| /********************************************************** |
| * 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 "util/u_simple_shaders.h" |
| #include "tgsi/tgsi_ureg.h" |
| #include "tgsi/tgsi_point_sprite.h" |
| #include "tgsi/tgsi_dump.h" |
| |
| #include "svga_context.h" |
| #include "svga_shader.h" |
| #include "svga_tgsi.h" |
| |
| |
| /** |
| * Bind a new GS. This updates the derived current gs state, not the |
| * user-specified GS state. |
| */ |
| static void |
| bind_gs_state(struct svga_context *svga, |
| struct svga_geometry_shader *gs) |
| { |
| svga->curr.gs = gs; |
| svga->dirty |= SVGA_NEW_GS; |
| } |
| |
| |
| /** |
| * emulate_point_sprite searches the shader variants list to see it there is |
| * a shader variant with a token string that matches the emulation |
| * requirement. It there isn't, then it will use a tgsi utility |
| * tgsi_add_point_sprite to transform the original token string to support |
| * point sprite. A new geometry shader state will be created with the |
| * transformed token string and added to the shader variants list of the |
| * original geometry shader. The new geometry shader state will then be |
| * bound as the current geometry shader. |
| */ |
| static struct svga_shader * |
| emulate_point_sprite(struct svga_context *svga, |
| struct svga_shader *shader, |
| const struct tgsi_token *tokens) |
| { |
| struct svga_token_key key; |
| struct tgsi_token *new_tokens; |
| const struct tgsi_token *orig_tokens; |
| struct svga_geometry_shader *orig_gs = (struct svga_geometry_shader *)shader; |
| struct svga_geometry_shader *gs = NULL; |
| struct pipe_shader_state templ; |
| struct svga_stream_output *streamout = NULL; |
| int pos_out_index = -1; |
| int aa_point_coord_index = -1; |
| |
| assert(tokens != NULL); |
| |
| orig_tokens = tokens; |
| |
| /* Create a token key */ |
| memset(&key, 0, sizeof key); |
| key.gs.writes_psize = 1; |
| key.gs.sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable; |
| |
| key.gs.sprite_origin_upper_left = |
| !(svga->curr.rast->templ.sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT); |
| |
| key.gs.aa_point = svga->curr.rast->templ.point_smooth; |
| |
| if (orig_gs) { |
| |
| /* Check if the original geometry shader has stream output and |
| * if position is one of the outputs. |
| */ |
| streamout = orig_gs->base.stream_output; |
| if (streamout) { |
| pos_out_index = streamout->pos_out_index; |
| key.gs.point_pos_stream_out = pos_out_index != -1; |
| } |
| |
| /* Search the shader lists to see if there is a variant that matches |
| * this token key. |
| */ |
| gs = (struct svga_geometry_shader *) |
| svga_search_shader_token_key(&orig_gs->base, &key); |
| } |
| |
| /* If there isn't, then call the tgsi utility tgsi_add_point_sprite |
| * to transform the original tokens to support point sprite. |
| * Flip the sprite origin as SVGA3D device only supports an |
| * upper-left origin. |
| */ |
| if (!gs) { |
| new_tokens = tgsi_add_point_sprite(orig_tokens, |
| key.gs.sprite_coord_enable, |
| key.gs.sprite_origin_upper_left, |
| key.gs.point_pos_stream_out, |
| key.gs.aa_point ? |
| &aa_point_coord_index : NULL); |
| |
| if (!new_tokens) { |
| /* if no new tokens are generated for whatever reason, just return */ |
| return NULL; |
| } |
| |
| if (0) { |
| debug_printf("Before tgsi_add_point_sprite ---------------\n"); |
| tgsi_dump(orig_tokens, 0); |
| debug_printf("After tgsi_add_point_sprite --------------\n"); |
| tgsi_dump(new_tokens, 0); |
| } |
| |
| templ.tokens = new_tokens; |
| templ.stream_output.num_outputs = 0; |
| |
| if (streamout) { |
| templ.stream_output = streamout->info; |
| /* The tgsi_add_point_sprite utility adds an extra output |
| * for the original point position for stream output purpose. |
| * We need to replace the position output register index in the |
| * stream output declaration with the new register index. |
| */ |
| if (pos_out_index != -1) { |
| assert(orig_gs != NULL); |
| templ.stream_output.output[pos_out_index].register_index = |
| orig_gs->base.info.num_outputs; |
| } |
| } |
| |
| /* Create a new geometry shader state with the new tokens */ |
| gs = svga->pipe.create_gs_state(&svga->pipe, &templ); |
| |
| /* Don't need the token string anymore. There is a local copy |
| * in the shader state. |
