r300_fs.c revision 4e52e8f746e3565bf3fe9ba8e4e3744ce0302478
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            case TGSI_SEMANTIC_FACE:
76                assert(index == 0);
77                fs_inputs->face = i;
78                break;
79
80            default:
81                fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
82                        info->input_semantic_name[i]);
83        }
84    }
85}
86
87static void find_output_registers(struct r300_fragment_program_compiler * compiler,
88                                  struct r300_fragment_shader_code *shader)
89{
90    unsigned i, colorbuf_count = 0;
91
92    /* Mark the outputs as not present initially */
93    compiler->OutputColor[0] = shader->info.num_outputs;
94    compiler->OutputColor[1] = shader->info.num_outputs;
95    compiler->OutputColor[2] = shader->info.num_outputs;
96    compiler->OutputColor[3] = shader->info.num_outputs;
97    compiler->OutputDepth = shader->info.num_outputs;
98
99    /* Now see where they really are. */
100    for(i = 0; i < shader->info.num_outputs; ++i) {
101        switch(shader->info.output_semantic_name[i]) {
102            case TGSI_SEMANTIC_COLOR:
103                compiler->OutputColor[colorbuf_count] = i;
104                colorbuf_count++;
105                break;
106            case TGSI_SEMANTIC_POSITION:
107                compiler->OutputDepth = i;
108                break;
109        }
110    }
111}
112
113static void allocate_hardware_inputs(
114    struct r300_fragment_program_compiler * c,
115    void (*allocate)(void * data, unsigned input, unsigned hwreg),
116    void * mydata)
117{
118    struct r300_shader_semantics* inputs =
119        (struct r300_shader_semantics*)c->UserData;
120    int i, reg = 0;
121
122    /* Allocate input registers. */
123    for (i = 0; i < ATTR_COLOR_COUNT; i++) {
124        if (inputs->color[i] != ATTR_UNUSED) {
125            allocate(mydata, inputs->color[i], reg++);
126        }
127    }
128    if (inputs->face != ATTR_UNUSED) {
129        allocate(mydata, inputs->face, reg++);
130    }
131    for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
132        if (inputs->generic[i] != ATTR_UNUSED) {
133            allocate(mydata, inputs->generic[i], reg++);
134        }
135    }
136    if (inputs->fog != ATTR_UNUSED) {
137        allocate(mydata, inputs->fog, reg++);
138    }
139    if (inputs->wpos != ATTR_UNUSED) {
140        allocate(mydata, inputs->wpos, reg++);
141    }
142}
143
144static void get_external_state(
145    struct r300_context* r300,
146    struct r300_fragment_program_external_state* state)
147{
148    struct r300_textures_state *texstate = r300->textures_state.state;
149    unsigned i;
150    unsigned char *swizzle;
151
152    for (i = 0; i < texstate->sampler_state_count; i++) {
153        struct r300_sampler_state *s = texstate->sampler_states[i];
154        struct r300_sampler_view *v = texstate->sampler_views[i];
155        struct r300_texture *t;
156
157        if (!s || !v) {
158            continue;
159        }
160
161        t = r300_texture(texstate->sampler_views[i]->base.texture);
162
163        if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
164            state->unit[i].compare_mode_enabled = 1;
165
166            /* Pass depth texture swizzling to the compiler. */
167            if (texstate->sampler_views[i]) {
168                swizzle = texstate->sampler_views[i]->swizzle;
169
170                state->unit[i].depth_texture_swizzle =
171                    RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
172                                    swizzle[2], swizzle[3]);
173            } else {
174                state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
175            }
176
177            /* Fortunately, no need to translate this. */
178            state->unit[i].texture_compare_func = s->state.compare_func;
179        }
180
181        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
182
183        /* XXX this should probably take into account STR, not just S. */
184        if (t->desc.is_npot) {
185            switch (s->state.wrap_s) {
186            case PIPE_TEX_WRAP_REPEAT:
187                state->unit[i].wrap_mode = RC_WRAP_REPEAT;
188                break;
189
190            case PIPE_TEX_WRAP_MIRROR_REPEAT:
191                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
192                break;
193
194            case PIPE_TEX_WRAP_MIRROR_CLAMP:
195            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
196            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
197                state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
198                break;
199
200            default:
201                state->unit[i].wrap_mode = RC_WRAP_NONE;
202            }
203
204            if (t->desc.b.b.target == PIPE_TEXTURE_3D)
205                state->unit[i].clamp_and_scale_before_fetch = TRUE;
206        }
207    }
208}
209
210static void r300_translate_fragment_shader(
211    struct r300_context* r300,
212    struct r300_fragment_shader_code* shader,
213    const struct tgsi_token *tokens);
214
215static void r300_dummy_fragment_shader(
216    struct r300_context* r300,
217    struct r300_fragment_shader_code* shader)
218{
219    struct pipe_shader_state state;
220    struct ureg_program *ureg;
221    struct ureg_dst out;
222    struct ureg_src imm;
223
224    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
225    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
226    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
227    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
228
229    ureg_MOV(ureg, out, imm);
230    ureg_END(ureg);
231
232    state.tokens = ureg_finalize(ureg);
233
234    shader->dummy = TRUE;
235    r300_translate_fragment_shader(r300, shader, state.tokens);
236
237    ureg_destroy(ureg);
238}
239
240static void r300_emit_fs_code_to_buffer(
241    struct r300_context *r300,
