i965: Split VUE map handling out of brw_vs.c into brw_vue_map.c.
[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
41 #include "util/ralloc.h"
42
43 /**
44 * Decide which set of clip planes should be used when clipping via
45 * gl_Position or gl_ClipVertex.
46 */
47 gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
48 {
49 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
50 /* There is currently a GLSL vertex shader, so clip according to GLSL
51 * rules, which means compare gl_ClipVertex (or gl_Position, if
52 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
53 * that were stored in EyeUserPlane at the time the clip planes were
54 * specified.
55 */
56 return ctx->Transform.EyeUserPlane;
57 } else {
58 /* Either we are using fixed function or an ARB vertex program. In
59 * either case the clip planes are going to be compared against
60 * gl_Position (which is in clip coordinates) so we have to clip using
61 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
62 * core.
63 */
64 return ctx->Transform._ClipUserPlane;
65 }
66 }
67
68
69 bool
70 brw_vs_prog_data_compare(const void *in_a, const void *in_b)
71 {
72 const struct brw_vs_prog_data *a = in_a;
73 const struct brw_vs_prog_data *b = in_b;
74
75 /* Compare the base structure. */
76 if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base))
77 return false;
78
79 /* Compare the rest of the struct. */
80 const unsigned offset = sizeof(struct brw_stage_prog_data);
81 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
82 sizeof(struct brw_vs_prog_data) - offset)) {
83 return false;
84 }
85
86 return true;
87 }
88
89 bool
90 brw_codegen_vs_prog(struct brw_context *brw,
91 struct gl_shader_program *prog,
92 struct brw_vertex_program *vp,
93 struct brw_vs_prog_key *key)
94 {
95 GLuint program_size;
96 const GLuint *program;
97 struct brw_vs_compile c;
98 struct brw_vs_prog_data prog_data;
99 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
100 void *mem_ctx;
101 int i;
102 struct gl_shader *vs = NULL;
103
104 if (prog)
105 vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
106
107 memset(&c, 0, sizeof(c));
108 memcpy(&c.key, key, sizeof(*key));
109 memset(&prog_data, 0, sizeof(prog_data));
110
111 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
112 if (!prog)
113 stage_prog_data->use_alt_mode = true;
114
115 mem_ctx = ralloc_context(NULL);
116
117 c.vp = vp;
118
119 /* Allocate the references to the uniforms that will end up in the
120 * prog_data associated with the compiled program, and which will be freed
121 * by the state cache.
122 */
123 int param_count;
124 if (vs) {
125 /* We add padding around uniform values below vec4 size, with the worst
126 * case being a float value that gets blown up to a vec4, so be
127 * conservative here.
128 */
129 param_count = vs->num_uniform_components * 4;
130
131 } else {
132 param_count = vp->program.Base.Parameters->NumParameters * 4;
133 }
134 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
135 * planes as uniforms.
136 */
137 param_count += c.key.base.nr_userclip_plane_consts * 4;
138
139 stage_prog_data->param =
140 rzalloc_array(NULL, const gl_constant_value *, param_count);
141 stage_prog_data->pull_param =
142 rzalloc_array(NULL, const gl_constant_value *, param_count);
143 stage_prog_data->nr_params = param_count;
144
145 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
146 prog_data.inputs_read = vp->program.Base.InputsRead;
147
148 if (c.key.copy_edgeflag) {
149 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
150 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
151 }
152
153 if (brw->gen < 6) {
154 /* Put dummy slots into the VUE for the SF to put the replaced
155 * point sprite coords in. We shouldn't need these dummy slots,
156 * which take up precious URB space, but it would mean that the SF
157 * doesn't get nice aligned pairs of input coords into output
158 * coords, which would be a pain to handle.
159 */
160 for (i = 0; i < 8; i++) {
161 if (c.key.point_coord_replace & (1 << i))
162 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
163 }
164
165 /* if back colors are written, allocate slots for front colors too */
166 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
167 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
168 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
169 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
170 }
171
172 /* In order for legacy clipping to work, we need to populate the clip
173 * distance varying slots whenever clipping is enabled, even if the vertex
174 * shader doesn't write to gl_ClipDistance.
