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|
/*
* Copyright © 2010 Intel Corporation
*
* 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 AUTHORS OR COPYRIGHT HOLDERS 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 brw_fs_visitor.cpp
*
* This file supports generating the FS LIR from the GLSL IR. The LIR
* makes it easier to do backend-specific optimizations than doing so
* in the GLSL IR or in the native code.
*/
#include <sys/types.h>
#include "main/macros.h"
#include "main/shaderobj.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "program/prog_optimize.h"
#include "util/register_allocate.h"
#include "program/hash_table.h"
#include "brw_context.h"
#include "brw_eu.h"
#include "brw_wm.h"
#include "brw_cs.h"
#include "brw_vec4.h"
#include "brw_fs.h"
#include "main/uniforms.h"
#include "glsl/glsl_types.h"
#include "glsl/ir_optimization.h"
#include "program/sampler.h"
using namespace brw;
fs_reg *
fs_visitor::emit_vs_system_value(int location)
{
fs_reg *reg = new(this->mem_ctx)
fs_reg(ATTR, VERT_ATTRIB_MAX, BRW_REGISTER_TYPE_D);
brw_vs_prog_data *vs_prog_data = (brw_vs_prog_data *) prog_data;
switch (location) {
case SYSTEM_VALUE_BASE_VERTEX:
reg->reg_offset = 0;
vs_prog_data->uses_vertexid = true;
break;
case SYSTEM_VALUE_VERTEX_ID:
case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
reg->reg_offset = 2;
vs_prog_data->uses_vertexid = true;
break;
case SYSTEM_VALUE_INSTANCE_ID:
reg->reg_offset = 3;
vs_prog_data->uses_instanceid = true;
break;
default:
unreachable("not reached");
}
return reg;
}
fs_reg
fs_visitor::rescale_texcoord(fs_reg coordinate, int coord_components,
bool is_rect, uint32_t sampler, int texunit)
{
bool needs_gl_clamp = true;
fs_reg scale_x, scale_y;
/* The 965 requires the EU to do the normalization of GL rectangle
* texture coordinates. We use the program parameter state
* tracking to get the scaling factor.
*/
if (is_rect &&
(devinfo->gen < 6 ||
(devinfo->gen >= 6 && (key_tex->gl_clamp_mask[0] & (1 << sampler) ||
key_tex->gl_clamp_mask[1] & (1 << sampler))))) {
struct gl_program_parameter_list *params = prog->Parameters;
int tokens[STATE_LENGTH] = {
STATE_INTERNAL,
STATE_TEXRECT_SCALE,
texunit,
0,
0
};
no16("rectangle scale uniform setup not supported on SIMD16\n");
if (dispatch_width == 16) {
return coordinate;
}
GLuint index = _mesa_add_state_reference(params,
(gl_state_index *)tokens);
/* Try to find existing copies of the texrect scale uniforms. */
for (unsigned i = 0; i < uniforms; i++) {
if (stage_prog_data->param[i] ==
&prog->Parameters->ParameterValues[index][0]) {
scale_x = fs_reg(UNIFORM, i);
scale_y = fs_reg(UNIFORM, i + 1);
break;
}
}
/* If we didn't already set them up, do so now. */
if (scale_x.file == BAD_FILE) {
scale_x = fs_reg(UNIFORM, uniforms);
scale_y = fs_reg(UNIFORM, uniforms + 1);
stage_prog_data->param[uniforms++] =
&prog->Parameters->ParameterValues[index][0];
stage_prog_data->param[uniforms++] =
&prog->Parameters->ParameterValues[index][1];
}
}
/* The 965 requires the EU to do the normalization of GL rectangle
* texture coordinates. We use the program parameter state
* tracking to get the scaling factor.
*/
if (devinfo->gen < 6 && is_rect) {
fs_reg dst = fs_reg(GRF, alloc.allocate(coord_components));
fs_reg src = coordinate;
coordinate = dst;
bld.MUL(dst, src, scale_x);
dst = offset(dst, bld, 1);
src = offset(src, bld, 1);
bld.MUL(dst, src, scale_y);
} else if (is_rect) {
/* On gen6+, the sampler handles the rectangle coordinates
* natively, without needing rescaling. But that means we have
* to do GL_CLAMP clamping at the [0, width], [0, height] scale,
* not [0, 1] like the default case below.
*/
needs_gl_clamp = false;
for (int i = 0; i < 2; i++) {
if (key_tex->gl_clamp_mask[i] & (1 << sampler)) {
fs_reg chan = coordinate;
chan = offset(chan, bld, i);
set_condmod(BRW_CONDITIONAL_GE,
bld.emit(BRW_OPCODE_SEL, chan, chan, fs_reg(0.0f)));
/* Our parameter comes in as 1.0/width or 1.0/height,
* because that's what people normally want for doing
* texture rectangle handling. We need width or height
* for clamping, but we don't care enough to make a new
* parameter type, so just invert back.
