Merge branch '7.8' into master
[mesa.git] / src / gallium / drivers / r300 / r300_fs.c
1 /*
2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
3 * Joakim Sindholt <opensource@zhasha.com>
4 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * on the rights to use, copy, modify, merge, publish, distribute, sub
10 * license, and/or sell copies of the Software, and to permit persons to whom
11 * the Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
21 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
23 * USE OR OTHER DEALINGS IN THE SOFTWARE. */
24
25 #include "util/u_math.h"
26 #include "util/u_memory.h"
27
28 #include "tgsi/tgsi_dump.h"
29
30 #include "r300_context.h"
31 #include "r300_screen.h"
32 #include "r300_fs.h"
33 #include "r300_tgsi_to_rc.h"
34
35 #include "radeon_code.h"
36 #include "radeon_compiler.h"
37
38 /* Convert info about FS input semantics to r300_shader_semantics. */
39 void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
40 struct r300_shader_semantics* fs_inputs)
41 {
42 int i;
43 unsigned index;
44
45 r300_shader_semantics_reset(fs_inputs);
46
47 for (i = 0; i < info->num_inputs; i++) {
48 index = info->input_semantic_index[i];
49
50 switch (info->input_semantic_name[i]) {
51 case TGSI_SEMANTIC_COLOR:
52 assert(index < ATTR_COLOR_COUNT);
53 fs_inputs->color[index] = i;
54 break;
55
56 case TGSI_SEMANTIC_GENERIC:
57 assert(index < ATTR_GENERIC_COUNT);
58 fs_inputs->generic[index] = i;
59 break;
60
61 case TGSI_SEMANTIC_FOG:
62 assert(index == 0);
63 fs_inputs->fog = i;
64 break;
65
66 case TGSI_SEMANTIC_POSITION:
67 assert(index == 0);
68 fs_inputs->wpos = i;
69 break;
70
71 default:
72 assert(0);
73 }
74 }
75 }
76
77 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
78 struct r300_fragment_shader * fs)
79 {
80 unsigned i, colorbuf_count = 0;
81
82 /* Mark the outputs as not present initially */
83 compiler->OutputColor[0] = fs->info.num_outputs;
84 compiler->OutputColor[1] = fs->info.num_outputs;
85 compiler->OutputColor[2] = fs->info.num_outputs;
86 compiler->OutputColor[3] = fs->info.num_outputs;
87 compiler->OutputDepth = fs->info.num_outputs;
88
89 /* Now see where they really are. */
90 for(i = 0; i < fs->info.num_outputs; ++i) {
91 switch(fs->info.output_semantic_name[i]) {
92 case TGSI_SEMANTIC_COLOR:
93 compiler->OutputColor[colorbuf_count] = i;
94 colorbuf_count++;
95 break;
96 case TGSI_SEMANTIC_POSITION:
97 compiler->OutputDepth = i;
98 break;
99 }
100 }
101 }
102
103 static void allocate_hardware_inputs(
104 struct r300_fragment_program_compiler * c,
105 void (*allocate)(void * data, unsigned input, unsigned hwreg),
106 void * mydata)
107 {
108 struct r300_shader_semantics* inputs =
109 (struct r300_shader_semantics*)c->UserData;
110 int i, reg = 0;
111
112 /* Allocate input registers. */
113 for (i = 0; i < ATTR_COLOR_COUNT; i++) {
114 if (inputs->color[i] != ATTR_UNUSED) {
115 allocate(mydata, inputs->color[i], reg++);
116 }
117 }
118 for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
119 if (inputs->generic[i] != ATTR_UNUSED) {
120 allocate(mydata, inputs->generic[i], reg++);
121 }
122 }
123 if (inputs->fog != ATTR_UNUSED) {
124 allocate(mydata, inputs->fog, reg++);
125 }
126 if (inputs->wpos != ATTR_UNUSED) {
127 allocate(mydata, inputs->wpos, reg++);
128 }
129 }
130
131 static void get_compare_state(
132 struct r300_context* r300,
133 struct r300_fragment_program_external_state* state,
134 unsigned shadow_samplers)
135 {
136 struct r300_textures_state *texstate =
137 (struct r300_textures_state*)r300->textures_state.state;
138
139 memset(state, 0, sizeof(*state));
140
141 for (int i = 0; i < texstate->sampler_count; i++) {
142 struct r300_sampler_state* s = texstate->sampler_states[i];
143
144 if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
