shaders_cache.c revision 93a7e6d94e09a25bdbe31eedb0759e390ccb6a86
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_shader_tokens.h"
34
35#include "tgsi/tgsi_build.h"
36#include "tgsi/tgsi_dump.h"
37#include "tgsi/tgsi_parse.h"
38#include "tgsi/tgsi_util.h"
39#include "tgsi/tgsi_text.h"
40
41#include "util/u_memory.h"
42#include "util/u_math.h"
43#include "util/u_debug.h"
44#include "cso_cache/cso_hash.h"
45#include "cso_cache/cso_context.h"
46
47#include "VG/openvg.h"
48
49#include "asm_fill.h"
50
51/* Essentially we construct an ubber-shader based on the state
52 * of the pipeline. The stages are:
53 * 1) Fill (mandatory, solid color/gradient/pattern/image draw)
54 * 2) Image composition (image mode multiply and stencil)
55 * 3) Mask
56 * 4) Extended blend (multiply/screen/darken/lighten)
57 * 5) Premultiply/Unpremultiply
58 * 6) Color transform (to black and white)
59 */
60#define SHADER_STAGES 6
61
62struct cached_shader {
63   void *driver_shader;
64   struct pipe_shader_state state;
65};
66
67struct shaders_cache {
68   struct vg_context *pipe;
69
70   struct cso_hash *hash;
71};
72
73
74static INLINE struct tgsi_token *tokens_from_assembly(const char *txt, int num_tokens)
75{
76   struct tgsi_token *tokens;
77
78   tokens = (struct tgsi_token *) MALLOC(num_tokens * sizeof(tokens[0]));
79
80   tgsi_text_translate(txt, tokens, num_tokens);
81
82#if DEBUG_SHADERS
83   tgsi_dump(tokens, 0);
84#endif
85
86   return tokens;
87}
88
89#define ALL_FILLS (VEGA_SOLID_FILL_SHADER | \
90   VEGA_LINEAR_GRADIENT_SHADER | \
91   VEGA_RADIAL_GRADIENT_SHADER | \
92   VEGA_PATTERN_SHADER         | \
93   VEGA_IMAGE_NORMAL_SHADER)
94
95
96/*
97static const char max_shader_preamble[] =
98   "FRAG\n"
99   "DCL IN[0], POSITION, LINEAR\n"
100   "DCL IN[1], GENERIC[0], PERSPECTIVE\n"
101   "DCL OUT[0], COLOR, CONSTANT\n"
102   "DCL CONST[0..9], CONSTANT\n"
103   "DCL TEMP[0..9], CONSTANT\n"
104   "DCL SAMP[0..9], CONSTANT\n";
105
106   max_shader_preamble strlen == 175
107*/
108#define MAX_PREAMBLE 175
109
110static INLINE VGint range_min(VGint min, VGint current)
111{
112   if (min < 0)
113      min = current;
114   else
115      min = MIN2(min, current);
116   return min;
117}
118
119static INLINE VGint range_max(VGint max, VGint current)
120{
121   return MAX2(max, current);
122}
123
124static void *
125combine_shaders(const struct shader_asm_info *shaders[SHADER_STAGES], int num_shaders,
126                struct pipe_context *pipe,
127                struct pipe_shader_state *shader)
128{
129   VGboolean declare_input = VG_FALSE;
130   VGint start_const   = -1, end_const   = 0;
131   VGint start_temp    = -1, end_temp    = 0;
132   VGint start_sampler = -1, end_sampler = 0;
133   VGint i, current_shader = 0;
134   VGint num_consts, num_temps, num_samplers;
135   struct ureg_program *ureg;
136   struct ureg_src in[2];
137   struct ureg_src *sampler = NULL;
138   struct ureg_src *constant = NULL;
139   struct ureg_dst out, *temp = NULL;
140   void *p = NULL;
141
142   for (i = 0; i < num_shaders; ++i) {
143      if (shaders[i]->num_consts)
144         start_const = range_min(start_const, shaders[i]->start_const);
145      if (shaders[i]->num_temps)
146         start_temp = range_min(start_temp, shaders[i]->start_temp);
147      if (shaders[i]->num_samplers)
148         start_sampler = range_min(start_sampler, shaders[i]->start_sampler);
149
150      end_const = range_max(end_const, shaders[i]->start_const +
151                            shaders[i]->num_consts);
152      end_temp = range_max(end_temp, shaders[i]->start_temp +
153                            shaders[i]->num_temps);
154      end_sampler = range_max(end_sampler, shaders[i]->start_sampler +
155                            shaders[i]->num_samplers);
156      if (shaders[i]->needs_position)
157         declare_input = VG_TRUE;
158   }
159   /* if they're still unitialized, initialize them */
160   if (start_const < 0)
161      start_const = 0;
162   if (start_temp < 0)
163      start_temp = 0;
164   if (start_sampler < 0)
165       start_sampler = 0;
166
167   num_consts   = end_const   - start_const;
168   num_temps    = end_temp    - start_temp;
169   num_samplers = end_sampler - start_sampler;
170
171   ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
172   if (!ureg)
