blob: 4faf2b58b0f8e84c3698117f7b1ccced55280ef5 [file] [log] [blame]
/*
* Copyright 2009 Corbin Simpson <MostAwesomeDude@gmail.com>
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
*
* 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 "r300_vs.h"
#include "r300_context.h"
#include "r300_screen.h"
#include "r300_tgsi_to_rc.h"
#include "r300_reg.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_parse.h"
#include "tgsi/tgsi_ureg.h"
#include "compiler/radeon_compiler.h"
/* Convert info about VS output semantics into r300_shader_semantics. */
static void r300_shader_read_vs_outputs(
struct r300_context *r300,
struct tgsi_shader_info* info,
struct r300_shader_semantics* vs_outputs)
{
int i;
unsigned index;
r300_shader_semantics_reset(vs_outputs);
for (i = 0; i < info->num_outputs; i++) {
index = info->output_semantic_index[i];
switch (info->output_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
assert(index == 0);
vs_outputs->pos = i;
break;
case TGSI_SEMANTIC_PSIZE:
assert(index == 0);
vs_outputs->psize = i;
break;
case TGSI_SEMANTIC_COLOR:
assert(index < ATTR_COLOR_COUNT);
vs_outputs->color[index] = i;
break;
case TGSI_SEMANTIC_BCOLOR:
assert(index < ATTR_COLOR_COUNT);
vs_outputs->bcolor[index] = i;
break;
case TGSI_SEMANTIC_GENERIC:
assert(index < ATTR_GENERIC_COUNT);
vs_outputs->generic[index] = i;
break;
case TGSI_SEMANTIC_FOG:
assert(index == 0);
vs_outputs->fog = i;
break;
case TGSI_SEMANTIC_EDGEFLAG:
assert(index == 0);
fprintf(stderr, "r300 VP: cannot handle edgeflag output.\n");
break;
case TGSI_SEMANTIC_CLIPVERTEX:
assert(index == 0);
/* Draw does clip vertex for us. */
if (r300->screen->caps.has_tcl) {
fprintf(stderr, "r300 VP: cannot handle clip vertex output.\n");
}
break;
default:
fprintf(stderr, "r300 VP: unknown vertex output semantic: %i.\n",
info->output_semantic_name[i]);
}
}
/* WPOS is a straight copy of POSITION and it's always emitted. */
vs_outputs->wpos = i;
}
static void set_vertex_inputs_outputs(struct r300_vertex_program_compiler * c)
{
struct r300_vertex_shader * vs = c->UserData;
struct r300_shader_semantics* outputs = &vs->outputs;
struct tgsi_shader_info* info = &vs->info;
int i, reg = 0;
boolean any_bcolor_used = outputs->bcolor[0] != ATTR_UNUSED ||
outputs->bcolor[1] != ATTR_UNUSED;
/* Fill in the input mapping */
for (i = 0; i < info->num_inputs; i++)
c->code->inputs[i] = i;
/* Position. */
if (outputs->pos != ATTR_UNUSED) {
c->code->outputs[outputs->pos] = reg++;
} else {
assert(0);
}
/* Point size. */
if (outputs->psize != ATTR_UNUSED) {
c->code->outputs[outputs->psize] = reg++;
}
/* If we're writing back facing colors we need to send
* four colors to make front/back face colors selection work.
* If the vertex program doesn't write all 4 colors, lets
* pretend it does by skipping output index reg so the colors
* get written into appropriate output vectors.
