i965: don't copy VS attribute work arounds for HSW+
[mesa.git] / src / mesa / drivers / dri / i965 / brw_vs.c
index 970d86cc69860cffe7eb30176e17eb04538f515c..cda95f81f1b2bf940534d79810d9a7a4dff9016b 100644 (file)
 
 
 #include "main/compiler.h"
+#include "main/context.h"
 #include "brw_context.h"
 #include "brw_vs.h"
 #include "brw_util.h"
 #include "brw_state.h"
 #include "program/prog_print.h"
 #include "program/prog_parameter.h"
+#include "brw_nir.h"
+#include "brw_program.h"
 
 #include "util/ralloc.h"
 
-static inline void assign_vue_slot(struct brw_vue_map *vue_map,
-                                   int varying)
+GLbitfield64
+brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
+                       GLbitfield64 user_varyings)
 {
-   /* Make sure this varying hasn't been assigned a slot already */
-   assert (vue_map->varying_to_slot[varying] == -1);
+   GLbitfield64 outputs_written = user_varyings;
 
-   vue_map->varying_to_slot[varying] = vue_map->num_slots;
-   vue_map->slot_to_varying[vue_map->num_slots++] = varying;
-}
-
-/**
- * Compute the VUE map for vertex shader program.
- */
-void
-brw_compute_vue_map(struct brw_context *brw, struct brw_vue_map *vue_map,
-                    GLbitfield64 slots_valid)
-{
-   vue_map->slots_valid = slots_valid;
-   int i;
-
-   /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
-    * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
-    */
-   slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
-
-   /* Make sure that the values we store in vue_map->varying_to_slot and
-    * vue_map->slot_to_varying won't overflow the signed chars that are used
-    * to store them.  Note that since vue_map->slot_to_varying sometimes holds
-    * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
-    * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
-    */
-   STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
-
-   vue_map->num_slots = 0;
-   for (i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
-      vue_map->varying_to_slot[i] = -1;
-      vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_COUNT;
+   if (key->copy_edgeflag) {
+      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
    }
 
-   /* VUE header: format depends on chip generation and whether clipping is
-    * enabled.
-    */
    if (brw->gen < 6) {
-      /* There are 8 dwords in VUE header pre-Ironlake:
-       * dword 0-3 is indices, point width, clip flags.
-       * dword 4-7 is ndc position
-       * dword 8-11 is the first vertex data.
-       *
-       * On Ironlake the VUE header is nominally 20 dwords, but the hardware
-       * will accept the same header layout as Gen4 [and should be a bit faster]
-       */
-      assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
-      assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC);
-      assign_vue_slot(vue_map, VARYING_SLOT_POS);
-   } else {
-      /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
-       * dword 0-3 of the header is indices, point width, clip flags.
-       * dword 4-7 is the 4D space position
-       * dword 8-15 of the vertex header is the user clip distance if
-       * enabled.
-       * dword 8-11 or 16-19 is the first vertex element data we fill.
-       */
-      assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
-      assign_vue_slot(vue_map, VARYING_SLOT_POS);
-      if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
-         assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0);
-      if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
-         assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1);
-
-      /* front and back colors need to be consecutive so that we can use
-       * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
-       * two-sided color.
+      /* Put dummy slots into the VUE for the SF to put the replaced
+       * point sprite coords in.  We shouldn't need these dummy slots,
+       * which take up precious URB space, but it would mean that the SF
+       * doesn't get nice aligned pairs of input coords into output
+       * coords, which would be a pain to handle.
        */
-      if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
-         assign_vue_slot(vue_map, VARYING_SLOT_COL0);
-      if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
-         assign_vue_slot(vue_map, VARYING_SLOT_BFC0);
-      if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
-         assign_vue_slot(vue_map, VARYING_SLOT_COL1);
-      if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
-         assign_vue_slot(vue_map, VARYING_SLOT_BFC1);
-   }
-
-   /* The hardware doesn't care about the rest of the vertex outputs, so just
-    * assign them contiguously.  Don't reassign outputs that already have a
-    * slot.
-    *
-    * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
-    * since it's encoded as the clip distances by emit_clip_distances().
-    * However, it may be output by transform feedback, and we'd rather not
-    * recompute state when TF changes, so we just always include it.
-    */
-   for (int i = 0; i < VARYING_SLOT_MAX; ++i) {
-      if ((slots_valid & BITFIELD64_BIT(i)) &&
-          vue_map->varying_to_slot[i] == -1) {
-         assign_vue_slot(vue_map, i);
+      for (unsigned i = 0; i < 8; i++) {
+         if (key->point_coord_replace & (1 << i))
+            outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
       }
-   }
-}
-
 
