d5841f38b2eeba16039a954e320aab84386248f4
[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 #include "brw_context.h"
27 #include "brw_wm.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"
38 #include "brw_nir.h"
39 #include "brw_program.h"
40
41 #include "util/ralloc.h"
42
43 static void
44 assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
45 const struct gl_shader_program *shader_prog,
46 const struct gl_program *prog,
47 const struct brw_wm_prog_key *key,
48 struct brw_wm_prog_data *prog_data)
49 {
50 uint32_t next_binding_table_offset = 0;
51
52 /* If there are no color regions, we still perform an FB write to a null
53 * renderbuffer, which we place at surface index 0.
54 */
55 prog_data->binding_table.render_target_start = next_binding_table_offset;
56 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
57
58 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
59 shader_prog, prog, &prog_data->base,
60 next_binding_table_offset);
61 }
62
63 /**
64 * All Mesa program -> GPU code generation goes through this function.
65 * Depending on the instructions used (i.e. flow control instructions)
66 * we'll use one of two code generators.
67 */
68 bool
69 brw_codegen_wm_prog(struct brw_context *brw,
70 struct gl_shader_program *prog,
71 struct brw_fragment_program *fp,
72 struct brw_wm_prog_key *key)
73 {
74 struct gl_context *ctx = &brw->ctx;
75 void *mem_ctx = ralloc_context(NULL);
76 struct brw_wm_prog_data prog_data;
77 const GLuint *program;
78 struct brw_shader *fs = NULL;
79 GLuint program_size;
80 bool start_busy = false;
81 double start_time = 0;
82
83 if (prog)
84 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
85
86 memset(&prog_data, 0, sizeof(prog_data));
87
88 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
89 if (!prog)
90 prog_data.base.use_alt_mode = true;
91
92 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
93 &fp->program.Base, key, &prog_data);
94
95 /* Allocate the references to the uniforms that will end up in the
96 * prog_data associated with the compiled program, and which will be freed
97 * by the state cache.
98 */
99 int param_count = fp->program.Base.nir->num_uniforms;
100 if (fs)
101 prog_data.base.nr_image_params = fs->base.NumImages;
102 /* The backend also sometimes adds params for texture size. */
103 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
104 prog_data.base.param =
105 rzalloc_array(NULL, const gl_constant_value *, param_count);
106 prog_data.base.pull_param =
107 rzalloc_array(NULL, const gl_constant_value *, param_count);
108 prog_data.base.image_param =
109 rzalloc_array(NULL, struct brw_image_param,
110 prog_data.base.nr_image_params);
111 prog_data.base.nr_params = param_count;
112
113 if (prog) {
114 brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
115 &prog_data.base, true);
116 } else {
117 brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
118 &prog_data.base);
119 }
120
121 if (unlikely(brw->perf_debug)) {
122 start_busy = (brw->batch.last_bo &&
123 drm_intel_bo_busy(brw->batch.last_bo));
124 start_time = get_time();
125 }
126
127 if (unlikely(INTEL_DEBUG & DEBUG_WM))
128 brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
129
130 int st_index8 = -1, st_index16 = -1;
131 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
132 st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
133 st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
134 }
135
136 char *error_str = NULL;
137 program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
138 key, &prog_data, fp->program.Base.nir,
139 &fp->program.Base, st_index8, st_index16,
140 true, brw->use_rep_send,
141 &program_size, &error_str);
142 if (program == NULL) {
143 if (prog) {
144 prog->LinkStatus = false;
145 ralloc_strcat(&prog->InfoLog, error_str);
146 }
147
148 _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
149
150 ralloc_free(mem_ctx);
151 return false;
152 }
153
154 if (unlikely(brw->perf_debug) && fs) {
155 if (fs->compiled_once)
156 brw_wm_debug_recompile(brw, prog, key);
157 fs->compiled_once = true;
158
159 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
160 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
161 (get_time() - start_time) * 1000);
162 }
163 }
164
165 if (prog_data.base.total_scratch) {
166 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
167 prog_data.base.total_scratch * brw->max_wm_threads);
168 }
169
170 if (unlikely(INTEL_DEBUG & DEBUG_WM))
171 fprintf(stderr, "\n");
172
173 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
174 key, sizeof(struct brw_wm_prog_key),
175 program, program_size,
176 &prog_data, sizeof(prog_data),
177 &brw->wm.base.prog_offset, &brw->wm.prog_data);
178
179 ralloc_free(mem_ctx);
180
181 return true;
182 }
183
184 bool
185 brw_debug_recompile_sampler_key(struct brw_context *brw,
186 const struct brw_sampler_prog_key_data *old_key,
187 const struct brw_sampler_prog_key_data *key)
188 {
189 bool found = false;
190
191 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
192 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
193 old_key->swizzles[i], key->swizzles[i]);
194 }
195 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
