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|
/**************************************************************************
*
* Copyright 2009 VMware, Inc.
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* 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, sub license, 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS 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.
*
**************************************************************************/
/**
* @file
* Code generate the whole fragment pipeline.
*
* The fragment pipeline consists of the following stages:
* - early depth test
* - fragment shader
* - alpha test
* - depth/stencil test
* - blending
*
* This file has only the glue to assemble the fragment pipeline. The actual
* plumbing of converting Gallium state into LLVM IR is done elsewhere, in the
* lp_bld_*.[ch] files, and in a complete generic and reusable way. Here we
* muster the LLVM JIT execution engine to create a function that follows an
* established binary interface and that can be called from C directly.
*
* A big source of complexity here is that we often want to run different
* stages with different precisions and data types and precisions. For example,
* the fragment shader needs typically to be done in floats, but the
* depth/stencil test and blending is better done in the type that most closely
* matches the depth/stencil and color buffer respectively.
*
* Since the width of a SIMD vector register stays the same regardless of the
* element type, different types imply different number of elements, so we must
* code generate more instances of the stages with larger types to be able to
* feed/consume the stages with smaller types.
*
* @author Jose Fonseca <jfonseca@vmware.com>
*/
#include <limits.h>
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_pointer.h"
#include "util/u_format.h"
#include "util/u_dump.h"
#include "util/u_string.h"
#include "util/u_simple_list.h"
#include "os/os_time.h"
#include "pipe/p_shader_tokens.h"
#include "draw/draw_context.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_scan.h"
#include "tgsi/tgsi_parse.h"
#include "gallivm/lp_bld_type.h"
#include "gallivm/lp_bld_const.h"
#include "gallivm/lp_bld_conv.h"
#include "gallivm/lp_bld_init.h"
#include "gallivm/lp_bld_intr.h"
#include "gallivm/lp_bld_logic.h"
#include "gallivm/lp_bld_tgsi.h"
#include "gallivm/lp_bld_swizzle.h"
#include "gallivm/lp_bld_flow.h"
#include "gallivm/lp_bld_debug.h"
#include "lp_bld_alpha.h"
#include "lp_bld_blend.h"
#include "lp_bld_depth.h"
#include "lp_bld_interp.h"
#include "lp_context.h"
#include "lp_debug.h"
#include "lp_perf.h"
#include "lp_setup.h"
#include "lp_state.h"
#include "lp_tex_sample.h"
#include "lp_flush.h"
#include "lp_state_fs.h"
/** Fragment shader number (for debugging) */
static unsigned fs_no = 0;
/**
* Expand the relevant bits of mask_input to a n*4-dword mask for the
* n*four pixels in n 2x2 quads. This will set the n*four elements of the
* quad mask vector to 0 or ~0.
* Grouping is 01, 23 for 2 quad mode hence only 0 and 2 are valid
* quad arguments with fs length 8.
*
* \param first_quad which quad(s) of the quad group to test, in [0,3]
* \param mask_input bitwise mask for the whole 4x4 stamp
*/
static LLVMValueRef
generate_quad_mask(struct gallivm_state *gallivm,
struct lp_type fs_type,
unsigned first_quad,
LLVMValueRef mask_input) /* int32 */
{
LLVMBuilderRef builder = gallivm->builder;
struct lp_type mask_type;
LLVMTypeRef i32t = LLVMInt32TypeInContext(gallivm->context);
LLVMValueRef bits[16];
LLVMValueRef mask;
int shift, i;
/*
* XXX: We'll need a different path for 16 x u8
*/
assert(fs_type.width == 32);
assert(fs_type.length <= Elements(bits));
mask_type = lp_int_type(fs_type);
/*
* mask_input >>= (quad * 4)
*/
switch (first_quad) {
case 0:
shift = 0;
break;
case 1:
assert(fs_type.length == 4);
shift = 2;
break;
case 2:
shift = 8;
break;
case 3:
assert(fs_type.length == 4);
shift = 10;
break;
default:
assert(0);
shift = 0;
}
mask_input = LLVMBuildLShr(builder,
mask_input,
LLVMConstInt(i32t, shift, 0),
"");
/*
* mask = { mask_input & (1 << i), for i in [0,3] }
*/
mask = lp_build_broadcast(gallivm,
lp_build_vec_type(gallivm, mask_type),
mask_input);
for (i = 0; i < fs_type.length / 4; i++) {
unsigned j = 2 * (i % 2) + (i / 2) * 8;
bits[4*i + 0] = LLVMConstInt(i32t, 1 << (j + 0), 0);
bits[4*i + 1] = LLVMConstInt(i32t, 1 << (j + 1), 0);
bits[4*i + 2] = LLVMConstInt(i32t, 1 << (j + 4), 0);
bits[4*i + 3] = LLVMConstInt(i32t, 1 << (j + 5), 0);
}
mask = LLVMBuildAnd(builder, mask, LLVMConstVector(bits, fs_type.length), "");
/*
* mask = mask != 0 ? ~0 : 0
*/
mask = lp_build_compare(gallivm,
mask_type, PIPE_FUNC_NOTEQUAL,
mask,
lp_build_const_int_vec(gallivm, mask_type, 0));
return mask;
}
#define EARLY_DEPTH_TEST 0x1
#define LATE_DEPTH_TEST 0x2
#define EARLY_DEPTH_WRITE 0x4
#define LATE_DEPTH_WRITE 0x8
static int
find_output_by_semantic( const struct tgsi_shader_info *info,
unsigned semantic,
unsigned index )
{
int i;
for (i = 0; i < info->num_outputs; i++)
if (info->output_semantic_name[i] == semantic &&
info->output_semantic_index[i] == index)
return i;
return -1;
}
/**
* Generate the fragment shader, depth/stencil test, and alpha tests.
* \param i which quad in the tile, in range [0,3]
* \param partial_mask if 1, do mask_input testing
*/
static void
generate_fs(struct gallivm_state *gallivm,
struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key,
LLVMBuilderRef builder,
struct lp_type type,
LLVMValueRef context_ptr,
unsigned i,
struct lp_build_interp_soa_context *interp,
struct lp_build_sampler_soa *sampler,
LLVMValueRef *pmask,
LLVMValueRef (*color)[4],
LLVMValueRef depth_ptr,
LLVMValueRef facing,
unsigned partial_mask,
LLVMValueRef mask_input,
LLVMValueRef counter)
{
const struct util_format_description *zs_format_desc = NULL;
const struct tgsi_token *tokens = shader->base.tokens;
LLVMTypeRef vec_type;
LLVMValueRef consts_ptr;
LLVMValueRef outputs[PIPE_MAX_SHADER_OUTPUTS][TGSI_NUM_CHANNELS];
LLVMValueRef z;
LLVMValueRef zs_value = NULL;
LLVMValueRef stencil_refs[2];
struct lp_build_mask_context mask;
boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
shader->info.base.num_inputs < 3 &&
shader->info.base.num_instructions < 8);
unsigned attrib;
unsigned chan;
unsigned cbuf;
unsigned depth_mode;
struct lp_bld_tgsi_system_values system_values;
memset(&system_values, 0, sizeof(system_values));
if (key->depth.enabled ||
key->stencil[0].enabled ||
key->stencil[1].enabled) {
zs_format_desc = util_format_description(key->zsbuf_format);
assert(zs_format_desc);
if (!shader->info.base.writes_z) {
if (key->alpha.enabled || shader->info.base.uses_kill)
/* With alpha test and kill, can do the depth test early
* and hopefully eliminate some quads. But need to do a
* special deferred depth write once the final mask value
* is known.
