2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keithw@vmware.com>
32 #include "brw_context.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"
43 #include "util/ralloc.h"
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.
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
)
55 unsigned barycentric_interp_modes
= 0;
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.
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
)) &&
67 bool is_sample
= (fprog
->IsSample
& BITFIELD64_BIT(attr
)) ||
69 bool is_gl_Color
= attr
== VARYING_SLOT_COL0
|| attr
== VARYING_SLOT_COL1
;
71 /* Ignore unused inputs. */
72 if (!(fprog
->Base
.InputsRead
& BITFIELD64_BIT(attr
)))
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr
== VARYING_SLOT_POS
|| attr
== VARYING_SLOT_FACE
)
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.
85 if (interp_qualifier
== INTERP_QUALIFIER_NOPERSPECTIVE
) {
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
;
93 if ((!is_centroid
&& !is_sample
) ||
94 brw
->needs_unlit_centroid_workaround
) {
95 barycentric_interp_modes
|=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC
;
98 } else if (interp_qualifier
== INTERP_QUALIFIER_SMOOTH
||
99 (!(shade_model_flat
&& is_gl_Color
) &&
100 interp_qualifier
== INTERP_QUALIFIER_NONE
)) {
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
;
108 if ((!is_centroid
&& !is_sample
) ||
109 brw
->needs_unlit_centroid_workaround
) {
110 barycentric_interp_modes
|=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC
;
116 return barycentric_interp_modes
;
120 computed_depth_mode(struct gl_fragment_program
*fp
)
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
;
135 return BRW_PSCDEPTH_OFF
;
139 brw_wm_prog_data_compare(const void *in_a
, const void *in_b
)
141 const struct brw_wm_prog_data
*a
= in_a
;
142 const struct brw_wm_prog_data
*b
= in_b
;
144 /* Compare the base structure. */
145 if (!brw_stage_prog_data_compare(&a
->base
, &b
->base
))
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
))
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.
162 bool do_wm_prog(struct brw_context
*brw
,
163 struct gl_shader_program
*prog
,
164 struct brw_fragment_program
*fp
,
165 struct brw_wm_prog_key
*key
)
167 struct gl_context
*ctx
= &brw
->ctx
;
168 void *mem_ctx
= ralloc_context(NULL
);
169 struct brw_wm_prog_data prog_data
;
170 const GLuint
*program
;
171 struct gl_shader
*fs
= NULL
;
175 fs
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
177 memset(&prog_data
, 0, sizeof(prog_data
));
178 /* key->alpha_test_func means simulating alpha testing via discards,
179 * so the shader definitely kills pixels.
181 prog_data
.uses_kill
= fp
->program
.UsesKill
|| key
->alpha_test_func
;
183 prog_data
.computed_depth_mode
= computed_depth_mode(&fp
->program
);
185 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
187 prog_data
.base
.use_alt_mode
= true;
189 /* Allocate the references to the uniforms that will end up in the
190 * prog_data associated with the compiled program, and which will be freed
191 * by the state cache.
195 param_count
= fs
->num_uniform_components
;
197 param_count
= fp
->program
.Base
.Parameters
->NumParameters
* 4;
199 /* The backend also sometimes adds params for texture size. */
200 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
201 prog_data
.base
.param
=
202 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
203 prog_data
.base
.pull_param
=
204 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
205 prog_data
.base
.nr_params
= param_count
;
207 prog_data
.barycentric_interp_modes
=
208 brw_compute_barycentric_interp_modes(brw
, key
->flat_shade
,
209 key
->persample_shading
,
212 program
= brw_wm_fs_emit(brw
, mem_ctx
, key
, &prog_data
,
213 &fp
->program
, prog
, &program_size
);
214 if (program
== NULL
) {
215 ralloc_free(mem_ctx
);
219 if (prog_data
.base
.total_scratch
) {
220 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
221 prog_data
.base
.total_scratch
* brw
->max_wm_threads
);
224 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
225 fprintf(stderr
, "\n");
227 brw_upload_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
228 key
, sizeof(struct brw_wm_prog_key
),
229 program
, program_size
,
230 &prog_data
, sizeof(prog_data
),
231 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
233 ralloc_free(mem_ctx
);
239 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
242 perf_debug(" %s %d->%d\n", name
, a
, b
);
250 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
251 const struct brw_sampler_prog_key_data
*old_key
,
252 const struct brw_sampler_prog_key_data
*key
)
256 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
257 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
258 old_key
->swizzles
[i
], key
->swizzles
[i
]);
