i965/fs: Rework wm_fs_emit to take a nir_shader and a brw_compiler
[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
40 #include "util/ralloc.h"
41
42 /**
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.
45 */
46 static unsigned
47 brw_compute_barycentric_interp_modes(const struct brw_device_info *devinfo,
48 bool shade_model_flat,
49 bool persample_shading,
50 nir_shader *shader)
51 {
52 unsigned barycentric_interp_modes = 0;
53
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);
60
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)
64 continue;
65
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.
71 */
72 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
73 if (is_centroid) {
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;
79 }
80 if ((!is_centroid && !is_sample) ||
81 devinfo->needs_unlit_centroid_workaround) {
82 barycentric_interp_modes |=
83 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
84 }
85 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
86 (!(shade_model_flat && is_gl_Color) &&
87 interp_qualifier == INTERP_QUALIFIER_NONE)) {
88 if (is_centroid) {
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;
94 }
95 if ((!is_centroid && !is_sample) ||
96 devinfo->needs_unlit_centroid_workaround) {
97 barycentric_interp_modes |=
98 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
99 }
100 }
101 }
102
103 return barycentric_interp_modes;
104 }
105
106 static uint8_t
107 computed_depth_mode(struct gl_fragment_program *fp)
108 {
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;
120 }
121 }
122 return BRW_PSCDEPTH_OFF;
123 }
124
125 static void
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)
131 {
132 uint32_t next_binding_table_offset = 0;
133
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.
136 */
137 prog_data->binding_table.render_target_start = next_binding_table_offset;
138 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
139
140 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
141 shader_prog, prog, &prog_data->base,
142 next_binding_table_offset);
143 }
144
145 /**
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.
149 */
150 bool
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)
155 {
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;
161 GLuint program_size;
162 bool start_busy = false;
163 double start_time = 0;
164
165 if (prog)
166 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
167
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.
171 */
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);
176
177 prog_data.early_fragment_tests = fs && fs->base.EarlyFragmentTests;
178
179 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
180 if (!prog)
181 prog_data.base.use_alt_mode = true;
182
183 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
184 &fp->program.Base, key, &prog_data);
185
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.
189 */
190 int param_count = fp->program.Base.nir->num_uniforms;
191 if (fs)
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;
203
204 if (prog) {
205 brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
206 &prog_data.base, true);
207 } else {
208 brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
209 &prog_data.base);
210 }
211
212 prog_data.barycentric_interp_modes =
213 brw_compute_barycentric_interp_modes(brw->intelScreen->devinfo,
214 key->flat_shade,
215 key->persample_shading,
216 fp->program.Base.nir);
217
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();
222 }
223
224 if (unlikely(INTEL_DEBUG & DEBUG_WM))
225 brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
226
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);
231 }
232
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) {
239 if (prog) {
240 prog->LinkStatus = false;
241 ralloc_strcat(&prog->InfoLog, error_str);
242 }
243
244 _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
245
246 ralloc_free(mem_ctx);
247 return false;
248 }
249
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;
254
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);
258 }
259 }
260
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);
264 }
265
266 if (unlikely(INTEL_DEBUG & DEBUG_WM))
267 fprintf(stderr, "\n");
268
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);
274
275 ralloc_free(mem_ctx);
276
277 return true;
278 }
279
280 static bool
281 key_debug(struct brw_context *brw, const char *name, int a, int b)
282 {
283 if (a != b) {
284 perf_debug(" %s %d->%d\n", name, a, b);
285 return true;
286 } else {
287 return false;
288 }
289 }
290
291 bool
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)
295 {
296 bool found = false;
297
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]);
301 }
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);
313
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]);
317 }
318
319 return found;
320 }
321
322 void
323 brw_wm_debug_recompile(struct brw_context *brw,
324 struct gl_shader_program *prog,
325 const struct brw_wm_prog_key *key)
326 {
327 struct brw_cache_item *c = NULL;
328 const struct brw_wm_prog_key *old_key = NULL;
329 bool found = false;
330
331 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
332
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) {
336 old_key = c->key;
337
338 if (old_key->program_string_id == key->program_string_id)
339 break;
340 }
341 }
342 if (c)
343 break;
344 }
345
346 if (!c) {
347 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
348 return;
349 }
350
351 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
352 "depth write",
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);
380
381 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
382
383 if (!found) {
384 perf_debug(" Something else\n");
385 }
386 }
387
388 static uint8_t
389 gen6_gather_workaround(GLenum internalformat)
390 {
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;
396 default:
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.
399 */
400 return 0;
401 }
402 }
403
404 void
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)
409 {
410 struct brw_context *brw = brw_context(ctx);
411
412 for (int s = 0; s < sampler_count; s++) {
413 key->swizzles[s] = SWIZZLE_NOOP;
414
415 if (!(prog->SamplersUsed & (1 << s)))
416 continue;
417
418 int unit_id = prog->SamplerUnits[s];
419 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
420
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);
425
426 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
427 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
428 img->_BaseFormat == GL_DEPTH_STENCIL);
429
430 /* Haswell handles texture swizzling as surface format overrides
431 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
432 */
433 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
434 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
435
436 if (brw->gen < 8 &&
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;
445 }
446
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.
449 */
450 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
451 if (img->InternalFormat == GL_RG32F)
452 key->gather_channel_quirk_mask |= 1 << s;
453 }
454
455 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
456 * UNORM/FLOAT instead and fix it in the shader.
457 */
458 if (brw->gen == 6 && prog->UsesGather) {
459 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
460 }
461
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
464 * MCS surface.
