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 "intel_batchbuffer.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
49static void compile_sf_prog( struct brw_context *brw,
50			     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 */
72void
73brw_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