i965/fs: Move some of the prog_data setup into brw_wm_emit
[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 static void
43 assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
44 const struct gl_shader_program *shader_prog,
45 const struct gl_program *prog,
46 const struct brw_wm_prog_key *key,
47 struct brw_wm_prog_data *prog_data)
48 {
49 uint32_t next_binding_table_offset = 0;
50
51 /* If there are no color regions, we still perform an FB write to a null
52 * renderbuffer, which we place at surface index 0.
53 */
54 prog_data->binding_table.render_target_start = next_binding_table_offset;
55 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
56
57 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
58 shader_prog, prog, &prog_data->base,
59 next_binding_table_offset);
60 }
61
62 /**
63 * All Mesa program -> GPU code generation goes through this function.
64 * Depending on the instructions used (i.e. flow control instructions)
65 * we'll use one of two code generators.
66 */
67 bool
68 brw_codegen_wm_prog(struct brw_context *brw,
69 struct gl_shader_program *prog,
70 struct brw_fragment_program *fp,
71 struct brw_wm_prog_key *key)
72 {
73 struct gl_context *ctx = &brw->ctx;
74 void *mem_ctx = ralloc_context(NULL);
75 struct brw_wm_prog_data prog_data;
76 const GLuint *program;
77 struct brw_shader *fs = NULL;
78 GLuint program_size;
79 bool start_busy = false;
80 double start_time = 0;
81
82 if (prog)
83 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
84
85 memset(&prog_data, 0, sizeof(prog_data));
86
87 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
88 if (!prog)
89 prog_data.base.use_alt_mode = true;
90
91 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
92 &fp->program.Base, key, &prog_data);
93
94 /* Allocate the references to the uniforms that will end up in the
95 * prog_data associated with the compiled program, and which will be freed
96 * by the state cache.
97 */
98 int param_count = fp->program.Base.nir->num_uniforms;
99 if (fs)
100 prog_data.base.nr_image_params = fs->base.NumImages;
101 /* The backend also sometimes adds params for texture size. */
102 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
103 prog_data.base.param =
104 rzalloc_array(NULL, const gl_constant_value *, param_count);
105 prog_data.base.pull_param =
106 rzalloc_array(NULL, const gl_constant_value *, param_count);
107 prog_data.base.image_param =
108 rzalloc_array(NULL, struct brw_image_param,
109 prog_data.base.nr_image_params);
110 prog_data.base.nr_params = param_count;
111
112 if (prog) {
113 brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
114 &prog_data.base, true);
115 } else {
116 brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
117 &prog_data.base);
118 }
119
120 if (unlikely(brw->perf_debug)) {
121 start_busy = (brw->batch.last_bo &&
122 drm_intel_bo_busy(brw->batch.last_bo));
123 start_time = get_time();
124 }
125
126 if (unlikely(INTEL_DEBUG & DEBUG_WM))
127 brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
128
129 int st_index8 = -1, st_index16 = -1;
130 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
131 st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
132 st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
133 }
134
135 char *error_str = NULL;
136 program = brw_wm_fs_emit(brw->intelScreen->compiler, brw, mem_ctx,
137 key, &prog_data, fp->program.Base.nir,
138 &fp->program.Base, st_index8, st_index16,
139 brw->use_rep_send, &program_size, &error_str);
140 if (program == NULL) {
141 if (prog) {
142 prog->LinkStatus = false;
143 ralloc_strcat(&prog->InfoLog, error_str);
144 }
145
146 _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
147
148 ralloc_free(mem_ctx);
149 return false;
150 }
151
152 if (unlikely(brw->perf_debug) && fs) {
153 if (fs->compiled_once)
154 brw_wm_debug_recompile(brw, prog, key);
155 fs->compiled_once = true;
156
157 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
158 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
159 (get_time() - start_time) * 1000);
160 }
161 }
162
163 if (prog_data.base.total_scratch) {
164 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
165 prog_data.base.total_scratch * brw->max_wm_threads);
166 }
167
168 if (unlikely(INTEL_DEBUG & DEBUG_WM))
169 fprintf(stderr, "\n");
170
171 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
