i965/fs: Move brw_wm_compile::fp to fs_visitor.
[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 "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/formats.h"
36 #include "main/fbobject.h"
37 #include "main/samplerobj.h"
38 #include "program/prog_parameter.h"
39
40 #include "glsl/ralloc.h"
41
42 /**
43 * Return a bitfield where bit n is set if barycentric interpolation mode n
44 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
45 */
46 static unsigned
47 brw_compute_barycentric_interp_modes(struct brw_context *brw,
48 bool shade_model_flat,
49 const struct gl_fragment_program *fprog)
50 {
51 unsigned barycentric_interp_modes = 0;
52 int attr;
53
54 /* Loop through all fragment shader inputs to figure out what interpolation
55 * modes are in use, and set the appropriate bits in
56 * barycentric_interp_modes.
57 */
58 for (attr = 0; attr < FRAG_ATTRIB_MAX; ++attr) {
59 enum glsl_interp_qualifier interp_qualifier =
60 fprog->InterpQualifier[attr];
61 bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
62 bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;
63
64 /* Ignore unused inputs. */
65 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
66 continue;
67
68 /* Ignore WPOS and FACE, because they don't require interpolation. */
69 if (attr == FRAG_ATTRIB_WPOS || attr == FRAG_ATTRIB_FACE)
70 continue;
71
72 /* Determine the set (or sets) of barycentric coordinates needed to
73 * interpolate this variable. Note that when
74 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
75 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
76 * for lit pixels, so we need both sets of barycentric coordinates.
77 */
78 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
79 if (is_centroid) {
80 barycentric_interp_modes |=
81 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
82 }
83 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
84 barycentric_interp_modes |=
85 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
86 }
87 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
88 (!(shade_model_flat && is_gl_Color) &&
89 interp_qualifier == INTERP_QUALIFIER_NONE)) {
90 if (is_centroid) {
91 barycentric_interp_modes |=
92 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
93 }
94 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
95 barycentric_interp_modes |=
96 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
97 }
98 }
99 }
100
101 return barycentric_interp_modes;
102 }
103
104 bool
105 brw_wm_prog_data_compare(const void *in_a, const void *in_b,
106 int aux_size, const void *in_key)
107 {
108 const struct brw_wm_prog_data *a = in_a;
109 const struct brw_wm_prog_data *b = in_b;
110
111 /* Compare all the struct up to the pointers. */
112 if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
113 return false;
114
115 if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
116 return false;
117
118 if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
119 return false;
120
121 return true;
122 }
123
124 void
125 brw_wm_prog_data_free(const void *in_prog_data)
126 {
127 const struct brw_wm_prog_data *prog_data = in_prog_data;
128
129 ralloc_free((void *)prog_data->param);
130 ralloc_free((void *)prog_data->pull_param);
131 }
132
133 /**
134 * All Mesa program -> GPU code generation goes through this function.
135 * Depending on the instructions used (i.e. flow control instructions)
136 * we'll use one of two code generators.
137 */
138 bool do_wm_prog(struct brw_context *brw,
139 struct gl_shader_program *prog,
140 struct brw_fragment_program *fp,
141 struct brw_wm_prog_key *key)
142 {
143 struct intel_context *intel = &brw->intel;
144 struct brw_wm_compile *c;
145 const GLuint *program;
146 struct gl_shader *fs = NULL;
147 GLuint program_size;
148
149 if (prog)
150 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
151
152 c = rzalloc(NULL, struct brw_wm_compile);
153
154 /* Allocate the references to the uniforms that will end up in the
155 * prog_data associated with the compiled program, and which will be freed
156 * by the state cache.
