2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) 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 <keith@tungstengraphics.com>
32 #include "main/texformat.h"
33 #include "brw_context.h"
36 #include "brw_state.h"
39 /** Return number of src args for given instruction */
40 GLuint
brw_wm_nr_args( GLuint opcode
)
57 assert(opcode
< MAX_OPCODE
);
58 return _mesa_num_inst_src_regs(opcode
);
63 GLuint
brw_wm_is_scalar_result( GLuint opcode
)
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
91 brw_wm_non_glsl_emit(struct brw_context
*brw
, struct brw_wm_compile
*c
)
93 /* Augment fragment program. Add instructions for pre- and
94 * post-fragment-program tasks such as interpolation and fogging.
98 /* Translate to intermediate representation. Build register usage
103 /* Dead code removal.
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.
111 c
->grf_limit
= BRW_WM_MAX_GRF
/ 2;
115 /* how many general-purpose registers are used */
116 c
->prog_data
.total_grf
= c
->max_wm_grf
;
118 /* Scratch space is used for register spilling */
119 if (c
->last_scratch
) {
120 c
->prog_data
.total_scratch
= c
->last_scratch
+ 0x40;
123 c
->prog_data
.total_scratch
= 0;
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.
137 static void do_wm_prog( struct brw_context
*brw
,
138 struct brw_fragment_program
*fp
,
139 struct brw_wm_prog_key
*key
)
141 struct brw_wm_compile
*c
;
142 const GLuint
*program
;
145 c
= brw
->wm
.compile_data
;
147 brw
->wm
.compile_data
= calloc(1, sizeof(*brw
->wm
.compile_data
));
148 c
= brw
->wm
.compile_data
;
150 /* Ouch - big out of memory problem. Can't continue
151 * without triggering a segfault, no way to signal,
157 memset(c
, 0, sizeof(*brw
->wm
.compile_data
));
159 memcpy(&c
->key
, key
, sizeof(*key
));
162 c
->env_param
= brw
->intel
.ctx
.FragmentProgram
.Parameters
;
164 brw_init_compile(brw
, &c
->func
);
166 /* temporary sanity check assertion */
167 ASSERT(fp
->isGLSL
== brw_wm_is_glsl(&c
->fp
->program
));
170 * Shader which use GLSL features such as flow control are handled
171 * differently from "simple" shaders.
174 brw_wm_glsl_emit(brw
, c
);
177 brw_wm_non_glsl_emit(brw
, c
);
180 if (INTEL_DEBUG
& DEBUG_WM
)
181 fprintf(stderr
, "\n");
185 program
= brw_get_program(&c
->func
, &program_size
);
187 dri_bo_unreference(brw
->wm
.prog_bo
);
188 brw
->wm
.prog_bo
= brw_upload_cache( &brw
->cache
, BRW_WM_PROG
,
189 &c
->key
, sizeof(c
->key
),
191 program
, program_size
,
193 &brw
->wm
.prog_data
);
198 static void brw_wm_populate_key( struct brw_context
*brw
,
199 struct brw_wm_prog_key
*key
)
201 GLcontext
*ctx
= &brw
->intel
.ctx
;
202 /* BRW_NEW_FRAGMENT_PROGRAM */
203 const struct brw_fragment_program
*fp
=
204 (struct brw_fragment_program
*)brw
->fragment_program
;
205 GLboolean uses_depth
= (fp
->program
.Base
.InputsRead
& (1 << FRAG_ATTRIB_WPOS
)) != 0;
210 memset(key
, 0, sizeof(*key
));
212 /* Build the index for table lookup
215 if (fp
->program
.UsesKill
||
216 ctx
->Color
.AlphaEnabled
)
217 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
219 if (fp
->program
.Base
.OutputsWritten
& (1<<FRAG_RESULT_DEPTH
))
220 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
224 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
226 if (ctx
->Depth
.Test
&&
227 ctx
->Depth
.Mask
) /* ?? */
228 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
231 if (ctx
->Stencil
._Enabled
) {
232 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
234 if (ctx
->Stencil
.WriteMask
[0] ||
235 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
236 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
241 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
242 if (ctx
->Line
.SmoothFlag
) {
243 if (brw
->intel
.reduced_primitive
== GL_LINES
) {
246 else if (brw
->intel
.reduced_primitive
== GL_TRIANGLES
) {
247 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
248 line_aa
= AA_SOMETIMES
;
250 if (ctx
->Polygon
.BackMode
== GL_LINE
||
251 (ctx
->Polygon
.CullFlag
&&
252 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
255 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
256 line_aa
= AA_SOMETIMES
;
258 if ((ctx
->Polygon
.CullFlag
&&
259 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
265 brw_wm_lookup_iz(line_aa
,
271 /* BRW_NEW_WM_INPUT_DIMENSIONS */
272 key
->proj_attrib_mask
= brw
->wm
.input_size_masks
[4-1];
275 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
278 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
279 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[i
];
281 if (unit
->_ReallyEnabled
) {
282 const struct gl_texture_object
*t
= unit
->_Current
;
283 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
284 if (img
->InternalFormat
== GL_YCBCR_MESA
) {
285 key
->yuvtex_mask
|= 1 << i
;
286 if (img
->TexFormat
->MesaFormat
== MESA_FORMAT_YCBCR
)
287 key
->yuvtex_swap_mask
|= 1 << i
;
290 key
->tex_swizzles
[i
] = t
->_Swizzle
;
293 key
->tex_swizzles
[i
] = SWIZZLE_NOOP
;
298 key
->shadowtex_mask
= fp
->program
.Base
.ShadowSamplers
;
302 * Include the draw buffer origin and height so that we can calculate
303 * fragment position values relative to the bottom left of the drawable,
304 * from the incoming screen origin relative position we get as part of our
307 * We could avoid recompiling by including this as a constant referenced by
308 * our program, but if we were to do that it would also be nice to handle
309 * getting that constant updated at batchbuffer submit time (when we
310 * hold the lock and know where the buffer really is) rather than at emit
311 * time when we don't hold the lock and are just guessing. We could also
312 * just avoid using this as key data if the program doesn't use
315 * This pretty much becomes moot with DRI2 and redirected buffers anyway,
316 * as our origins will always be zero then.
318 if (brw
->intel
.driDrawable
!= NULL
) {
319 key
->origin_x
= brw
->intel
.driDrawable
->x
;
320 key
->origin_y
= brw
->intel
.driDrawable
->y
;
321 key
->drawable_height
= brw
->intel
.driDrawable
->h
;
324 /* CACHE_NEW_VS_PROG */
325 key
->vp_outputs_written
= brw
->vs
.prog_data
->outputs_written
& DO_SETUP_BITS
;
327 /* The unique fragment program ID */
328 key
->program_string_id
= fp
->id
;
332 static void brw_prepare_wm_prog(struct brw_context
*brw
)
334 struct brw_wm_prog_key key
;
335 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
336 brw
->fragment_program
;
338 brw_wm_populate_key(brw
, &key
);
340 /* Make an early check for the key.
342 dri_bo_unreference(brw
->wm
.prog_bo
);
343 brw
->wm
.prog_bo
= brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
347 if (brw
->wm
.prog_bo
== NULL
)
348 do_wm_prog(brw
, fp
, &key
);
352 const struct brw_tracked_state brw_wm_prog
= {
354 .mesa
= (_NEW_COLOR
|
362 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
363 BRW_NEW_WM_INPUT_DIMENSIONS
|
364 BRW_NEW_REDUCED_PRIMITIVE
),
365 .cache
= CACHE_NEW_VS_PROG
,
367 .prepare
= brw_prepare_wm_prog