Merge branch 'master' of ../mesa into vulkan
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.c
index f1c9985290c1d8103a77767f6e97069c6c73bf60..1faf2eaa346cd9e1ae32d1098bba97260eaa8481 100644 (file)
 /*
- Copyright (C) Intel Corp.  2006.  All Rights Reserved.
- Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
- develop this 3D driver.
- 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 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 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 COPYRIGHT OWNER(S) AND/OR ITS 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.
- **********************************************************************/
- /*
-  * Authors:
-  *   Keith Whitwell <keith@tungstengraphics.com>
-  */
-             
+ * Copyright (C) Intel Corp.  2006.  All Rights Reserved.
+ * Intel funded Tungsten Graphics to
+ * develop this 3D driver.
+ *
+ * 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 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 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 COPYRIGHT OWNER(S) AND/OR ITS 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.
+ */
 #include "brw_context.h"
 #include "brw_wm.h"
 #include "brw_state.h"
+#include "brw_shader.h"
+#include "main/enums.h"
 #include "main/formats.h"
+#include "main/fbobject.h"
 #include "main/samplerobj.h"
+#include "main/framebuffer.h"
 #include "program/prog_parameter.h"
+#include "program/program.h"
+#include "intel_mipmap_tree.h"
 
-#include "../glsl/ralloc.h"
+#include "util/ralloc.h"
 
-/** Return number of src args for given instruction */
-GLuint brw_wm_nr_args( GLuint opcode )
+/**
+ * Return a bitfield where bit n is set if barycentric interpolation mode n
+ * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
+ */
+unsigned
+brw_compute_barycentric_interp_modes(struct brw_context *brw,
+                                     bool shade_model_flat,
+                                     bool persample_shading,
+                                     const struct gl_fragment_program *fprog)
 {
-   switch (opcode) {
-   case WM_FRONTFACING:
-   case WM_PIXELXY:
-      return 0;
-   case WM_CINTERP:
-   case WM_WPOSXY:
-   case WM_DELTAXY:
-      return 1;
-   case WM_LINTERP:
-   case WM_PIXELW:
-      return 2;
-   case WM_FB_WRITE:
-   case WM_PINTERP:
-      return 3;
-   default:
-      assert(opcode < MAX_OPCODE);
-      return _mesa_num_inst_src_regs(opcode);
+   unsigned barycentric_interp_modes = 0;
+   int attr;
+
+   /* Loop through all fragment shader inputs to figure out what interpolation
+    * modes are in use, and set the appropriate bits in
+    * barycentric_interp_modes.
+    */
+   for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
+      enum glsl_interp_qualifier interp_qualifier =
+         fprog->InterpQualifier[attr];
+      bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
+         !persample_shading;
+      bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
+         persample_shading;
+      bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
+
+      /* Ignore unused inputs. */
+      if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
+         continue;
+
+      /* Ignore WPOS and FACE, because they don't require interpolation. */
+      if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
+         continue;
+
+      /* Determine the set (or sets) of barycentric coordinates needed to
+       * interpolate this variable.  Note that when
+       * brw->needs_unlit_centroid_workaround is set, centroid interpolation
+       * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
+       * for lit pixels, so we need both sets of barycentric coordinates.
+       */
+      if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
+         if (is_centroid) {
+            barycentric_interp_modes |=
+               1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
+         } else if (is_sample) {
+            barycentric_interp_modes |=
+               1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
+         }
+         if ((!is_centroid && !is_sample) ||
+             brw->needs_unlit_centroid_workaround) {
+            barycentric_interp_modes |=
+               1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
+         }
+      } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
+                 (!(shade_model_flat && is_gl_Color) &&
+                  interp_qualifier == INTERP_QUALIFIER_NONE)) {
+         if (is_centroid) {
+            barycentric_interp_modes |=
+               1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
+         } else if (is_sample) {
+            barycentric_interp_modes |=
+               1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
+         }
+         if ((!is_centroid && !is_sample) ||
+             brw->needs_unlit_centroid_workaround) {
+            barycentric_interp_modes |=
+               1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
+         }
+      }
    }
-}
 
