i965/fs: Move brw_wm_payload_setup() to fs_visitor::setup_payload_gen6()
[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 c->fp = fp;
172
173 brw_init_compile(brw, &c->func, c);
174
175 c->prog_data.barycentric_interp_modes =
176 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
177 &fp->program);
178
179 brw_wm_fs_emit(brw, c, prog);
180
181 /* Scratch space is used for register spilling */
182 if (c->last_scratch) {
183 perf_debug("Fragment shader triggered register spilling. "
184 "Try reducing the number of live scalar values to "
185 "improve performance.\n");
186
187 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
188
189 brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
190 c->prog_data.total_scratch * brw->max_wm_threads);
191 }
192
193 if (unlikely(INTEL_DEBUG & DEBUG_WM))
194 fprintf(stderr, "\n");
195
196 /* get the program
197 */
198 program = brw_get_program(&c->func, &program_size);
199
200 brw_upload_cache(&brw->cache, BRW_WM_PROG,
201 &c->key, sizeof(c->key),
202 program, program_size,
203 &c->prog_data, sizeof(c->prog_data),
204 &brw->wm.prog_offset, &brw->wm.prog_data);
205
206 ralloc_free(c);
207
208 return true;
209 }
210
211 static bool
212 key_debug(const char *name, int a, int b)
213 {
214 if (a != b) {
215 perf_debug(" %s %d->%d\n", name, a, b);
216 return true;
217 } else {
218 return false;
219 }
220 }
221
222 bool
223 brw_debug_recompile_sampler_key(const struct brw_sampler_prog_key_data *old_key,
224 const struct brw_sampler_prog_key_data *key)
225 {
226 bool found = false;
227
228 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
229 found |= key_debug("EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
230 old_key->swizzles[i], key->swizzles[i]);
231 }
232 found |= key_debug("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("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("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("GL_MESA_ycbcr texturing\n",
239 old_key->yuvtex_mask, key->yuvtex_mask);
240 found |= key_debug("GL_MESA_ycbcr UV swapping\n",
241 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
242
243 return found;
244 }
245
246 void
247 brw_wm_debug_recompile(struct brw_context *brw,
248 struct gl_shader_program *prog,
249 const struct brw_wm_prog_key *key)
250 {
251 struct brw_cache_item *c = NULL;
252 const struct brw_wm_prog_key *old_key = NULL;
253 bool found = false;
254
255 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
256
257 for (unsigned int i = 0; i < brw->cache.size; i++) {
258 for (c = brw->cache.items[i]; c; c = c->next) {
259 if (c->cache_id == BRW_WM_PROG) {
260 old_key = c->key;
261
262 if (old_key->program_string_id == key->program_string_id)
263 break;
264 }
265 }
266 if (c)
267 break;
268 }
269
270 if (!c) {
271 perf_debug(" Didn't find previous compile in the shader cache for "
272 "debug\n");
273 return;
274 }
275
276 found |= key_debug("alphatest, computed depth, depth test, or depth write",
277 old_key->iz_lookup, key->iz_lookup);
278 found |= key_debug("depth statistics", old_key->stats_wm, key->stats_wm);
279 found |= key_debug("flat shading", old_key->flat_shade, key->flat_shade);
280 found |= key_debug("number of color buffers", old_key->nr_color_regions, key->nr_color_regions);
281 found |= key_debug("sample alpha to coverage", old_key->sample_alpha_to_coverage, key->sample_alpha_to_coverage);
282 found |= key_debug("rendering to FBO", old_key->render_to_fbo, key->render_to_fbo);
283 found |= key_debug("fragment color clamping", old_key->clamp_fragment_color, key->clamp_fragment_color);
284 found |= key_debug("line smoothing", old_key->line_aa, key->line_aa);
285 found |= key_debug("proj_attrib_mask", old_key->proj_attrib_mask, key->proj_attrib_mask);
286 found |= key_debug("renderbuffer height", old_key->drawable_height, key->drawable_height);
287 found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written);
288
289 found |= brw_debug_recompile_sampler_key(&old_key->tex, &key->tex);
290
291 if (!found) {
292 perf_debug(" Something else\n");
293 }
294 }
295
296 void
297 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
298 const struct gl_program *prog,
299 struct brw_sampler_prog_key_data *key)
300 {
301 struct intel_context *intel = intel_context(ctx);
302
303 for (int s = 0; s < MAX_SAMPLERS; s++) {
304 key->swizzles[s] = SWIZZLE_NOOP;
305
306 if (!(prog->SamplersUsed & (1 << s)))
307 continue;
308
309 int unit_id = prog->SamplerUnits[s];
310 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
311
312 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
313 const struct gl_texture_object *t = unit->_Current;
314 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
315 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
316
317 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
318 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
319 img->_BaseFormat == GL_DEPTH_STENCIL);
320
321 /* Haswell handles texture swizzling as surface format overrides
322 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
323 */
324 if (!intel->is_haswell || alpha_depth)
325 key->swizzles[s] = brw_get_texture_swizzle(t);
326
327 if (img->InternalFormat == GL_YCBCR_MESA) {
328 key->yuvtex_mask |= 1 << s;
329 if (img->TexFormat == MESA_FORMAT_YCBCR)
330 key->yuvtex_swap_mask |= 1 << s;
331 }
332
333 if (sampler->MinFilter != GL_NEAREST &&
334 sampler->MagFilter != GL_NEAREST) {
335 if (sampler->WrapS == GL_CLAMP)
336 key->gl_clamp_mask[0] |= 1 << s;
337 if (sampler->WrapT == GL_CLAMP)
338 key->gl_clamp_mask[1] |= 1 << s;
339 if (sampler->WrapR == GL_CLAMP)
