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Diffstat (limited to 'src/gallium/drivers/r300/r300_fs.c')
-rw-r--r--src/gallium/drivers/r300/r300_fs.c208
1 files changed, 163 insertions, 45 deletions
diff --git a/src/gallium/drivers/r300/r300_fs.c b/src/gallium/drivers/r300/r300_fs.c
index 3c2625269b8..88303f074cd 100644
--- a/src/gallium/drivers/r300/r300_fs.c
+++ b/src/gallium/drivers/r300/r300_fs.c
@@ -26,10 +26,12 @@
#include "util/u_memory.h"
#include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_ureg.h"
#include "r300_context.h"
#include "r300_screen.h"
#include "r300_fs.h"
+#include "r300_reg.h"
#include "r300_tgsi_to_rc.h"
#include "radeon_code.h"
@@ -69,26 +71,27 @@ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
break;
default:
- assert(0);
+ fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
+ info->input_semantic_name[i]);
}
}
}
static void find_output_registers(struct r300_fragment_program_compiler * compiler,
- struct r300_fragment_shader * fs)
+ struct r300_fragment_shader_code *shader)
{
unsigned i, colorbuf_count = 0;
/* Mark the outputs as not present initially */
- compiler->OutputColor[0] = fs->info.num_outputs;
- compiler->OutputColor[1] = fs->info.num_outputs;
- compiler->OutputColor[2] = fs->info.num_outputs;
- compiler->OutputColor[3] = fs->info.num_outputs;
- compiler->OutputDepth = fs->info.num_outputs;
+ compiler->OutputColor[0] = shader->info.num_outputs;
+ compiler->OutputColor[1] = shader->info.num_outputs;
+ compiler->OutputColor[2] = shader->info.num_outputs;
+ compiler->OutputColor[3] = shader->info.num_outputs;
+ compiler->OutputDepth = shader->info.num_outputs;
/* Now see where they really are. */
- for(i = 0; i < fs->info.num_outputs; ++i) {
- switch(fs->info.output_semantic_name[i]) {
+ for(i = 0; i < shader->info.num_outputs; ++i) {
+ switch(shader->info.output_semantic_name[i]) {
case TGSI_SEMANTIC_COLOR:
compiler->OutputColor[colorbuf_count] = i;
colorbuf_count++;
@@ -128,20 +131,21 @@ static void allocate_hardware_inputs(
}
}
-static void get_compare_state(
+static void get_external_state(
struct r300_context* r300,
- struct r300_fragment_program_external_state* state,
- unsigned shadow_samplers)
+ struct r300_fragment_program_external_state* state)
{
- struct r300_textures_state *texstate =
- (struct r300_textures_state*)r300->textures_state.state;
-
- memset(state, 0, sizeof(*state));
+ struct r300_textures_state *texstate = r300->textures_state.state;
+ unsigned i;
- for (int i = 0; i < texstate->sampler_count; i++) {
+ for (i = 0; i < texstate->sampler_state_count; i++) {
struct r300_sampler_state* s = texstate->sampler_states[i];
- if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
+ if (!s) {
+ continue;
+ }
+
+ if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
/* XXX Gallium doesn't provide us with any information regarding
* this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
state->unit[i].depth_texture_mode = 0;
@@ -149,17 +153,86 @@ static void get_compare_state(
/* Fortunately, no need to translate this. */
state->unit[i].texture_compare_func = s->state.compare_func;
}
+
+ state->unit[i].non_normalized_coords = !s->state.normalized_coords;
+
+ if (texstate->sampler_views[i]) {
+ struct r300_texture *t;
+ t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
+
+ /* XXX this should probably take into account STR, not just S. */
+ if (t->uses_pitch) {
+ switch (s->state.wrap_s) {
+ case PIPE_TEX_WRAP_REPEAT:
+ state->unit[i].wrap_mode = RC_WRAP_REPEAT;
+ state->unit[i].fake_npot = TRUE;
+ break;
+
+ case PIPE_TEX_WRAP_MIRROR_REPEAT:
+ state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
+ state->unit[i].fake_npot = TRUE;
+ break;
+
+ case PIPE_TEX_WRAP_MIRROR_CLAMP:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
+ state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
+ state->unit[i].fake_npot = TRUE;
+ break;
+
+ default:
+ state->unit[i].wrap_mode = RC_WRAP_NONE;
+ break;
+ }
+ }
+ }
}
}
static void r300_translate_fragment_shader(
struct r300_context* r300,
+ struct r300_fragment_shader_code* shader,
+ const struct tgsi_token *tokens);
+
+static void r300_dummy_fragment_shader(
+ struct r300_context* r300,
struct r300_fragment_shader_code* shader)
{
- struct r300_fragment_shader* fs = r300->fs;
+ struct pipe_shader_state state;
+ struct ureg_program *ureg;
+ struct ureg_dst out;
+ struct ureg_src imm;
+
+ /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+ imm = ureg_imm4f(ureg, 0, 0, 0, 1);
+
+ ureg_MOV(ureg, out, imm);
+ ureg_END(ureg);
+
+ state.tokens = ureg_finalize(ureg);
+
+ shader->dummy = TRUE;
+ r300_translate_fragment_shader(r300, shader, state.tokens);
+
+ ureg_destroy(ureg);
+}
+
+static void r300_translate_fragment_shader(
+ struct r300_context* r300,
+ struct r300_fragment_shader_code* shader,
+ const struct tgsi_token *tokens)
