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authorKeith Whitwell <[email protected]>2009-10-29 20:18:01 +0000
committerKeith Whitwell <[email protected]>2009-10-29 20:18:01 +0000
commit99cc0fd67597cbcd6106afcf437a0d5e2431c9df (patch)
treeb01d1ce2a717dd366c04e40db3481614c4ba7457 /src/gallium/drivers/i965/brw_wm.c
parent81b8589f064204d9ddcd7d1f9d43d2dcf5676235 (diff)
i965g: work in progress on fragment shaders
Diffstat (limited to 'src/gallium/drivers/i965/brw_wm.c')
-rw-r--r--src/gallium/drivers/i965/brw_wm.c167
1 files changed, 59 insertions, 108 deletions
diff --git a/src/gallium/drivers/i965/brw_wm.c b/src/gallium/drivers/i965/brw_wm.c
index f0dabfcfd0e..33602b59c1b 100644
--- a/src/gallium/drivers/i965/brw_wm.c
+++ b/src/gallium/drivers/i965/brw_wm.c
@@ -28,14 +28,17 @@
* Authors:
* Keith Whitwell <[email protected]>
*/
+#include "pipe/p_error.h"
#include "tgsi/tgsi_info.h"
#include "brw_context.h"
+#include "brw_screen.h"
#include "brw_util.h"
#include "brw_wm.h"
#include "brw_state.h"
#include "brw_debug.h"
+#include "brw_pipe_rast.h"
/** Return number of src args for given instruction */
@@ -85,12 +88,12 @@ GLuint brw_wm_is_scalar_result( GLuint opcode )
/**
- * 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.
+ * Do GPU code generation for shaders without flow control. Shaders
+ * without flow control instructions can more readily be analysed for
+ * SSA-style optimizations.
*/
static void
-brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
+brw_wm_linear_shader_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.
@@ -136,7 +139,7 @@ brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
* 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,
+static int do_wm_prog( struct brw_context *brw,
struct brw_fragment_shader *fp,
struct brw_wm_prog_key *key)
{
@@ -153,7 +156,7 @@ static void do_wm_prog( struct brw_context *brw,
* without triggering a segfault, no way to signal,
* so just return.
*/
- return;
+ return PIPE_ERROR_OUT_OF_MEMORY;
}
} else {
memset(c, 0, sizeof(*brw->wm.compile_data));
@@ -166,19 +169,19 @@ static void do_wm_prog( struct brw_context *brw,
brw_init_compile(brw, &c->func);
/* temporary sanity check assertion */
- assert(fp->isGLSL == brw_wm_is_glsl(&c->fp->program));
+ assert(fp->has_flow_control == brw_wm_has_flow_control(c->fp));
/*
* Shader which use GLSL features such as flow control are handled
* differently from "simple" shaders.
*/
- if (fp->isGLSL) {
+ if (fp->has_flow_control) {
c->dispatch_width = 8;
- brw_wm_glsl_emit(brw, c);
+ brw_wm_branching_shader_emit(brw, c);
}
else {
c->dispatch_width = 16;
- brw_wm_non_glsl_emit(brw, c);
+ brw_wm_linear_shader_emit(brw, c);
}
if (BRW_DEBUG & DEBUG_WM)
@@ -195,6 +198,8 @@ static void do_wm_prog( struct brw_context *brw,
program, program_size,
&c->prog_data,
&brw->wm.prog_data );
+
+ return 0;
}
@@ -202,71 +207,36 @@ static void do_wm_prog( struct brw_context *brw,
static void brw_wm_populate_key( struct brw_context *brw,
struct brw_wm_prog_key *key )
{
- /* BRW_NEW_FRAGMENT_PROGRAM */
- const struct brw_fragment_program *fp = brw->curr.fragment_shader;