+   return barycentric_interp_modes;
+}
 
-GLuint brw_wm_is_scalar_result( GLuint opcode )
+static uint8_t
+computed_depth_mode(struct gl_fragment_program *fp)
 {
-   switch (opcode) {
-   case OPCODE_COS:
-   case OPCODE_EX2:
-   case OPCODE_LG2:
-   case OPCODE_POW:
-   case OPCODE_RCP:
-   case OPCODE_RSQ:
-   case OPCODE_SIN:
-   case OPCODE_DP2:
-   case OPCODE_DP3:
-   case OPCODE_DP4:
-   case OPCODE_DPH:
-   case OPCODE_DST:
-      return 1;
-      
-   default:
-      return 0;
+   if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+      switch (fp->FragDepthLayout) {
+      case FRAG_DEPTH_LAYOUT_NONE:
+      case FRAG_DEPTH_LAYOUT_ANY:
+         return BRW_PSCDEPTH_ON;
+      case FRAG_DEPTH_LAYOUT_GREATER:
+         return BRW_PSCDEPTH_ON_GE;
+      case FRAG_DEPTH_LAYOUT_LESS:
+         return BRW_PSCDEPTH_ON_LE;
+      case FRAG_DEPTH_LAYOUT_UNCHANGED:
+         return BRW_PSCDEPTH_OFF;
+      }
    }
+   return BRW_PSCDEPTH_OFF;
 }
 
+bool
+brw_wm_prog_data_compare(const void *in_a, const void *in_b)
+{
+   const struct brw_wm_prog_data *a = in_a;
+   const struct brw_wm_prog_data *b = in_b;
+
+   /* Compare the base structure. */
+   if (!brw_stage_prog_data_compare(&a->base, &b->base))
+      return false;
+
+   /* Compare the rest of the structure. */
+   const unsigned offset = sizeof(struct brw_stage_prog_data);
+   if (memcmp(((char *) a) + offset, ((char *) b) + offset,
+              sizeof(struct brw_wm_prog_data) - offset))
+      return false;
+
+   return true;
+}
 
 /**
- * Do GPU code generation for non-GLSL shader.  non-GLSL shaders have
- * no flow control instructions so we can more readily do SSA-style
- * optimizations.
+ * All Mesa program -> GPU code generation goes through this function.
+ * Depending on the instructions used (i.e. flow control instructions)
+ * we'll use one of two code generators.
  */
-static void
-brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c)
+bool
+brw_codegen_wm_prog(struct brw_context *brw,
+                    struct gl_shader_program *prog,
+                    struct brw_fragment_program *fp,
+                    struct brw_wm_prog_key *key)
 {
-   /* Augment fragment program.  Add instructions for pre- and
-    * post-fragment-program tasks such as interpolation and fogging.
-    */
-   brw_wm_pass_fp(c);
+   struct gl_context *ctx = &brw->ctx;
+   void *mem_ctx = ralloc_context(NULL);
+   struct brw_wm_prog_data prog_data;
+   const GLuint *program;
+   struct brw_shader *fs = NULL;
+   GLuint program_size;
+   bool start_busy = false;
+   double start_time = 0;
 
-   /* Translate to intermediate representation.  Build register usage
-    * chains.
-    */
-   brw_wm_pass0(c);
+   if (prog)
+      fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
 
-   /* Dead code removal.
+   memset(&prog_data, 0, sizeof(prog_data));
+   /* key->alpha_test_func means simulating alpha testing via discards,
+    * so the shader definitely kills pixels.
     */
-   brw_wm_pass1(c);
+   prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
+   prog_data.uses_omask =
+      fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK);
+   prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
+
+   prog_data.early_fragment_tests = fs && fs->base.EarlyFragmentTests;
+
+   /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
+   if (!prog)
+      prog_data.base.use_alt_mode = true;
 
-   /* Register allocation.
-    * Divide by two because we operate on 16 pixels at a time and require
-    * two GRF entries for each logical shader register.
+   /* 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.
     */
-   c->grf_limit = BRW_WM_MAX_GRF / 2;
+   int param_count;
+   if (fs) {
+      param_count = fs->base.num_uniform_components +
+                    fs->base.NumImages * BRW_IMAGE_PARAM_SIZE;
+      prog_data.base.nr_image_params = fs->base.NumImages;
+   } else {
+      param_count = fp->program.Base.Parameters->NumParameters * 4;
+   }
+   /* The backend also sometimes adds params for texture size. */
+   param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
+   prog_data.base.param =
+      rzalloc_array(NULL, const gl_constant_value *, param_count);
+   prog_data.base.pull_param =
+      rzalloc_array(NULL, const gl_constant_value *, param_count);
+   prog_data.base.image_param =
+      rzalloc_array(NULL, struct brw_image_param,
+                    prog_data.base.nr_image_params);
+   prog_data.base.nr_params = param_count;
+
+   prog_data.barycentric_interp_modes =
+      brw_compute_barycentric_interp_modes(brw, key->flat_shade,
+                                           key->persample_shading,
+                                           &fp->program);
+
+   if (unlikely(brw->perf_debug)) {
+      start_busy = (brw->batch.last_bo &&
+                    drm_intel_bo_busy(brw->batch.last_bo));
+      start_time = get_time();
+   }
 
