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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, 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 TUNGSTEN GRAPHICS AND/OR ITS 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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "main/imports.h"
#include "main/mtypes.h"
#include "shader/prog_print.h"
#include "shader/programopt.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "draw/draw_context.h"
#include "tgsi/tgsi_dump.h"
#include "st_debug.h"
#include "st_context.h"
#include "st_program.h"
#include "st_mesa_to_tgsi.h"
#include "cso_cache/cso_context.h"
/**
* Translate a Mesa vertex shader into a TGSI shader.
* \param outputMapping to map vertex program output registers (VERT_RESULT_x)
* to TGSI output slots
* \param tokensOut destination for TGSI tokens
* \return pointer to cached pipe_shader object.
*/
void
st_translate_vertex_program(struct st_context *st,
struct st_vertex_program *stvp,
const GLuint outputMapping[],
const ubyte *outputSemanticName,
const ubyte *outputSemanticIndex)
{
struct pipe_context *pipe = st->pipe;
GLuint defaultOutputMapping[VERT_RESULT_MAX];
GLuint attr, i;
GLuint num_generic = 0;
ubyte vs_input_semantic_name[PIPE_MAX_SHADER_INPUTS];
ubyte vs_input_semantic_index[PIPE_MAX_SHADER_INPUTS];
uint vs_num_inputs = 0;
ubyte vs_output_semantic_name[PIPE_MAX_SHADER_OUTPUTS];
ubyte vs_output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
uint vs_num_outputs = 0;
GLbitfield input_flags[MAX_PROGRAM_INPUTS];
GLbitfield output_flags[MAX_PROGRAM_OUTPUTS];
/*memset(&vs, 0, sizeof(vs));*/
memset(input_flags, 0, sizeof(input_flags));
memset(output_flags, 0, sizeof(output_flags));
if (stvp->Base.IsPositionInvariant)
_mesa_insert_mvp_code(st->ctx, &stvp->Base);
assert(stvp->Base.Base.NumInstructions > 1);
/*
* Determine number of inputs, the mappings between VERT_ATTRIB_x
* and TGSI generic input indexes, plus input attrib semantic info.
*/
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
if (stvp->Base.Base.InputsRead & (1 << attr)) {
const GLuint slot = vs_num_inputs;
vs_num_inputs++;
stvp->input_to_index[attr] = slot;
stvp->index_to_input[slot] = attr;
switch (attr) {
case VERT_ATTRIB_POS:
vs_input_semantic_name[slot] = TGSI_SEMANTIC_POSITION;
vs_input_semantic_index[slot] = 0;
break;
case VERT_ATTRIB_WEIGHT:
/* fall-through */
case VERT_ATTRIB_NORMAL:
/* just label as a generic */
vs_input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
vs_input_semantic_index[slot] = 0;
break;
case VERT_ATTRIB_COLOR0:
vs_input_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
vs_input_semantic_index[slot] = 0;
break;
case VERT_ATTRIB_COLOR1:
vs_input_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
vs_input_semantic_index[slot] = 1;
break;
case VERT_ATTRIB_FOG:
vs_input_semantic_name[slot] = TGSI_SEMANTIC_FOG;
vs_input_semantic_index[slot] = 0;
break;
case VERT_ATTRIB_POINT_SIZE:
vs_input_semantic_name[slot] = TGSI_SEMANTIC_PSIZE;
vs_input_semantic_index[slot] = 0;
break;
case VERT_ATTRIB_TEX0:
case VERT_ATTRIB_TEX1:
case VERT_ATTRIB_TEX2:
case VERT_ATTRIB_TEX3:
case VERT_ATTRIB_TEX4:
case VERT_ATTRIB_TEX5:
case VERT_ATTRIB_TEX6:
case VERT_ATTRIB_TEX7:
assert(slot < Elements(vs_input_semantic_name));