*/
fs_reg limit = vgrf(glsl_type::float_type);
bld.MOV(limit, i == 0 ? scale_x : scale_y);
bld.emit(SHADER_OPCODE_RCP, limit, limit);
set_condmod(BRW_CONDITIONAL_L,
bld.emit(BRW_OPCODE_SEL, chan, chan, limit));
}
}
}
if (coord_components > 0 && needs_gl_clamp) {
for (int i = 0; i < MIN2(coord_components, 3); i++) {
if (key_tex->gl_clamp_mask[i] & (1 << sampler)) {
fs_reg chan = coordinate;
chan = offset(chan, bld, i);
set_saturate(true, bld.MOV(chan, chan));
}
}
}
return coordinate;
}
/* Sample from the MCS surface attached to this multisample texture. */
fs_reg
fs_visitor::emit_mcs_fetch(const fs_reg &coordinate, unsigned components,
const fs_reg &sampler)
{
const fs_reg dest = vgrf(glsl_type::uvec4_type);
const fs_reg srcs[] = {
coordinate, fs_reg(), fs_reg(), fs_reg(), fs_reg(), fs_reg(),
sampler, fs_reg(), fs_reg(components), fs_reg(0)
};
fs_inst *inst = bld.emit(SHADER_OPCODE_TXF_MCS_LOGICAL, dest, srcs,
ARRAY_SIZE(srcs));
/* We only care about one reg of response, but the sampler always writes
* 4/8.
*/
inst->regs_written = 4 * dispatch_width / 8;
return dest;
}
void
fs_visitor::emit_texture(ir_texture_opcode op,
const glsl_type *dest_type,
fs_reg coordinate, int coord_components,
fs_reg shadow_c,
fs_reg lod, fs_reg lod2, int grad_components,
fs_reg sample_index,
fs_reg offset_value,
fs_reg mcs,
int gather_component,
bool is_cube_array,
bool is_rect,
uint32_t sampler,
fs_reg sampler_reg, int texunit)
{
fs_inst *inst = NULL;
if (op == ir_tg4) {
/* When tg4 is used with the degenerate ZERO/ONE swizzles, don't bother
* emitting anything other than setting up the constant result.
*/
int swiz = GET_SWZ(key_tex->swizzles[sampler], gather_component);
if (swiz == SWIZZLE_ZERO || swiz == SWIZZLE_ONE) {
fs_reg res = vgrf(glsl_type::vec4_type);
this->result = res;
for (int i=0; i<4; i++) {
bld.MOV(res, fs_reg(swiz == SWIZZLE_ZERO ? 0.0f : 1.0f));
res = offset(res, bld, 1);
}
return;
}
}
if (op == ir_query_levels) {
/* textureQueryLevels() is implemented in terms of TXS so we need to
* pass a valid LOD argument.
*/
assert(lod.file == BAD_FILE);
lod = fs_reg(0u);
}
if (coordinate.file != BAD_FILE) {
/* FINISHME: Texture coordinate rescaling doesn't work with non-constant
* samplers. This should only be a problem with GL_CLAMP on Gen7.
*/
coordinate = rescale_texcoord(coordinate, coord_components, is_rect,
sampler, texunit);
}
/* Writemasking doesn't eliminate channels on SIMD8 texture
* samples, so don't worry about them.
*/
fs_reg dst = vgrf(glsl_type::get_instance(dest_type->base_type, 4, 1));
const fs_reg srcs[] = {
coordinate, shadow_c, lod, lod2,
sample_index, mcs, sampler_reg, offset_value,
fs_reg(coord_components), fs_reg(grad_components)
};
enum opcode opcode;
switch (op) {
case ir_tex:
opcode = SHADER_OPCODE_TEX_LOGICAL;
break;
case ir_txb:
opcode = FS_OPCODE_TXB_LOGICAL;
break;
case ir_txl:
opcode = SHADER_OPCODE_TXL_LOGICAL;
break;
case ir_txd:
opcode = SHADER_OPCODE_TXD_LOGICAL;
break;
case ir_txf:
opcode = SHADER_OPCODE_TXF_LOGICAL;
break;
case ir_txf_ms:
opcode = SHADER_OPCODE_TXF_CMS_LOGICAL;
break;
case ir_txs:
case ir_query_levels:
opcode = SHADER_OPCODE_TXS_LOGICAL;
break;
case ir_lod:
opcode = SHADER_OPCODE_LOD_LOGICAL;
break;
case ir_tg4:
opcode = (offset_value.file != BAD_FILE && offset_value.file != IMM ?