242    struct r300_fragment_shader_code *shader)
243{
244    struct rX00_fragment_program_code *generic_code = &shader->code;
245    unsigned imm_count = shader->immediates_count;
246    unsigned imm_first = shader->externals_count;
247    unsigned imm_end = generic_code->constants.Count;
248    struct rc_constant *constants = generic_code->constants.Constants;
249    unsigned i;
250    CB_LOCALS;
251
252    if (r300->screen->caps.is_r500) {
253        struct r500_fragment_program_code *code = &generic_code->code.r500;
254
255        shader->cb_code_size = 19 +
256                               ((code->inst_end + 1) * 6) +
257                               imm_count * 7 +
258                               code->int_constant_count * 2;
259
260        NEW_CB(shader->cb_code, shader->cb_code_size);
261        OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
262        OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
263        OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
264        for(i = 0; i < code->int_constant_count; i++){
265                OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
266                                                code->int_constants[i]);
267        }
268        OUT_CB_REG(R500_US_CODE_RANGE,
269                   R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
270        OUT_CB_REG(R500_US_CODE_OFFSET, 0);
271        OUT_CB_REG(R500_US_CODE_ADDR,
272                   R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
273
274        OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
275        OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
276        for (i = 0; i <= code->inst_end; i++) {
277            OUT_CB(code->inst[i].inst0);
278            OUT_CB(code->inst[i].inst1);
279            OUT_CB(code->inst[i].inst2);
280            OUT_CB(code->inst[i].inst3);
281            OUT_CB(code->inst[i].inst4);
282            OUT_CB(code->inst[i].inst5);
283        }
284
285        /* Emit immediates. */
286        if (imm_count) {
287            for(i = imm_first; i < imm_end; ++i) {
288                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
289                    const float *data = constants[i].u.Immediate;
290
291                    OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
292                               R500_GA_US_VECTOR_INDEX_TYPE_CONST |
293                               (i & R500_GA_US_VECTOR_INDEX_MASK));
294                    OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
295                    OUT_CB_TABLE(data, 4);
296                }
297            }
298        }
299    } else { /* r300 */
300        struct r300_fragment_program_code *code = &generic_code->code.r300;
301
302        shader->cb_code_size = 19 +
303                               (r300->screen->caps.is_r400 ? 2 : 0) +
304                               code->alu.length * 4 +
305                               (code->tex.length ? (1 + code->tex.length) : 0) +
306                               imm_count * 5;
307
308        NEW_CB(shader->cb_code, shader->cb_code_size);
309
310        if (r300->screen->caps.is_r400)
311            OUT_CB_REG(R400_US_CODE_BANK, 0);
312
313        OUT_CB_REG(R300_US_CONFIG, code->config);
314        OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
315        OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
316
317        OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
318        OUT_CB_TABLE(code->code_addr, 4);
319
320        OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, code->alu.length);
321        for (i = 0; i < code->alu.length; i++)
322            OUT_CB(code->alu.inst[i].rgb_inst);
323
324        OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, code->alu.length);
325        for (i = 0; i < code->alu.length; i++)
326            OUT_CB(code->alu.inst[i].rgb_addr);
327
328        OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, code->alu.length);
329        for (i = 0; i < code->alu.length; i++)
330            OUT_CB(code->alu.inst[i].alpha_inst);
331
332        OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, code->alu.length);
333        for (i = 0; i < code->alu.length; i++)
334            OUT_CB(code->alu.inst[i].alpha_addr);
335
336        if (code->tex.length) {
337            OUT_CB_REG_SEQ(R300_US_TEX_INST_0, code->tex.length);
338            OUT_CB_TABLE(code->tex.inst, code->tex.length);
339        }
340
341        /* Emit immediates. */
342        if (imm_count) {
343            for(i = imm_first; i < imm_end; ++i) {
344                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
345                    const float *data = constants[i].u.Immediate;
346
347                    OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
348                    OUT_CB(pack_float24(data[0]));
349                    OUT_CB(pack_float24(data[1]));
350                    OUT_CB(pack_float24(data[2]));
351                    OUT_CB(pack_float24(data[3]));
352                }
353            }
354        }
355    }
356
357    OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
358    OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
359    END_CB;
360}
361
362static void r300_translate_fragment_shader(
363    struct r300_context* r300,
364    struct r300_fragment_shader_code* shader,
365    const struct tgsi_token *tokens)
366{
367    struct r300_fragment_program_compiler compiler;
368    struct tgsi_to_rc ttr;
369    int wpos, face;
370    unsigned i;
371
372    tgsi_scan_shader(tokens, &shader->info);
373    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
374
375    wpos = shader->inputs.wpos;
376    face = shader->inputs.face;
377
378    /* Setup the compiler. */
379    memset(&compiler, 0, sizeof(compiler));
380    rc_init(&compiler.Base);
381    DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
382    DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
383
384    compiler.code = &shader->code;
