r300g: Fix off-by-one errors in array bounds assertions.
[mesa.git] / src / gallium / drivers / r300 / r300_fs.c
index 36463b9a2eb4b5726d8428a15a59c25667bef0b0..75a05498eb32c22b01a8d84941aa16a7f98b8b28 100644 (file)
@@ -1,6 +1,7 @@
 /*
  * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
  *                Joakim Sindholt <opensource@zhasha.com>
+ * Copyright 2009 Marek Olšák <maraeo@gmail.com>
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
  * USE OR OTHER DEALINGS IN THE SOFTWARE. */
 
-#include "r300_fs.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
+
+#include "tgsi/tgsi_dump.h"
 
+#include "r300_context.h"
+#include "r300_screen.h"
+#include "r300_fs.h"
 #include "r300_tgsi_to_rc.h"
 
+#include "radeon_code.h"
 #include "radeon_compiler.h"
 
+/* Convert info about FS input semantics to r300_shader_semantics. */
+void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
+                                struct r300_shader_semantics* fs_inputs)
+{
+    int i;
+    unsigned index;
+
+    r300_shader_semantics_reset(fs_inputs);
+
+    for (i = 0; i < info->num_inputs; i++) {
+        index = info->input_semantic_index[i];
+
+        switch (info->input_semantic_name[i]) {
+            case TGSI_SEMANTIC_COLOR:
+                assert(index < ATTR_COLOR_COUNT);
+                fs_inputs->color[index] = i;
+                break;
+
+            case TGSI_SEMANTIC_GENERIC:
+                assert(index < ATTR_GENERIC_COUNT);
+                fs_inputs->generic[index] = i;
+                break;
+
+            case TGSI_SEMANTIC_FOG:
+                assert(index == 0);
+                fs_inputs->fog = i;
+                break;
+
+            case TGSI_SEMANTIC_POSITION:
+                assert(index == 0);
+                fs_inputs->wpos = i;
+                break;
+
+            default:
+                assert(0);
+        }
+    }
+}
+
 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
                                   struct r300_fragment_shader * fs)
 {
-    unsigned i;
+    unsigned i, colorbuf_count = 0;
 
     /* Mark the outputs as not present initially */
-    compiler->OutputColor = fs->info.num_outputs;
+    compiler->OutputColor[0] = fs->info.num_outputs;
+    compiler->OutputColor[1] = fs->info.num_outputs;
+    compiler->OutputColor[2] = fs->info.num_outputs;
+    compiler->OutputColor[3] = fs->info.num_outputs;
     compiler->OutputDepth = fs->info.num_outputs;
 
     /* Now see where they really are. */
     for(i = 0; i < fs->info.num_outputs; ++i) {
         switch(fs->info.output_semantic_name[i]) {
             case TGSI_SEMANTIC_COLOR:
-                compiler->OutputColor = i;
+                compiler->OutputColor[colorbuf_count] = i;
+                colorbuf_count++;
                 break;
             case TGSI_SEMANTIC_POSITION:
                 compiler->OutputDepth = i;
@@ -54,61 +105,69 @@ static void allocate_hardware_inputs(
     void (*allocate)(void * data, unsigned input, unsigned hwreg),
     void * mydata)
 {
-    struct tgsi_shader_info* info = &((struct r300_fragment_shader*)c->UserData)->info;
-    int total_colors = 0;
-    int colors = 0;
-    int total_generic = 0;
-    int generic = 0;
-    int i;
+    struct r300_shader_semantics* inputs =
+        (struct r300_shader_semantics*)c->UserData;
+    int i, reg = 0;
 
-    for (i = 0; i < info->num_inputs; i++) {
-        switch (info->input_semantic_name[i]) {
-            case TGSI_SEMANTIC_COLOR:
-                total_colors++;
-                break;
-            case TGSI_SEMANTIC_FOG:
-            case TGSI_SEMANTIC_GENERIC:
-                total_generic++;
-                break;
+    /* Allocate input registers. */
+    for (i = 0; i < ATTR_COLOR_COUNT; i++) {
+        if (inputs->color[i] != ATTR_UNUSED) {
+            allocate(mydata, inputs->color[i], reg++);
         }
     }
+    for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
+        if (inputs->generic[i] != ATTR_UNUSED) {
+            allocate(mydata, inputs->generic[i], reg++);
+        }
+    }
+    if (inputs->fog != ATTR_UNUSED) {
+        allocate(mydata, inputs->fog, reg++);
+    }
+    if (inputs->wpos != ATTR_UNUSED) {
+        allocate(mydata, inputs->wpos, reg++);
+    }
+}
 
