#include "program/prog_instruction.h"
#include "brw_context.h"
#include "brw_eu.h"
+#include "brw_program.h"
#define SATURATE (1<<5)
#define AA_ALWAYS 2
struct brw_wm_prog_key {
+ uint8_t iz_lookup;
GLuint stats_wm:1;
GLuint flat_shade:1;
- GLuint linear_color:1; /**< linear interpolation vs perspective interp */
GLuint nr_color_regions:5;
GLuint render_to_fbo:1;
GLuint alpha_test:1;
+ GLuint clamp_fragment_color:1;
+ GLuint line_aa:2;
GLbitfield proj_attrib_mask; /**< one bit per fragment program attribute */
- GLuint shadowtex_mask:16;
- GLuint yuvtex_mask:16;
- GLuint yuvtex_swap_mask:16; /* UV swaped */
-
- GLushort tex_swizzles[BRW_MAX_TEX_UNIT];
GLushort drawable_height;
GLbitfield64 vp_outputs_written;
- GLuint iz_lookup;
- GLuint line_aa;
GLuint program_string_id:32;
+
+ struct brw_sampler_prog_key_data tex;
};
GLuint saturate:1;
GLuint writemask:4;
GLuint tex_unit:4; /* texture unit for TEX, TXD, TXP instructions */
- GLuint tex_idx:3; /* TEXTURE_1D,2D,3D,CUBE,RECT_INDEX source target */
+ GLuint tex_idx:4; /* TEXTURE_1D,2D,3D,CUBE,RECT_INDEX source target */
GLuint tex_shadow:1; /* do shadow comparison? */
GLuint eot:1; /* End of thread indicator for FB_WRITE*/
GLuint target:10; /* target binding table index for FB_WRITE*/
PASS2_DONE
} state;
- GLuint source_depth_reg:3;
- GLuint source_w_reg:3;
- GLuint aa_dest_stencil_reg:3;
- GLuint dest_depth_reg:3;
- GLuint nr_payload_regs:4;
+ uint8_t source_depth_reg;
+ uint8_t source_w_reg;
+ uint8_t aa_dest_stencil_reg;
+ uint8_t dest_depth_reg;
+ uint8_t barycentric_coord_reg[BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT];
+ uint8_t nr_payload_regs;
GLuint computes_depth:1; /* could be derived from program string */
GLuint source_depth_to_render_target:1;
GLuint runtime_check_aads_emit:1;
GLuint nr_fp_insns;
GLuint fp_temp;
GLuint fp_interp_emitted;
- GLuint fp_fragcolor_emitted;
struct prog_src_register pixel_xy;
struct prog_src_register delta_xy;
GLuint cur_inst; /**< index of current instruction */
- GLboolean out_of_regs; /**< ran out of GRF registers? */
+ bool out_of_regs; /**< ran out of GRF registers? */
/** Mapping from Mesa registers to hardware registers */
struct {
- GLboolean inited;
+ bool inited;
struct brw_reg reg;
} wm_regs[NUM_FILES][256][4];
- GLboolean used_grf[BRW_WM_MAX_GRF];
+ bool used_grf[BRW_WM_MAX_GRF];
GLuint first_free_grf;
struct brw_reg stack;
struct brw_reg emit_mask_reg;
void brw_wm_pass1( struct brw_wm_compile *c );
void brw_wm_pass2( struct brw_wm_compile *c );
void brw_wm_emit( struct brw_wm_compile *c );
-GLboolean brw_wm_arg_can_be_immediate(enum prog_opcode, int arg);
+bool brw_wm_arg_can_be_immediate(enum prog_opcode, int arg);
void brw_wm_print_value( struct brw_wm_compile *c,
struct brw_wm_value *value );
void brw_wm_lookup_iz(struct intel_context *intel,
struct brw_wm_compile *c);
-GLboolean brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c);
+bool brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c,
+ struct gl_shader_program *prog);
/* brw_wm_emit.c */
void emit_alu1(struct brw_compile *p,
void emit_ddxy(struct brw_compile *p,
const struct brw_reg *dst,
GLuint mask,
- GLboolean is_ddx,
+ bool is_ddx,
const struct brw_reg *arg0);
void emit_delta_xy(struct brw_compile *p,
const struct brw_reg *dst,
struct brw_reg depth_payload,
GLuint tex_idx,
GLuint sampler,
- GLboolean shadow);
+ bool shadow);
void emit_txb(struct brw_wm_compile *c,
struct brw_reg *dst,
GLuint dst_flags,
struct gl_shader_program *brw_new_shader_program(struct gl_context *ctx, GLuint name);
bool brw_color_buffer_write_enabled(struct brw_context *brw);
-bool brw_render_target_supported(gl_format format);
+bool brw_render_target_supported(struct intel_context *intel, gl_format format);
+void brw_wm_payload_setup(struct brw_context *brw,
+ struct brw_wm_compile *c);
+bool do_wm_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_fragment_program *fp,
+ struct brw_wm_prog_key *key);
#endif