i965: Move binding table setup to codegen time.
[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 #include "brw_nir.h"
41
42 #include "util/ralloc.h"
43
44 /**
45 * Decide which set of clip planes should be used when clipping via
46 * gl_Position or gl_ClipVertex.
47 */
48 gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
49 {
50 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
51 /* There is currently a GLSL vertex shader, so clip according to GLSL
52 * rules, which means compare gl_ClipVertex (or gl_Position, if
53 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
54 * that were stored in EyeUserPlane at the time the clip planes were
55 * specified.
56 */
57 return ctx->Transform.EyeUserPlane;
58 } else {
59 /* Either we are using fixed function or an ARB vertex program. In
60 * either case the clip planes are going to be compared against
61 * gl_Position (which is in clip coordinates) so we have to clip using
62 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
63 * core.
64 */
65 return ctx->Transform._ClipUserPlane;
66 }
67 }
68
69 bool
70 brw_codegen_vs_prog(struct brw_context *brw,
71 struct gl_shader_program *prog,
72 struct brw_vertex_program *vp,
73 struct brw_vs_prog_key *key)
74 {
75 GLuint program_size;
76 const GLuint *program;
77 struct brw_vs_prog_data prog_data;
78 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
79 void *mem_ctx;
80 int i;
81 struct brw_shader *vs = NULL;
82 bool start_busy = false;
83 double start_time = 0;
84
85 if (!vp->program.Base.nir) {
86 /* Normally we generate NIR in LinkShader() or
87 * ProgramStringNotify(), but Mesa's fixed-function vertex program
88 * handling doesn't notify the driver at all. Just do it here, at
89 * the last minute, even though it's lame.
90 */
91 assert(vp->program.Base.Id == 0 && prog == NULL);
92 vp->program.Base.nir =
93 brw_create_nir(brw, NULL, &vp->program.Base, MESA_SHADER_VERTEX,
94 brw->intelScreen->compiler->scalar_vs);
95 }
96
97 if (prog)
98 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
99
100 memset(&prog_data, 0, sizeof(prog_data));
101
102 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
103 if (!prog)
104 stage_prog_data->use_alt_mode = true;
105
106 mem_ctx = ralloc_context(NULL);
107
108 brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
109 brw->intelScreen->devinfo,
110 prog, &vp->program.Base,
111 &prog_data.base.base, 0);
112
113 /* Allocate the references to the uniforms that will end up in the
114 * prog_data associated with the compiled program, and which will be freed
115 * by the state cache.
116 */
117 int param_count = vp->program.Base.nir->num_uniforms;
118 if (!brw->intelScreen->compiler->scalar_vs)
119 param_count *= 4;
120
121 if (vs)
122 prog_data.base.base.nr_image_params = vs->base.NumImages;
123
124 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
125 * planes as uniforms.
126 */
127 param_count += key->nr_userclip_plane_consts * 4;
128
129 stage_prog_data->param =
130 rzalloc_array(NULL, const gl_constant_value *, param_count);
131 stage_prog_data->pull_param =
132 rzalloc_array(NULL, const gl_constant_value *, param_count);
133 stage_prog_data->image_param =
134 rzalloc_array(NULL, struct brw_image_param,
135 stage_prog_data->nr_image_params);
136 stage_prog_data->nr_params = param_count;
137
138 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
139 prog_data.inputs_read = vp->program.Base.InputsRead;
140
141 if (key->copy_edgeflag) {
142 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
143 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
144 }
145
146 if (brw->gen < 6) {
147 /* Put dummy slots into the VUE for the SF to put the replaced
148 * point sprite coords in. We shouldn't need these dummy slots,
149 * which take up precious URB space, but it would mean that the SF
150 * doesn't get nice aligned pairs of input coords into output
151 * coords, which would be a pain to handle.
152 */
153 for (i = 0; i < 8; i++) {
154 if (key->point_coord_replace & (1 << i))
155 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
156 }
157
158 /* if back colors are written, allocate slots for front colors too */
159 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
160 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
161 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
162 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
163 }
164
165 /* In order for legacy clipping to work, we need to populate the clip
166 * distance varying slots whenever clipping is enabled, even if the vertex
167 * shader doesn't write to gl_ClipDistance.
168 */
169 if (key->nr_userclip_plane_consts > 0) {
170 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
171 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
172 }
173
174 brw_compute_vue_map(brw->intelScreen->devinfo,
175 &prog_data.base.vue_map, outputs_written,
176 prog ? prog->SeparateShader : false);
177
178 if (0) {
179 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
180 true);
181 }
182
183 if (unlikely(brw->perf_debug)) {
184 start_busy = (brw->batch.last_bo &&
185 drm_intel_bo_busy(brw->batch.last_bo));
186 start_time = get_time();
187 }
188
189 /* Emit GEN4 code.
