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/*
* Copyright © 2011 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.
*/
#ifndef BRW_PROGRAM_H
#define BRW_PROGRAM_H
/**
* Program key structures.
*
* When drawing, we look for the currently bound shaders in the program
* cache. This is essentially a hash table lookup, and these are the keys.
*
* Sometimes OpenGL features specified as state need to be simulated via
* shader code, due to a mismatch between the API and the hardware. This
* is often referred to as "non-orthagonal state" or "NOS". We store NOS
* in the program key so it's considered when searching for a program. If
* we haven't seen a particular combination before, we have to recompile a
* new specialized version.
*
* Shader compilation should not look up state in gl_context directly, but
* instead use the copy in the program key. This guarantees recompiles will
* happen correctly.
*
* @{
*/
enum PACKED gen6_gather_sampler_wa {
WA_SIGN = 1, /* whether we need to sign extend */
WA_8BIT = 2, /* if we have an 8bit format needing wa */
WA_16BIT = 4, /* if we have a 16bit format needing wa */
};
/**
* Sampler information needed by VS, WM, and GS program cache keys.
*/
struct brw_sampler_prog_key_data {
/**
* EXT_texture_swizzle and DEPTH_TEXTURE_MODE swizzles.
*/
uint16_t swizzles[MAX_SAMPLERS];
uint32_t gl_clamp_mask[3];
/**
* For RG32F, gather4's channel select is broken.
*/
uint32_t gather_channel_quirk_mask;
/**
* Whether this sampler uses the compressed multisample surface layout.
*/
uint32_t compressed_multisample_layout_mask;
/**
* For Sandybridge, which shader w/a we need for gather quirks.
*/
enum gen6_gather_sampler_wa gen6_gather_wa[MAX_SAMPLERS];
};
struct brw_vue_prog_key {
unsigned program_string_id;
/**
* How many user clipping planes are being uploaded to the vertex shader as
* push constants.
*
* These are used for lowering legacy gl_ClipVertex/gl_Position clipping to
* clip distances.
*/
unsigned nr_userclip_plane_consts:4;
struct brw_sampler_prog_key_data tex;
};
/** The program key for Vertex Shaders. */
struct brw_vs_prog_key {
struct brw_vue_prog_key base;
/*
* Per-attribute workaround flags
*/
uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
bool copy_edgeflag:1;
bool clamp_vertex_color:1;
/**
* For pre-Gen6 hardware, a bitfield indicating which texture coordinates
* are going to be replaced with point coordinates (as a consequence of a
* call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because
* our SF thread requires exact matching between VS outputs and FS inputs,
* these texture coordinates will need to be unconditionally included in
* the VUE, even if they aren't written by the vertex shader.
*/
uint8_t point_coord_replace;
};
/** The program key for Geometry Shaders. */
struct brw_gs_prog_key
{
struct brw_vue_prog_key base;
uint64_t input_varyings;
};
/** The program key for Fragment/Pixel Shaders. */
struct brw_wm_prog_key {
uint8_t iz_lookup;
bool stats_wm:1;
bool flat_shade:1;
bool persample_shading:1;
bool persample_2x:1;
unsigned nr_color_regions:5;
bool replicate_alpha:1;
bool render_to_fbo:1;
bool clamp_fragment_color:1;
bool compute_pos_offset:1;
bool compute_sample_id:1;
unsigned line_aa:2;
bool high_quality_derivatives:1;
uint16_t drawable_height;
uint64_t input_slots_valid;
unsigned program_string_id;
GLenum alpha_test_func; /* < For Gen4/5 MRT alpha test */
float alpha_test_ref;
struct brw_sampler_prog_key_data tex;
};
/** @} */
#ifdef __cplusplus
extern "C" {
#endif
void brw_setup_tex_for_precompile(struct brw_context *brw,
struct brw_sampler_prog_key_data *tex,
struct gl_program *prog);
void brw_populate_sampler_prog_key_data(struct gl_context *ctx,
const struct gl_program *prog,
unsigned sampler_count,
struct brw_sampler_prog_key_data *key);
bool brw_debug_recompile_sampler_key(struct brw_context *brw,
const struct brw_sampler_prog_key_data *old_key,
const struct brw_sampler_prog_key_data *key);
void brw_add_texrect_params(struct gl_program *prog);
void
brw_mark_surface_used(struct brw_stage_prog_data *prog_data,
unsigned surf_index);
bool
brw_stage_prog_data_compare(const struct brw_stage_prog_data *a,
const struct brw_stage_prog_data *b);
void
brw_stage_prog_data_free(const void *prog_data);
void
brw_dump_ir(const char *stage, struct gl_shader_program *shader_prog,
struct gl_shader *shader, struct gl_program *prog);
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif
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