glsl: Lower UBO and SSBO access in glsl linker
[mesa.git] / src / mesa / drivers / dri / i965 / brw_vs.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/compiler.h"
34 #include "main/context.h"
35 #include "brw_context.h"
36 #include "brw_vs.h"
37 #include "brw_util.h"
38 #include "brw_state.h"
39 #include "program/prog_print.h"
40 #include "program/prog_parameter.h"
41 #include "brw_nir.h"
42
43 #include "util/ralloc.h"
44
45 bool
46 brw_codegen_vs_prog(struct brw_context *brw,
47 struct gl_shader_program *prog,
48 struct brw_vertex_program *vp,
49 struct brw_vs_prog_key *key)
50 {
51 GLuint program_size;
52 const GLuint *program;
53 struct brw_vs_prog_data prog_data;
54 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
55 void *mem_ctx;
56 int i;
57 struct brw_shader *vs = NULL;
58 bool start_busy = false;
59 double start_time = 0;
60
61 if (prog)
62 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
63
64 memset(&prog_data, 0, sizeof(prog_data));
65
66 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
67 if (!prog)
68 stage_prog_data->use_alt_mode = true;
69
70 mem_ctx = ralloc_context(NULL);
71
72 brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
73 brw->intelScreen->devinfo,
74 prog, &vp->program.Base,
75 &prog_data.base.base, 0);
76
77 /* Allocate the references to the uniforms that will end up in the
78 * prog_data associated with the compiled program, and which will be freed
79 * by the state cache.
80 */
81 int param_count = vp->program.Base.nir->num_uniforms;
82 if (!brw->intelScreen->compiler->scalar_vs)
83 param_count *= 4;
84
85 if (vs)
86 prog_data.base.base.nr_image_params = vs->base.NumImages;
87
88 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
89 * planes as uniforms.
90 */
91 param_count += key->nr_userclip_plane_consts * 4;
92
93 stage_prog_data->param =
94 rzalloc_array(NULL, const gl_constant_value *, param_count);
95 stage_prog_data->pull_param =
96 rzalloc_array(NULL, const gl_constant_value *, param_count);
97 stage_prog_data->image_param =
98 rzalloc_array(NULL, struct brw_image_param,
99 stage_prog_data->nr_image_params);
100 stage_prog_data->nr_params = param_count;
101
102 if (prog) {
103 brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
104 &prog_data.base.base,
105 brw->intelScreen->compiler->scalar_vs);
106 } else {
107 brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
108 &prog_data.base.base);
109 }
110
111 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
112 prog_data.inputs_read = vp->program.Base.InputsRead;
113
114 if (key->copy_edgeflag) {
115 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
116 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
117 }
118
119 if (brw->gen < 6) {
120 /* Put dummy slots into the VUE for the SF to put the replaced
121 * point sprite coords in. We shouldn't need these dummy slots,
122 * which take up precious URB space, but it would mean that the SF
123 * doesn't get nice aligned pairs of input coords into output
124 * coords, which would be a pain to handle.
125 */
126 for (i = 0; i < 8; i++) {
127 if (key->point_coord_replace & (1 << i))
128 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
129 }
130
131 /* if back colors are written, allocate slots for front colors too */
132 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
133 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
134 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
135 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
136 }
137
138 /* In order for legacy clipping to work, we need to populate the clip
139 * distance varying slots whenever clipping is enabled, even if the vertex
140 * shader doesn't write to gl_ClipDistance.
141 */
142 if (key->nr_userclip_plane_consts > 0) {
143 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
144 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
145 }
146
147 brw_compute_vue_map(brw->intelScreen->devinfo,
148 &prog_data.base.vue_map, outputs_written,
149 prog ? prog->SeparateShader : false);
150
151 if (0) {
152 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
153 true);
154 }
155
156 if (unlikely(brw->perf_debug)) {
157 start_busy = (brw->batch.last_bo &&
158 drm_intel_bo_busy(brw->batch.last_bo));
159 start_time = get_time();
160 }
161
162 if (unlikely(INTEL_DEBUG & DEBUG_VS))
163 brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
164
165 int st_index = -1;
166 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
167 st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
168
169 /* Emit GEN4 code.
