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"
41 #include "util/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.
57 brw_compute_vue_map(struct brw_context
*brw
, struct brw_vue_map
*vue_map
,
58 GLbitfield64 slots_valid
)
60 vue_map
->slots_valid
= slots_valid
;
63 /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
64 * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
66 slots_valid
&= ~(VARYING_BIT_LAYER
| VARYING_BIT_VIEWPORT
);
68 /* Make sure that the values we store in vue_map->varying_to_slot and
69 * vue_map->slot_to_varying won't overflow the signed chars that are used
70 * to store them. Note that since vue_map->slot_to_varying sometimes holds
71 * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
72 * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
74 STATIC_ASSERT(BRW_VARYING_SLOT_COUNT
<= 127);
76 vue_map
->num_slots
= 0;
77 for (i
= 0; i
< BRW_VARYING_SLOT_COUNT
; ++i
) {
78 vue_map
->varying_to_slot
[i
] = -1;
79 vue_map
->slot_to_varying
[i
] = BRW_VARYING_SLOT_COUNT
;
82 /* VUE header: format depends on chip generation and whether clipping is
86 /* There are 8 dwords in VUE header pre-Ironlake:
87 * dword 0-3 is indices, point width, clip flags.
88 * dword 4-7 is ndc position
89 * dword 8-11 is the first vertex data.
91 * On Ironlake the VUE header is nominally 20 dwords, but the hardware
92 * will accept the same header layout as Gen4 [and should be a bit faster]
94 assign_vue_slot(vue_map
, VARYING_SLOT_PSIZ
);
95 assign_vue_slot(vue_map
, BRW_VARYING_SLOT_NDC
);
96 assign_vue_slot(vue_map
, VARYING_SLOT_POS
);
98 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
99 * dword 0-3 of the header is indices, point width, clip flags.
100 * dword 4-7 is the 4D space position
101 * dword 8-15 of the vertex header is the user clip distance if
103 * dword 8-11 or 16-19 is the first vertex element data we fill.
105 assign_vue_slot(vue_map
, VARYING_SLOT_PSIZ
);
106 assign_vue_slot(vue_map
, VARYING_SLOT_POS
);
107 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
))
108 assign_vue_slot(vue_map
, VARYING_SLOT_CLIP_DIST0
);
109 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
))
110 assign_vue_slot(vue_map
, VARYING_SLOT_CLIP_DIST1
);
112 /* front and back colors need to be consecutive so that we can use
113 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
116 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_COL0
))
117 assign_vue_slot(vue_map
, VARYING_SLOT_COL0
);
118 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
119 assign_vue_slot(vue_map
, VARYING_SLOT_BFC0
);
120 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_COL1
))
121 assign_vue_slot(vue_map
, VARYING_SLOT_COL1
);
122 if (slots_valid
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
123 assign_vue_slot(vue_map
, VARYING_SLOT_BFC1
);
126 /* The hardware doesn't care about the rest of the vertex outputs, so just
127 * assign them contiguously. Don't reassign outputs that already have a
130 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
131 * since it's encoded as the clip distances by emit_clip_distances().
132 * However, it may be output by transform feedback, and we'd rather not
133 * recompute state when TF changes, so we just always include it.
135 for (int i
= 0; i
< VARYING_SLOT_MAX
; ++i
) {
136 if ((slots_valid
& BITFIELD64_BIT(i
)) &&
137 vue_map
->varying_to_slot
[i
] == -1) {
138 assign_vue_slot(vue_map
, i
);
145 * Decide which set of clip planes should be used when clipping via
146 * gl_Position or gl_ClipVertex.
148 gl_clip_plane
*brw_select_clip_planes(struct gl_context
*ctx
)
150 if (ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
]) {
151 /* There is currently a GLSL vertex shader, so clip according to GLSL
152 * rules, which means compare gl_ClipVertex (or gl_Position, if
153 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
154 * that were stored in EyeUserPlane at the time the clip planes were
157 return ctx
->Transform
.EyeUserPlane
;
159 /* Either we are using fixed function or an ARB vertex program. In
160 * either case the clip planes are going to be compared against
161 * gl_Position (which is in clip coordinates) so we have to clip using
162 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
165 return ctx
->Transform
._ClipUserPlane
;
171 brw_vs_prog_data_compare(const void *in_a
, const void *in_b
)
173 const struct brw_vs_prog_data
*a
= in_a
;
174 const struct brw_vs_prog_data
*b
= in_b
;
176 /* Compare the base structure. */
177 if (!brw_stage_prog_data_compare(&a
->base
.base
, &b
->base
.base
))
180 /* Compare the rest of the struct. */
181 const unsigned offset
= sizeof(struct brw_stage_prog_data
);
182 if (memcmp(((char *) a
) + offset
, ((char *) b
) + offset
,
183 sizeof(struct brw_vs_prog_data
) - offset
)) {
191 do_vs_prog(struct brw_context
*brw
,
192 struct gl_shader_program
*prog
,
193 struct brw_vertex_program
*vp
,
194 struct brw_vs_prog_key
*key
)
197 const GLuint
*program
;
198 struct brw_vs_compile c
;
199 struct brw_vs_prog_data prog_data
;
200 struct brw_stage_prog_data
*stage_prog_data
= &prog_data
.base
.base
;
203 struct gl_shader
*vs
= NULL
;
206 vs
= prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
208 memset(&c
, 0, sizeof(c
));
209 memcpy(&c
.key
, key
, sizeof(*key
));
210 memset(&prog_data
, 0, sizeof(prog_data
));
212 mem_ctx
= ralloc_context(NULL
);
216 /* Allocate the references to the uniforms that will end up in the
217 * prog_data associated with the compiled program, and which will be freed
218 * by the state cache.
