iris: always include an extra constbuf0 if using UBOs
[mesa.git] / src / gallium / drivers / iris / iris_program.c
index b0ec74c58dac3cc734fe4310852f74e8e6b7302c..b7d626df7d367ee41a49ec1293419f9e0b49bfb1 100644 (file)
@@ -4,22 +4,31 @@
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
  * to deal in the Software without restriction, including without limitation
- * on the rights to use, copy, modify, merge, publish, distribute, sub
- * license, and/or sell copies of the Software, and to permit persons to whom
- * the Software is furnished to do so, subject to the following conditions:
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
  *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
  *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
- * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
- * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
- * USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
  */
+
+/**
+ * @file iris_program.c
+ *
+ * This file contains the driver interface for compiling shaders.
+ *
+ * See iris_program_cache.c for the in-memory program cache where the
+ * compiled shaders are stored.
+ */
+
 #include <stdio.h>
 #include <errno.h>
 #include "pipe/p_defines.h"
 #include "intel/compiler/brw_nir.h"
 #include "iris_context.h"
 
+#define ALL_SAMPLERS_XYZW .tex.swizzles[0 ... MAX_SAMPLERS - 1] = 0x688
+#define KEY_INIT .program_string_id = ish->program_id, ALL_SAMPLERS_XYZW
+
+static struct iris_compiled_shader *
+iris_compile_vs(struct iris_context *, struct iris_uncompiled_shader *,
+                const struct brw_vs_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_tcs(struct iris_context *, struct iris_uncompiled_shader *,
+                 const struct brw_tcs_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_tes(struct iris_context *, struct iris_uncompiled_shader *,
+                 const struct brw_tes_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_gs(struct iris_context *, struct iris_uncompiled_shader *,
+                const struct brw_gs_prog_key *);
+static struct iris_compiled_shader *
+iris_compile_fs(struct iris_context *, struct iris_uncompiled_shader *,
+                const struct brw_wm_prog_key *, struct brw_vue_map *);
+static struct iris_compiled_shader *
+iris_compile_cs(struct iris_context *, struct iris_uncompiled_shader *,
+                const struct brw_cs_prog_key *);
+
+
 static unsigned
 get_new_program_id(struct iris_screen *screen)
 {
    return p_atomic_inc_return(&screen->program_id);
 }
 
+/**
+ * An uncompiled, API-facing shader.  This is the Gallium CSO for shaders.
+ * It primarily contains the NIR for the shader.
+ *
+ * Each API-facing shader can be compiled into multiple shader variants,
+ * based on non-orthogonal state dependencies, recorded in the shader key.
+ *
+ * See iris_compiled_shader, which represents a compiled shader variant.
+ */
 struct iris_uncompiled_shader {
-   struct pipe_shader_state base;
+   nir_shader *nir;
+
+   struct pipe_stream_output_info stream_output;
+
    unsigned program_id;
+
+   /** Bitfield of (1 << IRIS_NOS_*) flags. */
+   unsigned nos;
+
+   /** Have any shader variants been compiled yet? */
+   bool compiled_once;
 };
 
+static nir_ssa_def *
+get_aoa_deref_offset(nir_builder *b,
+                     nir_deref_instr *deref,
+                     unsigned elem_size)
+{
+   unsigned array_size = elem_size;
+   nir_ssa_def *offset = nir_imm_int(b, 0);
+
+   while (deref->deref_type != nir_deref_type_var) {
+      assert(deref->deref_type == nir_deref_type_array);
+
+      /* This level's element size is the previous level's array size */
+      nir_ssa_def *index = nir_ssa_for_src(b, deref->arr.index, 1);
+      assert(deref->arr.index.ssa);
+      offset = nir_iadd(b, offset,
+                           nir_imul(b, index, nir_imm_int(b, array_size)));
+
+      deref = nir_deref_instr_parent(deref);
+      assert(glsl_type_is_array(deref->type));
+      array_size *= glsl_get_length(deref->type);
+   }
+
+   /* Accessing an invalid surface index with the dataport can result in a
+    * hang.  According to the spec "if the index used to select an individual
+    * element is negative or greater than or equal to the size of the array,
+    * the results of the operation are undefined but may not lead to
+    * termination" -- which is one of the possible outcomes of the hang.
+    * Clamp the index to prevent access outside of the array bounds.
+    */
+   return nir_umin(b, offset, nir_imm_int(b, array_size - elem_size));
+}
+
+static void
+iris_lower_storage_image_derefs(nir_shader *nir)
+{
+   nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+
+   nir_builder b;
+   nir_builder_init(&b, impl);
+
+   nir_foreach_block(block, impl) {
+      nir_foreach_instr_safe(instr, block) {
+         if (instr->type != nir_instr_type_intrinsic)
+            continue;
+
+         nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+         switch (intrin->intrinsic) {
+         case nir_intrinsic_image_deref_load:
+         case nir_intrinsic_image_deref_store:
+         case nir_intrinsic_image_deref_atomic_add:
+         case nir_intrinsic_image_deref_atomic_min:
+         case nir_intrinsic_image_deref_atomic_max:
+         case nir_intrinsic_image_deref_atomic_and:
+         case nir_intrinsic_image_deref_atomic_or:
+         case nir_intrinsic_image_deref_atomic_xor:
+         case nir_intrinsic_image_deref_atomic_exchange:
+         case nir_intrinsic_image_deref_atomic_comp_swap:
+         case nir_intrinsic_image_deref_size:
+         case nir_intrinsic_image_deref_samples:
+         case nir_intrinsic_image_deref_load_raw_intel:
+         case nir_intrinsic_image_deref_store_raw_intel: {
+            nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
+            nir_variable *var = nir_deref_instr_get_variable(deref);
+
+            b.cursor = nir_before_instr(&intrin->instr);
+            nir_ssa_def *index =
+               nir_iadd(&b, nir_imm_int(&b, var->data.driver_location),
+                            get_aoa_deref_offset(&b, deref, 1));
+            brw_nir_rewrite_image_intrinsic(intrin, index);
+            break;
+         }
+
+         default:
+            break;
+         }
+      }
+   }
+}
+
 // XXX: need unify_interfaces() at link time...
 
-static void *
-iris_create_shader_state(struct pipe_context *ctx,
-                         const struct pipe_shader_state *state)
+static void
+update_so_info(struct pipe_stream_output_info *so_info)
 {
-   //struct iris_context *ice = (struct iris_context *)ctx;
-   struct iris_screen *screen = (struct iris_screen *)ctx->screen;
+   for (unsigned i = 0; i < so_info->num_outputs; i++) {
+      struct pipe_stream_output *output = &so_info->output[i];
+
+      /* The VUE header contains three scalar fields packed together:
+       * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
+       * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
+       * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
+       */
+      switch (output->register_index) {
+      case VARYING_SLOT_LAYER:
+         assert(output->num_components == 1);
+         output->register_index = VARYING_SLOT_PSIZ;
+         output->start_component = 1;
+         break;
+      case VARYING_SLOT_VIEWPORT:
+         assert(output->num_components == 1);
+         output->register_index = VARYING_SLOT_PSIZ;
+         output->start_component = 2;
+         break;
+      case VARYING_SLOT_PSIZ:
+         assert(output->num_components == 1);
+         output->start_component = 3;
+         break;
+      }
 
-   assert(state->type == PIPE_SHADER_IR_NIR);
+      //info->outputs_written |= 1ull << output->register_index;
+   }
+}
 
-   nir_shader *nir = state->ir.nir;
+/**
+ * The pipe->create_[stage]_state() driver hooks.
+ *
+ * Performs basic NIR preprocessing, records any state dependencies, and
+ * returns an iris_uncompiled_shader as the Gallium CSO.
+ *
+ * Actual shader compilation to assembly happens later, at first use.
+ */
+static void *
+iris_create_uncompiled_shader(struct pipe_context *ctx,
+                              nir_shader *nir,
+                              const struct pipe_stream_output_info *so_info)
+{
+   struct iris_screen *screen = (struct iris_screen *)ctx->screen;
+   const struct gen_device_info *devinfo = &screen->devinfo;
 
    struct iris_uncompiled_shader *ish =
       calloc(1, sizeof(struct iris_uncompiled_shader));
@@ -64,81 +230,276 @@ iris_create_shader_state(struct pipe_context *ctx,
 
    nir = brw_preprocess_nir(screen->compiler, nir);
 
