2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics 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 <keithw@vmware.com>
33 #include "main/macros.h"
34 #include "main/mtypes.h"
35 #include "main/enums.h"
36 #include "main/fbobject.h"
38 #include "intel_batchbuffer.h"
40 #include "brw_defines.h"
41 #include "brw_context.h"
45 #include "brw_state.h"
47 #include "util/ralloc.h"
49 static void compile_sf_prog( struct brw_context
*brw
,
50 struct brw_sf_prog_key
*key
)
52 struct brw_sf_compile c
;
53 const GLuint
*program
;
57 memset(&c
, 0, sizeof(c
));
59 mem_ctx
= ralloc_context(NULL
);
60 /* Begin the compilation:
62 brw_init_codegen(brw
->intelScreen
->devinfo
, &c
.func
, mem_ctx
);
65 c
.vue_map
= brw
->vue_map_geom_out
;
66 if (c
.key
.do_point_coord
) {
68 * gl_PointCoord is a FS instead of VS builtin variable, thus it's
69 * not included in c.vue_map generated in VS stage. Here we add
70 * it manually to let SF shader generate the needed interpolation
71 * coefficient for FS shader.
73 c
.vue_map
.varying_to_slot
[BRW_VARYING_SLOT_PNTC
] = c
.vue_map
.num_slots
;
74 c
.vue_map
.slot_to_varying
[c
.vue_map
.num_slots
++] = BRW_VARYING_SLOT_PNTC
;
76 c
.urb_entry_read_offset
= BRW_SF_URB_ENTRY_READ_OFFSET
;
77 c
.nr_attr_regs
= (c
.vue_map
.num_slots
+ 1)/2 - c
.urb_entry_read_offset
;
78 c
.nr_setup_regs
= c
.nr_attr_regs
;
80 c
.prog_data
.urb_read_length
= c
.nr_attr_regs
;
81 c
.prog_data
.urb_entry_size
= c
.nr_setup_regs
* 2;
82 c
.has_flat_shading
= brw_any_flat_varyings(&key
->interpolation_mode
);
84 /* Which primitive? Or all three?
86 switch (key
->primitive
) {
89 brw_emit_tri_setup( &c
, true );
93 brw_emit_line_setup( &c
, true );
97 if (key
->do_point_sprite
)
98 brw_emit_point_sprite_setup( &c
, true );
100 brw_emit_point_setup( &c
, true );
102 case SF_UNFILLED_TRIS
:
104 brw_emit_anyprim_setup( &c
);
107 unreachable("not reached");
110 /* FINISHME: SF programs use calculated jumps (i.e., JMPI with a register
111 * source). Compacting would be difficult.
113 /* brw_compact_instructions(&c.func, 0, 0, NULL); */
117 program
= brw_get_program(&c
.func
, &program_size
);
119 if (unlikely(INTEL_DEBUG
& DEBUG_SF
)) {
120 fprintf(stderr
, "sf:\n");
121 brw_disassemble(brw
->intelScreen
->devinfo
,
122 c
.func
.store
, 0, program_size
, stderr
);
123 fprintf(stderr
, "\n");
126 brw_upload_cache(&brw
->cache
, BRW_CACHE_SF_PROG
,
127 &c
.key
, sizeof(c
.key
),
128 program
, program_size
,
129 &c
.prog_data
, sizeof(c
.prog_data
),
130 &brw
->sf
.prog_offset
, &brw
->sf
.prog_data
);
131 ralloc_free(mem_ctx
);
134 /* Calculate interpolants for triangle and line rasterization.
137 brw_upload_sf_prog(struct brw_context
*brw
)
139 struct gl_context
*ctx
= &brw
->ctx
;
140 struct brw_sf_prog_key key
;
142 if (!brw_state_dirty(brw
,
151 BRW_NEW_INTERPOLATION_MAP
|
152 BRW_NEW_REDUCED_PRIMITIVE
|
153 BRW_NEW_VUE_MAP_GEOM_OUT
))
157 bool render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
159 memset(&key
, 0, sizeof(key
));
161 /* Populate the key, noting state dependencies:
163 /* BRW_NEW_VUE_MAP_GEOM_OUT */
164 key
.attrs
= brw
->vue_map_geom_out
.slots_valid
;
166 /* BRW_NEW_REDUCED_PRIMITIVE */
167 switch (brw
->reduced_primitive
) {
169 /* NOTE: We just use the edgeflag attribute as an indicator that
170 * unfilled triangles are active. We don't actually do the
171 * edgeflag testing here, it is already done in the clip
174 if (key
.attrs
& BITFIELD64_BIT(VARYING_SLOT_EDGE
))
175 key
.primitive
= SF_UNFILLED_TRIS
;
177 key
.primitive
= SF_TRIANGLES
;
180 key
.primitive
= SF_LINES
;
183 key
.primitive
= SF_POINTS
;
188 key
.userclip_active
= (ctx
->Transform
.ClipPlanesEnabled
!= 0);
191 key
.do_point_sprite
= ctx
->Point
.PointSprite
;
192 if (key
.do_point_sprite
) {
193 key
.point_sprite_coord_replace
= ctx
->Point
.CoordReplace
& 0xff;
195 if (brw
->fragment_program
->Base
.InputsRead
& BITFIELD64_BIT(VARYING_SLOT_PNTC
))
196 key
.do_point_coord
= 1;
198 * Window coordinates in a FBO are inverted, which means point
199 * sprite origin must be inverted, too.
201 if ((ctx
->Point
.SpriteOrigin
== GL_LOWER_LEFT
) != render_to_fbo
)
202 key
.sprite_origin_lower_left
= true;
204 /* BRW_NEW_INTERPOLATION_MAP */
205 key
.interpolation_mode
= brw
->interpolation_mode
;
207 /* _NEW_LIGHT | _NEW_PROGRAM */
208 key
.do_twoside_color
= ((ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
) ||
209 ctx
->VertexProgram
._TwoSideEnabled
);
212 if (key
.do_twoside_color
) {
213 /* If we're rendering to a FBO, we have to invert the polygon
214 * face orientation, just as we invert the viewport in
215 * sf_unit_create_from_key().
217 key
.frontface_ccw
= ctx
->Polygon
._FrontBit
== render_to_fbo
;
220 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_SF_PROG
,
222 &brw
->sf
.prog_offset
, &brw
->sf
.prog_data
)) {
223 compile_sf_prog( brw
, &key
);