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 #include "brw_context.h"
28 #include "brw_state.h"
29 #include "brw_shader.h"
30 #include "main/enums.h"
31 #include "main/formats.h"
32 #include "main/fbobject.h"
33 #include "main/samplerobj.h"
34 #include "main/framebuffer.h"
35 #include "program/prog_parameter.h"
36 #include "program/program.h"
37 #include "intel_mipmap_tree.h"
40 #include "util/ralloc.h"
43 * Return a bitfield where bit n is set if barycentric interpolation mode n
44 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
47 brw_compute_barycentric_interp_modes(const struct brw_device_info
*devinfo
,
48 bool shade_model_flat
,
49 bool persample_shading
,
52 unsigned barycentric_interp_modes
= 0;
54 nir_foreach_variable(var
, &shader
->inputs
) {
55 enum glsl_interp_qualifier interp_qualifier
= var
->data
.interpolation
;
56 bool is_centroid
= var
->data
.centroid
&& !persample_shading
;
57 bool is_sample
= var
->data
.sample
|| persample_shading
;
58 bool is_gl_Color
= (var
->data
.location
== VARYING_SLOT_COL0
) ||
59 (var
->data
.location
== VARYING_SLOT_COL1
);
61 /* Ignore WPOS and FACE, because they don't require interpolation. */
62 if (var
->data
.location
== VARYING_SLOT_POS
||
63 var
->data
.location
== VARYING_SLOT_FACE
)
66 /* Determine the set (or sets) of barycentric coordinates needed to
67 * interpolate this variable. Note that when
68 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
69 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
70 * for lit pixels, so we need both sets of barycentric coordinates.
72 if (interp_qualifier
== INTERP_QUALIFIER_NOPERSPECTIVE
) {
74 barycentric_interp_modes
|=
75 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC
;
76 } else if (is_sample
) {
77 barycentric_interp_modes
|=
78 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC
;
80 if ((!is_centroid
&& !is_sample
) ||
81 devinfo
->needs_unlit_centroid_workaround
) {
82 barycentric_interp_modes
|=
83 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC
;
85 } else if (interp_qualifier
== INTERP_QUALIFIER_SMOOTH
||
86 (!(shade_model_flat
&& is_gl_Color
) &&
87 interp_qualifier
== INTERP_QUALIFIER_NONE
)) {
89 barycentric_interp_modes
|=
90 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC
;
91 } else if (is_sample
) {
92 barycentric_interp_modes
|=
93 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC
;
95 if ((!is_centroid
&& !is_sample
) ||
96 devinfo
->needs_unlit_centroid_workaround
) {
97 barycentric_interp_modes
|=
98 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC
;
103 return barycentric_interp_modes
;
107 computed_depth_mode(struct gl_fragment_program
*fp
)
109 if (fp
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
110 switch (fp
->FragDepthLayout
) {
111 case FRAG_DEPTH_LAYOUT_NONE
:
112 case FRAG_DEPTH_LAYOUT_ANY
:
113 return BRW_PSCDEPTH_ON
;
114 case FRAG_DEPTH_LAYOUT_GREATER
:
115 return BRW_PSCDEPTH_ON_GE
;
116 case FRAG_DEPTH_LAYOUT_LESS
:
117 return BRW_PSCDEPTH_ON_LE
;
118 case FRAG_DEPTH_LAYOUT_UNCHANGED
:
119 return BRW_PSCDEPTH_OFF
;
122 return BRW_PSCDEPTH_OFF
;
126 assign_fs_binding_table_offsets(const struct brw_device_info
*devinfo
,
127 const struct gl_shader_program
*shader_prog
,
128 const struct gl_program
*prog
,
129 const struct brw_wm_prog_key
*key
,
130 struct brw_wm_prog_data
*prog_data
)
132 uint32_t next_binding_table_offset
= 0;
134 /* If there are no color regions, we still perform an FB write to a null
135 * renderbuffer, which we place at surface index 0.
137 prog_data
->binding_table
.render_target_start
= next_binding_table_offset
;
138 next_binding_table_offset
+= MAX2(key
->nr_color_regions
, 1);
140 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT
, devinfo
,
141 shader_prog
, prog
, &prog_data
->base
,
142 next_binding_table_offset
);
146 * All Mesa program -> GPU code generation goes through this function.
