1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
|
/*
* 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_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;
}
|