2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keith@tungstengraphics.com>
32 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "main/formats.h"
36 #include "main/fbobject.h"
37 #include "main/samplerobj.h"
38 #include "program/prog_parameter.h"
40 #include "glsl/ralloc.h"
42 /** Return number of src args for given instruction */
43 GLuint
brw_wm_nr_args( GLuint opcode
)
60 assert(opcode
< MAX_OPCODE
);
61 return _mesa_num_inst_src_regs(opcode
);
66 GLuint
brw_wm_is_scalar_result( GLuint opcode
)
90 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have
91 * no flow control instructions so we can more readily do SSA-style
95 brw_wm_non_glsl_emit(struct brw_context
*brw
, struct brw_wm_compile
*c
)
97 /* Augment fragment program. Add instructions for pre- and
98 * post-fragment-program tasks such as interpolation and fogging.
102 /* Translate to intermediate representation. Build register usage
107 /* Dead code removal.
111 /* Register allocation.
112 * Divide by two because we operate on 16 pixels at a time and require
113 * two GRF entries for each logical shader register.
115 c
->grf_limit
= BRW_WM_MAX_GRF
/ 2;
119 /* how many general-purpose registers are used */
120 c
->prog_data
.reg_blocks
= brw_register_blocks(c
->max_wm_grf
);
129 * Return a bitfield where bit n is set if barycentric interpolation mode n
130 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
133 brw_compute_barycentric_interp_modes(struct brw_context
*brw
,
134 bool shade_model_flat
,
135 const struct gl_fragment_program
*fprog
)
137 unsigned barycentric_interp_modes
= 0;
140 /* Loop through all fragment shader inputs to figure out what interpolation
141 * modes are in use, and set the appropriate bits in
142 * barycentric_interp_modes.
144 for (attr
= 0; attr
< FRAG_ATTRIB_MAX
; ++attr
) {
145 enum glsl_interp_qualifier interp_qualifier
=
146 fprog
->InterpQualifier
[attr
];
147 bool is_centroid
= fprog
->IsCentroid
& BITFIELD64_BIT(attr
);
148 bool is_gl_Color
= attr
== FRAG_ATTRIB_COL0
|| attr
== FRAG_ATTRIB_COL1
;
150 /* Ignore unused inputs. */
151 if (!(fprog
->Base
.InputsRead
& BITFIELD64_BIT(attr
)))
154 /* Ignore WPOS and FACE, because they don't require interpolation. */
155 if (attr
== FRAG_ATTRIB_WPOS
|| attr
== FRAG_ATTRIB_FACE
)
158 /* Determine the set (or sets) of barycentric coordinates needed to
159 * interpolate this variable. Note that when
160 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
161 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
162 * for lit pixels, so we need both sets of barycentric coordinates.
164 if (interp_qualifier
== INTERP_QUALIFIER_NOPERSPECTIVE
) {
166 barycentric_interp_modes
|=
167 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC
;
169 if (!is_centroid
|| brw
->needs_unlit_centroid_workaround
) {
170 barycentric_interp_modes
|=
171 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC
;
173 } else if (interp_qualifier
== INTERP_QUALIFIER_SMOOTH
||
174 (!(shade_model_flat
&& is_gl_Color
) &&
175 interp_qualifier
== INTERP_QUALIFIER_NONE
)) {
177 barycentric_interp_modes
|=
178 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC
;
180 if (!is_centroid
|| brw
->needs_unlit_centroid_workaround
) {
181 barycentric_interp_modes
|=
182 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC
;
187 return barycentric_interp_modes
;
192 brw_wm_payload_setup(struct brw_context
*brw
,
193 struct brw_wm_compile
*c
)
195 struct intel_context
*intel
= &brw
->intel
;
196 bool uses_depth
= (c
->fp
->program
.Base
.InputsRead
&
197 (1 << FRAG_ATTRIB_WPOS
)) != 0;
198 unsigned barycentric_interp_modes
= c
->prog_data
.barycentric_interp_modes
;
201 if (intel
->gen
>= 6) {
202 /* R0-1: masks, pixel X/Y coordinates. */
203 c
->nr_payload_regs
= 2;
204 /* R2: only for 32-pixel dispatch.*/
206 /* R3-26: barycentric interpolation coordinates. These appear in the
207 * same order that they appear in the brw_wm_barycentric_interp_mode
208 * enum. Each set of coordinates occupies 2 registers if dispatch width
209 * == 8 and 4 registers if dispatch width == 16. Coordinates only
210 * appear if they were enabled using the "Barycentric Interpolation
211 * Mode" bits in WM_STATE.
