i965g: hook up pipe sampler callbacks
[mesa.git] / src / gallium / drivers / i965 / brw_wm.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
5
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:
13
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.
17
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.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keith@tungstengraphics.com>
30 */
31 #include "pipe/p_error.h"
32
33 #include "tgsi/tgsi_info.h"
34
35 #include "brw_context.h"
36 #include "brw_screen.h"
37 #include "brw_util.h"
38 #include "brw_wm.h"
39 #include "brw_state.h"
40 #include "brw_debug.h"
41 #include "brw_pipe_rast.h"
42
43
44 /** Return number of src args for given instruction */
45 GLuint brw_wm_nr_args( GLuint opcode )
46 {
47 switch (opcode) {
48 case WM_FRONTFACING:
49 case WM_PIXELXY:
50 return 0;
51 case WM_CINTERP:
52 case WM_WPOSXY:
53 case WM_DELTAXY:
54 return 1;
55 case WM_LINTERP:
56 case WM_PIXELW:
57 return 2;
58 case WM_FB_WRITE:
59 case WM_PINTERP:
60 return 3;
61 default:
62 assert(opcode < MAX_OPCODE);
63 return tgsi_get_opcode_info(opcode)->num_src;
64 }
65 }
66
67
68 GLuint brw_wm_is_scalar_result( GLuint opcode )
69 {
70 switch (opcode) {
71 case TGSI_OPCODE_COS:
72 case TGSI_OPCODE_EX2:
73 case TGSI_OPCODE_LG2:
74 case TGSI_OPCODE_POW:
75 case TGSI_OPCODE_RCP:
76 case TGSI_OPCODE_RSQ:
77 case TGSI_OPCODE_SIN:
78 case TGSI_OPCODE_DP3:
79 case TGSI_OPCODE_DP4:
80 case TGSI_OPCODE_DPH:
81 case TGSI_OPCODE_DST:
82 return 1;
83
84 default:
85 return 0;
86 }
87 }
88
89
90 /**
91 * Do GPU code generation for shaders without flow control. Shaders
92 * without flow control instructions can more readily be analysed for
93 * SSA-style optimizations.
94 */
95 static void
96 brw_wm_linear_shader_emit(struct brw_context *brw, struct brw_wm_compile *c)
97 {
98 /* Augment fragment program. Add instructions for pre- and
99 * post-fragment-program tasks such as interpolation and fogging.
100 */
101 brw_wm_pass_fp(c);
102
103 /* Translate to intermediate representation. Build register usage
104 * chains.
105 */
106 brw_wm_pass0(c);
107
108 /* Dead code removal.
109 */
110 brw_wm_pass1(c);
111
112 /* Register allocation.
113 * Divide by two because we operate on 16 pixels at a time and require
114 * two GRF entries for each logical shader register.
115 */
116 c->grf_limit = BRW_WM_MAX_GRF / 2;
117
118 brw_wm_pass2(c);
119
120 /* how many general-purpose registers are used */
121 c->prog_data.total_grf = c->max_wm_grf;
122
123 /* Scratch space is used for register spilling */
124 if (c->last_scratch) {
125 c->prog_data.total_scratch = c->last_scratch + 0x40;
126 }
127 else {
128 c->prog_data.total_scratch = 0;
129 }
130
131 /* Emit GEN4 code.
132 */
133 brw_wm_emit(c);
134 }
135
136
137 /**
138 * All Mesa program -> GPU code generation goes through this function.
139 * Depending on the instructions used (i.e. flow control instructions)
140 * we'll use one of two code generators.
141 */
142 static int do_wm_prog( struct brw_context *brw,
143 struct brw_fragment_shader *fp,
144 struct brw_wm_prog_key *key)
145 {
146 struct brw_wm_compile *c;
147 const GLuint *program;
148 GLuint program_size;
149
150 c = brw->wm.compile_data;
151 if (c == NULL) {
152 brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data));
153 c = brw->wm.compile_data;
154 if (c == NULL) {
155 /* Ouch - big out of memory problem. Can't continue
156 * without triggering a segfault, no way to signal,
157 * so just return.
158 */
159 return PIPE_ERROR_OUT_OF_MEMORY;
160 }
161 } else {
162 memset(c, 0, sizeof(*brw->wm.compile_data));
163 }
164 memcpy(&c->key, key, sizeof(*key));
165
166 c->fp = fp;
167 c->env_param = NULL; /*brw->intel.ctx.FragmentProgram.Parameters;*/
168
169 brw_init_compile(brw, &c->func);
170
171 /* temporary sanity check assertion */
172 assert(fp->has_flow_control == brw_wm_has_flow_control(c->fp));
173
174 /*
175 * Shader which use GLSL features such as flow control are handled
176 * differently from "simple" shaders.
