r300g: eliminate unused constants in FS
[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 #include "tgsi/tgsi_ureg.h"
30
31 #include "r300_cb.h"
32 #include "r300_context.h"
33 #include "r300_emit.h"
34 #include "r300_screen.h"
35 #include "r300_fs.h"
36 #include "r300_reg.h"
37 #include "r300_tgsi_to_rc.h"
38
39 #include "radeon_code.h"
40 #include "radeon_compiler.h"
41
42 /* Convert info about FS input semantics to r300_shader_semantics. */
43 void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
44 struct r300_shader_semantics* fs_inputs)
45 {
46 int i;
47 unsigned index;
48
49 r300_shader_semantics_reset(fs_inputs);
50
51 for (i = 0; i < info->num_inputs; i++) {
52 index = info->input_semantic_index[i];
53
54 switch (info->input_semantic_name[i]) {
55 case TGSI_SEMANTIC_COLOR:
56 assert(index < ATTR_COLOR_COUNT);
57 fs_inputs->color[index] = i;
58 break;
59
60 case TGSI_SEMANTIC_GENERIC:
61 assert(index < ATTR_GENERIC_COUNT);
62 fs_inputs->generic[index] = i;
63 break;
64
65 case TGSI_SEMANTIC_FOG:
66 assert(index == 0);
67 fs_inputs->fog = i;
68 break;
69
70 case TGSI_SEMANTIC_POSITION:
71 assert(index == 0);
72 fs_inputs->wpos = i;
73 break;
74
75 case TGSI_SEMANTIC_FACE:
76 assert(index == 0);
77 fs_inputs->face = i;
78 break;
79
80 default:
81 fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
82 info->input_semantic_name[i]);
83 }
84 }
85 }
86
87 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
88 struct r300_fragment_shader_code *shader)
89 {
90 unsigned i, colorbuf_count = 0;
91
92 /* Mark the outputs as not present initially */
93 compiler->OutputColor[0] = shader->info.num_outputs;
94 compiler->OutputColor[1] = shader->info.num_outputs;
95 compiler->OutputColor[2] = shader->info.num_outputs;
96 compiler->OutputColor[3] = shader->info.num_outputs;
97 compiler->OutputDepth = shader->info.num_outputs;
98
99 /* Now see where they really are. */
100 for(i = 0; i < shader->info.num_outputs; ++i) {
101 switch(shader->info.output_semantic_name[i]) {
102 case TGSI_SEMANTIC_COLOR:
103 compiler->OutputColor[colorbuf_count] = i;
104 colorbuf_count++;
105 break;
106 case TGSI_SEMANTIC_POSITION:
107 compiler->OutputDepth = i;
108 break;
109 }
110 }
111 }
112
113 static void allocate_hardware_inputs(
114 struct r300_fragment_program_compiler * c,
115 void (*allocate)(void * data, unsigned input, unsigned hwreg),
116 void * mydata)
117 {
118 struct r300_shader_semantics* inputs =
119 (struct r300_shader_semantics*)c->UserData;
120 int i, reg = 0;
121
122 /* Allocate input registers. */
123 for (i = 0; i < ATTR_COLOR_COUNT; i++) {
124 if (inputs->color[i] != ATTR_UNUSED) {
125 allocate(mydata, inputs->color[i], reg++);
126 }
127 }
128 if (inputs->face != ATTR_UNUSED) {
129 allocate(mydata, inputs->face, reg++);
130 }
131 for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
132 if (inputs->generic[i] != ATTR_UNUSED) {
133 allocate(mydata, inputs->generic[i], reg++);
134 }
135 }
136 if (inputs->fog != ATTR_UNUSED) {
137 allocate(mydata, inputs->fog, reg++);
138 }
139 if (inputs->wpos != ATTR_UNUSED) {
140 allocate(mydata, inputs->wpos, reg++);
141 }
142 }
143
144 static void get_external_state(
145 struct r300_context* r300,
146 struct r300_fragment_program_external_state* state)
147 {
148 struct r300_textures_state *texstate = r300->textures_state.state;
149 unsigned i;
150 unsigned char *swizzle;
151
152 for (i = 0; i < texstate->sampler_state_count; i++) {
153 struct r300_sampler_state* s = texstate->sampler_states[i];
154
155 if (!s) {
156 continue;
157 }
158
159 if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
160 state->unit[i].compare_mode_enabled = 1;
161
162 /* Pass depth texture swizzling to the compiler. */
163 if (texstate->sampler_views[i]) {
164 swizzle = texstate->sampler_views[i]->swizzle;
165
166 state->unit[i].depth_texture_swizzle =
