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path: root/src/gallium/drivers/r300/r300_fs.c
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/*
 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
 *                Joakim Sindholt <opensource@zhasha.com>
 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
 *
 * 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_reg.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_external_state(
    struct r300_context* r300,
    struct r300_fragment_program_external_state* state)
{
    struct r300_textures_state *texstate = r300->textures_state.state;
    unsigned i;

    for (i = 0; i < texstate->sampler_state_count; i++) {
        struct r300_sampler_state* s = texstate->sampler_states[i];

        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;

            /* 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;
                        /* XXX Enable when REPEAT fallback works.
                        state->unit[i].fake_npot = TRUE; */
                        break;

                    case PIPE_TEX_WRAP_CLAMP:
                    case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
                    case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
                        state->unit[i].wrap_mode = RC_WRAP_CLAMP;
                        break;

                    case PIPE_TEX_WRAP_MIRROR_REPEAT:
                    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_MIRROR;
                        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 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);

    /**
     * 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();
        }

        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... */
    rc_destroy(&compiler.Base);
}

boolean r300_pick_fragment_shader(struct r300_context* r300)
{
    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);

        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 {
        /* 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) {
                    if (fs->shader != ptr) {
                        fs->shader = ptr;
                        return TRUE;
                    }
                    /* The currently-bound one is OK. */
                    return FALSE;
                }
                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;
}