blob: 9e2b65771cd2dfefa790f7d273ba231061617a2f [file] [log] [blame]
/**********************************************************
* Copyright 2008-2012 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, sublicense, 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 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
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* 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 "util/u_bitmask.h"
#include "util/u_memory.h"
#include "util/u_format.h"
#include "svga_context.h"
#include "svga_cmd.h"
#include "svga_format.h"
#include "svga_shader.h"
#include "svga_resource_texture.h"
/**
* This bit isn't really used anywhere. It only serves to help
* generate a unique "signature" for the vertex shader output bitmask.
* Shader input/output signatures are used to resolve shader linking
* issues.
*/
#define FOG_GENERIC_BIT (((uint64_t) 1) << 63)
/**
* Use the shader info to generate a bitmask indicating which generic
* inputs are used by the shader. A set bit indicates that GENERIC[i]
* is used.
*/
uint64_t
svga_get_generic_inputs_mask(const struct tgsi_shader_info *info)
{
unsigned i;
uint64_t mask = 0x0;
for (i = 0; i < info->num_inputs; i++) {
if (info->input_semantic_name[i] == TGSI_SEMANTIC_GENERIC) {
unsigned j = info->input_semantic_index[i];
assert(j < sizeof(mask) * 8);
mask |= ((uint64_t) 1) << j;
}
}
return mask;
}
/**
* Scan shader info to return a bitmask of written outputs.
*/
uint64_t
svga_get_generic_outputs_mask(const struct tgsi_shader_info *info)
{
unsigned i;
uint64_t mask = 0x0;
for (i = 0; i < info->num_outputs; i++) {
switch (info->output_semantic_name[i]) {
case TGSI_SEMANTIC_GENERIC:
{
unsigned j = info->output_semantic_index[i];
assert(j < sizeof(mask) * 8);
mask |= ((uint64_t) 1) << j;
}
break;
case TGSI_SEMANTIC_FOG:
mask |= FOG_GENERIC_BIT;
break;
}
}
return mask;
}
/**
* Given a mask of used generic variables (as returned by the above functions)
* fill in a table which maps those indexes to small integers.
* This table is used by the remap_generic_index() function in
* svga_tgsi_decl_sm30.c
* Example: if generics_mask = binary(1010) it means that GENERIC[1] and
* GENERIC[3] are used. The remap_table will contain:
* table[1] = 0;
* table[3] = 1;
* The remaining table entries will be filled in with the next unused
* generic index (in this example, 2).
*/
void
svga_remap_generics(uint64_t generics_mask,
int8_t remap_table[MAX_GENERIC_VARYING])
{
/* Note texcoord[0] is reserved so start at 1 */
unsigned count = 1, i;
for (i = 0; i < MAX_GENERIC_VARYING; i++) {
remap_table[i] = -1;
}
/* for each bit set in generic_mask */
while (generics_mask) {
unsigned index = ffsll(generics_mask) - 1;
remap_table[index] = count++;
generics_mask &= ~((uint64_t) 1 << index);
}
}
/**
* Use the generic remap table to map a TGSI generic varying variable
* index to a small integer. If the remapping table doesn't have a
* valid value for the given index (the table entry is -1) it means
* the fragment shader doesn't use that VS output. Just allocate
* the next free value in that case. Alternately, we could cull
* VS instructions that write to register, or replace the register
* with a dummy temp register.
* XXX TODO: we should do one of the later as it would save precious
* texcoord registers.
*/
int
svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
int generic_index)
{
assert(generic_index < MAX_GENERIC_VARYING);
if (generic_index >= MAX_GENERIC_VARYING) {
/* just don't return a random/garbage value */
generic_index = MAX_GENERIC_VARYING - 1;
}
if (remap_table[generic_index] == -1) {
/* This is a VS output that has no matching PS input. Find a
* free index.
