mesa/sso: rename Shader to the pointer _Shader
[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 "glsl/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 bool
120 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
121 {
122 const struct brw_wm_prog_data *a = in_a;
123 const struct brw_wm_prog_data *b = in_b;
124
125 /* Compare the base structure. */
126 if (!brw_stage_prog_data_compare(&a->base, &b->base))
127 return false;
128
129 /* Compare the rest of the structure. */
130 const unsigned offset = sizeof(struct brw_stage_prog_data);
131 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
132 sizeof(struct brw_wm_prog_data) - offset))
133 return false;
134
135 return true;
136 }
137
138 /**
139 * All Mesa program -> GPU code generation goes through this function.
140 * Depending on the instructions used (i.e. flow control instructions)
141 * we'll use one of two code generators.
142 */
143 bool do_wm_prog(struct brw_context *brw,
144 struct gl_shader_program *prog,
145 struct brw_fragment_program *fp,
146 struct brw_wm_prog_key *key)
147 {
148 struct gl_context *ctx = &brw->ctx;
149 struct brw_wm_compile *c;
150 const GLuint *program;
151 struct gl_shader *fs = NULL;
152 GLuint program_size;
153
154 if (prog)
155 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
156
157 c = rzalloc(NULL, struct brw_wm_compile);
158
159 /* Allocate the references to the uniforms that will end up in the
160 * prog_data associated with the compiled program, and which will be freed
161 * by the state cache.
162 */
163 int param_count;
164 if (fs) {
165 param_count = fs->num_uniform_components;
166 } else {
167 param_count = fp->program.Base.Parameters->NumParameters * 4;
168 }
169 /* The backend also sometimes adds params for texture size. */
170 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
171 c->prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
172 c->prog_data.base.pull_param =
173 rzalloc_array(NULL, const float *, param_count);
174 c->prog_data.base.nr_params = param_count;
175
176 memcpy(&c->key, key, sizeof(*key));
177
178 c->prog_data.barycentric_interp_modes =
179 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
180 c->key.persample_shading,
181 &fp->program);
182
183 program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
184 if (program == NULL)
185 return false;
186
187 /* Scratch space is used for register spilling */
188 if (c->last_scratch) {
189 perf_debug("Fragment shader triggered register spilling. "
190 "Try reducing the number of live scalar values to "
191 "improve performance.\n");
192
193 c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
194
195 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
196 c->prog_data.total_scratch * brw->max_wm_threads);
197 }
198
199 if (unlikely(INTEL_DEBUG & DEBUG_WM))
200 fprintf(stderr, "\n");
201
202 brw_upload_cache(&brw->cache, BRW_WM_PROG,
203 &c->key, sizeof(c->key),
204 program, program_size,
205 &c->prog_data, sizeof(c->prog_data),
206 &brw->wm.base.prog_offset, &brw->wm.prog_data);
207
208 ralloc_free(c);
209
210 return true;
211 }
212
213 static bool
214 key_debug(struct brw_context *brw, const char *name, int a, int b)
215 {
216 if (a != b) {
217 perf_debug(" %s %d->%d\n", name, a, b);
218 return true;
219 } else {
220 return false;
221 }
222 }
223
224 bool
225 brw_debug_recompile_sampler_key(struct brw_context *brw,
226 const struct brw_sampler_prog_key_data *old_key,
227 const struct brw_sampler_prog_key_data *key)
228 {
229 bool found = false;
230
231 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
232 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
233 old_key->swizzles[i], key->swizzles[i]);
234 }
235 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
236 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
237 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
238 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
239 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
240 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
241 found |= key_debug(brw, "GL_MESA_ycbcr texturing\n",
242 old_key->yuvtex_mask, key->yuvtex_mask);
243 found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
244 old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
245 found |= key_debug(brw, "gather channel quirk on any texture unit",
246 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
247
248 return found;
249 }
250
251 void
252 brw_wm_debug_recompile(struct brw_context *brw,
253 struct gl_shader_program *prog,
254 const struct brw_wm_prog_key *key)
255 {
256 struct brw_cache_item *c = NULL;
