blob: f620075d0bc95a34e3a78a6298494a151e25f8d5 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "shaders_cache.h"
#include "vg_context.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "pipe/p_screen.h"
#include "pipe/p_shader_tokens.h"
#include "tgsi/tgsi_build.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_util.h"
#include "tgsi/tgsi_text.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_debug.h"
#include "cso_cache/cso_hash.h"
#include "cso_cache/cso_context.h"
#include "VG/openvg.h"
#include "asm_fill.h"
/* Essentially we construct an ubber-shader based on the state
* of the pipeline. The stages are:
* 1) Fill (mandatory, solid color/gradient/pattern/image draw)
* 2) Image composition (image mode multiply and stencil)
* 3) Mask
* 4) Extended blend (multiply/screen/darken/lighten)
* 5) Premultiply/Unpremultiply
* 6) Color transform (to black and white)
*/
#define SHADER_STAGES 6
struct cached_shader {
void *driver_shader;
struct pipe_shader_state state;
};
struct shaders_cache {
struct vg_context *pipe;
struct cso_hash *hash;
};
static INLINE struct tgsi_token *tokens_from_assembly(const char *txt, int num_tokens)
{
struct tgsi_token *tokens;
tokens = (struct tgsi_token *) MALLOC(num_tokens * sizeof(tokens[0]));
tgsi_text_translate(txt, tokens, num_tokens);
#if DEBUG_SHADERS
tgsi_dump(tokens, 0);
#endif
return tokens;
}
#define ALL_FILLS (VEGA_SOLID_FILL_SHADER | \
VEGA_LINEAR_GRADIENT_SHADER | \
VEGA_RADIAL_GRADIENT_SHADER | \
VEGA_PATTERN_SHADER | \
VEGA_IMAGE_NORMAL_SHADER)
/*
static const char max_shader_preamble[] =
"FRAG\n"
"DCL IN[0], POSITION, LINEAR\n"
"DCL IN[1], GENERIC[0], PERSPECTIVE\n"
"DCL OUT[0], COLOR, CONSTANT\n"
"DCL CONST[0..9], CONSTANT\n"
"DCL TEMP[0..9], CONSTANT\n"
"DCL SAMP[0..9], CONSTANT\n";
max_shader_preamble strlen == 175
*/
#define MAX_PREAMBLE 175
static INLINE VGint range_min(VGint min, VGint current)
{
if (min < 0)
min = current;
else
min = MIN2(min, current);
return min;
}
static INLINE VGint range_max(VGint max, VGint current)
{
return MAX2(max, current);
}
static void
create_preamble(char *txt,
const struct shader_asm_info *shaders[SHADER_STAGES],
int num_shaders)
{
VGboolean declare_input = VG_FALSE;
VGint start_const = -1, end_const = 0;
VGint start_temp = -1, end_temp = 0;
VGint start_sampler = -1, end_sampler = 0;
VGint i;
VGint num_consts, num_temps, num_samplers;
for (i = 0; i < num_shaders; ++i) {
if (shaders[i]->num_consts)
start_const = range_min(start_const, shaders[i]->start_const);
if (shaders[i]->num_temps)
start_temp = range_min(start_temp, shaders[i]->start_temp);
if (shaders[i]->num_samplers)
start_sampler = range_min(start_sampler, shaders[i]->start_sampler);
end_const = range_max(end_const, shaders[i]->start_const +
shaders[i]->num_consts);
end_temp = range_max(end_temp, shaders[i]->start_temp +
shaders[i]->num_temps);
end_sampler = range_max(end_sampler, shaders[i]->start_sampler +
shaders[i]->num_samplers);
if (shaders[i]->needs_position)
declare_input = VG_TRUE;
}
/* if they're still unitialized, initialize them */
if (start_const < 0)
start_const = 0;
if (start_temp < 0)
start_temp = 0;
if (start_sampler < 0)
start_sampler = 0;
num_consts = end_const - start_const;
num_temps = end_temp - start_temp;
num_samplers = end_sampler - start_sampler;
/* end exclusive */
--end_const;
--end_temp;
--end_sampler;
sprintf(txt, "FRAG\n");
if (declare_input) {