-/**
- * Decide which set of clip planes should be used when clipping via
- * gl_Position or gl_ClipVertex.
- */
-gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
-{
-   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
-      /* There is currently a GLSL vertex shader, so clip according to GLSL
-       * rules, which means compare gl_ClipVertex (or gl_Position, if
-       * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
-       * that were stored in EyeUserPlane at the time the clip planes were
-       * specified.
-       */
-      return ctx->Transform.EyeUserPlane;
-   } else {
-      /* Either we are using fixed function or an ARB vertex program.  In
-       * either case the clip planes are going to be compared against
-       * gl_Position (which is in clip coordinates) so we have to clip using
-       * _ClipUserPlane, which was transformed into clip coordinates by Mesa
-       * core.
-       */
-      return ctx->Transform._ClipUserPlane;
+      /* if back colors are written, allocate slots for front colors too */
+      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
+         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
+      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
+         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
    }
-}
-
 
-bool
-brw_vs_prog_data_compare(const void *in_a, const void *in_b)
-{
-   const struct brw_vs_prog_data *a = in_a;
-   const struct brw_vs_prog_data *b = in_b;
-
-   /* Compare the base structure. */
-   if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base))
-      return false;
-
-   /* Compare the rest of the struct. */
-   const unsigned offset = sizeof(struct brw_stage_prog_data);
-   if (memcmp(((char *) a) + offset, ((char *) b) + offset,
-              sizeof(struct brw_vs_prog_data) - offset)) {
-      return false;
+   /* In order for legacy clipping to work, we need to populate the clip
+    * distance varying slots whenever clipping is enabled, even if the vertex
+    * shader doesn't write to gl_ClipDistance.
+    */
+   if (key->nr_userclip_plane_consts > 0) {
+      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
+      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
    }
 
-   return true;
+   return outputs_written;
 }
 
-static bool
-do_vs_prog(struct brw_context *brw,
-          struct gl_shader_program *prog,
-          struct brw_vertex_program *vp,
-          struct brw_vs_prog_key *key)
+bool
+brw_codegen_vs_prog(struct brw_context *brw,
+                    struct gl_shader_program *prog,
+                    struct brw_vertex_program *vp,
+                    struct brw_vs_prog_key *key)
 {
+   const struct brw_compiler *compiler = brw->intelScreen->compiler;
    GLuint program_size;
    const GLuint *program;
-   struct brw_vs_compile c;
    struct brw_vs_prog_data prog_data;
    struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
    void *mem_ctx;
-   int i;
-   struct gl_shader *vs = NULL;
+   struct brw_shader *vs = NULL;
+   bool start_busy = false;
+   double start_time = 0;
 
    if (prog)
-      vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
+      vs = (struct brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
 
-   memset(&c, 0, sizeof(c));
-   memcpy(&c.key, key, sizeof(*key));
    memset(&prog_data, 0, sizeof(prog_data));
 
    /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
@@ -215,109 +111,121 @@ do_vs_prog(struct brw_context *brw,
 
    mem_ctx = ralloc_context(NULL);
 
-   c.vp = vp;
+   brw_assign_common_binding_table_offsets(MESA_SHADER_VERTEX,
+                                           brw->intelScreen->devinfo,
+                                           prog, &vp->program.Base,
+                                           &prog_data.base.base, 0);
 
