blob: 19f0887d2ba6cb3273c178c651eebc1f42c49c66 [file] [log] [blame]
/**********************************************************
* Copyright 2014 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_inlines.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "translate/translate.h"
#include "tgsi/tgsi_ureg.h"
#include "svga_context.h"
#include "svga_cmd.h"
#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga_streamout.h"
#include "svga_format.h"
/**
* If we fail to compile a geometry shader we'll use a dummy/fallback shader
* that simply emits the incoming vertices.
*/
static const struct tgsi_token *
get_dummy_geometry_shader(void)
{
//XXX
return NULL;
}
static struct svga_shader_variant *
translate_geometry_program(struct svga_context *svga,
const struct svga_geometry_shader *gs,
const struct svga_compile_key *key)
{
assert(svga_have_vgpu10(svga));
return svga_tgsi_vgpu10_translate(svga, &gs->base, key,
PIPE_SHADER_GEOMETRY);
}
/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
compile_gs(struct svga_context *svga,
struct svga_geometry_shader *gs,
const struct svga_compile_key *key,
struct svga_shader_variant **out_variant)
{
struct svga_shader_variant *variant;
enum pipe_error ret = PIPE_ERROR;
variant = translate_geometry_program(svga, gs, key);
if (!variant) {
/* some problem during translation, try the dummy shader */
const struct tgsi_token *dummy = get_dummy_geometry_shader();
if (!dummy) {
return PIPE_ERROR_OUT_OF_MEMORY;
}
debug_printf("Failed to compile geometry shader, using dummy shader instead.\n");
FREE((void *) gs->base.tokens);
gs->base.tokens = dummy;
variant = translate_geometry_program(svga, gs, key);
if (!variant) {
return PIPE_ERROR;
}
}
ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
if (ret != PIPE_OK) {
svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
return ret;
}
*out_variant = variant;
return PIPE_OK;
}
static void
make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
{
struct svga_geometry_shader *gs = svga->curr.gs;
memset(key, 0, sizeof *key);
/*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, key);
memcpy(key->generic_remap_table, gs->generic_remap_table,
sizeof(gs->generic_remap_table));
key->gs.vs_generic_outputs = svga->curr.vs->generic_outputs;
key->gs.need_prescale = svga->state.hw_clear.prescale.enabled;
key->gs.writes_psize = gs->base.info.writes_psize;
key->gs.wide_point = gs->wide_point;
key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
== PIPE_SPRITE_COORD_LOWER_LEFT);
/* SVGA_NEW_RAST */
key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
}
/**
* svga_reemit_gs_bindings - Reemit the geometry shader bindings
*/
enum pipe_error
svga_reemit_gs_bindings(struct svga_context *svga)
{
enum pipe_error ret;
struct svga_winsys_gb_shader *gbshader = NULL;
SVGA3dShaderId shaderId = SVGA3D_INVALID_ID;
assert(svga->rebind.flags.gs);
assert(svga_have_gb_objects(svga));
/* Geometry Shader is only supported in vgpu10 */
assert(svga_have_vgpu10(svga));
if (svga->state.hw_draw.gs) {
gbshader = svga->state.hw_draw.gs->gb_shader;
shaderId = svga->state.hw_draw.gs->id;
}
if (!svga_need_to_rebind_resources(svga)) {
ret = svga->swc->resource_rebind(svga->swc, NULL, gbshader,
SVGA_RELOC_READ);
goto out;
}
ret = SVGA3D_vgpu10_SetShader(svga->swc, SVGA3D_SHADERTYPE_GS,
gbshader, shaderId);
out:
if (ret != PIPE_OK)
return ret;
svga->rebind.flags.gs = FALSE;
return PIPE_OK;
}
static enum pipe_error
emit_hw_gs(struct svga_context *svga, unsigned dirty)
{
struct svga_shader_variant *variant;
struct svga_geometry_shader *gs = svga->curr.gs;
enum pipe_error ret = PIPE_OK;
struct svga_compile_key key;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITGS);
/* If there's a user-defined GS, we should have a pointer to a derived
* GS. This should have been resolved in update_tgsi_transform().
*/
if (svga->curr.user_gs)
assert(svga->curr.gs);
if (!gs) {
if (svga->state.hw_draw.gs != NULL) {
/** The previous geometry shader is made inactive.
* Needs to unbind the geometry shader.
*/
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL);
if (ret != PIPE_OK)
goto done;
svga->state.hw_draw.gs = NULL;
}
goto done;
}
/* If there is stream output info for this geometry shader, then use
* it instead of the one from the vertex shader.
*/
if (svga_have_gs_streamout(svga)) {
ret = svga_set_stream_output(svga, gs->base.stream_output);
if (ret != PIPE_OK) {
goto done;
}
}
else if (!svga_have_vs_streamout(svga)) {
/* turn off stream out */
ret = svga_set_stream_output(svga, NULL);
if (ret != PIPE_OK) {
goto done;
}
}
/* SVGA_NEW_NEED_SWTNL */
if (svga->state.sw.need_swtnl && !svga_have_vgpu10(svga)) {
/* No geometry shader is needed */
variant = NULL;
}
else {
make_gs_key(svga, &key);
/* See if we already have a GS variant that matches the key */
variant = svga_search_shader_key(&gs->base, &key);
if (!variant) {
ret = compile_gs(svga, gs, &key, &variant);
if (ret != PIPE_OK)
goto done;
/* insert the new variant at head of linked list */
assert(variant);
variant->next = gs->base.variants;
gs->base.variants = variant;
}
}
if (variant != svga->state.hw_draw.gs) {
/* Bind the new variant */
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, variant);
if (ret != PIPE_OK)
goto done;
svga->rebind.flags.gs = FALSE;
svga->dirty |= SVGA_NEW_GS_VARIANT;
svga->state.hw_draw.gs = variant;
}
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
return ret;
}
struct svga_tracked_state svga_hw_gs =
{
"geometry shader (hwtnl)",
(SVGA_NEW_VS |
SVGA_NEW_FS |
SVGA_NEW_GS |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_SAMPLER |
SVGA_NEW_RAST |
SVGA_NEW_NEED_SWTNL),
emit_hw_gs
};