blob: ced97089fac2f96ebe7a277d4f506c792d1fe307 [file] [log] [blame]
/*
* 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.
*/
#include "brw_context.h"
#include "brw_wm.h"
#include "brw_state.h"
#include "brw_shader.h"
#include "main/enums.h"
#include "main/formats.h"
#include "main/fbobject.h"
#include "main/samplerobj.h"
#include "main/framebuffer.h"
#include "program/prog_parameter.h"
#include "program/program.h"
#include "intel_mipmap_tree.h"
#include "brw_nir.h"
#include "brw_program.h"
#include "util/ralloc.h"
static void
assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
const struct brw_wm_prog_key *key,
struct brw_wm_prog_data *prog_data)
{
uint32_t next_binding_table_offset = 0;
/* If there are no color regions, we still perform an FB write to a null
* renderbuffer, which we place at surface index 0.
*/
prog_data->binding_table.render_target_start = next_binding_table_offset;
next_binding_table_offset += MAX2(key->nr_color_regions, 1);
brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
shader_prog, prog, &prog_data->base,
next_binding_table_offset);
}
/**
* All Mesa program -> GPU code generation goes through this function.
* Depending on the instructions used (i.e. flow control instructions)
* we'll use one of two code generators.
*/
bool
brw_codegen_wm_prog(struct brw_context *brw,
struct gl_shader_program *prog,
struct brw_fragment_program *fp,
struct brw_wm_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
void *mem_ctx = ralloc_context(NULL);
struct brw_wm_prog_data prog_data;
const GLuint *program;
struct brw_shader *fs = NULL;
GLuint program_size;
bool start_busy = false;
double start_time = 0;
if (prog)
fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
memset(&prog_data, 0, sizeof(prog_data));
/* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
if (!prog)
prog_data.base.use_alt_mode = true;
assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
&fp->program.Base, key, &prog_data);
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
* by the state cache.
*/
int param_count = fp->program.Base.nir->num_uniforms;
if (fs)
prog_data.base.nr_image_params = fs->base.NumImages;
/* The backend also sometimes adds params for texture size. */
param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
prog_data.base.param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.pull_param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.image_param =
rzalloc_array(NULL, struct brw_image_param,
prog_data.base.nr_image_params);
prog_data.base.nr_params = param_count;
if (prog) {
brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
&prog_data.base, true);
} else {
brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
&prog_data.base);
}
if (unlikely(brw->perf_debug)) {
start_busy = (brw->batch.last_bo &&
drm_intel_bo_busy(brw->batch.last_bo));
start_time = get_time();
}
if (unlikely(INTEL_DEBUG & DEBUG_WM))
brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
int st_index8 = -1, st_index16 = -1;
if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
}
char *error_str = NULL;
program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
key, &prog_data, fp->program.Base.nir,
&fp->program.Base, st_index8, st_index16,
brw->use_rep_send, &program_size, &error_str);
if (program == NULL) {
if (prog) {
prog->LinkStatus = false;
ralloc_strcat(&prog->InfoLog, error_str);
}
_mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
ralloc_free(mem_ctx);
return false;
}
if (unlikely(brw->perf_debug) && fs) {
if (fs->compiled_once)
brw_wm_debug_recompile(brw, prog, key);
fs->compiled_once = true;
if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
perf_debug("FS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
}
if (prog_data.base.total_scratch) {
brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
prog_data.base.total_scratch * brw->max_wm_threads);
}
if (unlikely(INTEL_DEBUG & DEBUG_WM))
fprintf(stderr, "\n");
brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
key, sizeof(struct brw_wm_prog_key),
program, program_size,
