コード例 #1
0
static void radeonDiagnosticHandler(LLVMDiagnosticInfoRef di, void *context)
{
	struct radeon_llvm_diagnostics *diag = (struct radeon_llvm_diagnostics *)context;
	LLVMDiagnosticSeverity severity = LLVMGetDiagInfoSeverity(di);
	char *description = LLVMGetDiagInfoDescription(di);
	const char *severity_str = NULL;

	switch (severity) {
	case LLVMDSError:
		severity_str = "error";
		break;
	case LLVMDSWarning:
		severity_str = "warning";
		break;
	case LLVMDSRemark:
		severity_str = "remark";
		break;
	case LLVMDSNote:
		severity_str = "note";
		break;
	default:
		severity_str = "unknown";
	}

	pipe_debug_message(diag->debug, SHADER_INFO,
			   "LLVM diagnostic (%s): %s", severity_str, description);

	if (severity == LLVMDSError) {
		diag->retval = 1;
		fprintf(stderr,"LLVM triggered Diagnostic Handler: %s\n", description);
	}

	LLVMDisposeMessage(description);
}
コード例 #2
0
ファイル: ir3_gallium.c プロジェクト: FireBurn/mesa
static void
dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
{
	if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
		return;

	pipe_debug_message(debug, SHADER_INFO,
			"%s shader: %u inst, %u dwords, "
			"%u half, %u full, %u const, %u constlen, "
			"%u (ss), %u (sy), %d max_sun, %d loops\n",
			ir3_shader_stage(v->shader),
			v->info.instrs_count,
			v->info.sizedwords,
			v->info.max_half_reg + 1,
			v->info.max_reg + 1,
			v->info.max_const + 1,
			v->constlen,
			v->info.ss, v->info.sy,
			v->max_sun, v->loops);
}
コード例 #3
0
ファイル: svga_pipe_blend.c プロジェクト: karolherbst/mesa
/**
 * Define a vgpu10 blend state object for the given
 * svga blend state.
 */
static void
define_blend_state_object(struct svga_context *svga,
                          struct svga_blend_state *bs)
{
    SVGA3dDXBlendStatePerRT perRT[SVGA3D_MAX_RENDER_TARGETS];
    unsigned try;
    int i;

    assert(svga_have_vgpu10(svga));

    bs->id = util_bitmask_add(svga->blend_object_id_bm);

    for (i = 0; i < SVGA3D_DX_MAX_RENDER_TARGETS; i++) {
        perRT[i].blendEnable = bs->rt[i].blend_enable;
        perRT[i].srcBlend = bs->rt[i].srcblend;
        perRT[i].destBlend = bs->rt[i].dstblend;
        perRT[i].blendOp = bs->rt[i].blendeq;
        perRT[i].srcBlendAlpha = bs->rt[i].srcblend_alpha;
        perRT[i].destBlendAlpha = bs->rt[i].dstblend_alpha;
        perRT[i].blendOpAlpha = bs->rt[i].blendeq_alpha;
        perRT[i].renderTargetWriteMask = bs->rt[i].writemask;
        perRT[i].logicOpEnable = 0;
        perRT[i].logicOp = SVGA3D_LOGICOP_COPY;
        assert(perRT[i].srcBlend == perRT[0].srcBlend);
    }

    /* Loop in case command buffer is full and we need to flush and retry */
    for (try = 0; try < 2; try++) {
                    enum pipe_error ret;

                    ret = SVGA3D_vgpu10_DefineBlendState(svga->swc,
                                                         bs->id,
                                                         bs->alpha_to_coverage,
                                                         bs->independent_blend_enable,
                                                         perRT);
                    if (ret == PIPE_OK)
                        return;
                    svga_context_flush(svga, NULL);
                }
}


static void *
svga_create_blend_state(struct pipe_context *pipe,
                        const struct pipe_blend_state *templ)
{
    struct svga_context *svga = svga_context(pipe);
    struct svga_blend_state *blend = CALLOC_STRUCT( svga_blend_state );
    unsigned i;

    if (!blend)
        return NULL;

