Beispiel #1
0
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;
}
Beispiel #2
0
static void do_flatshade_line( struct brw_sf_compile *c )
{
   struct brw_compile *p = &c->func;
   struct intel_context *intel = &p->brw->intel;
   struct brw_reg ip = brw_ip_reg();
   GLuint nr = _mesa_bitcount_64(c->key.attrs & VERT_RESULT_COLOR_BITS);
   GLuint jmpi = 1;

   if (!nr)
      return;

   /* Already done in clip program: 
    */
   if (c->key.primitive == SF_UNFILLED_TRIS)
      return;

   if (intel->gen == 5)
       jmpi = 2;

   brw_push_insn_state(p);
   
   brw_MUL(p, c->pv, c->pv, brw_imm_d(jmpi*(nr+1)));
   brw_JMPI(p, ip, ip, c->pv);
   copy_colors(c, c->vert[1], c->vert[0]);

   brw_JMPI(p, ip, ip, brw_imm_ud(jmpi*nr));
   copy_colors(c, c->vert[0], c->vert[1]);

   brw_pop_insn_state(p);
}
Beispiel #3
0
static void
upload_sbe_state(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   uint32_t urb_entry_read_length;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   uint32_t num_outputs = _mesa_bitcount_64(brw->fragment_program->Base.InputsRead);
   /* _NEW_LIGHT */
   bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT;
   uint32_t dw1, dw10, dw11;
   int i;
   int attr = 0, input_index = 0;
   int urb_entry_read_offset = 1;
   uint16_t attr_overrides[FRAG_ATTRIB_MAX];
   /* _NEW_BUFFERS */
   bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
   uint32_t point_sprite_origin;

   /* CACHE_NEW_VS_PROG */
   urb_entry_read_length = ((brw->vs.prog_data->vue_map.num_slots + 1) / 2 -
			    urb_entry_read_offset);
   if (urb_entry_read_length == 0) {
      /* Setting the URB entry read length to 0 causes undefined behavior, so
       * if we have no URB data to read, set it to 1.
       */
      urb_entry_read_length = 1;
   }

   /* FINISHME: Attribute Swizzle Control Mode? */
   dw1 =
      GEN7_SBE_SWIZZLE_ENABLE |
      num_outputs << GEN7_SBE_NUM_OUTPUTS_SHIFT |
      urb_entry_read_length << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
      urb_entry_read_offset << GEN7_SBE_URB_ENTRY_READ_OFFSET_SHIFT;

   /* _NEW_POINT
    *
    * Window coordinates in an FBO are inverted, which means point
    * sprite origin must be inverted.
    */
   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_LOWERLEFT;
   } else {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_UPPERLEFT;
   }
   dw1 |= point_sprite_origin;


   dw10 = 0;
   dw11 = 0;

   /* Create the mapping from the FS inputs we produce to the VS outputs
    * they source from.
    */
   for (; attr < FRAG_ATTRIB_MAX; attr++) {
      enum glsl_interp_qualifier interp_qualifier =
         brw->fragment_program->InterpQualifier[attr];
      bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;

      if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
	 continue;

      if (ctx->Point.PointSprite &&
	  attr >= FRAG_ATTRIB_TEX0 && attr <= FRAG_ATTRIB_TEX7 &&
	  ctx->Point.CoordReplace[attr - FRAG_ATTRIB_TEX0]) {
	 dw10 |= (1 << input_index);
      }

      if (attr == FRAG_ATTRIB_PNTC)
	 dw10 |= (1 << input_index);

      /* flat shading */
      if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
          (shade_model_flat && is_gl_Color &&
           interp_qualifier == INTERP_QUALIFIER_NONE))
         dw11 |= (1 << input_index);

      /* The hardware can only do the overrides on 16 overrides at a
       * time, and the other up to 16 have to be lined up so that the
       * input index = the output index.  We'll need to do some
       * tweaking to make sure that's the case.
       */
      assert(input_index < 16 || attr == input_index);

      /* CACHE_NEW_VS_PROG | _NEW_LIGHT | _NEW_PROGRAM */
      attr_overrides[input_index++] =
         get_attr_override(&brw->vs.prog_data->vue_map,
			   urb_entry_read_offset, attr,
                           ctx->VertexProgram._TwoSideEnabled);
   }

   for (; input_index < FRAG_ATTRIB_MAX; input_index++)
      attr_overrides[input_index] = 0;

   BEGIN_BATCH(14);
   OUT_BATCH(_3DSTATE_SBE << 16 | (14 - 2));
   OUT_BATCH(dw1);

   /* Output dwords 2 through 9 */
   for (i = 0; i < 8; i++) {
      OUT_BATCH(attr_overrides[i * 2] | attr_overrides[i * 2 + 1] << 16);
   }

   OUT_BATCH(dw10); /* point sprite texcoord bitmask */
   OUT_BATCH(dw11); /* constant interp bitmask */
   OUT_BATCH(0); /* wrapshortest enables 0-7 */
   OUT_BATCH(0); /* wrapshortest enables 8-15 */
   ADVANCE_BATCH();
}
Beispiel #4
0
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;
   const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;

   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_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;
   if (key->persample_shading)
      key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;

   key->compute_pos_offset =
      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
      fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;

   key->compute_sample_id =
      multisample_fbo &&
      ctx->Multisample.Enabled &&
      (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);

   /* 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;
}
Beispiel #5
0
static void brw_upload_vs_prog(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   struct brw_vs_prog_key key;
   /* BRW_NEW_VERTEX_PROGRAM */
   struct brw_vertex_program *vp =
      (struct brw_vertex_program *)brw->vertex_program;
   struct gl_program *prog = (struct gl_program *) brw->vertex_program;
   int i;

   memset(&key, 0, sizeof(key));

   /* Just upload the program verbatim for now.  Always send it all
    * the inputs it asks for, whether they are varying or not.
    */
   key.base.program_string_id = vp->id;
   key.base.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
   key.base.uses_clip_distance = vp->program.UsesClipDistance;
   if (key.base.userclip_active && !key.base.uses_clip_distance) {
      if (brw->gen < 6) {
         key.base.nr_userclip_plane_consts
            = _mesa_bitcount_64(ctx->Transform.ClipPlanesEnabled);
         key.base.userclip_planes_enabled_gen_4_5
            = ctx->Transform.ClipPlanesEnabled;
      } else {
         key.base.nr_userclip_plane_consts
            = _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
      }
   }