-#if 0
-   /* Reassign uniform locations using type_size_scalar_bytes instead of
-    * the slot based calculation that st_nir uses.
-    */
-   nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms,
-                            type_size_scalar_bytes);
-   nir_lower_io(nir, nir_var_uniform, type_size_scalar_bytes, 0);
-#endif
-   nir_lower_io(nir, nir_var_uniform, type_size_vec4_bytes, 0);
+   NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
+   NIR_PASS_V(nir, iris_lower_storage_image_derefs);
 
    ish->program_id = get_new_program_id(screen);
-   ish->base.type = PIPE_SHADER_IR_NIR;
-   ish->base.ir.nir = nir;
+   ish->nir = nir;
+   if (so_info) {
+      memcpy(&ish->stream_output, so_info, sizeof(*so_info));
+      update_so_info(&ish->stream_output);
+   }
+
+   return ish;
+}
+
+static struct iris_uncompiled_shader *
+iris_create_shader_state(struct pipe_context *ctx,
+                         const struct pipe_shader_state *state)
+{
+   assert(state->type == PIPE_SHADER_IR_NIR);
+
+   return iris_create_uncompiled_shader(ctx, state->ir.nir,
+                                        &state->stream_output);
+}
+
+static void *
+iris_create_vs_state(struct pipe_context *ctx,
+                     const struct pipe_shader_state *state)
+{
+   struct iris_context *ice = (void *) ctx;
+   struct iris_screen *screen = (void *) ctx->screen;
+   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+
+   /* User clip planes */
+   if (ish->nir->info.clip_distance_array_size == 0)
+      ish->nos |= (1ull << IRIS_NOS_RASTERIZER);
+
+   if (screen->precompile) {
+      struct brw_vs_prog_key key = { KEY_INIT };
+
+      iris_compile_vs(ice, ish, &key);
+   }
+
+   return ish;
+}
+
+static void *
+iris_create_tcs_state(struct pipe_context *ctx,
+                      const struct pipe_shader_state *state)
+{
+   struct iris_context *ice = (void *) ctx;
+   struct iris_screen *screen = (void *) ctx->screen;
+   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+   struct shader_info *info = &ish->nir->info;
+
+   // XXX: NOS?
+
+   if (screen->precompile) {
+      const unsigned _GL_TRIANGLES = 0x0004;
+      struct brw_tcs_prog_key key = {
+         KEY_INIT,
+         // XXX: make sure the linker fills this out from the TES...
+         .tes_primitive_mode =
+            info->tess.primitive_mode ? info->tess.primitive_mode
+                                      : _GL_TRIANGLES,
+         .outputs_written = info->outputs_written,
+         .patch_outputs_written = info->patch_outputs_written,
+      };
+
+      iris_compile_tcs(ice, ish, &key);
+   }
+
+   return ish;
+}
+
+static void *
+iris_create_tes_state(struct pipe_context *ctx,
+                     const struct pipe_shader_state *state)
+{
+   struct iris_context *ice = (void *) ctx;
+   struct iris_screen *screen = (void *) ctx->screen;
+   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+   struct shader_info *info = &ish->nir->info;
+
+   // XXX: NOS?
+
+   if (screen->precompile) {
+      struct brw_tes_prog_key key = {
+         KEY_INIT,
+         // XXX: not ideal, need TCS output/TES input unification
+         .inputs_read = info->inputs_read,
+         .patch_inputs_read = info->patch_inputs_read,
+      };
+
+      iris_compile_tes(ice, ish, &key);
+   }
+
+   return ish;
+}
+
+static void *
+iris_create_gs_state(struct pipe_context *ctx,
+                     const struct pipe_shader_state *state)
+{
+   struct iris_context *ice = (void *) ctx;
+   struct iris_screen *screen = (void *) ctx->screen;
+   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+
+   // XXX: NOS?
+
+   if (screen->precompile) {
+      struct brw_gs_prog_key key = { KEY_INIT };
+
+      iris_compile_gs(ice, ish, &key);
+   }
+
+   return ish;
+}
+
+static void *
+iris_create_fs_state(struct pipe_context *ctx,
+                     const struct pipe_shader_state *state)
+{
+   struct iris_context *ice = (void *) ctx;
+   struct iris_screen *screen = (void *) ctx->screen;
+   struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+   struct shader_info *info = &ish->nir->info;
+
+   ish->nos |= (1ull << IRIS_NOS_FRAMEBUFFER) |
+               (1ull << IRIS_NOS_DEPTH_STENCIL_ALPHA) |
+               (1ull << IRIS_NOS_RASTERIZER) |
+               (1ull << IRIS_NOS_BLEND);
+
+   /* The program key needs the VUE map if there are > 16 inputs */
+   if (util_bitcount64(ish->nir->info.inputs_read &
+                       BRW_FS_VARYING_INPUT_MASK) > 16) {
+      ish->nos |= (1ull << IRIS_NOS_LAST_VUE_MAP);
+   }
+
+   if (screen->precompile) {
+      const uint64_t color_outputs = info->outputs_written &
+         ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
+           BITFIELD64_BIT(FRAG_RESULT_STENCIL) |
+           BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK));
+
+      bool can_rearrange_varyings =
+         util_bitcount64(info->inputs_read & BRW_FS_VARYING_INPUT_MASK) <= 16;
+
+      struct brw_wm_prog_key key = {
+         KEY_INIT,
+         .nr_color_regions = util_bitcount(color_outputs),
+         .coherent_fb_fetch = true,
+         .input_slots_valid =
+            can_rearrange_varyings ? 0 : info->inputs_read | VARYING_BIT_POS,
+      };
+
+      iris_compile_fs(ice, ish, &key, NULL);
+   }
+
+   return ish;
+}
+
+static void *
+iris_create_compute_state(struct pipe_context *ctx,
+                          const struct pipe_compute_state *state)
+{
+   assert(state->ir_type == PIPE_SHADER_IR_NIR);
+
+   struct iris_context *ice = (void *) ctx;
+   struct iris_screen *screen = (void *) ctx->screen;
+   struct iris_uncompiled_shader *ish =
+      iris_create_uncompiled_shader(ctx, (void *) state->prog, NULL);
+
+   // XXX: disallow more than 64KB of shared variables
+
+   if (screen->precompile) {
+      struct brw_cs_prog_key key = { KEY_INIT };
+
+      iris_compile_cs(ice, ish, &key);
+   }
 
    return ish;
 }
 
+/**
+ * The pipe->delete_[stage]_state() driver hooks.
+ *
+ * Frees the iris_uncompiled_shader.
+ */
 static void
-iris_delete_shader_state(struct pipe_context *ctx, void *hwcso)
+iris_delete_shader_state(struct pipe_context *ctx, void *state)
 {
-   struct iris_uncompiled_shader *ish = hwcso;
+   struct iris_uncompiled_shader *ish = state;
 
-   ralloc_free(ish->base.ir.nir);
+   ralloc_free(ish->nir);
    free(ish);
 }
 
+/**
+ * The pipe->bind_[stage]_state() driver hook.
+ *
+ * Binds an uncompiled shader as the current one for a particular stage.
+ * Updates dirty tracking to account for the shader's NOS.
+ */
 static void
-iris_bind_vs_state(struct pipe_context *ctx, void *hwcso)
+bind_state(struct iris_context *ice,
+           struct iris_uncompiled_shader *ish,
+           gl_shader_stage stage)
 {
-   struct iris_context *ice = (struct iris_context *)ctx;
+   uint64_t dirty_bit = IRIS_DIRTY_UNCOMPILED_VS << stage;
+   const uint64_t nos = ish ? ish->nos : 0;
+
+   ice->shaders.uncompiled[stage] = ish;
+   ice->state.dirty |= dirty_bit;
 
-   ice->shaders.uncompiled[MESA_SHADER_VERTEX] = hwcso;
-   ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_VS;
+   /* Record that CSOs need to mark IRIS_DIRTY_UNCOMPILED_XS when they change
+    * (or that they no longer need to do so).
+    */
+   for (int i = 0; i < IRIS_NOS_COUNT; i++) {
+      if (nos & (1 << i))
+         ice->state.dirty_for_nos[i] |= dirty_bit;
+      else
+         ice->state.dirty_for_nos[i] &= ~dirty_bit;
+   }
 }
 
 static void
-iris_bind_tcs_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_vs_state(struct pipe_context *ctx, void *state)
 {
-   struct iris_context *ice = (struct iris_context *)ctx;
+   bind_state((void *) ctx, state, MESA_SHADER_VERTEX);
+}
 
