mesa: replace gl_texture_format with gl_format
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) 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 <keith@tungstengraphics.com>
30 */
31
32 #include "main/texformat.h"
33 #include "brw_context.h"
34 #include "brw_util.h"
35 #include "brw_wm.h"
36 #include "brw_state.h"
37
38
39 /** Return number of src args for given instruction */
40 GLuint brw_wm_nr_args( GLuint opcode )
41 {
42 switch (opcode) {
43 case WM_FRONTFACING:
44 case WM_PIXELXY:
45 return 0;
46 case WM_CINTERP:
47 case WM_WPOSXY:
48 case WM_DELTAXY:
49 return 1;
50 case WM_LINTERP:
51 case WM_PIXELW:
52 return 2;
53 case WM_FB_WRITE:
54 case WM_PINTERP:
55 return 3;
56 default:
57 assert(opcode < MAX_OPCODE);
58 return _mesa_num_inst_src_regs(opcode);
59 }
60 }
61
62
63 GLuint brw_wm_is_scalar_result( GLuint opcode )
64 {
65 switch (opcode) {
66 case OPCODE_COS:
67 case OPCODE_EX2:
68 case OPCODE_LG2:
69 case OPCODE_POW:
70 case OPCODE_RCP:
71 case OPCODE_RSQ:
72 case OPCODE_SIN:
73 case OPCODE_DP3:
74 case OPCODE_DP4:
75 case OPCODE_DPH:
76 case OPCODE_DST:
77 return 1;
78
79 default:
80 return 0;
81 }
82 }
83
84
85 /**
86 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
87 * no flow control instructions so we can more readily do SSA-style
88 * optimizations.
89 */
90 static void
91 brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
92 {
93 /* Augment fragment program. Add instructions for pre- and
94 * post-fragment-program tasks such as interpolation and fogging.
95 */
96 brw_wm_pass_fp(c);
97
98 /* Translate to intermediate representation. Build register usage
99 * chains.
100 */
101 brw_wm_pass0(c);
102
103 /* Dead code removal.
104 */
105 brw_wm_pass1(c);
106
107 /* Register allocation.
108 * Divide by two because we operate on 16 pixels at a time and require
109 * two GRF entries for each logical shader register.
110 */
111 c->grf_limit = BRW_WM_MAX_GRF / 2;
112
113 brw_wm_pass2(c);
114
115 /* how many general-purpose registers are used */
116 c->prog_data.total_grf = c->max_wm_grf;
117
118 /* Scratch space is used for register spilling */
119 if (c->last_scratch) {
120 c->prog_data.total_scratch = c->last_scratch + 0x40;
121 }
122 else {
123 c->prog_data.total_scratch = 0;
124 }
125
126 /* Emit GEN4 code.
127 */
128 brw_wm_emit(c);
129 }
130
131
132 /**
133 * All Mesa program -> GPU code generation goes through this function.
134 * Depending on the instructions used (i.e. flow control instructions)
135 * we'll use one of two code generators.
136 */
137 static void do_wm_prog( struct brw_context *brw,
138 struct brw_fragment_program *fp,
139 struct brw_wm_prog_key *key)
140 {
141 struct brw_wm_compile *c;
142 const GLuint *program;
143 GLuint program_size;
144
145 c = brw->wm.compile_data;
146 if (c == NULL) {
147 brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data));
148 c = brw->wm.compile_data;
149 if (c == NULL) {
150 /* Ouch - big out of memory problem. Can't continue
151 * without triggering a segfault, no way to signal,
152 * so just return.
153 */
154 return;
155 }
156 } else {
157 memset(c, 0, sizeof(*brw->wm.compile_data));
158 }
159 memcpy(&c->key, key, sizeof(*key));
160
161 c->fp = fp;
162 c->env_param = brw->intel.ctx.FragmentProgram.Parameters;
163
164 brw_init_compile(brw, &c->func);
165
166 /* temporary sanity check assertion */
167 ASSERT(fp->isGLSL == brw_wm_is_glsl(&c->fp->program));
168
169 /*
170 * Shader which use GLSL features such as flow control are handled
171 * differently from "simple" shaders.
