2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **********************************************************************/
29 * Keith Whitwell <keith@tungstengraphics.com>
32 #include "brw_context.h"
35 #include "brw_state.h"
38 /** Return number of src args for given instruction */
39 GLuint
brw_wm_nr_args( GLuint opcode
)
56 assert(opcode
< MAX_OPCODE
);
57 return _mesa_num_inst_src_regs(opcode
);
62 GLuint
brw_wm_is_scalar_result( GLuint opcode
)
85 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
86 * no flow control instructions so we can more readily do SSA-style
90 brw_wm_non_glsl_emit(struct brw_context
*brw
, struct brw_wm_compile
*c
)
92 /* Augment fragment program. Add instructions for pre- and
93 * post-fragment-program tasks such as interpolation and fogging.
97 /* Translate to intermediate representation. Build register usage
102 /* Dead code removal.
106 /* Register allocation.
107 * Divide by two because we operate on 16 pixels at a time and require
108 * two GRF entries for each logical shader register.
110 c
->grf_limit
= BRW_WM_MAX_GRF
/ 2;
114 /* how many general-purpose registers are used */
115 c
->prog_data
.total_grf
= c
->max_wm_grf
;
117 /* Scratch space is used for register spilling */
118 if (c
->last_scratch
) {
119 c
->prog_data
.total_scratch
= c
->last_scratch
+ 0x40;
122 c
->prog_data
.total_scratch
= 0;
132 * All Mesa program -> GPU code generation goes through this function.
133 * Depending on the instructions used (i.e. flow control instructions)
134 * we'll use one of two code generators.
136 static void do_wm_prog( struct brw_context
*brw
,
137 struct brw_fragment_program
*fp
,
138 struct brw_wm_prog_key
*key
)
140 struct brw_wm_compile
*c
;
141 const GLuint
*program
;
144 c
= brw
->wm
.compile_data
;
146 brw
->wm
.compile_data
= calloc(1, sizeof(*brw
->wm
.compile_data
));
147 c
= brw
->wm
.compile_data
;
149 /* Ouch - big out of memory problem. Can't continue
150 * without triggering a segfault, no way to signal,
156 memset(c
, 0, sizeof(*brw
->wm
.compile_data
));
158 memcpy(&c
->key
, key
, sizeof(*key
));
161 c
->env_param
= brw
->intel
.ctx
.FragmentProgram
.Parameters
;
163 brw_init_compile(brw
, &c
->func
);
165 /* temporary sanity check assertion */
166 ASSERT(fp
->isGLSL
== brw_wm_is_glsl(&c
->fp
->program
));
169 * Shader which use GLSL features such as flow control are handled
170 * differently from "simple" shaders.
173 c
->dispatch_width
= 8;
174 brw_wm_glsl_emit(brw
, c
);
177 c
->dispatch_width
= 16;
178 brw_wm_non_glsl_emit(brw
, c
);
181 if (INTEL_DEBUG
& DEBUG_WM
)
182 fprintf(stderr
, "\n");
186 program
= brw_get_program(&c
->func
, &program_size
);
188 brw
->sws
->bo_unreference(brw
->wm
.prog_bo
);
189 brw
->wm
.prog_bo
= brw_upload_cache( &brw
->cache
, BRW_WM_PROG
,
190 &c
->key
, sizeof(c
->key
),
192 program
, program_size
,
194 &brw
->wm
.prog_data
);
199 static void brw_wm_populate_key( struct brw_context
*brw
,
200 struct brw_wm_prog_key
*key
)
202 /* BRW_NEW_FRAGMENT_PROGRAM */
203 const struct brw_fragment_program
*fp
=
204 (struct brw_fragment_program
*)brw
->fragment_program
;
205 GLboolean uses_depth
= (fp
->program
.Base
.InputsRead
& (1 << FRAG_ATTRIB_WPOS
)) != 0;
210 memset(key
, 0, sizeof(*key
));
212 /* Build the index for table lookup
215 if (fp
->program
.UsesKill
||
216 ctx
->Color
.AlphaEnabled
)
217 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
219 if (fp
->program
.Base
.OutputsWritten
& (1<<FRAG_RESULT_DEPTH
))
220 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
224 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
226 if (ctx
->Depth
.Test
&&
227 ctx
->Depth
.Mask
) /* ?? */
228 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
231 if (ctx
->Stencil
._Enabled
) {
232 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
234 if (ctx
->Stencil
.WriteMask
[0] ||
235 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
236 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
241 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
242 if (ctx
->Line
.SmoothFlag
) {
243 if (brw
->intel
.reduced_primitive
== GL_LINES
) {
246 else if (brw
->intel
.reduced_primitive
== GL_TRIANGLES
) {
247 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
248 line_aa
= AA_SOMETIMES
;
250 if (ctx
->Polygon
.BackMode
== GL_LINE
||
251 (ctx
->Polygon
.CullFlag
&&
252 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
255 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
256 line_aa
= AA_SOMETIMES
;
258 if ((ctx
->Polygon
.CullFlag
&&
259 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
265 brw_wm_lookup_iz(line_aa
,
270 /* Revisit this, figure out if it's really useful, and either push
271 * it into the state tracker so that everyone benefits (use to
272 * create fs varients with TEX rather than TXP), or discard.
274 key
->proj_attrib_mask
= ~0; /*brw->wm.input_size_masks[4-1];*/
277 key
->flat_shade
= brw
->rast
.flat_shade
;
279 /* This can be determined by looking at the INTERP mode each input decl.
281 key
->linear_color
= 0;
284 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
285 if (i
< brw
->nr_textures
) {
286 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[i
];
287 const struct gl_texture_object
*t
= unit
->_Current
;
288 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
290 if (img
->InternalFormat
== GL_YCBCR_MESA
) {
291 key
->yuvtex_mask
|= 1 << i
;
292 if (img
->TexFormat
->MesaFormat
== MESA_FORMAT_YCBCR
)
293 key
->yuvtex_swap_mask
|= 1 << i
;
296 key
->tex_swizzles
[i
] = t
->_Swizzle
;
299 key
->shadowtex_mask
|= 1<<i
;
302 key
->tex_swizzles
[i
] = SWIZZLE_NOOP
;
307 /* _NEW_FRAMEBUFFER */
308 if (brw
->intel
.driDrawable
!= NULL
) {
309 key
->drawable_height
= brw
->fb
.cbufs
[0].height
;
312 /* CACHE_NEW_VS_PROG */
313 key
->vp_outputs_written
= brw
->vs
.prog_data
->outputs_written
; /* bitmask */
315 /* The unique fragment program ID */
316 key
->program_string_id
= fp
->id
;
320 static void brw_prepare_wm_prog(struct brw_context
*brw
)
322 struct brw_wm_prog_key key
;
323 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
324 brw
->fragment_program
;
326 brw_wm_populate_key(brw
, &key
);
328 /* Make an early check for the key.
330 brw
->sws
->bo_unreference(brw
->wm
.prog_bo
);
331 brw
->wm
.prog_bo
= brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
335 if (brw
->wm
.prog_bo
== NULL
)
336 do_wm_prog(brw
, fp
, &key
);
340 const struct brw_tracked_state brw_wm_prog
= {
342 .mesa
= (_NEW_COLOR
|
351 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
352 BRW_NEW_WM_INPUT_DIMENSIONS
|
353 BRW_NEW_REDUCED_PRIMITIVE
),
354 .cache
= CACHE_NEW_VS_PROG
,
356 .prepare
= brw_prepare_wm_prog