    /* Fill in the per-rendertarget blend state.  We currently only
     * support independent blend enable and colormask per render target.
     */
    for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
        /* No way to set this in SVGA3D, and no way to correctly implement it on
         * top of D3D9 API.  Instead we try to simulate with various blend modes.
         */
        if (templ->logicop_enable) {
            switch (templ->logicop_func) {
            case PIPE_LOGICOP_XOR:
            case PIPE_LOGICOP_INVERT:
                blend->need_white_fragments = TRUE;
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_ONE;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_ONE;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_SUBTRACT;
                break;
            case PIPE_LOGICOP_CLEAR:
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MINIMUM;
                break;
            case PIPE_LOGICOP_COPY:
                blend->rt[i].blend_enable = FALSE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_ONE;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_ADD;
                break;
            case PIPE_LOGICOP_COPY_INVERTED:
                blend->rt[i].blend_enable   = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_INVSRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_ADD;
                break;
            case PIPE_LOGICOP_NOOP:
                blend->rt[i].blend_enable   = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_DESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_ADD;
                break;
            case PIPE_LOGICOP_SET:
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_ONE;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_ONE;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MAXIMUM;
                break;
            case PIPE_LOGICOP_AND:
                /* Approximate with minimum - works for the 0 & anything case: */
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_SRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_DESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MINIMUM;
                break;
            case PIPE_LOGICOP_AND_REVERSE:
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_SRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_INVDESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MINIMUM;
                break;
            case PIPE_LOGICOP_AND_INVERTED:
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_INVSRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_DESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MINIMUM;
                break;
            case PIPE_LOGICOP_OR:
                /* Approximate with maximum - works for the 1 | anything case: */
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_SRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_DESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MAXIMUM;
                break;
            case PIPE_LOGICOP_OR_REVERSE:
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_SRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_INVDESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MAXIMUM;
                break;
            case PIPE_LOGICOP_OR_INVERTED:
                blend->rt[i].blend_enable = TRUE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_INVSRCCOLOR;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_DESTCOLOR;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_MAXIMUM;
                break;
            case PIPE_LOGICOP_NAND:
            case PIPE_LOGICOP_NOR:
            case PIPE_LOGICOP_EQUIV:
                /* Fill these in with plausible values */
                blend->rt[i].blend_enable = FALSE;
                blend->rt[i].srcblend       = SVGA3D_BLENDOP_ONE;
                blend->rt[i].dstblend       = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].blendeq        = SVGA3D_BLENDEQ_ADD;
                break;
            default:
                assert(0);
                break;
            }
            blend->rt[i].srcblend_alpha = blend->rt[i].srcblend;
            blend->rt[i].dstblend_alpha = blend->rt[i].dstblend;
            blend->rt[i].blendeq_alpha = blend->rt[i].blendeq;

            if (templ->logicop_func == PIPE_LOGICOP_XOR) {
                pipe_debug_message(&svga->debug.callback, CONFORMANCE,
                                   "XOR logicop mode has limited support");
            }
            else if (templ->logicop_func != PIPE_LOGICOP_COPY) {
                pipe_debug_message(&svga->debug.callback, CONFORMANCE,
                                   "general logicops are not supported");
            }
        }
        else {
            /* Note: the vgpu10 device does not yet support independent
             * blend terms per render target.  Target[0] always specifies the
             * blending terms.
             */
            if (templ->independent_blend_enable || templ->rt[0].blend_enable) {
                /* always use the 0th target's blending terms for now */
                blend->rt[i].srcblend =
                    svga_translate_blend_factor(svga, templ->rt[0].rgb_src_factor);
                blend->rt[i].dstblend =
                    svga_translate_blend_factor(svga, templ->rt[0].rgb_dst_factor);
                blend->rt[i].blendeq =
                    svga_translate_blend_func(templ->rt[0].rgb_func);
                blend->rt[i].srcblend_alpha =
                    svga_translate_blend_factor(svga, templ->rt[0].alpha_src_factor);
                blend->rt[i].dstblend_alpha =
                    svga_translate_blend_factor(svga, templ->rt[0].alpha_dst_factor);
                blend->rt[i].blendeq_alpha =
                    svga_translate_blend_func(templ->rt[0].alpha_func);

