1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26
27 #include "pipe/p_shader_tokens.h"
28 #include "tgsi/tgsi_dump.h"
29 #include "tgsi/tgsi_parse.h"
30 #include "util/u_memory.h"
31 #include "util/u_math.h"
32 #include "util/u_pstipple.h"
33
34 #include "svga_tgsi_emit.h"
35 #include "svga_context.h"
36
37
38 static boolean emit_vs_postamble( struct svga_shader_emitter *emit );
39 static boolean emit_ps_postamble( struct svga_shader_emitter *emit );
40
41
42 static SVGA3dShaderOpCodeType
translate_opcode(enum tgsi_opcode opcode)43 translate_opcode(enum tgsi_opcode opcode)
44 {
45 switch (opcode) {
46 case TGSI_OPCODE_ADD: return SVGA3DOP_ADD;
47 case TGSI_OPCODE_DP3: return SVGA3DOP_DP3;
48 case TGSI_OPCODE_DP4: return SVGA3DOP_DP4;
49 case TGSI_OPCODE_FRC: return SVGA3DOP_FRC;
50 case TGSI_OPCODE_MAD: return SVGA3DOP_MAD;
51 case TGSI_OPCODE_MAX: return SVGA3DOP_MAX;
52 case TGSI_OPCODE_MIN: return SVGA3DOP_MIN;
53 case TGSI_OPCODE_MOV: return SVGA3DOP_MOV;
54 case TGSI_OPCODE_MUL: return SVGA3DOP_MUL;
55 case TGSI_OPCODE_NOP: return SVGA3DOP_NOP;
56 default:
57 assert(!"svga: unexpected opcode in translate_opcode()");
58 return SVGA3DOP_LAST_INST;
59 }
60 }
61
62
63 static SVGA3dShaderRegType
translate_file(enum tgsi_file_type file)64 translate_file(enum tgsi_file_type file)
65 {
66 switch (file) {
67 case TGSI_FILE_TEMPORARY: return SVGA3DREG_TEMP;
68 case TGSI_FILE_INPUT: return SVGA3DREG_INPUT;
69 case TGSI_FILE_OUTPUT: return SVGA3DREG_OUTPUT; /* VS3.0+ only */
70 case TGSI_FILE_IMMEDIATE: return SVGA3DREG_CONST;
71 case TGSI_FILE_CONSTANT: return SVGA3DREG_CONST;
72 case TGSI_FILE_SAMPLER: return SVGA3DREG_SAMPLER;
73 case TGSI_FILE_ADDRESS: return SVGA3DREG_ADDR;
74 default:
75 assert(!"svga: unexpected register file in translate_file()");
76 return SVGA3DREG_TEMP;
77 }
78 }
79
80
81 /**
82 * Translate a TGSI destination register to an SVGA3DShaderDestToken.
83 * \param insn the TGSI instruction
84 * \param idx which TGSI dest register to translate (usually (always?) zero)
85 */
86 static SVGA3dShaderDestToken
translate_dst_register(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn,unsigned idx)87 translate_dst_register( struct svga_shader_emitter *emit,
88 const struct tgsi_full_instruction *insn,
89 unsigned idx )
90 {
91 const struct tgsi_full_dst_register *reg = &insn->Dst[idx];
92 SVGA3dShaderDestToken dest;
93
94 switch (reg->Register.File) {
95 case TGSI_FILE_OUTPUT:
96 /* Output registers encode semantic information in their name.
97 * Need to lookup a table built at decl time:
98 */
99 dest = emit->output_map[reg->Register.Index];
100 emit->num_output_writes++;
101 break;
102
103 default:
104 {
105 unsigned index = reg->Register.Index;
106 assert(index < SVGA3D_TEMPREG_MAX);
107 index = MIN2(index, SVGA3D_TEMPREG_MAX - 1);
108 dest = dst_register(translate_file(reg->Register.File), index);
109 }
110 break;
111 }
112
113 if (reg->Register.Indirect) {
114 debug_warning("Indirect indexing of dest registers is not supported!\n");
115 }
116
117 dest.mask = reg->Register.WriteMask;
118 assert(dest.mask);
119
120 if (insn->Instruction.Saturate)
121 dest.dstMod = SVGA3DDSTMOD_SATURATE;
122
123 return dest;
124 }
125
126
127 /**
128 * Apply a swizzle to a src_register, returning a new src_register
129 * Ex: swizzle(SRC.ZZYY, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y)
130 * would return SRC.YYZZ
131 */
132 static struct src_register
swizzle(struct src_register src,unsigned x,unsigned y,unsigned z,unsigned w)133 swizzle(struct src_register src,
134 unsigned x, unsigned y, unsigned z, unsigned w)
135 {
136 assert(x < 4);
137 assert(y < 4);
138 assert(z < 4);
139 assert(w < 4);
140 x = (src.base.swizzle >> (x * 2)) & 0x3;
141 y = (src.base.swizzle >> (y * 2)) & 0x3;
142 z = (src.base.swizzle >> (z * 2)) & 0x3;
143 w = (src.base.swizzle >> (w * 2)) & 0x3;
144
145 src.base.swizzle = TRANSLATE_SWIZZLE(x, y, z, w);
146
147 return src;
148 }
149
150
151 /**
152 * Apply a "scalar" swizzle to a src_register returning a new
153 * src_register where all the swizzle terms are the same.
154 * Ex: scalar(SRC.WZYX, SWIZZLE_Y) would return SRC.ZZZZ
155 */
156 static struct src_register
scalar(struct src_register src,unsigned comp)157 scalar(struct src_register src, unsigned comp)
158 {
159 assert(comp < 4);
160 return swizzle( src, comp, comp, comp, comp );
161 }
162
163
164 static boolean
svga_arl_needs_adjustment(const struct svga_shader_emitter * emit)165 svga_arl_needs_adjustment( const struct svga_shader_emitter *emit )
166 {
167 unsigned i;
168
169 for (i = 0; i < emit->num_arl_consts; ++i) {
170 if (emit->arl_consts[i].arl_num == emit->current_arl)
171 return TRUE;
172 }
173 return FALSE;
174 }
175
176
177 static int
svga_arl_adjustment(const struct svga_shader_emitter * emit)178 svga_arl_adjustment( const struct svga_shader_emitter *emit )
179 {
180 unsigned i;
181
182 for (i = 0; i < emit->num_arl_consts; ++i) {
183 if (emit->arl_consts[i].arl_num == emit->current_arl)
184 return emit->arl_consts[i].number;
185 }
186 return 0;
187 }
188
189
190 /**
191 * Translate a TGSI src register to a src_register.
192 */
193 static struct src_register
translate_src_register(const struct svga_shader_emitter * emit,const struct tgsi_full_src_register * reg)194 translate_src_register( const struct svga_shader_emitter *emit,
195 const struct tgsi_full_src_register *reg )
196 {
197 struct src_register src;
198
199 switch (reg->Register.File) {
200 case TGSI_FILE_INPUT:
201 /* Input registers are referred to by their semantic name rather
202 * than by index. Use the mapping build up from the decls:
203 */
204 src = emit->input_map[reg->Register.Index];
205 break;
206
207 case TGSI_FILE_IMMEDIATE:
208 /* Immediates are appended after TGSI constants in the D3D
209 * constant buffer.
210 */
211 src = src_register( translate_file( reg->Register.File ),
212 reg->Register.Index + emit->imm_start );
213 break;
214
215 default:
216 src = src_register( translate_file( reg->Register.File ),
217 reg->Register.Index );
218 break;
219 }
220
221 /* Indirect addressing.
222 */
223 if (reg->Register.Indirect) {
224 if (emit->unit == PIPE_SHADER_FRAGMENT) {
225 /* Pixel shaders have only loop registers for relative
226 * addressing into inputs. Ignore the redundant address
227 * register, the contents of aL should be in sync with it.
228 */
229 if (reg->Register.File == TGSI_FILE_INPUT) {
230 src.base.relAddr = 1;
231 src.indirect = src_token(SVGA3DREG_LOOP, 0);
232 }
233 }
234 else {
235 /* Constant buffers only.
236 */
237 if (reg->Register.File == TGSI_FILE_CONSTANT) {
238 /* we shift the offset towards the minimum */
239 if (svga_arl_needs_adjustment( emit )) {
240 src.base.num -= svga_arl_adjustment( emit );
241 }
242 src.base.relAddr = 1;
243
244 /* Not really sure what should go in the second token:
245 */
246 src.indirect = src_token( SVGA3DREG_ADDR,
247 reg->Indirect.Index );
248
249 src.indirect.swizzle = SWIZZLE_XXXX;
250 }
251 }
252 }
253
254 src = swizzle( src,
255 reg->Register.SwizzleX,
256 reg->Register.SwizzleY,
257 reg->Register.SwizzleZ,
258 reg->Register.SwizzleW );
259
260 /* src.mod isn't a bitfield, unfortunately:
261 * See tgsi_util_get_full_src_register_sign_mode for implementation details.
262 */
263 if (reg->Register.Absolute) {
264 if (reg->Register.Negate)
265 src.base.srcMod = SVGA3DSRCMOD_ABSNEG;
266 else
267 src.base.srcMod = SVGA3DSRCMOD_ABS;
268 }
269 else {
270 if (reg->Register.Negate)
271 src.base.srcMod = SVGA3DSRCMOD_NEG;
272 else
273 src.base.srcMod = SVGA3DSRCMOD_NONE;
274 }
275
276 return src;
277 }
278
279
280 /*
281 * Get a temporary register.
282 * Note: if we exceed the temporary register limit we just use
283 * register SVGA3D_TEMPREG_MAX - 1.
284 */
285 static SVGA3dShaderDestToken
get_temp(struct svga_shader_emitter * emit)286 get_temp( struct svga_shader_emitter *emit )
287 {
288 int i = emit->nr_hw_temp + emit->internal_temp_count++;
289 if (i >= SVGA3D_TEMPREG_MAX) {
290 debug_warn_once("svga: Too many temporary registers used in shader\n");
291 i = SVGA3D_TEMPREG_MAX - 1;
292 }
293 return dst_register( SVGA3DREG_TEMP, i );
294 }
295
296
297 /**
298 * Release a single temp. Currently only effective if it was the last
299 * allocated temp, otherwise release will be delayed until the next
300 * call to reset_temp_regs().
301 */
302 static void
release_temp(struct svga_shader_emitter * emit,SVGA3dShaderDestToken temp)303 release_temp( struct svga_shader_emitter *emit,
304 SVGA3dShaderDestToken temp )
305 {
306 if (temp.num == emit->internal_temp_count - 1)
307 emit->internal_temp_count--;
308 }
309
310
311 /**
312 * Release all temps.
313 */
314 static void
reset_temp_regs(struct svga_shader_emitter * emit)315 reset_temp_regs(struct svga_shader_emitter *emit)
316 {
317 emit->internal_temp_count = 0;
318 }
319
320
321 /** Emit bytecode for a src_register */
322 static boolean
emit_src(struct svga_shader_emitter * emit,const struct src_register src)323 emit_src(struct svga_shader_emitter *emit, const struct src_register src)
324 {
325 if (src.base.relAddr) {
326 assert(src.base.reserved0);
327 assert(src.indirect.reserved0);
328 return (svga_shader_emit_dword( emit, src.base.value ) &&
329 svga_shader_emit_dword( emit, src.indirect.value ));
330 }
331 else {
332 assert(src.base.reserved0);
333 return svga_shader_emit_dword( emit, src.base.value );
334 }
335 }
336
337
338 /** Emit bytecode for a dst_register */
339 static boolean
emit_dst(struct svga_shader_emitter * emit,SVGA3dShaderDestToken dest)340 emit_dst(struct svga_shader_emitter *emit, SVGA3dShaderDestToken dest)
341 {
342 assert(dest.reserved0);
343 assert(dest.mask);
344 return svga_shader_emit_dword( emit, dest.value );
345 }
346
347
348 /** Emit bytecode for a 1-operand instruction */
349 static boolean
emit_op1(struct svga_shader_emitter * emit,SVGA3dShaderInstToken inst,SVGA3dShaderDestToken dest,struct src_register src0)350 emit_op1(struct svga_shader_emitter *emit,
351 SVGA3dShaderInstToken inst,
352 SVGA3dShaderDestToken dest,
353 struct src_register src0)
354 {
355 return (emit_instruction(emit, inst) &&
356 emit_dst(emit, dest) &&
357 emit_src(emit, src0));
358 }
359
360
361 /** Emit bytecode for a 2-operand instruction */
362 static boolean
emit_op2(struct svga_shader_emitter * emit,SVGA3dShaderInstToken inst,SVGA3dShaderDestToken dest,struct src_register src0,struct src_register src1)363 emit_op2(struct svga_shader_emitter *emit,
364 SVGA3dShaderInstToken inst,
365 SVGA3dShaderDestToken dest,
366 struct src_register src0,
367 struct src_register src1)
368 {
369 return (emit_instruction(emit, inst) &&
370 emit_dst(emit, dest) &&
371 emit_src(emit, src0) &&
372 emit_src(emit, src1));
373 }
374
375
376 /** Emit bytecode for a 3-operand instruction */
377 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)378 emit_op3(struct svga_shader_emitter *emit,
379 SVGA3dShaderInstToken inst,
380 SVGA3dShaderDestToken dest,
381 struct src_register src0,
382 struct src_register src1,
383 struct src_register src2)
384 {
385 return (emit_instruction(emit, inst) &&
386 emit_dst(emit, dest) &&
387 emit_src(emit, src0) &&
388 emit_src(emit, src1) &&
389 emit_src(emit, src2));
390 }
391
392
393 /** Emit bytecode for a 4-operand instruction */
394 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)395 emit_op4(struct svga_shader_emitter *emit,
396 SVGA3dShaderInstToken inst,
397 SVGA3dShaderDestToken dest,
398 struct src_register src0,
399 struct src_register src1,
400 struct src_register src2,
401 struct src_register src3)
402 {
403 return (emit_instruction(emit, inst) &&
404 emit_dst(emit, dest) &&
405 emit_src(emit, src0) &&
406 emit_src(emit, src1) &&
407 emit_src(emit, src2) &&
408 emit_src(emit, src3));
409 }
410
411
412 /**
413 * Apply the absolute value modifier to the given src_register, returning
414 * a new src_register.
415 */
416 static struct src_register
absolute(struct src_register src)417 absolute(struct src_register src)
418 {
419 src.base.srcMod = SVGA3DSRCMOD_ABS;
420 return src;
421 }
422
423
424 /**
425 * Apply the negation modifier to the given src_register, returning
426 * a new src_register.
427 */
428 static struct src_register
negate(struct src_register src)429 negate(struct src_register src)
430 {
431 switch (src.base.srcMod) {
432 case SVGA3DSRCMOD_ABS:
433 src.base.srcMod = SVGA3DSRCMOD_ABSNEG;
434 break;
435 case SVGA3DSRCMOD_ABSNEG:
436 src.base.srcMod = SVGA3DSRCMOD_ABS;
437 break;
438 case SVGA3DSRCMOD_NEG:
439 src.base.srcMod = SVGA3DSRCMOD_NONE;
440 break;
441 case SVGA3DSRCMOD_NONE:
442 src.base.srcMod = SVGA3DSRCMOD_NEG;
443 break;
444 }
445 return src;
446 }
447
448
449
450 /* Replace the src with the temporary specified in the dst, but copying
451 * only the necessary channels, and preserving the original swizzle (which is
452 * important given that several opcodes have constraints in the allowed
453 * swizzles).
454 */
455 static boolean
emit_repl(struct svga_shader_emitter * emit,SVGA3dShaderDestToken dst,struct src_register * src0)456 emit_repl(struct svga_shader_emitter *emit,
457 SVGA3dShaderDestToken dst,
458 struct src_register *src0)
459 {
460 unsigned src0_swizzle;
461 unsigned chan;
462
463 assert(SVGA3dShaderGetRegType(dst.value) == SVGA3DREG_TEMP);
464
465 src0_swizzle = src0->base.swizzle;
466
467 dst.mask = 0;
468 for (chan = 0; chan < 4; ++chan) {
469 unsigned swizzle = (src0_swizzle >> (chan *2)) & 0x3;
470 dst.mask |= 1 << swizzle;
471 }
472 assert(dst.mask);
473
474 src0->base.swizzle = SVGA3DSWIZZLE_NONE;
475
476 if (!emit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, *src0 ))
477 return FALSE;
478
479 *src0 = src( dst );
480 src0->base.swizzle = src0_swizzle;
481
482 return TRUE;
483 }
484
485
486 /**
487 * Submit/emit an instruction with zero operands.
488 */
489 static boolean
submit_op0(struct svga_shader_emitter * emit,SVGA3dShaderInstToken inst,SVGA3dShaderDestToken dest)490 submit_op0(struct svga_shader_emitter *emit,
491 SVGA3dShaderInstToken inst,
492 SVGA3dShaderDestToken dest)
493 {
494 return (emit_instruction( emit, inst ) &&
495 emit_dst( emit, dest ));
496 }
497
498
499 /**
500 * Submit/emit an instruction with one operand.
501 */
502 static boolean
submit_op1(struct svga_shader_emitter * emit,SVGA3dShaderInstToken inst,SVGA3dShaderDestToken dest,struct src_register src0)503 submit_op1(struct svga_shader_emitter *emit,
504 SVGA3dShaderInstToken inst,
505 SVGA3dShaderDestToken dest,
506 struct src_register src0)
507 {
508 return emit_op1( emit, inst, dest, src0 );
509 }
510
511
512 /**
513 * Submit/emit an instruction with two operands.
