#include "pipe/p_shader_tokens.h"
+#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_parse.h"
#include "util/u_memory.h"
+#include "util/u_math.h"
+#include "util/u_pstipple.h"
#include "svga_tgsi_emit.h"
#include "svga_context.h"
static boolean emit_ps_postamble( struct svga_shader_emitter *emit );
-
-
-static unsigned
-translate_opcode(
- uint opcode )
+static SVGA3dShaderOpCodeType
+translate_opcode(enum tgsi_opcode opcode)
{
switch (opcode) {
- case TGSI_OPCODE_ABS: return SVGA3DOP_ABS;
case TGSI_OPCODE_ADD: return SVGA3DOP_ADD;
- case TGSI_OPCODE_BREAKC: return SVGA3DOP_BREAKC;
- case TGSI_OPCODE_DP2A: return SVGA3DOP_DP2ADD;
case TGSI_OPCODE_DP3: return SVGA3DOP_DP3;
case TGSI_OPCODE_DP4: return SVGA3DOP_DP4;
case TGSI_OPCODE_FRC: return SVGA3DOP_FRC;
case TGSI_OPCODE_MOV: return SVGA3DOP_MOV;
case TGSI_OPCODE_MUL: return SVGA3DOP_MUL;
case TGSI_OPCODE_NOP: return SVGA3DOP_NOP;
- case TGSI_OPCODE_NRM4: return SVGA3DOP_NRM;
- case TGSI_OPCODE_SSG: return SVGA3DOP_SGN;
default:
- debug_printf("Unkown opcode %u\n", opcode);
- assert( 0 );
+ assert(!"svga: unexpected opcode in translate_opcode()");
return SVGA3DOP_LAST_INST;
}
}
-static unsigned translate_file( unsigned file )
+static SVGA3dShaderRegType
+translate_file(enum tgsi_file_type file)
{
switch (file) {
case TGSI_FILE_TEMPORARY: return SVGA3DREG_TEMP;
case TGSI_FILE_SAMPLER: return SVGA3DREG_SAMPLER;
case TGSI_FILE_ADDRESS: return SVGA3DREG_ADDR;
default:
- assert( 0 );
+ assert(!"svga: unexpected register file in translate_file()");
return SVGA3DREG_TEMP;
}
}
-
-
-
-
-static SVGA3dShaderDestToken
+/**
+ * Translate a TGSI destination register to an SVGA3DShaderDestToken.
+ * \param insn the TGSI instruction
+ * \param idx which TGSI dest register to translate (usually (always?) zero)
+ */
+static SVGA3dShaderDestToken
translate_dst_register( struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
unsigned idx )
* Need to lookup a table built at decl time:
*/
dest = emit->output_map[reg->Register.Index];
+ emit->num_output_writes++;
break;
default:
- dest = dst_register( translate_file( reg->Register.File ),
- reg->Register.Index );
+ {
+ unsigned index = reg->Register.Index;
+ assert(index < SVGA3D_TEMPREG_MAX);
+ index = MIN2(index, SVGA3D_TEMPREG_MAX - 1);
+ dest = dst_register(translate_file(reg->Register.File), index);
+ }
break;
}
+ if (reg->Register.Indirect) {
+ debug_warning("Indirect indexing of dest registers is not supported!\n");
+ }
+
dest.mask = reg->Register.WriteMask;
assert(dest.mask);
- if (insn->Instruction.Saturate)
+ if (insn->Instruction.Saturate)
dest.dstMod = SVGA3DDSTMOD_SATURATE;
return dest;
}
-static struct src_register
-swizzle( struct src_register src,
- int x,
- int y,
- int z,
- int w )
+/**
+ * Apply a swizzle to a src_register, returning a new src_register
+ * Ex: swizzle(SRC.ZZYY, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y)
+ * would return SRC.YYZZ
+ */
+static struct src_register
+swizzle(struct src_register src,
+ unsigned x, unsigned y, unsigned z, unsigned w)
{
+ assert(x < 4);
+ assert(y < 4);
+ assert(z < 4);
+ assert(w < 4);
x = (src.base.swizzle >> (x * 2)) & 0x3;
y = (src.base.swizzle >> (y * 2)) & 0x3;
z = (src.base.swizzle >> (z * 2)) & 0x3;
w = (src.base.swizzle >> (w * 2)) & 0x3;
- src.base.swizzle = TRANSLATE_SWIZZLE(x,y,z,w);
+ src.base.swizzle = TRANSLATE_SWIZZLE(x, y, z, w);
return src;
}
+
+/**
+ * Apply a "scalar" swizzle to a src_register returning a new
+ * src_register where all the swizzle terms are the same.
+ * Ex: scalar(SRC.WZYX, SWIZZLE_Y) would return SRC.ZZZZ
+ */
static struct src_register
-scalar( struct src_register src,
- int comp )
+scalar(struct src_register src, unsigned comp)
{
+ assert(comp < 4);
return swizzle( src, comp, comp, comp, comp );
}
-static INLINE boolean
+
+static boolean
svga_arl_needs_adjustment( const struct svga_shader_emitter *emit )
{
- int i;
+ unsigned i;
for (i = 0; i < emit->num_arl_consts; ++i) {
if (emit->arl_consts[i].arl_num == emit->current_arl)
return FALSE;
}
-static INLINE int
+
+static int
svga_arl_adjustment( const struct svga_shader_emitter *emit )
{
- int i;
+ unsigned i;
for (i = 0; i < emit->num_arl_consts; ++i) {
if (emit->arl_consts[i].arl_num == emit->current_arl)
return 0;
}
-static struct src_register
+
+/**
+ * Translate a TGSI src register to a src_register.
+ */
+static struct src_register
translate_src_register( const struct svga_shader_emitter *emit,
const struct tgsi_full_src_register *reg )
{
*/
src = emit->input_map[reg->Register.Index];
break;
-
+
case TGSI_FILE_IMMEDIATE:
/* Immediates are appended after TGSI constants in the D3D
* constant buffer.
*/
src = src_register( translate_file( reg->Register.File ),
- reg->Register.Index +
- emit->imm_start );
+ reg->Register.Index + emit->imm_start );
break;
default:
src = src_register( translate_file( reg->Register.File ),
reg->Register.Index );
-
break;
}
- /* Indirect addressing (for coninstant buffer lookups only)
+ /* Indirect addressing.
*/
- if (reg->Register.Indirect)
- {
- /* we shift the offset towards the minimum */
- if (svga_arl_needs_adjustment( emit )) {
- src.base.num -= svga_arl_adjustment( emit );
+ if (reg->Register.Indirect) {
+ if (emit->unit == PIPE_SHADER_FRAGMENT) {
+ /* Pixel shaders have only loop registers for relative
+ * addressing into inputs. Ignore the redundant address
+ * register, the contents of aL should be in sync with it.
+ */
+ if (reg->Register.File == TGSI_FILE_INPUT) {
+ src.base.relAddr = 1;
+ src.indirect = src_token(SVGA3DREG_LOOP, 0);
+ }
+ }
+ else {
+ /* Constant buffers only.
+ */
+ if (reg->Register.File == TGSI_FILE_CONSTANT) {
+ /* we shift the offset towards the minimum */
+ if (svga_arl_needs_adjustment( emit )) {
+ src.base.num -= svga_arl_adjustment( emit );
+ }
+ src.base.relAddr = 1;
+
+ /* Not really sure what should go in the second token:
+ */
+ src.indirect = src_token( SVGA3DREG_ADDR,
+ reg->Indirect.Index );
+
+ src.indirect.swizzle = SWIZZLE_XXXX;
+ }
}
- src.base.relAddr = 1;
-
- /* Not really sure what should go in the second token:
- */
- src.indirect = src_token( SVGA3DREG_ADDR,
- reg->Indirect.Index );
-
- src.indirect.swizzle = SWIZZLE_XXXX;
}
src = swizzle( src,
/*
- * Get a temporary register, return -1 if none available
+ * Get a temporary register.
+ * Note: if we exceed the temporary register limit we just use
+ * register SVGA3D_TEMPREG_MAX - 1.
*/
-static INLINE SVGA3dShaderDestToken
+static SVGA3dShaderDestToken
get_temp( struct svga_shader_emitter *emit )
{
int i = emit->nr_hw_temp + emit->internal_temp_count++;
-
+ if (i >= SVGA3D_TEMPREG_MAX) {
+ debug_warn_once("svga: Too many temporary registers used in shader\n");
+ i = SVGA3D_TEMPREG_MAX - 1;
+ }
return dst_register( SVGA3DREG_TEMP, i );
}
-/* Release a single temp. Currently only effective if it was the last
+
+/**
+ * Release a single temp. Currently only effective if it was the last
* allocated temp, otherwise release will be delayed until the next
* call to reset_temp_regs().
*/
-static INLINE void
+static void
release_temp( struct svga_shader_emitter *emit,
SVGA3dShaderDestToken temp )
{
emit->internal_temp_count--;
}
-static void reset_temp_regs( struct svga_shader_emitter *emit )
+
+/**
+ * Release all temps.
+ */
+static void
+reset_temp_regs(struct svga_shader_emitter *emit)
{
emit->internal_temp_count = 0;
}
-
-static boolean submit_op0( struct svga_shader_emitter *emit,
- SVGA3dShaderInstToken inst,
- SVGA3dShaderDestToken dest )
+
+/** Emit bytecode for a src_register */
+static boolean
+emit_src(struct svga_shader_emitter *emit, const struct src_register src)
{
- return (emit_instruction( emit, inst ) &&
+ if (src.base.relAddr) {
+ assert(src.base.reserved0);
+ assert(src.indirect.reserved0);
+ return (svga_shader_emit_dword( emit, src.base.value ) &&
+ svga_shader_emit_dword( emit, src.indirect.value ));
+ }
+ else {
+ assert(src.base.reserved0);
+ return svga_shader_emit_dword( emit, src.base.value );
+ }
+}
+
+
+/** Emit bytecode for a dst_register */
+static boolean
+emit_dst(struct svga_shader_emitter *emit, SVGA3dShaderDestToken dest)
+{
+ assert(dest.reserved0);
+ assert(dest.mask);
+ return svga_shader_emit_dword( emit, dest.value );
+}
+
+
+/** Emit bytecode for a 1-operand instruction */
+static boolean
+emit_op1(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0)
+{
+ return (emit_instruction(emit, inst) &&
+ emit_dst(emit, dest) &&
+ emit_src(emit, src0));
+}
+
+
+/** Emit bytecode for a 2-operand instruction */
+static boolean
+emit_op2(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0,
+ struct src_register src1)
+{
+ return (emit_instruction(emit, inst) &&
+ emit_dst(emit, dest) &&
+ emit_src(emit, src0) &&
+ emit_src(emit, src1));
+}
+
+
+/** Emit bytecode for a 3-operand instruction */
+static boolean
+emit_op3(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0,
+ struct src_register src1,
+ struct src_register src2)
+{
+ return (emit_instruction(emit, inst) &&
+ emit_dst(emit, dest) &&
+ emit_src(emit, src0) &&
+ emit_src(emit, src1) &&
+ emit_src(emit, src2));
+}
+
+
+/** Emit bytecode for a 4-operand instruction */
+static boolean
+emit_op4(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0,
+ struct src_register src1,
+ struct src_register src2,
+ struct src_register src3)
+{
+ return (emit_instruction(emit, inst) &&
+ emit_dst(emit, dest) &&
+ emit_src(emit, src0) &&
+ emit_src(emit, src1) &&
+ emit_src(emit, src2) &&
+ emit_src(emit, src3));
+}
+
+
+/**
+ * Apply the absolute value modifier to the given src_register, returning
+ * a new src_register.
+ */
+static struct src_register
+absolute(struct src_register src)
+{
+ src.base.srcMod = SVGA3DSRCMOD_ABS;
+ return src;
+}
+
+
+/**
+ * Apply the negation modifier to the given src_register, returning
+ * a new src_register.
+ */
+static struct src_register
+negate(struct src_register src)
+{
+ switch (src.base.srcMod) {
+ case SVGA3DSRCMOD_ABS:
+ src.base.srcMod = SVGA3DSRCMOD_ABSNEG;
+ break;
+ case SVGA3DSRCMOD_ABSNEG:
+ src.base.srcMod = SVGA3DSRCMOD_ABS;
+ break;
+ case SVGA3DSRCMOD_NEG:
+ src.base.srcMod = SVGA3DSRCMOD_NONE;
+ break;
+ case SVGA3DSRCMOD_NONE:
+ src.base.srcMod = SVGA3DSRCMOD_NEG;
+ break;
+ }
+ return src;
+}
+
+
+
+/* Replace the src with the temporary specified in the dst, but copying
+ * only the necessary channels, and preserving the original swizzle (which is
+ * important given that several opcodes have constraints in the allowed
+ * swizzles).
+ */
+static boolean
+emit_repl(struct svga_shader_emitter *emit,
+ SVGA3dShaderDestToken dst,
+ struct src_register *src0)
+{
+ unsigned src0_swizzle;
+ unsigned chan;
+
+ assert(SVGA3dShaderGetRegType(dst.value) == SVGA3DREG_TEMP);
+
+ src0_swizzle = src0->base.swizzle;
+
+ dst.mask = 0;
+ for (chan = 0; chan < 4; ++chan) {
+ unsigned swizzle = (src0_swizzle >> (chan *2)) & 0x3;
+ dst.mask |= 1 << swizzle;
+ }
+ assert(dst.mask);
+
+ src0->base.swizzle = SVGA3DSWIZZLE_NONE;
+
+ if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, *src0 ))
+ return FALSE;
+
+ *src0 = src( dst );
+ src0->base.swizzle = src0_swizzle;
+
+ return TRUE;
+}
+
+
+/**
+ * Submit/emit an instruction with zero operands.
