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Diffstat (limited to 'src/gallium/drivers/svga/svga_state_fs.c')
-rw-r--r--src/gallium/drivers/svga/svga_state_fs.c282
1 files changed, 282 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_state_fs.c b/src/gallium/drivers/svga/svga_state_fs.c
new file mode 100644
index 0000000000..6ec38ed3e4
--- /dev/null
+++ b/src/gallium/drivers/svga/svga_state_fs.c
@@ -0,0 +1,282 @@
+/**********************************************************
+ * 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_inlines.h"
+#include "pipe/p_defines.h"
+#include "util/u_math.h"
+
+#include "svga_context.h"
+#include "svga_state.h"
+#include "svga_cmd.h"
+#include "svga_tgsi.h"
+
+#include "svga_hw_reg.h"
+
+
+
+static INLINE int compare_fs_keys( const struct svga_fs_compile_key *a,
+ const struct svga_fs_compile_key *b )
+{
+ unsigned keysize = svga_fs_key_size( a );
+ return memcmp( a, b, keysize );
+}
+
+
+static struct svga_shader_result *search_fs_key( struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key )
+{
+ struct svga_shader_result *result = fs->base.results;
+
+ assert(key);
+
+ for ( ; result; result = result->next) {
+ if (compare_fs_keys( key, &result->key.fkey ) == 0)
+ return result;
+ }
+
+ return NULL;
+}
+
+
+static enum pipe_error compile_fs( struct svga_context *svga,
+ struct svga_fragment_shader *fs,
+ const struct svga_fs_compile_key *key,
+ struct svga_shader_result **out_result )
+{
+ struct svga_shader_result *result;
+ enum pipe_error ret;
+
+ result = svga_translate_fragment_program( fs, key );
+ if (result == NULL) {
+ ret = PIPE_ERROR_OUT_OF_MEMORY;
+ goto fail;
+ }
+
+
+ ret = SVGA3D_DefineShader(svga->swc,
+ svga->state.next_fs_id,
+ SVGA3D_SHADERTYPE_PS,
+ result->tokens,
+ result->nr_tokens * sizeof result->tokens[0]);
+ if (ret)
+ goto fail;
+
+ *out_result = result;
+ result->id = svga->state.next_fs_id++;
+ result->next = fs->base.results;
+ fs->base.results = result;
+ return PIPE_OK;
+
+fail:
+ if (result)
+ svga_destroy_shader_result( result );
+ return ret;
+}
+
+/* The blend workaround for simulating logicop xor behaviour requires
+ * that the incoming fragment color be white. This change achieves
+ * that by hooking up a hard-wired fragment shader that just emits
+ * color 1,1,1,1
+ *
+ * This is a slightly incomplete solution as it assumes that the
+ * actual bound shader has no other effects beyond generating a
+ * fragment color. In particular shaders containing TEXKIL and/or
+ * depth-write will not have the correct behaviour, nor will those
+ * expecting to use alphatest.
+ *
+ * These are avoidable issues, but they are not much worse than the
+ * unavoidable ones associated with this technique, so it's not clear
+ * how much effort should be expended trying to resolve them - the
+ * ultimate result will still not be correct in most cases.
+ *
+ * Shader below was generated with:
+ * SVGA_DEBUG=tgsi ./mesa/progs/fp/fp-tri white.txt
+ */
+static int emit_white_fs( struct svga_context *svga )
+{
+ int ret;
+
+ /* ps_3_0
+ * def c0, 1.000000, 0.000000, 0.000000, 1.000000
+ * mov oC0, c0.x
+ * end
+ */
+ static const unsigned white_tokens[] = {
+ 0xffff0300,
+ 0x05000051,
+ 0xa00f0000,
+ 0x3f800000,
+ 0x00000000,
+ 0x00000000,
+ 0x3f800000,
+ 0x02000001,
+ 0x800f0800,
+ 0xa0000000,
+ 0x0000ffff,
+ };
+
+ ret = SVGA3D_DefineShader(svga->swc,
+ svga->state.next_fs_id,
+ SVGA3D_SHADERTYPE_PS,
+ white_tokens,
+ sizeof(white_tokens));
+ if (ret)
+ return ret;
+
+ svga->state.white_fs_id = svga->state.next_fs_id++;
+ return 0;
+}
+
+
+/* SVGA_NEW_TEXTURE_BINDING
+ * SVGA_NEW_RAST
+ * SVGA_NEW_NEED_SWTNL
+ * SVGA_NEW_SAMPLER
+ */
+static int make_fs_key( const struct svga_context *svga,
+ struct svga_fs_compile_key *key )
+{
+ int i;
+ int idx = 0;
+
+ memset(key, 0, sizeof *key);
+
+ /* Only need fragment shader fixup for twoside lighting if doing
+ * hwtnl. Otherwise the draw module does the whole job for us.