147 * Depending on the instructions used (i.e. flow control instructions)
148 * we'll use one of two code generators.
151 brw_codegen_wm_prog(struct brw_context
*brw
,
152 struct gl_shader_program
*prog
,
153 struct brw_fragment_program
*fp
,
154 struct brw_wm_prog_key
*key
)
156 struct gl_context
*ctx
= &brw
->ctx
;
157 void *mem_ctx
= ralloc_context(NULL
);
158 struct brw_wm_prog_data prog_data
;
159 const GLuint
*program
;
160 struct brw_shader
*fs
= NULL
;
162 bool start_busy
= false;
163 double start_time
= 0;
166 fs
= (struct brw_shader
*)prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
168 memset(&prog_data
, 0, sizeof(prog_data
));
169 /* key->alpha_test_func means simulating alpha testing via discards,
170 * so the shader definitely kills pixels.
172 prog_data
.uses_kill
= fp
->program
.UsesKill
|| key
->alpha_test_func
;
173 prog_data
.uses_omask
=
174 fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK
);
175 prog_data
.computed_depth_mode
= computed_depth_mode(&fp
->program
);
177 prog_data
.early_fragment_tests
= fs
&& fs
->base
.EarlyFragmentTests
;
179 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
181 prog_data
.base
.use_alt_mode
= true;
183 assign_fs_binding_table_offsets(brw
->intelScreen
->devinfo
, prog
,
184 &fp
->program
.Base
, key
, &prog_data
);
186 /* Allocate the references to the uniforms that will end up in the
187 * prog_data associated with the compiled program, and which will be freed
188 * by the state cache.
190 int param_count
= fp
->program
.Base
.nir
->num_uniforms
;
192 prog_data
.base
.nr_image_params
= fs
->base
.NumImages
;
193 /* The backend also sometimes adds params for texture size. */
194 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
195 prog_data
.base
.param
=
196 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
197 prog_data
.base
.pull_param
=
198 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
199 prog_data
.base
.image_param
=
200 rzalloc_array(NULL
, struct brw_image_param
,
201 prog_data
.base
.nr_image_params
);
202 prog_data
.base
.nr_params
= param_count
;
205 brw_nir_setup_glsl_uniforms(fp
->program
.Base
.nir
, prog
, &fp
->program
.Base
,
206 &prog_data
.base
, true);
208 brw_nir_setup_arb_uniforms(fp
->program
.Base
.nir
, &fp
->program
.Base
,
212 prog_data
.barycentric_interp_modes
=
213 brw_compute_barycentric_interp_modes(brw
->intelScreen
->devinfo
,
215 key
->persample_shading
,
216 fp
->program
.Base
.nir
);
218 if (unlikely(brw
->perf_debug
)) {
219 start_busy
= (brw
->batch
.last_bo
&&
220 drm_intel_bo_busy(brw
->batch
.last_bo
));
221 start_time
= get_time();
224 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
225 brw_dump_ir("fragment", prog
, fs
? &fs
->base
: NULL
, &fp
->program
.Base
);
227 int st_index8
= -1, st_index16
= -1;
228 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
) {
229 st_index8
= brw_get_shader_time_index(brw
, prog
, &fp
->program
.Base
, ST_FS8
);
230 st_index16
= brw_get_shader_time_index(brw
, prog
, &fp
->program
.Base
, ST_FS16
);
233 char *error_str
= NULL
;
234 program
= brw_wm_fs_emit(brw
->intelScreen
->compiler
, brw
, mem_ctx
,
235 key
, &prog_data
, fp
->program
.Base
.nir
,
236 &fp
->program
.Base
, st_index8
, st_index16
,
237 brw
->use_rep_send
, &program_size
, &error_str
);
238 if (program
== NULL
) {
240 prog
->LinkStatus
= false;
241 ralloc_strcat(&prog
->InfoLog
, error_str
);
244 _mesa_problem(NULL
, "Failed to compile fragment shader: %s\n", error_str
);
246 ralloc_free(mem_ctx
);
250 if (unlikely(brw
->perf_debug
) && fs
) {
251 if (fs
->compiled_once
)
252 brw_wm_debug_recompile(brw
, prog
, key
);
253 fs
->compiled_once
= true;
255 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
256 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
257 (get_time() - start_time
) * 1000);
261 if (prog_data
.base
.total_scratch
) {
262 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
263 prog_data
.base
.total_scratch
* brw
->max_wm_threads
);
266 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
267 fprintf(stderr
, "\n");