+ */
+static boolean
+submit_op0(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest)
+{
+ return (emit_instruction( emit, inst ) &&
emit_dst( emit, dest ));
}
-static boolean submit_op1( struct svga_shader_emitter *emit,
- SVGA3dShaderInstToken inst,
- SVGA3dShaderDestToken dest,
- struct src_register src0 )
+
+/**
+ * Submit/emit an instruction with one operand.
+ */
+static boolean
+submit_op1(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0)
{
return emit_op1( emit, inst, dest, src0 );
}
-/* SVGA shaders may not refer to >1 constant register in a single
+/**
+ * Submit/emit an instruction with two operands.
+ *
+ * SVGA shaders may not refer to >1 constant register in a single
* instruction. This function checks for that usage and inserts a
* move to temporary if detected.
*
* The same applies to input registers -- at most a single input
* register may be read by any instruction.
*/
-static boolean submit_op2( struct svga_shader_emitter *emit,
- SVGA3dShaderInstToken inst,
- SVGA3dShaderDestToken dest,
- struct src_register src0,
- struct src_register src1 )
+static boolean
+submit_op2(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0,
+ struct src_register src1)
{
SVGA3dShaderDestToken temp;
SVGA3dShaderRegType type0, type1;
src0.base.num != src1.base.num)
need_temp = TRUE;
- if (need_temp)
- {
+ if (need_temp) {
temp = get_temp( emit );
- if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), temp, src0 ))
+ if (!emit_repl( emit, temp, &src0 ))
return FALSE;
-
- src0 = src( temp );
}
if (!emit_op2( emit, inst, dest, src0, src1 ))
}
-/* SVGA shaders may not refer to >1 constant register in a single
+/**
+ * Submit/emit an instruction with three operands.
+ *
+ * SVGA shaders may not refer to >1 constant register in a single
* instruction. This function checks for that usage and inserts a
* move to temporary if detected.
*/
-static boolean submit_op3( struct svga_shader_emitter *emit,
- SVGA3dShaderInstToken inst,
- SVGA3dShaderDestToken dest,
- struct src_register src0,
- struct src_register src1,
- struct src_register src2 )
+static boolean
+submit_op3(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0,
+ struct src_register src1,
+ struct src_register src2)
{
SVGA3dShaderDestToken temp0;
SVGA3dShaderDestToken temp1;
(type2 == SVGA3DREG_INPUT && src1.base.num != src2.base.num))
need_temp1 = TRUE;
- if (need_temp0)
- {
+ if (need_temp0) {
temp0 = get_temp( emit );
-
- if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), temp0, src0 ))
+
+ if (!emit_repl( emit, temp0, &src0 ))
return FALSE;
-
- src0 = src( temp0 );
}
- if (need_temp1)
- {
+ if (need_temp1) {
temp1 = get_temp( emit );
- if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), temp1, src1 ))
+ if (!emit_repl( emit, temp1, &src1 ))
return FALSE;
-
- src1 = src( temp1 );
}
if (!emit_op3( emit, inst, dest, src0, src1, src2 ))
}
-
-
-/* SVGA shaders may not refer to >1 constant register in a single
+/**
+ * Submit/emit an instruction with four operands.
+ *
+ * SVGA shaders may not refer to >1 constant register in a single
* instruction. This function checks for that usage and inserts a
* move to temporary if detected.
*/
-static boolean submit_op4( struct svga_shader_emitter *emit,
- SVGA3dShaderInstToken inst,
- SVGA3dShaderDestToken dest,
- struct src_register src0,
- struct src_register src1,
- struct src_register src2,
- struct src_register src3)
+static boolean
+submit_op4(struct svga_shader_emitter *emit,
+ SVGA3dShaderInstToken inst,
+ SVGA3dShaderDestToken dest,
+ struct src_register src0,
+ struct src_register src1,
+ struct src_register src2,
+ struct src_register src3)
{
SVGA3dShaderDestToken temp0;
SVGA3dShaderDestToken temp3;
* in one slot at least:
*/
assert(type1 == SVGA3DREG_SAMPLER);
+ (void) type1;
if (type0 == SVGA3DREG_CONST &&
((type3 == SVGA3DREG_CONST && src0.base.num != src3.base.num) ||
(type2 == SVGA3DREG_INPUT && src3.base.num != src2.base.num))
need_temp3 = TRUE;
- if (need_temp0)
- {
+ if (need_temp0) {
temp0 = get_temp( emit );
-
- if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), temp0, src0 ))
+
+ if (!emit_repl( emit, temp0, &src0 ))
return FALSE;
-
- src0 = src( temp0 );
}
- if (need_temp3)
- {
+ if (need_temp3) {
temp3 = get_temp( emit );
- if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), temp3, src3 ))
+ if (!emit_repl( emit, temp3, &src3 ))
return FALSE;
-
- src3 = src( temp3 );
}
if (!emit_op4( emit, inst, dest, src0, src1, src2, src3 ))
}
-static boolean emit_def_const( struct svga_shader_emitter *emit,
- SVGA3dShaderConstType type,
- unsigned idx,
- float a,
- float b,
- float c,
- float d )
+/**
+ * Do the src and dest registers refer to the same register?
+ */
+static boolean
+alias_src_dst(struct src_register src,
+ SVGA3dShaderDestToken dst)
+{
+ if (src.base.num != dst.num)
+ return FALSE;
+
+ if (SVGA3dShaderGetRegType(dst.value) !=
+ SVGA3dShaderGetRegType(src.base.value))
+ return FALSE;
+
+ return TRUE;
+}
+
+
+/**
+ * Helper for emitting SVGA immediate values using the SVGA3DOP_DEF[I]
+ * instructions.
+ */
+static boolean
+emit_def_const(struct svga_shader_emitter *emit,
+ SVGA3dShaderConstType type,
+ unsigned idx, float a, float b, float c, float d)
{
SVGA3DOpDefArgs def;
SVGA3dShaderInstToken opcode;
}
if (!emit_instruction(emit, opcode) ||
- !svga_shader_emit_dwords( emit, def.values, Elements(def.values)))
+ !svga_shader_emit_dwords( emit, def.values, ARRAY_SIZE(def.values)))
return FALSE;
return TRUE;
}
-static INLINE boolean
-create_zero_immediate( struct svga_shader_emitter *emit )
-{
- unsigned idx = emit->nr_hw_const++;
- if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
- idx, 0, 0, 0, 1 ))
- return FALSE;
-
- emit->zero_immediate_idx = idx;
- emit->created_zero_immediate = TRUE;
-
- return TRUE;
-}
-
-static INLINE boolean
+static boolean
create_loop_const( struct svga_shader_emitter *emit )
{
- unsigned idx = emit->nr_hw_const++;
+ unsigned idx = emit->nr_hw_int_const++;
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_INT, idx,
255, /* iteration count */
return TRUE;
}
-static INLINE boolean
-create_sincos_consts( struct svga_shader_emitter *emit )
-{
- unsigned idx = emit->nr_hw_const++;
-
- if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT, idx,
- -1.5500992e-006f,
- -2.1701389e-005f,
- 0.0026041667f,
- 0.00026041668f ))
- return FALSE;
-
- emit->sincos_consts_idx = idx;
- idx = emit->nr_hw_const++;
-
- if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT, idx,
- -0.020833334f,
- -0.12500000f,
- 1.0f,
- 0.50000000f ))
- return FALSE;
-
- emit->created_sincos_consts = TRUE;
-
- return TRUE;
-}
-
-static INLINE boolean
+static boolean
create_arl_consts( struct svga_shader_emitter *emit )
{
int i;
for (i = 0; i < emit->num_arl_consts; i += 4) {
int j;
- unsigned idx = emit->nr_hw_const++;
+ unsigned idx = emit->nr_hw_float_const++;
float vals[4];
for (j = 0; j < 4 && (j + i) < emit->num_arl_consts; ++j) {
- vals[j] = emit->arl_consts[i + j].number;
+ vals[j] = (float) emit->arl_consts[i + j].number;
emit->arl_consts[i + j].idx = idx;
switch (j) {
case 0:
return TRUE;
}
-static INLINE struct src_register
+
+/**
+ * Return the register which holds the pixel shaders front/back-
+ * facing value.
+ */
+static struct src_register
get_vface( struct svga_shader_emitter *emit )
{
assert(emit->emitted_vface);
- return src_register(SVGA3DREG_MISCTYPE,
- SVGA3DMISCREG_FACE);
+ return src_register(SVGA3DREG_MISCTYPE, SVGA3DMISCREG_FACE);
}
-/* returns {0, 0, 0, 1} immediate */
-static INLINE struct src_register
+
+/**
+ * Create/emit a "common" constant with values {0, 0.5, -1, 1}.
+ * We can swizzle this to produce other useful constants such as
+ * {0, 0, 0, 0}, {1, 1, 1, 1}, etc.
+ */
+static boolean
+create_common_immediate( struct svga_shader_emitter *emit )
+{
+ unsigned idx = emit->nr_hw_float_const++;
+
+ /* Emit the constant (0, 0.5, -1, 1) and use swizzling to generate
+ * other useful vectors.
+ */
+ if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
+ idx, 0.0f, 0.5f, -1.0f, 1.0f ))
+ return FALSE;
+ emit->common_immediate_idx[0] = idx;
+ idx++;
+
+ /* Emit constant {2, 0, 0, 0} (only the 2 is used for now) */
+ if (emit->key.vs.adjust_attrib_range) {
+ if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
+ idx, 2.0f, 0.0f, 0.0f, 0.0f ))
+ return FALSE;
+ emit->common_immediate_idx[1] = idx;
+ }
+ else {
+ emit->common_immediate_idx[1] = -1;
+ }
+
+ emit->created_common_immediate = TRUE;
+
+ return TRUE;
+}
+
+
+/**
+ * Return swizzle/position for the given value in the "common" immediate.
+ */
+static inline unsigned
+common_immediate_swizzle(float value)
+{
+ if (value == 0.0f)
+ return TGSI_SWIZZLE_X;
+ else if (value == 0.5f)
+ return TGSI_SWIZZLE_Y;
+ else if (value == -1.0f)
+ return TGSI_SWIZZLE_Z;
+ else if (value == 1.0f)
+ return TGSI_SWIZZLE_W;
+ else {
+ assert(!"illegal value in common_immediate_swizzle");
+ return TGSI_SWIZZLE_X;
+ }
+}
+
+
+/**
+ * Returns an immediate reg where all the terms are either 0, 1, 2 or 0.5
+ */
+static struct src_register
+get_immediate(struct svga_shader_emitter *emit,
+ float x, float y, float z, float w)
+{
+ unsigned sx = common_immediate_swizzle(x);
+ unsigned sy = common_immediate_swizzle(y);
+ unsigned sz = common_immediate_swizzle(z);
+ unsigned sw = common_immediate_swizzle(w);
+ assert(emit->created_common_immediate);
+ assert(emit->common_immediate_idx[0] >= 0);
+ return swizzle(src_register(SVGA3DREG_CONST, emit->common_immediate_idx[0]),
+ sx, sy, sz, sw);
+}
+
+
+/**
+ * returns {0, 0, 0, 0} immediate
+ */
+static struct src_register
get_zero_immediate( struct svga_shader_emitter *emit )
{
- assert(emit->created_zero_immediate);
- assert(emit->zero_immediate_idx >= 0);
- return src_register( SVGA3DREG_CONST,
- emit->zero_immediate_idx );
+ assert(emit->created_common_immediate);
+ assert(emit->common_immediate_idx[0] >= 0);
+ return swizzle(src_register( SVGA3DREG_CONST,
+ emit->common_immediate_idx[0]),
+ 0, 0, 0, 0);
+}
+
+
+/**
+ * returns {1, 1, 1, 1} immediate
+ */
+static struct src_register
+get_one_immediate( struct svga_shader_emitter *emit )
+{
+ assert(emit->created_common_immediate);
+ assert(emit->common_immediate_idx[0] >= 0);
+ return swizzle(src_register( SVGA3DREG_CONST,
+ emit->common_immediate_idx[0]),
+ 3, 3, 3, 3);
+}
+
+
+/**
+ * returns {0.5, 0.5, 0.5, 0.5} immediate
+ */
+static struct src_register
+get_half_immediate( struct svga_shader_emitter *emit )
+{
+ assert(emit->created_common_immediate);
+ assert(emit->common_immediate_idx[0] >= 0);
+ return swizzle(src_register(SVGA3DREG_CONST, emit->common_immediate_idx[0]),
+ 1, 1, 1, 1);
+}
+
+
+/**
+ * returns {2, 2, 2, 2} immediate
+ */
+static struct src_register
+get_two_immediate( struct svga_shader_emitter *emit )
+{
+ /* Note we use the second common immediate here */
+ assert(emit->created_common_immediate);
+ assert(emit->common_immediate_idx[1] >= 0);
+ return swizzle(src_register( SVGA3DREG_CONST,
+ emit->common_immediate_idx[1]),
+ 0, 0, 0, 0);
}
-/* returns the loop const */
-static INLINE struct src_register
+
+/**
+ * returns the loop const
+ */
+static struct src_register
get_loop_const( struct svga_shader_emitter *emit )
{
assert(emit->created_loop_const);
emit->loop_const_idx );
}
-/* returns a sincos const */
-static INLINE struct src_register
-get_sincos_const( struct svga_shader_emitter *emit,
- unsigned index )
-{
- assert(emit->created_sincos_consts);
- assert(emit->sincos_consts_idx >= 0);
- assert(index == 0 || index == 1);
- return src_register( SVGA3DREG_CONST,
- emit->sincos_consts_idx + index );
-}
-static INLINE struct src_register
+static struct src_register
get_fake_arl_const( struct svga_shader_emitter *emit )
{
struct src_register reg;
return scalar(reg, swizzle);
}
-static INLINE struct src_register
+
+/**
+ * Return a register which holds the width and height of the texture
+ * currently bound to the given sampler.
