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/*
* Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
* Joakim Sindholt <opensource@zhasha.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, and/or sell copies of the Software, and to permit persons to whom
* the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE. */
#include "tgsi/tgsi_dump.h"
#include "r300_context.h"
#include "r300_screen.h"
#include "r300_fs.h"
#include "r300_tgsi_to_rc.h"
#include "radeon_code.h"
#include "radeon_compiler.h"
static void find_output_registers(struct r300_fragment_program_compiler * compiler,
struct r300_fragment_shader * fs)
{
unsigned i;
/* Mark the outputs as not present initially */
compiler->OutputColor = fs->info.num_outputs;
compiler->OutputDepth = fs->info.num_outputs;
/* Now see where they really are. */
for(i = 0; i < fs->info.num_outputs; ++i) {
switch(fs->info.output_semantic_name[i]) {
case TGSI_SEMANTIC_COLOR:
compiler->OutputColor = i;
break;
case TGSI_SEMANTIC_POSITION:
compiler->OutputDepth = i;
break;
}
}
}
static void allocate_hardware_inputs(
struct r300_fragment_program_compiler * c,
void (*allocate)(void * data, unsigned input, unsigned hwreg),
void * mydata)
{
struct tgsi_shader_info* info = &((struct r300_fragment_shader*)c->UserData)->info;
int total_colors = 0;
int colors = 0;
int total_generic = 0;
int generic = 0;
int i;
for (i = 0; i < info->num_inputs; i++) {
switch (info->input_semantic_name[i]) {
case TGSI_SEMANTIC_COLOR:
total_colors++;
break;
case TGSI_SEMANTIC_FOG:
case TGSI_SEMANTIC_GENERIC:
total_generic++;
break;
}
}
for(i = 0; i < info->num_inputs; i++) {
switch (info->input_semantic_name[i]) {
case TGSI_SEMANTIC_COLOR:
allocate(mydata, i, colors);
colors++;
break;
case TGSI_SEMANTIC_FOG:
case TGSI_SEMANTIC_GENERIC:
allocate(mydata, i, total_colors + generic);
generic++;
break;
}
}
}
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) {
/* Todo: Fallback to software rendering gracefully? */
fprintf(stderr, "r300 FP: Compiler error: %s\n", compiler.Base.ErrorMsg);
if (compiler.is_r500) {
memcpy(compiler.code, &r5xx_passthrough_fragment_shader, sizeof(r5xx_passthrough_fragment_shader));
} else {
memcpy(compiler.code, &r3xx_passthrough_fragment_shader, sizeof(r3xx_passthrough_fragment_shader));
}
}
/* And, finally... */
rc_destroy(&compiler.Base);
fs->translated = TRUE;
}
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