2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) 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 <keith@tungstengraphics.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 "glsl/ralloc.h"
43 static inline void assign_vue_slot(struct brw_vue_map
*vue_map
,
46 /* Make sure this varying hasn't been assigned a slot already */
47 assert (vue_map
->varying_to_slot
[varying
] == -1);
49 vue_map
->varying_to_slot
[varying
] = vue_map
->num_slots
;
50 vue_map
->slot_to_varying
[vue_map
->num_slots
++] = varying
;
54 * Compute the VUE map for vertex shader program.
56 * Note that consumers of this map using cache keys must include
57 * prog_data->userclip and prog_data->outputs_written in their key
58 * (generated by CACHE_NEW_VS_PROG).
61 brw_compute_vue_map(struct brw_context
*brw
, struct brw_vue_map
*vue_map
,
62 GLbitfield64 slots_valid
, bool userclip_active
)
64 vue_map
->slots_valid
= slots_valid
;
67 /* Make sure that the values we store in vue_map->varying_to_slot and
68 * vue_map->slot_to_varying won't overflow the signed chars that are used
69 * to store them. Note that since vue_map->slot_to_varying sometimes holds
70 * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
71 * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
73 STATIC_ASSERT(BRW_VARYING_SLOT_COUNT
<= 127);
75 vue_map
->num_slots
= 0;
76 for (i
= 0; i
< BRW_VARYING_SLOT_COUNT
; ++i
) {
77 vue_map
->varying_to_slot
[i
] = -1;
78 vue_map
->slot_to_varying
[i
] = BRW_VARYING_SLOT_COUNT
;
81 /* VUE header: format depends on chip generation and whether clipping is
87 /* There are 8 dwords in VUE header pre-Ironlake:
88 * dword 0-3 is indices, point width, clip flags.
89 * dword 4-7 is ndc position
90 * dword 8-11 is the first vertex data.
92 * On Ironlake the VUE header is nominally 20 dwords, but the hardware
93 * will accept the same header layout as Gen4 [and should be a bit faster]
95 assign_vue_slot(vue_map
, VARYING_SLOT_PSIZ
);
96 assign_vue_slot(vue_map
, BRW_VARYING_SLOT_NDC
);
97 assign_vue_slot(vue_map
, VARYING_SLOT_POS
);
101 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
102 * dword 0-3 of the header is indices, point width, clip flags.
103 * dword 4-7 is the 4D space position
104 * dword 8-15 of the vertex header is the user clip distance if
106 * dword 8-11 or 16-19 is the first vertex element data we fill.
108 assign_vue_slot(vue_map
, VARYING_SLOT_PSIZ
);
109 assign_vue_slot(vue_map
, VARYING_SLOT_POS
);
110 if (userclip_active
) {
111 assign_vue_slot(vue_map
, VARYING_SLOT_CLIP_DIST0
);
112 assign_vue_slot(vue_map
, VARYING_SLOT_CLIP_DIST1
);
114 /* front and back colors need to be consecutive so that we can use
115 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
118 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_COL0
))
119 assign_vue_slot(vue_map
, VARYING_SLOT_COL0
);
120 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
121 assign_vue_slot(vue_map
, VARYING_SLOT_BFC0
);
122 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_COL1
))
123 assign_vue_slot(vue_map
, VARYING_SLOT_COL1
);
124 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
125 assign_vue_slot(vue_map
, VARYING_SLOT_BFC1
);
128 assert (!"VUE map not known for this chip generation");
132 /* The hardware doesn't care about the rest of the vertex outputs, so just
133 * assign them contiguously. Don't reassign outputs that already have a
136 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
137 * since it's encoded as the clip distances by emit_clip_distances().
138 * However, it may be output by transform feedback, and we'd rather not
139 * recompute state when TF changes, so we just always include it.
141 for (int i
= 0; i
< VARYING_SLOT_MAX
; ++i
) {
142 if ((slots_valid
& BITFIELD64_BIT(i
)) &&
143 vue_map
->varying_to_slot
[i
] == -1) {
144 assign_vue_slot(vue_map
, i
);
151 * Decide which set of clip planes should be used when clipping via
152 * gl_Position or gl_ClipVertex.