*/
depth_mode = EARLY_DEPTH_TEST | LATE_DEPTH_WRITE;
else
depth_mode = EARLY_DEPTH_TEST | EARLY_DEPTH_WRITE;
}
else {
depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE;
}
if (!(key->depth.enabled && key->depth.writemask) &&
!(key->stencil[0].enabled && key->stencil[0].writemask))
depth_mode &= ~(LATE_DEPTH_WRITE | EARLY_DEPTH_WRITE);
}
else {
depth_mode = 0;
}
assert(i < 4);
stencil_refs[0] = lp_jit_context_stencil_ref_front_value(gallivm, context_ptr);
stencil_refs[1] = lp_jit_context_stencil_ref_back_value(gallivm, context_ptr);
vec_type = lp_build_vec_type(gallivm, type);
consts_ptr = lp_jit_context_constants(gallivm, context_ptr);
memset(outputs, 0, sizeof outputs);
/* Declare the color and z variables */
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
for(chan = 0; chan < TGSI_NUM_CHANNELS; ++chan) {
color[cbuf][chan] = lp_build_alloca(gallivm, vec_type, "color");
}
}
/* do triangle edge testing */
if (partial_mask) {
*pmask = generate_quad_mask(gallivm, type,
i*type.length/4, mask_input);
}
else {
*pmask = lp_build_const_int_vec(gallivm, type, ~0);
}
/* 'mask' will control execution based on quad's pixel alive/killed state */
lp_build_mask_begin(&mask, gallivm, type, *pmask);
if (!(depth_mode & EARLY_DEPTH_TEST) && !simple_shader)
lp_build_mask_check(&mask);
lp_build_interp_soa_update_pos(interp, gallivm, i*type.length/4);
z = interp->pos[2];
if (depth_mode & EARLY_DEPTH_TEST) {
lp_build_depth_stencil_test(gallivm,
&key->depth,
key->stencil,
type,
zs_format_desc,
&mask,
stencil_refs,
z,
depth_ptr, facing,
&zs_value,
!simple_shader);
if (depth_mode & EARLY_DEPTH_WRITE) {
lp_build_depth_write(builder, zs_format_desc, depth_ptr, zs_value);
}
}
lp_build_interp_soa_update_inputs(interp, gallivm, i*type.length/4);
/* Build the actual shader */
lp_build_tgsi_soa(gallivm, tokens, type, &mask,
consts_ptr, &system_values,
interp->pos, interp->inputs,
outputs, sampler, &shader->info.base);
/* Alpha test */
if (key->alpha.enabled) {
int color0 = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_COLOR,
0);
if (color0 != -1 && outputs[color0][3]) {
const struct util_format_description *cbuf_format_desc;
LLVMValueRef alpha = LLVMBuildLoad(builder, outputs[color0][3], "alpha");
LLVMValueRef alpha_ref_value;
alpha_ref_value = lp_jit_context_alpha_ref_value(gallivm, context_ptr);
alpha_ref_value = lp_build_broadcast(gallivm, vec_type, alpha_ref_value);
cbuf_format_desc = util_format_description(key->cbuf_format[0]);
lp_build_alpha_test(gallivm, key->alpha.func, type, cbuf_format_desc,
&mask, alpha, alpha_ref_value,
(depth_mode & LATE_DEPTH_TEST) != 0);
}
}
/* Late Z test */
if (depth_mode & LATE_DEPTH_TEST) {
int pos0 = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_POSITION,
0);
if (pos0 != -1 && outputs[pos0][2]) {
z = LLVMBuildLoad(builder, outputs[pos0][2], "output.z");
}
lp_build_depth_stencil_test(gallivm,
&key->depth,
key->stencil,
type,
zs_format_desc,
&mask,
stencil_refs,
z,
depth_ptr, facing,
&zs_value,
!simple_shader);
/* Late Z write */
if (depth_mode & LATE_DEPTH_WRITE) {
lp_build_depth_write(builder, zs_format_desc, depth_ptr, zs_value);
}
}
else if ((depth_mode & EARLY_DEPTH_TEST) &&
(depth_mode & LATE_DEPTH_WRITE))
{
/* Need to apply a reduced mask to the depth write. Reload the
* depth value, update from zs_value with the new mask value and
* write that out.
*/
lp_build_deferred_depth_write(gallivm,
type,
zs_format_desc,
&mask,
depth_ptr,
zs_value);
}
/* Color write */
for (attrib = 0; attrib < shader->info.base.num_outputs; ++attrib)
{
if (shader->info.base.output_semantic_name[attrib] == TGSI_SEMANTIC_COLOR &&
shader->info.base.output_semantic_index[attrib] < key->nr_cbufs)
{
unsigned cbuf = shader->info.base.output_semantic_index[attrib];
for(chan = 0; chan < TGSI_NUM_CHANNELS; ++chan) {
if(outputs[attrib][chan]) {
/* XXX: just initialize outputs to point at colors[] and
* skip this.
*/
LLVMValueRef out = LLVMBuildLoad(builder, outputs[attrib][chan], "");
lp_build_name(out, "color%u.%u.%c", i, attrib, "rgba"[chan]);
LLVMBuildStore(builder, out, color[cbuf][chan]);
}
}
}
}
if (counter)
lp_build_occlusion_count(gallivm, type,
lp_build_mask_value(&mask), counter);
*pmask = lp_build_mask_end(&mask);
}
/**
* Generate the fragment shader, depth/stencil test, and alpha tests.
*/
static void
generate_fs_loop(struct gallivm_state *gallivm,
struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key,
LLVMBuilderRef builder,
struct lp_type type,
LLVMValueRef context_ptr,
LLVMValueRef num_loop,
struct lp_build_interp_soa_context *interp,
struct lp_build_sampler_soa *sampler,
LLVMValueRef mask_store,
LLVMValueRef (*out_color)[4],
LLVMValueRef depth_ptr,
unsigned depth_bits,
LLVMValueRef facing,
LLVMValueRef counter)
{
const struct util_format_description *zs_format_desc = NULL;
const struct tgsi_token *tokens = shader->base.tokens;
LLVMTypeRef vec_type;
LLVMValueRef mask_ptr, mask_val;
LLVMValueRef consts_ptr;
LLVMValueRef z;
LLVMValueRef zs_value = NULL;
LLVMValueRef stencil_refs[2];
LLVMValueRef depth_ptr_i;
LLVMValueRef depth_offset;
LLVMValueRef outputs[PIPE_MAX_SHADER_OUTPUTS][TGSI_NUM_CHANNELS];
struct lp_build_for_loop_state loop_state;
struct lp_build_mask_context mask;
boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
shader->info.base.num_inputs < 3 &&
shader->info.base.num_instructions < 8);
unsigned attrib;
unsigned chan;
unsigned cbuf;
unsigned depth_mode;
struct lp_bld_tgsi_system_values system_values;
memset(&system_values, 0, sizeof(system_values));
if (key->depth.enabled ||
key->stencil[0].enabled ||
key->stencil[1].enabled) {
zs_format_desc = util_format_description(key->zsbuf_format);
assert(zs_format_desc);
if (!shader->info.base.writes_z) {
if (key->alpha.enabled || shader->info.base.uses_kill)
/* With alpha test and kill, can do the depth test early
* and hopefully eliminate some quads. But need to do a
* special deferred depth write once the final mask value
* is known.
