r300_fs.c revision 2824d5687a19e42ba0da8fd08e80610c4469a3b3
1/* 2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com> 3 * Joakim Sindholt <opensource@zhasha.com> 4 * Copyright 2009 Marek Olšák <maraeo@gmail.com> 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * on the rights to use, copy, modify, merge, publish, distribute, sub 10 * license, and/or sell copies of the Software, and to permit persons to whom 11 * the Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the next 14 * paragraph) shall be included in all copies or substantial portions of the 15 * Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, 21 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 22 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE 23 * USE OR OTHER DEALINGS IN THE SOFTWARE. */ 24 25#include "util/u_math.h" 26#include "util/u_memory.h" 27 28#include "tgsi/tgsi_dump.h" 29#include "tgsi/tgsi_ureg.h" 30 31#include "r300_cb.h" 32#include "r300_context.h" 33#include "r300_emit.h" 34#include "r300_screen.h" 35#include "r300_fs.h" 36#include "r300_reg.h" 37#include "r300_tgsi_to_rc.h" 38 39#include "radeon_code.h" 40#include "radeon_compiler.h" 41 42/* Convert info about FS input semantics to r300_shader_semantics. */ 43void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, 44 struct r300_shader_semantics* fs_inputs) 45{ 46 int i; 47 unsigned index; 48 49 r300_shader_semantics_reset(fs_inputs); 50 51 for (i = 0; i < info->num_inputs; i++) { 52 index = info->input_semantic_index[i]; 53 54 switch (info->input_semantic_name[i]) { 55 case TGSI_SEMANTIC_COLOR: 56 assert(index < ATTR_COLOR_COUNT); 57 fs_inputs->color[index] = i; 58 break; 59 60 case TGSI_SEMANTIC_GENERIC: 61 assert(index < ATTR_GENERIC_COUNT); 62 fs_inputs->generic[index] = i; 63 break; 64 65 case TGSI_SEMANTIC_FOG: 66 assert(index == 0); 67 fs_inputs->fog = i; 68 break; 69 70 case TGSI_SEMANTIC_POSITION: 71 assert(index == 0); 72 fs_inputs->wpos = i; 73 break; 74 75 default: 76 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n", 77 info->input_semantic_name[i]); 78 } 79 } 80} 81 82static void find_output_registers(struct r300_fragment_program_compiler * compiler, 83 struct r300_fragment_shader_code *shader) 84{ 85 unsigned i, colorbuf_count = 0; 86 87 /* Mark the outputs as not present initially */ 88 compiler->OutputColor[0] = shader->info.num_outputs; 89 compiler->OutputColor[1] = shader->info.num_outputs; 90 compiler->OutputColor[2] = shader->info.num_outputs; 91 compiler->OutputColor[3] = shader->info.num_outputs; 92 compiler->OutputDepth = shader->info.num_outputs; 93 94 /* Now see where they really are. */ 95 for(i = 0; i < shader->info.num_outputs; ++i) { 96 switch(shader->info.output_semantic_name[i]) { 97 case TGSI_SEMANTIC_COLOR: 98 compiler->OutputColor[colorbuf_count] = i; 99 colorbuf_count++; 100 break; 101 case TGSI_SEMANTIC_POSITION: 102 compiler->OutputDepth = i; 103 break; 104 } 105 } 106} 107 108static void allocate_hardware_inputs( 109 struct r300_fragment_program_compiler * c, 110 void (*allocate)(void * data, unsigned input, unsigned hwreg), 111 void * mydata) 112{ 113 struct r300_shader_semantics* inputs = 114 (struct r300_shader_semantics*)c->UserData; 115 int i, reg = 0; 116 117 /* Allocate input registers. */ 118 for (i = 0; i < ATTR_COLOR_COUNT; i++) { 119 if (inputs->color[i] != ATTR_UNUSED) { 120 allocate(mydata, inputs->color[i], reg++); 121 } 122 } 123 for (i = 0; i < ATTR_GENERIC_COUNT; i++) { 124 if (inputs->generic[i] != ATTR_UNUSED) { 125 allocate(mydata, inputs->generic[i], reg++); 126 } 127 } 128 if (inputs->fog != ATTR_UNUSED) { 129 allocate(mydata, inputs->fog, reg++); 130 } 131 if (inputs->wpos != ATTR_UNUSED) { 132 allocate(mydata, inputs->wpos, reg++); 133 } 134} 135 136static void get_external_state( 137 struct r300_context* r300, 138 struct r300_fragment_program_external_state* state) 139{ 140 struct r300_textures_state *texstate = r300->textures_state.state; 141 unsigned