s/Tungsten Graphics/VMware/
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.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 #include "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40 #include "program/program.h"
41 #include "intel_mipmap_tree.h"
42
43 #include "glsl/ralloc.h"
44
45 /**
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
48 */
49 static unsigned
50 brw_compute_barycentric_interp_modes(struct brw_context *brw,
51 bool shade_model_flat,
52 const struct gl_fragment_program *fprog)
53 {
54 unsigned barycentric_interp_modes = 0;
55 int attr;
56
57 /* Loop through all fragment shader inputs to figure out what interpolation
58 * modes are in use, and set the appropriate bits in
59 * barycentric_interp_modes.
60 */
61 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
62 enum glsl_interp_qualifier interp_qualifier =
63 fprog->InterpQualifier[attr];
64 bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
65 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
66
67 /* Ignore unused inputs. */
68 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
69 continue;
70
71 /* Ignore WPOS and FACE, because they don't require interpolation. */
72 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
73 continue;
74
75 /* Determine the set (or sets) of barycentric coordinates needed to
76 * interpolate this variable. Note that when
77 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
78 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
79 * for lit pixels, so we need both sets of barycentric coordinates.
80 */
81 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
82 if (is_centroid) {
83 barycentric_interp_modes |=
84 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
85 }
86 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
89 }
90 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
91 (!(shade_model_flat && is_gl_Color) &&
92 interp_qualifier == INTERP_QUALIFIER_NONE)) {
93 if (is_centroid) {
94 barycentric_interp_modes |=
95 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
96 }
97 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
98 barycentric_interp_modes |=
99 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
100 }
101 }
102 }
103
104 return barycentric_interp_modes;
105 }
106
107 bool
108 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
109 {
110 const struct brw_wm_prog_data *a = in_a;
111 const struct brw_wm_prog_data *b = in_b;
112
113 /* Compare all the struct (including the base) up to the pointers. */
114 if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
115 return false;
116
117 if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
118 return false;
119
120 if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
121 return false;
122
123 return true;
124 }
125
126 void
127 brw_wm_prog_data_free(const void *in_prog_data)
128 {
129 const struct brw_wm_prog_data *prog_data = in_prog_data;
130
131 ralloc_free((void *)prog_data->param);
132 ralloc_free((void *)prog_data->pull_param);
133 }
134
135 /**
136 * All Mesa program -> GPU code generation goes through this function.
137 * Depending on the instructions used (i.e. flow control instructions)
138 * we'll use one of two code generators.
139 */
140 bool do_wm_prog(struct brw_context *brw,
141 struct gl_shader_program *prog,
142 struct brw_fragment_program *fp,
143 struct brw_wm_prog_key *key)
144 {
145 struct brw_wm_compile *c;
146 const GLuint *program;
147 struct gl_shader *fs = NULL;
148 GLuint program_size;
149
150 if (prog)
151 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
152
153 c = rzalloc(NULL, struct brw_wm_compile);
154
155 /* Allocate the references to the uniforms that will end up in the
156 * prog_data associated with the compiled program, and which will be freed
157 * by the state cache.
