308eebe9def0eb803ad82d21c68c4ec3925b4f80
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.c
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 "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40 #include "program/program.h"
41 #include "intel_mipmap_tree.h"
42
43 #include "util/ralloc.h"
44
45 /**
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
48 */
49 static unsigned
50 brw_compute_barycentric_interp_modes(struct brw_context *brw,
51 bool shade_model_flat,
52 bool persample_shading,
53 const struct gl_fragment_program *fprog)
54 {
55 unsigned barycentric_interp_modes = 0;
56 int attr;
57
58 /* Loop through all fragment shader inputs to figure out what interpolation
59 * modes are in use, and set the appropriate bits in
60 * barycentric_interp_modes.
61 */
62 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
63 enum glsl_interp_qualifier interp_qualifier =
64 fprog->InterpQualifier[attr];
65 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
66 !persample_shading;
67 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
68 persample_shading;
69 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
70
71 /* Ignore unused inputs. */
72 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
73 continue;
74
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
77 continue;
78
79 /* Determine the set (or sets) of barycentric coordinates needed to
80 * interpolate this variable. Note that when
81 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
82 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
83 * for lit pixels, so we need both sets of barycentric coordinates.
84 */
85 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
86 if (is_centroid) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
89 } else if (is_sample) {
90 barycentric_interp_modes |=
91 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
92 }
93 if ((!is_centroid && !is_sample) ||
94 brw->needs_unlit_centroid_workaround) {
95 barycentric_interp_modes |=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
97 }
98 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
99 (!(shade_model_flat && is_gl_Color) &&
100 interp_qualifier == INTERP_QUALIFIER_NONE)) {
101 if (is_centroid) {
102 barycentric_interp_modes |=
103 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
104 } else if (is_sample) {
105 barycentric_interp_modes |=
106 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
107 }
108 if ((!is_centroid && !is_sample) ||
109 brw->needs_unlit_centroid_workaround) {
110 barycentric_interp_modes |=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
112 }
113 }
114 }
115
116 return barycentric_interp_modes;
117 }
118
119 static uint8_t
120 computed_depth_mode(struct gl_fragment_program *fp)
121 {
122 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
123 switch (fp->FragDepthLayout) {
124 case FRAG_DEPTH_LAYOUT_NONE:
125 case FRAG_DEPTH_LAYOUT_ANY:
126 return BRW_PSCDEPTH_ON;
127 case FRAG_DEPTH_LAYOUT_GREATER:
128 return BRW_PSCDEPTH_ON_GE;
129 case FRAG_DEPTH_LAYOUT_LESS:
130 return BRW_PSCDEPTH_ON_LE;
131 case FRAG_DEPTH_LAYOUT_UNCHANGED:
132 return BRW_PSCDEPTH_OFF;
133 }
134 }
135 return BRW_PSCDEPTH_OFF;
136 }
137
138 bool
139 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
140 {
141 const struct brw_wm_prog_data *a = in_a;
142 const struct brw_wm_prog_data *b = in_b;
143
144 /* Compare the base structure. */
145 if (!brw_stage_prog_data_compare(&a->base, &b->base))
146 return false;
147
148 /* Compare the rest of the structure. */
149 const unsigned offset = sizeof(struct brw_stage_prog_data);
150 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
151 sizeof(struct brw_wm_prog_data) - offset))
152 return false;
153
154 return true;
155 }
156
157 /**
158 * All Mesa program -> GPU code generation goes through this function.
159 * Depending on the instructions used (i.e. flow control instructions)
160 * we'll use one of two code generators.
161 */
162 bool
163 brw_compile_wm_prog(struct brw_context *brw,
164 struct gl_shader_program *prog,
165 struct brw_fragment_program *fp,
166 struct brw_wm_prog_key *key)
167 {
168 struct gl_context *ctx = &brw->ctx;
169 void *mem_ctx = ralloc_context(NULL);
170 struct brw_wm_prog_data prog_data;
171 const GLuint *program;
172 struct gl_shader *fs = NULL;
173 GLuint program_size;
174
175 if (prog)
176 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
177
178 memset(&prog_data, 0, sizeof(prog_data));
179 /* key->alpha_test_func means simulating alpha testing via discards,
180 * so the shader definitely kills pixels.
181 */
182 prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
183
184 prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
185
186 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
187 if (!prog)
188 prog_data.base.use_alt_mode = true;
189
190 /* Allocate the references to the uniforms that will end up in the
191 * prog_data associated with the compiled program, and which will be freed
192 * by the state cache.
