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
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
|
/*
Copyright (C) Intel Corp. 2006. All Rights Reserved.
Intel funded Tungsten Graphics to
develop this 3D driver.
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 COPYRIGHT OWNER(S) 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.
**********************************************************************/
/*
* Authors:
* Keith Whitwell <keithw@vmware.com>
*/
#include "main/glheader.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/enums.h"
#include "main/fbobject.h"
#include "intel_batchbuffer.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_eu.h"
#include "brw_util.h"
#include "brw_sf.h"
#include "brw_state.h"
#include "util/ralloc.h"
static void compile_sf_prog( struct brw_context *brw,
struct brw_sf_prog_key *key )
{
struct brw_sf_compile c;
const GLuint *program;
void *mem_ctx;
GLuint program_size;
memset(&c, 0, sizeof(c));
mem_ctx = ralloc_context(NULL);
/* Begin the compilation:
*/
brw_init_compile(brw->intelScreen->devinfo, &c.func, mem_ctx);
c.key = *key;
c.vue_map = brw->vue_map_geom_out;
if (c.key.do_point_coord) {
/*
* gl_PointCoord is a FS instead of VS builtin variable, thus it's
* not included in c.vue_map generated in VS stage. Here we add
* it manually to let SF shader generate the needed interpolation
* coefficient for FS shader.
*/
c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots;
c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC;
}
c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
c.nr_setup_regs = c.nr_attr_regs;
c.prog_data.urb_read_length = c.nr_attr_regs;
c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
c.has_flat_shading = brw_any_flat_varyings(&key->interpolation_mode);
/* Which primitive? Or all three?
*/
switch (key->primitive) {
case SF_TRIANGLES:
c.nr_verts = 3;
brw_emit_tri_setup( &c, true );
break;
case SF_LINES:
c.nr_verts = 2;
brw_emit_line_setup( &c, true );
break;
case SF_POINTS:
c.nr_verts = 1;
if (key->do_point_sprite)
brw_emit_point_sprite_setup( &c, true );
else
brw_emit_point_setup( &c, true );
break;
case SF_UNFILLED_TRIS:
c.nr_verts = 3;
brw_emit_anyprim_setup( &c );
break;
default:
unreachable("not reached");
}
/* FINISHME: SF programs use calculated jumps (i.e., JMPI with a register
* source). Compacting would be difficult.
*/
/* brw_compact_instructions(&c.func, 0, 0, NULL); */
/* get the program
*/
program = brw_get_program(&c.func, &program_size);
if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
fprintf(stderr, "sf:\n");
brw_disassemble(brw->intelScreen->devinfo,
c.func.store, 0, program_size, stderr);
fprintf(stderr, "\n");
}
brw_upload_cache(&brw->cache, BRW_CACHE_SF_PROG,
&c.key, sizeof(c.key),
program, program_size,
&c.prog_data, sizeof(c.prog_data),
&brw->sf.prog_offset, &brw->sf.prog_data);
ralloc_free(mem_ctx);
}
/* Calculate interpolants for triangle and line rasterization.
*/
static void
brw_upload_sf_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct brw_sf_prog_key key;
/* _NEW_BUFFERS */
bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
memset(&key, 0, sizeof(key));
/* Populate the key, noting state dependencies:
*/
/* BRW_NEW_VUE_MAP_GEOM_OUT */
key.attrs = brw->vue_map_geom_out.slots_valid;
/* BRW_NEW_REDUCED_PRIMITIVE */
switch (brw->reduced_primitive) {
case GL_TRIANGLES:
/* NOTE: We just use the edgeflag attribute as an indicator that
* unfilled triangles are active. We don't actually do the
* edgeflag testing here, it is already done in the clip
* program.
*/
if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE))
key.primitive = SF_UNFILLED_TRIS;
else
key.primitive = SF_TRIANGLES;
break;
case GL_LINES:
key.primitive = SF_LINES;
break;
case GL_POINTS:
key.primitive = SF_POINTS;
break;
}
/* _NEW_TRANSFORM */
key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
/* _NEW_POINT */
key.do_point_sprite = ctx->Point.PointSprite;
if (key.do_point_sprite) {
int i;
for (i = 0; i < 8; i++) {
if (ctx->Point.CoordReplace[i])
key.point_sprite_coord_replace |= (1 << i);
}
}
if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(VARYING_SLOT_PNTC))
key.do_point_coord = 1;
/*
* Window coordinates in a FBO are inverted, which means point
* sprite origin must be inverted, too.
*/
if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
key.sprite_origin_lower_left = true;
/* BRW_NEW_INTERPOLATION_MAP */
key.interpolation_mode = brw->interpolation_mode;
/* _NEW_LIGHT | _NEW_PROGRAM */
key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
ctx->VertexProgram._TwoSideEnabled);
/* _NEW_POLYGON */
if (key.do_twoside_color) {
/* If we're rendering to a FBO, we have to invert the polygon
* face orientation, just as we invert the viewport in
* sf_unit_create_from_key().
*/
key.frontface_ccw = ctx->Polygon._FrontBit == render_to_fbo;
}
if (!brw_search_cache(&brw->cache, BRW_CACHE_SF_PROG,
&key, sizeof(key),
&brw->sf.prog_offset, &brw->sf.prog_data)) {
compile_sf_prog( brw, &key );
}
}
const struct brw_tracked_state brw_sf_prog = {
.dirty = {
.mesa = _NEW_BUFFERS |
_NEW_HINT |
_NEW_LIGHT |
_NEW_POINT |
_NEW_POLYGON |
_NEW_PROGRAM |
_NEW_TRANSFORM,
.brw = BRW_NEW_INTERPOLATION_MAP |
BRW_NEW_REDUCED_PRIMITIVE |
BRW_NEW_VUE_MAP_GEOM_OUT,
},
.emit = brw_upload_sf_prog
};
|