-   brw_wm_pass2(c);
+   program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
+                            &fp->program, prog, &program_size);
+   if (program == NULL) {
+      ralloc_free(mem_ctx);
+      return false;
+   }
 
-   /* how many general-purpose registers are used */
-   c->prog_data.reg_blocks = brw_register_blocks(c->max_wm_grf);
+   if (unlikely(brw->perf_debug) && fs) {
+      if (fs->compiled_once)
+         brw_wm_debug_recompile(brw, prog, key);
+      fs->compiled_once = true;
 
-   /* Emit GEN4 code.
-    */
-   brw_wm_emit(c);
+      if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
+         perf_debug("FS compile took %.03f ms and stalled the GPU\n",
+                    (get_time() - start_time) * 1000);
+      }
+   }
+
+   if (prog_data.base.total_scratch) {
+      brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
+                        prog_data.base.total_scratch * brw->max_wm_threads);
+   }
+
+   if (unlikely(INTEL_DEBUG & DEBUG_WM))
+      fprintf(stderr, "\n");
+
+   brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
+                   key, sizeof(struct brw_wm_prog_key),
+                   program, program_size,
+                   &prog_data, sizeof(prog_data),
+                   &brw->wm.base.prog_offset, &brw->wm.prog_data);
+
+   ralloc_free(mem_ctx);
+
+   return true;
 }
 
-void
-brw_wm_payload_setup(struct brw_context *brw,
-                    struct brw_wm_compile *c)
+static bool
+key_debug(struct brw_context *brw, const char *name, int a, int b)
 {
-   struct intel_context *intel = &brw->intel;
-   bool uses_depth = (c->fp->program.Base.InputsRead &
-                     (1 << FRAG_ATTRIB_WPOS)) != 0;
-
-   if (intel->gen >= 6) {
-      /* R0-1: masks, pixel X/Y coordinates. */
-      c->nr_payload_regs = 2;
-      /* R2: only for 32-pixel dispatch.*/
-      /* R3-4: perspective pixel location barycentric */
-      c->nr_payload_regs += 2;
-      /* R5-6: perspective pixel location bary for dispatch width != 8 */
-      if (c->dispatch_width == 16) {
-        c->nr_payload_regs += 2;
-      }
-      /* R7-10: perspective centroid barycentric */
-      /* R11-14: perspective sample barycentric */
-      /* R15-18: linear pixel location barycentric */
-      /* R19-22: linear centroid barycentric */
-      /* R23-26: linear sample barycentric */
-
-      /* R27: interpolated depth if uses source depth */
-      if (uses_depth) {
-        c->source_depth_reg = c->nr_payload_regs;
-        c->nr_payload_regs++;
-        if (c->dispatch_width == 16) {
-           /* R28: interpolated depth if not 8-wide. */
-           c->nr_payload_regs++;
-        }
-      }
-      /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W.
-       */
-      if (uses_depth) {
-        c->source_w_reg = c->nr_payload_regs;
-        c->nr_payload_regs++;
-        if (c->dispatch_width == 16) {
-           /* R30: interpolated W if not 8-wide. */
-           c->nr_payload_regs++;
-        }
-      }
-      /* R31: MSAA position offsets. */
-      /* R32-: bary for 32-pixel. */
-      /* R58-59: interp W for 32-pixel. */
-
-      if (c->fp->program.Base.OutputsWritten &
-         BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
-        c->source_depth_to_render_target = GL_TRUE;
-        c->computes_depth = GL_TRUE;
-      }
+   if (a != b) {
+      perf_debug("  %s %d->%d\n", name, a, b);
+      return true;
    } else {
-      brw_wm_lookup_iz(intel, c);
+      return false;
    }
 }
 
