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
33#include "main/glheader.h"
34#include "main/macros.h"
35#include "main/mtypes.h"
36#include "main/enums.h"
37#include "main/fbobject.h"
38
39#include "intel_batchbuffer.h"
40
41#include "brw_defines.h"
42#include "brw_context.h"
43#include "brw_eu.h"
44#include "brw_util.h"
45#include "brw_sf.h"
46#include "brw_state.h"
47
48#include "glsl/ralloc.h"
49
50static void compile_sf_prog( struct brw_context *brw,
51			     struct brw_sf_prog_key *key )
52{
53   struct intel_context *intel = &brw->intel;
54   struct brw_sf_compile c;
55   const GLuint *program;
56   void *mem_ctx;
57   GLuint program_size;
58   GLuint i;
59
60   memset(&c, 0, sizeof(c));
61
62   mem_ctx = ralloc_context(NULL);
63   /* Begin the compilation:
64    */
65   brw_init_compile(brw, &c.func, mem_ctx);
66
67   c.key = *key;
68   c.vue_map = brw->vs.prog_data->vue_map;
69   if (c.key.do_point_coord) {
70      /*
71       * gl_PointCoord is a FS instead of VS builtin variable, thus it's
72       * not included in c.vue_map generated in VS stage. Here we add
73       * it manually to let SF shader generate the needed interpolation
74       * coefficient for FS shader.
75       */
76      c.vue_map.vert_result_to_slot[BRW_VERT_RESULT_PNTC] = c.vue_map.num_slots;
77      c.vue_map.slot_to_vert_result[c.vue_map.num_slots++] = BRW_VERT_RESULT_PNTC;
78   }
79   c.urb_entry_read_offset = brw_sf_compute_urb_entry_read_offset(intel);
80   c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
81   c.nr_setup_regs = c.nr_attr_regs;
82
83   c.prog_data.urb_read_length = c.nr_attr_regs;
84   c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
85
86   /* Which primitive?  Or all three?
87    */
88   switch (key->primitive) {
89   case SF_TRIANGLES:
90      c.nr_verts = 3;
91      brw_emit_tri_setup( &c, true );
92      break;
93   case SF_LINES:
94      c.nr_verts = 2;
95      brw_emit_line_setup( &c, true );
96      break;
97   case SF_POINTS:
98      c.nr_verts = 1;
99      if (key->do_point_sprite)
100	  brw_emit_point_sprite_setup( &c, true );
101      else
102	  brw_emit_point_setup( &c, true );
103      break;
104   case SF_UNFILLED_TRIS:
105      c.nr_verts = 3;
106      brw_emit_anyprim_setup( &c );
107      break;
108   default:
109      assert(0);
110      return;
111   }
112
113   /* get the program
114    */
115   program = brw_get_program(&c.func, &program_size);
116
117   if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
118      printf("sf:\n");
119      for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
120	 brw_disasm(stdout, &((struct brw_instruction *)program)[i],
121		    intel->gen);
122      printf("\n");
123   }
124
125   brw_upload_cache(&brw->cache, BRW_SF_PROG,
126		    &c.key, sizeof(c.key),
127		    program, program_size,
128		    &c.prog_data, sizeof(c.prog_data),
129		    &brw->sf.prog_offset, &brw->sf.prog_data);
130   ralloc_free(mem_ctx);
131}
132
133/* Calculate interpolants for triangle and line rasterization.
134 */
135static void
136brw_upload_sf_prog(struct brw_context *brw)
137{
138   struct gl_context *ctx = &brw->intel.ctx;
139   struct brw_sf_prog_key key;
140   /* _NEW_BUFFERS */
141   bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
142
143   memset(&key, 0, sizeof(key));
144
145   /* Populate the key, noting state dependencies:
146    */
147   /* CACHE_NEW_VS_PROG */
148   key.attrs = brw->vs.prog_data->outputs_written;
149
150   /* BRW_NEW_REDUCED_PRIMITIVE */
151   switch (brw->intel.reduced_primitive) {
152   case GL_TRIANGLES:
153      /* NOTE: We just use the edgeflag attribute as an indicator that
154       * unfilled triangles are active.  We don't actually do the
155       * edgeflag testing here, it is already done in the clip
156       * program.
157       */
158      if (key.attrs & BITFIELD64_BIT(VERT_RESULT_EDGE))
159	 key.primitive = SF_UNFILLED_TRIS;
160      else
161	 key.primitive = SF_TRIANGLES;
162      break;
163   case GL_LINES:
164      key.primitive = SF_LINES;
165      break;
166   case GL_POINTS:
167      key.primitive = SF_POINTS;
168      break;
169   }
170
171   /* _NEW_TRANSFORM */
172   key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
173
174   /* _NEW_POINT */
175   key.do_point_sprite = ctx->Point.PointSprite;
176   if (key.do_point_sprite) {
177      int i;
178
179      for (i = 0; i < 8; i++) {
180	 if (ctx->Point.CoordReplace[i])
181	    key.point_sprite_coord_replace |= (1 << i);
182      }
183   }
184   if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(FRAG_ATTRIB_PNTC))
185      key.do_point_coord = 1;
186   /*
187    * Window coordinates in a FBO are inverted, which means point
188    * sprite origin must be inverted, too.
189    */
190   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
191      key.sprite_origin_lower_left = true;
192
193   /* _NEW_LIGHT */
194   key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
195   key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
196
197   /* _NEW_POLYGON */
198   if (key.do_twoside_color) {
199      /* If we're rendering to a FBO, we have to invert the polygon
200       * face orientation, just as we invert the viewport in
201       * sf_unit_create_from_key().
202       */
203      key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) != render_to_fbo;
204   }
205
206   if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
207			 &key, sizeof(key),
208			 &brw->sf.prog_offset, &brw->sf.prog_data)) {
209      compile_sf_prog( brw, &key );
210   }
211}
212
213
214const struct brw_tracked_state brw_sf_prog = {
215   .dirty = {
216      .mesa  = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
217                _NEW_TRANSFORM | _NEW_BUFFERS),
218      .brw   = (BRW_NEW_REDUCED_PRIMITIVE),
219      .cache = CACHE_NEW_VS_PROG
220   },
221   .emit = brw_upload_sf_prog
222};
223
224