vs_input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
vs_input_semantic_index[slot] = num_generic++;
break;
case VERT_ATTRIB_GENERIC0:
case VERT_ATTRIB_GENERIC1:
case VERT_ATTRIB_GENERIC2:
case VERT_ATTRIB_GENERIC3:
case VERT_ATTRIB_GENERIC4:
case VERT_ATTRIB_GENERIC5:
case VERT_ATTRIB_GENERIC6:
case VERT_ATTRIB_GENERIC7:
case VERT_ATTRIB_GENERIC8:
case VERT_ATTRIB_GENERIC9:
case VERT_ATTRIB_GENERIC10:
case VERT_ATTRIB_GENERIC11:
case VERT_ATTRIB_GENERIC12:
case VERT_ATTRIB_GENERIC13:
case VERT_ATTRIB_GENERIC14:
case VERT_ATTRIB_GENERIC15:
assert(attr < VERT_ATTRIB_MAX);
assert(slot < Elements(vs_input_semantic_name));
vs_input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
vs_input_semantic_index[slot] = num_generic++;
break;
default:
assert(0);
}
input_flags[slot] = stvp->Base.Base.InputFlags[attr];
}
}
#if 0
if (outputMapping && outputSemanticName) {
printf("VERT_RESULT written out_slot semantic_name semantic_index\n");
for (attr = 0; attr < VERT_RESULT_MAX; attr++) {
printf(" %-2d %c %3d %2d %2d\n",
attr,
((stvp->Base.Base.OutputsWritten & (1 << attr)) ? 'Y' : ' '),
outputMapping[attr],
outputSemanticName[attr],
outputSemanticIndex[attr]);
}
}
#endif
/* initialize output semantics to defaults */
for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
assert(i < Elements(vs_output_semantic_name));
vs_output_semantic_name[i] = TGSI_SEMANTIC_GENERIC;
vs_output_semantic_index[i] = 0;
output_flags[i] = 0x0;
}
num_generic = 0;
/*
* Determine number of outputs, the (default) output register
* mapping and the semantic information for each output.
*/
for (attr = 0; attr < VERT_RESULT_MAX; attr++) {
if (stvp->Base.Base.OutputsWritten & (1 << attr)) {
GLuint slot;
/* XXX
* Pass in the fragment program's input's semantic info.
* Use the generic semantic indexes from there, instead of
* guessing below.
*/
if (outputMapping) {
slot = outputMapping[attr];
assert(slot != ~0);
}
else {
slot = vs_num_outputs;
vs_num_outputs++;
defaultOutputMapping[attr] = slot;
}
switch (attr) {
case VERT_RESULT_HPOS:
assert(slot == 0);
vs_output_semantic_name[slot] = TGSI_SEMANTIC_POSITION;
vs_output_semantic_index[slot] = 0;
break;
case VERT_RESULT_COL0:
vs_output_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
vs_output_semantic_index[slot] = 0;
break;
case VERT_RESULT_COL1:
vs_output_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
vs_output_semantic_index[slot] = 1;
break;
case VERT_RESULT_BFC0:
vs_output_semantic_name[slot] = TGSI_SEMANTIC_BCOLOR;
vs_output_semantic_index[slot] = 0;
break;
case VERT_RESULT_BFC1:
vs_output_semantic_name[slot] = TGSI_SEMANTIC_BCOLOR;
vs_output_semantic_index[slot] = 1;
break;
case VERT_RESULT_FOGC:
vs_output_semantic_name[slot] = TGSI_SEMANTIC_FOG;
vs_output_semantic_index[slot] = 0;
break;
case VERT_RESULT_PSIZ:
vs_output_semantic_name[slot] = TGSI_SEMANTIC_PSIZE;
vs_output_semantic_index[slot] = 0;
break;
case VERT_RESULT_EDGE:
assert(0);
break;
case VERT_RESULT_TEX0:
case VERT_RESULT_TEX1:
case VERT_RESULT_TEX2:
case VERT_RESULT_TEX3:
case VERT_RESULT_TEX4:
case VERT_RESULT_TEX5:
case VERT_RESULT_TEX6:
case VERT_RESULT_TEX7:
/* fall-through */
case VERT_RESULT_VAR0:
/* fall-through */
default:
assert(slot < Elements(vs_output_semantic_name));