   /* _NEW_POLYGON */
   if (brw->gen < 6) {
      key.copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
                           ctx->Polygon.BackMode != GL_FILL);
   }

   /* _NEW_LIGHT | _NEW_BUFFERS */
   key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;

   /* _NEW_POINT */
   if (brw->gen < 6 && ctx->Point.PointSprite) {
      for (i = 0; i < 8; i++) {
	 if (ctx->Point.CoordReplace[i])
	    key.point_coord_replace |= (1 << i);
      }
   }

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, &key.base.tex);

   /* BRW_NEW_VERTICES */
   if (brw->gen < 8 && !brw->is_haswell) {
      /* Prior to Haswell, the hardware can't natively support GL_FIXED or
       * 2_10_10_10_REV vertex formats.  Set appropriate workaround flags.
       */
      for (i = 0; i < VERT_ATTRIB_MAX; i++) {
         if (!(vp->program.Base.InputsRead & BITFIELD64_BIT(i)))
            continue;

         uint8_t wa_flags = 0;

         switch (brw->vb.inputs[i].glarray->Type) {

         case GL_FIXED:
            wa_flags = brw->vb.inputs[i].glarray->Size;
            break;

         case GL_INT_2_10_10_10_REV:
            wa_flags |= BRW_ATTRIB_WA_SIGN;
            /* fallthough */

         case GL_UNSIGNED_INT_2_10_10_10_REV:
            if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
               wa_flags |= BRW_ATTRIB_WA_BGRA;

            if (brw->vb.inputs[i].glarray->Normalized)
               wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
            else if (!brw->vb.inputs[i].glarray->Integer)
               wa_flags |= BRW_ATTRIB_WA_SCALE;

            break;
         }

         key.gl_attrib_wa_flags[i] = wa_flags;
      }
   }

   if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
			 &key, sizeof(key),
			 &brw->vs.prog_offset, &brw->vs.prog_data)) {
      bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
				vp, &key);

      assert(success);
   }
   if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
              sizeof(brw->vue_map_geom_out)) != 0) {
      brw->vue_map_geom_out = brw->vs.prog_data->base.vue_map;
      brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
   }
}
Beispiel #6
0
static void
upload_wm_state(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   const struct brw_fragment_program *fp =
      brw_fragment_program_const(brw->fragment_program);
   uint32_t dw2, dw4, dw5, dw6;

   /* _NEW_BUFFERS */
   bool multisampled_fbo = ctx->DrawBuffer->Visual.samples > 1;

    /* CACHE_NEW_WM_PROG */
   if (brw->wm.prog_data->nr_params == 0) {
      /* Disable the push constant buffers. */
      BEGIN_BATCH(5);
      OUT_BATCH(_3DSTATE_CONSTANT_PS << 16 | (5 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   } else {
      BEGIN_BATCH(5);
      OUT_BATCH(_3DSTATE_CONSTANT_PS << 16 |
		GEN6_CONSTANT_BUFFER_0_ENABLE |
		(5 - 2));
      /* Pointer to the WM constant buffer.  Covered by the set of
       * state flags from gen6_upload_wm_push_constants.
       */
      OUT_BATCH(brw->wm.push_const_offset +
		ALIGN(brw->wm.prog_data->nr_params,
		      brw->wm.prog_data->dispatch_width) / 8 - 1);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   dw2 = dw4 = dw5 = dw6 = 0;
   dw4 |= GEN6_WM_STATISTICS_ENABLE;
   dw5 |= GEN6_WM_LINE_AA_WIDTH_1_0;
   dw5 |= GEN6_WM_LINE_END_CAP_AA_WIDTH_0_5;

   /* Use ALT floating point mode for ARB fragment programs, because they
    * require 0^0 == 1.  Even though _CurrentFragmentProgram is used for
    * rendering, CurrentFragmentProgram is used for this check to
    * differentiate between the GLSL and non-GLSL cases.
    */
   if (ctx->Shader.CurrentFragmentProgram == NULL)
      dw2 |= GEN6_WM_FLOATING_POINT_MODE_ALT;

   /* CACHE_NEW_SAMPLER */
   dw2 |= (ALIGN(brw->sampler.count, 4) / 4) << GEN6_WM_SAMPLER_COUNT_SHIFT;
   dw4 |= (brw->wm.prog_data->first_curbe_grf <<
	   GEN6_WM_DISPATCH_START_GRF_SHIFT_0);
   dw4 |= (brw->wm.prog_data->first_curbe_grf_16 <<
	   GEN6_WM_DISPATCH_START_GRF_SHIFT_2);

   dw5 |= (brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT;

   /* CACHE_NEW_WM_PROG */
   if (brw->wm.prog_data->dispatch_width == 8) {
      dw5 |= GEN6_WM_8_DISPATCH_ENABLE;
      if (brw->wm.prog_data->prog_offset_16)
	 dw5 |= GEN6_WM_16_DISPATCH_ENABLE;
   } else {
      dw5 |= GEN6_WM_16_DISPATCH_ENABLE;
   }

   /* CACHE_NEW_WM_PROG | _NEW_COLOR */
   if (brw->wm.prog_data->dual_src_blend &&
       (ctx->Color.BlendEnabled & 1) &&
       ctx->Color.Blend[0]._UsesDualSrc) {
      dw5 |= GEN6_WM_DUAL_SOURCE_BLEND_ENABLE;
   }

   /* _NEW_LINE */
   if (ctx->Line.StippleFlag)
      dw5 |= GEN6_WM_LINE_STIPPLE_ENABLE;

   /* _NEW_POLYGON */
   if (ctx->Polygon.StippleFlag)
      dw5 |= GEN6_WM_POLYGON_STIPPLE_ENABLE;