| */ |
| FREE(new_tokens); |
| |
| if (!gs) { |
| return NULL; |
| } |
| |
| gs->wide_point = TRUE; |
| gs->aa_point_coord_index = aa_point_coord_index; |
| gs->base.token_key = key; |
| gs->base.parent = &orig_gs->base; |
| gs->base.next = NULL; |
| |
| /* Add the new geometry shader to the head of the shader list |
| * pointed to by the original geometry shader. |
| */ |
| if (orig_gs) { |
| gs->base.next = orig_gs->base.next; |
| orig_gs->base.next = &gs->base; |
| } |
| } |
| |
| /* Bind the new geometry shader state */ |
| bind_gs_state(svga, gs); |
| |
| return &gs->base; |
| } |
| |
| /** |
| * Generate a geometry shader that emits a wide point by drawing a quad. |
| * This function first creates a passthrough geometry shader and then |
| * calls emulate_point_sprite() to transform the geometry shader to |
| * support point sprite. |
| */ |
| static struct svga_shader * |
| add_point_sprite_shader(struct svga_context *svga) |
| { |
| struct svga_vertex_shader *vs = svga->curr.vs; |
| struct svga_geometry_shader *orig_gs = vs->gs; |
| struct svga_geometry_shader *new_gs; |
| const struct tgsi_token *tokens; |
| |
| if (orig_gs == NULL) { |
| |
| /* If this is the first time adding a geometry shader to this |
| * vertex shader to support point sprite, then create |
| * a passthrough geometry shader first. |
| */ |
| orig_gs = (struct svga_geometry_shader *) |
| util_make_geometry_passthrough_shader( |
| &svga->pipe, vs->base.info.num_outputs, |
| vs->base.info.output_semantic_name, |
| vs->base.info.output_semantic_index); |
| |
| if (!orig_gs) |
| return NULL; |
| } |
| else { |
| if (orig_gs->base.parent) |
| orig_gs = (struct svga_geometry_shader *)orig_gs->base.parent; |
| } |
| tokens = orig_gs->base.tokens; |
| |
| /* Call emulate_point_sprite to find or create a transformed |
| * geometry shader for supporting point sprite. |
| */ |
| new_gs = (struct svga_geometry_shader *) |
| emulate_point_sprite(svga, &orig_gs->base, tokens); |
| |
| /* If this is the first time creating a geometry shader to |
| * support vertex point size, then add the new geometry shader |
| * to the vertex shader. |
| */ |
| if (vs->gs == NULL) { |
| vs->gs = new_gs; |
| } |
| |
| return &new_gs->base; |
| } |
| |
| /* update_tgsi_transform provides a hook to transform a shader if needed. |
| */ |
| static enum pipe_error |
| update_tgsi_transform(struct svga_context *svga, unsigned dirty) |
| { |
| struct svga_geometry_shader *gs = svga->curr.user_gs; /* current gs */ |
| struct svga_vertex_shader *vs = svga->curr.vs; /* currently bound vs */ |
| struct svga_shader *orig_gs; /* original gs */ |
| struct svga_shader *new_gs; /* new gs */ |
| |
| if (!svga_have_vgpu10(svga)) |
| return PIPE_OK; |
| |
| if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) { |
| /* If the current prim type is POINTS and the current geometry shader |
| * emits wide points, transform the shader to emulate wide points using |
| * quads. NOTE: we don't do emulation of wide points in GS when |
| * transform feedback is enabled. |
| */ |
| if (gs != NULL && !gs->base.stream_output && |
| (gs->base.info.writes_psize || gs->wide_point)) { |
| orig_gs = gs->base.parent ? gs->base.parent : &gs->base; |
| new_gs = emulate_point_sprite(svga, orig_gs, orig_gs->tokens); |
| } |
| |
| /* If there is not an active geometry shader and the current vertex |
| * shader emits wide point then create a new geometry shader to emulate |
| * wide point. |
| */ |
| else if (gs == NULL && !vs->base.stream_output && |
| (svga->curr.rast->pointsize > 1.0 || |
| vs->base.info.writes_psize)) { |
| new_gs = add_point_sprite_shader(svga); |
| } |
| else { |
| /* use the user's GS */ |
| bind_gs_state(svga, svga->curr.user_gs); |
| } |
| } |
| else if (svga->curr.gs != svga->curr.user_gs) { |
| /* If current primitive type is not POINTS, then make sure |
| * we don't bind to any of the generated geometry shader |
| */ |
| bind_gs_state(svga, svga->curr.user_gs); |
| } |
| (void) new_gs; /* silence the unused var warning */ |
| |
| return PIPE_OK; |
| } |
| |
| struct svga_tracked_state svga_need_tgsi_transform = |
| { |
| "transform shader for optimization", |
| (SVGA_NEW_VS | |
| SVGA_NEW_FS | |
| SVGA_NEW_GS | |
| SVGA_NEW_REDUCED_PRIMITIVE | |
| SVGA_NEW_RAST), |
| update_tgsi_transform |
| }; |