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/**********************************************************
* 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.
*
**********************************************************/
#ifndef SVGA_SHADER_H
#define SVGA_SHADER_H
#include "svga3d_reg.h"
#include "svga_context.h"
#include "svga_streamout.h"
/**
* We use a 64-bit mask to keep track of the generic indexes.
* This is the maximum semantic index for a TGSI GENERIC[i] register.
*/
#define MAX_GENERIC_VARYING 64
struct svga_context;
struct svga_compile_key
{
/* vertex shader only */
struct {
uint64_t fs_generic_inputs;
unsigned passthrough:1;
unsigned need_prescale:1;
unsigned undo_viewport:1;
unsigned allow_psiz:1;
unsigned need_vertex_id_bias:1;
/** The following are all 32-bit bitmasks (per VS input) */
unsigned adjust_attrib_range;
unsigned attrib_is_pure_int;
unsigned adjust_attrib_w_1;
unsigned adjust_attrib_itof;
unsigned adjust_attrib_utof;
unsigned attrib_is_bgra;
unsigned attrib_puint_to_snorm;
unsigned attrib_puint_to_uscaled;
unsigned attrib_puint_to_sscaled;
} vs;
/* geometry shader only */
struct {
uint64_t vs_generic_outputs;
unsigned need_prescale:1;
unsigned writes_psize:1;
unsigned wide_point:1;
unsigned writes_viewport_index:1;
unsigned num_prescale:5;
} gs;
/* fragment shader only */
struct {
uint64_t vs_generic_outputs;
uint64_t gs_generic_outputs;
unsigned light_twoside:1;
unsigned front_ccw:1;
unsigned white_fragments:1;
unsigned alpha_to_one:1;
unsigned flatshade:1;
unsigned pstipple:1;
unsigned alpha_func:4; /**< SVGA3D_CMP_x */
unsigned write_color0_to_n_cbufs:4;
unsigned aa_point:1;
unsigned layer_to_zero:1;
int aa_point_coord_index;
float alpha_ref;
} fs;
/* tessellation control shader */
struct {
unsigned vertices_per_patch:8;
unsigned vertices_out:8;
enum pipe_prim_type prim_mode:8;
enum pipe_tess_spacing spacing:3;
unsigned vertices_order_cw:1;
unsigned point_mode:1;
unsigned passthrough:1;
} tcs;
/* tessellation evaluation shader */
struct {
unsigned vertices_per_patch:8;
unsigned tessfactor_index:8;
unsigned need_prescale:1;
unsigned need_tessouter:1;
unsigned need_tessinner:1;
} tes;
/* compute shader */
struct {
unsigned grid_size[3];
} cs;
/* any shader type */
int8_t generic_remap_table[MAX_GENERIC_VARYING];
unsigned num_textures:8;
unsigned num_unnormalized_coords:8;
unsigned clip_plane_enable:PIPE_MAX_CLIP_PLANES;
unsigned last_vertex_stage:1;
unsigned clamp_vertex_color:1;
unsigned sprite_origin_lower_left:1;
uint16_t sprite_coord_enable;
struct {
unsigned compare_mode:1;
unsigned compare_func:3;
unsigned unnormalized:1;
unsigned texel_bias:1;
unsigned width_height_idx:5; /**< texture unit */
unsigned is_array:1;
unsigned swizzle_r:3;
unsigned swizzle_g:3;
unsigned swizzle_b:3;
unsigned swizzle_a:3;
unsigned num_samples:5; /**< Up to 16 samples */
unsigned target:4;
unsigned sampler_return_type:4;
unsigned sampler_view:1;
} tex[PIPE_MAX_SAMPLERS];
/* Note: svga_compile_keys_equal() depends on the variable-size
* tex[] array being at the end of this structure.
*/
};
/* A key for a variant of token string of a shader */
struct svga_token_key {
struct {
unsigned sprite_coord_enable:24;
unsigned sprite_origin_upper_left:1;
unsigned point_pos_stream_out:1;
unsigned writes_psize:1;
unsigned aa_point:1;
} gs;
struct {
unsigned write_position:1;
} vs;
unsigned dynamic_indexing:1;
};
/**
* A single TGSI shader may be compiled into different variants of
* SVGA3D shaders depending on the compile key. Each user shader
* will have a linked list of these variants.