&prog_data, sizeof(prog_data),
&brw->wm.base.prog_offset, &brw->wm.prog_data);
ralloc_free(mem_ctx);
return true;
}
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)
{
bool found = false;
for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
old_key->swizzles[i], key->swizzles[i]);
}
found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
found |= key_debug(brw, "gather channel quirk on any texture unit",
old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
found |= key_debug(brw, "compressed multisample layout",
old_key->compressed_multisample_layout_mask,
key->compressed_multisample_layout_mask);
found |= key_debug(brw, "16x msaa",
old_key->msaa_16,
key->msaa_16);
for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
found |= key_debug(brw, "textureGather workarounds",
old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
}
return found;
}
void
brw_wm_debug_recompile(struct brw_context *brw,
struct gl_shader_program *prog,
const struct brw_wm_prog_key *key)
{
struct brw_cache_item *c = NULL;
const struct brw_wm_prog_key *old_key = NULL;
bool found = false;
perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
for (unsigned int i = 0; i < brw->cache.size; i++) {
for (c = brw->cache.items[i]; c; c = c->next) {
if (c->cache_id == BRW_CACHE_FS_PROG) {
old_key = c->key;
if (old_key->program_string_id == key->program_string_id)
break;
}
}
if (c)
break;
}
if (!c) {
perf_debug(" Didn't find previous compile in the shader cache for debug\n");
return;
}
found |= key_debug(brw, "alphatest, computed depth, depth test, or "
"depth write",
old_key->iz_lookup, key->iz_lookup);
found |= key_debug(brw, "depth statistics",
old_key->stats_wm, key->stats_wm);
found |= key_debug(brw, "flat shading",
old_key->flat_shade, key->flat_shade);
found |= key_debug(brw, "per-sample shading",
old_key->persample_shading, key->persample_shading);
found |= key_debug(brw, "number of color buffers",
old_key->nr_color_regions, key->nr_color_regions);
found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
old_key->replicate_alpha, key->replicate_alpha);
found |= key_debug(brw, "rendering to FBO",
old_key->render_to_fbo, key->render_to_fbo);
found |= key_debug(brw, "fragment color clamping",
old_key->clamp_fragment_color, key->clamp_fragment_color);
found |= key_debug(brw, "multisampled FBO",
old_key->multisample_fbo, key->multisample_fbo);
found |= key_debug(brw, "line smoothing",
old_key->line_aa, key->line_aa);
found |= key_debug(brw, "renderbuffer height",
old_key->drawable_height, key->drawable_height);
found |= key_debug(brw, "input slots valid",
old_key->input_slots_valid, key->input_slots_valid);
found |= key_debug(brw, "mrt alpha test function",
old_key->alpha_test_func, key->alpha_test_func);
found |= key_debug(brw, "mrt alpha test reference value",
old_key->alpha_test_ref, key->alpha_test_ref);
found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
if (!found) {
perf_debug(" Something else\n");
}
}
static uint8_t
gen6_gather_workaround(GLenum internalformat)
{
switch (internalformat) {
case GL_R8I: return WA_SIGN | WA_8BIT;
case GL_R8UI: return WA_8BIT;
case GL_R16I: return WA_SIGN | WA_16BIT;
case GL_R16UI: return WA_16BIT;
default:
/* Note that even though GL_R32I and GL_R32UI have format overrides in
* the surface state, there is no shader w/a required.
*/
return 0;
}
}
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)
{
struct brw_context *brw = brw_context(ctx);
for (int s = 0; s < sampler_count; s++) {
key->swizzles[s] = SWIZZLE_NOOP;
if (!(prog->SamplersUsed & (1 << s)))
continue;
int unit_id = prog->SamplerUnits[s];
const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
const struct gl_texture_object *t = unit->_Current;
const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
const bool alpha_depth = t->DepthMode == GL_ALPHA &&
(img->_BaseFormat == GL_DEPTH_COMPONENT ||
img->_BaseFormat == GL_DEPTH_STENCIL);
/* Haswell handles texture swizzling as surface format overrides
* (except for GL_ALPHA); all other platforms need MOVs in the shader.
