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