SHADER_OPCODE_TG4_OFFSET_LOGICAL : SHADER_OPCODE_TG4_LOGICAL);
break;
default:
unreachable("Invalid texture opcode.");
}
inst = bld.emit(opcode, dst, srcs, ARRAY_SIZE(srcs));
inst->regs_written = 4 * dispatch_width / 8;
if (shadow_c.file != BAD_FILE)
inst->shadow_compare = true;
if (offset_value.file == IMM)
inst->offset = offset_value.fixed_hw_reg.dw1.ud;
if (op == ir_tg4) {
inst->offset |=
gather_channel(gather_component, sampler) << 16; /* M0.2:16-17 */
if (devinfo->gen == 6)
emit_gen6_gather_wa(key_tex->gen6_gather_wa[sampler], dst);
}
/* fixup #layers for cube map arrays */
if (op == ir_txs && is_cube_array) {
fs_reg depth = offset(dst, bld, 2);
fs_reg fixed_depth = vgrf(glsl_type::int_type);
bld.emit(SHADER_OPCODE_INT_QUOTIENT, fixed_depth, depth, fs_reg(6));
fs_reg *fixed_payload = ralloc_array(mem_ctx, fs_reg, inst->regs_written);
int components = inst->regs_written / (inst->exec_size / 8);
for (int i = 0; i < components; i++) {
if (i == 2) {
fixed_payload[i] = fixed_depth;
} else {
fixed_payload[i] = offset(dst, bld, i);
}
}
bld.LOAD_PAYLOAD(dst, fixed_payload, components, 0);
}
swizzle_result(op, dest_type->vector_elements, dst, sampler);
}
/**
* Apply workarounds for Gen6 gather with UINT/SINT
*/
void
fs_visitor::emit_gen6_gather_wa(uint8_t wa, fs_reg dst)
{
if (!wa)
return;
int width = (wa & WA_8BIT) ? 8 : 16;
for (int i = 0; i < 4; i++) {
fs_reg dst_f = retype(dst, BRW_REGISTER_TYPE_F);
/* Convert from UNORM to UINT */
bld.MUL(dst_f, dst_f, fs_reg((float)((1 << width) - 1)));
bld.MOV(dst, dst_f);
if (wa & WA_SIGN) {
/* Reinterpret the UINT value as a signed INT value by
* shifting the sign bit into place, then shifting back
* preserving sign.
*/
bld.SHL(dst, dst, fs_reg(32 - width));
bld.ASR(dst, dst, fs_reg(32 - width));
}
dst = offset(dst, bld, 1);
}
}
/**
* Set up the gather channel based on the swizzle, for gather4.
*/
uint32_t
fs_visitor::gather_channel(int orig_chan, uint32_t sampler)
{
int swiz = GET_SWZ(key_tex->swizzles[sampler], orig_chan);
switch (swiz) {
case SWIZZLE_X: return 0;
case SWIZZLE_Y:
/* gather4 sampler is broken for green channel on RG32F --
* we must ask for blue instead.
*/
if (key_tex->gather_channel_quirk_mask & (1 << sampler))
return 2;
return 1;
case SWIZZLE_Z: return 2;
case SWIZZLE_W: return 3;
default:
unreachable("Not reached"); /* zero, one swizzles handled already */
}
}
/**
* Swizzle the result of a texture result. This is necessary for
* EXT_texture_swizzle as well as DEPTH_TEXTURE_MODE for shadow comparisons.
*/
void
fs_visitor::swizzle_result(ir_texture_opcode op, int dest_components,
fs_reg orig_val, uint32_t sampler)
{
if (op == ir_query_levels) {
/* # levels is in .w */
this->result = offset(orig_val, bld, 3);
return;
}
this->result = orig_val;
/* txs,lod don't actually sample the texture, so swizzling the result
* makes no sense.
*/
if (op == ir_txs || op == ir_lod || op == ir_tg4)
return;
if (dest_components == 1) {
/* Ignore DEPTH_TEXTURE_MODE swizzling. */
} else if (key_tex->swizzles[sampler] != SWIZZLE_NOOP) {
fs_reg swizzled_result = vgrf(glsl_type::vec4_type);
swizzled_result.type = orig_val.type;
for (int i = 0; i < 4; i++) {
int swiz = GET_SWZ(key_tex->swizzles[sampler], i);
fs_reg l = swizzled_result;
l = offset(l, bld, i);
if (swiz == SWIZZLE_ZERO) {
bld.MOV(l, fs_reg(0.0f));
} else if (swiz == SWIZZLE_ONE) {
bld.MOV(l, fs_reg(1.0f));
} else {
bld.MOV(l, offset(orig_val, bld,
GET_SWZ(key_tex->swizzles[sampler], i)));
}
}
this->result = swizzled_result;
}
}
/**
* Try to replace IF/MOV/ELSE/MOV/ENDIF with SEL.
*
* Many GLSL shaders contain the following pattern:
*
* x = condition ? foo : bar
*
* The compiler emits an ir_if tree for this, since each subexpression might be
* a complex tree that could have side-effects or short-circuit logic.
*
* However, the common case is to simply select one of two constants or
* variable values---which is exactly what SEL is for. In this case, the
* assembly looks like:
*
* (+f0) IF
* MOV dst src0
* ELSE
* MOV dst src1
* ENDIF
*
* which can be easily translated into:
*
* (+f0) SEL dst src0 src1
*
* If src0 is an immediate value, we promote it to a temporary GRF.