385    compiler.state = shader->compare_state;
386    compiler.Base.is_r500 = r300->screen->caps.is_r500;
387    compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
388    compiler.Base.has_half_swizzles = TRUE;
389    compiler.Base.has_presub = TRUE;
390    compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : 32;
391    compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32;
392    compiler.Base.max_alu_insts = compiler.Base.is_r500 ? 512 : 64;
393    compiler.AllocateHwInputs = &allocate_hardware_inputs;
394    compiler.UserData = &shader->inputs;
395
396    find_output_registers(&compiler, shader);
397
398    shader->write_all = FALSE;
399    for (i = 0; i < shader->info.num_properties; i++) {
400        if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
401            shader->write_all = TRUE;
402        }
403    }
404
405    if (compiler.Base.Debug & RC_DBG_LOG) {
406        DBG(r300, DBG_FP, "r300: Initial fragment program\n");
407        tgsi_dump(tokens, 0);
408    }
409
410    /* Translate TGSI to our internal representation */
411    ttr.compiler = &compiler.Base;
412    ttr.info = &shader->info;
413    ttr.use_half_swizzles = TRUE;
414
415    r300_tgsi_to_rc(&ttr, tokens);
416
417    if (!r300->screen->caps.is_r500 ||
418        compiler.Base.Program.Constants.Count > 200) {
419        compiler.Base.remove_unused_constants = TRUE;
420    }
421
422    /**
423     * Transform the program to support WPOS.
424     *
425     * Introduce a small fragment at the start of the program that will be
426     * the only code that directly reads the WPOS input.
427     * All other code pieces that reference that input will be rewritten
428     * to read from a newly allocated temporary. */
429    if (wpos != ATTR_UNUSED) {
430        /* Moving the input to some other reg is not really necessary. */
431        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
432    }
433
434    if (face != ATTR_UNUSED) {
435        rc_transform_fragment_face(&compiler.Base, face);
436    }
437
438    /* Invoke the compiler */
439    r3xx_compile_fragment_program(&compiler);
440
441    if (compiler.Base.Error) {
442        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
443                " instead.\n", compiler.Base.ErrorMsg);
444
445        if (shader->dummy) {
446            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
447                    "Giving up...\n");
448            abort();
449        }
450
451        rc_destroy(&compiler.Base);
452        r300_dummy_fragment_shader(r300, shader);
453        return;
454    }
455
456    /* Shaders with zero instructions are invalid,
457     * use the dummy shader instead. */
458    if (shader->code.code.r500.inst_end == -1) {
459        rc_destroy(&compiler.Base);
460        r300_dummy_fragment_shader(r300, shader);
461        return;
462    }
463
464    /* Initialize numbers of constants for each type. */
465    shader->externals_count = 0;
466    for (i = 0;
467         i < shader->code.constants.Count &&
468         shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
469        shader->externals_count = i+1;
470    }
471    shader->immediates_count = 0;
472    shader->rc_state_count = 0;
473
474    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
475        switch (shader->code.constants.Constants[i].Type) {
476            case RC_CONSTANT_IMMEDIATE:
477                ++shader->immediates_count;
478                break;
479            case RC_CONSTANT_STATE:
480                ++shader->rc_state_count;
481                break;
482            default:
483                assert(0);
484        }
485    }
486
487    /* Setup shader depth output. */
488    if (shader->code.writes_depth) {
489        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
490        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
491    } else {
492        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
493        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
494    }
495
496    /* And, finally... */
497    rc_destroy(&compiler.Base);
498
499    /* Build the command buffer. */
500    r300_emit_fs_code_to_buffer(r300, shader);
501}
502
503boolean r300_pick_fragment_shader(struct r300_context* r300)
504{
505    struct r300_fragment_shader* fs = r300_fs(r300);
506    struct r300_fragment_program_external_state state = {{{ 0 }}};
507    struct r300_fragment_shader_code* ptr;
508
509    get_external_state(r300, &state);
510
511    if (!fs->first) {
512        /* Build the fragment shader for the first time. */
513        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
514
515        memcpy(&fs->shader->compare_state, &state,
516            sizeof(struct r300_fragment_program_external_state));
517        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
518        return TRUE;
519
520    } else {
521        /* Check if the currently-bound shader has been compiled
522         * with the texture-compare state we need. */
523        if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
524            /* Search for the right shader. */
525            ptr = fs->first;
526            while (ptr) {
527                if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
528                    if (fs->shader != ptr) {
529                        fs->shader = ptr;
530                        return TRUE;
531                    }
532                    /* The currently-bound one is OK. */
533                    return FALSE;
534                }
535                ptr = ptr->next;
536            }
537
538            /* Not found, gotta compile a new one. */
539            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
540            ptr->next = fs->first;
541            fs->first = fs->shader = ptr;
542
543            ptr->compare_state = state;
544            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
545            return TRUE;
546        }
547    }
548
549    return FALSE;
550}
551