+ */
+static struct src_register
get_tex_dimensions( struct svga_shader_emitter *emit, int sampler_num )
{
int idx;
struct src_register reg;
/* the width/height indexes start right after constants */
- idx = emit->key.fkey.tex[sampler_num].width_height_idx +
+ idx = emit->key.tex[sampler_num].width_height_idx +
emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
reg = src_register( SVGA3DREG_CONST, idx );
return reg;
}
-static boolean emit_fake_arl(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+
+static boolean
+emit_fake_arl(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
struct src_register src1 = get_fake_arl_const( emit );
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
SVGA3dShaderDestToken tmp = get_temp( emit );
dst, src1 );
}
-static boolean emit_if(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+
+static boolean
+emit_if(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- const struct src_register src = translate_src_register(
- emit, &insn->Src[0] );
- struct src_register zero = get_zero_immediate( emit );
+ struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0]);
+ struct src_register zero = get_zero_immediate(emit);
SVGA3dShaderInstToken if_token = inst_token( SVGA3DOP_IFC );
if_token.control = SVGA3DOPCOMPC_NE;
- zero = scalar(zero, TGSI_SWIZZLE_X);
+
+ if (SVGA3dShaderGetRegType(src0.base.value) == SVGA3DREG_CONST) {
+ /*
+ * Max different constant registers readable per IFC instruction is 1.
+ */
+ SVGA3dShaderDestToken tmp = get_temp( emit );
+
+ if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), tmp, src0))
+ return FALSE;
+
+ src0 = scalar(src( tmp ), TGSI_SWIZZLE_X);
+ }
emit->dynamic_branching_level++;
return (emit_instruction( emit, if_token ) &&
- emit_src( emit, src ) &&
+ emit_src( emit, src0 ) &&
emit_src( emit, zero ) );
}
-static boolean emit_endif(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
-{
- emit->dynamic_branching_level--;
- return (emit_instruction( emit,
- inst_token( SVGA3DOP_ENDIF )));
+static boolean
+emit_else(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
+{
+ return emit_instruction(emit, inst_token(SVGA3DOP_ELSE));
}
-static boolean emit_else(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+
+static boolean
+emit_endif(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- return (emit_instruction( emit,
- inst_token( SVGA3DOP_ELSE )));
+ emit->dynamic_branching_level--;
+
+ return emit_instruction(emit, inst_token(SVGA3DOP_ENDIF));
}
-/* Translate the following TGSI FLR instruction.
+
+/**
+ * Translate the following TGSI FLR instruction.
* FLR DST, SRC
* To the following SVGA3D instruction sequence.
* FRC TMP, SRC
* SUB DST, SRC, TMP
*/
-static boolean emit_floor(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_floor(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp = get_temp( emit );
/* FRC TMP, SRC */
}
-/* Translate the following TGSI CMP instruction.
- * CMP DST, SRC0, SRC1, SRC2
+/**
+ * Translate the following TGSI CEIL instruction.
+ * CEIL DST, SRC
* To the following SVGA3D instruction sequence.
- * CMP DST, SRC0, SRC2, SRC1
+ * FRC TMP, -SRC
+ * ADD DST, SRC, TMP
*/
-static boolean emit_cmp(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_ceil(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- const struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
- const struct src_register src2 = translate_src_register(
- emit, &insn->Src[2] );
+ SVGA3dShaderDestToken dst = translate_dst_register(emit, insn, 0);
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0]);
+ SVGA3dShaderDestToken temp = get_temp(emit);
- /* CMP DST, SRC0, SRC2, SRC1 */
- return submit_op3( emit, inst_token( SVGA3DOP_CMP ), dst, src0, src2, src1);
-}
+ /* FRC TMP, -SRC */
+ if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), temp, negate(src0)))
+ return FALSE;
+
+ /* ADD DST, SRC, TMP */
+ if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), dst, src0, src(temp)))
+ return FALSE;
+ return TRUE;
+}
-/* Translate the following TGSI DIV instruction.
+/**
+ * Translate the following TGSI DIV instruction.
* DIV DST.xy, SRC0, SRC1
* To the following SVGA3D instruction sequence.
* RCP TMP.x, SRC1.xxxx
* RCP TMP.y, SRC1.yyyy
* MUL DST.xy, SRC0, TMP
*/
-static boolean emit_div(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_div(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- const struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
+ const struct src_register src1 =
+ translate_src_register(emit, &insn->Src[1] );
SVGA3dShaderDestToken temp = get_temp( emit );
- int i;
+ unsigned i;
/* For each enabled element, perform a RCP instruction. Note that
* RCP is scalar in SVGA3D:
unsigned channel = 1 << i;
if (dst.mask & channel) {
/* RCP TMP.?, SRC1.???? */
- if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
- writemask(temp, channel),
+ if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
+ writemask(temp, channel),
scalar(src1, i) ))
return FALSE;
}
}
- /* Then multiply them out with a single mul:
- *
+ /* Vector mul:
* MUL DST, SRC0, TMP
*/
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ), dst, src0,
return TRUE;
}
-/* Translate the following TGSI DP2 instruction.
+
+/**
+ * Translate the following TGSI DP2 instruction.
* DP2 DST, SRC1, SRC2
* To the following SVGA3D instruction sequence.
* MUL TMP, SRC1, SRC2
* ADD DST, TMP.xxxx, TMP.yyyy
*/
-static boolean emit_dp2(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_dp2(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- const struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0]);
+ const struct src_register src1 =
+ translate_src_register(emit, &insn->Src[1]);
SVGA3dShaderDestToken temp = get_temp( emit );
struct src_register temp_src0, temp_src1;
temp_src0 = scalar(src( temp ), TGSI_SWIZZLE_X);
temp_src1 = scalar(src( temp ), TGSI_SWIZZLE_Y);
- /* ADD DST, TMP.xxxx, TMP.yyyy */
- if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst,
- temp_src0, temp_src1 ))
- return FALSE;
-
- return TRUE;
-}
-
-
-/* Translate the following TGSI DPH instruction.
- * DPH DST, SRC1, SRC2
- * To the following SVGA3D instruction sequence.
- * DP3 TMP, SRC1, SRC2
- * ADD DST, TMP, SRC2.wwww
- */
-static boolean emit_dph(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
-{
- SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
- SVGA3dShaderDestToken temp = get_temp( emit );
-
- /* DP3 TMP, SRC1, SRC2 */
- if (!submit_op2( emit, inst_token( SVGA3DOP_DP3 ), temp, src0, src1 ))
- return FALSE;
-
- src1 = scalar(src1, TGSI_SWIZZLE_W);
-
- /* ADD DST, TMP, SRC2.wwww */
- if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst,
- src( temp ), src1 ))
- return FALSE;
-
- return TRUE;
-}
-
-/* Translate the following TGSI DST instruction.
- * NRM DST, SRC
- * To the following SVGA3D instruction sequence.
- * DP3 TMP, SRC, SRC
- * RSQ TMP, TMP
- * MUL DST, SRC, TMP
- */
-static boolean emit_nrm(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
-{
- SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- SVGA3dShaderDestToken temp = get_temp( emit );
-
- /* DP3 TMP, SRC, SRC */
- if (!submit_op2( emit, inst_token( SVGA3DOP_DP3 ), temp, src0, src0 ))
- return FALSE;
-
- /* RSQ TMP, TMP */
- if (!submit_op1( emit, inst_token( SVGA3DOP_RSQ ), temp, src( temp )))
- return FALSE;
-
- /* MUL DST, SRC, TMP */
- if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ), dst,
- src0, src( temp )))
- return FALSE;
-
- return TRUE;
-
-}
-
-static boolean do_emit_sincos(struct svga_shader_emitter *emit,
- SVGA3dShaderDestToken dst,
- struct src_register src0)
-{
- src0 = scalar(src0, TGSI_SWIZZLE_X);
-
- if (emit->use_sm30) {
- return submit_op1( emit, inst_token( SVGA3DOP_SINCOS ),
- dst, src0 );
- } else {
- struct src_register const1 = get_sincos_const( emit, 0 );
- struct src_register const2 = get_sincos_const( emit, 1 );
-
- return submit_op3( emit, inst_token( SVGA3DOP_SINCOS ),
- dst, src0, const1, const2 );
- }
-}
-
-static boolean emit_sincos(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
-{
- SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- SVGA3dShaderDestToken temp = get_temp( emit );
-
- /* SCS TMP SRC */
- if (!do_emit_sincos(emit, writemask(temp, TGSI_WRITEMASK_XY), src0 ))
- return FALSE;
-
- /* MOV DST TMP */
- if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src( temp ) ))
+ /* ADD DST, TMP.xxxx, TMP.yyyy */
+ if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst,
+ temp_src0, temp_src1 ))
return FALSE;
return TRUE;
}
-/*
+
+/**
+ * Sine / Cosine helper function.
+ */
+static boolean
+do_emit_sincos(struct svga_shader_emitter *emit,
+ SVGA3dShaderDestToken dst,
+ struct src_register src0)
+{
+ src0 = scalar(src0, TGSI_SWIZZLE_X);
+ return submit_op1(emit, inst_token(SVGA3DOP_SINCOS), dst, src0);
+}
+
+
+/**
+ * Translate TGSI SIN instruction into:
* SCS TMP SRC
* MOV DST TMP.yyyy
*/
-static boolean emit_sin(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_sin(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
+ struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp = get_temp( emit );
/* SCS TMP SRC */
return TRUE;
}
+
/*
+ * Translate TGSI COS instruction into:
* SCS TMP SRC
* MOV DST TMP.xxxx
*/
-static boolean emit_cos(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_cos(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
+ struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp = get_temp( emit );
/* SCS TMP SRC */
}
-/*
- * ADD DST SRC0, negate(SRC0)
+/**
+ * Translate/emit TGSI SSG (Set Sign: -1, 0, +1) instruction.
*/
-static boolean emit_sub(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+static boolean
+emit_ssg(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
+ struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
+ SVGA3dShaderDestToken temp0 = get_temp( emit );
+ SVGA3dShaderDestToken temp1 = get_temp( emit );
+ struct src_register zero, one;
- src1 = negate(src1);
+ if (emit->unit == PIPE_SHADER_VERTEX) {
+ /* SGN DST, SRC0, TMP0, TMP1 */
+ return submit_op3( emit, inst_token( SVGA3DOP_SGN ), dst, src0,
+ src( temp0 ), src( temp1 ) );
+ }
- if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst,
- src0, src1 ))
+ one = get_one_immediate(emit);
+ zero = get_zero_immediate(emit);
+
+ /* CMP TMP0, SRC0, one, zero */
+ if (!submit_op3( emit, inst_token( SVGA3DOP_CMP ),
+ writemask( temp0, dst.mask ), src0, one, zero ))
return FALSE;
- return TRUE;
+ /* CMP TMP1, negate(SRC0), negate(one), zero */
+ if (!submit_op3( emit, inst_token( SVGA3DOP_CMP ),
+ writemask( temp1, dst.mask ), negate( src0 ), negate( one ),
+ zero ))
+ return FALSE;
+
+ /* ADD DST, TMP0, TMP1 */
+ return submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst, src( temp0 ),
+ src( temp1 ) );
}
-static boolean emit_kil(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+/**
+ * Translate/emit KILL_IF instruction (kill if any of X,Y,Z,W are negative).
+ */
+static boolean
+emit_kill_if(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- SVGA3dShaderInstToken inst;
const struct tgsi_full_src_register *reg = &insn->Src[0];
- struct src_register src0;
+ struct src_register src0, srcIn;
+ const boolean special = (reg->Register.Absolute ||
+ reg->Register.Negate ||
+ reg->Register.Indirect ||
+ reg->Register.SwizzleX != 0 ||
+ reg->Register.SwizzleY != 1 ||
+ reg->Register.SwizzleZ != 2 ||
+ reg->Register.File != TGSI_FILE_TEMPORARY);
+ SVGA3dShaderDestToken temp;
- inst = inst_token( SVGA3DOP_TEXKILL );
- src0 = translate_src_register( emit, reg );
+ src0 = srcIn = translate_src_register( emit, reg );
- if (reg->Register.Absolute ||
- reg->Register.Negate ||
- reg->Register.Indirect ||
- reg->Register.SwizzleX != 0 ||
- reg->Register.SwizzleY != 1 ||
- reg->Register.SwizzleZ != 2 ||
- reg->Register.File != TGSI_FILE_TEMPORARY)
- {
- SVGA3dShaderDestToken temp = get_temp( emit );
+ if (special) {
+ /* need a temp reg */
+ temp = get_temp( emit );
+ }
+
+ if (special) {
+ /* move the source into a temp register */
+ submit_op1(emit, inst_token(SVGA3DOP_MOV), temp, src0);
- submit_op1( emit, inst_token( SVGA3DOP_MOV ), temp, src0 );
src0 = src( temp );
}
- return submit_op0( emit, inst, dst(src0) );
+ /* Do the texkill by checking if any of the XYZW components are < 0.
+ * Note that ps_2_0 and later take XYZW in consideration, while ps_1_x
+ * only used XYZ. The MSDN documentation about this is incorrect.
