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_prog_data prog_data
;
98 struct brw_stage_prog_data
*stage_prog_data
= &prog_data
.base
.base
;
101 struct brw_shader
*vs
= NULL
;
102 bool start_busy
= false;
103 double start_time
= 0;
106 vs
= (struct brw_shader
*) prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
108 memset(&prog_data
, 0, sizeof(prog_data
));
110 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
112 stage_prog_data
->use_alt_mode
= true;
114 mem_ctx
= ralloc_context(NULL
);
116 /* Allocate the references to the uniforms that will end up in the
117 * prog_data associated with the compiled program, and which will be freed
118 * by the state cache.
122 /* We add padding around uniform values below vec4 size, with the worst
123 * case being a float value that gets blown up to a vec4, so be
126 param_count
= vs
->base
.num_uniform_components
* 4 +
127 vs
->base
.NumImages
* BRW_IMAGE_PARAM_SIZE
;
128 stage_prog_data
->nr_image_params
= vs
->base
.NumImages
;
130 param_count
= vp
->program
.Base
.Parameters
->NumParameters
* 4;
132 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
133 * planes as uniforms.
135 param_count
+= key
->nr_userclip_plane_consts
* 4;
137 stage_prog_data
->param
=
138 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
139 stage_prog_data
->pull_param
=
140 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
141 stage_prog_data
->image_param
=
142 rzalloc_array(NULL
, struct brw_image_param
,
143 stage_prog_data
->nr_image_params
);
144 stage_prog_data
->nr_params
= param_count
;
146 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
147 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
149 if (key
->copy_edgeflag
) {
150 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
151 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
155 /* Put dummy slots into the VUE for the SF to put the replaced
156 * point sprite coords in. We shouldn't need these dummy slots,
157 * which take up precious URB space, but it would mean that the SF
158 * doesn't get nice aligned pairs of input coords into output
159 * coords, which would be a pain to handle.
161 for (i
= 0; i
< 8; i
++) {
162 if (key
->point_coord_replace
& (1 << i
))
163 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
166 /* if back colors are written, allocate slots for front colors too */
167 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC0
))
168 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL0
);
169 if (outputs_written
& BITFIELD64_BIT(VARYING_SLOT_BFC1
))
170 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_COL1
);
173 /* In order for legacy clipping to work, we need to populate the clip
174 * distance varying slots whenever clipping is enabled, even if the vertex
175 * shader doesn't write to gl_ClipDistance.
177 if (key
->nr_userclip_plane_consts
> 0) {
178 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0
);
179 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1
);
182 brw_compute_vue_map(brw
->intelScreen
->devinfo
,
183 &prog_data
.base
.vue_map
, outputs_written
);
186 _mesa_fprint_program_opt(stderr
, &vp
->program
.Base
, PROG_PRINT_DEBUG
,
190 if (unlikely(brw
->perf_debug
)) {
191 start_busy
= (brw
->batch
.last_bo
&&
192 drm_intel_bo_busy(brw
->batch
.last_bo
));
193 start_time
= get_time();
198 program
= brw_vs_emit(brw
, mem_ctx
, key
, &prog_data
,
199 &vp
->program
, prog
, &program_size
);
200 if (program
== NULL
) {
201 ralloc_free(mem_ctx
);
205 if (unlikely(brw
->perf_debug
) && vs
) {
206 if (vs
->compiled_once
) {
207 brw_vs_debug_recompile(brw
, prog
, key
);
209 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
210 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
211 (get_time() - start_time
) * 1000);
213 vs
->compiled_once
= true;
216 /* Scratch space is used for register spilling */
217 if (prog_data
.base
.base
.total_scratch
) {
218 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
219 prog_data
.base
.base
.total_scratch
*
220 brw
->max_vs_threads
);
223 brw_upload_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
224 key
, sizeof(struct brw_vs_prog_key
),
225 program
, program_size
,
226 &prog_data
, sizeof(prog_data
),
227 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
228 ralloc_free(mem_ctx
);
234 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