190 */
191 program = brw_vs_emit(brw, mem_ctx, key, &prog_data,
192 &vp->program, prog, &program_size);
193 if (program == NULL) {
194 ralloc_free(mem_ctx);
195 return false;
196 }
197
198 if (unlikely(brw->perf_debug) && vs) {
199 if (vs->compiled_once) {
200 brw_vs_debug_recompile(brw, prog, key);
201 }
202 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
203 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
204 (get_time() - start_time) * 1000);
205 }
206 vs->compiled_once = true;
207 }
208
209 /* Scratch space is used for register spilling */
210 if (prog_data.base.base.total_scratch) {
211 brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
212 prog_data.base.base.total_scratch *
213 brw->max_vs_threads);
214 }
215
216 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
217 key, sizeof(struct brw_vs_prog_key),
218 program, program_size,
219 &prog_data, sizeof(prog_data),
220 &brw->vs.base.prog_offset, &brw->vs.prog_data);
221 ralloc_free(mem_ctx);
222
223 return true;
224 }
225
226 static bool
227 key_debug(struct brw_context *brw, const char *name, int a, int b)
228 {
229 if (a != b) {
230 perf_debug(" %s %d->%d\n", name, a, b);
231 return true;
232 }
233 return false;
234 }
235
236 void
237 brw_vs_debug_recompile(struct brw_context *brw,
238 struct gl_shader_program *prog,
239 const struct brw_vs_prog_key *key)
240 {
241 struct brw_cache_item *c = NULL;
242 const struct brw_vs_prog_key *old_key = NULL;
243 bool found = false;
244
245 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
246
247 for (unsigned int i = 0; i < brw->cache.size; i++) {
248 for (c = brw->cache.items[i]; c; c = c->next) {
249 if (c->cache_id == BRW_CACHE_VS_PROG) {
250 old_key = c->key;
251
252 if (old_key->program_string_id == key->program_string_id)
253 break;
254 }
255 }
256 if (c)
257 break;
258 }
259
260 if (!c) {
261 perf_debug(" Didn't find previous compile in the shader cache for "
262 "debug\n");
263 return;
264 }
265
266 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
267 found |= key_debug(brw, "Vertex attrib w/a flags",
268 old_key->gl_attrib_wa_flags[i],
269 key->gl_attrib_wa_flags[i]);
270 }
271
272 found |= key_debug(brw, "legacy user clipping",
273 old_key->nr_userclip_plane_consts,
274 key->nr_userclip_plane_consts);
275
276 found |= key_debug(brw, "copy edgeflag",
277 old_key->copy_edgeflag, key->copy_edgeflag);
278 found |= key_debug(brw, "PointCoord replace",
279 old_key->point_coord_replace, key->point_coord_replace);
280 found |= key_debug(brw, "vertex color clamping",
281 old_key->clamp_vertex_color, key->clamp_vertex_color);
282
283 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
284
285 if (!found) {
286 perf_debug(" Something else\n");
287 }
288 }
289
290 static bool
291 brw_vs_state_dirty(struct brw_context *brw)
292 {
293 return brw_state_dirty(brw,
294 _NEW_BUFFERS |
295 _NEW_LIGHT |
296 _NEW_POINT |
297 _NEW_POLYGON |
298 _NEW_TEXTURE |
299 _NEW_TRANSFORM,
300 BRW_NEW_VERTEX_PROGRAM |
301 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
302 }
303
304 static void
305 brw_vs_populate_key(struct brw_context *brw,
306 struct brw_vs_prog_key *key)
307 {
308 struct gl_context *ctx = &brw->ctx;
309 /* BRW_NEW_VERTEX_PROGRAM */
310 struct brw_vertex_program *vp =
311 (struct brw_vertex_program *)brw->vertex_program;
312 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
313 int i;
314
315 memset(key, 0, sizeof(*key));
316
317 /* Just upload the program verbatim for now. Always send it all
318 * the inputs it asks for, whether they are varying or not.
319 */
320 key->program_string_id = vp->id;
321
322 if (ctx->Transform.ClipPlanesEnabled != 0 &&
323 ctx->API == API_OPENGL_COMPAT &&
324 !vp->program.Base.UsesClipDistanceOut) {
325 key->nr_userclip_plane_consts =
326 _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
327 }
328
329 /* _NEW_POLYGON */
330 if (brw->gen < 6) {
331 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
332 ctx->Polygon.BackMode != GL_FILL);
333 }
334
335 if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
336 VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
337 /* _NEW_LIGHT | _NEW_BUFFERS */
338 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
339 }
340
341 /* _NEW_POINT */
342 if (brw->gen < 6 && ctx->Point.PointSprite) {
343 for (i = 0; i < 8; i++) {
344 if (ctx->Point.CoordReplace[i])
345 key->point_coord_replace |= (1 << i);
346 }
347 }
348
349 /* _NEW_TEXTURE */
350 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
351 &key->tex);
352
353 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
354 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
355 sizeof(brw->vb.attrib_wa_flags));
356 }
357
358 void
359 brw_upload_vs_prog(struct brw_context *brw)
360 {
361 struct gl_context *ctx = &brw->ctx;
362 struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
363 struct brw_vs_prog_key key;
364 /* BRW_NEW_VERTEX_PROGRAM */
365 struct brw_vertex_program *vp =
366 (struct brw_vertex_program *)brw->vertex_program;
367
368 if (!brw_vs_state_dirty(brw))
369 return;
370
371 brw_vs_populate_key(brw, &key);
372
373 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
374 &key, sizeof(key),
375 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
376 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
377 vp, &key);
378 (void) success;
379 assert(success);
380 }
381 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
382 }
383
384 bool
385 brw_vs_precompile(struct gl_context *ctx,
386 struct gl_shader_program *shader_prog,
387 struct gl_program *prog)
388 {
389 struct brw_context *brw = brw_context(ctx);
390 struct brw_vs_prog_key key;
391 uint32_t old_prog_offset = brw->vs.base.prog_offset;
392 struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
393 bool success;
394
395 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
396 struct brw_vertex_program *bvp = brw_vertex_program(vp);
397
398 memset(&key, 0, sizeof(key));
399
400 brw_setup_tex_for_precompile(brw, &key.tex, prog);
401 key.program_string_id = bvp->id;
402 key.clamp_vertex_color =
403 (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
404 VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
405
406 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
407
408 brw->vs.base.prog_offset = old_prog_offset;
409 brw->vs.prog_data = old_prog_data;
410
411 return success;
412 }