i965: make more effective use of SamplersUsed
[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 "intel_image.h"
39 #include "brw_nir.h"
40 #include "brw_program.h"
41
42 #include "util/ralloc.h"
43
44 static void
45 assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
46 const struct gl_shader_program *shader_prog,
47 const struct gl_program *prog,
48 const struct brw_wm_prog_key *key,
49 struct brw_wm_prog_data *prog_data)
50 {
51 uint32_t next_binding_table_offset = 0;
52
53 /* If there are no color regions, we still perform an FB write to a null
54 * renderbuffer, which we place at surface index 0.
55 */
56 prog_data->binding_table.render_target_start = next_binding_table_offset;
57 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
58
59 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
60 shader_prog, prog, &prog_data->base,
61 next_binding_table_offset);
62 }
63
64 /**
65 * All Mesa program -> GPU code generation goes through this function.
66 * Depending on the instructions used (i.e. flow control instructions)
67 * we'll use one of two code generators.
68 */
69 bool
70 brw_codegen_wm_prog(struct brw_context *brw,
71 struct gl_shader_program *prog,
72 struct brw_fragment_program *fp,
73 struct brw_wm_prog_key *key)
74 {
75 struct gl_context *ctx = &brw->ctx;
76 void *mem_ctx = ralloc_context(NULL);
77 struct brw_wm_prog_data prog_data;
78 const GLuint *program;
79 struct brw_shader *fs = NULL;
80 GLuint program_size;
81 bool start_busy = false;
82 double start_time = 0;
83
84 if (prog)
85 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
86
87 memset(&prog_data, 0, sizeof(prog_data));
88
89 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
90 if (!prog)
91 prog_data.base.use_alt_mode = true;
92
93 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
94 &fp->program.Base, key, &prog_data);
95
96 /* Allocate the references to the uniforms that will end up in the
97 * prog_data associated with the compiled program, and which will be freed
98 * by the state cache.
99 */
100 int param_count = fp->program.Base.nir->num_uniforms / 4;
101 if (fs)
102 prog_data.base.nr_image_params = fs->base.NumImages;
103 /* The backend also sometimes adds params for texture size. */
104 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
105 prog_data.base.param =
106 rzalloc_array(NULL, const gl_constant_value *, param_count);
107 prog_data.base.pull_param =
108 rzalloc_array(NULL, const gl_constant_value *, param_count);
109 prog_data.base.image_param =
110 rzalloc_array(NULL, struct brw_image_param,
111 prog_data.base.nr_image_params);
112 prog_data.base.nr_params = param_count;
113
114 if (prog) {
115 brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
116 &prog_data.base, true);
117 } else {
118 brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
119 &prog_data.base);
120 }
121
122 if (unlikely(brw->perf_debug)) {
123 start_busy = (brw->batch.last_bo &&
124 drm_intel_bo_busy(brw->batch.last_bo));
125 start_time = get_time();
126 }
127
128 if (unlikely(INTEL_DEBUG & DEBUG_WM))
129 brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
130
131 int st_index8 = -1, st_index16 = -1;
132 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
133 st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
134 st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
135 }
136
137 char *error_str = NULL;
138 program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
139 key, &prog_data, fp->program.Base.nir,
140 &fp->program.Base, st_index8, st_index16,
141 true, brw->use_rep_send,
142 &program_size, &error_str);
143 if (program == NULL) {
144 if (prog) {
145 prog->LinkStatus = false;
146 ralloc_strcat(&prog->InfoLog, error_str);
147 }
148
149 _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
150
151 ralloc_free(mem_ctx);
152 return false;
153 }
154
155 if (unlikely(brw->perf_debug) && fs) {
156 if (fs->compiled_once)
157 brw_wm_debug_recompile(brw, prog, key);
158 fs->compiled_once = true;
159
160 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
161 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
162 (get_time() - start_time) * 1000);
