i965: Move binding table setup to codegen time.
[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 "glsl/nir/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(struct brw_context *brw,
48 bool shade_model_flat,
49 bool persample_shading,
50 const struct gl_fragment_program *fprog)
51 {
52 unsigned barycentric_interp_modes = 0;
53 int attr;
54
55 /* Loop through all fragment shader inputs to figure out what interpolation
56 * modes are in use, and set the appropriate bits in
57 * barycentric_interp_modes.
58 */
59 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
60 enum glsl_interp_qualifier interp_qualifier =
61 fprog->InterpQualifier[attr];
62 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
63 !persample_shading;
64 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
65 persample_shading;
66 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
67
68 /* Ignore unused inputs. */
69 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
70 continue;
71
72 /* Ignore WPOS and FACE, because they don't require interpolation. */
73 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
74 continue;
75
76 /* Determine the set (or sets) of barycentric coordinates needed to
77 * interpolate this variable. Note that when
78 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
79 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
80 * for lit pixels, so we need both sets of barycentric coordinates.
81 */
82 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
83 if (is_centroid) {
84 barycentric_interp_modes |=
85 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
86 } else if (is_sample) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
89 }
90 if ((!is_centroid && !is_sample) ||
91 brw->needs_unlit_centroid_workaround) {
92 barycentric_interp_modes |=
93 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
94 }
95 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
96 (!(shade_model_flat && is_gl_Color) &&
97 interp_qualifier == INTERP_QUALIFIER_NONE)) {
98 if (is_centroid) {
99 barycentric_interp_modes |=
100 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
101 } else if (is_sample) {
102 barycentric_interp_modes |=
103 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
104 }
105 if ((!is_centroid && !is_sample) ||
106 brw->needs_unlit_centroid_workaround) {
107 barycentric_interp_modes |=
108 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
109 }
110 }
111 }
112
113 return barycentric_interp_modes;
114 }
115
116 static uint8_t
117 computed_depth_mode(struct gl_fragment_program *fp)
118 {
119 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
120 switch (fp->FragDepthLayout) {
121 case FRAG_DEPTH_LAYOUT_NONE:
122 case FRAG_DEPTH_LAYOUT_ANY:
123 return BRW_PSCDEPTH_ON;
124 case FRAG_DEPTH_LAYOUT_GREATER:
125 return BRW_PSCDEPTH_ON_GE;
126 case FRAG_DEPTH_LAYOUT_LESS:
127 return BRW_PSCDEPTH_ON_LE;
128 case FRAG_DEPTH_LAYOUT_UNCHANGED:
129 return BRW_PSCDEPTH_OFF;
130 }
131 }
132 return BRW_PSCDEPTH_OFF;
133 }
134
135 static void
136 assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
137 const struct gl_shader_program *shader_prog,
138 const struct gl_program *prog,
139 const struct brw_wm_prog_key *key,
140 struct brw_wm_prog_data *prog_data)
141 {
142 uint32_t next_binding_table_offset = 0;
143
144 /* If there are no color regions, we still perform an FB write to a null
145 * renderbuffer, which we place at surface index 0.
146 */
147 prog_data->binding_table.render_target_start = next_binding_table_offset;
148 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
149
150 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
151 shader_prog, prog, &prog_data->base,
152 next_binding_table_offset);
153 }
154
155 /**
156 * All Mesa program -> GPU code generation goes through this function.
157 * Depending on the instructions used (i.e. flow control instructions)
158 * we'll use one of two code generators.
159 */
160 bool
161 brw_codegen_wm_prog(struct brw_context *brw,
162 struct gl_shader_program *prog,
163 struct brw_fragment_program *fp,
164 struct brw_wm_prog_key *key)
165 {
166 struct gl_context *ctx = &brw->ctx;
167 void *mem_ctx = ralloc_context(NULL);
168 struct brw_wm_prog_data prog_data;
169 const GLuint *program;
170 struct brw_shader *fs = NULL;
171 GLuint program_size;
172 bool start_busy = false;
173 double start_time = 0;
174
175 if (prog)
176 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
177
178 memset(&prog_data, 0, sizeof(prog_data));
179 /* key->alpha_test_func means simulating alpha testing via discards,
180 * so the shader definitely kills pixels.