*/
depth_mode = EARLY_DEPTH_TEST | LATE_DEPTH_WRITE;
else
depth_mode = EARLY_DEPTH_TEST | EARLY_DEPTH_WRITE;
}
else {
depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE;
}
if (!(key->depth.enabled && key->depth.writemask) &&
!(key->stencil[0].enabled && key->stencil[0].writemask))
depth_mode &= ~(LATE_DEPTH_WRITE | EARLY_DEPTH_WRITE);
}
else {
depth_mode = 0;
}
stencil_refs[0] = lp_jit_context_stencil_ref_front_value(gallivm, context_ptr);
stencil_refs[1] = lp_jit_context_stencil_ref_back_value(gallivm, context_ptr);
vec_type = lp_build_vec_type(gallivm, type);
consts_ptr = lp_jit_context_constants(gallivm, context_ptr);
lp_build_for_loop_begin(&loop_state, gallivm,
lp_build_const_int32(gallivm, 0),
LLVMIntULT,
num_loop,
lp_build_const_int32(gallivm, 1));
mask_ptr = LLVMBuildGEP(builder, mask_store,
&loop_state.counter, 1, "mask_ptr");
mask_val = LLVMBuildLoad(builder, mask_ptr, "");
depth_offset = LLVMBuildMul(builder, loop_state.counter,
lp_build_const_int32(gallivm, depth_bits * type.length),
"");
depth_ptr_i = LLVMBuildGEP(builder, depth_ptr, &depth_offset, 1, "");
memset(outputs, 0, sizeof outputs);
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
for(chan = 0; chan < TGSI_NUM_CHANNELS; ++chan) {
out_color[cbuf][chan] = lp_build_array_alloca(gallivm,
lp_build_vec_type(gallivm,
type),
num_loop, "color");
}
}
/* 'mask' will control execution based on quad's pixel alive/killed state */
lp_build_mask_begin(&mask, gallivm, type, mask_val);
if (!(depth_mode & EARLY_DEPTH_TEST) && !simple_shader)
lp_build_mask_check(&mask);
lp_build_interp_soa_update_pos_dyn(interp, gallivm, loop_state.counter);
z = interp->pos[2];
if (depth_mode & EARLY_DEPTH_TEST) {
lp_build_depth_stencil_test(gallivm,
&key->depth,
key->stencil,
type,
zs_format_desc,
&mask,
stencil_refs,
z,
depth_ptr_i, facing,
&zs_value,
!simple_shader);
if (depth_mode & EARLY_DEPTH_WRITE) {
lp_build_depth_write(builder, zs_format_desc, depth_ptr_i, zs_value);
}
}
lp_build_interp_soa_update_inputs_dyn(interp, gallivm, loop_state.counter);
/* Build the actual shader */
lp_build_tgsi_soa(gallivm, tokens, type, &mask,
consts_ptr, &system_values,
interp->pos, interp->inputs,
outputs, sampler, &shader->info.base);
/* Alpha test */
if (key->alpha.enabled) {
int color0 = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_COLOR,
0);
if (color0 != -1 && outputs[color0][3]) {
const struct util_format_description *cbuf_format_desc;
LLVMValueRef alpha = LLVMBuildLoad(builder, outputs[color0][3], "alpha");
LLVMValueRef alpha_ref_value;
alpha_ref_value = lp_jit_context_alpha_ref_value(gallivm, context_ptr);
alpha_ref_value = lp_build_broadcast(gallivm, vec_type, alpha_ref_value);
cbuf_format_desc = util_format_description(key->cbuf_format[0]);
lp_build_alpha_test(gallivm, key->alpha.func, type, cbuf_format_desc,
&mask, alpha, alpha_ref_value,
(depth_mode & LATE_DEPTH_TEST) != 0);
}
}
/* Late Z test */
if (depth_mode & LATE_DEPTH_TEST) {
int pos0 = find_output_by_semantic(&shader->info.base,
TGSI_SEMANTIC_POSITION,
0);
if (pos0 != -1 && outputs[pos0][2]) {
z = LLVMBuildLoad(builder, outputs[pos0][2], "output.z");
}
lp_build_depth_stencil_test(gallivm,
&key->depth,
key->stencil,
type,
zs_format_desc,
&mask,
stencil_refs,
z,
depth_ptr_i, facing,
&zs_value,
!simple_shader);
/* Late Z write */
if (depth_mode & LATE_DEPTH_WRITE) {
lp_build_depth_write(builder, zs_format_desc, depth_ptr_i, zs_value);
}
}
else if ((depth_mode & EARLY_DEPTH_TEST) &&
(depth_mode & LATE_DEPTH_WRITE))
{
/* Need to apply a reduced mask to the depth write. Reload the
* depth value, update from zs_value with the new mask value and
* write that out.
*/
lp_build_deferred_depth_write(gallivm,
type,
zs_format_desc,
&mask,
depth_ptr_i,
zs_value);
}
/* Color write */
for (attrib = 0; attrib < shader->info.base.num_outputs; ++attrib)
{
if (shader->info.base.output_semantic_name[attrib] == TGSI_SEMANTIC_COLOR &&
shader->info.base.output_semantic_index[attrib] < key->nr_cbufs)
{
unsigned cbuf = shader->info.base.output_semantic_index[attrib];
for(chan = 0; chan < TGSI_NUM_CHANNELS; ++chan) {
if(outputs[attrib][chan]) {
/* XXX: just initialize outputs to point at colors[] and
* skip this.
*/
LLVMValueRef out = LLVMBuildLoad(builder, outputs[attrib][chan], "");
LLVMValueRef color_ptr;
color_ptr = LLVMBuildGEP(builder, out_color[cbuf][chan],
&loop_state.counter, 1, "");
lp_build_name(out, "color%u.%c", attrib, "rgba"[chan]);
LLVMBuildStore(builder, out, color_ptr);
}
}
}
}
if (key->occlusion_count) {
lp_build_name(counter, "counter");
lp_build_occlusion_count(gallivm, type,
lp_build_mask_value(&mask), counter);
}
mask_val = lp_build_mask_end(&mask);
LLVMBuildStore(builder, mask_val, mask_ptr);
lp_build_for_loop_end(&loop_state);
}
/**
* Generate color blending and color output.
