i965: Change fragment input related bitfields to 64-bit.
[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->prog_data.barycentric_interp_modes =
172 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
173 &fp->program);
174
175 program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
176 if (program == NULL)
177 return false;
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 brw_upload_cache(&brw->cache, BRW_WM_PROG,
195 &c->key, sizeof(c->key),
196 program, program_size,
197 &c->prog_data, sizeof(c->prog_data),
198 &brw->wm.prog_offset, &brw->wm.prog_data);
199
200 ralloc_free(c);
201
202 return true;
203 }
204
205 static bool
206 key_debug(struct intel_context *intel, const char *name, int a, int b)
207 {
208 if (a != b) {
209 perf_debug(" %s %d->%d\n", name, a, b);
210 return true;
211 } else {
212 return false;
213 }
214 }
215
216 bool
217 brw_debug_recompile_sampler_key(struct intel_context *intel,
218 const struct brw_sampler_prog_key_data *old_key,
219 const struct brw_sampler_prog_key_data *key)
220 {
221 bool found = false;
222
223 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
224 found |= key_debug(intel, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
225 old_key->swizzles[i], key->swizzles[i]);
226 }
227 found |= key_debug(intel, "GL_CLAMP enabled on any texture unit's 1st coordinate",
228 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
229 found |= key_debug(intel, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
230 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
231 found |= key_debug(intel, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
232 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
233 found |= key_debug(intel, "GL_MESA_ycbcr texturing\n",
234 old_key->yuvtex_mask, key->yuvtex_mask);
235 found |= key_debug(intel, "GL_MESA_ycbcr UV swapping\n",
236 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
237
238 return found;
239 }
240
241 void
242 brw_wm_debug_recompile(struct brw_context *brw,
243 struct gl_shader_program *prog,
244 const struct brw_wm_prog_key *key)
245 {
246 struct intel_context *intel = &brw->intel;
247 struct brw_cache_item *c = NULL;
248 const struct brw_wm_prog_key *old_key = NULL;
249 bool found = false;
250
251 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
252
253 for (unsigned int i = 0; i < brw->cache.size; i++) {
254 for (c = brw->cache.items[i]; c; c = c->next) {
255 if (c->cache_id == BRW_WM_PROG) {
256 old_key = c->key;
257
258 if (old_key->program_string_id == key->program_string_id)
259 break;
260 }
261 }
262 if (c)
263 break;
264 }
265
266 if (!c) {
267 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
268 return;
269 }
270
271 found |= key_debug(intel, "alphatest, computed depth, depth test, or "
272 "depth write",
273 old_key->iz_lookup, key->iz_lookup);
274 found |= key_debug(intel, "depth statistics",
275 old_key->stats_wm, key->stats_wm);
276 found |= key_debug(intel, "flat shading",
277 old_key->flat_shade, key->flat_shade);
278 found |= key_debug(intel, "number of color buffers",
279 old_key->nr_color_regions, key->nr_color_regions);
280 found |= key_debug(intel, "sample alpha to coverage",
281 old_key->sample_alpha_to_coverage, key->sample_alpha_to_coverage);
282 found |= key_debug(intel, "rendering to FBO",
283 old_key->render_to_fbo, key->render_to_fbo);
284 found |= key_debug(intel, "fragment color clamping",
285 old_key->clamp_fragment_color, key->clamp_fragment_color);
286 found |= key_debug(intel, "line smoothing",
287 old_key->line_aa, key->line_aa);
288 found |= key_debug(intel, "proj_attrib_mask",
289 old_key->proj_attrib_mask, key->proj_attrib_mask);
290 found |= key_debug(intel, "renderbuffer height",
291 old_key->drawable_height, key->drawable_height);
292 found |= key_debug(intel, "vertex shader outputs",
293 old_key->vp_outputs_written, key->vp_outputs_written);
294
295 found |= brw_debug_recompile_sampler_key(intel, &old_key->tex, &key->tex);
296
297 if (!found) {
298 perf_debug(" Something else\n");
299 }
300 }
301
302 void
303 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
304 const struct gl_program *prog,
305 struct brw_sampler_prog_key_data *key)
306 {
307 struct intel_context *intel = intel_context(ctx);
308
309 for (int s = 0; s < MAX_SAMPLERS; s++) {
310 key->swizzles[s] = SWIZZLE_NOOP;
311
312 if (!(prog->SamplersUsed & (1 << s)))
313 continue;
314
315 int unit_id = prog->SamplerUnits[s];
316 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
317
318 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
319 const struct gl_texture_object *t = unit->_Current;
320 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
321 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
322
323 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
324 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
325 img->_BaseFormat == GL_DEPTH_STENCIL);
326
327 /* Haswell handles texture swizzling as surface format overrides
328 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
329 */
330 if (!intel->is_haswell || alpha_depth)
331 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
332
333 if (img->InternalFormat == GL_YCBCR_MESA) {
334 key->yuvtex_mask |= 1 << s;
335 if (img->TexFormat == MESA_FORMAT_YCBCR)
336 key->yuvtex_swap_mask |= 1 << s;
337 }
338
339 if (sampler->MinFilter != GL_NEAREST &&
340 sampler->MagFilter != GL_NEAREST) {
341 if (sampler->WrapS == GL_CLAMP)
342 key->gl_clamp_mask[0] |= 1 << s;
343 if (sampler->WrapT == GL_CLAMP)
344 key->gl_clamp_mask[1] |= 1 << s;
345 if (sampler->WrapR == GL_CLAMP)
