#include "ir_optimization.h"
#include "ast.h"
-extern "C" {
#include "main/mtypes.h"
-#include "main/shaderapi.h"
#include "main/shaderobj.h"
-#include "main/uniforms.h"
#include "program/hash_table.h"
+
+extern "C" {
+#include "main/shaderapi.h"
+#include "main/uniforms.h"
#include "program/prog_instruction.h"
#include "program/prog_optimize.h"
#include "program/prog_print.h"
#include "program/program.h"
-#include "program/prog_uniform.h"
#include "program/prog_parameter.h"
#include "program/sampler.h"
(1 << PROGRAM_CONSTANT) | \
(1 << PROGRAM_UNIFORM))
+/**
+ * Maximum number of temporary registers.
+ *
+ * It is too big for stack allocated arrays -- it will cause stack overflow on
+ * Windows and likely Mac OS X.
+ */
#define MAX_TEMPS 4096
+/* will be 4 for GLSL 4.00 */
+#define MAX_GLSL_TEXTURE_OFFSET 1
+
class st_src_reg;
class st_dst_reg;
int sampler; /**< sampler index */
int tex_target; /**< One of TEXTURE_*_INDEX */
GLboolean tex_shadow;
+ struct tgsi_texture_offset tex_offsets[MAX_GLSL_TEXTURE_OFFSET];
+ unsigned tex_offset_num_offset;
int dead_mask; /**< Used in dead code elimination */
class function_entry *function; /* Set on TGSI_OPCODE_CAL or TGSI_OPCODE_BGNSUB */
void emit_scalar(ir_instruction *ir, unsigned op,
st_dst_reg dst, st_src_reg src0, st_src_reg src1);
+ void try_emit_float_set(ir_instruction *ir, unsigned op, st_dst_reg dst);
+
void emit_arl(ir_instruction *ir, st_dst_reg dst, st_src_reg src0);
void emit_scs(ir_instruction *ir, unsigned op,
st_dst_reg dst, const st_src_reg &src);
- GLboolean try_emit_mad(ir_expression *ir,
- int mul_operand);
- GLboolean try_emit_sat(ir_expression *ir);
+ bool try_emit_mad(ir_expression *ir,
+ int mul_operand);
+ bool try_emit_mad_for_and_not(ir_expression *ir,
+ int mul_operand);
+ bool try_emit_sat(ir_expression *ir);
void emit_swz(ir_expression *ir);
inst->function = NULL;
- if (op == TGSI_OPCODE_ARL)
+ if (op == TGSI_OPCODE_ARL || op == TGSI_OPCODE_UARL)
this->num_address_regs = 1;
/* Update indirect addressing status used by TGSI */
}
this->instructions.push_tail(inst);
-
+
+ if (native_integers)
+ try_emit_float_set(ir, op, dst);
+
return inst;
}
return emit(ir, op, undef_dst, undef_src, undef_src, undef_src);
}
+ /**
+ * Emits the code to convert the result of float SET instructions to integers.
+ */
+void
+glsl_to_tgsi_visitor::try_emit_float_set(ir_instruction *ir, unsigned op,
+ st_dst_reg dst)
+{
+ if ((op == TGSI_OPCODE_SEQ ||
+ op == TGSI_OPCODE_SNE ||
+ op == TGSI_OPCODE_SGE ||
+ op == TGSI_OPCODE_SLT))
+ {
+ st_src_reg src = st_src_reg(dst);
+ src.negate = ~src.negate;
+ dst.type = GLSL_TYPE_FLOAT;
+ emit(ir, TGSI_OPCODE_F2I, dst, src);
+ }
+}
+
/**
* Determines whether to use an integer, unsigned integer, or float opcode
* based on the operands and input opcode, then emits the result.
- *
- * TODO: type checking for remaining TGSI opcodes
*/
unsigned
glsl_to_tgsi_visitor::get_opcode(ir_instruction *ir, unsigned op,
if (src0.type == GLSL_TYPE_FLOAT || src1.type == GLSL_TYPE_FLOAT)
type = GLSL_TYPE_FLOAT;
else if (native_integers)
- type = src0.type;
+ type = src0.type == GLSL_TYPE_BOOL ? GLSL_TYPE_INT : src0.type;
#define case4(c, f, i, u) \
case TGSI_OPCODE_##c: \
case3(SGE, ISGE, USGE);
case3(SLT, ISLT, USLT);
- case2iu(SHL, SHL);
case2iu(ISHR, USHR);
- case2iu(NOT, NOT);
- case2iu(AND, AND);
- case2iu(OR, OR);
- case2iu(XOR, XOR);
default: break;
}
glsl_to_tgsi_visitor::emit_arl(ir_instruction *ir,
st_dst_reg dst, st_src_reg src0)
{
- st_src_reg tmp = get_temp(glsl_type::float_type);
+ int op = TGSI_OPCODE_ARL;
- if (src0.type == GLSL_TYPE_INT)
- emit(NULL, TGSI_OPCODE_I2F, st_dst_reg(tmp), src0);
- else if (src0.type == GLSL_TYPE_UINT)
- emit(NULL, TGSI_OPCODE_U2F, st_dst_reg(tmp), src0);
- else
- tmp = src0;
-
- emit(NULL, TGSI_OPCODE_ARL, dst, tmp);
+ if (src0.type == GLSL_TYPE_INT || src0.type == GLSL_TYPE_UINT)
+ op = TGSI_OPCODE_UARL;
+
+ emit(NULL, op, dst, src0);
}
/**
}
}
-struct st_src_reg
+st_src_reg
glsl_to_tgsi_visitor::st_src_reg_for_float(float val)
{
st_src_reg src(PROGRAM_IMMEDIATE, -1, GLSL_TYPE_FLOAT);
return src;
}
-struct st_src_reg
+st_src_reg
glsl_to_tgsi_visitor::st_src_reg_for_int(int val)
{
st_src_reg src(PROGRAM_IMMEDIATE, -1, GLSL_TYPE_INT);
return src;
}
-struct st_src_reg
+st_src_reg
glsl_to_tgsi_visitor::st_src_reg_for_type(int type, int val)
{
if (native_integers)
fp->OriginUpperLeft = ir->origin_upper_left;
fp->PixelCenterInteger = ir->pixel_center_integer;
-
- } else if (strcmp(ir->name, "gl_FragDepth") == 0) {
- struct gl_fragment_program *fp = (struct gl_fragment_program *)this->prog;
- switch (ir->depth_layout) {
- case ir_depth_layout_none:
- fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE;
- break;
- case ir_depth_layout_any:
- fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY;
- break;
- case ir_depth_layout_greater:
- fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER;
- break;
- case ir_depth_layout_less:
- fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS;
- break;
- case ir_depth_layout_unchanged:
- fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED;
- break;
- default:
- assert(0);
- break;
- }
}
if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
}
}
- struct variable_storage *storage;
+ variable_storage *storage;
st_dst_reg dst;
if (i == ir->num_state_slots) {
/* We'll set the index later. */
}
}
-GLboolean
+bool
glsl_to_tgsi_visitor::try_emit_mad(ir_expression *ir, int mul_operand)
{
int nonmul_operand = 1 - mul_operand;
return true;
}
-GLboolean
+/**
+ * Emit MAD(a, -b, a) instead of AND(a, NOT(b))
+ *
+ * The logic values are 1.0 for true and 0.0 for false. Logical-and is
+ * implemented using multiplication, and logical-or is implemented using
+ * addition. Logical-not can be implemented as (true - x), or (1.0 - x).