* \param rt the render target index (to index blend, colormask state)
* \param type the pixel color type
* \param context_ptr pointer to the runtime JIT context
* \param mask execution mask (active fragment/pixel mask)
* \param src colors from the fragment shader
* \param dst_ptr the destination color buffer pointer
*/
static void
generate_blend(struct gallivm_state *gallivm,
const struct pipe_blend_state *blend,
unsigned rt,
LLVMBuilderRef builder,
struct lp_type type,
LLVMValueRef context_ptr,
LLVMValueRef mask,
LLVMValueRef *src,
LLVMValueRef dst_ptr,
boolean do_branch)
{
struct lp_build_context bld;
struct lp_build_mask_context mask_ctx;
LLVMTypeRef vec_type;
LLVMValueRef const_ptr;
LLVMValueRef con[4];
LLVMValueRef dst[4];
LLVMValueRef res[4];
unsigned chan;
lp_build_context_init(&bld, gallivm, type);
lp_build_mask_begin(&mask_ctx, gallivm, type, mask);
if (do_branch)
lp_build_mask_check(&mask_ctx);
vec_type = lp_build_vec_type(gallivm, type);
const_ptr = lp_jit_context_blend_color(gallivm, context_ptr);
const_ptr = LLVMBuildBitCast(builder, const_ptr,
LLVMPointerType(vec_type, 0), "");
/* load constant blend color and colors from the dest color buffer */
for(chan = 0; chan < 4; ++chan) {
LLVMValueRef index = lp_build_const_int32(gallivm, chan);
con[chan] = LLVMBuildLoad(builder, LLVMBuildGEP(builder, const_ptr, &index, 1, ""), "");
dst[chan] = LLVMBuildLoad(builder, LLVMBuildGEP(builder, dst_ptr, &index, 1, ""), "");
lp_build_name(con[chan], "con.%c", "rgba"[chan]);
lp_build_name(dst[chan], "dst.%c", "rgba"[chan]);
}
/* do blend */
lp_build_blend_soa(gallivm, blend, type, rt, src, dst, con, res);
/* store results to color buffer */
for(chan = 0; chan < 4; ++chan) {
if(blend->rt[rt].colormask & (1 << chan)) {
LLVMValueRef index = lp_build_const_int32(gallivm, chan);
lp_build_name(res[chan], "res.%c", "rgba"[chan]);
res[chan] = lp_build_select(&bld, mask, res[chan], dst[chan]);
LLVMBuildStore(builder, res[chan], LLVMBuildGEP(builder, dst_ptr, &index, 1, ""));
}
}
lp_build_mask_end(&mask_ctx);
}
/**
* Generate the runtime callable function for the whole fragment pipeline.
* Note that the function which we generate operates on a block of 16
* pixels at at time. The block contains 2x2 quads. Each quad contains
* 2x2 pixels.
*/
static void
generate_fragment(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
struct lp_fragment_shader_variant *variant,
unsigned partial_mask)
{
struct gallivm_state *gallivm = variant->gallivm;
const struct lp_fragment_shader_variant_key *key = &variant->key;
struct lp_shader_input inputs[PIPE_MAX_SHADER_INPUTS];
char func_name[256];
struct lp_type fs_type;
struct lp_type blend_type;
LLVMTypeRef fs_elem_type;
LLVMTypeRef blend_vec_type;
LLVMTypeRef arg_types[11];
LLVMTypeRef func_type;
LLVMTypeRef int32_type = LLVMInt32TypeInContext(gallivm->context);
LLVMTypeRef int8_type = LLVMInt8TypeInContext(gallivm->context);
LLVMValueRef context_ptr;
LLVMValueRef x;
LLVMValueRef y;
LLVMValueRef a0_ptr;
LLVMValueRef dadx_ptr;
LLVMValueRef dady_ptr;
LLVMValueRef color_ptr_ptr;
LLVMValueRef depth_ptr;
LLVMValueRef mask_input;
LLVMValueRef counter = NULL;
LLVMBasicBlockRef block;
LLVMBuilderRef builder;
struct lp_build_sampler_soa *sampler;
struct lp_build_interp_soa_context interp;
LLVMValueRef fs_mask[16 / 4];
LLVMValueRef fs_out_color[PIPE_MAX_COLOR_BUFS][TGSI_NUM_CHANNELS][16 / 4];
LLVMValueRef blend_mask;
LLVMValueRef function;
LLVMValueRef facing;
const struct util_format_description *zs_format_desc;
unsigned num_fs;
unsigned i;
unsigned chan;
unsigned cbuf;
boolean cbuf0_write_all;
boolean try_loop = TRUE;
assert(lp_native_vector_width / 32 >= 4);
/* Adjust color input interpolation according to flatshade state:
*/
memcpy(inputs, shader->inputs, shader->info.base.num_inputs * sizeof inputs[0]);
for (i = 0; i < shader->info.base.num_inputs; i++) {
if (inputs[i].interp == LP_INTERP_COLOR) {
if (key->flatshade)
inputs[i].interp = LP_INTERP_CONSTANT;
else
inputs[i].interp = LP_INTERP_PERSPECTIVE;
}
}
/* check if writes to cbuf[0] are to be copied to all cbufs */
cbuf0_write_all = FALSE;
for (i = 0;i < shader->info.base.num_properties; i++) {
if (shader->info.base.properties[i].name ==
TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS) {
cbuf0_write_all = TRUE;
break;
}
}
/* TODO: actually pick these based on the fs and color buffer
* characteristics. */
memset(&fs_type, 0, sizeof fs_type);
fs_type.floating = TRUE; /* floating point values */
fs_type.sign = TRUE; /* values are signed */
fs_type.norm = FALSE; /* values are not limited to [0,1] or [-1,1] */
fs_type.width = 32; /* 32-bit float */
fs_type.length = MIN2(lp_native_vector_width / 32, 16); /* n*4 elements per vector */
num_fs = 16 / fs_type.length; /* number of loops per 4x4 stamp */
memset(&blend_type, 0, sizeof blend_type);
blend_type.floating = FALSE; /* values are integers */
blend_type.sign = FALSE; /* values are unsigned */
blend_type.norm = TRUE; /* values are in [0,1] or [-1,1] */
blend_type.width = 8; /* 8-bit ubyte values */
blend_type.length = 16; /* 16 elements per vector */
/*
* Generate the function prototype. Any change here must be reflected in
* lp_jit.h's lp_jit_frag_func function pointer type, and vice-versa.
*/
fs_elem_type = lp_build_elem_type(gallivm, fs_type);
blend_vec_type = lp_build_vec_type(gallivm, blend_type);
util_snprintf(func_name, sizeof(func_name), "fs%u_variant%u_%s",
shader->no, variant->no, partial_mask ? "partial" : "whole");
arg_types[0] = variant->jit_context_ptr_type; /* context */
arg_types[1] = int32_type; /* x */
arg_types[2] = int32_type; /* y */
arg_types[3] = int32_type; /* facing */
arg_types[4] = LLVMPointerType(fs_elem_type, 0); /* a0 */
arg_types[5] = LLVMPointerType(fs_elem_type, 0); /* dadx */
arg_types[6] = LLVMPointerType(fs_elem_type, 0); /* dady */
arg_types[7] = LLVMPointerType(LLVMPointerType(blend_vec_type, 0), 0); /* color */
arg_types[8] = LLVMPointerType(int8_type, 0); /* depth */
arg_types[9] = int32_type; /* mask_input */
arg_types[10] = LLVMPointerType(int32_type, 0); /* counter */
func_type = LLVMFunctionType(LLVMVoidTypeInContext(gallivm->context),
arg_types, Elements(arg_types), 0);
function = LLVMAddFunction(gallivm->module, func_name, func_type);
LLVMSetFunctionCallConv(function, LLVMCCallConv);
variant->function[partial_mask] = function;
/* XXX: need to propagate noalias down into color param now we are
* passing a pointer-to-pointer?
