i965: fix alpha test for MRT
[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 (http://www.tungstengraphics.com) 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 <keith@tungstengraphics.com>
30 */
31
32 #include "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/formats.h"
36 #include "main/fbobject.h"
37 #include "main/samplerobj.h"
38 #include "program/prog_parameter.h"
39
40 #include "glsl/ralloc.h"
41
42 /**
43 * Return a bitfield where bit n is set if barycentric interpolation mode n
44 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
45 */
46 static unsigned
47 brw_compute_barycentric_interp_modes(struct brw_context *brw,
48 bool shade_model_flat,
49 const struct gl_fragment_program *fprog)
50 {
51 unsigned barycentric_interp_modes = 0;
52 int attr;
53
54 /* Loop through all fragment shader inputs to figure out what interpolation
55 * modes are in use, and set the appropriate bits in
56 * barycentric_interp_modes.
57 */
58 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
59 enum glsl_interp_qualifier interp_qualifier =
60 fprog->InterpQualifier[attr];
61 bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
62 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
63
64 /* Ignore unused inputs. */
65 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
66 continue;
67
68 /* Ignore WPOS and FACE, because they don't require interpolation. */
69 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
70 continue;
71
72 /* Determine the set (or sets) of barycentric coordinates needed to
73 * interpolate this variable. Note that when
74 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
75 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
76 * for lit pixels, so we need both sets of barycentric coordinates.
77 */
78 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
79 if (is_centroid) {
80 barycentric_interp_modes |=
81 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
82 }
83 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
84 barycentric_interp_modes |=
85 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
86 }
87 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
88 (!(shade_model_flat && is_gl_Color) &&
89 interp_qualifier == INTERP_QUALIFIER_NONE)) {
90 if (is_centroid) {
91 barycentric_interp_modes |=
92 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
93 }
94 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
95 barycentric_interp_modes |=
96 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
97 }
98 }
99 }
100
101 return barycentric_interp_modes;
102 }
103
104 bool
105 brw_wm_prog_data_compare(const void *in_a, const void *in_b,
106 int aux_size, const void *in_key)
107 {
108 const struct brw_wm_prog_data *a = in_a;
109 const struct brw_wm_prog_data *b = in_b;
110
111 /* Compare all the struct up to the pointers. */
112 if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
113 return false;
114
115 if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
116 return false;
117
118 if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
119 return false;
120
121 return true;
122 }
123
124 void
125 brw_wm_prog_data_free(const void *in_prog_data)
126 {
127 const struct brw_wm_prog_data *prog_data = in_prog_data;
128
129 ralloc_free((void *)prog_data->param);
130 ralloc_free((void *)prog_data->pull_param);
131 }
132
133 /**
134 * All Mesa program -> GPU code generation goes through this function.
135 * Depending on the instructions used (i.e. flow control instructions)
136 * we'll use one of two code generators.
137 */
138 bool do_wm_prog(struct brw_context *brw,
139 struct gl_shader_program *prog,
140 struct brw_fragment_program *fp,
141 struct brw_wm_prog_key *key)
142 {
143 struct intel_context *intel = &brw->intel;
144 struct brw_wm_compile *c;
145 const GLuint *program;
146 struct gl_shader *fs = NULL;
147 GLuint program_size;
148
149 if (prog)
150 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
151
152 c = rzalloc(NULL, struct brw_wm_compile);
153
154 /* Allocate the references to the uniforms that will end up in the
155 * prog_data associated with the compiled program, and which will be freed
156 * by the state cache.
