i965: Convert i965 to use CoordsReplaceBits.
[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 "main/context.h"
35 #include "brw_context.h"
36 #include "brw_vs.h"
37 #include "brw_util.h"
38 #include "brw_state.h"
39 #include "program/prog_print.h"
40 #include "program/prog_parameter.h"
41 #include "brw_nir.h"
42 #include "brw_program.h"
43
44 #include "util/ralloc.h"
45
46 bool
47 brw_codegen_vs_prog(struct brw_context *brw,
48 struct gl_shader_program *prog,
49 struct brw_vertex_program *vp,
50 struct brw_vs_prog_key *key)
51 {
52 const struct brw_compiler *compiler = brw->intelScreen->compiler;
53 GLuint program_size;
54 const GLuint *program;
55 struct brw_vs_prog_data prog_data;
56 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
57 void *mem_ctx;
58 int i;
59 struct brw_shader *vs = NULL;
60 bool start_busy = false;
61 double start_time = 0;
62
63 if (prog)
64 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
65
66 memset(&prog_data, 0, sizeof(prog_data));
67
68 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
69 if (!prog)
70 stage_prog_data->use_alt_mode = true;
71
72 mem_ctx = ralloc_context(NULL);
73
74 brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
75 brw->intelScreen->devinfo,
76 prog, &vp->program.Base,
77 &prog_data.base.base, 0);
78
79 /* Allocate the references to the uniforms that will end up in the
80 * prog_data associated with the compiled program, and which will be freed
81 * by the state cache.
82 */
83 int param_count = vp->program.Base.nir->num_uniforms / 4;
84
85 if (vs)
86 prog_data.base.base.nr_image_params = vs->base.NumImages;
87
88 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
89 * planes as uniforms.
90 */
91 param_count += key->nr_userclip_plane_consts * 4;
92
93 stage_prog_data->param =
94 rzalloc_array(NULL, const gl_constant_value *, param_count);
95 stage_prog_data->pull_param =
96 rzalloc_array(NULL, const gl_constant_value *, param_count);
97 stage_prog_data->image_param =
98 rzalloc_array(NULL, struct brw_image_param,
99 stage_prog_data->nr_image_params);
100 stage_prog_data->nr_params = param_count;
101
102 if (prog) {
103 brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
104 &prog_data.base.base,
105 compiler->scalar_stage[MESA_SHADER_VERTEX]);
106 } else {
107 brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
108 &prog_data.base.base);
109 }
110
111 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
112 prog_data.inputs_read = vp->program.Base.InputsRead;
113
114 if (key->copy_edgeflag) {
115 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
116 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
117 }
118
119 prog_data.base.cull_distance_mask =
120 ((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
121 vp->program.Base.ClipDistanceArraySize;
122
123 if (brw->gen < 6) {
124 /* Put dummy slots into the VUE for the SF to put the replaced
125 * point sprite coords in. We shouldn't need these dummy slots,
126 * which take up precious URB space, but it would mean that the SF
127 * doesn't get nice aligned pairs of input coords into output
128 * coords, which would be a pain to handle.
129 */
130 for (i = 0; i < 8; i++) {
131 if (key->point_coord_replace & (1 << i))
132 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
133 }
134
135 /* if back colors are written, allocate slots for front colors too */
136 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
137 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
138 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
139 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
140 }
141
142 /* In order for legacy clipping to work, we need to populate the clip
143 * distance varying slots whenever clipping is enabled, even if the vertex
144 * shader doesn't write to gl_ClipDistance.
145 */
146 if (key->nr_userclip_plane_consts > 0) {
147 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
148 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
149 }
150
151 brw_compute_vue_map(brw->intelScreen->devinfo,
152 &prog_data.base.vue_map, outputs_written,
153 prog ? prog->SeparateShader ||
154 prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]
155 : false);
156
157 if (0) {
158 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
159 true);
160 }
161
162 if (unlikely(brw->perf_debug)) {
163 start_busy = (brw->batch.last_bo &&
164 drm_intel_bo_busy(brw->batch.last_bo));
165 start_time = get_time();
166 }
167
168 if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
169 brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
170
171 fprintf(stderr, "VS Output ");
172 brw_print_vue_map(stderr, &prog_data.base.vue_map);
173 }
174
175 int st_index = -1;
176 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
177 st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
178
179 /* Emit GEN4 code.