   /* BRW_NEW_FRAGMENT_PROGRAM */
   if (fp->program.Base.InputsRead & FRAG_BIT_WPOS)
      dw5 |= GEN6_WM_USES_SOURCE_DEPTH | GEN6_WM_USES_SOURCE_W;
   if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
      dw5 |= GEN6_WM_COMPUTED_DEPTH;
   /* CACHE_NEW_WM_PROG */
   dw6 |= brw->wm.prog_data->barycentric_interp_modes <<
      GEN6_WM_BARYCENTRIC_INTERPOLATION_MODE_SHIFT;

   /* _NEW_COLOR, _NEW_MULTISAMPLE */
   if (fp->program.UsesKill || ctx->Color.AlphaEnabled ||
       ctx->Multisample.SampleAlphaToCoverage)
      dw5 |= GEN6_WM_KILL_ENABLE;

   if (brw_color_buffer_write_enabled(brw) ||
       dw5 & (GEN6_WM_KILL_ENABLE | GEN6_WM_COMPUTED_DEPTH)) {
      dw5 |= GEN6_WM_DISPATCH_ENABLE;
   }

   dw6 |= _mesa_bitcount_64(brw->fragment_program->Base.InputsRead) <<
      GEN6_WM_NUM_SF_OUTPUTS_SHIFT;
   if (multisampled_fbo) {
      /* _NEW_MULTISAMPLE */
      if (ctx->Multisample.Enabled)
         dw6 |= GEN6_WM_MSRAST_ON_PATTERN;
      else
         dw6 |= GEN6_WM_MSRAST_OFF_PIXEL;
      dw6 |= GEN6_WM_MSDISPMODE_PERPIXEL;
   } else {
      dw6 |= GEN6_WM_MSRAST_OFF_PIXEL;
      dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE;
   }

   BEGIN_BATCH(9);
   OUT_BATCH(_3DSTATE_WM << 16 | (9 - 2));
   OUT_BATCH(brw->wm.prog_offset);
   OUT_BATCH(dw2);
   if (brw->wm.prog_data->total_scratch) {
      OUT_RELOC(brw->wm.scratch_bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		ffs(brw->wm.prog_data->total_scratch) - 11);
   } else {
      OUT_BATCH(0);
   }
   OUT_BATCH(dw4);
   OUT_BATCH(dw5);
   OUT_BATCH(dw6);
   OUT_BATCH(0); /* kernel 1 pointer */
   /* kernel 2 pointer */
   OUT_BATCH(brw->wm.prog_offset + brw->wm.prog_data->prog_offset_16);
   ADVANCE_BATCH();
}
Beispiel #7
0
static void
upload_sf_state(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   uint32_t urb_entry_read_length;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   uint32_t num_outputs = _mesa_bitcount_64(brw->fragment_program->Base.InputsRead);
   /* _NEW_LIGHT */
   bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT;
   uint32_t dw1, dw2, dw3, dw4, dw16, dw17;
   int i;
   /* _NEW_BUFFER */
   bool render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
   int attr = 0, input_index = 0;
   int urb_entry_read_offset = 1;
   float point_size;
   uint16_t attr_overrides[FRAG_ATTRIB_MAX];
   uint32_t point_sprite_origin;

   /* CACHE_NEW_VS_PROG */
   urb_entry_read_length = ((brw->vs.prog_data->vue_map.num_slots + 1) / 2 -
			    urb_entry_read_offset);
   if (urb_entry_read_length == 0) {
      /* Setting the URB entry read length to 0 causes undefined behavior, so
       * if we have no URB data to read, set it to 1.
       */
      urb_entry_read_length = 1;
   }

   dw1 =
      GEN6_SF_SWIZZLE_ENABLE |
      num_outputs << GEN6_SF_NUM_OUTPUTS_SHIFT |
      urb_entry_read_length << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
      urb_entry_read_offset << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT;

   dw2 = GEN6_SF_STATISTICS_ENABLE |
         GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;

   dw3 = 0;
   dw4 = 0;
   dw16 = 0;
   dw17 = 0;

   /* _NEW_POLYGON */
   if ((ctx->Polygon.FrontFace == GL_CCW) ^ render_to_fbo)
      dw2 |= GEN6_SF_WINDING_CCW;

   if (ctx->Polygon.OffsetFill)
       dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_SOLID;

   if (ctx->Polygon.OffsetLine)
       dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_WIREFRAME;

   if (ctx->Polygon.OffsetPoint)
       dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_POINT;

   switch (ctx->Polygon.FrontMode) {
   case GL_FILL:
       dw2 |= GEN6_SF_FRONT_SOLID;
       break;

   case GL_LINE:
       dw2 |= GEN6_SF_FRONT_WIREFRAME;
       break;

   case GL_POINT:
       dw2 |= GEN6_SF_FRONT_POINT;
       break;

   default:
       assert(0);
       break;
   }

   switch (ctx->Polygon.BackMode) {
   case GL_FILL:
       dw2 |= GEN6_SF_BACK_SOLID;
       break;

   case GL_LINE:
       dw2 |= GEN6_SF_BACK_WIREFRAME;
       break;

   case GL_POINT:
       dw2 |= GEN6_SF_BACK_POINT;
       break;

   default:
       assert(0);
       break;
   }

   /* _NEW_SCISSOR */
   if (ctx->Scissor.Enabled)
      dw3 |= GEN6_SF_SCISSOR_ENABLE;

   /* _NEW_POLYGON */
   if (ctx->Polygon.CullFlag) {
      switch (ctx->Polygon.CullFaceMode) {
      case GL_FRONT:
	 dw3 |= GEN6_SF_CULL_FRONT;
	 break;
      case GL_BACK:
	 dw3 |= GEN6_SF_CULL_BACK;
	 break;
      case GL_FRONT_AND_BACK:
	 dw3 |= GEN6_SF_CULL_BOTH;
	 break;
      default:
	 assert(0);
	 break;
      }
   } else {
      dw3 |= GEN6_SF_CULL_NONE;
   }

