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 vert_result hasn't been assigned a slot already */
47 assert (vue_map
->vert_result_to_slot
[vert_result
] == -1);
49 vue_map
->vert_result_to_slot
[vert_result
] = vue_map
->num_slots
;
50 vue_map
->slot_to_vert_result
[vue_map
->num_slots
++] = vert_result
;
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_vs_compile
*c
)
63 struct brw_context
*brw
= c
->func
.brw
;
64 const struct intel_context
*intel
= &brw
->intel
;
65 struct brw_vue_map
*vue_map
= &c
->prog_data
.vue_map
;
66 GLbitfield64 outputs_written
= c
->prog_data
.outputs_written
;
69 vue_map
->num_slots
= 0;
70 for (i
= 0; i
< BRW_VERT_RESULT_MAX
; ++i
) {
71 vue_map
->vert_result_to_slot
[i
] = -1;
72 vue_map
->slot_to_vert_result
[i
] = BRW_VERT_RESULT_MAX
;
75 /* VUE header: format depends on chip generation and whether clipping is
80 /* There are 8 dwords in VUE header pre-Ironlake:
81 * dword 0-3 is indices, point width, clip flags.
82 * dword 4-7 is ndc position
83 * dword 8-11 is the first vertex data.
85 assign_vue_slot(vue_map
, VERT_RESULT_PSIZ
);
86 assign_vue_slot(vue_map
, BRW_VERT_RESULT_NDC
);
87 assign_vue_slot(vue_map
, VERT_RESULT_HPOS
);
90 /* There are 20 DWs (D0-D19) in VUE header on Ironlake:
91 * dword 0-3 of the header is indices, point width, clip flags.
92 * dword 4-7 is the ndc position
93 * dword 8-11 of the vertex header is the 4D space position
94 * dword 12-19 of the vertex header is the user clip distance.
95 * dword 20-23 is a pad so that the vertex element data is aligned
96 * dword 24-27 is the first vertex data we fill.
98 * Note: future pipeline stages expect 4D space position to be
99 * contiguous with the other vert_results, so we make dword 24-27 a
100 * duplicate copy of the 4D space position.
102 assign_vue_slot(vue_map
, VERT_RESULT_PSIZ
);
103 assign_vue_slot(vue_map
, BRW_VERT_RESULT_NDC
);
104 assign_vue_slot(vue_map
, BRW_VERT_RESULT_HPOS_DUPLICATE
);
105 assign_vue_slot(vue_map
, VERT_RESULT_CLIP_DIST0
);
106 assign_vue_slot(vue_map
, VERT_RESULT_CLIP_DIST1
);
107 assign_vue_slot(vue_map
, BRW_VERT_RESULT_PAD
);
108 assign_vue_slot(vue_map
, VERT_RESULT_HPOS
);
112 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
113 * dword 0-3 of the header is indices, point width, clip flags.
114 * dword 4-7 is the 4D space position
115 * dword 8-15 of the vertex header is the user clip distance if
117 * dword 8-11 or 16-19 is the first vertex element data we fill.
119 assign_vue_slot(vue_map
, VERT_RESULT_PSIZ
);
120 assign_vue_slot(vue_map
, VERT_RESULT_HPOS
);
121 if (c
->key
.userclip_active
) {
122 assign_vue_slot(vue_map
, VERT_RESULT_CLIP_DIST0
);
123 assign_vue_slot(vue_map
, VERT_RESULT_CLIP_DIST1
);
125 /* front and back colors need to be consecutive so that we can use
126 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
129 if (outputs_written
& BITFIELD64_BIT(VERT_RESULT_COL0
))
130 assign_vue_slot(vue_map
, VERT_RESULT_COL0
);
131 if (outputs_written
& BITFIELD64_BIT(VERT_RESULT_BFC0
))
132 assign_vue_slot(vue_map
, VERT_RESULT_BFC0
);
133 if (outputs_written
& BITFIELD64_BIT(VERT_RESULT_COL1
))
134 assign_vue_slot(vue_map
, VERT_RESULT_COL1
);
135 if (outputs_written
& BITFIELD64_BIT(VERT_RESULT_BFC1
))
136 assign_vue_slot(vue_map
, VERT_RESULT_BFC1
);
139 assert (!"VUE map not known for this chip generation");
143 /* The hardware doesn't care about the rest of the vertex outputs, so just
144 * assign them contiguously. Don't reassign outputs that already have a
147 * Also, prior to Gen6, don't assign a slot for VERT_RESULT_CLIP_VERTEX,
148 * since it is unsupported. In Gen6 and above, VERT_RESULT_CLIP_VERTEX may
149 * be needed for transform feedback; since we don't want to have to
150 * recompute the VUE map (and everything that depends on it) when transform
151 * feedback is enabled or disabled, just go ahead and assign a slot for it.
