brw_sf.c revision 9976294e867785ea480f52178a3d3dc67ac72d32
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
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 brw_sf_compile c;
54   const GLuint *program;
55   void *mem_ctx;
56   GLuint program_size;
57
58   memset(&c, 0, sizeof(c));
59
60   mem_ctx = ralloc_context(NULL);
61   /* Begin the compilation:
62    */
63   brw_init_compile(brw, &c.func, mem_ctx);
64
65   c.key = *key;
66   c.vue_map = brw->vue_map_geom_out;
67   if (c.key.do_point_coord) {
68      /*
69       * gl_PointCoord is a FS instead of VS builtin variable, thus it's
70       * not included in c.vue_map generated in VS stage. Here we add
71       * it manually to let SF shader generate the needed interpolation
72       * coefficient for FS shader.
73       */
74      c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots;
75      c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC;
76   }
77   c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
78   c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
79   c.nr_setup_regs = c.nr_attr_regs;
80
81   c.prog_data.urb_read_length = c.nr_attr_regs;
82   c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
83   c.has_flat_shading = brw_any_flat_varyings(&key->interpolation_mode);
84
85   /* Which primitive?  Or all three?
86    */
87   switch (key->primitive) {
88   case SF_TRIANGLES:
89      c.nr_verts = 3;
90      brw_emit_tri_setup( &c, true );
91      break;
92   case SF_LINES:
93      c.nr_verts = 2;
94      brw_emit_line_setup( &c, true );
95      break;
96   case SF_POINTS:
97      c.nr_verts = 1;
98      if (key->do_point_sprite)
99	  brw_emit_point_sprite_setup( &c, true );
100      else
101	  brw_emit_point_setup( &c, true );
102      break;
103   case SF_UNFILLED_TRIS:
104      c.nr_verts = 3;
105      brw_emit_anyprim_setup( &c );
106      break;
107   default:
108      assert(0);
109      return;
110   }
111
112   brw_compact_instructions(&c.func, 0);
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, c.func.store, 0, program_size, stderr);
121      fprintf(stderr, "\n");
122   }
123
124   brw_upload_cache(&brw->cache, BRW_SF_PROG,
125		    &c.key, sizeof(c.key),
126		    program, program_size,
127		    &c.prog_data, sizeof(c.prog_data),
128		    &brw->sf.prog_offset, &brw->sf.prog_data);
129   ralloc_free(mem_ctx);
130}
131
132/* Calculate interpolants for triangle and line rasterization.
133 */
134static void
135brw_upload_sf_prog(struct brw_context *brw)
136{
137   struct gl_context *ctx = &brw->ctx;
138   struct brw_sf_prog_key key;
139   /* _NEW_BUFFERS */
140   bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
141
142   memset(&key, 0, sizeof(key));
143
144   /* Populate the key, noting state dependencies:
145    */
146   /* BRW_NEW_VUE_MAP_GEOM_OUT */
147   key.attrs = brw->vue_map_geom_out.slots_valid;
148
149   /* BRW_NEW_REDUCED_PRIMITIVE */
150   switch (brw->reduced_primitive) {
151   case GL_TRIANGLES:
152      /* NOTE: We just use the edgeflag attribute as an indicator that
153       * unfilled triangles are active.  We don't actually do the
154       * edgeflag testing here, it is already done in the clip
155       * program.
156       */
157      if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE))
158	 key.primitive = SF_UNFILLED_TRIS;
159      else
160	 key.primitive = SF_TRIANGLES;
161      break;
162   case GL_LINES:
163      key.primitive = SF_LINES;
164      break;
165   case GL_POINTS:
166      key.primitive = SF_POINTS;
167      break;
168   }
169
170   /* _NEW_TRANSFORM */
171   key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
172
173   /* _NEW_POINT */
174   key.do_point_sprite = ctx->Point.PointSprite;
175   if (key.do_point_sprite) {
176      int i;
177
178      for (i = 0; i < 8; i++) {
179	 if (ctx->Point.CoordReplace[i])
180	    key.point_sprite_coord_replace |= (1 << i);
181      }
182   }
183   if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(VARYING_SLOT_PNTC))
184      key.do_point_coord = 1;
185   /*
186    * Window coordinates in a FBO are inverted, which means point
187    * sprite origin must be inverted, too.
188    */
189   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
190      key.sprite_origin_lower_left = true;
191
192   /* BRW_NEW_INTERPOLATION_MAP */
193   key.interpolation_mode = brw->interpolation_mode;
194
195   /* _NEW_LIGHT | _NEW_PROGRAM */
196   key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
197                           ctx->VertexProgram._TwoSideEnabled);
198
199   /* _NEW_POLYGON */
200   if (key.do_twoside_color) {
201      /* If we're rendering to a FBO, we have to invert the polygon
202       * face orientation, just as we invert the viewport in
203       * sf_unit_create_from_key().
204       */
205      key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) != render_to_fbo;
206   }
207
208   if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
209			 &key, sizeof(key),
210			 &brw->sf.prog_offset, &brw->sf.prog_data)) {
211      compile_sf_prog( brw, &key );
212   }
213}
214
215
216const struct brw_tracked_state brw_sf_prog = {
217   .dirty = {
218      .mesa  = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
219                _NEW_TRANSFORM | _NEW_BUFFERS | _NEW_PROGRAM),
220      .brw   = (BRW_NEW_REDUCED_PRIMITIVE |
221                BRW_NEW_VUE_MAP_GEOM_OUT |
222                BRW_NEW_INTERPOLATION_MAP)
223   },
224   .emit = brw_upload_sf_prog
225};
226
227