465 */
466 struct intel_texture_object *intel_tex =
467 intel_texture_object((struct gl_texture_object *)t);
468
469 if (brw->gen >= 7 &&
470 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
471 key->compressed_multisample_layout_mask |= 1 << s;
472 }
473 }
474 }
475 }
476
477 static bool
478 brw_wm_state_dirty (struct brw_context *brw)
479 {
480 return brw_state_dirty(brw,
481 _NEW_BUFFERS |
482 _NEW_COLOR |
483 _NEW_DEPTH |
484 _NEW_FRAG_CLAMP |
485 _NEW_HINT |
486 _NEW_LIGHT |
487 _NEW_LINE |
488 _NEW_MULTISAMPLE |
489 _NEW_POLYGON |
490 _NEW_STENCIL |
491 _NEW_TEXTURE,
492 BRW_NEW_FRAGMENT_PROGRAM |
493 BRW_NEW_REDUCED_PRIMITIVE |
494 BRW_NEW_STATS_WM |
495 BRW_NEW_VUE_MAP_GEOM_OUT);
496 }
497
498 static void
499 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
500 {
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;
506 GLuint lookup = 0;
507 GLuint line_aa;
508 bool program_uses_dfdy = fp->program.UsesDFdy;
509 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
510
511 memset(key, 0, sizeof(*key));
512
513 /* Build the index for table lookup
514 */
515 if (brw->gen < 6) {
516 /* _NEW_COLOR */
517 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
518 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
519
520 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
521 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
522
523 /* _NEW_DEPTH */
524 if (ctx->Depth.Test)
525 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
526
527 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
528 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
529
530 /* _NEW_STENCIL | _NEW_BUFFERS */
531 if (ctx->Stencil._Enabled) {
532 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
533
534 if (ctx->Stencil.WriteMask[0] ||
535 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
536 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
537 }
538 key->iz_lookup = lookup;
539 }
540
541 line_aa = AA_NEVER;
542
543 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
544 if (ctx->Line.SmoothFlag) {
545 if (brw->reduced_primitive == GL_LINES) {
546 line_aa = AA_ALWAYS;
547 }
548 else if (brw->reduced_primitive == GL_TRIANGLES) {
549 if (ctx->Polygon.FrontMode == GL_LINE) {
550 line_aa = AA_SOMETIMES;
551
552 if (ctx->Polygon.BackMode == GL_LINE ||
553 (ctx->Polygon.CullFlag &&
554 ctx->Polygon.CullFaceMode == GL_BACK))
555 line_aa = AA_ALWAYS;
556 }
557 else if (ctx->Polygon.BackMode == GL_LINE) {
558 line_aa = AA_SOMETIMES;
559
560 if ((ctx->Polygon.CullFlag &&
561 ctx->Polygon.CullFaceMode == GL_FRONT))
562 line_aa = AA_ALWAYS;
563 }
564 }
565 }
566
567 key->line_aa = line_aa;
568
569 /* _NEW_HINT */
570 key->high_quality_derivatives =
571 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
572
573 if (brw->gen < 6)
574 key->stats_wm = brw->stats_wm;
575
576 /* _NEW_LIGHT */
577 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
578
579 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
580 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
581
582 /* _NEW_TEXTURE */
583 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
584 &key->tex);
585
586 /* _NEW_BUFFERS */
587 /*
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
591 * payload.
592 *
593 * This is only needed for the WM_WPOSXY opcode when the fragment program
594 * uses the gl_FragCoord input.
595 *
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
602 * fragment.position.
603 *
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.
606 */
607 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
608 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
609 }
610
611 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
612 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
613 }
614
615 /* _NEW_BUFFERS */
616 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
617
618 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
619 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
620 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
621
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;
628
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;
632
633 key->compute_sample_id =
634 multisample_fbo &&
635 ctx->Multisample.Enabled &&
636 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
637
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;
642
643
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.
649 */
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;
654 }
655
656 /* The unique fragment program ID */
657 key->program_string_id = fp->id;
658 }
659
660 void
661 brw_upload_wm_prog(struct brw_context *brw)
662 {
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;
668
669 if (!brw_wm_state_dirty(brw))
670 return;
671
672 brw_wm_populate_key(brw, &key);
673
674 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
675 &key, sizeof(key),
676 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
677 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
678 (void) success;
679 assert(success);
680 }
681 brw->wm.base.prog_data = &brw->wm.prog_data->base;
682 }
683
684 bool
685 brw_fs_precompile(struct gl_context *ctx,
686 struct gl_shader_program *shader_prog,
687 struct gl_program *prog)
688 {
689 struct brw_context *brw = brw_context(ctx);
690 struct brw_wm_prog_key key;
691
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;
695
696 memset(&key, 0, sizeof(key));
697
698 if (brw->gen < 6) {
699 if (fp->UsesKill)
700 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
701
702 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
703 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
704
705 /* Just assume depth testing. */
706 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
707 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
708 }
709
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;
713
714 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
715
716 if (fp->Base.InputsRead & VARYING_BIT_POS) {
717 key.drawable_height = ctx->DrawBuffer->Height;
718 }
719
720 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
721 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
722 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
723
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;
727 }
728
729 key.program_string_id = bfp->id;
730
731 uint32_t old_prog_offset = brw->wm.base.prog_offset;
732 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
733
734 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
735
736 brw->wm.base.prog_offset = old_prog_offset;
737 brw->wm.prog_data = old_prog_data;
738
739 return success;
740 }