163 }
164 }
165
166 brw_alloc_stage_scratch(brw, &brw->wm.base,
167 prog_data.base.total_scratch,
168 brw->max_wm_threads);
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 found |= key_debug(brw, "y_uv image bound",
211 old_key->y_uv_image_mask,
212 key->y_uv_image_mask);
213 found |= key_debug(brw, "y_u_v image bound",
214 old_key->y_u_v_image_mask,
215 key->y_u_v_image_mask);
216 found |= key_debug(brw, "yx_xuxv image bound",
217 old_key->yx_xuxv_image_mask,
218 key->yx_xuxv_image_mask);
219
220 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
221 found |= key_debug(brw, "textureGather workarounds",
222 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
223 }
224
225 return found;
226 }
227
228 void
229 brw_wm_debug_recompile(struct brw_context *brw,
230 struct gl_shader_program *prog,
231 const struct brw_wm_prog_key *key)
232 {
233 struct brw_cache_item *c = NULL;
234 const struct brw_wm_prog_key *old_key = NULL;
235 bool found = false;
236
237 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
238
239 for (unsigned int i = 0; i < brw->cache.size; i++) {
240 for (c = brw->cache.items[i]; c; c = c->next) {
241 if (c->cache_id == BRW_CACHE_FS_PROG) {
242 old_key = c->key;
243
244 if (old_key->program_string_id == key->program_string_id)
245 break;
246 }
247 }
248 if (c)
249 break;
250 }
251
252 if (!c) {
253 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
254 return;
255 }
256
257 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
258 "depth write",
259 old_key->iz_lookup, key->iz_lookup);
260 found |= key_debug(brw, "depth statistics",
261 old_key->stats_wm, key->stats_wm);
262 found |= key_debug(brw, "flat shading",
263 old_key->flat_shade, key->flat_shade);
264 found |= key_debug(brw, "per-sample interpolation",
265 old_key->persample_interp, key->persample_interp);
266 found |= key_debug(brw, "number of color buffers",
267 old_key->nr_color_regions, key->nr_color_regions);
268 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
269 old_key->replicate_alpha, key->replicate_alpha);
270 found |= key_debug(brw, "fragment color clamping",
271 old_key->clamp_fragment_color, key->clamp_fragment_color);
272 found |= key_debug(brw, "multisampled FBO",
273 old_key->multisample_fbo, key->multisample_fbo);
274 found |= key_debug(brw, "line smoothing",
275 old_key->line_aa, key->line_aa);
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 struct brw_sampler_prog_key_data *key)
310 {
311 struct brw_context *brw = brw_context(ctx);
312 GLbitfield mask = prog->SamplersUsed;
313
314 while (mask) {
315 const int s = u_bit_scan(&mask);
316
317 key->swizzles[s] = SWIZZLE_NOOP;
318
319 int unit_id = prog->SamplerUnits[s];
320 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
321
322 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
323 const struct gl_texture_object *t = unit->_Current;
324 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
325 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
326
327 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
328 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
329 img->_BaseFormat == GL_DEPTH_STENCIL);
330
331 /* Haswell handles texture swizzling as surface format overrides
332 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
333 */
334 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
335 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
336
337 if (brw->gen < 8 &&
338 sampler->MinFilter != GL_NEAREST &&
339 sampler->MagFilter != GL_NEAREST) {
340 if (sampler->WrapS == GL_CLAMP)
341 key->gl_clamp_mask[0] |= 1 << s;
342 if (sampler->WrapT == GL_CLAMP)
343 key->gl_clamp_mask[1] |= 1 << s;
344 if (sampler->WrapR == GL_CLAMP)
345 key->gl_clamp_mask[2] |= 1 << s;
346 }
347
348 /* gather4's channel select for green from RG32F is broken; requires
349 * a shader w/a on IVB; fixable with just SCS on HSW.
350 */
351 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
352 if (img->InternalFormat == GL_RG32F)
353 key->gather_channel_quirk_mask |= 1 << s;
354 }
355
356 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
357 * UNORM/FLOAT instead and fix it in the shader.