+ * As result, the logical expression (a & !b) can be rewritten as:
+ *
+ * - a * !b
+ * - a * (1 - b)
+ * - (a * 1) - (a * b)
+ * - a + -(a * b)
+ * - a + (a * -b)
+ *
+ * This final expression can be implemented as a single MAD(a, -b, a)
+ * instruction.
+ */
+bool
+glsl_to_tgsi_visitor::try_emit_mad_for_and_not(ir_expression *ir, int try_operand)
+{
+ const int other_operand = 1 - try_operand;
+ st_src_reg a, b;
+
+ ir_expression *expr = ir->operands[try_operand]->as_expression();
+ if (!expr || expr->operation != ir_unop_logic_not)
+ return false;
+
+ ir->operands[other_operand]->accept(this);
+ a = this->result;
+ expr->operands[0]->accept(this);
+ b = this->result;
+
+ b.negate = ~b.negate;
+
+ this->result = get_temp(ir->type);
+ emit(ir, TGSI_OPCODE_MAD, st_dst_reg(this->result), a, b, a);
+
+ return true;
+}
+
+bool
glsl_to_tgsi_visitor::try_emit_sat(ir_expression *ir)
{
/* Saturates were only introduced to vertex programs in
if (try_emit_mad(ir, 0))
return;
}
+
+ /* Quick peephole: Emit OPCODE_MAD(-a, -b, a) instead of AND(a, NOT(b))
+ */
+ if (ir->operation == ir_binop_logic_and) {
+ if (try_emit_mad_for_and_not(ir, 1))
+ return;
+ if (try_emit_mad_for_and_not(ir, 0))
+ return;
+ }
+
if (try_emit_sat(ir))
return;
switch (ir->operation) {
case ir_unop_logic_not:
if (result_dst.type != GLSL_TYPE_FLOAT)
- emit(ir, TGSI_OPCODE_SEQ, result_dst, op[0], st_src_reg_for_type(result_dst.type, 0));
+ emit(ir, TGSI_OPCODE_NOT, result_dst, op[0]);
else {
/* Previously 'SEQ dst, src, 0.0' was used for this. However, many
* older GPUs implement SEQ using multiple instructions (i915 uses two
emit(ir, TGSI_OPCODE_SLT, result_dst, op[0], op[1]);
break;
case ir_binop_greater:
- emit(ir, TGSI_OPCODE_SGT, result_dst, op[0], op[1]);
+ emit(ir, TGSI_OPCODE_SLT, result_dst, op[1], op[0]);
break;
case ir_binop_lequal:
- emit(ir, TGSI_OPCODE_SLE, result_dst, op[0], op[1]);
+ emit(ir, TGSI_OPCODE_SGE, result_dst, op[1], op[0]);
break;
case ir_binop_gequal:
emit(ir, TGSI_OPCODE_SGE, result_dst, op[0], op[1]);
st_src_reg temp = get_temp(native_integers ?
glsl_type::get_instance(ir->operands[0]->type->base_type, 4, 1) :
glsl_type::vec4_type);
- assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
- emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
- /* After the dot-product, the value will be an integer on the
- * range [0,4]. Zero becomes 1.0, and positive values become zero.
- */
- emit_dp(ir, result_dst, temp, temp, vector_elements);
-
- if (result_dst.type == GLSL_TYPE_FLOAT) {
+ if (native_integers) {
+ st_dst_reg temp_dst = st_dst_reg(temp);
+ st_src_reg temp1 = st_src_reg(temp), temp2 = st_src_reg(temp);
+
+ emit(ir, TGSI_OPCODE_SEQ, st_dst_reg(temp), op[0], op[1]);
+
+ /* Emit 1-3 AND operations to combine the SEQ results. */
+ switch (ir->operands[0]->type->vector_elements) {
+ case 2:
+ break;
+ case 3:
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_YYYY;
+ temp2.swizzle = SWIZZLE_ZZZZ;
+ emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
+ break;
+ case 4:
+ temp_dst.writemask = WRITEMASK_X;
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_ZZZZ;
+ temp2.swizzle = SWIZZLE_WWWW;
+ emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
+ }
+
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_AND, result_dst, temp1, temp2);
+ } else {
+ emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
+
+ /* After the dot-product, the value will be an integer on the
+ * range [0,4]. Zero becomes 1.0, and positive values become zero.
+ */
+ emit_dp(ir, result_dst, temp, temp, vector_elements);
+
/* Negating the result of the dot-product gives values on the range
* [-4, 0]. Zero becomes 1.0, and negative values become zero.
* This is achieved using SGE.
st_src_reg sge_src = result_src;
sge_src.negate = ~sge_src.negate;
emit(ir, TGSI_OPCODE_SGE, result_dst, sge_src, st_src_reg_for_float(0.0));
- } else {
- /* The TGSI negate flag doesn't work for integers, so use SEQ 0
- * instead.
- */
- emit(ir, TGSI_OPCODE_SEQ, result_dst, result_src, st_src_reg_for_int(0));
}
} else {
emit(ir, TGSI_OPCODE_SEQ, result_dst, op[0], op[1]);
st_src_reg temp = get_temp(native_integers ?
glsl_type::get_instance(ir->operands[0]->type->base_type, 4, 1) :
glsl_type::vec4_type);
- assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
- /* After the dot-product, the value will be an integer on the
- * range [0,4]. Zero stays zero, and positive values become 1.0.
- */
- glsl_to_tgsi_instruction *const dp =
- emit_dp(ir, result_dst, temp, temp, vector_elements);
- if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
- result_dst.type == GLSL_TYPE_FLOAT) {
- /* The clamping to [0,1] can be done for free in the fragment
- * shader with a saturate.
- */
- dp->saturate = true;
- } else if (result_dst.type == GLSL_TYPE_FLOAT) {
- /* Negating the result of the dot-product gives values on the range
- * [-4, 0]. Zero stays zero, and negative values become 1.0. This
- * achieved using SLT.
- */
- st_src_reg slt_src = result_src;
- slt_src.negate = ~slt_src.negate;
- emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
+ if (native_integers) {
+ st_dst_reg temp_dst = st_dst_reg(temp);
+ st_src_reg temp1 = st_src_reg(temp), temp2 = st_src_reg(temp);
+
+ /* Emit 1-3 OR operations to combine the SNE results. */
+ switch (ir->operands[0]->type->vector_elements) {
+ case 2:
+ break;
+ case 3:
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_YYYY;
+ temp2.swizzle = SWIZZLE_ZZZZ;
+ emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
+ break;
+ case 4:
+ temp_dst.writemask = WRITEMASK_X;
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_ZZZZ;
+ temp2.swizzle = SWIZZLE_WWWW;
+ emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
+ }
+
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_OR, result_dst, temp1, temp2);
} else {
- emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
+ /* After the dot-product, the value will be an integer on the
+ * range [0,4]. Zero stays zero, and positive values become 1.0.
+ */
+ glsl_to_tgsi_instruction *const dp =
+ emit_dp(ir, result_dst, temp, temp, vector_elements);
+ if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
+ /* The clamping to [0,1] can be done for free in the fragment
+ * shader with a saturate.
+ */
+ dp->saturate = true;
+ } else {
+ /* Negating the result of the dot-product gives values on the range
+ * [-4, 0]. Zero stays zero, and negative values become 1.0. This
+ * achieved using SLT.
+ */
+ st_src_reg slt_src = result_src;
+ slt_src.negate = ~slt_src.negate;
+ emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
+ }
}
} else {
emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);
}
case ir_binop_logic_xor:
- emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);
+ if (native_integers)
+ emit(ir, TGSI_OPCODE_XOR, result_dst, op[0], op[1]);
+ else
+ emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);
break;
case ir_binop_logic_or: {
- /* After the addition, the value will be an integer on the
- * range [0,2]. Zero stays zero, and positive values become 1.0.
