Merge remote-tracking branch 'jekstrand/wip/i965-uniforms' into vulkan
[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 ||
152 prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]
153 : false);
154
155 if (0) {
156 _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
157 true);
158 }
159
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();
164 }
165
166 if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
167 brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
168
169 fprintf(stderr, "VS Output ");
170 brw_print_vue_map(stderr, &prog_data.base.vue_map);
171 }
172
173 int st_index = -1;
174 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
175 st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
176
177 /* Emit GEN4 code.
178 */
179 char *error_str;
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) {
186 if (prog) {
187 prog->LinkStatus = false;
188 ralloc_strcat(&prog->InfoLog, error_str);
189 }
190
191 _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
192
193 ralloc_free(mem_ctx);
194 return false;
195 }
196
197 if (unlikely(brw->perf_debug) && vs) {
198 if (vs->compiled_once) {
199 brw_vs_debug_recompile(brw, prog, key);
200 }
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);
204 }
205 vs->compiled_once = true;
206 }
207
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);
213 }
214
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);
221
222 return true;
223 }
224
225 void
226 brw_vs_debug_recompile(struct brw_context *brw,
227 struct gl_shader_program *prog,
228 const struct brw_vs_prog_key *key)
229 {
230 struct brw_cache_item *c = NULL;
231 const struct brw_vs_prog_key *old_key = NULL;
232 bool found = false;
233
234 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
235
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) {
239 old_key = c->key;
240
241 if (old_key->program_string_id == key->program_string_id)
242 break;
243 }
244 }
245 if (c)
246 break;
247 }
248
249 if (!c) {
250 perf_debug(" Didn't find previous compile in the shader cache for "
251 "debug\n");
252 return;
253 }
254
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]);
259 }
260
261 found |= key_debug(brw, "legacy user clipping",
262 old_key->nr_userclip_plane_consts,
263 key->nr_userclip_plane_consts);
264
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);
271
272 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
273
274 if (!found) {
275 perf_debug(" Something else\n");
276 }
277 }
278
279 static bool
280 brw_vs_state_dirty(struct brw_context *brw)
281 {
282 return brw_state_dirty(brw,
283 _NEW_BUFFERS |
284 _NEW_LIGHT |
285 _NEW_POINT |
286 _NEW_POLYGON |
287 _NEW_TEXTURE |
288 _NEW_TRANSFORM,
289 BRW_NEW_VERTEX_PROGRAM |
290 BRW_NEW_VS_ATTRIB_WORKAROUNDS);
291 }
292
293 static void
294 brw_vs_populate_key(struct brw_context *brw,
295 struct brw_vs_prog_key *key)
296 {
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;
302 int i;
303
304 memset(key, 0, sizeof(*key));
305
306 /* Just upload the program verbatim for now. Always send it all
307 * the inputs it asks for, whether they are varying or not.
308 */
309 key->program_string_id = vp->id;
310
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;
317 }
318
319 /* _NEW_POLYGON */
320 if (brw->gen < 6) {
321 key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
322 ctx->Polygon.BackMode != GL_FILL);
323 }
324
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;
329 }
330
331 /* _NEW_POINT */
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);
336 }
337 }
338
339 /* _NEW_TEXTURE */
340 brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
341 &key->tex);
342
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));
346 }
347
348 void
349 brw_upload_vs_prog(struct brw_context *brw)
350 {
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;
357
358 if (!brw_vs_state_dirty(brw))
359 return;
360
361 brw_vs_populate_key(brw, &key);
362
363 if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
364 &key, sizeof(key),
365 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
366 bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
367 vp, &key);
368 (void) success;
369 assert(success);
370 }
371 brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
372 }
373
374 bool
375 brw_vs_precompile(struct gl_context *ctx,
376 struct gl_shader_program *shader_prog,
377 struct gl_program *prog)
378 {
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;
383 bool success;
384
385 struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
386 struct brw_vertex_program *bvp = brw_vertex_program(vp);
387
388 memset(&key, 0, sizeof(key));
389
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));
395
396 success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
397
398 brw->vs.base.prog_offset = old_prog_offset;
399 brw->vs.prog_data = old_prog_data;
400
401 return success;
402 }