+ */
+ if (!submit_op0( emit, inst_token( SVGA3DOP_TEXKILL ), dst(src0) ))
+ return FALSE;
+
+ return TRUE;
}
-/* mesa state tracker always emits kilp as an unconditional
- * kil */
-static boolean emit_kilp(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+/**
+ * Translate/emit unconditional kill instruction (usually found inside
+ * an IF/ELSE/ENDIF block).
+ */
+static boolean
+emit_kill(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken temp;
- struct src_register one = scalar( get_zero_immediate( emit ),
- TGSI_SWIZZLE_W );
-
- inst = inst_token( SVGA3DOP_TEXKILL );
+ struct src_register one = get_one_immediate(emit);
+ SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_TEXKILL );
/* texkill doesn't allow negation on the operand so lets move
* negation of {1} to a temp register */
return submit_op0( emit, inst, temp );
}
-/* Implement conditionals by initializing destination reg to 'fail',
+
+/**
+ * Test if r1 and r2 are the same register.
+ */
+static boolean
+same_register(struct src_register r1, struct src_register r2)
+{
+ return (r1.base.num == r2.base.num &&
+ r1.base.type_upper == r2.base.type_upper &&
+ r1.base.type_lower == r2.base.type_lower);
+}
+
+
+
+/**
+ * Implement conditionals by initializing destination reg to 'fail',
* then set predicate reg with UFOP_SETP, then move 'pass' to dest
* based on predicate reg.
*
* SETP src0, cmp, src1 -- do this first to avoid aliasing problems.
* MOV dst, fail
- * MOV dst, pass, p0
+ * MOV dst, pass, p0
*/
static boolean
emit_conditional(struct svga_shader_emitter *emit,
- unsigned compare_func,
+ enum pipe_compare_func compare_func,
SVGA3dShaderDestToken dst,
struct src_register src0,
struct src_register src1,
struct src_register fail)
{
SVGA3dShaderDestToken pred_reg = dst_register( SVGA3DREG_PREDICATE, 0 );
- SVGA3dShaderInstToken setp_token, mov_token;
- setp_token = inst_token( SVGA3DOP_SETP );
+ SVGA3dShaderInstToken setp_token;
switch (compare_func) {
case PIPE_FUNC_NEVER:
dst, fail );
break;
case PIPE_FUNC_LESS:
- setp_token.control = SVGA3DOPCOMP_LT;
+ setp_token = inst_token_setp(SVGA3DOPCOMP_LT);
break;
case PIPE_FUNC_EQUAL:
- setp_token.control = SVGA3DOPCOMP_EQ;
+ setp_token = inst_token_setp(SVGA3DOPCOMP_EQ);
break;
case PIPE_FUNC_LEQUAL:
- setp_token.control = SVGA3DOPCOMP_LE;
+ setp_token = inst_token_setp(SVGA3DOPCOMP_LE);
break;
case PIPE_FUNC_GREATER:
- setp_token.control = SVGA3DOPCOMP_GT;
+ setp_token = inst_token_setp(SVGA3DOPCOMP_GT);
break;
case PIPE_FUNC_NOTEQUAL:
- setp_token.control = SVGA3DOPCOMPC_NE;
+ setp_token = inst_token_setp(SVGA3DOPCOMPC_NE);
break;
case PIPE_FUNC_GEQUAL:
- setp_token.control = SVGA3DOPCOMP_GE;
+ setp_token = inst_token_setp(SVGA3DOPCOMP_GE);
break;
case PIPE_FUNC_ALWAYS:
return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
break;
}
+ if (same_register(src(dst), pass)) {
+ /* We'll get bad results if the dst and pass registers are the same
+ * so use a temp register containing pass.
+ */
+ SVGA3dShaderDestToken temp = get_temp(emit);
+ if (!submit_op1(emit, inst_token(SVGA3DOP_MOV), temp, pass))
+ return FALSE;
+ pass = src(temp);
+ }
+
/* SETP src0, COMPOP, src1 */
if (!submit_op2( emit, setp_token, pred_reg,
src0, src1 ))
return FALSE;
- mov_token = inst_token( SVGA3DOP_MOV );
-
/* MOV dst, fail */
- if (!submit_op1( emit, mov_token, dst,
- fail ))
+ if (!submit_op1(emit, inst_token(SVGA3DOP_MOV), dst, fail))
return FALSE;
/* MOV dst, pass (predicated)
* Note that the predicate reg (and possible modifiers) is passed
* as the first source argument.
*/
- mov_token.predicated = 1;
- if (!submit_op2( emit, mov_token, dst,
- src( pred_reg ), pass ))
+ if (!submit_op2(emit,
+ inst_token_predicated(SVGA3DOP_MOV), dst,
+ src(pred_reg), pass))
return FALSE;
return TRUE;
}
+/**
+ * Helper for emiting 'selection' commands. Basically:
+ * if (src0 OP src1)
+ * dst = 1.0;
+ * else
+ * dst = 0.0;
+ */
static boolean
emit_select(struct svga_shader_emitter *emit,
- unsigned compare_func,
+ enum pipe_compare_func compare_func,
SVGA3dShaderDestToken dst,
struct src_register src0,
struct src_register src1 )
}
}
-
/* Otherwise, need to use the setp approach:
*/
{
struct src_register one, zero;
/* zero immediate is 0,0,0,1 */
- zero = get_zero_immediate( emit );
- one = scalar( zero, TGSI_SWIZZLE_W );
- zero = scalar( zero, TGSI_SWIZZLE_X );
+ zero = get_zero_immediate(emit);
+ one = get_one_immediate(emit);
- return emit_conditional(
- emit,
- compare_func,
- dst,
- src0,
- src1,
- one, zero);
+ return emit_conditional(emit, compare_func, dst, src0, src1, one, zero);
}
}
-static boolean emit_select_op(struct svga_shader_emitter *emit,
- unsigned compare,
- const struct tgsi_full_instruction *insn)
+/**
+ * Translate/emit a TGSI SEQ, SNE, SLT, SGE, etc. instruction.
+ */
+static boolean
+emit_select_op(struct svga_shader_emitter *emit,
+ unsigned compare,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
-
+
return emit_select( emit, compare, dst, src0, src1 );
}
-/* Translate texture instructions to SVGA3D representation.
+/**
+ * Translate TGSI CMP instruction. Component-wise:
+ * dst = (src0 < 0.0) ? src1 : src2
+ */
+static boolean
+emit_cmp(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
+{
+ SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
+ const struct src_register src1 =
+ translate_src_register(emit, &insn->Src[1] );
+ const struct src_register src2 =
+ translate_src_register(emit, &insn->Src[2] );
+
+ if (emit->unit == PIPE_SHADER_VERTEX) {
+ struct src_register zero = get_zero_immediate(emit);
+ /* We used to simulate CMP with SLT+LRP. But that didn't work when
+ * src1 or src2 was Inf/NaN. In particular, GLSL sqrt(0) failed
+ * because it involves a CMP to handle the 0 case.
+ * Use a conditional expression instead.
+ */
+ return emit_conditional(emit, PIPE_FUNC_LESS, dst,
+ src0, zero, src1, src2);
+ }
+ else {
+ assert(emit->unit == PIPE_SHADER_FRAGMENT);
+
+ /* CMP DST, SRC0, SRC2, SRC1 */
+ return submit_op3( emit, inst_token( SVGA3DOP_CMP ), dst,
+ src0, src2, src1);
+ }
+}
+
+
+/**
+ * Translate/emit 2-operand (coord, sampler) texture instructions.
*/
-static boolean emit_tex2(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn,
- SVGA3dShaderDestToken dst )
+static boolean
+emit_tex2(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn,
+ SVGA3dShaderDestToken dst)
{
SVGA3dShaderInstToken inst;
struct src_register texcoord;
struct src_register sampler;
SVGA3dShaderDestToken tmp;
-
+
inst.value = 0;
switch (insn->Instruction.Opcode) {
texcoord = translate_src_register( emit, &insn->Src[0] );
sampler = translate_src_register( emit, &insn->Src[1] );
- if (emit->key.fkey.tex[sampler.base.num].unnormalized ||
+ if (emit->key.tex[sampler.base.num].unnormalized ||
emit->dynamic_branching_level > 0)
tmp = get_temp( emit );
if (emit->dynamic_branching_level > 0 &&
inst.op == SVGA3DOP_TEX &&
SVGA3dShaderGetRegType(texcoord.base.value) == SVGA3DREG_TEMP) {
- struct src_register zero = get_zero_immediate( emit );
+ struct src_register zero = get_zero_immediate(emit);
/* MOV tmp, texcoord */
if (!submit_op1( emit,
return FALSE;
/* MOV tmp.w, zero */
- if (!submit_op1( emit,
+ if (!submit_op1( emit,
inst_token( SVGA3DOP_MOV ),
- writemask( tmp, TGSI_WRITEMASK_W ),
- scalar( zero, TGSI_SWIZZLE_X )))
+ writemask( tmp, TGSI_WRITEMASK_W ),
+ zero ))
return FALSE;
-
+
texcoord = src( tmp );
inst.op = SVGA3DOP_TEXLDL;
}
/* Explicit normalization of texcoords:
*/
- if (emit->key.fkey.tex[sampler.base.num].unnormalized) {
+ if (emit->key.tex[sampler.base.num].unnormalized) {
struct src_register wh = get_tex_dimensions( emit, sampler.base.num );
/* MUL tmp, SRC0, WH */
}
-
-
-/* Translate texture instructions to SVGA3D representation.
+/**
+ * Translate/emit 4-operand (coord, ddx, ddy, sampler) texture instructions.
*/
-static boolean emit_tex4(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn,
- SVGA3dShaderDestToken dst )
+static boolean
+emit_tex4(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn,
+ SVGA3dShaderDestToken dst )
{
SVGA3dShaderInstToken inst;
struct src_register texcoord;
inst.value = 0;
switch (insn->Instruction.Opcode) {
- case TGSI_OPCODE_TXD:
+ case TGSI_OPCODE_TXD:
inst.op = SVGA3DOP_TEXLDD; /* 4 args! */
break;
default:
}
-static boolean emit_tex(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+/**
+ * Emit texture swizzle code. We do this here since SVGA samplers don't
+ * directly support swizzles.
+ */
+static boolean
+emit_tex_swizzle(struct svga_shader_emitter *emit,
+ SVGA3dShaderDestToken dst,
+ struct src_register src,
+ unsigned swizzle_x,
+ unsigned swizzle_y,
+ unsigned swizzle_z,
+ unsigned swizzle_w)
+{
+ const unsigned swizzleIn[4] = {swizzle_x, swizzle_y, swizzle_z, swizzle_w};
+ unsigned srcSwizzle[4];
+ unsigned srcWritemask = 0x0, zeroWritemask = 0x0, oneWritemask = 0x0;
+ unsigned i;
+
+ /* build writemasks and srcSwizzle terms */
+ for (i = 0; i < 4; i++) {
+ if (swizzleIn[i] == PIPE_SWIZZLE_0) {
+ srcSwizzle[i] = TGSI_SWIZZLE_X + i;
+ zeroWritemask |= (1 << i);
+ }
+ else if (swizzleIn[i] == PIPE_SWIZZLE_1) {
+ srcSwizzle[i] = TGSI_SWIZZLE_X + i;
+ oneWritemask |= (1 << i);
+ }
+ else {
+ srcSwizzle[i] = swizzleIn[i];
+ srcWritemask |= (1 << i);
+ }
+ }
+
+ /* write x/y/z/w comps */
+ if (dst.mask & srcWritemask) {
+ if (!submit_op1(emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask(dst, srcWritemask),
+ swizzle(src,
+ srcSwizzle[0],
+ srcSwizzle[1],
+ srcSwizzle[2],
+ srcSwizzle[3])))
+ return FALSE;
+ }
+
+ /* write 0 comps */
+ if (dst.mask & zeroWritemask) {
+ if (!submit_op1(emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask(dst, zeroWritemask),
+ get_zero_immediate(emit)))
+ return FALSE;
+ }
+
+ /* write 1 comps */
+ if (dst.mask & oneWritemask) {
+ if (!submit_op1(emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask(dst, oneWritemask),
+ get_one_immediate(emit)))
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+
+/**
+ * Translate/emit a TGSI texture sample instruction.
+ */
+static boolean
+emit_tex(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
- SVGA3dShaderDestToken dst =
+ SVGA3dShaderDestToken dst =
translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register( emit, &insn->Src[0] );
translate_src_register( emit, &insn->Src[1] );
SVGA3dShaderDestToken tex_result;
+ const unsigned unit = src1.base.num;
/* check for shadow samplers */
- boolean compare = (emit->key.fkey.tex[src1.base.num].compare_mode ==
+ boolean compare = (emit->key.tex[unit].compare_mode ==
PIPE_TEX_COMPARE_R_TO_TEXTURE);
+ /* texture swizzle */
+ boolean swizzle = (emit->key.tex[unit].swizzle_r != PIPE_SWIZZLE_X ||
+ emit->key.tex[unit].swizzle_g != PIPE_SWIZZLE_Y ||
+ emit->key.tex[unit].swizzle_b != PIPE_SWIZZLE_Z ||
+ emit->key.tex[unit].swizzle_a != PIPE_SWIZZLE_W);
+
+ boolean saturate = insn->Instruction.Saturate;
- /* If doing compare processing, need to put this value into a
- * temporary so it can be used as a source later on.
+ /* If doing compare processing or tex swizzle or saturation, we need to put
+ * the fetched color into a temporary so it can be used as a source later on.
