Example #1
0
static void
make_gs_key(struct svga_context *svga, struct svga_compile_key *key)
{
   struct svga_geometry_shader *gs = svga->curr.gs;

   memset(key, 0, sizeof *key);

   /*
    * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
    */
   svga_init_shader_key_common(svga, PIPE_SHADER_GEOMETRY, key);

   memcpy(key->generic_remap_table, gs->generic_remap_table,
          sizeof(gs->generic_remap_table));

   key->gs.vs_generic_outputs = svga->curr.vs->generic_outputs;

   key->gs.need_prescale = svga->state.hw_clear.prescale.enabled;

   key->gs.writes_psize = gs->base.info.writes_psize;
   key->gs.wide_point = gs->wide_point;
   key->sprite_coord_enable = svga->curr.rast->templ.sprite_coord_enable;
   key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
                                    == PIPE_SPRITE_COORD_LOWER_LEFT);

   /* SVGA_NEW_RAST */
   key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
}
Example #2
0
/* SVGA_NEW_PRESCALE, SVGA_NEW_RAST, SVGA_NEW_FS
 */
static void
make_vs_key(struct svga_context *svga, struct svga_compile_key *key)
{
   const unsigned shader = PIPE_SHADER_VERTEX;

   memset(key, 0, sizeof *key);

   if (svga->state.sw.need_swtnl && svga_have_vgpu10(svga)) {
      /* Set both of these flags, to match compile_passthrough_vs() */
      key->vs.passthrough = 1;
      key->vs.undo_viewport = 1;
      return;
   }

   /* SVGA_NEW_PRESCALE */
   key->vs.need_prescale = svga->state.hw_clear.prescale.enabled &&
                           (svga->curr.gs == NULL);

   /* SVGA_NEW_RAST */
   key->vs.allow_psiz = svga->curr.rast->templ.point_size_per_vertex;

   /* SVGA_NEW_FS */
   key->vs.fs_generic_inputs = svga->curr.fs->generic_inputs;

   svga_remap_generics(key->vs.fs_generic_inputs, key->generic_remap_table);

   /* SVGA_NEW_VELEMENT */
   key->vs.adjust_attrib_range = svga->curr.velems->adjust_attrib_range;
   key->vs.adjust_attrib_w_1 = svga->curr.velems->adjust_attrib_w_1;
   key->vs.attrib_is_pure_int = svga->curr.velems->attrib_is_pure_int;
   key->vs.adjust_attrib_itof = svga->curr.velems->adjust_attrib_itof;
   key->vs.adjust_attrib_utof = svga->curr.velems->adjust_attrib_utof;
   key->vs.attrib_is_bgra = svga->curr.velems->attrib_is_bgra;
   key->vs.attrib_puint_to_snorm = svga->curr.velems->attrib_puint_to_snorm;
   key->vs.attrib_puint_to_uscaled = svga->curr.velems->attrib_puint_to_uscaled;
   key->vs.attrib_puint_to_sscaled = svga->curr.velems->attrib_puint_to_sscaled;

   /* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER */
   svga_init_shader_key_common(svga, shader, key);

   /* SVGA_NEW_RAST */
   key->clip_plane_enable = svga->curr.rast->templ.clip_plane_enable;
}
Example #3
0
/* SVGA_NEW_TEXTURE_BINDING
 * SVGA_NEW_RAST
 * SVGA_NEW_NEED_SWTNL
 * SVGA_NEW_SAMPLER
 */
static enum pipe_error
make_fs_key(const struct svga_context *svga,
            struct svga_fragment_shader *fs,
            struct svga_compile_key *key)
{
   const unsigned shader = PIPE_SHADER_FRAGMENT;
   unsigned i;

   memset(key, 0, sizeof *key);

   memcpy(key->generic_remap_table, fs->generic_remap_table,
          sizeof(fs->generic_remap_table));

   /* SVGA_NEW_GS, SVGA_NEW_VS
    */
   if (svga->curr.gs) {
      key->fs.gs_generic_outputs = svga->curr.gs->generic_outputs;
   } else {
      key->fs.vs_generic_outputs = svga->curr.vs->generic_outputs;
   }

   /* 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, SVGA_NEW_REDUCED_PRIMITIVE
       */
      key->fs.light_twoside = svga->curr.rast->templ.light_twoside;
      key->fs.front_ccw = svga->curr.rast->templ.front_ccw;
      key->fs.pstipple = (svga->curr.rast->templ.poly_stipple_enable &&
                          svga->curr.reduced_prim == PIPE_PRIM_TRIANGLES);
      key->fs.aa_point = (svga->curr.rast->templ.point_smooth &&
                          svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
                          (svga->curr.rast->pointsize > 1.0 ||
                           svga->curr.vs->base.info.writes_psize));
      if (key->fs.aa_point) {
         assert(svga->curr.gs != NULL);
         assert(svga->curr.gs->aa_point_coord_index != -1);
         key->fs.aa_point_coord_index = svga->curr.gs->aa_point_coord_index;
      }
   }

