2 * Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 * Intel funded Tungsten Graphics 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 #include "brw_context.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"
40 #include "util/ralloc.h"
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.
47 brw_compute_barycentric_interp_modes(const struct brw_device_info
*devinfo
,
48 bool shade_model_flat
,
49 bool persample_shading
,
52 unsigned barycentric_interp_modes
= 0;
54 nir_foreach_variable(var
, &shader
->inputs
) {
55 enum glsl_interp_qualifier interp_qualifier
= var
->data
.interpolation
;
56 bool is_centroid
= var
->data
.centroid
&& !persample_shading
;
57 bool is_sample
= var
->data
.sample
|| persample_shading
;
58 bool is_gl_Color
= (var
->data
.location
== VARYING_SLOT_COL0
) ||
59 (var
->data
.location
== VARYING_SLOT_COL1
);
61 /* Ignore WPOS and FACE, because they don't require interpolation. */
62 if (var
->data
.location
== VARYING_SLOT_POS
||
63 var
->data
.location
== VARYING_SLOT_FACE
)
66 /* Determine the set (or sets) of barycentric coordinates needed to
67 * interpolate this variable. Note that when
68 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
69 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
70 * for lit pixels, so we need both sets of barycentric coordinates.
72 if (interp_qualifier
== INTERP_QUALIFIER_NOPERSPECTIVE
) {
74 barycentric_interp_modes
|=
75 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC
;
76 } else if (is_sample
) {
77 barycentric_interp_modes
|=
78 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC
;
80 if ((!is_centroid
&& !is_sample
) ||
81 devinfo
->needs_unlit_centroid_workaround
) {
82 barycentric_interp_modes
|=
83 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC
;
85 } else if (interp_qualifier
== INTERP_QUALIFIER_SMOOTH
||
86 (!(shade_model_flat
&& is_gl_Color
) &&
87 interp_qualifier
== INTERP_QUALIFIER_NONE
)) {
89 barycentric_interp_modes
|=
90 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC
;
91 } else if (is_sample
) {
92 barycentric_interp_modes
|=
93 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC
;
95 if ((!is_centroid
&& !is_sample
) ||
96 devinfo
->needs_unlit_centroid_workaround
) {
97 barycentric_interp_modes
|=
98 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC
;
103 return barycentric_interp_modes
;
107 computed_depth_mode(struct gl_fragment_program
*fp
)
109 if (fp
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
110 switch (fp
->FragDepthLayout
) {
111 case FRAG_DEPTH_LAYOUT_NONE
:
112 case FRAG_DEPTH_LAYOUT_ANY
:
113 return BRW_PSCDEPTH_ON
;
114 case FRAG_DEPTH_LAYOUT_GREATER
:
115 return BRW_PSCDEPTH_ON_GE
;
116 case FRAG_DEPTH_LAYOUT_LESS
:
117 return BRW_PSCDEPTH_ON_LE
;
118 case FRAG_DEPTH_LAYOUT_UNCHANGED
:
119 return BRW_PSCDEPTH_OFF
;
122 return BRW_PSCDEPTH_OFF
;
126 assign_fs_binding_table_offsets(const struct brw_device_info
*devinfo
,
127 const struct gl_shader_program
*shader_prog
,
128 const struct gl_program
*prog
,
129 const struct brw_wm_prog_key
*key
,
130 struct brw_wm_prog_data
*prog_data
)
132 uint32_t next_binding_table_offset
= 0;
134 /* If there are no color regions, we still perform an FB write to a null
135 * renderbuffer, which we place at surface index 0.
137 prog_data
->binding_table
.render_target_start
= next_binding_table_offset
;
138 next_binding_table_offset
+= MAX2(key
->nr_color_regions
, 1);
140 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT
, devinfo
,
141 shader_prog
, prog
, &prog_data
->base
,
142 next_binding_table_offset
);
146 * All Mesa program -> GPU code generation goes through this function.
147 * Depending on the instructions used (i.e. flow control instructions)
148 * we'll use one of two code generators.
