i965: Push down inclusion of brw_program.h.
[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 "main/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 "brw_nir.h"
42 #include "brw_program.h"
43
44 #include "util/ralloc.h"
45
46 bool
47 brw_codegen_vs_prog(struct brw_context *brw,
48 struct gl_shader_program *prog,
49 struct brw_vertex_program *vp,
50 struct brw_vs_prog_key *key)
51 {
52 const struct brw_compiler *compiler = brw->intelScreen->compiler;
53 GLuint program_size;
54 const GLuint *program;
55 struct brw_vs_prog_data prog_data;
56 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
57 void *mem_ctx;
58 int i;
59 struct brw_shader *vs = NULL;
60 bool start_busy = false;
61 double start_time = 0;
62
63 if (prog)
64 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
65
66 memset(&prog_data, 0, sizeof(prog_data));
67
68 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
69 if (!prog)
70 stage_prog_data->use_alt_mode = true;
71
72 mem_ctx = ralloc_context(NULL);
73
74 brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
75 brw->intelScreen->devinfo,
76 prog, &vp->program.Base,
77 &prog_data.base.base, 0);
78
79 /* Allocate the references to the uniforms that will end up in the
80 * prog_data associated with the compiled program, and which will be freed
81 * by the state cache.
82 */
83 int param_count = vp->program.Base.nir->num_uniforms;
84 if (!compiler->scalar_stage[MESA_SHADER_VERTEX])
85 param_count *= 4;
86
87 if (vs)
88 prog_data.base.base.nr_image_params = vs->base.NumImages;
89
90 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
91 * planes as uniforms.
92 */
93 param_count += key->nr_userclip_plane_consts * 4;
94
95 stage_prog_data->param =
96 rzalloc_array(NULL, const gl_constant_value *, param_count);
97 stage_prog_data->pull_param =
98 rzalloc_array(NULL, const gl_constant_value *, param_count);
99 stage_prog_data->image_param =
100 rzalloc_array(NULL, struct brw_image_param,
101 stage_prog_data->nr_image_params);
102 stage_prog_data->nr_params = param_count;
103
104 if (prog) {
105 brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
106 &prog_data.base.base,
107 compiler->scalar_stage[MESA_SHADER_VERTEX]);
108 } else {
109 brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
110 &prog_data.base.base);
111 }
112
113 GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
114 prog_data.inputs_read = vp->program.Base.InputsRead;
115
116 if (key->copy_edgeflag) {
117 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
118 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
119 }
120
121 if (brw->gen < 6) {
122 /* Put dummy slots into the VUE for the SF to put the replaced
123 * point sprite coords in. We shouldn't need these dummy slots,
124 * which take up precious URB space, but it would mean that the SF
125 * doesn't get nice aligned pairs of input coords into output
126 * coords, which would be a pain to handle.
127 */
128 for (i = 0; i < 8; i++) {
129 if (key->point_coord_replace & (1 << i))
130 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
131 }
132
133 /* if back colors are written, allocate slots for front colors too */
134 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
135 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
136 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
137 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
138 }
139
140 /* In order for legacy clipping to work, we need to populate the clip
141 * distance varying slots whenever clipping is enabled, even if the vertex
142 * shader doesn't write to gl_ClipDistance.
143 */
144 if (key->nr_userclip_plane_consts > 0) {
145 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
146 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
147 }
148
149 brw_compute_vue_map(brw->intelScreen->devinfo,
150 &prog_data.base.vue_map, outputs_written,
151 prog ? prog->SeparateShader : false);
152
153 if (0) {
154 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
155 true);
156 }
157
158 if (unlikely(brw->perf_debug)) {
159 start_busy = (brw->batch.last_bo &&
160 drm_intel_bo_busy(brw->batch.last_bo));
161 start_time = get_time();
162 }
163
164 if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
165 brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
166
167 fprintf(stderr, "VS Output ");
168 brw_print_vue_map(stderr, &prog_data.base.vue_map);
169 }
170
171 int st_index = -1;
172 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
173 st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
174
175 /* Emit GEN4 code.