260 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
261 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
262 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
263 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
264 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
265 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
266 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
267 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
273 brw_wm_debug_recompile(struct brw_context
*brw
,
274 struct gl_shader_program
*prog
,
275 const struct brw_wm_prog_key
*key
)
277 struct brw_cache_item
*c
= NULL
;
278 const struct brw_wm_prog_key
*old_key
= NULL
;
281 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
283 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
284 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
285 if (c
->cache_id
== BRW_CACHE_FS_PROG
) {
288 if (old_key
->program_string_id
== key
->program_string_id
)
297 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
301 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
303 old_key
->iz_lookup
, key
->iz_lookup
);
304 found
|= key_debug(brw
, "depth statistics",
305 old_key
->stats_wm
, key
->stats_wm
);
306 found
|= key_debug(brw
, "flat shading",
307 old_key
->flat_shade
, key
->flat_shade
);
308 found
|= key_debug(brw
, "per-sample shading",
309 old_key
->persample_shading
, key
->persample_shading
);
310 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
311 old_key
->persample_2x
, key
->persample_2x
);
312 found
|= key_debug(brw
, "number of color buffers",
313 old_key
->nr_color_regions
, key
->nr_color_regions
);
314 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
315 old_key
->replicate_alpha
, key
->replicate_alpha
);
316 found
|= key_debug(brw
, "rendering to FBO",
317 old_key
->render_to_fbo
, key
->render_to_fbo
);
318 found
|= key_debug(brw
, "fragment color clamping",
319 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
320 found
|= key_debug(brw
, "line smoothing",
321 old_key
->line_aa
, key
->line_aa
);
322 found
|= key_debug(brw
, "renderbuffer height",
323 old_key
->drawable_height
, key
->drawable_height
);
324 found
|= key_debug(brw
, "input slots valid",
325 old_key
->input_slots_valid
, key
->input_slots_valid
);
326 found
|= key_debug(brw
, "mrt alpha test function",
327 old_key
->alpha_test_func
, key
->alpha_test_func
);
328 found
|= key_debug(brw
, "mrt alpha test reference value",
329 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
331 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
334 perf_debug(" Something else\n");
339 gen6_gather_workaround(GLenum internalformat
)
341 switch (internalformat
) {
342 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
343 case GL_R8UI
: return WA_8BIT
;
344 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
345 case GL_R16UI
: return WA_16BIT
;
346 /* note that even though GL_R32I and GL_R32UI have format overrides
347 * in the surface state, there is no shader w/a required */
353 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
354 const struct gl_program
*prog
,
355 unsigned sampler_count
,
356 struct brw_sampler_prog_key_data
*key
)
358 struct brw_context
*brw
= brw_context(ctx
);
360 for (int s
= 0; s
< sampler_count
; s
++) {
361 key
->swizzles
[s
] = SWIZZLE_NOOP
;
363 if (!(prog
->SamplersUsed
& (1 << s
)))
366 int unit_id
= prog
->SamplerUnits
[s
];
367 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
369 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
370 const struct gl_texture_object
*t
= unit
->_Current
;
371 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
372 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
374 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
375 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
376 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
378 /* Haswell handles texture swizzling as surface format overrides
379 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
381 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
382 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
385 sampler
->MinFilter
!= GL_NEAREST
&&
386 sampler
->MagFilter
!= GL_NEAREST
) {
387 if (sampler
->WrapS
== GL_CLAMP
)
388 key
->gl_clamp_mask
[0] |= 1 << s
;
389 if (sampler
->WrapT
== GL_CLAMP
)
390 key
->gl_clamp_mask
[1] |= 1 << s
;
391 if (sampler
->WrapR
== GL_CLAMP
)
392 key
->gl_clamp_mask
[2] |= 1 << s
;
395 /* gather4's channel select for green from RG32F is broken;
396 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
397 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
398 if (img
->InternalFormat
== GL_RG32F
)
399 key
->gather_channel_quirk_mask
|= 1 << s
;
402 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
403 * UNORM/FLOAT instead and fix it in the shader.
