1/*
2 Copyright (C) Intel Corp.  2006.  All Rights Reserved.
3 Intel funded Tungsten Graphics 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 <keithw@vmware.com>
30  */
31
32#include "compiler/nir/nir.h"
33#include "main/macros.h"
34#include "main/mtypes.h"
35#include "main/enums.h"
36#include "main/fbobject.h"
37
38#include "intel_batchbuffer.h"
39
40#include "brw_defines.h"
41#include "brw_context.h"
42#include "brw_eu.h"
43#include "brw_util.h"
44#include "brw_sf.h"
45#include "brw_state.h"
46
47#include "util/ralloc.h"
48
49static void compile_sf_prog( struct brw_context *brw,
50			     struct brw_sf_prog_key *key )
51{
52   struct brw_sf_compile c;
53   const GLuint *program;
54   void *mem_ctx;
55   GLuint program_size;
56
57   memset(&c, 0, sizeof(c));
58
59   mem_ctx = ralloc_context(NULL);
60   /* Begin the compilation:
61    */
62   brw_init_codegen(&brw->screen->devinfo, &c.func, mem_ctx);
63
64   c.key = *key;
65   c.vue_map = brw->vue_map_geom_out;
66   if (c.key.do_point_coord) {
67      /*
68       * gl_PointCoord is a FS instead of VS builtin variable, thus it's
69       * not included in c.vue_map generated in VS stage. Here we add
70       * it manually to let SF shader generate the needed interpolation
71       * coefficient for FS shader.
72       */
73      c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots;
74      c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC;
75   }
76   c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
77   c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
78   c.nr_setup_regs = c.nr_attr_regs;
79
80   c.prog_data.urb_read_length = c.nr_attr_regs;
81   c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
82
83   /* Which primitive?  Or all three?
84    */
85   switch (key->primitive) {
86   case SF_TRIANGLES:
87      c.nr_verts = 3;
88      brw_emit_tri_setup( &c, true );
89      break;
90   case SF_LINES:
91      c.nr_verts = 2;
92      brw_emit_line_setup( &c, true );
93      break;
94   case SF_POINTS:
95      c.nr_verts = 1;
96      if (key->do_point_sprite)
97	  brw_emit_point_sprite_setup( &c, true );
98      else
99	  brw_emit_point_setup( &c, true );
100      break;
101   case SF_UNFILLED_TRIS:
102      c.nr_verts = 3;
103      brw_emit_anyprim_setup( &c );
104      break;
105   default:
106      unreachable("not reached");
107   }
108
109   /* FINISHME: SF programs use calculated jumps (i.e., JMPI with a register
110    * source). Compacting would be difficult.
111    */
112   /* brw_compact_instructions(&c.func, 0, 0, NULL); */
113
114   /* get the program
115    */
116   program = brw_get_program(&c.func, &program_size);
117
118   if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
119      fprintf(stderr, "sf:\n");
120      brw_disassemble(&brw->screen->devinfo,
121                      c.func.store, 0, program_size, stderr);
122      fprintf(stderr, "\n");
123   }
124
125   brw_upload_cache(&brw->cache, BRW_CACHE_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 */
135void
136brw_upload_sf_prog(struct brw_context *brw)
137{
138   struct gl_context *ctx = &brw->ctx;
139   struct brw_sf_prog_key key;
140
141   if (!brw_state_dirty(brw,
142                        _NEW_BUFFERS |
143                        _NEW_HINT |
144                        _NEW_LIGHT |
145                        _NEW_POINT |
146                        _NEW_POLYGON |
147                        _NEW_PROGRAM |
148                        _NEW_TRANSFORM,
149                        BRW_NEW_BLORP |
150                        BRW_NEW_FS_PROG_DATA |
151                        BRW_NEW_REDUCED_PRIMITIVE |
152                        BRW_NEW_VUE_MAP_GEOM_OUT))
153      return;
154
155   /* _NEW_BUFFERS */
156   bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
157
158   memset(&key, 0, sizeof(key));
159
160   /* Populate the key, noting state dependencies:
161    */
162   /* BRW_NEW_VUE_MAP_GEOM_OUT */
163   key.attrs = brw->vue_map_geom_out.slots_valid;
164
165   /* BRW_NEW_REDUCED_PRIMITIVE */
166   switch (brw->reduced_primitive) {
167   case GL_TRIANGLES:
168      /* NOTE: We just use the edgeflag attribute as an indicator that
169       * unfilled triangles are active.  We don't actually do the
170       * edgeflag testing here, it is already done in the clip
171       * program.
172       */
173      if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE))
174	 key.primitive = SF_UNFILLED_TRIS;
175      else
176	 key.primitive = SF_TRIANGLES;
177      break;
178   case GL_LINES:
179      key.primitive = SF_LINES;
180      break;
181   case GL_POINTS:
182      key.primitive = SF_POINTS;
183      break;
184   }
185
186   /* _NEW_TRANSFORM */
187   key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
188
189   /* _NEW_POINT */
190   key.do_point_sprite = ctx->Point.PointSprite;
191   if (key.do_point_sprite) {
192      key.point_sprite_coord_replace = ctx->Point.CoordReplace & 0xff;
193   }
194   if (brw->fragment_program->info.inputs_read &
195       BITFIELD64_BIT(VARYING_SLOT_PNTC)) {
196      key.do_point_coord = 1;
197   }
198
199   /*
200    * Window coordinates in a FBO are inverted, which means point
201    * sprite origin must be inverted, too.
202    */
203   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
204      key.sprite_origin_lower_left = true;
205
206   /* BRW_NEW_FS_PROG_DATA */
207   const struct brw_wm_prog_data *wm_prog_data =
208      brw_wm_prog_data(brw->wm.base.prog_data);
209   if (wm_prog_data) {
210      key.contains_flat_varying = wm_prog_data->contains_flat_varying;
211      key.interp_mode = wm_prog_data->interp_mode;
212   }
213
214   /* _NEW_LIGHT | _NEW_PROGRAM */
215   key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
216                           ctx->VertexProgram._TwoSideEnabled);
217
218   /* _NEW_POLYGON */
219   if (key.do_twoside_color) {
220      /* If we're rendering to a FBO, we have to invert the polygon
221       * face orientation, just as we invert the viewport in
222       * sf_unit_create_from_key().
223       */
224      key.frontface_ccw = ctx->Polygon._FrontBit == render_to_fbo;
225   }
226
227   if (!brw_search_cache(&brw->cache, BRW_CACHE_SF_PROG,
228			 &key, sizeof(key),
229			 &brw->sf.prog_offset, &brw->sf.prog_data)) {
230      compile_sf_prog( brw, &key );
231   }
232}
233