#include "program/program.h"
#include "intel_mipmap_tree.h"
-#include "glsl/ralloc.h"
+#include "util/ralloc.h"
/**
* Return a bitfield where bit n is set if barycentric interpolation mode n
for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
enum glsl_interp_qualifier interp_qualifier =
fprog->InterpQualifier[attr];
- bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
+ bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
+ !persample_shading;
bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
persample_shading;
bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
return barycentric_interp_modes;
}
+static uint8_t
+computed_depth_mode(struct gl_fragment_program *fp)
+{
+ if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ switch (fp->FragDepthLayout) {
+ case FRAG_DEPTH_LAYOUT_NONE:
+ case FRAG_DEPTH_LAYOUT_ANY:
+ return BRW_PSCDEPTH_ON;
+ case FRAG_DEPTH_LAYOUT_GREATER:
+ return BRW_PSCDEPTH_ON_GE;
+ case FRAG_DEPTH_LAYOUT_LESS:
+ return BRW_PSCDEPTH_ON_LE;
+ case FRAG_DEPTH_LAYOUT_UNCHANGED:
+ return BRW_PSCDEPTH_OFF;
+ }
+ }
+ return BRW_PSCDEPTH_OFF;
+}
+
bool
brw_wm_prog_data_compare(const void *in_a, const void *in_b)
{
const struct brw_wm_prog_data *a = in_a;
const struct brw_wm_prog_data *b = in_b;
- /* Compare all the struct (including the base) up to the pointers. */
- if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
+ /* Compare the base structure. */
+ if (!brw_stage_prog_data_compare(&a->base, &b->base))
return false;
- if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
- return false;
-
- if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
+ /* Compare the rest of the structure. */
+ const unsigned offset = sizeof(struct brw_stage_prog_data);
+ if (memcmp(((char *) a) + offset, ((char *) b) + offset,
+ sizeof(struct brw_wm_prog_data) - offset))
return false;
return true;
}
-void
-brw_wm_prog_data_free(const void *in_prog_data)
-{
- const struct brw_wm_prog_data *prog_data = in_prog_data;
-
- ralloc_free((void *)prog_data->param);
- ralloc_free((void *)prog_data->pull_param);
-}
-
/**
* All Mesa program -> GPU code generation goes through this function.
* Depending on the instructions used (i.e. flow control instructions)
struct brw_wm_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
- struct brw_wm_compile *c;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_wm_prog_data prog_data;
const GLuint *program;
struct gl_shader *fs = NULL;
GLuint program_size;
if (prog)
fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
- c = rzalloc(NULL, struct brw_wm_compile);
+ memset(&prog_data, 0, sizeof(prog_data));
+ /* key->alpha_test_func means simulating alpha testing via discards,
+ * so the shader definitely kills pixels.
+ */
+ prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
+
+ prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
+
+ /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
+ if (!prog)
+ prog_data.base.use_alt_mode = true;
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
}
/* The backend also sometimes adds params for texture size. */
param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
- c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
- c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
-
- memcpy(&c->key, key, sizeof(*key));
-
- c->prog_data.barycentric_interp_modes =
- brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
- c->key.persample_shading,
+ prog_data.base.param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ prog_data.base.pull_param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ prog_data.base.nr_params = param_count;
+
+ prog_data.barycentric_interp_modes =
+ brw_compute_barycentric_interp_modes(brw, key->flat_shade,
+ key->persample_shading,
&fp->program);
- program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
- if (program == NULL)
+ program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
+ &fp->program, prog, &program_size);
+ if (program == NULL) {
+ ralloc_free(mem_ctx);
return false;
+ }
- /* Scratch space is used for register spilling */
- if (c->last_scratch) {
- perf_debug("Fragment shader triggered register spilling. "
- "Try reducing the number of live scalar values to "
- "improve performance.\n");
-
- c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
-
+ if (prog_data.base.total_scratch) {
brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
- c->prog_data.total_scratch * brw->max_wm_threads);
+ prog_data.base.total_scratch * brw->max_wm_threads);
}
if (unlikely(INTEL_DEBUG & DEBUG_WM))
fprintf(stderr, "\n");
- brw_upload_cache(&brw->cache, BRW_WM_PROG,
- &c->key, sizeof(c->key),
+ brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
+ key, sizeof(struct brw_wm_prog_key),
program, program_size,
- &c->prog_data, sizeof(c->prog_data),
+ &prog_data, sizeof(prog_data),
&brw->wm.base.prog_offset, &brw->wm.prog_data);
- ralloc_free(c);