222 /* We add padding around uniform values below vec4 size, with the worst
223 * case being a float value that gets blown up to a vec4, so be
226 param_count
= vs
->num_uniform_components
* 4;
229 param_count
= vp
->program
.Base
.Parameters
->NumParameters
* 4;
231 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
232 * planes as uniforms.
234 param_count
+= c
.key
.base
.nr_userclip_plane_consts
* 4;
236 stage_prog_data
->param
=
237 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
238 stage_prog_data
->pull_param
=
239 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
241 /* Setting nr_params here NOT to the size of the param and pull_param
242 * arrays, but to the number of uniform components vec4_visitor
243 * needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
245 stage_prog_data
->nr_params
= ALIGN(param_count
, 4) / 4;
247 stage_prog_data
->nr_params
+= vs
->num_samplers
;
250 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
251 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
253 if (c
.key
.copy_edgeflag
) {
254 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
255 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
259 /* Put dummy slots into the VUE for the SF to put the replaced
260 * point sprite coords in. We shouldn't need these dummy slots,
261 * which take up precious URB space, but it would mean that the SF
262 * doesn't get nice aligned pairs of input coords into output
263 * coords, which would be a pain to handle.
265 for (i
= 0; i
< 8; i
++) {
266 if (c
.key
.point_coord_replace
& (1 << i
))
267 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
270 /* if back colors are written, allocate slots for front colors too */
271 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
272 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL0
);
273 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
274 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL1
);
277 /* In order for legacy clipping to work, we need to populate the clip
278 * distance varying slots whenever clipping is enabled, even if the vertex
279 * shader doesn't write to gl_ClipDistance.
281 if (c
.key
.base
.userclip_active
) {
282 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
);
283 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
);
286 brw_compute_vue_map(brw
, &prog_data
.base
.vue_map
, outputs_written
);
289 _mesa_fprint_program_opt(stderr
, &c
.vp
->program
.Base
, PROG_PRINT_DEBUG
,
295 program
= brw_vs_emit(brw
, prog
, &c
, &prog_data
, mem_ctx
, &program_size
);
296 if (program
== NULL
) {
297 ralloc_free(mem_ctx
);
301 /* Scratch space is used for register spilling */
302 if (c
.base
.last_scratch
) {
303 perf_debug("Vertex shader triggered register spilling. "
304 "Try reducing the number of live vec4 values to "
305 "improve performance.\n");
307 prog_data
.base
.total_scratch
308 = brw_get_scratch_size(c
.base
.last_scratch
*REG_SIZE
);
310 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
311 prog_data
.base
.total_scratch
* brw
->max_vs_threads
);
314 brw_upload_cache(&brw
->cache
, BRW_VS_PROG
,
315 &c
.key
, sizeof(c
.key
),
316 program
, program_size
,
317 &prog_data
, sizeof(prog_data
),
318 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
319 ralloc_free(mem_ctx
);
325 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
328 perf_debug(" %s %d->%d\n", name
, a
, b
);
335 brw_vs_debug_recompile(struct brw_context
*brw
,
336 struct gl_shader_program
*prog
,
337 const struct brw_vs_prog_key
*key
)
339 struct brw_cache_item
*c
= NULL
;
340 const struct brw_vs_prog_key
*old_key
= NULL
;
343 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
345 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
346 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
347 if (c
->cache_id
== BRW_VS_PROG
) {
350 if (old_key
->base
.program_string_id
== key
->base
.program_string_id
)
359 perf_debug(" Didn't find previous compile in the shader cache for "
364 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
365 found
|= key_debug(brw
, "Vertex attrib w/a flags",
366 old_key
->gl_attrib_wa_flags
[i
],
367 key
->gl_attrib_wa_flags
[i
]);
370 found
|= key_debug(brw
, "user clip flags",
371 old_key
->base
.userclip_active
, key
->base
.userclip_active
);
373 found
|= key_debug(brw
, "user clipping planes as push constants",
374 old_key
->base
.nr_userclip_plane_consts
,
375 key
->base
.nr_userclip_plane_consts
);
377 found
|= key_debug(brw
, "copy edgeflag",
378 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
379 found
|= key_debug(brw
, "PointCoord replace",
380 old_key
->point_coord_replace
, key
->point_coord_replace
);
381 found
|= key_debug(brw
, "vertex color clamping",
382 old_key
->base
.clamp_vertex_color
, key
->base
.clamp_vertex_color
);
384 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->base
.tex
,
388 perf_debug(" Something else\n");
394 brw_setup_vec4_key_clip_info(struct brw_context
*brw
,
395 struct brw_vec4_prog_key
*key
,
396 bool program_uses_clip_distance
)
398 struct gl_context
*ctx
= &brw
->ctx
;
400 key
->userclip_active
= (ctx
->Transform
.ClipPlanesEnabled
!= 0);
401 if (key
->userclip_active
&& !program_uses_clip_distance
) {
402 key
->nr_userclip_plane_consts
403 = _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
408 static void brw_upload_vs_prog(struct brw_context
*brw
)
410 struct gl_context
*ctx
= &brw
->ctx
;
411 struct brw_vs_prog_key key
;
412 /* BRW_NEW_VERTEX_PROGRAM */
413 struct brw_vertex_program
*vp
=
414 (struct brw_vertex_program
*)brw
->vertex_program
;
415 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
418 memset(&key
, 0, sizeof(key
));
420 /* Just upload the program verbatim for now. Always send it all
421 * the inputs it asks for, whether they are varying or not.