                if (blend->rt[i].srcblend_alpha != blend->rt[i].srcblend ||
                        blend->rt[i].dstblend_alpha != blend->rt[i].dstblend ||
                        blend->rt[i].blendeq_alpha  != blend->rt[i].blendeq) {
                    blend->rt[i].separate_alpha_blend_enable = TRUE;
                }
            }
            else {
                /* disabled - default blend terms */
                blend->rt[i].srcblend = SVGA3D_BLENDOP_ONE;
                blend->rt[i].dstblend = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].blendeq = SVGA3D_BLENDEQ_ADD;
                blend->rt[i].srcblend_alpha = SVGA3D_BLENDOP_ONE;
                blend->rt[i].dstblend_alpha = SVGA3D_BLENDOP_ZERO;
                blend->rt[i].blendeq_alpha = SVGA3D_BLENDEQ_ADD;
            }

            if (templ->independent_blend_enable) {
                blend->rt[i].blend_enable = templ->rt[i].blend_enable;
            }
            else {
                blend->rt[i].blend_enable = templ->rt[0].blend_enable;
            }
        }

        /* Some GL blend modes are not supported by the VGPU9 device (there's
         * no equivalent of PIPE_BLENDFACTOR_[INV_]CONST_ALPHA).
         * When we set this flag, we copy the constant blend alpha value
         * to the R, G, B components.
         * This works as long as the src/dst RGB blend factors doesn't use
         * PIPE_BLENDFACTOR_CONST_COLOR and PIPE_BLENDFACTOR_CONST_ALPHA
         * at the same time.  There's no work-around for that.
         */
        if (!svga_have_vgpu10(svga)) {
            if (templ->rt[0].rgb_src_factor == PIPE_BLENDFACTOR_CONST_ALPHA ||
                    templ->rt[0].rgb_dst_factor == PIPE_BLENDFACTOR_CONST_ALPHA ||
                    templ->rt[0].rgb_src_factor == PIPE_BLENDFACTOR_INV_CONST_ALPHA ||
                    templ->rt[0].rgb_dst_factor == PIPE_BLENDFACTOR_INV_CONST_ALPHA) {
                blend->blend_color_alpha = TRUE;
            }
        }

        if (templ->independent_blend_enable) {
            blend->rt[i].writemask = templ->rt[i].colormask;
        }
        else {
            blend->rt[i].writemask = templ->rt[0].colormask;
        }
    }

    blend->independent_blend_enable = templ->independent_blend_enable;

    blend->alpha_to_coverage = templ->alpha_to_coverage;

    if (svga_have_vgpu10(svga)) {
        define_blend_state_object(svga, blend);
    }

    svga->hud.num_blend_objects++;
    SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
                         SVGA_STATS_COUNT_BLENDSTATE);

    return blend;
}


static void svga_bind_blend_state(struct pipe_context *pipe,
                                  void *blend)
{
    struct svga_context *svga = svga_context(pipe);

    svga->curr.blend = (struct svga_blend_state*)blend;
    svga->dirty |= SVGA_NEW_BLEND;
}

static void svga_delete_blend_state(struct pipe_context *pipe,
                                    void *blend)
{
    struct svga_context *svga = svga_context(pipe);
    struct svga_blend_state *bs =
        (struct svga_blend_state *) blend;

    if (bs->id != SVGA3D_INVALID_ID) {
        enum pipe_error ret;

        ret = SVGA3D_vgpu10_DestroyBlendState(svga->swc, bs->id);
        if (ret != PIPE_OK) {
            svga_context_flush(svga, NULL);
            ret = SVGA3D_vgpu10_DestroyBlendState(svga->swc, bs->id);
            assert(ret == PIPE_OK);
        }

        if (bs->id == svga->state.hw_draw.blend_id)
            svga->state.hw_draw.blend_id = SVGA3D_INVALID_ID;

        util_bitmask_clear(svga->blend_object_id_bm, bs->id);
        bs->id = SVGA3D_INVALID_ID;
    }

    FREE(blend);
    svga->hud.num_blend_objects--;
}

static void svga_set_blend_color( struct pipe_context *pipe,
                                  const struct pipe_blend_color *blend_color )
{
    struct svga_context *svga = svga_context(pipe);

    svga->curr.blend_color = *blend_color;

    svga->dirty |= SVGA_NEW_BLEND_COLOR;
}


void svga_init_blend_functions( struct svga_context *svga )
{
    svga->pipe.create_blend_state = svga_create_blend_state;
    svga->pipe.bind_blend_state = svga_bind_blend_state;
    svga->pipe.delete_blend_state = svga_delete_blend_state;

