#include "brw_context.h"
#include "brw_wm.h"
#include "brw_state.h"
+#include "main/formats.h"
+#include "main/samplerobj.h"
+#include "program/prog_parameter.h"
+#include "glsl/ralloc.h"
/** Return number of src args for given instruction */
GLuint brw_wm_nr_args( GLuint opcode )
case OPCODE_RCP:
case OPCODE_RSQ:
case OPCODE_SIN:
+ case OPCODE_DP2:
case OPCODE_DP3:
case OPCODE_DP4:
case OPCODE_DPH:
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;
- }
+ c->prog_data.reg_blocks = brw_register_blocks(c->max_wm_grf);
/* Emit GEN4 code.
*/
}
+/**
+ * Return a bitfield where bit n is set if barycentric interpolation mode n
+ * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
+ */
+unsigned
+brw_compute_barycentric_interp_modes(bool shade_model_flat,
+ const struct gl_fragment_program *fprog)
+{
+ unsigned barycentric_interp_modes = 0;
+ int attr;
+
+ /* Loop through all fragment shader inputs to figure out what interpolation
+ * modes are in use, and set the appropriate bits in
+ * barycentric_interp_modes.
+ */
+ for (attr = 0; attr < FRAG_ATTRIB_MAX; ++attr) {
+ enum glsl_interp_qualifier interp_qualifier =
+ fprog->InterpQualifier[attr];
+ bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;
+
+ /* Ignore unused inputs. */
+ if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
+ continue;
+
+ /* Ignore WPOS and FACE, because they don't require interpolation. */
+ if (attr == FRAG_ATTRIB_WPOS || attr == FRAG_ATTRIB_FACE)
+ continue;
+
+ if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
+ barycentric_interp_modes |=
+ 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
+ } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
+ (!(shade_model_flat && is_gl_Color) &&
+ interp_qualifier == INTERP_QUALIFIER_NONE)) {
+ barycentric_interp_modes |=
+ 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
+ }
+ }
+
+ return barycentric_interp_modes;
+}
+
+
+void
+brw_wm_payload_setup(struct brw_context *brw,
+ struct brw_wm_compile *c)
+{
+ struct intel_context *intel = &brw->intel;
+ bool uses_depth = (c->fp->program.Base.InputsRead &
+ (1 << FRAG_ATTRIB_WPOS)) != 0;
+ unsigned barycentric_interp_modes =
+ brw_compute_barycentric_interp_modes(c->key.flat_shade,
+ &c->fp->program);
+ int i;
+
+ if (intel->gen >= 6) {
+ /* R0-1: masks, pixel X/Y coordinates. */
+ c->nr_payload_regs = 2;
+ /* R2: only for 32-pixel dispatch.*/
+
+ /* R3-26: barycentric interpolation coordinates. These appear in the
+ * same order that they appear in the brw_wm_barycentric_interp_mode
+ * enum. Each set of coordinates occupies 2 registers if dispatch width
+ * == 8 and 4 registers if dispatch width == 16. Coordinates only
+ * appear if they were enabled using the "Barycentric Interpolation
+ * Mode" bits in WM_STATE.
+ */
+ for (i = 0; i < BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT; ++i) {
+ if (barycentric_interp_modes & (1 << i)) {
+ c->barycentric_coord_reg[i] = c->nr_payload_regs;
+ c->nr_payload_regs += 2;
+ if (c->dispatch_width == 16) {
+ c->nr_payload_regs += 2;
+ }
+ }
+ }
+
+ /* R27: interpolated depth if uses source depth */
+ if (uses_depth) {
+ c->source_depth_reg = c->nr_payload_regs;
+ c->nr_payload_regs++;
+ if (c->dispatch_width == 16) {
+ /* R28: interpolated depth if not 8-wide. */
+ c->nr_payload_regs++;
+ }
+ }
+ /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W.