- */
- glsl_to_tgsi_instruction *add =
- emit(ir, TGSI_OPCODE_ADD, result_dst, op[0], op[1]);
- if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
- result_dst.type == GLSL_TYPE_FLOAT) {
- /* The clamping to [0,1] can be done for free in the fragment
- * shader with a saturate if floats are being used as boolean values.
- */
- add->saturate = true;
- } else if (result_dst.type == GLSL_TYPE_FLOAT) {
- /* Negating the result of the addition gives values on the range
- * [-2, 0]. Zero stays zero, and negative values become 1.0. This
- * is achieved using SLT.
+ if (native_integers) {
+ /* If integers are used as booleans, we can use an actual "or"
+ * instruction.
*/
- st_src_reg slt_src = result_src;
- slt_src.negate = ~slt_src.negate;
- emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
+ assert(native_integers);
+ emit(ir, TGSI_OPCODE_OR, result_dst, op[0], op[1]);
} else {
- /* Use an SNE on the result of the addition. Zero stays zero,
- * 1 stays 1, and 2 becomes 1.
+ /* After the addition, the value will be an integer on the
+ * range [0,2]. Zero stays zero, and positive values become 1.0.
*/
- emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
+ glsl_to_tgsi_instruction *add =
+ emit(ir, TGSI_OPCODE_ADD, result_dst, op[0], op[1]);
+ if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
+ /* The clamping to [0,1] can be done for free in the fragment
+ * shader with a saturate if floats are being used as boolean values.
+ */
+ add->saturate = true;
+ } else {
+ /* Negating the result of the addition gives values on the range
+ * [-2, 0]. Zero stays zero, and negative values become 1.0. This
+ * is achieved using SLT.
+ */
+ st_src_reg slt_src = result_src;
+ slt_src.negate = ~slt_src.negate;
+ emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
+ }
}
break;
}
case ir_binop_logic_and:
- /* the bool args are stored as float 0.0 or 1.0, so "mul" gives us "and". */
- emit(ir, TGSI_OPCODE_MUL, result_dst, op[0], op[1]);
+ /* If native integers are disabled, the bool args are stored as float 0.0
+ * or 1.0, so "mul" gives us "and". If they're enabled, just use the
+ * actual AND opcode.
+ */
+ if (native_integers)
+ emit(ir, TGSI_OPCODE_AND, result_dst, op[0], op[1]);
+ else
+ emit(ir, TGSI_OPCODE_MUL, result_dst, op[0], op[1]);
break;
case ir_binop_dot:
emit_scalar(ir, TGSI_OPCODE_RSQ, result_dst, op[0]);
break;
case ir_unop_i2f:
- case ir_unop_b2f:
if (native_integers) {
emit(ir, TGSI_OPCODE_I2F, result_dst, op[0]);
break;
}
+ /* fallthrough to next case otherwise */
+ case ir_unop_b2f:
+ if (native_integers) {
+ emit(ir, TGSI_OPCODE_AND, result_dst, op[0], st_src_reg_for_float(1.0));
+ break;
+ }
+ /* fallthrough to next case otherwise */
case ir_unop_i2u:
case ir_unop_u2i:
/* Converting between signed and unsigned integers is a no-op. */
- case ir_unop_b2i:
- /* Booleans are stored as integers (or floats in GLSL 1.20 and lower). */
result_src = op[0];
break;
+ case ir_unop_b2i:
+ if (native_integers) {
+ /* Booleans are stored as integers using ~0 for true and 0 for false.
+ * GLSL requires that int(bool) return 1 for true and 0 for false.
+ * This conversion is done with AND, but it could be done with NEG.
+ */
+ emit(ir, TGSI_OPCODE_AND, result_dst, op[0], st_src_reg_for_int(1));
+ } else {
+ /* Booleans and integers are both stored as floats when native
+ * integers are disabled.
+ */
+ result_src = op[0];
+ }
+ break;
case ir_unop_f2i:
if (native_integers)
emit(ir, TGSI_OPCODE_F2I, result_dst, op[0]);
emit(ir, TGSI_OPCODE_TRUNC, result_dst, op[0]);
break;
case ir_unop_f2b:
+ emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], st_src_reg_for_float(0.0));
+ break;
case ir_unop_i2b:
- emit(ir, TGSI_OPCODE_SNE, result_dst, op[0],
- st_src_reg_for_type(result_dst.type, 0));
+ if (native_integers)
+ emit(ir, TGSI_OPCODE_INEG, result_dst, op[0]);
+ else
+ emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], st_src_reg_for_float(0.0));
break;
case ir_unop_trunc:
emit(ir, TGSI_OPCODE_TRUNC, result_dst, op[0]);
break;
case ir_unop_bit_not:
- if (glsl_version >= 130) {
+ if (native_integers) {
emit(ir, TGSI_OPCODE_NOT, result_dst, op[0]);
break;
}
break;
}
case ir_binop_lshift:
- if (glsl_version >= 130) {
+ if (native_integers) {
emit(ir, TGSI_OPCODE_SHL, result_dst, op[0]);
break;
}
case ir_binop_rshift:
- if (glsl_version >= 130) {
+ if (native_integers) {
emit(ir, TGSI_OPCODE_ISHR, result_dst, op[0]);
break;
}
case ir_binop_bit_and:
- if (glsl_version >= 130) {
+ if (native_integers) {
emit(ir, TGSI_OPCODE_AND, result_dst, op[0]);
break;
}
case ir_binop_bit_xor:
- if (glsl_version >= 130) {
+ if (native_integers) {
emit(ir, TGSI_OPCODE_XOR, result_dst, op[0]);
break;
}
case ir_binop_bit_or:
- if (glsl_version >= 130) {
+ if (native_integers) {
emit(ir, TGSI_OPCODE_OR, result_dst, op[0]);
break;
}
entry = new(mem_ctx) variable_storage(var,
PROGRAM_INPUT,
var->location);
- if (this->prog->Target == GL_VERTEX_PROGRAM_ARB &&
- var->location >= VERT_ATTRIB_GENERIC0) {
- _mesa_add_attribute(this->prog->Attributes,
- var->name,
- _mesa_sizeof_glsl_type(var->type->gl_type),
- var->type->gl_type,
- var->location - VERT_ATTRIB_GENERIC0);
- }
break;
case ir_var_out:
assert(var->location != -1);
if (element_size == 1) {
index_reg = this->result;
} else {
- index_reg = get_temp(glsl_type::float_type);
+ index_reg = get_temp(native_integers ?
+ glsl_type::int_type : glsl_type::float_type);
emit(ir, TGSI_OPCODE_MUL, st_dst_reg(index_reg),
- this->result, st_src_reg_for_float(element_size));
+ this->result, st_src_reg_for_type(index_reg.type, element_size));
}
/* If there was already a relative address register involved, add the
* new and the old together to get the new offset.
*/
if (src.reladdr != NULL) {
- st_src_reg accum_reg = get_temp(glsl_type::float_type);
+ st_src_reg accum_reg = get_temp(native_integers ?
+ glsl_type::int_type : glsl_type::float_type);
emit(ir, TGSI_OPCODE_ADD, st_dst_reg(accum_reg),
index_reg, *src.reladdr);
for (i = 0; i < type_size(ir->lhs->type); i++) {
st_src_reg l_src = st_src_reg(l);
+ st_src_reg condition_temp = condition;
l_src.swizzle = swizzle_for_size(ir->lhs->type->vector_elements);
+ if (native_integers) {
+ /* This is necessary because TGSI's CMP instruction expects the
+ * condition to be a float, and we store booleans as integers.
