#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"
* 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.
*/
-static unsigned
+unsigned
brw_compute_barycentric_interp_modes(struct brw_context *brw,
bool shade_model_flat,
bool persample_shading,
return barycentric_interp_modes;
}
+static uint8_t
+computed_depth_mode(struct gl_fragment_program *fp)
+{
+ 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)
{
* 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_codegen_wm_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_fragment_program *fp,
+ struct brw_wm_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
void *mem_ctx = ralloc_context(NULL);
*/
prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
+ prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
+
+ /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
+ if (!prog)
+ prog_data.base.use_alt_mode = true;
+
/* 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.
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]);
+ }
return found;
}
}
}
+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 )
{
GLuint lookup = 0;
GLuint line_aa;
bool program_uses_dfdy = fp->program.UsesDFdy;
- bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
+ const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
memset(key, 0, sizeof(*key));
* drawable height in order to invert the Y axis.
*/
if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
- key->drawable_height = ctx->DrawBuffer->Height;
+ key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
}
if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
key->persample_shading =
_mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
if (key->persample_shading)
- key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
+ key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
key->compute_pos_offset =
_mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
key->program_string_id = fp->id;
}
-
-static void
+void
brw_upload_wm_prog(struct brw_context *brw)
{
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_CACHE_FS_PROG,
&key, sizeof(key),
&brw->wm.base.prog_offset, &brw->wm.prog_data)) {
- bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
- &key);
+ bool success = brw_codegen_wm_prog(brw, current, fp, &key);
(void) success;
assert(success);
}
brw->wm.base.prog_data = &brw->wm.prog_data->base;
}
-
-
-const struct brw_tracked_state brw_wm_prog = {
- .dirty = {
- .mesa = _NEW_BUFFERS |
- _NEW_COLOR |
- _NEW_DEPTH |
- _NEW_FRAG_CLAMP |
- _NEW_HINT |
- _NEW_LIGHT |
- _NEW_LINE |
- _NEW_MULTISAMPLE |
- _NEW_POLYGON |
- _NEW_STENCIL |
- _NEW_TEXTURE,
- .brw = BRW_NEW_FRAGMENT_PROGRAM |
- BRW_NEW_REDUCED_PRIMITIVE |
- BRW_NEW_STATS_WM |
- BRW_NEW_VUE_MAP_GEOM_OUT,
- },
- .emit = brw_upload_wm_prog
-};
-