i; 142 unsigned char *swizzle; 143 144 for (i = 0; i < texstate->sampler_state_count; i++) { 145 struct r300_sampler_state* s = texstate->sampler_states[i]; 146 147 if (!s) { 148 continue; 149 } 150 151 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { 152 state->unit[i].compare_mode_enabled = 1; 153 154 /* Pass depth texture swizzling to the compiler. */ 155 if (texstate->sampler_views[i]) { 156 swizzle = texstate->sampler_views[i]->swizzle; 157 158 state->unit[i].depth_texture_swizzle = 159 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1], 160 swizzle[2], swizzle[3]); 161 } else { 162 state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW; 163 } 164 165 /* Fortunately, no need to translate this. */ 166 state->unit[i].texture_compare_func = s->state.compare_func; 167 } 168 169 state->unit[i].non_normalized_coords = !s->state.normalized_coords; 170 171 if (texstate->sampler_views[i]) { 172 struct r300_texture *t; 173 t = (struct r300_texture*)texstate->sampler_views[i]->base.texture; 174 175 /* XXX this should probably take into account STR, not just S. */ 176 if (t->desc.is_npot) { 177 switch (s->state.wrap_s) { 178 case PIPE_TEX_WRAP_REPEAT: 179 state->unit[i].wrap_mode = RC_WRAP_REPEAT; 180 state->unit[i].fake_npot = TRUE; 181 break; 182 183 case PIPE_TEX_WRAP_MIRROR_REPEAT: 184 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT; 185 state->unit[i].fake_npot = TRUE; 186 break; 187 188 case PIPE_TEX_WRAP_MIRROR_CLAMP: 189 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE: 190 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER: 191 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP; 192 state->unit[i].fake_npot = TRUE; 193 break; 194 195 default: 196 state->unit[i].wrap_mode = RC_WRAP_NONE; 197 break; 198 } 199 } 200 } 201 } 202} 203 204static void r300_translate_fragment_shader( 205 struct r300_context* r300, 206 struct r300_fragment_shader_code* shader, 207 const struct tgsi_token *tokens); 208 209static void r300_dummy_fragment_shader( 210 struct r300_context* r300, 211 struct r300_fragment_shader_code* shader) 212{ 213 struct pipe_shader_state state; 214 struct ureg_program *ureg; 215 struct ureg_dst out; 216 struct ureg_src imm; 217 218 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */ 219 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT); 220 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0); 221 imm = ureg_imm4f(ureg, 0, 0, 0, 1); 222 223 ureg_MOV(ureg, out, imm); 224 ureg_END(ureg); 225 226 state.tokens = ureg_finalize(ureg); 227 228 shader->dummy = TRUE; 229 r300_translate_fragment_shader(r300, shader, state.tokens); 230 231 ureg_destroy(ureg); 232} 233 234static void r300_emit_fs_code_to_buffer( 235 struct r300_context *r300, 236 struct r300_fragment_shader_code *shader) 237{ 238 struct rX00_fragment_program_code *generic_code = &shader->code; 239 unsigned imm_count = shader->immediates_count; 240 unsigned imm_first = shader->externals_count; 241 unsigned imm_end = generic_code->constants.Count; 242 struct rc_constant *constants = generic_code->constants.Constants; 243 unsigned i; 244 CB_LOCALS; 245 246 if (r300->screen->caps.is_r500) { 247 struct r500_fragment_program_code *code = &generic_code->code.r500; 248 249 shader->cb_code_size = 19 + 250 ((code->inst_end + 1) * 6) + 251 imm_count * 7 + 252 code->int_constant_count * 2; 253 254 NEW_CB(shader->cb_code, shader->cb_code_size); 255 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO); 256 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx); 257 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl); 258 for(i = 0; i < code->int_constant_count; i++){ 259 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4), 260 code->int_constants[i]); 261 } 262 OUT_CB_REG(R500_US_CODE_RANGE, 263 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end)); 264 OUT_CB_REG(R500_US_CODE_OFFSET, 0); 265 OUT_CB_REG(R500_US_CODE_ADDR, 266 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end)); 