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 "brw_context.h"
34 #include "brw_state.h"
35 #include "main/formats.h"
36 #include "main/samplerobj.h"
37 #include "program/prog_parameter.h"
39 #include "../glsl/ralloc.h"
41 /** Return number of src args for given instruction */
42 GLuint
brw_wm_nr_args( GLuint opcode
)
59 assert(opcode
< MAX_OPCODE
);
60 return _mesa_num_inst_src_regs(opcode
);
65 GLuint
brw_wm_is_scalar_result( GLuint opcode
)
89 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
90 * no flow control instructions so we can more readily do SSA-style
94 brw_wm_non_glsl_emit(struct brw_context
*brw
, struct brw_wm_compile
*c
)
96 /* Augment fragment program. Add instructions for pre- and
97 * post-fragment-program tasks such as interpolation and fogging.
101 /* Translate to intermediate representation. Build register usage
106 /* Dead code removal.
110 /* Register allocation.
111 * Divide by two because we operate on 16 pixels at a time and require
112 * two GRF entries for each logical shader register.
114 c
->grf_limit
= BRW_WM_MAX_GRF
/ 2;
118 /* how many general-purpose registers are used */
119 c
->prog_data
.reg_blocks
= brw_register_blocks(c
->max_wm_grf
);
127 brw_wm_payload_setup(struct brw_context
*brw
,
128 struct brw_wm_compile
*c
)
130 struct intel_context
*intel
= &brw
->intel
;
131 bool uses_depth
= (c
->fp
->program
.Base
.InputsRead
&
132 (1 << FRAG_ATTRIB_WPOS
)) != 0;
134 if (intel
->gen
>= 6) {
135 /* R0-1: masks, pixel X/Y coordinates. */
136 c
->nr_payload_regs
= 2;
137 /* R2: only for 32-pixel dispatch.*/
138 /* R3-4: perspective pixel location barycentric */
139 c
->nr_payload_regs
+= 2;
140 /* R5-6: perspective pixel location bary for dispatch width != 8 */
141 if (c
->dispatch_width
== 16) {
142 c
->nr_payload_regs
+= 2;
144 /* R7-10: perspective centroid barycentric */
145 /* R11-14: perspective sample barycentric */
146 /* R15-18: linear pixel location barycentric */
147 /* R19-22: linear centroid barycentric */
148 /* R23-26: linear sample barycentric */
150 /* R27: interpolated depth if uses source depth */
152 c
->source_depth_reg
= c
->nr_payload_regs
;
153 c
->nr_payload_regs
++;
154 if (c
->dispatch_width
== 16) {
155 /* R28: interpolated depth if not 8-wide. */
156 c
->nr_payload_regs
++;
159 /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W.
162 c
->source_w_reg
= c
->nr_payload_regs
;
163 c
->nr_payload_regs
++;
164 if (c
->dispatch_width
== 16) {
165 /* R30: interpolated W if not 8-wide. */
166 c
->nr_payload_regs
++;
169 /* R31: MSAA position offsets. */
170 /* R32-: bary for 32-pixel. */
171 /* R58-59: interp W for 32-pixel. */
173 if (c
->fp
->program
.Base
.OutputsWritten
&
174 BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
175 c
->source_depth_to_render_target
= GL_TRUE
;
176 c
->computes_depth
= GL_TRUE
;
179 brw_wm_lookup_iz(intel
, c
);
184 * All Mesa program -> GPU code generation goes through this function.
185 * Depending on the instructions used (i.e. flow control instructions)
186 * we'll use one of two code generators.
