i965: Use GL_RED for DEPTH_TEXTURE_MODE in ES 3.0 for unsized formats.
[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 < FRAG_ATTRIB_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 == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_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 == FRAG_ATTRIB_WPOS || attr == FRAG_ATTRIB_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(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(const struct brw_sampler_prog_key_data *old_key,
218 const struct brw_sampler_prog_key_data *key)
219 {
220 bool found = false;
221
222 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
223 found |= key_debug("EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
224 old_key->swizzles[i], key->swizzles[i]);
225 }
226 found |= key_debug("GL_CLAMP enabled on any texture unit's 1st coordinate",
227 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
228 found |= key_debug("GL_CLAMP enabled on any texture unit's 2nd coordinate",
229 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
230 found |= key_debug("GL_CLAMP enabled on any texture unit's 3rd coordinate",
231 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
232 found |= key_debug("GL_MESA_ycbcr texturing\n",
233 old_key->yuvtex_mask, key->yuvtex_mask);
234 found |= key_debug("GL_MESA_ycbcr UV swapping\n",
235 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
236
237 return found;
238 }
239
240 void
241 brw_wm_debug_recompile(struct brw_context *brw,
242 struct gl_shader_program *prog,
243 const struct brw_wm_prog_key *key)
244 {
245 struct brw_cache_item *c = NULL;
246 const struct brw_wm_prog_key *old_key = NULL;
247 bool found = false;
248
249 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
250
251 for (unsigned int i = 0; i < brw->cache.size; i++) {
252 for (c = brw->cache.items[i]; c; c = c->next) {
253 if (c->cache_id == BRW_WM_PROG) {
254 old_key = c->key;
255
256 if (old_key->program_string_id == key->program_string_id)
257 break;
258 }
259 }
260 if (c)
261 break;
262 }
263
264 if (!c) {
265 perf_debug(" Didn't find previous compile in the shader cache for "
266 "debug\n");
267 return;
268 }
269
270 found |= key_debug("alphatest, computed depth, depth test, or depth write",
271 old_key->iz_lookup, key->iz_lookup);
272 found |= key_debug("depth statistics", old_key->stats_wm, key->stats_wm);
273 found |= key_debug("flat shading", old_key->flat_shade, key->flat_shade);
274 found |= key_debug("number of color buffers", old_key->nr_color_regions, key->nr_color_regions);
275 found |= key_debug("sample alpha to coverage", old_key->sample_alpha_to_coverage, key->sample_alpha_to_coverage);
276 found |= key_debug("rendering to FBO", old_key->render_to_fbo, key->render_to_fbo);
277 found |= key_debug("fragment color clamping", old_key->clamp_fragment_color, key->clamp_fragment_color);
278 found |= key_debug("line smoothing", old_key->line_aa, key->line_aa);
279 found |= key_debug("proj_attrib_mask", old_key->proj_attrib_mask, key->proj_attrib_mask);
280 found |= key_debug("renderbuffer height", old_key->drawable_height, key->drawable_height);
281 found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written);
282
283 found |= brw_debug_recompile_sampler_key(&old_key->tex, &key->tex);
284
285 if (!found) {
286 perf_debug(" Something else\n");
287 }
288 }
289
290 void
291 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
292 const struct gl_program *prog,
293 struct brw_sampler_prog_key_data *key)
294 {
295 struct intel_context *intel = intel_context(ctx);
296
297 for (int s = 0; s < MAX_SAMPLERS; s++) {
298 key->swizzles[s] = SWIZZLE_NOOP;
299
300 if (!(prog->SamplersUsed & (1 << s)))
301 continue;
302
303 int unit_id = prog->SamplerUnits[s];
304 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
305
306 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
307 const struct gl_texture_object *t = unit->_Current;
308 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
309 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
310
311 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
312 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
313 img->_BaseFormat == GL_DEPTH_STENCIL);
314
315 /* Haswell handles texture swizzling as surface format overrides
316 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
317 */
318 if (!intel->is_haswell || alpha_depth)
319 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
320
321 if (img->InternalFormat == GL_YCBCR_MESA) {
322 key->yuvtex_mask |= 1 << s;
323 if (img->TexFormat == MESA_FORMAT_YCBCR)
324 key->yuvtex_swap_mask |= 1 << s;
325 }
326
327 if (sampler->MinFilter != GL_NEAREST &&
328 sampler->MagFilter != GL_NEAREST) {
329 if (sampler->WrapS == GL_CLAMP)
330 key->gl_clamp_mask[0] |= 1 << s;
331 if (sampler->WrapT == GL_CLAMP)
332 key->gl_clamp_mask[1] |= 1 << s;
333 if (sampler->WrapR == GL_CLAMP)
334 key->gl_clamp_mask[2] |= 1 << s;
335 }
336 }
337 }
338 }
339
340 static void brw_wm_populate_key( struct brw_context *brw,
341 struct brw_wm_prog_key *key )
342 {
343 struct gl_context *ctx = &brw->intel.ctx;
344 struct intel_context *intel = &brw->intel;
345 /* BRW_NEW_FRAGMENT_PROGRAM */
346 const struct brw_fragment_program *fp =