*/
bool
fs_visitor::try_replace_with_sel()
{
fs_inst *endif_inst = (fs_inst *) instructions.get_tail();
assert(endif_inst->opcode == BRW_OPCODE_ENDIF);
/* Pattern match in reverse: IF, MOV, ELSE, MOV, ENDIF. */
int opcodes[] = {
BRW_OPCODE_IF, BRW_OPCODE_MOV, BRW_OPCODE_ELSE, BRW_OPCODE_MOV,
};
fs_inst *match = (fs_inst *) endif_inst->prev;
for (int i = 0; i < 4; i++) {
if (match->is_head_sentinel() || match->opcode != opcodes[4-i-1])
return false;
match = (fs_inst *) match->prev;
}
/* The opcodes match; it looks like the right sequence of instructions. */
fs_inst *else_mov = (fs_inst *) endif_inst->prev;
fs_inst *then_mov = (fs_inst *) else_mov->prev->prev;
fs_inst *if_inst = (fs_inst *) then_mov->prev;
/* Check that the MOVs are the right form. */
if (then_mov->dst.equals(else_mov->dst) &&
!then_mov->is_partial_write() &&
!else_mov->is_partial_write()) {
/* Remove the matched instructions; we'll emit a SEL to replace them. */
while (!if_inst->next->is_tail_sentinel())
if_inst->next->exec_node::remove();
if_inst->exec_node::remove();
/* Only the last source register can be a constant, so if the MOV in
* the "then" clause uses a constant, we need to put it in a temporary.
*/
fs_reg src0(then_mov->src[0]);
if (src0.file == IMM) {
src0 = vgrf(glsl_type::float_type);
src0.type = then_mov->src[0].type;
bld.MOV(src0, then_mov->src[0]);
}
if (if_inst->conditional_mod) {
/* Sandybridge-specific IF with embedded comparison */
bld.CMP(bld.null_reg_d(), if_inst->src[0], if_inst->src[1],
if_inst->conditional_mod);
set_predicate(BRW_PREDICATE_NORMAL,
bld.emit(BRW_OPCODE_SEL, then_mov->dst,
src0, else_mov->src[0]));
} else {
/* Separate CMP and IF instructions */
set_predicate_inv(if_inst->predicate, if_inst->predicate_inverse,
bld.emit(BRW_OPCODE_SEL, then_mov->dst,
src0, else_mov->src[0]));
}
return true;
}
return false;
}
/** Emits a dummy fragment shader consisting of magenta for bringup purposes. */
void
fs_visitor::emit_dummy_fs()
{
int reg_width = dispatch_width / 8;
/* Everyone's favorite color. */
const float color[4] = { 1.0, 0.0, 1.0, 0.0 };
for (int i = 0; i < 4; i++) {
bld.MOV(fs_reg(MRF, 2 + i * reg_width, BRW_REGISTER_TYPE_F),
fs_reg(color[i]));
}
fs_inst *write;
write = bld.emit(FS_OPCODE_FB_WRITE);
write->eot = true;
if (devinfo->gen >= 6) {
write->base_mrf = 2;
write->mlen = 4 * reg_width;
} else {
write->header_size = 2;
write->base_mrf = 0;
write->mlen = 2 + 4 * reg_width;
}
/* Tell the SF we don't have any inputs. Gen4-5 require at least one
* varying to avoid GPU hangs, so set that.
*/
brw_wm_prog_data *wm_prog_data = (brw_wm_prog_data *) this->prog_data;
wm_prog_data->num_varying_inputs = devinfo->gen < 6 ? 1 : 0;
memset(wm_prog_data->urb_setup, -1,
sizeof(wm_prog_data->urb_setup[0]) * VARYING_SLOT_MAX);
/* We don't have any uniforms. */
stage_prog_data->nr_params = 0;
stage_prog_data->nr_pull_params = 0;
stage_prog_data->curb_read_length = 0;
stage_prog_data->dispatch_grf_start_reg = 2;
wm_prog_data->dispatch_grf_start_reg_16 = 2;
grf_used = 1; /* Gen4-5 don't allow zero GRF blocks */
calculate_cfg();
}
/* The register location here is relative to the start of the URB
* data. It will get adjusted to be a real location before
* generate_code() time.
*/
struct brw_reg
fs_visitor::interp_reg(int location, int channel)
{
assert(stage == MESA_SHADER_FRAGMENT);
brw_wm_prog_data *prog_data = (brw_wm_prog_data*) this->prog_data;
int regnr = prog_data->urb_setup[location] * 2 + channel / 2;
int stride = (channel & 1) * 4;
assert(prog_data->urb_setup[location] != -1);
return brw_vec1_grf(regnr, stride);
}
/** Emits the interpolation for the varying inputs. */
void
fs_visitor::emit_interpolation_setup_gen4()
{
struct brw_reg g1_uw = retype(brw_vec1_grf(1, 0), BRW_REGISTER_TYPE_UW);
fs_builder abld = bld.annotate("compute pixel centers");
this->pixel_x = vgrf(glsl_type::uint_type);
this->pixel_y = vgrf(glsl_type::uint_type);
this->pixel_x.type = BRW_REGISTER_TYPE_UW;
this->pixel_y.type = BRW_REGISTER_TYPE_UW;
abld.ADD(this->pixel_x,
fs_reg(stride(suboffset(g1_uw, 4), 2, 4, 0)),
fs_reg(brw_imm_v(0x10101010)));
abld.ADD(this->pixel_y,
fs_reg(stride(suboffset(g1_uw, 5), 2, 4, 0)),
fs_reg(brw_imm_v(0x11001100)));
abld = bld.annotate("compute pixel deltas from v0");
this->delta_xy[BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC] =
vgrf(glsl_type::vec2_type);
const fs_reg &delta_xy = this->delta_xy[BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC];
const fs_reg xstart(negate(brw_vec1_grf(1, 0)));
const fs_reg ystart(negate(brw_vec1_grf(1, 1)));
if (devinfo->has_pln && dispatch_width == 16) {
for (unsigned i = 0; i < 2; i++) {
abld.half(i).ADD(half(offset(delta_xy, abld, i), 0),
half(this->pixel_x, i), xstart);
abld.half(i).ADD(half(offset(delta_xy, abld, i), 1),
half(this->pixel_y, i), ystart);
}
} else {
abld.ADD(offset(delta_xy, abld, 0), this->pixel_x, xstart);
abld.ADD(offset(delta_xy, abld, 1), this->pixel_y, ystart);
}
abld = bld.annotate("compute pos.w and 1/pos.w");
/* Compute wpos.w. It's always in our setup, since it's needed to
* interpolate the other attributes.