*/
/* Colors. */
for (i = 0; i < ATTR_COLOR_COUNT; i++) {
if (outputs->color[i] != ATTR_UNUSED) {
c->code->outputs[outputs->color[i]] = reg++;
} else if (any_bcolor_used ||
outputs->color[1] != ATTR_UNUSED) {
reg++;
}
}
/* Back-face colors. */
for (i = 0; i < ATTR_COLOR_COUNT; i++) {
if (outputs->bcolor[i] != ATTR_UNUSED) {
c->code->outputs[outputs->bcolor[i]] = reg++;
} else if (any_bcolor_used) {
reg++;
}
}
/* Texture coordinates. */
for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
if (outputs->generic[i] != ATTR_UNUSED) {
c->code->outputs[outputs->generic[i]] = reg++;
}
}
/* Fog coordinates. */
if (outputs->fog != ATTR_UNUSED) {
c->code->outputs[outputs->fog] = reg++;
}
/* WPOS. */
c->code->outputs[outputs->wpos] = reg++;
}
void r300_init_vs_outputs(struct r300_context *r300,
struct r300_vertex_shader *vs)
{
tgsi_scan_shader(vs->state.tokens, &vs->info);
r300_shader_read_vs_outputs(r300, &vs->info, &vs->outputs);
}
static void r300_dummy_vertex_shader(
struct r300_context* r300,
struct r300_vertex_shader* shader)
{
struct ureg_program *ureg;
struct ureg_dst dst;
struct ureg_src imm;
/* Make a simple vertex shader which outputs (0, 0, 0, 1),
* effectively rendering nothing. */
ureg = ureg_create(TGSI_PROCESSOR_VERTEX);
dst = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
imm = ureg_imm4f(ureg, 0, 0, 0, 1);
ureg_MOV(ureg, dst, imm);
ureg_END(ureg);
shader->state.tokens = tgsi_dup_tokens(ureg_finalize(ureg));
ureg_destroy(ureg);
shader->dummy = TRUE;
r300_init_vs_outputs(r300, shader);
r300_translate_vertex_shader(r300, shader);
}
void r300_translate_vertex_shader(struct r300_context *r300,
struct r300_vertex_shader *vs)
{
struct r300_vertex_program_compiler compiler;
struct tgsi_to_rc ttr;
unsigned i;
/* Setup the compiler */
memset(&compiler, 0, sizeof(compiler));
rc_init(&compiler.Base);
DBG_ON(r300, DBG_VP) ? compiler.Base.Debug |= RC_DBG_LOG : 0;
DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0;
compiler.code = &vs->code;
compiler.UserData = vs;
compiler.Base.is_r500 = r300->screen->caps.is_r500;
compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT);
compiler.Base.has_half_swizzles = FALSE;
compiler.Base.has_presub = FALSE;
compiler.Base.has_omod = FALSE;
compiler.Base.max_temp_regs = 32;
compiler.Base.max_constants = 256;
compiler.Base.max_alu_insts = r300->screen->caps.is_r500 ? 1024 : 256;
if (compiler.Base.Debug & RC_DBG_LOG) {
DBG(r300, DBG_VP, "r300: Initial vertex program\n");
tgsi_dump(vs->state.tokens, 0);
}
/* Translate TGSI to our internal representation */
ttr.compiler = &compiler.Base;
ttr.info = &vs->info;
ttr.use_half_swizzles = FALSE;
r300_tgsi_to_rc(&ttr, vs->state.tokens);
if (ttr.error) {
fprintf(stderr, "r300 VP: Cannot translate a shader. "
"Using a dummy shader instead.\n");
r300_dummy_vertex_shader(r300, vs);
return;
}
if (compiler.Base.Program.Constants.Count > 200) {
compiler.Base.remove_unused_constants = TRUE;
}
compiler.RequiredOutputs = ~(~0 << (vs->info.num_outputs + 1));
compiler.SetHwInputOutput = &set_vertex_inputs_outputs;
/* Insert the WPOS output. */
rc_copy_output(&compiler.Base, 0, vs->outputs.wpos);
/* Invoke the compiler */
r3xx_compile_vertex_program(&compiler);
if (compiler.Base.Error) {
fprintf(stderr, "r300 VP: Compiler error:\n%sUsing a dummy shader"
" instead.\n", compiler.Base.ErrorMsg);
if (vs->dummy) {
fprintf(stderr, "r300 VP: Cannot compile the dummy shader! "
"Giving up...\n");
abort();
}
rc_destroy(&compiler.Base);
r300_dummy_vertex_shader(r300, vs);
return;
}
/* Initialize numbers of constants for each type. */
vs->externals_count = 0;
for (i = 0;
i < vs->code.constants.Count &&
vs->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) {
vs->externals_count = i+1;
}
for (; i < vs->code.constants.Count; i++) {
assert(vs->code.constants.Constants[i].Type == RC_CONSTANT_IMMEDIATE);
}
vs->immediates_count = vs->code.constants.Count - vs->externals_count;
/* And, finally... */
rc_destroy(&compiler.Base);
}