173       return NULL;
174
175   if (declare_input) {
176      in[0] = ureg_DECL_fs_input(ureg,
177                                 TGSI_SEMANTIC_POSITION,
178                                 0,
179                                 TGSI_INTERPOLATE_LINEAR);
180      in[1] = ureg_DECL_fs_input(ureg,
181                                 TGSI_SEMANTIC_GENERIC,
182                                 0,
183                                 TGSI_INTERPOLATE_PERSPECTIVE);
184   }
185
186   /* we always have a color output */
187   out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
188
189   if (num_consts >= 1) {
190      constant = (struct ureg_src *) malloc(sizeof(struct ureg_src) * end_const);
191      for (i = start_const; i < end_const; i++) {
192         constant[i] = ureg_DECL_constant(ureg, i);
193      }
194
195   }
196
197   if (num_temps >= 1) {
198      temp = (struct ureg_dst *) malloc(sizeof(struct ureg_dst) * end_temp);
199      for (i = start_temp; i < end_temp; i++) {
200         temp[i] = ureg_DECL_temporary(ureg);
201      }
202   }
203
204   if (num_samplers >= 1) {
205      sampler = (struct ureg_src *) malloc(sizeof(struct ureg_src) * end_sampler);
206      for (i = start_sampler; i < end_sampler; i++) {
207         sampler[i] = ureg_DECL_sampler(ureg, i);
208      }
209   }
210
211   while (current_shader < num_shaders) {
212      if ((current_shader + 1) == num_shaders) {
213         shaders[current_shader]->func(ureg,
214                                       &out,
215                                       in,
216                                       sampler,
217                                       temp,
218                                       constant);
219      } else {
220         shaders[current_shader]->func(ureg,
221                                      &temp[0],
222                                      in,
223                                      sampler,
224                                      temp,
225                                      constant);
226      }
227      current_shader++;
228   }
229
230   ureg_END(ureg);
231
232   shader->tokens = ureg_finalize(ureg);
233   if(!shader->tokens)
234      return NULL;
235
236   p = pipe->create_fs_state(pipe, shader);
237   ureg_destroy(ureg);
238
239   if (num_temps >= 1) {
240      for (i = start_temp; i < end_temp; i++) {
241         ureg_release_temporary(ureg, temp[i]);
242      }
243   }
244
245   if (temp)
246      free(temp);
247   if (constant)
248      free(constant);
249   if (sampler)
250      free(sampler);
251
252   return p;
253}
254
255static void *
256create_shader(struct pipe_context *pipe,
257              int id,
258              struct pipe_shader_state *shader)
259{
260   int idx = 0;
261   const struct shader_asm_info * shaders[SHADER_STAGES];
262
263   /* the shader has to have a fill */
264   debug_assert(id & ALL_FILLS);
265
266   /* first stage */
267   if (id & VEGA_SOLID_FILL_SHADER) {
268      debug_assert(idx == 0);
269      shaders[idx] = &shaders_asm[0];
270      debug_assert(shaders_asm[0].id == VEGA_SOLID_FILL_SHADER);
271      ++idx;
272   }
273   if ((id & VEGA_LINEAR_GRADIENT_SHADER)) {
274      debug_assert(idx == 0);
275      shaders[idx] = &shaders_asm[1];
276      debug_assert(shaders_asm[1].id == VEGA_LINEAR_GRADIENT_SHADER);
277      ++idx;
278   }
279   if ((id & VEGA_RADIAL_GRADIENT_SHADER)) {
280      debug_assert(idx == 0);
281      shaders[idx] = &shaders_asm[2];
282      debug_assert(shaders_asm[2].id == VEGA_RADIAL_GRADIENT_SHADER);
283      ++idx;
284   }
285   if ((id & VEGA_PATTERN_SHADER)) {
286      debug_assert(idx == 0);
287      debug_assert(shaders_asm[3].id == VEGA_PATTERN_SHADER);
288      shaders[idx] = &shaders_asm[3];
289      ++idx;
290   }
291   if ((id & VEGA_IMAGE_NORMAL_SHADER)) {
292      debug_assert(idx == 0);
293      debug_assert(shaders_asm[4].id == VEGA_IMAGE_NORMAL_SHADER);
294      shaders[idx] = &shaders_asm[4];
295      ++idx;
296   }
297
298   /* second stage */
299   if ((id & VEGA_IMAGE_MULTIPLY_SHADER)) {
300      debug_assert(shaders_asm[5].id == VEGA_IMAGE_MULTIPLY_SHADER);
301      shaders[idx] = &shaders_asm[5];
302      ++idx;
303   } else if ((id & VEGA_IMAGE_STENCIL_SHADER)) {
304      debug_assert(shaders_asm[6].id == VEGA_IMAGE_STENCIL_SHADER);