    svga->pipe.set_blend_color = svga_set_blend_color;
}
コード例 #4
0
ファイル: svga_pipe_rasterizer.c プロジェクト: gqmelo/mesa
static void
define_rasterizer_object(struct svga_context *svga,
                         struct svga_rasterizer_state *rast)
{
   unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
   unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
   int depth_bias = rast->templ.offset_units;
   float slope_scaled_depth_bias =  rast->templ.offset_scale;
   float depth_bias_clamp = 0.0; /* XXX fix me */
   unsigned try;
   const float line_width = rast->templ.line_width > 0.0f ?
      rast->templ.line_width : 1.0f;
   const uint8 line_factor = rast->templ.line_stipple_enable ?
      rast->templ.line_stipple_factor : 0;
   const uint16 line_pattern = rast->templ.line_stipple_enable ?
      rast->templ.line_stipple_pattern : 0;

   rast->id = util_bitmask_add(svga->rast_object_id_bm);

   if (rast->templ.fill_front != rast->templ.fill_back) {
      /* The VGPU10 device can't handle different front/back fill modes.
       * We'll handle that with a swtnl/draw fallback.  But we need to
       * make sure we always fill triangles in that case.
       */
      fill_mode = SVGA3D_FILLMODE_FILL;
   }

   for (try = 0; try < 2; try++) {
      enum pipe_error ret =
         SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
                                             rast->id,
                                             fill_mode,
                                             cull_mode,
                                             rast->templ.front_ccw,
                                             depth_bias,
                                             depth_bias_clamp,
                                             slope_scaled_depth_bias,
                                             rast->templ.depth_clip,
                                             rast->templ.scissor,
                                             rast->templ.multisample,
                                             rast->templ.line_smooth,
                                             line_width,
                                             rast->templ.line_stipple_enable,
                                             line_factor,
                                             line_pattern,
                                             !rast->templ.flatshade_first);
      if (ret == PIPE_OK)
         return;
      svga_context_flush(svga, NULL);
   }
}


static void *
svga_create_rasterizer_state(struct pipe_context *pipe,
                             const struct pipe_rasterizer_state *templ)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_rasterizer_state *rast = CALLOC_STRUCT( svga_rasterizer_state );
   struct svga_screen *screen = svga_screen(pipe->screen);

   /* need this for draw module. */
   rast->templ = *templ;

   /* light_twoside          - XXX: need fragment shader variant */
   /* poly_smooth            - XXX: no fallback available */
   /* poly_stipple_enable    - draw module */
   /* sprite_coord_enable    - ? */
   /* point_quad_rasterization - ? */
   /* point_size_per_vertex  - ? */
   /* sprite_coord_mode      - ??? */
   /* flatshade_first        - handled by index translation */
   /* half_pixel_center      - XXX - viewport code */
   /* line_width             - draw module */
   /* fill_cw, fill_ccw      - draw module or index translation */

   rast->shademode = svga_translate_flatshade( templ->flatshade );
   rast->cullmode = svga_translate_cullmode( templ->cull_face, 
                                             templ->front_ccw );
   rast->scissortestenable = templ->scissor;
   rast->multisampleantialias = templ->multisample;
   rast->antialiasedlineenable = templ->line_smooth;
   rast->lastpixel = templ->line_last_pixel;
   rast->pointsprite = templ->sprite_coord_enable != 0x0;

   if (templ->point_smooth) {
      /* For smooth points we need to generate fragments for at least
       * a 2x2 region.  Otherwise the quad we draw may be too small and
       * we may generate no fragments at all.
       */
      rast->pointsize = MAX2(2.0f, templ->point_size);
   }
   else {
      rast->pointsize = templ->point_size;
   }

   rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;

   /* Use swtnl + decomposition implement these:
    */

   if (templ->line_width <= screen->maxLineWidth) {
      /* pass line width to device */
      rast->linewidth = MAX2(1.0F, templ->line_width);
   }
   else if (svga->debug.no_line_width) {
      /* nothing */
   }
   else {
      /* use 'draw' pipeline for wide line */
      rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
      rast->need_pipeline_lines_str = "line width";
   }

   if (templ->line_stipple_enable) {
      if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
         SVGA3dLinePattern lp;
         lp.repeat = templ->line_stipple_factor + 1;
         lp.pattern = templ->line_stipple_pattern;
         rast->linepattern = lp.uintValue;
      }
      else {
         /* use 'draw' module to decompose into short line segments */
         rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
         rast->need_pipeline_lines_str = "line stipple";
      }
   } 

   if (!svga_have_vgpu10(svga) && templ->point_smooth) {
      rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
      rast->need_pipeline_points_str = "smooth points";
   }

   if (templ->line_smooth && !screen->haveLineSmooth) {
      /*
       * XXX: Enabling the pipeline slows down performance immensely, so ignore
       * line smooth state, where there is very little visual improvement.
       * Smooth lines will still be drawn for wide lines.
       */
#if 0
      rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
      rast->need_pipeline_lines_str = "smooth lines";
#endif
   }