193 */
194 int param_count;
195 if (fs) {
196 param_count = fs->num_uniform_components;
197 } else {
198 param_count = fp->program.Base.Parameters->NumParameters * 4;
199 }
200 /* The backend also sometimes adds params for texture size. */
201 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
202 prog_data.base.param =
203 rzalloc_array(NULL, const gl_constant_value *, param_count);
204 prog_data.base.pull_param =
205 rzalloc_array(NULL, const gl_constant_value *, param_count);
206 prog_data.base.nr_params = param_count;
207
208 prog_data.barycentric_interp_modes =
209 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
210 key->persample_shading,
211 &fp->program);
212
213 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
214 &fp->program, prog, &program_size);
215 if (program == NULL) {
216 ralloc_free(mem_ctx);
217 return false;
218 }
219
220 if (prog_data.base.total_scratch) {
221 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
222 prog_data.base.total_scratch * brw->max_wm_threads);
223 }
224
225 if (unlikely(INTEL_DEBUG & DEBUG_WM))
226 fprintf(stderr, "\n");
227
228 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
229 key, sizeof(struct brw_wm_prog_key),
230 program, program_size,
231 &prog_data, sizeof(prog_data),
232 &brw->wm.base.prog_offset, &brw->wm.prog_data);
233
234 ralloc_free(mem_ctx);
235
236 return true;
237 }
238
239 static bool
240 key_debug(struct brw_context *brw, const char *name, int a, int b)
241 {
242 if (a != b) {
243 perf_debug(" %s %d->%d\n", name, a, b);
244 return true;
245 } else {
246 return false;
247 }
248 }
249
250 bool
251 brw_debug_recompile_sampler_key(struct brw_context *brw,
252 const struct brw_sampler_prog_key_data *old_key,
253 const struct brw_sampler_prog_key_data *key)
254 {
255 bool found = false;
256
257 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
258 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
259 old_key->swizzles[i], key->swizzles[i]);
260 }
261 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
262 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
263 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
264 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
265 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
266 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
267 found |= key_debug(brw, "gather channel quirk on any texture unit",
268 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
269
270 return found;
271 }
272
273 void
274 brw_wm_debug_recompile(struct brw_context *brw,
275 struct gl_shader_program *prog,
276 const struct brw_wm_prog_key *key)
277 {
278 struct brw_cache_item *c = NULL;
279 const struct brw_wm_prog_key *old_key = NULL;
280 bool found = false;
281
282 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
283
284 for (unsigned int i = 0; i < brw->cache.size; i++) {
285 for (c = brw->cache.items[i]; c; c = c->next) {
286 if (c->cache_id == BRW_CACHE_FS_PROG) {
287 old_key = c->key;
288
289 if (old_key->program_string_id == key->program_string_id)
290 break;
291 }
292 }
293 if (c)
294 break;
295 }
296
297 if (!c) {
298 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
299 return;
300 }
301
302 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
303 "depth write",
304 old_key->iz_lookup, key->iz_lookup);
305 found |= key_debug(brw, "depth statistics",
306 old_key->stats_wm, key->stats_wm);
307 found |= key_debug(brw, "flat shading",
308 old_key->flat_shade, key->flat_shade);
309 found |= key_debug(brw, "per-sample shading",
310 old_key->persample_shading, key->persample_shading);
311 found |= key_debug(brw, "per-sample shading and 2x MSAA",
312 old_key->persample_2x, key->persample_2x);
313 found |= key_debug(brw, "number of color buffers",
314 old_key->nr_color_regions, key->nr_color_regions);
315 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
316 old_key->replicate_alpha, key->replicate_alpha);
317 found |= key_debug(brw, "rendering to FBO",
318 old_key->render_to_fbo, key->render_to_fbo);
319 found |= key_debug(brw, "fragment color clamping",
320 old_key->clamp_fragment_color, key->clamp_fragment_color);
321 found |= key_debug(brw, "line smoothing",
322 old_key->line_aa, key->line_aa);
323 found |= key_debug(brw, "renderbuffer height",
324 old_key->drawable_height, key->drawable_height);
325 found |= key_debug(brw, "input slots valid",
326 old_key->input_slots_valid, key->input_slots_valid);
327 found |= key_debug(brw, "mrt alpha test function",
328 old_key->alpha_test_func, key->alpha_test_func);
329 found |= key_debug(brw, "mrt alpha test reference value",
330 old_key->alpha_test_ref, key->alpha_test_ref);
331
332 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
333
334 if (!found) {
335 perf_debug(" Something else\n");
