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/compiler.h"
34 #include "brw_context.h"
37 #include "brw_state.h"
38 #include "program/prog_print.h"
39 #include "program/prog_parameter.h"
41 #include "util/ralloc.h"
44 * Decide which set of clip planes should be used when clipping via
45 * gl_Position or gl_ClipVertex.
47 gl_clip_plane
*brw_select_clip_planes(struct gl_context
*ctx
)
49 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
]) {
50 /* There is currently a GLSL vertex shader, so clip according to GLSL
51 * rules, which means compare gl_ClipVertex (or gl_Position, if
52 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
53 * that were stored in EyeUserPlane at the time the clip planes were
56 return ctx
->Transform
.EyeUserPlane
;
58 /* Either we are using fixed function or an ARB vertex program. In
59 * either case the clip planes are going to be compared against
60 * gl_Position (which is in clip coordinates) so we have to clip using
61 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
64 return ctx
->Transform
._ClipUserPlane
;
70 brw_vs_prog_data_compare(const void *in_a
, const void *in_b
)
72 const struct brw_vs_prog_data
*a
= in_a
;
73 const struct brw_vs_prog_data
*b
= in_b
;
75 /* Compare the base structure. */
76 if (!brw_stage_prog_data_compare(&a
->base
.base
, &b
->base
.base
))
79 /* Compare the rest of the struct. */
80 const unsigned offset
= sizeof(struct brw_stage_prog_data
);
81 if (memcmp(((char *) a
) + offset
, ((char *) b
) + offset
,
82 sizeof(struct brw_vs_prog_data
) - offset
)) {
90 brw_codegen_vs_prog(struct brw_context
*brw
,
91 struct gl_shader_program
*prog
,
92 struct brw_vertex_program
*vp
,
93 struct brw_vs_prog_key
*key
)
96 const GLuint
*program
;
97 struct brw_vs_prog_data prog_data
;
98 struct brw_stage_prog_data
*stage_prog_data
= &prog_data
.base
.base
;
101 struct gl_shader
*vs
= NULL
;
104 vs
= prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
106 memset(&prog_data
, 0, sizeof(prog_data
));
108 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
110 stage_prog_data
->use_alt_mode
= true;
112 mem_ctx
= ralloc_context(NULL
);
114 /* Allocate the references to the uniforms that will end up in the
115 * prog_data associated with the compiled program, and which will be freed
116 * by the state cache.
120 /* We add padding around uniform values below vec4 size, with the worst
121 * case being a float value that gets blown up to a vec4, so be
124 param_count
= vs
->num_uniform_components
* 4;
127 param_count
= vp
->program
.Base
.Parameters
->NumParameters
* 4;
129 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
130 * planes as uniforms.
132 param_count
+= key
->base
.nr_userclip_plane_consts
* 4;
134 stage_prog_data
->param
=
135 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
136 stage_prog_data
->pull_param
=
137 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
138 stage_prog_data
->nr_params
= param_count
;
140 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
141 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
143 if (key
->copy_edgeflag
) {
144 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
145 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
149 /* Put dummy slots into the VUE for the SF to put the replaced
150 * point sprite coords in. We shouldn't need these dummy slots,
151 * which take up precious URB space, but it would mean that the SF
152 * doesn't get nice aligned pairs of input coords into output
153 * coords, which would be a pain to handle.
155 for (i
= 0; i
< 8; i
++) {
156 if (key
->point_coord_replace
& (1 << i
))
157 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
160 /* if back colors are written, allocate slots for front colors too */
161 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
162 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL0
);
163 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
164 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL1
);
167 /* In order for legacy clipping to work, we need to populate the clip
168 * distance varying slots whenever clipping is enabled, even if the vertex
169 * shader doesn't write to gl_ClipDistance.
