2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keithw@vmware.com>
33 #include "main/compiler.h"
34 #include "main/context.h"
35 #include "brw_context.h"
38 #include "brw_state.h"
39 #include "program/prog_print.h"
40 #include "program/prog_parameter.h"
42 #include "brw_program.h"
44 #include "util/ralloc.h"
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
)
52 const struct brw_compiler
*compiler
= brw
->intelScreen
->compiler
;
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
;
59 struct brw_shader
*vs
= NULL
;
60 bool start_busy
= false;
61 double start_time
= 0;
64 vs
= (struct brw_shader
*) prog
->_LinkedShaders
[MESA_SHADER_VERTEX
];
66 memset(&prog_data
, 0, sizeof(prog_data
));
68 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
70 stage_prog_data
->use_alt_mode
= true;
72 mem_ctx
= ralloc_context(NULL
);
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);
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
83 int param_count
= vp
->program
.Base
.nir
->num_uniforms
;
84 if (!compiler
->scalar_stage
[MESA_SHADER_VERTEX
])
88 prog_data
.base
.base
.nr_image_params
= vs
->base
.NumImages
;
90 /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
93 param_count
+= key
->nr_userclip_plane_consts
* 4;
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
;
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
]);
109 brw_nir_setup_arb_uniforms(vp
->program
.Base
.nir
, &vp
->program
.Base
,
110 &prog_data
.base
.base
);
113 GLbitfield64 outputs_written
= vp
->program
.Base
.OutputsWritten
;
114 prog_data
.inputs_read
= vp
->program
.Base
.InputsRead
;
116 if (key
->copy_edgeflag
) {
117 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_EDGE
);
118 prog_data
.inputs_read
|= VERT_BIT_EDGEFLAG
;
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.
128 for (i
= 0; i
< 8; i
++) {
129 if (key
->point_coord_replace
& (1 << i
))
130 outputs_written
|= BITFIELD64_BIT(VARYING_SLOT_TEX0
+ i
);
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
);
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.
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
);
149 brw_compute_vue_map(brw
->intelScreen
->devinfo
,
150 &prog_data
.base
.vue_map
, outputs_written
,
151 prog
? prog
->SeparateShader
||
152 prog
->_LinkedShaders
[MESA_SHADER_TESS_EVAL
]
156 _mesa_fprint_program_opt(stderr
, &vp
->program
.Base
, PROG_PRINT_DEBUG
,
160 if (unlikely(brw
->perf_debug
)) {
161 start_busy
= (brw
->batch
.last_bo
&&
162 drm_intel_bo_busy(brw
->batch
.last_bo
));
163 start_time
= get_time();
166 if (unlikely(INTEL_DEBUG
& DEBUG_VS
)) {
167 brw_dump_ir("vertex", prog
, vs
? &vs
->base
: NULL
, &vp
->program
.Base
);
169 fprintf(stderr
, "VS Output ");
170 brw_print_vue_map(stderr
, &prog_data
.base
.vue_map
);
174 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
)
175 st_index
= brw_get_shader_time_index(brw
, prog
, &vp
->program
.Base
, ST_VS
);
180 program
= brw_compile_vs(compiler
, brw
, mem_ctx
, key
,
181 &prog_data
, vp
->program
.Base
.nir
,
182 brw_select_clip_planes(&brw
->ctx
),
183 !_mesa_is_gles3(&brw
->ctx
),
184 st_index
, &program_size
, &error_str
);
185 if (program
== NULL
) {
187 prog
->LinkStatus
= false;
188 ralloc_strcat(&prog
->InfoLog
, error_str
);
191 _mesa_problem(NULL
, "Failed to compile vertex shader: %s\n", error_str
);
193 ralloc_free(mem_ctx
);
197 if (unlikely(brw
->perf_debug
) && vs
) {
198 if (vs
->compiled_once
) {
199 brw_vs_debug_recompile(brw
, prog
, key
);
201 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
202 perf_debug("VS compile took %.03f ms and stalled the GPU\n",
203 (get_time() - start_time
) * 1000);
205 vs
->compiled_once
= true;
208 /* Scratch space is used for register spilling */
209 if (prog_data
.base
.base
.total_scratch
) {
210 brw_get_scratch_bo(brw
, &brw
->vs
.base
.scratch_bo
,
211 prog_data
.base
.base
.total_scratch
*
212 brw
->max_vs_threads
);
215 brw_upload_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
216 key
, sizeof(struct brw_vs_prog_key
),
217 program
, program_size
,
218 &prog_data
, sizeof(prog_data
),
219 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
);
220 ralloc_free(mem_ctx
);
226 brw_vs_debug_recompile(struct brw_context
*brw
,
227 struct gl_shader_program
*prog
,
228 const struct brw_vs_prog_key
*key
)
230 struct brw_cache_item
*c
= NULL
;
231 const struct brw_vs_prog_key
*old_key
= NULL
;
