#include "brw_state.h"
+/** Return number of src args for given instruction */
GLuint brw_wm_nr_args( GLuint opcode )
{
switch (opcode) {
-
+ case WM_FRONTFACING:
+ return 0;
case WM_PIXELXY:
- case OPCODE_ABS:
- case OPCODE_FLR:
- case OPCODE_FRC:
- case OPCODE_SWZ:
- case OPCODE_MOV:
- case OPCODE_COS:
- case OPCODE_EX2:
- case OPCODE_LG2:
- case OPCODE_RCP:
- case OPCODE_RSQ:
- case OPCODE_SIN:
- case OPCODE_SCS:
- case OPCODE_TEX:
- case OPCODE_TXB:
- case OPCODE_TXP:
- case OPCODE_KIL:
- case OPCODE_LIT:
- case WM_CINTERP:
- case WM_WPOSXY:
+ case WM_CINTERP:
+ case WM_WPOSXY:
return 1;
-
- case OPCODE_POW:
- case OPCODE_SUB:
- case OPCODE_SGE:
- case OPCODE_SGT:
- case OPCODE_SLE:
- case OPCODE_SLT:
- case OPCODE_SEQ:
- case OPCODE_SNE:
- case OPCODE_ADD:
- case OPCODE_MAX:
- case OPCODE_MIN:
- case OPCODE_MUL:
- case OPCODE_XPD:
- case OPCODE_DP3:
- case OPCODE_DP4:
- case OPCODE_DPH:
- case OPCODE_DST:
- case WM_LINTERP:
+ case WM_LINTERP:
case WM_DELTAXY:
case WM_PIXELW:
return 2;
-
case WM_FB_WRITE:
- case WM_PINTERP:
- case OPCODE_MAD:
- case OPCODE_CMP:
- case OPCODE_LRP:
+ case WM_PINTERP:
return 3;
-
default:
- return 0;
+ assert(opcode < MAX_OPCODE);
+ return _mesa_num_inst_src_regs(opcode);
}
}
}
+/**
+ * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
+ * no flow control instructions so we can more readily do SSA-style
+ * optimizations.
+ */
+static void
+brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
+{
+ /* Augment fragment program. Add instructions for pre- and
+ * post-fragment-program tasks such as interpolation and fogging.
+ */
+ brw_wm_pass_fp(c);
+
+ /* Translate to intermediate representation. Build register usage
+ * chains.
+ */
+ brw_wm_pass0(c);
+
+ /* Dead code removal.
+ */
+ brw_wm_pass1(c);
+
+ /* Register allocation.
+ * Divide by two because we operate on 16 pixels at a time and require
+ * two GRF entries for each logical shader register.
+ */
+ c->grf_limit = BRW_WM_MAX_GRF / 2;
+
+ brw_wm_pass2(c);
+
+ /* how many general-purpose registers are used */
+ c->prog_data.total_grf = c->max_wm_grf;
+
+ /* Scratch space is used for register spilling */
+ if (c->last_scratch) {
+ c->prog_data.total_scratch = c->last_scratch + 0x40;
+ }
+ else {
+ c->prog_data.total_scratch = 0;
+ }
+
+ /* Emit GEN4 code.
+ */
+ brw_wm_emit(c);
+}
+
+
+/**
+ * All Mesa program -> GPU code generation goes through this function.
+ * Depending on the instructions used (i.e. flow control instructions)
+ * we'll use one of two code generators.
+ */
static void do_wm_prog( struct brw_context *brw,
struct brw_fragment_program *fp,
struct brw_wm_prog_key *key)
c = brw->wm.compile_data;
if (c == NULL) {
- brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data));
- c = brw->wm.compile_data;
+ brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data));
+ c = brw->wm.compile_data;
+ if (c == NULL) {
+ /* Ouch - big out of memory problem. Can't continue
+ * without triggering a segfault, no way to signal,
+ * so just return.