-/**
- * All Mesa program -> GPU code generation goes through this function.
- * Depending on the instructions used (i.e. flow control instructions)
- * we'll use one of two code generators.
- */
-bool do_wm_prog(struct brw_context *brw,
-               struct gl_shader_program *prog,
-               struct brw_fragment_program *fp,
-               struct brw_wm_prog_key *key)
+bool
+brw_debug_recompile_sampler_key(struct brw_context *brw,
+                                const struct brw_sampler_prog_key_data *old_key,
+                                const struct brw_sampler_prog_key_data *key)
 {
-   struct intel_context *intel = &brw->intel;
-   struct brw_wm_compile *c;
-   const GLuint *program;
-   GLuint program_size;
+   bool found = false;
 
-   c = brw->wm.compile_data;
-   if (c == NULL) {
-      brw->wm.compile_data = rzalloc(NULL, struct brw_wm_compile);
-      c = brw->wm.compile_data;
-      if (c == NULL) {
-         /* Ouch - big out of memory problem.  Can't continue
-          * without triggering a segfault, no way to signal,
-          * so just return.
-          */
-         return false;
-      }
-      c->instruction = rzalloc_array(c, struct brw_wm_instruction, BRW_WM_MAX_INSN);
-      c->prog_instructions = rzalloc_array(c, struct prog_instruction, BRW_WM_MAX_INSN);
-      c->vreg = rzalloc_array(c, struct brw_wm_value, BRW_WM_MAX_VREG);
-      c->refs = rzalloc_array(c, struct brw_wm_ref, BRW_WM_MAX_REF);
-   } else {
-      void *instruction = c->instruction;
-      void *prog_instructions = c->prog_instructions;
-      void *vreg = c->vreg;
-      void *refs = c->refs;
-      memset(c, 0, sizeof(*brw->wm.compile_data));
-      c->instruction = instruction;
-      c->prog_instructions = prog_instructions;
-      c->vreg = vreg;
-      c->refs = refs;
+   for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
+      found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
+                         old_key->swizzles[i], key->swizzles[i]);
+   }
+   found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
+                      old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
+   found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
+                      old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
+   found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
+                      old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
+   found |= key_debug(brw, "gather channel quirk on any texture unit",
+                      old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
+   found |= key_debug(brw, "compressed multisample layout",
+                      old_key->compressed_multisample_layout_mask,
+                      key->compressed_multisample_layout_mask);
+
+   for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
+      found |= key_debug(brw, "textureGather workarounds",
+                         old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
    }
-   memcpy(&c->key, key, sizeof(*key));
 
-   c->fp = fp;
-   c->env_param = brw->intel.ctx.FragmentProgram.Parameters;
+   return found;
+}
 
-   brw_init_compile(brw, &c->func, c);
+void
+brw_wm_debug_recompile(struct brw_context *brw,
+                       struct gl_shader_program *prog,
+                       const struct brw_wm_prog_key *key)
+{
+   struct brw_cache_item *c = NULL;
+   const struct brw_wm_prog_key *old_key = NULL;
+   bool found = false;
 
-   if (prog && prog->FragmentProgram) {
-      if (!brw_wm_fs_emit(brw, c, prog))
-        return false;
-   } else {
-      /* Fallback for fixed function and ARB_fp shaders. */
-      c->dispatch_width = 16;
-      brw_wm_payload_setup(brw, c);
-      brw_wm_non_glsl_emit(brw, c);
-      c->prog_data.dispatch_width = 16;
-   }
+   perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
 
-   /* Scratch space is used for register spilling */
-   if (c->last_scratch) {
-      uint32_t total_scratch;
+   for (unsigned int i = 0; i < brw->cache.size; i++) {
+      for (c = brw->cache.items[i]; c; c = c->next) {
+         if (c->cache_id == BRW_CACHE_FS_PROG) {
+            old_key = c->key;
 
-      /* Per-thread scratch space is power-of-two sized. */
-      for (c->prog_data.total_scratch = 1024;
-          c->prog_data.total_scratch <= c->last_scratch;
-          c->prog_data.total_scratch *= 2) {
-        /* empty */
+            if (old_key->program_string_id == key->program_string_id)
+               break;
+         }
       }
-      total_scratch = c->prog_data.total_scratch * brw->wm_max_threads;
+      if (c)
+         break;
+   }
 
