i965/ivb: Flag RG32F quirk for texture gather regardless of swizzles
[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/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40
41 #include "glsl/ralloc.h"
42
43 /**
44 * Return a bitfield where bit n is set if barycentric interpolation mode n
45 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
46 */
47 static unsigned
48 brw_compute_barycentric_interp_modes(struct brw_context *brw,
49 bool shade_model_flat,
50 const struct gl_fragment_program *fprog)
51 {
52 unsigned barycentric_interp_modes = 0;
53 int attr;
54
55 /* Loop through all fragment shader inputs to figure out what interpolation
56 * modes are in use, and set the appropriate bits in
57 * barycentric_interp_modes.
58 */
59 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
60 enum glsl_interp_qualifier interp_qualifier =
61 fprog->InterpQualifier[attr];
62 bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
63 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
64
65 /* Ignore unused inputs. */
66 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
67 continue;
68
69 /* Ignore WPOS and FACE, because they don't require interpolation. */
70 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
71 continue;
72
73 /* Determine the set (or sets) of barycentric coordinates needed to
74 * interpolate this variable. Note that when
75 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
76 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
77 * for lit pixels, so we need both sets of barycentric coordinates.
78 */
79 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
80 if (is_centroid) {
81 barycentric_interp_modes |=
82 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
83 }
84 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
85 barycentric_interp_modes |=
86 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
87 }
88 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
89 (!(shade_model_flat && is_gl_Color) &&
90 interp_qualifier == INTERP_QUALIFIER_NONE)) {
91 if (is_centroid) {
92 barycentric_interp_modes |=
93 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
94 }
95 if (!is_centroid || brw->needs_unlit_centroid_workaround) {
96 barycentric_interp_modes |=
97 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
98 }
99 }
100 }
101
102 return barycentric_interp_modes;
103 }
104
105 bool
106 brw_wm_prog_data_compare(const void *in_a, const void *in_b,
107 int aux_size, const void *in_key)
108 {
109 const struct brw_wm_prog_data *a = in_a;
110 const struct brw_wm_prog_data *b = in_b;
111
112 /* Compare all the struct up to the pointers. */
113 if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
114 return false;
115
116 if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
117 return false;
118
119 if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
120 return false;
121
122 return true;
123 }
124
125 void
126 brw_wm_prog_data_free(const void *in_prog_data)
127 {
128 const struct brw_wm_prog_data *prog_data = in_prog_data;
129
130 ralloc_free((void *)prog_data->param);
131 ralloc_free((void *)prog_data->pull_param);
132 }
133
134 /**
135 * All Mesa program -> GPU code generation goes through this function.
136 * Depending on the instructions used (i.e. flow control instructions)
137 * we'll use one of two code generators.
138 */
139 bool do_wm_prog(struct brw_context *brw,
140 struct gl_shader_program *prog,
141 struct brw_fragment_program *fp,
142 struct brw_wm_prog_key *key)
143 {
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(brw, &brw->wm.base.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.base.prog_offset, &brw->wm.prog_data);
199
200 ralloc_free(c);
201
202 return true;
203 }
204
205 static bool
206 key_debug(struct brw_context *brw, 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 brw_context *brw,
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(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
225 old_key->swizzles[i], key->swizzles[i]);
226 }
227 found |= key_debug(brw, "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(brw, "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(brw, "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(brw, "GL_MESA_ycbcr texturing\n",
234 old_key->yuvtex_mask, key->yuvtex_mask);
235 found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
236 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
237 found |= key_debug(brw, "gather channel quirk on any texture unit",
238 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
239
240 return found;
241 }
242
243 void
244 brw_wm_debug_recompile(struct brw_context *brw,