158 */
159 int param_count;
160 if (fs) {
161 param_count = fs->num_uniform_components;
162 } else {
163 param_count = fp->program.Base.Parameters->NumParameters * 4;
164 }
165 /* The backend also sometimes adds params for texture size. */
166 param_count += 2 * BRW_MAX_TEX_UNIT;
167 c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
168 c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
169
170 memcpy(&c->key, key, sizeof(*key));
171
172 c->prog_data.barycentric_interp_modes =
173 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
174 &fp->program);
175
176 program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
177 if (program == NULL)
178 return false;
179
180 /* Scratch space is used for register spilling */
181 if (c->last_scratch) {
182 perf_debug("Fragment shader triggered register spilling. "
183 "Try reducing the number of live scalar values to "
184 "improve performance.\n");
185
186 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
187
188 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
189 c->prog_data.total_scratch * brw->max_wm_threads);
190 }
191
192 if (unlikely(INTEL_DEBUG & DEBUG_WM))
193 fprintf(stderr, "\n");
194
195 brw_upload_cache(&brw->cache, BRW_WM_PROG,
196 &c->key, sizeof(c->key),
197 program, program_size,
198 &c->prog_data, sizeof(c->prog_data),
199 &brw->wm.base.prog_offset, &brw->wm.prog_data);
200
201 ralloc_free(c);
202
203 return true;
204 }
205
206 static bool
207 key_debug(struct brw_context *brw, const char *name, int a, int b)
208 {
209 if (a != b) {
210 perf_debug(" %s %d->%d\n", name, a, b);
211 return true;
212 } else {
213 return false;
214 }
215 }
216
217 bool
218 brw_debug_recompile_sampler_key(struct brw_context *brw,
219 const struct brw_sampler_prog_key_data *old_key,
220 const struct brw_sampler_prog_key_data *key)
221 {
222 bool found = false;
223
224 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
225 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
226 old_key->swizzles[i], key->swizzles[i]);
227 }
228 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
229 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
230 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
231 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
232 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
233 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
234 found |= key_debug(brw, "GL_MESA_ycbcr texturing\n",
235 old_key->yuvtex_mask, key->yuvtex_mask);
236 found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
237 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
238 found |= key_debug(brw, "gather channel quirk on any texture unit",
239 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
240
241 return found;
242 }
243
244 void
245 brw_wm_debug_recompile(struct brw_context *brw,
246 struct gl_shader_program *prog,
247 const struct brw_wm_prog_key *key)
248 {
249 struct brw_cache_item *c = NULL;
250 const struct brw_wm_prog_key *old_key = NULL;
251 bool found = false;
252
253 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
254
255 for (unsigned int i = 0; i < brw->cache.size; i++) {
256 for (c = brw->cache.items[i]; c; c = c->next) {
257 if (c->cache_id == BRW_WM_PROG) {
258 old_key = c->key;
259
260 if (old_key->program_string_id == key->program_string_id)
261 break;
262 }
263 }
264 if (c)
265 break;
266 }
267
268 if (!c) {
269 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
270 return;
271 }
272
273 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
274 "depth write",
275 old_key->iz_lookup, key->iz_lookup);
276 found |= key_debug(brw, "depth statistics",
277 old_key->stats_wm, key->stats_wm);
278 found |= key_debug(brw, "flat shading",
279 old_key->flat_shade, key->flat_shade);
280 found |= key_debug(brw, "number of color buffers",
281 old_key->nr_color_regions, key->nr_color_regions);
282 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
283 old_key->replicate_alpha, key->replicate_alpha);
284 found |= key_debug(brw, "rendering to FBO",
285 old_key->render_to_fbo, key->render_to_fbo);
286 found |= key_debug(brw, "fragment color clamping",
287 old_key->clamp_fragment_color, key->clamp_fragment_color);
288 found |= key_debug(brw, "line smoothing",
289 old_key->line_aa, key->line_aa);
290 found |= key_debug(brw, "renderbuffer height",
291 old_key->drawable_height, key->drawable_height);
292 found |= key_debug(brw, "input slots valid",
293 old_key->input_slots_valid, key->input_slots_valid);
294 found |= key_debug(brw, "mrt alpha test function",
295 old_key->alpha_test_func, key->alpha_test_func);
296 found |= key_debug(brw, "mrt alpha test reference value",
297 old_key->alpha_test_ref, key->alpha_test_ref);
298
299 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
300
301 if (!found) {
302 perf_debug(" Something else\n");
303 }
304 }
305
306 void
307 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
308 const struct gl_program *prog,
309 unsigned sampler_count,
310 struct brw_sampler_prog_key_data *key)
311 {
312 struct brw_context *brw = brw_context(ctx);
313
314 for (int s = 0; s < sampler_count; s++) {
