/**********************************************************
* 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_dump.h"
#include "tgsi/tgsi_parse.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_pstipple.h"
#include "svga_tgsi_emit.h"
#include "svga_context.h"
static boolean emit_vs_postamble( struct svga_shader_emitter *emit );
static boolean emit_ps_postamble( struct svga_shader_emitter *emit );
static unsigned
translate_opcode(uint opcode)
{
switch (opcode) {
case TGSI_OPCODE_ADD: return SVGA3DOP_ADD;
case TGSI_OPCODE_DP3: return SVGA3DOP_DP3;
case TGSI_OPCODE_DP4: return SVGA3DOP_DP4;
case TGSI_OPCODE_FRC: return SVGA3DOP_FRC;
case TGSI_OPCODE_MAD: return SVGA3DOP_MAD;
case TGSI_OPCODE_MAX: return SVGA3DOP_MAX;
case TGSI_OPCODE_MIN: return SVGA3DOP_MIN;
case TGSI_OPCODE_MOV: return SVGA3DOP_MOV;
case TGSI_OPCODE_MUL: return SVGA3DOP_MUL;
case TGSI_OPCODE_NOP: return SVGA3DOP_NOP;
default:
assert(!"svga: unexpected opcode in translate_opcode()");
return SVGA3DOP_LAST_INST;
}
}
static unsigned
translate_file(unsigned file)
{
switch (file) {
case TGSI_FILE_TEMPORARY: return SVGA3DREG_TEMP;
case TGSI_FILE_INPUT: return SVGA3DREG_INPUT;
case TGSI_FILE_OUTPUT: return SVGA3DREG_OUTPUT; /* VS3.0+ only */
case TGSI_FILE_IMMEDIATE: return SVGA3DREG_CONST;
case TGSI_FILE_CONSTANT: return SVGA3DREG_CONST;
case TGSI_FILE_SAMPLER: return SVGA3DREG_SAMPLER;
case TGSI_FILE_ADDRESS: return SVGA3DREG_ADDR;
default:
assert(!"svga: unexpected register file in translate_file()");
return SVGA3DREG_TEMP;
}
}
/**
* Translate a TGSI destination register to an SVGA3DShaderDestToken.
* \param insn the TGSI instruction
* \param idx which TGSI dest register to translate (usually (always?) zero)
*/
static SVGA3dShaderDestToken
translate_dst_register( struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
unsigned idx )
{
const struct tgsi_full_dst_register *reg = &insn->Dst[idx];
SVGA3dShaderDestToken dest;
switch (reg->Register.File) {
case TGSI_FILE_OUTPUT:
/* Output registers encode semantic information in their name.
* Need to lookup a table built at decl time:
*/
dest = emit->output_map[reg->Register.Index];
emit->num_output_writes++;
break;
default:
{
unsigned index = reg->Register.Index;
assert(index < SVGA3D_TEMPREG_MAX);
index = MIN2(index, SVGA3D_TEMPREG_MAX - 1);
dest = dst_register(translate_file(reg->Register.File), index);
}
break;
}
if (reg->Register.Indirect) {
debug_warning("Indirect indexing of dest registers is not supported!\n");
}
dest.mask = reg->Register.WriteMask;
assert(dest.mask);
if (insn->Instruction.Saturate)
dest.dstMod = SVGA3DDSTMOD_SATURATE;
return dest;
}
/**
* Apply a swizzle to a src_register, returning a new src_register
* Ex: swizzle(SRC.ZZYY, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y)
* would return SRC.YYZZ
*/
static struct src_register
swizzle(struct src_register src,
unsigned x, unsigned y, unsigned z, unsigned w)
{
assert(x < 4);
assert(y < 4);
assert(z < 4);
assert(w < 4);
x = (src.base.swizzle >> (x * 2)) & 0x3;
y = (src.base.swizzle >> (y * 2)) & 0x3;
z = (src.base.swizzle >> (z * 2)) & 0x3;
w = (src.base.swizzle >> (w * 2)) & 0x3;
src.base.swizzle = TRANSLATE_SWIZZLE(x, y, z, w);
return src;
}
/**
* Apply a "scalar" swizzle to a src_register returning a new
* src_register where all the swizzle terms are the same.
* Ex: scalar(SRC.WZYX, SWIZZLE_Y) would return SRC.ZZZZ
*/
static struct src_register
scalar(struct src_register src, unsigned comp)
{
assert(comp < 4);
return swizzle( src, comp, comp, comp, comp );
}
static boolean
svga_arl_needs_adjustment( const struct svga_shader_emitter *emit )
{
unsigned i;
for (i = 0; i < emit->num_arl_consts; ++i) {
if (emit->arl_consts[i].arl_num == emit->current_arl)
return TRUE;
}
return FALSE;
}
static int
svga_arl_adjustment( const struct svga_shader_emitter *emit )
{
unsigned i;
for (i = 0; i < emit->num_arl_consts; ++i) {
if (emit->arl_consts[i].arl_num == emit->current_arl)
return emit->arl_consts[i].number;
}
return 0;
}
/**
* Translate a TGSI src register to a src_register.
*/
static struct src_register
translate_src_register( const struct svga_shader_emitter *emit,
const struct tgsi_full_src_register *reg )
{
struct src_register src;
switch (reg->Register.File) {
case TGSI_FILE_INPUT:
/* Input registers are referred to by their semantic name rather
* than by index. Use the mapping build up from the decls:
*/
src = emit->input_map[reg->Register.Index];
break;
case TGSI_FILE_IMMEDIATE:
/* Immediates are appended after TGSI constants in the D3D
* constant buffer.
*/
src = src_register( translate_file( reg->Register.File ),
reg->Register.Index + emit->imm_start );
break;
default:
src = src_register( translate_file( reg->Register.File ),
reg->Register.Index );
break;
}
/* Indirect addressing.
*/
if (reg->Register.Indirect) {
if (emit->unit == PIPE_SHADER_FRAGMENT) {
/* Pixel shaders have only loop registers for relative
* addressing into inputs. Ignore the redundant address
* register, the contents of aL should be in sync with it.
*/
if (reg->Register.File == TGSI_FILE_INPUT) {
src.base.relAddr = 1;
src.indirect = src_token(SVGA3DREG_LOOP, 0);
}
}
else {
/* Constant buffers only.
*/
if (reg->Register.File == TGSI_FILE_CONSTANT) {
/* we shift the offset towards the minimum */
if (svga_arl_needs_adjustment( emit )) {
src.base.num -= svga_arl_adjustment( emit );
}
src.base.relAddr = 1;
/* Not really sure what should go in the second token:
*/
src.indirect = src_token( SVGA3DREG_ADDR,
reg->Indirect.Index );
src.indirect.swizzle = SWIZZLE_XXXX;
}
}
}
src = swizzle( src,
reg->Register.SwizzleX,
reg->Register.SwizzleY,
reg->Register.SwizzleZ,
reg->Register.SwizzleW );
/* src.mod isn't a bitfield, unfortunately:
* See tgsi_util_get_full_src_register_sign_mode for implementation details.
*/
if (reg->Register.Absolute) {
if (reg->Register.Negate)
src.base.srcMod = SVGA3DSRCMOD_ABSNEG;
else
src.base.srcMod = SVGA3DSRCMOD_ABS;
}
else {
if (reg->Register.Negate)
src.base.srcMod = SVGA3DSRCMOD_NEG;
else
src.base.srcMod = SVGA3DSRCMOD_NONE;
}
return src;
}
/*
* Get a temporary register.
* Note: if we exceed the temporary register limit we just use
* register SVGA3D_TEMPREG_MAX - 1.
*/
static SVGA3dShaderDestToken
get_temp( struct svga_shader_emitter *emit )
{
int i = emit->nr_hw_temp + emit->internal_temp_count++;
if (i >= SVGA3D_TEMPREG_MAX) {
debug_warn_once("svga: Too many temporary registers used in shader\n");
i = SVGA3D_TEMPREG_MAX - 1;
}
return dst_register( SVGA3DREG_TEMP, i );
}
/**
* Release a single temp. Currently only effective if it was the last
* allocated temp, otherwise release will be delayed until the next
* call to reset_temp_regs().
*/
static void
release_temp( struct svga_shader_emitter *emit,
SVGA3dShaderDestToken temp )
{
if (temp.num == emit->internal_temp_count - 1)
emit->internal_temp_count--;
}
/**
* Release all temps.
*/
static void
reset_temp_regs(struct svga_shader_emitter *emit)
{
emit->internal_temp_count = 0;
}
/** Emit bytecode for a src_register */
static boolean
emit_src(struct svga_shader_emitter *emit, const struct src_register src)
{
if (src.base.relAddr) {
assert(src.base.reserved0);
assert(src.indirect.reserved0);
return (svga_shader_emit_dword( emit, src.base.value ) &&
svga_shader_emit_dword( emit, src.indirect.value ));
}
else {
assert(src.base.reserved0);
return svga_shader_emit_dword( emit, src.base.value );
}
}
/** Emit bytecode for a dst_register */
static boolean
emit_dst(struct svga_shader_emitter *emit, SVGA3dShaderDestToken dest)
{
assert(dest.reserved0);
assert(dest.mask);
return svga_shader_emit_dword( emit, dest.value );
}
/** Emit bytecode for a 1-operand instruction */
static boolean
emit_op1(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0)
{
return (emit_instruction(emit, inst) &&
emit_dst(emit, dest) &&
emit_src(emit, src0));
}
/** Emit bytecode for a 2-operand instruction */
static boolean
emit_op2(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0,
struct src_register src1)
{
return (emit_instruction(emit, inst) &&
emit_dst(emit, dest) &&
emit_src(emit, src0) &&
emit_src(emit, src1));
}
/** Emit bytecode for a 3-operand instruction */
static boolean
emit_op3(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0,
struct src_register src1,
struct src_register src2)
{
return (emit_instruction(emit, inst) &&
emit_dst(emit, dest) &&
emit_src(emit, src0) &&
emit_src(emit, src1) &&
emit_src(emit, src2));
}
/** Emit bytecode for a 4-operand instruction */
static boolean
emit_op4(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0,
struct src_register src1,
struct src_register src2,
struct src_register src3)
{
return (emit_instruction(emit, inst) &&
emit_dst(emit, dest) &&
emit_src(emit, src0) &&
emit_src(emit, src1) &&
emit_src(emit, src2) &&
emit_src(emit, src3));
}
/**
* Apply the absolute value modifier to the given src_register, returning
* a new src_register.
*/
static struct src_register
absolute(struct src_register src)
{
src.base.srcMod = SVGA3DSRCMOD_ABS;
return src;
}
/**
* Apply the negation modifier to the given src_register, returning
* a new src_register.
*/
static struct src_register
negate(struct src_register src)
{
switch (src.base.srcMod) {
case SVGA3DSRCMOD_ABS:
src.base.srcMod = SVGA3DSRCMOD_ABSNEG;
break;
case SVGA3DSRCMOD_ABSNEG:
src.base.srcMod = SVGA3DSRCMOD_ABS;
break;
case SVGA3DSRCMOD_NEG:
src.base.srcMod = SVGA3DSRCMOD_NONE;
break;
case SVGA3DSRCMOD_NONE:
src.base.srcMod = SVGA3DSRCMOD_NEG;
break;
}
return src;
}
/* Replace the src with the temporary specified in the dst, but copying
* only the necessary channels, and preserving the original swizzle (which is
* important given that several opcodes have constraints in the allowed
* swizzles).
*/
static boolean
emit_repl(struct svga_shader_emitter *emit,
SVGA3dShaderDestToken dst,
struct src_register *src0)
{
unsigned src0_swizzle;
unsigned chan;
assert(SVGA3dShaderGetRegType(dst.value) == SVGA3DREG_TEMP);
src0_swizzle = src0->base.swizzle;
dst.mask = 0;
for (chan = 0; chan < 4; ++chan) {
unsigned swizzle = (src0_swizzle >> (chan *2)) & 0x3;
dst.mask |= 1 << swizzle;
}
assert(dst.mask);
src0->base.swizzle = SVGA3DSWIZZLE_NONE;
if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, *src0 ))
return FALSE;
*src0 = src( dst );
src0->base.swizzle = src0_swizzle;
return TRUE;
}
/**
* Submit/emit an instruction with zero operands.
*/
static boolean
submit_op0(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest)
{
return (emit_instruction( emit, inst ) &&
emit_dst( emit, dest ));
}
/**
* Submit/emit an instruction with one operand.
*/
static boolean
submit_op1(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0)
{
return emit_op1( emit, inst, dest, src0 );
}
/**
* Submit/emit an instruction with two operands.