*/
int i, max = 0;
for (i = 0; i < MAX_GENERIC_VARYING; i++) {
max = MAX2(max, remap_table[i]);
}
remap_table[generic_index] = max + 1;
}
return remap_table[generic_index];
}
static const enum pipe_swizzle copy_alpha[PIPE_SWIZZLE_MAX] = {
PIPE_SWIZZLE_X,
PIPE_SWIZZLE_Y,
PIPE_SWIZZLE_Z,
PIPE_SWIZZLE_W,
PIPE_SWIZZLE_0,
PIPE_SWIZZLE_1,
PIPE_SWIZZLE_NONE
};
static const enum pipe_swizzle set_alpha[PIPE_SWIZZLE_MAX] = {
PIPE_SWIZZLE_X,
PIPE_SWIZZLE_Y,
PIPE_SWIZZLE_Z,
PIPE_SWIZZLE_1,
PIPE_SWIZZLE_0,
PIPE_SWIZZLE_1,
PIPE_SWIZZLE_NONE
};
/**
* Initialize the shader-neutral fields of svga_compile_key from context
* state. This is basically the texture-related state.
*/
void
svga_init_shader_key_common(const struct svga_context *svga,
enum pipe_shader_type shader,
struct svga_compile_key *key)
{
unsigned i, idx = 0;
assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
/* In case the number of samplers and sampler_views doesn't match,
* loop over the lower of the two counts.
*/
key->num_textures = MAX2(svga->curr.num_sampler_views[shader],
svga->curr.num_samplers[shader]);
for (i = 0; i < key->num_textures; i++) {
struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
if (view) {
assert(view->texture);
assert(view->texture->target < (1 << 4)); /* texture_target:4 */
/* 1D/2D array textures with one slice are treated as non-arrays
* by the SVGA3D device. Convert the texture type here so that
* we emit the right TEX/SAMPLE instruction in the shader.
*/
if (view->texture->target == PIPE_TEXTURE_1D_ARRAY ||
view->texture->target == PIPE_TEXTURE_2D_ARRAY) {
if (view->texture->array_size == 1) {
key->tex[i].is_array = 0;
}
else {
assert(view->texture->array_size > 1);
key->tex[i].is_array = 1;
}
}
/* If we have a non-alpha view into an svga3d surface with an
* alpha channel, then explicitly set the alpha channel to 1
* when sampling. Note that we need to check the
* actual device format to cover also imported surface cases.
*/
const enum pipe_swizzle *swizzle_tab =
(view->texture->target != PIPE_BUFFER &&
!util_format_has_alpha(view->format) &&
svga_texture_device_format_has_alpha(view->texture)) ?
set_alpha : copy_alpha;
key->tex[i].swizzle_r = swizzle_tab[view->swizzle_r];
key->tex[i].swizzle_g = swizzle_tab[view->swizzle_g];
key->tex[i].swizzle_b = swizzle_tab[view->swizzle_b];
key->tex[i].swizzle_a = swizzle_tab[view->swizzle_a];
}
if (sampler) {
if (!sampler->normalized_coords) {
assert(idx < (1 << 5)); /* width_height_idx:5 bitfield */
key->tex[i].width_height_idx = idx++;
key->tex[i].unnormalized = TRUE;
++key->num_unnormalized_coords;
if (sampler->magfilter == SVGA3D_TEX_FILTER_NEAREST ||
sampler->minfilter == SVGA3D_TEX_FILTER_NEAREST) {
key->tex[i].texel_bias = TRUE;
}
}
}
}
}
/** Search for a compiled shader variant with the same compile key */
struct svga_shader_variant *
svga_search_shader_key(const struct svga_shader *shader,
const struct svga_compile_key *key)
{
struct svga_shader_variant *variant = shader->variants;
assert(key);
for ( ; variant; variant = variant->next) {
if (svga_compile_keys_equal(key, &variant->key))
return variant;
}
return NULL;
}
/** Search for a shader with the same token key */
struct svga_shader *
svga_search_shader_token_key(struct svga_shader *pshader,
const struct svga_token_key *key)
{
struct svga_shader *shader = pshader;
assert(key);
for ( ; shader; shader = shader->next) {
if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
return shader;
}
return NULL;
}
/**
* Helper function to define a gb shader for non-vgpu10 device
*/
static enum pipe_error
define_gb_shader_vgpu9(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant,
unsigned codeLen)
{
struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
enum pipe_error ret;
/**
* Create gb memory for the shader and upload the shader code.
