i965: Disable hardware blending if advanced blending is in use.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.c
index 377b8ba2231aa6b18bb31da65398044b286db097..3f929c46cf5cd18d250a254be9d35e0547f747e3 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 "intel_image.h"
+#include "brw_nir.h"
+#include "brw_program.h"
 
-#include "glsl/ralloc.h"
+#include "util/ralloc.h"
 
-/** Return number of src args for given instruction */
-GLuint brw_wm_nr_args( GLuint opcode )
+static void
+assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
+                                const struct gl_shader_program *shader_prog,
+                                const struct gl_program *prog,
+                                const struct brw_wm_prog_key *key,
+                                struct brw_wm_prog_data *prog_data)
 {
-   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);
-   }
-}
+   uint32_t next_binding_table_offset = 0;
 
-
-GLuint brw_wm_is_scalar_result( GLuint opcode )
-{
-   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 there are no color regions, we still perform an FB write to a null
+    * renderbuffer, which we place at surface index 0.
+    */
+   prog_data->binding_table.render_target_start = next_binding_table_offset;
+   next_binding_table_offset += MAX2(key->nr_color_regions, 1);
+
+   next_binding_table_offset =
+      brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
+                                              shader_prog, prog, &prog_data->base,
+                                              next_binding_table_offset);
+
+   if (prog->nir->info.outputs_read && !key->coherent_fb_fetch) {
+      prog_data->binding_table.render_target_read_start =
+         next_binding_table_offset;
+      next_binding_table_offset += key->nr_color_regions;
    }
 }
 
-
 /**
- * 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.
-    */
-   brw_wm_pass1(c);
+   memset(&prog_data, 0, sizeof(prog_data));
 
-   /* Register allocation.
-    * Divide by two because we operate on 16 pixels at a time and require
-    * two GRF entries for each logical shader register.
+   /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
+   if (!prog)
+      prog_data.base.use_alt_mode = true;
+
+   assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
+                                   &fp->program.Base, key, &prog_data);
+
+   /* 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 = fp->program.Base.nir->num_uniforms / 4;
+   if (fs)
+      prog_data.base.nr_image_params = fs->base.NumImages;
+   /* 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;
+
+   if (prog) {
+      brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
+                                  &prog_data.base, true);
+   } else {
+      brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
+                                 &prog_data.base);
+   }
+
+   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);
+   if (unlikely(INTEL_DEBUG & DEBUG_WM))
+      brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
 
-   /* how many general-purpose registers are used */
-   c->prog_data.reg_blocks = brw_register_blocks(c->max_wm_grf);
+   int st_index8 = -1, st_index16 = -1;
+   if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
+      st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
+      st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
+   }
 
-   /* Emit GEN4 code.
-    */
-   brw_wm_emit(c);
-}
+   char *error_str = NULL;
+   program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
+                            key, &prog_data, fp->program.Base.nir,
+                            &fp->program.Base, st_index8, st_index16,
+                            true, brw->use_rep_send,
+                            &program_size, &error_str);
+   if (program == NULL) {
+      if (prog) {
+         prog->LinkStatus = false;
+         ralloc_strcat(&prog->InfoLog, error_str);
+      }
 
+      _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
 
-/**
- * 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(bool shade_model_flat,
-                                     const struct gl_fragment_program *fprog)
-{
-   unsigned barycentric_interp_modes = 0;
-   int attr;
+      ralloc_free(mem_ctx);
+      return false;
+   }
 
-   /* 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 < FRAG_ATTRIB_MAX; ++attr) {
-      enum glsl_interp_qualifier interp_qualifier =
-         fprog->InterpQualifier[attr];
-      bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;
-
-      /* Ignore unused inputs. */
-      if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
-         continue;
-
-      /* Ignore WPOS and FACE, because they don't require interpolation. */
-      if (attr == FRAG_ATTRIB_WPOS || attr == FRAG_ATTRIB_FACE)
-         continue;
-
-      if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
-         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)) {
-         barycentric_interp_modes |=
-            1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
+   if (unlikely(brw->perf_debug) && fs) {
+      if (fs->compiled_once)
+         brw_wm_debug_recompile(brw, prog, key);
+      fs->compiled_once = true;
+
+      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);
       }
    }
 
-   return barycentric_interp_modes;
+   brw_alloc_stage_scratch(brw, &brw->wm.base,
+                           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;
 }
 