-   ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL] = hwcso;
-   ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_TCS;
+static void
+iris_bind_tcs_state(struct pipe_context *ctx, void *state)
+{
+   bind_state((void *) ctx, state, MESA_SHADER_TESS_CTRL);
 }
 
 static void
-iris_bind_tes_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_tes_state(struct pipe_context *ctx, void *state)
 {
    struct iris_context *ice = (struct iris_context *)ctx;
 
-   if (!!hwcso != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
+   /* Enabling/disabling optional stages requires a URB reconfiguration. */
+   if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
       ice->state.dirty |= IRIS_DIRTY_URB;
 
-   ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL] = hwcso;
-   ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_TES;
+   bind_state((void *) ctx, state, MESA_SHADER_TESS_EVAL);
 }
 
 static void
-iris_bind_gs_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_gs_state(struct pipe_context *ctx, void *state)
 {
    struct iris_context *ice = (struct iris_context *)ctx;
 
-   if (!!hwcso != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
+   /* Enabling/disabling optional stages requires a URB reconfiguration. */
+   if (!!state != !!ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
       ice->state.dirty |= IRIS_DIRTY_URB;
 
-   ice->shaders.uncompiled[MESA_SHADER_GEOMETRY] = hwcso;
-   ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_GS;
+   bind_state((void *) ctx, state, MESA_SHADER_GEOMETRY);
 }
 
 static void
-iris_bind_fs_state(struct pipe_context *ctx, void *hwcso)
+iris_bind_fs_state(struct pipe_context *ctx, void *state)
 {
-   struct iris_context *ice = (struct iris_context *)ctx;
+   bind_state((void *) ctx, state, MESA_SHADER_FRAGMENT);
+}
 
-   ice->shaders.uncompiled[MESA_SHADER_FRAGMENT] = hwcso;
-   ice->state.dirty |= IRIS_DIRTY_UNCOMPILED_FS;
+static void
+iris_bind_cs_state(struct pipe_context *ctx, void *state)
+{
+   bind_state((void *) ctx, state, MESA_SHADER_COMPUTE);
 }
 
 /**
@@ -151,44 +512,48 @@ iris_bind_fs_state(struct pipe_context *ctx, void *hwcso)
  */
 static uint32_t
 assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
-                                    const struct shader_info *info,
+                                    const struct nir_shader *nir,
                                     struct brw_stage_prog_data *prog_data,
-                                    uint32_t next_binding_table_offset)
+                                    uint32_t next_binding_table_offset,
+                                    unsigned num_system_values,
+                                    unsigned num_cbufs)
 {
-   prog_data->binding_table.texture_start = next_binding_table_offset;
-   prog_data->binding_table.gather_texture_start = next_binding_table_offset;
-   next_binding_table_offset += info->num_textures;
+   const struct shader_info *info = &nir->info;
+
+   if (info->num_textures) {
+      prog_data->binding_table.texture_start = next_binding_table_offset;
+      prog_data->binding_table.gather_texture_start = next_binding_table_offset;
+      next_binding_table_offset += info->num_textures;
+   } else {
+      prog_data->binding_table.texture_start = 0xd0d0d0d0;
+      prog_data->binding_table.gather_texture_start = 0xd0d0d0d0;
+   }
 
-   if (info->num_ubos) {
+   if (info->num_images) {
+      prog_data->binding_table.image_start = next_binding_table_offset;
+      next_binding_table_offset += info->num_images;
+   } else {
+      prog_data->binding_table.image_start = 0xd0d0d0d0;
+   }
+
+   if (num_cbufs) {
       //assert(info->num_ubos <= BRW_MAX_UBO);
       prog_data->binding_table.ubo_start = next_binding_table_offset;
-      next_binding_table_offset += info->num_ubos;
+      next_binding_table_offset += num_cbufs;
    } else {
       prog_data->binding_table.ubo_start = 0xd0d0d0d0;
    }
 
    if (info->num_ssbos || info->num_abos) {
-      //assert(info->num_abos <= BRW_MAX_ABO);
-      //assert(info->num_ssbos <= BRW_MAX_SSBO);
       prog_data->binding_table.ssbo_start = next_binding_table_offset;
-      next_binding_table_offset += info->num_abos + info->num_ssbos;
+      // XXX: see iris_state "wasting 16 binding table slots for ABOs" comment
+      next_binding_table_offset += IRIS_MAX_ABOS + info->num_ssbos;
    } else {
       prog_data->binding_table.ssbo_start = 0xd0d0d0d0;
    }
 
    prog_data->binding_table.shader_time_start = 0xd0d0d0d0;
 
-   if (info->num_images) {
-      prog_data->binding_table.image_start = next_binding_table_offset;
-      next_binding_table_offset += info->num_images;
-   } else {
-      prog_data->binding_table.image_start = 0xd0d0d0d0;
-   }
-
-   /* This may or may not be used depending on how the compile goes. */
-   prog_data->binding_table.pull_constants_start = next_binding_table_offset;
-   next_binding_table_offset++;
-
    /* Plane 0 is just the regular texture section */
    prog_data->binding_table.plane_start[0] = prog_data->binding_table.texture_start;
 
@@ -198,38 +563,243 @@ assign_common_binding_table_offsets(const struct gen_device_info *devinfo,
    prog_data->binding_table.plane_start[2] = next_binding_table_offset;
    next_binding_table_offset += info->num_textures;
 
-   /* prog_data->base.binding_table.size will be set by brw_mark_surface_used. */
+   /* Set the binding table size */
+   prog_data->binding_table.size_bytes = next_binding_table_offset * 4;
 
-   //assert(next_binding_table_offset <= BRW_MAX_SURFACES);
    return next_binding_table_offset;
 }
 
 static void
-iris_setup_uniforms(void *mem_ctx,
+setup_vec4_image_sysval(uint32_t *sysvals, uint32_t idx,
+                        unsigned offset, unsigned n)
+{
+   assert(offset % sizeof(uint32_t) == 0);
+
+   for (unsigned i = 0; i < n; ++i)
+      sysvals[i] = BRW_PARAM_IMAGE(idx, offset / sizeof(uint32_t) + i);
+
+   for (unsigned i = n; i < 4; ++i)
+      sysvals[i] = BRW_PARAM_BUILTIN_ZERO;
+}
+
+/**
+ * Associate NIR uniform variables with the prog_data->param[] mechanism
+ * used by the backend.  Also, decide which UBOs we'd like to push in an
+ * ideal situation (though the backend can reduce this).
+ */
+static void
+iris_setup_uniforms(const struct brw_compiler *compiler,
+                    void *mem_ctx,
                     nir_shader *nir,
-                    struct brw_stage_prog_data *prog_data)
+                    struct brw_stage_prog_data *prog_data,
+                    enum brw_param_builtin **out_system_values,
+                    unsigned *out_num_system_values,
+                    unsigned *out_num_cbufs)
 {
-   prog_data->nr_params = nir->num_uniforms * 4;
-   prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
+   const struct gen_device_info *devinfo = compiler->devinfo;
+
+   /* The intel compiler assumes that num_uniforms is in bytes. For
+    * scalar that means 4 bytes per uniform slot.
+    *
+    * Ref: brw_nir_lower_uniforms, type_size_scalar_bytes.
+    */
+   nir->num_uniforms *= 4;
+
+   const unsigned IRIS_MAX_SYSTEM_VALUES =
+      PIPE_MAX_SHADER_IMAGES * BRW_IMAGE_PARAM_SIZE;
+   enum brw_param_builtin *system_values =
+      rzalloc_array(mem_ctx, enum brw_param_builtin, IRIS_MAX_SYSTEM_VALUES);
+   unsigned num_system_values = 0;
+
+   unsigned patch_vert_idx = -1;
+   unsigned ucp_idx[IRIS_MAX_CLIP_PLANES];
+   unsigned img_idx[PIPE_MAX_SHADER_IMAGES];
+   memset(ucp_idx, -1, sizeof(ucp_idx));
+   memset(img_idx, -1, sizeof(img_idx));
+
+   nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+
+   nir_builder b;
+   nir_builder_init(&b, impl);
+
+   b.cursor = nir_before_block(nir_start_block(impl));
+   nir_ssa_def *temp_ubo_name = nir_ssa_undef(&b, 1, 32);
+
+   /* Turn system value intrinsics into uniforms */
+   nir_foreach_block(block, impl) {
+      nir_foreach_instr_safe(instr, block) {
+         if (instr->type != nir_instr_type_intrinsic)
+            continue;
 
