Esempio n. 1
0
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);
}
Esempio n. 2
0
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;
    GLuint i;

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

    mem_ctx = ralloc_context(NULL);
    /* Begin the compilation:
     */
    brw_init_compile(brw, &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:
        assert(0);
        return;
    }

    /* get the program
     */
    program = brw_get_program(&c.func, &program_size);

    if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
        printf("sf:\n");
        for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
            brw_disasm(stdout, &((struct brw_instruction *)program)[i],
                       brw->gen);
        printf("\n");
    }

    brw_upload_cache(&brw->cache, BRW_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);
}
Esempio n. 3
0
static void compile_clip_prog( struct brw_context *brw,
			     struct brw_clip_prog_key *key )
{
   struct brw_clip_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, &c.func, mem_ctx);

   c.func.single_program_flow = 1;

   c.key = *key;
   c.vue_map = brw->vue_map_geom_out;

   c.has_flat_shading =
      brw_any_flat_varyings(&key->interpolation_mode);
   c.has_noperspective_shading =
      brw_any_noperspective_varyings(&key->interpolation_mode);

   /* nr_regs is the number of registers filled by reading data from the VUE.
    * This program accesses the entire VUE, so nr_regs needs to be the size of
    * the VUE (measured in pairs, since two slots are stored in each
    * register).
    */
   c.nr_regs = (c.vue_map.num_slots + 1)/2;

   c.prog_data.clip_mode = c.key.clip_mode; /* XXX */

   /* For some reason the thread is spawned with only 4 channels
    * unmasked.
    */
   brw_set_default_mask_control(&c.func, BRW_MASK_DISABLE);


   /* Would ideally have the option of producing a program which could
    * do all three:
    */
   switch (key->primitive) {
   case GL_TRIANGLES:
      if (key->do_unfilled)
	 brw_emit_unfilled_clip( &c );
      else
	 brw_emit_tri_clip( &c );
      break;
   case GL_LINES:
      brw_emit_line_clip( &c );
      break;
   case GL_POINTS:
      brw_emit_point_clip( &c );
      break;
   default:
      assert(0);
      return;
   }

   brw_compact_instructions(&c.func, 0, 0, NULL);

   /* get the program
    */
   program = brw_get_program(&c.func, &program_size);

   if (unlikely(INTEL_DEBUG & DEBUG_CLIP)) {
      fprintf(stderr, "clip:\n");
      brw_disassemble(brw, c.func.store, 0, program_size, stderr);
      fprintf(stderr, "\n");
   }

   brw_upload_cache(&brw->cache,
		    BRW_CLIP_PROG,
		    &c.key, sizeof(c.key),
		    program, program_size,
		    &c.prog_data, sizeof(c.prog_data),
		    &brw->clip.prog_offset, &brw->clip.prog_data);
   ralloc_free(mem_ctx);
}