336 }
337 }
338
339 static uint8_t
340 gen6_gather_workaround(GLenum internalformat)
341 {
342 switch (internalformat) {
343 case GL_R8I: return WA_SIGN | WA_8BIT;
344 case GL_R8UI: return WA_8BIT;
345 case GL_R16I: return WA_SIGN | WA_16BIT;
346 case GL_R16UI: return WA_16BIT;
347 /* note that even though GL_R32I and GL_R32UI have format overrides
348 * in the surface state, there is no shader w/a required */
349 default: return 0;
350 }
351 }
352
353 void
354 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
355 const struct gl_program *prog,
356 unsigned sampler_count,
357 struct brw_sampler_prog_key_data *key)
358 {
359 struct brw_context *brw = brw_context(ctx);
360
361 for (int s = 0; s < sampler_count; s++) {
362 key->swizzles[s] = SWIZZLE_NOOP;
363
364 if (!(prog->SamplersUsed & (1 << s)))
365 continue;
366
367 int unit_id = prog->SamplerUnits[s];
368 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
369
370 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
371 const struct gl_texture_object *t = unit->_Current;
372 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
373 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
374
375 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
376 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
377 img->_BaseFormat == GL_DEPTH_STENCIL);
378
379 /* Haswell handles texture swizzling as surface format overrides
380 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
381 */
382 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
383 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
384
385 if (brw->gen < 8 &&
386 sampler->MinFilter != GL_NEAREST &&
387 sampler->MagFilter != GL_NEAREST) {
388 if (sampler->WrapS == GL_CLAMP)
389 key->gl_clamp_mask[0] |= 1 << s;
390 if (sampler->WrapT == GL_CLAMP)
391 key->gl_clamp_mask[1] |= 1 << s;
392 if (sampler->WrapR == GL_CLAMP)
393 key->gl_clamp_mask[2] |= 1 << s;
394 }
395
396 /* gather4's channel select for green from RG32F is broken;
397 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
398 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
399 if (img->InternalFormat == GL_RG32F)
400 key->gather_channel_quirk_mask |= 1 << s;
401 }
402
403 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
404 * UNORM/FLOAT instead and fix it in the shader.
405 */
406 if (brw->gen == 6 && prog->UsesGather) {
407 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
408 }
409
410 /* If this is a multisample sampler, and uses the CMS MSAA layout,
411 * then we need to emit slightly different code to first sample the
412 * MCS surface.
413 */
414 struct intel_texture_object *intel_tex =
415 intel_texture_object((struct gl_texture_object *)t);
416
417 if (brw->gen >= 7 &&
418 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
419 key->compressed_multisample_layout_mask |= 1 << s;
420 }
421 }
422 }
423 }
424
425 static bool
426 brw_wm_state_dirty (struct brw_context *brw)
427 {
428 return brw_state_dirty(brw,
429 _NEW_BUFFERS |
430 _NEW_COLOR |
431 _NEW_DEPTH |
432 _NEW_FRAG_CLAMP |
433 _NEW_HINT |
434 _NEW_LIGHT |
435 _NEW_LINE |
436 _NEW_MULTISAMPLE |
437 _NEW_POLYGON |
438 _NEW_STENCIL |
439 _NEW_TEXTURE,
440 BRW_NEW_FRAGMENT_PROGRAM |
441 BRW_NEW_REDUCED_PRIMITIVE |
442 BRW_NEW_STATS_WM |
443 BRW_NEW_VUE_MAP_GEOM_OUT);
444 }
445
446 static void brw_wm_populate_key( struct brw_context *brw,
447 struct brw_wm_prog_key *key )
448 {
449 struct gl_context *ctx = &brw->ctx;
450 /* BRW_NEW_FRAGMENT_PROGRAM */
451 const struct brw_fragment_program *fp =
452 (struct brw_fragment_program *)brw->fragment_program;
453 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
454 GLuint lookup = 0;
455 GLuint line_aa;
456 bool program_uses_dfdy = fp->program.UsesDFdy;
457 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
458
459 memset(key, 0, sizeof(*key));
460
461 /* Build the index for table lookup
462 */
463 if (brw->gen < 6) {
464 /* _NEW_COLOR */
465 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
466 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
467
468 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
469 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
470
471 /* _NEW_DEPTH */
472 if (ctx->Depth.Test)
473 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
474
475 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
476 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
477
478 /* _NEW_STENCIL | _NEW_BUFFERS */
479 if (ctx->Stencil._Enabled) {
480 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
481
482 if (ctx->Stencil.WriteMask[0] ||
483 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
484 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
485 }
486 key->iz_lookup = lookup;
487 }
488
489 line_aa = AA_NEVER;