+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)
+{
+   bool found = false;
+
+   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);
+   found |= key_debug(brw, "16x msaa",
+                      old_key->msaa_16,
+                      key->msaa_16);
+
+   found |= key_debug(brw, "y_uv image bound",
+                      old_key->y_uv_image_mask,
+                      key->y_uv_image_mask);
+   found |= key_debug(brw, "y_u_v image bound",
+                      old_key->y_u_v_image_mask,
+                      key->y_u_v_image_mask);
+   found |= key_debug(brw, "yx_xuxv image bound",
+                      old_key->yx_xuxv_image_mask,
+                      key->yx_xuxv_image_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]);
+   }
+
+   return found;
+}
 
 void
-brw_wm_payload_setup(struct brw_context *brw,
-                    struct brw_wm_compile *c)
+brw_wm_debug_recompile(struct brw_context *brw,
+                       struct gl_shader_program *prog,
+                       const struct brw_wm_prog_key *key)
 {
-   struct intel_context *intel = &brw->intel;
-   bool uses_depth = (c->fp->program.Base.InputsRead &
-                     (1 << FRAG_ATTRIB_WPOS)) != 0;
-   unsigned barycentric_interp_modes =
-      brw_compute_barycentric_interp_modes(c->key.flat_shade,
-                                           &c->fp->program);
-   int i;
-
-   if (intel->gen >= 6) {
-      /* R0-1: masks, pixel X/Y coordinates. */
-      c->nr_payload_regs = 2;
-      /* R2: only for 32-pixel dispatch.*/
-
-      /* R3-26: barycentric interpolation coordinates.  These appear in the
-       * same order that they appear in the brw_wm_barycentric_interp_mode
-       * enum.  Each set of coordinates occupies 2 registers if dispatch width
-       * == 8 and 4 registers if dispatch width == 16.  Coordinates only
-       * appear if they were enabled using the "Barycentric Interpolation
-       * Mode" bits in WM_STATE.
-       */
-      for (i = 0; i < BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT; ++i) {
-         if (barycentric_interp_modes & (1 << i)) {
-            c->barycentric_coord_reg[i] = c->nr_payload_regs;
-            c->nr_payload_regs += 2;
-            if (c->dispatch_width == 16) {
-               c->nr_payload_regs += 2;
-            }
+   struct brw_cache_item *c = NULL;
+   const struct brw_wm_prog_key *old_key = NULL;
+   bool found = false;
+
+   perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
+
+   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;
+
+            if (old_key->program_string_id == key->program_string_id)
+               break;
          }
       }
+      if (c)
+         break;
+   }
 
-      /* 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 (!c) {
+      perf_debug("  Didn't find previous compile in the shader cache for debug\n");
+      return;
+   }
+
+   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 interpolation",
+                      old_key->persample_interp, key->persample_interp);
+   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, "fragment color clamping",
+                      old_key->clamp_fragment_color, key->clamp_fragment_color);
+   found |= key_debug(brw, "multisampled FBO",
+                      old_key->multisample_fbo, key->multisample_fbo);
+   found |= key_debug(brw, "line smoothing",
+                      old_key->line_aa, key->line_aa);
+   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");
+   }
+}
+
+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.
        */
-      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 = true;
-        c->computes_depth = true;
-      }
-   } else {
-      brw_wm_lookup_iz(intel, c);
+      return 0;
    }
 }
 
-/**
- * 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)
+void
+brw_populate_sampler_prog_key_data(struct gl_context *ctx,
+                                  const struct gl_program *prog,
+                                  struct brw_sampler_prog_key_data *key)
 {
-   struct intel_context *intel = &brw->intel;
-   struct brw_wm_compile *c;
-   const GLuint *program;
-   GLuint program_size;
+   struct brw_context *brw = brw_context(ctx);
+   GLbitfield mask = prog->SamplersUsed;
 
-   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;
-      }
-   } 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;
-   }
-   memcpy(&c->key, key, sizeof(*key));
+   while (mask) {
+      const int s = u_bit_scan(&mask);
 
-   c->fp = fp;
-   c->env_param = brw->intel.ctx.FragmentProgram.Parameters;
+      key->swizzles[s] = SWIZZLE_NOOP;
 
-   brw_init_compile(brw, &c->func, c);
+      int unit_id = prog->SamplerUnits[s];
+      const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
 
-   if (prog && prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
-      if (!brw_wm_fs_emit(brw, c, prog))
-        return false;
-   } else {
-      if (!c->instruction) {
-        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);
-      }
+      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);
 
-      /* 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;
-   }
+         const bool alpha_depth = t->DepthMode == GL_ALPHA &&
+            (img->_BaseFormat == GL_DEPTH_COMPONENT ||
+             img->_BaseFormat == GL_DEPTH_STENCIL);
 
