#include "main/compiler.h"
+#include "main/context.h"
#include "brw_context.h"
#include "brw_vs.h"
#include "brw_util.h"
#include "brw_state.h"
#include "program/prog_print.h"
#include "program/prog_parameter.h"
+#include "brw_nir.h"
+#include "brw_program.h"
#include "util/ralloc.h"
-/**
- * Decide which set of clip planes should be used when clipping via
- * gl_Position or gl_ClipVertex.
- */
-gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
+GLbitfield64
+brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
+ GLbitfield64 user_varyings)
{
- if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
- /* There is currently a GLSL vertex shader, so clip according to GLSL
- * rules, which means compare gl_ClipVertex (or gl_Position, if
- * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
- * that were stored in EyeUserPlane at the time the clip planes were
- * specified.
- */
- return ctx->Transform.EyeUserPlane;
- } else {
- /* Either we are using fixed function or an ARB vertex program. In
- * either case the clip planes are going to be compared against
- * gl_Position (which is in clip coordinates) so we have to clip using
- * _ClipUserPlane, which was transformed into clip coordinates by Mesa
- * core.
- */
- return ctx->Transform._ClipUserPlane;
- }
-}
+ GLbitfield64 outputs_written = user_varyings;
+ if (key->copy_edgeflag) {
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
+ }
-bool
-brw_vs_prog_data_compare(const void *in_a, const void *in_b)
-{
- const struct brw_vs_prog_data *a = in_a;
- const struct brw_vs_prog_data *b = in_b;
+ if (brw->gen < 6) {
+ /* Put dummy slots into the VUE for the SF to put the replaced
+ * point sprite coords in. We shouldn't need these dummy slots,
+ * which take up precious URB space, but it would mean that the SF
+ * doesn't get nice aligned pairs of input coords into output
+ * coords, which would be a pain to handle.
+ */
+ for (unsigned i = 0; i < 8; i++) {
+ if (key->point_coord_replace & (1 << i))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
+ }
- /* Compare the base structure. */
- if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base))
- return false;
+ /* if back colors are written, allocate slots for front colors too */
+ if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
+ if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
+ }
- /* Compare the rest of the struct. */
- const unsigned offset = sizeof(struct brw_stage_prog_data);
- if (memcmp(((char *) a) + offset, ((char *) b) + offset,
- sizeof(struct brw_vs_prog_data) - offset)) {
- return false;
+ /* In order for legacy clipping to work, we need to populate the clip
+ * distance varying slots whenever clipping is enabled, even if the vertex
+ * shader doesn't write to gl_ClipDistance.
+ */
+ if (key->nr_userclip_plane_consts > 0) {
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
- return true;
+ return outputs_written;
}
bool
struct brw_vertex_program *vp,
struct brw_vs_prog_key *key)
{
+ const struct brw_compiler *compiler = brw->intelScreen->compiler;
GLuint program_size;
const GLuint *program;
struct brw_vs_prog_data prog_data;
struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx;
- int i;
struct brw_shader *vs = NULL;
bool start_busy = false;
double start_time = 0;
mem_ctx = ralloc_context(NULL);
+ brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
+ brw->intelScreen->devinfo,
+ prog, &vp->program.Base,
+ &prog_data.base.base, 0);
+
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
* by the state cache.
*/
- int param_count;
- if (vs) {
- /* We add padding around uniform values below vec4 size, with the worst
- * case being a float value that gets blown up to a vec4, so be
- * conservative here.
- */
- param_count = vs->base.num_uniform_components * 4 +
- vs->base.NumImages * BRW_IMAGE_PARAM_SIZE;
- stage_prog_data->nr_image_params = vs->base.NumImages;
- } else {
- param_count = vp->program.Base.Parameters->NumParameters * 4;
- }
+ int param_count = vp->program.Base.nir->num_uniforms / 4;
+
+ if (vs)
+ prog_data.base.base.nr_image_params = vs->base.NumImages;
+
/* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
* planes as uniforms.
*/
stage_prog_data->nr_image_params);
stage_prog_data->nr_params = param_count;
- GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
+ if (prog) {
+ brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
+ &prog_data.base.base,
+ compiler->scalar_stage[MESA_SHADER_VERTEX]);
+ } else {
+ brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
+ &prog_data.base.base);
+ }
+
+ GLbitfield64 outputs_written =
+ brw_vs_outputs_written(brw, key, vp->program.Base.OutputsWritten);
prog_data.inputs_read = vp->program.Base.InputsRead;
if (key->copy_edgeflag) {
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
}
- if (brw->gen < 6) {
- /* Put dummy slots into the VUE for the SF to put the replaced
- * point sprite coords in. We shouldn't need these dummy slots,
- * which take up precious URB space, but it would mean that the SF
- * doesn't get nice aligned pairs of input coords into output
- * coords, which would be a pain to handle.
