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"
42 #include "util/ralloc.h"
45 * Decide which set of clip planes should be used when clipping via
46 * gl_Position or gl_ClipVertex.
48 gl_clip_plane
*brw_select_clip_planes(struct gl_context
*ctx
)
50 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
]) {
51 /* There is currently a GLSL vertex shader, so clip according to GLSL
52 * rules, which means compare gl_ClipVertex (or gl_Position, if
53 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
54 * that were stored in EyeUserPlane at the time the clip planes were
57 return ctx
->Transform
.EyeUserPlane
;
59 /* Either we are using fixed function or an ARB vertex program. In
60 * either case the clip planes are going to be compared against
61 * gl_Position (which is in clip coordinates) so we have to clip using
62 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
65 return ctx
->Transform
._ClipUserPlane
;
70 brw_codegen_vs_prog(struct brw_context
*brw
,
71 struct gl_shader_program
*prog
,
72 struct brw_vertex_program
*vp
,
73 struct brw_vs_prog_key
*key
)
76 const GLuint
*program
;
77 struct brw_vs_prog_data prog_data
;
78 struct brw_stage_prog_data
*stage_prog_data
= &prog_data
.base
.base
;
81 struct brw_shader
*vs
= NULL
;
82 bool start_busy
= false;
83 double start_time
= 0;
85 if (!vp
->program
.Base
.nir
) {
86 /* Normally we generate NIR in LinkShader() or
87 * ProgramStringNotify(), but Mesa's fixed-function vertex program
88 * handling doesn't notify the driver at all. Just do it here, at
89 * the last minute, even though it's lame.
91 assert(vp
->program
.Base
.Id
== 0 && prog
== NULL
);
92 vp
->program
.Base
.nir
=
93 brw_create_nir(brw
, NULL
, &vp
->program
.Base
, MESA_SHADER_VERTEX
,
94 brw
->intelScreen
->compiler
->scalar_vs
);
98 vs
= (struct brw_shader
*) prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
100 memset(&prog_data
, 0, sizeof(prog_data
));
102 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
104 stage_prog_data
->use_alt_mode
= true;
106 mem_ctx
= ralloc_context(NULL
);
108 brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX
,
109 brw
->intelScreen
->devinfo
,
110 prog
, &vp
->program
.Base
,
111 &prog_data
.base
.base
, 0);
113 /* Allocate the references to the uniforms that will end up in the
114 * prog_data associated with the compiled program, and which will be freed
115 * by the state cache.
117 int param_count
= vp
->program
.Base
.nir
->num_uniforms
;
118 if (!brw
->intelScreen
->compiler
->scalar_vs
)
122 prog_data
.base
.base
.nr_image_params
= vs
->base
.NumImages
;
124 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
125 * planes as uniforms.
127 param_count
+= key
->nr_userclip_plane_consts
* 4;
129 stage_prog_data
->param
=
130 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
131 stage_prog_data
->pull_param
=
132 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
133 stage_prog_data
->image_param
=
134 rzalloc_array(NULL
, struct brw_image_param
,
135 stage_prog_data
->nr_image_params
);
136 stage_prog_data
->nr_params
= param_count
;
139 brw_nir_setup_glsl_uniforms(vp
->program
.Base
.nir
, prog
, &vp
->program
.Base
,
140 &prog_data
.base
.base
,
141 brw
->intelScreen
->compiler
->scalar_vs
);
143 brw_nir_setup_arb_uniforms(vp
->program
.Base
.nir
, &vp
->program
.Base
,
144 &prog_data
.base
.base
);
147 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
148 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
150 if (key
->copy_edgeflag
) {
151 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
152 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
156 /* Put dummy slots into the VUE for the SF to put the replaced
157 * point sprite coords in. We shouldn't need these dummy slots,
158 * which take up precious URB space, but it would mean that the SF
159 * doesn't get nice aligned pairs of input coords into output
160 * coords, which would be a pain to handle.
162 for (i
= 0; i
< 8; i
++) {
163 if (key
->point_coord_replace
& (1 << i
))
164 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
167 /* if back colors are written, allocate slots for front colors too */
168 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
169 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL0
);
170 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
171 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL1
);
174 /* In order for legacy clipping to work, we need to populate the clip
175 * distance varying slots whenever clipping is enabled, even if the vertex
176 * shader doesn't write to gl_ClipDistance.