*
* SVGA shaders may not refer to >1 constant register in a single
* instruction. This function checks for that usage and inserts a
* move to temporary if detected.
*
* The same applies to input registers -- at most a single input
* register may be read by any instruction.
*/
static boolean
submit_op2(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0,
struct src_register src1)
{
SVGA3dShaderDestToken temp;
SVGA3dShaderRegType type0, type1;
boolean need_temp = FALSE;
temp.value = 0;
type0 = SVGA3dShaderGetRegType( src0.base.value );
type1 = SVGA3dShaderGetRegType( src1.base.value );
if (type0 == SVGA3DREG_CONST &&
type1 == SVGA3DREG_CONST &&
src0.base.num != src1.base.num)
need_temp = TRUE;
if (type0 == SVGA3DREG_INPUT &&
type1 == SVGA3DREG_INPUT &&
src0.base.num != src1.base.num)
need_temp = TRUE;
if (need_temp) {
temp = get_temp( emit );
if (!emit_repl( emit, temp, &src0 ))
return FALSE;
}
if (!emit_op2( emit, inst, dest, src0, src1 ))
return FALSE;
if (need_temp)
release_temp( emit, temp );
return TRUE;
}
/**
* Submit/emit an instruction with three operands.
*
* SVGA shaders may not refer to >1 constant register in a single
* instruction. This function checks for that usage and inserts a
* move to temporary if detected.
*/
static boolean
submit_op3(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0,
struct src_register src1,
struct src_register src2)
{
SVGA3dShaderDestToken temp0;
SVGA3dShaderDestToken temp1;
boolean need_temp0 = FALSE;
boolean need_temp1 = FALSE;
SVGA3dShaderRegType type0, type1, type2;
temp0.value = 0;
temp1.value = 0;
type0 = SVGA3dShaderGetRegType( src0.base.value );
type1 = SVGA3dShaderGetRegType( src1.base.value );
type2 = SVGA3dShaderGetRegType( src2.base.value );
if (inst.op != SVGA3DOP_SINCOS) {
if (type0 == SVGA3DREG_CONST &&
((type1 == SVGA3DREG_CONST && src0.base.num != src1.base.num) ||
(type2 == SVGA3DREG_CONST && src0.base.num != src2.base.num)))
need_temp0 = TRUE;
if (type1 == SVGA3DREG_CONST &&
(type2 == SVGA3DREG_CONST && src1.base.num != src2.base.num))
need_temp1 = TRUE;
}
if (type0 == SVGA3DREG_INPUT &&
((type1 == SVGA3DREG_INPUT && src0.base.num != src1.base.num) ||
(type2 == SVGA3DREG_INPUT && src0.base.num != src2.base.num)))
need_temp0 = TRUE;
if (type1 == SVGA3DREG_INPUT &&
(type2 == SVGA3DREG_INPUT && src1.base.num != src2.base.num))
need_temp1 = TRUE;
if (need_temp0) {
temp0 = get_temp( emit );
if (!emit_repl( emit, temp0, &src0 ))
return FALSE;
}
if (need_temp1) {
temp1 = get_temp( emit );
if (!emit_repl( emit, temp1, &src1 ))
return FALSE;
}
if (!emit_op3( emit, inst, dest, src0, src1, src2 ))
return FALSE;
if (need_temp1)
release_temp( emit, temp1 );
if (need_temp0)
release_temp( emit, temp0 );
return TRUE;
}
/**
* Submit/emit an instruction with four operands.
*
* SVGA shaders may not refer to >1 constant register in a single
* instruction. This function checks for that usage and inserts a
* move to temporary if detected.
*/
static boolean
submit_op4(struct svga_shader_emitter *emit,
SVGA3dShaderInstToken inst,
SVGA3dShaderDestToken dest,
struct src_register src0,
struct src_register src1,
struct src_register src2,
struct src_register src3)
{
SVGA3dShaderDestToken temp0;
SVGA3dShaderDestToken temp3;
boolean need_temp0 = FALSE;
boolean need_temp3 = FALSE;
SVGA3dShaderRegType type0, type1, type2, type3;
temp0.value = 0;
temp3.value = 0;
type0 = SVGA3dShaderGetRegType( src0.base.value );
type1 = SVGA3dShaderGetRegType( src1.base.value );
type2 = SVGA3dShaderGetRegType( src2.base.value );
type3 = SVGA3dShaderGetRegType( src2.base.value );
/* Make life a little easier - this is only used by the TXD
* instruction which is guaranteed not to have a constant/input reg
* in one slot at least:
*/
assert(type1 == SVGA3DREG_SAMPLER);
(void) type1;
if (type0 == SVGA3DREG_CONST &&
((type3 == SVGA3DREG_CONST && src0.base.num != src3.base.num) ||
(type2 == SVGA3DREG_CONST && src0.base.num != src2.base.num)))
need_temp0 = TRUE;
if (type3 == SVGA3DREG_CONST &&
(type2 == SVGA3DREG_CONST && src3.base.num != src2.base.num))
need_temp3 = TRUE;
if (type0 == SVGA3DREG_INPUT &&
((type3 == SVGA3DREG_INPUT && src0.base.num != src3.base.num) ||
(type2 == SVGA3DREG_INPUT && src0.base.num != src2.base.num)))
need_temp0 = TRUE;
if (type3 == SVGA3DREG_INPUT &&
(type2 == SVGA3DREG_INPUT && src3.base.num != src2.base.num))
need_temp3 = TRUE;
if (need_temp0) {
temp0 = get_temp( emit );
if (!emit_repl( emit, temp0, &src0 ))
return FALSE;
}
if (need_temp3) {
temp3 = get_temp( emit );
if (!emit_repl( emit, temp3, &src3 ))
return FALSE;
}
if (!emit_op4( emit, inst, dest, src0, src1, src2, src3 ))
return FALSE;
if (need_temp3)
release_temp( emit, temp3 );
if (need_temp0)
release_temp( emit, temp0 );
return TRUE;
}
/**
* Do the src and dest registers refer to the same register?
*/
static boolean
alias_src_dst(struct src_register src,
SVGA3dShaderDestToken dst)
{
if (src.base.num != dst.num)
return FALSE;
if (SVGA3dShaderGetRegType(dst.value) !=
SVGA3dShaderGetRegType(src.base.value))
return FALSE;
return TRUE;
}
/**
* Helper for emitting SVGA immediate values using the SVGA3DOP_DEF[I]
* instructions.
*/
static boolean
emit_def_const(struct svga_shader_emitter *emit,
SVGA3dShaderConstType type,
unsigned idx, float a, float b, float c, float d)
{
SVGA3DOpDefArgs def;
SVGA3dShaderInstToken opcode;
switch (type) {
case SVGA3D_CONST_TYPE_FLOAT:
opcode = inst_token( SVGA3DOP_DEF );
def.dst = dst_register( SVGA3DREG_CONST, idx );
def.constValues[0] = a;
def.constValues[1] = b;
def.constValues[2] = c;
def.constValues[3] = d;
break;
case SVGA3D_CONST_TYPE_INT:
opcode = inst_token( SVGA3DOP_DEFI );
def.dst = dst_register( SVGA3DREG_CONSTINT, idx );
def.constIValues[0] = (int)a;
def.constIValues[1] = (int)b;
def.constIValues[2] = (int)c;
def.constIValues[3] = (int)d;
break;
default:
assert(0);
opcode = inst_token( SVGA3DOP_NOP );
break;
}
if (!emit_instruction(emit, opcode) ||
!svga_shader_emit_dwords( emit, def.values, ARRAY_SIZE(def.values)))
return FALSE;
return TRUE;
}
static boolean
create_loop_const( struct svga_shader_emitter *emit )
{
unsigned idx = emit->nr_hw_int_const++;
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_INT, idx,
255, /* iteration count */
0, /* initial value */
1, /* step size */
0 /* not used, must be 0 */))
return FALSE;
emit->loop_const_idx = idx;
emit->created_loop_const = TRUE;
return TRUE;
}
static boolean
create_arl_consts( struct svga_shader_emitter *emit )
{
int i;
for (i = 0; i < emit->num_arl_consts; i += 4) {
int j;
unsigned idx = emit->nr_hw_float_const++;
float vals[4];
for (j = 0; j < 4 && (j + i) < emit->num_arl_consts; ++j) {
vals[j] = (float) emit->arl_consts[i + j].number;
emit->arl_consts[i + j].idx = idx;
switch (j) {
case 0:
emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_X;
break;
case 1:
emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_Y;
break;
case 2:
emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_Z;
break;
case 3:
emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_W;
break;
}
}
while (j < 4)
vals[j++] = 0;
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT, idx,
vals[0], vals[1],
vals[2], vals[3]))
return FALSE;
}
return TRUE;
}
/**
* Return the register which holds the pixel shaders front/back-
* facing value.
*/
static struct src_register
get_vface( struct svga_shader_emitter *emit )
{
assert(emit->emitted_vface);
return src_register(SVGA3DREG_MISCTYPE, SVGA3DMISCREG_FACE);
}
/**
* Create/emit a "common" constant with values {0, 0.5, -1, 1}.
* We can swizzle this to produce other useful constants such as
* {0, 0, 0, 0}, {1, 1, 1, 1}, etc.
*/
static boolean
create_common_immediate( struct svga_shader_emitter *emit )
{
unsigned idx = emit->nr_hw_float_const++;
/* Emit the constant (0, 0.5, -1, 1) and use swizzling to generate
* other useful vectors.
*/
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
idx, 0.0f, 0.5f, -1.0f, 1.0f ))
return FALSE;
emit->common_immediate_idx[0] = idx;
idx++;
/* Emit constant {2, 0, 0, 0} (only the 2 is used for now) */
if (emit->key.vs.adjust_attrib_range) {
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
idx, 2.0f, 0.0f, 0.0f, 0.0f ))
return FALSE;
emit->common_immediate_idx[1] = idx;
}
else {
emit->common_immediate_idx[1] = -1;
}
emit->created_common_immediate = TRUE;
return TRUE;
}
/**
* Return swizzle/position for the given value in the "common" immediate.
*/
static inline unsigned
common_immediate_swizzle(float value)
{
if (value == 0.0f)
return TGSI_SWIZZLE_X;
else if (value == 0.5f)
return TGSI_SWIZZLE_Y;
else if (value == -1.0f)
return TGSI_SWIZZLE_Z;
else if (value == 1.0f)
return TGSI_SWIZZLE_W;
else {
assert(!"illegal value in common_immediate_swizzle");
return TGSI_SWIZZLE_X;
}
}
/**
* Returns an immediate reg where all the terms are either 0, 1, 2 or 0.5
*/
static struct src_register
get_immediate(struct svga_shader_emitter *emit,
float x, float y, float z, float w)
{
unsigned sx = common_immediate_swizzle(x);
unsigned sy = common_immediate_swizzle(y);
unsigned sz = common_immediate_swizzle(z);
unsigned sw = common_immediate_swizzle(w);
assert(emit->created_common_immediate);
assert(emit->common_immediate_idx[0] >= 0);
return swizzle(src_register(SVGA3DREG_CONST, emit->common_immediate_idx[0]),
sx, sy, sz, sw);
}
/**
* returns {0, 0, 0, 0} immediate
*/
static struct src_register
get_zero_immediate( struct svga_shader_emitter *emit )
{
assert(emit->created_common_immediate);
assert(emit->common_immediate_idx[0] >= 0);
return swizzle(src_register( SVGA3DREG_CONST,
emit->common_immediate_idx[0]),
0, 0, 0, 0);
}
/**
* returns {1, 1, 1, 1} immediate
*/
static struct src_register
get_one_immediate( struct svga_shader_emitter *emit )
{
assert(emit->created_common_immediate);
assert(emit->common_immediate_idx[0] >= 0);
return swizzle(src_register( SVGA3DREG_CONST,
emit->common_immediate_idx[0]),
3, 3, 3, 3);
}
/**
* returns {0.5, 0.5, 0.5, 0.5} immediate
*/
static struct src_register
get_half_immediate( struct svga_shader_emitter *emit )
{
assert(emit->created_common_immediate);
assert(emit->common_immediate_idx[0] >= 0);
return swizzle(src_register(SVGA3DREG_CONST, emit->common_immediate_idx[0]),
1, 1, 1, 1);
}
/**
* returns {2, 2, 2, 2} immediate
*/
static struct src_register
get_two_immediate( struct svga_shader_emitter *emit )
{
/* Note we use the second common immediate here */
assert(emit->created_common_immediate);
assert(emit->common_immediate_idx[1] >= 0);
return swizzle(src_register( SVGA3DREG_CONST,
emit->common_immediate_idx[1]),
0, 0, 0, 0);
}
/**
* returns the loop const
*/
static struct src_register
get_loop_const( struct svga_shader_emitter *emit )
{
assert(emit->created_loop_const);
assert(emit->loop_const_idx >= 0);
return src_register( SVGA3DREG_CONSTINT,
emit->loop_const_idx );
}
static struct src_register
get_fake_arl_const( struct svga_shader_emitter *emit )
{
struct src_register reg;
int idx = 0, swizzle = 0, i;
for (i = 0; i < emit->num_arl_consts; ++ i) {
if (emit->arl_consts[i].arl_num == emit->current_arl) {
idx = emit->arl_consts[i].idx;
swizzle = emit->arl_consts[i].swizzle;
}
}
reg = src_register( SVGA3DREG_CONST, idx );
return scalar(reg, swizzle);
}
/**
* Return a register which holds the width and height of the texture
* currently bound to the given sampler.