    /* Allocate the references to the uniforms that will end up in the
     * prog_data associated with the compiled program, and which will be freed
     * by the state cache.
     */
-   int param_count;
-   if (vs) {
-      /* We add padding around uniform values below vec4 size, with the worst
-       * case being a float value that gets blown up to a vec4, so be
-       * conservative here.
-       */
-      param_count = vs->num_uniform_components * 4;
+   int param_count = vp->program.Base.nir->num_uniforms / 4;
+
+   if (vs)
+      prog_data.base.base.nr_image_params = vs->base.NumImages;
 
-   } else {
-      param_count = vp->program.Base.Parameters->NumParameters * 4;
-   }
    /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
     * planes as uniforms.
     */
-   param_count += c.key.base.nr_userclip_plane_consts * 4;
+   param_count += key->nr_userclip_plane_consts * 4;
 
    stage_prog_data->param =
       rzalloc_array(NULL, const gl_constant_value *, param_count);
    stage_prog_data->pull_param =
       rzalloc_array(NULL, const gl_constant_value *, param_count);
-
-   /* Setting nr_params here NOT to the size of the param and pull_param
-    * arrays, but to the number of uniform components vec4_visitor
-    * needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
-    */
-   stage_prog_data->nr_params = ALIGN(param_count, 4) / 4;
-   if (vs) {
-      stage_prog_data->nr_params += vs->num_samplers;
+   stage_prog_data->image_param =
+      rzalloc_array(NULL, struct brw_image_param,
+                    stage_prog_data->nr_image_params);
+   stage_prog_data->nr_params = param_count;
+
+   if (prog) {
+      brw_nir_setup_glsl_uniforms(vp->program.Base.nir, prog, &vp->program.Base,
+                                  &prog_data.base.base,
+                                  compiler->scalar_stage[MESA_SHADER_VERTEX]);
+   } else {
+      brw_nir_setup_arb_uniforms(vp->program.Base.nir, &vp->program.Base,
+                                 &prog_data.base.base);
    }
 
-   GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
+   GLbitfield64 outputs_written =
+      brw_vs_outputs_written(brw, key, vp->program.Base.OutputsWritten);
    prog_data.inputs_read = vp->program.Base.InputsRead;
 
-   if (c.key.copy_edgeflag) {
-      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
+   if (key->copy_edgeflag) {
       prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
    }
 
-   if (brw->gen < 6) {
-      /* Put dummy slots into the VUE for the SF to put the replaced
-       * point sprite coords in.  We shouldn't need these dummy slots,
-       * which take up precious URB space, but it would mean that the SF
-       * doesn't get nice aligned pairs of input coords into output
-       * coords, which would be a pain to handle.
-       */
-      for (i = 0; i < 8; i++) {
-         if (c.key.point_coord_replace & (1 << i))
-            outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
-      }
+   prog_data.base.cull_distance_mask =
+      ((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
+      vp->program.Base.ClipDistanceArraySize;
 
-      /* if back colors are written, allocate slots for front colors too */
-      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
-         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
-      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
-         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
+   brw_compute_vue_map(brw->intelScreen->devinfo,
+                       &prog_data.base.vue_map, outputs_written,
+                       prog ? prog->SeparateShader ||
+                              prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]
+                            : false);
+
+   if (0) {
+      _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
+                              true);
    }
 
-   /* In order for legacy clipping to work, we need to populate the clip
-    * distance varying slots whenever clipping is enabled, even if the vertex
-    * shader doesn't write to gl_ClipDistance.
-    */
-   if (c.key.base.userclip_active) {
-      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
-      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
+   if (unlikely(brw->perf_debug)) {
+      start_busy = (brw->batch.last_bo &&
+                    drm_intel_bo_busy(brw->batch.last_bo));
+      start_time = get_time();
    }
 
-   brw_compute_vue_map(brw, &prog_data.base.vue_map, outputs_written);
+   if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
+      brw_dump_ir("vertex", prog, vs ? &vs->base : NULL, &vp->program.Base);
 
