i965: Remove dead arguments from prog_data_compare.
[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/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40
41 #include "glsl/ralloc.h"
42
43 /**
44 * Return a bitfield where bit n is set if barycentric interpolation mode n
45 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
46 */
47 static unsigned
48 brw_compute_barycentric_interp_modes(struct brw_context *brw,
49 bool shade_model_flat,
50 const struct gl_fragment_program *fprog)
51 {
52 unsigned barycentric_interp_modes = 0;
53 int attr;
54
55 /* Loop through all fragment shader inputs to figure out what interpolation
56 * modes are in use, and set the appropriate bits in
57 * barycentric_interp_modes.
58 */
59 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
60 enum glsl_interp_qualifier interp_qualifier =
61 fprog->InterpQualifier[attr];
62 bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
63 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
64
65 /* Ignore unused inputs. */
66 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
67 continue;
68
69 /* Ignore WPOS and FACE, because they don't require interpolation. */
70 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
71 continue;
72
73 /* Determine the set (or sets) of barycentric coordinates needed to
74 * interpolate this variable. Note that when
75 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
76 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
77 * for lit pixels, so we need both sets of barycentric coordinates.
78 */
79 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
80 if (is_centroid) {
81 barycentric_interp_modes |=
82 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
83 }
84 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
85 barycentric_interp_modes |=
86 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
87 }
88 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
89 (!(shade_model_flat && is_gl_Color) &&
90 interp_qualifier == INTERP_QUALIFIER_NONE)) {
91 if (is_centroid) {
92 barycentric_interp_modes |=
93 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
94 }
95 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
96 barycentric_interp_modes |=
97 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
98 }
99 }
100 }
101
102 return barycentric_interp_modes;
103 }
104
105 bool
106 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
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 brw_wm_compile *c;
144 const GLuint *program;
145 struct gl_shader *fs = NULL;
146 GLuint program_size;
147
148 if (prog)
149 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
150
151 c = rzalloc(NULL, struct brw_wm_compile);
152
153 /* Allocate the references to the uniforms that will end up in the
154 * prog_data associated with the compiled program, and which will be freed
155 * by the state cache.
156 */
157 int param_count;
158 if (fs) {
159 param_count = fs->num_uniform_components;
160 } else {
161 param_count = fp->program.Base.Parameters->NumParameters * 4;
162 }
163 /* The backend also sometimes adds params for texture size. */
164 param_count += 2 * BRW_MAX_TEX_UNIT;
165 c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
166 c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
167
168 memcpy(&c->key, key, sizeof(*key));
169
170 c->prog_data.barycentric_interp_modes =
171 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
172 &fp->program);
173
174 program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
175 if (program == NULL)
176 return false;
177
178 /* Scratch space is used for register spilling */
179 if (c->last_scratch) {
180 perf_debug("Fragment shader triggered register spilling. "
181 "Try reducing the number of live scalar values to "
182 "improve performance.\n");
183
184 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
185
186 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
187 c->prog_data.total_scratch * brw->max_wm_threads);
188 }
189
190 if (unlikely(INTEL_DEBUG & DEBUG_WM))
191 fprintf(stderr, "\n");
192
193 brw_upload_cache(&brw->cache, BRW_WM_PROG,
194 &c->key, sizeof(c->key),
195 program, program_size,
196 &c->prog_data, sizeof(c->prog_data),
197 &brw->wm.base.prog_offset, &brw->wm.prog_data);
198
199 ralloc_free(c);
200
201 return true;
202 }
203
204 static bool
205 key_debug(struct brw_context *brw, const char *name, int a, int b)
206 {
207 if (a != b) {
208 perf_debug(" %s %d->%d\n", name, a, b);
209 return true;
210 } else {
211 return false;
212 }
213 }
214
215 bool
216 brw_debug_recompile_sampler_key(struct brw_context *brw,
217 const struct brw_sampler_prog_key_data *old_key,
218 const struct brw_sampler_prog_key_data *key)
219 {
220 bool found = false;
221
222 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