*/
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(FS_OPCODE_LINTERP, wpos_w, delta_xy,
interp_reg(VARYING_SLOT_POS, 3));
/* Compute the pixel 1/W value from wpos.w. */
this->pixel_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->pixel_w, wpos_w);
}
/** Emits the interpolation for the varying inputs. */
void
fs_visitor::emit_interpolation_setup_gen6()
{
struct brw_reg g1_uw = retype(brw_vec1_grf(1, 0), BRW_REGISTER_TYPE_UW);
fs_builder abld = bld.annotate("compute pixel centers");
if (devinfo->gen >= 8 || dispatch_width == 8) {
/* The "Register Region Restrictions" page says for BDW (and newer,
* presumably):
*
* "When destination spans two registers, the source may be one or
* two registers. The destination elements must be evenly split
* between the two registers."
*
* Thus we can do a single add(16) in SIMD8 or an add(32) in SIMD16 to
* compute our pixel centers.
*/
fs_reg int_pixel_xy(GRF, alloc.allocate(dispatch_width / 8),
BRW_REGISTER_TYPE_UW);
const fs_builder dbld = abld.exec_all().group(dispatch_width * 2, 0);
dbld.ADD(int_pixel_xy,
fs_reg(stride(suboffset(g1_uw, 4), 1, 4, 0)),
fs_reg(brw_imm_v(0x11001010)));
this->pixel_x = vgrf(glsl_type::float_type);
this->pixel_y = vgrf(glsl_type::float_type);
abld.emit(FS_OPCODE_PIXEL_X, this->pixel_x, int_pixel_xy);
abld.emit(FS_OPCODE_PIXEL_Y, this->pixel_y, int_pixel_xy);
} else {
/* The "Register Region Restrictions" page says for SNB, IVB, HSW:
*
* "When destination spans two registers, the source MUST span two
* registers."
*
* Since the GRF source of the ADD will only read a single register, we
* must do two separate ADDs in SIMD16.
*/
fs_reg int_pixel_x = vgrf(glsl_type::uint_type);
fs_reg int_pixel_y = vgrf(glsl_type::uint_type);
int_pixel_x.type = BRW_REGISTER_TYPE_UW;
int_pixel_y.type = BRW_REGISTER_TYPE_UW;
abld.ADD(int_pixel_x,
fs_reg(stride(suboffset(g1_uw, 4), 2, 4, 0)),
fs_reg(brw_imm_v(0x10101010)));
abld.ADD(int_pixel_y,
fs_reg(stride(suboffset(g1_uw, 5), 2, 4, 0)),
fs_reg(brw_imm_v(0x11001100)));
/* As of gen6, we can no longer mix float and int sources. We have
* to turn the integer pixel centers into floats for their actual
* use.
*/
this->pixel_x = vgrf(glsl_type::float_type);
this->pixel_y = vgrf(glsl_type::float_type);
abld.MOV(this->pixel_x, int_pixel_x);
abld.MOV(this->pixel_y, int_pixel_y);
}
abld = bld.annotate("compute pos.w");
this->pixel_w = fs_reg(brw_vec8_grf(payload.source_w_reg, 0));
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->wpos_w, this->pixel_w);
for (int i = 0; i < BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT; ++i) {
uint8_t reg = payload.barycentric_coord_reg[i];
this->delta_xy[i] = fs_reg(brw_vec16_grf(reg, 0));
}
}
static enum brw_conditional_mod
cond_for_alpha_func(GLenum func)
{
switch(func) {
case GL_GREATER:
return BRW_CONDITIONAL_G;
case GL_GEQUAL:
return BRW_CONDITIONAL_GE;
case GL_LESS:
return BRW_CONDITIONAL_L;
case GL_LEQUAL:
return BRW_CONDITIONAL_LE;
case GL_EQUAL:
return BRW_CONDITIONAL_EQ;
case GL_NOTEQUAL:
return BRW_CONDITIONAL_NEQ;
default:
unreachable("Not reached");
}
}
/**
* Alpha test support for when we compile it into the shader instead
* of using the normal fixed-function alpha test.