151 brw_codegen_wm_prog(struct brw_context
*brw
,
152 struct gl_shader_program
*prog
,
153 struct brw_fragment_program
*fp
,
154 struct brw_wm_prog_key
*key
)
156 struct gl_context
*ctx
= &brw
->ctx
;
157 void *mem_ctx
= ralloc_context(NULL
);
158 struct brw_wm_prog_data prog_data
;
159 const GLuint
*program
;
160 struct brw_shader
*fs
= NULL
;
162 bool start_busy
= false;
163 double start_time
= 0;
166 fs
= (struct brw_shader
*)prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
168 memset(&prog_data
, 0, sizeof(prog_data
));
169 /* key->alpha_test_func means simulating alpha testing via discards,
170 * so the shader definitely kills pixels.
172 prog_data
.uses_kill
= fp
->program
.UsesKill
|| key
->alpha_test_func
;
173 prog_data
.uses_omask
=
174 fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK
);
175 prog_data
.computed_depth_mode
= computed_depth_mode(&fp
->program
);
177 prog_data
.early_fragment_tests
= fs
&& fs
->base
.EarlyFragmentTests
;
179 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
181 prog_data
.base
.use_alt_mode
= true;
183 assign_fs_binding_table_offsets(brw
->intelScreen
->devinfo
, prog
,
184 &fp
->program
.Base
, key
, &prog_data
);
186 /* Allocate the references to the uniforms that will end up in the
187 * prog_data associated with the compiled program, and which will be freed
188 * by the state cache.
190 int param_count
= fp
->program
.Base
.nir
->num_uniforms
;
192 prog_data
.base
.nr_image_params
= fs
->base
.NumImages
;
193 /* The backend also sometimes adds params for texture size. */
194 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
195 prog_data
.base
.param
=
196 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
197 prog_data
.base
.pull_param
=
198 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
199 prog_data
.base
.image_param
=
200 rzalloc_array(NULL
, struct brw_image_param
,
201 prog_data
.base
.nr_image_params
);
202 prog_data
.base
.nr_params
= param_count
;
205 brw_nir_setup_glsl_uniforms(fp
->program
.Base
.nir
, prog
, &fp
->program
.Base
,
206 &prog_data
.base
, true);
208 brw_nir_setup_arb_uniforms(fp
->program
.Base
.nir
, &fp
->program
.Base
,
212 prog_data
.barycentric_interp_modes
=
213 brw_compute_barycentric_interp_modes(brw
->intelScreen
->devinfo
,
215 key
->persample_shading
,
216 fp
->program
.Base
.nir
);
218 if (unlikely(brw
->perf_debug
)) {
219 start_busy
= (brw
->batch
.last_bo
&&
220 drm_intel_bo_busy(brw
->batch
.last_bo
));
221 start_time
= get_time();
224 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
225 brw_dump_ir("fragment", prog
, &fs
->base
, &fp
->program
.Base
);
227 int st_index8
= -1, st_index16
= -1;
228 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
) {
229 st_index8
= brw_get_shader_time_index(brw
, prog
, &fp
->program
.Base
, ST_FS8
);
230 st_index16
= brw_get_shader_time_index(brw
, prog
, &fp
->program
.Base
, ST_FS16
);
233 program
= brw_wm_fs_emit(brw
, mem_ctx
, key
, &prog_data
,
234 &fp
->program
, prog
, st_index8
, st_index16
, &program_size
);
235 if (program
== NULL
) {
236 ralloc_free(mem_ctx
);
240 if (unlikely(brw
->perf_debug
) && fs
) {
241 if (fs
->compiled_once
)
242 brw_wm_debug_recompile(brw
, prog
, key
);
243 fs
->compiled_once
= true;
245 if (start_busy
&& !drm_intel_bo_busy(brw
->batch
.last_bo
)) {
246 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
247 (get_time() - start_time
) * 1000);
251 if (prog_data
.base
.total_scratch
) {
252 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
253 prog_data
.base
.total_scratch
* brw
->max_wm_threads
);
256 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
257 fprintf(stderr
, "\n");
259 brw_upload_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
260 key
, sizeof(struct brw_wm_prog_key
),
261 program
, program_size
,
262 &prog_data
, sizeof(prog_data
),