*/
if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
if (brw->gen < 8 &&
sampler->MinFilter != GL_NEAREST &&
sampler->MagFilter != GL_NEAREST) {
if (sampler->WrapS == GL_CLAMP)
key->gl_clamp_mask[0] |= 1 << s;
if (sampler->WrapT == GL_CLAMP)
key->gl_clamp_mask[1] |= 1 << s;
if (sampler->WrapR == GL_CLAMP)
key->gl_clamp_mask[2] |= 1 << s;
}
/* gather4's channel select for green from RG32F is broken; requires
* a shader w/a on IVB; fixable with just SCS on HSW.
*/
if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
if (img->InternalFormat == GL_RG32F)
key->gather_channel_quirk_mask |= 1 << s;
}
/* Gen6's gather4 is broken for UINT/SINT; we treat them as
* UNORM/FLOAT instead and fix it in the shader.
*/
if (brw->gen == 6 && prog->UsesGather) {
key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
}
/* If this is a multisample sampler, and uses the CMS MSAA layout,
* then we need to emit slightly different code to first sample the
* MCS surface.
*/
struct intel_texture_object *intel_tex =
intel_texture_object((struct gl_texture_object *)t);
/* From gen9 onwards some single sampled buffers can also be
* compressed. These don't need ld2dms sampling along with mcs fetch.
*/
if (brw->gen >= 7 &&
intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
intel_tex->mt->num_samples > 1) {
key->compressed_multisample_layout_mask |= 1 << s;
if (intel_tex->mt->num_samples >= 16) {
assert(brw->gen >= 9);
key->msaa_16 |= 1 << s;
}
}
}
}
}
static bool
brw_wm_state_dirty (struct brw_context *brw)
{
return brw_state_dirty(brw,
_NEW_BUFFERS |
_NEW_COLOR |
_NEW_DEPTH |
_NEW_FRAG_CLAMP |
_NEW_HINT |
_NEW_LIGHT |
_NEW_LINE |
_NEW_MULTISAMPLE |
_NEW_POLYGON |
_NEW_STENCIL |
_NEW_TEXTURE,
BRW_NEW_FRAGMENT_PROGRAM |
BRW_NEW_REDUCED_PRIMITIVE |
BRW_NEW_STATS_WM |
BRW_NEW_VUE_MAP_GEOM_OUT);
}
static void
brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_FRAGMENT_PROGRAM */
const struct brw_fragment_program *fp =
(struct brw_fragment_program *) brw->fragment_program;
const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
GLuint lookup = 0;
GLuint line_aa;
bool program_uses_dfdy = fp->program.UsesDFdy;
memset(key, 0, sizeof(*key));
/* Build the index for table lookup
*/
if (brw->gen < 6) {
/* _NEW_COLOR */
if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
lookup |= IZ_PS_KILL_ALPHATEST_BIT;
if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
/* _NEW_DEPTH */
if (ctx->Depth.Test)
lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
/* _NEW_STENCIL | _NEW_BUFFERS */
if (ctx->Stencil._Enabled) {
lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
if (ctx->Stencil.WriteMask[0] ||
ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
}
key->iz_lookup = lookup;
}
line_aa = AA_NEVER;
/* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
if (ctx->Line.SmoothFlag) {
if (brw->reduced_primitive == GL_LINES) {
line_aa = AA_ALWAYS;
}
else if (brw->reduced_primitive == GL_TRIANGLES) {
if (ctx->Polygon.FrontMode == GL_LINE) {
line_aa = AA_SOMETIMES;
if (ctx->Polygon.BackMode == GL_LINE ||
(ctx->Polygon.CullFlag &&
ctx->Polygon.CullFaceMode == GL_BACK))
line_aa = AA_ALWAYS;
}
else if (ctx->Polygon.BackMode == GL_LINE) {
line_aa = AA_SOMETIMES;
if ((ctx->Polygon.CullFlag &&
ctx->Polygon.CullFaceMode == GL_FRONT))
line_aa = AA_ALWAYS;
}
}
}
key->line_aa = line_aa;
/* _NEW_HINT */
key->high_quality_derivatives =
ctx->Hint.FragmentShaderDerivative == GL_NICEST;
if (brw->gen < 6)
key->stats_wm = brw->stats_wm;
/* _NEW_LIGHT */
key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
/* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
&key->tex);
/* _NEW_BUFFERS */
/*
* Include the draw buffer origin and height so that we can calculate
* fragment position values relative to the bottom left of the drawable,
* from the incoming screen origin relative position we get as part of our
* payload.
