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 c
->prog_data
.total_scratch
= brw_get_scratch_size(c
->last_scratch
);
191 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
192 c
->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 &c
->key
, sizeof(c
->key
),
200 program
, program_size
,
201 &c
->prog_data
, sizeof(c
->prog_data
),
202 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
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
, "number of color buffers",
280 old_key
->nr_color_regions
, key
->nr_color_regions
);
281 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
282 old_key
->replicate_alpha
, key
->replicate_alpha
);
283 found
|= key_debug(brw
, "rendering to FBO",
284 old_key
->render_to_fbo
, key
->render_to_fbo
);
285 found
|= key_debug(brw
, "fragment color clamping",
286 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
287 found
|= key_debug(brw
, "line smoothing",
288 old_key
->line_aa
, key
->line_aa
);
289 found
|= key_debug(brw
, "renderbuffer height",
290 old_key
->drawable_height
, key
->drawable_height
);
291 found
|= key_debug(brw
, "input slots valid",
292 old_key
->input_slots_valid
, key
->input_slots_valid
);
293 found
|= key_debug(brw
, "mrt alpha test function",
294 old_key
->alpha_test_func
, key
->alpha_test_func
);
295 found
|= key_debug(brw
, "mrt alpha test reference value",
296 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
298 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
301 perf_debug(" Something else\n");
306 gen6_gather_workaround(GLenum internalformat
)
308 switch (internalformat
) {
309 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
310 case GL_R8UI
: return WA_8BIT
;
311 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
312 case GL_R16UI
: return WA_16BIT
;
313 /* note that even though GL_R32I and GL_R32UI have format overrides
314 * in the surface state, there is no shader w/a required */
320 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
321 const struct gl_program
*prog
,
322 unsigned sampler_count
,
323 struct brw_sampler_prog_key_data
*key
)
325 struct brw_context
*brw
= brw_context(ctx
);
327 for (int s
= 0; s
< sampler_count
; s
++) {
328 key
->swizzles
[s
] = SWIZZLE_NOOP
;
330 if (!(prog
->SamplersUsed
& (1 << s
)))
333 int unit_id
= prog
->SamplerUnits
[s
];
334 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
336 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
337 const struct gl_texture_object
*t
= unit
->_Current
;
338 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
339 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
341 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
342 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
343 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
345 /* Haswell handles texture swizzling as surface format overrides
346 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
348 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
349 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
351 if (sampler
->MinFilter
!= GL_NEAREST
&&
352 sampler
->MagFilter
!= GL_NEAREST
) {
353 if (sampler
->WrapS
== GL_CLAMP
)
354 key
->gl_clamp_mask
[0] |= 1 << s
;
355 if (sampler
->WrapT
== GL_CLAMP
)
356 key
->gl_clamp_mask
[1] |= 1 << s
;
357 if (sampler
->WrapR
== GL_CLAMP
)
358 key
->gl_clamp_mask
[2] |= 1 << s
;
361 /* gather4's channel select for green from RG32F is broken;
362 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
363 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
364 if (img
->InternalFormat
== GL_RG32F
)
365 key
->gather_channel_quirk_mask
|= 1 << s
;
368 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
369 * UNORM/FLOAT instead and fix it in the shader.
