Move compiler.h and imports.h/c from src/mesa/main into src/util
[mesa.git] / src / mesa / drivers / dri / i965 / brw_vs.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
13
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32
33 #include "util/compiler.h"
34 #include "main/context.h"
35 #include "brw_context.h"
36 #include "brw_vs.h"
37 #include "brw_util.h"
38 #include "brw_state.h"
39 #include "program/prog_print.h"
40 #include "program/prog_parameter.h"
41 #include "compiler/brw_nir.h"
42 #include "brw_program.h"
43
44 #include "util/ralloc.h"
45
46 /**
47 * Decide which set of clip planes should be used when clipping via
48 * gl_Position or gl_ClipVertex.
49 */
50 gl_clip_plane *
51 brw_select_clip_planes(struct gl_context *ctx)
52 {
53 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
54 /* There is currently a GLSL vertex shader, so clip according to GLSL
55 * rules, which means compare gl_ClipVertex (or gl_Position, if
56 * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
57 * that were stored in EyeUserPlane at the time the clip planes were
58 * specified.
59 */
60 return ctx->Transform.EyeUserPlane;
61 } else {
62 /* Either we are using fixed function or an ARB vertex program. In
63 * either case the clip planes are going to be compared against
64 * gl_Position (which is in clip coordinates) so we have to clip using
65 * _ClipUserPlane, which was transformed into clip coordinates by Mesa
66 * core.
67 */
68 return ctx->Transform._ClipUserPlane;
69 }
70 }
71
72 static GLbitfield64
73 brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
74 GLbitfield64 user_varyings)
75 {
76 const struct gen_device_info *devinfo = &brw->screen->devinfo;
77 GLbitfield64 outputs_written = user_varyings;
78
79 if (key->copy_edgeflag) {
80 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
81 }
82
83 if (devinfo->gen < 6) {
84 /* Put dummy slots into the VUE for the SF to put the replaced
85 * point sprite coords in. We shouldn't need these dummy slots,
86 * which take up precious URB space, but it would mean that the SF
87 * doesn't get nice aligned pairs of input coords into output
88 * coords, which would be a pain to handle.
89 */
90 for (unsigned i = 0; i < 8; i++) {
91 if (key->point_coord_replace & (1 << i))
92 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
93 }
94
95 /* if back colors are written, allocate slots for front colors too */
96 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
97 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
98 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
99 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
100 }
101
102 /* In order for legacy clipping to work, we need to populate the clip
103 * distance varying slots whenever clipping is enabled, even if the vertex
104 * shader doesn't write to gl_ClipDistance.
105 */
106 if (key->nr_userclip_plane_consts > 0) {
107 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
108 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
109 }
110
111 return outputs_written;
112 }
113
114 static bool
115 brw_codegen_vs_prog(struct brw_context *brw,
116 struct brw_program *vp,
117 struct brw_vs_prog_key *key)
118 {
119 const struct brw_compiler *compiler = brw->screen->compiler;
120 const struct gen_device_info *devinfo = &brw->screen->devinfo;
121 const GLuint *program;
122 struct brw_vs_prog_data prog_data;
123 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
124 void *mem_ctx;
125 bool start_busy = false;
126 double start_time = 0;
127
128 memset(&prog_data, 0, sizeof(prog_data));
129
130 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
131 if (vp->program.is_arb_asm)
132 stage_prog_data->use_alt_mode = true;
133
134 mem_ctx = ralloc_context(NULL);
135