405 if (brw
->gen
== 6 && prog
->UsesGather
) {
406 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
409 /* If this is a multisample sampler, and uses the CMS MSAA layout,
410 * then we need to emit slightly different code to first sample the
413 struct intel_texture_object
*intel_tex
=
414 intel_texture_object((struct gl_texture_object
*)t
);
417 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
418 key
->compressed_multisample_layout_mask
|= 1 << s
;
424 static void brw_wm_populate_key( struct brw_context
*brw
,
425 struct brw_wm_prog_key
*key
)
427 struct gl_context
*ctx
= &brw
->ctx
;
428 /* BRW_NEW_FRAGMENT_PROGRAM */
429 const struct brw_fragment_program
*fp
=
430 (struct brw_fragment_program
*)brw
->fragment_program
;
431 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
434 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
435 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
437 memset(key
, 0, sizeof(*key
));
439 /* Build the index for table lookup
443 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
444 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
446 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
447 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
451 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
453 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
454 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
456 /* _NEW_STENCIL | _NEW_BUFFERS */
457 if (ctx
->Stencil
._Enabled
) {
458 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
460 if (ctx
->Stencil
.WriteMask
[0] ||
461 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
462 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
464 key
->iz_lookup
= lookup
;
469 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
470 if (ctx
->Line
.SmoothFlag
) {
471 if (brw
->reduced_primitive
== GL_LINES
) {
474 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
475 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
476 line_aa
= AA_SOMETIMES
;
478 if (ctx
->Polygon
.BackMode
== GL_LINE
||
479 (ctx
->Polygon
.CullFlag
&&
480 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
483 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
484 line_aa
= AA_SOMETIMES
;
486 if ((ctx
->Polygon
.CullFlag
&&
487 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
493 key
->line_aa
= line_aa
;
496 key
->high_quality_derivatives
=
497 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
500 key
->stats_wm
= brw
->stats_wm
;
503 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
505 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
506 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
509 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
514 * Include the draw buffer origin and height so that we can calculate
515 * fragment position values relative to the bottom left of the drawable,
516 * from the incoming screen origin relative position we get as part of our
519 * This is only needed for the WM_WPOSXY opcode when the fragment program
520 * uses the gl_FragCoord input.
522 * We could avoid recompiling by including this as a constant referenced by
523 * our program, but if we were to do that it would also be nice to handle
524 * getting that constant updated at batchbuffer submit time (when we
525 * hold the lock and know where the buffer really is) rather than at emit
526 * time when we don't hold the lock and are just guessing. We could also
527 * just avoid using this as key data if the program doesn't use
530 * For DRI2 the origin_x/y will always be (0,0) but we still need the
531 * drawable height in order to invert the Y axis.
533 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
534 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
537 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
538 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
542 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
544 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
545 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
546 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
548 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
549 /* Ignore sample qualifier while computing this flag. */
550 key
->persample_shading
=
551 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
552 if (key
->persample_shading
)
553 key
->persample_2x
= ctx
->DrawBuffer
->Visual
.samples
== 2;
555 key
->compute_pos_offset
=
556 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
557 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
559 key
->compute_sample_id
=
561 ctx
->Multisample
.Enabled
&&
562 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
564 /* BRW_NEW_VUE_MAP_GEOM_OUT */
565 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
566 BRW_FS_VARYING_INPUT_MASK
) > 16)
567 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
570 /* _NEW_COLOR | _NEW_BUFFERS */
571 /* Pre-gen6, the hardware alpha test always used each render
572 * target's alpha to do alpha test, as opposed to render target 0's alpha
573 * like GL requires. Fix that by building the alpha test into the
574 * shader, and we'll skip enabling the fixed function alpha test.
576 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
577 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
578 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
581 /* The unique fragment program ID */
582 key
->program_string_id
= fp
->id
;
586 brw_upload_wm_prog(struct brw_context
*brw
)
588 struct gl_context
*ctx
= &brw
->ctx
;
589 struct brw_wm_prog_key key
;
590 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
591 brw
->fragment_program
;
593 if (!brw_state_dirty(brw
,
605 BRW_NEW_FRAGMENT_PROGRAM
|
606 BRW_NEW_REDUCED_PRIMITIVE
|
608 BRW_NEW_VUE_MAP_GEOM_OUT
))
611 brw_wm_populate_key(brw
, &key
);
613 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
615 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
616 bool success
= do_wm_prog(brw
, ctx
->_Shader
->_CurrentFragmentProgram
, fp
,
621 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;