154 gl_clip_plane
*brw_select_clip_planes(struct gl_context
*ctx
)
156 if (ctx
->Shader
.CurrentVertexProgram
) {
157 /* There is currently a GLSL vertex shader, so clip according to GLSL
158 * rules, which means compare gl_ClipVertex (or gl_Position, if
159 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
160 * that were stored in EyeUserPlane at the time the clip planes were
163 return ctx
->Transform
.EyeUserPlane
;
165 /* Either we are using fixed function or an ARB vertex program. In
166 * either case the clip planes are going to be compared against
167 * gl_Position (which is in clip coordinates) so we have to clip using
168 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
171 return ctx
->Transform
._ClipUserPlane
;
177 brw_vs_prog_data_compare(const void *in_a
, const void *in_b
,
178 int aux_size
, const void *in_key
)
180 const struct brw_vs_prog_data
*a
= in_a
;
181 const struct brw_vs_prog_data
*b
= in_b
;
183 /* Compare the base vec4 structure. */
184 if (!brw_vec4_prog_data_compare(&a
->base
, &b
->base
))
187 /* Compare the rest of the struct. */
188 const unsigned offset
= sizeof(struct brw_vec4_prog_data
);
189 if (memcmp(((char *) &a
) + offset
, ((char *) &b
) + offset
,
190 sizeof(struct brw_vs_prog_data
) - offset
)) {
198 do_vs_prog(struct brw_context
*brw
,
199 struct gl_shader_program
*prog
,
200 struct brw_vertex_program
*vp
,
201 struct brw_vs_prog_key
*key
)
204 const GLuint
*program
;
205 struct brw_vs_compile c
;
206 struct brw_vs_prog_data prog_data
;
209 struct gl_shader
*vs
= NULL
;
212 vs
= prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
214 memset(&c
, 0, sizeof(c
));
215 memcpy(&c
.key
, key
, sizeof(*key
));
216 memset(&prog_data
, 0, sizeof(prog_data
));
218 mem_ctx
= ralloc_context(NULL
);
222 /* Allocate the references to the uniforms that will end up in the
223 * prog_data associated with the compiled program, and which will be freed
224 * by the state cache.
228 /* We add padding around uniform values below vec4 size, with the worst
229 * case being a float value that gets blown up to a vec4, so be
232 param_count
= vs
->num_uniform_components
* 4;
235 param_count
= vp
->program
.Base
.Parameters
->NumParameters
* 4;
237 /* We also upload clip plane data as uniforms */
238 param_count
+= MAX_CLIP_PLANES
* 4;
240 prog_data
.base
.param
= rzalloc_array(NULL
, const float *, param_count
);
241 prog_data
.base
.pull_param
= rzalloc_array(NULL
, const float *, param_count
);
243 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
244 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
246 if (c
.key
.copy_edgeflag
) {
247 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
248 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
252 /* Put dummy slots into the VUE for the SF to put the replaced
253 * point sprite coords in. We shouldn't need these dummy slots,
254 * which take up precious URB space, but it would mean that the SF
255 * doesn't get nice aligned pairs of input coords into output
256 * coords, which would be a pain to handle.