172 key, sizeof(struct brw_wm_prog_key),
173 program, program_size,
174 &prog_data, sizeof(prog_data),
175 &brw->wm.base.prog_offset, &brw->wm.prog_data);
176
177 ralloc_free(mem_ctx);
178
179 return true;
180 }
181
182 static bool
183 key_debug(struct brw_context *brw, const char *name, int a, int b)
184 {
185 if (a != b) {
186 perf_debug(" %s %d->%d\n", name, a, b);
187 return true;
188 } else {
189 return false;
190 }
191 }
192
193 bool
194 brw_debug_recompile_sampler_key(struct brw_context *brw,
195 const struct brw_sampler_prog_key_data *old_key,
196 const struct brw_sampler_prog_key_data *key)
197 {
198 bool found = false;
199
200 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
201 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
202 old_key->swizzles[i], key->swizzles[i]);
203 }
204 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
205 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
206 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
207 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
208 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
209 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
210 found |= key_debug(brw, "gather channel quirk on any texture unit",
211 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
212 found |= key_debug(brw, "compressed multisample layout",
213 old_key->compressed_multisample_layout_mask,
214 key->compressed_multisample_layout_mask);
215
216 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
217 found |= key_debug(brw, "textureGather workarounds",
218 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
219 }
220
221 return found;
222 }
223
224 void
225 brw_wm_debug_recompile(struct brw_context *brw,
226 struct gl_shader_program *prog,
227 const struct brw_wm_prog_key *key)
228 {
229 struct brw_cache_item *c = NULL;
230 const struct brw_wm_prog_key *old_key = NULL;
231 bool found = false;
232
233 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
234
235 for (unsigned int i = 0; i < brw->cache.size; i++) {
236 for (c = brw->cache.items[i]; c; c = c->next) {
237 if (c->cache_id == BRW_CACHE_FS_PROG) {
238 old_key = c->key;
239
240 if (old_key->program_string_id == key->program_string_id)
241 break;
242 }
243 }
244 if (c)
245 break;
246 }
247
248 if (!c) {
249 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
250 return;
251 }
252
253 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
254 "depth write",
255 old_key->iz_lookup, key->iz_lookup);
256 found |= key_debug(brw, "depth statistics",
257 old_key->stats_wm, key->stats_wm);
258 found |= key_debug(brw, "flat shading",
259 old_key->flat_shade, key->flat_shade);
260 found |= key_debug(brw, "per-sample shading",
261 old_key->persample_shading, key->persample_shading);
262 found |= key_debug(brw, "per-sample shading and 2x MSAA",
263 old_key->persample_2x, key->persample_2x);
264 found |= key_debug(brw, "number of color buffers",
265 old_key->nr_color_regions, key->nr_color_regions);
266 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
267 old_key->replicate_alpha, key->replicate_alpha);
268 found |= key_debug(brw, "rendering to FBO",
269 old_key->render_to_fbo, key->render_to_fbo);
270 found |= key_debug(brw, "fragment color clamping",
271 old_key->clamp_fragment_color, key->clamp_fragment_color);
272 found |= key_debug(brw, "line smoothing",
273 old_key->line_aa, key->line_aa);
274 found |= key_debug(brw, "renderbuffer height",
275 old_key->drawable_height, key->drawable_height);
276 found |= key_debug(brw, "input slots valid",
277 old_key->input_slots_valid, key->input_slots_valid);
278 found |= key_debug(brw, "mrt alpha test function",
279 old_key->alpha_test_func, key->alpha_test_func);
280 found |= key_debug(brw, "mrt alpha test reference value",
281 old_key->alpha_test_ref, key->alpha_test_ref);
282
283 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
284
285 if (!found) {
286 perf_debug(" Something else\n");
287 }
288 }
289
290 static uint8_t
291 gen6_gather_workaround(GLenum internalformat)
292 {
293 switch (internalformat) {
294 case GL_R8I: return WA_SIGN | WA_8BIT;
295 case GL_R8UI: return WA_8BIT;
296 case GL_R16I: return WA_SIGN | WA_16BIT;
297 case GL_R16UI: return WA_16BIT;
298 default:
299 /* Note that even though GL_R32I and GL_R32UI have format overrides in
300 * the surface state, there is no shader w/a required.