257 const struct brw_wm_prog_key *old_key = NULL;
258 bool found = false;
259
260 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
261
262 for (unsigned int i = 0; i < brw->cache.size; i++) {
263 for (c = brw->cache.items[i]; c; c = c->next) {
264 if (c->cache_id == BRW_WM_PROG) {
265 old_key = c->key;
266
267 if (old_key->program_string_id == key->program_string_id)
268 break;
269 }
270 }
271 if (c)
272 break;
273 }
274
275 if (!c) {
276 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
277 return;
278 }
279
280 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
281 "depth write",
282 old_key->iz_lookup, key->iz_lookup);
283 found |= key_debug(brw, "depth statistics",
284 old_key->stats_wm, key->stats_wm);
285 found |= key_debug(brw, "flat shading",
286 old_key->flat_shade, key->flat_shade);
287 found |= key_debug(brw, "number of color buffers",
288 old_key->nr_color_regions, key->nr_color_regions);
289 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
290 old_key->replicate_alpha, key->replicate_alpha);
291 found |= key_debug(brw, "rendering to FBO",
292 old_key->render_to_fbo, key->render_to_fbo);
293 found |= key_debug(brw, "fragment color clamping",
294 old_key->clamp_fragment_color, key->clamp_fragment_color);
295 found |= key_debug(brw, "line smoothing",
296 old_key->line_aa, key->line_aa);
297 found |= key_debug(brw, "renderbuffer height",
298 old_key->drawable_height, key->drawable_height);
299 found |= key_debug(brw, "input slots valid",
300 old_key->input_slots_valid, key->input_slots_valid);
301 found |= key_debug(brw, "mrt alpha test function",
302 old_key->alpha_test_func, key->alpha_test_func);
303 found |= key_debug(brw, "mrt alpha test reference value",
304 old_key->alpha_test_ref, key->alpha_test_ref);
305
306 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
307
308 if (!found) {
309 perf_debug(" Something else\n");
310 }
311 }
312
313 static uint8_t
314 gen6_gather_workaround(GLenum internalformat)
315 {
316 switch (internalformat) {
317 case GL_R8I: return WA_SIGN | WA_8BIT;
318 case GL_R8UI: return WA_8BIT;
319 case GL_R16I: return WA_SIGN | WA_16BIT;
320 case GL_R16UI: return WA_16BIT;
321 /* note that even though GL_R32I and GL_R32UI have format overrides
322 * in the surface state, there is no shader w/a required */
323 default: return 0;
324 }
325 }
326
327 void
328 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
329 const struct gl_program *prog,
330 unsigned sampler_count,
331 struct brw_sampler_prog_key_data *key)
332 {
333 struct brw_context *brw = brw_context(ctx);
334
335 for (int s = 0; s < sampler_count; s++) {
336 key->swizzles[s] = SWIZZLE_NOOP;
337
338 if (!(prog->SamplersUsed & (1 << s)))
339 continue;
340
341 int unit_id = prog->SamplerUnits[s];
342 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
343
344 if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
345 const struct gl_texture_object *t = unit->_Current;
346 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
347 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
348
349 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
350 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
351 img->_BaseFormat == GL_DEPTH_STENCIL);
352
353 /* Haswell handles texture swizzling as surface format overrides
354 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
355 */
356 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
357 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
358
359 if (img->InternalFormat == GL_YCBCR_MESA) {
360 key->yuvtex_mask |= 1 << s;
361 if (img->TexFormat == MESA_FORMAT_YCBCR)
362 key->yuvtex_swap_mask |= 1 << s;
363 }
364
365 if (sampler->MinFilter != GL_NEAREST &&
366 sampler->MagFilter != GL_NEAREST) {
367 if (sampler->WrapS == GL_CLAMP)
368 key->gl_clamp_mask[0] |= 1 << s;
369 if (sampler->WrapT == GL_CLAMP)
370 key->gl_clamp_mask[1] |= 1 << s;
371 if (sampler->WrapR == GL_CLAMP)
372 key->gl_clamp_mask[2] |= 1 << s;
373 }
374
375 /* gather4's channel select for green from RG32F is broken;
376 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
377 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
378 if (img->InternalFormat == GL_RG32F)
379 key->gather_channel_quirk_mask |= 1 << s;
380 }
381
382 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
383 * UNORM/FLOAT instead and fix it in the shader.
384 */
385 if (brw->gen == 6 && prog->UsesGather) {
386 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
387 }
388
389 /* If this is a multisample sampler, and uses the CMS MSAA layout,
390 * then we need to emit slightly different code to first sample the
391 * MCS surface.
