i965/gen6+: Remove VUE map dependency on userclip_active.
[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 (http://www.tungstengraphics.com) 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 <keith@tungstengraphics.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 "glsl/ralloc.h"
42
43 static inline void assign_vue_slot(struct brw_vue_map *vue_map,
44 int varying)
45 {
46 /* Make sure this varying hasn't been assigned a slot already */
47 assert (vue_map->varying_to_slot[varying] == -1);
48
49 vue_map->varying_to_slot[varying] = vue_map->num_slots;
50 vue_map->slot_to_varying[vue_map->num_slots++] = varying;
51 }
52
53 /**
54 * Compute the VUE map for vertex shader program.
55 */
56 void
57 brw_compute_vue_map(struct brw_context *brw, struct brw_vue_map *vue_map,
58 GLbitfield64 slots_valid)
59 {
60 vue_map->slots_valid = slots_valid;
61 int i;
62
63 /* gl_Layer doesn't get its own varying slot--it's stored in the virst VUE
64 * slot (VARYING_SLOT_PSIZ).
65 */
66 slots_valid &= ~VARYING_BIT_LAYER;
67
68 /* Make sure that the values we store in vue_map->varying_to_slot and
69 * vue_map->slot_to_varying won't overflow the signed chars that are used
70 * to store them. Note that since vue_map->slot_to_varying sometimes holds
71 * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
72 * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
73 */
74 STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
75
76 vue_map->num_slots = 0;
77 for (i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
78 vue_map->varying_to_slot[i] = -1;
79 vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_COUNT;
80 }
81
82 /* VUE header: format depends on chip generation and whether clipping is
83 * enabled.
84 */
85 switch (brw->gen) {
86 case 4:
87 case 5:
88 /* There are 8 dwords in VUE header pre-Ironlake:
89 * dword 0-3 is indices, point width, clip flags.
90 * dword 4-7 is ndc position
91 * dword 8-11 is the first vertex data.
92 *
93 * On Ironlake the VUE header is nominally 20 dwords, but the hardware
94 * will accept the same header layout as Gen4 [and should be a bit faster]
95 */
96 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
97 assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC);
98 assign_vue_slot(vue_map, VARYING_SLOT_POS);
99 break;
100 case 6:
101 case 7:
102 /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
103 * dword 0-3 of the header is indices, point width, clip flags.
104 * dword 4-7 is the 4D space position
105 * dword 8-15 of the vertex header is the user clip distance if
106 * enabled.
107 * dword 8-11 or 16-19 is the first vertex element data we fill.
108 */
109 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
110 assign_vue_slot(vue_map, VARYING_SLOT_POS);
111 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
112 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0);
113 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
114 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1);
115
116 /* front and back colors need to be consecutive so that we can use
117 * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
118 * two-sided color.
119 */
120 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
121 assign_vue_slot(vue_map, VARYING_SLOT_COL0);
122 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
123 assign_vue_slot(vue_map, VARYING_SLOT_BFC0);
124 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
125 assign_vue_slot(vue_map, VARYING_SLOT_COL1);
126 if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
127 assign_vue_slot(vue_map, VARYING_SLOT_BFC1);
128 break;
129 default:
130 assert (!"VUE map not known for this chip generation");
131 break;
132 }
133
134 /* The hardware doesn't care about the rest of the vertex outputs, so just
135 * assign them contiguously. Don't reassign outputs that already have a
136 * slot.
137 *
138 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
139 * since it's encoded as the clip distances by emit_clip_distances().
140 * However, it may be output by transform feedback, and we'd rather not
141 * recompute state when TF changes, so we just always include it.
142 */
143 for (int i = 0; i < VARYING_SLOT_MAX; ++i) {
144 if ((slots_valid & BITFIELD64_BIT(i)) &&
145 vue_map->varying_to_slot[i] == -1) {
146 assign_vue_slot(vue_map, i);
147 }
148 }
149 }
150
151
152 /**
153 * Decide which set of clip planes should be used when clipping via
154 * gl_Position or gl_ClipVertex.
155 */
156 gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
157 {
158 if (ctx->Shader.CurrentVertexProgram) {
159 /* There is currently a GLSL vertex shader, so clip according to GLSL
160 * rules, which means compare gl_ClipVertex (or gl_Position, if
161 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
162 * that were stored in EyeUserPlane at the time the clip planes were
163 * specified.
