diff options
author | Keith Whitwell <[email protected]> | 2009-10-23 16:55:02 +0100 |
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committer | Keith Whitwell <[email protected]> | 2009-10-23 17:03:45 +0100 |
commit | 2f5f7c07732577f60666e3cee69c75c9b035c145 (patch) | |
tree | ff6639c9168bef0c2d389efdc6ce8eb3d6071ab2 /src/gallium/drivers/i965/brw_wm.c | |
parent | da253319f9e5d37d9c55b975ef9328545a3ac9b4 (diff) |
i965g: re-starting from the dri driver
Diffstat (limited to 'src/gallium/drivers/i965/brw_wm.c')
-rw-r--r-- | src/gallium/drivers/i965/brw_wm.c | 375 |
1 files changed, 375 insertions, 0 deletions
diff --git a/src/gallium/drivers/i965/brw_wm.c b/src/gallium/drivers/i965/brw_wm.c new file mode 100644 index 00000000000..2292de94c44 --- /dev/null +++ b/src/gallium/drivers/i965/brw_wm.c @@ -0,0 +1,375 @@ +/* + Copyright (C) Intel Corp. 2006. All Rights Reserved. + Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to + develop this 3D driver. + + Permission is hereby granted, free of charge, to any person obtaining + a copy of this software and associated documentation files (the + "Software"), to deal in the Software without restriction, including + without limitation the rights to use, copy, modify, merge, publish, + distribute, sublicense, and/or sell copies of the Software, and to + permit persons to whom the Software is furnished to do so, subject to + the following conditions: + + The above copyright notice and this permission notice (including the + next paragraph) shall be included in all copies or substantial + portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE + LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION + OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION + WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + **********************************************************************/ + /* + * Authors: + * Keith Whitwell <[email protected]> + */ + +#include "main/texformat.h" +#include "brw_context.h" +#include "brw_util.h" +#include "brw_wm.h" +#include "brw_state.h" + + +/** Return number of src args for given instruction */ +GLuint brw_wm_nr_args( GLuint opcode ) +{ + switch (opcode) { + case WM_FRONTFACING: + case WM_PIXELXY: + return 0; + case WM_CINTERP: + case WM_WPOSXY: + case WM_DELTAXY: + return 1; + case WM_LINTERP: + case WM_PIXELW: + return 2; + case WM_FB_WRITE: + case WM_PINTERP: + return 3; + default: + assert(opcode < MAX_OPCODE); + return _mesa_num_inst_src_regs(opcode); + } +} + + +GLuint brw_wm_is_scalar_result( GLuint opcode ) +{ + switch (opcode) { + case OPCODE_COS: + case OPCODE_EX2: + case OPCODE_LG2: + case OPCODE_POW: + case OPCODE_RCP: + case OPCODE_RSQ: + case OPCODE_SIN: + case OPCODE_DP3: + case OPCODE_DP4: + case OPCODE_DPH: + case OPCODE_DST: + return 1; + + default: + return 0; + } +} + + +/** + * Do GPU code generation for non-GLSL shader. non-GLSL shaders have + * no flow control instructions so we can more readily do SSA-style + * optimizations. + */ +static void +brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c) +{ + /* Augment fragment program. Add instructions for pre- and + * post-fragment-program tasks such as interpolation and fogging. + */ + brw_wm_pass_fp(c); + + /* Translate to intermediate representation. Build register usage + * chains. + */ + brw_wm_pass0(c); + + /* Dead code removal. + */ + brw_wm_pass1(c); + + /* Register allocation. + * Divide by two because we operate on 16 pixels