-   if (0) {
-      _mesa_fprint_program_opt(stderr, &c.vp->program.Base, PROG_PRINT_DEBUG,
-                              true);
+      fprintf(stderr, "VS Output ");
+      brw_print_vue_map(stderr, &prog_data.base.vue_map);
    }
 
+   int st_index = -1;
+   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+      st_index = brw_get_shader_time_index(brw, prog, &vp->program.Base, ST_VS);
+
    /* Emit GEN4 code.
     */
-   program = brw_vs_emit(brw, prog, &c, &prog_data, mem_ctx, &program_size);
+   char *error_str;
+   program = brw_compile_vs(compiler, brw, mem_ctx, key,
+                            &prog_data, vp->program.Base.nir,
+                            brw_select_clip_planes(&brw->ctx),
+                            !_mesa_is_gles3(&brw->ctx),
+                            st_index, &program_size, &error_str);
    if (program == NULL) {
+      if (prog) {
+         prog->LinkStatus = false;
+         ralloc_strcat(&prog->InfoLog, error_str);
+      }
+
+      _mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
+
       ralloc_free(mem_ctx);
       return false;
    }
 
-   /* Scratch space is used for register spilling */
-   if (c.base.last_scratch) {
-      perf_debug("Vertex shader triggered register spilling.  "
-                 "Try reducing the number of live vec4 values to "
-                 "improve performance.\n");
-
-      prog_data.base.base.total_scratch
-         = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
-
-      brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
-                        prog_data.base.base.total_scratch *
-                         brw->max_vs_threads);
+   if (unlikely(brw->perf_debug) && vs) {
+      if (vs->compiled_once) {
+         brw_vs_debug_recompile(brw, prog, key);
+      }
+      if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
+         perf_debug("VS compile took %.03f ms and stalled the GPU\n",
+                    (get_time() - start_time) * 1000);
+      }
+      vs->compiled_once = true;
    }
 
+   /* Scratch space is used for register spilling */
+   brw_alloc_stage_scratch(brw, &brw->vs.base,
+                           prog_data.base.base.total_scratch,
+                           brw->max_vs_threads);
+
    brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
-                   &c.key, sizeof(c.key),
+                   key, sizeof(struct brw_vs_prog_key),
                    program, program_size,
                    &prog_data, sizeof(prog_data),
                    &brw->vs.base.prog_offset, &brw->vs.prog_data);
@@ -326,16 +234,6 @@ do_vs_prog(struct brw_context *brw,
    return true;
 }
 
-static bool
-key_debug(struct brw_context *brw, const char *name, int a, int b)
-{
-   if (a != b) {
-      perf_debug("  %s %d->%d\n", name, a, b);
-      return true;
-   }
-   return false;
-}
-
 void
 brw_vs_debug_recompile(struct brw_context *brw,
                        struct gl_shader_program *prog,
@@ -352,7 +250,7 @@ brw_vs_debug_recompile(struct brw_context *brw,
          if (c->cache_id == BRW_CACHE_VS_PROG) {
             old_key = c->key;
 
-            if (old_key->base.program_string_id == key->base.program_string_id)
+            if (old_key->program_string_id == key->program_string_id)
                break;
          }
       }
@@ -372,12 +270,9 @@ brw_vs_debug_recompile(struct brw_context *brw,
                          key->gl_attrib_wa_flags[i]);
    }
 
-   found |= key_debug(brw, "user clip flags",
-                      old_key->base.userclip_active, key->base.userclip_active);
-
-   found |= key_debug(brw, "user clipping planes as push constants",
-                      old_key->base.nr_userclip_plane_consts,
-                      key->base.nr_userclip_plane_consts);
+   found |= key_debug(brw, "legacy user clipping",
+                      old_key->nr_userclip_plane_consts,
+                      key->nr_userclip_plane_consts);
 
    found |= key_debug(brw, "copy edgeflag",
                       old_key->copy_edgeflag, key->copy_edgeflag);
@@ -386,151 +281,105 @@ brw_vs_debug_recompile(struct brw_context *brw,
    found |= key_debug(brw, "vertex color clamping",
                       old_key->clamp_vertex_color, key->clamp_vertex_color);
 