269 brw_upload_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
270 key
, sizeof(struct brw_wm_prog_key
),
271 program
, program_size
,
272 &prog_data
, sizeof(prog_data
),
273 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
275 ralloc_free(mem_ctx
);
281 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
284 perf_debug(" %s %d->%d\n", name
, a
, b
);
292 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
293 const struct brw_sampler_prog_key_data
*old_key
,
294 const struct brw_sampler_prog_key_data
*key
)
298 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
299 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
300 old_key
->swizzles
[i
], key
->swizzles
[i
]);
302 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
303 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
304 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
305 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
306 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
307 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
308 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
309 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
310 found
|= key_debug(brw
, "compressed multisample layout",
311 old_key
->compressed_multisample_layout_mask
,
312 key
->compressed_multisample_layout_mask
);
314 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
315 found
|= key_debug(brw
, "textureGather workarounds",
316 old_key
->gen6_gather_wa
[i
], key
->gen6_gather_wa
[i
]);
323 brw_wm_debug_recompile(struct brw_context
*brw
,
324 struct gl_shader_program
*prog
,
325 const struct brw_wm_prog_key
*key
)
327 struct brw_cache_item
*c
= NULL
;
328 const struct brw_wm_prog_key
*old_key
= NULL
;
331 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
333 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
334 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
335 if (c
->cache_id
== BRW_CACHE_FS_PROG
) {
338 if (old_key
->program_string_id
== key
->program_string_id
)
347 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
351 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
353 old_key
->iz_lookup
, key
->iz_lookup
);
354 found
|= key_debug(brw
, "depth statistics",
355 old_key
->stats_wm
, key
->stats_wm
);
356 found
|= key_debug(brw
, "flat shading",
357 old_key
->flat_shade
, key
->flat_shade
);
358 found
|= key_debug(brw
, "per-sample shading",
359 old_key
->persample_shading
, key
->persample_shading
);
360 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
361 old_key
->persample_2x
, key
->persample_2x
);
362 found
|= key_debug(brw
, "number of color buffers",
363 old_key
->nr_color_regions
, key
->nr_color_regions
);
364 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
365 old_key
->replicate_alpha
, key
->replicate_alpha
);
366 found
|= key_debug(brw
, "rendering to FBO",
367 old_key
->render_to_fbo
, key
->render_to_fbo
);
368 found
|= key_debug(brw
, "fragment color clamping",
369 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
370 found
|= key_debug(brw
, "line smoothing",
371 old_key
->line_aa
, key
->line_aa
);
372 found
|= key_debug(brw
, "renderbuffer height",
373 old_key
->drawable_height
, key
->drawable_height
);
374 found
|= key_debug(brw
, "input slots valid",
375 old_key
->input_slots_valid
, key
->input_slots_valid
);
376 found
|= key_debug(brw
, "mrt alpha test function",
377 old_key
->alpha_test_func
, key
->alpha_test_func
);
378 found
|= key_debug(brw
, "mrt alpha test reference value",
379 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
381 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
384 perf_debug(" Something else\n");
389 gen6_gather_workaround(GLenum internalformat
)
391 switch (internalformat
) {
392 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
393 case GL_R8UI
: return WA_8BIT
;
394 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
395 case GL_R16UI
: return WA_16BIT
;
397 /* Note that even though GL_R32I and GL_R32UI have format overrides in
398 * the surface state, there is no shader w/a required.