+ */
+ return;
+ }
} else {
- memset(c, 0, sizeof(*brw->wm.compile_data));
+ memset(c, 0, sizeof(*brw->wm.compile_data));
}
memcpy(&c->key, key, sizeof(*key));
c->fp = fp;
c->env_param = brw->intel.ctx.FragmentProgram.Parameters;
- if (brw_wm_is_glsl(&c->fp->program)) {
- brw_wm_glsl_emit(brw, c);
- } else {
- /* Augment fragment program. Add instructions for pre- and
- * post-fragment-program tasks such as interpolation and fogging.
- */
- brw_wm_pass_fp(c);
-
- /* Translate to intermediate representation. Build register usage
- * chains.
- */
- brw_wm_pass0(c);
-
- /* Dead code removal.
- */
- brw_wm_pass1(c);
-
- /* Register allocation.
- */
- c->grf_limit = BRW_WM_MAX_GRF/2;
-
- /* This is where we start emitting gen4 code:
- */
- brw_init_compile(brw, &c->func);
-
- brw_wm_pass2(c);
-
- c->prog_data.total_grf = c->max_wm_grf;
- if (c->last_scratch) {
- c->prog_data.total_scratch =
- c->last_scratch + 0x40;
- } else {
- c->prog_data.total_scratch = 0;
- }
-
- /* Emit GEN4 code.
- */
- brw_wm_emit(c);
+ brw_init_compile(brw, &c->func);
+
+ /* temporary sanity check assertion */
+ ASSERT(fp->isGLSL == brw_wm_is_glsl(&c->fp->program));
+
+ /*
+ * Shader which use GLSL features such as flow control are handled
+ * differently from "simple" shaders.
+ */
+ if (fp->isGLSL) {
+ brw_wm_glsl_emit(brw, c);
}
+ else {
+ brw_wm_non_glsl_emit(brw, c);
+ }
+
+ if (INTEL_DEBUG & DEBUG_WM)
+ fprintf(stderr, "\n");
+
/* get the program
*/
program = brw_get_program(&c->func, &program_size);
static void brw_wm_populate_key( struct brw_context *brw,
struct brw_wm_prog_key *key )
{
+ GLcontext *ctx = &brw->intel.ctx;
/* BRW_NEW_FRAGMENT_PROGRAM */
- struct brw_fragment_program *fp =
+ const struct brw_fragment_program *fp =
(struct brw_fragment_program *)brw->fragment_program;
GLuint lookup = 0;
GLuint line_aa;
*/
/* _NEW_COLOR */
if (fp->program.UsesKill ||
- brw->attribs.Color->AlphaEnabled)
+ ctx->Color.AlphaEnabled)
lookup |= IZ_PS_KILL_ALPHATEST_BIT;
- if (fp->program.Base.OutputsWritten & (1<<FRAG_RESULT_DEPR))
+ if (fp->program.Base.OutputsWritten & (1<<FRAG_RESULT_DEPTH))
lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
/* _NEW_DEPTH */
- if (brw->attribs.Depth->Test)
+ if (ctx->Depth.Test)
lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
- if (brw->attribs.Depth->Test &&
- brw->attribs.Depth->Mask) /* ?? */
+ if (ctx->Depth.Test &&
+ ctx->Depth.Mask) /* ?? */
lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
/* _NEW_STENCIL */
- if (brw->attribs.Stencil->Enabled) {
+ if (ctx->Stencil._Enabled) {
lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
- if (brw->attribs.Stencil->WriteMask[0] ||
- (brw->attribs.Stencil->_TestTwoSide &&
- brw->attribs.Stencil->WriteMask[1]))
+ if (ctx->Stencil.WriteMask[0] ||
+ ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
}
- /* XXX: when should this be disabled?