514 *
515 * SVGA shaders may not refer to >1 constant register in a single
516 * instruction. This function checks for that usage and inserts a
517 * move to temporary if detected.
518 *
519 * The same applies to input registers -- at most a single input
520 * register may be read by any instruction.
521 */
522 static boolean
submit_op2(struct svga_shader_emitter * emit,SVGA3dShaderInstToken inst,SVGA3dShaderDestToken dest,struct src_register src0,struct src_register src1)523 submit_op2(struct svga_shader_emitter *emit,
524 SVGA3dShaderInstToken inst,
525 SVGA3dShaderDestToken dest,
526 struct src_register src0,
527 struct src_register src1)
528 {
529 SVGA3dShaderDestToken temp;
530 SVGA3dShaderRegType type0, type1;
531 boolean need_temp = FALSE;
532
533 temp.value = 0;
534 type0 = SVGA3dShaderGetRegType( src0.base.value );
535 type1 = SVGA3dShaderGetRegType( src1.base.value );
536
537 if (type0 == SVGA3DREG_CONST &&
538 type1 == SVGA3DREG_CONST &&
539 src0.base.num != src1.base.num)
540 need_temp = TRUE;
541
542 if (type0 == SVGA3DREG_INPUT &&
543 type1 == SVGA3DREG_INPUT &&
544 src0.base.num != src1.base.num)
545 need_temp = TRUE;
546
547 if (need_temp) {
548 temp = get_temp( emit );
549
550 if (!emit_repl( emit, temp, &src0 ))
551 return FALSE;
552 }
553
554 if (!emit_op2( emit, inst, dest, src0, src1 ))
555 return FALSE;
556
557 if (need_temp)
558 release_temp( emit, temp );
559
560 return TRUE;
561 }
562
563
564 /**
565 * Submit/emit an instruction with three operands.
566 *
567 * SVGA shaders may not refer to >1 constant register in a single
568 * instruction. This function checks for that usage and inserts a
569 * move to temporary if detected.
570 */
571 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)572 submit_op3(struct svga_shader_emitter *emit,
573 SVGA3dShaderInstToken inst,
574 SVGA3dShaderDestToken dest,
575 struct src_register src0,
576 struct src_register src1,
577 struct src_register src2)
578 {
579 SVGA3dShaderDestToken temp0;
580 SVGA3dShaderDestToken temp1;
581 boolean need_temp0 = FALSE;
582 boolean need_temp1 = FALSE;
583 SVGA3dShaderRegType type0, type1, type2;
584
585 temp0.value = 0;
586 temp1.value = 0;
587 type0 = SVGA3dShaderGetRegType( src0.base.value );
588 type1 = SVGA3dShaderGetRegType( src1.base.value );
589 type2 = SVGA3dShaderGetRegType( src2.base.value );
590
591 if (inst.op != SVGA3DOP_SINCOS) {
592 if (type0 == SVGA3DREG_CONST &&
593 ((type1 == SVGA3DREG_CONST && src0.base.num != src1.base.num) ||
594 (type2 == SVGA3DREG_CONST && src0.base.num != src2.base.num)))
595 need_temp0 = TRUE;
596
597 if (type1 == SVGA3DREG_CONST &&
598 (type2 == SVGA3DREG_CONST && src1.base.num != src2.base.num))
599 need_temp1 = TRUE;
600 }
601
602 if (type0 == SVGA3DREG_INPUT &&
603 ((type1 == SVGA3DREG_INPUT && src0.base.num != src1.base.num) ||
604 (type2 == SVGA3DREG_INPUT && src0.base.num != src2.base.num)))
605 need_temp0 = TRUE;
606
607 if (type1 == SVGA3DREG_INPUT &&
608 (type2 == SVGA3DREG_INPUT && src1.base.num != src2.base.num))
609 need_temp1 = TRUE;
610
611 if (need_temp0) {
612 temp0 = get_temp( emit );
613
614 if (!emit_repl( emit, temp0, &src0 ))
615 return FALSE;
616 }
617
618 if (need_temp1) {
619 temp1 = get_temp( emit );
620
621 if (!emit_repl( emit, temp1, &src1 ))
622 return FALSE;
623 }
624
625 if (!emit_op3( emit, inst, dest, src0, src1, src2 ))
626 return FALSE;
627
628 if (need_temp1)
629 release_temp( emit, temp1 );
630 if (need_temp0)
631 release_temp( emit, temp0 );
632 return TRUE;
633 }
634
635
636 /**
637 * Submit/emit an instruction with four operands.
638 *
639 * SVGA shaders may not refer to >1 constant register in a single
640 * instruction. This function checks for that usage and inserts a
641 * move to temporary if detected.
642 */
643 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)644 submit_op4(struct svga_shader_emitter *emit,
645 SVGA3dShaderInstToken inst,
646 SVGA3dShaderDestToken dest,
647 struct src_register src0,
648 struct src_register src1,
649 struct src_register src2,
650 struct src_register src3)
651 {
652 SVGA3dShaderDestToken temp0;
653 SVGA3dShaderDestToken temp3;
654 boolean need_temp0 = FALSE;
655 boolean need_temp3 = FALSE;
656 SVGA3dShaderRegType type0, type1, type2, type3;
657
658 temp0.value = 0;
659 temp3.value = 0;
660 type0 = SVGA3dShaderGetRegType( src0.base.value );
661 type1 = SVGA3dShaderGetRegType( src1.base.value );
662 type2 = SVGA3dShaderGetRegType( src2.base.value );
663 type3 = SVGA3dShaderGetRegType( src2.base.value );
664
665 /* Make life a little easier - this is only used by the TXD
666 * instruction which is guaranteed not to have a constant/input reg
667 * in one slot at least:
668 */
669 assert(type1 == SVGA3DREG_SAMPLER);
670 (void) type1;
671
672 if (type0 == SVGA3DREG_CONST &&
673 ((type3 == SVGA3DREG_CONST && src0.base.num != src3.base.num) ||
674 (type2 == SVGA3DREG_CONST && src0.base.num != src2.base.num)))
675 need_temp0 = TRUE;
676
677 if (type3 == SVGA3DREG_CONST &&
678 (type2 == SVGA3DREG_CONST && src3.base.num != src2.base.num))
679 need_temp3 = TRUE;
680
681 if (type0 == SVGA3DREG_INPUT &&
682 ((type3 == SVGA3DREG_INPUT && src0.base.num != src3.base.num) ||
683 (type2 == SVGA3DREG_INPUT && src0.base.num != src2.base.num)))
684 need_temp0 = TRUE;
685
686 if (type3 == SVGA3DREG_INPUT &&
687 (type2 == SVGA3DREG_INPUT && src3.base.num != src2.base.num))
688 need_temp3 = TRUE;
689
690 if (need_temp0) {
691 temp0 = get_temp( emit );
692
693 if (!emit_repl( emit, temp0, &src0 ))
694 return FALSE;
695 }
696
697 if (need_temp3) {
698 temp3 = get_temp( emit );
699
700 if (!emit_repl( emit, temp3, &src3 ))
701 return FALSE;
702 }
703
704 if (!emit_op4( emit, inst, dest, src0, src1, src2, src3 ))
705 return FALSE;
706
707 if (need_temp3)
708 release_temp( emit, temp3 );
709 if (need_temp0)
710 release_temp( emit, temp0 );
711 return TRUE;
712 }
713
714
715 /**
716 * Do the src and dest registers refer to the same register?
717 */
718 static boolean
alias_src_dst(struct src_register src,SVGA3dShaderDestToken dst)719 alias_src_dst(struct src_register src,
720 SVGA3dShaderDestToken dst)
721 {
722 if (src.base.num != dst.num)
723 return FALSE;
724
725 if (SVGA3dShaderGetRegType(dst.value) !=
726 SVGA3dShaderGetRegType(src.base.value))
727 return FALSE;
728
729 return TRUE;
730 }
731
732
733 /**
734 * Helper for emitting SVGA immediate values using the SVGA3DOP_DEF[I]
735 * instructions.
736 */
737 static boolean
emit_def_const(struct svga_shader_emitter * emit,SVGA3dShaderConstType type,unsigned idx,float a,float b,float c,float d)738 emit_def_const(struct svga_shader_emitter *emit,
739 SVGA3dShaderConstType type,
740 unsigned idx, float a, float b, float c, float d)
741 {
742 SVGA3DOpDefArgs def;
743 SVGA3dShaderInstToken opcode;
744
745 switch (type) {
746 case SVGA3D_CONST_TYPE_FLOAT:
747 opcode = inst_token( SVGA3DOP_DEF );
748 def.dst = dst_register( SVGA3DREG_CONST, idx );
749 def.constValues[0] = a;
750 def.constValues[1] = b;
751 def.constValues[2] = c;
752 def.constValues[3] = d;
753 break;
754 case SVGA3D_CONST_TYPE_INT:
755 opcode = inst_token( SVGA3DOP_DEFI );
756 def.dst = dst_register( SVGA3DREG_CONSTINT, idx );
757 def.constIValues[0] = (int)a;
758 def.constIValues[1] = (int)b;
759 def.constIValues[2] = (int)c;
760 def.constIValues[3] = (int)d;
761 break;
762 default:
763 assert(0);
764 opcode = inst_token( SVGA3DOP_NOP );
765 break;
766 }
767
768 if (!emit_instruction(emit, opcode) ||
769 !svga_shader_emit_dwords( emit, def.values, ARRAY_SIZE(def.values)))
770 return FALSE;
771
772 return TRUE;
773 }
774
775
776 static boolean
create_loop_const(struct svga_shader_emitter * emit)777 create_loop_const( struct svga_shader_emitter *emit )
778 {
779 unsigned idx = emit->nr_hw_int_const++;
780
781 if (!emit_def_const( emit, SVGA3D_CONST_TYPE_INT, idx,
782 255, /* iteration count */
783 0, /* initial value */
784 1, /* step size */
785 0 /* not used, must be 0 */))
786 return FALSE;
787
788 emit->loop_const_idx = idx;
789 emit->created_loop_const = TRUE;
790
791 return TRUE;
792 }
793
794 static boolean
create_arl_consts(struct svga_shader_emitter * emit)795 create_arl_consts( struct svga_shader_emitter *emit )
796 {
797 int i;
798
799 for (i = 0; i < emit->num_arl_consts; i += 4) {
800 int j;
801 unsigned idx = emit->nr_hw_float_const++;
802 float vals[4];
803 for (j = 0; j < 4 && (j + i) < emit->num_arl_consts; ++j) {
804 vals[j] = (float) emit->arl_consts[i + j].number;
805 emit->arl_consts[i + j].idx = idx;
806 switch (j) {
807 case 0:
808 emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_X;
809 break;
810 case 1:
811 emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_Y;
812 break;
813 case 2:
814 emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_Z;
815 break;
816 case 3:
817 emit->arl_consts[i + 0].swizzle = TGSI_SWIZZLE_W;
818 break;
819 }
820 }
821 while (j < 4)
822 vals[j++] = 0;
823
824 if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT, idx,
825 vals[0], vals[1],
826 vals[2], vals[3]))
827 return FALSE;
828 }
829
830 return TRUE;
831 }
832
833
834 /**
835 * Return the register which holds the pixel shaders front/back-
836 * facing value.
837 */
838 static struct src_register
get_vface(struct svga_shader_emitter * emit)839 get_vface( struct svga_shader_emitter *emit )
840 {
841 assert(emit->emitted_vface);
842 return src_register(SVGA3DREG_MISCTYPE, SVGA3DMISCREG_FACE);
843 }
844
845
846 /**
847 * Create/emit a "common" constant with values {0, 0.5, -1, 1}.
848 * We can swizzle this to produce other useful constants such as
849 * {0, 0, 0, 0}, {1, 1, 1, 1}, etc.
850 */
851 static boolean
create_common_immediate(struct svga_shader_emitter * emit)852 create_common_immediate( struct svga_shader_emitter *emit )
853 {
854 unsigned idx = emit->nr_hw_float_const++;
855
856 /* Emit the constant (0, 0.5, -1, 1) and use swizzling to generate
857 * other useful vectors.
858 */
859 if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
860 idx, 0.0f, 0.5f, -1.0f, 1.0f ))
861 return FALSE;
862 emit->common_immediate_idx[0] = idx;
863 idx++;
864
865 /* Emit constant {2, 0, 0, 0} (only the 2 is used for now) */
866 if (emit->key.vs.adjust_attrib_range) {
867 if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
868 idx, 2.0f, 0.0f, 0.0f, 0.0f ))
869 return FALSE;
870 emit->common_immediate_idx[1] = idx;
871 }
872 else {
873 emit->common_immediate_idx[1] = -1;
874 }
875
876 emit->created_common_immediate = TRUE;
877
878 return TRUE;
879 }
880
881
882 /**
883 * Return swizzle/position for the given value in the "common" immediate.
884 */
885 static inline unsigned
common_immediate_swizzle(float value)886 common_immediate_swizzle(float value)
887 {
888 if (value == 0.0f)
889 return TGSI_SWIZZLE_X;
890 else if (value == 0.5f)
891 return TGSI_SWIZZLE_Y;
892 else if (value == -1.0f)
893 return TGSI_SWIZZLE_Z;
894 else if (value == 1.0f)
895 return TGSI_SWIZZLE_W;
896 else {
897 assert(!"illegal value in common_immediate_swizzle");
898 return TGSI_SWIZZLE_X;
899 }
900 }
901
902
903 /**
904 * Returns an immediate reg where all the terms are either 0, 1, 2 or 0.5
905 */
906 static struct src_register
get_immediate(struct svga_shader_emitter * emit,float x,float y,float z,float w)907 get_immediate(struct svga_shader_emitter *emit,
908 float x, float y, float z, float w)
909 {
910 unsigned sx = common_immediate_swizzle(x);
911 unsigned sy = common_immediate_swizzle(y);
912 unsigned sz = common_immediate_swizzle(z);
913 unsigned sw = common_immediate_swizzle(w);
914 assert(emit->created_common_immediate);
915 assert(emit->common_immediate_idx[0] >= 0);
916 return swizzle(src_register(SVGA3DREG_CONST, emit->common_immediate_idx[0]),
917 sx, sy, sz, sw);
918 }
919
920
921 /**
922 * returns {0, 0, 0, 0} immediate
923 */
924 static struct src_register
get_zero_immediate(struct svga_shader_emitter * emit)925 get_zero_immediate( struct svga_shader_emitter *emit )
926 {
927 assert(emit->created_common_immediate);
928 assert(emit->common_immediate_idx[0] >= 0);
929 return swizzle(src_register( SVGA3DREG_CONST,
930 emit->common_immediate_idx[0]),
931 0, 0, 0, 0);
932 }
933
934
935 /**
936 * returns {1, 1, 1, 1} immediate
937 */
938 static struct src_register
get_one_immediate(struct svga_shader_emitter * emit)939 get_one_immediate( struct svga_shader_emitter *emit )
940 {
941 assert(emit->created_common_immediate);
942 assert(emit->common_immediate_idx[0] >= 0);
943 return swizzle(src_register( SVGA3DREG_CONST,
944 emit->common_immediate_idx[0]),
945 3, 3, 3, 3);
946 }
947
948
949 /**
950 * returns {0.5, 0.5, 0.5, 0.5} immediate
951 */
952 static struct src_register
get_half_immediate(struct svga_shader_emitter * emit)953 get_half_immediate( struct svga_shader_emitter *emit )
954 {
955 assert(emit->created_common_immediate);
956 assert(emit->common_immediate_idx[0] >= 0);
957 return swizzle(src_register(SVGA3DREG_CONST, emit->common_immediate_idx[0]),
958 1, 1, 1, 1);
959 }
960
961
962 /**
963 * returns {2, 2, 2, 2} immediate
964 */
965 static struct src_register
get_two_immediate(struct svga_shader_emitter * emit)966 get_two_immediate( struct svga_shader_emitter *emit )
967 {
968 /* Note we use the second common immediate here */
969 assert(emit->created_common_immediate);
970 assert(emit->common_immediate_idx[1] >= 0);
971 return swizzle(src_register( SVGA3DREG_CONST,
972 emit->common_immediate_idx[1]),
973 0, 0, 0, 0);
974 }
975
976
977 /**
978 * returns the loop const
979 */
980 static struct src_register
get_loop_const(struct svga_shader_emitter * emit)981 get_loop_const( struct svga_shader_emitter *emit )
982 {
983 assert(emit->created_loop_const);
984 assert(emit->loop_const_idx >= 0);
985 return src_register( SVGA3DREG_CONSTINT,
986 emit->loop_const_idx );
987 }
988
989
990 static struct src_register
get_fake_arl_const(struct svga_shader_emitter * emit)991 get_fake_arl_const( struct svga_shader_emitter *emit )
992 {
993 struct src_register reg;
994 int idx = 0, swizzle = 0, i;
995
996 for (i = 0; i < emit->num_arl_consts; ++ i) {
997 if (emit->arl_consts[i].arl_num == emit->current_arl) {
998 idx = emit->arl_consts[i].idx;
999 swizzle = emit->arl_consts[i].swizzle;
1000 }
1001 }
1002
1003 reg = src_register( SVGA3DREG_CONST, idx );
1004 return scalar(reg, swizzle);
1005 }
1006
1007
1008 /**
1009 * Return a register which holds the width and height of the texture
1010 * currently bound to the given sampler.
