Merge remote branch 'origin/master' into nv50-compiler
[mesa.git] / src / gallium / drivers / r300 / r300_fs.c
index 116bb80007d252d11e13bcf6d5efd9fce0c547a1..9845e546109cb126f2d74d010007215c142d43e6 100644 (file)
 #include "util/u_memory.h"
 
 #include "tgsi/tgsi_dump.h"
+#include "tgsi/tgsi_ureg.h"
 
+#include "r300_cb.h"
 #include "r300_context.h"
+#include "r300_emit.h"
 #include "r300_screen.h"
 #include "r300_fs.h"
+#include "r300_reg.h"
 #include "r300_tgsi_to_rc.h"
 
 #include "radeon_code.h"
@@ -68,27 +72,33 @@ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info,
                 fs_inputs->wpos = i;
                 break;
 
+            case TGSI_SEMANTIC_FACE:
+                assert(index == 0);
+                fs_inputs->face = i;
+                break;
+
             default:
-                assert(0);
+                fprintf(stderr, "r300: FP: Unknown input semantic: %i\n",
+                        info->input_semantic_name[i]);
         }
     }
 }
 
 static void find_output_registers(struct r300_fragment_program_compiler * compiler,
-                                  struct r300_fragment_shader * fs)
+                                  struct r300_fragment_shader_code *shader)
 {
     unsigned i, colorbuf_count = 0;
 
     /* Mark the outputs as not present initially */
-    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;
+    compiler->OutputColor[0] = shader->info.num_outputs;
+    compiler->OutputColor[1] = shader->info.num_outputs;
+    compiler->OutputColor[2] = shader->info.num_outputs;
+    compiler->OutputColor[3] = shader->info.num_outputs;
+    compiler->OutputDepth = shader->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]) {
+    for(i = 0; i < shader->info.num_outputs; ++i) {
+        switch(shader->info.output_semantic_name[i]) {
             case TGSI_SEMANTIC_COLOR:
                 compiler->OutputColor[colorbuf_count] = i;
                 colorbuf_count++;
@@ -115,6 +125,9 @@ static void allocate_hardware_inputs(
             allocate(mydata, inputs->color[i], reg++);
         }
     }
+    if (inputs->face != ATTR_UNUSED) {
+        allocate(mydata, inputs->face, reg++);
+    }
     for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
         if (inputs->generic[i] != ATTR_UNUSED) {
             allocate(mydata, inputs->generic[i], reg++);
@@ -128,38 +141,241 @@ static void allocate_hardware_inputs(
     }
 }
 
-static void get_compare_state(
+static void get_external_state(
     struct r300_context* r300,
-    struct r300_fragment_program_external_state* state,
-    unsigned shadow_samplers)
+    struct r300_fragment_program_external_state* state)
 {
-    struct r300_textures_state *texstate =
-        (struct r300_textures_state*)r300->textures_state.state;
+    struct r300_textures_state *texstate = r300->textures_state.state;
+    unsigned i;
+    unsigned char *swizzle;
 
-    memset(state, 0, sizeof(*state));
-
-    for (int i = 0; i < texstate->sampler_count; i++) {
+    for (i = 0; i < texstate->sampler_state_count; i++) {
         struct r300_sampler_state* s = texstate->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;
+        if (!s) {
+            continue;
+        }
+
+        if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
+            state->unit[i].compare_mode_enabled = 1;
+
+            /* Pass depth texture swizzling to the compiler. */
+            if (texstate->sampler_views[i]) {
+                swizzle = texstate->sampler_views[i]->swizzle;
+
+                state->unit[i].depth_texture_swizzle =
+                    RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
+                                    swizzle[2], swizzle[3]);
+            } else {
+                state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
+            }
 