392 */
393 struct intel_texture_object *intel_tex =
394 intel_texture_object((struct gl_texture_object *)t);
395
396 if (brw->gen >= 7 &&
397 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
398 key->compressed_multisample_layout_mask |= 1 << s;
399 }
400 }
401 }
402 }
403
404 static void brw_wm_populate_key( struct brw_context *brw,
405 struct brw_wm_prog_key *key )
406 {
407 struct gl_context *ctx = &brw->ctx;
408 /* BRW_NEW_FRAGMENT_PROGRAM */
409 const struct brw_fragment_program *fp =
410 (struct brw_fragment_program *)brw->fragment_program;
411 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
412 GLuint lookup = 0;
413 GLuint line_aa;
414 bool program_uses_dfdy = fp->program.UsesDFdy;
415 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
416
417 memset(key, 0, sizeof(*key));
418
419 /* Build the index for table lookup
420 */
421 if (brw->gen < 6) {
422 /* _NEW_COLOR */
423 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
424 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
425
426 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
427 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
428
429 /* _NEW_DEPTH */
430 if (ctx->Depth.Test)
431 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
432
433 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
434 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
435
436 /* _NEW_STENCIL | _NEW_BUFFERS */
437 if (ctx->Stencil._Enabled) {
438 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
439
440 if (ctx->Stencil.WriteMask[0] ||
441 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
442 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
443 }
444 key->iz_lookup = lookup;
445 }
446
447 line_aa = AA_NEVER;
448
449 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
450 if (ctx->Line.SmoothFlag) {
451 if (brw->reduced_primitive == GL_LINES) {
452 line_aa = AA_ALWAYS;
453 }
454 else if (brw->reduced_primitive == GL_TRIANGLES) {
455 if (ctx->Polygon.FrontMode == GL_LINE) {
456 line_aa = AA_SOMETIMES;
457
458 if (ctx->Polygon.BackMode == GL_LINE ||
459 (ctx->Polygon.CullFlag &&
460 ctx->Polygon.CullFaceMode == GL_BACK))
461 line_aa = AA_ALWAYS;
462 }
463 else if (ctx->Polygon.BackMode == GL_LINE) {
464 line_aa = AA_SOMETIMES;
465
466 if ((ctx->Polygon.CullFlag &&
467 ctx->Polygon.CullFaceMode == GL_FRONT))
468 line_aa = AA_ALWAYS;
469 }
470 }
471 }
472
473 key->line_aa = line_aa;
474
475 /* _NEW_HINT */
476 if (brw->disable_derivative_optimization) {
477 key->high_quality_derivatives =
478 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
479 } else {
480 key->high_quality_derivatives =
481 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
482 }
483
484 if (brw->gen < 6)
485 key->stats_wm = brw->stats_wm;
486
487 /* _NEW_LIGHT */
488 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
489
490 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
491 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
492
493 /* _NEW_TEXTURE */
494 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
495 &key->tex);
496
497 /* _NEW_BUFFERS */
498 /*
499 * Include the draw buffer origin and height so that we can calculate
500 * fragment position values relative to the bottom left of the drawable,
501 * from the incoming screen origin relative position we get as part of our
502 * payload.
503 *
504 * This is only needed for the WM_WPOSXY opcode when the fragment program
505 * uses the gl_FragCoord input.
506 *
507 * We could avoid recompiling by including this as a constant referenced by
508 * our program, but if we were to do that it would also be nice to handle
509 * getting that constant updated at batchbuffer submit time (when we
510 * hold the lock and know where the buffer really is) rather than at emit
511 * time when we don't hold the lock and are just guessing. We could also
512 * just avoid using this as key data if the program doesn't use
513 * fragment.position.
514 *
515 * For DRI2 the origin_x/y will always be (0,0) but we still need the
516 * drawable height in order to invert the Y axis.
517 */
518 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
519 key->drawable_height = ctx->DrawBuffer->Height;
520 }
521
522 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
523 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
524 }
525
526 /* _NEW_BUFFERS */
527 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
528
529 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
530 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
531 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
532
533 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
534 /* Ignore sample qualifier while computing this flag. */
535 key->persample_shading =
536 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
537
538 key->compute_pos_offset =
539 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
540 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
541
542 key->compute_sample_id =
543 multisample_fbo &&
544 ctx->Multisample.Enabled &&
545 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
546
547 /* BRW_NEW_VUE_MAP_GEOM_OUT */
548 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
549 BRW_FS_VARYING_INPUT_MASK) > 16)
550 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
551
552
553 /* _NEW_COLOR | _NEW_BUFFERS */
554 /* Pre-gen6, the hardware alpha test always used each render
555 * target's alpha to do alpha test, as opposed to render target 0's alpha
556 * like GL requires. Fix that by building the alpha test into the
557 * shader, and we'll skip enabling the fixed function alpha test.
558 */
559 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
560 key->alpha_test_func = ctx->Color.AlphaFunc;
561 key->alpha_test_ref = ctx->Color.AlphaRef;
562 }
563
564 /* The unique fragment program ID */
565 key->program_string_id = fp->id;
566 }
567
568
569 static void
570 brw_upload_wm_prog(struct brw_context *brw)
571 {
572 struct gl_context *ctx = &brw->ctx;
573 struct brw_wm_prog_key key;
574 struct brw_fragment_program *fp = (struct brw_fragment_program *)
575 brw->fragment_program;
576
577 brw_wm_populate_key(brw, &key);
578
579 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
580 &key, sizeof(key),
581 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
582 bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
583 &key);
584 (void) success;
585 assert(success);
586 }
587 brw->wm.base.prog_data = &brw->wm.prog_data->base;
588 }
589
590
591 const struct brw_tracked_state brw_wm_prog = {
592 .dirty = {
593 .mesa = (_NEW_COLOR |
594 _NEW_DEPTH |
595 _NEW_STENCIL |
596 _NEW_POLYGON |
597 _NEW_LINE |
598 _NEW_HINT |
599 _NEW_LIGHT |
600 _NEW_FRAG_CLAMP |
601 _NEW_BUFFERS |
602 _NEW_TEXTURE |
603 _NEW_MULTISAMPLE),
604 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
605 BRW_NEW_REDUCED_PRIMITIVE |
606 BRW_NEW_VUE_MAP_GEOM_OUT |
607 BRW_NEW_STATS_WM)
608 },
609 .emit = brw_upload_wm_prog
610 };
611