347 (struct brw_fragment_program *)brw->fragment_program;
348 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
349 GLuint lookup = 0;
350 GLuint line_aa;
351 bool program_uses_dfdy = fp->program.UsesDFdy;
352
353 memset(key, 0, sizeof(*key));
354
355 /* Build the index for table lookup
356 */
357 if (intel->gen < 6) {
358 /* _NEW_COLOR */
359 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
360 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
361
362 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
363 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
364
365 /* _NEW_DEPTH */
366 if (ctx->Depth.Test)
367 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
368
369 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
370 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
371
372 /* _NEW_STENCIL */
373 if (ctx->Stencil._Enabled) {
374 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
375
376 if (ctx->Stencil.WriteMask[0] ||
377 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
378 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
379 }
380 key->iz_lookup = lookup;
381 }
382
383 line_aa = AA_NEVER;
384
385 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
386 if (ctx->Line.SmoothFlag) {
387 if (brw->intel.reduced_primitive == GL_LINES) {
388 line_aa = AA_ALWAYS;
389 }
390 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
391 if (ctx->Polygon.FrontMode == GL_LINE) {
392 line_aa = AA_SOMETIMES;
393
394 if (ctx->Polygon.BackMode == GL_LINE ||
395 (ctx->Polygon.CullFlag &&
396 ctx->Polygon.CullFaceMode == GL_BACK))
397 line_aa = AA_ALWAYS;
398 }
399 else if (ctx->Polygon.BackMode == GL_LINE) {
400 line_aa = AA_SOMETIMES;
401
402 if ((ctx->Polygon.CullFlag &&
403 ctx->Polygon.CullFaceMode == GL_FRONT))
404 line_aa = AA_ALWAYS;
405 }
406 }
407 }
408
409 key->line_aa = line_aa;
410
411 if (intel->gen < 6)
412 key->stats_wm = brw->intel.stats_wm;
413
414 /* BRW_NEW_WM_INPUT_DIMENSIONS */
415 /* Only set this for fixed function. The optimization it enables isn't
416 * useful for programs using shaders.
417 */
418 if (ctx->Shader.CurrentFragmentProgram)
419 key->proj_attrib_mask = 0xffffffff;
420 else
421 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
422
423 /* _NEW_LIGHT */
424 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
425
426 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
427 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
428
429 /* _NEW_TEXTURE */
430 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
431
432 /* _NEW_BUFFERS */
433 /*
434 * Include the draw buffer origin and height so that we can calculate
435 * fragment position values relative to the bottom left of the drawable,
436 * from the incoming screen origin relative position we get as part of our
437 * payload.
438 *
439 * This is only needed for the WM_WPOSXY opcode when the fragment program
440 * uses the gl_FragCoord input.
441 *
442 * We could avoid recompiling by including this as a constant referenced by
443 * our program, but if we were to do that it would also be nice to handle
444 * getting that constant updated at batchbuffer submit time (when we
445 * hold the lock and know where the buffer really is) rather than at emit
446 * time when we don't hold the lock and are just guessing. We could also
447 * just avoid using this as key data if the program doesn't use
448 * fragment.position.
449 *
450 * For DRI2 the origin_x/y will always be (0,0) but we still need the
451 * drawable height in order to invert the Y axis.
452 */
453 if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
454 key->drawable_height = ctx->DrawBuffer->Height;
455 }
456
457 if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) {
458 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
459 }
460
461 /* _NEW_BUFFERS */
462 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
463 /* _NEW_MULTISAMPLE */
464 key->sample_alpha_to_coverage = ctx->Multisample.SampleAlphaToCoverage;
465
466 /* CACHE_NEW_VS_PROG */
467 if (intel->gen < 6)
468 key->vp_outputs_written = brw->vs.prog_data->outputs_written;
469
470 /* The unique fragment program ID */
471 key->program_string_id = fp->id;
472 }
473
474
475 static void
476 brw_upload_wm_prog(struct brw_context *brw)
477 {
478 struct intel_context *intel = &brw->intel;
479 struct gl_context *ctx = &intel->ctx;
480 struct brw_wm_prog_key key;
481 struct brw_fragment_program *fp = (struct brw_fragment_program *)
482 brw->fragment_program;
483
484 brw_wm_populate_key(brw, &key);
485
486 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
487 &key, sizeof(key),
488 &brw->wm.prog_offset, &brw->wm.prog_data)) {
489 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
490 &key);
491 (void) success;
492 assert(success);
493 }
494 }
495
496
497 const struct brw_tracked_state brw_wm_prog = {
498 .dirty = {
499 .mesa = (_NEW_COLOR |
500 _NEW_DEPTH |
501 _NEW_STENCIL |
502 _NEW_POLYGON |
503 _NEW_LINE |
504 _NEW_LIGHT |
505 _NEW_FRAG_CLAMP |
506 _NEW_BUFFERS |
507 _NEW_TEXTURE |
508 _NEW_MULTISAMPLE),
509 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
510 BRW_NEW_WM_INPUT_DIMENSIONS |
511 BRW_NEW_REDUCED_PRIMITIVE),
512 .cache = CACHE_NEW_VS_PROG,
513 },
514 .emit = brw_upload_wm_prog
515 };
516