196 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
197 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
198 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
199 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
200 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
201 found |= key_debug(brw, "gather channel quirk on any texture unit",
202 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
203 found |= key_debug(brw, "compressed multisample layout",
204 old_key->compressed_multisample_layout_mask,
205 key->compressed_multisample_layout_mask);
206 found |= key_debug(brw, "16x msaa",
207 old_key->msaa_16,
208 key->msaa_16);
209
210 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
211 found |= key_debug(brw, "textureGather workarounds",
212 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
213 }
214
215 return found;
216 }
217
218 void
219 brw_wm_debug_recompile(struct brw_context *brw,
220 struct gl_shader_program *prog,
221 const struct brw_wm_prog_key *key)
222 {
223 struct brw_cache_item *c = NULL;
224 const struct brw_wm_prog_key *old_key = NULL;
225 bool found = false;
226
227 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
228
229 for (unsigned int i = 0; i < brw->cache.size; i++) {
230 for (c = brw->cache.items[i]; c; c = c->next) {
231 if (c->cache_id == BRW_CACHE_FS_PROG) {
232 old_key = c->key;
233
234 if (old_key->program_string_id == key->program_string_id)
235 break;
236 }
237 }
238 if (c)
239 break;
240 }
241
242 if (!c) {
243 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
244 return;
245 }
246
247 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
248 "depth write",
249 old_key->iz_lookup, key->iz_lookup);
250 found |= key_debug(brw, "depth statistics",
251 old_key->stats_wm, key->stats_wm);
252 found |= key_debug(brw, "flat shading",
253 old_key->flat_shade, key->flat_shade);
254 found |= key_debug(brw, "per-sample interpolation",
255 old_key->persample_interp, key->persample_interp);
256 found |= key_debug(brw, "number of color buffers",
257 old_key->nr_color_regions, key->nr_color_regions);
258 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
259 old_key->replicate_alpha, key->replicate_alpha);
260 found |= key_debug(brw, "rendering to FBO",
261 old_key->render_to_fbo, key->render_to_fbo);
262 found |= key_debug(brw, "fragment color clamping",
263 old_key->clamp_fragment_color, key->clamp_fragment_color);
264 found |= key_debug(brw, "multisampled FBO",
265 old_key->multisample_fbo, key->multisample_fbo);
266 found |= key_debug(brw, "line smoothing",
267 old_key->line_aa, key->line_aa);
268 found |= key_debug(brw, "renderbuffer height",
269 old_key->drawable_height, key->drawable_height);
270 found |= key_debug(brw, "input slots valid",
271 old_key->input_slots_valid, key->input_slots_valid);
272 found |= key_debug(brw, "mrt alpha test function",
273 old_key->alpha_test_func, key->alpha_test_func);
274 found |= key_debug(brw, "mrt alpha test reference value",
275 old_key->alpha_test_ref, key->alpha_test_ref);
276
277 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
278
279 if (!found) {
280 perf_debug(" Something else\n");
281 }
282 }
283
284 static uint8_t
285 gen6_gather_workaround(GLenum internalformat)
286 {
287 switch (internalformat) {
288 case GL_R8I: return WA_SIGN | WA_8BIT;
289 case GL_R8UI: return WA_8BIT;
290 case GL_R16I: return WA_SIGN | WA_16BIT;
291 case GL_R16UI: return WA_16BIT;
292 default:
293 /* Note that even though GL_R32I and GL_R32UI have format overrides in
294 * the surface state, there is no shader w/a required.
295 */
296 return 0;
297 }
298 }
299
300 void
301 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
302 const struct gl_program *prog,
303 unsigned sampler_count,
304 struct brw_sampler_prog_key_data *key)
305 {
306 struct brw_context *brw = brw_context(ctx);
307
308 for (int s = 0; s < sampler_count; s++) {
309 key->swizzles[s] = SWIZZLE_NOOP;
310
311 if (!(prog->SamplersUsed & (1 << s)))
312 continue;
313
314 int unit_id = prog->SamplerUnits[s];
315 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
316
317 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
318 const struct gl_texture_object *t = unit->_Current;
319 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
320 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
321
322 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
323 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
324 img->_BaseFormat == GL_DEPTH_STENCIL);
325
326 /* Haswell handles texture swizzling as surface format overrides
327 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
328 */
329 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
330 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
331
332 if (brw->gen < 8 &&
333 sampler->MinFilter != GL_NEAREST &&
334 sampler->MagFilter != GL_NEAREST) {
335 if (sampler->WrapS == GL_CLAMP)
336 key->gl_clamp_mask[0] |= 1 << s;
337 if (sampler->WrapT == GL_CLAMP)
338 key->gl_clamp_mask[1] |= 1 << s;
339 if (sampler->WrapR == GL_CLAMP)
340 key->gl_clamp_mask[2] |= 1 << s;
341 }
342
343 /* gather4's channel select for green from RG32F is broken; requires
344 * a shader w/a on IVB; fixable with just SCS on HSW.
