shaders_cache.c revision 5285de7c0fc067dc036a5b421140a696ce2cabbf
1/**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc.  All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27#include "shaders_cache.h"
28
29#include "vg_context.h"
30
31#include "pipe/p_context.h"
32#include "pipe/p_defines.h"
33#include "pipe/p_inlines.h"
34#include "pipe/p_screen.h"
35#include "pipe/p_shader_tokens.h"
36
37#include "tgsi/tgsi_build.h"
38#include "tgsi/tgsi_dump.h"
39#include "tgsi/tgsi_parse.h"
40#include "tgsi/tgsi_util.h"
41#include "tgsi/tgsi_text.h"
42
43#include "util/u_memory.h"
44#include "util/u_math.h"
45#include "util/u_debug.h"
46#include "cso_cache/cso_hash.h"
47#include "cso_cache/cso_context.h"
48
49#include "VG/openvg.h"
50
51#include "asm_fill.h"
52
53/* Essentially we construct an ubber-shader based on the state
54 * of the pipeline. The stages are:
55 * 1) Fill (mandatory, solid color/gradient/pattern/image draw)
56 * 2) Image composition (image mode multiply and stencil)
57 * 3) Mask
58 * 4) Extended blend (multiply/screen/darken/lighten)
59 * 5) Premultiply/Unpremultiply
60 * 6) Color transform (to black and white)
61 */
62#define SHADER_STAGES 6
63
64struct cached_shader {
65   void *driver_shader;
66   struct pipe_shader_state state;
67};
68
69struct shaders_cache {
70   struct vg_context *pipe;
71
72   struct cso_hash *hash;
73};
74
75
76static INLINE struct tgsi_token *tokens_from_assembly(const char *txt, int num_tokens)
77{
78   struct tgsi_token *tokens;
79
80   tokens = (struct tgsi_token *) MALLOC(num_tokens * sizeof(tokens[0]));
81
82   tgsi_text_translate(txt, tokens, num_tokens);
83
84#if DEBUG_SHADERS
85   tgsi_dump(tokens, 0);
86#endif
87
88   return tokens;
89}
90
91#define ALL_FILLS (VEGA_SOLID_FILL_SHADER | \
92   VEGA_LINEAR_GRADIENT_SHADER | \
93   VEGA_RADIAL_GRADIENT_SHADER | \
94   VEGA_PATTERN_SHADER         | \
95   VEGA_IMAGE_NORMAL_SHADER)
96
97
98/*
99static const char max_shader_preamble[] =
100   "FRAG\n"
101   "DCL IN[0], POSITION, LINEAR\n"
102   "DCL IN[1], GENERIC[0], PERSPECTIVE\n"
103   "DCL OUT[0], COLOR, CONSTANT\n"
104   "DCL CONST[0..9], CONSTANT\n"
105   "DCL TEMP[0..9], CONSTANT\n"
106   "DCL SAMP[0..9], CONSTANT\n";
107
108   max_shader_preamble strlen == 175
109*/
110#define MAX_PREAMBLE 175
111
112static INLINE VGint range_min(VGint min, VGint current)
113{
114   if (min < 0)
115      min = current;
116   else
117      min = MIN2(min, current);
118   return min;
119}
120
121static INLINE VGint range_max(VGint max, VGint current)
122{
123   return MAX2(max, current);
124}
125
126static void
127create_preamble(char *txt,
128                const struct shader_asm_info *shaders[SHADER_STAGES],
129                int num_shaders)
130{
131   VGboolean declare_input = VG_FALSE;
132   VGint start_const   = -1, end_const   = 0;
133   VGint start_temp    = -1, end_temp    = 0;
134   VGint start_sampler = -1, end_sampler = 0;
135   VGint i;
136   VGint num_consts, num_temps, num_samplers;
137
138   for (i = 0; i < num_shaders; ++i) {
139      if (shaders[i]->num_consts)
140         start_const = range_min(start_const, shaders[i]->start_const);
141      if (shaders[i]->num_temps)
142         start_temp = range_min(start_temp, shaders[i]->start_temp);
143      if (shaders[i]->num_samplers)