if (outputSemanticName) {
/* use provided semantic into */
assert(outputSemanticName[attr] != TGSI_SEMANTIC_COUNT);
vs_output_semantic_name[slot] = outputSemanticName[attr];
vs_output_semantic_index[slot] = outputSemanticIndex[attr];
}
else {
/* use default semantic info */
vs_output_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
vs_output_semantic_index[slot] = num_generic++;
}
}
assert(slot < Elements(output_flags));
output_flags[slot] = stvp->Base.Base.OutputFlags[attr];
}
}
if (outputMapping) {
/* find max output slot referenced to compute vs_num_outputs */
GLuint maxSlot = 0;
for (attr = 0; attr < VERT_RESULT_MAX; attr++) {
if (outputMapping[attr] != ~0 && outputMapping[attr] > maxSlot)
maxSlot = outputMapping[attr];
}
vs_num_outputs = maxSlot + 1;
}
else {
outputMapping = defaultOutputMapping;
}
#if 0 /* debug */
{
GLuint i;
printf("outputMapping? %d\n", outputMapping ? 1 : 0);
if (outputMapping) {
printf("attr -> slot\n");
for (i = 0; i < 16; i++) {
printf(" %2d %3d\n", i, outputMapping[i]);
}
}
printf("slot sem_name sem_index\n");
for (i = 0; i < vs_num_outputs; i++) {
printf(" %2d %d %d\n",
i,
vs_output_semantic_name[i],
vs_output_semantic_index[i]);
}
}
#endif
/* free old shader state, if any */
if (stvp->state.tokens) {
st_free_tokens(stvp->state.tokens);
stvp->state.tokens = NULL;
}
if (stvp->driver_shader) {
cso_delete_vertex_shader(st->cso_context, stvp->driver_shader);
stvp->driver_shader = NULL;
}
stvp->state.tokens =
st_translate_mesa_program(st->ctx,
TGSI_PROCESSOR_VERTEX,
&stvp->Base.Base,
/* inputs */
vs_num_inputs,
stvp->input_to_index,
vs_input_semantic_name,
vs_input_semantic_index,
NULL,
input_flags,
/* outputs */
vs_num_outputs,
outputMapping,
vs_output_semantic_name,
vs_output_semantic_index,
output_flags );
stvp->num_inputs = vs_num_inputs;
stvp->driver_shader = pipe->create_vs_state(pipe, &stvp->state);
if ((ST_DEBUG & DEBUG_TGSI) && (ST_DEBUG & DEBUG_MESA)) {
_mesa_print_program(&stvp->Base.Base);
debug_printf("\n");
}
if (ST_DEBUG & DEBUG_TGSI) {
tgsi_dump( stvp->state.tokens, 0 );
debug_printf("\n");
}
}
/**
* Translate a Mesa fragment shader into a TGSI shader.
* \param inputMapping to map fragment program input registers to TGSI
* input slots
* \return pointer to cached pipe_shader object.
*/
void
st_translate_fragment_program(struct st_context *st,
struct st_fragment_program *stfp,
const GLuint inputMapping[])
{
struct pipe_context *pipe = st->pipe;
GLuint outputMapping[FRAG_RESULT_MAX];
GLuint defaultInputMapping[FRAG_ATTRIB_MAX];
GLuint interpMode[16]; /* XXX size? */
GLuint attr;
const GLbitfield inputsRead = stfp->Base.Base.InputsRead;
GLuint vslot = 0;
GLuint num_generic = 0;
uint fs_num_inputs = 0;
ubyte fs_output_semantic_name[PIPE_MAX_SHADER_OUTPUTS];
ubyte fs_output_semantic_index[PIPE_MAX_SHADER_OUTPUTS];
uint fs_num_outputs = 0;
GLbitfield input_flags[MAX_PROGRAM_INPUTS];
GLbitfield output_flags[MAX_PROGRAM_OUTPUTS];
/*memset(&fs, 0, sizeof(fs));*/
memset(input_flags, 0, sizeof(input_flags));
memset(output_flags, 0, sizeof(output_flags));
/* which vertex output goes to the first fragment input: */
if (inputsRead & FRAG_BIT_WPOS)
vslot = 0;
else
vslot = 1;
/*
* Convert Mesa program inputs to TGSI input register semantics.