   /* _NEW_LINE */
   dw3 |= U_FIXED(CLAMP(ctx->Line.Width, 0.0, 7.99), 7) <<
      GEN6_SF_LINE_WIDTH_SHIFT;
   if (ctx->Line.SmoothFlag) {
      dw3 |= GEN6_SF_LINE_AA_ENABLE;
      dw3 |= GEN6_SF_LINE_AA_MODE_TRUE;
      dw3 |= GEN6_SF_LINE_END_CAP_WIDTH_1_0;
   }

   /* _NEW_PROGRAM | _NEW_POINT */
   if (!(ctx->VertexProgram.PointSizeEnabled ||
	 ctx->Point._Attenuated))
      dw4 |= GEN6_SF_USE_STATE_POINT_WIDTH;

   /* Clamp to ARB_point_parameters user limits */
   point_size = CLAMP(ctx->Point.Size, ctx->Point.MinSize, ctx->Point.MaxSize);

   /* Clamp to the hardware limits and convert to fixed point */
   dw4 |= U_FIXED(CLAMP(point_size, 0.125, 255.875), 3);

   /*
    * Window coordinates in an FBO are inverted, which means point
    * sprite origin must be inverted, too.
    */
   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_LOWERLEFT;
   } else {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_UPPERLEFT;
   }
   dw1 |= point_sprite_origin;

   /* _NEW_LIGHT */
   if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
      dw4 |=
	 (2 << GEN6_SF_TRI_PROVOKE_SHIFT) |
	 (2 << GEN6_SF_TRIFAN_PROVOKE_SHIFT) |
	 (1 << GEN6_SF_LINE_PROVOKE_SHIFT);
   } else {
      dw4 |=
	 (1 << GEN6_SF_TRIFAN_PROVOKE_SHIFT);
   }

   /* Create the mapping from the FS inputs we produce to the VS outputs
    * they source from.
    */
   for (; attr < FRAG_ATTRIB_MAX; attr++) {
      enum glsl_interp_qualifier interp_qualifier =
         brw->fragment_program->InterpQualifier[attr];
      bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;

      if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
	 continue;

      /* _NEW_POINT */
      if (ctx->Point.PointSprite &&
	  (attr >= FRAG_ATTRIB_TEX0 && attr <= FRAG_ATTRIB_TEX7) &&
	  ctx->Point.CoordReplace[attr - FRAG_ATTRIB_TEX0]) {
	 dw16 |= (1 << input_index);
      }

      if (attr == FRAG_ATTRIB_PNTC)
	 dw16 |= (1 << input_index);

      /* flat shading */
      if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
          (shade_model_flat && is_gl_Color &&
           interp_qualifier == INTERP_QUALIFIER_NONE))
         dw17 |= (1 << input_index);

      /* The hardware can only do the overrides on 16 overrides at a
       * time, and the other up to 16 have to be lined up so that the
       * input index = the output index.  We'll need to do some
       * tweaking to make sure that's the case.
       */
      assert(input_index < 16 || attr == input_index);

      /* CACHE_NEW_VS_PROG | _NEW_LIGHT | _NEW_PROGRAM */
      attr_overrides[input_index++] =
         get_attr_override(&brw->vs.prog_data->vue_map,
			   urb_entry_read_offset, attr,
                           ctx->VertexProgram._TwoSideEnabled);
   }

   for (; input_index < FRAG_ATTRIB_MAX; input_index++)
      attr_overrides[input_index] = 0;

   BEGIN_BATCH(20);
   OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
   OUT_BATCH(dw1);
   OUT_BATCH(dw2);
   OUT_BATCH(dw3);
   OUT_BATCH(dw4);
   OUT_BATCH_F(ctx->Polygon.OffsetUnits * 2); /* constant.  copied from gen4 */
   OUT_BATCH_F(ctx->Polygon.OffsetFactor); /* scale */
   OUT_BATCH_F(0.0); /* XXX: global depth offset clamp */
   for (i = 0; i < 8; i++) {
      OUT_BATCH(attr_overrides[i * 2] | attr_overrides[i * 2 + 1] << 16);
   }
   OUT_BATCH(dw16); /* point sprite texcoord bitmask */
   OUT_BATCH(dw17); /* constant interp bitmask */
   OUT_BATCH(0); /* wrapshortest enables 0-7 */
   OUT_BATCH(0); /* wrapshortest enables 8-15 */
   ADVANCE_BATCH();
}
Beispiel #8
0
/**
 * Partition the CURBE between the various users of constant values.
 *
 * If the users all fit within the previous allocatation, we avoid changing
 * the layout because that means reuploading all unit state and uploading new
 * constant buffers.
 */
static void calculate_curbe_offsets( struct brw_context *brw )
{
   struct gl_context *ctx = &brw->ctx;
   /* BRW_NEW_FS_PROG_DATA */
   const GLuint nr_fp_regs = (brw->wm.prog_data->base.nr_params + 15) / 16;

   /* BRW_NEW_VS_PROG_DATA */
   const GLuint nr_vp_regs = (brw->vs.prog_data->base.base.nr_params + 15) / 16;
   GLuint nr_clip_regs = 0;
   GLuint total_regs;

   /* _NEW_TRANSFORM */
   if (ctx->Transform.ClipPlanesEnabled) {
      GLuint nr_planes = 6 + _mesa_bitcount_64(ctx->Transform.ClipPlanesEnabled);
      nr_clip_regs = (nr_planes * 4 + 15) / 16;
   }


   total_regs = nr_fp_regs + nr_vp_regs + nr_clip_regs;

   /* The CURBE allocation size is limited to 32 512-bit units (128 EU
    * registers, or 1024 floats).  See CS_URB_STATE in the gen4 or gen5
    * (volume 1, part 1) PRMs.
    *
    * Note that in brw_fs.cpp we're only loading up to 16 EU registers of
    * values as push constants before spilling to pull constants, and in
    * brw_vec4.cpp we're loading up to 32 registers of push constants.  An EU
    * register is 1/2 of one of these URB entry units, so that leaves us 16 EU
    * regs for clip.
    */
   assert(total_regs <= 32);

   /* Lazy resize:
    */
   if (nr_fp_regs > brw->curbe.wm_size ||
       nr_vp_regs > brw->curbe.vs_size ||
       nr_clip_regs != brw->curbe.clip_size ||
       (total_regs < brw->curbe.total_size / 4 &&
	brw->curbe.total_size > 16)) {

