r300_fs.c revision 36e0100e9e6afe7a00846514daffb8993dcc173e
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_context.h"
32#include "r300_screen.h"
33#include "r300_fs.h"
34#include "r300_tgsi_to_rc.h"
35
36#include "radeon_code.h"
37#include "radeon_compiler.h"
38
39/* Convert info about FS input semantics to r300_shader_semantics. */
40void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
41                                struct r300_shader_semantics* fs_inputs)
42{
43    int i;
44    unsigned index;
45
46    r300_shader_semantics_reset(fs_inputs);
47
48    for (i = 0; i < info->num_inputs; i++) {
49        index = info->input_semantic_index[i];
50
51        switch (info->input_semantic_name[i]) {
52            case TGSI_SEMANTIC_COLOR:
53                assert(index < ATTR_COLOR_COUNT);
54                fs_inputs->color[index] = i;
55                break;
56
57            case TGSI_SEMANTIC_GENERIC:
58                assert(index < ATTR_GENERIC_COUNT);
59                fs_inputs->generic[index] = i;
60                break;
61
62            case TGSI_SEMANTIC_FOG:
63                assert(index == 0);
64                fs_inputs->fog = i;
65                break;
66
67            case TGSI_SEMANTIC_POSITION:
68                assert(index == 0);
69                fs_inputs->wpos = i;
70                break;
71
72            default:
73                fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
74                        info->input_semantic_name[i]);
75        }
76    }
77}
78
79static void find_output_registers(struct r300_fragment_program_compiler * compiler,
80                                  struct r300_fragment_shader_code *shader)
81{
82    unsigned i, colorbuf_count = 0;
83
84    /* Mark the outputs as not present initially */
85    compiler->OutputColor[0] = shader->info.num_outputs;
86    compiler->OutputColor[1] = shader->info.num_outputs;
87    compiler->OutputColor[2] = shader->info.num_outputs;
88    compiler->OutputColor[3] = shader->info.num_outputs;
89    compiler->OutputDepth = shader->info.num_outputs;
90
91    /* Now see where they really are. */
92    for(i = 0; i < shader->info.num_outputs; ++i) {
93        switch(shader->info.output_semantic_name[i]) {
94            case TGSI_SEMANTIC_COLOR:
95                compiler->OutputColor[colorbuf_count] = i;
96                colorbuf_count++;
97                break;
98            case TGSI_SEMANTIC_POSITION:
99                compiler->OutputDepth = i;
100                break;
101        }
102    }
103}
104
105static void allocate_hardware_inputs(
106    struct r300_fragment_program_compiler * c,
107    void (*allocate)(void * data, unsigned input, unsigned hwreg),
108    void * mydata)
109{
110    struct r300_shader_semantics* inputs =
111        (struct r300_shader_semantics*)c->UserData;
112    int i, reg = 0;
113
114    /* Allocate input registers. */
115    for (i = 0; i < ATTR_COLOR_COUNT; i++) {
116        if (inputs->color[i] != ATTR_UNUSED) {
117            allocate(mydata, inputs->color[i], reg++);
118        }
119    }
120    for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
121        if (inputs->generic[i] != ATTR_UNUSED) {
122            allocate(mydata, inputs->generic[i], reg++);
123        }
124    }
125    if (inputs->fog != ATTR_UNUSED) {
126        allocate(mydata, inputs->fog, reg++);
127    }
128    if (inputs->wpos != ATTR_UNUSED) {
129        allocate(mydata, inputs->wpos, reg++);
130    }
131}
132
133static void get_external_state(
134    struct r300_context* r300,
135    struct r300_fragment_program_external_state* state)
136{
137    struct r300_textures_state *texstate = r300->textures_state.state;
138    unsigned i;
139
140    for (i = 0; i < texstate->sampler_state_count; i++) {
141        struct r300_sampler_state* s = texstate->sampler_states[i];
142        struct r300_texture *t;
143
144        if (!s || !texstate->sampler_views[i]) {
145            continue;
146        }
147
148        t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
149
150        if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
151            /* XXX Gallium doesn't provide us with any information regarding
152             * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
153            state->unit[i].depth_texture_mode = 0;
154
155            /* Fortunately, no need to translate this. */
156            state->unit[i].texture_compare_func = s->state.compare_func;
157        }
158
159        state->unit[i].fake_npot = t->uses_pitch;
160        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
161
162        /* XXX this should probably take into account STR, not just S. */
163        switch (s->state.wrap_s) {
164            case PIPE_TEX_WRAP_REPEAT:
165                state->unit[i].wrap_mode = RC_WRAP_REPEAT;
166                break;
167            case PIPE_TEX_WRAP_CLAMP:
168            case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
169            case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
170                state->unit[i].wrap_mode = RC_WRAP_CLAMP;
171                break;
172            case PIPE_TEX_WRAP_MIRROR_REPEAT:
173            case PIPE_TEX_WRAP_MIRROR_CLAMP:
174            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
175            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
176                state->unit[i].wrap_mode = RC_WRAP_MIRROR;
177                break;
178            default:
179                state->unit[i].wrap_mode = RC_WRAP_NONE;
180                break;
181        }
182    }
183}
184