- GLboolean uses_depth = (fp->program.Base.InputsRead & (1 << FRAG_ATTRIB_WPOS)) != 0;
- GLuint lookup = 0;
- GLuint line_aa;
- GLuint i;
+ unsigned lookup, line_aa;
+ unsigned i;
memset(key, 0, sizeof(*key));
- /* Build the index for table lookup
+ /* PIPE_NEW_FRAGMENT_SHADER
+ * PIPE_NEW_DEPTH_STENCIL_ALPHA
*/
- /* _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;
+ lookup = (brw->curr.zstencil->iz_lookup |
+ brw->curr.fragment_shader->iz_lookup);
- /* _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;
- }
- }
+ /* PIPE_NEW_RAST
+ * BRW_NEW_REDUCED_PRIMITIVE
+ */
+ switch (brw->reduced_primitive) {
+ case PIPE_PRIM_POINTS:
+ line_aa = AA_NEVER;
+ break;
+ case PIPE_PRIM_LINES:
+ line_aa = AA_ALWAYS;
+ break;
+ default:
+ line_aa = brw->curr.rast->unfilled_aa_line;
+ break;
}
brw_wm_lookup_iz(line_aa,
lookup,
- uses_depth,
+ brw->curr.fragment_shader->uses_depth,
key);
/* Revisit this, figure out if it's really useful, and either push
@@ -276,54 +246,39 @@ static void brw_wm_populate_key( struct brw_context *brw,
key->proj_attrib_mask = ~0; /*brw->wm.input_size_masks[4-1];*/
/* PIPE_NEW_RAST */
- key->flat_shade = brw->rast.flat_shade;
+ key->flat_shade = brw->curr.rast->templ.flatshade;
/* This can be determined by looking at the INTERP mode each input decl.
*/
- key->linear_color = 0;
-
- /* _NEW_TEXTURE */
- for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
- if (i < brw->nr_textures) {
- const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
- 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->linear_attrib_mask = 0;
- key->tex_swizzles[i] = t->_Swizzle;
+ /* PIPE_NEW_BOUND_TEXTURES */
+ for (i = 0; i < brw->curr.num_textures; i++) {
+ const struct brw_texture *tex = brw->curr.texture[i];
- if (0)
- key->shadowtex_mask |= 1<<i;
- }
- else {
- key->tex_swizzles[i] = SWIZZLE_NOOP;
- }
- }
+ if (tex->base.format == PIPE_FORMAT_YCBCR)
+ key->yuvtex_mask |= 1 << i;
+ if (tex->base.format == PIPE_FORMAT_YCBCR_REV)
+ key->yuvtex_swap_mask |= 1 << i;
- /* _NEW_FRAMEBUFFER */
- if (brw->intel.driDrawable != NULL) {
- key->drawable_height = brw->fb.cbufs[0].height;
+ /* XXX: shadow texture
+ */
+ /* key->shadowtex_mask |= 1<<i; */
}
/* CACHE_NEW_VS_PROG */
- key->vp_nr_outputs_written = brw->vs.prog_data->nr_outputs_written;
+ key->vp_nr_outputs = brw->vs.prog_data->nr_outputs;
/* The unique fragment program ID */
- key->program_string_id = fp->id;
+ key->program_string_id = brw->curr.fragment_shader->id;
}
-static void brw_prepare_wm_prog(struct brw_context *brw)
+static int 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;
+ struct brw_fragment_shader *fs = brw->curr.fragment_shader;
brw_wm_populate_key(brw, &key);
@@ -335,23 +290,19 @@ static void brw_prepare_wm_prog(struct brw_context *brw)
NULL, 0,
&brw->wm.prog_data);
if (brw->wm.prog_bo == NULL)
- do_wm_prog(brw, fp, &key);
+ return do_wm_prog(brw, fs, &key);
+
+ return 0;
}
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 |
+ .mesa = (PIPE_NEW_FRAGMENT_SHADER |
+ PIPE_NEW_DEPTH_STENCIL_ALPHA |
+ PIPE_NEW_RAST |
+ PIPE_NEW_BOUND_TEXTURES),
+ .brw = (BRW_NEW_WM_INPUT_DIMENSIONS |
BRW_NEW_REDUCED_PRIMITIVE),
.cache = CACHE_NEW_VS_PROG,
},