-      if (brw->wm.scratch_bo && total_scratch > brw->wm.scratch_bo->size) {
-        drm_intel_bo_unreference(brw->wm.scratch_bo);
-        brw->wm.scratch_bo = NULL;
-      }
-      if (brw->wm.scratch_bo == NULL) {
-        brw->wm.scratch_bo = drm_intel_bo_alloc(intel->bufmgr,
-                                                "wm scratch",
-                                                total_scratch,
-                                                4096);
-      }
+   if (!c) {
+      perf_debug("  Didn't find previous compile in the shader cache for debug\n");
+      return;
    }
-   else {
-      c->prog_data.total_scratch = 0;
+
+   found |= key_debug(brw, "alphatest, computed depth, depth test, or "
+                      "depth write",
+                      old_key->iz_lookup, key->iz_lookup);
+   found |= key_debug(brw, "depth statistics",
+                      old_key->stats_wm, key->stats_wm);
+   found |= key_debug(brw, "flat shading",
+                      old_key->flat_shade, key->flat_shade);
+   found |= key_debug(brw, "per-sample shading",
+                      old_key->persample_shading, key->persample_shading);
+   found |= key_debug(brw, "per-sample shading and 2x MSAA",
+                      old_key->persample_2x, key->persample_2x);
+   found |= key_debug(brw, "number of color buffers",
+                      old_key->nr_color_regions, key->nr_color_regions);
+   found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
+                      old_key->replicate_alpha, key->replicate_alpha);
+   found |= key_debug(brw, "rendering to FBO",
+                      old_key->render_to_fbo, key->render_to_fbo);
+   found |= key_debug(brw, "fragment color clamping",
+                      old_key->clamp_fragment_color, key->clamp_fragment_color);
+   found |= key_debug(brw, "line smoothing",
+                      old_key->line_aa, key->line_aa);
+   found |= key_debug(brw, "renderbuffer height",
+                      old_key->drawable_height, key->drawable_height);
+   found |= key_debug(brw, "input slots valid",
+                      old_key->input_slots_valid, key->input_slots_valid);
+   found |= key_debug(brw, "mrt alpha test function",
+                      old_key->alpha_test_func, key->alpha_test_func);
+   found |= key_debug(brw, "mrt alpha test reference value",
+                      old_key->alpha_test_ref, key->alpha_test_ref);
+
+   found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
+
+   if (!found) {
+      perf_debug("  Something else\n");
    }
+}
 
-   if (unlikely(INTEL_DEBUG & DEBUG_WM))
-      fprintf(stderr, "\n");
+static uint8_t
+gen6_gather_workaround(GLenum internalformat)
+{
+   switch (internalformat) {
+   case GL_R8I: return WA_SIGN | WA_8BIT;
+   case GL_R8UI: return WA_8BIT;
+   case GL_R16I: return WA_SIGN | WA_16BIT;
+   case GL_R16UI: return WA_16BIT;
+   default:
+      /* Note that even though GL_R32I and GL_R32UI have format overrides in
+       * the surface state, there is no shader w/a required.
+       */
+      return 0;
+   }
+}
 
-   /* get the program
-    */
-   program = brw_get_program(&c->func, &program_size);
+void
+brw_populate_sampler_prog_key_data(struct gl_context *ctx,
+                                  const struct gl_program *prog,
+                                   unsigned sampler_count,
+                                  struct brw_sampler_prog_key_data *key)
+{
+   struct brw_context *brw = brw_context(ctx);
 
-   brw_upload_cache(&brw->cache, BRW_WM_PROG,
-                   &c->key, sizeof(c->key),
-                   program, program_size,
-                   &c->prog_data, sizeof(c->prog_data),
-                   &brw->wm.prog_offset, &brw->wm.prog_data);
+   for (int s = 0; s < sampler_count; s++) {
+      key->swizzles[s] = SWIZZLE_NOOP;
 
-   return true;
-}
+      if (!(prog->SamplersUsed & (1 << s)))
+        continue;
+
+      int unit_id = prog->SamplerUnits[s];
+      const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
+
+      if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
+        const struct gl_texture_object *t = unit->_Current;
+        const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
+        struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
+
+         const bool alpha_depth = t->DepthMode == GL_ALPHA &&
+            (img->_BaseFormat == GL_DEPTH_COMPONENT ||
+             img->_BaseFormat == GL_DEPTH_STENCIL);
+
+         /* Haswell handles texture swizzling as surface format overrides
+          * (except for GL_ALPHA); all other platforms need MOVs in the shader.
+          */
+         if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
+            key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
+
+        if (brw->gen < 8 &&
+             sampler->MinFilter != GL_NEAREST &&
+            sampler->MagFilter != GL_NEAREST) {
+           if (sampler->WrapS == GL_CLAMP)
+              key->gl_clamp_mask[0] |= 1 << s;
+           if (sampler->WrapT == GL_CLAMP)
+              key->gl_clamp_mask[1] |= 1 << s;
+           if (sampler->WrapR == GL_CLAMP)
+              key->gl_clamp_mask[2] |= 1 << s;
+        }
+
+         /* gather4's channel select for green from RG32F is broken; requires
+          * a shader w/a on IVB; fixable with just SCS on HSW.
+          */
+         if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
+            if (img->InternalFormat == GL_RG32F)
+               key->gather_channel_quirk_mask |= 1 << s;
+         }
+
+         /* Gen6's gather4 is broken for UINT/SINT; we treat them as
+          * UNORM/FLOAT instead and fix it in the shader.
+          */
+         if (brw->gen == 6 && prog->UsesGather) {
+            key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
+         }
 
