/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * 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 the rights to use, copy, * modify, merge, publish, distribute, sublicense, 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 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 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * 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 "pipe/p_shader_tokens.h" #include "tgsi/tgsi_parse.h" #include "util/u_memory.h" #include "svga_tgsi_emit.h" /** * Translate TGSI semantic info into SVGA3d semantic info. * This is called for VS outputs and PS inputs only. */ static boolean translate_vs_ps_semantic(struct svga_shader_emitter *emit, struct tgsi_declaration_semantic semantic, unsigned *usage, unsigned *idx) { switch (semantic.Name) { case TGSI_SEMANTIC_POSITION: *idx = semantic.Index; *usage = SVGA3D_DECLUSAGE_POSITION; break; case TGSI_SEMANTIC_COLOR: *idx = semantic.Index; *usage = SVGA3D_DECLUSAGE_COLOR; break; case TGSI_SEMANTIC_BCOLOR: *idx = semantic.Index + 2; /* sharing with COLOR */ *usage = SVGA3D_DECLUSAGE_COLOR; break; case TGSI_SEMANTIC_FOG: *idx = 0; assert(semantic.Index == 0); *usage = SVGA3D_DECLUSAGE_TEXCOORD; break; case TGSI_SEMANTIC_PSIZE: *idx = semantic.Index; *usage = SVGA3D_DECLUSAGE_PSIZE; break; case TGSI_SEMANTIC_GENERIC: *idx = svga_remap_generic_index(emit->key.generic_remap_table, semantic.Index); *usage = SVGA3D_DECLUSAGE_TEXCOORD; break; case TGSI_SEMANTIC_NORMAL: *idx = semantic.Index; *usage = SVGA3D_DECLUSAGE_NORMAL; break; case TGSI_SEMANTIC_CLIPDIST: case TGSI_SEMANTIC_CLIPVERTEX: /* XXX at this time we don't support clip distance or clip vertices */ debug_warn_once("unsupported clip distance/vertex attribute\n"); *usage = SVGA3D_DECLUSAGE_TEXCOORD; *idx = 0; return TRUE; default: assert(0); *usage = SVGA3D_DECLUSAGE_TEXCOORD; *idx = 0; return FALSE; } return TRUE; } /** * Emit a PS input (or VS depth/fog output) register declaration. * For example, if usage = SVGA3D_DECLUSAGE_TEXCOORD, reg.num = 1, and * index = 3, we'll emit "dcl_texcoord3 v1". */ static boolean emit_decl(struct svga_shader_emitter *emit, SVGA3dShaderDestToken reg, unsigned usage, unsigned index) { SVGA3DOpDclArgs dcl; SVGA3dShaderInstToken opcode; /* check values against bitfield sizes */ assert(index < 16); assert(usage <= SVGA3D_DECLUSAGE_MAX); opcode = inst_token( SVGA3DOP_DCL ); dcl.values[0] = 0; dcl.values[1] = 0; dcl.dst = reg; dcl.usage = usage; dcl.index = index; dcl.values[0] |= 1<<31; return (emit_instruction(emit, opcode) && svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values))); } /** * Emit declaration for PS front/back-face input register. */ static boolean emit_vface_decl(struct svga_shader_emitter *emit) { if (!emit->emitted_vface) { SVGA3dShaderDestToken reg = dst_register(SVGA3DREG_MISCTYPE, SVGA3DMISCREG_FACE); if (!emit_decl( emit, reg, 0, 0 )) return FALSE; emit->emitted_vface = TRUE; } return TRUE; } /** * Emit PS input register to pass depth/fog coordinates. * Note that this always goes into texcoord[0]. */ static boolean ps30_input_emit_depth_fog( struct svga_shader_emitter *emit, struct src_register *out ) { struct src_register reg; if (emit->emitted_depth_fog) { *out = emit->ps_depth_fog; return TRUE; } if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX) return FALSE; reg = src_register( SVGA3DREG_INPUT, emit->ps30_input_count++ ); *out = emit->ps_depth_fog = reg; emit->emitted_depth_fog = TRUE; return emit_decl( emit, dst( reg ), SVGA3D_DECLUSAGE_TEXCOORD, 0 ); } /** * Process a PS input declaration. * We'll emit a declaration like "dcl_texcoord1 v2" */ static boolean ps30_input(struct svga_shader_emitter *emit, struct tgsi_declaration_semantic semantic, unsigned idx) { unsigned usage, index; SVGA3dShaderDestToken reg; if (semantic.Name == TGSI_SEMANTIC_POSITION) { emit->ps_true_pos = src_register( SVGA3DREG_MISCTYPE, SVGA3DMISCREG_POSITION ); emit->ps_true_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X, TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Y, TGSI_SWIZZLE_Y ); reg = writemask( dst(emit->ps_true_pos), TGSI_WRITEMASK_XY ); emit->ps_reads_pos = TRUE; if (emit->info.reads_z) { emit->ps_temp_pos = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp ); emit->input_map[idx] = src_register( SVGA3DREG_TEMP, emit->nr_hw_temp ); emit->nr_hw_temp++; if (!ps30_input_emit_depth_fog( emit, &emit->ps_depth_pos )) return FALSE; emit->ps_depth_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_Z, TGSI_SWIZZLE_W ); } else { emit->input_map[idx] = emit->ps_true_pos; } return emit_decl( emit, reg, 0, 0 ); } else if (emit->key.fkey.light_twoside && (semantic.Name == TGSI_SEMANTIC_COLOR)) { if (!translate_vs_ps_semantic( emit, semantic, &usage, &index )) return FALSE; emit->internal_color_idx[emit->internal_color_count] = idx; emit->input_map[idx] = src_register( SVGA3DREG_INPUT, emit->ps30_input_count ); emit->ps30_input_count++; emit->internal_color_count++; reg = dst( emit->input_map[idx] ); if (!emit_decl( emit, reg, usage, index )) return FALSE; semantic.Name = TGSI_SEMANTIC_BCOLOR; if (!translate_vs_ps_semantic( emit, semantic, &usage, &index )) return FALSE; if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX) return FALSE; reg = dst_register( SVGA3DREG_INPUT, emit->ps30_input_count++ ); if (!emit_decl( emit, reg, usage, index )) return FALSE; if (!emit_vface_decl( emit )) return FALSE; return TRUE; } else if (semantic.Name == TGSI_SEMANTIC_FACE) { if (!emit_vface_decl( emit )) return FALSE; emit->emit_frontface = TRUE; emit->internal_frontface_idx = idx; return TRUE; } else if (semantic.Name == TGSI_SEMANTIC_FOG) { assert(semantic.Index == 0); if (!ps30_input_emit_depth_fog( emit, &emit->input_map[idx] )) return FALSE; emit->input_map[idx].base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X, TGSI_SWIZZLE_X, TGSI_SWIZZLE_X, TGSI_SWIZZLE_X ); return TRUE; } else { if (!translate_vs_ps_semantic( emit, semantic, &usage, &index )) return FALSE; if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX) return FALSE; emit->input_map[idx] = src_register( SVGA3DREG_INPUT, emit->ps30_input_count++ ); reg = dst( emit->input_map[idx] ); if (!emit_decl( emit, reg, usage, index )) return FALSE; if (semantic.Name == TGSI_SEMANTIC_GENERIC && emit->key.fkey.sprite_origin_lower_left && index >= 1 && emit->key.fkey.tex[index - 1].sprite_texgen) { /* This is a sprite texture coord with lower-left origin. * We need to invert the texture T coordinate since the SVGA3D * device only supports an upper-left origin. */ unsigned unit = index - 1; emit->inverted_texcoords |= (1 << unit); /* save original texcoord reg */ emit->ps_true_texcoord[unit] = emit->input_map[idx]; /* this temp register will be the results of the MAD instruction */ emit->ps_inverted_texcoord[unit] = src_register(SVGA3DREG_TEMP, emit->nr_hw_temp); emit->nr_hw_temp++; emit->ps_inverted_texcoord_input[unit] = idx; /* replace input_map entry with the temp register */ emit->input_map[idx] = emit->ps_inverted_texcoord[unit]; } return TRUE; } } /** * Process a PS output declaration. * Note that we don't actually emit a SVGA3DOpDcl for PS outputs. */ static boolean ps30_output(struct svga_shader_emitter *emit, struct tgsi_declaration_semantic semantic, unsigned idx) { switch (semantic.Name) { case TGSI_SEMANTIC_COLOR: if (emit->unit == PIPE_SHADER_FRAGMENT && emit->key.fkey.white_fragments) { emit->output_map[idx] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ ); emit->temp_col[idx] = emit->output_map[idx]; emit->true_col[idx] = dst_register( SVGA3DREG_COLOROUT, semantic.Index ); } else { emit->output_map[idx] = dst_register( SVGA3DREG_COLOROUT, semantic.Index ); } break; case TGSI_SEMANTIC_POSITION: emit->output_map[idx] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ ); emit->temp_pos = emit->output_map[idx]; emit->true_pos = dst_register( SVGA3DREG_DEPTHOUT, semantic.Index ); break; default: assert(0); /* A wild stab in the dark. */ emit->output_map[idx] = dst_register( SVGA3DREG_COLOROUT, 0 ); break; } return TRUE; } /** * Declare a VS input register. * We still make up the input semantics the same as in 2.0 */ static boolean vs30_input(struct svga_shader_emitter *emit, struct