*/
for(i = 0; i < Elements(arg_types); ++i)
if(LLVMGetTypeKind(arg_types[i]) == LLVMPointerTypeKind)
LLVMAddAttribute(LLVMGetParam(function, i), LLVMNoAliasAttribute);
context_ptr = LLVMGetParam(function, 0);
x = LLVMGetParam(function, 1);
y = LLVMGetParam(function, 2);
facing = LLVMGetParam(function, 3);
a0_ptr = LLVMGetParam(function, 4);
dadx_ptr = LLVMGetParam(function, 5);
dady_ptr = LLVMGetParam(function, 6);
color_ptr_ptr = LLVMGetParam(function, 7);
depth_ptr = LLVMGetParam(function, 8);
mask_input = LLVMGetParam(function, 9);
lp_build_name(context_ptr, "context");
lp_build_name(x, "x");
lp_build_name(y, "y");
lp_build_name(a0_ptr, "a0");
lp_build_name(dadx_ptr, "dadx");
lp_build_name(dady_ptr, "dady");
lp_build_name(color_ptr_ptr, "color_ptr_ptr");
lp_build_name(depth_ptr, "depth");
lp_build_name(mask_input, "mask_input");
if (key->occlusion_count) {
counter = LLVMGetParam(function, 10);
lp_build_name(counter, "counter");
}
/*
* Function body
*/
block = LLVMAppendBasicBlockInContext(gallivm->context, function, "entry");
builder = gallivm->builder;
assert(builder);
LLVMPositionBuilderAtEnd(builder, block);
/* code generated texture sampling */
sampler = lp_llvm_sampler_soa_create(key->sampler, context_ptr);
zs_format_desc = util_format_description(key->zsbuf_format);
if (!try_loop) {
/*
* The shader input interpolation info is not explicitely baked in the
* shader key, but everything it derives from (TGSI, and flatshade) is
* already included in the shader key.
*/
lp_build_interp_soa_init(&interp,
gallivm,
shader->info.base.num_inputs,
inputs,
builder, fs_type,
FALSE,
a0_ptr, dadx_ptr, dady_ptr,
x, y);
/* loop over quads in the block */
for(i = 0; i < num_fs; ++i) {
LLVMValueRef depth_offset = LLVMConstInt(int32_type,
i*fs_type.length*zs_format_desc->block.bits/8,
0);
LLVMValueRef out_color[PIPE_MAX_COLOR_BUFS][TGSI_NUM_CHANNELS];
LLVMValueRef depth_ptr_i;
depth_ptr_i = LLVMBuildGEP(builder, depth_ptr, &depth_offset, 1, "");
generate_fs(gallivm,
shader, key,
builder,
fs_type,
context_ptr,
i,
&interp,
sampler,
&fs_mask[i], /* output */
out_color,
depth_ptr_i,
facing,
partial_mask,
mask_input,
counter);
for (cbuf = 0; cbuf < key->nr_cbufs; cbuf++)
for (chan = 0; chan < TGSI_NUM_CHANNELS; ++chan)
fs_out_color[cbuf][chan][i] =
out_color[cbuf * !cbuf0_write_all][chan];
}
}
else {
unsigned depth_bits = zs_format_desc->block.bits/8;
LLVMValueRef num_loop = lp_build_const_int32(gallivm, num_fs);
LLVMTypeRef mask_type = lp_build_int_vec_type(gallivm, fs_type);
LLVMValueRef mask_store = lp_build_array_alloca(gallivm, mask_type,
num_loop, "mask_store");
LLVMValueRef color_store[PIPE_MAX_COLOR_BUFS][TGSI_NUM_CHANNELS];
/*
* The shader input interpolation info is not explicitely baked in the
* shader key, but everything it derives from (TGSI, and flatshade) is
* already included in the shader key.
*/
lp_build_interp_soa_init(&interp,
gallivm,
shader->info.base.num_inputs,
inputs,
builder, fs_type,
TRUE,
a0_ptr, dadx_ptr, dady_ptr,
x, y);
for (i = 0; i < num_fs; i++) {
LLVMValueRef mask;
LLVMValueRef indexi = lp_build_const_int32(gallivm, i);
LLVMValueRef mask_ptr = LLVMBuildGEP(builder, mask_store,
&indexi, 1, "mask_ptr");
if (partial_mask) {
mask = generate_quad_mask(gallivm, fs_type,
i*fs_type.length/4, mask_input);
}
else {
mask = lp_build_const_int_vec(gallivm, fs_type, ~0);
}
LLVMBuildStore(builder, mask, mask_ptr);
}
generate_fs_loop(gallivm,
shader, key,
builder,
fs_type,
context_ptr,
num_loop,
&interp,
sampler,
mask_store, /* output */
color_store,
depth_ptr,
depth_bits,
facing,
counter);
for (i = 0; i < num_fs; i++) {
LLVMValueRef indexi = lp_build_const_int32(gallivm, i);
LLVMValueRef ptr = LLVMBuildGEP(builder, mask_store,
&indexi, 1, "");
fs_mask[i] = LLVMBuildLoad(builder, ptr, "mask");
/* This is fucked up need to reorganize things */
for (cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
for (chan = 0; chan < TGSI_NUM_CHANNELS; ++chan) {
ptr = LLVMBuildGEP(builder,
color_store[cbuf * !cbuf0_write_all][chan],
&indexi, 1, "");
fs_out_color[cbuf][chan][i] = ptr;
}
}
}
}
sampler->destroy(sampler);
/* Loop over color outputs / color buffers to do blending.
*/
for(cbuf = 0; cbuf < key->nr_cbufs; cbuf++) {
LLVMValueRef color_ptr;
LLVMValueRef index = lp_build_const_int32(gallivm, cbuf);
LLVMValueRef blend_in_color[TGSI_NUM_CHANNELS];
unsigned rt;
/*
* Convert the fs's output color and mask to fit to the blending type.
*/
for(chan = 0; chan < TGSI_NUM_CHANNELS; ++chan) {
LLVMValueRef fs_color_vals[LP_MAX_VECTOR_LENGTH];
for (i = 0; i < num_fs; i++) {
fs_color_vals[i] =
LLVMBuildLoad(builder, fs_out_color[cbuf][chan][i], "fs_color_vals");
}
lp_build_conv(gallivm, fs_type, blend_type,
fs_color_vals,
num_fs,
&blend_in_color[chan], 1);
lp_build_name(blend_in_color[chan], "color%d.%c", cbuf, "rgba"[chan]);
}
if (partial_mask || !variant->opaque) {
lp_build_conv_mask(variant->gallivm, fs_type, blend_type,
fs_mask, num_fs,
&blend_mask, 1);
} else {
blend_mask = lp_build_const_int_vec(variant->gallivm, blend_type, ~0);
}
color_ptr = LLVMBuildLoad(builder,
LLVMBuildGEP(builder, color_ptr_ptr, &index, 1, ""),
"");
lp_build_name(color_ptr, "color_ptr%d", cbuf);
/* which blend/colormask state to use */
rt = key->blend.independent_blend_enable ? cbuf : 0;
/*
* Blending.
*/
{
/* Could the 4x4 have been killed?
