i965: get outputs written from nir info
[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 GLbitfield64
47 brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
48 GLbitfield64 user_varyings)
49 {
50 GLbitfield64 outputs_written = user_varyings;
51
52 if (key->copy_edgeflag) {
53 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
54 }
55
56 if (brw->gen < 6) {
57 /* Put dummy slots into the VUE for the SF to put the replaced
58 * point sprite coords in. We shouldn't need these dummy slots,
59 * which take up precious URB space, but it would mean that the SF
60 * doesn't get nice aligned pairs of input coords into output
61 * coords, which would be a pain to handle.
62 */
63 for (unsigned i = 0; i < 8; i++) {
64 if (key->point_coord_replace & (1 << i))
65 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
66 }
67
68 /* if back colors are written, allocate slots for front colors too */
69 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
70 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
71 if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
72 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
73 }
74
75 /* In order for legacy clipping to work, we need to populate the clip
76 * distance varying slots whenever clipping is enabled, even if the vertex
77 * shader doesn't write to gl_ClipDistance.
78 */
79 if (key->nr_userclip_plane_consts > 0) {
80 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
81 outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
82 }
83
84 return outputs_written;
85 }
86
87 bool
88 brw_codegen_vs_prog(struct brw_context *brw,
89 struct gl_shader_program *prog,
90 struct brw_vertex_program *vp,
91 struct brw_vs_prog_key *key)
92 {
93 const struct brw_compiler *compiler = brw->screen->compiler;
94 const struct gen_device_info *devinfo = &brw->screen->devinfo;
95 GLuint program_size;
96 const GLuint *program;
97 struct brw_vs_prog_data prog_data;
98 struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
99 void *mem_ctx;
100 struct brw_shader *vs = NULL;
101 bool start_busy = false;
102 double start_time = 0;
103
104 if (prog)
105 vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
106
107 memset(&prog_data, 0, sizeof(prog_data));
108
109 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
110 if (!prog)
111 stage_prog_data->use_alt_mode = true;
112
113 mem_ctx = ralloc_context(NULL);
114
115 brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
116 devinfo,
117 prog, &vp->program.Base,
118 &prog_data.base.base, 0);
119
120 /* Allocate the references to the uniforms that will end up in the
121 * prog_data associated with the compiled program, and which will be freed
122 * by the state cache.
123 */
124 int param_count = vp->program.Base.nir->num_uniforms / 4;
125
126 if (vs)
127 prog_data.base.base.nr_image_params = vs->base.NumImages;
128
129 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
130 * planes as uniforms.
131 */
132 param_count += key->nr_userclip_plane_consts * 4;
133
134 stage_prog_data->param =
135 rzalloc_array(NULL, const gl_constant_value *, param_count);
136 stage_prog_data->pull_param =
137 rzalloc_array(NULL, const gl_constant_value *, param_count);
138 stage_prog_data->image_param =
139 rzalloc_array(NULL, struct brw_image_param,
140 stage_prog_data->nr_image_params);
141 stage_prog_data->nr_params = param_count;
142
143 if (prog) {
144 brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
145 &prog_data.base.base,
146 compiler->scalar_stage[MESA_SHADER_VERTEX]);
147 } else {
148 brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
149 &prog_data.base.base);
150 }
151
152 uint64_t outputs_written =
153 brw_vs_outputs_written(brw, key,
154 vp->program.Base.nir->info.outputs_written);
155 prog_data.inputs_read = vp->program.Base.InputsRead;
156
157 if (key->copy_edgeflag) {
158 prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
159 }
160
161 prog_data.base.cull_distance_mask =
162 ((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
163 vp->program.Base.ClipDistanceArraySize;
164
165 brw_compute_vue_map(devinfo,
166 &prog_data.base.vue_map, outputs_written,
167 prog ? prog->SeparateShader ||
168 prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]
169 : false);
170
171 if (0) {
172 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
173 true);
174 }
175
176 if (unlikely(brw->perf_debug)) {
177 start_busy = (brw->batch.last_bo &&
178 drm_intel_bo_busy(brw->batch.last_bo));
179 start_time = get_time();
180 }
181
182 if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
183 brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
184
185 fprintf(stderr, "VS Output ");
186 brw_print_vue_map(stderr, &prog_data.base.vue_map);
187 }
188
189 int st_index = -1;
190 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
191 st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
192
193 /* Emit GEN4 code.
