i965: Delete brw_wm_prog_key::render_to_fbo and drawable_height.
[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, "fragment color clamping",
261 old_key->clamp_fragment_color, key->clamp_fragment_color);
262 found |= key_debug(brw, "multisampled FBO",
263 old_key->multisample_fbo, key->multisample_fbo);
264 found |= key_debug(brw, "line smoothing",
265 old_key->line_aa, key->line_aa);
266 found |= key_debug(brw, "input slots valid",
267 old_key->input_slots_valid, key->input_slots_valid);
268 found |= key_debug(brw, "mrt alpha test function",
269 old_key->alpha_test_func, key->alpha_test_func);
270 found |= key_debug(brw, "mrt alpha test reference value",
271 old_key->alpha_test_ref, key->alpha_test_ref);
272
273 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
274
275 if (!found) {
276 perf_debug(" Something else\n");
277 }
278 }
279
280 static uint8_t
281 gen6_gather_workaround(GLenum internalformat)
282 {
283 switch (internalformat) {
284 case GL_R8I: return WA_SIGN | WA_8BIT;
285 case GL_R8UI: return WA_8BIT;
286 case GL_R16I: return WA_SIGN | WA_16BIT;
287 case GL_R16UI: return WA_16BIT;
288 default:
289 /* Note that even though GL_R32I and GL_R32UI have format overrides in
290 * the surface state, there is no shader w/a required.
291 */
292 return 0;
293 }
294 }
295
296 void
297 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
298 const struct gl_program *prog,
299 unsigned sampler_count,
300 struct brw_sampler_prog_key_data *key)
301 {
302 struct brw_context *brw = brw_context(ctx);
303
304 for (int s = 0; s < sampler_count; s++) {
305 key->swizzles[s] = SWIZZLE_NOOP;
306
307 if (!(prog->SamplersUsed & (1 << s)))
308 continue;
309
310 int unit_id = prog->SamplerUnits[s];
311 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
312
313 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
314 const struct gl_texture_object *t = unit->_Current;
315 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
316 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
317
318 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
319 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
320 img->_BaseFormat == GL_DEPTH_STENCIL);
321
322 /* Haswell handles texture swizzling as surface format overrides
323 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
324 */
325 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
326 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
327
328 if (brw->gen < 8 &&
329 sampler->MinFilter != GL_NEAREST &&
330 sampler->MagFilter != GL_NEAREST) {
331 if (sampler->WrapS == GL_CLAMP)
332 key->gl_clamp_mask[0] |= 1 << s;
333 if (sampler->WrapT == GL_CLAMP)
334 key->gl_clamp_mask[1] |= 1 << s;
335 if (sampler->WrapR == GL_CLAMP)
336 key->gl_clamp_mask[2] |= 1 << s;
337 }
338
339 /* gather4's channel select for green from RG32F is broken; requires
340 * a shader w/a on IVB; fixable with just SCS on HSW.
341 */
342 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
343 if (img->InternalFormat == GL_RG32F)
344 key->gather_channel_quirk_mask |= 1 << s;
345 }
346
347 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
348 * UNORM/FLOAT instead and fix it in the shader.
349 */
350 if (brw->gen == 6 && prog->UsesGather) {
351 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
352 }
353
354 /* If this is a multisample sampler, and uses the CMS MSAA layout,
355 * then we need to emit slightly different code to first sample the
356 * MCS surface.
357 */
358 struct intel_texture_object *intel_tex =
359 intel_texture_object((struct gl_texture_object *)t);
360
361 /* From gen9 onwards some single sampled buffers can also be
362 * compressed. These don't need ld2dms sampling along with mcs fetch.