+         /* If this is a multisample sampler, and uses the CMS MSAA layout,
+          * then we need to emit slightly different code to first sample the
+          * MCS surface.
+          */
+         struct intel_texture_object *intel_tex =
+            intel_texture_object((struct gl_texture_object *)t);
+
+         if (brw->gen >= 7 &&
+             intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
+            key->compressed_multisample_layout_mask |= 1 << s;
+         }
+      }
+   }
+}
 
+static bool
+brw_wm_state_dirty (struct brw_context *brw)
+{
+   return brw_state_dirty(brw,
+                          _NEW_BUFFERS |
+                          _NEW_COLOR |
+                          _NEW_DEPTH |
+                          _NEW_FRAG_CLAMP |
+                          _NEW_HINT |
+                          _NEW_LIGHT |
+                          _NEW_LINE |
+                          _NEW_MULTISAMPLE |
+                          _NEW_POLYGON |
+                          _NEW_STENCIL |
+                          _NEW_TEXTURE,
+                          BRW_NEW_FRAGMENT_PROGRAM |
+                          BRW_NEW_REDUCED_PRIMITIVE |
+                          BRW_NEW_STATS_WM |
+                          BRW_NEW_VUE_MAP_GEOM_OUT);
+}
 
-static void brw_wm_populate_key( struct brw_context *brw,
-                                struct brw_wm_prog_key *key )
+static void
+brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
 {
-   struct gl_context *ctx = &brw->intel.ctx;
+   struct gl_context *ctx = &brw->ctx;
    /* BRW_NEW_FRAGMENT_PROGRAM */
-   const struct brw_fragment_program *fp = 
-      (struct brw_fragment_program *)brw->fragment_program;
+   const struct brw_fragment_program *fp =
+      (struct brw_fragment_program *) brw->fragment_program;
+   const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
    GLuint lookup = 0;
    GLuint line_aa;
-   GLuint i;
+   bool program_uses_dfdy = fp->program.UsesDFdy;
+   const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
 
    memset(key, 0, sizeof(*key));
 
    /* Build the index for table lookup
     */
-   /* _NEW_COLOR */
-   key->alpha_test = ctx->Color.AlphaEnabled;
-   if (fp->program.UsesKill ||
-       ctx->Color.AlphaEnabled)
-      lookup |= IZ_PS_KILL_ALPHATEST_BIT;
-
-   if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
-      lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
-
-   /* _NEW_DEPTH */
-   if (ctx->Depth.Test)
-      lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
-
-   if (ctx->Depth.Test &&  
-       ctx->Depth.Mask) /* ?? */
-      lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
-
-   /* _NEW_STENCIL */
-   if (ctx->Stencil._Enabled) {
-      lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
-
-      if (ctx->Stencil.WriteMask[0] ||
-         ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
-        lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
+   if (brw->gen < 6) {
+      /* _NEW_COLOR */
+      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
+        lookup |= IZ_PS_KILL_ALPHATEST_BIT;
+
+      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
+        lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
+
+      /* _NEW_DEPTH */
+      if (ctx->Depth.Test)
+        lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
+
+      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
+        lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
+
+      /* _NEW_STENCIL | _NEW_BUFFERS */
+      if (ctx->Stencil._Enabled) {
+        lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
+
+        if (ctx->Stencil.WriteMask[0] ||
+            ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
+           lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
+      }
+      key->iz_lookup = lookup;
    }
 
    line_aa = AA_NEVER;
 
    /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
    if (ctx->Line.SmoothFlag) {
-      if (brw->intel.reduced_primitive == GL_LINES) {
+      if (brw->reduced_primitive == GL_LINES) {
         line_aa = AA_ALWAYS;
       }
-      else if (brw->intel.reduced_primitive == GL_TRIANGLES) {
+      else if (brw->reduced_primitive == GL_TRIANGLES) {
         if (ctx->Polygon.FrontMode == GL_LINE) {
            line_aa = AA_SOMETIMES;
 