      GLuint reg = 0;

      /* Calculate a new layout:
       */
      reg = 0;
      brw->curbe.wm_start = reg;
      brw->curbe.wm_size = nr_fp_regs; reg += nr_fp_regs;
      brw->curbe.clip_start = reg;
      brw->curbe.clip_size = nr_clip_regs; reg += nr_clip_regs;
      brw->curbe.vs_start = reg;
      brw->curbe.vs_size = nr_vp_regs; reg += nr_vp_regs;
      brw->curbe.total_size = reg;

      if (0)
	 fprintf(stderr, "curbe wm %d+%d clip %d+%d vs %d+%d\n",
                 brw->curbe.wm_start,
                 brw->curbe.wm_size,
                 brw->curbe.clip_start,
                 brw->curbe.clip_size,
                 brw->curbe.vs_start,
                 brw->curbe.vs_size );

      brw->ctx.NewDriverState |= BRW_NEW_CURBE_OFFSETS;
   }
}
Beispiel #9
0
static void brw_upload_vs_prog(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   struct brw_vs_prog_key key;
   /* BRW_NEW_VERTEX_PROGRAM */
   struct brw_vertex_program *vp = 
      (struct brw_vertex_program *)brw->vertex_program;
   struct gl_program *prog = (struct gl_program *) brw->vertex_program;
   int i;

   memset(&key, 0, sizeof(key));

   /* Just upload the program verbatim for now.  Always send it all
    * the inputs it asks for, whether they are varying or not.
    */
   key.program_string_id = vp->id;
   key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
   key.uses_clip_distance = vp->program.UsesClipDistance;
   if (key.userclip_active && !key.uses_clip_distance) {
      if (intel->gen < 6) {
         key.nr_userclip_plane_consts
            = _mesa_bitcount_64(ctx->Transform.ClipPlanesEnabled);
         key.userclip_planes_enabled_gen_4_5
            = ctx->Transform.ClipPlanesEnabled;
      } else {
         key.nr_userclip_plane_consts
            = _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
      }
   }

   /* _NEW_POLYGON */
   if (intel->gen < 6) {
      key.copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
                           ctx->Polygon.BackMode != GL_FILL);
   }

   /* _NEW_LIGHT | _NEW_BUFFERS */
   key.clamp_vertex_color = ctx->Light._ClampVertexColor;

   /* _NEW_POINT */
   if (ctx->Point.PointSprite) {
      for (i = 0; i < 8; i++) {
	 if (ctx->Point.CoordReplace[i])
	    key.point_coord_replace |= (1 << i);
      }
   }

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, &key.tex);

   /* BRW_NEW_VERTICES */
   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
      if (vp->program.Base.InputsRead & BITFIELD64_BIT(i) &&
	  brw->vb.inputs[i].glarray->Type == GL_FIXED) {
	 key.gl_fixed_input_size[i] = brw->vb.inputs[i].glarray->Size;
      }
   }

   if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
			 &key, sizeof(key),
			 &brw->vs.prog_offset, &brw->vs.prog_data)) {
      bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
				vp, &key);

      assert(success);
   }
   brw->vs.constant_map = ((int8_t *)brw->vs.prog_data +
			   sizeof(*brw->vs.prog_data));
}
Beispiel #10
0
/**
 * Partition the CURBE between the various users of constant values:
 * Note that vertex and fragment shaders can now fetch constants out
 * of constant buffers.  We no longer allocatea block of the GRF for
 * constants.  That greatly reduces the demand for space in the CURBE.
 * Some of the comments within are dated...
 */
static void calculate_curbe_offsets( struct brw_context *brw )
{
   struct gl_context *ctx = &brw->intel.ctx;
   /* CACHE_NEW_WM_PROG */
   const GLuint nr_fp_regs = (brw->wm.prog_data->nr_params + 15) / 16;
   
   /* BRW_NEW_VERTEX_PROGRAM */
   const GLuint nr_vp_regs = (brw->vs.prog_data->nr_params + 15) / 16;
   GLuint nr_clip_regs = 0;
   GLuint total_regs;

   /* _NEW_TRANSFORM */
   if (ctx->Transform.ClipPlanesEnabled) {
      GLuint nr_planes = 6 + _mesa_bitcount_64(ctx->Transform.ClipPlanesEnabled);
      nr_clip_regs = (nr_planes * 4 + 15) / 16;
   }


   total_regs = nr_fp_regs + nr_vp_regs + nr_clip_regs;

   /* This can happen - what to do?  Probably rather than falling
    * back, the best thing to do is emit programs which code the
    * constants as immediate values.  Could do this either as a static
    * cap on WM and VS, or adaptively.
    *
    * Unfortunately, this is currently dependent on the results of the
    * program generation process (in the case of wm), so this would
    * introduce the need to re-generate programs in the event of a
    * curbe allocation failure.
    */
   /* Max size is 32 - just large enough to
    * hold the 128 parameters allowed by
    * the fragment and vertex program
    * api's.  It's not clear what happens
    * when both VP and FP want to use 128
    * parameters, though. 
    */
   assert(total_regs <= 32);

   /* Lazy resize:
    */
   if (nr_fp_regs > brw->curbe.wm_size ||
       nr_vp_regs > brw->curbe.vs_size ||
       nr_clip_regs != brw->curbe.clip_size ||
       (total_regs < brw->curbe.total_size / 4 &&
	brw->curbe.total_size > 16)) {

      GLuint reg = 0;

