Files
intel-hard-graphics/src/gallium/drivers/r300/r300_fs.c
T
2026-06-06 13:25:15 +03:00

520 lines
19 KiB
C

/*
* Copyright 2008 Corbin Simpson <[email protected]>
* Joakim Sindholt <[email protected]>
* Copyright 2009 Marek Olšák <[email protected]>
* 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;
}