+ * If TGSI had a UCMP instruction or similar, this extra
+ * instruction would not be necessary.
+ */
+ condition_temp = get_temp(glsl_type::vec4_type);
+ condition.negate = 0;
+ emit(ir, TGSI_OPCODE_I2F, st_dst_reg(condition_temp), condition);
+ condition_temp.swizzle = condition.swizzle;
+ }
+
if (switch_order) {
- emit(ir, TGSI_OPCODE_CMP, l, condition, l_src, r);
+ emit(ir, TGSI_OPCODE_CMP, l, condition_temp, l_src, r);
} else {
- emit(ir, TGSI_OPCODE_CMP, l, condition, r, l_src);
+ emit(ir, TGSI_OPCODE_CMP, l, condition_temp, r, l_src);
}
l.index++;
inst = (glsl_to_tgsi_instruction *)this->instructions.get_tail();
new_inst = emit(ir, inst->op, l, inst->src[0], inst->src[1], inst->src[2]);
new_inst->saturate = inst->saturate;
+ inst->dead_mask = inst->dst.writemask;
} else {
for (i = 0; i < type_size(ir->lhs->type); i++) {
emit(ir, TGSI_OPCODE_MOV, l, r);
void
glsl_to_tgsi_visitor::visit(ir_texture *ir)
{
- st_src_reg result_src, coord, lod_info, projector, dx, dy;
+ st_src_reg result_src, coord, lod_info, projector, dx, dy, offset;
st_dst_reg result_dst, coord_dst;
glsl_to_tgsi_instruction *inst = NULL;
unsigned opcode = TGSI_OPCODE_NOP;
- ir->coordinate->accept(this);
+ if (ir->coordinate) {
+ ir->coordinate->accept(this);
- /* Put our coords in a temp. We'll need to modify them for shadow,
- * projection, or LOD, so the only case we'd use it as is is if
- * we're doing plain old texturing. The optimization passes on
- * glsl_to_tgsi_visitor should handle cleaning up our mess in that case.
- */
- coord = get_temp(glsl_type::vec4_type);
- coord_dst = st_dst_reg(coord);
- emit(ir, TGSI_OPCODE_MOV, coord_dst, this->result);
+ /* Put our coords in a temp. We'll need to modify them for shadow,
+ * projection, or LOD, so the only case we'd use it as is is if
+ * we're doing plain old texturing. The optimization passes on
+ * glsl_to_tgsi_visitor should handle cleaning up our mess in that case.
+ */
+ coord = get_temp(glsl_type::vec4_type);
+ coord_dst = st_dst_reg(coord);
+ emit(ir, TGSI_OPCODE_MOV, coord_dst, this->result);
+ }
if (ir->projector) {
ir->projector->accept(this);
ir->lod_info.grad.dPdy->accept(this);
dy = this->result;
break;
- case ir_txf: /* TODO: use TGSI_OPCODE_TXF here */
- assert(!"GLSL 1.30 features unsupported");
+ case ir_txs:
+ opcode = TGSI_OPCODE_TXQ;
+ ir->lod_info.lod->accept(this);
+ lod_info = this->result;
+ break;
+ case ir_txf:
+ opcode = TGSI_OPCODE_TXF;
+ ir->lod_info.lod->accept(this);
+ lod_info = this->result;
+ if (ir->offset) {
+ ir->offset->accept(this);
+ offset = this->result;
+ }
break;
}
+ const glsl_type *sampler_type = ir->sampler->type;
+
if (ir->projector) {
if (opcode == TGSI_OPCODE_TEX) {
/* Slot the projector in as the last component of the coord. */
tmp_src = get_temp(glsl_type::vec4_type);
st_dst_reg tmp_dst = st_dst_reg(tmp_src);
+ /* Projective division not allowed for array samplers. */
+ assert(!sampler_type->sampler_array);
+
tmp_dst.writemask = WRITEMASK_Z;
emit(ir, TGSI_OPCODE_MOV, tmp_dst, this->result);
* coord.
*/
ir->shadow_comparitor->accept(this);
- coord_dst.writemask = WRITEMASK_Z;
+
+ /* XXX This will need to be updated for cubemap array samplers. */
+ if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_2D &&
+ sampler_type->sampler_array) {
+ coord_dst.writemask = WRITEMASK_W;
+ } else {
+ coord_dst.writemask = WRITEMASK_Z;
+ }
+
emit(ir, TGSI_OPCODE_MOV, coord_dst, this->result);
coord_dst.writemask = WRITEMASK_XYZW;
}
- if (opcode == TGSI_OPCODE_TXL || opcode == TGSI_OPCODE_TXB) {
+ if (opcode == TGSI_OPCODE_TXL || opcode == TGSI_OPCODE_TXB ||
+ opcode == TGSI_OPCODE_TXF) {
/* TGSI stores LOD or LOD bias in the last channel of the coords. */
coord_dst.writemask = WRITEMASK_W;
emit(ir, TGSI_OPCODE_MOV, coord_dst, lod_info);
if (opcode == TGSI_OPCODE_TXD)
inst = emit(ir, opcode, result_dst, coord, dx, dy);
- else
+ else if (opcode == TGSI_OPCODE_TXQ)
+ inst = emit(ir, opcode, result_dst, lod_info);
+ else if (opcode == TGSI_OPCODE_TXF) {
+ inst = emit(ir, opcode, result_dst, coord);
+ } else
inst = emit(ir, opcode, result_dst, coord);
if (ir->shadow_comparitor)
this->shader_program,
this->prog);
- const glsl_type *sampler_type = ir->sampler->type;
+ if (ir->offset) {
+ inst->tex_offset_num_offset = 1;
+ inst->tex_offsets[0].Index = offset.index;
+ inst->tex_offsets[0].File = offset.file;
+ inst->tex_offsets[0].SwizzleX = GET_SWZ(offset.swizzle, 0);
+ inst->tex_offsets[0].SwizzleY = GET_SWZ(offset.swizzle, 1);
+ inst->tex_offsets[0].SwizzleZ = GET_SWZ(offset.swizzle, 2);
+ }
switch (sampler_type->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_1D:
case GLSL_SAMPLER_DIM_BUF:
assert(!"FINISHME: Implement ARB_texture_buffer_object");
break;
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ inst->tex_target = TEXTURE_EXTERNAL_INDEX;
+ break;
default:
assert(!"Should not get here.");
}
_mesa_update_shader_textures_used(prog);
}
-
-/**
- * Check if the given vertex/fragment/shader program is within the
- * resource limits of the context (number of texture units, etc).
- * If any of those checks fail, record a linker error.
- *
- * XXX more checks are needed...