             /* Fortunately, no need to translate this. */
             state->unit[i].texture_compare_func = s->state.compare_func;
         }
+
+        state->unit[i].non_normalized_coords = !s->state.normalized_coords;
+
+        if (texstate->sampler_views[i]) {
+            struct r300_texture *t;
+            t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
+
+            /* XXX this should probably take into account STR, not just S. */
+            if (t->desc.is_npot) {
+                switch (s->state.wrap_s) {
+                    case PIPE_TEX_WRAP_REPEAT:
+                        state->unit[i].wrap_mode = RC_WRAP_REPEAT;
+                        state->unit[i].fake_npot = TRUE;
+                        break;
+
+                    case PIPE_TEX_WRAP_MIRROR_REPEAT:
+                        state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
+                        state->unit[i].fake_npot = TRUE;
+                        break;
+
+                    case PIPE_TEX_WRAP_MIRROR_CLAMP:
+                    case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
+                    case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
+                        state->unit[i].wrap_mode = RC_WRAP_MIRRORED_CLAMP;
+                        state->unit[i].fake_npot = TRUE;
+                        break;
+
+                    default:
+                        state->unit[i].wrap_mode = RC_WRAP_NONE;
+                        break;
+                }
+            }
+        }
     }
 }
 
 static void r300_translate_fragment_shader(
+    struct r300_context* r300,
+    struct r300_fragment_shader_code* shader,
+    const struct tgsi_token *tokens);
+
+static void r300_dummy_fragment_shader(
     struct r300_context* r300,
     struct r300_fragment_shader_code* shader)
 {
-    struct r300_fragment_shader* fs = r300->fs;
+    struct pipe_shader_state state;
+    struct ureg_program *ureg;
+    struct ureg_dst out;
+    struct ureg_src imm;
+
+    /* Make a simple fragment shader which outputs (0, 0, 0, 1) */
+    ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+    out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+    imm = ureg_imm4f(ureg, 0, 0, 0, 1);
+
+    ureg_MOV(ureg, out, imm);
+    ureg_END(ureg);
+
+    state.tokens = ureg_finalize(ureg);
+
+    shader->dummy = TRUE;
+    r300_translate_fragment_shader(r300, shader, state.tokens);
+
+    ureg_destroy(ureg);
+}
+
+static void r300_emit_fs_code_to_buffer(
+    struct r300_context *r300,
+    struct r300_fragment_shader_code *shader)
+{
+    struct rX00_fragment_program_code *generic_code = &shader->code;
+    unsigned imm_count = shader->immediates_count;
+    unsigned imm_first = shader->externals_count;
+    unsigned imm_end = generic_code->constants.Count;
+    struct rc_constant *constants = generic_code->constants.Constants;
+    unsigned i;
+    CB_LOCALS;
+
+    if (r300->screen->caps.is_r500) {
+        struct r500_fragment_program_code *code = &generic_code->code.r500;
+
+        shader->cb_code_size = 19 +
+                               ((code->inst_end + 1) * 6) +
+                               imm_count * 7 +
+                               code->int_constant_count * 2;
+
+        NEW_CB(shader->cb_code, shader->cb_code_size);
+        OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO);
+        OUT_CB_REG(R500_US_PIXSIZE, code->max_temp_idx);
+        OUT_CB_REG(R500_US_FC_CTRL, code->us_fc_ctrl);
+        for(i = 0; i < code->int_constant_count; i++){
+                OUT_CB_REG(R500_US_FC_INT_CONST_0 + (i * 4),
+                                                code->int_constants[i]);
+        }
+        OUT_CB_REG(R500_US_CODE_RANGE,
+                   R500_US_CODE_RANGE_ADDR(0) | R500_US_CODE_RANGE_SIZE(code->inst_end));
+        OUT_CB_REG(R500_US_CODE_OFFSET, 0);
+        OUT_CB_REG(R500_US_CODE_ADDR,
+                   R500_US_CODE_START_ADDR(0) | R500_US_CODE_END_ADDR(code->inst_end));
+