345 */
346 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
347 if (img->InternalFormat == GL_RG32F)
348 key->gather_channel_quirk_mask |= 1 << s;
349 }
350
351 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
352 * UNORM/FLOAT instead and fix it in the shader.
353 */
354 if (brw->gen == 6 && prog->UsesGather) {
355 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
356 }
357
358 /* If this is a multisample sampler, and uses the CMS MSAA layout,
359 * then we need to emit slightly different code to first sample the
360 * MCS surface.
361 */
362 struct intel_texture_object *intel_tex =
363 intel_texture_object((struct gl_texture_object *)t);
364
365 /* From gen9 onwards some single sampled buffers can also be
366 * compressed. These don't need ld2dms sampling along with mcs fetch.
367 */
368 if (brw->gen >= 7 &&
369 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
370 intel_tex->mt->num_samples > 1) {
371 key->compressed_multisample_layout_mask |= 1 << s;
372
373 if (intel_tex->mt->num_samples >= 16) {
374 assert(brw->gen >= 9);
375 key->msaa_16 |= 1 << s;
376 }
377 }
378 }
379 }
380 }
381
382 static bool
383 brw_wm_state_dirty(const struct brw_context *brw)
384 {
385 return brw_state_dirty(brw,
386 _NEW_BUFFERS |
387 _NEW_COLOR |
388 _NEW_DEPTH |
389 _NEW_FRAG_CLAMP |
390 _NEW_HINT |
391 _NEW_LIGHT |
392 _NEW_LINE |
393 _NEW_MULTISAMPLE |
394 _NEW_POLYGON |
395 _NEW_STENCIL |
396 _NEW_TEXTURE,
397 BRW_NEW_FRAGMENT_PROGRAM |
398 BRW_NEW_REDUCED_PRIMITIVE |
399 BRW_NEW_STATS_WM |
400 BRW_NEW_VUE_MAP_GEOM_OUT);
401 }
402
403 static void
404 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
405 {
406 struct gl_context *ctx = &brw->ctx;
407 /* BRW_NEW_FRAGMENT_PROGRAM */
408 const struct brw_fragment_program *fp =
409 (struct brw_fragment_program *) brw->fragment_program;
410 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
411 GLuint lookup = 0;
412 GLuint line_aa;
413 bool program_uses_dfdy = fp->program.UsesDFdy;
414
415 memset(key, 0, sizeof(*key));
416
417 /* Build the index for table lookup
418 */
419 if (brw->gen < 6) {
420 /* _NEW_COLOR */
421 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
422 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
423
424 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
425 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
426
427 /* _NEW_DEPTH */
428 if (ctx->Depth.Test)
429 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
430
431 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
432 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
433
434 /* _NEW_STENCIL | _NEW_BUFFERS */
435 if (ctx->Stencil._Enabled) {
436 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
437
438 if (ctx->Stencil.WriteMask[0] ||
439 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
440 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
441 }
442 key->iz_lookup = lookup;
443 }
444
445 line_aa = AA_NEVER;
446
447 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
448 if (ctx->Line.SmoothFlag) {
449 if (brw->reduced_primitive == GL_LINES) {
450 line_aa = AA_ALWAYS;
451 }
452 else if (brw->reduced_primitive == GL_TRIANGLES) {
453 if (ctx->Polygon.FrontMode == GL_LINE) {
454 line_aa = AA_SOMETIMES;
455
456 if (ctx->Polygon.BackMode == GL_LINE ||
457 (ctx->Polygon.CullFlag &&
458 ctx->Polygon.CullFaceMode == GL_BACK))
459 line_aa = AA_ALWAYS;
460 }
461 else if (ctx->Polygon.BackMode == GL_LINE) {
462 line_aa = AA_SOMETIMES;
463
464 if ((ctx->Polygon.CullFlag &&
465 ctx->Polygon.CullFaceMode == GL_FRONT))
466 line_aa = AA_ALWAYS;
467 }
468 }
469 }
470
471 key->line_aa = line_aa;
472
473 /* _NEW_HINT */
474 key->high_quality_derivatives =
475 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
476
477 if (brw->gen < 6)
478 key->stats_wm = brw->stats_wm;
479
480 /* _NEW_LIGHT */
481 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
482
483 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
484 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
485
486 /* _NEW_TEXTURE */
487 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
488 &key->tex);
489
490 /* _NEW_BUFFERS */
491 /*
492 * Include the draw buffer origin and height so that we can calculate
493 * fragment position values relative to the bottom left of the drawable,
494 * from the incoming screen origin relative position we get as part of our
495 * payload.