- */
-static void
-check_resources(const struct gl_context *ctx,
- struct gl_shader_program *shader_program,
- glsl_to_tgsi_visitor *prog,
- struct gl_program *proginfo)
-{
- switch (proginfo->Target) {
- case GL_VERTEX_PROGRAM_ARB:
- if (_mesa_bitcount(prog->samplers_used) >
- ctx->Const.MaxVertexTextureImageUnits) {
- fail_link(shader_program, "Too many vertex shader texture samplers");
- }
- if (proginfo->Parameters->NumParameters > MAX_UNIFORMS) {
- fail_link(shader_program, "Too many vertex shader constants");
- }
- break;
- case MESA_GEOMETRY_PROGRAM:
- if (_mesa_bitcount(prog->samplers_used) >
- ctx->Const.MaxGeometryTextureImageUnits) {
- fail_link(shader_program, "Too many geometry shader texture samplers");
- }
- if (proginfo->Parameters->NumParameters >
- MAX_GEOMETRY_UNIFORM_COMPONENTS / 4) {
- fail_link(shader_program, "Too many geometry shader constants");
- }
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- if (_mesa_bitcount(prog->samplers_used) >
- ctx->Const.MaxTextureImageUnits) {
- fail_link(shader_program, "Too many fragment shader texture samplers");
- }
- if (proginfo->Parameters->NumParameters > MAX_UNIFORMS) {
- fail_link(shader_program, "Too many fragment shader constants");
- }
- break;
- default:
- _mesa_problem(ctx, "unexpected program type in check_resources()");
- }
-}
-
-
-
-struct uniform_sort {
- struct gl_uniform *u;
- int pos;
-};
-
-/* The shader_program->Uniforms list is almost sorted in increasing
- * uniform->{Frag,Vert}Pos locations, but not quite when there are
- * uniforms shared between targets. We need to add parameters in
- * increasing order for the targets.
- */
-static int
-sort_uniforms(const void *a, const void *b)
-{
- struct uniform_sort *u1 = (struct uniform_sort *)a;
- struct uniform_sort *u2 = (struct uniform_sort *)b;
-
- return u1->pos - u2->pos;
-}
-
-/* Add the uniforms to the parameters. The linker chose locations
- * in our parameters lists (which weren't created yet), which the
- * uniforms code will use to poke values into our parameters list
- * when uniforms are updated.
- */
-static void
-add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
- struct gl_shader *shader,
- struct gl_program *prog)
-{
- unsigned int i;
- unsigned int next_sampler = 0, num_uniforms = 0;
- struct uniform_sort *sorted_uniforms;
-
- sorted_uniforms = ralloc_array(NULL, struct uniform_sort,
- shader_program->Uniforms->NumUniforms);
-
- for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) {
- struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i;
- int parameter_index = -1;
-
- switch (shader->Type) {
- case GL_VERTEX_SHADER:
- parameter_index = uniform->VertPos;
- break;
- case GL_FRAGMENT_SHADER:
- parameter_index = uniform->FragPos;
- break;
- case GL_GEOMETRY_SHADER:
- parameter_index = uniform->GeomPos;
- break;
- }
-
- /* Only add uniforms used in our target. */
- if (parameter_index != -1) {
- sorted_uniforms[num_uniforms].pos = parameter_index;
- sorted_uniforms[num_uniforms].u = uniform;
- num_uniforms++;
- }
- }
-
- qsort(sorted_uniforms, num_uniforms, sizeof(struct uniform_sort),
- sort_uniforms);
-
- for (i = 0; i < num_uniforms; i++) {
- struct gl_uniform *uniform = sorted_uniforms[i].u;
- int parameter_index = sorted_uniforms[i].pos;
- const glsl_type *type = uniform->Type;
- unsigned int size;
-
- if (type->is_vector() ||
- type->is_scalar()) {
- size = type->vector_elements;
- } else {
- size = type_size(type) * 4;
- }
-
- gl_register_file file;
- if (type->is_sampler() ||
- (type->is_array() && type->fields.array->is_sampler())) {
- file = PROGRAM_SAMPLER;
- } else {
- file = PROGRAM_UNIFORM;
- }
-
- GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
- uniform->Name);
-
- if (index < 0) {
- index = _mesa_add_parameter(prog->Parameters, file,
- uniform->Name, size, type->gl_type,
- NULL, NULL, 0x0);
-
- /* Sampler uniform values are stored in prog->SamplerUnits,
- * and the entry in that array is selected by this index we
- * store in ParameterValues[].
- */
- if (file == PROGRAM_SAMPLER) {
- for (unsigned int j = 0; j < size / 4; j++)
- prog->Parameters->ParameterValues[index + j][0].f = next_sampler++;
- }
-
- /* The location chosen in the Parameters list here (returned
- * from _mesa_add_uniform) has to match what the linker chose.
- */
- if (index != parameter_index) {
- fail_link(shader_program, "Allocation of uniform `%s' to target "
- "failed (%d vs %d)\n",
- uniform->Name, index, parameter_index);
- }
- }
- }
-
- ralloc_free(sorted_uniforms);
-}
-
static void
set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
struct gl_shader_program *shader_program,
element_type->matrix_columns,
element_type->vector_elements,
loc, 1, GL_FALSE, (GLfloat *)values);
- loc += element_type->matrix_columns;
} else {
_mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
values, element_type->gl_type);
- loc += type_size(element_type);
}
- }
-}
-static void
-set_uniform_initializers(struct gl_context *ctx,
- struct gl_shader_program *shader_program)
-{
- void *mem_ctx = NULL;
-
- for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
- struct gl_shader *shader = shader_program->_LinkedShaders[i];
-
- if (shader == NULL)
- continue;
-
- foreach_iter(exec_list_iterator, iter, *shader->ir) {
- ir_instruction *ir = (ir_instruction *)iter.get();
- ir_variable *var = ir->as_variable();
-
- if (!var || var->mode != ir_var_uniform || !var->constant_value)
- continue;
-
- if (!mem_ctx)
- mem_ctx = ralloc_context(NULL);
-
- set_uniform_initializer(ctx, mem_ctx, shader_program, var->name,
- var->type, var->constant_value);
- }
+ loc++;
}
-
- ralloc_free(mem_ctx);
}
/*
GLint outputMap[VERT_RESULT_MAX];
GLint outputTypes[VERT_RESULT_MAX];
GLuint numVaryingReads = 0;
- GLboolean usedTemps[MAX_TEMPS];
+ GLboolean *usedTemps;
GLuint firstTemp = 0;
+ usedTemps = new GLboolean[MAX_TEMPS];
+ if (!usedTemps) {
+ return;
+ }
_mesa_find_used_registers(prog, PROGRAM_TEMPORARY,
usedTemps, MAX_TEMPS);
}
}
+ delete [] usedTemps;
+
if (numVaryingReads == 0)
return; /* nothing to be done */
void
glsl_to_tgsi_visitor::simplify_cmp(void)
{
- unsigned tempWrites[MAX_TEMPS];
+ unsigned *tempWrites;
unsigned outputWrites[MAX_PROGRAM_OUTPUTS];
+ tempWrites = new unsigned[MAX_TEMPS];
+ if (!tempWrites) {
+ return;
+ }
memset(tempWrites, 0, sizeof(tempWrites));
memset(outputWrites, 0, sizeof(outputWrites));
inst->op == TGSI_OPCODE_END ||
inst->op == TGSI_OPCODE_ENDSUB ||
inst->op == TGSI_OPCODE_RET) {
- return;
+ break;
}
if (inst->dst.file == PROGRAM_OUTPUT) {
inst->src[0] = inst->src[1];
}
}
+
+ delete [] tempWrites;
}
/* Replaces all references to a temporary register index with another index. */
break;
case TGSI_OPCODE_ENDIF:
- --level;
- break;
-
case TGSI_OPCODE_ELSE:
- /* Clear all channels written inside the preceding if block from the
- * write array, but leave those that were not touched.
- *
- * FIXME: This destroys opportunities to remove dead code inside of
- * IF blocks that are followed by an ELSE block.
+ /* Promote the recorded level all channels written inside the preceding
+ * if or else block to the level above the if/else block.