144         start_sampler = range_min(start_sampler, shaders[i]->start_sampler);
145
146      end_const = range_max(end_const, shaders[i]->start_const +
147                            shaders[i]->num_consts);
148      end_temp = range_max(end_temp, shaders[i]->start_temp +
149                            shaders[i]->num_temps);
150      end_sampler = range_max(end_sampler, shaders[i]->start_sampler +
151                            shaders[i]->num_samplers);
152      if (shaders[i]->needs_position)
153         declare_input = VG_TRUE;
154   }
155   /* if they're still unitialized, initialize them */
156   if (start_const < 0)
157      start_const = 0;
158   if (start_temp < 0)
159      start_temp = 0;
160   if (start_sampler < 0)
161      start_sampler = 0;
162
163   num_consts   = end_const   - start_const;
164   num_temps    = end_temp    - start_temp;
165   num_samplers = end_sampler - start_sampler;
166   /* end exclusive */
167   --end_const;
168   --end_temp;
169   --end_sampler;
170
171   sprintf(txt, "FRAG\n");
172
173   if (declare_input) {
174      sprintf(txt + strlen(txt), "DCL IN[0], POSITION, LINEAR\n");
175      sprintf(txt + strlen(txt), "DCL IN[1], GENERIC[0], PERSPECTIVE\n");
176   }
177
178   /* we always have a color output */
179   sprintf(txt + strlen(txt), "DCL OUT[0], COLOR, CONSTANT\n");
180
181   if (num_consts > 1)
182      sprintf(txt + strlen(txt), "DCL CONST[%d..%d], CONSTANT\n", start_const, end_const);
183   else if (num_consts == 1)
184      sprintf(txt + strlen(txt), "DCL CONST[%d], CONSTANT\n", start_const);
185
186   if (num_temps > 1)
187      sprintf(txt + strlen(txt), "DCL TEMP[%d..%d], CONSTANT\n", start_temp, end_temp);
188   else if (num_temps > 1)
189      sprintf(txt + strlen(txt), "DCL TEMP[%d], CONSTANT\n", start_temp);
190
191   if (num_samplers > 1)
192      sprintf(txt + strlen(txt), "DCL SAMP[%d..%d], CONSTANT\n", start_sampler, end_sampler);
193   else if (num_samplers == 1)
194      sprintf(txt + strlen(txt), "DCL SAMP[%d], CONSTANT\n", start_sampler);
195}
196
197static void *
198combine_shaders(const struct shader_asm_info *shaders[SHADER_STAGES], int num_shaders,
199                struct pipe_context *pipe,
200                struct pipe_shader_state *shader)
201{
202   char *combined_txt;
203   int combined_len = MAX_PREAMBLE;
204   int combined_tokens = 0;
205   int i = 0;
206   int current_shader = 0;
207   int current_len;
208
209   for (i = 0; i < num_shaders; ++i) {
210      combined_len += strlen(shaders[i]->txt);
211      combined_tokens += shaders[i]->num_tokens;
212   }
213   /* add for the %s->TEMP[0] substitutions */
214   combined_len += num_shaders * 7 /*TEMP[0]*/ + 4 /*"END\n"*/;
215
216   combined_txt = (char*)malloc(combined_len);
217   combined_txt[0] = '\0';
218
219   create_preamble(combined_txt, shaders, num_shaders);
220
221   while (current_shader < num_shaders) {
222      const char temp[] = "TEMP[0]";
223      const char out[] = "OUT[0]";
224      const char *subst = temp;
225
226      current_len = strlen(combined_txt);
227
228      /* if the last shader then output */
229      if (current_shader + 1 == num_shaders)
230         subst = out;
231
232      snprintf(combined_txt + current_len,
233               combined_len - current_len,
