r300_fs.c revision 80d89aa0d28ca987d958c1033eeb7e4a3c10368b
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_reg.h"
35#include "r300_tgsi_to_rc.h"
36
37#include "radeon_code.h"
38#include "radeon_compiler.h"
39
40/* Convert info about FS input semantics to r300_shader_semantics. */
41void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
42                                struct r300_shader_semantics* fs_inputs)
43{
44    int i;
45    unsigned index;
46
47    r300_shader_semantics_reset(fs_inputs);
48
49    for (i = 0; i < info->num_inputs; i++) {
50        index = info->input_semantic_index[i];
51
52        switch (info->input_semantic_name[i]) {
53            case TGSI_SEMANTIC_COLOR:
54                assert(index < ATTR_COLOR_COUNT);
55                fs_inputs->color[index] = i;
56                break;
57
58            case TGSI_SEMANTIC_GENERIC:
59                assert(index < ATTR_GENERIC_COUNT);
60                fs_inputs->generic[index] = i;
61                break;
62
63            case TGSI_SEMANTIC_FOG:
64                assert(index == 0);
65                fs_inputs->fog = i;
66                break;
67
68            case TGSI_SEMANTIC_POSITION:
69                assert(index == 0);
70                fs_inputs->wpos = i;
71                break;
72
73            default:
74                fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
75                        info->input_semantic_name[i]);
76        }
77    }
78}
79
80static void find_output_registers(struct r300_fragment_program_compiler * compiler,
81                                  struct r300_fragment_shader_code *shader)
82{
83    unsigned i, colorbuf_count = 0;
84
85    /* Mark the outputs as not present initially */
86    compiler->OutputColor[0] = shader->info.num_outputs;
87    compiler->OutputColor[1] = shader->info.num_outputs;
88    compiler->OutputColor[2] = shader->info.num_outputs;
89    compiler->OutputColor[3] = shader->info.num_outputs;
90    compiler->OutputDepth = shader->info.num_outputs;
91
92    /* Now see where they really are. */
93    for(i = 0; i < shader->info.num_outputs; ++i) {
94        switch(shader->info.output_semantic_name[i]) {
95            case TGSI_SEMANTIC_COLOR:
96                compiler->OutputColor[colorbuf_count] = i;
97                colorbuf_count++;
98                break;
99            case TGSI_SEMANTIC_POSITION:
100                compiler->OutputDepth = i;
101                break;
102        }
103    }
104}
105
106static void allocate_hardware_inputs(
107    struct r300_fragment_program_compiler * c,
108    void (*allocate)(void * data, unsigned input, unsigned hwreg),
109    void * mydata)
110{
111    struct r300_shader_semantics* inputs =
112        (struct r300_shader_semantics*)c->UserData;
113    int i, reg = 0;
114
115    /* Allocate input registers. */
116    for (i = 0; i < ATTR_COLOR_COUNT; i++) {
117        if (inputs->color[i] != ATTR_UNUSED) {
118            allocate(mydata, inputs->color[i], reg++);
119        }
120    }
121    for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
122        if (inputs->generic[i] != ATTR_UNUSED) {
123            allocate(mydata, inputs->generic[i], reg++);
124        }
125    }
126    if (inputs->fog != ATTR_UNUSED) {
127        allocate(mydata, inputs->fog, reg++);
128    }
129    if (inputs->wpos != ATTR_UNUSED) {
130        allocate(mydata, inputs->wpos, reg++);
131    }
132}
133
134static void get_external_state(
135    struct r300_context* r300,
136    struct r300_fragment_program_external_state* state)
137{
138    struct r300_textures_state *texstate = r300->textures_state.state;
139    unsigned i;
140
141    for (i = 0; i < texstate->sampler_state_count; i++) {
142        struct r300_sampler_state* s = texstate->sampler_states[i];
143
144        if (!s) {
145            continue;
146        }
147
148        if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
149            /* XXX Gallium doesn't provide us with any information regarding
150             * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
151            state->unit[i].depth_texture_mode = 0;
152
153            /* Fortunately, no need to translate this. */
154            state->unit[i].texture_compare_func = s->state.compare_func;
155        }
156
157        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
158
159        if (texstate->sampler_views[i]) {
160            struct r300_texture *t;
161            t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
162
163            /* XXX this should probably take into account STR, not just S. */
164            if (t->uses_pitch) {
165                switch (s->state.wrap_s) {
166                    case PIPE_TEX_WRAP_REPEAT:
167                        state->unit[i].wrap_mode = RC_WRAP_REPEAT;
168                        state->unit[i].fake_npot = TRUE;
169                        break;
170
171                    case PIPE_TEX_WRAP_MIRROR_REPEAT:
172                    case PIPE_TEX_WRAP_MIRROR_CLAMP:
173                    case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
174                    case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
175                        state->unit[i].wrap_mode = RC_WRAP_MIRROR;
176                        state->unit[i].fake_npot = TRUE;
177                        break;
178
179                    default:
180                        state->unit[i].wrap_mode = RC_WRAP_NONE;
181                        break;
182                }
183            }
184        }
185    }
186}
187
188static void r300_translate_fragment_shader(
189    struct r300_context* r300,
190    struct r300_fragment_shader_code* shader,
191    const struct tgsi_token *tokens);
192
193static void r300_dummy_fragment_shader(
194    struct r300_context* r300,
195    struct r300_fragment_shader_code* shader)
196{
197    struct pipe_shader_state state;
