static boolean ps20_input( struct svga_shader_emitter *emit,
                           struct tgsi_declaration_semantic semantic,
                           unsigned idx )
{
   struct src_register reg;
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   switch (semantic.SemanticName) {
   case TGSI_SEMANTIC_POSITION:
      /* Special case:
       */
      reg = src_register( SVGA3DREG_MISCTYPE, 
                          SVGA3DMISCREG_POSITION );
      break;
   case TGSI_SEMANTIC_COLOR:
      reg = src_register( SVGA3DREG_INPUT, 
                          semantic.SemanticIndex );
      break;
   case TGSI_SEMANTIC_FOG:
      assert(semantic.SemanticIndex == 0);
      reg = src_register( SVGA3DREG_TEXTURE, 0 );
      break;
   case TGSI_SEMANTIC_GENERIC:
      reg = src_register( SVGA3DREG_TEXTURE,
                          semantic.SemanticIndex + 1 );
      break;
   default:
      assert(0);
      return TRUE;
   }

   emit->input_map[idx] = reg;

   dcl.dst = dst( reg );

   dcl.usage = 0;
   dcl.index = 0;

   dcl.values[0] |= 1<<31;

   return  (emit_instruction(emit, opcode) &&
            svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Example #2
0
/**
 * Declare a VS input register.
 * We still make up the input semantics the same as in 2.0
 */
static boolean
vs30_input(struct svga_shader_emitter *emit,
           struct tgsi_declaration_semantic semantic,
           unsigned idx)
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;
   unsigned usage, index;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
   dcl.dst = dst_register( SVGA3DREG_INPUT, idx );

   assert(dcl.dst.reserved0);

   svga_generate_vdecl_semantics( idx, &usage, &index );

   dcl.usage = usage;
   dcl.index = index;
   dcl.values[0] |= 1<<31;

   return (emit_instruction(emit, opcode) &&
           svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
static boolean vs20_input( struct svga_shader_emitter *emit,
                           struct tgsi_declaration_semantic semantic,
                           unsigned idx )
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
   dcl.dst = dst_register( SVGA3DREG_INPUT, idx );

   assert(dcl.dst.reserved0);

   /* Mesa doesn't provide use with VS input semantics (they're
    * actually pretty meaningless), so we just generate some plausible
    * ones here.  This has to match what we declare in the vdecl code
    * in svga_pipe_vertex.c.
    */
   if (idx == 0) {
      dcl.usage = SVGA3D_DECLUSAGE_POSITION;
      dcl.index = 0;
   }
   else {
      dcl.usage = SVGA3D_DECLUSAGE_TEXCOORD;
      dcl.index = idx - 1;
   }

   dcl.values[0] |= 1<<31;

   return  (emit_instruction(emit, opcode) &&
            svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
}
Example #4
0
/**
 * Create a TGSI ureg_src register from a Mesa src register.
 */
static struct ureg_src
translate_src( struct st_translate *t,
               const struct prog_src_register *SrcReg )
{
   struct ureg_src src = src_register( t, SrcReg->File, SrcReg->Index );

   src = ureg_swizzle( src,
                       GET_SWZ( SrcReg->Swizzle, 0 ) & 0x3,
                       GET_SWZ( SrcReg->Swizzle, 1 ) & 0x3,
                       GET_SWZ( SrcReg->Swizzle, 2 ) & 0x3,
                       GET_SWZ( SrcReg->Swizzle, 3 ) & 0x3);

   if (SrcReg->Negate == NEGATE_XYZW)
      src = ureg_negate(src);

   if (SrcReg->RelAddr) {
      src = ureg_src_indirect( src, ureg_src(t->address[0]));
      if (SrcReg->File != PROGRAM_INPUT &&
          SrcReg->File != PROGRAM_OUTPUT) {
         /* If SrcReg->Index was negative, it was set to zero in
          * src_register().  Reassign it now.  But don't do this
          * for input/output regs since they get remapped while
          * const buffers don't.
          */
         src.Index = SrcReg->Index;
      }
   }

