i965: Avoid unnecessary recompiles for shaders that don't use dFdy().
[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 /** Return number of src args for given instruction */
43 GLuint brw_wm_nr_args( GLuint opcode )
44 {
45 switch (opcode) {
46 case WM_FRONTFACING:
47 case WM_PIXELXY:
48 return 0;
49 case WM_CINTERP:
50 case WM_WPOSXY:
51 case WM_DELTAXY:
52 return 1;
53 case WM_LINTERP:
54 case WM_PIXELW:
55 return 2;
56 case WM_FB_WRITE:
57 case WM_PINTERP:
58 return 3;
59 default:
60 assert(opcode < MAX_OPCODE);
61 return _mesa_num_inst_src_regs(opcode);
62 }
63 }
64
65
66 GLuint brw_wm_is_scalar_result( GLuint opcode )
67 {
68 switch (opcode) {
69 case OPCODE_COS:
70 case OPCODE_EX2:
71 case OPCODE_LG2:
72 case OPCODE_POW:
73 case OPCODE_RCP:
74 case OPCODE_RSQ:
75 case OPCODE_SIN:
76 case OPCODE_DP2:
77 case OPCODE_DP3:
78 case OPCODE_DP4:
79 case OPCODE_DPH:
80 case OPCODE_DST:
81 return 1;
82
83 default:
84 return 0;
85 }
86 }
87
88
89 /**
90 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
91 * no flow control instructions so we can more readily do SSA-style
92 * optimizations.
93 */
94 static void
95 brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
96 {
97 /* Augment fragment program. Add instructions for pre- and
98 * post-fragment-program tasks such as interpolation and fogging.
99 */
100 brw_wm_pass_fp(c);
101
102 /* Translate to intermediate representation. Build register usage
103 * chains.
104 */
105 brw_wm_pass0(c);
106
107 /* Dead code removal.
108 */
109 brw_wm_pass1(c);
110
111 /* Register allocation.
112 * Divide by two because we operate on 16 pixels at a time and require
113 * two GRF entries for each logical shader register.
114 */
115 c->grf_limit = BRW_WM_MAX_GRF / 2;
116
117 brw_wm_pass2(c);
118
119 /* how many general-purpose registers are used */
120 c->prog_data.reg_blocks = brw_register_blocks(c->max_wm_grf);
121
122 /* Emit GEN4 code.
123 */
124 brw_wm_emit(c);
125 }
126
127
128 /**
129 * Return a bitfield where bit n is set if barycentric interpolation mode n
130 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
131 */
132 static unsigned
133 brw_compute_barycentric_interp_modes(struct brw_context *brw,
134 bool shade_model_flat,
135 const struct gl_fragment_program *fprog)
136 {
137 unsigned barycentric_interp_modes = 0;
138 int attr;
139
140 /* Loop through all fragment shader inputs to figure out what interpolation
141 * modes are in use, and set the appropriate bits in
142 * barycentric_interp_modes.
143 */
144 for (attr = 0; attr < FRAG_ATTRIB_MAX; ++attr) {
145 enum glsl_interp_qualifier interp_qualifier =
146 fprog->InterpQualifier[attr];
147 bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
148 bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;
149
150 /* Ignore unused inputs. */
151 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
152 continue;
153
154 /* Ignore WPOS and FACE, because they don't require interpolation. */
155 if (attr == FRAG_ATTRIB_WPOS || attr == FRAG_ATTRIB_FACE)
156 continue;
157
158 /* Determine the set (or sets) of barycentric coordinates needed to
159 * interpolate this variable. Note that when
160 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
161 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
162 * for lit pixels, so we need both sets of barycentric coordinates.
163 */
164 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
165 if (is_centroid) {
166 barycentric_interp_modes |=
167 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
168 }
169 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
170 barycentric_interp_modes |=
171 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
172 }
173 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
174 (!(shade_model_flat && is_gl_Color) &&
175 interp_qualifier == INTERP_QUALIFIER_NONE)) {
176 if (is_centroid) {
177 barycentric_interp_modes |=
178 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
179 }
180 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
181 barycentric_interp_modes |=
182 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
183 }
184 }
185 }
186
187 return barycentric_interp_modes;
188 }
189
190
191 void
192 brw_wm_payload_setup(struct brw_context *brw,
193 struct brw_wm_compile *c)
194 {
195 struct intel_context *intel = &brw->intel;
196 bool uses_depth = (c->fp->program.Base.InputsRead &
197 (1 << FRAG_ATTRIB_WPOS)) != 0;
198 unsigned barycentric_interp_modes = c->prog_data.barycentric_interp_modes;
199 int i;
200
201 if (intel->gen >= 6) {
202 /* R0-1: masks, pixel X/Y coordinates. */
203 c->nr_payload_regs = 2;
204 /* R2: only for 32-pixel dispatch.*/
205
206 /* R3-26: barycentric interpolation coordinates. These appear in the
207 * same order that they appear in the brw_wm_barycentric_interp_mode
208 * enum. Each set of coordinates occupies 2 registers if dispatch width
209 * == 8 and 4 registers if dispatch width == 16. Coordinates only
210 * appear if they were enabled using the "Barycentric Interpolation
211 * Mode" bits in WM_STATE.