172 */
173 if (fp->isGLSL) {
174 c->dispatch_width = 8;
175 brw_wm_glsl_emit(brw, c);
176 }
177 else {
178 c->dispatch_width = 16;
179 brw_wm_non_glsl_emit(brw, c);
180 }
181
182 if (INTEL_DEBUG & DEBUG_WM)
183 fprintf(stderr, "\n");
184
185 /* get the program
186 */
187 program = brw_get_program(&c->func, &program_size);
188
189 dri_bo_unreference(brw->wm.prog_bo);
190 brw->wm.prog_bo = brw_upload_cache( &brw->cache, BRW_WM_PROG,
191 &c->key, sizeof(c->key),
192 NULL, 0,
193 program, program_size,
194 &c->prog_data,
195 &brw->wm.prog_data );
196 }
197
198
199
200 static void brw_wm_populate_key( struct brw_context *brw,
201 struct brw_wm_prog_key *key )
202 {
203 GLcontext *ctx = &brw->intel.ctx;
204 /* BRW_NEW_FRAGMENT_PROGRAM */
205 const struct brw_fragment_program *fp =
206 (struct brw_fragment_program *)brw->fragment_program;
207 GLboolean uses_depth = (fp->program.Base.InputsRead & (1 << FRAG_ATTRIB_WPOS)) != 0;
208 GLuint lookup = 0;
209 GLuint line_aa;
210 GLuint i;
211
212 memset(key, 0, sizeof(*key));
213
214 /* Build the index for table lookup
215 */
216 /* _NEW_COLOR */
217 if (fp->program.UsesKill ||
218 ctx->Color.AlphaEnabled)
219 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
220
221 if (fp->program.Base.OutputsWritten & (1<<FRAG_RESULT_DEPTH))
222 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
223
224 /* _NEW_DEPTH */
225 if (ctx->Depth.Test)
226 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
227
228 if (ctx->Depth.Test &&
229 ctx->Depth.Mask) /* ?? */
230 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
231
232 /* _NEW_STENCIL */
233 if (ctx->Stencil._Enabled) {
234 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
235
236 if (ctx->Stencil.WriteMask[0] ||
237 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
238 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
239 }
240
241 line_aa = AA_NEVER;
242
243 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
244 if (ctx->Line.SmoothFlag) {
245 if (brw->intel.reduced_primitive == GL_LINES) {
246 line_aa = AA_ALWAYS;
247 }
248 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
249 if (ctx->Polygon.FrontMode == GL_LINE) {
250 line_aa = AA_SOMETIMES;
251
252 if (ctx->Polygon.BackMode == GL_LINE ||
253 (ctx->Polygon.CullFlag &&
254 ctx->Polygon.CullFaceMode == GL_BACK))
255 line_aa = AA_ALWAYS;
256 }
257 else if (ctx->Polygon.BackMode == GL_LINE) {
258 line_aa = AA_SOMETIMES;
259
260 if ((ctx->Polygon.CullFlag &&
261 ctx->Polygon.CullFaceMode == GL_FRONT))
262 line_aa = AA_ALWAYS;
263 }
264 }
265 }
266
267 brw_wm_lookup_iz(line_aa,
268 lookup,
269 uses_depth,
270 key);
271
272
273 /* BRW_NEW_WM_INPUT_DIMENSIONS */
274 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
275
276 /* _NEW_LIGHT */
277 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
278
279 /* _NEW_HINT */
280 key->linear_color = (ctx->Hint.PerspectiveCorrection == GL_FASTEST);
281
282 /* _NEW_TEXTURE */
283 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
284 const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
285
286 if (unit->_ReallyEnabled) {
287 const struct gl_texture_object *t = unit->_Current;
288 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
289 if (img->InternalFormat == GL_YCBCR_MESA) {
290 key->yuvtex_mask |= 1 << i;
291 if (img->TexFormat == MESA_FORMAT_YCBCR)
292 key->yuvtex_swap_mask |= 1 << i;
293 }
294
295 key->tex_swizzles[i] = t->_Swizzle;
296 }
297 else {
298 key->tex_swizzles[i] = SWIZZLE_NOOP;
299 }
300 }
301
302 /* Shadow */
303 key->shadowtex_mask = fp->program.Base.ShadowSamplers;
304
305 /* _NEW_BUFFERS */
306 /*
307 * Include the draw buffer origin and height so that we can calculate
308 * fragment position values relative to the bottom left of the drawable,
309 * from the incoming screen origin relative position we get as part of our
310 * payload.
311 *
312 * We could avoid recompiling by including this as a constant referenced by
313 * our program, but if we were to do that it would also be nice to handle
314 * getting that constant updated at batchbuffer submit time (when we
315 * hold the lock and know where the buffer really is) rather than at emit
316 * time when we don't hold the lock and are just guessing. We could also
317 * just avoid using this as key data if the program doesn't use
318 * fragment.position.
319 *
320 * This pretty much becomes moot with DRI2 and redirected buffers anyway,
321 * as our origins will always be zero then.
322 */
323 if (brw->intel.driDrawable != NULL) {
324 key->origin_x = brw->intel.driDrawable->x;
325 key->origin_y = brw->intel.driDrawable->y;
326 key->drawable_height = brw->intel.driDrawable->h;
327 }
328
329 /* CACHE_NEW_VS_PROG */
330 key->vp_outputs_written = brw->vs.prog_data->outputs_written & DO_SETUP_BITS;
331
332 /* The unique fragment program ID */
333 key->program_string_id = fp->id;
334 }
335
336
337 static void brw_prepare_wm_prog(struct brw_context *brw)
338 {
339 struct brw_wm_prog_key key;
340 struct brw_fragment_program *fp = (struct brw_fragment_program *)
341 brw->fragment_program;
342
343 brw_wm_populate_key(brw, &key);
344
345 /* Make an early check for the key.
346 */
347 dri_bo_unreference(brw->wm.prog_bo);
348 brw->wm.prog_bo = brw_search_cache(&brw->cache, BRW_WM_PROG,
349 &key, sizeof(key),
350 NULL, 0,
351 &brw->wm.prog_data);
352 if (brw->wm.prog_bo == NULL)
353 do_wm_prog(brw, fp, &key);
354 }
355
356
357 const struct brw_tracked_state brw_wm_prog = {
358 .dirty = {
359 .mesa = (_NEW_COLOR |
360 _NEW_DEPTH |
361 _NEW_HINT |
362 _NEW_STENCIL |
363 _NEW_POLYGON |
364 _NEW_LINE |
365 _NEW_LIGHT |
366 _NEW_BUFFERS |
367 _NEW_TEXTURE),
368 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
369 BRW_NEW_WM_INPUT_DIMENSIONS |
370 BRW_NEW_REDUCED_PRIMITIVE),
371 .cache = CACHE_NEW_VS_PROG,
372 },
373 .prepare = brw_prepare_wm_prog
374 };
375