136 nir_shader *nir = nir_shader_clone(mem_ctx, vp->program.nir);
137
138 brw_assign_common_binding_table_offsets(devinfo, &vp->program,
139 &prog_data.base.base, 0);
140
141 if (!vp->program.is_arb_asm) {
142 brw_nir_setup_glsl_uniforms(mem_ctx, nir, &vp->program,
143 &prog_data.base.base,
144 compiler->scalar_stage[MESA_SHADER_VERTEX]);
145 brw_nir_analyze_ubo_ranges(compiler, nir, key,
146 prog_data.base.base.ubo_ranges);
147 } else {
148 brw_nir_setup_arb_uniforms(mem_ctx, nir, &vp->program,
149 &prog_data.base.base);
150 }
151
152 if (key->nr_userclip_plane_consts > 0) {
153 brw_nir_lower_legacy_clipping(nir, key->nr_userclip_plane_consts,
154 &prog_data.base.base);
155 }
156
157 uint64_t outputs_written =
158 brw_vs_outputs_written(brw, key, nir->info.outputs_written);
159
160 brw_compute_vue_map(devinfo,
161 &prog_data.base.vue_map, outputs_written,
162 nir->info.separate_shader);
163
164 if (0) {
165 _mesa_fprint_program_opt(stderr, &vp->program, PROG_PRINT_DEBUG, true);
166 }
167
168 if (unlikely(brw->perf_debug)) {
169 start_busy = (brw->batch.last_bo &&
170 brw_bo_busy(brw->batch.last_bo));
171 start_time = get_time();
172 }
173
174 if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
175 if (vp->program.is_arb_asm)
176 brw_dump_arb_asm("vertex", &vp->program);
177 }
178
179 int st_index = -1;
180 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
181 st_index = brw_get_shader_time_index(brw, &vp->program, ST_VS,
182 !vp->program.is_arb_asm);
183 }
184
185 /* Emit GEN4 code.
186 */
187 char *error_str;
188 program = brw_compile_vs(compiler, brw, mem_ctx, key, &prog_data,
189 nir, st_index, NULL, &error_str);
190 if (program == NULL) {
191 if (!vp->program.is_arb_asm) {
192 vp->program.sh.data->LinkStatus = LINKING_FAILURE;
193 ralloc_strcat(&vp->program.sh.data->InfoLog, error_str);
194 }
195
196 _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
197
198 ralloc_free(mem_ctx);
199 return false;
200 }
201
202 if (unlikely(brw->perf_debug)) {
203 if (vp->compiled_once) {
204 brw_debug_recompile(brw, MESA_SHADER_VERTEX, vp->program.Id,
205 &key->base);
206 }
207 if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
208 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
209 (get_time() - start_time) * 1000);
210 }
211 vp->compiled_once = true;
212 }
213
214 /* Scratch space is used for register spilling */
215 brw_alloc_stage_scratch(brw, &brw->vs.base,
216 prog_data.base.base.total_scratch);
217
218 /* The param and pull_param arrays will be freed by the shader cache. */
219 ralloc_steal(NULL, prog_data.base.base.param);
220 ralloc_steal(NULL, prog_data.base.base.pull_param);
221 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
222 key, sizeof(struct brw_vs_prog_key),
223 program, prog_data.base.base.program_size,
224 &prog_data, sizeof(prog_data),
225 &brw->vs.base.prog_offset, &brw->vs.base.prog_data);
226 ralloc_free(mem_ctx);
227
228 return true;
229 }
230
231 static bool
232 brw_vs_state_dirty(const struct brw_context *brw)
233 {
234 return brw_state_dirty(brw,
235 _NEW_BUFFERS |
236 _NEW_LIGHT |
237 _NEW_POINT |
238 _NEW_POLYGON |
239 _NEW_TEXTURE |
240 _NEW_TRANSFORM,
241 BRW_NEW_VERTEX_PROGRAM |
242 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
243 }
244
245 void
246 brw_vs_populate_key(struct brw_context *brw,
247 struct brw_vs_prog_key *key)
248 {
249 struct gl_context *ctx = &brw->ctx;
250 /* BRW_NEW_VERTEX_PROGRAM */
251 struct gl_program *prog = brw->programs[MESA_SHADER_VERTEX];
252 struct brw_program *vp = (struct brw_program *) prog;
253 const struct gen_device_info *devinfo = &brw->screen->devinfo;
254
255 memset(key, 0, sizeof(*key));
256
257 /* Just upload the program verbatim for now. Always send it all
258 * the inputs it asks for, whether they are varying or not.