194 */
195 char *error_str;
196 program = brw_compile_vs(compiler, brw, mem_ctx, key,
197 &prog_data, vp->program.Base.nir,
198 brw_select_clip_planes(&brw->ctx),
199 !_mesa_is_gles3(&brw->ctx),
200 st_index, &program_size, &error_str);
201 if (program == NULL) {
202 if (prog) {
203 prog->LinkStatus = false;
204 ralloc_strcat(&prog->InfoLog, error_str);
205 }
206
207 _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
208
209 ralloc_free(mem_ctx);
210 return false;
211 }
212
213 if (unlikely(brw->perf_debug) && vs) {
214 if (vs->compiled_once) {
215 brw_vs_debug_recompile(brw, prog, key);
216 }
217 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
218 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
219 (get_time() - start_time) * 1000);
220 }
221 vs->compiled_once = true;
222 }
223
224 /* Scratch space is used for register spilling */
225 brw_alloc_stage_scratch(brw, &brw->vs.base,
226 prog_data.base.base.total_scratch,
227 devinfo->max_vs_threads);
228
229 brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
230 key, sizeof(struct brw_vs_prog_key),
231 program, program_size,
232 &prog_data, sizeof(prog_data),
233 &brw->vs.base.prog_offset, &brw->vs.base.prog_data);
234 ralloc_free(mem_ctx);
235
236 return true;
237 }
238
239 void
240 brw_vs_debug_recompile(struct brw_context *brw,
241 struct gl_shader_program *prog,
242 const struct brw_vs_prog_key *key)
243 {
244 struct brw_cache_item *c = NULL;
245 const struct brw_vs_prog_key *old_key = NULL;
246 bool found = false;
247
248 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
249
250 for (unsigned int i = 0; i < brw->cache.size; i++) {
251 for (c = brw->cache.items[i]; c; c = c->next) {
252 if (c->cache_id == BRW_CACHE_VS_PROG) {
253 old_key = c->key;
254
255 if (old_key->program_string_id == key->program_string_id)
256 break;
257 }
258 }
259 if (c)
260 break;
261 }
262
263 if (!c) {
264 perf_debug(" Didn't find previous compile in the shader cache for "
265 "debug\n");
266 return;
267 }
268
269 for (unsigned int i = 0; i < VERT_ATTRIB_MAX; i++) {
270 found |= key_debug(brw, "Vertex attrib w/a flags",
271 old_key->gl_attrib_wa_flags[i],
272 key->gl_attrib_wa_flags[i]);
273 }
274
275 found |= key_debug(brw, "legacy user clipping",
276 old_key->nr_userclip_plane_consts,
277 key->nr_userclip_plane_consts);
278
279 found |= key_debug(brw, "copy edgeflag",
280 old_key->copy_edgeflag, key->copy_edgeflag);
281 found |= key_debug(brw, "PointCoord replace",
282 old_key->point_coord_replace, key->point_coord_replace);
283 found |= key_debug(brw, "vertex color clamping",
284 old_key->clamp_vertex_color, key->clamp_vertex_color);
285
286 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
287
288 if (!found) {
289 perf_debug(" Something else\n");
290 }
291 }
292
293 static bool
294 brw_vs_state_dirty(const struct brw_context *brw)
295 {
296 return brw_state_dirty(brw,
297 _NEW_BUFFERS |
298 _NEW_LIGHT |
299 _NEW_POINT |
300 _NEW_POLYGON |
301 _NEW_TEXTURE |
302 _NEW_TRANSFORM,
303 BRW_NEW_VERTEX_PROGRAM |
304 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
305 }
306
307 void
308 brw_vs_populate_key(struct brw_context *brw,
309 struct brw_vs_prog_key *key)
310 {
311 struct gl_context *ctx = &brw->ctx;
312 /* BRW_NEW_VERTEX_PROGRAM */
313 struct brw_vertex_program *vp =
314 (struct brw_vertex_program *)brw->vertex_program;
315 struct gl_program *prog = (struct gl_program *) brw->vertex_program;
316
317 memset(key, 0, sizeof(*key));
318
319 /* Just upload the program verbatim for now. Always send it all
320 * the inputs it asks for, whether they are varying or not.
