i965g: still working on compilation
[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
32 #include "tgsi/tgsi_info.h"
33
34 #include "brw_context.h"
35 #include "brw_util.h"
36 #include "brw_wm.h"
37 #include "brw_state.h"
38 #include "brw_debug.h"
39
40
41 /** Return number of src args for given instruction */
42 GLuint brw_wm_nr_args( GLuint opcode )
43 {
44 switch (opcode) {
45 case WM_FRONTFACING:
46 case WM_PIXELXY:
47 return 0;
48 case WM_CINTERP:
49 case WM_WPOSXY:
50 case WM_DELTAXY:
51 return 1;
52 case WM_LINTERP:
53 case WM_PIXELW:
54 return 2;
55 case WM_FB_WRITE:
56 case WM_PINTERP:
57 return 3;
58 default:
59 assert(opcode < MAX_OPCODE);
60 return tgsi_get_opcode_info(opcode)->num_src;
61 }
62 }
63
64
65 GLuint brw_wm_is_scalar_result( GLuint opcode )
66 {
67 switch (opcode) {
68 case TGSI_OPCODE_COS:
69 case TGSI_OPCODE_EX2:
70 case TGSI_OPCODE_LG2:
71 case TGSI_OPCODE_POW:
72 case TGSI_OPCODE_RCP:
73 case TGSI_OPCODE_RSQ:
74 case TGSI_OPCODE_SIN:
75 case TGSI_OPCODE_DP3:
76 case TGSI_OPCODE_DP4:
77 case TGSI_OPCODE_DPH:
78 case TGSI_OPCODE_DST:
79 return 1;
80
81 default:
82 return 0;
83 }
84 }
85
86
87 /**
88 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
89 * no flow control instructions so we can more readily do SSA-style
90 * optimizations.
91 */
92 static void
93 brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
94 {
95 /* Augment fragment program. Add instructions for pre- and
96 * post-fragment-program tasks such as interpolation and fogging.
97 */
98 brw_wm_pass_fp(c);
99
100 /* Translate to intermediate representation. Build register usage
101 * chains.
102 */
103 brw_wm_pass0(c);
104
105 /* Dead code removal.
106 */
107 brw_wm_pass1(c);
108
109 /* Register allocation.
110 * Divide by two because we operate on 16 pixels at a time and require
111 * two GRF entries for each logical shader register.
112 */
113 c->grf_limit = BRW_WM_MAX_GRF / 2;
114
115 brw_wm_pass2(c);
116
117 /* how many general-purpose registers are used */
118 c->prog_data.total_grf = c->max_wm_grf;
119
120 /* Scratch space is used for register spilling */
121 if (c->last_scratch) {
122 c->prog_data.total_scratch = c->last_scratch + 0x40;
123 }
124 else {
125 c->prog_data.total_scratch = 0;
126 }
127
128 /* Emit GEN4 code.
129 */
130 brw_wm_emit(c);
131 }
132
133
134 /**
135 * All Mesa program -> GPU code generation goes through this function.
136 * Depending on the instructions used (i.e. flow control instructions)
137 * we'll use one of two code generators.
138 */
139 static void do_wm_prog( struct brw_context *brw,
140 struct brw_fragment_shader *fp,
141 struct brw_wm_prog_key *key)
142 {
143 struct brw_wm_compile *c;
144 const GLuint *program;
145 GLuint program_size;
146
147 c = brw->wm.compile_data;
148 if (c == NULL) {
149 brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data));
150 c = brw->wm.compile_data;
151 if (c == NULL) {
152 /* Ouch - big out of memory problem. Can't continue
153 * without triggering a segfault, no way to signal,
154 * so just return.
155 */
156 return;
157 }
158 } else {
159 memset(c, 0, sizeof(*brw->wm.compile_data));
160 }
161 memcpy(&c->key, key, sizeof(*key));
162
163 c->fp = fp;
164 c->env_param = NULL; /*brw->intel.ctx.FragmentProgram.Parameters;*/
165
166 brw_init_compile(brw, &c->func);
167
168 /* temporary sanity check assertion */
169 assert(fp->isGLSL == brw_wm_is_glsl(&c->fp->program));
170
171 /*
172 * Shader which use GLSL features such as flow control are handled
173 * differently from "simple" shaders.