sprintf(txt + strlen(txt), "DCL IN[0], POSITION, LINEAR\n");
sprintf(txt + strlen(txt), "DCL IN[1], GENERIC[0], PERSPECTIVE\n");
}
/* we always have a color output */
sprintf(txt + strlen(txt), "DCL OUT[0], COLOR, CONSTANT\n");
if (num_consts > 1)
sprintf(txt + strlen(txt), "DCL CONST[%d..%d], CONSTANT\n", start_const, end_const);
else if (num_consts == 1)
sprintf(txt + strlen(txt), "DCL CONST[%d], CONSTANT\n", start_const);
if (num_temps > 1)
sprintf(txt + strlen(txt), "DCL TEMP[%d..%d], CONSTANT\n", start_temp, end_temp);
else if (num_temps > 1)
sprintf(txt + strlen(txt), "DCL TEMP[%d], CONSTANT\n", start_temp);
if (num_samplers > 1)
sprintf(txt + strlen(txt), "DCL SAMP[%d..%d], CONSTANT\n", start_sampler, end_sampler);
else if (num_samplers == 1)
sprintf(txt + strlen(txt), "DCL SAMP[%d], CONSTANT\n", start_sampler);
}
static void *
combine_shaders(const struct shader_asm_info *shaders[SHADER_STAGES], int num_shaders,
struct pipe_context *pipe,
struct pipe_shader_state *shader)
{
char *combined_txt;
int combined_len = MAX_PREAMBLE;
int combined_tokens = 0;
int i = 0;
int current_shader = 0;
int current_len;
for (i = 0; i < num_shaders; ++i) {
combined_len += strlen(shaders[i]->txt);
combined_tokens += shaders[i]->num_tokens;
}
/* add for the %s->TEMP[0] substitutions */
combined_len += num_shaders * 7 /*TEMP[0]*/ + 4 /*"END\n"*/;
combined_txt = (char*)malloc(combined_len);
combined_txt[0] = '\0';
create_preamble(combined_txt, shaders, num_shaders);
while (current_shader < num_shaders) {
const char temp[] = "TEMP[0]";
const char out[] = "OUT[0]";
const char *subst = temp;
current_len = strlen(combined_txt);
/* if the last shader then output */
if (current_shader + 1 == num_shaders)
subst = out;
snprintf(combined_txt + current_len,
combined_len - current_len,
shaders[current_shader]->txt,
subst);
++current_shader;
}
current_len = strlen(combined_txt);
snprintf(combined_txt + current_len,
combined_len - current_len,
"END\n");
debug_printf("Combined shader is : \n%s\n",
combined_txt);
shader->tokens = tokens_from_assembly(
combined_txt, combined_tokens);
free(combined_txt);
return pipe->create_fs_state(pipe, shader);
}
static void *
create_shader(struct pipe_context *pipe,
int id,
struct pipe_shader_state *shader)
{
int idx = 0;
const struct shader_asm_info * shaders[SHADER_STAGES];
/* the shader has to have a fill */
debug_assert(id & ALL_FILLS);
/* first stage */
if (id & VEGA_SOLID_FILL_SHADER) {
debug_assert(idx == 0);
shaders[idx] = &shaders_asm[0];
debug_assert(shaders_asm[0].id == VEGA_SOLID_FILL_SHADER);
++idx;
}
if ((id & VEGA_LINEAR_GRADIENT_SHADER)) {
debug_assert(idx == 0);
shaders[idx] = &shaders_asm[1];
debug_assert(shaders_asm[1].id == VEGA_LINEAR_GRADIENT_SHADER);
++idx;
}
if ((id & VEGA_RADIAL_GRADIENT_SHADER)) {
debug_assert(idx == 0);
shaders[idx] = &shaders_asm[2];
debug_assert(shaders_asm[2].id == VEGA_RADIAL_GRADIENT_SHADER);
++idx;
}
if ((id & VEGA_PATTERN_SHADER)) {
debug_assert(idx == 0);
debug_assert(shaders_asm[3].id == VEGA_PATTERN_SHADER);
shaders[idx] = &shaders_asm[3];
++idx;
}
if ((id & VEGA_IMAGE_NORMAL_SHADER)) {
debug_assert(idx == 0);
debug_assert(shaders_asm[4].id == VEGA_IMAGE_NORMAL_SHADER);
shaders[idx] = &shaders_asm[4];
++idx;
}
/* second stage */
if ((id & VEGA_IMAGE_MULTIPLY_SHADER)) {
debug_assert(shaders_asm[5].id == VEGA_IMAGE_MULTIPLY_SHADER);
shaders[idx] = &shaders_asm[5];
++idx;
} else if ((id & VEGA_IMAGE_STENCIL_SHADER)) {