      /* Calculate a new layout: 
       */
      reg = 0;
      brw->curbe.wm_start = reg;
      brw->curbe.wm_size = nr_fp_regs; reg += nr_fp_regs;
      brw->curbe.clip_start = reg;
      brw->curbe.clip_size = nr_clip_regs; reg += nr_clip_regs;
      brw->curbe.vs_start = reg;
      brw->curbe.vs_size = nr_vp_regs; reg += nr_vp_regs;
      brw->curbe.total_size = reg;

      if (0)
	 printf("curbe wm %d+%d clip %d+%d vs %d+%d\n",
		brw->curbe.wm_start,
		brw->curbe.wm_size,
		brw->curbe.clip_start,
		brw->curbe.clip_size,
		brw->curbe.vs_start,
		brw->curbe.vs_size );

      brw->state.dirty.brw |= BRW_NEW_CURBE_OFFSETS;
   }
}
Beispiel #11
0
static void
upload_sf_state(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   uint32_t num_outputs = _mesa_bitcount_64(brw->fragment_program->Base.InputsRead);
   /* _NEW_LIGHT */
   bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT;
   uint32_t dw1, dw2, dw3, dw4, dw16, dw17;
   int i;
   /* _NEW_BUFFER */
   bool render_to_fbo = _mesa_is_user_fbo(brw->intel.ctx.DrawBuffer);
   bool multisampled_fbo = ctx->DrawBuffer->Visual.samples > 1;

   int attr = 0, input_index = 0;
   int urb_entry_read_offset = 1;
   float point_size;
   uint16_t attr_overrides[FRAG_ATTRIB_MAX];
   uint32_t point_sprite_origin;

   dw1 = GEN6_SF_SWIZZLE_ENABLE | num_outputs << GEN6_SF_NUM_OUTPUTS_SHIFT;

   dw2 = GEN6_SF_STATISTICS_ENABLE |
         GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;

   dw3 = 0;
   dw4 = 0;
   dw16 = 0;
   dw17 = 0;

   /* _NEW_POLYGON */
   if ((ctx->Polygon.FrontFace == GL_CCW) ^ render_to_fbo)
      dw2 |= GEN6_SF_WINDING_CCW;

   if (ctx->Polygon.OffsetFill)
       dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_SOLID;

   if (ctx->Polygon.OffsetLine)
       dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_WIREFRAME;

   if (ctx->Polygon.OffsetPoint)
       dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_POINT;

   switch (ctx->Polygon.FrontMode) {
   case GL_FILL:
       dw2 |= GEN6_SF_FRONT_SOLID;
       break;

   case GL_LINE:
       dw2 |= GEN6_SF_FRONT_WIREFRAME;
       break;

   case GL_POINT:
       dw2 |= GEN6_SF_FRONT_POINT;
       break;

   default:
       assert(0);
       break;
   }

   switch (ctx->Polygon.BackMode) {
   case GL_FILL:
       dw2 |= GEN6_SF_BACK_SOLID;
       break;

   case GL_LINE:
       dw2 |= GEN6_SF_BACK_WIREFRAME;
       break;

   case GL_POINT:
       dw2 |= GEN6_SF_BACK_POINT;
       break;

   default:
       assert(0);
       break;
   }

   /* _NEW_SCISSOR */
   if (ctx->Scissor.Enabled)
      dw3 |= GEN6_SF_SCISSOR_ENABLE;

   /* _NEW_POLYGON */
   if (ctx->Polygon.CullFlag) {
      switch (ctx->Polygon.CullFaceMode) {
      case GL_FRONT:
	 dw3 |= GEN6_SF_CULL_FRONT;
	 break;
      case GL_BACK:
	 dw3 |= GEN6_SF_CULL_BACK;
	 break;
      case GL_FRONT_AND_BACK:
	 dw3 |= GEN6_SF_CULL_BOTH;
	 break;
      default:
	 assert(0);
	 break;
      }
   } else {
      dw3 |= GEN6_SF_CULL_NONE;
   }

   /* _NEW_LINE */
   {
      uint32_t line_width_u3_7 = U_FIXED(CLAMP(ctx->Line.Width, 0.0, 7.99), 7);
      /* TODO: line width of 0 is not allowed when MSAA enabled */
      if (line_width_u3_7 == 0)
         line_width_u3_7 = 1;
      dw3 |= line_width_u3_7 << GEN6_SF_LINE_WIDTH_SHIFT;
   }
   if (ctx->Line.SmoothFlag) {
      dw3 |= GEN6_SF_LINE_AA_ENABLE;
      dw3 |= GEN6_SF_LINE_AA_MODE_TRUE;
      dw3 |= GEN6_SF_LINE_END_CAP_WIDTH_1_0;
   }
   /* _NEW_MULTISAMPLE */
   if (multisampled_fbo && ctx->Multisample.Enabled)
      dw3 |= GEN6_SF_MSRAST_ON_PATTERN;

   /* _NEW_PROGRAM | _NEW_POINT */
   if (!(ctx->VertexProgram.PointSizeEnabled ||
	 ctx->Point._Attenuated))
      dw4 |= GEN6_SF_USE_STATE_POINT_WIDTH;

   /* Clamp to ARB_point_parameters user limits */
   point_size = CLAMP(ctx->Point.Size, ctx->Point.MinSize, ctx->Point.MaxSize);

   /* Clamp to the hardware limits and convert to fixed point */
   dw4 |= U_FIXED(CLAMP(point_size, 0.125, 255.875), 3);

   /*
    * Window coordinates in an FBO are inverted, which means point
    * sprite origin must be inverted, too.
    */
   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_LOWERLEFT;
   } else {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_UPPERLEFT;
   }
   dw1 |= point_sprite_origin;

   /* _NEW_LIGHT */
   if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
      dw4 |=
	 (2 << GEN6_SF_TRI_PROVOKE_SHIFT) |
	 (2 << GEN6_SF_TRIFAN_PROVOKE_SHIFT) |
	 (1 << GEN6_SF_LINE_PROVOKE_SHIFT);
   } else {
      dw4 |=
	 (1 << GEN6_SF_TRIFAN_PROVOKE_SHIFT);
   }

   /* Create the mapping from the FS inputs we produce to the VS outputs
    * they source from.
    */
   uint32_t max_source_attr = 0;
   for (; attr < FRAG_ATTRIB_MAX; attr++) {
      enum glsl_interp_qualifier interp_qualifier =
         brw->fragment_program->InterpQualifier[attr];
      bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;

      if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
	 continue;

