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