* Kernel module will allocate an id for the shader and issue
* the DefineGBShader command.
*/
variant->gb_shader = sws->shader_create(sws, type,
variant->tokens, codeLen);
if (!variant->gb_shader)
return PIPE_ERROR_OUT_OF_MEMORY;
ret = SVGA3D_BindGBShader(svga->swc, variant->gb_shader);
return ret;
}
/**
* Helper function to define a gb shader for vgpu10 device
*/
static enum pipe_error
define_gb_shader_vgpu10(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant,
unsigned codeLen)
{
struct svga_winsys_context *swc = svga->swc;
enum pipe_error ret;
/**
* Shaders in VGPU10 enabled device reside in the device COTable.
* SVGA driver will allocate an integer ID for the shader and
* issue DXDefineShader and DXBindShader commands.
*/
variant->id = util_bitmask_add(svga->shader_id_bm);
if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
return PIPE_ERROR_OUT_OF_MEMORY;
}
/* Create gb memory for the shader and upload the shader code */
variant->gb_shader = swc->shader_create(swc,
variant->id, type,
variant->tokens, codeLen);
if (!variant->gb_shader) {
/* Free the shader ID */
assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
goto fail_no_allocation;
}
/**
* Since we don't want to do any flush within state emission to avoid
* partial state in a command buffer, it's important to make sure that
* there is enough room to send both the DXDefineShader & DXBindShader
* commands in the same command buffer. So let's send both
* commands in one command reservation. If it fails, we'll undo
* the shader creation and return an error.
*/
ret = SVGA3D_vgpu10_DefineAndBindShader(swc, variant->gb_shader,
variant->id, type, codeLen);
if (ret != PIPE_OK)
goto fail;
return PIPE_OK;
fail:
swc->shader_destroy(swc, variant->gb_shader);
variant->gb_shader = NULL;
fail_no_allocation:
util_bitmask_clear(svga->shader_id_bm, variant->id);
variant->id = UTIL_BITMASK_INVALID_INDEX;
return PIPE_ERROR_OUT_OF_MEMORY;
}
/**
* Issue the SVGA3D commands to define a new shader.
* \param variant contains the shader tokens, etc. The result->id field will
* be set here.
*/
enum pipe_error
svga_define_shader(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant)
{
unsigned codeLen = variant->nr_tokens * sizeof(variant->tokens[0]);
enum pipe_error ret;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DEFINESHADER);
variant->id = UTIL_BITMASK_INVALID_INDEX;
if (svga_have_gb_objects(svga)) {
if (svga_have_vgpu10(svga))
ret = define_gb_shader_vgpu10(svga, type, variant, codeLen);
else
ret = define_gb_shader_vgpu9(svga, type, variant, codeLen);
}
else {
/* Allocate an integer ID for the shader */
variant->id = util_bitmask_add(svga->shader_id_bm);
if (variant->id == UTIL_BITMASK_INVALID_INDEX) {
ret = PIPE_ERROR_OUT_OF_MEMORY;
goto done;
}
/* Issue SVGA3D device command to define the shader */
ret = SVGA3D_DefineShader(svga->swc,
variant->id,
type,
variant->tokens,
codeLen);
if (ret != PIPE_OK) {
/* free the ID */
assert(variant->id != UTIL_BITMASK_INVALID_INDEX);
util_bitmask_clear(svga->shader_id_bm, variant->id);
variant->id = UTIL_BITMASK_INVALID_INDEX;
}
}
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
return ret;
}
/**
* Issue the SVGA3D commands to set/bind a shader.
* \param result the shader to bind.