176 */
177 char *error_str;
178 program = brw_compile_vs(compiler, brw, mem_ctx, key,
179 &prog_data, vp->program.Base.nir,
180 brw_select_clip_planes(&brw->ctx),
181 !_mesa_is_gles3(&brw->ctx),
182 st_index, &program_size, &error_str);
183 if (program == NULL) {
184 if (prog) {
185 prog->LinkStatus = false;
186 ralloc_strcat(&prog->InfoLog, error_str);
187 }
188
189 _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
190
191 ralloc_free(mem_ctx);
192 return false;
193 }
194
195 if (unlikely(brw->perf_debug) && vs) {
196 if (vs->compiled_once) {
197 brw_vs_debug_recompile(brw, prog, key);
198 }
199 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
200 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
201 (get_time() - start_time) * 1000);
202 }
203 vs->compiled_once = true;
204 }
205
206 /* Scratch space is used for register spilling */
207 if (prog_data.base.base.total_scratch) {
208 brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
209 prog_data.base.base.total_scratch *
210 brw->max_vs_threads);
211 }
212
213 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
214 key, sizeof(struct brw_vs_prog_key),
215 program, program_size,
216 &prog_data, sizeof(prog_data),
217 &brw->vs.base.prog_offset, &brw->vs.prog_data);
218 ralloc_free(mem_ctx);
219
220 return true;
221 }
222
223 static bool
224 key_debug(struct brw_context *brw, const char *name, int a, int b)
225 {
226 if (a != b) {
227 perf_debug(" %s %d->%d\n", name, a, b);
228 return true;
229 }
230 return false;
231 }
232
233 void
234 brw_vs_debug_recompile(struct brw_context *brw,
235 struct gl_shader_program *prog,
236 const struct brw_vs_prog_key *key)
237 {
238 struct brw_cache_item *c = NULL;
239 const struct brw_vs_prog_key *old_key = NULL;
240 bool found = false;
241
242 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
243
244 for (unsigned int i = 0; i < brw->cache.size; i++) {
245 for (c = brw->cache.items[i]; c; c = c->next) {
246 if (c->cache_id == BRW_CACHE_VS_PROG) {
247 old_key = c->key;
248
249 if (old_key->program_string_id == key->program_string_id)
250 break;
251 }
252 }
253 if (c)
254 break;
255 }
256
257 if (!c) {
258 perf_debug(" Didn't find previous compile in the shader cache for "
259 "debug\n");
260 return;
261 }
262
263 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
264 found |= key_debug(brw, "Vertex attrib w/a flags",
265 old_key->gl_attrib_wa_flags[i],
266 key->gl_attrib_wa_flags[i]);
267 }
268
269 found |= key_debug(brw, "legacy user clipping",
270 old_key->nr_userclip_plane_consts,
271 key->nr_userclip_plane_consts);
272
273 found |= key_debug(brw, "copy edgeflag",
274 old_key->copy_edgeflag, key->copy_edgeflag);
275 found |= key_debug(brw, "PointCoord replace",
276 old_key->point_coord_replace, key->point_coord_replace);
277 found |= key_debug(brw, "vertex color clamping",
278 old_key->clamp_vertex_color, key->clamp_vertex_color);
279
280 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
281
282 if (!found) {
283 perf_debug(" Something else\n");
284 }
285 }
286
287 static bool
288 brw_vs_state_dirty(struct brw_context *brw)
289 {
290 return brw_state_dirty(brw,
291 _NEW_BUFFERS |
292 _NEW_LIGHT |
293 _NEW_POINT |
294 _NEW_POLYGON |
295 _NEW_TEXTURE |
296 _NEW_TRANSFORM,
297 BRW_NEW_VERTEX_PROGRAM |
298 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
299 }
300
301 static void
302 brw_vs_populate_key(struct brw_context *brw,
303 struct brw_vs_prog_key *key)
304 {
305 struct gl_context *ctx = &brw->ctx;
306 /* BRW_NEW_VERTEX_PROGRAM */
307 struct brw_vertex_program *vp =
308 (struct brw_vertex_program *)brw->vertex_program;
309 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
310 int i;
311
312 memset(key, 0, sizeof(*key));
313
314 /* Just upload the program verbatim for now. Always send it all
315 * the inputs it asks for, whether they are varying or not.
316 */
317 key->program_string_id = vp->id;
318
319 if (ctx->Transform.ClipPlanesEnabled != 0 &&
320 (ctx->API == API_OPENGL_COMPAT ||
321 ctx->API == API_OPENGLES) &&
322 vp->program.Base.ClipDistanceArraySize == 0) {
323 key->nr_userclip_plane_consts =
324 _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
325 }
326
327 /* _NEW_POLYGON */
328 if (brw->gen < 6) {
329 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
330 ctx->Polygon.BackMode != GL_FILL);
331 }
332
333 if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
334 VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
335 /* _NEW_LIGHT | _NEW_BUFFERS */
336 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
337 }
338
339 /* _NEW_POINT */
340 if (brw->gen < 6 && ctx->Point.PointSprite) {
341 for (i = 0; i < 8; i++) {
342 if (ctx->Point.CoordReplace[i])
343 key->point_coord_replace |= (1 << i);
344 }
345 }
346
347 /* _NEW_TEXTURE */
348 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
349 &key->tex);
350
351 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
352 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
353 sizeof(brw->vb.attrib_wa_flags));
354 }
355
356 void
357 brw_upload_vs_prog(struct brw_context *brw)
358 {
359 struct gl_context *ctx = &brw->ctx;
360 struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
361 struct brw_vs_prog_key key;
362 /* BRW_NEW_VERTEX_PROGRAM */
363 struct brw_vertex_program *vp =
364 (struct brw_vertex_program *)brw->vertex_program;
365
366 if (!brw_vs_state_dirty(brw))
367 return;
368
369 brw_vs_populate_key(brw, &key);
370
371 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
372 &key, sizeof(key),
373 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
374 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
375 vp, &key);
376 (void) success;
377 assert(success);
378 }
379 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
380 }
381
382 bool
383 brw_vs_precompile(struct gl_context *ctx,
384 struct gl_shader_program *shader_prog,
385 struct gl_program *prog)
386 {
387 struct brw_context *brw = brw_context(ctx);
388 struct brw_vs_prog_key key;
389 uint32_t old_prog_offset = brw->vs.base.prog_offset;
390 struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
391 bool success;
392
393 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
394 struct brw_vertex_program *bvp = brw_vertex_program(vp);
395
396 memset(&key, 0, sizeof(key));
397
398 brw_setup_tex_for_precompile(brw, &key.tex, prog);
399 key.program_string_id = bvp->id;
400 key.clamp_vertex_color =
401 (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
402 VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
403
404 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
405
406 brw->vs.base.prog_offset = old_prog_offset;
407 brw->vs.prog_data = old_prog_data;
408
409 return success;
410 }