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 prog_data
.uses_kill
= fp
->program
.UsesKill
;
161 /* Allocate the references to the uniforms that will end up in the
162 * prog_data associated with the compiled program, and which will be freed
163 * by the state cache.
167 param_count
= fs
->num_uniform_components
;
169 param_count
= fp
->program
.Base
.Parameters
->NumParameters
* 4;
171 /* The backend also sometimes adds params for texture size. */
172 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
173 prog_data
.base
.param
=
174 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
175 prog_data
.base
.pull_param
=
176 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
177 prog_data
.base
.nr_params
= param_count
;
179 prog_data
.barycentric_interp_modes
=
180 brw_compute_barycentric_interp_modes(brw
, key
->flat_shade
,
181 key
->persample_shading
,
184 program
= brw_wm_fs_emit(brw
, mem_ctx
, key
, &prog_data
,
185 &fp
->program
, prog
, &program_size
);
186 if (program
== NULL
) {
187 ralloc_free(mem_ctx
);
191 if (prog_data
.base
.total_scratch
) {
192 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
193 prog_data
.base
.total_scratch
* brw
->max_wm_threads
);
196 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
197 fprintf(stderr
, "\n");
199 brw_upload_cache(&brw
->cache
, BRW_WM_PROG
,
200 key
, sizeof(struct brw_wm_prog_key
),
201 program
, program_size
,
202 &prog_data
, sizeof(prog_data
),
203 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
205 ralloc_free(mem_ctx
);
211 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
214 perf_debug(" %s %d->%d\n", name
, a
, b
);
222 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
223 const struct brw_sampler_prog_key_data
*old_key
,
224 const struct brw_sampler_prog_key_data
*key
)
228 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
229 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
230 old_key
->swizzles
[i
], key
->swizzles
[i
]);
232 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
233 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
234 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
235 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
236 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
237 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
238 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
239 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
245 brw_wm_debug_recompile(struct brw_context
*brw
,
246 struct gl_shader_program
*prog
,
247 const struct brw_wm_prog_key
*key
)
249 struct brw_cache_item
*c
= NULL
;
250 const struct brw_wm_prog_key
*old_key
= NULL
;
253 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
255 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
256 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
257 if (c
->cache_id
== BRW_WM_PROG
) {
260 if (old_key
->program_string_id
== key
->program_string_id
)
269 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
273 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
275 old_key
->iz_lookup
, key
->iz_lookup
);
276 found
|= key_debug(brw
, "depth statistics",
277 old_key
->stats_wm
, key
->stats_wm
);
278 found
|= key_debug(brw
, "flat shading",
279 old_key
->flat_shade
, key
->flat_shade
);
280 found
|= key_debug(brw
, "per-sample shading",
281 old_key
->persample_shading
, key
->persample_shading
);
282 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
283 old_key
->persample_2x
, key
->persample_2x
);
284 found
|= key_debug(brw
, "number of color buffers",
285 old_key
->nr_color_regions
, key
->nr_color_regions
);
286 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
287 old_key
->replicate_alpha
, key
->replicate_alpha
);
288 found
|= key_debug(brw
, "rendering to FBO",
289 old_key
->render_to_fbo
, key
->render_to_fbo
);
290 found
|= key_debug(brw
, "fragment color clamping",
291 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
292 found
|= key_debug(brw
, "line smoothing",
293 old_key
->line_aa
, key
->line_aa
);
294 found
|= key_debug(brw
, "renderbuffer height",
295 old_key
->drawable_height
, key
->drawable_height
);
296 found
|= key_debug(brw
, "input slots valid",
297 old_key
->input_slots_valid
, key
->input_slots_valid
);
298 found
|= key_debug(brw
, "mrt alpha test function",
299 old_key
->alpha_test_func
, key
->alpha_test_func
);
300 found
|= key_debug(brw
, "mrt alpha test reference value",
301 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
303 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
306 perf_debug(" Something else\n");
311 gen6_gather_workaround(GLenum internalformat
)
313 switch (internalformat
) {
314 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
315 case GL_R8UI
: return WA_8BIT
;
316 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
317 case GL_R16UI
: return WA_16BIT
;
318 /* note that even though GL_R32I and GL_R32UI have format overrides
319 * in the surface state, there is no shader w/a required */
325 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
326 const struct gl_program
*prog
,
327 unsigned sampler_count
,
328 struct brw_sampler_prog_key_data
*key
)
330 struct brw_context
*brw
= brw_context(ctx
);
332 for (int s
= 0; s
< sampler_count
; s
++) {
333 key
->swizzles
[s
] = SWIZZLE_NOOP
;
335 if (!(prog
->SamplersUsed
& (1 << s
)))
338 int unit_id
= prog
->SamplerUnits
[s
];
339 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
341 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
342 const struct gl_texture_object
*t
= unit
->_Current
;
343 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
344 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
346 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
347 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
348 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
350 /* Haswell handles texture swizzling as surface format overrides
351 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
353 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
354 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
357 sampler
->MinFilter
!= GL_NEAREST
&&
358 sampler
->MagFilter
!= GL_NEAREST
) {
359 if (sampler
->WrapS
== GL_CLAMP
)
360 key
->gl_clamp_mask
[0] |= 1 << s
;
361 if (sampler
->WrapT
== GL_CLAMP
)
362 key
->gl_clamp_mask
[1] |= 1 << s
;
363 if (sampler
->WrapR
== GL_CLAMP
)
364 key
->gl_clamp_mask
[2] |= 1 << s
;
367 /* gather4's channel select for green from RG32F is broken;
368 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
369 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
370 if (img
->InternalFormat
== GL_RG32F
)
371 key
->gather_channel_quirk_mask
|= 1 << s
;
374 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
375 * UNORM/FLOAT instead and fix it in the shader.