*/
for (attr = 0; attr < FRAG_ATTRIB_MAX; attr++) {
if (inputsRead & (1 << attr)) {
const GLuint slot = fs_num_inputs;
defaultInputMapping[attr] = slot;
stfp->input_map[slot] = vslot++;
fs_num_inputs++;
switch (attr) {
case FRAG_ATTRIB_WPOS:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_POSITION;
stfp->input_semantic_index[slot] = 0;
interpMode[slot] = TGSI_INTERPOLATE_LINEAR;
break;
case FRAG_ATTRIB_COL0:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
stfp->input_semantic_index[slot] = 0;
interpMode[slot] = TGSI_INTERPOLATE_LINEAR;
break;
case FRAG_ATTRIB_COL1:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_COLOR;
stfp->input_semantic_index[slot] = 1;
interpMode[slot] = TGSI_INTERPOLATE_LINEAR;
break;
case FRAG_ATTRIB_FOGC:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_FOG;
stfp->input_semantic_index[slot] = 0;
interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
break;
case FRAG_ATTRIB_FACE:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_FACE;
stfp->input_semantic_index[slot] = num_generic++;
interpMode[slot] = TGSI_INTERPOLATE_CONSTANT;
break;
case FRAG_ATTRIB_PNTC:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
stfp->input_semantic_index[slot] = num_generic++;
interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
break;
case FRAG_ATTRIB_TEX0:
case FRAG_ATTRIB_TEX1:
case FRAG_ATTRIB_TEX2:
case FRAG_ATTRIB_TEX3:
case FRAG_ATTRIB_TEX4:
case FRAG_ATTRIB_TEX5:
case FRAG_ATTRIB_TEX6:
case FRAG_ATTRIB_TEX7:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
stfp->input_semantic_index[slot] = num_generic++;
interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
break;
case FRAG_ATTRIB_VAR0:
/* fall-through */
default:
stfp->input_semantic_name[slot] = TGSI_SEMANTIC_GENERIC;
stfp->input_semantic_index[slot] = num_generic++;
interpMode[slot] = TGSI_INTERPOLATE_PERSPECTIVE;
}
input_flags[slot] = stfp->Base.Base.InputFlags[attr];
}
}
/*
* Semantics and mapping for outputs
*/
{
uint numColors = 0;
GLbitfield64 outputsWritten = stfp->Base.Base.OutputsWritten;
/* if z is written, emit that first */
if (outputsWritten & (1 << FRAG_RESULT_DEPTH)) {
fs_output_semantic_name[fs_num_outputs] = TGSI_SEMANTIC_POSITION;
fs_output_semantic_index[fs_num_outputs] = 0;
outputMapping[FRAG_RESULT_DEPTH] = fs_num_outputs;
fs_num_outputs++;
outputsWritten &= ~(1 << FRAG_RESULT_DEPTH);
}
/* handle remaning outputs (color) */
for (attr = 0; attr < FRAG_RESULT_MAX; attr++) {
if (outputsWritten & (1 << attr)) {
switch (attr) {
case FRAG_RESULT_DEPTH:
/* handled above */
assert(0);
break;
default:
assert(attr == FRAG_RESULT_COLOR ||
(FRAG_RESULT_DATA0 <= attr && attr < FRAG_RESULT_MAX));
fs_output_semantic_name[fs_num_outputs] = TGSI_SEMANTIC_COLOR;
fs_output_semantic_index[fs_num_outputs] = numColors;
outputMapping[attr] = fs_num_outputs;
numColors++;
break;
}
output_flags[fs_num_outputs] = stfp->Base.Base.OutputFlags[attr];
fs_num_outputs++;
}
}
}
if (!inputMapping)
inputMapping = defaultInputMapping;
stfp->state.tokens =
st_translate_mesa_program(st->ctx,
TGSI_PROCESSOR_FRAGMENT,
&stfp->Base.Base,
/* inputs */
fs_num_inputs,
inputMapping,
stfp->input_semantic_name,
stfp->input_semantic_index,
interpMode,
input_flags,
/* outputs */
fs_num_outputs,
outputMapping,
fs_output_semantic_name,
fs_output_semantic_index,
output_flags );
stfp->driver_shader = pipe->create_fs_state(pipe, &stfp->state);
if ((ST_DEBUG & DEBUG_TGSI) && (ST_DEBUG & DEBUG_MESA)) {
_mesa_print_program(&stfp->Base.Base);
debug_printf("\n");
}
if (ST_DEBUG & DEBUG_TGSI) {
tgsi_dump( stfp->state.tokens, 0/*TGSI_DUMP_VERBOSE*/ );
debug_printf("\n");
}
}
/**
* Debug- print current shader text
*/
void
st_print_shaders(GLcontext *ctx)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (shProg) {
GLuint i;
for (i = 0; i < shProg->NumShaders; i++) {
printf("GLSL shader %u of %u:\n", i, shProg->NumShaders);
printf("%s\n", shProg->Shaders[i]->Source);
}
}
}
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