234 perf_debug("Recompiling vertex shader for program %d\n", prog
->Name
);
236 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
237 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
238 if (c
->cache_id
== BRW_CACHE_VS_PROG
) {
241 if (old_key
->program_string_id
== key
->program_string_id
)
250 perf_debug(" Didn't find previous compile in the shader cache for "
255 for (unsigned int i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
256 found
|= key_debug(brw
, "Vertex attrib w/a flags",
257 old_key
->gl_attrib_wa_flags
[i
],
258 key
->gl_attrib_wa_flags
[i
]);
261 found
|= key_debug(brw
, "legacy user clipping",
262 old_key
->nr_userclip_plane_consts
,
263 key
->nr_userclip_plane_consts
);
265 found
|= key_debug(brw
, "copy edgeflag",
266 old_key
->copy_edgeflag
, key
->copy_edgeflag
);
267 found
|= key_debug(brw
, "PointCoord replace",
268 old_key
->point_coord_replace
, key
->point_coord_replace
);
269 found
|= key_debug(brw
, "vertex color clamping",
270 old_key
->clamp_vertex_color
, key
->clamp_vertex_color
);
272 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
275 perf_debug(" Something else\n");
280 brw_vs_state_dirty(struct brw_context
*brw
)
282 return brw_state_dirty(brw
,
289 BRW_NEW_VERTEX_PROGRAM
|
290 BRW_NEW_VS_ATTRIB_WORKAROUNDS
);
294 brw_vs_populate_key(struct brw_context
*brw
,
295 struct brw_vs_prog_key
*key
)
297 struct gl_context
*ctx
= &brw
->ctx
;
298 /* BRW_NEW_VERTEX_PROGRAM */
299 struct brw_vertex_program
*vp
=
300 (struct brw_vertex_program
*)brw
->vertex_program
;
301 struct gl_program
*prog
= (struct gl_program
*) brw
->vertex_program
;
304 memset(key
, 0, sizeof(*key
));
306 /* Just upload the program verbatim for now. Always send it all
307 * the inputs it asks for, whether they are varying or not.
309 key
->program_string_id
= vp
->id
;
311 if (ctx
->Transform
.ClipPlanesEnabled
!= 0 &&
312 (ctx
->API
== API_OPENGL_COMPAT
||
313 ctx
->API
== API_OPENGLES
) &&
314 vp
->program
.Base
.ClipDistanceArraySize
== 0) {
315 key
->nr_userclip_plane_consts
=
316 _mesa_logbase2(ctx
->Transform
.ClipPlanesEnabled
) + 1;
321 key
->copy_edgeflag
= (ctx
->Polygon
.FrontMode
!= GL_FILL
||
322 ctx
->Polygon
.BackMode
!= GL_FILL
);
325 if (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
326 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
)) {
327 /* _NEW_LIGHT | _NEW_BUFFERS */
328 key
->clamp_vertex_color
= ctx
->Light
._ClampVertexColor
;
332 if (brw
->gen
< 6 && ctx
->Point
.PointSprite
) {
333 for (i
= 0; i
< 8; i
++) {
334 if (ctx
->Point
.CoordReplace
[i
])
335 key
->point_coord_replace
|= (1 << i
);
340 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->vs
.base
.sampler_count
,
343 /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
344 memcpy(key
->gl_attrib_wa_flags
, brw
->vb
.attrib_wa_flags
,
345 sizeof(brw
->vb
.attrib_wa_flags
));
349 brw_upload_vs_prog(struct brw_context
*brw
)
351 struct gl_context
*ctx
= &brw
->ctx
;
352 struct gl_shader_program
**current
= ctx
->_Shader
->CurrentProgram
;
353 struct brw_vs_prog_key key
;
354 /* BRW_NEW_VERTEX_PROGRAM */
355 struct brw_vertex_program
*vp
=
356 (struct brw_vertex_program
*)brw
->vertex_program
;
358 if (!brw_vs_state_dirty(brw
))
361 brw_vs_populate_key(brw
, &key
);
363 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_VS_PROG
,
365 &brw
->vs
.base
.prog_offset
, &brw
->vs
.prog_data
)) {
366 bool success
= brw_codegen_vs_prog(brw
, current
[MESA_SHADER_VERTEX
],
371 brw
->vs
.base
.prog_data
= &brw
->vs
.prog_data
->base
.base
;
375 brw_vs_precompile(struct gl_context
*ctx
,
376 struct gl_shader_program
*shader_prog
,
377 struct gl_program
*prog
)
379 struct brw_context
*brw
= brw_context(ctx
);
380 struct brw_vs_prog_key key
;
381 uint32_t old_prog_offset
= brw
->vs
.base
.prog_offset
;
382 struct brw_vs_prog_data
*old_prog_data
= brw
->vs
.prog_data
;
385 struct gl_vertex_program
*vp
= (struct gl_vertex_program
*) prog
;
386 struct brw_vertex_program
*bvp
= brw_vertex_program(vp
);
388 memset(&key
, 0, sizeof(key
));
390 brw_setup_tex_for_precompile(brw
, &key
.tex
, prog
);
391 key
.program_string_id
= bvp
->id
;
392 key
.clamp_vertex_color
=
393 (prog
->OutputsWritten
& (VARYING_BIT_COL0
| VARYING_BIT_COL1
|
394 VARYING_BIT_BFC0
| VARYING_BIT_BFC1
));
396 success
= brw_codegen_vs_prog(brw
, shader_prog
, bvp
, &key
);
398 brw
->vs
.base
.prog_offset
= old_prog_offset
;
399 brw
->vs
.prog_data
= old_prog_data
;