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 "main/context.h"
35 #include "brw_context.h"
38 #include "brw_state.h"
39 #include "program/prog_print.h"
40 #include "program/prog_parameter.h"
43 #include "util/ralloc.h"
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
)
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
;
57 struct brw_shader
*vs
= NULL
;
58 bool start_busy
= false;
59 double start_time
= 0;
62 vs
= (struct brw_shader
*) prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
64 memset(&prog_data
, 0, sizeof(prog_data
));
66 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
68 stage_prog_data
->use_alt_mode
= true;
70 mem_ctx
= ralloc_context(NULL
);
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);
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
81 int param_count
= vp
->program
.Base
.nir
->num_uniforms
;
82 if (!brw
->intelScreen
->compiler
->scalar_vs
)
86 prog_data
.base
.base
.nr_image_params
= vs
->base
.NumImages
;
88 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
91 param_count
+= key
->nr_userclip_plane_consts
* 4;
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
;
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
);
107 brw_nir_setup_arb_uniforms(vp
->program
.Base
.nir
, &vp
->program
.Base
,
108 &prog_data
.base
.base
);
111 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
112 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
114 if (key
->copy_edgeflag
) {
115 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
116 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
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.
126 for (i
= 0; i
< 8; i
++) {
127 if (key
->point_coord_replace
& (1 << i
))
128 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
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
);
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.
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
);
147 brw_compute_vue_map(brw
->intelScreen
->devinfo
,
148 &prog_data
.base
.vue_map
, outputs_written
,
149 prog
? prog
->SeparateShader
: false);
151 unsigned nr_attributes
= _mesa_bitcount_64(prog_data
.inputs_read
);
153 /* gl_VertexID and gl_InstanceID are system values, but arrive via an
154 * incoming vertex attribute. So, add an extra slot.
156 if (vp
->program
.Base
.SystemValuesRead
&
157 (BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
) |
158 BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID
))) {
162 /* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry
163 * Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in
164 * vec4 mode, the hardware appears to wedge unless we read something.
166 if (brw
->intelScreen
->compiler
->scalar_vs
)
167 prog_data
.base
.urb_read_length
= DIV_ROUND_UP(nr_attributes
, 2);
169 prog_data
.base
.urb_read_length
= DIV_ROUND_UP(MAX2(nr_attributes
, 1), 2);
171 prog_data
.nr_attributes
= nr_attributes
;
173 /* Since vertex shaders reuse the same VUE entry for inputs and outputs
174 * (overwriting the original contents), we need to make sure the size is
175 * the larger of the two.
177 const unsigned vue_entries
=
178 MAX2(nr_attributes
, prog_data
.base
.vue_map
.num_slots
);
181 prog_data
.base
.urb_entry_size
= DIV_ROUND_UP(vue_entries
, 8);
183 prog_data
.base
.urb_entry_size
= DIV_ROUND_UP(vue_entries
, 4);
186 _mesa_fprint_program_opt(stderr
, &vp
->program
.Base
, PROG_PRINT_DEBUG
,
190 if (unlikely(brw
->perf_debug
)) {
191 start_busy
= (brw
->batch
.last_bo
&&
192 drm_intel_bo_busy(brw
->batch
.last_bo
));
193 start_time
= get_time();
196 if (unlikely(INTEL_DEBUG
& DEBUG_VS
))
197 brw_dump_ir("vertex", prog
, vs
? &vs
->base
: NULL
, &vp
->program
.Base
);
200 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
)
201 st_index
= brw_get_shader_time_index(brw
, prog
, &vp
->program
.Base
, ST_VS
);
206 program
= brw_compile_vs(brw
->intelScreen
->compiler
, brw
, mem_ctx
, key
,
207 &prog_data
, vp
->program
.Base
.nir
,
208 brw_select_clip_planes(&brw
->ctx
),
209 !_mesa_is_gles3(&brw
->ctx
),
210 st_index
, &program_size
, &error_str
);
211 if (program
== NULL
) {
213 prog
->LinkStatus
= false;
214 ralloc_strcat(&prog
->InfoLog
, error_str
);
217 _mesa_problem(NULL
, "Failed to compile vertex shader: %s\n", error_str
);
219 ralloc_free(mem_ctx
);
223 if (unlikely(brw
->perf_debug
) && vs
) {
224 if (vs
->compiled_once
) {
225 brw_vs_debug_recompile(brw
, prog
, key
);
227 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
228 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
229 (get_time() - start_time
) * 1000);
231 vs
->compiled_once
= true;
234 /* Scratch space is used for register spilling */
235 if (prog_data
.base
.base
.total_scratch
) {
236 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
237 prog_data
.base
.base
.total_scratch