at a time and require + * two GRF entries for each logical shader register. + */ + c->grf_limit = BRW_WM_MAX_GRF / 2; + + brw_wm_pass2(c); + + /* how many general-purpose registers are used */ + c->prog_data.total_grf = c->max_wm_grf; + + /* Scratch space is used for register spilling */ + if (c->last_scratch) { + c->prog_data.total_scratch = c->last_scratch + 0x40; + } + else { + c->prog_data.total_scratch = 0; + } + + /* Emit GEN4 code. + */ + brw_wm_emit(c); +} + + +/** + * All Mesa program -> GPU code generation goes through this function. + * Depending on the instructions used (i.e. flow control instructions) + * we'll use one of two code generators. + */ +static void do_wm_prog( struct brw_context *brw, + struct brw_fragment_program *fp, + struct brw_wm_prog_key *key) +{ + struct brw_wm_compile *c; + const GLuint *program; + GLuint program_size; + + c = brw->wm.compile_data; + if (c == NULL) { + brw->wm.compile_data = calloc(1, sizeof(*brw->wm.compile_data)); + c = brw->wm.compile_data; + if (c == NULL) { + /* Ouch - big out of memory problem. Can't continue + * without triggering a segfault, no way to signal, + * so just return. + */ + return; + } + } else { + memset(c, 0, sizeof(*brw->wm.compile_data)); + } + memcpy(&c->key, key, sizeof(*key)); + + c->fp = fp; + c->env_param = brw->intel.ctx.FragmentProgram.Parameters; + + brw_init_compile(brw, &c->func); + + /* temporary sanity check assertion */ + ASSERT(fp->isGLSL == brw_wm_is_glsl(&c->fp->program)); + + /* + * Shader which use GLSL features such as flow control are handled + * differently from "simple" shaders. + */ + if (fp->isGLSL) { + c->dispatch_width = 8; + brw_wm_glsl_emit(brw, c); + } + else { + c->dispatch_width = 16; + brw_wm_non_glsl_emit(brw, c); + } + + if (INTEL_DEBUG & DEBUG_WM) + fprintf(stderr, "\n"); + + /* get the program + */ + program = brw_get_program(&c->func, &program_size); + + dri_bo_unreference(brw->wm.prog_bo); + brw->wm.prog_bo = brw_upload_cache( &brw->cache, BRW_WM_PROG, + &c->key, sizeof(c->key), + NULL, 0, + program, program_size, + &c->prog_data, + &brw->wm.prog_data ); +} + + + +static void brw_wm_populate_key( struct brw_context *brw, + struct brw_wm_prog_key *key ) +{ + GLcontext *ctx = &brw->intel.ctx; + /* BRW_NEW_FRAGMENT_PROGRAM */ + const struct brw_fragment_program *fp = + (struct brw_fragment_program *)brw->fragment_program; + GLboolean uses_depth = (fp->program.Base.InputsRead & (1 << FRAG_ATTRIB_WPOS)) != 0; + GLuint lookup = 0; + GLuint line_aa; + GLuint i; + + memset(key, 0, sizeof(*key)); + + /* Build the index for table lookup + */ + /* _NEW_COLOR */ + if (fp->program.UsesKill || + ctx->Color.AlphaEnabled) + lookup |= IZ_PS_KILL_ALPHATEST_BIT; + + if (fp->program.Base.OutputsWritten & (1<<FRAG_RESULT_DEPTH)) + lookup |= IZ_PS_COMPUTES_DEPTH_BIT; + + /* _NEW_DEPTH */ + if (ctx->Depth.Test) + lookup |= IZ_DEPTH_TEST_ENABLE_BIT; + + if (ctx->Depth.Test && + ctx->Depth.Mask) /* ?? */ + lookup |= IZ_DEPTH_WRITE_ENABLE_BIT; + + /* _NEW_STENCIL */ + if (ctx->Stencil._Enabled) { + lookup |= IZ_STENCIL_TEST_ENABLE_BIT; + + if (ctx->Stencil.WriteMask[0] || + ctx->Stencil.WriteMask[ctx->Stencil._BackFace]) + lookup |= IZ_STENCIL_WRITE_ENABLE_BIT; + } + + line_aa = AA_NEVER; + + /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */ + if (ctx->Line.SmoothFlag) { + if (brw->intel.reduced_primitive == GL_LINES) { + line_aa = AA_ALWAYS; + } + else if (brw->intel.reduced_primitive == GL_TRIANGLES) { + if (ctx->Polygon.FrontMode == GL_LINE) { + line_aa = AA_SOMETIMES; + + if (ctx->Polygon.BackMode == GL_LINE || + (ctx->Polygon.CullFlag && + ctx->Polygon.CullFaceMode == GL_BACK)) + line_aa = AA_ALWAYS; + } + else if (ctx->Polygon.BackMode == GL_LINE) { + line_aa = AA_SOMETIMES; + + if ((ctx->Polygon.CullFlag && + ctx->Polygon.CullFaceMode == GL_FRONT)) + line_aa = AA_ALWAYS; + } + } + } + + brw_wm_lookup_iz(line_aa, + lookup, + uses_depth, + key); + + + /* BRW_NEW_WM_INPUT_DIMENSIONS */ + key->proj_attrib_mask = brw->wm.input_size_masks[4-1]; + + /* _NEW_LIGHT */ + key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT); + + /* _NEW_HINT */ + key->linear_color = (ctx->Hint.PerspectiveCorrection == GL_FASTEST); + + /* _NEW_TEXTURE */ + for (i = 0; i < BRW_MAX_TEX_UNIT; i++) { + const struct gl_texture_unit *unit = &ctx->Texture.Unit[i]; + + if (unit->_ReallyEnabled) { + const struct gl_texture_object *t = unit->_Current; + const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; + if (img->InternalFormat == GL_YCBCR_MESA) { + key->yuvtex_mask |= 1 << i; + if (img->TexFormat->MesaFormat == MESA_FORMAT_YCBCR) + key->yuvtex_swap_mask |= 1 << i; + } + + key->tex_swizzles[i] = t->_Swizzle; + } + else { + key->tex_swizzles[i] = SWIZZLE_NOOP; + } + } + + /* Shadow */ + key->shadowtex_mask = fp->program.Base.ShadowSamplers; + + /* _NEW_BUFFERS */ + /* + * Include the draw buffer origin and height so that we can calculate + * fragment position values relative to the bottom left of the drawable, + * from the incoming screen origin relative position we get as part of our + * payload. + * + * We could avoid recompiling by including this as a constant referenced by + * our program, but if we were to do that it would also be nice to handle + * getting that constant updated at batchbuffer submit time (when we + * hold the lock and know where the buffer really is) rather than at emit + * time when we don't hold the lock and are just guessing. We could also + * just avoid using this as key data if the program doesn't use + * fragment.position. + * + * This pretty much becomes moot with DRI2 and redirected buffers anyway, + * as our origins will always be zero then. + */ + if (brw->intel.driDrawable != NULL) { + key->origin_x = brw->intel.driDrawable->x; + key->origin_y = brw->intel.driDrawable->y; + key->drawable_height = brw->intel.driDrawable->h; + } + + /* CACHE_NEW_VS_PROG */ + key->vp_outputs_written = brw->vs.prog_data->outputs_written & DO_SETUP_BITS; + + /* The unique fragment program ID */ + key->program_string_id = fp->id; +} + + +static void brw_prepare_wm_prog(struct brw_context *brw) +{ + struct brw_wm_prog_key key; + struct brw_fragment_program *fp = (struct brw_fragment_program *) + brw->fragment_program; + + brw_wm_populate_key(brw, &key); + + /* Make an early check for the key. + */ + dri_bo_unreference(brw->wm.prog_bo); + brw->wm.prog_bo = brw_search_cache(&brw->cache, BRW_WM_PROG, + &key, sizeof(key), + NULL, 0, + &brw->wm.prog_data); + if (brw->wm.prog_bo == NULL) + do_wm_prog(brw, fp, &key); +} + + +const struct brw_tracked_state brw_wm_prog = { + .dirty = { + .mesa = (_NEW_COLOR | + _NEW_DEPTH | + _NEW_HINT | + _NEW_STENCIL | + _NEW_POLYGON | + _NEW_LINE | + _NEW_LIGHT | + _NEW_BUFFERS | + _NEW_TEXTURE), + .brw = (BRW_NEW_FRAGMENT_PROGRAM | + BRW_NEW_WM_INPUT_DIMENSIONS | + BRW_NEW_REDUCED_PRIMITIVE), + .cache = CACHE_NEW_VS_PROG, + }, + .prepare = brw_prepare_wm_prog +}; + |