377 if (brw
->gen
== 6 && prog
->UsesGather
) {
378 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
381 /* If this is a multisample sampler, and uses the CMS MSAA layout,
382 * then we need to emit slightly different code to first sample the
385 struct intel_texture_object
*intel_tex
=
386 intel_texture_object((struct gl_texture_object
*)t
);
389 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
390 key
->compressed_multisample_layout_mask
|= 1 << s
;
396 static void brw_wm_populate_key( struct brw_context
*brw
,
397 struct brw_wm_prog_key
*key
)
399 struct gl_context
*ctx
= &brw
->ctx
;
400 /* BRW_NEW_FRAGMENT_PROGRAM */
401 const struct brw_fragment_program
*fp
=
402 (struct brw_fragment_program
*)brw
->fragment_program
;
403 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
406 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
407 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
409 memset(key
, 0, sizeof(*key
));
411 /* Build the index for table lookup
415 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
416 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
418 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
419 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
423 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
425 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
426 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
428 /* _NEW_STENCIL | _NEW_BUFFERS */
429 if (ctx
->Stencil
._Enabled
) {
430 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
432 if (ctx
->Stencil
.WriteMask
[0] ||
433 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
434 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
436 key
->iz_lookup
= lookup
;
441 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
442 if (ctx
->Line
.SmoothFlag
) {
443 if (brw
->reduced_primitive
== GL_LINES
) {
446 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
447 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
448 line_aa
= AA_SOMETIMES
;
450 if (ctx
->Polygon
.BackMode
== GL_LINE
||
451 (ctx
->Polygon
.CullFlag
&&
452 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
455 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
456 line_aa
= AA_SOMETIMES
;
458 if ((ctx
->Polygon
.CullFlag
&&
459 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
465 key
->line_aa
= line_aa
;
468 if (brw
->disable_derivative_optimization
) {
469 key
->high_quality_derivatives
=
470 ctx
->Hint
.FragmentShaderDerivative
!= GL_FASTEST
;
472 key
->high_quality_derivatives
=
473 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
477 key
->stats_wm
= brw
->stats_wm
;
480 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
482 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
483 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
486 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
491 * Include the draw buffer origin and height so that we can calculate
492 * fragment position values relative to the bottom left of the drawable,
493 * from the incoming screen origin relative position we get as part of our
496 * This is only needed for the WM_WPOSXY opcode when the fragment program
497 * uses the gl_FragCoord input.
499 * We could avoid recompiling by including this as a constant referenced by
500 * our program, but if we were to do that it would also be nice to handle
501 * getting that constant updated at batchbuffer submit time (when we
502 * hold the lock and know where the buffer really is) rather than at emit
503 * time when we don't hold the lock and are just guessing. We could also
504 * just avoid using this as key data if the program doesn't use
507 * For DRI2 the origin_x/y will always be (0,0) but we still need the
508 * drawable height in order to invert the Y axis.
510 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
511 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
514 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
515 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
519 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
521 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
522 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
523 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
525 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
526 /* Ignore sample qualifier while computing this flag. */
527 key
->persample_shading
=
528 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
529 if (key
->persample_shading
)
530 key
->persample_2x
= ctx
->DrawBuffer
->Visual
.samples
== 2;
532 key
->compute_pos_offset
=
533 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
534 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
536 key
->compute_sample_id
=
538 ctx
->Multisample
.Enabled
&&
539 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
541 /* BRW_NEW_VUE_MAP_GEOM_OUT */
542 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
543 BRW_FS_VARYING_INPUT_MASK
) > 16)
544 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
547 /* _NEW_COLOR | _NEW_BUFFERS */
548 /* Pre-gen6, the hardware alpha test always used each render
549 * target's alpha to do alpha test, as opposed to render target 0's alpha
550 * like GL requires. Fix that by building the alpha test into the
551 * shader, and we'll skip enabling the fixed function alpha test.
553 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
554 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
555 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
558 /* The unique fragment program ID */
559 key
->program_string_id
= fp
->id
;
564 brw_upload_wm_prog(struct brw_context
*brw
)
566 struct gl_context
*ctx
= &brw
->ctx
;
567 struct brw_wm_prog_key key
;
568 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
569 brw
->fragment_program
;
571 brw_wm_populate_key(brw
, &key
);
573 if (!brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
575 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
576 bool success
= do_wm_prog(brw
, ctx
->_Shader
->_CurrentFragmentProgram
, fp
,
581 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
585 const struct brw_tracked_state brw_wm_prog
= {
587 .mesa
= (_NEW_COLOR
|
598 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
599 BRW_NEW_REDUCED_PRIMITIVE
|
600 BRW_NEW_VUE_MAP_GEOM_OUT
|
603 .emit
= brw_upload_wm_prog