*/
- if (compare ||
- (!emit->use_sm30 && dst.mask != TGSI_WRITEMASK_XYZW) ) {
+ if (compare || swizzle || saturate) {
tex_result = get_temp( emit );
}
else {
assert(0);
}
-
if (compare) {
+ SVGA3dShaderDestToken dst2;
+
+ if (swizzle || saturate)
+ dst2 = tex_result;
+ else
+ dst2 = dst;
+
if (dst.mask & TGSI_WRITEMASK_XYZ) {
SVGA3dShaderDestToken src0_zdivw = get_temp( emit );
+ /* When sampling a depth texture, the result of the comparison is in
+ * the Y component.
+ */
struct src_register tex_src_x = scalar(src(tex_result), TGSI_SWIZZLE_Y);
+ struct src_register r_coord;
- /* Divide texcoord R by Q */
- if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
- writemask(src0_zdivw, TGSI_WRITEMASK_X),
- scalar(src0, TGSI_SWIZZLE_W) ))
- return FALSE;
+ if (insn->Instruction.Opcode == TGSI_OPCODE_TXP) {
+ /* Divide texcoord R by Q */
+ if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
+ writemask(src0_zdivw, TGSI_WRITEMASK_X),
+ scalar(src0, TGSI_SWIZZLE_W) ))
+ return FALSE;
- if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
- writemask(src0_zdivw, TGSI_WRITEMASK_X),
- scalar(src0, TGSI_SWIZZLE_Z),
- scalar(src(src0_zdivw), TGSI_SWIZZLE_X) ))
- return FALSE;
+ if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
+ writemask(src0_zdivw, TGSI_WRITEMASK_X),
+ scalar(src0, TGSI_SWIZZLE_Z),
+ scalar(src(src0_zdivw), TGSI_SWIZZLE_X) ))
+ return FALSE;
+
+ r_coord = scalar(src(src0_zdivw), TGSI_SWIZZLE_X);
+ }
+ else {
+ r_coord = scalar(src0, TGSI_SWIZZLE_Z);
+ }
- if (!emit_select(
- emit,
- emit->key.fkey.tex[src1.base.num].compare_func,
- writemask( dst, TGSI_WRITEMASK_XYZ ),
- scalar(src(src0_zdivw), TGSI_SWIZZLE_X),
- tex_src_x))
+ /* Compare texture sample value against R component of texcoord */
+ if (!emit_select(emit,
+ emit->key.tex[unit].compare_func,
+ writemask( dst2, TGSI_WRITEMASK_XYZ ),
+ r_coord,
+ tex_src_x))
return FALSE;
}
if (dst.mask & TGSI_WRITEMASK_W) {
- struct src_register one =
- scalar( get_zero_immediate( emit ), TGSI_SWIZZLE_W );
+ struct src_register one = get_one_immediate(emit);
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
- writemask( dst, TGSI_WRITEMASK_W ),
+ writemask( dst2, TGSI_WRITEMASK_W ),
one ))
return FALSE;
}
-
- return TRUE;
}
- else if (!emit->use_sm30 && dst.mask != TGSI_WRITEMASK_XYZW)
- {
- if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src(tex_result) ))
+
+ if (saturate && !swizzle) {
+ /* MOV_SAT real_dst, dst */
+ if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src(tex_result) ))
return FALSE;
}
+ else if (swizzle) {
+ /* swizzle from tex_result to dst (handles saturation too, if any) */
+ emit_tex_swizzle(emit,
+ dst, src(tex_result),
+ emit->key.tex[unit].swizzle_r,
+ emit->key.tex[unit].swizzle_g,
+ emit->key.tex[unit].swizzle_b,
+ emit->key.tex[unit].swizzle_a);
+ }
return TRUE;
}
-static boolean emit_bgnloop2( struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+
+static boolean
+emit_bgnloop(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_LOOP );
struct src_register loop_reg = src_register( SVGA3DREG_LOOP, 0 );
emit_src( emit, const_int ) );
}
-static boolean emit_endloop2( struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+
+static boolean
+emit_endloop(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_ENDLOOP );
return emit_instruction( emit, inst );
}
-static boolean emit_brk( struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+
+/**
+ * Translate/emit TGSI BREAK (out of loop) instruction.
+ */
+static boolean
+emit_brk(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_BREAK );
return emit_instruction( emit, inst );
}
-static boolean emit_scalar_op1( struct svga_shader_emitter *emit,
- unsigned opcode,
- const struct tgsi_full_instruction *insn )
+
+/**
+ * Emit simple instruction which operates on one scalar value (not
+ * a vector). Ex: LG2, RCP, RSQ.
+ */
+static boolean
+emit_scalar_op1(struct svga_shader_emitter *emit,
+ SVGA3dShaderOpCodeType opcode,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken dst;
}
-static boolean emit_simple_instruction(struct svga_shader_emitter *emit,
- unsigned opcode,
- const struct tgsi_full_instruction *insn )
+/**
+ * Translate/emit a simple instruction (one which has no special-case
+ * code) such as ADD, MUL, MIN, MAX.
+ */
+static boolean
+emit_simple_instruction(struct svga_shader_emitter *emit,
+ SVGA3dShaderOpCodeType opcode,
+ const struct tgsi_full_instruction *insn)
{
const struct tgsi_full_src_register *src = insn->Src;
SVGA3dShaderInstToken inst;
}
-static boolean emit_deriv(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+/**
+ * TGSI_OPCODE_MOVE is only special-cased here to detect the
+ * svga_fragment_shader::constant_color_output case.
+ */
+static boolean
+emit_mov(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
+{
+ const struct tgsi_full_src_register *src = &insn->Src[0];
+ const struct tgsi_full_dst_register *dst = &insn->Dst[0];
+
+ if (emit->unit == PIPE_SHADER_FRAGMENT &&
+ dst->Register.File == TGSI_FILE_OUTPUT &&
+ dst->Register.Index == 0 &&
+ src->Register.File == TGSI_FILE_CONSTANT &&
+ !src->Register.Indirect) {
+ emit->constant_color_output = TRUE;
+ }
+
+ return emit_simple_instruction(emit, SVGA3DOP_MOV, insn);
+}
+
+
+/**
+ * Translate/emit TGSI DDX, DDY instructions.
+ */
+static boolean
+emit_deriv(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn )
{
if (emit->dynamic_branching_level > 0 &&
- insn->Src[0].Register.File == TGSI_FILE_TEMPORARY)
+ insn->Src[0].Register.File == TGSI_FILE_TEMPORARY)
{
- struct src_register zero = get_zero_immediate( emit );
- SVGA3dShaderDestToken dst =
+ SVGA3dShaderDestToken dst =
translate_dst_register( emit, insn, 0 );
/* Deriv opcodes not valid inside dynamic branching, workaround
* by zeroing out the destination.
*/
- if (!submit_op1(emit,
- inst_token( SVGA3DOP_MOV ),
+ if (!submit_op1(emit,
+ inst_token( SVGA3DOP_MOV ),
dst,
- scalar(zero, TGSI_SWIZZLE_X)))
+ get_zero_immediate(emit)))
return FALSE;
-
+
return TRUE;
}
else {
- unsigned opcode;
+ SVGA3dShaderOpCodeType opcode;
+ const struct tgsi_full_src_register *reg = &insn->Src[0];
+ SVGA3dShaderInstToken inst;
+ SVGA3dShaderDestToken dst;
+ struct src_register src0;
switch (insn->Instruction.Opcode) {
case TGSI_OPCODE_DDX:
return FALSE;
}
- return emit_simple_instruction( emit, opcode, insn );
+ inst = inst_token( opcode );
+ dst = translate_dst_register( emit, insn, 0 );
+ src0 = translate_src_register( emit, reg );
+
+ /* We cannot use negate or abs on source to dsx/dsy instruction.
+ */
+ if (reg->Register.Absolute ||
+ reg->Register.Negate) {
+ SVGA3dShaderDestToken temp = get_temp( emit );
+
+ if (!emit_repl( emit, temp, &src0 ))
+ return FALSE;
+ }
+
+ return submit_op1( emit, inst, dst, src0 );
}
}
-static boolean emit_arl(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+
+/**
+ * Translate/emit ARL (Address Register Load) instruction. Used to
+ * move a value into the special 'address' register. Used to implement
+ * indirect/variable indexing into arrays.
+ */
+static boolean
+emit_arl(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
++emit->current_arl;
+ if (emit->unit == PIPE_SHADER_FRAGMENT) {
+ /* MOVA not present in pixel shader instruction set.
+ * Ignore this instruction altogether since it is
+ * only used for loop counters -- and for that
+ * we reference aL directly.
+ */
+ return TRUE;
+ }
if (svga_arl_needs_adjustment( emit )) {
return emit_fake_arl( emit, insn );
} else {
}
}
-static boolean alias_src_dst( struct src_register src,
- SVGA3dShaderDestToken dst )
-{
- if (src.base.num != dst.num)
- return FALSE;
-
- if (SVGA3dShaderGetRegType(dst.value) !=
- SVGA3dShaderGetRegType(src.base.value))
- return FALSE;
-
- return TRUE;
-}
-static boolean emit_pow(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+static boolean
+emit_pow(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 = translate_src_register(
struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
boolean need_tmp = FALSE;
-
+
/* POW can only output to a temporary */
if (insn->Dst[0].Register.File != TGSI_FILE_TEMPORARY)
need_tmp = TRUE;
-
+
/* POW src1 must not be the same register as dst */
if (alias_src_dst( src1, dst ))
need_tmp = TRUE;
src1 = scalar( src1, TGSI_SWIZZLE_X );
if (need_tmp) {
- SVGA3dShaderDestToken tmp = writemask(get_temp( emit ), TGSI_WRITEMASK_X );
+ SVGA3dShaderDestToken tmp =
+ writemask(get_temp( emit ), TGSI_WRITEMASK_X );
if (!submit_op2(emit, inst_token( SVGA3DOP_POW ), tmp, src0, src1))
return FALSE;
- return submit_op1(emit, inst_token( SVGA3DOP_MOV ), dst, scalar(src(tmp), 0) );
- }
+ return submit_op1(emit, inst_token( SVGA3DOP_MOV ),
+ dst, scalar(src(tmp), 0) );
+ }
else {
return submit_op2(emit, inst_token( SVGA3DOP_POW ), dst, src0, src1);
}
}
-static boolean emit_xpd(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+
+/**
+ * Emit a LRP (linear interpolation) instruction.
+ */
+static boolean
+submit_lrp(struct svga_shader_emitter *emit,
+ SVGA3dShaderDestToken dst,
+ struct src_register src0,
+ struct src_register src1,
+ struct src_register src2)
{
- SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- const struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
+ SVGA3dShaderDestToken tmp;
boolean need_dst_tmp = FALSE;
- /* XPD can only output to a temporary */
- if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP)
- need_dst_tmp = TRUE;
-
- /* The dst reg must not be the same as src0 or src1*/
- if (alias_src_dst(src0, dst) ||
- alias_src_dst(src1, dst))
+ /* The dst reg must be a temporary, and not be the same as src0 or src2 */
+ if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP ||
+ alias_src_dst(src0, dst) ||
+ alias_src_dst(src2, dst))
need_dst_tmp = TRUE;
if (need_dst_tmp) {
- SVGA3dShaderDestToken tmp = get_temp( emit );
-
- /* Obey DX9 restrictions on mask:
- */
- tmp.mask = dst.mask & TGSI_WRITEMASK_XYZ;
-
- if (!submit_op2(emit, inst_token( SVGA3DOP_CRS ), tmp, src0, src1))
- return FALSE;
-
- if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), dst, src( tmp )))
- return FALSE;
- }
+ tmp = get_temp( emit );
+ tmp.mask = dst.mask;
+ }
else {
- if (!submit_op2(emit, inst_token( SVGA3DOP_CRS ), dst, src0, src1))
- return FALSE;
+ tmp = dst;
}
- /* Need to emit 1.0 to dst.w?
- */
- if (dst.mask & TGSI_WRITEMASK_W) {
- struct src_register zero = get_zero_immediate( emit );
+ if (!submit_op3(emit, inst_token( SVGA3DOP_LRP ), tmp, src0, src1, src2))
+ return FALSE;
- if (!submit_op1(emit,
- inst_token( SVGA3DOP_MOV ),
- writemask(dst, TGSI_WRITEMASK_W),
- zero))
+ if (need_dst_tmp) {
+ if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), dst, src( tmp )))
return FALSE;
}
}
-static boolean emit_lrp(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+/**
+ * Translate/emit LRP (Linear Interpolation) instruction.
+ */
+static boolean
+emit_lrp(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- SVGA3dShaderDestToken tmp;
const struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
const struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
const struct src_register src2 = translate_src_register(
emit, &insn->Src[2] );
- boolean need_dst_tmp = FALSE;
-
- /* The dst reg must not be the same as src0 or src2 */
- if (alias_src_dst(src0, dst) ||
- alias_src_dst(src2, dst))
- need_dst_tmp = TRUE;
-
- if (need_dst_tmp) {
- tmp = get_temp( emit );
- tmp.mask = dst.mask;
- }
- else {
- tmp = dst;
- }
-
- if (!submit_op3(emit, inst_token( SVGA3DOP_LRP ), tmp, src0, src1, src2))
- return FALSE;
-
- if (need_dst_tmp) {
- if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), dst, src( tmp )))
- return FALSE;
- }
- return TRUE;
+ return submit_lrp(emit, dst, src0, src1, src2);
}
-
-static boolean emit_dst_insn(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+/**
+ * Translate/emit DST (Distance function) instruction.