*/
struct svga_shader_variant
{
const struct svga_shader *shader;
/** Parameters used to generate this variant */
struct svga_compile_key key;
/* svga shader type */
SVGA3dShaderType type;
/* Compiled shader tokens:
*/
const unsigned *tokens;
unsigned nr_tokens;
/* shader signature */
unsigned signatureLen;
SVGA3dDXShaderSignatureHeader *signature;
/** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
* SVGA_3D_CMD_SET_SHADER and SVGA_3D_CMD_SHADER_DESTROY.
*/
unsigned id;
/** Start of extra constants (number of float[4] constants) */
unsigned extra_const_start;
/* GB object buffer containing the bytecode */
struct svga_winsys_gb_shader *gb_shader;
/** Next variant */
struct svga_shader_variant *next;
};
/**
* Shader variant for fragment shader
*/
struct svga_fs_variant
{
struct svga_shader_variant base;
boolean uses_flat_interp; /** TRUE if flat interpolation qualifier is
* applied to any of the varyings.
*/
/** Is the color output just a constant value? (fragment shader only) */
boolean constant_color_output;
/** Bitmask indicating which texture units are doing the shadow
* comparison test in the shader rather than the sampler state.
*/
unsigned fs_shadow_compare_units;
/** For FS-based polygon stipple */
unsigned pstipple_sampler_unit;
};
/**
* Shader variant for geometry shader
*/
struct svga_gs_variant
{
struct svga_shader_variant base;
};
/**
* Shader variant for vertex shader
*/
struct svga_vs_variant
{
struct svga_shader_variant base;
};
/**
* Shader variant for tessellation evaluation shader
*/
struct svga_tes_variant
{
struct svga_shader_variant base;
enum pipe_prim_type prim_mode:8;
enum pipe_tess_spacing spacing:3;
unsigned vertices_order_cw:1;
unsigned point_mode:1;
};
/**
* Shader variant for tessellation control shader
*/
struct svga_tcs_variant
{
struct svga_shader_variant base;
};
/**
* Shader variant for compute shader
*/
struct svga_cs_variant
{
struct svga_shader_variant base;
};
struct svga_shader
{
const struct tgsi_token *tokens;
struct svga_token_key token_key; /* token key for the token string */
struct tgsi_shader_info info;
/* List of shaders with tokens derived from the same token string */
struct svga_shader *next;
struct svga_shader *parent; /* shader with the original token string */
struct svga_stream_output *stream_output;
/** Head of linked list of compiled variants */
struct svga_shader_variant *variants;
unsigned id; /**< for debugging only */
};
struct svga_fragment_shader
{
struct svga_shader base;
struct draw_fragment_shader *draw_shader;
/** Mask of which generic varying variables are read by this shader */
uint64_t generic_inputs;
/** Table mapping original TGSI generic indexes to low integers */
int8_t generic_remap_table[MAX_GENERIC_VARYING];
};
struct svga_vertex_shader
{
struct svga_shader base;
struct draw_vertex_shader *draw_shader;
/** Mask of which generic varying variables are written by this shader */
uint64_t generic_outputs;
/** Generated geometry shader that goes with this vertex shader */
struct svga_geometry_shader *gs;
};
struct svga_geometry_shader
{
struct svga_shader base;
struct draw_geometry_shader *draw_shader;
/** Table mapping original TGSI generic indexes to low integers */
int8_t generic_remap_table[MAX_GENERIC_VARYING];
uint64_t generic_outputs;
unsigned aa_point_coord_index; /* generic index for aa point coord */
unsigned wide_point:1; /* set if the shader emulates wide point */
};
struct svga_tcs_shader
{
struct svga_shader base;
/** Mask of which generic varying variables are written by this shader */
uint64_t generic_outputs;
};
struct svga_tes_shader
{
struct svga_shader base;
/** Mask of which generic varying variables are written by this shader */
uint64_t generic_inputs;
};
struct svga_compute_shader
{
