/********************************************************** * 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_compiler.h" #include "pipe/p_shader_tokens.h" #include "pipe/p_defines.h" #include "tgsi/tgsi_parse.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_scan.h" #include "util/u_memory.h" #include "util/u_bitmask.h" #include "svgadump/svga_shader_dump.h" #include "svga_context.h" #include "svga_tgsi.h" #include "svga_tgsi_emit.h" #include "svga_debug.h" #include "svga_hw_reg.h" #include "svga3d_shaderdefs.h" /* Sinkhole used only in error conditions. */ static char err_buf[128]; #if 0 static void svga_destroy_shader_emitter( struct svga_shader_emitter *emit ) { if (emit->buf != err_buf) FREE(emit->buf); } #endif static boolean svga_shader_expand( struct svga_shader_emitter *emit ) { char *new_buf; unsigned newsize = emit->size * 2; if(emit->buf != err_buf) new_buf = REALLOC(emit->buf, emit->size, newsize); else new_buf = NULL; if (new_buf == NULL) { emit->ptr = err_buf; emit->buf = err_buf; emit->size = sizeof(err_buf); return FALSE; } emit->size = newsize; emit->ptr = new_buf + (emit->ptr - emit->buf); emit->buf = new_buf; return TRUE; } static INLINE boolean reserve( struct svga_shader_emitter *emit, unsigned nr_dwords ) { if (emit->ptr - emit->buf + nr_dwords * sizeof(unsigned) >= emit->size) { if (!svga_shader_expand( emit )) return FALSE; } return TRUE; } boolean svga_shader_emit_dword( struct svga_shader_emitter *emit, unsigned dword ) { if (!reserve(emit, 1)) return FALSE; *(unsigned *)emit->ptr = dword; emit->ptr += sizeof dword; return TRUE; } boolean svga_shader_emit_dwords( struct svga_shader_emitter *emit, const unsigned *dwords, unsigned nr ) { if (!reserve(emit, nr)) return FALSE; memcpy( emit->ptr, dwords, nr * sizeof *dwords ); emit->ptr += nr * sizeof *dwords; return TRUE; } boolean svga_shader_emit_opcode( struct svga_shader_emitter *emit, unsigned opcode ) { SVGA3dShaderInstToken *here; if (!reserve(emit, 1)) return FALSE; here = (SVGA3dShaderInstToken *)emit->ptr; here->value = opcode; if (emit->insn_offset) { SVGA3dShaderInstToken *prev = (SVGA3dShaderInstToken *)(emit->buf + emit->insn_offset); prev->size = (here - prev) - 1; } emit->insn_offset = emit->ptr - emit->buf; emit->ptr += sizeof(unsigned); return TRUE; } #define SVGA3D_PS_2X (SVGA3D_PS_20 | 1) #define SVGA3D_VS_2X (SVGA3D_VS_20 | 1) static boolean svga_shader_emit_header( struct svga_shader_emitter *emit ) { SVGA3dShaderVersion header; memset( &header, 0, sizeof header ); switch (emit->unit) { case PIPE_SHADER_FRAGMENT: header.value = emit->use_sm30 ? SVGA3D_PS_30 : SVGA3D_PS_2X; break; case PIPE_SHADER_VERTEX: header.value = emit->use_sm30 ? SVGA3D_VS_30 : SVGA3D_VS_2X; break; } return svga_shader_emit_dword( emit, header.value ); } /* Parse TGSI shader and translate to SVGA/DX9 serialized * representation. * * In this function SVGA shader is emitted to an in-memory buffer that * can be dynamically grown. Once we've finished and know how large * it is, it will be copied to a hardware buffer for upload. */ static struct svga_shader_result * svga_tgsi_translate( const struct svga_shader *shader, union svga_compile_key key, unsigned unit ) { struct svga_shader_result *result = NULL; struct svga_shader_emitter emit; int ret = 0; memset(&emit, 0, sizeof(emit)); emit.use_sm30 = shader->use_sm30; emit.size = 1024; emit.buf = MALLOC(emit.size); if (emit.buf == NULL) { ret = PIPE_ERROR_OUT_OF_MEMORY; goto fail; } emit.ptr = emit.buf; emit.unit = unit; emit.key = key; tgsi_scan_shader( shader->tokens, &emit.info); emit.imm_start = emit.info.file_max[TGSI_FILE_CONSTANT] + 1; if (unit == PIPE_SHADER_FRAGMENT) emit.imm_start += key.fkey.num_unnormalized_coords; if (unit == PIPE_SHADER_VERTEX) { emit.imm_start += key.vkey.need_prescale ? 2 : 0; emit.imm_start += key.vkey.num_zero_stride_vertex_elements; } emit.nr_hw_float_const = (emit.imm_start + emit.info.file_max[TGSI_FILE_IMMEDIATE] + 1); emit.nr_hw_temp = emit.info.file_max[TGSI_FILE_TEMPORARY] + 1; emit.in_main_func = TRUE; if (!svga_shader_emit_header( &emit )) goto fail; if (!svga_shader_emit_instructions( &emit, shader->tokens )) goto fail; result = CALLOC_STRUCT(svga_shader_result); if (result == NULL) goto fail; result->shader = shader; result->tokens = (const unsigned *)emit.buf; result->nr_tokens = (emit.ptr - emit.buf) / sizeof(unsigned); memcpy(&result->key, &key, sizeof key); result->id = UTIL_BITMASK_INVALID_INDEX; if (SVGA_DEBUG & DEBUG_TGSI) { debug_printf( "#####################################\n" ); debug_printf( "Shader %u below\n", shader->id ); tgsi_dump( shader->tokens, 0 ); if (SVGA_DEBUG & DEBUG_TGSI) { debug_printf( "Shader %u compiled below\n", shader->id ); svga_shader_dump( result->tokens, result->nr_tokens , FALSE ); } debug_printf( "#####################################\n" ); } return result; fail: FREE(result); FREE(emit.buf); return NULL; } struct svga_shader_result * svga_translate_fragment_program( const struct svga_fragment_shader *fs, const struct svga_fs_compile_key *fkey ) { union svga_compile_key key; memcpy(&key.fkey, fkey, sizeof *fkey); return svga_tgsi_translate( &fs->base, key, PIPE_SHADER_FRAGMENT ); } struct svga_shader_result * svga_translate_vertex_program( const struct svga_vertex_shader *vs, const struct svga_vs_compile_key *vkey ) { union svga_compile_key key; memcpy(&key.vkey, vkey, sizeof *vkey); return svga_tgsi_translate( &vs->base, key, PIPE_SHADER_VERTEX ); } void svga_destroy_shader_result( struct svga_shader_result *result ) { FREE((unsigned *)result->tokens); FREE(result); }