164 */
165 return ctx->Transform.EyeUserPlane;
166 } else {
167 /* Either we are using fixed function or an ARB vertex program. In
168 * either case the clip planes are going to be compared against
169 * gl_Position (which is in clip coordinates) so we have to clip using
170 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
171 * core.
172 */
173 return ctx->Transform._ClipUserPlane;
174 }
175 }
176
177
178 bool
179 brw_vs_prog_data_compare(const void *in_a, const void *in_b,
180 int aux_size, const void *in_key)
181 {
182 const struct brw_vs_prog_data *a = in_a;
183 const struct brw_vs_prog_data *b = in_b;
184
185 /* Compare the base vec4 structure. */
186 if (!brw_vec4_prog_data_compare(&a->base, &b->base))
187 return false;
188
189 /* Compare the rest of the struct. */
190 const unsigned offset = sizeof(struct brw_vec4_prog_data);
191 if (memcmp(((char *) &a) + offset, ((char *) &b) + offset,
192 sizeof(struct brw_vs_prog_data) - offset)) {
193 return false;
194 }
195
196 return true;
197 }
198
199 static bool
200 do_vs_prog(struct brw_context *brw,
201 struct gl_shader_program *prog,
202 struct brw_vertex_program *vp,
203 struct brw_vs_prog_key *key)
204 {
205 GLuint program_size;
206 const GLuint *program;
207 struct brw_vs_compile c;
208 struct brw_vs_prog_data prog_data;
209 void *mem_ctx;
210 int i;
211 struct gl_shader *vs = NULL;
212
213 if (prog)
214 vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
215
216 memset(&c, 0, sizeof(c));
217 memcpy(&c.key, key, sizeof(*key));
218 memset(&prog_data, 0, sizeof(prog_data));
219
220 mem_ctx = ralloc_context(NULL);
221
222 c.vp = vp;
223
224 /* Allocate the references to the uniforms that will end up in the
225 * prog_data associated with the compiled program, and which will be freed
226 * by the state cache.
227 */
228 int param_count;
229 if (vs) {
230 /* We add padding around uniform values below vec4 size, with the worst
231 * case being a float value that gets blown up to a vec4, so be
232 * conservative here.
233 */
234 param_count = vs->num_uniform_components * 4;
235
236 } else {
237 param_count = vp->program.Base.Parameters->NumParameters * 4;
238 }
239 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
240 * planes as uniforms.
241 */
242 param_count += c.key.base.nr_userclip_plane_consts * 4;
243
244 prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
245 prog_data.base.pull_param = rzalloc_array(NULL, const float *, param_count);
246
247 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
248 prog_data.inputs_read = vp->program.Base.InputsRead;
249
250 if (c.key.copy_edgeflag) {
251 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
252 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
253 }
254
255 if (brw->gen < 6) {
256 /* Put dummy slots into the VUE for the SF to put the replaced
257 * point sprite coords in. We shouldn't need these dummy slots,
258 * which take up precious URB space, but it would mean that the SF
259 * doesn't get nice aligned pairs of input coords into output
260 * coords, which would be a pain to handle.
261 */
262 for (i = 0; i < 8; i++) {
263 if (c.key.point_coord_replace & (1 << i))
264 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
265 }
266
267 /* if back colors are written, allocate slots for front colors too */
268 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
269 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
270 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
271 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
272 }
273
274 /* In order for legacy clipping to work, we need to populate the clip
275 * distance varying slots whenever clipping is enabled, even if the vertex
276 * shader doesn't write to gl_ClipDistance.
277 */
278 if (c.key.base.userclip_active) {
279 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
280 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
281 }
282
283 brw_compute_vue_map(brw, &prog_data.base.vue_map, outputs_written);
284
285 if (0) {
286 _mesa_fprint_program_opt(stdout, &c.vp->program.Base, PROG_PRINT_DEBUG,
287 true);
288 }
289
290 /* Emit GEN4 code.
