i965/fs: Remove brw_wm_compile::computes_depth field.
[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
105 void
106 brw_wm_payload_setup(struct brw_context *brw,
107 struct brw_wm_compile *c)
108 {
109 struct intel_context *intel = &brw->intel;
110 bool uses_depth = (c->fp->program.Base.InputsRead &
111 (1 << FRAG_ATTRIB_WPOS)) != 0;
112 unsigned barycentric_interp_modes = c->prog_data.barycentric_interp_modes;
113 int i;
114
115 if (intel->gen >= 6) {
116 /* R0-1: masks, pixel X/Y coordinates. */
117 c->nr_payload_regs = 2;
118 /* R2: only for 32-pixel dispatch.*/
119
120 /* R3-26: barycentric interpolation coordinates. These appear in the
121 * same order that they appear in the brw_wm_barycentric_interp_mode
122 * enum. Each set of coordinates occupies 2 registers if dispatch width
123 * == 8 and 4 registers if dispatch width == 16. Coordinates only
124 * appear if they were enabled using the "Barycentric Interpolation
125 * Mode" bits in WM_STATE.
126 */
127 for (i = 0; i < BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT; ++i) {
128 if (barycentric_interp_modes & (1 << i)) {
129 c->barycentric_coord_reg[i] = c->nr_payload_regs;
130 c->nr_payload_regs += 2;
131 if (c->dispatch_width == 16) {
132 c->nr_payload_regs += 2;
133 }
134 }
135 }
136
137 /* R27: interpolated depth if uses source depth */
138 if (uses_depth) {
139 c->source_depth_reg = c->nr_payload_regs;
140 c->nr_payload_regs++;
141 if (c->dispatch_width == 16) {
142 /* R28: interpolated depth if not 8-wide. */
143 c->nr_payload_regs++;
144 }
145 }
146 /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W.
147 */
148 if (uses_depth) {
149 c->source_w_reg = c->nr_payload_regs;
150 c->nr_payload_regs++;
151 if (c->dispatch_width == 16) {
152 /* R30: interpolated W if not 8-wide. */
153 c->nr_payload_regs++;
154 }
155 }
156 /* R31: MSAA position offsets. */
157 /* R32-: bary for 32-pixel. */
158 /* R58-59: interp W for 32-pixel. */
159
160 if (c->fp->program.Base.OutputsWritten &
161 BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
162 c->source_depth_to_render_target = true;
163 }
164 } else {
165 brw_wm_lookup_iz(intel, c);
166 }
167 }
168
169 bool
170 brw_wm_prog_data_compare(const void *in_a, const void *in_b,
171 int aux_size, const void *in_key)
172 {
173 const struct brw_wm_prog_data *a = in_a;
174 const struct brw_wm_prog_data *b = in_b;
175
176 /* Compare all the struct up to the pointers. */
177 if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
178 return false;
179
180 if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
181 return false;
182
183 if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
184 return false;
185
186 return true;
187 }
188
189 void
190 brw_wm_prog_data_free(const void *in_prog_data)
191 {
192 const struct brw_wm_prog_data *prog_data = in_prog_data;
193
194 ralloc_free((void *)prog_data->param);
195 ralloc_free((void *)prog_data->pull_param);
196 }
197
198 /**
199 * All Mesa program -> GPU code generation goes through this function.
200 * Depending on the instructions used (i.e. flow control instructions)
201 * we'll use one of two code generators.
202 */
203 bool do_wm_prog(struct brw_context *brw,
204 struct gl_shader_program *prog,
205 struct brw_fragment_program *fp,
206 struct brw_wm_prog_key *key)
207 {
208 struct intel_context *intel = &brw->intel;
209 struct brw_wm_compile *c;
210 const GLuint *program;
211 struct gl_shader *fs = NULL;
212 GLuint program_size;
213
214 if (prog)
215 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
216
217 c = rzalloc(NULL, struct brw_wm_compile);
218
219 /* Allocate the references to the uniforms that will end up in the
220 * prog_data associated with the compiled program, and which will be freed
221 * by the state cache.
