X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fr300%2Fr300_fs.c;h=ae4c62b2f1d830ad4cd1feb4c1f51387c345ce19;hb=ca0e88ce9298516087825758dd97dd0636d9f19c;hp=79b01bb4dc26ce97534c915f9dc015647b4ea792;hpb=eaa3a025da18a0b7f25460f86bb4afcd08017dfe;p=mesa.git diff --git a/src/gallium/drivers/r300/r300_fs.c b/src/gallium/drivers/r300/r300_fs.c index 79b01bb4dc2..ae4c62b2f1d 100644 --- a/src/gallium/drivers/r300/r300_fs.c +++ b/src/gallium/drivers/r300/r300_fs.c @@ -22,6 +22,9 @@ * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ +#include "util/u_math.h" +#include "util/u_memory.h" + #include "tgsi/tgsi_dump.h" #include "r300_context.h" @@ -33,8 +36,8 @@ #include "radeon_compiler.h" /* Convert info about FS input semantics to r300_shader_semantics. */ -static void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, - struct r300_shader_semantics* fs_inputs) +void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, + struct r300_shader_semantics* fs_inputs) { int i; unsigned index; @@ -46,12 +49,12 @@ static void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, switch (info->input_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: - assert(index <= ATTR_COLOR_COUNT); + assert(index < ATTR_COLOR_COUNT); fs_inputs->color[index] = i; break; case TGSI_SEMANTIC_GENERIC: - assert(index <= ATTR_GENERIC_COUNT); + assert(index < ATTR_GENERIC_COUNT); fs_inputs->generic[index] = i; break; @@ -60,27 +63,35 @@ static void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, fs_inputs->fog = i; break; + case TGSI_SEMANTIC_POSITION: + assert(index == 0); + fs_inputs->wpos = i; + break; + default: assert(0); } } } - static void find_output_registers(struct r300_fragment_program_compiler * compiler, struct r300_fragment_shader * fs) { - unsigned i; + unsigned i, colorbuf_count = 0; /* Mark the outputs as not present initially */ - compiler->OutputColor = fs->info.num_outputs; + compiler->OutputColor[0] = fs->info.num_outputs; + compiler->OutputColor[1] = fs->info.num_outputs; + compiler->OutputColor[2] = fs->info.num_outputs; + compiler->OutputColor[3] = fs->info.num_outputs; compiler->OutputDepth = fs->info.num_outputs; /* Now see where they really are. */ for(i = 0; i < fs->info.num_outputs; ++i) { switch(fs->info.output_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: - compiler->OutputColor = i; + compiler->OutputColor[colorbuf_count] = i; + colorbuf_count++; break; case TGSI_SEMANTIC_POSITION: compiler->OutputDepth = i; @@ -95,7 +106,7 @@ static void allocate_hardware_inputs( void * mydata) { struct r300_shader_semantics* inputs = - &((struct r300_fragment_shader*)c->UserData)->inputs; + (struct r300_shader_semantics*)c->UserData; int i, reg = 0; /* Allocate input registers. */ @@ -112,33 +123,51 @@ static void allocate_hardware_inputs( if (inputs->fog != ATTR_UNUSED) { allocate(mydata, inputs->fog, reg++); } + if (inputs->wpos != ATTR_UNUSED) { + allocate(mydata, inputs->wpos, reg++); + } } -void r300_translate_fragment_shader(struct r300_context* r300, - struct r300_fragment_shader* fs) +static void get_compare_state( + struct r300_context* r300, + struct r300_fragment_program_external_state* state, + unsigned shadow_samplers) { + memset(state, 0, sizeof(*state)); + + for (int i = 0; i < r300->sampler_count; i++) { + struct r300_sampler_state* s = r300->sampler_states[i]; + + if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { + /* XXX Gallium doesn't provide us with any information regarding + * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */ + state->unit[i].depth_texture_mode = 0; + + /* Fortunately, no need to translate this. */ + state->unit[i].texture_compare_func = s->state.compare_func; + } + } +} + +static void r300_translate_fragment_shader( + struct r300_context* r300, + struct r300_fragment_shader_code* shader) +{ + struct r300_fragment_shader* fs = r300->fs; struct r300_fragment_program_compiler compiler; struct tgsi_to_rc ttr; - - /* Initialize. */ - r300_shader_read_fs_inputs(&fs->info, &fs->inputs); + int wpos = fs->inputs.wpos; /* Setup the compiler. */ memset(&compiler, 0, sizeof(compiler)); rc_init(&compiler.Base); compiler.Base.Debug = DBG_ON(r300, DBG_FP); - compiler.code = &fs->code; + compiler.code = &shader->code; + compiler.state = shader->compare_state; compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500; compiler.AllocateHwInputs = &allocate_hardware_inputs; - compiler.UserData = fs; - - /* XXX: Program compilation depends on texture compare modes, - * which are sampler state. Therefore, programs need to be recompiled - * depending on this state as in the classic Mesa driver. - * - * This is not yet handled correctly. - */ + compiler.UserData = &fs->inputs; find_output_registers(&compiler, fs); @@ -150,9 +179,24 @@ void r300_translate_fragment_shader(struct r300_context* r300, /* Translate TGSI to our internal representation */ ttr.compiler = &compiler.Base; ttr.info = &fs->info; + ttr.use_half_swizzles = TRUE; r300_tgsi_to_rc(&ttr, fs->state.tokens); + fs->shadow_samplers = compiler.Base.Program.ShadowSamplers; + + /** + * Transform the program to support WPOS. + * + * Introduce a small fragment at the start of the program that will be + * the only code that directly reads the WPOS input. + * All other code pieces that reference that input will be rewritten + * to read from a newly allocated temporary. */ + if (wpos != ATTR_UNUSED) { + /* Moving the input to some other reg is not really necessary. */ + rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); + } + /* Invoke the compiler */ r3xx_compile_fragment_program(&compiler); if (compiler.Base.Error) { @@ -164,5 +208,51 @@ void r300_translate_fragment_shader(struct r300_context* r300, /* And, finally... */ rc_destroy(&compiler.Base); - fs->translated = TRUE; +} + +boolean r300_pick_fragment_shader(struct r300_context* r300) +{ + struct r300_fragment_shader* fs = r300->fs; + struct r300_fragment_program_external_state state; + struct r300_fragment_shader_code* ptr; + + if (!fs->first) { + /* Build the fragment shader for the first time. */ + fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code); + + /* BTW shadow samplers will be known after the first translation, + * therefore we set ~0, which means it should look at all sampler + * states. This choice doesn't have any impact on the correctness. */ + get_compare_state(r300, &fs->shader->compare_state, ~0); + r300_translate_fragment_shader(r300, fs->shader); + return TRUE; + + } else if (fs->shadow_samplers) { + get_compare_state(r300, &state, fs->shadow_samplers); + + /* Check if the currently-bound shader has been compiled + * with the texture-compare state we need. */ + if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) { + /* Search for the right shader. */ + ptr = fs->first; + while (ptr) { + if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { + fs->shader = ptr; + return TRUE; + } + ptr = ptr->next; + } + + /* Not found, gotta compile a new one. */ + ptr = CALLOC_STRUCT(r300_fragment_shader_code); + ptr->next = fs->first; + fs->first = fs->shader = ptr; + + ptr->compare_state = state; + r300_translate_fragment_shader(r300, ptr); + return TRUE; + } + } + + return FALSE; }