+++ /dev/null
-/*
- * Copyright © 2009 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- *
- * Authors:
- * Eric Anholt <eric@anholt.net>
- *
- */
-
-#include "brw_context.h"
-#include "brw_state.h"
-#include "brw_defines.h"
-#include "brw_util.h"
-#include "compiler/nir/nir.h"
-#include "main/macros.h"
-#include "main/fbobject.h"
-#include "main/framebuffer.h"
-#include "intel_batchbuffer.h"
-
-/**
- * Determine the appropriate attribute override value to store into the
- * 3DSTATE_SF structure for a given fragment shader attribute. The attribute
- * override value contains two pieces of information: the location of the
- * attribute in the VUE (relative to urb_entry_read_offset, see below), and a
- * flag indicating whether to "swizzle" the attribute based on the direction
- * the triangle is facing.
- *
- * If an attribute is "swizzled", then the given VUE location is used for
- * front-facing triangles, and the VUE location that immediately follows is
- * used for back-facing triangles. We use this to implement the mapping from
- * gl_FrontColor/gl_BackColor to gl_Color.
- *
- * urb_entry_read_offset is the offset into the VUE at which the SF unit is
- * being instructed to begin reading attribute data. It can be set to a
- * nonzero value to prevent the SF unit from wasting time reading elements of
- * the VUE that are not needed by the fragment shader. It is measured in
- * 256-bit increments.
- */
-static uint32_t
-get_attr_override(const struct brw_vue_map *vue_map, int urb_entry_read_offset,
- int fs_attr, bool two_side_color, uint32_t *max_source_attr)
-{
- /* Find the VUE slot for this attribute. */
- int slot = vue_map->varying_to_slot[fs_attr];
-
- /* Viewport and Layer are stored in the VUE header. We need to override
- * them to zero if earlier stages didn't write them, as GL requires that
- * they read back as zero when not explicitly set.
- */
- if (fs_attr == VARYING_SLOT_VIEWPORT || fs_attr == VARYING_SLOT_LAYER) {
- unsigned override =
- ATTRIBUTE_0_OVERRIDE_X | ATTRIBUTE_0_OVERRIDE_W |
- ATTRIBUTE_CONST_0000 << ATTRIBUTE_0_CONST_SOURCE_SHIFT;
-
- if (!(vue_map->slots_valid & VARYING_BIT_LAYER))
- override |= ATTRIBUTE_0_OVERRIDE_Y;
- if (!(vue_map->slots_valid & VARYING_BIT_VIEWPORT))
- override |= ATTRIBUTE_0_OVERRIDE_Z;
-
- return override;
- }
-
- /* If there was only a back color written but not front, use back
- * as the color instead of undefined
- */
- if (slot == -1 && fs_attr == VARYING_SLOT_COL0)
- slot = vue_map->varying_to_slot[VARYING_SLOT_BFC0];
- if (slot == -1 && fs_attr == VARYING_SLOT_COL1)
- slot = vue_map->varying_to_slot[VARYING_SLOT_BFC1];
-
- if (slot == -1) {
- /* This attribute does not exist in the VUE--that means that the vertex
- * shader did not write to it. This means that either:
- *
- * (a) This attribute is a texture coordinate, and it is going to be
- * replaced with point coordinates (as a consequence of a call to
- * glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)), so the
- * hardware will ignore whatever attribute override we supply.
- *
- * (b) This attribute is read by the fragment shader but not written by
- * the vertex shader, so its value is undefined. Therefore the
- * attribute override we supply doesn't matter.
- *
- * (c) This attribute is gl_PrimitiveID, and it wasn't written by the
- * previous shader stage.
- *
- * Note that we don't have to worry about the cases where the attribute
- * is gl_PointCoord or is undergoing point sprite coordinate
- * replacement, because in those cases, this function isn't called.
- *
- * In case (c), we need to program the attribute overrides so that the
- * primitive ID will be stored in this slot. In every other case, the
- * attribute override we supply doesn't matter. So just go ahead and
- * program primitive ID in every case.
- */
- return (ATTRIBUTE_0_OVERRIDE_W |
- ATTRIBUTE_0_OVERRIDE_Z |
- ATTRIBUTE_0_OVERRIDE_Y |
- ATTRIBUTE_0_OVERRIDE_X |
- (ATTRIBUTE_CONST_PRIM_ID << ATTRIBUTE_0_CONST_SOURCE_SHIFT));
- }
-
- /* Compute the location of the attribute relative to urb_entry_read_offset.
- * Each increment of urb_entry_read_offset represents a 256-bit value, so
- * it counts for two 128-bit VUE slots.
- */
- int source_attr = slot - 2 * urb_entry_read_offset;
- assert(source_attr >= 0 && source_attr < 32);
-
- /* If we are doing two-sided color, and the VUE slot following this one
- * represents a back-facing color, then we need to instruct the SF unit to
- * do back-facing swizzling.
