1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
|
/**************************************************************************
*
* Copyright 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 "shaders_cache.h"
#include "vg_context.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "tgsi/tgsi_build.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_util.h"
#include "tgsi/tgsi_text.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_debug.h"
#include "cso_cache/cso_hash.h"
#include "cso_cache/cso_context.h"
#include "VG/openvg.h"
#include "asm_fill.h"
/* Essentially we construct an ubber-shader based on the state
* of the pipeline. The stages are:
* 1) Paint generation (color/gradient/pattern)
* 2) Image composition (normal/multiply/stencil)
* 3) Color transform
* 4) Per-channel alpha generation
* 5) Extended blend (multiply/screen/darken/lighten)
* 6) Mask
* 7) Premultiply/Unpremultiply
* 8) Color transform (to black and white)
*/
#define SHADER_STAGES 8
struct cached_shader {
void *driver_shader;
struct pipe_shader_state state;
};
struct shaders_cache {
struct vg_context *pipe;
struct cso_hash *hash;
};
static INLINE struct tgsi_token *tokens_from_assembly(const char *txt, int num_tokens)
{
struct tgsi_token *tokens;
tokens = (struct tgsi_token *) MALLOC(num_tokens * sizeof(tokens[0]));
tgsi_text_translate(txt, tokens, num_tokens);
#if DEBUG_SHADERS
tgsi_dump(tokens, 0);
#endif
return tokens;
}
/*
static const char max_shader_preamble[] =
"FRAG\n"
"DCL IN[0], POSITION, LINEAR\n"
"DCL IN[1], GENERIC[0], PERSPECTIVE\n"
"DCL OUT[0], COLOR, CONSTANT\n"
"DCL CONST[0..9], CONSTANT\n"
"DCL TEMP[0..9], CONSTANT\n"
"DCL SAMP[0..9], CONSTANT\n";
max_shader_preamble strlen == 175
*/
#define MAX_PREAMBLE 175
static INLINE VGint range_min(VGint min, VGint current)
{
if (min < 0)
min = current;
else
min = MIN2(min, current);
return min;
}
static INLINE VGint range_max(VGint max, VGint current)
{
return MAX2(max, current);
}
static void *
combine_shaders(const struct shader_asm_info *shaders[SHADER_STAGES], int num_shaders,
struct pipe_context *pipe,
struct pipe_shader_state *shader)
{
VGboolean declare_input = VG_FALSE;
VGint start_const = -1, end_const = 0;
VGint start_temp = -1, end_temp = 0;
VGint start_sampler = -1, end_sampler = 0;
VGint i, current_shader = 0;
VGint num_consts, num_temps, num_samplers;
struct ureg_program *ureg;
struct ureg_src in[2];
struct ureg_src *sampler = NULL;
struct ureg_src *constant = NULL;
struct ureg_dst out, *temp = NULL;
void *p = NULL;
for (i = 0; i < num_shaders; ++i) {
if (shaders[i]->num_consts)
start_const = range_min(start_const, shaders[i]->start_const);
if (shaders[i]->num_temps)
start_temp = range_min(start_temp, shaders[i]->start_temp);
if (shaders[i]->num_samplers)
start_sampler = range_min(start_sampler, shaders[i]->start_sampler);
end_const = range_max(end_const, shaders[i]->start_const +
shaders[i]->num_consts);
end_temp = range_max(end_temp, shaders[i]->start_temp +
shaders[i]->num_temps);
end_sampler = range_max(end_sampler, shaders[i]->start_sampler +
shaders[i]->num_samplers);
if (shaders[i]->needs_position)
declare_input = VG_TRUE;
}
/* if they're still unitialized, initialize them */
