2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
3 * Joakim Sindholt <opensource@zhasha.com>
4 * Copyright 2009 Marek Olšák <maraeo@gmail.com>
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:
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
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. */
25 #include "util/u_math.h"
26 #include "util/u_memory.h"
28 #include "tgsi/tgsi_dump.h"
30 #include "r300_context.h"
31 #include "r300_screen.h"
33 #include "r300_tgsi_to_rc.h"
35 #include "radeon_code.h"
36 #include "radeon_compiler.h"
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
)
45 r300_shader_semantics_reset(fs_inputs
);
47 for (i
= 0; i
< info
->num_inputs
; i
++) {
48 index
= info
->input_semantic_index
[i
];
50 switch (info
->input_semantic_name
[i
]) {
51 case TGSI_SEMANTIC_COLOR
:
52 assert(index
<= ATTR_COLOR_COUNT
);
53 fs_inputs
->color
[index
] = i
;
56 case TGSI_SEMANTIC_GENERIC
:
57 assert(index
<= ATTR_GENERIC_COUNT
);
58 fs_inputs
->generic
[index
] = i
;
61 case TGSI_SEMANTIC_FOG
:
66 case TGSI_SEMANTIC_POSITION
:
77 static void find_output_registers(struct r300_fragment_program_compiler
* compiler
,
78 struct r300_fragment_shader
* fs
)
82 /* Mark the outputs as not present initially */
83 compiler
->OutputColor
= fs
->info
.num_outputs
;
84 compiler
->OutputDepth
= fs
->info
.num_outputs
;
86 /* Now see where they really are. */
87 for(i
= 0; i
< fs
->info
.num_outputs
; ++i
) {
88 switch(fs
->info
.output_semantic_name
[i
]) {
89 case TGSI_SEMANTIC_COLOR
:
90 compiler
->OutputColor
= i
;
92 case TGSI_SEMANTIC_POSITION
:
93 compiler
->OutputDepth
= i
;
99 static void allocate_hardware_inputs(
100 struct r300_fragment_program_compiler
* c
,
101 void (*allocate
)(void * data
, unsigned input
, unsigned hwreg
),
104 struct r300_shader_semantics
* inputs
=
105 (struct r300_shader_semantics
*)c
->UserData
;
108 /* Allocate input registers. */
109 for (i
= 0; i
< ATTR_COLOR_COUNT
; i
++) {
110 if (inputs
->color
[i
] != ATTR_UNUSED
) {
111 allocate(mydata
, inputs
->color
[i
], reg
++);
114 for (i
= 0; i
< ATTR_GENERIC_COUNT
; i
++) {
115 if (inputs
->generic
[i
] != ATTR_UNUSED
) {
116 allocate(mydata
, inputs
->generic
[i
], reg
++);
119 if (inputs
->fog
!= ATTR_UNUSED
) {
120 allocate(mydata
, inputs
->fog
, reg
++);
122 if (inputs
->wpos
!= ATTR_UNUSED
) {
123 allocate(mydata
, inputs
->wpos
, reg
++);
127 static void get_compare_state(
128 struct r300_context
* r300
,
129 struct r300_fragment_program_external_state
* state
,
130 unsigned shadow_samplers
)
132 memset(state
, 0, sizeof(*state
));
134 for (int i
= 0; i
< r300
->sampler_count
; i
++) {
135 struct r300_sampler_state
* s
= r300
->sampler_states
[i
];
137 if (s
&& s
->state
.compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE
) {
138 /* XXX Gallium doesn't provide us with any information regarding
139 * this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
140 state
->unit
[i
].depth_texture_mode
= 0;
142 /* Fortunately, no need to translate this. */
143 state
->unit
[i
].texture_compare_func
= s
->state
.compare_func
;
148 static void r300_translate_fragment_shader(
149 struct r300_context
* r300
,
150 struct r300_fragment_shader_code
* shader
)
152 struct r300_fragment_shader
* fs
= r300
->fs
;
153 struct r300_fragment_program_compiler compiler
;
154 struct tgsi_to_rc ttr
;
155 int wpos
= fs
->inputs
.wpos
;
157 /* Setup the compiler. */
158 memset(&compiler
, 0, sizeof(compiler
));
159 rc_init(&compiler
.Base
);
160 compiler
.Base
.Debug
= DBG_ON(r300
, DBG_FP
);
162 compiler
.code
= &shader
->code
;
163 compiler
.state
= shader
->compare_state
;
164 compiler
.is_r500
= r300_screen(r300
->context
.screen
)->caps
->is_r500
;
165 compiler
.AllocateHwInputs
= &allocate_hardware_inputs
;
166 compiler
.UserData
= &fs
->inputs
;
168 find_output_registers(&compiler
, fs
);
170 if (compiler
.Base
.Debug
) {
171 debug_printf("r300: Initial fragment program\n");
172 tgsi_dump(fs
->state
.tokens
, 0);
175 /* Translate TGSI to our internal representation */
176 ttr
.compiler
= &compiler
.Base
;
177 ttr
.info
= &fs
->info
;
179 r300_tgsi_to_rc(&ttr
, fs
->state
.tokens
);
181 fs
->shadow_samplers
= compiler
.Base
.Program
.ShadowSamplers
;
184 * Transform the program to support WPOS.
186 * Introduce a small fragment at the start of the program that will be
187 * the only code that directly reads the WPOS input.
188 * All other code pieces that reference that input will be rewritten
189 * to read from a newly allocated temporary. */
190 if (wpos
!= ATTR_UNUSED
) {
191 /* Moving the input to some other reg is not really necessary. */
192 rc_transform_fragment_wpos(&compiler
.Base
, wpos
, wpos
, TRUE
);
195 /* Invoke the compiler */
196 r3xx_compile_fragment_program(&compiler
);
197 if (compiler
.Base
.Error
) {
198 /* XXX failover maybe? */
199 DBG(r300
, DBG_FP
, "r300: Error compiling fragment program: %s\n",
200 compiler
.Base
.ErrorMsg
);
204 /* And, finally... */
205 rc_destroy(&compiler
.Base
);
208 boolean
r300_pick_fragment_shader(struct r300_context
* r300
)
210 struct r300_fragment_shader
* fs
= r300
->fs
;
211 struct r300_fragment_program_external_state state
;
212 struct r300_fragment_shader_code
* ptr
;
215 /* Build the fragment shader for the first time. */
216 fs
->first
= fs
->shader
= CALLOC_STRUCT(r300_fragment_shader_code
);
218 /* BTW shadow samplers will be known after the first translation,
219 * therefore we set ~0, which means it should look at all sampler
220 * states. This choice doesn't have any impact on the correctness. */
221 get_compare_state(r300
, &fs
->shader
->compare_state
, ~0);
222 r300_translate_fragment_shader(r300
, fs
->shader
);
225 } else if (fs
->shadow_samplers
) {
226 get_compare_state(r300
, &state
, fs
->shadow_samplers
);
228 /* Check if the currently-bound shader has been compiled
229 * with the texture-compare state we need. */
230 if (memcmp(&fs
->shader
->compare_state
, &state
, sizeof(state
)) != 0) {
231 /* Search for the right shader. */
234 if (memcmp(&ptr
->compare_state
, &state
, sizeof(state
)) == 0) {
241 /* Not found, gotta compile a new one. */
242 ptr
= CALLOC_STRUCT(r300_fragment_shader_code
);
243 ptr
->next
= fs
->first
;
244 fs
->first
= fs
->shader
= ptr
;
246 ptr
->compare_state
= state
;
247 r300_translate_fragment_shader(r300
, ptr
);