237 perf_debug(" %s %d->%d\n", name
, a
, b
);
244 brw_vs_debug_recompile(struct brw_context
*brw
,
245 struct gl_shader_program
*prog
,
246 const struct brw_vs_prog_key
*key
)
248 struct brw_cache_item
*c
= NULL
;
249 const struct brw_vs_prog_key
*old_key
= NULL
;
252 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
254 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
255 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
256 if (c
->cache_id
== BRW_CACHE_VS_PROG
) {
259 if (old_key
->program_string_id
== key
->program_string_id
)
268 perf_debug(" Didn't find previous compile in the shader cache for "
273 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
274 found
|= key_debug(brw
, "Vertex attrib w/a flags",
275 old_key
->gl_attrib_wa_flags
[i
],
276 key
->gl_attrib_wa_flags
[i
]);
279 found
|= key_debug(brw
, "legacy user clipping",
280 old_key
->nr_userclip_plane_consts
,
281 key
->nr_userclip_plane_consts
);
283 found
|= key_debug(brw
, "copy edgeflag",
284 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
285 found
|= key_debug(brw
, "PointCoord replace",
286 old_key
->point_coord_replace
, key
->point_coord_replace
);
287 found
|= key_debug(brw
, "vertex color clamping",
288 old_key
->clamp_vertex_color
, key
->clamp_vertex_color
);
290 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
293 perf_debug(" Something else\n");
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
->program_string_id
= vp
->id
;
329 if (ctx
->Transform
.ClipPlanesEnabled
!= 0 &&
330 ctx
->API
== API_OPENGL_COMPAT
&&
331 !vp
->program
.Base
.UsesClipDistanceOut
) {
332 key
->nr_userclip_plane_consts
=
333 _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
338 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
339 ctx
->Polygon
.BackMode
!= GL_FILL
);
342 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
343 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
344 /* _NEW_LIGHT | _NEW_BUFFERS */
345 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
349 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
350 for (i
= 0; i
< 8; i
++) {
351 if (ctx
->Point
.CoordReplace
[i
])
352 key
->point_coord_replace
|= (1 << i
);
357 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
360 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
361 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
362 sizeof(brw
->vb
.attrib_wa_flags
));
366 brw_upload_vs_prog(struct brw_context
*brw
)
368 struct gl_context
*ctx
= &brw
->ctx
;
369 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
370 struct brw_vs_prog_key key
;
371 /* BRW_NEW_VERTEX_PROGRAM */
372 struct brw_vertex_program
*vp
=
373 (struct brw_vertex_program
*)brw
->vertex_program
;
375 if (!brw_vs_state_dirty(brw
))
378 brw_vs_populate_key(brw
, &key
);
380 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
382 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
383 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
388 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
390 if (brw
->vs
.prog_data
->base
.vue_map
.slots_valid
!=
391 brw
->vue_map_geom_out
.slots_valid
) {
392 brw
->vue_map_vs
= brw
->vs
.prog_data
->base
.vue_map
;
393 brw
->ctx
.NewDriverState
|= BRW_NEW_VUE_MAP_VS
;
395 /* No geometry shader support, so the VS VUE map is the VUE map for
396 * the output of the "geometry" portion of the pipeline.
398 brw
->vue_map_geom_out
= brw
->vue_map_vs
;
399 brw
->ctx
.NewDriverState
|= BRW_NEW_VUE_MAP_GEOM_OUT
;
405 brw_vs_precompile(struct gl_context
*ctx
,
406 struct gl_shader_program
*shader_prog
,
407 struct gl_program
*prog
)
409 struct brw_context
*brw
= brw_context(ctx
);
410 struct brw_vs_prog_key key
;
411 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
412 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
415 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
416 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
418 memset(&key
, 0, sizeof(key
));
420 brw_setup_tex_for_precompile(brw
, &key
.tex
, prog
);
421 key
.program_string_id
= bvp
->id
;
422 key
.clamp_vertex_color
=
423 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
424 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
426 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
428 brw
->vs
.base
.prog_offset
= old_prog_offset
;
429 brw
->vs
.prog_data
= old_prog_data
;