301 */
302 return 0;
303 }
304 }
305
306 void
307 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
308 const struct gl_program *prog,
309 unsigned sampler_count,
310 struct brw_sampler_prog_key_data *key)
311 {
312 struct brw_context *brw = brw_context(ctx);
313
314 for (int s = 0; s < sampler_count; s++) {
315 key->swizzles[s] = SWIZZLE_NOOP;
316
317 if (!(prog->SamplersUsed & (1 << s)))
318 continue;
319
320 int unit_id = prog->SamplerUnits[s];
321 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
322
323 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
324 const struct gl_texture_object *t = unit->_Current;
325 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
326 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
327
328 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
329 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
330 img->_BaseFormat == GL_DEPTH_STENCIL);
331
332 /* Haswell handles texture swizzling as surface format overrides
333 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
334 */
335 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
336 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
337
338 if (brw->gen < 8 &&
339 sampler->MinFilter != GL_NEAREST &&
340 sampler->MagFilter != GL_NEAREST) {
341 if (sampler->WrapS == GL_CLAMP)
342 key->gl_clamp_mask[0] |= 1 << s;
343 if (sampler->WrapT == GL_CLAMP)
344 key->gl_clamp_mask[1] |= 1 << s;
345 if (sampler->WrapR == GL_CLAMP)
346 key->gl_clamp_mask[2] |= 1 << s;
347 }
348
349 /* gather4's channel select for green from RG32F is broken; requires
350 * a shader w/a on IVB; fixable with just SCS on HSW.
351 */
352 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
353 if (img->InternalFormat == GL_RG32F)
354 key->gather_channel_quirk_mask |= 1 << s;
355 }
356
357 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
358 * UNORM/FLOAT instead and fix it in the shader.
359 */
360 if (brw->gen == 6 && prog->UsesGather) {
361 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
362 }
363
364 /* If this is a multisample sampler, and uses the CMS MSAA layout,
365 * then we need to emit slightly different code to first sample the
366 * MCS surface.
367 */
368 struct intel_texture_object *intel_tex =
369 intel_texture_object((struct gl_texture_object *)t);
370
371 if (brw->gen >= 7 &&
372 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
373 key->compressed_multisample_layout_mask |= 1 << s;
374 }
375 }
376 }
377 }
378
379 static bool
380 brw_wm_state_dirty (struct brw_context *brw)
381 {
382 return brw_state_dirty(brw,
383 _NEW_BUFFERS |
384 _NEW_COLOR |
385 _NEW_DEPTH |
386 _NEW_FRAG_CLAMP |
387 _NEW_HINT |
388 _NEW_LIGHT |
389 _NEW_LINE |
390 _NEW_MULTISAMPLE |
391 _NEW_POLYGON |
392 _NEW_STENCIL |
393 _NEW_TEXTURE,
394 BRW_NEW_FRAGMENT_PROGRAM |
395 BRW_NEW_REDUCED_PRIMITIVE |
396 BRW_NEW_STATS_WM |
397 BRW_NEW_VUE_MAP_GEOM_OUT);
398 }
399
400 static void
401 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
402 {
403 struct gl_context *ctx = &brw->ctx;
404 /* BRW_NEW_FRAGMENT_PROGRAM */
405 const struct brw_fragment_program *fp =
406 (struct brw_fragment_program *) brw->fragment_program;
407 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
408 GLuint lookup = 0;
409 GLuint line_aa;
410 bool program_uses_dfdy = fp->program.UsesDFdy;
411 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
412
413 memset(key, 0, sizeof(*key));
414
415 /* Build the index for table lookup
416 */
417 if (brw->gen < 6) {
418 /* _NEW_COLOR */
419 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
420 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
421
422 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
423 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
424
425 /* _NEW_DEPTH */
426 if (ctx->Depth.Test)
427 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
428
429 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
430 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
431
432 /* _NEW_STENCIL | _NEW_BUFFERS */
433 if (ctx->Stencil._Enabled) {
434 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
435
436 if (ctx->Stencil.WriteMask[0] ||
437 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
438 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
439 }
440 key->iz_lookup = lookup;
441 }
442
443 line_aa = AA_NEVER;
444
445 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
446 if (ctx->Line.SmoothFlag) {
447 if (brw->reduced_primitive == GL_LINES) {
448 line_aa = AA_ALWAYS;
449 }
450 else if (brw->reduced_primitive == GL_TRIANGLES) {
451 if (ctx->Polygon.FrontMode == GL_LINE) {
452 line_aa = AA_SOMETIMES;
453
454 if (ctx->Polygon.BackMode == GL_LINE ||
455 (ctx->Polygon.CullFlag &&
456 ctx->Polygon.CullFaceMode == GL_BACK))
457 line_aa = AA_ALWAYS;
458 }
459 else if (ctx->Polygon.BackMode == GL_LINE) {
460 line_aa = AA_SOMETIMES;
461
462 if ((ctx->Polygon.CullFlag &&
463 ctx->Polygon.CullFaceMode == GL_FRONT))
464 line_aa = AA_ALWAYS;
465 }
466 }
467 }
468
469 key->line_aa = line_aa;
470
471 /* _NEW_HINT */
472 key->high_quality_derivatives =
473 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
474
475 if (brw->gen < 6)
476 key->stats_wm = brw->stats_wm;
477
478 /* _NEW_LIGHT */
479 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
480
481 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
482 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
483
484 /* _NEW_TEXTURE */
485 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
486 &key->tex);
487
488 /* _NEW_BUFFERS */
489 /*
490 * Include the draw buffer origin and height so that we can calculate
491 * fragment position values relative to the bottom left of the drawable,
492 * from the incoming screen origin relative position we get as part of our
493 * payload.