-    for(i = 0; i < info->num_inputs; i++) {
-        switch (info->input_semantic_name[i]) {
-            case TGSI_SEMANTIC_COLOR:
-                allocate(mydata, i, colors);
-                colors++;
-                break;
-            case TGSI_SEMANTIC_FOG:
-            case TGSI_SEMANTIC_GENERIC:
-                allocate(mydata, i, total_colors + generic);
-                generic++;
-                break;
+static void get_compare_state(
+    struct r300_context* r300,
+    struct r300_fragment_program_external_state* state,
+    unsigned shadow_samplers)
+{
+    memset(state, 0, sizeof(*state));
+
+    for (int i = 0; i < r300->sampler_count; i++) {
+        struct r300_sampler_state* s = r300->sampler_states[i];
+
+        if (s && 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;
+
+            /* Fortunately, no need to translate this. */
+            state->unit[i].texture_compare_func = s->state.compare_func;
         }
     }
 }
 
-void r300_translate_fragment_shader(struct r300_context* r300,
-                                    struct r300_fragment_shader* fs)
+static void r300_translate_fragment_shader(
+    struct r300_context* r300,
+    struct r300_fragment_shader_code* shader)
 {
+    struct r300_fragment_shader* fs = r300->fs;
     struct r300_fragment_program_compiler compiler;
     struct tgsi_to_rc ttr;
+    int wpos = fs->inputs.wpos;
 
+    /* Setup the compiler. */
     memset(&compiler, 0, sizeof(compiler));
     rc_init(&compiler.Base);
-    compiler.Base.Debug = 1;
+    compiler.Base.Debug = DBG_ON(r300, DBG_FP);
 
-    compiler.code = &fs->code;
+    compiler.code = &shader->code;
+    compiler.state = shader->compare_state;
     compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500;
     compiler.AllocateHwInputs = &allocate_hardware_inputs;
-    compiler.UserData = fs;
-
-    /* TODO: Program compilation depends on texture compare modes,
-     * which are sampler state. Therefore, programs need to be recompiled
-     * depending on this state as in the classic Mesa driver.
-     *
-     * This is not yet handled correctly.
-     */
+    compiler.UserData = &fs->inputs;
 
     find_output_registers(&compiler, fs);
 
@@ -123,15 +182,76 @@ void r300_translate_fragment_shader(struct r300_context* r300,
 
     r300_tgsi_to_rc(&ttr, fs->state.tokens);
 
+    fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
+
+    /**
+     * Transform the program to support WPOS.
+     *
+     * Introduce a small fragment at the start of the program that will be
+     * the only code that directly reads the WPOS input.
+     * All other code pieces that reference that input will be rewritten
+     * to read from a newly allocated temporary. */
+    if (wpos != ATTR_UNUSED) {
+        /* Moving the input to some other reg is not really necessary. */
+        rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
+    }
+
     /* Invoke the compiler */
     r3xx_compile_fragment_program(&compiler);
     if (compiler.Base.Error) {
-        /* Todo: Fail gracefully */
-        fprintf(stderr, "r300 FP: Compiler error\n");
-        abort();
+        /* XXX failover maybe? */
+        DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
+            compiler.Base.ErrorMsg);
+        assert(0);
     }
 
     /* And, finally... */
     rc_destroy(&compiler.Base);
-    fs->translated = TRUE;
+}
+
+boolean r300_pick_fragment_shader(struct r300_context* r300)
+{
+    struct r300_fragment_shader* fs = r300->fs;
+    struct r300_fragment_program_external_state state;
+    struct r300_fragment_shader_code* ptr;
+
+    if (!fs->first) {
+        /* Build the fragment shader for the first time. */
+        fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
+
+        /* BTW shadow samplers will be known after the first translation,
+         * therefore we set ~0, which means it should look at all sampler
+         * states. This choice doesn't have any impact on the correctness. */
+        get_compare_state(r300, &fs->shader->compare_state, ~0);
+        r300_translate_fragment_shader(r300, fs->shader);
+        return TRUE;
+
+    } else if (fs->shadow_samplers) {
+        get_compare_state(r300, &state, fs->shadow_samplers);
+
+        /* Check if the currently-bound shader has been compiled
+         * with the texture-compare state we need. */
+        if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
+            /* Search for the right shader. */
+            ptr = fs->first;
+            while (ptr) {
+                if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
+                    fs->shader = ptr;
+                    return TRUE;
+                }
+                ptr = ptr->next;
+            }
+
+            /* Not found, gotta compile a new one. */
+            ptr = CALLOC_STRUCT(r300_fragment_shader_code);
+            ptr->next = fs->first;
+            fs->first = fs->shader = ptr;
+
+            ptr->compare_state = state;
+            r300_translate_fragment_shader(r300, ptr);
+            return TRUE;
+        }
+    }
+
+    return FALSE;
 }