+ */
+static boolean
+emit_dst_insn(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
if (emit->unit == PIPE_SHADER_VERTEX) {
/* SVGA/DX9 has a DST instruction, but only for vertex shaders:
return emit_simple_instruction(emit, SVGA3DOP_DST, insn);
}
else {
-
/* result[0] = 1 * 1;
* result[1] = a[1] * b[1];
* result[2] = a[2] * 1;
* result[3] = 1 * b[3];
*/
-
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
SVGA3dShaderDestToken tmp;
const struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
const struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
- struct src_register zero = get_zero_immediate( emit );
boolean need_tmp = FALSE;
if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP ||
/* tmp.xw = 1.0
*/
if (tmp.mask & TGSI_WRITEMASK_XW) {
- if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
+ if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(tmp, TGSI_WRITEMASK_XW ),
- scalar( zero, 3 )))
+ get_one_immediate(emit)))
return FALSE;
}
-
+
/* tmp.yz = src0
*/
if (tmp.mask & TGSI_WRITEMASK_YZ) {
- if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
+ if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(tmp, TGSI_WRITEMASK_YZ ),
src0))
return FALSE;
/* tmp.yw = tmp * src1
*/
if (tmp.mask & TGSI_WRITEMASK_YW) {
- if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
+ if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
writemask(tmp, TGSI_WRITEMASK_YW ),
src(tmp),
src1))
/* dst = tmp
*/
if (need_tmp) {
- if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
+ if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
dst,
src(tmp)))
return FALSE;
- }
+ }
}
-
+
return TRUE;
}
-static boolean emit_exp(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+static boolean
+emit_exp(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register( emit, &insn->Src[0] );
- struct src_register zero = get_zero_immediate( emit );
SVGA3dShaderDestToken fraction;
if (dst.mask & TGSI_WRITEMASK_Y)
if (dst.mask & TGSI_WRITEMASK_W) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(dst, TGSI_WRITEMASK_W),
- scalar( zero, TGSI_SWIZZLE_W ) ))
+ get_one_immediate(emit)))
return FALSE;
}
return TRUE;
}
-static boolean emit_lit(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+
+/**
+ * Translate/emit LIT (Lighting helper) instruction.
+ */
+static boolean
+emit_lit(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
if (emit->unit == PIPE_SHADER_VERTEX) {
/* SVGA/DX9 has a LIT instruction, but only for vertex shaders:
return emit_simple_instruction(emit, SVGA3DOP_LIT, insn);
}
else {
-
/* D3D vs. GL semantics can be fairly easily accomodated by
* variations on this sequence.
*
*
* Will implement the GL version for now.
*/
-
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
SVGA3dShaderDestToken tmp = get_temp( emit );
const struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
- struct src_register zero = get_zero_immediate( emit );
/* tmp = pow(src.y, src.w)
*/
if (dst.mask & TGSI_WRITEMASK_Z) {
- if (!submit_op2(emit, inst_token( SVGA3DOP_POW ),
- tmp,
- scalar(src0, 1),
+ if (!submit_op2(emit, inst_token( SVGA3DOP_POW ),
+ tmp,
+ scalar(src0, 1),
scalar(src0, 3)))
return FALSE;
}
/* tmp.y = src.x
*/
if (dst.mask & TGSI_WRITEMASK_Y) {
- if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
+ if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(tmp, TGSI_WRITEMASK_Y ),
scalar(src0, 0)))
return FALSE;
}
-
+
/* Can't quite do this with emit conditional due to the extra
* writemask on the predicated mov:
*/
{
SVGA3dShaderDestToken pred_reg = dst_register( SVGA3DREG_PREDICATE, 0 );
- SVGA3dShaderInstToken setp_token, mov_token;
struct src_register predsrc;
- setp_token = inst_token( SVGA3DOP_SETP );
- mov_token = inst_token( SVGA3DOP_MOV );
-
- setp_token.control = SVGA3DOPCOMP_GT;
-
/* D3D vs GL semantics:
*/
if (0)
predsrc = swizzle(src0, 0, 0, 0, 0); /* GL */
/* SETP src0.xxyy, GT, {0}.x */
- if (!submit_op2( emit, setp_token, pred_reg,
- predsrc,
- swizzle(zero, 0, 0, 0, 0) ))
+ if (!submit_op2( emit,
+ inst_token_setp(SVGA3DOPCOMP_GT),
+ pred_reg,
+ predsrc,
+ get_zero_immediate(emit)))
return FALSE;
-
+
/* MOV dst, fail */
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst,
- swizzle(zero, 3, 0, 0, 3 )))
+ get_immediate(emit, 1.0f, 0.0f, 0.0f, 1.0f)))
return FALSE;
/* MOV dst.yz, tmp (predicated)
* as the first source argument.
*/
if (dst.mask & TGSI_WRITEMASK_YZ) {
- mov_token.predicated = 1;
- if (!submit_op2( emit, mov_token,
+ if (!submit_op2( emit,
+ inst_token_predicated(SVGA3DOP_MOV),
writemask(dst, TGSI_WRITEMASK_YZ),
src( pred_reg ), src( tmp ) ))
return FALSE;
}
-
-
-static boolean emit_ex2( struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+static boolean
+emit_ex2(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken dst;
}
-static boolean emit_log(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn)
+static boolean
+emit_log(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register( emit, &insn->Src[0] );
- struct src_register zero = get_zero_immediate( emit );
SVGA3dShaderDestToken abs_tmp;
struct src_register abs_src0;
SVGA3dShaderDestToken log2_abs;
if (dst.mask & TGSI_WRITEMASK_W) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(dst, TGSI_WRITEMASK_W),
- scalar( zero, TGSI_SWIZZLE_W ) ))
+ get_one_immediate(emit)))
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+
+/**
+ * Translate TGSI TRUNC or ROUND instruction.
+ * We need to truncate toward zero. Ex: trunc(-1.9) = -1
+ * Different approaches are needed for VS versus PS.
+ */
+static boolean
+emit_trunc_round(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn,
+ boolean round)
+{
+ SVGA3dShaderDestToken dst = translate_dst_register(emit, insn, 0);
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
+ SVGA3dShaderDestToken t1 = get_temp(emit);
+
+ if (round) {
+ SVGA3dShaderDestToken t0 = get_temp(emit);
+ struct src_register half = get_half_immediate(emit);
+
+ /* t0 = abs(src0) + 0.5 */
+ if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t0,
+ absolute(src0), half))
+ return FALSE;
+
+ /* t1 = fract(t0) */
+ if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), t1, src(t0)))
+ return FALSE;
+
+ /* t1 = t0 - t1 */
+ if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t1, src(t0),
+ negate(src(t1))))
+ return FALSE;
+ }
+ else {
+ /* trunc */
+
+ /* t1 = fract(abs(src0)) */
+ if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), t1, absolute(src0)))
+ return FALSE;
+
+ /* t1 = abs(src0) - t1 */
+ if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t1, absolute(src0),
+ negate(src(t1))))
+ return FALSE;
+ }
+
+ /*
+ * Now we need to multiply t1 by the sign of the original value.
+ */
+ if (emit->unit == PIPE_SHADER_VERTEX) {
+ /* For VS: use SGN instruction */
+ /* Need two extra/dummy registers: */
+ SVGA3dShaderDestToken t2 = get_temp(emit), t3 = get_temp(emit),
+ t4 = get_temp(emit);
+
+ /* t2 = sign(src0) */
+ if (!submit_op3(emit, inst_token(SVGA3DOP_SGN), t2, src0,
+ src(t3), src(t4)))
+ return FALSE;
+
+ /* dst = t1 * t2 */
+ if (!submit_op2(emit, inst_token(SVGA3DOP_MUL), dst, src(t1), src(t2)))
return FALSE;
}
+ else {
+ /* For FS: Use CMP instruction */
+ return submit_op3(emit, inst_token( SVGA3DOP_CMP ), dst,
+ src0, src(t1), negate(src(t1)));
+ }
return TRUE;
}
-static boolean emit_bgnsub( struct svga_shader_emitter *emit,
- unsigned position,
- const struct tgsi_full_instruction *insn )
+/**
+ * Translate/emit "begin subroutine" instruction/marker/label.
+ */
+static boolean
+emit_bgnsub(struct svga_shader_emitter *emit,
+ unsigned position,
+ const struct tgsi_full_instruction *insn)
{
unsigned i;
* shader.
*/
emit->in_main_func = FALSE;
-
+
for (i = 0; i < emit->nr_labels; i++) {
if (emit->label[i] == position) {
return (emit_instruction( emit, inst_token( SVGA3DOP_RET ) ) &&
return TRUE;
}
-static boolean emit_call( struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
+
+/**
+ * Translate/emit subroutine call instruction.
+ */
+static boolean
+emit_call(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
{
unsigned position = insn->Label.Label;
unsigned i;
-
+
for (i = 0; i < emit->nr_labels; i++) {
- if (emit->label[i] == position)
+ if (emit->label[i] == position)
break;
}
- if (emit->nr_labels == Elements(emit->label))
+ if (emit->nr_labels == ARRAY_SIZE(emit->label))
return FALSE;
if (i == emit->nr_labels) {
}
-static boolean emit_end( struct svga_shader_emitter *emit )
+/**
+ * Called at the end of the shader. Actually, emit special "fix-up"
+ * code for the vertex/fragment shader.
+ */
+static boolean
+emit_end(struct svga_shader_emitter *emit)
{
if (emit->unit == PIPE_SHADER_VERTEX) {
return emit_vs_postamble( emit );
}
-
-static boolean svga_emit_instruction( struct svga_shader_emitter *emit,
- unsigned position,
- const struct tgsi_full_instruction *insn )
+/**
+ * Translate any TGSI instruction to SVGA.
+ */
+static boolean
+svga_emit_instruction(struct svga_shader_emitter *emit,
+ unsigned position,
+ const struct tgsi_full_instruction *insn)
{
switch (insn->Instruction.Opcode) {
return emit_call( emit, insn );
case TGSI_OPCODE_FLR:
- case TGSI_OPCODE_TRUNC: /* should be TRUNC, not FLR */
return emit_floor( emit, insn );
+ case TGSI_OPCODE_TRUNC:
+ return emit_trunc_round( emit, insn, FALSE );
+
+ case TGSI_OPCODE_ROUND:
+ return emit_trunc_round( emit, insn, TRUE );
+
+ case TGSI_OPCODE_CEIL:
+ return emit_ceil( emit, insn );
+
case TGSI_OPCODE_CMP:
return emit_cmp( emit, insn );
case TGSI_OPCODE_DP2:
return emit_dp2( emit, insn );
- case TGSI_OPCODE_DPH:
- return emit_dph( emit, insn );
-
- case TGSI_OPCODE_NRM:
- return emit_nrm( emit, insn );
-
case TGSI_OPCODE_COS:
return emit_cos( emit, insn );
case TGSI_OPCODE_SIN:
return emit_sin( emit, insn );
- case TGSI_OPCODE_SCS:
- return emit_sincos( emit, insn );
-
case TGSI_OPCODE_END:
/* TGSI always finishes the main func with an END */
return emit_end( emit );
- case TGSI_OPCODE_KIL:
- return emit_kil( emit, insn );
+ case TGSI_OPCODE_KILL_IF:
+ return emit_kill_if( emit, insn );
/* Selection opcodes. The underlying language is fairly
* non-orthogonal about these.
case TGSI_OPCODE_SLE:
return emit_select_op( emit, PIPE_FUNC_LEQUAL, insn );
- case TGSI_OPCODE_SUB:
- return emit_sub( emit, insn );
-
case TGSI_OPCODE_POW:
return emit_pow( emit, insn );
return emit_scalar_op1( emit, SVGA3DOP_RCP, insn );
case TGSI_OPCODE_CONT:
+ /* not expected (we return PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED = 0) */
+ return FALSE;
+
case TGSI_OPCODE_RET:
/* This is a noop -- we tell mesa that we can't support RET
* within a function (early return), so this will always be
/* These aren't actually used by any of the frontends we care
* about:
*/
- case TGSI_OPCODE_CLAMP:
- case TGSI_OPCODE_ROUND:
case TGSI_OPCODE_AND:
case TGSI_OPCODE_OR:
case TGSI_OPCODE_I2F:
return emit_endif( emit, insn );
case TGSI_OPCODE_BGNLOOP:
- return emit_bgnloop2( emit, insn );
+ return emit_bgnloop( emit, insn );
case TGSI_OPCODE_ENDLOOP:
- return emit_endloop2( emit, insn );
+ return emit_endloop( emit, insn );
case TGSI_OPCODE_BRK:
return emit_brk( emit, insn );
- case TGSI_OPCODE_XPD:
- return emit_xpd( emit, insn );
-
- case TGSI_OPCODE_KILP:
- return emit_kilp( emit, insn );
+ case TGSI_OPCODE_KILL:
+ return emit_kill( emit, insn );
case TGSI_OPCODE_DST:
return emit_dst_insn( emit, insn );
case TGSI_OPCODE_LRP:
return emit_lrp( emit, insn );
- default: {
- unsigned opcode = translate_opcode(insn->Instruction.Opcode);
+ case TGSI_OPCODE_SSG:
+ return emit_ssg( emit, insn );
- if (opcode == SVGA3DOP_LAST_INST)
- return FALSE;
+ case TGSI_OPCODE_MOV:
+ return emit_mov( emit, insn );
- if (!emit_simple_instruction( emit, opcode, insn ))
- return FALSE;
- }
+ default:
+ {
+ SVGA3dShaderOpCodeType opcode =
+ translate_opcode(insn->Instruction.Opcode);
+
+ if (opcode == SVGA3DOP_LAST_INST)
+ return FALSE;
+
+ if (!emit_simple_instruction( emit, opcode, insn ))
+ return FALSE;
+ }
}
return TRUE;
}
-static boolean svga_emit_immediate( struct svga_shader_emitter *emit,
- struct tgsi_full_immediate *imm)
+/**
+ * Translate/emit a TGSI IMMEDIATE declaration.
+ * An immediate vector is a constant that's hard-coded into the shader.