1011 */
1012 static struct src_register
get_tex_dimensions(struct svga_shader_emitter * emit,int sampler_num)1013 get_tex_dimensions( struct svga_shader_emitter *emit, int sampler_num )
1014 {
1015 int idx;
1016 struct src_register reg;
1017
1018 /* the width/height indexes start right after constants */
1019 idx = emit->key.tex[sampler_num].width_height_idx +
1020 emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
1021
1022 reg = src_register( SVGA3DREG_CONST, idx );
1023 return reg;
1024 }
1025
1026
1027 static boolean
emit_fake_arl(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1028 emit_fake_arl(struct svga_shader_emitter *emit,
1029 const struct tgsi_full_instruction *insn)
1030 {
1031 const struct src_register src0 =
1032 translate_src_register(emit, &insn->Src[0] );
1033 struct src_register src1 = get_fake_arl_const( emit );
1034 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1035 SVGA3dShaderDestToken tmp = get_temp( emit );
1036
1037 if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), tmp, src0))
1038 return FALSE;
1039
1040 if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), tmp, src( tmp ),
1041 src1))
1042 return FALSE;
1043
1044 /* replicate the original swizzle */
1045 src1 = src(tmp);
1046 src1.base.swizzle = src0.base.swizzle;
1047
1048 return submit_op1( emit, inst_token( SVGA3DOP_MOVA ),
1049 dst, src1 );
1050 }
1051
1052
1053 static boolean
emit_if(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1054 emit_if(struct svga_shader_emitter *emit,
1055 const struct tgsi_full_instruction *insn)
1056 {
1057 struct src_register src0 =
1058 translate_src_register(emit, &insn->Src[0]);
1059 struct src_register zero = get_zero_immediate(emit);
1060 SVGA3dShaderInstToken if_token = inst_token( SVGA3DOP_IFC );
1061
1062 if_token.control = SVGA3DOPCOMPC_NE;
1063
1064 if (SVGA3dShaderGetRegType(src0.base.value) == SVGA3DREG_CONST) {
1065 /*
1066 * Max different constant registers readable per IFC instruction is 1.
1067 */
1068 SVGA3dShaderDestToken tmp = get_temp( emit );
1069
1070 if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), tmp, src0))
1071 return FALSE;
1072
1073 src0 = scalar(src( tmp ), TGSI_SWIZZLE_X);
1074 }
1075
1076 emit->dynamic_branching_level++;
1077
1078 return (emit_instruction( emit, if_token ) &&
1079 emit_src( emit, src0 ) &&
1080 emit_src( emit, zero ) );
1081 }
1082
1083
1084 static boolean
emit_else(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1085 emit_else(struct svga_shader_emitter *emit,
1086 const struct tgsi_full_instruction *insn)
1087 {
1088 return emit_instruction(emit, inst_token(SVGA3DOP_ELSE));
1089 }
1090
1091
1092 static boolean
emit_endif(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1093 emit_endif(struct svga_shader_emitter *emit,
1094 const struct tgsi_full_instruction *insn)
1095 {
1096 emit->dynamic_branching_level--;
1097
1098 return emit_instruction(emit, inst_token(SVGA3DOP_ENDIF));
1099 }
1100
1101
1102 /**
1103 * Translate the following TGSI FLR instruction.
1104 * FLR DST, SRC
1105 * To the following SVGA3D instruction sequence.
1106 * FRC TMP, SRC
1107 * SUB DST, SRC, TMP
1108 */
1109 static boolean
emit_floor(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1110 emit_floor(struct svga_shader_emitter *emit,
1111 const struct tgsi_full_instruction *insn )
1112 {
1113 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1114 const struct src_register src0 =
1115 translate_src_register(emit, &insn->Src[0] );
1116 SVGA3dShaderDestToken temp = get_temp( emit );
1117
1118 /* FRC TMP, SRC */
1119 if (!submit_op1( emit, inst_token( SVGA3DOP_FRC ), temp, src0 ))
1120 return FALSE;
1121
1122 /* SUB DST, SRC, TMP */
1123 if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst, src0,
1124 negate( src( temp ) ) ))
1125 return FALSE;
1126
1127 return TRUE;
1128 }
1129
1130
1131 /**
1132 * Translate the following TGSI CEIL instruction.
1133 * CEIL DST, SRC
1134 * To the following SVGA3D instruction sequence.
1135 * FRC TMP, -SRC
1136 * ADD DST, SRC, TMP
1137 */
1138 static boolean
emit_ceil(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1139 emit_ceil(struct svga_shader_emitter *emit,
1140 const struct tgsi_full_instruction *insn)
1141 {
1142 SVGA3dShaderDestToken dst = translate_dst_register(emit, insn, 0);
1143 const struct src_register src0 =
1144 translate_src_register(emit, &insn->Src[0]);
1145 SVGA3dShaderDestToken temp = get_temp(emit);
1146
1147 /* FRC TMP, -SRC */
1148 if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), temp, negate(src0)))
1149 return FALSE;
1150
1151 /* ADD DST, SRC, TMP */
1152 if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), dst, src0, src(temp)))
1153 return FALSE;
1154
1155 return TRUE;
1156 }
1157
1158
1159 /**
1160 * Translate the following TGSI DIV instruction.
1161 * DIV DST.xy, SRC0, SRC1
1162 * To the following SVGA3D instruction sequence.
1163 * RCP TMP.x, SRC1.xxxx
1164 * RCP TMP.y, SRC1.yyyy
1165 * MUL DST.xy, SRC0, TMP
1166 */
1167 static boolean
emit_div(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1168 emit_div(struct svga_shader_emitter *emit,
1169 const struct tgsi_full_instruction *insn )
1170 {
1171 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1172 const struct src_register src0 =
1173 translate_src_register(emit, &insn->Src[0] );
1174 const struct src_register src1 =
1175 translate_src_register(emit, &insn->Src[1] );
1176 SVGA3dShaderDestToken temp = get_temp( emit );
1177 unsigned i;
1178
1179 /* For each enabled element, perform a RCP instruction. Note that
1180 * RCP is scalar in SVGA3D:
1181 */
1182 for (i = 0; i < 4; i++) {
1183 unsigned channel = 1 << i;
1184 if (dst.mask & channel) {
1185 /* RCP TMP.?, SRC1.???? */
1186 if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
1187 writemask(temp, channel),
1188 scalar(src1, i) ))
1189 return FALSE;
1190 }
1191 }
1192
1193 /* Vector mul:
1194 * MUL DST, SRC0, TMP
1195 */
1196 if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ), dst, src0,
1197 src( temp ) ))
1198 return FALSE;
1199
1200 return TRUE;
1201 }
1202
1203
1204 /**
1205 * Translate the following TGSI DP2 instruction.
1206 * DP2 DST, SRC1, SRC2
1207 * To the following SVGA3D instruction sequence.
1208 * MUL TMP, SRC1, SRC2
1209 * ADD DST, TMP.xxxx, TMP.yyyy
1210 */
1211 static boolean
emit_dp2(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1212 emit_dp2(struct svga_shader_emitter *emit,
1213 const struct tgsi_full_instruction *insn )
1214 {
1215 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1216 const struct src_register src0 =
1217 translate_src_register(emit, &insn->Src[0]);
1218 const struct src_register src1 =
1219 translate_src_register(emit, &insn->Src[1]);
1220 SVGA3dShaderDestToken temp = get_temp( emit );
1221 struct src_register temp_src0, temp_src1;
1222
1223 /* MUL TMP, SRC1, SRC2 */
1224 if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ), temp, src0, src1 ))
1225 return FALSE;
1226
1227 temp_src0 = scalar(src( temp ), TGSI_SWIZZLE_X);
1228 temp_src1 = scalar(src( temp ), TGSI_SWIZZLE_Y);
1229
1230 /* ADD DST, TMP.xxxx, TMP.yyyy */
1231 if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst,
1232 temp_src0, temp_src1 ))
1233 return FALSE;
1234
1235 return TRUE;
1236 }
1237
1238
1239 /**
1240 * Sine / Cosine helper function.
1241 */
1242 static boolean
do_emit_sincos(struct svga_shader_emitter * emit,SVGA3dShaderDestToken dst,struct src_register src0)1243 do_emit_sincos(struct svga_shader_emitter *emit,
1244 SVGA3dShaderDestToken dst,
1245 struct src_register src0)
1246 {
1247 src0 = scalar(src0, TGSI_SWIZZLE_X);
1248 return submit_op1(emit, inst_token(SVGA3DOP_SINCOS), dst, src0);
1249 }
1250
1251
1252 /**
1253 * Translate TGSI SIN instruction into:
1254 * SCS TMP SRC
1255 * MOV DST TMP.yyyy
1256 */
1257 static boolean
emit_sin(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1258 emit_sin(struct svga_shader_emitter *emit,
1259 const struct tgsi_full_instruction *insn )
1260 {
1261 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1262 struct src_register src0 =
1263 translate_src_register(emit, &insn->Src[0] );
1264 SVGA3dShaderDestToken temp = get_temp( emit );
1265
1266 /* SCS TMP SRC */
1267 if (!do_emit_sincos(emit, writemask(temp, TGSI_WRITEMASK_Y), src0))
1268 return FALSE;
1269
1270 src0 = scalar(src( temp ), TGSI_SWIZZLE_Y);
1271
1272 /* MOV DST TMP.yyyy */
1273 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src0 ))
1274 return FALSE;
1275
1276 return TRUE;
1277 }
1278
1279
1280 /*
1281 * Translate TGSI COS instruction into:
1282 * SCS TMP SRC
1283 * MOV DST TMP.xxxx
1284 */
1285 static boolean
emit_cos(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1286 emit_cos(struct svga_shader_emitter *emit,
1287 const struct tgsi_full_instruction *insn)
1288 {
1289 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1290 struct src_register src0 =
1291 translate_src_register(emit, &insn->Src[0] );
1292 SVGA3dShaderDestToken temp = get_temp( emit );
1293
1294 /* SCS TMP SRC */
1295 if (!do_emit_sincos( emit, writemask(temp, TGSI_WRITEMASK_X), src0 ))
1296 return FALSE;
1297
1298 src0 = scalar(src( temp ), TGSI_SWIZZLE_X);
1299
1300 /* MOV DST TMP.xxxx */
1301 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src0 ))
1302 return FALSE;
1303
1304 return TRUE;
1305 }
1306
1307
1308 /**
1309 * Translate/emit TGSI SSG (Set Sign: -1, 0, +1) instruction.
1310 */
1311 static boolean
emit_ssg(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1312 emit_ssg(struct svga_shader_emitter *emit,
1313 const struct tgsi_full_instruction *insn)
1314 {
1315 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1316 struct src_register src0 =
1317 translate_src_register(emit, &insn->Src[0] );
1318 SVGA3dShaderDestToken temp0 = get_temp( emit );
1319 SVGA3dShaderDestToken temp1 = get_temp( emit );
1320 struct src_register zero, one;
1321
1322 if (emit->unit == PIPE_SHADER_VERTEX) {
1323 /* SGN DST, SRC0, TMP0, TMP1 */
1324 return submit_op3( emit, inst_token( SVGA3DOP_SGN ), dst, src0,
1325 src( temp0 ), src( temp1 ) );
1326 }
1327
1328 one = get_one_immediate(emit);
1329 zero = get_zero_immediate(emit);
1330
1331 /* CMP TMP0, SRC0, one, zero */
1332 if (!submit_op3( emit, inst_token( SVGA3DOP_CMP ),
1333 writemask( temp0, dst.mask ), src0, one, zero ))
1334 return FALSE;
1335
1336 /* CMP TMP1, negate(SRC0), negate(one), zero */
1337 if (!submit_op3( emit, inst_token( SVGA3DOP_CMP ),
1338 writemask( temp1, dst.mask ), negate( src0 ), negate( one ),
1339 zero ))
1340 return FALSE;
1341
1342 /* ADD DST, TMP0, TMP1 */
1343 return submit_op2( emit, inst_token( SVGA3DOP_ADD ), dst, src( temp0 ),
1344 src( temp1 ) );
1345 }
1346
1347
1348 /**
1349 * Translate/emit KILL_IF instruction (kill if any of X,Y,Z,W are negative).
1350 */
1351 static boolean
emit_kill_if(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1352 emit_kill_if(struct svga_shader_emitter *emit,
1353 const struct tgsi_full_instruction *insn)
1354 {
1355 const struct tgsi_full_src_register *reg = &insn->Src[0];
1356 struct src_register src0, srcIn;
1357 const boolean special = (reg->Register.Absolute ||
1358 reg->Register.Negate ||
1359 reg->Register.Indirect ||
1360 reg->Register.SwizzleX != 0 ||
1361 reg->Register.SwizzleY != 1 ||
1362 reg->Register.SwizzleZ != 2 ||
1363 reg->Register.File != TGSI_FILE_TEMPORARY);
1364 SVGA3dShaderDestToken temp;
1365
1366 src0 = srcIn = translate_src_register( emit, reg );
1367
1368 if (special) {
1369 /* need a temp reg */
1370 temp = get_temp( emit );
1371 }
1372
1373 if (special) {
1374 /* move the source into a temp register */
1375 submit_op1(emit, inst_token(SVGA3DOP_MOV), temp, src0);
1376
1377 src0 = src( temp );
1378 }
1379
1380 /* Do the texkill by checking if any of the XYZW components are < 0.
1381 * Note that ps_2_0 and later take XYZW in consideration, while ps_1_x
1382 * only used XYZ. The MSDN documentation about this is incorrect.
1383 */
1384 if (!submit_op0( emit, inst_token( SVGA3DOP_TEXKILL ), dst(src0) ))
1385 return FALSE;
1386
1387 return TRUE;
1388 }
1389
1390
1391 /**
1392 * Translate/emit unconditional kill instruction (usually found inside
1393 * an IF/ELSE/ENDIF block).
1394 */
1395 static boolean
emit_kill(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1396 emit_kill(struct svga_shader_emitter *emit,
1397 const struct tgsi_full_instruction *insn)
1398 {
1399 SVGA3dShaderDestToken temp;
1400 struct src_register one = get_one_immediate(emit);
1401 SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_TEXKILL );
1402
1403 /* texkill doesn't allow negation on the operand so lets move
1404 * negation of {1} to a temp register */
1405 temp = get_temp( emit );
1406 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), temp,
1407 negate( one ) ))
1408 return FALSE;
1409
1410 return submit_op0( emit, inst, temp );
1411 }
1412
1413
1414 /**
1415 * Test if r1 and r2 are the same register.
1416 */
1417 static boolean
same_register(struct src_register r1,struct src_register r2)1418 same_register(struct src_register r1, struct src_register r2)
1419 {
1420 return (r1.base.num == r2.base.num &&
1421 r1.base.type_upper == r2.base.type_upper &&
1422 r1.base.type_lower == r2.base.type_lower);
1423 }
1424
1425
1426
1427 /**
1428 * Implement conditionals by initializing destination reg to 'fail',
1429 * then set predicate reg with UFOP_SETP, then move 'pass' to dest
1430 * based on predicate reg.
1431 *
1432 * SETP src0, cmp, src1 -- do this first to avoid aliasing problems.
1433 * MOV dst, fail
1434 * MOV dst, pass, p0
1435 */
1436 static boolean
emit_conditional(struct svga_shader_emitter * emit,enum pipe_compare_func compare_func,SVGA3dShaderDestToken dst,struct src_register src0,struct src_register src1,struct src_register pass,struct src_register fail)1437 emit_conditional(struct svga_shader_emitter *emit,
1438 enum pipe_compare_func compare_func,
1439 SVGA3dShaderDestToken dst,
1440 struct src_register src0,
1441 struct src_register src1,
1442 struct src_register pass,
1443 struct src_register fail)
1444 {
1445 SVGA3dShaderDestToken pred_reg = dst_register( SVGA3DREG_PREDICATE, 0 );
1446 SVGA3dShaderInstToken setp_token;
1447
1448 switch (compare_func) {
1449 case PIPE_FUNC_NEVER:
1450 return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
1451 dst, fail );
1452 break;
1453 case PIPE_FUNC_LESS:
1454 setp_token = inst_token_setp(SVGA3DOPCOMP_LT);
1455 break;
1456 case PIPE_FUNC_EQUAL:
1457 setp_token = inst_token_setp(SVGA3DOPCOMP_EQ);
1458 break;
1459 case PIPE_FUNC_LEQUAL:
1460 setp_token = inst_token_setp(SVGA3DOPCOMP_LE);
1461 break;
1462 case PIPE_FUNC_GREATER:
1463 setp_token = inst_token_setp(SVGA3DOPCOMP_GT);
1464 break;
1465 case PIPE_FUNC_NOTEQUAL:
1466 setp_token = inst_token_setp(SVGA3DOPCOMPC_NE);
1467 break;
1468 case PIPE_FUNC_GEQUAL:
1469 setp_token = inst_token_setp(SVGA3DOPCOMP_GE);
1470 break;
1471 case PIPE_FUNC_ALWAYS:
1472 return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
1473 dst, pass );
1474 break;
1475 }
1476
1477 if (same_register(src(dst), pass)) {
1478 /* We'll get bad results if the dst and pass registers are the same
1479 * so use a temp register containing pass.