258 for (i
= 0; i
< 8; i
++) {
259 if (c
.key
.point_coord_replace
& (1 << i
))
260 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
263 /* if back colors are written, allocate slots for front colors too */
264 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
265 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL0
);
266 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
267 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL1
);
269 if (c
.key
.base
.userclip_active
) {
270 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
);
271 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
);
275 brw_compute_vue_map(brw
, &prog_data
.base
.vue_map
, outputs_written
,
276 c
.key
.base
.userclip_active
);
279 _mesa_fprint_program_opt(stdout
, &c
.vp
->program
.Base
, PROG_PRINT_DEBUG
,
285 program
= brw_vs_emit(brw
, prog
, &c
, &prog_data
, mem_ctx
, &program_size
);
286 if (program
== NULL
) {
287 ralloc_free(mem_ctx
);
291 /* Scratch space is used for register spilling */
292 if (c
.base
.last_scratch
) {
293 perf_debug("Vertex shader triggered register spilling. "
294 "Try reducing the number of live vec4 values to "
295 "improve performance.\n");
297 prog_data
.base
.total_scratch
298 = brw_get_scratch_size(c
.base
.last_scratch
*REG_SIZE
);
300 brw_get_scratch_bo(brw
, &brw
->vs
.scratch_bo
,
301 prog_data
.base
.total_scratch
* brw
->max_vs_threads
);
304 brw_upload_cache(&brw
->cache
, BRW_VS_PROG
,
305 &c
.key
, sizeof(c
.key
),
306 program
, program_size
,
307 &prog_data
, sizeof(prog_data
),
308 &brw
->vs
.prog_offset
, &brw
->vs
.prog_data
);
309 ralloc_free(mem_ctx
);
315 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
318 perf_debug(" %s %d->%d\n", name
, a
, b
);
325 brw_vs_debug_recompile(struct brw_context
*brw
,
326 struct gl_shader_program
*prog
,
327 const struct brw_vs_prog_key
*key
)
329 struct brw_cache_item
*c
= NULL
;
330 const struct brw_vs_prog_key
*old_key
= NULL
;
333 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
335 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
336 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
337 if (c
->cache_id
== BRW_VS_PROG
) {
340 if (old_key
->base
.program_string_id
== key
->base
.program_string_id
)
349 perf_debug(" Didn't find previous compile in the shader cache for "
354 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
355 found
|= key_debug(brw
, "Vertex attrib w/a flags",
356 old_key
->gl_attrib_wa_flags
[i
],
357 key
->gl_attrib_wa_flags
[i
]);
360 found
|= key_debug(brw
, "user clip flags",
361 old_key
->base
.userclip_active
, key
->base
.userclip_active
);
363 found
|= key_debug(brw
, "user clipping planes as push constants",
364 old_key
->base
.nr_userclip_plane_consts
,
365 key
->base
.nr_userclip_plane_consts
);
367 found
|= key_debug(brw
, "clip distance enable",
368 old_key
->base
.uses_clip_distance
, key
->base
.uses_clip_distance
);
369 found
|= key_debug(brw
, "copy edgeflag",
370 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
371 found
|= key_debug(brw
, "PointCoord replace",
372 old_key
->point_coord_replace
, key
->point_coord_replace
);
373 found
|= key_debug(brw
, "vertex color clamping",
374 old_key
->base
.clamp_vertex_color
, key
->base
.clamp_vertex_color
);
376 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->base
.tex
,
380 perf_debug(" Something else\n");
384 static void brw_upload_vs_prog(struct brw_context
*brw
)
386 struct gl_context
*ctx
= &brw
->ctx
;
387 struct brw_vs_prog_key key
;
388 /* BRW_NEW_VERTEX_PROGRAM */
389 struct brw_vertex_program
*vp
=
390 (struct brw_vertex_program
*)brw
->vertex_program
;
391 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
394 memset(&key
, 0, sizeof(key
));
396 /* Just upload the program verbatim for now. Always send it all
397 * the inputs it asks for, whether they are varying or not.