153 for (int i
= 0; i
< VERT_RESULT_MAX
; ++i
) {
154 if (intel
->gen
< 6 && i
== VERT_RESULT_CLIP_VERTEX
)
156 if ((outputs_written
& BITFIELD64_BIT(i
)) &&
157 vue_map
->vert_result_to_slot
[i
] == -1) {
158 assign_vue_slot(vue_map
, i
);
165 * Decide which set of clip planes should be used when clipping via
166 * gl_Position or gl_ClipVertex.
168 gl_clip_plane
*brw_select_clip_planes(struct gl_context
*ctx
)
170 if (ctx
->Shader
.CurrentVertexProgram
) {
171 /* There is currently a GLSL vertex shader, so clip according to GLSL
172 * rules, which means compare gl_ClipVertex (or gl_Position, if
173 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
174 * that were stored in EyeUserPlane at the time the clip planes were
177 return ctx
->Transform
.EyeUserPlane
;
179 /* Either we are using fixed function or an ARB vertex program. In
180 * either case the clip planes are going to be compared against
181 * gl_Position (which is in clip coordinates) so we have to clip using
182 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
185 return ctx
->Transform
._ClipUserPlane
;
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
)
196 struct gl_context
*ctx
= &brw
->intel
.ctx
;
197 struct intel_context
*intel
= &brw
->intel
;
199 const GLuint
*program
;
200 struct brw_vs_compile c
;
205 memset(&c
, 0, sizeof(c
));
206 memcpy(&c
.key
, key
, sizeof(*key
));
208 mem_ctx
= ralloc_context(NULL
);
210 brw_init_compile(brw
, &c
.func
, mem_ctx
);
213 c
.prog_data
.outputs_written
= vp
->program
.Base
.OutputsWritten
;
214 c
.prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
216 if (c
.key
.copy_edgeflag
) {
217 c
.prog_data
.outputs_written
|= BITFIELD64_BIT(VERT_RESULT_EDGE
);
218 c
.prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
221 /* Put dummy slots into the VUE for the SF to put the replaced
222 * point sprite coords in. We shouldn't need these dummy slots,
223 * which take up precious URB space, but it would mean that the SF
224 * doesn't get nice aligned pairs of input coords into output
225 * coords, which would be a pain to handle.
227 for (i
= 0; i
< 8; i
++) {
228 if (c
.key
.point_coord_replace
& (1 << i
))
229 c
.prog_data
.outputs_written
|= BITFIELD64_BIT(VERT_RESULT_TEX0
+ i
);
232 brw_compute_vue_map(&c
);
235 _mesa_fprint_program_opt(stdout
, &c
.vp
->program
.Base
, PROG_PRINT_DEBUG
,
242 if (!brw_vs_emit(prog
, &c
)) {
243 ralloc_free(mem_ctx
);
250 if (c
.prog_data
.nr_pull_params
)
251 c
.prog_data
.num_surfaces
= 1;
252 if (c
.vp
->program
.Base
.SamplersUsed
)
253 c
.prog_data
.num_surfaces
= SURF_INDEX_VS_TEXTURE(BRW_MAX_TEX_UNIT
);
255 prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->NumUniformBlocks
) {
256 c
.prog_data
.num_surfaces
=
257 SURF_INDEX_VS_UBO(prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->NumUniformBlocks
);
260 /* Scratch space is used for register spilling */
261 if (c
.last_scratch
) {
262 perf_debug("Vertex shader triggered register spilling. "
263 "Try reducing the number of live vec4 values to "
264 "improve performance.\n");
266 c
.prog_data
.total_scratch
= brw_get_scratch_size(c
.last_scratch
);
268 brw_get_scratch_bo(intel
, &brw
->vs
.scratch_bo
,
269 c
.prog_data
.total_scratch
* brw
->max_vs_threads
);
274 program
= brw_get_program(&c
.func
, &program_size
);
276 /* We upload from &c.prog_data including the constant_map assuming
277 * they're packed together. It would be nice to have a
278 * compile-time assert macro here.