213 for (i
= 0; i
< BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT
; ++i
) {
214 if (barycentric_interp_modes
& (1 << i
)) {
215 c
->barycentric_coord_reg
[i
] = c
->nr_payload_regs
;
216 c
->nr_payload_regs
+= 2;
217 if (c
->dispatch_width
== 16) {
218 c
->nr_payload_regs
+= 2;
223 /* R27: interpolated depth if uses source depth */
225 c
->source_depth_reg
= c
->nr_payload_regs
;
226 c
->nr_payload_regs
++;
227 if (c
->dispatch_width
== 16) {
228 /* R28: interpolated depth if not 8-wide. */
229 c
->nr_payload_regs
++;
232 /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W.
235 c
->source_w_reg
= c
->nr_payload_regs
;
236 c
->nr_payload_regs
++;
237 if (c
->dispatch_width
== 16) {
238 /* R30: interpolated W if not 8-wide. */
239 c
->nr_payload_regs
++;
242 /* R31: MSAA position offsets. */
243 /* R32-: bary for 32-pixel. */
244 /* R58-59: interp W for 32-pixel. */
246 if (c
->fp
->program
.Base
.OutputsWritten
&
247 BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
248 c
->source_depth_to_render_target
= true;
249 c
->computes_depth
= true;
252 brw_wm_lookup_iz(intel
, c
);
257 brw_wm_prog_data_compare(const void *in_a
, const void *in_b
,
258 int aux_size
, const void *in_key
)
260 const struct brw_wm_prog_data
*a
= in_a
;
261 const struct brw_wm_prog_data
*b
= in_b
;
263 /* Compare all the struct up to the pointers. */
264 if (memcmp(a
, b
, offsetof(struct brw_wm_prog_data
, param
)))
267 if (memcmp(a
->param
, b
->param
, a
->nr_params
* sizeof(void *)))
270 if (memcmp(a
->pull_param
, b
->pull_param
, a
->nr_pull_params
* sizeof(void *)))
277 brw_wm_prog_data_free(const void *in_prog_data
)
279 const struct brw_wm_prog_data
*prog_data
= in_prog_data
;
281 ralloc_free((void *)prog_data
->param
);
282 ralloc_free((void *)prog_data
->pull_param
);
286 * All Mesa program -> GPU code generation goes through this function.
287 * Depending on the instructions used (i.e. flow control instructions)
288 * we'll use one of two code generators.
290 bool do_wm_prog(struct brw_context
*brw
,
291 struct gl_shader_program
*prog
,
292 struct brw_fragment_program
*fp
,
293 struct brw_wm_prog_key
*key
)
295 struct intel_context
*intel
= &brw
->intel
;
296 struct brw_wm_compile
*c
;
297 const GLuint
*program
;
298 struct gl_shader
*fs
= NULL
;
302 fs
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
304 c
= brw
->wm
.compile_data
;
306 brw
->wm
.compile_data
= rzalloc(NULL
, struct brw_wm_compile
);
307 c
= brw
->wm
.compile_data
;
309 /* Ouch - big out of memory problem. Can't continue
310 * without triggering a segfault, no way to signal,
316 void *instruction
= c
->instruction
;
317 void *prog_instructions
= c
->prog_instructions
;
318 void *vreg
= c
->vreg
;
319 void *refs
= c
->refs
;
320 memset(c
, 0, sizeof(*brw
->wm
.compile_data
));
321 c
->instruction
= instruction
;
322 c
->prog_instructions
= prog_instructions
;
327 /* Allocate the references to the uniforms that will end up in the
328 * prog_data associated with the compiled program, and which will be freed
329 * by the state cache.
332 int param_count
= fs
->num_uniform_components
;
333 /* The backend also sometimes adds params for texture size. */
334 param_count
+= 2 * BRW_MAX_TEX_UNIT
;
336 c
->prog_data
.param
= rzalloc_array(c
, const float *, param_count
);
337 c
->prog_data
.pull_param
= rzalloc_array(c
, const float *, param_count
);
339 /* brw_wm_pass0.c will also add references to 0.0 and 1.0 which are
340 * uploaded as push parameters.