222 */
223 int param_count;
224 if (fs) {
225 param_count = fs->num_uniform_components;
226 } else {
227 param_count = fp->program.Base.Parameters->NumParameters * 4;
228 }
229 /* The backend also sometimes adds params for texture size. */
230 param_count += 2 * BRW_MAX_TEX_UNIT;
231 c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
232 c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
233
234 memcpy(&c->key, key, sizeof(*key));
235
236 c->fp = fp;
237
238 brw_init_compile(brw, &c->func, c);
239
240 c->prog_data.barycentric_interp_modes =
241 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
242 &fp->program);
243
244 brw_wm_fs_emit(brw, c, prog);
245
246 /* Scratch space is used for register spilling */
247 if (c->last_scratch) {
248 perf_debug("Fragment shader triggered register spilling. "
249 "Try reducing the number of live scalar values to "
250 "improve performance.\n");
251
252 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
253
254 brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
255 c->prog_data.total_scratch * brw->max_wm_threads);
256 }
257
258 if (unlikely(INTEL_DEBUG & DEBUG_WM))
259 fprintf(stderr, "\n");
260
261 /* get the program
262 */
263 program = brw_get_program(&c->func, &program_size);
264
265 brw_upload_cache(&brw->cache, BRW_WM_PROG,
266 &c->key, sizeof(c->key),
267 program, program_size,
268 &c->prog_data, sizeof(c->prog_data),
269 &brw->wm.prog_offset, &brw->wm.prog_data);
270
271 ralloc_free(c);
272
273 return true;
274 }
275
276 static bool
277 key_debug(const char *name, int a, int b)
278 {
279 if (a != b) {
280 perf_debug(" %s %d->%d\n", name, a, b);
281 return true;
282 } else {
283 return false;
284 }
285 }
286
287 bool
288 brw_debug_recompile_sampler_key(const struct brw_sampler_prog_key_data *old_key,
289 const struct brw_sampler_prog_key_data *key)
290 {
291 bool found = false;
292
293 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
294 found |= key_debug("EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
295 old_key->swizzles[i], key->swizzles[i]);
296 }
297 found |= key_debug("GL_CLAMP enabled on any texture unit's 1st coordinate",
298 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
299 found |= key_debug("GL_CLAMP enabled on any texture unit's 2nd coordinate",
300 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
301 found |= key_debug("GL_CLAMP enabled on any texture unit's 3rd coordinate",
302 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
303 found |= key_debug("GL_MESA_ycbcr texturing\n",
304 old_key->yuvtex_mask, key->yuvtex_mask);
305 found |= key_debug("GL_MESA_ycbcr UV swapping\n",
306 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
307
308 return found;
309 }
310
311 void
312 brw_wm_debug_recompile(struct brw_context *brw,
313 struct gl_shader_program *prog,
314 const struct brw_wm_prog_key *key)
315 {
316 struct brw_cache_item *c = NULL;
317 const struct brw_wm_prog_key *old_key = NULL;
318 bool found = false;
319
320 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
321
322 for (unsigned int i = 0; i < brw->cache.size; i++) {
323 for (c = brw->cache.items[i]; c; c = c->next) {
324 if (c->cache_id == BRW_WM_PROG) {
325 old_key = c->key;
326
327 if (old_key->program_string_id == key->program_string_id)
328 break;
329 }
330 }
331 if (c)
332 break;
333 }
334
335 if (!c) {
336 perf_debug(" Didn't find previous compile in the shader cache for "
337 "debug\n");
338 return;
339 }
340
341 found |= key_debug("alphatest, computed depth, depth test, or depth write",
342 old_key->iz_lookup, key->iz_lookup);
343 found |= key_debug("depth statistics", old_key->stats_wm, key->stats_wm);
344 found |= key_debug("flat shading", old_key->flat_shade, key->flat_shade);
345 found |= key_debug("number of color buffers", old_key->nr_color_regions, key->nr_color_regions);
346 found |= key_debug("sample alpha to coverage", old_key->sample_alpha_to_coverage, key->sample_alpha_to_coverage);
347 found |= key_debug("rendering to FBO", old_key->render_to_fbo, key->render_to_fbo);
348 found |= key_debug("fragment color clamping", old_key->clamp_fragment_color, key->clamp_fragment_color);
349 found |= key_debug("line smoothing", old_key->line_aa, key->line_aa);
350 found |= key_debug("proj_attrib_mask", old_key->proj_attrib_mask, key->proj_attrib_mask);