157 */
158 int param_count;
159 if (fs) {
160 param_count = fs->num_uniform_components;
161 } else {
162 param_count = fp->program.Base.Parameters->NumParameters * 4;
163 }
164 /* The backend also sometimes adds params for texture size. */
165 param_count += 2 * BRW_MAX_TEX_UNIT;
166 c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
167 c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
168
169 memcpy(&c->key, key, sizeof(*key));
170
171 c->prog_data.barycentric_interp_modes =
172 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
173 &fp->program);
174
175 program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
176 if (program == NULL)
177 return false;
178
179 /* Scratch space is used for register spilling */
180 if (c->last_scratch) {
181 perf_debug("Fragment shader triggered register spilling. "
182 "Try reducing the number of live scalar values to "
183 "improve performance.\n");
184
185 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
186
187 brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
188 c->prog_data.total_scratch * brw->max_wm_threads);
189 }
190
191 if (unlikely(INTEL_DEBUG & DEBUG_WM))
192 fprintf(stderr, "\n");
193
194 brw_upload_cache(&brw->cache, BRW_WM_PROG,
195 &c->key, sizeof(c->key),
196 program, program_size,
197 &c->prog_data, sizeof(c->prog_data),
198 &brw->wm.prog_offset, &brw->wm.prog_data);
199
200 ralloc_free(c);
201
202 return true;
203 }
204
205 static bool
206 key_debug(struct intel_context *intel, const char *name, int a, int b)
207 {
208 if (a != b) {
209 perf_debug(" %s %d->%d\n", name, a, b);
210 return true;
211 } else {
212 return false;
213 }
214 }
215
216 bool
217 brw_debug_recompile_sampler_key(struct intel_context *intel,
218 const struct brw_sampler_prog_key_data *old_key,
219 const struct brw_sampler_prog_key_data *key)
220 {
221 bool found = false;
222
223 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
224 found |= key_debug(intel, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
225 old_key->swizzles[i], key->swizzles[i]);
226 }
227 found |= key_debug(intel, "GL_CLAMP enabled on any texture unit's 1st coordinate",
228 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
229 found |= key_debug(intel, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
230 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
231 found |= key_debug(intel, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
232 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
233 found |= key_debug(intel, "GL_MESA_ycbcr texturing\n",
234 old_key->yuvtex_mask, key->yuvtex_mask);
235 found |= key_debug(intel, "GL_MESA_ycbcr UV swapping\n",
236 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
237
238 return found;
239 }
240
241 void
242 brw_wm_debug_recompile(struct brw_context *brw,
243 struct gl_shader_program *prog,
244 const struct brw_wm_prog_key *key)
245 {
246 struct intel_context *intel = &brw->intel;
247 struct brw_cache_item *c = NULL;
248 const struct brw_wm_prog_key *old_key = NULL;
249 bool found = false;
250
251 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
252
253 for (unsigned int i = 0; i < brw->cache.size; i++) {
254 for (c = brw->cache.items[i]; c; c = c->next) {
255 if (c->cache_id == BRW_WM_PROG) {
256 old_key = c->key;
257
258 if (old_key->program_string_id == key->program_string_id)
259 break;
260 }
261 }
262 if (c)
263 break;
264 }
265
266 if (!c) {
267 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
268 return;
269 }
270
271 found |= key_debug(intel, "alphatest, computed depth, depth test, or "
272 "depth write",
273 old_key->iz_lookup, key->iz_lookup);
274 found |= key_debug(intel, "depth statistics",
275 old_key->stats_wm, key->stats_wm);
276 found |= key_debug(intel, "flat shading",
277 old_key->flat_shade, key->flat_shade);
278 found |= key_debug(intel, "number of color buffers",
279 old_key->nr_color_regions, key->nr_color_regions);
280 found |= key_debug(intel, "MRT alpha test or alpha-to-coverage",
281 old_key->replicate_alpha, key->replicate_alpha);
282 found |= key_debug(intel, "rendering to FBO",
283 old_key->render_to_fbo, key->render_to_fbo);
284 found |= key_debug(intel, "fragment color clamping",
285 old_key->clamp_fragment_color, key->clamp_fragment_color);
286 found |= key_debug(intel, "line smoothing",
287 old_key->line_aa, key->line_aa);
288 found |= key_debug(intel, "renderbuffer height",
289 old_key->drawable_height, key->drawable_height);
290 found |= key_debug(intel, "input slots valid",
291 old_key->input_slots_valid, key->input_slots_valid);
292
293 found |= brw_debug_recompile_sampler_key(intel, &old_key->tex, &key->tex);
294
295 if (!found) {
296 perf_debug(" Something else\n");
297 }
298 }
299
300 void
301 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
302 const struct gl_program *prog,
303 struct brw_sampler_prog_key_data *key)
304 {
305 struct intel_context *intel = intel_context(ctx);
306
307 for (int s = 0; s < MAX_SAMPLERS; s++) {
308 key->swizzles[s] = SWIZZLE_NOOP;
309
310 if (!(prog->SamplersUsed & (1 << s)))
311 continue;
312
313 int unit_id = prog->SamplerUnits[s];
314 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
315
316 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
317 const struct gl_texture_object *t = unit->_Current;
318 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
319 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
320
321 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
322 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
323 img->_BaseFormat == GL_DEPTH_STENCIL);
324
325 /* Haswell handles texture swizzling as surface format overrides
326 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
327 */
328 if (!intel->is_haswell || alpha_depth)
329 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