342 int param_count
= (fp
->program
.Base
.Parameters
->NumParameters
+ 2) * 4;
343 c
->prog_data
.param
= rzalloc_array(c
, const float *, param_count
);
344 /* The old backend never does pull constants. */
345 c
->prog_data
.pull_param
= NULL
;
348 memcpy(&c
->key
, key
, sizeof(*key
));
351 c
->env_param
= brw
->intel
.ctx
.FragmentProgram
.Parameters
;
353 brw_init_compile(brw
, &c
->func
, c
);
355 c
->prog_data
.barycentric_interp_modes
=
356 brw_compute_barycentric_interp_modes(brw
, c
->key
.flat_shade
,
359 if (prog
&& prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
360 if (!brw_wm_fs_emit(brw
, c
, prog
))
363 if (!c
->instruction
) {
364 c
->instruction
= rzalloc_array(c
, struct brw_wm_instruction
, BRW_WM_MAX_INSN
);
365 c
->prog_instructions
= rzalloc_array(c
, struct prog_instruction
, BRW_WM_MAX_INSN
);
366 c
->vreg
= rzalloc_array(c
, struct brw_wm_value
, BRW_WM_MAX_VREG
);
367 c
->refs
= rzalloc_array(c
, struct brw_wm_ref
, BRW_WM_MAX_REF
);
370 /* Fallback for fixed function and ARB_fp shaders. */
371 c
->dispatch_width
= 16;
372 brw_wm_payload_setup(brw
, c
);
373 brw_wm_non_glsl_emit(brw
, c
);
374 c
->prog_data
.dispatch_width
= 16;
377 /* Scratch space is used for register spilling */
378 if (c
->last_scratch
) {
379 perf_debug("Fragment shader triggered register spilling. "
380 "Try reducing the number of live scalar values to "
381 "improve performance.\n");
383 c
->prog_data
.total_scratch
= brw_get_scratch_size(c
->last_scratch
);
385 brw_get_scratch_bo(intel
, &brw
->wm
.scratch_bo
,
386 c
->prog_data
.total_scratch
* brw
->max_wm_threads
);
389 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
390 fprintf(stderr
, "\n");
394 program
= brw_get_program(&c
->func
, &program_size
);
396 brw_upload_cache(&brw
->cache
, BRW_WM_PROG
,
397 &c
->key
, sizeof(c
->key
),
398 program
, program_size
,
399 &c
->prog_data
, sizeof(c
->prog_data
),
400 &brw
->wm
.prog_offset
, &brw
->wm
.prog_data
);
406 key_debug(const char *name
, int a
, int b
)
409 perf_debug(" %s %d->%d\n", name
, a
, b
);
417 brw_debug_recompile_sampler_key(const struct brw_sampler_prog_key_data
*old_key
,
418 const struct brw_sampler_prog_key_data
*key
)
422 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
423 found
|= key_debug("EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
424 old_key
->swizzles
[i
], key
->swizzles
[i
]);
426 found
|= key_debug("GL_CLAMP enabled on any texture unit's 1st coordinate",
427 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
428 found
|= key_debug("GL_CLAMP enabled on any texture unit's 2nd coordinate",
429 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
430 found
|= key_debug("GL_CLAMP enabled on any texture unit's 3rd coordinate",
431 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
432 found
|= key_debug("GL_MESA_ycbcr texturing\n",
433 old_key
->yuvtex_mask
, key
->yuvtex_mask
);
434 found
|= key_debug("GL_MESA_ycbcr UV swapping\n",
435 old_key
->yuvtex_swap_mask
, key
->yuvtex_swap_mask
);
441 brw_wm_debug_recompile(struct brw_context
*brw
,
442 struct gl_shader_program
*prog
,
443 const struct brw_wm_prog_key
*key
)
445 struct brw_cache_item
*c
= NULL
;
446 const struct brw_wm_prog_key
*old_key
= NULL
;
449 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
451 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
452 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
453 if (c
->cache_id
== BRW_WM_PROG
) {
456 if (old_key
->program_string_id
== key
->program_string_id
)
465 perf_debug(" Didn't find previous compile in the shader cache for "
470 found
|= key_debug("alphatest, computed depth, depth test, or depth write",
471 old_key
->iz_lookup
, key
->iz_lookup
);
472 found
|= key_debug("depth statistics", old_key
->stats_wm
, key
->stats_wm
);
473 found
|= key_debug("flat shading", old_key
->flat_shade
, key
->flat_shade
