Subversion Repositories Kolibri OS

Rev

Go to most recent revision | Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
4358 Serge 1
/**********************************************************
2
 * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3
 *
4
 * Permission is hereby granted, free of charge, to any person
5
 * obtaining a copy of this software and associated documentation
6
 * files (the "Software"), to deal in the Software without
7
 * restriction, including without limitation the rights to use, copy,
8
 * modify, merge, publish, distribute, sublicense, and/or sell copies
9
 * of the Software, and to permit persons to whom the Software is
10
 * furnished to do so, subject to the following conditions:
11
 *
12
 * The above copyright notice and this permission notice shall be
13
 * included in all copies or substantial portions of the Software.
14
 *
15
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19
 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20
 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22
 * SOFTWARE.
23
 *
24
 **********************************************************/
25
 
26
 
27
#include "pipe/p_shader_tokens.h"
28
#include "tgsi/tgsi_parse.h"
29
#include "util/u_memory.h"
30
 
31
#include "svga_tgsi_emit.h"
32
 
33
 
34
/**
35
 * Translate TGSI semantic info into SVGA3d semantic info.
36
 * This is called for VS outputs and PS inputs only.
37
 */
38
static boolean
39
translate_vs_ps_semantic(struct svga_shader_emitter *emit,
40
                         struct tgsi_declaration_semantic semantic,
41
                         unsigned *usage,
42
                         unsigned *idx)
43
{
44
   switch (semantic.Name) {
45
   case TGSI_SEMANTIC_POSITION:
46
      *idx = semantic.Index;
47
      *usage = SVGA3D_DECLUSAGE_POSITION;
48
      break;
49
   case TGSI_SEMANTIC_COLOR:
50
      *idx = semantic.Index;
51
      *usage = SVGA3D_DECLUSAGE_COLOR;
52
      break;
53
   case TGSI_SEMANTIC_BCOLOR:
54
      *idx = semantic.Index + 2; /* sharing with COLOR */
55
      *usage = SVGA3D_DECLUSAGE_COLOR;
56
      break;
57
   case TGSI_SEMANTIC_FOG:
58
      *idx = 0;
59
      assert(semantic.Index == 0);
60
      *usage = SVGA3D_DECLUSAGE_TEXCOORD;
61
      break;
62
   case TGSI_SEMANTIC_PSIZE:
63
      *idx = semantic.Index;
64
      *usage = SVGA3D_DECLUSAGE_PSIZE;
65
      break;
66
   case TGSI_SEMANTIC_GENERIC:
67
      *idx = svga_remap_generic_index(emit->key.generic_remap_table,
68
                                      semantic.Index);
69
      *usage = SVGA3D_DECLUSAGE_TEXCOORD;
70
      break;
71
   case TGSI_SEMANTIC_NORMAL:
72
      *idx = semantic.Index;
73
      *usage = SVGA3D_DECLUSAGE_NORMAL;
74
      break;
75
   case TGSI_SEMANTIC_CLIPDIST:
76
   case TGSI_SEMANTIC_CLIPVERTEX:
77
      /* XXX at this time we don't support clip distance or clip vertices */
78
      debug_warn_once("unsupported clip distance/vertex attribute\n");
79
      *usage = SVGA3D_DECLUSAGE_TEXCOORD;
80
      *idx = 0;
81
      return TRUE;
82
   default:
83
      assert(0);
84
      *usage = SVGA3D_DECLUSAGE_TEXCOORD;
85
      *idx = 0;
86
      return FALSE;
87
   }
88
 
89
   return TRUE;
90
}
91
 
92
 
93
/**
94
 * Emit a PS input (or VS depth/fog output) register declaration.
95
 * For example, if usage = SVGA3D_DECLUSAGE_TEXCOORD, reg.num = 1, and
96
 * index = 3, we'll emit "dcl_texcoord3 v1".
97
 */
98
static boolean
99
emit_decl(struct svga_shader_emitter *emit,
100
          SVGA3dShaderDestToken reg,
101
          unsigned usage,
102
          unsigned index)
103
{
104
   SVGA3DOpDclArgs dcl;
105
   SVGA3dShaderInstToken opcode;
106
 