tgsi_declaration_semantic semantic, unsigned idx) { SVGA3DOpDclArgs dcl; SVGA3dShaderInstToken opcode; unsigned usage, index; opcode = inst_token( SVGA3DOP_DCL ); dcl.values[0] = 0; dcl.values[1] = 0; emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx ); dcl.dst = dst_register( SVGA3DREG_INPUT, idx ); assert(dcl.dst.reserved0); svga_generate_vdecl_semantics( idx, &usage, &index ); dcl.usage = usage; dcl.index = index; dcl.values[0] |= 1<<31; return (emit_instruction(emit, opcode) && svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values))); } /** * Declare VS output for holding depth/fog. */ static boolean vs30_output_emit_depth_fog(struct svga_shader_emitter *emit, SVGA3dShaderDestToken *out) { SVGA3dShaderDestToken reg; if (emit->emitted_depth_fog) { *out = emit->vs_depth_fog; return TRUE; } reg = dst_register( SVGA3DREG_OUTPUT, emit->vs30_output_count++ ); *out = emit->vs_depth_fog = reg; emit->emitted_depth_fog = TRUE; return emit_decl( emit, reg, SVGA3D_DECLUSAGE_TEXCOORD, 0 ); } /** * Declare a VS output. * VS3.0 outputs have proper declarations and semantic info for * matching against PS inputs. */ static boolean vs30_output(struct svga_shader_emitter *emit, struct tgsi_declaration_semantic semantic, unsigned idx) { SVGA3DOpDclArgs dcl; SVGA3dShaderInstToken opcode; unsigned usage, index; opcode = inst_token( SVGA3DOP_DCL ); dcl.values[0] = 0; dcl.values[1] = 0; if (!translate_vs_ps_semantic( emit, semantic, &usage, &index )) return FALSE; if (emit->vs30_output_count >= SVGA3D_OUTPUTREG_MAX) return FALSE; dcl.dst = dst_register( SVGA3DREG_OUTPUT, emit->vs30_output_count++ ); dcl.usage = usage; dcl.index = index; dcl.values[0] |= 1<<31; if (semantic.Name == TGSI_SEMANTIC_POSITION) { assert(idx == 0); emit->output_map[idx] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ ); emit->temp_pos = emit->output_map[idx]; emit->true_pos = dcl.dst; /* Grab an extra output for the depth output */ if (!vs30_output_emit_depth_fog( emit, &emit->depth_pos )) return FALSE; } else if (semantic.Name == TGSI_SEMANTIC_PSIZE) { emit->output_map[idx] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ ); emit->temp_psiz = emit->output_map[idx]; /* This has the effect of not declaring psiz (below) and not * emitting the final MOV to true_psiz in the postamble. */ if (!emit->key.vkey.allow_psiz) return TRUE; emit->true_psiz = dcl.dst; } else if (semantic.Name == TGSI_SEMANTIC_FOG) { /* * Fog is shared with depth. * So we need to decrement out_count since emit_depth_fog will increment it. */ emit->vs30_output_count--; if (!vs30_output_emit_depth_fog( emit, &emit->output_map[idx] )) return FALSE; return TRUE; } else { emit->output_map[idx] = dcl.dst; } return (emit_instruction(emit, opcode) && svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values))); } static boolean ps30_sampler( struct svga_shader_emitter *emit, struct tgsi_declaration_semantic semantic, unsigned idx ) { SVGA3DOpDclArgs dcl; SVGA3dShaderInstToken opcode; opcode = inst_token( SVGA3DOP_DCL ); dcl.values[0] = 0; dcl.values[1] = 0; dcl.dst = dst_register( SVGA3DREG_SAMPLER, idx ); dcl.type = svga_tgsi_sampler_type( emit, idx ); dcl.values[0] |= 1<<31; return (emit_instruction(emit, opcode) && svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values))); } boolean svga_translate_decl_sm30( struct svga_shader_emitter *emit, const struct tgsi_full_declaration *decl ) { unsigned first = decl->Range.First; unsigned last = decl->Range.Last; unsigned idx; for( idx = first; idx <= last; idx++ ) { boolean ok; switch (decl->Declaration.File) { case TGSI_FILE_SAMPLER: assert (emit->unit == PIPE_SHADER_FRAGMENT); ok = ps30_sampler( emit, decl->Semantic, idx ); break; case TGSI_FILE_INPUT: if (emit->unit == PIPE_SHADER_VERTEX) ok = vs30_input( emit, decl->Semantic, idx ); else ok = ps30_input( emit, decl->Semantic, idx ); break; case TGSI_FILE_OUTPUT: if (emit->unit == PIPE_SHADER_VERTEX) ok = vs30_output( emit, decl->Semantic, idx ); else ok = ps30_output( emit, decl->Semantic, idx ); break; default: /* don't need to declare other vars */ ok = TRUE; } if (!ok) return FALSE; } return TRUE; }