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 "glsl/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 struct brw_wm_compile
*c
;
150 const GLuint
*program
;
151 struct gl_shader
*fs
= NULL
;
155 fs
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
157 c
= rzalloc(NULL
, struct brw_wm_compile
);
159 /* Allocate the references to the uniforms that will end up in the
160 * prog_data associated with the compiled program, and which will be freed
161 * by the state cache.
165 param_count
= fs
->num_uniform_components
;
167 param_count
= fp
->program
.Base
.Parameters
->NumParameters
* 4;
169 /* The backend also sometimes adds params for texture size. */
170 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
171 c
->prog_data
.base
.param
= rzalloc_array(NULL
, const float *, param_count
);
172 c
->prog_data
.base
.pull_param
=
173 rzalloc_array(NULL
, const float *, param_count
);
174 c
->prog_data
.base
.nr_params
= param_count
;
176 memcpy(&c
->key
, key
, sizeof(*key
));
178 c
->prog_data
.barycentric_interp_modes
=
179 brw_compute_barycentric_interp_modes(brw
, c
->key
.flat_shade
,
180 c
->key
.persample_shading
,
183 program
= brw_wm_fs_emit(brw
, c
, &fp
->program
, prog
, &program_size
);
187 /* Scratch space is used for register spilling */
188 if (c
->last_scratch
) {
189 perf_debug("Fragment shader triggered register spilling. "
190 "Try reducing the number of live scalar values to "
191 "improve performance.\n");
193 c
->prog_data
.total_scratch
= brw_get_scratch_size(c
->last_scratch
);
195 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
196 c
->prog_data
.total_scratch
* brw
->max_wm_threads
);
199 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
200 fprintf(stderr
, "\n");
202 brw_upload_cache(&brw
->cache
, BRW_WM_PROG
,
203 &c
->key
, sizeof(c
->key
),
204 program
, program_size
,
205 &c
->prog_data
, sizeof(c
->prog_data
),
206 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
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
, "GL_MESA_ycbcr texturing\n",
242 old_key
->yuvtex_mask
, key
->yuvtex_mask
);
243 found
|= key_debug(brw
, "GL_MESA_ycbcr UV swapping\n",
244 old_key
->yuvtex_swap_mask
, key
->yuvtex_swap_mask
);
245 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
246 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
252 brw_wm_debug_recompile(struct brw_context
*brw
,
253 struct gl_shader_program
*prog
,
254 const struct brw_wm_prog_key
*key
)
256 struct brw_cache_item
*c
= NULL
;
257 const struct brw_wm_prog_key
*old_key
= NULL
;
260 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
262 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
263 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
264 if (c
->cache_id
== BRW_WM_PROG
) {
267 if (old_key
->program_string_id
== key
->program_string_id
)
276 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
280 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
282 old_key
->iz_lookup
, key
->iz_lookup
);
283 found
|= key_debug(brw
, "depth statistics",
284 old_key
->stats_wm
, key
->stats_wm
);
285 found
|= key_debug(brw
, "flat shading",
286 old_key
->flat_shade
, key
->flat_shade
);
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
->_ReallyEnabled
&& 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
);
359 if (img
->InternalFormat
== GL_YCBCR_MESA
) {
360 key
->yuvtex_mask
|= 1 << s
;
361 if (img
->TexFormat
== MESA_FORMAT_YCBCR
)
362 key
->yuvtex_swap_mask
|= 1 << s
;
365 if (sampler
->MinFilter
!= GL_NEAREST
&&
366 sampler
->MagFilter
!= GL_NEAREST
) {
367 if (sampler
->WrapS
== GL_CLAMP
)
368 key
->gl_clamp_mask
[0] |= 1 << s
;
369 if (sampler
->WrapT
== GL_CLAMP
)
370 key
->gl_clamp_mask
[1] |= 1 << s
;
371 if (sampler
->WrapR
== GL_CLAMP
)
372 key
->gl_clamp_mask
[2] |= 1 << s
;
375 /* gather4's channel select for green from RG32F is broken;
376 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
377 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
378 if (img
->InternalFormat
== GL_RG32F
)
379 key
->gather_channel_quirk_mask
|= 1 << s
;
382 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
383 * UNORM/FLOAT instead and fix it in the shader.