   {
      int fill_front = templ->fill_front;
      int fill_back = templ->fill_back;
      int fill = PIPE_POLYGON_MODE_FILL;
      boolean offset_front = util_get_offset(templ, fill_front);
      boolean offset_back = util_get_offset(templ, fill_back);
      boolean offset = FALSE;

      switch (templ->cull_face) {
      case PIPE_FACE_FRONT_AND_BACK:
         offset = FALSE;
         fill = PIPE_POLYGON_MODE_FILL;
         break;

      case PIPE_FACE_FRONT:
         offset = offset_front;
         fill = fill_front;
         break;

      case PIPE_FACE_BACK:
         offset = offset_back;
         fill = fill_back;
         break;

      case PIPE_FACE_NONE:
         if (fill_front != fill_back || offset_front != offset_back) 
         {
            /* Always need the draw module to work out different
             * front/back fill modes:
             */
            rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
            rast->need_pipeline_tris_str = "different front/back fillmodes";
         }
         else {
            offset = offset_front;
            fill = fill_front;
         }
         break;

      default:
         assert(0);
         break;
      }

      /* Unfilled primitive modes aren't implemented on all virtual
       * hardware.  We can do some unfilled processing with index
       * translation, but otherwise need the draw module:
       */
      if (fill != PIPE_POLYGON_MODE_FILL &&
          (templ->flatshade ||
           templ->light_twoside ||
           offset ||
           templ->cull_face != PIPE_FACE_NONE)) 
      {
         fill = PIPE_POLYGON_MODE_FILL;
         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
         rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
      }

      /* If we are decomposing to lines, and lines need the pipeline,
       * then we also need the pipeline for tris.
       */
      if (fill == PIPE_POLYGON_MODE_LINE &&
          (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
      {
         fill = PIPE_POLYGON_MODE_FILL;
         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
         rast->need_pipeline_tris_str = "decomposing lines";
      }

      /* Similarly for points:
       */
      if (fill == PIPE_POLYGON_MODE_POINT &&
          (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
      {
         fill = PIPE_POLYGON_MODE_FILL;
         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
         rast->need_pipeline_tris_str = "decomposing points";
      }

      if (offset) {
         rast->slopescaledepthbias = templ->offset_scale;
         rast->depthbias = templ->offset_units;
      }

      rast->hw_fillmode = fill;
   }

   if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
      /* Turn off stuff which will get done in the draw module:
       */
      rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
      rast->slopescaledepthbias = 0;
      rast->depthbias = 0;
   }

   if (0 && rast->need_pipeline) {
      debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
      debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
      debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
      debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
   }

   if (svga_have_vgpu10(svga)) {
      define_rasterizer_object(svga, rast);
   }

   if (templ->poly_smooth) {
      pipe_debug_message(&svga->debug.callback, CONFORMANCE,
                         "GL_POLYGON_SMOOTH not supported");
   }

   svga->hud.num_state_objects++;

   return rast;
}

static void svga_bind_rasterizer_state( struct pipe_context *pipe,
                                        void *state )
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;

   if (!raster ||
       !svga->curr.rast ||
       raster->templ.poly_stipple_enable !=
       svga->curr.rast->templ.poly_stipple_enable) {
      svga->dirty |= SVGA_NEW_STIPPLE;
   }

   svga->curr.rast = raster;

   svga->dirty |= SVGA_NEW_RAST;
}

static void
svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_rasterizer_state *raster =
      (struct svga_rasterizer_state *) state;

   if (svga_have_vgpu10(svga)) {
      enum pipe_error ret =
         SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
      if (ret != PIPE_OK) {
         svga_context_flush(svga, NULL);
         ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
      }