*/
void
fs_visitor::emit_alpha_test()
{
assert(stage == MESA_SHADER_FRAGMENT);
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
const fs_builder abld = bld.annotate("Alpha test");
fs_inst *cmp;
if (key->alpha_test_func == GL_ALWAYS)
return;
if (key->alpha_test_func == GL_NEVER) {
/* f0.1 = 0 */
fs_reg some_reg = fs_reg(retype(brw_vec8_grf(0, 0),
BRW_REGISTER_TYPE_UW));
cmp = abld.CMP(bld.null_reg_f(), some_reg, some_reg,
BRW_CONDITIONAL_NEQ);
} else {
/* RT0 alpha */
fs_reg color = offset(outputs[0], bld, 3);
/* f0.1 &= func(color, ref) */
cmp = abld.CMP(bld.null_reg_f(), color, fs_reg(key->alpha_test_ref),
cond_for_alpha_func(key->alpha_test_func));
}
cmp->predicate = BRW_PREDICATE_NORMAL;
cmp->flag_subreg = 1;
}
fs_inst *
fs_visitor::emit_single_fb_write(const fs_builder &bld,
fs_reg color0, fs_reg color1,
fs_reg src0_alpha, unsigned components)
{
assert(stage == MESA_SHADER_FRAGMENT);
brw_wm_prog_data *prog_data = (brw_wm_prog_data*) this->prog_data;
/* Hand over gl_FragDepth or the payload depth. */
const fs_reg dst_depth = (payload.dest_depth_reg ?
fs_reg(brw_vec8_grf(payload.dest_depth_reg, 0)) :
fs_reg());
fs_reg src_depth;
if (source_depth_to_render_target) {
if (prog->OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
src_depth = frag_depth;
else
src_depth = fs_reg(brw_vec8_grf(payload.source_depth_reg, 0));
}
const fs_reg sources[] = {
color0, color1, src0_alpha, src_depth, dst_depth, sample_mask,
fs_reg(components)
};
fs_inst *write = bld.emit(FS_OPCODE_FB_WRITE_LOGICAL, fs_reg(),
sources, ARRAY_SIZE(sources));
if (prog_data->uses_kill) {
write->predicate = BRW_PREDICATE_NORMAL;
write->flag_subreg = 1;
}
return write;
}
void
fs_visitor::emit_fb_writes()
{
assert(stage == MESA_SHADER_FRAGMENT);
brw_wm_prog_data *prog_data = (brw_wm_prog_data*) this->prog_data;
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
fs_inst *inst = NULL;
if (source_depth_to_render_target && devinfo->gen == 6) {
/* For outputting oDepth on gen6, SIMD8 writes have to be used. This
* would require SIMD8 moves of each half to message regs, e.g. by using
* the SIMD lowering pass. Unfortunately this is more difficult than it
* sounds because the SIMD8 single-source message lacks channel selects
* for the second and third subspans.
*/
no16("Missing support for simd16 depth writes on gen6\n");
}
if (do_dual_src) {
const fs_builder abld = bld.annotate("FB dual-source write");
inst = emit_single_fb_write(abld, this->outputs[0],
this->dual_src_output, reg_undef, 4);
inst->target = 0;
prog_data->dual_src_blend = true;
} else {
for (int target = 0; target < key->nr_color_regions; target++) {
/* Skip over outputs that weren't written. */
if (this->outputs[target].file == BAD_FILE)
continue;
const fs_builder abld = bld.annotate(
ralloc_asprintf(this->mem_ctx, "FB write target %d", target));
fs_reg src0_alpha;
if (devinfo->gen >= 6 && key->replicate_alpha && target != 0)
src0_alpha = offset(outputs[0], bld, 3);
inst = emit_single_fb_write(abld, this->outputs[target], reg_undef,
src0_alpha,
this->output_components[target]);
inst->target = target;
}
}
if (inst == NULL) {
/* Even if there's no color buffers enabled, we still need to send
* alpha out the pipeline to our null renderbuffer to support
* alpha-testing, alpha-to-coverage, and so on.
*/
/* FINISHME: Factor out this frequently recurring pattern into a
* helper function.
*/
const fs_reg srcs[] = { reg_undef, reg_undef,
reg_undef, offset(this->outputs[0], bld, 3) };
const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 4);
bld.LOAD_PAYLOAD(tmp, srcs, 4, 0);
inst = emit_single_fb_write(bld, tmp, reg_undef, reg_undef, 4);
inst->target = 0;
}
inst->eot = true;
}
void
fs_visitor::setup_uniform_clipplane_values(gl_clip_plane *clip_planes)
{
const struct brw_vue_prog_key *key =
(const struct brw_vue_prog_key *) this->key;
for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
this->userplane[i] = fs_reg(UNIFORM, uniforms);
for (int j = 0; j < 4; ++j) {
stage_prog_data->param[uniforms + j] =
(gl_constant_value *) &clip_planes[i][j];
}
uniforms += 4;
}
}
/**
* Lower legacy fixed-function and gl_ClipVertex clipping to clip distances.
*
* This does nothing if the shader uses gl_ClipDistance or user clipping is
* disabled altogether.