167 RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
168 swizzle[2], swizzle[3]);
169 } else {
170 state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
171 }
172
173 /* Fortunately, no need to translate this. */
174 state->unit[i].texture_compare_func = s->state.compare_func;
175 }
176
177 state->unit[i].non_normalized_coords = !s->state.normalized_coords;
178
179 if (texstate->sampler_views[i]) {
180 struct r300_texture *t;
181 t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
182
183 /* XXX this should probably take into account STR, not just S. */
184 if (t->desc.is_npot) {
185 switch (s->state.wrap_s) {
186 case PIPE_TEX_WRAP_REPEAT:
187 state->unit[i].wrap_mode = RC_WRAP_REPEAT;
188 state->unit[i].fake_npot = TRUE;
189 break;
190
191 case PIPE_TEX_WRAP_MIRROR_REPEAT:
192 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
193 state->unit[i].fake_npot = TRUE;
194 break;
195
196 case PIPE_TEX_WRAP_MIRROR_CLAMP:
197 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
198 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
199 state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
200 state->unit[i].fake_npot = TRUE;
201 break;
202
203 default:
204 state->unit[i].wrap_mode = RC_WRAP_NONE;
205 break;
206 }
207 }
208 }
209 }
210 }
211
212 static void r300_translate_fragment_shader(
213 struct r300_context* r300,
214 struct r300_fragment_shader_code* shader,
215 const struct tgsi_token *tokens);
216
217 static void r300_dummy_fragment_shader(
218 struct r300_context* r300,
219 struct r300_fragment_shader_code* shader)
220 {
221 struct pipe_shader_state state;
222 struct ureg_program *ureg;
223 struct ureg_dst out;
224 struct ureg_src imm;
225
226 /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
227 ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
228 out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
229 imm = ureg_imm4f(ureg, 0, 0, 0, 1);
230
231 ureg_MOV(ureg, out, imm);
232 ureg_END(ureg);
233
234 state.tokens = ureg_finalize(ureg);
235
236 shader->dummy = TRUE;
237 r300_translate_fragment_shader(r300, shader, state.tokens);
238
239 ureg_destroy(ureg);
240 }
241
242 static void r300_emit_fs_code_to_buffer(
243 struct r300_context *r300,
244 struct r300_fragment_shader_code *shader)
245 {
246 struct rX00_fragment_program_code *generic_code = &shader->code;
247 unsigned imm_count = shader->immediates_count;
248 unsigned imm_first = shader->externals_count;
249 unsigned imm_end = generic_code->constants.Count;
250 struct rc_constant *constants = generic_code->constants.Constants;
251 unsigned i;
252 CB_LOCALS;
253
254 if (r300->screen->caps.is_r500) {
255 struct r500_fragment_program_code *code = &generic_code->code.r500;
256
257 shader->cb_code_size = 19 +
258 ((code->inst_end + 1) * 6) +
259 imm_count * 7 +
260 code->int_constant_count * 2;
261
262 NEW_CB(shader->cb_code, shader->cb_code_size);
263 OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
264 OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
265 OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
266 for(i = 0; i < code->int_constant_count; i++){
267 OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
268 code->int_constants[i]);
269 }
270 OUT_CB_REG(R500_US_CODE_RANGE,
271 R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
272 OUT_CB_REG(R500_US_CODE_OFFSET, 0);
273 OUT_CB_REG(R500_US_CODE_ADDR,
274 R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
275
276 OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
277 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
278 for (i = 0; i <= code->inst_end; i++) {
279 OUT_CB(code->inst[i].inst0);
280 OUT_CB(code->inst[i].inst1);
281 OUT_CB(code->inst[i].inst2);
282 OUT_CB(code->inst[i].inst3);
283 OUT_CB(code->inst[i].inst4);
284 OUT_CB(code->inst[i].inst5);
285 }
286
287 /* Emit immediates. */
288 if (imm_count) {
