131
static void get_compare_state(
144
static void get_external_state(
132
145
struct r300_context* r300,
133
struct r300_fragment_program_external_state* state,
134
unsigned shadow_samplers)
146
struct r300_fragment_program_external_state* state)
136
struct r300_textures_state *texstate =
137
(struct r300_textures_state*)r300->textures_state.state;
139
memset(state, 0, sizeof(*state));
141
for (int i = 0; i < texstate->sampler_count; i++) {
148
struct r300_textures_state *texstate = r300->textures_state.state;
150
unsigned char *swizzle;
152
for (i = 0; i < texstate->sampler_state_count; i++) {
142
153
struct r300_sampler_state* s = texstate->sampler_states[i];
144
if (s && s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
145
/* XXX Gallium doesn't provide us with any information regarding
146
* this mode, so we are screwed. I'm setting 0 = LUMINANCE. */
147
state->unit[i].depth_texture_mode = 0;
159
if (s->state.compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
160
state->unit[i].compare_mode_enabled = 1;
162
/* Pass depth texture swizzling to the compiler. */
163
if (texstate->sampler_views[i]) {
164
swizzle = texstate->sampler_views[i]->swizzle;
166
state->unit[i].depth_texture_swizzle =
167
RC_MAKE_SWIZZLE(swizzle[0], swizzle[1],
168
swizzle[2], swizzle[3]);
170
state->unit[i].depth_texture_swizzle = RC_SWIZZLE_XYZW;
149
173
/* Fortunately, no need to translate this. */
150
174
state->unit[i].texture_compare_func = s->state.compare_func;
177
state->unit[i].non_normalized_coords = !s->state.normalized_coords;
179
if (texstate->sampler_views[i]) {
180
struct r300_texture *t;
181
t = (struct r300_texture*)texstate->sampler_views[i]->base.texture;
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;
191
case PIPE_TEX_WRAP_MIRROR_REPEAT:
192
state->unit[i].wrap_mode = RC_WRAP_MIRRORED_REPEAT;
193
state->unit[i].fake_npot = TRUE;
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;
204
state->unit[i].wrap_mode = RC_WRAP_NONE;
155
212
static void r300_translate_fragment_shader(
156
213
struct r300_context* r300,
214
struct r300_fragment_shader_code* shader,
215
const struct tgsi_token *tokens);
217
static void r300_dummy_fragment_shader(
218
struct r300_context* r300,
157
219
struct r300_fragment_shader_code* shader)
159
struct r300_fragment_shader* fs = r300->fs;
221
struct pipe_shader_state state;
222
struct ureg_program *ureg;
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);
231
ureg_MOV(ureg, out, imm);
234
state.tokens = ureg_finalize(ureg);
236
shader->dummy = TRUE;
237
r300_translate_fragment_shader(r300, shader, state.tokens);
242
static void r300_emit_fs_code_to_buffer(
243
struct r300_context *r300,
244
struct r300_fragment_shader_code *shader)
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;
254
if (r300->screen->caps.is_r500) {
255
struct r500_fragment_program_code *code = &generic_code->code.r500;
257
shader->cb_code_size = 19 +
258
((code->inst_end + 1) * 6) +
260
code->int_constant_count * 2;
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]);
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));
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);
287
/* Emit immediates. */
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;
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);
302
struct r300_fragment_program_code *code = &generic_code->code.r300;
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) +
310
NEW_CB(shader->cb_code, shader->cb_code_size);
312
if (r300->screen->caps.is_r400)
313
OUT_CB_REG(R400_US_CODE_BANK, 0);
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);
319
OUT_CB_REG_SEQ(R300_US_CODE_ADDR_0, 4);
320
OUT_CB_TABLE(code->code_addr, 4);
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);
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);
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);
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);
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);
343
/* Emit immediates. */
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;
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]));
359
OUT_CB_REG(R300_FG_DEPTH_SRC, shader->fg_depth_src);
360
OUT_CB_REG(R300_US_W_FMT, shader->us_out_w);
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)
160
369
struct r300_fragment_program_compiler compiler;
161
370
struct tgsi_to_rc ttr;
162
int wpos = fs->inputs.wpos;
374
tgsi_scan_shader(tokens, &shader->info);
375
r300_shader_read_fs_inputs(&shader->info, &shader->inputs);
377
wpos = shader->inputs.wpos;
378
face = shader->inputs.face;
164
380
/* Setup the compiler. */
165
381
memset(&compiler, 0, sizeof(compiler));
200
420
rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE);
423
if (face != ATTR_UNUSED) {
424
rc_transform_fragment_face(&compiler.Base, face);
203
427
/* Invoke the compiler */
204
428
r3xx_compile_fragment_program(&compiler);
205
430
if (compiler.Base.Error) {
206
/* XXX failover maybe? */
207
DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n",
208
compiler.Base.ErrorMsg);
431
fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader"
432
" instead.\n", compiler.Base.ErrorMsg);
435
fprintf(stderr, "r300 FP: Cannot compile the dummy shader! "
440
rc_destroy(&compiler.Base);
441
r300_dummy_fragment_shader(r300, shader);
445
/* Shaders with zero instructions are invalid,
446
* use the dummy shader instead. */
447
if (shader->code.code.r500.inst_end == -1) {
448
rc_destroy(&compiler.Base);
449
r300_dummy_fragment_shader(r300, shader);
453
/* Initialize numbers of constants for each type. */
454
shader->externals_count = 0;
456
i < shader->code.constants.Count &&
457
shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
458
shader->externals_count = i+1;
460
shader->immediates_count = 0;
461
shader->rc_state_count = 0;
463
for (i = shader->externals_count; i < shader->code.constants.Count; i++) {
464
switch (shader->code.constants.Constants[i].Type) {
465
case RC_CONSTANT_IMMEDIATE:
466
++shader->immediates_count;
468
case RC_CONSTANT_STATE:
469
++shader->rc_state_count;
476
/* Setup shader depth output. */
477
if (shader->code.writes_depth) {
478
shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER;
479
shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US;
481
shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN;
482
shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US;
212
485
/* And, finally... */
213
486
rc_destroy(&compiler.Base);
488
/* Build the command buffer. */
489
r300_emit_fs_code_to_buffer(r300, shader);
216
492
boolean r300_pick_fragment_shader(struct r300_context* r300)
218
struct r300_fragment_shader* fs = r300->fs;
219
struct r300_fragment_program_external_state state;
494
struct r300_fragment_shader* fs = r300_fs(r300);
495
struct r300_fragment_program_external_state state = {{{ 0 }}};
220
496
struct r300_fragment_shader_code* ptr;
498
get_external_state(r300, &state);
222
500
if (!fs->first) {
223
501
/* Build the fragment shader for the first time. */
224
502
fs->first = fs->shader = CALLOC_STRUCT(r300_fragment_shader_code);
226
/* BTW shadow samplers will be known after the first translation,
227
* therefore we set ~0, which means it should look at all sampler
228
* states. This choice doesn't have any impact on the correctness. */
229
get_compare_state(r300, &fs->shader->compare_state, ~0);
230
r300_translate_fragment_shader(r300, fs->shader);
504
memcpy(&fs->shader->compare_state, &state,
505
sizeof(struct r300_fragment_program_external_state));
506
r300_translate_fragment_shader(r300, fs->shader, fs->state.tokens);
233
} else if (fs->shadow_samplers) {
234
get_compare_state(r300, &state, fs->shadow_samplers);
236
510
/* Check if the currently-bound shader has been compiled
237
511
* with the texture-compare state we need. */
238
512
if (memcmp(&fs->shader->compare_state, &state, sizeof(state)) != 0) {