- */
- if (1)
- lookup |= IZ_EARLY_DEPTH_TEST_BIT;
-
-
line_aa = AA_NEVER;
/* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
- if (brw->attribs.Line->SmoothFlag) {
+ if (ctx->Line.SmoothFlag) {
if (brw->intel.reduced_primitive == GL_LINES) {
line_aa = AA_ALWAYS;
}
else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
- if (brw->attribs.Polygon->FrontMode == GL_LINE) {
+ if (ctx->Polygon.FrontMode == GL_LINE) {
line_aa = AA_SOMETIMES;
- if (brw->attribs.Polygon->BackMode == GL_LINE ||
- (brw->attribs.Polygon->CullFlag &&
- brw->attribs.Polygon->CullFaceMode == GL_BACK))
+ if (ctx->Polygon.BackMode == GL_LINE ||
+ (ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_BACK))
line_aa = AA_ALWAYS;
}
- else if (brw->attribs.Polygon->BackMode == GL_LINE) {
+ else if (ctx->Polygon.BackMode == GL_LINE) {
line_aa = AA_SOMETIMES;
- if ((brw->attribs.Polygon->CullFlag &&
- brw->attribs.Polygon->CullFaceMode == GL_FRONT))
+ if ((ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_FRONT))
line_aa = AA_ALWAYS;
}
}
key->projtex_mask = brw->wm.input_size_masks[4-1] >> (FRAG_ATTRIB_TEX0 - FRAG_ATTRIB_WPOS);
/* _NEW_LIGHT */
- key->flat_shade = (brw->attribs.Light->ShadeModel == GL_FLAT);
+ key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
+
+ /* _NEW_HINT */
+ key->linear_color = (ctx->Hint.PerspectiveCorrection == GL_FASTEST);
/* _NEW_TEXTURE */
for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
- const struct gl_texture_unit *unit = &brw->attribs.Texture->Unit[i];
- const struct gl_texture_object *t = unit->_Current;
+ const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
if (unit->_ReallyEnabled) {
-
- if (t->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
- t->Image[0][t->BaseLevel]->_BaseFormat == GL_DEPTH_COMPONENT) {
- key->shadowtex_mask |= 1<<i;
+ const struct gl_texture_object *t = unit->_Current;
+ const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
+ if (img->InternalFormat == GL_YCBCR_MESA) {
+ key->yuvtex_mask |= 1 << i;
+ if (img->TexFormat->MesaFormat == MESA_FORMAT_YCBCR)
+ key->yuvtex_swap_mask |= 1 << i;
}
- if (t->Image[0][t->BaseLevel]->InternalFormat == GL_YCBCR_MESA) {
- key->yuvtex_mask |= 1<<i;
- if (t->Image[0][t->BaseLevel]->TexFormat->MesaFormat ==
- MESA_FORMAT_YCBCR)
- key->yuvtex_swap_mask |= 1<< i;
- }
+ key->tex_swizzles[i] = t->_Swizzle;
+ }
+ else {
+ key->tex_swizzles[i] = SWIZZLE_NOOP;
}
}
+ /* Shadow */
+ key->shadowtex_mask = fp->program.Base.ShadowSamplers;
+
/* _NEW_BUFFERS */
/*
* Include the draw buffer origin and height so that we can calculate
key->drawable_height = brw->intel.driDrawable->h;
}
- /* Extra info:
- */
- key->program_string_id = fp->id;
+ /* CACHE_NEW_VS_PROG */
+ key->vp_outputs_written = brw->vs.prog_data->outputs_written & DO_SETUP_BITS;
+ /* The unique fragment program ID */
+ key->program_string_id = fp->id;
}
-static void brw_upload_wm_prog( struct brw_context *brw )
+static void brw_prepare_wm_prog(struct brw_context *brw)
{
struct brw_wm_prog_key key;
struct brw_fragment_program *fp = (struct brw_fragment_program *)
}
-/* See brw_wm.c:
- */
const struct brw_tracked_state brw_wm_prog = {
.dirty = {
.mesa = (_NEW_COLOR |
_NEW_DEPTH |
+ _NEW_HINT |
_NEW_STENCIL |
_NEW_POLYGON |
_NEW_LINE |
.brw = (BRW_NEW_FRAGMENT_PROGRAM |
BRW_NEW_WM_INPUT_DIMENSIONS |
BRW_NEW_REDUCED_PRIMITIVE),
- .cache = 0
+ .cache = CACHE_NEW_VS_PROG,
},
- .update = brw_upload_wm_prog
+ .prepare = brw_prepare_wm_prog
};