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
));
160 /* Allocate the references to the uniforms that will end up in the
161 * prog_data associated with the compiled program, and which will be freed
162 * by the state cache.
166 param_count
= fs
->num_uniform_components
;
168 param_count
= fp
->program
.Base
.Parameters
->NumParameters
* 4;
170 /* The backend also sometimes adds params for texture size. */
171 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
172 prog_data
.base
.param
=
173 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
174 prog_data
.base
.pull_param
=
175 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
176 prog_data
.base
.nr_params
= param_count
;
178 prog_data
.barycentric_interp_modes
=
179 brw_compute_barycentric_interp_modes(brw
, key
->flat_shade
,
180 key
->persample_shading
,
183 program
= brw_wm_fs_emit(brw
, mem_ctx
, key
, &prog_data
,
184 &fp
->program
, prog
, &program_size
);
185 if (program
== NULL
) {
186 ralloc_free(mem_ctx
);
190 if (prog_data
.total_scratch
) {
191 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
192 prog_data
.total_scratch
* brw
->max_wm_threads
);
195 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
196 fprintf(stderr
, "\n");
198 brw_upload_cache(&brw
->cache
, BRW_WM_PROG
,
199 key
, sizeof(struct brw_wm_prog_key
),
200 program
, program_size
,
201 &prog_data
, sizeof(prog_data
),
202 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
204 ralloc_free(mem_ctx
);
210 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
213 perf_debug(" %s %d->%d\n", name
, a
, b
);
221 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
222 const struct brw_sampler_prog_key_data
*old_key
,
223 const struct brw_sampler_prog_key_data
*key
)
227 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
228 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
229 old_key
->swizzles
[i
], key
->swizzles
[i
]);
231 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
232 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
233 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
234 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
235 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
236 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
237 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
238 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
244 brw_wm_debug_recompile(struct brw_context
*brw
,
245 struct gl_shader_program
*prog
,
246 const struct brw_wm_prog_key
*key
)
248 struct brw_cache_item
*c
= NULL
;
249 const struct brw_wm_prog_key
*old_key
= NULL
;
252 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
254 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
255 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
256 if (c
->cache_id
== BRW_WM_PROG
) {
259 if (old_key
->program_string_id
== key
->program_string_id
)
268 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
272 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
274 old_key
->iz_lookup
, key
->iz_lookup
);
275 found
|= key_debug(brw
, "depth statistics",
276 old_key
->stats_wm
, key
->stats_wm
);
277 found
|= key_debug(brw
, "flat shading",
278 old_key
->flat_shade
, key
->flat_shade
);
279 found
|= key_debug(brw
, "per-sample shading",
280 old_key
->persample_shading
, key
->persample_shading
);
281 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
282 old_key
->persample_2x
, key
->persample_2x
);
283 found
|= key_debug(brw
, "number of color buffers",
284 old_key
->nr_color_regions
, key
->nr_color_regions
);
285 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
286 old_key
->replicate_alpha
, key
->replicate_alpha
);
287 found
|= key_debug(brw
, "rendering to FBO",
288 old_key
->render_to_fbo
, key
->render_to_fbo
);
289 found
|= key_debug(brw
, "fragment color clamping",
290 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
291 found
|= key_debug(brw
, "line smoothing",
292 old_key
->line_aa
, key
->line_aa
);
293 found
|= key_debug(brw
, "renderbuffer height",
294 old_key
->drawable_height
, key
->drawable_height
);
295 found
|= key_debug(brw
, "input slots valid",
296 old_key
->input_slots_valid
, key
->input_slots_valid
);
297 found
|= key_debug(brw
, "mrt alpha test function",
298 old_key
->alpha_test_func
, key
->alpha_test_func
);
299 found
|= key_debug(brw
, "mrt alpha test reference value",
300 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
302 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
305 perf_debug(" Something else\n");
310 gen6_gather_workaround(GLenum internalformat
)
312 switch (internalformat
) {
313 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
314 case GL_R8UI
: return WA_8BIT
;
315 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
316 case GL_R16UI
: return WA_16BIT
;
317 /* note that even though GL_R32I and GL_R32UI have format overrides
318 * in the surface state, there is no shader w/a required */
324 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
325 const struct gl_program
*prog
,
326 unsigned sampler_count
,
327 struct brw_sampler_prog_key_data
*key
)
329 struct brw_context
*brw
= brw_context(ctx
);
331 for (int s
= 0; s
< sampler_count
; s
++) {
332 key
->swizzles
[s
] = SWIZZLE_NOOP
;
334 if (!(prog
->SamplersUsed
& (1 << s
)))
337 int unit_id
= prog
->SamplerUnits
[s
];
338 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
340 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
341 const struct gl_texture_object
*t
= unit
->_Current
;
342 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
343 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
345 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
346 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
347 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
349 /* Haswell handles texture swizzling as surface format overrides
350 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
352 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
353 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
356 sampler
->MinFilter
!= GL_NEAREST
&&
357 sampler
->MagFilter
!= GL_NEAREST
) {
358 if (sampler
->WrapS
== GL_CLAMP
)
359 key
->gl_clamp_mask
[0] |= 1 << s
;
360 if (sampler
->WrapT
== GL_CLAMP
)
361 key
->gl_clamp_mask
[1] |= 1 << s
;
362 if (sampler
->WrapR
== GL_CLAMP
)
363 key
->gl_clamp_mask
[2] |= 1 << s
;
366 /* gather4's channel select for green from RG32F is broken;
367 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
368 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
369 if (img
->InternalFormat
== GL_RG32F
)
370 key
->gather_channel_quirk_mask
|= 1 << s
;
373 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
374 * UNORM/FLOAT instead and fix it in the shader.