struct svga_shader base;
};
static inline boolean
svga_compile_keys_equal(const struct svga_compile_key *a,
const struct svga_compile_key *b)
{
unsigned key_size =
(const char *) &a->tex[a->num_textures] - (const char *) a;
return memcmp(a, b, key_size) == 0;
}
uint64_t
svga_get_generic_inputs_mask(const struct tgsi_shader_info *info);
uint64_t
svga_get_generic_outputs_mask(const struct tgsi_shader_info *info);
void
svga_remap_generics(uint64_t generics_mask,
int8_t remap_table[MAX_GENERIC_VARYING]);
int
svga_remap_generic_index(int8_t remap_table[MAX_GENERIC_VARYING],
int generic_index);
void
svga_init_shader_key_common(const struct svga_context *svga,
enum pipe_shader_type shader_type,
const struct svga_shader *shader,
struct svga_compile_key *key);
struct svga_shader_variant *
svga_search_shader_key(const struct svga_shader *shader,
const struct svga_compile_key *key);
struct svga_shader *
svga_search_shader_token_key(struct svga_shader *shader,
const struct svga_token_key *key);
enum pipe_error
svga_define_shader(struct svga_context *svga,
struct svga_shader_variant *variant);
enum pipe_error
svga_set_shader(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant);
struct svga_shader_variant *
svga_new_shader_variant(struct svga_context *svga, enum pipe_shader_type type);
void
svga_destroy_shader_variant(struct svga_context *svga,
struct svga_shader_variant *variant);
enum pipe_error
svga_rebind_shaders(struct svga_context *svga);
/**
* Check if a shader's bytecode exceeds the device limits.
*/
static inline boolean
svga_shader_too_large(const struct svga_context *svga,
const struct svga_shader_variant *variant)
{
if (svga_have_gb_objects(svga)) {
return FALSE;
}
if (variant->nr_tokens * sizeof(variant->tokens[0])
+ sizeof(SVGA3dCmdDefineShader) + sizeof(SVGA3dCmdHeader)
< SVGA_CB_MAX_COMMAND_SIZE) {
return FALSE;
}
return TRUE;
}
/**
* Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_*
*/
static inline SVGA3dShaderType
svga_shader_type(enum pipe_shader_type shader)
{
switch (shader) {
case PIPE_SHADER_VERTEX:
return SVGA3D_SHADERTYPE_VS;
case PIPE_SHADER_GEOMETRY:
return SVGA3D_SHADERTYPE_GS;
case PIPE_SHADER_FRAGMENT:
return SVGA3D_SHADERTYPE_PS;
case PIPE_SHADER_TESS_CTRL:
return SVGA3D_SHADERTYPE_HS;
case PIPE_SHADER_TESS_EVAL:
return SVGA3D_SHADERTYPE_DS;
case PIPE_SHADER_COMPUTE:
return SVGA3D_SHADERTYPE_CS;
default:
assert(!"Invalid shader type");
return SVGA3D_SHADERTYPE_VS;
}
}
/** Does the current VS have stream output? */
static inline boolean
svga_have_vs_streamout(const struct svga_context *svga)
{
return svga->curr.vs != NULL && svga->curr.vs->base.stream_output != NULL;
}
/** Does the current GS have stream output? */
static inline boolean
svga_have_gs_streamout(const struct svga_context *svga)
{
return svga->curr.gs != NULL && svga->curr.gs->base.stream_output != NULL;
}
static inline struct svga_fs_variant *
svga_fs_variant(struct svga_shader_variant *variant)
{
assert(!variant || variant->type == SVGA3D_SHADERTYPE_PS);
return (struct svga_fs_variant *)variant;
}
static inline struct svga_tes_variant *
svga_tes_variant(struct svga_shader_variant *variant)
{
assert(!variant || variant->type == SVGA3D_SHADERTYPE_DS);
return (struct svga_tes_variant *)variant;
}
static inline struct svga_cs_variant *
svga_cs_variant(struct svga_shader_variant *variant)
{
assert(!variant || variant->type == SVGA3D_SHADERTYPE_CS);
return (struct svga_cs_variant *)variant;
}
/* Returns TRUE if we are currently using flat shading.
*/
static inline boolean
svga_is_using_flat_shading(const struct svga_context *svga)
{
return
svga->state.hw_draw.fs ?
svga_fs_variant(svga->state.hw_draw.fs)->uses_flat_interp : FALSE;
}
#endif /* SVGA_SHADER_H */
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