);
474 found
|= key_debug("number of color buffers", old_key
->nr_color_regions
, key
->nr_color_regions
);
475 found
|= key_debug("rendering to FBO", old_key
->render_to_fbo
, key
->render_to_fbo
);
476 found
|= key_debug("fragment color clamping", old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
477 found
|= key_debug("line smoothing", old_key
->line_aa
, key
->line_aa
);
478 found
|= key_debug("proj_attrib_mask", old_key
->proj_attrib_mask
, key
->proj_attrib_mask
);
479 found
|= key_debug("renderbuffer height", old_key
->drawable_height
, key
->drawable_height
);
480 found
|= key_debug("vertex shader outputs", old_key
->vp_outputs_written
, key
->vp_outputs_written
);
482 found
|= brw_debug_recompile_sampler_key(&old_key
->tex
, &key
->tex
);
485 perf_debug(" Something else\n");
490 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
491 const struct gl_program
*prog
,
492 struct brw_sampler_prog_key_data
*key
)
494 for (int s
= 0; s
< MAX_SAMPLERS
; s
++) {
495 key
->swizzles
[s
] = SWIZZLE_NOOP
;
497 if (!(prog
->SamplersUsed
& (1 << s
)))
500 int unit_id
= prog
->SamplerUnits
[s
];
501 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
503 if (unit
->_ReallyEnabled
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
504 const struct gl_texture_object
*t
= unit
->_Current
;
505 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
506 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
507 int swizzles
[SWIZZLE_NIL
+ 1] = {
517 if (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
518 img
->_BaseFormat
== GL_DEPTH_STENCIL
) {
519 /* We handle GL_DEPTH_TEXTURE_MODE here instead of as surface
520 * format overrides because shadow comparison always returns the
521 * result of the comparison in all channels anyway.
523 switch (t
->DepthMode
) {
525 swizzles
[0] = SWIZZLE_ZERO
;
526 swizzles
[1] = SWIZZLE_ZERO
;
527 swizzles
[2] = SWIZZLE_ZERO
;
528 swizzles
[3] = SWIZZLE_X
;
531 swizzles
[0] = SWIZZLE_X
;
532 swizzles
[1] = SWIZZLE_X
;
533 swizzles
[2] = SWIZZLE_X
;
534 swizzles
[3] = SWIZZLE_ONE
;
537 swizzles
[0] = SWIZZLE_X
;
538 swizzles
[1] = SWIZZLE_X
;
539 swizzles
[2] = SWIZZLE_X
;
540 swizzles
[3] = SWIZZLE_X
;
543 swizzles
[0] = SWIZZLE_X
;
544 swizzles
[1] = SWIZZLE_ZERO
;
545 swizzles
[2] = SWIZZLE_ZERO
;
546 swizzles
[3] = SWIZZLE_ONE
;
551 if (img
->InternalFormat
== GL_YCBCR_MESA
) {
552 key
->yuvtex_mask
|= 1 << s
;
553 if (img
->TexFormat
== MESA_FORMAT_YCBCR
)
554 key
->yuvtex_swap_mask
|= 1 << s
;
558 MAKE_SWIZZLE4(swizzles
[GET_SWZ(t
->_Swizzle
, 0)],
559 swizzles
[GET_SWZ(t
->_Swizzle
, 1)],
560 swizzles
[GET_SWZ(t
->_Swizzle
, 2)],
561 swizzles
[GET_SWZ(t
->_Swizzle
, 3)]);
563 if (sampler
->MinFilter
!= GL_NEAREST
&&
564 sampler
->MagFilter
!= GL_NEAREST
) {
565 if (sampler
->WrapS
== GL_CLAMP
)
566 key
->gl_clamp_mask
[0] |= 1 << s
;
567 if (sampler
->WrapT
== GL_CLAMP
)
568 key
->gl_clamp_mask
[1] |= 1 << s
;
569 if (sampler
->WrapR
== GL_CLAMP
)
570 key
->gl_clamp_mask
[2] |= 1 << s
;
576 static void brw_wm_populate_key( struct brw_context
*brw
,
577 struct brw_wm_prog_key
*key
)
579 struct gl_context
*ctx
= &brw
->intel
.ctx
;
580 struct intel_context
*intel
= &brw
->intel
;
581 /* BRW_NEW_FRAGMENT_PROGRAM */
582 const struct brw_fragment_program
*fp
=
583 (struct brw_fragment_program
*)brw
->fragment_program
;
584 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
587 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
589 memset(key
, 0, sizeof(*key
));
591 /* Build the index for table lookup
593 if (intel
->gen
< 6) {
595 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
596 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
598 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
599 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
603 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
