/*
- 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.
-
- **********************************************************************/
- /*
- * Authors:
- * Keith Whitwell <keithw@vmware.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 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
-brw_compute_barycentric_interp_modes(struct brw_context *brw,
- bool shade_model_flat,
- const struct gl_fragment_program *fprog)
+static void
+assign_fs_binding_table_offsets(const struct gen_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)
{
- unsigned barycentric_interp_modes = 0;
- int attr;
+ uint32_t next_binding_table_offset = 0;
- /* Loop through all fragment shader inputs to figure out what interpolation
- * modes are in use, and set the appropriate bits in
- * barycentric_interp_modes.
+ /* If there are no color regions, we still perform an FB write to a null
+ * renderbuffer, which we place at surface index 0.
*/
- 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);
- 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;
- }
- if (!is_centroid || 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;
- }
- if (!is_centroid || brw->needs_unlit_centroid_workaround) {
- barycentric_interp_modes |=
- 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
- }
- }
+ 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;
}
-
- return barycentric_interp_modes;
-}
-
-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 all the struct (including the base) up to the pointers. */
- if (memcmp(a, b, offsetof(struct brw_wm_prog_data, param)))
- 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 *)))
- 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);
}
/**
* 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 brw_wm_compile *c;
+ struct gl_context *ctx = &brw->ctx;
+ void *mem_ctx = ralloc_context(NULL);
+ struct brw_wm_prog_data prog_data;
const GLuint *program;
- struct gl_shader *fs = NULL;
+ struct brw_shader *fs = NULL;
GLuint program_size;
+ bool start_busy = false;
+ double start_time = 0;
if (prog)
- fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
+
+ memset(&prog_data, 0, sizeof(prog_data));
- c = rzalloc(NULL, struct brw_wm_compile);
+ /* 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.
*/
- int param_count;
- if (fs) {
- param_count = fs->num_uniform_components;
+ 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 {
- param_count = fp->program.Base.Parameters->NumParameters * 4;
+ brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
+ &prog_data.base);
}
- /* The backend also sometimes adds params for texture size. */
- param_count += 2 * BRW_MAX_TEX_UNIT;
- 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));
+ if (unlikely(brw->perf_debug)) {
+ start_busy = (brw->batch.last_bo &&
+ drm_intel_bo_busy(brw->batch.last_bo));
+ start_time = get_time();
+ }
- c->prog_data.barycentric_interp_modes =
- brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
- &fp->program);
+ if (unlikely(INTEL_DEBUG & DEBUG_WM))
+ brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
- program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
- if (program == NULL)
- return false;
+ 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);
+ }
- /* 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");
+ 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);
+ }
- c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
+ _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
- brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
- c->prog_data.total_scratch * brw->max_wm_threads);
+ ralloc_free(mem_ctx);
+ return false;
+ }
+
+ 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);
+ }
}
+ 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_WM_PROG,
- &c->key, sizeof(c->key),
+ brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
+ 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;
}
-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;
- } else {
- return false;
- }
-}
-
bool
brw_debug_recompile_sampler_key(struct brw_context *brw,
const struct brw_sampler_prog_key_data *old_key,
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);
+ 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;
}
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_WM_PROG) {
+ if (c->cache_id == BRW_CACHE_FS_PROG) {
old_key = c->key;
if (old_key->program_string_id == key->program_string_id)
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, "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, "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, "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",
}
}
+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;
+ }
+}
+
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);
+ GLbitfield mask = prog->SamplersUsed;
- for (int s = 0; s < sampler_count; s++) {
- key->swizzles[s] = SWIZZLE_NOOP;
+ while (mask) {
+ const int s = u_bit_scan(&mask);
- if (!(prog->SamplersUsed & (1 << s)))
- continue;
+ key->swizzles[s] = SWIZZLE_NOOP;
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 &&
+ if (brw->gen < 8 &&
+ sampler->MinFilter != GL_NEAREST &&
sampler->MagFilter != GL_NEAREST) {
if (sampler->WrapS == GL_CLAMP)
key->gl_clamp_mask[0] |= 1 << s;
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. */
+ /* 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);
+ /* 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->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 void brw_wm_populate_key( struct brw_context *brw,
- struct brw_wm_prog_key *key )
+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)
{
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_FRAGMENT_PROGRAM */
const struct brw_fragment_program *fp =
- (struct brw_fragment_program *)brw->fragment_program;
+ (struct brw_fragment_program *) brw->fragment_program;
const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
GLuint lookup = 0;
GLuint line_aa;
- bool program_uses_dfdy = fp->program.UsesDFdy;
- bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
memset(key, 0, sizeof(*key));
key->line_aa = line_aa;
/* _NEW_HINT */
- if (brw->disable_derivative_optimization) {
- key->high_quality_derivatives =
- ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
- } else {
- key->high_quality_derivatives =
- ctx->Hint.FragmentShaderDerivative == GL_NICEST;
- }
+ key->high_quality_derivatives =
+ ctx->Hint.FragmentShaderDerivative == GL_NICEST;
if (brw->gen < 6)
key->stats_wm = brw->stats_wm;
key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
- &key->tex);
-
- /* _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 & VARYING_BIT_POS) {
- key->drawable_height = ctx->DrawBuffer->Height;
- }
-
- if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
- key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
- }
+ brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
/* _NEW_BUFFERS */
key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
+ /* _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 */
- 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);
+ /* 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;
+ }
/* BRW_NEW_VUE_MAP_GEOM_OUT */
if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
* 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) {
+ 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 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.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;
}
+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);
-const struct brw_tracked_state brw_wm_prog = {
- .dirty = {
- .mesa = (_NEW_COLOR |
- _NEW_DEPTH |
- _NEW_STENCIL |
- _NEW_POLYGON |
- _NEW_LINE |
- _NEW_HINT |
- _NEW_LIGHT |
- _NEW_FRAG_CLAMP |
- _NEW_BUFFERS |
- _NEW_TEXTURE |
- _NEW_MULTISAMPLE),
- .brw = (BRW_NEW_FRAGMENT_PROGRAM |
- BRW_NEW_REDUCED_PRIMITIVE |
- BRW_NEW_VUE_MAP_GEOM_OUT |
- BRW_NEW_STATS_WM)
- },
- .emit = brw_upload_wm_prog
-};
+ 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;
+
+ /* 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;
+}