   /* The blend workaround for simulating logicop xor behaviour
    * requires that the incoming fragment color be white.  This change
    * achieves that by creating a variant of the current fragment
    * shader that overrides all output colors with 1,1,1,1
    *   
    * This will work for most shaders, including those containing
    * TEXKIL and/or depth-write.  However, it will break on the
    * combination of xor-logicop plus alphatest.
    *
    * Ultimately, we could implement alphatest in the shader using
    * texkil prior to overriding the outgoing fragment color.
    *   
    * SVGA_NEW_BLEND
    */
   if (svga->curr.blend->need_white_fragments) {
      key->fs.white_fragments = 1;
   }

#ifdef DEBUG
   /*
    * We expect a consistent set of samplers and sampler views.
    * Do some debug checks/warnings here.
    */
   {
      static boolean warned = FALSE;
      unsigned i, n = MAX2(svga->curr.num_sampler_views[shader],
                           svga->curr.num_samplers[shader]);
      /* Only warn once to prevent too much debug output */
      if (!warned) {
         if (svga->curr.num_sampler_views[shader] !=
             svga->curr.num_samplers[shader]) {
            debug_printf("svga: mismatched number of sampler views (%u) "
                         "vs. samplers (%u)\n",
                         svga->curr.num_sampler_views[shader],
                         svga->curr.num_samplers[shader]);
         }
         for (i = 0; i < n; i++) {
            if ((svga->curr.sampler_views[shader][i] == NULL) !=
                (svga->curr.sampler[shader][i] == NULL))
               debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
                            i, svga->curr.sampler_views[shader][i],
                            i, svga->curr.sampler[shader][i]);
         }
         warned = TRUE;
      }
   }
#endif

   /* XXX: want to limit this to the textures that the shader actually
    * refers to.
    *
    * SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
    */
   svga_init_shader_key_common(svga, shader, key);

   for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
      struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
      const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
      if (view) {
         struct pipe_resource *tex = view->texture;
         if (tex->target != PIPE_BUFFER) {
            struct svga_texture *stex = svga_texture(tex);
            SVGA3dSurfaceFormat format = stex->key.format;

            if (!svga_have_vgpu10(svga) &&
                (format == SVGA3D_Z_D16 ||
                 format == SVGA3D_Z_D24X8 ||
                 format == SVGA3D_Z_D24S8)) {
               /* If we're sampling from a SVGA3D_Z_D16, SVGA3D_Z_D24X8,
                * or SVGA3D_Z_D24S8 surface, we'll automatically get
                * shadow comparison.  But we only get LEQUAL mode.
                * Set TEX_COMPARE_NONE here so we don't emit the extra FS
                * code for shadow comparison.
                */
               key->tex[i].compare_mode = PIPE_TEX_COMPARE_NONE;
               key->tex[i].compare_func = PIPE_FUNC_NEVER;
               /* These depth formats _only_ support comparison mode and
                * not ordinary sampling so warn if the later is expected.
                */
               if (sampler->compare_mode != PIPE_TEX_COMPARE_R_TO_TEXTURE) {
                  debug_warn_once("Unsupported shadow compare mode");
               }
               /* The shader translation code can emit code to
                * handle ALWAYS and NEVER compare functions
                */
               else if (sampler->compare_func == PIPE_FUNC_ALWAYS ||
                        sampler->compare_func == PIPE_FUNC_NEVER) {
                  key->tex[i].compare_mode = sampler->compare_mode;
                  key->tex[i].compare_func = sampler->compare_func;
               }
               else if (sampler->compare_func != PIPE_FUNC_LEQUAL) {
                  debug_warn_once("Unsupported shadow compare function");
               }
            }
            else {
               /* For other texture formats, just use the compare func/mode
                * as-is.  Should be no-ops for color textures.  For depth
                * textures, we do not get automatic depth compare.  We have
                * to do it ourselves in the shader.  And we don't get PCF.
                */
               key->tex[i].compare_mode = sampler->compare_mode;
               key->tex[i].compare_func = sampler->compare_func;
            }
         }
      }
   }

   /* sprite coord gen state */
   for (i = 0; i < svga->curr.num_samplers[shader]; ++i) {
      key->tex[i].sprite_texgen =
         svga->curr.rast->templ.sprite_coord_enable & (1 << i);
   }

   key->sprite_origin_lower_left = (svga->curr.rast->templ.sprite_coord_mode
                                    == PIPE_SPRITE_COORD_LOWER_LEFT);

   key->fs.flatshade = svga->curr.rast->templ.flatshade;

   /* SVGA_NEW_DEPTH_STENCIL_ALPHA */
   if (svga_have_vgpu10(svga)) {
      /* Alpha testing is not supported in integer-valued render targets. */
      if (svga_has_any_integer_cbufs(svga)) {
         key->fs.alpha_func = SVGA3D_CMP_ALWAYS;
         key->fs.alpha_ref = 0;
      }
      else {
         key->fs.alpha_func = svga->curr.depth->alphafunc;
         key->fs.alpha_ref = svga->curr.depth->alpharef;
      }
   }

   /* SVGA_NEW_FRAME_BUFFER */
   if (fs->base.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]) {
      /* Replicate color0 output to N colorbuffers */
      key->fs.write_color0_to_n_cbufs = svga->curr.framebuffer.nr_cbufs;
   }

   return PIPE_OK;
}