/* * Copyright 2008 Corbin Simpson * Joakim Sindholt * Copyright 2009 Marek Olšák * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "util/u_format.h" #include "util/u_math.h" #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_texture.h" #include "r300_tgsi_to_rc.h" #include "compiler/radeon_compiler.h" /* Convert info about FS input semantics to r300_shader_semantics. */ void r300_shader_read_fs_inputs(struct tgsi_shader_info* info, struct r300_shader_semantics* fs_inputs) { int i; unsigned index; r300_shader_semantics_reset(fs_inputs); for (i = 0; i < info->num_inputs; i++) { index = info->input_semantic_index[i]; switch (info->input_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: assert(index < ATTR_COLOR_COUNT); fs_inputs->color[index] = i; break; case TGSI_SEMANTIC_GENERIC: assert(index < ATTR_GENERIC_COUNT); fs_inputs->generic[index] = i; break; case TGSI_SEMANTIC_FOG: assert(index == 0); fs_inputs->fog = i; break; case TGSI_SEMANTIC_POSITION: assert(index == 0); fs_inputs->wpos = i; break; case TGSI_SEMANTIC_FACE: assert(index == 0); fs_inputs->face = i; break; default: 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_code *shader) { unsigned i, colorbuf_count = 0; /* Mark the outputs as not present initially */ 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 < shader->info.num_outputs; ++i) { switch(shader->info.output_semantic_name[i]) { case TGSI_SEMANTIC_COLOR: compiler->OutputColor[colorbuf_count] = i; colorbuf_count++; break; case TGSI_SEMANTIC_POSITION: compiler->OutputDepth = i; break; } } } static void allocate_hardware_inputs( struct r300_fragment_program_compiler * c, void (*allocate)(void * data, unsigned input, unsigned hwreg), void * mydata) { struct r300_shader_semantics* inputs = (struct r300_shader_semantics*)c->UserData; int i, reg = 0; /* Allocate input registers. */ for (i = 0; i < ATTR_COLOR_COUNT; i++) { if (inputs->color[i] != ATTR_UNUSED) { 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++); } } if (inputs->fog != ATTR_UNUSED) { allocate(mydata, inputs->fog, reg++); } if (inputs->wpos != ATTR_UNUSED) { allocate(mydata, inputs->wpos, reg++); } } static void get_external_state( struct r300_context* r300, struct r300_fragment_program_external_state* state) { struct r300_textures_state *texstate = r300->textures_state.state; unsigned i; state->alpha_to_one = r300->alpha_to_one && r300->msaa_enable; for (i = 0; i < texstate->sampler_state_count; i++) { struct r300_sampler_state *s = texstate->sampler_states[i]; struct r300_sampler_view *v = texstate->sampler_views[i]; struct r300_resource *t; if (!s || !v) { continue; } t = r300_resource(v->base.texture); if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { state->unit[i].compare_mode_enabled = 1; /* 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; /* Pass texture swizzling to the compiler, some lowering passes need it. */ if (state->unit[i].compare_mode_enabled) { state->unit[i].texture_swizzle = RC_MAKE_SWIZZLE(v->swizzle[0], v->swizzle[1], v->swizzle[2], v->swizzle[3]); } /* XXX this should probably take into account STR, not just S. */ if (t->tex.is_npot) { switch (s->state.wrap_s) { case PIPE_TEX_WRAP_REPEAT: state->unit[i].wrap_mode = RC_WRAP_REPEAT; break; case PIPE_TEX_WRAP_MIRROR_REPEAT: state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT; 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; break; default: state->unit[i].wrap_mode = RC_WRAP_NONE; } if (t->b.b.target == PIPE_TEXTURE_3D) state->unit[i].clamp_and_scale_before_fetch = TRUE; } } } 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 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(PIPE_SHADER_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; unsigned int alu_length = code->alu.length; unsigned int alu_iterations = ((alu_length - 1) / 64) + 1; unsigned int tex_length = code->tex.length; unsigned int tex_iterations = tex_length > 0 ? ((tex_length - 1) / 32) + 1 : 0; unsigned int iterations = alu_iterations > tex_iterations ? alu_iterations : tex_iterations; unsigned int bank = 0; shader->cb_code_size = 15 + /* R400_US_CODE_BANK */ (r300->screen->caps.is_r400 ? 2 * (iterations + 1): 0) + /* R400_US_CODE_EXT */ (r300->screen->caps.is_r400 ? 