      if (raster->id == svga->state.hw_draw.rasterizer_id)
         svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;

      util_bitmask_clear(svga->rast_object_id_bm, raster->id);
   }

   FREE(state);
   svga->hud.num_state_objects--;
}


void svga_init_rasterizer_functions( struct svga_context *svga )
{
   svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
   svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
   svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
}
コード例 #5
0
bool
nv50_program_translate(struct nv50_program *prog, uint16_t chipset,
                       struct pipe_debug_callback *debug)
{
   struct nv50_ir_prog_info *info;
   int i, ret;
   const uint8_t map_undef = (prog->type == PIPE_SHADER_VERTEX) ? 0x40 : 0x80;

   info = CALLOC_STRUCT(nv50_ir_prog_info);
   if (!info)
      return false;

   info->type = prog->type;
   info->target = chipset;

   info->bin.sourceRep = prog->pipe.type;
   switch (prog->pipe.type) {
   case PIPE_SHADER_IR_TGSI:
      info->bin.source = (void *)prog->pipe.tokens;
      break;
   case PIPE_SHADER_IR_NIR:
      info->bin.source = (void *)nir_shader_clone(NULL, prog->pipe.ir.nir);
      break;
   default:
      assert(!"unsupported IR!");
      return false;
   }

   info->bin.smemSize = prog->cp.smem_size;
   info->io.auxCBSlot = 15;
   info->io.ucpBase = NV50_CB_AUX_UCP_OFFSET;
   info->io.genUserClip = prog->vp.clpd_nr;
   if (prog->fp.alphatest)
      info->io.alphaRefBase = NV50_CB_AUX_ALPHATEST_OFFSET;

   info->io.suInfoBase = NV50_CB_AUX_TEX_MS_OFFSET;
   info->io.sampleInfoBase = NV50_CB_AUX_SAMPLE_OFFSET;
   info->io.msInfoCBSlot = 15;
   info->io.msInfoBase = NV50_CB_AUX_MS_OFFSET;

   info->assignSlots = nv50_program_assign_varying_slots;

   prog->vp.bfc[0] = 0xff;
   prog->vp.bfc[1] = 0xff;
   prog->vp.edgeflag = 0xff;
   prog->vp.clpd[0] = map_undef;
   prog->vp.clpd[1] = map_undef;
   prog->vp.psiz = map_undef;
   prog->gp.has_layer = 0;
   prog->gp.has_viewport = 0;

   if (prog->type == PIPE_SHADER_COMPUTE)
      info->prop.cp.inputOffset = 0x10;

   info->driverPriv = prog;

#ifdef DEBUG
   info->optLevel = debug_get_num_option("NV50_PROG_OPTIMIZE", 3);
   info->dbgFlags = debug_get_num_option("NV50_PROG_DEBUG", 0);
   info->omitLineNum = debug_get_num_option("NV50_PROG_DEBUG_OMIT_LINENUM", 0);
#else
   info->optLevel = 3;
#endif

   ret = nv50_ir_generate_code(info);
   if (ret) {
      NOUVEAU_ERR("shader translation failed: %i\n", ret);
      goto out;
   }

   prog->code = info->bin.code;
   prog->code_size = info->bin.codeSize;
   prog->fixups = info->bin.relocData;
   prog->interps = info->bin.fixupData;
   prog->max_gpr = MAX2(4, (info->bin.maxGPR >> 1) + 1);
   prog->tls_space = info->bin.tlsSpace;
   prog->cp.smem_size = info->bin.smemSize;
   prog->mul_zero_wins = info->io.mul_zero_wins;
   prog->vp.need_vertex_id = info->io.vertexId < PIPE_MAX_SHADER_INPUTS;

   prog->vp.clip_enable = (1 << info->io.clipDistances) - 1;
   prog->vp.cull_enable =
      ((1 << info->io.cullDistances) - 1) << info->io.clipDistances;
   prog->vp.clip_mode = 0;
   for (i = 0; i < info->io.cullDistances; ++i)
      prog->vp.clip_mode |= 1 << ((info->io.clipDistances + i) * 4);

