/********************************************************** * 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, false, &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 };