r300_fs.c revision f381c52081b2cbff31c2f38abf16dffcc08f681c
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->uses_pitch) { 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; 252 253 NEW_CB(shader->cb_code, shader->cb_code_size); 254 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO); 255 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx); 256 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl); 257 OUT_CB_REG(R500_US_CODE_RANGE, 258 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end)); 259 OUT_CB_REG(R500_US_CODE_OFFSET, 0); 260 OUT_CB_REG(R500_US_CODE_ADDR, 261 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end)); 262 263 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR); 264 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6); 265 for (i = 0; i <= code->inst_end; i++) { 266 OUT_CB(code->inst[i].inst0); 267 OUT_CB(code->inst[i].inst1); 268 OUT_CB(code->inst[i].inst2); 269 OUT_CB(code->inst[i].inst3); 270 OUT_CB(code->inst[i].inst4); 271 OUT_CB(code->inst[i].inst5); 272 } 273 274 /* Emit immediates. */ 275 if (imm_count) { 276 for(i = imm_first; i < imm_end; ++i) { 277 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 278 const float *data = constants[i].u.Immediate; 279 280 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, 281 R500_GA_US_VECTOR_INDEX_TYPE_CONST | 282 (i & R500_GA_US_VECTOR_INDEX_MASK)); 283 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4); 284 OUT_CB_TABLE(data, 4); 285 } 286 } 287 } 288 } else { /* r300 */ 289 struct r300_fragment_program_code *code = &generic_code->code.r300; 290 291 shader->cb_code_size = 19 + 292 (r300->screen->caps.is_r400 ? 2 : 0) + 293 code->alu.length * 4 + 294 (code->tex.length ? (1 + code->tex.length) : 0) + 295 imm_count * 5; 296 297 NEW_CB(shader->cb_code, shader->cb_code_size); 298 299 if (r300->screen->caps.is_r400) 300 OUT_CB_REG(R400_US_CODE_BANK, 0); 301 302 OUT_CB_REG(R300_US_CONFIG, code->config); 303 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize); 304 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset); 305 306 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4); 307 OUT_CB_TABLE(code->code_addr, 4); 308 309 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, code->alu.length); 310 for (i = 0; i < code->alu.length; i++) 311 OUT_CB(code->alu.inst[i].rgb_inst); 312 313 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, code->alu.length); 314 for (i = 0; i < code->alu.length; i++) 315 OUT_CB(code->alu.inst[i].rgb_addr); 316 317 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, code->alu.length); 318 for (i = 0; i < code->alu.length; i++) 319 OUT_CB(code->alu.inst[i].alpha_inst); 320 321 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, code->alu.length); 322 for (i = 0; i < code->alu.length; i++) 323 OUT_CB(code->alu.inst[i].alpha_addr); 324 325 if (code->tex.length) { 326 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, code->tex.length); 327 OUT_CB_TABLE(code->tex.inst, code->tex.length); 328 } 329 330 /* Emit immediates. */ 331 if (imm_count) { 332 for(i = imm_first; i < imm_end; ++i) { 333 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) { 334 const float *data = constants[i].u.Immediate; 335 336 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4); 337 OUT_CB(pack_float24(data[0])); 338 OUT_CB(pack_float24(data[1])); 339 OUT_CB(pack_float24(data[2])); 340 OUT_CB(pack_float24(data[3])); 341 } 342 } 343 } 344 } 345 346 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src); 347 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w); 348 END_CB; 349} 350 351static void r300_translate_fragment_shader( 352 struct r300_context* r300, 353 struct r300_fragment_shader_code* shader, 354 const struct tgsi_token *tokens) 355{ 356 struct r300_fragment_program_compiler compiler; 357 struct tgsi_to_rc ttr; 358 int wpos; 359 unsigned i; 360 361 tgsi_scan_shader(tokens, &shader->info); 362 r300_shader_read_fs_inputs(&shader->info, &shader->inputs); 363 364 wpos = shader->inputs.wpos; 365 366 /* Setup the compiler. */ 367 memset(&compiler, 0, sizeof(compiler)); 368 rc_init(&compiler.Base); 369 compiler.Base.Debug = DBG_ON(r300, DBG_FP); 370 371 compiler.code = &shader->code; 372 compiler.state = shader->compare_state; 373 compiler.Base.is_r500 = r300->screen->caps.is_r500; 374 compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : 32; 375 compiler.AllocateHwInputs = &allocate_hardware_inputs; 376 compiler.UserData = &shader->inputs; 377 378 find_output_registers(&compiler, shader); 379 380 if (compiler.Base.Debug) { 381 debug_printf("r300: Initial fragment program\n"); 382 tgsi_dump(tokens, 0); 383 } 384 385 /* Translate TGSI to our internal representation */ 386 ttr.compiler = &compiler.Base; 387 ttr.info = &shader->info; 388 ttr.use_half_swizzles = TRUE; 389 390 r300_tgsi_to_rc(&ttr, tokens); 391 392 /** 393 * Transform the program to support WPOS. 394 * 395 * Introduce a small fragment at the start of the program that will be 396 * the only code that directly reads the WPOS input. 397 * All other code pieces that reference that input will be rewritten 398 * to read from a newly allocated temporary. */ 399 if (wpos != ATTR_UNUSED) { 400 /* Moving the input to some other reg is not really necessary. */ 401 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); 402 } 403 404 /* Invoke the compiler */ 405 r3xx_compile_fragment_program(&compiler); 406 407 /* Shaders with zero instructions are invalid, 408 * use the dummy shader instead. */ 409 if (shader->code.code.r500.inst_end == -1) { 410 rc_destroy(&compiler.Base); 411 r300_dummy_fragment_shader(r300, shader); 412 return; 413 } 414 415 if (compiler.Base.Error) { 416 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader" 417 " instead.\nIf there's an 'unknown opcode' message, please" 418 " file a bug report and attach this log.\n", compiler.Base.ErrorMsg); 419 420 if (shader->dummy) { 421 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! " 422 "Giving up...\n"); 423 abort(); 424 } 425 426 rc_destroy(&compiler.Base); 427 r300_dummy_fragment_shader(r300, shader); 428 return; 429 } 430 431 /* Initialize numbers of constants for each type. */ 432 shader->externals_count = ttr.immediate_offset; 433 shader->immediates_count = 0; 434 shader->rc_state_count = 0; 435 436 for (i = shader->externals_count; i < shader->code.constants.Count; i++) { 437 switch (shader->code.constants.Constants[i].Type) { 438 case RC_CONSTANT_IMMEDIATE: 439 ++shader->immediates_count; 440 break; 441 case RC_CONSTANT_STATE: 442 ++shader->rc_state_count; 443 break; 444 default: 445 assert(0); 446 } 447 } 448 449 /* Setup shader depth output. */ 450 if (shader->code.writes_depth) { 451 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER; 452 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US; 453 } else { 454 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN; 455 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US; 456 } 457 458 /* And, finally... */ 459 rc_destroy(&compiler.Base); 460 461 /* Build the command buffer. */ 462 r300_emit_fs_code_to_buffer(r300, shader); 463} 464 465boolean r300_pick_fragment_shader(struct r300_context* r300) 466{ 467 struct r300_fragment_shader* fs = r300_fs(r300); 468 struct r300_fragment_program_external_state state = {{{ 0 }}}; 469 struct r300_fragment_shader_code* ptr; 470 471 get_external_state(r300, &state); 472 473 if (!fs->first) { 474 /* Build the fragment shader for the first time. */ 475 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code); 476 477 memcpy(&fs->shader->compare_state, &state, 478 sizeof(struct r300_fragment_program_external_state)); 479 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens); 480 return TRUE; 481 482 } else { 483 /* Check if the currently-bound shader has been compiled 484 * with the texture-compare state we need. */ 485 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) { 486 /* Search for the right shader. */ 487 ptr = fs->first; 488 while (ptr) { 489 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { 490 if (fs->shader != ptr) { 491 fs->shader = ptr; 492 return TRUE; 493 } 494 /* The currently-bound one is OK. */ 495 return FALSE; 496 } 497 ptr = ptr->next; 498 } 499 500 /* Not found, gotta compile a new one. */ 501 ptr = CALLOC_STRUCT(r300_fragment_shader_code); 502 ptr->next = fs->first; 503 fs->first = fs->shader = ptr; 504 505 ptr->compare_state = state; 506 r300_translate_fragment_shader(r300, ptr, fs->state.tokens); 507 return TRUE; 508 } 509 } 510 511 return FALSE; 512} 513