2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keithw@vmware.com>
32 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "main/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40 #include "program/program.h"
41 #include "intel_mipmap_tree.h"
43 #include "util/ralloc.h"
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
50 brw_compute_barycentric_interp_modes(struct brw_context
*brw
,
51 bool shade_model_flat
,
52 bool persample_shading
,
53 const struct gl_fragment_program
*fprog
)
55 unsigned barycentric_interp_modes
= 0;
58 /* Loop through all fragment shader inputs to figure out what interpolation
59 * modes are in use, and set the appropriate bits in
60 * barycentric_interp_modes.
62 for (attr
= 0; attr
< VARYING_SLOT_MAX
; ++attr
) {
63 enum glsl_interp_qualifier interp_qualifier
=
64 fprog
->InterpQualifier
[attr
];
65 bool is_centroid
= (fprog
->IsCentroid
& BITFIELD64_BIT(attr
)) &&
67 bool is_sample
= (fprog
->IsSample
& BITFIELD64_BIT(attr
)) ||
69 bool is_gl_Color
= attr
== VARYING_SLOT_COL0
|| attr
== VARYING_SLOT_COL1
;
71 /* Ignore unused inputs. */
72 if (!(fprog
->Base
.InputsRead
& BITFIELD64_BIT(attr
)))
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr
== VARYING_SLOT_POS
|| attr
== VARYING_SLOT_FACE
)
79 /* Determine the set (or sets) of barycentric coordinates needed to
80 * interpolate this variable. Note that when
81 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
82 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
83 * for lit pixels, so we need both sets of barycentric coordinates.
85 if (interp_qualifier
== INTERP_QUALIFIER_NOPERSPECTIVE
) {
87 barycentric_interp_modes
|=
88 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC
;
89 } else if (is_sample
) {
90 barycentric_interp_modes
|=
91 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC
;
93 if ((!is_centroid
&& !is_sample
) ||
94 brw
->needs_unlit_centroid_workaround
) {
95 barycentric_interp_modes
|=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC
;
98 } else if (interp_qualifier
== INTERP_QUALIFIER_SMOOTH
||
99 (!(shade_model_flat
&& is_gl_Color
) &&
100 interp_qualifier
== INTERP_QUALIFIER_NONE
)) {
102 barycentric_interp_modes
|=
103 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC
;
104 } else if (is_sample
) {
105 barycentric_interp_modes
|=
106 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC
;
108 if ((!is_centroid
&& !is_sample
) ||
109 brw
->needs_unlit_centroid_workaround
) {
110 barycentric_interp_modes
|=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC
;
116 return barycentric_interp_modes
;
120 brw_wm_prog_data_compare(const void *in_a
, const void *in_b
)
122 const struct brw_wm_prog_data
*a
= in_a
;
123 const struct brw_wm_prog_data
*b
= in_b
;
125 /* Compare the base structure. */
126 if (!brw_stage_prog_data_compare(&a
->base
, &b
->base
))
129 /* Compare the rest of the structure. */
130 const unsigned offset
= sizeof(struct brw_stage_prog_data
);
131 if (memcmp(((char *) a
) + offset
, ((char *) b
) + offset
,
132 sizeof(struct brw_wm_prog_data
) - offset
))
139 * All Mesa program -> GPU code generation goes through this function.
140 * Depending on the instructions used (i.e. flow control instructions)
141 * we'll use one of two code generators.
143 bool do_wm_prog(struct brw_context
*brw
,
144 struct gl_shader_program
*prog
,
145 struct brw_fragment_program
*fp
,
146 struct brw_wm_prog_key
*key
)
148 struct gl_context
*ctx
= &brw
->ctx
;
149 void *mem_ctx
= ralloc_context(NULL
);
150 struct brw_wm_prog_data prog_data
;
151 const GLuint
*program
;
152 struct gl_shader
*fs
= NULL
;
156 fs
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
158 memset(&prog_data
, 0, sizeof(prog_data
));
159 /* key->alpha_test_func means simulating alpha testing via discards,
160 * so the shader definitely kills pixels.
162 prog_data
.uses_kill
= fp
->program
.UsesKill
|| key
->alpha_test_func
;
164 /* Allocate the references to the uniforms that will end up in the
165 * prog_data associated with the compiled program, and which will be freed
166 * by the state cache.
