i965: Store floating point mode choice in brw_stage_prog_data.
[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 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32 #include "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40 #include "program/program.h"
41 #include "intel_mipmap_tree.h"
42
43 #include "util/ralloc.h"
44
45 /**
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
48 */
49 static unsigned
50 brw_compute_barycentric_interp_modes(struct brw_context *brw,
51 bool shade_model_flat,
52 bool persample_shading,
53 const struct gl_fragment_program *fprog)
54 {
55 unsigned barycentric_interp_modes = 0;
56 int attr;
57
58 /* Loop through all fragment shader inputs to figure out what interpolation
59 * modes are in use, and set the appropriate bits in
60 * barycentric_interp_modes.
61 */
62 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
63 enum glsl_interp_qualifier interp_qualifier =
64 fprog->InterpQualifier[attr];
65 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
66 !persample_shading;
67 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
68 persample_shading;
69 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
70
71 /* Ignore unused inputs. */
72 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
73 continue;
74
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
77 continue;
78
79 /* Determine the set (or sets) of barycentric coordinates needed to
80 * interpolate this variable. Note that when
81 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
82 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
83 * for lit pixels, so we need both sets of barycentric coordinates.
84 */
85 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
86 if (is_centroid) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
89 } else if (is_sample) {
90 barycentric_interp_modes |=
91 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
92 }
93 if ((!is_centroid && !is_sample) ||
94 brw->needs_unlit_centroid_workaround) {
95 barycentric_interp_modes |=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
97 }
98 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
99 (!(shade_model_flat && is_gl_Color) &&
100 interp_qualifier == INTERP_QUALIFIER_NONE)) {
101 if (is_centroid) {
102 barycentric_interp_modes |=
103 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
104 } else if (is_sample) {
105 barycentric_interp_modes |=
106 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
107 }
108 if ((!is_centroid && !is_sample) ||
109 brw->needs_unlit_centroid_workaround) {
110 barycentric_interp_modes |=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
112 }
113 }
114 }
115
116 return barycentric_interp_modes;
117 }
118
119 static uint8_t
120 computed_depth_mode(struct gl_fragment_program *fp)
121 {
122 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
123 switch (fp->FragDepthLayout) {
124 case FRAG_DEPTH_LAYOUT_NONE:
125 case FRAG_DEPTH_LAYOUT_ANY:
126 return BRW_PSCDEPTH_ON;
127 case FRAG_DEPTH_LAYOUT_GREATER:
128 return BRW_PSCDEPTH_ON_GE;
129 case FRAG_DEPTH_LAYOUT_LESS:
130 return BRW_PSCDEPTH_ON_LE;
131 case FRAG_DEPTH_LAYOUT_UNCHANGED:
132 return BRW_PSCDEPTH_OFF;
133 }
134 }
135 return BRW_PSCDEPTH_OFF;
136 }
137
138 bool
139 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
140 {
141 const struct brw_wm_prog_data *a = in_a;
142 const struct brw_wm_prog_data *b = in_b;
143
144 /* Compare the base structure. */
145 if (!brw_stage_prog_data_compare(&a->base, &b->base))
146 return false;
147
148 /* Compare the rest of the structure. */
149 const unsigned offset = sizeof(struct brw_stage_prog_data);
150 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
151 sizeof(struct brw_wm_prog_data) - offset))
152 return false;
153
154 return true;
155 }
156
157 /**
158 * All Mesa program -> GPU code generation goes through this function.
159 * Depending on the instructions used (i.e. flow control instructions)
160 * we'll use one of two code generators.
161 */
162 bool do_wm_prog(struct brw_context *brw,
163 struct gl_shader_program *prog,
164 struct brw_fragment_program *fp,
165 struct brw_wm_prog_key *key)
166 {
167 struct gl_context *ctx = &brw->ctx;
168 void *mem_ctx = ralloc_context(NULL);
169 struct brw_wm_prog_data prog_data;
170 const GLuint *program;
171 struct gl_shader *fs = NULL;
172 GLuint program_size;
173
174 if (prog)
175 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
176
177 memset(&prog_data, 0, sizeof(prog_data));
178 /* key->alpha_test_func means simulating alpha testing via discards,
179 * so the shader definitely kills pixels.
180 */
181 prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
182
183 prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
184
185 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
186 if (!prog)
187 prog_data.base.use_alt_mode = true;
188
189 /* Allocate the references to the uniforms that will end up in the
190 * prog_data associated with the compiled program, and which will be freed
191 * by the state cache.