145 /* XXX Gallium doesn't provide us with any information regarding
146 * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
147 state->unit[i].depth_texture_mode = 0;
148
149 /* Fortunately, no need to translate this. */
150 state->unit[i].texture_compare_func = s->state.compare_func;
151 }
152 }
153 }
154
155 static void r300_translate_fragment_shader(
156 struct r300_context* r300,
157 struct r300_fragment_shader_code* shader)
158 {
159 struct r300_fragment_shader* fs = r300->fs;
160 struct r300_fragment_program_compiler compiler;
161 struct tgsi_to_rc ttr;
162 int wpos = fs->inputs.wpos;
163
164 /* Setup the compiler. */
165 memset(&compiler, 0, sizeof(compiler));
166 rc_init(&compiler.Base);
167 compiler.Base.Debug = DBG_ON(r300, DBG_FP);
168
169 compiler.code = &shader->code;
170 compiler.state = shader->compare_state;
171 compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500;
172 compiler.AllocateHwInputs = &allocate_hardware_inputs;
173 compiler.UserData = &fs->inputs;
174
175 find_output_registers(&compiler, fs);
176
177 if (compiler.Base.Debug) {
178 debug_printf("r300: Initial fragment program\n");
179 tgsi_dump(fs->state.tokens, 0);
180 }
181
182 /* Translate TGSI to our internal representation */
183 ttr.compiler = &compiler.Base;
184 ttr.info = &fs->info;
185 ttr.use_half_swizzles = TRUE;
186
187 r300_tgsi_to_rc(&ttr, fs->state.tokens);
188
189 fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
190
191 /**
192 * Transform the program to support WPOS.
193 *
194 * Introduce a small fragment at the start of the program that will be
195 * the only code that directly reads the WPOS input.
196 * All other code pieces that reference that input will be rewritten
197 * to read from a newly allocated temporary. */
198 if (wpos != ATTR_UNUSED) {
199 /* Moving the input to some other reg is not really necessary. */
200 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
201 }
202
203 /* Invoke the compiler */
204 r3xx_compile_fragment_program(&compiler);
205 if (compiler.Base.Error) {
206 /* XXX failover maybe? */
207 DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
208 compiler.Base.ErrorMsg);
209 assert(0);
210 abort();
211 }
212
213 /* And, finally... */
214 rc_destroy(&compiler.Base);
215 }
216
217 boolean r300_pick_fragment_shader(struct r300_context* r300)
218 {
219 struct r300_fragment_shader* fs = r300->fs;
220 struct r300_fragment_program_external_state state;
221 struct r300_fragment_shader_code* ptr;
222
223 if (!fs->first) {
224 /* Build the fragment shader for the first time. */
225 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
226
227 /* BTW shadow samplers will be known after the first translation,
228 * therefore we set ~0, which means it should look at all sampler
229 * states. This choice doesn't have any impact on the correctness. */
230 get_compare_state(r300, &fs->shader->compare_state, ~0);
231 r300_translate_fragment_shader(r300, fs->shader);
232 return TRUE;
233
234 } else if (fs->shadow_samplers) {
235 get_compare_state(r300, &state, fs->shadow_samplers);
236
237 /* Check if the currently-bound shader has been compiled
238 * with the texture-compare state we need. */
239 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
240 /* Search for the right shader. */
241 ptr = fs->first;
242 while (ptr) {
243 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
244 fs->shader = ptr;
245 return TRUE;
246 }
247 ptr = ptr->next;
248 }
249
250 /* Not found, gotta compile a new one. */
251 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
252 ptr->next = fs->first;
253 fs->first = fs->shader = ptr;
254
255 ptr->compare_state = state;
256 r300_translate_fragment_shader(r300, ptr);
257 return TRUE;
258 }
259 }
260
261 return FALSE;
262 }