-   nir->num_uniforms *= 16;
+         nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+         nir_ssa_def *offset;
 
-   nir_foreach_variable(var, &nir->uniforms) {
-      /* UBO's, atomics and samplers don't take up space */
-      //if (var->interface_type != NULL || var->type->contains_atomic())
-         //continue;
+         switch (intrin->intrinsic) {
+         case nir_intrinsic_load_user_clip_plane: {
+            unsigned ucp = nir_intrinsic_ucp_id(intrin);
 
-      const unsigned components = glsl_get_components(var->type);
+            if (ucp_idx[ucp] == -1) {
+               ucp_idx[ucp] = num_system_values;
+               num_system_values += 4;
+            }
 
-      for (unsigned i = 0; i < 4; i++) {
-         prog_data->param[var->data.driver_location] =
-            i < components ? BRW_PARAM_PARAMETER(var->data.driver_location, i)
-                           : BRW_PARAM_BUILTIN_ZERO;
+            for (int i = 0; i < 4; i++) {
+               system_values[ucp_idx[ucp] + i] =
+                  BRW_PARAM_BUILTIN_CLIP_PLANE(ucp, i);
+            }
+
+            b.cursor = nir_before_instr(instr);
+            offset = nir_imm_int(&b, ucp_idx[ucp] * sizeof(uint32_t));
+            break;
+         }
+         case nir_intrinsic_load_patch_vertices_in:
+            if (patch_vert_idx == -1)
+               patch_vert_idx = num_system_values++;
+
+            system_values[patch_vert_idx] =
+               BRW_PARAM_BUILTIN_PATCH_VERTICES_IN;
+
+            b.cursor = nir_before_instr(instr);
+            offset = nir_imm_int(&b, patch_vert_idx * sizeof(uint32_t));
+            break;
+         case nir_intrinsic_image_deref_load_param_intel: {
+            assert(devinfo->gen < 9);
+            nir_deref_instr *deref = nir_src_as_deref(intrin->src[0]);
+            nir_variable *var = nir_deref_instr_get_variable(deref);
+
+            /* XXX: var->data.binding is not set properly.  We need to run
+             * some form of gl_nir_lower_samplers_as_deref() to get it.
+             * This breaks tests which use more than one image.
+             */
+            if (img_idx[var->data.binding] == -1) {
+               /* GL only allows arrays of arrays of images. */
+               assert(glsl_type_is_image(glsl_without_array(var->type)));
+               unsigned num_images = MAX2(1, glsl_get_aoa_size(var->type));
+
+               for (int i = 0; i < num_images; i++) {
+                  const unsigned img = var->data.binding + i;
+
+                  img_idx[img] = num_system_values;
+                  num_system_values += BRW_IMAGE_PARAM_SIZE;
+
+                  uint32_t *img_sv = &system_values[img_idx[img]];
+
+                  setup_vec4_image_sysval(
+                     img_sv + BRW_IMAGE_PARAM_OFFSET_OFFSET, img,
+                     offsetof(struct brw_image_param, offset), 2);
+                  setup_vec4_image_sysval(
+                     img_sv + BRW_IMAGE_PARAM_SIZE_OFFSET, img,
+                     offsetof(struct brw_image_param, size), 3);
+                  setup_vec4_image_sysval(
+                     img_sv + BRW_IMAGE_PARAM_STRIDE_OFFSET, img,
+                     offsetof(struct brw_image_param, stride), 4);
+                  setup_vec4_image_sysval(
+                     img_sv + BRW_IMAGE_PARAM_TILING_OFFSET, img,
+                     offsetof(struct brw_image_param, tiling), 3);
+                  setup_vec4_image_sysval(
+                     img_sv + BRW_IMAGE_PARAM_SWIZZLING_OFFSET, img,
+                     offsetof(struct brw_image_param, swizzling), 2);
+               }
+            }
+
+            b.cursor = nir_before_instr(instr);
+            offset = nir_iadd(&b,
+               get_aoa_deref_offset(&b, deref, BRW_IMAGE_PARAM_SIZE * 4),
+               nir_imm_int(&b, img_idx[var->data.binding] * 4 +
+                               nir_intrinsic_base(intrin) * 16));
+            break;
+         }
+         default:
+            continue;
+         }
+
+         unsigned comps = nir_intrinsic_dest_components(intrin);
+
+         nir_intrinsic_instr *load =
+            nir_intrinsic_instr_create(nir, nir_intrinsic_load_ubo);
+         load->num_components = comps;
+         load->src[0] = nir_src_for_ssa(temp_ubo_name);
+         load->src[1] = nir_src_for_ssa(offset);
+         nir_ssa_dest_init(&load->instr, &load->dest, comps, 32, NULL);
+         nir_builder_instr_insert(&b, &load->instr);
+         nir_ssa_def_rewrite_uses(&intrin->dest.ssa,
+                                  nir_src_for_ssa(&load->dest.ssa));
+         nir_instr_remove(instr);
       }
    }
+
+   nir_validate_shader(nir, "before remapping");
+
+   /* Place the new params at the front of constant buffer 0. */
+   if (num_system_values > 0) {
+      nir->num_uniforms += num_system_values * sizeof(uint32_t);
+
+      system_values = reralloc(mem_ctx, system_values, enum brw_param_builtin,
+                               num_system_values);
+
+      nir_foreach_block(block, impl) {
+         nir_foreach_instr_safe(instr, block) {
+            if (instr->type != nir_instr_type_intrinsic)
+               continue;
+
+            nir_intrinsic_instr *load = nir_instr_as_intrinsic(instr);
+
+            if (load->intrinsic != nir_intrinsic_load_ubo)
+               continue;
+
+            b.cursor = nir_before_instr(instr);
+
+            assert(load->src[0].is_ssa);
+
+            if (load->src[0].ssa == temp_ubo_name) {
+               nir_instr_rewrite_src(instr, &load->src[0],
+                                     nir_src_for_ssa(nir_imm_int(&b, 0)));
+            } else if (nir_src_as_uint(load->src[0]) == 0) {
+               nir_ssa_def *offset =
+                  nir_iadd(&b, load->src[1].ssa,
+                           nir_imm_int(&b, 4 * num_system_values));
+               nir_instr_rewrite_src(instr, &load->src[1],
+                                     nir_src_for_ssa(offset));
+            }
+         }
+      }
+
+      /* We need to fold the new iadds for brw_nir_analyze_ubo_ranges */
+      nir_opt_constant_folding(nir);
+   } else {
+      ralloc_free(system_values);
+      system_values = NULL;
+   }
+
+   nir_validate_shader(nir, "after remap");
+
+   if (nir->info.stage != MESA_SHADER_COMPUTE)
+      brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
+
+   /* We don't use params[], but fs_visitor::nir_setup_uniforms() asserts
+    * about it for compute shaders, so go ahead and make some fake ones
+    * which the backend will dead code eliminate.
+    */
+   prog_data->nr_params = nir->num_uniforms / 4;
+   prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
+
+   /* System values and uniforms are stored in constant buffer 0, the
+    * user-facing UBOs are indexed by one.  So if any constant buffer is
+    * needed, the constant buffer 0 will be needed, so account for it.
+    */
+   unsigned num_cbufs = nir->info.num_ubos;
+   if (num_cbufs || num_system_values || nir->num_uniforms)
+      num_cbufs++;
+
+   *out_system_values = system_values;
+   *out_num_system_values = num_system_values;
+   *out_num_cbufs = num_cbufs;
 }
 
-static bool
+/**
+ * Compile a vertex shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
 iris_compile_vs(struct iris_context *ice,
                 struct iris_uncompiled_shader *ish,
                 const struct brw_vs_prog_key *key)
@@ -242,20 +812,42 @@ iris_compile_vs(struct iris_context *ice,
       rzalloc(mem_ctx, struct brw_vs_prog_data);
    struct brw_vue_prog_data *vue_prog_data = &vs_prog_data->base;
    struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+   enum brw_param_builtin *system_values;
+   unsigned num_system_values;
+   unsigned num_cbufs;
+
+   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+
+   if (key->nr_userclip_plane_consts) {
+      nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+      nir_lower_clip_vs(nir, (1 << key->nr_userclip_plane_consts) - 1, true);
+      nir_lower_io_to_temporaries(nir, impl, true, false);
+      nir_lower_global_vars_to_local(nir);
+      nir_lower_vars_to_ssa(nir);
+      nir_shader_gather_info(nir, impl);
+   }
+
+   // XXX: alt mode
 