180 */
181 char *error_str;
182 program = brw_compile_vs(compiler, brw, mem_ctx, key,
183 &prog_data, vp->program.Base.nir,
184 brw_select_clip_planes(&brw->ctx),
185 !_mesa_is_gles3(&brw->ctx),
186 st_index, &program_size, &error_str);
187 if (program == NULL) {
188 if (prog) {
189 prog->LinkStatus = false;
190 ralloc_strcat(&prog->InfoLog, error_str);
191 }
192
193 _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
194
195 ralloc_free(mem_ctx);
196 return false;
197 }
198
199 if (unlikely(brw->perf_debug) && vs) {
200 if (vs->compiled_once) {
201 brw_vs_debug_recompile(brw, prog, key);
202 }
203 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
204 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
205 (get_time() - start_time) * 1000);
206 }
207 vs->compiled_once = true;
208 }
209
210 /* Scratch space is used for register spilling */
211 brw_alloc_stage_scratch(brw, &brw->vs.base,
212 prog_data.base.base.total_scratch,
213 brw->max_vs_threads);
214
215 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
216 key, sizeof(struct brw_vs_prog_key),
217 program, program_size,
218 &prog_data, sizeof(prog_data),
219 &brw->vs.base.prog_offset, &brw->vs.prog_data);
220 ralloc_free(mem_ctx);
221
222 return true;
223 }
224
225 void
226 brw_vs_debug_recompile(struct brw_context *brw,
227 struct gl_shader_program *prog,
228 const struct brw_vs_prog_key *key)
229 {
230 struct brw_cache_item *c = NULL;
231 const struct brw_vs_prog_key *old_key = NULL;
232 bool found = false;
233
234 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
235
236 for (unsigned int i = 0; i < brw->cache.size; i++) {
237 for (c = brw->cache.items[i]; c; c = c->next) {
238 if (c->cache_id == BRW_CACHE_VS_PROG) {
239 old_key = c->key;
240
241 if (old_key->program_string_id == key->program_string_id)
242 break;
243 }
244 }
245 if (c)
246 break;
247 }
248
249 if (!c) {
250 perf_debug(" Didn't find previous compile in the shader cache for "
251 "debug\n");
252 return;
253 }
254
255 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
256 found |= key_debug(brw, "Vertex attrib w/a flags",
257 old_key->gl_attrib_wa_flags[i],
258 key->gl_attrib_wa_flags[i]);
259 }
260
261 found |= key_debug(brw, "legacy user clipping",
262 old_key->nr_userclip_plane_consts,
263 key->nr_userclip_plane_consts);
264
265 found |= key_debug(brw, "copy edgeflag",
266 old_key->copy_edgeflag, key->copy_edgeflag);
267 found |= key_debug(brw, "PointCoord replace",
268 old_key->point_coord_replace, key->point_coord_replace);
269 found |= key_debug(brw, "vertex color clamping",
270 old_key->clamp_vertex_color, key->clamp_vertex_color);
271
272 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
273
274 if (!found) {
275 perf_debug(" Something else\n");
276 }
277 }
278
279 static bool
280 brw_vs_state_dirty(const struct brw_context *brw)
281 {
282 return brw_state_dirty(brw,
283 _NEW_BUFFERS |
284 _NEW_LIGHT |
285 _NEW_POINT |
286 _NEW_POLYGON |
287 _NEW_TEXTURE |
288 _NEW_TRANSFORM,
289 BRW_NEW_VERTEX_PROGRAM |
290 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
291 }
292
293 static void
294 brw_vs_populate_key(struct brw_context *brw,
295 struct brw_vs_prog_key *key)
296 {
297 struct gl_context *ctx = &brw->ctx;
298 /* BRW_NEW_VERTEX_PROGRAM */
299 struct brw_vertex_program *vp =
300 (struct brw_vertex_program *)brw->vertex_program;
301 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
302
303 memset(key, 0, sizeof(*key));
304
305 /* Just upload the program verbatim for now. Always send it all
306 * the inputs it asks for, whether they are varying or not.
307 */
308 key->program_string_id = vp->id;
309
310 if (ctx->Transform.ClipPlanesEnabled != 0 &&
311 (ctx->API == API_OPENGL_COMPAT ||
312 ctx->API == API_OPENGLES) &&
313 vp->program.Base.ClipDistanceArraySize == 0) {
314 key->nr_userclip_plane_consts =
315 _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
316 }
317
318 /* _NEW_POLYGON */
319 if (brw->gen < 6) {
320 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
321 ctx->Polygon.BackMode != GL_FILL);
322 }
323
324 if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
325 VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
326 /* _NEW_LIGHT | _NEW_BUFFERS */
327 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
328 }
329
330 /* _NEW_POINT */
331 if (brw->gen < 6 && ctx->Point.PointSprite) {
332 key->point_coord_replace = ctx->Point.CoordReplaceBits & 0xff;
333 }
334
335 /* _NEW_TEXTURE */
336 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
337 &key->tex);
338
339 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
340 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
341 sizeof(brw->vb.attrib_wa_flags));
342 }
343
344 void
345 brw_upload_vs_prog(struct brw_context *brw)
346 {
347 struct gl_context *ctx = &brw->ctx;
348 struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
349 struct brw_vs_prog_key key;
350 /* BRW_NEW_VERTEX_PROGRAM */
351 struct brw_vertex_program *vp =
352 (struct brw_vertex_program *)brw->vertex_program;
353
354 if (!brw_vs_state_dirty(brw))
355 return;
356
357 brw_vs_populate_key(brw, &key);
358
359 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
360 &key, sizeof(key),
361 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
362 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
363 vp, &key);
364 (void) success;
365 assert(success);
366 }
367 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
368 }
369
370 bool
371 brw_vs_precompile(struct gl_context *ctx,
372 struct gl_shader_program *shader_prog,
373 struct gl_program *prog)
374 {
375 struct brw_context *brw = brw_context(ctx);
376 struct brw_vs_prog_key key;
377 uint32_t old_prog_offset = brw->vs.base.prog_offset;
378 struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
379 bool success;
380
381 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
382 struct brw_vertex_program *bvp = brw_vertex_program(vp);
383
384 memset(&key, 0, sizeof(key));
385
386 brw_setup_tex_for_precompile(brw, &key.tex, prog);
387 key.program_string_id = bvp->id;
388 key.clamp_vertex_color =
389 (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
390 VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
391
392 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
393
394 brw->vs.base.prog_offset = old_prog_offset;
395 brw->vs.prog_data = old_prog_data;
396
397 return success;
398 }