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);
152 _mesa_fprint_program_opt(stderr
, &vp
->program
.Base
, PROG_PRINT_DEBUG
,
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();
162 if (unlikely(INTEL_DEBUG
& DEBUG_VS
))
163 brw_dump_ir("vertex", prog
, vs
? &vs
->base
: NULL
, &vp
->program
.Base
);
166 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
)
167 st_index
= brw_get_shader_time_index(brw
, prog
, &vp
->program
.Base
, ST_VS
);
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
) {
179 prog
->LinkStatus
= false;
180 ralloc_strcat(&prog
->InfoLog
, error_str
);
183 _mesa_problem(NULL
, "Failed to compile vertex shader: %s\n", error_str
);
185 ralloc_free(mem_ctx
);
189 if (unlikely(brw
->perf_debug
) && vs
) {
190 if (vs
->compiled_once
) {
191 brw_vs_debug_recompile(brw
, prog
, key
);
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);
197 vs
->compiled_once
= true;
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
);
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
);
218 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
221 perf_debug(" %s %d->%d\n", name
, a
, b
);
228 brw_vs_debug_recompile(struct brw_context
*brw
,
229 struct gl_shader_program
*prog
,
230 const struct brw_vs_prog_key
*key
)
232 struct brw_cache_item
*c
= NULL
;
233 const struct brw_vs_prog_key
*old_key
= NULL
;
236 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
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
) {
243 if (old_key
->program_string_id
== key
->program_string_id
)
252 perf_debug(" Didn't find previous compile in the shader cache for "
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
]);
263 found
|= key_debug(brw
, "legacy user clipping",
264 old_key
->nr_userclip_plane_consts
,
265 key
->nr_userclip_plane_consts
);
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
);
274 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
277 perf_debug(" Something else\n");
282 brw_vs_state_dirty(struct brw_context
*brw
)
284 return brw_state_dirty(brw
,
291 BRW_NEW_VERTEX_PROGRAM
|
292 BRW_NEW_VS_ATTRIB_WORKAROUNDS
);
296 brw_vs_populate_key(struct brw_context
*brw
,
297 struct brw_vs_prog_key
*key
)
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
;
306 memset(key
, 0, sizeof(*key
));
308 /* Just upload the program verbatim for now. Always send it all
309 * the inputs it asks for, whether they are varying or not.
311 key
->program_string_id
= vp
->id
;
313 if (ctx
->Transform
.ClipPlanesEnabled
!= 0 &&
314 ctx
->API
== API_OPENGL_COMPAT
&&
315 !vp
->program
.Base
.UsesClipDistanceOut
) {
316 key
->nr_userclip_plane_consts
=
317 _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
322 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
323 ctx
->Polygon
.BackMode
!= GL_FILL
);
326 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
327 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
328 /* _NEW_LIGHT | _NEW_BUFFERS */
329 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
333 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
334 for (i
= 0; i
< 8; i
++) {
335 if (ctx
->Point
.CoordReplace
[i
])
336 key
->point_coord_replace
|= (1 << i
);
341 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
344 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
345 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
346 sizeof(brw
->vb
.attrib_wa_flags
));
350 brw_upload_vs_prog(struct brw_context
*brw
)
352 struct gl_context
*ctx
= &brw
->ctx
;
353 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
354 struct brw_vs_prog_key key
;
355 /* BRW_NEW_VERTEX_PROGRAM */
356 struct brw_vertex_program
*vp
=
357 (struct brw_vertex_program
*)brw
->vertex_program
;
359 if (!brw_vs_state_dirty(brw
))
362 brw_vs_populate_key(brw
, &key
);
364 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
366 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
367 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
372 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
376 brw_vs_precompile(struct gl_context
*ctx
,
377 struct gl_shader_program
*shader_prog
,
378 struct gl_program
*prog
)
380 struct brw_context
*brw
= brw_context(ctx
);
381 struct brw_vs_prog_key key
;
382 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
383 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
386 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
387 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
389 memset(&key
, 0, sizeof(key
));
391 brw_setup_tex_for_precompile(brw
, &key
.tex
, prog
);
392 key
.program_string_id
= bvp
->id
;
393 key
.clamp_vertex_color
=
394 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
395 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
397 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
399 brw
->vs
.base
.prog_offset
= old_prog_offset
;
400 brw
->vs
.prog_data
= old_prog_data
;