blob: 28f2ae403dd956d2492d01d765edcd1002456db8 [file] [log] [blame]
/**********************************************************
* Copyright 2018-2020 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_simple_shaders.h"
#include "svga_context.h"
#include "svga_cmd.h"
#include "svga_tgsi.h"
#include "svga_shader.h"
/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
compile_tcs(struct svga_context *svga,
struct svga_tcs_shader *tcs,
const struct svga_compile_key *key,
struct svga_shader_variant **out_variant)
{
struct svga_shader_variant *variant;
enum pipe_error ret = PIPE_ERROR;
variant = svga_tgsi_vgpu10_translate(svga, &tcs->base, key,
PIPE_SHADER_TESS_CTRL);
if (!variant)
return PIPE_ERROR;
ret = svga_define_shader(svga, variant);
if (ret != PIPE_OK) {
svga_destroy_shader_variant(svga, variant);
return ret;
}
*out_variant = variant;
return PIPE_OK;
}
static void
make_tcs_key(struct svga_context *svga, struct svga_compile_key *key)
{
struct svga_tcs_shader *tcs = svga->curr.tcs;
memset(key, 0, sizeof *key);
/*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
svga_init_shader_key_common(svga, PIPE_SHADER_TESS_CTRL, &tcs->base, key);
/* SVGA_NEW_TCS_PARAM */
key->tcs.vertices_per_patch = svga->curr.vertices_per_patch;
/* The tessellator parameters come from the layout section in the
* tessellation evaluation shader. Get these parameters from the
* current tessellation evaluation shader variant.
* Note: this requires the tessellation evaluation shader to be
* compiled first.
*/
struct svga_tes_variant *tes = svga_tes_variant(svga->state.hw_draw.tes);
key->tcs.prim_mode = tes->prim_mode;
key->tcs.spacing = tes->spacing;
key->tcs.vertices_order_cw = tes->vertices_order_cw;
key->tcs.point_mode = tes->point_mode;
/* The number of control point output from tcs is determined by the
* number of control point input expected in tes. If tes does not expect
* any control point input, then vertices_per_patch in the tes key will
* be 0, otherwise it will contain the number of vertices out as specified
* in the tcs property.
*/
key->tcs.vertices_out = tes->base.key.tes.vertices_per_patch;
if (svga->tcs.passthrough)
key->tcs.passthrough = 1;
key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
/* tcs is always followed by tes */
key->last_vertex_stage = 0;
}
static enum pipe_error
emit_hw_tcs(struct svga_context *svga, uint64_t dirty)
{
struct svga_shader_variant *variant;
struct svga_tcs_shader *tcs = svga->curr.tcs;
enum pipe_error ret = PIPE_OK;
struct svga_compile_key key;
assert(svga_have_sm5(svga));
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITTCS);
if (!tcs) {
/* If there is no active tcs, then there should not be
* active tes either
*/
assert(!svga->curr.tes);
if (svga->state.hw_draw.tcs != NULL) {
/** The previous tessellation control shader is made inactive.
* Needs to unbind the tessellation control shader.
*/
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_HS, NULL);
if (ret != PIPE_OK)
goto done;
svga->state.hw_draw.tcs = NULL;
}
goto done;
}
make_tcs_key(svga, &key);
/* See if we already have a TCS variant that matches the key */
variant = svga_search_shader_key(&tcs->base, &key);
if (!variant) {
ret = compile_tcs(svga, tcs, &key, &variant);
if (ret != PIPE_OK)
goto done;
/* insert the new variant at head of linked list */
assert(variant);
variant->next = tcs->base.variants;
tcs->base.variants = variant;
}
if (variant != svga->state.hw_draw.tcs) {
/* Bind the new variant */
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_HS, variant);
if (ret != PIPE_OK)
goto done;
svga->rebind.flags.tcs = FALSE;
svga->dirty |= SVGA_NEW_TCS_VARIANT;
svga->state.hw_draw.tcs = variant;
}
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
return ret;
}
struct svga_tracked_state svga_hw_tcs =
{
"tessellation control shader (hwtnl)",
(SVGA_NEW_VS |
SVGA_NEW_TCS |
SVGA_NEW_TES |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_SAMPLER |
SVGA_NEW_RAST),
emit_hw_tcs
};
/**
* Translate TGSI shader into an svga shader variant.
*/
static enum pipe_error
compile_tes(struct svga_context *svga,
struct svga_tes_shader *tes,
const struct svga_compile_key *key,
struct svga_shader_variant **out_variant)
{
struct svga_shader_variant *variant;
enum pipe_error ret = PIPE_ERROR;
variant = svga_tgsi_vgpu10_translate(svga, &tes->base, key,
PIPE_SHADER_TESS_EVAL);
if (!variant)
return PIPE_ERROR;
ret = svga_define_shader(svga, variant);
if (ret != PIPE_OK) {
svga_destroy_shader_variant(svga, variant);
return ret;
}
*out_variant = variant;
return PIPE_OK;
}
static void
make_tes_key(struct svga_context *svga, struct svga_compile_key *key)
{
struct svga_tes_shader *tes = svga->curr.tes;
boolean has_control_point_inputs = FALSE;
memset(key, 0, sizeof *key);
/*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
svga_init_shader_key_common(svga, PIPE_SHADER_TESS_EVAL, &tes->base, key);
assert(svga->curr.tcs);
/*
* Check if this tes expects any output control points from tcs.