358 */
359 if (brw->gen == 6 && prog->UsesGather) {
360 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
361 }
362
363 /* If this is a multisample sampler, and uses the CMS MSAA layout,
364 * then we need to emit slightly different code to first sample the
365 * MCS surface.
366 */
367 struct intel_texture_object *intel_tex =
368 intel_texture_object((struct gl_texture_object *)t);
369
370 /* From gen9 onwards some single sampled buffers can also be
371 * compressed. These don't need ld2dms sampling along with mcs fetch.
372 */
373 if (brw->gen >= 7 &&
374 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
375 intel_tex->mt->num_samples > 1) {
376 key->compressed_multisample_layout_mask |= 1 << s;
377
378 if (intel_tex->mt->num_samples >= 16) {
379 assert(brw->gen >= 9);
380 key->msaa_16 |= 1 << s;
381 }
382 }
383
384 if (t->Target == GL_TEXTURE_EXTERNAL_OES && intel_tex->planar_format) {
385 switch (intel_tex->planar_format->components) {
386 case __DRI_IMAGE_COMPONENTS_Y_UV:
387 key->y_uv_image_mask |= 1 << s;
388 break;
389 case __DRI_IMAGE_COMPONENTS_Y_U_V:
390 key->y_u_v_image_mask |= 1 << s;
391 break;
392 case __DRI_IMAGE_COMPONENTS_Y_XUXV:
393 key->yx_xuxv_image_mask |= 1 << s;
394 break;
395 default:
396 break;
397 }
398 }
399
400 }
401 }
402 }
403
404 static bool
405 brw_wm_state_dirty(const struct brw_context *brw)
406 {
407 return brw_state_dirty(brw,
408 _NEW_BUFFERS |
409 _NEW_COLOR |
410 _NEW_DEPTH |
411 _NEW_FRAG_CLAMP |
412 _NEW_HINT |
413 _NEW_LIGHT |
414 _NEW_LINE |
415 _NEW_MULTISAMPLE |
416 _NEW_POLYGON |
417 _NEW_STENCIL |
418 _NEW_TEXTURE,
419 BRW_NEW_FRAGMENT_PROGRAM |
420 BRW_NEW_REDUCED_PRIMITIVE |
421 BRW_NEW_STATS_WM |
422 BRW_NEW_VUE_MAP_GEOM_OUT);
423 }
424
425 static void
426 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
427 {
428 struct gl_context *ctx = &brw->ctx;
429 /* BRW_NEW_FRAGMENT_PROGRAM */
430 const struct brw_fragment_program *fp =
431 (struct brw_fragment_program *) brw->fragment_program;
432 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
433 GLuint lookup = 0;
434 GLuint line_aa;
435
436 memset(key, 0, sizeof(*key));
437
438 /* Build the index for table lookup
439 */
440 if (brw->gen < 6) {
441 /* _NEW_COLOR */
442 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
443 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
444
445 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
446 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
447
448 /* _NEW_DEPTH */
449 if (ctx->Depth.Test)
450 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
451
452 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
453 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
454
455 /* _NEW_STENCIL | _NEW_BUFFERS */
456 if (ctx->Stencil._Enabled) {
457 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
458
459 if (ctx->Stencil.WriteMask[0] ||
460 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
461 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
462 }
463 key->iz_lookup = lookup;
464 }
465
466 line_aa = AA_NEVER;
467
468 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
469 if (ctx->Line.SmoothFlag) {
470 if (brw->reduced_primitive == GL_LINES) {
471 line_aa = AA_ALWAYS;
472 }
473 else if (brw->reduced_primitive == GL_TRIANGLES) {
474 if (ctx->Polygon.FrontMode == GL_LINE) {
475 line_aa = AA_SOMETIMES;
476
477 if (ctx->Polygon.BackMode == GL_LINE ||
478 (ctx->Polygon.CullFlag &&
479 ctx->Polygon.CullFaceMode == GL_BACK))
480 line_aa = AA_ALWAYS;
481 }
482 else if (ctx->Polygon.BackMode == GL_LINE) {
483 line_aa = AA_SOMETIMES;
484
485 if ((ctx->Polygon.CullFlag &&
486 ctx->Polygon.CullFaceMode == GL_FRONT))
487 line_aa = AA_ALWAYS;
488 }
489 }
490 }
491
492 key->line_aa = line_aa;
493
494 /* _NEW_HINT */
495 key->high_quality_derivatives =
496 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
497
498 if (brw->gen < 6)
499 key->stats_wm = brw->stats_wm;
500
501 /* _NEW_LIGHT */
502 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
503