181 */
182 prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
183 prog_data.uses_omask =
184 fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK);
185 prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
186
187 prog_data.early_fragment_tests = fs && fs->base.EarlyFragmentTests;
188
189 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
190 if (!prog)
191 prog_data.base.use_alt_mode = true;
192
193 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
194 &fp->program.Base, key, &prog_data);
195
196 /* Allocate the references to the uniforms that will end up in the
197 * prog_data associated with the compiled program, and which will be freed
198 * by the state cache.
199 */
200 int param_count = fp->program.Base.nir->num_uniforms;
201 if (fs)
202 prog_data.base.nr_image_params = fs->base.NumImages;
203 /* The backend also sometimes adds params for texture size. */
204 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
205 prog_data.base.param =
206 rzalloc_array(NULL, const gl_constant_value *, param_count);
207 prog_data.base.pull_param =
208 rzalloc_array(NULL, const gl_constant_value *, param_count);
209 prog_data.base.image_param =
210 rzalloc_array(NULL, struct brw_image_param,
211 prog_data.base.nr_image_params);
212 prog_data.base.nr_params = param_count;
213
214 prog_data.barycentric_interp_modes =
215 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
216 key->persample_shading,
217 &fp->program);
218
219 if (unlikely(brw->perf_debug)) {
220 start_busy = (brw->batch.last_bo &&
221 drm_intel_bo_busy(brw->batch.last_bo));
222 start_time = get_time();
223 }
224
225 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
226 &fp->program, prog, &program_size);
227 if (program == NULL) {
228 ralloc_free(mem_ctx);
229 return false;
230 }
231
232 if (unlikely(brw->perf_debug) && fs) {
233 if (fs->compiled_once)
234 brw_wm_debug_recompile(brw, prog, key);
235 fs->compiled_once = true;
236
237 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
238 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
239 (get_time() - start_time) * 1000);
240 }
241 }
242
243 if (prog_data.base.total_scratch) {
244 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
245 prog_data.base.total_scratch * brw->max_wm_threads);
246 }
247
248 if (unlikely(INTEL_DEBUG & DEBUG_WM))
249 fprintf(stderr, "\n");
250
251 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
252 key, sizeof(struct brw_wm_prog_key),
253 program, program_size,
254 &prog_data, sizeof(prog_data),
255 &brw->wm.base.prog_offset, &brw->wm.prog_data);
256
257 ralloc_free(mem_ctx);
258
259 return true;
260 }
261
262 static bool
263 key_debug(struct brw_context *brw, const char *name, int a, int b)
264 {
265 if (a != b) {
266 perf_debug(" %s %d->%d\n", name, a, b);
267 return true;
268 } else {
269 return false;
270 }
271 }
272
273 bool
274 brw_debug_recompile_sampler_key(struct brw_context *brw,
275 const struct brw_sampler_prog_key_data *old_key,
276 const struct brw_sampler_prog_key_data *key)
277 {
278 bool found = false;
279
280 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
281 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
282 old_key->swizzles[i], key->swizzles[i]);
283 }
284 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
285 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
286 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
287 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
288 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
289 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
290 found |= key_debug(brw, "gather channel quirk on any texture unit",
291 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
292 found |= key_debug(brw, "compressed multisample layout",
293 old_key->compressed_multisample_layout_mask,
294 key->compressed_multisample_layout_mask);
295
296 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
297 found |= key_debug(brw, "textureGather workarounds",
298 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
299 }
300
301 return found;
302 }
303
304 void
305 brw_wm_debug_recompile(struct brw_context *brw,
306 struct gl_shader_program *prog,
307 const struct brw_wm_prog_key *key)
308 {