*/
static struct src_register
get_tex_dimensions( struct svga_shader_emitter *emit, int sampler_num )
{
int idx;
struct src_register reg;
/* the width/height indexes start right after constants */
idx = emit->key.tex[sampler_num].width_height_idx +
emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
reg = src_register( SVGA3DREG_CONST, idx );
return reg;
}
static boolean
emit_fake_arl(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
struct src_register src1 = get_fake_arl_const( emit );
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
SVGA3dShaderDestToken tmp = get_temp( emit );
if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), tmp, src0))
return FALSE;
if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), tmp, src( tmp ),
src1))
return FALSE;
/* replicate the original swizzle */
src1 = src(tmp);
src1.base.swizzle = src0.base.swizzle;
return submit_op1( emit, inst_token( SVGA3DOP_MOVA ),
dst, src1 );
}
static boolean
emit_if(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
struct src_register src0 =
translate_src_register(emit, &insn->Src[0]);
struct src_register zero = get_zero_immediate(emit);
SVGA3dShaderInstToken if_token = inst_token( SVGA3DOP_IFC );
if_token.control = SVGA3DOPCOMPC_NE;
if (SVGA3dShaderGetRegType(src0.base.value) == SVGA3DREG_CONST) {
/*
* Max different constant registers readable per IFC instruction is 1.
*/
SVGA3dShaderDestToken tmp = get_temp( emit );
if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), tmp, src0))
return FALSE;
src0 = scalar(src( tmp ), TGSI_SWIZZLE_X);
}
emit->dynamic_branching_level++;
return (emit_instruction( emit, if_token ) &&
emit_src( emit, src0 ) &&
emit_src( emit, zero ) );
}
static boolean
emit_else(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
return emit_instruction(emit, inst_token(SVGA3DOP_ELSE));
}
static boolean
emit_endif(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
emit->dynamic_branching_level--;
return emit_instruction(emit, inst_token(SVGA3DOP_ENDIF));
}
/**
* Translate the following TGSI FLR instruction.
* FLR DST, SRC
* To the following SVGA3D instruction sequence.
* FRC TMP, SRC
* SUB DST, SRC, TMP
*/
static boolean
emit_floor(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp = get_temp( emit );
/* FRC TMP, SRC */
if (!submit_op1( emit, inst_token( SVGA3DOP_FRC ), temp, src0 ))
return FALSE;
/* SUB DST, SRC, TMP */
if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst, src0,
negate( src( temp ) ) ))
return FALSE;
return TRUE;
}
/**
* Translate the following TGSI CEIL instruction.
* CEIL DST, SRC
* To the following SVGA3D instruction sequence.
* FRC TMP, -SRC
* ADD DST, SRC, TMP
*/
static boolean
emit_ceil(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register(emit, insn, 0);
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0]);
SVGA3dShaderDestToken temp = get_temp(emit);
/* FRC TMP, -SRC */
if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), temp, negate(src0)))
return FALSE;
/* ADD DST, SRC, TMP */
if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), dst, src0, src(temp)))
return FALSE;
return TRUE;
}
/**
* Translate the following TGSI DIV instruction.
* DIV DST.xy, SRC0, SRC1
* To the following SVGA3D instruction sequence.
* RCP TMP.x, SRC1.xxxx
* RCP TMP.y, SRC1.yyyy
* MUL DST.xy, SRC0, TMP
*/
static boolean
emit_div(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
const struct src_register src1 =
translate_src_register(emit, &insn->Src[1] );
SVGA3dShaderDestToken temp = get_temp( emit );
unsigned i;
/* For each enabled element, perform a RCP instruction. Note that
* RCP is scalar in SVGA3D:
*/
for (i = 0; i < 4; i++) {
unsigned channel = 1 << i;
if (dst.mask & channel) {
/* RCP TMP.?, SRC1.???? */
if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
writemask(temp, channel),
scalar(src1, i) ))
return FALSE;
}
}
/* Vector mul:
* MUL DST, SRC0, TMP
*/
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ), dst, src0,
src( temp ) ))
return FALSE;
return TRUE;
}
/**
* Translate the following TGSI DP2 instruction.
* DP2 DST, SRC1, SRC2
* To the following SVGA3D instruction sequence.
* MUL TMP, SRC1, SRC2
* ADD DST, TMP.xxxx, TMP.yyyy
*/
static boolean
emit_dp2(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0]);
const struct src_register src1 =
translate_src_register(emit, &insn->Src[1]);
SVGA3dShaderDestToken temp = get_temp( emit );
struct src_register temp_src0, temp_src1;
/* MUL TMP, SRC1, SRC2 */
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ), temp, src0, src1 ))
return FALSE;
temp_src0 = scalar(src( temp ), TGSI_SWIZZLE_X);
temp_src1 = scalar(src( temp ), TGSI_SWIZZLE_Y);
/* ADD DST, TMP.xxxx, TMP.yyyy */
if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst,
temp_src0, temp_src1 ))
return FALSE;
return TRUE;
}
/**
* Sine / Cosine helper function.
*/
static boolean
do_emit_sincos(struct svga_shader_emitter *emit,
SVGA3dShaderDestToken dst,
struct src_register src0)
{
src0 = scalar(src0, TGSI_SWIZZLE_X);
return submit_op1(emit, inst_token(SVGA3DOP_SINCOS), dst, src0);
}
/**
* Translate TGSI SIN instruction into:
* SCS TMP SRC
* MOV DST TMP.yyyy
*/
static boolean
emit_sin(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn )
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp = get_temp( emit );
/* SCS TMP SRC */
if (!do_emit_sincos(emit, writemask(temp, TGSI_WRITEMASK_Y), src0))
return FALSE;
src0 = scalar(src( temp ), TGSI_SWIZZLE_Y);
/* MOV DST TMP.yyyy */
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src0 ))
return FALSE;
return TRUE;
}
/*
* Translate TGSI COS instruction into:
* SCS TMP SRC
* MOV DST TMP.xxxx
*/
static boolean
emit_cos(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp = get_temp( emit );
/* SCS TMP SRC */
if (!do_emit_sincos( emit, writemask(temp, TGSI_WRITEMASK_X), src0 ))
return FALSE;
src0 = scalar(src( temp ), TGSI_SWIZZLE_X);
/* MOV DST TMP.xxxx */
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src0 ))
return FALSE;
return TRUE;
}
/**
* Translate/emit TGSI SSG (Set Sign: -1, 0, +1) instruction.
*/
static boolean
emit_ssg(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken temp0 = get_temp( emit );
SVGA3dShaderDestToken temp1 = get_temp( emit );
struct src_register zero, one;
if (emit->unit == PIPE_SHADER_VERTEX) {
/* SGN DST, SRC0, TMP0, TMP1 */
return submit_op3( emit, inst_token( SVGA3DOP_SGN ), dst, src0,
src( temp0 ), src( temp1 ) );
}
one = get_one_immediate(emit);
zero = get_zero_immediate(emit);
/* CMP TMP0, SRC0, one, zero */
if (!submit_op3( emit, inst_token( SVGA3DOP_CMP ),
writemask( temp0, dst.mask ), src0, one, zero ))
return FALSE;
/* CMP TMP1, negate(SRC0), negate(one), zero */
if (!submit_op3( emit, inst_token( SVGA3DOP_CMP ),
writemask( temp1, dst.mask ), negate( src0 ), negate( one ),
zero ))
return FALSE;
/* ADD DST, TMP0, TMP1 */
return submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst, src( temp0 ),
src( temp1 ) );
}
/**
* Translate/emit KILL_IF instruction (kill if any of X,Y,Z,W are negative).
*/
static boolean
emit_kill_if(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
const struct tgsi_full_src_register *reg = &insn->Src[0];
struct src_register src0, srcIn;
const boolean special = (reg->Register.Absolute ||
reg->Register.Negate ||
reg->Register.Indirect ||
reg->Register.SwizzleX != 0 ||
reg->Register.SwizzleY != 1 ||
reg->Register.SwizzleZ != 2 ||
reg->Register.File != TGSI_FILE_TEMPORARY);
SVGA3dShaderDestToken temp;
src0 = srcIn = translate_src_register( emit, reg );
if (special) {
/* need a temp reg */
temp = get_temp( emit );
}
if (special) {
/* move the source into a temp register */
submit_op1(emit, inst_token(SVGA3DOP_MOV), temp, src0);
src0 = src( temp );
}
/* Do the texkill by checking if any of the XYZW components are < 0.
* Note that ps_2_0 and later take XYZW in consideration, while ps_1_x
* only used XYZ. The MSDN documentation about this is incorrect.
*/
if (!submit_op0( emit, inst_token( SVGA3DOP_TEXKILL ), dst(src0) ))
return FALSE;
return TRUE;
}
/**
* Translate/emit unconditional kill instruction (usually found inside
* an IF/ELSE/ENDIF block).
*/
static boolean
emit_kill(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken temp;
struct src_register one = get_one_immediate(emit);
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_TEXKILL );
/* texkill doesn't allow negation on the operand so lets move
* negation of {1} to a temp register */
temp = get_temp( emit );
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), temp,
negate( one ) ))
return FALSE;
return submit_op0( emit, inst, temp );
}
/**
* Test if r1 and r2 are the same register.
*/
static boolean
same_register(struct src_register r1, struct src_register r2)
{
return (r1.base.num == r2.base.num &&
r1.base.type_upper == r2.base.type_upper &&
r1.base.type_lower == r2.base.type_lower);
}
/**
* Implement conditionals by initializing destination reg to 'fail',
* then set predicate reg with UFOP_SETP, then move 'pass' to dest
* based on predicate reg.
*
* SETP src0, cmp, src1 -- do this first to avoid aliasing problems.
* MOV dst, fail
* MOV dst, pass, p0
*/
static boolean
emit_conditional(struct svga_shader_emitter *emit,
unsigned compare_func,
SVGA3dShaderDestToken dst,
struct src_register src0,
struct src_register src1,
struct src_register pass,
struct src_register fail)
{
SVGA3dShaderDestToken pred_reg = dst_register( SVGA3DREG_PREDICATE, 0 );
SVGA3dShaderInstToken setp_token;
switch (compare_func) {
case PIPE_FUNC_NEVER:
return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
dst, fail );
break;
case PIPE_FUNC_LESS:
setp_token = inst_token_setp(SVGA3DOPCOMP_LT);
break;
case PIPE_FUNC_EQUAL:
setp_token = inst_token_setp(SVGA3DOPCOMP_EQ);
break;
case PIPE_FUNC_LEQUAL:
setp_token = inst_token_setp(SVGA3DOPCOMP_LE);
break;
case PIPE_FUNC_GREATER:
setp_token = inst_token_setp(SVGA3DOPCOMP_GT);
break;
case PIPE_FUNC_NOTEQUAL:
setp_token = inst_token_setp(SVGA3DOPCOMPC_NE);
break;
case PIPE_FUNC_GEQUAL:
setp_token = inst_token_setp(SVGA3DOPCOMP_GE);
break;
case PIPE_FUNC_ALWAYS:
return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
dst, pass );
break;
}
if (same_register(src(dst), pass)) {
/* We'll get bad results if the dst and pass registers are the same
* so use a temp register containing pass.
*/
SVGA3dShaderDestToken temp = get_temp(emit);
if (!submit_op1(emit, inst_token(SVGA3DOP_MOV), temp, pass))
return FALSE;
pass = src(temp);
}
/* SETP src0, COMPOP, src1 */
if (!submit_op2( emit, setp_token, pred_reg,
src0, src1 ))
return FALSE;
/* MOV dst, fail */
if (!submit_op1(emit, inst_token(SVGA3DOP_MOV), dst, fail))
return FALSE;
/* MOV dst, pass (predicated)
*
* Note that the predicate reg (and possible modifiers) is passed
* as the first source argument.
