/* * Copyright 2008 Corbin Simpson * Joakim Sindholt * Copyright 2009 Marek Olšák * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "util/u_math.h" #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_tgsi_to_rc.h" #include "radeon_code.h" #include "radeon_compiler.h" /* Convert info about FS input semantics to r300_shader_semantics. */ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, struct r300_shader_semantics* fs_inputs) { int i; unsigned index; r300_shader_semantics_reset(fs_inputs); for (i = 0; i < info->num_inputs; i++) { index = info->input_semantic_index[i]; switch (info->input_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: assert(index < ATTR_COLOR_COUNT); fs_inputs->color[index] = i; break; case TGSI_SEMANTIC_GENERIC: assert(index < ATTR_GENERIC_COUNT); fs_inputs->generic[index] = i; break; case TGSI_SEMANTIC_FOG: assert(index == 0); fs_inputs->fog = i; break; case TGSI_SEMANTIC_POSITION: assert(index == 0); fs_inputs->wpos = i; break; default: 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_code *shader) { unsigned i, colorbuf_count = 0; /* Mark the outputs as not present initially */ 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 < shader->info.num_outputs; ++i) { switch(shader->info.output_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: compiler->OutputColor[colorbuf_count] = i; colorbuf_count++; break; case TGSI_SEMANTIC_POSITION: compiler->OutputDepth = i; break; } } } static void allocate_hardware_inputs( struct r300_fragment_program_compiler * c, void (*allocate)(void * data, unsigned input, unsigned hwreg), void * mydata) { struct r300_shader_semantics* inputs = (struct r300_shader_semantics*)c->UserData; int i, reg = 0; /* Allocate input registers. */ for (i = 0; i < ATTR_COLOR_COUNT; i++) { if (inputs->color[i] != ATTR_UNUSED) { allocate(mydata, inputs->color[i], reg++); } } for (i = 0; i < ATTR_GENERIC_COUNT; i++) { if (inputs->generic[i] != ATTR_UNUSED) { allocate(mydata, inputs->generic[i], reg++); } } if (inputs->fog != ATTR_UNUSED) { allocate(mydata, inputs->fog, reg++); } if (inputs->wpos != ATTR_UNUSED) { allocate(mydata, inputs->wpos, reg++); } } static void get_compare_state( struct r300_context* r300, struct r300_fragment_program_external_state* state, unsigned shadow_samplers) { struct r300_textures_state *texstate = (struct r300_textures_state*)r300->textures_state.state; memset(state, 0, sizeof(*state)); for (int 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) { /* 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; /* Fortunately, no need to translate this. */ state->unit[i].texture_compare_func = s->state.compare_func; } } } 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 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; 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)); rc_init(&compiler.Base); compiler.Base.Debug = DBG_ON(r300, DBG_FP); compiler.code = &shader->code; compiler.state = shader->compare_state; compiler.is_r500 = r300->screen->caps.is_r500; compiler.max_temp_regs = compiler.is_r500 ? 128 : 32; compiler.AllocateHwInputs = &allocate_hardware_inputs; compiler.UserData = &shader->inputs; find_output_registers(&compiler, shader); if (compiler.Base.Debug) { debug_printf("r300: Initial fragment program\n"); tgsi_dump(tokens, 0); } /* Translate TGSI to our internal representation */ ttr.compiler = &compiler.Base; ttr.info = &shader->info; ttr.use_half_swizzles = TRUE; r300_tgsi_to_rc(&ttr, tokens); shader->shadow_samplers = compiler.Base.Program.ShadowSamplers; /** * Transform the program to support WPOS. * * Introduce a small fragment at the start of the program that will be * the only code that directly reads the WPOS input. * All other code pieces that reference that input will be rewritten * to read from a newly allocated temporary. */ if (wpos != ATTR_UNUSED) { /* Moving the input to some other reg is not really necessary. */ rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); } /* Invoke the compiler */ r3xx_compile_fragment_program(&compiler); if (compiler.Base.Error) { 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(); } r300_dummy_fragment_shader(r300, shader); } /* 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); } } /* And, finally... */ rc_destroy(&compiler.Base); } 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_code* ptr; 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, fs->state.tokens); fs->shadow_samplers = fs->shader->shadow_samplers; return TRUE; } else if (fs->shadow_samplers) { get_compare_state(r300, &state, fs->shadow_samplers); /* 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) { /* Search for the right shader. */ ptr = fs->first; while (ptr) { if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { fs->shader = ptr; return TRUE; } ptr = ptr->next; } /* Not found, gotta compile a new one. */ ptr = CALLOC_STRUCT(r300_fragment_shader_code); ptr->next = fs->first; fs->first = fs->shader = ptr; ptr->compare_state = state; r300_translate_fragment_shader(r300, ptr, fs->state.tokens); return TRUE; } } return FALSE; }