1480 */
1481 SVGA3dShaderDestToken temp = get_temp(emit);
1482 if (!submit_op1(emit, inst_token(SVGA3DOP_MOV), temp, pass))
1483 return FALSE;
1484 pass = src(temp);
1485 }
1486
1487 /* SETP src0, COMPOP, src1 */
1488 if (!submit_op2( emit, setp_token, pred_reg,
1489 src0, src1 ))
1490 return FALSE;
1491
1492 /* MOV dst, fail */
1493 if (!submit_op1(emit, inst_token(SVGA3DOP_MOV), dst, fail))
1494 return FALSE;
1495
1496 /* MOV dst, pass (predicated)
1497 *
1498 * Note that the predicate reg (and possible modifiers) is passed
1499 * as the first source argument.
1500 */
1501 if (!submit_op2(emit,
1502 inst_token_predicated(SVGA3DOP_MOV), dst,
1503 src(pred_reg), pass))
1504 return FALSE;
1505
1506 return TRUE;
1507 }
1508
1509
1510 /**
1511 * Helper for emiting 'selection' commands. Basically:
1512 * if (src0 OP src1)
1513 * dst = 1.0;
1514 * else
1515 * dst = 0.0;
1516 */
1517 static boolean
emit_select(struct svga_shader_emitter * emit,enum pipe_compare_func compare_func,SVGA3dShaderDestToken dst,struct src_register src0,struct src_register src1)1518 emit_select(struct svga_shader_emitter *emit,
1519 enum pipe_compare_func compare_func,
1520 SVGA3dShaderDestToken dst,
1521 struct src_register src0,
1522 struct src_register src1 )
1523 {
1524 /* There are some SVGA instructions which implement some selects
1525 * directly, but they are only available in the vertex shader.
1526 */
1527 if (emit->unit == PIPE_SHADER_VERTEX) {
1528 switch (compare_func) {
1529 case PIPE_FUNC_GEQUAL:
1530 return submit_op2( emit, inst_token( SVGA3DOP_SGE ), dst, src0, src1 );
1531 case PIPE_FUNC_LEQUAL:
1532 return submit_op2( emit, inst_token( SVGA3DOP_SGE ), dst, src1, src0 );
1533 case PIPE_FUNC_GREATER:
1534 return submit_op2( emit, inst_token( SVGA3DOP_SLT ), dst, src1, src0 );
1535 case PIPE_FUNC_LESS:
1536 return submit_op2( emit, inst_token( SVGA3DOP_SLT ), dst, src0, src1 );
1537 default:
1538 break;
1539 }
1540 }
1541
1542 /* Otherwise, need to use the setp approach:
1543 */
1544 {
1545 struct src_register one, zero;
1546 /* zero immediate is 0,0,0,1 */
1547 zero = get_zero_immediate(emit);
1548 one = get_one_immediate(emit);
1549
1550 return emit_conditional(emit, compare_func, dst, src0, src1, one, zero);
1551 }
1552 }
1553
1554
1555 /**
1556 * Translate/emit a TGSI SEQ, SNE, SLT, SGE, etc. instruction.
1557 */
1558 static boolean
emit_select_op(struct svga_shader_emitter * emit,unsigned compare,const struct tgsi_full_instruction * insn)1559 emit_select_op(struct svga_shader_emitter *emit,
1560 unsigned compare,
1561 const struct tgsi_full_instruction *insn)
1562 {
1563 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1564 struct src_register src0 = translate_src_register(
1565 emit, &insn->Src[0] );
1566 struct src_register src1 = translate_src_register(
1567 emit, &insn->Src[1] );
1568
1569 return emit_select( emit, compare, dst, src0, src1 );
1570 }
1571
1572
1573 /**
1574 * Translate TGSI CMP instruction. Component-wise:
1575 * dst = (src0 < 0.0) ? src1 : src2
1576 */
1577 static boolean
emit_cmp(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1578 emit_cmp(struct svga_shader_emitter *emit,
1579 const struct tgsi_full_instruction *insn)
1580 {
1581 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
1582 const struct src_register src0 =
1583 translate_src_register(emit, &insn->Src[0] );
1584 const struct src_register src1 =
1585 translate_src_register(emit, &insn->Src[1] );
1586 const struct src_register src2 =
1587 translate_src_register(emit, &insn->Src[2] );
1588
1589 if (emit->unit == PIPE_SHADER_VERTEX) {
1590 struct src_register zero = get_zero_immediate(emit);
1591 /* We used to simulate CMP with SLT+LRP. But that didn't work when
1592 * src1 or src2 was Inf/NaN. In particular, GLSL sqrt(0) failed
1593 * because it involves a CMP to handle the 0 case.
1594 * Use a conditional expression instead.
1595 */
1596 return emit_conditional(emit, PIPE_FUNC_LESS, dst,
1597 src0, zero, src1, src2);
1598 }
1599 else {
1600 assert(emit->unit == PIPE_SHADER_FRAGMENT);
1601
1602 /* CMP DST, SRC0, SRC2, SRC1 */
1603 return submit_op3( emit, inst_token( SVGA3DOP_CMP ), dst,
1604 src0, src2, src1);
1605 }
1606 }
1607
1608
1609 /**
1610 * Translate/emit 2-operand (coord, sampler) texture instructions.
1611 */
1612 static boolean
emit_tex2(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn,SVGA3dShaderDestToken dst)1613 emit_tex2(struct svga_shader_emitter *emit,
1614 const struct tgsi_full_instruction *insn,
1615 SVGA3dShaderDestToken dst)
1616 {
1617 SVGA3dShaderInstToken inst;
1618 struct src_register texcoord;
1619 struct src_register sampler;
1620 SVGA3dShaderDestToken tmp;
1621
1622 inst.value = 0;
1623
1624 switch (insn->Instruction.Opcode) {
1625 case TGSI_OPCODE_TEX:
1626 inst.op = SVGA3DOP_TEX;
1627 break;
1628 case TGSI_OPCODE_TXP:
1629 inst.op = SVGA3DOP_TEX;
1630 inst.control = SVGA3DOPCONT_PROJECT;
1631 break;
1632 case TGSI_OPCODE_TXB:
1633 inst.op = SVGA3DOP_TEX;
1634 inst.control = SVGA3DOPCONT_BIAS;
1635 break;
1636 case TGSI_OPCODE_TXL:
1637 inst.op = SVGA3DOP_TEXLDL;
1638 break;
1639 default:
1640 assert(0);
1641 return FALSE;
1642 }
1643
1644 texcoord = translate_src_register( emit, &insn->Src[0] );
1645 sampler = translate_src_register( emit, &insn->Src[1] );
1646
1647 if (emit->key.tex[sampler.base.num].unnormalized ||
1648 emit->dynamic_branching_level > 0)
1649 tmp = get_temp( emit );
1650
1651 /* Can't do mipmapping inside dynamic branch constructs. Force LOD
1652 * zero in that case.
1653 */
1654 if (emit->dynamic_branching_level > 0 &&
1655 inst.op == SVGA3DOP_TEX &&
1656 SVGA3dShaderGetRegType(texcoord.base.value) == SVGA3DREG_TEMP) {
1657 struct src_register zero = get_zero_immediate(emit);
1658
1659 /* MOV tmp, texcoord */
1660 if (!submit_op1( emit,
1661 inst_token( SVGA3DOP_MOV ),
1662 tmp,
1663 texcoord ))
1664 return FALSE;
1665
1666 /* MOV tmp.w, zero */
1667 if (!submit_op1( emit,
1668 inst_token( SVGA3DOP_MOV ),
1669 writemask( tmp, TGSI_WRITEMASK_W ),
1670 zero ))
1671 return FALSE;
1672
1673 texcoord = src( tmp );
1674 inst.op = SVGA3DOP_TEXLDL;
1675 }
1676
1677 /* Explicit normalization of texcoords:
1678 */
1679 if (emit->key.tex[sampler.base.num].unnormalized) {
1680 struct src_register wh = get_tex_dimensions( emit, sampler.base.num );
1681
1682 /* MUL tmp, SRC0, WH */
1683 if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
1684 tmp, texcoord, wh ))
1685 return FALSE;
1686
1687 texcoord = src( tmp );
1688 }
1689
1690 return submit_op2( emit, inst, dst, texcoord, sampler );
1691 }
1692
1693
1694 /**
1695 * Translate/emit 4-operand (coord, ddx, ddy, sampler) texture instructions.
1696 */
1697 static boolean
emit_tex4(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn,SVGA3dShaderDestToken dst)1698 emit_tex4(struct svga_shader_emitter *emit,
1699 const struct tgsi_full_instruction *insn,
1700 SVGA3dShaderDestToken dst )
1701 {
1702 SVGA3dShaderInstToken inst;
1703 struct src_register texcoord;
1704 struct src_register ddx;
1705 struct src_register ddy;
1706 struct src_register sampler;
1707
1708 texcoord = translate_src_register( emit, &insn->Src[0] );
1709 ddx = translate_src_register( emit, &insn->Src[1] );
1710 ddy = translate_src_register( emit, &insn->Src[2] );
1711 sampler = translate_src_register( emit, &insn->Src[3] );
1712
1713 inst.value = 0;
1714
1715 switch (insn->Instruction.Opcode) {
1716 case TGSI_OPCODE_TXD:
1717 inst.op = SVGA3DOP_TEXLDD; /* 4 args! */
1718 break;
1719 default:
1720 assert(0);
1721 return FALSE;
1722 }
1723
1724 return submit_op4( emit, inst, dst, texcoord, sampler, ddx, ddy );
1725 }
1726
1727
1728 /**
1729 * Emit texture swizzle code. We do this here since SVGA samplers don't
1730 * directly support swizzles.
1731 */
1732 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)1733 emit_tex_swizzle(struct svga_shader_emitter *emit,
1734 SVGA3dShaderDestToken dst,
1735 struct src_register src,
1736 unsigned swizzle_x,
1737 unsigned swizzle_y,
1738 unsigned swizzle_z,
1739 unsigned swizzle_w)
1740 {
1741 const unsigned swizzleIn[4] = {swizzle_x, swizzle_y, swizzle_z, swizzle_w};
1742 unsigned srcSwizzle[4];
1743 unsigned srcWritemask = 0x0, zeroWritemask = 0x0, oneWritemask = 0x0;
1744 unsigned i;
1745
1746 /* build writemasks and srcSwizzle terms */
1747 for (i = 0; i < 4; i++) {
1748 if (swizzleIn[i] == PIPE_SWIZZLE_0) {
1749 srcSwizzle[i] = TGSI_SWIZZLE_X + i;
1750 zeroWritemask |= (1 << i);
1751 }
1752 else if (swizzleIn[i] == PIPE_SWIZZLE_1) {
1753 srcSwizzle[i] = TGSI_SWIZZLE_X + i;
1754 oneWritemask |= (1 << i);
1755 }
1756 else {
1757 srcSwizzle[i] = swizzleIn[i];
1758 srcWritemask |= (1 << i);
1759 }
1760 }
1761
1762 /* write x/y/z/w comps */
1763 if (dst.mask & srcWritemask) {
1764 if (!submit_op1(emit,
1765 inst_token(SVGA3DOP_MOV),
1766 writemask(dst, srcWritemask),
1767 swizzle(src,
1768 srcSwizzle[0],
1769 srcSwizzle[1],
1770 srcSwizzle[2],
1771 srcSwizzle[3])))
1772 return FALSE;
1773 }
1774
1775 /* write 0 comps */
1776 if (dst.mask & zeroWritemask) {
1777 if (!submit_op1(emit,
1778 inst_token(SVGA3DOP_MOV),
1779 writemask(dst, zeroWritemask),
1780 get_zero_immediate(emit)))
1781 return FALSE;
1782 }
1783
1784 /* write 1 comps */
1785 if (dst.mask & oneWritemask) {
1786 if (!submit_op1(emit,
1787 inst_token(SVGA3DOP_MOV),
1788 writemask(dst, oneWritemask),
1789 get_one_immediate(emit)))
1790 return FALSE;
1791 }
1792
1793 return TRUE;
1794 }
1795
1796
1797 /**
1798 * Translate/emit a TGSI texture sample instruction.
1799 */
1800 static boolean
emit_tex(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1801 emit_tex(struct svga_shader_emitter *emit,
1802 const struct tgsi_full_instruction *insn)
1803 {
1804 SVGA3dShaderDestToken dst =
1805 translate_dst_register( emit, insn, 0 );
1806 struct src_register src0 =
1807 translate_src_register( emit, &insn->Src[0] );
1808 struct src_register src1 =
1809 translate_src_register( emit, &insn->Src[1] );
1810
1811 SVGA3dShaderDestToken tex_result;
1812 const unsigned unit = src1.base.num;
1813
1814 /* check for shadow samplers */
1815 boolean compare = (emit->key.tex[unit].compare_mode ==
1816 PIPE_TEX_COMPARE_R_TO_TEXTURE);
1817
1818 /* texture swizzle */
1819 boolean swizzle = (emit->key.tex[unit].swizzle_r != PIPE_SWIZZLE_X ||
1820 emit->key.tex[unit].swizzle_g != PIPE_SWIZZLE_Y ||
1821 emit->key.tex[unit].swizzle_b != PIPE_SWIZZLE_Z ||
1822 emit->key.tex[unit].swizzle_a != PIPE_SWIZZLE_W);
1823
1824 boolean saturate = insn->Instruction.Saturate;
1825
1826 /* If doing compare processing or tex swizzle or saturation, we need to put
1827 * the fetched color into a temporary so it can be used as a source later on.
1828 */
1829 if (compare || swizzle || saturate) {
1830 tex_result = get_temp( emit );
1831 }
1832 else {
1833 tex_result = dst;
1834 }
1835
1836 switch(insn->Instruction.Opcode) {
1837 case TGSI_OPCODE_TEX:
1838 case TGSI_OPCODE_TXB:
1839 case TGSI_OPCODE_TXP:
1840 case TGSI_OPCODE_TXL:
1841 if (!emit_tex2( emit, insn, tex_result ))
1842 return FALSE;
1843 break;
1844 case TGSI_OPCODE_TXD:
1845 if (!emit_tex4( emit, insn, tex_result ))
1846 return FALSE;
1847 break;
1848 default:
1849 assert(0);
1850 }
1851
1852 if (compare) {
1853 SVGA3dShaderDestToken dst2;
1854
1855 if (swizzle || saturate)
1856 dst2 = tex_result;
1857 else
1858 dst2 = dst;
1859
1860 if (dst.mask & TGSI_WRITEMASK_XYZ) {
1861 SVGA3dShaderDestToken src0_zdivw = get_temp( emit );
1862 /* When sampling a depth texture, the result of the comparison is in
1863 * the Y component.
1864 */
1865 struct src_register tex_src_x = scalar(src(tex_result), TGSI_SWIZZLE_Y);
1866 struct src_register r_coord;
1867
1868 if (insn->Instruction.Opcode == TGSI_OPCODE_TXP) {
1869 /* Divide texcoord R by Q */
1870 if (!submit_op1( emit, inst_token( SVGA3DOP_RCP ),
1871 writemask(src0_zdivw, TGSI_WRITEMASK_X),
1872 scalar(src0, TGSI_SWIZZLE_W) ))
1873 return FALSE;
1874
1875 if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
1876 writemask(src0_zdivw, TGSI_WRITEMASK_X),
1877 scalar(src0, TGSI_SWIZZLE_Z),
1878 scalar(src(src0_zdivw), TGSI_SWIZZLE_X) ))
1879 return FALSE;
1880
1881 r_coord = scalar(src(src0_zdivw), TGSI_SWIZZLE_X);
1882 }
1883 else {
1884 r_coord = scalar(src0, TGSI_SWIZZLE_Z);
1885 }
1886
1887 /* Compare texture sample value against R component of texcoord */
1888 if (!emit_select(emit,
1889 emit->key.tex[unit].compare_func,
1890 writemask( dst2, TGSI_WRITEMASK_XYZ ),
1891 r_coord,
1892 tex_src_x))
1893 return FALSE;
1894 }
1895
1896 if (dst.mask & TGSI_WRITEMASK_W) {
1897 struct src_register one = get_one_immediate(emit);
1898
1899 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
1900 writemask( dst2, TGSI_WRITEMASK_W ),
1901 one ))
1902 return FALSE;
1903 }
1904 }
1905
1906 if (saturate && !swizzle) {
1907 /* MOV_SAT real_dst, dst */
1908 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst, src(tex_result) ))
1909 return FALSE;
1910 }
1911 else if (swizzle) {
1912 /* swizzle from tex_result to dst (handles saturation too, if any) */
1913 emit_tex_swizzle(emit,
1914 dst, src(tex_result),
1915 emit->key.tex[unit].swizzle_r,
1916 emit->key.tex[unit].swizzle_g,
1917 emit->key.tex[unit].swizzle_b,
1918 emit->key.tex[unit].swizzle_a);
1919 }
1920
1921 return TRUE;
1922 }
1923
1924
1925 static boolean
emit_bgnloop(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1926 emit_bgnloop(struct svga_shader_emitter *emit,
1927 const struct tgsi_full_instruction *insn)
1928 {
1929 SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_LOOP );
1930 struct src_register loop_reg = src_register( SVGA3DREG_LOOP, 0 );
1931 struct src_register const_int = get_loop_const( emit );
1932
1933 emit->dynamic_branching_level++;
1934
1935 return (emit_instruction( emit, inst ) &&
1936 emit_src( emit, loop_reg ) &&
1937 emit_src( emit, const_int ) );
1938 }
1939
1940
1941 static boolean
emit_endloop(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1942 emit_endloop(struct svga_shader_emitter *emit,
1943 const struct tgsi_full_instruction *insn)
1944 {
1945 SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_ENDLOOP );
1946
1947 emit->dynamic_branching_level--;
1948
1949 return emit_instruction( emit, inst );
1950 }
1951
1952
1953 /**
1954 * Translate/emit TGSI BREAK (out of loop) instruction.