107
   /* check values against bitfield sizes */
108
   assert(index < 16);
109
   assert(usage <= SVGA3D_DECLUSAGE_MAX);
110
 
111
   opcode = inst_token( SVGA3DOP_DCL );
112
   dcl.values[0] = 0;
113
   dcl.values[1] = 0;
114
 
115
   dcl.dst = reg;
116
   dcl.usage = usage;
117
   dcl.index = index;
118
   dcl.values[0] |= 1<<31;
119
 
120
   return (emit_instruction(emit, opcode) &&
121
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
122
}
123
 
124
 
125
/**
126
 * Emit declaration for PS front/back-face input register.
127
 */
128
static boolean
129
emit_vface_decl(struct svga_shader_emitter *emit)
130
{
131
   if (!emit->emitted_vface) {
132
      SVGA3dShaderDestToken reg =
133
         dst_register(SVGA3DREG_MISCTYPE, SVGA3DMISCREG_FACE);
134
 
135
      if (!emit_decl( emit, reg, 0, 0 ))
136
         return FALSE;
137
 
138
      emit->emitted_vface = TRUE;
139
   }
140
   return TRUE;
141
}
142
 
143
 
144
/**
145
 * Emit PS input register to pass depth/fog coordinates.
146
 * Note that this always goes into texcoord[0].
147
 */
148
static boolean
149
ps30_input_emit_depth_fog( struct svga_shader_emitter *emit,
150
                           struct src_register *out )
151
{
152
   struct src_register reg;
153
 
154
   if (emit->emitted_depth_fog) {
155
      *out = emit->ps_depth_fog;
156
      return TRUE;
157
   }
158
 
159
   if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX)
160
      return FALSE;
161
 
162
   reg = src_register( SVGA3DREG_INPUT,
163
                       emit->ps30_input_count++ );
164
 
165
   *out = emit->ps_depth_fog = reg;
166
 
167
   emit->emitted_depth_fog = TRUE;
168
 
169
   return emit_decl( emit, dst( reg ), SVGA3D_DECLUSAGE_TEXCOORD, 0 );
170
}
171
 
172
 
173
/**
174
 * Process a PS input declaration.
175
 * We'll emit a declaration like "dcl_texcoord1 v2"
176
 */
177
static boolean
178
ps30_input(struct svga_shader_emitter *emit,
179
           struct tgsi_declaration_semantic semantic,
180
           unsigned idx)
181
{
182
   unsigned usage, index;
183
   SVGA3dShaderDestToken reg;
184
 
185
   if (semantic.Name == TGSI_SEMANTIC_POSITION) {
186
 
187
      emit->ps_true_pos = src_register( SVGA3DREG_MISCTYPE,
188
                                        SVGA3DMISCREG_POSITION );
189
      emit->ps_true_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X,
190
                                                          TGSI_SWIZZLE_Y,
191
                                                          TGSI_SWIZZLE_Y,
192
                                                          TGSI_SWIZZLE_Y );
193
      reg = writemask( dst(emit->ps_true_pos),
194
                       TGSI_WRITEMASK_XY );
195
      emit->ps_reads_pos = TRUE;
196
 
197
      if (emit->info.reads_z) {
198
         emit->ps_temp_pos = dst_register( SVGA3DREG_TEMP,
199
                                           emit->nr_hw_temp );
200
 
201
         emit->input_map[idx] = src_register( SVGA3DREG_TEMP,
202
                                              emit->nr_hw_temp );
203
         emit->nr_hw_temp++;
204
 
205
         if (!ps30_input_emit_depth_fog( emit, &emit->ps_depth_pos ))
206
            return FALSE;
207
 
208
         emit->ps_depth_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_Z,
209
                                                              TGSI_SWIZZLE_Z,
210
                                                              TGSI_SWIZZLE_Z,
211
                                                              TGSI_SWIZZLE_W );
212
      }
213
      else {
214
         emit->input_map[idx] = emit->ps_true_pos;
215
      }
216
 
217
      return emit_decl( emit, reg, 0, 0 );
218
   }
219
   else if (emit->key.fkey.light_twoside &&
220
            (semantic.Name == TGSI_SEMANTIC_COLOR)) {
221
 
222
      if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
223
         return FALSE;
224
 