*/
for (int r = 0; r < this->next_temp; r++) {
for (int c = 0; c < 4; c++) {
if (!writes[4 * r + c])
continue;
- if (write_level[4 * r + c] >= level)
- writes[4 * r + c] = NULL;
+ if (write_level[4 * r + c] == level)
+ write_level[4 * r + c] = level-1;
}
}
+
+ if(inst->op == TGSI_OPCODE_ENDIF)
+ --level;
+
break;
case TGSI_OPCODE_IF:
if (!inst->dead_mask || !inst->dst.writemask)
continue;
- else if (inst->dead_mask == inst->dst.writemask) {
+ else if ((inst->dst.writemask & ~inst->dead_mask) == 0) {
iter.remove();
delete inst;
removed++;
inst->sampler = 0;
inst->tex_target = TEXTURE_2D_INDEX;
- prog->InputsRead |= (1 << FRAG_ATTRIB_TEX0);
+ prog->InputsRead |= FRAG_BIT_TEX0;
prog->SamplersUsed |= (1 << 0); /* mark sampler 0 as used */
v->samplers_used |= (1 << 0);
src_regs[i].index = src0.index;
}
else if (src_regs[i].file == PROGRAM_INPUT)
- prog->InputsRead |= (1 << src_regs[i].index);
+ prog->InputsRead |= BITFIELD64_BIT(src_regs[i].index);
}
v->emit(NULL, inst->op, inst->dst, src_regs[0], src_regs[1], src_regs[2]);
/* Make modifications to fragment program info. */
prog->Parameters = _mesa_combine_parameter_lists(params,
original->prog->Parameters);
- prog->Attributes = _mesa_clone_parameter_list(original->prog->Attributes);
- prog->Varying = _mesa_clone_parameter_list(original->prog->Varying);
_mesa_free_parameter_list(params);
count_resources(v, prog);
fp->glsl_to_tgsi = v;
inst->sampler = samplerIndex;
inst->tex_target = TEXTURE_2D_INDEX;
- prog->InputsRead |= (1 << FRAG_ATTRIB_TEX0);
+ prog->InputsRead |= FRAG_BIT_TEX0;
prog->SamplersUsed |= (1 << samplerIndex); /* mark sampler as used */
v->samplers_used |= (1 << samplerIndex);
for (int i=0; i<3; i++) {
src_regs[i] = inst->src[i];
if (src_regs[i].file == PROGRAM_INPUT)
- prog->InputsRead |= (1 << src_regs[i].index);
+ prog->InputsRead |= BITFIELD64_BIT(src_regs[i].index);
}
v->emit(NULL, inst->op, inst->dst, src_regs[0], src_regs[1], src_regs[2]);
/* Make modifications to fragment program info. */
prog->Parameters = _mesa_clone_parameter_list(original->prog->Parameters);
- prog->Attributes = _mesa_clone_parameter_list(original->prog->Attributes);
- prog->Varying = _mesa_clone_parameter_list(original->prog->Varying);
count_resources(v, prog);
fp->glsl_to_tgsi = v;
}
/** Map Mesa's SYSTEM_VALUE_x to TGSI_SEMANTIC_x */
static unsigned mesa_sysval_to_semantic[SYSTEM_VALUE_MAX] = {
TGSI_SEMANTIC_FACE,
+ TGSI_SEMANTIC_VERTEXID,
TGSI_SEMANTIC_INSTANCEID
};
return src;
}
+static struct tgsi_texture_offset
+translate_tex_offset(struct st_translate *t,
+ const struct tgsi_texture_offset *in_offset)
+{
+ struct tgsi_texture_offset offset;
+
+ assert(in_offset->File == PROGRAM_IMMEDIATE);
+
+ offset.File = TGSI_FILE_IMMEDIATE;
+ offset.Index = in_offset->Index;
+ offset.SwizzleX = in_offset->SwizzleX;
+ offset.SwizzleY = in_offset->SwizzleY;
+ offset.SwizzleZ = in_offset->SwizzleZ;
+
+ return offset;
+}
+
static void
compile_tgsi_instruction(struct st_translate *t,
- const struct glsl_to_tgsi_instruction *inst)
+ const glsl_to_tgsi_instruction *inst)
{
struct ureg_program *ureg = t->ureg;
GLuint i;
struct ureg_dst dst[1];
struct ureg_src src[4];
+ struct tgsi_texture_offset texoffsets[MAX_GLSL_TEXTURE_OFFSET];
+
unsigned num_dst;
unsigned num_src;
case TGSI_OPCODE_TXD:
case TGSI_OPCODE_TXL:
case TGSI_OPCODE_TXP:
+ case TGSI_OPCODE_TXQ:
+ case TGSI_OPCODE_TXF:
src[num_src++] = t->samplers[inst->sampler];
+ for (i = 0; i < inst->tex_offset_num_offset; i++) {
+ texoffsets[i] = translate_tex_offset(t, &inst->tex_offsets[i]);
+ }
ureg_tex_insn(ureg,
inst->op,
dst, num_dst,
translate_texture_target(inst->tex_target, inst->tex_shadow),
+ texoffsets, inst->tex_offset_num_offset,
src, num_src);
return;
}
/**
- * Emit the TGSI instructions to adjust the WPOS pixel center convention
- * Basically, add (adjX, adjY) to the fragment position.
- */
-static void
-emit_adjusted_wpos(struct st_translate *t,
- const struct gl_program *program,
- float adjX, float adjY)
-{
- struct ureg_program *ureg = t->ureg;
- struct ureg_dst wpos_temp = ureg_DECL_temporary(ureg);
- struct ureg_src wpos_input = t->inputs[t->inputMapping[FRAG_ATTRIB_WPOS]];
-
- /* Note that we bias X and Y and pass Z and W through unchanged.
- * The shader might also use gl_FragCoord.w and .z.
- */
- ureg_ADD(ureg, wpos_temp, wpos_input,
- ureg_imm4f(ureg, adjX, adjY, 0.0f, 0.0f));
-
- t->inputs[t->inputMapping[FRAG_ATTRIB_WPOS]] = ureg_src(wpos_temp);
-}
-
-
-/**
- * Emit the TGSI instructions for inverting the WPOS y coordinate.
+ * Emit the TGSI instructions for inverting and adjusting WPOS.
* This code is unavoidable because it also depends on whether
* a FBO is bound (STATE_FB_WPOS_Y_TRANSFORM).
*/
static void
-emit_wpos_inversion(struct st_translate *t,
- const struct gl_program *program,
- bool invert)
+emit_wpos_adjustment( struct st_translate *t,
+ const struct gl_program *program,
+ boolean invert,
+ GLfloat adjX, GLfloat adjY[2])
{
struct ureg_program *ureg = t->ureg;
unsigned wposTransConst = _mesa_add_state_reference(program->Parameters,
wposTransformState);
- struct ureg_src wpostrans = ureg_DECL_constant(ureg, wposTransConst);
- struct ureg_dst wpos_temp;
+ struct ureg_src wpostrans = ureg_DECL_constant( ureg, wposTransConst );
+ struct ureg_dst wpos_temp = ureg_DECL_temporary( ureg );
struct ureg_src wpos_input = t->inputs[t->inputMapping[FRAG_ATTRIB_WPOS]];
- /* MOV wpos_temp, input[wpos]
- */
- if (wpos_input.File == TGSI_FILE_TEMPORARY)
- wpos_temp = ureg_dst(wpos_input);
- else {
- wpos_temp = ureg_DECL_temporary(ureg);
- ureg_MOV(ureg, wpos_temp, wpos_input);
+ /* First, apply the coordinate shift: */
+ if (adjX || adjY[0] || adjY[1]) {
+ if (adjY[0] != adjY[1]) {
+ /* Adjust the y coordinate by adjY[1] or adjY[0] respectively
+ * depending on whether inversion is actually going to be applied
+ * or not, which is determined by testing against the inversion
+ * state variable used below, which will be either +1 or -1.