+ ralloc_free(mem_ctx);
return true;
}
old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
- found |= key_debug(brw, "GL_MESA_ycbcr texturing\n",
- old_key->yuvtex_mask, key->yuvtex_mask);
- found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
- old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
found |= key_debug(brw, "gather channel quirk on any texture unit",
old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
for (unsigned int i = 0; i < brw->cache.size; i++) {
for (c = brw->cache.items[i]; c; c = c->next) {
- if (c->cache_id == BRW_WM_PROG) {
+ if (c->cache_id == BRW_CACHE_FS_PROG) {
old_key = c->key;
if (old_key->program_string_id == key->program_string_id)
old_key->stats_wm, key->stats_wm);
found |= key_debug(brw, "flat shading",
old_key->flat_shade, key->flat_shade);
+ found |= key_debug(brw, "per-sample shading",
+ old_key->persample_shading, key->persample_shading);
+ found |= key_debug(brw, "per-sample shading and 2x MSAA",
+ old_key->persample_2x, key->persample_2x);
found |= key_debug(brw, "number of color buffers",
old_key->nr_color_regions, key->nr_color_regions);
found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
}
}
+static uint8_t
+gen6_gather_workaround(GLenum internalformat)
+{
+ switch (internalformat) {
+ case GL_R8I: return WA_SIGN | WA_8BIT;
+ case GL_R8UI: return WA_8BIT;
+ case GL_R16I: return WA_SIGN | WA_16BIT;
+ case GL_R16UI: return WA_16BIT;
+ /* note that even though GL_R32I and GL_R32UI have format overrides
+ * in the surface state, there is no shader w/a required */
+ default: return 0;
+ }
+}
+
void
brw_populate_sampler_prog_key_data(struct gl_context *ctx,
const struct gl_program *prog,
int unit_id = prog->SamplerUnits[s];
const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
- if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
+ if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
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, unit_id);
if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
- if (img->InternalFormat == GL_YCBCR_MESA) {
- key->yuvtex_mask |= 1 << s;
- if (img->TexFormat == MESA_FORMAT_YCBCR)
- key->yuvtex_swap_mask |= 1 << s;
- }
-
- if (sampler->MinFilter != GL_NEAREST &&
+ if (brw->gen < 8 &&
+ sampler->MinFilter != GL_NEAREST &&
sampler->MagFilter != GL_NEAREST) {
if (sampler->WrapS == GL_CLAMP)
key->gl_clamp_mask[0] |= 1 << s;
key->gather_channel_quirk_mask |= 1 << s;
}
+ /* Gen6's gather4 is broken for UINT/SINT; we treat them as
+ * UNORM/FLOAT instead and fix it in the shader.
+ */
+ if (brw->gen == 6 && prog->UsesGather) {
+ key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
+ }
+
/* If this is a multisample sampler, and uses the CMS MSAA layout,
* then we need to emit slightly different code to first sample the
* MCS surface.
key->line_aa = line_aa;
/* _NEW_HINT */
- if (brw->disable_derivative_optimization) {
- key->high_quality_derivatives =
- ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
- } else {
- key->high_quality_derivatives =
- ctx->Hint.FragmentShaderDerivative == GL_NICEST;
- }
+ key->high_quality_derivatives =
+ ctx->Hint.FragmentShaderDerivative == GL_NICEST;
if (brw->gen < 6)
key->stats_wm = brw->stats_wm;
/* Ignore sample qualifier while computing this flag. */
key->persample_shading =
_mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
+ if (key->persample_shading)
+ key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
key->compute_pos_offset =
_mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
key->program_string_id = fp->id;
}
-
-static void
+void
brw_upload_wm_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct brw_fragment_program *fp = (struct brw_fragment_program *)
brw->fragment_program;
+ if (!brw_state_dirty(brw,
+ _NEW_BUFFERS |
+ _NEW_COLOR |
+ _NEW_DEPTH |
+ _NEW_FRAG_CLAMP |
+ _NEW_HINT |
+ _NEW_LIGHT |
+ _NEW_LINE |
+ _NEW_MULTISAMPLE |
+ _NEW_POLYGON |
+ _NEW_STENCIL |
+ _NEW_TEXTURE,
+ BRW_NEW_FRAGMENT_PROGRAM |
+ BRW_NEW_REDUCED_PRIMITIVE |
+ BRW_NEW_STATS_WM |
+ BRW_NEW_VUE_MAP_GEOM_OUT))
+ return;
+
brw_wm_populate_key(brw, &key);
- if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
+ if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
&key, sizeof(key),
&brw->wm.base.prog_offset, &brw->wm.prog_data)) {
- bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
+ bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
&key);
(void) success;
assert(success);
}
brw->wm.base.prog_data = &brw->wm.prog_data->base;
}
-
-
-const struct brw_tracked_state brw_wm_prog = {
- .dirty = {
- .mesa = (_NEW_COLOR |
- _NEW_DEPTH |
- _NEW_STENCIL |
- _NEW_POLYGON |
- _NEW_LINE |
- _NEW_HINT |
- _NEW_LIGHT |
- _NEW_FRAG_CLAMP |
- _NEW_BUFFERS |
- _NEW_TEXTURE |
- _NEW_MULTISAMPLE),
- .brw = (BRW_NEW_FRAGMENT_PROGRAM |
- BRW_NEW_REDUCED_PRIMITIVE |
- BRW_NEW_VUE_MAP_GEOM_OUT |
- BRW_NEW_STATS_WM)
- },
- .emit = brw_upload_wm_prog
-};
-