315 key->swizzles[s] = SWIZZLE_NOOP;
316
317 if (!(prog->SamplersUsed & (1 << s)))
318 continue;
319
320 int unit_id = prog->SamplerUnits[s];
321 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
322
323 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
324 const struct gl_texture_object *t = unit->_Current;
325 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
326 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
327
328 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
329 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
330 img->_BaseFormat == GL_DEPTH_STENCIL);
331
332 /* Haswell handles texture swizzling as surface format overrides
333 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
334 */
335 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
336 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
337
338 if (img->InternalFormat == GL_YCBCR_MESA) {
339 key->yuvtex_mask |= 1 << s;
340 if (img->TexFormat == MESA_FORMAT_YCBCR)
341 key->yuvtex_swap_mask |= 1 << s;
342 }
343
344 if (sampler->MinFilter != GL_NEAREST &&
345 sampler->MagFilter != GL_NEAREST) {
346 if (sampler->WrapS == GL_CLAMP)
347 key->gl_clamp_mask[0] |= 1 << s;
348 if (sampler->WrapT == GL_CLAMP)
349 key->gl_clamp_mask[1] |= 1 << s;
350 if (sampler->WrapR == GL_CLAMP)
351 key->gl_clamp_mask[2] |= 1 << s;
352 }
353
354 /* gather4's channel select for green from RG32F is broken;
355 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
356 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
357 if (img->InternalFormat == GL_RG32F)
358 key->gather_channel_quirk_mask |= 1 << s;
359 }
360
361 /* If this is a multisample sampler, and uses the CMS MSAA layout,
362 * then we need to emit slightly different code to first sample the
363 * MCS surface.
364 */
365 struct intel_texture_object *intel_tex =
366 intel_texture_object((struct gl_texture_object *)t);
367
368 if (brw->gen >= 7 &&
369 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
370 key->compressed_multisample_layout_mask |= 1 << s;
371 }
372 }
373 }
374 }
375
376 static void brw_wm_populate_key( struct brw_context *brw,
377 struct brw_wm_prog_key *key )
378 {
379 struct gl_context *ctx = &brw->ctx;
380 /* BRW_NEW_FRAGMENT_PROGRAM */
381 const struct brw_fragment_program *fp =
382 (struct brw_fragment_program *)brw->fragment_program;
383 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
384 GLuint lookup = 0;
385 GLuint line_aa;
386 bool program_uses_dfdy = fp->program.UsesDFdy;
387 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
388
389 memset(key, 0, sizeof(*key));
390
391 /* Build the index for table lookup
392 */
393 if (brw->gen < 6) {
394 /* _NEW_COLOR */
395 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
396 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
397
398 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
399 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
400
401 /* _NEW_DEPTH */
402 if (ctx->Depth.Test)
403 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
404
405 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
406 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
407
408 /* _NEW_STENCIL | _NEW_BUFFERS */
409 if (ctx->Stencil._Enabled) {
410 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
411
412 if (ctx->Stencil.WriteMask[0] ||
413 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
414 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
415 }
416 key->iz_lookup = lookup;
417 }
418
419 line_aa = AA_NEVER;
420
421 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
422 if (ctx->Line.SmoothFlag) {
423 if (brw->reduced_primitive == GL_LINES) {
424 line_aa = AA_ALWAYS;
425 }
426 else if (brw->reduced_primitive == GL_TRIANGLES) {
427 if (ctx->Polygon.FrontMode == GL_LINE) {
428 line_aa = AA_SOMETIMES;
429
430 if (ctx->Polygon.BackMode == GL_LINE ||
431 (ctx->Polygon.CullFlag &&
432 ctx->Polygon.CullFaceMode == GL_BACK))
433 line_aa = AA_ALWAYS;
434 }
435 else if (ctx->Polygon.BackMode == GL_LINE) {
436 line_aa = AA_SOMETIMES;
437
438 if ((ctx->Polygon.CullFlag &&
439 ctx->Polygon.CullFaceMode == GL_FRONT))
440 line_aa = AA_ALWAYS;
441 }
442 }
443 }
444
445 key->line_aa = line_aa;
446
447 /* _NEW_HINT */
448 if (brw->disable_derivative_optimization) {
449 key->high_quality_derivatives =
450 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
451 } else {
452 key->high_quality_derivatives =
453 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
454 }
455
456 if (brw->gen < 6)
457 key->stats_wm = brw->stats_wm;
458
459 /* _NEW_LIGHT */
460 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
461
462 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
463 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
464
465 /* _NEW_TEXTURE */
466 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
467 &key->tex);
468
469 /* _NEW_BUFFERS */
470 /*
471 * Include the draw buffer origin and height so that we can calculate
472 * fragment position values relative to the bottom left of the drawable,
473 * from the incoming screen origin relative position we get as part of our
474 * payload.