494 *
495 * This is only needed for the WM_WPOSXY opcode when the fragment program
496 * uses the gl_FragCoord input.
497 *
498 * We could avoid recompiling by including this as a constant referenced by
499 * our program, but if we were to do that it would also be nice to handle
500 * getting that constant updated at batchbuffer submit time (when we
501 * hold the lock and know where the buffer really is) rather than at emit
502 * time when we don't hold the lock and are just guessing. We could also
503 * just avoid using this as key data if the program doesn't use
504 * fragment.position.
505 *
506 * For DRI2 the origin_x/y will always be (0,0) but we still need the
507 * drawable height in order to invert the Y axis.
508 */
509 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
510 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
511 }
512
513 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
514 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
515 }
516
517 /* _NEW_BUFFERS */
518 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
519
520 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
521 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
522 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
523
524 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
525 /* Ignore sample qualifier while computing this flag. */
526 key->persample_shading =
527 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
528 if (key->persample_shading)
529 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
530
531 key->compute_pos_offset =
532 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
533 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
534
535 key->compute_sample_id =
536 multisample_fbo &&
537 ctx->Multisample.Enabled &&
538 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
539
540 /* BRW_NEW_VUE_MAP_GEOM_OUT */
541 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
542 BRW_FS_VARYING_INPUT_MASK) > 16)
543 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
544
545
546 /* _NEW_COLOR | _NEW_BUFFERS */
547 /* Pre-gen6, the hardware alpha test always used each render
548 * target's alpha to do alpha test, as opposed to render target 0's alpha
549 * like GL requires. Fix that by building the alpha test into the
550 * shader, and we'll skip enabling the fixed function alpha test.
551 */
552 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
553 ctx->Color.AlphaEnabled) {
554 key->alpha_test_func = ctx->Color.AlphaFunc;
555 key->alpha_test_ref = ctx->Color.AlphaRef;
556 }
557
558 /* The unique fragment program ID */
559 key->program_string_id = fp->id;
560 }
561
562 void
563 brw_upload_wm_prog(struct brw_context *brw)
564 {
565 struct gl_context *ctx = &brw->ctx;
566 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
567 struct brw_wm_prog_key key;
568 struct brw_fragment_program *fp = (struct brw_fragment_program *)
569 brw->fragment_program;
570
571 if (!brw_wm_state_dirty(brw))
572 return;
573
574 brw_wm_populate_key(brw, &key);
575
576 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
577 &key, sizeof(key),
578 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
579 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
580 (void) success;
581 assert(success);
582 }
583 brw->wm.base.prog_data = &brw->wm.prog_data->base;
584 }
585
586 bool
587 brw_fs_precompile(struct gl_context *ctx,
588 struct gl_shader_program *shader_prog,
589 struct gl_program *prog)
590 {
591 struct brw_context *brw = brw_context(ctx);
592 struct brw_wm_prog_key key;
593
594 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
595 struct brw_fragment_program *bfp = brw_fragment_program(fp);
596 bool program_uses_dfdy = fp->UsesDFdy;
597
598 memset(&key, 0, sizeof(key));
599
600 if (brw->gen < 6) {
601 if (fp->UsesKill)
602 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
603
604 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
605 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
606
607 /* Just assume depth testing. */
608 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
609 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
610 }
611
612 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
613 BRW_FS_VARYING_INPUT_MASK) > 16)
614 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
615
616 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
617
618 if (fp->Base.InputsRead & VARYING_BIT_POS) {
619 key.drawable_height = ctx->DrawBuffer->Height;
620 }
621
622 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
623 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
624 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
625
626 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
627 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
628 key.nr_color_regions > 1;
629 }
630
631 key.program_string_id = bfp->id;
632
633 uint32_t old_prog_offset = brw->wm.base.prog_offset;
634 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
635
636 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
637
638 brw->wm.base.prog_offset = old_prog_offset;
639 brw->wm.prog_data = old_prog_data;
640
641 return success;
642 }