brw_wm.c revision 877128505431adaf817dc8069172ebe4a1cdf5d8
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 "brw_context.h"
33#include "brw_wm.h"
34#include "brw_state.h"
35#include "main/enums.h"
36#include "main/formats.h"
37#include "main/fbobject.h"
38#include "main/samplerobj.h"
39#include "program/prog_parameter.h"
40#include "program/program.h"
41#include "intel_mipmap_tree.h"
42
43#include "glsl/ralloc.h"
44
45/**
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
48 */
49static unsigned
50brw_compute_barycentric_interp_modes(struct brw_context *brw,
51                                     bool shade_model_flat,
52                                     const struct gl_fragment_program *fprog)
53{
54   unsigned barycentric_interp_modes = 0;
55   int attr;
56
57   /* Loop through all fragment shader inputs to figure out what interpolation
58    * modes are in use, and set the appropriate bits in
59    * barycentric_interp_modes.
60    */
61   for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
62      enum glsl_interp_qualifier interp_qualifier =
63         fprog->InterpQualifier[attr];
64      bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr);
65      bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
66
67      /* Ignore unused inputs. */
68      if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
69         continue;
70
71      /* Ignore WPOS and FACE, because they don't require interpolation. */
72      if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
73         continue;
74
75      /* Determine the set (or sets) of barycentric coordinates needed to
76       * interpolate this variable.  Note that when
77       * brw->needs_unlit_centroid_workaround is set, centroid interpolation
78       * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
79       * for lit pixels, so we need both sets of barycentric coordinates.
80       */
81      if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
82         if (is_centroid) {
83            barycentric_interp_modes |=
84               1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
85         }
86         if (!is_centroid || brw->needs_unlit_centroid_workaround) {
87            barycentric_interp_modes |=
88               1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
89         }
90      } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
91                 (!(shade_model_flat && is_gl_Color) &&
92                  interp_qualifier == INTERP_QUALIFIER_NONE)) {
93         if (is_centroid) {
94            barycentric_interp_modes |=
95               1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
96         }
97         if (!is_centroid || brw->needs_unlit_centroid_workaround) {
98            barycentric_interp_modes |=
99               1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
100         }
101      }
102   }
103
104   return barycentric_interp_modes;
105}
106
107bool
108brw_wm_prog_data_compare(const void *in_a, const void *in_b)
109{
110   const struct brw_wm_prog_data *a = in_a;
111   const struct brw_wm_prog_data *b = in_b;
112
113   /* Compare all the struct (including the base) up to the pointers. */
114   if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
115      return false;
116
117   if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
118      return false;
119
120   if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
121      return false;
122
123   return true;
124}
125
126void
127brw_wm_prog_data_free(const void *in_prog_data)
128{
129   const struct brw_wm_prog_data *prog_data = in_prog_data;
130
131   ralloc_free((void *)prog_data->param);
132   ralloc_free((void *)prog_data->pull_param);
133}
134
135/**
136 * All Mesa program -> GPU code generation goes through this function.
137 * Depending on the instructions used (i.e. flow control instructions)
138 * we'll use one of two code generators.
139 */
140bool do_wm_prog(struct brw_context *brw,
141		struct gl_shader_program *prog,
142		struct brw_fragment_program *fp,
143		struct brw_wm_prog_key *key)
144{
145   struct brw_wm_compile *c;
146   const GLuint *program;
147   struct gl_shader *fs = NULL;
148   GLuint program_size;
149
150   if (prog)
151      fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
152
153   c = rzalloc(NULL, struct brw_wm_compile);
154
155   /* Allocate the references to the uniforms that will end up in the
156    * prog_data associated with the compiled program, and which will be freed
157    * by the state cache.