346 key->gl_clamp_mask[2] |= 1 << s;
347 }
348 }
349 }
350 }
351
352 static void brw_wm_populate_key( struct brw_context *brw,
353 struct brw_wm_prog_key *key )
354 {
355 struct gl_context *ctx = &brw->intel.ctx;
356 struct intel_context *intel = &brw->intel;
357 /* BRW_NEW_FRAGMENT_PROGRAM */
358 const struct brw_fragment_program *fp =
359 (struct brw_fragment_program *)brw->fragment_program;
360 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
361 GLuint lookup = 0;
362 GLuint line_aa;
363 bool program_uses_dfdy = fp->program.UsesDFdy;
364
365 memset(key, 0, sizeof(*key));
366
367 /* Build the index for table lookup
368 */
369 if (intel->gen < 6) {
370 /* _NEW_COLOR */
371 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
372 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
373
374 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
375 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
376
377 /* _NEW_DEPTH */
378 if (ctx->Depth.Test)
379 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
380
381 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
382 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
383
384 /* _NEW_STENCIL */
385 if (ctx->Stencil._Enabled) {
386 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
387
388 if (ctx->Stencil.WriteMask[0] ||
389 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
390 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
391 }
392 key->iz_lookup = lookup;
393 }
394
395 line_aa = AA_NEVER;
396
397 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
398 if (ctx->Line.SmoothFlag) {
399 if (brw->intel.reduced_primitive == GL_LINES) {
400 line_aa = AA_ALWAYS;
401 }
402 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
403 if (ctx->Polygon.FrontMode == GL_LINE) {
404 line_aa = AA_SOMETIMES;
405
406 if (ctx->Polygon.BackMode == GL_LINE ||
407 (ctx->Polygon.CullFlag &&
408 ctx->Polygon.CullFaceMode == GL_BACK))
409 line_aa = AA_ALWAYS;
410 }
411 else if (ctx->Polygon.BackMode == GL_LINE) {
412 line_aa = AA_SOMETIMES;
413
414 if ((ctx->Polygon.CullFlag &&
415 ctx->Polygon.CullFaceMode == GL_FRONT))
416 line_aa = AA_ALWAYS;
417 }
418 }
419 }
420
421 key->line_aa = line_aa;
422
423 if (intel->gen < 6)
424 key->stats_wm = brw->intel.stats_wm;
425
426 /* BRW_NEW_WM_INPUT_DIMENSIONS */
427 /* Only set this for fixed function. The optimization it enables isn't
428 * useful for programs using shaders.
429 */
430 if (ctx->Shader.CurrentFragmentProgram)
431 key->proj_attrib_mask = ~(GLbitfield64) 0;
432 else
433 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
434
435 /* _NEW_LIGHT */
436 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
437
438 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
439 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
440
441 /* _NEW_TEXTURE */
442 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
443
444 /* _NEW_BUFFERS */
445 /*
446 * Include the draw buffer origin and height so that we can calculate
447 * fragment position values relative to the bottom left of the drawable,
448 * from the incoming screen origin relative position we get as part of our
449 * payload.
450 *
451 * This is only needed for the WM_WPOSXY opcode when the fragment program
452 * uses the gl_FragCoord input.
453 *
454 * We could avoid recompiling by including this as a constant referenced by
455 * our program, but if we were to do that it would also be nice to handle
456 * getting that constant updated at batchbuffer submit time (when we
457 * hold the lock and know where the buffer really is) rather than at emit
458 * time when we don't hold the lock and are just guessing. We could also
459 * just avoid using this as key data if the program doesn't use
460 * fragment.position.
461 *
462 * For DRI2 the origin_x/y will always be (0,0) but we still need the
463 * drawable height in order to invert the Y axis.
464 */
465 if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
466 key->drawable_height = ctx->DrawBuffer->Height;
467 }
468
469 if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) {
470 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
471 }
472
473 /* _NEW_BUFFERS */
474 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
475 /* _NEW_MULTISAMPLE */
476 key->sample_alpha_to_coverage = ctx->Multisample.SampleAlphaToCoverage;
477
478 /* CACHE_NEW_VS_PROG */
479 if (intel->gen < 6)
480 key->vp_outputs_written = brw->vs.prog_data->outputs_written;
481
482 /* The unique fragment program ID */
483 key->program_string_id = fp->id;
484 }
485
486
487 static void
488 brw_upload_wm_prog(struct brw_context *brw)
489 {
490 struct intel_context *intel = &brw->intel;
491 struct gl_context *ctx = &intel->ctx;
492 struct brw_wm_prog_key key;
493 struct brw_fragment_program *fp = (struct brw_fragment_program *)
494 brw->fragment_program;
495
496 brw_wm_populate_key(brw, &key);
497
498 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
499 &key, sizeof(key),
500 &brw->wm.prog_offset, &brw->wm.prog_data)) {
501 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
502 &key);
503 (void) success;
504 assert(success);
505 }
506 }
507
508
509 const struct brw_tracked_state brw_wm_prog = {
510 .dirty = {
511 .mesa = (_NEW_COLOR |
512 _NEW_DEPTH |
513 _NEW_STENCIL |
514 _NEW_POLYGON |
515 _NEW_LINE |
516 _NEW_LIGHT |
517 _NEW_FRAG_CLAMP |
518 _NEW_BUFFERS |
519 _NEW_TEXTURE |
520 _NEW_MULTISAMPLE),
521 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
522 BRW_NEW_WM_INPUT_DIMENSIONS |
523 BRW_NEW_REDUCED_PRIMITIVE),
524 .cache = CACHE_NEW_VS_PROG,
525 },
526 .emit = brw_upload_wm_prog
527 };
528