@@ -351,12 +546,14 @@ static void brw_wm_populate_key( struct brw_context *brw,
       }
    }
 
-   key->iz_lookup = lookup;
    key->line_aa = line_aa;
-   key->stats_wm = brw->intel.stats_wm;
 
-   /* BRW_NEW_WM_INPUT_DIMENSIONS */
-   key->proj_attrib_mask = brw->wm.input_size_masks[4-1];
+   /* _NEW_HINT */
+   key->high_quality_derivatives =
+      ctx->Hint.FragmentShaderDerivative == GL_NICEST;
+
+   if (brw->gen < 6)
+      key->stats_wm = brw->stats_wm;
 
    /* _NEW_LIGHT */
    key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
@@ -365,69 +562,8 @@ static void brw_wm_populate_key( struct brw_context *brw,
    key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
 
    /* _NEW_TEXTURE */
-   for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
-      const struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
-
-      if (unit->_ReallyEnabled) {
-         const struct gl_texture_object *t = unit->_Current;
-         const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
-        struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
-        int swizzles[SWIZZLE_NIL + 1] = {
-           SWIZZLE_X,
-           SWIZZLE_Y,
-           SWIZZLE_Z,
-           SWIZZLE_W,
-           SWIZZLE_ZERO,
-           SWIZZLE_ONE,
-           SWIZZLE_NIL
-        };
-
-        /* GL_DEPTH_TEXTURE_MODE is normally handled through
-         * brw_wm_surface_state, but it applies to shadow compares as
-         * well and our shadow compares always return the result in
-         * all 4 channels.
-         */
-        if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
-           if (sampler->DepthMode == GL_ALPHA) {
-              swizzles[0] = SWIZZLE_ZERO;
-              swizzles[1] = SWIZZLE_ZERO;
-              swizzles[2] = SWIZZLE_ZERO;
-           } else if (sampler->DepthMode == GL_LUMINANCE) {
-              swizzles[3] = SWIZZLE_ONE;
-           } else if (sampler->DepthMode == GL_RED) {
-              /* See table 3.23 of the GL 3.0 spec. */
-              swizzles[1] = SWIZZLE_ZERO;
-              swizzles[2] = SWIZZLE_ZERO;
-              swizzles[3] = SWIZZLE_ONE;
-           }
-        }
-
-        if (img->InternalFormat == GL_YCBCR_MESA) {
-           key->yuvtex_mask |= 1 << i;
-           if (img->TexFormat == MESA_FORMAT_YCBCR)
-               key->yuvtex_swap_mask |= 1 << i;
-        }
-
-        key->tex_swizzles[i] =
-           MAKE_SWIZZLE4(swizzles[GET_SWZ(t->_Swizzle, 0)],
-                         swizzles[GET_SWZ(t->_Swizzle, 1)],
-                         swizzles[GET_SWZ(t->_Swizzle, 2)],
-                         swizzles[GET_SWZ(t->_Swizzle, 3)]);
-
-        if (sampler->MinFilter != GL_NEAREST &&
-            sampler->MagFilter != GL_NEAREST) {
-           if (sampler->WrapS == GL_CLAMP)
-              key->gl_clamp_mask[0] |= 1 << i;
-           if (sampler->WrapT == GL_CLAMP)
-              key->gl_clamp_mask[1] |= 1 << i;
-           if (sampler->WrapR == GL_CLAMP)
-              key->gl_clamp_mask[2] |= 1 << i;
-        }
-      }
-      else {
-         key->tex_swizzles[i] = SWIZZLE_NOOP;
-      }
-   }
+   brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
+                                      &key->tex);
 
    /* _NEW_BUFFERS */
    /*
@@ -450,58 +586,137 @@ static void brw_wm_populate_key( struct brw_context *brw,
     * For DRI2 the origin_x/y will always be (0,0) but we still need the
     * drawable height in order to invert the Y axis.
     */
-   if (fp->program.Base.InputsRead & FRAG_BIT_WPOS) {
-      key->drawable_height = ctx->DrawBuffer->Height;
-      key->render_to_fbo = ctx->DrawBuffer->Name != 0;
+   if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
+      key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
+   }
+
+   if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
+      key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
    }
 
