#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_ureg.h"
+#include "r300_cb.h"
#include "r300_context.h"
+#include "r300_emit.h"
#include "r300_screen.h"
#include "r300_fs.h"
#include "r300_reg.h"
fs_inputs->wpos = i;
break;
+ case TGSI_SEMANTIC_FACE:
+ assert(index == 0);
+ fs_inputs->face = i;
+ break;
+
default:
fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
info->input_semantic_name[i]);
allocate(mydata, inputs->color[i], reg++);
}
}
+ if (inputs->face != ATTR_UNUSED) {
+ allocate(mydata, inputs->face, reg++);
+ }
for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
if (inputs->generic[i] != ATTR_UNUSED) {
allocate(mydata, inputs->generic[i], reg++);
{
struct r300_textures_state *texstate = r300->textures_state.state;
unsigned i;
+ unsigned char *swizzle;
for (i = 0; i < texstate->sampler_state_count; i++) {
struct r300_sampler_state* s = texstate->sampler_states[i];
}
if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
- /* XXX Gallium doesn't provide us with any information regarding
- * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
- state->unit[i].depth_texture_mode = 0;
+ state->unit[i].compare_mode_enabled = 1;
+
+ /* Pass depth texture swizzling to the compiler. */
+ if (texstate->sampler_views[i]) {
+ swizzle = texstate->sampler_views[i]->swizzle;
+
+ state->unit[i].depth_texture_swizzle =
+ RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
+ swizzle[2], swizzle[3]);
+ } else {
+ state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
+ }
/* Fortunately, no need to translate this. */
state->unit[i].texture_compare_func = s->state.compare_func;
t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
/* XXX this should probably take into account STR, not just S. */
- if (t->uses_pitch) {
+ if (t->desc.is_npot) {
switch (s->state.wrap_s) {
case PIPE_TEX_WRAP_REPEAT:
state->unit[i].wrap_mode = RC_WRAP_REPEAT;
ureg_destroy(ureg);
}
+static void r300_emit_fs_code_to_buffer(
+ struct r300_context *r300,
+ struct r300_fragment_shader_code *shader)
+{
+ struct rX00_fragment_program_code *generic_code = &shader->code;
+ unsigned imm_count = shader->immediates_count;
+ unsigned imm_first = shader->externals_count;
+ unsigned imm_end = generic_code->constants.Count;
+ struct rc_constant *constants = generic_code->constants.Constants;
+ unsigned i;
+ CB_LOCALS;
+
+ if (r300->screen->caps.is_r500) {
+ struct r500_fragment_program_code *code = &generic_code->code.r500;
+
+ shader->cb_code_size = 19 +
+ ((code->inst_end + 1) * 6) +
+ imm_count * 7 +
+ code->int_constant_count * 2;
+
+ NEW_CB(shader->cb_code, shader->cb_code_size);
+ OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
+ OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
+ OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
+ for(i = 0; i < code->int_constant_count; i++){
+ OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
+ code->int_constants[i]);
+ }
+ OUT_CB_REG(R500_US_CODE_RANGE,
+ R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
+ OUT_CB_REG(R500_US_CODE_OFFSET, 0);
+ OUT_CB_REG(R500_US_CODE_ADDR,
+ R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
+
+ OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
+ OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
+ for (i = 0; i <= code->inst_end; i++) {
+ OUT_CB(code->inst[i].inst0);
+ OUT_CB(code->inst[i].inst1);
+ OUT_CB(code->inst[i].inst2);
+ OUT_CB(code->inst[i].inst3);
+ OUT_CB(code->inst[i].inst4);
+ OUT_CB(code->inst[i].inst5);
+ }
+
+ /* Emit immediates. */
+ if (imm_count) {
+ for(i = imm_first; i < imm_end; ++i) {
+ if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+ const float *data = constants[i].u.Immediate;
+
+ OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
+ R500_GA_US_VECTOR_INDEX_TYPE_CONST |
+ (i & R500_GA_US_VECTOR_INDEX_MASK));
+ OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