*/
if (!submit_op2(emit,
inst_token_predicated(SVGA3DOP_MOV), dst,
src(pred_reg), pass))
return FALSE;
return TRUE;
}
/**
* Helper for emiting 'selection' commands. Basically:
* if (src0 OP src1)
* dst = 1.0;
* else
* dst = 0.0;
*/
static boolean
emit_select(struct svga_shader_emitter *emit,
unsigned compare_func,
SVGA3dShaderDestToken dst,
struct src_register src0,
struct src_register src1 )
{
/* There are some SVGA instructions which implement some selects
* directly, but they are only available in the vertex shader.
*/
if (emit->unit == PIPE_SHADER_VERTEX) {
switch (compare_func) {
case PIPE_FUNC_GEQUAL:
return submit_op2( emit, inst_token( SVGA3DOP_SGE ), dst, src0, src1 );
case PIPE_FUNC_LEQUAL:
return submit_op2( emit, inst_token( SVGA3DOP_SGE ), dst, src1, src0 );
case PIPE_FUNC_GREATER:
return submit_op2( emit, inst_token( SVGA3DOP_SLT ), dst, src1, src0 );
case PIPE_FUNC_LESS:
return submit_op2( emit, inst_token( SVGA3DOP_SLT ), dst, src0, src1 );
default:
break;
}
}
/* Otherwise, need to use the setp approach:
*/
{
struct src_register one, zero;
/* zero immediate is 0,0,0,1 */
zero = get_zero_immediate(emit);
one = get_one_immediate(emit);
return emit_conditional(emit, compare_func, dst, src0, src1, one, zero);
}
}
/**
* Translate/emit a TGSI SEQ, SNE, SLT, SGE, etc. instruction.
*/
static boolean
emit_select_op(struct svga_shader_emitter *emit,
unsigned compare,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
return emit_select( emit, compare, dst, src0, src1 );
}
/**
* Translate TGSI CMP instruction. Component-wise:
* dst = (src0 < 0.0) ? src1 : src2
*/
static boolean
emit_cmp(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
const struct src_register src1 =
translate_src_register(emit, &insn->Src[1] );
const struct src_register src2 =
translate_src_register(emit, &insn->Src[2] );
if (emit->unit == PIPE_SHADER_VERTEX) {
struct src_register zero = get_zero_immediate(emit);
/* We used to simulate CMP with SLT+LRP. But that didn't work when
* src1 or src2 was Inf/NaN. In particular, GLSL sqrt(0) failed
* because it involves a CMP to handle the 0 case.
* Use a conditional expression instead.
*/
return emit_conditional(emit, PIPE_FUNC_LESS, dst,
src0, zero, src1, src2);
}
else {
assert(emit->unit == PIPE_SHADER_FRAGMENT);
/* CMP DST, SRC0, SRC2, SRC1 */
return submit_op3( emit, inst_token( SVGA3DOP_CMP ), dst,
src0, src2, src1);
}
}
/**
* Translate/emit 2-operand (coord, sampler) texture instructions.
*/
static boolean
emit_tex2(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
SVGA3dShaderDestToken dst)
{
SVGA3dShaderInstToken inst;
struct src_register texcoord;
struct src_register sampler;
SVGA3dShaderDestToken tmp;
inst.value = 0;
switch (insn->Instruction.Opcode) {
case TGSI_OPCODE_TEX:
inst.op = SVGA3DOP_TEX;
break;
case TGSI_OPCODE_TXP:
inst.op = SVGA3DOP_TEX;
inst.control = SVGA3DOPCONT_PROJECT;
break;
case TGSI_OPCODE_TXB:
inst.op = SVGA3DOP_TEX;
inst.control = SVGA3DOPCONT_BIAS;
break;
case TGSI_OPCODE_TXL:
inst.op = SVGA3DOP_TEXLDL;
break;
default:
assert(0);
return FALSE;
}
texcoord = translate_src_register( emit, &insn->Src[0] );
sampler = translate_src_register( emit, &insn->Src[1] );
if (emit->key.tex[sampler.base.num].unnormalized ||
emit->dynamic_branching_level > 0)
tmp = get_temp( emit );
/* Can't do mipmapping inside dynamic branch constructs. Force LOD
* zero in that case.
*/
if (emit->dynamic_branching_level > 0 &&
inst.op == SVGA3DOP_TEX &&
SVGA3dShaderGetRegType(texcoord.base.value) == SVGA3DREG_TEMP) {
struct src_register zero = get_zero_immediate(emit);
/* MOV tmp, texcoord */
if (!submit_op1( emit,
inst_token( SVGA3DOP_MOV ),
tmp,
texcoord ))
return FALSE;
/* MOV tmp.w, zero */
if (!submit_op1( emit,
inst_token( SVGA3DOP_MOV ),
writemask( tmp, TGSI_WRITEMASK_W ),
zero ))
return FALSE;
texcoord = src( tmp );
inst.op = SVGA3DOP_TEXLDL;
}
/* Explicit normalization of texcoords:
*/
if (emit->key.tex[sampler.base.num].unnormalized) {
struct src_register wh = get_tex_dimensions( emit, sampler.base.num );
/* MUL tmp, SRC0, WH */
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
tmp, texcoord, wh ))
return FALSE;
texcoord = src( tmp );
}
return submit_op2( emit, inst, dst, texcoord, sampler );
}
/**
* Translate/emit 4-operand (coord, ddx, ddy, sampler) texture instructions.
*/
static boolean
emit_tex4(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
SVGA3dShaderDestToken dst )
{
SVGA3dShaderInstToken inst;
struct src_register texcoord;
struct src_register ddx;
struct src_register ddy;
struct src_register sampler;
texcoord = translate_src_register( emit, &insn->Src[0] );
ddx = translate_src_register( emit, &insn->Src[1] );
ddy = translate_src_register( emit, &insn->Src[2] );
sampler = translate_src_register( emit, &insn->Src[3] );
inst.value = 0;
switch (insn->Instruction.Opcode) {
case TGSI_OPCODE_TXD:
inst.op = SVGA3DOP_TEXLDD; /* 4 args! */
break;
default:
assert(0);
return FALSE;
}
return submit_op4( emit, inst, dst, texcoord, sampler, ddx, ddy );
}
/**
* Emit texture swizzle code. We do this here since SVGA samplers don't
* directly support swizzles.
*/
static boolean
emit_tex_swizzle(struct svga_shader_emitter *emit,
SVGA3dShaderDestToken dst,
struct src_register src,
unsigned swizzle_x,
unsigned swizzle_y,
unsigned swizzle_z,
unsigned swizzle_w)
{
const unsigned swizzleIn[4] = {swizzle_x, swizzle_y, swizzle_z, swizzle_w};
unsigned srcSwizzle[4];
unsigned srcWritemask = 0x0, zeroWritemask = 0x0, oneWritemask = 0x0;
unsigned i;
/* build writemasks and srcSwizzle terms */
for (i = 0; i < 4; i++) {
if (swizzleIn[i] == PIPE_SWIZZLE_0) {
srcSwizzle[i] = TGSI_SWIZZLE_X + i;
zeroWritemask |= (1 << i);
}
else if (swizzleIn[i] == PIPE_SWIZZLE_1) {
srcSwizzle[i] = TGSI_SWIZZLE_X + i;
oneWritemask |= (1 << i);
}
else {
srcSwizzle[i] = swizzleIn[i];
srcWritemask |= (1 << i);
}
}
/* write x/y/z/w comps */
if (dst.mask & srcWritemask) {
if (!submit_op1(emit,
inst_token(SVGA3DOP_MOV),
writemask(dst, srcWritemask),
swizzle(src,
srcSwizzle[0],
srcSwizzle[1],
srcSwizzle[2],
srcSwizzle[3])))
return FALSE;
}
/* write 0 comps */
if (dst.mask & zeroWritemask) {
if (!submit_op1(emit,
inst_token(SVGA3DOP_MOV),
writemask(dst, zeroWritemask),
get_zero_immediate(emit)))
return FALSE;
}
/* write 1 comps */
if (dst.mask & oneWritemask) {
if (!submit_op1(emit,
inst_token(SVGA3DOP_MOV),
writemask(dst, oneWritemask),
get_one_immediate(emit)))
return FALSE;
}
return TRUE;
}
/**
* Translate/emit a TGSI texture sample instruction.
*/
static boolean
emit_tex(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst =
translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register( emit, &insn->Src[0] );
struct src_register src1 =
translate_src_register( emit, &insn->Src[1] );
SVGA3dShaderDestToken tex_result;
const unsigned unit = src1.base.num;
/* check for shadow samplers */
boolean compare = (emit->key.tex[unit].compare_mode ==
PIPE_TEX_COMPARE_R_TO_TEXTURE);
/* texture swizzle */
boolean swizzle = (emit->key.tex[unit].swizzle_r != PIPE_SWIZZLE_X ||
emit->key.tex[unit].swizzle_g != PIPE_SWIZZLE_Y ||
emit->key.tex[unit].swizzle_b != PIPE_SWIZZLE_Z ||
emit->key.tex[unit].swizzle_a != PIPE_SWIZZLE_W);
boolean saturate = insn->Instruction.Saturate;
/* If doing compare processing or tex swizzle or saturation, we need to put
* the fetched color into a temporary so it can be used as a source later on.
*/
if (compare || swizzle || saturate) {
tex_result = get_temp( emit );
}
else {
tex_result = dst;
}
switch(insn->Instruction.Opcode) {
case TGSI_OPCODE_TEX:
case TGSI_OPCODE_TXB:
case TGSI_OPCODE_TXP:
case TGSI_OPCODE_TXL:
if (!emit_tex2( emit, insn, tex_result ))
return FALSE;
break;
case TGSI_OPCODE_TXD:
if (!emit_tex4( emit, insn, tex_result ))
return FALSE;
break;
default:
assert(0);
}
if (compare) {
SVGA3dShaderDestToken dst2;
if (swizzle || saturate)
dst2 = tex_result;
else
dst2 = dst;
if (dst.mask & TGSI_WRITEMASK_XYZ) {
SVGA3dShaderDestToken src0_zdivw = get_temp( emit );
/* When sampling a depth texture, the result of the comparison is in
* the Y component.
*/
struct src_register tex_src_x = scalar(src(tex_result), TGSI_SWIZZLE_Y);
struct src_register r_coord;
if (insn->Instruction.Opcode == TGSI_OPCODE_TXP) {
/* Divide texcoord R by Q */
if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
writemask(src0_zdivw, TGSI_WRITEMASK_X),
scalar(src0, TGSI_SWIZZLE_W) ))
return FALSE;
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
writemask(src0_zdivw, TGSI_WRITEMASK_X),
scalar(src0, TGSI_SWIZZLE_Z),
scalar(src(src0_zdivw), TGSI_SWIZZLE_X) ))
return FALSE;
r_coord = scalar(src(src0_zdivw), TGSI_SWIZZLE_X);
}
else {
r_coord = scalar(src0, TGSI_SWIZZLE_Z);
}
/* Compare texture sample value against R component of texcoord */
if (!emit_select(emit,
emit->key.tex[unit].compare_func,
writemask( dst2, TGSI_WRITEMASK_XYZ ),
r_coord,
tex_src_x))
return FALSE;
}
if (dst.mask & TGSI_WRITEMASK_W) {
struct src_register one = get_one_immediate(emit);
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask( dst2, TGSI_WRITEMASK_W ),
one ))
return FALSE;
}
}
if (saturate && !swizzle) {
/* MOV_SAT real_dst, dst */
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src(tex_result) ))
return FALSE;
}
else if (swizzle) {
/* swizzle from tex_result to dst (handles saturation too, if any) */
emit_tex_swizzle(emit,
dst, src(tex_result),
emit->key.tex[unit].swizzle_r,
emit->key.tex[unit].swizzle_g,
emit->key.tex[unit].swizzle_b,
emit->key.tex[unit].swizzle_a);
}
return TRUE;
}
static boolean
emit_bgnloop(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_LOOP );
struct src_register loop_reg = src_register( SVGA3DREG_LOOP, 0 );
struct src_register const_int = get_loop_const( emit );
emit->dynamic_branching_level++;
return (emit_instruction( emit, inst ) &&
emit_src( emit, loop_reg ) &&
emit_src( emit, const_int ) );
}
static boolean
emit_endloop(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_ENDLOOP );
emit->dynamic_branching_level--;
return emit_instruction( emit, inst );
}
/**
* Translate/emit TGSI BREAK (out of loop) instruction.