330
331 if (img->InternalFormat == GL_YCBCR_MESA) {
332 key->yuvtex_mask |= 1 << s;
333 if (img->TexFormat == MESA_FORMAT_YCBCR)
334 key->yuvtex_swap_mask |= 1 << s;
335 }
336
337 if (sampler->MinFilter != GL_NEAREST &&
338 sampler->MagFilter != GL_NEAREST) {
339 if (sampler->WrapS == GL_CLAMP)
340 key->gl_clamp_mask[0] |= 1 << s;
341 if (sampler->WrapT == GL_CLAMP)
342 key->gl_clamp_mask[1] |= 1 << s;
343 if (sampler->WrapR == GL_CLAMP)
344 key->gl_clamp_mask[2] |= 1 << s;
345 }
346 }
347 }
348 }
349
350 static void brw_wm_populate_key( struct brw_context *brw,
351 struct brw_wm_prog_key *key )
352 {
353 struct gl_context *ctx = &brw->intel.ctx;
354 struct intel_context *intel = &brw->intel;
355 /* BRW_NEW_FRAGMENT_PROGRAM */
356 const struct brw_fragment_program *fp =
357 (struct brw_fragment_program *)brw->fragment_program;
358 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
359 GLuint lookup = 0;
360 GLuint line_aa;
361 bool program_uses_dfdy = fp->program.UsesDFdy;
362
363 memset(key, 0, sizeof(*key));
364
365 /* Build the index for table lookup
366 */
367 if (intel->gen < 6) {
368 /* _NEW_COLOR */
369 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
370 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
371
372 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
373 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
374
375 /* _NEW_DEPTH */
376 if (ctx->Depth.Test)
377 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
378
379 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
380 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
381
382 /* _NEW_STENCIL | _NEW_BUFFERS */
383 if (ctx->Stencil._Enabled) {
384 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
385
386 if (ctx->Stencil.WriteMask[0] ||
387 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
388 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
389 }
390 key->iz_lookup = lookup;
391 }
392
393 line_aa = AA_NEVER;
394
395 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
396 if (ctx->Line.SmoothFlag) {
397 if (brw->intel.reduced_primitive == GL_LINES) {
398 line_aa = AA_ALWAYS;
399 }
400 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
401 if (ctx->Polygon.FrontMode == GL_LINE) {
402 line_aa = AA_SOMETIMES;
403
404 if (ctx->Polygon.BackMode == GL_LINE ||
405 (ctx->Polygon.CullFlag &&
406 ctx->Polygon.CullFaceMode == GL_BACK))
407 line_aa = AA_ALWAYS;
408 }
409 else if (ctx->Polygon.BackMode == GL_LINE) {
410 line_aa = AA_SOMETIMES;
411
412 if ((ctx->Polygon.CullFlag &&
413 ctx->Polygon.CullFaceMode == GL_FRONT))
414 line_aa = AA_ALWAYS;
415 }
416 }
417 }
418
419 key->line_aa = line_aa;
420
421 if (intel->gen < 6)
422 key->stats_wm = brw->intel.stats_wm;
423
424 /* _NEW_LIGHT */
425 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
426
427 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
428 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
429
430 /* _NEW_TEXTURE */
431 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
432
433 /* _NEW_BUFFERS */
434 /*
435 * Include the draw buffer origin and height so that we can calculate
436 * fragment position values relative to the bottom left of the drawable,
437 * from the incoming screen origin relative position we get as part of our
438 * payload.
439 *
440 * This is only needed for the WM_WPOSXY opcode when the fragment program
441 * uses the gl_FragCoord input.
442 *
443 * We could avoid recompiling by including this as a constant referenced by
444 * our program, but if we were to do that it would also be nice to handle
445 * getting that constant updated at batchbuffer submit time (when we
446 * hold the lock and know where the buffer really is) rather than at emit
447 * time when we don't hold the lock and are just guessing. We could also
448 * just avoid using this as key data if the program doesn't use
449 * fragment.position.
450 *
451 * For DRI2 the origin_x/y will always be (0,0) but we still need the
452 * drawable height in order to invert the Y axis.
453 */
454 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
455 key->drawable_height = ctx->DrawBuffer->Height;
456 }
457
458 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
459 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
460 }
461
462 /* _NEW_BUFFERS */
463 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
464
465 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
466 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
467 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
468
469 /* BRW_NEW_VUE_MAP_GEOM_OUT */
470 if (intel->gen < 6)
471 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
472
473 /* The unique fragment program ID */
474 key->program_string_id = fp->id;
475 }
476
477
478 static void
479 brw_upload_wm_prog(struct brw_context *brw)
480 {
481 struct intel_context *intel = &brw->intel;
482 struct gl_context *ctx = &intel->ctx;
483 struct brw_wm_prog_key key;
484 struct brw_fragment_program *fp = (struct brw_fragment_program *)
485 brw->fragment_program;
486
487 brw_wm_populate_key(brw, &key);
488
489 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
490 &key, sizeof(key),
491 &brw->wm.prog_offset, &brw->wm.prog_data)) {
492 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
493 &key);
494 (void) success;
495 assert(success);
496 }
497 }
498
499
500 const struct brw_tracked_state brw_wm_prog = {
501 .dirty = {
502 .mesa = (_NEW_COLOR |
503 _NEW_DEPTH |
504 _NEW_STENCIL |
505 _NEW_POLYGON |
506 _NEW_LINE |
507 _NEW_LIGHT |
508 _NEW_FRAG_CLAMP |
509 _NEW_BUFFERS |
510 _NEW_TEXTURE |
511 _NEW_MULTISAMPLE),
512 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
513 BRW_NEW_REDUCED_PRIMITIVE |
514 BRW_NEW_VUE_MAP_GEOM_OUT |
515 BRW_NEW_STATS_WM)
516 },
517 .emit = brw_upload_wm_prog
518 };
519