swizzle_b = svga->curr.sampler_views[i]->swizzle_b;
222          key->tex[i].swizzle_a = svga->curr.sampler_views[i]->swizzle_a;
223       }
224    }
225    key->num_textures = svga->curr.num_sampler_views;
226 
227    idx = 0;
228    for (i = 0; i < svga->curr.num_samplers; ++i) {
229       if (svga->curr.sampler[i]) {
230          key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
231          key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
232       }
233    }
234 
235    /* sprite coord gen state */
236    for (i = 0; i < svga->curr.num_samplers; ++i) {
237       key->tex[i].sprite_texgen =
238          svga->curr.rast->templ.sprite_coord_enable & (1 << i);
239    }
240 
241    key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
242                                     == PIPE_SPRITE_COORD_LOWER_LEFT);
243 
244    return PIPE_OK;
245 }
246 
247 
248 
249 static enum pipe_error
emit_hw_fs(struct svga_context * svga,unsigned dirty)250 emit_hw_fs(struct svga_context *svga, unsigned dirty)
251 {
252    struct svga_shader_result *result = NULL;
253    unsigned id = SVGA3D_INVALID_ID;
254    enum pipe_error ret = PIPE_OK;
255 
256    struct svga_fragment_shader *fs = svga->curr.fs;
257    struct svga_fs_compile_key key;
258 
259    /* SVGA_NEW_BLEND
260     * SVGA_NEW_TEXTURE_BINDING
261     * SVGA_NEW_RAST
262     * SVGA_NEW_NEED_SWTNL
263     * SVGA_NEW_SAMPLER
264     */
265    ret = make_fs_key( svga, fs, &key );
266    if (ret != PIPE_OK)
267       return ret;
268 
269    result = search_fs_key( fs, &key );
270    if (!result) {
271       ret = compile_fs( svga, fs, &key, &result );
272       if (ret != PIPE_OK)
273          return ret;
274    }
275 
276    assert (result);
277    id = result->id;
278 
279    assert(id != SVGA3D_INVALID_ID);
280 
281    if (result != svga->state.hw_draw.fs) {
282       ret = SVGA3D_SetShader(svga->swc,
283                              SVGA3D_SHADERTYPE_PS,
284                              id );
285       if (ret != PIPE_OK)
286          return ret;
287 
288       svga->dirty |= SVGA_NEW_FS_RESULT;
289       svga->state.hw_draw.fs = result;
290    }
291 
292    return PIPE_OK;
293 }
294 
295 struct svga_tracked_state svga_hw_fs =
296 {
297    "fragment shader (hwtnl)",
298    (SVGA_NEW_FS |
299     SVGA_NEW_TEXTURE_BINDING |
300     SVGA_NEW_NEED_SWTNL |
301     SVGA_NEW_RAST |
302     SVGA_NEW_SAMPLER |
303     SVGA_NEW_BLEND),
304    emit_hw_fs
305 };
306 
307 
308 
309