+ */
+ if (uses_depth) {
+ c->source_w_reg = c->nr_payload_regs;
+ c->nr_payload_regs++;
+ if (c->dispatch_width == 16) {
+ /* R30: interpolated W if not 8-wide. */
+ c->nr_payload_regs++;
+ }
+ }
+ /* R31: MSAA position offsets. */
+ /* R32-: bary for 32-pixel. */
+ /* R58-59: interp W for 32-pixel. */
+
+ if (c->fp->program.Base.OutputsWritten &
+ BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ c->source_depth_to_render_target = true;
+ c->computes_depth = true;
+ }
+ } else {
+ brw_wm_lookup_iz(intel, 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)
+bool do_wm_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_fragment_program *fp,
+ struct brw_wm_prog_key *key)
{
+ struct intel_context *intel = &brw->intel;
struct brw_wm_compile *c;
const GLuint *program;
GLuint program_size;
c = brw->wm.compile_data;
if (c == NULL) {
- brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data));
+ brw->wm.compile_data = rzalloc(NULL, struct brw_wm_compile);
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;
+ return false;
}
- c->instruction = calloc(1, BRW_WM_MAX_INSN * sizeof(*c->instruction));
- c->prog_instructions = calloc(1, BRW_WM_MAX_INSN *
- sizeof(*c->prog_instructions));
- c->vreg = calloc(1, BRW_WM_MAX_VREG * sizeof(*c->vreg));
- c->refs = calloc(1, BRW_WM_MAX_REF * sizeof(*c->refs));
} else {
void *instruction = c->instruction;
void *prog_instructions = c->prog_instructions;
c->fp = fp;
c->env_param = brw->intel.ctx.FragmentProgram.Parameters;
- brw_init_compile(brw, &c->func);
+ brw_init_compile(brw, &c->func, c);
- /* temporary sanity check assertion */
- ASSERT(fp->isGLSL == brw_wm_is_glsl(&c->fp->program));
+ if (prog && prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+ if (!brw_wm_fs_emit(brw, c, prog))
+ return false;
+ } else {
+ if (!c->instruction) {
+ c->instruction = rzalloc_array(c, struct brw_wm_instruction, BRW_WM_MAX_INSN);
+ c->prog_instructions = rzalloc_array(c, struct prog_instruction, BRW_WM_MAX_INSN);
+ c->vreg = rzalloc_array(c, struct brw_wm_value, BRW_WM_MAX_VREG);
+ c->refs = rzalloc_array(c, struct brw_wm_ref, BRW_WM_MAX_REF);
+ }
- /*
- * Shader which use GLSL features such as flow control are handled
- * differently from "simple" shaders.
- */
- if (fp->isGLSL) {
- c->dispatch_width = 8;
- brw_wm_glsl_emit(brw, c);
- }
- else {
+ /* Fallback for fixed function and ARB_fp shaders. */
c->dispatch_width = 16;
+ brw_wm_payload_setup(brw, c);
brw_wm_non_glsl_emit(brw, c);
+ c->prog_data.dispatch_width = 16;
+ }
+
+ /* Scratch space is used for register spilling */
+ if (c->last_scratch) {
+ c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
+
+ brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
+ c->prog_data.total_scratch * brw->max_wm_threads);
}
- if (INTEL_DEBUG & DEBUG_WM)
+ if (unlikely(INTEL_DEBUG & DEBUG_WM))
fprintf(stderr, "\n");
/* get the program
*/
program = brw_get_program(&c->func, &program_size);
- drm_intel_bo_unreference(brw->wm.prog_bo);
- brw->wm.prog_bo = brw_upload_cache_with_auxdata(&brw->cache, BRW_WM_PROG,
- &c->key, sizeof(c->key),
- NULL, 0,
- program, program_size,
- &c->prog_data,
- sizeof(c->prog_data),
- &brw->wm.prog_data);
+ brw_upload_cache(&brw->cache, BRW_WM_PROG,
+ &c->key, sizeof(c->key),
+ program, program_size,
+ &c->prog_data, sizeof(c->prog_data),
+ &brw->wm.prog_offset, &brw->wm.prog_data);
+
+ return true;
}
static void brw_wm_populate_key( struct brw_context *brw,
struct brw_wm_prog_key *key )
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
/* BRW_NEW_FRAGMENT_PROGRAM */
const struct brw_fragment_program *fp =
(struct brw_fragment_program *)brw->fragment_program;
- GLboolean uses_depth = (fp->program.Base.InputsRead & (1 << FRAG_ATTRIB_WPOS)) != 0;
GLuint lookup = 0;
GLuint line_aa;
GLuint i;
/* Build the index for table lookup
*/
/* _NEW_COLOR */
+ key->alpha_test = ctx->Color.AlphaEnabled;
if (fp->program.UsesKill ||
ctx->Color.AlphaEnabled)
lookup |= IZ_PS_KILL_ALPHATEST_BIT;
}
}
}
-
- brw_wm_lookup_iz(line_aa,
- lookup,
- uses_depth,
- key);
+ key->iz_lookup = lookup;
+ key->line_aa = line_aa;
+ key->stats_wm = brw->intel.stats_wm;
/* BRW_NEW_WM_INPUT_DIMENSIONS */
key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
/* _NEW_LIGHT */
key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
- /* _NEW_HINT */
- key->linear_color = (ctx->Hint.PerspectiveCorrection == GL_FASTEST);
+ /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
+ key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
/* _NEW_TEXTURE */
for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
if (unit->_ReallyEnabled) {
const struct gl_texture_object *t = unit->_Current;
const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
+ int swizzles[SWIZZLE_NIL + 1] = {
+ SWIZZLE_X,
+ SWIZZLE_Y,
+ SWIZZLE_Z,
+ SWIZZLE_W,
+ SWIZZLE_ZERO,
+ SWIZZLE_ONE,
+ SWIZZLE_NIL
+ };
+
+ /* GL_DEPTH_TEXTURE_MODE is normally handled through
+ * brw_wm_surface_state, but it applies to shadow compares as
+ * well and our shadow compares always return the result in
+ * all 4 channels.