+ */
+static boolean
+svga_emit_immediate(struct svga_shader_emitter *emit,
+ const struct tgsi_full_immediate *imm)
{
static const float id[4] = {0,0,0,1};
float value[4];
unsigned i;
assert(1 <= imm->Immediate.NrTokens && imm->Immediate.NrTokens <= 5);
- for (i = 0; i < imm->Immediate.NrTokens - 1; i++)
- value[i] = imm->u[i].Float;
+ for (i = 0; i < 4 && i < imm->Immediate.NrTokens - 1; i++) {
+ float f = imm->u[i].Float;
+ value[i] = util_is_inf_or_nan(f) ? 0.0f : f;
+ }
+ /* If the immediate has less than four values, fill in the remaining
+ * positions from id={0,0,0,1}.
+ */
for ( ; i < 4; i++ )
value[i] = id[i];
value[0], value[1], value[2], value[3]);
}
-static boolean make_immediate( struct svga_shader_emitter *emit,
- float a,
- float b,
- float c,
- float d,
- struct src_register *out )
+
+static boolean
+make_immediate(struct svga_shader_emitter *emit,
+ float a, float b, float c, float d,
+ struct src_register *out )
{
- unsigned idx = emit->nr_hw_const++;
+ unsigned idx = emit->nr_hw_float_const++;
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
idx, a, b, c, d ))
return TRUE;
}
-static boolean emit_vs_preamble( struct svga_shader_emitter *emit )
+
+/**
+ * Emit special VS instructions at top of shader.
+ */
+static boolean
+emit_vs_preamble(struct svga_shader_emitter *emit)
{
- if (!emit->key.vkey.need_prescale) {
+ if (!emit->key.vs.need_prescale) {
if (!make_immediate( emit, 0, 0, .5, .5,
&emit->imm_0055))
return FALSE;
return TRUE;
}
-static boolean emit_ps_preamble( struct svga_shader_emitter *emit )
+
+/**
+ * Emit special PS instructions at top of shader.
+ */
+static boolean
+emit_ps_preamble(struct svga_shader_emitter *emit)
{
- unsigned i;
+ if (emit->ps_reads_pos && emit->info.reads_z) {
+ /*
+ * Assemble the position from various bits of inputs. Depth and W are
+ * passed in a texcoord this is due to D3D's vPos not hold Z or W.
+ * Also fixup the perspective interpolation.
+ *
+ * temp_pos.xy = vPos.xy
+ * temp_pos.w = rcp(texcoord1.w);
+ * temp_pos.z = texcoord1.z * temp_pos.w;
+ */
+ if (!submit_op1( emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask( emit->ps_temp_pos, TGSI_WRITEMASK_XY ),
+ emit->ps_true_pos ))
+ return FALSE;
- /* For SM20, need to initialize the temporaries we're using to hold
- * color outputs to some value. Shaders which don't set all of
- * these values are likely to be rejected by the DX9 runtime.
- */
- if (!emit->use_sm30) {
- struct src_register zero = get_zero_immediate( emit );
- for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
- if (SVGA3dShaderGetRegType(emit->true_col[i].value) != 0) {
-
- if (!submit_op1( emit,
- inst_token(SVGA3DOP_MOV),
- emit->temp_col[i],
- zero ))
- return FALSE;
- }
- }
+ if (!submit_op1( emit,
+ inst_token(SVGA3DOP_RCP),
+ writemask( emit->ps_temp_pos, TGSI_WRITEMASK_W ),
+ scalar( emit->ps_depth_pos, TGSI_SWIZZLE_W ) ))
+ return FALSE;
+
+ if (!submit_op2( emit,
+ inst_token(SVGA3DOP_MUL),
+ writemask( emit->ps_temp_pos, TGSI_WRITEMASK_Z ),
+ scalar( emit->ps_depth_pos, TGSI_SWIZZLE_Z ),
+ scalar( src(emit->ps_temp_pos), TGSI_SWIZZLE_W ) ))
+ return FALSE;
}
-
+
return TRUE;
}
-static boolean emit_ps_postamble( struct svga_shader_emitter *emit )
+
+/**
+ * Emit special PS instructions at end of shader.
+ */
+static boolean
+emit_ps_postamble(struct svga_shader_emitter *emit)
{
unsigned i;
* oDepth with a hand-crafted MOV below.
*/
if (SVGA3dShaderGetRegType(emit->true_pos.value) != 0) {
-
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
emit->true_pos,
return FALSE;
}
- /* Similarly for SM20 color outputs... Luckily SM30 isn't so
- * fragile.
- */
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
- if (SVGA3dShaderGetRegType(emit->true_col[i].value) != 0) {
-
+ if (SVGA3dShaderGetRegType(emit->true_color_output[i].value) != 0) {
/* Potentially override output colors with white for XOR
* logicop workaround.
*/
if (emit->unit == PIPE_SHADER_FRAGMENT &&
- emit->key.fkey.white_fragments) {
-
- struct src_register one = scalar( get_zero_immediate( emit ),
- TGSI_SWIZZLE_W );
+ emit->key.fs.white_fragments) {
+ struct src_register one = get_one_immediate(emit);
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
- emit->true_col[i],
+ emit->true_color_output[i],
one ))
return FALSE;
}
+ else if (emit->unit == PIPE_SHADER_FRAGMENT &&
+ i < emit->key.fs.write_color0_to_n_cbufs) {
+ /* Write temp color output [0] to true output [i] */
+ if (!submit_op1(emit, inst_token(SVGA3DOP_MOV),
+ emit->true_color_output[i],
+ src(emit->temp_color_output[0]))) {
+ return FALSE;
+ }
+ }
else {
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
- emit->true_col[i],
- src(emit->temp_col[i]) ))
+ emit->true_color_output[i],
+ src(emit->temp_color_output[i]) ))
return FALSE;
}
}
return TRUE;
}
-static boolean emit_vs_postamble( struct svga_shader_emitter *emit )
+
+/**
+ * Emit special VS instructions at end of shader.
+ */
+static boolean
+emit_vs_postamble(struct svga_shader_emitter *emit)
{
/* PSIZ output is incredibly fragile and it's very hard to catch
* the types of usage that break it during shader emit. Easier
* touch PSIZ with a hand-crafted MOV below.
*/
if (SVGA3dShaderGetRegType(emit->true_psiz.value) != 0) {
-
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
emit->true_psiz,
/* Need to perform various manipulations on vertex position to cope
* with the different GL and D3D clip spaces.
*/
- if (emit->key.vkey.need_prescale) {
+ if (emit->key.vs.need_prescale) {
SVGA3dShaderDestToken temp_pos = emit->temp_pos;
+ SVGA3dShaderDestToken depth = emit->depth_pos;
SVGA3dShaderDestToken pos = emit->true_pos;
unsigned offset = emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
- struct src_register prescale_scale = src_register( SVGA3DREG_CONST,
- offset + 0 );
- struct src_register prescale_trans = src_register( SVGA3DREG_CONST,
- offset + 1 );
+ struct src_register prescale_scale = src_register( SVGA3DREG_CONST,
+ offset + 0 );
+ struct src_register prescale_trans = src_register( SVGA3DREG_CONST,
+ offset + 1 );
+
+ if (!submit_op1( emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask(depth, TGSI_WRITEMASK_W),
+ scalar(src(temp_pos), TGSI_SWIZZLE_W) ))
+ return FALSE;
/* MUL temp_pos.xyz, temp_pos, prescale.scale
* MAD result.position, temp_pos.wwww, prescale.trans, temp_pos
* --> Note that prescale.trans.w == 0
*/
- if (!submit_op2( emit,
- inst_token(SVGA3DOP_MUL),
- writemask(temp_pos, TGSI_WRITEMASK_XYZ),
+ if (!submit_op2( emit,
+ inst_token(SVGA3DOP_MUL),
+ writemask(temp_pos, TGSI_WRITEMASK_XYZ),
src(temp_pos),
prescale_scale ))
return FALSE;
- if (!submit_op3( emit,
- inst_token(SVGA3DOP_MAD),
- pos,
+ if (!submit_op3( emit,
+ inst_token(SVGA3DOP_MAD),
+ pos,
swizzle(src(temp_pos), 3, 3, 3, 3),
prescale_trans,
src(temp_pos)))
return FALSE;
+
+ /* Also write to depth value */
+ if (!submit_op3( emit,
+ inst_token(SVGA3DOP_MAD),
+ writemask(depth, TGSI_WRITEMASK_Z),
+ swizzle(src(temp_pos), 3, 3, 3, 3),
+ prescale_trans,
+ src(temp_pos) ))
+ return FALSE;
}
else {
SVGA3dShaderDestToken temp_pos = emit->temp_pos;
+ SVGA3dShaderDestToken depth = emit->depth_pos;
SVGA3dShaderDestToken pos = emit->true_pos;
struct src_register imm_0055 = emit->imm_0055;
/* Adjust GL clipping coordinate space to hardware (D3D-style):
*
* DP4 temp_pos.z, {0,0,.5,.5}, temp_pos
- * MOV result.position, temp_pos
+ * MOV result.position, temp_pos
*/
- if (!submit_op2( emit,
- inst_token(SVGA3DOP_DP4),
- writemask(temp_pos, TGSI_WRITEMASK_Z),
- imm_0055,
+ if (!submit_op2( emit,
+ inst_token(SVGA3DOP_DP4),
+ writemask(temp_pos, TGSI_WRITEMASK_Z),
+ imm_0055,
src(temp_pos) ))
return FALSE;
pos,
src(temp_pos) ))
return FALSE;
+
+ /* Move the manipulated depth into the extra texcoord reg */
+ if (!submit_op1( emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask(depth, TGSI_WRITEMASK_ZW),
+ src(temp_pos) ))
+ return FALSE;
}
return TRUE;
}
-/*
- 0: IF VFACE :4
- 1: COLOR = FrontColor;
- 2: ELSE
- 3: COLOR = BackColor;
- 4: ENDIF
+
+/**
+ * For the pixel shader: emit the code which chooses the front
+ * or back face color depending on triangle orientation.
+ * This happens at the top of the fragment shader.
+ *
+ * 0: IF VFACE :4
+ * 1: COLOR = FrontColor;
+ * 2: ELSE
+ * 3: COLOR = BackColor;
+ * 4: ENDIF
*/
-static boolean emit_light_twoside( struct svga_shader_emitter *emit )
+static boolean
+emit_light_twoside(struct svga_shader_emitter *emit)
{
struct src_register vface, zero;
struct src_register front[2];
struct src_register back[2];
SVGA3dShaderDestToken color[2];
- int count = emit->internal_color_count;
- int i;
+ int count = emit->internal_color_count;
+ unsigned i;
SVGA3dShaderInstToken if_token;
if (count == 0)
return TRUE;
vface = get_vface( emit );
- zero = get_zero_immediate( emit );
+ zero = get_zero_immediate(emit);
/* Can't use get_temp() to allocate the color reg as such
* temporaries will be reclaimed after each instruction by the call
* to reset_temp_regs().
*/
for (i = 0; i < count; i++) {
- color[i] = dst_register( SVGA3DREG_TEMP,
- emit->nr_hw_temp++ );
-
+ color[i] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ );
front[i] = emit->input_map[emit->internal_color_idx[i]];
/* Back is always the next input:
*/
emit->input_map[emit->internal_color_idx[i]] = src(color[i]);
}
-
+
if_token = inst_token( SVGA3DOP_IFC );
- if (emit->key.fkey.front_ccw)
+ if (emit->key.fs.front_ccw)
if_token.control = SVGA3DOPCOMP_LT;
else
if_token.control = SVGA3DOPCOMP_GT;
- zero = scalar(zero, TGSI_SWIZZLE_X);
-
if (!(emit_instruction( emit, if_token ) &&
emit_src( emit, vface ) &&
emit_src( emit, zero ) ))
if (!(emit_instruction( emit, inst_token( SVGA3DOP_ELSE))))
return FALSE;
-
+
for (i = 0; i < count; i++) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), color[i], back[i] ))
return FALSE;
return TRUE;
}
-/*
- 0: SETP_GT TEMP, VFACE, 0
- where TEMP is a fake frontface register
+
+/**
+ * Emit special setup code for the front/back face register in the FS.
+ * 0: SETP_GT TEMP, VFACE, 0
+ * where TEMP is a fake frontface register
*/
-static boolean emit_frontface( struct svga_shader_emitter *emit )
+static boolean
+emit_frontface(struct svga_shader_emitter *emit)
{
- struct src_register vface, zero;
+ struct src_register vface;
SVGA3dShaderDestToken temp;
struct src_register pass, fail;
vface = get_vface( emit );
- zero = get_zero_immediate( emit );
/* Can't use get_temp() to allocate the fake frontface reg as such
* temporaries will be reclaimed after each instruction by the call
temp = dst_register( SVGA3DREG_TEMP,
emit->nr_hw_temp++ );
- if (emit->key.fkey.front_ccw) {
- pass = scalar( zero, TGSI_SWIZZLE_X );
- fail = scalar( zero, TGSI_SWIZZLE_W );
+ if (emit->key.fs.front_ccw) {
+ pass = get_zero_immediate(emit);
+ fail = get_one_immediate(emit);
} else {
- pass = scalar( zero, TGSI_SWIZZLE_W );
- fail = scalar( zero, TGSI_SWIZZLE_X );
+ pass = get_one_immediate(emit);
+ fail = get_zero_immediate(emit);
}
if (!emit_conditional(emit, PIPE_FUNC_GREATER,
- temp, vface, scalar( zero, TGSI_SWIZZLE_X ),
+ temp, vface, get_zero_immediate(emit),
pass, fail))
return FALSE;
return TRUE;
}
-static INLINE boolean
-needs_to_create_zero( struct svga_shader_emitter *emit )
+
+/**
+ * Emit code to invert the T component of the incoming texture coordinate.