177 */
178 if (fp->has_flow_control) {
179 c->dispatch_width = 8;
180 /* XXX: GLSL support
181 */
182 exit(1);
183 //brw_wm_branching_shader_emit(brw, c);
184 }
185 else {
186 c->dispatch_width = 16;
187 brw_wm_linear_shader_emit(brw, c);
188 }
189
190 if (BRW_DEBUG & DEBUG_WM)
191 debug_printf("\n");
192
193 /* get the program
194 */
195 program = brw_get_program(&c->func, &program_size);
196
197 brw->sws->bo_unreference(brw->wm.prog_bo);
198 brw->wm.prog_bo = brw_upload_cache( &brw->cache, BRW_WM_PROG,
199 &c->key, sizeof(c->key),
200 NULL, 0,
201 program, program_size,
202 &c->prog_data,
203 &brw->wm.prog_data );
204
205 return 0;
206 }
207
208
209
210 static void brw_wm_populate_key( struct brw_context *brw,
211 struct brw_wm_prog_key *key )
212 {
213 unsigned lookup, line_aa;
214 unsigned i;
215
216 memset(key, 0, sizeof(*key));
217
218 /* PIPE_NEW_FRAGMENT_SHADER
219 * PIPE_NEW_DEPTH_STENCIL_ALPHA
220 */
221 lookup = (brw->curr.zstencil->iz_lookup |
222 brw->curr.fragment_shader->iz_lookup);
223
224
225 /* PIPE_NEW_RAST
226 * BRW_NEW_REDUCED_PRIMITIVE
227 */
228 switch (brw->reduced_primitive) {
229 case PIPE_PRIM_POINTS:
230 line_aa = AA_NEVER;
231 break;
232 case PIPE_PRIM_LINES:
233 line_aa = AA_ALWAYS;
234 break;
235 default:
236 line_aa = brw->curr.rast->unfilled_aa_line;
237 break;
238 }
239
240 brw_wm_lookup_iz(line_aa,
241 lookup,
242 brw->curr.fragment_shader->uses_depth,
243 key);
244
245 /* PIPE_NEW_RAST */
246 key->flat_shade = brw->curr.rast->templ.flatshade;
247
248
249 /* PIPE_NEW_BOUND_TEXTURES */
250 for (i = 0; i < brw->curr.num_textures; i++) {
251 const struct brw_texture *tex = brw_texture(brw->curr.texture[i]);
252
253 if (tex->base.format == PIPE_FORMAT_YCBCR)
254 key->yuvtex_mask |= 1 << i;
255
256 if (tex->base.format == PIPE_FORMAT_YCBCR_REV)
257 key->yuvtex_swap_mask |= 1 << i;
258
259 /* XXX: shadow texture
260 */
261 /* key->shadowtex_mask |= 1<<i; */
262 }
263
264 /* CACHE_NEW_VS_PROG */
265 key->vp_nr_outputs = brw->vs.prog_data->nr_outputs;
266
267 /* The unique fragment program ID */
268 key->program_string_id = brw->curr.fragment_shader->id;
269 }
270
271
272 static int brw_prepare_wm_prog(struct brw_context *brw)
273 {
274 struct brw_wm_prog_key key;
275 struct brw_fragment_shader *fs = brw->curr.fragment_shader;
276
277 brw_wm_populate_key(brw, &key);
278
279 /* Make an early check for the key.
280 */
281 brw->sws->bo_unreference(brw->wm.prog_bo);
282 brw->wm.prog_bo = brw_search_cache(&brw->cache, BRW_WM_PROG,
283 &key, sizeof(key),
284 NULL, 0,
285 &brw->wm.prog_data);
286 if (brw->wm.prog_bo == NULL)
287 return do_wm_prog(brw, fs, &key);
288
289 return 0;
290 }
291
292
293 const struct brw_tracked_state brw_wm_prog = {
294 .dirty = {
295 .mesa = (PIPE_NEW_FRAGMENT_SHADER |
296 PIPE_NEW_DEPTH_STENCIL_ALPHA |
297 PIPE_NEW_RAST |
298 PIPE_NEW_BOUND_TEXTURES),
299 .brw = (BRW_NEW_WM_INPUT_DIMENSIONS |
300 BRW_NEW_REDUCED_PRIMITIVE),
301 .cache = CACHE_NEW_VS_PROG,
302 },
303 .prepare = brw_prepare_wm_prog
304 };
305