225
      emit->internal_color_idx[emit->internal_color_count] = idx;
226
      emit->input_map[idx] = src_register( SVGA3DREG_INPUT, emit->ps30_input_count );
227
      emit->ps30_input_count++;
228
      emit->internal_color_count++;
229
 
230
      reg = dst( emit->input_map[idx] );
231
 
232
      if (!emit_decl( emit, reg, usage, index ))
233
         return FALSE;
234
 
235
      semantic.Name = TGSI_SEMANTIC_BCOLOR;
236
      if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
237
         return FALSE;
238
 
239
      if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX)
240
         return FALSE;
241
 
242
      reg = dst_register( SVGA3DREG_INPUT, emit->ps30_input_count++ );
243
 
244
      if (!emit_decl( emit, reg, usage, index ))
245
         return FALSE;
246
 
247
      if (!emit_vface_decl( emit ))
248
         return FALSE;
249
 
250
      return TRUE;
251
   }
252
   else if (semantic.Name == TGSI_SEMANTIC_FACE) {
253
      if (!emit_vface_decl( emit ))
254
         return FALSE;
255
      emit->emit_frontface = TRUE;
256
      emit->internal_frontface_idx = idx;
257
      return TRUE;
258
   }
259
   else if (semantic.Name == TGSI_SEMANTIC_FOG) {
260
 
261
      assert(semantic.Index == 0);
262
 
263
      if (!ps30_input_emit_depth_fog( emit, &emit->input_map[idx] ))
264
         return FALSE;
265
 
266
      emit->input_map[idx].base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X,
267
                                                             TGSI_SWIZZLE_X,
268
                                                             TGSI_SWIZZLE_X,
269
                                                             TGSI_SWIZZLE_X );
270
 
271
      return TRUE;
272
   }
273
   else {
274
 
275
      if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
276
         return FALSE;
277
 
278
      if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX)
279
         return FALSE;
280
 
281
      emit->input_map[idx] = src_register( SVGA3DREG_INPUT, emit->ps30_input_count++ );
282
      reg = dst( emit->input_map[idx] );
283
 
284
      if (!emit_decl( emit, reg, usage, index ))
285
         return FALSE;
286
 
287
      if (semantic.Name == TGSI_SEMANTIC_GENERIC &&
288
          emit->key.fkey.sprite_origin_lower_left &&
289
          index >= 1 &&
290
          emit->key.fkey.tex[index - 1].sprite_texgen) {
291
         /* This is a sprite texture coord with lower-left origin.
292
          * We need to invert the texture T coordinate since the SVGA3D
293
          * device only supports an upper-left origin.
294
          */
295
         unsigned unit = index - 1;
296
 
297
         emit->inverted_texcoords |= (1 << unit);
298
 
299
         /* save original texcoord reg */
300
         emit->ps_true_texcoord[unit] = emit->input_map[idx];
301
 
302
         /* this temp register will be the results of the MAD instruction */
303
         emit->ps_inverted_texcoord[unit] =
304
            src_register(SVGA3DREG_TEMP, emit->nr_hw_temp);
305
         emit->nr_hw_temp++;
306
 
307
         emit->ps_inverted_texcoord_input[unit] = idx;
308
 
309
         /* replace input_map entry with the temp register */
310
         emit->input_map[idx] = emit->ps_inverted_texcoord[unit];
311
      }
312
 
313
      return TRUE;
314
   }
315
 
316
}
317
 
318
 
319
/**
320
 * Process a PS output declaration.
321
 * Note that we don't actually emit a SVGA3DOpDcl for PS outputs.
322
 */
323
static boolean
324
ps30_output(struct svga_shader_emitter *emit,
325
            struct tgsi_declaration_semantic semantic,
326
            unsigned idx)
327
{
328
   switch (semantic.Name) {
329
   case TGSI_SEMANTIC_COLOR:
330
      if (emit->unit == PIPE_SHADER_FRAGMENT &&
331
          emit->key.fkey.white_fragments) {
332
 