504 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
505 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
506
507 /* _NEW_TEXTURE */
508 brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
509
510 /* _NEW_BUFFERS */
511 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
512
513 /* _NEW_COLOR */
514 key->force_dual_color_blend = brw->dual_color_blend_by_location &&
515 (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
516
517 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
518 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
519 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
520
521 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
522 /* Ignore sample qualifier while computing this flag. */
523 if (ctx->Multisample.Enabled) {
524 key->persample_interp =
525 ctx->Multisample.SampleShading &&
526 (ctx->Multisample.MinSampleShadingValue *
527 _mesa_geometric_samples(ctx->DrawBuffer) > 1);
528
529 key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
530 }
531
532 /* BRW_NEW_VUE_MAP_GEOM_OUT */
533 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
534 BRW_FS_VARYING_INPUT_MASK) > 16)
535 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
536
537
538 /* _NEW_COLOR | _NEW_BUFFERS */
539 /* Pre-gen6, the hardware alpha test always used each render
540 * target's alpha to do alpha test, as opposed to render target 0's alpha
541 * like GL requires. Fix that by building the alpha test into the
542 * shader, and we'll skip enabling the fixed function alpha test.
543 */
544 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
545 ctx->Color.AlphaEnabled) {
546 key->alpha_test_func = ctx->Color.AlphaFunc;
547 key->alpha_test_ref = ctx->Color.AlphaRef;
548 }
549
550 /* The unique fragment program ID */
551 key->program_string_id = fp->id;
552 }
553
554 void
555 brw_upload_wm_prog(struct brw_context *brw)
556 {
557 struct gl_context *ctx = &brw->ctx;
558 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
559 struct brw_wm_prog_key key;
560 struct brw_fragment_program *fp = (struct brw_fragment_program *)
561 brw->fragment_program;
562
563 if (!brw_wm_state_dirty(brw))
564 return;
565
566 brw_wm_populate_key(brw, &key);
567
568 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
569 &key, sizeof(key),
570 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
571 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
572 (void) success;
573 assert(success);
574 }
575 brw->wm.base.prog_data = &brw->wm.prog_data->base;
576 }
577
578 bool
579 brw_fs_precompile(struct gl_context *ctx,
580 struct gl_shader_program *shader_prog,
581 struct gl_program *prog)
582 {
583 struct brw_context *brw = brw_context(ctx);
584 struct brw_wm_prog_key key;
585
586 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
587 struct brw_fragment_program *bfp = brw_fragment_program(fp);
588
589 memset(&key, 0, sizeof(key));
590
591 if (brw->gen < 6) {
592 if (fp->UsesKill)
593 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
594
595 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
596 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
597
598 /* Just assume depth testing. */
599 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
600 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
601 }
602
603 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
604 BRW_FS_VARYING_INPUT_MASK) > 16)
605 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
606
607 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
608
609 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
610 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
611 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
612
613 key.program_string_id = bfp->id;
614
615 uint32_t old_prog_offset = brw->wm.base.prog_offset;
616 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
617
618 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
619
620 brw->wm.base.prog_offset = old_prog_offset;
621 brw->wm.prog_data = old_prog_data;
622
623 return success;
624 }