351 found |= key_debug("renderbuffer height", old_key->drawable_height, key->drawable_height);
352 found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written);
353
354 found |= brw_debug_recompile_sampler_key(&old_key->tex, &key->tex);
355
356 if (!found) {
357 perf_debug(" Something else\n");
358 }
359 }
360
361 void
362 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
363 const struct gl_program *prog,
364 struct brw_sampler_prog_key_data *key)
365 {
366 struct intel_context *intel = intel_context(ctx);
367
368 for (int s = 0; s < MAX_SAMPLERS; s++) {
369 key->swizzles[s] = SWIZZLE_NOOP;
370
371 if (!(prog->SamplersUsed & (1 << s)))
372 continue;
373
374 int unit_id = prog->SamplerUnits[s];
375 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
376
377 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
378 const struct gl_texture_object *t = unit->_Current;
379 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
380 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
381
382 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
383 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
384 img->_BaseFormat == GL_DEPTH_STENCIL);
385
386 /* Haswell handles texture swizzling as surface format overrides
387 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
388 */
389 if (!intel->is_haswell || alpha_depth)
390 key->swizzles[s] = brw_get_texture_swizzle(t);
391
392 if (img->InternalFormat == GL_YCBCR_MESA) {
393 key->yuvtex_mask |= 1 << s;
394 if (img->TexFormat == MESA_FORMAT_YCBCR)
395 key->yuvtex_swap_mask |= 1 << s;
396 }
397
398 if (sampler->MinFilter != GL_NEAREST &&
399 sampler->MagFilter != GL_NEAREST) {
400 if (sampler->WrapS == GL_CLAMP)
401 key->gl_clamp_mask[0] |= 1 << s;
402 if (sampler->WrapT == GL_CLAMP)
403 key->gl_clamp_mask[1] |= 1 << s;
404 if (sampler->WrapR == GL_CLAMP)
405 key->gl_clamp_mask[2] |= 1 << s;
406 }
407 }
408 }
409 }
410
411 static void brw_wm_populate_key( struct brw_context *brw,
412 struct brw_wm_prog_key *key )
413 {
414 struct gl_context *ctx = &brw->intel.ctx;
415 struct intel_context *intel = &brw->intel;
416 /* BRW_NEW_FRAGMENT_PROGRAM */
417 const struct brw_fragment_program *fp =
418 (struct brw_fragment_program *)brw->fragment_program;
419 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
420 GLuint lookup = 0;
421 GLuint line_aa;
422 bool program_uses_dfdy = fp->program.UsesDFdy;
423
424 memset(key, 0, sizeof(*key));
425
426 /* Build the index for table lookup
427 */
428 if (intel->gen < 6) {
429 /* _NEW_COLOR */
430 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
431 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
432
433 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
434 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
435
436 /* _NEW_DEPTH */
437 if (ctx->Depth.Test)
438 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
439
440 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
441 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
442
443 /* _NEW_STENCIL */
444 if (ctx->Stencil._Enabled) {
445 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
446
447 if (ctx->Stencil.WriteMask[0] ||
448 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
449 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
450 }
451 key->iz_lookup = lookup;
452 }
453
454 line_aa = AA_NEVER;
455
456 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
457 if (ctx->Line.SmoothFlag) {
458 if (brw->intel.reduced_primitive == GL_LINES) {
459 line_aa = AA_ALWAYS;
460 }
461 else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
462 if (ctx->Polygon.FrontMode == GL_LINE) {
463 line_aa = AA_SOMETIMES;
464
465 if (ctx->Polygon.BackMode == GL_LINE ||
466 (ctx->Polygon.CullFlag &&
467 ctx->Polygon.CullFaceMode == GL_BACK))
468 line_aa = AA_ALWAYS;
469 }
470 else if (ctx->Polygon.BackMode == GL_LINE) {
471 line_aa = AA_SOMETIMES;
472
473 if ((ctx->Polygon.CullFlag &&
474 ctx->Polygon.CullFaceMode == GL_FRONT))
475 line_aa = AA_ALWAYS;
476 }
477 }
478 }
479
480 key->line_aa = line_aa;
481
482 if (intel->gen < 6)
483 key->stats_wm = brw->intel.stats_wm;
484
485 /* BRW_NEW_WM_INPUT_DIMENSIONS */
486 /* Only set this for fixed function. The optimization it enables isn't
487 * useful for programs using shaders.
