r300g: fix regression in texdepth.
[mesa.git] / src / gallium / drivers / r300 / r300_fs.c
index 4e1b61ca409bced507670f1235e91908e35afbc4..dab57fdcc77e73d2a489b81b2785f0d00646f8b3 100644 (file)
 #include "util/u_memory.h"
 
 #include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_ureg.h"
 
 #include "r300_context.h"
 #include "r300_screen.h"
 #include "r300_fs.h"
+#include "r300_reg.h"
 #include "r300_tgsi_to_rc.h"
 
 #include "radeon_code.h"
@@ -49,12 +51,12 @@ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
 
         switch (info->input_semantic_name[i]) {
             case TGSI_SEMANTIC_COLOR:
-                assert(index <= ATTR_COLOR_COUNT);
+                assert(index < ATTR_COLOR_COUNT);
                 fs_inputs->color[index] = i;
                 break;
 
             case TGSI_SEMANTIC_GENERIC:
-                assert(index <= ATTR_GENERIC_COUNT);
+                assert(index < ATTR_GENERIC_COUNT);
                 fs_inputs->generic[index] = i;
                 break;
 
@@ -63,26 +65,36 @@ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
                 fs_inputs->fog = i;
                 break;
 
+            case TGSI_SEMANTIC_POSITION:
+                assert(index == 0);
+                fs_inputs->wpos = i;
+                break;
+
             default:
-                assert(0);
+                fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
+                        info->input_semantic_name[i]);
         }
     }
 }
 
 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
-                                  struct r300_fragment_shader * fs)
+                                  struct r300_fragment_shader_code *shader)
 {
-    unsigned i;
+    unsigned i, colorbuf_count = 0;
 
     /* Mark the outputs as not present initially */
-    compiler->OutputColor = fs->info.num_outputs;
-    compiler->OutputDepth = fs->info.num_outputs;
+    compiler->OutputColor[0] = shader->info.num_outputs;
+    compiler->OutputColor[1] = shader->info.num_outputs;
+    compiler->OutputColor[2] = shader->info.num_outputs;
+    compiler->OutputColor[3] = shader->info.num_outputs;
+    compiler->OutputDepth = shader->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]) {
+    for(i = 0; i < shader->info.num_outputs; ++i) {
+        switch(shader->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;
@@ -114,19 +126,26 @@ static void allocate_hardware_inputs(
     if (inputs->fog != ATTR_UNUSED) {
         allocate(mydata, inputs->fog, reg++);
     }
+    if (inputs->wpos != ATTR_UNUSED) {
+        allocate(mydata, inputs->wpos, reg++);
+    }
 }
 
-static void get_compare_state(
+static void get_external_state(
     struct r300_context* r300,
-    struct r300_fragment_program_external_state* state,
-    unsigned shadow_samplers)
+    struct r300_fragment_program_external_state* state)
 {
-    memset(state, 0, sizeof(*state));
+    struct r300_textures_state *texstate = r300->textures_state.state;
+    unsigned i;
+
+    for (i = 0; i < texstate->sampler_state_count; i++) {
+        struct r300_sampler_state* s = texstate->sampler_states[i];
 
-    for (int i = 0; i < r300->sampler_count; i++) {
-        struct r300_sampler_state* s = r300->sampler_states[i];
+        if (!s) {
+            continue;
+        }
 
-        if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
+        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;
@@ -134,16 +153,82 @@ static void get_compare_state(
             /* Fortunately, no need to translate this. */
             state->unit[i].texture_compare_func = s->state.compare_func;
         }
+
+        if (texstate->sampler_views[i]) {
+            struct r300_texture *t;
+            t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
+
+            state->unit[i].fake_npot = t->uses_pitch;
+        }
+        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
+
+        /* XXX this should probably take into account STR, not just S. */
+        switch (s->state.wrap_s) {
+            case PIPE_TEX_WRAP_REPEAT:
+                state->unit[i].wrap_mode = RC_WRAP_REPEAT;
+                break;
+            case PIPE_TEX_WRAP_CLAMP:
+            case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
+            case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
+                state->unit[i].wrap_mode = RC_WRAP_CLAMP;
+                break;
+            case PIPE_TEX_WRAP_MIRROR_REPEAT:
+            case PIPE_TEX_WRAP_MIRROR_CLAMP:
+            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
+            case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
+                state->unit[i].wrap_mode = RC_WRAP_MIRROR;
+                break;
+            default:
+                state->unit[i].wrap_mode = RC_WRAP_NONE;
+                break;
+        }
     }
 }
 