267 268 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR); 269 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6); 270 for (i = 0; i <= code->inst_end; i++) { 271 OUT_CB(code->inst[i].inst0); 272 OUT_CB(code->inst[i].inst1); 273 OUT_CB(code->inst[i].inst2); 274 OUT_CB(code->inst[i].inst3); 275 OUT_CB(code->inst[i].inst4); 276 OUT_CB(code->inst[i].inst5); 277 } 278 279 /* Emit immediates. */ 280 if (imm_count) { 281 for(i = imm_first; i < imm_end; ++i) { 282 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 283 const float *data = constants[i].u.Immediate; 284 285 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, 286 R500_GA_US_VECTOR_INDEX_TYPE_CONST | 287 (i & R500_GA_US_VECTOR_INDEX_MASK)); 288 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4); 289 OUT_CB_TABLE(data, 4); 290 } 291 } 292 } 293 } else { /* r300 */ 294 struct r300_fragment_program_code *code = &generic_code->code.r300; 295 296 shader->cb_code_size = 19 + 297 (r300->screen->caps.is_r400 ? 2 : 0) + 298 code->alu.length * 4 + 299 (code->tex.length ? (1 + code->tex.length) : 0) + 300 imm_count * 5; 301 302 NEW_CB(shader->cb_code, shader->cb_code_size); 303 304 if (r300->screen->caps.is_r400) 305 OUT_CB_REG(R400_US_CODE_BANK, 0); 306 307 OUT_CB_REG(R300_US_CONFIG, code->config); 308 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize); 309 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset); 310 311 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4); 312 OUT_CB_TABLE(code->code_addr, 4); 313 314 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, code->alu.length); 315 for (i = 0; i < code->alu.length; i++) 316 OUT_CB(code->alu.inst[i].rgb_inst); 317 318 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, code->alu.length); 319 for (i = 0; i < code->alu.length; i++) 320 OUT_CB(code->alu.inst[i].rgb_addr); 321 322 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, code->alu.length); 323 for (i = 0; i < code->alu.length; i++) 324 OUT_CB(code->alu.inst[i].alpha_inst); 325 326 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, code->alu.length); 327 for (i = 0; i < code->alu.length; i++) 328 OUT_CB(code->alu.inst[i].alpha_addr); 329 330 if (code->tex.length) { 331 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, code->tex.length); 332 OUT_CB_TABLE(code->tex.inst, code->tex.length); 333 } 334 335 /* Emit immediates. */ 336 if (imm_count) { 337 for(i = imm_first; i < imm_end; ++i) { 338 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 339 const float *data = constants[i].u.Immediate; 340 341 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4); 342 OUT_CB(pack_float24(data[0])); 343 OUT_CB(pack_float24(data[1])); 344 OUT_CB(pack_float24(data[2])); 345 OUT_CB(pack_float24(data[3])); 346 } 347 } 348 } 349 } 350 351 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src); 352 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w); 353 END_CB; 354} 355 356static void r300_translate_fragment_shader( 357 struct r300_context* r300, 358 struct r300_fragment_shader_code* shader, 359 const struct tgsi_token *tokens) 360{ 361 struct r300_fragment_program_compiler compiler; 362 struct tgsi_to_rc ttr; 363 int wpos; 364 unsigned i; 365 366 tgsi_scan_shader(tokens, &shader->info); 367 r300_shader_read_fs_inputs(&shader->info, &shader->inputs); 368 369 wpos = shader->inputs.wpos; 370 371 /* Setup the compiler. */ 372 memset(&compiler, 0, sizeof(compiler)); 373 rc_init(&compiler.Base); 374 compiler.Base.Debug = DBG_ON(r300, DBG_FP); 375 376 compiler.code = &shader->code; 377 compiler.state = shader->compare_state; 378 compiler.Base.is_r500 = r300->screen->caps.is_r500; 379 compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : 32; 380 compiler.AllocateHwInputs = &allocate_hardware_inputs; 381 compiler.UserData = &shader->inputs; 382 383 find_output_registers(&compiler, shader); 384 385 if (compiler.Base.Debug) { 386 debug_printf("r300: Initial fragment program\n"); 387 tgsi_dump(tokens, 0); 388 } 389 390 /* Translate TGSI to our internal representation */ 391 ttr.compiler = &compiler.Base; 392 ttr.info = &shader->info; 393 ttr.use_half_swizzles = TRUE; 394 395 r300_tgsi_to_rc(&ttr, tokens); 396 397 /** 398 * Transform the program to support WPOS. 399 * 400 * Introduce a small fragment at the start of the program that will be 401 * the only code that directly reads the WPOS input. 