234               shaders[current_shader]->txt,
235               subst);
236      ++current_shader;
237   }
238
239
240   current_len = strlen(combined_txt);
241   snprintf(combined_txt + current_len,
242            combined_len - current_len,
243            "END\n");
244
245   debug_printf("Combined shader is : \n%s\n",
246                 combined_txt);
247
248   shader->tokens = tokens_from_assembly(
249            combined_txt, combined_tokens);
250
251   free(combined_txt);
252
253   return pipe->create_fs_state(pipe, shader);
254}
255
256static void *
257create_shader(struct pipe_context *pipe,
258              int id,
259              struct pipe_shader_state *shader)
260{
261   int idx = 0;
262   const struct shader_asm_info * shaders[SHADER_STAGES];
263
264   /* the shader has to have a fill */
265   debug_assert(id & ALL_FILLS);
266
267   /* first stage */
268   if (id & VEGA_SOLID_FILL_SHADER) {
269      debug_assert(idx == 0);
270      shaders[idx] = &shaders_asm[0];
271      debug_assert(shaders_asm[0].id == VEGA_SOLID_FILL_SHADER);
272      ++idx;
273   }
274   if ((id & VEGA_LINEAR_GRADIENT_SHADER)) {
275      debug_assert(idx == 0);
276      shaders[idx] = &shaders_asm[1];
277      debug_assert(shaders_asm[1].id == VEGA_LINEAR_GRADIENT_SHADER);
278      ++idx;
279   }
280   if ((id & VEGA_RADIAL_GRADIENT_SHADER)) {
281      debug_assert(idx == 0);
282      shaders[idx] = &shaders_asm[2];
283      debug_assert(shaders_asm[2].id == VEGA_RADIAL_GRADIENT_SHADER);
284      ++idx;
285   }
286   if ((id & VEGA_PATTERN_SHADER)) {
287      debug_assert(idx == 0);
288      debug_assert(shaders_asm[3].id == VEGA_PATTERN_SHADER);
289      shaders[idx] = &shaders_asm[3];
290      ++idx;
291   }
292   if ((id & VEGA_IMAGE_NORMAL_SHADER)) {
293      debug_assert(idx == 0);
294      debug_assert(shaders_asm[4].id == VEGA_IMAGE_NORMAL_SHADER);
295      shaders[idx] = &shaders_asm[4];
296      ++idx;
297   }
298
299   /* second stage */
300   if ((id & VEGA_IMAGE_MULTIPLY_SHADER)) {
301      debug_assert(shaders_asm[5].id == VEGA_IMAGE_MULTIPLY_SHADER);
302      shaders[idx] = &shaders_asm[5];
303      ++idx;
304   } else if ((id & VEGA_IMAGE_STENCIL_SHADER)) {
305      debug_assert(shaders_asm[6].id == VEGA_IMAGE_STENCIL_SHADER);
306      shaders[idx] = &shaders_asm[6];
307      ++idx;
308   }
309
310   /* third stage */
311   if ((id & VEGA_MASK_SHADER)) {
312      debug_assert(idx == 1);
313      debug_assert(shaders_asm[7].id == VEGA_MASK_SHADER);
314      shaders[idx] = &shaders_asm[7];
315      ++idx;
316   }
317
318   /* fourth stage */
319   if ((id & VEGA_BLEND_MULTIPLY_SHADER)) {
320      debug_assert(shaders_asm[8].id == VEGA_BLEND_MULTIPLY_SHADER);
321      shaders[idx] = &shaders_asm[8];
322      ++idx;
323   } else if ((id & VEGA_BLEND_SCREEN_SHADER)) {
324      debug_assert(shaders_asm[9].id == VEGA_BLEND_SCREEN_SHADER);
325      shaders[idx] = &shaders_asm[9];
326      ++idx;
327   } else if ((id & VEGA_BLEND_DARKEN_SHADER)) {
328      debug_assert(shaders_asm[10].id == VEGA_BLEND_DARKEN_SHADER);
329      shaders[idx] = &shaders_asm[10];
330      ++idx;
331   } else if ((id & VEGA_BLEND_LIGHTEN_SHADER)) {
332      debug_assert(shaders_asm[11].id == VEGA_BLEND_LIGHTEN_SHADER);
333      shaders[idx] = &shaders_asm[11];
334      ++idx;