488 */
489 if (ctx->Shader.CurrentFragmentProgram)
490 key->proj_attrib_mask = 0xffffffff;
491 else
492 key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
493
494 /* _NEW_LIGHT */
495 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
496
497 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
498 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
499
500 /* _NEW_TEXTURE */
501 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
502
503 /* _NEW_BUFFERS */
504 /*
505 * Include the draw buffer origin and height so that we can calculate
506 * fragment position values relative to the bottom left of the drawable,
507 * from the incoming screen origin relative position we get as part of our
508 * payload.
509 *
510 * This is only needed for the WM_WPOSXY opcode when the fragment program
511 * uses the gl_FragCoord input.
512 *
513 * We could avoid recompiling by including this as a constant referenced by
514 * our program, but if we were to do that it would also be nice to handle
515 * getting that constant updated at batchbuffer submit time (when we
516 * hold the lock and know where the buffer really is) rather than at emit
517 * time when we don't hold the lock and are just guessing. We could also
518 * just avoid using this as key data if the program doesn't use
519 * fragment.position.
520 *
521 * For DRI2 the origin_x/y will always be (0,0) but we still need the
522 * drawable height in order to invert the Y axis.
523 */
524 if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
525 key->drawable_height = ctx->DrawBuffer->Height;
526 }
527
528 if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) {
529 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
530 }
531
532 /* _NEW_BUFFERS */
533 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
534 /* _NEW_MULTISAMPLE */
535 key->sample_alpha_to_coverage = ctx->Multisample.SampleAlphaToCoverage;
536
537 /* CACHE_NEW_VS_PROG */
538 if (intel->gen < 6)
539 key->vp_outputs_written = brw->vs.prog_data->outputs_written;
540
541 /* The unique fragment program ID */
542 key->program_string_id = fp->id;
543 }
544
545
546 static void
547 brw_upload_wm_prog(struct brw_context *brw)
548 {
549 struct intel_context *intel = &brw->intel;
550 struct gl_context *ctx = &intel->ctx;
551 struct brw_wm_prog_key key;
552 struct brw_fragment_program *fp = (struct brw_fragment_program *)
553 brw->fragment_program;
554
555 brw_wm_populate_key(brw, &key);
556
557 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
558 &key, sizeof(key),
559 &brw->wm.prog_offset, &brw->wm.prog_data)) {
560 bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
561 &key);
562 (void) success;
563 assert(success);
564 }
565 }
566
567
568 const struct brw_tracked_state brw_wm_prog = {
569 .dirty = {
570 .mesa = (_NEW_COLOR |
571 _NEW_DEPTH |
572 _NEW_STENCIL |
573 _NEW_POLYGON |
574 _NEW_LINE |
575 _NEW_LIGHT |
576 _NEW_FRAG_CLAMP |
577 _NEW_BUFFERS |
578 _NEW_TEXTURE |
579 _NEW_MULTISAMPLE),
580 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
581 BRW_NEW_WM_INPUT_DIMENSIONS |
582 BRW_NEW_REDUCED_PRIMITIVE),
583 .cache = CACHE_NEW_VS_PROG,
584 },
585 .emit = brw_upload_wm_prog
586 };
587