i965: Move perf_debug code to brw_codegen_*_prog()
[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_prog_data prog_data;
98 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
99 void *mem_ctx;
100 int i;
101 struct brw_shader *vs = NULL;
102 bool start_busy = false;
103 double start_time = 0;
104
105 if (prog)
106 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
107
108 memset(&prog_data, 0, sizeof(prog_data));
109
110 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
111 if (!prog)
112 stage_prog_data->use_alt_mode = true;
113
114 mem_ctx = ralloc_context(NULL);
115
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.
119 */
120 int param_count;
121 if (vs) {
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
124 * conservative here.
125 */
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;
129 } else {
130 param_count = vp->program.Base.Parameters->NumParameters * 4;
131 }
132 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
133 * planes as uniforms.
134 */
135 param_count += key->nr_userclip_plane_consts * 4;
136
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;
145
146 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
147 prog_data.inputs_read = vp->program.Base.InputsRead;
148
149 if (key->copy_edgeflag) {
150 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
151 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
152 }
153
154 if (brw->gen < 6) {
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.
160 */
161 for (i = 0; i < 8; i++) {
162 if (key->point_coord_replace & (1 << i))
163 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
164 }
165
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);
171 }
172
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.
176 */
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);
180 }
181
182 brw_compute_vue_map(brw->intelScreen->devinfo,
183 &prog_data.base.vue_map, outputs_written);
184
185 if (0) {
186 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
187 true);
188 }
189
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();
194 }
195
196 /* Emit GEN4 code.
197 */
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);
202 return false;
203 }
204
205 if (unlikely(brw->perf_debug) && vs) {
206 if (vs->compiled_once) {
207 brw_vs_debug_recompile(brw, prog, key);
208 }
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);
212 }
213 vs->compiled_once = true;
214 }
215
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);
221 }
222
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);
229
230 return true;
231 }
232
233 static bool
234 key_debug(struct brw_context *brw, const char *name, int a, int b)
235 {
236 if (a != b) {
237 perf_debug(" %s %d->%d\n", name, a, b);
238 return true;
239 }
240 return false;
241 }
242
243 void
244 brw_vs_debug_recompile(struct brw_context *brw,
245 struct gl_shader_program *prog,
246 const struct brw_vs_prog_key *key)
247 {
248 struct brw_cache_item *c = NULL;
249 const struct brw_vs_prog_key *old_key = NULL;
250 bool found = false;
251
252 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
253
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) {
257 old_key = c->key;
258
259 if (old_key->program_string_id == key->program_string_id)
260 break;
261 }
262 }
263 if (c)
264 break;
265 }
266
267 if (!c) {
268 perf_debug(" Didn't find previous compile in the shader cache for "
269 "debug\n");
270 return;
271 }
272
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]);
277 }
278
279 found |= key_debug(brw, "legacy user clipping",
280 old_key->nr_userclip_plane_consts,
281 key->nr_userclip_plane_consts);
282
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);
289
290 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
291
292 if (!found) {
293 perf_debug(" Something else\n");
294 }
295 }
296
297 static bool
298 brw_vs_state_dirty(struct brw_context *brw)
299 {
300 return brw_state_dirty(brw,
301 _NEW_BUFFERS |
302 _NEW_LIGHT |
303 _NEW_POINT |
304 _NEW_POLYGON |
305 _NEW_TEXTURE |
306 _NEW_TRANSFORM,
307 BRW_NEW_VERTEX_PROGRAM |
308 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
309 }
310
311 static void
312 brw_vs_populate_key(struct brw_context *brw,
313 struct brw_vs_prog_key *key)
314 {
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;
320 int i;
321
322 memset(key, 0, sizeof(*key));
323
324 /* Just upload the program verbatim for now. Always send it all
325 * the inputs it asks for, whether they are varying or not.
326 */
327 key->program_string_id = vp->id;
328
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;
334 }
335
336 /* _NEW_POLYGON */
337 if (brw->gen < 6) {
338 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
339 ctx->Polygon.BackMode != GL_FILL);
340 }
341
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;
346 }
347
348 /* _NEW_POINT */
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);
353 }
354 }
355
356 /* _NEW_TEXTURE */
357 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
358 &key->tex);
359
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));
363 }
364
365 void
366 brw_upload_vs_prog(struct brw_context *brw)
367 {
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;
374
375 if (!brw_vs_state_dirty(brw))
376 return;
377
378 brw_vs_populate_key(brw, &key);
379
380 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
381 &key, sizeof(key),
382 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
383 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
384 vp, &key);
385 (void) success;
386 assert(success);
387 }
388 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
389
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;
394 if (brw->gen < 6) {
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.
397 */
398 brw->vue_map_geom_out = brw->vue_map_vs;
399 brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
400 }
401 }
402 }
403
404 bool
405 brw_vs_precompile(struct gl_context *ctx,
406 struct gl_shader_program *shader_prog,
407 struct gl_program *prog)
408 {
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;
413 bool success;
414
415 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
416 struct brw_vertex_program *bvp = brw_vertex_program(vp);
417
418 memset(&key, 0, sizeof(key));
419
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));
425
426 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
427
428 brw->vs.base.prog_offset = old_prog_offset;
429 brw->vs.prog_data = old_prog_data;
430
431 return success;
432 }