185static void r300_translate_fragment_shader(
186    struct r300_context* r300,
187    struct r300_fragment_shader_code* shader,
188    const struct tgsi_token *tokens);
189
190static void r300_dummy_fragment_shader(
191    struct r300_context* r300,
192    struct r300_fragment_shader_code* shader)
193{
194    struct pipe_shader_state state;
195    struct ureg_program *ureg;
196    struct ureg_dst out;
197    struct ureg_src imm;
198
199    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
200    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
201    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
202    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
203
204    ureg_MOV(ureg, out, imm);
205    ureg_END(ureg);
206
207    state.tokens = ureg_finalize(ureg);
208
209    shader->dummy = TRUE;
210    r300_translate_fragment_shader(r300, shader, state.tokens);
211
212    ureg_destroy(ureg);
213}
214
215static void r300_translate_fragment_shader(
216    struct r300_context* r300,
217    struct r300_fragment_shader_code* shader,
218    const struct tgsi_token *tokens)
219{
220    struct r300_fragment_program_compiler compiler;
221    struct tgsi_to_rc ttr;
222    int wpos;
223    unsigned i;
224
225    tgsi_scan_shader(tokens, &shader->info);
226    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
227
228    wpos = shader->inputs.wpos;
229
230    /* Setup the compiler. */
231    memset(&compiler, 0, sizeof(compiler));
232    rc_init(&compiler.Base);
233    compiler.Base.Debug = DBG_ON(r300, DBG_FP);
234
235    compiler.code = &shader->code;
236    compiler.state = shader->compare_state;
237    compiler.is_r500 = r300->screen->caps.is_r500;
238    compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
239    compiler.AllocateHwInputs = &allocate_hardware_inputs;
240    compiler.UserData = &shader->inputs;
241
242    find_output_registers(&compiler, shader);
243
244    if (compiler.Base.Debug) {
245        debug_printf("r300: Initial fragment program\n");
246        tgsi_dump(tokens, 0);
247    }
248
249    /* Translate TGSI to our internal representation */
250    ttr.compiler = &compiler.Base;
251    ttr.info = &shader->info;
252    ttr.use_half_swizzles = TRUE;
253
254    r300_tgsi_to_rc(&ttr, tokens);
255
256    /**
257     * Transform the program to support WPOS.
258     *
259     * Introduce a small fragment at the start of the program that will be
260     * the only code that directly reads the WPOS input.
261     * All other code pieces that reference that input will be rewritten
262     * to read from a newly allocated temporary. */
263    if (wpos != ATTR_UNUSED) {
264        /* Moving the input to some other reg is not really necessary. */
265        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
266    }
267
268    /* Invoke the compiler */
269    r3xx_compile_fragment_program(&compiler);
270
271    if (compiler.Base.Error) {
272        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
273                " instead.\n", compiler.Base.ErrorMsg);
274
275        if (shader->dummy) {
276            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
277                    "Giving up...\n");
278            abort();
279        }
280        r300_dummy_fragment_shader(r300, shader);
281    }
282
283    /* Initialize numbers of constants for each type. */
284    shader->externals_count = ttr.immediate_offset;
285    shader->immediates_count = 0;
286    shader->rc_state_count = 0;
287
288    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
289        switch (shader->code.constants.Constants[i].Type) {
290            case RC_CONSTANT_IMMEDIATE:
291                ++shader->immediates_count;
292                break;
293            case RC_CONSTANT_STATE:
294                ++shader->rc_state_count;
295                break;
296            default:
297                assert(0);
298        }
299    }
300
301    /* And, finally... */
302    rc_destroy(&compiler.Base);
303}
304
305boolean r300_pick_fragment_shader(struct r300_context* r300)
306{
307    struct r300_fragment_shader* fs = r300_fs(r300);
308    struct r300_fragment_program_external_state state = {{{ 0 }}};
309    struct r300_fragment_shader_code* ptr;
310
311    get_external_state(r300, &state);
312
313    if (!fs->first) {
314        /* Build the fragment shader for the first time. */
315        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
316
317        memcpy(&fs->shader->compare_state, &state,
318            sizeof(struct r300_fragment_program_external_state));
319        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
320        return TRUE;
321
322    } else {
323        /* Check if the currently-bound shader has been compiled
324         * with the texture-compare state we need. */
325        if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
326            /* Search for the right shader. */
327            ptr = fs->first;
328            while (ptr) {
329                if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
330                    fs->shader = ptr;
331                    return TRUE;
332                }
333                ptr = ptr->next;
334            }
335
336            /* Not found, gotta compile a new one. */
337            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
338            ptr->next = fs->first;
339            fs->first = fs->shader = ptr;
340
341            ptr->compare_state = state;
342            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
343            return TRUE;
344        }
345    }
346
347    return FALSE;
348}
349