371 if (brw
->gen
== 6 && prog
->UsesGather
) {
372 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
375 /* If this is a multisample sampler, and uses the CMS MSAA layout,
376 * then we need to emit slightly different code to first sample the
379 struct intel_texture_object
*intel_tex
=
380 intel_texture_object((struct gl_texture_object
*)t
);
383 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
384 key
->compressed_multisample_layout_mask
|= 1 << s
;
390 static void brw_wm_populate_key( struct brw_context
*brw
,
391 struct brw_wm_prog_key
*key
)
393 struct gl_context
*ctx
= &brw
->ctx
;
394 /* BRW_NEW_FRAGMENT_PROGRAM */
395 const struct brw_fragment_program
*fp
=
396 (struct brw_fragment_program
*)brw
->fragment_program
;
397 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
400 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
401 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
403 memset(key
, 0, sizeof(*key
));
405 /* Build the index for table lookup
409 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
410 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
412 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
413 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
417 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
419 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
420 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
422 /* _NEW_STENCIL | _NEW_BUFFERS */
423 if (ctx
->Stencil
._Enabled
) {
424 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
426 if (ctx
->Stencil
.WriteMask
[0] ||
427 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
428 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
430 key
->iz_lookup
= lookup
;
435 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
436 if (ctx
->Line
.SmoothFlag
) {
437 if (brw
->reduced_primitive
== GL_LINES
) {
440 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
441 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
442 line_aa
= AA_SOMETIMES
;
444 if (ctx
->Polygon
.BackMode
== GL_LINE
||
445 (ctx
->Polygon
.CullFlag
&&
446 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
449 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
450 line_aa
= AA_SOMETIMES
;
452 if ((ctx
->Polygon
.CullFlag
&&
453 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
459 key
->line_aa
= line_aa
;
462 if (brw
->disable_derivative_optimization
) {
463 key
->high_quality_derivatives
=
464 ctx
->Hint
.FragmentShaderDerivative
!= GL_FASTEST
;
466 key
->high_quality_derivatives
=
467 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
471 key
->stats_wm
= brw
->stats_wm
;
474 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
476 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
477 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
480 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
485 * Include the draw buffer origin and height so that we can calculate
486 * fragment position values relative to the bottom left of the drawable,
487 * from the incoming screen origin relative position we get as part of our
490 * This is only needed for the WM_WPOSXY opcode when the fragment program
491 * uses the gl_FragCoord input.
493 * We could avoid recompiling by including this as a constant referenced by
494 * our program, but if we were to do that it would also be nice to handle
495 * getting that constant updated at batchbuffer submit time (when we
496 * hold the lock and know where the buffer really is) rather than at emit
497 * time when we don't hold the lock and are just guessing. We could also
498 * just avoid using this as key data if the program doesn't use
501 * For DRI2 the origin_x/y will always be (0,0) but we still need the
502 * drawable height in order to invert the Y axis.
504 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
505 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
508 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
509 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
513 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
515 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
516 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
517 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
519 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
520 /* Ignore sample qualifier while computing this flag. */
521 key
->persample_shading
=
522 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
524 key
->compute_pos_offset
=
525 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
526 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
528 key
->compute_sample_id
=
530 ctx
->Multisample
.Enabled
&&
531 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
533 /* BRW_NEW_VUE_MAP_GEOM_OUT */
534 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
535 BRW_FS_VARYING_INPUT_MASK
) > 16)
536 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
539 /* _NEW_COLOR | _NEW_BUFFERS */
540 /* Pre-gen6, the hardware alpha test always used each render
541 * target's alpha to do alpha test, as opposed to render target 0's alpha
542 * like GL requires. Fix that by building the alpha test into the
543 * shader, and we'll skip enabling the fixed function alpha test.
545 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
546 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
547 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
550 /* The unique fragment program ID */
551 key
->program_string_id
= fp
->id
;
556 brw_upload_wm_prog(struct brw_context
*brw
)
558 struct gl_context
*ctx
= &brw
->ctx
;
559 struct brw_wm_prog_key key
;
560 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
561 brw
->fragment_program
;
563 brw_wm_populate_key(brw
, &key
);
565 if (!brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
567 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
568 bool success
= do_wm_prog(brw
, ctx
->_Shader
->_CurrentFragmentProgram
, fp
,
573 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
577 const struct brw_tracked_state brw_wm_prog
= {
579 .mesa
= (_NEW_COLOR
|
590 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
591 BRW_NEW_REDUCED_PRIMITIVE
|
592 BRW_NEW_VUE_MAP_GEOM_OUT
|
595 .emit
= brw_upload_wm_prog