   return src;
}
Example #5
0
/**
 * Declare a VS input register.
 * We still make up the input semantics the same as in 2.0
 */
static boolean
vs30_input(struct svga_shader_emitter *emit,
           struct tgsi_declaration_semantic semantic,
           unsigned idx)
{
   SVGA3DOpDclArgs dcl;
   SVGA3dShaderInstToken opcode;
   unsigned usage, index;

   opcode = inst_token( SVGA3DOP_DCL );
   dcl.values[0] = 0;
   dcl.values[1] = 0;

   if (emit->key.vkey.zero_stride_vertex_elements & (1 << idx)) {
      unsigned i;
      unsigned offset = 0;
      unsigned start_idx = emit->info.file_max[TGSI_FILE_CONSTANT] + 1;
      /* adjust for prescale constants */
      start_idx += emit->key.vkey.need_prescale ? 2 : 0;
      /* compute the offset from the start of zero stride constants */
      for (i = 0; i < PIPE_MAX_ATTRIBS && i < idx; ++i) {
         if (emit->key.vkey.zero_stride_vertex_elements & (1<<i))
            ++offset;
      }
      emit->input_map[idx] = src_register( SVGA3DREG_CONST,
                                           start_idx + offset );
   } else {
      emit->input_map[idx] = src_register( SVGA3DREG_INPUT, idx );
      dcl.dst = dst_register( SVGA3DREG_INPUT, idx );

      assert(dcl.dst.reserved0);

      svga_generate_vdecl_semantics( idx, &usage, &index );

      dcl.usage = usage;
      dcl.index = index;
      dcl.values[0] |= 1<<31;

      return (emit_instruction(emit, opcode) &&
              svga_shader_emit_dwords( emit, dcl.values, Elements(dcl.values)));
   }
   return TRUE;
}
Example #6
0
/**
 * Emit PS input register to pass depth/fog coordinates.
 * Note that this always goes into texcoord[0].
 */
static boolean
ps30_input_emit_depth_fog( struct svga_shader_emitter *emit,
                           struct src_register *out )
{
   struct src_register reg;

   if (emit->emitted_depth_fog) {
      *out = emit->ps_depth_fog;
      return TRUE;
   }

   if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX)
      return FALSE;

   reg = src_register( SVGA3DREG_INPUT,
                       emit->ps30_input_count++ );

   *out = emit->ps_depth_fog = reg;

   emit->emitted_depth_fog = TRUE;

   return emit_decl( emit, dst( reg ), SVGA3D_DECLUSAGE_TEXCOORD, 0 );
}
Example #7
0
/**
 * Translate a SWZ instruction into a MOV, MUL or MAD instruction.  EG:
 *
 *   SWZ dst, src.x-y10 
 * 
 * becomes:
 *
 *   MAD dst {1,-1,0,0}, src.xyxx, {0,0,1,0}
 */
static void emit_swz( struct st_translate *t,
                      struct ureg_dst dst,
                      const struct prog_src_register *SrcReg )
{
   struct ureg_program *ureg = t->ureg;
   struct ureg_src src = src_register( t, SrcReg->File, SrcReg->Index );

   unsigned negate_mask =  SrcReg->Negate;

   unsigned one_mask = ((GET_SWZ(SrcReg->Swizzle, 0) == SWIZZLE_ONE) << 0 |
                        (GET_SWZ(SrcReg->Swizzle, 1) == SWIZZLE_ONE) << 1 |
                        (GET_SWZ(SrcReg->Swizzle, 2) == SWIZZLE_ONE) << 2 |
                        (GET_SWZ(SrcReg->Swizzle, 3) == SWIZZLE_ONE) << 3);