157 */
158 int param_count;
159 if (fs) {
160 param_count = fs->num_uniform_components;
161 } else {
162 param_count = fp->program.Base.Parameters->NumParameters * 4;
163 }
164 /* The backend also sometimes adds params for texture size. */
165 param_count += 2 * BRW_MAX_TEX_UNIT;
166 c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
167 c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
168
169 memcpy(&c->key, key, sizeof(*key));
170
171 brw_init_compile(brw, &c->func, c);
172
173 c->prog_data.barycentric_interp_modes =
174 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
175 &fp->program);
176
177 brw_wm_fs_emit(brw, c, &fp->program, prog);
178
179 /* Scratch space is used for register spilling */
180 if (c->last_scratch) {
181 perf_debug("Fragment shader triggered register spilling. "
182 "Try reducing the number of live scalar values to "
183 "improve performance.\n");
184
185 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
186
187 brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
188 c->prog_data.total_scratch * brw->max_wm_threads);
189 }
190
191 if (unlikely(INTEL_DEBUG & DEBUG_WM))
192 fprintf(stderr, "\n");
193
194 /* get the program
195 */
196 program = brw_get_program(&c->func, &program_size);
197
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.prog_offset, &brw->wm.prog_data);
203
204 ralloc_free(c);
205
206 return true;
207 }
208
209 static bool
210 key_debug(const char *name, int a, int b)
211 {
212 if (a != b) {
213 perf_debug(" %s %d->%d\n", name, a, b);
214 return true;
215 } else {
216 return false;
217 }
218 }
219
220 bool
221 brw_debug_recompile_sampler_key(const struct brw_sampler_prog_key_data *old_key,
222 const struct brw_sampler_prog_key_data *key)
223 {
224 bool found = false;
225
226 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
227 found |= key_debug("EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
228 old_key->swizzles[i], key->swizzles[i]);
229 }
230 found |= key_debug("GL_CLAMP enabled on any texture unit's 1st coordinate",
231 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
232 found |= key_debug("GL_CLAMP enabled on any texture unit's 2nd coordinate",
233 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
234 found |= key_debug("GL_CLAMP enabled on any texture unit's 3rd coordinate",
235 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
236 found |= key_debug("GL_MESA_ycbcr texturing\n",
237 old_key->yuvtex_mask, key->yuvtex_mask);
238 found |= key_debug("GL_MESA_ycbcr UV swapping\n",
239 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
240
241 return found;
242 }
243
244 void
245 brw_wm_debug_recompile(struct brw_context *brw,
246 struct gl_shader_program *prog,
247 const struct brw_wm_prog_key *key)
248 {
249 struct brw_cache_item *c = NULL;
250 const struct brw_wm_prog_key *old_key = NULL;
251 bool found = false;
252
253 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
254
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) {
258 old_key = c->key;
259
260 if (old_key->program_string_id == key->program_string_id)
261 break;
262 }
263 }
264 if (c)
265 break;
266 }
267
268 if (!c) {
269 perf_debug(" Didn't find previous compile in the shader cache for "
270 "debug\n");
271 return;
272 }
273
274 found |= key_debug("alphatest, computed depth, depth test, or depth write",
275 old_key->iz_lookup, key->iz_lookup);
276 found |= key_debug("depth statistics", old_key->stats_wm, key->stats_wm);
277 found |= key_debug("flat shading", old_key->flat_shade, key->flat_shade);
278 found |= key_debug("number of color buffers", old_key->nr_color_regions, key->nr_color_regions);
279 found |= key_debug("sample alpha to coverage", old_key->sample_alpha_to_coverage, key->sample_alpha_to_coverage);
280 found |= key_debug("rendering to FBO", old_key->render_to_fbo, key->render_to_fbo);
281 found |= key_debug("fragment color clamping", old_key->clamp_fragment_color, key->clamp_fragment_color);
282 found |= key_debug("line smoothing", old_key->line_aa, key->line_aa);
283 found |= key_debug("proj_attrib_mask", old_key->proj_attrib_mask, key->proj_attrib_mask);
284 found |= key_debug("renderbuffer height", old_key->drawable_height, key->drawable_height);
285 found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written);
286
287 found |= brw_debug_recompile_sampler_key(&old_key->tex, &key->tex);
288
289 if (!found) {
290 perf_debug(" Something else\n");
291 }
292 }
293
294 void
295 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
296 const struct gl_program *prog,
297 struct brw_sampler_prog_key_data *key)
298 {
299 struct intel_context *intel = intel_context(ctx);
300
301 for (int s = 0; s < MAX_SAMPLERS; s++) {
302 key->swizzles[s] = SWIZZLE_NOOP;
303
304 if (!(prog->SamplersUsed & (1 << s)))
305 continue;
306
307 int unit_id = prog->SamplerUnits[s];
308 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
309
310 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
311 const struct gl_texture_object *t = unit->_Current;
312 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
313 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
314
315 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
316 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
317 img->_BaseFormat == GL_DEPTH_STENCIL);
318
319 /* Haswell handles texture swizzling as surface format overrides
320 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
321 */
322 if (!intel->is_haswell || alpha_depth)
323 key->swizzles[s] = brw_get_texture_swizzle(t);
324
325 if (img->InternalFormat == GL_YCBCR_MESA) {
326 key->yuvtex_mask |= 1 << s;
327 if (img->TexFormat == MESA_FORMAT_YCBCR)
328 key->yuvtex_swap_mask |= 1 << s;
329 }
330
331 if (sampler->MinFilter != GL_NEAREST &&
332 sampler->MagFilter != GL_NEAREST) {