291 */
292 program = brw_vs_emit(brw, prog, &c, &prog_data, mem_ctx, &program_size);
293 if (program == NULL) {
294 ralloc_free(mem_ctx);
295 return false;
296 }
297
298 /* Scratch space is used for register spilling */
299 if (c.base.last_scratch) {
300 perf_debug("Vertex shader triggered register spilling. "
301 "Try reducing the number of live vec4 values to "
302 "improve performance.\n");
303
304 prog_data.base.total_scratch
305 = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
306
307 brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
308 prog_data.base.total_scratch * brw->max_vs_threads);
309 }
310
311 brw_upload_cache(&brw->cache, BRW_VS_PROG,
312 &c.key, sizeof(c.key),
313 program, program_size,
314 &prog_data, sizeof(prog_data),
315 &brw->vs.base.prog_offset, &brw->vs.prog_data);
316 ralloc_free(mem_ctx);
317
318 return true;
319 }
320
321 static bool
322 key_debug(struct brw_context *brw, const char *name, int a, int b)
323 {
324 if (a != b) {
325 perf_debug(" %s %d->%d\n", name, a, b);
326 return true;
327 }
328 return false;
329 }
330
331 void
332 brw_vs_debug_recompile(struct brw_context *brw,
333 struct gl_shader_program *prog,
334 const struct brw_vs_prog_key *key)
335 {
336 struct brw_cache_item *c = NULL;
337 const struct brw_vs_prog_key *old_key = NULL;
338 bool found = false;
339
340 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
341
342 for (unsigned int i = 0; i < brw->cache.size; i++) {
343 for (c = brw->cache.items[i]; c; c = c->next) {
344 if (c->cache_id == BRW_VS_PROG) {
345 old_key = c->key;
346
347 if (old_key->base.program_string_id == key->base.program_string_id)
348 break;
349 }
350 }
351 if (c)
352 break;
353 }
354
355 if (!c) {
356 perf_debug(" Didn't find previous compile in the shader cache for "
357 "debug\n");
358 return;
359 }
360
361 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
362 found |= key_debug(brw, "Vertex attrib w/a flags",
363 old_key->gl_attrib_wa_flags[i],
364 key->gl_attrib_wa_flags[i]);
365 }
366
367 found |= key_debug(brw, "user clip flags",
368 old_key->base.userclip_active, key->base.userclip_active);
369
370 found |= key_debug(brw, "user clipping planes as push constants",
371 old_key->base.nr_userclip_plane_consts,
372 key->base.nr_userclip_plane_consts);
373
374 found |= key_debug(brw, "clip distance enable",
375 old_key->base.uses_clip_distance, key->base.uses_clip_distance);
376 found |= key_debug(brw, "copy edgeflag",
377 old_key->copy_edgeflag, key->copy_edgeflag);
378 found |= key_debug(brw, "PointCoord replace",
379 old_key->point_coord_replace, key->point_coord_replace);
380 found |= key_debug(brw, "vertex color clamping",
381 old_key->base.clamp_vertex_color, key->base.clamp_vertex_color);
382
383 found |= brw_debug_recompile_sampler_key(brw, &old_key->base.tex,
384 &key->base.tex);
385
386 if (!found) {
387 perf_debug(" Something else\n");
388 }
389 }
390
391
392 void
393 brw_setup_vec4_key_clip_info(struct brw_context *brw,
394 struct brw_vec4_prog_key *key,
395 bool program_uses_clip_distance)
396 {
397 struct gl_context *ctx = &brw->ctx;
398
399 key->userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
400 key->uses_clip_distance = program_uses_clip_distance;
401 if (key->userclip_active && !key->uses_clip_distance) {
402 key->nr_userclip_plane_consts
403 = _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
404 }
405 }
406
407
408 static void brw_upload_vs_prog(struct brw_context *brw)
409 {
410 struct gl_context *ctx = &brw->ctx;
411 struct brw_vs_prog_key key;
412 /* BRW_NEW_VERTEX_PROGRAM */
413 struct brw_vertex_program *vp =
414 (struct brw_vertex_program *)brw->vertex_program;
415 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
416 int i;
417
418 memset(&key, 0, sizeof(key));
419
420 /* Just upload the program verbatim for now. Always send it all
421 * the inputs it asks for, whether they are varying or not.