1955 */
1956 static boolean
emit_brk(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)1957 emit_brk(struct svga_shader_emitter *emit,
1958 const struct tgsi_full_instruction *insn)
1959 {
1960 SVGA3dShaderInstToken inst = inst_token( SVGA3DOP_BREAK );
1961 return emit_instruction( emit, inst );
1962 }
1963
1964
1965 /**
1966 * Emit simple instruction which operates on one scalar value (not
1967 * a vector). Ex: LG2, RCP, RSQ.
1968 */
1969 static boolean
emit_scalar_op1(struct svga_shader_emitter * emit,SVGA3dShaderOpCodeType opcode,const struct tgsi_full_instruction * insn)1970 emit_scalar_op1(struct svga_shader_emitter *emit,
1971 SVGA3dShaderOpCodeType opcode,
1972 const struct tgsi_full_instruction *insn)
1973 {
1974 SVGA3dShaderInstToken inst;
1975 SVGA3dShaderDestToken dst;
1976 struct src_register src;
1977
1978 inst = inst_token( opcode );
1979 dst = translate_dst_register( emit, insn, 0 );
1980 src = translate_src_register( emit, &insn->Src[0] );
1981 src = scalar( src, TGSI_SWIZZLE_X );
1982
1983 return submit_op1( emit, inst, dst, src );
1984 }
1985
1986
1987 /**
1988 * Translate/emit a simple instruction (one which has no special-case
1989 * code) such as ADD, MUL, MIN, MAX.
1990 */
1991 static boolean
emit_simple_instruction(struct svga_shader_emitter * emit,SVGA3dShaderOpCodeType opcode,const struct tgsi_full_instruction * insn)1992 emit_simple_instruction(struct svga_shader_emitter *emit,
1993 SVGA3dShaderOpCodeType opcode,
1994 const struct tgsi_full_instruction *insn)
1995 {
1996 const struct tgsi_full_src_register *src = insn->Src;
1997 SVGA3dShaderInstToken inst;
1998 SVGA3dShaderDestToken dst;
1999
2000 inst = inst_token( opcode );
2001 dst = translate_dst_register( emit, insn, 0 );
2002
2003 switch (insn->Instruction.NumSrcRegs) {
2004 case 0:
2005 return submit_op0( emit, inst, dst );
2006 case 1:
2007 return submit_op1( emit, inst, dst,
2008 translate_src_register( emit, &src[0] ));
2009 case 2:
2010 return submit_op2( emit, inst, dst,
2011 translate_src_register( emit, &src[0] ),
2012 translate_src_register( emit, &src[1] ) );
2013 case 3:
2014 return submit_op3( emit, inst, dst,
2015 translate_src_register( emit, &src[0] ),
2016 translate_src_register( emit, &src[1] ),
2017 translate_src_register( emit, &src[2] ) );
2018 default:
2019 assert(0);
2020 return FALSE;
2021 }
2022 }
2023
2024
2025 /**
2026 * TGSI_OPCODE_MOVE is only special-cased here to detect the
2027 * svga_fragment_shader::constant_color_output case.
2028 */
2029 static boolean
emit_mov(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2030 emit_mov(struct svga_shader_emitter *emit,
2031 const struct tgsi_full_instruction *insn)
2032 {
2033 const struct tgsi_full_src_register *src = &insn->Src[0];
2034 const struct tgsi_full_dst_register *dst = &insn->Dst[0];
2035
2036 if (emit->unit == PIPE_SHADER_FRAGMENT &&
2037 dst->Register.File == TGSI_FILE_OUTPUT &&
2038 dst->Register.Index == 0 &&
2039 src->Register.File == TGSI_FILE_CONSTANT &&
2040 !src->Register.Indirect) {
2041 emit->constant_color_output = TRUE;
2042 }
2043
2044 return emit_simple_instruction(emit, SVGA3DOP_MOV, insn);
2045 }
2046
2047
2048 /**
2049 * Translate/emit TGSI DDX, DDY instructions.
2050 */
2051 static boolean
emit_deriv(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2052 emit_deriv(struct svga_shader_emitter *emit,
2053 const struct tgsi_full_instruction *insn )
2054 {
2055 if (emit->dynamic_branching_level > 0 &&
2056 insn->Src[0].Register.File == TGSI_FILE_TEMPORARY)
2057 {
2058 SVGA3dShaderDestToken dst =
2059 translate_dst_register( emit, insn, 0 );
2060
2061 /* Deriv opcodes not valid inside dynamic branching, workaround
2062 * by zeroing out the destination.
2063 */
2064 if (!submit_op1(emit,
2065 inst_token( SVGA3DOP_MOV ),
2066 dst,
2067 get_zero_immediate(emit)))
2068 return FALSE;
2069
2070 return TRUE;
2071 }
2072 else {
2073 SVGA3dShaderOpCodeType opcode;
2074 const struct tgsi_full_src_register *reg = &insn->Src[0];
2075 SVGA3dShaderInstToken inst;
2076 SVGA3dShaderDestToken dst;
2077 struct src_register src0;
2078
2079 switch (insn->Instruction.Opcode) {
2080 case TGSI_OPCODE_DDX:
2081 opcode = SVGA3DOP_DSX;
2082 break;
2083 case TGSI_OPCODE_DDY:
2084 opcode = SVGA3DOP_DSY;
2085 break;
2086 default:
2087 return FALSE;
2088 }
2089
2090 inst = inst_token( opcode );
2091 dst = translate_dst_register( emit, insn, 0 );
2092 src0 = translate_src_register( emit, reg );
2093
2094 /* We cannot use negate or abs on source to dsx/dsy instruction.
2095 */
2096 if (reg->Register.Absolute ||
2097 reg->Register.Negate) {
2098 SVGA3dShaderDestToken temp = get_temp( emit );
2099
2100 if (!emit_repl( emit, temp, &src0 ))
2101 return FALSE;
2102 }
2103
2104 return submit_op1( emit, inst, dst, src0 );
2105 }
2106 }
2107
2108
2109 /**
2110 * Translate/emit ARL (Address Register Load) instruction. Used to
2111 * move a value into the special 'address' register. Used to implement
2112 * indirect/variable indexing into arrays.
2113 */
2114 static boolean
emit_arl(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2115 emit_arl(struct svga_shader_emitter *emit,
2116 const struct tgsi_full_instruction *insn)
2117 {
2118 ++emit->current_arl;
2119 if (emit->unit == PIPE_SHADER_FRAGMENT) {
2120 /* MOVA not present in pixel shader instruction set.
2121 * Ignore this instruction altogether since it is
2122 * only used for loop counters -- and for that
2123 * we reference aL directly.
2124 */
2125 return TRUE;
2126 }
2127 if (svga_arl_needs_adjustment( emit )) {
2128 return emit_fake_arl( emit, insn );
2129 } else {
2130 /* no need to adjust, just emit straight arl */
2131 return emit_simple_instruction(emit, SVGA3DOP_MOVA, insn);
2132 }
2133 }
2134
2135
2136 static boolean
emit_pow(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2137 emit_pow(struct svga_shader_emitter *emit,
2138 const struct tgsi_full_instruction *insn)
2139 {
2140 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
2141 struct src_register src0 = translate_src_register(
2142 emit, &insn->Src[0] );
2143 struct src_register src1 = translate_src_register(
2144 emit, &insn->Src[1] );
2145 boolean need_tmp = FALSE;
2146
2147 /* POW can only output to a temporary */
2148 if (insn->Dst[0].Register.File != TGSI_FILE_TEMPORARY)
2149 need_tmp = TRUE;
2150
2151 /* POW src1 must not be the same register as dst */
2152 if (alias_src_dst( src1, dst ))
2153 need_tmp = TRUE;
2154
2155 /* it's a scalar op */
2156 src0 = scalar( src0, TGSI_SWIZZLE_X );
2157 src1 = scalar( src1, TGSI_SWIZZLE_X );
2158
2159 if (need_tmp) {
2160 SVGA3dShaderDestToken tmp =
2161 writemask(get_temp( emit ), TGSI_WRITEMASK_X );
2162
2163 if (!submit_op2(emit, inst_token( SVGA3DOP_POW ), tmp, src0, src1))
2164 return FALSE;
2165
2166 return submit_op1(emit, inst_token( SVGA3DOP_MOV ),
2167 dst, scalar(src(tmp), 0) );
2168 }
2169 else {
2170 return submit_op2(emit, inst_token( SVGA3DOP_POW ), dst, src0, src1);
2171 }
2172 }
2173
2174
2175 /**
2176 * Emit a LRP (linear interpolation) instruction.
2177 */
2178 static boolean
submit_lrp(struct svga_shader_emitter * emit,SVGA3dShaderDestToken dst,struct src_register src0,struct src_register src1,struct src_register src2)2179 submit_lrp(struct svga_shader_emitter *emit,
2180 SVGA3dShaderDestToken dst,
2181 struct src_register src0,
2182 struct src_register src1,
2183 struct src_register src2)
2184 {
2185 SVGA3dShaderDestToken tmp;
2186 boolean need_dst_tmp = FALSE;
2187
2188 /* The dst reg must be a temporary, and not be the same as src0 or src2 */
2189 if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP ||
2190 alias_src_dst(src0, dst) ||
2191 alias_src_dst(src2, dst))
2192 need_dst_tmp = TRUE;
2193
2194 if (need_dst_tmp) {
2195 tmp = get_temp( emit );
2196 tmp.mask = dst.mask;
2197 }
2198 else {
2199 tmp = dst;
2200 }
2201
2202 if (!submit_op3(emit, inst_token( SVGA3DOP_LRP ), tmp, src0, src1, src2))
2203 return FALSE;
2204
2205 if (need_dst_tmp) {
2206 if (!submit_op1(emit, inst_token( SVGA3DOP_MOV ), dst, src( tmp )))
2207 return FALSE;
2208 }
2209
2210 return TRUE;
2211 }
2212
2213
2214 /**
2215 * Translate/emit LRP (Linear Interpolation) instruction.
2216 */
2217 static boolean
emit_lrp(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2218 emit_lrp(struct svga_shader_emitter *emit,
2219 const struct tgsi_full_instruction *insn)
2220 {
2221 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
2222 const struct src_register src0 = translate_src_register(
2223 emit, &insn->Src[0] );
2224 const struct src_register src1 = translate_src_register(
2225 emit, &insn->Src[1] );
2226 const struct src_register src2 = translate_src_register(
2227 emit, &insn->Src[2] );
2228
2229 return submit_lrp(emit, dst, src0, src1, src2);
2230 }
2231
2232 /**
2233 * Translate/emit DST (Distance function) instruction.
2234 */
2235 static boolean
emit_dst_insn(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2236 emit_dst_insn(struct svga_shader_emitter *emit,
2237 const struct tgsi_full_instruction *insn)
2238 {
2239 if (emit->unit == PIPE_SHADER_VERTEX) {
2240 /* SVGA/DX9 has a DST instruction, but only for vertex shaders:
2241 */
2242 return emit_simple_instruction(emit, SVGA3DOP_DST, insn);
2243 }
2244 else {
2245 /* result[0] = 1 * 1;
2246 * result[1] = a[1] * b[1];
2247 * result[2] = a[2] * 1;
2248 * result[3] = 1 * b[3];
2249 */
2250 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
2251 SVGA3dShaderDestToken tmp;
2252 const struct src_register src0 = translate_src_register(
2253 emit, &insn->Src[0] );
2254 const struct src_register src1 = translate_src_register(
2255 emit, &insn->Src[1] );
2256 boolean need_tmp = FALSE;
2257
2258 if (SVGA3dShaderGetRegType(dst.value) != SVGA3DREG_TEMP ||
2259 alias_src_dst(src0, dst) ||
2260 alias_src_dst(src1, dst))
2261 need_tmp = TRUE;
2262
2263 if (need_tmp) {
2264 tmp = get_temp( emit );
2265 }
2266 else {
2267 tmp = dst;
2268 }
2269
2270 /* tmp.xw = 1.0
2271 */
2272 if (tmp.mask & TGSI_WRITEMASK_XW) {
2273 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2274 writemask(tmp, TGSI_WRITEMASK_XW ),
2275 get_one_immediate(emit)))
2276 return FALSE;
2277 }
2278
2279 /* tmp.yz = src0
2280 */
2281 if (tmp.mask & TGSI_WRITEMASK_YZ) {
2282 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2283 writemask(tmp, TGSI_WRITEMASK_YZ ),
2284 src0))
2285 return FALSE;
2286 }
2287
2288 /* tmp.yw = tmp * src1
2289 */
2290 if (tmp.mask & TGSI_WRITEMASK_YW) {
2291 if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
2292 writemask(tmp, TGSI_WRITEMASK_YW ),
2293 src(tmp),
2294 src1))
2295 return FALSE;
2296 }
2297
2298 /* dst = tmp
2299 */
2300 if (need_tmp) {
2301 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2302 dst,
2303 src(tmp)))
2304 return FALSE;
2305 }
2306 }
2307
2308 return TRUE;
2309 }
2310
2311
2312 static boolean
emit_exp(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2313 emit_exp(struct svga_shader_emitter *emit,
2314 const struct tgsi_full_instruction *insn)
2315 {
2316 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
2317 struct src_register src0 =
2318 translate_src_register( emit, &insn->Src[0] );
2319 SVGA3dShaderDestToken fraction;
2320
2321 if (dst.mask & TGSI_WRITEMASK_Y)
2322 fraction = dst;
2323 else if (dst.mask & TGSI_WRITEMASK_X)
2324 fraction = get_temp( emit );
2325 else
2326 fraction.value = 0;
2327
2328 /* If y is being written, fill it with src0 - floor(src0).
2329 */
2330 if (dst.mask & TGSI_WRITEMASK_XY) {
2331 if (!submit_op1( emit, inst_token( SVGA3DOP_FRC ),
2332 writemask( fraction, TGSI_WRITEMASK_Y ),
2333 src0 ))
2334 return FALSE;
2335 }
2336
2337 /* If x is being written, fill it with 2 ^ floor(src0).
2338 */
2339 if (dst.mask & TGSI_WRITEMASK_X) {
2340 if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ),
2341 writemask( dst, TGSI_WRITEMASK_X ),
2342 src0,
2343 scalar( negate( src( fraction ) ), TGSI_SWIZZLE_Y ) ) )
2344 return FALSE;
2345
2346 if (!submit_op1( emit, inst_token( SVGA3DOP_EXP ),
2347 writemask( dst, TGSI_WRITEMASK_X ),
2348 scalar( src( dst ), TGSI_SWIZZLE_X ) ) )
2349 return FALSE;
2350
2351 if (!(dst.mask & TGSI_WRITEMASK_Y))
2352 release_temp( emit, fraction );
2353 }
2354
2355 /* If z is being written, fill it with 2 ^ src0 (partial precision).
2356 */
2357 if (dst.mask & TGSI_WRITEMASK_Z) {
2358 if (!submit_op1( emit, inst_token( SVGA3DOP_EXPP ),
2359 writemask( dst, TGSI_WRITEMASK_Z ),
2360 src0 ) )
2361 return FALSE;
2362 }
2363
2364 /* If w is being written, fill it with one.
2365 */
2366 if (dst.mask & TGSI_WRITEMASK_W) {
2367 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2368 writemask(dst, TGSI_WRITEMASK_W),
2369 get_one_immediate(emit)))
2370 return FALSE;
2371 }
2372
2373 return TRUE;
2374 }
2375
2376
2377 /**
2378 * Translate/emit LIT (Lighting helper) instruction.
2379 */
2380 static boolean
emit_lit(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2381 emit_lit(struct svga_shader_emitter *emit,
2382 const struct tgsi_full_instruction *insn)
2383 {
2384 if (emit->unit == PIPE_SHADER_VERTEX) {
2385 /* SVGA/DX9 has a LIT instruction, but only for vertex shaders:
2386 */
2387 return emit_simple_instruction(emit, SVGA3DOP_LIT, insn);
2388 }
2389 else {
2390 /* D3D vs. GL semantics can be fairly easily accomodated by
2391 * variations on this sequence.
2392 *
2393 * GL:
2394 * tmp.y = src.x
2395 * tmp.z = pow(src.y,src.w)
2396 * p0 = src0.xxxx > 0
2397 * result = zero.wxxw
2398 * (p0) result.yz = tmp
2399 *
2400 * D3D:
2401 * tmp.y = src.x
2402 * tmp.z = pow(src.y,src.w)
2403 * p0 = src0.xxyy > 0
2404 * result = zero.wxxw
2405 * (p0) result.yz = tmp
2406 *
2407 * Will implement the GL version for now.