*
238 brw
->max_vs_threads
);
241 brw_upload_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
242 key
, sizeof(struct brw_vs_prog_key
),
243 program
, program_size
,
244 &prog_data
, sizeof(prog_data
),
245 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
246 ralloc_free(mem_ctx
);
252 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
255 perf_debug(" %s %d->%d\n", name
, a
, b
);
262 brw_vs_debug_recompile(struct brw_context
*brw
,
263 struct gl_shader_program
*prog
,
264 const struct brw_vs_prog_key
*key
)
266 struct brw_cache_item
*c
= NULL
;
267 const struct brw_vs_prog_key
*old_key
= NULL
;
270 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
272 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
273 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
274 if (c
->cache_id
== BRW_CACHE_VS_PROG
) {
277 if (old_key
->program_string_id
== key
->program_string_id
)
286 perf_debug(" Didn't find previous compile in the shader cache for "
291 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
292 found
|= key_debug(brw
, "Vertex attrib w/a flags",
293 old_key
->gl_attrib_wa_flags
[i
],
294 key
->gl_attrib_wa_flags
[i
]);
297 found
|= key_debug(brw
, "legacy user clipping",
298 old_key
->nr_userclip_plane_consts
,
299 key
->nr_userclip_plane_consts
);
301 found
|= key_debug(brw
, "copy edgeflag",
302 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
303 found
|= key_debug(brw
, "PointCoord replace",
304 old_key
->point_coord_replace
, key
->point_coord_replace
);
305 found
|= key_debug(brw
, "vertex color clamping",
306 old_key
->clamp_vertex_color
, key
->clamp_vertex_color
);
308 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
311 perf_debug(" Something else\n");
316 brw_vs_state_dirty(struct brw_context
*brw
)
318 return brw_state_dirty(brw
,
325 BRW_NEW_VERTEX_PROGRAM
|
326 BRW_NEW_VS_ATTRIB_WORKAROUNDS
);
330 brw_vs_populate_key(struct brw_context
*brw
,
331 struct brw_vs_prog_key
*key
)
333 struct gl_context
*ctx
= &brw
->ctx
;
334 /* BRW_NEW_VERTEX_PROGRAM */
335 struct brw_vertex_program
*vp
=
336 (struct brw_vertex_program
*)brw
->vertex_program
;
337 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
340 memset(key
, 0, sizeof(*key
));
342 /* Just upload the program verbatim for now. Always send it all
343 * the inputs it asks for, whether they are varying or not.
345 key
->program_string_id
= vp
->id
;
347 if (ctx
->Transform
.ClipPlanesEnabled
!= 0 &&
348 ctx
->API
== API_OPENGL_COMPAT
&&
349 !vp
->program
.Base
.UsesClipDistanceOut
) {
350 key
->nr_userclip_plane_consts
=
351 _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
356 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
357 ctx
->Polygon
.BackMode
!= GL_FILL
);
360 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
361 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
362 /* _NEW_LIGHT | _NEW_BUFFERS */
363 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
367 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
368 for (i
= 0; i
< 8; i
++) {
369 if (ctx
->Point
.CoordReplace
[i
])
370 key
->point_coord_replace
|= (1 << i
);
375 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
378 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
379 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
380 sizeof(brw
->vb
.attrib_wa_flags
));
384 brw_upload_vs_prog(struct brw_context
*brw
)
386 struct gl_context
*ctx
= &brw
->ctx
;
387 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
388 struct brw_vs_prog_key key
;
389 /* BRW_NEW_VERTEX_PROGRAM */
390 struct brw_vertex_program
*vp
=
391 (struct brw_vertex_program
*)brw
->vertex_program
;
393 if (!brw_vs_state_dirty(brw
))
396 brw_vs_populate_key(brw
, &key
);
398 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
400 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
401 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
406 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
410 brw_vs_precompile(struct gl_context
*ctx
,
411 struct gl_shader_program
*shader_prog
,
412 struct gl_program
*prog
)
414 struct brw_context
*brw
= brw_context(ctx
);
415 struct brw_vs_prog_key key
;
416 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
417 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
420 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
421 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
423 memset(&key
, 0, sizeof(key
));
425 brw_setup_tex_for_precompile(brw
, &key
.tex
, prog
);
426 key
.program_string_id
= bvp
->id
;
427 key
.clamp_vertex_color
=
428 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
429 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
431 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
433 brw
->vs
.base
.prog_offset
= old_prog_offset
;
434 brw
->vs
.prog_data
= old_prog_data
;