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4358 Serge 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 
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 brw_wm_compile *c;
144
   const GLuint *program;
145
   struct gl_shader *fs = NULL;
146
   GLuint program_size;
147
 
148
   if (prog)
149
      fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
150
 
151
   c = rzalloc(NULL, struct brw_wm_compile);
152
 
153
   /* Allocate the references to the uniforms that will end up in the
154
    * prog_data associated with the compiled program, and which will be freed
155
    * by the state cache.
156
    */
157
   int param_count;
158
   if (fs) {
159
      param_count = fs->num_uniform_components;
160
   } else {
161
      param_count = fp->program.Base.Parameters->NumParameters * 4;
162
   }
163
   /* The backend also sometimes adds params for texture size. */
164
   param_count += 2 * BRW_MAX_TEX_UNIT;
165
   c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
166
   c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
167
 
168
   memcpy(&c->key, key, sizeof(*key));
169
 
170
   c->prog_data.barycentric_interp_modes =
171
      brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
172
                                           &fp->program);
173
 
174
   program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
175
   if (program == NULL)
176
      return false;
177
 
178
   /* Scratch space is used for register spilling */
179
   if (c->last_scratch) {
180
      perf_debug("Fragment shader triggered register spilling.  "
181
                 "Try reducing the number of live scalar values to "
182
                 "improve performance.\n");
183
 
184
      c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
185
 
186
      brw_get_scratch_bo(brw, &brw->wm.scratch_bo,
187
			 c->prog_data.total_scratch * brw->max_wm_threads);
188
   }
189
 
190
   if (unlikely(INTEL_DEBUG & DEBUG_WM))
191
      fprintf(stderr, "\n");
192
 
193
   brw_upload_cache(&brw->cache, BRW_WM_PROG,
194
		    &c->key, sizeof(c->key),
195
		    program, program_size,
196
		    &c->prog_data, sizeof(c->prog_data),
197
		    &brw->wm.prog_offset, &brw->wm.prog_data);
198
 
199
   ralloc_free(c);
200
 
201
   return true;
202
}
203
 
204
static bool
205
key_debug(struct brw_context *brw, const char *name, int a, int b)
206
{
207
   if (a != b) {
208
      perf_debug("  %s %d->%d\n", name, a, b);
209
      return true;
210
   } else {
211
      return false;
212
   }
213
}
214
 
215
bool
216
brw_debug_recompile_sampler_key(struct brw_context *brw,
217
                                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(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
224
                         old_key->swizzles[i], key->swizzles[i]);
225
   }
226
   found |= key_debug(brw, "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(brw, "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(brw, "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(brw, "GL_MESA_ycbcr texturing\n",
233
                      old_key->yuvtex_mask, key->yuvtex_mask);
234
   found |= key_debug(brw, "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 debug\n");
266
      return;
267
   }
268
 
269
   found |= key_debug(brw, "alphatest, computed depth, depth test, or "
270
                      "depth write",
271
                      old_key->iz_lookup, key->iz_lookup);
272
   found |= key_debug(brw, "depth statistics",
273
                      old_key->stats_wm, key->stats_wm);
274
   found |= key_debug(brw, "flat shading",
275
                      old_key->flat_shade, key->flat_shade);
276
   found |= key_debug(brw, "number of color buffers",
277
                      old_key->nr_color_regions, key->nr_color_regions);
278
   found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
279
                      old_key->replicate_alpha, key->replicate_alpha);
280
   found |= key_debug(brw, "rendering to FBO",
281
                      old_key->render_to_fbo, key->render_to_fbo);
282
   found |= key_debug(brw, "fragment color clamping",
283
                      old_key->clamp_fragment_color, key->clamp_fragment_color);
284
   found |= key_debug(brw, "line smoothing",
285
                      old_key->line_aa, key->line_aa);
286
   found |= key_debug(brw, "renderbuffer height",
287
                      old_key->drawable_height, key->drawable_height);
288
   found |= key_debug(brw, "input slots valid",
289
                      old_key->input_slots_valid, key->input_slots_valid);
4401 Serge 290
   found |= key_debug(brw, "mrt alpha test function",
291
                      old_key->alpha_test_func, key->alpha_test_func);
292
   found |= key_debug(brw, "mrt alpha test reference value",
293
                      old_key->alpha_test_ref, key->alpha_test_ref);
4358 Serge 294
 
295
   found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
296
 
297
   if (!found) {
298
      perf_debug("  Something else\n");
299
   }
300
}
301
 
302
void
303
brw_populate_sampler_prog_key_data(struct gl_context *ctx,
304
				   const struct gl_program *prog,
305
				   struct brw_sampler_prog_key_data *key)
306
{
307
   struct brw_context *brw = brw_context(ctx);
308
 
309
   for (int s = 0; s < MAX_SAMPLERS; 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
   }
350
}
351
 
352
static void brw_wm_populate_key( struct brw_context *brw,
353
				 struct brw_wm_prog_key *key )
354
{
355
   struct gl_context *ctx = &brw->ctx;
356
   /* BRW_NEW_FRAGMENT_PROGRAM */
357
   const struct brw_fragment_program *fp =
358
      (struct brw_fragment_program *)brw->fragment_program;
359
   const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
360
   GLuint lookup = 0;
361
   GLuint line_aa;
362
   bool program_uses_dfdy = fp->program.UsesDFdy;
363
 
364
   memset(key, 0, sizeof(*key));
365
 
366
   /* Build the index for table lookup
367
    */
368
   if (brw->gen < 6) {
369
      /* _NEW_COLOR */
370
      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
371
	 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
372
 
