/* * Copyright 2008 Corbin Simpson * Joakim Sindholt * Copyright 2009 Marek Olšák * SPDX-License-Identifier: MIT */ #include "util/format/u_format.h" #include "util/u_math.h" #include "util/u_memory.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 "compiler/radeon_compiler.h" #include "compiler/nir_to_rc.h" #include "nir.h" #include "compiler/nir/nir_builder.h" 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++); } } void r300_fragment_program_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; state->sampler_state_count = texstate->sampler_state_count; 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; } /* 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.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, struct pipe_shader_state state); static void r300_dummy_fragment_shader( struct r300_context* r300, struct r300_fragment_shader_code* shader) { struct pipe_shader_state state = {}; const nir_shader_compiler_options *options = r300->screen->screen.nir_options[MESA_SHADER_FRAGMENT]; /* Make a simple fragment shader which outputs (0, 0, 0, 1). */ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options, "r300 dummy FS"); nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(), "out_color"); out->data.location = FRAG_RESULT_COLOR; nir_store_var(&b, out, nir_imm_vec4(&b, 0, 0, 0, 1), 0xf); shader->dummy = true; state.type = PIPE_SHADER_IR_NIR; state.ir.nir = b.shader; r300_translate_fragment_shader(r300, shader, state); ralloc_free(state.ir.nir); } 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); if (r300->screen->options.ieeemath) OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO_DEFAULT); else OUT_CB_REG(R500_US_CONFIG, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO_LEGACY); 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, struct pipe_shader_state state) { struct r300_fragment_program_compiler compiler; int wpos, face; unsigned i; union r300_shader_code code; code.f = shader; r300_shader_semantics_reset(&shader->inputs); /* gl_FragColor (vs. gl_FragData[0]) makes the FS write the same value * to all bound color buffers. */ shader->write_all = false; nir_foreach_shader_out_variable(var, state.ir.nir) { if (var->data.location == FRAG_RESULT_COLOR) { shader->write_all = true; break; } } /* 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; compiler.code = &shader->code; compiler.state = shader->compare_state; if (!shader->dummy) compiler.Base.debug = &r300->context.debug; 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; nir_shader *clone = nir_shader_clone(NULL, state.ir.nir); nir_to_rc(clone, (struct pipe_screen *)r300->screen, shader->compare_state, code, &compiler.Base); if (compiler.Base.Error) { shader->error = strdup(compiler.Base.ErrorMsg ? compiler.Base.ErrorMsg : "Cannot translate shader from NIR."); rc_destroy(&compiler.Base); r300_dummy_fragment_shader(r300, shader); return; } wpos = shader->inputs.wpos; face = shader->inputs.face; 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) { shader->error = strdup(compiler.Base.ErrorMsg); if (shader->dummy) { fprintf(stderr, "r300 FP: Cannot compile the dummy shader! " "Giving up...\n"); abort(); } free(compiler.code->constants.Constants); free(compiler.code->constants_remap_table); 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); } bool r300_pick_fragment_shader(struct r300_context *r300, struct r300_fragment_shader* fs, struct r300_fragment_program_external_state *state) { struct r300_fragment_shader_code* ptr; 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(*state)); r300_translate_fragment_shader(r300, fs->shader, fs->state); 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; memcpy(&ptr->compare_state, state, sizeof(*state)); r300_translate_fragment_shader(r300, ptr, fs->state); return true; } } return false; }