192 */
193 int param_count;
194 if (fs) {
195 param_count = fs->num_uniform_components;
196 } else {
197 param_count = fp->program.Base.Parameters->NumParameters * 4;
198 }
199 /* The backend also sometimes adds params for texture size. */
200 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
201 prog_data.base.param =
202 rzalloc_array(NULL, const gl_constant_value *, param_count);
203 prog_data.base.pull_param =
204 rzalloc_array(NULL, const gl_constant_value *, param_count);
205 prog_data.base.nr_params = param_count;
206
207 prog_data.barycentric_interp_modes =
208 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
209 key->persample_shading,
210 &fp->program);
211
212 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
213 &fp->program, prog, &program_size);
214 if (program == NULL) {
215 ralloc_free(mem_ctx);
216 return false;
217 }
218
219 if (prog_data.base.total_scratch) {
220 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
221 prog_data.base.total_scratch * brw->max_wm_threads);
222 }
223
224 if (unlikely(INTEL_DEBUG & DEBUG_WM))
225 fprintf(stderr, "\n");
226
227 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
228 key, sizeof(struct brw_wm_prog_key),
229 program, program_size,
230 &prog_data, sizeof(prog_data),
231 &brw->wm.base.prog_offset, &brw->wm.prog_data);
232
233 ralloc_free(mem_ctx);
234
235 return true;
236 }
237
238 static bool
239 key_debug(struct brw_context *brw, const char *name, int a, int b)
240 {
241 if (a != b) {
242 perf_debug(" %s %d->%d\n", name, a, b);
243 return true;
244 } else {
245 return false;
246 }
247 }
248
249 bool
250 brw_debug_recompile_sampler_key(struct brw_context *brw,
251 const struct brw_sampler_prog_key_data *old_key,
252 const struct brw_sampler_prog_key_data *key)
253 {
254 bool found = false;
255
256 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
257 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
258 old_key->swizzles[i], key->swizzles[i]);
259 }
260 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
261 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
262 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
263 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
264 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
265 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
266 found |= key_debug(brw, "gather channel quirk on any texture unit",
267 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
268
269 return found;
270 }
271
272 void
273 brw_wm_debug_recompile(struct brw_context *brw,
274 struct gl_shader_program *prog,
275 const struct brw_wm_prog_key *key)
276 {
277 struct brw_cache_item *c = NULL;
278 const struct brw_wm_prog_key *old_key = NULL;
279 bool found = false;
280
281 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
282
283 for (unsigned int i = 0; i < brw->cache.size; i++) {
284 for (c = brw->cache.items[i]; c; c = c->next) {
285 if (c->cache_id == BRW_CACHE_FS_PROG) {
286 old_key = c->key;
287
288 if (old_key->program_string_id == key->program_string_id)
289 break;
290 }
291 }
292 if (c)
293 break;
294 }
295
296 if (!c) {
297 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
298 return;
299 }
300
301 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
302 "depth write",
303 old_key->iz_lookup, key->iz_lookup);
304 found |= key_debug(brw, "depth statistics",
305 old_key->stats_wm, key->stats_wm);
306 found |= key_debug(brw, "flat shading",
307 old_key->flat_shade, key->flat_shade);
308 found |= key_debug(brw, "per-sample shading",
309 old_key->persample_shading, key->persample_shading);
310 found |= key_debug(brw, "per-sample shading and 2x MSAA",
311 old_key->persample_2x, key->persample_2x);
312 found |= key_debug(brw, "number of color buffers",
313 old_key->nr_color_regions, key->nr_color_regions);
314 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
315 old_key->replicate_alpha, key->replicate_alpha);
316 found |= key_debug(brw, "rendering to FBO",
317 old_key->render_to_fbo, key->render_to_fbo);
318 found |= key_debug(brw, "fragment color clamping",
319 old_key->clamp_fragment_color, key->clamp_fragment_color);
320 found |= key_debug(brw, "line smoothing",
321 old_key->line_aa, key->line_aa);
322 found |= key_debug(brw, "renderbuffer height",
323 old_key->drawable_height, key->drawable_height);
324 found |= key_debug(brw, "input slots valid",
325 old_key->input_slots_valid, key->input_slots_valid);
326 found |= key_debug(brw, "mrt alpha test function",
327 old_key->alpha_test_func, key->alpha_test_func);
328 found |= key_debug(brw, "mrt alpha test reference value",
329 old_key->alpha_test_ref, key->alpha_test_ref);
330
331 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
332
333 if (!found) {
334 perf_debug(" Something else\n");
335 }
336 }
337
338 static uint8_t
339 gen6_gather_workaround(GLenum internalformat)
340 {
341 switch (internalformat) {
342 case GL_R8I: return WA_SIGN | WA_8BIT;
343 case GL_R8UI: return WA_8BIT;
344 case GL_R16I: return WA_SIGN | WA_16BIT;
345 case GL_R16UI: return WA_16BIT;
346 /* note that even though GL_R32I and GL_R32UI have format overrides
347 * in the surface state, there is no shader w/a required */
348 default: return 0;
349 }
350 }
351
352 void
353 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