2408 */
2409 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
2410 SVGA3dShaderDestToken tmp = get_temp( emit );
2411 const struct src_register src0 = translate_src_register(
2412 emit, &insn->Src[0] );
2413
2414 /* tmp = pow(src.y, src.w)
2415 */
2416 if (dst.mask & TGSI_WRITEMASK_Z) {
2417 if (!submit_op2(emit, inst_token( SVGA3DOP_POW ),
2418 tmp,
2419 scalar(src0, 1),
2420 scalar(src0, 3)))
2421 return FALSE;
2422 }
2423
2424 /* tmp.y = src.x
2425 */
2426 if (dst.mask & TGSI_WRITEMASK_Y) {
2427 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2428 writemask(tmp, TGSI_WRITEMASK_Y ),
2429 scalar(src0, 0)))
2430 return FALSE;
2431 }
2432
2433 /* Can't quite do this with emit conditional due to the extra
2434 * writemask on the predicated mov:
2435 */
2436 {
2437 SVGA3dShaderDestToken pred_reg = dst_register( SVGA3DREG_PREDICATE, 0 );
2438 struct src_register predsrc;
2439
2440 /* D3D vs GL semantics:
2441 */
2442 if (0)
2443 predsrc = swizzle(src0, 0, 0, 1, 1); /* D3D */
2444 else
2445 predsrc = swizzle(src0, 0, 0, 0, 0); /* GL */
2446
2447 /* SETP src0.xxyy, GT, {0}.x */
2448 if (!submit_op2( emit,
2449 inst_token_setp(SVGA3DOPCOMP_GT),
2450 pred_reg,
2451 predsrc,
2452 get_zero_immediate(emit)))
2453 return FALSE;
2454
2455 /* MOV dst, fail */
2456 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), dst,
2457 get_immediate(emit, 1.0f, 0.0f, 0.0f, 1.0f)))
2458 return FALSE;
2459
2460 /* MOV dst.yz, tmp (predicated)
2461 *
2462 * Note that the predicate reg (and possible modifiers) is passed
2463 * as the first source argument.
2464 */
2465 if (dst.mask & TGSI_WRITEMASK_YZ) {
2466 if (!submit_op2( emit,
2467 inst_token_predicated(SVGA3DOP_MOV),
2468 writemask(dst, TGSI_WRITEMASK_YZ),
2469 src( pred_reg ), src( tmp ) ))
2470 return FALSE;
2471 }
2472 }
2473 }
2474
2475 return TRUE;
2476 }
2477
2478
2479 static boolean
emit_ex2(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2480 emit_ex2(struct svga_shader_emitter *emit,
2481 const struct tgsi_full_instruction *insn)
2482 {
2483 SVGA3dShaderInstToken inst;
2484 SVGA3dShaderDestToken dst;
2485 struct src_register src0;
2486
2487 inst = inst_token( SVGA3DOP_EXP );
2488 dst = translate_dst_register( emit, insn, 0 );
2489 src0 = translate_src_register( emit, &insn->Src[0] );
2490 src0 = scalar( src0, TGSI_SWIZZLE_X );
2491
2492 if (dst.mask != TGSI_WRITEMASK_XYZW) {
2493 SVGA3dShaderDestToken tmp = get_temp( emit );
2494
2495 if (!submit_op1( emit, inst, tmp, src0 ))
2496 return FALSE;
2497
2498 return submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2499 dst,
2500 scalar( src( tmp ), TGSI_SWIZZLE_X ) );
2501 }
2502
2503 return submit_op1( emit, inst, dst, src0 );
2504 }
2505
2506
2507 static boolean
emit_log(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2508 emit_log(struct svga_shader_emitter *emit,
2509 const struct tgsi_full_instruction *insn)
2510 {
2511 SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
2512 struct src_register src0 =
2513 translate_src_register( emit, &insn->Src[0] );
2514 SVGA3dShaderDestToken abs_tmp;
2515 struct src_register abs_src0;
2516 SVGA3dShaderDestToken log2_abs;
2517
2518 abs_tmp.value = 0;
2519
2520 if (dst.mask & TGSI_WRITEMASK_Z)
2521 log2_abs = dst;
2522 else if (dst.mask & TGSI_WRITEMASK_XY)
2523 log2_abs = get_temp( emit );
2524 else
2525 log2_abs.value = 0;
2526
2527 /* If z is being written, fill it with log2( abs( src0 ) ).
2528 */
2529 if (dst.mask & TGSI_WRITEMASK_XYZ) {
2530 if (!src0.base.srcMod || src0.base.srcMod == SVGA3DSRCMOD_ABS)
2531 abs_src0 = src0;
2532 else {
2533 abs_tmp = get_temp( emit );
2534
2535 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2536 abs_tmp,
2537 src0 ) )
2538 return FALSE;
2539
2540 abs_src0 = src( abs_tmp );
2541 }
2542
2543 abs_src0 = absolute( scalar( abs_src0, TGSI_SWIZZLE_X ) );
2544
2545 if (!submit_op1( emit, inst_token( SVGA3DOP_LOG ),
2546 writemask( log2_abs, TGSI_WRITEMASK_Z ),
2547 abs_src0 ) )
2548 return FALSE;
2549 }
2550
2551 if (dst.mask & TGSI_WRITEMASK_XY) {
2552 SVGA3dShaderDestToken floor_log2;
2553
2554 if (dst.mask & TGSI_WRITEMASK_X)
2555 floor_log2 = dst;
2556 else
2557 floor_log2 = get_temp( emit );
2558
2559 /* If x is being written, fill it with floor( log2( abs( src0 ) ) ).
2560 */
2561 if (!submit_op1( emit, inst_token( SVGA3DOP_FRC ),
2562 writemask( floor_log2, TGSI_WRITEMASK_X ),
2563 scalar( src( log2_abs ), TGSI_SWIZZLE_Z ) ) )
2564 return FALSE;
2565
2566 if (!submit_op2( emit, inst_token( SVGA3DOP_ADD ),
2567 writemask( floor_log2, TGSI_WRITEMASK_X ),
2568 scalar( src( log2_abs ), TGSI_SWIZZLE_Z ),
2569 negate( src( floor_log2 ) ) ) )
2570 return FALSE;
2571
2572 /* If y is being written, fill it with
2573 * abs ( src0 ) / ( 2 ^ floor( log2( abs( src0 ) ) ) ).
2574 */
2575 if (dst.mask & TGSI_WRITEMASK_Y) {
2576 if (!submit_op1( emit, inst_token( SVGA3DOP_EXP ),
2577 writemask( dst, TGSI_WRITEMASK_Y ),
2578 negate( scalar( src( floor_log2 ),
2579 TGSI_SWIZZLE_X ) ) ) )
2580 return FALSE;
2581
2582 if (!submit_op2( emit, inst_token( SVGA3DOP_MUL ),
2583 writemask( dst, TGSI_WRITEMASK_Y ),
2584 src( dst ),
2585 abs_src0 ) )
2586 return FALSE;
2587 }
2588
2589 if (!(dst.mask & TGSI_WRITEMASK_X))
2590 release_temp( emit, floor_log2 );
2591
2592 if (!(dst.mask & TGSI_WRITEMASK_Z))
2593 release_temp( emit, log2_abs );
2594 }
2595
2596 if (dst.mask & TGSI_WRITEMASK_XYZ && src0.base.srcMod &&
2597 src0.base.srcMod != SVGA3DSRCMOD_ABS)
2598 release_temp( emit, abs_tmp );
2599
2600 /* If w is being written, fill it with one.
2601 */
2602 if (dst.mask & TGSI_WRITEMASK_W) {
2603 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ),
2604 writemask(dst, TGSI_WRITEMASK_W),
2605 get_one_immediate(emit)))
2606 return FALSE;
2607 }
2608
2609 return TRUE;
2610 }
2611
2612
2613 /**
2614 * Translate TGSI TRUNC or ROUND instruction.
2615 * We need to truncate toward zero. Ex: trunc(-1.9) = -1
2616 * Different approaches are needed for VS versus PS.
2617 */
2618 static boolean
emit_trunc_round(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn,boolean round)2619 emit_trunc_round(struct svga_shader_emitter *emit,
2620 const struct tgsi_full_instruction *insn,
2621 boolean round)
2622 {
2623 SVGA3dShaderDestToken dst = translate_dst_register(emit, insn, 0);
2624 const struct src_register src0 =
2625 translate_src_register(emit, &insn->Src[0] );
2626 SVGA3dShaderDestToken t1 = get_temp(emit);
2627
2628 if (round) {
2629 SVGA3dShaderDestToken t0 = get_temp(emit);
2630 struct src_register half = get_half_immediate(emit);
2631
2632 /* t0 = abs(src0) + 0.5 */
2633 if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t0,
2634 absolute(src0), half))
2635 return FALSE;
2636
2637 /* t1 = fract(t0) */
2638 if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), t1, src(t0)))
2639 return FALSE;
2640
2641 /* t1 = t0 - t1 */
2642 if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t1, src(t0),
2643 negate(src(t1))))
2644 return FALSE;
2645 }
2646 else {
2647 /* trunc */
2648
2649 /* t1 = fract(abs(src0)) */
2650 if (!submit_op1(emit, inst_token(SVGA3DOP_FRC), t1, absolute(src0)))
2651 return FALSE;
2652
2653 /* t1 = abs(src0) - t1 */
2654 if (!submit_op2(emit, inst_token(SVGA3DOP_ADD), t1, absolute(src0),
2655 negate(src(t1))))
2656 return FALSE;
2657 }
2658
2659 /*
2660 * Now we need to multiply t1 by the sign of the original value.
2661 */
2662 if (emit->unit == PIPE_SHADER_VERTEX) {
2663 /* For VS: use SGN instruction */
2664 /* Need two extra/dummy registers: */
2665 SVGA3dShaderDestToken t2 = get_temp(emit), t3 = get_temp(emit),
2666 t4 = get_temp(emit);
2667
2668 /* t2 = sign(src0) */
2669 if (!submit_op3(emit, inst_token(SVGA3DOP_SGN), t2, src0,
2670 src(t3), src(t4)))
2671 return FALSE;
2672
2673 /* dst = t1 * t2 */
2674 if (!submit_op2(emit, inst_token(SVGA3DOP_MUL), dst, src(t1), src(t2)))
2675 return FALSE;
2676 }
2677 else {
2678 /* For FS: Use CMP instruction */
2679 return submit_op3(emit, inst_token( SVGA3DOP_CMP ), dst,
2680 src0, src(t1), negate(src(t1)));
2681 }
2682
2683 return TRUE;
2684 }
2685
2686
2687 /**
2688 * Translate/emit "begin subroutine" instruction/marker/label.
2689 */
2690 static boolean
emit_bgnsub(struct svga_shader_emitter * emit,unsigned position,const struct tgsi_full_instruction * insn)2691 emit_bgnsub(struct svga_shader_emitter *emit,
2692 unsigned position,
2693 const struct tgsi_full_instruction *insn)
2694 {
2695 unsigned i;
2696
2697 /* Note that we've finished the main function and are now emitting
2698 * subroutines. This affects how we terminate the generated
2699 * shader.
2700 */
2701 emit->in_main_func = FALSE;
2702
2703 for (i = 0; i < emit->nr_labels; i++) {
2704 if (emit->label[i] == position) {
2705 return (emit_instruction( emit, inst_token( SVGA3DOP_RET ) ) &&
2706 emit_instruction( emit, inst_token( SVGA3DOP_LABEL ) ) &&
2707 emit_src( emit, src_register( SVGA3DREG_LABEL, i )));
2708 }
2709 }
2710
2711 assert(0);
2712 return TRUE;
2713 }
2714
2715
2716 /**
2717 * Translate/emit subroutine call instruction.
2718 */
2719 static boolean
emit_call(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn)2720 emit_call(struct svga_shader_emitter *emit,
2721 const struct tgsi_full_instruction *insn)
2722 {
2723 unsigned position = insn->Label.Label;
2724 unsigned i;
2725
2726 for (i = 0; i < emit->nr_labels; i++) {
2727 if (emit->label[i] == position)
2728 break;
2729 }
2730
2731 if (emit->nr_labels == ARRAY_SIZE(emit->label))
2732 return FALSE;
2733
2734 if (i == emit->nr_labels) {
2735 emit->label[i] = position;
2736 emit->nr_labels++;
2737 }
2738
2739 return (emit_instruction( emit, inst_token( SVGA3DOP_CALL ) ) &&
2740 emit_src( emit, src_register( SVGA3DREG_LABEL, i )));
2741 }
2742
2743
2744 /**
2745 * Called at the end of the shader. Actually, emit special "fix-up"
2746 * code for the vertex/fragment shader.
2747 */
2748 static boolean
emit_end(struct svga_shader_emitter * emit)2749 emit_end(struct svga_shader_emitter *emit)
2750 {
2751 if (emit->unit == PIPE_SHADER_VERTEX) {
2752 return emit_vs_postamble( emit );
2753 }
2754 else {
2755 return emit_ps_postamble( emit );
2756 }
2757 }
2758
2759
2760 /**
2761 * Translate any TGSI instruction to SVGA.
2762 */
2763 static boolean
svga_emit_instruction(struct svga_shader_emitter * emit,unsigned position,const struct tgsi_full_instruction * insn)2764 svga_emit_instruction(struct svga_shader_emitter *emit,
2765 unsigned position,
2766 const struct tgsi_full_instruction *insn)
2767 {
2768 switch (insn->Instruction.Opcode) {
2769
2770 case TGSI_OPCODE_ARL:
2771 return emit_arl( emit, insn );
2772
2773 case TGSI_OPCODE_TEX:
2774 case TGSI_OPCODE_TXB:
2775 case TGSI_OPCODE_TXP:
2776 case TGSI_OPCODE_TXL:
2777 case TGSI_OPCODE_TXD:
2778 return emit_tex( emit, insn );
2779
2780 case TGSI_OPCODE_DDX:
2781 case TGSI_OPCODE_DDY:
2782 return emit_deriv( emit, insn );
2783
2784 case TGSI_OPCODE_BGNSUB:
2785 return emit_bgnsub( emit, position, insn );
2786
2787 case TGSI_OPCODE_ENDSUB:
2788 return TRUE;
2789
2790 case TGSI_OPCODE_CAL:
2791 return emit_call( emit, insn );
2792
2793 case TGSI_OPCODE_FLR:
2794 return emit_floor( emit, insn );
2795
2796 case TGSI_OPCODE_TRUNC:
2797 return emit_trunc_round( emit, insn, FALSE );
2798
2799 case TGSI_OPCODE_ROUND:
2800 return emit_trunc_round( emit, insn, TRUE );
2801
2802 case TGSI_OPCODE_CEIL:
2803 return emit_ceil( emit, insn );
2804
2805 case TGSI_OPCODE_CMP:
2806 return emit_cmp( emit, insn );
2807
2808 case TGSI_OPCODE_DIV:
2809 return emit_div( emit, insn );
2810
2811 case TGSI_OPCODE_DP2:
2812 return emit_dp2( emit, insn );
2813
2814 case TGSI_OPCODE_COS:
2815 return emit_cos( emit, insn );
2816
2817 case TGSI_OPCODE_SIN:
2818 return emit_sin( emit, insn );
2819
2820 case TGSI_OPCODE_END:
2821 /* TGSI always finishes the main func with an END */
2822 return emit_end( emit );
2823
2824 case TGSI_OPCODE_KILL_IF:
2825 return emit_kill_if( emit, insn );
2826
2827 /* Selection opcodes. The underlying language is fairly
2828 * non-orthogonal about these.
2829 */
2830 case TGSI_OPCODE_SEQ:
2831 return emit_select_op( emit, PIPE_FUNC_EQUAL, insn );
2832
2833 case TGSI_OPCODE_SNE:
2834 return emit_select_op( emit, PIPE_FUNC_NOTEQUAL, insn );
2835
2836 case TGSI_OPCODE_SGT:
2837 return emit_select_op( emit, PIPE_FUNC_GREATER, insn );
2838
2839 case TGSI_OPCODE_SGE:
2840 return emit_select_op( emit, PIPE_FUNC_GEQUAL, insn );
2841
2842 case TGSI_OPCODE_SLT:
2843 return emit_select_op( emit, PIPE_FUNC_LESS, insn );
2844
2845 case TGSI_OPCODE_SLE:
2846 return emit_select_op( emit, PIPE_FUNC_LEQUAL, insn );
2847
2848 case TGSI_OPCODE_POW:
2849 return emit_pow( emit, insn );
2850
2851 case TGSI_OPCODE_EX2:
2852 return emit_ex2( emit, insn );
2853
2854 case TGSI_OPCODE_EXP:
2855 return emit_exp( emit, insn );
2856
2857 case TGSI_OPCODE_LOG:
2858 return emit_log( emit, insn );
2859
2860 case TGSI_OPCODE_LG2:
2861 return emit_scalar_op1( emit, SVGA3DOP_LOG, insn );
2862
2863 case TGSI_OPCODE_RSQ:
2864 return emit_scalar_op1( emit, SVGA3DOP_RSQ, insn );
2865
2866 case TGSI_OPCODE_RCP:
2867 return emit_scalar_op1( emit, SVGA3DOP_RCP, insn );
2868
2869 case TGSI_OPCODE_CONT:
2870 /* not expected (we return PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED = 0) */
2871 return FALSE;
2872
2873 case TGSI_OPCODE_RET:
2874 /* This is a noop -- we tell mesa that we can't support RET
2875 * within a function (early return), so this will always be
2876 * followed by an ENDSUB.