223 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
224 old_key->swizzles[i], key->swizzles[i]);
225 }
226 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
227 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
228 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
229 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
230 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
231 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
232 found |= key_debug(brw, "GL_MESA_ycbcr texturing\n",
233 old_key->yuvtex_mask, key->yuvtex_mask);
234 found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
235 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
236 found |= key_debug(brw, "gather channel quirk on any texture unit",
237 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
238
239 return found;
240 }
241
242 void
243 brw_wm_debug_recompile(struct brw_context *brw,
244 struct gl_shader_program *prog,
245 const struct brw_wm_prog_key *key)
246 {
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(brw, "alphatest, computed depth, depth test, or "
272 "depth write",
273 old_key->iz_lookup, key->iz_lookup);
274 found |= key_debug(brw, "depth statistics",
275 old_key->stats_wm, key->stats_wm);
276 found |= key_debug(brw, "flat shading",
277 old_key->flat_shade, key->flat_shade);
278 found |= key_debug(brw, "number of color buffers",
279 old_key->nr_color_regions, key->nr_color_regions);
280 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
281 old_key->replicate_alpha, key->replicate_alpha);
282 found |= key_debug(brw, "rendering to FBO",
283 old_key->render_to_fbo, key->render_to_fbo);
284 found |= key_debug(brw, "fragment color clamping",
285 old_key->clamp_fragment_color, key->clamp_fragment_color);
286 found |= key_debug(brw, "line smoothing",
287 old_key->line_aa, key->line_aa);
288 found |= key_debug(brw, "renderbuffer height",
289 old_key->drawable_height, key->drawable_height);
290 found |= key_debug(brw, "input slots valid",
291 old_key->input_slots_valid, key->input_slots_valid);
292
293 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
294
295 if (!found) {
296 perf_debug(" Something else\n");
297 }
298 }
299
300 void
301 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
302 const struct gl_program *prog,
303 unsigned sampler_count,
304 struct brw_sampler_prog_key_data *key)
305 {
306 struct brw_context *brw = brw_context(ctx);
307
308 for (int s = 0; s < sampler_count; s++) {
309 key->swizzles[s] = SWIZZLE_NOOP;
310
311 if (!(prog->SamplersUsed & (1 << s)))
312 continue;
313
314 int unit_id = prog->SamplerUnits[s];
315 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
316
317 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
318 const struct gl_texture_object *t = unit->_Current;
319 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
320 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
321
322 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
323 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
324 img->_BaseFormat == GL_DEPTH_STENCIL);
325
326 /* Haswell handles texture swizzling as surface format overrides
327 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
328 */
329 if (!brw->is_haswell || alpha_depth)
330 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
331
332 if (img->InternalFormat == GL_YCBCR_MESA) {
333 key->yuvtex_mask |= 1 << s;
334 if (img->TexFormat == MESA_FORMAT_YCBCR)
335 key->yuvtex_swap_mask |= 1 << s;
336 }
337
338 if (sampler->MinFilter != GL_NEAREST &&
339 sampler->MagFilter != GL_NEAREST) {
340 if (sampler->WrapS == GL_CLAMP)
341 key->gl_clamp_mask[0] |= 1 << s;
342 if (sampler->WrapT == GL_CLAMP)
343 key->gl_clamp_mask[1] |= 1 << s;
344 if (sampler->WrapR == GL_CLAMP)
345 key->gl_clamp_mask[2] |= 1 << s;
346 }
347
348 /* gather4's channel select for green from RG32F is broken;
349 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
350 if (brw->gen >= 7 && !brw->is_haswell && prog->UsesGather) {
351 if (img->InternalFormat == GL_RG32F)
352 key->gather_channel_quirk_mask |= 1 << s;
353 }
354 }
355 }
356 }
357
358 static void brw_wm_populate_key( struct brw_context *brw,
359 struct brw_wm_prog_key *key )
360 {
361 struct gl_context *ctx = &brw->ctx;
362 /* BRW_NEW_FRAGMENT_PROGRAM */
363 const struct brw_fragment_program *fp =
364 (struct brw_fragment_program *)brw->fragment_program;
365 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
366 GLuint lookup = 0;
367 GLuint line_aa;
368 bool program_uses_dfdy = fp->program.UsesDFdy;
369
370 memset(key, 0, sizeof(*key));
371
372 /* Build the index for table lookup
373 */
374 if (brw->gen < 6) {
375 /* _NEW_COLOR */
376 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
377 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
378
379 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