354 const struct gl_program *prog,
355 unsigned sampler_count,
356 struct brw_sampler_prog_key_data *key)
357 {
358 struct brw_context *brw = brw_context(ctx);
359
360 for (int s = 0; s < sampler_count; s++) {
361 key->swizzles[s] = SWIZZLE_NOOP;
362
363 if (!(prog->SamplersUsed & (1 << s)))
364 continue;
365
366 int unit_id = prog->SamplerUnits[s];
367 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
368
369 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
370 const struct gl_texture_object *t = unit->_Current;
371 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
372 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
373
374 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
375 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
376 img->_BaseFormat == GL_DEPTH_STENCIL);
377
378 /* Haswell handles texture swizzling as surface format overrides
379 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
380 */
381 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
382 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
383
384 if (brw->gen < 8 &&
385 sampler->MinFilter != GL_NEAREST &&
386 sampler->MagFilter != GL_NEAREST) {
387 if (sampler->WrapS == GL_CLAMP)
388 key->gl_clamp_mask[0] |= 1 << s;
389 if (sampler->WrapT == GL_CLAMP)
390 key->gl_clamp_mask[1] |= 1 << s;
391 if (sampler->WrapR == GL_CLAMP)
392 key->gl_clamp_mask[2] |= 1 << s;
393 }
394
395 /* gather4's channel select for green from RG32F is broken;
396 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
397 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
398 if (img->InternalFormat == GL_RG32F)
399 key->gather_channel_quirk_mask |= 1 << s;
400 }
401
402 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
403 * UNORM/FLOAT instead and fix it in the shader.
404 */
405 if (brw->gen == 6 && prog->UsesGather) {
406 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
407 }
408
409 /* If this is a multisample sampler, and uses the CMS MSAA layout,
410 * then we need to emit slightly different code to first sample the
411 * MCS surface.
412 */
413 struct intel_texture_object *intel_tex =
414 intel_texture_object((struct gl_texture_object *)t);
415
416 if (brw->gen >= 7 &&
417 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
418 key->compressed_multisample_layout_mask |= 1 << s;
419 }
420 }
421 }
422 }
423
424 static void brw_wm_populate_key( struct brw_context *brw,
425 struct brw_wm_prog_key *key )
426 {
427 struct gl_context *ctx = &brw->ctx;
428 /* BRW_NEW_FRAGMENT_PROGRAM */
429 const struct brw_fragment_program *fp =
430 (struct brw_fragment_program *)brw->fragment_program;
431 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
432 GLuint lookup = 0;
433 GLuint line_aa;
434 bool program_uses_dfdy = fp->program.UsesDFdy;
435 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
436
437 memset(key, 0, sizeof(*key));
438
439 /* Build the index for table lookup
440 */
441 if (brw->gen < 6) {
442 /* _NEW_COLOR */
443 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
444 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
445
446 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
447 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
448
449 /* _NEW_DEPTH */
450 if (ctx->Depth.Test)
451 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
452
453 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
454 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
455
456 /* _NEW_STENCIL | _NEW_BUFFERS */
457 if (ctx->Stencil._Enabled) {
458 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
459
460 if (ctx->Stencil.WriteMask[0] ||
461 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
462 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
463 }
464 key->iz_lookup = lookup;
465 }
466
467 line_aa = AA_NEVER;
468
469 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
470 if (ctx->Line.SmoothFlag) {
471 if (brw->reduced_primitive == GL_LINES) {
472 line_aa = AA_ALWAYS;
473 }
474 else if (brw->reduced_primitive == GL_TRIANGLES) {
475 if (ctx->Polygon.FrontMode == GL_LINE) {
476 line_aa = AA_SOMETIMES;
477
478 if (ctx->Polygon.BackMode == GL_LINE ||
479 (ctx->Polygon.CullFlag &&
480 ctx->Polygon.CullFaceMode == GL_BACK))
481 line_aa = AA_ALWAYS;
482 }
483 else if (ctx->Polygon.BackMode == GL_LINE) {
484 line_aa = AA_SOMETIMES;
485
486 if ((ctx->Polygon.CullFlag &&
487 ctx->Polygon.CullFaceMode == GL_FRONT))
488 line_aa = AA_ALWAYS;
489 }
490 }
491 }
492
493 key->line_aa = line_aa;
494
495 /* _NEW_HINT */
496 key->high_quality_derivatives =
497 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
498
499 if (brw->gen < 6)
500 key->stats_wm = brw->stats_wm;
501
502 /* _NEW_LIGHT */
503 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
504
505 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
506 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
507
508 /* _NEW_TEXTURE */
509 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
510 &key->tex);
511
512 /* _NEW_BUFFERS */
513 /*
514 * Include the draw buffer origin and height so that we can calculate
515 * fragment position values relative to the bottom left of the drawable,
516 * from the incoming screen origin relative position we get as part of our
517 * payload.