-   assert(ish->base.type == PIPE_SHADER_IR_NIR);
+   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+                       &num_system_values, &num_cbufs);
 
-   nir_shader *nir = ish->base.ir.nir;
+   assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+                                       num_system_values, num_cbufs);
 
-   // XXX: alt mode
-   assign_common_binding_table_offsets(devinfo, &nir->info, prog_data, 0);
    brw_compute_vue_map(devinfo,
                        &vue_prog_data->vue_map, nir->info.outputs_written,
                        nir->info.separate_shader);
 
+   /* Don't tell the backend about our clip plane constants, we've already
+    * lowered them in NIR and we don't want it doing it again.
+    */
+   struct brw_vs_prog_key key_no_ucp = *key;
+   key_no_ucp.nr_userclip_plane_consts = 0;
+
    char *error_str = NULL;
    const unsigned *program =
-      brw_compile_vs(compiler, &ice->dbg, mem_ctx, key, vs_prog_data,
+      brw_compile_vs(compiler, &ice->dbg, mem_ctx, &key_no_ucp, vs_prog_data,
                      nir, -1, &error_str);
    if (program == NULL) {
       dbg_printf("Failed to compile vertex shader: %s\n", error_str);
@@ -263,32 +855,210 @@ iris_compile_vs(struct iris_context *ice,
       return false;
    }
 
-   iris_upload_and_bind_shader(ice, IRIS_CACHE_VS, key, program, prog_data);
+   uint32_t *so_decls =
+      ice->vtbl.create_so_decl_list(&ish->stream_output,
+                                    &vue_prog_data->vue_map);
+
+   struct iris_compiled_shader *shader =
+      iris_upload_shader(ice, IRIS_CACHE_VS, sizeof(*key), key, program,
+                         prog_data, so_decls, system_values, num_system_values,
+                         num_cbufs);
+
+   if (ish->compiled_once) {
+      perf_debug(&ice->dbg, "Recompiling vertex shader\n");
+   } else {
+      ish->compiled_once = true;
+   }
 
    ralloc_free(mem_ctx);
-   return true;
+   return shader;
 }
 
+/**
+ * Update the current vertex shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
 static void
 iris_update_compiled_vs(struct iris_context *ice)
 {
-   struct brw_vs_prog_key key;
-   ice->state.populate_vs_key(ice, &key);
+   struct iris_uncompiled_shader *ish =
+      ice->shaders.uncompiled[MESA_SHADER_VERTEX];
+
+   struct brw_vs_prog_key key = { KEY_INIT };
+   ice->vtbl.populate_vs_key(ice, &ish->nir->info, &key);
+
+   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_VS];
+   struct iris_compiled_shader *shader =
+      iris_find_cached_shader(ice, IRIS_CACHE_VS, sizeof(key), &key);
 
-   if (iris_bind_cached_shader(ice, IRIS_CACHE_VS, &key))
-      return;
+   if (!shader)
+      shader = iris_compile_vs(ice, ish, &key);
 
-   UNUSED bool success =
-      iris_compile_vs(ice, ice->shaders.uncompiled[MESA_SHADER_VERTEX], &key);
+   if (old != shader) {
+      ice->shaders.prog[IRIS_CACHE_VS] = shader;
+      ice->state.dirty |= IRIS_DIRTY_VS |
+                          IRIS_DIRTY_BINDINGS_VS |
+                          IRIS_DIRTY_CONSTANTS_VS |
+                          IRIS_DIRTY_VF_SGVS;
+   }
 }
 
+/**
+ * Get the shader_info for a given stage, or NULL if the stage is disabled.
+ */
+const struct shader_info *
+iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
+{
+   const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
+
+   if (!ish)
+      return NULL;
+
+   const nir_shader *nir = ish->nir;
+   return &nir->info;
+}
+
+/**
+ * Get the union of TCS output and TES input slots.
+ *
+ * TCS and TES need to agree on a common URB entry layout.  In particular,
+ * the data for all patch vertices is stored in a single URB entry (unlike
+ * GS which has one entry per input vertex).  This means that per-vertex
+ * array indexing needs a stride.
+ *
+ * SSO requires locations to match, but doesn't require the number of
+ * outputs/inputs to match (in fact, the TCS often has extra outputs).
+ * So, we need to take the extra step of unifying these on the fly.
+ */
+static void
+get_unified_tess_slots(const struct iris_context *ice,
+                       uint64_t *per_vertex_slots,
+                       uint32_t *per_patch_slots)
+{
+   const struct shader_info *tcs =
+      iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
+   const struct shader_info *tes =
+      iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
+
+   *per_vertex_slots = tes->inputs_read;
+   *per_patch_slots = tes->patch_inputs_read;
+
+   if (tcs) {
+      *per_vertex_slots |= tcs->outputs_written;
+      *per_patch_slots |= tcs->patch_outputs_written;
+   }
+}
+
+/**
+ * Compile a tessellation control shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
+iris_compile_tcs(struct iris_context *ice,
+                 struct iris_uncompiled_shader *ish,
+                 const struct brw_tcs_prog_key *key)
+{
+   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+   const struct brw_compiler *compiler = screen->compiler;
+   const struct nir_shader_compiler_options *options =
+      compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].NirOptions;
+   const struct gen_device_info *devinfo = &screen->devinfo;
+   void *mem_ctx = ralloc_context(NULL);
+   struct brw_tcs_prog_data *tcs_prog_data =
+      rzalloc(mem_ctx, struct brw_tcs_prog_data);
+   struct brw_vue_prog_data *vue_prog_data = &tcs_prog_data->base;
+   struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+   enum brw_param_builtin *system_values = NULL;
+   unsigned num_system_values = 0;
+   unsigned num_cbufs;
+
+   nir_shader *nir;
+
+   if (ish) {
+      nir = nir_shader_clone(mem_ctx, ish->nir);
+
+      iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+                          &num_system_values, &num_cbufs);
+      assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+                                          num_system_values, num_cbufs);
+   } else {
+      nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
+
+      /* Reserve space for passing the default tess levels as constants. */
+      prog_data->param = rzalloc_array(mem_ctx, uint32_t, 8);
+      prog_data->nr_params = 8;
+      prog_data->ubo_ranges[0].length = 1;
+   }
+
+   char *error_str = NULL;
+   const unsigned *program =
+      brw_compile_tcs(compiler, &ice->dbg, mem_ctx, key, tcs_prog_data, nir,
+                      -1, &error_str);
+   if (program == NULL) {
+      dbg_printf("Failed to compile control shader: %s\n", error_str);
+      ralloc_free(mem_ctx);
+      return false;
+   }
+
+   struct iris_compiled_shader *shader =
+      iris_upload_shader(ice, IRIS_CACHE_TCS, sizeof(*key), key, program,
+                         prog_data, NULL, system_values, num_system_values,
+                         num_cbufs);
+
+   if (ish) {
+      if (ish->compiled_once) {
+         perf_debug(&ice->dbg, "Recompiling tessellation control shader\n");
+      } else {
+         ish->compiled_once = true;
+      }
+   }
+
+   ralloc_free(mem_ctx);
+   return shader;
+}
+
+/**
+ * Update the current tessellation control shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
 static void
 iris_update_compiled_tcs(struct iris_context *ice)
 {
-   // XXX: TCS
+   struct iris_uncompiled_shader *tcs =
+      ice->shaders.uncompiled[MESA_SHADER_TESS_CTRL];
+
+   const struct shader_info *tes_info =
+      iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
+   struct brw_tcs_prog_key key = {
+      ALL_SAMPLERS_XYZW,
+      .program_string_id = tcs ? tcs->program_id : 0,
+      .tes_primitive_mode = tes_info->tess.primitive_mode,
+      .input_vertices = ice->state.vertices_per_patch,
+   };
+   get_unified_tess_slots(ice, &key.outputs_written,
+                          &key.patch_outputs_written);
+   ice->vtbl.populate_tcs_key(ice, &key);
+
+   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_TCS];
+   struct iris_compiled_shader *shader =
+      iris_find_cached_shader(ice, IRIS_CACHE_TCS, sizeof(key), &key);
+
+   if (!shader)
+      shader = iris_compile_tcs(ice, tcs, &key);
+
+   if (old != shader) {
+      ice->shaders.prog[IRIS_CACHE_TCS] = shader;
+      ice->state.dirty |= IRIS_DIRTY_TCS |
+                          IRIS_DIRTY_BINDINGS_TCS |
+                          IRIS_DIRTY_CONSTANTS_TCS;
+   }
 }
 