380 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
381
382 /* _NEW_DEPTH */
383 if (ctx->Depth.Test)
384 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
385
386 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
387 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
388
389 /* _NEW_STENCIL | _NEW_BUFFERS */
390 if (ctx->Stencil._Enabled) {
391 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
392
393 if (ctx->Stencil.WriteMask[0] ||
394 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
395 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
396 }
397 key->iz_lookup = lookup;
398 }
399
400 line_aa = AA_NEVER;
401
402 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
403 if (ctx->Line.SmoothFlag) {
404 if (brw->reduced_primitive == GL_LINES) {
405 line_aa = AA_ALWAYS;
406 }
407 else if (brw->reduced_primitive == GL_TRIANGLES) {
408 if (ctx->Polygon.FrontMode == GL_LINE) {
409 line_aa = AA_SOMETIMES;
410
411 if (ctx->Polygon.BackMode == GL_LINE ||
412 (ctx->Polygon.CullFlag &&
413 ctx->Polygon.CullFaceMode == GL_BACK))
414 line_aa = AA_ALWAYS;
415 }
416 else if (ctx->Polygon.BackMode == GL_LINE) {
417 line_aa = AA_SOMETIMES;
418
419 if ((ctx->Polygon.CullFlag &&
420 ctx->Polygon.CullFaceMode == GL_FRONT))
421 line_aa = AA_ALWAYS;
422 }
423 }
424 }
425
426 key->line_aa = line_aa;
427
428 /* _NEW_HINT */
429 if (brw->disable_derivative_optimization) {
430 key->high_quality_derivatives =
431 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
432 } else {
433 key->high_quality_derivatives =
434 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
435 }
436
437 if (brw->gen < 6)
438 key->stats_wm = brw->stats_wm;
439
440 /* _NEW_LIGHT */
441 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
442
443 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
444 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
445
446 /* _NEW_TEXTURE */
447 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
448 &key->tex);
449
450 /* _NEW_BUFFERS */
451 /*
452 * Include the draw buffer origin and height so that we can calculate
453 * fragment position values relative to the bottom left of the drawable,
454 * from the incoming screen origin relative position we get as part of our
455 * payload.
456 *
457 * This is only needed for the WM_WPOSXY opcode when the fragment program
458 * uses the gl_FragCoord input.
459 *
460 * We could avoid recompiling by including this as a constant referenced by
461 * our program, but if we were to do that it would also be nice to handle
462 * getting that constant updated at batchbuffer submit time (when we
463 * hold the lock and know where the buffer really is) rather than at emit
464 * time when we don't hold the lock and are just guessing. We could also
465 * just avoid using this as key data if the program doesn't use
466 * fragment.position.
467 *
468 * For DRI2 the origin_x/y will always be (0,0) but we still need the
469 * drawable height in order to invert the Y axis.
470 */
471 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
472 key->drawable_height = ctx->DrawBuffer->Height;
473 }
474
475 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
476 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
477 }
478
479 /* _NEW_BUFFERS */
480 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
481
482 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
483 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
484 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
485
486 /* BRW_NEW_VUE_MAP_GEOM_OUT */
487 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
488 BRW_FS_VARYING_INPUT_MASK) > 16)
489 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
490
491 /* The unique fragment program ID */
492 key->program_string_id = fp->id;
493 }
494
495
496 static void
497 brw_upload_wm_prog(struct brw_context *brw)
498 {
499 struct gl_context *ctx = &brw->ctx;
500 struct brw_wm_prog_key key;
501 struct brw_fragment_program *fp = (struct brw_fragment_program *)
502 brw->fragment_program;
503
504 brw_wm_populate_key(brw, &key);
505
506 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
507 &key, sizeof(key),
508 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
509 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
510 &key);
511 (void) success;
512 assert(success);
513 }
514 }
515
516
517 const struct brw_tracked_state brw_wm_prog = {
518 .dirty = {
519 .mesa = (_NEW_COLOR |
520 _NEW_DEPTH |
521 _NEW_STENCIL |
522 _NEW_POLYGON |
523 _NEW_LINE |
524 _NEW_HINT |
525 _NEW_LIGHT |
526 _NEW_FRAG_CLAMP |
527 _NEW_BUFFERS |
528 _NEW_TEXTURE |
529 _NEW_MULTISAMPLE),
530 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
531 BRW_NEW_REDUCED_PRIMITIVE |
532 BRW_NEW_VUE_MAP_GEOM_OUT |
533 BRW_NEW_STATS_WM)
534 },
535 .emit = brw_upload_wm_prog
536 };
537