333
         emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
334
                                               emit->nr_hw_temp++ );
335
         emit->temp_col[idx] = emit->output_map[idx];
336
         emit->true_col[idx] = dst_register( SVGA3DREG_COLOROUT,
337
                                              semantic.Index );
338
      }
339
      else {
340
         emit->output_map[idx] = dst_register( SVGA3DREG_COLOROUT,
341
                                               semantic.Index );
342
      }
343
      break;
344
   case TGSI_SEMANTIC_POSITION:
345
      emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
346
                                            emit->nr_hw_temp++ );
347
      emit->temp_pos = emit->output_map[idx];
348
      emit->true_pos = dst_register( SVGA3DREG_DEPTHOUT,
349
                                     semantic.Index );
350
      break;
351
   default:
352
      assert(0);
353
      /* A wild stab in the dark. */
354
      emit->output_map[idx] = dst_register( SVGA3DREG_COLOROUT, 0 );
355
      break;
356
   }
357
 
358
   return TRUE;
359
}
360
 
361
 
362
/**
363
 * Declare a VS input register.
364
 * We still make up the input semantics the same as in 2.0
365
 */
366
static boolean
367
vs30_input(struct svga_shader_emitter *emit,
368
           struct tgsi_declaration_semantic semantic,
369
           unsigned idx)
370
{
371
   SVGA3DOpDclArgs dcl;
372
   SVGA3dShaderInstToken opcode;
373
   unsigned usage, index;
374
 
375
   opcode = inst_token( SVGA3DOP_DCL );
376
   dcl.values[0] = 0;
377
   dcl.values[1] = 0;
378
 
379
   emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
380
   dcl.dst = dst_register( SVGA3DREG_INPUT, idx );
381
 
382
   assert(dcl.dst.reserved0);
383
 
384
   svga_generate_vdecl_semantics( idx, &usage, &index );
385
 
386
   dcl.usage = usage;
387
   dcl.index = index;
388
   dcl.values[0] |= 1<<31;
389
 
390
   return (emit_instruction(emit, opcode) &&
391
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
392
}
393
 
394
 
395
/**
396
 * Declare VS output for holding depth/fog.
397
 */
398
static boolean
399
vs30_output_emit_depth_fog(struct svga_shader_emitter *emit,
400
                           SVGA3dShaderDestToken *out)
401
{
402
   SVGA3dShaderDestToken reg;
403
 
404
   if (emit->emitted_depth_fog) {
405
      *out = emit->vs_depth_fog;
406
      return TRUE;
407
   }
408
 
409
   reg = dst_register( SVGA3DREG_OUTPUT, emit->vs30_output_count++ );
410
 
411
   *out = emit->vs_depth_fog = reg;
412
 
413
   emit->emitted_depth_fog = TRUE;
414
 
415
   return emit_decl( emit, reg, SVGA3D_DECLUSAGE_TEXCOORD, 0 );
416
}
417
 
418
 
419
/**
420
 * Declare a VS output.
421
 * VS3.0 outputs have proper declarations and semantic info for
422
 * matching against PS inputs.
423
 */
424
static boolean
425
vs30_output(struct svga_shader_emitter *emit,
426
            struct tgsi_declaration_semantic semantic,
427
            unsigned idx)
428
{
429
   SVGA3DOpDclArgs dcl;
430
   SVGA3dShaderInstToken opcode;
431
   unsigned usage, index;
432
 
433
   opcode = inst_token( SVGA3DOP_DCL );
434
   dcl.values[0] = 0;
435
   dcl.values[1] = 0;
436
 
437
   if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
438
      return FALSE;
439
 
440
   if (emit->vs30_output_count >= SVGA3D_OUTPUTREG_MAX)
441
      return FALSE;
442
 
443
   dcl.dst = dst_register( SVGA3DREG_OUTPUT, emit->vs30_output_count++ );
444
   dcl.usage = usage;
445
   dcl.index = index;
446
   dcl.values[0] |= 1<<31;
447
 
448
   if (semantic.Name == TGSI_SEMANTIC_POSITION) {
449
      assert(idx == 0);
450
      emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
451
                                            emit->nr_hw_temp++ );
452
      emit->temp_pos = emit->output_map[idx];
453
      emit->true_pos = dcl.dst;
454
 
455
      /* Grab an extra output for the depth output */
456
      if (!vs30_output_emit_depth_fog( emit, &emit->depth_pos ))
457
         return FALSE;
458
 