245 struct gl_shader_program *prog,
246 const struct brw_wm_prog_key *key)
247 {
248 struct brw_cache_item *c = NULL;
249 const struct brw_wm_prog_key *old_key = NULL;
250 bool found = false;
251
252 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
253
254 for (unsigned int i = 0; i < brw->cache.size; i++) {
255 for (c = brw->cache.items[i]; c; c = c->next) {
256 if (c->cache_id == BRW_WM_PROG) {
257 old_key = c->key;
258
259 if (old_key->program_string_id == key->program_string_id)
260 break;
261 }
262 }
263 if (c)
264 break;
265 }
266
267 if (!c) {
268 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
269 return;
270 }
271
272 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
273 "depth write",
274 old_key->iz_lookup, key->iz_lookup);
275 found |= key_debug(brw, "depth statistics",
276 old_key->stats_wm, key->stats_wm);
277 found |= key_debug(brw, "flat shading",
278 old_key->flat_shade, key->flat_shade);
279 found |= key_debug(brw, "number of color buffers",
280 old_key->nr_color_regions, key->nr_color_regions);
281 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
282 old_key->replicate_alpha, key->replicate_alpha);
283 found |= key_debug(brw, "rendering to FBO",
284 old_key->render_to_fbo, key->render_to_fbo);
285 found |= key_debug(brw, "fragment color clamping",
286 old_key->clamp_fragment_color, key->clamp_fragment_color);
287 found |= key_debug(brw, "line smoothing",
288 old_key->line_aa, key->line_aa);
289 found |= key_debug(brw, "renderbuffer height",
290 old_key->drawable_height, key->drawable_height);
291 found |= key_debug(brw, "input slots valid",
292 old_key->input_slots_valid, key->input_slots_valid);
293
294 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
295
296 if (!found) {
297 perf_debug(" Something else\n");
298 }
299 }
300
301 void
302 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
303 const struct gl_program *prog,
304 unsigned sampler_count,
305 struct brw_sampler_prog_key_data *key)
306 {
307 struct brw_context *brw = brw_context(ctx);
308
309 for (int s = 0; s < sampler_count; s++) {
310 key->swizzles[s] = SWIZZLE_NOOP;
311
312 if (!(prog->SamplersUsed & (1 << s)))
313 continue;
314
315 int unit_id = prog->SamplerUnits[s];
316 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
317
318 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
319 const struct gl_texture_object *t = unit->_Current;
320 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
321 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
322
323 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
324 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
325 img->_BaseFormat == GL_DEPTH_STENCIL);
326
327 /* Haswell handles texture swizzling as surface format overrides
328 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
329 */
330 if (!brw->is_haswell || alpha_depth)
331 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
332
333 if (img->InternalFormat == GL_YCBCR_MESA) {
334 key->yuvtex_mask |= 1 << s;
335 if (img->TexFormat == MESA_FORMAT_YCBCR)
336 key->yuvtex_swap_mask |= 1 << s;
337 }
338
339 if (sampler->MinFilter != GL_NEAREST &&
340 sampler->MagFilter != GL_NEAREST) {
341 if (sampler->WrapS == GL_CLAMP)
342 key->gl_clamp_mask[0] |= 1 << s;
343 if (sampler->WrapT == GL_CLAMP)
344 key->gl_clamp_mask[1] |= 1 << s;
345 if (sampler->WrapR == GL_CLAMP)
346 key->gl_clamp_mask[2] |= 1 << s;
347 }
348
349 /* gather4's channel select for green from RG32F is broken;
350 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
351 if (brw->gen >= 7 && !brw->is_haswell && prog->UsesGather) {
352 if (img->InternalFormat == GL_RG32F)
353 key->gather_channel_quirk_mask |= 1 << s;
354 }
355 }
356 }
357 }
358
359 static void brw_wm_populate_key( struct brw_context *brw,
360 struct brw_wm_prog_key *key )
361 {
362 struct gl_context *ctx = &brw->ctx;
363 /* BRW_NEW_FRAGMENT_PROGRAM */
364 const struct brw_fragment_program *fp =
365 (struct brw_fragment_program *)brw->fragment_program;
366 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
367 GLuint lookup = 0;
368 GLuint line_aa;
369 bool program_uses_dfdy = fp->program.UsesDFdy;
370
371 memset(key, 0, sizeof(*key));
372
373 /* Build the index for table lookup
374 */
375 if (brw->gen < 6) {
376 /* _NEW_COLOR */
377 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
378 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
379
380 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
381 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
382
383 /* _NEW_DEPTH */
384 if (ctx->Depth.Test)
385 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
386