158    */
159   int param_count;
160   if (fs) {
161      param_count = fs->num_uniform_components;
162   } else {
163      param_count = fp->program.Base.Parameters->NumParameters * 4;
164   }
165   /* The backend also sometimes adds params for texture size. */
166   param_count += 2 * BRW_MAX_TEX_UNIT;
167   c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
168   c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
169
170   memcpy(&c->key, key, sizeof(*key));
171
172   c->prog_data.barycentric_interp_modes =
173      brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
174                                           &fp->program);
175
176   program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
177   if (program == NULL)
178      return false;
179
180   /* Scratch space is used for register spilling */
181   if (c->last_scratch) {
182      perf_debug("Fragment shader triggered register spilling.  "
183                 "Try reducing the number of live scalar values to "
184                 "improve performance.\n");
185
186      c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
187
188      brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
189			 c->prog_data.total_scratch * brw->max_wm_threads);
190   }
191
192   if (unlikely(INTEL_DEBUG & DEBUG_WM))
193      fprintf(stderr, "\n");
194
195   brw_upload_cache(&brw->cache, BRW_WM_PROG,
196		    &c->key, sizeof(c->key),
197		    program, program_size,
198		    &c->prog_data, sizeof(c->prog_data),
199		    &brw->wm.base.prog_offset, &brw->wm.prog_data);
200
201   ralloc_free(c);
202
203   return true;
204}
205
206static bool
207key_debug(struct brw_context *brw, const char *name, int a, int b)
208{
209   if (a != b) {
210      perf_debug("  %s %d->%d\n", name, a, b);
211      return true;
212   } else {
213      return false;
214   }
215}
216
217bool
218brw_debug_recompile_sampler_key(struct brw_context *brw,
219                                const struct brw_sampler_prog_key_data *old_key,
220                                const struct brw_sampler_prog_key_data *key)
221{
222   bool found = false;
223
224   for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
225      found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
226                         old_key->swizzles[i], key->swizzles[i]);
227   }
228   found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
229                      old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
230   found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
231                      old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
232   found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
233                      old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
234   found |= key_debug(brw, "GL_MESA_ycbcr texturing\n",
235                      old_key->yuvtex_mask, key->yuvtex_mask);
236   found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
237                      old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
238   found |= key_debug(brw, "gather channel quirk on any texture unit",
239                      old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
240
241   return found;
242}
243
244void
245brw_wm_debug_recompile(struct brw_context *brw,
246                       struct gl_shader_program *prog,
247                       const struct brw_wm_prog_key *key)
248{
249   struct brw_cache_item *c = NULL;
250   const struct brw_wm_prog_key *old_key = NULL;
251   bool found = false;
252
253   perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
254
255   for (unsigned int i = 0; i < brw->cache.size; i++) {
256      for (c = brw->cache.items[i]; c; c = c->next) {
257         if (c->cache_id == BRW_WM_PROG) {
258            old_key = c->key;
259
260            if (old_key->program_string_id == key->program_string_id)
261               break;
262         }
263      }
264      if (c)
265         break;
266   }
267
268   if (!c) {
269      perf_debug("  Didn't find previous compile in the shader cache for debug\n");
270      return;
271   }
272
273   found |= key_debug(brw, "alphatest, computed depth, depth test, or "
274                      "depth write",
275                      old_key->iz_lookup, key->iz_lookup);
276   found |= key_debug(brw, "depth statistics",
277                      old_key->stats_wm, key->stats_wm);
278   found |= key_debug(brw, "flat shading",
279                      old_key->flat_shade, key->flat_shade);
280   found |= key_debug(brw, "number of color buffers",
281                      old_key->nr_color_regions, key->nr_color_regions);
282   found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
283                      old_key->replicate_alpha, key->replicate_alpha);
284   found |= key_debug(brw, "rendering to FBO",
285                      old_key->render_to_fbo, key->render_to_fbo);
286   found |= key_debug(brw, "fragment color clamping",
287                      old_key->clamp_fragment_color, key->clamp_fragment_color);
288   found |= key_debug(brw, "line smoothing",
289                      old_key->line_aa, key->line_aa);
290   found |= key_debug(brw, "renderbuffer height",
291                      old_key->drawable_height, key->drawable_height);
292   found |= key_debug(brw, "input slots valid",
293                      old_key->input_slots_valid, key->input_slots_valid);
294   found |= key_debug(brw, "mrt alpha test function",
295                      old_key->alpha_test_func, key->alpha_test_func);
296   found |= key_debug(brw, "mrt alpha test reference value",
297                      old_key->alpha_test_ref, key->alpha_test_ref);
298
299   found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
300
301   if (!found) {
302      perf_debug("  Something else\n");
303   }
304}
305
306void
307brw_populate_sampler_prog_key_data(struct gl_context *ctx,
308				   const struct gl_program *prog,
309                                   unsigned sampler_count,
310				   struct brw_sampler_prog_key_data *key)
311{
312   struct brw_context *brw = brw_context(ctx);
313
314   for (int s = 0; s < sampler_count; s++) {
315      key->swizzles[s] = SWIZZLE_NOOP;
316
317      if (!(prog->SamplersUsed & (1 << s)))
318	 continue;
319
320      int unit_id = prog->SamplerUnits[s];
321      const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
322
323      if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
324	 const struct gl_texture_object *t = unit->_Current;
325	 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
326	 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
327
328         const bool alpha_depth = t->DepthMode == GL_ALPHA &&
329            (img->_BaseFormat == GL_DEPTH_COMPONENT ||
330             img->_BaseFormat == GL_DEPTH_STENCIL);
331
332         /* Haswell handles texture swizzling as surface format overrides
333          * (except for GL_ALPHA); all other platforms need MOVs in the shader.