340 key->gl_clamp_mask[2] |= 1 << s;
341 }
342 }
343 }
344 }
345
346 static void brw_wm_populate_key( struct brw_context *brw,
347 struct brw_wm_prog_key *key )
348 {
349 struct gl_context *ctx = &brw->intel.ctx;
350 struct intel_context *intel = &brw->intel;
351 /* BRW_NEW_FRAGMENT_PROGRAM */
352 const struct brw_fragment_program *fp =
353 (struct brw_fragment_program *)brw->fragment_program;
354 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
355 GLuint lookup = 0;
356 GLuint line_aa;
357 bool program_uses_dfdy = fp->program.UsesDFdy;
358
359 memset(key, 0, sizeof(*key));
360
361 /* Build the index for table lookup
362 */
363 if (intel->gen < 6) {
364 /* _NEW_COLOR */
365 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
366 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
367
368 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
369 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
370
371 /* _NEW_DEPTH */
372 if (ctx->Depth.Test)
373 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
374
375 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
376 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
377
378 /* _NEW_STENCIL */
379 if (ctx->Stencil._Enabled) {
380 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
381
382 if (ctx->Stencil.WriteMask[0] ||
383 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
384 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
385 }
386 key->iz_lookup = lookup;
387 }
388
389 line_aa = AA_NEVER;
390
391 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
392 if (ctx->Line.SmoothFlag) {
393 if (brw->intel.reduced_primitive == GL_LINES) {
394 line_aa = AA_ALWAYS;
395 }
396 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
397 if (ctx->Polygon.FrontMode == GL_LINE) {
398 line_aa = AA_SOMETIMES;
399
400 if (ctx->Polygon.BackMode == GL_LINE ||
401 (ctx->Polygon.CullFlag &&
402 ctx->Polygon.CullFaceMode == GL_BACK))
403 line_aa = AA_ALWAYS;
404 }
405 else if (ctx->Polygon.BackMode == GL_LINE) {
406 line_aa = AA_SOMETIMES;
407
408 if ((ctx->Polygon.CullFlag &&
409 ctx->Polygon.CullFaceMode == GL_FRONT))
410 line_aa = AA_ALWAYS;
411 }
412 }
413 }
414
415 key->line_aa = line_aa;
416
417 if (intel->gen < 6)
418 key->stats_wm = brw->intel.stats_wm;
419
420 /* BRW_NEW_WM_INPUT_DIMENSIONS */
421 /* Only set this for fixed function. The optimization it enables isn't
422 * useful for programs using shaders.
423 */
424 if (ctx->Shader.CurrentFragmentProgram)
425 key->proj_attrib_mask = 0xffffffff;
426 else
427 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
428
429 /* _NEW_LIGHT */
430 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
431
432 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
433 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
434
435 /* _NEW_TEXTURE */
436 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
437
438 /* _NEW_BUFFERS */
439 /*
440 * Include the draw buffer origin and height so that we can calculate
441 * fragment position values relative to the bottom left of the drawable,
442 * from the incoming screen origin relative position we get as part of our
443 * payload.
444 *
445 * This is only needed for the WM_WPOSXY opcode when the fragment program
446 * uses the gl_FragCoord input.
447 *
448 * We could avoid recompiling by including this as a constant referenced by
449 * our program, but if we were to do that it would also be nice to handle
450 * getting that constant updated at batchbuffer submit time (when we
451 * hold the lock and know where the buffer really is) rather than at emit
452 * time when we don't hold the lock and are just guessing. We could also
453 * just avoid using this as key data if the program doesn't use
454 * fragment.position.
455 *
456 * For DRI2 the origin_x/y will always be (0,0) but we still need the
457 * drawable height in order to invert the Y axis.
458 */
459 if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
460 key->drawable_height = ctx->DrawBuffer->Height;
461 }
462
463 if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) {
464 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
465 }
466
467 /* _NEW_BUFFERS */
468 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
469 /* _NEW_MULTISAMPLE */
470 key->sample_alpha_to_coverage = ctx->Multisample.SampleAlphaToCoverage;
471
472 /* CACHE_NEW_VS_PROG */
473 if (intel->gen < 6)
474 key->vp_outputs_written = brw->vs.prog_data->outputs_written;
475
476 /* The unique fragment program ID */
477 key->program_string_id = fp->id;
478 }
479
480
481 static void
482 brw_upload_wm_prog(struct brw_context *brw)
483 {
484 struct intel_context *intel = &brw->intel;
485 struct gl_context *ctx = &intel->ctx;
486 struct brw_wm_prog_key key;
487 struct brw_fragment_program *fp = (struct brw_fragment_program *)
488 brw->fragment_program;
489
490 brw_wm_populate_key(brw, &key);
491
492 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
493 &key, sizeof(key),
494 &brw->wm.prog_offset, &brw->wm.prog_data)) {
495 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
496 &key);
497 (void) success;
498 assert(success);
499 }
500 }
501
502
503 const struct brw_tracked_state brw_wm_prog = {
504 .dirty = {
505 .mesa = (_NEW_COLOR |
506 _NEW_DEPTH |
507 _NEW_STENCIL |
508 _NEW_POLYGON |
509 _NEW_LINE |
510 _NEW_LIGHT |
511 _NEW_FRAG_CLAMP |
512 _NEW_BUFFERS |
513 _NEW_TEXTURE |
514 _NEW_MULTISAMPLE),
515 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
516 BRW_NEW_WM_INPUT_DIMENSIONS |
517 BRW_NEW_REDUCED_PRIMITIVE),
518 .cache = CACHE_NEW_VS_PROG,
519 },
520 .emit = brw_upload_wm_prog
521 };
522