263 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
265 ralloc_free(mem_ctx
);
271 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
274 perf_debug(" %s %d->%d\n", name
, a
, b
);
282 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
283 const struct brw_sampler_prog_key_data
*old_key
,
284 const struct brw_sampler_prog_key_data
*key
)
288 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
289 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
290 old_key
->swizzles
[i
], key
->swizzles
[i
]);
292 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
293 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
294 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
295 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
296 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
297 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
298 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
299 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
300 found
|= key_debug(brw
, "compressed multisample layout",
301 old_key
->compressed_multisample_layout_mask
,
302 key
->compressed_multisample_layout_mask
);
304 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
305 found
|= key_debug(brw
, "textureGather workarounds",
306 old_key
->gen6_gather_wa
[i
], key
->gen6_gather_wa
[i
]);
313 brw_wm_debug_recompile(struct brw_context
*brw
,
314 struct gl_shader_program
*prog
,
315 const struct brw_wm_prog_key
*key
)
317 struct brw_cache_item
*c
= NULL
;
318 const struct brw_wm_prog_key
*old_key
= NULL
;
321 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
323 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
324 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
325 if (c
->cache_id
== BRW_CACHE_FS_PROG
) {
328 if (old_key
->program_string_id
== key
->program_string_id
)
337 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
341 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
343 old_key
->iz_lookup
, key
->iz_lookup
);
344 found
|= key_debug(brw
, "depth statistics",
345 old_key
->stats_wm
, key
->stats_wm
);
346 found
|= key_debug(brw
, "flat shading",
347 old_key
->flat_shade
, key
->flat_shade
);
348 found
|= key_debug(brw
, "per-sample shading",
349 old_key
->persample_shading
, key
->persample_shading
);
350 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
351 old_key
->persample_2x
, key
->persample_2x
);
352 found
|= key_debug(brw
, "number of color buffers",
353 old_key
->nr_color_regions
, key
->nr_color_regions
);
354 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
355 old_key
->replicate_alpha
, key
->replicate_alpha
);
356 found
|= key_debug(brw
, "rendering to FBO",
357 old_key
->render_to_fbo
, key
->render_to_fbo
);
358 found
|= key_debug(brw
, "fragment color clamping",
359 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
360 found
|= key_debug(brw
, "line smoothing",
361 old_key
->line_aa
, key
->line_aa
);
362 found
|= key_debug(brw
, "renderbuffer height",
363 old_key
->drawable_height
, key
->drawable_height
);
364 found
|= key_debug(brw
, "input slots valid",
365 old_key
->input_slots_valid
, key
->input_slots_valid
);
366 found
|= key_debug(brw
, "mrt alpha test function",
367 old_key
->alpha_test_func
, key
->alpha_test_func
);
368 found
|= key_debug(brw
, "mrt alpha test reference value",
369 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
371 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
374 perf_debug(" Something else\n");
379 gen6_gather_workaround(GLenum internalformat
)
381 switch (internalformat
) {
382 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
383 case GL_R8UI
: return WA_8BIT
;
384 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
385 case GL_R16UI
: return WA_16BIT
;
387 /* Note that even though GL_R32I and GL_R32UI have format overrides in
388 * the surface state, there is no shader w/a required.