335   }
336
337   /* fifth stage */
338   if ((id & VEGA_PREMULTIPLY_SHADER)) {
339      debug_assert(shaders_asm[12].id == VEGA_PREMULTIPLY_SHADER);
340      shaders[idx] = &shaders_asm[12];
341      ++idx;
342   } else if ((id & VEGA_UNPREMULTIPLY_SHADER)) {
343      debug_assert(shaders_asm[13].id == VEGA_UNPREMULTIPLY_SHADER);
344      shaders[idx] = &shaders_asm[13];
345      ++idx;
346   }
347
348   /* sixth stage */
349   if ((id & VEGA_BW_SHADER)) {
350      debug_assert(shaders_asm[14].id == VEGA_BW_SHADER);
351      shaders[idx] = &shaders_asm[14];
352      ++idx;
353   }
354
355   return combine_shaders(shaders, idx, pipe, shader);
356}
357
358/*************************************************/
359
360struct shaders_cache * shaders_cache_create(struct vg_context *vg)
361{
362   struct shaders_cache *sc = CALLOC_STRUCT(shaders_cache);
363
364   sc->pipe = vg;
365   sc->hash = cso_hash_create();
366
367   return sc;
368}
369
370void shaders_cache_destroy(struct shaders_cache *sc)
371{
372   struct cso_hash_iter iter = cso_hash_first_node(sc->hash);
373
374   while (!cso_hash_iter_is_null(iter)) {
375      struct cached_shader *cached =
376         (struct cached_shader *)cso_hash_iter_data(iter);
377      cso_delete_fragment_shader(sc->pipe->cso_context,
378                                 cached->driver_shader);
379      iter = cso_hash_erase(sc->hash, iter);
380   }
381
382   cso_hash_delete(sc->hash);
383   free(sc);
384}
385
386void * shaders_cache_fill(struct shaders_cache *sc,
387                          int shader_key)
388{
389   VGint key = shader_key;
390   struct cached_shader *cached;
391   struct cso_hash_iter iter = cso_hash_find(sc->hash, key);
392
393   if (cso_hash_iter_is_null(iter)) {
394      cached = CALLOC_STRUCT(cached_shader);
395      cached->driver_shader = create_shader(sc->pipe->pipe, key, &cached->state);
396
397      cso_hash_insert(sc->hash, key, cached);
398
399      return cached->driver_shader;
400   }
401
402   cached = (struct cached_shader *)cso_hash_iter_data(iter);
403
404   assert(cached->driver_shader);
405   return cached->driver_shader;
406}
407
408struct vg_shader * shader_create_from_text(struct pipe_context *pipe,
409                                           const char *txt, int num_tokens,
410                                           int type)
411{
412   struct vg_shader *shader = (struct vg_shader *)malloc(
413      sizeof(struct vg_shader));
414   struct tgsi_token *tokens = tokens_from_assembly(txt, num_tokens);
415   struct pipe_shader_state state;
416
417   debug_assert(type == PIPE_SHADER_VERTEX ||
418                type == PIPE_SHADER_FRAGMENT);
419
420   state.tokens = tokens;
421   shader->type = type;
422   shader->tokens = tokens;
423
424   if (type == PIPE_SHADER_FRAGMENT)
425      shader->driver = pipe->create_fs_state(pipe, &state);
426   else
427      shader->driver = pipe->create_vs_state(pipe, &state);
428   return shader;
429}
430
431void vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader)
432{
433   if (shader->type == PIPE_SHADER_FRAGMENT)
434      cso_delete_fragment_shader(ctx->cso_context, shader->driver);
435   else
436      cso_delete_vertex_shader(ctx->cso_context, shader->driver);
437   free(shader->tokens);
438   free(shader);
439}
440