63d2e3f0f032541bb7dd81a41a4bb4cc7ffbf78f
[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 "brw_context.h"
35 #include "brw_vs.h"
36 #include "brw_util.h"
37 #include "brw_state.h"
38 #include "program/prog_print.h"
39 #include "program/prog_parameter.h"
40 #include "brw_nir.h"
41
42 #include "util/ralloc.h"
43
44 /**
45 * Decide which set of clip planes should be used when clipping via
46 * gl_Position or gl_ClipVertex.
47 */
48 gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
49 {
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
55 * specified.
56 */
57 return ctx->Transform.EyeUserPlane;
58 } else {
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
63 * core.
64 */
65 return ctx->Transform._ClipUserPlane;
66 }
67 }
68
69 bool
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)
74 {
75 GLuint program_size;
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;
79 void *mem_ctx;
80 int i;
81 struct brw_shader *vs = NULL;
82 bool start_busy = false;
83 double start_time = 0;
84
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.
90 */
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);
95 }
96
97 if (prog)
98 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
99
100 memset(&prog_data, 0, sizeof(prog_data));
101
102 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
103 if (!prog)
104 stage_prog_data->use_alt_mode = true;
105
106 mem_ctx = ralloc_context(NULL);
107
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);
112
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.
116 */
117 int param_count = vp->program.Base.nir->num_uniforms;
118 if (!brw->intelScreen->compiler->scalar_vs)
119 param_count *= 4;
120
121 if (vs)
122 prog_data.base.base.nr_image_params = vs->base.NumImages;
123
124 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
125 * planes as uniforms.
126 */
127 param_count += key->nr_userclip_plane_consts * 4;
128
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;
137
138 if (prog) {
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);
142 } else {
143 brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
144 &prog_data.base.base);
145 }
146
147 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
148 prog_data.inputs_read = vp->program.Base.InputsRead;
149
150 if (key->copy_edgeflag) {
151 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
152 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
153 }
154
155 if (brw->gen < 6) {
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.
161 */
162 for (i = 0; i < 8; i++) {
163 if (key->point_coord_replace & (1 << i))
164 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
165 }
166
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);
172 }
173
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.
177 */
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);
181 }
182
183 brw_compute_vue_map(brw->intelScreen->devinfo,
184 &prog_data.base.vue_map, outputs_written,
185 prog ? prog->SeparateShader : false);
186
187 if (0) {
188 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
189 true);
190 }
191
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();
196 }
197
198 if (unlikely(INTEL_DEBUG & DEBUG_VS))
199 brw_dump_ir("vertex", prog, &vs->base, &vp->program.Base);
200
201 /* Emit GEN4 code.
202 */
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);
207 return false;
208 }
209
210 if (unlikely(brw->perf_debug) && vs) {
211 if (vs->compiled_once) {
212 brw_vs_debug_recompile(brw, prog, key);
213 }
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);
217 }
218 vs->compiled_once = true;
219 }
220
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);
226 }
227
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);
234
235 return true;
236 }
237
238 static bool
239 key_debug(struct brw_context *brw, const char *name, int a, int b)
240 {
241 if (a != b) {
242 perf_debug(" %s %d->%d\n", name, a, b);
243 return true;
244 }
245 return false;
246 }
247
248 void
249 brw_vs_debug_recompile(struct brw_context *brw,
250 struct gl_shader_program *prog,
251 const struct brw_vs_prog_key *key)
252 {
253 struct brw_cache_item *c = NULL;
254 const struct brw_vs_prog_key *old_key = NULL;
255 bool found = false;
256
257 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
258
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) {
262 old_key = c->key;
263
264 if (old_key->program_string_id == key->program_string_id)
265 break;
266 }
267 }
268 if (c)
269 break;
270 }
271
272 if (!c) {
273 perf_debug(" Didn't find previous compile in the shader cache for "
274 "debug\n");
275 return;
276 }
277
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]);
282 }
283
284 found |= key_debug(brw, "legacy user clipping",
285 old_key->nr_userclip_plane_consts,
286 key->nr_userclip_plane_consts);
287
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);
294
295 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
296
297 if (!found) {
298 perf_debug(" Something else\n");
299 }
300 }
301
302 static bool
303 brw_vs_state_dirty(struct brw_context *brw)
304 {
305 return brw_state_dirty(brw,
306 _NEW_BUFFERS |
307 _NEW_LIGHT |
308 _NEW_POINT |
309 _NEW_POLYGON |
310 _NEW_TEXTURE |
311 _NEW_TRANSFORM,
312 BRW_NEW_VERTEX_PROGRAM |
313 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
314 }
315
316 static void
317 brw_vs_populate_key(struct brw_context *brw,
318 struct brw_vs_prog_key *key)
319 {
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;
325 int i;
326
327 memset(key, 0, sizeof(*key));
328
329 /* Just upload the program verbatim for now. Always send it all
330 * the inputs it asks for, whether they are varying or not.
331 */
332 key->program_string_id = vp->id;
333
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;
339 }
340
341 /* _NEW_POLYGON */
342 if (brw->gen < 6) {
343 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
344 ctx->Polygon.BackMode != GL_FILL);
345 }
346
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;
351 }
352
353 /* _NEW_POINT */
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);
358 }
359 }
360
361 /* _NEW_TEXTURE */
362 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
363 &key->tex);
364
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));
368 }
369
370 void
371 brw_upload_vs_prog(struct brw_context *brw)
372 {
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;
379
380 if (!brw_vs_state_dirty(brw))
381 return;
382
383 brw_vs_populate_key(brw, &key);
384
385 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
386 &key, sizeof(key),
387 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
388 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
389 vp, &key);
390 (void) success;
391 assert(success);
392 }
393 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
394 }
395
396 bool
397 brw_vs_precompile(struct gl_context *ctx,
398 struct gl_shader_program *shader_prog,
399 struct gl_program *prog)
400 {
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;
405 bool success;
406
407 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
408 struct brw_vertex_program *bvp = brw_vertex_program(vp);
409
410 memset(&key, 0, sizeof(key));
411
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));
417
418 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
419
420 brw->vs.base.prog_offset = old_prog_offset;
421 brw->vs.prog_data = old_prog_data;
422
423 return success;
424 }