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"
44 * Decide which set of clip planes should be used when clipping via
45 * gl_Position or gl_ClipVertex.
47 gl_clip_plane
*brw_select_clip_planes(struct gl_context
*ctx
)
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
56 return ctx
->Transform
.EyeUserPlane
;
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
64 return ctx
->Transform
._ClipUserPlane
;
70 brw_vs_prog_data_compare(const void *in_a
, const void *in_b
)
72 const struct brw_vs_prog_data
*a
= in_a
;
73 const struct brw_vs_prog_data
*b
= in_b
;
75 /* Compare the base structure. */
76 if (!brw_stage_prog_data_compare(&a
->base
.base
, &b
->base
.base
))
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
)) {
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
)
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
;
102 struct gl_shader
*vs
= NULL
;
105 vs
= prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
107 memset(&c
, 0, sizeof(c
));
108 memcpy(&c
.key
, key
, sizeof(*key
));
109 memset(&prog_data
, 0, sizeof(prog_data
));
111 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
113 stage_prog_data
->use_alt_mode
= true;
115 mem_ctx
= ralloc_context(NULL
);
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.
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
129 param_count
= vs
->num_uniform_components
* 4;
132 param_count
= vp
->program
.Base
.Parameters
->NumParameters
* 4;
134 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
135 * planes as uniforms.
137 param_count
+= c
.key
.base
.nr_userclip_plane_consts
* 4;
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
;
145 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
146 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
148 if (c
.key
.copy_edgeflag
) {
149 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
150 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
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.
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
);
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
);
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.
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
);
181 brw_compute_vue_map(brw
->intelScreen
->devinfo
,
182 &prog_data
.base
.vue_map
, outputs_written
);
185 _mesa_fprint_program_opt(stderr
, &c
.vp
->program
.Base
, PROG_PRINT_DEBUG
,
191 program
= brw_vs_emit(brw
, prog
, &c
, &prog_data
, mem_ctx
, &program_size
);
192 if (program
== NULL
) {
193 ralloc_free(mem_ctx
);
197 /* Scratch space is used for register spilling */
198 if (prog_data
.base
.base
.total_scratch
) {
199 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
200 prog_data
.base
.base
.total_scratch
*
201 brw
->max_vs_threads
);
204 brw_upload_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
205 &c
.key
, sizeof(c
.key
),
206 program
, program_size
,
207 &prog_data
, sizeof(prog_data
),
208 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
209 ralloc_free(mem_ctx
);
215 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
218 perf_debug(" %s %d->%d\n", name
, a
, b
);
225 brw_vs_debug_recompile(struct brw_context
*brw
,
226 struct gl_shader_program
*prog
,
227 const struct brw_vs_prog_key
*key
)
229 struct brw_cache_item
*c
= NULL
;
230 const struct brw_vs_prog_key
*old_key
= NULL
;
233 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
235 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
236 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
237 if (c
->cache_id
== BRW_CACHE_VS_PROG
) {
240 if (old_key
->base
.program_string_id
== key
->base
.program_string_id
)
249 perf_debug(" Didn't find previous compile in the shader cache for "
254 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
255 found
|= key_debug(brw
, "Vertex attrib w/a flags",
256 old_key
->gl_attrib_wa_flags
[i
],
257 key
->gl_attrib_wa_flags
[i
]);
260 found
|= key_debug(brw
, "user clip flags",
261 old_key
->base
.userclip_active
, key
->base
.userclip_active
);
263 found
|= key_debug(brw
, "user clipping planes as push constants",
264 old_key
->base
.nr_userclip_plane_consts
,
265 key
->base
.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
->base
.tex
,
278 perf_debug(" Something else\n");
284 brw_setup_vue_key_clip_info(struct brw_context
*brw
,
285 struct brw_vue_prog_key
*key
,
286 bool program_uses_clip_distance
)
288 struct gl_context
*ctx
= &brw
->ctx
;
290 key
->userclip_active
= (ctx
->Transform
.ClipPlanesEnabled
!= 0);
291 if (key
->userclip_active
&& !program_uses_clip_distance
) {
292 key
->nr_userclip_plane_consts
293 = _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
298 brw_vs_state_dirty(struct brw_context
*brw
)
300 return brw_state_dirty(brw
,
307 BRW_NEW_VERTEX_PROGRAM
|
308 BRW_NEW_VS_ATTRIB_WORKAROUNDS
);
312 brw_vs_populate_key(struct brw_context
*brw
,
313 struct brw_vs_prog_key
*key
)
315 struct gl_context
*ctx
= &brw
->ctx
;
316 /* BRW_NEW_VERTEX_PROGRAM */
317 struct brw_vertex_program
*vp
=
318 (struct brw_vertex_program
*)brw
->vertex_program
;
319 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
322 memset(key
, 0, sizeof(*key
));
324 /* Just upload the program verbatim for now. Always send it all
325 * the inputs it asks for, whether they are varying or not.
327 key
->base
.program_string_id
= vp
->id
;
328 brw_setup_vue_key_clip_info(brw
, &key
->base
,
329 vp
->program
.Base
.UsesClipDistanceOut
);
333 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
334 ctx
->Polygon
.BackMode
!= GL_FILL
);
337 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
338 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
339 /* _NEW_LIGHT | _NEW_BUFFERS */
340 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
344 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
345 for (i
= 0; i
< 8; i
++) {
346 if (ctx
->Point
.CoordReplace
[i
])
347 key
->point_coord_replace
|= (1 << i
);
352 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
355 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
356 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
357 sizeof(brw
->vb
.attrib_wa_flags
));
361 brw_upload_vs_prog(struct brw_context
*brw
)
363 struct gl_context
*ctx
= &brw
->ctx
;
364 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
365 struct brw_vs_prog_key key
;
366 /* BRW_NEW_VERTEX_PROGRAM */
367 struct brw_vertex_program
*vp
=
368 (struct brw_vertex_program
*)brw
->vertex_program
;
370 if (!brw_vs_state_dirty(brw
))
373 brw_vs_populate_key(brw
, &key
);
375 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
377 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
378 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
383 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
385 if (memcmp(&brw
->vs
.prog_data
->base
.vue_map
, &brw
->vue_map_geom_out
,
386 sizeof(brw
->vue_map_geom_out
)) != 0) {
387 brw
->vue_map_vs
= brw
->vs
.prog_data
->base
.vue_map
;
388 brw
->ctx
.NewDriverState
|= BRW_NEW_VUE_MAP_VS
;
390 /* No geometry shader support, so the VS VUE map is the VUE map for
391 * the output of the "geometry" portion of the pipeline.
393 brw
->vue_map_geom_out
= brw
->vue_map_vs
;
394 brw
->ctx
.NewDriverState
|= BRW_NEW_VUE_MAP_GEOM_OUT
;
400 brw_vs_precompile(struct gl_context
*ctx
,
401 struct gl_shader_program
*shader_prog
,
402 struct gl_program
*prog
)
404 struct brw_context
*brw
= brw_context(ctx
);
405 struct brw_vs_prog_key key
;
406 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
407 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
410 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
411 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
413 memset(&key
, 0, sizeof(key
));
415 brw_vue_setup_prog_key_for_precompile(ctx
, &key
.base
, bvp
->id
, &vp
->Base
);
416 key
.clamp_vertex_color
=
417 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
418 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
420 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
422 brw
->vs
.base
.prog_offset
= old_prog_offset
;
423 brw
->vs
.prog_data
= old_prog_data
;