475 *
476 * This is only needed for the WM_WPOSXY opcode when the fragment program
477 * uses the gl_FragCoord input.
478 *
479 * We could avoid recompiling by including this as a constant referenced by
480 * our program, but if we were to do that it would also be nice to handle
481 * getting that constant updated at batchbuffer submit time (when we
482 * hold the lock and know where the buffer really is) rather than at emit
483 * time when we don't hold the lock and are just guessing. We could also
484 * just avoid using this as key data if the program doesn't use
485 * fragment.position.
486 *
487 * For DRI2 the origin_x/y will always be (0,0) but we still need the
488 * drawable height in order to invert the Y axis.
489 */
490 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
491 key->drawable_height = ctx->DrawBuffer->Height;
492 }
493
494 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
495 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
496 }
497
498 /* _NEW_BUFFERS */
499 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
500
501 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
502 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
503 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
504
505 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
506 key->compute_pos_offset =
507 _mesa_get_min_invocations_per_fragment(ctx, &fp->program) > 1 &&
508 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
509
510 key->compute_sample_id =
511 multisample_fbo &&
512 ctx->Multisample.Enabled &&
513 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
514
515 /* BRW_NEW_VUE_MAP_GEOM_OUT */
516 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
517 BRW_FS_VARYING_INPUT_MASK) > 16)
518 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
519
520
521 /* _NEW_COLOR | _NEW_BUFFERS */
522 /* Pre-gen6, the hardware alpha test always used each render
523 * target's alpha to do alpha test, as opposed to render target 0's alpha
524 * like GL requires. Fix that by building the alpha test into the
525 * shader, and we'll skip enabling the fixed function alpha test.
526 */
527 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
528 key->alpha_test_func = ctx->Color.AlphaFunc;
529 key->alpha_test_ref = ctx->Color.AlphaRef;
530 }
531
532 /* The unique fragment program ID */
533 key->program_string_id = fp->id;
534 }
535
536
537 static void
538 brw_upload_wm_prog(struct brw_context *brw)
539 {
540 struct gl_context *ctx = &brw->ctx;
541 struct brw_wm_prog_key key;
542 struct brw_fragment_program *fp = (struct brw_fragment_program *)
543 brw->fragment_program;
544
545 brw_wm_populate_key(brw, &key);
546
547 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
548 &key, sizeof(key),
549 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
550 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
551 &key);
552 (void) success;
553 assert(success);
554 }
555 brw->wm.base.prog_data = &brw->wm.prog_data->base;
556 }
557
558
559 const struct brw_tracked_state brw_wm_prog = {
560 .dirty = {
561 .mesa = (_NEW_COLOR |
562 _NEW_DEPTH |
563 _NEW_STENCIL |
564 _NEW_POLYGON |
565 _NEW_LINE |
566 _NEW_HINT |
567 _NEW_LIGHT |
568 _NEW_FRAG_CLAMP |
569 _NEW_BUFFERS |
570 _NEW_TEXTURE |
571 _NEW_MULTISAMPLE),
572 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
573 BRW_NEW_REDUCED_PRIMITIVE |
574 BRW_NEW_VUE_MAP_GEOM_OUT |
575 BRW_NEW_STATS_WM)
576 },
577 .emit = brw_upload_wm_prog
578 };
579