- */
- for (i = 0; i < 8; i++) {
- if (key->point_coord_replace & (1 << i))
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
- }
-
- /* if back colors are written, allocate slots for front colors too */
- if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
- if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
- }
-
- /* In order for legacy clipping to work, we need to populate the clip
- * distance varying slots whenever clipping is enabled, even if the vertex
- * shader doesn't write to gl_ClipDistance.
- */
- if (key->nr_userclip_plane_consts > 0) {
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
- }
+ prog_data.base.cull_distance_mask =
+ ((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
+ vp->program.Base.ClipDistanceArraySize;
brw_compute_vue_map(brw->intelScreen->devinfo,
&prog_data.base.vue_map, outputs_written,
- prog ? prog->SeparateShader : false);
+ prog ? prog->SeparateShader ||
+ prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]
+ : false);
if (0) {
_mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
start_time = get_time();
}
+ if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
+ brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
+
+ fprintf(stderr, "VS Output ");
+ brw_print_vue_map(stderr, &prog_data.base.vue_map);
+ }
+
+ int st_index = -1;
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
+
/* Emit GEN4 code.
*/
- program = brw_vs_emit(brw, mem_ctx, key, &prog_data,
- &vp->program, prog, &program_size);
+ char *error_str;
+ program = brw_compile_vs(compiler, brw, mem_ctx, key,
+ &prog_data, vp->program.Base.nir,
+ brw_select_clip_planes(&brw->ctx),
+ !_mesa_is_gles3(&brw->ctx),
+ st_index, &program_size, &error_str);
if (program == NULL) {
+ if (prog) {
+ prog->LinkStatus = false;
+ ralloc_strcat(&prog->InfoLog, error_str);
+ }
+
+ _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
+
ralloc_free(mem_ctx);
return false;
}
}
/* Scratch space is used for register spilling */
- if (prog_data.base.base.total_scratch) {
- brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
- prog_data.base.base.total_scratch *
- brw->max_vs_threads);
- }
+ brw_alloc_stage_scratch(brw, &brw->vs.base,
+ prog_data.base.base.total_scratch,
+ brw->max_vs_threads);
brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
key, sizeof(struct brw_vs_prog_key),
return true;
}
-static bool
-key_debug(struct brw_context *brw, const char *name, int a, int b)
-{
- if (a != b) {
- perf_debug(" %s %d->%d\n", name, a, b);
- return true;
- }
- return false;
-}
-
void
brw_vs_debug_recompile(struct brw_context *brw,
struct gl_shader_program *prog,
}
static bool
-brw_vs_state_dirty(struct brw_context *brw)
+brw_vs_state_dirty(const struct brw_context *brw)
{
return brw_state_dirty(brw,
_NEW_BUFFERS |
struct brw_vertex_program *vp =
(struct brw_vertex_program *)brw->vertex_program;
struct gl_program *prog = (struct gl_program *) brw->vertex_program;
- int i;
memset(key, 0, sizeof(*key));
key->program_string_id = vp->id;
if (ctx->Transform.ClipPlanesEnabled != 0 &&
- ctx->API == API_OPENGL_COMPAT &&
- !vp->program.Base.UsesClipDistanceOut) {
+ (ctx->API == API_OPENGL_COMPAT ||
+ ctx->API == API_OPENGLES) &&
+ vp->program.Base.ClipDistanceArraySize == 0) {
key->nr_userclip_plane_consts =
_mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
}
/* _NEW_POINT */
if (brw->gen < 6 && ctx->Point.PointSprite) {
- for (i = 0; i < 8; i++) {
- if (ctx->Point.CoordReplace[i])
- key->point_coord_replace |= (1 << i);
- }
+ key->point_coord_replace = ctx->Point.CoordReplace & 0xff;
}
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
- &key->tex);
+ brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
/* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
- memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
- sizeof(brw->vb.attrib_wa_flags));
+ if (brw->gen < 8 && !brw->is_haswell) {
+ memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
+ sizeof(brw->vb.attrib_wa_flags));
+ }
}
void
assert(success);
}
brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
-
- if (brw->vs.prog_data->base.vue_map.slots_valid !=
- brw->vue_map_geom_out.slots_valid ||
- brw->vs.prog_data->base.vue_map.separate !=
- brw->vue_map_geom_out.separate) {
- brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
- brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_VS;
- if (brw->gen < 6) {
- /* No geometry shader support, so the VS VUE map is the VUE map for
- * the output of the "geometry" portion of the pipeline.
- */
- brw->vue_map_geom_out = brw->vue_map_vs;
- brw->ctx.NewDriverState |= BRW_NEW_VUE_MAP_GEOM_OUT;
- }
- }
}
bool