490
491 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
492 if (ctx->Line.SmoothFlag) {
493 if (brw->reduced_primitive == GL_LINES) {
494 line_aa = AA_ALWAYS;
495 }
496 else if (brw->reduced_primitive == GL_TRIANGLES) {
497 if (ctx->Polygon.FrontMode == GL_LINE) {
498 line_aa = AA_SOMETIMES;
499
500 if (ctx->Polygon.BackMode == GL_LINE ||
501 (ctx->Polygon.CullFlag &&
502 ctx->Polygon.CullFaceMode == GL_BACK))
503 line_aa = AA_ALWAYS;
504 }
505 else if (ctx->Polygon.BackMode == GL_LINE) {
506 line_aa = AA_SOMETIMES;
507
508 if ((ctx->Polygon.CullFlag &&
509 ctx->Polygon.CullFaceMode == GL_FRONT))
510 line_aa = AA_ALWAYS;
511 }
512 }
513 }
514
515 key->line_aa = line_aa;
516
517 /* _NEW_HINT */
518 key->high_quality_derivatives =
519 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
520
521 if (brw->gen < 6)
522 key->stats_wm = brw->stats_wm;
523
524 /* _NEW_LIGHT */
525 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
526
527 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
528 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
529
530 /* _NEW_TEXTURE */
531 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
532 &key->tex);
533
534 /* _NEW_BUFFERS */
535 /*
536 * Include the draw buffer origin and height so that we can calculate
537 * fragment position values relative to the bottom left of the drawable,
538 * from the incoming screen origin relative position we get as part of our
539 * payload.
540 *
541 * This is only needed for the WM_WPOSXY opcode when the fragment program
542 * uses the gl_FragCoord input.
543 *
544 * We could avoid recompiling by including this as a constant referenced by
545 * our program, but if we were to do that it would also be nice to handle
546 * getting that constant updated at batchbuffer submit time (when we
547 * hold the lock and know where the buffer really is) rather than at emit
548 * time when we don't hold the lock and are just guessing. We could also
549 * just avoid using this as key data if the program doesn't use
550 * fragment.position.
551 *
552 * For DRI2 the origin_x/y will always be (0,0) but we still need the
553 * drawable height in order to invert the Y axis.
554 */
555 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
556 key->drawable_height = ctx->DrawBuffer->Height;
557 }
558
559 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
560 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
561 }
562
563 /* _NEW_BUFFERS */
564 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
565
566 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
567 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
568 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
569
570 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
571 /* Ignore sample qualifier while computing this flag. */
572 key->persample_shading =
573 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
574 if (key->persample_shading)
575 key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
576
577 key->compute_pos_offset =
578 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
579 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
580
581 key->compute_sample_id =
582 multisample_fbo &&
583 ctx->Multisample.Enabled &&
584 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
585
586 /* BRW_NEW_VUE_MAP_GEOM_OUT */
587 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
588 BRW_FS_VARYING_INPUT_MASK) > 16)
589 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
590
591
592 /* _NEW_COLOR | _NEW_BUFFERS */
593 /* Pre-gen6, the hardware alpha test always used each render
594 * target's alpha to do alpha test, as opposed to render target 0's alpha
595 * like GL requires. Fix that by building the alpha test into the
596 * shader, and we'll skip enabling the fixed function alpha test.
597 */
598 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
599 key->alpha_test_func = ctx->Color.AlphaFunc;
600 key->alpha_test_ref = ctx->Color.AlphaRef;
601 }
602
603 /* The unique fragment program ID */
604 key->program_string_id = fp->id;
605 }
606
607 void
608 brw_upload_wm_prog(struct brw_context *brw)
609 {
610 struct gl_context *ctx = &brw->ctx;
611 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
612 struct brw_wm_prog_key key;
613 struct brw_fragment_program *fp = (struct brw_fragment_program *)
614 brw->fragment_program;
615
616 if (!brw_wm_state_dirty(brw))
617 return;
618
619 brw_wm_populate_key(brw, &key);
620
621 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
622 &key, sizeof(key),
623 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
624 bool success = brw_compile_wm_prog(brw, current, fp, &key);
625 (void) success;
626 assert(success);
627 }
628 brw->wm.base.prog_data = &brw->wm.prog_data->base;
629 }