405 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
406 const struct gl_program
*prog
,
407 unsigned sampler_count
,
408 struct brw_sampler_prog_key_data
*key
)
410 struct brw_context
*brw
= brw_context(ctx
);
412 for (int s
= 0; s
< sampler_count
; s
++) {
413 key
->swizzles
[s
] = SWIZZLE_NOOP
;
415 if (!(prog
->SamplersUsed
& (1 << s
)))
418 int unit_id
= prog
->SamplerUnits
[s
];
419 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
421 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
422 const struct gl_texture_object
*t
= unit
->_Current
;
423 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
424 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
426 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
427 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
428 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
430 /* Haswell handles texture swizzling as surface format overrides
431 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
433 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
434 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
437 sampler
->MinFilter
!= GL_NEAREST
&&
438 sampler
->MagFilter
!= GL_NEAREST
) {
439 if (sampler
->WrapS
== GL_CLAMP
)
440 key
->gl_clamp_mask
[0] |= 1 << s
;
441 if (sampler
->WrapT
== GL_CLAMP
)
442 key
->gl_clamp_mask
[1] |= 1 << s
;
443 if (sampler
->WrapR
== GL_CLAMP
)
444 key
->gl_clamp_mask
[2] |= 1 << s
;
447 /* gather4's channel select for green from RG32F is broken; requires
448 * a shader w/a on IVB; fixable with just SCS on HSW.
450 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
451 if (img
->InternalFormat
== GL_RG32F
)
452 key
->gather_channel_quirk_mask
|= 1 << s
;
455 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
456 * UNORM/FLOAT instead and fix it in the shader.
458 if (brw
->gen
== 6 && prog
->UsesGather
) {
459 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
462 /* If this is a multisample sampler, and uses the CMS MSAA layout,
463 * then we need to emit slightly different code to first sample the
466 struct intel_texture_object
*intel_tex
=
467 intel_texture_object((struct gl_texture_object
*)t
);
470 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
471 key
->compressed_multisample_layout_mask
|= 1 << s
;
478 brw_wm_state_dirty (struct brw_context
*brw
)
480 return brw_state_dirty(brw
,
492 BRW_NEW_FRAGMENT_PROGRAM
|
493 BRW_NEW_REDUCED_PRIMITIVE
|
495 BRW_NEW_VUE_MAP_GEOM_OUT
);
499 brw_wm_populate_key(struct brw_context
*brw
, struct brw_wm_prog_key
*key
)
501 struct gl_context
*ctx
= &brw
->ctx
;
502 /* BRW_NEW_FRAGMENT_PROGRAM */
503 const struct brw_fragment_program
*fp
=
504 (struct brw_fragment_program
*) brw
->fragment_program
;
505 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
508 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
509 const bool multisample_fbo
= _mesa_geometric_samples(ctx
->DrawBuffer
) > 1;
511 memset(key
, 0, sizeof(*key
));
513 /* Build the index for table lookup
517 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
518 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
520 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
521 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
525 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
527 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
528 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
530 /* _NEW_STENCIL | _NEW_BUFFERS */
531 if (ctx
->Stencil
._Enabled
) {
532 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
534 if (ctx
->Stencil
.WriteMask
[0] ||
535 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
536 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
538 key
->iz_lookup
= lookup
;
543 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
544 if (ctx
->Line
.SmoothFlag
) {
545 if (brw
->reduced_primitive
== GL_LINES
) {
548 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
549 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
550 line_aa
= AA_SOMETIMES
;
552 if (ctx
->Polygon
.BackMode
== GL_LINE
||
553 (ctx
->Polygon
.CullFlag
&&
554 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
557 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
558 line_aa
= AA_SOMETIMES
;
560 if ((ctx
->Polygon
.CullFlag
&&
561 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
567 key
->line_aa
= line_aa
;
570 key
->high_quality_derivatives
=
571 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
574 key
->stats_wm
= brw
->stats_wm
;
577 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
579 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
580 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
583 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
588 * Include the draw buffer origin and height so that we can calculate
589 * fragment position values relative to the bottom left of the drawable,
590 * from the incoming screen origin relative position we get as part of our
593 * This is only needed for the WM_WPOSXY opcode when the fragment program
594 * uses the gl_FragCoord input.