259 */
260
261 /* _NEW_TEXTURE */
262 brw_populate_base_prog_key(ctx, vp, &key->base);
263
264 if (ctx->Transform.ClipPlanesEnabled != 0 &&
265 (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) &&
266 vp->program.info.clip_distance_array_size == 0) {
267 key->nr_userclip_plane_consts =
268 _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
269 }
270
271 if (devinfo->gen < 6) {
272 /* _NEW_POLYGON */
273 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
274 ctx->Polygon.BackMode != GL_FILL);
275
276 /* _NEW_POINT */
277 if (ctx->Point.PointSprite) {
278 key->point_coord_replace = ctx->Point.CoordReplace & 0xff;
279 }
280 }
281
282 if (prog->info.outputs_written &
283 (VARYING_BIT_COL0 | VARYING_BIT_COL1 | VARYING_BIT_BFC0 |
284 VARYING_BIT_BFC1)) {
285 /* _NEW_LIGHT | _NEW_BUFFERS */
286 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
287 }
288
289 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
290 if (devinfo->gen < 8 && !devinfo->is_haswell) {
291 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
292 sizeof(brw->vb.attrib_wa_flags));
293 }
294 }
295
296 void
297 brw_upload_vs_prog(struct brw_context *brw)
298 {
299 struct brw_vs_prog_key key;
300 /* BRW_NEW_VERTEX_PROGRAM */
301 struct brw_program *vp =
302 (struct brw_program *) brw->programs[MESA_SHADER_VERTEX];
303
304 if (!brw_vs_state_dirty(brw))
305 return;
306
307 brw_vs_populate_key(brw, &key);
308
309 if (brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG, &key, sizeof(key),
310 &brw->vs.base.prog_offset, &brw->vs.base.prog_data,
311 true))
312 return;
313
314 if (brw_disk_cache_upload_program(brw, MESA_SHADER_VERTEX))
315 return;
316
317 vp = (struct brw_program *) brw->programs[MESA_SHADER_VERTEX];
318 vp->id = key.base.program_string_id;
319
320 ASSERTED bool success = brw_codegen_vs_prog(brw, vp, &key);
321 assert(success);
322 }
323
324 void
325 brw_vs_populate_default_key(const struct brw_compiler *compiler,
326 struct brw_vs_prog_key *key,
327 struct gl_program *prog)
328 {
329 const struct gen_device_info *devinfo = compiler->devinfo;
330 struct brw_program *bvp = brw_program(prog);
331
332 memset(key, 0, sizeof(*key));
333
334 brw_populate_default_base_prog_key(devinfo, bvp, &key->base);
335
336 key->clamp_vertex_color =
337 (prog->info.outputs_written &
338 (VARYING_BIT_COL0 | VARYING_BIT_COL1 | VARYING_BIT_BFC0 |
339 VARYING_BIT_BFC1));
340 }
341
342 bool
343 brw_vs_precompile(struct gl_context *ctx, struct gl_program *prog)
344 {
345 struct brw_context *brw = brw_context(ctx);
346 struct brw_vs_prog_key key;
347 uint32_t old_prog_offset = brw->vs.base.prog_offset;
348 struct brw_stage_prog_data *old_prog_data = brw->vs.base.prog_data;
349 bool success;
350
351 struct brw_program *bvp = brw_program(prog);
352
353 brw_vs_populate_default_key(brw->screen->compiler, &key, prog);
354
355 success = brw_codegen_vs_prog(brw, bvp, &key);
356
357 brw->vs.base.prog_offset = old_prog_offset;
358 brw->vs.base.prog_data = old_prog_data;
359
360 return success;
361 }