*
* This is only needed for the WM_WPOSXY opcode when the fragment program
* uses the gl_FragCoord input.
*
* We could avoid recompiling by including this as a constant referenced by
* our program, but if we were to do that it would also be nice to handle
* getting that constant updated at batchbuffer submit time (when we
* hold the lock and know where the buffer really is) rather than at emit
* time when we don't hold the lock and are just guessing. We could also
* just avoid using this as key data if the program doesn't use
* fragment.position.
*
* For DRI2 the origin_x/y will always be (0,0) but we still need the
* drawable height in order to invert the Y axis.
*/
if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
}
if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
}
/* _NEW_BUFFERS */
key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
/* _NEW_COLOR */
key->force_dual_color_blend = brw->dual_color_blend_by_location &&
(ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
/* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
(ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
/* _NEW_BUFFERS _NEW_MULTISAMPLE */
/* Ignore sample qualifier while computing this flag. */
key->persample_shading =
_mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
key->compute_pos_offset =
_mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
key->multisample_fbo = ctx->Multisample.Enabled &&
_mesa_geometric_samples(ctx->DrawBuffer) > 1;
/* BRW_NEW_VUE_MAP_GEOM_OUT */
if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
BRW_FS_VARYING_INPUT_MASK) > 16)
key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
/* _NEW_COLOR | _NEW_BUFFERS */
/* Pre-gen6, the hardware alpha test always used each render
* target's alpha to do alpha test, as opposed to render target 0's alpha
* like GL requires. Fix that by building the alpha test into the
* shader, and we'll skip enabling the fixed function alpha test.
*/
if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
ctx->Color.AlphaEnabled) {
key->alpha_test_func = ctx->Color.AlphaFunc;
key->alpha_test_ref = ctx->Color.AlphaRef;
}
/* The unique fragment program ID */
key->program_string_id = fp->id;
}
void
brw_upload_wm_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
struct brw_wm_prog_key key;
struct brw_fragment_program *fp = (struct brw_fragment_program *)
brw->fragment_program;
if (!brw_wm_state_dirty(brw))
return;
brw_wm_populate_key(brw, &key);
if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
&key, sizeof(key),
&brw->wm.base.prog_offset, &brw->wm.prog_data)) {
bool success = brw_codegen_wm_prog(brw, current, fp, &key);
(void) success;
assert(success);
}
brw->wm.base.prog_data = &brw->wm.prog_data->base;
}
bool
brw_fs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_wm_prog_key key;
struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
struct brw_fragment_program *bfp = brw_fragment_program(fp);
bool program_uses_dfdy = fp->UsesDFdy;
memset(&key, 0, sizeof(key));
if (brw->gen < 6) {
if (fp->UsesKill)
key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
/* Just assume depth testing. */
key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
}
if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
BRW_FS_VARYING_INPUT_MASK) > 16)
key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
if (fp->Base.InputsRead & VARYING_BIT_POS) {
key.drawable_height = ctx->DrawBuffer->Height;
}
key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
key.nr_color_regions > 1;
}
key.program_string_id = bfp->id;
uint32_t old_prog_offset = brw->wm.base.prog_offset;
struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
brw->wm.base.prog_offset = old_prog_offset;
brw->wm.prog_data = old_prog_data;
return success;
}