const struct brw_wm_prog_data *a = in_a;
const struct brw_wm_prog_data *b = in_b;
- /* Compare all the struct (including the base) up to the pointers. */
- if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
+ /* Compare the base structure. */
+ if (!brw_stage_prog_data_compare(&a->base, &b->base))
return false;
- if (memcmp(a->param, b->param, a->nr_params * sizeof(void *)))
- return false;
-
- if (memcmp(a->pull_param, b->pull_param, a->nr_pull_params * sizeof(void *)))
+ /* 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;
}
-void
-brw_wm_prog_data_free(const void *in_prog_data)
-{
- const struct brw_wm_prog_data *prog_data = in_prog_data;
-
- ralloc_free((void *)prog_data->param);
- ralloc_free((void *)prog_data->pull_param);
-}
-
/**
* All Mesa program -> GPU code generation goes through this function.
* Depending on the instructions used (i.e. flow control instructions)
struct brw_wm_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
- struct brw_wm_compile *c;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_wm_prog_data prog_data;
const GLuint *program;
struct gl_shader *fs = NULL;
GLuint program_size;
if (prog)
fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
- c = rzalloc(NULL, struct brw_wm_compile);
+ memset(&prog_data, 0, sizeof(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
}
/* The backend also sometimes adds params for texture size. */
param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
- c->prog_data.param = rzalloc_array(NULL, const float *, param_count);
- c->prog_data.pull_param = rzalloc_array(NULL, const float *, param_count);
-
- memcpy(&c->key, key, sizeof(*key));
-
- c->prog_data.barycentric_interp_modes =
- brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
- c->key.persample_shading,
+ prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
+ prog_data.base.pull_param =
+ rzalloc_array(NULL, const float *, param_count);
+ 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);
- program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
- if (program == NULL)
+ 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;
+ }
- /* Scratch space is used for register spilling */
- if (c->last_scratch) {
- perf_debug("Fragment shader triggered register spilling. "
- "Try reducing the number of live scalar values to "
- "improve performance.\n");
-
- c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
-
+ if (prog_data.total_scratch) {
brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
- c->prog_data.total_scratch * brw->max_wm_threads);
+ prog_data.total_scratch * brw->max_wm_threads);
}
if (unlikely(INTEL_DEBUG & DEBUG_WM))
fprintf(stderr, "\n");
brw_upload_cache(&brw->cache, BRW_WM_PROG,
- &c->key, sizeof(c->key),
+ key, sizeof(struct brw_wm_prog_key),
program, program_size,
- &c->prog_data, sizeof(c->prog_data),
+ &prog_data, sizeof(prog_data),
&brw->wm.base.prog_offset, &brw->wm.prog_data);
- ralloc_free(c);
+ ralloc_free(mem_ctx);
return true;
}
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, "GL_MESA_ycbcr texturing\n",
- old_key->yuvtex_mask, key->yuvtex_mask);
- found |= key_debug(brw, "GL_MESA_ycbcr UV swapping\n",
- old_key->yuvtex_swap_mask, key->yuvtex_swap_mask);
found |= key_debug(brw, "gather channel quirk on any texture unit",
old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
int unit_id = prog->SamplerUnits[s];
const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
- if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) {
+ 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);
if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
- if (img->InternalFormat == GL_YCBCR_MESA) {
- key->yuvtex_mask |= 1 << s;
- if (img->TexFormat == MESA_FORMAT_YCBCR)
- key->yuvtex_swap_mask |= 1 << s;
- }
-
if (sampler->MinFilter != GL_NEAREST &&
sampler->MagFilter != GL_NEAREST) {
if (sampler->WrapS == GL_CLAMP)
if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
&key, sizeof(key),
&brw->wm.base.prog_offset, &brw->wm.prog_data)) {
- bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
+ bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
&key);
(void) success;
assert(success);