289 for(i = imm_first; i < imm_end; ++i) {
290 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
291 const float *data = constants[i].u.Immediate;
292
293 OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
294 R500_GA_US_VECTOR_INDEX_TYPE_CONST |
295 (i & R500_GA_US_VECTOR_INDEX_MASK));
296 OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
297 OUT_CB_TABLE(data, 4);
298 }
299 }
300 }
301 } else { /* r300 */
302 struct r300_fragment_program_code *code = &generic_code->code.r300;
303
304 shader->cb_code_size = 19 +
305 (r300->screen->caps.is_r400 ? 2 : 0) +
306 code->alu.length * 4 +
307 (code->tex.length ? (1 + code->tex.length) : 0) +
308 imm_count * 5;
309
310 NEW_CB(shader->cb_code, shader->cb_code_size);
311
312 if (r300->screen->caps.is_r400)
313 OUT_CB_REG(R400_US_CODE_BANK, 0);
314
315 OUT_CB_REG(R300_US_CONFIG, code->config);
316 OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
317 OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
318
319 OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
320 OUT_CB_TABLE(code->code_addr, 4);
321
322 OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, code->alu.length);
323 for (i = 0; i < code->alu.length; i++)
324 OUT_CB(code->alu.inst[i].rgb_inst);
325
326 OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, code->alu.length);
327 for (i = 0; i < code->alu.length; i++)
328 OUT_CB(code->alu.inst[i].rgb_addr);
329
330 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, code->alu.length);
331 for (i = 0; i < code->alu.length; i++)
332 OUT_CB(code->alu.inst[i].alpha_inst);
333
334 OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, code->alu.length);
335 for (i = 0; i < code->alu.length; i++)
336 OUT_CB(code->alu.inst[i].alpha_addr);
337
338 if (code->tex.length) {
339 OUT_CB_REG_SEQ(R300_US_TEX_INST_0, code->tex.length);
340 OUT_CB_TABLE(code->tex.inst, code->tex.length);
341 }
342
343 /* Emit immediates. */
344 if (imm_count) {
345 for(i = imm_first; i < imm_end; ++i) {
346 if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
347 const float *data = constants[i].u.Immediate;
348
349 OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
350 OUT_CB(pack_float24(data[0]));
351 OUT_CB(pack_float24(data[1]));
352 OUT_CB(pack_float24(data[2]));
353 OUT_CB(pack_float24(data[3]));
354 }
355 }
356 }
357 }
358
359 OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
360 OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
361 END_CB;
362 }
363
364 static void r300_translate_fragment_shader(
365 struct r300_context* r300,
366 struct r300_fragment_shader_code* shader,
367 const struct tgsi_token *tokens)
368 {
369 struct r300_fragment_program_compiler compiler;
370 struct tgsi_to_rc ttr;
371 int wpos, face;
372 unsigned i;
373
374 tgsi_scan_shader(tokens, &shader->info);
375 r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
376
377 wpos = shader->inputs.wpos;
378 face = shader->inputs.face;
379
380 /* Setup the compiler. */
381 memset(&compiler, 0, sizeof(compiler));
382 rc_init(&compiler.Base);
383 compiler.Base.Debug = DBG_ON(r300, DBG_FP);
384
385 compiler.code = &shader->code;
386 compiler.state = shader->compare_state;
387 compiler.Base.is_r500 = r300->screen->caps.is_r500;
388 compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : 32;
389 compiler.Base.remove_unused_constants = TRUE;
390 compiler.AllocateHwInputs = &allocate_hardware_inputs;
391 compiler.UserData = &shader->inputs;
392
393 find_output_registers(&compiler, shader);
394
395 if (compiler.Base.Debug) {
396 DBG(r300, DBG_FP, "r300: Initial fragment program\n");
397 tgsi_dump(tokens, 0);
398 }
399
400 /* Translate TGSI to our internal representation */
401 ttr.compiler = &compiler.Base;
402 ttr.info = &shader->info;
403 ttr.use_half_swizzles = TRUE;
404
405 r300_tgsi_to_rc(&ttr, tokens);
406
407 /**
408 * Transform the program to support WPOS.
