1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
|
/*
* 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];
};
/** The program key for Vertex Shaders. */
struct brw_vs_prog_key {
unsigned program_string_id;
/*
* Per-attribute workaround flags
*/
uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
bool copy_edgeflag:1;
bool clamp_vertex_color:1;
/**
* 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;
/**
* 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;
struct brw_sampler_prog_key_data tex;
};
/** The program key for Geometry Shaders. */
struct brw_gs_prog_key
{
unsigned program_string_id;
struct brw_sampler_prog_key_data tex;
};
/** 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);
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
|