+ */
+ struct ureg_dst adj_temp = ureg_DECL_temporary(ureg);
+
+ ureg_CMP(ureg, adj_temp,
+ ureg_scalar(wpostrans, invert ? 2 : 0),
+ ureg_imm4f(ureg, adjX, adjY[0], 0.0f, 0.0f),
+ ureg_imm4f(ureg, adjX, adjY[1], 0.0f, 0.0f));
+ ureg_ADD(ureg, wpos_temp, wpos_input, ureg_src(adj_temp));
+ } else {
+ ureg_ADD(ureg, wpos_temp, wpos_input,
+ ureg_imm4f(ureg, adjX, adjY[0], 0.0f, 0.0f));
+ }
+ wpos_input = ureg_src(wpos_temp);
+ } else {
+ /* MOV wpos_temp, input[wpos]
+ */
+ ureg_MOV( ureg, wpos_temp, wpos_input );
}
+ /* Now the conditional y flip: STATE_FB_WPOS_Y_TRANSFORM.xy/zw will be
+ * inversion/identity, or the other way around if we're drawing to an FBO.
+ */
if (invert) {
/* MAD wpos_temp.y, wpos_input, wpostrans.xxxx, wpostrans.yyyy
*/
- ureg_MAD(ureg,
- ureg_writemask(wpos_temp, TGSI_WRITEMASK_Y),
- wpos_input,
- ureg_scalar(wpostrans, 0),
- ureg_scalar(wpostrans, 1));
+ ureg_MAD( ureg,
+ ureg_writemask(wpos_temp, TGSI_WRITEMASK_Y ),
+ wpos_input,
+ ureg_scalar(wpostrans, 0),
+ ureg_scalar(wpostrans, 1));
} else {
/* MAD wpos_temp.y, wpos_input, wpostrans.zzzz, wpostrans.wwww
*/
- ureg_MAD(ureg,
- ureg_writemask(wpos_temp, TGSI_WRITEMASK_Y),
- wpos_input,
- ureg_scalar(wpostrans, 2),
- ureg_scalar(wpostrans, 3));
+ ureg_MAD( ureg,
+ ureg_writemask(wpos_temp, TGSI_WRITEMASK_Y ),
+ wpos_input,
+ ureg_scalar(wpostrans, 2),
+ ureg_scalar(wpostrans, 3));
}
/* Use wpos_temp as position input from here on:
const struct gl_fragment_program *fp =
(const struct gl_fragment_program *) program;
struct pipe_screen *pscreen = st->pipe->screen;
+ GLfloat adjX = 0.0f;
+ GLfloat adjY[2] = { 0.0f, 0.0f };
boolean invert = FALSE;
+ /* Query the pixel center conventions supported by the pipe driver and set
+ * adjX, adjY to help out if it cannot handle the requested one internally.
+ *
+ * The bias of the y-coordinate depends on whether y-inversion takes place
+ * (adjY[1]) or not (adjY[0]), which is in turn dependent on whether we are
+ * drawing to an FBO (causes additional inversion), and whether the the pipe
+ * driver origin and the requested origin differ (the latter condition is
+ * stored in the 'invert' variable).
+ *
+ * For height = 100 (i = integer, h = half-integer, l = lower, u = upper):
+ *
+ * center shift only:
+ * i -> h: +0.5
+ * h -> i: -0.5
+ *
+ * inversion only:
+ * l,i -> u,i: ( 0.0 + 1.0) * -1 + 100 = 99
+ * l,h -> u,h: ( 0.5 + 0.0) * -1 + 100 = 99.5
+ * u,i -> l,i: (99.0 + 1.0) * -1 + 100 = 0
+ * u,h -> l,h: (99.5 + 0.0) * -1 + 100 = 0.5
+ *
+ * inversion and center shift:
+ * l,i -> u,h: ( 0.0 + 0.5) * -1 + 100 = 99.5
+ * l,h -> u,i: ( 0.5 + 0.5) * -1 + 100 = 99
+ * u,i -> l,h: (99.0 + 0.5) * -1 + 100 = 0.5
+ * u,h -> l,i: (99.5 + 0.5) * -1 + 100 = 0
+ */
if (fp->OriginUpperLeft) {
/* Fragment shader wants origin in upper-left */
if (pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT)) {
if (fp->PixelCenterInteger) {
/* Fragment shader wants pixel center integer */
- if (pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER))
+ if (pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER)) {
/* the driver supports pixel center integer */
+ adjY[1] = 1.0f;
ureg_property_fs_coord_pixel_center(ureg, TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
- else if (pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER))
+ }
+ else if (pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER)) {
/* the driver supports pixel center half integer, need to bias X,Y */
- emit_adjusted_wpos(t, program, 0.5f, invert ? 0.5f : -0.5f);
+ adjX = -0.5f;
+ adjY[0] = -0.5f;
+ adjY[1] = 0.5f;
+ }
else
assert(0);
}
}
else if (pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER)) {
/* the driver supports pixel center integer, need to bias X,Y */
+ adjX = adjY[0] = adjY[1] = 0.5f;
ureg_property_fs_coord_pixel_center(ureg, TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
- emit_adjusted_wpos(t, program, 0.5f, invert ? -0.5f : 0.5f);
}
else
assert(0);
/* we invert after adjustment so that we avoid the MOV to temporary,
* and reuse the adjustment ADD instead */
- emit_wpos_inversion(t, program, invert);
+ emit_wpos_adjustment(t, program, invert, adjX, adjY);
}
/**
const ubyte outputSemanticIndex[],
boolean passthrough_edgeflags)
{
- struct st_translate translate, *t;
+ struct st_translate *t;
unsigned i;
enum pipe_error ret = PIPE_OK;
assert(numInputs <= Elements(t->inputs));
assert(numOutputs <= Elements(t->outputs));
- t = &translate;
+ t = CALLOC_STRUCT(st_translate);
+ if (!t) {
+ ret = PIPE_ERROR_OUT_OF_MEMORY;
+ goto out;
+ }
+
memset(t, 0, sizeof *t);
t->procType = procType;
interpMode[i]);
}
+ if (program->shader_program->FragDepthLayout != FRAG_DEPTH_LAYOUT_NONE) {
+ switch (program->shader_program->FragDepthLayout) {
+ case FRAG_DEPTH_LAYOUT_ANY:
+ ureg_property_fs_depth_layout(ureg, TGSI_FS_DEPTH_LAYOUT_ANY);
+ break;
+ case FRAG_DEPTH_LAYOUT_GREATER:
+ ureg_property_fs_depth_layout(ureg, TGSI_FS_DEPTH_LAYOUT_GREATER);
+ break;
+ case FRAG_DEPTH_LAYOUT_LESS:
+ ureg_property_fs_depth_layout(ureg, TGSI_FS_DEPTH_LAYOUT_LESS);
+ break;
+ case FRAG_DEPTH_LAYOUT_UNCHANGED:
+ ureg_property_fs_depth_layout(ureg, TGSI_FS_DEPTH_LAYOUT_UNCHANGED);
+ break;
+ default:
+ assert(0);
+ }
+ }
+
if (proginfo->InputsRead & FRAG_BIT_WPOS) {
/* Must do this after setting up t->inputs, and before
* emitting constant references, below:
break;
default:
assert(!"fragment shader outputs must be POSITION/STENCIL/COLOR");
- return PIPE_ERROR_BAD_INPUT;
+ ret = PIPE_ERROR_BAD_INPUT;
+ goto out;
}
}
}
}
out:
- FREE(t->insn);
- FREE(t->labels);
- FREE(t->constants);
- FREE(t->immediates);
+ if (t) {
+ FREE(t->insn);
+ FREE(t->labels);
+ FREE(t->constants);
+ FREE(t->immediates);
+
+ if (t->error) {
+ debug_printf("%s: translate error flag set\n", __FUNCTION__);
+ }
- if (t->error) {
- debug_printf("%s: translate error flag set\n", __FUNCTION__);
