| /* |
| 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/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_codegen(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. |
| */ |
| void |
| brw_upload_sf_prog(struct brw_context *brw) |
| { |
| struct gl_context *ctx = &brw->ctx; |
| struct brw_sf_prog_key key; |
| |
| if (!brw_state_dirty(brw, |
| _NEW_BUFFERS | |
| _NEW_HINT | |
| _NEW_LIGHT | |
| _NEW_POINT | |
| _NEW_POLYGON | |
| _NEW_PROGRAM | |
| _NEW_TRANSFORM, |
| BRW_NEW_BLORP | |
| BRW_NEW_INTERPOLATION_MAP | |
| BRW_NEW_REDUCED_PRIMITIVE | |
| BRW_NEW_VUE_MAP_GEOM_OUT)) |
| return; |
| |
| /* _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) { |
| key.point_sprite_coord_replace = ctx->Point.CoordReplace & 0xff; |
| } |
| 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 ); |
| } |
| } |