      /* _NEW_POINT */
      if (ctx->Point.PointSprite &&
	  (attr >= FRAG_ATTRIB_TEX0 && attr <= FRAG_ATTRIB_TEX7) &&
	  ctx->Point.CoordReplace[attr - FRAG_ATTRIB_TEX0]) {
	 dw16 |= (1 << input_index);
      }

      if (attr == FRAG_ATTRIB_PNTC)
	 dw16 |= (1 << input_index);

      /* flat shading */
      if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
          (shade_model_flat && is_gl_Color &&
           interp_qualifier == INTERP_QUALIFIER_NONE))
         dw17 |= (1 << input_index);

      /* The hardware can only do the overrides on 16 overrides at a
       * time, and the other up to 16 have to be lined up so that the
       * input index = the output index.  We'll need to do some
       * tweaking to make sure that's the case.
       */
      assert(input_index < 16 || attr == input_index);

      /* CACHE_NEW_VS_PROG | _NEW_LIGHT | _NEW_PROGRAM */
      attr_overrides[input_index++] =
         get_attr_override(&brw->vs.prog_data->vue_map,
			   urb_entry_read_offset, attr,
                           ctx->VertexProgram._TwoSideEnabled,
                           &max_source_attr);
   }

   for (; input_index < FRAG_ATTRIB_MAX; input_index++)
      attr_overrides[input_index] = 0;

   /* From the Sandy Bridge PRM, Volume 2, Part 1, documentation for
    * 3DSTATE_SF DWord 1 bits 15:11, "Vertex URB Entry Read Length":
    *
    * "This field should be set to the minimum length required to read the
    *  maximum source attribute.  The maximum source attribute is indicated
    *  by the maximum value of the enabled Attribute # Source Attribute if
    *  Attribute Swizzle Enable is set, Number of Output Attributes-1 if
    *  enable is not set.
    *  read_length = ceiling((max_source_attr + 1) / 2)
    *
    *  [errata] Corruption/Hang possible if length programmed larger than
    *  recommended"
    */
   uint32_t urb_entry_read_length = ALIGN(max_source_attr + 1, 2) / 2;
      dw1 |= urb_entry_read_length << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
             urb_entry_read_offset << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT;

   BEGIN_BATCH(20);
   OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
   OUT_BATCH(dw1);
   OUT_BATCH(dw2);
   OUT_BATCH(dw3);
   OUT_BATCH(dw4);
   OUT_BATCH_F(ctx->Polygon.OffsetUnits * 2); /* constant.  copied from gen4 */
   OUT_BATCH_F(ctx->Polygon.OffsetFactor); /* scale */
   OUT_BATCH_F(0.0); /* XXX: global depth offset clamp */
   for (i = 0; i < 8; i++) {
      OUT_BATCH(attr_overrides[i * 2] | attr_overrides[i * 2 + 1] << 16);
   }
   OUT_BATCH(dw16); /* point sprite texcoord bitmask */
   OUT_BATCH(dw17); /* constant interp bitmask */
   OUT_BATCH(0); /* wrapshortest enables 0-7 */
   OUT_BATCH(0); /* wrapshortest enables 8-15 */
   ADVANCE_BATCH();
}
Beispiel #12
0
/* Calculate interpolants for triangle and line rasterization.
 */
static void
brw_upload_clip_prog(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   struct brw_clip_prog_key key;

   memset(&key, 0, sizeof(key));

   /* Populate the key:
    */

   /* BRW_NEW_INTERPOLATION_MAP */
   key.interpolation_mode = brw->interpolation_mode;

   /* BRW_NEW_REDUCED_PRIMITIVE */
   key.primitive = brw->reduced_primitive;
   /* BRW_NEW_VUE_MAP_GEOM_OUT */
   key.attrs = brw->vue_map_geom_out.slots_valid;

   /* _NEW_LIGHT */
   key.pv_first = (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION);
   /* _NEW_TRANSFORM (also part of VUE map)*/
   key.nr_userclip = _mesa_bitcount_64(ctx->Transform.ClipPlanesEnabled);

   if (brw->gen == 5)
       key.clip_mode = BRW_CLIPMODE_KERNEL_CLIP;
   else
       key.clip_mode = BRW_CLIPMODE_NORMAL;

   /* _NEW_POLYGON */
   if (key.primitive == GL_TRIANGLES) {
      if (ctx->Polygon.CullFlag &&
	  ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
	 key.clip_mode = BRW_CLIPMODE_REJECT_ALL;
      else {
	 GLuint fill_front = CLIP_CULL;
	 GLuint fill_back = CLIP_CULL;
	 GLuint offset_front = 0;
	 GLuint offset_back = 0;

	 if (!ctx->Polygon.CullFlag ||
	     ctx->Polygon.CullFaceMode != GL_FRONT) {
	    switch (ctx->Polygon.FrontMode) {
	    case GL_FILL: 
	       fill_front = CLIP_FILL; 
	       offset_front = 0;
	       break;
	    case GL_LINE:
	       fill_front = CLIP_LINE;
	       offset_front = ctx->Polygon.OffsetLine;
	       break;
	    case GL_POINT:
	       fill_front = CLIP_POINT;
	       offset_front = ctx->Polygon.OffsetPoint;
	       break;
	    }
	 }

	 if (!ctx->Polygon.CullFlag ||
	     ctx->Polygon.CullFaceMode != GL_BACK) {
	    switch (ctx->Polygon.BackMode) {
	    case GL_FILL: 
	       fill_back = CLIP_FILL; 
	       offset_back = 0;
	       break;
	    case GL_LINE:
	       fill_back = CLIP_LINE;
	       offset_back = ctx->Polygon.OffsetLine;
	       break;
	    case GL_POINT:
	       fill_back = CLIP_POINT;
	       offset_back = ctx->Polygon.OffsetPoint;
	       break;
	    }
	 }

	 if (ctx->Polygon.BackMode != GL_FILL ||
	     ctx->Polygon.FrontMode != GL_FILL) {
	    key.do_unfilled = 1;