*/
static boolean
emit_brk(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_BREAK );
return emit_instruction( emit, inst );
}
/**
* Emit simple instruction which operates on one scalar value (not
* a vector). Ex: LG2, RCP, RSQ.
*/
static boolean
emit_scalar_op1(struct svga_shader_emitter *emit,
unsigned opcode,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken dst;
struct src_register src;
inst = inst_token( opcode );
dst = translate_dst_register( emit, insn, 0 );
src = translate_src_register( emit, &insn->Src[0] );
src = scalar( src, TGSI_SWIZZLE_X );
return submit_op1( emit, inst, dst, src );
}
/**
* Translate/emit a simple instruction (one which has no special-case
* code) such as ADD, MUL, MIN, MAX.
*/
static boolean
emit_simple_instruction(struct svga_shader_emitter *emit,
unsigned opcode,
const struct tgsi_full_instruction *insn)
{
const struct tgsi_full_src_register *src = insn->Src;
SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken dst;
inst = inst_token( opcode );
dst = translate_dst_register( emit, insn, 0 );
switch (insn->Instruction.NumSrcRegs) {
case 0:
return submit_op0( emit, inst, dst );
case 1:
return submit_op1( emit, inst, dst,
translate_src_register( emit, &src[0] ));
case 2:
return submit_op2( emit, inst, dst,
translate_src_register( emit, &src[0] ),
translate_src_register( emit, &src[1] ) );
case 3:
return submit_op3( emit, inst, dst,
translate_src_register( emit, &src[0] ),
translate_src_register( emit, &src[1] ),
translate_src_register( emit, &src[2] ) );
default:
assert(0);
return FALSE;
}
}
/**
* TGSI_OPCODE_MOVE is only special-cased here to detect the
* svga_fragment_shader::constant_color_output case.
*/
static boolean
emit_mov(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
const struct tgsi_full_src_register *src = &insn->Src[0];
const struct tgsi_full_dst_register *dst = &insn->Dst[0];
if (emit->unit == PIPE_SHADER_FRAGMENT &&
dst->Register.File == TGSI_FILE_OUTPUT &&
dst->Register.Index == 0 &&
src->Register.File == TGSI_FILE_CONSTANT &&
!src->Register.Indirect) {
emit->constant_color_output = TRUE;
}
return emit_simple_instruction(emit, SVGA3DOP_MOV, insn);
}
/**
* Translate/emit TGSI DDX, DDY instructions.
*/
static boolean
emit_deriv(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn )
{
if (emit->dynamic_branching_level > 0 &&
insn->Src[0].Register.File == TGSI_FILE_TEMPORARY)
{
SVGA3dShaderDestToken dst =
translate_dst_register( emit, insn, 0 );
/* Deriv opcodes not valid inside dynamic branching, workaround
* by zeroing out the destination.
*/
if (!submit_op1(emit,
inst_token( SVGA3DOP_MOV ),
dst,
get_zero_immediate(emit)))
return FALSE;
return TRUE;
}
else {
unsigned opcode;
const struct tgsi_full_src_register *reg = &insn->Src[0];
SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken dst;
struct src_register src0;
switch (insn->Instruction.Opcode) {
case TGSI_OPCODE_DDX:
opcode = SVGA3DOP_DSX;
break;
case TGSI_OPCODE_DDY:
opcode = SVGA3DOP_DSY;
break;
default:
return FALSE;
}
inst = inst_token( opcode );
dst = translate_dst_register( emit, insn, 0 );
src0 = translate_src_register( emit, reg );
/* We cannot use negate or abs on source to dsx/dsy instruction.
*/
if (reg->Register.Absolute ||
reg->Register.Negate) {
SVGA3dShaderDestToken temp = get_temp( emit );
if (!emit_repl( emit, temp, &src0 ))
return FALSE;
}
return submit_op1( emit, inst, dst, src0 );
}
}
/**
* Translate/emit ARL (Address Register Load) instruction. Used to
* move a value into the special 'address' register. Used to implement
* indirect/variable indexing into arrays.
*/
static boolean
emit_arl(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
++emit->current_arl;
if (emit->unit == PIPE_SHADER_FRAGMENT) {
/* MOVA not present in pixel shader instruction set.
* Ignore this instruction altogether since it is
* only used for loop counters -- and for that
* we reference aL directly.
*/
return TRUE;
}
if (svga_arl_needs_adjustment( emit )) {
return emit_fake_arl( emit, insn );
} else {
/* no need to adjust, just emit straight arl */
return emit_simple_instruction(emit, SVGA3DOP_MOVA, insn);
}
}
static boolean
emit_pow(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
boolean need_tmp = FALSE;
/* POW can only output to a temporary */
if (insn->Dst[0].Register.File != TGSI_FILE_TEMPORARY)
need_tmp = TRUE;
/* POW src1 must not be the same register as dst */
if (alias_src_dst( src1, dst ))
need_tmp = TRUE;
/* it's a scalar op */
src0 = scalar( src0, TGSI_SWIZZLE_X );
src1 = scalar( src1, TGSI_SWIZZLE_X );
if (need_tmp) {
SVGA3dShaderDestToken tmp =
writemask(get_temp( emit ), TGSI_WRITEMASK_X );
if (!submit_op2(emit, inst_token( SVGA3DOP_POW ), tmp, src0, src1))
return FALSE;
return submit_op1(emit, inst_token( SVGA3DOP_MOV ),
dst, scalar(src(tmp), 0) );
}
else {
return submit_op2(emit, inst_token( SVGA3DOP_POW ), dst, src0, src1);
}
}
/**
* Emit a LRP (linear interpolation) instruction.
*/
static boolean
submit_lrp(struct svga_shader_emitter *emit,
SVGA3dShaderDestToken dst,
struct src_register src0,
struct src_register src1,
struct src_register src2)
{
SVGA3dShaderDestToken tmp;
boolean need_dst_tmp = FALSE;
/* The dst reg must be a temporary, and not be the same as src0 or src2 */
if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP ||
alias_src_dst(src0, dst) ||
alias_src_dst(src2, dst))
need_dst_tmp = TRUE;
if (need_dst_tmp) {
tmp = get_temp( emit );
tmp.mask = dst.mask;
}
else {
tmp = dst;
}
if (!submit_op3(emit, inst_token( SVGA3DOP_LRP ), tmp, src0, src1, src2))
return FALSE;
if (need_dst_tmp) {
if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), dst, src( tmp )))
return FALSE;
}
return TRUE;
}
/**
* Translate/emit LRP (Linear Interpolation) instruction.
*/
static boolean
emit_lrp(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
const struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
const struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
const struct src_register src2 = translate_src_register(
emit, &insn->Src[2] );
return submit_lrp(emit, dst, src0, src1, src2);
}
/**
* Translate/emit DST (Distance function) instruction.
*/
static boolean
emit_dst_insn(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
if (emit->unit == PIPE_SHADER_VERTEX) {
/* SVGA/DX9 has a DST instruction, but only for vertex shaders:
*/
return emit_simple_instruction(emit, SVGA3DOP_DST, insn);
}
else {
/* result[0] = 1 * 1;
* result[1] = a[1] * b[1];
* result[2] = a[2] * 1;
* result[3] = 1 * b[3];
*/
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
SVGA3dShaderDestToken tmp;
const struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
const struct src_register src1 = translate_src_register(
emit, &insn->Src[1] );
boolean need_tmp = FALSE;
if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP ||
alias_src_dst(src0, dst) ||
alias_src_dst(src1, dst))
need_tmp = TRUE;
if (need_tmp) {
tmp = get_temp( emit );
}
else {
tmp = dst;
}
/* tmp.xw = 1.0
*/
if (tmp.mask & TGSI_WRITEMASK_XW) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(tmp, TGSI_WRITEMASK_XW ),
get_one_immediate(emit)))
return FALSE;
}
/* tmp.yz = src0
*/
if (tmp.mask & TGSI_WRITEMASK_YZ) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(tmp, TGSI_WRITEMASK_YZ ),
src0))
return FALSE;
}
/* tmp.yw = tmp * src1
*/
if (tmp.mask & TGSI_WRITEMASK_YW) {
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
writemask(tmp, TGSI_WRITEMASK_YW ),
src(tmp),
src1))
return FALSE;
}
/* dst = tmp
*/
if (need_tmp) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
dst,
src(tmp)))
return FALSE;
}
}
return TRUE;
}
static boolean
emit_exp(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register( emit, &insn->Src[0] );
SVGA3dShaderDestToken fraction;
if (dst.mask & TGSI_WRITEMASK_Y)
fraction = dst;
else if (dst.mask & TGSI_WRITEMASK_X)
fraction = get_temp( emit );
else
fraction.value = 0;
/* If y is being written, fill it with src0 - floor(src0).
*/
if (dst.mask & TGSI_WRITEMASK_XY) {
if (!submit_op1( emit, inst_token( SVGA3DOP_FRC ),
writemask( fraction, TGSI_WRITEMASK_Y ),
src0 ))
return FALSE;
}
/* If x is being written, fill it with 2 ^ floor(src0).
*/
if (dst.mask & TGSI_WRITEMASK_X) {
if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ),
writemask( dst, TGSI_WRITEMASK_X ),
src0,
scalar( negate( src( fraction ) ), TGSI_SWIZZLE_Y ) ) )
return FALSE;
if (!submit_op1( emit, inst_token( SVGA3DOP_EXP ),
writemask( dst, TGSI_WRITEMASK_X ),
scalar( src( dst ), TGSI_SWIZZLE_X ) ) )
return FALSE;
if (!(dst.mask & TGSI_WRITEMASK_Y))
release_temp( emit, fraction );
}
/* If z is being written, fill it with 2 ^ src0 (partial precision).
*/
if (dst.mask & TGSI_WRITEMASK_Z) {
if (!submit_op1( emit, inst_token( SVGA3DOP_EXPP ),
writemask( dst, TGSI_WRITEMASK_Z ),
src0 ) )
return FALSE;
}
/* If w is being written, fill it with one.
*/
if (dst.mask & TGSI_WRITEMASK_W) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(dst, TGSI_WRITEMASK_W),
get_one_immediate(emit)))
return FALSE;
}
return TRUE;
}
/**
* Translate/emit LIT (Lighting helper) instruction.
*/
static boolean
emit_lit(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
if (emit->unit == PIPE_SHADER_VERTEX) {
/* SVGA/DX9 has a LIT instruction, but only for vertex shaders:
*/
return emit_simple_instruction(emit, SVGA3DOP_LIT, insn);
}
else {
/* D3D vs. GL semantics can be fairly easily accomodated by
* variations on this sequence.
*
* GL:
* tmp.y = src.x
* tmp.z = pow(src.y,src.w)
* p0 = src0.xxxx > 0
* result = zero.wxxw
* (p0) result.yz = tmp
*
* D3D:
* tmp.y = src.x
* tmp.z = pow(src.y,src.w)
* p0 = src0.xxyy > 0
* result = zero.wxxw
* (p0) result.yz = tmp
*
* Will implement the GL version for now.
*/
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
SVGA3dShaderDestToken tmp = get_temp( emit );
const struct src_register src0 = translate_src_register(
emit, &insn->Src[0] );
/* tmp = pow(src.y, src.w)
*/
if (dst.mask & TGSI_WRITEMASK_Z) {
if (!submit_op2(emit, inst_token( SVGA3DOP_POW ),
tmp,
scalar(src0, 1),
scalar(src0, 3)))
return FALSE;
}
/* tmp.y = src.x
*/
if (dst.mask & TGSI_WRITEMASK_Y) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(tmp, TGSI_WRITEMASK_Y ),
scalar(src0, 0)))
return FALSE;
}
/* Can't quite do this with emit conditional due to the extra
* writemask on the predicated mov:
*/
{
SVGA3dShaderDestToken pred_reg = dst_register( SVGA3DREG_PREDICATE, 0 );
struct src_register predsrc;
/* D3D vs GL semantics:
*/
if (0)
predsrc = swizzle(src0, 0, 0, 1, 1); /* D3D */
else
predsrc = swizzle(src0, 0, 0, 0, 0); /* GL */
/* SETP src0.xxyy, GT, {0}.x */
if (!submit_op2( emit,
inst_token_setp(SVGA3DOPCOMP_GT),
pred_reg,
predsrc,
get_zero_immediate(emit)))
return FALSE;
/* MOV dst, fail */
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst,
get_immediate(emit, 1.0f, 0.0f, 0.0f, 1.0f)))
return FALSE;
/* MOV dst.yz, tmp (predicated)
*
* Note that the predicate reg (and possible modifiers) is passed
* as the first source argument.