596 * We could avoid recompiling by including this as a constant referenced by
597 * our program, but if we were to do that it would also be nice to handle
598 * getting that constant updated at batchbuffer submit time (when we
599 * hold the lock and know where the buffer really is) rather than at emit
600 * time when we don't hold the lock and are just guessing. We could also
601 * just avoid using this as key data if the program doesn't use
604 * For DRI2 the origin_x/y will always be (0,0) but we still need the
605 * drawable height in order to invert the Y axis.
607 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
608 key
->drawable_height
= _mesa_geometric_height(ctx
->DrawBuffer
);
611 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
612 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
616 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
618 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
619 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
620 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
622 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
623 /* Ignore sample qualifier while computing this flag. */
624 key
->persample_shading
=
625 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
626 if (key
->persample_shading
)
627 key
->persample_2x
= _mesa_geometric_samples(ctx
->DrawBuffer
) == 2;
629 key
->compute_pos_offset
=
630 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
631 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
633 key
->compute_sample_id
=
635 ctx
->Multisample
.Enabled
&&
636 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
638 /* BRW_NEW_VUE_MAP_GEOM_OUT */
639 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
640 BRW_FS_VARYING_INPUT_MASK
) > 16)
641 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
644 /* _NEW_COLOR | _NEW_BUFFERS */
645 /* Pre-gen6, the hardware alpha test always used each render
646 * target's alpha to do alpha test, as opposed to render target 0's alpha
647 * like GL requires. Fix that by building the alpha test into the
648 * shader, and we'll skip enabling the fixed function alpha test.
650 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
651 ctx
->Color
.AlphaEnabled
) {
652 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
653 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
656 /* The unique fragment program ID */
657 key
->program_string_id
= fp
->id
;
661 brw_upload_wm_prog(struct brw_context
*brw
)
663 struct gl_context
*ctx
= &brw
->ctx
;
664 struct gl_shader_program
*current
= ctx
->_Shader
->_CurrentFragmentProgram
;
665 struct brw_wm_prog_key key
;
666 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
667 brw
->fragment_program
;
669 if (!brw_wm_state_dirty(brw
))
672 brw_wm_populate_key(brw
, &key
);
674 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
676 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
677 bool success
= brw_codegen_wm_prog(brw
, current
, fp
, &key
);
681 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
685 brw_fs_precompile(struct gl_context
*ctx
,
686 struct gl_shader_program
*shader_prog
,
687 struct gl_program
*prog
)
689 struct brw_context
*brw
= brw_context(ctx
);
690 struct brw_wm_prog_key key
;
692 struct gl_fragment_program
*fp
= (struct gl_fragment_program
*) prog
;
693 struct brw_fragment_program
*bfp
= brw_fragment_program(fp
);
694 bool program_uses_dfdy
= fp
->UsesDFdy
;
696 memset(&key
, 0, sizeof(key
));
700 key
.iz_lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
702 if (fp
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
703 key
.iz_lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
705 /* Just assume depth testing. */
706 key
.iz_lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
707 key
.iz_lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
710 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->Base
.InputsRead
&
711 BRW_FS_VARYING_INPUT_MASK
) > 16)
712 key
.input_slots_valid
= fp
->Base
.InputsRead
| VARYING_BIT_POS
;
714 brw_setup_tex_for_precompile(brw
, &key
.tex
, &fp
->Base
);
716 if (fp
->Base
.InputsRead
& VARYING_BIT_POS
) {
717 key
.drawable_height
= ctx
->DrawBuffer
->Height
;
720 key
.nr_color_regions
= _mesa_bitcount_64(fp
->Base
.OutputsWritten
&
721 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH
) |
722 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK
)));
724 if ((fp
->Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
725 key
.render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
) ||
726 key
.nr_color_regions
> 1;
729 key
.program_string_id
= bfp
->id
;
731 uint32_t old_prog_offset
= brw
->wm
.base
.prog_offset
;
732 struct brw_wm_prog_data
*old_prog_data
= brw
->wm
.prog_data
;
734 bool success
= brw_codegen_wm_prog(brw
, shader_prog
, bfp
, &key
);
736 brw
->wm
.base
.prog_offset
= old_prog_offset
;
737 brw
->wm
.prog_data
= old_prog_data
;