373
      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
374
	 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
375
 
376
      /* _NEW_DEPTH */
377
      if (ctx->Depth.Test)
378
	 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
379
 
380
      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
381
	 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
382
 
383
      /* _NEW_STENCIL | _NEW_BUFFERS */
384
      if (ctx->Stencil._Enabled) {
385
	 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
386
 
387
	 if (ctx->Stencil.WriteMask[0] ||
388
	     ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
389
	    lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
390
      }
391
      key->iz_lookup = lookup;
392
   }
393
 
394
   line_aa = AA_NEVER;
395
 
396
   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
397
   if (ctx->Line.SmoothFlag) {
398
      if (brw->reduced_primitive == GL_LINES) {
399
	 line_aa = AA_ALWAYS;
400
      }
401
      else if (brw->reduced_primitive == GL_TRIANGLES) {
402
	 if (ctx->Polygon.FrontMode == GL_LINE) {
403
	    line_aa = AA_SOMETIMES;
404
 
405
	    if (ctx->Polygon.BackMode == GL_LINE ||
406
		(ctx->Polygon.CullFlag &&
407
		 ctx->Polygon.CullFaceMode == GL_BACK))
408
	       line_aa = AA_ALWAYS;
409
	 }
410
	 else if (ctx->Polygon.BackMode == GL_LINE) {
411
	    line_aa = AA_SOMETIMES;
412
 
413
	    if ((ctx->Polygon.CullFlag &&
414
		 ctx->Polygon.CullFaceMode == GL_FRONT))
415
	       line_aa = AA_ALWAYS;
416
	 }
417
      }
418
   }
419
 
420
   key->line_aa = line_aa;
421
 
422
   if (brw->gen < 6)
423
      key->stats_wm = brw->stats_wm;
424
 
425
   /* _NEW_LIGHT */
426
   key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
427
 
428
   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
429
   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
430
 
431
   /* _NEW_TEXTURE */
432
   brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
433
 
434
   /* _NEW_BUFFERS */
435
   /*
436
    * Include the draw buffer origin and height so that we can calculate
437
    * fragment position values relative to the bottom left of the drawable,
438
    * from the incoming screen origin relative position we get as part of our
439
    * payload.
440
    *
441
    * This is only needed for the WM_WPOSXY opcode when the fragment program
442
    * uses the gl_FragCoord input.
443
    *
444
    * We could avoid recompiling by including this as a constant referenced by
445
    * our program, but if we were to do that it would also be nice to handle
446
    * getting that constant updated at batchbuffer submit time (when we
447
    * hold the lock and know where the buffer really is) rather than at emit
448
    * time when we don't hold the lock and are just guessing.  We could also
449
    * just avoid using this as key data if the program doesn't use
450
    * fragment.position.
451
    *
452
    * For DRI2 the origin_x/y will always be (0,0) but we still need the
453
    * drawable height in order to invert the Y axis.
454
    */
455
   if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
456
      key->drawable_height = ctx->DrawBuffer->Height;
457
   }
458
 
459
   if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
460
      key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
461
   }
462
 
463
   /* _NEW_BUFFERS */
464
   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
465
 
466
   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
467
   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
468
      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
469
 
470
   /* BRW_NEW_VUE_MAP_GEOM_OUT */
471
   if (brw->gen < 6)
472
      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
473
 
4401 Serge 474
 
475
   /* _NEW_COLOR | _NEW_BUFFERS */
476
   /* Pre-gen6, the hardware alpha test always used each render
477
    * target's alpha to do alpha test, as opposed to render target 0's alpha
478
    * like GL requires.  Fix that by building the alpha test into the
479
    * shader, and we'll skip enabling the fixed function alpha test.
480
    */
481
   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
482
      key->alpha_test_func = ctx->Color.AlphaFunc;
483
      key->alpha_test_ref = ctx->Color.AlphaRef;
484
   }
485
 
4358 Serge 486
   /* The unique fragment program ID */
487
   key->program_string_id = fp->id;
488
}
489
 
490
 
491
static void
492
brw_upload_wm_prog(struct brw_context *brw)
493
{
494
   struct gl_context *ctx = &brw->ctx;
495
   struct brw_wm_prog_key key;
496
   struct brw_fragment_program *fp = (struct brw_fragment_program *)
497
      brw->fragment_program;
498
 
499
   brw_wm_populate_key(brw, &key);
500
 
501
   if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
502
			 &key, sizeof(key),
503
			 &brw->wm.prog_offset, &brw->wm.prog_data)) {
504
      bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
505
				&key);
506
      (void) success;
507
      assert(success);
508
   }
509
}
510
 
511
 
512
const struct brw_tracked_state brw_wm_prog = {
513
   .dirty = {
514
      .mesa  = (_NEW_COLOR |
515
		_NEW_DEPTH |
516
		_NEW_STENCIL |
517
		_NEW_POLYGON |
518
		_NEW_LINE |
519
		_NEW_LIGHT |
520
		_NEW_FRAG_CLAMP |
521
		_NEW_BUFFERS |
522
		_NEW_TEXTURE |
523
		_NEW_MULTISAMPLE),
524
      .brw   = (BRW_NEW_FRAGMENT_PROGRAM |
525
		BRW_NEW_REDUCED_PRIMITIVE |
526
                BRW_NEW_VUE_MAP_GEOM_OUT |
527
                BRW_NEW_STATS_WM)
528
   },
529
   .emit = brw_upload_wm_prog
530
};
531