i965: Rename brw/gen8_dump_compile to brw/gen8_disassemble.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_sf.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics 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 <keithw@vmware.com>
30 */
31
32
33 #include "main/glheader.h"
34 #include "main/macros.h"
35 #include "main/mtypes.h"
36 #include "main/enums.h"
37 #include "main/fbobject.h"
38
39 #include "intel_batchbuffer.h"
40
41 #include "brw_defines.h"
42 #include "brw_context.h"
43 #include "brw_eu.h"
44 #include "brw_util.h"
45 #include "brw_sf.h"
46 #include "brw_state.h"
47
48 #include "glsl/ralloc.h"
49
50 static void compile_sf_prog( struct brw_context *brw,
51 struct brw_sf_prog_key *key )
52 {
53 struct brw_sf_compile c;
54 const GLuint *program;
55 void *mem_ctx;
56 GLuint program_size;
57
58 memset(&c, 0, sizeof(c));
59
60 mem_ctx = ralloc_context(NULL);
61 /* Begin the compilation:
62 */
63 brw_init_compile(brw, &c.func, mem_ctx);
64
65 c.key = *key;
66 c.vue_map = brw->vue_map_geom_out;
67 if (c.key.do_point_coord) {
68 /*
69 * gl_PointCoord is a FS instead of VS builtin variable, thus it's
70 * not included in c.vue_map generated in VS stage. Here we add
71 * it manually to let SF shader generate the needed interpolation
72 * coefficient for FS shader.
73 */
74 c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots;
75 c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC;
76 }
77 c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
78 c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
79 c.nr_setup_regs = c.nr_attr_regs;
80
81 c.prog_data.urb_read_length = c.nr_attr_regs;
82 c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
83 c.has_flat_shading = brw_any_flat_varyings(&key->interpolation_mode);
84
85 /* Which primitive? Or all three?
86 */
87 switch (key->primitive) {
88 case SF_TRIANGLES:
89 c.nr_verts = 3;
90 brw_emit_tri_setup( &c, true );
91 break;
92 case SF_LINES:
93 c.nr_verts = 2;
94 brw_emit_line_setup( &c, true );
95 break;
96 case SF_POINTS:
97 c.nr_verts = 1;
98 if (key->do_point_sprite)
99 brw_emit_point_sprite_setup( &c, true );
100 else
101 brw_emit_point_setup( &c, true );
102 break;
103 case SF_UNFILLED_TRIS:
104 c.nr_verts = 3;
105 brw_emit_anyprim_setup( &c );
106 break;
107 default:
108 assert(0);
109 return;
110 }
111
112 brw_compact_instructions(&c.func);
113
114 /* get the program
115 */
116 program = brw_get_program(&c.func, &program_size);
117
118 if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
119 fprintf(stderr, "sf:\n");
120 brw_disassemble(brw, c.func.store, 0, program_size, stderr);
121 fprintf(stderr, "\n");
122 }
123
124 brw_upload_cache(&brw->cache, BRW_SF_PROG,
125 &c.key, sizeof(c.key),
126 program, program_size,
127 &c.prog_data, sizeof(c.prog_data),
128 &brw->sf.prog_offset, &brw->sf.prog_data);
129 ralloc_free(mem_ctx);
130 }
131
132 /* Calculate interpolants for triangle and line rasterization.
133 */
134 static void
135 brw_upload_sf_prog(struct brw_context *brw)
136 {
137 struct gl_context *ctx = &brw->ctx;
138 struct brw_sf_prog_key key;
139 /* _NEW_BUFFERS */
140 bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
141
142 memset(&key, 0, sizeof(key));
143
144 /* Populate the key, noting state dependencies:
145 */
146 /* BRW_NEW_VUE_MAP_GEOM_OUT */
147 key.attrs = brw->vue_map_geom_out.slots_valid;
148
149 /* BRW_NEW_REDUCED_PRIMITIVE */
150 switch (brw->reduced_primitive) {
151 case GL_TRIANGLES:
152 /* NOTE: We just use the edgeflag attribute as an indicator that
153 * unfilled triangles are active. We don't actually do the
154 * edgeflag testing here, it is already done in the clip
155 * program.
156 */
157 if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE))
158 key.primitive = SF_UNFILLED_TRIS;
159 else
160 key.primitive = SF_TRIANGLES;
161 break;
162 case GL_LINES:
163 key.primitive = SF_LINES;
164 break;
165 case GL_POINTS:
166 key.primitive = SF_POINTS;
167 break;
168 }
169
170 /* _NEW_TRANSFORM */
171 key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
172
173 /* _NEW_POINT */
174 key.do_point_sprite = ctx->Point.PointSprite;
175 if (key.do_point_sprite) {
176 int i;
177
178 for (i = 0; i < 8; i++) {
179 if (ctx->Point.CoordReplace[i])
180 key.point_sprite_coord_replace |= (1 << i);
181 }
182 }
183 if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(VARYING_SLOT_PNTC))
184 key.do_point_coord = 1;
185 /*
186 * Window coordinates in a FBO are inverted, which means point
187 * sprite origin must be inverted, too.
188 */
189 if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
190 key.sprite_origin_lower_left = true;
191
192 /* BRW_NEW_INTERPOLATION_MAP */
193 key.interpolation_mode = brw->interpolation_mode;
194
195 /* _NEW_LIGHT | _NEW_PROGRAM */
196 key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
197 ctx->VertexProgram._TwoSideEnabled);
198
199 /* _NEW_POLYGON */
200 if (key.do_twoside_color) {
201 /* If we're rendering to a FBO, we have to invert the polygon
202 * face orientation, just as we invert the viewport in
203 * sf_unit_create_from_key().
204 */
205 key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) != render_to_fbo;
206 }
207
208 if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
209 &key, sizeof(key),
210 &brw->sf.prog_offset, &brw->sf.prog_data)) {
211 compile_sf_prog( brw, &key );
212 }
213 }
214
215
216 const struct brw_tracked_state brw_sf_prog = {
217 .dirty = {
218 .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
219 _NEW_TRANSFORM | _NEW_BUFFERS | _NEW_PROGRAM),
220 .brw = (BRW_NEW_REDUCED_PRIMITIVE |
221 BRW_NEW_VUE_MAP_GEOM_OUT |
222 BRW_NEW_INTERPOLATION_MAP)
223 },
224 .emit = brw_upload_sf_prog
225 };
226