   if (prog->type == PIPE_SHADER_FRAGMENT) {
      if (info->prop.fp.writesDepth) {
         prog->fp.flags[0] |= NV50_3D_FP_CONTROL_EXPORTS_Z;
         prog->fp.flags[1] = 0x11;
      }
      if (info->prop.fp.usesDiscard)
         prog->fp.flags[0] |= NV50_3D_FP_CONTROL_USES_KIL;
   } else
   if (prog->type == PIPE_SHADER_GEOMETRY) {
      switch (info->prop.gp.outputPrim) {
      case PIPE_PRIM_LINE_STRIP:
         prog->gp.prim_type = NV50_3D_GP_OUTPUT_PRIMITIVE_TYPE_LINE_STRIP;
         break;
      case PIPE_PRIM_TRIANGLE_STRIP:
         prog->gp.prim_type = NV50_3D_GP_OUTPUT_PRIMITIVE_TYPE_TRIANGLE_STRIP;
         break;
      case PIPE_PRIM_POINTS:
      default:
         assert(info->prop.gp.outputPrim == PIPE_PRIM_POINTS);
         prog->gp.prim_type = NV50_3D_GP_OUTPUT_PRIMITIVE_TYPE_POINTS;
         break;
      }
      prog->gp.vert_count = CLAMP(info->prop.gp.maxVertices, 1, 1024);
   }

   if (prog->type == PIPE_SHADER_COMPUTE) {
      prog->cp.syms = info->bin.syms;
      prog->cp.num_syms = info->bin.numSyms;
   } else {
      FREE(info->bin.syms);
   }

   if (prog->pipe.stream_output.num_outputs)
      prog->so = nv50_program_create_strmout_state(info,
                                                   &prog->pipe.stream_output);

   pipe_debug_message(debug, SHADER_INFO,
                      "type: %d, local: %d, shared: %d, gpr: %d, inst: %d, bytes: %d",
                      prog->type, info->bin.tlsSpace, info->bin.smemSize,
                      prog->max_gpr, info->bin.instructions,
                      info->bin.codeSize);

out:
   if (info->bin.sourceRep == PIPE_SHADER_IR_NIR)
      ralloc_free((void *)info->bin.source);
   FREE(info);
   return !ret;
}
コード例 #6
0
ファイル: svga_draw_arrays.c プロジェクト: Unr34ler/mesa
enum pipe_error
svga_hwtnl_draw_arrays(struct svga_hwtnl *hwtnl,
                       enum pipe_prim_type prim, unsigned start, unsigned count,
                       unsigned start_instance, unsigned instance_count)
{
   enum pipe_prim_type gen_prim;
   unsigned gen_size, gen_nr;
   enum indices_mode gen_type;
   u_generate_func gen_func;
   enum pipe_error ret = PIPE_OK;
   unsigned api_pv = hwtnl->api_pv;
   struct svga_context *svga = hwtnl->svga;

   if (svga->curr.rast->templ.fill_front !=
       svga->curr.rast->templ.fill_back) {
      assert(hwtnl->api_fillmode == PIPE_POLYGON_MODE_FILL);
   }

   if (svga->curr.rast->templ.flatshade &&
       svga->state.hw_draw.fs->constant_color_output) {
      /* The fragment color is a constant, not per-vertex so the whole
       * primitive will be the same color (except for possible blending).
       * We can ignore the current provoking vertex state and use whatever
       * the hardware wants.
       */
      api_pv = hwtnl->hw_pv;

      if (hwtnl->api_fillmode == PIPE_POLYGON_MODE_FILL) {
         /* Do some simple primitive conversions to avoid index buffer
          * generation below.  Note that polygons and quads are not directly
          * supported by the svga device.  Also note, we can only do this
          * for flat/constant-colored rendering because of provoking vertex.
          */
         if (prim == PIPE_PRIM_POLYGON) {
            prim = PIPE_PRIM_TRIANGLE_FAN;
         }
         else if (prim == PIPE_PRIM_QUADS && count == 4) {
            prim = PIPE_PRIM_TRIANGLE_FAN;
         }
      }
   }

   if (svga_need_unfilled_fallback(hwtnl, prim)) {
      /* Convert unfilled polygons into points, lines, triangles */
      gen_type = u_unfilled_generator(prim,
                                      start,
                                      count,
                                      hwtnl->api_fillmode,
                                      &gen_prim,
                                      &gen_size, &gen_nr, &gen_func);
   }
   else {
      /* Convert PIPE_PRIM_LINE_LOOP to PIPE_PRIM_LINESTRIP,
       * convert PIPE_PRIM_POLYGON to PIPE_PRIM_TRIANGLE_FAN,
       * etc, if needed (as determined by svga_hw_prims mask).
       */
      gen_type = u_index_generator(svga_hw_prims,
                                   prim,
                                   start,
                                   count,
                                   api_pv,
                                   hwtnl->hw_pv,
                                   &gen_prim, &gen_size, &gen_nr, &gen_func);
   }

   if (gen_type == U_GENERATE_LINEAR) {
      return simple_draw_arrays(hwtnl, gen_prim, start, count,
                                start_instance, instance_count);
   }
   else {
      struct pipe_resource *gen_buf = NULL;