518 *
519 * This is only needed for the WM_WPOSXY opcode when the fragment program
520 * uses the gl_FragCoord input.
521 *
522 * We could avoid recompiling by including this as a constant referenced by
523 * our program, but if we were to do that it would also be nice to handle
524 * getting that constant updated at batchbuffer submit time (when we
525 * hold the lock and know where the buffer really is) rather than at emit
526 * time when we don't hold the lock and are just guessing. We could also
527 * just avoid using this as key data if the program doesn't use
528 * fragment.position.
529 *
530 * For DRI2 the origin_x/y will always be (0,0) but we still need the
531 * drawable height in order to invert the Y axis.
532 */
533 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
534 key->drawable_height = ctx->DrawBuffer->Height;
535 }
536
537 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
538 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
539 }
540
541 /* _NEW_BUFFERS */
542 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
543
544 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
545 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
546 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
547
548 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
549 /* Ignore sample qualifier while computing this flag. */
550 key->persample_shading =
551 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
552 if (key->persample_shading)
553 key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
554
555 key->compute_pos_offset =
556 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
557 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
558
559 key->compute_sample_id =
560 multisample_fbo &&
561 ctx->Multisample.Enabled &&
562 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
563
564 /* BRW_NEW_VUE_MAP_GEOM_OUT */
565 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
566 BRW_FS_VARYING_INPUT_MASK) > 16)
567 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
568
569
570 /* _NEW_COLOR | _NEW_BUFFERS */
571 /* Pre-gen6, the hardware alpha test always used each render
572 * target's alpha to do alpha test, as opposed to render target 0's alpha
573 * like GL requires. Fix that by building the alpha test into the
574 * shader, and we'll skip enabling the fixed function alpha test.
575 */
576 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
577 key->alpha_test_func = ctx->Color.AlphaFunc;
578 key->alpha_test_ref = ctx->Color.AlphaRef;
579 }
580
581 /* The unique fragment program ID */
582 key->program_string_id = fp->id;
583 }
584
585
586 static void
587 brw_upload_wm_prog(struct brw_context *brw)
588 {
589 struct gl_context *ctx = &brw->ctx;
590 struct brw_wm_prog_key key;
591 struct brw_fragment_program *fp = (struct brw_fragment_program *)
592 brw->fragment_program;
593
594 brw_wm_populate_key(brw, &key);
595
596 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
597 &key, sizeof(key),
598 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
599 bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
600 &key);
601 (void) success;
602 assert(success);
603 }
604 brw->wm.base.prog_data = &brw->wm.prog_data->base;
605 }
606
607
608 const struct brw_tracked_state brw_wm_prog = {
609 .dirty = {
610 .mesa = _NEW_BUFFERS |
611 _NEW_COLOR |
612 _NEW_DEPTH |
613 _NEW_FRAG_CLAMP |
614 _NEW_HINT |
615 _NEW_LIGHT |
616 _NEW_LINE |
617 _NEW_MULTISAMPLE |
618 _NEW_POLYGON |
619 _NEW_STENCIL |
620 _NEW_TEXTURE,
621 .brw = BRW_NEW_FRAGMENT_PROGRAM |
622 BRW_NEW_REDUCED_PRIMITIVE |
623 BRW_NEW_STATS_WM |
624 BRW_NEW_VUE_MAP_GEOM_OUT,
625 },
626 .emit = brw_upload_wm_prog
627 };
628