175 */
176 if (c.key.base.userclip_active) {
177 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
178 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
179 }
180
181 brw_compute_vue_map(brw->intelScreen->devinfo,
182 &prog_data.base.vue_map, outputs_written);
183
184 if (0) {
185 _mesa_fprint_program_opt(stderr, &c.vp->program.Base, PROG_PRINT_DEBUG,
186 true);
187 }
188
189 /* Emit GEN4 code.
190 */
191 program = brw_vs_emit(brw, prog, &c, &prog_data, mem_ctx, &program_size);
192 if (program == NULL) {
193 ralloc_free(mem_ctx);
194 return false;
195 }
196
197 /* Scratch space is used for register spilling */
198 if (c.base.last_scratch) {
199 perf_debug("Vertex shader triggered register spilling. "
200 "Try reducing the number of live vec4 values to "
201 "improve performance.\n");
202
203 prog_data.base.base.total_scratch
204 = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
205
206 brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
207 prog_data.base.base.total_scratch *
208 brw->max_vs_threads);
209 }
210
211 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
212 &c.key, sizeof(c.key),
213 program, program_size,
214 &prog_data, sizeof(prog_data),
215 &brw->vs.base.prog_offset, &brw->vs.prog_data);
216 ralloc_free(mem_ctx);
217
218 return true;
219 }
220
221 static bool
222 key_debug(struct brw_context *brw, const char *name, int a, int b)
223 {
224 if (a != b) {
225 perf_debug(" %s %d->%d\n", name, a, b);
226 return true;
227 }
228 return false;
229 }
230
231 void
232 brw_vs_debug_recompile(struct brw_context *brw,
233 struct gl_shader_program *prog,
234 const struct brw_vs_prog_key *key)
235 {
236 struct brw_cache_item *c = NULL;
237 const struct brw_vs_prog_key *old_key = NULL;
238 bool found = false;
239
240 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
241
242 for (unsigned int i = 0; i < brw->cache.size; i++) {
243 for (c = brw->cache.items[i]; c; c = c->next) {
244 if (c->cache_id == BRW_CACHE_VS_PROG) {
245 old_key = c->key;
246
247 if (old_key->base.program_string_id == key->base.program_string_id)
248 break;
249 }
250 }
251 if (c)
252 break;
253 }
254
255 if (!c) {
256 perf_debug(" Didn't find previous compile in the shader cache for "
257 "debug\n");
258 return;
259 }
260
261 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
262 found |= key_debug(brw, "Vertex attrib w/a flags",
263 old_key->gl_attrib_wa_flags[i],
264 key->gl_attrib_wa_flags[i]);
265 }
266
267 found |= key_debug(brw, "user clip flags",
268 old_key->base.userclip_active, key->base.userclip_active);
269
270 found |= key_debug(brw, "user clipping planes as push constants",
271 old_key->base.nr_userclip_plane_consts,
272 key->base.nr_userclip_plane_consts);
273
274 found |= key_debug(brw, "copy edgeflag",
275 old_key->copy_edgeflag, key->copy_edgeflag);
276 found |= key_debug(brw, "PointCoord replace",
277 old_key->point_coord_replace, key->point_coord_replace);
278 found |= key_debug(brw, "vertex color clamping",
279 old_key->clamp_vertex_color, key->clamp_vertex_color);
280
281 found |= brw_debug_recompile_sampler_key(brw, &old_key->base.tex,
282 &key->base.tex);
283
284 if (!found) {
285 perf_debug(" Something else\n");
286 }
287 }
288
289
290 void
291 brw_setup_vue_key_clip_info(struct brw_context *brw,
292 struct brw_vue_prog_key *key,
293 bool program_uses_clip_distance)
294 {
295 struct gl_context *ctx = &brw->ctx;
296
297 key->userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
298 if (key->userclip_active && !program_uses_clip_distance) {
299 key->nr_userclip_plane_consts
300 = _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
301 }
302 }
303
304 static bool
305 brw_vs_state_dirty(struct brw_context *brw)
306 {
307 return brw_state_dirty(brw,
308 _NEW_BUFFERS |
309 _NEW_LIGHT |
310 _NEW_POINT |
311 _NEW_POLYGON |
312 _NEW_TEXTURE |
313 _NEW_TRANSFORM,
314 BRW_NEW_VERTEX_PROGRAM |
315 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
316 }
317
318 static void
319 brw_vs_populate_key(struct brw_context *brw,
320 struct brw_vs_prog_key *key)
321 {
322 struct gl_context *ctx = &brw->ctx;
323 /* BRW_NEW_VERTEX_PROGRAM */
324 struct brw_vertex_program *vp =
325 (struct brw_vertex_program *)brw->vertex_program;
326 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
327 int i;
328
329 memset(key, 0, sizeof(*key));
330
331 /* Just upload the program verbatim for now. Always send it all
332 * the inputs it asks for, whether they are varying or not.
