/**********************************************************
* 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 "draw/draw_context.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_text.h"
#include "svga_context.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
#include "svga_debug.h"
#include "svga_shader.h"
#include "svga_streamout.h"
/**
* Substitute a debug shader.
*/
static const struct tgsi_token *
substitute_vs(unsigned shader_id, const struct tgsi_token *old_tokens)
{
#if 0
if (shader_id == 12) {
static struct tgsi_token tokens[300];
const char *text =
"VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL IN[2]\n"
"DCL OUT[0], POSITION\n"
"DCL TEMP[0..4]\n"
"IMM FLT32 { 1.0000, 1.0000, 1.0000, 1.0000 }\n"
"IMM FLT32 { 0.45, 1.0000, 1.0000, 1.0000 }\n"
"IMM FLT32 { 1.297863, 0.039245, 0.035993, 0.035976}\n"
"IMM FLT32 { -0.019398, 1.696131, -0.202151, -0.202050 }\n"
"IMM FLT32 { 0.051711, -0.348713, -0.979204, -0.978714 }\n"
"IMM FLT32 { 0.000000, 0.000003, 139.491577, 141.421356 }\n"
"DCL CONST[0..7]\n"
"DCL CONST[9..16]\n"
" MOV TEMP[2], IMM[0]\n"
" MOV TEMP[2].xyz, IN[2]\n"
" MOV TEMP[2].xyz, IN[0]\n"
" MOV TEMP[2].xyz, IN[1]\n"
" MUL TEMP[1], IMM[3], TEMP[2].yyyy\n"
" MAD TEMP[3], IMM[2], TEMP[2].xxxx, TEMP[1]\n"
" MAD TEMP[1], IMM[4], TEMP[2].zzzz, TEMP[3]\n"
" MAD TEMP[4], IMM[5], TEMP[2].wwww, TEMP[1]\n"
" MOV OUT[0], TEMP[4]\n"
" END\n";
if (!tgsi_text_translate(text,
tokens,
ARRAY_SIZE(tokens)))
{
assert(0);
return NULL;
}
return tokens;
}
#endif
return old_tokens;
}
static void *
svga_create_vs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct svga_context *svga = svga_context(pipe);
struct svga_vertex_shader *vs = CALLOC_STRUCT(svga_vertex_shader);
if (!vs)
return NULL;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEVS);
/* substitute a debug shader?
*/
vs->base.tokens = tgsi_dup_tokens(substitute_vs(svga->debug.shader_id,
templ->tokens));
/* Collect basic info that we'll need later:
*/
tgsi_scan_shader(vs->base.tokens, &vs->base.info);
{
/* Need to do construct a new template in case we substitued a
* debug shader.
*/
struct pipe_shader_state tmp2 = *templ;
tmp2.tokens = vs->base.tokens;
vs->draw_shader = draw_create_vertex_shader(svga->swtnl.draw, &tmp2);
}
vs->base.id = svga->debug.shader_id++;
vs->generic_outputs = svga_get_generic_outputs_mask(&vs->base.info);
/* check for any stream output declarations */
if (templ->stream_output.num_outputs) {
vs->base.stream_output = svga_create_stream_output(svga, &vs->base,
&templ->stream_output);
}
SVGA_STATS_TIME_POP(svga_sws(svga));
return vs;
}
static void
svga_bind_vs_state(struct pipe_context *pipe, void *shader)
{
struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
struct svga_context *svga = svga_context(pipe);
if (vs == svga->curr.vs)
return;
/* If the currently bound vertex shader has a generated geometry shader,
* then unbind the geometry shader before binding a new vertex shader.
* We need to unbind the geometry shader here because there is no
* pipe_shader associated with the generated geometry shader.
*/
if (svga->curr.vs != NULL && svga->curr.vs->gs != NULL)
svga->pipe.bind_gs_state(&svga->pipe, NULL);
svga->curr.vs = vs;
svga->dirty |= SVGA_NEW_VS;
}
static void
svga_delete_vs_state(struct pipe_context *pipe, void *shader)
{
struct svga_context *svga = svga_context(pipe);
struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
struct svga_shader_variant *variant, *tmp;
enum pipe_error ret;
svga_hwtnl_flush_retry(svga);
assert(vs->base.parent == NULL);
/* Check if there is a generated geometry shader to go with this
* vertex shader. If there is, then delete the geometry shader as well.
*/
if (vs->gs != NULL) {
svga->pipe.delete_gs_state(&svga->pipe, vs->gs);
}
if (vs->base.stream_output != NULL)
svga_delete_stream_output(svga, vs->base.stream_output);
draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);
for (variant = vs->base.variants; variant; variant = tmp) {
tmp = variant->next;
/* Check if deleting currently bound shader */
if (variant == svga->state.hw_draw.vs) {
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL);
assert(ret == PIPE_OK);
}
svga->state.hw_draw.vs = NULL;
}
ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
assert(ret == PIPE_OK);
}
}
FREE((void *)vs->base.tokens);
FREE(vs);
}
void
svga_init_vs_functions(struct svga_context *svga)
{
svga->pipe.create_vs_state = svga_create_vs_state;
svga->pipe.bind_vs_state = svga_bind_vs_state;
svga->pipe.delete_vs_state = svga_delete_vs_state;
}