+{
struct r300_fragment_program_compiler compiler;
struct tgsi_to_rc ttr;
- int wpos = fs->inputs.wpos;
+ int wpos;
+ unsigned i;
+
+ tgsi_scan_shader(tokens, &shader->info);
+ r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
+
+ wpos = shader->inputs.wpos;
/* Setup the compiler. */
memset(&compiler, 0, sizeof(compiler));
@@ -168,25 +241,24 @@ static void r300_translate_fragment_shader(
compiler.code = &shader->code;
compiler.state = shader->compare_state;
- compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500;
+ compiler.is_r500 = r300->screen->caps.is_r500;
+ compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
compiler.AllocateHwInputs = &allocate_hardware_inputs;
- compiler.UserData = &fs->inputs;
+ compiler.UserData = &shader->inputs;
- find_output_registers(&compiler, fs);
+ find_output_registers(&compiler, shader);
if (compiler.Base.Debug) {
debug_printf("r300: Initial fragment program\n");
- tgsi_dump(fs->state.tokens, 0);
+ tgsi_dump(tokens, 0);
}
/* Translate TGSI to our internal representation */
ttr.compiler = &compiler.Base;
- ttr.info = &fs->info;
+ ttr.info = &shader->info;
ttr.use_half_swizzles = TRUE;
- r300_tgsi_to_rc(&ttr, fs->state.tokens);
-
- fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
+ r300_tgsi_to_rc(&ttr, tokens);
/**
* Transform the program to support WPOS.
@@ -202,11 +274,55 @@ static void r300_translate_fragment_shader(
/* Invoke the compiler */
r3xx_compile_fragment_program(&compiler);
+
+ /* Shaders with zero instructions are invalid,
+ * use the dummy shader instead. */
+ if (shader->code.code.r500.inst_end == -1) {
+ rc_destroy(&compiler.Base);
+ r300_dummy_fragment_shader(r300, shader);
+ return;
+ }
+
if (compiler.Base.Error) {
- /* XXX failover maybe? */
- DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
- compiler.Base.ErrorMsg);
- assert(0);
+ fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
+ " instead.\n", compiler.Base.ErrorMsg);
+
+ if (shader->dummy) {
+ fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
+ "Giving up...\n");
+ abort();
+ }
+
+ rc_destroy(&compiler.Base);
+ r300_dummy_fragment_shader(r300, shader);
+ return;
+ }
+
+ /* Initialize numbers of constants for each type. */
+ shader->externals_count = ttr.immediate_offset;
+ shader->immediates_count = 0;
+ shader->rc_state_count = 0;
+
+ for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
+ switch (shader->code.constants.Constants[i].Type) {
+ case RC_CONSTANT_IMMEDIATE:
+ ++shader->immediates_count;
+ break;
+ case RC_CONSTANT_STATE:
+ ++shader->rc_state_count;
+ break;
+ default:
+ assert(0);
+ }
+ }
+
+ /* Setup shader depth output. */
+ if (shader->code.writes_depth) {
+ shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
+ shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
+ } else {
+ shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
+ shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
}
/* And, finally... */
@@ -215,24 +331,22 @@ static void r300_translate_fragment_shader(
boolean r300_pick_fragment_shader(struct r300_context* r300)
{
- struct r300_fragment_shader* fs = r300->fs;
- struct r300_fragment_program_external_state state;
+ struct r300_fragment_shader* fs = r300_fs(r300);
+ struct r300_fragment_program_external_state state = {{{ 0 }}};
struct r300_fragment_shader_code* ptr;
+ get_external_state(r300, &state);
+
if (!fs->first) {
/* Build the fragment shader for the first time. */
fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
- /* BTW shadow samplers will be known after the first translation,
- * therefore we set ~0, which means it should look at all sampler
- * states. This choice doesn't have any impact on the correctness. */
- get_compare_state(r300, &fs->shader->compare_state, ~0);
- r300_translate_fragment_shader(r300, fs->shader);
+ memcpy(&fs->shader->compare_state, &state,
+ sizeof(struct r300_fragment_program_external_state));
+ r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
return TRUE;
- } else if (fs->shadow_samplers) {
- get_compare_state(r300, &state, fs->shadow_samplers);
-
+ } else {
/* Check if the currently-bound shader has been compiled
* with the texture-compare state we need. */
if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
@@ -240,8 +354,12 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
ptr = fs->first;
while (ptr) {
if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
- fs->shader = ptr;
- return TRUE;
+ if (fs->shader != ptr) {
+ fs->shader = ptr;
+ return TRUE;
+ }
+ /* The currently-bound one is OK. */
+ return FALSE;
}
ptr = ptr->next;
}
@@ -252,7 +370,7 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
fs->first = fs->shader = ptr;
ptr->compare_state = state;
- r300_translate_fragment_shader(r300, ptr);
+ r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
return TRUE;
}
}