170 */
171 char *error_str;
172 program = brw_compile_vs(brw->intelScreen->compiler, brw, mem_ctx, key,
173 &prog_data, vp->program.Base.nir,
174 brw_select_clip_planes(&brw->ctx),
175 !_mesa_is_gles3(&brw->ctx),
176 st_index, &program_size, &error_str);
177 if (program == NULL) {
178 if (prog) {
179 prog->LinkStatus = false;
180 ralloc_strcat(&prog->InfoLog, error_str);
181 }
182
183 _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
184
185 ralloc_free(mem_ctx);
186 return false;
187 }
188
189 if (unlikely(brw->perf_debug) && vs) {
190 if (vs->compiled_once) {
191 brw_vs_debug_recompile(brw, prog, key);
192 }
193 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
194 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
195 (get_time() - start_time) * 1000);
196 }
197 vs->compiled_once = true;
198 }
199
200 /* Scratch space is used for register spilling */
201 if (prog_data.base.base.total_scratch) {
202 brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
203 prog_data.base.base.total_scratch *
204 brw->max_vs_threads);
205 }
206
207 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
208 key, sizeof(struct brw_vs_prog_key),
209 program, program_size,
210 &prog_data, sizeof(prog_data),
211 &brw->vs.base.prog_offset, &brw->vs.prog_data);
212 ralloc_free(mem_ctx);
213
214 return true;
215 }
216
217 static bool
218 key_debug(struct brw_context *brw, const char *name, int a, int b)
219 {
220 if (a != b) {
221 perf_debug(" %s %d->%d\n", name, a, b);
222 return true;
223 }
224 return false;
225 }
226
227 void
228 brw_vs_debug_recompile(struct brw_context *brw,
229 struct gl_shader_program *prog,
230 const struct brw_vs_prog_key *key)
231 {
232 struct brw_cache_item *c = NULL;
233 const struct brw_vs_prog_key *old_key = NULL;
234 bool found = false;
235
236 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
237
238 for (unsigned int i = 0; i < brw->cache.size; i++) {
239 for (c = brw->cache.items[i]; c; c = c->next) {
240 if (c->cache_id == BRW_CACHE_VS_PROG) {
241 old_key = c->key;
242
243 if (old_key->program_string_id == key->program_string_id)
244 break;
245 }
246 }
247 if (c)
248 break;
249 }
250
251 if (!c) {
252 perf_debug(" Didn't find previous compile in the shader cache for "
253 "debug\n");
254 return;
255 }
256
257 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
258 found |= key_debug(brw, "Vertex attrib w/a flags",
259 old_key->gl_attrib_wa_flags[i],
260 key->gl_attrib_wa_flags[i]);
261 }
262
263 found |= key_debug(brw, "legacy user clipping",
264 old_key->nr_userclip_plane_consts,
265 key->nr_userclip_plane_consts);
266
267 found |= key_debug(brw, "copy edgeflag",
268 old_key->copy_edgeflag, key->copy_edgeflag);
269 found |= key_debug(brw, "PointCoord replace",
270 old_key->point_coord_replace, key->point_coord_replace);
271 found |= key_debug(brw, "vertex color clamping",
272 old_key->clamp_vertex_color, key->clamp_vertex_color);
273
274 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
275
276 if (!found) {
277 perf_debug(" Something else\n");
278 }
279 }
280
281 static bool
282 brw_vs_state_dirty(struct brw_context *brw)
283 {
284 return brw_state_dirty(brw,
285 _NEW_BUFFERS |
286 _NEW_LIGHT |
287 _NEW_POINT |
288 _NEW_POLYGON |
289 _NEW_TEXTURE |
290 _NEW_TRANSFORM,
291 BRW_NEW_VERTEX_PROGRAM |
292 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
293 }
294
295 static void
296 brw_vs_populate_key(struct brw_context *brw,
297 struct brw_vs_prog_key *key)
298 {
299 struct gl_context *ctx = &brw->ctx;
300 /* BRW_NEW_VERTEX_PROGRAM */
301 struct brw_vertex_program *vp =
302 (struct brw_vertex_program *)brw->vertex_program;
303 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
304 int i;
305
306 memset(key, 0, sizeof(*key));
307
308 /* Just upload the program verbatim for now. Always send it all
309 * the inputs it asks for, whether they are varying or not.
310 */
311 key->program_string_id = vp->id;
312
313 if (ctx->Transform.ClipPlanesEnabled != 0 &&
314 (ctx->API == API_OPENGL_COMPAT ||
315 ctx->API == API_OPENGLES) &&
316 vp->program.Base.ClipDistanceArraySize == 0) {
317 key->nr_userclip_plane_consts =
318 _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
319 }
320
321 /* _NEW_POLYGON */
322 if (brw->gen < 6) {
323 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
324 ctx->Polygon.BackMode != GL_FILL);
325 }
326
327 if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
328 VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
329 /* _NEW_LIGHT | _NEW_BUFFERS */
330 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
331 }
332
333 /* _NEW_POINT */
334 if (brw->gen < 6 && ctx->Point.PointSprite) {
335 for (i = 0; i < 8; i++) {
336 if (ctx->Point.CoordReplace[i])
337 key->point_coord_replace |= (1 << i);
338 }
339 }
340
341 /* _NEW_TEXTURE */
342 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
343 &key->tex);
344
345 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
346 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
347 sizeof(brw->vb.attrib_wa_flags));
348 }
349
350 void
351 brw_upload_vs_prog(struct brw_context *brw)
352 {
353 struct gl_context *ctx = &brw->ctx;
354 struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
355 struct brw_vs_prog_key key;
356 /* BRW_NEW_VERTEX_PROGRAM */
357 struct brw_vertex_program *vp =
358 (struct brw_vertex_program *)brw->vertex_program;
359
360 if (!brw_vs_state_dirty(brw))
361 return;
362
363 brw_vs_populate_key(brw, &key);
364
365 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
366 &key, sizeof(key),
367 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
368 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
369 vp, &key);
370 (void) success;
371 assert(success);
372 }
373 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
374 }
375
376 bool
377 brw_vs_precompile(struct gl_context *ctx,
378 struct gl_shader_program *shader_prog,
379 struct gl_program *prog)
380 {
381 struct brw_context *brw = brw_context(ctx);
382 struct brw_vs_prog_key key;
383 uint32_t old_prog_offset = brw->vs.base.prog_offset;
384 struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
385 bool success;
386
387 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
388 struct brw_vertex_program *bvp = brw_vertex_program(vp);
389
390 memset(&key, 0, sizeof(key));
391
392 brw_setup_tex_for_precompile(brw, &key.tex, prog);
393 key.program_string_id = bvp->id;
394 key.clamp_vertex_color =
395 (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
396 VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
397
398 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
399
400 brw->vs.base.prog_offset = old_prog_offset;
401 brw->vs.prog_data = old_prog_data;
402
403 return success;
404 }