399 key
.base
.program_string_id
= vp
->id
;
400 key
.base
.userclip_active
= (ctx
->Transform
.ClipPlanesEnabled
!= 0);
401 key
.base
.uses_clip_distance
= vp
->program
.UsesClipDistance
;
402 if (key
.base
.userclip_active
&& !key
.base
.uses_clip_distance
) {
403 key
.base
.nr_userclip_plane_consts
404 = _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
409 key
.copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
410 ctx
->Polygon
.BackMode
!= GL_FILL
);
413 /* _NEW_LIGHT | _NEW_BUFFERS */
414 key
.base
.clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
417 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
418 for (i
= 0; i
< 8; i
++) {
419 if (ctx
->Point
.CoordReplace
[i
])
420 key
.point_coord_replace
|= (1 << i
);
425 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.sampler_count
,
428 /* BRW_NEW_VERTICES */
429 if (brw
->gen
< 8 && !brw
->is_haswell
) {
430 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
431 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
433 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
434 if (!(vp
->program
.Base
.InputsRead
& BITFIELD64_BIT(i
)))
437 uint8_t wa_flags
= 0;
439 switch (brw
->vb
.inputs
[i
].glarray
->Type
) {
442 wa_flags
= brw
->vb
.inputs
[i
].glarray
->Size
;
445 case GL_INT_2_10_10_10_REV
:
446 wa_flags
|= BRW_ATTRIB_WA_SIGN
;
449 case GL_UNSIGNED_INT_2_10_10_10_REV
:
450 if (brw
->vb
.inputs
[i
].glarray
->Format
== GL_BGRA
)
451 wa_flags
|= BRW_ATTRIB_WA_BGRA
;
453 if (brw
->vb
.inputs
[i
].glarray
->Normalized
)
454 wa_flags
|= BRW_ATTRIB_WA_NORMALIZE
;
455 else if (!brw
->vb
.inputs
[i
].glarray
->Integer
)
456 wa_flags
|= BRW_ATTRIB_WA_SCALE
;
461 key
.gl_attrib_wa_flags
[i
] = wa_flags
;
465 if (!brw_search_cache(&brw
->cache
, BRW_VS_PROG
,
467 &brw
->vs
.prog_offset
, &brw
->vs
.prog_data
)) {
468 bool success
= do_vs_prog(brw
, ctx
->Shader
.CurrentVertexProgram
,
473 if (memcmp(&brw
->vs
.prog_data
->base
.vue_map
, &brw
->vue_map_geom_out
,
474 sizeof(brw
->vue_map_geom_out
)) != 0) {
475 brw
->vue_map_geom_out
= brw
->vs
.prog_data
->base
.vue_map
;
476 brw
->state
.dirty
.brw
|= BRW_NEW_VUE_MAP_GEOM_OUT
;
482 const struct brw_tracked_state brw_vs_prog
= {
484 .mesa
= (_NEW_TRANSFORM
| _NEW_POLYGON
| _NEW_POINT
| _NEW_LIGHT
|
487 .brw
= (BRW_NEW_VERTEX_PROGRAM
|
491 .emit
= brw_upload_vs_prog
495 brw_vs_precompile(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
497 struct brw_context
*brw
= brw_context(ctx
);
498 struct brw_vs_prog_key key
;
499 uint32_t old_prog_offset
= brw
->vs
.prog_offset
;
500 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
503 if (!prog
->_LinkedShaders
[MESA_SHADER_VERTEX
])
506 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*)
507 prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
;
508 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
510 memset(&key
, 0, sizeof(key
));
512 key
.base
.program_string_id
= bvp
->id
;
513 key
.base
.clamp_vertex_color
= ctx
->API
== API_OPENGL_COMPAT
;
515 unsigned sampler_count
= _mesa_fls(vp
->Base
.SamplersUsed
);
516 for (unsigned i
= 0; i
< sampler_count
; i
++) {
517 if (vp
->Base
.ShadowSamplers
& (1 << i
)) {
518 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
519 key
.base
.tex
.swizzles
[i
] =
520 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_X
, SWIZZLE_X
, SWIZZLE_ONE
);
522 /* Color sampler: assume no swizzling. */
523 key
.base
.tex
.swizzles
[i
] = SWIZZLE_XYZW
;
527 success
= do_vs_prog(brw
, prog
, bvp
, &key
);
529 brw
->vs
.prog_offset
= old_prog_offset
;
530 brw
->vs
.prog_data
= old_prog_data
;
537 brw_vs_prog_data_free(const void *in_prog_data
)
539 const struct brw_vs_prog_data
*prog_data
= in_prog_data
;
541 brw_vec4_prog_data_free(&prog_data
->base
);