*/
void fs_visitor::compute_clip_distance(gl_clip_plane *clip_planes)
{
struct brw_vue_prog_data *vue_prog_data =
(struct brw_vue_prog_data *) prog_data;
const struct brw_vue_prog_key *key =
(const struct brw_vue_prog_key *) this->key;
/* Bail unless some sort of legacy clipping is enabled */
if (!key->userclip_active || prog->UsesClipDistanceOut)
return;
/* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables):
*
* "If a linked set of shaders forming the vertex stage contains no
* static write to gl_ClipVertex or gl_ClipDistance, but the
* application has requested clipping against user clip planes through
* the API, then the coordinate written to gl_Position is used for
* comparison against the user clip planes."
*
* This function is only called if the shader didn't write to
* gl_ClipDistance. Accordingly, we use gl_ClipVertex to perform clipping
* if the user wrote to it; otherwise we use gl_Position.
*/
gl_varying_slot clip_vertex = VARYING_SLOT_CLIP_VERTEX;
if (!(vue_prog_data->vue_map.slots_valid & VARYING_BIT_CLIP_VERTEX))
clip_vertex = VARYING_SLOT_POS;
/* If the clip vertex isn't written, skip this. Typically this means
* the GS will set up clipping. */
if (outputs[clip_vertex].file == BAD_FILE)
return;
setup_uniform_clipplane_values(clip_planes);
const fs_builder abld = bld.annotate("user clip distances");
this->outputs[VARYING_SLOT_CLIP_DIST0] = vgrf(glsl_type::vec4_type);
this->outputs[VARYING_SLOT_CLIP_DIST1] = vgrf(glsl_type::vec4_type);
for (int i = 0; i < key->nr_userclip_plane_consts; i++) {
fs_reg u = userplane[i];
fs_reg output = outputs[VARYING_SLOT_CLIP_DIST0 + i / 4];
output.reg_offset = i & 3;
abld.MUL(output, outputs[clip_vertex], u);
for (int j = 1; j < 4; j++) {
u.reg = userplane[i].reg + j;
abld.MAD(output, output, offset(outputs[clip_vertex], bld, j), u);
}
}
}
void
fs_visitor::emit_urb_writes()
{
int slot, urb_offset, length;
struct brw_vs_prog_data *vs_prog_data =
(struct brw_vs_prog_data *) prog_data;
const struct brw_vs_prog_key *key =
(const struct brw_vs_prog_key *) this->key;
const GLbitfield64 psiz_mask =
VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT | VARYING_BIT_PSIZ;
const struct brw_vue_map *vue_map = &vs_prog_data->base.vue_map;
bool flush;
fs_reg sources[8];
/* If we don't have any valid slots to write, just do a minimal urb write
* send to terminate the shader. This includes 1 slot of undefined data,
* because it's invalid to write 0 data:
*
* From the Broadwell PRM, Volume 7: 3D Media GPGPU, Shared Functions -
* Unified Return Buffer (URB) > URB_SIMD8_Write and URB_SIMD8_Read >
* Write Data Payload:
*
* "The write data payload can be between 1 and 8 message phases long."
*/
if (vue_map->slots_valid == 0) {
fs_reg payload = fs_reg(GRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
bld.exec_all().MOV(payload, fs_reg(retype(brw_vec8_grf(1, 0),
BRW_REGISTER_TYPE_UD)));
fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = true;
inst->mlen = 2;
inst->offset = 1;
return;
}
length = 0;
urb_offset = 0;
flush = false;
for (slot = 0; slot < vue_map->num_slots; slot++) {
fs_reg reg, src, zero;
int varying = vue_map->slot_to_varying[slot];
switch (varying) {
case VARYING_SLOT_PSIZ:
/* The point size varying slot is the vue header and is always in the
* vue map. But often none of the special varyings that live there
* are written and in that case we can skip writing to the vue
* header, provided the corresponding state properly clamps the
* values further down the pipeline. */
if ((vue_map->slots_valid & psiz_mask) == 0) {
assert(length == 0);
urb_offset++;
break;
}
zero = fs_reg(GRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
bld.MOV(zero, fs_reg(0u));
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_LAYER)
sources[length++] = this->outputs[VARYING_SLOT_LAYER];
else
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_VIEWPORT)
sources[length++] = this->outputs[VARYING_SLOT_VIEWPORT];
else
sources[length++] = zero;
if (vue_map->slots_valid & VARYING_BIT_PSIZ)
sources[length++] = this->outputs[VARYING_SLOT_PSIZ];
else
sources[length++] = zero;
break;
case BRW_VARYING_SLOT_NDC:
case VARYING_SLOT_EDGE:
unreachable("unexpected scalar vs output");
break;
case BRW_VARYING_SLOT_PAD:
break;
default:
/* gl_Position is always in the vue map, but isn't always written by
* the shader. Other varyings (clip distances) get added to the vue
* map but don't always get written. In those cases, the
* corresponding this->output[] slot will be invalid we and can skip
* the urb write for the varying. If we've already queued up a vue
* slot for writing we flush a mlen 5 urb write, otherwise we just
* advance the urb_offset.
*/
if (this->outputs[varying].file == BAD_FILE) {
if (length > 0)
flush = true;
else
urb_offset++;
break;
}
if ((varying == VARYING_SLOT_COL0 ||
varying == VARYING_SLOT_COL1 ||
varying == VARYING_SLOT_BFC0 ||
varying == VARYING_SLOT_BFC1) &&
key->clamp_vertex_color) {
/* We need to clamp these guys, so do a saturating MOV into a
* temp register and use that for the payload.
