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