diff options
author | Keith Whitwell <[email protected]> | 2009-10-29 20:18:01 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2009-10-29 20:18:01 +0000 |
commit | 99cc0fd67597cbcd6106afcf437a0d5e2431c9df (patch) | |
tree | b01d1ce2a717dd366c04e40db3481614c4ba7457 /src/gallium/drivers/i965/brw_wm.c | |
parent | 81b8589f064204d9ddcd7d1f9d43d2dcf5676235 (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.c | 167 |
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, }, |