212 */
213 for (i = 0; i < BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT; ++i) {
214 if (barycentric_interp_modes & (1 << i)) {
215 c->barycentric_coord_reg[i] = c->nr_payload_regs;
216 c->nr_payload_regs += 2;
217 if (c->dispatch_width == 16) {
218 c->nr_payload_regs += 2;
219 }
220 }
221 }
222
223 /* R27: interpolated depth if uses source depth */
224 if (uses_depth) {
225 c->source_depth_reg = c->nr_payload_regs;
226 c->nr_payload_regs++;
227 if (c->dispatch_width == 16) {
228 /* R28: interpolated depth if not 8-wide. */
229 c->nr_payload_regs++;
230 }
231 }
232 /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W.
233 */
234 if (uses_depth) {
235 c->source_w_reg = c->nr_payload_regs;
236 c->nr_payload_regs++;
237 if (c->dispatch_width == 16) {
238 /* R30: interpolated W if not 8-wide. */
239 c->nr_payload_regs++;
240 }
241 }
242 /* R31: MSAA position offsets. */
243 /* R32-: bary for 32-pixel. */
244 /* R58-59: interp W for 32-pixel. */
245
246 if (c->fp->program.Base.OutputsWritten &
247 BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
248 c->source_depth_to_render_target = true;
249 c->computes_depth = true;
250 }
251 } else {
252 brw_wm_lookup_iz(intel, c);
253 }
254 }
255
256 /**
257 * All Mesa program -> GPU code generation goes through this function.
258 * Depending on the instructions used (i.e. flow control instructions)
259 * we'll use one of two code generators.
260 */
261 bool do_wm_prog(struct brw_context *brw,
262 struct gl_shader_program *prog,
263 struct brw_fragment_program *fp,
264 struct brw_wm_prog_key *key)
265 {
266 struct intel_context *intel = &brw->intel;
267 struct brw_wm_compile *c;
268 const GLuint *program;
269 GLuint program_size;
270
271 c = brw->wm.compile_data;
272 if (c == NULL) {
273 brw->wm.compile_data = rzalloc(NULL, struct brw_wm_compile);
274 c = brw->wm.compile_data;
275 if (c == NULL) {
276 /* Ouch - big out of memory problem. Can't continue
277 * without triggering a segfault, no way to signal,
278 * so just return.
279 */
280 return false;
281 }
282 } else {
283 void *instruction = c->instruction;
284 void *prog_instructions = c->prog_instructions;
285 void *vreg = c->vreg;
286 void *refs = c->refs;
287 memset(c, 0, sizeof(*brw->wm.compile_data));
288 c->instruction = instruction;
289 c->prog_instructions = prog_instructions;
290 c->vreg = vreg;
291 c->refs = refs;
292 }
293 memcpy(&c->key, key, sizeof(*key));
294
295 c->fp = fp;
296 c->env_param = brw->intel.ctx.FragmentProgram.Parameters;
297
298 brw_init_compile(brw, &c->func, c);
299
300 c->prog_data.barycentric_interp_modes =
301 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
302 &fp->program);
303
304 if (prog && prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
305 if (!brw_wm_fs_emit(brw, c, prog))
306 return false;
307 } else {
308 if (!c->instruction) {
309 c->instruction = rzalloc_array(c, struct brw_wm_instruction, BRW_WM_MAX_INSN);
310 c->prog_instructions = rzalloc_array(c, struct prog_instruction, BRW_WM_MAX_INSN);
311 c->vreg = rzalloc_array(c, struct brw_wm_value, BRW_WM_MAX_VREG);
312 c->refs = rzalloc_array(c, struct brw_wm_ref, BRW_WM_MAX_REF);
313 }
314
315 /* Fallback for fixed function and ARB_fp shaders. */
316 c->dispatch_width = 16;
317 brw_wm_payload_setup(brw, c);
318 brw_wm_non_glsl_emit(brw, c);
319 c->prog_data.dispatch_width = 16;
320 }
321
322 /* Scratch space is used for register spilling */
323 if (c->last_scratch) {
324 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
325
326 brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
327 c->prog_data.total_scratch * brw->max_wm_threads);
328 }
329
330 if (unlikely(INTEL_DEBUG & DEBUG_WM))
331 fprintf(stderr, "\n");
332
333 /* get the program
334 */
335 program = brw_get_program(&c->func, &program_size);
336
337 brw_upload_cache(&brw->cache, BRW_WM_PROG,
338 &c->key, sizeof(c->key),