if (start_const < 0)
start_const = 0;
if (start_temp < 0)
start_temp = 0;
if (start_sampler < 0)
start_sampler = 0;
num_consts = end_const - start_const;
num_temps = end_temp - start_temp;
num_samplers = end_sampler - start_sampler;
ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
if (!ureg)
return NULL;
if (declare_input) {
in[0] = ureg_DECL_fs_input(ureg,
TGSI_SEMANTIC_POSITION,
0,
TGSI_INTERPOLATE_LINEAR);
in[1] = ureg_DECL_fs_input(ureg,
TGSI_SEMANTIC_GENERIC,
0,
TGSI_INTERPOLATE_PERSPECTIVE);
}
/* we always have a color output */
out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
if (num_consts >= 1) {
constant = (struct ureg_src *) malloc(sizeof(struct ureg_src) * end_const);
for (i = start_const; i < end_const; i++) {
constant[i] = ureg_DECL_constant(ureg, i);
}
}
if (num_temps >= 1) {
temp = (struct ureg_dst *) malloc(sizeof(struct ureg_dst) * end_temp);
for (i = start_temp; i < end_temp; i++) {
temp[i] = ureg_DECL_temporary(ureg);
}
}
if (num_samplers >= 1) {
sampler = (struct ureg_src *) malloc(sizeof(struct ureg_src) * end_sampler);
for (i = start_sampler; i < end_sampler; i++) {
sampler[i] = ureg_DECL_sampler(ureg, i);
}
}
while (current_shader < num_shaders) {
if ((current_shader + 1) == num_shaders) {
shaders[current_shader]->func(ureg,
&out,
in,
sampler,
temp,
constant);
} else {
shaders[current_shader]->func(ureg,
&temp[0],
in,
sampler,
temp,
constant);
}
current_shader++;
}
ureg_END(ureg);
shader->tokens = ureg_finalize(ureg);
if(!shader->tokens)
return NULL;
p = pipe->create_fs_state(pipe, shader);
ureg_destroy(ureg);
if (num_temps >= 1) {
for (i = start_temp; i < end_temp; i++) {
ureg_release_temporary(ureg, temp[i]);
}
}
if (temp)
free(temp);
if (constant)
free(constant);
if (sampler)
free(sampler);
return p;
}
static void *
create_shader(struct pipe_context *pipe,
int id,
struct pipe_shader_state *shader)
{
int idx = 0, sh;
const struct shader_asm_info * shaders[SHADER_STAGES];
/* first stage */
sh = SHADERS_GET_PAINT_SHADER(id);
switch (sh << SHADERS_PAINT_SHIFT) {
case VEGA_SOLID_FILL_SHADER:
case VEGA_LINEAR_GRADIENT_SHADER:
case VEGA_RADIAL_GRADIENT_SHADER:
case VEGA_PATTERN_SHADER:
case VEGA_PAINT_DEGENERATE_SHADER:
shaders[idx] = &shaders_paint_asm[(sh >> SHADERS_PAINT_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* second stage */
sh = SHADERS_GET_IMAGE_SHADER(id);
switch (sh) {
case VEGA_IMAGE_NORMAL_SHADER:
case VEGA_IMAGE_MULTIPLY_SHADER:
case VEGA_IMAGE_STENCIL_SHADER:
shaders[idx] = &shaders_image_asm[(sh >> SHADERS_IMAGE_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* sanity check */
assert(idx == ((!sh || sh == VEGA_IMAGE_NORMAL_SHADER) ? 1 : 2));
/* third stage */
sh = SHADERS_GET_COLOR_TRANSFORM_SHADER(id);
switch (sh) {
case VEGA_COLOR_TRANSFORM_SHADER:
shaders[idx] = &shaders_color_transform_asm[
(sh >> SHADERS_COLOR_TRANSFORM_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* fourth stage */
sh = SHADERS_GET_ALPHA_SHADER(id);
switch (sh) {
case VEGA_ALPHA_NORMAL_SHADER:
case VEGA_ALPHA_PER_CHANNEL_SHADER:
shaders[idx] = &shaders_alpha_asm[
(sh >> SHADERS_ALPHA_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* fifth stage */
sh = SHADERS_GET_BLEND_SHADER(id);