      /* Need to draw as indexed primitive.
       * Potentially need to run the gen func to build an index buffer.
       */
      ret = retrieve_or_generate_indices(hwtnl,
                                         prim,
                                         gen_type,
                                         gen_nr,
                                         gen_size, gen_func, &gen_buf);
      if (ret != PIPE_OK)
         goto done;

      pipe_debug_message(&svga->debug.callback, PERF_INFO,
                         "generating temporary index buffer for drawing %s",
                         u_prim_name(prim));

      ret = svga_hwtnl_simple_draw_range_elements(hwtnl,
                                                  gen_buf,
                                                  gen_size,
                                                  start,
                                                  0,
                                                  count - 1,
                                                  gen_prim, 0, gen_nr,
                                                  start_instance,
                                                  instance_count);
      if (ret != PIPE_OK)
         goto done;

done:
      if (gen_buf)
         pipe_resource_reference(&gen_buf, NULL);

      return ret;
   }
}
コード例 #7
0
/**
 * Compile an LLVM module to machine code.
 *
 * @returns 0 for success, 1 for failure
 */
unsigned radeon_llvm_compile(LLVMModuleRef M, struct radeon_shader_binary *binary,
			     const char *gpu_family,
			     LLVMTargetMachineRef tm,
			     struct pipe_debug_callback *debug)
{
	struct radeon_llvm_diagnostics diag;
	char cpu[CPU_STRING_LEN];
	char fs[FS_STRING_LEN];
	char *err;
	bool dispose_tm = false;
	LLVMContextRef llvm_ctx;
	LLVMMemoryBufferRef out_buffer;
	unsigned buffer_size;
	const char *buffer_data;
	char triple[TRIPLE_STRING_LEN];
	LLVMBool mem_err;

	diag.debug = debug;
	diag.retval = 0;

	if (!tm) {
		strncpy(triple, "r600--", TRIPLE_STRING_LEN);
		LLVMTargetRef target = radeon_llvm_get_r600_target(triple);
		if (!target) {
			return 1;
		}
		strncpy(cpu, gpu_family, CPU_STRING_LEN);
		memset(fs, 0, sizeof(fs));
		strncpy(fs, "+DumpCode", FS_STRING_LEN);
		tm = LLVMCreateTargetMachine(target, triple, cpu, fs,
				  LLVMCodeGenLevelDefault, LLVMRelocDefault,
						  LLVMCodeModelDefault);
		dispose_tm = true;
	}

	/* Setup Diagnostic Handler*/
	llvm_ctx = LLVMGetModuleContext(M);

	LLVMContextSetDiagnosticHandler(llvm_ctx, radeonDiagnosticHandler, &diag);

	/* Compile IR*/
	mem_err = LLVMTargetMachineEmitToMemoryBuffer(tm, M, LLVMObjectFile, &err,
								 &out_buffer);

	/* Process Errors/Warnings */
	if (mem_err) {
		fprintf(stderr, "%s: %s", __FUNCTION__, err);
		pipe_debug_message(debug, SHADER_INFO,
				   "LLVM emit error: %s", err);
		FREE(err);
		diag.retval = 1;
		goto out;
	}

	/* Extract Shader Code*/
	buffer_size = LLVMGetBufferSize(out_buffer);
	buffer_data = LLVMGetBufferStart(out_buffer);

	radeon_elf_read(buffer_data, buffer_size, binary);

	/* Clean up */
	LLVMDisposeMemoryBuffer(out_buffer);

out:
	if (dispose_tm) {
		LLVMDisposeTargetMachine(tm);
	}
	if (diag.retval != 0)
		pipe_debug_message(debug, SHADER_INFO, "LLVM compile failed");
	return diag.retval;
}