	    /* Most cases the fixed function units will handle.  Cases where
	     * one or more polygon faces are unfilled will require help:
	     */
	    key.clip_mode = BRW_CLIPMODE_CLIP_NON_REJECTED;

	    if (offset_back || offset_front) {
	       /* _NEW_POLYGON, _NEW_BUFFERS */
	       key.offset_units = ctx->Polygon.OffsetUnits * ctx->DrawBuffer->_MRD * 2;
	       key.offset_factor = ctx->Polygon.OffsetFactor * ctx->DrawBuffer->_MRD;
	    }

	    switch (ctx->Polygon.FrontFace) {
	    case GL_CCW:
	       key.fill_ccw = fill_front;
	       key.fill_cw = fill_back;
	       key.offset_ccw = offset_front;
	       key.offset_cw = offset_back;
	       if (ctx->Light.Model.TwoSide &&
		   key.fill_cw != CLIP_CULL) 
		  key.copy_bfc_cw = 1;
	       break;
	    case GL_CW:
	       key.fill_cw = fill_front;
	       key.fill_ccw = fill_back;
	       key.offset_cw = offset_front;
	       key.offset_ccw = offset_back;
	       if (ctx->Light.Model.TwoSide &&
		   key.fill_ccw != CLIP_CULL) 
		  key.copy_bfc_ccw = 1;
	       break;
	    }
	 }
      }
   }

   if (!brw_search_cache(&brw->cache, BRW_CLIP_PROG,
			 &key, sizeof(key),
			 &brw->clip.prog_offset, &brw->clip.prog_data)) {
      compile_clip_prog( brw, &key );
   }
}
Beispiel #13
0
static void
upload_sbe_state(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   /* BRW_NEW_FRAGMENT_PROGRAM */
   uint32_t num_outputs = _mesa_bitcount_64(brw->fragment_program->Base.InputsRead);
   /* _NEW_LIGHT */
   bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT;
   uint32_t dw1, dw10, dw11;
   int i;
   int attr = 0, input_index = 0;
   int urb_entry_read_offset = 1;
   uint16_t attr_overrides[VARYING_SLOT_MAX];
   /* _NEW_BUFFERS */
   bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
   uint32_t point_sprite_origin;

   /* FINISHME: Attribute Swizzle Control Mode? */
   dw1 = GEN7_SBE_SWIZZLE_ENABLE | num_outputs << GEN7_SBE_NUM_OUTPUTS_SHIFT;

   /* _NEW_POINT
    *
    * Window coordinates in an FBO are inverted, which means point
    * sprite origin must be inverted.
    */
   if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_LOWERLEFT;
   } else {
      point_sprite_origin = GEN6_SF_POINT_SPRITE_UPPERLEFT;
   }
   dw1 |= point_sprite_origin;


   dw10 = 0;
   dw11 = 0;

   /* Create the mapping from the FS inputs we produce to the VS outputs
    * they source from.
    */
   uint32_t max_source_attr = 0;
   for (; attr < VARYING_SLOT_MAX; attr++) {
      enum glsl_interp_qualifier interp_qualifier =
         brw->fragment_program->InterpQualifier[attr];
      bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;

      if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
	 continue;

      if (ctx->Point.PointSprite &&
	  attr >= VARYING_SLOT_TEX0 && attr <= VARYING_SLOT_TEX7 &&
	  ctx->Point.CoordReplace[attr - VARYING_SLOT_TEX0]) {
	 dw10 |= (1 << input_index);
      }

      if (attr == VARYING_SLOT_PNTC)
	 dw10 |= (1 << input_index);

      /* flat shading */
      if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
          (shade_model_flat && is_gl_Color &&
           interp_qualifier == INTERP_QUALIFIER_NONE))
         dw11 |= (1 << input_index);

      /* The hardware can only do the overrides on 16 overrides at a
       * time, and the other up to 16 have to be lined up so that the
       * input index = the output index.  We'll need to do some
       * tweaking to make sure that's the case.
       */
      assert(input_index < 16 || attr == input_index);

      /* BRW_NEW_VUE_MAP_GEOM_OUT | _NEW_LIGHT | _NEW_PROGRAM */
      attr_overrides[input_index++] =
         get_attr_override(&brw->vue_map_geom_out,
			   urb_entry_read_offset, attr,
                           ctx->VertexProgram._TwoSideEnabled,
                           &max_source_attr);
   }

   /* From the Ivy Bridge PRM, Volume 2, Part 1, documentation for
    * 3DSTATE_SBE DWord 1 bits 15:11, "Vertex URB Entry Read Length":
    *
    * "This field should be set to the minimum length required to read the
    *  maximum source attribute.  The maximum source attribute is indicated
    *  by the maximum value of the enabled Attribute # Source Attribute if
    *  Attribute Swizzle Enable is set, Number of Output Attributes-1 if
    *  enable is not set.
    *
    *  read_length = ceiling((max_source_attr + 1) / 2)"
    */
   uint32_t urb_entry_read_length = ALIGN(max_source_attr + 1, 2) / 2;
   dw1 |= urb_entry_read_length << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
          urb_entry_read_offset << GEN7_SBE_URB_ENTRY_READ_OFFSET_SHIFT;

   for (; input_index < VARYING_SLOT_MAX; input_index++)
      attr_overrides[input_index] = 0;

   BEGIN_BATCH(14);
   OUT_BATCH(_3DSTATE_SBE << 16 | (14 - 2));
   OUT_BATCH(dw1);

   /* Output dwords 2 through 9 */
   for (i = 0; i < 8; i++) {
      OUT_BATCH(attr_overrides[i * 2] | attr_overrides[i * 2 + 1] << 16);
   }

   OUT_BATCH(dw10); /* point sprite texcoord bitmask */
   OUT_BATCH(dw11); /* constant interp bitmask */
   OUT_BATCH(0); /* wrapshortest enables 0-7 */
   OUT_BATCH(0); /* wrapshortest enables 8-15 */
   ADVANCE_BATCH();
}
Beispiel #14
0
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;

   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 */
   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. */
   if (ctx->Multisample.Enabled) {
      key->persample_interp =
         ctx->Multisample.SampleShading &&
         (ctx->Multisample.MinSampleShadingValue *
          _mesa_geometric_samples(ctx->DrawBuffer) > 1);

      key->multisample_fbo = _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;
}