170 param_count
= fs
->num_uniform_components
;
172 param_count
= fp
->program
.Base
.Parameters
->NumParameters
* 4;
174 /* The backend also sometimes adds params for texture size. */
175 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
176 prog_data
.base
.param
=
177 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
178 prog_data
.base
.pull_param
=
179 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
180 prog_data
.base
.nr_params
= param_count
;
182 prog_data
.barycentric_interp_modes
=
183 brw_compute_barycentric_interp_modes(brw
, key
->flat_shade
,
184 key
->persample_shading
,
187 program
= brw_wm_fs_emit(brw
, mem_ctx
, key
, &prog_data
,
188 &fp
->program
, prog
, &program_size
);
189 if (program
== NULL
) {
190 ralloc_free(mem_ctx
);
194 if (prog_data
.base
.total_scratch
) {
195 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
196 prog_data
.base
.total_scratch
* brw
->max_wm_threads
);
199 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
200 fprintf(stderr
, "\n");
202 brw_upload_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
203 key
, sizeof(struct brw_wm_prog_key
),
204 program
, program_size
,
205 &prog_data
, sizeof(prog_data
),
206 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
208 ralloc_free(mem_ctx
);
214 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
217 perf_debug(" %s %d->%d\n", name
, a
, b
);
225 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
226 const struct brw_sampler_prog_key_data
*old_key
,
227 const struct brw_sampler_prog_key_data
*key
)
231 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
232 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
233 old_key
->swizzles
[i
], key
->swizzles
[i
]);
235 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
236 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
237 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
238 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
239 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
240 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
241 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
242 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
248 brw_wm_debug_recompile(struct brw_context
*brw
,
249 struct gl_shader_program
*prog
,
250 const struct brw_wm_prog_key
*key
)
252 struct brw_cache_item
*c
= NULL
;
253 const struct brw_wm_prog_key
*old_key
= NULL
;
256 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
258 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
259 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
260 if (c
->cache_id
== BRW_CACHE_FS_PROG
) {
263 if (old_key
->program_string_id
== key
->program_string_id
)
272 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
276 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
278 old_key
->iz_lookup
, key
->iz_lookup
);
279 found
|= key_debug(brw
, "depth statistics",
280 old_key
->stats_wm
, key
->stats_wm
);
281 found
|= key_debug(brw
, "flat shading",
282 old_key
->flat_shade
, key
->flat_shade
);
283 found
|= key_debug(brw
, "per-sample shading",
284 old_key
->persample_shading
, key
->persample_shading
);
285 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
286 old_key
->persample_2x
, key
->persample_2x
);
287 found
|= key_debug(brw
, "number of color buffers",
288 old_key
->nr_color_regions
, key
->nr_color_regions
);
289 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
290 old_key
->replicate_alpha
, key
->replicate_alpha
);
291 found
|= key_debug(brw
, "rendering to FBO",
292 old_key
->render_to_fbo
, key
->render_to_fbo
);
293 found
|= key_debug(brw
, "fragment color clamping",
294 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
295 found
|= key_debug(brw
, "line smoothing",
296 old_key
->line_aa
, key
->line_aa
);
297 found
|= key_debug(brw
, "renderbuffer height",
298 old_key
->drawable_height
, key
->drawable_height
);
299 found
|= key_debug(brw
, "input slots valid",
300 old_key
->input_slots_valid
, key
->input_slots_valid
);
301 found
|= key_debug(brw
, "mrt alpha test function",
302 old_key
->alpha_test_func
, key
->alpha_test_func
);
303 found
|= key_debug(brw
, "mrt alpha test reference value",
304 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
306 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
309 perf_debug(" Something else\n");
314 gen6_gather_workaround(GLenum internalformat
)
316 switch (internalformat
) {
317 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
318 case GL_R8UI
: return WA_8BIT
;
319 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
320 case GL_R16UI
: return WA_16BIT
;
321 /* note that even though GL_R32I and GL_R32UI have format overrides
322 * in the surface state, there is no shader w/a required */
328 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
329 const struct gl_program
*prog
,
330 unsigned sampler_count
,
331 struct brw_sampler_prog_key_data
*key
)
333 struct brw_context
*brw
= brw_context(ctx
);
335 for (int s
= 0; s
< sampler_count
; s
++) {
336 key
->swizzles
[s
] = SWIZZLE_NOOP
;
338 if (!(prog
->SamplersUsed
& (1 << s
)))
341 int unit_id
= prog
->SamplerUnits
[s
];
342 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
344 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
345 const struct gl_texture_object
*t
= unit
->_Current
;
346 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
347 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
349 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
350 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
351 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
353 /* Haswell handles texture swizzling as surface format overrides
354 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
356 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
357 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
360 sampler
->MinFilter
!= GL_NEAREST
&&
361 sampler
->MagFilter
!= GL_NEAREST
) {
362 if (sampler
->WrapS
== GL_CLAMP
)
363 key
->gl_clamp_mask
[0] |= 1 << s
;
364 if (sampler
->WrapT
== GL_CLAMP
)
365 key
->gl_clamp_mask
[1] |= 1 << s
;
366 if (sampler
->WrapR
== GL_CLAMP
)
367 key
->gl_clamp_mask
[2] |= 1 << s
;
370 /* gather4's channel select for green from RG32F is broken;
371 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
372 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
373 if (img
->InternalFormat
== GL_RG32F
)
374 key
->gather_channel_quirk_mask
|= 1 << s
;
377 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
378 * UNORM/FLOAT instead and fix it in the shader.