*/
boolean do_branch = ((key->depth.enabled || key->stencil[0].enabled) &&
!key->alpha.enabled &&
!shader->info.base.uses_kill);
generate_blend(variant->gallivm,
&key->blend,
rt,
builder,
blend_type,
context_ptr,
blend_mask,
blend_in_color,
color_ptr,
do_branch);
}
}
LLVMBuildRetVoid(builder);
gallivm_verify_function(gallivm, function);
variant->nr_instrs += lp_build_count_instructions(function);
}
static void
dump_fs_variant_key(const struct lp_fragment_shader_variant_key *key)
{
unsigned i;
debug_printf("fs variant %p:\n", (void *) key);
if (key->flatshade) {
debug_printf("flatshade = 1\n");
}
for (i = 0; i < key->nr_cbufs; ++i) {
debug_printf("cbuf_format[%u] = %s\n", i, util_format_name(key->cbuf_format[i]));
}
if (key->depth.enabled) {
debug_printf("depth.format = %s\n", util_format_name(key->zsbuf_format));
debug_printf("depth.func = %s\n", util_dump_func(key->depth.func, TRUE));
debug_printf("depth.writemask = %u\n", key->depth.writemask);
}
for (i = 0; i < 2; ++i) {
if (key->stencil[i].enabled) {
debug_printf("stencil[%u].func = %s\n", i, util_dump_func(key->stencil[i].func, TRUE));
debug_printf("stencil[%u].fail_op = %s\n", i, util_dump_stencil_op(key->stencil[i].fail_op, TRUE));
debug_printf("stencil[%u].zpass_op = %s\n", i, util_dump_stencil_op(key->stencil[i].zpass_op, TRUE));
debug_printf("stencil[%u].zfail_op = %s\n", i, util_dump_stencil_op(key->stencil[i].zfail_op, TRUE));
debug_printf("stencil[%u].valuemask = 0x%x\n", i, key->stencil[i].valuemask);
debug_printf("stencil[%u].writemask = 0x%x\n", i, key->stencil[i].writemask);
}
}
if (key->alpha.enabled) {
debug_printf("alpha.func = %s\n", util_dump_func(key->alpha.func, TRUE));
}
if (key->occlusion_count) {
debug_printf("occlusion_count = 1\n");
}
if (key->blend.logicop_enable) {
debug_printf("blend.logicop_func = %s\n", util_dump_logicop(key->blend.logicop_func, TRUE));
}
else if (key->blend.rt[0].blend_enable) {
debug_printf("blend.rgb_func = %s\n", util_dump_blend_func (key->blend.rt[0].rgb_func, TRUE));
debug_printf("blend.rgb_src_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].rgb_src_factor, TRUE));
debug_printf("blend.rgb_dst_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].rgb_dst_factor, TRUE));
debug_printf("blend.alpha_func = %s\n", util_dump_blend_func (key->blend.rt[0].alpha_func, TRUE));
debug_printf("blend.alpha_src_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].alpha_src_factor, TRUE));
debug_printf("blend.alpha_dst_factor = %s\n", util_dump_blend_factor(key->blend.rt[0].alpha_dst_factor, TRUE));
}
debug_printf("blend.colormask = 0x%x\n", key->blend.rt[0].colormask);
for (i = 0; i < key->nr_samplers; ++i) {
debug_printf("sampler[%u] = \n", i);
debug_printf(" .format = %s\n",
util_format_name(key->sampler[i].format));
debug_printf(" .target = %s\n",
util_dump_tex_target(key->sampler[i].target, TRUE));
debug_printf(" .pot = %u %u %u\n",
key->sampler[i].pot_width,
key->sampler[i].pot_height,
key->sampler[i].pot_depth);
debug_printf(" .wrap = %s %s %s\n",
util_dump_tex_wrap(key->sampler[i].wrap_s, TRUE),
util_dump_tex_wrap(key->sampler[i].wrap_t, TRUE),
util_dump_tex_wrap(key->sampler[i].wrap_r, TRUE));
debug_printf(" .min_img_filter = %s\n",
util_dump_tex_filter(key->sampler[i].min_img_filter, TRUE));
debug_printf(" .min_mip_filter = %s\n",
util_dump_tex_mipfilter(key->sampler[i].min_mip_filter, TRUE));
debug_printf(" .mag_img_filter = %s\n",
util_dump_tex_filter(key->sampler[i].mag_img_filter, TRUE));
if (key->sampler[i].compare_mode != PIPE_TEX_COMPARE_NONE)
debug_printf(" .compare_func = %s\n", util_dump_func(key->sampler[i].compare_func, TRUE));
debug_printf(" .normalized_coords = %u\n", key->sampler[i].normalized_coords);
debug_printf(" .min_max_lod_equal = %u\n", key->sampler[i].min_max_lod_equal);
debug_printf(" .lod_bias_non_zero = %u\n", key->sampler[i].lod_bias_non_zero);
debug_printf(" .apply_min_lod = %u\n", key->sampler[i].apply_min_lod);
debug_printf(" .apply_max_lod = %u\n", key->sampler[i].apply_max_lod);
}
}
void
lp_debug_fs_variant(const struct lp_fragment_shader_variant *variant)
{
debug_printf("llvmpipe: Fragment shader #%u variant #%u:\n",
variant->shader->no, variant->no);
tgsi_dump(variant->shader->base.tokens, 0);
dump_fs_variant_key(&variant->key);
debug_printf("variant->opaque = %u\n", variant->opaque);
debug_printf("\n");
}
/**
* Generate a new fragment shader variant from the shader code and
* other state indicated by the key.
*/
static struct lp_fragment_shader_variant *
generate_variant(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
const struct lp_fragment_shader_variant_key *key)
{
struct lp_fragment_shader_variant *variant;
const struct util_format_description *cbuf0_format_desc;
boolean fullcolormask;
variant = CALLOC_STRUCT(lp_fragment_shader_variant);
if(!variant)
return NULL;
variant->gallivm = gallivm_create();
if (!variant->gallivm) {
FREE(variant);
return NULL;
}
variant->shader = shader;
variant->list_item_global.base = variant;
variant->list_item_local.base = variant;
variant->no = shader->variants_created++;
memcpy(&variant->key, key, shader->variant_key_size);
/*
* Determine whether we are touching all channels in the color buffer.