198    struct ureg_program *ureg;
199    struct ureg_dst out;
200    struct ureg_src imm;
201
202    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
203    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
204    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
205    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
206
207    ureg_MOV(ureg, out, imm);
208    ureg_END(ureg);
209
210    state.tokens = ureg_finalize(ureg);
211
212    shader->dummy = TRUE;
213    r300_translate_fragment_shader(r300, shader, state.tokens);
214
215    ureg_destroy(ureg);
216}
217
218static void r300_translate_fragment_shader(
219    struct r300_context* r300,
220    struct r300_fragment_shader_code* shader,
221    const struct tgsi_token *tokens)
222{
223    struct r300_fragment_program_compiler compiler;
224    struct tgsi_to_rc ttr;
225    int wpos;
226    unsigned i;
227
228    tgsi_scan_shader(tokens, &shader->info);
229    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
230
231    wpos = shader->inputs.wpos;
232
233    /* Setup the compiler. */
234    memset(&compiler, 0, sizeof(compiler));
235    rc_init(&compiler.Base);
236    compiler.Base.Debug = DBG_ON(r300, DBG_FP);
237
238    compiler.code = &shader->code;
239    compiler.state = shader->compare_state;
240    compiler.is_r500 = r300->screen->caps.is_r500;
241    compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
242    compiler.AllocateHwInputs = &allocate_hardware_inputs;
243    compiler.UserData = &shader->inputs;
244
245    find_output_registers(&compiler, shader);
246
247    if (compiler.Base.Debug) {
248        debug_printf("r300: Initial fragment program\n");
249        tgsi_dump(tokens, 0);
250    }
251
252    /* Translate TGSI to our internal representation */
253    ttr.compiler = &compiler.Base;
254    ttr.info = &shader->info;
255    ttr.use_half_swizzles = TRUE;
256
257    r300_tgsi_to_rc(&ttr, tokens);
258
259    /**
260     * Transform the program to support WPOS.
261     *
262     * Introduce a small fragment at the start of the program that will be
263     * the only code that directly reads the WPOS input.
264     * All other code pieces that reference that input will be rewritten
265     * to read from a newly allocated temporary. */
266    if (wpos != ATTR_UNUSED) {
267        /* Moving the input to some other reg is not really necessary. */
268        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
269    }
270
271    /* Invoke the compiler */
272    r3xx_compile_fragment_program(&compiler);
273
274    if (compiler.Base.Error) {
275        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
276                " instead.\n", compiler.Base.ErrorMsg);
277
278        if (shader->dummy) {
279            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
280                    "Giving up...\n");
281            abort();
282        }
283
284        rc_destroy(&compiler.Base);
285        r300_dummy_fragment_shader(r300, shader);
286        return;
287    }
288
289    /* Initialize numbers of constants for each type. */
290    shader->externals_count = ttr.immediate_offset;
291    shader->immediates_count = 0;
292    shader->rc_state_count = 0;
293
294    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
295        switch (shader->code.constants.Constants[i].Type) {
296            case RC_CONSTANT_IMMEDIATE:
297                ++shader->immediates_count;
298                break;
299            case RC_CONSTANT_STATE:
300                ++shader->rc_state_count;
301                break;
302            default:
303                assert(0);
304        }
305    }
306
307    /* Setup shader depth output. */
308    if (shader->code.writes_depth) {
309        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
310        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
311    } else {
312        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
313        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
314    }
315
316    /* And, finally... */
317    rc_destroy(&compiler.Base);
318}
319
320boolean r300_pick_fragment_shader(struct r300_context* r300)
321{
322    struct r300_fragment_shader* fs = r300_fs(r300);
323    struct r300_fragment_program_external_state state = {{{ 0 }}};
324    struct r300_fragment_shader_code* ptr;
325
326    get_external_state(r300, &state);
327
328    if (!fs->first) {
329        /* Build the fragment shader for the first time. */
330        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
331
332        memcpy(&fs->shader->compare_state, &state,
333            sizeof(struct r300_fragment_program_external_state));
334        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
335        return TRUE;
336
337    } else {
338        /* Check if the currently-bound shader has been compiled
339         * with the texture-compare state we need. */
340        if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
341            /* Search for the right shader. */
342            ptr = fs->first;
343            while (ptr) {
344                if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
345                    if (fs->shader != ptr) {
346                        fs->shader = ptr;
347                        return TRUE;
348                    }
349                    /* The currently-bound one is OK. */
350                    return FALSE;
351                }
352                ptr = ptr->next;
353            }
354
355            /* Not found, gotta compile a new one. */
356            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
357            ptr->next = fs->first;
358            fs->first = fs->shader = ptr;
359
360            ptr->compare_state = state;
361            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
362            return TRUE;
363        }
364    }
365
366    return FALSE;
367}
368