171 if (key
->base
.userclip_active
) {
172 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
);
173 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
);
176 brw_compute_vue_map(brw
->intelScreen
->devinfo
,
177 &prog_data
.base
.vue_map
, outputs_written
);
180 _mesa_fprint_program_opt(stderr
, &vp
->program
.Base
, PROG_PRINT_DEBUG
,
186 program
= brw_vs_emit(brw
, mem_ctx
, key
, &prog_data
,
187 &vp
->program
, prog
, &program_size
);
188 if (program
== NULL
) {
189 ralloc_free(mem_ctx
);
193 /* Scratch space is used for register spilling */
194 if (prog_data
.base
.base
.total_scratch
) {
195 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
196 prog_data
.base
.base
.total_scratch
*
197 brw
->max_vs_threads
);
200 brw_upload_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
201 key
, sizeof(struct brw_vs_prog_key
),
202 program
, program_size
,
203 &prog_data
, sizeof(prog_data
),
204 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
205 ralloc_free(mem_ctx
);
211 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
214 perf_debug(" %s %d->%d\n", name
, a
, b
);
221 brw_vs_debug_recompile(struct brw_context
*brw
,
222 struct gl_shader_program
*prog
,
223 const struct brw_vs_prog_key
*key
)
225 struct brw_cache_item
*c
= NULL
;
226 const struct brw_vs_prog_key
*old_key
= NULL
;
229 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
231 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
232 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
233 if (c
->cache_id
== BRW_CACHE_VS_PROG
) {
236 if (old_key
->base
.program_string_id
== key
->base
.program_string_id
)
245 perf_debug(" Didn't find previous compile in the shader cache for "
250 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
251 found
|= key_debug(brw
, "Vertex attrib w/a flags",
252 old_key
->gl_attrib_wa_flags
[i
],
253 key
->gl_attrib_wa_flags
[i
]);
256 found
|= key_debug(brw
, "user clip flags",
257 old_key
->base
.userclip_active
, key
->base
.userclip_active
);
259 found
|= key_debug(brw
, "user clipping planes as push constants",
260 old_key
->base
.nr_userclip_plane_consts
,
261 key
->base
.nr_userclip_plane_consts
);
263 found
|= key_debug(brw
, "copy edgeflag",
264 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
265 found
|= key_debug(brw
, "PointCoord replace",
266 old_key
->point_coord_replace
, key
->point_coord_replace
);
267 found
|= key_debug(brw
, "vertex color clamping",
268 old_key
->clamp_vertex_color
, key
->clamp_vertex_color
);
270 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->base
.tex
,
274 perf_debug(" Something else\n");
280 brw_setup_vue_key_clip_info(struct brw_context
*brw
,
281 struct brw_vue_prog_key
*key
,
282 bool program_uses_clip_distance
)
284 struct gl_context
*ctx
= &brw
->ctx
;
286 key
->userclip_active
= (ctx
->Transform
.ClipPlanesEnabled
!= 0);
287 if (key
->userclip_active
&& !program_uses_clip_distance
) {
288 key
->nr_userclip_plane_consts
289 = _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
294 brw_vs_state_dirty(struct brw_context
*brw
)
296 return brw_state_dirty(brw
,
303 BRW_NEW_VERTEX_PROGRAM
|
304 BRW_NEW_VS_ATTRIB_WORKAROUNDS
);
308 brw_vs_populate_key(struct brw_context
*brw
,
309 struct brw_vs_prog_key
*key
)
311 struct gl_context
*ctx
= &brw
->ctx
;
312 /* BRW_NEW_VERTEX_PROGRAM */
313 struct brw_vertex_program
*vp
=
314 (struct brw_vertex_program
*)brw
->vertex_program
;
315 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
318 memset(key
, 0, sizeof(*key
));
320 /* Just upload the program verbatim for now. Always send it all
321 * the inputs it asks for, whether they are varying or not.
323 key
->base
.program_string_id
= vp
->id
;
324 brw_setup_vue_key_clip_info(brw
, &key
->base
,
325 vp
->program
.Base
.UsesClipDistanceOut
);
329 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
330 ctx
->Polygon
.BackMode
!= GL_FILL
);
333 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
334 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
335 /* _NEW_LIGHT | _NEW_BUFFERS */
336 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
340 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
341 for (i
= 0; i
< 8; i
++) {
342 if (ctx
->Point
.CoordReplace
[i
])
343 key
->point_coord_replace
|= (1 << i
);
348 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
351 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
352 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
353 sizeof(brw
->vb
.attrib_wa_flags
));
357 brw_upload_vs_prog(struct brw_context
*brw
)
359 struct gl_context
*ctx
= &brw
->ctx
;
360 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
361 struct brw_vs_prog_key key
;
362 /* BRW_NEW_VERTEX_PROGRAM */
363 struct brw_vertex_program
*vp
=
364 (struct brw_vertex_program
*)brw
->vertex_program
;
366 if (!brw_vs_state_dirty(brw
))
369 brw_vs_populate_key(brw
, &key
);
371 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
373 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
374 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
379 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
381 if (memcmp(&brw
->vs
.prog_data
->base
.vue_map
, &brw
->vue_map_geom_out
,
382 sizeof(brw
->vue_map_geom_out
)) != 0) {
383 brw
->vue_map_vs
= brw
->vs
.prog_data
->base
.vue_map
;
384 brw
->ctx
.NewDriverState
|= BRW_NEW_VUE_MAP_VS
;
386 /* No geometry shader support, so the VS VUE map is the VUE map for
387 * the output of the "geometry" portion of the pipeline.
389 brw
->vue_map_geom_out
= brw
->vue_map_vs
;
390 brw
->ctx
.NewDriverState
|= BRW_NEW_VUE_MAP_GEOM_OUT
;
396 brw_vs_precompile(struct gl_context
*ctx
,
397 struct gl_shader_program
*shader_prog
,
398 struct gl_program
*prog
)
400 struct brw_context
*brw
= brw_context(ctx
);
401 struct brw_vs_prog_key key
;
402 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
403 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
406 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
407 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
409 memset(&key
, 0, sizeof(key
));
411 brw_vue_setup_prog_key_for_precompile(ctx
, &key
.base
, bvp
->id
, &vp
->Base
);
412 key
.clamp_vertex_color
=
413 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
414 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
416 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
418 brw
->vs
.base
.prog_offset
= old_prog_offset
;
419 brw
->vs
.prog_data
= old_prog_data
;