+ OUT_CB_TABLE(data, 4);
+ }
+ }
+ }
+ } else { /* r300 */
+ struct r300_fragment_program_code *code = &generic_code->code.r300;
+
+ shader->cb_code_size = 19 +
+ (r300->screen->caps.is_r400 ? 2 : 0) +
+ code->alu.length * 4 +
+ (code->tex.length ? (1 + code->tex.length) : 0) +
+ imm_count * 5;
+
+ NEW_CB(shader->cb_code, shader->cb_code_size);
+
+ if (r300->screen->caps.is_r400)
+ OUT_CB_REG(R400_US_CODE_BANK, 0);
+
+ OUT_CB_REG(R300_US_CONFIG, code->config);
+ OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
+ OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
+
+ OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
+ OUT_CB_TABLE(code->code_addr, 4);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, code->alu.length);
+ for (i = 0; i < code->alu.length; i++)
+ OUT_CB(code->alu.inst[i].rgb_inst);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, code->alu.length);
+ for (i = 0; i < code->alu.length; i++)
+ OUT_CB(code->alu.inst[i].rgb_addr);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, code->alu.length);
+ for (i = 0; i < code->alu.length; i++)
+ OUT_CB(code->alu.inst[i].alpha_inst);
+
+ OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, code->alu.length);
+ for (i = 0; i < code->alu.length; i++)
+ OUT_CB(code->alu.inst[i].alpha_addr);
+
+ if (code->tex.length) {
+ OUT_CB_REG_SEQ(R300_US_TEX_INST_0, code->tex.length);
+ OUT_CB_TABLE(code->tex.inst, code->tex.length);
+ }
+
+ /* Emit immediates. */
+ if (imm_count) {
+ for(i = imm_first; i < imm_end; ++i) {
+ if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+ const float *data = constants[i].u.Immediate;
+
+ OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
+ OUT_CB(pack_float24(data[0]));
+ OUT_CB(pack_float24(data[1]));
+ OUT_CB(pack_float24(data[2]));
+ OUT_CB(pack_float24(data[3]));
+ }
+ }
+ }
+ }
+
+ OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
+ OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
+ END_CB;
+}
+
static void r300_translate_fragment_shader(
struct r300_context* r300,
struct r300_fragment_shader_code* shader,
{
struct r300_fragment_program_compiler compiler;
struct tgsi_to_rc ttr;
- int wpos;
+ int wpos, face;
unsigned i;
tgsi_scan_shader(tokens, &shader->info);
r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
wpos = shader->inputs.wpos;
+ face = shader->inputs.face;
/* Setup the compiler. */
memset(&compiler, 0, sizeof(compiler));
compiler.code = &shader->code;
compiler.state = shader->compare_state;
- compiler.is_r500 = r300->screen->caps.is_r500;
- compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
+ compiler.Base.is_r500 = r300->screen->caps.is_r500;
+ compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : 32;
compiler.AllocateHwInputs = &allocate_hardware_inputs;
compiler.UserData = &shader->inputs;
find_output_registers(&compiler, shader);
if (compiler.Base.Debug) {
- debug_printf("r300: Initial fragment program\n");
+ DBG(r300, DBG_FP, "r300: Initial fragment program\n");
tgsi_dump(tokens, 0);
}
rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
}
+ if (face != ATTR_UNUSED) {
+ rc_transform_fragment_face(&compiler.Base, face);
+ }
+
/* Invoke the compiler */
r3xx_compile_fragment_program(&compiler);
}
if (compiler.Base.Error) {
- fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
- " instead.\n", compiler.Base.ErrorMsg);
+ DBG(r300, DBG_FP, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
+ " instead.\nIf there's an 'unknown opcode' message, please"
+ " file a bug report and attach this log.\n", compiler.Base.ErrorMsg);
if (shader->dummy) {
fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
/* And, finally... */
rc_destroy(&compiler.Base);
+
+ /* Build the command buffer. */
+ r300_emit_fs_code_to_buffer(r300, shader);
}
boolean r300_pick_fragment_shader(struct r300_context* r300)