*/
for (int i = 0; i < 4; i++) {
reg = fs_reg(GRF, alloc.allocate(1), outputs[varying].type);
src = offset(this->outputs[varying], bld, i);
set_saturate(true, bld.MOV(reg, src));
sources[length++] = reg;
}
} else {
for (int i = 0; i < 4; i++)
sources[length++] = offset(this->outputs[varying], bld, i);
}
break;
}
const fs_builder abld = bld.annotate("URB write");
/* If we've queued up 8 registers of payload (2 VUE slots), if this is
* the last slot or if we need to flush (see BAD_FILE varying case
* above), emit a URB write send now to flush out the data.
*/
int last = slot == vue_map->num_slots - 1;
if (length == 8 || last)
flush = true;
if (flush) {
fs_reg *payload_sources = ralloc_array(mem_ctx, fs_reg, length + 1);
fs_reg payload = fs_reg(GRF, alloc.allocate(length + 1),
BRW_REGISTER_TYPE_F);
payload_sources[0] =
fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
memcpy(&payload_sources[1], sources, length * sizeof sources[0]);
abld.LOAD_PAYLOAD(payload, payload_sources, length + 1, 1);
fs_inst *inst =
abld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = last;
inst->mlen = length + 1;
inst->offset = urb_offset;
urb_offset = slot + 1;
length = 0;
flush = false;
}
}
}
void
fs_visitor::emit_cs_terminate()
{
assert(devinfo->gen >= 7);
/* We are getting the thread ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
/* We can't directly send from g0, since sends with EOT have to use
* g112-127. So, copy it to a virtual register, The register allocator will
* make sure it uses the appropriate register range.
*/
struct brw_reg g0 = retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UD);
fs_reg payload = fs_reg(GRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
bld.group(8, 0).exec_all().MOV(payload, g0);
/* Send a message to the thread spawner to terminate the thread. */
fs_inst *inst = bld.exec_all()
.emit(CS_OPCODE_CS_TERMINATE, reg_undef, payload);
inst->eot = true;
}
void
fs_visitor::emit_barrier()
{
assert(devinfo->gen >= 7);
/* We are getting the barrier ID from the compute shader header */
assert(stage == MESA_SHADER_COMPUTE);
fs_reg payload = fs_reg(GRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD);
/* Clear the message payload */
bld.exec_all().MOV(payload, fs_reg(0u));
/* Copy bits 27:24 of r0.2 (barrier id) to the message payload reg.2 */
fs_reg r0_2 = fs_reg(retype(brw_vec1_grf(0, 2), BRW_REGISTER_TYPE_UD));
bld.exec_all().AND(component(payload, 2), r0_2, fs_reg(0x0f000000u));
/* Emit a gateway "barrier" message using the payload we set up, followed
* by a wait instruction.
*/
bld.exec_all().emit(SHADER_OPCODE_BARRIER, reg_undef, payload);
}
fs_visitor::fs_visitor(const struct brw_compiler *compiler, void *log_data,
void *mem_ctx,
gl_shader_stage stage,
const void *key,
struct brw_stage_prog_data *prog_data,
struct gl_shader_program *shader_prog,
struct gl_program *prog,
unsigned dispatch_width,
int shader_time_index)
: backend_shader(compiler, log_data, mem_ctx,
shader_prog, prog, prog_data, stage),
key(key), prog_data(prog_data),
dispatch_width(dispatch_width),
shader_time_index(shader_time_index),
promoted_constants(0),
bld(fs_builder(this, dispatch_width).at_end())
{
switch (stage) {
case MESA_SHADER_FRAGMENT:
key_tex = &((const brw_wm_prog_key *) key)->tex;
break;
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
key_tex = &((const brw_vue_prog_key *) key)->tex;
break;
case MESA_SHADER_COMPUTE:
key_tex = &((const brw_cs_prog_key*) key)->tex;
break;
default:
unreachable("unhandled shader stage");
}
this->failed = false;
this->simd16_unsupported = false;
this->no16_msg = NULL;
this->nir_locals = NULL;
this->nir_ssa_values = NULL;
memset(&this->payload, 0, sizeof(this->payload));
memset(this->outputs, 0, sizeof(this->outputs));
memset(this->output_components, 0, sizeof(this->output_components));
this->source_depth_to_render_target = false;
this->runtime_check_aads_emit = false;
this->first_non_payload_grf = 0;
this->max_grf = devinfo->gen >= 7 ? GEN7_MRF_HACK_START : BRW_MAX_GRF;
this->virtual_grf_start = NULL;
this->virtual_grf_end = NULL;
this->live_intervals = NULL;
this->regs_live_at_ip = NULL;
this->uniforms = 0;
this->last_scratch = 0;
this->pull_constant_loc = NULL;
this->push_constant_loc = NULL;
this->spilled_any_registers = false;
this->do_dual_src = false;
if (dispatch_width == 8)
this->param_size = rzalloc_array(mem_ctx, int, stage_prog_data->nr_params);
}
fs_visitor::~fs_visitor()
{
}
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