605 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
606 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
609 if (ctx
->Stencil
._Enabled
) {
610 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
612 if (ctx
->Stencil
.WriteMask
[0] ||
613 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
614 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
616 key
->iz_lookup
= lookup
;
621 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
622 if (ctx
->Line
.SmoothFlag
) {
623 if (brw
->intel
.reduced_primitive
== GL_LINES
) {
626 else if (brw
->intel
.reduced_primitive
== GL_TRIANGLES
) {
627 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
628 line_aa
= AA_SOMETIMES
;
630 if (ctx
->Polygon
.BackMode
== GL_LINE
||
631 (ctx
->Polygon
.CullFlag
&&
632 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
635 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
636 line_aa
= AA_SOMETIMES
;
638 if ((ctx
->Polygon
.CullFlag
&&
639 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
645 key
->line_aa
= line_aa
;
648 key
->stats_wm
= brw
->intel
.stats_wm
;
650 /* BRW_NEW_WM_INPUT_DIMENSIONS */
651 /* Only set this for fixed function. The optimization it enables isn't
652 * useful for programs using shaders.
654 if (ctx
->Shader
.CurrentFragmentProgram
)
655 key
->proj_attrib_mask
= 0xffffffff;
657 key
->proj_attrib_mask
= brw
->wm
.input_size_masks
[4-1];
660 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
662 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
663 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
666 brw_populate_sampler_prog_key_data(ctx
, prog
, &key
->tex
);
670 * Include the draw buffer origin and height so that we can calculate
671 * fragment position values relative to the bottom left of the drawable,
672 * from the incoming screen origin relative position we get as part of our
675 * This is only needed for the WM_WPOSXY opcode when the fragment program
676 * uses the gl_FragCoord input.
678 * We could avoid recompiling by including this as a constant referenced by
679 * our program, but if we were to do that it would also be nice to handle
680 * getting that constant updated at batchbuffer submit time (when we
681 * hold the lock and know where the buffer really is) rather than at emit
682 * time when we don't hold the lock and are just guessing. We could also
683 * just avoid using this as key data if the program doesn't use
686 * For DRI2 the origin_x/y will always be (0,0) but we still need the
687 * drawable height in order to invert the Y axis.
689 if (fp
->program
.Base
.InputsRead
& FRAG_BIT_WPOS
) {
690 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
693 if ((fp
->program
.Base
.InputsRead
& FRAG_BIT_WPOS
) || program_uses_dfdy
) {
694 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
698 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
699 /* _NEW_MULTISAMPLE */
700 key
->sample_alpha_to_coverage
= ctx
->Multisample
.SampleAlphaToCoverage
;
702 /* CACHE_NEW_VS_PROG */
704 key
->vp_outputs_written
= brw
->vs
.prog_data
->outputs_written
;
706 /* The unique fragment program ID */
707 key
->program_string_id
= fp
->id
;
712 brw_upload_wm_prog(struct brw_context
*brw
)
714 struct intel_context
*intel
= &brw
->intel
;
715 struct gl_context
*ctx
= &intel
->ctx
;
716 struct brw_wm_prog_key key
;
717 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
718 brw
->fragment_program
;
720 brw_wm_populate_key(brw
, &key
);
722 if (!brw_search_cache(&brw
->cache
, BRW_WM_PROG
,
724 &brw
->wm
.prog_offset
, &brw
->wm
.prog_data
)) {
725 bool success
= do_wm_prog(brw
, ctx
->Shader
._CurrentFragmentProgram
, fp
,
733 const struct brw_tracked_state brw_wm_prog
= {
735 .mesa
= (_NEW_COLOR
|
745 .brw
= (BRW_NEW_FRAGMENT_PROGRAM
|
746 BRW_NEW_WM_INPUT_DIMENSIONS
|
747 BRW_NEW_REDUCED_PRIMITIVE
),
748 .cache
= CACHE_NEW_VS_PROG
,
750 .emit
= brw_upload_wm_prog