-   /* Scratch space is used for register spilling */
-   if (c->last_scratch) {
-      c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
+         /* 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);
 
-      brw_get_scratch_bo(intel, &brw->wm.scratch_bo,
-                        c->prog_data.total_scratch * brw->max_wm_threads);
-   }
+        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;
+        }
 
-   if (unlikely(INTEL_DEBUG & DEBUG_WM))
-      fprintf(stderr, "\n");
+         /* 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;
+         }
 
-   /* get the program
-    */
-   program = brw_get_program(&c->func, &program_size);
+         /* 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);
+         }
 
-   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);
+         /* 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);
 
-   return true;
-}
+         /* From gen9 onwards some single sampled buffers can also be
+          * compressed. These don't need ld2dms sampling along with mcs fetch.
+          */
+         if (brw->gen >= 7 &&
+             intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
+             intel_tex->mt->num_samples > 1) {
+            key->compressed_multisample_layout_mask |= 1 << s;
+
+            if (intel_tex->mt->num_samples >= 16) {
+               assert(brw->gen >= 9);
+               key->msaa_16 |= 1 << s;
+            }
+         }
+
+         if (t->Target == GL_TEXTURE_EXTERNAL_OES && intel_tex->planar_format) {
+            switch (intel_tex->planar_format->components) {
+            case __DRI_IMAGE_COMPONENTS_Y_UV:
+               key->y_uv_image_mask |= 1 << s;
+               break;
+            case __DRI_IMAGE_COMPONENTS_Y_U_V:
+               key->y_u_v_image_mask |= 1 << s;
+               break;
+            case __DRI_IMAGE_COMPONENTS_Y_XUXV:
+               key->yx_xuxv_image_mask |= 1 << s;
+               break;
+            default:
+               break;
+            }
+         }
 
+      }
+   }
+}
 
+static bool
+brw_wm_state_dirty(const 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;
 
    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 (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;
+      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;
+      /* _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;
+      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;
+      /* _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;
+        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;
 
@@ -389,12 +496,14 @@ 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);
@@ -403,147 +512,127 @@ 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) {
-           key->compare_funcs[i] = sampler->CompareFunc;
-
-           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;
-           }
-        }
+   brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
 
-        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)]);
+   /* _NEW_BUFFERS */
+   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
 
-        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;
-      }
+   /* _NEW_COLOR */
+   key->force_dual_color_blend = brw->dual_color_blend_by_location &&
+      (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
+
+   /* _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. */
+   if (ctx->Multisample.Enabled) {
+      key->persample_interp =
+         ctx->Multisample.SampleShading &&
+         (ctx->Multisample.MinSampleShadingValue *
+          _mesa_geometric_samples(ctx->DrawBuffer) > 1);
+
+      key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
    }
 
-   /* _NEW_BUFFERS */
-   /*
-    * Include the draw buffer origin and height so that we can calculate
-    * fragment position values relative to the bottom left of the drawable,
-    * from the incoming screen origin relative position we get as part of our
-    * payload.
-    *
-    * This is only needed for the WM_WPOSXY opcode when the fragment program
-    * uses the gl_FragCoord input.
-    *
-    * We could avoid recompiling by including this as a constant referenced by
-    * our program, but if we were to do that it would also be nice to handle
-    * getting that constant updated at batchbuffer submit time (when we
-    * hold the lock and know where the buffer really is) rather than at emit
-    * time when we don't hold the lock and are just guessing.  We could also
-    * just avoid using this as key data if the program doesn't use
-    * fragment.position.
-    *
-    * 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;
-   }
+   /* 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_BUFFERS */
-   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
 
-   /* CACHE_NEW_VS_PROG */
-   key->vp_outputs_written = brw->vs.prog_data->outputs_written;
+   /* _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;
-}
 
+   /* Whether reads from the framebuffer should behave coherently. */
+   key->coherent_fb_fetch = ctx->Extensions.MESA_shader_framebuffer_fetch;
+}
 
-static void
+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);
+
+   memset(&key, 0, sizeof(key));
+
+   if (brw->gen < 6) {
+      if (fp->UsesKill)
+         key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
+
+      if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
+         key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_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,
-   },
-   .emit = brw_upload_wm_prog
-};
+      /* 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);
+
+   key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
+         ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
+           BITFIELD64_BIT(FRAG_RESULT_STENCIL) |
+           BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
+
+   key.program_string_id = bfp->id;
 
+   /* Whether reads from the framebuffer should behave coherently. */
+   key.coherent_fb_fetch = ctx->Extensions.MESA_shader_framebuffer_fetch;
+
+   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;
+}