void r300_translate_fragment_shader(struct r300_context* r300, struct r300_fragment_shader* fs) { struct r300_fragment_program_compiler compiler; struct tgsi_to_rc ttr; memset(&compiler, 0, sizeof(compiler)); rc_init(&compiler.Base); compiler.Base.Debug = DBG_ON(r300, DBG_FP); compiler.code = &fs->code; compiler.is_r500 = r300_screen(r300->context.screen)->caps->is_r500; compiler.AllocateHwInputs = &allocate_hardware_inputs; compiler.UserData = fs; /* TODO: Program compilation depends on texture compare modes, * which are sampler state. Therefore, programs need to be recompiled * depending on this state as in the classic Mesa driver. * * This is not yet handled correctly. */ find_output_registers(&compiler, fs); if (compiler.Base.Debug) { debug_printf("r300: Initial fragment program\n"); tgsi_dump(fs->state.tokens, 0); } /* Translate TGSI to our internal representation */ ttr.compiler = &compiler.Base; ttr.info = &fs->info; r300_tgsi_to_rc(&ttr, fs->state.tokens); /* Invoke the compiler */ r3xx_compile_fragment_program(&compiler); if (compiler.Base.Error) { /* XXX failover maybe? */ DBG(r300, DBG_FP, "r300: Error compiling fragment program: %s\n", compiler.Base.ErrorMsg); } /* And, finally... */ rc_destroy(&compiler.Base); fs->translated = TRUE; }
static void r300_translate_fragment_shader( struct r300_context* r300, struct r300_fragment_shader_code* shader, const struct tgsi_token *tokens) { struct r300_fragment_program_compiler compiler; struct tgsi_to_rc ttr; int wpos, face; unsigned i; tgsi_scan_shader(tokens, &shader->info); r300_shader_read_fs_inputs(&shader->info, &shader->inputs); wpos = shader->inputs.wpos; face = shader->inputs.face; /* Setup the compiler. */ memset(&compiler, 0, sizeof(compiler)); rc_init(&compiler.Base); DBG_ON(r300, DBG_FP) ? compiler.Base.Debug |= RC_DBG_LOG : 0; DBG_ON(r300, DBG_P_STAT) ? compiler.Base.Debug |= RC_DBG_STATS : 0; compiler.code = &shader->code; compiler.state = shader->compare_state; compiler.Base.is_r500 = r300->screen->caps.is_r500; compiler.Base.is_r400 = r300->screen->caps.is_r400; compiler.Base.disable_optimizations = DBG_ON(r300, DBG_NO_OPT); compiler.Base.has_half_swizzles = TRUE; compiler.Base.has_presub = TRUE; compiler.Base.max_temp_regs = compiler.Base.is_r500 ? 128 : (compiler.Base.is_r400 ? 64 : 32); compiler.Base.max_constants = compiler.Base.is_r500 ? 256 : 32; compiler.Base.max_alu_insts = (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 64; compiler.Base.max_tex_insts = (compiler.Base.is_r500 || compiler.Base.is_r400) ? 512 : 32; compiler.AllocateHwInputs = &allocate_hardware_inputs; compiler.UserData = &shader->inputs; find_output_registers(&compiler, shader); shader->write_all = FALSE; for (i = 0; i < shader->info.num_properties; i++) { if (shader->info.properties[i].name == TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) { shader->write_all = TRUE; } } if (compiler.Base.Debug & RC_DBG_LOG) { DBG(r300, DBG_FP, "r300: Initial fragment program\n"); tgsi_dump(tokens, 0); } /* Translate TGSI to our internal representation */ ttr.compiler = &compiler.Base; ttr.info = &shader->info; ttr.use_half_swizzles = TRUE; r300_tgsi_to_rc(&ttr, tokens); if (ttr.error) { fprintf(stderr, "r300 FP: Cannot translate a shader. " "Using a dummy shader instead.\n"); r300_dummy_fragment_shader(r300, shader); return; } if (!r300->screen->caps.is_r500 || compiler.Base.Program.Constants.Count > 200) { compiler.Base.remove_unused_constants = TRUE; } /** * Transform the program to support WPOS. * * Introduce a small fragment at the start of the program that will be * the only code that directly reads the WPOS input. * All other code pieces that reference that input will be rewritten * to read from a newly allocated temporary. */ if (wpos != ATTR_UNUSED) { /* Moving the input to some other reg is not really necessary. */ rc_transform_fragment_wpos(&compiler.Base, wpos, wpos, TRUE); } if (face != ATTR_UNUSED) { rc_transform_fragment_face(&compiler.Base, face); } /* Invoke the compiler */ r3xx_compile_fragment_program(&compiler); if (compiler.Base.Error) { fprintf(stderr, "r300 FP: Compiler Error:\n%sUsing a dummy shader" " instead.\n", compiler.Base.ErrorMsg); if (shader->dummy) { fprintf(stderr, "r300 FP: Cannot compile the dummy shader! " "Giving up...\n"); abort(); } rc_destroy(&compiler.Base); r300_dummy_fragment_shader(r300, shader); return; } /* Shaders with zero instructions are invalid, * use the dummy shader instead. */ if (shader->code.code.r500.inst_end == -1) { rc_destroy(&compiler.Base); r300_dummy_fragment_shader(r300, shader); return; } /* Initialize numbers of constants for each type. */ shader->externals_count = 0; for (i = 0; i < shader->code.constants.Count && shader->code.constants.Constants[i].Type == RC_CONSTANT_EXTERNAL; i++) { shader->externals_count = i+1; } shader->immediates_count = 0; shader->rc_state_count = 0; for (i = shader->externals_count; i < shader->code.constants.Count; i++) { switch (shader->code.constants.Constants[i].Type) { case RC_CONSTANT_IMMEDIATE: ++shader->immediates_count; break; case RC_CONSTANT_STATE: ++shader->rc_state_count; break; default: assert(0); } } /* Setup shader depth output. */ if (shader->code.writes_depth) { shader->fg_depth_src = R300_FG_DEPTH_SRC_SHADER; shader->us_out_w = R300_W_FMT_W24 | R300_W_SRC_US; } else { shader->fg_depth_src = R300_FG_DEPTH_SRC_SCAN; shader->us_out_w = R300_W_FMT_W0 | R300_W_SRC_US; } /* And, finally... */ rc_destroy(&compiler.Base); /* Build the command buffer. */ r300_emit_fs_code_to_buffer(r300, shader); }