*/
for (unsigned i = 0; i < tes->base.info.num_inputs; i++) {
switch (tes->base.info.input_semantic_name[i]) {
case TGSI_SEMANTIC_PATCH:
case TGSI_SEMANTIC_TESSOUTER:
case TGSI_SEMANTIC_TESSINNER:
break;
default:
has_control_point_inputs = TRUE;
}
}
key->tes.vertices_per_patch = has_control_point_inputs ?
svga->curr.tcs->base.info.properties[TGSI_PROPERTY_TCS_VERTICES_OUT] : 0;
key->tes.need_prescale = svga->state.hw_clear.prescale[0].enabled &&
(svga->curr.gs == NULL);
/* tcs emits tessellation factors as extra outputs.
* Since tes depends on them, save the tessFactor output index
* from tcs in the tes compile key, so that if a different
* tcs is bound and if the tessFactor index is different,
* a different tes variant will be generated.
*/
key->tes.tessfactor_index = svga->curr.tcs->base.info.num_outputs;
key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
/* This is the last vertex stage if there is no geometry shader. */
key->last_vertex_stage = !svga->curr.gs;
key->tes.need_tessinner = 0;
key->tes.need_tessouter = 0;
for (unsigned i = 0; i < svga->curr.tcs->base.info.num_outputs; i++) {
switch (svga->curr.tcs->base.info.output_semantic_name[i]) {
case TGSI_SEMANTIC_TESSOUTER:
key->tes.need_tessouter = 1;
break;
case TGSI_SEMANTIC_TESSINNER:
key->tes.need_tessinner = 1;
break;
default:
break;
}
}
}
static void
get_passthrough_tcs(struct svga_context *svga)
{
if (svga->tcs.passthrough_tcs &&
svga->tcs.vs == svga->curr.vs &&
svga->tcs.tes == svga->curr.tes &&
svga->tcs.vertices_per_patch == svga->curr.vertices_per_patch) {
svga->pipe.bind_tcs_state(&svga->pipe,
svga->tcs.passthrough_tcs);
}
else {
struct svga_tcs_shader *new_tcs;
/* delete older passthrough shader*/
if (svga->tcs.passthrough_tcs) {
svga->pipe.delete_tcs_state(&svga->pipe,
svga->tcs.passthrough_tcs);
}
new_tcs = (struct svga_tcs_shader *)
util_make_tess_ctrl_passthrough_shader(&svga->pipe,
svga->curr.vs->base.info.num_outputs,
svga->curr.tes->base.info.num_inputs,
svga->curr.vs->base.info.output_semantic_name,
svga->curr.vs->base.info.output_semantic_index,
svga->curr.tes->base.info.input_semantic_name,
svga->curr.tes->base.info.input_semantic_index,
svga->curr.vertices_per_patch);
svga->pipe.bind_tcs_state(&svga->pipe, new_tcs);
svga->tcs.passthrough_tcs = new_tcs;
svga->tcs.vs = svga->curr.vs;
svga->tcs.tes = svga->curr.tes;
svga->tcs.vertices_per_patch = svga->curr.vertices_per_patch;
}
struct pipe_constant_buffer cb;
cb.buffer = NULL;
cb.user_buffer = (void *) svga->curr.default_tesslevels;
cb.buffer_offset = 0;
cb.buffer_size = 2 * 4 * sizeof(float);
svga->pipe.set_constant_buffer(&svga->pipe, PIPE_SHADER_TESS_CTRL, 0, &cb);
}
static enum pipe_error
emit_hw_tes(struct svga_context *svga, uint64_t dirty)
{
struct svga_shader_variant *variant;
struct svga_tes_shader *tes = svga->curr.tes;
enum pipe_error ret = PIPE_OK;
struct svga_compile_key key;
assert(svga_have_sm5(svga));
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_EMITTES);
if (!tes) {
/* The GL spec implies that TES is optional when there's a TCS,
* but that's apparently a spec error. Assert if we have a TCS
* but no TES.
*/
assert(!svga->curr.tcs);
if (svga->state.hw_draw.tes != NULL) {
/** The previous tessellation evaluation shader is made inactive.
* Needs to unbind the tessellation evaluation shader.
*/
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_DS, NULL);
if (ret != PIPE_OK)
goto done;
svga->state.hw_draw.tes = NULL;
}
goto done;
}
if (!svga->curr.tcs) {
/* TES state is processed before the TCS
* shader and that's why we're checking for and creating the
* passthough TCS in the emit_hw_tes() function.
*/
get_passthrough_tcs(svga);
svga->tcs.passthrough = TRUE;
}
else {
svga->tcs.passthrough = FALSE;
}
make_tes_key(svga, &key);
/* See if we already have a TES variant that matches the key */
variant = svga_search_shader_key(&tes->base, &key);
if (!variant) {
ret = compile_tes(svga, tes, &key, &variant);
if (ret != PIPE_OK)
goto done;
/* insert the new variant at head of linked list */
assert(variant);
variant->next = tes->base.variants;
tes->base.variants = variant;
}
if (variant != svga->state.hw_draw.tes) {
/* Bind the new variant */
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_DS, variant);
if (ret != PIPE_OK)
goto done;
svga->rebind.flags.tes = FALSE;
svga->dirty |= SVGA_NEW_TES_VARIANT;
svga->state.hw_draw.tes = variant;
}
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
return ret;
}
struct svga_tracked_state svga_hw_tes =
{
"tessellation evaluation shader (hwtnl)",
/* TBD SVGA_NEW_VS/SVGA_NEW_FS/SVGA_NEW_GS are required or not*/
(SVGA_NEW_VS |
SVGA_NEW_FS |
SVGA_NEW_GS |
SVGA_NEW_TCS |
SVGA_NEW_TES |
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_SAMPLER |
SVGA_NEW_RAST),
emit_hw_tes
};