339 program, program_size,
340 &c->prog_data, sizeof(c->prog_data),
341 &brw->wm.prog_offset, &brw->wm.prog_data);
342
343 return true;
344 }
345
346 void
347 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
348 const struct gl_program *prog,
349 struct brw_sampler_prog_key_data *key)
350 {
351 for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
352 if (!prog->TexturesUsed[i])
353 continue;
354
355 const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
356
357 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
358 const struct gl_texture_object *t = unit->_Current;
359 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
360 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
361 int swizzles[SWIZZLE_NIL + 1] = {
362 SWIZZLE_X,
363 SWIZZLE_Y,
364 SWIZZLE_Z,
365 SWIZZLE_W,
366 SWIZZLE_ZERO,
367 SWIZZLE_ONE,
368 SWIZZLE_NIL
369 };
370
371 if (img->_BaseFormat == GL_DEPTH_COMPONENT ||
372 img->_BaseFormat == GL_DEPTH_STENCIL) {
373 /* We handle GL_DEPTH_TEXTURE_MODE here instead of as surface
374 * format overrides because shadow comparison always returns the
375 * result of the comparison in all channels anyway.
376 */
377 switch (sampler->DepthMode) {
378 case GL_ALPHA:
379 swizzles[0] = SWIZZLE_ZERO;
380 swizzles[1] = SWIZZLE_ZERO;
381 swizzles[2] = SWIZZLE_ZERO;
382 swizzles[3] = SWIZZLE_X;
383 break;
384 case GL_LUMINANCE:
385 swizzles[0] = SWIZZLE_X;
386 swizzles[1] = SWIZZLE_X;
387 swizzles[2] = SWIZZLE_X;
388 swizzles[3] = SWIZZLE_ONE;
389 break;
390 case GL_INTENSITY:
391 swizzles[0] = SWIZZLE_X;
392 swizzles[1] = SWIZZLE_X;
393 swizzles[2] = SWIZZLE_X;
394 swizzles[3] = SWIZZLE_X;
395 break;
396 case GL_RED:
397 swizzles[0] = SWIZZLE_X;
398 swizzles[1] = SWIZZLE_ZERO;
399 swizzles[2] = SWIZZLE_ZERO;
400 swizzles[3] = SWIZZLE_ONE;
401 break;
402 }
403 }
404
405 if (img->InternalFormat == GL_YCBCR_MESA) {
406 key->yuvtex_mask |= 1 << i;
407 if (img->TexFormat == MESA_FORMAT_YCBCR)
408 key->yuvtex_swap_mask |= 1 << i;
409 }
410
411 key->swizzles[i] =
412 MAKE_SWIZZLE4(swizzles[GET_SWZ(t->_Swizzle, 0)],
413 swizzles[GET_SWZ(t->_Swizzle, 1)],
414 swizzles[GET_SWZ(t->_Swizzle, 2)],
415 swizzles[GET_SWZ(t->_Swizzle, 3)]);
416
417 if (sampler->MinFilter != GL_NEAREST &&
418 sampler->MagFilter != GL_NEAREST) {
419 if (sampler->WrapS == GL_CLAMP)
420 key->gl_clamp_mask[0] |= 1 << i;
421 if (sampler->WrapT == GL_CLAMP)
422 key->gl_clamp_mask[1] |= 1 << i;
423 if (sampler->WrapR == GL_CLAMP)
424 key->gl_clamp_mask[2] |= 1 << i;
425 }
426 }
427 else {
428 key->swizzles[i] = SWIZZLE_NOOP;
429 }
430 }
431 }
432
433 static void brw_wm_populate_key( struct brw_context *brw,
434 struct brw_wm_prog_key *key )
435 {
436 struct gl_context *ctx = &brw->intel.ctx;
437 struct intel_context *intel = &brw->intel;
438 /* BRW_NEW_FRAGMENT_PROGRAM */
439 const struct brw_fragment_program *fp =
440 (struct brw_fragment_program *)brw->fragment_program;
441 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
442 GLuint lookup = 0;
443 GLuint line_aa;
444 bool program_uses_dfdy = fp->program.UsesDFdy;
445
446 memset(key, 0, sizeof(*key));
447
448 /* Build the index for table lookup
449 */
450 if (intel->gen < 6) {
451 /* _NEW_COLOR */
452 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
453 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
454
455 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
456 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
457
458 /* _NEW_DEPTH */
459 if (ctx->Depth.Test)
460 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
461
462 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
463 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
464
465 /* _NEW_STENCIL */
466 if (ctx->Stencil._Enabled) {
467 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
468
469 if (ctx->Stencil.WriteMask[0] ||
470 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