309 struct brw_cache_item *c = NULL;
310 const struct brw_wm_prog_key *old_key = NULL;
311 bool found = false;
312
313 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
314
315 for (unsigned int i = 0; i < brw->cache.size; i++) {
316 for (c = brw->cache.items[i]; c; c = c->next) {
317 if (c->cache_id == BRW_CACHE_FS_PROG) {
318 old_key = c->key;
319
320 if (old_key->program_string_id == key->program_string_id)
321 break;
322 }
323 }
324 if (c)
325 break;
326 }
327
328 if (!c) {
329 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
330 return;
331 }
332
333 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
334 "depth write",
335 old_key->iz_lookup, key->iz_lookup);
336 found |= key_debug(brw, "depth statistics",
337 old_key->stats_wm, key->stats_wm);
338 found |= key_debug(brw, "flat shading",
339 old_key->flat_shade, key->flat_shade);
340 found |= key_debug(brw, "per-sample shading",
341 old_key->persample_shading, key->persample_shading);
342 found |= key_debug(brw, "per-sample shading and 2x MSAA",
343 old_key->persample_2x, key->persample_2x);
344 found |= key_debug(brw, "number of color buffers",
345 old_key->nr_color_regions, key->nr_color_regions);
346 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
347 old_key->replicate_alpha, key->replicate_alpha);
348 found |= key_debug(brw, "rendering to FBO",
349 old_key->render_to_fbo, key->render_to_fbo);
350 found |= key_debug(brw, "fragment color clamping",
351 old_key->clamp_fragment_color, key->clamp_fragment_color);
352 found |= key_debug(brw, "line smoothing",
353 old_key->line_aa, key->line_aa);
354 found |= key_debug(brw, "renderbuffer height",
355 old_key->drawable_height, key->drawable_height);
356 found |= key_debug(brw, "input slots valid",
357 old_key->input_slots_valid, key->input_slots_valid);
358 found |= key_debug(brw, "mrt alpha test function",
359 old_key->alpha_test_func, key->alpha_test_func);
360 found |= key_debug(brw, "mrt alpha test reference value",
361 old_key->alpha_test_ref, key->alpha_test_ref);
362
363 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
364
365 if (!found) {
366 perf_debug(" Something else\n");
367 }
368 }
369
370 static uint8_t
371 gen6_gather_workaround(GLenum internalformat)
372 {
373 switch (internalformat) {
374 case GL_R8I: return WA_SIGN | WA_8BIT;
375 case GL_R8UI: return WA_8BIT;
376 case GL_R16I: return WA_SIGN | WA_16BIT;
377 case GL_R16UI: return WA_16BIT;
378 default:
379 /* Note that even though GL_R32I and GL_R32UI have format overrides in
380 * the surface state, there is no shader w/a required.
381 */
382 return 0;
383 }
384 }
385
386 void
387 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
388 const struct gl_program *prog,
389 unsigned sampler_count,
390 struct brw_sampler_prog_key_data *key)
391 {
392 struct brw_context *brw = brw_context(ctx);
393
394 for (int s = 0; s < sampler_count; s++) {
395 key->swizzles[s] = SWIZZLE_NOOP;
396
397 if (!(prog->SamplersUsed & (1 << s)))
398 continue;
399
400 int unit_id = prog->SamplerUnits[s];
401 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
402
403 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
404 const struct gl_texture_object *t = unit->_Current;
405 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
406 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
407
408 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
409 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
410 img->_BaseFormat == GL_DEPTH_STENCIL);
411
412 /* Haswell handles texture swizzling as surface format overrides
413 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
414 */
415 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
416 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
417
418 if (brw->gen < 8 &&
419 sampler->MinFilter != GL_NEAREST &&
420 sampler->MagFilter != GL_NEAREST) {
421 if (sampler->WrapS == GL_CLAMP)
422 key->gl_clamp_mask[0] |= 1 << s;
423 if (sampler->WrapT == GL_CLAMP)
424 key->gl_clamp_mask[1] |= 1 << s;
425 if (sampler->WrapR == GL_CLAMP)
426 key->gl_clamp_mask[2] |= 1 << s;
427 }
428
429 /* gather4's channel select for green from RG32F is broken; requires
430 * a shader w/a on IVB; fixable with just SCS on HSW.