+        OUT_CB_REG(R500_GA_US_VECTOR_INDEX, R500_GA_US_VECTOR_INDEX_TYPE_INSTR);
+        OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, (code->inst_end + 1) * 6);
+        for (i = 0; i <= code->inst_end; i++) {
+            OUT_CB(code->inst[i].inst0);
+            OUT_CB(code->inst[i].inst1);
+            OUT_CB(code->inst[i].inst2);
+            OUT_CB(code->inst[i].inst3);
+            OUT_CB(code->inst[i].inst4);
+            OUT_CB(code->inst[i].inst5);
+        }
+
+        /* Emit immediates. */
+        if (imm_count) {
+            for(i = imm_first; i < imm_end; ++i) {
+                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+                    const float *data = constants[i].u.Immediate;
+
+                    OUT_CB_REG(R500_GA_US_VECTOR_INDEX,
+                               R500_GA_US_VECTOR_INDEX_TYPE_CONST |
+                               (i & R500_GA_US_VECTOR_INDEX_MASK));
+                    OUT_CB_ONE_REG(R500_GA_US_VECTOR_DATA, 4);
+                    OUT_CB_TABLE(data, 4);
+                }
+            }
+        }
+    } else { /* r300 */
+        struct r300_fragment_program_code *code = &generic_code->code.r300;
+
+        shader->cb_code_size = 19 +
+                               (r300->screen->caps.is_r400 ? 2 : 0) +
+                               code->alu.length * 4 +
+                               (code->tex.length ? (1 + code->tex.length) : 0) +
+                               imm_count * 5;
+
+        NEW_CB(shader->cb_code, shader->cb_code_size);
+
+        if (r300->screen->caps.is_r400)
+            OUT_CB_REG(R400_US_CODE_BANK, 0);
+
+        OUT_CB_REG(R300_US_CONFIG, code->config);
+        OUT_CB_REG(R300_US_PIXSIZE, code->pixsize);
+        OUT_CB_REG(R300_US_CODE_OFFSET, code->code_offset);
+
+        OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
+        OUT_CB_TABLE(code->code_addr, 4);
+
+        OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, code->alu.length);
+        for (i = 0; i < code->alu.length; i++)
+            OUT_CB(code->alu.inst[i].rgb_inst);
+
+        OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, code->alu.length);
+        for (i = 0; i < code->alu.length; i++)
+            OUT_CB(code->alu.inst[i].rgb_addr);
+
+        OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, code->alu.length);
+        for (i = 0; i < code->alu.length; i++)
+            OUT_CB(code->alu.inst[i].alpha_inst);
+
+        OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, code->alu.length);
+        for (i = 0; i < code->alu.length; i++)
+            OUT_CB(code->alu.inst[i].alpha_addr);
+
+        if (code->tex.length) {
+            OUT_CB_REG_SEQ(R300_US_TEX_INST_0, code->tex.length);
+            OUT_CB_TABLE(code->tex.inst, code->tex.length);
+        }
+
+        /* Emit immediates. */
+        if (imm_count) {
+            for(i = imm_first; i < imm_end; ++i) {
+                if (constants[i].Type == RC_CONSTANT_IMMEDIATE) {
+                    const float *data = constants[i].u.Immediate;
+
+                    OUT_CB_REG_SEQ(R300_PFS_PARAM_0_X + i * 16, 4);
+                    OUT_CB(pack_float24(data[0]));
+                    OUT_CB(pack_float24(data[1]));
+                    OUT_CB(pack_float24(data[2]));
+                    OUT_CB(pack_float24(data[3]));
+                }
+            }
+        }
+    }
+
+    OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
+    OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
+    END_CB;
+}
+
+static void r300_translate_fragment_shader(
+    struct r300_context* r300,
+    struct r300_fragment_shader_code* shader,
+    const struct tgsi_token *tokens)
+{
     struct r300_fragment_program_compiler compiler;
     struct tgsi_to_rc ttr;
-    int wpos = fs->inputs.wpos;
+    int wpos, face;
+    unsigned i;
+
+    tgsi_scan_shader(tokens, &shader->info);
+    r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
+
+    wpos = shader->inputs.wpos;
+    face = shader->inputs.face;
 