178 if (key
->nr_userclip_plane_consts
> 0) {
179 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
);
180 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
);
183 brw_compute_vue_map(brw
->intelScreen
->devinfo
,
184 &prog_data
.base
.vue_map
, outputs_written
,
185 prog
? prog
->SeparateShader
: false);
188 _mesa_fprint_program_opt(stderr
, &vp
->program
.Base
, PROG_PRINT_DEBUG
,
192 if (unlikely(brw
->perf_debug
)) {
193 start_busy
= (brw
->batch
.last_bo
&&
194 drm_intel_bo_busy(brw
->batch
.last_bo
));
195 start_time
= get_time();
198 if (unlikely(INTEL_DEBUG
& DEBUG_VS
))
199 brw_dump_ir("vertex", prog
, &vs
->base
, &vp
->program
.Base
);
203 program
= brw_vs_emit(brw
, mem_ctx
, key
, &prog_data
,
204 &vp
->program
, prog
, &program_size
);
205 if (program
== NULL
) {
206 ralloc_free(mem_ctx
);
210 if (unlikely(brw
->perf_debug
) && vs
) {
211 if (vs
->compiled_once
) {
212 brw_vs_debug_recompile(brw
, prog
, key
);
214 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
215 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
216 (get_time() - start_time
) * 1000);
218 vs
->compiled_once
= true;
221 /* Scratch space is used for register spilling */
222 if (prog_data
.base
.base
.total_scratch
) {
223 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
224 prog_data
.base
.base
.total_scratch
*
225 brw
->max_vs_threads
);
228 brw_upload_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
229 key
, sizeof(struct brw_vs_prog_key
),
230 program
, program_size
,
231 &prog_data
, sizeof(prog_data
),
232 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
233 ralloc_free(mem_ctx
);
239 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
242 perf_debug(" %s %d->%d\n", name
, a
, b
);
249 brw_vs_debug_recompile(struct brw_context
*brw
,
250 struct gl_shader_program
*prog
,
251 const struct brw_vs_prog_key
*key
)
253 struct brw_cache_item
*c
= NULL
;
254 const struct brw_vs_prog_key
*old_key
= NULL
;
257 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
259 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
260 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
261 if (c
->cache_id
== BRW_CACHE_VS_PROG
) {
264 if (old_key
->program_string_id
== key
->program_string_id
)
273 perf_debug(" Didn't find previous compile in the shader cache for "
278 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
279 found
|= key_debug(brw
, "Vertex attrib w/a flags",
280 old_key
->gl_attrib_wa_flags
[i
],
281 key
->gl_attrib_wa_flags
[i
]);
284 found
|= key_debug(brw
, "legacy user clipping",
285 old_key
->nr_userclip_plane_consts
,
286 key
->nr_userclip_plane_consts
);
288 found
|= key_debug(brw
, "copy edgeflag",
289 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
290 found
|= key_debug(brw
, "PointCoord replace",
291 old_key
->point_coord_replace
, key
->point_coord_replace
);
292 found
|= key_debug(brw
, "vertex color clamping",
293 old_key
->clamp_vertex_color
, key
->clamp_vertex_color
);
295 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
298 perf_debug(" Something else\n");
303 brw_vs_state_dirty(struct brw_context
*brw
)
305 return brw_state_dirty(brw
,
312 BRW_NEW_VERTEX_PROGRAM
|
313 BRW_NEW_VS_ATTRIB_WORKAROUNDS
);
317 brw_vs_populate_key(struct brw_context
*brw
,
318 struct brw_vs_prog_key
*key
)
320 struct gl_context
*ctx
= &brw
->ctx
;
321 /* BRW_NEW_VERTEX_PROGRAM */
322 struct brw_vertex_program
*vp
=
323 (struct brw_vertex_program
*)brw
->vertex_program
;
324 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
327 memset(key
, 0, sizeof(*key
));
329 /* Just upload the program verbatim for now. Always send it all
330 * the inputs it asks for, whether they are varying or not.
332 key
->program_string_id
= vp
->id
;
334 if (ctx
->Transform
.ClipPlanesEnabled
!= 0 &&
335 ctx
->API
== API_OPENGL_COMPAT
&&
336 !vp
->program
.Base
.UsesClipDistanceOut
) {
337 key
->nr_userclip_plane_consts
=
338 _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
343 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
344 ctx
->Polygon
.BackMode
!= GL_FILL
);
347 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
348 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
349 /* _NEW_LIGHT | _NEW_BUFFERS */
350 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
354 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
355 for (i
= 0; i
< 8; i
++) {
356 if (ctx
->Point
.CoordReplace
[i
])
357 key
->point_coord_replace
|= (1 << i
);
362 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
365 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
366 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
367 sizeof(brw
->vb
.attrib_wa_flags
));
371 brw_upload_vs_prog(struct brw_context
*brw
)
373 struct gl_context
*ctx
= &brw
->ctx
;
374 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
375 struct brw_vs_prog_key key
;
376 /* BRW_NEW_VERTEX_PROGRAM */
377 struct brw_vertex_program
*vp
=
378 (struct brw_vertex_program
*)brw
->vertex_program
;
380 if (!brw_vs_state_dirty(brw
))
383 brw_vs_populate_key(brw
, &key
);
385 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
387 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
388 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
393 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
397 brw_vs_precompile(struct gl_context
*ctx
,
398 struct gl_shader_program
*shader_prog
,
399 struct gl_program
*prog
)
401 struct brw_context
*brw
= brw_context(ctx
);
402 struct brw_vs_prog_key key
;
403 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
404 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
407 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
408 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
410 memset(&key
, 0, sizeof(key
));
412 brw_setup_tex_for_precompile(brw
, &key
.tex
, prog
);
413 key
.program_string_id
= bvp
->id
;
414 key
.clamp_vertex_color
=
415 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
416 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
418 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
420 brw
->vs
.base
.prog_offset
= old_prog_offset
;
421 brw
->vs
.prog_data
= old_prog_data
;