r300g: add texture compare modes
[mesa.git] / src / gallium / drivers / r300 / r300_fs.c
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
30 #include "r300_context.h"
31 #include "r300_screen.h"
32 #include "r300_fs.h"
33 #include "r300_tgsi_to_rc.h"
34
35 #include "radeon_code.h"
36 #include "radeon_compiler.h"
37
38 /* Convert info about FS input semantics to r300_shader_semantics. */
39 void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
40 struct r300_shader_semantics* fs_inputs)
41 {
42 int i;
43 unsigned index;
44
45 r300_shader_semantics_reset(fs_inputs);
46
47 for (i = 0; i < info->num_inputs; i++) {
48 index = info->input_semantic_index[i];
49
50 switch (info->input_semantic_name[i]) {
51 case TGSI_SEMANTIC_COLOR:
52 assert(index <= ATTR_COLOR_COUNT);
53 fs_inputs->color[index] = i;
54 break;
55
56 case TGSI_SEMANTIC_GENERIC:
57 assert(index <= ATTR_GENERIC_COUNT);
58 fs_inputs->generic[index] = i;
59 break;
60
61 case TGSI_SEMANTIC_FOG:
62 assert(index == 0);
63 fs_inputs->fog = i;
64 break;
65
66 default:
67 assert(0);
68 }
69 }
70 }
71
72 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
73 struct r300_fragment_shader * fs)
74 {
75 unsigned i;
76
77 /* Mark the outputs as not present initially */
78 compiler->OutputColor = fs->info.num_outputs;
79 compiler->OutputDepth = fs->info.num_outputs;
80
81 /* Now see where they really are. */
82 for(i = 0; i < fs->info.num_outputs; ++i) {
83 switch(fs->info.output_semantic_name[i]) {
84 case TGSI_SEMANTIC_COLOR:
85 compiler->OutputColor = i;
86 break;
87 case TGSI_SEMANTIC_POSITION:
88 compiler->OutputDepth = i;
89 break;
90 }
91 }
92 }
93
94 static void allocate_hardware_inputs(
95 struct r300_fragment_program_compiler * c,
96 void (*allocate)(void * data, unsigned input, unsigned hwreg),
97 void * mydata)
98 {
99 struct r300_shader_semantics* inputs =
100 (struct r300_shader_semantics*)c->UserData;
101 int i, reg = 0;
102
103 /* Allocate input registers. */
104 for (i = 0; i < ATTR_COLOR_COUNT; i++) {
105 if (inputs->color[i] != ATTR_UNUSED) {
106 allocate(mydata, inputs->color[i], reg++);
107 }
108 }
109 for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
110 if (inputs->generic[i] != ATTR_UNUSED) {
111 allocate(mydata, inputs->generic[i], reg++);
112 }
113 }
114 if (inputs->fog != ATTR_UNUSED) {
115 allocate(mydata, inputs->fog, reg++);
116 }
117 }
118
119 static void get_compare_state(
120 struct r300_context* r300,
121 struct r300_fragment_program_external_state* state,
122 unsigned shadow_samplers)
123 {
124 memset(state, 0, sizeof(*state));
125
126 for (int i = 0; i < r300->sampler_count; i++) {
127 struct r300_sampler_state* s = r300->sampler_states[i];
128
129 if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
130 /* XXX Gallium doesn't provide us with any information regarding
131 * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
132 state->unit[i].depth_texture_mode = 0;
133
134 /* Fortunately, no need to translate this. */
135 state->unit[i].texture_compare_func = s->state.compare_func;
136 }
137 }
138 }
139
140 static void r300_translate_fragment_shader(
141 struct r300_context* r300,
142 struct r300_fragment_shader_code* shader)
143 {
144 struct r300_fragment_shader* fs = r300->fs;
145 struct r300_fragment_program_compiler compiler;
146 struct tgsi_to_rc ttr;
147
148 /* Setup the compiler. */
149 memset(&compiler, 0, sizeof(compiler));
150 rc_init(&compiler.Base);
151 compiler.Base.Debug = DBG_ON(r300, DBG_FP);
152
153 compiler.code = &shader->code;
154 compiler.state = shader->compare_state;
155 compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500;
156 compiler.AllocateHwInputs = &allocate_hardware_inputs;
157 compiler.UserData = &fs->inputs;
158
159 find_output_registers(&compiler, fs);
160
161 if (compiler.Base.Debug) {
162 debug_printf("r300: Initial fragment program\n");
163 tgsi_dump(fs->state.tokens, 0);
164 }
165
166 /* Translate TGSI to our internal representation */
167 ttr.compiler = &compiler.Base;
168 ttr.info = &fs->info;
169
170 r300_tgsi_to_rc(&ttr, fs->state.tokens);
171
172 fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
173
174 /* Invoke the compiler */
175 r3xx_compile_fragment_program(&compiler);
176 if (compiler.Base.Error) {
177 /* XXX failover maybe? */
178 DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
179 compiler.Base.ErrorMsg);
180 assert(0);
181 }
182
183 /* And, finally... */
184 rc_destroy(&compiler.Base);
185 }
186
187 boolean r300_pick_fragment_shader(struct r300_context* r300)
188 {
189 struct r300_fragment_shader* fs = r300->fs;
190 struct r300_fragment_program_external_state state;
191 struct r300_fragment_shader_code* ptr;
192
193 if (!fs->first) {
194 /* Build the fragment shader for the first time. */
195 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
196
197 /* BTW shadow samplers will be known after the first translation,
198 * therefore we set ~0, which means it should look at all sampler
199 * states. This choice doesn't have any impact on the correctness. */
200 get_compare_state(r300, &fs->shader->compare_state, ~0);
201 r300_translate_fragment_shader(r300, fs->shader);
202 return TRUE;
203
204 } else if (fs->shadow_samplers) {
205 get_compare_state(r300, &state, fs->shadow_samplers);
206
207 /* Check if the currently-bound shader has been compiled
208 * with the texture-compare state we need. */
209 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
210 /* Search for the right shader. */
211 ptr = fs->first;
212 while (ptr) {
213 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
214 fs->shader = ptr;
215 return TRUE;
216 }
217 ptr = ptr->next;
218 }
219
220 /* Not found, gotta compile a new one. */
221 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
222 ptr->next = fs->first;
223 fs->first = fs->shader = ptr;
224
225 ptr->compare_state = state;
226 r300_translate_fragment_shader(r300, ptr);
227 return TRUE;
228 }
229 }
230
231 return FALSE;
232 }