*/
if (dst.mask & TGSI_WRITEMASK_YZ) {
if (!submit_op2( emit,
inst_token_predicated(SVGA3DOP_MOV),
writemask(dst, TGSI_WRITEMASK_YZ),
src( pred_reg ), src( tmp ) ))
return FALSE;
}
}
}
return TRUE;
}
static boolean
emit_ex2(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderInstToken inst;
SVGA3dShaderDestToken dst;
struct src_register src0;
inst = inst_token( SVGA3DOP_EXP );
dst = translate_dst_register( emit, insn, 0 );
src0 = translate_src_register( emit, &insn->Src[0] );
src0 = scalar( src0, TGSI_SWIZZLE_X );
if (dst.mask != TGSI_WRITEMASK_XYZW) {
SVGA3dShaderDestToken tmp = get_temp( emit );
if (!submit_op1( emit, inst, tmp, src0 ))
return FALSE;
return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
dst,
scalar( src( tmp ), TGSI_SWIZZLE_X ) );
}
return submit_op1( emit, inst, dst, src0 );
}
static boolean
emit_log(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
struct src_register src0 =
translate_src_register( emit, &insn->Src[0] );
SVGA3dShaderDestToken abs_tmp;
struct src_register abs_src0;
SVGA3dShaderDestToken log2_abs;
abs_tmp.value = 0;
if (dst.mask & TGSI_WRITEMASK_Z)
log2_abs = dst;
else if (dst.mask & TGSI_WRITEMASK_XY)
log2_abs = get_temp( emit );
else
log2_abs.value = 0;
/* If z is being written, fill it with log2( abs( src0 ) ).
*/
if (dst.mask & TGSI_WRITEMASK_XYZ) {
if (!src0.base.srcMod || src0.base.srcMod == SVGA3DSRCMOD_ABS)
abs_src0 = src0;
else {
abs_tmp = get_temp( emit );
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
abs_tmp,
src0 ) )
return FALSE;
abs_src0 = src( abs_tmp );
}
abs_src0 = absolute( scalar( abs_src0, TGSI_SWIZZLE_X ) );
if (!submit_op1( emit, inst_token( SVGA3DOP_LOG ),
writemask( log2_abs, TGSI_WRITEMASK_Z ),
abs_src0 ) )
return FALSE;
}
if (dst.mask & TGSI_WRITEMASK_XY) {
SVGA3dShaderDestToken floor_log2;
if (dst.mask & TGSI_WRITEMASK_X)
floor_log2 = dst;
else
floor_log2 = get_temp( emit );
/* If x is being written, fill it with floor( log2( abs( src0 ) ) ).
*/
if (!submit_op1( emit, inst_token( SVGA3DOP_FRC ),
writemask( floor_log2, TGSI_WRITEMASK_X ),
scalar( src( log2_abs ), TGSI_SWIZZLE_Z ) ) )
return FALSE;
if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ),
writemask( floor_log2, TGSI_WRITEMASK_X ),
scalar( src( log2_abs ), TGSI_SWIZZLE_Z ),
negate( src( floor_log2 ) ) ) )
return FALSE;
/* If y is being written, fill it with
* abs ( src0 ) / ( 2 ^ floor( log2( abs( src0 ) ) ) ).
*/
if (dst.mask & TGSI_WRITEMASK_Y) {
if (!submit_op1( emit, inst_token( SVGA3DOP_EXP ),
writemask( dst, TGSI_WRITEMASK_Y ),
negate( scalar( src( floor_log2 ),
TGSI_SWIZZLE_X ) ) ) )
return FALSE;
if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
writemask( dst, TGSI_WRITEMASK_Y ),
src( dst ),
abs_src0 ) )
return FALSE;
}
if (!(dst.mask & TGSI_WRITEMASK_X))
release_temp( emit, floor_log2 );
if (!(dst.mask & TGSI_WRITEMASK_Z))
release_temp( emit, log2_abs );
}
if (dst.mask & TGSI_WRITEMASK_XYZ && src0.base.srcMod &&
src0.base.srcMod != SVGA3DSRCMOD_ABS)
release_temp( emit, abs_tmp );
/* If w is being written, fill it with one.
*/
if (dst.mask & TGSI_WRITEMASK_W) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
writemask(dst, TGSI_WRITEMASK_W),
get_one_immediate(emit)))
return FALSE;
}
return TRUE;
}
/**
* Translate TGSI TRUNC or ROUND instruction.
* We need to truncate toward zero. Ex: trunc(-1.9) = -1
* Different approaches are needed for VS versus PS.
*/
static boolean
emit_trunc_round(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
boolean round)
{
SVGA3dShaderDestToken dst = translate_dst_register(emit, insn, 0);
const struct src_register src0 =
translate_src_register(emit, &insn->Src[0] );
SVGA3dShaderDestToken t1 = get_temp(emit);
if (round) {
SVGA3dShaderDestToken t0 = get_temp(emit);
struct src_register half = get_half_immediate(emit);
/* t0 = abs(src0) + 0.5 */
if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t0,
absolute(src0), half))
return FALSE;
/* t1 = fract(t0) */
if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), t1, src(t0)))
return FALSE;
/* t1 = t0 - t1 */
if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t1, src(t0),
negate(src(t1))))
return FALSE;
}
else {
/* trunc */
/* t1 = fract(abs(src0)) */
if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), t1, absolute(src0)))
return FALSE;
/* t1 = abs(src0) - t1 */
if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t1, absolute(src0),
negate(src(t1))))
return FALSE;
}
/*
* Now we need to multiply t1 by the sign of the original value.
*/
if (emit->unit == PIPE_SHADER_VERTEX) {
/* For VS: use SGN instruction */
/* Need two extra/dummy registers: */
SVGA3dShaderDestToken t2 = get_temp(emit), t3 = get_temp(emit),
t4 = get_temp(emit);
/* t2 = sign(src0) */
if (!submit_op3(emit, inst_token(SVGA3DOP_SGN), t2, src0,
src(t3), src(t4)))
return FALSE;
/* dst = t1 * t2 */
if (!submit_op2(emit, inst_token(SVGA3DOP_MUL), dst, src(t1), src(t2)))
return FALSE;
}
else {
/* For FS: Use CMP instruction */
return submit_op3(emit, inst_token( SVGA3DOP_CMP ), dst,
src0, src(t1), negate(src(t1)));
}
return TRUE;
}
/**
* Translate/emit "begin subroutine" instruction/marker/label.
*/
static boolean
emit_bgnsub(struct svga_shader_emitter *emit,
unsigned position,
const struct tgsi_full_instruction *insn)
{
unsigned i;
/* Note that we've finished the main function and are now emitting
* subroutines. This affects how we terminate the generated
* shader.
*/
emit->in_main_func = FALSE;
for (i = 0; i < emit->nr_labels; i++) {
if (emit->label[i] == position) {
return (emit_instruction( emit, inst_token( SVGA3DOP_RET ) ) &&
emit_instruction( emit, inst_token( SVGA3DOP_LABEL ) ) &&
emit_src( emit, src_register( SVGA3DREG_LABEL, i )));
}
}
assert(0);
return TRUE;
}
/**
* Translate/emit subroutine call instruction.
*/
static boolean
emit_call(struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn)
{
unsigned position = insn->Label.Label;
unsigned i;
for (i = 0; i < emit->nr_labels; i++) {
if (emit->label[i] == position)
break;
}
if (emit->nr_labels == ARRAY_SIZE(emit->label))
return FALSE;
if (i == emit->nr_labels) {
emit->label[i] = position;
emit->nr_labels++;
}
return (emit_instruction( emit, inst_token( SVGA3DOP_CALL ) ) &&
emit_src( emit, src_register( SVGA3DREG_LABEL, i )));
}
/**
* Called at the end of the shader. Actually, emit special "fix-up"
* code for the vertex/fragment shader.
*/
static boolean
emit_end(struct svga_shader_emitter *emit)
{
if (emit->unit == PIPE_SHADER_VERTEX) {
return emit_vs_postamble( emit );
}
else {
return emit_ps_postamble( emit );
}
}
/**
* Translate any TGSI instruction to SVGA.
*/
static boolean
svga_emit_instruction(struct svga_shader_emitter *emit,
unsigned position,
const struct tgsi_full_instruction *insn)
{
switch (insn->Instruction.Opcode) {
case TGSI_OPCODE_ARL:
return emit_arl( emit, insn );
case TGSI_OPCODE_TEX:
case TGSI_OPCODE_TXB:
case TGSI_OPCODE_TXP:
case TGSI_OPCODE_TXL:
case TGSI_OPCODE_TXD:
return emit_tex( emit, insn );
case TGSI_OPCODE_DDX:
case TGSI_OPCODE_DDY:
return emit_deriv( emit, insn );
case TGSI_OPCODE_BGNSUB:
return emit_bgnsub( emit, position, insn );
case TGSI_OPCODE_ENDSUB:
return TRUE;
case TGSI_OPCODE_CAL:
return emit_call( emit, insn );
case TGSI_OPCODE_FLR:
return emit_floor( emit, insn );
case TGSI_OPCODE_TRUNC:
return emit_trunc_round( emit, insn, FALSE );
case TGSI_OPCODE_ROUND:
return emit_trunc_round( emit, insn, TRUE );
case TGSI_OPCODE_CEIL:
return emit_ceil( emit, insn );
case TGSI_OPCODE_CMP:
return emit_cmp( emit, insn );
case TGSI_OPCODE_DIV:
return emit_div( emit, insn );
case TGSI_OPCODE_DP2:
return emit_dp2( emit, insn );
case TGSI_OPCODE_COS:
return emit_cos( emit, insn );
case TGSI_OPCODE_SIN:
return emit_sin( emit, insn );
case TGSI_OPCODE_END:
/* TGSI always finishes the main func with an END */
return emit_end( emit );
case TGSI_OPCODE_KILL_IF:
return emit_kill_if( emit, insn );
/* Selection opcodes. The underlying language is fairly
* non-orthogonal about these.
*/
case TGSI_OPCODE_SEQ:
return emit_select_op( emit, PIPE_FUNC_EQUAL, insn );
case TGSI_OPCODE_SNE:
return emit_select_op( emit, PIPE_FUNC_NOTEQUAL, insn );
case TGSI_OPCODE_SGT:
return emit_select_op( emit, PIPE_FUNC_GREATER, insn );
case TGSI_OPCODE_SGE:
return emit_select_op( emit, PIPE_FUNC_GEQUAL, insn );
case TGSI_OPCODE_SLT:
return emit_select_op( emit, PIPE_FUNC_LESS, insn );
case TGSI_OPCODE_SLE:
return emit_select_op( emit, PIPE_FUNC_LEQUAL, insn );
case TGSI_OPCODE_POW:
return emit_pow( emit, insn );
case TGSI_OPCODE_EX2:
return emit_ex2( emit, insn );
case TGSI_OPCODE_EXP:
return emit_exp( emit, insn );
case TGSI_OPCODE_LOG:
return emit_log( emit, insn );
case TGSI_OPCODE_LG2:
return emit_scalar_op1( emit, SVGA3DOP_LOG, insn );
case TGSI_OPCODE_RSQ:
return emit_scalar_op1( emit, SVGA3DOP_RSQ, insn );
case TGSI_OPCODE_RCP:
return emit_scalar_op1( emit, SVGA3DOP_RCP, insn );
case TGSI_OPCODE_CONT:
/* not expected (we return PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED = 0) */
return FALSE;
case TGSI_OPCODE_RET:
/* This is a noop -- we tell mesa that we can't support RET
* within a function (early return), so this will always be
* followed by an ENDSUB.