422 */
423 key.base.program_string_id = vp->id;
424 brw_setup_vec4_key_clip_info(brw, &key.base, vp->program.UsesClipDistance);
425
426 /* _NEW_POLYGON */
427 if (brw->gen < 6) {
428 key.copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
429 ctx->Polygon.BackMode != GL_FILL);
430 }
431
432 /* _NEW_LIGHT | _NEW_BUFFERS */
433 key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;
434
435 /* _NEW_POINT */
436 if (brw->gen < 6 && ctx->Point.PointSprite) {
437 for (i = 0; i < 8; i++) {
438 if (ctx->Point.CoordReplace[i])
439 key.point_coord_replace |= (1 << i);
440 }
441 }
442
443 /* _NEW_TEXTURE */
444 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
445 &key.base.tex);
446
447 /* BRW_NEW_VERTICES */
448 if (brw->gen < 8 && !brw->is_haswell) {
449 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
450 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
451 */
452 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
453 if (!(vp->program.Base.InputsRead & BITFIELD64_BIT(i)))
454 continue;
455
456 uint8_t wa_flags = 0;
457
458 switch (brw->vb.inputs[i].glarray->Type) {
459
460 case GL_FIXED:
461 wa_flags = brw->vb.inputs[i].glarray->Size;
462 break;
463
464 case GL_INT_2_10_10_10_REV:
465 wa_flags |= BRW_ATTRIB_WA_SIGN;
466 /* fallthough */
467
468 case GL_UNSIGNED_INT_2_10_10_10_REV:
469 if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
470 wa_flags |= BRW_ATTRIB_WA_BGRA;
471
472 if (brw->vb.inputs[i].glarray->Normalized)
473 wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
474 else if (!brw->vb.inputs[i].glarray->Integer)
475 wa_flags |= BRW_ATTRIB_WA_SCALE;
476
477 break;
478 }
479
480 key.gl_attrib_wa_flags[i] = wa_flags;
481 }
482 }
483
484 if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
485 &key, sizeof(key),
486 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
487 bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
488 vp, &key);
489 (void) success;
490 assert(success);
491 }
492 if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
493 sizeof(brw->vue_map_geom_out)) != 0) {
494 brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
495 brw->state.dirty.brw |= BRW_NEW_VUE_MAP_VS;
496 if (brw->gen < 7) {
497 /* No geometry shader support, so the VS VUE map is the VUE map for
498 * the output of the "geometry" portion of the pipeline.
499 */
500 brw->vue_map_geom_out = brw->vue_map_vs;
501 brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
502 }
503 }
504 }
505
506 /* See brw_vs.c:
507 */
508 const struct brw_tracked_state brw_vs_prog = {
509 .dirty = {
510 .mesa = (_NEW_TRANSFORM | _NEW_POLYGON | _NEW_POINT | _NEW_LIGHT |
511 _NEW_TEXTURE |
512 _NEW_BUFFERS),
513 .brw = (BRW_NEW_VERTEX_PROGRAM |
514 BRW_NEW_VERTICES),
515 .cache = 0
516 },
517 .emit = brw_upload_vs_prog
518 };
519
520 bool
521 brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
522 {
523 struct brw_context *brw = brw_context(ctx);
524 struct brw_vs_prog_key key;
525 uint32_t old_prog_offset = brw->vs.base.prog_offset;
526 struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
527 bool success;
528
529 if (!prog->_LinkedShaders[MESA_SHADER_VERTEX])
530 return true;
531
532 struct gl_vertex_program *vp = (struct gl_vertex_program *)
533 prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
534 struct brw_vertex_program *bvp = brw_vertex_program(vp);
535
536 memset(&key, 0, sizeof(key));
537
538 key.base.program_string_id = bvp->id;
539 key.base.clamp_vertex_color = ctx->API == API_OPENGL_COMPAT;
540
541 unsigned sampler_count = _mesa_fls(vp->Base.SamplersUsed);
542 for (unsigned i = 0; i < sampler_count; i++) {
543 if (vp->Base.ShadowSamplers & (1 << i)) {
544 /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
545 key.base.tex.swizzles[i] =
546 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
547 } else {
548 /* Color sampler: assume no swizzling. */
549 key.base.tex.swizzles[i] = SWIZZLE_XYZW;
550 }
551 }
552
553 success = do_vs_prog(brw, prog, bvp, &key);
554
555 brw->vs.base.prog_offset = old_prog_offset;
556 brw->vs.prog_data = old_prog_data;
557
558 return success;
559 }
560
561
562 void
563 brw_vs_prog_data_free(const void *in_prog_data)
564 {
565 const struct brw_vs_prog_data *prog_data = in_prog_data;
566
567 brw_vec4_prog_data_free(&prog_data->base);
568 }