387 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
388 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
389
390 /* _NEW_STENCIL | _NEW_BUFFERS */
391 if (ctx->Stencil._Enabled) {
392 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
393
394 if (ctx->Stencil.WriteMask[0] ||
395 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
396 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
397 }
398 key->iz_lookup = lookup;
399 }
400
401 line_aa = AA_NEVER;
402
403 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
404 if (ctx->Line.SmoothFlag) {
405 if (brw->reduced_primitive == GL_LINES) {
406 line_aa = AA_ALWAYS;
407 }
408 else if (brw->reduced_primitive == GL_TRIANGLES) {
409 if (ctx->Polygon.FrontMode == GL_LINE) {
410 line_aa = AA_SOMETIMES;
411
412 if (ctx->Polygon.BackMode == GL_LINE ||
413 (ctx->Polygon.CullFlag &&
414 ctx->Polygon.CullFaceMode == GL_BACK))
415 line_aa = AA_ALWAYS;
416 }
417 else if (ctx->Polygon.BackMode == GL_LINE) {
418 line_aa = AA_SOMETIMES;
419
420 if ((ctx->Polygon.CullFlag &&
421 ctx->Polygon.CullFaceMode == GL_FRONT))
422 line_aa = AA_ALWAYS;
423 }
424 }
425 }
426
427 key->line_aa = line_aa;
428
429 /* _NEW_HINT */
430 if (brw->disable_derivative_optimization) {
431 key->high_quality_derivatives =
432 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
433 } else {
434 key->high_quality_derivatives =
435 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
436 }
437
438 if (brw->gen < 6)
439 key->stats_wm = brw->stats_wm;
440
441 /* _NEW_LIGHT */
442 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
443
444 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
445 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
446
447 /* _NEW_TEXTURE */
448 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
449 &key->tex);
450
451 /* _NEW_BUFFERS */
452 /*
453 * Include the draw buffer origin and height so that we can calculate
454 * fragment position values relative to the bottom left of the drawable,
455 * from the incoming screen origin relative position we get as part of our
456 * payload.
457 *
458 * This is only needed for the WM_WPOSXY opcode when the fragment program
459 * uses the gl_FragCoord input.
460 *
461 * We could avoid recompiling by including this as a constant referenced by
462 * our program, but if we were to do that it would also be nice to handle
463 * getting that constant updated at batchbuffer submit time (when we
464 * hold the lock and know where the buffer really is) rather than at emit
465 * time when we don't hold the lock and are just guessing. We could also
466 * just avoid using this as key data if the program doesn't use
467 * fragment.position.
468 *
469 * For DRI2 the origin_x/y will always be (0,0) but we still need the
470 * drawable height in order to invert the Y axis.
471 */
472 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
473 key->drawable_height = ctx->DrawBuffer->Height;
474 }
475
476 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
477 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
478 }
479
480 /* _NEW_BUFFERS */
481 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
482
483 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
484 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
485 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
486
487 /* BRW_NEW_VUE_MAP_GEOM_OUT */
488 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
489 BRW_FS_VARYING_INPUT_MASK) > 16)
490 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
491
492 /* The unique fragment program ID */
493 key->program_string_id = fp->id;
494 }
495
496
497 static void
498 brw_upload_wm_prog(struct brw_context *brw)
499 {
500 struct gl_context *ctx = &brw->ctx;
501 struct brw_wm_prog_key key;
502 struct brw_fragment_program *fp = (struct brw_fragment_program *)
503 brw->fragment_program;
504
505 brw_wm_populate_key(brw, &key);
506
507 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
508 &key, sizeof(key),
509 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
510 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
511 &key);
512 (void) success;
513 assert(success);
514 }
515 }
516
517
518 const struct brw_tracked_state brw_wm_prog = {
519 .dirty = {
520 .mesa = (_NEW_COLOR |
521 _NEW_DEPTH |
522 _NEW_STENCIL |
523 _NEW_POLYGON |
524 _NEW_LINE |
525 _NEW_HINT |
526 _NEW_LIGHT |
527 _NEW_FRAG_CLAMP |
528 _NEW_BUFFERS |
529 _NEW_TEXTURE |
530 _NEW_MULTISAMPLE),
531 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
532 BRW_NEW_REDUCED_PRIMITIVE |
533 BRW_NEW_VUE_MAP_GEOM_OUT |
534 BRW_NEW_STATS_WM)
535 },
536 .emit = brw_upload_wm_prog
537 };
538