*/
return TRUE;
/* These aren't actually used by any of the frontends we care
* about:
*/
case TGSI_OPCODE_AND:
case TGSI_OPCODE_OR:
case TGSI_OPCODE_I2F:
case TGSI_OPCODE_NOT:
case TGSI_OPCODE_SHL:
case TGSI_OPCODE_ISHR:
case TGSI_OPCODE_XOR:
return FALSE;
case TGSI_OPCODE_IF:
return emit_if( emit, insn );
case TGSI_OPCODE_ELSE:
return emit_else( emit, insn );
case TGSI_OPCODE_ENDIF:
return emit_endif( emit, insn );
case TGSI_OPCODE_BGNLOOP:
return emit_bgnloop( emit, insn );
case TGSI_OPCODE_ENDLOOP:
return emit_endloop( emit, insn );
case TGSI_OPCODE_BRK:
return emit_brk( emit, insn );
case TGSI_OPCODE_KILL:
return emit_kill( emit, insn );
case TGSI_OPCODE_DST:
return emit_dst_insn( emit, insn );
case TGSI_OPCODE_LIT:
return emit_lit( emit, insn );
case TGSI_OPCODE_LRP:
return emit_lrp( emit, insn );
case TGSI_OPCODE_SSG:
return emit_ssg( emit, insn );
case TGSI_OPCODE_MOV:
return emit_mov( emit, insn );
default:
{
unsigned opcode = translate_opcode(insn->Instruction.Opcode);
if (opcode == SVGA3DOP_LAST_INST)
return FALSE;
if (!emit_simple_instruction( emit, opcode, insn ))
return FALSE;
}
}
return TRUE;
}
/**
* Translate/emit a TGSI IMMEDIATE declaration.
* An immediate vector is a constant that's hard-coded into the shader.
*/
static boolean
svga_emit_immediate(struct svga_shader_emitter *emit,
const struct tgsi_full_immediate *imm)
{
static const float id[4] = {0,0,0,1};
float value[4];
unsigned i;
assert(1 <= imm->Immediate.NrTokens && imm->Immediate.NrTokens <= 5);
for (i = 0; i < imm->Immediate.NrTokens - 1; i++) {
float f = imm->u[i].Float;
value[i] = util_is_inf_or_nan(f) ? 0.0f : f;
}
/* If the immediate has less than four values, fill in the remaining
* positions from id={0,0,0,1}.
*/
for ( ; i < 4; i++ )
value[i] = id[i];
return emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
emit->imm_start + emit->internal_imm_count++,
value[0], value[1], value[2], value[3]);
}
static boolean
make_immediate(struct svga_shader_emitter *emit,
float a, float b, float c, float d,
struct src_register *out )
{
unsigned idx = emit->nr_hw_float_const++;
if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
idx, a, b, c, d ))
return FALSE;
*out = src_register( SVGA3DREG_CONST, idx );
return TRUE;
}
/**
* Emit special VS instructions at top of shader.
*/
static boolean
emit_vs_preamble(struct svga_shader_emitter *emit)
{
if (!emit->key.vs.need_prescale) {
if (!make_immediate( emit, 0, 0, .5, .5,
&emit->imm_0055))
return FALSE;
}
return TRUE;
}
/**
* Emit special PS instructions at top of shader.
*/
static boolean
emit_ps_preamble(struct svga_shader_emitter *emit)
{
if (emit->ps_reads_pos && emit->info.reads_z) {
/*
* Assemble the position from various bits of inputs. Depth and W are
* passed in a texcoord this is due to D3D's vPos not hold Z or W.
* Also fixup the perspective interpolation.
*
* temp_pos.xy = vPos.xy
* temp_pos.w = rcp(texcoord1.w);
* temp_pos.z = texcoord1.z * temp_pos.w;
*/
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
writemask( emit->ps_temp_pos, TGSI_WRITEMASK_XY ),
emit->ps_true_pos ))
return FALSE;
if (!submit_op1( emit,
inst_token(SVGA3DOP_RCP),
writemask( emit->ps_temp_pos, TGSI_WRITEMASK_W ),
scalar( emit->ps_depth_pos, TGSI_SWIZZLE_W ) ))
return FALSE;
if (!submit_op2( emit,
inst_token(SVGA3DOP_MUL),
writemask( emit->ps_temp_pos, TGSI_WRITEMASK_Z ),
scalar( emit->ps_depth_pos, TGSI_SWIZZLE_Z ),
scalar( src(emit->ps_temp_pos), TGSI_SWIZZLE_W ) ))
return FALSE;
}
return TRUE;
}
/**
* Emit special PS instructions at end of shader.
*/
static boolean
emit_ps_postamble(struct svga_shader_emitter *emit)
{
unsigned i;
/* PS oDepth is incredibly fragile and it's very hard to catch the
* types of usage that break it during shader emit. Easier just to
* redirect the main program to a temporary and then only touch
* oDepth with a hand-crafted MOV below.
*/
if (SVGA3dShaderGetRegType(emit->true_pos.value) != 0) {
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
emit->true_pos,
scalar(src(emit->temp_pos), TGSI_SWIZZLE_Z) ))
return FALSE;
}
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
if (SVGA3dShaderGetRegType(emit->true_color_output[i].value) != 0) {
/* Potentially override output colors with white for XOR
* logicop workaround.
*/
if (emit->unit == PIPE_SHADER_FRAGMENT &&
emit->key.fs.white_fragments) {
struct src_register one = get_one_immediate(emit);
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
emit->true_color_output[i],
one ))
return FALSE;
}
else if (emit->unit == PIPE_SHADER_FRAGMENT &&
i < emit->key.fs.write_color0_to_n_cbufs) {
/* Write temp color output [0] to true output [i] */
if (!submit_op1(emit, inst_token(SVGA3DOP_MOV),
emit->true_color_output[i],
src(emit->temp_color_output[0]))) {
return FALSE;
}
}
else {
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
emit->true_color_output[i],
src(emit->temp_color_output[i]) ))
return FALSE;
}
}
}
return TRUE;
}
/**
* Emit special VS instructions at end of shader.
*/
static boolean
emit_vs_postamble(struct svga_shader_emitter *emit)
{
/* PSIZ output is incredibly fragile and it's very hard to catch
* the types of usage that break it during shader emit. Easier
* just to redirect the main program to a temporary and then only
* touch PSIZ with a hand-crafted MOV below.
*/
if (SVGA3dShaderGetRegType(emit->true_psiz.value) != 0) {
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
emit->true_psiz,
scalar(src(emit->temp_psiz), TGSI_SWIZZLE_X) ))
return FALSE;
}
/* Need to perform various manipulations on vertex position to cope
* with the different GL and D3D clip spaces.
*/
if (emit->key.vs.need_prescale) {
SVGA3dShaderDestToken temp_pos = emit->temp_pos;
SVGA3dShaderDestToken depth = emit->depth_pos;
SVGA3dShaderDestToken pos = emit->true_pos;
unsigned offset = emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
struct src_register prescale_scale = src_register( SVGA3DREG_CONST,
offset + 0 );
struct src_register prescale_trans = src_register( SVGA3DREG_CONST,
offset + 1 );
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
writemask(depth, TGSI_WRITEMASK_W),
scalar(src(temp_pos), TGSI_SWIZZLE_W) ))
return FALSE;
/* MUL temp_pos.xyz, temp_pos, prescale.scale
* MAD result.position, temp_pos.wwww, prescale.trans, temp_pos
* --> Note that prescale.trans.w == 0
*/
if (!submit_op2( emit,
inst_token(SVGA3DOP_MUL),
writemask(temp_pos, TGSI_WRITEMASK_XYZ),
src(temp_pos),
prescale_scale ))
return FALSE;
if (!submit_op3( emit,
inst_token(SVGA3DOP_MAD),
pos,
swizzle(src(temp_pos), 3, 3, 3, 3),
prescale_trans,
src(temp_pos)))
return FALSE;
/* Also write to depth value */
if (!submit_op3( emit,
inst_token(SVGA3DOP_MAD),
writemask(depth, TGSI_WRITEMASK_Z),
swizzle(src(temp_pos), 3, 3, 3, 3),
prescale_trans,
src(temp_pos) ))
return FALSE;
}
else {
SVGA3dShaderDestToken temp_pos = emit->temp_pos;
SVGA3dShaderDestToken depth = emit->depth_pos;
SVGA3dShaderDestToken pos = emit->true_pos;
struct src_register imm_0055 = emit->imm_0055;
/* Adjust GL clipping coordinate space to hardware (D3D-style):
*
* DP4 temp_pos.z, {0,0,.5,.5}, temp_pos
* MOV result.position, temp_pos
*/
if (!submit_op2( emit,
inst_token(SVGA3DOP_DP4),
writemask(temp_pos, TGSI_WRITEMASK_Z),
imm_0055,
src(temp_pos) ))
return FALSE;
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
pos,
src(temp_pos) ))
return FALSE;
/* Move the manipulated depth into the extra texcoord reg */
if (!submit_op1( emit,
inst_token(SVGA3DOP_MOV),
writemask(depth, TGSI_WRITEMASK_ZW),
src(temp_pos) ))
return FALSE;
}
return TRUE;
}
/**
* For the pixel shader: emit the code which chooses the front
* or back face color depending on triangle orientation.
* This happens at the top of the fragment shader.
*
* 0: IF VFACE :4
* 1: COLOR = FrontColor;
* 2: ELSE
* 3: COLOR = BackColor;
* 4: ENDIF
*/
static boolean
emit_light_twoside(struct svga_shader_emitter *emit)
{
struct src_register vface, zero;
struct src_register front[2];
struct src_register back[2];
SVGA3dShaderDestToken color[2];
int count = emit->internal_color_count;
unsigned i;
SVGA3dShaderInstToken if_token;
if (count == 0)
return TRUE;
vface = get_vface( emit );
zero = get_zero_immediate(emit);
/* Can't use get_temp() to allocate the color reg as such
* temporaries will be reclaimed after each instruction by the call
* to reset_temp_regs().
*/
for (i = 0; i < count; i++) {
color[i] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ );
front[i] = emit->input_map[emit->internal_color_idx[i]];
/* Back is always the next input:
*/
back[i] = front[i];
back[i].base.num = front[i].base.num + 1;
/* Reassign the input_map to the actual front-face color:
*/
emit->input_map[emit->internal_color_idx[i]] = src(color[i]);
}
if_token = inst_token( SVGA3DOP_IFC );
if (emit->key.fs.front_ccw)
if_token.control = SVGA3DOPCOMP_LT;
else
if_token.control = SVGA3DOPCOMP_GT;
if (!(emit_instruction( emit, if_token ) &&
emit_src( emit, vface ) &&
emit_src( emit, zero ) ))
return FALSE;
for (i = 0; i < count; i++) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), color[i], front[i] ))
return FALSE;
}
if (!(emit_instruction( emit, inst_token( SVGA3DOP_ELSE))))
return FALSE;
for (i = 0; i < count; i++) {
if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), color[i], back[i] ))
return FALSE;
}
if (!emit_instruction( emit, inst_token( SVGA3DOP_ENDIF ) ))
return FALSE;
return TRUE;
}
/**
* Emit special setup code for the front/back face register in the FS.
* 0: SETP_GT TEMP, VFACE, 0
* where TEMP is a fake frontface register
*/
static boolean
emit_frontface(struct svga_shader_emitter *emit)
{
struct src_register vface;
SVGA3dShaderDestToken temp;
struct src_register pass, fail;
vface = get_vface( emit );
/* Can't use get_temp() to allocate the fake frontface reg as such
* temporaries will be reclaimed after each instruction by the call
* to reset_temp_regs().
*/
temp = dst_register( SVGA3DREG_TEMP,
emit->nr_hw_temp++ );
if (emit->key.fs.front_ccw) {
pass = get_zero_immediate(emit);
fail = get_one_immediate(emit);
} else {
pass = get_one_immediate(emit);
fail = get_zero_immediate(emit);
}
if (!emit_conditional(emit, PIPE_FUNC_GREATER,
temp, vface, get_zero_immediate(emit),
pass, fail))
return FALSE;
/* Reassign the input_map to the actual front-face color:
*/
emit->input_map[emit->internal_frontface_idx] = src(temp);
return TRUE;
}
/**
* Emit code to invert the T component of the incoming texture coordinate.
* This is used for drawing point sprites when
* pipe_rasterizer_state::sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT.
*/
static boolean
emit_inverted_texcoords(struct svga_shader_emitter *emit)
{
unsigned inverted_texcoords = emit->inverted_texcoords;
while (inverted_texcoords) {
const unsigned unit = ffs(inverted_texcoords) - 1;
assert(emit->inverted_texcoords & (1 << unit));
assert(unit < ARRAY_SIZE(emit->ps_true_texcoord));
assert(unit < ARRAY_SIZE(emit->ps_inverted_texcoord_input));
assert(emit->ps_inverted_texcoord_input[unit]
< ARRAY_SIZE(emit->input_map));
/* inverted = coord * (1, -1, 1, 1) + (0, 1, 0, 0) */
if (!submit_op3(emit,
inst_token(SVGA3DOP_MAD),
dst(emit->ps_inverted_texcoord[unit]),
emit->ps_true_texcoord[unit],
get_immediate(emit, 1.0f, -1.0f, 1.0f, 1.0f),
get_immediate(emit, 0.0f, 1.0f, 0.0f, 0.0f)))
return FALSE;
/* Reassign the input_map entry to the new texcoord register */
emit->input_map[emit->ps_inverted_texcoord_input[unit]] =
emit->ps_inverted_texcoord[unit];
inverted_texcoords &= ~(1 << unit);
}
return TRUE;
}
/**
* Emit code to adjust vertex shader inputs/attributes:
* - Change range from [0,1] to [-1,1] (for normalized byte/short attribs).