*/
enum pipe_error
svga_set_shader(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant)
{
enum pipe_error ret;
unsigned id = variant ? variant->id : SVGA3D_INVALID_ID;
assert(type == SVGA3D_SHADERTYPE_VS ||
type == SVGA3D_SHADERTYPE_GS ||
type == SVGA3D_SHADERTYPE_PS);
if (svga_have_gb_objects(svga)) {
struct svga_winsys_gb_shader *gbshader =
variant ? variant->gb_shader : NULL;
if (svga_have_vgpu10(svga))
ret = SVGA3D_vgpu10_SetShader(svga->swc, type, gbshader, id);
else
ret = SVGA3D_SetGBShader(svga->swc, type, gbshader);
}
else {
ret = SVGA3D_SetShader(svga->swc, type, id);
}
return ret;
}
struct svga_shader_variant *
svga_new_shader_variant(struct svga_context *svga)
{
svga->hud.num_shaders++;
return CALLOC_STRUCT(svga_shader_variant);
}
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant)
{
enum pipe_error ret = PIPE_OK;
if (svga_have_gb_objects(svga) && variant->gb_shader) {
if (svga_have_vgpu10(svga)) {
struct svga_winsys_context *swc = svga->swc;
swc->shader_destroy(swc, variant->gb_shader);
ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
if (ret != PIPE_OK) {
/* flush and try again */
svga_context_flush(svga, NULL);
ret = SVGA3D_vgpu10_DestroyShader(svga->swc, variant->id);
}
util_bitmask_clear(svga->shader_id_bm, variant->id);
}
else {
struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
sws->shader_destroy(sws, variant->gb_shader);
}
variant->gb_shader = NULL;
}
else {
if (variant->id != UTIL_BITMASK_INVALID_INDEX) {
ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
if (ret != PIPE_OK) {
/* flush and try again */
svga_context_flush(svga, NULL);
ret = SVGA3D_DestroyShader(svga->swc, variant->id, type);
assert(ret == PIPE_OK);
}
util_bitmask_clear(svga->shader_id_bm, variant->id);
}
}
FREE((unsigned *)variant->tokens);
FREE(variant);
svga->hud.num_shaders--;
return ret;
}
/*
* Rebind shaders.
* Called at the beginning of every new command buffer to ensure that
* shaders are properly paged-in. Instead of sending the SetShader
* command, this function sends a private allocation command to
* page in a shader. This avoids emitting redundant state to the device
* just to page in a resource.
*/
enum pipe_error
svga_rebind_shaders(struct svga_context *svga)
{
struct svga_winsys_context *swc = svga->swc;
struct svga_hw_draw_state *hw = &svga->state.hw_draw;
enum pipe_error ret;
assert(svga_have_vgpu10(svga));
/**
* If the underlying winsys layer does not need resource rebinding,
* just clear the rebind flags and return.
*/
if (swc->resource_rebind == NULL) {
svga->rebind.flags.vs = 0;
svga->rebind.flags.gs = 0;
svga->rebind.flags.fs = 0;
return PIPE_OK;
}
if (svga->rebind.flags.vs && hw->vs && hw->vs->gb_shader) {
ret = swc->resource_rebind(swc, NULL, hw->vs->gb_shader, SVGA_RELOC_READ);
if (ret != PIPE_OK)
return ret;
}
svga->rebind.flags.vs = 0;
if (svga->rebind.flags.gs && hw->gs && hw->gs->gb_shader) {
ret = swc->resource_rebind(swc, NULL, hw->gs->gb_shader, SVGA_RELOC_READ);
if (ret != PIPE_OK)
return ret;
}
svga->rebind.flags.gs = 0;
if (svga->rebind.flags.fs && hw->fs && hw->fs->gb_shader) {
ret = swc->resource_rebind(swc, NULL, hw->fs->gb_shader, SVGA_RELOC_READ);
if (ret != PIPE_OK)
return ret;
}
svga->rebind.flags.fs = 0;
return PIPE_OK;
}