[Mesa-dev] [PATCH 7/8] i965/fs: Add support for TXD with shadow comparisons on gen4-6.
Kenneth Graunke
kenneth at whitecape.org
Wed Jun 15 11:00:36 PDT 2011
On 06/15/2011 08:27 AM, Eric Anholt wrote:
> On Wed, 15 Jun 2011 01:24:54 -0700, Kenneth Graunke<kenneth at whitecape.org> wrote:
>> Gen4-6 don't have a sample_d_c message, so we have to do a regular
>> sample_d and emit instructions to manually perform the comparison.
>>
>> This requires a state dependent recompile whenever ctx->Depth.Func
>> changes. do_wm_prog looks for a compiled program in the cache based off
>> of brw_wm_prog_key, and if it doesn't find one, recompiles. So we
>> simply need to add the depth comparison function to the key; the
>> _NEW_DEPTH dirty bit was already in-place.
>
>> diff --git a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
>> index 03687ce..67344bd 100644
>> --- a/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
>> @@ -744,7 +744,7 @@ fs_visitor::emit_texture_gen5(ir_texture *ir, fs_reg dst, fs_reg coordinate,
>> }
>> mlen += ir->coordinate->type->vector_elements * reg_width;
>>
>> - if (ir->shadow_comparitor) {
>> + if (ir->shadow_comparitor&& ir->op != ir_txd) {
>> mlen = MAX2(mlen, header_present + 4 * reg_width);
>>
>> this->result = reg_undef;
>> @@ -934,6 +934,21 @@ fs_visitor::visit(ir_texture *ir)
>> int sampler = _mesa_get_sampler_uniform_value(ir->sampler, prog,&fp->Base);
>> sampler = fp->Base.SamplerUnits[sampler];
>>
>> + /* Pre-Ivybridge doesn't have a sample_d_c message, so shadow compares
>> + * for textureGrad/TXD need to be emulated with instructions.
>> + */
>> + bool hw_compare_supported = ir->op != ir_txd || intel->gen> 7;
>> + if (ir->shadow_comparitor&& !hw_compare_supported) {
>> + /* Mark that this program is only valid for the current glDepthFunc */
>> + c->key.depth_compare_func = ctx->Depth.Func;
>
> The compiler is only called if the key wasn't found in the cache, so you
> can't set the key inside the compiler :)
You're right, of course. Unfortunately, I really want to! Only shaders
using shadow2DGradARB need to be recompiled when glDepthFunc changes, so
I really want to leave it as 0 for most shaders. Otherwise the common
case will have completely pointless recompiles.
Unfortunately, I only know whether or not I need it at compile time...
This -almost- works...it just means we'll recompile shaders using
shadow2DGradARB every time, since they'll never be found in the cache.
Stupid. I'll reply with a patch which works around this.
>> +
>> + /* No need to even sample for GL_ALWAYS or GL_NEVER...bail early */
>> + if (ctx->Depth.Func == GL_ALWAYS)
>> + return swizzle_shadow_result(ir, fs_reg(1.0f), sampler);
>> + else if (ctx->Depth.Func == GL_NEVER)
>> + return swizzle_shadow_result(ir, fs_reg(0.0f), sampler);
>> + }
>
> Generally I use "c->key." values to make it obvious that state dependent
> recompiles are in place, instead of "ctx->".
Good idea. Updated.
>> diff --git a/src/mesa/drivers/dri/i965/brw_wm.h b/src/mesa/drivers/dri/i965/brw_wm.h
>> index e244b55..0b284b6 100644
>> --- a/src/mesa/drivers/dri/i965/brw_wm.h
>> +++ b/src/mesa/drivers/dri/i965/brw_wm.h
>> @@ -67,6 +67,7 @@ struct brw_wm_prog_key {
>> GLuint alpha_test:1;
>> GLuint clamp_fragment_color:1;
>> GLuint line_aa:2;
>> + uint8_t depth_compare_func; /* 0 if irrelevant, GL_LESS etc. otherwise */
>
> Wow, those do happen to fit in 8 bits. Might comment that explicitly --
> leaving out bits when storing GLenums has been a common bug and seeing
> things like this make me paranoid and go check :)
:) Makes sense; commented. I figured we really want to pack the key.
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