188 bool do_wm_prog(struct brw_context
*brw
,
189 struct gl_shader_program
*prog
,
190 struct brw_fragment_program
*fp
,
191 struct brw_wm_prog_key
*key
)
193 struct intel_context
*intel
= &brw
->intel
;
194 struct brw_wm_compile
*c
;
195 const GLuint
*program
;
198 c
= brw
->wm
.compile_data
;
200 brw
->wm
.compile_data
= rzalloc(NULL
, struct brw_wm_compile
);
201 c
= brw
->wm
.compile_data
;
203 /* Ouch - big out of memory problem. Can't continue
204 * without triggering a segfault, no way to signal,
209 c
->instruction
= rzalloc_array(c
, struct brw_wm_instruction
, BRW_WM_MAX_INSN
);
210 c
->prog_instructions
= rzalloc_array(c
, struct prog_instruction
, BRW_WM_MAX_INSN
);
211 c
->vreg
= rzalloc_array(c
, struct brw_wm_value
, BRW_WM_MAX_VREG
);
212 c
->refs
= rzalloc_array(c
, struct brw_wm_ref
, BRW_WM_MAX_REF
);
214 void *instruction
= c
->instruction
;
215 void *prog_instructions
= c
->prog_instructions
;
216 void *vreg
= c
->vreg
;
217 void *refs
= c
->refs
;
218 memset(c
, 0, sizeof(*brw
->wm
.compile_data
));
219 c
->instruction
= instruction
;
220 c
->prog_instructions
= prog_instructions
;
224 memcpy(&c
->key
, key
, sizeof(*key
));
227 c
->env_param
= brw
->intel
.ctx
.FragmentProgram
.Parameters
;
229 brw_init_compile(brw
, &c
->func
, c
);
231 if (prog
&& prog
->FragmentProgram
) {
232 if (!brw_wm_fs_emit(brw
, c
, prog
))
235 /* Fallback for fixed function and ARB_fp shaders. */
236 c
->dispatch_width
= 16;
237 brw_wm_payload_setup(brw
, c
);
238 brw_wm_non_glsl_emit(brw
, c
);
239 c
->prog_data
.dispatch_width
= 16;
242 /* Scratch space is used for register spilling */
243 if (c
->last_scratch
) {
244 uint32_t total_scratch
;
246 /* Per-thread scratch space is power-of-two sized. */
247 for (c
->prog_data
.total_scratch
= 1024;
248 c
->prog_data
.total_scratch
<= c
->last_scratch
;
249 c
->prog_data
.total_scratch
*= 2) {
252 total_scratch
= c
->prog_data
.total_scratch
* brw
->wm_max_threads
;
254 if (brw
->wm
.scratch_bo
&& total_scratch
> brw
->wm
.scratch_bo
->size
) {
255 drm_intel_bo_unreference(brw
->wm
.scratch_bo
);
256 brw
->wm
.scratch_bo
= NULL
;
258 if (brw
->wm
.scratch_bo
== NULL
) {
259 brw
->wm
.scratch_bo
= drm_intel_bo_alloc(intel
->bufmgr
,
266 c
->prog_data
.total_scratch
= 0;
269 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
270 fprintf(stderr
, "\n");
274 program
= brw_get_program(&c
->func
, &program_size
);
276 brw_upload_cache(&brw
->cache
, BRW_WM_PROG
,
277 &c
->key
, sizeof(c
->key
),
278 program
, program_size
,
279 &c
->prog_data
, sizeof(c
->prog_data
),
280 &brw
->wm
.prog_offset
, &brw
->wm
.prog_data
);
287 static void brw_wm_populate_key( struct brw_context
*brw
,
288 struct brw_wm_prog_key
*key
)
290 struct gl_context
*ctx
= &brw
->intel
.ctx
;
291 /* BRW_NEW_FRAGMENT_PROGRAM */
292 const struct brw_fragment_program
*fp
=
293 (struct brw_fragment_program
*)brw
->fragment_program
;
298 memset(key
, 0, sizeof(*key
));
300 /* Build the index for table lookup
303 key
->alpha_test
= ctx
->Color
.AlphaEnabled
;
304 if (fp
->program
.UsesKill
||
305 ctx
->Color
.AlphaEnabled
)
306 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
308 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
309 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
313 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
315 if (ctx
->Depth
.Test
&&
316 ctx
->Depth
.Mask
) /* ?? */
317 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
320 if (ctx
->Stencil
._Enabled
) {
321 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
323 if (ctx
->Stencil
.WriteMask
[0] ||
324 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
325 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
330 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
331 if (ctx
->Line
.SmoothFlag
) {
332 if (brw
->intel
.reduced_primitive
== GL_LINES
) {
335 else if (brw
->intel
.reduced_primitive
== GL_TRIANGLES
) {
336 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
337 line_aa
= AA_SOMETIMES
;
339 if (ctx
->Polygon
.BackMode
== GL_LINE
||
340 (ctx
->Polygon
.CullFlag
&&
341 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
344 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
345 line_aa
= AA_SOMETIMES
;
347 if ((ctx
->Polygon
.CullFlag
&&
348 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
354 key
->iz_lookup