333 if (sampler->WrapS == GL_CLAMP)
334 key->gl_clamp_mask[0] |= 1 << s;
335 if (sampler->WrapT == GL_CLAMP)
336 key->gl_clamp_mask[1] |= 1 << s;
337 if (sampler->WrapR == GL_CLAMP)
338 key->gl_clamp_mask[2] |= 1 << s;
339 }
340 }
341 }
342 }
343
344 static void brw_wm_populate_key( struct brw_context *brw,
345 struct brw_wm_prog_key *key )
346 {
347 struct gl_context *ctx = &brw->intel.ctx;
348 struct intel_context *intel = &brw->intel;
349 /* BRW_NEW_FRAGMENT_PROGRAM */
350 const struct brw_fragment_program *fp =
351 (struct brw_fragment_program *)brw->fragment_program;
352 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
353 GLuint lookup = 0;
354 GLuint line_aa;
355 bool program_uses_dfdy = fp->program.UsesDFdy;
356
357 memset(key, 0, sizeof(*key));
358
359 /* Build the index for table lookup
360 */
361 if (intel->gen < 6) {
362 /* _NEW_COLOR */
363 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
364 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
365
366 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
367 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
368
369 /* _NEW_DEPTH */
370 if (ctx->Depth.Test)
371 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
372
373 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
374 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
375
376 /* _NEW_STENCIL */
377 if (ctx->Stencil._Enabled) {
378 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
379
380 if (ctx->Stencil.WriteMask[0] ||
381 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
382 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
383 }
384 key->iz_lookup = lookup;
385 }
386
387 line_aa = AA_NEVER;
388
389 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
390 if (ctx->Line.SmoothFlag) {
391 if (brw->intel.reduced_primitive == GL_LINES) {
392 line_aa = AA_ALWAYS;
393 }
394 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
395 if (ctx->Polygon.FrontMode == GL_LINE) {
396 line_aa = AA_SOMETIMES;
397
398 if (ctx->Polygon.BackMode == GL_LINE ||
399 (ctx->Polygon.CullFlag &&
400 ctx->Polygon.CullFaceMode == GL_BACK))
401 line_aa = AA_ALWAYS;
402 }
403 else if (ctx->Polygon.BackMode == GL_LINE) {
404 line_aa = AA_SOMETIMES;
405
406 if ((ctx->Polygon.CullFlag &&
407 ctx->Polygon.CullFaceMode == GL_FRONT))
408 line_aa = AA_ALWAYS;
409 }
410 }
411 }
412
413 key->line_aa = line_aa;
414
415 if (intel->gen < 6)
416 key->stats_wm = brw->intel.stats_wm;
417
418 /* BRW_NEW_WM_INPUT_DIMENSIONS */
419 /* Only set this for fixed function. The optimization it enables isn't
420 * useful for programs using shaders.
421 */
422 if (ctx->Shader.CurrentFragmentProgram)
423 key->proj_attrib_mask = 0xffffffff;
424 else
425 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
426
427 /* _NEW_LIGHT */
428 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
429
430 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
431 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
432
433 /* _NEW_TEXTURE */
434 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
435
436 /* _NEW_BUFFERS */
437 /*
438 * Include the draw buffer origin and height so that we can calculate
439 * fragment position values relative to the bottom left of the drawable,
440 * from the incoming screen origin relative position we get as part of our
441 * payload.
442 *
443 * This is only needed for the WM_WPOSXY opcode when the fragment program
444 * uses the gl_FragCoord input.
445 *
446 * We could avoid recompiling by including this as a constant referenced by
447 * our program, but if we were to do that it would also be nice to handle
448 * getting that constant updated at batchbuffer submit time (when we
449 * hold the lock and know where the buffer really is) rather than at emit
450 * time when we don't hold the lock and are just guessing. We could also
451 * just avoid using this as key data if the program doesn't use
452 * fragment.position.
453 *
454 * For DRI2 the origin_x/y will always be (0,0) but we still need the
455 * drawable height in order to invert the Y axis.
456 */
457 if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
458 key->drawable_height = ctx->DrawBuffer->Height;
459 }
460
461 if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) {
462 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
463 }
464
465 /* _NEW_BUFFERS */
466 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
467 /* _NEW_MULTISAMPLE */
468 key->sample_alpha_to_coverage = ctx->Multisample.SampleAlphaToCoverage;
469
470 /* CACHE_NEW_VS_PROG */
471 if (intel->gen < 6)
472 key->vp_outputs_written = brw->vs.prog_data->outputs_written;
473
474 /* The unique fragment program ID */
475 key->program_string_id = fp->id;
476 }
477
478
479 static void
480 brw_upload_wm_prog(struct brw_context *brw)
481 {
482 struct intel_context *intel = &brw->intel;
483 struct gl_context *ctx = &intel->ctx;
484 struct brw_wm_prog_key key;
485 struct brw_fragment_program *fp = (struct brw_fragment_program *)
486 brw->fragment_program;
487
488 brw_wm_populate_key(brw, &key);
489
490 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
491 &key, sizeof(key),
492 &brw->wm.prog_offset, &brw->wm.prog_data)) {
493 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
494 &key);
495 (void) success;
496 assert(success);
497 }
498 }
499
500
501 const struct brw_tracked_state brw_wm_prog = {
502 .dirty = {
503 .mesa = (_NEW_COLOR |
504 _NEW_DEPTH |
505 _NEW_STENCIL |
506 _NEW_POLYGON |
507 _NEW_LINE |
508 _NEW_LIGHT |
509 _NEW_FRAG_CLAMP |
510 _NEW_BUFFERS |
511 _NEW_TEXTURE |
512 _NEW_MULTISAMPLE),
513 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
514 BRW_NEW_WM_INPUT_DIMENSIONS |
515 BRW_NEW_REDUCED_PRIMITIVE),
516 .cache = CACHE_NEW_VS_PROG,
517 },
518 .emit = brw_upload_wm_prog
519 };
520