385 if (brw
->gen
== 6 && prog
->UsesGather
) {
386 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
389 /* If this is a multisample sampler, and uses the CMS MSAA layout,
390 * then we need to emit slightly different code to first sample the
393 struct intel_texture_object
*intel_tex
=
394 intel_texture_object((struct gl_texture_object
*)t
);
397 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
398 key
->compressed_multisample_layout_mask
|= 1 << s
;
404 static void brw_wm_populate_key( struct brw_context
*brw
,
405 struct brw_wm_prog_key
*key
)
407 struct gl_context
*ctx
= &brw
->ctx
;
408 /* BRW_NEW_FRAGMENT_PROGRAM */
409 const struct brw_fragment_program
*fp
=
410 (struct brw_fragment_program
*)brw
->fragment_program
;
411 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
414 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
415 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
417 memset(key
, 0, sizeof(*key
));
419 /* Build the index for table lookup
423 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
424 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
426 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
427 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
431 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
433 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
434 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
436 /* _NEW_STENCIL | _NEW_BUFFERS */
437 if (ctx
->Stencil
._Enabled
) {
438 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
440 if (ctx
->Stencil
.WriteMask
[0] ||
441 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
442 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
444 key
->iz_lookup
= lookup
;
449 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
450 if (ctx
->Line
.SmoothFlag
) {
451 if (brw
->reduced_primitive
== GL_LINES
) {
454 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
455 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
456 line_aa
= AA_SOMETIMES
;
458 if (ctx
->Polygon
.BackMode
== GL_LINE
||
459 (ctx
->Polygon
.CullFlag
&&
460 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
463 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
464 line_aa
= AA_SOMETIMES
;
466 if ((ctx
->Polygon
.CullFlag
&&
467 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
473 key
->line_aa
= line_aa
;
476 if (brw
->disable_derivative_optimization
) {
477 key
->high_quality_derivatives
=
478 ctx
->Hint
.FragmentShaderDerivative
!= GL_FASTEST
;
480 key
->high_quality_derivatives
=
481 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
485 key
->stats_wm
= brw
->stats_wm
;
488 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
490 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
491 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
494 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
499 * Include the draw buffer origin and height so that we can calculate
500 * fragment position values relative to the bottom left of the drawable,
501 * from the incoming screen origin relative position we get as part of our
504 * This is only needed for the WM_WPOSXY opcode when the fragment program
505 * uses the gl_FragCoord input.
507 * We could avoid recompiling by including this as a constant referenced by
508 * our program, but if we were to do that it would also be nice to handle
509 * getting that constant updated at batchbuffer submit time (when we
510 * hold the lock and know where the buffer really is) rather than at emit
511 * time when we don't hold the lock and are just guessing. We could also
512 * just avoid using this as key data if the program doesn't use
515 * For DRI2 the origin_x/y will always be (0,0) but we still need the
516 * drawable height in order to invert the Y axis.
518 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
519 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
522 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
523 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
527 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
529 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
530 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
531 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
533 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
534 /* Ignore sample qualifier while computing this flag. */
535 key
->persample_shading
=
536 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
538 key
->compute_pos_offset
=
539 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
540 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
542 key
->compute_sample_id
=
544 ctx
->Multisample
.Enabled
&&
545 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
547 /* BRW_NEW_VUE_MAP_GEOM_OUT */
548 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
549 BRW_FS_VARYING_INPUT_MASK
) > 16)
550 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
553 /* _NEW_COLOR | _NEW_BUFFERS */
554 /* Pre-gen6, the hardware alpha test always used each render
555 * target's alpha to do alpha test, as opposed to render target 0's alpha
556 * like GL requires. Fix that by building the alpha test into the
557 * shader, and we'll skip enabling the fixed function alpha test.
559 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
560 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
561 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
564 /* The unique fragment program ID */
565 key
->program_string_id
= fp
->id
;
570 brw_upload_wm_prog(struct brw_context
*brw
)
572 struct gl_context
*ctx
= &brw
->ctx
;
573 struct brw_wm_prog_key key
;
574 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
575 brw
->fragment_program
;
577 brw_wm_populate_key(brw
, &key
);
579 if (!brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
581 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
582 bool success
= do_wm_prog(brw
, ctx
->Shader
._CurrentFragmentProgram
, fp
,
587 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
591 const struct brw_tracked_state brw_wm_prog
= {
593 .mesa
= (_NEW_COLOR
|
604 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
605 BRW_NEW_REDUCED_PRIMITIVE
|
606 BRW_NEW_VUE_MAP_GEOM_OUT
|
609 .emit
= brw_upload_wm_prog