2 : 0) + /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0, R400_US_ALU_EXT_ADDR_0 */ (code->r390_mode ? (5 * alu_iterations) : 4) + /* R400_US_ALU_EXT_ADDR_[0-63] */ (code->r390_mode ? (code->alu.length) : 0) + /* R300_US_ALU_{RGB,ALPHA}_{INST,ADDR}_0 */ code->alu.length * 4 + /* R300_US_TEX_INST_0, R300_US_TEX_INST_[0-31] */ (code->tex.length > 0 ? code->tex.length + tex_iterations : 0) + imm_count * 5; NEW_CB(shader->cb_code, shader->cb_code_size); 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); if (code->r390_mode) { OUT_CB_REG(R400_US_CODE_EXT, code->r400_code_offset_ext); } else if (r300->screen->caps.is_r400) { /* This register appears to affect shaders even if r390_mode is * disabled, so it needs to be set to 0 for shaders that * don't use r390_mode. */ OUT_CB_REG(R400_US_CODE_EXT, 0); } OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4); OUT_CB_TABLE(code->code_addr, 4); do { unsigned int bank_alu_length = (alu_length < 64 ? alu_length : 64); unsigned int bank_alu_offset = bank * 64; unsigned int bank_tex_length = (tex_length < 32 ? tex_length : 32); unsigned int bank_tex_offset = bank * 32; if (r300->screen->caps.is_r400) { OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ? (bank << R400_BANK_SHIFT) | R400_R390_MODE_ENABLE : 0);//2 } if (bank_alu_length > 0) { OUT_CB_REG_SEQ(R300_US_ALU_RGB_INST_0, bank_alu_length); for (i = 0; i < bank_alu_length; i++) OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_inst); OUT_CB_REG_SEQ(R300_US_ALU_RGB_ADDR_0, bank_alu_length); for (i = 0; i < bank_alu_length; i++) OUT_CB(code->alu.inst[i + bank_alu_offset].rgb_addr); OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_INST_0, bank_alu_length); for (i = 0; i < bank_alu_length; i++) OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_inst); OUT_CB_REG_SEQ(R300_US_ALU_ALPHA_ADDR_0, bank_alu_length); for (i = 0; i < bank_alu_length; i++) OUT_CB(code->alu.inst[i + bank_alu_offset].alpha_addr); if (code->r390_mode) { OUT_CB_REG_SEQ(R400_US_ALU_EXT_ADDR_0, bank_alu_length); for (i = 0; i < bank_alu_length; i++) OUT_CB(code->alu.inst[i + bank_alu_offset].r400_ext_addr); } } if (bank_tex_length > 0) { OUT_CB_REG_SEQ(R300_US_TEX_INST_0, bank_tex_length); OUT_CB_TABLE(code->tex.inst + bank_tex_offset, bank_tex_length); } alu_length -= bank_alu_length; tex_length -= bank_tex_length; bank++; } while(code->r390_mode && (alu_length > 0 || tex_length > 0)); /* R400_US_CODE_BANK needs to be reset to 0, otherwise some shaders * will be rendered incorrectly. */ if (r300->screen->caps.is_r400) { OUT_CB_REG(R400_US_CODE_BANK, code->r390_mode ? R400_R390_MODE_ENABLE : 0); } /* 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, 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)); rc_init(&compiler.Base, &r300->fs_regalloc_state); DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0; DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0; compiler.code = &shader->code; compiler.state = shader->compare_state; compiler.Base.is_r500 = r300->screen->caps.is_r500; compiler.Base.is_r400 = r300->screen->caps.is_r400; compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT); compiler.Base.has_half_swizzles = TRUE; compiler.Base.has_presub = TRUE; compiler.Base.has_omod = TRUE; compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32); compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32; compiler.Base.max_alu_insts = (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64; compiler.Base.max_tex_insts = (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32; compiler.AllocateHwInputs = &allocate_hardware_inputs; compiler.UserData = &shader->inputs; find_output_registers(&compiler, shader); shader->write_all = shader->info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS]; if (compiler.Base.Debug & RC_DBG_LOG) { 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 = &shader->info; ttr.use_half_swizzles = TRUE; r300_tgsi_to_rc(&ttr, tokens); if (ttr.error) { fprintf(stderr, "r300 FP: Cannot translate a shader. " "Using a dummy shader instead.\n"); r300_dummy_fragment_shader(r300, shader); return; } if (!r300->screen->caps.is_r500 || compiler.Base.Program.Constants.Count > 200) { compiler.Base.remove_unused_constants = TRUE; } /** * Transform the program to support WPOS. * * Introduce a small fragment at the start of the program that will be * the only code that directly reads the WPOS input. * All other code pieces that reference that input will be rewritten * to read from a newly allocated temporary. */ if (wpos != ATTR_UNUSED) { /* Moving the input to some other reg is not really necessary. */ 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); if (compiler.Base.Error) { 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; } /* 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; } /* 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(r300); struct r300_fragment_program_external_state state; struct r300_fragment_shader_code* ptr; memset(&state, 0, sizeof(state)); 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); 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 { /* 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) { /* Search for the right shader. */ ptr = fs->first; while (ptr) { if (memcmp(&ptr->compare_state, &state, sizeof(state)) == 0) { if (fs->shader != ptr) { fs->shader = ptr; return TRUE; } /* The currently-bound one is OK. */ return FALSE; } ptr = ptr->next; } /* Not found, gotta compile a new one. */ ptr = CALLOC_STRUCT(r300_fragment_shader_code); ptr->next = fs->first; fs->first = fs->shader = ptr; ptr->compare_state = state; r300_translate_fragment_shader(r300, ptr, fs->state.tokens); return TRUE; } } return FALSE; }