*/
fullcolormask = FALSE;
if (key->nr_cbufs == 1) {
cbuf0_format_desc = util_format_description(key->cbuf_format[0]);
fullcolormask = util_format_colormask_full(cbuf0_format_desc, key->blend.rt[0].colormask);
}
variant->opaque =
!key->blend.logicop_enable &&
!key->blend.rt[0].blend_enable &&
fullcolormask &&
!key->stencil[0].enabled &&
!key->alpha.enabled &&
!key->depth.enabled &&
!shader->info.base.uses_kill
? TRUE : FALSE;
if ((LP_DEBUG & DEBUG_FS) || (gallivm_debug & GALLIVM_DEBUG_IR)) {
lp_debug_fs_variant(variant);
}
lp_jit_init_types(variant);
if (variant->jit_function[RAST_EDGE_TEST] == NULL)
generate_fragment(lp, shader, variant, RAST_EDGE_TEST);
if (variant->jit_function[RAST_WHOLE] == NULL) {
if (variant->opaque) {
/* Specialized shader, which doesn't need to read the color buffer. */
generate_fragment(lp, shader, variant, RAST_WHOLE);
}
}
/*
* Compile everything
*/
gallivm_compile_module(variant->gallivm);
if (variant->function[RAST_EDGE_TEST]) {
variant->jit_function[RAST_EDGE_TEST] = (lp_jit_frag_func)
gallivm_jit_function(variant->gallivm,
variant->function[RAST_EDGE_TEST]);
}
if (variant->function[RAST_WHOLE]) {
variant->jit_function[RAST_WHOLE] = (lp_jit_frag_func)
gallivm_jit_function(variant->gallivm,
variant->function[RAST_WHOLE]);
} else if (!variant->jit_function[RAST_WHOLE]) {
variant->jit_function[RAST_WHOLE] = variant->jit_function[RAST_EDGE_TEST];
}
return variant;
}
static void *
llvmpipe_create_fs_state(struct pipe_context *pipe,
const struct pipe_shader_state *templ)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
struct lp_fragment_shader *shader;
int nr_samplers;
int i;
shader = CALLOC_STRUCT(lp_fragment_shader);
if (!shader)
return NULL;
shader->no = fs_no++;
make_empty_list(&shader->variants);
/* get/save the summary info for this shader */
lp_build_tgsi_info(templ->tokens, &shader->info);
/* we need to keep a local copy of the tokens */
shader->base.tokens = tgsi_dup_tokens(templ->tokens);
shader->draw_data = draw_create_fragment_shader(llvmpipe->draw, templ);
if (shader->draw_data == NULL) {
FREE((void *) shader->base.tokens);
FREE(shader);
return NULL;
}
nr_samplers = shader->info.base.file_max[TGSI_FILE_SAMPLER] + 1;
shader->variant_key_size = Offset(struct lp_fragment_shader_variant_key,
sampler[nr_samplers]);
for (i = 0; i < shader->info.base.num_inputs; i++) {
shader->inputs[i].usage_mask = shader->info.base.input_usage_mask[i];
shader->inputs[i].cyl_wrap = shader->info.base.input_cylindrical_wrap[i];
switch (shader->info.base.input_interpolate[i]) {
case TGSI_INTERPOLATE_CONSTANT:
shader->inputs[i].interp = LP_INTERP_CONSTANT;
break;
case TGSI_INTERPOLATE_LINEAR:
shader->inputs[i].interp = LP_INTERP_LINEAR;
break;
case TGSI_INTERPOLATE_PERSPECTIVE:
shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
break;
case TGSI_INTERPOLATE_COLOR:
shader->inputs[i].interp = LP_INTERP_COLOR;
break;
default:
assert(0);
break;
}
switch (shader->info.base.input_semantic_name[i]) {
case TGSI_SEMANTIC_FACE:
shader->inputs[i].interp = LP_INTERP_FACING;
break;
case TGSI_SEMANTIC_POSITION:
/* Position was already emitted above
*/
shader->inputs[i].interp = LP_INTERP_POSITION;
shader->inputs[i].src_index = 0;
continue;
}
shader->inputs[i].src_index = i+1;
}
if (LP_DEBUG & DEBUG_TGSI) {
unsigned attrib;
debug_printf("llvmpipe: Create fragment shader #%u %p:\n",
shader->no, (void *) shader);
tgsi_dump(templ->tokens, 0);
debug_printf("usage masks:\n");
for (attrib = 0; attrib < shader->info.base.num_inputs; ++attrib) {
unsigned usage_mask = shader->info.base.input_usage_mask[attrib];
debug_printf(" IN[%u].%s%s%s%s\n",
attrib,
usage_mask & TGSI_WRITEMASK_X ? "x" : "",
usage_mask & TGSI_WRITEMASK_Y ? "y" : "",
usage_mask & TGSI_WRITEMASK_Z ? "z" : "",
usage_mask & TGSI_WRITEMASK_W ? "w" : "");
}
debug_printf("\n");
}
return shader;
}
static void
llvmpipe_bind_fs_state(struct pipe_context *pipe, void *fs)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
if (llvmpipe->fs == fs)
return;
draw_flush(llvmpipe->draw);
llvmpipe->fs = (struct lp_fragment_shader *) fs;
draw_bind_fragment_shader(llvmpipe->draw,
(llvmpipe->fs ? llvmpipe->fs->draw_data : NULL));
llvmpipe->dirty |= LP_NEW_FS;
}
/**
* Remove shader variant from two lists: the shader's variant list
* and the context's variant list.
*/
void
llvmpipe_remove_shader_variant(struct llvmpipe_context *lp,
struct lp_fragment_shader_variant *variant)
{
unsigned i;
if (gallivm_debug & GALLIVM_DEBUG_IR) {
debug_printf("llvmpipe: del fs #%u var #%u v created #%u v cached"
" #%u v total cached #%u\n",
variant->shader->no,
variant->no,
variant->shader->variants_created,
variant->shader->variants_cached,
lp->nr_fs_variants);
}
/* free all the variant's JIT'd functions */
for (i = 0; i < Elements(variant->function); i++) {
if (variant->function[i]) {
gallivm_free_function(variant->gallivm,
variant->function[i],
variant->jit_function[i]);
}
}
gallivm_destroy(variant->gallivm);
/* remove from shader's list */
remove_from_list(&variant->list_item_local);
variant->shader->variants_cached--;
/* remove from context's list */
remove_from_list(&variant->list_item_global);
lp->nr_fs_variants--;
lp->nr_fs_instrs -= variant->nr_instrs;
FREE(variant);
}
static void
llvmpipe_delete_fs_state(struct pipe_context *pipe, void *fs)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
struct lp_fragment_shader *shader = fs;
struct lp_fs_variant_list_item *li;
assert(fs != llvmpipe->fs);
/*
* XXX: we need to flush the context until we have some sort of reference
* counting in fragment shaders as they may still be binned
* Flushing alone might not sufficient we need to wait on it too.
*/
llvmpipe_finish(pipe, __FUNCTION__);
/* Delete all the variants */
li = first_elem(&shader->variants);
while(!at_end(&shader->variants, li)) {
struct lp_fs_variant_list_item *next = next_elem(li);
llvmpipe_remove_shader_variant(llvmpipe, li->base);
li = next;
}
/* Delete draw module's data */
draw_delete_fragment_shader(llvmpipe->draw, shader->draw_data);
assert(shader->variants_cached == 0);
FREE((void *) shader->base.tokens);
FREE(shader);
}
static void
llvmpipe_set_constant_buffer(struct pipe_context *pipe,
uint shader, uint index,
struct pipe_constant_buffer *cb)
{
struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);
struct pipe_resource *constants = cb ? cb->buffer : NULL;
unsigned size;
const void *data;
if (cb && cb->user_buffer) {
constants = llvmpipe_user_buffer_create(pipe->screen,
(void *) cb->user_buffer,
cb->buffer_size,
PIPE_BIND_CONSTANT_BUFFER);
}
size = constants ? constants->width0 : 0;
data = constants ? llvmpipe_resource_data(constants) : NULL;
assert(shader < PIPE_SHADER_TYPES);
assert(index < PIPE_MAX_CONSTANT_BUFFERS);
if(llvmpipe->constants[shader][index] == constants)
return;
draw_flush(llvmpipe->draw);
/* note: reference counting */
pipe_resource_reference(&llvmpipe->constants[shader][index], constants);
if(shader == PIPE_SHADER_VERTEX ||
shader == PIPE_SHADER_GEOMETRY) {
draw_set_mapped_constant_buffer(llvmpipe->draw, shader,
index, data, size);
}
llvmpipe->dirty |= LP_NEW_CONSTANTS;
if (cb && cb->user_buffer) {
pipe_resource_reference(&constants, NULL);
}
}
/**
* Return the blend factor equivalent to a destination alpha of one.
*/
static INLINE unsigned
force_dst_alpha_one(unsigned factor)
{
switch(factor) {
case PIPE_BLENDFACTOR_DST_ALPHA:
return PIPE_BLENDFACTOR_ONE;
case PIPE_BLENDFACTOR_INV_DST_ALPHA:
return PIPE_BLENDFACTOR_ZERO;
case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE:
return PIPE_BLENDFACTOR_ZERO;
}
return factor;
}
/**
* We need to generate several variants of the fragment pipeline to match
* all the combinations of the contributing state atoms.