+ */
+ if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
+ key->compare_funcs[i] = sampler->CompareFunc;
+
+ if (sampler->DepthMode == GL_ALPHA) {
+ swizzles[0] = SWIZZLE_ZERO;
+ swizzles[1] = SWIZZLE_ZERO;
+ swizzles[2] = SWIZZLE_ZERO;
+ } else if (sampler->DepthMode == GL_LUMINANCE) {
+ swizzles[3] = SWIZZLE_ONE;
+ } else if (sampler->DepthMode == GL_RED) {
+ /* See table 3.23 of the GL 3.0 spec. */
+ swizzles[1] = SWIZZLE_ZERO;
+ swizzles[2] = SWIZZLE_ZERO;
+ swizzles[3] = SWIZZLE_ONE;
+ }
+ }
+
if (img->InternalFormat == GL_YCBCR_MESA) {
key->yuvtex_mask |= 1 << i;
if (img->TexFormat == MESA_FORMAT_YCBCR)
key->yuvtex_swap_mask |= 1 << i;
}
- key->tex_swizzles[i] = t->_Swizzle;
+ key->tex_swizzles[i] =
+ MAKE_SWIZZLE4(swizzles[GET_SWZ(t->_Swizzle, 0)],
+ swizzles[GET_SWZ(t->_Swizzle, 1)],
+ swizzles[GET_SWZ(t->_Swizzle, 2)],
+ swizzles[GET_SWZ(t->_Swizzle, 3)]);
+
+ if (sampler->MinFilter != GL_NEAREST &&
+ sampler->MagFilter != GL_NEAREST) {
+ if (sampler->WrapS == GL_CLAMP)
+ key->gl_clamp_mask[0] |= 1 << i;
+ if (sampler->WrapT == GL_CLAMP)
+ key->gl_clamp_mask[1] |= 1 << i;
+ if (sampler->WrapR == GL_CLAMP)
+ key->gl_clamp_mask[2] |= 1 << i;
+ }
}
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
*/
if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
key->drawable_height = ctx->DrawBuffer->Height;
+ key->render_to_fbo = ctx->DrawBuffer->Name != 0;
}
- key->nr_color_regions = brw->state.nr_color_regions;
+ /* _NEW_BUFFERS */
+ key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
/* CACHE_NEW_VS_PROG */
key->vp_outputs_written = brw->vs.prog_data->outputs_written;
}
-static void brw_prepare_wm_prog(struct brw_context *brw)
+static void
+brw_upload_wm_prog(struct brw_context *brw)
{
+ struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
struct brw_wm_prog_key key;
struct brw_fragment_program *fp = (struct brw_fragment_program *)
brw->fragment_program;
-
+
brw_wm_populate_key(brw, &key);
- /* Make an early check for the key.
- */
- drm_intel_bo_unreference(brw->wm.prog_bo);
- brw->wm.prog_bo = brw_search_cache(&brw->cache, BRW_WM_PROG,
- &key, sizeof(key),
- NULL, 0,
- &brw->wm.prog_data);
- if (brw->wm.prog_bo == NULL)
- do_wm_prog(brw, fp, &key);
+ if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
+ &key, sizeof(key),
+ &brw->wm.prog_offset, &brw->wm.prog_data)) {
+ bool success = do_wm_prog(brw, ctx->Shader.CurrentFragmentProgram, fp,
+ &key);
+ (void) success;
+ assert(success);
+ }
}
.dirty = {
.mesa = (_NEW_COLOR |
_NEW_DEPTH |
- _NEW_HINT |
_NEW_STENCIL |
_NEW_POLYGON |
_NEW_LINE |
_NEW_LIGHT |
+ _NEW_FRAG_CLAMP |
_NEW_BUFFERS |
_NEW_TEXTURE),
.brw = (BRW_NEW_FRAGMENT_PROGRAM |
BRW_NEW_REDUCED_PRIMITIVE),
.cache = CACHE_NEW_VS_PROG,
},
- .prepare = brw_prepare_wm_prog
+ .emit = brw_upload_wm_prog
};