-static bool
+/**
+ * Compile a tessellation evaluation shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
 iris_compile_tes(struct iris_context *ice,
                  struct iris_uncompiled_shader *ish,
                  const struct brw_tes_prog_key *key)
@@ -301,12 +1071,17 @@ iris_compile_tes(struct iris_context *ice,
       rzalloc(mem_ctx, struct brw_tes_prog_data);
    struct brw_vue_prog_data *vue_prog_data = &tes_prog_data->base;
    struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+   enum brw_param_builtin *system_values;
+   unsigned num_system_values;
+   unsigned num_cbufs;
 
-   assert(ish->base.type == PIPE_SHADER_IR_NIR);
+   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
 
-   nir_shader *nir = ish->base.ir.nir;
+   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+                       &num_system_values, &num_cbufs);
 
-   assign_common_binding_table_offsets(devinfo, &nir->info, prog_data, 0);
+   assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+                                       num_system_values, num_cbufs);
 
    struct brw_vue_map input_vue_map;
    brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
@@ -317,43 +1092,158 @@ iris_compile_tes(struct iris_context *ice,
       brw_compile_tes(compiler, &ice->dbg, mem_ctx, key, &input_vue_map,
                       tes_prog_data, nir, NULL, -1, &error_str);
    if (program == NULL) {
-      dbg_printf("Failed to compile vertex shader: %s\n", error_str);
+      dbg_printf("Failed to compile evaluation shader: %s\n", error_str);
       ralloc_free(mem_ctx);
       return false;
    }
 
-   iris_upload_and_bind_shader(ice, IRIS_CACHE_TES, key, program, prog_data);
+   uint32_t *so_decls =
+      ice->vtbl.create_so_decl_list(&ish->stream_output,
+                                    &vue_prog_data->vue_map);
+
+
+   struct iris_compiled_shader *shader =
+      iris_upload_shader(ice, IRIS_CACHE_TES, sizeof(*key), key, program,
+                         prog_data, so_decls, system_values, num_system_values,
+                         num_cbufs);
+
+   if (ish->compiled_once) {
+      perf_debug(&ice->dbg, "Recompiling tessellation evaluation shader\n");
+   } else {
+      ish->compiled_once = true;
+   }
 
    ralloc_free(mem_ctx);
-   return true;
+   return shader;
 }
 
-
+/**
+ * Update the current tessellation evaluation shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
 static void
 iris_update_compiled_tes(struct iris_context *ice)
 {
    struct iris_uncompiled_shader *ish =
       ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
 
-   if (!ish)
-      return;
+   struct brw_tes_prog_key key = { KEY_INIT };
+   get_unified_tess_slots(ice, &key.inputs_read, &key.patch_inputs_read);
+   ice->vtbl.populate_tes_key(ice, &key);
+
+   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_TES];
+   struct iris_compiled_shader *shader =
+      iris_find_cached_shader(ice, IRIS_CACHE_TES, sizeof(key), &key);
+
+   if (!shader)
+      shader = iris_compile_tes(ice, ish, &key);
+
+   if (old != shader) {
+      ice->shaders.prog[IRIS_CACHE_TES] = shader;
+      ice->state.dirty |= IRIS_DIRTY_TES |
+                          IRIS_DIRTY_BINDINGS_TES |
+                          IRIS_DIRTY_CONSTANTS_TES;
+   }
+}
+
+/**
+ * Compile a geometry shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
+iris_compile_gs(struct iris_context *ice,
+                struct iris_uncompiled_shader *ish,
+                const struct brw_gs_prog_key *key)
+{
+   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+   const struct brw_compiler *compiler = screen->compiler;
+   const struct gen_device_info *devinfo = &screen->devinfo;
+   void *mem_ctx = ralloc_context(NULL);
+   struct brw_gs_prog_data *gs_prog_data =
+      rzalloc(mem_ctx, struct brw_gs_prog_data);
+   struct brw_vue_prog_data *vue_prog_data = &gs_prog_data->base;
+   struct brw_stage_prog_data *prog_data = &vue_prog_data->base;
+   enum brw_param_builtin *system_values;
+   unsigned num_system_values;
+   unsigned num_cbufs;
+
+   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+
+   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+                       &num_system_values, &num_cbufs);
+
+   assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
+                                       num_system_values, num_cbufs);
+
+   brw_compute_vue_map(devinfo,
+                       &vue_prog_data->vue_map, nir->info.outputs_written,
+                       nir->info.separate_shader);
+
+   char *error_str = NULL;
+   const unsigned *program =
+      brw_compile_gs(compiler, &ice->dbg, mem_ctx, key, gs_prog_data, nir,
+                     NULL, -1, &error_str);
+   if (program == NULL) {
+      dbg_printf("Failed to compile geometry shader: %s\n", error_str);
+      ralloc_free(mem_ctx);
+      return false;
+   }
+
+   uint32_t *so_decls =
+      ice->vtbl.create_so_decl_list(&ish->stream_output,
+                                    &vue_prog_data->vue_map);
 
-   struct brw_tes_prog_key key;
-   ice->state.populate_tes_key(ice, &key);
+   struct iris_compiled_shader *shader =
+      iris_upload_shader(ice, IRIS_CACHE_GS, sizeof(*key), key, program,
+                         prog_data, so_decls, system_values, num_system_values,
+                         num_cbufs);
 
-   if (iris_bind_cached_shader(ice, IRIS_CACHE_TES, &key))
-      return;
+   if (ish->compiled_once) {
+      perf_debug(&ice->dbg, "Recompiling geometry shader\n");
+   } else {
+      ish->compiled_once = true;
+   }
 
-   UNUSED bool success = iris_compile_tes(ice, ish, &key);
+   ralloc_free(mem_ctx);
+   return shader;
 }
 
+/**
+ * Update the current geometry shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
 static void
 iris_update_compiled_gs(struct iris_context *ice)
 {
-   // XXX: GS
+   struct iris_uncompiled_shader *ish =
+      ice->shaders.uncompiled[MESA_SHADER_GEOMETRY];
+   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_GS];
+   struct iris_compiled_shader *shader = NULL;
+
+   if (ish) {
+      struct brw_gs_prog_key key = { KEY_INIT };
+      ice->vtbl.populate_gs_key(ice, &key);
+
+      shader =
+         iris_find_cached_shader(ice, IRIS_CACHE_GS, sizeof(key), &key);
+
+      if (!shader)
+         shader = iris_compile_gs(ice, ish, &key);
+   }
+
+   if (old != shader) {
+      ice->shaders.prog[IRIS_CACHE_GS] = shader;
+      ice->state.dirty |= IRIS_DIRTY_GS |
+                          IRIS_DIRTY_BINDINGS_GS |
+                          IRIS_DIRTY_CONSTANTS_GS;
+   }
 }
 
-static bool
+/**
+ * Compile a fragment (pixel) shader, and upload the assembly.
+ */
+static struct iris_compiled_shader *
 iris_compile_fs(struct iris_context *ice,
                 struct iris_uncompiled_shader *ish,
                 const struct brw_wm_prog_key *key,
@@ -366,17 +1256,20 @@ iris_compile_fs(struct iris_context *ice,
    struct brw_wm_prog_data *fs_prog_data =
       rzalloc(mem_ctx, struct brw_wm_prog_data);
    struct brw_stage_prog_data *prog_data = &fs_prog_data->base;
+   enum brw_param_builtin *system_values;
+   unsigned num_system_values;
+   unsigned num_cbufs;
 
-   assert(ish->base.type == PIPE_SHADER_IR_NIR);
-
-   nir_shader *nir = ish->base.ir.nir;
+   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
 
    // XXX: alt mode
-   assign_common_binding_table_offsets(devinfo, &nir->info, prog_data,
-                                       MAX2(key->nr_color_regions, 1));
 
-   iris_setup_uniforms(mem_ctx, nir, prog_data);
+   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+                       &num_system_values, &num_cbufs);
 