402 * All other code pieces that reference that input will be rewritten 403 * to read from a newly allocated temporary. */ 404 if (wpos != ATTR_UNUSED) { 405 /* Moving the input to some other reg is not really necessary. */ 406 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); 407 } 408 409 /* Invoke the compiler */ 410 r3xx_compile_fragment_program(&compiler); 411 412 /* Shaders with zero instructions are invalid, 413 * use the dummy shader instead. */ 414 if (shader->code.code.r500.inst_end == -1) { 415 rc_destroy(&compiler.Base); 416 r300_dummy_fragment_shader(r300, shader); 417 return; 418 } 419 420 if (compiler.Base.Error) { 421 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader" 422 " instead.\nIf there's an 'unknown opcode' message, please" 423 " file a bug report and attach this log.\n", compiler.Base.ErrorMsg); 424 425 if (shader->dummy) { 426 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! " 427 "Giving up...\n"); 428 abort(); 429 } 430 431 rc_destroy(&compiler.Base); 432 r300_dummy_fragment_shader(r300, shader); 433 return; 434 } 435 436 /* Initialize numbers of constants for each type. */ 437 shader->externals_count = ttr.immediate_offset; 438 shader->immediates_count = 0; 439 shader->rc_state_count = 0; 440 441 for (i = shader->externals_count; i < shader->code.constants.Count; i++) { 442 switch (shader->code.constants.Constants[i].Type) { 443 case RC_CONSTANT_IMMEDIATE: 444 ++shader->immediates_count; 445 break; 446 case RC_CONSTANT_STATE: 447 ++shader->rc_state_count; 448 break; 449 default: 450 assert(0); 451 } 452 } 453 454 /* Setup shader depth output. */ 455 if (shader->code.writes_depth) { 456 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER; 457 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US; 458 } else { 459 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN; 460 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US; 461 } 462 463 /* And, finally... */ 464 rc_destroy(&compiler.Base); 465 466 /* Build the command buffer. */ 467 r300_emit_fs_code_to_buffer(r300, shader); 468} 469 470boolean r300_pick_fragment_shader(struct r300_context* r300) 471{ 472 struct r300_fragment_shader* fs = r300_fs(r300); 473 struct r300_fragment_program_external_state state = {{{ 0 }}}; 474 struct r300_fragment_shader_code* ptr; 475 476 get_external_state(r300, &state); 477 478 if (!fs->first) { 479 /* Build the fragment shader for the first time. */ 480 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code); 481 482 memcpy(&fs->shader->compare_state, &state, 483 sizeof(struct r300_fragment_program_external_state)); 484 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens); 485 return TRUE; 486 487 } else { 488 /* Check if the currently-bound shader has been compiled 489 * with the texture-compare state we need. */ 490 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) { 491 /* Search for the right shader. */ 492 ptr = fs->first; 493 while (ptr) { 494 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { 495 if (fs->shader != ptr) { 496 fs->shader = ptr; 497 return TRUE; 498 } 499 /* The currently-bound one is OK. */ 500 return FALSE; 501 } 502 ptr = ptr->next; 503 } 504 505 /* Not found, gotta compile a new one. */ 506 ptr = CALLOC_STRUCT(r300_fragment_shader_code); 507 ptr->next = fs->first; 508 fs->first = fs->shader = ptr; 509 510 ptr->compare_state = state; 511 r300_translate_fragment_shader(r300, ptr, fs->state.tokens); 512 return TRUE; 513 } 514 } 515 516 return FALSE; 517} 518