*
* TODO: there is actually no reason to tie this to context state -- the
* generated code could be cached globally in the screen.
*/
static void
make_variant_key(struct llvmpipe_context *lp,
struct lp_fragment_shader *shader,
struct lp_fragment_shader_variant_key *key)
{
unsigned i;
memset(key, 0, shader->variant_key_size);
if (lp->framebuffer.zsbuf) {
if (lp->depth_stencil->depth.enabled) {
key->zsbuf_format = lp->framebuffer.zsbuf->format;
memcpy(&key->depth, &lp->depth_stencil->depth, sizeof key->depth);
}
if (lp->depth_stencil->stencil[0].enabled) {
key->zsbuf_format = lp->framebuffer.zsbuf->format;
memcpy(&key->stencil, &lp->depth_stencil->stencil, sizeof key->stencil);
}
}
key->alpha.enabled = lp->depth_stencil->alpha.enabled;
if(key->alpha.enabled)
key->alpha.func = lp->depth_stencil->alpha.func;
/* alpha.ref_value is passed in jit_context */
key->flatshade = lp->rasterizer->flatshade;
if (lp->active_query_count) {
key->occlusion_count = TRUE;
}
if (lp->framebuffer.nr_cbufs) {
memcpy(&key->blend, lp->blend, sizeof key->blend);
}
key->nr_cbufs = lp->framebuffer.nr_cbufs;
for (i = 0; i < lp->framebuffer.nr_cbufs; i++) {
enum pipe_format format = lp->framebuffer.cbufs[i]->format;
struct pipe_rt_blend_state *blend_rt = &key->blend.rt[i];
const struct util_format_description *format_desc;
key->cbuf_format[i] = format;
format_desc = util_format_description(format);
assert(format_desc->colorspace == UTIL_FORMAT_COLORSPACE_RGB ||
format_desc->colorspace == UTIL_FORMAT_COLORSPACE_SRGB);
blend_rt->colormask = lp->blend->rt[i].colormask;
/*
* Mask out color channels not present in the color buffer.
*/
blend_rt->colormask &= util_format_colormask(format_desc);
/*
* Our swizzled render tiles always have an alpha channel, but the linear
* render target format often does not, so force here the dst alpha to be
* one.
*
* This is not a mere optimization. Wrong results will be produced if the
* dst alpha is used, the dst format does not have alpha, and the previous
* rendering was not flushed from the swizzled to linear buffer. For
* example, NonPowTwo DCT.
*
* TODO: This should be generalized to all channels for better
* performance, but only alpha causes correctness issues.
*
* Also, force rgb/alpha func/factors match, to make AoS blending easier.
*/
if (format_desc->swizzle[3] > UTIL_FORMAT_SWIZZLE_W ||
format_desc->swizzle[3] == format_desc->swizzle[0]) {
blend_rt->rgb_src_factor = force_dst_alpha_one(blend_rt->rgb_src_factor);
blend_rt->rgb_dst_factor = force_dst_alpha_one(blend_rt->rgb_dst_factor);
blend_rt->alpha_func = blend_rt->rgb_func;
blend_rt->alpha_src_factor = blend_rt->rgb_src_factor;
blend_rt->alpha_dst_factor = blend_rt->rgb_dst_factor;
}
}
/* This value will be the same for all the variants of a given shader:
*/
key->nr_samplers = shader->info.base.file_max[TGSI_FILE_SAMPLER] + 1;
for(i = 0; i < key->nr_samplers; ++i) {
if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) {
lp_sampler_static_state(&key->sampler[i],
lp->sampler_views[PIPE_SHADER_FRAGMENT][i],
lp->samplers[PIPE_SHADER_FRAGMENT][i]);
}
}
}
/**
* Update fragment shader state. This is called just prior to drawing
* something when some fragment-related state has changed.
*/
void
llvmpipe_update_fs(struct llvmpipe_context *lp)
{
struct lp_fragment_shader *shader = lp->fs;
struct lp_fragment_shader_variant_key key;
struct lp_fragment_shader_variant *variant = NULL;
struct lp_fs_variant_list_item *li;
make_variant_key(lp, shader, &key);
/* Search the variants for one which matches the key */
li = first_elem(&shader->variants);
while(!at_end(&shader->variants, li)) {
if(memcmp(&li->base->key, &key, shader->variant_key_size) == 0) {
variant = li->base;
break;
}
li = next_elem(li);
}
if (variant) {
/* Move this variant to the head of the list to implement LRU
* deletion of shader's when we have too many.
*/
move_to_head(&lp->fs_variants_list, &variant->list_item_global);
}
else {
/* variant not found, create it now */
int64_t t0, t1, dt;
unsigned i;
unsigned variants_to_cull;
if (0) {
debug_printf("%u variants,\t%u instrs,\t%u instrs/variant\n",
lp->nr_fs_variants,
lp->nr_fs_instrs,
lp->nr_fs_variants ? lp->nr_fs_instrs / lp->nr_fs_variants : 0);
}
/* First, check if we've exceeded the max number of shader variants.
* If so, free 25% of them (the least recently used ones).
*/
variants_to_cull = lp->nr_fs_variants >= LP_MAX_SHADER_VARIANTS ? LP_MAX_SHADER_VARIANTS / 4 : 0;
if (variants_to_cull ||
lp->nr_fs_instrs >= LP_MAX_SHADER_INSTRUCTIONS) {
struct pipe_context *pipe = &lp->pipe;
/*
* XXX: we need to flush the context until we have some sort of
* reference counting in fragment shaders as they may still be binned
* Flushing alone might not be sufficient we need to wait on it too.
*/
llvmpipe_finish(pipe, __FUNCTION__);
/*
* We need to re-check lp->nr_fs_variants because an arbitrarliy large
* number of shader variants (potentially all of them) could be
* pending for destruction on flush.
*/
for (i = 0; i < variants_to_cull || lp->nr_fs_instrs >= LP_MAX_SHADER_INSTRUCTIONS; i++) {
struct lp_fs_variant_list_item *item;
if (is_empty_list(&lp->fs_variants_list)) {
break;
}
item = last_elem(&lp->fs_variants_list);
assert(item);
assert(item->base);
llvmpipe_remove_shader_variant(lp, item->base);
}
}
/*
* Generate the new variant.
*/
t0 = os_time_get();
variant = generate_variant(lp, shader, &key);
t1 = os_time_get();
dt = t1 - t0;
LP_COUNT_ADD(llvm_compile_time, dt);
LP_COUNT_ADD(nr_llvm_compiles, 2); /* emit vs. omit in/out test */
llvmpipe_variant_count++;
/* Put the new variant into the list */
if (variant) {
insert_at_head(&shader->variants, &variant->list_item_local);
insert_at_head(&lp->fs_variants_list, &variant->list_item_global);
lp->nr_fs_variants++;
lp->nr_fs_instrs += variant->nr_instrs;
shader->variants_cached++;
}
}
/* Bind this variant */
lp_setup_set_fs_variant(lp->setup, variant);
}
void
llvmpipe_init_fs_funcs(struct llvmpipe_context *llvmpipe)
{
llvmpipe->pipe.create_fs_state = llvmpipe_create_fs_state;
llvmpipe->pipe.bind_fs_state = llvmpipe_bind_fs_state;
llvmpipe->pipe.delete_fs_state = llvmpipe_delete_fs_state;
llvmpipe->pipe.set_constant_buffer = llvmpipe_set_constant_buffer;
}
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