280 assert(c
.constant_map
== (int8_t *)&c
.prog_data
+
281 sizeof(c
.prog_data
));
282 assert(ctx
->Const
.VertexProgram
.MaxNativeParameters
==
283 ARRAY_SIZE(c
.constant_map
));
286 aux_size
= sizeof(c
.prog_data
);
288 aux_size
+= c
.vp
->program
.Base
.Parameters
->NumParameters
;
290 brw_upload_cache(&brw
->cache
, BRW_VS_PROG
,
291 &c
.key
, sizeof(c
.key
),
292 program
, program_size
,
293 &c
.prog_data
, aux_size
,
294 &brw
->vs
.prog_offset
, &brw
->vs
.prog_data
);
295 ralloc_free(mem_ctx
);
301 static void brw_upload_vs_prog(struct brw_context
*brw
)
303 struct intel_context
*intel
= &brw
->intel
;
304 struct gl_context
*ctx
= &intel
->ctx
;
305 struct brw_vs_prog_key key
;
306 /* BRW_NEW_VERTEX_PROGRAM */
307 struct brw_vertex_program
*vp
=
308 (struct brw_vertex_program
*)brw
->vertex_program
;
309 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
312 memset(&key
, 0, sizeof(key
));
314 /* Just upload the program verbatim for now. Always send it all
315 * the inputs it asks for, whether they are varying or not.
317 key
.program_string_id
= vp
->id
;
318 key
.userclip_active
= (ctx
->Transform
.ClipPlanesEnabled
!= 0);
319 key
.uses_clip_distance
= vp
->program
.UsesClipDistance
;
320 if (key
.userclip_active
&& !key
.uses_clip_distance
) {
321 if (intel
->gen
< 6) {
322 key
.nr_userclip_plane_consts
323 = _mesa_bitcount_64(ctx
->Transform
.ClipPlanesEnabled
);
324 key
.userclip_planes_enabled_gen_4_5
325 = ctx
->Transform
.ClipPlanesEnabled
;
327 key
.nr_userclip_plane_consts
328 = _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
333 if (intel
->gen
< 6) {
334 key
.copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
335 ctx
->Polygon
.BackMode
!= GL_FILL
);
338 /* _NEW_LIGHT | _NEW_BUFFERS */
339 key
.clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
342 if (ctx
->Point
.PointSprite
) {
343 for (i
= 0; i
< 8; i
++) {
344 if (ctx
->Point
.CoordReplace
[i
])
345 key
.point_coord_replace
|= (1 << i
);
350 brw_populate_sampler_prog_key_data(ctx
, prog
, &key
.tex
);
352 /* BRW_NEW_VERTICES */
353 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
354 if (vp
->program
.Base
.InputsRead
& BITFIELD64_BIT(i
) &&
355 brw
->vb
.inputs
[i
].glarray
->Type
== GL_FIXED
) {
356 key
.gl_fixed_input_size
[i
] = brw
->vb
.inputs
[i
].glarray
->Size
;
360 if (!brw_search_cache(&brw
->cache
, BRW_VS_PROG
,
362 &brw
->vs
.prog_offset
, &brw
->vs
.prog_data
)) {
363 bool success
= do_vs_prog(brw
, ctx
->Shader
.CurrentVertexProgram
,
368 brw
->vs
.constant_map
= ((int8_t *)brw
->vs
.prog_data
+
369 sizeof(*brw
->vs
.prog_data
));
374 const struct brw_tracked_state brw_vs_prog
= {
376 .mesa
= (_NEW_TRANSFORM
| _NEW_POLYGON
| _NEW_POINT
| _NEW_LIGHT
|
379 .brw
= (BRW_NEW_VERTEX_PROGRAM
|
383 .emit
= brw_upload_vs_prog
387 brw_vs_precompile(struct gl_context
*ctx
, struct gl_shader_program
*prog
)
389 struct brw_context
*brw
= brw_context(ctx
);
390 struct brw_vs_prog_key key
;
391 uint32_t old_prog_offset
= brw
->vs
.prog_offset
;
392 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
395 if (!prog
->_LinkedShaders
[MESA_SHADER_VERTEX
])
398 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*)
399 prog
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
;
400 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
402 memset(&key
, 0, sizeof(key
));
404 key
.program_string_id
= bvp
->id
;
405 key
.clamp_vertex_color
= true;
407 success
= do_vs_prog(brw
, prog
, bvp
, &key
);
409 brw
->vs
.prog_offset
= old_prog_offset
;
410 brw
->vs
.prog_data
= old_prog_data
;