174 */
175 if (fp->isGLSL) {
176 c->dispatch_width = 8;
177 brw_wm_glsl_emit(brw, c);
178 }
179 else {
180 c->dispatch_width = 16;
181 brw_wm_non_glsl_emit(brw, c);
182 }
183
184 if (BRW_DEBUG & DEBUG_WM)
185 debug_printf("\n");
186
187 /* get the program
188 */
189 program = brw_get_program(&c->func, &program_size);
190
191 brw->sws->bo_unreference(brw->wm.prog_bo);
192 brw->wm.prog_bo = brw_upload_cache( &brw->cache, BRW_WM_PROG,
193 &c->key, sizeof(c->key),
194 NULL, 0,
195 program, program_size,
196 &c->prog_data,
197 &brw->wm.prog_data );
198 }
199
200
201
202 static void brw_wm_populate_key( struct brw_context *brw,
203 struct brw_wm_prog_key *key )
204 {
205 /* BRW_NEW_FRAGMENT_PROGRAM */
206 const struct brw_fragment_program *fp = brw->curr.fragment_shader;
207 GLboolean uses_depth = (fp->program.Base.InputsRead & (1 << FRAG_ATTRIB_WPOS)) != 0;
208 GLuint lookup = 0;
209 GLuint line_aa;
210 GLuint i;
211
212 memset(key, 0, sizeof(*key));
213
214 /* Build the index for table lookup
215 */
216 /* _NEW_COLOR */
217 if (fp->program.UsesKill ||
218 ctx->Color.AlphaEnabled)
219 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
220
221 if (fp->program.Base.OutputsWritten & (1<<FRAG_RESULT_DEPTH))
222 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
223
224 /* _NEW_DEPTH */
225 if (ctx->Depth.Test)
226 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
227
228 if (ctx->Depth.Test &&
229 ctx->Depth.Mask) /* ?? */
230 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
231
232 /* _NEW_STENCIL */
233 if (ctx->Stencil._Enabled) {
234 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
235
236 if (ctx->Stencil.WriteMask[0] ||
237 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
238 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
239 }
240
241 line_aa = AA_NEVER;
242
243 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
244 if (ctx->Line.SmoothFlag) {
245 if (brw->intel.reduced_primitive == GL_LINES) {
246 line_aa = AA_ALWAYS;
247 }
248 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
249 if (ctx->Polygon.FrontMode == GL_LINE) {
250 line_aa = AA_SOMETIMES;
251
252 if (ctx->Polygon.BackMode == GL_LINE ||
253 (ctx->Polygon.CullFlag &&
254 ctx->Polygon.CullFaceMode == GL_BACK))
255 line_aa = AA_ALWAYS;
256 }
257 else if (ctx->Polygon.BackMode == GL_LINE) {
258 line_aa = AA_SOMETIMES;
259
260 if ((ctx->Polygon.CullFlag &&
261 ctx->Polygon.CullFaceMode == GL_FRONT))
262 line_aa = AA_ALWAYS;
263 }
264 }
265 }
266
267 brw_wm_lookup_iz(line_aa,
268 lookup,
269 uses_depth,
270 key);
271
272 /* Revisit this, figure out if it's really useful, and either push
273 * it into the state tracker so that everyone benefits (use to
274 * create fs varients with TEX rather than TXP), or discard.
275 */
276 key->proj_attrib_mask = ~0; /*brw->wm.input_size_masks[4-1];*/
277
278 /* PIPE_NEW_RAST */
279 key->flat_shade = brw->rast.flat_shade;
280
281 /* This can be determined by looking at the INTERP mode each input decl.
282 */
283 key->linear_color = 0;
284
285 /* _NEW_TEXTURE */
286 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
287 if (i < brw->nr_textures) {
288 const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
289 const struct gl_texture_object *t = unit->_Current;
290 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
291
292 if (img->InternalFormat == GL_YCBCR_MESA) {
293 key->yuvtex_mask |= 1 << i;
294 if (img->TexFormat->MesaFormat == MESA_FORMAT_YCBCR)
295 key->yuvtex_swap_mask |= 1 << i;
296 }
297
298 key->tex_swizzles[i] = t->_Swizzle;
299
300 if (0)
301 key->shadowtex_mask |= 1<<i;
302 }
303 else {
304 key->tex_swizzles[i] = SWIZZLE_NOOP;
305 }
306 }
307
308
309 /* _NEW_FRAMEBUFFER */
310 if (brw->intel.driDrawable != NULL) {
311 key->drawable_height = brw->fb.cbufs[0].height;
312 }
313
314 /* CACHE_NEW_VS_PROG */
315 key->vp_nr_outputs_written = brw->vs.prog_data->nr_outputs_written;
316
317 /* The unique fragment program ID */
318 key->program_string_id = fp->id;
319 }
320
321
322 static void brw_prepare_wm_prog(struct brw_context *brw)
323 {
324 struct brw_wm_prog_key key;
325 struct brw_fragment_program *fp = (struct brw_fragment_program *)
326 brw->fragment_program;
327
328 brw_wm_populate_key(brw, &key);
329
330 /* Make an early check for the key.
331 */
332 brw->sws->bo_unreference(brw->wm.prog_bo);
333 brw->wm.prog_bo = brw_search_cache(&brw->cache, BRW_WM_PROG,
334 &key, sizeof(key),
335 NULL, 0,
336 &brw->wm.prog_data);
337 if (brw->wm.prog_bo == NULL)
338 do_wm_prog(brw, fp, &key);
339 }
340
341
342 const struct brw_tracked_state brw_wm_prog = {
343 .dirty = {
344 .mesa = (_NEW_COLOR |
345 _NEW_DEPTH |
346 _NEW_HINT |
347 _NEW_STENCIL |
348 _NEW_POLYGON |
349 _NEW_LINE |
350 _NEW_LIGHT |
351 _NEW_BUFFERS |
352 _NEW_TEXTURE),
353 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
354 BRW_NEW_WM_INPUT_DIMENSIONS |
355 BRW_NEW_REDUCED_PRIMITIVE),
356 .cache = CACHE_NEW_VS_PROG,
357 },
358 .prepare = brw_prepare_wm_prog
359 };
360