   unsigned zero_mask = ((GET_SWZ(SrcReg->Swizzle, 0) == SWIZZLE_ZERO) << 0 |
                         (GET_SWZ(SrcReg->Swizzle, 1) == SWIZZLE_ZERO) << 1 |
                         (GET_SWZ(SrcReg->Swizzle, 2) == SWIZZLE_ZERO) << 2 |
                         (GET_SWZ(SrcReg->Swizzle, 3) == SWIZZLE_ZERO) << 3);

   unsigned negative_one_mask = one_mask & negate_mask;
   unsigned positive_one_mask = one_mask & ~negate_mask;
   
   struct ureg_src imm;
   unsigned i;
   unsigned mul_swizzle[4] = {0,0,0,0};
   unsigned add_swizzle[4] = {0,0,0,0};
   unsigned src_swizzle[4] = {0,0,0,0};
   boolean need_add = FALSE;
   boolean need_mul = FALSE;

   if (dst.WriteMask == 0)
      return;

   /* Is this just a MOV?
    */
   if (zero_mask == 0 &&
       one_mask == 0 &&
       (negate_mask == 0 || negate_mask == TGSI_WRITEMASK_XYZW)) 
   {
      ureg_MOV( ureg, dst, translate_src( t, SrcReg ));
      return;
   }

#define IMM_ZERO    0
#define IMM_ONE     1
#define IMM_NEG_ONE 2

   imm = ureg_imm3f( ureg, 0, 1, -1 );

   for (i = 0; i < 4; i++) {
      unsigned bit = 1 << i;

      if (dst.WriteMask & bit) {
         if (positive_one_mask & bit) {
            mul_swizzle[i] = IMM_ZERO;
            add_swizzle[i] = IMM_ONE;
            need_add = TRUE;
         }
         else if (negative_one_mask & bit) {
            mul_swizzle[i] = IMM_ZERO;
            add_swizzle[i] = IMM_NEG_ONE;
            need_add = TRUE;
         }
         else if (zero_mask & bit) {
            mul_swizzle[i] = IMM_ZERO;
            add_swizzle[i] = IMM_ZERO;
            need_add = TRUE;
         }
         else {
            add_swizzle[i] = IMM_ZERO;
            src_swizzle[i] = GET_SWZ(SrcReg->Swizzle, i);
            need_mul = TRUE;
            if (negate_mask & bit) {
               mul_swizzle[i] = IMM_NEG_ONE;
            }
            else {
               mul_swizzle[i] = IMM_ONE;
            }
         }
      }
   }

   if (need_mul && need_add) {
      ureg_MAD( ureg, 
                dst,
                swizzle_4v( src, src_swizzle ),
                swizzle_4v( imm, mul_swizzle ),
                swizzle_4v( imm, add_swizzle ) );
   }
   else if (need_mul) {
      ureg_MUL( ureg, 
                dst,
                swizzle_4v( src, src_swizzle ),
                swizzle_4v( imm, mul_swizzle ) );
   }
   else if (need_add) {
      ureg_MOV( ureg, 
                dst,
                swizzle_4v( imm, add_swizzle ) );
   }
   else {
      debug_assert(0);
   }

#undef IMM_ZERO
#undef IMM_ONE
#undef IMM_NEG_ONE
}
Example #8
0
/**
 * Process a PS input declaration.
 * We'll emit a declaration like "dcl_texcoord1 v2"
 */
static boolean
ps30_input(struct svga_shader_emitter *emit,
           struct tgsi_declaration_semantic semantic,
           unsigned idx)
{
   unsigned usage, index;
   SVGA3dShaderDestToken reg;

   if (semantic.Name == TGSI_SEMANTIC_POSITION) {

      emit->ps_true_pos = src_register( SVGA3DREG_MISCTYPE,
                                        SVGA3DMISCREG_POSITION );
      emit->ps_true_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X,
                                                          TGSI_SWIZZLE_Y,
                                                          TGSI_SWIZZLE_Y,
                                                          TGSI_SWIZZLE_Y );
      reg = writemask( dst(emit->ps_true_pos),
                       TGSI_WRITEMASK_XY );
      emit->ps_reads_pos = TRUE;