-   found |= brw_debug_recompile_sampler_key(brw, &old_key->base.tex,
-                                            &key->base.tex);
+   found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
 
    if (!found) {
       perf_debug("  Something else\n");
    }
 }
 
-
-void
-brw_setup_vec4_key_clip_info(struct brw_context *brw,
-                             struct brw_vec4_prog_key *key,
-                             bool program_uses_clip_distance)
+static bool
+brw_vs_state_dirty(const struct brw_context *brw)
 {
-   struct gl_context *ctx = &brw->ctx;
-
-   key->userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
-   if (key->userclip_active && !program_uses_clip_distance) {
-      key->nr_userclip_plane_consts
-         = _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
-   }
+   return brw_state_dirty(brw,
+                          _NEW_BUFFERS |
+                          _NEW_LIGHT |
+                          _NEW_POINT |
+                          _NEW_POLYGON |
+                          _NEW_TEXTURE |
+                          _NEW_TRANSFORM,
+                          BRW_NEW_VERTEX_PROGRAM |
+                          BRW_NEW_VS_ATTRIB_WORKAROUNDS);
 }
 
-
-static void brw_upload_vs_prog(struct brw_context *brw)
+static void
+brw_vs_populate_key(struct brw_context *brw,
+                    struct brw_vs_prog_key *key)
 {
    struct gl_context *ctx = &brw->ctx;
-   struct brw_vs_prog_key key;
    /* BRW_NEW_VERTEX_PROGRAM */
    struct brw_vertex_program *vp =
       (struct brw_vertex_program *)brw->vertex_program;
    struct gl_program *prog = (struct gl_program *) brw->vertex_program;
-   int i;
 
-   memset(&key, 0, sizeof(key));
+   memset(key, 0, sizeof(*key));
 
    /* Just upload the program verbatim for now.  Always send it all
     * the inputs it asks for, whether they are varying or not.
     */
-   key.base.program_string_id = vp->id;
-   brw_setup_vec4_key_clip_info(brw, &key.base,
-                                vp->program.Base.UsesClipDistanceOut);
+   key->program_string_id = vp->id;
+
+   if (ctx->Transform.ClipPlanesEnabled != 0 &&
+       (ctx->API == API_OPENGL_COMPAT ||
+        ctx->API == API_OPENGLES) &&
+       vp->program.Base.ClipDistanceArraySize == 0) {
+      key->nr_userclip_plane_consts =
+         _mesa_logbase2(ctx->Transform.ClipPlanesEnabled) + 1;
+   }
 
    /* _NEW_POLYGON */
    if (brw->gen < 6) {
-      key.copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
-                           ctx->Polygon.BackMode != GL_FILL);
+      key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
+                            ctx->Polygon.BackMode != GL_FILL);
    }
 
    if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
                                VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
       /* _NEW_LIGHT | _NEW_BUFFERS */
-      key.clamp_vertex_color = ctx->Light._ClampVertexColor;
+      key->clamp_vertex_color = ctx->Light._ClampVertexColor;
    }
 
    /* _NEW_POINT */
    if (brw->gen < 6 && ctx->Point.PointSprite) {
-      for (i = 0; i < 8; i++) {
-        if (ctx->Point.CoordReplace[i])
-           key.point_coord_replace |= (1 << i);
-      }
+      key->point_coord_replace = ctx->Point.CoordReplace & 0xff;
    }
 
    /* _NEW_TEXTURE */
-   brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
-                                      &key.base.tex);
+   brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
 