2877 */
2878 return TRUE;
2879
2880 /* These aren't actually used by any of the frontends we care
2881 * about:
2882 */
2883 case TGSI_OPCODE_AND:
2884 case TGSI_OPCODE_OR:
2885 case TGSI_OPCODE_I2F:
2886 case TGSI_OPCODE_NOT:
2887 case TGSI_OPCODE_SHL:
2888 case TGSI_OPCODE_ISHR:
2889 case TGSI_OPCODE_XOR:
2890 return FALSE;
2891
2892 case TGSI_OPCODE_IF:
2893 return emit_if( emit, insn );
2894 case TGSI_OPCODE_ELSE:
2895 return emit_else( emit, insn );
2896 case TGSI_OPCODE_ENDIF:
2897 return emit_endif( emit, insn );
2898
2899 case TGSI_OPCODE_BGNLOOP:
2900 return emit_bgnloop( emit, insn );
2901 case TGSI_OPCODE_ENDLOOP:
2902 return emit_endloop( emit, insn );
2903 case TGSI_OPCODE_BRK:
2904 return emit_brk( emit, insn );
2905
2906 case TGSI_OPCODE_KILL:
2907 return emit_kill( emit, insn );
2908
2909 case TGSI_OPCODE_DST:
2910 return emit_dst_insn( emit, insn );
2911
2912 case TGSI_OPCODE_LIT:
2913 return emit_lit( emit, insn );
2914
2915 case TGSI_OPCODE_LRP:
2916 return emit_lrp( emit, insn );
2917
2918 case TGSI_OPCODE_SSG:
2919 return emit_ssg( emit, insn );
2920
2921 case TGSI_OPCODE_MOV:
2922 return emit_mov( emit, insn );
2923
2924 default:
2925 {
2926 SVGA3dShaderOpCodeType opcode =
2927 translate_opcode(insn->Instruction.Opcode);
2928
2929 if (opcode == SVGA3DOP_LAST_INST)
2930 return FALSE;
2931
2932 if (!emit_simple_instruction( emit, opcode, insn ))
2933 return FALSE;
2934 }
2935 }
2936
2937 return TRUE;
2938 }
2939
2940
2941 /**
2942 * Translate/emit a TGSI IMMEDIATE declaration.
2943 * An immediate vector is a constant that's hard-coded into the shader.
2944 */
2945 static boolean
svga_emit_immediate(struct svga_shader_emitter * emit,const struct tgsi_full_immediate * imm)2946 svga_emit_immediate(struct svga_shader_emitter *emit,
2947 const struct tgsi_full_immediate *imm)
2948 {
2949 static const float id[4] = {0,0,0,1};
2950 float value[4];
2951 unsigned i;
2952
2953 assert(1 <= imm->Immediate.NrTokens && imm->Immediate.NrTokens <= 5);
2954 for (i = 0; i < 4 && i < imm->Immediate.NrTokens - 1; i++) {
2955 float f = imm->u[i].Float;
2956 value[i] = util_is_inf_or_nan(f) ? 0.0f : f;
2957 }
2958
2959 /* If the immediate has less than four values, fill in the remaining
2960 * positions from id={0,0,0,1}.
2961 */
2962 for ( ; i < 4; i++ )
2963 value[i] = id[i];
2964
2965 return emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
2966 emit->imm_start + emit->internal_imm_count++,
2967 value[0], value[1], value[2], value[3]);
2968 }
2969
2970
2971 static boolean
make_immediate(struct svga_shader_emitter * emit,float a,float b,float c,float d,struct src_register * out)2972 make_immediate(struct svga_shader_emitter *emit,
2973 float a, float b, float c, float d,
2974 struct src_register *out )
2975 {
2976 unsigned idx = emit->nr_hw_float_const++;
2977
2978 if (!emit_def_const( emit, SVGA3D_CONST_TYPE_FLOAT,
2979 idx, a, b, c, d ))
2980 return FALSE;
2981
2982 *out = src_register( SVGA3DREG_CONST, idx );
2983
2984 return TRUE;
2985 }
2986
2987
2988 /**
2989 * Emit special VS instructions at top of shader.
2990 */
2991 static boolean
emit_vs_preamble(struct svga_shader_emitter * emit)2992 emit_vs_preamble(struct svga_shader_emitter *emit)
2993 {
2994 if (!emit->key.vs.need_prescale) {
2995 if (!make_immediate( emit, 0, 0, .5, .5,
2996 &emit->imm_0055))
2997 return FALSE;
2998 }
2999
3000 return TRUE;
3001 }
3002
3003
3004 /**
3005 * Emit special PS instructions at top of shader.
3006 */
3007 static boolean
emit_ps_preamble(struct svga_shader_emitter * emit)3008 emit_ps_preamble(struct svga_shader_emitter *emit)
3009 {
3010 if (emit->ps_reads_pos && emit->info.reads_z) {
3011 /*
3012 * Assemble the position from various bits of inputs. Depth and W are
3013 * passed in a texcoord this is due to D3D's vPos not hold Z or W.
3014 * Also fixup the perspective interpolation.
3015 *
3016 * temp_pos.xy = vPos.xy
3017 * temp_pos.w = rcp(texcoord1.w);
3018 * temp_pos.z = texcoord1.z * temp_pos.w;
3019 */
3020 if (!submit_op1( emit,
3021 inst_token(SVGA3DOP_MOV),
3022 writemask( emit->ps_temp_pos, TGSI_WRITEMASK_XY ),
3023 emit->ps_true_pos ))
3024 return FALSE;
3025
3026 if (!submit_op1( emit,
3027 inst_token(SVGA3DOP_RCP),
3028 writemask( emit->ps_temp_pos, TGSI_WRITEMASK_W ),
3029 scalar( emit->ps_depth_pos, TGSI_SWIZZLE_W ) ))
3030 return FALSE;
3031
3032 if (!submit_op2( emit,
3033 inst_token(SVGA3DOP_MUL),
3034 writemask( emit->ps_temp_pos, TGSI_WRITEMASK_Z ),
3035 scalar( emit->ps_depth_pos, TGSI_SWIZZLE_Z ),
3036 scalar( src(emit->ps_temp_pos), TGSI_SWIZZLE_W ) ))
3037 return FALSE;
3038 }
3039
3040 return TRUE;
3041 }
3042
3043
3044 /**
3045 * Emit special PS instructions at end of shader.
3046 */
3047 static boolean
emit_ps_postamble(struct svga_shader_emitter * emit)3048 emit_ps_postamble(struct svga_shader_emitter *emit)
3049 {
3050 unsigned i;
3051
3052 /* PS oDepth is incredibly fragile and it's very hard to catch the
3053 * types of usage that break it during shader emit. Easier just to
3054 * redirect the main program to a temporary and then only touch
3055 * oDepth with a hand-crafted MOV below.
3056 */
3057 if (SVGA3dShaderGetRegType(emit->true_pos.value) != 0) {
3058 if (!submit_op1( emit,
3059 inst_token(SVGA3DOP_MOV),
3060 emit->true_pos,
3061 scalar(src(emit->temp_pos), TGSI_SWIZZLE_Z) ))
3062 return FALSE;
3063 }
3064
3065 for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
3066 if (SVGA3dShaderGetRegType(emit->true_color_output[i].value) != 0) {
3067 /* Potentially override output colors with white for XOR
3068 * logicop workaround.
3069 */
3070 if (emit->unit == PIPE_SHADER_FRAGMENT &&
3071 emit->key.fs.white_fragments) {
3072 struct src_register one = get_one_immediate(emit);
3073
3074 if (!submit_op1( emit,
3075 inst_token(SVGA3DOP_MOV),
3076 emit->true_color_output[i],
3077 one ))
3078 return FALSE;
3079 }
3080 else if (emit->unit == PIPE_SHADER_FRAGMENT &&
3081 i < emit->key.fs.write_color0_to_n_cbufs) {
3082 /* Write temp color output [0] to true output [i] */
3083 if (!submit_op1(emit, inst_token(SVGA3DOP_MOV),
3084 emit->true_color_output[i],
3085 src(emit->temp_color_output[0]))) {
3086 return FALSE;
3087 }
3088 }
3089 else {
3090 if (!submit_op1( emit,
3091 inst_token(SVGA3DOP_MOV),
3092 emit->true_color_output[i],
3093 src(emit->temp_color_output[i]) ))
3094 return FALSE;
3095 }
3096 }
3097 }
3098
3099 return TRUE;
3100 }
3101
3102
3103 /**
3104 * Emit special VS instructions at end of shader.
3105 */
3106 static boolean
emit_vs_postamble(struct svga_shader_emitter * emit)3107 emit_vs_postamble(struct svga_shader_emitter *emit)
3108 {
3109 /* PSIZ output is incredibly fragile and it's very hard to catch
3110 * the types of usage that break it during shader emit. Easier
3111 * just to redirect the main program to a temporary and then only
3112 * touch PSIZ with a hand-crafted MOV below.
3113 */
3114 if (SVGA3dShaderGetRegType(emit->true_psiz.value) != 0) {
3115 if (!submit_op1( emit,
3116 inst_token(SVGA3DOP_MOV),
3117 emit->true_psiz,
3118 scalar(src(emit->temp_psiz), TGSI_SWIZZLE_X) ))
3119 return FALSE;
3120 }
3121
3122 /* Need to perform various manipulations on vertex position to cope
3123 * with the different GL and D3D clip spaces.
3124 */
3125 if (emit->key.vs.need_prescale) {
3126 SVGA3dShaderDestToken temp_pos = emit->temp_pos;
3127 SVGA3dShaderDestToken depth = emit->depth_pos;
3128 SVGA3dShaderDestToken pos = emit->true_pos;
3129 unsigned offset = emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
3130 struct src_register prescale_scale = src_register( SVGA3DREG_CONST,
3131 offset + 0 );
3132 struct src_register prescale_trans = src_register( SVGA3DREG_CONST,
3133 offset + 1 );
3134
3135 if (!submit_op1( emit,
3136 inst_token(SVGA3DOP_MOV),
3137 writemask(depth, TGSI_WRITEMASK_W),
3138 scalar(src(temp_pos), TGSI_SWIZZLE_W) ))
3139 return FALSE;
3140
3141 /* MUL temp_pos.xyz, temp_pos, prescale.scale
3142 * MAD result.position, temp_pos.wwww, prescale.trans, temp_pos
3143 * --> Note that prescale.trans.w == 0
3144 */
3145 if (!submit_op2( emit,
3146 inst_token(SVGA3DOP_MUL),
3147 writemask(temp_pos, TGSI_WRITEMASK_XYZ),
3148 src(temp_pos),
3149 prescale_scale ))
3150 return FALSE;
3151
3152 if (!submit_op3( emit,
3153 inst_token(SVGA3DOP_MAD),
3154 pos,
3155 swizzle(src(temp_pos), 3, 3, 3, 3),
3156 prescale_trans,
3157 src(temp_pos)))
3158 return FALSE;
3159
3160 /* Also write to depth value */
3161 if (!submit_op3( emit,
3162 inst_token(SVGA3DOP_MAD),
3163 writemask(depth, TGSI_WRITEMASK_Z),
3164 swizzle(src(temp_pos), 3, 3, 3, 3),
3165 prescale_trans,
3166 src(temp_pos) ))
3167 return FALSE;
3168 }
3169 else {
3170 SVGA3dShaderDestToken temp_pos = emit->temp_pos;
3171 SVGA3dShaderDestToken depth = emit->depth_pos;
3172 SVGA3dShaderDestToken pos = emit->true_pos;
3173 struct src_register imm_0055 = emit->imm_0055;
3174
3175 /* Adjust GL clipping coordinate space to hardware (D3D-style):
3176 *
3177 * DP4 temp_pos.z, {0,0,.5,.5}, temp_pos
3178 * MOV result.position, temp_pos
3179 */
3180 if (!submit_op2( emit,
3181 inst_token(SVGA3DOP_DP4),
3182 writemask(temp_pos, TGSI_WRITEMASK_Z),
3183 imm_0055,
3184 src(temp_pos) ))
3185 return FALSE;
3186
3187 if (!submit_op1( emit,
3188 inst_token(SVGA3DOP_MOV),
3189 pos,
3190 src(temp_pos) ))
3191 return FALSE;
3192
3193 /* Move the manipulated depth into the extra texcoord reg */
3194 if (!submit_op1( emit,
3195 inst_token(SVGA3DOP_MOV),
3196 writemask(depth, TGSI_WRITEMASK_ZW),
3197 src(temp_pos) ))
3198 return FALSE;
3199 }
3200
3201 return TRUE;
3202 }
3203
3204
3205 /**
3206 * For the pixel shader: emit the code which chooses the front
3207 * or back face color depending on triangle orientation.
3208 * This happens at the top of the fragment shader.
3209 *
3210 * 0: IF VFACE :4
3211 * 1: COLOR = FrontColor;
3212 * 2: ELSE
3213 * 3: COLOR = BackColor;
3214 * 4: ENDIF
3215 */
3216 static boolean
emit_light_twoside(struct svga_shader_emitter * emit)3217 emit_light_twoside(struct svga_shader_emitter *emit)
3218 {
3219 struct src_register vface, zero;
3220 struct src_register front[2];
3221 struct src_register back[2];
3222 SVGA3dShaderDestToken color[2];
3223 int count = emit->internal_color_count;
3224 unsigned i;
3225 SVGA3dShaderInstToken if_token;
3226
3227 if (count == 0)
3228 return TRUE;
3229
3230 vface = get_vface( emit );
3231 zero = get_zero_immediate(emit);
3232
3233 /* Can't use get_temp() to allocate the color reg as such
3234 * temporaries will be reclaimed after each instruction by the call
3235 * to reset_temp_regs().
3236 */
3237 for (i = 0; i < count; i++) {
3238 color[i] = dst_register( SVGA3DREG_TEMP, emit->nr_hw_temp++ );
3239 front[i] = emit->input_map[emit->internal_color_idx[i]];
3240
3241 /* Back is always the next input:
3242 */
3243 back[i] = front[i];
3244 back[i].base.num = front[i].base.num + 1;
3245
3246 /* Reassign the input_map to the actual front-face color:
3247 */
3248 emit->input_map[emit->internal_color_idx[i]] = src(color[i]);
3249 }
3250
3251 if_token = inst_token( SVGA3DOP_IFC );
3252
3253 if (emit->key.fs.front_ccw)
3254 if_token.control = SVGA3DOPCOMP_LT;
3255 else
3256 if_token.control = SVGA3DOPCOMP_GT;
3257
3258 if (!(emit_instruction( emit, if_token ) &&
3259 emit_src( emit, vface ) &&
3260 emit_src( emit, zero ) ))
3261 return FALSE;
3262
3263 for (i = 0; i < count; i++) {
3264 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), color[i], front[i] ))
3265 return FALSE;
3266 }
3267
3268 if (!(emit_instruction( emit, inst_token( SVGA3DOP_ELSE))))
3269 return FALSE;
3270
3271 for (i = 0; i < count; i++) {
3272 if (!submit_op1( emit, inst_token( SVGA3DOP_MOV ), color[i], back[i] ))
3273 return FALSE;
3274 }
3275
3276 if (!emit_instruction( emit, inst_token( SVGA3DOP_ENDIF ) ))
3277 return FALSE;
3278
3279 return TRUE;
3280 }
3281
3282
3283 /**
3284 * Emit special setup code for the front/back face register in the FS.
3285 * 0: SETP_GT TEMP, VFACE, 0
3286 * where TEMP is a fake frontface register
3287 */
3288 static boolean
emit_frontface(struct svga_shader_emitter * emit)3289 emit_frontface(struct svga_shader_emitter *emit)
3290 {
3291 struct src_register vface;
3292 SVGA3dShaderDestToken temp;
3293 struct src_register pass, fail;
3294
3295 vface = get_vface( emit );
3296
3297 /* Can't use get_temp() to allocate the fake frontface reg as such
3298 * temporaries will be reclaimed after each instruction by the call
3299 * to reset_temp_regs().
3300 */
3301 temp = dst_register( SVGA3DREG_TEMP,
3302 emit->nr_hw_temp++ );
3303
3304 if (emit->key.fs.front_ccw) {
3305 pass = get_zero_immediate(emit);
3306 fail = get_one_immediate(emit);
3307 } else {
3308 pass = get_one_immediate(emit);
3309 fail = get_zero_immediate(emit);
3310 }
3311
3312 if (!emit_conditional(emit, PIPE_FUNC_GREATER,
3313 temp, vface, get_zero_immediate(emit),
3314 pass, fail))
3315 return FALSE;
3316
3317 /* Reassign the input_map to the actual front-face color:
3318 */
3319 emit->input_map[emit->internal_frontface_idx] = src(temp);
3320
3321 return TRUE;
3322 }
3323
3324
3325 /**
3326 * Emit code to invert the T component of the incoming texture coordinate.
3327 * This is used for drawing point sprites when
3328 * pipe_rasterizer_state::sprite_coord_mode == PIPE_SPRITE_COORD_LOWER_LEFT.
3329 */
3330 static boolean
emit_inverted_texcoords(struct svga_shader_emitter * emit)3331 emit_inverted_texcoords(struct svga_shader_emitter *emit)
3332 {
3333 unsigned inverted_texcoords = emit->inverted_texcoords;
3334
3335 while (inverted_texcoords) {
3336 const unsigned unit = ffs(inverted_texcoords) - 1;
3337
3338 assert(emit->inverted_texcoords & (1 << unit));
3339
3340 assert(unit < ARRAY_SIZE(emit->ps_true_texcoord));
3341
3342 assert(unit < ARRAY_SIZE(emit->ps_inverted_texcoord_input));
3343
3344 assert(emit->ps_inverted_texcoord_input[unit]
3345 < ARRAY_SIZE(emit->input_map));
3346
3347 /* inverted = coord * (1, -1, 1, 1) + (0, 1, 0, 0) */
3348 if (!submit_op3(emit,
3349 inst_token(SVGA3DOP_MAD),
3350 dst(emit->ps_inverted_texcoord[unit]),
3351 emit->ps_true_texcoord[unit],
3352 get_immediate(emit, 1.0f, -1.0f, 1.0f, 1.0f),
3353 get_immediate(emit, 0.0f, 1.0f, 0.0f, 0.0f)))
3354 return FALSE;
3355
3356 /* Reassign the input_map entry to the new texcoord register */
3357 emit->input_map[emit->ps_inverted_texcoord_input[unit]] =
3358 emit->ps_inverted_texcoord[unit];
3359
3360 inverted_texcoords &= ~(1 << unit);
3361 }
3362
3363 return TRUE;
3364 }
3365
3366
3367 /**
3368 * Emit code to adjust vertex shader inputs/attributes:
3369 * - Change range from [0,1] to [-1,1] (for normalized byte/short attribs).