431 */
432 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
433 if (img->InternalFormat == GL_RG32F)
434 key->gather_channel_quirk_mask |= 1 << s;
435 }
436
437 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
438 * UNORM/FLOAT instead and fix it in the shader.
439 */
440 if (brw->gen == 6 && prog->UsesGather) {
441 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
442 }
443
444 /* If this is a multisample sampler, and uses the CMS MSAA layout,
445 * then we need to emit slightly different code to first sample the
446 * MCS surface.
447 */
448 struct intel_texture_object *intel_tex =
449 intel_texture_object((struct gl_texture_object *)t);
450
451 if (brw->gen >= 7 &&
452 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
453 key->compressed_multisample_layout_mask |= 1 << s;
454 }
455 }
456 }
457 }
458
459 static bool
460 brw_wm_state_dirty (struct brw_context *brw)
461 {
462 return brw_state_dirty(brw,
463 _NEW_BUFFERS |
464 _NEW_COLOR |
465 _NEW_DEPTH |
466 _NEW_FRAG_CLAMP |
467 _NEW_HINT |
468 _NEW_LIGHT |
469 _NEW_LINE |
470 _NEW_MULTISAMPLE |
471 _NEW_POLYGON |
472 _NEW_STENCIL |
473 _NEW_TEXTURE,
474 BRW_NEW_FRAGMENT_PROGRAM |
475 BRW_NEW_REDUCED_PRIMITIVE |
476 BRW_NEW_STATS_WM |
477 BRW_NEW_VUE_MAP_GEOM_OUT);
478 }
479
480 static void
481 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
482 {
483 struct gl_context *ctx = &brw->ctx;
484 /* BRW_NEW_FRAGMENT_PROGRAM */
485 const struct brw_fragment_program *fp =
486 (struct brw_fragment_program *) brw->fragment_program;
487 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
488 GLuint lookup = 0;
489 GLuint line_aa;
490 bool program_uses_dfdy = fp->program.UsesDFdy;
491 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
492
493 memset(key, 0, sizeof(*key));
494
495 /* Build the index for table lookup
496 */
497 if (brw->gen < 6) {
498 /* _NEW_COLOR */
499 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
500 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
501
502 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
503 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
504
505 /* _NEW_DEPTH */
506 if (ctx->Depth.Test)
507 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
508
509 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
510 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
511
512 /* _NEW_STENCIL | _NEW_BUFFERS */
513 if (ctx->Stencil._Enabled) {
514 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
515
516 if (ctx->Stencil.WriteMask[0] ||
517 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
518 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
519 }
520 key->iz_lookup = lookup;
521 }
522
523 line_aa = AA_NEVER;
524
525 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
526 if (ctx->Line.SmoothFlag) {
527 if (brw->reduced_primitive == GL_LINES) {
528 line_aa = AA_ALWAYS;
529 }
530 else if (brw->reduced_primitive == GL_TRIANGLES) {
531 if (ctx->Polygon.FrontMode == GL_LINE) {
532 line_aa = AA_SOMETIMES;
533
534 if (ctx->Polygon.BackMode == GL_LINE ||
535 (ctx->Polygon.CullFlag &&
536 ctx->Polygon.CullFaceMode == GL_BACK))
537 line_aa = AA_ALWAYS;
538 }
539 else if (ctx->Polygon.BackMode == GL_LINE) {
540 line_aa = AA_SOMETIMES;
541
542 if ((ctx->Polygon.CullFlag &&
543 ctx->Polygon.CullFaceMode == GL_FRONT))
544 line_aa = AA_ALWAYS;
545 }
546 }
547 }
548
549 key->line_aa = line_aa;
550
551 /* _NEW_HINT */
552 key->high_quality_derivatives =
553 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
554
555 if (brw->gen < 6)
556 key->stats_wm = brw->stats_wm;
557
558 /* _NEW_LIGHT */
559 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
560
561 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
562 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
563
564 /* _NEW_TEXTURE */
565 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
566 &key->tex);
567
568 /* _NEW_BUFFERS */
569 /*
570 * Include the draw buffer origin and height so that we can calculate
571 * fragment position values relative to the bottom left of the drawable,
572 * from the incoming screen origin relative position we get as part of our
573 * payload.