= lookup
;
355 key
->line_aa
= line_aa
;
356 key
->stats_wm
= brw
->intel
.stats_wm
;
358 /* BRW_NEW_WM_INPUT_DIMENSIONS */
359 key
->proj_attrib_mask
= brw
->wm
.input_size_masks
[4-1];
362 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
364 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
365 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
368 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
369 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[i
];
371 if (unit
->_ReallyEnabled
) {
372 const struct gl_texture_object
*t
= unit
->_Current
;
373 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
374 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, i
);
375 int swizzles
[SWIZZLE_NIL
+ 1] = {
385 /* GL_DEPTH_TEXTURE_MODE is normally handled through
386 * brw_wm_surface_state, but it applies to shadow compares as
387 * well and our shadow compares always return the result in
390 if (sampler
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
391 key
->compare_funcs
[i
] = sampler
->CompareFunc
;
393 if (sampler
->DepthMode
== GL_ALPHA
) {
394 swizzles
[0] = SWIZZLE_ZERO
;
395 swizzles
[1] = SWIZZLE_ZERO
;
396 swizzles
[2] = SWIZZLE_ZERO
;
397 } else if (sampler
->DepthMode
== GL_LUMINANCE
) {
398 swizzles
[3] = SWIZZLE_ONE
;
399 } else if (sampler
->DepthMode
== GL_RED
) {
400 /* See table 3.23 of the GL 3.0 spec. */
401 swizzles
[1] = SWIZZLE_ZERO
;
402 swizzles
[2] = SWIZZLE_ZERO
;
403 swizzles
[3] = SWIZZLE_ONE
;
407 if (img
->InternalFormat
== GL_YCBCR_MESA
) {
408 key
->yuvtex_mask
|= 1 << i
;
409 if (img
->TexFormat
== MESA_FORMAT_YCBCR
)
410 key
->yuvtex_swap_mask
|= 1 << i
;
413 key
->tex_swizzles
[i
] =
414 MAKE_SWIZZLE4(swizzles
[GET_SWZ(t
->_Swizzle
, 0)],
415 swizzles
[GET_SWZ(t
->_Swizzle
, 1)],
416 swizzles
[GET_SWZ(t
->_Swizzle
, 2)],
417 swizzles
[GET_SWZ(t
->_Swizzle
, 3)]);
419 if (sampler
->MinFilter
!= GL_NEAREST
&&
420 sampler
->MagFilter
!= GL_NEAREST
) {
421 if (sampler
->WrapS
== GL_CLAMP
)
422 key
->gl_clamp_mask
[0] |= 1 << i
;
423 if (sampler
->WrapT
== GL_CLAMP
)
424 key
->gl_clamp_mask
[1] |= 1 << i
;
425 if (sampler
->WrapR
== GL_CLAMP
)
426 key
->gl_clamp_mask
[2] |= 1 << i
;
430 key
->tex_swizzles
[i
] = SWIZZLE_NOOP
;
436 * Include the draw buffer origin and height so that we can calculate
437 * fragment position values relative to the bottom left of the drawable,
438 * from the incoming screen origin relative position we get as part of our
441 * This is only needed for the WM_WPOSXY opcode when the fragment program
442 * uses the gl_FragCoord input.
444 * We could avoid recompiling by including this as a constant referenced by
445 * our program, but if we were to do that it would also be nice to handle
446 * getting that constant updated at batchbuffer submit time (when we
447 * hold the lock and know where the buffer really is) rather than at emit
448 * time when we don't hold the lock and are just guessing. We could also
449 * just avoid using this as key data if the program doesn't use
452 * For DRI2 the origin_x/y will always be (0,0) but we still need the
453 * drawable height in order to invert the Y axis.
455 if (fp
->program
.Base
.InputsRead
& FRAG_BIT_WPOS
) {
456 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
457 key
->render_to_fbo
= ctx
->DrawBuffer
->Name
!= 0;
461 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
463 /* CACHE_NEW_VS_PROG */
464 key
->vp_outputs_written
= brw
->vs
.prog_data
->outputs_written
;
466 /* The unique fragment program ID */
467 key
->program_string_id
= fp
->id
;
471 static void brw_prepare_wm_prog(struct brw_context
*brw
)
473 struct intel_context
*intel
= &brw
->intel
;
474 struct gl_context
*ctx
= &intel
->ctx
;
475 struct brw_wm_prog_key key
;
476 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
477 brw
->fragment_program
;
479 brw_wm_populate_key(brw
, &key
);
481 if (!brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
483 &brw
->wm
.prog_offset
, &brw
->wm
.prog_data
)) {
484 bool success
= do_wm_prog(brw
, ctx
->Shader
.CurrentFragmentProgram
, fp
,
491 const struct brw_tracked_state brw_wm_prog
= {
493 .mesa
= (_NEW_COLOR
|
502 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
503 BRW_NEW_WM_INPUT_DIMENSIONS
|
504 BRW_NEW_REDUCED_PRIMITIVE
),
505 .cache
= CACHE_NEW_VS_PROG
,
507 .prepare
= brw_prepare_wm_prog