321 */
322 key->program_string_id = vp->id;
323
324 if (ctx->Transform.ClipPlanesEnabled != 0 &&
325 (ctx->API == API_OPENGL_COMPAT ||
326 ctx->API == API_OPENGLES) &&
327 vp->program.Base.ClipDistanceArraySize == 0) {
328 key->nr_userclip_plane_consts =
329 _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
330 }
331
332 if (brw->gen < 6) {
333 /* _NEW_POLYGON */
334 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
335 ctx->Polygon.BackMode != GL_FILL);
336
337 /* _NEW_POINT */
338 if (ctx->Point.PointSprite) {
339 key->point_coord_replace = ctx->Point.CoordReplace & 0xff;
340 }
341 }
342
343 if (prog->nir->info.outputs_written &
344 (VARYING_BIT_COL0 | VARYING_BIT_COL1 | VARYING_BIT_BFC0 |
345 VARYING_BIT_BFC1)) {
346 /* _NEW_LIGHT | _NEW_BUFFERS */
347 key->clamp_vertex_color = ctx->Light._ClampVertexColor;
348 }
349
350 /* _NEW_TEXTURE */
351 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
352
353 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
354 if (brw->gen < 8 && !brw->is_haswell) {
355 memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
356 sizeof(brw->vb.attrib_wa_flags));
357 }
358 }
359
360 void
361 brw_upload_vs_prog(struct brw_context *brw)
362 {
363 struct gl_context *ctx = &brw->ctx;
364 struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
365 struct brw_vs_prog_key key;
366 /* BRW_NEW_VERTEX_PROGRAM */
367 struct brw_vertex_program *vp =
368 (struct brw_vertex_program *)brw->vertex_program;
369
370 if (!brw_vs_state_dirty(brw))
371 return;
372
373 brw_vs_populate_key(brw, &key);
374
375 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
376 &key, sizeof(key),
377 &brw->vs.base.prog_offset, &brw->vs.base.prog_data)) {
378 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
379 vp, &key);
380 (void) success;
381 assert(success);
382 }
383 }
384
385 bool
386 brw_vs_precompile(struct gl_context *ctx,
387 struct gl_shader_program *shader_prog,
388 struct gl_program *prog)
389 {
390 struct brw_context *brw = brw_context(ctx);
391 struct brw_vs_prog_key key;
392 uint32_t old_prog_offset = brw->vs.base.prog_offset;
393 struct brw_stage_prog_data *old_prog_data = brw->vs.base.prog_data;
394 bool success;
395
396 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
397 struct brw_vertex_program *bvp = brw_vertex_program(vp);
398
399 memset(&key, 0, sizeof(key));
400
401 brw_setup_tex_for_precompile(brw, &key.tex, prog);
402 key.program_string_id = bvp->id;
403 key.clamp_vertex_color =
404 (prog->nir->info.outputs_written &
405 (VARYING_BIT_COL0 | VARYING_BIT_COL1 | VARYING_BIT_BFC0 |
406 VARYING_BIT_BFC1));
407
408 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
409
410 brw->vs.base.prog_offset = old_prog_offset;
411 brw->vs.base.prog_data = old_prog_data;
412
413 return success;
414 }