+   assign_common_binding_table_offsets(devinfo, nir, prog_data,
+                                       MAX2(key->nr_color_regions, 1),
+                                       num_system_values, num_cbufs);
    char *error_str = NULL;
    const unsigned *program =
       brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data,
@@ -387,44 +1280,113 @@ iris_compile_fs(struct iris_context *ice,
       return false;
    }
 
-   //brw_alloc_stage_scratch(brw, &brw->wm.base, prog_data.base.total_scratch);
+   struct iris_compiled_shader *shader =
+      iris_upload_shader(ice, IRIS_CACHE_FS, sizeof(*key), key, program,
+                         prog_data, NULL, system_values, num_system_values,
+                         num_cbufs);
 
-   iris_upload_and_bind_shader(ice, IRIS_CACHE_FS, key, program, prog_data);
+   if (ish->compiled_once) {
+      perf_debug(&ice->dbg, "Recompiling fragment shader\n");
+   } else {
+      ish->compiled_once = true;
+   }
 
    ralloc_free(mem_ctx);
-   return true;
+   return shader;
 }
 
+/**
+ * Update the current fragment shader variant.
+ *
+ * Fill out the key, look in the cache, compile and bind if needed.
+ */
 static void
 iris_update_compiled_fs(struct iris_context *ice)
 {
-   struct brw_wm_prog_key key;
-   ice->state.populate_fs_key(ice, &key);
+   struct iris_uncompiled_shader *ish =
+      ice->shaders.uncompiled[MESA_SHADER_FRAGMENT];
+   struct brw_wm_prog_key key = { KEY_INIT };
+   ice->vtbl.populate_fs_key(ice, &key);
+
+   if (ish->nos & (1ull << IRIS_NOS_LAST_VUE_MAP))
+      key.input_slots_valid = ice->shaders.last_vue_map->slots_valid;
+
+   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_FS];
+   struct iris_compiled_shader *shader =
+      iris_find_cached_shader(ice, IRIS_CACHE_FS, sizeof(key), &key);
+
+   if (!shader)
+      shader = iris_compile_fs(ice, ish, &key, ice->shaders.last_vue_map);
+
+   if (old != shader) {
+      // XXX: only need to flag CLIP if barycentric has NONPERSPECTIVE
+      // toggles.  might be able to avoid flagging SBE too.
+      ice->shaders.prog[IRIS_CACHE_FS] = shader;
+      ice->state.dirty |= IRIS_DIRTY_FS |
+                          IRIS_DIRTY_BINDINGS_FS |
+                          IRIS_DIRTY_CONSTANTS_FS |
+                          IRIS_DIRTY_WM |
+                          IRIS_DIRTY_CLIP |
+                          IRIS_DIRTY_SBE;
+   }
+}
+
+/**
+ * Get the compiled shader for the last enabled geometry stage.
+ *
+ * This stage is the one which will feed stream output and the rasterizer.
+ */
+static gl_shader_stage
+last_vue_stage(struct iris_context *ice)
+{
+   if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
+      return MESA_SHADER_GEOMETRY;
 
-   if (iris_bind_cached_shader(ice, IRIS_CACHE_FS, &key))
-      return;
+   if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
+      return MESA_SHADER_TESS_EVAL;
 
-   UNUSED bool success =
-      iris_compile_fs(ice, ice->shaders.uncompiled[MESA_SHADER_FRAGMENT], &key,
-                      ice->shaders.last_vue_map);
+   return MESA_SHADER_VERTEX;
 }
 
+/**
+ * Update the last enabled stage's VUE map.
+ *
+ * When the shader feeding the rasterizer's output interface changes, we
+ * need to re-emit various packets.
+ */
 static void
-update_last_vue_map(struct iris_context *ice)
+update_last_vue_map(struct iris_context *ice,
+                    struct brw_stage_prog_data *prog_data)
 {
-   struct brw_stage_prog_data *prog_data;
+   struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
+   struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
+   struct brw_vue_map *old_map = ice->shaders.last_vue_map;
+   const uint64_t changed_slots =
+      (old_map ? old_map->slots_valid : 0ull) ^ vue_map->slots_valid;
+
+   if (changed_slots & VARYING_BIT_VIEWPORT) {
+      // XXX: could use ctx->Const.MaxViewports for old API efficiency
+      ice->state.num_viewports =
+         (vue_map->slots_valid & VARYING_BIT_VIEWPORT) ? IRIS_MAX_VIEWPORTS : 1;
+      ice->state.dirty |= IRIS_DIRTY_CLIP |
+                          IRIS_DIRTY_SF_CL_VIEWPORT |
+                          IRIS_DIRTY_CC_VIEWPORT |
+                          IRIS_DIRTY_SCISSOR_RECT |
+                          IRIS_DIRTY_UNCOMPILED_FS |
+                          ice->state.dirty_for_nos[IRIS_NOS_LAST_VUE_MAP];
+      // XXX: CC_VIEWPORT?
+   }
 
-   if (ice->shaders.prog[MESA_SHADER_GEOMETRY])
-      prog_data = ice->shaders.prog[MESA_SHADER_GEOMETRY]->prog_data;
-   else if (ice->shaders.prog[MESA_SHADER_TESS_EVAL])
-      prog_data = ice->shaders.prog[MESA_SHADER_TESS_EVAL]->prog_data;
-   else
-      prog_data = ice->shaders.prog[MESA_SHADER_VERTEX]->prog_data;
+   if (changed_slots || (old_map && old_map->separate != vue_map->separate)) {
+      ice->state.dirty |= IRIS_DIRTY_SBE;
+   }
 
-   struct brw_vue_prog_data *vue_prog_data = (void *) prog_data;
    ice->shaders.last_vue_map = &vue_prog_data->vue_map;
 }
 
+/**
+ * Get the prog_data for a given stage, or NULL if the stage is disabled.
+ */
 static struct brw_vue_prog_data *
 get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
 {
@@ -434,24 +1396,72 @@ get_vue_prog_data(struct iris_context *ice, gl_shader_stage stage)
    return (void *) ice->shaders.prog[stage]->prog_data;
 }
 
+// XXX: iris_compiled_shaders are space-leaking :(
+// XXX: do remember to unbind them if deleting them.
+
+/**
+ * Update the current shader variants for the given state.
+ *
+ * This should be called on every draw call to ensure that the correct
+ * shaders are bound.  It will also flag any dirty state triggered by
+ * swapping out those shaders.
+ */
 void
 iris_update_compiled_shaders(struct iris_context *ice)
 {
+   const uint64_t dirty = ice->state.dirty;
+
    struct brw_vue_prog_data *old_prog_datas[4];
-   if (!(ice->state.dirty & IRIS_DIRTY_URB)) {
+   if (!(dirty & IRIS_DIRTY_URB)) {
       for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++)
          old_prog_datas[i] = get_vue_prog_data(ice, i);
    }
 
-   iris_update_compiled_vs(ice);
-   iris_update_compiled_tcs(ice);
-   iris_update_compiled_tes(ice);
-   iris_update_compiled_gs(ice);
-   update_last_vue_map(ice);
-   iris_update_compiled_fs(ice);
+   if (dirty & (IRIS_DIRTY_UNCOMPILED_TCS | IRIS_DIRTY_UNCOMPILED_TES)) {
+       struct iris_uncompiled_shader *tes =
+          ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL];
+       if (tes) {
+          iris_update_compiled_tcs(ice);
+          iris_update_compiled_tes(ice);
+       } else {
+          ice->shaders.prog[IRIS_CACHE_TCS] = NULL;
+          ice->shaders.prog[IRIS_CACHE_TES] = NULL;
+          ice->state.dirty |=
+             IRIS_DIRTY_TCS | IRIS_DIRTY_TES |
+             IRIS_DIRTY_BINDINGS_TCS | IRIS_DIRTY_BINDINGS_TES |
+             IRIS_DIRTY_CONSTANTS_TCS | IRIS_DIRTY_CONSTANTS_TES;
+       }
+   }
+
+   if (dirty & IRIS_DIRTY_UNCOMPILED_VS)
+      iris_update_compiled_vs(ice);
+   if (dirty & IRIS_DIRTY_UNCOMPILED_GS)
+      iris_update_compiled_gs(ice);
+
+   gl_shader_stage last_stage = last_vue_stage(ice);
+   struct iris_compiled_shader *shader = ice->shaders.prog[last_stage];
+   struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[last_stage];
+   update_last_vue_map(ice, shader->prog_data);
+   if (ice->state.streamout != shader->streamout) {
+      ice->state.streamout = shader->streamout;
+      ice->state.dirty |= IRIS_DIRTY_SO_DECL_LIST | IRIS_DIRTY_STREAMOUT;
+   }
+
+   if (ice->state.streamout_active) {
+      for (int i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
+         struct iris_stream_output_target *so =
+            (void *) ice->state.so_target[i];
+         if (so)
+            so->stride = ish->stream_output.stride[i];
+      }
+   }
+
+   if (dirty & IRIS_DIRTY_UNCOMPILED_FS)
+      iris_update_compiled_fs(ice);
    // ...
 
