| /********************************************************** |
| * 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; |
| } |