395 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
396 const struct gl_program
*prog
,
397 unsigned sampler_count
,
398 struct brw_sampler_prog_key_data
*key
)
400 struct brw_context
*brw
= brw_context(ctx
);
402 for (int s
= 0; s
< sampler_count
; s
++) {
403 key
->swizzles
[s
] = SWIZZLE_NOOP
;
405 if (!(prog
->SamplersUsed
& (1 << s
)))
408 int unit_id
= prog
->SamplerUnits
[s
];
409 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
411 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
412 const struct gl_texture_object
*t
= unit
->_Current
;
413 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
414 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
416 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
417 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
418 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
420 /* Haswell handles texture swizzling as surface format overrides
421 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
423 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
424 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
427 sampler
->MinFilter
!= GL_NEAREST
&&
428 sampler
->MagFilter
!= GL_NEAREST
) {
429 if (sampler
->WrapS
== GL_CLAMP
)
430 key
->gl_clamp_mask
[0] |= 1 << s
;
431 if (sampler
->WrapT
== GL_CLAMP
)
432 key
->gl_clamp_mask
[1] |= 1 << s
;
433 if (sampler
->WrapR
== GL_CLAMP
)
434 key
->gl_clamp_mask
[2] |= 1 << s
;
437 /* gather4's channel select for green from RG32F is broken; requires
438 * a shader w/a on IVB; fixable with just SCS on HSW.
440 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
441 if (img
->InternalFormat
== GL_RG32F
)
442 key
->gather_channel_quirk_mask
|= 1 << s
;
445 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
446 * UNORM/FLOAT instead and fix it in the shader.
448 if (brw
->gen
== 6 && prog
->UsesGather
) {
449 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
452 /* If this is a multisample sampler, and uses the CMS MSAA layout,
453 * then we need to emit slightly different code to first sample the
456 struct intel_texture_object
*intel_tex
=
457 intel_texture_object((struct gl_texture_object
*)t
);
460 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
461 key
->compressed_multisample_layout_mask
|= 1 << s
;
468 brw_wm_state_dirty (struct brw_context
*brw
)
470 return brw_state_dirty(brw
,
482 BRW_NEW_FRAGMENT_PROGRAM
|
483 BRW_NEW_REDUCED_PRIMITIVE
|
485 BRW_NEW_VUE_MAP_GEOM_OUT
);
489 brw_wm_populate_key(struct brw_context
*brw
, struct brw_wm_prog_key
*key
)
491 struct gl_context
*ctx
= &brw
->ctx
;
492 /* BRW_NEW_FRAGMENT_PROGRAM */
493 const struct brw_fragment_program
*fp
=
494 (struct brw_fragment_program
*) brw
->fragment_program
;
495 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
498 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
499 const bool multisample_fbo
= _mesa_geometric_samples(ctx
->DrawBuffer
) > 1;
501 memset(key
, 0, sizeof(*key
));
503 /* Build the index for table lookup
507 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
508 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
510 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
511 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
515 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
517 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
518 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
520 /* _NEW_STENCIL | _NEW_BUFFERS */
521 if (ctx
->Stencil
._Enabled
) {
522 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
524 if (ctx
->Stencil
.WriteMask
[0] ||
525 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
526 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
528 key
->iz_lookup
= lookup
;
533 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
534 if (ctx
->Line
.SmoothFlag
) {
535 if (brw
->reduced_primitive
== GL_LINES
) {
538 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
539 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
540 line_aa
= AA_SOMETIMES
;
542 if (ctx
->Polygon
.BackMode
== GL_LINE
||
543 (ctx
->Polygon
.CullFlag
&&
544 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
547 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
548 line_aa
= AA_SOMETIMES
;
550 if ((ctx
->Polygon
.CullFlag
&&
551 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
557 key
->line_aa
= line_aa
;
560 key
->high_quality_derivatives
=
561 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
564 key
->stats_wm
= brw
->stats_wm
;
567 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
569 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
570 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
573 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
578 * Include the draw buffer origin and height so that we can calculate
579 * fragment position values relative to the bottom left of the drawable,
580 * from the incoming screen origin relative position we get as part of our
583 * This is only needed for the WM_WPOSXY opcode when the fragment program
584 * uses the gl_FragCoord input.
586 * We could avoid recompiling by including this as a constant referenced by
587 * our program, but if we were to do that it would also be nice to handle
588 * getting that constant updated at batchbuffer submit time (when we
589 * hold the lock and know where the buffer really is) rather than at emit
590 * time when we don't hold the lock and are just guessing. We could also
591 * just avoid using this as key data if the program doesn't use
594 * For DRI2 the origin_x/y will always be (0,0) but we still need the
595 * drawable height in order to invert the Y axis.
