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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 "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:
assert(0);
}
}
}
static void find_output_registers(struct r300_fragment_program_compiler * compiler,
struct r300_fragment_shader * fs)
{
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;
/* Now see where they really are. */
for(i = 0; i < fs->info.num_outputs; ++i) {
switch(fs->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)
{
memset(state, 0, sizeof(*state));
for (int i = 0; i < r300->sampler_count; i++) {
struct r300_sampler_state* s = r300->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)
{
struct r300_fragment_shader* fs = r300->fs;
struct r300_fragment_program_compiler compiler;
struct tgsi_to_rc ttr;
int wpos = fs->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(r300->context.screen)->caps->is_r500;
compiler.AllocateHwInputs = &allocate_hardware_inputs;
compiler.UserData = &fs->inputs;
find_output_registers(&compiler, fs);
if (compiler.Base.Debug) {
debug_printf("r300: Initial fragment program\n");
tgsi_dump(fs->state.tokens, 0);
}
/* Translate TGSI to our internal representation */
ttr.compiler = &compiler.Base;
ttr.info = &fs->info;
r300_tgsi_to_rc(&ttr, fs->state.tokens);
fs->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) {
/* XXX failover maybe? */
DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
compiler.Base.ErrorMsg);
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);
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);
return TRUE;
}
}
return FALSE;
}
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