363 */
364 if (brw->gen >= 7 &&
365 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
366 intel_tex->mt->num_samples > 1) {
367 key->compressed_multisample_layout_mask |= 1 << s;
368
369 if (intel_tex->mt->num_samples >= 16) {
370 assert(brw->gen >= 9);
371 key->msaa_16 |= 1 << s;
372 }
373 }
374 }
375 }
376 }
377
378 static bool
379 brw_wm_state_dirty(const struct brw_context *brw)
380 {
381 return brw_state_dirty(brw,
382 _NEW_BUFFERS |
383 _NEW_COLOR |
384 _NEW_DEPTH |
385 _NEW_FRAG_CLAMP |
386 _NEW_HINT |
387 _NEW_LIGHT |
388 _NEW_LINE |
389 _NEW_MULTISAMPLE |
390 _NEW_POLYGON |
391 _NEW_STENCIL |
392 _NEW_TEXTURE,
393 BRW_NEW_FRAGMENT_PROGRAM |
394 BRW_NEW_REDUCED_PRIMITIVE |
395 BRW_NEW_STATS_WM |
396 BRW_NEW_VUE_MAP_GEOM_OUT);
397 }
398
399 static void
400 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
401 {
402 struct gl_context *ctx = &brw->ctx;
403 /* BRW_NEW_FRAGMENT_PROGRAM */
404 const struct brw_fragment_program *fp =
405 (struct brw_fragment_program *) brw->fragment_program;
406 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
407 GLuint lookup = 0;
408 GLuint line_aa;
409
410 memset(key, 0, sizeof(*key));
411
412 /* Build the index for table lookup
413 */
414 if (brw->gen < 6) {
415 /* _NEW_COLOR */
416 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
417 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
418
419 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
420 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
421
422 /* _NEW_DEPTH */
423 if (ctx->Depth.Test)
424 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
425
426 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
427 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
428
429 /* _NEW_STENCIL | _NEW_BUFFERS */
430 if (ctx->Stencil._Enabled) {
431 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
432
433 if (ctx->Stencil.WriteMask[0] ||
434 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
435 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
436 }
437 key->iz_lookup = lookup;
438 }
439
440 line_aa = AA_NEVER;
441
442 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
443 if (ctx->Line.SmoothFlag) {
444 if (brw->reduced_primitive == GL_LINES) {
445 line_aa = AA_ALWAYS;
446 }
447 else if (brw->reduced_primitive == GL_TRIANGLES) {
448 if (ctx->Polygon.FrontMode == GL_LINE) {
449 line_aa = AA_SOMETIMES;
450
451 if (ctx->Polygon.BackMode == GL_LINE ||
452 (ctx->Polygon.CullFlag &&
453 ctx->Polygon.CullFaceMode == GL_BACK))
454 line_aa = AA_ALWAYS;
455 }
456 else if (ctx->Polygon.BackMode == GL_LINE) {
457 line_aa = AA_SOMETIMES;
458
459 if ((ctx->Polygon.CullFlag &&
460 ctx->Polygon.CullFaceMode == GL_FRONT))
461 line_aa = AA_ALWAYS;
462 }
463 }
464 }
465
466 key->line_aa = line_aa;
467
468 /* _NEW_HINT */
469 key->high_quality_derivatives =
470 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
471
472 if (brw->gen < 6)
473 key->stats_wm = brw->stats_wm;
474
475 /* _NEW_LIGHT */
476 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
477
478 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
479 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
480
481 /* _NEW_TEXTURE */
482 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
483 &key->tex);
484
485 /* _NEW_BUFFERS */
486 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
487
488 /* _NEW_COLOR */
489 key->force_dual_color_blend = brw->dual_color_blend_by_location &&
490 (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
491
492 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
493 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
494 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
495
496 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
497 /* Ignore sample qualifier while computing this flag. */
498 if (ctx->Multisample.Enabled) {
499 key->persample_interp =
500 ctx->Multisample.SampleShading &&
501 (ctx->Multisample.MinSampleShadingValue *
502 _mesa_geometric_samples(ctx->DrawBuffer) > 1);
503
504 key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
505 }
506
507 /* BRW_NEW_VUE_MAP_GEOM_OUT */
508 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
509 BRW_FS_VARYING_INPUT_MASK) > 16)
510 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
511
512
513 /* _NEW_COLOR | _NEW_BUFFERS */
514 /* Pre-gen6, the hardware alpha test always used each render
515 * target's alpha to do alpha test, as opposed to render target 0's alpha
516 * like GL requires. Fix that by building the alpha test into the
517 * shader, and we'll skip enabling the fixed function alpha test.
518 */
519 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
520 ctx->Color.AlphaEnabled) {
521 key->alpha_test_func = ctx->Color.AlphaFunc;
522 key->alpha_test_ref = ctx->Color.AlphaRef;
523 }
524
525 /* The unique fragment program ID */
526 key->program_string_id = fp->id;
527 }
528
529 void
530 brw_upload_wm_prog(struct brw_context *brw)
531 {
532 struct gl_context *ctx = &brw->ctx;
533 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
534 struct brw_wm_prog_key key;
535 struct brw_fragment_program *fp = (struct brw_fragment_program *)
536 brw->fragment_program;
537
538 if (!brw_wm_state_dirty(brw))
539 return;
540
541 brw_wm_populate_key(brw, &key);
542
543 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
544 &key, sizeof(key),
545 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
546 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
547 (void) success;
548 assert(success);
549 }
550 brw->wm.base.prog_data = &brw->wm.prog_data->base;
551 }
552
553 bool
554 brw_fs_precompile(struct gl_context *ctx,
555 struct gl_shader_program *shader_prog,
556 struct gl_program *prog)
557 {
558 struct brw_context *brw = brw_context(ctx);
559 struct brw_wm_prog_key key;
560
561 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
562 struct brw_fragment_program *bfp = brw_fragment_program(fp);
563
564 memset(&key, 0, sizeof(key));
565
566 if (brw->gen < 6) {
567 if (fp->UsesKill)
568 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
569
570 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
571 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
572
573 /* Just assume depth testing. */
574 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
575 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
576 }
577
578 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
579 BRW_FS_VARYING_INPUT_MASK) > 16)
580 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
581
582 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
583
584 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
585 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
586 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
587
588 key.program_string_id = bfp->id;
589
590 uint32_t old_prog_offset = brw->wm.base.prog_offset;
591 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
592
593 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
594
595 brw->wm.base.prog_offset = old_prog_offset;
596 brw->wm.prog_data = old_prog_data;
597
598 return success;
599 }