      if (emit->info.reads_z) {
         emit->ps_temp_pos = dst_register( SVGA3DREG_TEMP,
                                           emit->nr_hw_temp );

         emit->input_map[idx] = src_register( SVGA3DREG_TEMP,
                                              emit->nr_hw_temp );
         emit->nr_hw_temp++;

         if (!ps30_input_emit_depth_fog( emit, &emit->ps_depth_pos ))
            return FALSE;

         emit->ps_depth_pos.base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_Z,
                                                              TGSI_SWIZZLE_Z,
                                                              TGSI_SWIZZLE_Z,
                                                              TGSI_SWIZZLE_W );
      }
      else {
         emit->input_map[idx] = emit->ps_true_pos;
      }

      return emit_decl( emit, reg, 0, 0 );
   }
   else if (emit->key.fs.light_twoside &&
            (semantic.Name == TGSI_SEMANTIC_COLOR)) {

      if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
         return FALSE;

      emit->internal_color_idx[emit->internal_color_count] = idx;
      emit->input_map[idx] = src_register( SVGA3DREG_INPUT, emit->ps30_input_count );
      emit->ps30_input_count++;
      emit->internal_color_count++;

      reg = dst( emit->input_map[idx] );

      if (!emit_decl( emit, reg, usage, index ))
         return FALSE;

      semantic.Name = TGSI_SEMANTIC_BCOLOR;
      if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
         return FALSE;

      if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX)
         return FALSE;

      reg = dst_register( SVGA3DREG_INPUT, emit->ps30_input_count++ );

      if (!emit_decl( emit, reg, usage, index ))
         return FALSE;

      if (!emit_vface_decl( emit ))
         return FALSE;

      return TRUE;
   }
   else if (semantic.Name == TGSI_SEMANTIC_FACE) {
      if (!emit_vface_decl( emit ))
         return FALSE;
      emit->emit_frontface = TRUE;
      emit->internal_frontface_idx = idx;
      return TRUE;
   }
   else if (semantic.Name == TGSI_SEMANTIC_FOG) {

      assert(semantic.Index == 0);

      if (!ps30_input_emit_depth_fog( emit, &emit->input_map[idx] ))
         return FALSE;

      emit->input_map[idx].base.swizzle = TRANSLATE_SWIZZLE( TGSI_SWIZZLE_X,
                                                             TGSI_SWIZZLE_X,
                                                             TGSI_SWIZZLE_X,
                                                             TGSI_SWIZZLE_X );

      return TRUE;
   }
   else {

      if (!translate_vs_ps_semantic( emit, semantic, &usage, &index ))
         return FALSE;

      if (emit->ps30_input_count >= SVGA3D_INPUTREG_MAX)
         return FALSE;

      emit->input_map[idx] = src_register( SVGA3DREG_INPUT, emit->ps30_input_count++ );
      reg = dst( emit->input_map[idx] );

      if (!emit_decl( emit, reg, usage, index ))
         return FALSE;

      if (semantic.Name == TGSI_SEMANTIC_GENERIC &&
          emit->key.sprite_origin_lower_left &&
          index >= 1 &&
          emit->key.tex[index - 1].sprite_texgen) {
         /* This is a sprite texture coord with lower-left origin.
          * We need to invert the texture T coordinate since the SVGA3D
          * device only supports an upper-left origin.
          */
         unsigned unit = index - 1;

         emit->inverted_texcoords |= (1 << unit);

         /* save original texcoord reg */
         emit->ps_true_texcoord[unit] = emit->input_map[idx];

         /* this temp register will be the results of the MAD instruction */
         emit->ps_inverted_texcoord[unit] =
            src_register(SVGA3DREG_TEMP, emit->nr_hw_temp);
         emit->nr_hw_temp++;

         emit->ps_inverted_texcoord_input[unit] = idx;

         /* replace input_map entry with the temp register */
         emit->input_map[idx] = emit->ps_inverted_texcoord[unit];
      }

      return TRUE;
   }

}