597 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
598 key
->drawable_height
= _mesa_geometric_height(ctx
->DrawBuffer
);
601 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
602 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
606 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
608 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
609 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
610 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
612 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
613 /* Ignore sample qualifier while computing this flag. */
614 key
->persample_shading
=
615 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
616 if (key
->persample_shading
)
617 key
->persample_2x
= _mesa_geometric_samples(ctx
->DrawBuffer
) == 2;
619 key
->compute_pos_offset
=
620 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
621 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
623 key
->compute_sample_id
=
625 ctx
->Multisample
.Enabled
&&
626 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
628 /* BRW_NEW_VUE_MAP_GEOM_OUT */
629 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
630 BRW_FS_VARYING_INPUT_MASK
) > 16)
631 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
634 /* _NEW_COLOR | _NEW_BUFFERS */
635 /* Pre-gen6, the hardware alpha test always used each render
636 * target's alpha to do alpha test, as opposed to render target 0's alpha
637 * like GL requires. Fix that by building the alpha test into the
638 * shader, and we'll skip enabling the fixed function alpha test.
640 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
641 ctx
->Color
.AlphaEnabled
) {
642 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
643 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
646 /* The unique fragment program ID */
647 key
->program_string_id
= fp
->id
;
651 brw_upload_wm_prog(struct brw_context
*brw
)
653 struct gl_context
*ctx
= &brw
->ctx
;
654 struct gl_shader_program
*current
= ctx
->_Shader
->_CurrentFragmentProgram
;
655 struct brw_wm_prog_key key
;
656 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
657 brw
->fragment_program
;
659 if (!brw_wm_state_dirty(brw
))
662 brw_wm_populate_key(brw
, &key
);
664 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
666 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
667 bool success
= brw_codegen_wm_prog(brw
, current
, fp
, &key
);
671 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
675 brw_fs_precompile(struct gl_context
*ctx
,
676 struct gl_shader_program
*shader_prog
,
677 struct gl_program
*prog
)
679 struct brw_context
*brw
= brw_context(ctx
);
680 struct brw_wm_prog_key key
;
682 struct gl_fragment_program
*fp
= (struct gl_fragment_program
*) prog
;
683 struct brw_fragment_program
*bfp
= brw_fragment_program(fp
);
684 bool program_uses_dfdy
= fp
->UsesDFdy
;
686 memset(&key
, 0, sizeof(key
));
690 key
.iz_lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
692 if (fp
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
693 key
.iz_lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
695 /* Just assume depth testing. */
696 key
.iz_lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
697 key
.iz_lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
700 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->Base
.InputsRead
&
701 BRW_FS_VARYING_INPUT_MASK
) > 16)
702 key
.input_slots_valid
= fp
->Base
.InputsRead
| VARYING_BIT_POS
;
704 brw_setup_tex_for_precompile(brw
, &key
.tex
, &fp
->Base
);
706 if (fp
->Base
.InputsRead
& VARYING_BIT_POS
) {
707 key
.drawable_height
= ctx
->DrawBuffer
->Height
;
710 key
.nr_color_regions
= _mesa_bitcount_64(fp
->Base
.OutputsWritten
&
711 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH
) |
712 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK
)));
714 if ((fp
->Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
715 key
.render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
) ||
716 key
.nr_color_regions
> 1;
719 key
.program_string_id
= bfp
->id
;
721 uint32_t old_prog_offset
= brw
->wm
.base
.prog_offset
;
722 struct brw_wm_prog_data
*old_prog_data
= brw
->wm
.prog_data
;
724 bool success
= brw_codegen_wm_prog(brw
, shader_prog
, bfp
, &key
);
726 brw
->wm
.base
.prog_offset
= old_prog_offset
;
727 brw
->wm
.prog_data
= old_prog_data
;