574 *
575 * This is only needed for the WM_WPOSXY opcode when the fragment program
576 * uses the gl_FragCoord input.
577 *
578 * We could avoid recompiling by including this as a constant referenced by
579 * our program, but if we were to do that it would also be nice to handle
580 * getting that constant updated at batchbuffer submit time (when we
581 * hold the lock and know where the buffer really is) rather than at emit
582 * time when we don't hold the lock and are just guessing. We could also
583 * just avoid using this as key data if the program doesn't use
584 * fragment.position.
585 *
586 * For DRI2 the origin_x/y will always be (0,0) but we still need the
587 * drawable height in order to invert the Y axis.
588 */
589 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
590 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
591 }
592
593 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
594 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
595 }
596
597 /* _NEW_BUFFERS */
598 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
599
600 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
601 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
602 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
603
604 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
605 /* Ignore sample qualifier while computing this flag. */
606 key->persample_shading =
607 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
608 if (key->persample_shading)
609 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
610
611 key->compute_pos_offset =
612 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
613 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
614
615 key->compute_sample_id =
616 multisample_fbo &&
617 ctx->Multisample.Enabled &&
618 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
619
620 /* BRW_NEW_VUE_MAP_GEOM_OUT */
621 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
622 BRW_FS_VARYING_INPUT_MASK) > 16)
623 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
624
625
626 /* _NEW_COLOR | _NEW_BUFFERS */
627 /* Pre-gen6, the hardware alpha test always used each render
628 * target's alpha to do alpha test, as opposed to render target 0's alpha
629 * like GL requires. Fix that by building the alpha test into the
630 * shader, and we'll skip enabling the fixed function alpha test.
631 */
632 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
633 ctx->Color.AlphaEnabled) {
634 key->alpha_test_func = ctx->Color.AlphaFunc;
635 key->alpha_test_ref = ctx->Color.AlphaRef;
636 }
637
638 /* The unique fragment program ID */
639 key->program_string_id = fp->id;
640 }
641
642 void
643 brw_upload_wm_prog(struct brw_context *brw)
644 {
645 struct gl_context *ctx = &brw->ctx;
646 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
647 struct brw_wm_prog_key key;
648 struct brw_fragment_program *fp = (struct brw_fragment_program *)
649 brw->fragment_program;
650
651 if (!brw_wm_state_dirty(brw))
652 return;
653
654 brw_wm_populate_key(brw, &key);
655
656 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
657 &key, sizeof(key),
658 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
659 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
660 (void) success;
661 assert(success);
662 }
663 brw->wm.base.prog_data = &brw->wm.prog_data->base;
664 }
665
666 bool
667 brw_fs_precompile(struct gl_context *ctx,
668 struct gl_shader_program *shader_prog,
669 struct gl_program *prog)
670 {
671 struct brw_context *brw = brw_context(ctx);
672 struct brw_wm_prog_key key;
673
674 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
675 struct brw_fragment_program *bfp = brw_fragment_program(fp);
676 bool program_uses_dfdy = fp->UsesDFdy;
677
678 memset(&key, 0, sizeof(key));
679
680 if (brw->gen < 6) {
681 if (fp->UsesKill)
682 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
683
684 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
685 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
686
687 /* Just assume depth testing. */
688 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
689 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
690 }
691
692 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
693 BRW_FS_VARYING_INPUT_MASK) > 16)
694 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
695
696 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
697
698 if (fp->Base.InputsRead & VARYING_BIT_POS) {
699 key.drawable_height = ctx->DrawBuffer->Height;
700 }
701
702 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
703 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
704 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
705
706 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
707 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
708 key.nr_color_regions > 1;
709 }
710
711 key.program_string_id = bfp->id;
712
713 uint32_t old_prog_offset = brw->wm.base.prog_offset;
714 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
715
716 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
717
718 brw->wm.base.prog_offset = old_prog_offset;
719 brw->wm.prog_data = old_prog_data;
720
721 return success;
722 }