r300g: Cleanup fragment program external state setup.
[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 #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. */
40 void 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
79 static 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
105 static 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
133 static 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
143 if (!s) {
144 continue;
145 }
146
147 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
148 /* XXX Gallium doesn't provide us with any information regarding
149 * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
150 state->unit[i].depth_texture_mode = 0;
151
152 /* Fortunately, no need to translate this. */
153 state->unit[i].texture_compare_func = s->state.compare_func;
154 }
155 }
156 }
157
158 static void r300_translate_fragment_shader(
159 struct r300_context* r300,
160 struct r300_fragment_shader_code* shader,
161 const struct tgsi_token *tokens);
162
163 static void r300_dummy_fragment_shader(
164 struct r300_context* r300,
165 struct r300_fragment_shader_code* shader)
166 {
167 struct pipe_shader_state state;
168 struct ureg_program *ureg;
169 struct ureg_dst out;
170 struct ureg_src imm;
171
172 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
173 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
174 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
175 imm = ureg_imm4f(ureg, 0, 0, 0, 1);
176
177 ureg_MOV(ureg, out, imm);
178 ureg_END(ureg);
179
180 state.tokens = ureg_finalize(ureg);
181
182 shader->dummy = TRUE;
183 r300_translate_fragment_shader(r300, shader, state.tokens);
184
185 ureg_destroy(ureg);
186 }
187
188 static void r300_translate_fragment_shader(
189 struct r300_context* r300,
190 struct r300_fragment_shader_code* shader,
191 const struct tgsi_token *tokens)
192 {
193 struct r300_fragment_program_compiler compiler;
194 struct tgsi_to_rc ttr;
195 int wpos;
196 unsigned i;
197
198 tgsi_scan_shader(tokens, &shader->info);
199 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
200
201 wpos = shader->inputs.wpos;
202
203 /* Setup the compiler. */
204 memset(&compiler, 0, sizeof(compiler));
205 rc_init(&compiler.Base);
206 compiler.Base.Debug = DBG_ON(r300, DBG_FP);
207
208 compiler.code = &shader->code;
209 compiler.state = shader->compare_state;
210 compiler.is_r500 = r300->screen->caps.is_r500;
211 compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
212 compiler.AllocateHwInputs = &allocate_hardware_inputs;
213 compiler.UserData = &shader->inputs;
214
215 find_output_registers(&compiler, shader);
216
217 if (compiler.Base.Debug) {
218 debug_printf("r300: Initial fragment program\n");
219 tgsi_dump(tokens, 0);
220 }
221
222 /* Translate TGSI to our internal representation */
223 ttr.compiler = &compiler.Base;
224 ttr.info = &shader->info;
225 ttr.use_half_swizzles = TRUE;
226
227 r300_tgsi_to_rc(&ttr, tokens);
228
229 shader->shadow_samplers = compiler.Base.Program.ShadowSamplers;
230
231 /**
232 * Transform the program to support WPOS.
233 *
234 * Introduce a small fragment at the start of the program that will be
235 * the only code that directly reads the WPOS input.
236 * All other code pieces that reference that input will be rewritten
237 * to read from a newly allocated temporary. */
238 if (wpos != ATTR_UNUSED) {
239 /* Moving the input to some other reg is not really necessary. */
240 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
241 }
242
243 /* Invoke the compiler */
244 r3xx_compile_fragment_program(&compiler);
245
246 if (compiler.Base.Error) {
247 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
248 " instead.\n", compiler.Base.ErrorMsg);
249
250 if (shader->dummy) {
251 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
252 "Giving up...\n");
253 abort();
254 }
255 r300_dummy_fragment_shader(r300, shader);
256 }
257
258 /* Initialize numbers of constants for each type. */
259 shader->externals_count = ttr.immediate_offset;
260 shader->immediates_count = 0;
261 shader->rc_state_count = 0;
262
263 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
264 switch (shader->code.constants.Constants[i].Type) {
265 case RC_CONSTANT_IMMEDIATE:
266 ++shader->immediates_count;
267 break;
268 case RC_CONSTANT_STATE:
269 ++shader->rc_state_count;
270 break;
271 default:
272 assert(0);
273 }
274 }
275
276 /* And, finally... */
277 rc_destroy(&compiler.Base);
278 }
279
280 boolean r300_pick_fragment_shader(struct r300_context* r300)
281 {
282 struct r300_fragment_shader* fs = r300_fs(r300);
283 struct r300_fragment_program_external_state state = {{{ 0 }}};
284 struct r300_fragment_shader_code* ptr;
285
286 get_external_state(r300, &state);
287
288 if (!fs->first) {
289 /* Build the fragment shader for the first time. */
290 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
291
292 memcpy(&fs->shader->compare_state, &state,
293 sizeof(struct r300_fragment_program_external_state));
294 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
295 return TRUE;
296
297 } else {
298 /* Check if the currently-bound shader has been compiled
299 * with the texture-compare state we need. */
300 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
301 /* Search for the right shader. */
302 ptr = fs->first;
303 while (ptr) {
304 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
305 fs->shader = ptr;
306 return TRUE;
307 }
308 ptr = ptr->next;
309 }
310
311 /* Not found, gotta compile a new one. */
312 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
313 ptr->next = fs->first;
314 fs->first = fs->shader = ptr;
315
316 ptr->compare_state = state;
317 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
318 return TRUE;
319 }
320 }
321
322 return FALSE;
323 }