    /* _NEW_BUFFERS */
    key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
 
-   /* CACHE_NEW_VS_PROG */
-   key->vp_outputs_written = brw->vs.prog_data->outputs_written;
+   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
+   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
+      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
+
+   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
+   /* Ignore sample qualifier while computing this flag. */
+   key->persample_shading =
+      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
+   if (key->persample_shading)
+      key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
+
+   key->compute_pos_offset =
+      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
+      fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
+
+   key->compute_sample_id =
+      multisample_fbo &&
+      ctx->Multisample.Enabled &&
+      (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
+
+   /* BRW_NEW_VUE_MAP_GEOM_OUT */
+   if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
+                                         BRW_FS_VARYING_INPUT_MASK) > 16)
+      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
+
+
+   /* _NEW_COLOR | _NEW_BUFFERS */
+   /* Pre-gen6, the hardware alpha test always used each render
+    * target's alpha to do alpha test, as opposed to render target 0's alpha
+    * like GL requires.  Fix that by building the alpha test into the
+    * shader, and we'll skip enabling the fixed function alpha test.
+    */
+   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
+       ctx->Color.AlphaEnabled) {
+      key->alpha_test_func = ctx->Color.AlphaFunc;
+      key->alpha_test_ref = ctx->Color.AlphaRef;
+   }
 
    /* The unique fragment program ID */
    key->program_string_id = fp->id;
 }
 
-
-static void brw_prepare_wm_prog(struct brw_context *brw)
+void
+brw_upload_wm_prog(struct brw_context *brw)
 {
-   struct intel_context *intel = &brw->intel;
-   struct gl_context *ctx = &intel->ctx;
+   struct gl_context *ctx = &brw->ctx;
+   struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
    struct brw_wm_prog_key key;
    struct brw_fragment_program *fp = (struct brw_fragment_program *)
       brw->fragment_program;
 
+   if (!brw_wm_state_dirty(brw))
+      return;
+
    brw_wm_populate_key(brw, &key);
 
-   if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
+   if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
                         &key, sizeof(key),
-                        &brw->wm.prog_offset, &brw->wm.prog_data)) {
-      bool success = do_wm_prog(brw, ctx->Shader.CurrentFragmentProgram, fp,
-                               &key);
+                        &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
+      bool success = brw_codegen_wm_prog(brw, current, fp, &key);
+      (void) success;
       assert(success);
    }
+   brw->wm.base.prog_data = &brw->wm.prog_data->base;
 }
 
+bool
+brw_fs_precompile(struct gl_context *ctx,
+                  struct gl_shader_program *shader_prog,
+                  struct gl_program *prog)
+{
+   struct brw_context *brw = brw_context(ctx);
+   struct brw_wm_prog_key key;
+
+   struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
+   struct brw_fragment_program *bfp = brw_fragment_program(fp);
+   bool program_uses_dfdy = fp->UsesDFdy;
+
+   memset(&key, 0, sizeof(key));
+
+   if (brw->gen < 6) {
+      if (fp->UsesKill)
+         key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
 
-const struct brw_tracked_state brw_wm_prog = {
-   .dirty = {
-      .mesa  = (_NEW_COLOR |
-               _NEW_DEPTH |
-               _NEW_STENCIL |
-               _NEW_POLYGON |
-               _NEW_LINE |
-               _NEW_LIGHT |
-               _NEW_FRAG_CLAMP |
-               _NEW_BUFFERS |
-               _NEW_TEXTURE),
-      .brw   = (BRW_NEW_FRAGMENT_PROGRAM |
-               BRW_NEW_WM_INPUT_DIMENSIONS |
-               BRW_NEW_REDUCED_PRIMITIVE),
-      .cache = CACHE_NEW_VS_PROG,
-   },
-   .prepare = brw_prepare_wm_prog
-};
+      if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
+         key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
 
+      /* Just assume depth testing. */
+      key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
+      key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
+   }
+
+   if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
+                                         BRW_FS_VARYING_INPUT_MASK) > 16)
+      key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
+
+   brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
+
+   if (fp->Base.InputsRead & VARYING_BIT_POS) {
+      key.drawable_height = ctx->DrawBuffer->Height;
+   }
+
+   key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
+         ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
+         BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
+
+   if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
+      key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
+                          key.nr_color_regions > 1;
+   }
+
+   key.program_string_id = bfp->id;
+
+   uint32_t old_prog_offset = brw->wm.base.prog_offset;
+   struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
+
+   bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
+
+   brw->wm.base.prog_offset = old_prog_offset;
+   brw->wm.prog_data = old_prog_data;
+
+   return success;
+}