+ FREE(t);
}
return ret;
{
glsl_to_tgsi_visitor* v = new glsl_to_tgsi_visitor();
struct gl_program *prog;
+ struct pipe_screen * screen = st_context(ctx)->pipe->screen;
+ unsigned pipe_shader_type;
GLenum target;
const char *target_string;
bool progress;
case GL_VERTEX_SHADER:
target = GL_VERTEX_PROGRAM_ARB;
target_string = "vertex";
+ pipe_shader_type = PIPE_SHADER_VERTEX;
break;
case GL_FRAGMENT_SHADER:
target = GL_FRAGMENT_PROGRAM_ARB;
target_string = "fragment";
+ pipe_shader_type = PIPE_SHADER_FRAGMENT;
break;
case GL_GEOMETRY_SHADER:
target = GL_GEOMETRY_PROGRAM_NV;
target_string = "geometry";
+ pipe_shader_type = PIPE_SHADER_GEOMETRY;
break;
default:
assert(!"should not be reached");
if (!prog)
return NULL;
prog->Parameters = _mesa_new_parameter_list();
- prog->Varying = _mesa_new_parameter_list();
- prog->Attributes = _mesa_new_parameter_list();
v->ctx = ctx;
v->prog = prog;
v->shader_program = shader_program;
v->glsl_version = ctx->Const.GLSLVersion;
v->native_integers = ctx->Const.NativeIntegers;
- add_uniforms_to_parameters_list(shader_program, shader, prog);
+ _mesa_generate_parameters_list_for_uniforms(shader_program, shader,
+ prog->Parameters);
/* Emit intermediate IR for main(). */
visit_exec_list(shader->ir, v);
}
#endif
- /* Remove reads to output registers, and to varyings in vertex shaders. */
- v->remove_output_reads(PROGRAM_OUTPUT);
- if (target == GL_VERTEX_PROGRAM_ARB)
- v->remove_output_reads(PROGRAM_VARYING);
+ if (!screen->get_shader_param(screen, pipe_shader_type,
+ PIPE_SHADER_CAP_OUTPUT_READ)) {
+ /* Remove reads to output registers, and to varyings in vertex shaders. */
+ v->remove_output_reads(PROGRAM_OUTPUT);
+ if (target == GL_VERTEX_PROGRAM_ARB)
+ v->remove_output_reads(PROGRAM_VARYING);
+ }
/* Perform optimizations on the instructions in the glsl_to_tgsi_visitor. */
v->simplify_cmp();
_mesa_print_ir(shader->ir, NULL);
printf("\n");
printf("\n");
+ fflush(stdout);
}
prog->Instructions = NULL;
prog->NumInstructions = 0;
- do_set_program_inouts(shader->ir, prog);
+ do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER);
count_resources(v, prog);
- check_resources(ctx, shader_program, v, prog);
-
_mesa_reference_program(ctx, &shader->Program, prog);
+ /* This has to be done last. Any operation the can cause
+ * prog->ParameterValues to get reallocated (e.g., anything that adds a
+ * program constant) has to happen before creating this linkage.
+ */
+ _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
+ if (!shader_program->LinkStatus) {
+ return NULL;
+ }
+
struct st_vertex_program *stvp;
struct st_fragment_program *stfp;
struct st_geometry_program *stgp;
/* Lowering */
do_mat_op_to_vec(ir);
lower_instructions(ir, (MOD_TO_FRACT | DIV_TO_MUL_RCP | EXP_TO_EXP2
- | LOG_TO_LOG2
+ | LOG_TO_LOG2 | INT_DIV_TO_MUL_RCP
| ((options->EmitNoPow) ? POW_TO_EXP2 : 0)));
progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
- progress = do_common_optimization(ir, true, options->MaxUnrollIterations) || progress;
+ progress = do_common_optimization(ir, true, true,
+ options->MaxUnrollIterations)
+ || progress;
progress = lower_quadop_vector(ir, false) || progress;
- if (options->EmitNoIfs) {
+ if (options->MaxIfDepth == 0)
progress = lower_discard(ir) || progress;
- progress = lower_if_to_cond_assign(ir) || progress;
- }
+
+ progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
if (options->EmitNoNoise)
progress = lower_noise(ir) || progress;
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
if (linked_prog) {
- bool ok = true;
-
- switch (prog->_LinkedShaders[i]->Type) {
- case GL_VERTEX_SHADER:
- _mesa_reference_vertprog(ctx, &prog->VertexProgram,
- (struct gl_vertex_program *)linked_prog);
- ok = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
- linked_prog);
- break;
- case GL_FRAGMENT_SHADER:
- _mesa_reference_fragprog(ctx, &prog->FragmentProgram,
- (struct gl_fragment_program *)linked_prog);
- ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
- linked_prog);
- break;
- case GL_GEOMETRY_SHADER:
- _mesa_reference_geomprog(ctx, &prog->GeometryProgram,
- (struct gl_geometry_program *)linked_prog);
- ok = ctx->Driver.ProgramStringNotify(ctx, GL_GEOMETRY_PROGRAM_NV,
- linked_prog);
- break;
- }
- if (!ok) {
+ static const GLenum targets[] = {
+ GL_VERTEX_PROGRAM_ARB,
+ GL_FRAGMENT_PROGRAM_ARB,
+ GL_GEOMETRY_PROGRAM_NV
+ };
+
+ _mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
+ linked_prog);
+ if (!ctx->Driver.ProgramStringNotify(ctx, targets[i], linked_prog)) {
+ _mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
+ NULL);
+ _mesa_reference_program(ctx, &linked_prog, NULL);
return GL_FALSE;
}
}
return GL_TRUE;
}
-
-/**
- * Link a GLSL shader program. Called via glLinkProgram().
- */
-void
-st_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
-{
- unsigned int i;
-
- _mesa_clear_shader_program_data(ctx, prog);
-
- prog->LinkStatus = GL_TRUE;
-
- for (i = 0; i < prog->NumShaders; i++) {
- if (!prog->Shaders[i]->CompileStatus) {
- fail_link(prog, "linking with uncompiled shader");
- prog->LinkStatus = GL_FALSE;
- }
- }
-
- prog->Varying = _mesa_new_parameter_list();
- _mesa_reference_vertprog(ctx, &prog->VertexProgram, NULL);
- _mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
- _mesa_reference_geomprog(ctx, &prog->GeometryProgram, NULL);
-
- if (prog->LinkStatus) {
- link_shaders(ctx, prog);
- }
-
- if (prog->LinkStatus) {
- if (!ctx->Driver.LinkShader(ctx, prog)) {
- prog->LinkStatus = GL_FALSE;
- }
- }
-
- set_uniform_initializers(ctx, prog);
-
- if (ctx->Shader.Flags & GLSL_DUMP) {
- if (!prog->LinkStatus) {
- printf("GLSL shader program %d failed to link\n", prog->Name);
- }
-
- if (prog->InfoLog && prog->InfoLog[0] != 0) {
- printf("GLSL shader program %d info log:\n", prog->Name);
- printf("%s\n", prog->InfoLog);
- }
- }
-}
-
} /* extern "C" */