305      shaders[idx] = &shaders_asm[6];
306      ++idx;
307   }
308
309   /* third stage */
310   if ((id & VEGA_MASK_SHADER)) {
311      debug_assert(idx == 1);
312      debug_assert(shaders_asm[7].id == VEGA_MASK_SHADER);
313      shaders[idx] = &shaders_asm[7];
314      ++idx;
315   }
316
317   /* fourth stage */
318   if ((id & VEGA_BLEND_MULTIPLY_SHADER)) {
319      debug_assert(shaders_asm[8].id == VEGA_BLEND_MULTIPLY_SHADER);
320      shaders[idx] = &shaders_asm[8];
321      ++idx;
322   } else if ((id & VEGA_BLEND_SCREEN_SHADER)) {
323      debug_assert(shaders_asm[9].id == VEGA_BLEND_SCREEN_SHADER);
324      shaders[idx] = &shaders_asm[9];
325      ++idx;
326   } else if ((id & VEGA_BLEND_DARKEN_SHADER)) {
327      debug_assert(shaders_asm[10].id == VEGA_BLEND_DARKEN_SHADER);
328      shaders[idx] = &shaders_asm[10];
329      ++idx;
330   } else if ((id & VEGA_BLEND_LIGHTEN_SHADER)) {
331      debug_assert(shaders_asm[11].id == VEGA_BLEND_LIGHTEN_SHADER);
332      shaders[idx] = &shaders_asm[11];
333      ++idx;
334   }
335
336   /* fifth stage */
337   if ((id & VEGA_PREMULTIPLY_SHADER)) {
338      debug_assert(shaders_asm[12].id == VEGA_PREMULTIPLY_SHADER);
339      shaders[idx] = &shaders_asm[12];
340      ++idx;
341   } else if ((id & VEGA_UNPREMULTIPLY_SHADER)) {
342      debug_assert(shaders_asm[13].id == VEGA_UNPREMULTIPLY_SHADER);
343      shaders[idx] = &shaders_asm[13];
344      ++idx;
345   }
346
347   /* sixth stage */
348   if ((id & VEGA_BW_SHADER)) {
349      debug_assert(shaders_asm[14].id == VEGA_BW_SHADER);
350      shaders[idx] = &shaders_asm[14];
351      ++idx;
352   }
353
354   return combine_shaders(shaders, idx, pipe, shader);
355}
356
357/*************************************************/
358
359struct shaders_cache * shaders_cache_create(struct vg_context *vg)
360{
361   struct shaders_cache *sc = CALLOC_STRUCT(shaders_cache);
362
363   sc->pipe = vg;
364   sc->hash = cso_hash_create();
365
366   return sc;
367}
368
369void shaders_cache_destroy(struct shaders_cache *sc)
370{
371   struct cso_hash_iter iter = cso_hash_first_node(sc->hash);
372
373   while (!cso_hash_iter_is_null(iter)) {
374      struct cached_shader *cached =
375         (struct cached_shader *)cso_hash_iter_data(iter);
376      cso_delete_fragment_shader(sc->pipe->cso_context,
377                                 cached->driver_shader);
378      iter = cso_hash_erase(sc->hash, iter);
379   }
380
381   cso_hash_delete(sc->hash);
382   FREE(sc);
383}
384
385void * shaders_cache_fill(struct shaders_cache *sc,
386                          int shader_key)
387{
388   VGint key = shader_key;
389   struct cached_shader *cached;
390   struct cso_hash_iter iter = cso_hash_find(sc->hash, key);
391
392   if (cso_hash_iter_is_null(iter)) {
393      cached = CALLOC_STRUCT(cached_shader);
394      cached->driver_shader = create_shader(sc->pipe->pipe, key, &cached->state);
395
396      cso_hash_insert(sc->hash, key, cached);
397
398      return cached->driver_shader;
399   }
400
401   cached = (struct cached_shader *)cso_hash_iter_data(iter);
402
403   assert(cached->driver_shader);
404   return cached->driver_shader;
405}
406
407struct vg_shader * shader_create_from_text(struct pipe_context *pipe,
408                                           const char *txt, int num_tokens,
409                                           int type)
410{
411   struct vg_shader *shader = (struct vg_shader *)MALLOC(
412      sizeof(struct vg_shader));
413   struct tgsi_token *tokens = tokens_from_assembly(txt, num_tokens);
414   struct pipe_shader_state state;
415
416   debug_assert(type == PIPE_SHADER_VERTEX ||
417                type == PIPE_SHADER_FRAGMENT);
418
419   state.tokens = tokens;
420   shader->type = type;
421   shader->tokens = tokens;
422
423   if (type == PIPE_SHADER_FRAGMENT)
424      shader->driver = pipe->create_fs_state(pipe, &state);
425   else
426      shader->driver = pipe->create_vs_state(pipe, &state);
427   return shader;
428}
429
430void vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader)
431{
432   if (shader->type == PIPE_SHADER_FRAGMENT)
433      cso_delete_fragment_shader(ctx->cso_context, shader->driver);
434   else
435      cso_delete_vertex_shader(ctx->cso_context, shader->driver);
436   FREE(shader->tokens);
437   FREE(shader);
438}
439