3370 * - Set attrib W component = 1.
3371 */
3372 static boolean
emit_adjusted_vertex_attribs(struct svga_shader_emitter * emit)3373 emit_adjusted_vertex_attribs(struct svga_shader_emitter *emit)
3374 {
3375 unsigned adjust_mask = (emit->key.vs.adjust_attrib_range |
3376 emit->key.vs.adjust_attrib_w_1);
3377
3378 while (adjust_mask) {
3379 /* Adjust vertex attrib range and/or set W component = 1 */
3380 const unsigned index = u_bit_scan(&adjust_mask);
3381 struct src_register tmp;
3382
3383 /* allocate a temp reg */
3384 tmp = src_register(SVGA3DREG_TEMP, emit->nr_hw_temp);
3385 emit->nr_hw_temp++;
3386
3387 if (emit->key.vs.adjust_attrib_range & (1 << index)) {
3388 /* The vertex input/attribute is supposed to be a signed value in
3389 * the range [-1,1] but we actually fetched/converted it to the
3390 * range [0,1]. This most likely happens when the app specifies a
3391 * signed byte attribute but we interpreted it as unsigned bytes.
3392 * See also svga_translate_vertex_format().
3393 *
3394 * Here, we emit some extra instructions to adjust
3395 * the attribute values from [0,1] to [-1,1].
3396 *
3397 * The adjustment we implement is:
3398 * new_attrib = attrib * 2.0;
3399 * if (attrib >= 0.5)
3400 * new_attrib = new_attrib - 2.0;
3401 * This isn't exactly right (it's off by a bit or so) but close enough.
3402 */
3403 SVGA3dShaderDestToken pred_reg = dst_register(SVGA3DREG_PREDICATE, 0);
3404
3405 /* tmp = attrib * 2.0 */
3406 if (!submit_op2(emit,
3407 inst_token(SVGA3DOP_MUL),
3408 dst(tmp),
3409 emit->input_map[index],
3410 get_two_immediate(emit)))
3411 return FALSE;
3412
3413 /* pred = (attrib >= 0.5) */
3414 if (!submit_op2(emit,
3415 inst_token_setp(SVGA3DOPCOMP_GE),
3416 pred_reg,
3417 emit->input_map[index], /* vert attrib */
3418 get_half_immediate(emit))) /* 0.5 */
3419 return FALSE;
3420
3421 /* sub(pred) tmp, tmp, 2.0 */
3422 if (!submit_op3(emit,
3423 inst_token_predicated(SVGA3DOP_SUB),
3424 dst(tmp),
3425 src(pred_reg),
3426 tmp,
3427 get_two_immediate(emit)))
3428 return FALSE;
3429 }
3430 else {
3431 /* just copy the vertex input attrib to the temp register */
3432 if (!submit_op1(emit,
3433 inst_token(SVGA3DOP_MOV),
3434 dst(tmp),
3435 emit->input_map[index]))
3436 return FALSE;
3437 }
3438
3439 if (emit->key.vs.adjust_attrib_w_1 & (1 << index)) {
3440 /* move 1 into W position of tmp */
3441 if (!submit_op1(emit,
3442 inst_token(SVGA3DOP_MOV),
3443 writemask(dst(tmp), TGSI_WRITEMASK_W),
3444 get_one_immediate(emit)))
3445 return FALSE;
3446 }
3447
3448 /* Reassign the input_map entry to the new tmp register */
3449 emit->input_map[index] = tmp;
3450 }
3451
3452 return TRUE;
3453 }
3454
3455
3456 /**
3457 * Determine if we need to create the "common" immediate value which is
3458 * used for generating useful vector constants such as {0,0,0,0} and
3459 * {1,1,1,1}.
3460 * We could just do this all the time except that we want to conserve
3461 * registers whenever possible.
3462 */
3463 static boolean
needs_to_create_common_immediate(const struct svga_shader_emitter * emit)3464 needs_to_create_common_immediate(const struct svga_shader_emitter *emit)
3465 {
3466 unsigned i;
3467
3468 if (emit->unit == PIPE_SHADER_FRAGMENT) {
3469 if (emit->key.fs.light_twoside)
3470 return TRUE;
3471
3472 if (emit->key.fs.white_fragments)
3473 return TRUE;
3474
3475 if (emit->emit_frontface)
3476 return TRUE;
3477
3478 if (emit->info.opcode_count[TGSI_OPCODE_DST] >= 1 ||
3479 emit->info.opcode_count[TGSI_OPCODE_SSG] >= 1 ||
3480 emit->info.opcode_count[TGSI_OPCODE_LIT] >= 1)
3481 return TRUE;
3482
3483 if (emit->inverted_texcoords)
3484 return TRUE;
3485
3486 /* look for any PIPE_SWIZZLE_0/ONE terms */
3487 for (i = 0; i < emit->key.num_textures; i++) {
3488 if (emit->key.tex[i].swizzle_r > PIPE_SWIZZLE_W ||
3489 emit->key.tex[i].swizzle_g > PIPE_SWIZZLE_W ||
3490 emit->key.tex[i].swizzle_b > PIPE_SWIZZLE_W ||
3491 emit->key.tex[i].swizzle_a > PIPE_SWIZZLE_W)
3492 return TRUE;
3493 }
3494
3495 for (i = 0; i < emit->key.num_textures; i++) {
3496 if (emit->key.tex[i].compare_mode
3497 == PIPE_TEX_COMPARE_R_TO_TEXTURE)
3498 return TRUE;
3499 }
3500 }
3501 else if (emit->unit == PIPE_SHADER_VERTEX) {
3502 if (emit->info.opcode_count[TGSI_OPCODE_CMP] >= 1)
3503 return TRUE;
3504 if (emit->key.vs.adjust_attrib_range ||
3505 emit->key.vs.adjust_attrib_w_1)
3506 return TRUE;
3507 }
3508
3509 if (emit->info.opcode_count[TGSI_OPCODE_IF] >= 1 ||
3510 emit->info.opcode_count[TGSI_OPCODE_BGNLOOP] >= 1 ||
3511 emit->info.opcode_count[TGSI_OPCODE_DDX] >= 1 ||
3512 emit->info.opcode_count[TGSI_OPCODE_DDY] >= 1 ||
3513 emit->info.opcode_count[TGSI_OPCODE_ROUND] >= 1 ||
3514 emit->info.opcode_count[TGSI_OPCODE_SGE] >= 1 ||
3515 emit->info.opcode_count[TGSI_OPCODE_SGT] >= 1 ||
3516 emit->info.opcode_count[TGSI_OPCODE_SLE] >= 1 ||
3517 emit->info.opcode_count[TGSI_OPCODE_SLT] >= 1 ||
3518 emit->info.opcode_count[TGSI_OPCODE_SNE] >= 1 ||
3519 emit->info.opcode_count[TGSI_OPCODE_SEQ] >= 1 ||
3520 emit->info.opcode_count[TGSI_OPCODE_EXP] >= 1 ||
3521 emit->info.opcode_count[TGSI_OPCODE_LOG] >= 1 ||
3522 emit->info.opcode_count[TGSI_OPCODE_KILL] >= 1)
3523 return TRUE;
3524
3525 return FALSE;
3526 }
3527
3528
3529 /**
3530 * Do we need to create a looping constant?
3531 */
3532 static boolean
needs_to_create_loop_const(const struct svga_shader_emitter * emit)3533 needs_to_create_loop_const(const struct svga_shader_emitter *emit)
3534 {
3535 return (emit->info.opcode_count[TGSI_OPCODE_BGNLOOP] >= 1);
3536 }
3537
3538
3539 static boolean
needs_to_create_arl_consts(const struct svga_shader_emitter * emit)3540 needs_to_create_arl_consts(const struct svga_shader_emitter *emit)
3541 {
3542 return (emit->num_arl_consts > 0);
3543 }
3544
3545
3546 static boolean
pre_parse_add_indirect(struct svga_shader_emitter * emit,int num,int current_arl)3547 pre_parse_add_indirect( struct svga_shader_emitter *emit,
3548 int num, int current_arl)
3549 {
3550 unsigned i;
3551 assert(num < 0);
3552
3553 for (i = 0; i < emit->num_arl_consts; ++i) {
3554 if (emit->arl_consts[i].arl_num == current_arl)
3555 break;
3556 }
3557 /* new entry */
3558 if (emit->num_arl_consts == i) {
3559 ++emit->num_arl_consts;
3560 }
3561 emit->arl_consts[i].number = (emit->arl_consts[i].number > num) ?
3562 num :
3563 emit->arl_consts[i].number;
3564 emit->arl_consts[i].arl_num = current_arl;
3565 return TRUE;
3566 }
3567
3568
3569 static boolean
pre_parse_instruction(struct svga_shader_emitter * emit,const struct tgsi_full_instruction * insn,int current_arl)3570 pre_parse_instruction( struct svga_shader_emitter *emit,
3571 const struct tgsi_full_instruction *insn,
3572 int current_arl)
3573 {
3574 if (insn->Src[0].Register.Indirect &&
3575 insn->Src[0].Indirect.File == TGSI_FILE_ADDRESS) {
3576 const struct tgsi_full_src_register *reg = &insn->Src[0];
3577 if (reg->Register.Index < 0) {
3578 pre_parse_add_indirect(emit, reg->Register.Index, current_arl);
3579 }
3580 }
3581
3582 if (insn->Src[1].Register.Indirect &&
3583 insn->Src[1].Indirect.File == TGSI_FILE_ADDRESS) {
3584 const struct tgsi_full_src_register *reg = &insn->Src[1];
3585 if (reg->Register.Index < 0) {
3586 pre_parse_add_indirect(emit, reg->Register.Index, current_arl);
3587 }
3588 }
3589
3590 if (insn->Src[2].Register.Indirect &&
3591 insn->Src[2].Indirect.File == TGSI_FILE_ADDRESS) {
3592 const struct tgsi_full_src_register *reg = &insn->Src[2];
3593 if (reg->Register.Index < 0) {
3594 pre_parse_add_indirect(emit, reg->Register.Index, current_arl);
3595 }
3596 }
3597
3598 return TRUE;
3599 }
3600
3601
3602 static boolean
pre_parse_tokens(struct svga_shader_emitter * emit,const struct tgsi_token * tokens)3603 pre_parse_tokens( struct svga_shader_emitter *emit,
3604 const struct tgsi_token *tokens )
3605 {
3606 struct tgsi_parse_context parse;
3607 int current_arl = 0;
3608
3609 tgsi_parse_init( &parse, tokens );
3610
3611 while (!tgsi_parse_end_of_tokens( &parse )) {
3612 tgsi_parse_token( &parse );
3613 switch (parse.FullToken.Token.Type) {
3614 case TGSI_TOKEN_TYPE_IMMEDIATE:
3615 case TGSI_TOKEN_TYPE_DECLARATION:
3616 break;
3617 case TGSI_TOKEN_TYPE_INSTRUCTION:
3618 if (parse.FullToken.FullInstruction.Instruction.Opcode ==
3619 TGSI_OPCODE_ARL) {
3620 ++current_arl;
3621 }
3622 if (!pre_parse_instruction( emit, &parse.FullToken.FullInstruction,
3623 current_arl ))
3624 return FALSE;
3625 break;
3626 default:
3627 break;
3628 }
3629
3630 }
3631 return TRUE;
3632 }
3633
3634
3635 static boolean
svga_shader_emit_helpers(struct svga_shader_emitter * emit)3636 svga_shader_emit_helpers(struct svga_shader_emitter *emit)
3637 {
3638 if (needs_to_create_common_immediate( emit )) {
3639 create_common_immediate( emit );
3640 }
3641 if (needs_to_create_loop_const( emit )) {
3642 create_loop_const( emit );
3643 }
3644 if (needs_to_create_arl_consts( emit )) {
3645 create_arl_consts( emit );
3646 }
3647
3648 if (emit->unit == PIPE_SHADER_FRAGMENT) {
3649 if (!svga_shader_emit_samplers_decl( emit ))
3650 return FALSE;
3651
3652 if (!emit_ps_preamble( emit ))
3653 return FALSE;
3654
3655 if (emit->key.fs.light_twoside) {
3656 if (!emit_light_twoside( emit ))
3657 return FALSE;
3658 }
3659 if (emit->emit_frontface) {
3660 if (!emit_frontface( emit ))
3661 return FALSE;
3662 }
3663 if (emit->inverted_texcoords) {
3664 if (!emit_inverted_texcoords( emit ))
3665 return FALSE;
3666 }
3667 }
3668 else {
3669 assert(emit->unit == PIPE_SHADER_VERTEX);
3670 if (emit->key.vs.adjust_attrib_range) {
3671 if (!emit_adjusted_vertex_attribs(emit) ||
3672 emit->key.vs.adjust_attrib_w_1) {
3673 return FALSE;
3674 }
3675 }
3676 }
3677
3678 return TRUE;
3679 }
3680
3681
3682 /**
3683 * This is the main entrypoint into the TGSI instruction translater.
3684 * Translate TGSI shader tokens into an SVGA shader.
3685 */
3686 boolean
svga_shader_emit_instructions(struct svga_shader_emitter * emit,const struct tgsi_token * tokens)3687 svga_shader_emit_instructions(struct svga_shader_emitter *emit,
3688 const struct tgsi_token *tokens)
3689 {
3690 struct tgsi_parse_context parse;
3691 const struct tgsi_token *new_tokens = NULL;
3692 boolean ret = TRUE;
3693 boolean helpers_emitted = FALSE;
3694 unsigned line_nr = 0;
3695
3696 if (emit->unit == PIPE_SHADER_FRAGMENT && emit->key.fs.pstipple) {
3697 unsigned unit;
3698
3699 new_tokens = util_pstipple_create_fragment_shader(tokens, &unit, 0,
3700 TGSI_FILE_INPUT);
3701
3702 if (new_tokens) {
3703 /* Setup texture state for stipple */
3704 emit->sampler_target[unit] = TGSI_TEXTURE_2D;
3705 emit->key.tex[unit].swizzle_r = TGSI_SWIZZLE_X;
3706 emit->key.tex[unit].swizzle_g = TGSI_SWIZZLE_Y;
3707 emit->key.tex[unit].swizzle_b = TGSI_SWIZZLE_Z;
3708 emit->key.tex[unit].swizzle_a = TGSI_SWIZZLE_W;
3709
3710 emit->pstipple_sampler_unit = unit;
3711
3712 tokens = new_tokens;
3713 }
3714 }
3715
3716 tgsi_parse_init( &parse, tokens );
3717 emit->internal_imm_count = 0;
3718
3719 if (emit->unit == PIPE_SHADER_VERTEX) {
3720 ret = emit_vs_preamble( emit );
3721 if (!ret)
3722 goto done;
3723 }
3724
3725 pre_parse_tokens(emit, tokens);
3726
3727 while (!tgsi_parse_end_of_tokens( &parse )) {
3728 tgsi_parse_token( &parse );
3729
3730 switch (parse.FullToken.Token.Type) {
3731 case TGSI_TOKEN_TYPE_IMMEDIATE:
3732 ret = svga_emit_immediate( emit, &parse.FullToken.FullImmediate );
3733 if (!ret)
3734 goto done;
3735 break;
3736
3737 case TGSI_TOKEN_TYPE_DECLARATION:
3738 ret = svga_translate_decl_sm30( emit, &parse.FullToken.FullDeclaration );
3739 if (!ret)
3740 goto done;
3741 break;
3742
3743 case TGSI_TOKEN_TYPE_INSTRUCTION:
3744 if (!helpers_emitted) {
3745 if (!svga_shader_emit_helpers( emit ))
3746 goto done;
3747 helpers_emitted = TRUE;
3748 }
3749 ret = svga_emit_instruction( emit,
3750 line_nr++,
3751 &parse.FullToken.FullInstruction );
3752 if (!ret)
3753 goto done;
3754 break;
3755 default:
3756 break;
3757 }
3758
3759 reset_temp_regs( emit );
3760 }
3761
3762 /* Need to terminate the current subroutine. Note that the
3763 * hardware doesn't tolerate shaders without sub-routines
3764 * terminating with RET+END.
3765 */
3766 if (!emit->in_main_func) {
3767 ret = emit_instruction( emit, inst_token( SVGA3DOP_RET ) );
3768 if (!ret)
3769 goto done;
3770 }
3771
3772 assert(emit->dynamic_branching_level == 0);
3773
3774 /* Need to terminate the whole shader:
3775 */
3776 ret = emit_instruction( emit, inst_token( SVGA3DOP_END ) );
3777 if (!ret)
3778 goto done;
3779
3780 done:
3781 tgsi_parse_free( &parse );
3782 if (new_tokens) {
3783 tgsi_free_tokens(new_tokens);
3784 }
3785
3786 return ret;
3787 }
3788