471 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
472 }
473 key->iz_lookup = lookup;
474 }
475
476 line_aa = AA_NEVER;
477
478 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
479 if (ctx->Line.SmoothFlag) {
480 if (brw->intel.reduced_primitive == GL_LINES) {
481 line_aa = AA_ALWAYS;
482 }
483 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
484 if (ctx->Polygon.FrontMode == GL_LINE) {
485 line_aa = AA_SOMETIMES;
486
487 if (ctx->Polygon.BackMode == GL_LINE ||
488 (ctx->Polygon.CullFlag &&
489 ctx->Polygon.CullFaceMode == GL_BACK))
490 line_aa = AA_ALWAYS;
491 }
492 else if (ctx->Polygon.BackMode == GL_LINE) {
493 line_aa = AA_SOMETIMES;
494
495 if ((ctx->Polygon.CullFlag &&
496 ctx->Polygon.CullFaceMode == GL_FRONT))
497 line_aa = AA_ALWAYS;
498 }
499 }
500 }
501
502 key->line_aa = line_aa;
503 key->stats_wm = brw->intel.stats_wm;
504
505 /* BRW_NEW_WM_INPUT_DIMENSIONS */
506 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
507
508 /* _NEW_LIGHT */
509 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
510
511 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
512 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
513
514 /* _NEW_TEXTURE */
515 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
516
517 /* _NEW_BUFFERS */
518 /*
519 * Include the draw buffer origin and height so that we can calculate
520 * fragment position values relative to the bottom left of the drawable,
521 * from the incoming screen origin relative position we get as part of our
522 * payload.
523 *
524 * This is only needed for the WM_WPOSXY opcode when the fragment program
525 * uses the gl_FragCoord input.
526 *
527 * We could avoid recompiling by including this as a constant referenced by
528 * our program, but if we were to do that it would also be nice to handle
529 * getting that constant updated at batchbuffer submit time (when we
530 * hold the lock and know where the buffer really is) rather than at emit
531 * time when we don't hold the lock and are just guessing. We could also
532 * just avoid using this as key data if the program doesn't use
533 * fragment.position.
534 *
535 * For DRI2 the origin_x/y will always be (0,0) but we still need the
536 * drawable height in order to invert the Y axis.
537 */
538 if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
539 key->drawable_height = ctx->DrawBuffer->Height;
540 }
541
542 if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) {
543 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
544 }
545
546 /* _NEW_BUFFERS */
547 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
548
549 /* CACHE_NEW_VS_PROG */
550 key->vp_outputs_written = brw->vs.prog_data->outputs_written;
551
552 /* The unique fragment program ID */
553 key->program_string_id = fp->id;
554 }
555
556
557 static void
558 brw_upload_wm_prog(struct brw_context *brw)
559 {
560 struct intel_context *intel = &brw->intel;
561 struct gl_context *ctx = &intel->ctx;
562 struct brw_wm_prog_key key;
563 struct brw_fragment_program *fp = (struct brw_fragment_program *)
564 brw->fragment_program;
565
566 brw_wm_populate_key(brw, &key);
567
568 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
569 &key, sizeof(key),
570 &brw->wm.prog_offset, &brw->wm.prog_data)) {
571 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
572 &key);
573 (void) success;
574 assert(success);
575 }
576 }
577
578
579 const struct brw_tracked_state brw_wm_prog = {
580 .dirty = {
581 .mesa = (_NEW_COLOR |
582 _NEW_DEPTH |
583 _NEW_STENCIL |
584 _NEW_POLYGON |
585 _NEW_LINE |
586 _NEW_LIGHT |
587 _NEW_FRAG_CLAMP |
588 _NEW_BUFFERS |
589 _NEW_TEXTURE),
590 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
591 BRW_NEW_WM_INPUT_DIMENSIONS |
592 BRW_NEW_REDUCED_PRIMITIVE),
593 .cache = CACHE_NEW_VS_PROG,
594 },
595 .emit = brw_upload_wm_prog
596 };
597