+ *
+ * SVGA_NEW_SWTNL
+ */
+ if (!svga->state.sw.need_swtnl) {
+ /* SVGA_NEW_RAST
+ */
+ key->light_twoside = svga->curr.rast->templ.light_twoside;
+ key->front_cw = (svga->curr.rast->templ.front_winding ==
+ PIPE_WINDING_CW);
+ }
+
+
+ /* XXX: want to limit this to the textures that the shader actually
+ * refers to.
+ *
+ * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
+ */
+ for (i = 0; i < svga->curr.num_textures; i++) {
+ if (svga->curr.texture[i]) {
+ assert(svga->curr.sampler[i]);
+ key->tex[i].texture_target = svga->curr.texture[i]->target;
+ if (!svga->curr.sampler[i]->normalized_coords) {
+ key->tex[i].width_height_idx = idx++;
+ key->tex[i].unnormalized = TRUE;
+ ++key->num_unnormalized_coords;
+ }
+ }
+ }
+ key->num_textures = svga->curr.num_textures;
+
+ idx = 0;
+ for (i = 0; i < svga->curr.num_samplers; ++i) {
+ if (svga->curr.sampler[i]) {
+ key->tex[i].compare_mode = svga->curr.sampler[i]->compare_mode;
+ key->tex[i].compare_func = svga->curr.sampler[i]->compare_func;
+ }
+ }
+
+ return 0;
+}
+
+
+
+static int emit_hw_fs( struct svga_context *svga,
+ unsigned dirty )
+{
+ struct svga_shader_result *result = NULL;
+ unsigned id = SVGA3D_INVALID_ID;
+ int ret = 0;
+
+ /* SVGA_NEW_BLEND
+ */
+ if (svga->curr.blend->need_white_fragments) {
+ if (svga->state.white_fs_id == SVGA3D_INVALID_ID) {
+ ret = emit_white_fs( svga );
+ if (ret)
+ return ret;
+ }
+ id = svga->state.white_fs_id;
+ }
+ else {
+ struct svga_fragment_shader *fs = svga->curr.fs;
+ struct svga_fs_compile_key key;
+
+ /* SVGA_NEW_TEXTURE_BINDING
+ * SVGA_NEW_RAST
+ * SVGA_NEW_NEED_SWTNL
+ * SVGA_NEW_SAMPLER
+ */
+ ret = make_fs_key( svga, &key );
+ if (ret)
+ return ret;
+
+ result = search_fs_key( fs, &key );
+ if (!result) {
+ ret = compile_fs( svga, fs, &key, &result );
+ if (ret)
+ return ret;
+ }
+
+ assert (result);
+ id = result->id;
+ }
+
+ assert(id != SVGA3D_INVALID_ID);
+
+ if (id != svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT]) {
+ ret = SVGA3D_SetShader(svga->swc,
+ SVGA3D_SHADERTYPE_PS,
+ id );
+ if (ret)
+ return ret;
+
+ svga->dirty |= SVGA_NEW_FS_RESULT;
+ svga->state.hw_draw.shader_id[PIPE_SHADER_FRAGMENT] = id;
+ svga->state.hw_draw.fs = result;
+ }
+
+ return 0;
+}
+
+struct svga_tracked_state svga_hw_fs =
+{
+ "fragment shader (hwtnl)",
+ (SVGA_NEW_FS |
+ SVGA_NEW_TEXTURE_BINDING |
+ SVGA_NEW_NEED_SWTNL |
+ SVGA_NEW_RAST |
+ SVGA_NEW_SAMPLER |
+ SVGA_NEW_BLEND),
+ emit_hw_fs
+};
+
+
+