409 *
410 * Introduce a small fragment at the start of the program that will be
411 * the only code that directly reads the WPOS input.
412 * All other code pieces that reference that input will be rewritten
413 * to read from a newly allocated temporary. */
414 if (wpos != ATTR_UNUSED) {
415 /* Moving the input to some other reg is not really necessary. */
416 rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
417 }
418
419 if (face != ATTR_UNUSED) {
420 rc_transform_fragment_face(&compiler.Base, face);
421 }
422
423 /* Invoke the compiler */
424 r3xx_compile_fragment_program(&compiler);
425
426 /* Shaders with zero instructions are invalid,
427 * use the dummy shader instead. */
428 if (shader->code.code.r500.inst_end == -1) {
429 rc_destroy(&compiler.Base);
430 r300_dummy_fragment_shader(r300, shader);
431 return;
432 }
433
434 if (compiler.Base.Error) {
435 fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
436 " instead.\n", compiler.Base.ErrorMsg);
437
438 if (shader->dummy) {
439 fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
440 "Giving up...\n");
441 abort();
442 }
443
444 rc_destroy(&compiler.Base);
445 r300_dummy_fragment_shader(r300, shader);
446 return;
447 }
448
449 /* Initialize numbers of constants for each type. */
450 shader->externals_count = 0;
451 for (i = 0;
452 i < shader->code.constants.Count &&
453 shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
454 shader->externals_count = i+1;
455 }
456 shader->immediates_count = 0;
457 shader->rc_state_count = 0;
458
459 for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
460 switch (shader->code.constants.Constants[i].Type) {
461 case RC_CONSTANT_IMMEDIATE:
462 ++shader->immediates_count;
463 break;
464 case RC_CONSTANT_STATE:
465 ++shader->rc_state_count;
466 break;
467 default:
468 assert(0);
469 }
470 }
471
472 /* Setup shader depth output. */
473 if (shader->code.writes_depth) {
474 shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
475 shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
476 } else {
477 shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
478 shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
479 }
480
481 /* And, finally... */
482 rc_destroy(&compiler.Base);
483
484 /* Build the command buffer. */
485 r300_emit_fs_code_to_buffer(r300, shader);
486 }
487
488 boolean r300_pick_fragment_shader(struct r300_context* r300)
489 {
490 struct r300_fragment_shader* fs = r300_fs(r300);
491 struct r300_fragment_program_external_state state = {{{ 0 }}};
492 struct r300_fragment_shader_code* ptr;
493
494 get_external_state(r300, &state);
495
496 if (!fs->first) {
497 /* Build the fragment shader for the first time. */
498 fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
499
500 memcpy(&fs->shader->compare_state, &state,
501 sizeof(struct r300_fragment_program_external_state));
502 r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
503 return TRUE;
504
505 } else {
506 /* Check if the currently-bound shader has been compiled
507 * with the texture-compare state we need. */
508 if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {
509 /* Search for the right shader. */
510 ptr = fs->first;
511 while (ptr) {
512 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
513 if (fs->shader != ptr) {
514 fs->shader = ptr;
515 return TRUE;
516 }
517 /* The currently-bound one is OK. */
518 return FALSE;
519 }
520 ptr = ptr->next;
521 }
522
523 /* Not found, gotta compile a new one. */
524 ptr = CALLOC_STRUCT(r300_fragment_shader_code);
525 ptr->next = fs->first;
526 fs->first = fs->shader = ptr;
527
528 ptr->compare_state = state;
529 r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
530 return TRUE;
531 }
532 }
533
534 return FALSE;
535 }