* - Set attrib W component = 1.
*/
static boolean
emit_adjusted_vertex_attribs(struct svga_shader_emitter *emit)
{
unsigned adjust_mask = (emit->key.vs.adjust_attrib_range |
emit->key.vs.adjust_attrib_w_1);
while (adjust_mask) {
/* Adjust vertex attrib range and/or set W component = 1 */
const unsigned index = u_bit_scan(&adjust_mask);
struct src_register tmp;
/* allocate a temp reg */
tmp = src_register(SVGA3DREG_TEMP, emit->nr_hw_temp);
emit->nr_hw_temp++;
if (emit->key.vs.adjust_attrib_range & (1 << index)) {
/* The vertex input/attribute is supposed to be a signed value in
* the range [-1,1] but we actually fetched/converted it to the
* range [0,1]. This most likely happens when the app specifies a
* signed byte attribute but we interpreted it as unsigned bytes.
* See also svga_translate_vertex_format().
*
* Here, we emit some extra instructions to adjust
* the attribute values from [0,1] to [-1,1].
*
* The adjustment we implement is:
* new_attrib = attrib * 2.0;
* if (attrib >= 0.5)
* new_attrib = new_attrib - 2.0;
* This isn't exactly right (it's off by a bit or so) but close enough.
*/
SVGA3dShaderDestToken pred_reg = dst_register(SVGA3DREG_PREDICATE, 0);
/* tmp = attrib * 2.0 */
if (!submit_op2(emit,
inst_token(SVGA3DOP_MUL),
dst(tmp),
emit->input_map[index],
get_two_immediate(emit)))
return FALSE;
/* pred = (attrib >= 0.5) */
if (!submit_op2(emit,
inst_token_setp(SVGA3DOPCOMP_GE),
pred_reg,
emit->input_map[index], /* vert attrib */
get_half_immediate(emit))) /* 0.5 */
return FALSE;
/* sub(pred) tmp, tmp, 2.0 */
if (!submit_op3(emit,
inst_token_predicated(SVGA3DOP_SUB),
dst(tmp),
src(pred_reg),
tmp,
get_two_immediate(emit)))
return FALSE;
}
else {
/* just copy the vertex input attrib to the temp register */
if (!submit_op1(emit,
inst_token(SVGA3DOP_MOV),
dst(tmp),
emit->input_map[index]))
return FALSE;
}
if (emit->key.vs.adjust_attrib_w_1 & (1 << index)) {
/* move 1 into W position of tmp */
if (!submit_op1(emit,
inst_token(SVGA3DOP_MOV),
writemask(dst(tmp), TGSI_WRITEMASK_W),
get_one_immediate(emit)))
return FALSE;
}
/* Reassign the input_map entry to the new tmp register */
emit->input_map[index] = tmp;
}
return TRUE;
}
/**
* Determine if we need to create the "common" immediate value which is
* used for generating useful vector constants such as {0,0,0,0} and
* {1,1,1,1}.
* We could just do this all the time except that we want to conserve
* registers whenever possible.
*/
static boolean
needs_to_create_common_immediate(const struct svga_shader_emitter *emit)
{
unsigned i;
if (emit->unit == PIPE_SHADER_FRAGMENT) {
if (emit->key.fs.light_twoside)
return TRUE;
if (emit->key.fs.white_fragments)
return TRUE;
if (emit->emit_frontface)
return TRUE;
if (emit->info.opcode_count[TGSI_OPCODE_DST] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SSG] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_LIT] >= 1)
return TRUE;
if (emit->inverted_texcoords)
return TRUE;
/* look for any PIPE_SWIZZLE_0/ONE terms */
for (i = 0; i < emit->key.num_textures; i++) {
if (emit->key.tex[i].swizzle_r > PIPE_SWIZZLE_W ||
emit->key.tex[i].swizzle_g > PIPE_SWIZZLE_W ||
emit->key.tex[i].swizzle_b > PIPE_SWIZZLE_W ||
emit->key.tex[i].swizzle_a > PIPE_SWIZZLE_W)
return TRUE;
}
for (i = 0; i < emit->key.num_textures; i++) {
if (emit->key.tex[i].compare_mode
== PIPE_TEX_COMPARE_R_TO_TEXTURE)
return TRUE;
}
}
else if (emit->unit == PIPE_SHADER_VERTEX) {
if (emit->info.opcode_count[TGSI_OPCODE_CMP] >= 1)
return TRUE;
if (emit->key.vs.adjust_attrib_range ||
emit->key.vs.adjust_attrib_w_1)
return TRUE;
}
if (emit->info.opcode_count[TGSI_OPCODE_IF] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_BGNLOOP] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_DDX] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_DDY] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_ROUND] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SGE] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SGT] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SLE] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SLT] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SNE] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_SEQ] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_EXP] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_LOG] >= 1 ||
emit->info.opcode_count[TGSI_OPCODE_KILL] >= 1)
return TRUE;
return FALSE;
}
/**
* Do we need to create a looping constant?
*/
static boolean
needs_to_create_loop_const(const struct svga_shader_emitter *emit)
{
return (emit->info.opcode_count[TGSI_OPCODE_BGNLOOP] >= 1);
}
static boolean
needs_to_create_arl_consts(const struct svga_shader_emitter *emit)
{
return (emit->num_arl_consts > 0);
}
static boolean
pre_parse_add_indirect( struct svga_shader_emitter *emit,
int num, int current_arl)
{
unsigned i;
assert(num < 0);
for (i = 0; i < emit->num_arl_consts; ++i) {
if (emit->arl_consts[i].arl_num == current_arl)
break;
}
/* new entry */
if (emit->num_arl_consts == i) {
++emit->num_arl_consts;
}
emit->arl_consts[i].number = (emit->arl_consts[i].number > num) ?
num :
emit->arl_consts[i].number;
emit->arl_consts[i].arl_num = current_arl;
return TRUE;
}
static boolean
pre_parse_instruction( struct svga_shader_emitter *emit,
const struct tgsi_full_instruction *insn,
int current_arl)
{
if (insn->Src[0].Register.Indirect &&
insn->Src[0].Indirect.File == TGSI_FILE_ADDRESS) {
const struct tgsi_full_src_register *reg = &insn->Src[0];
if (reg->Register.Index < 0) {
pre_parse_add_indirect(emit, reg->Register.Index, current_arl);
}
}
if (insn->Src[1].Register.Indirect &&
insn->Src[1].Indirect.File == TGSI_FILE_ADDRESS) {
const struct tgsi_full_src_register *reg = &insn->Src[1];
if (reg->Register.Index < 0) {
pre_parse_add_indirect(emit, reg->Register.Index, current_arl);
}
}
if (insn->Src[2].Register.Indirect &&
insn->Src[2].Indirect.File == TGSI_FILE_ADDRESS) {
const struct tgsi_full_src_register *reg = &insn->Src[2];
if (reg->Register.Index < 0) {
pre_parse_add_indirect(emit, reg->Register.Index, current_arl);
}
}
return TRUE;
}
static boolean
pre_parse_tokens( struct svga_shader_emitter *emit,
const struct tgsi_token *tokens )
{
struct tgsi_parse_context parse;
int current_arl = 0;
tgsi_parse_init( &parse, tokens );
while (!tgsi_parse_end_of_tokens( &parse )) {
tgsi_parse_token( &parse );
switch (parse.FullToken.Token.Type) {
case TGSI_TOKEN_TYPE_IMMEDIATE:
case TGSI_TOKEN_TYPE_DECLARATION:
break;
case TGSI_TOKEN_TYPE_INSTRUCTION:
if (parse.FullToken.FullInstruction.Instruction.Opcode ==
TGSI_OPCODE_ARL) {
++current_arl;
}
if (!pre_parse_instruction( emit, &parse.FullToken.FullInstruction,
current_arl ))
return FALSE;
break;
default:
break;
}
}
return TRUE;
}
static boolean
svga_shader_emit_helpers(struct svga_shader_emitter *emit)
{
if (needs_to_create_common_immediate( emit )) {
create_common_immediate( emit );
}
if (needs_to_create_loop_const( emit )) {
create_loop_const( emit );
}
if (needs_to_create_arl_consts( emit )) {
create_arl_consts( emit );
}
if (emit->unit == PIPE_SHADER_FRAGMENT) {
if (!svga_shader_emit_samplers_decl( emit ))
return FALSE;
if (!emit_ps_preamble( emit ))
return FALSE;
if (emit->key.fs.light_twoside) {
if (!emit_light_twoside( emit ))
return FALSE;
}
if (emit->emit_frontface) {
if (!emit_frontface( emit ))
return FALSE;
}
if (emit->inverted_texcoords) {
if (!emit_inverted_texcoords( emit ))
return FALSE;
}
}
else {
assert(emit->unit == PIPE_SHADER_VERTEX);
if (emit->key.vs.adjust_attrib_range) {
if (!emit_adjusted_vertex_attribs(emit) ||
emit->key.vs.adjust_attrib_w_1) {
return FALSE;
}
}
}
return TRUE;
}
/**
* This is the main entrypoint into the TGSI instruction translater.
* Translate TGSI shader tokens into an SVGA shader.
*/
boolean
svga_shader_emit_instructions(struct svga_shader_emitter *emit,
const struct tgsi_token *tokens)
{
struct tgsi_parse_context parse;
const struct tgsi_token *new_tokens = NULL;
boolean ret = TRUE;
boolean helpers_emitted = FALSE;
unsigned line_nr = 0;
if (emit->unit == PIPE_SHADER_FRAGMENT && emit->key.fs.pstipple) {
unsigned unit;
new_tokens = util_pstipple_create_fragment_shader(tokens, &unit, 0,
TGSI_FILE_INPUT);
if (new_tokens) {
/* Setup texture state for stipple */
emit->sampler_target[unit] = TGSI_TEXTURE_2D;
emit->key.tex[unit].swizzle_r = TGSI_SWIZZLE_X;
emit->key.tex[unit].swizzle_g = TGSI_SWIZZLE_Y;
emit->key.tex[unit].swizzle_b = TGSI_SWIZZLE_Z;
emit->key.tex[unit].swizzle_a = TGSI_SWIZZLE_W;
emit->pstipple_sampler_unit = unit;
tokens = new_tokens;
}
}
tgsi_parse_init( &parse, tokens );
emit->internal_imm_count = 0;
if (emit->unit == PIPE_SHADER_VERTEX) {
ret = emit_vs_preamble( emit );
if (!ret)
goto done;
}
pre_parse_tokens(emit, tokens);
while (!tgsi_parse_end_of_tokens( &parse )) {
tgsi_parse_token( &parse );
switch (parse.FullToken.Token.Type) {
case TGSI_TOKEN_TYPE_IMMEDIATE:
ret = svga_emit_immediate( emit, &parse.FullToken.FullImmediate );
if (!ret)
goto done;
break;
case TGSI_TOKEN_TYPE_DECLARATION:
ret = svga_translate_decl_sm30( emit, &parse.FullToken.FullDeclaration );
if (!ret)
goto done;
break;
case TGSI_TOKEN_TYPE_INSTRUCTION:
if (!helpers_emitted) {
if (!svga_shader_emit_helpers( emit ))
goto done;
helpers_emitted = TRUE;
}
ret = svga_emit_instruction( emit,
line_nr++,
&parse.FullToken.FullInstruction );
if (!ret)
goto done;
break;
default:
break;
}
reset_temp_regs( emit );
}
/* Need to terminate the current subroutine. Note that the
* hardware doesn't tolerate shaders without sub-routines
* terminating with RET+END.
*/
if (!emit->in_main_func) {
ret = emit_instruction( emit, inst_token( SVGA3DOP_RET ) );
if (!ret)
goto done;
}
assert(emit->dynamic_branching_level == 0);
/* Need to terminate the whole shader:
*/
ret = emit_instruction( emit, inst_token( SVGA3DOP_END ) );
if (!ret)
goto done;
done:
tgsi_parse_free( &parse );
if (new_tokens) {
tgsi_free_tokens(new_tokens);
}
return ret;
}