333 */
334 key->base.program_string_id = vp->id;
335 brw_setup_vue_key_clip_info(brw, &key->base,
336 vp->program.Base.UsesClipDistanceOut);
337
338 /* _NEW_POLYGON */
339 if (brw->gen < 6) {
340 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
341 ctx->Polygon.BackMode != GL_FILL);
342 }
343
344 if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
345 VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
346 /* _NEW_LIGHT | _NEW_BUFFERS */
347 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
348 }
349
350 /* _NEW_POINT */
351 if (brw->gen < 6 && ctx->Point.PointSprite) {
352 for (i = 0; i < 8; i++) {
353 if (ctx->Point.CoordReplace[i])
354 key->point_coord_replace |= (1 << i);
355 }
356 }
357
358 /* _NEW_TEXTURE */
359 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
360 &key->base.tex);
361
362 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
363 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
364 sizeof(brw->vb.attrib_wa_flags));
365 }
366
367 void
368 brw_upload_vs_prog(struct brw_context *brw)
369 {
370 struct gl_context *ctx = &brw->ctx;
371 struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
372 struct brw_vs_prog_key key;
373 /* BRW_NEW_VERTEX_PROGRAM */
374 struct brw_vertex_program *vp =
375 (struct brw_vertex_program *)brw->vertex_program;
376
377 if (!brw_vs_state_dirty(brw))
378 return;
379
380 brw_vs_populate_key(brw, &key);
381
382 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
383 &key, sizeof(key),
384 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
385 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
386 vp, &key);
387 (void) success;
388 assert(success);
389 }
390 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
391
392 if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
393 sizeof(brw->vue_map_geom_out)) != 0) {
394 brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
395 brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_VS;
396 if (brw->gen < 6) {
397 /* No geometry shader support, so the VS VUE map is the VUE map for
398 * the output of the "geometry" portion of the pipeline.
399 */
400 brw->vue_map_geom_out = brw->vue_map_vs;
401 brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
402 }
403 }
404 }
405
406 bool
407 brw_vs_precompile(struct gl_context *ctx,
408 struct gl_shader_program *shader_prog,
409 struct gl_program *prog)
410 {
411 struct brw_context *brw = brw_context(ctx);
412 struct brw_vs_prog_key key;
413 uint32_t old_prog_offset = brw->vs.base.prog_offset;
414 struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
415 bool success;
416
417 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
418 struct brw_vertex_program *bvp = brw_vertex_program(vp);
419
420 memset(&key, 0, sizeof(key));
421
422 brw_vue_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base);
423 key.clamp_vertex_color =
424 (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
425 VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
426
427 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
428
429 brw->vs.base.prog_offset = old_prog_offset;
430 brw->vs.prog_data = old_prog_data;
431
432 return success;
433 }