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