-   if (!(ice->state.dirty & IRIS_DIRTY_URB)) {
+   /* Changing shader interfaces may require a URB configuration. */
+   if (!(dirty & IRIS_DIRTY_URB)) {
       for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
          struct brw_vue_prog_data *old = old_prog_datas[i];
          struct brw_vue_prog_data *new = get_vue_prog_data(ice, i);
@@ -464,24 +1474,169 @@ iris_update_compiled_shaders(struct iris_context *ice)
    }
 }
 
+static struct iris_compiled_shader *
+iris_compile_cs(struct iris_context *ice,
+                struct iris_uncompiled_shader *ish,
+                const struct brw_cs_prog_key *key)
+{
+   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+   const struct brw_compiler *compiler = screen->compiler;
+   const struct gen_device_info *devinfo = &screen->devinfo;
+   void *mem_ctx = ralloc_context(NULL);
+   struct brw_cs_prog_data *cs_prog_data =
+      rzalloc(mem_ctx, struct brw_cs_prog_data);
+   struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
+   enum brw_param_builtin *system_values;
+   unsigned num_system_values;
+   unsigned num_cbufs;
+
+   nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+
+   cs_prog_data->binding_table.work_groups_start = 0;
+
+   prog_data->total_shared = nir->info.cs.shared_size;
+
+   iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
+                       &num_system_values, &num_cbufs);
+
+   assign_common_binding_table_offsets(devinfo, nir, prog_data, 1,
+                                       num_system_values, num_cbufs);
+
+   char *error_str = NULL;
+   const unsigned *program =
+      brw_compile_cs(compiler, &ice->dbg, mem_ctx, key, cs_prog_data,
+                     nir, -1, &error_str);
+   if (program == NULL) {
+      dbg_printf("Failed to compile compute shader: %s\n", error_str);
+      ralloc_free(mem_ctx);
+      return false;
+   }
+
+   struct iris_compiled_shader *shader =
+      iris_upload_shader(ice, IRIS_CACHE_CS, sizeof(*key), key, program,
+                         prog_data, NULL, system_values, num_system_values,
+                         num_cbufs);
+
+   if (ish->compiled_once) {
+      perf_debug(&ice->dbg, "Recompiling compute shader\n");
+   } else {
+      ish->compiled_once = true;
+   }
+
+   ralloc_free(mem_ctx);
+   return shader;
+}
+
+void
+iris_update_compiled_compute_shader(struct iris_context *ice)
+{
+   struct iris_uncompiled_shader *ish =
+      ice->shaders.uncompiled[MESA_SHADER_COMPUTE];
+
+   struct brw_cs_prog_key key = { KEY_INIT };
+   ice->vtbl.populate_cs_key(ice, &key);
+
+   struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_CS];
+   struct iris_compiled_shader *shader =
+      iris_find_cached_shader(ice, IRIS_CACHE_CS, sizeof(key), &key);
+
+   if (!shader)
+      shader = iris_compile_cs(ice, ish, &key);
+
+   if (old != shader) {
+      ice->shaders.prog[IRIS_CACHE_CS] = shader;
+      ice->state.dirty |= IRIS_DIRTY_CS |
+                          IRIS_DIRTY_BINDINGS_CS |
+                          IRIS_DIRTY_CONSTANTS_CS;
+   }
+}
+
+void
+iris_fill_cs_push_const_buffer(struct brw_cs_prog_data *cs_prog_data,
+                               uint32_t *dst)
+{
+   struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
+   assert(cs_prog_data->push.total.size > 0);
+   assert(cs_prog_data->push.cross_thread.size == 0);
+   assert(cs_prog_data->push.per_thread.dwords == 1);
+   assert(prog_data->param[0] == BRW_PARAM_BUILTIN_SUBGROUP_ID);
+   for (unsigned t = 0; t < cs_prog_data->threads; t++)
+      dst[8 * t] = t;
+}
+
+/**
+ * Allocate scratch BOs as needed for the given per-thread size and stage.
+ */
+struct iris_bo *
+iris_get_scratch_space(struct iris_context *ice,
+                       unsigned per_thread_scratch,
+                       gl_shader_stage stage)
+{
+   struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
+   struct iris_bufmgr *bufmgr = screen->bufmgr;
+   const struct gen_device_info *devinfo = &screen->devinfo;
+
+   unsigned encoded_size = ffs(per_thread_scratch) - 11;
+   assert(encoded_size < (1 << 16));
+
+   struct iris_bo **bop = &ice->shaders.scratch_bos[encoded_size][stage];
+
+   /* The documentation for 3DSTATE_PS "Scratch Space Base Pointer" says:
+    *
+    *    "Scratch Space per slice is computed based on 4 sub-slices.  SW
+    *     must allocate scratch space enough so that each slice has 4
+    *     slices allowed."
+    *
+    * According to the other driver team, this applies to compute shaders
+    * as well.  This is not currently documented at all.
+    *
+    * This hack is no longer necessary on Gen11+.
+    */
+   unsigned subslice_total = screen->subslice_total;
+   if (devinfo->gen < 11)
+      subslice_total = 4 * devinfo->num_slices;
+   assert(subslice_total >= screen->subslice_total);
+
+   if (!*bop) {
+      unsigned scratch_ids_per_subslice = devinfo->max_cs_threads;
+      uint32_t max_threads[] = {
+         [MESA_SHADER_VERTEX]    = devinfo->max_vs_threads,
+         [MESA_SHADER_TESS_CTRL] = devinfo->max_tcs_threads,
+         [MESA_SHADER_TESS_EVAL] = devinfo->max_tes_threads,
+         [MESA_SHADER_GEOMETRY]  = devinfo->max_gs_threads,
+         [MESA_SHADER_FRAGMENT]  = devinfo->max_wm_threads,
+         [MESA_SHADER_COMPUTE]   = scratch_ids_per_subslice * subslice_total,
+      };
+
+      uint32_t size = per_thread_scratch * max_threads[stage];
+
+      *bop = iris_bo_alloc(bufmgr, "scratch", size, IRIS_MEMZONE_SHADER);
+   }
+
+   return *bop;
+}
+
 void
 iris_init_program_functions(struct pipe_context *ctx)
 {
-   ctx->create_vs_state  = iris_create_shader_state;
-   ctx->create_tcs_state = iris_create_shader_state;
-   ctx->create_tes_state = iris_create_shader_state;
-   ctx->create_gs_state  = iris_create_shader_state;
-   ctx->create_fs_state  = iris_create_shader_state;
+   ctx->create_vs_state  = iris_create_vs_state;
+   ctx->create_tcs_state = iris_create_tcs_state;
+   ctx->create_tes_state = iris_create_tes_state;
+   ctx->create_gs_state  = iris_create_gs_state;
+   ctx->create_fs_state  = iris_create_fs_state;
+   ctx->create_compute_state = iris_create_compute_state;
 
    ctx->delete_vs_state  = iris_delete_shader_state;
    ctx->delete_tcs_state = iris_delete_shader_state;
    ctx->delete_tes_state = iris_delete_shader_state;
    ctx->delete_gs_state  = iris_delete_shader_state;
    ctx->delete_fs_state  = iris_delete_shader_state;
+   ctx->delete_compute_state = iris_delete_shader_state;
 
    ctx->bind_vs_state  = iris_bind_vs_state;
    ctx->bind_tcs_state = iris_bind_tcs_state;
    ctx->bind_tes_state = iris_bind_tes_state;
    ctx->bind_gs_state  = iris_bind_gs_state;
    ctx->bind_fs_state  = iris_bind_fs_state;
+   ctx->bind_compute_state = iris_bind_cs_state;
 }