i965: Move program key structures to brw_program.h.

With fs_visitor/fs_generator being reused for SIMD8 VS/GS programs,
we're running into weird #include patterns, where scalar code #includes
brw_vec4.h and such.

Program keys aren't really related to SIMD4X2/SIMD8 execution - they
mostly capture NOS for a particular shader stage.  Consolidating them
all in one place that's vec4/scalar neutral should help avoid problems.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This commit is contained in:
Kenneth Graunke 2014-10-28 18:13:49 -07:00
parent 5f34a18f96
commit a64f3ba3d1
5 changed files with 103 additions and 82 deletions

View file

@ -24,11 +24,25 @@
#ifndef BRW_PROGRAM_H
#define BRW_PROGRAM_H
enum gen6_gather_sampler_wa {
WA_SIGN = 1, /* whether we need to sign extend */
WA_8BIT = 2, /* if we have an 8bit format needing wa */
WA_16BIT = 4, /* if we have a 16bit format needing wa */
};
/**
* Program key structures.
*
* When drawing, we look for the currently bound shaders in the program
* cache. This is essentially a hash table lookup, and these are the keys.
*
* Sometimes OpenGL features specified as state need to be simulated via
* shader code, due to a mismatch between the API and the hardware. This
* is often referred to as "non-orthagonal state" or "NOS". We store NOS
* in the program key so it's considered when searching for a program. If
* we haven't seen a particular combination before, we have to recompile a
* new specialized version.
*
* Shader compilation should not look up state in gl_context directly, but
* instead use the copy in the program key. This guarantees recompiles will
* happen correctly.
*
* @{
*/
/**
* Sampler information needed by VS, WM, and GS program cache keys.
@ -57,6 +71,90 @@ struct brw_sampler_prog_key_data {
uint8_t gen6_gather_wa[MAX_SAMPLERS];
};
struct brw_vec4_prog_key {
GLuint program_string_id;
/**
* True if at least one clip flag is enabled, regardless of whether the
* shader uses clip planes or gl_ClipDistance.
*/
GLuint userclip_active:1;
/**
* How many user clipping planes are being uploaded to the vertex shader as
* push constants.
*/
GLuint nr_userclip_plane_consts:4;
GLuint clamp_vertex_color:1;
struct brw_sampler_prog_key_data tex;
};
/** The program key for Vertex Shaders. */
struct brw_vs_prog_key {
struct brw_vec4_prog_key base;
/*
* Per-attribute workaround flags
*/
uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
GLuint copy_edgeflag:1;
/**
* For pre-Gen6 hardware, a bitfield indicating which texture coordinates
* are going to be replaced with point coordinates (as a consequence of a
* call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because
* our SF thread requires exact matching between VS outputs and FS inputs,
* these texture coordinates will need to be unconditionally included in
* the VUE, even if they aren't written by the vertex shader.
*/
GLuint point_coord_replace:8;
};
/** The program key for Geometry Shaders. */
struct brw_gs_prog_key
{
struct brw_vec4_prog_key base;
GLbitfield64 input_varyings;
};
/** The program key for Fragment/Pixel Shaders. */
struct brw_wm_prog_key {
uint8_t iz_lookup;
GLuint stats_wm:1;
GLuint flat_shade:1;
GLuint persample_shading:1;
GLuint persample_2x:1;
GLuint nr_color_regions:5;
GLuint replicate_alpha:1;
GLuint render_to_fbo:1;
GLuint clamp_fragment_color:1;
GLuint compute_pos_offset:1;
GLuint compute_sample_id:1;
GLuint line_aa:2;
GLuint high_quality_derivatives:1;
GLushort drawable_height;
GLbitfield64 input_slots_valid;
GLuint program_string_id:32;
GLenum alpha_test_func; /* < For Gen4/5 MRT alpha test */
float alpha_test_ref;
struct brw_sampler_prog_key_data tex;
};
/** @} */
enum gen6_gather_sampler_wa {
WA_SIGN = 1, /* whether we need to sign extend */
WA_8BIT = 2, /* if we have an 8bit format needing wa */
WA_16BIT = 4, /* if we have a 16bit format needing wa */
};
#ifdef __cplusplus
extern "C" {
#endif

View file

@ -49,28 +49,6 @@ struct brw_vec4_compile {
GLuint last_scratch; /**< measured in 32-byte (register size) units */
};
struct brw_vec4_prog_key {
GLuint program_string_id;
/**
* True if at least one clip flag is enabled, regardless of whether the
* shader uses clip planes or gl_ClipDistance.
*/
GLuint userclip_active:1;
/**
* How many user clipping planes are being uploaded to the vertex shader as
* push constants.
*/
GLuint nr_userclip_plane_consts:4;
GLuint clamp_vertex_color:1;
struct brw_sampler_prog_key_data tex;
};
#ifdef __cplusplus
extern "C" {
#endif

View file

@ -32,15 +32,6 @@
#include "brw_vec4.h"
struct brw_gs_prog_key
{
struct brw_vec4_prog_key base;
GLbitfield64 input_varyings;
};
/**
* Scratch data used when compiling a GLSL geometry shader.
*/

View file

@ -50,28 +50,6 @@
#define BRW_ATTRIB_WA_SIGN 32 /* interpret as signed in shader */
#define BRW_ATTRIB_WA_SCALE 64 /* interpret as scaled in shader */
struct brw_vs_prog_key {
struct brw_vec4_prog_key base;
/*
* Per-attribute workaround flags
*/
uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
GLuint copy_edgeflag:1;
/**
* For pre-Gen6 hardware, a bitfield indicating which texture coordinates
* are going to be replaced with point coordinates (as a consequence of a
* call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because
* our SF thread requires exact matching between VS outputs and FS inputs,
* these texture coordinates will need to be unconditionally included in
* the VUE, even if they aren't written by the vertex shader.
*/
GLuint point_coord_replace:8;
};
struct brw_vs_compile {
struct brw_vec4_compile base;
struct brw_vs_prog_key key;

View file

@ -57,30 +57,6 @@
#define AA_SOMETIMES 1
#define AA_ALWAYS 2
struct brw_wm_prog_key {
uint8_t iz_lookup;
GLuint stats_wm:1;
GLuint flat_shade:1;
GLuint persample_shading:1;
GLuint persample_2x:1;
GLuint nr_color_regions:5;
GLuint replicate_alpha:1;
GLuint render_to_fbo:1;
GLuint clamp_fragment_color:1;
GLuint compute_pos_offset:1;
GLuint compute_sample_id:1;
GLuint line_aa:2;
GLuint high_quality_derivatives:1;
GLushort drawable_height;
GLbitfield64 input_slots_valid;
GLuint program_string_id:32;
GLenum alpha_test_func; /* < For Gen4/5 MRT alpha test */
float alpha_test_ref;
struct brw_sampler_prog_key_data tex;
};
/**
* Compile a fragment shader.
*