423 key
.base
.program_string_id
= vp
->id
;
424 brw_setup_vec4_key_clip_info(brw
, &key
.base
,
425 vp
->program
.Base
.UsesClipDistanceOut
);
429 key
.copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
430 ctx
->Polygon
.BackMode
!= GL_FILL
);
433 /* _NEW_LIGHT | _NEW_BUFFERS */
434 key
.base
.clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
437 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
438 for (i
= 0; i
< 8; i
++) {
439 if (ctx
->Point
.CoordReplace
[i
])
440 key
.point_coord_replace
|= (1 << i
);
445 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
448 /* BRW_NEW_VERTICES */
449 if (brw
->gen
< 8 && !brw
->is_haswell
) {
450 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
451 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
453 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
454 if (!(vp
->program
.Base
.InputsRead
& BITFIELD64_BIT(i
)))
457 uint8_t wa_flags
= 0;
459 switch (brw
->vb
.inputs
[i
].glarray
->Type
) {
462 wa_flags
= brw
->vb
.inputs
[i
].glarray
->Size
;
465 case GL_INT_2_10_10_10_REV
:
466 wa_flags
|= BRW_ATTRIB_WA_SIGN
;
469 case GL_UNSIGNED_INT_2_10_10_10_REV
:
470 if (brw
->vb
.inputs
[i
].glarray
->Format
== GL_BGRA
)
471 wa_flags
|= BRW_ATTRIB_WA_BGRA
;
473 if (brw
->vb
.inputs
[i
].glarray
->Normalized
)
474 wa_flags
|= BRW_ATTRIB_WA_NORMALIZE
;
475 else if (!brw
->vb
.inputs
[i
].glarray
->Integer
)
476 wa_flags
|= BRW_ATTRIB_WA_SCALE
;
481 key
.gl_attrib_wa_flags
[i
] = wa_flags
;
485 if (!brw_search_cache(&brw
->cache
, BRW_VS_PROG
,
487 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
489 do_vs_prog(brw
, ctx
->_Shader
->CurrentProgram
[MESA_SHADER_VERTEX
], vp
,
494 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
496 if (memcmp(&brw
->vs
.prog_data
->base
.vue_map
, &brw
->vue_map_geom_out
,
497 sizeof(brw
->vue_map_geom_out
)) != 0) {
498 brw
->vue_map_vs
= brw
->vs
.prog_data
->base
.vue_map
;
499 brw
->state
.dirty
.brw
|= BRW_NEW_VUE_MAP_VS
;
501 /* No geometry shader support, so the VS VUE map is the VUE map for
502 * the output of the "geometry" portion of the pipeline.
504 brw
->vue_map_geom_out
= brw
->vue_map_vs
;
505 brw
->state
.dirty
.brw
|= BRW_NEW_VUE_MAP_GEOM_OUT
;
512 const struct brw_tracked_state brw_vs_prog
= {
514 .mesa
= (_NEW_TRANSFORM
| _NEW_POLYGON
| _NEW_POINT
| _NEW_LIGHT
|
517 .brw
= (BRW_NEW_VERTEX_PROGRAM
|
521 .emit
= brw_upload_vs_prog
525 brw_vs_precompile(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
527 struct brw_context
*brw
= brw_context(ctx
);
528 struct brw_vs_prog_key key
;
529 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
530 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
533 if (!prog
->_LinkedShaders
[MESA_SHADER_VERTEX
])
536 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*)
537 prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
;
538 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
540 memset(&key
, 0, sizeof(key
));
542 brw_vec4_setup_prog_key_for_precompile(ctx
, &key
.base
, bvp
->id
, &vp
->Base
);
544 success
= do_vs_prog(brw
, prog
, bvp
, &key
);
546 brw
->vs
.base
.prog_offset
= old_prog_offset
;
547 brw
->vs
.prog_data
= old_prog_data
;