376 if (brw
->gen
== 6 && prog
->UsesGather
) {
377 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
380 /* If this is a multisample sampler, and uses the CMS MSAA layout,
381 * then we need to emit slightly different code to first sample the
384 struct intel_texture_object
*intel_tex
=
385 intel_texture_object((struct gl_texture_object
*)t
);
388 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
389 key
->compressed_multisample_layout_mask
|= 1 << s
;
395 static void brw_wm_populate_key( struct brw_context
*brw
,
396 struct brw_wm_prog_key
*key
)
398 struct gl_context
*ctx
= &brw
->ctx
;
399 /* BRW_NEW_FRAGMENT_PROGRAM */
400 const struct brw_fragment_program
*fp
=
401 (struct brw_fragment_program
*)brw
->fragment_program
;
402 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
405 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
406 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
408 memset(key
, 0, sizeof(*key
));
410 /* Build the index for table lookup
414 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
415 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
417 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
418 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
422 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
424 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
425 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
427 /* _NEW_STENCIL | _NEW_BUFFERS */
428 if (ctx
->Stencil
._Enabled
) {
429 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
431 if (ctx
->Stencil
.WriteMask
[0] ||
432 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
433 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
435 key
->iz_lookup
= lookup
;
440 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
441 if (ctx
->Line
.SmoothFlag
) {
442 if (brw
->reduced_primitive
== GL_LINES
) {
445 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
446 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
447 line_aa
= AA_SOMETIMES
;
449 if (ctx
->Polygon
.BackMode
== GL_LINE
||
450 (ctx
->Polygon
.CullFlag
&&
451 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
454 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
455 line_aa
= AA_SOMETIMES
;
457 if ((ctx
->Polygon
.CullFlag
&&
458 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
464 key
->line_aa
= line_aa
;
467 if (brw
->disable_derivative_optimization
) {
468 key
->high_quality_derivatives
=
469 ctx
->Hint
.FragmentShaderDerivative
!= GL_FASTEST
;
471 key
->high_quality_derivatives
=
472 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
476 key
->stats_wm
= brw
->stats_wm
;
479 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
481 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
482 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
485 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
490 * Include the draw buffer origin and height so that we can calculate
491 * fragment position values relative to the bottom left of the drawable,
492 * from the incoming screen origin relative position we get as part of our
495 * This is only needed for the WM_WPOSXY opcode when the fragment program
496 * uses the gl_FragCoord input.
498 * We could avoid recompiling by including this as a constant referenced by
499 * our program, but if we were to do that it would also be nice to handle
500 * getting that constant updated at batchbuffer submit time (when we
501 * hold the lock and know where the buffer really is) rather than at emit
502 * time when we don't hold the lock and are just guessing. We could also
503 * just avoid using this as key data if the program doesn't use
506 * For DRI2 the origin_x/y will always be (0,0) but we still need the
507 * drawable height in order to invert the Y axis.
509 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
510 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
513 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
514 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
518 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
520 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
521 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
522 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
524 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
525 /* Ignore sample qualifier while computing this flag. */
526 key
->persample_shading
=
527 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
528 if (key
->persample_shading
)
529 key
->persample_2x
= ctx
->DrawBuffer
->Visual
.samples
== 2;
531 key
->compute_pos_offset
=
532 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
533 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
535 key
->compute_sample_id
=
537 ctx
->Multisample
.Enabled
&&
538 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
540 /* BRW_NEW_VUE_MAP_GEOM_OUT */
541 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
542 BRW_FS_VARYING_INPUT_MASK
) > 16)
543 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
546 /* _NEW_COLOR | _NEW_BUFFERS */
547 /* Pre-gen6, the hardware alpha test always used each render
548 * target's alpha to do alpha test, as opposed to render target 0's alpha
549 * like GL requires. Fix that by building the alpha test into the
550 * shader, and we'll skip enabling the fixed function alpha test.
552 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
553 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
554 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
557 /* The unique fragment program ID */
558 key
->program_string_id
= fp
->id
;
563 brw_upload_wm_prog(struct brw_context
*brw
)
565 struct gl_context
*ctx
= &brw
->ctx
;
566 struct brw_wm_prog_key key
;
567 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
568 brw
->fragment_program
;
570 brw_wm_populate_key(brw
, &key
);
572 if (!brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
574 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
575 bool success
= do_wm_prog(brw
, ctx
->_Shader
->_CurrentFragmentProgram
, fp
,
580 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
584 const struct brw_tracked_state brw_wm_prog
= {
586 .mesa
= (_NEW_COLOR
|
597 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
598 BRW_NEW_REDUCED_PRIMITIVE
|
599 BRW_NEW_VUE_MAP_GEOM_OUT
|
602 .emit
= brw_upload_wm_prog