     /* Setup the compiler. */
     memset(&compiler, 0, sizeof(compiler));
@@ -168,26 +384,25 @@ static void r300_translate_fragment_shader(
 
     compiler.code = &shader->code;
     compiler.state = shader->compare_state;
-    compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500;
-    compiler.max_temp_regs = compiler.is_r500 ? 128 : 32;
+    compiler.Base.is_r500 = r300->screen->caps.is_r500;
+    compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : 32;
+    compiler.Base.remove_unused_constants = TRUE;
     compiler.AllocateHwInputs = &allocate_hardware_inputs;
-    compiler.UserData = &fs->inputs;
+    compiler.UserData = &shader->inputs;
 
-    find_output_registers(&compiler, fs);
+    find_output_registers(&compiler, shader);
 
     if (compiler.Base.Debug) {
-        debug_printf("r300: Initial fragment program\n");
-        tgsi_dump(fs->state.tokens, 0);
+        DBG(r300, DBG_FP, "r300: Initial fragment program\n");
+        tgsi_dump(tokens, 0);
     }
 
     /* Translate TGSI to our internal representation */
     ttr.compiler = &compiler.Base;
-    ttr.info = &fs->info;
+    ttr.info = &shader->info;
     ttr.use_half_swizzles = TRUE;
 
-    r300_tgsi_to_rc(&ttr, fs->state.tokens);
-
-    fs->shadow_samplers = compiler.Base.Program.ShadowSamplers;
+    r300_tgsi_to_rc(&ttr, tokens);
 
     /**
      * Transform the program to support WPOS.
@@ -201,39 +416,93 @@ static void r300_translate_fragment_shader(
         rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
     }
 
+    if (face != ATTR_UNUSED) {
+        rc_transform_fragment_face(&compiler.Base, face);
+    }
+
     /* Invoke the compiler */
     r3xx_compile_fragment_program(&compiler);
+
+    /* Shaders with zero instructions are invalid,
+     * use the dummy shader instead. */
+    if (shader->code.code.r500.inst_end == -1) {
+        rc_destroy(&compiler.Base);
+        r300_dummy_fragment_shader(r300, shader);
+        return;
+    }
+
     if (compiler.Base.Error) {
-        /* XXX failover maybe? */
-        fprintf(stderr, "r300 FP: Compiler Error:\n%s",
-                compiler.Base.ErrorMsg);
-        abort();
+        fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
+                " instead.\n", compiler.Base.ErrorMsg);
+
+        if (shader->dummy) {
+            fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
+                    "Giving up...\n");
+            abort();
+        }
+
+        rc_destroy(&compiler.Base);
+        r300_dummy_fragment_shader(r300, shader);
+        return;
+    }
+
+    /* Initialize numbers of constants for each type. */
+    shader->externals_count = 0;
+    for (i = 0;
+         i < shader->code.constants.Count &&
+         shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
+        shader->externals_count = i+1;
+    }
+    shader->immediates_count = 0;
+    shader->rc_state_count = 0;
+
+    for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
+        switch (shader->code.constants.Constants[i].Type) {
+            case RC_CONSTANT_IMMEDIATE:
+                ++shader->immediates_count;
+                break;
+            case RC_CONSTANT_STATE:
+                ++shader->rc_state_count;
+                break;
+            default:
+                assert(0);
+        }
+    }
+
+    /* Setup shader depth output. */
+    if (shader->code.writes_depth) {
+        shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
+        shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
+    } else {
+        shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
+        shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
     }
 
     /* And, finally... */
     rc_destroy(&compiler.Base);
+
+    /* Build the command buffer. */
+    r300_emit_fs_code_to_buffer(r300, shader);
 }
 
 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* fs = r300_fs(r300);
+    struct r300_fragment_program_external_state state = {{{ 0 }}};
     struct r300_fragment_shader_code* ptr;
 
+    get_external_state(r300, &state);
+
     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);
+        memcpy(&fs->shader->compare_state, &state,
+            sizeof(struct r300_fragment_program_external_state));
+        r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
         return TRUE;
 
-    } else if (fs->shadow_samplers) {
-        get_compare_state(r300, &state, fs->shadow_samplers);
-
+    } else {
         /* 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) {
@@ -241,8 +510,12 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
             ptr = fs->first;
             while (ptr) {
                 if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) {
-                    fs->shader = ptr;
-                    return TRUE;
+                    if (fs->shader != ptr) {
+                        fs->shader = ptr;
+                        return TRUE;
+                    }
+                    /* The currently-bound one is OK. */
+                    return FALSE;
                 }
                 ptr = ptr->next;
             }
@@ -253,7 +526,7 @@ boolean r300_pick_fragment_shader(struct r300_context* r300)
             fs->first = fs->shader = ptr;
 
             ptr->compare_state = state;
-            r300_translate_fragment_shader(r300, ptr);
+            r300_translate_fragment_shader(r300, ptr, fs->state.tokens);
             return TRUE;
         }
     }