-   /* BRW_NEW_VERTICES */
+   /* BRW_NEW_VS_ATTRIB_WORKAROUNDS */
    if (brw->gen < 8 && !brw->is_haswell) {
-      /* Prior to Haswell, the hardware can't natively support GL_FIXED or
-       * 2_10_10_10_REV vertex formats.  Set appropriate workaround flags.
-       */
-      for (i = 0; i < VERT_ATTRIB_MAX; i++) {
-         if (!(vp->program.Base.InputsRead & BITFIELD64_BIT(i)))
-            continue;
-
-         uint8_t wa_flags = 0;
-
-         switch (brw->vb.inputs[i].glarray->Type) {
-
-         case GL_FIXED:
-            wa_flags = brw->vb.inputs[i].glarray->Size;
-            break;
-
-         case GL_INT_2_10_10_10_REV:
-            wa_flags |= BRW_ATTRIB_WA_SIGN;
-            /* fallthough */
-
-         case GL_UNSIGNED_INT_2_10_10_10_REV:
-            if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
-               wa_flags |= BRW_ATTRIB_WA_BGRA;
+      memcpy(key->gl_attrib_wa_flags, brw->vb.attrib_wa_flags,
+             sizeof(brw->vb.attrib_wa_flags));
+   }
+}
 
-            if (brw->vb.inputs[i].glarray->Normalized)
-               wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
-            else if (!brw->vb.inputs[i].glarray->Integer)
-               wa_flags |= BRW_ATTRIB_WA_SCALE;
+void
+brw_upload_vs_prog(struct brw_context *brw)
+{
+   struct gl_context *ctx = &brw->ctx;
+   struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
+   struct brw_vs_prog_key key;
+   /* BRW_NEW_VERTEX_PROGRAM */
+   struct brw_vertex_program *vp =
+      (struct brw_vertex_program *)brw->vertex_program;
 
-            break;
-         }
+   if (!brw_vs_state_dirty(brw))
+      return;
 
-         key.gl_attrib_wa_flags[i] = wa_flags;
-      }
-   }
+   brw_vs_populate_key(brw, &key);
 
    if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
                         &key, sizeof(key),
                         &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
-      bool success =
-         do_vs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX], vp,
-                    &key);
+      bool success = brw_codegen_vs_prog(brw, current[MESA_SHADER_VERTEX],
+                                         vp, &key);
       (void) success;
       assert(success);
    }
    brw->vs.base.prog_data = &brw->vs.prog_data->base.base;
-
-   if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
-              sizeof(brw->vue_map_geom_out)) != 0) {
-      brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
-      brw->state.dirty.brw |= BRW_NEW_VUE_MAP_VS;
-      if (brw->gen < 6) {
-         /* No geometry shader support, so the VS VUE map is the VUE map for
-          * the output of the "geometry" portion of the pipeline.
-          */
-         brw->vue_map_geom_out = brw->vue_map_vs;
-         brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
-      }
-   }
 }
 
-/* See brw_vs.c:
- */
-const struct brw_tracked_state brw_vs_prog = {
-   .dirty = {
-      .mesa  = _NEW_BUFFERS |
-               _NEW_LIGHT |
-               _NEW_POINT |
-               _NEW_POLYGON |
-               _NEW_TEXTURE |
-               _NEW_TRANSFORM,
-      .brw   = BRW_NEW_VERTEX_PROGRAM |
-               BRW_NEW_VERTICES,
-   },
-   .emit = brw_upload_vs_prog
-};
-
 bool
 brw_vs_precompile(struct gl_context *ctx,
                   struct gl_shader_program *shader_prog,
@@ -547,12 +396,13 @@ brw_vs_precompile(struct gl_context *ctx,
 
    memset(&key, 0, sizeof(key));
 
-   brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base);
+   brw_setup_tex_for_precompile(brw, &key.tex, prog);
+   key.program_string_id = bvp->id;
    key.clamp_vertex_color =
       (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
                                VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
 
-   success = do_vs_prog(brw, shader_prog, bvp, &key);
+   success = brw_codegen_vs_prog(brw, shader_prog, bvp, &key);
 
    brw->vs.base.prog_offset = old_prog_offset;
    brw->vs.prog_data = old_prog_data;