380 if (brw
->gen
== 6 && prog
->UsesGather
) {
381 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
384 /* If this is a multisample sampler, and uses the CMS MSAA layout,
385 * then we need to emit slightly different code to first sample the
388 struct intel_texture_object
*intel_tex
=
389 intel_texture_object((struct gl_texture_object
*)t
);
392 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
393 key
->compressed_multisample_layout_mask
|= 1 << s
;
399 static void brw_wm_populate_key( struct brw_context
*brw
,
400 struct brw_wm_prog_key
*key
)
402 struct gl_context
*ctx
= &brw
->ctx
;
403 /* BRW_NEW_FRAGMENT_PROGRAM */
404 const struct brw_fragment_program
*fp
=
405 (struct brw_fragment_program
*)brw
->fragment_program
;
406 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
409 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
410 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
412 memset(key
, 0, sizeof(*key
));
414 /* Build the index for table lookup
418 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
419 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
421 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
422 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
426 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
428 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
429 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
431 /* _NEW_STENCIL | _NEW_BUFFERS */
432 if (ctx
->Stencil
._Enabled
) {
433 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
435 if (ctx
->Stencil
.WriteMask
[0] ||
436 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
437 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
439 key
->iz_lookup
= lookup
;
444 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
445 if (ctx
->Line
.SmoothFlag
) {
446 if (brw
->reduced_primitive
== GL_LINES
) {
449 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
450 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
451 line_aa
= AA_SOMETIMES
;
453 if (ctx
->Polygon
.BackMode
== GL_LINE
||
454 (ctx
->Polygon
.CullFlag
&&
455 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
458 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
459 line_aa
= AA_SOMETIMES
;
461 if ((ctx
->Polygon
.CullFlag
&&
462 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
468 key
->line_aa
= line_aa
;
471 if (brw
->disable_derivative_optimization
) {
472 key
->high_quality_derivatives
=
473 ctx
->Hint
.FragmentShaderDerivative
!= GL_FASTEST
;
475 key
->high_quality_derivatives
=
476 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
480 key
->stats_wm
= brw
->stats_wm
;
483 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
485 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
486 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
489 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
494 * Include the draw buffer origin and height so that we can calculate
495 * fragment position values relative to the bottom left of the drawable,
496 * from the incoming screen origin relative position we get as part of our
499 * This is only needed for the WM_WPOSXY opcode when the fragment program
500 * uses the gl_FragCoord input.
502 * We could avoid recompiling by including this as a constant referenced by
503 * our program, but if we were to do that it would also be nice to handle
504 * getting that constant updated at batchbuffer submit time (when we
505 * hold the lock and know where the buffer really is) rather than at emit
506 * time when we don't hold the lock and are just guessing. We could also
507 * just avoid using this as key data if the program doesn't use
510 * For DRI2 the origin_x/y will always be (0,0) but we still need the
511 * drawable height in order to invert the Y axis.
513 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
514 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
517 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
518 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
522 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
524 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
525 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
526 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
528 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
529 /* Ignore sample qualifier while computing this flag. */
530 key
->persample_shading
=
531 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
532 if (key
->persample_shading
)
533 key
->persample_2x
= ctx
->DrawBuffer
->Visual
.samples
== 2;
535 key
->compute_pos_offset
=
536 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
537 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
539 key
->compute_sample_id
=
541 ctx
->Multisample
.Enabled
&&
542 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
544 /* BRW_NEW_VUE_MAP_GEOM_OUT */
545 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
546 BRW_FS_VARYING_INPUT_MASK
) > 16)
547 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
550 /* _NEW_COLOR | _NEW_BUFFERS */
551 /* Pre-gen6, the hardware alpha test always used each render
552 * target's alpha to do alpha test, as opposed to render target 0's alpha
553 * like GL requires. Fix that by building the alpha test into the
554 * shader, and we'll skip enabling the fixed function alpha test.
556 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
557 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
558 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
561 /* The unique fragment program ID */
562 key
->program_string_id
= fp
->id
;
567 brw_upload_wm_prog(struct brw_context
*brw
)
569 struct gl_context
*ctx
= &brw
->ctx
;
570 struct brw_wm_prog_key key
;
571 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
572 brw
->fragment_program
;
574 brw_wm_populate_key(brw
, &key
);
576 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
578 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
579 bool success
= do_wm_prog(brw
, ctx
->_Shader
->_CurrentFragmentProgram
, fp
,
584 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
588 const struct brw_tracked_state brw_wm_prog
= {
590 .mesa
= _NEW_BUFFERS
|
601 .brw
= BRW_NEW_FRAGMENT_PROGRAM
|
602 BRW_NEW_REDUCED_PRIMITIVE
|
604 BRW_NEW_VUE_MAP_GEOM_OUT
,
606 .emit
= brw_upload_wm_prog