switch (sh) {
case VEGA_BLEND_SRC_SHADER:
case VEGA_BLEND_SRC_OVER_SHADER:
case VEGA_BLEND_DST_OVER_SHADER:
case VEGA_BLEND_SRC_IN_SHADER:
case VEGA_BLEND_DST_IN_SHADER:
case VEGA_BLEND_MULTIPLY_SHADER:
case VEGA_BLEND_SCREEN_SHADER:
case VEGA_BLEND_DARKEN_SHADER:
case VEGA_BLEND_LIGHTEN_SHADER:
case VEGA_BLEND_ADDITIVE_SHADER:
shaders[idx] = &shaders_blend_asm[(sh >> SHADERS_BLEND_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* sixth stage */
sh = SHADERS_GET_MASK_SHADER(id);
switch (sh) {
case VEGA_MASK_SHADER:
shaders[idx] = &shaders_mask_asm[(sh >> SHADERS_MASK_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* seventh stage */
sh = SHADERS_GET_PREMULTIPLY_SHADER(id);
switch (sh) {
case VEGA_PREMULTIPLY_SHADER:
case VEGA_UNPREMULTIPLY_SHADER:
shaders[idx] = &shaders_premultiply_asm[
(sh >> SHADERS_PREMULTIPLY_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
/* eighth stage */
sh = SHADERS_GET_BW_SHADER(id);
switch (sh) {
case VEGA_BW_SHADER:
shaders[idx] = &shaders_bw_asm[(sh >> SHADERS_BW_SHIFT) - 1];
assert(shaders[idx]->id == sh);
idx++;
break;
default:
break;
}
return combine_shaders(shaders, idx, pipe, shader);
}
/*************************************************/
struct shaders_cache * shaders_cache_create(struct vg_context *vg)
{
struct shaders_cache *sc = CALLOC_STRUCT(shaders_cache);
sc->pipe = vg;
sc->hash = cso_hash_create();
return sc;
}
void shaders_cache_destroy(struct shaders_cache *sc)
{
struct cso_hash_iter iter = cso_hash_first_node(sc->hash);
while (!cso_hash_iter_is_null(iter)) {
struct cached_shader *cached =
(struct cached_shader *)cso_hash_iter_data(iter);
cso_delete_fragment_shader(sc->pipe->cso_context,
cached->driver_shader);
iter = cso_hash_erase(sc->hash, iter);
}
cso_hash_delete(sc->hash);
FREE(sc);
}
void * shaders_cache_fill(struct shaders_cache *sc,
int shader_key)
{
VGint key = shader_key;
struct cached_shader *cached;
struct cso_hash_iter iter = cso_hash_find(sc->hash, key);
if (cso_hash_iter_is_null(iter)) {
cached = CALLOC_STRUCT(cached_shader);
cached->driver_shader = create_shader(sc->pipe->pipe, key, &cached->state);
cso_hash_insert(sc->hash, key, cached);
return cached->driver_shader;
}
cached = (struct cached_shader *)cso_hash_iter_data(iter);
assert(cached->driver_shader);
return cached->driver_shader;
}
struct vg_shader * shader_create_from_text(struct pipe_context *pipe,
const char *txt, int num_tokens,
int type)
{
struct vg_shader *shader = (struct vg_shader *)MALLOC(
sizeof(struct vg_shader));
struct tgsi_token *tokens = tokens_from_assembly(txt, num_tokens);
struct pipe_shader_state state;
debug_assert(type == PIPE_SHADER_VERTEX ||
type == PIPE_SHADER_FRAGMENT);
state.tokens = tokens;
shader->type = type;
shader->tokens = tokens;
if (type == PIPE_SHADER_FRAGMENT)
shader->driver = pipe->create_fs_state(pipe, &state);
else
shader->driver = pipe->create_vs_state(pipe, &state);
return shader;
}
void vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader)
{
if (shader->type == PIPE_SHADER_FRAGMENT)
cso_delete_fragment_shader(ctx->cso_context, shader->driver);
else
cso_delete_vertex_shader(ctx->cso_context, shader->driver);
FREE(shader->tokens);
FREE(shader);
}
|