459
   }
460
   else if (semantic.Name == TGSI_SEMANTIC_PSIZE) {
461
      emit->output_map[idx] = dst_register( SVGA3DREG_TEMP,
462
                                            emit->nr_hw_temp++ );
463
      emit->temp_psiz = emit->output_map[idx];
464
 
465
      /* This has the effect of not declaring psiz (below) and not
466
       * emitting the final MOV to true_psiz in the postamble.
467
       */
468
      if (!emit->key.vkey.allow_psiz)
469
         return TRUE;
470
 
471
      emit->true_psiz = dcl.dst;
472
   }
473
   else if (semantic.Name == TGSI_SEMANTIC_FOG) {
474
      /*
475
       * Fog is shared with depth.
476
       * So we need to decrement out_count since emit_depth_fog will increment it.
477
       */
478
      emit->vs30_output_count--;
479
 
480
      if (!vs30_output_emit_depth_fog( emit, &emit->output_map[idx] ))
481
         return FALSE;
482
 
483
      return TRUE;
484
   }
485
   else {
486
      emit->output_map[idx] = dcl.dst;
487
   }
488
 
489
   return (emit_instruction(emit, opcode) &&
490
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
491
}
492
 
493
 
494
/** Translate PIPE_TEXTURE_x to SVGA3DSAMP_x */
495
static ubyte
496
svga_tgsi_sampler_type(const struct svga_shader_emitter *emit, int idx)
497
{
498
   switch (emit->key.fkey.tex[idx].texture_target) {
499
   case PIPE_TEXTURE_1D:
500
      return SVGA3DSAMP_2D;
501
   case PIPE_TEXTURE_2D:
502
   case PIPE_TEXTURE_RECT:
503
      return SVGA3DSAMP_2D;
504
   case PIPE_TEXTURE_3D:
505
      return SVGA3DSAMP_VOLUME;
506
   case PIPE_TEXTURE_CUBE:
507
      return SVGA3DSAMP_CUBE;
508
   }
509
 
510
   return SVGA3DSAMP_UNKNOWN;
511
}
512
 
513
 
514
static boolean
515
ps30_sampler( struct svga_shader_emitter *emit,
516
              struct tgsi_declaration_semantic semantic,
517
              unsigned idx )
518
{
519
   SVGA3DOpDclArgs dcl;
520
   SVGA3dShaderInstToken opcode;
521
 
522
   opcode = inst_token( SVGA3DOP_DCL );
523
   dcl.values[0] = 0;
524
   dcl.values[1] = 0;
525
 
526
   dcl.dst = dst_register( SVGA3DREG_SAMPLER, idx );
527
   dcl.type = svga_tgsi_sampler_type( emit, idx );
528
   dcl.values[0] |= 1<<31;
529
 
530
   return (emit_instruction(emit, opcode) &&
531
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
532
}
533
 
534
 
535
boolean
536
svga_translate_decl_sm30( struct svga_shader_emitter *emit,
537
                          const struct tgsi_full_declaration *decl )
538
{
539
   unsigned first = decl->Range.First;
540
   unsigned last = decl->Range.Last;
541
   unsigned idx;
542
 
543
   for( idx = first; idx <= last; idx++ ) {
544
      boolean ok;
545
 
546
      switch (decl->Declaration.File) {
547
      case TGSI_FILE_SAMPLER:
548
         assert (emit->unit == PIPE_SHADER_FRAGMENT);
549
         ok = ps30_sampler( emit, decl->Semantic, idx );
550
         break;
551
 
552
      case TGSI_FILE_INPUT:
553
         if (emit->unit == PIPE_SHADER_VERTEX)
554
            ok = vs30_input( emit, decl->Semantic, idx );
555
         else
556
            ok = ps30_input( emit, decl->Semantic, idx );
557
         break;
558
 
559
      case TGSI_FILE_OUTPUT:
560
         if (emit->unit == PIPE_SHADER_VERTEX)
561
            ok = vs30_output( emit, decl->Semantic, idx );
562
         else
563
            ok = ps30_output( emit, decl->Semantic, idx );
564
         break;
565
 
566
      default:
567
         /* don't need to declare other vars */
568
         ok = TRUE;
569
      }
570
 
571
      if (!ok)
572
         return FALSE;
573
   }
574
 
575
   return TRUE;
576
}