 static void r300_translate_fragment_shader(
+    struct r300_context* r300,
+    struct r300_fragment_shader_code* shader,
+    const struct tgsi_token *tokens);
+
+static void r300_dummy_fragment_shader(
     struct r300_context* r300,
     struct r300_fragment_shader_code* shader)
 {
-    struct r300_fragment_shader* fs = r300->fs;
+    struct pipe_shader_state state;
+    struct ureg_program *ureg;
+    struct ureg_dst out;
+    struct ureg_src imm;
+
+    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
+    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
+
+    ureg_MOV(ureg, out, imm);
+    ureg_END(ureg);
+
+    state.tokens = ureg_finalize(ureg);
+
+    shader->dummy = TRUE;
+    r300_translate_fragment_shader(r300, shader, state.tokens);
+
+    ureg_destroy(ureg);
+}
+
+static void r300_translate_fragment_shader(
+    struct r300_context* r300,
+    struct r300_fragment_shader_code* shader,
+    const struct tgsi_token *tokens)
+{
     struct r300_fragment_program_compiler compiler;
     struct tgsi_to_rc ttr;
+    int wpos;
+    unsigned i;
+
+    tgsi_scan_shader(tokens, &shader->info);
+    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
+
+    wpos = shader->inputs.wpos;
 
     /* Setup the compiler. */
     memset(&compiler, 0, sizeof(compiler));
@@ -152,32 +237,80 @@ static void r300_translate_fragment_shader(
 
     compiler.code = &shader->code;
     compiler.state = shader->compare_state;
-    compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500;
+    compiler.is_r500 = r300->screen->caps.is_r500;
+    compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
     compiler.AllocateHwInputs = &allocate_hardware_inputs;
-    compiler.UserData = &fs->inputs;
+    compiler.UserData = &shader->inputs;
 
-    find_output_registers(&compiler, fs);
+    find_output_registers(&compiler, shader);
 
     if (compiler.Base.Debug) {
         debug_printf("r300: Initial fragment program\n");
-        tgsi_dump(fs->state.tokens, 0);
+        tgsi_dump(tokens, 0);
     }
 
     /* Translate TGSI to our internal representation */
     ttr.compiler = &compiler.Base;
-    ttr.info = &fs->info;
-
-    r300_tgsi_to_rc(&ttr, fs->state.tokens);
-
-    fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
+    ttr.info = &shader->info;
+    ttr.use_half_swizzles = TRUE;
+
+    r300_tgsi_to_rc(&ttr, tokens);
+
+    /**
+     * 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) {
-        /* XXX failover maybe? */
-        DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
-            compiler.Base.ErrorMsg);
-        assert(0);
+        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
+                " instead.\n", compiler.Base.ErrorMsg);
+
+        if (shader->dummy) {
+            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
+                    "Giving up...\n");
+            abort();
+        }
+
+        rc_destroy(&compiler.Base);
+        r300_dummy_fragment_shader(r300, shader);
+        return;
+    }
+
+    /* Initialize numbers of constants for each type. */
+    shader->externals_count = ttr.immediate_offset;
+    shader->immediates_count = 0;
+    shader->rc_state_count = 0;
+
+    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
+        switch (shader->code.constants.Constants[i].Type) {
+            case RC_CONSTANT_IMMEDIATE:
+                ++shader->immediates_count;
+                break;
+            case RC_CONSTANT_STATE:
+                ++shader->rc_state_count;
+                break;
+            default:
+                assert(0);
+        }
+    }
+
+    /* Setup shader depth output. */
+    if (shader->code.writes_depth) {
+        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
+        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
+    } else {
+        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
+        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
     }
 
     /* And, finally... */
@@ -186,24 +319,22 @@ static void r300_translate_fragment_shader(
 
 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* fs = r300_fs(r300);
+    struct r300_fragment_program_external_state state = {{{ 0 }}};
     struct r300_fragment_shader_code* ptr;
 
+    get_external_state(r300, &state);
+
     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);
+        memcpy(&fs->shader->compare_state, &state,
+            sizeof(struct r300_fragment_program_external_state));
+        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
         return TRUE;
 
-    } else if (fs->shadow_samplers) {
-        get_compare_state(r300, &state, fs->shadow_samplers);
-
+    } else {
         /* 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) {
@@ -223,7 +354,7 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
             fs->first = fs->shader = ptr;
 
             ptr->compare_state = state;
-            r300_translate_fragment_shader(r300, ptr);
+            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
             return TRUE;
         }
     }