334          */
335         if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
336            key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
337
338	 if (img->InternalFormat == GL_YCBCR_MESA) {
339	    key->yuvtex_mask |= 1 << s;
340	    if (img->TexFormat == MESA_FORMAT_YCBCR)
341		key->yuvtex_swap_mask |= 1 << s;
342	 }
343
344	 if (sampler->MinFilter != GL_NEAREST &&
345	     sampler->MagFilter != GL_NEAREST) {
346	    if (sampler->WrapS == GL_CLAMP)
347	       key->gl_clamp_mask[0] |= 1 << s;
348	    if (sampler->WrapT == GL_CLAMP)
349	       key->gl_clamp_mask[1] |= 1 << s;
350	    if (sampler->WrapR == GL_CLAMP)
351	       key->gl_clamp_mask[2] |= 1 << s;
352	 }
353
354         /* gather4's channel select for green from RG32F is broken;
355          * requires a shader w/a on IVB; fixable with just SCS on HSW. */
356         if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
357            if (img->InternalFormat == GL_RG32F)
358               key->gather_channel_quirk_mask |= 1 << s;
359         }
360
361         /* If this is a multisample sampler, and uses the CMS MSAA layout,
362          * then we need to emit slightly different code to first sample the
363          * MCS surface.
364          */
365         struct intel_texture_object *intel_tex =
366            intel_texture_object((struct gl_texture_object *)t);
367
368         if (brw->gen >= 7 &&
369             intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
370            key->compressed_multisample_layout_mask |= 1 << s;
371         }
372      }
373   }
374}
375
376static void brw_wm_populate_key( struct brw_context *brw,
377				 struct brw_wm_prog_key *key )
378{
379   struct gl_context *ctx = &brw->ctx;
380   /* BRW_NEW_FRAGMENT_PROGRAM */
381   const struct brw_fragment_program *fp =
382      (struct brw_fragment_program *)brw->fragment_program;
383   const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
384   GLuint lookup = 0;
385   GLuint line_aa;
386   bool program_uses_dfdy = fp->program.UsesDFdy;
387   bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
388
389   memset(key, 0, sizeof(*key));
390
391   /* Build the index for table lookup
392    */
393   if (brw->gen < 6) {
394      /* _NEW_COLOR */
395      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
396	 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
397
398      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
399	 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
400
401      /* _NEW_DEPTH */
402      if (ctx->Depth.Test)
403	 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
404
405      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
406	 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
407
408      /* _NEW_STENCIL | _NEW_BUFFERS */
409      if (ctx->Stencil._Enabled) {
410	 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
411
412	 if (ctx->Stencil.WriteMask[0] ||
413	     ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
414	    lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
415      }
416      key->iz_lookup = lookup;
417   }
418
419   line_aa = AA_NEVER;
420
421   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
422   if (ctx->Line.SmoothFlag) {
423      if (brw->reduced_primitive == GL_LINES) {
424	 line_aa = AA_ALWAYS;
425      }
426      else if (brw->reduced_primitive == GL_TRIANGLES) {
427	 if (ctx->Polygon.FrontMode == GL_LINE) {
428	    line_aa = AA_SOMETIMES;
429
430	    if (ctx->Polygon.BackMode == GL_LINE ||
431		(ctx->Polygon.CullFlag &&
432		 ctx->Polygon.CullFaceMode == GL_BACK))
433	       line_aa = AA_ALWAYS;
434	 }
435	 else if (ctx->Polygon.BackMode == GL_LINE) {
436	    line_aa = AA_SOMETIMES;
437
438	    if ((ctx->Polygon.CullFlag &&
439		 ctx->Polygon.CullFaceMode == GL_FRONT))
440	       line_aa = AA_ALWAYS;
441	 }
442      }
443   }
444
445   key->line_aa = line_aa;
446
447   /* _NEW_HINT */
448   if (brw->disable_derivative_optimization) {
449      key->high_quality_derivatives =
450         ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
451   } else {
452      key->high_quality_derivatives =
453         ctx->Hint.FragmentShaderDerivative == GL_NICEST;
454   }
455
456   if (brw->gen < 6)
457      key->stats_wm = brw->stats_wm;
458
459   /* _NEW_LIGHT */
460   key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
461
462   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
463   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
464
465   /* _NEW_TEXTURE */
466   brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
467                                      &key->tex);
468
469   /* _NEW_BUFFERS */
470   /*
471    * Include the draw buffer origin and height so that we can calculate
472    * fragment position values relative to the bottom left of the drawable,
473    * from the incoming screen origin relative position we get as part of our
474    * payload.