debug_assert(shaders_asm[6].id == VEGA_IMAGE_STENCIL_SHADER);
shaders[idx] = &shaders_asm[6];
++idx;
}
/* third stage */
if ((id & VEGA_MASK_SHADER)) {
debug_assert(idx == 1);
debug_assert(shaders_asm[7].id == VEGA_MASK_SHADER);
shaders[idx] = &shaders_asm[7];
++idx;
}
/* fourth stage */
if ((id & VEGA_BLEND_MULTIPLY_SHADER)) {
debug_assert(shaders_asm[8].id == VEGA_BLEND_MULTIPLY_SHADER);
shaders[idx] = &shaders_asm[8];
++idx;
} else if ((id & VEGA_BLEND_SCREEN_SHADER)) {
debug_assert(shaders_asm[9].id == VEGA_BLEND_SCREEN_SHADER);
shaders[idx] = &shaders_asm[9];
++idx;
} else if ((id & VEGA_BLEND_DARKEN_SHADER)) {
debug_assert(shaders_asm[10].id == VEGA_BLEND_DARKEN_SHADER);
shaders[idx] = &shaders_asm[10];
++idx;
} else if ((id & VEGA_BLEND_LIGHTEN_SHADER)) {
debug_assert(shaders_asm[11].id == VEGA_BLEND_LIGHTEN_SHADER);
shaders[idx] = &shaders_asm[11];
++idx;
}
/* fifth stage */
if ((id & VEGA_PREMULTIPLY_SHADER)) {
debug_assert(shaders_asm[12].id == VEGA_PREMULTIPLY_SHADER);
shaders[idx] = &shaders_asm[12];
++idx;
} else if ((id & VEGA_UNPREMULTIPLY_SHADER)) {
debug_assert(shaders_asm[13].id == VEGA_UNPREMULTIPLY_SHADER);
shaders[idx] = &shaders_asm[13];
++idx;
}
/* sixth stage */
if ((id & VEGA_BW_SHADER)) {
debug_assert(shaders_asm[14].id == VEGA_BW_SHADER);
shaders[idx] = &shaders_asm[14];
++idx;
}
return combine_shaders(shaders, idx, pipe, shader);
}
/*************************************************/
struct shaders_cache * shaders_cache_create(struct vg_context *vg)
{
struct shaders_cache *sc = CALLOC_STRUCT(shaders_cache);
sc->pipe = vg;
sc->hash = cso_hash_create();
return sc;
}
void shaders_cache_destroy(struct shaders_cache *sc)
{
struct cso_hash_iter iter = cso_hash_first_node(sc->hash);
while (!cso_hash_iter_is_null(iter)) {
struct cached_shader *cached =
(struct cached_shader *)cso_hash_iter_data(iter);
cso_delete_fragment_shader(sc->pipe->cso_context,
cached->driver_shader);
iter = cso_hash_erase(sc->hash, iter);
}
cso_hash_delete(sc->hash);
free(sc);
}
void * shaders_cache_fill(struct shaders_cache *sc,
int shader_key)
{
VGint key = shader_key;
struct cached_shader *cached;
struct cso_hash_iter iter = cso_hash_find(sc->hash, key);
if (cso_hash_iter_is_null(iter)) {
cached = CALLOC_STRUCT(cached_shader);
cached->driver_shader = create_shader(sc->pipe->pipe, key, &cached->state);
cso_hash_insert(sc->hash, key, cached);
return cached->driver_shader;
}
cached = (struct cached_shader *)cso_hash_iter_data(iter);
assert(cached->driver_shader);
return cached->driver_shader;
}
struct vg_shader * shader_create_from_text(struct pipe_context *pipe,
const char *txt, int num_tokens,
int type)
{
struct vg_shader *shader = (struct vg_shader *)malloc(
sizeof(struct vg_shader));
struct tgsi_token *tokens = tokens_from_assembly(txt, num_tokens);
struct pipe_shader_state state;
debug_assert(type == PIPE_SHADER_VERTEX ||
type == PIPE_SHADER_FRAGMENT);
state.tokens = tokens;
shader->type = type;
shader->tokens = tokens;
if (type == PIPE_SHADER_FRAGMENT)
shader->driver = pipe->create_fs_state(pipe, &state);
else
shader->driver = pipe->create_vs_state(pipe, &state);
return shader;
}
void vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader)
{
if (shader->type == PIPE_SHADER_FRAGMENT)
cso_delete_fragment_shader(ctx->cso_context, shader->driver);
else
cso_delete_vertex_shader(ctx->cso_context, shader->driver);
free(shader->tokens);
free(shader);
}