+ * This is used for drawing point sprites when
+ * pipe_rasterizer_state::sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT.
+ */
+static boolean
+emit_inverted_texcoords(struct svga_shader_emitter *emit)
{
- int i;
+ unsigned inverted_texcoords = emit->inverted_texcoords;
+
+ while (inverted_texcoords) {
+ const unsigned unit = ffs(inverted_texcoords) - 1;
+
+ assert(emit->inverted_texcoords & (1 << unit));
+
+ assert(unit < ARRAY_SIZE(emit->ps_true_texcoord));
+
+ assert(unit < ARRAY_SIZE(emit->ps_inverted_texcoord_input));
+
+ assert(emit->ps_inverted_texcoord_input[unit]
+ < ARRAY_SIZE(emit->input_map));
+
+ /* inverted = coord * (1, -1, 1, 1) + (0, 1, 0, 0) */
+ if (!submit_op3(emit,
+ inst_token(SVGA3DOP_MAD),
+ dst(emit->ps_inverted_texcoord[unit]),
+ emit->ps_true_texcoord[unit],
+ get_immediate(emit, 1.0f, -1.0f, 1.0f, 1.0f),
+ get_immediate(emit, 0.0f, 1.0f, 0.0f, 0.0f)))
+ return FALSE;
+
+ /* Reassign the input_map entry to the new texcoord register */
+ emit->input_map[emit->ps_inverted_texcoord_input[unit]] =
+ emit->ps_inverted_texcoord[unit];
+
+ inverted_texcoords &= ~(1 << unit);
+ }
+
+ return TRUE;
+}
+
+
+/**
+ * Emit code to adjust vertex shader inputs/attributes:
+ * - Change range from [0,1] to [-1,1] (for normalized byte/short attribs).
+ * - Set attrib W component = 1.
+ */
+static boolean
+emit_adjusted_vertex_attribs(struct svga_shader_emitter *emit)
+{
+ unsigned adjust_mask = (emit->key.vs.adjust_attrib_range |
+ emit->key.vs.adjust_attrib_w_1);
+
+ while (adjust_mask) {
+ /* Adjust vertex attrib range and/or set W component = 1 */
+ const unsigned index = u_bit_scan(&adjust_mask);
+ struct src_register tmp;
+
+ /* allocate a temp reg */
+ tmp = src_register(SVGA3DREG_TEMP, emit->nr_hw_temp);
+ emit->nr_hw_temp++;
+
+ if (emit->key.vs.adjust_attrib_range & (1 << index)) {
+ /* The vertex input/attribute is supposed to be a signed value in
+ * the range [-1,1] but we actually fetched/converted it to the
+ * range [0,1]. This most likely happens when the app specifies a
+ * signed byte attribute but we interpreted it as unsigned bytes.
+ * See also svga_translate_vertex_format().
+ *
+ * Here, we emit some extra instructions to adjust
+ * the attribute values from [0,1] to [-1,1].
+ *
+ * The adjustment we implement is:
+ * new_attrib = attrib * 2.0;
+ * if (attrib >= 0.5)
+ * new_attrib = new_attrib - 2.0;
+ * This isn't exactly right (it's off by a bit or so) but close enough.
+ */
+ SVGA3dShaderDestToken pred_reg = dst_register(SVGA3DREG_PREDICATE, 0);
+
+ /* tmp = attrib * 2.0 */
+ if (!submit_op2(emit,
+ inst_token(SVGA3DOP_MUL),
+ dst(tmp),
+ emit->input_map[index],
+ get_two_immediate(emit)))
+ return FALSE;
+
+ /* pred = (attrib >= 0.5) */
+ if (!submit_op2(emit,
+ inst_token_setp(SVGA3DOPCOMP_GE),
+ pred_reg,
+ emit->input_map[index], /* vert attrib */
+ get_half_immediate(emit))) /* 0.5 */
+ return FALSE;
+
+ /* sub(pred) tmp, tmp, 2.0 */
+ if (!submit_op3(emit,
+ inst_token_predicated(SVGA3DOP_SUB),
+ dst(tmp),
+ src(pred_reg),
+ tmp,
+ get_two_immediate(emit)))
+ return FALSE;
+ }
+ else {
+ /* just copy the vertex input attrib to the temp register */
+ if (!submit_op1(emit,
+ inst_token(SVGA3DOP_MOV),
+ dst(tmp),
+ emit->input_map[index]))
+ return FALSE;
+ }
+
+ if (emit->key.vs.adjust_attrib_w_1 & (1 << index)) {
+ /* move 1 into W position of tmp */
+ if (!submit_op1(emit,
+ inst_token(SVGA3DOP_MOV),
+ writemask(dst(tmp), TGSI_WRITEMASK_W),
+ get_one_immediate(emit)))
+ return FALSE;
+ }
+
+ /* Reassign the input_map entry to the new tmp register */
+ emit->input_map[index] = tmp;
+ }
+
+ return TRUE;
+}
- if (emit->unit == PIPE_SHADER_FRAGMENT) {
- if (!emit->use_sm30)
- return TRUE;
- if (emit->key.fkey.light_twoside)
+/**
+ * Determine if we need to create the "common" immediate value which is
+ * used for generating useful vector constants such as {0,0,0,0} and
+ * {1,1,1,1}.
+ * We could just do this all the time except that we want to conserve
+ * registers whenever possible.
+ */
+static boolean
+needs_to_create_common_immediate(const struct svga_shader_emitter *emit)
+{
+ unsigned i;
+
+ if (emit->unit == PIPE_SHADER_FRAGMENT) {
+ if (emit->key.fs.light_twoside)
return TRUE;
- if (emit->key.fkey.white_fragments)
+ if (emit->key.fs.white_fragments)
return TRUE;
if (emit->emit_frontface)
return TRUE;
if (emit->info.opcode_count[TGSI_OPCODE_DST] >= 1 ||
+ emit->info.opcode_count[TGSI_OPCODE_SSG] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_LIT] >= 1)
return TRUE;
+
+ if (emit->inverted_texcoords)
+ return TRUE;
+
+ /* look for any PIPE_SWIZZLE_0/ONE terms */
+ for (i = 0; i < emit->key.num_textures; i++) {
+ if (emit->key.tex[i].swizzle_r > PIPE_SWIZZLE_W ||
+ emit->key.tex[i].swizzle_g > PIPE_SWIZZLE_W ||
+ emit->key.tex[i].swizzle_b > PIPE_SWIZZLE_W ||
+ emit->key.tex[i].swizzle_a > PIPE_SWIZZLE_W)
+ return TRUE;
+ }
+
+ for (i = 0; i < emit->key.num_textures; i++) {
+ if (emit->key.tex[i].compare_mode
+ == PIPE_TEX_COMPARE_R_TO_TEXTURE)
+ return TRUE;
+ }
+ }
+ else if (emit->unit == PIPE_SHADER_VERTEX) {
+ if (emit->info.opcode_count[TGSI_OPCODE_CMP] >= 1)
+ return TRUE;
+ if (emit->key.vs.adjust_attrib_range ||
+ emit->key.vs.adjust_attrib_w_1)
+ return TRUE;
}
if (emit->info.opcode_count[TGSI_OPCODE_IF] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_BGNLOOP] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_DDX] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_DDY] >= 1 ||
+ emit->info.opcode_count[TGSI_OPCODE_ROUND] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SGE] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SGT] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SLE] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SEQ] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_EXP] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_LOG] >= 1 ||
- emit->info.opcode_count[TGSI_OPCODE_XPD] >= 1 ||
- emit->info.opcode_count[TGSI_OPCODE_KILP] >= 1)
+ emit->info.opcode_count[TGSI_OPCODE_KILL] >= 1)
return TRUE;
- for (i = 0; i < emit->key.fkey.num_textures; i++) {
- if (emit->key.fkey.tex[i].compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE)
- return TRUE;
- }
-
return FALSE;
}
-static INLINE boolean
-needs_to_create_loop_const( struct svga_shader_emitter *emit )
+
+/**
+ * Do we need to create a looping constant?
+ */
+static boolean
+needs_to_create_loop_const(const struct svga_shader_emitter *emit)
{
return (emit->info.opcode_count[TGSI_OPCODE_BGNLOOP] >= 1);
}
-static INLINE boolean
-needs_to_create_sincos_consts( struct svga_shader_emitter *emit )
-{
- return !emit->use_sm30 && (emit->info.opcode_count[TGSI_OPCODE_SIN] >= 1 ||
- emit->info.opcode_count[TGSI_OPCODE_COS] >= 1 ||
- emit->info.opcode_count[TGSI_OPCODE_SCS] >= 1);
-}
-static INLINE boolean
-needs_to_create_arl_consts( struct svga_shader_emitter *emit )
+static boolean
+needs_to_create_arl_consts(const struct svga_shader_emitter *emit)
{
return (emit->num_arl_consts > 0);
}
-static INLINE boolean
+
+static boolean
pre_parse_add_indirect( struct svga_shader_emitter *emit,
int num, int current_arl)
{
- int i;
+ unsigned i;
assert(num < 0);
for (i = 0; i < emit->num_arl_consts; ++i) {
return TRUE;
}
+
static boolean
pre_parse_instruction( struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
return TRUE;
}
+
static boolean
pre_parse_tokens( struct svga_shader_emitter *emit,
const struct tgsi_token *tokens )
return TRUE;
}
-static boolean svga_shader_emit_helpers( struct svga_shader_emitter *emit )
+static boolean
+svga_shader_emit_helpers(struct svga_shader_emitter *emit)
{
- if (needs_to_create_zero( emit )) {
- create_zero_immediate( emit );
+ if (needs_to_create_common_immediate( emit )) {
+ create_common_immediate( emit );
}
if (needs_to_create_loop_const( emit )) {
create_loop_const( emit );
}
- if (needs_to_create_sincos_consts( emit )) {
- create_sincos_consts( emit );
- }
if (needs_to_create_arl_consts( emit )) {
create_arl_consts( emit );
}
if (emit->unit == PIPE_SHADER_FRAGMENT) {
+ if (!svga_shader_emit_samplers_decl( emit ))
+ return FALSE;
+
if (!emit_ps_preamble( emit ))
return FALSE;
- if (emit->key.fkey.light_twoside) {
+ if (emit->key.fs.light_twoside) {
if (!emit_light_twoside( emit ))
return FALSE;
}
if (!emit_frontface( emit ))
return FALSE;
}
+ if (emit->inverted_texcoords) {
+ if (!emit_inverted_texcoords( emit ))
+ return FALSE;
+ }
+ }
+ else {
+ assert(emit->unit == PIPE_SHADER_VERTEX);
+ if (emit->key.vs.adjust_attrib_range) {
+ if (!emit_adjusted_vertex_attribs(emit) ||
+ emit->key.vs.adjust_attrib_w_1) {
+ return FALSE;
+ }
+ }
}
return TRUE;
}
-boolean svga_shader_emit_instructions( struct svga_shader_emitter *emit,
- const struct tgsi_token *tokens )
+
+/**
+ * This is the main entrypoint into the TGSI instruction translater.
+ * Translate TGSI shader tokens into an SVGA shader.
+ */
+boolean
+svga_shader_emit_instructions(struct svga_shader_emitter *emit,
+ const struct tgsi_token *tokens)
{
struct tgsi_parse_context parse;
+ const struct tgsi_token *new_tokens = NULL;
boolean ret = TRUE;
boolean helpers_emitted = FALSE;
unsigned line_nr = 0;
+ if (emit->unit == PIPE_SHADER_FRAGMENT && emit->key.fs.pstipple) {
+ unsigned unit;
+
+ new_tokens = util_pstipple_create_fragment_shader(tokens, &unit, 0,
+ TGSI_FILE_INPUT);
+
+ if (new_tokens) {
+ /* Setup texture state for stipple */
+ emit->sampler_target[unit] = TGSI_TEXTURE_2D;
+ emit->key.tex[unit].swizzle_r = TGSI_SWIZZLE_X;
+ emit->key.tex[unit].swizzle_g = TGSI_SWIZZLE_Y;
+ emit->key.tex[unit].swizzle_b = TGSI_SWIZZLE_Z;
+ emit->key.tex[unit].swizzle_a = TGSI_SWIZZLE_W;
+
+ emit->pstipple_sampler_unit = unit;
+
+ tokens = new_tokens;
+ }
+ }
+
tgsi_parse_init( &parse, tokens );
emit->internal_imm_count = 0;
break;
case TGSI_TOKEN_TYPE_DECLARATION:
- if (emit->use_sm30)
- ret = svga_translate_decl_sm30( emit, &parse.FullToken.FullDeclaration );
- else
- ret = svga_translate_decl_sm20( emit, &parse.FullToken.FullDeclaration );
+ ret = svga_translate_decl_sm30( emit, &parse.FullToken.FullDeclaration );
if (!ret)
goto done;
break;
-
+
case TGSI_TOKEN_TYPE_INSTRUCTION:
if (!helpers_emitted) {
if (!svga_shader_emit_helpers( emit ))
goto done;
helpers_emitted = TRUE;
}
- ret = svga_emit_instruction( emit,
+ ret = svga_emit_instruction( emit,
line_nr++,
&parse.FullToken.FullInstruction );
if (!ret)
default:
break;
}
-
+
reset_temp_regs( emit );
}
goto done;
done:
- assert(ret);
tgsi_parse_free( &parse );
+ if (new_tokens) {
+ tgsi_free_tokens(new_tokens);
+ }
+
return ret;
}
-