- */
- bool swizzling = two_side_color &&
- ((vue_map->slot_to_varying[slot] == VARYING_SLOT_COL0 &&
- vue_map->slot_to_varying[slot+1] == VARYING_SLOT_BFC0) ||
- (vue_map->slot_to_varying[slot] == VARYING_SLOT_COL1 &&
- vue_map->slot_to_varying[slot+1] == VARYING_SLOT_BFC1));
-
- /* Update max_source_attr. If swizzling, the SF will read this slot + 1. */
- if (*max_source_attr < source_attr + swizzling)
- *max_source_attr = source_attr + swizzling;
-
- if (swizzling) {
- return source_attr |
- (ATTRIBUTE_SWIZZLE_INPUTATTR_FACING << ATTRIBUTE_SWIZZLE_SHIFT);
- }
-
- return source_attr;
-}
-
-
-/**
- * Create the mapping from the FS inputs we produce to the previous pipeline
- * stage (GS or VS) outputs they source from.
- */
-void
-calculate_attr_overrides(const struct brw_context *brw,
- uint16_t *attr_overrides,
- uint32_t *point_sprite_enables,
- uint32_t *urb_entry_read_length,
- uint32_t *urb_entry_read_offset)
-{
- /* BRW_NEW_FS_PROG_DATA */
- const struct brw_wm_prog_data *wm_prog_data =
- brw_wm_prog_data(brw->wm.base.prog_data);
- uint32_t max_source_attr = 0;
-
- *point_sprite_enables = 0;
-
- *urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
-
- /* BRW_NEW_FRAGMENT_PROGRAM
- *
- * If the fragment shader reads VARYING_SLOT_LAYER, then we need to pass in
- * the full vertex header. Otherwise, we can program the SF to start
- * reading at an offset of 1 (2 varying slots) to skip unnecessary data:
- * - VARYING_SLOT_PSIZ and BRW_VARYING_SLOT_NDC on gen4-5
- * - VARYING_SLOT_{PSIZ,LAYER} and VARYING_SLOT_POS on gen6+
- */
-
- bool fs_needs_vue_header = brw->fragment_program->info.inputs_read &
- (VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
-
- *urb_entry_read_offset = fs_needs_vue_header ? 0 : 1;
-
- /* From the Ivybridge PRM, Vol 2 Part 1, 3DSTATE_SBE,
- * description of dw10 Point Sprite Texture Coordinate Enable:
- *
- * "This field must be programmed to zero when non-point primitives
- * are rendered."
- *
- * The SandyBridge PRM doesn't explicitly say that point sprite enables
- * must be programmed to zero when rendering non-point primitives, but
- * the IvyBridge PRM does, and if we don't, we get garbage.
- *
- * This is not required on Haswell, as the hardware ignores this state
- * when drawing non-points -- although we do still need to be careful to
- * correctly set the attr overrides.
- *
- * _NEW_POLYGON
- * BRW_NEW_PRIMITIVE | BRW_NEW_GS_PROG_DATA | BRW_NEW_TES_PROG_DATA
- */
- bool drawing_points = brw_is_drawing_points(brw);
-
- /* Initialize all the attr_overrides to 0. In the loop below we'll modify
- * just the ones that correspond to inputs used by the fs.
- */
- memset(attr_overrides, 0, 16*sizeof(*attr_overrides));
-
- for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
- int input_index = wm_prog_data->urb_setup[attr];
-
- if (input_index < 0)
- continue;
-
- /* _NEW_POINT */
- bool point_sprite = false;
- if (drawing_points) {
- if (brw->ctx.Point.PointSprite &&
- (attr >= VARYING_SLOT_TEX0 && attr <= VARYING_SLOT_TEX7) &&
- (brw->ctx.Point.CoordReplace & (1u << (attr - VARYING_SLOT_TEX0)))) {
- point_sprite = true;
- }
-
- if (attr == VARYING_SLOT_PNTC)
- point_sprite = true;
-
- if (point_sprite)
- *point_sprite_enables |= (1 << input_index);
- }
-
- /* BRW_NEW_VUE_MAP_GEOM_OUT | _NEW_LIGHT | _NEW_PROGRAM */
- uint16_t attr_override = point_sprite ? 0 :
- get_attr_override(&brw->vue_map_geom_out,
- *urb_entry_read_offset, attr,
- brw->ctx.VertexProgram._TwoSideEnabled,
- &max_source_attr);
-
- /* The hardware can only do the overrides on 16 overrides at a
- * time, and the other up to 16 have to be lined up so that the
- * input index = the output index. We'll need to do some
- * tweaking to make sure that's the case.
- */
- if (input_index < 16)
- attr_overrides[input_index] = attr_override;
- else
- assert(attr_override == input_index);
- }
-
- /* From the Sandy Bridge PRM, Volume 2, Part 1, documentation for
- * 3DSTATE_SF DWord 1 bits 15:11, "Vertex URB Entry Read Length":
- *
- * "This field should be set to the minimum length required to read the
- * maximum source attribute. The maximum source attribute is indicated
- * by the maximum value of the enabled Attribute # Source Attribute if
- * Attribute Swizzle Enable is set, Number of Output Attributes-1 if
- * enable is not set.
- * read_length = ceiling((max_source_attr + 1) / 2)
- *
- * [errata] Corruption/Hang possible if length programmed larger than
- * recommended"
- *
- * Similar text exists for Ivy Bridge.
- */
- *urb_entry_read_length = ALIGN(max_source_attr + 1, 2) / 2;
-}