i965: Fix source depth reg setting for FSes reading and writing to depth.
[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 return 0;
45 case WM_PIXELXY:
46 case WM_CINTERP:
47 case WM_WPOSXY:
48 return 1;
49 case WM_LINTERP:
50 case WM_DELTAXY:
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 brw_wm_glsl_emit(brw, c);
175 }
176 else {
177 brw_wm_non_glsl_emit(brw, c);
178 }
179
180 if (INTEL_DEBUG & DEBUG_WM)
181 fprintf(stderr, "\n");
182
183 /* get the program
184 */
185 program = brw_get_program(&c->func, &program_size);
186
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),
190 NULL, 0,
191 program, program_size,
192 &c->prog_data,
193 &brw->wm.prog_data );
194 }
195
196
197
198 static void brw_wm_populate_key( struct brw_context *brw,
199 struct brw_wm_prog_key *key )
200 {
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;
206 GLuint lookup = 0;
207 GLuint line_aa;
208 GLuint i;
209
210 memset(key, 0, sizeof(*key));
211
212 /* Build the index for table lookup
213 */
214 /* _NEW_COLOR */
215 if (fp->program.UsesKill ||
216 ctx->Color.AlphaEnabled)
217 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
218
219 if (fp->program.Base.OutputsWritten & (1<<FRAG_RESULT_DEPTH))
220 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
221
222 /* _NEW_DEPTH */
223 if (ctx->Depth.Test)
224 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
225
226 if (ctx->Depth.Test &&
227 ctx->Depth.Mask) /* ?? */
228 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
229
230 /* _NEW_STENCIL */
231 if (ctx->Stencil._Enabled) {
232 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
233
234 if (ctx->Stencil.WriteMask[0] ||
235 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
236 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
237 }
238
239 line_aa = AA_NEVER;
240
241 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
242 if (ctx->Line.SmoothFlag) {
243 if (brw->intel.reduced_primitive == GL_LINES) {
244 line_aa = AA_ALWAYS;
245 }
246 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
247 if (ctx->Polygon.FrontMode == GL_LINE) {
248 line_aa = AA_SOMETIMES;
249
250 if (ctx->Polygon.BackMode == GL_LINE ||
251 (ctx->Polygon.CullFlag &&
252 ctx->Polygon.CullFaceMode == GL_BACK))
253 line_aa = AA_ALWAYS;
254 }
255 else if (ctx->Polygon.BackMode == GL_LINE) {
256 line_aa = AA_SOMETIMES;
257
258 if ((ctx->Polygon.CullFlag &&
259 ctx->Polygon.CullFaceMode == GL_FRONT))
260 line_aa = AA_ALWAYS;
261 }
262 }
263 }
264
265 brw_wm_lookup_iz(line_aa,
266 lookup,
267 uses_depth,
268 key);
269
270
271 /* BRW_NEW_WM_INPUT_DIMENSIONS */
272 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
273
274 /* _NEW_LIGHT */
275 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
276
277 /* _NEW_TEXTURE */
278 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
279 const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
280
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;
288 }
289
290 key->tex_swizzles[i] = t->_Swizzle;
291 }
292 else {
293 key->tex_swizzles[i] = SWIZZLE_NOOP;
294 }
295 }
296
297 /* Shadow */
298 key->shadowtex_mask = fp->program.Base.ShadowSamplers;
299
300 /* _NEW_BUFFERS */
301 /*
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
305 * payload.
306 *
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
313 * fragment.position.
314 *
315 * This pretty much becomes moot with DRI2 and redirected buffers anyway,
316 * as our origins will always be zero then.
317 */
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;
322 }
323
324 /* CACHE_NEW_VS_PROG */
325 key->vp_outputs_written = brw->vs.prog_data->outputs_written & DO_SETUP_BITS;
326
327 /* The unique fragment program ID */
328 key->program_string_id = fp->id;
329 }
330
331
332 static void brw_prepare_wm_prog(struct brw_context *brw)
333 {
334 struct brw_wm_prog_key key;
335 struct brw_fragment_program *fp = (struct brw_fragment_program *)
336 brw->fragment_program;
337
338 brw_wm_populate_key(brw, &key);
339
340 /* Make an early check for the key.
341 */
342 dri_bo_unreference(brw->wm.prog_bo);
343 brw->wm.prog_bo = brw_search_cache(&brw->cache, BRW_WM_PROG,
344 &key, sizeof(key),
345 NULL, 0,
346 &brw->wm.prog_data);
347 if (brw->wm.prog_bo == NULL)
348 do_wm_prog(brw, fp, &key);
349 }
350
351
352 const struct brw_tracked_state brw_wm_prog = {
353 .dirty = {
354 .mesa = (_NEW_COLOR |
355 _NEW_DEPTH |
356 _NEW_STENCIL |
357 _NEW_POLYGON |
358 _NEW_LINE |
359 _NEW_LIGHT |
360 _NEW_BUFFERS |
361 _NEW_TEXTURE),
362 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
363 BRW_NEW_WM_INPUT_DIMENSIONS |
364 BRW_NEW_REDUCED_PRIMITIVE),
365 .cache = CACHE_NEW_VS_PROG,
366 },
367 .prepare = brw_prepare_wm_prog
368 };
369