1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
13
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32 #include "compiler/nir/nir.h"
33 #include "main/macros.h"
34 #include "main/mtypes.h"
35 #include "main/enums.h"
36 #include "main/fbobject.h"
37 #include "main/state.h"
38
39 #include "brw_batch.h"
40
41 #include "brw_defines.h"
42 #include "brw_context.h"
43 #include "brw_util.h"
44 #include "brw_state.h"
45 #include "compiler/brw_eu.h"
46
47 #include "util/ralloc.h"
48
49 static void
compile_sf_prog(struct brw_context * brw,struct brw_sf_prog_key * key)50 compile_sf_prog(struct brw_context *brw, struct brw_sf_prog_key *key)
51 {
52 const unsigned *program;
53 void *mem_ctx;
54 unsigned program_size;
55
56 mem_ctx = ralloc_context(NULL);
57
58 struct brw_sf_prog_data prog_data;
59 program = brw_compile_sf(brw->screen->compiler, mem_ctx, key, &prog_data,
60 &brw->vue_map_geom_out, &program_size);
61
62 brw_upload_cache(&brw->cache, BRW_CACHE_SF_PROG,
63 key, sizeof(*key),
64 program, program_size,
65 &prog_data, sizeof(prog_data),
66 &brw->sf.prog_offset, &brw->sf.prog_data);
67 ralloc_free(mem_ctx);
68 }
69
70 /* Calculate interpolants for triangle and line rasterization.
71 */
72 void
brw_upload_sf_prog(struct brw_context * brw)73 brw_upload_sf_prog(struct brw_context *brw)
74 {
75 struct gl_context *ctx = &brw->ctx;
76 struct brw_sf_prog_key key;
77
78 if (!brw_state_dirty(brw,
79 _NEW_BUFFERS |
80 _NEW_HINT |
81 _NEW_LIGHT |
82 _NEW_POINT |
83 _NEW_POLYGON |
84 _NEW_PROGRAM |
85 _NEW_TRANSFORM,
86 BRW_NEW_BLORP |
87 BRW_NEW_FS_PROG_DATA |
88 BRW_NEW_REDUCED_PRIMITIVE |
89 BRW_NEW_VUE_MAP_GEOM_OUT))
90 return;
91
92 /* _NEW_BUFFERS */
93 bool flip_y = ctx->DrawBuffer->FlipY;
94
95 memset(&key, 0, sizeof(key));
96
97 /* Populate the key, noting state dependencies:
98 */
99 /* BRW_NEW_VUE_MAP_GEOM_OUT */
100 key.attrs = brw->vue_map_geom_out.slots_valid;
101
102 /* BRW_NEW_REDUCED_PRIMITIVE */
103 switch (brw->reduced_primitive) {
104 case GL_TRIANGLES:
105 /* NOTE: We just use the edgeflag attribute as an indicator that
106 * unfilled triangles are active. We don't actually do the
107 * edgeflag testing here, it is already done in the clip
108 * program.
109 */
110 if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE))
111 key.primitive = BRW_SF_PRIM_UNFILLED_TRIS;
112 else
113 key.primitive = BRW_SF_PRIM_TRIANGLES;
114 break;
115 case GL_LINES:
116 key.primitive = BRW_SF_PRIM_LINES;
117 break;
118 case GL_POINTS:
119 key.primitive = BRW_SF_PRIM_POINTS;
120 break;
121 }
122
123 /* _NEW_TRANSFORM */
124 key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
125
126 /* _NEW_POINT */
127 key.do_point_sprite = ctx->Point.PointSprite;
128 if (key.do_point_sprite) {
129 key.point_sprite_coord_replace = ctx->Point.CoordReplace & 0xff;
130 }
131 if (brw->programs[MESA_SHADER_FRAGMENT]->info.inputs_read &
132 BITFIELD64_BIT(VARYING_SLOT_PNTC)) {
133 key.do_point_coord = 1;
134 }
135
136 /*
137 * Window coordinates in a FBO are inverted, which means point
138 * sprite origin must be inverted, too.
139 */
140 if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) == flip_y)
141 key.sprite_origin_lower_left = true;
142
143 /* BRW_NEW_FS_PROG_DATA */
144 const struct brw_wm_prog_data *wm_prog_data =
145 brw_wm_prog_data(brw->wm.base.prog_data);
146 if (wm_prog_data) {
147 key.contains_flat_varying = wm_prog_data->contains_flat_varying;
148
149 STATIC_ASSERT(sizeof(key.interp_mode) ==
150 sizeof(wm_prog_data->interp_mode));
151 memcpy(key.interp_mode, wm_prog_data->interp_mode,
152 sizeof(key.interp_mode));
153 }
154
155 /* _NEW_LIGHT | _NEW_PROGRAM */
156 key.do_twoside_color = _mesa_vertex_program_two_side_enabled(ctx);
157
158 /* _NEW_POLYGON */
159 if (key.do_twoside_color) {
160 /* If we're rendering to a FBO, we have to invert the polygon
161 * face orientation, just as we invert the viewport in
162 * sf_unit_create_from_key().
163 */
164 key.frontface_ccw = brw->polygon_front_bit != flip_y;
165 }
166
167 if (!brw_search_cache(&brw->cache, BRW_CACHE_SF_PROG, &key, sizeof(key),
168 &brw->sf.prog_offset, &brw->sf.prog_data, true)) {
169 compile_sf_prog( brw, &key );
170 }
171 }
172