475    *
476    * This is only needed for the WM_WPOSXY opcode when the fragment program
477    * uses the gl_FragCoord input.
478    *
479    * We could avoid recompiling by including this as a constant referenced by
480    * our program, but if we were to do that it would also be nice to handle
481    * getting that constant updated at batchbuffer submit time (when we
482    * hold the lock and know where the buffer really is) rather than at emit
483    * time when we don't hold the lock and are just guessing.  We could also
484    * just avoid using this as key data if the program doesn't use
485    * fragment.position.
486    *
487    * For DRI2 the origin_x/y will always be (0,0) but we still need the
488    * drawable height in order to invert the Y axis.
489    */
490   if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
491      key->drawable_height = ctx->DrawBuffer->Height;
492   }
493
494   if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
495      key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
496   }
497
498   /* _NEW_BUFFERS */
499   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
500
501   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
502   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
503      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
504
505   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
506   key->compute_pos_offset =
507      _mesa_get_min_invocations_per_fragment(ctx, &fp->program) > 1 &&
508      fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
509
510   key->compute_sample_id =
511      multisample_fbo &&
512      ctx->Multisample.Enabled &&
513      (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
514
515   /* BRW_NEW_VUE_MAP_GEOM_OUT */
516   if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
517                                         BRW_FS_VARYING_INPUT_MASK) > 16)
518      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
519
520
521   /* _NEW_COLOR | _NEW_BUFFERS */
522   /* Pre-gen6, the hardware alpha test always used each render
523    * target's alpha to do alpha test, as opposed to render target 0's alpha
524    * like GL requires.  Fix that by building the alpha test into the
525    * shader, and we'll skip enabling the fixed function alpha test.
526    */
527   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
528      key->alpha_test_func = ctx->Color.AlphaFunc;
529      key->alpha_test_ref = ctx->Color.AlphaRef;
530   }
531
532   /* The unique fragment program ID */
533   key->program_string_id = fp->id;
534}
535
536
537static void
538brw_upload_wm_prog(struct brw_context *brw)
539{
540   struct gl_context *ctx = &brw->ctx;
541   struct brw_wm_prog_key key;
542   struct brw_fragment_program *fp = (struct brw_fragment_program *)
543      brw->fragment_program;
544
545   brw_wm_populate_key(brw, &key);
546
547   if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
548			 &key, sizeof(key),
549			 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
550      bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
551				&key);
552      (void) success;
553      assert(success);
554   }
555   brw->wm.base.prog_data = &brw->wm.prog_data->base;
556}
557
558
559const struct brw_tracked_state brw_wm_prog = {
560   .dirty = {
561      .mesa  = (_NEW_COLOR |
562		_NEW_DEPTH |
563		_NEW_STENCIL |
564		_NEW_POLYGON |
565		_NEW_LINE |
566		_NEW_HINT |
567		_NEW_LIGHT |
568		_NEW_FRAG_CLAMP |
569		_NEW_BUFFERS |
570		_NEW_TEXTURE |
571		_NEW_MULTISAMPLE),
572      .brw   = (BRW_NEW_FRAGMENT_PROGRAM |
573		BRW_NEW_REDUCED_PRIMITIVE |
574                BRW_NEW_VUE_MAP_GEOM_OUT |
575                BRW_NEW_STATS_WM)
576   },
577   .emit = brw_upload_wm_prog
578};
579
580