blob: 0b2d8af64d99fd73daa54bfb51d9e3caadc05562 [file] [log] [blame]
/**********************************************************
* Copyright 2008-2009 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, 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 "pipe/p_compiler.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_defines.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_scan.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "svgadump/svga_shader_dump.h"
#include "svga_context.h"
#include "svga_shader.h"
#include "svga_tgsi.h"
#include "svga_tgsi_emit.h"
#include "svga_debug.h"
#include "svga_hw_reg.h"
#include "svga3d_shaderdefs.h"
/* Sinkhole used only in error conditions.
*/
static char err_buf[128];
static boolean
svga_shader_expand(struct svga_shader_emitter *emit)
{
char *new_buf;
unsigned newsize = emit->size * 2;
if (emit->buf != err_buf)
new_buf = REALLOC(emit->buf, emit->size, newsize);
else
new_buf = NULL;
if (!new_buf) {
emit->ptr = err_buf;
emit->buf = err_buf;
emit->size = sizeof(err_buf);
return FALSE;
}
emit->size = newsize;
emit->ptr = new_buf + (emit->ptr - emit->buf);
emit->buf = new_buf;
return TRUE;
}
static inline boolean
reserve(struct svga_shader_emitter *emit, unsigned nr_dwords)
{
if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) {
if (!svga_shader_expand(emit)) {
return FALSE;
}
}
return TRUE;
}
boolean
svga_shader_emit_dword(struct svga_shader_emitter * emit, unsigned dword)
{
if (!reserve(emit, 1))
return FALSE;
*(unsigned *) emit->ptr = dword;
emit->ptr += sizeof dword;
return TRUE;
}
boolean
svga_shader_emit_dwords(struct svga_shader_emitter * emit,
const unsigned *dwords, unsigned nr)
{
if (!reserve(emit, nr))
return FALSE;
memcpy(emit->ptr, dwords, nr * sizeof *dwords);
emit->ptr += nr * sizeof *dwords;
return TRUE;
}
boolean
svga_shader_emit_opcode(struct svga_shader_emitter * emit, unsigned opcode)
{
SVGA3dShaderInstToken *here;
if (!reserve(emit, 1))
return FALSE;
here = (SVGA3dShaderInstToken *) emit->ptr;
here->value = opcode;
if (emit->insn_offset) {
SVGA3dShaderInstToken *prev =
(SVGA3dShaderInstToken *) (emit->buf + emit->insn_offset);
prev->size = (here - prev) - 1;
}
emit->insn_offset = emit->ptr - emit->buf;
emit->ptr += sizeof(unsigned);
return TRUE;
}
static boolean
svga_shader_emit_header(struct svga_shader_emitter *emit)
{
SVGA3dShaderVersion header;
memset(&header, 0, sizeof header);
switch (emit->unit) {
case PIPE_SHADER_FRAGMENT:
header.value = SVGA3D_PS_30;
break;
case PIPE_SHADER_VERTEX:
header.value = SVGA3D_VS_30;
break;
}
return svga_shader_emit_dword(emit, header.value);
}
/**
* Parse TGSI shader and translate to SVGA/DX9 serialized
* representation.
*
* In this function SVGA shader is emitted to an in-memory buffer that
* can be dynamically grown. Once we've finished and know how large
* it is, it will be copied to a hardware buffer for upload.
*/
struct svga_shader_variant *
svga_tgsi_vgpu9_translate(struct svga_context *svga,
const struct svga_shader *shader,
const struct svga_compile_key *key, unsigned unit)
{
struct svga_shader_variant *variant = NULL;
struct svga_shader_emitter emit;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_TGSIVGPU9TRANSLATE);
memset(&emit, 0, sizeof(emit));
emit.size = 1024;
emit.buf = MALLOC(emit.size);
if (emit.buf == NULL) {
goto fail;
}
emit.ptr = emit.buf;
emit.unit = unit;
emit.key = *key;
tgsi_scan_shader(shader->tokens, &emit.info);
emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1;
if (unit == PIPE_SHADER_FRAGMENT)
emit.imm_start += key->num_unnormalized_coords;
if (unit == PIPE_SHADER_VERTEX) {
emit.imm_start += key->vs.need_prescale ? 2 : 0;
}
emit.nr_hw_float_const =
(emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1);
emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1;
if (emit.nr_hw_temp >= SVGA3D_TEMPREG_MAX) {
debug_printf("svga: too many temporary registers (%u)\n",
emit.nr_hw_temp);
goto fail;
}
if (emit.info.indirect_files & (1 << TGSI_FILE_TEMPORARY)) {
debug_printf(
"svga: indirect indexing of temporary registers is not supported.\n");
goto fail;
}
emit.in_main_func = TRUE;
if (!svga_shader_emit_header(&emit)) {
debug_printf("svga: emit header failed\n");
goto fail;
}
if (!svga_shader_emit_instructions(&emit, shader->tokens)) {
debug_printf("svga: emit instructions failed\n");
goto fail;
}
variant = svga_new_shader_variant(svga);
if (!variant)
goto fail;
variant->shader = shader;
variant->tokens = (const unsigned *) emit.buf;
variant->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned);
memcpy(&variant->key, key, sizeof(*key));
variant->id = UTIL_BITMASK_INVALID_INDEX;
variant->pstipple_sampler_unit = emit.pstipple_sampler_unit;
/* If there was exactly one write to a fragment shader output register
* and it came from a constant buffer, we know all fragments will have
* the same color (except for blending).
*/
variant->constant_color_output =
emit.constant_color_output && emit.num_output_writes == 1;
#if 0
if (!svga_shader_verify(variant->tokens, variant->nr_tokens) ||
SVGA_DEBUG & DEBUG_TGSI) {
debug_printf("#####################################\n");
debug_printf("Shader %u below\n", shader->id);
tgsi_dump(shader->tokens, 0);
if (SVGA_DEBUG & DEBUG_TGSI) {
debug_printf("Shader %u compiled below\n", shader->id);
svga_shader_dump(variant->tokens, variant->nr_tokens, FALSE);
}
debug_printf("#####################################\n");
}
#endif
goto done;
fail:
FREE(variant);
if (emit.buf != err_buf)
FREE(emit.buf);
variant = NULL;
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
return variant;
}