496 *
497 * This is only needed for the WM_WPOSXY opcode when the fragment program
498 * uses the gl_FragCoord input.
499 *
500 * We could avoid recompiling by including this as a constant referenced by
501 * our program, but if we were to do that it would also be nice to handle
502 * getting that constant updated at batchbuffer submit time (when we
503 * hold the lock and know where the buffer really is) rather than at emit
504 * time when we don't hold the lock and are just guessing. We could also
505 * just avoid using this as key data if the program doesn't use
506 * fragment.position.
507 *
508 * For DRI2 the origin_x/y will always be (0,0) but we still need the
509 * drawable height in order to invert the Y axis.
510 */
511 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
512 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
513 }
514
515 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) ||
516 program_uses_dfdy || prog->nir->info.uses_interp_var_at_offset) {
517 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
518 }
519
520 /* _NEW_BUFFERS */
521 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
522
523 /* _NEW_COLOR */
524 key->force_dual_color_blend = brw->dual_color_blend_by_location &&
525 (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
526
527 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
528 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
529 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
530
531 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
532 /* Ignore sample qualifier while computing this flag. */
533 if (ctx->Multisample.Enabled) {
534 key->persample_interp =
535 ctx->Multisample.SampleShading &&
536 (ctx->Multisample.MinSampleShadingValue *
537 _mesa_geometric_samples(ctx->DrawBuffer) > 1);
538
539 key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
540 }
541
542 /* BRW_NEW_VUE_MAP_GEOM_OUT */
543 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
544 BRW_FS_VARYING_INPUT_MASK) > 16)
545 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
546
547
548 /* _NEW_COLOR | _NEW_BUFFERS */
549 /* Pre-gen6, the hardware alpha test always used each render
550 * target's alpha to do alpha test, as opposed to render target 0's alpha
551 * like GL requires. Fix that by building the alpha test into the
552 * shader, and we'll skip enabling the fixed function alpha test.
553 */
554 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
555 ctx->Color.AlphaEnabled) {
556 key->alpha_test_func = ctx->Color.AlphaFunc;
557 key->alpha_test_ref = ctx->Color.AlphaRef;
558 }
559
560 /* The unique fragment program ID */
561 key->program_string_id = fp->id;
562 }
563
564 void
565 brw_upload_wm_prog(struct brw_context *brw)
566 {
567 struct gl_context *ctx = &brw->ctx;
568 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
569 struct brw_wm_prog_key key;
570 struct brw_fragment_program *fp = (struct brw_fragment_program *)
571 brw->fragment_program;
572
573 if (!brw_wm_state_dirty(brw))
574 return;
575
576 brw_wm_populate_key(brw, &key);
577
578 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
579 &key, sizeof(key),
580 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
581 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
582 (void) success;
583 assert(success);
584 }
585 brw->wm.base.prog_data = &brw->wm.prog_data->base;
586 }
587
588 bool
589 brw_fs_precompile(struct gl_context *ctx,
590 struct gl_shader_program *shader_prog,
591 struct gl_program *prog)
592 {
593 struct brw_context *brw = brw_context(ctx);
594 struct brw_wm_prog_key key;
595
596 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
597 struct brw_fragment_program *bfp = brw_fragment_program(fp);
598 bool program_uses_dfdy = fp->UsesDFdy;
599
600 memset(&key, 0, sizeof(key));
601
602 if (brw->gen < 6) {
603 if (fp->UsesKill)
604 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
605
606 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
607 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
608
609 /* Just assume depth testing. */
610 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
611 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
612 }
613
614 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
615 BRW_FS_VARYING_INPUT_MASK) > 16)
616 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
617
618 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
619
620 if (fp->Base.InputsRead & VARYING_BIT_POS) {
621 key.drawable_height = ctx->DrawBuffer->Height;
622 }
623
624 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
625 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
626 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
627
628 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
629 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
630 key.nr_color_regions > 1;
631 }
632
633 key.program_string_id = bfp->id;
634
635 uint32_t old_prog_offset = brw->wm.base.prog_offset;
636 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
637
638 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
639
640 brw->wm.base.prog_offset = old_prog_offset;
641 brw->wm.prog_data = old_prog_data;
642
643 return success;
644 }